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Color in Grey || Online Multiplayer Platformer #games
@Stage\n\nwhen I receive [start v]\nforever\n if <not <(Level) = [20]>> then\n stop all sounds\n repeat until <(Level) = [20]>\n play sound [Scott_Holmes_-_07_-_Inspirational_Outlook v] until done\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Level) = [20]> then\n stop all sounds\n repeat until <not <(Level) = [20]>>\n play sound [BoxCat_Games_-_05_-_Battle_Boss v] until done\n end\n end\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\nwhen flag clicked\nset [ghost v] effect to (0)\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 switch costume to (connected! v)\n wait (1) seconds\n go to [front v] layer\n set [started v] to [1]\n broadcast (start v)\n repeat (10)\n change [ghost v] effect by (10)\n end\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 (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 [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\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 <<key (s v) pressed?> and <(Skip) > [2]>> then\n if <not <(Level) = [21]>> then\n set [opened? v] to [0]\n set [y2 v] to [-20]\n set [x2 v] to [0]\n change [level v] by (1)\n go to x: (-200) y: (50)\n set [skip v] to [0]\n else\n set [opened? v] to [0]\n set [y2 v] to [-20]\n set [x2 v] to [0]\n set [level v] to [1]\n go to x: (-200) y: (50)\n set [skip v] to [0]\n end\n wait until <not <key (s v) pressed?>>\nend\nif <key (r v) pressed?> then\n set [boss! v] to [3]\n set [opened? v] to [0]\n set [y2 v] to [-20]\n set [x2 v] to [0]\n go to x: (-200) y: (50)\nend\nif <(PlayerHealth) < [1]> then\n set [boss! v] to [3]\n set [playerhealth v] to [1]\n set [opened? v] to [0]\n set [y2 v] to [-20]\n set [x2 v] to [0]\n go to x: (-200) y: (50)\nend\nif <(x position) > [230]> then\n if <not <(Level) = [21]>> then\n set [opened? v] to [0]\n set [y2 v] to [-20]\n set [x2 v] to [0]\n change [level v] by (1)\n go to x: (-200) y: (50)\n set [skip v] to [0]\n else\n set [opened? v] to [0]\n set [y2 v] to [-20]\n set [x2 v] to [0]\n set [level v] to [1]\n go to x: (-200) y: (50)\n set [skip v] to [0]\n end\nend\nif <<<<(mouse x) < (x position)> and <mouse down?>> or <key (left arrow v) pressed?>> or <key (a v) pressed?>> then\n set [last.activity v] to (timer)\n change [x2 v] by (-0.6)\n switch costume to (2 v)\nelse\n if <<<(x position) < (mouse x)> and <mouse down?>> or <key (right arrow v) pressed?>> 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 (figur9 v)?> or <touching (moving v)?>> then\n change y by (1)\nend\nif <<touching (figur9 v)?> or <touching (moving v)?>> then\n change y by (1)\nend\nif <<touching (figur9 v)?> or <touching (moving v)?>> then\n change y by (1)\nend\nif <<touching (figur9 v)?> or <touching (moving v)?>> then\n change y by (1)\nend\nif <<touching (figur9 v)?> or <touching (moving v)?>> then\n change y by (-4)\n change x by ((x2) * (-1))\nend\nchange y by (y2)\nSave My Data\nif <<touching (figur9 v)?> or <touching (moving 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 (figur9 v)?> or <touching (moving 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 (lasers v)?> or <(y position) < [-175]>> or <touching (gears v)?>> or <touching (laserwall v)?>> or <touching (laserwall3 v)?>> or <touching (laserwall4 v)?>> then\n set [opened? v] to [0]\n go to x: (-192) y: (-180)\n set [x2 v] to [0]\n set [y2 v] to [0]\n change [skip v] by (1)\n fiind\nend\nif <key (p v) pressed?> then\n if <(Level) > [1]> then\n set [opened? v] to [0]\n set [y2 v] to [-20]\n set [x2 v] to [0]\n change [level v] by (-1)\n set [skip v] to [0]\n go to x: (220) y: (5)\n end\n wait until <not <key (p v) pressed?>>\nend\nif <<touching color (#ff4141)?> and <(y position) > ([y position v] of [moving2 v])>> then\n go to x: (-192) y: (-180)\n set [x2 v] to [0]\n set [y2 v] to [0]\n change [miniboss v] by (-1)\n fiind\nelse\n if <touching (moving2 v)?> then\n go to x: (-192) y: (-180)\n set [x2 v] to [0]\n set [y2 v] to [0]\n set [miniboss v] to [3]\n fiind\n end\nend\nif <<<(Faze1) = [4]> and <touching (moving3 v)?>> and <<touching color (#ffffff)?> and <(y position) > ([y position v] of [moving2 v])>>> then\n go to x: (-192) y: (-180)\n set [faze1 v] to [1]\n set [x2 v] to [0]\n set [y2 v] to [0]\n change [boss! v] by (-1)\n fiind\nend\nif <<touching color (#343434)?> and <touching (sprite1 v)?>> then\n set [y2 v] to [20]\nend\nif <<touching color (#262626)?> and <touching (moving v)?>> then\n set x to ([x position v] of [moving v])\nend\nif <(PlayerHealth) = [0]> then\n go to x: (-192) y: (-180)\n set [x2 v] to [0]\n set [y2 v] to [0]\n set [boss! v] to [0]\n set [playerhealth v] to [3]\n fiind\nend\nSave My Data\n\nwhen I receive [initialise v]\nhide\nset [username v] to (username)\nset [clone id v] to [0]\nrepeat (10)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\n\ndefine (id)\nif <(item (id) of [active check v]) = [Off]> then\n hide\nelse\n if <(item (((id) * (8)) - (3)) of [cloud list v]) = (Level)> then\n switch costume to ((item (((id) * (8)) - (0)) of [cloud list v]) + (4))\n set [ghost v] effect to (0)\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 set [ghost v] effect to (0)\n else\n if <(item (((id) * (8)) - (3)) of [cloud list v]) > (Level)> then\n go to x: (250) y: (item (((id) * (8)) - (6)) of [cloud list v])\n else\n go to x: (-250) y: (item (((id) * (8)) - (6)) of [cloud list v])\n end\n set [ghost v] effect to (100)\n think (item (((id) * (8)) - (4)) of [cloud list v])\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 end\nend\n\ngo to x: (item (((id) * (8)) - (7)) of [cloud list v]) y: (item (((id) * (8)) - (6)) of [cloud list 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\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: No.]\nset [chat3 v] to [3: Come to me!]\nset [chat4 v] to [4: Stay here!]\nset [chat5 v] to [5: I commented on your profile!]\nset [chat6 v] to [6: Watch me!]\nset [chat7 v] to [7: How do you beat this level?]\nset [chat8 v] to [8: I'm coming!!]\nset [chat9 v] to [9: Wait for me!]\nset [chat10 v] to [Z: Noooooo!]\nset [chat11 v] to [X: Ok!]\nset [chat12 v] to [C: Thank you!]\nset [chat13 v] to [V: No problem!]\ndelete all of [chat v]\nadd [Hi!] to [chat v]\nadd [No.] to [chat v]\nadd [Come to me!] to [chat v]\nadd [Stay here!] to [chat v]\nadd [I commented on your profile!] to [chat v]\nadd [Watch me!] to [chat v]\nadd [How do you beat this level?] to [chat v]\nadd [I'm coming!] to [chat v]\nadd [Wait for me!] to [chat v]\nadd [Noooooo!] to [chat v]\nadd [Ok!] to [chat v]\nadd [Thank you!] to [chat v]\nadd [No problem!] 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 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 (z 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 (x 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 if <key (c v) pressed?> then\n hide vars\n set [chat.mode v] to [1]\n set [chat.output v] to [3]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n if <key (v v) pressed?> then\n hide vars\n set [chat.mode v] to [1]\n set [chat.output v] to [4]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n else\n hide vars\n end\nend\n\nshow variable [chat1 v]\nshow variable [chat2 v]\nshow variable [chat3 v]\nshow variable [chat4 v]\nshow variable [chat5 v]\nshow variable [chat6 v]\nshow variable [chat7 v]\nshow variable [chat8 v]\nshow variable [chat9 v]\nshow variable [chat10 v]\nshow variable [chat11 v]\n\ndefine hide vars\nset [chat v] to [0]\nhide variable [chat1 v]\nhide variable [chat2 v]\nhide variable [chat3 v]\nhide variable [chat4 v]\nhide variable [chat5 v]\nhide variable [chat6 v]\nhide variable [chat7 v]\nhide variable [chat8 v]\nhide variable [chat9 v]\nhide variable [chat10 v]\nhide variable [chat11 v]\n\nwhen flag clicked\nset [chat.output v] to [0]\n\nwhen I receive [start v]\nwait (4) seconds\nforever\n if <not <(item (((@PlayerSlot) * (8)) - (4)) of [cloud list v]) = (item (4) of [my list v])>> then\n broadcast (aw v)\n stop [all v]\n end\nend\n\nwhen flag clicked\nset [last.activity v] to [1]\n\nwhen flag clicked\nset [chat.output v] to [0]\n\ndefine fiind\nrepeat until <not <<touching (figur9 v)?> or <touching (moving v)?>>>\n change y by (1)\nend\n\ngo to [front v] layer\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\n@Cloud\n\ndefine Decode (data)\ndelete all of [cloud list v]\nset [output v] to []\nset [i v] to [0]\nrepeat ((length of (data)) / (2))\n change [i v] by (2)\n switch costume to (join (letter ((I) - (1)) of (data)) (letter (I) of (data)))\n if <(costume [name v]) = [~]> then\n add (Output) to [cloud list v]\n set [output v] to []\n else\n set [output v] to (join (Output) (costume [name v]))\n end\nend\n\ndefine Encode\nset [output v] to []\nset [n v] to [0]\nrepeat (length of [my list v])\n set [i v] to [0]\n change [n v] by (1)\n repeat (length of (item (n) of [my list v]))\n change [i v] by (1)\n switch costume to (letter (I) of (item (n) of [my list v]))\n if <(costume [number v]) < [10]> then\n set [output v] to (join (Output) (join [0] (costume [number v])))\n else\n set [output v] to (join (Output) (costume [number v]))\n end\n end\n set [output v] to (join (Output) [53])\nend\n\ndefine Update Players List (id)\nif <(id) = [1]> then\n set [player list v] to [0]\n delete all of [check v]\n repeat (10)\n change [player list v] by (1)\n add (item (((Player List) * (8)) - (5)) of [cloud list v]) to [check v]\n end\nelse\n if <(id) = [2]> then\n set [player list v] to [0]\n repeat (10)\n change [player list v] by (1)\n if <not <(@PlayerSlot) = (Player List)>> then\n if <(item (Player List) of [check v]) = (item (((Player List) * (8)) - (5)) of [cloud list v])> then\n replace item (Player List) of [active check v] with [Off]\n else\n replace item (Player List) of [active check v] with [On]\n end\n end\n end\n end\nend\n\nwhen I receive [initialise v]\ndelete all of [active check v]\nrepeat (10)\n add [off] to [active check v]\nend\n\nwhen I receive [start v]\nforever\n Update Players List [1]\n wait (0.3) seconds\n Update Players List [2]\nend\n\nwhen I receive [get data v]\nDecode Data\n\ndefine Save Data (id)\nEncode\nif <(timer) < ((last.activity) + (60))> then\n if <(id) = [1]> then\n set [☁ p1 v] to (Output)\n else\n if <(id) = [2]> then\n set [☁ p2 v] to (Output)\n else\n if <(id) = [3]> then\n set [☁ p3 v] to (Output)\n else\n if <(id) = [4]> then\n set [☁ p4 v] to (Output)\n else\n if <(id) = [5]> then\n set [☁ p5 v] to (Output)\n else\n if <(id) = [6]> then\n set [☁ p6 v] to (Output)\n else\n if <(id) = [7]> then\n set [☁ p7 v] to (Output)\n else\n if <(id) = [8]> then\n set [☁ p8 v] to (Output)\n else\n if <(id) = [9]> then\n set [☁ p9 v] to (Output)\n else\n if <(id) = [10]> then\n set [☁ p10 v] to (Output)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nDecode Data\nSave Data (@PlayerSlot)\nDetermine Players\n\ndefine Decode Data\nDecode (join (☁ P1) (join (☁ P2) (join (☁ P3) (join (☁ P4) (join (☁ P5) (join (☁ P6) (join (☁ P7) (join (☁ P8) (join (☁ P9) (☁ P10))))))))))\n\ndefine Determine Players\nset [players v] to [1]\nset [i v] to [0]\nrepeat (10)\n change [i v] by (1)\n if <(item (I) of [active check v]) = [On]> then\n change [players v] by (1)\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\n@Figur9\n\nwhen I receive [start v]\nshow\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@Lasers\n\nwhen I receive [start v]\nforever\n switch costume to (Level)\nend\n\nwait (0.05) seconds\nnext costume\n\nset [ghost v] effect to (0)\n\ngo to [back v] layer\n\nwhen I receive [start v]\ngo to x: (0) y: (-160)\n\nwhen flag clicked\nshow\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\n@Sprite1\n\ngo to [back v] layer\n\nwhen I receive [start v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nwait (1) seconds\nif <(Players) = [1]> then\n go to x: (0) y: (100)\n switch costume to (alone v)\n set [ghost v] effect to (0)\n show\n repeat (100)\n set y to ((y position) / (10))\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\n\nwhen I receive [start v]\nwait (2) seconds\nset [pp v] to (Players)\nforever\n if <(pp) < (Players)> then\n wait (2) seconds\n if <(pp) < (Players)> then\n broadcast (joined v)\n go to x: (0) y: (100)\n set [pp v] to (Players)\n switch costume to (joined v)\n show\n set [ghost v] effect to (0)\n repeat (100)\n set y to ((y position) / (10))\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n end\n end\n if <(Players) < (pp)> then\n wait (2) seconds\n if <(Players) < (pp)> then\n broadcast (left v)\n go to x: (0) y: (100)\n set [pp v] to (Players)\n switch costume to (left v)\n set [ghost v] effect to (0)\n show\n repeat (100)\n set y to ((y position) / (10))\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n end\n end\nend\n\nwhen I receive [start v]\nwait (1) seconds\nset voice to (tenor v)::tts\nspeak (join (username) (join [, You are player ] (@PlayerSlot)))::tts\n\nspeak [You are player]::tts\nspeak (@PlayerSlot)::tts\n\nwhen I receive [joined v]\nspeak [Someone joined the game!]::tts\n\nwhen I receive [left v]\nspeak [Someone left the game.]::tts\n\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\n@Sprite5\n\nwhen flag clicked\nhide variable [time v]\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [start v]\nreset timer\n\nwhen I receive [win v]\nswitch costume to (costume1 v)\nshow\ngo to x: (0) y: (0)\nset [time v] to (timer)\n\nwhen I receive [start v]\nshow variable [shownplayers v]\n\nhide variable [time v]\n\n@Sprite2\n\nwhen flag clicked\nhide variable [shownplayers v]\n\nwhen I receive [start v]\nshow variable [shownplayers v]\nforever\n set [ghost v] effect to (100)\n if <touching (mouse-pointer v)?> then\n set [shownplayers v] to (join (Players) [ - Online])\n else\n set [shownplayers v] to (Players)\n end\nend\n\n@Chat\n\nwhen flag clicked\nforever\n if <(chat) = [1]> then\n show\n else\n hide\n end\nend\n\n@Sprite3\n\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [level v] to [1]\ngo to [back v] layer\nswitch costume to (costume2 v)\nwait until <(Level) = [21]>\ngo to [front v] layer\nset [ghost v] effect to (0)\nshow\nset size to (1) %\nrepeat until <(size) > [99]>\n change size by (10)\nend\nswitch costume to (costume33 v)\nwait (2) seconds\nswitch costume to (costume34 v)\nrepeat (5)\n wait (0.03) seconds\n next costume\nend\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nset size to (100) %\n\n@Gears\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n turn right (7) degrees\n if <(Level) = [2]> then\n go to x: (60) y: (-100)\n show\n else\n if <(Level) = [3]> then\n go to x: (60) y: (52)\n show\n else\n if <(Level) = [4]> then\n go to x: (-88) y: (31)\n show\n else\n if <(Level) = [5]> then\n go to x: (120) y: (107)\n show\n else\n if <(Level) = [8]> then\n go to x: (-51) y: (-106)\n show\n else\n if <(Level) = [12]> then\n go to x: (-51) y: (-106)\n show\n set [m1 v] to [0]\n repeat until <<(M1) = [30]> or <not <(Level) = [12]>>>\n turn right (7) degrees\n change x by (5)\n change [m1 v] by (1)\n end\n repeat until <<(M1) = [0]> or <not <(Level) = [12]>>>\n turn right (7) degrees\n change x by (-5)\n change [m1 v] by (-1)\n end\n else\n if <(Level) = [13]> then\n go to x: (-1) y: (-50)\n show\n set [m1 v] to [0]\n repeat until <<(M1) = [24]> or <not <(Level) = [13]>>>\n turn right (7) degrees\n change y by (8)\n change [m1 v] by (1)\n end\n repeat until <<(M1) = [0]> or <not <(Level) = [13]>>>\n turn right (7) degrees\n change y by (-8)\n change [m1 v] by (-1)\n end\n else\n if <(Level) = [14]> then\n go to x: (-57) y: (-98)\n show\n else\n if <(Level) = [15]> then\n go to x: (34) y: (99)\n show\n else\n if <(Level) = [16]> then\n go to x: (45) y: (103)\n show\n else\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nrepeat (30)\n\nrepeat (30)\n turn right (7) degrees\n change x by (-5)\nend\n\nhide\n\ngo to (random position v)\n\nrepeat (24)\nrepeat (24)\n turn right (7) degrees\n change y by (-8)\nend\n\ngo to [back v] layer\n\nshow\n\n@Lasers2\n\nwhen I receive [start v]\nforever\n switch costume to (Level)\nend\n\nwait (0.05) seconds\nnext costume\n\ngo to [back v] layer\n\nwhen I receive [start v]\ngo to x: (0) y: (-160)\n\nwhen flag clicked\nshow\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\nwhen I receive [start v]\nset [ghost v] effect to (0)\nforever\n repeat (10)\n change [ghost v] effect by (10)\n end\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\n@LaserWall\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n switch costume to (Level)\nend\n\nwhen I receive [start v]\nshow\nforever\n go to [back v] layer\n if <<(Level) = [15]> and <(Opened?) = [0]>> then\n go to x: (0) y: (0)\n show\n else\n if <<(Level) = [16]> and <(Opened?) = [0]>> then\n go to x: (0) y: (0)\n show\n else\n if <<(Level) = [17]> and <(Opened?) = [0]>> then\n go to x: (0) y: (0)\n show\n else\n hide\n end\n end\n end\nend\n\n@LaserWall2\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n switch costume to (Level)\nend\n\nwhen I receive [start v]\nshow\nforever\n go to [back v] layer\n if <<(Level) = [15]> and <(Opened?) = [0]>> then\n go to x: (0) y: (0)\n show\n else\n if <<(Level) = [16]> and <(Opened?) = [0]>> then\n go to x: (0) y: (0)\n show\n else\n if <<(Level) = [17]> and <(Opened?) = [0]>> then\n go to x: (0) y: (0)\n show\n else\n hide\n end\n end\n end\nend\n\nwhen I receive [start v]\nshow\nforever\n if <(Opened?) = [0]> then\n if <touching color (#ffdb00)?> then\n set [opened? v] to [1]\n end\n end\nend\n\n@Moving\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n if <(Level) = [18]> then\n go to x: (-40) y: (-127)\n show\n change x by (3)\n repeat until <<touching (figur9 v)?> or <not <(Level) = [18]>>>\n change x by (3)\n end\n wait (1) seconds\n change x by (-3)\n repeat until <<touching (figur9 v)?> or <not <(Level) = [18]>>>\n change x by (-3)\n end\n wait (1) seconds\n else\n hide\n end\nend\n\nrepeat (30)\n\nrepeat (30)\n turn right (7) degrees\n change x by (-5)\nend\n\nhide\n\nwhen I receive [start v]\nshow\n\nrepeat (24)\nrepeat (24)\n turn right (7) degrees\n change y by (-8)\nend\n\ngo to [front v] layer\n\nshow\n\nshow\n\nset rotation style [left-right v]\n\nif <key (space v) pressed?> then\n go to (mouse-pointer v)\nend\n\nwhen I receive [start v]\nshow\nforever\n if <(Level) = [18]> then\n show\n else\n hide\n end\nend\n\n@Moving2\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n if <<(Level) = [19]> and <(Miniboss) > [0]>> then\n go to x: (-94) y: (-97)\n show\n switch costume to (costume2 v)\n change x by (6)\n repeat until <<touching (figur9 v)?> or <not <(Level) = [19]>>>\n change x by (6)\n end\n switch costume to (costume3 v)\n change x by (-6)\n repeat until <<touching (figur9 v)?> or <not <(Level) = [19]>>>\n change x by (-6)\n end\n else\n hide\n end\nend\n\nrepeat (30)\n\nrepeat (30)\n turn right (7) degrees\n change x by (-5)\nend\n\nhide\n\nwhen I receive [start v]\nshow\n\nrepeat (24)\nrepeat (24)\n turn right (7) degrees\n change y by (-8)\nend\n\ngo to [front v] layer\n\nshow\n\nshow\n\nset rotation style [left-right v]\n\nwhen I receive [start v]\nshow\nforever\n if <<(Level) = [19]> and <(Miniboss) > [0]>> then\n show\n else\n hide\n end\nend\n\nshow\n\ngo to [back v] layer\n\nwhen I receive [start v]\nshow\nforever\n if <(Level) = [19]> then\n set [miniboss v] to [3]\n wait until <not <(Level) = [19]>>\n end\nend\n\n@Sprite6\n\nwhen I receive [start v]\nshow\nforever\n if <<(Level) = [19]> and <(Miniboss) > [0]>> then\n show\n go to (moving2 v)\n switch costume to (Miniboss)\n else\n hide\n end\nend\n\n@LaserWall3\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n go to [back v] layer\n if <<(Level) = [19]> and <(Miniboss) > [0]>> then\n go to x: (0) y: (0)\n show\n else\n hide\n end\nend\n\n@Moving3\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n if <<(Level) = [20]> and <(Boss!) > [0]>> then\n go to x: (0) y: (0)\n show\n set [faze1 v] to [1]\n switch costume to (costume3 v)\n create clone of (_myself_ v)\n wait (6) seconds\n set [faze1 v] to [2]\n broadcast (KABOOM v)\n wait (4) seconds\n set [faze1 v] to [3]\n broadcast (KOWABUNGA! v)\n wait (3) seconds\n set [faze1 v] to [4]\n switch costume to (costume5 v)\n wait (6) seconds\n else\n hide\n end\nend\n\nrepeat (30)\n\nrepeat (30)\n turn right (7) degrees\n change x by (-5)\nend\n\nhide\n\nwhen I receive [start v]\nshow\n\nrepeat (24)\nrepeat (24)\n turn right (7) degrees\n change y by (-8)\nend\n\ngo to [front v] layer\n\nshow\n\nshow\n\nset rotation style [left-right v]\n\nwhen I receive [start v]\nshow\nforever\n if <<(Level) = [20]> and <(Boss!) > [0]>> then\n show\n else\n hide\n end\nend\n\nshow\n\ngo to [back v] layer\n\nwhen I receive [start v]\nshow\nforever\n if <(Level) = [20]> then\n set [boss! v] to [3]\n wait until <not <(Level) = [20]>>\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume1 v)\nset [ghost v] effect to (0)\npoint in direction (180)\nwait (3) seconds\nrepeat until <touching (figur9 v)?>\n move (30) steps\nend\nswitch costume to (costume2 v)\nset [ghost v] effect to (50)\nwait (1) seconds\nrepeat (5)\n change [ghost v] effect by (-10)\nend\nswitch costume to (costume4 v)\nif <touching color (#ffdb00)?> then\n set [playerhealth v] to [0]\nend\nwait (0.1) seconds\nif <touching color (#ffdb00)?> then\n set [playerhealth v] to [0]\nend\nwait (0.1) seconds\nif <touching color (#ffdb00)?> then\n set [playerhealth v] to [0]\nend\nwait (0.1) seconds\nif <touching color (#ffdb00)?> then\n set [playerhealth v] to [0]\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwait (0.3) seconds\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen I receive [kaboom v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nswitch costume to (costume1 v)\nset [ghost v] effect to (0)\nwait (1) seconds\nset [ghost v] effect to (100)\nswitch costume to (costume2 v)\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nif <touching color (#ffdb00)?> then\n set [playerhealth v] to [0]\nend\nwait (0.1) seconds\nif <touching color (#ffdb00)?> then\n set [playerhealth v] to [0]\nend\nwait (0.1) seconds\nif <touching color (#ffdb00)?> then\n set [playerhealth v] to [0]\nend\nwait (0.1) seconds\nif <touching color (#ffdb00)?> then\n set [playerhealth v] to [0]\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwait (0.3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nif <touching color (#ffdb00)?> then\n set [playerhealth v] to [0]\nend\n\n@Sprite8\n\nwhen flag clicked\nhide\n\nwhen I receive [kowabunga! v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nswitch costume to (costume1 v)\nset [ghost v] effect to (0)\nwait (1) seconds\nset [ghost v] effect to (100)\nswitch costume to (costume2 v)\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nif <touching color (#ffdb00)?> then\n set [playerhealth v] to [0]\nend\nwait (0.1) seconds\nif <touching color (#ffdb00)?> then\n set [playerhealth v] to [0]\nend\nwait (0.1) seconds\nif <touching color (#ffdb00)?> then\n set [playerhealth v] to [0]\nend\nwait (0.1) seconds\nif <touching color (#ffdb00)?> then\n set [playerhealth v] to [0]\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Sprite9\n\nwhen I receive [start v]\nshow\nforever\n if <<(Level) = [20]> and <(Boss!) > [0]>> then\n show\n go to (moving3 v)\n switch costume to (Boss!)\n else\n hide\n end\nend\n\n@Moving4\n\nwhen flag clicked\nhide\n\nrepeat (30)\n\nrepeat (30)\n turn right (7) degrees\n change x by (-5)\nend\n\nhide\n\nwhen I receive [start v]\nshow\n\nrepeat (24)\nrepeat (24)\n turn right (7) degrees\n change y by (-8)\nend\n\ngo to [front v] layer\n\nshow\n\nshow\n\nset rotation style [left-right v]\n\nwhen I receive [start v]\nshow\nforever\n if <<<(Level) = [20]> and <(Boss!) > [0]>> and <(Faze1) = [1]>> then\n show\n else\n hide\n end\nend\n\nshow\n\ngo to [back v] layer\n\ngo [forward v] (1) layers\n\nwhen I receive [start v]\nshow\n\nif <touching color (#ffdb00)?> then\n set [playerhealth v] to [0]\nend\n\n@Moving5\n\nwhen flag clicked\nhide\n\nrepeat (30)\n\nrepeat (30)\n turn right (7) degrees\n change x by (-5)\nend\n\nhide\n\nwhen I receive [start v]\nshow\n\nrepeat (24)\nrepeat (24)\n turn right (7) degrees\n change y by (-8)\nend\n\ngo to [front v] layer\n\nshow\n\nshow\n\nset rotation style [left-right v]\n\nwhen I receive [start v]\nshow\nforever\n if <<<(Level) = [20]> and <(Boss!) > [0]>> and <(Faze1) = [4]>> then\n show\n else\n hide\n end\nend\n\nshow\n\ngo to [back v] layer\n\ngo [forward v] (1) layers\n\nwhen I receive [start v]\nshow\n\nif <touching color (#ffdb00)?> then\n set [playerhealth v] to [0]\nend\n\n@LaserWall4\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n go to [back v] layer\n if <<(Level) = [20]> and <(Boss!) > [0]>> then\n go to x: (0) y: (0)\n show\n else\n hide\n end\nend\n\n@Sprite10\n\ngo to [back v] layer\n\nwhen I receive [start v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n if <touching color (#ffdb00)?> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (40)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\n@Sprite11\n\nwhen flag clicked\nset [skip v] to [0]\nforever\n if <(Skip) > [2]> then\n show\n set [ghost v] effect to (0)\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n wait until <not <(Skip) > [2]>>\n else\n hide\n end\nend\n\n
★★ Color in Grey ★★\n- 17 normal levels\n- 2 resting points\n- 1 miniboss\n- 1 boss\n\nNOTICE: This is my first online game, please be nice :)\n@StratfordJames loved! :D\n\n★ Try in 2 TABS! Play with your family and friends!★\n\n>>> IF YOU CAN'T GET IN:\nYou may be a New Scratcher, only Scratchers can access cloud variables.\nIf not, try reloading the page.\n\n★ Controls ★\n[Arrow keys] to move\n[T] to open chat\n[1,2,3,4,5,6,7,8,9,Z,X] to select words if chat is open\n[R] restart level if you are stuck\n[P] go to previous level\n[S] if died 3 times, skip\n\n★ Credits ★\n@TimMcCool for the cloud system (I edited)\n@StratfordJames for the chat design (I edited)\nfreemusicarchive.org / FMA for the music\nMe, myself, and I for everything else.\n\n★ Tags ★\n#um #yeah #games #all #trending #explore #do #these #work #recent #i #hope #they #work #this #is #honestly #wasting #my #time #and #your #time #if #you #are #reading #this #xD #ok #now #what #uh #gaming #play #playing #platform #platformer #platforming #studio #studios #fun #cloud #multiplayer #online #working #chat #chatting #kraken #master #krakenmaster
bunny a platformer
@Stage\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch backdrop to (level)\nend\n\n@Marshmallo\n\nwhen I receive [done intro v]\npoint in direction (90)\nset [x spawn v] to [-177]\nset [y spawn v] to [-68]\ngo to x: (X spawn) y: (Y spawn)\nshow\nset size to (30) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n Platformer engine\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [done intro v]\nshow\n\ndefine Platformer engine\nchange [y v] by (-0.5)\nif <key (left arrow v) pressed?> then\n switch costume to (left v)\n change [x v] by (-0.8)\nend\nif <key (right arrow v) pressed?> then\n switch costume to (right v)\n change [x v] by (0.8)\nend\nset [x v] to ((X) * (0.9))\nchange x by (X)\nif <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (-6)\n change x by ((X) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [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 (#ffffff)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<touching color (#ffffff)?> and <key (up arrow 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: (X spawn) y: (Y spawn)\nend\nif <touching (tramppoline v)?> then\n set [y v] to [15]\nend\nif <touching color (#ffd1d9)?> then\n go to x: (X spawn) y: (Y spawn)\nend\n\nwhen flag clicked\nchange [☁ viewers v] by (1)\nhide variable [☁ viewers v]\n\n@intro\n\nwhen flag clicked\nrepeat (45)\n wait (0.01) seconds\n next costume\nend\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen flag clicked\nshow\nwait (3.7) seconds\nset [ghost v] effect to (25)\nwait (0.01) seconds\nset [ghost v] effect to (45)\nwait (0.01) seconds\nset [ghost v] effect to (75)\nwait (0.01) seconds\nset [ghost v] effect to (85)\nwait (0.4) seconds\nhide\nbroadcast (done intro v)\n\nwhen flag clicked\nstart sound [Slide Whistle v]\nbroadcast (whistle done v)\n\nwhen I receive [whistle done v]\nwait (1) seconds\nstart sound [Drum Boing v]\nbroadcast (boing v)\n\nwhen I receive [whistle done v]\nwait (1.7) seconds\nstart sound [Disconnect v]\nbroadcast (bite v)\n\nwhen I receive [bite v]\nwait (2) seconds\nstart sound [Bite v]\n\n@Sprite1\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\n
Orbit || A 360 degrees platformer
@Stage\n\nwhen I receive [play v]\nswitch backdrop to (play v)\nforever\n play sound [Music - You can change this! v] until done\nend\n\nwhen flag clicked\nbroadcast (play v)\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]\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 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 <(winnnnnnnn) = [true]> 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\nwhen flag clicked\nset [winnnnnnnn v] to [false]\n\nwhen I receive [win v]\nhide\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\n\n@Text\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\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\n\n@back ground\n\nwhen I receive [play v]\nshow\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\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\n\n@Danger\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\nwhen I receive [win v]\nhide\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite 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 (((-100) - (y position)) * (0.10))\n end\nend\nif <(costume [number v]) = [2]> then\n go to x: (0) y: (-200)\n repeat (50)\n change y by (((250) - (y position)) * (0.1))\n end\n stop [this script v]\nend\n\nwhen flag clicked\nhide\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\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\n\n@player\n\nwhen I receive [lag free cam set v]\nset x to (cam x)\n\nwhen I receive [play v]\nshow\nclear graphic effects\nforever\n set x to (cam x)\n if <touching (danger 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 [ghost 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]) < [112]> and <([direction v] of [land 360 v]) > [102]>>\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\nwhen flag clicked\nwait until <touching (portal v)?>\nset [winnnnnnnn v] to [true]\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\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
WOW!!! 130 views, 49 loves and 39 favs in only 2 days!!!! Thanks a lot!!!!!!\n\nIt may have some bugs because its my first 360 degrees platformer. \n\nHi, and welcome to orbit!!!!!!!! A 360 degrees platformer. I hope you like this project.\nThis is my first 360 degrees platformer.\nPlease love, favorite and follow me for more awesome games like this!!!!\n\nControls - \nArrow keys to move(mobile friendly)\nDon't touch lava or spikes.\nThanks for playing!!!\n\n\nCredits - \n@pranavhaha for the engine.\nThanks to @StratfordJames for the backdrop.\nOthers everything be me. Thanks again.\nYou can remind me if I didn't give credit to someone!
multyplayer platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [test v]\nswitch backdrop to (artboard 1 copy@2x v)\n\nwhen flag clicked\n\nif <not <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>>> then\n stop [all v]\nend\n\nwhen I receive [message - show v]\nswitch backdrop to (reload v)\n\n@Blank\n\n@Game\n\ndefine fix player\nset [t v] to [1]\nrepeat (8)\n change [@player x v] by (item (t) of [fix v])\n change [t v] by (1)\n change [@player y v] by (item (t) of [fix v])\n change [t v] by (1)\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (item (t) of [fix v])\nchange [t v] by (1)\nchange [@player y v] by (item (t) of [fix v])\nset [t v] to [1]\nrepeat (8)\n change [@player x v] by ((item (t) of [fix v]) * (2))\n change [t v] by (1)\n change [@player y v] by ((item (t) of [fix v]) * (2))\n change [t v] by (1)\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by ((item (t) of [fix v]) * (2))\nchange [t v] by (1)\nchange [@player y v] by (((item (t) of [fix v]) * (2)) - (1))\n\ndefine Move Out Of Collision dir x,y: (dx) (dy) limit: (limit)\nset [lim v] to [1]\nrepeat until <<(lim) > (limit)> or <(touch) < [100]>>\n change [@player x v] by (dx)\n change [@player y v] by (dy)\n change [lim v] by (1)\n Check Collide\nend\nif <(lim) > (limit)> then\n change [@player x v] by ((0) - ((dx) * (limit)))\n change [@player y v] by ((0) - ((dy) * (limit)))\n if <<(@Player SX) = [0]> or <not <(dx) = [0]>>> then\n set [@player die v] to [1]\n else\n Check Collide\n if <(@Player SX) > []> then\n if <(@Player SX) > [0.01]> then\n Move Out Of Collision dir x,y: (-1) (0) limit: (24)\n else\n if <(@Player SX) < [-0.01]> then\n Move Out Of Collision dir x,y: (1) (0) limit: (24)\n end\n end\n end\n set [@player sx v] to [0]\n end\n set [lim v] to [999]\nend\n\ndefine Check Collide\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <touching (level v)?> then\n set [touch v] to [101]\nelse\n if <touching (moving platform v)?> then\n set [touch v] to [102]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Scroll Level\nchange [@scroll x v] by (round (((@Player X) - (@Scroll X)) * (0.1)))\nif <(@Scroll X) < [0]> then\n set [@scroll x v] to [0]\nend\nchange [@scroll y v] by (round (((@Player Y) - (@Scroll Y)) * (0.1)))\nif <(@Scroll Y) < [0]> then\n set [@scroll y v] to [0]\nend\n\ndefine Player Tick\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n change [jump key v] by (1)\nelse\n set [jump key v] to [0]\nend\nset [pushed sx v] to [0]\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [key left right v] to [1]\nelse\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [key left right v] to [-1]\n else\n set [key left right v] to [0]\n end\nend\nPlayer Tick - Fix Up\nPlayer Tick - Crouch / Jump Key\nPlayer Tick - Up / Down\nPlayer Tick - Left / Right\n\ndefine Reset Player\nset [@player x v] to (@Spawn X)\nset [@player y v] to (@Spawn Y)\nset [@scroll x v] to (@Player X)\nset [@scroll y v] to (@Player Y)\nset [@player sx v] to [0]\nset [@player sy v] to [0]\nset [@falling v] to [0]\nset [@walking v] to [-1]\nset [@player die v] to [0]\nset [@player mode v] to [0]\nset [onground v] to [100]\nScroll Level\n\nwhen flag clicked\nset [debug v] to [0]\ndelete all of [emoji spawn v]\nif <<(username) = [griffpatch_tutor]> or <(username) = [griffpatch]>> then\n set [reload v] to [26]\n set [☁ online v] to (reload)\nelse\n if <not <(reload) = (☁ ONLINE)>> then\n broadcast (Message - Show v) and wait\n end\nend\nbroadcast (Green Flag v) and wait\nbroadcast (Cloud - Setup v) and wait\nset [frame v] to [0]\nset [fps time v] to [1]\nset [ghost v] effect to (100)\nset [@level v] to [1]\nset [@totalflags v] to [0]\nset [@timer v] to [0]\nset [@player dir v] to [90]\nset [@spawn x v] to [-180]\nset [@spawn y v] to [32]\nset [clock v] to [0]\nReset Player\nbroadcast (setup level v) and wait\nbroadcast (game loop tick v) and wait\ngo to [front v] layer\nbroadcast (pre game loop v)\nrepeat until <not <(reload) = (☁ ONLINE)>>\n broadcast (Player - pre-move v)\n broadcast (Player - Begin Frame v)\n broadcast (game loop tick v)\n broadcast (Cloud - tick v)\n broadcast (Players - Tick v)\nend\nbroadcast (Message - Show v) and wait\n\nwhen I receive [player - pre-move v]\nset [active players v] to [1]\nset [@platform sx v] to []\nset [@platform sy v] to []\nchange [@timer v] by (1)\nif <<not <(@Player X) = [-180]>> and <(FLAG COUNT) > [0]>> then\n change [clock v] by (1)\nend\nShow Time (clock)\nchange [mouse inactive v] by (1)\nif <not <<(mouse x) = (mouse x)> and <(mouse y) = (mouse y)>>> then\n set [mouse x v] to (mouse x)\n set [mouse y v] to (mouse y)\n set [mouse inactive v] to [0]\nend\n\nwhen I receive [player - begin frame v]\nswitch costume to (hitbox v)\nif <(@Player Die) = [0]> then\n Player Tick\n if <(@Player Y) < [-200]> then\n set [@player die v] to [25]\n end\nelse\n change [@player die v] by (1)\n if <(@Player Die) > [60]> then\n Reset Player\n end\nend\nif <<key (q v) pressed?> and <key (r v) pressed?>> then\n set [@spawn x v] to [-180]\n set [@spawn y v] to [32]\n set [clock v] to [0]\n Reset Player\n broadcast (Reset v)\nend\nif <(@crouching) = [2]> then\n Check Slide []\nelse\n Slope Detect\nend\nScroll Level\n\ndefine Show Time (frame)\nset [t v] to ([floor v] of (((frame) / (30)) * (10)) )\nset [time v] to ((t) mod (10))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join [.] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join ((t) mod (6)) (TIME))\nset [t v] to ([floor v] of ((t) / (6)) )\nset [time v] to (join ['] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join ((t) mod (10)) (TIME))\nif <(t) = [0]> then\n stop [this script v]\nend\nset [time v] to (join [:] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join ((t) mod (10)) (TIME))\n\ndefine Slope Detect\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <<(@Falling) > [1]> or <(@walking) > [-1]>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope0 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n else\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nswitch costume to (hitbox v)\n\ndefine Player Tick - Fix Up\nif <(on platform) = []> then\n Check Collide\n if <(touch) = [102]> then\n set [pushed sx v] to (@Player X)\n change [@player x v] by (@Platform SX)\n Check Collide\n if <(touch) > [100]> then\n if <(touch) = [102]> then\n fix player\n else\n Move Out Of Collision dir x,y: (0) (1) limit: (([abs v] of (@Platform SX) ) + (2))\n if <(@Player Die) > [0]> then\n set [pushed sx v] to [0]\n stop [this script v]\n end\n set [@player sy v] to [0]\n set [@falling v] to [0]\n end\n end\n set [pushed sx v] to ((@Player X) - (pushed sx))\n set [@platform sx v] to [0]\n end\nend\n\ndefine Player Tick - Crouch / Jump Key\nset [t v] to <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <key (z v) pressed?>>>\nif <<(t) = [true]> and <<(@Falling) < [3]> or <(@crouching) > [1]>>> then\n set [@on wall v] to [0]\n Check Slide ((@Player SX) / ([abs v] of (@Player SX) ))\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [2]>> then\n if <([abs v] of (@Slope) ) > [1]> then\n if <<(@Slope) < [0]> = <(@Player SX) < [0]>> then\n set [@crouching v] to [2]\n end\n end\n end\n if <(@crouching) < [2]> then\n if <([abs v] of (@Slope) ) < [2]> then\n set [@crouching v] to [1]\n else\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n end\n end\nelse\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n if <<(t) = [true]> and <(@On Wall) > [0]>> then\n set [@on wall v] to [0]\n end\nend\nif <<(JUMP KEY) > [0]> and <(@Falling) < [3]>> then\n set [@falling v] to [3]\n set [onground v] to [0]\n if <<not <(@crouching) = [0]>> and <(JUMP KEY) < [2]>> then\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [1]>> then\n accelerate ((7) * ((@Player SX) / ([abs v] of (@Player SX) ))) percent [1]\n set [@player sy v] to [10]\n set [@player mode v] to [long jump]\n else\n set [@player sy v] to [17]\n set [@player mode v] to [High jump]\n end\n else\n set [@player sy v] to [14]\n set [@player mode v] to [jump]\n end\nelse\n if <(@On Wall) > [0]> then\n if <(JUMP KEY) = [1]> then\n Wall Kick / Jump\n else\n if <<(JUMP KEY) > [0]> and <((key left right) * (-90)) = (@Player Dir)>> then\n Wall Kick / Jump\n end\n end\n end\nend\n\ndefine Player Tick - Up / Down\nif <(@Player SY) > [-16]> then\n if <<(@Player Mode) = [long jump]> and <(@Player SY) > [-10]>> then\n change [@player sy v] by (-0.6)\n else\n if <<(@On Wall) > [0]> and <(@Player SY) < [1]>> then\n change [@player sy v] by (((-5) - (@Player SY)) * (0.1))\n else\n change [@player sy v] by (-1.2)\n end\n end\nend\nif <<(@Player SY) < [-8]> and <<key (space v) pressed?> and <(FLAG COUNT) < [1]>>> then\n set [@player mode v] to [Parachute]\nend\nif <(@Player Mode) = [Parachute]> then\n set [@player sy v] to ((@Player SY) * (0.6))\n if <not <key (space v) pressed?>> then\n set [@player mode v] to []\n end\nend\nchange [@player y v] by (@Player SY)\nif <not <(on platform) = []>> then\n change [@player y v] by (-5)\n Check Collide\n if <not <(touch) = [102]>> then\n change [@player y v] by (5)\n end\nend\nset [on platform v] to [0]\nCheck Collide\nif <(touch) = [102]> then\n set [on platform v] to (@Platform SX)\nelse\n set [on platform v] to []\nend\nchange [onground v] by (1)\nif <(onGround) > [4]> then\n set [@player mode v] to []\nend\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n if <(@Player SY) > [0]> then\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n set [@player sy v] to ((@Player SY) / (2))\n set [@falling v] to [0]\n else\n set [@falling v] to [3]\n set [@player sy v] to [0]\n end\n set [onground v] to [0]\n else\n if <(@Player Mode) = [Parachute]> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n set [@falling v] to [3]\n set [@player sy v] to ((@Platform SY) - (2))\n else\n set [@player sy v] to ((@Player SY) / (2))\n set [@falling v] to [0]\n end\n end\nelse\n set [onground v] to [0]\n change [@falling v] by (1)\nend\n\ndefine Player Tick - Left / Right\nif <<<(@Player Mode) = [long jump]> or <(@Player Mode) = [Wall jump]>> and <(@Player SY) > [5]>> then\nelse\n if <<(@Player Mode) = [Wall jump]> and <(@Player SY) < [-6]>> then\n set [@player mode v] to []\n end\n if <<not <(key left right) = [0]>> and <<(@crouching) = [0]> and <(@On Wall) = [0]>>> then\n if <<<(@Player Mode) = [long jump]> or <(@Player Mode) = [Wall jump]>> and <(@Player SY) > [-15]>> then\n accelerate (((key left right) * (7)) + (on platform)) percent [0.02]\n else\n set [@player dir v] to ((key left right) * (90))\n accelerate (((key left right) * (7)) + (on platform)) percent [0.2]\n change [@walking v] by (1)\n end\n else\n if <<<(@Player Mode) = [long jump]> or <(@Player Mode) = [Wall jump]>> and <(@Player SY) > [-15]>> then\n accelerate ((0) + (on platform)) percent [0.02]\n else\n set [@walking v] to [-1]\n if <([abs v] of ((@Player SX) - (on platform)) ) > [1]> then\n if <(@crouching) > [0]> then\n if <<(@crouching) = [2]> and <(@Falling) < [2]>> then\n accelerate ((on platform) + ((@Slope) * (4))) percent [0.05]\n else\n accelerate (on platform) percent [0.25]\n end\n else\n accelerate (on platform) percent [0.35]\n end\n else\n set [@player sx v] to (on platform)\n end\n end\n end\nend\nchange [@player x v] by (@Player SX)\nCheck Collide\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (round ((([abs v] of (@Player SX) ) * (2)) + (2)))\n if <<(lim) > [2]> and <(lim) < [999]>> then\n set [@player sx v] to ((@Player SX) * (0.6))\n Check Still On Wall\n else\n if <<(@Falling) > [2]> and <(@Player SY) < [6]>> then\n if <not <(@Player Mode) = [Parachute]>> then\n change [@on wall v] by (1)\n set [@player mode v] to []\n end\n else\n set [@on wall v] to [0]\n end\n end\nelse\n Check Still On Wall\nend\nif <not <(pushed sx) = [0]>> then\n accelerate (pushed sx) percent [0.5]\nend\n\ndefine Check Still On Wall\nif <(@On Wall) = [0]> then\n stop [this script v]\nend\nif <(@Falling) < [1]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\nchange [@player x v] by ((@Player Dir) / (45))\nCheck Collide\nchange [@player x v] by ((@Player Dir) / (-45))\nif <(touch) = [0]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\n\ndefine Wall Kick / Jump\nset [@falling v] to [3]\nset [onground v] to [0]\nset [@player dir v] to ((-1) * (@Player Dir))\nset [@player sx v] to ((7) * ((@Player Dir) / ([abs v] of (@Player Dir) )))\nset [@player sy v] to [14]\nset [@player mode v] to [wall jump]\nset [@crouching v] to [0]\nset [@on wall v] to [0]\n\ndefine Check Slide (dir1)\nswitch costume to (hitbox v)\nset [t v] to (@Player Y)\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nrepeat ((4) + ([abs v] of (@Player SX) ))\n change [@player y v] by (-1)\n change y by (-1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n change [@player y v] by (1)\n switch costume to (slope0 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope-8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n set [@crouching v] to [0]\n set [@player y v] to (t)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n switch costume to (hitbox v)\n if <not <(t) = (@Player Y)>> then\n set [@falling v] to [0]\n end\n stop [this script v]\n end\nend\nset [@slope v] to [0]\nset [@player y v] to (t)\n\nif <not <(@Slope) = [0]>> then\n stop [this script v]\nend\n\ndefine accelerate (target) percent (friction)\nset [lim v] to (((target) - (@Player SX)) * (friction))\nif <<(@Falling) < [3]> or <(key left right) = [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\nif <<(key left right) > [0]> = <(lim) > [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\n\nchange [@player sx v] by (((((key left right) * (7)) + (on platform)) - (@Player SX)) * (0.02))\n\nchange [@player sx v] by (((10) - (@Player SX)) * (0.02))\n\nchange [@player sx v] by (((10) - (@Player SX)) * (0.1))\n\nchange [@player sx v] by (((10) - (@Player SX)) * (0.35))\n\n@Player\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nwhen I receive [setup level v]\nset rotation style [left-right v]\ndelete all of [record v]\nshow\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [game loop tick v]\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <(@Player Die) = [0]> then\n if <(last Die) > [0]> then\n set size to (100) %\n set [ghost v] effect to (0)\n end\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n Set Costume (14)\n turn right ((20) * ((@Player SX) / ([abs v] of (@Player SX) ))) degrees\n change y by (12)\n else\n if <<(@Player Mode) = [High Jump]> and <(@Falling) > [2]>> then\n if <(@Player SY) > [12]> then\n Set Costume (2)\n else\n set [t v] to (item ((round (((12) - (@Player SY)) / (1.3))) + (1)) of [flip costumes v])\n if <(t) > []> then\n Set Costume (t)\n else\n Set Costume (4)\n end\n end\n else\n if <(@On Wall) > [0]> then\n Set Costume (20)\n else\n if <(@Player Mode) = [Parachute]> then\n Set Costume (13)\n else\n if <(@crouching) > [0]> then\n if <(@crouching) = [2]> then\n Set Costume (21)\n else\n Set Costume (8)\n end\n else\n if <(@Falling) > [2]> then\n if <(@Player SY) > [0]> then\n Set Costume (2)\n else\n if <(@Player SY) > [-2]> then\n Set Costume (3)\n else\n Set Costume (4)\n end\n end\n else\n if <(@walking) < [0]> then\n if <(@Slope) = [0]> then\n Set Costume (1)\n else\n if <(@Slope) < [0]> then\n set [@player dir v] to [90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n else\n set [@player dir v] to [-90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n end\n end\n else\n if <((@walking) mod (9)) < [3]> then\n Set Costume (5)\n else\n if <((@walking) mod (9)) < [6]> then\n Set Costume (6)\n else\n Set Costume (7)\n end\n end\n end\n end\n end\n end\n end\n end\n if <not <(@Player Dir) = (direction)>> then\n point in direction (@Player Dir)\n end\n end\nelse\n if <(@Player Die) < [25]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n change [@player y v] by (-1)\n else\n change [ghost v] effect by (100)\n end\n set [last die v] to [1]\nend\nif <((@timer) mod (2)) = [0]> then\n add (round (@Player X)) to [record v]\n add (round (@Player Y)) to [record v]\n if <(@Player Die) > [0]> then\n add [0] to [record v]\n else\n if <(@Player Emoji) > [0]> then\n add ((@Player Emoji) + (100)) to [record v]\n set [@player emoji v] to []\n else\n if <(direction) < [0]> then\n add ((0) - (costume [number v])) to [record v]\n else\n add (costume [number v]) to [record v]\n end\n end\n end\nend\n\n@Cloud Players\n\nwhen I receive [players - tick v]\nif <(pid) > [0]> then\n Player Tick (item (pid) of [player names v])\nend\n\ndefine Player Tick (name)\nif <not <(name) = (username)>> then\n set [username v] to (name)\n set [¬inactive v] to [0]\n delete all of [parsenext v]\n set [parsestr v] to []\n set [lastframestart v] to []\n if <(name) = []> then\n hide\n else\n init\n end\nend\nif <(name) = []> then\n stop [this script v]\nend\nchange [active players v] by (1)\nif <(item (pid) of [pdata v]) > []> then\n if <not <(skip) < [7]>> then\n set [parsestr v] to []\n end\n set [skip v] to [0]\n set [¬inactive v] to [0]\n add (item (pid) of [pdata v]) to [parsenext v]\n add (item (pid) of [pidx v]) to [parsenext v]\n replace item (pid) of [pdata v] with []\n if <(length of [parsenext v]) > [12]> then\n repeat until <(length of [parsenext v]) < [7]>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n end\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n skip forward (¬frame)\n else\n set [parsestr v] to []\n end\n end\n if <(parseStr) = []> then\n Catch up\n end\nend\nif <(parseStr) > []> then\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n change [¬frame v] by (1)\n if <(skip) < [7]> then\n if <((¬frame) mod (2)) = [0]> then\n Process Tick [2]\n else\n change [~x v] by (sx)\n change [~y v] by (sy)\n end\n else\n change [parseidx v] by (3)\n end\n end\nelse\n change [¬inactive v] by (1)\n if <(¬inactive) > [30]> then\n replace item (pid) of [player names v] with []\n hide\n stop [this script v]\n end\nend\nif <(costume) = [0]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\nelse\n Set Costume ([abs v] of (costume) )\n set [ghost v] effect to (0)\n if <(costume [number v]) = [14]> then\n turn right ((20) * ((sx) / ([abs v] of (sx) ))) degrees\n position ((~x) - (@Scroll X)) (((~y) - (@Scroll Y)) + (12))\n else\n if <<(costume) < [0]> = <(direction) > [0]>> then\n point in direction ((0) - (direction))\n end\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\n end\nend\n\nwhen I start as a clone\nchange [clones v] by (1)\nset [pid v] to (CLONES)\nset [x v] to [0]\nset [y v] to [0]\nset [action v] to []\nset [team v] to []\nset [color v] to [0xff7000]\nset [immune v] to [0]\nset [costume v] to [1]\n\nwhen I receive [green flag v]\nset [color v] effect to (-110)\nhide\nset [show names v] to [2]\nset [pid v] to [0]\nset [clones v] to [0]\nset [username v] to (username)\nset [action v] to []\nset [team v] to []\nset [lastcmd v] to []\nset [immune v] to [0]\ninit\n\ndefine init\nset [¬frame v] to [0]\nset [skip v] to [0]\nif <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>> then\n set [color v] effect to (15)\nelse\n set [color v] effect to (-110)\nend\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\ndefine Read Change\nset [?val v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\nchange [parseidx v] by (2)\nif <(?Val) = [0]> then\n Read Number\nelse\n change [?val v] by (-50)\nend\n\ndefine position (x) (y)\nshow\nif <<([abs v] of (x) ) > [250]> or <([abs v] of (y) ) > [190]>> then\n if <(skip) < [1]> then\n set [skip v] to ([ceiling v] of ((([abs v] of (x) ) + ([abs v] of (y) )) / (180)) )\n end\n switch costume to (offscreen v)\n set rotation style [left-right v]\n set size to (100) %\n set [_i v] to (((y) / ([abs v] of (x) )) * (235))\n if <([abs v] of (_i) ) < [175]> then\n go to x: ((235) * ((x) / ([abs v] of (x) ))) y: (_i)\n else\n set [_i v] to (((x) / ([abs v] of (y) )) * (175))\n go to x: (_i) y: ((175) * ((y) / ([abs v] of (y) )))\n end\nelse\n set [skip v] to [0]\n if <(costume) = [0]> then\n go to x: (round (x)) y: (round (y))\n else\n go to x: (round (x)) y: (round (y))\n if <not <(size) = [100]>> then\n set size to (100) %\n end\n end\n if <<(distance to [mouse-pointer v]) < [50]> and <(MOUSE INACTIVE) < [45]>> then\n if <(name time) < [1]> then\n say (username)\n end\n set [name time v] to [30]\n end\nend\nif <(name time) > [0]> then\n change [name time v] by (-1)\n if <not <(name time) > [0]>> then\n say []\n end\nend\n\ndefine Process Tick (rate)\nrepeat until <(parseIdx) < (length of (parseStr))>\n if <(length of [parsenext v]) = [0]> then\n set [parsestr v] to []\n stop [this script v]\n end\n Catch up\nend\nRead Change\nset [sx v] to ((?Val) / (rate))\nchange [~x v] by (sx)\nRead Change\nset [sy v] to ((?Val) / (rate))\nchange [~y v] by (sy)\nRead Change\nif <(?Val) > [100]> then\n add (?Val) to [emoji spawn v]\n add (~x) to [emoji spawn v]\n add (~y) to [emoji spawn v]\nelse\n set [costume v] to (?Val)\nend\n\ndefine Catch up\nset [parsestr v] to (item (3) of [parsenext v])\nset [parseidx v] to (item (4) of [parsenext v])\nRead Number\nrepeat until <<(?Val) > (¬frame)> or <(?Val) = []>>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n set [parsestr v] to (item (3) of [parsenext v])\n set [parseidx v] to (item (4) of [parsenext v])\n Read Number\nend\nset [parsestr v] to (item (1) of [parsenext v])\nset [parseidx v] to (item (2) of [parsenext v])\ndelete (1) of [parsenext v]\ndelete (1) of [parsenext v]\nRead Number\nif <not <(lastFrameStart) < (?Val)>> then\n set [parsestr v] to []\n stop [this script v]\nend\nset [lastframestart v] to (?Val)\nif <(?Val) < (¬frame)> then\n set [_i v] to ((¬frame) - (?Val))\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n repeat ([floor v] of (((_i) / (2)) - (1)) )\n Read Change\n if <(?Val) = []> then\n Catch up\n stop [this script v]\n end\n change [~x v] by (?Val)\n Read Change\n change [~y v] by (?Val)\n Read Change\n end\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nelse\n set [¬frame v] to (?Val)\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nend\n\ndefine skip forward (from frame)\nCatch up\nset [¬frame v] to ((lastFrameStart) + ((from frame) mod (SYNC FRAMES)))\n\nwhen I receive [setup level v]\nwait (0.05) seconds\ngo to [front v] layer\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\n@Level\n\nwhen I receive [setup level v]\ngo to [front v] layer\nswitch costume to (l1 x0 y0 v)\nsetup clone at x,y: (0) (0)\nswitch costume to (l1 x1 y0 v)\nsetup clone at x,y: (1) (0)\nswitch costume to (l1 x1b y0 v)\nsetup clone at x,y: (2) (0)\nswitch costume to (l1 x2 y0 v)\nsetup clone at x,y: (3) (0)\nswitch costume to (l1 x2 y1 v)\nsetup clone at x,y: (2) (1)\nswitch costume to (l1 x1 y4 v)\nsetup clone at x,y: (2) (2)\nswitch costume to (l1 x3 y0 v)\nsetup clone at x,y: (3.7) (0.5)\nswitch costume to (l1 x4 y0 v)\nsetup clone at x,y: (4.9) (0.5)\nswitch costume to (l1 x5 y0 v)\nsetup clone at x,y: (5.6) (0)\nswitch costume to (l1 x6 y0 v)\nsetup clone at x,y: (6.6) (0)\nswitch costume to (l1 x6 y0 b v)\nsetup clone at x,y: (7.7) (0)\nswitch costume to (l1 x7 y0 v)\nsetup clone at x,y: (8.5) (0)\nswitch costume to (l1 x7 y0 v)\nsetup clone at x,y: (8.5) (0.84)\nswitch costume to (l1 x4 y0 v)\nsetup clone at x,y: (9.35) (0.88)\nswitch costume to (l1 x5 y0 v)\nsetup clone at x,y: (10.0) (0.4)\nswitch costume to (end v)\nsetup clone at x,y: (10.7) (0.4)\nswitch costume to (l0x0x v)\nSetup2 [12] [0]\nswitch costume to (l0x1x v)\nSetup2 [13] [0]\nset [showing v] to [-1]\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\nwhen I receive [test v]\nset [@player x v] to ((13) * (460))\nset [@scroll x v] to (@Player X)\n\nwhen [t v] key pressed\nbroadcast (Test v)\n\ndefine Setup2 (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (464)))\nset [y v] to (round ((y) * (344)))\ncreate clone of (_myself_ v)\n\n@moving platform\n\nwhen I receive [setup level v]\nswitch costume to (barrier v)\nsetup clone at x,y: (50) (14) typ [1] width [20] time [0]\nsetup clone at x,y: (110) (14) typ [1] width [20] time [0.5]\nsetup clone at x,y: (540) (200) typ [3] width [60] time [0.2]\nsetup clone at x,y: (540) (200) typ [3] width [60] time [0.7]\nsetup clone at x,y: (1046) (0) typ [10] width [40] time [0.08]\nsetup clone at x,y: (3414) (14) typ [4] width [60] time [0.8]\nsetup clone at x,y: (3912) (0) typ [11] width [40] time [0.8]\nset [showing v] to [-1]\n\ndefine move to (x) (y)\nif <([abs v] of ((@Player X) - (x)) ) < (width)> then\n if <([abs v] of ((@Player Y) - (y)) ) < (height)> then\n set [@platform sx v] to ((x) - (x))\n set [@platform sy v] to ((y) - (y))\n end\nend\nset [x v] to (x)\nset [y v] to (y)\n\ndefine setup clone at x,y: (x) (y) typ (typ) width (width) time (time)\ngo to x: (0) y: (0)\nhide\nset [typ v] to (typ)\nset [time iterations v] to [1]\nset [width v] to (width)\nset [ox v] to (x)\nset [oy v] to (y)\nset [x v] to (x)\nset [y v] to (y)\nset [time v] to (time)\nset [showing v] to [0]\nset [height v] to [48]\nif <(typ) < [10]> then\n if <(typ) = [1]> then\n switch costume to (barrier v)\n else\n switch costume to (barrier2 v)\n if <(typ) = [3]> then\n set [time iterations v] to [2]\n else\n if <(typ) = [4]> then\n switch costume to (stomper v)\n end\n end\n end\nelse\n switch costume to (lift1 v)\n set [height v] to [1000]\nend\npre move (@timer)\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I receive [player - pre-move v]\nif <(showing) > [-1]> then\n pre move ((((@timer) / ((SYNC FRAMES) * (time iterations))) + (time)) mod (1))\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine moving platform? (timer)\nif <(typ) = [1]> then\n move to (ox) (round ((oy) + ((20) + ((20) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) )))))\nelse\n if <(typ) = [2]> then\n move to (round ((ox) + ((64) + (([sin v] of ((timer) * (360)) ) * (64))))) (oy)\n else\n if <(typ) = [3]> then\n move to (round ((ox) + ((128) + (([sin v] of ((timer) * (360)) ) * (128))))) (round ((oy) + ((0) + (([cos v] of ((timer) * (360)) ) * (90)))))\n else\n if <(typ) = [4]> then\n move to (ox) (round ((oy) + ((24) + ((24) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) )))))\n end\n end\n end\nend\n\n move to (ox) (round ((oy) + (([abs v] of ((timer) - (0.5)) ) * (80))))\nend\n\ndefine barrier (percent) run length (len)\nif <(percent) < [0.15]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((0.15) - (percent)) * (800))))\nelse\n if <(percent) > [0.85]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((percent) - (0.85)) * (800))))\n else\n move to (round ((ox) + ((percent) * (len)))) (round (oy))\n end\nend\nset [ox v] to (round ((7.9) * (460)))\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine move lift (timer)\nif <(typ) = [10]> then\n move to (ox) ((round ((oy) + ((timer) * (96)))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) )))\nelse\n move to (ox) ((round ((oy) + ((48) + ((48) * ([sin v] of ((timer) * (360)) ))))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) )))\nend\n\ndefine pre move (time)\nif <(typ) > [0]> then\n if <(typ) < [10]> then\n moving platform? (time)\n else\n if <(typ) < [20]> then\n move lift (time)\n end\n end\nend\n\nmove to (ox) (round ((oy) + ((20) + ((20) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) )))))\n\nsetup clone at x,y: (3414) (14) typ [4] width [60] time [0.92]\nsetup clone at x,y: (3912) (0) typ [11] width [40] time [0.92]\n\n@background\n\nwhen I receive [setup level v]\ngo [backward v] (1000) layers\nswitch costume to (costume1 v)\nset [x v] to [0]\nset [showing v] to [0]\nshow\ncreate clone of (_myself_ v)\nset [x v] to [470]\n\nwhen I receive [game loop tick v]\nif <(showing) = [0]> then\n position (round ((x) - (((@Scroll X) * (0.75)) mod (470)))) ((0) - ((@Scroll Y) * (0.75)))\nelse\n position (round ((0) - (((@Scroll X) * (0.75)) mod (192)))) ((0) - (((@Scroll Y) * (0.75)) mod (192)))\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\nwhen I receive [test v]\nif then\n delete this clone\nend\nset [showing v] to [1]\nswitch costume to (artboard 1 copy 3 v)\n\n@Edge Fade\n\nwhen I receive [setup level v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\nwhen I receive [test v]\nhide\n\n@Check Points\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (x)\nset [y v] to (y)\nset [spawn y v] to (y)\nchange [@totalflags v] by (1)\nchange [flag count v] by (1)\nset [flag id v] to (FLAG COUNT)\ncreate clone of (_myself_ v)\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n if <(showing) > [25]> then\n set [showing v] to [-2]\n hide\n end\nend\n\nwhen I receive [setup level v]\nsetup\n\ndefine on screen\nif <((@timer) mod (5)) = [0]> then\n next costume\nend\nif <touching (game v)?> then\n set [showing v] to [2]\n set [@spawn x v] to (x)\n set [@spawn y v] to (y)\n change [@totalflags v] by (-1)\n if <(flag id) = [1]> then\n set [flag count v] to [0]\n end\n if <(flag id) = (FLAG COUNT)> then\n set [flag count v] to [1]\n end\nend\n\ndefine position (x) (y)\nif <<(flag id) = [1]> and <(FLAG COUNT) > [1]>> then\n stop [this script v]\nend\ngo to x: (x) y: (y)\nif <(showing) < [2]> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\n on screen\n else\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\n end\nelse\n set size to ((size) + (15)) %\n change [ghost v] effect by (4)\n change [y v] by (5)\n change [showing v] by (1)\nend\n\nwhen I receive [reset v]\nif <(showing) = [-1]> then\n setup\nelse\n delete this clone\nend\n\ndefine setup\nswitch costume to (l1 x0 y0 v)\nset [flag count v] to [0]\nsetup clone at x,y: (-137) (32)\nsetup clone at x,y: (457) (-54)\nsetup clone at x,y: (1198) (63)\nsetup clone at x,y: (2483) (62)\nsetup clone at x,y: (3705) (-54)\nsetup clone at x,y: (4779) (48)\nset [showing v] to [-1]\n\n@Cloud\n\ndefine Cloud Tick\nProcess Cloud [1] (join [=] (☁ CLOUD1))\nProcess Cloud [2] (join [=] (☁ CLOUD2))\nProcess Cloud [3] (join [=] (☁ CLOUD3))\nProcess Cloud [4] (join [=] (☁ CLOUD4))\nProcess Cloud [5] (join [=] (☁ CLOUD5))\nProcess Cloud [6] (join [=] (☁ CLOUD6))\nProcess Cloud [7] (join [=] (☁ CLOUD7))\nProcess Cloud [8] (join [=] (☁ CLOUD8))\nProcess Cloud [9] (join [=] (☁ CLOUD9))\nif <<(timer) < (next post)> or <((@timer) mod (2)) = [1]>> then\n stop [this script v]\nend\nset [next post v] to ((timer) + (pick random (0.5) to (0.7)))\nEncode Player\nset [_i v] to (pick random (1) to (length of [cloud data v]))\nif <(_i) < [5]> then\n if <(_i) < [3]> then\n if <(_i) < [2]> then\n set [☁ cloud1 v] to (parseStr)\n else\n set [☁ cloud2 v] to (parseStr)\n end\n else\n if <(_i) < [4]> then\n set [☁ cloud3 v] to (parseStr)\n else\n set [☁ cloud4 v] to (parseStr)\n end\n end\nelse\n if <(_i) < [7]> then\n if <(_i) < [6]> then\n set [☁ cloud5 v] to (parseStr)\n else\n set [☁ cloud6 v] to (parseStr)\n end\n else\n if <(_i) < [8]> then\n set [☁ cloud7 v] to (parseStr)\n else\n if <(_i) < [9]> then\n set [☁ cloud8 v] to (parseStr)\n else\n set [☁ cloud9 v] to (parseStr)\n end\n end\n end\nend\n\ndefine Write Number (val)\nif <(val) < [0]> then\n if <(val) < [-99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (join [0] ([abs v] of (round (val)) ))\n end\nelse\n if <(val) > [99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (round (val))\n end\nend\nset [parsestr v] to (join (parseStr) (join (length of (?Val)) (?Val)))\n\ndefine Init Reader (text)\nset [parsestr v] to (text)\nset [parseidx v] to [1]\n\ndefine Write String (txt)\nWrite Number (length of (txt))\nset [?val v] to []\nset [i3 v] to [1]\nrepeat (length of (txt))\n set [i2 v] to (item # of (letter (i3) of (txt)) in [_encode v])\n if <(i2) < [10]> then\n set [?val v] to (join (?Val) (join [0] (i2)))\n else\n set [?val v] to (join (?Val) (i2))\n end\n change [i3 v] by (1)\nend\nset [parsestr v] to (join (parseStr) (?Val))\n\ndefine Skip String\nRead Number\nchange [parseidx v] by ((?Val) * (2))\n\ndefine Read String\nRead Number\nif <((parseIdx) + ((?Val) * (2))) > ((length of (parseStr)) + (1))> then\n set [i2 v] to ((((length of (parseStr)) + (1)) - (parseIdx)) / (2))\nelse\n set [i2 v] to (?Val)\nend\nset [?val v] to []\nrepeat (i2)\n set [i2 v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\n set [?val v] to (join (?Val) (item (i2) of [_encode v]))\n change [parseidx v] by (2)\nend\n\nset [_chars v] to [ !"#$%&'\(\)*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ\[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~]\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\nwhen I receive [cloud - setup v]\nhide variable [tag player v]\nset [show names v] to [0]\nshow list [player names v]\ndelete all of [player names v]\ndelete all of [pidx v]\ndelete all of [pdata v]\ndelete all of [say v]\nInit Reader []\nWrite String (username)\nset [encoded name v] to (parseStr)\nset [next post v] to ((timer) + (0.2))\nInit Cloud Data\nif <(TEST) > [0]> then\n add (username) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\nend\n\ndefine Process Cloud (id) (var)\nif <(var) = (item (id) of [cloud data v])> then\n stop [this script v]\nend\nreplace item (id) of [cloud data v] with (var)\nInit Reader (var)\nchange [parseidx v] by (1)\nRead String\nif <(?Val) = (username)> then\n stop [this script v]\nend\nset [pid v] to (item # of (?Val) in [player names v])\nif <(pid) = [0]> then\n set [pid v] to (item # of [] in [player names v])\n if <(pid) = [0]> then\n add (?Val) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\n set [pid v] to (length of [player names v])\n create clone of (cloud players v)\n else\n replace item (pid) of [player names v] with (?Val)\n end\nend\nreplace item (pid) of [pidx v] with (parseIdx)\nreplace item (pid) of [pdata v] with (parseStr)\n\nwhen I receive [cloud - tick v]\nCloud Tick\n\ndefine Init Cloud Data\ndelete all of [cloud data v]\nadd (join [=] (☁ CLOUD1)) to [cloud data v]\nadd (join [=] (☁ CLOUD2)) to [cloud data v]\nadd (join [=] (☁ CLOUD3)) to [cloud data v]\nadd (join [=] (☁ CLOUD4)) to [cloud data v]\nadd (join [=] (☁ CLOUD5)) to [cloud data v]\nadd (join [=] (☁ CLOUD6)) to [cloud data v]\nadd (join [=] (☁ CLOUD7)) to [cloud data v]\nadd (join [=] (☁ CLOUD8)) to [cloud data v]\nadd (join [=] (☁ CLOUD9)) to [cloud data v]\n\ndefine Encode Player\nInit Reader (Encoded Name)\nset [i2 v] to (((length of [record v]) / (3)) - (1))\nWrite Number ((@timer) - ((i2) * (2)))\nset [nx v] to (item (1) of [record v])\nset [ny v] to (item (2) of [record v])\nWrite Number (nx)\nWrite Number (ny)\nWrite Change (item (3) of [record v])\nset [_i v] to [4]\nrepeat (i2)\n set [lx v] to (nx)\n set [ly v] to (ny)\n set [nx v] to (item (_i) of [record v])\n set [ny v] to (item ((_i) + (1)) of [record v])\n Write Change ((nx) - (lx))\n Write Change ((ny) - (ly))\n Write Change (item ((_i) + (2)) of [record v])\n change [_i v] by (3)\nend\nrepeat ((length of [record v]) - ((3) * (15)))\n delete (1) of [record v]\nend\n\ndefine Write Change (val)\nif <([abs v] of (val) ) < [50]> then\n if <(val) < [-40]> then\n set [parsestr v] to (join (parseStr) (join [0] ((val) + (50))))\n else\n set [parsestr v] to (join (parseStr) ((val) + (50)))\n end\nelse\n set [parsestr v] to (join (parseStr) [00])\n Write Number (val)\nend\n\nwhen [n v] key pressed\nif <(show names) > [0]> then\n set [show names v] to [0]\n show list [player names v]\nelse\n set [show names v] to [1]\n hide list [player names v]\nend\n\n@Music\n\nwhen flag clicked\nset [sync frames v] to [63]\nif <not <(username) = [griffpatch]>> then\n forever\n play sound [906563_Twenty-Six-O-Eight-Loop v] until done\n end\nend\n\n@YouTube\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nwait (0.06) seconds\ngo to [front v] layer\nwait (0.06) seconds\ngo to [front v] layer\nwait (10) seconds\nhide\n\n@Emoji\n\nwhen flag clicked\nset size to (40) %\nhide\nset [id v] to []\nset [e frame v] to [0]\nset [@player emoji v] to []\n\nwhen I receive [pre game loop v]\nforever\n wait until <<key (e v) pressed?> or <key (r v) pressed?>>\n set [@player emoji v] to [0]\n if <key (r v) pressed?> then\n spawn ui [34] [60]\n else\n spawn ui [1] [33]\n end\n hide\n wait until <not <<key (e v) pressed?> or <key (r v) pressed?>>>\n set [@player emoji v] to []\n wait (0.4) seconds\nend\n\ndefine spawn ui (from) (to)\nset [id v] to [0]\nset size to (40) %\nclear graphic effects\nset y to (-75)\ngo to [front v] layer\nshow\nswitch costume to (from)\nset [ghost v] effect to (100)\nrepeat (3)\n set x to (((11) - (1)) * (-20))\n repeat (11)\n create clone of (_myself_ v)\n if <(costume [number v]) = (to)> then\n set [id v] to []\n stop [this script v]\n end\n change x by (40)\n next costume\n end\n change y by (-40)\nend\nset [id v] to []\n\nwhen I start as a clone\nif <(id) = [0]> then\n UI\nelse\n set size to (20) %\n change [y v] by (22)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n repeat (5)\n change [ghost v] effect by (-20)\n change size by (4)\n end\n wait (1.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n delete this clone\nend\n\ndefine UI\nset size to (40) %\nrepeat (5)\n change size by (4)\n change y by (1)\n change [ghost v] effect by (-20)\nend\nrepeat until <not <(@Player Emoji) = [0]>>\n if <(distance to [mouse-pointer v]) < [20]> then\n if <(size) < [90]> then\n change size by (10)\n end\n else\n if <(size) > [60]> then\n change size by (-5)\n end\n end\nend\nif <(distance to [mouse-pointer v]) < [20]> then\n set [@player emoji v] to (costume [number v])\n set [id v] to [1]\n set [x v] to (@Player X)\n set [y v] to (@Player Y)\n create clone of (_myself_ v)\n set [id v] to []\nend\nrepeat (5)\n change [ghost v] effect by (10)\n change y by (-1)\n change size by (-4)\nend\ndelete this clone\n\nwhen I receive [game loop tick v]\nif <(id) > [0]> then\n change [y v] by (1)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nelse\n if <(id) = []> then\n spawn emoji\n end\nend\n\ndefine spawn emoji\nset [id v] to [1]\nrepeat until <(length of [emoji spawn v]) = [0]>\n set [x v] to (item (2) of [emoji spawn v])\n set [y v] to (item (3) of [emoji spawn v])\n if <<([abs v] of ((x) - (@Scroll X)) ) < [280]> and <([abs v] of ((y) - (@Scroll Y)) ) < [200]>> then\n switch costume to ((item (1) of [emoji spawn v]) - (100))\n create clone of (_myself_ v)\n end\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\nend\nset [id v] to []\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\n
arrow keys or wasd abilitys unknown wrni
Paper Mario: Platformer Demo - v1.8.1
@Stage\n\nwhen flag clicked\nset volume to (100) %\nstart sound [Title Theme v]\nswitch backdrop to (2 v)\n\nwhen I receive [clearsoundcache v]\nstop all sounds\n\nbroadcast (00_ooT v) and wait\n\nwhen I receive [begin_sc1 v]\nset [rungame? v] to [Yes]\nset [pause? v] to [No]\nset [scene v] to [0]\nset volume to (100) %\n\n play sound [10 v] until done\nend\n\nwhen I receive [stp_death v]\nstop [other scripts in sprite v]\nstop all sounds\n\nwhen I receive [initgame v]\nrepeat (50)\n change volume by (-2)\nend\nstop [other scripts in sprite v]\nstop all sounds\nwait (1) seconds\nswitch backdrop to (0 v) and wait\nwait (2) seconds\nbroadcast (resetValuesForGamePlay v)\nset volume to (100) %\n\n\nend\n\nplay sound [10 v] until done\n\nwhen I receive [resetvaluesforgameplay v]\nset [rungame? v] to [Yes]\nset [pause? v] to [No]\nset [scene v] to [0]\nbroadcast (begin_sc1 v)\n\nwhen I receive [drown v]\nset volume to (20) %\n\nwhen I receive [nword v]\nset volume to (100) %\n\nset volume to (0) %\n\n@Fun\n\n@Player\n\nwhen flag clicked\nset rotation style [left-right v]\npoint in direction (90)\nswitch costume to (idle_1 v)\n\ndefine Platformer\nchange [playersy v] by (-1)\nchange [falling? v] by (1)\nchange y by (PlayerSy)\nGo up\nControls <<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?>>\nMove\nif <<(groundCancel) = [0]> and <<<(falling?) > [3]> and <<key (down arrow v) pressed?> or <key (s v) pressed?>>> and <not <(groundPound) > [0]>>>> then\n change [groundpound v] by (3)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n if <(item (2) of [xboundaries v]) > (CamX)> then\n change x by (-5)\n end\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n if <(CamX) > (item (1) of [xboundaries v])> then\n change x by (5)\n end\n end\n delete all of [placeholder v]\n add (x position) to [placeholder v]\n add (y position) to [placeholder v]\n set [groundcancel v] to [1]\n if <(cancelBuffer) = [0]> then\n start sound [Jump v]\n end\nend\nif <(groundBuffer) > [0]> then\n change [groundbuffer v] by (-1)\nend\nif <(cancelBuffer) > [0]> then\n change [cancelbuffer v] by (-1)\nend\nif <(groundPound) > [0]> then\n change [groundpound v] by (1)\n set [playersx v] to [0]\n set [playersy v] to [0]\n set [falling? v] to [0]\n go to x: (item (1) of [placeholder v]) y: (item (2) of [placeholder v])\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(cancelBuffer) = [0]>> then\n set [groundpound v] to [0]\n set [groundcancel v] to [0]\n set [cancelbuffer v] to [40]\n end\nend\nif <(groundPound) > [10]> then\n set [playersy v] to [-20]\n set [groundpound v] to [0]\nend\nif <(groundCancel) = [1]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [playersy v] to [-5]\n set [groundpound v] to [0]\n set [groundcancel v] to [0]\n end\nend\nif <(groundPound) = [0]> then\n if <(x position) > [30]> then\n if <(item (2) of [xboundaries v]) > (CamX)> then\n change [camx v] by (round ((x position) - (30)))\n set x to (30)\n else\n set [camx v] to (item (2) of [xboundaries v])\n end\n end\n if <[-30] > (x position)> then\n if <(CamX) > (item (1) of [xboundaries v])> then\n change [camx v] by (round ((x position) - (-30)))\n set x to (-30)\n else\n set [camx v] to (item (1) of [xboundaries v])\n end\n end\n if <(y position) > [0]> then\n if <(item (1) of [yboundaries v]) > (CamY)> then\n change [camy v] by (round ((y position) - (0)))\n set y to (0)\n else\n set [camy v] to (item (1) of [yboundaries v])\n end\n end\n if <[-60] > (y position)> then\n if <(CamY) > (item (2) of [yboundaries v])> then\n change [camy v] by (round ((y position) - (-60)))\n set y to (-60)\n else\n set [camy v] to (item (2) of [yboundaries v])\n end\n end\nend\nbroadcast (displayEntities v)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [camx v] to [0]\nset [camy v] to [60]\nset [playersx v] to [0]\nset [playersy v] to [0]\nbroadcast (doTick v) and wait\nforever\n if <(runGame?) = [Yes]> then\n set [ghost v] effect to (0)\n switch costume to (htbox v)\n Platformer\n end\n turn cos frame\n broadcast (doTick v)\nend\n\nif <(crouch?) = [1]> then\n\ndefine Controls <right> <left> <jump>\nif <right> then\n point in direction (-90)\n if <not <(direction) = [-90]>> then\n broadcast (flip_can v)\n end\nend\nif <left> then\n point in direction (90)\n if <not <(direction) = [90]>> then\n broadcast (flip_can v)\n end\nend\nif <not <<key (down arrow v) pressed?> or <key (s v) pressed?>>> then\n set [crouch? v] to [1]\n if <(wallJ) > [0]> then\n change [wallj v] by (-1)\n if <(round (PlayerSx)) > [0]> then\n if <right> then\n change [playersx v] by (1.2)\n end\n else\n if <(round (PlayerSx)) < [0]> then\n if <left> then\n change [playersx v] by (-1.2)\n end\n end\n end\n else\n if <(groundBuffer) = [0]> then\n if <key (x v) pressed?> then\n if <right> then\n change [playersx v] by (1.7)\n change [cosframe v] by (([abs v] of (PlayerSx) ) / (13))\n if <(cosFrame) > [12]> then\n set [cosframe v] to [0]\n end\n end\n if <left> then\n change [playersx v] by (-1.7)\n change [cosframe v] by (([abs v] of (PlayerSx) ) / (13))\n if <(cosFrame) > [12]> then\n set [cosframe v] to [0]\n end\n end\n else\n if <right> then\n change [playersx v] by (1.7)\n change [cosframe v] by (([abs v] of (PlayerSx) ) / (10))\n if <(cosFrame) > [12]> then\n set [cosframe v] to [0]\n end\n end\n if <left> then\n change [playersx v] by (-1.7)\n change [cosframe v] by (([abs v] of (PlayerSx) ) / (10))\n if <(cosFrame) > [12]> then\n set [cosframe v] to [0]\n end\n end\n end\n if <not <<right> or <left>>> then\n set [cosframe v] to (([abs v] of (PlayerSx) ) / (15))\n end\n end\n end\n if <<jump> and <(falling?) = [0]>> then\n change [jumpkey v] by (1)\n set [playersy v] to ((([abs v] of (PlayerSx) ) / (3)) + (13))\n start sound (pick random (5) to (6))\n end\nelse\n set [crouch? v] to [0]\nend\n\nchange [playersy v] by (13)\n\ndefine Go up\nset [i v] to [0]\nrepeat until <<not <<touching (ground v)?> or <touching (tempg v)?>>> or <(i) = [16]>>\n change [i v] by (1)\n if <<(PlayerSy) > [-1]> and <(falling?) > [0]>> then\n change y by (-1)\n else\n change y by (1)\n set [jumpkey v] to [0]\n set [falling? v] to [0]\n if <(groundCancel) = [1]> then\n start sound [bumb2 v]\n set [groundcancel v] to [0]\n set [groundbuffer v] to [10]\n end\n end\n set [playersy v] to [0]\nend\n\ndefine Move\nif <key (x v) pressed?> then\n set [playersx v] to ((PlayerSx) * (0.87))\nelse\n set [playersx v] to ((PlayerSx) * (0.8))\nend\nchange x by (PlayerSx)\nset [i v] to [0]\nset [sliding? v] to [0]\nrepeat until <<not <<touching (ground v)?> or <touching (tempg v)?>>> or <(i) = [8]>>\n change [i v] by (1)\n change y by (1)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (-90)\n if <not <(direction) = [-90]>> then\n broadcast (flip_can v)\n end\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (90)\n if <not <(direction) = [90]>> then\n broadcast (flip_can v)\n end\nend\nif <(i) = [8]> then\n change x by ((0) - (PlayerSx))\n change y by (-8)\n if <(round (PlayerSx)) > [0]> then\n set [walljumpdirection v] to [-17]\n else\n set [walljumpdirection v] to [17]\n end\n if <[0] > (PlayerSy)> then\n set [playersy v] to [-3]\n broadcast (st_slide v)\n set [sliding? v] to [1]\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n broadcast (st_wallJ v)\n start sound [Mario Jump 2 v]\n set [playersx v] to (wallJumpDirection)\n set [playersy v] to [14]\n set [falling? v] to [6]\n set [wallj v] to [15]\n end\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <([abs v] of (PlayerSx) ) > [3]>> then\n if <(wallJ) = [0]> then\n broadcast (st_wallJ v)\n start sound [Mario Jump 2 v]\n set [playersx v] to (wallJumpDirection)\n set [playersy v] to [11]\n set [falling? v] to [6]\n set [wallj v] to [15]\n end\n else\n set [playersx v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen flag clicked\ndelete all of [xboundaries v]\ndelete all of [yboundaries v]\nadd [0] to [xboundaries v]\nadd [4000] to [xboundaries v]\nadd [1000] to [yboundaries v]\nadd [38] to [yboundaries v]\n\nwhen flag clicked\nset [groundpound v] to [0]\nset [shiftx v] to [0]\nset [shifty v] to [0]\nset [groundcancel v] to [0]\n\nchange [camx v] by (1)\n\nwhen flag clicked\nset [rx v] to [0]\n\nwhen I receive [*launch_mariomov v]\nstart sound [Mario Jump 1 v]\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [playersy v] to [15]\nelse\n set [playersy v] to [8]\nend\n\nwhen I receive [begin_sc1 v]\nset [groundbuffer v] to [0]\nset [playersx v] to [0]\nset [playersy v] to [0]\nset [h_ v] to [7]\ngo to x: (0) y: (0)\n\nwhen flag clicked\nset [health_type v] to [Pizza]\nset [ghost v] effect to (100)\nbroadcast (ghost v)\nforever\n set [roundidleframe v] to (round (idleFrame))\nend\n\nwhen I receive [begin_sc1 v]\nshow\n\nwhen flag clicked\nrepeat (10)\n broadcast (doTick v)\nend\n\ndefine turn cos frame\nif <(sliding?) = [0]> then\n switch costume to (join [idle_] (roundIdleFrame))\n change [idleframe v] by (0.2)\n if <(idleFrame) > [8]> then\n set [idleframe v] to [1]\n end\n if <<<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 (join [walk_] (roundCosFrame))\n if <(roundCosFrame) = [0]> then\n switch costume to (idle_1 v)\n end\n end\n if <(falling?) > [3]> then\n switch costume to (join [jump_] (round (jumpFrame)))\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch_1 v)\n end\nelse\n switch costume to (sliding_1 v)\nend\nif <not <(groundCancel) = [0]>> then\n switch costume to (join [groundpound_] (groundPound))\n if <(groundPound) = [0]> then\n switch costume to (groundpound_15 v)\n end\nend\nif <(groundBuffer) > [0]> then\n switch costume to (groundpound_16 v)\nend\nif <<(costume [name v]) = [walk_6]> or <(costume [name v]) = [walk_12]>> then\n start sound [Footstep 2 v]\nend\n\nwhen flag clicked\nforever\n if <[1] > (H_)> then\n start sound [nsmbwiiDeath v]\n broadcast (stp_death v)\n broadcast (fancy_blackout v) and wait\n if <(scene) = [0]> then\n if <(item (1) of [progresscheck v]) = [0]> then\n broadcast (begin_sc1 v)\n end\n end\n wait (1) seconds\n set [h_ v] to [8]\n set [camx v] to [0]\n set [camy v] to [0]\n go to x: (0) y: (0)\n end\nend\n\nbroadcast (fancy_blackout v)\n\nwhen I receive [stp_death v]\n\nwhen flag clicked\ndelete all of [progresscheck v]\nadd [0] to [progresscheck v]\n\nwait (3) seconds\n\nwhen flag clicked\n\nif <[1] > [0]> then\n\nif <(falling?) > [3]> then\n if <key (down arrow v) pressed?> then\nend\nif <[1] > [0]> then\n set [playersy v] to [0]\nend\n\nturn cos frame\n\nset [groundpound v] to [0]\n\nset x to (-82)\n\ngo to x: (item (1) of [placeholder v]) y: (item (2) of [placeholder v])\n\nset [groundcancel v] to [0]\n\nif <right> then\n change [playersx v] by (2.5)\nend\nif <left> then\n change [playersx v] by (-2.5)\nend\n\nif <[] = [50]> then\n\nwhen I receive [mario_recieve.flash/shader v]\nstart sound [Mario hurt v]\n\n\n\nset [cosframe v] to [0]\n\nchange [cosframe v] by (1)\nif <(cosFrame) > [8]> then\n set [cosframe v] to [0]\nend\n\nwhen flag clicked\nforever\n set [roundcosframe v] to (round (cosFrame))\nend\n\nchange [camx v] by (1)\n\nset [camx v] to [0]\n\nchange [jumpframe v] by (0.2)\n\nwhen flag clicked\nforever\n wait until <(PlayerSy) > [0]>\n set [jumpframe v] to [1]\n wait (0.06) seconds\n set [jumpframe v] to [2]\n wait (0.06) seconds\n set [jumpframe v] to [3]\n wait (0.06) seconds\n wait until <[0] > (PlayerSy)>\nend\n\nif <(jumpFrame) > [3]> then\n set [jumpframe v] to [3]\nend\n\nset [jumpframe v] to [1]\n\nswitch costume to (join [jump_] (round (jumpFrame)))\n\nswitch costume to (idle_1 v)\n\nswitch costume to (join [fall_] (round (jumpFrame)))\n\nwait until <[3] > (falling?)>\n\nwhen flag clicked\nforever\n wait until <[0] > (PlayerSy)>\n set [jumpframe v] to [4]\n wait (0.06) seconds\n set [jumpframe v] to [5]\n wait (0.06) seconds\n set [jumpframe v] to [6]\n wait (0.06) seconds\n wait until <(PlayerSy) > [0]>\nend\n\nset [playersx v] to (lastJumpBuffer)\n\n\n switch costume to (sliding_1 v)\nend\n\nif <(sliding?) = [1]> then\n\nset [playersx v] to ((-1.2) * (PlayerSx))\nset [lastjumpbuffer v] to ((-1.2) * (PlayerSx))\n\n\n\nset [playersx v] to [17]\n\nwhen I receive [flip_can v]\nrepeat (4)\n change [flipframe v] by (1)\nend\nset [flipframe v] to [0]\n\npoint in direction (90)\npoint in direction (-90)\n\nif <key (right arrow v) pressed?> then\n point in direction (-90)\nend\nif <key (left arrow v) pressed?> then\n point in direction (90)\nend\n\nchange [idleframe v] by (1)\n\nswitch costume to (idle_1 v)\n\nif <(flipFrame) > [0]> then\n\nstart sound (pick random (7) to (8))\n\nwhen I receive [collectstar v]\n\nwhen I receive [collectstar v]\nhide\n\nwhen I receive [resetcollectionstargame v]\nshow\n\n@Health\n\nglide (1) secs to (player v)\n\nwhen flag clicked\nhide\ngo to [front v] layer\nset [h_ v] to [8]\nforever\n if <(health_type) = [Pizza]> then\n switch costume to (join [H_] (H_))\n else\n switch costume to (join [H_] ((H_) + (9)))\n end\n if <(health_type) = [Pizza]> then\n go to x: (290) y: (160)\n else\n go to x: (200) y: (130)\n end\nend\n\nwhen I receive [mario_recieve.flash/shader v]\nshow\nif <[1] > (H_)> then\n set [rungame? v] to [No]\nend\nif <[1] > (H_)> then\n broadcast (stp_death v)\nend\n\nrepeat (10)\n go to x: (290) y: (160)\n set rotation style [don't rotate v]\n point in direction (pick random (1) to (360))\n move (pick random (10) to (20)) steps\nend\n\nchange [camx v] by (1)\n\nwhen I receive [begin_sc1 v]\nshow\nrepeat (10)\n set [h_ v] to [8]\nend\n\nbroadcast (begin_sc1 v)\n\nwhen flag clicked\nrepeat (10)\n set [scene v] to [menu]\n set [rungame? v] to [No]\nend\n\nwhen [1 v] key pressed\nset [health_type v] to [Pizza]\n\nwhen [2 v] key pressed\nset [health_type v] to [Shrink]\n\n@Ground\n\nbroadcast (zzz.zzz.gameplayloop.QUERY?.name=.tick v)\n\nwhen I receive [dotick v]\ntick\n\ndefine tick\n\ngo to x: ((0) - (CamX)) y: ((0) - (CamY))\n\ndefine Make Object (x) (y) Costume (costume) scene (s)\nswitch costume to (costume)\nset [objectx v] to (x)\nset [objecty v] to (y)\nset [objectsh v] to (s)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n go to [back v] layer\n go [forward v] (1) layers\n go to x: ((objectX) - (CamX)) y: ((objectY) - (CamY))\n if <(objectSh) = (scene)> then\n show\n if <touching (skiddledeedoobop v)?> then\n else\n hide\n end\nend\n\ndefine Make Level\nset [scene v] to [menu]\nMake Object [0] [0] Costume [_sect00_1] scene [0]\nMake Object [480] [0] Costume [_sect00_1] scene [0]\nMake Object [960] [0] Costume [_sect20_1] scene [0]\nMake Object ((480) * (3)) [0] Costume [_sect30_1] scene [0]\nMake Object ((480) * (4)) [0] Costume [_sect40_1] scene [0]\n\nMake Object [480] [0] Costume [10] scene []\nMake Object [990] [0] Costume [20] scene []\n\nwhen flag clicked\nMake Level\n\ngo to x: (((objectX) - (CamX)) - (shiftX)) y: (((objectY) - (CamY)) - (shiftY))\nif <<((objectX) - (CamX)) = (x position)> and <((objectY) - (CamY)) = [50]>> then\n show\nelse\n hide\nend\n\nchange [camx v] by (1)\n\nforever\n\nset [scene v] to [1]\n\nif <<([abs v] of (x position) ) > [470]> or <([abs v] of (y position) ) > [300]>> then\n hide\nend\n\nMake Object [1000] [0] Costume [_sect00_2] scene [0]\nMake Object [1500] [0] Costume [_sect00_1] scene [0]\nMake Object [2000] [0] Costume [_sect00_1] scene [0]\nMake Object [2500] [0] Costume [_sect00_1] scene [0]\nMake Object [3000] [0] Costume [_sect00_3] scene [0]\nMake Object [3500] [0] Costume [_sect00_1] scene [0]\n\nsay <touching (skiddledeedoobop v)?>\n\nsay []\n\n@NPC\n\nwhen I receive [begin_sc1 v]\ntick\n\ndefine tick\n\ndefine Make Object (x) (y) Costume (costume) Brodcast (wav) (scene)\nswitch costume to (costume)\nset [objectc v] to (costume)\nset [objectx v] to (x)\nset [objecty v] to (y)\nset [objectm v] to (wav)\nset [objectsh v] to (scene)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n go to x: ((objectX) - (CamX)) y: ((objectY) - (CamY))\n if <touching (_edge_ v)?> then\n hide\n else\n if <(objectSh) = (scene)> then\n show\n else\n hide\n end\n end\nend\n\nif <<([abs v] of (x position) ) > [170]> or <([abs v] of (y position) ) > [300]>> then\n hide\nelse\n show\nend\n\ndefine Make Level\nMake Object [0] [-11] Costume [00] Brodcast [00_1_a_G] [0]\nMake Object [-250] [-11] Costume [00] Brodcast [00_1_b_G] [0]\nMake Object [300] [-9] Costume [L0] Brodcast [00_L_a_G] [0]\n\nMake Object [480] [0] Costume [10] Brodcast [] []\nMake Object [990] [0] Costume [20] Brodcast [] []\n\nwhen flag clicked\nMake Level\n\nsay (distance to [player v])\nbroadcast (*txt v)\n\ngo to x: ((objectX) - (CamX)) y: ((objectY) - (CamY))\n\nif <<((objectX) - (CamX)) = (x position)> and <((objectY) - (CamY)) = (y position)>> then\n\nwhen flag clicked\n\nswitch costume to (20 v)\n\nswitch costume to (join (objectC) [_var3])\nwait (0.1) seconds\nswitch costume to (join (objectC) [_var4])\nwait (0.1) seconds\n\nswitch costume to (join [apple ] [_var2])\nwait (0.1) seconds\nswitch costume to (join (PlayerSy) [_var3])\nwait (0.1) seconds\nswitch costume to (join (objectC) [_var4])\nwait (0.1) seconds\n\nwhen I start as a clone\nshow\nforever\n change [var v] by (1)\n if <[4] < (var)> then\n set [var v] to [1]\n end\n wait (0.1) seconds\nend\n\nsay [Hello!]\n\nwhen I start as a clone\nshow\nforever\n if <(_myMouth) = [1]> then\n repeat until <not <(_myMouth) = [1]>>\n broadcast (openGen_txtStem v)\n switch costume to (join (objectC) (join [_var] [5]))\n wait (0.1) seconds\n switch costume to (join (objectC) (join [_var] [1]))\n wait (0.1) seconds\n end\n end\n broadcast (stemHide v)\n wait until <(_myMouth) = [1]>\nend\n\nset [camx v] to [0]\n\nshow\n\nset rotation style [left-right v]\n\nwhen I start as a clone\nset [_mytalk v] to [2]\nswitch costume to (join (objectC) (join [_var] (var)))\nshow\nset [_tx1 v] to [0]\nforever\n set [_mymouth v] to [0]\n set size to (70) %\n switch costume to (join (objectC) [_])\n if <(runGame?) = [Yes]> then\n if <not <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>> then\n if <<key (z v) pressed?> and <touching (player v)?>> then\n set [mpx v] to (x position)\n switch costume to (join (objectC) [_var1])\n set [rungame? v] to [No]\n repeat (10)\n broadcast (hideBub v)\n end\n set [_mymouth v] to [1]\n broadcast (*txt v) and wait\n if <(_tx1) = [0]> then\n broadcast (objectM) and wait\n else\n broadcast (join (objectM) [_1]) and wait\n end\n if <(objectC) = [L0]> then\n set [_tx1 v] to [1]\n end\n wait until <not <key (x v) pressed?>>\n set [rungame? v] to [Yes]\n broadcast (&txt v)\n end\n end\n end\n if <touching (player v)?> then\n set [_mytalk v] to [0]\n set [whenalld v] to (x position)\n set [whenylld v] to (y position)\n if <(objectC) = [L0]> then\n set [whenalld v] to ((x position) + (-70))\n set [whenylld v] to ((y position) + (20))\n end\n broadcast (showBub v)\n else\n if <not <(_myTALK) = [2]>> then\n set [_mytalk v] to [1]\n end\n repeat (20)\n switch costume to (join (objectC) (join [_var] (var)))\n end\n broadcast (hideBub v)\n end\n switch costume to (join (objectC) (join [_var] (var)))\nend\n\nwhen I start as a clone\nshow\nforever\n if <(_myTALK) = [1]> then\n repeat (20)\n set [whenalld v] to (x position)\n set [whenylld v] to (y position)\n if <(objectC) = [L0]> then\n set [whenalld v] to ((x position) + (-70))\n set [whenylld v] to ((y position) + (20))\n end\n end\n set [_mytalk v] to [2]\n end\nend\n\nwait until <touching (player v)?>\n\nbroadcast (*txt v)\n\nwhen I start as a clone\nshow\nforever\n\n\n\nwait (0) seconds\n\nchange [shiftx v] by (1)\n\nwhen I start as a clone\nforever\n set rotation style [left-right v]\n if <not <(objectC) = [00]>> then\n if <([x position v] of [player v]) > (x position)> then\n point in direction (-90)\n else\n point in direction (90)\n end\n end\nend\n\npoint towards (player v)\n\n\n\nturn right (180) degrees\n\nMake Object [-150] [-9] Costume [01] Brodcast [00_1_b_G] []\n\nrepeat until <touching (ground v)?>\n change [objecty v] by (-5)\nend\ngo up\n\ndefine go up\nif <(runGame?) = [Yes]> then\n repeat until <not <touching (ground v)?>>\n change [objecty v] by (1)\n go to x: ((objectX) - (CamX)) y: ((objectY) - (CamY))\n end\nend\n\nwhen I start as a clone\nshow\nforever\nend\n\nif <(runGame?) = [Yes]> then\nend\n\nwhen I receive [dotick v]\n\ntick\n\nset [_mymouth v] to [0]\n\nif <(runGame?) = [No]> then\nend\n\nwait until \n\n@12804\n\nwhen flag clicked\nswitch costume to (12804 v)\ngo to x: (3) y: (-106)\nset [tranpbbu v] to [100]\nset [ghost v] effect to (100)\nforever\n\nwhen I receive [&txt v]\nstart sound [close v]\nrepeat (10)\n change [ghost v] effect by (10)\n change [tranpbbu v] by (10)\nend\n\nwhen I receive [*txt v]\ngo to [front v] layer\ngo to x: (3) y: (106)\nstart sound [open v]\nrepeat (10)\n change [ghost v] effect by (-10)\n change [tranpbbu v] by (-10)\nend\n\nwhen I receive [-txt v]\ngo to [front v] layer\ngo to x: (3) y: (106)\nstart sound [open v]\nrepeat (10)\n change [ghost v] effect by (-5)\n change [tranpbbu v] by (-5)\nend\n\nset [tranpbbu v] to [0]\n\nwhen [space v] key pressed\nnext costume\n\nwhen I start as a clone\n\nif <(costume [number v]) = [1]> then\n switch costume to (2 v)\nend\n\ncreate clone of (_myself_ v)\n\nnext costume\nif <[2] > (costume [number v])> then\n switch costume to (2 v)\nend\n\n@bubble\n\nwhen I receive [hidebub v]\n\nwhen I receive [showbub v]\nchange [ghost v] effect by (-10)\nset x to (whenAlld)\nset y to (whenYlld)\n\nset x to (myP)\nset y to (myZ)\nshow\n\nwhen flag clicked\nforever\n next costume\n wait (0.1) seconds\nend\n\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\nend\n\ncreate clone of (_myself_ v)\n\nset [myp v] to [0]\nset [camx v] to [0]\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n set y to (whenYlld)\n change [ghost v] effect by (5)\n set x to (whenAlld)\nend\n\nchange [ghost v] effect by (5)\n\n@TempG\n\nbroadcast (zzz.zzz.gameplayloop.QUERY?.name=.tick v)\n\nwhen I receive [dotick v]\ntick\n\ndefine tick\n\ngo to x: ((0) - (CamX)) y: ((0) - (CamY))\n\ndefine Make Object (x) (y) Costume (costume) (scene)\nswitch costume to (costume)\nset [objectc v] to (costume)\nset [objectx v] to (x)\nset [objecty v] to (y)\nset [objectsh v] to (scene)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n go to [back v] layer\n go [forward v] (1) layers\n go to x: ((objectX) - (CamX)) y: ((objectY) - (CamY))\n if <<([abs v] of (x position) ) > [470]> or <([abs v] of (y position) ) > [300]>> then\n hide\n else\n if <[entityids v] contains (objectC)?> then\n if <(objectSh) = (scene)> then\n show\n else\n hide\n end\n else\n hide\n end\n end\nend\n\ndefine Make Level\ndelete all of [entityids v]\nMake Object [1000] [0] Costume [_sect00_2] [0]\n\nMake Object [480] [0] Costume [10] []\nMake Object [990] [0] Costume [20] []\n\nwhen flag clicked\nMake Level\n\ngo to x: (((objectX) - (CamX)) - (shiftX)) y: (((objectY) - (CamY)) - (shiftY))\nif <<((objectX) - (CamX)) = (x position)> and <((objectY) - (CamY)) = [50]>> then\n show\nelse\n hide\nend\n\nchange [camx v] by (1)\n\nforever\n\nMake Object [0] [0] Costume [_sect00_1] []\nMake Object [500] [0] Costume [_sect00_1] []\nMake Object [1500] [0] Costume [_sect00_1] []\nMake Object [2000] [0] Costume [_sect00_1] []\nMake Object [2500] [0] Costume [_sect00_1] []\nMake Object [3000] [0] Costume [_sect00_3] []\nMake Object [3500] [0] Costume [_sect00_1] []\n\n@stemOUTOUT\n\nwhen I receive [stemhide v]\nhide\n\nwhen I receive [opengen_txtstem v]\npoint in direction (90)\nshow\nset x to (whenAlld)\nset y to (whenYlld)\nmv\n\nwhen flag clicked\nforever\n set [ghost v] effect to (tranpBbu)\nend\n\nwhen I receive [*txt v]\n\nwait (0.05) seconds\ngo to [front v] layer\n\nshow\nset x to (whenAlld)\nset y to (whenYlld)\n\ndefine mv\nif <not <touching (12804 v)?>> then\n set rotation style [left-right v]\n point in direction (90)\n repeat until <touching (12804 v)?>\n change x by (10)\n end\n repeat (12)\n change x by (10)\n end\n point in direction (-90)\nend\n\n@teaser\n\n@EnemtG\n\nwhen I receive [dotick v]\ntick\n\ndefine Make Object (x) (y) Costume (costume) scene (s)\nswitch costume to (costume)\nset [objectx v] to (x)\nset [objecty v] to (y)\nset [objectc v] to (costume)\nset [objectsh v] to (s)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [mycosn v] to [1]\nshow\nforever\n go to [back v] layer\n go [forward v] (1) layers\n go to x: ((objectX) - (CamX)) y: ((objectY) - (CamY))\n if <<touching (_edge_ v)?> or <<([abs v] of (x position) ) > [240]> or <([abs v] of (y position) ) > [180]>>> then\n set [ghost v] effect to (100)\n else\n if <(objectSh) = (scene)> then\n show\n set [ghost v] effect to (0)\n else\n hide\n end\n end\n switch costume to (join (objectC) (myCosn))\nend\n\ndefine Make Level\nset [scene v] to [0]\nMake Object [650] [-20] Costume [goomba_.1_s] scene [0]\nMake Object [800] [-20] Costume [goomba_.1_s] scene [0]\nMake Object [1000] [-20] Costume [koopag_.1_s] scene [0]\n\nMake Object [480] [0] Costume [10] scene []\nMake Object [990] [0] Costume [20] scene []\n\nwhen flag clicked\nMake Level\n\nMake Object [500] [0] Costume [_sect00_1] scene [0]\nMake Object [1000] [0] Costume [_sect00_2] scene [0]\nMake Object [1500] [0] Costume [_sect00_1] scene [0]\nMake Object [2000] [0] Costume [_sect00_1] scene [0]\nMake Object [2500] [0] Costume [_sect00_1] scene [0]\nMake Object [3000] [0] Costume [_sect00_3] scene [0]\nMake Object [3500] [0] Costume [_sect00_1] scene [0]\n\nwhen I start as a clone\nshow\nforever\n if then\nend\n\nwhen I start as a clone\nshow\nforever\n if <(runGame?) = [Yes]> then\n if <<(objectC) = [goomba_.1_s]> or <(objectC) = [koopag_.1_s]>> then\n if <(cosFlow?) = [0]> then\n set size to (80) %\n set rotation style [left-right v]\n repeat (100)\n if <(d?) = [0]> then\n change [objectx v] by (-2)\n point in direction (90)\n go to x: ((objectX) - (CamX)) y: ((objectY) - (CamY))\n go up\n wait until <(runGame?) = [Yes]>\n wait until <(d_) = [0]>\n end\n end\n repeat (100)\n if <(d?) = [0]> then\n change [objectx v] by (2)\n point in direction (-90)\n go to x: ((objectX) - (CamX)) y: ((objectY) - (CamY))\n go up\n wait until <(runGame?) = [Yes]>\n wait until <(d_) = [0]>\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\nif then\n set [objecthealth v] to [2]\nend\nif then\n set [objecthealth v] to [2]\nend\nforever\n if <(runGame?) = [Yes]> then\n if <touching (player v)?> then\n if <[0] > (PlayerSy)> then\n start sound [smw_kick v]\n if <(groundCancel) = [0]> then\n broadcast (*launch_mariomov v)\n end\n if then\n Goomba hurt animation\n end\n if then\n set [d_ v] to [1]\n set [brightness v] effect to (100)\n set [cosflow? v] to [1]\n wait (0.1) seconds\n go to x: ((objectX) - (CamX)) y: ((objectY) - (CamY))\n set [brightness v] effect to (0)\n wait (0.1) seconds\n change [objecthealth v] by (-1)\n if <[2] > (objectHealth)> then\n set [d? v] to [1]\n end\n end\n if <[1] > (objectHealth)> then\n delete this clone\n end\n if then\n Goomba invincibility frames\n end\n if then\n set [d? v] to [0]\n repeat (1)\n repeat (30)\n change [objectx v] by (5)\n go to x: ((objectX) - (CamX)) y: ((objectY) - (CamY))\n go up\n end\n repeat (30)\n change [objectx v] by (-5)\n go to x: ((objectX) - (CamX)) y: ((objectY) - (CamY))\n go up\n end\n end\n set [cosflow? v] to [0]\n set [d_ v] to [0]\n end\n else\n broadcast (mario_recieve.flash/shader v)\n if <([x position v] of [player v]) > (x position)> then\n set [playersx v] to [35]\n else\n set [playersx v] to [-35]\n end\n change [h_ v] by (-1)\n wait (1) seconds\n end\n clear graphic effects\n end\n end\nend\n\ndefine go up\nif <not <touching (_edge_ v)?>> then\n repeat until <touching (ground v)?>\n change [objecty v] by (-1)\n go to x: ((objectX) - (CamX)) y: ((objectY) - (CamY))\n if <touching (_edge_ v)?> then\n stop [this script v]\n end\n end\n if <touching (ground v)?> then\n repeat until <not <touching (ground v)?>>\n change [objecty v] by (1)\n go to x: ((objectX) - (CamX)) y: ((objectY) - (CamY))\n if <touching (_edge_ v)?> then\n stop [this script v]\n end\n end\n end\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [stp_death v]\ndelete this clone\n\nwhen I receive [stp_death v]\nwait (1) seconds\nMake Level\n\nwhen I start as a clone\nset [cosflow? v] to [0]\nshow\nforever\n if <(runGame?) = [Yes]> then\n if then\n if <(cosFlow?) = [0]> then\n change [mycosn v] by (1)\n if <(myCosn) > [6]> then\n set [mycosn v] to [1]\n end\n wait (0.05) seconds\n else\n set [mycosn v] to [7]\n wait (0.1) seconds\n end\n end\n if then\n if <(cosFlow?) = [0]> then\n change [mycosn v] by (1)\n if <(myCosn) > [8]> then\n set [mycosn v] to [1]\n end\n wait (0.05) seconds\n else\n change [mycosn v] by (1)\n if <(myCosn) > [10]> then\n set [mycosn v] to [9]\n end\n wait (0.05) seconds\n end\n end\n end\nend\n\nif <(cosFlow?) = [0]> then\n change [mycosn v] by (1)\n if <(myCosn) > [6]> then\n wait (0.05) seconds\nend\n\nsay [Hello!]\n\ndefine tick\ngo to x: ((objectX) - (CamX)) y: ((objectY) - (CamY))\n\ndefine check\n\nsay (objectHealth)\n\nset [mycosn v] to [7]\nwait (0.1) seconds\n\ndefine Goomba hurt animation\nset [d_ v] to [1]\nset [brightness v] effect to (0)\nset [cosflow? v] to [1]\nset [mycosn v] to [7]\nwait (0.1) seconds\nset [cosflow? v] to [0]\nset [mycosn v] to [7]\nset [brightness v] effect to (0)\nwait (0.1) seconds\nchange [objecthealth v] by (-1)\nset [mycosn v] to [7]\nif <[2] > (objectHealth)> then\n set [d? v] to [1]\nend\n\ndefine Goomba invincibility frames\nset [d_ v] to [0]\nset [cosflow? v] to [0]\nset [d? v] to [0]\nrepeat (10)\n set [ghost v] effect to (100)\n wait (0) seconds\n set [ghost v] effect to (0)\n wait (0) seconds\nend\n\nif <[1] > (objectHealth)> then\n delete this clone\nend\n\nset [cosflow? v] to [0]\n\nset [ghost v] effect to (100)\n\nwait (0) seconds\nset [ghost v] effect to (0)\nwait (0) seconds\n\ndefine block name\n\nwhen I receive [displayentities v]\ntick\n\nbroadcast (mario_recieve.flash/shader v)\nif <([x position v] of [player v]) > (x position)> then\n set [playersx v] to [35]\nelse\n set [playersx v] to [-35]\nend\nchange [h_ v] by (-1)\nwait (1) seconds\n\nif <touching (player v)?> then\nend\n\nif <touching (player v)?> then\n broadcast (mario_recieve.flash/shader v)\n if <([x position v] of [player v]) > (x position)> then\n set [playersx v] to [35]\n else\n set [playersx v] to [-35]\n end\n change [h_ v] by (-1)\n wait (1) seconds\nend\n\n@black\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\n\nwait (0.2) seconds\nset [ghost v] effect to (80)\nhide\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [ghost v] effect to (70)\nhide\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [ghost v] effect to (60)\nhide\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [ghost v] effect to (50)\nhide\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [ghost v] effect to (40)\nhide\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [ghost v] effect to (30)\nhide\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [ghost v] effect to (20)\nhide\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [ghost v] effect to (10)\nhide\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [ghost v] effect to (0)\nhide\ncreate clone of (_myself_ v)\nwait (0.1) seconds\n\nwhen I receive [fancy_blackout v]\ngo to [front v] layer\nset size to (102) %\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nhide\nshow\ngo to x: (0) y: (400)\nrepeat until <(round (y position)) = [0]>\n go to [front v] layer\n change y by (((0) - (y position)) / (5))\nend\nrepeat (10)\n change [ghost v] effect by (-9)\nend\nstart sound [1-41 Game Over v]\nwait (1) seconds\nrepeat (10)\n change [brightness v] effect by (10)\nend\nwait until <key (z v) pressed?>\nchange size by (-2)\nchange [brightness v] effect by (-20)\nstart sound [nsmbwiiMenuChoose v]\nwait until <not <key (z v) pressed?>>\nchange [brightness v] effect by (20)\nchange size by (4)\nwait (0) seconds\nchange size by (-2)\nchange [brightness v] effect by (0)\nwait (1) seconds\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nwait (3) seconds\nbroadcast (int_open v)\n\ncreate clone of (_myself_ v)\nwait (3) seconds\n\nwait (4) seconds\ndelete this clone\n\nwhen I receive [int_open v]\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nrepeat (10)\n\nstart sound [59 Lose Life \(1\) v]\n\n@Paper Mario Text Engine V1.0\n\nwait until <key (z v) pressed?>\nstart sound [next v]\nwait until <key (z v) pressed?>\nstart sound [next v]\nwait until <key (z v) pressed?>\n\ndefine ZZZDeveloper Use OnlyZZZ (string) (x) (y) (b) (s) (c) (t) (w) (co) (br) (eff)\nset [effid v] to (eff)\nswitch costume to (a v)\nset size to (s) %\nset [ghost v] effect to (b)\nset [color v] effect to (co)\nset [brightness v] effect to (br)\ngo to x: (x) y: (y)\nhide\nset [clone? v] to [1]\nset [c v] to [1]\nset [repeats v] to (length of (string))\nrepeat (repeats)\n hide\n set [word v] to (letter (c) of (string))\n Declear word\n switch costume to (uppercase v)\n switch costume to (Word)\n if <(costume [name v]) = [uppercase]> then\n if <(Word) = [ ]> then\n switch costume to (space v)\n else\n switch costume to (unknown v)\n end\n end\n repeat ((10) - (Speed))\n Show\n if <not <<(Word) = [`]> or <(Word) = [ἢ]>>> then\n create clone of (_myself_ v)\n end\n if <(Word) = [`]> then\n set [brightness v] effect to (join (join (letter ((c) + (1)) of (string)) (join (letter ((c) + (2)) of (string)) (letter ((c) + (3)) of (string)))) (letter ((c) + (4)) of (string)))\n change [c v] by (4)\n change [repeats v] by (-4)\n set [word v] to (letter (c) of (string))\n else\n if <(Word) = [ἢ]> then\n change y by (((((40) * (s)) / (100)) + ((s) * (0.03))) * (-1))\n set x to (x)\n else\n change x by ((((item (costume [number v]) of [width v]) * (s)) / (100)) + ((s) * (0.03)))\n if <(item (costume [number v]) of [width v]) < [15]> then\n change x by ((((15) - (item (costume [number v]) of [width v])) * (s)) / (100))\n end\n if <(x position) > (w)> then\n if <(t) = [y]> then\n change y by (((((30) * (s)) / (100)) + ((s) * (0.03))) * (-1))\n set x to (x)\n end\n end\n if <not <(Word) = [ ]>> then\n start sound [text v]\n end\n end\n end\n change [c v] by (1)\n hide\nend\nset [clone? v] to [0]\nhide\n\nwait (0) seconds\n\nwhen I receive [ptme v2.0: clearall v]\ndelete this clone\n\ndefine Write (string) at (x,y) (x) (y) into slot (gen) Size: (s) Wrap (y/n): (t) Warp x: (w) Color (0-200) [Default=0]: (co) Brightness (-100-100) [Default=0]: (b) Ghost (0-100) [Default=0]: (ghost) Speed (1-10) [Default=8]: (speed) effect? (ii)\nif <<<(speed) > [1]> or <(speed) = [1]>> and <<[10] > (speed)> or <(speed) = [10]>>> then\n set [speed v] to (speed)\nelse\n set [speed v] to [8]\nend\nset [textgeneration v] to (gen)\nset [globalgeneration v] to (gen)\nset [whattoclear v] to (gen)\nset [subgeneration v] to [0]\nset [done v] to [0]\nbroadcast (PTME V2.0: thread v)\nwait (0) seconds\nset [subgeneration v] to [1]\nZZZDeveloper Use OnlyZZZ (string) (x) (y) (ghost) (s) (1) (t) (w) (co) (b) (ii)\nset [subgeneration v] to [1]\nrepeat until <(done) = [1]>\nwait (0) seconds\n\nwhen I receive [text appear v]\n\ndefine Big/Small Letter (raw) (finish)\nif <(Word) = (raw)> then\n set [word v] to (finish)\nend\n\ndefine Declear word\nBig/Small Letter [1] [n1]\nBig/Small Letter [2] [n2]\nBig/Small Letter [3] [n3]\nBig/Small Letter [4] [n4]\nBig/Small Letter [5] [n5]\nBig/Small Letter [6] [n6]\nBig/Small Letter [7] [n7]\nBig/Small Letter [8] [n8]\nBig/Small Letter [9] [n9]\nBig/Small Letter [0] [n0]\nBig/Small Letter [.] [s1]\nBig/Small Letter [!] [s2]\nBig/Small Letter [?] [s3]\nBig/Small Letter [<] [s4]\nBig/Small Letter [>] [s5]\nBig/Small Letter [/] [s6]\nBig/Small Letter [\] [s7]\nBig/Small Letter ["] [s8]\nBig/Small Letter ['] [s9]\nBig/Small Letter [;] [s10]\nBig/Small Letter [:] [s11]\nBig/Small Letter [@] [s12]\nBig/Small Letter [#] [s13]\nBig/Small Letter [$] [s14]\nBig/Small Letter [%] [s15]\nBig/Small Letter [^] [s16]\nBig/Small Letter [&] [s17]\nBig/Small Letter [*] [s18]\nBig/Small Letter [\(] [s19]\nBig/Small Letter [\)] [s20]\nBig/Small Letter [,] [s21]\nBig/Small Letter [+] [s22]\nBig/Small Letter [=] [s23]\nBig/Small Letter [-] [s24]\nBig/Small Letter [_] [s25]\nBig/Small Letter [©] [s26]\nBig/Small Letter [®] [s27]\nBig/Small Letter [™] [s28]\nBig/Small Letter [~] [s29]\nBig/Small Letter [{] [s30]\nBig/Small Letter [}] [s31]\nBig/Small Letter [\[] [s32]\nBig/Small Letter [\]] [s33]\nBig/Small Letter [|] [s34]\nBig/Small Letter [¢] [s35]\nBig/Small Letter [£] [s36]\nBig/Small Letter [¥] [s37]\n\nwhen I receive [reset v]\nset [textgeneration v] to [0]\nset [globalgeneration v] to [0]\nset [subgeneration v] to [0]\n\ndefine Show\nif <(Clone?) = [1]> then\n if <(TextGeneration) = ([globalgeneration v] of [paper mario text engine v1.0 v])> then\n show\n end\nend\n\ndefine cleargen\nif <(TextGeneration) = ([whattoclear v] of [paper mario text engine v1.0 v])> then\n wait until <([subgeneration v] of [paper mario text engine v1.0 v]) = [1]>\n delete this clone\nend\n\nwhen I receive [ptme v2.0: thread v]\ncleargen\nset [done v] to [1]\n\nWrite [MEDIUM] at (x,y) (-230) (-65) into slot (4) Size: (70) Wrap (y/n): [y] Warp x: [230] Color (0-200) [Default=0]: [100] Brightness (-100-100) [Default=0]: [0] Ghost (0-100) [Default=0]: [0] Speed (1-10) [Default=8]: [5] effect? []\nWrite [SLOW] at (x,y) (-230) (-85) into slot (5) Size: (70) Wrap (y/n): [y] Warp x: [230] Color (0-200) [Default=0]: [150] Brightness (-100-100) [Default=0]: [0] Ghost (0-100) [Default=0]: [0] Speed (1-10) [Default=8]: [1] effect? []\nwait (2) seconds\nbroadcast (PTME V2.0: Clearall v)\n\nforever\n\nWrite [Paper Mario Text Engine V2.0] at (x,y) (-230) (50) into slot (1) Size: (65) Wrap (y/n): [y] Warp x: [230] Color (0-200) [Default=0]: [] Brightness (-100-100) [Default=0]: [-100] Ghost (0-100) [Default=0]: [] Speed (1-10) [Default=8]: [] effect? []\n\nwhen I receive [00_l_a_g v]\nWrite [Heya! Mario! Where are you ἢgoing? ἢThe castle? That's a-cool!] at (x,y) (-150) (115) into slot (3) Size: (35) Wrap (y/n): [y] Warp x: [180] Color (0-200) [Default=0]: [0] Brightness (-100-100) [Default=0]: [-100] Ghost (0-100) [Default=0]: [] Speed (1-10) [Default=8]: [10] effect? []\nwait until <key (z v) pressed?>\nWrite [] at (x,y) (-210) (120) into slot (3) Size: (40) Wrap (y/n): [y] Warp x: [230] Color (0-200) [Default=0]: [0] Brightness (-100-100) [Default=0]: [-100] Ghost (0-100) [Default=0]: [] Speed (1-10) [Default=8]: [10] effect? []\n\nwhen I start as a clone\ngo to [front v] layer\n\nwhen I receive [00_1_b_g v]\nWrite [What a day!ἢThe birds are singing!ἢThe flowers are blooming!ἢWhat could go wrong?] at (x,y) (-150) (115) into slot (3) Size: (35) Wrap (y/n): [y] Warp x: [180] Color (0-200) [Default=0]: [0] Brightness (-100-100) [Default=0]: [-100] Ghost (0-100) [Default=0]: [] Speed (1-10) [Default=8]: [10] effect? []\nwait until <key (z v) pressed?>\nWrite [] at (x,y) (-210) (120) into slot (3) Size: (40) Wrap (y/n): [y] Warp x: [230] Color (0-200) [Default=0]: [0] Brightness (-100-100) [Default=0]: [-100] Ghost (0-100) [Default=0]: [] Speed (1-10) [Default=8]: [10] effect? []\n\nstart sound [next v]\nWrite [JACKY] at (x,y) (-165) (130) into slot (3) Size: (40) Wrap (y/n): [y] Warp x: [230] Color (0-200) [Default=0]: [0] Brightness (-100-100) [Default=0]: [-100] Ghost (0-100) [Default=0]: [] Speed (1-10) [Default=8]: [10] effect? []\nwait until <key (z v) pressed?>\n\nwhen I receive [00_1_a_g v]\nWrite [Mario!ἢLike the text box?] at (x,y) (-150) (115) into slot (3) Size: (35) Wrap (y/n): [y] Warp x: [180] Color (0-200) [Default=0]: [0] Brightness (-100-100) [Default=0]: [-100] Ghost (0-100) [Default=0]: [] Speed (1-10) [Default=8]: [10] effect? []\nwait until <key (z v) pressed?>\nstart sound [next v]\nWrite [It can do shake] at (x,y) (-150) (115) into slot (3) Size: (35) Wrap (y/n): [y] Warp x: [180] Color (0-200) [Default=0]: [0] Brightness (-100-100) [Default=0]: [-100] Ghost (0-100) [Default=0]: [] Speed (1-10) [Default=8]: [10] effect? [shake]\nwait until <key (z v) pressed?>\nstart sound [next v]\nWrite [Whirl!ἢOoh! that one makes me dizzy!] at (x,y) (-150) (115) into slot (3) Size: (35) Wrap (y/n): [y] Warp x: [180] Color (0-200) [Default=0]: [0] Brightness (-100-100) [Default=0]: [-100] Ghost (0-100) [Default=0]: [] Speed (1-10) [Default=8]: [10] effect? [spin]\nwait until <key (z v) pressed?>\nstart sound [next v]\nWrite [Ooooooooooohhhhh...ἢAhhhh!] at (x,y) (-150) (115) into slot (3) Size: (35) Wrap (y/n): [y] Warp x: [180] Color (0-200) [Default=0]: [0] Brightness (-100-100) [Default=0]: [-100] Ghost (0-100) [Default=0]: [] Speed (1-10) [Default=8]: [10] effect? [spin]\nwait until <key (z v) pressed?>\nstart sound [next v]\nWrite [Faint! Oooh!] at (x,y) (-150) (115) into slot (3) Size: (35) Wrap (y/n): [y] Warp x: [180] Color (0-200) [Default=0]: [0] Brightness (-100-100) [Default=0]: [-100] Ghost (0-100) [Default=0]: [] Speed (1-10) [Default=8]: [10] effect? [glitch]\nwait until <key (z v) pressed?>\nstart sound [next v]\nWrite [AND SLAM!!] at (x,y) (-150) (115) into slot (3) Size: (35) Wrap (y/n): [y] Warp x: [180] Color (0-200) [Default=0]: [0] Brightness (-100-100) [Default=0]: [-100] Ghost (0-100) [Default=0]: [] Speed (1-10) [Default=8]: [10] effect? [slam]\nwait until <key (z v) pressed?>\nWrite [And I can talk in `0000red text,`-100 too!] at (x,y) (-150) (115) into slot (3) Size: (35) Wrap (y/n): [y] Warp x: [180] Color (0-200) [Default=0]: [0] Brightness (-100-100) [Default=0]: [-100] Ghost (0-100) [Default=0]: [] Speed (1-10) [Default=8]: [10] effect? []\nstart sound [next v]\nwait until <key (z v) pressed?>\nWrite [Actually, I can talk in `0000any color!`-100] at (x,y) (-150) (115) into slot (3) Size: (35) Wrap (y/n): [y] Warp x: [180] Color (0-200) [Default=0]: [120] Brightness (-100-100) [Default=0]: [-100] Ghost (0-100) [Default=0]: [] Speed (1-10) [Default=8]: [10] effect? []\nstart sound [next v]\nwait until <key (z v) pressed?>\nWrite [] at (x,y) (-210) (120) into slot (3) Size: (40) Wrap (y/n): [y] Warp x: [230] Color (0-200) [Default=0]: [0] Brightness (-100-100) [Default=0]: [-100] Ghost (0-100) [Default=0]: [] Speed (1-10) [Default=8]: [10] effect? []\n\nwhen I receive [00_l_a_g_1 v]\nWrite [Heya! Mario! Where are you ἢgoing? ἢThe castle? That's a-cool!] at (x,y) (-150) (115) into slot (3) Size: (35) Wrap (y/n): [y] Warp x: [180] Color (0-200) [Default=0]: [0] Brightness (-100-100) [Default=0]: [-100] Ghost (0-100) [Default=0]: [] Speed (1-10) [Default=8]: [10] effect? []\nwait until <key (z v) pressed?>\nWrite [] at (x,y) (-210) (120) into slot (3) Size: (40) Wrap (y/n): [y] Warp x: [230] Color (0-200) [Default=0]: [0] Brightness (-100-100) [Default=0]: [-100] Ghost (0-100) [Default=0]: [] Speed (1-10) [Default=8]: [10] effect? []\n\nstart sound [next v]\n\nWrite [You'd better get going!] at (x,y) (-165) (130) into slot (3) Size: (40) Wrap (y/n): [y] Warp x: [230] Color (0-200) [Default=0]: [0] Brightness (-100-100) [Default=0]: [-100] Ghost (0-100) [Default=0]: [] Speed (1-10) [Default=8]: [10] effect? []\nwait until <key (z v) pressed?>\n\ndefine clear all\n\nDeclear word\n\nDeclear word\ncleargen\n\ndefine (1) (2) (3) (4) (5) (6) (7) (8) (9) (10) (11)\nWrite (1) at (x,y) (2) (3) into slot (4) Size: (5) Wrap (y/n): (6) Warp x: (7) Color (0-200) [Default=0]: (8) Brightness (-100-100) [Default=0]: (9) Ghost (0-100) [Default=0]: (10) Speed (1-10) [Default=8]: (11) effect? []\n\nif <(Word) = [`]> then\n set [color v] effect to (0)\nend\n\nwhen I start as a clone\nset [objx v] to (x position)\nset [objy v] to (y position)\nset [objch v] to (costume [number v])\n\n if <(effID) = [slam]> then\n change size by (100)\n repeat (5)\n switch costume to (largebypass v)\n change size by (-20)\n switch costume to (objCh)\n end\n stop [this script v]\n end\n if <(effID) = [glitch]> then\n set [ghost v] effect to (pick random (1) to (70))\n set [pixelate v] effect to (pick random (1) to (50))\n wait (0) seconds\n set [ghost v] effect to (0)\n set [pixelate v] effect to (0)\n wait (0) seconds\n end\n if <(effID) = [spin]> then\n set rotation style [don't rotate v]\n turn right (10) degrees\n move (1) steps\n end\n if <(effID) = [shake]> then\n if <(pick random (1) to (2)) = [1]> then\n change x by (1)\n wait (0) seconds\n change y by (-1)\n wait (0) seconds\n change x by (1)\n change y by (1)\n wait (0) seconds\n change y by (-1)\n wait (0) seconds\n go to x: (objX) y: (objY)\n else\n change y by (-1)\n wait (0) seconds\n change x by (1)\n wait (0) seconds\n change x by (1)\n change y by (1)\n wait (0) seconds\n change y by (-1)\n wait (0) seconds\n go to x: (objX) y: (objY)\n end\n end\nend\n\nchange x by (5)\n\nchange x by (5)\n\nforever\n\nif <(effID) = [spin]> then\n set rotation style [don't rotate v]\n turn right (1) degrees\n move (1) steps\nend\n\nWrite [TIMBRE!!!] at (x,y) (-165) (100) into slot (3) Size: (150) Wrap (y/n): [y] Warp x: [230] Color (0-200) [Default=0]: [0] Brightness (-100-100) [Default=0]: [-100] Ghost (0-100) [Default=0]: [] Speed (1-10) [Default=8]: [10] effect? [shake]\n\nclear all\n\nwait (0) seconds\n\nwait (0) seconds\n\nset [ghost v] effect to (pick random (1) to (70))\nset [pixelate v] effect to (pick random (1) to (50))\nwait (0) seconds\nset [ghost v] effect to (0)\nset [pixelate v] effect to (0)\nwait (0) seconds\n\nWrite [You'd better get going!] at (x,y) (-165) (130) into slot (3) Size: (50) Wrap (y/n): [y] Warp x: [230] Color (0-200) [Default=0]: [0] Brightness (-100-100) [Default=0]: [-100] Ghost (0-100) [Default=0]: [] Speed (1-10) [Default=8]: [10] effect? []\nwait until <key (z v) pressed?>\nstart sound [next v]\nWrite [You can press the `0000up arrow key tojump`-100 over an nasty obstacles you might see!] at (x,y) (-165) (130) into slot (3) Size: (50) Wrap (y/n): [y] Warp x: [180] Color (0-200) [Default=0]: [0] Brightness (-100-100) [Default=0]: [-100] Ghost (0-100) [Default=0]: [] Speed (1-10) [Default=8]: [10] effect? []\nwait until <key (z v) pressed?>\n\ngo to x: (0) y: (0)\n\nrepeat until <(y position) > [120]>\n change y by (10)\nend\n\nWrite [] at (x,y) (-210) (120) into slot (3) Size: (40) Wrap (y/n): [y] Warp x: [230] Color (0-200) [Default=0]: [0] Brightness (-100-100) [Default=0]: [-100] Ghost (0-100) [Default=0]: [] Speed (1-10) [Default=8]: [10] effect? []\n\nWrite [It can do shake] at (x,y) (-150) (115) into slot (3) Size: (35) Wrap (y/n): [y] Warp x: [180] Color (0-200) [Default=0]: [0] Brightness (-100-100) [Default=0]: [-100] Ghost (0-100) [Default=0]: [] Speed (1-10) [Default=8]: [10] effect? []\nwait until <key (z v) pressed?>\n\nstart sound [next v]\n\nstart sound [next v]\n\nstart sound [next v]\n\nset [c v] to [Well, could I see how to project is coming along? I have a platforming engine]\n\n@Press\n\nwhen flag clicked\nswitch costume to (zx6 v)\ngo to x: (0) y: (-300)\nhide\nset size to (100) %\nwait (5.5) seconds\ngo to x: (0) y: (-300)\nglide (0.5) secs to x: (0) y: (-80)\nforever\n glide (1) secs to x: (0) y: (-90)\n glide (1) secs to x: (0) y: (-80)\nend\n\nwhen I receive [openscenery v]\nshow\n\nwhen I receive [z+x.init v]\nshow\nclear graphic effects\nset size to (100) %\nrepeat (10)\n change size by (-5)\n change [brightness v] effect by (10)\n change [ghost v] effect by (10)\nend\nwait (2) seconds\n\nwhen [space v] key pressed\n\nwhen I receive [z+x.init v]\nwait (3) seconds\nhide\n\nglide (1) secs to x: (0) y: (-80)\nforever\n glide (1) secs to x: (0) y: (-90)\n glide (1) secs to x: (0) y: (-80)\nend\n\nwhen flag clicked\nwait (6) seconds\nforever\n if <<<key (z v) pressed?> or <key (x v) pressed?>> and <not <<key (z v) pressed?> and <key (x v) pressed?>>>> then\n if <key (z v) pressed?> then\n switch costume to (zx7 v)\n else\n switch costume to (zx8 v)\n end\n else\n if <<key (z v) pressed?> and <key (x v) pressed?>> then\n switch costume to (zx9 v)\n wait until <not <<key (z v) pressed?> or <key (x v) pressed?>>>\n start sound [nsmbwiiPressStart v]\n broadcast (z+x.init v)\n stop [this script v]\n else\n switch costume to (zx6 v)\n end\n end\nend\n\nhide\n\ngo to [front v] layer\n\nbroadcast (begin_sc1 v)\nset [scene v] to [0]\nset [rungame? v] to [Yee]\n\n@Transition\n\nwhen flag clicked\nset [trans? v] to [n]\nset [transsec? v] to [5]\nhide\nbroadcast (openScenery v)\nbroadcast (presentCredit v) and wait\n\nwhen I receive [presentcredit v]\nshow\nswitch costume to (black v)\nset size to (100) %\nset [brightness v] effect to (-100)\nrepeat (10)\n change [brightness v] effect by (10)\nend\nwait (4) seconds\nrepeat (10)\n change [brightness v] effect by (10)\n switch costume to (sizebypass v)\n change size by (10)\n switch costume to (black v)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset size to (100) %\nset [brightness v] effect to (-100)\nhide\nclear graphic effects\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nbroadcast (openScenery v)\n\nwhen I receive [regulartransition v]\nset [trans? v] to [y]\nset y to (500)\nshow\nclear graphic effects\nset [brightness v] effect to (-100)\nset [ghost v] effect to (80)\nset size to (100) %\nrepeat (20)\n go to [front v] layer\n change y by (((0) - (y position)) / (4))\nend\nwait (0.5) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nbroadcast (openBlacl v)\n\nrepeat until <(round (y position)) = [0]>\nend\n\nbroadcast (regularTransition v)\n\nwhen I receive [openblacl v]\nwait (transSec?) seconds\nset [trans? v] to [n]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [z+x.init v]\nbroadcast (regularTransition v) and wait\nbroadcast (initGame v)\n\nwait (5) seconds\n\n@PAPERmarioGROSSadventure\n\nwhen flag clicked\n\ndefine detect movement\nset [@mx v] to (mouse x)\nset [@my v] to (mouse y)\nwait (0.01) seconds\nif <not <<(mouse x) = (@mx)> or <(mouse y) = (@my)>>> then\n set [movingmouse? v] to [true]\nelse\n set [movingmouse? v] to [false]\nend\n\nwhen flag clicked\nset [selectcache v] to [-1]\nforever\n detect movement\nend\n\nwhen flag clicked\nwait (5.5) seconds\nhide\nshow\nforever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n start sound [Click v]\n wait until <not <mouse down?>>\n end\n end\nend\n\ngo to x: (0) y: (70)\n\nwhen flag clicked\nwait (5.5) seconds\nshow\nforever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n end\nend\n\ngo to x: (0) y: (70)\n\nwhen flag clicked\nhide\nwait (0.3) seconds\nhide\ngo to x: (0) y: (300)\nwait (5) seconds\nwait (0.05) seconds\nshow\ngo to x: (0) y: (300)\nset [-yvel v] to [0]\nrepeat until <[70] > (y position)>\n change y by (-yvel)\n change [-yvel v] by (-1)\nend\nset [-yvel v] to [6]\nrepeat (10)\n change y by (-yvel)\n change [-yvel v] by (-1)\nend\nrepeat (3)\n change y by (-yvel)\n change [-yvel v] by (-1)\nend\nset [-yvel v] to [3]\nrepeat (5)\n change y by (-yvel)\n change [-yvel v] by (-1)\nend\nrepeat (3)\n change y by (-yvel)\n change [-yvel v] by (-1)\nend\nforever\n glide (1) secs to x: (0) y: (70)\n glide (1) secs to x: (0) y: (60)\nend\n\ngo to x: (0) y: (70)\n\nforever\n\nwhen I receive [openscenery v]\nshow\nwait (0.05) seconds\nforever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [target v] to [90]\n set [brightness v] effect to (-40)\n else\n set [target v] to [110]\n set [brightness v] effect to (-20)\n end\n else\n set [target v] to [100]\n clear graphic effects\n end\n set [@sb v] to (((@sb) * (0.7)) + (((target) - (size)) / (4)))\n change size by (@sb)\nend\n\ngo to x: (0) y: (70)\n\ngo to [front v] layer\n\nrepeat (5)\n change y by (-1)\nend\nrepeat (4)\n change y by (-.5)\nend\nrepeat (3)\n change y by (-0.25)\nend\nrepeat (2)\n change y by (-0.125)\nend\nrepeat (5)\n change y by (1)\nend\nrepeat (4)\n change y by (0.5)\nend\nrepeat (3)\n change y by (0.25)\nend\nrepeat (4)\n change y by (0.125)\nend\n\nrepeat (10)\n change y by (2)\nend\n\nwait (0.2) seconds\nwait (0.2) seconds\n\nwhen I receive [z+x.init v]\nwait (3) seconds\nhide\nbroadcast (deletecache v)\nstop [other scripts in sprite v]\nstop [this script v]\n\nstop [other scripts in sprite v]\nclear graphic effects\nset size to (100) %\nrepeat (10)\n change size by (10)\n change [brightness v] effect by (10)\n change [ghost v] effect by (10)\nend\n\nrepeat until <[70] > (y position)>\n\ngo to [front v] layer\n\n@background\n\nwhen flag clicked\n\nwhen I start as a clone\ngo to [back v] layer\ngo to x: (0) y: (0)\nswitch costume to (sizebypass v)\nset size to (0) %\nshow\nswitch costume to (join (t2_) [_grassy])\nset [ghost v] effect to (0)\nforever\n show\n switch costume to (join (t2_) [_grassy])\n clear graphic effects\n set x to ((panx) / (t1_))\n set y to ((pany) / (t1_))\nend\n\nglide (8) secs to x: (-960) y: (-7)\nglide (t1_) secs to x: (-1920) y: (0)\n\nwhen flag clicked\nset [theme v] to [_grassy]\nswitch costume to (costume2 v)\nset [ghost v] effect to (100)\nforever\n repeat (900)\n change [panx v] by (-2)\n end\n repeat (60)\n change [ghost v] effect by (-10)\n change [panx v] by (-2)\n end\n set [panx v] to [0]\n repeat (60)\n change [ghost v] effect by (10)\n change [panx v] by (-2)\n end\nend\n\nswitch costume to (background_grassy v)\nset [t1_ v] to [2]\nset [t2_ v] to [background]\ncreate clone of (_myself_ v)\n\nswitch costume to (setback_grassy v)\nswitch costume to (foreground_grassy v)\nswitch costume to (background_grassy v)\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nswitch costume to (sizebypass v)\nset size to (0) %\nshow\nswitch costume to (join (t2_) [_grassy])\n\nforever\n if <(t1_) = [1]> then\n if <not <touching (block v)?>> then\n broadcast (j.down v)\n end\n if <touching (block v)?> then\n broadcast (j.up v)\n end\n end\nend\n\nwhen I receive [deletecache v]\nstop [other scripts in sprite v]\ndelete this clone\n\nset x to (-27)\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset [ghost v] effect to (100)\nforever\n repeat (120)\n change [pany v] by (-0.2)\n end\n repeat (120)\n change [pany v] by (0.2)\n end\nend\n\nwhen I receive [openscenery v]\n\nwhen I receive [openscenery v]\nset [pany v] to [0]\nset [panx v] to [0]\nhide\nshow\nset [t1_ v] to [1]\nset [t2_ v] to [foreground]\ncreate clone of (_myself_ v)\nset [t1_ v] to [1.5]\nset [t2_ v] to [xground]\ncreate clone of (_myself_ v)\nset [t1_ v] to [2]\nset [t2_ v] to [triground]\ncreate clone of (_myself_ v)\nset [t1_ v] to [3]\nset [t2_ v] to [parallence]\ncreate clone of (_myself_ v)\nset [t1_ v] to [4]\nset [t2_ v] to [setback]\ncreate clone of (_myself_ v)\nset [t1_ v] to [5]\nset [t2_ v] to [background]\ncreate clone of (_myself_ v)\n\nclear graphic effects\ngo to [front v] layer\n\n@Parralex\n\nwhen I receive [dotick v]\ntick\n\ndefine tick\ngo to [back v] layer\ngo [forward v] (1) layers\ngo to x: (((objectX) - (CamX)) / (2)) y: (((objectY) - (CamY)) / (2))\nif <(objectSh) = (scene)> then\n show\nelse\n hide\nend\n\nif <<(((objectX) - (CamX)) / (2)) = (x position)> and <(((objectY) - (CamY)) / (2)) = (y position)>> then\n\ngo to x: ((0) - (CamX)) y: ((0) - (CamY))\n\ndefine Make Object (x) (y) Costume (costume) (s)\nswitch costume to (costume)\nset [objectx v] to (x)\nset [objecty v] to (y)\nset [objectsh v] to (s)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\n\ndefine Make Level\nMake Object [0] [0] Costume [00] [0]\n\nwhen flag clicked\nMake Level\n\ngo to x: (36) y: (28)\nif <<((objectX) - (CamX)) = (x position)> and <((objectY) - (CamY)) = (y position)>> then\n show\nelse\n hide\nend\n\nforever\n\nset [objecty v] to (y)\n\nMake Object [480] [0] Costume [10] [0]\nMake Object [990] [0] Costume [20] [0]\n\nwhen flag clicked\nhide\nbroadcast (doTick v)\n\n@x2_2\n\nwhen I receive [dotick v]\ntick\n\ndefine tick\ngo to x: (((objectX) - (CamX)) / (3)) y: (((objectY) - (CamY)) / (3))\ngo to [back v] layer\nif <(objectSh) = (scene)> then\n show\nelse\n hide\nend\n\nif <<(((objectX) - (CamX)) / (2)) = (x position)> and <(((objectY) - (CamY)) / (2)) = (y position)>> then\n\ngo to x: ((0) - (CamX)) y: ((0) - (CamY))\n\ndefine Make Object (x) (y) Costume (costume) (scene)\nswitch costume to (costume)\nset [objectx v] to (x)\nset [objecty v] to (y)\nset [objectsh v] to (scene)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\n\ndefine Make Level\nMake Object [0] [0] Costume [00] [0]\n\nwhen flag clicked\nMake Level\n\ngo to x: (36) y: (28)\nif <<((objectX) - (CamX)) = (x position)> and <((objectY) - (CamY)) = (y position)>> then\n show\nelse\n hide\nend\n\nforever\n\nMake Object [480] [0] Costume [10] [0]\nMake Object [990] [0] Costume [20] [0]\n\n@x2_3\n\nwhen I receive [dotick v]\ntick\n\ndefine tick\ngo to x: (((objectX) - (CamX)) / (4)) y: (((objectY) - (CamY)) / (4))\ngo to [back v] layer\nif <(objectSh) = (scene)> then\n show\nelse\n hide\nend\n\nif <<(((objectX) - (CamX)) / (2)) = (x position)> and <(((objectY) - (CamY)) / (2)) = (y position)>> then\n\ngo to x: ((0) - (CamX)) y: ((0) - (CamY))\n\ndefine Make Object (x) (y) Costume (costume) (scene)\nswitch costume to (costume)\nset [objectx v] to (x)\nset [objecty v] to (y)\nset [objectsh v] to (scene)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\n\ndefine Make Level\nMake Object [0] [0] Costume [00] [0]\n\nMake Object [480] [0] Costume [10] [0]\nMake Object [990] [0] Costume [20] [0]\n\nwhen flag clicked\nMake Level\n\ngo to x: (36) y: (28)\nif <<((objectX) - (CamX)) = (x position)> and <((objectY) - (CamY)) = (y position)>> then\n show\nelse\n hide\nend\n\nforever\n\n@x2_4\n\nwhen I receive [dotick v]\ntick\n\ndefine tick\ngo to x: (((objectX) - (CamX)) / (5)) y: (((objectY) - (CamY)) / (5))\ngo to [back v] layer\nif <(objectSh) = (scene)> then\n show\nelse\n hide\nend\n\nif <<(((objectX) - (CamX)) / (2)) = (x position)> and <(((objectY) - (CamY)) / (2)) = (y position)>> then\n\ngo to x: ((0) - (CamX)) y: ((0) - (CamY))\n\ndefine Make Object (x) (y) Costume (costume) (scene)\nswitch costume to (costume)\nset [objectx v] to (x)\nset [objecty v] to (y)\nset [objectsh v] to (scene)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\n\ndefine Make Level\nMake Object [0] [0] Costume [00] [0]\n\nMake Object [480] [0] Costume [10] [0]\nMake Object [990] [0] Costume [20] [0]\n\nwhen flag clicked\nMake Level\n\ngo to x: (36) y: (28)\nif <<((objectX) - (CamX)) = (x position)> and <((objectY) - (CamY)) = (y position)>> then\n show\nelse\n hide\nend\n\nforever\n\n@Decor\n\nbroadcast (zzz.zzz.gameplayloop.QUERY?.name=.tick v)\n\nwhen I receive [dotick v]\ntick\n\ndefine tick\n\ngo to x: ((0) - (CamX)) y: ((0) - (CamY))\n\ndefine Make Object (x) (y) Costume (costume) scene (s)\nswitch costume to (costume)\nset [objectx v] to (x)\nset [objecty v] to (y)\nset [objectsh v] to (s)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n go to [back v] layer\n go [forward v] (1) layers\n go to x: ((objectX) - (CamX)) y: ((objectY) - (CamY))\n if <(objectSh) = (scene)> then\n show\n if <touching (skiddledeedoobop v)?> then\n else\n hide\n end\nend\n\ndefine Make Level\nset [scene v] to [menu]\nMake Object ((4) * (480)) [0] Costume [_sect00_3] scene [0]\n\nMake Object [0] [0] Costume [_sect00_1] scene [0]\n\nMake Object [500] [0] Costume [_sect00_1] scene [0]\nMake Object [1000] [0] Costume [_sect00_2] scene [0]\nMake Object [1500] [0] Costume [_sect00_1] scene [0]\nMake Object [2000] [0] Costume [_sect00_1] scene [0]\nMake Object [2500] [0] Costume [_sect00_1] scene [0]\n\nMake Object [3500] [0] Costume [_sect00_1] scene [0]\n\nMake Object [480] [0] Costume [10] scene []\nMake Object [990] [0] Costume [20] scene []\n\nwhen flag clicked\nMake Level\n\ngo to x: (((objectX) - (CamX)) - (shiftX)) y: (((objectY) - (CamY)) - (shiftY))\nif <<((objectX) - (CamX)) = (x position)> and <((objectY) - (CamY)) = [50]>> then\n show\nelse\n hide\nend\n\nchange [camx v] by (1)\n\nforever\n\nset [scene v] to [1]\n\n@pause\n\nwhen flag clicked\nhide\nforever\n if <(runGame?) = [Yes]> then\n wait until <key (c v) pressed?>\n if <(runGame?) = [Yes]> then\n set [rungame? v] to [No]\n broadcast (drown v)\n switch costume to (01_a_1 v)\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n repeat until <<<key (c v) pressed?> or <key (x v) pressed?>> or <key (z v) pressed?>>\n broadcast (check_select v) and wait\n end\n if <<key (c v) pressed?> or <key (z v) pressed?>> then\n broadcast (nword v)\n switch costume to (01_a_1 v)\n set [rungame? v] to [Yes]\n show\n set [ghost v] effect to (0)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n end\n if <(costume [number v]) = [1]> then\n broadcast (nword v)\n set [rungame? v] to [Yes]\n set [ghost v] effect to (0)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n end\n if <(costume [number v]) = [2]> then\n switch costume to (02_a_1 v)\n show variable [health_type v]\n wait until <not <key (x v) pressed?>>\n repeat until <<key (z v) pressed?> or <key (c v) pressed?>>\n if <key (x v) pressed?> then\n if <(costume [number v]) = [5]> then\n start sound [SE_select2 v]\n if <(health_type) = [Pizza]> then\n set [health_type v] to [Shrink]\n else\n set [health_type v] to [Pizza]\n end\n end\n wait until <not <key (x v) pressed?>>\n end\n end\n broadcast (nword v)\n hide variable [health_type v]\n set [rungame? v] to [Yes]\n set [ghost v] effect to (0)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n end\n if <(costume [number v]) = [3]> then\n switch costume to (03_a_1 v)\n repeat until <key (z v) pressed?>\n broadcast (nword v)\n set [rungame? v] to [Yes]\n set [ghost v] effect to (0)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n end\n if <(costume [number v]) = [4]> then\n switch costume to (04_a_1 v)\n repeat until <key (z v) pressed?>\n broadcast (nword v)\n set [rungame? v] to [Yes]\n set [ghost v] effect to (0)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n end\n end\n end\nend\n\nset [rungame? v] to [Yes]\n\nif <[] = [50]> then\n\nwhen I receive [check_select v]\ngo to [front v] layer\nif <key (up arrow v) pressed?> then\n if <not <(costume [number v]) = [1]>> then\n switch costume to ((costume [number v]) - (1))\n wait until <not <key (up arrow v) pressed?>>\n end\nend\nif <key (down arrow v) pressed?> then\n if <not <(costume [number v]) = [4]>> then\n next costume\n wait until <not <key (down arrow v) pressed?>>\n end\nend\n\nshow\n\nbroadcast (nword v)\n\n@logo\n\nwhen flag clicked\nforever\nend\n\nplay sound [Overlook Tower - Paper Mario The Origami King Music Extended v] until done\n\n@DTIZVwfW0AAV7PW\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nwhen [9 v] key pressed\nif <key (space v) pressed?> then\n show\n go to [front v] layer\n stop [all v]\nend\n\n@SkiddledeedooBOP\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\nend\n\n@Cleanzstirs\n\nbroadcast (zzz.zzz.gameplayloop.QUERY?.name=.tick v)\n\nwhen I receive [dotick v]\ntick\n\ndefine tick\n\ngo to x: ((0) - (CamX)) y: ((0) - (CamY))\n\ndefine Make Object (x) (y) scene (s) ty id (id)\nswitch costume to (brs_st v)\nset [objectx v] to (x)\nset [objecty v] to (y)\nset [objectsh v] to (s)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n go to [front v] layer\n go [forward v] (1) layers\n go to x: ((objectX) - (CamX)) y: ((objectY) - (CamY))\n if <(objectSh) = (scene)> then\n show\n if <touching (skiddledeedoobop v)?> then\n else\n hide\n end\n if <touching (player v)?> then\n set [rungame? v] to [No]\n set size to (100) %\n clear graphic effects\n repeat (10)\n change size by (10)\n change [brightness v] effect by (4)\n end\n repeat (10)\n change size by (-10)\n change [brightness v] effect by (-4)\n end\n repeat (10)\n change size by (-5)\n change [ghost v] effect by (10)\n end\n broadcast (collectStar v) and wait\n broadcast (resetCollectionStarGame v)\n set [rungame? v] to [Yes]\n delete this clone\n end\n set size to (100) %\n clear graphic effects\nend\n\ndefine Make Level\n\nset [scene v] to [0]\n\nMake Object [300] [120] scene [0] ty id []\n\nMake Object [480] [0] scene [] ty id []\nMake Object [990] [0] scene [] ty id []\n\nwhen flag clicked\nMake Level\n\ngo to x: (((objectX) - (CamX)) - (shiftX)) y: (((objectY) - (CamY)) - (shiftY))\nif <<((objectX) - (CamX)) = (x position)> and <((objectY) - (CamY)) = [50]>> then\n show\nelse\n hide\nend\n\nchange [camx v] by (1)\n\nforever\n\nset [scene v] to [1]\n\nif <<([abs v] of (x position) ) > [470]> or <([abs v] of (y position) ) > [300]>> then\n hide\nend\n\nMake Object [1000] [0] scene [0] ty id []\nMake Object [1500] [0] scene [0] ty id []\nMake Object [2000] [0] scene [0] ty id []\nMake Object [2500] [0] scene [0] ty id []\nMake Object [3000] [0] scene [0] ty id []\nMake Object [3500] [0] scene [0] ty id []\n\nsay <touching (skiddledeedoobop v)?>\n\nsay []\n\nMake Object [480] [0] scene [0] ty id []\nMake Object [960] [0] scene [0] ty id []\nMake Object ((480) * (3)) [0] scene [0] ty id []\n\nwhen I start as a clone\nshow\nforever\n repeat (600)\n change [objecty v] by (-0.1)\n end\n repeat (600)\n change [objecty v] by (0.1)\n end\nend\n\ndelete this clone\n\ndelete this clone\n\n@displ_atch\n\nwhen I receive [resetcollectionstargame v]\nhide\n\nwhen I receive [collectstar v]\ngo to (player v)\nshow\nwait (3) seconds\n\nwhen flag clicked\nhide\n\n@grounDEATH\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n show\n if <touching (player v)?> then\n set [h_ v] to [0]\n end\nend\n\n
Lost - Scrolling Platformer (1000 follower special) #games #all
@Stage\n\nwhen I receive [start the game v]\nforever\n play sound [Popsicle v] until done\nend\n\n@Blank\n\n@Player\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nwater?\nDie?\nrepeat until <not <<<touching (platforms v)?> or <touching (moving platform2 v)?>> or <touching (moving 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\nif <<[0] > (sy)> and <touching (jump through v)?>> then\n repeat until <not <touching (jump through v)?>>\n change [y v] by (1)\n set [in air v] to [0]\n Position\n set [sy v] to [0]\n end\nend\n\ndefine Position\ngo to x: ((Player: x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player x by (sx)\nchange [player: x v] by (sx)\nPosition\nwater?\nDie?\nif <<<<touching (platforms v)?> or <touching (jump through v)?>> or <touching (moving platform v)?>> or <touching (moving platform2 v)?>> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <<<touching (platforms v)?> or <touching (jump through v)?>> or <<touching (moving platform v)?> or <touching (moving platform2 v)?>>>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\nend\nif <<touching (platforms v)?> or <<touching (moving platform v)?> or <touching (moving platform2 v)?>>> then\n if <<(touching button) = [0]> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <<touching (platforms v)?> or <<touching (moving platform v)?> or <touching (moving platform2 v)?>>>>\n if <(sx) > [0]> then\n change [player: x v] by (-1)\n else\n change [player: x v] by (1)\n end\n Position\n end\nend\n\ndefine Tick\nswitch costume to (hitbox v)\nif <(shrunk?) = [1]> then\n set size to (50) %\nelse\n set size to (100) %\nend\nif <<(shop) = [-1]> or <(shop) = [0]>> then\n go to [front v] layer\n go [backward v] (3) layers\nend\nif <<(shop) = [-1]> or <(shop) = [0]>> then\n if <<(touching button) = [0]> and <<<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 if <(Water) = [0]> then\n change [sx v] by (-2)\n end\n if <(Water) = [1]> then\n change [sx v] by (-1.5)\n end\n end\n if <<(touching button) = [0]> and <<<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 if <(Water) = [0]> then\n change [sx v] by (2)\n end\n if <(Water) = [1]> then\n change [sx v] by (1.5)\n end\n end\n set [sx v] to ((sx) * (0.8))\n if <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\n end\n if <(Water) = [0]> then\n if <<(touching button) = [0]> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n if <(shrunk?) = [0]> then\n if <[4] > (in air)> then\n set [sy v] to [15]\n end\n end\n if <(shrunk?) = [1]> then\n if <[4] > (in air)> then\n set [sy v] to [12]\n end\n end\n end\n if <(sy) > [-20]> then\n change [sy v] by (-1.5)\n end\n end\n if <(Water) = [1]> then\n if <<(touching button) = [0]> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n set [sy v] to [5]\n else\n set [sy v] to [-1.5]\n end\n end\n if <touching (ladder v)?> then\n if <<(touching button) = [0]> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n if <not <touching (platforms v)?>> then\n set [sy v] to [5]\n end\n end\n if <<(touching button) = [0]> and <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <((y position) + (-20)) > (mouse y)>>>> then\n if <not <touching (platforms v)?>> then\n set [sy v] to [-5]\n end\n end\n if <not <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> or <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <((y position) + (-20)) > (mouse y)>>>>> then\n set [sy v] to [0]\n end\n end\n Change Player y by (sy)\n set [scroll x v] to (Player: x)\n if <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\n end\n Position\n if <(y) < [-180]> then\n set [exit v] to [die]\n end\n if <touching (bounce v)?> then\n start sound [Big Boing v]\n set [sy v] to [22]\n end\nend\nif <(Skin) = [1]> then\n switch costume to (normal v)\nend\nif <(Skin) = [2]> then\n switch costume to (scratchcat v)\nend\nif <(Skin) = [3]> then\n switch costume to (rainbow v)\nend\nif <(Skin) = [4]> then\n switch costume to (ninja v)\nend\nif <(Skin) = [5]> then\n switch costume to (royal v)\nend\n\nwhen flag clicked\nset [skip? v] to [0]\nset [skin v] to [1]\nset rotation style [left-right v]\nbroadcast (green flag v) and wait\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [playgame v]\nset [checkpoint v] to [0]\nforever\n broadcast (reset v) and wait\n broadcast (setup v) and wait\n Game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n die\nend\n\ndefine Game on\nif <(Checkpoint) = [0]> then\n set [player: x v] to [-150]\n set [y v] to [0]\n set [shrunk? v] to [0]\nend\nif <(Checkpoint) = [1]> then\n set [player: x v] to [2330]\n set [y v] to [120]\n set [shrunk? v] to [0]\nend\nif <(Checkpoint) = [2]> then\n set [player: x v] to [4320]\n set [y v] to [150]\n set [shrunk? v] to [1]\nend\nif <(Checkpoint) = [3]> then\n set [player: x v] to [6670]\n set [y v] to [100]\n set [shrunk? v] to [0]\nend\nif <(Checkpoint) = [4]> then\n set [player: x v] to [8735]\n set [y v] to [120]\n set [shrunk? v] to [0]\nend\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [scroll x v] to [0]\npoint in direction (90)\nset size to (100) %\ngo to [front v] layer\nset [ghost v] effect to (0)\nshow\n\ndefine die\nset [exit v] to []\nset rotation style [all around v]\nif <(shrunk?) = [0]> then\n repeat (15)\n change [ghost v] effect by (2)\n turn right (18) degrees\n change y by (10)\n end\nend\nif <(shrunk?) = [1]> then\n repeat (10)\n change size by (5)\n change [ghost v] effect by (2)\n turn right (18) degrees\n change y by (10)\n end\nend\nset rotation style [left-right v]\nhide\nwait (.5) seconds\nset [exit v] to []\n\ndefine water?\nif <touching (water v)?> then\n set [water v] to [1]\nelse\n set [water v] to [0]\nend\n\ndefine Die?\nif <touching (danger v)?> then\n start sound [Crunch v]\n set [exit v] to [die]\nend\nif <touching (saws v)?> then\n start sound [Crunch v]\n set [exit v] to [die]\nend\nif <touching (lava v)?> then\n start sound [Crunch v]\n set [exit v] to [die]\nend\n\nwhen I receive [enemy killed v]\nset [sy v] to [16]\n\nwhen I receive [crunch v]\nstart sound [Crunch v]\n\nwhen I receive [start v]\nbroadcast (playgame v) and wait\n\nwhen flag clicked\nforever\n if <(shop) = [1]> then\n go to [back v] layer\n end\nend\n\n@Platforms\n\nwhen I receive [tick v]\nposition ((Platforms: x) - (SCROLL X)) [0]\nif <<(shop) = [-1]> or <(shop) = [0]>> then\n go to [back v] layer\n go [forward v] (5) layers\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\ngo [backward v] (3) layers\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [platforms: x v] to [0]\nwait (0) seconds\nswitch costume to (level 1 1 v)\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\n\ndefine Clone at x: (x)\nhide\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nnext costume\n\nwhen flag clicked\nforever\n if <(shop) = [1]> then\n go to [back v] layer\n end\nend\n\n@danger\n\nwhen I receive [tick v]\nposition ((Platforms: x) - (SCROLL X)) [0]\nif <<(shop) = [-1]> or <(shop) = [0]>> then\n go to [back v] layer\n go [forward v] (4) layers\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [platforms: x v] to [0]\nswitch costume to (level 1 1 v)\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\n\ndefine Clone at x: (x)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nnext costume\n\nwhen flag clicked\nforever\n if <(shop) = [1]> then\n go to [back v] layer\n end\nend\n\n@deco\n\nwhen I receive [tick v]\nposition ((Platforms: x) - (SCROLL X)) [0]\ngo to [back v] layer\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [platforms: x v] to [0]\nswitch costume to (level 1 1 v)\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\n\ndefine Clone at x: (x)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nnext costume\n\nwhen flag clicked\nforever\n if <(shop) = [1]> then\n go to [back v] layer\n end\nend\n\n@Water\n\nwhen I receive [tick v]\nposition ((Platforms: x) - (SCROLL X)) [0]\nset y to (([sin v] of ((timer) * (100)) ) * (10))\ngo to [back v] layer\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [platforms: x v] to [0]\nswitch costume to (level 1 1 v)\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\n\ndefine Clone at x: (x)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nnext costume\n\nwhen flag clicked\nforever\n if <(shop) = [1]> then\n go to [back v] layer\n end\nend\n\n@bounce\n\nwhen I receive [tick v]\nposition ((Platforms: x) - (SCROLL X)) (y position)\nif <<(shop) = [-1]> or <(shop) = [0]>> then\n go to [back v] layer\n go [forward v] (6) layers\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [platforms: x v] to [0]\nwait (0) seconds\nClone at x: [300] y: [-50]\nClone at x: [880] y: [-50]\nClone at x: [895] y: [-90]\nClone at x: [1750] y: [-20]\nClone at x: [1250] y: [-20]\nClone at x: [3500] y: [-50]\nClone at x: [50000000] y: [-25]\n\ndefine Clone at x: (x) y: (y)\nhide\nchange [platforms: x v] by (x)\nset y to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n wait (0) seconds\n switch costume to (costume1 v)\n repeat (3)\n next costume\n wait (0) seconds\n end\n switch costume to (costume4 v)\n wait (0) seconds\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n wait (0) seconds\n end\n wait (0) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(shop) = [1]> then\n go to [back v] layer\n end\nend\n\n@saws\n\nwhen I receive [tick v]\nposition ((Platforms: x) - (SCROLL X)) (y position)\nturn right (5) degrees\nif <<(shop) = [-1]> or <(shop) = [0]>> then\n go to [back v] layer\n go [forward v] (1) layers\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\ngo to [back v] layer\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [platforms: x v] to [0]\nwait (0) seconds\nClone at x: [1100] y: [-75]\nClone at x: [2625] y: [-40]\nClone at x: [2100] y: [-60]\nClone at x: [1525] y: [-110]\nClone at x: [50000000] y: [-25]\n\ndefine Clone at x: (x) y: (y)\nhide\nchange [platforms: x v] by (x)\nset y to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen flag clicked\nforever\n if <(shop) = [1]> then\n go to [back v] layer\n end\nend\n\n@enemy\n\nwhen I receive [tick v]\nposition ((Platforms: x) - (SCROLL X)) (y position)\ngo to [back v] layer\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [platforms: x v] to [5000]\nwait (0) seconds\nClone at x: [2430] y: [-53]\nClone at x: [50000000] y: [-25]\n\ndefine Clone at x: (x) y: (y)\nhide\nset [platforms: x v] to (x)\nset y to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\nforever\n Clone at x: [2430] y: [-53]\n repeat (100)\n change [platforms: x v] by (2)\n end\n wait (0) seconds\n repeat (100)\n change [platforms: x v] by (-2)\n end\n wait (0) seconds\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n if <(([y position v] of [player v]) - (10)) > (y position)> then\n broadcast (enemy killed v)\n repeat (10)\n change y by (-2)\n end\n delete this clone\n else\n set [exit v] to [die]\n broadcast (crunch v)\n wait (.5) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(shop) = [1]> then\n go to [back v] layer\n end\nend\n\n@check\n\nwhen I receive [tick v]\nposition ((Platforms: x) - (SCROLL X)) [0]\nif <touching (player v)?> then\n set [checkpoint v] to [1]\nend\nif <(Checkpoint) = [0]> then\n set [brightness v] effect to (-100)\n set [ghost v] effect to (30)\nelse\n set [brightness v] effect to (0)\n set [ghost v] effect to (0)\nend\nif <<(shop) = [-1]> or <(shop) = [0]>> then\n go to [back v] layer\n go [forward v] (3) layers\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nclear graphic effects\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [platforms: x v] to [0]\nwait (0) seconds\nswitch costume to (level 1 1 v)\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\n\ndefine Clone at x: (x)\nhide\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nnext costume\n\nwhen flag clicked\nforever\n if <(shop) = [1]> then\n go to [back v] layer\n end\nend\n\n@Ladder\n\nwhen I receive [tick v]\nposition ((Platforms: x) - (SCROLL X)) [0]\nif <<(shop) = [-1]> or <(shop) = [0]>> then\n go to [back v] layer\n go [forward v] (2) layers\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [platforms: x v] to [0]\nwait (0) seconds\nswitch costume to (level 1 1 v)\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\n\ndefine Clone at x: (x)\nhide\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nnext costume\n\nwhen flag clicked\nforever\n if <(shop) = [1]> then\n go to [back v] layer\n end\nend\n\n@Jump through\n\nwhen I receive [tick v]\nposition ((Platforms: x) - (SCROLL X)) [0]\nif <<(shop) = [-1]> or <(shop) = [0]>> then\n go to [back v] layer\n go [forward v] (1) layers\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [platforms: x v] to [0]\nwait (0) seconds\nswitch costume to (level 1 1 v)\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\n\ndefine Clone at x: (x)\nhide\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nnext costume\n\nwhen flag clicked\nforever\n if <(shop) = [1]> then\n go to [back v] layer\n end\nend\n\n@moving platform\n\nwhen I receive [tick v]\nposition ((Platforms: x) - (SCROLL X)) (y position)\ngo to [back v] layer\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [platforms: x v] to [5000]\nset [y v] to [0]\nwait (0) seconds\nClone at x: [2950] y: [100]\nClone at x: [50000000] y: [-25]\ngo to x: (200000) y: (0)\n\ndefine Clone at x: (x) y: (y)\nhide\nset [platforms: x v] to (x)\nset y to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\nforever\n Clone at x: [2950] y: [100]\n repeat (100)\n change y by (-1)\n change [platforms: x v] by (1.5)\n end\n wait (0) seconds\n repeat (100)\n change y by (1)\n change [platforms: x v] by (-1.5)\n end\n wait (0) seconds\nend\n\nwhen flag clicked\nforever\n if <(shop) = [1]> then\n go to [back v] layer\n end\nend\n\n@Lava\n\nwhen I receive [tick v]\nposition ((Platforms: x) - (SCROLL X)) [0]\nset y to (([sin v] of ((timer) * (100)) ) * (10))\ngo to [back v] layer\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [platforms: x v] to [0]\nswitch costume to (level 1 1 v)\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\n\ndefine Clone at x: (x)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nnext costume\n\nwhen flag clicked\nforever\n if <(shop) = [1]> then\n go to [back v] layer\n end\nend\n\n@shrink\n\nwhen I receive [tick v]\nposition ((Platforms: x) - (SCROLL X)) [0]\nif <touching (player v)?> then\n set [shrunk? v] to [1]\nend\nif <<(shop) = [-1]> or <(shop) = [0]>> then\n go to [back v] layer\n go [forward v] (6) layers\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(shrunk?) = [0]> then\n show\n else\n hide\n end\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [platforms: x v] to [0]\nwait (0) seconds\nswitch costume to (level 1 1 v)\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\n\ndefine Clone at x: (x)\nhide\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nnext costume\n\nwhen flag clicked\nset [shrunk? v] to [0]\n\nwhen flag clicked\nforever\n if <(shop) = [1]> then\n go to [back v] layer\n end\nend\n\n@check2\n\nwhen I receive [tick v]\nposition ((Platforms: x) - (SCROLL X)) [0]\nif <touching (player v)?> then\n set [checkpoint v] to [2]\nend\nif <<(Checkpoint) = [0]> or <(Checkpoint) = [1]>> then\n set [brightness v] effect to (-100)\n set [ghost v] effect to (30)\nelse\n set [brightness v] effect to (0)\n set [ghost v] effect to (0)\nend\nif <<(shop) = [-1]> or <(shop) = [0]>> then\n go to [back v] layer\n go [forward v] (3) layers\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nclear graphic effects\nhide\ngo to [front v] layer\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [platforms: x v] to [0]\nwait (0) seconds\nswitch costume to (level 1 1 v)\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\n\ndefine Clone at x: (x)\nhide\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nnext costume\n\nwhen flag clicked\nforever\n if <(shop) = [1]> then\n go to [back v] layer\n end\nend\n\n@grow\n\nwhen I receive [tick v]\nposition ((Platforms: x) - (SCROLL X)) [0]\nif <touching (player v)?> then\n set [shrunk? v] to [0]\nend\ngo to [back v] layer\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [platforms: x v] to [0]\nwait (0) seconds\nswitch costume to (level 1 1 v)\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\n\ndefine Clone at x: (x)\nhide\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nnext costume\n\nwhen flag clicked\nforever\n if <(shop) = [1]> then\n go to [back v] layer\n end\nend\n\n@menu\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nshow\nclear graphic effects\nset size to (100) %\ngo to [front v] layer\ngo to x: (0) y: (-50)\nforever\n go to [front v] layer\n point in direction ((([sin v] of ((timer) * (100)) ) * (10)) + (90))\nend\n\nwhen I start as a clone\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [120]>\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 <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (start v)\n delete this clone\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [start the game v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume1 v)\ngo to [front v] layer\ncreate clone of (_myself_ v)\n\n@TB\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@intro\n\nwhen flag clicked\nset [clone pos v] to [150]\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nset volume to (100) %\nstart sound [OST-Xenogen v]\nswitch costume to (costume1 v)\nset [ghost v] effect to (0)\nset size to (35) %\ngo to [front v] layer\nshow\ngo to x: (0) y: (-160)\npoint in direction (120)\nrepeat (14)\n turn left (30) degrees\n change y by (12)\n change size by (2)\nend\nrepeat (2)\n change y by (1)\n turn right (12) degrees\nend\nswitch costume to (costume2 v)\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nchange size by (80)\npoint in direction (90)\nwait (2) seconds\nset [clone id v] to [3]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nrepeat (10)\n change x by (10)\n turn right (36) degrees\nend\nwait (.05) seconds\nrepeat (20)\n change x by (-12)\n turn right (18) degrees\n change size by (-5)\n create clone of (_myself_ v)\n change [clone id v] by (1)\n change [clone pos v] by (-50)\nend\nwait (1) seconds\nset [clone id v] to [-1]\ncreate clone of (_myself_ v)\nrepeat (10)\n go to [front v] layer\n change x by (15)\n turn right (-36) degrees\n change size by (10)\nend\npoint in direction (90)\ngo to x: (0) y: (0)\nset size to (143) %\nwait (.1) seconds\nrepeat (14)\n turn left (10) degrees\n change y by (-12)\n change size by (-3)\n change [ghost v] effect by (5)\nend\nhide\nswitch costume to (costume4 v)\ngo to x: (-50000000) y: (0)\npoint in direction (90)\nset [ghost v] effect to (0)\nshow\ngo to [front v] layer\nrepeat until <<(x position) = [0]> or <(x position) > [0]>>\n change x by (30)\nend\nset [clone id v] to [2]\ncreate clone of (_myself_ v)\nswitch costume to (costume5 v)\ngo to x: (0) y: (500000000000)\npoint in direction (90)\nset [ghost v] effect to (0)\nshow\ngo to [front v] layer\nrepeat until <<(y position) = [0]> or <[0] > (y position)>>\n change y by (-30)\nend\nbroadcast (start the game v)\nhide\nrepeat (10)\n change volume by (-10)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [0]> then\n set size to (120) %\n go to x: (0) y: (0)\n go to [front v] layer\n switch costume to (poof-0 v)\n repeat (13)\n wait (0.01) seconds\n next costume\n end\n delete this clone\nend\nif <(Clone ID) = [1]> then\n set [ghost v] effect to (0)\n set size to (100) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (costume3 v)\n show\n forever\n go to [back v] layer\n end\nend\nif <(Clone ID) = [2]> then\n set [ghost v] effect to (0)\n set size to (100) %\n go to x: (0) y: (0)\n point in direction (90)\n go to [back v] layer\n go [forward v] (1) layers\n switch costume to (costume4 v)\n show\nend\nif <(Clone ID) = [3]> then\n set [ghost v] effect to (0)\n set size to (100) %\n point in direction (90)\n go to x: (Clone Pos) y: (0)\n go to [back v] layer\n go [forward v] (1) layers\n switch costume to (costume11 v)\n show\n repeat (10)\n turn right (36) degrees\n end\nend\nif <(Clone ID) = [4]> then\n set [ghost v] effect to (0)\n set size to (100) %\n point in direction (90)\n go to x: (Clone Pos) y: (0)\n go to [back v] layer\n go [forward v] (1) layers\n switch costume to (costume10 v)\n show\n repeat (10)\n turn right (36) degrees\n end\nend\nif <(Clone ID) = [5]> then\n set [ghost v] effect to (0)\n set size to (100) %\n point in direction (90)\n go to x: (Clone Pos) y: (0)\n go to [back v] layer\n go [forward v] (1) layers\n switch costume to (costume9 v)\n show\n repeat (10)\n turn right (36) degrees\n end\nend\nif <(Clone ID) = [6]> then\n set [ghost v] effect to (0)\n set size to (100) %\n point in direction (90)\n go to x: (Clone Pos) y: (0)\n go to [back v] layer\n go [forward v] (1) layers\n switch costume to (costume8 v)\n show\n repeat (10)\n turn right (36) degrees\n end\nend\nif <(Clone ID) = [7]> then\n set [ghost v] effect to (0)\n set size to (100) %\n point in direction (90)\n go to x: (Clone Pos) y: (0)\n go to [back v] layer\n go [forward v] (1) layers\n switch costume to (costume7 v)\n show\n repeat (10)\n turn right (36) degrees\n end\nend\nif <(Clone ID) > [7]> then\n delete this clone\nend\nif <(Clone ID) = [-1]> then\n switch costume to (costume3 v)\n set size to (100) %\n go to x: (-50000000) y: (0)\n point in direction (90)\n set [ghost v] effect to (0)\n show\n go to [front v] layer\n repeat until <<(x position) = [0]> or <(x position) > [0]>>\n change x by (30)\n end\nend\n\nwhen I receive [start the game v]\ndelete this clone\n\n@coins\n\nwhen I receive [tick v]\nposition ((Platforms: x) - (SCROLL X)) (y position)\nif <<(shop) = [-1]> or <(shop) = [0]>> then\n go to [back v] layer\n go [forward v] (10) layers\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [platforms: x v] to [0]\nset [coin id v] to [0]\nwait (0) seconds\nClone at x: [500] y: [90]\nClone at x: [400] y: [-150]\nClone at x: [200] y: [30]\nClone at x: [480] y: [-140]\nClone at x: [480] y: [20]\nClone at x: [480] y: [20]\nClone at x: [480] y: [70]\nClone at x: [250] y: [145]\nClone at x: [550] y: [50]\nClone at x: [-180] y: [165]\nClone at x: [525] y: [125]\nClone at x: [175] y: [65]\nClone at x: [460] y: [150]\nClone at x: [440] y: [120]\nClone at x: [850] y: [25]\nClone at x: [700] y: [15]\nClone at x: [300] y: [75]\nClone at x: [840] y: [150]\nClone at x: [650] y: [120]\nClone at x: [420] y: [-150]\nClone at x: [50000000] y: [-25]\n\ndefine Clone at x: (x) y: (y)\nhide\nchange [coin id v] by (1)\nchange [platforms: x v] by (x)\nset y to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(coin ID) = [1]> then\n forever\n if <not <[collected coins v] contains [1]?>> then\n if <touching (player v)?> then\n start sound [Coin v]\n change [collected coins v] by (1)\n add [1] to [collected coins v]\n delete this clone\n end\n else\n if <[collected coins v] contains [1]?> then\n delete this clone\n end\n end\n end\nelse\n if <(coin ID) = [2]> then\n forever\n if <not <[collected coins v] contains [2]?>> then\n if <touching (player v)?> then\n start sound [Coin v]\n change [collected coins v] by (1)\n add [2] to [collected coins v]\n delete this clone\n end\n else\n if <[collected coins v] contains [2]?> then\n delete this clone\n end\n end\n end\n else\n if <(coin ID) = [3]> then\n forever\n if <not <[collected coins v] contains [3]?>> then\n if <touching (player v)?> then\n start sound [Coin v]\n change [collected coins v] by (1)\n add [3] to [collected coins v]\n delete this clone\n end\n else\n if <[collected coins v] contains [3]?> then\n delete this clone\n end\n end\n end\n else\n if <(coin ID) = [4]> then\n forever\n if <not <[collected coins v] contains [4]?>> then\n if <touching (player v)?> then\n start sound [Coin v]\n change [collected coins v] by (1)\n add [4] to [collected coins v]\n delete this clone\n end\n else\n if <[collected coins v] contains [4]?> then\n delete this clone\n end\n end\n end\n else\n if <(coin ID) = [5]> then\n forever\n if <not <[collected coins v] contains [5]?>> then\n if <touching (player v)?> then\n start sound [Coin v]\n change [collected coins v] by (1)\n add [5] to [collected coins v]\n delete this clone\n end\n else\n if <[collected coins v] contains [5]?> then\n delete this clone\n end\n end\n end\n else\n if <(coin ID) = [6]> then\n forever\n if <not <[collected coins v] contains [6]?>> then\n if <touching (player v)?> then\n start sound [Coin v]\n change [collected coins v] by (1)\n add [6] to [collected coins v]\n delete this clone\n end\n else\n if <[collected coins v] contains [6]?> then\n delete this clone\n end\n end\n end\n else\n if <(coin ID) = [7]> then\n forever\n if <not <[collected coins v] contains [7]?>> then\n if <touching (player v)?> then\n start sound [Coin v]\n change [collected coins v] by (1)\n add [7] to [collected coins v]\n delete this clone\n end\n else\n if <[collected coins v] contains [7]?> then\n delete this clone\n end\n end\n end\n else\n if <(coin ID) = [8]> then\n forever\n if <not <[collected coins v] contains [8]?>> then\n if <touching (player v)?> then\n start sound [Coin v]\n change [collected coins v] by (1)\n add [8] to [collected coins v]\n delete this clone\n end\n else\n if <[collected coins v] contains [8]?> then\n delete this clone\n end\n end\n end\n else\n if <(coin ID) = [9]> then\n forever\n if <not <[collected coins v] contains [9]?>> then\n if <touching (player v)?> then\n start sound [Coin v]\n change [collected coins v] by (1)\n add [9] to [collected coins v]\n delete this clone\n end\n else\n if <[collected coins v] contains [9]?> then\n delete this clone\n end\n end\n end\n else\n if <(coin ID) = [10]> then\n forever\n if <not <[collected coins v] contains [10]?>> then\n if <touching (player v)?> then\n start sound [Coin v]\n change [collected coins v] by (1)\n add [10] to [collected coins v]\n delete this clone\n end\n else\n if <[collected coins v] contains [10]?> then\n delete this clone\n end\n end\n end\n else\n if <(coin ID) = [11]> then\n forever\n if <not <[collected coins v] contains [11]?>> then\n if <touching (player v)?> then\n start sound [Coin v]\n change [collected coins v] by (1)\n add [11] to [collected coins v]\n delete this clone\n end\n else\n if <[collected coins v] contains [11]?> then\n delete this clone\n end\n end\n end\n else\n if <(coin ID) = [12]> then\n forever\n if <not <[collected coins v] contains [12]?>> then\n if <touching (player v)?> then\n start sound [Coin v]\n change [collected coins v] by (1)\n add [12] to [collected coins v]\n delete this clone\n end\n else\n if <[collected coins v] contains [12]?> then\n delete this clone\n end\n end\n end\n else\n if <(coin ID) = [13]> then\n forever\n if <not <[collected coins v] contains [13]?>> then\n if <touching (player v)?> then\n start sound [Coin v]\n change [collected coins v] by (1)\n add [13] to [collected coins v]\n delete this clone\n end\n else\n if <[collected coins v] contains [13]?> then\n delete this clone\n end\n end\n end\n else\n if <(coin ID) = [14]> then\n forever\n if <not <[collected coins v] contains [14]?>> then\n if <touching (player v)?> then\n start sound [Coin v]\n change [collected coins v] by (1)\n add [14] to [collected coins v]\n delete this clone\n end\n else\n if <[collected coins v] contains [14]?> then\n delete this clone\n end\n end\n end\n else\n if <(coin ID) = [15]> then\n forever\n if <not <[collected coins v] contains [15]?>> then\n if <touching (player v)?> then\n start sound [Coin v]\n change [collected coins v] by (1)\n add [15] to [collected coins v]\n delete this clone\n end\n else\n if <[collected coins v] contains [15]?> then\n delete this clone\n end\n end\n end\n else\n if <(coin ID) = [16]> then\n forever\n if <not <[collected coins v] contains [16]?>> then\n if <touching (player v)?> then\n start sound [Coin v]\n change [collected coins v] by (1)\n add [16] to [collected coins v]\n delete this clone\n end\n else\n if <[collected coins v] contains [16]?> then\n delete this clone\n end\n end\n end\n else\n if <(coin ID) = [17]> then\n forever\n if <not <[collected coins v] contains [17]?>> then\n if <touching (player v)?> then\n start sound [Coin v]\n change [collected coins v] by (1)\n add [17] to [collected coins v]\n delete this clone\n end\n else\n if <[collected coins v] contains [17]?> then\n delete this clone\n end\n end\n end\n else\n if <(coin ID) = [18]> then\n forever\n if <not <[collected coins v] contains [18]?>> then\n if <touching (player v)?> then\n start sound [Coin v]\n change [collected coins v] by (1)\n add [18] to [collected coins v]\n delete this clone\n end\n else\n if <[collected coins v] contains [18]?> then\n delete this clone\n end\n end\n end\n else\n if <(coin ID) = [19]> then\n forever\n if <not <[collected coins v] contains [19]?>> then\n if <touching (player v)?> then\n start sound [Coin v]\n change [collected coins v] by (1)\n add [19] to [collected coins v]\n delete this clone\n end\n else\n if <[collected coins v] contains [19]?> then\n delete this clone\n end\n end\n end\n else\n if <(coin ID) = [20]> then\n forever\n if <not <[collected coins v] contains [20]?>> then\n if <touching (player v)?> then\n start sound [Coin v]\n change [collected coins v] by (1)\n add [20] to [collected coins v]\n delete this clone\n end\n else\n if <[collected coins v] contains [20]?> then\n delete this clone\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [collected coins v] to [0]\nset [coin id v] to [0]\ndelete all of [collected coins v]\n\nwhen flag clicked\nforever\n if <(shop) = [1]> then\n go to [back v] layer\n end\nend\n\n@shop\n\nwhen flag clicked\nhide\nswitch costume to (shop v)\nset [shop v] to [0]\n\nwhen I receive [shop v]\nset [shop v] to [.5]\nset [brightness v] effect to (0)\nshow\ngo to x: (3000) y: (0)\nrepeat until <[0] > (x position)>\n change x by ((((x position) + (300)) / (30)) * (-1))\nend\ngo to x: (0) y: (0)\nbroadcast (message1 v)\nset [shop v] to [1]\n\nwhen I receive [no shop v]\nbroadcast (message 2 v)\nset [shop v] to [.1]\nset [brightness v] effect to (0)\ngo to x: (0) y: (0)\nrepeat until <(x position) > [500]>\n change x by (((x position) + (300)) / (30))\nend\ngo to x: (300000) y: (0)\nhide\nset [shop v] to [0]\n\nwhen I receive [start v]\nforever\n go to [front v] layer\n go [backward v] (9) layers\nend\n\n@shop button\n\nwhen I receive [start v]\nswitch costume to (button v)\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [start v]\nforever\n go [forward v] (1000) layers\n if <(shop) = [0]> then\n show\n go to x: (0) y: (0)\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [touching button v] to [1]\n end\n if <(shop) = [0]> then\n set [brightness v] effect to (30)\n end\n else\n set [touching button v] to [0]\n if <(shop) = [0]> then\n set [brightness v] effect to (0)\n end\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(shop) = [0]> then\n repeat until <[-50] > (x position)>\n change x by (-10)\n end\n broadcast (shop v)\n hide\n wait (1) seconds\n end\n end\nend\n\nwhen I receive [tick v]\ngo [forward v] (10000) layers\ngo to [front v] layer\n\n@exit button\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [start v]\nforever\n switch costume to (exit v)\n go to [front v] layer\n if <(shop) > [0]> then\n show\n go to (shop v)\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n else\n set [brightness v] effect to (0)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(shop) = [1]> then\n broadcast (no shop v)\n end\n end\nend\n\nwhen I receive [start v]\nforever\n go to [front v] layer\nend\n\n@normal skin button\n\nwhen flag clicked\nhide\ndelete this clone\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [start v]\nforever\n if <([costume # v] of [player v]) = [2]> then\n switch costume to (normal equipped v)\n else\n switch costume to (normal equip v)\n end\n go to [front v] layer\n if <(shop) > [0]> then\n show\n go to (shop v)\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n else\n set [brightness v] effect to (0)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(costume [number v]) = [3]> then\n set [skin v] to [1]\n end\n end\nend\n\nwhen I receive [start v]\nforever\n go to [front v] layer\nend\n\n@ScratchCat skin button\n\nwhen flag clicked\ndelete all of [special skins owned v]\nhide\ndelete this clone\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [start v]\nforever\n if <[special skins owned v] contains [ScratchCat]?> then\n if <([costume # v] of [player v]) = [3]> then\n switch costume to (scratch equipped v)\n else\n switch costume to (scratch equip v)\n end\n else\n if <not <[special skins owned v] contains [ScratchCat]?>> then\n if <<(Collected Coins) = [5]> or <(Collected Coins) > [5]>> then\n switch costume to (scratch buy v)\n else\n switch costume to (scratch no buy v)\n end\n end\n end\n go to [front v] layer\n if <(shop) > [0]> then\n show\n go to (shop v)\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n else\n set [brightness v] effect to (0)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(costume [number v]) = [7]> then\n set [skin v] to [2]\n end\n if <(costume [number v]) = [6]> then\n add [ScratchCat] to [special skins owned v]\n change [collected coins v] by (-5)\n end\n end\nend\n\nwhen I receive [start v]\nforever\n go to [front v] layer\nend\n\n@rainbow skin button\n\nwhen flag clicked\ndelete all of [special skins owned v]\nhide\ndelete this clone\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [start v]\nforever\n if <[special skins owned v] contains [Rainbow]?> then\n if <([costume # v] of [player v]) = [4]> then\n switch costume to (rainbow equipped v)\n else\n switch costume to (rainbow equip v)\n end\n else\n if <not <[special skins owned v] contains [Rainbow]?>> then\n if <<(Collected Coins) = [10]> or <(Collected Coins) > [10]>> then\n switch costume to (rainbow buy v)\n else\n switch costume to (rainbow no buy v)\n end\n end\n end\n go to [front v] layer\n if <(shop) > [0]> then\n show\n go to (shop v)\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n else\n set [brightness v] effect to (0)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(costume [number v]) = [11]> then\n set [skin v] to [3]\n end\n if <(costume [number v]) = [10]> then\n add [Rainbow] to [special skins owned v]\n change [collected coins v] by (-10)\n end\n end\nend\n\nwhen I receive [start v]\nforever\n go to [front v] layer\nend\n\n@ninja skin button\n\nwhen flag clicked\ndelete all of [special skins owned v]\nhide\ndelete this clone\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [start v]\nforever\n if <[special skins owned v] contains [Ninja]?> then\n if <([costume # v] of [player v]) = [5]> then\n switch costume to (ninja equipped v)\n else\n switch costume to (ninja equip v)\n end\n else\n if <not <[special skins owned v] contains [Ninja]?>> then\n if <<(Collected Coins) = [15]> or <(Collected Coins) > [15]>> then\n switch costume to (ninja buy v)\n else\n switch costume to (ninja no buy v)\n end\n end\n end\n go to [front v] layer\n if <(shop) > [0]> then\n show\n go to (shop v)\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n else\n set [brightness v] effect to (0)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(costume [number v]) = [15]> then\n set [skin v] to [4]\n end\n if <(costume [number v]) = [14]> then\n add [Ninja] to [special skins owned v]\n change [collected coins v] by (-15)\n end\n end\nend\n\nwhen I receive [start v]\nforever\n go to [front v] layer\nend\n\n@royal skin button\n\nwhen flag clicked\ndelete all of [special skins owned v]\nhide\ndelete this clone\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [start v]\nforever\n if <[special skins owned v] contains [Royal]?> then\n if <([costume # v] of [player v]) = [6]> then\n switch costume to (royal equipped v)\n else\n switch costume to (royal equip v)\n end\n else\n if <not <[special skins owned v] contains [Royal]?>> then\n if <<(Collected Coins) = [20]> or <(Collected Coins) > [20]>> then\n switch costume to (royal buy v)\n else\n switch costume to (royal no buy v)\n end\n end\n end\n go to [front v] layer\n if <(shop) > [0]> then\n show\n go to (shop v)\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n else\n set [brightness v] effect to (0)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(costume [number v]) = [19]> then\n set [skin v] to [5]\n end\n if <(costume [number v]) = [18]> then\n add [Royal] to [special skins owned v]\n change [collected coins v] by (-20)\n end\n end\nend\n\nwhen I receive [start v]\nforever\n go to [front v] layer\nend\n\n@Number Engine\n\nwhen I receive [message1 v]\nshow\nset size to (150) %\ngo to x: (5) y: (84)\n\nwhen I receive [message 2 v]\nhide\n\nwhen I receive [start v]\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n switch costume to (letter (1) of (Collected Coins))\nend\n\n@moving platform2\n\nwhen I receive [tick v]\nposition ((Platforms: x) - (SCROLL X)) (y position)\nif <<(shop) = [0]> or <(shop) = [-1]>> then\n go to [back v] layer\n go [forward v] (5) layers\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [platforms: x v] to [5000]\nset [y v] to [0]\nwait (0) seconds\nClone at x: [6180] y: [0]\nClone at x: [50000000] y: [-25]\ngo to x: (200000) y: (0)\n\ndefine Clone at x: (x) y: (y)\nhide\nset [platforms: x v] to (x)\nset y to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\nforever\n Clone at x: [6180] y: [0]\n repeat (100)\n change [platforms: x v] by (1.5)\n end\n wait (0) seconds\n repeat (100)\n change [platforms: x v] by (-1.5)\n end\n wait (0) seconds\nend\n\nwhen flag clicked\nforever\n if <(shop) = [1]> then\n go to [back v] layer\n end\nend\n\n@check3\n\nwhen I receive [tick v]\nposition ((Platforms: x) - (SCROLL X)) [0]\nif <touching (player v)?> then\n set [checkpoint v] to [3]\nend\nif <<(Checkpoint) = [0]> or <<(Checkpoint) = [1]> or <(Checkpoint) = [2]>>> then\n set [brightness v] effect to (-100)\n set [ghost v] effect to (30)\nelse\n set [brightness v] effect to (0)\n set [ghost v] effect to (0)\nend\nif <<(shop) = [-1]> or <(shop) = [0]>> then\n go to [back v] layer\n go [forward v] (4) layers\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [platforms: x v] to [0]\nwait (0) seconds\nswitch costume to (level 1 1 v)\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\n\ndefine Clone at x: (x)\nhide\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nnext costume\n\nwhen flag clicked\nforever\n if <(shop) = [1]> then\n go to [back v] layer\n end\nend\n\n@enemy2\n\nwhen I receive [tick v]\nposition ((Platforms: x) - (SCROLL X)) (y position)\ngo to [back v] layer\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [platforms: x v] to [5000]\nwait (0) seconds\nClone at x: [7000] y: [-5]\nClone at x: [50000000] y: [-25]\n\ndefine Clone at x: (x) y: (y)\nhide\nset [platforms: x v] to (x)\nset y to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\nforever\n Clone at x: [7000] y: [-5]\n repeat (100)\n change [platforms: x v] by (1.5)\n end\n wait (0) seconds\n repeat (100)\n change [platforms: x v] by (-1.5)\n end\n wait (0) seconds\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n if <(([y position v] of [player v]) - (10)) > (y position)> then\n broadcast (enemy killed v)\n repeat (10)\n change y by (-2)\n end\n delete this clone\n else\n set [exit v] to [die]\n broadcast (crunch v)\n wait (.5) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(shop) = [1]> then\n go to [back v] layer\n end\nend\n\n@check4\n\nwhen I receive [tick v]\nposition ((Platforms: x) - (SCROLL X)) [0]\nif <touching (player v)?> then\n set [checkpoint v] to [4]\nend\nif <not <(Checkpoint) = [4]>> then\n set [brightness v] effect to (-100)\n set [ghost v] effect to (30)\nelse\n set [brightness v] effect to (0)\n set [ghost v] effect to (0)\nend\nif <<(shop) = [-1]> or <(shop) = [0]>> then\n go to [back v] layer\n go [forward v] (3) layers\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\ngo [backward v] (3) layers\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [platforms: x v] to [0]\nwait (0) seconds\nswitch costume to (level 1 1 v)\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\n\ndefine Clone at x: (x)\nhide\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nnext costume\n\nwhen flag clicked\nforever\n if <(shop) = [1]> then\n go to [back v] layer\n end\nend\n\n@portal\n\nwhen I receive [tick v]\nposition ((Platforms: x) - (SCROLL X)) [0]\nif <touching (player v)?> then\n broadcast (win v)\nend\nif <<(shop) = [-1]> or <(shop) = [0]>> then\n go to [back v] layer\n go [forward v] (7) layers\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\ngo [backward v] (3) layers\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [platforms: x v] to [0]\nwait (0) seconds\nswitch costume to (level 1 1 v)\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\nClone at x: [482]\n\ndefine Clone at x: (x)\nhide\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nnext costume\n\nwhen flag clicked\nforever\n if <(shop) = [1]> then\n go to [back v] layer\n end\nend\n\n@win banner\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nwhen I receive [win v]\nset [shop v] to [-2]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Number Engine2\n\nwhen I receive [message1 v]\nshow\nset size to (150) %\ngo to x: (25) y: (84)\n\nwhen I receive [message 2 v]\nhide\n\nwhen I receive [start v]\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(shop) = [1]> then\n if <(length of (Collected Coins)) < [2]> then\n hide\n else\n show\n end\n else\n hide\n end\n switch costume to (letter (2) of (Collected Coins))\nend\n\n@Blank2\n\n@Blank3\n\n@Blank4\n\n@Blank5\n\n
#12 on trending within 24 hours of release! Thanks!\nTop Remixed AND Top Loved too! Wow!\nSTORY: You are a traveler that gets lost in an unknown world. You must find your way back home.\nINSTRUCTIONS:\n-Arrow keys/wasd/mobile to move.\n-Avoid dangers (spikes, saws, lava, enemies)\n-Jump on enemies to kill them\n-Bounce on trampolines\n-Collect coins to buy things from the shop\n-Most bridge platforms are jump-through\n-Climb on ladders\n-The flags are checkpoints\n-The circles are size changers\nHave fun!
Hamilton · A Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Satisfied Instrumental v] until done\n wait (1) seconds\n play sound [Yorktown intrumental v] until done\n wait (1) seconds\nend\n\n@Player\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to (costume1 v)\n show\n set [brightness v] effect to (0)\n go to x: (-191) y: (-80)\n forever\n change [yv v] by (-1)\n set [xv v] to ((xv) * (0.9))\n change [xv v] by (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\n change x by (xv)\n change y by (yv)\n if <touching (sprite2 v)?> then\n change y by ((-1) - (yv))\n set [yv v] to ((14) * (<touching (sprite2 v)?> * <key (up arrow v) pressed?>))\n change y by (1)\n end\n if <touching (sprite2 v)?> then\n change x by ((0) - (xv))\n if <key (up arrow v) pressed?> then\n set [yv v] to [16]\n if <([abs v] of (xv) ) = (xv)> then\n set [xv v] to [-20]\n else\n set [xv v] to [20]\n end\n else\n set [xv v] to ((0) - (xv))\n set [yv v] to [-3]\n end\n end\n if <touching (spikes v)?> then\n set [brightness v] effect to (0)\n repeat (10)\n change [brightness v] effect by (10)\n end\n broadcast (jwfdvauighkj v)\n wait (0.2) seconds\n set [brightness v] effect to (0)\n go to x: (-191) y: (-80)\n end\n if <(x position) > [240]> then\n broadcast (Next Level v)\n go to x: (-191) y: (-80)\n end\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (50)\n change [ghost v] effect by (9)\n change size by (-4)\nend\ndelete this clone\n\nset [xv v] to [0]\nset [yv v] to [0]\nhide variable [xv v]\nhide variable [yv v]\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0.000001)\nhide\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Spikes\n\nwhen flag clicked\nhide\nswitch costume to (costume3 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [next level v]\nshow\n\n@Text\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nchange [ghost v] effect by (100)\n\n
✎ Hamilton · A Platformer\n═══════════════════════════════════\nClick Flag!\n← → to move! \n↑ to jump\n✁----------------------------\nThis is my first platformer so please don't judge me if it's bad :/\n✁---------------------------\n【 All levels are possible 】\n\nNote:\nTYSM for all the support!! Just so you know I DO read the comments!! :D\nAlso, Please don't remix without changing anything!!\nThanks! <33\n\nC R E D I T S \n↘ Lin-Manuel Miranda\n↘ Original Cast of Hamilton\n↘ Me\n═══════════════════════════════════\n25 luvs ✓\n50 luvs ✓\n75 luvs ✓\n100 luvs ✓\n150 luvs ✓ Yey\n\n600+ Views??? <33\n\nTaGs\n#Hamilton #Platformers #Platformer #ALL #all #JohnLaurens #Angelica #HaMiLtOn #Blacksquare #Satisfied #Instrumental
SUNNY 2 | -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 [mbb-beach v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (intro v)\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)?> or <touching color (#3e3e3e)?>> then\n repeat (8)\n if <<touching color (#0cc216)?> or <touching color (#3e3e3e)?>> then\n change y by (1)\n end\n end\n if <<touching color (#0cc216)?> or <touching color (#3e3e3e)?>> then\n change y by (-8)\n repeat until <not <<touching color (#0cc216)?> or <touching color (#3e3e3e)?>>>\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)?> or <touching color (#3e3e3e)?>> then\n repeat until <not <<touching color (#0cc216)?> or <touching color (#3e3e3e)?>>>\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 (#0053ef)?> then\n set [yspeed v] to [20]\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, Part 2 Of This Sequel Is Out\n\n(SUNNY 1)\nhttps://scratch.mit.edu/projects/415010189/\n(SUNNY 3)\nhttps://scratch.mit.edu/projects/418545496/\n\n\nI Just Found Out That Fun And Non Generic Platformers Wins Everytime Even If The Art Is Not That Good So I Added A Few More Fun Objects Like Trampolines, Cave And Some Messages Along The Way. (Hope U Like It) : )\n\n\nINSTRUCTIONS :-\n* Arrow Keys, WASD, Mobile Controls\n* Avoid Spikes And Lava\n* Use Springs To Jump Higher\n* Get To The Portals\n* Escape The Cave\n* Finish The Game!!\n* Like And Star This Project :-)\n\nMORE STUFF :-\n* This Is Not A REMIX, Its Just An Entry To @0014049 \nPlatformer Contest.\n* Part 3 Of This Sequel May Come IDK!\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* @0014049 For His Platformer Contest\n\nCREDITS:-\n@clareyberry For The Engine And Lava\n@TimMcCool For The Character\n@SullyBully For The Background,Portals And Clouds\n@-PandaMC- For The Signs\n@Capt_Boanerges For The Wood Boxes\nRest Art And Code By Me!\n\nUPDATE LOG:-\n*Fixed The Problem With The Spring\n\nTAGS:-\n#SUNNY#a#scrolling#platformer#Games#Art#Best\n\nHave Fun! Mahdi Out (-_-)
!!MOBILE FRIENDLY!! Infinite Platformer
@Stage\n\nwhen flag clicked\nset [press v] to [0]\nset volume to (100) %\nswitch backdrop to (backdrop2 v)\nwait (5) seconds\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Unlimited v] until done\n if <<key (m v) pressed?> and <(press) = [0]>> then\n set volume to (0) %\n change [press v] by (1)\n end\n if <<key (m v) pressed?> and <(press) = [1]>> then\n set volume to (100) %\n change [press v] by (-1)\n end\nend\n\n@Level Generator \n\ndefine Render\nshow\ngo to x: (-232) y: (-172)\nerase all\nset [height v] to (pick random (3) to (4))\nrepeat (30)\n switch costume to (stone v)\n repeat (Height)\n switch costume to (pick random (6) to (pick random (6) to (pick random (6) to (8))))\n stamp\n change y by (16)\n end\n switch costume to (dirt v)\n repeat (2)\n stamp\n change y by (16)\n end\n switch costume to (grass v)\n stamp\n change y by (16)\n if <(pick random (1) to (5)) = [1]> then\n switch costume to (pick random (1) to (pick random (1) to (2)))\n stamp\n end\n if <(pick random (1) to (8)) = [1]> then\n switch costume to (spikes v)\n if <<(costume [number v]) = [3]> and <(x position) = [-216]>> then\n erase all\n Render\n end\n stamp\n end\n change x by (16)\n set y to (-172)\n set [height v] to ((Height) + (pick random (-1) to (1)))\nend\nhide\n\nwhen flag clicked\nerase all\nhide\nwait (5) seconds\nRender\n\nwhen I receive [new level v]\nRender\n\n@Player\n\nwhen flag clicked\nhide\nwait (5) seconds\nshow\npoint in direction (90)\ngo to x: (-216) y: (55)\nswitch costume to (costume1 v)\nset [yvel v] to [0]\nset [xvel v] to [0]\nforever\n change [yvel v] by (-0.5)\n set [xvel v] to ((Xvel) * (0.9))\n change x by (Xvel)\n if <touching color (#94ff8a)?> then\n change x by ((0) - (Xvel))\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xvel v] by (-0.7)\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 [xvel v] by (0.7)\n end\n change y by (Yvel)\n if <touching color (#94ff8a)?> then\n change y by ((0) - (Yvel))\n set [yvel v] to ((-0.0) * (0.8))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n change [yvel v] by (8)\n end\n end\n if <(x position) = [240]> then\n broadcast (new level v)\n change [level v] by (1)\n go to x: (-216) y: (55)\n end\n if <key (r v) pressed?> then\n go to x: (-216) y: (55)\n end\n if <touching color (#a3a3a3)?> then\n go to x: (-216) y: (55)\n end\nend\n\n@Logo\n\nwhen flag clicked\nhide\n\nshow\nset size to (130) %\ngo to [front v] layer\n\n@Level Counter\n\nwhen flag clicked\nwait (5) seconds\nset size to (450) %\ngo to x: (213) y: (154)\nhide\nset [level v] to [1]\nset [clones v] to [0]\nforever\n if <(length of (Level)) > (Clones)> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nshow\nchange [clones v] by (1)\nset [id v] to (Clones)\nchange x by (([abs v] of (ID) ) * (-12))\nforever\n switch costume to (join [n] (letter (((length of (Level)) + (1)) - (ID)) of (Level)))\n if <(length of (Level)) < (ID)> then\n change [clones v] by (-1)\n delete this clone\n end\nend\n\n@Intro\n\nwhen flag clicked\nset volume to (100) %\nstart sound [Plugged \(post mastering\) v]\nwait (2) seconds\nforever\n change volume by (-1.1)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nset size to (200) %\ngo to [front v] layer\nset [bounce v] to [0]\npoint in direction (90)\ngo to x: (240) y: (0)\nwait (0.5) seconds\nshow\nrepeat (50)\n change x by ((((x position) * (0.1)) - (((x position) * (0.1)) * (2))) + (0.1))\n turn right (((((x position) * (0.1)) - (((x position) * (0.1)) * (2))) + (0.1)) * (1.68)) degrees\nend\nwait (0.5) seconds\nrepeat (2)\n set [bounce v] to [7]\n repeat (10)\n change size by (Bounce)\n change [bounce v] by (-1.5)\n turn right (Bounce) degrees\n end\n set [bounce v] to [5]\n repeat (10)\n change size by (Bounce)\n change [bounce v] by (-1.5)\n turn left (Bounce) degrees\n end\nend\nrepeat (10)\n change size by (Bounce)\n change [bounce v] by (-1.5)\n turn left (Bounce) degrees\nend\nhide\nwait (1) seconds\nbroadcast (END v)\n\nwhen flag clicked\nforever\n next costume\nend\n\n@High Score\n\nwhen I receive [new level v]\nif <(Level) > (☁ High score)> then\n set [☁ high score v] to (Level)\nend\n\nwhen flag clicked\nhide variable [☁ high score v]\nset [☁ high score v] to (☁ High score)\n\nwhen I start as a clone\nshow\nforever\n switch costume to (letter (number of digits) of (☁ High score))\n if <(length of (☁ High score)) < (number of digits)> then\n delete this clone\n end\nend\n\nset x to (((40) * (number of digits)) + (-40))\n\nwhen flag clicked\nhide\nwait (5) seconds\nset [☁ high score v] to (☁ High score)\nset [number of digits v] to [0]\ngo to x: (0) y: (154)\nforever\n if <(number of digits) < (length of (☁ High score))> then\n change [number of digits v] by (1)\n change x by (17)\n create clone of (_myself_ v)\n end\n if <(length of (☁ High score)) < (number of digits)> then\n change [number of digits v] by (-1)\n end\nend\n\n
BUG FIX 101: Fixed spike spawning, impossible level and other glitches!\nThanks to @TCTC112 for getting me to fix these!\n! Infinite Platformer !\n!!MOBILE FRIENDLY!!\nhi aj\n\nTry to get the high score!\nThe current highscorer: @colorjuice\n\nLeft arrow key/A to move left. Right arrow key/D to move right. Up arrow key/W to jump. M to toggle music. R to restart\n\nLava, mobs and more will be added soon!\nPlatformer engine free to use!
Panda Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (blue sky v)\nwait until <(platform number) = [9]>\nswitch backdrop to (cave v)\nwait until <(platform number) = [14]>\nswitch backdrop to (blue sky v)\n\n@Panda\n\nwhen flag clicked\nhide\n\nwhen [space v] key pressed\nshow\nset [platform number v] to [1]\nswitch costume to (pandaleft v)\ngo to x: (-75) y: (0)\nforever\n change x by (velocity x)\n change y by (velocity y)\n change [velocity y v] by (-1)\n if <<touching color (#008f06)?> or <touching color (#53462e)?>> then\n set [velocity y v] to [0]\n if <key (up arrow v) pressed?> then\n set [velocity y v] to [18]\n end\n end\n if <touching color (#668000)?> then\n go to x: (-75) y: (0)\n end\n if <(x position) > [335]> then\n broadcast (message1 v)\n go to x: (-75) y: (0)\n end\n if <[-150] > (y position)> then\n go to x: (-75) y: (0)\n end\n if <touching color (#b57aff)?> then\n set [velocity y v] to [22.5]\n if <key (left arrow v) pressed?> then\n set [velocity x v] to [-15]\n switch costume to (pandaright v)\n else\n if <key (right arrow v) pressed?> then\n set [velocity x v] to [15]\n switch costume to (pandaleft v)\n else\n set [velocity x v] to [0]\n end\n end\n else\n if <key (left arrow v) pressed?> then\n set [velocity x v] to [-5]\n switch costume to (pandaright v)\n else\n if <key (right arrow v) pressed?> then\n set [velocity x v] to [5]\n switch costume to (pandaleft v)\n else\n set [velocity x v] to [0]\n end\n end\n end\nend\n\n@Platforms\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nif <(platform number) = [1]> then\n switch costume to (costume2 v)\nend\nif <(platform number) = [2]> then\n switch costume to (costume3 v)\nend\nif <(platform number) = [3]> then\n switch costume to (costume4 v)\nend\nif <(platform number) = [4]> then\n switch costume to (costume5 v)\nend\nif <(platform number) = [5]> then\n switch costume to (costume6 v)\nend\nif <(platform number) = [6]> then\n switch costume to (costume7 v)\nend\nif <(platform number) = [7]> then\n switch costume to (costume8 v)\nend\nif <(platform number) = [8]> then\n switch costume to (costume9 v)\nend\nif <(platform number) = [9]> then\n switch costume to (costume10 v)\nend\nif <(platform number) = [10]> then\n switch costume to (costume11 v)\nend\nif <(platform number) = [11]> then\n switch costume to (costume12 v)\nend\nif <(platform number) = [12]> then\n switch costume to (costume13 v)\nend\nif <(platform number) = [13]> then\n switch costume to (costume14 v)\nend\n\nwhen [space v] key pressed\nshow\nswitch costume to (costume1 v)\nforever\n set [platform number v] to (costume [number v])\nend\n\n@Instructions\n\nwhen flag clicked\nhide\n\nwhen [space v] key pressed\nshow\nforever\n if <(platform number) = [1]> then\n switch costume to (costume1 v)\n end\n if <(platform number) = [2]> then\n switch costume to (costume2 v)\n end\n if <(platform number) = [3]> then\n switch costume to (costume3 v)\n end\n if <(platform number) = [4]> then\n switch costume to (costume4 v)\n end\n if <(platform number) = [11]> then\n switch costume to (costume5 v)\n end\n if <(platform number) = [12]> then\n switch costume to (costume4 v)\n end\n if <(platform number) = [14]> then\n switch costume to (costume7 v)\n end\nend\n\n@Information\n\nwhen flag clicked\nshow\n\nwhen [space v] key pressed\nhide\n\n
Use the arrow keys to move. Remember to love, star and fave!
Decorate -a platformer
@Stage\n\nwhen flag clicked\nchange [☁ veiwers v] by (1)\nhide variable [☁ veiwers v]\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch backdrop to (level)\nend\n\n@welcome\n\n@Marshmallo\n\nwhen flag clicked\nchange [veiwers v] by (1)\nhide variable [veiwers v]\n\nwhen flag clicked\nshow\n\ndefine Platformer engine\nchange [y v] by (-0.5)\nif <key (left arrow v) pressed?> then\n change [x v] by (-0.8)\nend\nif <key (right arrow v) pressed?> then\n change [x v] by (0.8)\nend\nset [x v] to ((X) * (0.9))\nchange x by (X)\nif <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (-6)\n change x by ((X) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [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 (platforms v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<touching (platforms v)?> and <key (up arrow v) pressed?>> then\n set [y v] to [10]\nend\nchange y by (0.5)\nif <(x position) > [200]> then\n change [level v] by (1)\n go to x: (X spawn) y: (Y spawn)\nend\nif <touching (trampoline v)?> then\n set [y v] to [15]\nend\nif <[-195] > (y position)> then\n go to x: (X spawn) y: (Y spawn)\nend\nif <touching (obstacles v)?> then\n go to x: (X spawn) y: (Y spawn)\nend\n\nwhen flag clicked\npoint in direction (90)\nset [x spawn v] to [-164]\nset [y spawn v] to [-82]\ngo to x: (X spawn) y: (Y spawn)\nshow\nset size to (50) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n Platformer engine\nend\n\nwhen flag clicked\n\n play sound [5 Minute Lo-Fi Hiphop Beats Study Timer \(2\) v] until done\nend\n\n@platforms\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\n@obstacles\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nshow\n\n@Sprite1\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\n
2 Player Platformer
@Stage\n\n@Player\n\nwhen flag clicked\ngo to [back v] layer\nset [color v] effect to (0)\nswitch costume to (hello5 v)\nshow\ngo to x: (-216) y: (0)\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 then\n if <[4] < (costume [number v])> then\n change [x v] by (0.8)\n else\n switch costume to (hello2 v)\n change [x v] by (0.8)\n end\n end\n if then\n if <[4] < (costume [number v])> then\n change [x v] by (-0.9)\n else\n switch costume to (hello3 v)\n change [x v] by (-0.9)\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (-6)\n if then\n set [y v] to [0]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<<touching (level v)?> or <touching (moving platform v)?>> and > then\n if <[4] < (costume [number v])> then\n set [y v] to [12]\n else\n set [y v] to [9]\n end\n end\n change y by (0.5)\n if <<touching (spikes v)?> or <<touching (saw1 v)?> or <<[-175] > (y position)> or <<touching (moving spikes v)?> or >>>> then\n broadcast (Restart v)\n wait until <not <<touching (spikes v)?> or <<touching (saw1 v)?> or <<[-175] > (y position)> or <<touching (moving spikes v)?> or >>>>>\n end\nend\n\nwhen flag clicked\n\ndefine Reset\nset [x v] to [0]\nset [yv v] to [0]\nset [y v] to [0]\ngo to x: (-216) y: (-50)\nshow\n\nwhen I receive [restart v]\nReset\nchange [deaths v] by (1)\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.01) seconds\nend\nrepeat (10)\n set [ghost v] effect to (0)\nend\nshow\n\nwhen I receive [next level v]\nReset\n\nwhen flag clicked\nforever\n broadcast (Tick v)\n if <<touching (trampoline v)?> or <<touching (trampoline v)?> or <<touching (trampoline3 v)?> or <touching (trampoline4 v)?>>>> then\n set [y v] to [12]\n end\n if <touching (zoom v)?> then\n change [x v] by (5)\n end\n if <<touching (buttons v)?> and <<key (up arrow v) pressed?> or >> then\n set [y v] to [7]\n end\n if <<key (down arrow v) pressed?> or > then\n switch costume to (player2 v)\n else\n switch costume to (player v)\n end\nend\n\n@Level\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (costume1 v)\nrepeat (10)\n go to x: (0) y: (0)\n set size to (90) %\n go to [front v] layer\n show\nend\nforever\n switch costume to (LEVEL)\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\n@Player2\n\ndefine Reset\nset [x v] to [0]\nset [yv v] to [0]\nset [y v] to [0]\ngo to x: (-180) y: (-50)\nshow\n\nwhen I receive [restart v]\nReset\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.01) seconds\nend\nrepeat (10)\n set [ghost v] effect to (0)\nend\n\nwhen I receive [next level v]\nReset\n\nwhen flag clicked\ngo to [back v] layer\nset [color v] effect to (0)\nswitch costume to (hello5 v)\nshow\ngo to x: (-180) y: (0)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [tick v]\nif <<touching (trampoline v)?> or <<touching (trampoline v)?> or <<touching (trampoline3 v)?> or <touching (trampoline4 v)?>>>> then\n set [y v] to [12]\nend\nif <touching (zoom v)?> then\n change [x v] by (5)\nend\nif <<touching (buttons v)?> and < or <<key (w v) pressed?> or >>> then\n set [y v] to [7]\nend\nif < or <<key (s v) pressed?> or >> then\n switch costume to (player2 v)\nelse\n switch costume to (player v)\nend\n\nwhen I receive [tick v]\nforever\n change [y v] by (-0.5)\n if <key (d v) pressed?> then\n if <[4] < (costume [number v])> then\n change [x v] by (0.8)\n else\n switch costume to (hello2 v)\n change [x v] by (0.8)\n end\n end\n if then\n if <[4] < (costume [number v])> then\n change [x v] by (-0.9)\n else\n switch costume to (hello3 v)\n change [x v] by (-0.9)\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (-6)\n if then\n set [y v] to [0]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<<touching (level v)?> or <touching (moving platform v)?>> and <key (w v) pressed?>> then\n if <[4] < (costume [number v])> then\n set [y v] to [12]\n else\n set [y v] to [9]\n end\n end\n change y by (0.5)\n if <<touching (spikes v)?> or <<touching (saw1 v)?> or <<[-175] > (y position)> or <<touching (moving spikes v)?> or >>>> then\n broadcast (Restart v)\n wait until <not <<touching (spikes v)?> or <<touching (saw1 v)?> or <<[-175] > (y position)> or <<touching (moving spikes v)?> or >>>>>\n end\nend\n\nshow\n\n@portal\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nshow\nrepeat (10)\n go to [front v] layer\nend\nforever\n turn right (3) degrees\nend\n\nwhen flag clicked\nrepeat (10)\n clear graphic effects\nend\nforever\n show\n if <(LEVEL) = [1]> then\n go to x: (200) y: (-40)\n end\n if <(LEVEL) = [2]> then\n go to x: (200) y: (-50)\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nshow\nrepeat (10)\n go to [front v] layer\nend\nforever\n turn left (3) degrees\nend\n\nwhen I start as a clone\nrepeat (10)\n clear graphic effects\nend\nforever\n show\n if <(LEVEL) = [1]> then\n go to x: (200) y: (-40)\n end\n if <(LEVEL) = [2]> then\n go to x: (200) y: (-50)\n end\nend\n\nwhen I receive [tick v]\nif <<touching (player2 v)?> and <touching (player v)?>> then\n broadcast (Next Level v)\nend\n\n@Buttons\n\nwhen I receive [tick v]\nset [button? v] to [0]\ngo to x: (0) y: (0)\nif <(LEVEL) = [1]> then\n show\n if <<touching (player2 v)?> or <touching (player v)?>> then\n if <(Button?) = [0]> then\n change y by (-5)\n set [button? v] to [1]\n wait until <not <<touching (player v)?> or <touching (player2 v)?>>>\n else\n change y by (5)\n set [button? v] to [0]\n wait until <not <<touching (player v)?> or <touching (player2 v)?>>>\n end\n end\nelse\n hide\nend\n\n@Saw1\n\nwhen flag clicked\nforever\n turn right (6) degrees\nend\n\nwhen flag clicked\nshow\nforever\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\nforever\n if <(Button?) = [1]> then\n hide\n else\n show\n end\n if <(LEVEL) = [1]> then\n go to x: (20) y: (-70)\n else\n hide\n end\nend\n\nif <(LEVEL) = [1]> then\n go to x: (20) y: (-70)\nelse\n hide\nend\n\nif <(LEVEL) = [1]> then\n go to x: (20) y: (-70)\nelse\n hide\nend\n\n@Spikes\n\nwhen flag clicked\nshow\nforever\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [2]> then\n go to x: (20) y: (-70)\n end\n if <(Button?) = [1]> then\n hide\n else\n show\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\n
Mean comments will be removed, but helpful feedback will be considered.\na or left arrow key to go left\nd or right arrow key to go right\nw or up arrow key to jump\ns or down arrow key to crouch
☁Rainbow Platformer Cloud Multiplayer☁
@Stage\n\nwhen flag clicked\nshow list [best v]\nhide variable [your time v]\nset [your time v] to [0]\nforever\n wait (1) seconds\n change [your time v] by (1)\nend\n\nwhen I receive [конец v]\nstop [other scripts in sprite v]\nshow variable [your time v]\nif <(Your Time) < (☁ Top 1)> then\n set [☁ top 1 v] to (Your Time)\nend\nhide list [best v]\n\nwhen flag clicked\nforever\n play sound [Мой музон для компьютерных игр — Для прямой трансляции v] until done\nend\n\nset [☁ top 1 v] to [222]\n\nset [scroll x v] to [-811]\nset [scroll y v] to [1060]\n\nset [спаунпоинт v] to [да]\n\n@Игрок\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-70)\nset [max players v] to [4]\nset [my player # v] to [0]\nbroadcast (Setup - Other players v) and wait\nbroadcast (Connecting v)\nbroadcast (Join Game v) and wait\nif <(My Player #) > [0]> then\n broadcast (Joined v)\nelse\n broadcast (Full v)\nend\nbroadcast (Begin v)\n\nwhen I receive [begin v]\nforever\n if <(My Player #) > [0]> then\n Send Cloud Data\n end\nend\n\ndefine Send Cloud Data\nset [encoded v] to []\nWrite (username) to encoded\nWrite (round ((timer) * (10))) to encoded\nWrite ((Scroll X) + (x position)) to encoded\nWrite ((Scroll Y) + (y position)) to encoded\nWrite (costume [number v]) to encoded\nWrite (Цвет) to encoded\nWrite (Прозрачность) to encoded\nSet cloud # (My Player #) to (Encoded)\n\ndefine Set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ player 1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ player 2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ player 3 v] to (value)\n else\n set [☁ player 4 v] to (value)\n end\n end\nend\n\ndefine Write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (Encoded) (item # of (letter (Letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (Encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <<touching color (#ff98ec)?> or <touching color (#68c0ff)?>> then\n if <key (right arrow v) pressed?> then\n repeat until <not <<touching color (#ff98ec)?> or <touching color (#68c0ff)?>>>\n set [движение v] to [-3]\n end\n end\n if <key (left arrow v) pressed?> then\n repeat until <not <<touching color (#ff98ec)?> or <touching color (#68c0ff)?>>>\n set [движение v] to [1]\n end\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <<touching color (#ff98ec)?> or <touching color (#68c0ff)?>> then\n repeat until <not <<touching color (#ff98ec)?> or <touching color (#68c0ff)?>>>\n set [прыжок v] to [-3]\n end\n end\nend\n\nwhen I receive [begin v]\nset [спаунпоинт v] to [нет]\nwait (1) seconds\nforever\n if <touching color (#eb6262)?> then\n repeat (20)\n change [прозрачность v] by (5)\n end\n if <(Спаунпоинт) = [нет]> then\n set [прозрачность v] to [0]\n set [scroll y v] to [0]\n set [scroll x v] to [0]\n else\n if <(Спаунпоинт) = [да]> then\n set [прозрачность v] to [0]\n set [scroll y v] to [670]\n set [scroll x v] to [-110]\n else\n set [прозрачность v] to [0]\n set [scroll y v] to [1076]\n set [scroll x v] to [-400]\n end\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <touching (спрайт 14 v)?> then\n broadcast (прыгаю v)\n wait (0.4) seconds\n if <touching (спрайт 14 v)?> then\n set [падать v] to [нет]\n set [прыжок v] to [0]\n repeat (20)\n change [прыжок v] by (1)\n change [scroll y v] by (Прыжок)\n end\n repeat until <touching color (#c6ff96)?>\n if <not <(Прыжок) = [-5]>> then\n change [прыжок v] by (-1)\n end\n if <not <touching color (#c6ff96)?>> then\n change [scroll y v] by (Прыжок)\n else\n stop [this script v]\n end\n end\n set [падать v] to [да]\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(Управление) = [м]> then\n if <not <mouse down?>> then\n if <(Движение) > [0]> then\n if <not <[0] = (Движение)>> then\n change [движение v] by (-0.5)\n end\n else\n if <not <[0] = (Движение)>> then\n change [движение v] by (0.5)\n end\n end\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(Управление) = [к]> then\n if <not <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>> then\n if <(Движение) > [0]> then\n if <not <[0] = (Движение)>> then\n change [движение v] by (-0.5)\n end\n else\n if <not <[0] = (Движение)>> then\n change [движение v] by (0.5)\n end\n end\n end\n end\nend\n\nwhen I receive [begin v]\nset [падать v] to [да]\nforever\n if <<(Падать) = [да]> and <not <touching color (#c6ff96)?>>> then\n set [прыжок v] to [0]\n repeat until <<(Падать) = [нет]> or <touching color (#c6ff96)?>>\n if <(Прыжок) > [-10]> then\n change [прыжок v] by (-1)\n end\n change [scroll y v] by (Прыжок)\n end\n end\nend\n\nwhen I receive [begin v]\nset [прыжок v] to [0]\nforever\n if <key (up arrow v) pressed?> then\n if <touching color (#c6ff96)?> then\n set [прыжок v] to [0]\n set [падать v] to [нет]\n repeat (10)\n change [прыжок v] by (1)\n change [scroll y v] by (Прыжок)\n end\n repeat until <touching color (#c6ff96)?>\n if <not <[-15] > (Прыжок)>> then\n change [прыжок v] by (-1)\n end\n change [scroll y v] by (Прыжок)\n end\n wait (0.1) seconds\n set [падать v] to [да]\n end\n end\nend\n\nwhen I receive [begin v]\nset [прыжок v] to [0]\nforever\n if <<[0] < (mouse y)> and <mouse down?>> then\n set [прыжок v] to [0]\n set [падать v] to [нет]\n repeat (10)\n change [прыжок v] by (1)\n change [scroll y v] by (Прыжок)\n end\n repeat until <touching color (#c6ff96)?>\n if <not <[-15] > (Прыжок)>> then\n change [прыжок v] by (-1)\n end\n change [scroll y v] by (Прыжок)\n end\n wait (0.1) seconds\n set [падать v] to [да]\n end\nend\n\nwhen I receive [begin v]\nforever\n change [scroll x v] by (Движение)\nend\n\nwhen I receive [begin v]\nshow\ngo to [front v] layer\nset [цвет v] to [0]\nset [прозрачность v] to [0]\nforever\n set [color v] effect to (Цвет)\n set [ghost v] effect to (Прозрачность)\n change [цвет v] by (1)\nend\n\nwhen I receive [begin v]\nset [scroll y v] to [0]\nset [scroll x v] to [0]\nset [движение v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n set [управление v] to [к]\n switch costume to (костюм 1 v)\n repeat <(Движение) < [5]>\n change [движение v] by (1)\n end\n end\n if <key (left arrow v) pressed?> then\n set [управление v] to [к]\n switch costume to (костюм 2 v)\n if <(Движение) > [-5]> then\n change [движение v] by (-1)\n end\n end\nend\n\nwhen I receive [begin v]\nset [scroll y v] to [0]\nset [scroll x v] to [0]\nset [движение v] to [0]\nforever\n if <<[0] < (mouse x)> and <mouse down?>> then\n set [управление v] to [м]\n switch costume to (костюм 1 v)\n repeat <(Движение) < [5]>\n change [движение v] by (1)\n end\n end\n if <<(mouse x) < [0]> and <mouse down?>> then\n set [управление v] to [м]\n switch costume to (костюм 2 v)\n if <(Движение) > [-5]> then\n change [движение v] by (-1)\n end\n end\nend\n\nwhen flag clicked\nif <(username) = [GOPOPOPOPOPOPOP_Test]> then\n set [show names? v] to [1]\nelse\n set [show names? v] to [0]\nend\nforever\n if <key (n v) pressed?> then\n if <(Show Names?) = [1]> then\n set [show names? v] to [0]\n else\n set [show names? v] to [1]\n end\n wait until <not <key (n v) pressed?>>\n end\nend\n\n@Облачный Игрок\n\ndefine Tick\nif <(join [A] (Value)) = (Last Value)> then\n change [offline v] by (1)\n if <(Offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (Value))\n if <(Offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nBegin decode of (Value)\nValue = Read from encoded\nif <(Show Names?) = [1]> then\n say (join (Player #) (join [: ] (Value)))\nelse\n say []\nend\nValue = Read from encoded\nValue = Read from encoded\nset [x v] to (Value)\nValue = Read from encoded\nset [y v] to (Value)\nValue = Read from encoded\nswitch costume to (Value)\nValue = Read from encoded\nset [color v] effect to (Value)\nValue = Read from encoded\nset [ghost v] effect to (Value)\ngo to x: ((x) - (Scroll X)) y: ((y) - (Scroll Y))\nValue = Cloud # (Player #)\n\nwhen I receive [setup - other players v]\nSetup Players\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 [begin v]\nforever\n if <(My Player #) = (Player #)> then\n set [offline v] to [100]\n hide\n else\n set size to (100) %\n Tick\n set size to (50) %\n end\nend\n\ndefine Begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine Setup Players\nhide\nset [color v] effect to (0)\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((Max Players) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\ndefine Value = Cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ Player 1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ Player 2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ Player 3)\n else\n set [value v] to (☁ Player 4)\n end\n end\nend\n\ndefine Value = Read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (Letter #) of (Encoded)) (letter ((Letter #) + (1)) of (Encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (Value) (item (idx) of [code v]))\nend\n\n@Спрайт 2\n\nwhen flag clicked\nset [у v] to [-20]\n\nwhen flag clicked\nforever\n go to x: (0) y: ((у) - (Scroll Y))\nend\n\nwhen flag clicked\nforever\n if <((у) - (Scroll Y)) < [-49]> then\n hide\n else\n show\n end\nend\n\n@Спрайт 3\n\nwhen flag clicked\nset [у v] to [-10]\n\nwhen flag clicked\nforever\n go to x: (0) y: ((у) - (Scroll Y))\nend\n\nwhen flag clicked\nset [ghost v] effect to (45)\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <((у) - (Scroll Y)) < [-49]> then\n hide\n else\n show\n end\nend\n\n@Спрайт 4\n\nwhen flag clicked\nset [у v] to [-110]\nset [х v] to [300]\n\nwhen flag clicked\nforever\n go to x: ((х) - (Scroll X)) y: ((у) - (Scroll Y))\nend\n\nwhen flag clicked\nset [ghost v] effect to (25)\ngo to [back v] layer\nforever\n if <<<not <(x position) < [-311]>> and <not <[333] < (x position)>>> and <not <(y position) < [-213]>>> then\n show\n else\n hide\n end\nend\n\n@Спрайт 5\n\nwhen flag clicked\nforever\n go to x: ((х) - (Scroll X)) y: ((у) - (Scroll Y))\nend\n\nwhen flag clicked\nset [ghost v] effect to (25)\ngo to [back v] layer\nforever\n if <<<not <(x position) < [-288]>> and <not <[289] < (x position)>>> and <not <(y position) < [-257]>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [-43]\nset [х v] to [-200]\n\n@Спрайт 6\n\nwhen flag clicked\nforever\n go to x: ((х) - (Scroll X)) y: ((у) - (Scroll Y))\nend\n\nwhen flag clicked\nset [ghost v] effect to (50)\ngo to [back v] layer\nforever\n if <<<not <((х) - (Scroll X)) < [-288]>> and <not <[289] < ((х) - (Scroll X))>>> and <not <((у) - (Scroll Y)) < [-200]>>> then\n else\n hide\n end\nend\n\nwhen flag clicked\n\nforever\n hide\n wait (pick random (2) to (5)) seconds\n set [у v] to (pick random (-75) to (-25))\n set [х v] to ((Scroll Y) - (220))\n show\n repeat until <[370] < ((х) - (Scroll X))>\n change [х v] by (1)\n end\n hide\nend\n\n@Спрайт 7\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<not <((х) - (Scroll X)) < [-288]>> and <not <[289] < ((х) - (Scroll X))>>> and <not <((у) - (Scroll Y)) < [-180]>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [-70]\nset [х v] to [100]\n\nwhen flag clicked\nforever\n go to x: ((х) - (Scroll X)) y: ((у) - (Scroll Y))\nend\n\n@Спрайт 8\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<not <((х) - (Scroll X)) < [-288]>> and <not <[289] < ((х) - (Scroll X))>>> and <not <((у) - (Scroll Y)) < [-180]>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [15]\nset [х v] to [-100]\n\nwhen flag clicked\nforever\n go to x: ((х) - (Scroll X)) y: ((у) - (Scroll Y))\nend\n\n@Спрайт 9\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<not <((х) - (Scroll X)) < [-288]>> and <not <[289] < ((х) - (Scroll X))>>> and <not <((у) - (Scroll Y)) < [-180]>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [100]\nset [х v] to [75]\n\nwhen flag clicked\nforever\n go to x: ((х) - (Scroll X)) y: ((у) - (Scroll Y))\nend\n\n@Спрайт 10\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (Scroll X)) < [-288]>> and <not <[289] < ((х) - (Scroll X))>>> and <not <((у) - (Scroll Y)) < [-224]>>> and <not <[180] < ((у) - (Scroll Y))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [185]\nset [х v] to [250]\n\nwhen flag clicked\nforever\n go to x: ((х) - (Scroll X)) y: ((у) - (Scroll Y))\nend\n\n@Спрайт 11\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (Scroll X)) < [-288]>> and <not <[289] < ((х) - (Scroll X))>>> and <not <((у) - (Scroll Y)) < [-224]>>> and <not <[180] < ((у) - (Scroll Y))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [270]\nset [х v] to [450]\n\nwhen flag clicked\nforever\n go to x: ((х) - (Scroll X)) y: ((у) - (Scroll Y))\nend\n\n@Спрайт 12\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (Scroll X)) < [-288]>> and <not <[289] < ((х) - (Scroll X))>>> and <not <((у) - (Scroll Y)) < [-180]>>> and <not <[180] < ((у) - (Scroll Y))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [375]\nset [х v] to [250]\n\nwhen flag clicked\nforever\n go to x: ((х) - (Scroll X)) y: ((у) - (Scroll Y))\nend\n\n@Спрайт 13\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (Scroll X)) < [-288]>> and <not <[289] < ((х) - (Scroll X))>>> and <not <((у) - (Scroll Y)) < [-180]>>> and <not <[180] < ((у) - (Scroll Y))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [375]\nset [х v] to [160]\n\nwhen flag clicked\nforever\n go to x: ((х) - (Scroll X)) y: ((у) - (Scroll Y))\nend\n\n@Спрайт 14\n\nwhen I receive [прыгаю v]\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (Scroll X)) < [-288]>> and <not <[289] < ((х) - (Scroll X))>>> and <not <((у) - (Scroll Y)) < [-180]>>> and <not <[180] < ((у) - (Scroll Y))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [426]\nset [х v] to [135]\n\nwhen flag clicked\nforever\n go to x: ((х) - (Scroll X)) y: ((у) - (Scroll Y))\nend\n\nwhen I receive [прыгаю v]\nswitch costume to (костюм 1 v)\nrepeat (2)\n next costume\n wait (0.1) seconds\nend\nrepeat (4)\n next costume\n wait (0.01) seconds\nend\nrepeat (2)\n next costume\n wait (0.1) seconds\nend\n\n@Спрайт 16\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (Scroll X)) < [-288]>> and <not <[289] < ((х) - (Scroll X))>>> and <not <((у) - (Scroll Y)) < [-180]>>> and <not <[180] < ((у) - (Scroll Y))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [730]\nset [х v] to [-150]\n\nwhen flag clicked\nforever\n go to x: ((х) - (Scroll X)) y: ((у) - (Scroll Y))\nend\n\nwhen flag clicked\nforever\n turn right (5) degrees\nend\n\n@Спрайт 18\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (Scroll X)) < [-288]>> and <not <[289] < ((х) - (Scroll X))>>> and <not <((у) - (Scroll Y)) < [-180]>>> and <not <[180] < ((у) - (Scroll Y))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [600]\nset [х v] to [30]\n\nwhen flag clicked\nforever\n go to x: ((х) - (Scroll X)) y: ((у) - (Scroll Y))\nend\n\nwhen flag clicked\nforever\n turn right (5) degrees\nend\n\n@Спрайт 19\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (Scroll X)) < [-288]>> and <not <[289] < ((х) - (Scroll X))>>> and <not <((у) - (Scroll Y)) < [-224]>>> and <not <[180] < ((у) - (Scroll Y))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [530]\nset [х v] to [-400]\n\nwhen flag clicked\nforever\n go to x: ((х) - (Scroll X)) y: ((у) - (Scroll Y))\nend\n\n@Спрайт 15\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (Scroll X)) < [-288]>> and <not <[289] < ((х) - (Scroll X))>>> and <not <((у) - (Scroll Y)) < [-180]>>> and <not <[180] < ((у) - (Scroll Y))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [530]\nset [х v] to [-150]\n\nwhen flag clicked\nforever\n go to x: ((х) - (Scroll X)) y: ((у) - (Scroll Y))\nend\n\n@Спрайт 20\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (Scroll X)) < [-288]>> and <not <[289] < ((х) - (Scroll X))>>> and <not <((у) - (Scroll Y)) < [-224]>>> and <not <[180] < ((у) - (Scroll Y))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [700]\nset [х v] to [50]\n\nwhen flag clicked\nforever\n go to x: ((х) - (Scroll X)) y: ((у) - (Scroll Y))\nend\n\n@Спрайт 21\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (Scroll X)) < [-288]>> and <not <[289] < ((х) - (Scroll X))>>> and <not <((у) - (Scroll Y)) < [-224]>>> and <not <[180] < ((у) - (Scroll Y))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [530]\nset [х v] to [-650]\n\nwhen flag clicked\nforever\n go to x: ((х) - (Scroll X)) y: ((у) - (Scroll Y))\nend\n\n@Спрайт 22\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (Scroll X)) < [-288]>> and <not <[289] < ((х) - (Scroll X))>>> and <not <((у) - (Scroll Y)) < [-224]>>> and <not <[180] < ((у) - (Scroll Y))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [530]\nset [х v] to [-900]\n\nwhen flag clicked\nforever\n go to x: ((х) - (Scroll X)) y: ((у) - (Scroll Y))\nend\n\nwhen flag clicked\nforever\n replace item (1) of [top 1 v] with (☁ 1 место)\n wait (1) seconds\nend\n\n@Спрайт 23\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (Scroll X)) < [-288]>> and <not <[289] < ((х) - (Scroll X))>>> and <not <((у) - (Scroll Y)) < [-180]>>> and <not <[180] < ((у) - (Scroll Y))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [615]\nset [х v] to [-1050]\n\nwhen flag clicked\nforever\n go to x: ((х) - (Scroll X)) y: ((у) - (Scroll Y))\nend\n\n@Спрайт 24\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (Scroll X)) < [-288]>> and <not <[289] < ((х) - (Scroll X))>>> and <not <((у) - (Scroll Y)) < [-180]>>> and <not <[180] < ((у) - (Scroll Y))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [710]\nset [х v] to [-800]\n\nwhen flag clicked\nforever\n go to x: ((х) - (Scroll X)) y: ((у) - (Scroll Y))\nend\n\n@Спрайт 27\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (Scroll X)) < [-288]>> and <not <[289] < ((х) - (Scroll X))>>> and <not <((у) - (Scroll Y)) < [-180]>>> and <not <[180] < ((у) - (Scroll Y))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [785]\nset [х v] to [-600]\n\nwhen flag clicked\nforever\n go to x: ((х) - (Scroll X)) y: ((у) - (Scroll Y))\nend\n\n@Спрайт 28\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (Scroll X)) < [-288]>> and <not <[289] < ((х) - (Scroll X))>>> and <not <((у) - (Scroll Y)) < [-180]>>> and <not <[180] < ((у) - (Scroll Y))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [785]\nset [х v] to [-370]\n\nwhen flag clicked\nforever\n go to x: ((х) - (Scroll X)) y: ((у) - (Scroll Y))\nend\n\n@Спрайт 17\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (Scroll X)) < [-288]>> and <not <[289] < ((х) - (Scroll X))>>> and <not <((у) - (Scroll Y)) < [-180]>>> and <not <[180] < ((у) - (Scroll Y))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [530]\nset [х v] to [-50]\n\nwhen flag clicked\nforever\n go to x: ((х) - (Scroll X)) y: ((у) - (Scroll Y))\nend\n\n@Спрайт 25\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (Scroll X)) < [-288]>> and <not <[289] < ((х) - (Scroll X))>>> and <not <((у) - (Scroll Y)) < [-240]>>> and <not <[180] < ((у) - (Scroll Y))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [785]\nset [х v] to [-500]\n\nwhen flag clicked\nforever\n go to x: ((х) - (Scroll X)) y: ((у) - (Scroll Y))\nend\n\nwhen flag clicked\nforever\n turn right (5) degrees\nend\n\n@Спрайт 26\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (Scroll X)) < [-288]>> and <not <[289] < ((х) - (Scroll X))>>> and <not <((у) - (Scroll Y)) < [-180]>>> and <not <[180] < ((у) - (Scroll Y))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [870]\nset [х v] to [-200]\n\nwhen flag clicked\nforever\n go to x: ((х) - (Scroll X)) y: ((у) - (Scroll Y))\nend\n\n@Спрайт 29\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (Scroll X)) < [-288]>> and <not <[289] < ((х) - (Scroll X))>>> and <not <((у) - (Scroll Y)) < [-180]>>> and <not <[180] < ((у) - (Scroll Y))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [1300]\nset [х v] to [-525]\n\nwhen flag clicked\nforever\n go to x: ((х) - (Scroll X)) y: ((у) - (Scroll Y))\nend\n\nwhen flag clicked\nforever\n if <touching (игрок v)?> then\n broadcast (конец v)\n end\nend\n\n@Спрайт 31\n\nwhen flag clicked\nhide\n\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (Scroll X)) < [-288]>> and <not <[289] < ((х) - (Scroll X))>>> and <not <((у) - (Scroll Y)) < [-180]>>> and <not <[180] < ((у) - (Scroll Y))>>> then\n show\n else\n end\nend\n\nwhen flag clicked\nset [у v] to [1050]\nset [х v] to [-400]\n\nwhen flag clicked\nforever\n go to x: ((х) - (Scroll X)) y: ((у) - (Scroll Y))\nend\n\n@Заставка\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\n@Топ\n\nwhen flag clicked\ngo to x: (-208) y: (149)\ngo to [front v] layer\nswitch costume to (костюм 2 v)\nset size to (105) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n hide list [top 1 v]\n else\n show list [top 1 v]\n end\nend\n\nset [вывод v] to [ккккккккк]\n\n@Спрайт 34\n\n@Спрайт 35\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (Scroll X)) < [-288]>> and <not <[289] < ((х) - (Scroll X))>>> and <not <((у) - (Scroll Y)) < [-198]>>> and <not <[198] < ((у) - (Scroll Y))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [600]\nset [х v] to [-100]\n\nwhen flag clicked\nforever\n go to x: ((х) - (Scroll X)) y: ((у) - (Scroll Y))\nend\n\nwhen flag clicked\nswitch costume to (костюм 2 v)\nwait until <touching (игрок v)?>\nswitch costume to (костюм 1 v)\nset [спаунпоинт v] to [да]\n\n@Спрайт 38\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (Scroll X)) < [-255]>> and <not <[377] < ((х) - (Scroll X))>>> and <not <((у) - (Scroll Y)) < [-184]>>> and <not <[167] < ((у) - (Scroll Y))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [150]\nset [х v] to [-80]\n\nwhen flag clicked\nforever\n go to x: ((х) - (Scroll X)) y: ((у) - (Scroll Y))\nend\n\n@Спрайт 39\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (Scroll X)) < [-419]>> and <not <[441] < ((х) - (Scroll X))>>> and <not <((у) - (Scroll Y)) < [-148]>>> and <not <[200] < ((у) - (Scroll Y))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [100]\nset [х v] to [-30]\n\nwhen flag clicked\nforever\n go to x: ((х) - (Scroll X)) y: ((у) - (Scroll Y))\nend\n\nwhen flag clicked\nwait (0.1) seconds\ngo to [back v] layer\n\n@Спрайт 40\n\nwhen flag clicked\nset [у v] to [0]\nset [х v] to [0]\n\nwhen flag clicked\nforever\n go to x: ((х) - (Scroll X)) y: ((у) - (Scroll Y))\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Спрайт 41\n\n@Спрайт 37\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (Scroll X)) < [-261]>> and <not <[414] < ((х) - (Scroll X))>>> and <not <((у) - (Scroll Y)) < [-269]>>> and <not <[167] < ((у) - (Scroll Y))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [0]\nset [х v] to [330]\n\nwhen flag clicked\nforever\n go to x: ((х) - (Scroll X)) y: ((у) - (Scroll Y))\nend\n\n@Спрайт 30\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (Scroll X)) < [-288]>> and <not <[289] < ((х) - (Scroll X))>>> and <not <((у) - (Scroll Y)) < [-198]>>> and <not <[198] < ((у) - (Scroll Y))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [1035]\nset [х v] to [-400]\n\nwhen flag clicked\nforever\n go to x: ((х) - (Scroll X)) y: ((у) - (Scroll Y))\nend\n\nwhen flag clicked\nswitch costume to (костюм 2 v)\nwait until <touching (игрок v)?>\nswitch costume to (костюм 1 v)\nset [спаунпоинт v] to [дада]\n\n@Спрайт 42\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (Scroll X)) < [-288]>> and <not <[289] < ((х) - (Scroll X))>>> and <not <((у) - (Scroll Y)) < [-180]>>> and <not <[180] < ((у) - (Scroll Y))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [975]\nset [х v] to [-400]\n\nwhen flag clicked\nforever\n go to x: ((х) - (Scroll X)) y: ((у) - (Scroll Y))\nend\n\n@Спрайт 43\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (Scroll X)) < [-288]>> and <not <[289] < ((х) - (Scroll X))>>> and <not <((у) - (Scroll Y)) < [-224]>>> and <not <[180] < ((у) - (Scroll Y))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [1060]\nset [х v] to [-600]\n\nwhen flag clicked\nforever\n go to x: ((х) - (Scroll X)) y: ((у) - (Scroll Y))\nend\n\nwhen flag clicked\nforever\n replace item (1) of [top 1 v] with (☁ 1 место)\n wait (1) seconds\nend\n\n@Спрайт 44\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (Scroll X)) < [-288]>> and <not <[289] < ((х) - (Scroll X))>>> and <not <((у) - (Scroll Y)) < [-224]>>> and <not <[180] < ((у) - (Scroll Y))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [950]\nset [х v] to [-700]\n\nwhen flag clicked\nforever\n go to x: ((х) - (Scroll X)) y: ((у) - (Scroll Y))\nend\n\n@Спрайт 45\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (Scroll X)) < [-288]>> and <not <[289] < ((х) - (Scroll X))>>> and <not <((у) - (Scroll Y)) < [-240]>>> and <not <[180] < ((у) - (Scroll Y))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [950]\nset [х v] to [-925]\n\nwhen flag clicked\nforever\n go to x: ((х) - (Scroll X)) y: ((у) - (Scroll Y))\nend\n\nwhen flag clicked\nforever\n turn right (5) degrees\nend\n\n@Спрайт 46\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (Scroll X)) < [-288]>> and <not <[289] < ((х) - (Scroll X))>>> and <not <((у) - (Scroll Y)) < [-180]>>> and <not <[180] < ((у) - (Scroll Y))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [950]\nset [х v] to [-800]\n\nwhen flag clicked\nforever\n go to x: ((х) - (Scroll X)) y: ((у) - (Scroll Y))\nend\n\n@Спрайт 47\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (Scroll X)) < [-288]>> and <not <[289] < ((х) - (Scroll X))>>> and <not <((у) - (Scroll Y)) < [-180]>>> and <not <[180] < ((у) - (Scroll Y))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [1000]\nset [х v] to [-1000]\n\nwhen flag clicked\nforever\n go to x: ((х) - (Scroll X)) y: ((у) - (Scroll Y))\nend\n\n@Спрайт 48\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (Scroll X)) < [-288]>> and <not <[289] < ((х) - (Scroll X))>>> and <not <((у) - (Scroll Y)) < [-224]>>> and <not <[180] < ((у) - (Scroll Y))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [1145]\nset [х v] to [-900]\n\nwhen flag clicked\nforever\n go to x: ((х) - (Scroll X)) y: ((у) - (Scroll Y))\nend\n\n@Спрайт 49\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (Scroll X)) < [-288]>> and <not <[289] < ((х) - (Scroll X))>>> and <not <((у) - (Scroll Y)) < [-224]>>> and <not <[180] < ((у) - (Scroll Y))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [1225]\nset [х v] to [-700]\n\nwhen flag clicked\nforever\n go to x: ((х) - (Scroll X)) y: ((у) - (Scroll Y))\nend\n\nwhen flag clicked\nforever\n replace item (1) of [top 1 v] with (☁ 1 место)\n wait (1) seconds\nend\n\n@Соединение\n\nwhen flag clicked\ngo to x: (0) y: (140)\nhide\n\nwhen I receive [connecting v]\nswitch costume to (connecting v)\ngo to [front v] layer\nshow\n\nwhen I receive [full v]\nswitch costume to (full v)\ngo to [front v] layer\nshow\nwait (2) seconds\nhide\n\nwhen I receive [joined v]\nswitch costume to (connected! v)\ngo to [front v] layer\nshow\nwait (2) seconds\nhide\n\nforever\n set [my player # v] to [0]\nend\n\n@Подсказка\n\nwhen flag clicked\nhide\nswitch costume to (костюм 2 v)\nwait (pick random (8) to (12)) seconds\ngo to x: (356) y: (105)\nclear graphic effects\ngo to [front v] layer\nshow\nrepeat until <(round (x position)) = [105]>\n change x by (((105) - (x position)) / (5))\nend\nwait (3) seconds\nset [ghost v] effect to (20)\nwait (3) seconds\nrepeat until <(round (x position)) = [355]>\n change x by (((355) - (x position)) / (10))\n change [ghost v] effect by (((355) - (x position)) / (30))\nend\nhide\n\n@Blank\n\nwhen flag clicked\ndelete all of [best v]\nadd [] to [best v]\nforever\n replace item (1) of [best v] with (☁ Top 1)\nend\n\n
✅Scrolling✅\n✅Checkpoints✅\n✅Cloud Multiplayer✅\n⚠️Max 4 players⚠️\n- Управление стрелками.\n- Нажмите на клавишу [N] чтобы скрыть/показать имена.\n- Дойти до платформы с надписью you win заминимальное время.\n- Играйте на маленьком экране.\n- Arrow keys to move.\n- Press the [N] key to hide/show names.\n- Get to the platform with the text "you win" in the shortest possible time.\n- Playing on a small screen.
引力反転!platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\nwait (0.5) seconds\nforever\n play sound [enets555さんから v] until done\nend\n\n@主人公\n\nwhen flag clicked\nhide\n\ndefine リセット\npoint in direction (90)\nset [重力反転 v] to [1]\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-210) y: (-13)\nhide variable [y v]\nhide variable [x v]\nshow\nset size to (80) %\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\nforever\n\ndefine おk?\nif <<key (space v) pressed?> or <<key (q v) pressed?> or >> then\n 効果\n set [y v] to [0]\n set [重力反転 v] to ((重力反転) * (-1))\n next costume\n wait until <not <<key (space v) pressed?> or <<key (q v) pressed?> or >>>\nend\n\ndefine 効果\nset [brightness v] effect to (30)\nrepeat (6)\n change [brightness v] effect by (-5)\nend\nset [brightness v] effect to (0)\n\nwhen I start as a clone\ngo to [back v] layer\nset size to (80) %\nset [ghost v] effect to (25)\nrepeat (10)\n change size by (-5)\nend\ndelete this clone\n\nwhen I receive [start v]\nリセット\nforever\n if <<<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> or <key (d v) pressed?>> then\n point in direction ((90) * (重力反転))\n change [x v] by (0.8)\n end\n if <<<<mouse down?> and <(mouse x) < (x position)>> or <key (left arrow v) pressed?>> or <key (a v) pressed?>> then\n point in direction ((-90) * (重力反転))\n change [x v] by (-0.8)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#00ff08)?> or <touching color (#9c0008)?>> then\n change y by (重力反転)\n if <<touching color (#00ff08)?> or <touching color (#9c0008)?>> then\n change y by (重力反転)\n if <<touching color (#00ff08)?> or <touching color (#9c0008)?>> then\n change y by (重力反転)\n if <<touching color (#00ff08)?> or <touching color (#9c0008)?>> then\n change y by (重力反転)\n if <<touching color (#00ff08)?> or <touching color (#9c0008)?>> then\n change y by (重力反転)\n if <<touching color (#00ff08)?> or <touching color (#9c0008)?>> then\n change x by ((x) * (-1))\n change y by ((-5) * (重力反転))\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <[0] > (x)> then\n set [x v] to [7]\n else\n set [x v] to [-7]\n end\n set [y v] to ((重力反転) * (12))\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 ((重力反転) * (-1))\n change y by (y)\n if <<touching color (#00ff08)?> or <touching color (#9c0008)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <touching color (#828282)?> then\n リセット\n end\nend\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [start v]\nforever\n if <(重力反転) = [1]> then\n if <<(y position) < ((-160) * (重力反転))> and <touching (_edge_ v)?>> then\n リセット\n end\n else\n if <<((-160) * (重力反転)) < (y position)> and <touching (_edge_ v)?>> then\n リセット\n end\n end\n change y by ((重力反転) * (-1))\n if <<touching color (#00ff08)?> or <<touching color (#9c0008)?> or <<<touching color (#45b4ff)?> or <touching color (#7fadd0)?>> or <touching color (#c46c80)?>>>> then\n broadcast (おおう v)\n おk?\n if <<<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<touching color (#00ff08)?> or <touching color (#9c0008)?>>> then\n set [y v] to ((15) * (重力反転))\n end\n end\n change y by (重力反転)\nend\n\nwhen I receive [start v]\nforever\n if <<<touching (_edge_ v)?> and <[235] < (x position)>> and <[15] > (背景)>> then\n リセット\n broadcast (次のステージ v)\n end\nend\n\nwhen I receive [えへ v]\nnext costume\n効果\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nwhen I receive [次のステージ v]\nchange [背景 v] by (1)\nnext costume\n\nwhen I receive [start v]\nset [背景 v] to [1]\ngo to x: (0) y: (28)\nswitch costume to (コスチューム2 v)\nshow\n\n@スプライト3\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to [front v] layer\nset [ghost v] effect to (50)\ngo to x: (175) y: (28)\nforever\n if <<([costume # v] of [スプライト1 v]) = [13]> or > then\n switch costume to (コスチューム1 v)\n show\n else\n if <([costume # v] of [スプライト1 v]) = [14]> then\n switch costume to (コスチューム2 v)\n show\n else\n hide\n end\n end\nend\n\n@スプライト2\n\nwhen flag clicked\nhide variable [おおおお v]\nset size to (100) %\ngo to x: (0) y: (345)\nshow\nset [おおおお v] to [-34.7]\nrepeat (50)\n change y by (おおおお)\n set [おおおお v] to ((おおおお) * (0.9))\nend\nwait (1) seconds\nbroadcast (start v)\nhide\n\nset size to (60) %\n\n@スプライト4\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (-205) y: (-147)\nshow\ngo to [front v] layer\n\nwhen I receive [おおう v]\nif <<touching (mouse-pointer v)?> and <mouse down?>> then\n next costume\n broadcast (えへ v)\n set [重力反転 v] to ((重力反転) * (-1))\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\nend\n\n@スプライト5\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\nshow\n\n
【AWD or ←↑→or tap】⇒移動 Move\n【q or g or space or ↓tap】⇒????
Platformer
@Stage\n\n@Sprite1\n\nwhen flag clicked\nshow\nset [level v] to [1]\nbroadcast (Start level v)\n\nwhen I receive [start level v]\nset [jumping v] to [false]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n change [y velocity v] by (-1)\n if <key (left arrow v) pressed?> then\n if <(X Velocity) > [-10]> then\n change [x velocity v] by (-2)\n end\n if <(costume [number v]) = [1]> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\n end\n if <key (right arrow v) pressed?> then\n if <(X Velocity) < [10]> then\n change [x velocity v] by (2)\n end\n if <(costume [number v]) = [3]> then\n switch costume to (4 v)\n else\n switch costume to (3 v)\n end\n end\n if <(X Velocity) < [0]> then\n change [x velocity v] by (1)\n end\n if <(X Velocity) > [0]> then\n change [x velocity v] by (-1)\n end\n change x by (X Velocity)\n Move Verticle\n Move Horizontally\n if <touching color (#000000)?> then\n broadcast (Next Level v)\n end\n if <<(y position) < [-179]> or <touching color (#ff0000)?>> then\n broadcast (Start level v)\n end\nend\n\ndefine Move Verticle\nchange y by (Y Velocity)\nif <touching color (#00ff5f)?> then\n if <(Y Velocity) > [0]> then\n repeat until <not <touching color (#00ff5f)?>>\n change y by (-1)\n end\n else\n repeat until <not <touching color (#00ff5f)?>>\n change y by (1)\n end\n set [jumping v] to [false]\n end\n set [y velocity v] to [0]\nend\n\ndefine Move Horizontally\nif <touching color (#00ff5f)?> then\n if <(X Velocity) > [0]> then\n repeat until <not <touching color (#00ff5f)?>>\n change x by (-2)\n end\n else\n repeat until <not <touching color (#00ff5f)?>>\n change x by (2)\n end\n end\n set [x velocity v] to [0]\nend\n\nwhen [up arrow v] key pressed\nif <(Jumping) = [false]> then\n set [y velocity v] to [15]\n set [jumping v] to [true]\nend\n\nwhen I receive [start level v]\nif <(Level) = [1]> then\n go to x: (-163) y: (-115)\n switch backdrop to (backdrop1 v)\nend\nif <(Level) = [2]> then\n go to x: (155) y: (-113)\n switch backdrop to (backdrop2 v)\nend\nif <(Level) = [3]> then\n go to x: (-196) y: (152)\n switch backdrop to (backdrop3 v)\nend\nif <(Level) = [4]> then\n go to x: (-181) y: (150)\n switch backdrop to (backdrop4 v)\nend\nif <(Level) = [5]> then\n go to x: (-188) y: (145)\n switch backdrop to (backdrop5 v)\nend\nif <(Level) = [6]> then\n go to x: (-208) y: (-139)\n switch backdrop to (backdrop6 v)\nend\nif <(Level) = [7]> then\n go to x: (-213) y: (-143)\n switch backdrop to (backdrop7 v)\nend\nif <(Level) = [8]> then\n go to x: (-206) y: (-140)\n switch backdrop to (backdrop8 v)\nend\nif <(Level) = [9]> then\n hide\n switch backdrop to (end v)\n wait (0.1) seconds\n stop [all v]\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\nstop [other scripts in sprite v]\nbroadcast (Start level v)\n\nwhen [s v] key pressed\nbroadcast (Next Level v)\n\nwhen [r v] key pressed\nbroadcast (Start level v)\n\nwhen I receive [start level v]\nforever\n change [color v] effect by (25)\nend\n\nwhen I receive [start level v]\nplay sound [Kalimba v] until done\nchange [pan left/right v] effect by (10)\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [start level v]\nstop [other scripts in sprite v]\nif <(Level) = [3]> then\n show\nelse\n hide\nend\nMove\n\ndefine Move\ngo to x: (26) y: (-186)\nforever\n glide (1) secs to x: (10) y: (36)\n glide (1) secs to x: (26) y: (-186)\nend\n\n
Arrow Keys to move,\nAvoid spikes and lava,\n\nS AND R TO SKIP AND RESTART\n
blobs quest puzzle platformer [APT entry] #games # all #spazestudios
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [next level v]\nnext backdrop\n\n@assets\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\n@level\n\nwhen flag clicked\nswitch costume to (dot v)\nswitch costume to (dot v)\nset size to (101) %\nswitch costume to (level 1 v)\nhide\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (-1)\n\nwhen I receive [next level v]\nnext costume\n\n@blocker\n\nwhen flag clicked\nswitch costume to (lvl 1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\ngo to [back v] layer\nbroadcast (start v)\n\ndefine open (speed)\nset [my timer v] to [0]\nrepeat ((speed) * (20))\n change [my timer v] by (speed)\n change y by (speed)\nend\nhide\n\nwhen I receive [open v]\nopen [3]\n\nwhen I receive [next level v]\nstop [other scripts in sprite v]\nshow\nbroadcast (start v)\ngo to x: (0) y: (0)\nshow\nnext costume\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\n\n@button\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\nhide\nforever\n go [backward v] (1) layers\nend\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nforever\n point in direction (90)\n switch costume to (not v)\n show\n if <touching (player v)?> then\n switch costume to (pushed v)\n end\n if <(Level) = [2]> then\n go to x: (51) y: (-33)\n end\n if <(Level) = [3]> then\n go to x: (-51) y: (-86)\n end\n if <(Level) = [4]> then\n go to x: (129) y: (-91)\n end\n if <(Level) = [5]> then\n go to x: (-76) y: (66)\n point in direction (-90)\n end\n if <(Level) = [1]> then\n go to x: (-118) y: (45)\n end\n if <(Level) = [6]> then\n go to x: (-76) y: (66)\n point in direction (-90)\n end\n if <(Level) = [7]> then\n go to x: (160) y: (-18)\n end\n if <(Level) = [8]> then\n go to x: (-108) y: (-76)\n end\n if <(Level) = [9]> then\n hide\n go to x: (1000) y: (3333)\n end\n if <(Level) = [10]> then\n go to x: (-114) y: (-75)\n show\n end\n if <(Level) = [11]> then\n broadcast (game done v)\n end\nend\n\nhide\n\nwhen I receive [start v]\nforever\n switch costume to (not v)\n if <touching (player v)?> then\n switch costume to (pushed v)\n broadcast (open v)\n stop [this script v]\n end\nend\n\n@player\n\nwhen flag clicked\nswitch costume to (center v)\nforever\n set [direction v] to (direction)\nend\n\nwhen I receive [next level v]\nreset\nReset player variables\n\ndefine Spin off screen\nset [player death v] to [1]\nset [player death v] to [0]\n\ndefine reset\nset [player death v] to [0]\nclear graphic effects\nset size to (100) %\nshow\ngo to x: (-200) y: (0)\npoint in direction (90)\nbroadcast (start v)\nReset player variables\n\nwhen flag clicked\nforever\n if <(x position) = [245]> then\n broadcast (NEXT LEVEL v)\n start sound [Coin v]\n change [level v] by (1)\n end\n if <key (s v) pressed?> then\n broadcast (NEXT LEVEL v)\n change [level v] by (1)\n wait (1) seconds\n end\nend\n\ndefine Reset player variables\nset [water health v] to [10]\nset [player death v] to [0]\nset [x v v] to [0]\nset [y v v] to [0]\n\nwhen flag clicked\nswitch costume to (center v)\nforever\n go to [back v] layer\n go [forward v] (2) layers\nend\n\nwhen flag clicked\nreset\nset [level v] to [1]\nforever\n set [x v] to (x position)\n set [y v] to (y position)\n switch costume to (center v)\n set rotation style [left-right v]\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > ((x position) + (5))>>>> then\n point in direction (90)\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) + (-5))>>>> then\n point in direction (-90)\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)?> or <<touching (blocker v)?> or <(box) = [1]>>> then\n change y by (1)\n if <<touching (level v)?> or <<touching (blocker v)?> or <(box) = [1]>>> then\n change y by (1)\n if <<touching (level v)?> or <<touching (blocker v)?> or <(box) = [1]>>> then\n change y by (1)\n if <<touching (level v)?> or <<touching (blocker v)?> or <(box) = [1]>>> then\n change y by (1)\n if <<touching (level v)?> or <<touching (blocker v)?> or <(box) = [1]>>> then\n change y by (1)\n if <<touching (level v)?> or <<touching (blocker v)?> or <<touching (box v)?> and <(box) = [1]>>>> 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)?> or <<touching (box v)?> or <touching (blocker 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)?> or <<touching (box v)?> or <touching (blocker 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 (boss v)?> or <touching (spikes v)?>> then\n if <touching (boss v)?> then\n broadcast (game over v)\n stop [this script v]\n end\n Spin off screen\n reset\n end\n if <(y position) < [-176]> then\n Spin off screen\n reset\n end\n if <touching (water v)?> then\n set [y v v] to [-.4]\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n change [y v v] by (7)\n end\n end\nend\n\nwhen I receive [next level v]\nbroadcast (start v)\n\nwhen [r v] key pressed\nbroadcast (start v)\nreset\n\nwhen flag clicked\nforever\n if <touching (water v)?> then\n change [water health v] by (1)\n wait (1) seconds\n else\n set [water health v] to [10]\n end\n if <(water health) = [22]> then\n reset\n end\nend\n\nchange y by (1)\n\nwhen I receive [grapel v]\nglide (1) secs to x: (grapelx) y: (grapel y)\n\nwhen I receive [game over v]\nforever\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (you lose v)\n go to [front v] layer\nend\n\nwhen I receive [reset v]\nbroadcast (start v)\nreset\n\nwhen I receive [game done v]\ngo to x: (0) y: (0)\nswitch costume to (game complete v)\ngo to [front v] layer\npoint in direction (90)\nforever\n go to x: (0) y: (0)\n switch costume to (game complete v)\n go to [front v] layer\n point in direction (90)\nend\n\nwhen I receive [game done v]\nstop all sounds\nstop all sounds\n\nwhen I receive [game done v]\nforever\n switch costume to (game complete v)\n go to [front v] layer\n point in direction (90)\nend\n\nwhen I receive [game over v]\nswitch costume to (you lose v)\nstop all sounds\nplay sound [Lose v] until done\ngo to x: (0) y: (0)\n\ndefine __ <boolean> <boolean>\n\n__ <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < ((x position) + (-5))>>>> <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > ((x position) + (5))>>>>\n\n@spikes\n\nwhen flag clicked\nswitch costume to (dot v)\nswitch costume to (dot v)\nset size to (101) %\nswitch costume to (level 1 v)\nhide\nforever\n go to [back v] layer\nend\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (-1)\n\nwhen I receive [next level v]\nnext costume\n\n@water\n\nwhen flag clicked\ngo to x: (36) y: (28)\ngo to [back v] layer\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start v]\nshow\n\n@TB\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nplay sound [Vexento - Pixel Party v] until done\n\nwhen flag clicked\nhide\nforever\n play sound [Vexento - Pixel Party v] until done\nend\n\n@box\n\nwhen flag clicked\nswitch costume to (1231002442552581451167301067485666748566446050101001732023213239415041003118031131821618131424126231221631240316313311903171131815317917317612212024123524703142143143133124021202162332201821915248026023731180324114311803124029613317002910248031180315131563155323131613420100124311067485660032003128103272280027902780241027002710280027902780277027602750274024102250226022702280237023602350234024101512103163013101928000152800021123701013241010015010122410019103151013150101715028002411310122800241151015241023701013241010015014010002111031520121016241010027002710280024101002410280024101021023701013241141000010180131031510121501013241010024101013280024113280024101021023701018001019013103145241151000015000101827002710280024102800241010217013102100131031441415241121018001000122710280027902410102130171021101610313924102670268026902700271015010160121015002800100241010217013102120161031322370101524101015241121016012101424102800103172237000102102410012101501210122800279027802770101200103166237023602350234010160121013013101728002790278010142411201210316223702360235010170191014001002800279027801015017103159237023601021001910023702360241028002790101601810315823702360102110141000152370001002800101601410001310315823702360102200122370100241028001015013103163237023601022001323702410280027901014013103164237010219014100237010028001014013103165237010218014100237023601015013103166237010217013101223702360101501310316023701016237010217012101223602350101224101012013103161237010162370102160121012241010160131031622370101523712102140151016014103163237010152371210213014101324112101201410316423701015237121018017101624101031702370101423702360237010170171017001031702370101423701002370101801410180141031303270121023622502260227022802370236010023701022001610312432701610236014237010122370102230141031243270151013327001023200101323701022501324112103124327014212010143270121023000101323701022501324100010312232701610143270010232001013237010211012241010210017103122327014101532701210231001013237010190142410101901410120121031233270010163270141023000100001002370102100132410001017015101301210312332700101632700102320131002370102100132410101701310160131031213270010153270121023301310023701021102121018013103125327012102330131012237010211021310170131031580141013237010220015101701410315501410142370102230131017015103148017100001022901410170151031450171012001015241131022101524100181031460131012001023502111000010314601210242012103155012102112410102300121031540010212241010230013102632410102880121021224101023101410261241010022802370236023501028201310212241010232014102590142370012102800121021524101023432440012102570152370001029824101023501310256013101223701029924101023601310260237010298241121023701310259237010298241010239324400121025823701029824101024001410315524101024101410315424101024232440013103198013102502410103147013102492410103148013102482410103149015102452410103148016103193018103143241122580100001018001023000101401810313318010259018103132180102143181010248001013130100131210013010180013010273001012001023918010267257010024802470002570101917000102530121022600101600102261801026725601003245021201002560102110010254013101200101501310217012102271801026724116102120010215001029718123100021001028900101400103100190310001903100019122100103192180310012191231000190311501031911801912310001912310001902100103189210019133100121902101210319121001913310001912103194210019123100019021001031952101410510775330132114599922721337867972708079013673708485326927831092303112010224512895131010135130962271025813101231941325902431228918100100170215123164031311431311731421910032721232181924126413213316312100100317612311026510010010340231391551278810101451300010101351317410101351235910101551351510103100482411010310346638101005126321010310348225101031015100301010310147840101010124259967483680123200312810423971412103198141210319814121034942370236023502340103193237022802370236010319623701002370103196237023601002370102332710280027902410102162411227102800279027802770276027501022627902780277027602750103103237010122370102152411223702410102152800241010213141624102800103139237010122370102152370236023501021628001002411210211266026702680269027002710280027901031382370236010122370102142370236010218280024101401002410103155237023601021823701021928001002411210315523702360102182370236010219280024101401031552370236010218237023601022027102800279024101031532370236010219237010317723702360102153270141002370102910121028323702360102143270161002370102172270228023701027101210281237023602350102133270171012237010219226022702280237010268012102782370236023502340102143270141012212010226226022702280102660121027823601021732701410163270010291012102983270010163270141028901210297327012101732701210290003270010310132700101432701210290012102993270171029232701210310032701510293327001043461132141031851324910313613211101213010013131001312100131510013010121319100130100131210013010013230103113238121016131710013121001301015130101313010013141018131210121312100130100131210151301001315100131210141301001321210311013132381213191001312102291312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v)\n\nwhen I receive [start v]\nshow\ngo to x: (12) y: (.2)\nforever\n if <<touching (player v)?> and <not <<touching (level v)?> or <<touching (_edge_ v)?> or <touching (spikes v)?>>>>> then\n change x by (X v)\n end\n if <<touching (level v)?> or <<touching (_edge_ v)?> or <touching (spikes v)?>>> then\n set [box v] to [1]\n change x by (-.1)\n end\n if <not <<touching (level v)?> or <<touching (_edge_ v)?> or <touching (spikes v)?>>>> then\n set [box v] to [0]\n end\n if on edge, bounce\nend\n\nwhen I receive [next level v]\nnext costume\n\n@coins\n\n@boss\n\nwhen flag clicked\nset [speach v] to []\nhide\nset rotation style [left-right v]\npoint in direction (-90)\nforever\n wait (1) seconds\n if <(Level) = [9]> then\n broadcast (boss battle v)\n stop [this script v]\n end\nend\n\ndefine say ()\nset [speach v] to []\nrepeat until <(#) = [1]>\n set [# v] to [1]\n set [# v] to [1]\nend\nrepeat (length of ())\n set [speach v] to (join (speach) (letter (#) of ()))\n say (speach)\n change [# v] by (1)\nend\nset [speach v] to []\n\nwhen I receive [boss battle v]\nif <(Level) = [9]> then\n set [clone ded v] to [0]\n point in direction (90)\n set [? v] to [0]\n switch costume to (center v)\n go to x: (81) y: (-72)\n show\n say [ you have made it far but you will not beat me ]\n wait (.2) seconds\n say [heheheh]\n repeat (10)\n create clone of (_myself_ v)\n wait (.5) seconds\n end\n wait (.5) seconds\n say [what h-how did you beat me...]\n wait (.3) seconds\n say [grrrrrr]\n set [? v] to [1]\n repeat (10)\n create clone of (_myself_ v)\n wait (.2) seconds\n end\n wait (.5) seconds\n say [what???!!! NOOOO NO!!!!!!!!!!!!!!!!!!!!!!]\n hide\n broadcast (NEXT LEVEL v)\n change [level v] by (1)\nelse\n stop [this script v]\nend\n\nwhen I start as a clone\nswitch costume to (center2 v)\nrepeat until <<<touching (_edge_ v)?> or <touching (player v)?>> or <(clone ded) = [1]>>\n if <(clone ded) = [1]> then\n delete this clone\n end\n if <(?) = [0]> then\n change x by (-10)\n else\n if <(?) = [1]> then\n change x by (-10)\n set rotation style [all around v]\n end\n end\nend\nwait (0.001) seconds\ndelete this clone\n\nwhen flag clicked\nforever\n if <not <(Level) = [9]>> then\n hide\n set [clone ded v] to [1]\n end\nend\n\n@skip\n\nwhen flag clicked\ngo to x: (-196) y: (143)\nforever\n set rotation style [all around v]\n point in direction ((([sin v] of ((timer) * (200)) ) * (5)) + (90))\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (NEXT LEVEL v)\n change [level v] by (1)\n wait (.5) seconds\n end\nend\n\n@reset\n\nwhen flag clicked\ngo to x: (-130) y: (143)\nforever\n set rotation style [all around v]\n point in direction ((([sin v] of ((timer) * (200)) ) * (5)) + (90))\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (reset v)\n wait (.5) seconds\n end\nend\n\n
PART 2 https://scratch.mit.edu/projects/423562562/\n\nreshared.\n\nthis project started one month ago as a normal platformer. but this platformer was different my goal was to create a non generic and entertaining puzzle platformer. I think you will see that this is exactly what I made =)\n\n#14th on trending #all thanks so much :D\nTOP LOVED YAY :D\nTOP REMIXED THE NEXT DAY WHAAA :0\n\nFULL SCREEN HIGHLY recommended\narrows wad or mobile to move\n\nthis took a very long time and has almost 1000 blocks \n\n\nWARNING:\nyou may get stuck in the box if this happens press r or the reset button to restart (Sorry for the inconvenience)
Bunny a platformer 3
@Stage\n\nwhen flag clicked\nchange [☁ veiwers v] by (1)\nhide variable [☁ veiwers v]\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch backdrop to (level)\nend\n\n@Welcome\n\n@stuff\n\nwhen flag clicked\nhide\n\nwhen I receive [done intro v]\n\n play sound [Lofi HipHop 5min chill v] until done\nend\n\n@intro\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nswitch costume to (costume1 v)\nrepeat until <(costume [number v]) = [65]>\n wait (0.01) seconds\n next costume\nend\nbroadcast (Done intro v)\nhide\n\nwhen this sprite clicked\nbroadcast (done intro v)\nstop all sounds\n\nwhen flag clicked\nplay sound [Short intro music v] until done\nplay sound [Bite v] until done\n\nwhen I receive [done intro v]\nhide\n\n@bunny\n\nwhen flag clicked\nshow\ngo to [back v] layer\n\ndefine Platformer engine\nchange [y v] by (-0.5)\nif <key (left arrow v) pressed?> then\n switch costume to (right v)\n change [x v] by (-0.8)\nend\nif <key (right arrow v) pressed?> then\n switch costume to (left v)\n change [x v] by (0.8)\nend\nset [x v] to ((X) * (0.9))\nchange x by (X)\nif <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (-6)\n change x by ((X) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [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 (#ffffff)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<touching color (#ffffff)?> and <key (up arrow v) pressed?>> then\n set [y v] to [10]\nend\nchange y by (0.5)\nif <(x position) > [179]> then\n change [level v] by (1)\n go to x: (X spawn) y: (Y spawn)\nend\nif <touching color (#fdffd1)?> then\n set [y v] to [15]\nend\nif <touching color (#ffd1d9)?> then\n go to x: (X spawn) y: (Y spawn)\nend\nif <touching color (#aaffbb)?> then\n set [x v] to [0]\n if <key (up arrow v) pressed?> then\n set [y v] to [1]\n end\nend\nif <<touching color (#0063ff)?> and <key (right arrow v) pressed?>> then\n set [x v] to [11]\nend\nif <touching color (#000000)?> then\n set [x v] to [5]\n if <key (up arrow v) pressed?> then\n set [y v] to [1]\n end\nend\n\nwhen I receive [done intro v]\nshow\npoint in direction (90)\nset [x spawn v] to [-110]\nset [y spawn v] to [-26]\ngo to x: (X spawn) y: (Y spawn)\nshow\nset size to (70) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n Platformer engine\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\n
Toy Story: the Platformer
@Stage\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\nset volume to (100) %\nforever\n play sound [Toy Story - You've got a friend in me - Randy Newman v] until done\nend\n\nstop all sounds\n\nstop [other scripts in sprite v]\n\nwhen flag clicked\ngo to x: (0) y: (270)\nswitch costume to (toy_story v)\nset size to (85) %\ncreate clone of (_myself_ v)\nhide\nwait (0.6) seconds\nshow\nSmooth Glide x: (0) y: (75) speed: (8)\n\nwhen I start as a clone\ngo to x: (0) y: (-180)\nswitch costume to (play v)\nset size to (100) %\nhide\nwait (1.1) seconds\nshow\nSmooth Glide x: (0) y: (-90) speed: (8)\nwait until <<mouse down?> and <touching (mouse-pointer v)?>>\nSmooth Glide x: (0) y: (-200) speed: (4)\nbroadcast (start v)\ndelete this clone\n\nwhen I receive [start v]\nwait (0.1) seconds\nSmooth Glide x: (0) y: (275) speed: (2.5)\nhide\nrepeat (25)\n change volume by (-4)\nend\nstop [other scripts in sprite v]\nstop [this script v]\n\nset size to (100) %\n\n@platform\n\ndefine set size to (dimensions)\nswitch costume to (0 v)\nset size to (dimensions) %\nnext costume\n\nwhen flag clicked\nset [xpos v] to [275]\nset [debug y? v] to [false]\nset [platform ypos v] to [-100]\ngo to x: (xpos) y: ((platform ypos) - (3))\nset size to [600]\nhide\nforever\n if <(y position) > [200]> then\n go to x: (xpos) y: ((platform ypos) - (-50))\n end\nend\n\nwhen I receive [start v]\nshow\nset [speed v] to [1.8]\nforever\n if <key (left arrow v) pressed?> then\n change [velocityx v] by (Speed)\n end\n if <key (right arrow v) pressed?> then\n change [velocityx v] by (() - (Speed))\n end\n change x by (VelocityX)\n set [velocityx v] to ((VelocityX) * (0.8))\nend\n\ndefine debug ypos\nrepeat until <not <touching (toy v)?>>\n change y by (-1)\nend\n\ndefine jump\nif <key (up arrow v) pressed?> then\n repeat until <not <touching (toy v)?>>\n change y by (-2)\n end\n set [jumping? v] to [true]\n set [jump v] to (() - (jump power))\n repeat (jump power)\n change [jump v] by (jump speed)\n change y by (jump)\n end\n set [jumping? v] to [false]\n if <key (up arrow v) pressed?> then\n fall\n end\nend\n\nwhen I receive [start v]\nset [jump v] to [0]\nset [jump speed v] to [1]\nset [jump power v] to [12]\nshow\n\nwhen flag clicked\nset [jumping? v] to [false]\n\nwhen I receive [start v]\nforever\n if <<key (up arrow v) pressed?> and <(falling?) = <[0] = [1]>>> then\n debug ypos\n end\nend\n\nwhen I receive [start v]\nforever\n if <key (up arrow v) pressed?> then\n if <(falling?) = <[0] = [1]>> then\n jump\n end\n end\nend\n\ndefine debug ypos 3\nrepeat until <not <touching (toy v)?>>\n change y by (1)\nend\n\nwhen I receive [start v]\nforever\n if <<(jumping?) = <[0] = [1]>> and <not <key (up arrow v) pressed?>>> then\n set [jump v] to [0]\n fall\n end\nend\n\ndefine fall\nset [falling? v] to [true]\nrepeat until <touching (toy v)?>\n change [jump v] by (() - (jump speed))\n change y by (() - (jump))\nend\nset [falling? v] to [false]\ndebug ypos\n\nset [color v] effect to (0)\n\nwhen I receive [start v]\nwait (1) seconds\nset volume to (100) %\nforever\n play sound [Go See Lotso v] until done\nend\n\ndebug ypos\n\ndebug ypos 3\n\ndefine debug ypos 2\n\nif <touching (toy v)?> then\n repeat until <not <touching (toy v)?>>\n change y by (1)\n end\nend\n\nchange y by (-1)\n\n@toy\n\nwhen flag clicked\npoint in direction (90)\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: ((platform ypos) + (40))\nset rotation style [left-right v]\nset [brightness v] effect to (10)\ngo to [front v] layer\nset size to (85) %\nshow\nforever\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n next costume\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n next costume\n end\n if <not <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>> then\n switch costume to (costume3 v)\n end\nend\n\ndefine next costume\nif <key (up arrow v) pressed?> then\n next costume\n wait (0.15) seconds\nelse\n next costume\n wait (0.02) seconds\nend\n\nnext costume\n\nif <(costume [number v]) = [1]> then\n next costume\nend\n\n\n\nset size to (100) %\npoint in direction (90)\nset rotation style [all around v]\nrepeat (10)\n turn right (1) degrees\n change size by (-1)\n move (-0.5) steps\nend\n\nforever\nend\n\nwhen flag clicked\nwait until <touching color (#9966ff)?>\nbroadcast (end v)\n\n@room\n\nwhen I start as a clone\n\ncreate clone of (_myself_ v)\n\nrepeat (10)\n\nwhen flag clicked\nhide\ngo to [back v] layer\nset [sensitivity v] to [7]\nset size to [400]\n\nwhen I receive [start v]\nset [brightness v] effect to (-10)\nshow\nforever\n glide (0.1) secs to x: (round (([x position v] of [platform v]) / (sensitivity))) y: (round (([y position v] of [platform v]) / (sensitivity)))\nend\n\ndefine set size to (dimensions)\nswitch costume to (0 v)\nset size to (dimensions) %\nnext costume\n\n@Sprite1\n\nwhen I receive [end v]\nshow\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\n
1. Arrow keys to move.\n\n2. Find the purple exit.\n\n3. Enjoy!
bookdog17 On YouTube - A platformer / Mini game
@Stage\n\n@Sprite\n\n@Sprite1\n\nwhen flag clicked\nshow variable [time v]\nforever\n wait (1) seconds\n change [time v] by (1.0)\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset rotation style [left-right v]\nshow\nset volume to (100) %\nswitch costume to (costume1 v)\ngo to x: (-196) y: (-81)\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#00d820)?> or <touching color (#ff0000)?>> then\n change y by (1)\n end\n if <<touching color (#00d820)?> or <touching color (#ff0000)?>> then\n change y by (1)\n end\n if <<touching color (#00d820)?> or <touching color (#ff0000)?>> then\n change y by (1)\n end\n if <<touching color (#00d820)?> or <touching color (#ff0000)?>> then\n change y by (1)\n end\n if <<touching color (#00d820)?> or <touching color (#ff0000)?>> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <<touching color (#00d820)?> or <touching color (#ff0000)?>> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <<touching color (#00d820)?> or <touching color (#ff0000)?>>> then\n set [y v] to [15]\n end\n change y by (1)\n if <(x position) > [222]> then\n switch backdrop to (next backdrop v)\n go to x: (-196) y: (-81)\n end\n if <(y position) < [-180]> then\n go to x: (-196) y: (-81)\n end\n if <touching color (#ffe600)?> then\n broadcast (coin v)\n end\nend\n\nwhen I receive [skip v]\nnext backdrop\ngo to x: (-196) y: (-81)\n\nwhen I receive [message1 v]\ngo to x: (-196) y: (-81)\n\nwhen [s v] key pressed\nnext backdrop\ngo to x: (-196) y: (-81)\n\nwhen [r v] key pressed\ngo to x: (-196) y: (-81)\n\nwhen flag clicked\nset [time v] to [0]\n\nwhen flag clicked\nforever\n play sound [Vexento - Pixel Party v] until done\nend\n\nstop [all v]\n\n@Sprite2\n\nwhen flag clicked\nforever\n wait (.9) seconds\n go to (random position v)\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [coin v]\nshow\nstop [all v]\n\n@thumb\n\nwhen flag clicked\nhide\n\nhide variable [time v]\nshow\ngo to [front v] layer\ngo to x: (11) y: (-28)\n\n
Make sure to subscribe!\n\nhttps://www.youtube.com/channel/UC3FJx1sdBUjLCU1YY9gi0CQ?view\n\n\n\nthanks to @Plant2 for the subscribe button and background \n\nthanks to @quaxx for the coin!\n\nrest by @bookdog17
☁ Lava Multiplayer Platformer☁️
@Stage\n\nwhen flag clicked\nforever\n play sound [Alan Walker - Force v] until done\nend\n\n@player\n\ndefine Run Engine\nchange [y v] by (-0.5)\nif <<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> then\n 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 (sprite3 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 [10]\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\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\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@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@thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nset size to (80) %\ngo to x: (36) y: (-125)\nshow\nswitch costume to (costume1 v)\nforever\n switch costume to (LEVEL)\n go to [front v] layer\nend\n\nwhen I receive [game over v]\nhide\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nrepeat (2)\n go to x: (0) y: (-175)\n show\n forever\n switch costume to (LEVEL)\n go to [back v] layer\n end\nend\n\nwhen I receive [game over v]\nhide\n\n
Dark forest is out https://scratch.mit.edu/projects/419402822 it is better than this one. You should view it.\n Arrows to move.\n Credits:\n Please follow @Ryham301.\n Engine By @Ryham301 and @Griffpatch
Sunset - a scrolling platformer
@Stage\n\nwhen flag clicked\nforever\n play sound (pick random (1) to (2)) until done\n wait (1) seconds\nend\n\nwhen [space v] key pressed\n\n@you\n\nwhen flag clicked\nbroadcast (on v) and wait\nbroadcast (start game v) and wait\n\nwhen I receive [on v]\nhide\ngo to [front v] layer\n\nwhen I receive [on v]\nset [level v] to [1]\nforever\n broadcast (ded v) and wait\n broadcast (start game v) and wait\n game started???\n repeat until <(EXIT) > []>\n tock\n broadcast (toc k v) and wait\n end\n if <(EXIT) = [win]> then\n win game next level\n else\n game-ded\n end\nend\n\ndefine game started???\nset [platformer x v] to [0]\nset [platform y v] to [0]\nset [player x v] to [0]\nset [player y v] to [0]\nset [xs v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (100) %\nshow\n\ndefine tock\nif <key (left arrow v) pressed?> then\n change [xs v] by (-2)\nend\nif <key (right arrow v) pressed?> then\n change [xs v] by (2)\nend\nset [xs v] to ((xs) * (0.8))\nif <([abs v] of (xs) ) > [0.9]> then\n change X by 1800354 (round (xs))\nend\nif <key (up arrow v) pressed?> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nchange [sy v] by (-2)\nchange y by (sy)\ntest ded\nset [platformer x v] to (player X)\nif <(platformer X) < [0]> then\n set [platformer x v] to [0]\nend\nchange [platform y v] by (round (((player Y) - (platform Y)) / (10)))\nif <(platform Y) < [0]> then\n set [platform y v] to [0]\nend\nposition\nif <(player Y) < [-180]> then\n game-ded\nend\n\ndefine change y by (xy)\nchange [player y v] by (xy)\nchange [in air v] by (1)\nposition\nyellow screww\nrepeat until <not <touching (sprite1 v)?>>\n if <(xy) > [0]> then\n change [player y v] by (-1)\n else\n change [player y v] by (1)\n set [in air v] to [0]\n end\n position\n set [sy v] to [0]\nend\n\ndefine position\ngo to x: ((player X) - (platformer X)) y: ((player Y) - (platform Y))\n\ndefine change X by 1800354 (180053xs)\nchange [player x v] by (180053xs)\nposition\nyellow screww\nif <touching (sprite1 v)?> then\n repeat (8)\n change [player y v] by (1)\n position\n if <not <touching (sprite1 v)?>> then\n stop [this script v]\n end\n end\n change [player y v] by (-8)\n repeat until <not <touching (sprite1 v)?>>\n if <(180053xs) > [0]> then\n change [player x v] by (-1)\n else\n change [player x v] by (1)\n set [in air v] to [0]\n end\n position\n end\nend\n\ndefine game-ded\nset [exit v] to [nothing]\nbroadcast (os v) and wait\nrepeat (50)\n create clone of (_myself_ v)\n change [ghost v] effect by (2)\nend\nwait until <(clone) = [0]>\n\ndefine test ded\nif <touching (danger v)?> then\n set [exit v] to [ded again]\nend\n\ndefine win game next level\nrepeat (50)\n point towards (exit v)\n turn right (60) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\ndefine yellow screww\n\nwhen I receive [start game v]\nswitch costume to (costume1 v)\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen I start as a clone\nswitch costume to (costume3 v)\nchange [clone v] by (1)\nglide (4) secs to (random position v)\nrepeat until <(y position) = [-180]>\n change y by (-7)\n change [ghost v] effect by (1)\nend\nchange [clone v] by (-1)\ndelete this clone\n\nwhen flag clicked\nset [clone v] to [0]\n\n@Sprite1\n\nwhen I receive [on v]\nhide\n\nwhen I receive [toc k v]\nposition ((plat Y) - (platformer X)) ((plat X) - (platform Y))\n\nwhen I receive [start game v]\nhide\nset [plat x v] to [0]\nset [plat y v] to [0]\nif <(level) = [1]> then\n switch costume to (costume5 v)\n clone at x [300] y [0]\n clone at x [300] y [0]\n clone at x [300] y [0]\n clone at x [300] y [0]\n clone at x [300] y [0]\n clone at x [300] y [0]\n clone at x [300] y [0]\n clone at x [300] y [0]\n clone at x [300] y [0]\n clone at x [300] y [0]\n clone at x [300] y [0]\n clone at x [300] y [0]\n clone at x [300] y [0]\n clone at x [300] y [0]\n clone at x [300] y [0]\n clone at x [300] y [0]\n clone at x [300] y [0]\n clone at x [300] y [0]\n clone at x [300] y [0]\n clone at x [300] y [0]\n clone at x [300] y [0]\n clone at x [300] y [0]\n clone at x [300] y [0]\n clone at x [300] y [0]\n clone at x [300] y [0]\n clone at x [300] y [0]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [ded v]\ndelete this clone\n\nwhen I receive [moveie v]\nchange [plat x v] by (1)\n\nwhen flag clicked\nset [plat x v] to [0]\nset [plat y v] to [0]\n\ndefine clone at x (x) y (y)\ncreate clone of (_myself_ v)\nchange [plat y v] by (x)\nchange [plat x v] by (y)\nswitch costume to (pick random (1) to (13))\n\nwhen flag clicked\nforever\n set [win v] to (join (got) (join (/) (?)))\nend\n\nwhen flag clicked\nset [/ v] to [/]\n\nwhen I receive [start game v]\ndelete this clone\n\n@danger\n\nwhen I receive [on v]\nhide\n\nwhen I receive [toc k v]\nposition ((plat Y) - (platformer X)) ((plat X) - (platform Y))\n\nwhen I receive [start game v]\nhide\nset [plat x v] to [0]\nset [plat y v] to [0]\nif <(level) = [1]> then\n switch costume to (costume5 v)\n clone at x [300] y [0]\n clone at x [300] y [0]\n clone at x [300] y [0]\n clone at x [300] y [0]\n clone at x [300] y [0]\n clone at x [300] y [0]\n clone at x [300] y [0]\n clone at x [300] y [0]\n clone at x [300] y [0]\n clone at x [300] y [0]\n clone at x [300] y [0]\n clone at x [300] y [0]\n clone at x [300] y [0]\n clone at x [300] y [0]\n clone at x [300] y [0]\n clone at x [300] y [0]\n clone at x [300] y [0]\n clone at x [300] y [0]\n clone at x [300] y [0]\n clone at x [300] y [0]\n clone at x [300] y [0]\n clone at x [300] y [0]\n clone at x [300] y [0]\n clone at x [300] y [0]\n clone at x [300] y [0]\n clone at x [300] y [0]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [ded v]\ndelete this clone\n\nwhen I receive [moveie v]\nchange [plat x v] by (1)\n\nwhen flag clicked\nset [plat x v] to [0]\nset [plat y v] to [0]\n\ndefine clone at x (x) y (y)\ncreate clone of (_myself_ v)\nchange [plat y v] by (x)\nchange [plat x v] by (y)\nswitch costume to (pick random (1) to (7))\n\ncreate clone of (_myself_ v)\nchange [plat y v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [plat y v] by (360)\nnext costume\n\nwhen flag clicked\ngo to [front v] layer\n\n@exit\n\nwhen I receive [on v]\nhide\n\nwhen I receive [toc k v]\nposition ((plat Y) - (platformer X)) ((plat X) - (platform Y))\nif <<(costume [number v]) = [2]> and <touching (you v)?>> then\n set [exit v] to [win]\n start sound [Connect v]\nend\n\nwhen I receive [start game v]\ngo to [back v] layer\nhide\nset [got v] to [0]\nset [plat x v] to [0]\nset [plat y v] to [0]\nif <(level) = [1]> then\n switch costume to (costume1 v)\n clone at x [8071] y [23]\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 [ded v]\ndelete this clone\n\nwhen flag clicked\nset [plat x v] to [0]\nset [plat y v] to [0]\n\ndefine clone at x (x) y (y)\nset [plat x v] to (y)\nset [plat y v] to (x)\n\nwhen flag clicked\nhide\n\nwhen I receive [change color v]\nswitch costume to (costume2 v)\n\n@Sprite2\n\nwhen I receive [on v]\nhide\n\nwhen I receive [toc k v]\nposition ((plat Y) - (platformer X)) ((plat X) - (platform Y))\nif <touching (you v)?> then\n start sound [Coin v]\n change [got v] by (1)\n if <(got) = (?)> then\n broadcast (change color v)\n end\n delete this clone\nend\n\nwhen I receive [start game v]\ngo to [front v] layer\nhide\nset [got v] to [0]\nset [plat x v] to [0]\nset [plat y v] to [0]\nif <(level) = [1]> then\n switch costume to (pick random (1) to (3))\n clone at x [60] y [33]\n switch costume to (pick random (1) to (3))\n clone at x [355] y [5]\n switch costume to (pick random (1) to (3))\n clone at x [720] y [23]\n switch costume to (pick random (1) to (3))\n clone at x [967] y [7]\n switch costume to (pick random (1) to (3))\n clone at x [1204] y [37]\n switch costume to (pick random (1) to (3))\n clone at x [1490] y [23]\n switch costume to (pick random (1) to (3))\n clone at x [1773] y [43]\n switch costume to (pick random (1) to (3))\n clone at x [1895] y [82]\n switch costume to (pick random (1) to (3))\n clone at x [2201] y [82]\n switch costume to (pick random (1) to (3))\n clone at x [2556] y [82]\n clone at x [-500] y [0]\nend\nset [plat x v] to [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [ded v]\ndelete this clone\n\nwhen flag clicked\nset [plat x v] to [0]\nset [plat y v] to [0]\n\ndefine clone at x (x) y (y)\nset [plat x v] to (y)\nset [plat y v] to (x)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen flag clicked\nset [ghost v] effect to (1000)\n\nwhen [right arrow v] key pressed\n\n
=========Sunset - a scrolling platformer===========\n\n3-D MAZE!!!! https://scratch.mit.edu/projects/425172301/\n\nUse arrow keys to move!\neat the food and reach the portal.\nDon't touch the red\nmy newest platformer!!!!!\nhttps://scratch.mit.edu/projects/421208804/\n30th trending games????\n@ griffpatch\n\n\n\n\n\n\n\n\n\nThere are infinity
Tʜᴇ Gʀᴇᴀᴛ Fᴏʀᴇsᴛ | Sᴄʀᴏʟʟɪɴɢ Cʟᴏᴜᴅ Pʟᴀᴛғᴏʀᴍᴇʀ #games #platformer #cloud #scroll
@Stage\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [Bensound - Little Idea v] until done\nend\n\nwhen I receive [win v]\nrepeat (10)\n change volume by (-10)\nend\nstop [other scripts in sprite v]\n\nwhen [m v] key pressed\nif <(volume) = [100]> then\n set volume to (0) %\nelse\n set volume to (100) %\nend\n\n@Thumbnail\n\nwhen [timer v] > (0.1)\nset size to (100) %\nset [ghost v] effect to (100)\nshow\ngo to x: (0) y: (-1000)\nrepeat until <(round (y position)) = [0]>\n go to [front v] layer\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (3))\nend\nset y to (0)\n\nwhen flag clicked\nforever\n go to [front v] layer\n reset timer\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\n change y by (((-1) - (y position)) / (-1.5))\nend\nhide\n\n@Status\n\nwhen I receive [connect & start v]\nset [ghost v] effect to (1000)\nswitch costume to (connecting v)\nshow\nset y to (1000)\nrepeat until <(round (y position)) = [0]>\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (3))\nend\nset y to (0)\n\nwhen flag clicked\nhide\n\nwhen I receive [connected! v]\nstart sound [Connect v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (((-1) - (y position)) / (-1.5))\nend\nhide\nset [ghost v] effect to (1000)\nswitch costume to (connected v)\nshow\nset y to (1000)\nrepeat until <(round (y position)) = [0]>\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (3))\nend\nset y to (0)\nwait (2) seconds\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (((-1) - (y position)) / (-1.5))\nend\nhide\n\nwhen I receive [game full! v]\nstart sound [Bonk v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (((-1) - (y position)) / (-1.5))\nend\nhide\nset [ghost v] effect to (1000)\nswitch costume to (game full! v)\nshow\nset y to (1000)\nrepeat until <(round (y position)) = [0]>\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (3))\nend\nset y to (0)\nwait (2) seconds\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (((-1) - (y position)) / (-1.5))\nend\nhide\n\nwhen I receive [not logged in! v]\nstart sound [Bonk v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (((-1) - (y position)) / (-1.5))\nend\nhide\nset [ghost v] effect to (1000)\nswitch costume to (not logged in! v)\nshow\nset y to (1000)\nrepeat until <(round (y position)) = [0]>\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (3))\nend\nset y to (0)\nwait (2) seconds\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (((-1) - (y position)) / (-1.5))\nend\nhide\n\n@detector\n\nwhen flag clicked\nhide\nif <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n set [clone id v] to [0]\n create clone of (_myself_ v)\n wait (0.2) seconds\n set [clone id v] to [1]\n create clone of (_myself_ v)\n wait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\n wait (1) seconds\n start sound [Thank you! ^w^ v]\n show\n go to x: (-120) y: (1000)\n go to [front v] layer\n switch costume to (pick random (1) to (4))\n set [ghost v] effect to (100)\n repeat (105)\n go to [front v] layer\n change y by (((124) - (y position)) / (10))\n change [ghost v] effect by (-4)\n end\n repeat (30)\n change y by (((213) - (y position)) / (7.5))\n change [ghost v] effect by (8)\n end\n hide\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n switch costume to (love v)\n forever\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 forever\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen this sprite clicked\nif <<(LOVED__) = [1]> and <(FAVED___) = [1]>> then\n stop [other scripts in sprite v]\n repeat (30)\n change y by (((213) - (y position)) / (7.5))\n change [ghost v] effect by (8)\n end\n hide\nend\n\n@Join/Left messages\n\nwhen I receive [join v]\nif <(ID) = [Main]> then\n stop [other scripts in sprite v]\n set [id v] to [Clone]\n switch costume to (joined v)\n create clone of (_myself_ v)\n set [id v] to [Main]\nend\n\nwhen I receive [left v]\nif <(ID) = [Main]> then\n stop [other scripts in sprite v]\n set [id v] to [Clone]\n switch costume to (left v)\n create clone of (_myself_ v)\n set [id v] to [Main]\nend\n\nwhen flag clicked\nset [volume v] to [100]\nset volume to (Volume) %\nset [clone v] to [0]\nset [id v] to [Main]\nhide\ndelete all of [pos v]\nrepeat (6)\n add [] to [pos v]\nend\n\nwhen I start as a clone\nchange [clone v] by (1)\nset [id count v] to (clone)\ngo to [front v] layer\nshow\ngo to x: (1000) y: ((146) + (((clone) - (1)) * (-60)))\nreplace item (clone) of [pos v] with (clone)\nCheck\nset [ghost v] effect to (100)\nrepeat (90)\n go to [front v] layer\n change [ghost v] effect by (-10)\n change x by (((118) - (x position)) / (3))\n if <not <(item (id count) of [pos v]) = []>> then\n change y by ((((146) + (((item (id count) of [pos v]) - (1)) * (-60))) - (y position)) / (2.5))\n end\n if <(clone) < [1]> then\n set [clone v] to [1]\n end\nend\nchange [clone v] by (-1)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\n change x by (((117) - (x position)) / (-1.5))\n if <(clone) < [1]> then\n set [clone v] to [1]\n end\nend\nClear\nhide\ndelete this clone\n\ndefine Check\nif <(y position) < [-170]> then\n change [clone v] by (-1)\n delete this clone\nend\n\nwhen this sprite clicked\nstop [other scripts in sprite v]\nchange [clone v] by (-1)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\n change x by (((117) - (x position)) / (-1.5))\nend\nClear\nhide\ndelete this clone\n\ndefine Clear\nreplace item (id count) of [pos v] with []\nif <(clone) < [0]> then\n set [clone v] to [0]\nend\nset [check v] to [0]\nset [blanks v] to [0]\nrepeat (length of [pos v])\n change [check v] by (1)\n if <not <<(item (check) of [pos v]) = []> or <(item (check) of [pos v]) < [2]>>> then\n replace item (check) of [pos v] with ((item (check) of [pos v]) - (1))\n end\n if <(item (check) of [pos v]) = []> then\n change [blanks v] by (1)\n end\nend\nif <(length of [pos v]) = (blanks)> then\n set [clone v] to [0]\nend\nif <(clone) < [0]> then\n set [clone v] to [0]\nend\n\nwhen I start as a clone\nset volume to (Volume) %\nif <(costume [name v]) = [Joined]> then\n play sound [Join v] until done\n start sound [Join message v]\nelse\n if <(costume [name v]) = [Left]> then\n play sound [Left v] until done\n start sound [Left message v]\n end\nend\n\nwhen I receive [stop all v]\nstop [other scripts in sprite v]\n\nwhen [u v] key pressed\nif <(Volume) = [100]> then\n set [volume v] to [0]\nelse\n set [volume v] to [100]\nend\n\n@Multiplayer Engine\n\ndefine save list on var\nif <(length of [list v]) = [0]> then\n stop [this script v]\nend\ndelete (all) of [return v]\nset [item v] to [1]\nrepeat (length of [list v])\n set [letter v] to [1]\n repeat (length of (item (item) of [list v]))\n set [symbol v] to [1]\n repeat until <<(letter (symbol) of (characters)) = (letter (letter) of (item (item) of [list v]))> or <(symbol) > (length of (characters))>>\n change [symbol v] by (1)\n end\n if <not <(symbol) > (length of (characters))>> then\n if <not <(symbol) > [26]>> then\n switch costume to (lowercase v)\n switch costume to (letter (letter) of (item (item) of [list v]))\n if <(costume [number v]) = [27]> then\n change [symbol v] by (26)\n end\n end\n if <(length of (symbol)) < [2]> then\n set [symbol v] to (join [0] (symbol))\n end\n add (letter (1) of (symbol)) to [return v]\n add (letter (2) of (symbol)) to [return v]\n end\n change [letter v] by (1)\n end\n add (letter (1) of [0]) to [return v]\n add (letter (1) of [0]) to [return v]\n change [item v] by (1)\nend\nset [var v] to (return)\n\ndefine load (number) to list\ndelete (all) of [list v]\nset [item v] to []\nset [letter v] to [1]\nrepeat ((length of (number)) / (2))\n set [symbol v] to (join (letter (letter) of (number)) (letter ((letter) + (1)) of (number)))\n if <(symbol) = [0]> then\n add (item) to [list v]\n set [item v] to []\n else\n set [item v] to (join (item) (letter (symbol) of (characters)))\n end\n change [letter v] by (2)\nend\n\ndefine connect\nset percent from [0] / [10]\nset [tick v] to [0]\nset [player id v] to [0]\ndelete all of [players v]\ndelete all of [slots v]\nrepeat (10)\n add [0] to [slots v]\nend\nset percent from [0.25] / [10]\nload player [1]\nset [old-tick v] to (item (3) of [player1 v])\nif <(item (5) of [player1 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [1]\nend\nwait (0.25) seconds\nif <(item (3) of [player1 v]) = (old-tick)> then\n reset player [1]\n if <(Player ID) = [0]> then\n set [player id v] to [1]\n replace item (4) of [player1 v] with (username)\n replace item (5) of [player1 v] with [1]\n save player [1]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player1 v]) to [players v]\n replace item (1) of [slots v] with [1]\nend\nset percent from [1] / [10]\nload player [2]\nset [old-tick v] to (item (3) of [player2 v])\nif <(item (5) of [player2 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [2]\nend\nwait (0.25) seconds\nif <(item (3) of [player2 v]) = (old-tick)> then\n reset player [2]\n if <(Player ID) = [0]> then\n set [player id v] to [2]\n replace item (4) of [player2 v] with (username)\n replace item (5) of [player2 v] with [1]\n save player [2]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player2 v]) to [players v]\n replace item (2) of [slots v] with [1]\nend\nset percent from [2] / [10]\nload player [3]\nset [old-tick v] to (item (3) of [player3 v])\nif <(item (5) of [player3 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [3]\nend\nwait (0.25) seconds\nif <(item (3) of [player3 v]) = (old-tick)> then\n reset player [3]\n if <(Player ID) = [0]> then\n set [player id v] to [3]\n replace item (4) of [player3 v] with (username)\n replace item (5) of [player3 v] with [1]\n save player [3]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player3 v]) to [players v]\n replace item (3) of [slots v] with [1]\nend\nset percent from [3] / [10]\nload player [4]\nset [old-tick v] to (item (3) of [player4 v])\nif <(item (5) of [player4 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [4]\nend\nwait (0.25) seconds\nif <(item (3) of [player4 v]) = (old-tick)> then\n reset player [4]\n if <(Player ID) = [0]> then\n set [player id v] to [4]\n replace item (4) of [player4 v] with (username)\n replace item (5) of [player4 v] with [1]\n save player [4]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player4 v]) to [players v]\n replace item (4) of [slots v] with [1]\nend\nset percent from [4] / [10]\nload player [5]\nset [old-tick v] to (item (3) of [player5 v])\nif <(item (5) of [player5 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [5]\nend\nwait (0.25) seconds\nif <(item (3) of [player5 v]) = (old-tick)> then\n reset player [5]\n if <(Player ID) = [0]> then\n set [player id v] to [5]\n replace item (4) of [player5 v] with (username)\n replace item (5) of [player5 v] with [1]\n save player [5]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player5 v]) to [players v]\n replace item (5) of [slots v] with [1]\nend\nset percent from [5] / [10]\nload player [6]\nset [old-tick v] to (item (3) of [player6 v])\nif <(item (5) of [player6 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [6]\nend\nwait (0.25) seconds\nif <(item (3) of [player6 v]) = (old-tick)> then\n reset player [6]\n if <(Player ID) = [0]> then\n set [player id v] to [6]\n replace item (4) of [player6 v] with (username)\n replace item (5) of [player6 v] with [1]\n save player [6]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player6 v]) to [players v]\n replace item (6) of [slots v] with [1]\nend\nset percent from [6] / [10]\nload player [7]\nset [old-tick v] to (item (3) of [player7 v])\nif <(item (5) of [player7 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [7]\nend\nwait (0.25) seconds\nif <(item (3) of [player7 v]) = (old-tick)> then\n reset player [7]\n if <(Player ID) = [0]> then\n set [player id v] to [7]\n replace item (4) of [player7 v] with (username)\n replace item (5) of [player7 v] with [1]\n save player [7]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player7 v]) to [players v]\n replace item (7) of [slots v] with [1]\nend\nset percent from [7] / [10]\nload player [8]\nset [old-tick v] to (item (3) of [player8 v])\nif <(item (5) of [player8 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [8]\nend\nwait (0.25) seconds\nif <(item (3) of [player8 v]) = (old-tick)> then\n reset player [8]\n if <(Player ID) = [0]> then\n set [player id v] to [8]\n replace item (4) of [player8 v] with (username)\n replace item (5) of [player8 v] with [1]\n save player [8]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player8 v]) to [players v]\n replace item (8) of [slots v] with [1]\nend\nset percent from [8] / [10]\nload player [9]\nset [old-tick v] to (item (3) of [player9 v])\nif <(item (5) of [player9 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [9]\nend\nwait (0.25) seconds\nif <(item (3) of [player9 v]) = (old-tick)> then\n reset player [9]\n if <(Player ID) = [0]> then\n set [player id v] to [9]\n replace item (4) of [player9 v] with (username)\n replace item (5) of [player9 v] with [1]\n save player [9]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player9 v]) to [players v]\n replace item (9) of [slots v] with [1]\nend\nset percent from [9] / [10]\nload player [10]\nset [old-tick v] to (item (3) of [player10 v])\nif <(item (5) of [player10 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [10]\nend\nwait (0.25) seconds\nif <(item (3) of [player10 v]) = (old-tick)> then\n reset player [10]\n if <(Player ID) = [0]> then\n set [player id v] to [10]\n replace item (4) of [player10 v] with (username)\n replace item (5) of [player10 v] with [1]\n save player [10]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player10 v]) to [players v]\n replace item (10) of [slots v] with [1]\nend\nset percent from [10] / [10]\n\ndefine reset cloud\nset [c v] to [0]\nrepeat (8)\n change [c v] by (1)\n reset player (c)\n save player (c)\nend\n\ndefine reset player (p)\nif <(p) = [1]> then\n delete all of [player1 v]\n add [0] to [player1 v]\n add [0] to [player1 v]\n add [0] to [player1 v]\n add [] to [player1 v]\n add [0] to [player1 v]\n add [0] to [player1 v]\n add [1] to [player1 v]\nelse\n if <(p) = [2]> then\n delete all of [player2 v]\n add [0] to [player2 v]\n add [0] to [player2 v]\n add [0] to [player2 v]\n add [] to [player2 v]\n add [0] to [player2 v]\n add [0] to [player2 v]\n add [1] to [player2 v]\n else\n if <(p) = [3]> then\n delete all of [player3 v]\n add [0] to [player3 v]\n add [0] to [player3 v]\n add [0] to [player3 v]\n add [] to [player3 v]\n add [0] to [player3 v]\n add [0] to [player3 v]\n add [1] to [player3 v]\n else\n if <(p) = [4]> then\n delete all of [player4 v]\n add [0] to [player4 v]\n add [0] to [player4 v]\n add [0] to [player4 v]\n add [] to [player4 v]\n add [0] to [player4 v]\n add [0] to [player4 v]\n add [1] to [player4 v]\n else\n if <(p) = [5]> then\n delete all of [player5 v]\n add [0] to [player5 v]\n add [0] to [player5 v]\n add [0] to [player5 v]\n add [] to [player5 v]\n add [0] to [player5 v]\n add [0] to [player5 v]\n add [1] to [player5 v]\n else\n if <(p) = [6]> then\n delete all of [player6 v]\n add [0] to [player6 v]\n add [0] to [player6 v]\n add [0] to [player6 v]\n add [] to [player6 v]\n add [0] to [player6 v]\n add [0] to [player6 v]\n add [1] to [player6 v]\n else\n if <(p) = [7]> then\n delete all of [player7 v]\n add [0] to [player7 v]\n add [0] to [player7 v]\n add [0] to [player7 v]\n add [] to [player7 v]\n add [0] to [player7 v]\n add [0] to [player7 v]\n add [1] to [player7 v]\n else\n if <(p) = [8]> then\n delete all of [player8 v]\n add [0] to [player8 v]\n add [0] to [player8 v]\n add [0] to [player8 v]\n add [] to [player8 v]\n add [0] to [player8 v]\n add [0] to [player8 v]\n add [1] to [player8 v]\n else\n if <(p) = [9]> then\n delete all of [player9 v]\n add [0] to [player9 v]\n add [0] to [player9 v]\n add [0] to [player9 v]\n add [] to [player9 v]\n add [0] to [player9 v]\n add [0] to [player9 v]\n add [1] to [player9 v]\n else\n if <(p) = [10]> then\n delete all of [player10 v]\n add [0] to [player10 v]\n add [0] to [player10 v]\n add [0] to [player10 v]\n add [] to [player10 v]\n add [0] to [player10 v]\n add [0] to [player10 v]\n add [1] to [player10 v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nsave player (p)\n\ndefine save player (p)\nset [i v] to [0]\ndelete all of [list v]\nif <(p) = [1]> then\n repeat (length of [player1 v])\n change [i v] by (1)\n add (item (i) of [player1 v]) to [list v]\n end\n save list on var\n set [☁ p1 v] to (var)\nelse\n if <(p) = [2]> then\n repeat (length of [player2 v])\n change [i v] by (1)\n add (item (i) of [player2 v]) to [list v]\n end\n save list on var\n set [☁ p2 v] to (var)\n else\n if <(p) = [3]> then\n repeat (length of [player3 v])\n change [i v] by (1)\n add (item (i) of [player3 v]) to [list v]\n end\n save list on var\n set [☁ p3 v] to (var)\n else\n if <(p) = [4]> then\n repeat (length of [player4 v])\n change [i v] by (1)\n add (item (i) of [player4 v]) to [list v]\n end\n save list on var\n set [☁ p4 v] to (var)\n else\n if <(p) = [5]> then\n repeat (length of [player5 v])\n change [i v] by (1)\n add (item (i) of [player5 v]) to [list v]\n end\n save list on var\n set [☁ p5 v] to (var)\n else\n if <(p) = [6]> then\n repeat (length of [player6 v])\n change [i v] by (1)\n add (item (i) of [player6 v]) to [list v]\n end\n save list on var\n set [☁ p6 v] to (var)\n else\n if <(p) = [7]> then\n repeat (length of [player7 v])\n change [i v] by (1)\n add (item (i) of [player7 v]) to [list v]\n end\n save list on var\n set [☁ p7 v] to (var)\n else\n if <(p) = [8]> then\n repeat (length of [player8 v])\n change [i v] by (1)\n add (item (i) of [player8 v]) to [list v]\n end\n save list on var\n set [☁ p8 v] to (var)\n else\n if <(p) = [9]> then\n repeat (length of [player9 v])\n change [i v] by (1)\n add (item (i) of [player9 v]) to [list v]\n end\n save list on var\n set [☁ p9 v] to (var)\n else\n if <(p) = [10]> then\n repeat (length of [player10 v])\n change [i v] by (1)\n add (item (i) of [player10 v]) to [list v]\n end\n save list on var\n set [☁ p10 v] to (var)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine load player (p)\nset [i v] to [0]\nif <(p) = [1]> then\n load (☁ p1) to list\n delete all of [player1 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player1 v]\n end\nelse\n if <(p) = [2]> then\n load (☁ p2) to list\n delete all of [player2 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player2 v]\n end\n else\n if <(p) = [3]> then\n load (☁ p3) to list\n delete all of [player3 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player3 v]\n end\n else\n if <(p) = [4]> then\n load (☁ p4) to list\n delete all of [player4 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player4 v]\n end\n else\n if <(p) = [5]> then\n load (☁ p5) to list\n delete all of [player5 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player5 v]\n end\n else\n if <(p) = [6]> then\n load (☁ p6) to list\n delete all of [player6 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player6 v]\n end\n else\n if <(p) = [7]> then\n load (☁ p7) to list\n delete all of [player7 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player7 v]\n end\n else\n if <(p) = [8]> then\n load (☁ p8) to list\n delete all of [player8 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player8 v]\n end\n else\n if <(p) = [9]> then\n load (☁ p9) to list\n delete all of [player9 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player9 v]\n end\n else\n if <(p) = [10]> then\n load (☁ p10) to list\n delete all of [player10 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player10 v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Update\nif <(Player ID) = [1]> then\n replace item (1) of [player1 v] with (round (player_x))\n replace item (2) of [player1 v] with (round (player_y))\n replace item (3) of [player1 v] with (tick)\n replace item (4) of [player1 v] with (username)\n replace item (5) of [player1 v] with [1]\n replace item (6) of [player1 v] with (player_shown?)\n replace item (7) of [player1 v] with (Crouch?)\nelse\n if <(Player ID) = [2]> then\n replace item (1) of [player2 v] with (round (player_x))\n replace item (2) of [player2 v] with (round (player_y))\n replace item (3) of [player2 v] with (tick)\n replace item (4) of [player2 v] with (username)\n replace item (5) of [player2 v] with [1]\n replace item (6) of [player2 v] with (player_shown?)\n replace item (7) of [player2 v] with (Crouch?)\n else\n if <(Player ID) = [3]> then\n replace item (1) of [player3 v] with (round (player_x))\n replace item (2) of [player3 v] with (round (player_y))\n replace item (3) of [player3 v] with (tick)\n replace item (4) of [player3 v] with (username)\n replace item (5) of [player3 v] with [1]\n replace item (6) of [player3 v] with (player_shown?)\n replace item (7) of [player3 v] with (Crouch?)\n else\n if <(Player ID) = [4]> then\n replace item (1) of [player4 v] with (round (player_x))\n replace item (2) of [player4 v] with (round (player_y))\n replace item (3) of [player4 v] with (tick)\n replace item (4) of [player4 v] with (username)\n replace item (5) of [player4 v] with [1]\n replace item (6) of [player4 v] with (player_shown?)\n replace item (7) of [player4 v] with (Crouch?)\n else\n if <(Player ID) = [5]> then\n replace item (1) of [player5 v] with (round (player_x))\n replace item (2) of [player5 v] with (round (player_y))\n replace item (3) of [player5 v] with (tick)\n replace item (4) of [player5 v] with (username)\n replace item (5) of [player5 v] with [1]\n replace item (6) of [player5 v] with (player_shown?)\n replace item (7) of [player5 v] with (Crouch?)\n else\n if <(Player ID) = [6]> then\n replace item (1) of [player6 v] with (round (player_x))\n replace item (2) of [player6 v] with (round (player_y))\n replace item (3) of [player6 v] with (tick)\n replace item (4) of [player6 v] with (username)\n replace item (5) of [player6 v] with [1]\n replace item (6) of [player6 v] with (player_shown?)\n replace item (7) of [player6 v] with (Crouch?)\n else\n if <(Player ID) = [7]> then\n replace item (1) of [player7 v] with (round (player_x))\n replace item (2) of [player7 v] with (round (player_y))\n replace item (3) of [player7 v] with (tick)\n replace item (4) of [player7 v] with (username)\n replace item (5) of [player7 v] with [1]\n replace item (6) of [player7 v] with (player_shown?)\n replace item (7) of [player7 v] with (Crouch?)\n else\n if <(Player ID) = [8]> then\n replace item (1) of [player8 v] with (round (player_x))\n replace item (2) of [player8 v] with (round (player_y))\n replace item (3) of [player8 v] with (tick)\n replace item (4) of [player8 v] with (username)\n replace item (5) of [player8 v] with [1]\n replace item (6) of [player8 v] with (player_shown?)\n replace item (7) of [player8 v] with (Crouch?)\n else\n if <(Player ID) = [9]> then\n replace item (1) of [player9 v] with (round (player_x))\n replace item (2) of [player9 v] with (round (player_y))\n replace item (3) of [player9 v] with (tick)\n replace item (4) of [player9 v] with (username)\n replace item (5) of [player9 v] with [1]\n replace item (6) of [player9 v] with (player_shown?)\n replace item (7) of [player9 v] with (Crouch?)\n else\n if <(Player ID) = [10]> then\n replace item (1) of [player10 v] with (round (player_x))\n replace item (2) of [player10 v] with (round (player_y))\n replace item (3) of [player10 v] with (tick)\n replace item (4) of [player10 v] with (username)\n replace item (5) of [player10 v] with [1]\n replace item (6) of [player10 v] with (player_shown?)\n replace item (7) of [player10 v] with (Crouch?)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nsave player (Player ID)\n\ndefine Tick\nchange [tick v] by (1)\nif <(tick) > [9]> then\n set [tick v] to [0]\nend\n\ndefine Update Players\nif <not <(Player ID) = [1]>> then\n load player [1]\nend\nif <not <(Player ID) = [2]>> then\n load player [2]\nend\nif <not <(Player ID) = [3]>> then\n load player [3]\nend\nif <not <(Player ID) = [4]>> then\n load player [4]\nend\nif <not <(Player ID) = [5]>> then\n load player [5]\nend\nif <not <(Player ID) = [6]>> then\n load player [6]\nend\nif <not <(Player ID) = [7]>> then\n load player [7]\nend\nif <not <(Player ID) = [8]>> then\n load player [8]\nend\nif <not <(Player ID) = [9]>> then\n load player [9]\nend\nif <not <(Player ID) = [10]>> then\n load player [10]\nend\n\ndefine set percent from (1) / (2)\nset [connect-percent v] to ((1) / ((2) / (100)))\n\nwhen I receive [play v]\nset [player_shown? v] to [1]\nforever\n Update\n Measure Memory\nend\n\nwhen I receive [play v]\nforever\n Tick\n wait (0.25) seconds\nend\n\nwhen I receive [play v]\nforever\n Update Players\nend\n\ndefine Measure Memory\nif <(Player ID) = [1]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p1)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p1)) [ of 128])) [\)]))\nelse\n if <(Player ID) = [2]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p2)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p2)) [ of 128])) [\)]))\n else\n if <(Player ID) = [3]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p3)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p3)) [ of 128])) [\)]))\n else\n if <(Player ID) = [4]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p4)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p4)) [ of 128])) [\)]))\n else\n if <(Player ID) = [5]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p5)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p5)) [ of 128])) [\)]))\n else\n if <(Player ID) = [6]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p6)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p6)) [ of 128])) [\)]))\n else\n if <(Player ID) = [7]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p7)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p7)) [ of 128])) [\)]))\n else\n if <(Player ID) = [8]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p8)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p8)) [ of 128])) [\)]))\n else\n if <(Player ID) = [9]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p9)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p9)) [ of 128])) [\)]))\n else\n if <(Player ID) = [10]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p10)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p10)) [ of 128])) [\)]))\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [demotick v]\nforever\n Tick\n Update\n Update Players\n Measure Memory\n wait (0.5) seconds\nend\n\ndefine check player (p)\nload player (p)\nif <(item (5) of [list v]) = [0]> then\n if <not <(item (4) of [list v]) = []>> then\n reset player (p)\n end\n stop [this script v]\nend\nif <(p) = [1]> then\n set [ot1 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot1)> then\n reset player (p)\n end\nelse\n if <(p) = [2]> then\n set [ot2 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot2)> then\n reset player (p)\n end\n else\n if <(p) = [3]> then\n set [ot3 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot3)> then\n reset player (p)\n end\n else\n if <(p) = [4]> then\n set [ot4 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot4)> then\n reset player (p)\n end\n else\n if <(p) = [5]> then\n set [ot5 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot5)> then\n reset player (p)\n end\n else\n if <(p) = [6]> then\n set [ot6 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot6)> then\n reset player (p)\n end\n else\n if <(p) = [7]> then\n set [ot7 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot7)> then\n reset player (p)\n end\n else\n if <(p) = [8]> then\n set [ot8 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot8)> then\n reset player (p)\n end\n else\n if <(p) = [9]> then\n set [ot9 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot9)> then\n reset player (p)\n end\n else\n if <(p) = [9]> then\n set [ot10 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot10)> then\n reset player (p)\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 v]\nforever\n if <not <(Player ID) = [3]>> then\n check player [3]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(Player ID) = [4]>> then\n check player [4]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(Player ID) = [5]>> then\n check player [5]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(Player ID) = [6]>> then\n check player [6]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(Player ID) = [7]>> then\n check player [7]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(Player ID) = [8]>> then\n check player [8]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(Player ID) = [1]>> then\n check player [1]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(Player ID) = [2]>> then\n check player [2]\n end\nend\n\ndefine get data of player (p)\ndelete all of [data v]\nset [i v] to [0]\nif <(p) = [1]> then\n repeat (length of [player1 v])\n change [i v] by (1)\n add (item (i) of [player1 v]) to [data v]\n end\nelse\n if <(p) = [2]> then\n repeat (length of [player2 v])\n change [i v] by (1)\n add (item (i) of [player2 v]) to [data v]\n end\n else\n if <(p) = [3]> then\n repeat (length of [player3 v])\n change [i v] by (1)\n add (item (i) of [player3 v]) to [data v]\n end\n else\n if <(p) = [4]> then\n repeat (length of [player4 v])\n change [i v] by (1)\n add (item (i) of [player4 v]) to [data v]\n end\n else\n if <(p) = [5]> then\n repeat (length of [player5 v])\n change [i v] by (1)\n add (item (i) of [player5 v]) to [data v]\n end\n else\n if <(p) = [6]> then\n repeat (length of [player6 v])\n change [i v] by (1)\n add (item (i) of [player6 v]) to [data v]\n end\n else\n if <(p) = [7]> then\n repeat (length of [player7 v])\n change [i v] by (1)\n add (item (i) of [player7 v]) to [data v]\n end\n else\n if <(p) = [8]> then\n repeat (length of [player8 v])\n change [i v] by (1)\n add (item (i) of [player8 v]) to [data v]\n end\n else\n if <(p) = [9]> then\n repeat (length of [player9 v])\n change [i v] by (1)\n add (item (i) of [player9 v]) to [data v]\n end\n else\n if <(p) = [10]> then\n repeat (length of [player10 v])\n change [i v] by (1)\n add (item (i) of [player10 v]) to [data v]\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 [connect & start v]\nif <(username) = []> then\n broadcast (Not logged in! v)\n stop [other scripts in sprite v]\n stop [this script v]\nend\nset [characters v] to [ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789~`!@#$%^&*\(\)-_=+\[\]{}/\|;:'",.<>? ]\nset [offline limit v] to [1500]\nset [player id v] to [0]\nconnect\nsay []\nif <(Player ID) = [0]> then\n broadcast (Game full! v)\nelse\n broadcast (Connected! v)\nend\nstop [other scripts in sprite v]\nbroadcast (play v)\n\nwhen flag clicked\nbroadcast (connect & start v)\n\nwhen I receive [play v]\nforever\n if <not <(Player ID) = [9]>> then\n check player [9]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(Player ID) = [10]>> then\n check player [10]\n end\nend\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset volume to (100) %\nforever\n if <key (v v) pressed?> then\n if <(volume) = [100]> then\n set volume to (0) %\n else\n set volume to (100) %\n end\n wait until <not <key (v v) pressed?>>\n end\nend\n\nwhen flag clicked\nset [player_shown? v] to [1]\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [scroll x v] to [0]\nset [x v] to [0]\npoint in direction (90)\nset y to (-86)\nshow\nset [ghost v] effect to (0)\nforever\n set rotation style [don't rotate v]\n switch costume to (hitbox check v)\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > ((mouse y) + (20))>>> then\n switch costume to (hitbox check - crouch v)\n end\n if <touching color (#00c5eb)?> then\n stop [other scripts in sprite v]\n broadcast (Win v)\n set rotation style [left-right v]\n if <<(LOVED__) = [1]> and <(FAVED___) = [1]>> then\n switch costume to (player yellow v)\n else\n switch costume to (player v)\n end\n repeat (10)\n if <<(LOVED__) = [1]> and <(FAVED___) = [1]>> then\n switch costume to (player yellow v)\n else\n switch costume to (player v)\n end\n change [ghost v] effect by (10)\n end\n hide\n stop [this script v]\n end\n if <<touching color (#ff2e2e)?> or <<touching color (#d82727)?> or <(y position) < [-182]>>> then\n create clone of (_myself_ v)\n start sound [Oops v]\n set rotation style [left-right v]\n if <<(LOVED__) = [1]> and <(FAVED___) = [1]>> then\n switch costume to (player yellow v)\n else\n switch costume to (player v)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [x v] to (Spawn point)\n set [xvel v] to [0]\n set [yvel v] to [0]\n set y to (-86)\n wait (0.4) seconds\n end\n if <touching color (#ffce2e)?> then\n start sound [Boing v]\n set [yvel v] to [20]\n end\n switch costume to (hitbox v)\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > ((mouse y) + (20))>>> then\n switch costume to (hitbox - crouch v)\n end\n change [ghost v] effect by (-10)\n if <touching (water v)?> then\n set [accel. speed v] to [0.4]\n set [gravity v] to [-0.75]\n else\n set [accel. speed v] to [1]\n set [gravity v] to [-1.25]\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n if <not <touching (level v)?>> then\n change [xvel v] by (Accel. speed)\n point in direction (90)\n end\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n if <not <touching (level v)?>> then\n change [xvel v] by ((Accel. speed) * (-1))\n point in direction (-90)\n end\n end\n set [xvel v] to ((Xvel) * (0.9))\n switch costume to (hitbox right v)\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > ((mouse y) + (20))>>> then\n switch costume to (hitbox right - crouch v)\n end\n set [bump? v] to [0]\n if <<touching (level v)?> and <(Bump?) = [0]>> then\n if <not <(Xvel) < [0]>> then\n set [bump? v] to [1]\n set [xvel v] to ((Xvel) * (-1.1))\n end\n end\n switch costume to (hitbox left v)\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > ((mouse y) + (20))>>> then\n switch costume to (hitbox left - crouch v)\n end\n if <<touching (level v)?> and <(Bump?) = [0]>> then\n if <not <(Xvel) > [0]>> then\n set [bump? v] to [1]\n set [xvel v] to ((Xvel) * (-1.1))\n end\n end\n if <(x position) < [-213]> then\n if <not <(Xvel) > [0]>> then\n set [bump? v] to [1]\n set [xvel v] to ((Xvel) * (-1.1))\n end\n end\n if <(x position) > [213]> then\n if <not <(Xvel) < [0]>> then\n set [bump? v] to [1]\n set [xvel v] to ((Xvel) * (-1.1))\n end\n end\n switch costume to (hitbox v)\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > ((mouse y) + (20))>>> then\n switch costume to (hitbox - crouch v)\n end\n change [x v] by (Xvel)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change [yvel v] by (Gravity)\n change y by (Yvel)\n if <touching (level v)?> then\n if <<touching color (#ff2e2e)?> or <<touching color (#d82727)?> or <(y position) < [-182]>>> then\n create clone of (_myself_ v)\n start sound [Oops v]\n set rotation style [left-right v]\n if <<(LOVED__) = [1]> and <(FAVED___) = [1]>> then\n switch costume to (player yellow v)\n else\n switch costume to (player v)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [x v] to (Spawn point)\n set [xvel v] to [0]\n set [yvel v] to [0]\n set y to (-86)\n wait (0.4) seconds\n end\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\n end\n change y by (-5)\n if <touching (level v)?> then\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> or <<mouse down?> and <(y position) < ((mouse y) - (20))>>> then\n start sound [Jump v]\n set [yvel v] to [15]\n end\n end\n change y by (5)\n set rotation style [left-right v]\n if <<(LOVED__) = [1]> and <(FAVED___) = [1]>> then\n set [crouch? v] to [3]\n switch costume to (player yellow v)\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > ((mouse y) + (20))>>> then\n set [crouch? v] to [4]\n switch costume to (player yellow - crouch v)\n end\n else\n set [crouch? v] to [1]\n switch costume to (player v)\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > ((mouse y) + (20))>>> then\n set [crouch? v] to [2]\n switch costume to (player - crouch v)\n end\n end\n set [player_x v] to (X)\n set [player_y v] to (y position)\nend\n\nwhen flag clicked\nshow\nset [spawn point v] to [0]\nset [scroll x v] to [0]\nset [x v] to [0]\nforever\n set size to (1000) %\n if <<(X) < [0]> or <(X) = [0]>> then\n change [scroll x v] by (((0) - (scroll x)) / (3))\n else\n if <<(X) > [9120]> or <(X) = [9120]>> then\n change [scroll x v] by (((9120) - (scroll x)) / (3))\n else\n change [scroll x v] by (((X) - (scroll x)) / (3))\n end\n end\n if <(X) > [4800]> then\n set [spawn point v] to [4800]\n end\n set x to (((X) - (scroll x)) - (184))\n set size to (100) %\nend\n\nwhen I start as a clone\nshow\nset rotation style [all around v]\nset [ghost v] effect to (0)\ngo to [front v] layer\nset size to (100) %\nif <<(LOVED__) = [1]> and <(FAVED___) = [1]>> then\n switch costume to (effect yellow v)\nelse\n switch costume to (effect v)\nend\nrepeat (10)\n turn right (10) degrees\n change size by (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\n@Players on cloud\n\ndefine get data of player (p)\ndelete all of [data v]\nset [i v] to [0]\nif <(p) = [1]> then\n repeat (length of [player1 v])\n change [i v] by (1)\n add (item (i) of [player1 v]) to [data v]\n end\nelse\n if <(p) = [2]> then\n repeat (length of [player2 v])\n change [i v] by (1)\n add (item (i) of [player2 v]) to [data v]\n end\n else\n if <(p) = [3]> then\n repeat (length of [player3 v])\n change [i v] by (1)\n add (item (i) of [player3 v]) to [data v]\n end\n else\n if <(p) = [4]> then\n repeat (length of [player4 v])\n change [i v] by (1)\n add (item (i) of [player4 v]) to [data v]\n end\n else\n if <(p) = [5]> then\n repeat (length of [player5 v])\n change [i v] by (1)\n add (item (i) of [player5 v]) to [data v]\n end\n else\n if <(p) = [6]> then\n repeat (length of [player6 v])\n change [i v] by (1)\n add (item (i) of [player6 v]) to [data v]\n end\n else\n if <(p) = [7]> then\n repeat (length of [player7 v])\n change [i v] by (1)\n add (item (i) of [player7 v]) to [data v]\n end\n else\n if <(p) = [8]> then\n repeat (length of [player8 v])\n change [i v] by (1)\n add (item (i) of [player8 v]) to [data v]\n end\n else\n if <(p) = [9]> then\n repeat (length of [player9 v])\n change [i v] by (1)\n add (item (i) of [player9 v]) to [data v]\n end\n else\n if <(p) = [10]> then\n repeat (length of [player10 v])\n change [i v] by (1)\n add (item (i) of [player10 v]) to [data v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nset size to (100) %\ngo to x: (-200) y: (-109)\npoint in direction (90)\nset [current_x v] to [0]\nset [current_y v] to [-130]\nset [ghost v] to [100]\nif <not <(pID) = (Player ID)>> then\n get data of player (pID)\n set [current_x v] to (item (1) of [data v])\n set [current_y v] to (item (2) of [data v])\n point in direction (90)\n go to x: (current_x) y: (current_y)\n forever\n get data of player (pID)\n switch costume to (item (7) of [data v])\n if <(item (5) of [data v]) = [1]> then\n change [current_x v] by (((item (1) of [data v]) - (Xpos)) / (3))\n change [current_y v] by (((item (2) of [data v]) - (Ypos)) / (3))\n set [xpos v] to (current_x)\n set [ypos v] to (current_y)\n set size to (400) %\n go to x: ((((scroll x) - (current_x)) * (-1)) - (184)) y: (current_y)\n set size to (100) %\n set rotation style [left-right v]\n if <((item (1) of [data v]) - (Xpos)) > [0]> then\n point in direction (90)\n end\n if <((item (1) of [data v]) - (Xpos)) < [0]> then\n point in direction (-90)\n end\n if <<(x position) < [-300]> or <(x position) > [300]>> then\n hide\n end\n end\n if <<(item (5) of [data v]) = [1]> and <(item (6) of [data v]) = [1]>> then\n show\n think (item (4) of [data v])\n change [ghost v] by (((0) - (Ghost)) / (3))\n if <<(x position) < [-300]> or <(x position) > [300]>> then\n hide\n end\n else\n change [ghost v] by (((100) - (Ghost)) / (3))\n if <(round (Ghost)) = [100]> then\n hide\n else\n show\n if <<(x position) < [-300]> or <(x position) > [300]>> then\n hide\n end\n end\n end\n set [ghost v] effect to (Ghost)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <not <(pID) = (Player ID)>> then\n get data of player (pID)\n if <<(item (5) of [data v]) = [1]> and <(item (6) of [data v]) = [1]>> then\n wait until <not <<(item (5) of [data v]) = [1]> and <(item (6) of [data v]) = [1]>>>\n if <not <(length of [players v]) = [1]>> then\n broadcast (Left v)\n end\n end\n forever\n if <<(item (5) of [data v]) = [1]> and <(item (6) of [data v]) = [1]>> then\n broadcast (Join v)\n wait until <not <<(item (5) of [data v]) = [1]> and <(item (6) of [data v]) = [1]>>>\n broadcast (Left v)\n end\n end\nend\n\nwhen I receive [play v]\nset [pid v] to [0]\nrepeat (10)\n change [pid v] by (1)\n create clone of (_myself_ v)\nend\n\n@Level\n\nwhen I receive [tick v]\nset size to (400) %\ngo to x: (((scroll x) * (-1)) + (ox)) y: (0)\nshow\nset y to (0)\nif <<(((scroll x) * (-1)) + (ox)) < [-500]> or <(((scroll x) * (-1)) + (ox)) > [500]>> then\n hide\nend\nset size to (100) %\nswitch costume to (join [P] (ID))\n\nwhen I receive [clear all v]\ndelete this clone\n\nwhen flag clicked\nhide\nset [id v] to [0]\nif <(ID) = [0]> then\n set [scroll x v] to [0]\n broadcast (Clear all v)\n go to [back v] layer\n Clone all\n forever\n broadcast (tick v)\n end\nend\n\ndefine Clone all\ngo to [back v] layer\nset [id v] to [0]\nset [ox v] to [0]\nrepeat (19)\n change [id v] by (1)\n change [ox v] by (480)\n set size to (100) %\n create clone of (_myself_ v)\nend\nset [id v] to [0]\nset [ox v] to [0]\n\nwhen I receive [win v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\n@Parallax\n\nwhen I receive [tick v]\nset [brightness v] effect to (-10)\nset [ghost v] effect to (20)\nset size to (400) %\ngo to [back v] layer\ngo to x: (((((scroll x) * (-0.5)) mod (480)) + (ox)) - (480)) y: (0)\nshow\nset y to (0)\nif <<(((((scroll x) * (-0.5)) mod (480)) + (ox)) - (480)) < [-500]> or <(((((scroll x) * (-0.5)) mod (480)) + (ox)) - (480)) > [500]>> then\n hide\nend\nset size to (100) %\n\nwhen I receive [clear all v]\ndelete this clone\n\nwhen flag clicked\nhide\nset [ox v] to [0]\ncreate clone of (_myself_ v)\nset [ox v] to [480]\n\nwhen I receive [win v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\n@Win\n\nwhen I receive [win v]\nshow\nswitch costume to (resize v)\ngo to [front v] layer\nset size to (200) %\nswitch costume to (win v)\nset [ghost v] effect to (100)\nrepeat (20)\n switch costume to (resize v)\n change [ghost v] effect by (-10)\n change size by (((100) - (size)) / (3.2))\n switch costume to (win v)\nend\nswitch costume to (win v)\n\nwhen I receive [win v]\nplay sound [YOU WON! v] until done\nwait (3) seconds\nstop [all v]\n\nwhen flag clicked\nhide\n\n
The Lost Platformer- A Platformer
@Stage\n\n@Player\n\nwhen flag clicked\nshow\nswitch costume to (player2 v)\nswitch backdrop to (backdrop1 v)\nset [level v] to [0]\ngo to x: (-163) y: (-134)\nset [deaths v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n switch costume to (player2 v)\n change [xv v] by (.5)\n end\n if <<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> then\n change [xv v] by (-.5)\n switch costume to (player3 v)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<<<touching (backdrops v)?> or <touching (moving platform v)?>> or <touching (crusher v)?>> or <touching (moving platform2 v)?>> then\n change y by (1)\n if <<<<touching (backdrops v)?> or <touching (moving platform v)?>> or <touching (crusher v)?>> or <touching (moving platform2 v)?>> then\n change y by (1)\n if <<<<touching (backdrops v)?> or <touching (moving platform v)?>> or <touching (crusher v)?>> or <touching (moving platform2 v)?>> then\n change y by (1)\n if <<<<touching (backdrops v)?> or <touching (moving platform v)?>> or <touching (crusher v)?>> or <touching (moving platform2 v)?>> then\n change y by (1)\n if <<<<touching (backdrops v)?> or <touching (moving platform v)?>> or <touching (crusher v)?>> or <touching (moving platform2 v)?>> then\n change y by (1)\n if <<<<touching (backdrops v)?> or <touching (moving platform v)?>> or <touching (crusher v)?>> or <touching (moving platform2 v)?>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [14]\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 (backdrops v)?> or <touching (moving platform v)?>> or <touching (crusher v)?>> or <touching (moving platform2 v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<<<touching (backdrops v)?> or <touching (moving platform v)?>> or <touching (crusher v)?>> or <touching (moving platform2 v)?>> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [yv v] to [16]\n end\n end\n change y by (1)\n if <touching (spikes v)?> then\n set [ghost v] effect to (50)\n play sound [Oops v] until done\n go to x: (-163) y: (-134)\n set [ghost v] effect to (0)\n end\n if <touching (lava v)?> then\n set [ghost v] effect to (50)\n play sound [Oops v] until done\n go to x: (-163) y: (-134)\n set [ghost v] effect to (0)\n end\n if <touching (saw v)?> then\n set [ghost v] effect to (50)\n play sound [Oops v] until done\n go to x: (-163) y: (-134)\n set [ghost v] effect to (0)\n end\n if <touching color (#ff0000)?> then\n set [ghost v] effect to (50)\n play sound [Oops v] until done\n go to x: (-163) y: (-134)\n set [ghost v] effect to (0)\n end\n if <touching (bad guy v)?> then\n set [ghost v] effect to (50)\n play sound [Oops v] until done\n go to x: (-163) y: (-134)\n set [ghost v] effect to (0)\n end\n if <(y position) < [-206]> then\n set [ghost v] effect to (50)\n play sound [Oops v] until done\n go to x: (-163) y: (-134)\n set [ghost v] effect to (0)\n end\nend\n\nset [ghost v] effect to (0)\n\nchange [xv v] by (.5)\n\nwhen I receive [change v]\ngo to x: (-163) y: (-134)\n\nwhen flag clicked\nforever\n play sound [The xx - Intro v] until done\nend\n\nif <key (right arrow v) pressed?> then\n\nplay sound [Oops v] until done\ngo to x: (-163) y: (-134)\n\nset [ghost v] effect to (0)\n\nstart sound [Teleport v]\n\nwhen flag clicked\nforever\n if <(Level) = [12]> then\n switch backdrop to (backdrop2 v)\n end\nend\n\nwhen flag clicked\nforever\n\nwhen flag clicked\nforever\n\nwhen flag clicked\nforever\n\nwhen flag clicked\nforever\n\nwhen flag clicked\nforever\n\nwhen flag clicked\nforever\n\nwhen backdrop switches to [backdrop2 v]\nbroadcast (Say v)\n\nwhen I receive [end? no v]\nplay sound [recording1 v] until done\nbroadcast (End v)\n\nwhen flag clicked\nforever\n repeat (1)\n if <(backdrop [number v]) = [2]> then\n repeat (1)\n play sound [Plaer's voice v] until done\n broadcast (Say n v)\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [end v]\nforever\n switch backdrop to (outro v)\n hide\n stop [other scripts in sprite v]\nend\n\nwhen I receive [end? no v]\n\n@Spikes\n\nwhen flag clicked\nshow\nforever\n if <(Level) = [0]> then\n go to x: (143) y: (-140)\n show\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [change v]\nnext costume\n\nwhen I receive [end v]\nhide\n\nwhen I receive [end v]\nhide\n\n@Lava\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [change v]\nnext costume\n\n@Saw\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\n\nwhen flag clicked\nshow\nforever\n turn right (5) degrees\nend\n\nwhen I receive [change v]\nnext costume\n\n@Portal\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nshow\ngo to x: (200) y: (-60)\ncreate clone of (_myself_ v)\nforever\n turn right (5) degrees\n set [ghost v] effect to (50)\nend\n\nwhen I start as a clone\nforever\n set [ghost v] effect to (50)\n turn left (5) degrees\n if <(Level) = [3]> then\n go to x: (209) y: (63)\n end\n if <(Level) = [5]> then\n go to x: (213) y: (-33)\n end\n if <(Level) = [6]> then\n go to x: (215) y: (76)\n end\n if <(Level) = [12]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (ChAnGe v)\n play sound [Connect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n go to x: (209) y: (63)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n go to x: (213) y: (-33)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n go to x: (215) y: (76)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [12]> then\n hide\n end\nend\n\nshow\n\n@Bad Guy\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nswitch costume to (bad guy 2 v)\nshow\n\nwhen flag clicked\nshow\nforever\n glide (.5) secs to x: (-156) y: (-9)\n glide (.5) secs to x: (31) y: (-9)\nend\n\nwhen I receive [change v]\nnext costume\n\n@BackDrops\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nshow\nset [level v] to [0]\nswitch costume to (costume1 v)\n\nwhen I receive [change v]\nchange [level v] by (1)\nnext costume\n\nshow\n\n@Moving Platform\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n glide (2) secs to x: (-88) y: (-77)\n glide (2) secs to x: (114) y: (71)\nend\n\n@Crusher\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n show\n end\n glide (1) secs to x: (39) y: (-7)\n glide (1) secs to x: (39) y: (100)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n hide\n end\nend\n\n@Moving Platform2\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n glide (2) secs to x: (-88) y: (-77)\n glide (2) secs to x: (-77) y: (82)\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nshow\n\n@Person\n\nwhen I receive [end v]\nforever\n hide\n stop [other scripts in sprite v]\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [say n v]\nswitch costume to (costume3 v)\nplay sound [recording1 v] until done\nswitch backdrop to (outro v)\nbroadcast (End? No v)\n\nbroadcast (End v)\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nhide\n\nwhen I receive [end? no v]\nforever\n hide\n stop [other scripts in sprite v]\nend\n\n@Floaty Thingies\n\nwhen flag clicked\nforever\n hide\n create clone of (_myself_ v)\n wait (.000001) seconds\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\npoint in direction (pick random (-70) to (-100))\ngo to x: (300) y: (pick random (-180) to (180))\nset size to (pick random (20) to (25)) %\nset [ghost v] effect to (pick random (60) to (65))\nrepeat until <(x position) < [-235]>\n move (10) steps\nend\ndelete this clone\n\nwhen flag clicked\nforever\n play sound [The xx - Intro v] until done\nend\n\n
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Peaceful hills ☁️ Platformer #Games #all #All
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop3 v)\n\nwhen flag clicked\nforever\n play sound [JJD Zyphen - Wonderland.mp3 v] until done\nend\n\n@Sprite4\n\n@spectators\n\nwhen flag clicked\nbroadcast (online? v)\nsay [please wait seeing how many online players] for (2) seconds\n\nwhen I receive [online? v]\nshow\ndelete all of [players online v]\nset [online? v] to (☁ PLAYER1)\nwait (1) seconds\nadd [thing] to [players online v]\nif <(online?) = (☁ PLAYER1)> then\n broadcast (1 v)\n broadcast (joined! v)\n set [player v] to [1]\nelse\n add [thing] to [players online v]\n set [online? v] to (☁ PLAYER2)\n wait (1) seconds\n if <(online?) = (☁ PLAYER2)> then\n broadcast (2 v)\n broadcast (joined! v)\n set [player v] to [2]\n else\n add [thing] to [players online v]\n set [online? v] to (☁ PLAYER3)\n wait (0.5) seconds\n if <(online?) = (☁ PLAYER3)> then\n broadcast (3 v)\n broadcast (joined! v)\n set [player v] to [3]\n else\n add [thing] to [players online v]\n set [online? v] to (☁ PLAYER4)\n wait (0.5) seconds\n if <(online?) = (☁ PLAYER4)> then\n broadcast (4 v)\n broadcast (joined! v)\n set [player v] to [4]\n else\n add [thing] to [players online v]\n set [online? v] to (☁ PLAYER5)\n wait (0.5) seconds\n if <(online?) = (☁ PLAYER5)> then\n broadcast (5 v)\n broadcast (joined! v)\n set [player v] to [5]\n else\n add [thing] to [players online v]\n set [online? v] to (☁ PLAYER6)\n wait (0.5) seconds\n if <(online?) = (☁ PLAYER6)> then\n broadcast (6 v)\n broadcast (joined! v)\n set [player v] to [6]\n else\n add [thing] to [players online v]\n set [online? v] to (☁ PLAYER7)\n wait (0.5) seconds\n if <(online?) = (☁ PLAYER7)> then\n broadcast (7 v)\n broadcast (joined! v)\n set [player v] to [7]\n else\n add [thing] to [players online v]\n set [online? v] to (☁ PLAYER8)\n wait (0.5) seconds\n if <(online?) = (☁ PLAYER8)> then\n broadcast (8 v)\n broadcast (joined! v)\n set [player v] to [8]\n else\n add [thing] to [players online v]\n set [online? v] to (☁ PLAYER9)\n wait (0.5) seconds\n if <(online?) = (☁ PLAYER9)> then\n broadcast (9 v)\n broadcast (joined! v)\n set [player v] to [9]\n else\n add [thing] to [players online v]\n set [online? v] to (☁ PLAYER10)\n wait (0.5) seconds\n if <(online?) = (☁ PLAYER10)> then\n broadcast (10 v)\n broadcast (joined! v)\n set [player v] to [10]\n else\n say [sorry slots are all full. but you can watch :\)] for (1) seconds\n broadcast (spectator v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nbroadcast (go v)\nset [players v] to (length of [players online v])\nforever\n delete all of [players online v]\n set [online? v] to (☁ PLAYER1)\n wait (0.5) seconds\n if <not <(online?) = (☁ PLAYER1)>> then\n set [p1? v] to [true]\n add [thing] to [players online v]\n else\n if <(round (online?)) = (round (☁ PLAYER1))> then\n set [p1? v] to [false]\n end\n end\n set [online? v] to (☁ PLAYER2)\n wait (0.5) seconds\n if <not <(online?) = (☁ PLAYER2)>> then\n set [p2? v] to [true]\n add [thing] to [players online v]\n else\n if <(round (online?)) = (round (☁ PLAYER2))> then\n set [p2? v] to [false]\n end\n end\n set [online? v] to (☁ PLAYER3)\n wait (0.5) seconds\n if <not <(online?) = (☁ PLAYER3)>> then\n set [p3? v] to [true]\n add [thing] to [players online v]\n else\n if <(round (online?)) = (round (☁ PLAYER3))> then\n set [p3? v] to [false]\n end\n end\n set [online? v] to (☁ PLAYER4)\n wait (0.5) seconds\n if <not <(online?) = (☁ PLAYER4)>> then\n set [p4? v] to [true]\n add [thing] to [players online v]\n else\n if <(round (online?)) = (round (☁ PLAYER4))> then\n set [p4? v] to [false]\n end\n end\n set [online? v] to (☁ PLAYER5)\n wait (0.5) seconds\n if <not <(online?) = (☁ PLAYER5)>> then\n set [p5 v] to [true]\n add [thing] to [players online v]\n else\n if <(round (online?)) = (round (☁ PLAYER5))> then\n set [p5 v] to [false]\n end\n end\n set [online? v] to (☁ PLAYER6)\n wait (0.5) seconds\n if <not <(online?) = (☁ PLAYER6)>> then\n set [p6 v] to [true]\n add [thing] to [players online v]\n else\n if <(round (online?)) = (round (☁ PLAYER6))> then\n set [p6 v] to [false]\n end\n end\n set [online? v] to (☁ PLAYER7)\n wait (0.5) seconds\n if <not <(online?) = (☁ PLAYER7)>> then\n set [p7 v] to [true]\n add [thing] to [players online v]\n else\n if <(round (online?)) = (round (☁ PLAYER7))> then\n set [p7 v] to [false]\n end\n end\n set [online? v] to (☁ PLAYER8)\n wait (0.5) seconds\n if <not <(online?) = (☁ PLAYER8)>> then\n set [p8 v] to [true]\n add [thing] to [players online v]\n else\n if <(round (online?)) = (round (☁ PLAYER8))> then\n set [p8 v] to [false]\n end\n end\n set [online? v] to (☁ PLAYER9)\n wait (0.5) seconds\n if <not <(online?) = (☁ PLAYER9)>> then\n set [p9 v] to [true]\n add [thing] to [players online v]\n else\n if <(round (online?)) = (round (☁ PLAYER9))> then\n set [p9 v] to [false]\n end\n end\n set [online? v] to (☁ PLAYER10)\n wait (0.5) seconds\n if <not <(online?) = (☁ PLAYER10)>> then\n set [p10 v] to [true]\n add [thing] to [players online v]\n else\n if <(round (online?)) = (round (☁ PLAYER10))> then\n set [p10 v] to [false]\n end\n end\n set [players v] to (length of [players online v])\nend\n\nwhen I receive [joined! v]\nsay [joined!!] for (2) seconds\n\nwhen I receive [spectator v]\nforever\n if <key (right arrow v) pressed?> then\n broadcast (next level v)\n wait until <not <key (right arrow v) pressed?>>\n end\n if <key (left arrow v) pressed?> then\n broadcast (go back a level v)\n wait until <not <key (left arrow v) pressed?>>\n end\nend\n\nwhen flag clicked\nset [jump boost v] to [0]\nset [walljump v] to [0]\nset [speed boost v] to [0]\n\nbroadcast (7 v)\nbroadcast (joined! v)\nset [player v] to [7]\nbroadcast (go v)\n\nwhen I receive [go v]\nforever\n if <key (s v) pressed?> then\n broadcast (next level v)\n wait (1) seconds\n end\nend\n\n@ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nreset timer\n\nwhen I receive [next level v]\nnext costume\nset [y1 v] to [-300]\nset [x1 v] to [-450]\nset [xvel1 v] to [0]\nset [yvel1 v] to [0]\n\nwhen I receive [go back a level v]\nswitch costume to ((costume [number v]) - (1))\nset [y1 v] to [-180]\nset [x1 v] to [-30]\nset [xvel1 v] to [0]\nset [yvel1 v] to [0]\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide variable [time \(seconds\) v]\nforever\n if <(costume [number v]) = [11]> then\n show variable [time \(seconds\) v]\n set [time \(seconds\) v] to (round (timer))\n stop [this script v]\n else\n hide variable [time \(seconds\) v]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n show variable [time \(seconds\) v]\n else\n hide variable [time \(seconds\) v]\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [jump pro! v]\ngo to x: (0) y: (100)\ngo to [front v] layer\nshow\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (0) y: (-300)\nset [ghost v] effect to (50)\nforever\n show\n go to [front v] layer\n if <(y position) > [-300]> then\n switch costume to (costume2 v)\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n repeat (10)\n change y by (-10)\n end\n end\n else\n switch costume to (costume1 v)\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n repeat (10)\n change y by (10)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n set [shop place v] to (y position)\nend\n\n@shop\n\nwhen flag clicked\nset [double jump v] to [0]\nset [bought? v] to []\nset [clone v] to [0]\ngo to x: (-140) y: (28)\nrepeat (3)\n change [clone v] by (1)\n create clone of (_myself_ v)\n change x by (140)\nend\nhide\n\nwhen I start as a clone\nforever\n go to [front v] layer\n set y to ((shop place) + (100))\n switch costume to (costume4 v)\n set size to (100) %\n if <((shop place) + (100)) = (y position)> then\n show\n switch costume to (costume4 v)\n if <(y position) > [-150]> then\n if <(clone) = [1]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <<(coins) > [1]> and <not < (bought?) contains (clone)?>>> then\n set [bought? v] to (join (bought?) [1])\n set [walljump v] to [t]\n change [coins v] by (-2)\n end\n end\n end\n if <(clone) = [2]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <<(coins) > [3]> and <not < (bought?) contains (clone)?>>> then\n set [bought? v] to (join (bought?) [2])\n change [coins v] by (-4)\n set [vel v] to [3]\n end\n end\n end\n if <(clone) = [3]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <<(coins) > [1]> and <not < (bought?) contains (clone)?>>> then\n set [bought? v] to (join (bought?) [3])\n change [coins v] by (-2)\n set [double jump v] to [t]\n end\n end\n end\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n end\n end\n if < (bought?) contains (clone)?> then\n switch costume to (((clone) * (2)) - (1))\n else\n switch costume to ((clone) * (2))\n end\n else\n hide\n end\nend\n\n@danger\n\nwhen flag clicked\ndelete all of [alien place v]\nadd [10] to [alien place v]\nadd [-85] to [alien place v]\nadd [-30] to [alien place v]\nadd [-85] to [alien place v]\nadd [-30] to [alien place v]\nadd [-85] to [alien place v]\nadd [210] to [alien place v]\nadd [65] to [alien place v]\nadd [100] to [alien place v]\nadd [-73] to [alien place v]\nadd [200] to [alien place v]\nadd [-75] to [alien place v]\nadd [-200] to [alien place v]\nadd [40] to [alien place v]\nadd [130] to [alien place v]\nadd [65] to [alien place v]\nforever\n erase all\n aliens: custom [4] list [1]\n aliens: custom [5] list [2]\n aliens: custom [7] list [3]\n aliens: custom [7] list [4]\n aliens: custom [7] list [8]\n aliens: custom [9] list [5]\n aliens: custom [9] list [6]\n aliens: custom [10] list [7]\nend\n\nhide\n\ndefine aliens: custom (custom) list (list)\nswitch costume to (alien custom)\nset [brightness v] effect to (0)\npoint in direction (90)\nif <<([costume # v] of [ground v]) = (custom)> and <not <(item ((list) * (2)) of [alien place v]) = []>>> then\n go to x: (item (((list) * (2)) - (1)) of [alien place v]) y: ((item ((list) * (2)) of [alien place v]) + (alien y))\n stamp\n show\n if <touching ((join [player] (player)) v)?> then\n if <(y position) < (([y position v] of (join [player] (player))) + (-10))> then\n set [yvel1 v] to [6]\n change [coins v] by (1)\n replace item (((list) * (2)) - (1)) of [alien place v] with []\n replace item ((list) * (2)) of [alien place v] with []\n else\n broadcast (died v)\n end\n end\n hide\nelse\n hide\nend\n\nwhen flag clicked\nset [alien y v] to [0]\nset [alien yvel v] to [0]\nset [name tag v] to [0]\nset [alien custom v] to [0]\nwait (1) seconds\ncreate clone of (_myself_ v)\nforever\n repeat until <(alien y) < [15]>\n change [alien yvel v] by (-1)\n if <<(alien custom) > [1]> and <(alien yvel) < [5]>> then\n change [alien custom v] by (-1)\n end\n end\n repeat until <(alien custom) > [4]>\n change [alien custom v] by (1)\n set [alien yvel v] to [0]\n end\n set [alien yvel v] to [15]\nend\n\nwhen flag clicked\nforever\n change [alien y v] by (alien yvel)\nend\n\nwhen flag clicked\nforever\n if <(alien yvel) < [-1]> then\n repeat until <(costume [number v]) < [2]>\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\ndefine spikes (x) (y) (custom)\nset [brightness v] effect to (0)\nswitch costume to (costume7 v)\ngo to x: (x) y: (y)\nif <([costume # v] of [ground v]) = (custom)> then\n stamp\nend\n\nwhen I start as a clone\nforever\n hide\n spikes [0] [-25] [2]\n spikes [-70] [-110] [4]\n spikes [90] [-110] [4]\n spikes [80] [-100] [7]\n spikes [-40] [-100] [8]\n spikes [110] [-30] [8]\n spikes [140] [-110] [10]\n spikes [-50] [-110] [10]\n spikes [-70] [15] [10]\n turn right (5) degrees\nend\n\n@clouds\n\nwhen flag clicked\nforever\n hide\n set x to (400)\n set y to (125)\n set [move clouds v] to (x position)\n create clone of (_myself_ v)\n wait (pick random (0.7) to (1.3)) seconds\nend\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (10))\nchange y by (pick random (-90) to (20))\nforever\n set [ghost v] effect to (70)\n set x to (move clouds)\n if <not <(round (move clouds)) = (round (x position))>> then\n delete this clone\n end\n change [move clouds v] by (-5)\nend\n\n@player1\n\nwhen I receive [double v]\nset [yvel1 v] to [10]\nwait until <not <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>>>\nwait until <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>>\nset [yvel1 v] to [7]\n\nwhen I receive [1 v]\nset [y1 v] to [-240]\nset [x1 v] to [-450]\nshow\nforever\n show\n switch costume to (player v)\n set size to (100) %\n set [xvel1 v] to ((xvel1) * (acceleration))\n change [x1 v] by (xvel1)\n set x to ((x1) + (240))\n set size to (100) %\n if <touching (ground v)?> then\n change y by (1)\n change [y1 v] 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 ((xvel1) * (-1))\n change [x1 v] by ((xvel1) * (-1))\n change y by (-5)\n change [y1 v] by (-1)\n if <<<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> and <(walljump) = [t]>> then\n set [yvel1 v] to [8]\n if <(xvel1) > [0.5]> then\n set [xvel1 v] to [-15]\n else\n if <[-0.5] > (xvel1)> then\n set [xvel1 v] to [15]\n end\n end\n else\n set [xvel1 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 (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> and <touching (ground v)?>> then\n if <(double jump) = [t]> then\n broadcast (double v)\n else\n set [yvel1 v] to [10]\n end\n end\n change y by (1)\n change [yvel1 v] by (-.5)\n change [y1 v] by (yvel1)\n set y to ((y1) + (240))\n set size to (100) %\n if <<touching color (#ff0000)?> or <touching color (#3e70d5)?>> then\n broadcast (died v)\n end\n set size to (100) %\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [xvel1 v] by (vel)\n end\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [xvel1 v] by ((vel) * (-1))\n end\n if <touching (ground v)?> then\n change y by ((yvel1) * (-1))\n change [y1 v] by ((yvel1) * (-1))\n set [yvel1 v] to [0]\n end\n if <<[-220] > (x position)> and <not <([costume # v] of [ground v]) < [2]>>> then\n broadcast (go back a level v)\n end\n if <(x position) > [220]> then\n broadcast (next level v)\n end\n username\n player1\nend\n\ndefine player1\nset [☁ player1 v] to (join (timer) (join [000] (join (username) (join [000] (join ([costume # v] of [ground v]) (join [000] (join (round ((x position) + (240))) (join [000] (round ((y position) + (180)))))))))))\n\ndefine go to\nset [repeat v] to (length of (☁ PLAYER1))\nset [number v] to (letter (repeat) of (☁ PLAYER1))\nrepeat until <<<(letter ((repeat) + (-2)) of (☁ PLAYER1)) = [0]> and <<(letter ((repeat) + (-1)) of (☁ PLAYER1)) = [0]> and <(letter ((repeat) + (-3)) of (☁ PLAYER1)) = [0]>>> or <(repeat) < [0]>>\n change [repeat v] by (-1)\n set [number v] to (join (letter (repeat) of (☁ PLAYER1)) (NUMBER))\nend\nset y to ((NUMBER) + (-180))\nchange [repeat v] by (-4)\nset [number v] to (letter (repeat) of (☁ PLAYER1))\nrepeat until <<<(letter ((repeat) + (-2)) of (☁ PLAYER1)) = [0]> and <<(letter ((repeat) + (-1)) of (☁ PLAYER1)) = [0]> and <(letter ((repeat) + (-3)) of (☁ PLAYER1)) = [0]>>> or <(repeat) < [0]>>\n change [repeat v] by (-1)\n set [number v] to (join (letter (repeat) of (☁ PLAYER1)) (NUMBER))\nend\nset x to ((NUMBER) + (-240))\nchange [repeat v] by (-4)\nset [number v] to (letter (repeat) of (☁ PLAYER1))\nrepeat until <<<(letter ((repeat) + (-2)) of (☁ PLAYER1)) = [0]> and <<(letter ((repeat) + (-1)) of (☁ PLAYER1)) = [0]> and <(letter ((repeat) + (-3)) of (☁ PLAYER1)) = [0]>>> or <(repeat) < [0]>>\n change [repeat v] by (-1)\n set [number v] to (join (letter (repeat) of (☁ PLAYER1)) (NUMBER))\nend\nset [ground custom v] to (NUMBER)\nchange [repeat v] by (-4)\nset [number v] to (letter (repeat) of (☁ PLAYER1))\nrepeat until <<<(letter ((repeat) + (-2)) of (☁ PLAYER1)) = [0]> and <<(letter ((repeat) + (-1)) of (☁ PLAYER1)) = [0]> and <(letter ((repeat) + (-3)) of (☁ PLAYER1)) = [0]>>> or <(repeat) < [0]>>\n change [repeat v] by (-1)\n set [number v] to (join (letter (repeat) of (☁ PLAYER1)) (NUMBER))\nend\nset [name tag v] to (NUMBER)\n\nwhen I receive [go v]\nshow\npoint in direction (90)\nset [repeat v] to [20]\nforever\n go to\n if <<(p1?) = [true]> and <([costume # v] of [ground v]) = (ground custom)>> then\n switch costume to (player v)\n show\n else\n hide\n end\n say\n if <not <(player) = [1]>> then\n set [color v] effect to (10)\n say (username)\n end\nend\n\nwhen flag clicked\nset [vel v] to [2]\nset [acceleration v] to [0.8]\nset [coins v] to [0]\nhide\n\ndefine username\nset [repeat v] to [0]\nset [username v] to []\nrepeat until <(repeat) > ((length of (username)) - (1))>\n change [repeat v] by (1)\n set [username v] to (join (username) (item # of (letter (repeat) of (username)) in [username v]))\nend\n\ndefine say\nset [repeat v] to [1]\nset [username v] to []\nrepeat (length of ((name tag) / (2)))\n set [set v] to (letter (repeat) of (name tag))\n set [set v] to (join (set) (letter ((repeat) + (1)) of (name tag)))\n set [username v] to (join (username) (item (set) of [username v]))\n change [repeat v] by (2)\nend\n\nwhen I receive [died v]\nset [y1 v] to [-300]\nset [x1 v] to [-450]\nset [xvel1 v] to [0]\nset [yvel1 v] to [0]\n\nwhen flag clicked\nset [☁ player1 v] to (join (timer) (join [000] (join (username) (join [000] (join ([costume # v] of [ground v]) (join [000] (join (round ((x position) + (240))) (join [000] (round ((y position) + (180)))))))))))\n\n@player2\n\nwhen I receive [double v]\nset [yvel1 v] to [10]\nwait until <not <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>>>\nwait until <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>>\nset [yvel1 v] to [7]\n\nwhen I receive [2 v]\nset [y1 v] to [-240]\nset [x1 v] to [-450]\nshow\nforever\n show\n set size to (100) %\n set [xvel1 v] to ((xvel1) * (acceleration))\n change [x1 v] by (xvel1)\n set x to ((x1) + (240))\n switch costume to (player v)\n set size to (100) %\n if <touching (ground v)?> then\n change y by (1)\n change [y1 v] 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 ((xvel1) * (-1))\n change [x1 v] by ((xvel1) * (-1))\n change y by (-5)\n change [y1 v] by (-1)\n if <<<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> and <(walljump) = [t]>> then\n set [yvel1 v] to [8]\n if <(xvel1) > [0.5]> then\n set [xvel1 v] to [-15]\n else\n if <[-0.5] > (xvel1)> then\n set [xvel1 v] to [15]\n end\n end\n else\n set [xvel1 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 (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> and <touching (ground v)?>> then\n if <(double jump) = [t]> then\n broadcast (double v)\n else\n set [yvel1 v] to [10]\n end\n end\n change y by (1)\n change [yvel1 v] by (-.5)\n change [y1 v] by (yvel1)\n set y to ((y1) + (240))\n switch costume to (player v)\n set size to (100) %\n if <<touching color (#ff0000)?> or <touching color (#3e70d5)?>> then\n broadcast (died v)\n end\n set size to (100) %\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [xvel1 v] by (vel)\n end\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [xvel1 v] by ((vel) * (-1))\n end\n if <touching (ground v)?> then\n change y by ((yvel1) * (-1))\n change [y1 v] by ((yvel1) * (-1))\n set [yvel1 v] to [0]\n end\n if <<[-220] > (x position)> and <not <([costume # v] of [ground v]) < [2]>>> then\n broadcast (go back a level v)\n end\n if <(x position) > [220]> then\n broadcast (next level v)\n end\n username\n player1\nend\n\ndefine player1\nset [☁ player2 v] to (join (timer) (join [000] (join (username) (join [000] (join ([costume # v] of [ground v]) (join [000] (join (round ((x position) + (240))) (join [000] (round ((y position) + (180)))))))))))\n\nwhen I receive [go v]\nshow\npoint in direction (90)\nset [repeat v] to [20]\nforever\n go to\n if <<(p2?) = [true]> and <([costume # v] of [ground v]) = (ground custom)>> then\n switch costume to (player v)\n show\n else\n hide\n end\n say\n if <not <(player) = [2]>> then\n set [color v] effect to (10)\n say (username)\n end\nend\n\nwhen flag clicked\nset [vel v] to [2]\nset [acceleration v] to [0.8]\nset [coins v] to [0]\nhide\n\ndefine username\nset [repeat v] to [0]\nset [username v] to []\nrepeat until <(repeat) > ((length of (username)) - (1))>\n change [repeat v] by (1)\n set [username v] to (join (username) (item # of (letter (repeat) of (username)) in [username v]))\nend\n\ndefine say\nset [repeat v] to [1]\nset [username v] to []\nrepeat (length of ((name tag) / (2)))\n set [set v] to (letter (repeat) of (name tag))\n set [set v] to (join (set) (letter ((repeat) + (1)) of (name tag)))\n set [username v] to (join (username) (item (set) of [username v]))\n change [repeat v] by (2)\nend\n\nwhen I receive [died v]\nset [y1 v] to [-300]\nset [x1 v] to [-450]\nset [xvel1 v] to [0]\nset [yvel1 v] to [0]\n\ndefine go to\nset [repeat v] to (length of (☁ PLAYER2))\nset [number v] to (letter (repeat) of (☁ PLAYER2))\nrepeat until <<<(letter ((repeat) + (-2)) of (☁ PLAYER2)) = [0]> and <<(letter ((repeat) + (-1)) of (☁ PLAYER2)) = [0]> and <(letter ((repeat) + (-3)) of (☁ PLAYER2)) = [0]>>> or <(repeat) < [0]>>\n change [repeat v] by (-1)\n set [number v] to (join (letter (repeat) of (☁ PLAYER2)) (NUMBER))\nend\nset y to ((NUMBER) + (-180))\nchange [repeat v] by (-4)\nset [number v] to (letter (repeat) of (☁ PLAYER2))\nrepeat until <<<(letter ((repeat) + (-2)) of (☁ PLAYER2)) = [0]> and <<(letter ((repeat) + (-1)) of (☁ PLAYER2)) = [0]> and <(letter ((repeat) + (-3)) of (☁ PLAYER2)) = [0]>>> or <(repeat) < [0]>>\n change [repeat v] by (-1)\n set [number v] to (join (letter (repeat) of (☁ PLAYER2)) (NUMBER))\nend\nset x to ((NUMBER) + (-240))\nchange [repeat v] by (-4)\nset [number v] to (letter (repeat) of (☁ PLAYER2))\nrepeat until <<<(letter ((repeat) + (-2)) of (☁ PLAYER2)) = [0]> and <<(letter ((repeat) + (-1)) of (☁ PLAYER2)) = [0]> and <(letter ((repeat) + (-3)) of (☁ PLAYER2)) = [0]>>> or <(repeat) < [0]>>\n change [repeat v] by (-1)\n set [number v] to (join (letter (repeat) of (☁ PLAYER2)) (NUMBER))\nend\nset [ground custom v] to (NUMBER)\nchange [repeat v] by (-4)\nset [number v] to (letter (repeat) of (☁ PLAYER2))\nrepeat until <<<(letter ((repeat) + (-2)) of (☁ PLAYER2)) = [0]> and <<(letter ((repeat) + (-1)) of (☁ PLAYER2)) = [0]> and <(letter ((repeat) + (-3)) of (☁ PLAYER2)) = [0]>>> or <(repeat) < [0]>>\n change [repeat v] by (-1)\n set [number v] to (join (letter (repeat) of (☁ PLAYER2)) (NUMBER))\nend\nset [name tag v] to (NUMBER)\n\nwhen flag clicked\nset [☁ player2 v] to (join (timer) (join [000] (join (username) (join [000] (join ([costume # v] of [ground v]) (join [000] (join (round ((x position) + (240))) (join [000] (round ((y position) + (180)))))))))))\n\n@player3\n\nwhen I receive [double v]\nset [yvel1 v] to [10]\nwait until <not <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>>>\nwait until <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>>\nset [yvel1 v] to [7]\n\nwhen I receive [3 v]\nset [y1 v] to [-240]\nset [x1 v] to [-450]\nshow\nforever\n show\n switch costume to (player v)\n set size to (100) %\n set [xvel1 v] to ((xvel1) * (acceleration))\n change [x1 v] by (xvel1)\n set x to ((x1) + (240))\n set size to (100) %\n if <touching (ground v)?> then\n change y by (1)\n change [y1 v] 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 ((xvel1) * (-1))\n change [x1 v] by ((xvel1) * (-1))\n change y by (-5)\n change [y1 v] by (-1)\n if <<<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> and <(walljump) = [t]>> then\n set [yvel1 v] to [8]\n if <(xvel1) > [0.5]> then\n set [xvel1 v] to [-15]\n else\n if <[-0.5] > (xvel1)> then\n set [xvel1 v] to [15]\n end\n end\n else\n set [xvel1 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 (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> and <touching (ground v)?>> then\n if <(double jump) = [t]> then\n broadcast (double v)\n else\n set [yvel1 v] to [10]\n end\n end\n change y by (1)\n change [yvel1 v] by (-.5)\n change [y1 v] by (yvel1)\n set y to ((y1) + (240))\n set size to (100) %\n if <<touching color (#ff0000)?> or <touching color (#3e70d5)?>> then\n broadcast (died v)\n end\n set size to (100) %\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [xvel1 v] by (vel)\n end\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [xvel1 v] by ((vel) * (-1))\n end\n if <touching (ground v)?> then\n change y by ((yvel1) * (-1))\n change [y1 v] by ((yvel1) * (-1))\n set [yvel1 v] to [0]\n end\n if <<[-220] > (x position)> and <not <([costume # v] of [ground v]) < [2]>>> then\n broadcast (go back a level v)\n end\n if <(x position) > [220]> then\n broadcast (next level v)\n end\n username\n player1\nend\n\ndefine player1\nset [☁ player3 v] to (join (timer) (join [000] (join (username) (join [000] (join ([costume # v] of [ground v]) (join [000] (join (round ((x position) + (240))) (join [000] (round ((y position) + (180)))))))))))\n\nwhen I receive [go v]\nshow\npoint in direction (90)\nset [repeat v] to [20]\nforever\n go to\n if <<(p3?) = [true]> and <([costume # v] of [ground v]) = (ground custom)>> then\n switch costume to (player v)\n show\n else\n hide\n end\n say\n if <not <(player) = [3]>> then\n set [color v] effect to (10)\n say (username)\n end\nend\n\nwhen flag clicked\nset [vel v] to [2]\nset [acceleration v] to [0.8]\nset [coins v] to [0]\nhide\n\ndefine username\nset [repeat v] to [0]\nset [username v] to []\nrepeat until <(repeat) > ((length of (username)) - (1))>\n change [repeat v] by (1)\n set [username v] to (join (username) (item # of (letter (repeat) of (username)) in [username v]))\nend\n\ndefine say\nset [repeat v] to [1]\nset [username v] to []\nrepeat (length of ((name tag) / (2)))\n set [set v] to (letter (repeat) of (name tag))\n set [set v] to (join (set) (letter ((repeat) + (1)) of (name tag)))\n set [username v] to (join (username) (item (set) of [username v]))\n change [repeat v] by (2)\nend\n\nwhen I receive [died v]\nset [y1 v] to [-300]\nset [x1 v] to [-450]\nset [xvel1 v] to [0]\nset [yvel1 v] to [0]\n\ndefine go to\nset [repeat v] to (length of (☁ PLAYER3))\nset [number v] to (letter (repeat) of (☁ PLAYER3))\nrepeat until <<<(letter ((repeat) + (-2)) of (☁ PLAYER3)) = [0]> and <<(letter ((repeat) + (-1)) of (☁ PLAYER3)) = [0]> and <(letter ((repeat) + (-3)) of (☁ PLAYER3)) = [0]>>> or <(repeat) < [0]>>\n change [repeat v] by (-1)\n set [number v] to (join (letter (repeat) of (☁ PLAYER3)) (NUMBER))\nend\nset y to ((NUMBER) + (-180))\nchange [repeat v] by (-4)\nset [number v] to (letter (repeat) of (☁ PLAYER3))\nrepeat until <<<(letter ((repeat) + (-2)) of (☁ PLAYER3)) = [0]> and <<(letter ((repeat) + (-1)) of (☁ PLAYER3)) = [0]> and <(letter ((repeat) + (-3)) of (☁ PLAYER3)) = [0]>>> or <(repeat) < [0]>>\n change [repeat v] by (-1)\n set [number v] to (join (letter (repeat) of (☁ PLAYER3)) (NUMBER))\nend\nset x to ((NUMBER) + (-240))\nchange [repeat v] by (-4)\nset [number v] to (letter (repeat) of (☁ PLAYER3))\nrepeat until <<<(letter ((repeat) + (-2)) of (☁ PLAYER3)) = [0]> and <<(letter ((repeat) + (-1)) of (☁ PLAYER3)) = [0]> and <(letter ((repeat) + (-3)) of (☁ PLAYER3)) = [0]>>> or <(repeat) < [0]>>\n change [repeat v] by (-1)\n set [number v] to (join (letter (repeat) of (☁ PLAYER3)) (NUMBER))\nend\nset [ground custom v] to (NUMBER)\nchange [repeat v] by (-4)\nset [number v] to (letter (repeat) of (☁ PLAYER3))\nrepeat until <<<(letter ((repeat) + (-2)) of (☁ PLAYER3)) = [0]> and <<(letter ((repeat) + (-1)) of (☁ PLAYER3)) = [0]> and <(letter ((repeat) + (-3)) of (☁ PLAYER3)) = [0]>>> or <(repeat) < [0]>>\n change [repeat v] by (-1)\n set [number v] to (join (letter (repeat) of (☁ PLAYER3)) (NUMBER))\nend\nset [name tag v] to (NUMBER)\n\nwhen flag clicked\nset [☁ player3 v] to (join (timer) (join [000] (join (username) (join [000] (join ([costume # v] of [ground v]) (join [000] (join (round ((x position) + (240))) (join [000] (round ((y position) + (180)))))))))))\n\n@player8\n\nwhen I receive [double v]\nset [yvel1 v] to [10]\nwait until <not <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>>>\nwait until <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>>\nset [yvel1 v] to [7]\n\nwhen I receive [8 v]\nset [y1 v] to [-240]\nset [x1 v] to [-450]\nshow\nforever\n show\n switch costume to (player v)\n set [xvel1 v] to ((xvel1) * (acceleration))\n change [x1 v] by (xvel1)\n set x to ((x1) + (240))\n set size to (100) %\n if <touching (ground v)?> then\n change y by (1)\n change [y1 v] 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 ((xvel1) * (-1))\n change [x1 v] by ((xvel1) * (-1))\n change y by (-5)\n change [y1 v] by (-1)\n if <<<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> and <(walljump) = [t]>> then\n set [yvel1 v] to [8]\n if <(xvel1) > [0.5]> then\n set [xvel1 v] to [-15]\n else\n if <[-0.5] > (xvel1)> then\n set [xvel1 v] to [15]\n end\n end\n else\n set [xvel1 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 (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> and <touching (ground v)?>> then\n if <(double jump) = [t]> then\n broadcast (double v)\n else\n set [yvel1 v] to [10]\n end\n end\n change y by (1)\n change [yvel1 v] by (-.5)\n change [y1 v] by (yvel1)\n set y to ((y1) + (240))\n set size to (100) %\n if <<touching color (#ff0000)?> or <touching color (#3c6ed4)?>> then\n broadcast (died v)\n end\n set size to (100) %\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [xvel1 v] by (vel)\n end\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [xvel1 v] by ((vel) * (-1))\n end\n if <touching (ground v)?> then\n change y by ((yvel1) * (-1))\n change [y1 v] by ((yvel1) * (-1))\n set [yvel1 v] to [0]\n end\n if <<[-220] > (x position)> and <not <([costume # v] of [ground v]) < [2]>>> then\n broadcast (go back a level v)\n end\n if <(x position) > [220]> then\n broadcast (next level v)\n end\n username\n player1\nend\n\ndefine player1\nset [☁ player8 v] to (join (timer) (join [000] (join (username) (join [000] (join ([costume # v] of [ground v]) (join [000] (join (round ((x position) + (240))) (join [000] (round ((y position) + (180)))))))))))\n\nwhen I receive [go v]\nshow\npoint in direction (90)\nset [repeat v] to [20]\nforever\n go to\n if <<(p8) = [true]> and <([costume # v] of [ground v]) = (ground custom)>> then\n switch costume to (player v)\n show\n else\n hide\n end\n say\n if <not <(player) = [8]>> then\n set [color v] effect to (10)\n say (username)\n end\nend\n\nwhen flag clicked\nset [vel v] to [2]\nset [acceleration v] to [0.8]\nset [coins v] to [0]\nhide\n\ndefine username\nset [repeat v] to [0]\nset [username v] to []\nrepeat until <(repeat) > ((length of (username)) - (1))>\n change [repeat v] by (1)\n set [username v] to (join (username) (item # of (letter (repeat) of (username)) in [username v]))\nend\n\ndefine say\nset [repeat v] to [1]\nset [username v] to []\nrepeat (length of ((name tag) / (2)))\n set [set v] to (letter (repeat) of (name tag))\n set [set v] to (join (set) (letter ((repeat) + (1)) of (name tag)))\n set [username v] to (join (username) (item (set) of [username v]))\n change [repeat v] by (2)\nend\n\nwhen I receive [died v]\nset [y1 v] to [-300]\nset [x1 v] to [-450]\nset [xvel1 v] to [0]\nset [yvel1 v] to [0]\n\ndefine go to\nset [repeat v] to (length of (☁ PLAYER8))\nset [number v] to (letter (repeat) of (☁ PLAYER8))\nrepeat until <<(letter ((repeat) + (-2)) of (☁ PLAYER8)) = [0]> and <<(letter ((repeat) + (-1)) of (☁ PLAYER8)) = [0]> and <(letter ((repeat) + (-3)) of (☁ PLAYER8)) = [0]>>>\n change [repeat v] by (-1)\n set [number v] to (join (letter (repeat) of (☁ PLAYER8)) (NUMBER))\nend\nset y to ((NUMBER) + (-180))\nchange [repeat v] by (-4)\nset [number v] to (letter (repeat) of (☁ PLAYER8))\nrepeat until <<<(letter ((repeat) + (-2)) of (☁ PLAYER8)) = [0]> and <<(letter ((repeat) + (-1)) of (☁ PLAYER8)) = [0]> and <(letter ((repeat) + (-3)) of (☁ PLAYER8)) = [0]>>> or <(repeat) < [0]>>\n change [repeat v] by (-1)\n set [number v] to (join (letter (repeat) of (☁ PLAYER8)) (NUMBER))\nend\nset x to ((NUMBER) + (-240))\nchange [repeat v] by (-4)\nset [number v] to (letter (repeat) of (☁ PLAYER8))\nrepeat until <<<(letter ((repeat) + (-2)) of (☁ PLAYER8)) = [0]> and <<(letter ((repeat) + (-1)) of (☁ PLAYER8)) = [0]> and <(letter ((repeat) + (-3)) of (☁ PLAYER8)) = [0]>>> or <(repeat) < [0]>>\n change [repeat v] by (-1)\n set [number v] to (join (letter (repeat) of (☁ PLAYER8)) (NUMBER))\nend\nset [ground custom v] to (NUMBER)\nchange [repeat v] by (-4)\nset [number v] to (letter (repeat) of (☁ PLAYER8))\nrepeat until <<<(letter ((repeat) + (-2)) of (☁ PLAYER8)) = [0]> and <<(letter ((repeat) + (-1)) of (☁ PLAYER8)) = [0]> and <(letter ((repeat) + (-3)) of (☁ PLAYER8)) = [0]>>> or <(repeat) < [0]>>\n change [repeat v] by (-1)\n set [number v] to (join (letter (repeat) of (☁ PLAYER8)) (NUMBER))\nend\nset [name tag v] to (NUMBER)\n\nwhen flag clicked\nset [☁ player8 v] to (join (timer) (join [000] (join (username) (join [000] (join ([costume # v] of [ground v]) (join [000] (join (round ((x position) + (240))) (join [000] (round ((y position) + (180)))))))))))\n\n@player9\n\nwhen I receive [double v]\nset [yvel1 v] to [10]\nwait until <not <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>>>\nwait until <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>>\nset [yvel1 v] to [7]\n\nwhen I receive [9 v]\nset [y1 v] to [-240]\nset [x1 v] to [-450]\nshow\nforever\n show\n set size to (100) %\n set [xvel1 v] to ((xvel1) * (acceleration))\n change [x1 v] by (xvel1)\n set x to ((x1) + (240))\n switch costume to (player v)\n set size to (100) %\n if <touching (ground v)?> then\n change y by (1)\n change [y1 v] 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 ((xvel1) * (-1))\n change [x1 v] by ((xvel1) * (-1))\n change y by (-5)\n change [y1 v] by (-1)\n if <<<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> and <(walljump) = [t]>> then\n set [yvel1 v] to [8]\n if <(xvel1) > [0.5]> then\n set [xvel1 v] to [-15]\n else\n if <[-0.5] > (xvel1)> then\n set [xvel1 v] to [15]\n end\n end\n else\n set [xvel1 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 (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> and <touching (ground v)?>> then\n if <(double jump) = [t]> then\n broadcast (double v)\n else\n set [yvel1 v] to [10]\n end\n end\n change y by (1)\n change [yvel1 v] by (-.5)\n change [y1 v] by (yvel1)\n set y to ((y1) + (240))\n set size to (100) %\n if <<touching color (#ff0000)?> or <touching color (#3e70d5)?>> then\n broadcast (died v)\n end\n set size to (100) %\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [xvel1 v] by (vel)\n end\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [xvel1 v] by ((vel) * (-1))\n end\n if <touching (ground v)?> then\n change y by ((yvel1) * (-1))\n change [y1 v] by ((yvel1) * (-1))\n set [yvel1 v] to [0]\n end\n if <<[-220] > (x position)> and <not <([costume # v] of [ground v]) < [2]>>> then\n broadcast (go back a level v)\n end\n if <(x position) > [220]> then\n broadcast (next level v)\n end\n username\n player1\nend\n\ndefine player1\nset [☁ player9 v] to (join (timer) (join [000] (join (username) (join [000] (join ([costume # v] of [ground v]) (join [000] (join (round ((x position) + (240))) (join [000] (round ((y position) + (180)))))))))))\n\nwhen I receive [go v]\nshow\npoint in direction (90)\nset [repeat v] to [20]\nforever\n go to\n if <<(p9) = [true]> and <([costume # v] of [ground v]) = (ground custom)>> then\n switch costume to (player v)\n show\n else\n hide\n end\n say\n if <not <(player) = [9]>> then\n set [color v] effect to (10)\n say (username)\n end\nend\n\nwhen flag clicked\nset [vel v] to [2]\nset [acceleration v] to [0.8]\nset [coins v] to [0]\nhide\n\ndefine username\nset [repeat v] to [0]\nset [username v] to []\nrepeat until <(repeat) > ((length of (username)) - (1))>\n change [repeat v] by (1)\n set [username v] to (join (username) (item # of (letter (repeat) of (username)) in [username v]))\nend\n\ndefine say\nset [repeat v] to [1]\nset [username v] to []\nrepeat (length of ((name tag) / (2)))\n set [set v] to (letter (repeat) of (name tag))\n set [set v] to (join (set) (letter ((repeat) + (1)) of (name tag)))\n set [username v] to (join (username) (item (set) of [username v]))\n change [repeat v] by (2)\nend\n\nwhen I receive [died v]\nset [y1 v] to [-300]\nset [x1 v] to [-450]\nset [xvel1 v] to [0]\nset [yvel1 v] to [0]\n\ndefine go to\nset [repeat v] to (length of (☁ PLAYER9))\nset [number v] to (letter (repeat) of (☁ PLAYER9))\nrepeat until <<(letter ((repeat) + (-2)) of (☁ PLAYER9)) = [0]> and <<(letter ((repeat) + (-1)) of (☁ PLAYER9)) = [0]> and <(letter ((repeat) + (-3)) of (☁ PLAYER9)) = [0]>>>\n change [repeat v] by (-1)\n set [number v] to (join (letter (repeat) of (☁ PLAYER9)) (NUMBER))\nend\nset y to ((NUMBER) + (-180))\nchange [repeat v] by (-4)\nset [number v] to (letter (repeat) of (☁ PLAYER9))\nrepeat until <<<(letter ((repeat) + (-2)) of (☁ PLAYER9)) = [0]> and <<(letter ((repeat) + (-1)) of (☁ PLAYER9)) = [0]> and <(letter ((repeat) + (-3)) of (☁ PLAYER9)) = [0]>>> or <(repeat) < [0]>>\n change [repeat v] by (-1)\n set [number v] to (join (letter (repeat) of (☁ PLAYER9)) (NUMBER))\nend\nset x to ((NUMBER) + (-240))\nchange [repeat v] by (-4)\nset [number v] to (letter (repeat) of (☁ PLAYER9))\nrepeat until <<<(letter ((repeat) + (-2)) of (☁ PLAYER9)) = [0]> and <<(letter ((repeat) + (-1)) of (☁ PLAYER9)) = [0]> and <(letter ((repeat) + (-3)) of (☁ PLAYER9)) = [0]>>> or <(repeat) < [0]>>\n change [repeat v] by (-1)\n set [number v] to (join (letter (repeat) of (☁ PLAYER9)) (NUMBER))\nend\nset [ground custom v] to (NUMBER)\nchange [repeat v] by (-4)\nset [number v] to (letter (repeat) of (☁ PLAYER9))\nrepeat until <<<(letter ((repeat) + (-2)) of (☁ PLAYER9)) = [0]> and <<(letter ((repeat) + (-1)) of (☁ PLAYER9)) = [0]> and <(letter ((repeat) + (-3)) of (☁ PLAYER9)) = [0]>>> or <(repeat) < [0]>>\n change [repeat v] by (-1)\n set [number v] to (join (letter (repeat) of (☁ PLAYER9)) (NUMBER))\nend\nset [name tag v] to (NUMBER)\n\nwhen flag clicked\nset [☁ player9 v] to (join (timer) (join [000] (join (username) (join [000] (join ([costume # v] of [ground v]) (join [000] (join (round ((x position) + (240))) (join [000] (round ((y position) + (180)))))))))))\n\n@player10\n\nwhen I receive [double v]\nset [yvel1 v] to [10]\nwait until <not <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>>>\nwait until <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>>\nset [yvel1 v] to [7]\n\nwhen I receive [10 v]\nset [y1 v] to [-240]\nset [x1 v] to [-450]\nshow\nforever\n show\n set size to (110) %\n set size to (100) %\n switch costume to (player v)\n set [xvel1 v] to ((xvel1) * (acceleration))\n change [x1 v] by (xvel1)\n set x to ((x1) + (240))\n set size to (100) %\n if <touching (ground v)?> then\n change y by (1)\n change [y1 v] 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 ((xvel1) * (-1))\n change [x1 v] by ((xvel1) * (-1))\n change y by (-5)\n change [y1 v] by (-1)\n if <<<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> and <(walljump) = [t]>> then\n set [yvel1 v] to [8]\n if <(xvel1) > [0.5]> then\n set [xvel1 v] to [-15]\n else\n if <[-0.5] > (xvel1)> then\n set [xvel1 v] to [15]\n end\n end\n else\n set [xvel1 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 (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> and <touching (ground v)?>> then\n if <(double jump) = [t]> then\n broadcast (double v)\n else\n set [yvel1 v] to [10]\n end\n end\n change y by (1)\n change [yvel1 v] by (-.5)\n change [y1 v] by (yvel1)\n set y to ((y1) + (240))\n set size to (100) %\n if <<touching color (#ff0000)?> or <touching color (#3e70d5)?>> then\n broadcast (died v)\n end\n set size to (100) %\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [xvel1 v] by (vel)\n end\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [xvel1 v] by ((vel) * (-1))\n end\n if <touching (ground v)?> then\n change y by ((yvel1) * (-1))\n change [y1 v] by ((yvel1) * (-1))\n set [yvel1 v] to [0]\n end\n if <<[-220] > (x position)> and <not <([costume # v] of [ground v]) < [2]>>> then\n broadcast (go back a level v)\n end\n if <(x position) > [220]> then\n broadcast (next level v)\n end\n username\n player1\nend\n\ndefine player1\nset [☁ player10 v] to (join (timer) (join [000] (join (username) (join [000] (join ([costume # v] of [ground v]) (join [000] (join (round ((x position) + (240))) (join [000] (round ((y position) + (180)))))))))))\n\nwhen I receive [go v]\nshow\npoint in direction (90)\nset [repeat v] to [20]\nforever\n go to\n if <<(p10) = [true]> and <([costume # v] of [ground v]) = (ground custom)>> then\n switch costume to (player v)\n show\n else\n hide\n end\n say\n if <not <(player) = [10]>> then\n set [color v] effect to (10)\n say (username)\n end\nend\n\nwhen flag clicked\nset [vel v] to [2]\nset [acceleration v] to [0.8]\nset [coins v] to [0]\nhide\n\ndefine username\nset [repeat v] to [0]\nset [username v] to []\nrepeat until <(repeat) > ((length of (username)) - (1))>\n change [repeat v] by (1)\n set [username v] to (join (username) (item # of (letter (repeat) of (username)) in [username v]))\nend\n\ndefine say\nset [repeat v] to [1]\nset [username v] to []\nrepeat (length of ((name tag) / (2)))\n set [set v] to (letter (repeat) of (name tag))\n set [set v] to (join (set) (letter ((repeat) + (1)) of (name tag)))\n set [username v] to (join (username) (item (set) of [username v]))\n change [repeat v] by (2)\nend\n\nwhen I receive [died v]\nset [y1 v] to [-300]\nset [x1 v] to [-450]\nset [xvel1 v] to [0]\nset [yvel1 v] to [0]\n\ndefine go to\nset [repeat v] to (length of (☁ PLAYER10))\nset [number v] to (letter (repeat) of (☁ PLAYER10))\nrepeat until <<(letter ((repeat) + (-2)) of (☁ PLAYER10)) = [0]> and <<(letter ((repeat) + (-1)) of (☁ PLAYER10)) = [0]> and <(letter ((repeat) + (-3)) of (☁ PLAYER10)) = [0]>>>\n change [repeat v] by (-1)\n set [number v] to (join (letter (repeat) of (☁ PLAYER10)) (NUMBER))\nend\nset y to ((NUMBER) + (-180))\nchange [repeat v] by (-4)\nset [number v] to (letter (repeat) of (☁ PLAYER10))\nrepeat until <<<(letter ((repeat) + (-2)) of (☁ PLAYER10)) = [0]> and <<(letter ((repeat) + (-1)) of (☁ PLAYER10)) = [0]> and <(letter ((repeat) + (-3)) of (☁ PLAYER10)) = [0]>>> or <(repeat) < [0]>>\n change [repeat v] by (-1)\n set [number v] to (join (letter (repeat) of (☁ PLAYER10)) (NUMBER))\nend\nset x to ((NUMBER) + (-240))\nchange [repeat v] by (-4)\nset [number v] to (letter (repeat) of (☁ PLAYER10))\nrepeat until <<<(letter ((repeat) + (-2)) of (☁ PLAYER10)) = [0]> and <<(letter ((repeat) + (-1)) of (☁ PLAYER10)) = [0]> and <(letter ((repeat) + (-3)) of (☁ PLAYER10)) = [0]>>> or <(repeat) < [0]>>\n change [repeat v] by (-1)\n set [number v] to (join (letter (repeat) of (☁ PLAYER10)) (NUMBER))\nend\nset [ground custom v] to (NUMBER)\nchange [repeat v] by (-4)\nset [number v] to (letter (repeat) of (☁ PLAYER10))\nrepeat until <<<(letter ((repeat) + (-2)) of (☁ PLAYER10)) = [0]> and <<(letter ((repeat) + (-1)) of (☁ PLAYER10)) = [0]> and <(letter ((repeat) + (-3)) of (☁ PLAYER10)) = [0]>>> or <(repeat) < [0]>>\n change [repeat v] by (-1)\n set [number v] to (join (letter (repeat) of (☁ PLAYER10)) (NUMBER))\nend\nset [name tag v] to (NUMBER)\n\nwhen flag clicked\nset [☁ player10 v] to (join (timer) (join [000] (join (username) (join [000] (join ([costume # v] of [ground v]) (join [000] (join (round ((x position) + (240))) (join [000] (round ((y position) + (180)))))))))))\n\n@player4\n\nwhen I receive [double v]\nset [yvel1 v] to [10]\nwait until <not <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>>>\nwait until <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>>\nset [yvel1 v] to [7]\n\nwhen I receive [4 v]\nset [y1 v] to [-240]\nset [x1 v] to [-450]\nshow\nforever\n show\n switch costume to (player v)\n set size to (100) %\n set [xvel1 v] to ((xvel1) * (acceleration))\n change [x1 v] by (xvel1)\n set x to ((x1) + (240))\n set size to (100) %\n if <touching (ground v)?> then\n change y by (1)\n change [y1 v] 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 ((xvel1) * (-1))\n change [x1 v] by ((xvel1) * (-1))\n change y by (-5)\n change [y1 v] by (-1)\n if <<<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> and <(walljump) = [t]>> then\n set [yvel1 v] to [8]\n if <(xvel1) > [0.5]> then\n set [xvel1 v] to [-15]\n else\n if <[-0.5] > (xvel1)> then\n set [xvel1 v] to [15]\n end\n end\n else\n set [xvel1 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 (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> and <touching (ground v)?>> then\n if <(double jump) = [t]> then\n broadcast (double v)\n else\n set [yvel1 v] to [10]\n end\n end\n change y by (1)\n change [yvel1 v] by (-.5)\n change [y1 v] by (yvel1)\n set y to ((y1) + (240))\n set size to (100) %\n if <<touching color (#ff0000)?> or <touching color (#154fc5)?>> then\n broadcast (died v)\n end\n set size to (100) %\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [xvel1 v] by (vel)\n end\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [xvel1 v] by ((vel) * (-1))\n end\n if <touching (ground v)?> then\n change y by ((yvel1) * (-1))\n change [y1 v] by ((yvel1) * (-1))\n set [yvel1 v] to [0]\n end\n if <<[-220] > (x position)> and <not <([costume # v] of [ground v]) < [2]>>> then\n broadcast (go back a level v)\n end\n if <(x position) > [220]> then\n broadcast (next level v)\n end\n username\n player1\nend\n\ndefine player1\nset [☁ player4 v] to (join (timer) (join [000] (join (username) (join [000] (join ([costume # v] of [ground v]) (join [000] (join (round ((x position) + (240))) (join [000] (round ((y position) + (180)))))))))))\n\nwhen I receive [go v]\nshow\npoint in direction (90)\nset [repeat v] to [20]\nforever\n go to\n if <<(p4?) = [true]> and <([costume # v] of [ground v]) = (ground custom)>> then\n switch costume to (player v)\n show\n else\n hide\n end\n say\n if <not <(player) = [4]>> then\n set [color v] effect to (10)\n say (username)\n end\nend\n\nwhen flag clicked\nset [vel v] to [2]\nset [acceleration v] to [0.8]\nset [coins v] to [0]\nhide\n\ndefine username\nset [repeat v] to [0]\nset [username v] to []\nrepeat until <(repeat) > ((length of (username)) - (1))>\n change [repeat v] by (1)\n set [username v] to (join (username) (item # of (letter (repeat) of (username)) in [username v]))\nend\n\ndefine say\nset [repeat v] to [1]\nset [username v] to []\nrepeat (length of ((name tag) / (2)))\n set [set v] to (letter (repeat) of (name tag))\n set [set v] to (join (set) (letter ((repeat) + (1)) of (name tag)))\n set [username v] to (join (username) (item (set) of [username v]))\n change [repeat v] by (2)\nend\n\nwhen I receive [died v]\nset [y1 v] to [-300]\nset [x1 v] to [-450]\nset [xvel1 v] to [0]\nset [yvel1 v] to [0]\n\ndefine go to\nset [repeat v] to (length of (☁ PLAYER4))\nset [number v] to (letter (repeat) of (☁ PLAYER4))\nrepeat until <<(letter ((repeat) + (-2)) of (☁ PLAYER4)) = [0]> and <<(letter ((repeat) + (-1)) of (☁ PLAYER4)) = [0]> and <(letter ((repeat) + (-3)) of (☁ PLAYER4)) = [0]>>>\n change [repeat v] by (-1)\n set [number v] to (join (letter (repeat) of (☁ PLAYER4)) (NUMBER))\nend\nset y to ((NUMBER) + (-180))\nchange [repeat v] by (-4)\nset [number v] to (letter (repeat) of (☁ PLAYER4))\nrepeat until <<<(letter ((repeat) + (-2)) of (☁ PLAYER4)) = [0]> and <<(letter ((repeat) + (-1)) of (☁ PLAYER4)) = [0]> and <(letter ((repeat) + (-3)) of (☁ PLAYER4)) = [0]>>> or <(repeat) < [0]>>\n change [repeat v] by (-1)\n set [number v] to (join (letter (repeat) of (☁ PLAYER4)) (NUMBER))\nend\nset x to ((NUMBER) + (-240))\nchange [repeat v] by (-4)\nset [number v] to (letter (repeat) of (☁ PLAYER4))\nrepeat until <<<(letter ((repeat) + (-2)) of (☁ PLAYER4)) = [0]> and <<(letter ((repeat) + (-1)) of (☁ PLAYER4)) = [0]> and <(letter ((repeat) + (-3)) of (☁ PLAYER4)) = [0]>>> or <(repeat) < [0]>>\n change [repeat v] by (-1)\n set [number v] to (join (letter (repeat) of (☁ PLAYER4)) (NUMBER))\nend\nset [ground custom v] to (NUMBER)\nchange [repeat v] by (-4)\nset [number v] to (letter (repeat) of (☁ PLAYER4))\nrepeat until <<<(letter ((repeat) + (-2)) of (☁ PLAYER4)) = [0]> and <<(letter ((repeat) + (-1)) of (☁ PLAYER4)) = [0]> and <(letter ((repeat) + (-3)) of (☁ PLAYER4)) = [0]>>> or <(repeat) < [0]>>\n change [repeat v] by (-1)\n set [number v] to (join (letter (repeat) of (☁ PLAYER4)) (NUMBER))\nend\nset [name tag v] to (NUMBER)\n\nwhen flag clicked\nset [☁ player4 v] to (join (timer) (join [000] (join (username) (join [000] (join ([costume # v] of [ground v]) (join [000] (join (round ((x position) + (240))) (join [000] (round ((y position) + (180)))))))))))\n\n@player5\n\nwhen I receive [double v]\nset [yvel1 v] to [10]\nwait until <not <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>>>\nwait until <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>>\nset [yvel1 v] to [7]\n\nwhen I receive [5 v]\nset [y1 v] to [-240]\nset [x1 v] to [-450]\nshow\nforever\n show\n switch costume to (player v)\n set size to (100) %\n set [xvel1 v] to ((xvel1) * (acceleration))\n change [x1 v] by (xvel1)\n set x to ((x1) + (240))\n set size to (100) %\n if <touching (ground v)?> then\n change y by (1)\n change [y1 v] 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 ((xvel1) * (-1))\n change [x1 v] by ((xvel1) * (-1))\n change y by (-5)\n change [y1 v] by (-1)\n if <<<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> and <(walljump) = [t]>> then\n set [yvel1 v] to [8]\n if <(xvel1) > [0.5]> then\n set [xvel1 v] to [-15]\n else\n if <[-0.5] > (xvel1)> then\n set [xvel1 v] to [15]\n end\n end\n else\n set [xvel1 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 (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> and <touching (ground v)?>> then\n if <(double jump) = [t]> then\n broadcast (double v)\n else\n set [yvel1 v] to [10]\n end\n end\n change y by (1)\n change [yvel1 v] by (-.5)\n change [y1 v] by (yvel1)\n set y to ((y1) + (240))\n set size to (100) %\n if <<touching color (#ff0000)?> or <touching color (#3e70d5)?>> then\n broadcast (died v)\n end\n set size to (100) %\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [xvel1 v] by (vel)\n end\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [xvel1 v] by ((vel) * (-1))\n end\n if <touching (ground v)?> then\n change y by ((yvel1) * (-1))\n change [y1 v] by ((yvel1) * (-1))\n set [yvel1 v] to [0]\n end\n if <<[-220] > (x position)> and <not <([costume # v] of [ground v]) < [2]>>> then\n broadcast (go back a level v)\n end\n if <(x position) > [220]> then\n broadcast (next level v)\n end\n username\n player1\nend\n\ndefine player1\nset [☁ player5 v] to (join (timer) (join [000] (join (username) (join [000] (join ([costume # v] of [ground v]) (join [000] (join (round ((x position) + (240))) (join [000] (round ((y position) + (180)))))))))))\n\nwhen I receive [go v]\nshow\npoint in direction (90)\nset [repeat v] to [20]\nforever\n go to\n if <<(p5) = [true]> and <([costume # v] of [ground v]) = (ground custom)>> then\n switch costume to (player v)\n show\n else\n hide\n end\n say\n if <not <(player) = [5]>> then\n set [color v] effect to (10)\n say (username)\n end\nend\n\nwhen flag clicked\nset [vel v] to [2]\nset [acceleration v] to [0.8]\nset [coins v] to [0]\nhide\n\ndefine username\nset [repeat v] to [0]\nset [username v] to []\nrepeat until <(repeat) > ((length of (username)) - (1))>\n change [repeat v] by (1)\n set [username v] to (join (username) (item # of (letter (repeat) of (username)) in [username v]))\nend\n\ndefine say\nset [repeat v] to [1]\nset [username v] to []\nrepeat (length of ((name tag) / (2)))\n set [set v] to (letter (repeat) of (name tag))\n set [set v] to (join (set) (letter ((repeat) + (1)) of (name tag)))\n set [username v] to (join (username) (item (set) of [username v]))\n change [repeat v] by (2)\nend\n\nwhen I receive [died v]\nset [y1 v] to [-300]\nset [x1 v] to [-450]\nset [xvel1 v] to [0]\nset [yvel1 v] to [0]\n\ndefine go to\nset [repeat v] to (length of (☁ PLAYER5))\nset [number v] to (letter (repeat) of (☁ PLAYER5))\nrepeat until <<(letter ((repeat) + (-2)) of (☁ PLAYER5)) = [0]> and <<(letter ((repeat) + (-1)) of (☁ PLAYER5)) = [0]> and <(letter ((repeat) + (-3)) of (☁ PLAYER5)) = [0]>>>\n change [repeat v] by (-1)\n set [number v] to (join (letter (repeat) of (☁ PLAYER5)) (NUMBER))\nend\nset y to ((NUMBER) + (-180))\nchange [repeat v] by (-4)\nset [number v] to (letter (repeat) of (☁ PLAYER5))\nrepeat until <<<(letter ((repeat) + (-2)) of (☁ PLAYER5)) = [0]> and <<(letter ((repeat) + (-1)) of (☁ PLAYER5)) = [0]> and <(letter ((repeat) + (-3)) of (☁ PLAYER5)) = [0]>>> or <(repeat) < [0]>>\n change [repeat v] by (-1)\n set [number v] to (join (letter (repeat) of (☁ PLAYER5)) (NUMBER))\nend\nset x to ((NUMBER) + (-240))\nchange [repeat v] by (-4)\nset [number v] to (letter (repeat) of (☁ PLAYER5))\nrepeat until <<<(letter ((repeat) + (-2)) of (☁ PLAYER5)) = [0]> and <<(letter ((repeat) + (-1)) of (☁ PLAYER5)) = [0]> and <(letter ((repeat) + (-3)) of (☁ PLAYER5)) = [0]>>> or <(repeat) < [0]>>\n change [repeat v] by (-1)\n set [number v] to (join (letter (repeat) of (☁ PLAYER5)) (NUMBER))\nend\nset [ground custom v] to (NUMBER)\nchange [repeat v] by (-4)\nset [number v] to (letter (repeat) of (☁ PLAYER5))\nrepeat until <<<(letter ((repeat) + (-2)) of (☁ PLAYER5)) = [0]> and <<(letter ((repeat) + (-1)) of (☁ PLAYER5)) = [0]> and <(letter ((repeat) + (-3)) of (☁ PLAYER5)) = [0]>>> or <(repeat) < [0]>>\n change [repeat v] by (-1)\n set [number v] to (join (letter (repeat) of (☁ PLAYER5)) (NUMBER))\nend\nset [name tag v] to (NUMBER)\n\nwhen flag clicked\nset [☁ player5 v] to (join (timer) (join [000] (join (username) (join [000] (join ([costume # v] of [ground v]) (join [000] (join (round ((x position) + (240))) (join [000] (round ((y position) + (180)))))))))))\n\n@player6\n\nwhen I receive [double v]\nset [yvel1 v] to [10]\nwait until <not <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>>>\nwait until <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>>\nset [yvel1 v] to [7]\n\nwhen I receive [6 v]\nset [y1 v] to [-240]\nset [x1 v] to [-450]\nshow\nforever\n show\n switch costume to (player v)\n set size to (100) %\n set [xvel1 v] to ((xvel1) * (acceleration))\n change [x1 v] by (xvel1)\n set x to ((x1) + (240))\n set size to (100) %\n if <touching (ground v)?> then\n change y by (1)\n change [y1 v] 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 ((xvel1) * (-1))\n change [x1 v] by ((xvel1) * (-1))\n change y by (-5)\n change [y1 v] by (-1)\n if <<<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> and <(walljump) = [t]>> then\n set [yvel1 v] to [8]\n if <(xvel1) > [0.5]> then\n set [xvel1 v] to [-15]\n else\n if <[-0.5] > (xvel1)> then\n set [xvel1 v] to [15]\n end\n end\n else\n set [xvel1 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 (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> and <touching (ground v)?>> then\n if <(double jump) = [t]> then\n broadcast (double v)\n else\n set [yvel1 v] to [10]\n end\n end\n change y by (1)\n change [yvel1 v] by (-.5)\n change [y1 v] by (yvel1)\n set y to ((y1) + (240))\n set size to (100) %\n if <<touching color (#ff0000)?> or <touching color (#275ecc)?>> then\n broadcast (died v)\n end\n set size to (100) %\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [xvel1 v] by (vel)\n end\n if <key (left arrow v) pressed?> then\n change [xvel1 v] by ((vel) * (-1))\n end\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change y by ((yvel1) * (-1))\n change [y1 v] by ((yvel1) * (-1))\n set [yvel1 v] to [0]\n end\n if <<[-220] > (x position)> and <not <([costume # v] of [ground v]) < [2]>>> then\n broadcast (go back a level v)\n end\n if <(x position) > [220]> then\n broadcast (next level v)\n end\n username\n player1\nend\n\ndefine player1\nset [☁ player6 v] to (join (timer) (join [000] (join (username) (join [000] (join ([costume # v] of [ground v]) (join [000] (join (round ((x position) + (240))) (join [000] (round ((y position) + (180)))))))))))\n\nwhen I receive [go v]\nshow\npoint in direction (90)\nset [repeat v] to [20]\nforever\n go to\n if <<(p6) = [true]> and <([costume # v] of [ground v]) = (ground custom)>> then\n switch costume to (player v)\n show\n else\n hide\n end\n say\n if <not <(player) = [6]>> then\n set [color v] effect to (10)\n say (username)\n end\nend\n\nwhen flag clicked\nset [vel v] to [2]\nset [acceleration v] to [0.8]\nset [coins v] to [0]\nhide\n\ndefine username\nset [repeat v] to [0]\nset [username v] to []\nrepeat until <(repeat) > ((length of (username)) - (1))>\n change [repeat v] by (1)\n set [username v] to (join (username) (item # of (letter (repeat) of (username)) in [username v]))\nend\n\ndefine say\nset [repeat v] to [1]\nset [username v] to []\nrepeat (length of ((name tag) / (2)))\n set [set v] to (letter (repeat) of (name tag))\n set [set v] to (join (set) (letter ((repeat) + (1)) of (name tag)))\n set [username v] to (join (username) (item (set) of [username v]))\n change [repeat v] by (2)\nend\n\nwhen I receive [died v]\nset [y1 v] to [-300]\nset [x1 v] to [-450]\nset [xvel1 v] to [0]\nset [yvel1 v] to [0]\n\ndefine go to\nset [repeat v] to (length of (☁ PLAYER6))\nset [number v] to (letter (repeat) of (☁ PLAYER6))\nrepeat until <<(letter ((repeat) + (-2)) of (☁ PLAYER6)) = [0]> and <<(letter ((repeat) + (-1)) of (☁ PLAYER6)) = [0]> and <(letter ((repeat) + (-3)) of (☁ PLAYER6)) = [0]>>>\n change [repeat v] by (-1)\n set [number v] to (join (letter (repeat) of (☁ PLAYER6)) (NUMBER))\nend\nset y to ((NUMBER) + (-180))\nchange [repeat v] by (-4)\nset [number v] to (letter (repeat) of (☁ PLAYER6))\nrepeat until <<<(letter ((repeat) + (-2)) of (☁ PLAYER6)) = [0]> and <<(letter ((repeat) + (-1)) of (☁ PLAYER6)) = [0]> and <(letter ((repeat) + (-3)) of (☁ PLAYER6)) = [0]>>> or <(repeat) < [0]>>\n change [repeat v] by (-1)\n set [number v] to (join (letter (repeat) of (☁ PLAYER6)) (NUMBER))\nend\nset x to ((NUMBER) + (-240))\nchange [repeat v] by (-4)\nset [number v] to (letter (repeat) of (☁ PLAYER6))\nrepeat until <<<(letter ((repeat) + (-2)) of (☁ PLAYER6)) = [0]> and <<(letter ((repeat) + (-1)) of (☁ PLAYER6)) = [0]> and <(letter ((repeat) + (-3)) of (☁ PLAYER6)) = [0]>>> or <(repeat) < [0]>>\n change [repeat v] by (-1)\n set [number v] to (join (letter (repeat) of (☁ PLAYER6)) (NUMBER))\nend\nset [ground custom v] to (NUMBER)\nchange [repeat v] by (-4)\nset [number v] to (letter (repeat) of (☁ PLAYER6))\nrepeat until <<<(letter ((repeat) + (-2)) of (☁ PLAYER6)) = [0]> and <<(letter ((repeat) + (-1)) of (☁ PLAYER6)) = [0]> and <(letter ((repeat) + (-3)) of (☁ PLAYER6)) = [0]>>> or <(repeat) < [0]>>\n change [repeat v] by (-1)\n set [number v] to (join (letter (repeat) of (☁ PLAYER6)) (NUMBER))\nend\nset [name tag v] to (NUMBER)\n\nwhen flag clicked\nset [☁ player6 v] to (join (timer) (join [000] (join (username) (join [000] (join ([costume # v] of [ground v]) (join [000] (join (round ((x position) + (240))) (join [000] (round ((y position) + (180)))))))))))\n\n@player7\n\nwhen I receive [double v]\nset [yvel1 v] to [10]\nwait until <not <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>>>\nwait until <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>>\nset [yvel1 v] to [7]\n\nwhen I receive [7 v]\nset [y1 v] to [-240]\nset [x1 v] to [-450]\nshow\nforever\n show\n switch costume to (player v)\n set size to (100) %\n set [xvel1 v] to ((xvel1) * (acceleration))\n change [x1 v] by (xvel1)\n set x to ((x1) + (240))\n set size to (100) %\n if <touching (ground v)?> then\n change y by (1)\n change [y1 v] 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 ((xvel1) * (-1))\n change [x1 v] by ((xvel1) * (-1))\n change y by (-5)\n change [y1 v] by (-1)\n if <<<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> and <(walljump) = [t]>> then\n set [yvel1 v] to [8]\n if <(xvel1) > [0.5]> then\n set [xvel1 v] to [-15]\n else\n if <[-0.5] > (xvel1)> then\n set [xvel1 v] to [15]\n end\n end\n else\n set [xvel1 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 (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> and <touching (ground v)?>> then\n if <(double jump) = [t]> then\n broadcast (double v)\n else\n set [yvel1 v] to [10]\n end\n end\n change y by (1)\n change [yvel1 v] by (-.5)\n change [y1 v] by (yvel1)\n set y to ((y1) + (240))\n set size to (100) %\n if <<touching color (#ff0000)?> or <touching color (#3e70d5)?>> then\n broadcast (died v)\n end\n set size to (100) %\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [xvel1 v] by (vel)\n end\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [xvel1 v] by ((vel) * (-1))\n end\n if <touching (ground v)?> then\n change y by ((yvel1) * (-1))\n change [y1 v] by ((yvel1) * (-1))\n set [yvel1 v] to [0]\n end\n if <<[-220] > (x position)> and <not <([costume # v] of [ground v]) < [2]>>> then\n broadcast (go back a level v)\n end\n if <(x position) > [220]> then\n broadcast (next level v)\n end\n username\n player1\nend\n\ndefine player1\nset [☁ player7 v] to (join (timer) (join [000] (join (username) (join [000] (join ([costume # v] of [ground v]) (join [000] (join (round ((x position) + (240))) (join [000] (round ((y position) + (180)))))))))))\n\nwhen I receive [go v]\nshow\npoint in direction (90)\nset [repeat v] to [20]\nforever\n go to\n if <<(p7) = [true]> and <([costume # v] of [ground v]) = (ground custom)>> then\n switch costume to (player v)\n show\n else\n hide\n end\n say\n if <not <(player) = [7]>> then\n set [color v] effect to (10)\n say (username)\n end\nend\n\nwhen flag clicked\nset [vel v] to [2]\nset [acceleration v] to [0.8]\nset [coins v] to [0]\nhide\n\ndefine username\nset [repeat v] to [0]\nset [username v] to []\nrepeat until <(repeat) > ((length of (username)) - (1))>\n change [repeat v] by (1)\n set [username v] to (join (username) (item # of (letter (repeat) of (username)) in [username v]))\nend\n\ndefine say\nset [repeat v] to [1]\nset [username v] to []\nrepeat (length of ((name tag) / (2)))\n set [set v] to (letter (repeat) of (name tag))\n set [set v] to (join (set) (letter ((repeat) + (1)) of (name tag)))\n set [username v] to (join (username) (item (set) of [username v]))\n change [repeat v] by (2)\nend\n\nwhen I receive [died v]\nset [y1 v] to [-300]\nset [x1 v] to [-450]\nset [xvel1 v] to [0]\nset [yvel1 v] to [0]\n\ndefine go to\nset [repeat v] to (length of (☁ PLAYER7))\nset [number v] to (letter (repeat) of (☁ PLAYER7))\nrepeat until <<(letter ((repeat) + (-2)) of (☁ PLAYER7)) = [0]> and <<(letter ((repeat) + (-1)) of (☁ PLAYER7)) = [0]> and <(letter ((repeat) + (-3)) of (☁ PLAYER7)) = [0]>>>\n change [repeat v] by (-1)\n set [number v] to (join (letter (repeat) of (☁ PLAYER7)) (NUMBER))\nend\nset y to ((NUMBER) + (-180))\nchange [repeat v] by (-4)\nset [number v] to (letter (repeat) of (☁ PLAYER7))\nrepeat until <<<(letter ((repeat) + (-2)) of (☁ PLAYER7)) = [0]> and <<(letter ((repeat) + (-1)) of (☁ PLAYER7)) = [0]> and <(letter ((repeat) + (-3)) of (☁ PLAYER7)) = [0]>>> or <(repeat) < [0]>>\n change [repeat v] by (-1)\n set [number v] to (join (letter (repeat) of (☁ PLAYER7)) (NUMBER))\nend\nset x to ((NUMBER) + (-240))\nchange [repeat v] by (-4)\nset [number v] to (letter (repeat) of (☁ PLAYER7))\nrepeat until <<<(letter ((repeat) + (-2)) of (☁ PLAYER7)) = [0]> and <<(letter ((repeat) + (-1)) of (☁ PLAYER7)) = [0]> and <(letter ((repeat) + (-3)) of (☁ PLAYER7)) = [0]>>> or <(repeat) < [0]>>\n change [repeat v] by (-1)\n set [number v] to (join (letter (repeat) of (☁ PLAYER7)) (NUMBER))\nend\nset [ground custom v] to (NUMBER)\nchange [repeat v] by (-4)\nset [number v] to (letter (repeat) of (☁ PLAYER7))\nrepeat until <<<(letter ((repeat) + (-2)) of (☁ PLAYER7)) = [0]> and <<(letter ((repeat) + (-1)) of (☁ PLAYER7)) = [0]> and <(letter ((repeat) + (-3)) of (☁ PLAYER7)) = [0]>>> or <(repeat) < [0]>>\n change [repeat v] by (-1)\n set [number v] to (join (letter (repeat) of (☁ PLAYER7)) (NUMBER))\nend\nset [name tag v] to (NUMBER)\n\nwhen flag clicked\nset [☁ player7 v] to (join (timer) (join [000] (join (username) (join [000] (join ([costume # v] of [ground v]) (join [000] (join (round ((x position) + (240))) (join [000] (round ((y position) + (180)))))))))))\n\n@Sprite3\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\ngo to [front v] layer\n\n
SPAM DAT FLAG!!!\nArrow keys\npress s to skip\nMobile friendly\nIts much easier if you buy Double jump first\nIf you see me i'm probably fixing something :)
Stickman platformer
@Stage\n\n@guy\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n wait (.09) seconds\n next costume\n end\nend\n\ndefine die\nrepeat (17)\n change [ghost v] effect by (9)\n wait (.01) seconds\n change size by (20)\n wait (.01) seconds\nend\nset size to (89) %\nset [ghost v] effect to (0)\ngo to x: (-212) y: (-104)\n\nwhen I receive [intro finished v]\nswitch backdrop to (1 v)\nshow\nset [ghost v] effect to (0)\nset size to (89) %\ngo to [front v] layer\ngo to [front v] layer\ngo to x: (-212) y: (-104)\npoint in direction (90)\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n if <touching color (#ff0000)?> then\n die\n set [ghost v] effect to (0)\n go to x: (-212) y: (-104)\n end\n if <touching color (#ff70b8)?> then\n set [yv v] to [23]\n end\n change [yv v] by (-1)\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [xv v] by (0.7)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [xv v] by (-0.7)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n if <touching color (#000000)?> then\n change x by (Change)\n end\n change x by (1)\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [14.6]\n end\n end\n if <(x position) > [239]> then\n go to x: (-208) y: (-77)\n next backdrop\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <(y position) = [-184]> then\n die\n end\nend\n\nwhen flag clicked\nhide\n\n@intro\n\nwhen flag clicked\ngo to [front v] layer\ngo [forward v] (2) layers\n\nwhen flag clicked\n\nwhen I receive [intro finished v]\nif then\n delete this clone\nend\nhide\n\nwhen I receive [intro finished v]\n\nwhen flag clicked\ngo to [front v] layer\nhide\nswitch costume to (n v)\npoint in direction (90)\ngo to x: (0) y: (0)\nset size to (500) %\nset [intro: ghost v] to [100]\nset [ghost v] effect to (intro: ghost)\nshow\nwait (0.25) seconds\nrepeat (35)\n change size by (((100) - (size)) / (5))\n change [intro: ghost v] by (((0) - (intro: ghost)) / (5))\n set [ghost v] effect to (intro: ghost)\nend\nset size to (200) %\nrepeat (10)\n change size by (((250) - (size)) / (5))\nend\nrepeat (30)\n change size by (((150) - (size)) / (5))\nend\nset size to (150) %\nrepeat (10)\n change y by (-27)\n turn right (18) degrees\nend\nset y to ((0) - (y position))\nrepeat (10)\n change y by (-25)\n turn right (18) degrees\nend\nwait (0.25) seconds\nswitch costume to (black v)\nswitch costume to (n v)\nrepeat (35)\n change size by (((100) - (size)) / (5))\n change [intro: ghost v] by (((0) - (intro: ghost)) / (5))\n set [ghost v] effect to (intro: ghost)\nend\nset size to (200) %\nrepeat (10)\n change size by (((250) - (size)) / (5))\nend\nrepeat (30)\n change size by (((150) - (size)) / (5))\nend\nset size to (150) %\nbroadcast (intro finished v)\n\n@cover\n\nwhen flag clicked\nshow\n\nwhen I receive [intro finished v]\nhide\n\n
Arrow keys to move. 12 levels of red (bad), erasers (bouncy), and levels (levels)\n\n25 likes - sequel
The impossible platformer! Mobile and New stages!
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [next level v]\nnext backdrop\nbroadcast (set start v)\n\n@player\n\nwhen flag clicked\nclear graphic effects\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (-125)\nforever\n change [y v] by (-1)\n switch costume to (costume2 v)\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n switch costume to (costume2 v)\n change [x v] by (3)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (costume3 v)\n change [x v] by (-3)\n end\n set [x v] to ((x) * (0.7))\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 y by (1)\n if <touching (ground v)?> then\n change y by (-6)\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n 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)?> and <key (space v) pressed?>> or <<touching (ground v)?> and <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [y v] to [14]\n end\n if <<<touching (ground v)?> and <key (up arrow v) pressed?>> or <<touching (ground v)?> and <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [y v] to [14]\n end\n change y by (1)\n if <touching (death v)?> then\n Death Animation\n Go To [-200] [-125]\n end\nend\n\nwhen I receive [set start v]\ngo to x: (-200) y: (-125)\n\nwhen flag clicked\nforever\n if <touching (edge v)?> then\n broadcast (next level v)\n end\nend\n\ndefine Death Animation\nrepeat (10)\n change [ghost v] effect by (10)\n change [whirl v] effect by (10)\nend\nclear graphic effects\n\ndefine Go To (x) (y)\ngo to x: (x) y: (y)\n\n@ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\nbroadcast (set start v)\n\n@edge\n\nwhen flag clicked\nnext costume\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nif <touching (player v)?> then\n broadcast (next level v)\nend\n\n@death\n\nwhen flag clicked\nswitch costume to (costume4 v)\n\nwhen I receive [next level v]\nnext costume\nbroadcast (set start v)\n\n@Thumbnail\n\nwhen flag clicked\nshow\nwait (1) seconds\nhide\n\n
Left and right arrow keys to move, space and up arrow to jump or Mobile controls. Can you complete all 50 stages! every stage is harder than the last. 'This platformer has been tested multiple times'. \nTell me how Long it took you To complete in the comments so get your self a timer and gooooooo! BTW my record is 6 mins.
|| Middle school a platformer ||
@Stage\n\n@Player\n\ndefine reset\nclear graphic effects\ngo to x: (-200) y: (-50)\npoint in direction (90)\nset [dead? v] to [0]\nset [x v v] to [0]\nset [y v v] to [0]\nset size to (100) %\nshow\n\nwhen I receive [next level v]\nset [change? v] to [1]\nreset\nset [change? v] to [0]\n\nwhen I receive [alright bros let's go v]\nset [level v] to [1]\nset [dead? v] to [0]\nset size to (100) %\nreset\nforever\n go to [front v] layer\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <(dead?) = [0]>> then\n change [x v v] by (.9)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(dead?) = [0]>> then\n change [x v v] by (-.9)\n end\n set [x v v] to ((X v) * (0.9))\n change x by (X v)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change x by ((X v) * (-2))\n 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 change y by (-5)\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 (big killer wheel 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) = [239]> and <(dead?) = [0]>> then\n broadcast (NEXT LEVEL v)\n change [level v] by (1)\n end\nend\n\nwhen I receive [alright bros let's go v]\nforever\n if <(y position) = [-179]> then\n Spin off screen\n end\nend\n\nwhen [r v] key pressed\nif <(dead?) = [0]> then\n reset\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [alright bros let's go v]\nshow\n\ndefine Spin off screen\nset [dead? v] to [1]\nchange [player death v] by (1)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nreset\n\nwhen I receive [alright bros let's go v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (center2 v)\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\ngo [forward v] (2) layers\n\nwhen I receive [coustume number is 2 v]\nif <key (t v) pressed?> then\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nswitch costume to (center v)\n\nwhen I receive [coustume number is not 2 don't make mask avaible v]\nif <key (t v) pressed?> then\n switch costume to (center v)\nend\n\nwhen I receive [alright bros let's go v]\nset [change? v] to [0]\nforever\n if <<(x position) = [240]> and <(dead?) = [0]>> then\n broadcast (NEXT LEVEL v)\n change [level v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [Center]> then\n if <touching (spikes v)?> then\n reset\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (enemy v)?> then\n reset\n end\nend\n\nwhen I receive [alright bros let's go v]\nset [change? v] to [0]\nforever\n if <<(x position) = [160]> 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]\nset [change? v] to [0]\nforever\n if <<(x position) = [162]> 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]\nset [change? v] to [0]\nforever\n if <<(x position) = [161]> and <(dead?) = [0]>> then\n broadcast (NEXT LEVEL v)\n change [level v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n play sound [TobyMac - Speak life v] until done\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [alright bros let's go v]\nshow\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <touching (spikes2 v)?> then\n reset\n end\nend\n\nwhen flag clicked\nchange [☁ viewers v] by (1)\n\nwhen flag clicked\nshow\n\n@Ground\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nbroadcast (alright bros let's go v)\nshow\n\nwhen flag clicked\ngo [forward v] (1) layers\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n broadcast (Coustume number is 2 v)\n end\nend\n\nwhen flag clicked\nif <not <(costume [number v]) = [2]>> then\n broadcast (coustume number is not 2 don't make mask avaible v)\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [3]> then\n broadcast (coustume neumber is 3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [4]> then\n broadcast (coustume number is 4 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n broadcast (hid men show enemy's v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n broadcast (Coustume number is 5 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [6]> then\n broadcast (The end v)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\nwait (1) seconds\nbroadcast (alright bros let's go v)\n\n@backround\n\nwhen flag clicked\nswitch costume to (level 1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [coustume number is 2 v]\nshow\n\nwhen I receive [coustume neumber is 3 v]\nhide\n\n@enemy\n\nwhen flag clicked\nhide\n\nwhen I receive [coustume neumber is 3 v]\nshow\ngo to [front v] layer\n\nwhen flag clicked\nforever\n go to x: (138) y: (25)\n switch costume to (costume1 v)\n glide (3) secs to x: (-114) y: (21)\n wait (0.1) seconds\n switch costume to (costume2 v)\n glide (3) secs to x: (137) y: (25)\nend\n\nwhen I receive [coustume number is 4 v]\nhide\n\n@rule breakers\n\nwhen flag clicked\nhide\n\nwhen I receive [coustume number is 4 v]\nshow\n\nwhen I receive [cough v]\nplay sound [Cough2 v] until done\n\nwhen I receive [hid men show enemy's v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [cough v]\nshow\ngo to [front v] layer\nglide (2) secs to x: (94) y: (-162)\nswitch costume to (cfd7a4f3a8146e815867f3781299561c_middle-east-respiratory-syndrome-coronavirus-indoor-mold-png-_820-2 v)\n\nwhen flag clicked\ngo to x: (77) y: (20)\n\n@spikes2\n\nwhen flag clicked\nhide\n\nwhen I receive [coustume number is 5 v]\nshow\n\nwhen I receive [the end v]\nhide\n\n
new animation out https://scratch.mit.edu/projects/418353504/\n\nWIP I might add a couple more levels after camping \n\nyes a plattformer not an animation boy I spend all Day making this. This took forever and I had no idea I was this good at being a game-Maker XD a \n\nlove and fav would be nice! but of corse it is up to you XD this is only my second plattformer and my best plattformer infact this is one of my best projects!\n\n\n\n\nfor level 2 the mask will get you past if you are having trouble so press t\n\n\n
[FIXED] Dark and Afraid = A Scrolling Platformer
@Stage\n\n@platforms\n\nwhen I receive [flag v]\nshow\n\nwhen I receive [tik v]\nposition ((x) - (SCROLLX)) ((Y) - (SCROLLY))\n\nwhen I receive [setup v]\nswitch costume to (level 1 1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nclone at x [0] Y: [0]\nclone at x [0] Y: [360]\nclone at x [0] Y: [360]\nclone at x [0] Y: [360]\nclone at x [0] Y: [360]\nclone at x [0] Y: [360]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\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 (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\n\nmove (10) steps\n\nclone at x [360] Y: [0]\n\nclone at x [360] Y: [0]\n\nset [level v] to [3]\n\nwhen flag clicked\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\n\nwhen flag clicked\nset [brightness v] effect to (-100)\n\n@loader\n\nwhen flag clicked\nshow\nset [percent v] to [0]\nbroadcast (no lag v)\nrepeat until <<(percent) = [100]> or <(percent) > [100]>>\n erase all\n load (percent)\n change [percent v] by (pick random (-0.5) to (3))\n wait (pick random (0) to (0.1)) seconds\nend\nerase all\nset pen size to (25)\nset pen color to (#00a91e)\npen up\ngo to x: (-100) y: (0)\npen down\ngo to x: (100) y: (0)\nwait (0.4) seconds\nbroadcast (up down v)\nwait (0.35) seconds\nbroadcast (flag v)\nerase all\nwait (0.3) seconds\nerase all\nhide\n\ndefine load (percent)\nset pen size to (25)\nset pen color to (#b4b4b4)\npen up\ngo to x: (-100) y: (0)\npen down\ngo to x: (100) y: (0)\npen up\nset pen color to (#00a91e)\ngo to x: (-100) y: (0)\npen down\ngo to x: ((-100) + ((percent) * (2))) y: (0)\n\n@end sign\n\nwhen I receive [flag v]\nshow\n\nwhen I receive [tik v]\nposition ((x) - (SCROLLX)) ((Y) - (SCROLLY))\n\nwhen I receive [setup v]\nswitch costume to (level 1 1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nclone at x [0] Y: [0]\nclone at x [0] Y: [360]\nclone at x [0] Y: [360]\nclone at x [0] Y: [360]\nclone at x [0] Y: [360]\nclone at x [0] Y: [500]\n\ndefine position (x) (y)\ngo 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 (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\n\nmove (10) steps\n\nclone at x [360] Y: [0]\n\nclone at x [360] Y: [0]\n\nset [level v] to [3]\n\nwhen flag clicked\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\n\nwhen I receive [tik v]\nset [brightness v] effect to ((distance to [player v]) / (2.3))\n\nwhen flag clicked\nhide\n\n@ghost layer 1\n\nwhen flag clicked\nhide\n\nwhen I receive [tik v]\ngo to [back v] layer\nshow\ngo to (player v)\nset [ghost v] effect to (78)\nset size to ((([sin v] of ((ghost) * (300)) ) * (6)) + (133)) %\nchange [ghost v] by (0.033)\n\nwhen flag clicked\nforever\n reset timer\nend\n\n@ghost layer 2\n\nwhen flag clicked\nhide\n\nwhen I receive [tik v]\nshow\ngo to [back v] layer\ngo to (player v)\nset [ghost v] effect to (82)\nset size to ((([cos v] of ((ghost) * (230)) ) * (5)) + (115)) %\n\n@ghost layer 3\n\nwhen flag clicked\nhide\n\nwhen I receive [tik v]\ngo to [back v] layer\nshow\ngo to (player v)\nset [ghost v] effect to (86)\nset size to ((([cos v] of ((ghost) * (235)) ) * (7)) + (172)) %\n\n@ghost layer 4\n\nwhen flag clicked\nhide\n\nwhen I receive [tik v]\ngo to [back v] layer\nshow\ngo to (player v)\nset [ghost v] effect to (91)\nset size to ((([cos v] of ((ghost) * (215)) ) * (6)) + (195)) %\n\n@load notes\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nrepeat until <<(percent) > [100]> or <(percent) = [100]>>\n switch costume to (pick random (1) to (7))\n wait (pick random (0.05) to (0.3)) seconds\nend\nswitch costume to (costume8 v)\n\nforever\nend\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [no lag v]\nshow\nswitch costume to (costume1 v)\nrepeat until <<(percent) > [100]> or <(percent) = [100]>>\n switch costume to (pick random (1) to (7))\n wait (pick random (0.05) to (0.3)) seconds\nend\nswitch costume to (costume8 v)\n\nwhen I receive [flag v]\nshow\nswitch costume to (costume1 v)\nrepeat until <<(percent) > [100]> or <(percent) = [100]>>\n switch costume to (pick random (1) to (7))\n wait (0.05) seconds\nend\nswitch costume to (costume8 v)\n\nshow\nswitch costume to (costume1 v)\nrepeat until <<(percent) > [100]> or <(percent) = [100]>>\n switch costume to (pick random (1) to (7))\n wait (0.05) seconds\nend\nswitch costume to (costume8 v)\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [reset v]\nhide\n\nwhen I receive [setup v]\nhide\n\nwhen I receive [tik v]\nhide\n\nwhen I receive [title tick v]\nhide\n\n@thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen I receive [up down v]\nset [ghost v] effect to (0)\ngo to [front v] layer\ngo to x: (0) y: (0)\n\nwait (1) seconds\nrepeat (100)\nend\n\nwait (0.01) seconds\n\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nset [title can tik v] to [1]\n\nset [ghost v] effect to (100)\n\nglide (0.35) secs to x: (0) y: (-360)\n\nwhen [timer v] > (0)\nhide variable [oofs v]\nhide variable [time v]\n\nwhen [timer v] > (0)\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nbroadcast (begin title tik v)\n\nwhen I receive [tik v]\nchange [ghost v] effect by (1)\n\n@spikes\n\nwhen I receive [flag v]\nshow\n\nwhen I receive [tik v]\nposition ((x) - (SCROLLX)) ((Y) - (SCROLLY))\n\nwhen I receive [setup v]\nswitch costume to (level 1 1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nclone at x [0] Y: [0]\nclone at x [0] Y: [360]\nclone at x [0] Y: [360]\nclone at x [0] Y: [360]\nclone at x [0] Y: [360]\nclone at x [0] Y: [360]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\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 (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\n\nmove (10) steps\n\nclone at x [360] Y: [0]\n\nclone at x [360] Y: [0]\n\nset [level v] to [3]\n\nwhen flag clicked\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\n\nwhen flag clicked\nset [brightness v] effect to (-100)\n\n@music/mute\n\nwhen I receive [play game v]\nshow\nforever\n play sound [Haunted Pass 1 v] until done\n play sound [Haunted Pass 2 v] until done\nend\n\nwhen this sprite clicked\nif <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(volume) = [0]> then\n set volume to (100) %\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n stop [this script v]\n end\n if <(volume) = [100]> then\n set volume to (0) %\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\nset volume to (100) %\n\nwhen I receive [tik v]\nif <touching (mouse-pointer v)?> then\n set [music touch v] to [1]\nelse\n set [music touch v] to [0]\nend\n\n@text\n\nwhen I receive [flag v]\nshow\n\nwhen I receive [tik v]\nposition ((x) - (SCROLLX)) ((Y) - (SCROLLY))\n\nwhen I receive [setup v]\nswitch costume to (level 1 1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nclone at x [0] Y: [0]\nclone at x [0] Y: [360]\nclone at x [0] Y: [360]\nclone at x [0] Y: [360]\nclone at x [0] Y: [360]\nclone at x [0] Y: [500]\n\ndefine position (x) (y)\ngo 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 (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\n\nmove (10) steps\n\nclone at x [360] Y: [0]\n\nclone at x [360] Y: [0]\n\nset [level v] to [3]\n\nwhen flag clicked\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\n\nwhen I receive [tik v]\nset [brightness v] effect to ((distance to [player v]) / (2.6))\n\n@win\n\nwhen I receive [real win v]\nset [won peeps v] to [1]\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nset size to (130) %\ngo to [front v] layer\nrepeat (10)\n change size by (-3)\n change [ghost v] effect by (-10)\n go to [front v] layer\nend\nrepeat (10)\n go to x: (pick random (-10) to (10)) y: (pick random (-10) to (10))\n go to [front v] layer\nend\nshow variable [time v]\nshow variable [oofs v]\n\nwhen flag clicked\nset [time v] to [0]\nset [won peeps v] to [0]\nhide variable [time v]\nhide variable [oofs v]\nhide\ngo to [front v] layer\nrepeat until <(won peeps) = [1]>\n wait (1) seconds\n change [time v] by (1)\nend\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat (33)\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nwait (1) seconds\nrepeat (10)\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@player\n\nwhen flag clicked\nbroadcast (flag v) and wait\nbroadcast (play game v) and wait\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (reset v)\n broadcast (setup v)\n Game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (tik v) and wait\n end\n if <(EXIT) = [win]> then\n game win\n else\n Game-Die\n end\nend\n\ndefine Game on\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [in air v] to []\nset [exit v] to []\nset size to (40) %\npoint in direction (90)\nshow\n\ndefine Tick\nif <(title can tik) = [1]> then\n broadcast (begin title tik v)\nend\nif <<touching (end sign v)?> and <(win?) = [0]>> then\n set [win? v] to [1]\n broadcast (real win v)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n point in direction (-90)\n change [sx v] by (-3.4)\n change player x by [-9]\n switch costume to (costume2 v)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n change [sx v] by (3.4)\n change player x by [9]\n switch costume to (costume1 v)\nend\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [1]> then\n set [sy v] to [23]\n end\nend\nchange [sy v] by (-2)\nChange player y by? (sy)\nposition\nTEST_die\nset [scrollx v] to (x)\nif <(SCROLLX) < [0]> then\n set [scrollx v] to [0]\nend\nchange [scrolly v] by (round ((Y) - (SCROLLY)))\nif <(SCROLLY) < [0]> then\n set [scrolly v] to [0]\nend\nposition\nif <(y position) < [-180]> then\n set [exit v] to [die]\nend\nset [sx v] to ((sx) * (0.7))\n\ndefine Change player y by? (sy)\nchange [y v] by (sy)\nset [in air v] to [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) - (SCROLLX)) y: ((Y) - (SCROLLY))\n\ndefine change player x by (sx)\nchange [x v] by (sx)\nposition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n 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\nchange [x v] by (-7)\n\ndefine Game-Die\nchange [oofs v] by (1)\nset [exit v] to []\nbroadcast (die v)\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine TEST_die\nif <<touching (spikes v)?> or <touching (danger2 v)?>> then\n broadcast (die v)\nend\n\nwait (0.01) seconds\n\ndefine game win\nstart sound [Teleport2 v]\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (-2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\nwhen [right arrow v] key pressed\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\n\nturn left (15) degrees\n\nwhen I receive [die v]\nset [exit v] to [die]\n\nwhen I receive [tik v]\nset [big sy v] to (sy)\n\nTEST_die\n\nwhen I receive [reset v]\nwait until <not <<<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> or <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>>>>>\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nset [title can tik v] to [0]\nset [win? v] to [0]\nrepeat (10)\n set [oofs v] to [0]\nend\n\nwhen I receive [up down v]\nchange player x by [0.1]\n\nwhen flag clicked\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [in air v] to []\nset [exit v] to []\nset size to (40) %\npoint in direction (90)\n\nwhen I receive [flag v]\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [in air v] to []\nset [exit v] to []\nset size to (40) %\npoint in direction (90)\nhide\n\nwhen I receive [play game v]\nrepeat (10)\n set [oofs v] to [0]\nend\n\nwhen I receive [play game v]\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [in air v] to []\nset [exit v] to []\nset size to (40) %\npoint in direction (90)\nhide\n\nwhen I receive [real win v]\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [in air v] to []\nset [exit v] to []\nset size to (40) %\npoint in direction (90)\nhide\n\nwhen I receive [flag v]\nrepeat (10)\n set [oofs v] to [0]\nend\n\n@Remember\n\nwhen flag clicked\nhide\nwait (14) 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
Storyline:\nYou have been trapped on a field trip to a mine. You are alone, but you have light. You have to escape to survive. The collapse of the cave made pointy spikes, daring landscapes, and a journey so terrifying, you have to try for yourself. \n\nControls:\nArrow keys, wasd, or tap to move\nUse your light to find your way!\n\nTips: Press down arrow, s, of mobile way to move like:\n1. Smaller character\n2. Faster downwards\n\nWhat I fixed/ why I reshared:\nWhat I fixed:\n1. The dying at beginning.\n2. A little bit of velocity changes.\n\nReshared (8/16/2020) :\nI don't like it when I fix a bug and the project is shared. I did this once I was trending (I didn't unshare) and there was a major glitch that took an hour to fix (oop me XP).
Pen Platformer
@Stage\n\n@aiueomaruta’s Pen Platfomer\n\ndefine ステージを読み込む (データ)\nset [セーブx v] to [-220]\nset [セーブy v] to [0]\ndelete all of [ステージ読み込み v]\nset [ステージ読み込み 番号 v] to [1]\nrepeat until <(ステージ読み込み 番号) = (length of (データ))>\n set [ステージ読み込み 一時保存 v] to []\n repeat until <[;] = (letter ((1) + (ステージ読み込み 番号)) of (データ))>\n if <not <[;] = (letter (ステージ読み込み 番号) of (データ))>> then\n set [ステージ読み込み 一時保存 v] to (join (ステージ読み込み 一時保存) (letter (ステージ読み込み 番号) of (データ)))\n end\n change [ステージ読み込み 番号 v] by (1)\n end\n set [ステージ読み込み 一時保存 v] to (join (ステージ読み込み 一時保存) (letter (ステージ読み込み 番号) of (データ)))\n add (ステージ読み込み 一時保存) to [ステージ読み込み v]\n change [ステージ読み込み 番号 v] by (1)\nend\n\ndefine 当たり判定\nset [ステージ読み込み 番号 v] to [1]\ndelete all of [触れた v]\nrepeat ((length of [ステージ読み込み v]) / (6))\n set [x1 v] to (item ((ステージ読み込み 番号) + (1)) of [ステージ読み込み v])\n set [y1 v] to (item ((ステージ読み込み 番号) + (2)) of [ステージ読み込み v])\n set [x2 v] to (item ((ステージ読み込み 番号) + (3)) of [ステージ読み込み v])\n set [y2 v] to (item ((ステージ読み込み 番号) + (4)) of [ステージ読み込み v])\n set [x3 v] to ((x) + (キャラ横幅))\n set [y3 v] to ((y) + (キャラ縦幅))\n set [x4 v] to ((x) - (キャラ横幅))\n set [y4 v] to ((y) - (キャラ縦幅))\n insert (item (ステージ読み込み 番号) of [ステージ読み込み v]) at <<([abs v] of ((((x1) + (x2)) / (2)) - (((x3) + (x4)) / (2))) ) < (([abs v] of ((x1) - (((x1) + (x2)) / (2))) ) + (([abs v] of ((x3) - (((x3) + (x4)) / (2))) ) + (太さ)))> and <([abs v] of ((((y1) + (y2)) / (2)) - (((y3) + (y4)) / (2))) ) < (([abs v] of ((y1) - (((y1) + (y2)) / (2))) ) + (([abs v] of ((y3) - (((y3) + (y4)) / (2))) ) + (太さ)))>> of [触れた v] \n change [ステージ読み込み 番号 v] by (6)\nend\n\ndefine 描写 (太さプラス)\nerase all\nset pen color to (#000000)\nset pen size to ((1) / ())\npen down\npen up\nset pen size to ((太さ) + (太さプラス))\nset [ステージ読み込み 番号 v] to [1]\nrepeat ((length of [ステージ読み込み v]) / (6))\n set pen color to (#ff0000)\n set pen (color v) to (item (item (ステージ読み込み 番号) of [ステージ読み込み v]) of [色 v])\n 四角 (item ((ステージ読み込み 番号) + (1)) of [ステージ読み込み v]) (item ((ステージ読み込み 番号) + (2)) of [ステージ読み込み v]) (item ((ステージ読み込み 番号) + (3)) of [ステージ読み込み v]) (item ((ステージ読み込み 番号) + (4)) of [ステージ読み込み v])\n change [ステージ読み込み 番号 v] by (6)\nend\nset pen color to (#ffffff)\n四角 ((x) + (キャラ横幅)) ((y) + (キャラ縦幅)) ((x) - (キャラ横幅)) ((y) - (キャラ縦幅))\nset pen color to (#000000)\ngo to x: (240) y: (180)\npen down\nset x to (-240)\nset y to (-180)\nset x to (240)\nset y to (180)\npen up\n\ndefine 動く <上> <右> <左>\nchange [重力 v] by (-0.7)\nchange [加速 v] by (<右> - <左>)\nset [加速 v] to ((0.85) * (加速))\nchange [x v] by (加速)\n当たり判定\nif <[触れた v] contains [2]?> then\n 死亡\nend\nif <[触れた v] contains [4]?> then\n change [ステージ v] by (1)\n if <((ステージ) - (1)) < (length of [ステージ データ v])> then\n ステージを読み込む (item (ステージ) of [ステージ データ v])\n 死亡\n end\nend\nif <[0] < (length of [触れた v])> then\n 横なめらか\nend\nchange [y v] by (重力)\n当たり判定\nif <[0] < (length of [触れた v])> then\n change [y v] by ((-7) - (重力))\n set [重力 v] to [0]\n if <[触れた v] contains [2]?> then\n 死亡\n end\n if <[触れた v] contains [3]?> then\n set [重力 v] to [15]\n end\n if <[触れた v] contains [4]?> then\n change [ステージ v] by (1)\n if <((ステージ) - (1)) < (length of [ステージ データ v])> then\n ステージを読み込む (item (ステージ) of [ステージ データ v])\n 死亡\n end\n end\n 当たり判定\n if <[0] < (length of [触れた v])> then\n if <<上> and <not <[触れた v] contains [3]?>>> then\n set [重力 v] to [10]\n end\n end\n change [y v] by (7)\nend\nchange [カメラx v] by (((x) - (カメラx)) / (10))\nchange [カメラy v] by (((y) - (カメラy)) / (10))\nif <(y) < [-500]> then\n 死亡\nend\n描写 []\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nswitch costume to (確認)\nset [カメラx v] to [0]\nset [カメラy v] to [0]\nset [ステージ v] to [1]\nif <[2] = (costume [number v])> then\n データ追加\n ステージを読み込む (item (1) of [ステージ データ v])\n 死亡\n forever\n 動く <<<mouse down?> and <[50] < (mouse y)>> or <key (up arrow v) pressed?>> <<<mouse down?> and <(mouse x) > [0]>> or <key (right arrow v) pressed?>> <<<mouse down?> and <[0] > (mouse x)>> or <key (left arrow v) pressed?>>\n end\nend\n\ndefine 死亡\nset [x v] to (セーブX)\nset [y v] to (セーブY)\nset [重力 v] to [0]\nset [加速 v] to [0]\n\ndefine 四角 (x1) (y1) (x2) (y2)\ngo to x: ((x1) - (カメラx)) y: ((y1) - (カメラy))\npen down\nset x to ((x2) - (カメラx))\nset y to ((y2) - (カメラy))\nset x to ((x1) - (カメラx))\nset y to ((y1) - (カメラy))\npen up\n\nwhen flag clicked\nforever\n play sound [ParagonX9 - Chaoz Fantasy v] until done\nend\n\ndefine サムネ\nステージを読み込む [1;-220;160;-220;90;0;1;-180;110;-150;110;0;1;-180;130;-150;130;0;1;-150;130;-150;110;0;1;-180;130;-180;90;0;1;-180;90;-150;90;0;1;-140;130;-140;90;0;1;-140;130;-110;130;0;1;-110;130;-110;90;0;1;-220;130;-190;160;0;1;-80;160;-80;90;0;1;-80;130;-50;160;0;1;-40;160;-40;90;0;1;-30;140;0;140;0;1;-30;120;0;90;0;1;0;140;0;90;0;1;10;140;30;140;0;1;20;160;20;90;0;1;40;140;60;140;0;1;50;160;50;90;0;1;60;160;50;160;0;1;70;130;100;90;0;1;130;130;130;90;0;1;170;130;130;130;0;1;150;90;150;130;0;1;170;90;170;130;0;1;180;130;210;130;0;1;210;110;210;130;0;1;180;110;210;110;0;1;210;90;180;90;0;1;220;130;220;90;0;1;230;130;220;130;0;1;-220;-110;10;-150;0;2;-40;-80;-10;-110;0;1;-200;-10;-140;20;0;1;60;-60;200;-100;0;4;170;10;170;-60;0;3;-90;-100;-60;-110;0;1;180;130;180;90;0;1;110;130;110;90;0;1;120;130;110;130;0;]\nset [カメラx v] to [0]\nset [カメラy v] to [0]\nset [x v] to [0]\nset [y v] to [0]\n描写 ((7) - (太さ))\n\ndefine 横なめらか\nrepeat (20)\n 当たり判定\n change [x v] by (((-0.05) * (加速)) * <[0] < (length of [触れた v])>)\nend\n\ndefine データ追加\nset [キャラ横幅 v] to [15]\nset [キャラ縦幅 v] to [15]\ndelete all of [色 v]\nadd [60] to [色 v]\nadd [0] to [色 v]\nadd [85] to [色 v]\nadd [35] to [色 v]\nadd [15] to [色 v]\ndelete all of [ステージ データ v]\nadd [1;-240;-140;240;-180;0;1;-40;-20;10;-180;0;1;-40;-20;30;-50;0;1;-60;-80;-40;-140;0;1;-150;-30;-100;-50;0;1;50;20;100;0;0;1;200;70;210;-140;0;1;130;50;180;30;0;4;220;-30;250;-40;0;] to [ステージ データ v]\nadd [1;-230;-160;-90;-180;0;1;-90;-30;-90;-180;0;1;-100;-130;-80;-130;0;1;-90;-100;-80;-100;0;1;-100;-80;-90;-80;0;1;-80;-50;-60;-50;0;1;20;-20;60;-110;0;1;120;-20;230;-10;0;2;170;30;180;-80;0;1;110;-100;120;-150;0;1;150;-130;270;-140;0;3;240;-120;270;-140;0;1;240;80;230;-20;0;3;210;0;230;-10;0;4;280;-10;310;-30;0;] to [ステージ データ v]\nadd [1;-230;-140;-140;-170;0;2;-130;-170;-120;-110;0;1;-110;-140;-40;-170;0;1;0;-100;80;-150;0;3;-30;-170;-10;-170;0;1;100;-130;160;-170;0;3;170;-170;200;-170;0;2;220;-110;230;-170;0;1;220;-120;240;-170;0;2;250;-150;260;-90;0;3;230;-140;480;-150;0;2;330;-80;320;-150;0;2;390;-80;400;-150;0;2;450;-60;480;-70;0;4;520;-110;550;-140;0;] to [ステージ データ v]\nadd [1;-230;-150;-140;-160;0;1;-90;60;-80;-170;0;3;-130;-170;-100;-170;0;1;-100;-70;-70;-100;0;1;-100;-20;-70;-20;0;1;-100;30;-60;30;0;1;-50;-170;-30;110;0;1;-30;90;150;80;0;1;190;120;200;30;0;1;160;40;190;30;0;2;120;-40;160;-40;0;1;70;-60;110;-60;0;1;30;-110;50;-150;0;1;-30;-170;50;-170;0;3;100;-130;170;-170;0;1;200;-160;250;-170;0;1;300;-60;320;-150;0;3;280;-160;300;-160;0;4;320;-160;350;-160;0;] to [ステージ データ v]\nadd [2;-230;-130;390;-170;0;1;-220;-100;-170;-120;0;3;-120;-100;-80;-120;0;1;-120;40;40;20;0;2;-50;-110;-20;-130;0;3;20;-80;50;-120;0;1;70;-80;170;-100;0;2;50;40;70;20;0;1;160;-90;200;-120;0;1;250;-120;290;-90;0;1;280;-80;350;-100;0;2;200;-100;250;-120;0;4;370;-60;400;-90;0;3;350;-80;280;-80;0;1;320;0;330;-10;0;2;280;20;360;0;0;1;250;-30;280;-20;0;] to [ステージ データ v]\nadd [1;-190;120;-180;40;0;1;-180;120;-160;110;0;1;-150;50;-160;110;0;1;-160;40;-180;50;0;1;-130;120;-90;40;0;1;-120;110;-100;50;0;1;-70;110;-60;100;0;1;-60;120;-40;110;0;1;-30;90;-40;110;0;1;-60;70;-50;80;0;1;-70;70;-60;50;0;1;-40;50;-60;40;0;1;-40;60;-30;50;0;1;-50;90;-40;80;0;1;-230;-150;10;-170;0;3;-20;-120;10;-150;0;1;60;-30;90;-60;0;1;80;20;110;-10;0;3;100;50;120;30;0;2;40;190;60;160;0;1;-290;200;-250;190;0;3;-390;90;-240;70;0;2;-320;190;-290;200;0;1;-350;200;-340;190;0;1;-390;200;-370;140;0;3;-510;100;-460;80;0;4;-500;250;-470;220;0;1;-270;170;-240;130;0;] to [ステージ データ v]\nadd [1;-230;-140;220;-170;0;2;-150;-110;-130;-170;0;2;-70;-100;-60;-170;0;3;-50;-130;-20;-130;0;2;-50;-20;-20;-30;0;1;20;-50;100;-60;0;4;160;-60;180;-80;0;1;40;-140;80;-110;0;1;140;-70;140;-140;0;3;110;-140;140;-130;0;1;150;-50;170;-90;0;] to [ステージ データ v]\nadd [1;-230;-40;-70;-170;0;3;-60;-10;-10;-20;0;1;-70;160;0;150;0;1;0;100;50;90;0;3;50;110;80;100;0;2;50;220;90;210;0;1;110;160;180;140;0;3;130;180;160;160;0;1;180;260;210;220;0;1;140;310;100;250;0;1;30;270;60;230;0;1;-150;270;-100;180;0;1;-70;300;-20;280;0;1;80;330;110;310;0;3;-90;190;-70;170;0;4;0;350;20;330;0;1;-10;360;10;320;0;] to [ステージ データ v]\nadd [1;-190;-120;-10;-150;0;2;-50;-30;-30;-120;0;3;-90;-110;-50;-120;0;1;10;-120;70;-130;0;1;-80;40;-10;30;0;1;10;-20;30;-70;0;1;90;40;130;-60;0;1;150;-40;150;-100;0;1;140;-70;150;-130;0;1;40;-150;100;-160;0;1;-240;-120;-210;-150;0;2;30;-70;10;-70;0;1;170;-130;150;-160;0;3;110;-290;160;-300;0;2;170;-170;150;-170;0;1;80;-330;300;-300;0;2;190;-300;210;-280;0;1;240;-230;250;-300;0;1;540;-300;470;-320;0;1;840;-280;760;-310;0;4;800;-230;800;-280;0;3;520;-300;540;-300;0;] to [ステージ データ v]\nadd [1;-240;50;-240;-90;0;1;-120;50;-120;50;0;1;-120;50;-120;-90;0;3;-230;-60;-130;-80;0;1;-90;90;-30;90;0;1;-60;90;-60;20;0;1;-20;90;-20;20;0;1;-20;60;10;60;0;1;10;20;10;60;0;1;-240;-90;-120;-90;0;1;20;60;50;20;0;1;20;80;50;80;0;1;50;60;50;80;0;1;60;60;60;20;0;1;90;60;60;60;0;1;90;20;90;60;0;1;100;90;100;20;0;1;100;60;130;60;0;1;100;50;110;50;0;1;110;40;110;50;0;1;120;40;110;40;0;1;120;30;120;40;0;1;130;30;120;30;0;1;130;20;130;30;0;1;140;60;170;60;0;1;140;40;140;60;0;1;170;40;140;40;0;1;170;20;170;40;0;1;140;20;170;20;0;1;180;90;190;40;0;1;180;30;190;20;0;1;200;90;210;40;0;1;200;30;210;20;0;3;-50;200;-40;180;0;3;-40;210;-20;200;0;3;0;210;20;200;0;3;-30;160;-40;180;0;3;10;150;-30;160;0;3;20;180;10;160;0;3;30;180;20;200;0;3;-20;190;0;200;0;5;90;220;110;160;0;5;60;200;140;190;0;5;80;180;120;150;0;5;90;160;70;140;0;5;110;160;130;140;0;5;70;190;80;180;0;4;-60;230;150;130;0;1;-220;50;-240;50;0;1;-140;50;-120;50;0;5;120;190;130;180;0;] to [ステージ データ v]\n\n
[矢印キーで動く]\n↓ステージが作れます!\nhttps://scratch.mit.edu/projects/417913459/\n音楽 : ParagonX9 - Chaoz Fantasy\nPen100%です!
Jungle // A Platformer #games
@Stage\n\nwhen flag clicked\nforever\n play sound [Inferno v] until done\nend\n\n@Platforms\n\nwhen flag clicked\nwait (0) seconds\nswitch costume to (disfraz1 v)\ngo to x: (0) y: (0)\nshow\nforever\n if <(level) = [2]> then\n switch costume to (disfraz2 v)\n end\n if <(level) = [3]> then\n switch costume to (disfraz3 v)\n end\n if <(level) = [4]> then\n switch costume to (disfraz4 v)\n end\n if <(level) = [5]> then\n switch costume to (disfraz5 v)\n end\n if <(level) = [6]> then\n switch costume to (disfraz6 v)\n end\n if <(level) = [7]> then\n switch costume to (disfraz7 v)\n end\n if <(level) = [8]> then\n switch costume to (disfraz8 v)\n end\n if <(level) = [9]> then\n switch costume to (disfraz9 v)\n end\n if <(level) = [10]> then\n switch costume to (disfraz10 v)\n end\n if <(level) = [11]> then\n switch costume to (disfraz11 v)\n end\nend\n\n@end\n\nwhen flag clicked\nshow\nset [level v] to [0]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n if <touching (player v)?> then\n change [level v] by (1)\n broadcast (new level v)\n end\nend\n\n@Spikes\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [front v] layer\nforever\n if <(level) = [1]> then\n show\n switch costume to (disfraz1 v)\n end\n if <(level) = [2]> then\n switch costume to (disfraz2 v)\n end\n if <(level) = [3]> then\n switch costume to (disfraz3 v)\n end\n if <(level) = [4]> then\n switch costume to (disfraz4 v)\n end\n if <(level) = [5]> then\n switch costume to (disfraz5 v)\n end\n if <(level) = [6]> then\n hide\n end\n if <(level) = [7]> then\n switch costume to (disfraz6 v)\n show\n end\n if <(level) = [8]> then\n hide\n end\n if <(level) = [9]> then\n switch costume to (disfraz7 v)\n show\n end\n if <(level) = [10]> then\n switch costume to (disfraz8 v)\n end\n if <(level) = [11]> then\n hide\n end\nend\n\n@Player\n\ndefine Special Detections\nif <<touching (spikes v)?> or <<touching (saws v)?> or <touching (the water v)?>>> then\n go to x: (-210) y: (-79)\nend\nif <touching (jumper v)?> then\n change [y v] by (30)\nend\n\nwhen flag clicked\nshow\ngo to x: (-207) y: (-39)\nforever\n go to [front v] layer\n set [x v] to [0]\n set [y v] to [0]\n forever\n change [y v] by (-1)\n set [x v] to ((x) * (0.9))\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n change x by (x)\n if <<touching (platforms v)?> or <touching (moving platform v)?>> then\n change y by (1)\n end\n if <<touching (platforms v)?> or <touching (moving platform v)?>> then\n change y by (1)\n end\n if <<touching (platforms v)?> or <touching (moving platform v)?>> then\n change y by (1)\n end\n if <<touching (platforms v)?> or <touching (moving platform v)?>> then\n change y by (1)\n end\n if <<touching (platforms v)?> or <touching (moving platform v)?>> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-4]\n else\n set [x v] to [4]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <<touching (platforms v)?> or <touching (moving platform v)?>> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <<touching (platforms v)?> or <touching (moving platform v)?>>> then\n change [y v] by (14)\n end\n change y by (1)\n Special Detections\n end\nend\n\nwhen I receive [new level v]\ngo to x: (-207) y: (-39)\n\n@decoration\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (disfraz1 v)\nshow\nforever\n if <(level) = [1]> then\n switch costume to (disfraz2 v)\n end\n if <(level) = [2]> then\n switch costume to (disfraz3 v)\n end\n if <(level) = [3]> then\n switch costume to (disfraz4 v)\n end\n if <(level) = [4]> then\n switch costume to (disfraz5 v)\n end\n if <(level) = [7]> then\n switch costume to (disfraz6 v)\n end\n if <(level) = [9]> then\n switch costume to (disfraz7 v)\n end\nend\n\n@Clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (pick random (50) to (80)) %\nshow\nset [ghost v] effect to (10)\nswitch costume to (pick random (1) to (4))\nif <(side) = [1]> then\n go to x: (300) y: (pick random (150) to (100))\n repeat until <(x position) < [-250]>\n change x by (-1)\n end\n delete this clone\nend\nif <(side) = [2]> then\n go to x: (-300) y: (pick random (150) to (100))\n repeat until <(x position) > [250]>\n change x by (1)\n end\n delete this clone\nend\n\nwhen I start as a clone\ngo [forward v] (1) layers\n\nforever\nend\n\nwhen flag clicked\nforever\n set [side v] to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait (pick random (5) to (10)) seconds\nend\n\n@Jumper\n\nwhen flag clicked\nswitch costume to (disfraz2 v)\nhide\nforever\n\nwhen flag clicked\nset [level v] to [0]\n\nwhen flag clicked\nif <(level) = [0]> then\n hide\nend\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n show\n go to x: (-43) y: (-117)\n end\n if <(level) = [4]> then\n hide\n end\n if <(level) = [10]> then\n show\n go to x: (-86) y: (-82)\n create clone of (_myself_ v)\n end\n if <(level) = [11]> then\n hide\n end\nend\n\nwhen I start as a clone\ngo to x: (70) y: (-83)\nif <(level) = [11]> then\n delete this clone\nend\n\n@eye\n\nwhen flag clicked\ngo to (player v)\nswitch costume to (disfraz1 v)\ngo [forward v] (1000000000000000) layers\ngo to [front v] layer\nforever\n point towards (player v)\n move ((distance to [player v]) / (0.7)) steps\nend\n\nwhen flag clicked\nshow\n\n@Saws\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(level) = [6]> then\n show\n go to [back v] layer\n go [forward v] (1) layers\n go to x: (-9) y: (-96)\n repeat until <(level) = [7]>\n turn right (8) degrees\n end\n end\n if <(level) = [7]> then\n hide\n stop [this script v]\n end\nend\n\n@The water \n\nwhen flag clicked\nhide\nforever\n if <(level) = [8]> then\n show\n go to x: (37) y: (-39)\n end\nend\n\n@Moving Platform\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(level) = [8]> then\n show\n go to [front v] layer\n go [forward v] (1) layers\n go to x: (0) y: (0)\n repeat until <(level) = [9]>\n glide (2) secs to x: (-197) y: (0)\n glide (2) secs to x: (0) y: (0)\n end\n end\n if <(level) = [9]> then\n hide\n stop [this script v]\n end\nend\n\n@The labs\n\nwhen flag clicked\nshow\nforever\n if <(level) = [0]> then\n switch costume to (disfraz1 v)\n end\n if <(level) = [1]> then\n switch costume to (disfraz2 v)\n end\n if <(level) = [2]> then\n switch costume to (disfraz3 v)\n end\n if <(level) = [3]> then\n switch costume to (disfraz4 v)\n end\n if <(level) = [4]> then\n switch costume to (disfraz5 v)\n end\n if <(level) = [5]> then\n switch costume to (disfraz6 v)\n end\n if <(level) = [6]> then\n switch costume to (disfraz7 v)\n end\n if <(level) = [7]> then\n switch costume to (disfraz8 v)\n end\n if <(level) = [8]> then\n switch costume to (disfraz9 v)\n end\n if <(level) = [9]> then\n switch costume to (disfraz10 v)\n end\n if <(level) = [10]> then\n switch costume to (disfraz11 v)\n end\n if <(level) = [11]> then\n hide\n end\nend\n\n@Thumb\n\nwhen flag clicked\nhide\n\n
CLICK TWICE THE GREEN FLAG!\nHi Welcome!\nWhen I see the @0014049 contest I think: I have to participate! So i made this :D\n-Instruccions-\n-Move with arrow keys\n-Avoid danger\n-Have fun!\n\nPropose to be featured? https://scratch.mit.edu/studios/4228481/
The Meadow ↪ Cloud Multiplayer Scrolling Platformer
@Stage\n\nwhen [m v] key pressed\nshow variable [mouse v]\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\nwait (2) seconds\nhide variable [mouse v]\n\nwhen I receive [green flag v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [play game v]\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nforever\n play sound [bensound-memories v] until done\nend\n\n@Blank\n\n@Cloud\n\nwhen I receive [quick loop v]\nAdd Cloud Data\n\ndefine Add Cloud Data\ndelete all of [_cloud data v]\nadd (☁ P1) to [_cloud data v]\nadd (☁ P2) to [_cloud data v]\nadd (☁ P3) to [_cloud data v]\nadd (☁ P4) to [_cloud data v]\nadd (☁ P5) to [_cloud data v]\nadd (☁ P6) to [_cloud data v]\nadd (☁ P7) to [_cloud data v]\nadd (☁ P8) to [_cloud data v]\nadd (☁ P9) to [_cloud data v]\nadd (☁ P10) to [_cloud data v]\nBuild Username List\n\nwhen I receive [begin v]\nforever\n set [_data ^ v] to (join (join [.] (join (round (([x v] of [player v]) + (2000))) (round (([y v] of [player v]) + (2000))))) (_MyUsername))\n if <(_PlayerSlot) = [1]> then\n set [☁ p1 v] to (_Data ^)\n end\n if <(_PlayerSlot) = [2]> then\n set [☁ p2 v] to (_Data ^)\n end\n if <(_PlayerSlot) = [3]> then\n set [☁ p3 v] to (_Data ^)\n end\n if <(_PlayerSlot) = [4]> then\n set [☁ p4 v] to (_Data ^)\n end\n if <(_PlayerSlot) = [5]> then\n set [☁ p5 v] to (_Data ^)\n end\n if <(_PlayerSlot) = [6]> then\n set [☁ p6 v] to (_Data ^)\n end\n if <(_PlayerSlot) = [7]> then\n set [☁ p7 v] to (_Data ^)\n end\n if <(_PlayerSlot) = [8]> then\n set [☁ p8 v] to (_Data ^)\n end\n if <(_PlayerSlot) = [9]> then\n set [☁ p9 v] to (_Data ^)\n end\n if <(_PlayerSlot) = [10]> then\n set [☁ p10 v] to (_Data ^)\n end\n wait (0.1) seconds\nend\n\ndefine Build Username List\ndelete all of [_usernames v]\nset [_i v] to [0]\nrepeat (10)\n change [_i v] by (1)\n Letter [10] to (length of (item (_i) of [_cloud data v])) of (item (_i) of [_cloud data v])\n set [_anscc v] to [1]\n set [_temp v] to []\n repeat ((length of (_ans)) / (2))\n switch costume to (join (letter (_anscc) of (_ans)) (letter ((_anscc) + (1)) of (_ans)))\n set [_temp v] to (join (_temp) (costume [name v]))\n change [_anscc v] by (2)\n end\n if <(item (_i) of [_on/off v]) = [1]> then\n add (_temp) to [_usernames v]\n else\n add [] to [_usernames v]\n end\nend\n\ndefine Letter (1st) to (2nd) of (text)\nset [_ans v] to []\nset [_ansc v] to (1st)\nrepeat (((2nd) - (1st)) + (1))\n set [_ans v] to (join (_ans) (letter (_ansc) of (text)))\n change [_ansc v] by (1)\nend\n\ndefine Encode (username)\nset [_ansc v] to [1]\nset [_myusername v] to []\nrepeat (length of (username))\n switch costume to (letter (_ansc) of (username))\n set [_myusername v] to (join (_MyUsername) (costume [number v]))\n change [_ansc v] by (1)\nend\n\nwhen flag clicked\nset [toggle usernames? v] to [1]\nEncode (username)\nforever\n broadcast (Quick Loop v)\nend\n\nwhen I receive [begin v]\nforever\n wait until <key (n v) pressed?>\n if <(toggle usernames?) = [1]> then\n set [toggle usernames? v] to [0]\n else\n set [toggle usernames? v] to [1]\n end\n wait until <not <key (n v) pressed?>>\nend\n\nwhen I receive [begin v]\nforever\n set [kick? v] to (_Data ^)\n wait (30) seconds\n if <(kick?) = (_Data ^)> then\n broadcast (Inactive v) and wait\n stop [all v]\n end\nend\n\n@Banners\n\nwhen flag clicked\nset size to (75) %\nset [__players v] to [1]\nJoining 1st\nswitch costume to (connecting v)\nshow\nset [ghost v] effect to (100)\ngo to x: (-50) y: (95)\nrepeat (25)\n change y by (((45) - (y position)) / (5))\n change [ghost v] effect by (-4)\nend\nwait (3) seconds\nJoining 2nd\nwait (1) seconds\nrepeat (10)\n change y by (((95) - (y position)) / (20))\n change [ghost v] effect by (10)\nend\n\ndefine Joining 1st\ndelete all of [_on/off v]\nrepeat (10)\n add [0] to [_on/off v]\nend\nset [_playerslot v] to [null]\ndelete all of [_joining v]\nset [_i v] to [0]\nrepeat (10)\n change [_i v] by (1)\n add (item (_i) of [_cloud data v]) to [_joining v]\nend\n\ndefine Joining 2nd\nset [_i v] to [0]\nrepeat (10)\n change [_i v] by (1)\n if <(item (_i) of [_cloud data v]) = (item (_i) of [_joining v])> then\n set [_playerslot v] to (_i)\n switch costume to (connected v)\n broadcast (Begin v)\n stop [this script v]\n end\nend\nset [_playerslot v] to [0]\nswitch costume to (full v)\n\ndefine Inactive 1st\ndelete all of [_joining v]\nset [_i v] to [0]\nrepeat (10)\n change [_i v] by (1)\n add (item (_i) of [_cloud data v]) to [_joining v]\nend\n\ndefine Inactive 2nd\nset [_i v] to [0]\nrepeat (10)\n change [_i v] by (1)\n if <(item (_i) of [_cloud data v]) = (item (_i) of [_joining v])> then\n replace item (_i) of [_on/off v] with [0]\n else\n replace item (_i) of [_on/off v] with [1]\n end\nend\nreplace item (_PlayerSlot) of [_on/off v] with [1]\nset [_i v] to [0]\nset [__players v] to [0]\nrepeat (10)\n if <(item (_i) of [_on/off v]) = [1]> then\n change [__players v] by (1)\n end\n change [_i v] by (1)\nend\nif <(item (1) of [_on/off v]) = [0]> then\n set [☁ p1 v] to []\nend\nif <(item (2) of [_on/off v]) = [0]> then\n set [☁ p2 v] to []\nend\nif <(item (3) of [_on/off v]) = [0]> then\n set [☁ p3 v] to []\nend\nif <(item (4) of [_on/off v]) = [0]> then\n set [☁ p4 v] to []\nend\nif <(item (5) of [_on/off v]) = [0]> then\n set [☁ p5 v] to []\nend\nif <(item (6) of [_on/off v]) = [0]> then\n set [☁ p6 v] to []\nend\nif <(item (7) of [_on/off v]) = [0]> then\n set [☁ p7 v] to []\nend\nif <(item (8) of [_on/off v]) = [0]> then\n set [☁ p8 v] to []\nend\nif <(item (9) of [_on/off v]) = [0]> then\n set [☁ p9 v] to []\nend\nif <(item (10) of [_on/off v]) = [0]> then\n set [☁ p10 v] to []\nend\n\nwhen I receive [begin v]\nreplace item (_PlayerSlot) of [_on/off v] with [1]\nforever\n Inactive 1st\n wait (6) seconds\n Inactive 2nd\nend\n\nwhen I receive [inactive v]\nset size to (100) %\ngo to x: (0) y: (0)\nswitch costume to (kicked v)\nshow\nclear graphic effects\ngo to [front v] layer\nwait (3) seconds\nstop [all v]\n\n@Other Players\n\nwhen I receive [begin v]\nCloning\n\ndefine Cloning\nset [_clone id v] to [0]\nrepeat (10)\n change [_clone id v] by (1)\n if <not <(_clone id) = (_PlayerSlot)>> then\n create clone of (_myself_ v)\n end\nend\nset [_clone id v] to [P]\nhide\n\nwhen I receive [quick loop v]\nif <not <(_clone id) = [P]>> then\n Decode (item (_clone id) of [_cloud data v])\nend\n\ndefine Decode (data)\nRead Values (data)\nPosition\n\ndefine Read Values (data)\nLetter [2] to [5] of (data)\nset [x v] to ((_ans) - (2000))\nLetter [6] to [9] of (data)\nset [y v] to ((_ans) - (2000))\nif <(toggle usernames?) = [1]> then\n say (item (_clone id) of [_usernames v])\nelse\n say []\nend\n\ndefine Position\nchange x by ((((x) - (SCROLL X)) - (x position)) / (3))\nchange y by ((((y) - (SCROLL Y)) - (y position)) / (3))\nset size to (65) %\nif <<<((x) - (SCROLL X)) < [-240]> or <((x) - (SCROLL X)) > [240]>> or <<((y) - (SCROLL Y)) > [180]> or <((y) - (SCROLL Y)) < [-180]>>> then\n hide\nelse\n if <(item (_clone id) of [_on/off v]) = [0]> then\n hide\n else\n show\n end\nend\n\ndefine Letter (1st) to (2nd) of (text)\nset [_ans v] to []\nset [_i v] to (1st)\nrepeat (((2nd) - (1st)) + (1))\n set [_ans v] to (join (_ans) (letter (_i) of (text)))\n change [_i v] by (1)\nend\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [play game v]\nset [checkpoint v] to [0]\nset [_jump height v] to [16]\nset [_walk speed v] to [2]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [Die]> then\n Game - Die\n else\n repeat (50)\n point towards (portal v)\n turn right (65) degrees\n move ((distance to [portal v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\n end\n broadcast (Win v)\n end\nend\n\ndefine Game On\npoint in direction (90)\nif <(CHECKPOINT) = [0]> then\n set [x v] to [-200]\n set [y v] to [50]\nelse\n set [x v] to (item (CHECKPOINT) of [cp x v])\n set [y v] to (item (CHECKPOINT) of [cp y v])\nend\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [scroll x v] to (x)\nset [scroll y v] to (y)\nset [frame v] to [0]\nset size to (65) %\nshow\nset [ghost v] effect to (0)\nswitch costume to (hitbox v)\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\nPosition\nrepeat until <not <touching (underneath v)?>>\n change [y v] by (1)\n set [in air v] to [0]\n Position\nend\nPosition\nrepeat until <not <touching (mv 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 Position\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\nPosition\nif <touching (mv v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (mv v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n Position\n repeat until <not <touching (mv 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\nif <<key (up arrow v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> 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]\nelse\n set [sx v] to [0]\nend\n\ndefine Game - Die\nrepeat (4)\n change [ghost v] effect by (25)\nend\nwait (0.75) seconds\nset [exit v] to []\n\ndefine Test - Collision\nif <touching (trampolines v)?> then\n start sound [Big Boing v]\n set [sy v] to [34]\n broadcast (Bounce v)\nend\nif <<touching (danger v)?> or <<touching (spinning spikes v)?> or <touching (enemy v)?>>> then\n start sound [explode_11 v]\n set [exit v] to [Die]\nend\nif <touching (portal v)?> then\n set [exit v] to [Win]\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Tick\nset rotation style [left-right v]\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [sx v] by ((_Walk Speed) * (-1))\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [sx v] by (_Walk Speed)\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)) > [50]>>> then\n change [y v] by (10)\n Position\n if <(in air) < [4]> then\n set [sy v] to (_Jump Height)\n end\n change [y v] by (-10)\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nPosition\nTest - Collision\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (5)))\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (5)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-175]> then\n set [exit v] to [Die]\nend\nswitch costume to (hitbox v)\n\ngo to (player v)\n\nwhen I receive [mv v]\nMv\n\ndefine Mv\nchange [y v] by (-2)\nPosition\nif <touching (mv v)?> then\n change [x v] by (item (1) of [mv v])\nend\nchange [y v] by (2)\nPosition\n\nwhen [timer v] > (0.000001)\nhide\n\nset [x v] to [2745]\nset [y v] to [-25]\nset [scroll x v] to [2745]\nset [scroll y v] to [-25]\n\nwhen flag clicked\nwait until <key (l v) pressed?>\nwait until <key (o v) pressed?>\nwait until <key (l v) pressed?>\nwait until <(_Coins) > [24]>\nforever\n set [fisheye v] effect to (([cos v] of (((days since 2000) * (100000)) * (100)) ) * (30))\nend\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 1 v)\nClone at x: [950] y: [0]\nClone at x: [1300] y: [0]\nClone at x: [300] y: [600]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [0] y: [-360]\nClone at x: [0] y: [-360]\nClone at x: [-480] y: [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nshow\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\n@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (spike v)\nClone at x: [950] y: [0]\nClone at x: [1600] y: [600]\nClone at x: [960] y: [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\n@Deco\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (nothing v)\nClone at x: [950] y: [0]\nClone at x: [2080] y: [600]\nClone at x: [0] y: [-720]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\nset size to (65) %\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@Trampolines\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (0 v)\nClone at x: [2046] y: [237]\nClone at x: [2406] y: [368]\nset [x v] to [-99999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [bounce v]\nswitch costume to (-2 v)\nwait (0.03) seconds\nswitch costume to (-1 v)\nwait (0.03) seconds\nswitch costume to (0 v)\nwait (0.03) seconds\nswitch costume to (1 v)\nwait (0.03) seconds\nswitch costume to (2 v)\nwait (0.03) seconds\nswitch costume to (1 v)\nwait (0.03) seconds\nswitch costume to (0 v)\n\n@Mv\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nset [prev x v] to (x)\nset [x v] to ((ox) + (([cos v] of (((days since 2000) * (100000)) * (45)) ) * (150)))\nset [x diff v] to ((x) - (prev x))\nreplace item (clone) of [mv v] with (x diff)\nbroadcast (Mv 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]\nset [clone v] to [0]\ndelete all of [mv v]\nswitch costume to (mv v)\nClone at x: [1600] y: [0]\nset [x v] to [-9999999999]\n\ndefine position (x) (y)\ngo 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)\nset [ox v] to (x)\nchange [clone v] by (1)\nadd [] to [mv v]\ncreate clone of (_myself_ v)\n\n@Spinning Spikes\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nset size to (65) %\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nturn right (10) degrees\nif <(special) = [1]> then\n set [x v] to ((ox) + (([cos v] of (((days since 2000) * (100000)) * (170)) ) * (150)))\nend\n\nwhen I receive [setup v]\nhide\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (collectable v)\nset [x v] to [-9999999999]\nClone at x: [3408] y: [-80] special: [1]\n\ndefine position (x) (y)\ngo 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) special: (special)\nset [ox v] to (x)\nset [x v] to (x)\nset [y v] to (y)\nset [special v] to (special)\ncreate clone of (_myself_ v)\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\n@Coins\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nset size to (65) %\ngo to [back v] layer\nset [y v] to ((oy) + (([cos v] of ((days since 2000) * ((100000) * (150))) ) * (5)))\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n start sound [Collect v]\n change [_coins v] by (1)\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [_coins v] to [0]\nswitch costume to (collectable v)\nClone at x: [-25] y: [110]\nClone at x: [-25] y: [70]\nClone at x: [295] y: [65]\nClone at x: [255] y: [65]\nClone at x: [215] y: [65]\nClone at x: [425] y: [150]\nClone at x: [910] y: [20]\nClone at x: [1020] y: [120]\nClone at x: [1150] y: [20]\nClone at x: [2195] y: [150]\nClone at x: [2565] y: [615]\nClone at x: [2720] y: [615]\nClone at x: [2760] y: [615]\nClone at x: [2915] y: [615]\nClone at x: [2955] y: [615]\nClone at x: [2995] y: [615]\nClone at x: [3035] y: [615]\nClone at x: [3075] y: [615]\nClone at x: [3115] y: [615]\nClone at x: [3155] y: [615]\nClone at x: [3195] y: [615]\nClone at x: [3235] y: [615]\nClone at x: [3275] y: [615]\nClone at x: [3725] y: [615]\nClone at x: [3765] y: [615]\nClone at x: [3875] y: [400]\nClone at x: [3728] y: [235]\nClone at x: [3875] y: [100]\nClone at x: [3728] y: [-50]\nset [x v] to [-9999999999]\n\ndefine position (x) (y)\ngo 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)\nset [oy v] to (y)\ncreate clone of (_myself_ v)\n\n@Checkpoints\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n if <not <(CHECKPOINT) = (clone)>> then\n start sound [Coin v]\n set [checkpoint v] to (clone)\n end\n switch costume to (1 v)\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [clone v] to [0]\ndelete all of [cp x v]\ndelete all of [cp y v]\nset size to (50) %\nswitch costume to (9 v)\nClone at x: [2055] y: [30]\nClone at x: [3565] y: [620]\nset [x v] to [-9999999999]\n\ndefine position (x) (y)\ngo 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 [clone v] by (1)\nadd (x) to [cp x v]\nadd (y) to [cp y v]\ncreate clone of (_myself_ v)\n\n@TN\n\nwhen flag clicked\nshow\nforever\n reset timer\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\nwhen flag clicked\nbroadcast (Play Game v)\n\n@Clouds\n\nwhen I start as a clone\nshow\nset [yv v] to [0]\nshow\nset size to (100) %\nset [ghost v] effect to (pick random (30) to (70))\nswitch costume to (pick random (1) to (3))\nshow\nshow\ngo to x: ((([x v] of [player v]) - (SCROLL X)) - (pick random (75) to (50))) y: ((([y v] of [player v]) - (SCROLL Y)) + (pick random (100) to (150)))\nchange [clones v] by (1)\nset [x v] to ((x position) + (SCROLL X))\nset [y v] to ((y position) + (SCROLL Y))\nset [cloud xv v] to (pick random (1) to (2))\nset [yv v] to [0]\nrepeat until <(x) > [1999]>\n go to x: ((x) + ((0) - (SCROLL X))) y: ((y) + ((0) - (SCROLL Y)))\n change [x v] by (cloud xv)\n change [y v] by (Yv)\n if <<<(x position) > [290]> or <(x position) < [-290]>> or <<(y position) > [180]> or <(y position) < [-180]>>> then\n hide\n else\n show\n end\nend\nchange [clones v] by (-1)\ndelete this clone\n\ndefine Clone (#)\nrepeat (#)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset [clones v] to [0]\nwait (1) seconds\nClone [1]\nforever\n wait (pick random (7) to (10)) seconds\n Clone [1]\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\nend\n\nset [old mouse x v] to (mouse x)\nset [old mouse y v] to (mouse y)\nset [keypressed? v] to <key (any v) pressed?>\nwait (6) seconds\nif <<<(mouse x) = (old mouse x)> and <(mouse y) = (old mouse y)>> and <(keypressed?) = [false]>> then\n set [idle? v] to [true]\nelse\n set [idle? v] to [false]\nend\n\n@Water\n\nwhen I receive [tick v]\nset [ghost v] effect to (60)\nerase all\nset [ghost v] effect to (100)\n\nWater at [0] [50]\nWater at [550] [75]\n\ndefine Water at (x) (y)\nswitch costume to (costume3 v)\nset size to (999999) %\nset x to ((x) - (SCROLL X))\nset [y v] to ((y) + (([sin v] of ((((days since 2000) * (100000)) + (1)) * (300)) ) * (8)))\nset y to ((y) - (SCROLL Y))\nswitch costume to (costume2 v)\nset size to (100) %\nstamp\nswitch costume to (costume3 v)\nset size to (999999) %\nset x to ((x) - (SCROLL X))\nset [y v] to ((y) + (([sin v] of ((((days since 2000) * (100000)) + (2)) * (300)) ) * (8)))\nset y to ((y) - (SCROLL Y))\nswitch costume to (costume2 v)\nset size to (100) %\nstamp\nswitch costume to (costume3 v)\nset size to (999999) %\nset x to ((x) - (SCROLL X))\nset [y v] to ((y) + (([sin v] of ((((days since 2000) * (100000)) + (3)) * (300)) ) * (8)))\nset y to ((y) - (SCROLL Y))\nswitch costume to (costume2 v)\nset size to (100) %\nstamp\n\n@Score Engine\n\nwhen flag clicked\nset [brightness v] effect to (100)\nshow\nset size to (200) %\ngo to x: (190) y: (150)\nset [i v] to [1]\nrepeat (2)\n create clone of (_myself_ v)\n change [i v] by (1)\n change x by (25)\nend\nset [i v] to [0]\nswitch costume to (c v)\ngo to x: (160) y: (150)\nclear graphic effects\nset size to (65) %\n\nwhen I receive [tick v]\nif <(i) > [0]> then\n switch costume to (letter (i) of (_Coins))\n if <(length of (_Coins)) < (i)> then\n hide\n else\n show\n end\n go [forward v] (1) layers\nend\nif <(length of (_Coins)) < [2]> then\n set [_coins v] to (join [0] (_Coins))\nend\n\n@Enemy\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nset [x v] to ((ox) + (([cos v] of (((days since 2000) * (100000)) * (30)) ) * (150)))\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset size to (65) %\nset [x v] to [0]\nset [y v] to [0]\nset [clone v] to [0]\nswitch costume to (mv v)\nClone at x: [3075] y: [609]\nset [x v] to [-9999999999]\n\ndefine position (x) (y)\ngo 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)\nset [ox v] to (x)\nchange [clone v] by (1)\ncreate clone of (_myself_ v)\n\n@Trail\n\nwhen flag clicked\nhide\nforever\n if <mouse down?> then\n clone (pick random (7) to (11))\n end\nend\n\ndefine clone (#)\nrepeat (#)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nset [ghost v] effect to (50)\nset size to (65) %\nshow\ngo to x: (mouse x) y: (mouse y)\nset rotation style [all around v]\nrepeat (25)\n turn right (14.4) degrees\n change [ghost v] effect by (2)\n change size by (-2)\nend\nhide\ndelete this clone\n\nwhen I start as a clone\nglide (10) secs to (random position v)\n\n@Shop\n\nwhen flag clicked\n\nCloning\nset size to (100) %\nswitch costume to (button v)\ngo to x: (165) y: (-135)\nset [_shop v] to [0]\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((115) - (size)) / (4))\n set [brightness v] effect to (10)\n end\n if <not <touching (mouse-pointer v)?>> then\n change size by (((100) - (size)) / (4))\n clear graphic effects\n end\nend\n\ndefine Cloning\nset [clone id v] to [1]\nrepeat (3)\n create clone of (_myself_ v)\n change [clone id v] by (1)\nend\n\nwhen I start as a clone\nif <(clone id) = [1]> then\n set size to (100) %\n switch costume to (bg v)\n go to x: (0) y: (0)\n forever\n if <(_Shop) = [1]> then\n show\n else\n hide\n end\n end\nend\nif <<(clone id) = [2]> or <(clone id) = [3]>> then\n set size to (100) %\n switch costume to ((clone id) + (1))\n go to x: (-77) y: ((-14) - ((35) * ((clone id) - (2))))\n forever\n if <(_Shop) = [1]> then\n show\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (3))\n set [brightness v] effect to (10)\n if <<mouse down?> and <not <(costume [name v]) = [/]>>> then\n if <((_Coins) + (1)) > (item ((clone id) - (1)) of [shop v])> then\n change [_coins v] by ((item ((clone id) - (1)) of [shop v]) * (-1))\n if <(clone id) = [2]> then\n set [_jump height v] to [25]\n end\n if <(clone id) = [3]> then\n set [_walk speed v] to [4]\n end\n switch costume to (/ v)\n end\n end\n end\n if <not <touching (mouse-pointer v)?>> then\n change size by (((100) - (size)) / (3))\n clear graphic effects\n end\n end\nend\n\nwhen flag clicked\n\nforever\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n if <(_Shop) = [0]> then\n set [_shop v] to [1]\n else\n set [_shop v] to [0]\n end\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\nend\n\n@Portal\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nturn right (15) degrees\n\nwhen I receive [setup v]\nhide\nset [x v] to [2745]\nset [y v] to [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\n@Win\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [win v]\ngo to [front v] layer\nclear graphic effects\nwait (3) seconds\nstop [all v]\n\n@Text\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 1 v)\nClone at x: [950] y: [0]\nClone at x: [1300] y: [0]\nClone at x: [300] y: [600]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [0] y: [-360]\nClone at x: [0] y: [-360]\nClone at x: [-480] y: [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nshow\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\n
~MAGIC~ PLATFORMER
@Stage\n\n@Player\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [start game v]\nset size to (100) %\nset [level v] to [1]\ngo to x: (-192) y: (-100)\nforever\n point in direction (90)\n show\n go\nend\n\ndefine go\nchange [yv v] by (-0.5)\nif <(Level) = [23]> then\n hide\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (costume2 v)\n change [xv v] by (-0.7)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n switch costume to (costume1 v)\n change [xv v] by (0.7)\nend\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nif <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (-6)\n change x by ((Xv) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [yv v] to [8]\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (Yv)\nif <touching (level v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-0.5)\nif <<<<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 [yv v] to [8]\nend\nchange y by (0.5)\nif <touching (finish level v)?> then\n broadcast (Next level v)\nend\nif <touching (bad things v)?> then\n repeat (10)\n wait (0.1) seconds\n change [ghost v] effect by (10)\n end\n go to x: (-192) y: (-87)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <<touching color (#00ff2c)?> and <touching (trampolines v)?>> then\n set [yv v] to [14]\nend\n\nwhen I receive [next level v]\nset size to (100) %\nchange [level v] by (1)\nswitch costume to (costume1 v)\npoint in direction (90)\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-192) y: (-100)\n\n@Trampolines\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@Finish Level\n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen I receive [start game v]\nshow\ngo to x: (188) y: (-39)\nset size to (100) %\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n go to x: (188) y: (-39)\n end\n if <(Level) = [2]> then\n go to x: (188) y: (-39)\n end\n if <(Level) = [3]> then\n go to x: (175) y: (132)\n end\n if <(Level) = [4]> then\n go to x: (188) y: (-39)\n end\n if <(Level) = [5]> then\n set size to (70) %\n go to x: (200) y: (200)\n end\n if <(Level) = [6]> then\n go to x: (200) y: (56)\n end\n if <(Level) = [7]> then\n go to x: (202) y: (163)\n end\n if <(Level) = [8]> then\n go to x: (202) y: (120)\n end\n if <(Level) = [9]> then\n go to x: (202) y: (-68)\n end\n if <(Level) = [10]> then\n go to x: (202) y: (163)\n end\n if <(Level) = [11]> then\n go to x: (202) y: (163)\n end\n if <(Level) = [12]> then\n go to x: (206) y: (70)\n end\n if <(Level) = [13]> then\n go to x: (163) y: (164)\n end\n if <(Level) = [14]> then\n go to x: (208) y: (198)\n end\n if <(Level) = [15]> then\n go to x: (205) y: (-69)\n end\n if <(Level) = [16]> then\n go to x: (198) y: (196)\n end\n if <(Level) = [17]> then\n go to x: (200) y: (168)\n end\n if <(Level) = [18]> then\n go to x: (200) y: (168)\n end\n if <(Level) = [19]> then\n go to x: (200) y: (20)\n end\n if <(Level) = [20]> then\n go to x: (200) y: (-71)\n end\n if <(Level) = [21]> then\n go to x: (200) y: (-71)\n end\n if <(Level) = [22]> then\n go to x: (200) y: (-71)\n end\n if <(Level) = [23]> then\n hide\n end\nend\n\n@Level\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [start game v]\nswitch costume to (costume1 v)\nshow\ngo to x: (20) y: (5)\n\nwhen I receive [next level v]\nnext costume\nif <(Level) = [23]> then\n stop [this script v]\nend\n\nwhen flag clicked\nforever\n if <(Level) = [23]> then\n show\n change [color v] effect by (25)\n end\nend\n\n@Bad things\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n go to x: (-59) y: (79)\n end\n if <(Level) = [2]> then\n go to x: (102) y: (-104)\n end\n if <(Level) = [3]> then\n go to x: (102) y: (-104)\n end\n if <(Level) = [4]> then\n go to x: (-59) y: (82)\n end\n if <(Level) = [5]> then\n go to x: (-61) y: (100)\n end\n if <(Level) = [6]> then\n go to x: (-69) y: (100)\n end\n if <(Level) = [7]> then\n go to x: (-69) y: (100)\n end\n if <(Level) = [8]> then\n go to x: (-69) y: (100)\n end\n if <(Level) = [9]> then\n go to x: (-117) y: (4)\n end\n if <(Level) = [10]> then\n go to x: (-117) y: (4)\n end\n if <(Level) = [11]> then\n go to x: (-117) y: (4)\n end\n if <(Level) = [12]> then\n go to x: (-117) y: (4)\n end\n if <(Level) = [13]> then\n go to x: (-117) y: (4)\n end\n if <(Level) = [14]> then\n go to x: (-40) y: (4)\n end\n if <(Level) = [15]> then\n go to x: (-40) y: (4)\n end\n if <(Level) = [16]> then\n go to x: (-40) y: (4)\n end\n if <(Level) = [17]> then\n go to x: (-40) y: (4)\n end\n if <(Level) = [18]> then\n go to x: (-40) y: (4)\n end\n if <(Level) = [19]> then\n go to x: (-40) y: (4)\n end\n if <(Level) = [20]> then\n go to x: (-40) y: (4)\n end\n if <(Level) = [21]> then\n go to x: (-40) y: (4)\n end\n if <(Level) = [22]> then\n go to x: (-40) y: (4)\n end\nend\n\n@First thing\n\nwhen flag clicked\nswitch costume to (scratch gif v)\nshow\nrepeat (11)\n wait (0.1) seconds\n next costume\nend\nplay sound [Tada v] until done\nbroadcast (Finish first thing v)\nhide\nbroadcast (Start game v)\nforever\n play sound [lily1 v] until done\n play sound [lily2 v] until done\n play sound [lily3 v] until done\nend\n\n@Objeto2\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [23]> then\n show\n change [color v] effect by (25)\n turn right (15) degrees\n wait (0.2) seconds\n turn left (30) degrees\n end\nend\n\n@Objeto3\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [23]> then\n show\n change [color v] effect by (25)\n turn right (15) degrees\n wait (0.2) seconds\n turn left (30) degrees\n end\nend\n\n
~~~~~~~~~~~~~~~~~~~~Lily~~~~~~~~~~~~~~~~~~~~~\n\n-Use arrows keys to move - avoid spikes\n-22 levels
=Umbrella= =Scrolling Platformer=
@Stage\n\nwhen flag clicked\nforever\n play sound [rain v] until done\n switch backdrop to (2 v)\nend\n\nwhen flag clicked\nforever\n wait (pick random (10) to (20)) seconds\n broadcast (thunder v)\n start sound [thunder v]\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [3]> then\n stop [all v]\n end\nend\n\n@player\n\nwhen flag clicked\nhide\nforever\n if <(LEVEL) = [3]> then\n hide\n go to x: (0) y: (0)\n stop [other scripts in sprite v]\n end\nend\n\ndefine Change Player Y By (sy)\nchange [player: y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [player: y v] by (-1)\n else\n change [player: y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Change Player X By (sx)\nchange [player: x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [player: y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [player: y v] by (-12)\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [player: x v] by (-1)\n else\n change [player: x v] by (1)\n end\n Position\n end\nend\n\ndefine Tick\nif <<key (left arrow v) pressed?> or > then\n change [sx v] by (-2.2)\nend\nif <<key (right arrow v) pressed?> or > then\n change [sx v] by (2.2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player X By (round (sx))\nend\nif then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player Y By (sy)\nTest - Die\nchange [scroll x v] by (round (((Player: x) - (SCROLL X)) / (10)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((Player: y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(Player: y) < [-180]> then\n set [exit v] to [Die]\nend\nif <touching (trampolines v)?> then\n set [sy v] to [15]\nend\n\ndefine Game On\nswitch costume to (1 v)\nset [player: x v] to (Spawn X)\nset [player: y v] to (Spawn Y)\nset [scroll x v] to (Spawn X)\nset [scroll y v] to (Spawn Y)\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [sx v] to [0]\npoint in direction (90)\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\ndefine Test - Die\nif <touching (death things v)?> then\n set [exit v] to [Die]\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (portal 1 v)\n turn right (65) degrees\n move ((distance to [portal 1 v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nbroadcast (New Start v)\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Game - Die\nbroadcast (die v)\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.05) seconds\n show\n wait (0.05) seconds\nend\nclear graphic effects\nhide\nwait (0.25) seconds\n\ndefine Position\ngo to x: ((Player: x) - (SCROLL X)) y: ((Player: y) - (SCROLL Y))\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\nwhen I receive [green flag v]\nhide\ngo to [back v] layer\ngo [forward v] (2) layers\n\nwhen flag clicked\nset [spawn y v] to [0]\nset [spawn x v] to [0]\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen flag clicked\nhide\nset [score v] to [0]\n\nwhen flag clicked\nforever\n set [collected v] to (COLLECTED MAX)\nend\n\nif <key (up arrow v) pressed?> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [0]\n end\n set [in air v] to [0]\nelse\n set [sx v] to [0]\nend\n\nwhen flag clicked\nforever\n set rotation style [left-right 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 (w v) pressed?>> then\n point in direction (-90)\n end\nend\n\nwhen flag clicked\nforever\n wait (pick random (3) to (10)) seconds\n wait (.1) seconds\n switch costume to (1 v)\n wait (.1) seconds\n switch costume to (2 v)\n wait (.1) seconds\n switch costume to (3 v)\n wait (.1) seconds\n switch costume to (2 v)\n wait (.1) seconds\n switch costume to (1 v)\n wait (.1) seconds\n switch costume to (1 v)\nend\n\n@umbrella\n\nwhen flag clicked\nshow\nforever\n if <(LEVEL) = [3]> then\n hide\n go to x: (0) y: (0)\n stop [other scripts in sprite v]\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (1 v)\n set rotation style [left-right 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 (w v) pressed?>> then\n point in direction (-90)\n end\nend\n\nwhen flag clicked\nforever\n set x to ([x position v] of [player v])\n set y to ([y position v] of [player v])\nend\n\ngo to [back v] layer\ngo [forward v] (10) layers\n\n@platforms\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 1 v)\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\nend\nif <(LEVEL) = [2]> then\n show\n switch costume to (2 1 v)\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n show\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nwhen flag clicked\nshow\nset [level v] to [1]\nbroadcast (new start v)\n\nwhen I receive [play game v]\nshow\n\n@decor\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n go to [back v] layer\n switch costume to (1 1 v)\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\nend\nif <(LEVEL) = [2]> then\n go to [back v] layer\n switch costume to (2 1 v)\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\nhide\nset [level v] to [1]\n\nClone At x: [480] y: [0]\n\nClone At x: [480] y: [0]\n\n@death things\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nPosition ((Danger: x) - (SCROLL X)) ((Danger: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 1 v)\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\nelse\n show\n if <(LEVEL) = [2]> then\n switch costume to (2 1 v)\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n else\n show\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 show\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [danger: x v] by (x)\nchange [danger: y v] by (y)\ngo to [back v] layer\nnext costume\n\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nhide\n\nhide\n\nhide\n\n@portal 1\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Exit Portal: x) - (SCROLL X)) ((Exit Portal: y) - (SCROLL Y))\nif <<(COLLECTED) = (COLLECTED MAX)> or <(COLLECTED MAX) < (COLLECTED)>> then\n switch costume to (open portal v)\n if <touching (player v)?> then\n set [exit v] to [Win]\n set [spawn x v] to [0]\n set [spawn y v] to [0]\n end\nelse\n switch costume to (closed portal v)\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [exit portal: x v] to [0]\nset [exit portal: y v] to [0]\nif <(LEVEL) = [1]> then\n go to [front v] layer\n Clone At x: [2400] y: [200]\nend\nif <(LEVEL) = [2]> then\n go to [front v] layer\n Clone At x: [2400] y: [150]\nend\n\ndefine Position (x) (y)\ngo [backward v] (99) layers\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\nset [exit portal: x v] to (x)\nset [exit portal: y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (closed portal v)\n\nwhen flag clicked\nforever\n turn right (3) degrees\nend\n\n@portal 2\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Exit Portal: x) - (SCROLL X)) ((Exit Portal: y) - (SCROLL Y))\nif <<(COLLECTED) = (COLLECTED MAX)> or <(COLLECTED MAX) < (COLLECTED)>> then\n switch costume to (open portal v)\n if <touching (player v)?> then\n set [exit v] to [Win]\n set [spawn x v] to [0]\n set [spawn y v] to [0]\n end\nelse\n switch costume to (closed portal v)\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [exit portal: x v] to [0]\nset [exit portal: y v] to [0]\nif <(LEVEL) = [1]> then\n go to [front v] layer\n Clone At x: [2400] y: [200]\nend\nif <(LEVEL) = [2]> then\n go to [front v] layer\n Clone At x: [2400] y: [150]\nend\n\ndefine Position (x) (y)\ngo [backward v] (99) layers\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\nset [exit portal: x v] to (x)\nset [exit portal: y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (closed portal v)\n\nwhen flag clicked\nforever\n turn right (-3) degrees\nend\n\n@check point\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\nPosition ((Exit Portal: x) - (SCROLL X)) ((Exit Portal: y) - (SCROLL Y))\nif <touching (player v)?> then\n set [spawn x v] to (([x position v] of [player v]) + (SCROLL X))\n set [spawn y v] to (([y position v] of [player v]) + (SCROLL Y))\n set [check point v] to [1]\nend\nif <(Check Point) = [0]> then\n switch costume to (closed v)\nelse\n switch costume to (open v)\nend\n\nwhen I receive [setup v]\nhide\nswitch costume to (closed v)\nset [collected v] to [0]\nset [exit portal: x v] to [0]\nset [exit portal: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone At x: [1107] y: [40]\nelse\n if <(LEVEL) = [2]> then\n Clone At x: [1050] y: [-30]\n else\n Clone At x: [1107] y: [-30]\n end\nend\n\ndefine Position (x) (y)\ngo [backward v] (99) layers\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\nset [exit portal: x v] to (x)\nset [exit portal: y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\nwhen I receive [new start v]\nset [check point v] to [0]\n\nwhen flag clicked\nforever\nend\n\n@play\n\nwhen this sprite clicked\n\nwhen flag clicked\nhide\nbroadcast (fake play game v)\n\nshow\nforever\n go to [front v] layer\n switch costume to (1 v)\n set size to (100) %\n go to x: (0) y: (40)\nend\n\n@border\n\nwhen flag clicked\nswitch costume to (0 v)\nshow\nforever\n go to x: (0) y: (0)\n if <(LEVEL) = [3]> then\n broadcast (end v)\n switch costume to (3 v)\n end\nend\n\nswitch costume to (3 v)\n\nwhen I receive [green flag v]\nforever\n\nwhen I receive [play game v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [play game v]\nwait (2.7) seconds\nif <(LEVEL) = [1]> then\n switch costume to (1 v)\nend\nif <(LEVEL) = [2]> then\n switch costume to (2 v)\nend\n\nshow\n\n@black flash\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [fake play game v]\nset [ghost v] effect to (0)\nshow\nrepeat (4)\n change [ghost v] effect by (-25)\nend\nbroadcast (Play Game v)\nwait (.25) seconds\nbroadcast (Green Flag v)\nwait (.25) seconds\nwait (2) seconds\nrepeat (4)\n change [ghost v] effect by (25)\nend\nhide\nclear graphic effects\n\nwhen I receive [fake play game v]\nforever\n go to [front v] layer\n go to x: (0) y: (0)\nend\n\n@fuzz\n\nwhen flag clicked\nshow\nforever\n go to x: (0) y: (0)\n go to [front v] layer\n switch costume to (1 v)\n set [ghost v] effect to (50)\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [3]> then\n hide\n end\nend\n\n@lighting\n\nwhen flag clicked\nhide\nforever\n if <(LEVEL) = [3]> then\n hide\n go to x: (0) y: (0)\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [thunder v]\nhide\nwait (.001) seconds\nshow\nwait (.001) seconds\nhide\nwait (.001) seconds\nshow\nwait (.001) seconds\nhide\nwait (.001) seconds\nshow\nwait (.001) seconds\nhide\nwait (.001) seconds\nshow\nwait (.001) seconds\nhide\nwait (.001) seconds\nhide\nwait (.001) seconds\nshow\nwait (.001) seconds\nhide\nwait (.001) seconds\nshow\nwait (.001) seconds\nhide\nwait (.001) seconds\nshow\nwait (.001) seconds\nhide\nwait (.001) seconds\nshow\nwait (.001) seconds\nhide\nwait (.001) seconds\nshow\nwait (.001) seconds\nhide\nwait (.1) seconds\nshow\nwait (.1) seconds\nhide\nwait (.001) seconds\nshow\nwait (.1) seconds\nhide\nwait (.1) seconds\nshow\nwait (.1) seconds\nhide\nwait (.01) seconds\nshow\nwait (.001) seconds\nhide\nwait (.1) seconds\nshow\nwait (.1) seconds\nhide\nwait (.1) seconds\nshow\nwait (.1) seconds\nhide\nwait (1) seconds\nshow\nwait (.1) seconds\nhide\n\nwhen I receive [thunder v]\nswitch costume to (1 v)\nshow\ngo to [front v] layer\nclear graphic effects\nset [brightness v] effect to (20)\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\n\n@rain drops\n\nwhen flag clicked\nhide\nforever\n if <(LEVEL) = [3]> then\n hide\n go to x: (0) y: (0)\n stop [other scripts in sprite v]\n end\nend\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to x: (pick random (-500) to (500)) y: (500)\nhide\nclear graphic effects\nset [ghost v] effect to (pick random (60) to (90))\nswitch costume to (1 v)\nshow\nrepeat until <<touching (player v)?> or <<touching (umbrella v)?> or <touching (platforms v)?>>>\n change y by (-10)\nend\nif <<touching (player v)?> or <<touching (umbrella v)?> or <touching (platforms v)?>>> then\n switch costume to (2 v)\n wait (.1) seconds\n delete this clone\nend\n\n@End Screen\n\nwhen flag clicked\nhide\nforever\n if <(LEVEL) = [3]> then\n show\n switch costume to (1 v)\n play sound [Glorious_morning v] until done\n go to x: (0) y: (0)\n go to [front v] layer\n end\nend\n\nwhen I receive [end v]\nshow\nswitch costume to (1 v)\nplay sound [Glorious_morning v] until done\ngo to x: (0) y: (0)\ngo to [front v] layer\n\n@thumbnail\n\nwhen flag clicked\nhide\nforever\n go to x: (0) y: (0)\nend\n\ngo to [front v] layer\n\n@Sprite1\n\n
||flashing lights! watch out kiddos||\n=Umbrella= =Scrolling Platformer=\n\n=================instructions================\nUse wad, <^> or mobile to move\nDon't touch spikes or lava \nGet to the portal\n====================info===================\nThere are many bugs, but i wont fix them. I was going to share this on @red_sweatshirt, but shared it on this account.
Dream Cube: A Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (blue sky 2 2 v)\n\nwhen I receive [start game v]\nswitch backdrop to (blue sky 2 v)\nforever\n if <(Hi!) = [11]> then\n switch backdrop to (wall 1 v)\n end\nend\n\nwhen I receive [start game v]\nforever\n play sound [Vexento - Happy Robot v] until done\nend\n\n@Sprite7\n\nwhen flag clicked\n\nwhen I receive [play v]\nrepeat (34)\n change [ghost v] effect by (3)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\nset [ghost v] effect to (0)\n\n@Sprite5\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\nshow\n\n@Sprite4\n\nwhen I receive [new level v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\ngo to [back v] layer\nshow\nswitch costume to (costume1 v)\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen I receive [new level v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\n\n@Sprite6\n\nwhen flag clicked\n\nwhen I receive [play v]\nrepeat (34)\n change [ghost v] effect by (3)\nend\nset [hi! v] to [0]\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\ngo to [front v] layer\nshow\nset [ghost v] effect to (0)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Play v)\n end\nend\n\n@Sprite8\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [new level v]\nnext costume\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\ngo to [back v] layer\nset [ghost v] effect to (0)\nforever\n if <touching (sprite1 v)?> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Sprite9\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n change [hi! v] by (1)\n broadcast (New Level v)\n broadcast (Restart v)\n wait (2) seconds\n else\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n end\nend\n\nwhen flag clicked\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nswitch costume to (costume1 v)\ngo to x: (405) y: (33)\ngo to [front v] layer\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Restart v)\n wait (1) seconds\n else\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n end\nend\n\n@Intro\n\nwhen I receive [sound v]\nplay sound [Low Whoosh v] until done\n\nwhen I receive [intro music v]\nplay sound [Dance Celebrate v] until done\n\nwhen flag clicked\nset [ghost v] effect to (0)\nbroadcast (Intro Music v)\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume3 v)\nrepeat (30)\n next costume\nend\nwait (3) seconds\nbroadcast (Sound v)\nrepeat (2)\n change y by (100)\nend\nswitch costume to (costume34 v)\nwait (1) seconds\nswitch costume to (costume33 v)\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (Start Game v)\n\n@ Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-3)\nend\ndelete this clone\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <touching (sprite4 v)?> then\n go to x: (-169) y: (-42)\n end\nend\n\nwhen I receive [start game v]\nshow\nset [y velocity v] to [0]\nset [x velocity v] to [0]\ngo to x: (-214) y: (-42)\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 (sprite2 v)?> then\n change y by (1)\n if <touching (sprite2 v)?> then\n change y by (1)\n if <touching (sprite2 v)?> then\n change y by (1)\n if <touching (sprite2 v)?> then\n change y by (1)\n if <touching (sprite2 v)?> then\n change y by (1)\n if <touching (sprite2 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 [-8]\n else\n set [x velocity v] to [8]\n end\n set [y velocity v] to [15]\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 (sprite2 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 (sprite2 v)?> then\n if <key (up arrow v) pressed?> then\n change [y velocity v] by (15)\n end\n end\n change y by (1)\n if <(x position) > [230]> then\n change [level v] by (1)\n broadcast (New Level v)\n set [y velocity v] to [0]\n set [x velocity v] to [0]\n go to x: (-214) y: (-42)\n end\nend\n\n
Use the arrow keys to move. Try to get out of your dream. If you want to play again then click the green flag twice.
Element Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (forest v)\n\nwhen I receive [bölüm 5 v]\nswitch backdrop to (hay field v)\n\n@Sprite3\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n change [xhızı v] by (1)\n switch costume to (costume3 v)\n else\n switch costume to (costume1 v)\n end\n if <key (left arrow v) pressed?> then\n change [xhızı v] by (-1)\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n change x by (xhızı)\n if <touching (pltr v)?> then\n change x by ((xhızı) * (-1))\n set [xhızı v] to [0]\n else\n set [xhızı v] to ((xhızı) * (0.8))\n end\n change y by (yhızım)\n if <touching (pltr v)?> then\n change y by ((yhızım) * (-1))\n set [yhızım v] to [0]\n if <(kilit) = [0]> then\n if <key (up arrow v) pressed?> then\n change [yhızım v] by (15)\n set [kilit v] to [1]\n end\n end\n else\n change [yhızım v] by (-1)\n set [kilit v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-1)\nend\ndelete this clone\n\nwhen flag clicked\nshow\nbroadcast (Bölüm 1 v)\n\nwhen I receive [bölüm 1 v]\ngo to x: (-190) y: (32)\nforever\n if <touching (portal v)?> then\n broadcast (Bölüm 2 v)\n stop [this script v]\n end\nend\n\nwhen I receive [bölüm 2 v]\ngo to x: (-190) y: (32)\nforever\n if <touching (portal v)?> then\n broadcast (bölüm 3 v)\n stop [this script v]\n end\nend\n\nwhen I receive [bölüm 3 v]\ngo to x: (-190) y: (32)\nforever\n if <touching (portal v)?> then\n broadcast (bölüm 4 v)\n stop [this script v]\n end\n if <touching (sivri v)?> then\n go to x: (-190) y: (32)\n end\nend\n\nwhen I receive [wi̇n v]\nhide\n\nwhen I receive [bölüm 4 v]\ngo to x: (-190) y: (112)\nforever\n if <touching (portal v)?> then\n broadcast (bölüm 5 v)\n stop [this script v]\n end\nend\n\nwhen I receive [bölüm 5 v]\ngo to x: (-190) y: (112)\nforever\n if <touching (portal v)?> then\n broadcast (bölüm 6 v)\n stop [this script v]\n end\n if <touching (kukla 2 v)?> then\n go to x: (-190) y: (-58)\n end\nend\n\nwhen I receive [bölüm 6 v]\ngo to x: (-190) y: (112)\nforever\n if <touching (portal v)?> then\n broadcast (bölüm 7 v)\n stop [this script v]\n end\n if <touching (kukla 3 v)?> then\n go to x: (-190) y: (-58)\n end\nend\n\nwhen I receive [bölüm 7 v]\ngo to x: (-190) y: (112)\nforever\n if <touching (portal v)?> then\n broadcast (WİN v)\n stop [all v]\n end\n if <<touching (kukla 5 v)?> or <touching (kukla 6 v)?>> then\n go to x: (-190) y: (-58)\n end\nend\n\nwhen flag clicked\nforever\n play sound [01 - Bass Boosted HD - Samurai Trap & Bass - Beat Instrumental v] until done\nend\n\n@pltr\n\nwhen I receive [bölüm 1 v]\nswitch costume to (blm1 v)\n\nwhen I receive [bölüm 2 v]\nswitch costume to (blm2 v)\n\nwhen I receive [bölüm 3 v]\nswitch costume to (blm3 v)\n\nwhen I receive [wi̇n v]\nswitch costume to (blm4 v)\n\nwhen I receive [bölüm 4 v]\nswitch costume to (blm5 v)\n\nwhen I receive [bölüm 5 v]\nswitch costume to (blm6 v)\n\nwhen I receive [bölüm 6 v]\nswitch costume to (blm7 v)\n\nwhen I receive [bölüm 7 v]\nswitch costume to (blm8 v)\n\n@portal\n\nwhen flag clicked\ngo to x: (129) y: (68)\nshow\nforever\n next costume\n wait (0.2) seconds\nend\n\nwhen I receive [wi̇n v]\nhide\n\nwhen I receive [bölüm 5 v]\ngo to x: (208) y: (-103)\n\n@sivri\n\nwhen I receive [bölüm 3 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [bölüm 4 v]\nhide\n\n@Kukla 1\n\nwhen flag clicked\nhide\n\nshow\n\n@Kukla 2\n\nwhen flag clicked\nhide\ngo to x: (267) y: (-82)\n\nwhen I receive [bölüm 5 v]\nshow\nforever\n if <touching (_edge_ v)?> then\n go to x: (267) y: (-82)\n else\n change x by (-10)\n end\nend\n\nwhen I receive [bölüm 6 v]\nhide\n\n@Kukla 3\n\nwhen flag clicked\nhide\n\nwhen I receive [bölüm 6 v]\nshow\n\nwhen I receive [wi̇n v]\nhide\n\nwhen I receive [bölüm 7 v]\nhide\n\n@Kukla 4\n\nwhen flag clicked\nhide\n\nwhen I receive [bölüm 7 v]\nshow\nbroadcast (start v)\nsay [Muhahaha ı am lava king ] for (5) seconds\n\nwhen I receive [wi̇n v]\nhide\n\n@Kukla 5\n\nwhen I receive [bölüm 7 v]\ngo to x: (71) y: (59)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [wi̇n v]\nhide\n\nwhen I receive [start v]\nforever\n glide (0.5) secs to x: (-99) y: (-106)\n go to x: (71) y: (59)\nend\n\n@Kukla 6\n\nwhen I receive [start v]\nforever\n glide (0.5) secs to x: (104) y: (-110)\n go to x: (-49) y: (64)\nend\n\nwhen I receive [bölüm 7 v]\ngo to x: (-49) y: (64)\nshow\n\nwhen I receive [wi̇n v]\nhide\n\nwhen flag clicked\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nshow\n\n
EN:\nI tried very hard for this game and I think it was very nice, there is a lot of effort involved in this game, so please help new levels by liking you.\nTR:\nBu oyun için çok uğraştım ve bence çok güzel, bu oyunda çok emek var, bu yüzden lütfen sizi beğenerek yeni seviyelere yardım edin.\n#games
Journey- A Mobile Platformer
@Stage\n\nwhen flag clicked\n\nplay sound [TheFatRat - Unity \(Instrumental\) v] until done\n\n@player\n\nwhen flag clicked\nset size to (20) %\nswitch costume to (costume1 v)\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (5)\n switch costume to (costume2 v)\n change size by (-2)\n change [color v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n walk [8]\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n walk [-8]\n end\nend\n\nwhen flag clicked\ngo to x: (-207) y: (28)\nset [y speed v] to [0]\nforever\n change [y speed v] by (-1)\n change y by (Y speed)\n change [in air v] by (1)\n handle ground <(Y speed) > [0]>\nend\n\nwhen flag clicked\nforever\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <(in air) < [8]>> then\n set [y speed v] to [10]\n end\nend\n\ndefine handle ground <moving up>\nrepeat until <not <touching (ground v)?>>\n if <moving up> then\n change y by (-1)\n else\n change y by (1)\n set [in air v] to [0]\n end\n set [y speed v] to [0]\nend\n\ndefine walk (steps)\nchange x by (steps)\nset [ground_lift v] to [0]\nrepeat until <<not <touching (ground v)?>> or <(ground_lift) = [8]>>\n change y by (1)\n change [ground_lift v] by (1)\nend\nif <(ground_lift) = [8]> then\n change x by ((-1) * (steps))\n change y by (-8)\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n if <touching (portal v)?> then\n go to x: (-207) y: (28)\n switch backdrop to (next backdrop v)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (spike v)?> or <touching (lava v)?>> then\n go to x: (-207) y: (28)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (sprite2 v)?> or <touching (hurtful rainbows v)?>> then\n go to x: (-207) y: (28)\n end\nend\n\nwhen this sprite clicked\nnext costume\n\n@Ground\n\nwhen backdrop switches to [backdrop2 v]\nswitch costume to (costume2 v)\n\nwhen flag clicked\ngo to x: (1) y: (28)\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [backdrop3 v]\ngo to x: (1) y: (3)\nswitch costume to (costume3 v)\n\nwhen backdrop switches to [backdrop4 v]\nswitch costume to (costume4 v)\n\nwhen backdrop switches to [backdrop5 v]\nswitch costume to (costume5 v)\n\nwhen backdrop switches to [backdrop6 v]\nswitch costume to (costume6 v)\n\nwhen backdrop switches to [backdrop7 v]\nswitch costume to (costume7 v)\n\nwhen backdrop switches to [backdrop8 v]\ngo to x: (1) y: (-22)\nswitch costume to (costume8 v)\n\nwhen backdrop switches to [backdrop9 v]\ngo to x: (1) y: (-22)\nswitch costume to (costume9 v)\n\nwhen backdrop switches to [backdrop10 v]\ngo to x: (1) y: (-22)\nswitch costume to (costume10 v)\n\nwhen backdrop switches to [backdrop11 v]\ngo to x: (1) y: (-22)\nswitch costume to (costume11 v)\n\nwhen backdrop switches to [backdrop12 v]\ngo to x: (1) y: (-22)\nswitch costume to (costume12 v)\n\nwhen backdrop switches to [backdrop13 v]\ngo to x: (1) y: (-22)\nswitch costume to (costume13 v)\n\nwhen backdrop switches to [backdrop14 v]\ngo to x: (1) y: (-22)\nswitch costume to (costume14 v)\n\n@portal\n\nwhen flag clicked\nshow\ngo to x: (200) y: (28)\nswitch costume to (costume4 v)\ngo to [back v] layer\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (139) y: (-93)\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [backdrop3 v]\ngo to x: (205) y: (37)\nswitch costume to (costume5 v)\n\nwhen backdrop switches to [backdrop5 v]\ngo to x: (42) y: (-49)\nswitch costume to (costume3 v)\n\nwhen backdrop switches to [backdrop6 v]\ngo to [back v] layer\ngo to x: (199) y: (223)\nswitch costume to (costume6 v)\n\nwhen backdrop switches to [backdrop7 v]\ngo to x: (199) y: (-22)\nswitch costume to (costume7 v)\n\nwhen backdrop switches to [backdrop8 v]\ngo to x: (199) y: (-22)\nswitch costume to (costume8 v)\n\nwhen backdrop switches to [backdrop13 v]\ngo to x: (9) y: (-33)\nswitch costume to (costume9 v)\n\nwhen backdrop switches to [backdrop14 v]\nhide\n\n@Tree\n\nwhen flag clicked\nshow\ngo to x: (158) y: (-22)\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (-165) y: (-24)\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\nwhen flag clicked\ngo to [back v] layer\nshow\n\n@Sprite5\n\n@Sprite6\n\n@Tree2\n\nwhen flag clicked\ngo to x: (88) y: (-39)\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (-93) y: (-39)\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\nwhen flag clicked\nshow\n\n@Tree3\n\nwhen flag clicked\ngo to x: (214) y: (-57)\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (-211) y: (-58)\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\nwhen flag clicked\nshow\n\n@Spike\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen backdrop switches to [backdrop3 v]\nswitch costume to (costume1 v)\ngo to x: (10) y: (-118)\nset size to (30) %\n\nwhen backdrop switches to [backdrop4 v]\nswitch costume to (costume2 v)\ngo to x: (82) y: (-59)\nset size to (40) %\n\nwhen backdrop switches to [backdrop5 v]\nswitch costume to (costume3 v)\ngo to x: (26) y: (-57)\nset size to (40) %\n\nwhen backdrop switches to [backdrop6 v]\nswitch costume to (costume4 v)\ngo to x: (59) y: (23)\nset size to (40) %\n\nwhen backdrop switches to [backdrop7 v]\nswitch costume to (costume5 v)\ngo to x: (18) y: (-67)\nset size to (40) %\n\nwhen backdrop switches to [backdrop8 v]\nswitch costume to (costume6 v)\n\nwhen backdrop switches to [backdrop9 v]\nforever\n go to x: (0) y: (15)\n set size to (78) %\n switch costume to (costume7 v)\nend\n\nmove (10) steps\n\nwhen backdrop switches to [backdrop10 v]\nforever\n go to x: (0) y: (15)\n set size to (78) %\n switch costume to (costume8 v)\nend\n\nwhen backdrop switches to [backdrop11 v]\nforever\n go to x: (86) y: (15)\n set size to (78) %\n switch costume to (costume9 v)\nend\n\nwhen backdrop switches to [backdrop12 v]\nhide\n\n@Lava\n\nwhen flag clicked\nforever\nend\n\nwhen backdrop switches to [backdrop6 v]\ngo to [back v] layer\nswitch costume to (costume1 v)\ngo to x: (128) y: (-118)\nshow\nrepeat until <(backdrop [number v]) = [7]>\n repeat (10)\n change y by (-1)\n end\n repeat (10)\n change y by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop7 v]\nhide\n\nwhen backdrop switches to [backdrop10 v]\nswitch costume to (costume2 v)\ngo to x: (25) y: (-110)\nshow\nrepeat until <(backdrop [number v]) = [11]>\n repeat (10)\n change y by (-1)\n end\n repeat (10)\n change y by (1)\n end\nend\n\nwhen backdrop switches to [backdrop11 v]\nhide\n\n@Sprite2\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (-77) y: (-59)\nhide\n\nwhen backdrop switches to [backdrop11 v]\npoint in direction (90)\ngo to x: (63) y: (-59)\nset size to (50) %\nswitch costume to (costume1 v)\nshow\nrepeat until <(backdrop [number v]) = [12]>\n glide (1) secs to x: (-103) y: (-59)\n glide (1) secs to x: (75) y: (-59)\nend\n\nwhen backdrop switches to [backdrop12 v]\npoint in direction (90)\nswitch costume to (costume2 v)\nshow\nset size to (150) %\nsay [So you want to leave... You gotta get through me] for (5) seconds\nrepeat until <(backdrop [number v]) = [13]>\n glide (1) secs to x: (-61) y: (-40)\n glide (1) secs to x: (10) y: (81)\n turn right (90) degrees\n wait (0.005) seconds\n turn right (15) degrees\n wait (0.005) seconds\n turn right (15) degrees\n wait (0.005) seconds\n turn right (15) degrees\n wait (0.005) seconds\n turn right (15) degrees\n wait (0.005) seconds\n turn right (15) degrees\n wait (0.005) seconds\n turn right (15) degrees\n wait (0.005) seconds\n turn right (15) degrees\n wait (0.005) seconds\n turn right (15) degrees\n wait (0.005) seconds\n turn right (15) degrees\n wait (0.005) seconds\n turn right (15) degrees\n wait (0.005) seconds\n turn right (15) degrees\n wait (0.005) seconds\n turn right (15) degrees\n wait (0.005) seconds\n point in direction (90)\n glide (1) secs to x: (144) y: (-45)\nend\n\nwhen backdrop switches to [backdrop13 v]\nhide\n\n@Skip\n\nwhen this sprite clicked\nnext backdrop\n\nwhen flag clicked\n\nwhen flag clicked\nshow\nset size to (10) %\ngo to [front v] layer\n\nwhen backdrop switches to [backdrop12 v]\nhide\n\nwhen backdrop switches to [backdrop13 v]\nshow\n\nwhen backdrop switches to [backdrop14 v]\nhide\n\n@Music\n\nwhen flag clicked\ngo to [front v] layer\nset volume to (100) %\nswitch costume to (costume1 v)\nstart sound [TheFatRat - Unity \(Instrumental\) v]\n\nwhen this sprite clicked\nnext costume\nif <(costume [number v]) = [2]> then\n set volume to (0) %\nelse\n set volume to (100) %\nend\n\nwhen flag clicked\nshow\n\nwhen backdrop switches to [backdrop14 v]\nhide\n\n@Cloud\n\nwhen I start as a clone\nforever\n go [backward v] (1) layers\n go to [back v] layer\nend\n\nwhen I start as a clone\nset size to (pick random (25) to (50)) %\nshow\ngo to [back v] layer\nset [ghost v] effect to (pick random (15) to (25))\nswitch costume to (pick random (1) to (2))\nif <(side) = [1]> then\n go to x: (300) y: (pick random (150) to (100))\n repeat until <(x position) < [-250]>\n change x by (-1)\n end\n delete this clone\nend\n\nwhen backdrop switches to [backdrop1 v]\nrepeat until <(backdrop [number v]) < [3]>\n set [side v] to [1]\n create clone of (_myself_ v)\n wait (pick random (3) to (5)) seconds\nend\n\nwhen backdrop switches to [backdrop1 v]\nrepeat until <(backdrop [number v]) = [4]>\n set [side v] to [1]\n create clone of (_myself_ v)\n wait (pick random (3) to (5)) seconds\nend\n\n@Hurtful Rainbows\n\nwhen backdrop switches to [backdrop12 v]\nwait (7) seconds\nrepeat until <(backdrop [number v]) = [13]>\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen flag clicked\nhide\nrepeat until <(backdrop [number v]) = [13]>\n go to x: (pick random (-220) to (236)) y: (156)\nend\n\nwhen I start as a clone\nset size to (25) %\nshow\nrepeat until <touching color (#633939)?>\n change y by (-5)\nend\nif <touching color (#633939)?> then\n delete this clone\nend\n\nwhen backdrop switches to [backdrop13 v]\nhide\n\ngo to x: (pick random (-220) to (236)) y: (156)\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\ngo to [front v] layer\nshow\nwait (0.1) seconds\nrepeat (100)\n wait (0.00000000001) seconds\n change [ghost v] effect by (25)\nend\n\n
✮✧❅ Hi welcome to my first Platformer!!! ✮✧❅\n✮✧❅ REMEMBER TO FOLLOW @rasgola27✮✧❅\n======================================\n ✮✧❅ Arrow keys to move✮✧❅\n ✮✧❅ If you click the player colors change✮✧❅ \n==========================================\n✮✧❅ DON'T TOUCH SPIKES, LAVA ✮✧❅\n✮✧❅DON'T TOUCH CANDY CORNS OR✮✧❅\n ✮✧❅ UNICORNS OR HOT FUDGE✮✧❅\n\n✮✧❅ Story✮✧❅ \n✮✧❅ One day you were going out with your friends but you got lost in the and fell into a cave! In the cave you found a magic crystal that took you all the way to many new lands you've never heard of before! You must find the crystal again to get back home! ✮✧❅\n\n✮✧❅ Thx if you like it! ✮✧❅
Adventurer - A Scrolling platformer [Moblie Friendly]
@Stage\n\nwhen I receive [intro done v]\nswitch backdrop to (backdrop2 v)\nwait (2.1) seconds\nswitch backdrop to (backdrop3 v)\nwait (.9) seconds\nswitch backdrop to (backdrop1 v)\nbroadcast (Loading Done v) and wait\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen [m v] key pressed\nshow variable [mouse v]\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\nwait (2) seconds\nhide variable [mouse v]\n\n@Sprite1\n\n@Sprite2\n\nwhen flag clicked\nshow\ngo to x: (26) y: (-48)\nset [ghost v] effect to (100)\n\nwhen I receive [logo done v]\ngo to x: (48) y: (-71)\nset size to (100) %\nset [ghost v] effect to (100)\ngo to [front v] layer\nswitch costume to (logo v)\nrepeat (50)\n wait (0.01) seconds\n change [ghost v] effect by (-2)\nend\nwait (6) seconds\nbroadcast (Intro Done v)\n\nwhen I receive [intro done v]\nhide\n\n@Player\n\nwhen flag clicked\nwait (14) seconds\nforever\n play sound [Mystery v] until done\nend\n\nwhen I receive [intro done v]\nstop all sounds\n\nwhen flag clicked\nshow\ngo to [back v] layer\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v)\n\nwhen I receive [loading done 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\nwhen I receive [loading done v]\nreset timer\nshow\ngo to [front v] layer\n\ndefine Game On\nset size to (13) %\nset [in air v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [exit v] to []\nclear graphic effects\nshow\n\ndefine Tick\nif <<<(mouse x) < ((x position) - (10))> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (left v)\n Change Player x by [-8]\nend\nif <<<(mouse x) > ((x position) + (10))> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (right v)\n Change Player x by [8]\nend\nif <<<(mouse y) > ((y position) + (10))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nchange [sy v] by (-2)\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\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\nwhen I receive [intro done v]\nhide\n\nwhen flag clicked\nset rotation style [left-right v]\nset size to (13) %\nhide\nstart sound [Cradles 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\nwhen flag clicked\nreset timer\n\n@Platforms\n\nwhen I receive [loading done v]\ngo to [front v] layer\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide variable [time 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: [550] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [550] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [700] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [550] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [550] y: [0]\n else\n if <(LEVEL) = [6]> then\n switch costume to (end v)\n set [time v] to (timer)\n show variable [time v]\n end\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nset [time v] to [0]\ngo to [back v] layer\n\n@Collectibles\n\nwhen I receive [intro done v]\nwait (2) seconds\ngo to [front v] layer\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n if <(COLLECTED) = (COLLECTED MAX)> then\n broadcast (Open Portal v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nshow variable [collected max v]\nshow variable [collected v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [collected v] to [0]\nset [collected max v] to [-1]\nswitch costume to (level 1 1 v)\nif <(LEVEL) = [1]> then\n Clone at x: [102] y: [-17]\n Clone at x: [264] y: [7]\n Clone at x: [442] y: [62]\n Clone at x: [565] y: [62]\n Clone at x: [691] y: [62]\n Clone at x: [-999999] y: [-99999999]\nelse\n if <(LEVEL) = [2]> then\n Clone at x: [-190] y: [10]\n Clone at x: [-62] y: [41]\n Clone at x: [123] y: [92]\n Clone at x: [445] y: [20]\n Clone at x: [-999999] y: [-99999999]\n else\n if <(LEVEL) = [3]> then\n Clone at x: [-228] y: [13]\n Clone at x: [-130] y: [13]\n Clone at x: [107] y: [13]\n Clone at x: [220] y: [13]\n Clone at x: [-999999] y: [-99999999]\n else\n if <(LEVEL) = [4]> then\n Clone at x: [-207] y: [-58]\n Clone at x: [-107] y: [-58]\n Clone at x: [-7] y: [-58]\n Clone at x: [193] y: [-58]\n Clone at x: [999999] y: [9999999]\n else\n if <(LEVEL) = [5]> then\n Clone at x: [-113] y: [32]\n Clone at x: [-22] y: [77]\n Clone at x: [75] y: [118]\n Clone at x: [583] y: [117]\n Clone at x: [507] y: [117]\n Clone at x: [999999] y: [9999999]\n else\n if <(LEVEL) = [6]> then\n Clone at x: [999999] y: [9999999]\n end\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nchange [collected max v] by (1)\n\nwhen I receive [green flag v]\nhide variable [collected max v]\nhide variable [collected v]\nhide\n\nwhen flag clicked\nhide variable [mouse v]\ngo to [back v] layer\n\n@Danger\n\nwhen I receive [loading done v]\ngo to [front v] layer\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: [550] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [550] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [550] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [550] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [550] y: [0]\n else\n if <(LEVEL) = [6]> then\n switch costume to (level 6 1 v)\n Clone at x: [99999] y: [999999999]\n end\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nshow variable [time v]\ngo to [back v] layer\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Exit\n\nwhen I receive [intro done v]\nwait (2) seconds\ngo to [front v] layer\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [name v]) = [Open]> and <touching (player v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nshow variable [collected v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [collected v] to [0]\nswitch costume to (closed v)\nif <(LEVEL) = [1]> then\n Clone at x: [900] y: [62]\nelse\n if <(LEVEL) = [2]> then\n Clone at x: [830] y: [-10]\n else\n if <(LEVEL) = [3]> then\n Clone at x: [310] y: [0]\n else\n if <(LEVEL) = [4]> then\n Clone at x: [851] y: [11]\n else\n if <(LEVEL) = [5]> then\n Clone at x: [879] y: [28]\n else\n if <(LEVEL) = [6]> then\n Clone at x: [9999999] y: [999999999]\n end\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [green flag v]\nhide variable [collected v]\nhide\n\nwhen flag clicked\nhide variable [mouse v]\ngo to [back v] layer\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\nhide\n\n@Sprite3\n\nwhen I start as a clone\ngo to x: (100) y: (80)\nset size to (50) %\nset [ghost v] effect to (100)\ngo to [front v] layer\nswitch costume to (logo v)\nrepeat (50)\n change [ghost v] effect by (-2)\n wait (.01) seconds\nend\nbroadcast (Logo Done v)\n\nwhen I receive [intro done v]\nhide\n\nwhen flag clicked\nshow\ngo to x: (0) y: (1)\nswitch costume to (backround v)\nset size to (100) %\ncreate clone of (_myself_ v)\n\n
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Stone Age || A Mobile Scrolling Platformer - APT Entry
@Stage\n\nwhen I receive [home screen v]\nset [ghost v] effect to (40)\nswitch backdrop to (background v)\n\nwhen I receive [home screen is gone. >:\) mission start the game is initiated v]\nclear graphic effects\nswitch backdrop to (blue v)\nforever\n play sound [Ancient Music - Stone Age v] until done\nend\n\nwhen flag clicked\nset [which weapon? v] to [Club]\nswitch backdrop to (intro v)\nforever\n if <(username) = [Polarbear_17]> then\n set volume to (0) %\n else\n set volume to (100) %\n end\nend\n\nwhen flag clicked\nset [secret found? v] to [No]\nforever\n wait until <key (f v) pressed?>\n wait until <key (i v) pressed?>\n wait until <key (r v) pressed?>\n wait until <key (e v) pressed?>\n set [secret found? v] to [Yes]\nend\n\nset [level v] to [5]\n\n@Sprite1\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1.1 v)\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2.1 v)\n Clone at x: [500] y: [0]\n Clone at x: [1000] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3.1 v)\n Clone at x: [500] y: [0]\n switch costume to (costume1 v)\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4.1 v)\n Clone at x: [500] y: [0]\n Clone at x: [900] y: [0]\n Clone at x: [500] y: [0]\n switch costume to (costume1 v)\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5.1 v)\n Clone at x: [500] y: [0]\n switch costume to (costume1 v)\n end\n end\n end\n end\nend\n\nswitch costume to (costume1 v)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\ngo [forward v] (1) layers\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at x: [500] y: [0]\nClone at x: [500] y: [0]\n\nif <(LEVEL) = [4]> then\n switch costume to (level 4 v)\n Clone at x: [900] y: [0]\n Clone at x: [650] y: [0]\nelse\n if <(LEVEL) = [5]> then\n switch costume to (level 5 v)\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n else\n if <(LEVEL) = [6]> then\n switch costume to (level 6 acural 6 v)\n Clone at x: [600] y: [400]\n Clone at x: [600] y: [-400]\n Clone at x: [600] y: [0]\n else\n if <(LEVEL) = [7]> then\n switch costume to (level 7 v)\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n else\n if <(LEVEL) = [8]> then\n switch costume to (gaming v)\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n else\n if <(LEVEL) = [9]> then\n switch costume to (pizza v)\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n else\n if <(LEVEL) = [10]> then\n switch costume to (level 9 acural 5 v)\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\nClone at x: [0] y: [100]\n\nClone at x: [250] y: [700]\n\ngo to [front v] layer\n\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <(LEVEL) = [5]> then\n broadcast (loading v)\n stop [this script v]\n end\nend\n\nwhen I receive [iq show. \(delete all clones\) v]\nforever\n hide\n go to [back v] layer\n delete this clone\nend\n\nwhen I receive [home screen is gone. >:\) mission start the game is initiated v]\n\nwhen I start as a clone\nforever\n if <touching (loading iq... v)?> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<touching (player hitbox v)?> and <(portal open?) = [1]>> then\n set [exit v] to [win]\n broadcast (transition thingy v)\nend\n\nwhen I receive [setup v]\nhide\nset [portal open? v] to [0]\nset [brightness v] effect to (-10)\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [1100] y: [175]\nelse\n if <(LEVEL) = [2]> then\n Clone at x: [1400] y: [150]\n else\n if <(LEVEL) = [3]> then\n Clone at x: [0] y: [800]\n else\n if <(LEVEL) = [4]> then\n Clone at x: [1850] y: [150]\n else\n if <(LEVEL) = [5]> then\n Clone at x: [5000] y: [5000]\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\ngo to [front v] layer\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open portal v]\nset [brightness v] effect to (5)\nset [ghost v] effect to (0)\nset [portal open? v] to [1]\n\nwhen flag clicked\nforever\n next costume\nend\n\nif <(LEVEL) = [3]> then\n Clone at x: [1600] y: [0]\nelse\n if <(LEVEL) = [4]> then\n Clone at x: [2200] y: [100]\n else\n if <(LEVEL) = [5]> then\n Clone at x: [2000] y: [50]\n else\n if <(LEVEL) = [6]> then\n Clone at x: [2600] y: [200]\n else\n if <(LEVEL) = [7]> then\n Clone at x: [1200] y: [100]\n else\n if <(LEVEL) = [8]> then\n Clone at x: [1125] y: [350]\n else\n if <(LEVEL) = [9]> then\n broadcast (Open Portal v)\n set [portal open? v] to [1]\n Clone at x: [1200] y: [100]\n else\n if <(LEVEL) = [10]> then\n Clone at x: [1200] y: [100]\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [iq show. \(delete all clones\) v]\nforever\n delete this clone\nend\n\n@Spikes\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2.1 v)\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n switch costume to (costume1 v)\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3.1 v)\n Clone at x: [0] y: [0]\n Clone at x: [0] y: [500]\n switch costume to (costume1 v)\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4.1 v)\n Clone at x: [500] y: [0]\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nset [lava rise v] to [5]\n\nwhen flag clicked\nhide\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nClone at x: [0] y: [500]\n\ngo to [front v] layer\n\nwhen I receive [iq show. \(delete all clones\) v]\nforever\n delete this clone\nend\n\n@Player Hitbox\n\nwhen I receive [lol v]\nset [ghost v] effect to (100)\nwait (0.1) seconds\nset size to (100) %\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n show\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Game On\nset [y v] to [0]\nset [x v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nbroadcast (lol v)\n\ndefine Tick\nif <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(left) = [1]>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [sx v] by (-2)\n point in direction (-90)\nend\nif <<<mouse down?> and <(x position) < (mouse x)>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(right) = [1]>>> then\n change [sx v] by (2)\n 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?>> or <(up) = [1]>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\n change [deaths v] by (1)\n wait (1) seconds\nend\n\nCostume Selection\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 (stuff in the way 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 (stuff in the way v)?>> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <<touching (platforms v)?> or <touching (stuff in the way v)?>>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(up) = [1]>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <<touching (platforms v)?> or <touching (stuff in the way 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\n\ndefine Test - Die\nif <<touching (lava v)?> or <touching (spikes v)?>> then\n set [exit v] to [die]\n change [deaths v] by (1)\n wait (1) seconds\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\npoint in direction (90)\nwait (1) seconds\n\nwhen flag clicked\nhide\n\nwhen flag clicked\npoint in direction (90)\n\nwhen I receive [lol v]\nwait (0.1) seconds\nset [ghost v] effect to (100)\nset size to (100) %\n\nwhen I receive [home screen is gone. >:\) mission start the game is initiated v]\nhide\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\nwait (4) seconds\nshow\n\nswitch costume to (caveman jump v)\n\nswitch costume to (caveman 1 v)\n\nwhen flag clicked\n\n\n\nif <(swinging club?) = [Yes]> then\n\nbroadcast (die v)\nset [exit v] to []\nhide\nwait until <(respawn) = [1]>\nwait (0.1) seconds\nset [ghost v] effect to (100)\n\ndefine Costume Selection\n\nforever\n\nif <(swinging club?) = [Yes]> then\n switch costume to (caveman idle2 v)\nelse\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> and <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n if <not <(costume [number v]) = [5]>> then\n wait (0.1) seconds\n next costume\n else\n switch costume to (caveman 2 v)\n end\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>>> then\n switch costume to (caveman jump v)\n else\n switch costume to (caveman idle v)\n end\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (hitbox v)\n set [ghost v] effect to (100)\n set [hitbox direction v] to (direction)\nend\n\nwhen flag clicked\n\nset [level v] to [3]\n\nwhen flag clicked\nset [deaths v] to [0]\n\nwhen flag clicked\nset volume to (10) %\nforever\n if <<<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(left) = [1]>> or <<mouse down?> and <(mouse x) < (x position)>>> and <not <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(up) = [1]>> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n play sound [thunk v] until done\n end\n if <<<<mouse down?> and <(x position) < (mouse x)>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(right) = [1]>>> and <not <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(up) = [1]>> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n play sound [thunk v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [Polarbear_17]> then\n set volume to (0) %\n else\n set volume to (100) %\n end\nend\n\n@Grass + Trees\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [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: [0] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2.1 v)\n Clone at x: [0] y: [0]\n end\nend\n\nClone at x: [800] y: [0]\n\nif <(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]\nelse\n if <(LEVEL) = [3]> then\n switch costume to (3 v)\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 v)\n Clone at x: [900] y: [0]\n Clone at x: [650] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 v)\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n else\n if <(LEVEL) = [6]> then\n switch costume to (level 6 acural 6 v)\n Clone at x: [600] y: [200]\n Clone at x: [600] y: [-400]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [200]\n else\n if <(LEVEL) = [7]> then\n switch costume to (level 8 acural 7 v)\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n else\n if <(LEVEL) = [8]> then\n switch costume to (gaming v)\n Clone at x: [600] y: [100]\n else\n if <(LEVEL) = [9]> then\n switch costume to (pizza v)\n Clone at x: [600] y: [100]\n else\n if <(LEVEL) = [10]> then\n switch costume to (level 7 acural 5 v)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ngo to [front v] layer\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\nClone at x: [500] y: [0]\nClone at x: [500] y: [0]\n\nwhen I receive [iq show. \(delete all clones\) v]\nforever\n delete this clone\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\nwait (1) seconds\n\n@Clouds\n\nwhen I start as a clone\nset [ghost v] effect to (75)\ngo to [back v] layer\nshow\nif <(pick random (1) to (2)) = [1]> then\n go to x: (-300) y: (pick random (50) to (150))\n repeat until <[270] < (x position)>\n change x by (3)\n end\nelse\n go to x: (300) y: (pick random (50) to (150))\n repeat until <(x position) < [-290]>\n change x by (-3)\n end\nend\ndelete this clone\n\nwhen I receive [home screen is gone. >:\) mission start the game is initiated v]\nforever\n wait (3) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\nwhen I receive [iq show. \(delete all clones\) v]\nforever\n delete this clone\nend\n\n@Lava\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)\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 2 2 v)\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: ((y) + (lava rise))\nif <<(x) = (x position)> and <((y) + (lava rise)) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nset [lava rise v] to [5]\nforever\n repeat (8)\n change [lava rise v] by (1)\n end\n wait (0.1) seconds\n repeat (8)\n change [lava rise v] by (-1)\n end\n wait (0.1) seconds\nend\n\nif <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [630] y: [-30]\nelse\n if <(LEVEL) = [3]> then\n switch costume to (level 3 v)\n else\n if <(LEVEL) = [4]> then\n switch costume to (4 v)\n Clone at x: [1800] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (costume1 v)\n Clone at x: [2000] y: [-100]\n else\n if <(LEVEL) = [6]> then\n switch costume to (6 v)\n else\n if <(LEVEL) = [7]> then\n switch costume to (7 v)\n else\n if <(LEVEL) = [8]> then\n switch costume to (7 v)\n else\n if <(LEVEL) = [9]> then\n switch costume to (2 v)\n end\n end\n end\n end\n end\n end\n end\nend\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nwhen flag clicked\nhide\n\nwhen I receive [iq show. \(delete all clones\) v]\nforever\n delete this clone\nend\n\n@Mountains/Hills\n\nClone at x: [400] y: [0]\nClone at x: [400] y: [0]\nClone at x: [400] y: [0]\nClone at x: [400] y: [0]\n\nwhen flag clicked\nhide\n\nif <(LEVEL) = [1]> then\n Clone at x: [0] y: [0]\nend\n\nif <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [0] y: [0]\n Clone at x: [100] y: [0]\nelse\n if <(LEVEL) = [3]> then\n switch costume to (3 v)\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 v)\n Clone at x: [900] y: [0]\n Clone at x: [650] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 v)\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n else\n if <(LEVEL) = [6]> then\n switch costume to (level 6 acural 6 v)\n Clone at x: [600] y: [400]\n Clone at x: [600] y: [-400]\n Clone at x: [600] y: [0]\n end\n end\n end\n end\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition (((x) - (SCROLL X)) / (10)) (((y) - (SCROLL Y)) / (5))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 1 v)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [iq show. \(delete all clones\) v]\nforever\n delete this clone\nend\n\n@Collectables2\n\nwhen I receive [setup v]\nhide\nset [collected max v] to [0]\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [400] y: [150]\n Clone at x: [700] y: [220]\nelse\n if <(LEVEL) = [2]> then\n Clone at x: [800] y: [100]\n Clone at x: [-150] y: [100]\n else\n if <(LEVEL) = [3]> then\n Clone at x: [0] y: [600]\n Clone at x: [0] y: [225]\n Clone at x: [300] y: [0]\n else\n if <(LEVEL) = [4]> then\n Clone at x: [250] y: [0]\n Clone at x: [550] y: [0]\n Clone at x: [1250] y: [175]\n Clone at x: [1050] y: [-75]\n end\n end\n end\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player hitbox v)?> then\n change [collected v] by (1)\n if <(COLLECTED) = (COLLECTED MAX)> then\n broadcast (Open Portal v)\n end\n delete this clone\nend\n\ndefine Position (x) (y)\ngo 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 start as a clone\nswitch costume to (costume7 v)\n\nwhen I receive [iq show. \(delete all clones\) v]\nforever\n delete this clone\nend\n\n@Player2\n\nwhen I receive [die v]\nswitch costume to ([costume # v] of [player hitbox v])\nshow\npoint in direction (90)\ngo to (player hitbox v)\nrepeat (8)\n change y by (12)\nend\nrepeat until <(y position) < [-179]>\n change y by (-15)\n turn right (20) degrees\nend\npoint in direction (90)\nhide\nset [respawn v] to [1]\nwait (0.01) seconds\nset [respawn v] to [0]\n\nturn right (15) degrees\n\nwhen flag clicked\nhide\nset [respawn v] to [0]\n\nwait (0.01) seconds\n\nif <(costume [number v]) = [1]> then\n\nrepeat (10)\n change y by (10)\n turn right (-15) degrees\nend\nrepeat until <(y position) < [-179]>\n change y by (-7)\n turn right (-15) degrees\nend\npoint in direction (90)\nhide\nset [respawn v] to [1]\nwait (0.01) seconds\nset [respawn v] to [0]\n\nif <(no need) = [0]> then\n\nrepeat (2)\n change y by (-6)\nend\n\ngo to (random position v)\n\n@Play Button\n\nwhen flag clicked\nset [play button clicked? v] to [No]\nhide\n\nwhen I receive [home screen v]\nshow\ngo to x: (0) y: (-100)\n\nwhen this sprite clicked\nset [play button clicked? v] to [Yes]\nbroadcast (home screen is gone. >:\) Mission start the game is initiated v)\nhide\n\nwhen I receive [home screen v]\ngo to x: (0) y: (-100)\nset size to (100) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n set [brightness v] effect to (-3)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen I receive [home screen v]\nshow\nforever\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (400)) ) * (10)))\nend\n\n@Intro\n\nwhen I receive [end v]\nrepeat (50)\n change volume by (-2)\nend\nstop all sounds\nwait (1) seconds\nclear sound effects\nset volume to (100) %\n\nwhen flag clicked\nswitch costume to (logo v)\nhide\nwait (1) seconds\nclear graphic effects\npoint in direction (90)\nset size to (60) %\ngo to x: (0) y: (345)\nshow\nrepeat (50)\n change y by (((-1) - (y position)) / (9))\nend\nwait (1) seconds\nrepeat (50)\n change y by (((-1) + (y position)) / (9))\n change [ghost v] effect by (2)\nend\nhide\ngo to x: (0) y: (0)\nwait (2) seconds\nset size to (0) %\nshow\nrepeat (25)\n change y by (((0) - (y position)) * (0.25))\n change size by (((60) - (size)) * (0.25))\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (10)\n change size by (-3)\nend\nrepeat (10)\n change size by (3)\nend\nrepeat (5)\n change size by (-1)\nend\nrepeat (5)\n change size by (1)\nend\nwait (1) seconds\nrepeat (50)\n change x by (((-1) + (x position)) / (9))\n change [ghost v] effect by (2)\nend\nhide\ngo to x: (0) y: (345)\nset size to (100) %\nclear graphic effects\nswitch costume to (slide screen v)\nwait (1) seconds\nshow\nrepeat (50)\n change y by (((-1) - (y position)) / (9))\nend\nbroadcast (End v)\nwait (1) seconds\nrepeat (10)\n change y by (((500) - (y position)) / (9))\nend\nhide\nbroadcast (home screen v)\n\nwhen flag clicked\nclear sound effects\nplay sound [Lost Sky - Dreams pt v] until done\n\nset volume to (100) %\n\nwhen flag clicked\nforever\n if <(username) = [Polarbear_17]> then\n set volume to (0) %\n else\n set volume to (100) %\n end\nend\n\n@Club/Stone?\n\nwhen flag clicked\nforever\n go to x: (-195) y: (-70)\nend\n\ndefine Swing\nshow\nif <(hmmmm) = [90]> then\n set size to (110) %\n point in direction (30)\n repeat (7)\n set [swinging club? v] to [Yes]\n turn right (20) degrees\n switch costume to (swing v)\n go to (player hitbox v)\n broadcast (switch costume v)\n end\n broadcast (scb v)\n set [swinging club? v] to [No]\nelse\n set size to (110) %\n point in direction (150)\n repeat (7)\n set [swinging club? v] to [Yes]\n turn left (20) degrees\n switch costume to (swing2 v)\n go to (player hitbox v)\n broadcast (switch costume v)\n end\n broadcast (scb v)\n set [swinging club? v] to [No]\nend\nhide\n\nwhen I start as a clone\nforever\n show\n point in direction (90)\n switch costume to (swing3 v)\n set size to (200) %\n repeat (10)\n change y by (1)\n end\n repeat (20)\n change y by (-1)\n end\n repeat (10)\n change y by (1)\n end\n go to x: (-45) y: (19)\nend\n\nwhen I receive [flash v]\nif <(Weapon Number) = [1]> then\n Swing\nend\n\nwhen flag clicked\nset [is the umbrella open? v] to [No]\nforever\n set [hmmmm v] to ([direction v] of [player hitbox v])\n go [forward v] (1) layers\nend\n\ngo to [front v] layer\n\nwhen I receive [home screen is gone. >:\) mission start the game is initiated v]\nforever\n if <(Which Weapon?) = [Club]> then\n if <key (m v) pressed?> then\n Swing\n wait until <not <key (m v) pressed?>>\n end\n end\nend\n\nwhen I receive [le swing v]\nif <(Which Weapon?) = [Club]> then\n Swing\n wait until <not <key (m v) pressed?>>\nend\n\nwhen I receive [start the platformer v]\n\nwait until <not <key (f v) pressed?>>\n\ndefine Open Umbrella (Glide)\nshow\nif <(hmmmm) = [90]> then\n show\n set size to (35) %\n point in direction (90)\n switch costume to (open umbrella v)\n broadcast (switch costume \(open umbrella\) v)\nelse\n show\n set size to (35) %\n point in direction (90)\n switch costume to (open umbrella v)\n broadcast (switch costume \(open umbrella\) v)\nend\nhide\n\nwhen I receive [start the platformer v]\nforever\n if <not <key (f v) pressed?>> then\n set [is the umbrella open? v] to [No]\n else\n if <key (f v) pressed?> then\n set [is the umbrella open? v] to [Yes]\n end\n end\nend\n\nwhen I receive [le open umbrella \(glide\) v]\nOpen Umbrella (Glide)\n\nforever\n if <key (f v) pressed?> then\n Open Umbrella (Glide)\n end\nend\n\n@Name Thing\n\nwhen flag clicked\nhide\nset [timer v] to [0]\nforever\n change [timer v] by (0.01)\nend\n\nwhen I receive [home screen v]\nshow\nforever\n point in direction ((90) + (([cos v] of (((timer) - (-3)) * (100)) ) * (6)))\nend\n\nwhen I receive [home screen v]\ngo to x: (0) y: (45)\nset size to (100) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n set [brightness v] effect to (-3)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen I receive [home screen is gone. >:\) mission start the game is initiated v]\nhide\n\n@Player Looks/Moving Animations\n\nwhen flag clicked\nhide\nforever\n if <(Which Weapon?) = [Club]> then\n if <(swinging club?) = [Yes]> then\n switch costume to (caveman idle \(armless\) v)\n else\n if <<<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>>> and <not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n if <not <(costume [number v]) = [5]>> then\n wait (0.1) seconds\n next costume\n else\n switch costume to (caveman 2 v)\n end\n else\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> or <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>>>>> then\n switch costume to (caveman jump v)\n else\n switch costume to (caveman idle v)\n end\n end\n end\n else\n if <(Which Weapon?) = [Rock]> then\n if <<<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>>> and <not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n if <not <(costume [number v]) = [10]>> then\n wait (0.1) seconds\n next costume\n else\n switch costume to (caveman 4 v)\n end\n else\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> or <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>>>>> then\n switch costume to (caveman jump2 v)\n else\n switch costume to (caveman idle \(rock\) v)\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n go to (player hitbox v)\n go to [front v] layer\nend\n\nhide\n\nshow\n\nwhen flag clicked\nforever\n set rotation style [left-right v]\n point in direction (Hitbox Direction)\n go to [front v] layer\nend\n\nset [which weapon? v] to [Club]\n\nset [which weapon? v] to [Rock]\n\nwhen I receive [home screen is gone. >:\) mission start the game is initiated v]\nshow\n\nwhen I receive [home screen is gone. >:\) mission start the game is initiated v]\nforever\n if <<touching (transition thingy v)?> or <touching (loading iq... v)?>> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Throwing Rock\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen I receive [die v]\n\nwhen I receive [home screen is gone. >:\) mission start the game is initiated v]\nforever\n if <(Which Weapon?) = [Rock]> then\n if <key (n v) pressed?> then\n create clone of (_myself_ v)\n wait until <not <key (n v) pressed?>>\n end\n else\n end\nend\n\nwhen I start as a clone\npoint in direction (90)\nset [ghost v] effect to (0)\ngo to (player hitbox v)\nshow\nif <(Hitbox Direction) = [90]> then\n repeat until <<touching (platforms v)?> or <touching (_edge_ v)?>>\n change x by (10)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nelse\n if <(Hitbox Direction) = [-90]> then\n repeat until <<touching (platforms v)?> or <touching (_edge_ v)?>>\n change x by (-10)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n change y by (-2)\nend\n\npoint in direction (60)\nmove (10) steps\n\npoint in direction (-60)\nmove (10) steps\n\nset [which weapon? v] to [Rock]\n\nif <(Which Weapon?) = [Rock]> then\n set [which weapon? v] to [Club]\nend\n\nif <(Which Weapon?) = [Club]> then\nend\n\nwhen I receive [throw stone v]\ncreate clone of (_myself_ v)\n\n@Background Home Screen Animation\n\nwhen I receive [home screen v]\n\nshow\nforever\n go to [back v] layer\n switch costume to (right v)\n set size to (100) %\n go to x: (600) y: (0)\n glide (1) secs to x: (0) y: (0)\n switch costume to (costume1 v)\n repeat (10)\n next costume\n end\n broadcast (next background for intro v)\n go to [back v] layer\n switch costume to (right3 v)\n set size to (100) %\n go to x: (600) y: (0)\n glide (1) secs to x: (0) y: (0)\n switch costume to (right4 v)\n repeat (10)\n next costume\n end\n broadcast (green background v)\n go to [back v] layer\n switch costume to (right5 v)\n set size to (100) %\n go to x: (600) y: (0)\n glide (1) secs to x: (0) y: (0)\n switch costume to (right6 v)\n repeat (10)\n next costume\n end\n broadcast (grey background v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [home screen is gone. >:\) mission start the game is initiated v]\nforever\n hide\n stop [other scripts in sprite v]\nend\n\n@Background Home Screen Animation2\n\nshow\n\nset [color v] effect to (0)\n\nset [brightness v] effect to (-20)\n\nset [brightness v] effect to (-30)\n\nset [color v] effect to (0)\n\nchange [color v] effect by (25)\n\nbroadcast (next background for intro v)\n\nchange [color v] effect by (25)\n\nwhen flag clicked\nhide\n\n@Home Screen Clubs\n\nwhen flag clicked\nhide\nset [timer v] to [0]\nforever\n change [timer v] by (0.01)\nend\n\nwhen I receive [home screen v]\nhide\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nswitch costume to (stone age name thing 1 v)\ncreate clone of (_myself_ v)\n\ngo to x: (0) y: (45)\nset size to (100) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n set [brightness v] effect to (-3)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen I receive [home screen v]\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n show\n repeat until <(play button clicked?) = [Yes]>\n go to [front v] layer\n show\n set size to (90) %\n go to x: (-100) y: (-100)\n point in direction ((([tan v] of ((timer) * (-75)) ) * (5)) + (90))\n end\n delete this clone\nelse\n if <(costume [number v]) = [2]> then\n show\n repeat until <(play button clicked?) = [Yes]>\n go to [front v] layer\n show\n set size to (90) %\n go to x: (100) y: (-100)\n point in direction ((([tan v] of ((timer) * (75)) ) * (5)) + (90))\n end\n delete this clone\n end\nend\n\n@Swing Button\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (le swing v)\n\nwhen I receive [home screen is gone. >:\) mission start the game is initiated v]\nshow\nforever\n go to [front v] layer\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (200)) ) * (10)))\nend\n\nwhen flag clicked\nforever\n set y to (-150)\n if <(hmmmm) = [90]> then\n set x to (175)\n else\n if <(hmmmm) = [-90]> then\n set x to (-175)\n end\n end\nend\n\nwhen flag clicked\n\nwhen I receive [home screen is gone. >:\) mission start the game is initiated v]\nforever\n if <<touching (transition thingy v)?> or <touching (loading iq... v)?>> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Swing Button2\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nif <(Which Weapon?) = [Club]> then\n set [which weapon? v] to [Rock]\nelse\n if <(Which Weapon?) = [Rock]> then\n set [which weapon? v] to [Club]\n end\nend\n\nwhen I receive [home screen is gone. >:\) mission start the game is initiated v]\nshow\nforever\n go to [front v] layer\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (200)) ) * (10)))\nend\n\nwhen flag clicked\nforever\n set y to (-150)\n if <(hmmmm) = [90]> then\n set x to (220)\n else\n if <(hmmmm) = [-90]> then\n set x to (-220)\n end\n end\nend\n\nif <(Which Weapon?) = [Club]> then\n set [which weapon? v] to [Rock]\nelse\n if <(Which Weapon?) = [Rock]> then\n set [which weapon? v] to [Club]\n end\nend\n\nwhen I receive [home screen is gone. >:\) mission start the game is initiated v]\nforever\n if <<touching (transition thingy v)?> or <touching (loading iq... v)?>> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <key (b v) pressed?> then\n if <(Which Weapon?) = [Club]> then\n set [which weapon? v] to [Rock]\n else\n if <(Which Weapon?) = [Rock]> then\n set [which weapon? v] to [Club]\n end\n end\n wait (0.25) seconds\n end\nend\n\n@Swing Button3\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nif <(Which Weapon?) = [Rock]> then\n broadcast (throw stone v)\nend\n\nwhen I receive [home screen is gone. >:\) mission start the game is initiated v]\nshow\nforever\n go to [front v] layer\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (200)) ) * (10)))\nend\n\nwhen flag clicked\nforever\n set y to (-150)\n if <(hmmmm) = [90]> then\n set x to (130)\n else\n if <(hmmmm) = [-90]> then\n set x to (-130)\n end\n end\nend\n\nwhen I receive [home screen is gone. >:\) mission start the game is initiated v]\nforever\n if <<touching (transition thingy v)?> or <touching (loading iq... v)?>> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Shadows\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [0] y: [0]\n Clone at x: [750] y: [0]\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nset [lava rise v] to [5]\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n set [ghost v] effect to (75)\nend\n\nwhen I start as a clone\nforever\n set [ghost v] effect to (75)\nend\n\n@Sun\n\nwhen I start as a clone\nswitch costume to (glow v)\nforever\n repeat (30)\n change size by (2)\n end\n wait (0.1) seconds\n repeat (30)\n change size by (-2)\n end\n wait (0.1) seconds\nend\n\nwhen flag clicked\nhide\ngo to x: (207) y: (150)\nforever\n go to [back v] layer\n switch costume to (normal v)\nend\n\nwhen I start as a clone\nforever\n go [backward v] (1) layers\nend\n\nwhen I receive [home screen is gone. >:\) mission start the game is initiated v]\ncreate clone of (_myself_ v)\nshow\nwait (1) seconds\nswitch costume to (normal v)\nset size to (90) %\n\nwhen I receive [home screen is gone. >:\) mission start the game is initiated v]\ncreate clone of (_myself_ v)\nshow\n\n@Stuff in the way\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1.1 v)\n Clone at x: [0] y: [0]\n switch costume to (costume1 v)\nelse\n if <(LEVEL) = [2]> then\n switch costume to (2.1 v)\n Clone at x: [1150] y: [133]\n switch costume to (costume1 v)\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen flag clicked\nset [damage to break v] to []\n\nwhen I receive [destroyed v]\ndelete this clone\n\nwhen I start as a clone\nset [damage to break v] to [10]\nforever\n if <(Damage To Break) = [0]> then\n Random Wood Break Sound Effect\n delete this clone\n else\n if <<<touching (club/stone? v)?> or > or <touching (throwing rock v)?>> then\n change [damage to break v] by (-1)\n wait until <not <<<touching (club/stone? v)?> or > or <touching (throwing rock v)?>>>\n end\n end\nend\n\nrepeat (10)\n repeat (3)\n change x by (1)\n end\n repeat (3)\n change x by (-1)\n end\n change y by (-10)\nend\n\ndefine Random Wood Break Sound Effect\nif <(pick random (1) to (3)) = [1]> then\n start sound [Wood Break v]\nelse\n if <(pick random (1) to (3)) = [2]> then\n start sound [Wood Break 2 v]\n else\n if <(pick random (1) to (3)) = [3]> then\n start sound [Wood Break 3 v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [Polarbear_17]> then\n set volume to (0) %\n else\n set volume to (100) %\n end\nend\n\n@Transition Thingy\n\nwhen flag clicked\nhide\n\nwhen I receive [transition thingy v]\n\nset [ghost v] effect to (0)\nshow\nswitch costume to (costume5 v)\nset size to (100) %\ngo to x: (300) y: (-300)\nshow\ngo to [front v] layer\nglide (0.1) secs to x: (0) y: (0)\nrepeat (6)\n next costume\nend\nwait (1.5) seconds\nset [ghost v] effect to (0)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [transition thingy v]\nif <<(LEVEL) = [4]> or <(LEVEL) = [5]>> then\n forever\n set [ghost v] effect to (100)\n hide\n end\nelse\n set [ghost v] effect to (0)\n show\n switch costume to (costume5 v)\n set size to (100) %\n go to x: (300) y: (-300)\n show\n go to [front v] layer\n glide (0.1) secs to x: (0) y: (0)\n repeat (6)\n next costume\n end\n wait (0.25) seconds\n set [brightness v] effect to (0)\n repeat (20)\n change [brightness v] effect by (5)\n end\n set [brightness v] effect to (100)\n switch costume to (costume2 v)\n wait (0.25) seconds\n repeat (20)\n change [brightness v] effect by (-5)\n end\n set [brightness v] effect to (0)\n wait (1.5) seconds\n set [ghost v] effect to (0)\n repeat (20)\n change [ghost v] effect by (5)\n end\n set [ghost v] effect to (100)\n broadcast (end transition to show sign v)\n hide\nend\n\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [forward v] (1) layers\n go to [front v] layer\n go [forward v] (1) layers\n go to [front v] layer\n go [forward v] (1) layers\n go to [front v] layer\n go [forward v] (1) layers\nend\n\n@IG Wooden Board thing\n\nwhen flag clicked\nhide\n\nwhen I receive [home screen is gone. >:\) mission start the game is initiated v]\nrepeat (10)\n show\nend\nforever\n go to [front v] layer\n go to x: (-170) y: (142)\n set size to (100) %\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (250)) ) * (5)))\nend\n\nwhen flag clicked\nforever\n if <<(LEVEL) = [1]> or <(LEVEL) = [2]>> then\n if <(COLLECTED) = [0]> then\n switch costume to (0/2 v)\n else\n if <(COLLECTED) = [1]> then\n switch costume to (1/2 v)\n else\n if <(COLLECTED) = [2]> then\n switch costume to (2/2 v)\n end\n end\n end\n else\n if <(LEVEL) = [3]> then\n if <(COLLECTED) = [0]> then\n switch costume to (0/3 v)\n else\n if <(COLLECTED) = [1]> then\n switch costume to (1/3 v)\n else\n if <(COLLECTED) = [2]> then\n switch costume to (2/3 v)\n else\n if <(COLLECTED) = [3]> then\n switch costume to (3/3 v)\n end\n end\n end\n end\n else\n if <(LEVEL) = [4]> then\n if <(COLLECTED) = [0]> then\n switch costume to (0/4 v)\n else\n if <(COLLECTED) = [1]> then\n switch costume to (1/4 v)\n else\n if <(COLLECTED) = [2]> then\n switch costume to (2/4 v)\n else\n if <(COLLECTED) = [3]> then\n switch costume to (3/4 v)\n else\n if <(COLLECTED) = [4]> then\n switch costume to (4/4 v)\n end\n end\n end\n end\n end\n else\n hide\n end\n end\n end\nend\n\nif <(COLLECTED) = [0]> then\n switch costume to (0/2 v)\nelse\n if <(COLLECTED) = [1]> then\n switch costume to (1/2 v)\n end\nend\n\nswitch costume to (2/2 v)\n\nwhen I receive [end transition to show sign v]\nshow\n\nwhen I receive [transition thingy v]\nhide\n\nwhen I receive [home screen is gone. >:\) mission start the game is initiated v]\nforever\n if <<touching (transition thingy v)?> or <touching (loading iq... v)?>> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@loading IQ...\n\nwhen flag clicked\nset [level v] to [0]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [loading v]\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nbroadcast (IQ show. \(delete all clones\) v)\nrepeat (84)\n if <(costume [number v]) = [6]> then\n switch costume to (costume1 v)\n else\n go to [front v] layer\n next costume\n start sound [Jab2 v]\n wait (0.15) seconds\n end\nend\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nset [ghost v] effect to (0)\nshow\ngo to [front v] layer\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nif <(secret found?) = [Yes]> then\n switch costume to (background3 v)\nelse\n if <(DEATHS) > [25]> then\n switch costume to (background v)\n else\n switch costume to (background2 v)\n end\nend\ngo [backward v] (1) layers\nforever\n go to [front v] layer\nend\n\n
Welcome to Stone Age || A Mobile Scrolling Platformer!\n\n==================Controls=================\n\n» Arrow Keys or WASD to move.\n» Press the M key to swing the club or the club button.\n» Press the N key to throw a rock or the rock button.\n» Press the switch weapon button or the B key to switch your weapon. Use your weapons to knock down obstacles in your way.\n» You need to collect the lightbulbs to proceed to the next level. :)\n» Make it to the portal to proceed to the next level! (only if you have collected all of the lightbulbs)\n\n==========================================\n
Nature - a platformer - multiplayer - mobile friendly #games #all
@Stage\n\n@Less lag\n\n@Player\n\nwhen flag clicked\nforever\n if <(player skip) = [1]> then\n if <key (s v) pressed?> then\n broadcast (front v)\n end\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (65) %\nrepeat (10)\n change [brightness v] effect by (3)\n change size by (-3)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nclear graphic effects\nset size to (150) %\n\nwhen flag clicked\nforever\n switch costume to (costume4 v)\n repeat (13)\n next costume\n end\n wait (pick random (1) to (3)) seconds\nend\n\ndefine write (value) to the encoded varaible\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 change [y v] by (-1)\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [y v] to [14]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> and <touching (level v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<<<<<touching (obstacles v)?> or <(y position) < [-175]>> or <key (r v) pressed?>> or <touching (lava v)?>> or <touching (game - spinning spiked2 v)?>> or <touching (enemies v)?>> then\n broadcast (OOF v)\n hide\n wait (0.5) seconds\n go to x: (-210) y: (-115)\n show\n end\n if <([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\n end\n if <touching (trampolines v)?> then\n set [y v] to [23]\n end\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 the encoded varaible\nwrite (round ((timer) * (10))) to the encoded varaible\nwrite (round (x position)) to the encoded varaible\nwrite (round (y position)) to the encoded varaible\nwrite ([costume # v] of [level v]) to the encoded varaible\nset cloud # (MY PLAYER #) to (encoded)\n\nwhen flag clicked\nforever\n play sound [Porter Robinson & Madeon - Shelter \(Official Audio\) v] until done\nend\n\nwhen I receive [front v]\ngo to x: (-214) y: (-96)\nhide\nwait (0.2) seconds\nshow\ngo to x: (-214) y: (-96)\n\nwhen I receive [back v]\ngo to x: (173) y: (spawn y)\n\nwhen [s v] key pressed\n\nbroadcast (front v)\n\n@opponents\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [counter v] to [1]\n\ndefine decode\nset [value v] to []\nforever\n set [idx v] to (join (letter (counter) of (encoded)) (letter ((counter) + (1)) of (encoded)))\n change [counter 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 [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@Level\n\nwhen I receive [front v]\nshow\nwait (0.5) seconds\nnext costume\n\nwhen I receive [back v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen flag clicked\nset [player skip v] to [0]\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n broadcast (enemy, come out! v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [9]> then\n broadcast (enemy, hide! v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) < [10]> then\n set [player skip v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [10]> then\n set [player skip v] to [0]\n end\nend\n\n@Joining\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]\nswitch costume to (connecting2 v)\nwait (1) seconds\nhide\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\nend\n\n@Obstacles\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [front v]\nshow\nwait (1) seconds\nnext costume\n\nwhen I receive [back v]\nswitch costume to ((costume [number v]) - (1))\n\n@notifications\n\nwhen flag clicked\nshow\nforever\n wait (pick random (8) to (15)) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n switch costume to (costume1 v)\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\n@Clouds\n\ngo to (random position v)\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@Lava\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [front v]\nshow\nwait (1) seconds\nnext costume\n\nwhen I receive [back v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen flag clicked\nset size to (100) %\nforever\n go to [back v] layer\n go to x: (0) y: (0)\n repeat (10)\n change size by (1)\n end\n repeat (10)\n change size by (-1)\n end\nend\n\n@Death Particles\n\nwhen flag clicked\nhide\n\nwhen I receive [oof v]\nrepeat (8)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to (player v)\nset [px v] to (pick random (-5) to (5))\nset size to (pick random (80) to (120)) %\nset [ghost v] effect to (pick random (20) to (60))\nset [py2 v] to (pick random (4) to (8))\nrepeat until <touching (_edge_ v)?>\n change size by (([cos v] of ((timer) * (100)) ) * (0.5))\n change [ghost v] effect by (([cos v] of ((timer) * (100)) ) * (0.5))\n change x by (Px)\n change y by (Py2)\n change [py2 v] by (-1)\nend\ndelete this clone\n\n@Flying particles\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (0.2) to (0.3)) seconds\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (230) to (-230)) y: (-120)\nset size to (pick random (50) to (90)) %\nset [x clone v] to (pick random (-2) to (2))\nset [y clone v] to (pick random (2) to (4))\nset [gra v] to [0]\nrepeat until <touching (_edge_ v)?>\n change size by (([cos v] of ((grA) * (100)) ) * (0.5))\n change x by (x clone)\n change y by (y clone)\n change [gra v] by (0.1)\nend\ndelete this clone\n\n@Sun\n\nwhen flag clicked\nforever\n go to [back v] layer\n turn right (1.5) degrees\nend\n\n@trampolines\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [front v]\nshow\nwait (1) seconds\nnext costume\n\nwhen I receive [back v]\nswitch costume to ((costume [number v]) - (1))\n\n@Transition\n\nwhen I receive [front v]\nshow\ngo to [front v] layer\nset size to (200) %\nset [ghost v] effect to (0)\ngo to x: (-550) y: (0)\nrepeat (40)\n change x by (((0) - (x position)) / (10))\nend\nwait (0.2) seconds\nrepeat (40)\n change x by ((((200) - (x position)) / (10)) * (-1))\n change [ghost v] effect by (2.5)\nend\nhide\nnext costume\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\n@Game - Spinning spiked2\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [back v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [front v]\nshow\nwait (0.5) seconds\nnext costume\n\nwhen flag clicked\nforever\n go to [back v] layer\n point in direction ((90) + (([cos v] of ((timer) * (200)) ) * (-200)))\nend\n\n@Game - Spinning spiked3\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [back v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [front v]\nshow\nwait (0.5) seconds\nnext costume\n\nwhen flag clicked\nforever\n go to [back v] layer\n point in direction ((90) + (([cos v] of ((timer) * (200)) ) * (-200)))\nend\n\n@Enemies\n\nwhen flag clicked\nforever\n if <not <(costume [number v]) = [8]>> then\n broadcast (enemy, hide! v)\n end\nend\n\nwhen flag clicked\nhide\nforever\n go to x: (-47) y: (-116)\n glide (1.3) secs to x: (86) y: (-116)\n glide (1.3) secs to x: (-47) y: (-116)\nend\n\nwhen I receive [enemy, come out! v]\nshow\n\nwhen I receive [enemy, hide! v]\nhide\n\n@Tn\n\nwhen flag clicked\nhide\n\n
Click the green blob 1000 times! xD \n This is my entry for @0014049's contest.\n Press s to skip a level\n THIS IS MULTIPLAYER!\n Thanks to @techexpert26 for cloud.
✦ The Steel Cave || A Multiplayer Scrolling Platformer #All #Games ✦
@Stage\n\nwhen [n v] key pressed\nhide variable [mouse v]\n\nwhen [m v] key pressed\nif <(username) = [SuperCookii]> then\n show variable [mouse v]\nend\n\nwhen flag clicked\nswitch backdrop to (1 v)\nhide variable [mouse v]\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\n\nwhen [a v] key pressed\nif <(username) = [SuperCookii]> then\n switch backdrop to (light v)\nend\n\nwhen [z v] key pressed\nswitch backdrop to (1 v)\n\nwhen [s v] key pressed\nif <(username) = [SuperCookii]> then\n set [checkpoint v] to [2]\nend\n\nchange [a_life v] by (1)\n\n@Blank_1.1\n\nwhen flag clicked\n\n@Blank_1.2\n\nwhen flag clicked\n\n@Blank_1.3\n\nwhen flag clicked\nbroadcast (menu v)\n\n@Blank_1.4\n\n@Blank_1.5\n\n@Blank_1.6\n\n@Blank_1.7\n\n@Blank_1.8\n\n@Blank_1.9\n\n@Blank_1.10\n\n@Blank_1.11\n\n@Blank_1.12\n\n@Blank_1.13\n\n@PLAYER\n\ndefine send cloud data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite ((x position) + (SCROLL X)) to encoded\nwrite ((y position) + (SCROLL Y)) to encoded\nwrite (Chat) to encoded\nwrite (round ()) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ j1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ j2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ j3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ j4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ j5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ j6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ j7 v] to (value)\n else\n set [☁ j8 v] to (value)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [game - tick v]\nif <<(MY PLAYER #) > [0]> and <(MY PLAYER #) < [10]>> then\n send cloud data\nend\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [green flag clicked v]\nset [chat v] to [0]\nshow list [chat v]\nforever\n Chat\nend\n\ndefine Chat\nif <(Chat) = [1]> then\n if <key (h v) pressed?> then\n set [chat v] to [1]\n say [Hi!]\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (b v) pressed?> then\n set [chat words v] to [2]\n say [Bye!]\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (y v) pressed?> then\n set [chat words v] to [3]\n say [Yes]\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (p v) pressed?> then\n set [chat words v] to [4]\n say [Help Please!]\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (o v) pressed?> then\n set [chat words v] to [5]\n say [No]\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (w v) pressed?> then\n set [chat words v] to [6]\n say [This Way!]\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (l v) pressed?> then\n set [chat words v] to [7]\n say [Lol!]\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (i v) pressed?> then\n set [chat words v] to [8]\n say [I Am Lagging :\(]\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (g v) pressed?> then\n set [chat words v] to [9]\n say [Got To Go!]\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n set [chat words v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Tick\nif <<<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 Player x by [-8]\nend\nif <<<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 Player x by [8]\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) < [6]> then\n if <(S_JUMPBOOST) = [1]> then\n set [sy v] to [22]\n else\n set [sy v] to [16]\n end\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\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 end\n if <(EXIT) = [die]> then\n DEAD!!!!!!!!!!!\n end\n if <(EXIT) = [the end]> then\n Game - The End\n end\nend\n\nwhen I receive [green flag clicked v]\nhide\ngo to [front v] layer\n\nwhen flag clicked\nset [begin v] to [0]\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <<touching (level v)?> or <touching (horizontal 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 (level v)?> or <touching (horizontal platforms v)?>> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <<touching (level v)?> or <touching (horizontal platforms v)?>>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <<touching (level v)?> or <touching (horizontal platforms v)?>>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Test - Die\nif <<touching (spikes v)?> or <<touching (danger v)?> or <<touching (danger 2 v)?> or <<touching (danger 3 v)?> or <touching (laser v)?>>>>> then\n set [exit v] to [die]\nend\n\nDEAD!!!!!!!!!!!\n\nwhen I receive [nvnvnvnvn v]\nstart sound [Oops 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\ndefine Game - The End\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nwait (0.5) seconds\nstop [other scripts in sprite v]\nhide\nbroadcast (Yes the end finally bwahahahahahahahaha v)\nstop [all v]\n\nwhen I receive [yes the end finally bwahahahahahahahaha v]\nhide\ndelete this clone\n\nwhen I receive [play game v]\nforever\n play sound [Valence - Infinite \[NCS Release\] v] until done\nend\n\nwhen flag clicked\nhide variable [end name v]\n\nwhen flag clicked\nswitch costume to (black v)\nhide\n\nwhen [1 v] key pressed\nif <(S_RED) = [1]> then\n switch costume to (red v)\nend\n\nwhen [2 v] key pressed\nif <(S_BLEU) = [1]> then\n switch costume to (blue v)\nend\n\nwhen [3 v] key pressed\nif <(S_YELLOW) = [1]> then\n switch costume to (yellow v)\nend\n\nwhen [0 v] key pressed\nswitch costume to (black v)\n\ndefine DEAD!!!!!!!!!!!\nbroadcast (💀 v)\nrepeat (10)\n change size by (-1)\n change [brightness v] effect by (-10)\n change y by (4)\n set rotation style [all around v]\n turn right (3) degrees\nend\nhide\nset size to (100) %\nset rotation style [left-right v]\nset [brightness v] effect to (0)\npoint in direction (90)\nset [exit v] to []\n\ndefine Game On\nset [scroll x v] to [0]\nset [scroll y v] to [30]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (100) %\nclear graphic effects\nshow\nif <(Checkpoint) = [0]> then\n set [x v] to [0]\n set [y v] to [0]\nelse\n if <(Checkpoint) = [1]> then\n set [x v] to [1059]\n set [y v] to [0]\n else\n set [x v] to [1965]\n set [y v] to [155]\n end\nend\n\nshow\n\nwhen [j v] key pressed\nif <(username) = [SuperCookii]> then\n change [sy v] by (120)\nend\n\nset [collectable tutor v] to [10]\nbroadcast (⭐️🆗😱🍄🍔🍔♖♕ v)\n\nwhen flag clicked\nset [collected v] to [0]\n\nwhen flag clicked\nset [exit v] to []\ngo to x: (0) y: (0)\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (setup - opponents v) and wait\nbroadcast (Setup Others v) and wait\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (Joined! v)\nelse\n broadcast (Game Full :\( v)\nend\nbroadcast (begin v)\n\nwhen I receive [joined! v]\nbroadcast (Green flag clicked v) and wait\nbroadcast (Play Game v) and wait\nbroadcast (Setup Others v)\n\nbroadcast (Play Game v) and wait\n\nwait (0.001) seconds\n\nwhen I receive [begin v]\nchange [begin v] by (1)\nif <(BEGIN) = [1]> then\n broadcast (Green flag clicked v) and wait\n broadcast (Play Game v) and wait\nelse\n broadcast (AAAAA v) and wait\nend\n\nset [begin v] to [0]\n\nchange [begin v] by (1)\n\nwhen [9 v] key pressed\n\nset [sy v] to [50]\n\n@Others\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\nwhen I receive [setup others v]\nsetup players\n\ndefine setup players\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ J1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ J2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ J3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ J4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ J5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ J6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ J7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ J8)\n end\n end\n end\n end\n end\n end\n end\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 Tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nif <(names) = [1]> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to (((value) - (SCROLL Y)) + (8))\nvalue = read from encoded\nbroadcast (Decode Chat v)\ngo to [back v] layer\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\ndefine Decode Chat (chat)\nif <(chat) = [1]> then\n say [Hi!] for (2) seconds\nelse\n if <(chat) = [2]> then\n say [Bye!] for (2) seconds\n else\n if <(chat) = [3]> then\n say [Yes] for (2) seconds\n else\n if <(chat) = [4]> then\n say [Help Please!] for (2) seconds\n else\n if <(chat) = [5]> then\n say [No] for (2) seconds\n else\n if <(chat) = [6]> then\n say [This Way!] for (2) seconds\n else\n if <(chat) = [7]> then\n say [Lol!] for (2) seconds\n else\n if <(chat) = [8]> then\n say [I Am Lagging :\(] for (2) seconds\n else\n if <(chat) = [9]> then\n say [Got To Go!] for (2) seconds\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode Chat (value)\n\n@Joining\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [join v] to [0]\nhide\n\nwhen I receive [begin v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [join game v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [joined! v]\nchange [join v] by (1)\ngo [forward v] (1322) layers\nstart sound [Connect v]\nswitch costume to (connected v)\nshow\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nbroadcast (begin v)\n\nwhen I receive [game full :\( v]\nswitch costume to (full v)\nshow\n\n@LEVEL\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 v)\n Clone at x: [475] y: [0]\n Clone at x: [475] y: [0]\n Clone at x: [475] y: [0]\n Clone at x: [550] y: [0]\n Clone at x: [650] y: [200]\n Clone at x: [550] y: [150]\n Clone at x: [525] y: [250]\n Clone at x: [-550] y: [325]\n Clone at x: [-600] y: [0]\n Clone at x: [-375] y: [0]\n Clone at x: [-375] y: [0]\n Clone at x: [-375] y: [0]\n Clone at x: [-375] y: [0]\n Clone at x: [-375] y: [0]\nend\n\nif <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [550] y: [0]\n Clone at x: [0] y: [400]\n Clone at x: [0] y: [300]\n Clone at x: [350] y: [65]\nelse\n set [collected max v] to [0]\n switch costume to (level 3 1 v)\n Clone at x: [550] y: [100]\n Clone at x: [0] y: [-400]\n Clone at x: [400] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [yes the end finally bwahahahahahahahaha v]\nhide\ndelete this clone\n\nwhen flag clicked\nset [collected max v] to [100]\n\nwhen I receive [yes the end finally bwahahahahahahahaha v]\nhide\nhide variable [collected v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nhide variable [collected v]\n\nforever\n\n@Collectables\n\nwhen I receive [green flag clicked v]\nset [collectable tutor v] to [0]\nhide\n\nwhen I receive [tick v]\nset [collected v] to (COLLECTABLE TUTOR)\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n change [collectable tutor v] by (1)\n start sound [Coin v]\n broadcast (⭐️🆗😱🍄🍔🍔♖♕ v)\n delete this clone\nend\n\nwhen I receive [play game v]\nhide\nset [collected v] to [0]\nset [collected max v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n broadcast (⭐️🆗😱🍄🍔🍔♖♕ v)\n switch costume to (money1 v)\n Clone at x: [100] y: [50]\n Clone at x: [355] y: [60]\n Clone at x: [730] y: [75]\n Clone at x: [1007] y: [80]\n Clone at x: [1514] y: [225]\n Clone at x: [2075] y: [300]\n Clone at x: [2443] y: [400]\n Clone at x: [2771] y: [467]\n Clone at x: [3020] y: [490]\n Clone at x: [3260] y: [600]\n Clone at x: [3450] y: [675]\n Clone at x: [3600] y: [900]\n Clone at x: [2250] y: [1025]\n Clone at x: [2600] y: [1150]\n Clone at x: [1900] y: [975]\n Clone at x: [1850] y: [975]\n Clone at x: [1800] y: [975]\n Clone at x: [1235] y: [975]\n Clone at x: [1500] y: [975]\n Clone at x: [1100] y: [975]\n Clone at x: [1000] y: [975]\n Clone at x: [900] y: [975]\n Clone at x: [800] y: [975]\n Clone at x: [999999999] y: [-100000]\nend\nset [x v] to [-9999999999999999999999999999999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide variable [collected v]\n\nwhen I receive [play game v]\n\nwhen I receive [yes the end finally bwahahahahahahahaha v]\nhide\ndelete this clone\n\n\n\nshow variable [collected v]\n\nClone at x: [999999999] y: [-100000]\n\n@SYSTEME\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\nset [s_bleu v] to [0]\nset [s_red v] to [0]\nset [s_yellow v] to [0]\nset [s_jumpboost v] to [0]\nset [shop_s v] to [0]\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen I receive [play game v]\nshow\n\nwhen I receive [yes the end finally bwahahahahahahahaha v]\nhide\n\nwhen this sprite clicked\nshow\nif <(costume [number v]) = [2]> then\n set [shop_s v] to [0]\n switch costume to (1 v)\nelse\n if <(costume [number v]) = [1]> then\n show\n set [shop_s v] to [1]\n CLONE: COSTUME [3]\n CLONE: COSTUME [4]\n CLONE: COSTUME [5]\n CLONE: COSTUME [6]\n CLONE: COSTUME [7]\n switch costume to (2 v)\n end\nend\n\ndefine CLONE: COSTUME (number or text)\nswitch costume to (number or text)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [3]> then\n go [backward v] (1) layers\n show\n go to x: (0) y: (0)\n forever\n if <(SHOP_S) = [0]> then\n delete this clone\n end\n end\n else\n if <(costume [number v]) = [4]> then\n if <(S_RED) = [0]> then\n show\n go to x: (0) y: (0)\n forever\n if <(SHOP_S) = [0]> then\n delete this clone\n end\n end\n else\n delete this clone\n end\n else\n if <(costume [number v]) = [5]> then\n if <(S_BLEU) = [0]> then\n show\n go to x: (0) y: (0)\n forever\n if <(SHOP_S) = [0]> then\n delete this clone\n end\n end\n else\n delete this clone\n end\n else\n if <(costume [number v]) = [6]> then\n if <(S_JUMPBOOST) = [0]> then\n show\n go to x: (0) y: (0)\n forever\n if <(SHOP_S) = [0]> then\n delete this clone\n end\n end\n else\n delete this clone\n end\n else\n if <(S_YELLOW) = [0]> then\n show\n go to x: (0) y: (0)\n forever\n if <(SHOP_S) = [0]> then\n delete this clone\n end\n end\n else\n delete this clone\n end\n end\n end\n end\n end\nend\n\n...\n\ndefine ...\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [4]> then\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n if <mouse down?> then\n if <<(COLLECTED) = [5]> or <(COLLECTED) > [5]>> then\n set [s_red v] to [1]\n change [collected v] by (-5)\n change [collectable tutor v] by (-5)\n broadcast (⭐️🆗😱🍄🍔🍔♖♕ v)\n delete this clone\n else\n broadcast (NO MONEY v)\n end\n end\n else\n set size to (100) %\n end\n else\n if <(costume [number v]) = [5]> then\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n go to x: (11) y: (11)\n if <mouse down?> then\n if <<(COLLECTED) = [8]> or <(COLLECTED) > [8]>> then\n set [s_bleu v] to [1]\n change [collected v] by (-8)\n change [collectable tutor v] by (-8)\n broadcast (⭐️🆗😱🍄🍔🍔♖♕ v)\n delete this clone\n else\n broadcast (NO MONEY v)\n end\n end\n else\n set size to (100) %\n go to x: (0) y: (0)\n end\n else\n if <(costume [number v]) = [6]> then\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n go to x: (-25) y: (10)\n if <mouse down?> then\n if <<(COLLECTED) = [10]> or <(COLLECTED) > [10]>> then\n set [s_jumpboost v] to [1]\n change [collected v] by (-10)\n change [collectable tutor v] by (-10)\n broadcast (⭐️🆗😱🍄🍔🍔♖♕ v)\n delete this clone\n else\n broadcast (NO MONEY v)\n end\n end\n else\n set size to (100) %\n go to x: (0) y: (0)\n end\n else\n if <(costume [number v]) = [7]> then\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n go to x: (-35) y: (20)\n if <mouse down?> then\n if <(YELLOW) = [1]> then\n set [s_yellow v] to [1]\n delete this clone\n else\n broadcast (NO LF ??? v)\n end\n end\n else\n set size to (100) %\n go to x: (0) y: (0)\n end\n end\n end\n end\n end\nend\n\n@variable\n\nwhen I receive [⭐️🆗😱🍄🍔🍔♖♕ v]\nwait (0.001) seconds\nset [digit v] to [1]\ngo to x: (-185) y: (160)\nrepeat (length of (COLLECTED))\n switch costume to ((letter (Digit) of (COLLECTED)) + (1))\n set size to (120) %\n set [brightness v] effect to (500)\n create clone of (_myself_ v)\n change [digit v] by (1)\n change x by (15)\nend\n\nwhen I receive [⭐️🆗😱🍄🍔🍔♖♕ v]\ndelete this clone\n\nwhen I start as a clone\nshow\n\nwhen flag clicked\nswitch costume to (0 v)\nhide\n\nwhen I receive [play game v]\nbroadcast (⭐️🆗😱🍄🍔🍔♖♕ v)\nforever\n go to [front v] layer\n set [brightness v] effect to (500)\nend\n\nwhen flag clicked\n\nhide\n\nwhen I receive [reset v]\n\nswitch costume to (0 v)\n\nbroadcast (⭐️🆗😱🍄🍔🍔♖♕ v)\nforever\n go to [front v] layer\nend\n\n@The End\n\nwhen flag clicked\nhide\n\nwhen I receive [⭐️ end ⭐️ v]\nshow\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nrepeat (20)\n change x by (pick random (10) to (-10))\n change y by (pick random (10) to (-10))\nend\ngo to x: (0) y: (0)\nwait until <mouse down?>\nhide\n\nwhen I receive [⭐️ end ⭐️ v]\nforever\n go to [front v] layer\n go [forward v] (1) layers\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]\nset [yellow 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]>>\ngo to [front v] layer\nset [yellow v] to [1]\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (1 v)\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n go to [front v] layer\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n go to [front v] layer\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [no money v]\nswitch costume to (1 v)\nclear graphic effects\ngo to x: (0) y: (-180)\nshow\nrepeat (9)\n go to [front v] layer\n change y by (26)\nend\nwait (0.5) seconds\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [no lf ??? v]\nswitch costume to (2 v)\nclear graphic effects\ngo to x: (0) y: (-180)\nshow\nrepeat (9)\n go to [front v] layer\n change y by (26)\nend\nwait (0.5) seconds\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (5)\nend\nhide\n\n@LIGHT\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nturn right (0.25) degrees\nshow\ngo to [back v] layer\ngo to (player v)\n\npoint in direction (90)\n\n@Checkpoint \n\nwhen I receive [green flag v]\nset size to (150) %\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(costume [number v]) = [2]> then\n if <touching (player v)?> then\n change [checkpoint v] by (1)\n switch costume to (green flag v)\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [checkpoint v] to [0]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (close flag v)\n Clone at x: [1059] y: [-15]\n Clone at x: [1965] y: [155]\nend\nset [x v] to [-99999]\n\nClone at x: [99999999] y: [9999999]\nClone at x: [2600] y: [1150]\n\nClone at x: [3600] y: [850]\n\nif <(Checkpoint) = [2]> then\n change [checkpoint v] by (2)\nend\n\n@Horizontal Platforms\n\nwhen I receive [tick v]\nchange [frame v] by (1)\nPosition (((Moving Platforms: x) - (SCROLL X)) + (([cos v] of (FRAME) ) * (100))) ((Moving Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [enemy jump v] to [0]\nset [collected v] to [0]\nset [moving platforms: x v] to [0]\nset [moving platforms: y v] to [0]\nshow\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone at x: [3375] y: [790]\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)\nset [moving platforms: x v] to (x)\nset [moving platforms: y v] to (y)\ncreate clone of (_myself_ v)\n\nClone at x: [340] y: [27]\nClone at x: [530] y: [27]\nClone at x: [786] y: [27]\nClone at x: [1124] y: [27]\nClone at x: [1331] y: [245]\nClone at x: [1065] y: [345]\nClone at x: [825] y: [272]\nClone at x: [392] y: [245]\nClone at x: [197] y: [335]\n\nClone at x: [631] y: [11]\n\nwhen flag clicked\nhide\n\n@DECO\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 v)\n Clone at x: [475] y: [0]\n Clone at x: [475] y: [0]\n Clone at x: [475] y: [0]\n Clone at x: [550] y: [0]\n Clone at x: [650] y: [200]\n Clone at x: [550] y: [150]\n Clone at x: [525] y: [250]\n Clone at x: [-550] y: [325]\n Clone at x: [-600] y: [0]\n Clone at x: [-375] y: [0]\n Clone at x: [-375] y: [0]\n Clone at x: [-375] y: [0]\n Clone at x: [-375] y: [0]\n Clone at x: [-375] y: [0]\nend\n\nif <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [550] y: [0]\n Clone at x: [0] y: [400]\n Clone at x: [0] y: [300]\n Clone at x: [350] y: [65]\nelse\n set [collected max v] to [0]\n switch costume to (level 3 1 v)\n Clone at x: [550] y: [100]\n Clone at x: [0] y: [-400]\n Clone at x: [400] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [yes the end finally bwahahahahahahahaha v]\nhide\ndelete this clone\n\nwhen flag clicked\nset [collected max v] to [100]\n\nwhen I receive [yes the end finally bwahahahahahahahaha v]\nhide\nhide variable [collected v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nhide variable [collected v]\n\nforever\n\n@danger\n\nwhen I receive [tick v]\nturn right (7) degrees\nPosition ((Saws X) - (SCROLL X)) ((Saws Y) - (SCROLL Y))\ngo to [back v] layer\n\nwhen I receive [setup v]\nhide\nset [saws x v] to [0]\nset [saws y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [2100] y: [150]\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)\nset [saws x v] to (x)\nset [saws y v] to (y)\n\nwhen flag clicked\nset [lol v] to [0]\n\nwhen I receive [yes the end finally bwahahahahahahahaha v]\nhide\nhide variable [collected v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nturn right (15) degrees\n\nwhen I receive [tick v]\n\nClone at x: [2100] y: [150]\n\n@Spikes\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 v)\n Clone at x: [475] y: [0]\n Clone at x: [475] y: [0]\n Clone at x: [475] y: [0]\n Clone at x: [550] y: [0]\n Clone at x: [650] y: [200]\n Clone at x: [550] y: [150]\n Clone at x: [525] y: [250]\n Clone at x: [-550] y: [325]\n Clone at x: [-600] y: [0]\n Clone at x: [-375] y: [0]\n Clone at x: [-375] y: [0]\n Clone at x: [-375] y: [0]\n Clone at x: [-375] y: [0]\n Clone at x: [-375] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [yes the end finally bwahahahahahahahaha v]\n\nwhen flag clicked\n\nwhen I receive [yes the end finally bwahahahahahahahaha v]\nhide\nhide variable [collected v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nhide variable [collected v]\n\nforever\n\n@danger 2\n\nwhen I receive [tick v]\nturn right (7) degrees\nPosition ((SAWS 2X) - (SCROLL X)) ((SAWS 2Y) - (SCROLL Y))\ngo to [back v] layer\n\nwhen I receive [setup v]\nhide\nset [saws 2x v] to [0]\nset [saws 2y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [1425] y: [20]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [saws 2x v] to (x)\nset [saws 2y v] to (y)\n\nwhen flag clicked\nset [lol v] to [0]\n\nwhen I receive [yes the end finally bwahahahahahahahaha v]\nhide\nhide variable [collected v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nturn right (15) degrees\n\nwhen I receive [tick v]\n\nClone at x: [2100] y: [150]\n\n@danger 3\n\nwhen I receive [tick v]\nturn right (7) degrees\nPosition ((SAWS 3X) - (SCROLL X)) ((SAWS 3Y) - (SCROLL Y))\ngo to [back v] layer\n\nwhen I receive [setup v]\nhide\nset [saws 3x v] to [0]\nset [saws 3y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [3305] y: [480]\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)\nset [saws 3x v] to (x)\nset [saws 3y v] to (y)\n\nwhen flag clicked\nset [lol v] to [0]\n\nwhen I receive [yes the end finally bwahahahahahahahaha v]\nhide\nhide variable [collected v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nturn right (15) degrees\n\nwhen I receive [tick v]\n\nClone at x: [2100] y: [150]\n\n@LASER\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 (blank v)\n set [x v] to [99999999999]\n Clone at x: [3200] y: [900]\n Clone at x: [2480] y: [900]\n Clone at x: [2350] y: [900]\n broadcast (LASER 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)\nset [x v] to (x)\nset [y v] to (y)\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [laser v]\nrepeat until <(EXIT) = [999999]>\n switch costume to (danger v)\n wait (3) seconds\n switch costume to (blank v)\n wait (1.5) seconds\nend\n\nset [x v] to (x)\nset [y v] to (y)\n\n@Chat\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nset [chat v] to [0]\nhide\n\nwhen I receive [chat open v]\nset [chat v] to [1]\n\nwhen I receive [chat close v]\nset [chat v] to [0]\n\nwhen I receive [tick v]\ngo to [front v] layer\nif <(Chat) = [1]> then\n show\nelse\n hide\nend\nif <key (t v) pressed?> then\n if <(Chat) = [1]> then\n broadcast (Chat Close v)\n wait until <not <key (t v) pressed?>>\n else\n broadcast (Chat Open v)\n wait until <not <key (t v) pressed?>>\n end\nend\n\nwhen I receive [chat open v]\n\nset [chat? v] to [0]\nrepeat (12)\n change [chat? v] by (14)\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nclear graphic effects\nforever\n set [timer ☻ v] to ((0.01) + (timer))\n set [ghost v] effect to (500)\nend\n\nwhen [timer v] > (TiMeR ☻)\nforever\n reset timer\nend\n\nwhen [timer v] > (TiMeR ☻)\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nrepeat (20)\n change x by (pick random (10) to (-10))\n change y by (pick random (10) to (-10))\nend\ngo to x: (0) y: (0)\n\n@⭐️ END ⭐️\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n change [⭐️ end ⭐️ v] by (1)\nend\nif <(⭐️ END ⭐️) = [1]> then\n broadcast (⭐️ END ⭐️ v)\n hide\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (⭐️ end ⭐️ v)\nchange [x v] by (99999999999999999)\nif <(⭐️ END ⭐️) = [0]> then\n Clone at x: [600] y: [950]\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)\nset [x v] to (x)\nset [y v] to (y)\nnext costume\n\nwhen flag clicked\nset [⭐️ end ⭐️ v] to [0]\nhide\n\n
☁ Factory - A Multiplayer Platformer #All #Games
@Stage\n\nwhen flag clicked\nforever\n play sound [mbb-beach v] until done\n play sound [3 - Fresh v] until done\nend\n\n@player\n\ndefine Run Engine\nchange [y v] by (-0.5)\nif <<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> then\n 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\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\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\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [begin v]\nshow\nswitch costume to (1 v)\ngo to [front v] layer\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to x: (0) y: (5)\n go to [front v] layer\nend\n\n@Art\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [begin v]\nshow\nswitch costume to (1 v)\ngo to [back v] layer\n\n
☁ Factory - A Multiplayer Platformer\n\nHow to Play:\nUse Arrow keys to move! Do not touch Acid or Spikes Or saws. Run around and play with your friends in this multiplayer platformer. The Max Players is 10.\n\nNew Scratchers Can Not Play :(\n\nFull? Play on server 2:\n\nCredits:\nGriffpatch for some scripts\nMe for all other code\nStratford James for some of the Tumbnail\nTimMcCool for music\n\nFollow Me @Ryham301!\n\nTags:\n\n#All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All\n#Games #Games #Games #Games #Games #Games #Games #Games #Games#Games #Games #Games #Games #Games #Games #Games #Games #Games\n#Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art\n
Glide a platformer
@Stage\n\nwhen I receive [im_a_follower v]\nforever\n change [color v] effect by (5)\nend\n\n@Sprite1\n\nwhen flag clicked\nset size to (150) %\nset [color v] effect to (0)\nset [costume v] to [0]\nset [y v] to [0]\nset [x v] to [0]\ngo to x: (-207) y: (40)\nforever\n if <(Costume) = [0]> then\n if <key (right arrow v) pressed?> then\n switch costume to (costume3 v)\n if <touching (sprite3 v)?> then\n change [x v] by (2)\n end\n change [x v] by (1)\n if <touching (_edge_ v)?> then\n broadcast (Next Level v)\n set x to (-216)\n end\n end\n end\n if <(Costume) = [0]> then\n if <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n change [x v] by (-1)\n if <touching (sprite3 v)?> then\n change [x v] by (-2)\n end\n end\n end\n change x by (x)\n if <touching (platform v)?> then\n switch costume to (costume1 v)\n change x by ((x) * (-1))\n set [x v] to [0]\n else\n set [x v] to ((x) * (0.8))\n end\n change y by (gravity)\n if <touching (platform v)?> then\n switch costume to (costume1 v)\n change y by ((gravity) * (-1))\n set [gravity v] to [0]\n if <(Lock) = [0]> then\n if <key (up arrow v) pressed?> then\n change [gravity v] by (50)\n set [lock v] to [1]\n end\n end\n else\n set [gravity v] to [-1]\n set [lock v] to [0]\n end\nend\n\nwhen flag clicked\nset [x v] to [0]\nset [lock v] to [0]\n\nset [gravity v] to [0]\n\nwhen I receive [nooo v]\nchange y by (-10)\n\nwhen I receive [time v]\nforever\n play sound [Dance Celebrate v] until done\nend\n\nwhen I receive [rrrr v]\ngo to x: (-207) y: (40)\n\nwhen I receive [pink v]\nset [color v] effect to (75)\n\nwhen I receive [green v]\nset [color v] effect to (130)\n\nwhen I receive [grey v]\nset [color v] effect to (170)\n\nwhen I receive [follow v]\nset [color v] effect to (100)\n\nwhen I receive [rainbow! v]\nrepeat (500)\n change [color v] effect by (2)\nend\n\nwhen I receive [size up! v]\nwait (3) seconds\nrepeat (25)\n change size by (1)\nend\nwait (120) seconds\nchange size by (-25)\n\nwhen I receive [wowwww v]\nchange [☁ supersecretcodesused: v] by (1)\nforever\n change [color v] effect by (2)\nend\n\nwhen I receive [wowwww v]\nchange [☁ supersecretcodesused: v] by (1)\nforever\n change [color v] effect by (2)\nend\n\nwhen I receive [im_a_follower v]\nforever\n change [color v] effect by (5)\nend\n\nwhen flag clicked\nforever\n if <touching (sprite21 v)?> then\n change y by (10)\n end\nend\n\n@Platform\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nwait (0.05) seconds\nnext costume\n\nsay [Hello!] for (2) seconds\n\nwhen I receive [rs v]\nswitch costume to (costume1 v)\n\nwhen I receive [im_a_follower v]\nforever\n change [color v] effect by (5)\nend\n\n@Sprite2\n\nshow\n\nwhen flag clicked\nhide\n\n@easter\n\nwhen flag clicked\nhide\nswitch costume to (costume6 v)\n\nwhen I receive [next level v]\nnext costume\nwait (1) seconds\n\nwhen I receive [shopshow v]\nshow\nswitch costume to (costume6 v)\n\nbroadcast (Next Level v)\n\nwhen I receive [im_a_follower v]\nforever\n change [color v] effect by (5)\nend\n\n@Sprite3\n\nwhen flag clicked\nforever\n if <touching (sprite1 v)?> then\n change [x v] by (5)\n end\nend\n\nwhen I receive [im_a_follower v]\nforever\n change [color v] effect by (5)\nend\n\n@Sprite4\n\nwhen flag clicked\nset [ghost v] effect to (25)\nforever\n go to x: (250) y: (-86)\n repeat until <touching (sprite3 v)?>\n glide (10) secs to (sprite3 v)\n end\nend\n\nmove (-4) steps\n\nwhen flag clicked\nset [ghost v] effect to (25)\nforever\n go to x: (250) y: (-86)\n repeat until <touching (sprite3 v)?>\n glide (10) secs to (sprite3 v)\n end\nend\n\nwhen I receive [im_a_follower v]\nforever\n change [color v] effect by (5)\nend\n\n@Sprite5\n\nchange [ghost v] effect by (25)\n\nwhen flag clicked\n\ngo to x: (250) y: (-86)\n\nwhen flag clicked\nset [ghost v] effect to (25)\nforever\n go to x: (250) y: (-86)\n repeat until <touching (sprite3 v)?>\n glide (7) secs to (sprite3 v)\n end\nend\n\nwhen I receive [im_a_follower v]\nforever\n change [color v] effect by (5)\nend\n\n@Sprite6\n\nwhen flag clicked\nset [ghost v] effect to (25)\nforever\n go to x: (225) y: (193)\n repeat until <touching (sprite3 v)?>\n glide (8) secs to (sprite3 v)\n end\nend\n\nwhen I receive [im_a_follower v]\nforever\n change [color v] effect by (5)\nend\n\n@Sprite7\n\nwhen flag clicked\nforever\n if <touching (sprite1 v)?> then\n broadcast (nooo v)\n end\nend\n\nwhen I receive [im_a_follower v]\nforever\n change [color v] effect by (5)\nend\n\n@Sprite8\n\nwhen flag clicked\nset [pixelate v] effect to (50)\nhide\n\nwhen I receive [go! v]\nshow\nbroadcast (b v)\n\nwhen I receive [go! v]\nforever\n wait (0.02) seconds\n change [pixelate v] effect by (-5)\nend\n\nwhen I receive [go! v]\nforever\n wait (0.005) seconds\n change [ghost v] effect by (5)\nend\n\nwait (2) seconds\n\nshow\n\nbroadcast (Next Level v)\n\nwhen I receive [im_a_follower v]\nforever\n change [color v] effect by (5)\nend\n\n@Sprite9\n\nwhen I receive [b v]\nset volume to (100) %\nshow\nplay sound [Snap v] until done\nwait (1) seconds\nhide\nbroadcast (time v)\nbroadcast (shopshow v)\nset volume to (0) %\nclear sound effects\n\nwhen flag clicked\nhide\n\nstart sound [Computer Beep2 v]\n\nwait (1) seconds\n\nforever\n\nwhen I receive [time v]\nforever\n wait (0.5) seconds\n change volume by (5)\nend\n\nwhen I receive [im_a_follower v]\nforever\n change [color v] effect by (5)\nend\n\n@Sprite10\n\nwhen this sprite clicked\nbroadcast (rrrr v)\n\nwhen I receive [im_a_follower v]\nforever\n change [color v] effect by (5)\nend\n\n@Sprite11\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nhide\nbroadcast (go! v)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (90) %\n else\n set size to (80) %\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (90) %\n else\n set size to (80) %\n end\nend\n\nwhen I receive [im_a_follower v]\nforever\n change [color v] effect by (5)\nend\n\n@Sprite12\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\ngo to x: (0) y: (-75)\nswitch costume to (costume1 v)\nwait (0.5) seconds\nrepeat (600)\n change y by (0.5)\nend\nwait (5) seconds\ngo to x: (0) y: (-48)\nswitch costume to (button3-b v)\n\nwhen I receive [go! v]\nhide\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (-48)\nswitch costume to (button3-b v)\n\nshow\n\nrepeat (300)\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [Button3-b]> then\n if <touching (mouse-pointer v)?> then\n set size to (90) %\n else\n set size to (80) %\n end\n end\nend\n\nif <touching (mouse-pointer v)?> then\n set size to (90) %\nelse\n set size to (80) %\nend\n\nif <touching (mouse-pointer v)?> then\n set size to (90) %\nelse\n set size to (80) %\nend\n\nif <touching (mouse-pointer v)?> then\n set size to (90) %\nelse\n set size to (80) %\nend\n\nwhen I receive [im_a_follower v]\nforever\n change [color v] effect by (5)\nend\n\n@Sprite13\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nask [] and wait\nif <(answer) = [XXOO<3]> then\n broadcast (Pink v)\nend\nif <(answer) = [GGrass]> then\n broadcast (green v)\nend\nif <(answer) = [Wait//!]> then\n broadcast (grey v)\nend\nif <(answer) = [FollowMe;\)]> then\n broadcast (FOLLOW v)\nend\nif <(answer) = [ToripikchuSuperSecretMoneyStash:INFINITY:POWER]> then\n broadcast (moneyyyyy v)\nend\nif <(answer) = [_Thank_You_]> then\n set [coins v] to [3000]\nend\nif <(answer) = [Rainbow_Day24]> then\n broadcast (Im_a_Follower v)\nend\n\nwhen I receive [go! v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (90) %\n else\n set size to (80) %\n end\nend\n\nwhen I receive [moneyyyyy v]\nrepeat until <(Coins) = [1000000]>\n change [coins v] by (1)\nend\n\nwhen I receive [moneyyyyy v]\nbroadcast (wowwww v)\n\nwhen I receive [im_a_follower v]\nforever\n change [color v] effect by (5)\nend\n\nwhen I receive [im_a_follower v]\nforever\n change [color v] effect by (5)\nend\n\n@Sprite14\n\nwhen flag clicked\nswitch costume to (download \(78\) v)\nshow\nrepeat until <not <(costume [name v]) = [download \(78\)]>>\n play sound [Dance Around v] until done\nend\n\nwhen I receive [go! v]\nswitch costume to (costume1 v)\nhide\nstop all sounds\n\nwhen I receive [im_a_follower v]\nforever\n change [color v] effect by (5)\nend\n\n@Sprite15\n\nwhen flag clicked\nhide\n\nwhen I receive [no shop v]\nhide\n\nwhen I receive [shop v]\nshow\n\nwhen I receive [im_a_follower v]\nforever\n change [color v] effect by (5)\nend\n\n@Sprite16\n\nwhen flag clicked\nhide\n\nwhen I receive [shopshow v]\nshow\nswitch costume to (button3-b2 v)\n\nwhen this sprite clicked\nshow\nbroadcast (shop v)\n\nwhen I receive [shop v]\nhide\n\nwhen I receive [no shop v]\nshow\n\nwhen I receive [im_a_follower v]\nforever\n change [color v] effect by (5)\nend\n\n@Sprite17\n\nwhen flag clicked\nhide\n\nwhen I receive [no shop v]\nhide\n\nwhen I receive [shop v]\nshow\n\nwhen this sprite clicked\nhide\nbroadcast (no shop v)\n\nwhen I receive [im_a_follower v]\nforever\n change [color v] effect by (5)\nend\n\n@Sprite18\n\nwhen flag clicked\nhide variable [coins v]\nhide\n\nwhen I receive [shopshow v]\nshow variable [coins v]\nshow\n\nwhen I receive [next level v]\nchange [coins v] by (1)\n\nwhen I receive [im_a_follower v]\nforever\n change [color v] effect by (5)\nend\n\n@Sprite19\n\nwhen flag clicked\nhide\n\nwhen I receive [no shop v]\nhide\n\nwhen I receive [shop v]\nshow\n\nwhen this sprite clicked\nif <(Coins) > [2]> then\n change [coins v] by (-3)\n broadcast (Rainbow! v)\n hide\nend\n\nwhen I receive [im_a_follower v]\nforever\n change [color v] effect by (5)\nend\n\n@Sprite20\n\nwhen flag clicked\nhide\n\nwhen I receive [no shop v]\nhide\n\nwhen I receive [shop v]\nshow\n\nwhen this sprite clicked\nif <(Coins) > [4]> then\n change [coins v] by (-5)\n broadcast (Size up! v)\n hide\nend\n\nwhen flag clicked\nset [coins v] to [0]\n\nwhen I receive [im_a_follower v]\nforever\n change [color v] effect by (5)\nend\n\n@Sprite21\n\nwhen flag clicked\nforever\n if <touching (sprite1 v)?> then\n broadcast (nooo v)\n end\nend\n\nwhen I receive [im_a_follower v]\nforever\n change [color v] effect by (5)\nend\n\n
\n CLICK FLAG TWICE\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n*Click to start.\n* And enjoy :)\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nOnce in game you might notice you cant walk! Use the arrows, and press the up arrow to ju THIS CODE WILLA AMAZE YOUmp then you will be able you use your left and right arrow to move around! Oh no if you fell! Don't worry, press the restart button on the top right corner of your screen :) Have fun and don't forget to like and favourite this game <3\n\nCODE: A code a a secret word or phrase put into the game to change your colour. There are many hidden and to be found, like this one: FollowMe;)\n\n\nCredits: \n@Toripikchu - Creator\n@2kderp - found skip level on floor movement bug\n \n
Galaxy Run | Scrolling Cloud Platformer Part 1
@Stage\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [Bensound - Little Idea v] until done\nend\n\nwhen I receive [win v]\nrepeat (10)\n change volume by (-10)\nend\nstop [other scripts in sprite v]\n\nwhen [m v] key pressed\nif <(volume) = [100]> then\n set volume to (0) %\nelse\n set volume to (100) %\nend\n\n@Thumbnail\n\nwhen [timer v] > (0.1)\nset size to (100) %\nset [ghost v] effect to (100)\nshow\ngo to x: (0) y: (-1000)\nrepeat until <(round (y position)) = [0]>\n go to [front v] layer\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (3))\nend\nset y to (0)\n\nwhen flag clicked\nforever\n go to [front v] layer\n reset timer\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\n change y by (((-1) - (y position)) / (-1.5))\nend\nhide\n\n@Status\n\nwhen I receive [connect & start v]\nset [ghost v] effect to (1000)\nswitch costume to (connecting v)\nshow\nset y to (1000)\nrepeat until <(round (y position)) = [0]>\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (3))\nend\nset y to (0)\n\nwhen flag clicked\nhide\n\nwhen I receive [connected! v]\nstart sound [Connect v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (((-1) - (y position)) / (-1.5))\nend\nhide\nset [ghost v] effect to (1000)\nswitch costume to (connected v)\nshow\nset y to (1000)\nrepeat until <(round (y position)) = [0]>\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (3))\nend\nset y to (0)\nwait (2) seconds\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (((-1) - (y position)) / (-1.5))\nend\nhide\n\nwhen I receive [game full! v]\nstart sound [Bonk v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (((-1) - (y position)) / (-1.5))\nend\nhide\nset [ghost v] effect to (1000)\nswitch costume to (game full! v)\nshow\nset y to (1000)\nrepeat until <(round (y position)) = [0]>\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (3))\nend\nset y to (0)\nwait (2) seconds\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (((-1) - (y position)) / (-1.5))\nend\nhide\n\nwhen I receive [not logged in! v]\nstart sound [Bonk v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (((-1) - (y position)) / (-1.5))\nend\nhide\nset [ghost v] effect to (1000)\nswitch costume to (not logged in! v)\nshow\nset y to (1000)\nrepeat until <(round (y position)) = [0]>\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (3))\nend\nset y to (0)\nwait (2) seconds\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (((-1) - (y position)) / (-1.5))\nend\nhide\n\n@detector\n\nwhen flag clicked\nhide\nif <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n set [clone id v] to [0]\n create clone of (_myself_ v)\n wait (0.2) seconds\n set [clone id v] to [1]\n create clone of (_myself_ v)\n wait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\n wait (1) seconds\n start sound [Thank you! ^w^ v]\n show\n go to x: (-120) y: (1000)\n go to [front v] layer\n switch costume to (pick random (1) to (4))\n set [ghost v] effect to (100)\n repeat (105)\n go to [front v] layer\n change y by (((124) - (y position)) / (10))\n change [ghost v] effect by (-4)\n end\n repeat (30)\n change y by (((213) - (y position)) / (7.5))\n change [ghost v] effect by (8)\n end\n hide\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n switch costume to (love v)\n forever\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 forever\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen this sprite clicked\nif <<(LOVED__) = [1]> and <(FAVED___) = [1]>> then\n stop [other scripts in sprite v]\n repeat (30)\n change y by (((213) - (y position)) / (7.5))\n change [ghost v] effect by (8)\n end\n hide\nend\n\n@Join/Left messages\n\nwhen I receive [join v]\nif <(ID) = [Main]> then\n stop [other scripts in sprite v]\n set [id v] to [Clone]\n switch costume to (joined v)\n create clone of (_myself_ v)\n set [id v] to [Main]\nend\n\nwhen I receive [left v]\nif <(ID) = [Main]> then\n stop [other scripts in sprite v]\n set [id v] to [Clone]\n switch costume to (left v)\n create clone of (_myself_ v)\n set [id v] to [Main]\nend\n\nwhen flag clicked\nset [clone v] to [0]\nset [id v] to [Main]\nhide\ndelete all of [pos v]\nrepeat (6)\n add [] to [pos v]\nend\n\nwhen I start as a clone\nchange [clone v] by (1)\nset [id count v] to (clone)\ngo to [front v] layer\nshow\ngo to x: (1000) y: ((146) + (((clone) - (1)) * (-60)))\nreplace item (clone) of [pos v] with (clone)\nCheck\nset [ghost v] effect to (100)\nrepeat (90)\n go to [front v] layer\n change [ghost v] effect by (-10)\n change x by (((118) - (x position)) / (3))\n if <not <(item (id count) of [pos v]) = []>> then\n change y by ((((146) + (((item (id count) of [pos v]) - (1)) * (-60))) - (y position)) / (2.5))\n end\n if <(clone) < [1]> then\n set [clone v] to [1]\n end\nend\nchange [clone v] by (-1)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\n change x by (((117) - (x position)) / (-1.5))\n if <(clone) < [1]> then\n set [clone v] to [1]\n end\nend\nClear\nhide\ndelete this clone\n\ndefine Check\nif <(y position) < [-170]> then\n change [clone v] by (-1)\n delete this clone\nend\n\nwhen this sprite clicked\nstop [other scripts in sprite v]\nchange [clone v] by (-1)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\n change x by (((117) - (x position)) / (-1.5))\nend\nClear\nhide\ndelete this clone\n\ndefine Clear\nreplace item (id count) of [pos v] with []\nif <(clone) < [0]> then\n set [clone v] to [0]\nend\nset [check v] to [0]\nset [blanks v] to [0]\nrepeat (length of [pos v])\n change [check v] by (1)\n if <not <<(item (check) of [pos v]) = []> or <(item (check) of [pos v]) < [2]>>> then\n replace item (check) of [pos v] with ((item (check) of [pos v]) - (1))\n end\n if <(item (check) of [pos v]) = []> then\n change [blanks v] by (1)\n end\nend\nif <(length of [pos v]) = (blanks)> then\n set [clone v] to [0]\nend\nif <(clone) < [0]> then\n set [clone v] to [0]\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Joined]> then\n play sound [Join v] until done\n start sound [Join message v]\nelse\n if <(costume [name v]) = [Left]> then\n play sound [Left v] until done\n start sound [Left message v]\n end\nend\n\nwhen I receive [stop all v]\nstop [other scripts in sprite v]\n\n@Multiplayer Engine\n\ndefine save list on var\nif <(length of [list v]) = [0]> then\n stop [this script v]\nend\ndelete (all) of [return v]\nset [item v] to [1]\nrepeat (length of [list v])\n set [letter v] to [1]\n repeat (length of (item (item) of [list v]))\n set [symbol v] to [1]\n repeat until <<(letter (symbol) of (characters)) = (letter (letter) of (item (item) of [list v]))> or <(symbol) > (length of (characters))>>\n change [symbol v] by (1)\n end\n if <not <(symbol) > (length of (characters))>> then\n if <not <(symbol) > [26]>> then\n switch costume to (lowercase v)\n switch costume to (letter (letter) of (item (item) of [list v]))\n if <(costume [number v]) = [27]> then\n change [symbol v] by (26)\n end\n end\n if <(length of (symbol)) < [2]> then\n set [symbol v] to (join [0] (symbol))\n end\n add (letter (1) of (symbol)) to [return v]\n add (letter (2) of (symbol)) to [return v]\n end\n change [letter v] by (1)\n end\n add (letter (1) of [0]) to [return v]\n add (letter (1) of [0]) to [return v]\n change [item v] by (1)\nend\nset [var v] to (return)\n\ndefine load (number) to list\ndelete (all) of [list v]\nset [item v] to []\nset [letter v] to [1]\nrepeat ((length of (number)) / (2))\n set [symbol v] to (join (letter (letter) of (number)) (letter ((letter) + (1)) of (number)))\n if <(symbol) = [0]> then\n add (item) to [list v]\n set [item v] to []\n else\n set [item v] to (join (item) (letter (symbol) of (characters)))\n end\n change [letter v] by (2)\nend\n\ndefine connect\nset percent from [0] / [10]\nset [tick v] to [0]\nset [player id v] to [0]\ndelete all of [players v]\ndelete all of [slots v]\nrepeat (10)\n add [0] to [slots v]\nend\nset percent from [0.25] / [10]\nload player [1]\nset [old-tick v] to (item (3) of [player1 v])\nif <(item (5) of [player1 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [1]\nend\nwait (0.25) seconds\nif <(item (3) of [player1 v]) = (old-tick)> then\n reset player [1]\n if <(Player ID) = [0]> then\n set [player id v] to [1]\n replace item (4) of [player1 v] with (username)\n replace item (5) of [player1 v] with [1]\n save player [1]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player1 v]) to [players v]\n replace item (1) of [slots v] with [1]\nend\nset percent from [1] / [10]\nload player [2]\nset [old-tick v] to (item (3) of [player2 v])\nif <(item (5) of [player2 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [2]\nend\nwait (0.25) seconds\nif <(item (3) of [player2 v]) = (old-tick)> then\n reset player [2]\n if <(Player ID) = [0]> then\n set [player id v] to [2]\n replace item (4) of [player2 v] with (username)\n replace item (5) of [player2 v] with [1]\n save player [2]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player2 v]) to [players v]\n replace item (2) of [slots v] with [1]\nend\nset percent from [2] / [10]\nload player [3]\nset [old-tick v] to (item (3) of [player3 v])\nif <(item (5) of [player3 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [3]\nend\nwait (0.25) seconds\nif <(item (3) of [player3 v]) = (old-tick)> then\n reset player [3]\n if <(Player ID) = [0]> then\n set [player id v] to [3]\n replace item (4) of [player3 v] with (username)\n replace item (5) of [player3 v] with [1]\n save player [3]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player3 v]) to [players v]\n replace item (3) of [slots v] with [1]\nend\nset percent from [3] / [10]\nload player [4]\nset [old-tick v] to (item (3) of [player4 v])\nif <(item (5) of [player4 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [4]\nend\nwait (0.25) seconds\nif <(item (3) of [player4 v]) = (old-tick)> then\n reset player [4]\n if <(Player ID) = [0]> then\n set [player id v] to [4]\n replace item (4) of [player4 v] with (username)\n replace item (5) of [player4 v] with [1]\n save player [4]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player4 v]) to [players v]\n replace item (4) of [slots v] with [1]\nend\nset percent from [4] / [10]\nload player [5]\nset [old-tick v] to (item (3) of [player5 v])\nif <(item (5) of [player5 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [5]\nend\nwait (0.25) seconds\nif <(item (3) of [player5 v]) = (old-tick)> then\n reset player [5]\n if <(Player ID) = [0]> then\n set [player id v] to [5]\n replace item (4) of [player5 v] with (username)\n replace item (5) of [player5 v] with [1]\n save player [5]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player5 v]) to [players v]\n replace item (5) of [slots v] with [1]\nend\nset percent from [5] / [10]\nload player [6]\nset [old-tick v] to (item (3) of [player6 v])\nif <(item (5) of [player6 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [6]\nend\nwait (0.25) seconds\nif <(item (3) of [player6 v]) = (old-tick)> then\n reset player [6]\n if <(Player ID) = [0]> then\n set [player id v] to [6]\n replace item (4) of [player6 v] with (username)\n replace item (5) of [player6 v] with [1]\n save player [6]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player6 v]) to [players v]\n replace item (6) of [slots v] with [1]\nend\nset percent from [6] / [10]\nload player [7]\nset [old-tick v] to (item (3) of [player7 v])\nif <(item (5) of [player7 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [7]\nend\nwait (0.25) seconds\nif <(item (3) of [player7 v]) = (old-tick)> then\n reset player [7]\n if <(Player ID) = [0]> then\n set [player id v] to [7]\n replace item (4) of [player7 v] with (username)\n replace item (5) of [player7 v] with [1]\n save player [7]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player7 v]) to [players v]\n replace item (7) of [slots v] with [1]\nend\nset percent from [7] / [10]\nload player [8]\nset [old-tick v] to (item (3) of [player8 v])\nif <(item (5) of [player8 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [8]\nend\nwait (0.25) seconds\nif <(item (3) of [player8 v]) = (old-tick)> then\n reset player [8]\n if <(Player ID) = [0]> then\n set [player id v] to [8]\n replace item (4) of [player8 v] with (username)\n replace item (5) of [player8 v] with [1]\n save player [8]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player8 v]) to [players v]\n replace item (8) of [slots v] with [1]\nend\nset percent from [8] / [10]\nload player [9]\nset [old-tick v] to (item (3) of [player9 v])\nif <(item (5) of [player9 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [9]\nend\nwait (0.25) seconds\nif <(item (3) of [player9 v]) = (old-tick)> then\n reset player [9]\n if <(Player ID) = [0]> then\n set [player id v] to [9]\n replace item (4) of [player9 v] with (username)\n replace item (5) of [player9 v] with [1]\n save player [9]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player9 v]) to [players v]\n replace item (9) of [slots v] with [1]\nend\nset percent from [9] / [10]\nload player [10]\nset [old-tick v] to (item (3) of [player10 v])\nif <(item (5) of [player10 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [10]\nend\nwait (0.25) seconds\nif <(item (3) of [player10 v]) = (old-tick)> then\n reset player [10]\n if <(Player ID) = [0]> then\n set [player id v] to [10]\n replace item (4) of [player10 v] with (username)\n replace item (5) of [player10 v] with [1]\n save player [10]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player10 v]) to [players v]\n replace item (10) of [slots v] with [1]\nend\nset percent from [10] / [10]\n\ndefine reset cloud\nset [c v] to [0]\nrepeat (8)\n change [c v] by (1)\n reset player (c)\n save player (c)\nend\n\ndefine reset player (p)\nif <(p) = [1]> then\n delete all of [player1 v]\n add [0] to [player1 v]\n add [0] to [player1 v]\n add [0] to [player1 v]\n add [] to [player1 v]\n add [0] to [player1 v]\n add [0] to [player1 v]\n add [1] to [player1 v]\nelse\n if <(p) = [2]> then\n delete all of [player2 v]\n add [0] to [player2 v]\n add [0] to [player2 v]\n add [0] to [player2 v]\n add [] to [player2 v]\n add [0] to [player2 v]\n add [0] to [player2 v]\n add [1] to [player2 v]\n else\n if <(p) = [3]> then\n delete all of [player3 v]\n add [0] to [player3 v]\n add [0] to [player3 v]\n add [0] to [player3 v]\n add [] to [player3 v]\n add [0] to [player3 v]\n add [0] to [player3 v]\n add [1] to [player3 v]\n else\n if <(p) = [4]> then\n delete all of [player4 v]\n add [0] to [player4 v]\n add [0] to [player4 v]\n add [0] to [player4 v]\n add [] to [player4 v]\n add [0] to [player4 v]\n add [0] to [player4 v]\n add [1] to [player4 v]\n else\n if <(p) = [5]> then\n delete all of [player5 v]\n add [0] to [player5 v]\n add [0] to [player5 v]\n add [0] to [player5 v]\n add [] to [player5 v]\n add [0] to [player5 v]\n add [0] to [player5 v]\n add [1] to [player5 v]\n else\n if <(p) = [6]> then\n delete all of [player6 v]\n add [0] to [player6 v]\n add [0] to [player6 v]\n add [0] to [player6 v]\n add [] to [player6 v]\n add [0] to [player6 v]\n add [0] to [player6 v]\n add [1] to [player6 v]\n else\n if <(p) = [7]> then\n delete all of [player7 v]\n add [0] to [player7 v]\n add [0] to [player7 v]\n add [0] to [player7 v]\n add [] to [player7 v]\n add [0] to [player7 v]\n add [0] to [player7 v]\n add [1] to [player7 v]\n else\n if <(p) = [8]> then\n delete all of [player8 v]\n add [0] to [player8 v]\n add [0] to [player8 v]\n add [0] to [player8 v]\n add [] to [player8 v]\n add [0] to [player8 v]\n add [0] to [player8 v]\n add [1] to [player8 v]\n else\n if <(p) = [9]> then\n delete all of [player9 v]\n add [0] to [player9 v]\n add [0] to [player9 v]\n add [0] to [player9 v]\n add [] to [player9 v]\n add [0] to [player9 v]\n add [0] to [player9 v]\n add [1] to [player9 v]\n else\n if <(p) = [10]> then\n delete all of [player10 v]\n add [0] to [player10 v]\n add [0] to [player10 v]\n add [0] to [player10 v]\n add [] to [player10 v]\n add [0] to [player10 v]\n add [0] to [player10 v]\n add [1] to [player10 v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nsave player (p)\n\ndefine save player (p)\nset [i v] to [0]\ndelete all of [list v]\nif <(p) = [1]> then\n repeat (length of [player1 v])\n change [i v] by (1)\n add (item (i) of [player1 v]) to [list v]\n end\n save list on var\n set [☁ p1 v] to (var)\nelse\n if <(p) = [2]> then\n repeat (length of [player2 v])\n change [i v] by (1)\n add (item (i) of [player2 v]) to [list v]\n end\n save list on var\n set [☁ p2 v] to (var)\n else\n if <(p) = [3]> then\n repeat (length of [player3 v])\n change [i v] by (1)\n add (item (i) of [player3 v]) to [list v]\n end\n save list on var\n set [☁ p3 v] to (var)\n else\n if <(p) = [4]> then\n repeat (length of [player4 v])\n change [i v] by (1)\n add (item (i) of [player4 v]) to [list v]\n end\n save list on var\n set [☁ p4 v] to (var)\n else\n if <(p) = [5]> then\n repeat (length of [player5 v])\n change [i v] by (1)\n add (item (i) of [player5 v]) to [list v]\n end\n save list on var\n set [☁ p5 v] to (var)\n else\n if <(p) = [6]> then\n repeat (length of [player6 v])\n change [i v] by (1)\n add (item (i) of [player6 v]) to [list v]\n end\n save list on var\n set [☁ p6 v] to (var)\n else\n if <(p) = [7]> then\n repeat (length of [player7 v])\n change [i v] by (1)\n add (item (i) of [player7 v]) to [list v]\n end\n save list on var\n set [☁ p7 v] to (var)\n else\n if <(p) = [8]> then\n repeat (length of [player8 v])\n change [i v] by (1)\n add (item (i) of [player8 v]) to [list v]\n end\n save list on var\n set [☁ p8 v] to (var)\n else\n if <(p) = [9]> then\n repeat (length of [player9 v])\n change [i v] by (1)\n add (item (i) of [player9 v]) to [list v]\n end\n save list on var\n set [☁ p9 v] to (var)\n else\n if <(p) = [10]> then\n repeat (length of [player10 v])\n change [i v] by (1)\n add (item (i) of [player10 v]) to [list v]\n end\n save list on var\n set [☁ p10 v] to (var)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine load player (p)\nset [i v] to [0]\nif <(p) = [1]> then\n load (☁ p1) to list\n delete all of [player1 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player1 v]\n end\nelse\n if <(p) = [2]> then\n load (☁ p2) to list\n delete all of [player2 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player2 v]\n end\n else\n if <(p) = [3]> then\n load (☁ p3) to list\n delete all of [player3 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player3 v]\n end\n else\n if <(p) = [4]> then\n load (☁ p4) to list\n delete all of [player4 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player4 v]\n end\n else\n if <(p) = [5]> then\n load (☁ p5) to list\n delete all of [player5 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player5 v]\n end\n else\n if <(p) = [6]> then\n load (☁ p6) to list\n delete all of [player6 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player6 v]\n end\n else\n if <(p) = [7]> then\n load (☁ p7) to list\n delete all of [player7 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player7 v]\n end\n else\n if <(p) = [8]> then\n load (☁ p8) to list\n delete all of [player8 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player8 v]\n end\n else\n if <(p) = [9]> then\n load (☁ p9) to list\n delete all of [player9 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player9 v]\n end\n else\n if <(p) = [10]> then\n load (☁ p10) to list\n delete all of [player10 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player10 v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Update\nif <(Player ID) = [1]> then\n replace item (1) of [player1 v] with (round (player_x))\n replace item (2) of [player1 v] with (round (player_y))\n replace item (3) of [player1 v] with (tick)\n replace item (4) of [player1 v] with (username)\n replace item (5) of [player1 v] with [1]\n replace item (6) of [player1 v] with (player_shown?)\n replace item (7) of [player1 v] with (Crouch?)\nelse\n if <(Player ID) = [2]> then\n replace item (1) of [player2 v] with (round (player_x))\n replace item (2) of [player2 v] with (round (player_y))\n replace item (3) of [player2 v] with (tick)\n replace item (4) of [player2 v] with (username)\n replace item (5) of [player2 v] with [1]\n replace item (6) of [player2 v] with (player_shown?)\n replace item (7) of [player2 v] with (Crouch?)\n else\n if <(Player ID) = [3]> then\n replace item (1) of [player3 v] with (round (player_x))\n replace item (2) of [player3 v] with (round (player_y))\n replace item (3) of [player3 v] with (tick)\n replace item (4) of [player3 v] with (username)\n replace item (5) of [player3 v] with [1]\n replace item (6) of [player3 v] with (player_shown?)\n replace item (7) of [player3 v] with (Crouch?)\n else\n if <(Player ID) = [4]> then\n replace item (1) of [player4 v] with (round (player_x))\n replace item (2) of [player4 v] with (round (player_y))\n replace item (3) of [player4 v] with (tick)\n replace item (4) of [player4 v] with (username)\n replace item (5) of [player4 v] with [1]\n replace item (6) of [player4 v] with (player_shown?)\n replace item (7) of [player4 v] with (Crouch?)\n else\n if <(Player ID) = [5]> then\n replace item (1) of [player5 v] with (round (player_x))\n replace item (2) of [player5 v] with (round (player_y))\n replace item (3) of [player5 v] with (tick)\n replace item (4) of [player5 v] with (username)\n replace item (5) of [player5 v] with [1]\n replace item (6) of [player5 v] with (player_shown?)\n replace item (7) of [player5 v] with (Crouch?)\n else\n if <(Player ID) = [6]> then\n replace item (1) of [player6 v] with (round (player_x))\n replace item (2) of [player6 v] with (round (player_y))\n replace item (3) of [player6 v] with (tick)\n replace item (4) of [player6 v] with (username)\n replace item (5) of [player6 v] with [1]\n replace item (6) of [player6 v] with (player_shown?)\n replace item (7) of [player6 v] with (Crouch?)\n else\n if <(Player ID) = [7]> then\n replace item (1) of [player7 v] with (round (player_x))\n replace item (2) of [player7 v] with (round (player_y))\n replace item (3) of [player7 v] with (tick)\n replace item (4) of [player7 v] with (username)\n replace item (5) of [player7 v] with [1]\n replace item (6) of [player7 v] with (player_shown?)\n replace item (7) of [player7 v] with (Crouch?)\n else\n if <(Player ID) = [8]> then\n replace item (1) of [player8 v] with (round (player_x))\n replace item (2) of [player8 v] with (round (player_y))\n replace item (3) of [player8 v] with (tick)\n replace item (4) of [player8 v] with (username)\n replace item (5) of [player8 v] with [1]\n replace item (6) of [player8 v] with (player_shown?)\n replace item (7) of [player8 v] with (Crouch?)\n else\n if <(Player ID) = [9]> then\n replace item (1) of [player9 v] with (round (player_x))\n replace item (2) of [player9 v] with (round (player_y))\n replace item (3) of [player9 v] with (tick)\n replace item (4) of [player9 v] with (username)\n replace item (5) of [player9 v] with [1]\n replace item (6) of [player9 v] with (player_shown?)\n replace item (7) of [player9 v] with (Crouch?)\n else\n if <(Player ID) = [10]> then\n replace item (1) of [player10 v] with (round (player_x))\n replace item (2) of [player10 v] with (round (player_y))\n replace item (3) of [player10 v] with (tick)\n replace item (4) of [player10 v] with (username)\n replace item (5) of [player10 v] with [1]\n replace item (6) of [player10 v] with (player_shown?)\n replace item (7) of [player10 v] with (Crouch?)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nsave player (Player ID)\n\ndefine Tick\nchange [tick v] by (1)\nif <(tick) > [9]> then\n set [tick v] to [0]\nend\n\ndefine Update Players\nif <not <(Player ID) = [1]>> then\n load player [1]\nend\nif <not <(Player ID) = [2]>> then\n load player [2]\nend\nif <not <(Player ID) = [3]>> then\n load player [3]\nend\nif <not <(Player ID) = [4]>> then\n load player [4]\nend\nif <not <(Player ID) = [5]>> then\n load player [5]\nend\nif <not <(Player ID) = [6]>> then\n load player [6]\nend\nif <not <(Player ID) = [7]>> then\n load player [7]\nend\nif <not <(Player ID) = [8]>> then\n load player [8]\nend\nif <not <(Player ID) = [9]>> then\n load player [9]\nend\nif <not <(Player ID) = [10]>> then\n load player [10]\nend\n\ndefine set percent from (1) / (2)\nset [connect-percent v] to ((1) / ((2) / (100)))\n\nwhen I receive [play v]\nset [player_shown? v] to [1]\nforever\n Update\n Measure Memory\nend\n\nwhen I receive [play v]\nforever\n Tick\n wait (0.25) seconds\nend\n\nwhen I receive [play v]\nforever\n Update Players\nend\n\ndefine Measure Memory\nif <(Player ID) = [1]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p1)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p1)) [ of 128])) [\)]))\nelse\n if <(Player ID) = [2]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p2)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p2)) [ of 128])) [\)]))\n else\n if <(Player ID) = [3]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p3)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p3)) [ of 128])) [\)]))\n else\n if <(Player ID) = [4]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p4)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p4)) [ of 128])) [\)]))\n else\n if <(Player ID) = [5]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p5)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p5)) [ of 128])) [\)]))\n else\n if <(Player ID) = [6]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p6)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p6)) [ of 128])) [\)]))\n else\n if <(Player ID) = [7]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p7)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p7)) [ of 128])) [\)]))\n else\n if <(Player ID) = [8]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p8)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p8)) [ of 128])) [\)]))\n else\n if <(Player ID) = [9]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p9)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p9)) [ of 128])) [\)]))\n else\n if <(Player ID) = [10]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p10)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p10)) [ of 128])) [\)]))\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [demotick v]\nforever\n Tick\n Update\n Update Players\n Measure Memory\n wait (0.5) seconds\nend\n\ndefine check player (p)\nload player (p)\nif <(item (5) of [list v]) = [0]> then\n if <not <(item (4) of [list v]) = []>> then\n reset player (p)\n end\n stop [this script v]\nend\nif <(p) = [1]> then\n set [ot1 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot1)> then\n reset player (p)\n end\nelse\n if <(p) = [2]> then\n set [ot2 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot2)> then\n reset player (p)\n end\n else\n if <(p) = [3]> then\n set [ot3 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot3)> then\n reset player (p)\n end\n else\n if <(p) = [4]> then\n set [ot4 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot4)> then\n reset player (p)\n end\n else\n if <(p) = [5]> then\n set [ot5 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot5)> then\n reset player (p)\n end\n else\n if <(p) = [6]> then\n set [ot6 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot6)> then\n reset player (p)\n end\n else\n if <(p) = [7]> then\n set [ot7 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot7)> then\n reset player (p)\n end\n else\n if <(p) = [8]> then\n set [ot8 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot8)> then\n reset player (p)\n end\n else\n if <(p) = [9]> then\n set [ot9 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot9)> then\n reset player (p)\n end\n else\n if <(p) = [9]> then\n set [ot10 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot10)> then\n reset player (p)\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 v]\nforever\n if <not <(Player ID) = [3]>> then\n check player [3]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(Player ID) = [4]>> then\n check player [4]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(Player ID) = [5]>> then\n check player [5]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(Player ID) = [6]>> then\n check player [6]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(Player ID) = [7]>> then\n check player [7]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(Player ID) = [8]>> then\n check player [8]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(Player ID) = [1]>> then\n check player [1]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(Player ID) = [2]>> then\n check player [2]\n end\nend\n\ndefine get data of player (p)\ndelete all of [data v]\nset [i v] to [0]\nif <(p) = [1]> then\n repeat (length of [player1 v])\n change [i v] by (1)\n add (item (i) of [player1 v]) to [data v]\n end\nelse\n if <(p) = [2]> then\n repeat (length of [player2 v])\n change [i v] by (1)\n add (item (i) of [player2 v]) to [data v]\n end\n else\n if <(p) = [3]> then\n repeat (length of [player3 v])\n change [i v] by (1)\n add (item (i) of [player3 v]) to [data v]\n end\n else\n if <(p) = [4]> then\n repeat (length of [player4 v])\n change [i v] by (1)\n add (item (i) of [player4 v]) to [data v]\n end\n else\n if <(p) = [5]> then\n repeat (length of [player5 v])\n change [i v] by (1)\n add (item (i) of [player5 v]) to [data v]\n end\n else\n if <(p) = [6]> then\n repeat (length of [player6 v])\n change [i v] by (1)\n add (item (i) of [player6 v]) to [data v]\n end\n else\n if <(p) = [7]> then\n repeat (length of [player7 v])\n change [i v] by (1)\n add (item (i) of [player7 v]) to [data v]\n end\n else\n if <(p) = [8]> then\n repeat (length of [player8 v])\n change [i v] by (1)\n add (item (i) of [player8 v]) to [data v]\n end\n else\n if <(p) = [9]> then\n repeat (length of [player9 v])\n change [i v] by (1)\n add (item (i) of [player9 v]) to [data v]\n end\n else\n if <(p) = [10]> then\n repeat (length of [player10 v])\n change [i v] by (1)\n add (item (i) of [player10 v]) to [data v]\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 [connect & start v]\nif <(username) = []> then\n broadcast (Not logged in! v)\n stop [other scripts in sprite v]\n stop [this script v]\nend\nset [characters v] to [ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789~`!@#$%^&*\(\)-_=+\[\]{}/\|;:'",.<>? ]\nset [offline limit v] to [1500]\nset [player id v] to [0]\nconnect\nsay []\nif <(Player ID) = [0]> then\n broadcast (Game full! v)\nelse\n broadcast (Connected! v)\nend\nstop [other scripts in sprite v]\nbroadcast (play v)\n\nwhen flag clicked\nbroadcast (connect & start v)\n\nwhen I receive [play v]\nforever\n if <not <(Player ID) = [9]>> then\n check player [9]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(Player ID) = [10]>> then\n check player [10]\n end\nend\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (playerred v)\nset volume to (100) %\nforever\n if <key (v v) pressed?> then\n if <(volume) = [100]> then\n set volume to (0) %\n else\n set volume to (100) %\n end\n wait until <not <key (v v) pressed?>>\n end\nend\n\nwhen flag clicked\nset [player_shown? v] to [1]\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [scroll x v] to [0]\nset [x v] to [0]\npoint in direction (90)\nset y to (-86)\nshow\nset [ghost v] effect to (0)\nforever\n set rotation style [don't rotate v]\n switch costume to (hitbox check v)\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > ((mouse y) + (20))>>> then\n switch costume to (hitbox check - crouch v)\n end\n if <touching color (#5abf00)?> then\n stop [other scripts in sprite v]\n broadcast (Win v)\n set rotation style [left-right v]\n if <<(LOVED__) = [1]> and <(FAVED___) = [1]>> then\n switch costume to (playeryellow v)\n else\n switch costume to (playerred v)\n end\n repeat (10)\n if <<(LOVED__) = [1]> and <(FAVED___) = [1]>> then\n switch costume to (playeryellow v)\n else\n switch costume to (playerred v)\n end\n change [ghost v] effect by (10)\n end\n hide\n stop [this script v]\n end\n if <<touching color (#ff2e2e)?> or <<touching color (#d82727)?> or <(y position) < [-182]>>> then\n create clone of (_myself_ v)\n start sound [Oops v]\n set rotation style [left-right v]\n if <<(LOVED__) = [1]> and <(FAVED___) = [1]>> then\n switch costume to (playeryellow v)\n else\n switch costume to (playerred v)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [x v] to (Spawn point)\n set [xvel v] to [0]\n set [yvel v] to [0]\n set y to (-86)\n wait (0.4) seconds\n end\n if <touching color (#ffce2e)?> then\n start sound [Boing v]\n set [yvel v] to [20]\n end\n switch costume to (hitbox v)\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > ((mouse y) + (20))>>> then\n switch costume to (hitbox - crouch v)\n end\n change [ghost v] effect by (-10)\n if <touching (water v)?> then\n set [accel. speed v] to [0.4]\n set [gravity v] to [-0.75]\n else\n set [accel. speed v] to [1]\n set [gravity v] to [-1.25]\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n if <not <touching (level v)?>> then\n change [xvel v] by (Accel. speed)\n point in direction (90)\n end\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n if <not <touching (level v)?>> then\n change [xvel v] by ((Accel. speed) * (-1))\n point in direction (-90)\n end\n end\n set [xvel v] to ((Xvel) * (0.9))\n switch costume to (hitbox right v)\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > ((mouse y) + (20))>>> then\n switch costume to (hitbox right - crouch v)\n end\n set [bump? v] to [0]\n if <<touching (level v)?> and <(Bump?) = [0]>> then\n if <not <(Xvel) < [0]>> then\n set [bump? v] to [1]\n set [xvel v] to ((Xvel) * (-1.1))\n end\n end\n switch costume to (hitbox left v)\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > ((mouse y) + (20))>>> then\n switch costume to (hitbox left - crouch v)\n end\n if <<touching (level v)?> and <(Bump?) = [0]>> then\n if <not <(Xvel) > [0]>> then\n set [bump? v] to [1]\n set [xvel v] to ((Xvel) * (-1.1))\n end\n end\n if <(x position) < [-213]> then\n if <not <(Xvel) > [0]>> then\n set [bump? v] to [1]\n set [xvel v] to ((Xvel) * (-1.1))\n end\n end\n if <(x position) > [213]> then\n if <not <(Xvel) < [0]>> then\n set [bump? v] to [1]\n set [xvel v] to ((Xvel) * (-1.1))\n end\n end\n switch costume to (hitbox v)\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > ((mouse y) + (20))>>> then\n switch costume to (hitbox - crouch v)\n end\n change [x v] by (Xvel)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change [yvel v] by (Gravity)\n change y by (Yvel)\n if <touching (level v)?> then\n if <<touching color (#ff2e2e)?> or <<touching color (#d82727)?> or <(y position) < [-182]>>> then\n create clone of (_myself_ v)\n start sound [Oops v]\n set rotation style [left-right v]\n if <<(LOVED__) = [1]> and <(FAVED___) = [1]>> then\n switch costume to (playeryellow v)\n else\n switch costume to (playerred v)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [x v] to (Spawn point)\n set [xvel v] to [0]\n set [yvel v] to [0]\n set y to (-86)\n wait (0.4) seconds\n end\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\n end\n change y by (-5)\n if <touching (level v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < ((mouse y) - (20))>>> then\n start sound [Jump v]\n set [yvel v] to [15]\n end\n end\n change y by (5)\n set rotation style [left-right v]\n if <<(LOVED__) = [1]> and <(FAVED___) = [1]>> then\n set [crouch? v] to [3]\n switch costume to (playeryellow v)\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > ((mouse y) + (20))>>> then\n set [crouch? v] to [4]\n switch costume to (playeryellow - crouch v)\n end\n else\n set [crouch? v] to [1]\n switch costume to (playerred v)\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > ((mouse y) + (20))>>> then\n set [crouch? v] to [2]\n switch costume to (playerred - crouch v)\n end\n end\n set [player_x v] to (X)\n set [player_y v] to (y position)\nend\n\nwhen flag clicked\nshow\nset [spawn point v] to [0]\nset [scroll x v] to [0]\nset [x v] to [0]\nforever\n set size to (1000) %\n if <<(X) < [0]> or <(X) = [0]>> then\n change [scroll x v] by (((0) - (scroll x)) / (3))\n else\n if <<(X) > [9120]> or <(X) = [9120]>> then\n change [scroll x v] by (((9120) - (scroll x)) / (3))\n else\n change [scroll x v] by (((X) - (scroll x)) / (3))\n end\n end\n if <(X) < [1150]> then\n set [spawn point v] to [0]\n end\n if <(X) > [1150]> then\n set [spawn point v] to [1150]\n end\n if <(X) > [2400]> then\n set [spawn point v] to [2400]\n end\n if <(X) > [3550]> then\n set [spawn point v] to [3550]\n end\n if <(X) > [4800]> then\n set [spawn point v] to [4800]\n end\n if <(X) > [5950]> then\n set [spawn point v] to [5950]\n end\n if <(X) > [7200]> then\n set [spawn point v] to [7200]\n end\n set x to (((X) - (scroll x)) - (184))\n set size to (100) %\nend\n\nwhen I start as a clone\nshow\nset rotation style [all around v]\nset [ghost v] effect to (0)\ngo to [front v] layer\nset size to (100) %\nif <<(LOVED__) = [1]> and <(FAVED___) = [1]>> then\n switch costume to (effect yellow v)\nelse\n switch costume to (effect v)\nend\nrepeat (10)\n turn right (10) degrees\n change size by (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\n@Players on cloud\n\ndefine get data of player (p)\ndelete all of [data v]\nset [i v] to [0]\nif <(p) = [1]> then\n repeat (length of [player1 v])\n change [i v] by (1)\n add (item (i) of [player1 v]) to [data v]\n end\nelse\n if <(p) = [2]> then\n repeat (length of [player2 v])\n change [i v] by (1)\n add (item (i) of [player2 v]) to [data v]\n end\n else\n if <(p) = [3]> then\n repeat (length of [player3 v])\n change [i v] by (1)\n add (item (i) of [player3 v]) to [data v]\n end\n else\n if <(p) = [4]> then\n repeat (length of [player4 v])\n change [i v] by (1)\n add (item (i) of [player4 v]) to [data v]\n end\n else\n if <(p) = [5]> then\n repeat (length of [player5 v])\n change [i v] by (1)\n add (item (i) of [player5 v]) to [data v]\n end\n else\n if <(p) = [6]> then\n repeat (length of [player6 v])\n change [i v] by (1)\n add (item (i) of [player6 v]) to [data v]\n end\n else\n if <(p) = [7]> then\n repeat (length of [player7 v])\n change [i v] by (1)\n add (item (i) of [player7 v]) to [data v]\n end\n else\n if <(p) = [8]> then\n repeat (length of [player8 v])\n change [i v] by (1)\n add (item (i) of [player8 v]) to [data v]\n end\n else\n if <(p) = [9]> then\n repeat (length of [player9 v])\n change [i v] by (1)\n add (item (i) of [player9 v]) to [data v]\n end\n else\n if <(p) = [10]> then\n repeat (length of [player10 v])\n change [i v] by (1)\n add (item (i) of [player10 v]) to [data v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nset size to (100) %\ngo to x: (-200) y: (-109)\npoint in direction (90)\nset [current_x v] to [0]\nset [current_y v] to [-130]\nset [ghost v] to [100]\nif <not <(pID) = (Player ID)>> then\n get data of player (pID)\n set [current_x v] to (item (1) of [data v])\n set [current_y v] to (item (2) of [data v])\n point in direction (90)\n go to x: (current_x) y: (current_y)\n forever\n get data of player (pID)\n switch costume to (item (7) of [data v])\n if <(item (5) of [data v]) = [1]> then\n change [current_x v] by (((item (1) of [data v]) - (Xpos)) / (3))\n change [current_y v] by (((item (2) of [data v]) - (Ypos)) / (3))\n set [xpos v] to (current_x)\n set [ypos v] to (current_y)\n set size to (400) %\n go to x: ((((scroll x) - (current_x)) * (-1)) - (184)) y: (current_y)\n set size to (100) %\n set rotation style [left-right v]\n if <((item (1) of [data v]) - (Xpos)) > [0]> then\n point in direction (90)\n end\n if <((item (1) of [data v]) - (Xpos)) < [0]> then\n point in direction (-90)\n end\n if <<(x position) < [-300]> or <(x position) > [300]>> then\n hide\n end\n end\n if <<(item (5) of [data v]) = [1]> and <(item (6) of [data v]) = [1]>> then\n show\n think (item (4) of [data v])\n change [ghost v] by (((0) - (Ghost)) / (3))\n if <<(x position) < [-300]> or <(x position) > [300]>> then\n hide\n end\n else\n change [ghost v] by (((100) - (Ghost)) / (3))\n if <(round (Ghost)) = [100]> then\n hide\n else\n show\n if <<(x position) < [-300]> or <(x position) > [300]>> then\n hide\n end\n end\n end\n set [ghost v] effect to (Ghost)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <not <(pID) = (Player ID)>> then\n get data of player (pID)\n if <<(item (5) of [data v]) = [1]> and <(item (6) of [data v]) = [1]>> then\n wait until <not <<(item (5) of [data v]) = [1]> and <(item (6) of [data v]) = [1]>>>\n if <not <(length of [players v]) = [1]>> then\n broadcast (Left v)\n end\n end\n forever\n if <<(item (5) of [data v]) = [1]> and <(item (6) of [data v]) = [1]>> then\n broadcast (Join v)\n wait until <not <<(item (5) of [data v]) = [1]> and <(item (6) of [data v]) = [1]>>>\n broadcast (Left v)\n end\n end\nend\n\nwhen I receive [play v]\nset [pid v] to [0]\nrepeat (10)\n change [pid v] by (1)\n create clone of (_myself_ v)\nend\n\n@Level\n\nwhen I receive [tick v]\nset size to (400) %\ngo to x: (((scroll x) * (-1)) + (ox)) y: (0)\nshow\nset y to (0)\nif <<(((scroll x) * (-1)) + (ox)) < [-500]> or <(((scroll x) * (-1)) + (ox)) > [500]>> then\n hide\nend\nset size to (100) %\nswitch costume to (join [P] (ID))\n\nwhen I receive [clear all v]\ndelete this clone\n\nwhen flag clicked\nhide\nset [id v] to [0]\nif <(ID) = [0]> then\n set [scroll x v] to [0]\n broadcast (Clear all v)\n go to [back v] layer\n Clone all\n forever\n broadcast (tick v)\n end\nend\n\ndefine Clone all\ngo to [back v] layer\nset [id v] to [0]\nset [ox v] to [0]\nrepeat (19)\n change [id v] by (1)\n change [ox v] by (480)\n set size to (100) %\n create clone of (_myself_ v)\nend\nset [id v] to [0]\nset [ox v] to [0]\n\nwhen I receive [win v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [20]> then\n broadcast (Goal v)\n end\nend\n\n@Parallax\n\nwhen I receive [tick v]\nset [brightness v] effect to (-10)\nset [ghost v] effect to (20)\nset size to (400) %\ngo to [back v] layer\ngo to x: (((((scroll x) * (-0.5)) mod (480)) + (ox)) - (480)) y: (0)\nshow\nset y to (0)\nif <<(((((scroll x) * (-0.5)) mod (480)) + (ox)) - (480)) < [-500]> or <(((((scroll x) * (-0.5)) mod (480)) + (ox)) - (480)) > [500]>> then\n hide\nend\nset size to (100) %\n\nwhen I receive [clear all v]\ndelete this clone\n\nwhen flag clicked\nhide\nset [ox v] to [0]\ncreate clone of (_myself_ v)\nset [ox v] to [480]\n\nwhen I receive [win v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\n@Win\n\nwhen I receive [win v]\nshow\nswitch costume to (resize v)\ngo to [front v] layer\nset size to (200) %\nswitch costume to (win v)\nset [ghost v] effect to (100)\nrepeat (20)\n switch costume to (resize v)\n change [ghost v] effect by (-10)\n change size by (((100) - (size)) / (3.2))\n switch costume to (win v)\nend\nswitch costume to (win v)\n\nwhen I receive [win v]\nplay sound [YOU WON! v] until done\nwait (3) seconds\nstop [all v]\n\nwhen flag clicked\nhide\n\n
Use ← → to move, to jump, and ↓ to crouch.\nPRESS THE GREEN FLAG 4 TIMES IN A ROW to eliminate a major glitch. Thanks.\nI will make a sequel if this gets 500 views.\nTHANK YOU!!!!!! 1600 views!\nNOTE: This is not an original project, but a remix of @Lucasliu9595 's The Great Forest Cloud Scrolling Platformer.
【コラボ】Galaxy (platformer)
@Stage\n\nwhen I receive [太陽 v]\nswitch backdrop to (背景9 v)\nstop [other scripts in sprite v]\nforever\n play sound [darkmatter v] until done\nend\n\nwhen I receive [水星 v]\nswitch backdrop to (背景16 v)\nstop [other scripts in sprite v]\nforever\n play sound [suitekinoodori v] until done\nend\n\nwhen I receive [金星 v]\nswitch backdrop to (背景23 v)\nstop [other scripts in sprite v]\nforever\n play sound [bgm_maoudamashii_healing13 v] until done\nend\n\nwhen I receive [地球 v]\nstop [other scripts in sprite v]\nswitch backdrop to (背景2 v)\nforever\n play sound [nagagutsudeodekake \(1\) v] until done\nend\n\nwhen I receive [次のステージ v]\nif <<<<<<<<<<(backdrop [number v]) = [8]> or <(backdrop [number v]) = [15]>> or <(backdrop [number v]) = [22]>> or <(backdrop [number v]) = [29]>> or <(backdrop [number v]) = [36]>> or <(backdrop [number v]) = [43]>> or <(backdrop [number v]) = [50]>> or <(backdrop [number v]) = [57]>> or <(backdrop [number v]) = [64]>> or <(backdrop [number v]) = [71]>> then\n start sound [decision16 v]\n switch backdrop to (背景1 v)\n broadcast (メニュー v)\n stop [other scripts in sprite v]\n play sound [uchuyuei v] until done\nelse\n next backdrop\nend\n\nwhen I receive [月 v]\nswitch backdrop to (背景30 v)\nstop [other scripts in sprite v]\nforever\n play sound [yukokunotsuki v] until done\nend\n\nwhen flag clicked\nplay sound [uchuyuei v] until done\n\nwhen I receive [火星 v]\nswitch backdrop to (背景37 v)\nstop [other scripts in sprite v]\nforever\n play sound [metropolis v] until done\nend\n\nwhen I receive [海王星 v]\nswitch backdrop to (背景44 v)\nstop [other scripts in sprite v]\nforever\n play sound [inishienohiseki v] until done\nend\n\nwhen I receive [天王星 v]\nswitch backdrop to (背景51 v)\nstop [other scripts in sprite v]\nforever\n play sound [technophobia v] until done\nend\n\nwhen I receive [木星 v]\nswitch backdrop to (背景58 v)\nstop [other scripts in sprite v]\nforever\n play sound [sevillanotoride v] until done\nend\n\nwhen I receive [土星 v]\nswitch backdrop to (背景65 v)\nstop [other scripts in sprite v]\nforever\n play sound [seishishitauchu v] until done\nend\n\n@スプライト1\n\nwhen flag clicked\ngo to x: (-189) y: (-75)\nset rotation style [left-right v]\npoint in direction (90)\nswitch backdrop to (背景1 v)\nset size to (15) %\nset [x v] to [0]\nset [y v] to [0]\nset [音 v] to [1]\nshow\n\nwhen flag clicked\nreset timer\nbroadcast (音 v)\nswitch backdrop to (背景1 v)\nshow\ngo to [front v] layer\nset [音 v] to [1]\n\nwhen flag clicked\nforever\n if <(ストップ) = [0]> then\n show\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [x v] by (-0.9)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n change [x v] by (0.9)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<<<<<<<<<touching color (#14ff00)?> or <touching color (#8b7d73)?>> or <touching color (#6a7b8a)?>> or <touching color (#ca935f)?>> or <touching color (#c2c2c2)?>> or <touching color (#c02121)?>> or <touching color (#3248bf)?>> or <touching color (#ac8637)?>> or <touching color (#c5aa54)?>> or <touching color (#32aebf)?>> then\n change y by (1)\n if <<<<<<<<<<touching color (#14ff00)?> or <touching color (#8b7d73)?>> or <touching color (#6a7b8a)?>> or <touching color (#ca935f)?>> or <touching color (#c2c2c2)?>> or <touching color (#c02121)?>> or <touching color (#3248bf)?>> or <touching color (#ac8637)?>> or <touching color (#c5aa54)?>> or <touching color (#32aebf)?>> then\n change y by (1)\n if <<<<<<<<<<touching color (#14ff00)?> or <touching color (#8b7d73)?>> or <touching color (#6a7b8a)?>> or <touching color (#ca935f)?>> or <touching color (#c2c2c2)?>> or <touching color (#c02121)?>> or <touching color (#3248bf)?>> or <touching color (#ac8637)?>> or <touching color (#c5aa54)?>> or <touching color (#32aebf)?>> then\n change y by (1)\n if <<<<<<<<<<touching color (#14ff00)?> or <touching color (#8b7d73)?>> or <touching color (#6a7b8a)?>> or <touching color (#ca935f)?>> or <touching color (#c2c2c2)?>> or <touching color (#c02121)?>> or <touching color (#3248bf)?>> or <touching color (#ac8637)?>> or <touching color (#c5aa54)?>> or <touching color (#32aebf)?>> then\n change y by (1)\n if <<<<<<<<<<touching color (#14ff00)?> or <touching color (#8b7d73)?>> or <touching color (#6a7b8a)?>> or <touching color (#ca935f)?>> or <touching color (#c2c2c2)?>> or <touching color (#c02121)?>> or <touching color (#3248bf)?>> or <touching color (#ac8637)?>> or <touching color (#c5aa54)?>> or <touching color (#32aebf)?>> then\n change y by (1)\n if <<<<<<<<<<touching color (#14ff00)?> or <touching color (#8b7d73)?>> or <touching color (#6a7b8a)?>> or <touching color (#ca935f)?>> or <touching color (#c2c2c2)?>> or <touching color (#c02121)?>> or <touching color (#3248bf)?>> or <touching color (#ac8637)?>> or <touching color (#c5aa54)?>> or <touching color (#32aebf)?>> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> 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 [12]\n else\n set [x v] to [10]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<<<<<<<<<touching color (#14ff00)?> or <touching color (#8b7d73)?>> or <touching color (#6a7b8a)?>> or <touching color (#ca935f)?>> or <touching color (#c2c2c2)?>> or <touching color (#c02121)?>> or <touching color (#3248bf)?>> or <touching color (#ac8637)?>> or <touching color (#c5aa54)?>> or <touching color (#32aebf)?>> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [y v] to [15]\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <<<<<<<<<<touching color (#14ff00)?> or <touching color (#8b7d73)?>> or <touching color (#6a7b8a)?>> or <touching color (#ca935f)?>> or <touching color (#c2c2c2)?>> or <touching color (#c02121)?>> or <touching color (#3248bf)?>> or <touching color (#ac8637)?>> or <touching color (#c5aa54)?>> or <touching color (#32aebf)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <touching color (#ff0000)?> then\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-240) y: (-57)\n end\n if <touching color (#0014ff)?> then\n set [y v] to [24]\n end\n if <(x position) > [230]> then\n broadcast (次のステージ v)\n go to x: (-240) y: (-57)\n end\n if <(y position) < [-170]> then\n go to x: (-240) y: (-57)\n end\n if <(backdrop [number v]) = [1]> then\n set [ストップ v] to [1]\n end\n else\n hide\n if <not <(backdrop [number v]) = [1]>> then\n set [ストップ v] to [0]\n end\n end\nend\n\n@太陽\n\nwhen this sprite clicked\nif <(メニュー) = [1]> then\n broadcast (太陽 v)\n hide\n play sound [decision16 v] until done\nend\n\nwhen flag clicked\nshow\n\nwhen I receive [地球 v]\nhide\n\nwhen I receive [金星 v]\nhide\n\nwhen I receive [地球 v]\nhide\n\nwhen I receive [水星 v]\nhide\n\nwhen I receive [メニュー v]\nshow\n\nwhen I receive [メニュー2 v]\nhide\n\nwhen I receive [月 v]\nhide\n\nwhen I receive [火星 v]\nhide\n\nwhen I receive [海王星 v]\nhide\n\nwhen I receive [天王星 v]\nhide\n\nwhen I receive [土星 v]\nhide\n\nwhen I receive [木星 v]\nhide\n\n@地球\n\nwhen this sprite clicked\nif <(メニュー) = [1]> then\n broadcast (地球 v)\n hide\n play sound [decision16 v] until done\nend\n\nwhen flag clicked\nshow\n\nwhen I receive [太陽 v]\nhide\n\nwhen I receive [水星 v]\nhide\n\nwhen I receive [金星 v]\nhide\n\nwhen I receive [メニュー v]\nshow\n\nwhen I receive [メニュー2 v]\nhide\n\nwhen I receive [月 v]\nhide\n\nwhen I receive [火星 v]\nhide\n\nwhen I receive [海王星 v]\nhide\n\nwhen I receive [天王星 v]\nhide\n\nwhen I receive [土星 v]\nhide\n\nwhen I receive [木星 v]\nhide\n\n@水星\n\nwhen this sprite clicked\nif <(メニュー) = [1]> then\n broadcast (水星 v)\n hide\n play sound [decision16 v] until done\nend\n\nwhen flag clicked\nshow\n\nwhen I receive [太陽 v]\nhide\n\nwhen I receive [地球 v]\nhide\n\nwhen I receive [金星 v]\nhide\n\nwhen I receive [メニュー v]\nshow\n\nwhen I receive [メニュー2 v]\nhide\n\nwhen I receive [月 v]\nhide\n\n@金星\n\nwhen this sprite clicked\nif <(メニュー) = [1]> then\n broadcast (金星 v)\n hide\n play sound [decision16 v] until done\nend\n\nwhen flag clicked\nshow\n\nwhen I receive [太陽 v]\nhide\n\nwhen I receive [地球 v]\nhide\n\nwhen I receive [水星 v]\nhide\n\nwhen I receive [メニュー v]\nshow\n\nwhen I receive [メニュー2 v]\nhide\n\nwhen I receive [月 v]\nhide\n\n@スプライト2\n\nwhen flag clicked\ngo to [back v] layer\ngo to (太陽 v)\nshow\n\nwhen I receive [太陽 v]\nhide\n\nwhen I receive [地球 v]\nhide\n\nwhen I receive [水星 v]\nhide\n\nwhen I receive [金星 v]\nhide\n\nwhen I receive [メニュー v]\nshow\n\nwhen I receive [メニュー2 v]\nhide\n\nwhen I receive [月 v]\nhide\n\n@スプライト3\n\nwhen flag clicked\nset [メニュー v] to [0]\ngo to x: (3) y: (77)\nset [ふわふわ v] to [0]\nshow\nset size to (80) %\npoint in direction (90)\nrepeat until <mouse down?>\n change [ふわふわ v] by (2)\n point in direction ((([sin v] of (ふわふわ) ) * (5)) + (90))\n change size by ([sin v] of ((ふわふわ) * (2)) )\nend\nstart sound [decision16 \(1\) v]\nrepeat (8)\n change size by (-10)\nend\nbroadcast (メニュー v)\nset [メニュー v] to [1]\nhide\n\n@スプライト4\n\nwhen flag clicked\ngo to x: (32) y: (-129)\nset [ふわふわ v] to [0]\nshow\nset size to (80) %\npoint in direction (90)\nrepeat until <mouse down?>\n point in direction ((([sin v] of ((0) - (ふわふわ)) ) * (5)) + (90))\n change size by ([sin v] of (((0) - (ふわふわ)) * (2)) )\nend\nstart sound [decision16 \(1\) v]\nrepeat (8)\n change size by (-10)\nend\nhide\n\n@スプライト5\n\nwhen I receive [メニュー v]\ngo to x: (3) y: (77)\nset [ふわふわ v] to [0]\nshow\nset size to (60) %\npoint in direction (90)\nrepeat until <(惑星) = [1]>\n change [ふわふわ v] by (2)\n point in direction ((([sin v] of ((0) - (ふわふわ)) ) * (5)) + (90))\n change size by ([sin v] of (((0) - (ふわふわ)) * (3)) )\nend\nrepeat (8)\n change size by (-10)\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [地球 v]\nhide\n\nwhen I receive [太陽 v]\nhide\n\nwhen I receive [水星 v]\nhide\n\nwhen I receive [金星 v]\nhide\n\nwhen I receive [月 v]\nhide\n\nwhen I receive [火星 v]\nhide\n\nwhen I receive [海王星 v]\nhide\n\nwhen I receive [天王星 v]\nhide\n\nwhen I receive [土星 v]\nhide\n\nwhen I receive [木星 v]\nhide\n\n@スプライト6\n\nwhen I receive [メニュー v]\nshow\n\nwhen I receive [太陽 v]\nhide\n\nwhen I receive [水星 v]\nhide\n\nwhen I receive [金星 v]\nhide\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nstart sound [decision16 v]\nhide\nbroadcast (メニュー2 v)\n\nwhen I receive [月 v]\nhide\n\nwhen I receive [地球 v]\nhide\n\n@月\n\nwhen this sprite clicked\nif <(メニュー) = [1]> then\n broadcast (月 v)\n hide\n play sound [decision16 v] until done\nend\n\nwhen flag clicked\nshow\n\nwhen I receive [太陽 v]\nhide\n\nwhen I receive [水星 v]\nhide\n\nwhen I receive [金星 v]\nhide\n\nwhen I receive [メニュー v]\nshow\n\nwhen I receive [メニュー2 v]\nhide\n\nwhen I receive [地球 v]\nhide\n\n@火星\n\nwhen this sprite clicked\nbroadcast (火星 v)\nhide\nplay sound [decision16 v] until done\n\nwhen flag clicked\nhide\n\nwhen I receive [太陽 v]\nhide\n\nwhen I receive [水星 v]\nhide\n\nwhen I receive [金星 v]\nhide\n\nwhen I receive [メニュー v]\nhide\n\nwhen I receive [メニュー2 v]\nhide\n\nwhen I receive [地球 v]\nhide\n\nwhen I receive [メニュー2 v]\nshow\n\nwhen I receive [海王星 v]\nhide\n\nwhen I receive [天王星 v]\nhide\n\nwhen I receive [土星 v]\nhide\n\nwhen I receive [木星 v]\nhide\n\n@スプライト7\n\nwhen I receive [メニュー2 v]\nshow\n\nwhen I receive [太陽 v]\nhide\n\nwhen I receive [水星 v]\nhide\n\nwhen I receive [金星 v]\nhide\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nstart sound [decision16 v]\nhide\nbroadcast (メニュー v)\n\nwhen I receive [月 v]\nhide\n\nwhen I receive [地球 v]\nhide\n\nwhen I receive [火星 v]\nhide\n\nwhen I receive [海王星 v]\nhide\n\nwhen I receive [天王星 v]\nhide\n\nwhen I receive [土星 v]\nhide\n\nwhen I receive [木星 v]\nhide\n\n@火星2\n\nwhen this sprite clicked\nbroadcast (木星 v)\nhide\nplay sound [decision16 v] until done\n\nwhen flag clicked\nhide\n\nwhen I receive [太陽 v]\nhide\n\nwhen I receive [水星 v]\nhide\n\nwhen I receive [金星 v]\nhide\n\nwhen I receive [メニュー v]\nhide\n\nwhen I receive [メニュー2 v]\nhide\n\nwhen I receive [地球 v]\nhide\n\nwhen I receive [メニュー2 v]\nshow\n\nwhen I receive [天王星 v]\nhide\n\nwhen I receive [土星 v]\nhide\n\nwhen I receive [海王星 v]\nhide\n\nwhen I receive [火星 v]\nhide\n\n@火星3\n\nwhen this sprite clicked\nbroadcast (土星 v)\nhide\nplay sound [decision16 v] until done\n\nwhen flag clicked\nhide\n\nwhen I receive [太陽 v]\nhide\n\nwhen I receive [水星 v]\nhide\n\nwhen I receive [金星 v]\nhide\n\nwhen I receive [メニュー v]\nhide\n\nwhen I receive [メニュー2 v]\nhide\n\nwhen I receive [地球 v]\nhide\n\nwhen I receive [メニュー2 v]\nshow\n\nwhen I receive [海王星 v]\nhide\n\nwhen I receive [火星 v]\nhide\n\nwhen I receive [木星 v]\nhide\n\nwhen I receive [天王星 v]\nhide\n\n@火星4\n\nwhen this sprite clicked\nbroadcast (海王星 v)\nhide\nplay sound [decision16 v] until done\n\nwhen flag clicked\nhide\n\nwhen I receive [太陽 v]\nhide\n\nwhen I receive [水星 v]\nhide\n\nwhen I receive [金星 v]\nhide\n\nwhen I receive [メニュー v]\nhide\n\nwhen I receive [メニュー2 v]\nshow\n\nwhen I receive [地球 v]\nhide\n\nwhen I receive [火星 v]\nhide\n\nwhen I receive [天王星 v]\nhide\n\nwhen I receive [土星 v]\nhide\n\nwhen I receive [木星 v]\nhide\n\nwhen I receive [木星 v]\nhide\n\n@火星5\n\nwhen this sprite clicked\nbroadcast (天王星 v)\nhide\nplay sound [decision16 v] until done\n\nwhen flag clicked\nhide\n\nwhen I receive [太陽 v]\nhide\n\nwhen I receive [水星 v]\nhide\n\nwhen I receive [金星 v]\nhide\n\nwhen I receive [メニュー v]\nhide\n\nwhen I receive [メニュー2 v]\nhide\n\nwhen I receive [地球 v]\nhide\n\nwhen I receive [メニュー2 v]\nshow\n\nwhen I receive [海王星 v]\nhide\n\nwhen I receive [金星 v]\nhide\n\nwhen I receive [土星 v]\nhide\n\nwhen I receive [木星 v]\nhide\n\nwhen I receive [火星 v]\nhide\n\n@火星6\n\nwhen this sprite clicked\nbroadcast (次のステージ v)\nplay sound [decision16 v] until done\n\nwhen flag clicked\ngo to x: (-214) y: (-155)\nset size to (50) %\nhide\n\nwhen I receive [太陽 v]\nshow\n\nwhen I receive [水星 v]\nshow\n\nwhen I receive [金星 v]\nshow\n\nwhen I receive [メニュー v]\nhide\n\nwhen I receive [地球 v]\nshow\n\nwhen I receive [メニュー2 v]\nhide\n\nwhen I receive [海王星 v]\nshow\n\nwhen I receive [金星 v]\nshow\n\nwhen I receive [土星 v]\nshow\n\nwhen I receive [木星 v]\nshow\n\nwhen I receive [火星 v]\nshow\n\nwhen I receive [天王星 v]\nshow\n\nwhen I receive [月 v]\nshow\n\n@スプライト8\n\nwhen flag clicked\nhide\n\n@スプライト9\n\nwhen flag clicked\nhide\n\n@スプライト10\n\nwhen flag clicked\nhide\n\n
十字キーで移動 \nGalaxyは銀河という意味ですが太陽系です(名前がかっこよかったんだよおおおおおお。許してくれええええ)\n@yuhaku様とのコラボです!\n@yuhaku様の作品はこちら\n↳ https://scratch.mit.edu/projects/420344686\nおめでとうございます!あなたは当選しました!あなたには@aqFRO-NOAZOCSをフォローする権利とこの作品に♥と★をつける権利を差し上げます!\n\n\nQこの作品に♥と★つけなかったらどうなるの?\nA明日になったらわかるよ。ヒッヒッヒ(すみませんふざけました)
The Outside || A Cloud Scrolling Platformer
@Stage\n\nwhen flag clicked\nhide variable [??? v]\nswitch backdrop to (1 v)\nforever\n play sound (pick random (1) to (2)) until done\nend\n\nwhen I receive [reset v]\nif <(backdrop [number v]) = [3]> then\n set [ghost v] effect to (20)\nend\n\nwhen I receive [win v]\nhide variable [time v]\nset [??? v] to (TIME)\nshow variable [??? v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [tick v]\nif <(_MUSIC) = [True]> then\n set volume to (20) %\nelse\n set volume to (0) %\nend\n\n@1. Level\n\nwhen I start as a clone\n\nwhen I receive [green flag v]\nhide\nswitch backdrop to (1 v)\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [360]\nswitch costume to (level 1-1 v)\ngo [backward v] (4) layers\nClone at x: [0] y: [-360]\nClone at x: [480] y: [360]\nClone at x: [0] y: [0]\nClone at x: [0] y: [-360]\nClone at x: [480] y: [360]\nClone at x: [0] y: [-360]\nClone at x: [480] y: [360]\nClone at x: [0] y: [-360]\nClone at x: [0] y: [0]\nClone at x: [480] y: [360]\nClone at x: [0] y: [-360]\nClone at x: [480] y: [360]\nClone at x: [0] y: [-360]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [-960] y: [360]\nClone at x: [-480] y: [360]\nif <(Lock::1) = [1]> then\n broadcast (Picklock one v)\nend\nif <(Lock::2) = [1]> then\n broadcast (Picklock two v)\nend\n\ndefine Clone at x: (x) y: (y)\ngo [forward v] (1) layers\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [win v]\nif then\n delete this clone\nend\nstop [other scripts in sprite v]\n\nwhen I receive [picklock one v]\nif <(costume [number v]) = [4]> then\n delete this clone\nend\n\nwhen flag clicked\nset [lock::1 v] to [0]\nset [lock::2 v] to [0]\n\nwhen I receive [picklock two v]\nif <(costume [number v]) = [10]> then\n delete this clone\nend\n\n@2. Player\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setip v) and wait\n Game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Game on\npoint in direction (90)\nset rotation style [left-right v]\nset [x v] to (STARTX)\nset [y v] to ((STARTY) + (40))\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [scroll x v] to (STARTX)\nset [scroll y v] to ((STARTY) + (90))\nset size to (100) %\nclear graphic effects\nshow\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [speed x v] by (-2)\n point in direction (-90)\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [speed x v] by (2)\n point in direction (90)\nend\nset [speed x v] to ((Speed x) * (0.8))\nif <([abs v] of (Speed x) ) > [0.9]> then\n Change player x by (round (Speed x))\nend\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <not <touching (8. water v)?>> then\n if <(in air) < [4]> then\n set [speed y v] to [16]\n end\n end\nend\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <touching (8. water v)?> then\n if <[20] > (Speed y)> then\n change [speed y v] by (1.5)\n end\n end\nend\nif <<key (down arrow v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>> then\n if <touching (8. water v)?> then\n if <(Speed y) > [-20]> then\n change [speed y v] by (-1.5)\n end\n end\nend\nif <(Speed y) > [-20]> then\n if <touching (8. water v)?> then\n change [speed y v] by (-0.1)\n else\n change [speed y v] by (-2)\n end\nend\nChange player y by (Speed y)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL X) > [3360]> then\n set [scroll x v] to [3360]\nend\nif <touching (6. bouncy v)?> then\n set [speed y v] to [28]\n start sound [Big Boing v]\nend\nif <<touching (3. spikes v)?> or <<touching (11. saws v)?> or <(y) < [-170]>>> then\n set [exit v] to [Die]\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\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (1. level v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [speed y v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (1. level v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (1. level v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(sx) > [0]> then\n set [speed x v] to [-16]\n else\n set [speed x v] to [16]\n end\n set [in air v] to [0]\n else\n set [speed x v] to [0]\n end\n repeat until <not <touching (1. level v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nstart sound [Crunch v]\nclear graphic effects\nset rotation style [all around v]\nrepeat (20)\n turn right (15) degrees\n change y by (10)\n change [ghost v] effect by (5)\nend\nset [exit v] to []\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-2)\n change [ghost v] effect by (2)\nend\nhide\nclear graphic effects\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Test - Die\n\nwhen I receive [win v]\nif then\n hide\nend\nstop [other scripts in sprite v]\n\nif <(SCROLL Y) < [0]> then\n\nwhen I receive [tick v]\n\nif <(LEVEL) = [5]> then\n set [scroll x v] to [0]\n set [scroll y v] to [0]\nend\n\nwhen I receive [die v]\nset [exit v] to [Die]\n\nwhen flag clicked\nset [startx v] to [639]\nset [starty v] to [411]\n\nwhen flag clicked\nforever\n wait until <touching (8. water v)?>\n start sound [Splash v]\n wait until <not <touching (8. water v)?>>\nend\n\nwhen I receive [tick v]\nif <(_MUSIC) = [True]> then\n set volume to (80) %\nelse\n set volume to (0) %\nend\n\nwhen flag clicked\nset [___timeout v] to [1000]\nforever\n if <<<key (up arrow v) pressed?> or <<key (down arrow v) pressed?> or <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>>> or <mouse down?>> then\n set [___timeout v] to [1000]\n end\n change [___timeout v] by (-1)\n if <(___timeout) = [0]> then\n stop [all v]\n end\nend\n\n@3. Spikes\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nswitch costume to (level 1-1 v)\nhide\nset [x v] to [0]\nset [y v] to [360]\nClone at x: [0] y: [-360]\nClone at x: [480] y: [360]\nClone at x: [0] y: [-360]\nClone at x: [480] y: [360]\nClone at x: [0] y: [-360]\nClone at x: [480] y: [360]\nClone at x: [0] y: [-360]\nClone at x: [480] y: [360]\nClone at x: [0] y: [-360]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [-480] y: [360]\nClone at x: [480] y: [0]\nClone at x: [-480] y: [0]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [win v]\nif then\n delete this clone\nend\nstop [other scripts in sprite v]\n\n@4. Shadows\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [360]\nswitch costume to (level 1-4 v)\nset [ghost v] effect to (10)\ngo to [back v] layer\nClone at x: [0] y: [-360]\nClone at x: [480] y: [360]\nClone at x: [0] y: [-360]\nClone at x: [480] y: [360]\nClone at x: [0] y: [-360]\nClone at x: [480] y: [360]\nClone at x: [0] y: [-360]\nClone at x: ((480) * (2)) y: [0]\nClone at x: [480] y: [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\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [win v]\nif then\n delete this clone\nend\nstop [other scripts in sprite v]\n\n@5. Thumb\n\nwhen [timer v] > (0.01)\nif <(___timeout) = [0]> then\n switch costume to (costume4 v)\nelse\n if <(__full) = [1]> then\n switch costume to (costume3 v)\n else\n if <(_EXIT) = [True]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n end\nend\nclear graphic effects\nshow\nset [ghost v] effect to (100)\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (-5)\nend\ngo to [front v] layer\n\nwhen flag clicked\nset [_exit v] to [False]\nforever\n hide\n set [ghost v] effect to (100)\n reset timer\nend\n\nwhen [timer v] > (0.01)\nforever\n if <(_EXIT) = [True]> then\n play sound [Pixelland.mp3 v] until done\n end\nend\n\n@6. Bouncy\n\nwhen I receive [green flag v]\nhide\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\nif <touching (2. player v)?> then\n switch costume to (close flag3 v)\nelse\n switch costume to (close flag v)\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [setip v]\nhide\ngo to [back v] layer\nClone at x: [1241] y: [300]\nClone at x: [1432] y: [300]\nClone at x: [1564] y: [-90]\nClone at x: [2187] y: [-90]\nClone at x: [2307] y: [130]\nClone at x: [2543] y: [130]\nClone at x: [2762] y: [130]\nClone at x: [2650] y: [275]\nClone at x: [2073] y: [619]\nClone at x: [1900] y: [579]\nset [x v] to [-100]\nset [y v] to [-100]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nswitch costume to (close flag3 v)\nswitch costume to (close flag2 v)\nswitch costume to (close flag v)\n\nrepeat (2)\n next costume\nend\nrepeat (2)\n switch costume to ((costume [number v]) - (1))\nend\n\nClone at x: [1347] y: [-20]\n\nwhen I receive [tick v]\nif <(_MUSIC) = [True]> then\n set volume to (80) %\nelse\n set volume to (0) %\nend\n\n@7. Coins\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nnext costume\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (2. player v)?> then\n change [collected v] by (1)\n if <(COLLECTED) = (COLLECT MAX)> then\n broadcast (Open exit v)\n end\n start sound [Coin v]\n delete this clone\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collect max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n set [display value v] to (join (COLLECTED) (join [ / ] (COLLECT MAX)))\nend\n\nwhen [space v] key pressed\nset [mesee v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\n\nwhen flag clicked\nhide\nset [collected v] to [0]\nset [collect max v] to [0]\nClone at x: [494] y: [248]\ngo to [front v] layer\nClone at x: [424] y: [248]\nClone at x: [354] y: [248]\nClone at x: [17] y: [431]\nClone at x: [-112] y: [344]\nClone at x: [-112] y: [274]\nClone at x: [-112] y: [204]\nClone at x: [-112] y: [134]\nClone at x: [-112] y: [64]\nClone at x: [70] y: [31]\nClone at x: [325] y: [25]\nClone at x: [800] y: [85]\nClone at x: [800] y: [35]\nClone at x: [800] y: [-15]\nClone at x: [1337] y: [500]\nClone at x: [1480] y: [308]\nClone at x: [1595] y: [308]\nClone at x: [1595] y: [238]\nClone at x: [1595] y: [168]\nClone at x: [1595] y: [98]\nClone at x: [1595] y: [28]\nClone at x: [1079] y: [309]\nClone at x: [1773] y: [-24]\nClone at x: [1952] y: [-81]\nClone at x: [1863] y: [-81]\nClone at x: [2024] y: [-24]\nClone at x: [2240] y: [-81]\nClone at x: [2542] y: [-7]\nClone at x: [2657] y: [-52]\nClone at x: [2773] y: [-7]\nClone at x: [2349] y: [-24]\nClone at x: [2648] y: [320]\nClone at x: [2379] y: [284]\nClone at x: [2465] y: [284]\nClone at x: [2759] y: [192]\nClone at x: [2869] y: [137]\nClone at x: [2928] y: [219]\nClone at x: [2997] y: [140]\nClone at x: [3315] y: [116]\nClone at x: [3160] y: [94]\nClone at x: [3462] y: [80]\nClone at x: [2512] y: [471]\nClone at x: [2253] y: [548]\nClone at x: [2416] y: [471]\nClone at x: [1988] y: [761]\nset [x v] to [-9999]\nset [y v] to [0]\n\nwhen I receive [tick v]\nif <(_MUSIC) = [True]> then\n set volume to (80) %\nelse\n set volume to (0) %\nend\n\n@8. Water\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [360]\nset [ghost v] effect to (60)\ngo to [front v] layer\nswitch costume to (level 1-1 v)\nClone at x: [0] y: [-360]\nClone at x: [480] y: [360]\nClone at x: [0] y: [-360]\nClone at x: [480] y: [360]\nClone at x: [0] y: [-360]\nClone at x: [480] y: [360]\nClone at x: [0] y: [-360]\nClone at x: ((4) * (480)) y: [0]\ncreate clone of (_myself_ v)\nset [x v] to [-99999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [win v]\nif then\n delete this clone\nend\nstop [other scripts in sprite v]\n\nwhen I start as a clone\ngo to [back v] layer\nforever\n set [ghost v] effect to (60)\n repeat (20)\n change [y v] by (-0.5)\n end\n repeat (20)\n change [y v] by (0.5)\n end\nend\n\n@9. Lazers\n\nwhen I receive [green flag v]\nhide\nswitch backdrop to (1 v)\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nchange [count v] by (2)\n\nwhen I receive [win v]\nif then\n delete this clone\nend\nstop [other scripts in sprite v]\n\nwhen I receive [tick v]\nif <((current [second v]) mod (4)) < [2]> then\n switch costume to (count)\n if <touching (2. player v)?> then\n broadcast (die v)\n end\nelse\n switch costume to ((count) + (1))\nend\n\nwhen I receive [setip v]\nhide\nset [count v] to [1]\nset [x v] to [0]\nset [y v] to [360]\nswitch costume to (level-1 v)\nClone at x: [0] y: [-360]\nClone at x: [480] y: [360]\nClone at x: [0] y: [-360]\nClone at x: [480] y: [360]\nClone at x: [0] y: [-360]\nClone at x: ((480) * (3)) y: [0]\n\nwhen I receive [tick v]\nif <(_MUSIC) = [True]> then\n set volume to (100) %\nelse\n set volume to (0) %\nend\n\n@10. Grass\n\nwhen I receive [green flag v]\nhide\nswitch backdrop to (1 v)\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [360]\nswitch costume to (level 1-1 v)\nClone at x: [0] y: [-360]\nClone at x: [480] y: [360]\nClone at x: [0] y: [-360]\nClone at x: [480] y: [360]\nClone at x: [0] y: [-360]\nClone at x: [480] y: [360]\nClone at x: [0] y: [-360]\nClone at x: [480] y: [360]\nClone at x: [0] y: [-360]\nClone at x: [480] y: [360]\nClone at x: [0] y: [-360]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [-960] y: [360]\nClone at x: [-480] y: [360]\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [win v]\nif then\n delete this clone\nend\nstop [other scripts in sprite v]\n\nset [scroll x v] to [0]\n\nwhen I start as a clone\ngo [backward v] (2) layers\n\n@11. Saws\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nturn left (10) degrees\nnext costume\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nif then\n delete this clone\nend\nhide\nset [x v] to [-9999]\nset [y v] to [0]\nClone at x: [230] y: [200]\nClone at x: [-180] y: [501]\nClone at x: [-180] y: [-42]\nClone at x: [970] y: [-165]\nClone at x: [1340] y: [286]\nClone at x: [1236] y: [-43]\nClone at x: [1996] y: [601]\n\ndefine Position (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)\npoint in direction (90)\nset [x v] to (x)\nset [y v] to (y)\nchange [collect max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n set [display value v] to (join (COLLECTED) (join [ / ] (COLLECT MAX)))\nend\n\n@12. Key(1)\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nnext costume\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen [space v] key pressed\nset [mesee v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\n\nwhen I start as a clone\nforever\n repeat (20)\n change [y v] by (-0.5)\n end\n repeat (20)\n change [y v] by (0.5)\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (2. player v)?> then\n start sound [Magic Spell v]\n if <(x) = [479]> then\n set [lock::1 v] to [1]\n broadcast (Picklock one v)\n else\n if <(x) = [1410]> then\n set [lock::2 v] to [1]\n broadcast (Picklock two v)\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nClone at x: [479] y: [30]\nClone at x: [1410] y: [132]\nset [x v] to [-9999]\nset [y v] to [0]\n\nwhen I receive [picklock one v]\nif <(x) = [479]> then\n delete this clone\nend\n\nwhen I receive [picklock two v]\nif <(x) = [1410]> then\n delete this clone\nend\n\nwhen I receive [tick v]\nif <(_MUSIC) = [True]> then\n set volume to (80) %\nelse\n set volume to (0) %\nend\n\n@13. Diam\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 (2. player v)?> then\n start sound [Wand v]\n change [#diamonds v] by (1)\n delete this clone\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ngo to [front v] layer\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen [space v] key pressed\nset [mesee v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\n\nwhen I start as a clone\nforever\n repeat (20)\n change [y v] by (-0.5)\n end\n repeat (20)\n change [y v] by (0.5)\n end\nend\n\nwhen flag clicked\nhide\nset [collected v] to [0]\nset [collect max v] to [0]\nClone at x: [640] y: [248]\nClone at x: [1139] y: [105]\nClone at x: [1345] y: [-39]\nClone at x: [2875] y: [-25]\nClone at x: [3545] y: [102]\nClone at x: [2225] y: [830]\nset [x v] to [-9999]\nset [y v] to [0]\n\nwhen I receive [tick v]\nif <(_MUSIC) = [True]> then\n set volume to (80) %\nelse\n set volume to (0) %\nend\n\n@14. Display\n\nwhen flag clicked\nset size to (70) %\ngo to x: (-72) y: (50.5)\nClone\ngo to x: (0) y: (0)\nswitch costume to (def v)\nset size to (100) %\n\ndefine Digit (number)\nset y to (50)\nif <not <touching (18. other v)?>> then\n go to [front v] layer\nend\nset size to (70) %\nset [brightness v] effect to (100)\nif <<[4] > (number)> and <(number) > [0]>> then\n switch costume to (join [A] (letter (number) of (COLLECTED)))\n if <<not <(number) = [1]>> and <(costume [number v]) = [A]>> then\n show\n else\n show\n end\nend\nif <<[7] > (number)> and <(number) > [3]>> then\n switch costume to (join [A] (letter ((number) - (3)) of (#Diamonds)))\n if <<not <(number) = [1]>> and <(costume [number v]) = [A]>> then\n show\n else\n show\n end\nend\n\nwhen I receive [tick v]\nif <not <(???CLONE???) = [7]>> then\n Digit (???CLONE???)\nend\n\ndefine Clone\nset [???clone??? v] to [1]\nrepeat until <(???CLONE???) = [4]>\n switch costume to (join [A] (letter (???CLONE???) of (COLLECTED)))\n go to [front v] layer\n create clone of (_myself_ v)\n change [???clone??? v] by (1)\n change x by (13)\nend\nchange x by (50)\nrepeat until <(???CLONE???) = [7]>\n switch costume to (join [A] (letter ((???CLONE???) - (3)) of (#Diamonds)))\n go to [front v] layer\n create clone of (_myself_ v)\n change [???clone??? v] by (1)\n change x by (13)\nend\n\nshow\n\nwhen flag clicked\nset [#diamonds v] to [0]\n\nset [#diamonds v] to [10]\n\nset [collected v] to [104]\nset [#diamonds v] to [104]\n\nwhen I receive [setip v]\nif <not <touching (18. other v)?>> then\n go to [front v] layer\nend\n\nwhen I receive [reset v]\nif <not <touching (18. other v)?>> then\n go to [front v] layer\nend\n\nwhen I receive [setip v]\nwait (0.01) seconds\ngo to [front v] layer\n\n@15. Music\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [_music v] to [True]\n\nwhen I receive [tick v]\nif <(_MUSIC) = [True]> then\n switch costume to (costume1 v)\nelse\n switch costume to (costume2 v)\nend\nif <touching (mouse-pointer v)?> then\n set [brightness v] effect to (50)\nelse\n clear graphic effects\nend\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(_MUSIC) = [True]> then\n set [_music v] to [False]\n switch costume to (costume2 v)\n else\n set [_music v] to [True]\n switch costume to (costume1 v)\n end\n end\n wait until <not <mouse down?>>\nend\n\nwhen I receive [tick v]\ngo to [front v] layer\n\n@17. Checkpoints\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (2. player v)?> then\n if <not <[1730] = (x)>> then\n if <not <(STARTX) = (x)>> then\n point in direction (135)\n start sound [Ding - Sound Effect \[HD\] v]\n end\n set [startx v] to (x)\n set [starty v] to (y)\n end\n if <<[1730] = (x)> and <<(COLLECTED) = [45]> and <(#Diamonds) = [6]>>> then\n set [_exit v] to [True]\n stop [all v]\n end\nend\nif <<(STARTX) = (x)> and <not <[1730] = (x)>>> then\n switch costume to (checkpoint1 v)\nelse\n if <[1730] = (x)> then\n if <<(COLLECTED) = [45]> and <(#Diamonds) = [6]>> then\n switch costume to (checkpoint3 v)\n else\n switch costume to (checkpoint2 v)\n end\n else\n switch costume to (checkpoint2 v)\n end\nend\n\ndefine Position (x) (y)\nturn right (((90) - (direction)) / (5)) degrees\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ngo to [back v] layer\nswitch costume to (checkpoint2 v)\nset [x v] to (x)\nset [y v] to (y)\nchange [collect max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n set [display value v] to (join (COLLECTED) (join [ / ] (COLLECT MAX)))\nend\n\nwhen [space v] key pressed\nset [mesee v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\n\nwhen flag clicked\nhide\nClone at x: [639] y: [411]\nClone at x: [1651] y: [-105]\nClone at x: [2830] y: [112]\nClone at x: [1730] y: [717]\nset [y v] to [-500]\n\nwhen I receive [tick v]\nif <(_MUSIC) = [True]> then\n set volume to (80) %\nelse\n set volume to (0) %\nend\n\n@18. Other\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 clone (amount)\nset [offline v] to [100]\nset [clone# v] to [1]\nrepeat ((amount) - (1))\n create clone of (_myself_ v)\n change [clone# v] by (1)\nend\n\ndefine send cloud (#) (data)\nif <(#) = [1]> then\n set [☁ new p1 v] to (data)\nelse\n if <(#) = [2]> then\n set [☁ new p2 v] to (data)\n else\n if <(#) = [3]> then\n set [☁ new p3 v] to (data)\n else\n if <(#) = [4]> then\n set [☁ p4 v] to (data)\n else\n if <(#) = [5]> then\n set [☁ p5 v] to (data)\n else\n if <(#) = [6]> then\n set [☁ p6 v] to (data)\n else\n if <(#) = [7]> then\n set [☁ p7 v] to (data)\n else\n if <(#) = [8]> then\n set [☁ p8 v] to (data)\n else\n if <(#) = [9]> then\n set [☁ p9 v] to (data)\n else\n if <(#) = [10]> then\n set [☁ p10 v] to (data)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine value = cloud (#)\nif <(#) = [1]> then\n set [decoded result v] to (☁ NEW P1)\nelse\n if <(#) = [2]> then\n set [decoded result v] to (☁ New P2)\n else\n if <(#) = [3]> then\n set [decoded result v] to (☁ NEW P3)\n else\n if <(#) = [4]> then\n set [decoded result v] to (☁ P4)\n else\n if <(#) = [5]> then\n set [decoded result v] to (☁ P5)\n else\n if <(#) = [6]> then\n set [decoded result v] to (☁ P6)\n else\n if <(#) = [7]> then\n set [decoded result v] to (☁ P7)\n else\n if <(#) = [8]> then\n set [decoded result v] to (☁ P8)\n else\n if <(#) = [9]> then\n set [decoded result v] to (☁ P9)\n else\n if <(#) = [10]> then\n set [decoded result v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [__full v] to [0]\nset [@my player id@ v] to [0]\nhide\nclone [10]\nbroadcast (join game v) and wait\nif <(@MY PLAYER ID@) = [0]> then\n set [__full v] to [1]\n stop [all v]\nend\nbroadcast (begin v)\n\nwhen I receive [join game v]\nset [connected? v] to [false]\nvalue = cloud (clone#)\nset [_last val v] to (join [A] (decoded result))\nwait (2) seconds\nvalue = cloud (clone#)\nset [_disconnection_last val v] to (join [A] (decoded result))\nif <(join [A] (decoded result)) = (_last val)> then\n set [@my player id@ v] to (clone#)\nend\nset [connected? v] to [true]\n\nwhen I receive [begin v]\nforever\n if <(@MY PLAYER ID@) = (clone#)> then\n go to [front v] layer\n hide\n encode string (round ([x v] of [2. player v])) and add to encoded value (new encode section?) [true]\n encode string (round ([y v] of [2. 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 (round ((days since 2000) * (1000000))) and add to encoded value (new encode section?) []\n send cloud (@MY PLAYER ID@) (encoded value)\n else\n value = cloud (clone#)\n disconnection timeout [20]\n decode string (decoded result) and add to value (new decode section?) [true]\n set [x v] to (decoded result)\n set x to ((x) - (SCROLL X))\n decode string [] and add to value (new decode section?) []\n set [y v] to (decoded result)\n set y to ((y) - (SCROLL Y))\n decode string [] and add to value (new decode section?) []\n think (join (clone#) (join [:] (decoded result)))\n switch costume to (player_0 v)\n clear graphic effects\n set rotation style [left-right v]\n if <<not <(x position) = ((x) - (SCROLL X))>> or <not <(y position) = ((y) - (SCROLL Y))>>> then\n switch costume to (arrow3 v)\n point towards (middle v)\n set rotation style [all around v]\n move (40) steps\n think []\n end\n go to [front v] layer\n end\nend\n\ndefine disconnection timeout (frames)\nvalue = cloud (clone#)\nif <(join [A] (decoded result)) = (_disconnection_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 [_disconnection_last val v] to (join [A] (decoded result))\n if <(connected?) = [true]> then\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\n@19. CTC\n\nwhen I receive [join game v]\nshow\nswitch costume to (connecting v)\nclear graphic effects\ngo to x: (0) y: (0)\n\nwhen I receive [tick v]\ngo to [front v] layer\n\nwhen I receive [begin v]\nswitch costume to (connected v)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Middle\n\n
If the game is full, try the following server:\nNew game! https://scratch.mit.edu/projects/421495621/\n===============<Disclaimer>===============\nThis was NOT reshared for fame. Please note that I have added a new feature, which is the cloud arrows. See for yourself! Now if the other players aren't showing on your screen, there will be an arrow pointing towards their direction! ^_^ Please understand :)\n===============<Information>===============\nBehold, ladies and gentlemen, to my masterpiece, The Outside || A Cloud Scrolling Platformer...... You have to collect all 45 coins and all 6 diamonds in order to win the game. Also, be sure to DOUBLE CLICK that green tree to prevent lag. The controls are normal, which are arrow keys and mobile touchscreen... Hope you enjoy! Also, please leave a love, fave, and follow if you enjoyed! ^_^\n#1 On trending! Wow...... Top Loved!?!?\n\n=================<Credits>=================\n1. @GravityV for the cloud engine, and the art inspiration\n2. @StratfordJames for the joining, cloud, and the player\n3. @Griffpatch for the scrolling platformer tutorial\n4. @Red_Sweatshirt for the mountains and trees art\n5. @TimMcCool for the pillar art and diamonds\n6. @-XAF- for the music “Unlimited”\n7. Me, @0014049, for everything else in the game\n\n==================<Tags>==================\n#Games #All #Scrolling #Cloud #Multiplayer #Platformer
SUNNY 3 | -a scrolling platformer-
@Stage\n\nwhen I receive [intro finished v]\nswitch backdrop to (game v)\nwait (1) seconds\nset volume to (50) %\nforever\n play sound [Nebula v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (intro v)\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 start sound [Teleport2 v]\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 (#0053ef)?> then\n start sound [Low Boing v]\n set [yspeed v] to [20]\nend\nif <touching color (#4690ff)?> then\n change [yspeed v] by (2)\n start sound [Splash v]\nend\nif <<<touching color (#ff0000)?> or <touching color (#525252)?>> or <touching color (#838383)?>> then\n start sound [Crunch v]\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@TN\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n
Hello Guys, Part 3 Of This Sequel Is Out!\n\n(SUNNY 1)\nhttps://scratch.mit.edu/projects/415010189/\n(SUNNY 2)\nhttps://scratch.mit.edu/projects/417126652/\n\nFinally (SUNNY 3) Came Out. I Added A Few More Fun Things To The Game To Make It A Little Better, And Finally I FIXED THE LAG IN THE GAME, And To Prove It, I Have Tested The Game With Five Devices And It Worked Great \n\n\nINSTRUCTIONS :-\n* Arrow Keys, WASD, Mobile Controls\n* Avoid Spikes And Lava\n* Have A Swim In The Water : D\n* Use Springs To Jump Higher\n* Get To The Portals\n* Finish The Game!!\n* Like And Star This Project :-)\n\nMORE STUFF :-\n* Part 4 Of This Sequel Would Come If This Gets More Than 100 Luvs And Favs\n* This Is Not A Remix Its Just An Entry To A Contest\n* Propose This To Be Featured Here :-\nhttps://scratch.mit.edu/studios/4228481/\n \nSHOUTOUTS:-\n@plant2 Because He Gave Me A Really Good Advice That If You Want A Game To Be Original You Should Try To Make Everything By Yourself, Not Just Steal Everything From Other Scratchers. Thank U @plant2\n\n\nCREDITS:-\n@clareyberry For The Engine\n@TimMcCool For The Character\n@SullyBully For The Background,Portals\n@suhalo_351 For The Signs\nRest Art And Code By Me!\n\n\nTAGS:-\n#SUNNY#a#scrolling#platformer#Games#Art#Best\n\nHave Fun! Mahdi Out (-_-)
Panda a platformer #Games
@Stage\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen I receive [end of intro v]\nswitch backdrop to (costume1 v)\n\n@Player\n\nwhen flag clicked\nforever\n if <<not <touching (platform v)?>> and <(Going up) = [0]>> then\n change y by (yv)\n change [yv v] by (-1)\n end\nend\n\nwhen I receive [next level v]\npoint in direction (90)\ngo to x: (-189) y: (-90)\n\nwhen I receive [redo v]\ngo to x: (-189) y: (-90)\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [end of intro v]\nforever\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n switch costume to (stand v)\n wait (0.1) seconds\n switch costume to (runing v)\n wait (0.1) seconds\n switch costume to (stand v)\n end\n if <key (up arrow v) pressed?> then\n switch costume to (jump v)\n wait (0.6) seconds\n switch costume to (fall v)\n wait (0.3) seconds\n switch costume to (stand v)\n end\n if <touching (platform v)?> then\n switch costume to (stand v)\n end\nend\n\nwhen I receive [end of intro v]\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n move (9) steps\n end\n if <key (left arrow v) pressed?> then\n move (9) steps\n set rotation style [left-right v]\n point in direction (-90)\n end\nend\n\nwhen I receive [end of intro v]\nforever\n if <touching (flag v)?> then\n broadcast (Next level v)\n end\n if <<<touching (lava v)?> or <touching (spikes v)?>> or <touching (spinny v)?>> then\n repeat (10)\n change [ghost v] effect by (25)\n end\n go to x: (-189) y: (-90)\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [end of intro v]\nswitch costume to (stand v)\nshow\ngo to [back v] layer\npoint in direction (90)\ngo to x: (-189) y: (-90)\nset [yv v] to [10]\nforever\n if <key (up arrow v) pressed?> then\n if <touching (platform v)?> then\n set [yv v] to [15]\n set [going up v] to [1]\n repeat (10)\n change y by (yv)\n change [yv v] by (-1)\n end\n set [going up v] to [0]\n end\n end\nend\n\nwhen I receive [end of intro v]\nforever\n set volume to (120) %\n play sound [Electro-Light - Symbolism \[NCS Release\] v] until done\nend\n\n@Platform\n\nwhen flag clicked\nhide\ngo to x: (35) y: (28)\ngo to [front v] layer\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [end of intro v]\nshow\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Clouds\n\nwhen flag clicked\nset [ghost v] effect to (34)\nforever\n go to x: (-26) y: (19)\n glide (3.5) secs to x: (-300) y: (13)\nend\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [end of intro v]\nshow\n\n@Flag\n\nwhen flag clicked\nhide\nswitch costume to (costume2 v)\nforever\n go to [back v] layer\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [end of intro v]\nshow\n\n@Sun\n\nwhen flag clicked\nhide\npoint in direction (90)\ngo to x: (212) y: (166)\nset size to (100) %\nswitch costume to (costume1 v)\nforever\n wait (0.03) seconds\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 I receive [end of intro v]\nshow\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Lava\n\nwhen flag clicked\nhide\nswitch costume to (costume3 v)\n\nwhen flag clicked\nforever\n repeat (10)\n change y by (-1)\n end\n repeat (10)\n change y by (1)\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I receive [end of intro v]\nshow\n\n@Redo\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo to x: (136) y: (-158)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n else\n set size to (100) %\n end\n point in direction ((([sin v] of ((Direction) * (300)) ) * (10)) + (90))\nend\n\nwhen this sprite clicked\nbroadcast (Redo v)\n\nwhen I receive [end of intro v]\nforever\n if <(backdrop [number v]) = [11]> then\n hide\n end\nend\n\nwhen I receive [end of intro v]\nshow\n\n@Skip\n\nwhen this sprite clicked\nbroadcast (Next level v)\n\nwhen I receive [end of intro v]\nforever\n if <(backdrop [number v]) = [11]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nset [direction v] to [0]\ngo to [back v] layer\ngo to x: (196) y: (-159)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n else\n set size to (100) %\n end\n point in direction ((([sin v] of ((Direction) * (300)) ) * (10)) + (90))\n change [direction v] by (0.04)\nend\n\nwhen I receive [end of intro v]\nshow\n\n@Intruduction\n\nwhen flag clicked\nhide\nset size to (100) %\nswitch costume to (costume1 v)\nforever\n go to [back v] layer\nend\n\nwhen this sprite clicked\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\nnext costume\n\nwhen I receive [end of intro v]\nshow\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (95) y: (-27)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\n reset timer\nend\n\nwhen [timer v] > (0.03)\ngo to x: (95) y: (-1000)\nrepeat until <(round (y position)) = [-27]>\n go to [front v] layer\n change [ghost v] effect by (-10)\n change y by (((1) - (y position)) / (5))\nend\nset y to (-27)\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I receive [end of intro v]\nshow\n\n@spinny\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n turn right (15) degrees\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [end of intro v]\nshow\ngo to x: (-27) y: (-130)\nswitch costume to (costume1 v)\nforever\n go to [back v] layer\nend\n\n@white\n\nwhen I receive [white v]\nshow\ngo to [front v] layer\nclear graphic effects\nrepeat (70)\n change [ghost v] effect by (7)\nend\nhide\n\nwhen flag clicked\nswitch costume to (costume9 v)\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [end of intro v]\nhide\n\n@Text\n\nwhen flag clicked\nset size to (100) %\ngo to x: (0) y: (-130)\ngo to [front v] layer\nswitch costume to (thefunkypanda text v)\n\nwhen flag clicked\nshow\nset [turn v] to [0]\nforever\n change [turn v] by (5)\n point in direction ((([tan v] of (turn) ) * (7)) + (89))\nend\n\nwhen I receive [end of intro v]\nwait (0.03) seconds\nhide\n\nwhen flag clicked\nforever\n set size to ((([cos v] of ((timer) * (500)) ) * (7)) + (100)) %\nend\n\n@Intro\n\nwhen flag clicked\nshow\nset volume to (100) %\nstart sound [OST-Xenogen v]\npoint in direction (90)\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\ngo to [front v] layer\nset size to (105) %\nforever\n go to [back v] layer\n go [backward v] (1) layers\nend\n\nwhen flag clicked\nrepeat (7)\n wait (0.67) seconds\n broadcast (white v)\nend\nbroadcast (End of intro v)\n\nwhen I receive [end of intro v]\nwait (0.03) seconds\nhide\nrepeat (50)\n change volume by (-2)\nend\nstop all sounds\nbroadcast (Start v)\n\nwhen flag clicked\nset [panda v] to [0]\nforever\n go to x: (0) y: (0)\n point in direction (90)\n turn left (([cos v] of (Panda) ) * (20)) degrees\n change y by (([sin v] of (Panda) ) * (25))\n change [panda v] by (9)\nend\n\n@Black\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\nwhen I receive [end of intro v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nhide\n\n
welcome hope you enjoy \nuse arrow keys to move mobile not available yet...\nplease ❤️ and ⭐ and follow!!\n11 levels!!\nalso there a lag with the ground i'm fixing it\nCan we get this featured!!!!\nPlease Follow me @TheFunkyPanda\n
Adventure - A Simple Platformer #GAMES
@Stage\n\nwhen I receive [stop intro v]\nforever\n play sound [DJVI - Bouncing v] until done\nend\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen I receive [gamestart v]\nshow\nforever\n switch costume to (lvl)\nend\n\n@Portal\n\nwhen I receive [gamestart v]\nset [ghost v] effect to (30)\nshow\ncreate clone of (_myself_ v)\nforever\n change [sine v] by (7.5)\n if <(lvl) = [1]> then\n go to x: (208) y: ((([sin v] of (Sine) ) * (3)) + (95))\n else\n if <(lvl) = [2]> then\n go to x: (-132) y: ((([sin v] of (Sine) ) * (3)) + (95))\n else\n if <(lvl) = [3]> then\n go to x: (-190) y: ((([sin v] of (Sine) ) * (3)) + (110))\n else\n if <(lvl) = [4]> then\n go to x: (-195) y: ((([sin v] of (Sine) ) * (3)) + (140))\n else\n if <(lvl) = [5]> then\n go to x: (90) y: ((([sin v] of (Sine) ) * (3)) + (-40))\n else\n if <(lvl) = [6]> then\n go to x: (180) y: ((([sin v] of (Sine) ) * (3)) + (130))\n else\n hide\n end\n end\n end\n end\n end\n end\n turn left (5) degrees\nend\n\nwhen I start as a clone\nset [ghost v] effect to (30)\nshow\nforever\n if <(lvl) = [1]> then\n go to x: (208) y: ((([sin v] of (Sine) ) * (3)) + (95))\n else\n if <(lvl) = [2]> then\n go to x: (-132) y: ((([sin v] of (Sine) ) * (3)) + (95))\n else\n if <(lvl) = [3]> then\n go to x: (-190) y: ((([sin v] of (Sine) ) * (3)) + (110))\n else\n if <(lvl) = [4]> then\n go to x: (-195) y: ((([sin v] of (Sine) ) * (3)) + (140))\n else\n if <(lvl) = [5]> then\n go to x: (90) y: ((([sin v] of (Sine) ) * (3)) + (-40))\n else\n if <(lvl) = [6]> then\n go to x: (180) y: ((([sin v] of (Sine) ) * (3)) + (130))\n else\n delete this clone\n end\n end\n end\n end\n end\n end\n turn left (-5) degrees\nend\n\nwhen I receive [stop intro v]\nset [sine v] to [0]\nset [lvl v] to [1]\nhide\n\nwhen flag clicked\nhide\n\n@Spikes\n\nwhen I receive [gamestart v]\nshow\nforever\n switch costume to (lvl)\nend\n\nwhen flag clicked\nhide\n\n@Player\n\nwhen I receive [gamestart v]\nshow\ngo to x: (-200) y: (-20)\nset [p1yvel v] to [0]\nset [p1yvel v] to [0]\nforever\n if <not <(Trans.) = [1]>> then\n show\n if <not <touching (ground v)?>> then\n change [p1falling v] by (1)\n change y by (P1Yvel)\n change [p1yvel v] by (-1.2)\n end\n LevelYPos <[0] < (P1Yvel)>\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [p1xvel v] by (-1.5)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [p1xvel v] by (1.5)\n end\n set [p1xvel v] to ((P1Xvel) * (0.85))\n change x by (P1Xvel)\n if <<[4] > (P1Falling)> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [p1yvel v] to [11]\n end\n AdjustXPos\n else\n hide\n go to x: (-200) y: (-20)\n end\nend\n\nwhen flag clicked\nhide\n\ndefine LevelYPos <up?>\nrepeat until <not <touching (ground v)?>>\n set [p1yvel v] to [0]\n if <up?> then\n change y by (-1)\n else\n set [p1falling v] to [0]\n change y by (1)\n end\nend\n\ndefine AdjustXPos\nrepeat until <not <touching (ground v)?>>\n change x by ((P1Xvel) * (-1))\nend\n\nwhen I receive [gamestart v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume4 v)\nrepeat (16)\n change size by (-7)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [gamestart v]\nforever\n if <touching (portal v)?> then\n broadcast (Transition v)\n wait until <(Trans.) = [0]>\n set [p1falling v] to [0]\n set [p1yvel v] to [0]\n set [p1yvel v] to [0]\n change [lvl v] by (1)\n end\n if <touching (spikes v)?> then\n set [p1falling v] to [0]\n set [p1yvel v] to [0]\n set [p1yvel v] to [0]\n go to x: (-200) y: (-20)\n end\nend\n\nwhen I receive [stop intro v]\nforever\n if <key (r v) pressed?> then\n go to x: (-200) y: (-20)\n set [p1falling v] to [0]\n set [p1yvel v] to [0]\n set [p1yvel v] to [0]\n wait until <not <key (r v) pressed?>>\n end\nend\n\nwhen I receive [stop intro v]\nforever\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n switch costume to (costume3 v)\n else\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n end\nend\n\n@Button\n\nwhen I receive [start v]\nwait (0.6) seconds\nhide\n\nwhen I receive [stop intro v]\nshow\nreset timer\nset size to (8) %\nforever\n point in direction ((([sin v] of ((timer) * (300)) ) * (2)) + (90))\n change size by ((((([sin v] of ((timer) * (300)) ) * (3.8)) + (size)) - (size)) / (3))\nend\n\nwhen I receive [stop intro v]\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nstart sound [Click \(1\) v]\nbroadcast (start v)\n\nwhen I receive [stop intro v]\nforever\n if <touching (mouse-pointer v)?> then\n set [size v] to [130]\n else\n set [size v] to [100]\n end\nend\n\nwhen flag clicked\nhide\n\n@Button2\n\nwhen I receive [gamestart v]\nforever\n if <touching (mouse-pointer v)?> then\n set [size v] to [130]\n else\n set [size v] to [100]\n end\nend\n\nwhen I receive [gamestart v]\nreset timer\nset size to (8) %\nforever\n go to [back v] layer\n go to (button v)\n point in direction ((([sin v] of ((timer) * (300)) ) * (3.2)) + (90))\n change size by ((((([sin v] of ((timer) * (300)) ) * (5)) + (size)) - (size)) / (3))\nend\n\nwhen I receive [stop intro v]\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nstart sound [Click \(1\) v]\nbroadcast (start v)\n\nwhen flag clicked\nhide\n\n@Logo\n\nwhen I receive [start v]\nwait (0.4) seconds\nhide\n\nwhen I receive [stop intro v]\nforever\n if <touching (mouse-pointer v)?> then\n set [size2 v] to [190]\n else\n set [size2 v] to [160]\n end\nend\n\nwhen I receive [stop intro v]\nshow\nreset timer\nset size to (8) %\nforever\n point in direction ((([sin v] of ((timer) * (150)) ) * (1.5)) + (90))\n change size by ((((([sin v] of ((timer) * (300)) ) * (1.5)) + (size2)) - (size)) / (3))\nend\n\n@Logo2\n\nwhen I receive [start v]\nwait (0.7) seconds\nhide\n\nwhen I receive [stop intro v]\nshow\nreset timer\nset size to (100) %\nforever\n point in direction ((([sin v] of ((timer) * (150)) ) * (2)) + (90))\nend\n\n@Logo3\n\nwhen I receive [stop intro v]\nreset timer\nset size to (8) %\nforever\n go to [back v] layer\n go to (logo v)\n point in direction ((([sin v] of ((timer) * (150)) ) * (1.5)) + (90))\n change size by ((((([sin v] of ((timer) * (300)) ) * (1.5)) + (size2)) - (size)) / (3))\nend\n\nwhen I receive [stop intro v]\nforever\n if <touching (mouse-pointer v)?> then\n set [size2 v] to [190]\n else\n set [size2 v] to [160]\n end\nend\n\nwhen flag clicked\nhide\n\n@BackgroundFX\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (pick random (60) to (80))\nrepeat until <[175] < (y position)>\n move (pick random (3) to (5)) steps\nend\ndelete this clone\n\nwhen I receive [stop intro v]\nhide\ngo to [back v] layer\nforever\n go to x: (pick random (-240) to (240)) y: (-180)\n set size to (pick random (70) to (130)) %\n point in direction (pick random (-30) to (30))\n create clone of (_myself_ v)\n wait (0.05) seconds\nend\n\n@Start\n\nwhen flag clicked\ngo to x: (0) y: (345)\nhide\n\nwhen I receive [start v]\nset [m v] to [0]\nset [s v] to [0]\nshow\nrepeat until <(y position) < [-330]>\n change [s v] by (-2)\n change y by (S)\nend\nhide\nbroadcast (gamestart v)\n\n@Sun\n\nwhen flag clicked\nhide\n\nwhen I receive [gamestart v]\nshow\nforever\nend\n\n@Glow\n\nwhen flag clicked\nreset timer\nhide\n\nwhen I receive [gamestart v]\nshow\nforever\n go to (sun v)\n set size to ((([sin v] of ((timer) * (150)) ) * (2)) + (100)) %\nend\n\n@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 <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\nwhen I receive [stop intro v]\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\n@Thumbnail\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\n@Trans\n\nwhen I receive [transition v]\nswitch costume to (dark gray v)\ncreate clone of (_myself_ v)\nswitch costume to (gray v)\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nset [color v] effect to ((1) / (0))\nif <(costume [number v]) = [1]> then\n clear graphic effects\n set [trans. v] to [1]\n go to [front v] layer\n point in direction (90)\n show\n set x to (0)\n set y to (400)\n go to [front v] layer\n repeat (30)\n change y by (((0) - (y position)) / (4))\n end\n go to [front v] layer\n repeat (30)\n turn right (((180) - (direction)) / (4)) degrees\n end\n set [trans. v] to [0]\n repeat (20)\n change x by (((400) - (x position)) * (0.1))\n change [ghost v] effect by (8)\n if <(x position) > [225]> then\n show\n end\n end\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n clear graphic effects\n go to [front v] layer\n point in direction (90)\n show\n set x to (0)\n set y to (-400)\n go to [front v] layer\n repeat (30)\n change y by (((0) - (y position)) / (4))\n end\n go to [front v] layer\n repeat (30)\n turn right (((180) - (direction)) / (4)) degrees\n end\n repeat (20)\n change x by (((-400) - (x position)) * (0.1))\n change [ghost v] effect by (8)\n if <(x position) < [-225]> then\n show\n end\n end\n delete this clone\nend\n\nwhen I receive [stop intro v]\nset [trans. v] to [0]\n\n@Thanks\n\nwhen I receive [gamestart v]\nforever\n if <(lvl) = [7]> then\n show\n change [sine v] by (6.5)\n point in direction ((([sin v] of (sine) ) * (6)) + (90))\n set size to ((([sin v] of ((sine) * (2)) ) * (7)) + (130)) %\n end\nend\n\nwhen I receive [stop intro v]\nhide\nset [sine v] to [0]\npoint in direction (90)\n\n@Things\n\nwhen I start as a clone\nset [yvelocity v] to [0]\nif <(yvelocity) = [0]> then\n set [yvelocity v] to [25]\nend\nrepeat (50)\n change y by (yvelocity)\n change [yvelocity v] by (-1)\n turn right (turn) degrees\nend\ndelete this clone\n\nwhen I start as a clone\nset [turn v] to (pick random (-3) to (5))\ngo to x: (pick random (-235) to (235)) y: (-195)\nset size to (pick random (50) to (60)) %\ngo [backward v] (50) layers\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [gamestart v]\nforever\n if <(lvl) = [7]> then\n create clone of (_myself_ v)\n wait (0.1) seconds\n next costume\n end\nend\n\n@Intro\n\nwhen flag clicked\nplay sound [Nebula v] until done\n\nwhen flag clicked\nhide\nset [id v] to [j]\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [id v] to [3]\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [id v] to [cover]\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [id v] to [bg]\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [id v] to [j3]\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [id v] to [jamie3128]\ncreate clone of (_myself_ v)\nwait (0) seconds\nbroadcast (bum v)\n\nwhen I start as a clone\nif <(id) = [j]> then\n set [j percentage v] to [0.9]\n set [ghost j v] to [100]\n set [size j v] to [50]\n set [direction j v] to [30]\n set [place j v] to [-150]\n point in direction (direction j)\n go to x: (place j) y: (place j)\n switch costume to (j v)\n set [ghost v] effect to (ghost j)\n set size to (size j) %\n show\n repeat (56)\n set [ghost j v] to ((ghost j) * (j percentage))\n set [size j v] to (((size j) + (11.1)) * (j percentage))\n set [direction j v] to (((direction j) + (90.2)) * (j percentage))\n set [ghost v] effect to (ghost j)\n set size to (size j) %\n go to [front v] layer\n go to x: ((x position) * (j percentage)) y: ((y position) * (j percentage))\n point in direction (direction j)\n end\n hide\nelse\n if <(id) = [3]> then\n point in direction (90)\n go to x: (150) y: (150)\n set [ghost v] effect to (100)\n switch costume to (3 v)\n wait (1) seconds\n show\n repeat (24)\n go to x: ((x position) * (0.7)) y: ((y position) * (0.7))\n change [ghost v] effect by (-4)\n go to [front v] layer\n end\n hide\n else\n if <(id) = [cover]> then\n go to x: (0) y: (0)\n switch costume to (cover v)\n show\n else\n if <(id) = [bg]> then\n go to x: (0) y: (0)\n set [brightness v] effect to (-50)\n switch costume to (bg v)\n show\n repeat until <(stop intro) = [ye]>\n repeat (9)\n go to [back v] layer\n change x by (7)\n change y by (7)\n end\n go to x: (0) y: (0)\n end\n hide\n delete this clone\n else\n if <(id) = [bum]> then\n go to x: (pick random (1) to (10)) y: (-160)\n point in direction (pick random (-120) to (120))\n switch costume to (bum v)\n set size to (pick random (30) to (100)) %\n set [brightness v] effect to (pick random (-30) to (0))\n set [ghost v] effect to (pick random (30) to (70))\n go to [front v] layer\n show\n repeat until <(y position) < [-160]>\n change y by (vel)\n change [vel v] by (-2)\n move (10) steps\n end\n hide\n delete this clone\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(id) = [cover]> then\n set [move cover v] to [80]\n set [ghost v] effect to (0)\n wait (1.35) seconds\n repeat (14)\n change [ghost v] effect by (7.14285714)\n change y by (move cover)\n set [move cover v] to ((move cover) * (0.77))\n end\n hide\n delete this clone\nelse\n if <(id) = [bg]> then\n wait (1.7) seconds\n set [brightness bg v] to [100]\n set [brightness v] effect to (brightness bg)\n repeat (50)\n set [brightness bg v] to ((brightness bg) * (0.95))\n set [brightness v] effect to (brightness bg)\n end\n else\n if <(id) = [j3]> then\n wait (1.7) seconds\n set [brightness bg v] to [100]\n switch costume to (j3 v)\n set [brightness v] effect to (brightness bg)\n show\n repeat (50)\n set [brightness bg v] to ((brightness bg) * (0.95))\n set [brightness v] effect to (brightness bg)\n end\n end\n end\nend\n\nwhen I receive [bum v]\nwait (1.7) seconds\nset [id v] to [bum]\nrepeat (5)\n bum\nend\n\ndefine bum\nset [vel v] to (pick random (20) to (30))\nrepeat (2)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(id) = [j3]> then\n wait (1.7) seconds\n go to x: (0) y: (0)\n point in direction (90)\n set [t j3 v] to [0]\n set [x j3 v] to [0]\n set [y j3 v] to [0]\n set [z j3 v] to [0]\n repeat until <(stop intro) = [ye]>\n change [t j3 v] by (4)\n change [x j3 v] by (2)\n change [y j3 v] by (4)\n change [z j3 v] by (12.8)\n change x by ([cos v] of (x j3) )\n change y by ([cos v] of (y j3) )\n change size by ((2) * ([cos v] of (z j3) ))\n turn right ((2.718) * ([abs v] of ([tan v] of (t j3) ) )) degrees\n end\n delete this clone\nelse\n if <(id) = [jamie3128]> then\n wait (3.7) seconds\n set [jamie3128 v] to [-50]\n go to x: (0) y: (-50)\n switch costume to (jamie3128 v)\n set [ghost v] effect to (100)\n show\n repeat (25)\n set y to (jamie3128)\n set [jamie3128 v] to ((jamie3128) * (0.9))\n change [ghost v] effect by (-4)\n end\n wait (1.5) seconds\n repeat (25)\n set y to (jamie3128)\n set [jamie3128 v] to (((jamie3128) * (0.9)) - (5))\n change [ghost v] effect by (4)\n end\n go to x: (-400) y: (0)\n switch costume to (cover v)\n set [ghost v] effect to (0)\n go to [front v] layer\n show\n repeat (25)\n go to x: ((x position) * (0.8)) y: (0)\n end\n broadcast (stop intro v)\n wait (0.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n end\nend\n\nwhen I receive [stop intro v]\nset [stop intro v] to [ye]\n\nwhen flag clicked\nset [stop intro v] to []\n\n
Adventure - A Simple Platformer\n\n#3th on French Trending and #1ST on French Trending Games!!!!!! Thank you so much!\n\nCheck Out the Sequence : Adventure 2!\nhttps://scratch.mit.edu/projects/420343162/\n\nControls :\n- WASD or Arrow keys to move\n- You CANNOT wall jump\n- Avoid spikes ( very simple )\nAnd Enjoy!\n\nThere is a Loved and Faved Detector that I made, you can see it inside..\n\nThanks to @-SandBox- for the epic Intro!\n\nSome Best Followers Who Loved & Faved :\n@LOLele_54 Loved & Faved!\n@Lucasliu9595 Loved & Faved!\n@nampinanathali Loved & Faved!\n@0014049 Loved & Faved!!\n\n\n#Games #Adventure #Player #Spikes #Jamie3128 #LOP
RED platformer
@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (blue sky 2 v)\nend\n\n@スプライト1\n\nwhen flag clicked\nshow\nset size to (100) %\ngo to x: (-172) y: (-87)\nset [速度 v] to [0]\nforever\n change [ジャンプ v] by (-1)\n if <key (left arrow v) pressed?> then\n set rotation style [left-right v]\n point in direction (-90)\n change [速度 v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n set rotation style [left-right v]\n point in direction (90)\n change [速度 v] by (1)\n end\n change x by (速度)\n set [速度 v] to ((速度) * (0.9))\n if <<touching color (#00ff1f)?> or <touching color (#c00000)?>> then\n change y by (1)\n end\n if <<touching color (#00ff1f)?> or <touching color (#c00000)?>> then\n change y by (1)\n end\n if <<touching color (#00ff1f)?> or <touching color (#c00000)?>> then\n change y by (1)\n end\n if <<touching color (#00ff1f)?> or <touching color (#c00000)?>> then\n change y by (1)\n end\n if <<touching color (#00ff1f)?> or <touching color (#c00000)?>> then\n change y by (-4)\n change x by ((速度) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [ジャンプ v] to [15]\n if <([abs v] of (速度) ) = (速度)> then\n set [速度 v] to [-10]\n else\n set [速度 v] to [10]\n end\n else\n set [速度 v] to [0]\n end\n end\n change y by (ジャンプ)\n if <<touching color (#00ff1f)?> or <touching color (#c00000)?>> then\n change y by ((0) - (ジャンプ))\n set [ジャンプ v] to [0]\n end\n change y by (-1)\n if <not <touching color (#000000)?>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<touching color (#00ff1f)?> or <touching color (#c00000)?>>> then\n set [ジャンプ v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\npoint in direction (90)\n\nwhen flag clicked\nforever\n if <[239] < (x position)> then\n go to x: (-240) y: (-87)\n broadcast (次の背景 v)\n end\n if <touching color (#ff0000)?> then\n start sound [Crunch v]\n go to x: (-172) y: (-87)\n set [ジャンプ v] to [0]\n end\n if <touching color (#fff500)?> then\n set [ジャンプ v] to [20]\n end\nend\n\n@スプライト3\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nwhen I receive [次の背景 v]\nnext costume\n\n@スプライト2\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (3) seconds\nend\n\nwhen I start as a clone\ngo to [back v] layer\nchange [ghost v] effect by (pick random (20) to (60))\nshow\ngo to x: (-191) y: (pick random (153) to (60))\nrepeat (400)\n move (3) steps\n if on edge, bounce\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@サムネイル\n\nwhen flag clicked\nhide\n\n
【操作方法】\n・矢印キーで操作\n\nscratchwikiを参考にさせていただきました!!\n初作品&初platformer!!\n1日かけて頑張って作った!!\n初めてだからようわからないけどこういう感じに描くのですか?\n\nちょっと前からscratchにはログインしてなかったけどその時に海外風のプラットフォーマーを見ました。
0014049 || A Scrolling Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (start v)\n\nwhen I receive [green flag clicked v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [yes the end finally bwahahahahahahahaha v]\nswitch backdrop to (win v)\n\n@blank\n\n@ScrollPlayer2\n\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n\ndefine Tick\nset rotation style [don't rotate v]\nif <<<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 Player x by [-8]\nend\nif <<<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 Player x by [8]\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(ScrollPlayer2: in air) < [6]> then\n set [scrollplayer2: sy v] to [16]\n end\nend\nif <(ScrollPlayer2: sy) > [-20]> then\n change [scrollplayer2: sy v] by (-2)\nend\nChange Player y by (ScrollPlayer2: sy)\nTest - Die\nTest - Bounce\nset [scroll x v] to (ScrollPlayer2: x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine Game On\npoint in direction (90)\nset [scrollplayer2: x v] to [0]\nset [y v] to [0]\nset [scrollplayer2: sx v] to [0]\nset [scrollplayer2: sy v] to [0]\nset [scrollplayer2: in air v] to [0]\nset [exit v] to []\nset size to (100) %\nclear graphic effects\nshow\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 end\n if <(EXIT) = [die]> then\n Game - Die\n end\n if <(EXIT) = [the end]> then\n Game - The End\n end\nend\n\nwhen I receive [green flag clicked v]\nhide\ngo to [front v] layer\n\nwhen flag clicked\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [scrollplayer2: 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 [scrollplayer2: in air v] to [0]\n end\n Position\n set [scrollplayer2: sy v] to [0]\nend\n\ndefine Position\ngo to x: ((ScrollPlayer2: x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player x by (sx)\nchange [scrollplayer2: x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [scrollplayer2: x v] by (-1)\n else\n change [scrollplayer2: x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nbroadcast (nvnvnvnvn v)\nset [exit v] to []\nset rotation style [all around v]\nrepeat (10)\n change y by (4)\n turn right (36) degrees\n change [ghost v] effect by (10)\nend\nhide\nwait (0.5) seconds\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\nwhen I receive [start v]\nbroadcast (Green flag clicked v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [nvnvnvnvn v]\nstart sound [Oops v]\n\ndefine Game - Win\nset rotation style [all around v]\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nset rotation style [don't rotate v]\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Game - The End\nset rotation style [all around v]\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nset rotation style [don't rotate v]\nwait (0.5) seconds\nchange [level v] by (1)\nstop [other scripts in sprite v]\nbroadcast (Reset v)\nbroadcast (Yes the end finally bwahahahahahahahaha v)\n\nwhen I receive [yes the end finally bwahahahahahahahaha v]\nhide\ndelete this clone\n\nwhen I receive [play game v]\nforever\n play sound [THE FAT RAT-Unity v] until done\nend\n\nwhen flag clicked\n\nwhen I receive [yes the end finally bwahahahahahahahaha v]\n\nif <(EXIT) = [win]> then\n\nwhen flag clicked\nhide\nclear graphic effects\n\ndefine Test - Bounce\nif <touching (bounce pads v)?> then\n Game - Bounce\nend\n\ndefine Game - Bounce\nset [scrollplayer2: sy v] to [22]\n\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\n\n@intro2\n\nwhen flag clicked\nhide\n\nwhen I receive [yes the end finally bwahahahahahahahaha v]\nhide\ndelete this clone\n\n@Intro\n\nwhen flag clicked\npoint in direction (90)\nhide\nset [clone id v] to [1]\nswitch costume to (logo v)\ngo to x: (0) y: (0)\nset size to (100) %\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [clone id v] to [2]\ncreate clone of (_myself_ v)\nrepeat (4)\n change [clone id v] by (1)\n create clone of (_myself_ v)\n wait (0.05) seconds\nend\nwait (2) seconds\nrepeat (4)\n change [brightness v] effect by (-10)\n change [clone id v] by (1)\n create clone of (_myself_ v)\n wait (0.08) seconds\nend\nwait (2) seconds\nswitch costume to (logo v)\nset size to (0) %\npoint in direction (-90)\nset [brightness v] effect to (0)\nshow\nrepeat (60)\n go to [front v] layer\n turn right (((90) - (direction)) / (10)) degrees\n change size by (((100) - (size)) / (10))\nend\nrepeat (100)\n point in direction ((([sin v] of ((timer) * (200)) ) * (10)) + (90))\n set size to ((([sin v] of ((timer) * (200)) ) * (10)) + (100)) %\nend\nrepeat (30)\n go to [front v] layer\n turn right (((-90) - (direction)) / (10)) degrees\n change size by (((0) - (size)) / (10))\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (4) seconds\nhide\ndelete this clone\n\nwhen I start as a clone\nif <(Clone ID) = [1]> then\n show\n go to x: (-467) y: (467)\n switch costume to (backdrop v)\n Smooth Glide to [0] [0] [5]\n wait (4) seconds\n delete this clone\nelse\n if <(Clone ID) = [2]> then\n hide\n wait (.5) seconds\n show\n go to x: (0) y: (-196)\n switch costume to (name v)\n set size to (0) %\n repeat (35)\n go to [front v] layer\n change y by (((0) - (y position)) / (5))\n change size by (((100) - (size)) / (5))\n end\n else\n if <(Clone ID) = [3]> then\n go to x: (240) y: (180)\n switch costume to (particle v)\n set size to (0) %\n show\n repeat (35)\n go to [front v] layer\n change size by (((100) - (size)) / (5))\n end\n wait (3) seconds\n delete this clone\n else\n if <(Clone ID) = [4]> then\n go to x: (-240) y: (180)\n switch costume to (particle v)\n set size to (0) %\n show\n repeat (35)\n go to [front v] layer\n change size by (((100) - (size)) / (5))\n end\n wait (3) seconds\n delete this clone\n else\n if <(Clone ID) = [5]> then\n go to x: (-240) y: (-180)\n switch costume to (particle v)\n set size to (0) %\n show\n repeat (35)\n go to [front v] layer\n change size by (((100) - (size)) / (5))\n end\n wait (3) seconds\n delete this clone\n else\n if <(Clone ID) = [6]> then\n go to x: (240) y: (-180)\n switch costume to (particle v)\n set size to (0) %\n show\n repeat (35)\n go to [front v] layer\n change size by (((100) - (size)) / (5))\n end\n wait (3) seconds\n delete this clone\n else\n if <(Clone ID) = [7]> then\n set size to (100) %\n switch costume to (backdrop v)\n show\n go to x: (-1000) y: (0)\n Smooth Glide to [0] [0] [7]\n wait (3) seconds\n delete this clone\n else\n if <(Clone ID) = [8]> then\n set size to (100) %\n switch costume to (backdrop v)\n show\n go to x: (-1000) y: (0)\n Smooth Glide to [0] [0] [7]\n wait (3) seconds\n delete this clone\n else\n if <(Clone ID) = [9]> then\n set size to (100) %\n switch costume to (backdrop v)\n show\n go to x: (-1000) y: (0)\n Smooth Glide to [0] [0] [7]\n wait (3) seconds\n delete this clone\n else\n if <(Clone ID) = [10]> then\n set size to (100) %\n switch costume to (backdrop v)\n show\n go to x: (-1000) y: (0)\n Smooth Glide to [0] [0] [7]\n wait (8) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (start v)\n delete this clone\n else\n delete this clone\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\ndelete this clone\n\ndefine Smooth Glide to (x) (y) (speed)\nrepeat until <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>>\n go to [front v] layer\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\nend\ngo to x: (x) y: (y)\n\ndefine Clones\nset [clone id v] to [11]\nrepeat (15)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [yes the end finally bwahahahahahahahaha v]\nhide\ndelete this clone\n\n@Collectables\n\nwhen I receive [green flag clicked v]\nhide\n\nwhen I receive [tick v]\nPosition ((Collectables: x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (scrollplayer2 v)?> then\n change [collected v] by (1)\n start sound [Coin v]\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 [collectables: x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (money v)\n Clone at x: [100] y: [100]\n Clone at x: [602] y: [132]\n Clone at x: [1023] y: [63]\n Clone at x: [1772] y: [180]\n Clone at x: [1611] y: [99]\nelse\n if <(LEVEL) = [2]> then\n Clone at x: [196] y: [124]\n Clone at x: [400] y: [300]\n end\nend\nset [collectables: x v] to [-9999999999999999999999999999999999]\n\ncreate clone of (_myself_ v)\nchange [collectables: x v] by (500)\nnext costume\ncreate clone of (_myself_ v)\nchange [collectables: x v] by (500)\nnext costume\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [collectables: x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide variable [collected v]\n\nwhen I receive [play game v]\nshow variable [collected v]\n\nwhen I receive [yes the end finally bwahahahahahahahaha v]\nhide\ndelete this clone\n\nwhen I receive [yes the end finally bwahahahahahahahaha v]\nhide\ndelete this clone\n\n@Platforms\n\nwhen I receive [green flag clicked v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [500] y: [0]\n Clone at x: [300] y: [45]\n Clone at x: [300] y: [0]\n Clone at x: [300] y: [20]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [600] y: [-60]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n else\n if <(LEVEL) = [3]> then\n set [collected max v] to [0]\n switch costume to (level 3 1 v)\n Clone at x: [300] y: [100]\n Clone at x: [300] y: [0]\n Clone at x: [300] y: [0]\n else\n switch costume to (level -- end v)\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\nset [collected max v] to [6]\n\nwhen I receive [yes the end finally bwahahahahahahahaha v]\nhide\nhide variable [collected v]\ndelete this clone\n\nwhen I receive [yes the end finally bwahahahahahahahaha v]\nhide\ndelete this clone\n\nwhen I receive [yes the end finally bwahahahahahahahaha v]\n\n@Exit\n\nwhen I receive [green flag clicked v]\nhide\n\nwhen I receive [tick v]\nPosition ((Exit: x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [name v]) = [Exit Open]> and <touching (scrollplayer2 v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [exit: x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (exit closed v)\n Clone at x: [1906] y: [87]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (exit closed v)\n Clone at x: [2341] y: [-115]\n else\n switch costume to (exit open2 v)\n Clone at x: [1321] y: [6]\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 [exit: x v] to (x)\nset [y v] to (y)\n\nwhen flag clicked\nhide variable [collected v]\n\nwhen I receive [play game v]\nshow variable [collected v]\n\nwhen I receive [open portal v]\nswitch costume to (exit open v)\n\nwhen I receive [tick v]\nPosition ((Exit: x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [name v]) = [Exit Open2]> and <touching (scrollplayer2 v)?>> then\n set [exit v] to [the end]\nend\n\nwhen I receive [yes the end finally bwahahahahahahahaha v]\nhide\ndelete this clone\n\nwhen I receive [yes the end finally bwahahahahahahahaha v]\nhide\ndelete this clone\n\n@Danger\n\nwhen I receive [green flag clicked v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [yes the end finally bwahahahahahahahaha v]\nhide\ndelete this clone\n\nwhen flag clicked\nset [collected max v] to [6]\n\nwhen I receive [yes the end finally bwahahahahahahahaha v]\nhide\nhide variable [collected v]\ndelete this clone\n\nwhen I receive [yes the end finally bwahahahahahahahaha v]\nhide\ndelete this clone\n\nwhen I receive [setup v]\nhide\nset [platforms: 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: [550] y: [0]\n Clone at x: [300] y: [45]\n Clone at x: [300] y: [0]\n Clone at x: [300] y: [20]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [600] y: [-60]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n else\n if <(LEVEL) = [3]> then\n set [collected max v] to [0]\n switch costume to (level 3 1 v)\n Clone at x: [300] y: [100]\n Clone at x: [300] y: [0]\n Clone at x: [300] y: [0]\n else\n switch costume to (level -- end v)\n end\n end\nend\n\n@miniature\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n
INSTRUCTIONS:\n- Arrow keys, WAD or mobile to move\n- Avoid spikes\n- Collect all Pi Coins to open the Pi Portal ;)\n- Have fun\n- Hopefully I win ^^\n\n⚠️⚠️ To win you must have knowledge about @0014019's games
NATURE | -a scrolling platformer- #Games#All
@Stage\n\nwhen flag clicked\nswitch backdrop to (empty v)\n\nwhen I receive [play game v]\nclear graphic effects\nstop all sounds\nswitch backdrop to (gameplay v)\nwait (5) seconds\nforever\n play sound [Nebula v] until done\nend\n\nwhen I receive [intro finished v]\nswitch backdrop to (home v)\nset [ghost v] effect to (50)\nwait (2) seconds\nplay sound [Home Page Music v] until done\n\nwhen I receive [play game v]\nwait (1) seconds\nforever\n play sound [Birds Sounds v] until done\nend\n\n@Lag Reducer\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@Title\n\nwhen flag clicked\nhide\n\nwhen I receive [back v]\nshow\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [play game v]\nstop [other scripts in sprite v]\nrepeat until <(y position) > [320]>\n change y by (((400) - (y position)) / (4))\n change [ghost v] effect by (((0) - (size)) / (8))\nend\nhide\nstop [this script v]\n\nwhen I receive [intro finished v]\nshow\nset size to (100) %\nset [ghost v] effect to (20)\ngo to x: (0) y: (0)\n\nwhen I receive [credits v]\nhide\n\n@Play Button\n\nwhen flag clicked\nhide\n\nwhen I receive [instructions v]\ngo to x: (564536456) y: (24562546245)\nhide\n\nwhen I receive [back v]\ngo to x: (0) y: (-50)\nshow\n\nwhen I receive [intro finished v]\nforever\n if <touching (mouse-pointer v)?> then\n start sound [Wood Tap v]\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen I receive [intro finished v]\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (30)\n change size by (((120) - (size)) / (4))\n else\n set [ghost v] effect to (50)\n change size by (((100) - (size)) / (4))\n end\nend\n\nwhen I receive [intro finished v]\nreset timer\nshow\ngo to [front v] layer\ngo to x: (0) y: (-50)\nforever\n point in direction ((([sin v] of ((timer) * (200)) ) * (5)) + (90))\nend\n\nwhen I receive [intro finished v]\nset size to (100) %\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n repeat until <not <mouse down?>>\n change size by (((70) - (size)) / (4))\n end\n if <touching (mouse-pointer v)?> then\n broadcast (Play game v)\n stop [other scripts in sprite v]\n repeat until <(size) < [6]>\n change size by (((0) - (size)) / (4))\n change [ghost v] effect by (((0) - (size)) / (8))\n end\n hide\n go to x: (6746574657) y: (7456745674567)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [credits v]\ngo to x: (564536456) y: (24562546245)\nhide\n\n@Instructions Button\n\nwhen I receive [back v]\ngo to x: (-150) y: (-50)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nstop [other scripts in sprite v]\nrepeat until <(size) < [6]>\n change size by (((0) - (size)) / (4))\n change [ghost v] effect by (((0) - (size)) / (8))\nend\nhide\nstop [this script v]\n\nwhen I receive [intro finished v]\nshow\ngo to x: (-150) y: (-50)\nset size to (100) %\nforever\n point in direction ((([sin v] of ((timer) * (200)) ) * (5)) + (90))\nend\n\nwhen I receive [intro finished v]\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (30)\n change size by (((120) - (size)) / (4))\n else\n set [ghost v] effect to (50)\n change size by (((100) - (size)) / (4))\n end\nend\n\nwhen I receive [intro finished v]\nforever\n if <touching (mouse-pointer v)?> then\n start sound [Wood Tap v]\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen I receive [intro finished v]\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n repeat until <not <mouse down?>>\n change size by (((70) - (size)) / (4))\n end\n if <touching (mouse-pointer v)?> then\n broadcast (instructions v)\n hide\n go to x: (564536345) y: (63456435654)\n end\n end\nend\n\n@Credits Button\n\nwhen I receive [back v]\ngo to x: (150) y: (-50)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nstop [other scripts in sprite v]\nrepeat until <(size) < [6]>\n change size by (((0) - (size)) / (4))\n change [ghost v] effect by (((0) - (size)) / (8))\nend\nhide\nstop [this script v]\n\nwhen I receive [intro finished v]\nshow\ngo to x: (150) y: (-50)\nset size to (100) %\nforever\n point in direction ((([sin v] of ((timer) * (200)) ) * (5)) + (90))\nend\n\nwhen I receive [intro finished v]\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (30)\n change size by (((120) - (size)) / (4))\n else\n set [ghost v] effect to (50)\n change size by (((100) - (size)) / (4))\n end\nend\n\nwhen I receive [intro finished v]\nforever\n if <touching (mouse-pointer v)?> then\n start sound [Wood Tap v]\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen I receive [intro finished v]\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n repeat until <not <mouse down?>>\n change size by (((70) - (size)) / (4))\n end\n if <touching (mouse-pointer v)?> then\n broadcast (credits v)\n hide\n go to x: (564536345) y: (63456435654)\n end\n end\nend\n\n@Instructions\n\nwhen flag clicked\nhide\n\nwhen I receive [instructions v]\nset size to (instructionssize) %\nset [ghost v] effect to (0)\nshow\nrepeat until <<mouse down?> and <touching (mouse-pointer v)?>>\n if <touching (mouse-pointer v)?> then\n change size by (((105) - (size)) / (4))\n else\n change size by (((100) - (size)) / (4))\n end\nend\nrepeat until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n change size by (((90) - (size)) / (4))\n else\n change size by (((100) - (size)) / (4))\n end\nend\nif <touching (mouse-pointer v)?> then\n set [instructionssize v] to [200]\n broadcast (back v)\n repeat until <[200] < (size)>\n change size by (((200) - (size)) / (4))\n change [ghost v] effect by (((200) - (size)) / (4))\n end\n hide\nelse\n set [instructionssize v] to [100]\n broadcast (instructions v)\nend\n\nwhen I receive [play game v]\nhide\n\nwhen flag clicked\nset [instructionssize v] to [200]\ngo to x: (0) y: (0)\nset size to (100) %\n\n@Credits\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nhide\n\nwhen flag clicked\nset [creditssize v] to [200]\ngo to x: (0) y: (0)\nset size to (100) %\n\nwhen I receive [credits v]\nset size to (creditssize) %\nset [ghost v] effect to (0)\nshow\nrepeat until <<mouse down?> and <touching (mouse-pointer v)?>>\n if <touching (mouse-pointer v)?> then\n change size by (((105) - (size)) / (4))\n else\n change size by (((100) - (size)) / (4))\n end\nend\nrepeat until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n change size by (((90) - (size)) / (4))\n else\n change size by (((100) - (size)) / (4))\n end\nend\nif <touching (mouse-pointer v)?> then\n set [creditssize v] to [200]\n broadcast (back v)\n repeat until <[200] < (size)>\n change size by (((200) - (size)) / (4))\n change [ghost v] effect by (((200) - (size)) / (4))\n end\n hide\nelse\n set [creditssize v] to [100]\n broadcast (instructions v)\nend\n\n@Guy\n\nwhen I receive [play game v]\nset [usedskip? v] to [0]\nset [mobileskip v] to [0]\nset [level v] to [1]\nshow\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game on\n repeat until <<<(EXIT) > []> or <key (p v) pressed?>> or <(mobileskip) = [1]>>\n Tick\n broadcast (Tick v)\n end\n if <<key (p v) pressed?> and <not <(LEVEL) = [6]>>> then\n set [exit v] to [A win win]\n set [usedskip? v] to [1]\n end\n if <<(mobileskip) = [1]> and <not <(LEVEL) = [6]>>> then\n set [exit v] to [A win win]\n set [usedskip? v] to [1]\n end\n if <(EXIT) = [A win win]> then\n broadcast (win YOO XD v)\n Game - Win\n set [mobileskip v] to [0]\n else\n Game - Stats\n end\nend\n\ndefine Game on\nswitch costume to (1 v)\nset rotation style [left-right v]\npoint in direction (-90)\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [x v] to [-180]\nset [y v] to [78]\nset [speedy v] to [0]\nset [sx v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nswitch costume to (hitbox v)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<<mouse down?> and <(mouse x) > (x position)>> and <<(touchingattack?) = [0]> and <(moveable) = [1]>>>> then\n set [lastkeypressed v] to [right]\n change [sx v] by (1.7)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<mouse down?> and <(mouse x) < (x position)>> and <(moveable) = [1]>>> then\n set [lastkeypressed v] to [left]\n change [sx v] by (-1.7)\nend\nif <([abs v] of (sx) ) > [0.9]> then\n Change player x by (round (sx))\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(In air) < [4]> then\n set [speedy v] to [16]\n end\nend\nif <<<mouse down?> and <(y position) < (mouse y)>> and <(moveable) = [1]>> then\n if <(In air) < [4]> then\n set [speedy v] to [16]\n end\nend\nif <(Speedy) > [-20]> then\n change [speedy v] by (-1.5)\nend\nChange player y by (Speedy)\nDead?\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (8)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (6)))\nPosition\nif <touching (trampoline v)?> then\n set [speedy v] to [30]\nend\npoint in direction (90)\nif <(Equipped) = [none]> then\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<<mouse down?> and <(mouse x) > (x position)>> and <(moveable) = [1]>>>> then\n if <<(lastkeypressed) = [left]> and <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (normalleft v)\n else\n switch costume to (normalright v)\n end\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<mouse down?> and <(mouse x) < (x position)>> and <(moveable) = [1]>>> then\n switch costume to (normalleft v)\n else\n switch costume to (normalfront v)\n end\n end\nend\nif <(Equipped) = [blue]> then\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<<mouse down?> and <(mouse x) > (x position)>> and <(moveable) = [1]>>>> then\n switch costume to (blueright v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<mouse down?> and <(mouse x) < (x position)>> and <(moveable) = [1]>>> then\n switch costume to (blueleft v)\n else\n switch costume to (bluefront v)\n end\n end\nend\nif <(Equipped) = [twill]> then\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<<mouse down?> and <(mouse x) > (x position)>> and <(moveable) = [1]>>>> then\n switch costume to (twillright v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<mouse down?> and <(mouse x) < (x position)>> and <(moveable) = [1]>>> then\n switch costume to (twillleft v)\n else\n switch costume to (twillfront v)\n end\n end\nend\nif <(Equipped) = [lime]> then\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<<mouse down?> and <(mouse x) > (x position)>> and <(moveable) = [1]>>>> then\n switch costume to (limeright v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<mouse down?> and <(mouse x) < (x position)>> and <(moveable) = [1]>>> then\n switch costume to (limeleft v)\n else\n switch costume to (limefront v)\n end\n end\nend\nif <(Equipped) = [green]> then\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<<mouse down?> and <(mouse x) > (x position)>> and <(moveable) = [1]>>>> then\n switch costume to (greenright v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<mouse down?> and <(mouse x) < (x position)>> and <(moveable) = [1]>>> then\n switch costume to (greenleft v)\n else\n switch costume to (greenfront v)\n end\n end\nend\nset [sx v] to ((sx) * (0.8))\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <<touching (levels v)?> or <touching (moving platforms v)?>>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [speedy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change player x by (sx)\nchange [x v] by (sx)\nPosition\nif <<touching (levels v)?> or <touching (moving platforms v)?>> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <<touching (levels v)?> or <touching (moving platforms v)?>>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <<touching (levels v)?> or <touching (moving platforms v)?>>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Stats\nset [dead? v] to [1]\nset [ghost v] effect to (0)\nstart sound [Bonk v]\nset [y v v] to [15]\nif <(Equipped) = [none]> then\n switch costume to (normalfront v)\nend\nif <(Equipped) = [blue]> then\n switch costume to (bluefront v)\nend\nif <(Equipped) = [twill]> then\n switch costume to (twillfront v)\nend\nif <(Equipped) = [lime]> then\n switch costume to (limefront v)\nend\nif <(Equipped) = [green]> then\n switch costume to (greenfront v)\nend\nrepeat until <(y position) < [-90]>\n set rotation style [all around v]\n change [ghost v] effect by (3)\n turn right (10) degrees\n change y by (Y v)\n change [y v v] by (-1)\nend\nrepeat until <(y position) < [-178]>\n set rotation style [all around v]\n change [ghost v] effect by (5)\n turn right (10) degrees\n change y by (Y v)\n change [y v v] by (-1)\nend\nset [dead? v] to [0]\nbroadcast (ded boiz v)\nhide\nchange [your total coins v] by ((Collect) * (-1))\n\ndefine Dead?\nif <<touching (obstacles v)?> or <<touching (lava v)?> or <<touching (saws v)?> or <<touching (enemies v)?> and <(invincible) = [0]>>>>> then\n broadcast (HIDEWHIP v)\n set [exit v] to [Die \(other way\)]\nend\n\ndefine Game - Win\nif <<<key (p v) pressed?> or <(mobileskip) = [1]>> and <not <(LEVEL) = [6]>>> then\n change [level v] by (1)\nelse\n set rotation style [all around v]\n repeat (20)\n point towards (goal v)\n turn right (65) degrees\n move ((distance to [goal v]) / (2)) steps\n change size by (-2)\n change [ghost v] effect by (5)\n end\n change [level v] by (1)\n set [guyskilledthislevel v] to [0]\n hide\n set [ghost v] effect to (0)\n set size to (100) %\nend\n\nwhen flag clicked\nset [dead? v] to [0]\nhide\n\n@Levels\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [y v] to [0]\nset [x v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (2 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (3 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (4 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (5 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [6]> then\n switch costume to (6 v)\n Position x: [450] y: [0]\n end\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Position x: (x) y: (y)\nhide\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\n@obstacles\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nset [y v] to [0]\nset [x v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (2 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (3 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (4 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (5 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [6]> then\n switch costume to (6 v)\n Position x: [450] y: [0]\n end\n end\n end\n end\n end\nend\n\ndefine Position x: (x) y: (y)\nhide\nset [brightness v] effect to (-10)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Saws\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nforever\n point in direction ((90) + (([sin v] of ((line) * (2)) ) * (300)))\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\nforever\n change [line v] by (1)\nend\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Clone x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nwait (0) seconds\nif <(LEVEL) = [2]> then\n Clone x: [871] y: [100]\nelse\n if <(LEVEL) = [3]> then\n Clone x: [1130] y: [-40]\n else\n if <(LEVEL) = [4]> then\n Clone x: [780] y: [165]\n Clone x: [1060] y: [-90]\n else\n if <(LEVEL) = [5]> then\n Clone x: [281] y: [-30]\n end\n end\n end\nend\nset [y v] to [-99999999999]\n\n@Decor\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\ngo [backward v] (50) layers\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nset [y v] to [0]\nset [x v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (2 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (3 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (4 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (5 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [6]> then\n switch costume to (6 v)\n Position x: [450] y: [0]\n end\n end\n end\n end\n end\nend\n\ndefine Position x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\nset [ghost v] effect to (0)\ngo to [back v] layer\n\n@Level Shading\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\ngo to [back v] layer\nset [ghost v] effect to (100)\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nset [y v] to [0]\nset [x v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (2 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (3 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (4 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (5 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [6]> then\n switch costume to (6 v)\n Position x: [450] y: [0]\n end\n end\n end\n end\n end\nend\n\ndefine Position x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (70)\n\n@Trampoline\n\nwhen I start as a clone\nshow\nswitch costume to (1 v)\nforever\n if <<touching (guy v)?> and <(dead?) = [0]>> then\n start sound [Big Boing v]\n repeat (5)\n next costume\n end\n repeat (5)\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nwait (0) seconds\nif <(LEVEL) = [3]> then\n Clone x: [1536] y: [-20]\nelse\n if <(LEVEL) = [4]> then\n Clone x: [1482] y: [-20]\n Clone x: [672] y: [-20]\n else\n if <(LEVEL) = [5]> then\n Clone x: [1086] y: [-2]\n end\n end\nend\nset [y v] to [-99999999999]\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\n@Collectibles\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (guy v)?> then\n start sound [Coin v]\n change [collect v] by (1)\n change [your total coins v] by (1)\n if <<(Collect) = (Max Collect)> and <(badguysded) = (badguymax)>> then\n broadcast (OPEN PORtAL v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [ghost v] effect to (0)\nset size to (100) %\nset [y v] to [0]\nset [x v] to [0]\nset [collect v] to [0]\nset [max collect v] to [0]\nif <(LEVEL) = [1]> then\n wait (0) seconds\n Clone x: [10] y: [30]\n Clone x: [540] y: [50]\n Clone x: [873] y: [81]\n Clone x: [1184] y: [76]\nelse\n if <(LEVEL) = [2]> then\n wait (0) seconds\n Clone x: [449] y: [339]\n Clone x: [538] y: [65]\n Clone x: [859] y: [194]\n Clone x: [1447] y: [100]\n else\n if <(LEVEL) = [3]> then\n wait (0) seconds\n Clone x: [185] y: [74]\n Clone x: [478] y: [38]\n Clone x: [820] y: [46]\n Clone x: [1124] y: [51]\n Clone x: [1529] y: [300]\n change [max collect v] by (-6)\n else\n if <(LEVEL) = [4]> then\n wait (0) seconds\n Clone x: [0] y: [0]\n Clone x: [206] y: [131]\n Clone x: [775] y: [253]\n else\n if <(LEVEL) = [5]> then\n wait (0) seconds\n Clone x: [273] y: [81]\n Clone x: [1259] y: [257]\n Clone x: [1672] y: [51]\n change [max collect v] by (-3)\n else\n if <(LEVEL) = [6]> then\n end\n end\n end\n end\nend\nset [y v] to [-99999999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone x: (x) y: (y)\nset [ghost v] effect to (0)\nset size to (100) %\nset [x v] to (x)\nset [y v] to (y)\nchange [max collect v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [your total coins v] to [0]\nhide\n\n@Lava\n\nwhen I start as a clone\ngo [backward v] (1) layers\nforever\n set [y v] to (([sin v] of ((timer) * (100)) ) * (10))\nend\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nset [y v] to [0]\nset [x v] to [0]\nrepeat (20)\n Position x: [450] y: [0]\nend\n\ndefine Position x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [reset v]\ndelete this clone\n\n@Enemies\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nset [badguysded v] to [0]\nset [badguymax v] to [0]\nwait (0) seconds\nif <(LEVEL) = [4]> then\n Clone x: [548] y: [-18]\n Clone x: [1077] y: [35]\nelse\n if <(LEVEL) = [5]> then\n Clone x: [966] y: [0]\n end\nend\nset [y v] to [-99999999999]\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [reset v]\nchange [your total coins v] by ((guyskilledthislevel) * (-1))\nset [guyskilledthislevel v] to [0]\ndelete this clone\n\nwhen flag clicked\nhide\ngo to [back v] layer\nset [invincible v] to [0]\n\ndefine Clone x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [badguymax v] by (1)\nset [badguycos v] to [0]\ncreate clone of (_myself_ v)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nif <(size) = [100]> then\n show\n set rotation style [left-right v]\n forever\n point in direction (90)\n set [badguycos v] to [1]\n wait (1) seconds\n set [badguycos v] to [2]\n repeat (10)\n if <not <touching (whip v)?>> then\n change [x v] by (4)\n end\n end\n set [badguycos v] to [1]\n wait (1) seconds\n set [badguycos v] to [3]\n repeat (10)\n if <not <touching (whip v)?>> then\n change [x v] by (-4)\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(size) = [100]> then\n forever\n switch costume to (hitbox v)\n if <touching (whip v)?> then\n set [invincible v] to [1]\n change [badguysded v] by (1)\n if <<(Collect) = (Max Collect)> and <(badguysded) = (badguymax)>> then\n broadcast (OPEN PORtAL v)\n end\n switch costume to (badguycos)\n start sound [Bonk v]\n set size to (50) %\n create clone of (_myself_ v)\n set size to (100) %\n change [guyskilledthislevel v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [invincible v] to [0]\n delete this clone\n end\n switch costume to (badguycos)\n end\nend\n\nwhen I start as a clone\nif <(size) = [50]> then\n change [your total coins v] by (1)\n switch costume to (coin v)\n set size to (100) %\n repeat (10)\n change [y v] by (10)\n change [ghost v] effect by (10)\n change size by (((140) - (size)) / (2))\n end\n change [y v] by (-100)\n delete this clone\nend\n\n@Whip\n\nwhen I receive [tick v]\ngo to (guy v)\n\nwhen flag clicked\nset [lastkeypressed v] to [right]\nset [latestdir v] to [45]\nforever\n if <<([costume # v] of [guy v]) = [2]> or <<([costume # v] of [guy v]) = [5]> or <<([costume # v] of [guy v]) = [8]> or <<([costume # v] of [guy v]) = [11]> or <([costume # v] of [guy v]) = [14]>>>>> then\n set [whipdir v] to (latestdir)\n else\n if <(lastkeypressed) = [right]> then\n set [whipdir v] to [45]\n else\n if <(lastkeypressed) = [left]> then\n set [whipdir v] to [-45]\n end\n end\n end\n set [latestdir v] to (whipdir)\nend\n\nwhen I receive [play game v]\ngo to [back v] layer\nswitch costume to (costume1 v)\ngo [forward v] (10) layers\nhide\nforever\n go to x: (0) y: (0)\n if <<key (space v) pressed?> and <(dead?) = [0]>> then\n set [ghost v] effect to (100)\n show\n if <(whipdir) = [45]> then\n point in direction (45)\n else\n point in direction (-45)\n end\n switch costume to (costume1 v)\n repeat (5)\n change [ghost v] effect by (-20)\n end\n if <(whipdir) = [45]> then\n repeat until <(direction) > [120]>\n turn right (((130) - (direction)) / (4)) degrees\n switch costume to (costume2 v)\n end\n else\n repeat until <(direction) < [-120]>\n turn right (((-130) - (direction)) / (4)) degrees\n switch costume to (costume3 v)\n end\n end\n switch costume to (costume2 v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [hidewhip v]\nhide\n\nwhen I receive [attack v]\nset [ghost v] effect to (100)\nshow\nif <(whipdir) = [45]> then\n point in direction (45)\nelse\n point in direction (-45)\nend\nswitch costume to (costume1 v)\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nif <(whipdir) = [45]> then\n repeat until <(direction) > [120]>\n turn right (((130) - (direction)) / (4)) degrees\n switch costume to (costume2 v)\n end\nelse\n repeat until <(direction) < [-120]>\n turn right (((-130) - (direction)) / (4)) degrees\n switch costume to (costume3 v)\n end\nend\nswitch costume to (costume2 v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nset [ghost v] effect to (0)\n\nwhen I receive [reset v]\nset [lastkeypressed v] to [right]\n\n@Goal\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [name v]) = [1]> and <touching (guy v)?>> then\n set [exit v] to [A win win]\nend\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nwait (0) seconds\nif <(LEVEL) = [1]> then\n switch costume to (2 v)\n Portal x: [1960] y: [77]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (2 v)\n Portal x: [1643] y: [98]\n else\n if <(LEVEL) = [3]> then\n switch costume to (2 v)\n Portal x: [1700] y: [175]\n else\n if <(LEVEL) = [4]> then\n switch costume to (2 v)\n Portal x: [1485] y: [230]\n else\n if <(LEVEL) = [5]> then\n switch costume to (2 v)\n Portal x: [1800] y: [170]\n else\n switch costume to (2 v)\n Portal x: [5634563456456345] y: [57345634563]\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Portal x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\ngo to [back v] layer\nshow\n\n@Transition Screen\n\nwhen I receive [play game v]\nset [situation v] to [1]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n broadcast (go to the front boiz v)\nend\n\nwhen I receive [ded boiz v]\nset [situation v] to [2]\ncreate clone of (_myself_ v)\n\nwhen I receive [win yoo xd v]\nset [situation v] to [3]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(SITUATION) = [1]> then\n set [clickpossible v] to [0]\n show\n wait (0.8) seconds\n set [clickpossible v] to [1]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n broadcast (coin reveal v)\n delete this clone\nelse\n if <(SITUATION) = [2]> then\n set [clickpossible v] to [0]\n show\n wait (0.7) seconds\n set [clickpossible v] to [1]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n delete this clone\n else\n if <(SITUATION) = [3]> then\n if <(usedskip?) = [0]> then\n set [clickpossible v] to [0]\n wait (0.7) seconds\n show\n wait (0.8) seconds\n set [clickpossible v] to [0]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n set [usedskip? v] to [0]\n delete this clone\n else\n show\n set [clickpossible v] to [0]\n wait (0.8) seconds\n set [clickpossible v] to [1]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n set [usedskip? v] to [0]\n delete this clone\n end\n end\n end\nend\n\nwhen I receive [go to the front boiz v]\ngo to [front v] layer\n\n@Skip Button\n\nwhen flag clicked\ngo to x: (6736435634) y: (6354645)\nhide\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((90) - (size)) / (4))\n else\n change size by (((80) - (size)) / (4))\n end\nend\n\nwhen I receive [play game v]\nset size to (80) %\ngo to x: (-140) y: (140)\nshow\nswitch costume to (costume1 v)\nforever\n point in direction ((([sin v] of ((timer) * (200)) ) * (5)) + (90))\nend\n\nwhen I receive [shop boiz v]\nrepeat until <(x position) < [-240]>\n change x by (((-260) - (x position)) / (2))\nend\nhide\ngo to x: (-24352345234) y: (-243524351)\n\nwhen I receive [shopbacktogame v]\npoint in direction (90)\ngo to x: (-300) y: (140)\nshow\nrepeat until <(x position) > [-140]>\n change x by (((-135) - (x position)) / (4))\nend\ngo to x: (-140) y: (140)\n\nwhen I receive [play game v]\nforever\n if <<touching (mouse-pointer v)?> and <(clickpossible) = [1]>> then\n start sound [Wood Tap v]\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen flag clicked\nset [skipbeingtouched v] to [0]\nforever\n if <touching (mouse-pointer v)?> then\n set [moveable v] to [0]\n set [skipbeingtouched v] to [0]\n else\n set [skipbeingtouched v] to [0]\n if <<(shopshown?) = [0]> and <(shopbeingtouched) = [0]>> then\n set [moveable v] to [1]\n end\n end\nend\n\nwhen I receive [play game v]\nwait (0) seconds\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n repeat until <not <mouse down?>>\n change size by (((70) - (size)) / (4))\n end\n if <touching (mouse-pointer v)?> then\n set [mobileskip v] to [1]\n end\n end\n if <(LEVEL) = [6]> then\n forever\n hide\n stop [other scripts in sprite v]\n end\n end\nend\n\n@Shop\n\nwhen flag clicked\nset [shopshown? v] to [0]\nforever\n if <<touching (mouse-pointer v)?> and <(costume [number v]) = [2]>> then\n change size by (((90) - (size)) / (4))\n else\n change size by (((80) - (size)) / (4))\n end\nend\n\nwhen I start as a clone\nif <(shopID) = [1]> then\n set [suceededgetout v] to [0]\n set [shopshown? v] to [1]\n go [forward v] (1) layers\n set size to (100) %\n point in direction (90)\n go to x: (0) y: (-300)\n switch costume to (shop v)\n repeat until <(y position) > [-1]>\n change y by (((0) - (y position)) / (3))\n end\n go to x: (0) y: (0)\n repeat until <<not <touching (mouse-pointer v)?>> and <mouse down?>>\n set [moveable v] to [0]\n end\n wait until <not <mouse down?>>\n if <not <touching (mouse-pointer v)?>> then\n set [moveable v] to [1]\n broadcast (shopclear v)\n repeat until <(y position) < [-280]>\n change y by (((-300) - (y position)) / (6))\n end\n set [shopshown? v] to [0]\n broadcast (shopbacktogame v)\n set [suceededgetout v] to [1]\n delete this clone\n else\n repeat until <(suceededgetout) = [1]>\n wait until <mouse down?>\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set [suceededgetout v] to [0]\n wait until <not <mouse down?>>\n else\n if <not <touching (mouse-pointer v)?>> then\n set [moveable v] to [1]\n broadcast (shopclear v)\n repeat until <(y position) < [-280]>\n change y by (((-300) - (y position)) / (6))\n end\n set [shopshown? v] to [0]\n broadcast (shopbacktogame v)\n set [suceededgetout v] to [1]\n delete this clone\n end\n end\n end\n end\nend\n\nwhen I receive [shopbacktogame v]\nswitch costume to (shopbutton v)\ngo to x: (-300) y: (140)\nreset timer\npoint in direction (90)\nshow\nrepeat until <(x position) > [-200]>\n change x by (((-195) - (x position)) / (4))\nend\ngo to x: (-200) y: (140)\n\nwhen I receive [play game v]\nset size to (100) %\ngo to x: (-200) y: (140)\nshow\nswitch costume to (shopbutton v)\nforever\n point in direction ((([sin v] of ((timer) * (200)) ) * (5)) + (90))\nend\n\nwhen flag clicked\nset [moveable v] to [1]\ndelete all of [skins you have v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nforever\n if <<touching (mouse-pointer v)?> and <(clickpossible) = [1]>> then\n start sound [Wood Tap v]\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen I start as a clone\nif <(shopID) = [2]> then\n go to [front v] layer\n set size to (100) %\n point in direction (90)\n switch costume to (blue v)\n forever\n go to x: (-130) y: (0)\n if <not <[skins you have v] contains [blue]?>> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [brightness v] effect to (0)\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n if <(YOUR TOTAL COINS) > [3]> then\n start sound [Register v]\n add [blue] to [skins you have v]\n change [your total coins v] by (-4)\n switch costume to (equippedblue v)\n set [equipped v] to [blue]\n else\n start sound [Clang v]\n end\n end\n end\n else\n if <(Equipped) = [blue]> then\n switch costume to (equippedblue v)\n set [brightness v] effect to (15)\n else\n switch costume to (boughtblue v)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [brightness v] effect to (0)\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set [equipped v] to [blue]\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 (twill v)\n forever\n go to x: (40) y: (0)\n if <not <[skins you have v] contains [twill]?>> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [brightness v] effect to (0)\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n if <(YOUR TOTAL COINS) > [7]> then\n start sound [Register v]\n add [twill] to [skins you have v]\n change [your total coins v] by (-8)\n switch costume to (equippedtwill v)\n set [equipped v] to [twill]\n else\n start sound [Clang v]\n end\n end\n end\n else\n if <(Equipped) = [twill]> then\n switch costume to (equippedtwill v)\n set [brightness v] effect to (15)\n else\n switch costume to (boughttwill v)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [brightness v] effect to (0)\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set [equipped v] to [twill]\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 (lime v)\n forever\n go to x: (-130) y: (-100)\n if <not <[skins you have v] contains [lime]?>> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [brightness v] effect to (0)\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n if <(YOUR TOTAL COINS) > [9]> then\n start sound [Register v]\n add [lime] to [skins you have v]\n change [your total coins v] by (-10)\n switch costume to (equippedtwill v)\n set [equipped v] to [lime]\n else\n start sound [Clang v]\n end\n end\n end\n else\n if <(Equipped) = [lime]> then\n switch costume to (equippedlime v)\n set [brightness v] effect to (15)\n else\n switch costume to (boughtlime v)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [brightness v] effect to (0)\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set [equipped v] to [lime]\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 (green v)\n forever\n go to x: (40) y: (-100)\n if <not <[skins you have v] contains [green]?>> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [brightness v] effect to (0)\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n if <(YOUR TOTAL COINS) > [14]> then\n start sound [Register v]\n add [green] to [skins you have v]\n change [your total coins v] by (-15)\n switch costume to (equippedtwill v)\n set [equipped v] to [green]\n else\n start sound [Clang v]\n end\n end\n end\n else\n if <(Equipped) = [green]> then\n switch costume to (equippedgreen v)\n set [brightness v] effect to (15)\n else\n switch costume to (boughtgreen v)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [brightness v] effect to (0)\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set [equipped v] to [green]\n end\n end\n end\n end\n end\nend\n\nwhen I receive [shopclear v]\nif <not <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>>> then\n delete this clone\nend\n\nwhen I receive [reset v]\nbroadcast (shopbacktogame v)\ndelete this clone\n\ndefine shopfast\nset [shopid v] to [1]\nrepeat (4)\n change [shopid v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset [shopbeingtouched v] to [0]\nforever\n if <touching (mouse-pointer v)?> then\n set [shopbeingtouched v] to [1]\n set [moveable v] to [0]\n else\n set [shopbeingtouched v] to [0]\n if <<(shopshown?) = [0]> and <(skipbeingtouched) = [0]>> then\n set [moveable v] to [1]\n end\n end\nend\n\nwhen I receive [play game v]\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n repeat until <not <mouse down?>>\n change size by (((70) - (size)) / (4))\n end\n if <touching (mouse-pointer v)?> then\n set [shopid v] to [1]\n create clone of (_myself_ v)\n broadcast (shop boiz v)\n repeat until <(x position) < [-240]>\n change x by (((-260) - (x position)) / (2))\n end\n shopfast\n hide\n go to x: (-24352345234) y: (-243524351)\n end\n end\nend\n\n@Clouds\n\nwhen I receive [play game v]\nforever\n wait (pick random (6) to (9)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nset [cloud speed v] to (pick random (1) to (2))\nset [cloud direction v] to (pick random (1) to (2))\nswitch costume to (pick random (1) to (3))\nset size to (pick random (70) to (100)) %\nset [ghost v] effect to (60)\nif <(cloud direction) = [1]> then\n go to x: (239) y: (pick random (120) to (150))\n repeat until <(x position) < [-239]>\n change x by ((cloud speed) * (-1))\n end\n delete this clone\nelse\n go to x: (-239) y: (pick random (120) to (150))\n repeat until <(x position) > [239]>\n change x by (cloud speed)\n end\n delete this clone\nend\n\nwhen flag clicked\nhide\n\n@Background\n\ndefine Bg Clone\nrepeat (3)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\n\nwhen I start as a clone\nshow\nforever\n go to [back v] layer\n go to x: ((((costume [number v]) - (1)) * (480)) + ((SCROLL X) / (-5))) y: ((SCROLL Y) / (-5))\n Position ((((costume [number v]) - (1)) * (480)) + ((SCROLL X) / (-5))) ((SCROLL Y) / (-5))\nend\n\nwhen I receive [play game v]\nset [ghost v] effect to (40)\nswitch costume to (1 v)\nBg Clone\nforever\n go to [back v] layer\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\n@TN\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@Attack Button\n\nwhen flag clicked\nset [touchingattack? v] to [0]\nhide\n\nwhen I receive [play game v]\ngo to x: (200) y: (-158)\nset size to (100) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (4))\n set [touchingattack? v] to [1]\n else\n change size by (((100) - (size)) / (4))\n set [touchingattack? v] to [0]\n end\nend\n\nwhen I receive [play game v]\nforever\n if <<touching (mouse-pointer v)?> and <(clickpossible) = [1]>> then\n start sound [Wood Tap v]\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen I receive [play game v]\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (attack v)\n repeat until <not <mouse down?>>\n change size by (((70) - (size)) / (4))\n end\n end\nend\n\n@Money\n\nwhen flag clicked\nset [your total coins v] to [0]\nset [equipped v] to [none]\nhide\n\nwhen I start as a clone\nif <(size) = [100]> then\n forever\n go to [front v] layer\n go to x: (193) y: (156)\n set size to (35) %\n if <<((round ((YOUR TOTAL COINS) * (100))) / (100)) = [10]> or <((round ((YOUR TOTAL COINS) * (100))) / (100)) > [10]>> then\n show\n switch costume to (letter (1) of (YOUR TOTAL COINS))\n else\n hide\n end\n set [brightness v] effect to (100)\n end\nend\n\nwhen I start as a clone\nif <(size) = [99]> then\n wait () seconds\n go to [front v] layer\n set size to (35) %\n switch costume to (0 v)\n set [brightness v] effect to (100)\n go to x: (263) y: (156)\n show\n repeat (10)\n change x by (((193) - (x position)) / (3))\n end\n forever\n go to [front v] layer\n set size to (35) %\n show\n if <(YOUR TOTAL COINS) < [10]> then\n go to x: (193) y: (156)\n switch costume to (letter (1) of (YOUR TOTAL COINS))\n else\n go to x: (207) y: (156)\n switch costume to (letter (2) of (YOUR TOTAL COINS))\n end\n set [brightness v] effect to (100)\n end\nend\n\nwhen I receive [coin reveal v]\nset size to (100) %\ncreate clone of (_myself_ v)\nset size to (99) %\ncreate clone of (_myself_ v)\nset size to (98) %\ncreate clone of (_myself_ v)\nset size to (97) %\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(size) = [98]> then\n wait () seconds\n set size to (100) %\n go to [front v] layer\n switch costume to (money v)\n go to x: (263) y: (157)\n show\n repeat (10)\n change x by (((165) - (x position)) / (3))\n end\n forever\n go to x: (165) y: (157)\n set size to (100) %\n show\n switch costume to (money v)\n end\nend\n\nwhen I start as a clone\nif <(size) = [97]> then\n go to [front v] layer\n go [backward v] (1) layers\n wait () seconds\n set size to (100) %\n switch costume to (shading v)\n go to x: (100) y: (0)\n show\n repeat (10)\n change x by (((0) - (x position)) / (3))\n end\n forever\n go to x: (0) y: (0)\n set size to (100) %\n show\n switch costume to (shading v)\n set [ghost v] effect to (0)\n end\nend\n\n@Moving Platforms\n\nwhen I receive [tick v]\nchange [mvph v] by (1)\nPosition (((x) - (SCROLL X)) + (([cos v] of (MVPH) ) * (90))) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [max collect v] to [0]\nhide\nset [collect v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nwait (0) seconds\nif <(LEVEL) = [3]> then\n Clone x: [200] y: [-32]\n Clone x: [800] y: [-32]\nelse\n if <(LEVEL) = [5]> then\n Clone x: [570] y: [27]\n else\n end\nend\nset [y v] to [-99999999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\nset [mvph v] to [100000]\ndelete this clone\n\ndefine Clone x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [max collect v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\ndefine Clone x: (x) y: (y)\nset [ghost v] effect to (0)\nset size to (100) %\nset [x v] to (x)\nset [y v] to (y)\nchange [max collect v] by (1)\ncreate clone of (_myself_ v)\n\n@Moving Shadow\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [max collect v] to [0]\nhide\nset [collect v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nif <(LEVEL) = [3]> then\n wait (0) seconds\n Clone x: [200] y: [-32]\n Clone x: [800] y: [-32]\nelse\n if <(LEVEL) = [5]> then\n wait (0) seconds\n Clone x: [570] y: [27]\n end\nend\nset [y v] to [-99999999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [max collect v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\nPosition (((x) - (SCROLL X)) + (([cos v] of (MVPH) ) * (90))) ((y) - (SCROLL Y))\ngo [forward v] (4) layers\n\ndefine Clone x: (x) y: (y)\nset [ghost v] effect to (0)\nset size to (100) %\nset [x v] to (x)\nset [y v] to (y)\nchange [max collect v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [ghost v] effect to (70)\n\n@Moving Decor\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [max collect v] to [0]\nhide\nset [collect v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nif <(LEVEL) = [3]> then\n wait (0) seconds\n Clone x: [200] y: [-32]\n Clone x: [800] y: [-32]\nelse\n if <(LEVEL) = [5]> then\n Clone x: [570] y: [27]\n end\nend\nset [y v] to [-99999999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [max collect v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\nPosition (((x) - (SCROLL X)) + (([cos v] of (MVPH) ) * (90))) ((y) - (SCROLL Y))\ngo [forward v] (4) layers\n\ndefine Clone x: (x) y: (y)\nset [ghost v] effect to (0)\nset size to (100) %\nset [x v] to (x)\nset [y v] to (y)\nchange [max collect v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [ghost v] effect to (0)\n\n
54 ON TRENDING !!!\n\nHello Guys, I Finally Present My 100 Followers Special \n NATURE | -a scrolling platformer- \n\n\nI Just Got Inspired By The Outside Which Belongs To @0014049 And Found A Great Engine Which Is By @corpcooga And His Friends @AidanA21 + @Plant2\nThanks To All Of Them!\n\nINSTRUCTIONS :-\n*Avoid Spikes, Saws\n*Bounce On Trampolines\n*Collect All Coins\n*Kill Enemies\n*Use Money To Buy Skins From Shop\n*Have Fun!\n*Like And Star This Project : )\n\nMORE STUFF :-\n* Sorry For Being Really Late In Sharing The Game As We Faced Too Many Glitches In Testing And The School Did Not Help Either So Iam Really Sorry But Hope U Like It : )\n \nSHOUTOUTS:-\n* @corpcooga + @AidanA21 + @Plant2\n* @EGHQ + @250119code2\n\nCREDITS:-\n@griffpatch for The Engine\n@-Auron- For The Enemy Design\nThe Rest Is By Me And My Collabers!\n\nTAGS:-\n#NATURE#a#scrolling#platformer#3#way#collab#corpcooga#Plant2#AidanA21#EGHQ#250119code2#Trending\n\nHave Fun! Mahdi Out (-_-)
Aqua Lands || A Platformer!
@Stage\n\nwhen flag clicked\nswitch backdrop to (pic v)\nwait (2) seconds\nswitch backdrop to (intro backdrop v)\n\nwhen backdrop switches to [intro backdrop v]\nplay sound [Dance Celebrate v] until done\n\nwhen I receive [play v]\nswitch backdrop to (character pick bdrop v)\n\nwhen backdrop switches to [b1 v]\nforever\n play sound [Sonic The Hedgehog 2 Chemical Plant Zone Remix v] until done\nend\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [b1 v]\nshow\ngo to x: (-165) y: (38)\n\nwhen I receive [sam character v]\nswitch costume to (player 1 sam v)\n\nwhen I receive [kyle character v]\nswitch costume to (player 2 kyle v)\n\nwhen I receive [bob character v]\nswitch costume to (player 3 bob v)\n\nwhen I receive [nathan character v]\nswitch costume to (player 4 nathan v)\n\nwhen I receive [will character v]\nswitch costume to (player 5 will v)\n\nwhen I receive [ben character v]\nswitch costume to (player 6 ben v)\n\nwhen I receive [griffin character v]\nswitch costume to (player 7 griffin v)\n\nwhen backdrop switches to [b1 v]\n\nwhen I receive [level change v]\ngo to x: (-165) y: (38)\n\nwhen I receive [reset v]\ngo to x: (-165) y: (38)\n\nwhen I receive [jill character v]\nswitch costume to (player 8 jill v)\n\nwhen backdrop switches to [boss level 1 v]\nforever\n if <touching (boss danger v)?> then\n change [deaths v] by (1)\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I receive [start v]\nset [fall v] to [0]\nset rotation style [left-right v]\nforever\n change y by (Fall)\n if <touching (ground v)?> then\n change y by ((0) - (Fall))\n if <key (up arrow v) pressed?> then\n set [fall v] to [17]\n else\n set [fall v] to [0]\n end\n else\n change [fall v] by (-1)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n move (10) steps\n if <touching (ground v)?> then\n move (-10) steps\n end\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n move (10) steps\n if <touching (ground v)?> then\n move (-10) steps\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching (water v)?> then\n set [ghost v] effect to (30)\n end\n if <not <touching (water v)?>> then\n clear graphic effects\n end\n if <touching (obstacles v)?> then\n go to x: (-165) y: (38)\n end\n if <touching (portal v)?> then\n broadcast (Level Change v)\n end\n if <<touching (orbs v)?> and <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <key (down arrow v) pressed?>>>>> then\n set [fall v] to [18]\n end\n if <touching (sponge trampoline v)?> then\n set [fall v] to [20]\n end\n if <touching (shark v)?> then\n go to x: (-165) y: (38)\n end\n if <touching (pufferfish v)?> then\n go to x: (-165) y: (38)\n end\n if <touching (pufferfish2 v)?> then\n go to x: (-165) y: (38)\n end\nend\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [b1 v]\nshow\ngo to x: (36) y: (28)\nswitch costume to (g1 v)\n\nwhen I receive [level change v]\nnext costume\nchange [level v] by (1)\n\nwhen backdrop switches to [b1 v]\nforever\n if <(costume [number v]) = [1]> then\n broadcast (Living thing bye! v)\n end\n if <(costume [number v]) = [11]> then\n broadcast (Living thing bye! v)\n end\nend\n\nwhen backdrop switches to [b1 v]\nforever\n if <(costume [number v]) = [4]> then\n broadcast (Living thing hi! v)\n end\nend\n\nwhen flag clicked\nhide variable [level v]\n\nwhen backdrop switches to [b1 v]\nshow variable [level v]\nset [level v] to [1]\n\nwhen backdrop switches to [b1 v]\nforever\n if <(costume [number v]) = [9]> then\n broadcast (Shark Bye v)\n end\nend\n\nwhen backdrop switches to [b1 v]\nforever\n if <(costume [number v]) = [1]> then\n broadcast (PufferBye v)\n end\n if <(costume [number v]) = [11]> then\n broadcast (PufferHi! v)\n end\n if <(costume [number v]) = [13]> then\n broadcast (PufferBye v)\n end\nend\n\n@ME\n\nwhen I receive [message1 v]\nswitch costume to (me2 v)\nwait (2) seconds\nglide (0.4) secs to x: (21) y: (75)\nwait (3) seconds\nswitch costume to (me3 v)\nwait (1) seconds\nswitch backdrop to (play backdrop v)\nhide\n\nwhen backdrop switches to [intro backdrop v]\nhide\nwait (0.5) seconds\ngo to x: (38) y: (-32)\nswitch costume to (me1 v)\nshow\n\nwhen flag clicked\nhide\n\n@Big Hw sign\n\nwhen backdrop switches to [intro backdrop v]\nswitch costume to (costume1 v)\nshow\ngo to x: (-9) y: (122)\nwait (2) seconds\nglide (0.5) secs to x: (-7) y: (45)\nbroadcast (message1 v)\nglide (0.5) secs to x: (-3) y: (-75)\nglide (0.4) secs to x: (-5) y: (-68)\nglide (0.4) secs to x: (-5) y: (-78)\nglide (0.4) secs to x: (-5) y: (-67)\nglide (0.4) secs to x: (-5) y: (-96)\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [play backdrop v]\nhide\n\n@play\n\nwhen this sprite clicked\nstart sound [Collect v]\nbroadcast (Play v)\n\nwhen I receive [play v]\nstop all sounds\nhide\nswitch backdrop to (character pick bdrop v)\n\nwhen flag clicked\nhide\nwait (14) seconds\nshow\n\nwhen flag clicked\ngo to x: (14) y: (-111)\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 [timer v] > (0.1)\nhide\n\nwhen backdrop switches to [play backdrop v]\nrepeat until <(backdrop [number v]) = [5]>\n wait (2) seconds\n start sound [Splash v]\nend\n\n@How to play\n\nwhen this sprite clicked\nstart sound [Collect v]\nbroadcast (Instructions v)\n\nwhen I receive [play v]\nstop all sounds\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to x: (-148) y: (-113)\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 [timer v] > (0.1)\nhide\n\nwhen backdrop switches to [play backdrop v]\nshow\n\n@Water Guide\n\nwhen this sprite clicked\nstart sound [Collect v]\nbroadcast (Book Guide v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to x: (176) y: (128)\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 [timer v] > (0.1)\nhide\n\nwhen backdrop switches to [b1 v]\nshow\n\n@Instruct.\n\nwhen flag clicked\nhide\ngo to x: (36) y: (28)\nswitch costume to (costume1 v)\n\nwhen I receive [instructions v]\nshow\nclear graphic effects\n\nwhen flag clicked\nforever\n if <key (c v) pressed?> then\n change [ghost v] effect by (20)\n wait (0.5) seconds\n hide\n end\nend\n\n@WATER guide page\n\nwhen flag clicked\nhide\ngo to x: (36) y: (28)\nswitch costume to (costume1 v)\n\nwhen I receive [book guide v]\nshow\nclear graphic effects\n\nwhen flag clicked\nforever\n if <key (c v) pressed?> then\n change [ghost v] effect by (20)\n wait (0.5) seconds\n hide\n end\nend\n\n@Next button\n\nwhen this sprite clicked\nbroadcast (Fake Character change costume now v)\n\nwhen I receive [play v]\nstop all sounds\nshow\nswitch backdrop to (character pick bdrop v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to x: (75) y: (61)\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 [timer v] > (0.1)\nhide\n\nwhen backdrop switches to [b1 v]\nhide\n\n@Bubble\n\nwhen backdrop switches to [play backdrop v]\nset [pandas!!! v] to [0]\nforever\n change y by (-5)\n if <touching (mouse-pointer v)?> then\n change [pandas!!! v] by (1)\n go to (random position v)\n set y to (180)\n end\n if <(y position) < [-170]> then\n go to (random position v)\n set y to (180)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [play backdrop v]\nshow\n\nwhen backdrop switches to [b1 v]\nhide\n\nwhen backdrop switches to [b1 v]\nhide\n\n@Bubble2\n\nwhen backdrop switches to [play backdrop v]\nset [pandas!!! v] to [0]\nforever\n change y by (-5)\n if <touching (mouse-pointer v)?> then\n change [pandas!!! v] by (1)\n go to (random position v)\n set y to (180)\n end\n if <(y position) < [-170]> then\n go to (random position v)\n set y to (180)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [play backdrop v]\nshow\n\nwhen backdrop switches to [b1 v]\nhide\n\nwhen backdrop switches to [b1 v]\nhide\n\n@Water\n\nwhen backdrop switches to [play backdrop v]\nshow\nset [ghost v] effect to (50)\n\nwhen flag clicked\nhide\nswitch costume to (water v)\ngo to x: (17) y: (46)\n\nwhen I receive [play v]\nhide\n\nwhen backdrop switches to [b1 v]\nshow\nswitch costume to (water1 v)\n\nwhen I receive [level change v]\nnext costume\n\n@Fake Character for picking\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\ngo to x: (36) y: (28)\n\nwhen backdrop switches to [character pick bdrop v]\nshow\n\nwhen I receive [fake character change costume now v]\nnext costume\n\nwhen I receive [change player to ... v]\nforever\n if <(costume [number v]) = [1]> then\n broadcast (Sam character v)\n end\n if <(costume [number v]) = [2]> then\n broadcast (Kyle character v)\n end\n if <(costume [number v]) = [3]> then\n broadcast (Bob character v)\n end\n if <(costume [number v]) = [4]> then\n broadcast (Nathan Character v)\n end\n if <(costume [number v]) = [5]> then\n broadcast (Will Character v)\n end\n if <(costume [number v]) = [6]> then\n broadcast (Ben Character v)\n end\n if <(costume [number v]) = [7]> then\n broadcast (Griffin Character v)\n end\n if <(costume [number v]) = [8]> then\n broadcast (Jill Character v)\n end\nend\n\nwhen backdrop switches to [b1 v]\nhide\n\n@Select Button 1\n\nwhen this sprite clicked\nstart sound [Collect v]\nbroadcast (Change player to ... v)\nbroadcast (Start v)\nswitch backdrop to (b1 v)\n\nwhen I receive [change player c to sam v]\nstop all sounds\nhide\nswitch backdrop to (character pick bdrop v)\n\nwhen flag clicked\ngo to x: (-144) y: (93)\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 [timer v] > (0.1)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\ngo to x: (-144) y: (93)\n\nwhen backdrop switches to [b1 v]\nhide\n\n@3d ness\n\nwhen flag clicked\nhide\nswitch costume to (3d 1 v)\ngo to x: (36) y: (28)\n\nwhen backdrop switches to [b1 v]\nshow\nset [ghost v] effect to (60)\n\nwhen I receive [level change v]\nnext costume\n\n@Stuff\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\ngo to x: (36) y: (28)\n\nwhen backdrop switches to [b1 v]\nshow\n\nwhen I receive [level change v]\nnext costume\n\n@Portal\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\ngo to x: (36) y: (28)\n\nwhen backdrop switches to [b1 v]\nshow\n\nwhen I receive [level change v]\nnext costume\n\nwhen backdrop switches to [b1 v]\nforever\n if <touching (water v)?> then\n set [ghost v] effect to (50)\n end\n if <not <touching (water v)?>> then\n clear graphic effects\n end\nend\n\n@Obstacles\n\nwhen flag clicked\nhide\ngo to x: (36) y: (28)\nswitch costume to (o1 v)\n\nwhen backdrop switches to [b1 v]\nshow\n\nwhen I receive [level change v]\nnext costume\n\nwhen backdrop switches to [b1 v]\nforever\n if <touching (water v)?> then\n set [ghost v] effect to (50)\n end\n if <not <touching (water v)?>> then\n clear graphic effects\n end\nend\n\n@Sponge Trampoline\n\nwhen flag clicked\nhide\ngo to x: (36) y: (28)\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [b1 v]\nshow\n\nwhen I receive [level change v]\nnext costume\n\n@Orbs\n\nwhen flag clicked\nhide\nswitch costume to (orb v)\ngo to x: (36) y: (28)\n\nwhen backdrop switches to [b1 v]\nshow\n\nwhen I receive [level change v]\nnext costume\n\n@Seaweed\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\ngo to x: (36) y: (28)\n\nwhen backdrop switches to [b1 v]\nshow\n\nwhen I receive [level change v]\nnext costume\n\n@Fish\n\nwhen flag clicked\nhide\nswitch costume to (costume4 v)\ngo to x: (36) y: (28)\n\nwhen backdrop switches to [b1 v]\nshow\npoint in direction (90)\n\nwhen backdrop switches to [b1 v]\nforever\n if <touching (water v)?> then\n set [ghost v] effect to (40)\n end\nend\n\nwhen backdrop switches to [b1 v]\nforever\n glide (4) secs to x: (-98) y: (26)\n point in direction (-90)\n glide (4) secs to x: (225) y: (28)\n point in direction (90)\n glide (4) secs to x: (36) y: (28)\nend\n\nwhen I receive [living thing bye! v]\nhide\n\nwhen I receive [living thing hi! v]\nshow\n\n@Shark\n\nwhen flag clicked\nhide\nswitch costume to (costume4 v)\ngo to x: (36) y: (28)\n\nwhen backdrop switches to [b1 v]\nshow\npoint in direction (90)\n\nwhen backdrop switches to [b1 v]\nforever\n if <touching (water v)?> then\n set [ghost v] effect to (40)\n end\nend\n\nwhen backdrop switches to [b1 v]\nforever\n wait (1) seconds\n glide (3) secs to x: (-202) y: (-37)\n point in direction (-90)\n glide (3) secs to x: (165) y: (-20)\n point in direction (90)\n glide (3) secs to x: (40) y: (-36)\nend\n\nwhen I receive [living thing bye! v]\nhide\n\nwhen I receive [living thing hi! v]\nshow\n\nwhen I receive [shark bye v]\nhide\n\n@Reset\n\nwhen this sprite clicked\nstart sound [Collect v]\nbroadcast (RESET v)\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0.1)\nhide\n\nwhen backdrop switches to [b1 v]\nshow\ngo to x: (-235) y: (-146)\n\n@Pufferfish\n\nwhen flag clicked\nhide\n\nwhen I receive [pufferbye v]\nhide\n\nwhen backdrop switches to [b1 v]\nshow\nforever\n go to x: (214) y: (-11)\n wait (1) seconds\n glide (6) secs to x: (-227) y: (-21)\n wait (1) seconds\nend\n\nwhen I receive [pufferhi! v]\nshow\n\nwhen backdrop switches to [b1 v]\nforever\n if <touching (water v)?> then\n set [ghost v] effect to (40)\n end\nend\n\n@Pufferfish2\n\nwhen flag clicked\nhide\n\nwhen I receive [pufferbye v]\nhide\n\nwhen backdrop switches to [b1 v]\nshow\nforever\n go to x: (223) y: (21)\n wait (2) seconds\n glide (6.5) secs to x: (-221) y: (-2)\n wait (0.5) seconds\nend\n\nwhen I receive [pufferhi! v]\nshow\n\nwhen backdrop switches to [b1 v]\nforever\n if <touching (water v)?> then\n set [ghost v] effect to (40)\n end\nend\n\n@Player2\n\nwhen flag clicked\nset [fall v] to [0]\nset rotation style [left-right v]\nforever\n change y by (Fall)\n if <touching (ground v)?> then\n change y by ((0) - (Fall))\n if <key (up arrow v) pressed?> then\n set [fall v] to [10]\n else\n set [fall v] to [0]\n end\n else\n change [fall v] by (-1)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n move (10) steps\n if <touching (ground v)?> then\n move (-10) steps\n end\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n move (10) steps\n if <touching (ground v)?> then\n move (-10) steps\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (danger v)?> then\n go to x: (-192) y: (-89)\n end\n if <touching (danger 2 v)?> then\n go to x: (-196) y: (50)\n end\n if <touching (lightning v)?> then\n go to x: (-192) y: (-89)\n end\n if <touching (spring boss 1 v)?> then\n go to x: (-192) y: (-89)\n end\n if <touching (boss danger v)?> then\n go to x: (-192) y: (-89)\n change [deaths v] by (1)\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (-192) y: (-89)\n\nwhen flag clicked\nhide variable [summer level v]\nhide variable [fall level v]\nhide variable [deaths v]\nhide variable [spring level v]\nhide variable [boss level v]\nswitch backdrop to (pic v)\nwait (5) seconds\nswitch backdrop to (intro v)\nwait (10) seconds\nswitch backdrop to (b1 v)\n\nwhen backdrop switches to [b1 v]\nshow variable [spring level v]\nshow\nforever\n play sound [Vexento - Pixel Party v] until done\nend\n\nwhen [space v] key pressed\nnext costume\n\nwhen flag clicked\nswitch costume to (black player v)\nset [spring level v] to [1]\nforever\n if <touching (teleporter v)?> then\n hide\n next backdrop\n go to x: (-192) y: (-89)\n show\n end\n if <touching (portal v)?> then\n hide\n switch backdrop to (b10 v)\n go to x: (-192) y: (-89)\n show\n end\n if <touching (portal2 v)?> then\n hide\n switch backdrop to (b19 v)\n go to x: (-192) y: (-89)\n show\n end\nend\n\nwhen backdrop switches to [b2 v]\ngo to x: (-179) y: (50)\nchange [spring level v] by (1)\nsay [WATER!] for (1) seconds\n\nwhen backdrop switches to [b3 v]\ngo to x: (-179) y: (50)\nchange [spring level v] by (1)\n\nwhen flag clicked\nforever\n if <touching (water v)?> then\n set [ghost v] effect to (75)\n switch costume to (scuba player v)\n end\n if <not <touching (water v)?>> then\n clear graphic effects\n end\n if <touching (trampoline v)?> then\n set [fall v] to [15]\n end\n if <touching (super trampoline! v)?> then\n set [fall v] to [20]\n end\n if <touching (crab v)?> then\n go to x: (-192) y: (-89)\n end\n if <touching (pufferfish v)?> then\n go to x: (-192) y: (-89)\n end\n if <touching (pufferfish2 v)?> then\n go to x: (-192) y: (-89)\n end\n if <touching (contraption v)?> then\n change size by (-30)\n wait (7) seconds\n change size by (30)\n change y by (20)\n end\n if <touching (bad platformer v)?> then\n go to x: (-192) y: (-89)\n end\n if <touching (ladder v)?> then\n set [fall v] to [9]\n end\n if <touching (key v)?> then\n broadcast (Key collected v)\n play sound [Collect v] until done\n end\nend\n\nwhen backdrop switches to [b4 v]\ngo to x: (-192) y: (-89)\nchange [spring level v] by (1)\n\nwhen backdrop switches to [b5 v]\ngo to x: (-192) y: (-89)\nchange [spring level v] by (1)\n\nwhen backdrop switches to [b6 v]\ngo to x: (-192) y: (-89)\nchange [spring level v] by (1)\n\nwhen backdrop switches to [b7 v]\ngo to x: (-192) y: (-89)\nchange [spring level v] by (1)\n\nwhen backdrop switches to [b8 v]\ngo to x: (-192) y: (-89)\nchange [spring level v] by (1)\n\nwhen backdrop switches to [b9 v]\ngo to x: (-192) y: (-89)\nsay [Hmmmm...] for (2) seconds\nchange [spring level v] by (1)\n\nwhen backdrop switches to [boss level 1 v]\nstop all sounds\ngo to x: (-192) y: (-89)\nhide variable [spring level v]\nshow variable [boss level v]\nchange [boss level v] by (1)\n\nwhen flag clicked\nset [boss level v] to [0]\nset size to (60) %\n\nwhen backdrop switches to [boss level 1 v]\nwait (38) seconds\nif <(Deaths) < [40]> then\n wait (1) seconds\n switch backdrop to (boss level win 1 v)\nend\nif <(Deaths) > [40]> then\n wait (1) seconds\n switch backdrop to (boss level lose 1 v)\n wait (2) seconds\n switch backdrop to (boss level 1 v)\nend\n\nwhen backdrop switches to [b10 v]\ngo to x: (-192) y: (-89)\nhide variable [spring level v]\nhide variable [boss level v]\nhide variable [deaths v]\nshow variable [summer level v]\nset [summer level v] to [1]\n\nwhen backdrop switches to [b11 v]\ngo to x: (-192) y: (-89)\nchange [summer level v] by (1)\n\nwhen backdrop switches to [b12 v]\ngo to x: (-192) y: (-89)\nchange [summer level v] by (1)\n\nwhen backdrop switches to [b13 v]\ngo to x: (-192) y: (-89)\nchange [summer level v] by (1)\n\nwhen backdrop switches to [b14 v]\ngo to x: (-192) y: (-89)\nchange [summer level v] by (1)\n\nwhen backdrop switches to [b15 v]\ngo to x: (-192) y: (-89)\nchange [summer level v] by (1)\n\nwhen backdrop switches to [b16 v]\ngo to x: (-192) y: (-89)\nchange [summer level v] by (1)\n\nwhen backdrop switches to [b17 v]\ngo to x: (-192) y: (-89)\nchange [summer level v] by (1)\n\nwhen backdrop switches to [b18 v]\ngo to x: (-192) y: (-89)\nchange [summer level v] by (1)\n\nwhen backdrop switches to [boss level 2 v]\nstop all sounds\ngo to x: (-192) y: (-89)\nhide variable [summer level v]\nshow variable [boss level v]\nset [boss level v] to [1]\n\nwhen backdrop switches to [boss level 2 v]\nwait (38) seconds\nif <(Deaths) < [30]> then\n wait (1) seconds\n switch backdrop to (boss level win 2 v)\nend\nif <(Deaths) > [30]> then\n wait (1) seconds\n switch backdrop to (boss level lose 2 v)\n wait (2) seconds\n switch backdrop to (boss level 2 v)\nend\n\nwhen backdrop switches to [b19 v]\ngo to x: (-192) y: (-89)\nhide variable [summer level v]\nhide variable [boss level v]\nhide variable [deaths v]\nshow variable [fall level v]\nset [fall level v] to [1]\n\nwhen backdrop switches to [b20 v]\ngo to x: (-192) y: (-89)\nchange [fall level v] by (1)\n\nwhen backdrop switches to [b21 v]\ngo to x: (-192) y: (-89)\nchange [fall level v] by (1)\n\nwhen I receive [reset v]\ngo to x: (-192) y: (-89)\n\nwhen backdrop switches to [b22 v]\ngo to x: (-192) y: (-89)\nchange [fall level v] by (1)\n\nwhen backdrop switches to [b23 v]\ngo to x: (-192) y: (-89)\nchange [fall level v] by (1)\n\nwhen backdrop switches to [b24 v]\ngo to x: (-192) y: (-89)\nchange [fall level v] by (1)\n\nwhen backdrop switches to [boss level 1 v]\nforever\n if <touching (boss danger v)?> then\n change [deaths v] by (1)\n end\nend\n\n
The Game Is Finished!\nRead instructions in game.\nNON MOBILE FRIENDLY!\n\nPLEASE LOVE AND FAVE!
Scrolling Platformer
@Stage\n\nwhen flag clicked\nforever\n broadcast (Update v)\nend\n\n@Player\n\nwhen flag clicked\nbroadcast (Start v)\n\nwhen I receive [start v]\nset [xv v] to [0]\nset [yv v] to [0]\nset [slope v] to [5]\nset [can jump v] to [yes]\nset [scrollx v] to [0]\nset [scrolly v] to [0]\nshow\nrepeat (4)\n set [ghost v] effect to (100)\n wait (0.2) seconds\n clear graphic effects\n wait (0.05) seconds\nend\n\ndefine Movement\nswitch costume to (hitbox v)\nset rotation style [don't rotate v]\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n point in direction (-90)\nend\nset [xv v] to ((Xv) * (.9))\nX-Collision\nchange [yv v] by (-1)\nY-Collision <(Yv) > [0]>\nchange [scrollx v] by ((x position) * (-1))\nchange [scrolly v] by ((y position) * (-1))\ngo to x: (0) y: (0)\n\nwhen I receive [start v]\nforever\n Movement\nend\n\ndefine X-Collision\nchange x by (Xv)\nrepeat until <<(Slope) > [8]> or <not <<touching (ground v)?> or <touching (moving platform v)?>>>>\n change [slope v] by (1)\n change y by (1)\nend\nif <<touching (ground v)?> or <touching (moving platform v)?>> then\n change y by ((Slope) * (-1))\n set [slope v] to [0]\n change x by ((Xv) * (-1))\n set [xv v] to [0]\nend\n\ndefine Y-Collision <going up?>\nchange y by (Yv)\nif <<touching (ground v)?> or <touching (moving platform v)?>> then\n set [can jump v] to [yes]\n set [yv v] to [0]\n repeat until <not <<touching (ground v)?> or <touching (moving platform v)?>>>\n if <going up?> then\n change y by (-1)\n else\n change y by (1)\n end\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <<(Can Jump) = [yes]> and <not <going up?>>> then\n set [yv v] to [15]\n set [can jump v] to [no]\n end\n end\nend\nset rotation style [left-right v]\nswitch costume to (Animation #)\n\nwhen I receive [start v]\nforever\n set [animation # v] to [2]\n wait (pick random (3) to (5)) seconds\n set [animation # v] to [3]\n wait (0.02) seconds\n set [animation # v] to [4]\n wait (0.02) seconds\n set [animation # v] to [5]\n wait (0.04) seconds\n set [animation # v] to [6]\n wait (0.03) seconds\nend\n\nwhen I receive [start v]\nwait (1) seconds\nforever\n if <<touching (water v)?> or <touching (obstacles v)?>> then\n set rotation style [all around v]\n stop [other scripts in sprite v]\n set [yv v] to [10]\n repeat until <touching (_edge_ v)?>\n go to [front v] layer\n turn left (3) degrees\n change y by (Yv)\n change [yv v] by (-1)\n end\n hide\n wait (1) seconds\n broadcast (Start v)\n end\nend\n\n@Ground\n\nwhen I receive [update v]\nif <(Ground Clone #) = [0]> then\n go to x: (ScrollX) y: (ScrollY)\n switch costume to (mid v)\nelse\n if <(Ground Clone #) = [1]> then\n go to x: ((ScrollX) + (485)) y: (ScrollY)\n switch costume to (right v)\n else\n if <(Ground Clone #) = [2]> then\n go to x: ((ScrollX) - (485)) y: (ScrollY)\n switch costume to (left v)\n end\n end\nend\n\nwhen I receive [start v]\ngo to [front v] layer\nswitch costume to (mid v)\nset [ground clone # v] to [0]\nrepeat (2)\n change [ground clone # v] by (1)\n create clone of (_myself_ v)\nend\nset [ground clone # v] to [0]\n\n@Tree BACKGROUND\n\nwhen I receive [update v]\ngo to x: ((ScrollX) * (.2)) y: ((ScrollY) * (.2))\ngo [backward v] (2) layers\n\n@Mountain BACKGROUND\n\nwhen I receive [update v]\ngo to x: ((ScrollX) * (.1)) y: ((ScrollY) * (.1))\ngo [backward v] (3) layers\n\n@Ground1 Bushes\n\nwhen I receive [update v]\ngo to x: (ScrollX) y: (ScrollY)\ngo [backward v] (1) layers\n\n@Ground2 Bushes\n\nwhen I receive [update v]\ngo to x: ((ScrollX) + (485)) y: (ScrollY)\ngo [backward v] (1) layers\n\n@Ground3 Bushes\n\nwhen I receive [update v]\ngo to x: ((ScrollX) - (485)) y: (ScrollY)\ngo [backward v] (1) layers\n\n@Obstacles\n\nwhen I receive [start v]\nhide\nrepeat (10)\n delete this clone\nend\nset [obstacle type v] to [Spike]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [obstacle type v] to [Saw]\ncreate clone of (_myself_ v)\n\nwhen I receive [update v]\nif <(Obstacle Type) = [Spike]> then\n switch costume to (spike r v)\n go to x: ((ScrollX) + (485)) y: (ScrollY)\nelse\n if <(Obstacle Type) = [Saw]> then\n switch costume to (saw l v)\n go to x: ((ScrollX) - (190)) y: ((ScrollY) + (60))\n end\nend\n\nwhen I start as a clone\nshow\nif <(Obstacle Type) = [Saw]> then\n forever\n turn right (15) degrees\n end\nend\n\n@Water\n\nwhen I receive [start v]\nset [water x v] to [-485]\nset [water y v] to [0]\nforever\n repeat (10)\n change [water y v] by (.5)\n end\n repeat (10)\n change [water y v] by (-.5)\n end\nend\n\nwhen I receive [update v]\ngo to x: ((water X) + (ScrollX)) y: ((water Y) + (ScrollY))\n\n@Moving Platform\n\nwhen I receive [update v]\ngo to x: ((Moving Platform X) + (ScrollX)) y: ((Moving Platform Y) + (ScrollY))\n\nwhen I receive [start v]\nset [moving platform x v] to [-50]\nset [moving platform y v] to [130]\nforever\n repeat (75)\n change [moving platform x v] by (2)\n end\n repeat (75)\n change [moving platform x v] by (-2)\n end\nend\n\n@Coins\n\nwhen I receive [start v]\nhide\nrepeat (10)\n delete this clone\nend\nCreate Coin At: [-165] [-50]\nCreate Coin At: [220] [215]\nCreate Coin At: [-650] [-50]\nCreate Coin At: [-470] [50]\nCreate Coin At: [485] [-15]\n\ndefine Create Coin At: (x) (y)\nset [coinx v] to (x)\nset [coiny v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nswitch costume to (coin1 v)\nset size to (100) %\nforever\n if <not <(costume [number v]) = [10]>> then\n next costume\n if <(costume [number v]) > [8]> then\n switch costume to (coin1 v)\n end\n end\n go to x: ((ScrollX) + (CoinX)) y: ((ScrollY) + (CoinY))\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n switch costume to (sparkle v)\n repeat (10)\n change [ghost v] effect by (10)\n change size by (4)\n end\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n repeat (10)\n change [coiny v] by (.5)\n end\n repeat (10)\n change [coiny v] by (-.5)\n end\nend\n\n@Outline\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\nwhen [timer v] > (0.1)\nhide\n\n@Thumbnail\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n reset timer\nend\n\nwhen [timer v] > (0.1)\nshow\ngo to [front v] layer\n\n
Directions:\n*WASD or ARROW KEYS to move\n*Don't touch the spikes/saws!\n*Try to collect all the coins\n=========================================
Updated Mega Man Scrolling Platformer Engine
@Stage\n\nwhen flag clicked\nset [music v] to [5]\nset volume to (100) %\nforever\n play sound (Music) until done\nend\n\nwhen flag clicked\nbroadcast (SetUp v)\n\nwhen I receive [oh no a tank squad v]\nrepeat (10)\n change volume by (-10)\nend\nset [music v] to [3]\nstop all sounds\nrepeat (10)\n change volume by (10)\nend\n\nwhen I receive [die v]\nrepeat (10)\n change volume by (-10)\nend\nwait (3) seconds\nset [music v] to [2]\nset volume to (100) %\nstop all sounds\nbroadcast (SetUp v)\nbroadcast (READY v)\nif <(Megaman Costume) = [2]> then\n set volume to (0) %\n wait (4) seconds\n set volume to (100) %\nelse\n wait (1) seconds\nend\nbroadcast (Teleportin v)\n\nwhen I receive [defeated tank sqaud v]\nset volume to (0) %\nwait (1) seconds\nset [music v] to [2]\nset [checkpoint # v] to [2]\nstop all sounds\nset volume to (100) %\nset [scroll x max v] to [2481]\n\nwhen I receive [transition up v]\nbroadcast (Disable Movement v)\nrepeat (43)\n change [scroll y max v] by (10)\n change [scroll y min v] by (10)\n broadcast (Player_MoveDown v)\nend\nbroadcast (Enable Movement v)\nif <(Checkpoint #) = [2]> then\n set [checkpoint # v] to [3]\n set [scroll x max v] to [2481]\n set [scroll x min v] to [2481]\nelse\n if <(Checkpoint #) = [5]> then\n set [checkpoint # v] to [6]\n set [scroll x max v] to [5570]\n set [scroll x min v] to [5570]\n end\nend\n\nwhen I receive [transition down v]\nbroadcast (Disable Movement v)\nrepeat (43)\n change [scroll y max v] by (-10)\n change [scroll y min v] by (-10)\n broadcast (Player_MoveUp v)\nend\nbroadcast (Enable Movement v)\n\nwhen I receive [bossgatetransition v]\nbroadcast (Disable Movement v)\nrepeat (48)\n change [scroll x max v] by (10)\n change [scroll x min v] by (10)\n broadcast (Player_MoveLeft v)\nend\nbroadcast (Enable Movement v)\n\nwhen I receive [trinitro man fight v]\nset [checkpoint # v] to [4]\nrepeat (2)\n broadcast (Player_MoveUp v)\nend\nset [scroll y max v] to [1690]\nset [scroll y min v] to [1690]\nrepeat (10)\n change volume by (-10)\nend\nset [music v] to [3]\nstop all sounds\nrepeat (10)\n change volume by (10)\nend\n\nwhen flag clicked\nset [scroll x max v] to [0]\nset [scroll x min v] to [0]\nset [scroll y max v] to [0]\nset [scroll y min v] to [0]\ndelete all of [activated bossgates v]\nadd [0] to [activated bossgates v]\n\nwhen I receive [bossdie v]\nrepeat (10)\n change volume by (-10)\nend\nif <(Checkpoint #) = [4]> then\n wait (1) seconds\n set [music v] to [2]\n stop all sounds\n set volume to (100) %\n repeat (10)\n change volume by (10)\n end\n broadcast (Enable Movement v)\n replace item (1) of [activated bossgates v] with [1]\nend\n\nwhen I receive [last boss fight v]\nset [checkpoint # v] to [7]\nrepeat (10)\n change volume by (-10)\nend\nset [music v] to [4]\nstop all sounds\nrepeat (10)\n change volume by (10)\nend\n\nwhen I receive [take dmg v]\nset [dmg thingy v] to [1]\ncreate clone of (ready v)\nwait (.02) seconds\nset [dmg thingy v] to [2]\ncreate clone of (ready v)\nwait (.02) seconds\nset [dmg thingy v] to [3]\ncreate clone of (ready v)\nwait (.02) seconds\nset [dmg thingy v] to [4]\ncreate clone of (ready v)\nwait (.02) seconds\n\nwhen I receive [start v]\nrepeat (10)\n change volume by (-10)\nend\nwait (1.8) seconds\nif <(Megaman Costume) = [2]> then\n wait (3) seconds\nend\nrepeat (10)\n change volume by (10)\nend\n\n@hitbox\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n set [using gun? v] to [1]\n else\n set [using gun? v] to [0]\n end\nend\n\nwhen I receive [teleportin v]\nset [falling? v] to [0]\nforever\n wait until <(falling?) > [3]>\n wait until <(falling?) < [2]>\n start sound [Mega Man 5 SFX \(5\) v]\nend\n\nwhen I receive [take dmg v]\nstart sound [Mega Man 5 SFX \(6\) v]\nset [takingdmg v] to [1]\nwait (.6) seconds\nset [takingdmg v] to [0]\n\nwhen flag clicked\nset [sliding?2 v] to [0]\n\nwhen flag clicked\nforever\n if <(SLIDING?2) = [1]> then\n switch costume to (idle4 v)\n else\n switch costume to (idle3 v)\n end\nend\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]\nif <(falling?) < [3]> then\n reset timer\n create clone of (hpbar v)\n repeat until <<(timer) > [.5]> and <(STAY SLIDING) = [0]>>\n if <(Megaman Costume) = [3]> then\n set [slide time2 v] to [0]\n set [sliding?2 v] to [1]\n if <(direction) = [90]> then\n if <(falling?) < [3]> then\n if <(CanMove?) = [1]> then\n change [speed x v] by (.5)\n Walk (direction) (speed x)\n end\n end\n else\n if <(falling?) < [3]> then\n if <(CanMove?) = [1]> then\n change [speed x v] by (-.5)\n Walk (direction) (speed x)\n end\n end\n end\n else\n set [slide time2 v] to [0]\n set [sliding?2 v] to [1]\n if <(direction) = [90]> then\n if <(falling?) < [3]> then\n Walk (direction) [5]\n end\n else\n if <(falling?) < [3]> then\n Walk (direction) [-5]\n end\n end\n end\n end\nend\nset [sliding?2 v] to [0]\nwait (.25) seconds\nset [slide time2 v] to [1]\n\nwhen I receive [die v]\nset [canmove? v] to [0]\n\nwhen I receive [die v]\nrepeat (10)\n set [canmove? v] to [0]\nend\n\nwhen I receive [bossdie v]\nset [canmove? v] to [0]\n\nwhen I receive [bossdie v]\nrepeat (50)\n set [canmove? v] to [0]\nend\n\nwhen flag clicked\nset [slide time2 v] to [1]\n\nwhen I receive [stuncheck v]\nif <(falling?) < [2]> then\n broadcast (STUNNED v)\nend\n\nwhen I receive [stunned v]\nset [canmove? v] to [0]\nwait (2) seconds\nset [canmove? v] to [1]\n\nwhen I receive [hitboxsnap v]\ngo to (mega man/protoman/bass v)\nchange y by (15)\n\ndefine Tick <<> <^> <>> <v>\nif <(CanMove?) = [1]> then\n if <(Collide with ladder) = [1]> then\n set x to (((LADDER_SNP) - (Scroll X)) + (12))\n set [scroll x v] to (LADDER_SNP)\n if <<not <mouse down?>> and <not <key (space v) pressed?>>> then\n if <^> then\n change y by (6)\n end\n if <v> then\n if <mouse down?> then\n change y by (6)\n else\n change y by (-6)\n end\n end\n end\n else\n if <<not <<>> and <not <>>>> then\n set [speed x v] to [0]\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 <(TrebleBoostTimer) > [0]> then\n change [speed y v] by (.5)\n if <(speed y) > [5]> then\n set [speed y v] to [5]\n end\n end\n if <not <(TrebleBoostTimer) > [0]>> then\n if <(Antigravity?) = [1]> then\n change [speed y v] by (-.16)\n change y by (speed y)\n else\n change [speed y v] by (-.5)\n change y by (speed y)\n end\n end\n else\n if <(Antigravity?) = [1]> then\n change [speed y v] by (-.16)\n change y by (speed y)\n else\n change [speed y v] by (-.5)\n change y by (speed y)\n end\n end\n Touch Ground <(speed y) > [0]>\n if <<> then\n if <(getting ouched ?) = [0]> then\n if <(Megaman Costume) = [3]> then\n point in direction (-90)\n if <<<<not <key (space v) pressed?>> and <not <mouse down?>>> or <not <(falling?) < [3]>>> or <(TrebleBoostTimer) > [0]>> then\n change [speed x v] by (-6)\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n if <(slide time2) = [1]> then\n broadcast (slide v)\n end\n end\n end\n else\n change [speed x v] by (-6)\n point in direction (-90)\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n if <(slide time2) = [1]> then\n broadcast (slide v)\n end\n end\n end\n end\n end\n if <>> then\n if <(getting ouched ?) = [0]> then\n if <(Megaman Costume) = [3]> then\n point in direction (90)\n if <<<<not <key (space v) pressed?>> and <not <mouse down?>>> or <not <(falling?) < [3]>>> or <(TrebleBoostTimer) > [0]>> then\n change [speed x v] by (6)\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n if <(slide time2) = [1]> then\n broadcast (slide v)\n end\n end\n end\n else\n change [speed x v] by (6)\n point in direction (90)\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n if <(slide time2) = [1]> then\n broadcast (slide v)\n end\n end\n end\n end\n end\n if <<(Ice Physics?) = [1]> and <(falling?) < [3]>> then\n set [speed x v] to ((speed x) * (.6))\n else\n set [speed x v] to ((speed x) * (.5))\n end\n change y by (speed y)\n Walk (direction) (speed x)\n Touch Ground <(speed y) > [0]>\n if <<^> and <(falling?) < [3]>> then\n if <(getting ouched ?) = [0]> then\n if <(Megaman Costume) = [3]> then\n if <<<<not <key (space v) pressed?>> and <not <mouse down?>>> and <(Megaman Costume) = [3]>> or <(TrebleBoostTimer) > [0]>> then\n set [speed y v] to [6]\n end\n else\n set [speed y v] to [6]\n end\n end\n end\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 change [speed y v] by (-1)\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 <(getting ouched ?) = [0]> then\n if <(falling?) < [3]> then\n if <(JUMP KEY) = [1]> then\n if <(Megaman Costume) = [3]> then\n if <<<not <key (space v) pressed?>> and <not <mouse down?>>> and <(Megaman Costume) = [3]>> then\n set [speed y v] to [7]\n end\n else\n set [speed y v] to [7]\n end\n end\n end\n end\n else\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)?>> and <<not <touching (misc objects v)?>> and <(Collide with ladder) = [0]>>>>\n change [slope v] by (1)\n change y by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\n\nwhen flag clicked\nswitch costume to (idle v)\nset size to (200) %\nset size to (100) %\nset [falling v] to [0]\nset [speed y v] to [0]\nset [canmove? v] to [0]\nset [dead: v] to [0]\nset [health v] to [1]\ngo to x: (0) y: (-120)\nhide\nforever\n if <<(CanMove?) = [1]> and <(TRANSITION2) = [0]>> then\n Tick <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>> <(JUMP KEY) = [1]> <<<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)>>>> <<<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)>>>>\n end\nend\n\nwhen flag clicked\nset volume to (60) %\nset [canmove? v] to [0]\nset [frame v] to [0]\n\nwhen flag clicked\nset rotation style [left-right v]\nset [speed v] to [3]\n\nwhen flag clicked\nset size to (200) %\nset [speed v] to [1]\nforever\n if <key (left arrow v) pressed?> then\n set [speed v] to [-3]\n end\n if <key (right arrow v) pressed?> then\n set [speed v] to [-3]\n end\nend\n\nwhen I receive [die v]\nset [speed v] to [1]\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <<not <touching (ground v)?>> and <not <<touching (misc objects v)?> and <(Collide with ladder) = [0]>>>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\nwhen I receive [die v]\nset [canmove? v] to [0]\n\nwhen I receive [knockback v]\nset [knock v] to [15]\nif <(direction) = [90]> then\n repeat (6)\n change [knock v] by (-2.5)\n Walk [90] ((knock) * (-1))\n end\nelse\n repeat (6)\n change [knock v] by (-2.5)\n Walk [-90] (knock)\n end\nend\n\ndefine Scrolling Blocks\nchange [scroll x v] by (x position)\nif <(Scroll X) < (Scroll X Min)> then\n set [scroll x v] to (Scroll X Min)\nelse\n if <(Scroll X) > (Scroll X Max)> then\n set [scroll x v] to (Scroll X Max)\n else\n set x to (0)\n end\nend\nchange [scroll y v] by (y position)\nif <(Scroll Y) < (Scroll Y Min)> then\n set [scroll y v] to (Scroll Y Min)\nelse\n if <(Scroll Y) > (Scroll Y Max)> then\n set [scroll y v] to (Scroll Y Max)\n else\n set y to (0)\n end\nend\n\nwhen flag clicked\nforever\n Scrolling Blocks\nend\n\nwhen I receive [teleportin v]\nset [a v] to [0]\nhide\nwait (.1) seconds\nset [scroll x v] to [0]\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)\nif <(Megaman Costume) = [2]> then\n wait (2) seconds\nelse\n wait (1) seconds\nend\nset [ghost v] effect to (100)\nshow\nif <(Section At) = ((LevelLength) + (-1))> then\n repeat (14)\n change y by (-20)\n end\nelse\n repeat (8)\n change y by (-20)\n end\nend\nrepeat until <touching (ground v)?>\n change y by (-20)\nend\nset x to (0)\nchange y by (-15)\nfindground\nstart sound [Mega Man 5 SFX \(21\) v]\nset [a v] to [1]\nset [canmove? v] to [1]\n\nwhen flag clicked\nset [checkpoint # v] to [0]\nset [fightstart? v] to [0]\n\nwhen I receive [transition effect v]\nrepeat (15)\n reset timer\nend\n\nwhen I receive [rush_jump v]\nset [speed y v] to [15]\n\nwhen I receive [battle begin v]\nset [canmove? v] to [0]\nwait (2) seconds\nset [canmove? v] to [1]\n\nwhen I receive [ready v]\nset [canmove? v] to [0]\nhide\n\nwhen I receive [fwd_10 v]\nWalk (direction) [10]\n\nwhen I receive [bck_10 v]\nWalk (direction) [-10]\n\nwhen I receive [teleportin v]\nset [jump key v] to [0]\nforever\n set [jump key v] to [0]\n wait until <<<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)>>>>\n set [jump key v] to [1]\n wait until <not <<<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)>>>>>\nend\n\nwait (.05) seconds\nset [jump key v] to [0]\n\nwhen I receive [teleportin v]\nforever\n if <(CanMove?) = [1]> then\n Walk (direction) ((TrackXspeed) * (.2))\n end\nend\n\nwhen I receive [teleportin v]\nset [ladder climb alternate v] to [1]\nforever\n if <<(JUMP KEY) = [1]> or <<<key (s v) pressed?> or <key (down arrow v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse y) < (y position)>>>>> then\n if <(Ladder Climb Alternate) = [1]> then\n set [ladder climb alternate v] to [2]\n else\n set [ladder climb alternate v] to [1]\n end\n wait (.2) seconds\n end\nend\n\nwhen I receive [player_moveup v]\nchange y by (8)\n\nwhen I receive [player_movedown v]\nchange y by (-8)\n\nwhen I receive [disable movement v]\nset [canmove? v] to [0]\n\nwhen I receive [enable movement v]\nset [canmove? v] to [1]\n\nwhen I receive [teleportin v]\nforever\n wait (1) seconds\n wait until <<(y position) < [-155]> or <(y position) > [190]>>\n if <(y position) > [190]> then\n if <(CanMove?) = [1]> then\n if <<(Collide with ladder) = [1]> and <(JUMP KEY) = [1]>> then\n broadcast (Transition Up v)\n wait (2) seconds\n end\n end\n end\n if <(y position) < [-155]> then\n if <(CanMove?) = [1]> then\n if <(Collide with ladder) = [1]> then\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 broadcast (Transition Down v)\n wait (2) seconds\n end\n else\n set [health v] to [15]\n set [sliding?2 v] to [0]\n end\n end\n end\nend\n\nwhen I receive [player_moveleft v]\nchange x by (-10)\n\nwhen I receive [teleportin v]\nforever\n if <(Scroll X) = [2961]> then\n if <(x position) < [-190]> then\n set x to (-190)\n end\n if <<(item (1) of [activated bossgates v]) = [0]> and <(x position) > [185]>> then\n set x to (185)\n end\n end\n if <(Scroll X) = [3441]> then\n if <(x position) < [-190]> then\n set x to (-190)\n end\n end\n if <(Scroll X) = [6050]> then\n if <(x position) < [-197]> then\n set x to (-197)\n end\n end\nend\n\ndefine findground\nrepeat until <not <touching (ground v)?>>\n change y by (1)\nend\n\n@mega man/protoman/bass\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 flag clicked\n\nwhen I receive [die v]\nset [speed v] to [1]\nset [canmove? v] to [0]\n\nwhen I start as a clone\nset rotation style [left-right v]\ngo to [front v] layer\nshow\nif <(HEALTH) > [14]> then\n set size to (250) %\n switch costume to (death v)\n wait (.1) seconds\n switch costume to (death2 v)\n wait (.1) seconds\n switch costume to (death3 v)\n wait (.1) seconds\nelse\n if <(Megaman Costume) = [3]> then\n start sound [Mega Man 5 SFX \(4\) v]\n switch costume to (bassshot v)\n else\n if then\n if <(hold) = [42]> then\n turn left (10) degrees\n else\n if <(hold) = [41]> then\n turn right (10) degrees\n end\n end\n if <(hold) = [60]> then\n forever\n switch costume to (shot1 v)\n wait (.05) seconds\n next costume\n wait (.05) seconds\n next costume\n wait (.05) seconds\n next costume\n wait (.05) seconds\n end\n else\n start sound [Mega Man 5 SFX \(4\) v]\n switch costume to (laser v)\n end\n end\n end\nend\n\nwhen flag clicked\nset [sliding? v] to [0]\nforever\n if <<(CanMove?) = [1]> and <<key (space v) pressed?> or <mouse down?>>> then\n if <(SLIDING?) = [0]> then\n if <(Megaman Costume) = [3]> then\n if <(TrebleBoostTimer) > [0]> then\n if <([direction v] of [hitbox v]) = [90]> then\n point in direction (45)\n set [hold v] to [0]\n create clone of (_myself_ v)\n point in direction (135)\n set [hold v] to [0]\n create clone of (_myself_ v)\n else\n point in direction (-45)\n set [hold v] to [0]\n create clone of (_myself_ v)\n point in direction (-135)\n set [hold v] to [0]\n create clone of (_myself_ v)\n end\n point in direction ([direction v] of [hitbox v])\n set [hold v] to [0]\n create clone of (_myself_ v)\n wait (.2) seconds\n wait until <<not <key (space v) pressed?>> and <not <mouse down?>>>\n else\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (45)\n change x by (10)\n else\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n point in direction (-45)\n change x by (-10)\n else\n point in direction (0)\n end\n end\n else\n change y by (3)\n if <(Collide with ladder) = [0]> then\n point in direction ([direction v] of [hitbox v])\n end\n end\n if <(direction) = [0]> then\n change x by (10)\n end\n set [hold v] to [0]\n create clone of (_myself_ v)\n wait (.05) seconds\n end\n else\n if <(Megaman Costume) = [2]> then\n set [hold v] to [0]\n create clone of (_myself_ v)\n repeat until <<(hold) > [39]> or <<not <key (space v) pressed?>> and <not <mouse down?>>>>\n change [hold v] by (1)\n end\n if <(hold) > [39]> then\n repeat until <<not <key (space v) pressed?>> and <not <mouse down?>>>\n start sound [Mega Man 5 SFX \(12\) v]\n set [brightness v] effect to (80)\n wait (.1) seconds\n set [brightness v] effect to (0)\n wait (.1) seconds\n end\n set [hold v] to [60]\n if <(SLIDING?) = [0]> then\n if <not <(HEALTH) > [14]>> then\n create clone of (_myself_ v)\n start sound [Mega Man 5 SFX \(21\) v]\n end\n end\n else\n wait until <<not <key (space v) pressed?>> and <not <mouse down?>>>\n end\n else\n set [hold v] to [0]\n change y by (5)\n create clone of (_myself_ v)\n wait until <<not <key (space v) pressed?>> and <not <mouse down?>>>\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nset [speed v] to [3]\n\nwhen flag clicked\nforever\n if <<key (space v) pressed?> or <mouse down?>> then\n set [animations: using gun?2 v] to [1]\n else\n set [animations: using gun?2 v] to [0]\n end\nend\n\ndefine Do (what?)\nif <<(CanMove?) = [1]> and <(SLIDING?) = [0]>> then\n if <(what?) = [Walk]> then\n if <not <(dead:) = [1]>> then\n if <(Megaman Costume) = [3]> then\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>>> then\n if <(SLIDING?) = [0]> then\n switch costume to (bass3 v)\n wait (.1) seconds\n end\n end\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>>> then\n if <(SLIDING?) = [0]> then\n switch costume to (bass4 v)\n wait (.1) seconds\n end\n end\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>>> then\n if <(SLIDING?) = [0]> then\n switch costume to (bass5 v)\n wait (.1) seconds\n end\n end\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>>> then\n if <(SLIDING?) = [0]> then\n switch costume to (bass4 v)\n wait (.1) seconds\n end\n end\n else\n if <(Megaman Costume) = [2]> then\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>>> then\n if <(animations: using gun?2) = [1]> then\n if <(SLIDING?) = [0]> then\n switch costume to (prorungun2 v)\n end\n else\n if <(SLIDING?) = [0]> then\n switch costume to (prorun1 v)\n end\n end\n if <(SLIDING?) = [0]> then\n wait (.1) seconds\n end\n end\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>>> then\n if <(animations: using gun?2) = [1]> then\n if <(SLIDING?) = [0]> then\n switch costume to (prorungun1 v)\n end\n else\n if <(SLIDING?) = [0]> then\n switch costume to (prorun2 v)\n end\n end\n if <(SLIDING?) = [0]> then\n wait (.1) seconds\n end\n end\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>>> then\n if <(animations: using gun?2) = [1]> then\n if <(SLIDING?) = [0]> then\n switch costume to (prorungun3 v)\n end\n else\n if <(SLIDING?) = [0]> then\n switch costume to (prorun3 v)\n end\n end\n if <(SLIDING?) = [0]> then\n wait (.1) seconds\n end\n end\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>>> then\n if <(animations: using gun?2) = [1]> then\n if <(SLIDING?) = [0]> then\n switch costume to (prorungun1 v)\n end\n else\n if <(SLIDING?) = [0]> then\n switch costume to (prorun2 v)\n end\n end\n if <(SLIDING?) = [0]> then\n wait (.1) seconds\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 <(animations: using gun?2) = [1]> then\n if <(SLIDING?) = [0]> then\n switch costume to (gunrun1 v)\n end\n else\n if <(SLIDING?) = [0]> then\n switch costume to (run1 v)\n end\n end\n if <(SLIDING?) = [0]> then\n wait (.1) seconds\n end\n end\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>>> then\n if <(animations: using gun?2) = [1]> then\n if <(SLIDING?) = [0]> then\n switch costume to (gunrun2 v)\n end\n else\n if <(SLIDING?) = [0]> then\n switch costume to (run2 v)\n end\n end\n if <(SLIDING?) = [0]> then\n wait (.1) seconds\n end\n end\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>>> then\n if <(animations: using gun?2) = [1]> then\n if <(SLIDING?) = [0]> then\n switch costume to (gunrun3 v)\n end\n else\n if <(SLIDING?) = [0]> then\n switch costume to (run3 v)\n end\n end\n if <(SLIDING?) = [0]> then\n wait (.1) seconds\n end\n end\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>>> then\n if <(animations: using gun?2) = [1]> then\n if <(SLIDING?) = [0]> then\n switch costume to (gunrun4 v)\n end\n else\n if <(SLIDING?) = [0]> then\n switch costume to (run4 v)\n end\n end\n if <(SLIDING?) = [0]> then\n wait (.1) seconds\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <(Megaman Costume) = [3]> then\n if <(getting ouched ?) = [1]> then\n switch costume to (bassouch v)\n else\n if <(SLIDING?) = [1]> then\n switch costume to (bassdash v)\n else\n if <(CanMove?) = [1]> then\n if <([falling? v] of [hitbox v]) > [3]> then\n if <(animations: using gun?2) = [1]> then\n else\n if <<<not <key (space v) pressed?>> and <not <mouse down?>>> 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)>>>>>> then\n if <(SLIDING?) = [0]> then\n Do [Walk]\n end\n else\n if <(animations: using gun?2) = [1]> then\n if <(SLIDING?) = [0]> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (bassshootdiagonal v)\n else\n switch costume to (bassshootup v)\n end\n else\n switch costume to (bassidlegun v)\n end\n end\n else\n if <(SLIDING?) = [0]> then\n switch costume to (bass2 v)\n end\n end\n end\n end\n end\n end\n end\n else\n if <(Megaman Costume) = [2]> then\n if <(getting ouched ?) = [1]> then\n switch costume to (proouch v)\n else\n if <(SLIDING?) = [1]> then\n switch costume to (proslide v)\n else\n if <(CanMove?) = [1]> then\n if <([falling? v] of [hitbox v]) > [3]> then\n if <(animations: using gun?2) = [1]> then\n if <(SLIDING?) = [0]> then\n switch costume to (projumpgun v)\n end\n else\n if <(SLIDING?) = [0]> then\n switch costume to (projump v)\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 <(SLIDING?) = [0]> then\n Do [Walk]\n end\n else\n if <<(JUMP KEY) = [0]> or <<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 <(SLIDING?) = [0]> then\n switch costume to (proidlegun v)\n end\n else\n if <(SLIDING?) = [0]> then\n switch costume to (proidle v)\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(getting ouched ?) = [1]> then\n switch costume to (takedmg v)\n else\n if <(SLIDING?) = [1]> then\n switch costume to (swipe v)\n else\n if <(CanMove?) = [1]> then\n if <([falling? v] of [hitbox v]) > [3]> then\n if <(animations: using gun?2) = [1]> then\n if <(SLIDING?) = [0]> then\n switch costume to (jumpgun v)\n end\n else\n if <(SLIDING?) = [0]> then\n switch costume to (jump v)\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 <(SLIDING?) = [0]> then\n Do [Walk]\n end\n else\n if <<(JUMP KEY) = [0]> or <<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 <(SLIDING?) = [0]> then\n switch costume to (idlegun v)\n end\n else\n if <(SLIDING?) = [0]> then\n switch costume to (idle v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <not <(HEALTH) > [14]>> then\n move (15) 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 (5) steps\n end\n delete this clone\nend\n\ndefine death\nif <(clone) = [0]> then\n hide\n start sound [Mega Man 5 SFX \(7\) v]\n switch costume to (death v)\n point in direction (0)\n create clone of (_myself_ v)\n turn right (45) degrees\n create clone of (_myself_ v)\n turn right (45) degrees\n create clone of (_myself_ v)\n turn right (45) degrees\n create clone of (_myself_ v)\n turn right (45) degrees\n create clone of (_myself_ v)\n turn right (45) degrees\n create clone of (_myself_ v)\n turn right (45) degrees\n create clone of (_myself_ v)\n turn right (45) degrees\n create clone of (_myself_ v)\n turn right (45) degrees\n point in direction (90)\nend\n\nwhen I start as a clone\nforever\n show\nend\n\nwhen flag clicked\nset volume to (100) %\nswitch costume to (idle v)\nset size to (200) %\nclear graphic effects\nset [falling v] to [0]\nset [speed y v] to [0]\nset [canmove? v] to [0]\nset [holding? v] to [0]\nset [dead: v] to [0]\nset [health v] to [1]\ngo to x: (0) y: (-120)\npoint in direction (90)\nset volume to (100) %\n\nwhen I receive [die v]\nset [canmove? v] to [0]\nhide\ndeath\nwait (1) seconds\nswitch costume to (idle v)\n\nwhen I receive [take dmg v]\nstart sound [Mega Man 5 SFX \(6\) v]\nset [takingdmg v] to [1]\nset [canmove? v] to [0]\nset [getting ouched ? v] to [1]\nrepeat (4)\n set [ghost v] effect to (100)\n wait (.05) seconds\n set [ghost v] effect to (0)\n wait (.05) seconds\nend\nset [getting ouched ? v] to [0]\nset [canmove? v] to [1]\nset [takingdmg v] to [0]\nrepeat (4)\n set [ghost v] effect to (100)\n wait (.05) seconds\n set [ghost v] effect to (0)\n wait (.05) seconds\nend\n\nwhen flag clicked\nset [getting ouched ? v] to [0]\nset [takingdmg v] to [0]\n\nwhen I receive [blink v]\nif <(clone?) = [0]> then\n repeat (3)\n set [ghost v] effect to (100)\n wait (.05) seconds\n set [ghost v] effect to (0)\n wait (.05) seconds\n end\nend\n\nwhen I receive [teleportin v]\nif <(clone?) = [0]> then\n hide\n set [canmove? v] to [0]\n go to [front v] layer\n if <(Megaman Costume) = [3]> then\n switch costume to (basstele1 v)\n wait (1) seconds\n else\n if <(Megaman Costume) = [2]> then\n switch costume to (break2 v)\n wait (2) seconds\n else\n switch costume to (break v)\n wait (1) seconds\n end\n end\n go to x: (0) y: (899)\n show\n if <(Section At) = ((LevelLength) + (-1))> then\n repeat (20)\n change y by (-20)\n end\n else\n repeat (10)\n change y by (-20)\n end\n end\n repeat until <touching (ground v)?>\n change y by (-20)\n end\n start sound [Mega Man 5 SFX \(2\)2 v]\n if <(Megaman Costume) = [3]> then\n switch costume to (basstele2 v)\n else\n if <(Megaman Costume) = [2]> then\n switch costume to (protele v)\n else\n switch costume to (tele2 v)\n end\n end\n wait (.1) seconds\n change [scroll x v] by (0)\n set [canmove? v] to [1]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [teleportin v]\nclear graphic effects\n\nwhen I receive [bossdie v]\nif <(Checkpoint #) = [4]> then\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 flag clicked\nforever\n if <(Megaman Costume) = [3]> then\n if <(Collide with ladder) = [1]> then\n if <<mouse down?> or <key (space v) pressed?>> then\n if <(direction) = [0]> then\n switch costume to (bassladderup1 v)\n else\n if <<<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (bassladderdiagonal1 v)\n else\n switch costume to (bassladderfire v)\n end\n end\n else\n if <(Ladder Climb Alternate) = [1]> then\n switch costume to (bassclimb1 v)\n else\n switch costume to (bassclimb2 v)\n end\n end\n else\n if <(TrebleBoostTimer) > [0]> then\n if <(TrebleBoostTimer) = [5]> then\n switch costume to (basstreble1 v)\n else\n if <(TrebleBoostTimer) = [4]> then\n switch costume to (basstreble2 v)\n else\n if <<mouse down?> or <key (space v) pressed?>> then\n if <((round ((timer) * (10))) mod (2)) = [1]> then\n switch costume to (basstreble5 v)\n else\n switch costume to (basstreble6 v)\n end\n else\n if <((round ((timer) * (10))) mod (2)) = [1]> then\n switch costume to (basstreble3 v)\n else\n switch costume to (basstreble4 v)\n end\n end\n end\n end\n else\n if <<([falling? v] of [hitbox v]) > [3]> and <(CanMove?) = [1]>> then\n if <(animations: using gun?2) = [1]> then\n if <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (bassjumpright v)\n else\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (bassjumpup v)\n else\n switch costume to (bassjumpstraight v)\n end\n end\n else\n switch costume to (bassjump v)\n end\n else\n if <(SLIDING?) = [1]> then\n switch costume to (bassdash v)\n end\n end\n end\n end\n else\n if <(Megaman Costume) = [2]> then\n if <(Collide with ladder) = [1]> then\n if <<mouse down?> or <key (space v) pressed?>> then\n switch costume to (protoclimb2 v)\n else\n if <(Ladder Climb Alternate) = [1]> then\n switch costume to (protoclimb1 v)\n else\n switch costume to (protoclimb3 v)\n end\n end\n else\n if <<([falling? v] of [hitbox v]) > [3]> and <(CanMove?) = [1]>> then\n if <(animations: using gun?2) = [1]> then\n switch costume to (projumpgun v)\n else\n switch costume to (projump v)\n end\n else\n if <(SLIDING?) = [1]> then\n switch costume to (proslide v)\n end\n end\n end\n else\n if <(Collide with ladder) = [1]> then\n if <<mouse down?> or <key (space v) pressed?>> then\n switch costume to (ladderfire v)\n else\n if <(Ladder Climb Alternate) = [1]> then\n switch costume to (climb1 v)\n else\n switch costume to (climb2 v)\n end\n end\n else\n if <<([falling? v] of [hitbox v]) > [3]> and <(CanMove?) = [1]>> then\n if <(animations: using gun?2) = [1]> then\n switch costume to (jumpgun v)\n else\n switch costume to (jump v)\n end\n else\n if <(SLIDING?) = [1]> then\n switch costume to (swipe v)\n end\n end\n end\n end\n end\nend\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 set size to (250) %\n switch costume to (death v)\n wait (.1) seconds\n switch costume to (death2 v)\n wait (.1) seconds\n switch costume to (death3 v)\n wait (.1) seconds\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 (50)\n set [canmove? v] to [0]\nend\n\nwhen I receive [back to select v]\nrepeat (25)\n set [canmove? v] to [0]\nend\n\nwhen I receive [bossdie v]\nset [canmove? v] to [0]\n\nwhen I receive [bossdie v]\nwait (1) seconds\nif <(Checkpoint #) = [4]> then\n broadcast (Disable Movement v)\n wait (.2) seconds\n set [checkpoint # v] to [5]\nelse\n if <(Megaman Costume) = [3]> then\n set [canmove? v] to [-1]\n start sound [Boss Defeated v]\n wait (4) seconds\n switch costume to (bassgrin v)\n start sound [SE \[39\] v]\n wait (1.2) seconds\n set [canmove? v] to [0]\n set [selected2 v] to [5]\n switch costume to (basstele1 v)\n start sound [Mega Man 5 SFX \(31\) v]\n set [canmove? v] to [-1]\n repeat until <(y position) > [180]>\n change y by (25)\n end\n hide\n else\n if <(Megaman Costume) = [2]> then\n set [canmove? v] to [-1]\n start sound [Boss Defeated v]\n wait (4) seconds\n switch costume to (protowin1 v)\n repeat (5)\n wait (.02) seconds\n next costume\n end\n start sound [SE \[39\] v]\n wait (.4) seconds\n set [canmove? v] to [0]\n set [selected2 v] to [5]\n switch costume to (break2 v)\n start sound [Mega Man 5 SFX \(31\) v]\n set [canmove? v] to [-1]\n repeat until <(y position) > [180]>\n change y by (25)\n end\n hide\n else\n set [canmove? v] to [-1]\n start sound [Boss Defeated v]\n wait (4) seconds\n switch costume to (win1 v)\n repeat (5)\n wait (.1) seconds\n next costume\n end\n start sound [SE \[39\] v]\n wait (.4) seconds\n set [canmove? v] to [0]\n set [selected2 v] to [5]\n switch costume to (break v)\n start sound [Mega Man 5 SFX \(31\) v]\n set [canmove? v] to [-1]\n repeat until <(y position) > [180]>\n change y by (25)\n end\n hide\n end\n end\n broadcast (you win v)\nend\n\nwhen I receive [bossdie v]\ndelete this clone\n\nwhen I start as a clone\nif <<(Megaman Costume) = [3]> and <not <(HEALTH) > [14]>>> then\n wait until <<touching (boss v)?> or <<<touching (ground v)?> or <<touching (misc objects v)?> and <(Collide with ladder) = [0]>>> or <touching (enemies v)?>>>\n if <not <(HEALTH) > [14]>> then\n wait (.05) seconds\n delete this clone\n end\nelse\n wait until <<touching (boss v)?> or <touching (enemies v)?>>\n if <not <(HEALTH) > [14]>> then\n wait (.05) seconds\n delete this clone\n end\nend\n\nwhen I receive [teleportin v]\nset size to (200) %\nset [speed v] to [1]\nforever\n if <(CanMove?) = [1]> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>> then\n point in direction (-90)\n set [speed v] to [-4]\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> then\n point in direction (90)\n set [speed v] to [-4]\n end\n end\nend\n\nwhen I receive [teleportin v]\nforever\n if <<not <(HEALTH) > [14]>> and <not <(CanMove?) = [-1]>>> then\n go to x: ([x position v] of [hitbox v]) y: (([y position v] of [hitbox v]) + (-12))\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 flag clicked\nforever\n set [sliding? v] to ([sliding?2 v] of [hitbox v])\nend\n\nwhen I start as a clone\nwait until <<touching (enemies v)?> or <touching (boss v)?>>\nif <not <(HEALTH) > [14]>> then\n wait (.05) seconds\n delete this clone\nend\n\nwhen I receive [battle begin v]\nset [canmove? v] to [0]\nwait (2) seconds\nset [canmove? v] to [1]\n\nwhen I receive [ready v]\nset [canmove? v] to [0]\nhide\n\nwhen I receive [teleportin v]\ndelete this clone\n\nset [megaman costume v] to [2]\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 [die v]\nwait (1) seconds\nrepeat (10)\n hide\nend\n\nwhen I start as a clone\nwait until <touching (_edge_ v)?>\ndelete this clone\n\nwhen I receive [teleportin v]\nforever\n if <(TrebleBoostTimer) = [1]> then\n set [ghost v] effect to (100)\n wait (.05) seconds\n clear graphic effects\n wait (.05) seconds\n end\nend\n\nwhen I start as a clone\nwait until <touching (enemy projectiles v)?>\nif <(Section At) = (LevelLength)> then\n if <not <(HEALTH) > [14]>> then\n delete this clone\n end\nend\n\nwhen I receive [ready v]\nset [hold v] to [0]\n\nwhen I receive [disable movement v]\nset [canmove? v] to [0]\n\nwhen I receive [enable movement v]\nset [canmove? v] to [1]\n\n@hpbar\n\nwhen flag clicked\nwait (1) seconds\nforever\n wait until <(HEALTH) > [14]>\n if <([costume # v] of [boss hp v]) > [28]> then\n set [health v] to [13]\n else\n broadcast (die v)\n wait (5) seconds\n set [health v] to [1]\n end\n wait (.05) seconds\nend\n\nwhen I receive [take dmg v]\nif <(INVINCIBILITY) = [0]> then\n set [brightness v] effect to (60)\n wait (.2) seconds\nend\nclear graphic effects\nwait (.2) seconds\n\nwhen flag clicked\nhide\nrepeat (50)\n go to [front v] layer\nend\n\nwhen I receive [teleportin v]\nset [health v] to [1]\npoint in direction (90)\ngo to x: (-205) y: (90)\nclear graphic effects\nset size to (250) %\nshow\nforever\n switch costume to (HEALTH)\nend\n\nwhen I receive [bossdie v]\nhide\ndelete this clone\n\nwhen I receive [heal v]\nstart sound [Mega Man 5 SFX \(16\) v]\nrepeat (2)\n set [brightness v] effect to (50)\n wait (.1) seconds\n clear graphic effects\n wait (.1) seconds\nend\n\nwhen I receive [you win v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [die v]\nhide\nwait (6) seconds\nset [health v] to [1]\n\nwhen I start as a clone\nclear graphic effects\ngo to [front v] layer\nset size to (200) %\ngo to (mega man/protoman/bass v)\nif <([direction v] of [hitbox v]) = [90]> then\n change x by (-35)\nelse\n change x by (35)\nend\nchange y by (-15)\nshow\nswitch costume to (slide1 v)\nrepeat (2)\n wait (.05) seconds\n next costume\nend\nwait (.05) seconds\ndelete this clone\n\nwhen I receive [die v]\ndelete this clone\n\nwhen I receive [teleportin v]\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 [set up stage v]\nrepeat (10)\n set [health v] to [1]\nend\nshow\n\nwhen I receive [stage intro v]\nhide\n\nwhen I receive [teleportin v]\nrepeat (50)\n go to [front v] layer\nend\n\nwhen I start as a clone\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change x by (-7)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change x by (7)\n end\nend\n\nwhen I receive [enable movement v]\nshow\n\n@READY\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [ready v]\nswitch costume to (costume2 v)\ngo to x: (10) y: (15)\nif <(Megaman Costume) = [2]> then\n broadcast (MuteMusic v)\n start sound [whistle v]\nend\nrepeat (4)\n go to [front v] layer\n show\n wait (.2) seconds\n hide\n wait (.2) seconds\nend\n\nwhen I start as a clone\nif <(Dmg thingy) = [1]> then\n switch costume to (dmg v)\n go to [front v] layer\n repeat (3)\n go to [front v] layer\n show\n wait (.05) seconds\n hide\n wait (.05) seconds\n end\n delete this clone\nelse\n if <(Dmg thingy) = [2]> then\n switch costume to (slide1 v)\n go to (mega man/protoman/bass v)\n change y by (40)\n change x by (-35)\n go to [front v] layer\n go to [front v] layer\n show\n repeat (2)\n wait (.05) seconds\n next costume\n end\n wait (.05) seconds\n delete this clone\n else\n if <(Dmg thingy) = [3]> then\n switch costume to (slide1 v)\n go to (mega man/protoman/bass v)\n change y by (40)\n change x by (0)\n go to [front v] layer\n go to [front v] layer\n show\n repeat (2)\n wait (.05) seconds\n next costume\n end\n wait (.05) seconds\n delete this clone\n else\n if <(Dmg thingy) = [4]> then\n switch costume to (slide1 v)\n go to (mega man/protoman/bass v)\n change y by (40)\n change x by (35)\n go to [front v] layer\n go to [front v] layer\n show\n repeat (2)\n wait (.05) seconds\n next costume\n end\n wait (.05) seconds\n delete this clone\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(Dmg thingy) = [1]> then\n forever\n go to (mega man/protoman/bass v)\n end\nelse\nend\n\n@boss die\n\nwhen flag clicked\nhide\n\nwhen I receive [bossdie v]\ngo to (boss v)\ndeath\nwait (1) seconds\n\ndefine death\nif <(clone) = [0]> then\n set size to (250) %\n start sound [Mega Man 5 SFX \(7\)2 v]\n switch costume to (death v)\n point in direction (0)\n create clone of (_myself_ v)\n turn right (45) degrees\n create clone of (_myself_ v)\n turn right (45) degrees\n create clone of (_myself_ v)\n turn right (45) degrees\n create clone of (_myself_ v)\n turn right (45) degrees\n create clone of (_myself_ v)\n turn right (45) degrees\n create clone of (_myself_ v)\n turn right (45) degrees\n create clone of (_myself_ v)\n turn right (45) degrees\n create clone of (_myself_ v)\n turn right (45) degrees\n point in direction (90)\nend\n\nwhen I start as a clone\nset [clone v] to [1]\n\nwhen I start as a clone\nshow\nforever\n wait (.05) seconds\n go to [front v] layer\n next costume\nend\n\nwhen I start as a clone\nrepeat until <touching (_edge_ v)?>\n move (4) steps\nend\ndelete this clone\n\n@slide checker\n\nwhen flag clicked\nset [ghost v] effect to (99)\nshow\nforever\n go to (hitbox v)\nend\n\nwhen flag clicked\nforever\n if <touching (ground v)?> then\n set [stay sliding v] to [1]\n else\n set [stay sliding v] to [0]\n end\nend\n\n@Level_Art\n\nwhen I receive [setup v]\nhide\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nif <[1] = [1]> then\n delete this clone\nend\nCreate\n\ndefine Create\nswitch costume to (wily_1 v)\nset size to (200) %\nset [level_y v] to [-30]\nset [level_x v] to [0]\nrepeat (6)\n create clone of (_myself_ v)\n change [level_x v] by (510)\nend\nchange [level_x v] by (-510)\nswitch costume to (wily_2 v)\nrepeat (1)\n change [level_y v] by (440)\n create clone of (_myself_ v)\n change [level_x v] by (-510)\n create clone of (_myself_ v)\n change [level_x v] by (510)\nend\nrepeat (2)\n next costume\n repeat (1)\n change [level_y v] by (440)\n create clone of (_myself_ v)\n change [level_x v] by (-510)\n create clone of (_myself_ v)\n change [level_x v] by (510)\n end\nend\nrepeat (1)\n change [level_y v] by (440)\n create clone of (_myself_ v)\n change [level_x v] by (-510)\n create clone of (_myself_ v)\n change [level_x v] by (510)\nend\nrepeat (3)\n switch costume to (endless_142 v)\n create clone of (_myself_ v)\n change [level_x v] by (510)\nend\nrepeat (1)\n switch costume to (endless_13 v)\n create clone of (_myself_ v)\n change [level_x v] by (510)\nend\nrepeat (3)\n switch costume to (endless_142 v)\n create clone of (_myself_ v)\n change [level_x v] by (510)\nend\nset [level_y v] to [2120]\nset [level_x v] to [5570]\nrepeat (3)\n switch costume to (endless_142 v)\n create clone of (_myself_ v)\n change [level_y v] by (440)\nend\nchange [level_y v] by (-440)\nswitch costume to (endless_142 v)\nchange [level_x v] by (510)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [brightness v] effect to (10)\nif <(costume [number v]) = [5]> then\n forever\n switch costume to (cossack_1_alt_22 v)\n repeat (5)\n wait (.02) seconds\n next costume\n end\n wait (.02) seconds\n end\nend\nif <(costume [number v]) = [11]> then\n forever\n switch costume to (endless_13 v)\n wait (.02) seconds\n next costume\n wait (.02) seconds\n end\nend\nif <(costume [number v]) = [13]> then\n forever\n switch costume to (endless_142 v)\n wait (.02) seconds\n next costume\n wait (.02) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n go to [back v] layer\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [500]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [400]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [setup v]\ndelete this clone\n\nwhen I receive [ready v]\nif <(Checkpoint #) = [1]> then\n repeat (15)\n set [scroll y min v] to [0]\n set [scroll y max v] to [0]\n set [scroll x min v] to [0]\n set [scroll x max v] to [1550]\n end\n wait until <(Scroll X) > [1549]>\n set [scroll x min v] to [1550]\n broadcast (Oh no a tank squad v)\nend\nif <(Checkpoint #) = [2]> then\n repeat (15)\n set [scroll y min v] to [0]\n set [scroll y max v] to [0]\n set [scroll x min v] to [1550]\n set [scroll x max v] to [2481]\n end\nend\nif <(Checkpoint #) = [3]> then\n repeat (15)\n set [scroll y min v] to [400]\n set [scroll y max v] to [400]\n set [scroll x min v] to [2481]\n set [scroll x max v] to [2481]\n end\nend\nif <(Checkpoint #) = [4]> then\n repeat (15)\n set [scroll y min v] to [1690]\n set [scroll y max v] to [1690]\n set [scroll x min v] to [2481]\n set [scroll x max v] to [2481]\n end\nend\nif <(Checkpoint #) = [5]> then\n repeat (15)\n set [scroll y min v] to [1690]\n set [scroll y max v] to [1690]\n set [scroll x min v] to [3441]\n set [scroll x max v] to [5570]\n end\nend\nif <(Checkpoint #) = [6]> then\n repeat (15)\n set [scroll y min v] to [1690]\n set [scroll y max v] to [1690]\n set [scroll x min v] to [5570]\n set [scroll x max v] to [5570]\n end\nend\nif <(Checkpoint #) = [7]> then\n repeat (15)\n set [scroll y min v] to [2980]\n set [scroll y max v] to [2980]\n set [scroll x min v] to [5570]\n set [scroll x max v] to [5570]\n end\nend\n\nwhen flag clicked\nset [checkpoint # v] to [1]\n\nwhen I receive [oh no a tank squad v]\nwait (.1) seconds\nset [ghost v] effect to (100)\n\nwhen I receive [oh no a tank squad v]\nrepeat (10)\n go to [back v] layer\nend\n\nwhen I receive [defeated tank sqaud v]\nwait (.05) seconds\nset [ghost v] effect to (0)\nset [brightness v] effect to (-100)\nwait (.3) seconds\nrepeat (11)\n change [brightness v] effect by (10)\nend\n\nwhen I receive [blink v]\n\nbroadcast (blink v)\n\ndelete this clone\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]\nif <[1] = [1]> then\n delete this clone\nend\nCreate\n\ndefine Create\nset [scroll x v] to [0]\nset [level_y v] to [15]\nset [level_x v] to [0]\nswitch costume to (costume2 v)\nset size to (200) %\nrepeat (6)\n create clone of (_myself_ v)\n next costume\n change [level_x v] by (510)\nend\nchange [level_x v] by (-510)\nrepeat (5)\n create clone of (_myself_ v)\n next costume\n change [level_y v] by (510)\nend\nchange [level_y v] by (-850)\nrepeat (6)\n change [level_x v] by (510)\n create clone of (_myself_ v)\n next costume\nend\nset [level_y v] to [2120]\nset [level_x v] to [5570]\nswitch costume to (costume19 v)\nrepeat (3)\n create clone of (_myself_ v)\n next costume\n change [level_y v] by (510)\nend\nchange [level_y v] by (-850)\nchange [level_x v] by (510)\ncreate clone of (_myself_ v)\n\nswitch costume to (costume20 v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n set [brightness v] effect to (10)\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 <(costume [number v]) = [12]> then\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [550]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [600]>> then\n hide\n else\n show\n end\n else\n if <(costume [number v]) = [20]> then\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [550]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [380]>> then\n hide\n else\n show\n end\n else\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [550]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [450]>> then\n hide\n else\n show\n end\n end\n end\nend\n\nwhen I receive [setup v]\ndelete this clone\n\nset [scroll x v] to [4000]\n\nwhen I receive [oh no a tank squad v]\nrepeat (10)\n go to [back v] layer\nend\n\n@enemies\n\nwhen flag clicked\nhide\n\ndefine Create Enemy (what enemy ) (x) (y)\ngo to [front v] layer\nset size to (200) %\nset rotation style [left-right v]\nswitch costume to (what enemy )\nset [level_x v] to (x)\nset [level_y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nset rotation style [left-right v]\n\nwhen I receive [die v]\nwait (1) seconds\ndelete this clone\n\nwhen I start as a clone\nif <(costume [number v]) = [18]> then\n set [hp v] to [3]\n point in direction (90)\n set [y v] to [15]\n forever\n wait until <(ENEMY ONSCREEN?) = [1]>\n repeat until <<<touching (ground v)?> or <touching (misc objects v)?>> or <(ENEMY ONSCREEN?) = [0]>>\n switch costume to (sas v)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (10)))\n wait (0) seconds\n switch costume to (sas2 v)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (10)))\n wait (0) seconds\n end\n switch costume to (sas v)\n repeat (5)\n wait (0) seconds\n next costume\n end\n wait (0) seconds\n turn right (180) degrees\n repeat (5)\n switch costume to (sas v)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (10)))\n wait (0) seconds\n switch costume to (sas2 v)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (10)))\n wait (0) seconds\n end\n end\nend\nif <(costume [number v]) = [15]> then\n set [hp v] to [2]\n point in direction (-90)\n set [y v] to [15]\n wait until <(ENEMY ONSCREEN?) = [1]>\n switch costume to (msat v)\n repeat (1)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (10)))\n set [level_y v] to ((Level_Y) + ((([cos v] of (direction) ) * (10)) + (([sin v] of (y) ) * (5))))\n change [y v] by (15)\n end\n repeat (2)\n next costume\n repeat (1)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (10)))\n set [level_y v] to ((Level_Y) + ((([cos v] of (direction) ) * (10)) + (([sin v] of (y) ) * (5))))\n change [y v] by (15)\n end\n end\n repeat until <(ENEMY ONSCREEN?) = [0]>\n switch costume to (msat v)\n repeat (1)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (10)))\n set [level_y v] to ((Level_Y) + ((([cos v] of (direction) ) * (10)) + (([sin v] of (y) ) * (5))))\n change [y v] by (15)\n end\n repeat (2)\n next costume\n repeat (1)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (10)))\n set [level_y v] to ((Level_Y) + ((([cos v] of (direction) ) * (10)) + (([sin v] of (y) ) * (5))))\n change [y v] by (15)\n end\n end\n end\n delete this clone\nend\nif <(costume [number v]) = [10]> then\n set [hp v] to [2]\n point in direction (-90)\n set [y v] to [15]\n repeat until <((Level_X) + (-150)) < ((Scroll X) + ([x position v] of [mega man v]))>\n if <(ENEMY ONSCREEN?) = [1]> then\n switch costume to (bird v)\n repeat (2)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (10)))\n set [level_y v] to ((Level_Y) + ((([cos v] of (direction) ) * (10)) + (([sin v] of (y) ) * (5))))\n change [y v] by (15)\n end\n next costume\n repeat (2)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (10)))\n set [level_y v] to ((Level_Y) + ((([cos v] of (direction) ) * (10)) + (([sin v] of (y) ) * (5))))\n change [y v] by (15)\n end\n end\n end\n set [proj direction v] to [90]\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n set [projectile name v] to [rock]\n broadcast (CREATE PROJECTILE v)\n switch costume to (bird5 v)\n repeat (5)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (10)))\n set [level_y v] to ((Level_Y) + ((([cos v] of (direction) ) * (10)) + (([sin v] of (y) ) * (5))))\n change [y v] by (15)\n end\n repeat until <(Level_X) < [-300]>\n point in direction (-90)\n switch costume to (bird3 v)\n repeat (2)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (10)))\n set [level_y v] to ((Level_Y) + ((([cos v] of (direction) ) * (10)) + (([sin v] of (y) ) * (5))))\n change [y v] by (15)\n end\n next costume\n repeat (2)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (10)))\n set [level_y v] to ((Level_Y) + ((([cos v] of (direction) ) * (10)) + (([sin v] of (y) ) * (5))))\n change [y v] by (15)\n end\n end\n delete this clone\nend\nif <(costume [number v]) = [insert costume number here]> then\n\nwhen I start as a clone\nforever\n wait until <touching (hitbox v)?>\n broadcast (KNOCKBACK v)\n wait (.1) seconds\n change [health v] by (1)\n broadcast (TAKE DMG v)\n wait (1) seconds\nend\n\nwhen I receive [load enemies v]\nCreate Enemy [msat] [300] [75]\nCreate Enemy [msat] [400] [75]\nCreate Enemy [msat] [500] [75]\nCreate Enemy [sas] [650] [-90]\nCreate Enemy [msat] [1400] [75]\nCreate Enemy [msat] [1500] [75]\nCreate Enemy [msat] [2740] [900]\nCreate Enemy [sas] [2481] [-90]\nCreate Enemy [msat] [3800] [1790]\nCreate Enemy [sas] [5570] [2500]\n\nwhen I start as a clone\nset [clone v] to [1]\nforever\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [260]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [200]>> then\n set [enemy onscreen? v] to [0]\n hide\n else\n set [enemy onscreen? v] to [1]\n show\n end\nend\n\nwhen I receive [teleportin v]\ndelete this clone\n\nwhen I start as a clone\nforever\n wait until <<<touching (mega man/protoman/bass v)?> and <touching color (#fae0c1)?>> and <not <touching (hitbox v)?>>>\n if <<<(costume [number v]) > [17]> and <(costume [number v]) < [25]>> and <not <([direction v] of [hitbox v]) = (direction)>>> then\n start sound [cling v]\n set [ghost v] effect to (100)\n wait (.1) seconds\n clear graphic effects\n wait (.05) seconds\n else\n if <(Megaman Costume) = [3]> then\n change [hp v] by (-.5)\n else\n if <(Universal Hold) > [20]> then\n change [hp v] by (-3)\n else\n change [hp v] by (-1)\n end\n end\n if <(HP) < [1]> then\n stop [other scripts in sprite v]\n start sound [Mega Man 6 SRX \(19\) v]\n switch costume to (edeath1 v)\n repeat (3)\n wait (0) seconds\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n next costume\n end\n wait (0) seconds\n delete this clone\n else\n start sound [Mega Man 6 SRX \(19\) v]\n set [brightness v] effect to (100)\n wait (.1) seconds\n clear graphic effects\n wait (.05) seconds\n end\n end\nend\n\nwhen I receive [teleportin v]\nwait (.03) seconds\nbroadcast (load enemies v)\n\n@Projectiles\n\nwhen flag clicked\nset size to (200) %\nhide\n\nwhen I receive [create projectile v]\nif <(clone) = [0]> then\n clear graphic effects\n switch costume to (PROJECTILE NAME)\n set [level_x v] to (PROJ X)\n set [level_y v] to (PROJ Y)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [clone v] to [1]\nshow\n\nwhen I start as a clone\nset [clone v] to [1]\npoint in direction (PROJ DIRECTION)\ngo to [front v] layer\nshow\nif <(costume [number v]) = [8]> then\n set rotation style [left-right v]\n set [y v] to [0]\n repeat (10)\n change [y v] by (-2)\n change [level_y v] by (y)\n end\n repeat until <touching (ground v)?>\n change [y v] by (-2)\n change [level_y v] by (y)\n end\n set [ghost v] effect to (100)\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n set [projectile name v] to [shrapnel]\n repeat (3)\n set [proj direction v] to (pick random (-90) to (90))\n broadcast (CREATE PROJECTILE v)\n end\n start sound [SE \[83\]2 v]\n delete this clone\nend\nif <(costume [number v]) = [19]> then\n start sound [Mega Man 5 SFX \(11\) v]\n set rotation style [left-right v]\n if <([x position v] of [hitbox v]) > (x position)> then\n point in direction (90)\n else\n point in direction (-90)\n end\n repeat until <(y position) < ([y position v] of [hitbox v])>\n change [level_y v] by (-10)\n end\n if <([x position v] of [hitbox v]) > (x position)> then\n point in direction (90)\n else\n point in direction (-90)\n end\n repeat until <touching (_edge_ v)?>\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (10)))\n end\n delete this clone\nend\nif <(costume [number v]) = [9]> then\n set rotation style [left-right v]\n set [y v] to [15]\n change [level_y v] by (8)\n repeat (4)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (8)))\n change [y v] by (-2)\n change [level_y v] by (y)\n end\n repeat until <touching (ground v)?>\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (8)))\n change [y v] by (-2)\n change [level_y v] by (y)\n end\n delete this clone\nend\nif <(costume [number v]) = [17]> then\n start sound [SE \[92\] v]\n set rotation style [left-right v]\n set [y v] to [15]\n repeat (10)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (y)))\n end\n repeat until <touching (_edge_ v)?>\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (y)))\n end\n delete this clone\nend\nif <(costume [number v]) = [15]> then\n start sound [Mega Man 6 SRX \(6\) v]\n set rotation style [left-right v]\n set [y v] to ((distance to [hitbox v]) / (45))\n repeat (10)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (15)))\n set [level_y v] to ((Level_Y) + (y))\n change [y v] by (-1)\n end\n repeat until <(y position) < [-109]>\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (15)))\n set [level_y v] to ((Level_Y) + (y))\n change [y v] by (-1)\n end\n delete this clone\nend\nif <(costume [number v]) = [11]> then\n start sound [SE \[83\] v]\n set rotation style [left-right v]\n set [y v] to [15]\n repeat (10)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (y)))\n end\n repeat until <touching (_edge_ v)?>\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (y)))\n end\n delete this clone\nend\nif <(costume [number v]) = [1]> then\n set rotation style [left-right v]\n set [y v] to [15]\n repeat until <touching (_edge_ v)?>\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (y)))\n end\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n set rotation style [left-right v]\n start sound [SE \[83\] v]\n switch costume to (explmk2 v)\n wait (0) seconds\n next costume\n wait (0) seconds\n switch costume to (explo v)\n wait (0) seconds\n repeat (4)\n wait (0) seconds\n next costume\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [350]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [200]>> then\n hide\n else\n show\n end\nend\n\nwhen I start as a clone\nset [internal timer v] to [0]\nrepeat until <(internal timer) > [1]>\n wait (1) seconds\n change [internal timer v] by (1)\nend\ndelete this clone\n\nwhen I receive [teleportin v]\ndelete this clone\n\nwhen I receive [bossdie v]\ndelete this clone\n\nwhen I receive [die v]\ndelete this clone\n\nwhen I receive [bossdie v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (hitbox v)?> then\n if <(INVINCIBILITY) = [0]> then\n if <(Megaman Costume) = [2]> then\n change [health v] by (2)\n else\n change [health v] by (1)\n end\n broadcast (TAKE DMG v)\n broadcast (KNOCKBACK v)\n end\n end\nend\n\nwhen I start as a clone\nset size to (200) %\nif <(costume [number v]) = [11]> then\n forever\n switch costume to (tankjoeshot v)\n wait (.02) seconds\n next costume\n wait (.02) seconds\n end\nend\nif <(costume [number v]) = [15]> then\n forever\n switch costume to (airtk v)\n wait (.02) seconds\n next costume\n wait (.02) seconds\n end\nend\nif <(costume [number v]) = [17]> then\n forever\n switch costume to (megatk v)\n wait (.02) seconds\n next costume\n wait (.02) seconds\n end\nend\nif <(costume [number v]) = [19]> then\n forever\n set size to (400) %\n switch costume to (yokushot v)\n wait (.02) seconds\n next costume\n wait (.02) seconds\n end\nend\n\n@Tanksquadillusion\n\nwhen I receive [oh no a tank squad v]\nclear graphic effects\nset size to (200) %\ngo to x: (0) y: (0)\ngo to [back v] layer\nset [brightness v] effect to (10)\nhide\nset [trackxspeed v] to [0]\ncreate clone of (_myself_ v)\nrepeat (5)\n change [trackxspeed v] by (-1)\nend\ngo to x: (999) y: (0)\ncreate clone of (_myself_ v)\nrepeat (3)\n change [trackxspeed v] by (-1)\nend\nrepeat (5)\n change [trackxspeed v] by (-1)\nend\ngo to x: (999) y: (0)\ncreate clone of (_myself_ v)\nforever\n wait (1.2) seconds\n go to x: (999) y: (0)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset [trackxspeed v] to [0]\nhide\n\nwhen I start as a clone\nshow\nrepeat until <(x position) < [-490]>\n change x by (TrackXspeed)\nend\ndelete this clone\n\nwhen I receive [teleportin v]\nset [trackxspeed v] to [0]\n\nwhen I receive [die v]\n\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen I receive [setup v]\nstop [other scripts in sprite v]\nset [trackxspeed v] to [0]\nhide\ndelete this clone\n\nwhen I receive [defeated tank sqaud v]\nstop [other scripts in sprite v]\nset [trackxspeed v] to [0]\nrepeat (10)\n change [brightness v] effect by (-10)\nend\ndelete this clone\n\n@Boss\n\nwhen flag clicked\nhide\n\nwhen I receive [bossdie v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [battle begin v]\nwait (1) seconds\nclear graphic effects\nforever\n if <<touching (mega man/protoman/bass v)?> and <<touching color (#fae0c1)?> and <not <touching (hitbox v)?>>>> then\n broadcast (BossDMG v)\n create clone of (boss hp v)\n if <(Checkpoint #) > [2]> then\n repeat (2)\n set [ghost v] effect to (90)\n wait (.05) seconds\n set [ghost v] effect to (0)\n wait (.1) seconds\n end\n else\n repeat (1)\n set [ghost v] effect to (90)\n wait (.05) seconds\n set [ghost v] effect to (0)\n wait (.1) seconds\n end\n end\n end\nend\n\nwhen I receive [battle begin v]\nwait (1) seconds\nclear graphic effects\nforever\n if <touching (hitbox v)?> then\n if <(Megaman Costume) = [2]> then\n change [health v] by (3)\n else\n change [health v] by (2)\n end\n broadcast (KNOCKBACK v)\n broadcast (TAKE DMG v)\n wait (1) seconds\n if <(Checkpoint #) < [2]> then\n wait (3) seconds\n end\n end\nend\n\nwhen I receive [trinitro man fight v]\nwait (.2) seconds\nbroadcast (Disable Movement v)\nswitch costume to (trin5 v)\nset size to (200) %\nclear graphic effects\ngo to [front v] layer\ngo to x: (173) y: (999)\npoint in direction (-90)\nset [y v] to [0]\nshow\nrepeat (4)\n switch costume to (trin5 v)\n repeat (2)\n change [y v] by (-1)\n change y by (y)\n end\n next costume\n repeat (2)\n change [y v] by (-1)\n change y by (y)\n end\nend\nrepeat (5)\n switch costume to (trin5 v)\n repeat (2)\n change [y v] by (1)\n change y by (y)\n end\n next costume\n repeat (2)\n change [y v] by (1)\n change y by (y)\n end\nend\nswitch costume to (trin7 v)\nset [y v] to [7]\nrepeat (15)\n change [y v] by (-1)\n change y by (y)\nend\nswitch costume to (trin1 v)\nset y to (-57)\nwait (.3) seconds\nrepeat (3)\n wait (.05) seconds\n next costume\nend\nwait (.1) seconds\nswitch costume to (trin10 v)\nbroadcast (bATTLE begin v)\n\nwhen I receive [ready v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [tank_explosion_effect v]\nif <(costume [number v]) < [5]> then\n stop [other scripts in sprite v]\n repeat (3)\n clear graphic effects\n set [projectile name v] to [explo]\n set [proj direction v] to [90]\n set [proj x v] to (((Scroll X) + (x position)) + (pick random (-25) to (25)))\n set [proj y v] to ((y position) + (pick random (-25) to (25)))\n broadcast (CREATE PROJECTILE v)\n wait (.1) seconds\n end\n set [y v] to [0]\n repeat (5)\n switch costume to (tankjoe1 v)\n repeat (2)\n change [y v] by (-1)\n change x by (y)\n end\n next costume\n repeat (2)\n change [y v] by (-1)\n change x by (y)\n end\n end\n hide\n wait (1) seconds\n switch costume to (megatank1 v)\n go to x: (-999) y: (-28)\n go to [front v] layer\n clear graphic effects\n show\n set [y v] to [0]\n repeat (4)\n switch costume to (megatank1 v)\n repeat (2)\n change [y v] by (1)\n change x by (y)\n end\n next costume\n repeat (2)\n change [y v] by (1)\n change x by (y)\n end\n end\n repeat (6)\n switch costume to (megatank1 v)\n repeat (2)\n change [y v] by (-1)\n change x by (y)\n end\n next costume\n repeat (2)\n change [y v] by (-1)\n change x by (y)\n end\n end\n repeat (10)\n switch costume to (megatank1 v)\n wait (0) seconds\n next costume\n wait (0) seconds\n end\n broadcast (bATTLE begin v)\n repeat (10)\n switch costume to (megatank1 v)\n wait (0) seconds\n next costume\n wait (0) seconds\n end\n forever\n repeat (15)\n switch costume to (megatank1 v)\n wait (0) seconds\n next costume\n wait (0) seconds\n end\n set [projectile name v] to [airtk]\n set [proj direction v] to [90]\n set [proj x v] to (((Scroll X) + (x position)) + (-45))\n set [proj y v] to ((y position) + (25))\n broadcast (CREATE PROJECTILE v)\n repeat (5)\n switch costume to (megatank1 v)\n wait (0) seconds\n next costume\n wait (0) seconds\n end\n set [projectile name v] to [airtk]\n set [proj direction v] to [90]\n set [proj x v] to (((Scroll X) + (x position)) + (25))\n set [proj y v] to ((y position) + (35))\n broadcast (CREATE PROJECTILE v)\n repeat (15)\n switch costume to (megatank1 v)\n wait (0) seconds\n next costume\n wait (0) seconds\n end\n start sound [SE \[2\] v]\n repeat (2)\n set [brightness v] effect to (25)\n repeat (2)\n switch costume to (megatank1 v)\n wait (0) seconds\n next costume\n wait (0) seconds\n end\n set [brightness v] effect to (0)\n repeat (2)\n switch costume to (megatank1 v)\n wait (0) seconds\n next costume\n wait (0) seconds\n end\n end\n repeat (2)\n set [brightness v] effect to (50)\n repeat (2)\n switch costume to (megatank1 v)\n wait (0) seconds\n next costume\n wait (0) seconds\n end\n set [brightness v] effect to (0)\n repeat (2)\n switch costume to (megatank1 v)\n wait (0) seconds\n next costume\n wait (0) seconds\n end\n end\n repeat (1)\n set [brightness v] effect to (75)\n repeat (2)\n switch costume to (megatank1 v)\n wait (0) seconds\n next costume\n wait (0) seconds\n end\n set [brightness v] effect to (0)\n repeat (2)\n switch costume to (megatank1 v)\n wait (0) seconds\n next costume\n wait (0) seconds\n end\n end\n set [projectile name v] to [megatk]\n set [proj direction v] to [90]\n set [proj x v] to (((Scroll X) + (x position)) + (35))\n set [proj y v] to ((y position) + (-25))\n broadcast (CREATE PROJECTILE v)\n end\nelse\n stop [other scripts in sprite v]\n repeat (3)\n clear graphic effects\n set [projectile name v] to [explo]\n set [proj direction v] to [90]\n set [proj x v] to (((Scroll X) + (x position)) + (pick random (-75) to (75)))\n set [proj y v] to ((y position) + (pick random (-75) to (75)))\n broadcast (CREATE PROJECTILE v)\n wait (.1) seconds\n end\n set [y v] to [0]\n repeat (5)\n switch costume to (megatank1 v)\n repeat (2)\n change [y v] by (-1)\n change x by (y)\n end\n next costume\n repeat (2)\n change [y v] by (-1)\n change x by (y)\n end\n end\n hide\n broadcast (Defeated Tank Sqaud v)\nend\n\nwhen I receive [oh no a tank squad v]\nswitch costume to (tankjoe1 v)\nset size to (200) %\ngo to x: (-999) y: (-79)\npoint in direction (90)\ngo to [front v] layer\nclear graphic effects\nshow\nset [y v] to [0]\nrepeat (3)\n switch costume to (tankjoe1 v)\n repeat (2)\n change [y v] by (1)\n change x by (y)\n end\n next costume\n repeat (2)\n change [y v] by (1)\n change x by (y)\n end\nend\nrepeat (4)\n switch costume to (tankjoe1 v)\n repeat (2)\n change [y v] by (-1)\n change x by (y)\n end\n next costume\n repeat (2)\n change [y v] by (-1)\n change x by (y)\n end\nend\nrepeat (10)\n switch costume to (tankjoe1 v)\n wait (0) seconds\n next costume\n wait (0) seconds\nend\nbroadcast (bATTLE begin v)\nrepeat (10)\n switch costume to (tankjoe1 v)\n wait (0) seconds\n next costume\n wait (0) seconds\nend\nforever\n repeat (15)\n switch costume to (tankjoe1 v)\n wait (0) seconds\n next costume\n wait (0) seconds\n end\n switch costume to (tankjoe3 v)\n set [projectile name v] to [tankjoeshot]\n set [proj direction v] to [90]\n set [proj x v] to (((Scroll X) + (x position)) + (15))\n set [proj y v] to ((y position) + (0))\n broadcast (CREATE PROJECTILE v)\n wait (.2) seconds\n next costume\n wait (.05) seconds\nend\n\nwhen I receive [battle begin v]\nif <(Checkpoint #) = [7]> then\n wait (2) seconds\n forever\n show\n start sound [SE \[90\] v]\n switch costume to (costume13 v)\n repeat (15)\n wait (.02) seconds\n next costume\n end\n hide\n repeat (3)\n set [proj x v] to ((Scroll X) + ((pick random (-5) to (5)) * (32)))\n set [proj y v] to ((Scroll Y) + ((pick random (-2) to (2)) * (32)))\n broadcast (Create Yoku Block v)\n wait (.02) seconds\n end\n glide (1) secs to x: ((PROJ X) - (Scroll X)) y: (((PROJ Y) - (Scroll Y)) + (48))\n switch costume to (costume28 v)\n set size to (400) %\n go to [front v] layer\n show\n start sound [SE \[43\] v]\n if <([x position v] of [hitbox v]) < (x position)> then\n point in direction (-90)\n else\n point in direction (90)\n end\n repeat (7)\n wait (.02) seconds\n switch costume to ((costume [number v]) + (-1))\n end\n switch costume to (costume1 v)\n wait (.3) seconds\n repeat (7)\n wait (.02) seconds\n next costume\n end\n set [projectile name v] to [yokushot]\n set [proj direction v] to (direction)\n set [proj x v] to ((Scroll X) + (x position))\n set [proj y v] to (((Scroll Y) + (y position)) + (-10))\n broadcast (CREATE PROJECTILE v)\n change [y v] by (70)\n wait (1) seconds\n end\nend\nif <(Checkpoint #) = [4]> then\n wait (2) seconds\n forever\n point towards (hitbox v)\n set [y v] to [0]\n repeat (4)\n switch costume to (trin5 v)\n repeat (2)\n change [y v] by (1)\n change y by (y)\n change x by (([sin v] of (direction) ) * (4))\n end\n next costume\n repeat (2)\n change [y v] by (1)\n change y by (y)\n change x by (([sin v] of (direction) ) * (4))\n end\n end\n repeat (8)\n switch costume to (trin5 v)\n repeat (2)\n change x by (([sin v] of (direction) ) * (6))\n point towards (hitbox v)\n if <(x position) > [164]> then\n set x to (164)\n end\n if <(x position) < [-164]> then\n set x to (-164)\n end\n end\n next costume\n repeat (2)\n change x by (([sin v] of (direction) ) * (6))\n if <(x position) > [164]> then\n set x to (164)\n end\n if <(x position) < [-164]> then\n set x to (-164)\n end\n end\n end\n repeat until <touching (ground v)?>\n switch costume to (trin7 v)\n repeat (2)\n change y by (-6)\n end\n next costume\n repeat (2)\n change y by (-6)\n end\n end\n switch costume to (trin1 v)\n touchground\n switch costume to (trin1 v)\n start sound [SE \[2\] v]\n repeat (2)\n set [brightness v] effect to (50)\n wait (.1) seconds\n set [brightness v] effect to (0)\n wait (.1) seconds\n end\n repeat (2)\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 repeat (3)\n wait (.02) seconds\n next costume\n end\n wait (.02) seconds\n switch costume to (trin10 v)\n if <([x position v] of [hitbox v]) < (x position)> then\n point in direction (-90)\n else\n point in direction (90)\n end\n set [y v] to [60]\n set [projectile name v] to [explo]\n set [proj direction v] to [90]\n repeat (5)\n set [proj x v] to (((Scroll X) + (x position)) + (([sin v] of (direction) ) * (y)))\n set [proj y v] to (((Scroll Y) + (y position)) + (-10))\n broadcast (CREATE PROJECTILE v)\n change [y v] by (70)\n wait (.1) seconds\n end\n wait (.2) seconds\n end\nend\n\ndefine touchground\nrepeat until <touching (ground v)?>\n change y by (-1)\nend\nrepeat until <not <touching (ground v)?>>\n change y by (1)\nend\n\nwhen I receive [last boss fight v]\nwait (.2) seconds\nclear graphic effects\nbroadcast (Disable Movement v)\nswitch costume to (costume28 v)\npoint in direction (-90)\nset size to (400) %\ngo to x: (148) y: (-65)\ngo to [front v] layer\nshow\nstart sound [SE \[43\] v]\nrepeat (10)\n wait (.02) seconds\n switch costume to ((costume [number v]) + (-1))\nend\nstart sound [SE \[90\] v]\nrepeat (5)\n wait (.02) seconds\n switch costume to ((costume [number v]) + (-1))\nend\nbroadcast (bATTLE begin v)\n\n@boss hp\n\nwhen flag clicked\nset [clone v] to [0]\nclear graphic effects\nhide\n\nwhen I receive [battle begin v]\npoint in direction (90)\nset [fightstart? v] to [1]\ngo to x: (-180) y: (90)\nset size to (250) %\ngo to [front v] layer\nshow\nset [brightness v] effect to (0)\nswitch costume to (hpbar29 v)\nrepeat (28)\n start sound [Mega Man 5 SFX \(16\) v]\n switch costume to ((costume [number v]) + (-1))\n 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 next costume\n if <(Universal Hold) > [40]> then\n next costume\n next costume\n next costume\n end\n if <(costume [number v]) > [27]> then\n if <(Checkpoint #) = [1]> then\n broadcast (Tank_Explosion_Effect v)\n wait (5) seconds\n else\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 [Mega Man 5 SFX \(20\) v]\nrepeat (6)\n go to (boss v)\n if <(Stage Boss) = [pharaoh]> then\n change y by (30)\n end\nend\ndelete this clone\n\nwhen I receive [back to select v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [defeated tank sqaud v]\nhide\n\nwhen flag clicked\nforever\n set [universal hold v] to ([hold v] of [mega man/protoman/bass v])\nend\n\n@Transition Effect\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nwait (0) seconds\nswitch costume to (costume1 v)\nset [brightness v] effect to (100)\nset [ghost v] effect to (25)\nstart sound [SE \[18\] v]\nrepeat (3)\n go to [front v] layer\n show\n wait (.2) seconds\n hide\n wait (.2) seconds\nend\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\n change [brightness v] effect by (-10)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [music v] to [2]\nstop all sounds\nbroadcast (READY v)\nif <(Megaman Costume) = [2]> then\n set volume to (0) %\n wait (4) seconds\n set volume to (100) %\nelse\n wait (1) seconds\nend\nbroadcast (Teleportin v)\n\nwhen flag clicked\nhide\n\nwhen I receive [you win v]\nwait (2) seconds\nclear graphic effects\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\nstop [all v]\n\n@ladder collision checker\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nforever\n go to (hitbox v)\nend\n\nwhen flag clicked\n\nforever\n if <touching (misc objects v)?> then\n set [collide with ladder v] to [1]\n else\n set [collide with ladder v] to [0]\n end\nend\n\n@misc objects\n\nwhen I receive [setup v]\ndelete this clone\n\nwhen I start as a clone\nset [active v] to [1]\nset [clone v] to [1]\ngo to [front v] layer\ngo to [front v] layer\nforever\n if <<(costume [number v]) < [6]> or <(costume [number v]) > [8]>> then\n go [backward v] (5) layers\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n if <<(active) = [1]> and <<([abs v] of ((Level_X) - (Scroll X)) ) > [250]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [250]>>> then\n hide\n else\n show\n end\n else\n go [backward v] (5) layers\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)) ) > [250]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [500]>> then\n hide\n else\n show\n end\n end\nend\n\nwhen I receive [setup v]\nhide\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (ld1 v)\nif <[1] = [1]> then\n delete this clone\nend\nCreate\n\ndefine Create\nclear graphic effects\nset size to (200) %\nset [level_y v] to [25]\nset [level_x v] to [2604]\nswitch costume to (ld1 v)\ncreate clone of (_myself_ v)\nset [level_y v] to [350]\nset [level_x v] to [2300]\nswitch costume to (tripl1 v)\ncreate clone of (_myself_ v)\nset [level_y v] to [400]\nset [level_x v] to [2450]\nswitch costume to (tripl1 v)\ncreate clone of (_myself_ v)\nset [level_y v] to [580]\nset [level_x v] to [2636]\nswitch costume to (ld2 v)\ncreate clone of (_myself_ v)\nset [level_y v] to [790]\nset [level_x v] to [2420]\nswitch costume to (tripl1 v)\ncreate clone of (_myself_ v)\nset [level_y v] to [815]\nset [level_x v] to [2300]\nswitch costume to (tripl1 v)\ncreate clone of (_myself_ v)\nset [level_y v] to [900]\nset [level_x v] to [2420]\nswitch costume to (tripl1 v)\ncreate clone of (_myself_ v)\nset [level_y v] to [880]\nset [level_x v] to [2600]\nswitch costume to (tripl1 v)\ncreate clone of (_myself_ v)\nset [level_y v] to [1000]\nset [level_x v] to [2636]\nswitch costume to (ld2 v)\ncreate clone of (_myself_ v)\nset [level_y v] to [1260]\nset [level_x v] to [2500]\nswitch costume to (tripl1 v)\ncreate clone of (_myself_ v)\nset [level_y v] to [1440]\nset [level_x v] to [2300]\nswitch costume to (ld2 v)\ncreate clone of (_myself_ v)\nset [level_y v] to [1620]\nset [level_x v] to [3830]\nswitch costume to (tripl1 v)\ncreate clone of (_myself_ v)\nset [level_y v] to [1640]\nset [level_x v] to [3950]\nswitch costume to (tripl1 v)\ncreate clone of (_myself_ v)\nset [level_y v] to [1600]\nset [level_x v] to [4100]\nswitch costume to (tripl1 v)\ncreate clone of (_myself_ v)\nset [level_y v] to [1670]\nset [level_x v] to [4200]\nswitch costume to (tripl1 v)\ncreate clone of (_myself_ v)\nset [level_y v] to [1680]\nset [level_x v] to [4300]\nswitch costume to (tripl1 v)\ncreate clone of (_myself_ v)\nset [level_y v] to [1550]\nset [level_x v] to [4550]\nswitch costume to (tripl1 v)\ncreate clone of (_myself_ v)\nset [level_y v] to [1550]\nset [level_x v] to [4670]\nswitch costume to (tripl1 v)\ncreate clone of (_myself_ v)\nset [level_y v] to [1620]\nset [level_x v] to [4800]\nswitch costume to (tripl1 v)\ncreate clone of (_myself_ v)\nset [level_y v] to [1660]\nset [level_x v] to [4900]\nswitch costume to (tripl1 v)\ncreate clone of (_myself_ v)\nset [level_y v] to [1700]\nset [level_x v] to [5000]\nswitch costume to (tripl1 v)\ncreate clone of (_myself_ v)\nset [level_y v] to [1725]\nset [level_x v] to [5100]\nswitch costume to (tripl1 v)\ncreate clone of (_myself_ v)\nset [level_y v] to [1725]\nset [level_x v] to [5750]\nswitch costume to (ld1 v)\ncreate clone of (_myself_ v)\nset [level_y v] to [2300]\nset [level_x v] to [5750]\nswitch costume to (ld1 v)\ncreate clone of (_myself_ v)\nset [level_y v] to [2100]\nset [level_x v] to [5500]\nswitch costume to (tripl1 v)\ncreate clone of (_myself_ v)\nset [level_y v] to [2190]\nset [level_x v] to [5500]\nswitch costume to (tripl1 v)\ncreate clone of (_myself_ v)\nset [level_y v] to [2150]\nset [level_x v] to [5700]\nswitch costume to (tripl1 v)\ncreate clone of (_myself_ v)\nset [level_y v] to [2700]\nset [level_x v] to [5400]\nswitch costume to (ld2 v)\ncreate clone of (_myself_ v)\nset [level_y v] to [2500]\nset [level_x v] to [5395]\nswitch costume to (tripl1 v)\ncreate clone of (_myself_ v)\nset [level_y v] to [2595]\nset [level_x v] to [5395]\nswitch costume to (tripl1 v)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n if <<(costume [number v]) > [5]> and <(costume [number v]) < [9]>> then\n wait until <<(Collide with ladder) = [0]> and <<<touching (ladder downward collision v)?> and <<key (s v) pressed?> or <<key (down arrow v) pressed?> or <<mouse down?> and <([y position v] of [mega man/protoman/bass v]) > (mouse y)>>>>> or <<touching (ladder collision checker v)?> and <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ([y position v] of [mega man/protoman/bass v])>>>>>>>\n set [ladder_snp v] to ((Level_X) + (-12))\n set [collide with ladder v] to [1]\n wait until <<not <touching (ladder collision checker v)?>> and <not <touching (ladder downward collision v)?>>>\n set [collide with ladder v] to [0]\n end\n if <(costume [number v]) < [6]> then\n wait until <touching (ladder downward collision v)?>\n switch costume to (tripl1 v)\n start sound [SE \[136\] v]\n change y by (-5)\n repeat (3)\n wait (.1) seconds\n next costume\n end\n wait (.1) seconds\n next costume\n set [projectile name v] to [explo]\n set [proj direction v] to [90]\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n broadcast (CREATE PROJECTILE v)\n repeat (4)\n change [ghost v] effect by (25)\n end\n set [active v] to [0]\n wait (1) seconds\n switch costume to (tripl1 v)\n set [active v] to [1]\n repeat (5)\n change [ghost v] effect by (-20)\n end\n end\n if <(costume [number v]) > [8]> then\n switch costume to (costume1 v)\n clear graphic effects\n go to [front v] layer\n show\n repeat (5)\n wait (.02) seconds\n next costume\n end\n wait (4) seconds\n delete this clone\n end\nend\n\nwhen I receive [blink v]\nif <(username) = [legobuzz12]> then\n delete this clone\nend\n\nbroadcast (blink v)\n\nwhen I receive [teleportin v]\nset [collide with ladder v] to [0]\n\nwhen flag clicked\nset [clone v] to [0]\n\nwhen I receive [create yoku block v]\nif <(clone) = [0]> then\n start sound [SE \[8\] v]\n set size to (200) %\n set [level_y v] to (PROJ Y)\n set [level_x v] to (PROJ X)\n point in direction (90)\n switch costume to (costume1 v)\n create clone of (_myself_ v)\nend\n\nwhen I receive [ready v]\nset [collide with ladder v] to [0]\n\n@ladder downward collision\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nforever\n go to (hitbox v)\nend\n\n@Border\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n go to [front v] layer\n clear graphic effects\nend\n\nif <touching (hitbox v)?> then\n set [ghost v] effect to (50)\nend\n\nwhen I receive [ready v]\nshow\n\nwhen I receive [you win v]\nstop [other scripts in sprite v]\n\n@boss door\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n set [ghost v] effect to (0)\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [300]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [300]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [teleportin v]\nhide\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (bossdoor1 v)\nif <[1] = [1]> then\n delete this clone\nend\nCreate\n\ndefine Create\nswitch costume to (bossdoor1 v)\nset size to (200) %\nset [level_y v] to [1637]\nset [level_x v] to [2705]\ncreate clone of (_myself_ v)\nswitch costume to (bossdoor1 v)\nset size to (200) %\nset [level_y v] to [1637]\nset [level_x v] to [3188]\ncreate clone of (_myself_ v)\nswitch costume to (bossdoor1 v)\nset size to (200) %\nset [level_y v] to [2932]\nset [level_x v] to [5785]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(Level_X) = [2705]> then\n wait until <touching (hitbox v)?>\n start sound [SE \[16\] v]\n broadcast (bossgatetransition v)\n switch costume to (bossdoor1 v)\n repeat (3)\n wait (.05) seconds\n next costume\n end\n wait (1) seconds\n repeat (3)\n wait (.05) seconds\n switch costume to ((costume [number v]) + (-1))\n end\n broadcast (Trinitro Man Fight v)\nend\nif <(Level_X) = [3188]> then\n wait until <<touching (hitbox v)?> and <(item (1) of [activated bossgates v]) = [1]>>\n start sound [SE \[16\] v]\n broadcast (bossgatetransition v)\n switch costume to (bossdoor1 v)\n repeat (3)\n wait (.05) seconds\n next costume\n end\n wait (1) seconds\n repeat (3)\n wait (.05) seconds\n switch costume to ((costume [number v]) + (-1))\n end\n set [scroll x max v] to [5570]\nend\nif <(Level_X) = [5785]> then\n wait until <touching (hitbox v)?>\n start sound [SE \[16\] v]\n broadcast (bossgatetransition v)\n switch costume to (bossdoor1 v)\n repeat (3)\n wait (.05) seconds\n next costume\n end\n wait (1) seconds\n repeat (3)\n wait (.05) seconds\n switch costume to ((costume [number v]) + (-1))\n end\n broadcast (Last Boss Fight v)\nend\n\nwhen I receive [blink v]\ndelete this clone\n\nbroadcast (blink v)\n\n@Yoku Thing\n\nwhen flag clicked\nhide\n\nwhen I receive [battle begin v]\nif <(Checkpoint #) > [5]> then\n show\n forever\n repeat (1)\n go to (boss v)\n change y by (60)\n change x by (-5)\n end\n next costume\n end\nend\n\nwhen I receive [die v]\nhide\n\nwhen I receive [bossdie v]\nhide\n\n@toenail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nshow\nforever\n go to [front v] layer\nend\n\n@Menu\n\nwhen flag clicked\nset [megaman costume v] to [1]\nset [able to select? v] to [1]\nset size to (100) %\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\nswitch costume to (run1 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume3 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume4 v)\ncreate clone of (_myself_ v)\nswitch costume to (icon1 v)\nrepeat (3)\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 go to x: (-999) y: (0)\n glide (.2) secs to x: (0) y: (0)\nend\nif <(costume [number v]) = [3]> then\n go to x: (-999) y: (-50)\n glide (.2) secs to x: (0) y: (-50)\nend\nif <(costume [number v]) = [14]> then\n go to x: (999) y: (-54)\n glide (.2) secs to x: (167) y: (-54)\nend\nif <(costume [number v]) = [15]> then\n wait (.2) seconds\n set [ghost v] effect to (100)\n go to x: (155) y: (-72)\n repeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n show\n end\n forever\n if <(Megaman Costume) = [1]> then\n switch costume to (costume4 v)\n else\n if <(Megaman Costume) = [2]> then\n switch costume to (costume5 v)\n else\n switch costume to (costume6 v)\n end\n end\n end\nend\nif <<(costume [number v]) = [18]> or <<(costume [number v]) = [19]> or <(costume [number v]) = [20]>>> then\n hide\n wait (.2) seconds\n set [ghost v] effect to (100)\n set size to (250) %\n go to x: ((55) + (((-17) + (costume [number v])) * (50))) y: (-100)\n repeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n show\n end\n forever\n if <touching (mouse-pointer v)?> then\n start sound [SE \[13\] v]\n set [megaman costume v] to ((-17) + (costume [number v]))\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\nif <(costume [number v]) = [4]> then\n hide\n wait (.2) seconds\n set [ghost v] effect to (100)\n set size to (300) %\n go to x: (160) y: (-26)\n repeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n show\n end\n forever\n if <(Megaman Costume) = [1]> then\n switch costume to (run1 v)\n else\n if <(Megaman Costume) = [2]> then\n switch costume to (prorun1 v)\n else\n switch costume to (bass3 v)\n end\n end\n wait (.1) seconds\n if <(Megaman Costume) = [1]> then\n switch costume to (run2 v)\n else\n if <(Megaman Costume) = [2]> then\n switch costume to (prorun2 v)\n else\n switch costume to (bass4 v)\n end\n end\n wait (.1) seconds\n if <(Megaman Costume) = [1]> then\n switch costume to (run3 v)\n else\n if <(Megaman Costume) = [2]> then\n switch costume to (prorun3 v)\n else\n switch costume to (bass5 v)\n end\n end\n wait (.1) seconds\n if <(Megaman Costume) = [1]> then\n switch costume to (run2 v)\n else\n if <(Megaman Costume) = [2]> then\n switch costume to (prorun2 v)\n else\n switch costume to (bass4 v)\n end\n end\n wait (.1) seconds\n end\nend\n\nwhen I start as a clone\nif <<(costume [number v]) > [1]> and <not <<(costume [number v]) > [3]> and <(costume [number v]) < [15]>>>> 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 play\n\nwhen flag clicked\nhide\n\nwhen I receive [how to play v]\ngo to x: (0) y: (0)\nclear graphic effects\nset [ghost v] effect to (100)\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\nset [able to select? v] to [0]\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\nwait until <<key (space v) pressed?> or <mouse down?>>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [able to select? v] to [1]\nhide\n\n
★★★★★★★INSTRUCTIONS★★★★★★★\n\n- Arrow keys or WASD to move and jump\n- Space to fire your blaster\n- Press Down while running to Slide\n- Hold Up or W on ladders to climb them\n\n★★★★★★★★★★★★★★★★★★★★★★\n\nThis is a project showcasing a game engine from the NES game, Mega Man. This project was made to refine my old Mega Man game engine into a much better, more accurate version.\n\nHere is what is different from my previous game engines:\n\n* Improved ladder climbing physics\n* Added extra effects when you get hurt\n* More fluid player movement\n* Option to change your character\n* Fine-tuned all character animations\n* READY prompt is in the correct font\n* Player health bar and Boss health bar are graphically improved\n* Death effect particles have been graphically improved\n\n\n( if you experience any kind of lag, try displaying this project on a different browser such as Chrome )\n\n\n\n★★★★★★★★★CREDITS★★★★★★★★★\n\n-All sprites and all sound effects belong to Capcom, the original creator of Mega Man, as well as a huge credit to MegaPhilX, the creator of Mega Man Unlimited, which this project is heavily based off of.\n\n- Credit to Spriters Resource and Sprites Inc for additional sprites\n\n- Credit to Mega Man Maker for tilesets and backgrounds\n\n- Credit to @DancingBoi for the Yoku Man sprites\n\n- Music is from Mega Man Unlimited. Stage Music is The Robot Revolution.
Mario Cube ▪️ A Scrolling Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (langues v)\n\nwhen I receive [langue suggestion choisie v]\nwait (0.2) seconds\nswitch backdrop to (menu v)\n\nwhen I receive [jeu v]\nswitch backdrop to (jeu v)\n\n@blank\n\nwhen [1 v] key pressed\n\nif <(username) = [remixsuper]> then\n change [scrollx v] by (100)\nend\n\nwhen [3 v] key pressed\n\nif <(username) = [remixsuper]> then\n change [scrollx v] by (-100)\nend\n\n@personnage\n\nwhen flag clicked\nhide\n\ndefine mouvement\ngo to [front v] layer\nif <key (right arrow v) pressed?> then\n point in direction (90)\n change [x v] by (1)\nend\nif <key (left arrow v) pressed?> then\n point in direction (-90)\n change [x v] by (-1)\nend\nchange x by (X)\nset [x v] to ((X) * (0.8))\nchange [y v] by (-1.5)\nif <(Y) < [-20]> then\n set [y v] to [-20]\nend\nif <touching (niveau v)?> then\n change y by (1.5)\n set [je ne sais pas quel nom donner ... v] to [0]\n repeat until <<not <touching (niveau v)?>> or <(je ne sais pas quel nom donner ...) = [-20]>>\n change [je ne sais pas quel nom donner ... v] by (-1)\n change y by (1)\n end\n if <(je ne sais pas quel nom donner ...) = [-20]> 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 end\n change y by (je ne sais pas quel nom donner ...)\nend\nchange y by (Y)\nif <touching (niveau v)?> then\n set [y v] to ((Y) * (-0.25))\n change y by (Y)\n if <touching (niveau v)?> then\n change y by (Y)\n if <touching (niveau v)?> then\n change y by (Y)\n end\n end\nend\nchange y by (-1)\nif <<touching (niveau v)?> and <key (up arrow v) pressed?>> then\n set [y v] to [20]\nend\nif <<(y position) < [-180]> or <touching (ennemis v)?>> then\n mort\nend\nchange [scrollx v] by (((x position) - ((x position) / (1.2))) * (-1))\nset x to ((x position) / (1.2))\n\nwhen I receive [jeu v]\nreset timer\nset [scrollx v] to [300]\nshow\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (200.25) y: (0)\nset size to (70) %\nforever\n mouvement\n if <key (space v) pressed?> then\n wait (1) seconds\n end\nend\n\ndefine mort\nset [y v] to [0]\nif <<(scrollX) > [200]> or <<(pièces de fin) = [30]> and <not <(scrollX) < [-11950]>>>> then\n go to x: (150) y: (100)\nelse\n go to x: (-250) y: (100)\nend\n\nwhen I receive [mort v]\nmort\n\nwhen I receive [jeu v]\nset [pièces de fin v] to [0]\nwait until <(pièces de fin) = [30]>\nbroadcast (fin v)\n\n@niveau\n\nwhen flag clicked\nforever\n play sound [mario v] until done\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [jeu v]\nset [n° clone v] to [0]\nset [x clone v] to [0]\nCloner à [0] pixels du précédent\nCloner à [480] pixels du précédent\nCloner à [480] pixels du précédent\nCloner à [480] pixels du précédent\nCloner à [600] pixels du précédent\nCloner à [480] pixels du précédent\nCloner à [570] pixels du précédent\nCloner à [600] pixels du précédent\nCloner à [440] pixels du précédent\nCloner à [480] pixels du précédent\nCloner à [480] pixels du précédent\nCloner à [700] pixels du précédent\nCloner à [700] pixels du précédent\nCloner à [480] pixels du précédent\nCloner à [550] pixels du précédent\nCloner à [720] pixels du précédent\nCloner à [750] pixels du précédent\nCloner à [550] pixels du précédent\nCloner à [730] pixels du précédent\nCloner à [480] pixels du précédent\nCloner à [620] pixels du précédent\nCloner à [300] pixels du précédent\n\nwhen I start as a clone\nshow\nswitch costume to (n° clone)\nset size to (100) %\nforever\n go to x: ((scrollX) + (X clone)) y: (0)\n if <((scrollX) + (X clone)) = (x position)> then\n show\n else\n hide\n end\nend\n\ndefine Cloner à (x) pixels du précédent\nchange [x clone v] by (x)\nchange [n° clone v] by (1)\ncreate clone of (_myself_ v)\n\n@décors\n\nwhen flag clicked\nhide\n\nwhen I receive [jeu v]\nset [n° clone v] to [0]\nset [x clone v] to [0]\nCloner à [10770] pixels du précédent\nCloner à [1000] pixels du précédent\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nswitch costume to (n° clone)\nif <<(n° clone) = [2]> and <(Langue suggestions) = [fr]>> then\n next costume\nend\nset size to (100) %\nforever\n go to x: ((scrollX) + (X clone)) y: (0)\n if <((scrollX) + (X clone)) = (x position)> then\n show\n else\n hide\n end\nend\n\ndefine Cloner à (x) pixels du précédent\nchange [x clone v] by (x)\nchange [n° clone v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I receive [fin v]\nif <(n° clone) = [2]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\n@ennemis\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nswitch costume to (n° clone)\nset size to (100) %\nforever\n go to x: ((scrollX) + (X clone)) y: (0)\n if <((scrollX) + (X clone)) = (x position)> then\n show\n else\n hide\n end\nend\n\nwhen I receive [jeu v]\nset [n° clone v] to [0]\nset [x clone v] to [0]\nCloner à [1440] pixels du précédent\nCloner à [1070] pixels du précédent\nCloner à [600] pixels du précédent\nCloner à [585] pixels du précédent\nCloner à [440] pixels du précédent\nCloner à [480] pixels du précédent\nCloner à [480] pixels du précédent\nCloner à [700] pixels du précédent\nCloner à [1180] pixels du précédent\nCloner à [650] pixels du précédent\nCloner à [1920] pixels du précédent\nCloner à [720] pixels du précédent\nCloner à [480] pixels du précédent\nCloner à [620] pixels du précédent\n\ndefine Cloner à (x) pixels du précédent\nchange [x clone v] by (x)\nchange [n° clone v] by (1)\ncreate clone of (_myself_ v)\n\n@confétits\n\nwhen I start as a clone\nshow\nset size to (pick random (15) to (75)) %\nset [color v] effect to (pick random (1) to (200))\nset [brightness v] effect to (pick random (-5) to (30))\nset [ghost v] effect to (100)\nset [confétits: mouvement v] to [-1]\nrepeat (130)\n change [ghost v] effect by (-20)\n change y by (confétits: mouvement)\n set [confétits: mouvement v] to ((confétits: mouvement) * (1.01))\nend\nrepeat (5)\n change y by (confétits: mouvement)\n set [confétits: mouvement v] to ((confétits: mouvement) * (1.001))\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen I start as a clone\ngo to x: (pick random (-240) to (240)) y: (pick random (100) to (180))\nset [x confétit v] to ((pick random (-240) to (240)) + (scrollX))\nif <(y position) < (([y position v] of [perso v]) + (75))> then\n go to [front v] layer\nelse\n go to [back v] layer\nend\nif <(x position) < ([x position v] of [perso v])> then\n set [confétits: positionx v] to (pick random (-0.5) to (0.5))\nend\nif <(x position) > ([x position v] of [perso v])> then\n set [confétits: positionx v] to (pick random (-0.5) to (0.5))\nend\nset [confétits: direction v] to (pick random (-5) to (5))\nforever\n go to [front v] layer\n turn right (confétits: direction) degrees\n if <(confétits: mouvement) > [0]> then\n change [x confétit v] by ((confétits: mouvement) * (confétits: positionX))\n else\n change [x confétit v] by (((confétits: mouvement) * (-0.5)) * (confétits: positionX))\n end\n set x to (((X confétit) * (-1)) + (scrollX))\n if <(((X confétit) * (-1)) + (scrollX)) = (x position)> then\n show\n else\n hide\n end\nend\n\nwhen I receive [fin v]\nstop all sounds\nstart sound [Triumph v]\nforever\n create clone of (_myself_ v)\n wait (0) seconds\nend\n\nwhen I start as a clone\nset [confétits: vitesse rotation v] to (pick random (0.0) to (0.2))\nswitch costume to (pick random (1) to (12))\nrepeat ((12) - (costume [number v]))\n wait (confétits: vitesse rotation) seconds\n next costume\nend\nforever\n repeat (11)\n wait (confétits: vitesse rotation) seconds\n switch costume to ((costume [number v]) - (1))\n end\n repeat (11)\n wait (confétits: vitesse rotation) seconds\n next costume\n end\nend\n\n@pièce\n\nwhen I receive [jeu v]\nshow variable [nombre de pièces v]\nif <(username) = [remixsuper]> then\n forever\n if <mouse down?> then\n set [x new piece v] to (round ((mouse x) - (scrollX)))\n set [y new piece v] to (mouse y)\n wait (0.2) seconds\n end\n if <key (space v) pressed?> then\n add (X new piece) to [pièces \(x\) v]\n add (Y new piece) to [pièces \(y\) v]\n set [n° clone pièce v] to (length of [pièces \(x\) v])\n create clone of (_myself_ v)\n wait (0.2) seconds\n end\n end\nend\n\nwhen flag clicked\nset [nombre de pièces v] to [0]\nhide variable [nombre de pièces v]\nset [clone ? v] to [non]\nhide\n\nwhen I receive [jeu v]\nif <(Clone ?) = [oui]> then\n delete this clone\nend\nif <(Clone ?) = [non]> then\n cloner les pièces\nend\n\nwhen I start as a clone\nset size to (50) %\nset [clone ? v] to [oui]\nshow\nforever\n go to x: ((item (N° clone pièce) of [pièces \(x\) v]) + (scrollX)) y: (item (N° clone pièce) of [pièces \(y\) v])\n if <((item (N° clone pièce) of [pièces \(x\) v]) + (scrollX)) = (x position)> then\n show\n else\n hide\n end\n if <touching (personnage v)?> then\n if <<(N° clone pièce) > [82]> and <(N° clone pièce) < [113]>> then\n change [pièces de fin v] by (1)\n end\n go to [front v] layer\n start sound [Coin v]\n repeat (20)\n change x by (((-209) - (x position)) / (3))\n change y by (((159) - (y position)) / (3))\n change size by (((43) - (size)) / (3))\n end\n change [nombre de pièces v] by (1)\n delete this clone\n end\nend\n\ndefine cloner les pièces\nset [n° clone pièce v] to [0]\nrepeat (length of [pièces \(x\) v])\n change [n° clone pièce v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen this sprite clicked\nif <(username) = [remixsuper]> then\n think (N° clone pièce) for (2) seconds\nend\n\nwhen I receive [fin v]\ndelete this clone\n\n@Sprite2\n\nwhen I receive [jeu v]\ngo to [back v] layer\ncreate clone of (_myself_ v)\nforever\n go to x: ((((scrollX) / (5)) mod (1100)) - (550)) y: (0)\n if <((((scrollX) / (5)) mod (1100)) - (550)) = (x position)> then\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nforever\n go to x: (((((scrollX) / (5)) + (550)) mod (1100)) - (550)) y: (0)\nend\n\nwhen flag clicked\nhide\n\n@pièce2\n\nwhen flag clicked\nhide\n\nwhen I receive [jeu v]\nswitch costume to (gold_1 v)\nshow variable [progression % v]\nshow variable [temps v]\nset size to (43) %\ngo to x: (-209) y: (159)\nshow\nforever\n go to [front v] layer\n set [temps v] to (round (timer))\n set [progression % v] to (join (round ((((scrollX) - (200)) / (-12200)) * (100))) [ %])\nend\n\nwhen I receive [montrer la pièce v]\ngo to [front v] layer\nswitch costume to (gold_2 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [fin v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@pièce3\n\nwhen flag clicked\nset [nombre de pièces v] to [0]\nhide variable [nombre de pièces v]\nset [clone ? v] to [non]\nhide\n\nwhen I receive [jeu v]\nif <(Clone ?) = [oui]> then\n delete this clone\nend\nif <(Clone ?) = [non]> then\n cloner les ennemis\nend\n\nwhen I start as a clone\nset [x clone goomba v] to (item (N° clone Goomba) of [goomba \(max x\) v])\nset size to (50) %\nset [clone ? v] to [oui]\nswitch costume to (goomba v)\nshow\nforever\n go to x: ((X clone goomba) + (scrollX)) y: (item (N° clone Goomba) of [goomba \(y\) v])\n if <((X clone goomba) + (scrollX)) = (x position)> then\n show\n else\n hide\n end\n if <touching (personnage v)?> then\n if <(Y) < [-1]> then\n switch costume to (goomba2 v)\n stop [other scripts in sprite v]\n wait (0) seconds\n set [y v] to [15]\n repeat (15)\n go to x: ((X clone goomba) + (scrollX)) y: (item (N° clone Goomba) of [goomba \(y\) v])\n if <((X clone goomba) + (scrollX)) = (x position)> then\n show\n else\n hide\n end\n end\n set [endroit où apparait la pièce x v] to (X clone goomba)\n set [endroit où apparait la pièce y v] to (item (N° clone Goomba) of [goomba \(y\) v])\n create clone of (pièce qui apparait v)\n delete this clone\n else\n broadcast (mort v)\n end\n end\nend\n\ndefine cloner les ennemis\nset [n° clone goomba v] to [0]\nrepeat (length of [goomba \(max x\) v])\n change [n° clone goomba v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n repeat until <(X clone goomba) < (item (N° clone Goomba) of [goomba \(min x\) v])>\n change [x clone goomba v] by (-3)\n end\n wait (0.5) seconds\n repeat until <(X clone goomba) > (item (N° clone Goomba) of [goomba \(max x\) v])>\n change [x clone goomba v] by (3)\n end\n wait (0.5) seconds\nend\n\nwhen this sprite clicked\nif <(username) = [remixsuper]> then\n think (N° clone Goomba) for (2) seconds\nend\n\n@pièce qui apparait\n\nwhen flag clicked\nset [nombre de pièces v] to [0]\nhide variable [nombre de pièces v]\nset [clone ? v] to [non]\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nset size to (50) %\nset [clone ? v] to [oui]\nset [x pièce qui apparait v] to (Endroit où apparait la pièce X)\nset [y pièce qui apparait v] to (Endroit où apparait la pièce Y)\nshow\nforever\n go to x: ((X pièce qui apparait) + (scrollX)) y: (Y pièce qui apparait)\n if <((X pièce qui apparait) + (scrollX)) = (x position)> then\n show\n else\n hide\n end\n if <touching (personnage v)?> then\n go to [front v] layer\n start sound [Coin v]\n repeat (20)\n change x by (((-209) - (x position)) / (3))\n change y by (((159) - (y position)) / (3))\n change size by (((43) - (size)) / (3))\n end\n change [nombre de pièces v] by (1)\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nset [mouvement y v] to [15]\nrepeat (15)\n change [mouvement y v] by (-1.92)\n change [y pièce qui apparait v] by (mouvement Y)\nend\n\n@Sprite1\n\nwhen flag clicked\nhide variable [1er pièces \(afficheur\) v]\nhide variable [2ème pièces \(afficheur\) v]\nhide variable [3ème pièces \(afficheur\) v]\nhide variable [pièces \( total \) v]\nhide variable [1er \(afficheur\) v]\nhide variable [2ème \(afficheur\) v]\nhide variable [3eme \(afficheur\) v]\nhide variable [temps total v]\nhide variable [temps v]\nhide variable [progression % v]\nhide\n\nwhen I start as a clone\nif <(Type de clone) = [1]> then\n switch costume to (1star v)\n set [ghost v] effect to (100)\n set size to (0) %\n show\n repeat (60)\n go [backward v] (1) layers\n change [ghost v] effect by (-10)\n change size by (((100) - (size)) / (3))\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif <(Type de clone) > [1]> then\n set [ghost v] effect to (100)\n set size to (7) %\n if <(Type de clone) = [2]> then\n go to x: (-126) y: (119)\n end\n if <(Type de clone) = [3]> then\n go to x: (-126) y: (92)\n end\n if <(Type de clone) = [4]> then\n go to x: (-126) y: (63)\n end\n if <(Type de clone) = [5]> then\n go to x: (-126) y: (-18)\n end\n if <(Type de clone) = [6]> then\n go to x: (-126) y: (-44)\n end\n if <(Type de clone) = [7]> then\n go to x: (-126) y: (-70)\n end\nend\n\nwhen I receive [fin v]\nset [temps total v] to (round (timer))\nset [pièces \( total \) v] to (Nombre de pièces)\nhide variable [temps v]\nhide variable [nombre de pièces v]\nhide variable [progression % v]\nanalyse variables\nif <(team) = [patate]> then\n set [n° team v] to [1]\nelse\n if <(team) = [tomate]> then\n set [n° team v] to [2]\n else\n if <(team) = [oignon]> then\n set [n° team v] to [3]\n else\n set [n° team v] to [4]\n end\n end\nend\nif <<(temps total) < (1er \(afficheur\))> or <(temps total) = (1er \(afficheur\))>> then\n set [☁ 3eme v] to (☁ 2eme)\n set [☁ 2eme v] to (☁ 1er)\n set [☁ 1er v] to (join (n° team) (temps total))\n analyse variables\nelse\n if <<(temps total) < (2ème \(afficheur\))> or <(temps total) = (2ème \(afficheur\))>> then\n set [☁ 3eme v] to (☁ 2eme)\n set [☁ 2eme v] to (join (n° team) (temps total))\n analyse variables\n else\n if <<(temps total) < (3eme \(afficheur\))> or <(temps total) = (3eme \(afficheur\))>> then\n set [☁ 3eme v] to (join (n° team) (temps total))\n analyse variables\n end\n end\nend\nif <<(pièces \( total \)) > (1er pièces \(afficheur\))> or <(pièces \( total \)) = (1er pièces \(afficheur\))>> then\n set [☁ 3ème pièces v] to (☁ 2ème pièces)\n set [☁ 2ème pièces v] to (☁ 1er pièces)\n set [☁ 1er pièces v] to (join (n° team) (pièces \( total \)))\n analyse variables\nelse\n if <<(pièces \( total \)) > (2ème pièces \(afficheur\))> or <(pièces \( total \)) = (2ème pièces \(afficheur\))>> then\n set [☁ 3ème pièces v] to (☁ 2ème pièces)\n set [☁ 2ème pièces v] to (join (n° team) (pièces \( total \)))\n analyse variables\n else\n if <<(pièces \( total \)) > (3ème pièces \(afficheur\))> or <(pièces \( total \)) = (3ème pièces \(afficheur\))>> then\n set [☁ 3ème pièces v] to (join (n° team) (pièces \( total \)))\n analyse variables\n end\n end\nend\nset [type de clone v] to [1]\nswitch costume to ((letter (1) of (☁ 1er pièces)) + (4))\nchange [type de clone v] by (1)\ncreate clone of (_myself_ v)\nswitch costume to ((letter (1) of (☁ 2ème pièces)) + (4))\nchange [type de clone v] by (1)\ncreate clone of (_myself_ v)\nswitch costume to ((letter (1) of (☁ 3ème pièces)) + (4))\nchange [type de clone v] by (1)\ncreate clone of (_myself_ v)\nswitch costume to ((letter (1) of (☁ 1er)) + (4))\nchange [type de clone v] by (1)\ncreate clone of (_myself_ v)\nswitch costume to ((letter (1) of (☁ 2eme)) + (4))\nchange [type de clone v] by (1)\ncreate clone of (_myself_ v)\nswitch costume to ((letter (1) of (☁ 3eme)) + (4))\nchange [type de clone v] by (1)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\nset [type de clone v] to [1]\ncreate clone of (_myself_ v)\nif <(Langue suggestions) = [fr]> then\n switch costume to (win ! v)\nelse\n switch costume to (win v)\nend\nwait (0.2) seconds\nset [ghost v] effect to (100)\nset size to (0) %\nshow\nrepeat (60)\n go to [front v] layer\n change [ghost v] effect by (-10)\n change size by (((100) - (size)) / (3))\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (stats v)\nshow variable [1er pièces \(afficheur\) v]\nshow variable [2ème pièces \(afficheur\) v]\nshow variable [3ème pièces \(afficheur\) v]\nshow variable [pièces \( total \) v]\nshow variable [1er \(afficheur\) v]\nshow variable [2ème \(afficheur\) v]\nshow variable [3eme \(afficheur\) v]\nshow variable [temps total v]\nrepeat (10)\n change [ghost v] effect by (-7)\nend\nbroadcast (Cloner les suggestions v)\nbroadcast (Montrer la pièce v)\nforever\n wait until <(Quelque chose montré ?) = [non]>\n show variable [1er pièces \(afficheur\) v]\n show variable [2ème pièces \(afficheur\) v]\n show variable [3ème pièces \(afficheur\) v]\n show variable [pièces \( total \) v]\n show variable [1er \(afficheur\) v]\n show variable [2ème \(afficheur\) v]\n show variable [3eme \(afficheur\) v]\n show variable [temps total v]\n wait until <(Quelque chose montré ?) = [oui]>\n hide variable [1er pièces \(afficheur\) v]\n hide variable [2ème pièces \(afficheur\) v]\n hide variable [3ème pièces \(afficheur\) v]\n hide variable [pièces \( total \) v]\n hide variable [1er \(afficheur\) v]\n hide variable [2ème \(afficheur\) v]\n hide variable [3eme \(afficheur\) v]\n hide variable [temps total v]\nend\n\ndefine analyse variables\nset [analyse v] to [1]\nset [1er \(afficheur\) v] to []\nrepeat ((length of (☁ 1er)) - (1))\n change [analyse v] by (1)\n set [1er \(afficheur\) v] to (join (1er \(afficheur\)) (letter (analyse) of (☁ 1er)))\nend\nset [analyse v] to [1]\nset [1er pièces \(afficheur\) v] to []\nrepeat ((length of (☁ 1er pièces)) - (1))\n change [analyse v] by (1)\n set [1er pièces \(afficheur\) v] to (join (1er pièces \(afficheur\)) (letter (analyse) of (☁ 1er pièces)))\nend\nset [analyse v] to [1]\nset [2ème \(afficheur\) v] to []\nrepeat ((length of (☁ 2eme)) - (1))\n change [analyse v] by (1)\n set [2ème \(afficheur\) v] to (join (2ème \(afficheur\)) (letter (analyse) of (☁ 2eme)))\nend\nset [analyse v] to [1]\nset [2ème pièces \(afficheur\) v] to []\nrepeat ((length of (☁ 2ème pièces)) - (1))\n change [analyse v] by (1)\n set [2ème pièces \(afficheur\) v] to (join (2ème pièces \(afficheur\)) (letter (analyse) of (☁ 2ème pièces)))\nend\nset [analyse v] to [1]\nset [3eme \(afficheur\) v] to []\nrepeat ((length of (☁ 3eme)) - (1))\n change [analyse v] by (1)\n set [3eme \(afficheur\) v] to (join (3eme \(afficheur\)) (letter (analyse) of (☁ 3eme)))\nend\nset [analyse v] to [1]\nset [3ème pièces \(afficheur\) v] to []\nrepeat ((length of (☁ 3ème pièces)) - (1))\n change [analyse v] by (1)\n set [3ème pièces \(afficheur\) v] to (join (3ème pièces \(afficheur\)) (letter (analyse) of (☁ 3ème pièces)))\nend\nset [analyse v] to [1]\n\nwhen I receive [montrer la pièce v]\nif <(Type de clone) > [1]> then\n show\n go to [front v] layer\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nset [☁ 1er pièces v] to [50]\nset [☁ 2ème pièces v] to [50]\nset [☁ 3ème pièces v] to [50]\nset [☁ 1er v] to [5100000]\nset [☁ 2eme v] to [5100000]\nset [☁ 3eme v] to [5100000]\nbroadcast (fin v)\n\nset [☁ 3eme v] to (☁ 2eme)\nset [☁ 2eme v] to (☁ 1er)\nset [☁ 1er v] to [1115]\nanalyse variables\n\nset [☁ 3ème pièces v] to (☁ 2ème pièces)\nset [☁ 2ème pièces v] to (☁ 1er pièces)\nset [☁ 1er pièces v] to [1164]\nanalyse variables\n\nset [☁ 3eme v] to (☁ 2eme)\nset [☁ 2eme v] to [1117]\nanalyse variables\n\nset [☁ 3eme v] to []\nanalyse variables\n\nset [☁ 3ème pièces v] to (☁ 2ème pièces)\nset [☁ 2ème pièces v] to [1162]\nanalyse variables\n\nset [☁ 3ème pièces v] to [3163]\nanalyse variables\n\n@ Cube // A scrolling platformerrecommandations\n\nwhen I start as a clone\nset [clone ? v] to [oui]\nif <(Nom du clone) = [Recommandations]> then\n switch costume to (recommandationsfr v)\n if <(Langue suggestions) = [en]> then\n next costume\n end\n set [ghost v] effect to (100)\n mettre le clone au bon endroit | taille par défaut: [100]\n repeat (5)\n change [ghost v] effect by (-20)\n end\n wait until <not <mouse down?>>\n wait until <<<(distance to [mouse-pointer v]) < [10]> and <mouse down?>> and <(Quelque chose montré ?) = [non]>>\n broadcast (suprimmer les suggessions v)\nend\nif <(Nom du clone) = [Français]> then\n switch costume to (français v)\n mettre le clone au bon endroit | taille par défaut: [100]\n repeat until <<<mouse down?> and <touching (mouse-pointer v)?>> and <(Quelque chose montré ?) = [non]>>\n if <touching (mouse-pointer v)?> then\n change [luminosité v] by (((20) - (luminosité)) / (3))\n else\n change [luminosité v] by (((0) - (luminosité)) / (3))\n end\n set [brightness v] effect to (luminosité)\n end\n set [langue suggestions v] to [fr]\n broadcast (Langue suggestion choisie v)\n broadcast (suprimmer les suggessions v)\nend\nif <(Nom du clone) = [English]> then\n switch costume to (english v)\n mettre le clone au bon endroit | taille par défaut: [100]\n repeat until <<<mouse down?> and <touching (mouse-pointer v)?>> and <(Quelque chose montré ?) = [non]>>\n if <touching (mouse-pointer v)?> then\n change [luminosité v] by (((20) - (luminosité)) / (3))\n else\n change [luminosité v] by (((0) - (luminosité)) / (3))\n end\n set [brightness v] effect to (luminosité)\n end\n set [langue suggestions v] to [en]\n broadcast (Langue suggestion choisie v)\n broadcast (suprimmer les suggessions v)\nend\n\nwhen flag clicked\nset [quelque chose montré ? v] to [non]\nshow list [lien v]\nshow list [link v]\nset [montrer suggestion n° v] to [-]\nset [clone ? v] to [non]\nhide\n\nwhen I receive [suprimmer les suggessions v]\nif <(clone ?) = [oui]> then\n stop [other scripts in sprite v]\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\nend\n\nwhen I receive [langue suggessions français v]\nset [langue suggestions v] to [fr]\n\nwhen I receive [langue suggessions anglais v]\nset [langue suggestions v] to [en]\n\ndefine Cloner la suggestion (nom) en position (position) | position personalisée: x: (x) y: (y) | Taille: (taille)\nif <(clone ?) = [non]> then\n set [nom du clone v] to (nom)\n set [position suggestion v] to (position)\n set [position x clone v] to (x)\n set [position y clone v] to (y)\n set [taille clone v] to (taille)\n if <(Nom du clone) = [bouton profil]> then\n create clone of (_myself_ v)\n set [nom du clone v] to [bouton profil détails]\n create clone of (_myself_ v)\n else\n if <(Nom du clone) = [Team Cube]> then\n create clone of (_myself_ v)\n set [nom du clone v] to [Gif cube]\n create clone of (_myself_ v)\n else\n create clone of (_myself_ v)\n end\n end\nend\n\ndefine mettre le clone au bon endroit | taille par défaut: (taille par défaut)\ngo to [front v] layer\nif <(Taille clone) = [-]> then\n set size to (taille par défaut) %\nelse\n set size to (Taille clone) %\nend\nif <not <(position suggestion) = [-]>> then\n if <(position suggestion) = [1]> then\n go to x: (-160) y: (120)\n end\n if <(position suggestion) = [2]> then\n go to x: (-160) y: (0)\n end\n if <(position suggestion) = [3]> then\n go to x: (-160) y: (-120)\n end\n if <(position suggestion) = [4]> then\n go to x: (0) y: (120)\n end\n if <(position suggestion) = [5]> then\n go to x: (0) y: (0)\n end\n if <(position suggestion) = [6]> then\n go to x: (0) y: (-120)\n end\n if <(position suggestion) = [7]> then\n go to x: (160) y: (120)\n end\n if <(position suggestion) = [8]> then\n go to x: (160) y: (0)\n end\n if <(position suggestion) = [9]> then\n go to x: (160) y: (-120)\n end\nelse\n go to x: (Position X clone) y: (Position Y clone)\nend\nshow\n\nwhen flag clicked\nCloner la suggestion [Français] en position [-] | position personalisée: x: [-30] y: [0] | Taille: [140]\nCloner la suggestion [English] en position [-] | position personalisée: x: [-30] y: [71] | Taille: [140]\n\nwhen I receive [cloner les suggestions v]\nCloner la suggestion [Recommandations] en position [-] | position personalisée: x: [225] y: [166] | Taille: [75]\n\nwhen I receive [cloner les suggestions 2 v]\nCloner la suggestion [Recommandations] en position [-] | position personalisée: x: [232] y: [150] | Taille: [59]\n\nwhen I receive [suprimmer tout de suite v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@ Cube // A scrolling platformer\n\nwhen I start as a clone\nset [clone ? v] to [oui]\nif <(Nom du clone) = [miniature]> then\n set [luminosité clone v] to [20]\n set [ghost v] effect to (100)\n Mettre le clone sur le bon costume\n mettre le clone au bon endroit | taille par défaut: [28]\n show\n wait until <not <mouse down?>>\n forever\n change [ghost v] effect by (-20)\n if <touching (mouse-pointer v)?> then\n change [luminosité clone v] by (((20) - (luminosité clone)) / (3))\n if <mouse down?> then\n if <(Quelque chose montré ?) = [non]> then\n set [quelque chose montré ? v] to [oui]\n set [nom costume suggestion cliquée v] to (Nom exact Clone)\n set [n° costume suggestion cliquée v] to (costume [number v])\n broadcast (Suggestion cliquée v)\n end\n end\n else\n change [luminosité clone v] by (((0) - (luminosité clone)) / (3))\n end\n set [brightness v] effect to (luminosité clone)\n end\nend\nif <(Nom du clone) = [croix]> then\n go to [front v] layer\n show\n switch costume to (croix v)\n set [luminosité clone v] to [20]\n set [ghost v] effect to (100)\n set size to (100) %\n go to x: (187) y: (147)\n repeat until <<touching (mouse-pointer v)?> and <mouse down?>>\n change [effet fantome suggestion cliqué v] by (((0) - (Effet fantome suggestion cliqué)) / (2))\n set [ghost v] effect to (Effet fantome suggestion cliqué)\n if <touching (mouse-pointer v)?> then\n change [luminosité clone v] by (((5) - (luminosité clone)) / (3))\n else\n change [luminosité clone v] by (((0) - (luminosité clone)) / (3))\n end\n end\n set [n° costume suggestion cliquée v] to [-]\n delete this clone\nend\nif <(Nom du clone) = [description projet]> then\n switch costume to ((N° costume suggestion cliquée) + (2))\n go to [front v] layer\n go to x: (0) y: (0)\n set size to (100) %\n set [effet fantome suggestion cliqué v] to [100]\n set [ghost v] effect to (100)\n show\n set [analyse des noms: n° de la lettre analysée v] to [1]\n Analyse rapide\n delete all of [lien v]\n add (item ((analyse des noms: N° de la lettre analysée) + (1)) of [liste des liens v]) to [lien v]\n hide list [lien v]\n repeat until <(N° costume suggestion cliquée) = [-]>\n change [effet fantome suggestion cliqué v] by (((0) - (Effet fantome suggestion cliqué)) / (2))\n set [ghost v] effect to (Effet fantome suggestion cliqué)\n end\n show list [lien v]\n set [quelque chose montré ? v] to [non]\n repeat (25)\n change [effet fantome suggestion cliqué v] by (((100) - (Effet fantome suggestion cliqué)) / (2))\n set [ghost v] effect to (Effet fantome suggestion cliqué)\n end\n clear graphic effects\n delete this clone\nend\n\nwhen flag clicked\nset [quelque chose montré ? v] to [non]\nshow list [lien v]\nshow list [link v]\nset [clone ? v] to [non]\nhide\n\nwhen I receive [suprimmer les suggessions v]\nif <(clone ?) = [oui]> then\n stop [other scripts in sprite v]\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\nend\n\nwhen I receive [langue suggessions français v]\nset [langue suggestions v] to [fr]\n\nwhen I receive [langue suggessions anglais v]\nset [langue suggestions v] to [en]\n\ndefine mettre le clone au bon endroit | taille par défaut: (taille par défaut)\ngo to [front v] layer\nif <(Taille clone) = [-]> then\n set size to (taille par défaut) %\nelse\n set size to (Taille clone) %\nend\nif <not <(position suggestion) = [-]>> then\n if <(position suggestion) = [1]> then\n go to x: (-160) y: (120)\n end\n if <(position suggestion) = [2]> then\n go to x: (-160) y: (0)\n end\n if <(position suggestion) = [3]> then\n go to x: (-160) y: (-120)\n end\n if <(position suggestion) = [4]> then\n go to x: (0) y: (120)\n end\n if <(position suggestion) = [5]> then\n go to x: (0) y: (0)\n end\n if <(position suggestion) = [6]> then\n go to x: (0) y: (-120)\n end\n if <(position suggestion) = [7]> then\n go to x: (160) y: (120)\n end\n if <(position suggestion) = [8]> then\n go to x: (160) y: (0)\n end\n if <(position suggestion) = [9]> then\n go to x: (160) y: (-120)\n end\nelse\n go to x: (Position X clone) y: (Position Y clone)\nend\nshow\n\ndefine Cloner la suggestion (nom) en position (position) | position personalisée: x: (x) y: (y) | Taille: (taille) | Nom exact: (nom exact)\nif <(clone ?) = [non]> then\n set [nom du clone v] to (nom)\n set [position suggestion v] to (position)\n set [position x clone v] to (x)\n set [position y clone v] to (y)\n set [taille clone v] to (taille)\n set [nom exact clone v] to (nom exact)\n create clone of (_myself_ v)\nend\n\ndefine Mettre le clone sur le bon costume\nswitch costume to (croix v)\nnext costume\nset [pour éviter les bugs v] to [0]\nset [analyse des noms: nom entrain d'être créé v] to []\nrepeat until <<(analyse des noms: nom entrain d'être créé) = (Nom exact Clone)> or <(Pour éviter les bugs) > [1000]>>\n change [pour éviter les bugs v] by (1)\n set [analyse des noms: nom entrain d'être créé v] to []\n set [analyse des noms: n° de la lettre analysée v] to [0]\n repeat ((length of (costume [name v])) - (2))\n change [analyse des noms: n° de la lettre analysée v] by (1)\n set [analyse des noms: nom entrain d'être créé v] to (join (analyse des noms: nom entrain d'être créé) (letter (analyse des noms: N° de la lettre analysée) of (costume [name v])))\n end\n if <not <<(join (letter ((analyse des noms: N° de la lettre analysée) + (1)) of (costume [name v])) (letter ((analyse des noms: N° de la lettre analysée) + (2)) of (costume [name v]))) = [FR]> or <(join (letter ((analyse des noms: N° de la lettre analysée) + (1)) of (costume [name v])) (letter ((analyse des noms: N° de la lettre analysée) + (2)) of (costume [name v]))) = [EN]>>> then\n change [analyse des noms: n° de la lettre analysée v] by (1)\n set [analyse des noms: nom entrain d'être créé v] to (join (analyse des noms: nom entrain d'être créé) (letter (analyse des noms: N° de la lettre analysée) of (costume [name v])))\n if <not <[chiffres v] contains (letter ((analyse des noms: N° de la lettre analysée) + (1)) of (costume [name v]))?>> then\n change [analyse des noms: n° de la lettre analysée v] by (1)\n set [analyse des noms: nom entrain d'être créé v] to (join (analyse des noms: nom entrain d'être créé) (letter (analyse des noms: N° de la lettre analysée) of (costume [name v])))\n end\n end\n if <not <(analyse des noms: nom entrain d'être créé) = (Nom exact Clone)>> then\n switch costume to ((costume [number v]) + (4))\n end\nend\nif <(Langue suggestions) = [en]> then\n next costume\nend\nif <(Pour éviter les bugs) > [1000]> then\n switch costume to (croix v)\n say [Le nom exact du projet est mal écrit]\nend\n\nwhen I receive [suggestion cliquée v]\nif <(clone ?) = [non]> then\n Cloner la suggestion [description projet] en position [-] | position personalisée: x: [-] y: [-] | Taille: [-] | Nom exact: [-]\n Cloner la suggestion [croix] en position [-] | position personalisée: x: [-] y: [-] | Taille: [-] | Nom exact: [-]\nend\n\ndefine Analyse rapide\nrepeat until <(Nom costume suggestion cliquée) = (item (analyse des noms: N° de la lettre analysée) of [liste des liens v])>\n change [analyse des noms: n° de la lettre analysée v] by (1)\nend\n\nwhen I receive [cloner les suggestions v]\nCloner la suggestion [miniature] en position [-] | position personalisée: x: [160] y: [85] | Taille: [28] | Nom exact: [Les blagues d'Harry]\nif <(Langue suggestions) = [fr]> then\n Cloner la suggestion [miniature] en position [-] | position personalisée: x: [160] y: [-20] | Taille: [28] | Nom exact: [Le mystère des chats sauvages ▪️ Prologue ▪️ Chapitre1 ▪️ Chapitre 2 ▪️ Chapitre 3 ▪️ Chapitre 4]\nend\nif <(Langue suggestions) = [en]> then\n Cloner la suggestion [miniature] en position [-] | position personalisée: x: [160] y: [-20] | Taille: [28] | Nom exact: [Space musique]\nend\nCloner la suggestion [miniature] en position [-] | position personalisée: x: [160] y: [-125] | Taille: [28] | Nom exact: [Les sims 4]\n\nwhen I receive [cloner les suggestions 2 v]\nCloner la suggestion [miniature] en position [-] | position personalisée: x: [182] y: [85] | Taille: [23] | Nom exact: [Les blagues d'Harry]\nif <(Langue suggestions) = [fr]> then\n Cloner la suggestion [miniature] en position [-] | position personalisée: x: [182] y: [0] | Taille: [23] | Nom exact: [Le mystère des chats sauvages ▪️ Prologue ▪️ Chapitre1 ▪️ Chapitre 2 ▪️ Chapitre 3 ▪️ Chapitre 4]\nend\nif <(Langue suggestions) = [en]> then\n Cloner la suggestion [miniature] en position [-] | position personalisée: x: [182] y: [0] | Taille: [23] | Nom exact: [Space musique]\nend\nCloner la suggestion [miniature] en position [-] | position personalisée: x: [182] y: [-85] | Taille: [23] | Nom exact: [Les sims 4]\n\nwhen I receive [suprimmer tout de suite v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Sprite3\n\nwhen flag clicked\nset [clone ? v] to [non]\ngo to x: (-50) y: (25)\nset size to (120) %\nhide\n\nwhen I receive [langue suggestion choisie v]\nwait (0.2) seconds\nset [ghost v] effect to (100)\nset [type de clone v] to [-]\nswitch costume to (dessus v)\ncreate clone of (_myself_ v)\nswitch costume to (dessous v)\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume3 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume4 v)\ncreate clone of (_myself_ v)\nif <(Langue suggestions) = [fr]> then\n switch costume to (fr v)\nend\nif <(Langue suggestions) = [en]> then\n switch costume to (en v)\nend\nbroadcast (cloner les suggestions 2 v)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n if <touching (mouse-pointer v)?> then\n change [luminosité v] by (((20) - (luminosité)) / (3))\n else\n change [luminosité v] by (((0) - (luminosité)) / (3))\n end\n set [brightness v] effect to (luminosité)\nend\n\nwhen I start as a clone\nclear graphic effects\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen this sprite clicked\nif <(Type de clone) = [team]> then\n if <(costume [number v]) = [5]> then\n set [team v] to [patate]\n end\n if <(costume [number v]) = [8]> then\n set [team v] to [tomate]\n end\n if <(costume [number v]) = [11]> then\n set [team v] to [oignon]\n end\n if <(costume [number v]) = [14]> then\n set [team v] to [chausettes]\n end\n broadcast (intro v)\nelse\n if <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>> then\n broadcast (suprimmer tout de suite v)\n broadcast (team v)\n end\n if <(costume [number v]) > [4]> then\n if <<(costume [number v]) = [5]> or <<(costume [number v]) = [8]> or <<(costume [number v]) = [11]> or <(costume [number v]) = [14]>>>> then\n go to [front v] layer\n set size to (130) %\n go to x: (-50) y: (25)\n set [quelque chose montré ? v] to [oui]\n if <(Langue suggestions) = [fr]> then\n next costume\n end\n if <(Langue suggestions) = [en]> then\n next costume\n next costume\n end\n else\n set size to (96) %\n go to x: (-49) y: (-76)\n set [quelque chose montré ? v] to [non]\n if <(Langue suggestions) = [fr]> then\n switch costume to ((costume [number v]) - (1))\n end\n if <(Langue suggestions) = [en]> then\n switch costume to ((costume [number v]) - (2))\n end\n end\n end\nend\n\nwhen I receive [team v]\nhide\ndelete this clone\n\nwhen I start as a clone\nset [clone ? v] to [oui]\nif <(Type de clone) = [f4f]> then\n go to x: (0) y: (-40)\n set size to (100) %\nelse\n if <(Type de clone) = [team]> then\n if <(costume [number v]) = [3]> then\n go to x: (1) y: (-24)\n set size to (120) %\n end\n if <(costume [number v]) = [17]> then\n go to x: (0) y: (40)\n set size to (120) %\n end\n if <(costume [number v]) = [18]> then\n go to x: (0) y: (90)\n set size to (70) %\n end\n if <(costume [number v]) = [19]> then\n go to x: (0) y: (90)\n set size to (70) %\n end\n end\n if <<(costume [number v]) = [5]> or <<(costume [number v]) = [8]> or <<(costume [number v]) = [11]> or <(costume [number v]) = [14]>>>> then\n set size to (96) %\n if <(Type de clone) = [team]> then\n go to x: (1) y: (40)\n else\n go to x: (-49) y: (-76)\n end\n forever\n if <touching (mouse-pointer v)?> then\n change [luminosité v] by (((20) - (luminosité)) / (3))\n else\n change [luminosité v] by (((0) - (luminosité)) / (3))\n end\n set [brightness v] effect to (luminosité)\n end\n end\nend\n\nwhen I receive [team v]\nset [type de clone v] to [team]\nset [ghost v] effect to (100)\nif <(clone ?) = [non]> then\n if <(Langue suggestions) = [fr]> then\n switch costume to (costume13 v)\n end\n if <(Langue suggestions) = [en]> then\n switch costume to (costume14 v)\n end\n create clone of (_myself_ v)\nend\nswitch costume to (dessus v)\ncreate clone of (_myself_ v)\nswitch costume to (dessous team v)\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume3 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume4 v)\ncreate clone of (_myself_ v)\nset [type de clone v] to [f4f]\ncreate clone of (_myself_ v)\n\nwhen I receive [intro v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nshow\nif <(team) = [patate]> then\n switch costume to (patate v)\nelse\n if <(team) = [tomate]> then\n switch costume to (tomate v)\n else\n if <(team) = [oignon]> then\n switch costume to (oignon v)\n else\n switch costume to (chausettes v)\n end\n end\nend\nif <(Langue suggestions) = [en]> then\n next costume\nend\n\nwhen this sprite clicked\nbroadcast (jeu v)\nhide\n\n
= Cave = A ☁ Multiplayer Platformer = #games #TagInTheTitle
@Stage\n\n@ \n\n@player\n\ndefine Run Engine\nchange [y v] by (-0.5)\nif <<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> then\n 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 (trampolines v)?> then\n switch costume to (4 v)\n set [y v] to [15]\nend\nif <<touching (spikes v)?> or <<touching (lazers real v)?> or <<touching (stomper v)?> or <<touching (lava v)?> or <touching (saws 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 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\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\ngo to [front v] layer\n\nwhen I receive [next level v]\ngo to x: (X Spawn) y: (Y Spawn)\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@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@Fake ToT\n\nwhen flag clicked\nforever\n if <(LEVEL) = [9]> then\n show\n else\n hide\n end\nend\n\ngo to [back v] layer\n\n@LAZERS REAL\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Trampolines\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\n@Stomper\n\nwhen flag clicked\nforever\n wait (0.4) seconds\n glide (1) secs to x: (0) y: (73)\n wait (0.4) seconds\n glide (1) secs to x: (0) y: (175)\nend\n\nwhen flag clicked\nforever\n hide\n if <(LEVEL) = [7]> then\n show\n end\nend\n\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\n@Lava\n\nwhen flag clicked\nforever\n glide (1) secs to x: (0) y: (-5)\n glide (1) secs to x: (0) y: (5)\nend\n\nwhen flag clicked\nforever\n hide\n if <(LEVEL) = [4]> then\n show\n end\n if <(LEVEL) = [10]> then\n show\n end\n if <(LEVEL) = [11]> then\n show\n end\nend\n\n@Saws\n\nwhen flag clicked\nset [level v] to [1]\nforever\n hide\n if <(LEVEL) = [3]> then\n switch costume to (3 v)\n go to x: (0) y: (-85)\n show\n turn right (10) degrees\n go to [back v] layer\n end\n if <(LEVEL) = [6]> then\n switch costume to (6 v)\n go to x: (0) y: (-85)\n show\n turn right (5) degrees\n go to [back v] layer\n end\nend\n\nwhen flag clicked\n\n@Thumbnail2\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to x: (0) y: (5)\n go to [front v] layer\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\ngo to [front v] layer\n\n@Text\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@music\n\nwhen flag clicked\nhide\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n if <(volume) = [100]> then\n set volume to (0) %\n else\n set volume to (100) %\n end\n end\nend\n\nwhen I receive [begin v]\nshow\n\nwhen flag clicked\nforever\n play sound [Alan Walker - Force v] until done\nend\n\n
Arrow keys or tap to move! \n\nHave fun and click the green flag ONCE!
My Lab (Scrolling Platformer) Mobile Friendly #games
@Stage\n\nwhen flag clicked\nbroadcast (Start v)\n\nwhen I receive [start v]\nswitch backdrop to (backdrop v)\nset [timer v] to [0]\nforever\n change [timer v] by (1)\n if <(timer) > [50]> then\n set [timer v] to [0]\n end\nend\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (Scroll x)) (join [,] ((mouse y) + (Scroll y))))\n\nwhen I receive [start v]\nwait (0.5) seconds\nset volume to (50) %\nforever\n play sound [TheFatRat - Unity \(Instrumental\) v] until done\nend\n\nwhen I receive [start v]\nforever\n if <(Music) = [0]> then\n set volume to (50) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [start v]\nset [timer v] to [0]\nwait (0.5) seconds\nforever\n if <(Shop) = [No]> then\n wait (1) seconds\n change [timer v] by (1)\n end\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\n@Blank2\n\n@Blank\n\n@Player\n\nwhen I receive [start v]\nset [checkpoint x v] to [-199]\nset [checkpoint y v] to [-118]\nset [speed x v] to [1.5]\nset [speed y v] to [16]\nset [flash v] to [no]\nset size to (50) %\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine Game On\nset [sx v] to [0]\nset [x v] to (Checkpoint x)\nset [y v] to (Checkpoint y)\nset [sy v] to [0]\nset [in air v] to [0]\nset [finish v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\npoint in direction (90)\nshow\n\ndefine Tick\nswitch costume to (hitbox v)\nif <(Shop) = [No]> then\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n point in direction (-90)\n change [sx v] by ((Speed x) * (-1))\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n point in direction (90)\n change [sx v] by (Speed x)\n end\nend\nif <(Shop) = [No]> then\n set [sx v] to ((sx) * (0.8))\n if <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\n end\nend\nif <(Shop) = [No]> then\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <(in air) < [4]> then\n set [sy v] to (Speed y)\n end\n end\nend\nif <(Shop) = [No]> then\n if <(sy) > [-20]> then\n change [sy v] by (-2)\n end\n Change Player y by (sy)\n Die\n set [scroll x v] to (x)\n change [scroll x v] by (round (((x) - (Scroll x)) / (10)))\n if <(Scroll x) > [7290]> then\n set [scroll x v] to [7295]\n end\n if <(Scroll x) < [0]> then\n set [scroll x v] to [0]\n end\n change [scroll y v] by (round (((y) - (Scroll y)) / (10)))\n if <(Scroll y) < [0]> then\n set [scroll y v] to [0]\n end\n Position\nend\nswitch costume to (2 v)\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(Finish) > []>\n Tick\n Position\n broadcast (Tick v)\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) - (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 (w v) pressed?> or <key (up arrow v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> 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\nif <(Sounds) = [0]> then\n start sound [die v]\nend\nrepeat (2)\n hide\n wait (0.05) seconds\n show\n wait (0.05) seconds\nend\nhide\nif <(Coins) > [9]> then\n create clone of (_myself_ v)\nend\n\ndefine Die\nif <<touching (danger v)?> or <touching (spikes v)?>> then\n set [finish v] to [Die]\nend\n\ndefine Game Con\nbroadcast (Win v)\n\nwhen I receive [bounce v]\nif <touching (enemy v)?> then\n set [sy v] to [18]\nend\n\nwhen I receive [bounce v]\nif <touching (trampoline v)?> then\n set [sy v] to [30]\nend\n\nwhen I receive [start v]\nforever\n if <(Sounds) = [0]> then\n set volume to (50) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nshow\npoint in direction (90)\nswitch costume to (3 v)\ngo to x: (-169) y: (122)\nchange [coins v] by (-10)\nglide (1) secs to x: (-169) y: (180)\ndelete this clone\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nrepeat (5)\n change [ghost v] effect by (12)\nend\n\n@Platform\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(Sounds) = [0]> then\n set volume to (50) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nPosition ((x) - (Scroll x)) ((y) - (Scroll y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nnext costume\nchange [x v] by (x)\nchange [y v] by (y)\n\nwhen I receive [setup v]\nhide\nswitch costume to (1 v)\nset [x v] to [0]\nset [y v] to [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [800] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [250]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [-360]\nClone at x: [360] y: [-60]\nClone at x: [400] y: [250]\n\nwhen I receive [reset v]\ndelete this clone\n\n@Enemy\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\ndefine Clone at x: (x) y: (y) Change: (change) Side: (side)\nset [change v] to (change)\nset [x v] to (x)\nset [y v] to (y)\nset [side v] to (side)\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [tick v]\nPosition (((x) - (Scroll x)) + (offset)) ((y) - (Scroll y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<([abs v] of (x position) ) < [250]> and <([abs v] of (y position) ) < [190]>> then\n show\nelse\n hide\nend\nif <(Shop) = [No]> then\n if <(die) = [0]> then\n if <(timer) > [25]> then\n set [offset v] to ((((((100) - ((timer) * (side))) * ((change) / (50))) - (offset)) / (7)) + (offset))\n end\n if <(timer) < [26]> then\n set [offset v] to ((offset) + (((((timer) * (side)) * ((change) / (50))) - (offset)) / (7)))\n end\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (2) layers\nset size to (50) %\nset rotation style [left-right v]\nwait (1) seconds\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 set [die v] to [2]\n broadcast (Bounce v)\n if <(Shop) = [0]> then\n start sound [Death v]\n end\n stop [other scripts in sprite v]\n broadcast (Bounce v)\n repeat (5)\n broadcast (Bounce v)\n change [ghost v] effect by (20)\n end\n switch costume to (2 v)\n set [ghost v] effect to (0)\n repeat (8)\n change [y v] by (4)\n change [ghost v] effect by (5)\n end\n switch costume to (2 v)\n set [xy v] to (join (round (((x) + (offset)) + (5000))) (round ((y) + (5000))))\n broadcast (Bounce v)\n change [coins v] by (4)\n delete this clone\n else\n set [finish v] to [Die]\n end\n end\nend\n\nwhen I receive [reset v]\nrepeat (1)\n delete this clone\nend\nClone at x: [360] y: [-120] Change: [150] Side: [1.5]\nClone at x: [175] y: [-120] Change: [220] Side: [2]\nClone at x: [600] y: [-73] Change: [220] Side: [2]\nClone at x: [1613] y: [90] Change: [220] Side: [2]\nClone at x: [1765] y: [90] Change: [200] Side: [2.5]\nClone at x: [2131] y: [90] Change: [200] Side: [2]\nClone at x: [2260] y: [90] Change: [220] Side: [2.5]\nClone at x: [3254] y: [-119] Change: [220] Side: [2.5]\nClone at x: [5752] y: [240] Change: [220] Side: [2.5]\nClone at x: [6154] y: [128] Change: [200] Side: [2.5]\nClone at x: [6346] y: [128] Change: [220] Side: [2]\nClone at x: [7199] y: [-34] Change: [220] Side: [2]\nset [x v] to [-99999]\n\nwhen I receive [start v]\nset [die v] to [0]\nforever\n if <(Sounds) = [0]> then\n set volume to (50) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Danger\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(Sounds) = [0]> then\n set volume to (50) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nPosition ((x) - (Scroll x)) ((y) - (Scroll y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [800] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [250]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [-360]\nClone at x: [360] y: [-60]\nClone at x: [400] y: [250]\n\nwhen I receive [reset v]\ndelete this clone\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (Scroll x)) ((y) - (Scroll y))\nif <(Shop) = [No]> then\n if <<touching (player v)?> and <(costume [number v]) = [2]>> then\n if <(Sounds) = [0]> then\n start sound [coin v]\n end\n change [coins v] by (1)\n delete this clone\n end\n if <<touching (player v)?> and <(costume [number v]) = [1]>> then\n if <(Sounds) = [0]> then\n start sound [coin v]\n end\n change [coins v] by (10)\n delete this clone\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y) Type: (1/2)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (1/2)\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nClone at x: [130] y: [58] Type: [2]\nClone at x: [65] y: [23] Type: [2]\nClone at x: [65] y: [57] Type: [2]\nClone at x: [195] y: [23] Type: [2]\nClone at x: [195] y: [57] Type: [2]\nClone at x: [907] y: [27] Type: [2]\nClone at x: [907] y: [58] Type: [2]\nClone at x: [1000] y: [87] Type: [2]\nClone at x: [1000] y: [118] Type: [2]\nClone at x: [1093] y: [160] Type: [2]\nClone at x: [1093] y: [132] Type: [2]\nClone at x: [2184] y: [283] Type: [2]\nClone at x: [2118] y: [283] Type: [2]\nClone at x: [2340] y: [283] Type: [2]\nClone at x: [2044] y: [283] Type: [2]\nClone at x: [2256] y: [283] Type: [2]\nClone at x: [2413] y: [283] Type: [2]\nClone at x: [2490] y: [283] Type: [2]\nClone at x: [2343] y: [155] Type: [1]\nClone at x: [2648] y: [-18] Type: [2]\nClone at x: [2648] y: [22] Type: [2]\nClone at x: [2648] y: [64] Type: [2]\nClone at x: [2843] y: [-114] Type: [2]\nClone at x: [2785] y: [-114] Type: [2]\nClone at x: [3010] y: [-114] Type: [2]\nClone at x: [2938] y: [-114] Type: [2]\nClone at x: [3966] y: [150] Type: [2]\nClone at x: [3966] y: [118] Type: [2]\nClone at x: [4123] y: [150] Type: [2]\nClone at x: [4123] y: [118] Type: [2]\nClone at x: [4272] y: [150] Type: [2]\nClone at x: [4272] y: [118] Type: [2]\nClone at x: [4782] y: [115] Type: [2]\nClone at x: [4782] y: [157] Type: [2]\nClone at x: [4919] y: [115] Type: [2]\nClone at x: [4919] y: [157] Type: [2]\nClone at x: [6572] y: [-12] Type: [1]\nClone at x: [7261] y: [166] Type: [1]\nset [x v] to [-99999]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nset [coins v] to [0]\nhide\n\nwhen I start as a clone\nset [sine v] to [0]\nforever\n if <(Shop) = [No]> then\n change [sine v] by (7.5)\n set size to ((([sin v] of ((sine) * (2)) ) * (5)) + (50)) %\n end\nend\n\nwhen I start as a clone\nforever\n if <(Sounds) = [0]> then\n set volume to (50) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Deco\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nPosition ((x) - (Scroll x)) ((y) - (Scroll y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [800] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [250]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [-360]\nClone at x: [360] y: [-60]\nClone at x: [400] y: [250]\n\nwhen I receive [reset v]\ndelete this clone\n\n@Trampoline\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nposition ((x) - (Scroll x)) ((y) - (Scroll y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nClone at x: [2008] y: [112]\nClone at x: [3456] y: [-98]\nClone at x: [5147] y: [132]\nset [x v] to [-99999]\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\ndefine position (x) (y)\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\nforever\n if <touching (player v)?> then\n if <([sy v] of [player v]) < [0]> then\n broadcast (bounce v)\n if <(Sounds) = [0]> then\n start sound [Big Boing v]\n end\n switch costume to (1 v)\n broadcast (bounce v)\n repeat (6)\n broadcast (bounce v)\n next costume\n end\n broadcast (bounce v)\n if <(costume [number v]) > [7]> then\n broadcast (bounce v)\n switch costume to (1 v)\n end\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Sounds) = [0]> then\n set volume to (50) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Coin\n\nwhen flag clicked\nshow\nswitch costume to (coin1 v)\nforever\n next costume\n wait (0.05) seconds\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Checkpoint\n\nwhen I receive [tick v]\nposition ((x) - (Scroll x)) ((y) - (Scroll y))\nif <touching (player v)?> then\n if <(checkpoint#) = [1]> then\n set y to (-95)\n if <not <(costume [number v]) = [2]>> then\n if <(Sounds) = [0]> then\n start sound [Checkpoint v]\n broadcast (Checkpoint v)\n end\n end\n switch costume to (2 v)\n set [checkpoint x v] to [1502]\n set [checkpoint y v] to [-125]\n end\n if <(checkpoint#) = [2]> then\n if <not <(costume [number v]) = [2]>> then\n if <(Sounds) = [0]> then\n start sound [Checkpoint v]\n broadcast (Checkpoint v)\n end\n end\n switch costume to (2 v)\n set [checkpoint x v] to [4607]\n set [checkpoint y v] to [109]\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ngo to [back v] layer\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [checkpoint# v] to [1]\nClone at x: [1500] y: [-95]\nset [checkpoint# v] to [2]\nClone at x: [4606] y: [140]\nset [x v] to [-99999]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [start v]\nforever\n if <(Sounds) = [0]> then\n set volume to (50) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Spikes\n\nwhen I receive [green flag v]\nhide\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\nif <(Shop) = [No]> then\n turn right (10) degrees\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ngo to [back v] layer\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nClone at x: [2585] y: [-50]\nClone at x: [2712] y: [-50]\nClone at x: [2899] y: [-138]\nClone at x: [4722] y: [90]\nClone at x: [4852] y: [90]\nClone at x: [4985] y: [90]\nClone at x: [5194] y: [202]\nClone at x: [5194] y: [290]\nClone at x: [6007] y: [227]\nClone at x: [6336] y: [110]\nClone at x: [3590] y: [95]\nClone at x: [3762] y: [95]\nClone at x: [4500] y: [90]\nset [x v] to [-99999]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tick v]\nPosition ((x) - (Scroll x)) ((y) - (Scroll y))\n\nwhen I receive [start v]\nforever\n if <(Sounds) = [0]> then\n set volume to (50) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Numbers\n\nwhen flag clicked\nset [digits v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [digits v] by (1)\nend\nhide\n\nwhen flag clicked\nforever\n set size to (0) %\nend\n\nwhen I receive [time v]\nset [digits v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [digits v] by (1)\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nforever\n set size to (45) %\n go to x: (((digits) * (16)) - (225)) y: (146)\n if <(length of (Coins)) < (digits)> then\n hide\n else\n show\n switch costume to (letter (digits) of (Coins))\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [win v]\n\n@Finish\n\nwhen I receive [tick v]\nposition ((x) - (Scroll x)) ((y) - (Scroll y))\nif <touching (player v)?> then\n set [finish v] to [Yes]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ngo to [back v] layer\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nClone at x: [7468] y: [-6]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [start v]\nforever\n if <(Sounds) = [0]> then\n set volume to (50) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Buttons\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nwait (0.5) seconds\nswitch costume to (shop v)\nset [shop v] to [No]\nshow\nforever\n go to x: (-198) y: (-162)\n if <touching (mouse-pointer v)?> then\n repeat until <(size) > [95]>\n change size by (2)\n end\n if <mouse down?> then\n if <(Shop) = [No]> then\n set [shop v] to [Yes]\n broadcast (Shop v)\n create clone of (_myself_ v)\n end\n wait until <not <mouse down?>>\n end\n else\n repeat until <(size) < [92]>\n change size by (-2)\n end\n end\nend\n\nwhen I receive [start v]\ngo to [front v] layer\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nswitch costume to (close v)\nshow\nforever\n go to x: (111) y: (98)\n if <touching (mouse-pointer v)?> then\n repeat until <(size) > [95]>\n change size by (2)\n end\n if <mouse down?> then\n if <(Shop) = [Yes]> then\n set [shop v] to [No]\n broadcast (No Shop v)\n delete this clone\n end\n wait until <not <mouse down?>>\n end\n else\n repeat until <(size) < [92]>\n change size by (-2)\n end\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Shop\n\nwhen flag clicked\nhide\nforever\n go to x: (0) y: (0)\n switch costume to (1 v)\n go to [front v] layer\nend\n\nwhen I receive [shop v]\nshow\nset [clone# v] to [1]\ncreate clone of (_myself_ v)\nset [clone# v] to [2]\ncreate clone of (_myself_ v)\n\nwhen I receive [no shop v]\nhide\n\nwhen I start as a clone\nforever\n go to [front v] layer\n if <(clone#) = [1]> then\n go to x: (90) y: (-5)\n if <(Speed x) = [2]> then\n switch costume to (bougth v)\n else\n switch costume to (buy v)\n end\n end\n if <(clone#) = [2]> then\n go to x: (90) y: (-85)\n if <(Speed y) = [18]> then\n switch costume to (bougth v)\n else\n switch costume to (buy v)\n end\n end\nend\n\nwhen I start as a clone\nset size to (90) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) > [95]>\n change size by (2)\n end\n if <mouse down?> then\n if <<(clone#) = [1]> and <(costume [number v]) = [2]>> then\n if <<(Coins) = [40]> or <(Coins) > [40]>> then\n set [speed x v] to [2]\n change [coins v] by (-40)\n switch costume to (bougth v)\n end\n end\n if <<(clone#) = [2]> and <(costume [number v]) = [2]>> then\n if <<(Coins) = [50]> or <(Coins) > [50]>> then\n change [coins v] by (-50)\n set [speed y v] to [18]\n switch costume to (bougth v)\n end\n end\n wait until <not <mouse down?>>\n end\n else\n repeat until <(size) < [92]>\n change size by (-2)\n end\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Screen\n\nwhen I receive [win v]\nshow\ngo to [front v] layer\nforever\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nhide\n\n@Timer\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nforever\n set size to (50) %\n go to x: (((digits) * (20)) - (20)) y: (-140)\n if <(length of (Timer)) < (digits)> then\n hide\n else\n show\n switch costume to (letter (digits) of (Timer))\n end\nend\n\nwhen I receive [start v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [win v]\nset [digits v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [digits v] by (1)\nend\nhide\n\n@Thumbnail\n\nwhen [timer v] > (0.05)\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nshow\ngo to x: (00) y: (0)\ngo to [front v] layer\nhide\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Sounds\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nwait (0.5) seconds\nset [sounds v] to [0]\nset [music v] to [0]\ncreate clone of (_myself_ v)\nshow\nforever\n if <(Music) = [0]> then\n switch costume to (music v)\n else\n switch costume to (mute v)\n end\nend\n\nwhen I start as a clone\nshow\nforever\n if <(Sounds) = [0]> then\n switch costume to (sounds on v)\n else\n switch costume to (sounds off v)\n end\nend\n\nwhen I start as a clone\nshow\nforever\n go to x: (208) y: (161)\n if <(Shop) = [No]> then\n if <touching (mouse-pointer v)?> then\n repeat until <(size) > [95]>\n change size by (2)\n end\n if <mouse down?> then\n if <(Sounds) = [0]> then\n set [sounds v] to [2]\n wait until <not <mouse down?>>\n else\n if <(Sounds) = [2]> then\n set [sounds v] to [0]\n wait until <not <mouse down?>>\n end\n end\n end\n else\n repeat until <(size) < [92]>\n change size by (-2)\n end\n end\n end\nend\n\nwhen I receive [start v]\nshow\nforever\n go to x: (172) y: (161)\n if <(Shop) = [No]> then\n if <touching (mouse-pointer v)?> then\n repeat until <(size) > [95]>\n change size by (2)\n end\n if <mouse down?> then\n if <(Music) = [0]> then\n set [music v] to [2]\n wait until <not <mouse down?>>\n else\n if <(Music) = [2]> then\n set [music v] to [0]\n wait until <not <mouse down?>>\n end\n end\n end\n else\n repeat until <(size) < [92]>\n change size by (-2)\n end\n end\n end\nend\n\n
⭐Instructions⭐\n*Use The W,A,S,D or Arrow Keys To Move.\n*Jump Onto Kill Enemies.\n*Part 2: https://scratch.mit.edu/projects/443520276/\n *The Rest Are In The Game\n *My Time 91s \n Top Loved 8/26/20
drawkcaB: A Scrolling Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [The Drive - Kevin MacLeod v] until done\nend\n\n@Blank\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [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 if <(LEVEL) = [9]> then\n wait (1) seconds\n broadcast (Setup v) and wait\n else\n broadcast (Setup v) and wait\n end\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 [y v] to [0]\nset [x v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [ghost v] effect to (0)\nset size to (100) %\nshow\n\ndefine Tick\nif <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <[-10] > (mouse x)>>> then\n change [sx v] by (-2)\nend\nif <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > [10]>>> then\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <<key (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)\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<key (up arrow v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nhide\nbroadcast (xd v)\nwait (1.5) seconds\n\ndefine Test - Die\nif <touching (platforms2 v)?> then\n set [exit v] to [die]\nend\n\ndefine Game - Win\nglide (0.3) secs to (exit v)\nrepeat (3)\n repeat (10)\n change size by (5)\n end\n repeat (10)\n change size by (-5)\n end\nend\nrepeat (20)\n change size by (-5)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [-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 else\n if <(LEVEL) = [3]> then\n switch costume to (amon2 v)\n Clone at x: [-360] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (amon4 v)\n Clone at x: [-360] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (then v)\n Clone at x: [-360] y: [0]\n else\n if <(LEVEL) = [6]> then\n switch costume to (then2 v)\n Clone at x: [-360] y: [0]\n else\n if <(LEVEL) = [7]> then\n switch costume to (amon7 v)\n Clone at x: [-360] y: [0]\n else\n if <(LEVEL) = [8]> then\n broadcast (question v)\n else\n if <<(LEVEL) = [9]> and <(clilckresult) = [live]>> then\n switch costume to (amon11 v)\n else\n if <<(LEVEL) = [9]> and <(clilckresult) = [die]>> then\n switch costume to (amon12 v)\n Clone at x: [-360] y: [0]\n Clone at x: [-360] y: [0]\n Clone at x: [-360] y: [0]\n Clone at x: [-360] y: [0]\n Clone at x: [-360] y: [0]\n else\n if <(LEVEL) = [10]> then\n switch costume to (amon16 v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [hide v]\nif <(clilckresult) = [live]> then\n next costume\nelse\n next costume\n next costume\nend\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (open v)\n Clone at x: [-919] y: [-30]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (open v)\n Clone at x: [-643] y: [63]\n else\n if <(LEVEL) = [3]> then\n switch costume to (open v)\n Clone at x: [-890] y: [-81]\n else\n if <(LEVEL) = [4]> then\n switch costume to (open v)\n Clone at x: [-890] y: [-90]\n else\n if <(LEVEL) = [5]> then\n switch costume to (open v)\n Clone at x: [-177] y: [128]\n else\n if <(LEVEL) = [6]> then\n switch costume to (open v)\n Clone at x: [-177] y: [128]\n else\n if <(LEVEL) = [7]> then\n switch costume to (open v)\n Clone at x: [-752] y: [23]\n else\n if <(LEVEL) = [8]> then\n switch costume to (closed v)\n Clone at x: [999999] y: [999999]\n else\n if <<(LEVEL) = [9]> and <(clilckresult) = [live]>> then\n switch costume to (open v)\n Clone at x: [200] y: [50]\n else\n if <<(LEVEL) = [9]> and <(clilckresult) = [die]>> then\n switch costume to (open v)\n Clone at x: [-2134] y: [148]\n else\n if <(LEVEL) = [10]> then\n switch costume to (closed v)\n Clone at x: [-2134] y: [148]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\nturn right (15) degrees\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\n@Sprite1\n\nwhen I receive [then v]\ngo to [front v] layer\nshow\nrepeat until <mouse down?>\n if <[0] < (mouse x)> then\n set [clilckresult v] to [live]\n switch costume to (costume2 v)\n else\n set [clilckresult v] to [die]\n switch costume to (costume1 v)\n end\nend\nhide\nchange [level v] by (1)\nbroadcast (hide v)\n\nwhen flag clicked\nset [clilckresult v] to []\nhide\n\n@Sprite2\n\nwhen I receive [question v]\nshow\ngo to [front v] layer\nbroadcast (then v)\n\nwhen flag clicked\nhide\n\nwhen I receive [hide v]\nhide\n\n@Mouse\n\nwhen I receive [ticc v]\nif <(Clone) = []> then\n set [ghost v] effect to (100)\n go to [front v] layer\n go [backward v] (9999) layers\n if <mouse down?> then\n change size by (15)\n turn right (14) degrees\n end\n change size by (((100) - (size)) / (5))\n change x by (((mouse x) - (x position)) / (3))\n change y by (((mouse y) - (y position)) / (3))\n turn right (X Changed) degrees\n set [x changed v] to ((x position) - (X))\n turn right (1) degrees\nend\n\ndefine Particles\nset [clone v] to [Particles]\nrepeat (15)\n create clone of (_myself_ v)\nend\nset [clone v] to []\nhide\n\nwhen I start as a clone\nif <(Clone) = [Particles]> then\n switch costume to (mouse v)\n set size to (pick random (0) to (75)) %\n set [ghost v] effect to (pick random (0) to (15))\n set [brightness v] effect to (pick random (-25) to (50))\n set [color v] effect to (pick random (-5) to (0))\n go to (player v)\n point in direction (pick random (0) to (360))\n set [v v] to (pick random (5) to (7))\n set [i v] to (pick random (2) to (5))\n go to [front v] layer\n show\n repeat until <(y position) < [-115]>\n move (V) steps\n change size by ((V) / (2.5))\n change y by (I)\n change [i v] by (-.7)\n set [v v] to ((V) * (.9))\n change [ghost v] effect by (2.5)\n end\n repeat (20)\n change [ghost v] effect by (5)\n move (V) steps\n change y by (I)\n change [i v] by (-.7)\n set [v v] to ((V) * (.9))\n end\n delete this clone\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n set [x v] to (x position)\nend\n\nwhen I receive [xd v]\nParticles\n\n@Sprite3\n\nwhen flag clicked\n\n@ThumbnailSprite1\n\nwhen flag clicked\nwait (0.001) seconds\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Platforms2\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 [ghost v] effect to (70)\nset [y v] to [0]\nswitch costume to (level 1 1 v)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [hide v]\nif <(clilckresult) = [live]> then\n next costume\nelse\n next costume\n next costume\nend\n\n@Report Detector\n\nwhen flag clicked\ngo to x: (5) y: (-53)\nforever\n set [report v] to <<mouse down?> and <touching (mouse-pointer v)?>>\n if <(report) = [true]> then\n wait (0.2) seconds\n if <(report) = [true]> then\n change [☁ reported? v] by (1)\n stop [this script v]\n end\n end\nend\n\n
After 4+ hours of work, I present you this. Where are you? And why is everything backward? Use arrow keys or WASD keys. There are 9 levels.\n\n#game #games #platformer #platformers #sfff #trending #clinger #uboiscratch #mobilefriendly #friendly #mobile #uniqueplatformer #unique #uniueplatformers #scroling
Pen platformer 95%
@Stage\n\n@Sprite 2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [enemy x v] to [-150]\nset [enemy y v] to [87]\nReset Player\nset [level v] to [1]\nforever\n Collision\n Draw Player\nend\n\ndefine Physics\nchange [yv v] by (-1)\nif <key (left arrow v) pressed?> then\n change [xv v] by (-1)\nend\nif <key (right arrow v) pressed?> then\n change [xv v] by (1)\nend\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nif <touching color (#0300ff)?> then\n change y by (1)\nend\nif <touching color (#0300ff)?> then\n change y by (1)\nend\nif <touching color (#0300ff)?> then\n change y by (1)\nend\nif <touching color (#0300ff)?> then\n change y by (1)\nend\nif <touching color (#0300ff)?> then\n change y by (-4)\n change x by ((Xv) * (-1))\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n if <(Xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n else\n set [xv v] to [0]\n end\nend\nchange y by (Yv)\nif <touching color (#0300ff)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> and <touching color (#0300ff)?>> then\n set [yv v] to [15]\nend\nchange y by (1)\n\ndefine Draw line from (x1) (y1) to (x2) (y2)\ngo to x: (x1) y: (y1)\npen down\ngo to x: (x2) y: (y2)\npen up\n\ndefine Level 1\nset pen size to (5)\nset pen color to (#0300ff)\nDraw line from [-240] [-100] to [240] [-100]\nset pen size to (5)\nset pen color to (#19c8f5)\nDraw Square at [180] [15] and size [28]\n\ndefine Draw Square at (center x) (center y) and size (side length)\ngo to x: ((center x) + ((side length) / (2))) y: ((center y) + ((side length) / (2)))\npen down\ngo to x: ((center x) + ((side length) / (-2))) y: ((center y) + ((side length) / (2)))\ngo to x: ((center x) + ((side length) / (-2))) y: ((center y) + ((side length) / (-2)))\ngo to x: ((center x) + ((side length) / (2))) y: ((center y) + ((side length) / (-2)))\ngo to x: ((center x) + ((side length) / (2))) y: ((center y) + ((side length) / (2)))\npen up\n\ndefine Draw Player\nset pen color to (#00c10c)\nset pen size to (5)\nDraw Square at (Player X) (Player Y) and size [16]\n\ndefine Reset Player\nset [player x v] to [-200]\nset [player y v] to [-75]\nset [xv v] to [0]\nset [yv v] to [0]\nif <(Level) = [10]> then\n set [enemy y v] to [-100]\nend\n\ndefine Do Special Collision\nif <<touching color (#ff0000)?> or <(Player Y) < [-170]>> then\n Reset Player\nend\nif <touching color (#19c8f5)?> then\n Reset Player\n change [level v] by (1)\nend\nif <touching color (#ffe900)?> then\n set [yv v] to [20]\nend\nif <touching color (#e100ff)?> then\n set [yv v] to [-12]\nend\nif <<touching color (#a5ff8a)?> and <(Level) = [8]>> then\n set [player x v] to [-200]\n set [player y v] to [-130]\nend\nif <<touching color (#a5ff8a)?> and <(Level) = [9]>> then\n set [player x v] to [-200]\n set [player y v] to [130]\nend\nif <<touching color (#a5ff8a)?> and <(Level) = [10]>> then\n set [player x v] to [0]\n set [player y v] to [130]\nend\n\ndefine Collision\nerase all\nif <(Level) = [1]> then\n Level 1\nend\nif <(Level) = [2]> then\n Level 2\nend\nif <(Level) = [3]> then\n Level 3\nend\nif <(Level) = [4]> then\n Level 4\nend\nif <(Level) = [5]> then\n Level 5\nend\nif <(Level) = [6]> then\n Level 6\nend\nif <(Level) = [7]> then\n Level 7\nend\nif <(Level) = [8]> then\n Level 8\nend\nif <(Level) = [9]> then\n Level 9\nend\nif <(Level) = [10]> then\n Level 10\nend\nif <(Level) = [11]> then\n Level 11\nend\ngo to x: (Player X) y: (Player Y)\nPhysics\nset [player x v] to (x position)\nset [player y v] to (y position)\nDo Special Collision\n\ndefine Level 2\nset pen size to (5)\nset pen color to (#0300ff)\nDraw line from [-240] [-100] to [240] [-100]\nset pen color to (#ff0000)\nDraw line from [-100] [-100] to [100] [-100]\nset pen size to (5)\nset pen color to (#19c8f5)\nDraw Square at [180] [15] and size [28]\n\ndefine Level 3\nset pen size to (5)\nset pen color to (#0300ff)\nDraw line from [-240] [-100] to [240] [-100]\nset pen color to (#ff0000)\nDraw Rect [25] [25] [50] [50] [-100] [65] [65] [-100]\nDraw Rect [-75] [-50] [-50] [-75] [65] [65] [-100] [-100]\nset pen color to (#ffe900)\nDraw line from [-50] [-100] to [25] [-100]\nDraw line from [-125] [-100] to [-75] [-100]\nset pen size to (5)\nset pen color to (#19c8f5)\nDraw Square at [180] [15] and size [28]\n\ndefine Draw Rect (x1) (x2) (x3) (x4) (y1) (y2) (y3) (y4)\nDraw line from (x1) (y1) to (x2) (y2)\nDraw line from (x2) (y2) to (x3) (y3)\nDraw line from (x3) (y3) to (x4) (y4)\nDraw line from (x4) (y4) to (x1) (y1)\n\ndefine Level 4\nset pen size to (5)\nset pen color to (#0300ff)\nDraw line from [-240] [-100] to [240] [-100]\nDraw Rect [-50] [-50] [50] [50] [-100] [100] [100] [-100]\nDraw Rect [100] [100] [125] [125] [180] [-50] [-50] [180]\nset pen color to (#19c8f5)\nDraw Square at [185] [140] and size [28]\n\ndefine Level 5\nset pen size to (5)\nset pen color to (#0300ff)\nDraw line from [-240] [-100] to [240] [-100]\nDraw Rect [100] [100] [240] [240] [0] [-25] [-25] [0]\nDraw Rect [-240] [-240] [50] [50] [75] [50] [50] [75]\nDraw Square at [-150] [-87] and size [24]\nDraw Square at [0] [-87] and size [24]\nset pen color to (#2321ff)\nDraw line from [-138] [75] to [-12] [75]\nDraw line from [-138] [50] to [-12] [50]\nset pen color to (#ff0000)\nDraw Square at (Enemy X) [90] and size [19]\nDraw Rect [-132] [-132] [-18] [-18] [-80] [-95] [-95] [-80]\nset pen color to (#19c8f5)\nDraw Square at [-210] [140] and size [28]\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n repeat (100)\n change [enemy x v] by (1)\n end\n repeat (100)\n change [enemy x v] by (-1)\n end\n end\n if <(Level) = [10]> then\n repeat (50)\n change [enemy y v] by (2)\n end\n repeat (50)\n change [enemy y v] by (-2)\n end\n end\n if <(Level) = [11]> then\n end\nend\n\ndefine Level 6\nset pen color to (#e100ff)\nDraw line from [-240] [75] to [240] [75]\nset pen color to (#ffe900)\nDraw line from [-240] [-100] to [240] [-100]\nset pen color to (#19c8f5)\nDraw Square at [185] [10] and size [28]\n\ndefine Level 7\nset pen color to (#0200ff)\nDraw line from [-240] [-100] to [240] [-100]\nDraw line from [-240] [100] to [200] [100]\nset pen color to (#ffe900)\nDraw line from [-200] [-100] to [-150] [-100]\nDraw line from [-125] [-100] to [-50] [-100]\nDraw line from [-25] [-100] to [25] [-100]\nDraw line from [50] [-100] to [240] [-100]\nDraw line from [200] [75] to [240] [75]\nset pen color to (#e100ff)\nDraw line from [-200] [100] to [-150] [100]\nDraw line from [-125] [100] to [-50] [100]\nDraw line from [-25] [100] to [25] [100]\nDraw line from [50] [100] to [100] [100]\nDraw line from [175] [100] to [125] [100]\nset pen color to (#ff0000)\nDraw line from [-240] [75] to [200] [75]\nset pen color to (#19c8f5)\nDraw Square at [-185] [150] and size [28]\n\ndefine Level 8\nset pen color to (#0200ff)\nDraw line from [-215] [-100] to [240] [-100]\nDraw line from [-215] [-50] to [200] [-50]\nDraw line from [-215] [-50] to [-215] [-100]\nDraw line from [-200] [0] to [240] [0]\nDraw line from [-215] [-50] to [-240] [-25]\nDraw line from [-215] [-50] to [-240] [-25]\nDraw line from [-215] [75] to [-240] [50]\nDraw line from [-215] [75] to [215] [75]\nDraw line from [-215] [-150] to [0] [-150]\nDraw line from [-215] [110] to [240] [110]\nDraw line from [-215] [160] to [215] [160]\nDraw line from [-215] [110] to [-215] [160]\nset pen color to (#a6ff8a)\nDraw line from [-200] [150] to [-200] [125]\nDraw line from [-200] [125] to [-205] [130]\nDraw line from [-200] [125] to [-195] [130]\nset pen color to (#ffc48a)\nDraw line from [-200] [-130] to [-195] [-115]\nDraw line from [-205] [-125] to [-200] [-130]\nset pen color to (#19c8f5)\nDraw Square at [50] [-150] and size [20]\n\ndefine Level 9\nset pen color to (#ffe900)\nDraw line from [-240] [-100] to [-160] [-100]\nset pen color to (#e100ff)\nDraw line from [-80] [60] to [-160] [60]\nset pen color to (#ffe900)\nDraw line from [-80] [-100] to [0] [-100]\nset pen color to (#e100ff)\nDraw line from [0] [60] to [80] [60]\nset pen color to (#ffe900)\nDraw line from [80] [-100] to [160] [-100]\nset pen color to (#e100ff)\nDraw line from [160] [60] to [240] [60]\nset pen color to (#ff0000)\nDraw line from [-240] [60] to [-160] [60]\nDraw line from [-80] [-100] to [-160] [-100]\nDraw line from [-80] [60] to [0] [60]\nDraw line from [0] [-100] to [80] [-100]\nDraw line from [80] [60] to [160] [60]\nset pen color to (#0300ff)\nDraw line from [-240] [-150] to [240] [-150]\nDraw line from [-240] [100] to [-160] [100]\nDraw line from [-160] [150] to [-80] [150]\nDraw line from [-80] [100] to [0] [100]\nDraw line from [0] [150] to [80] [150]\nDraw line from [80] [100] to [160] [100]\nDraw line from [160] [150] to [240] [150]\nset pen color to (#0300ff)\nDraw line from [-40] [240] to [-40] [150]\nDraw line from [120] [240] to [120] [150]\nDraw line from [-200] [240] to [-200] [150]\nDraw line from [-240] [150] to [-200] [150]\nset pen color to (#a6ff8a)\nDraw line from [-200] [-140] to [-200] [-110]\nDraw line from [-200] [-110] to [-210] [-120]\nDraw line from [-200] [-110] to [-190] [-120]\nset pen color to (#ffc48a)\nDraw line from [-200] [110] to [-210] [120]\nDraw line from [-200] [110] to [-190] [130]\nset pen color to (#19c8f5)\nDraw Square at [200] [165] and size [20]\n\ndefine Level 10\nset pen color to (#0200ff)\nDraw line from [-240] [-100] to [240] [-100]\nset pen color to (#ff0000)\nDraw Rect [-50] [50] [50] [-50] [180] [180] (Enemy Y) (Enemy Y)\nDraw Rect [-150] [-50] [-50] [-150] [180] [180] (Enemy Y) (Enemy Y)\nDraw Rect [150] [50] [50] [150] [180] [180] (Enemy Y) (Enemy Y)\nset pen color to (#19c8f5)\nDraw Square at [0] [50] and size [20]\nset pen color to (#a6ff8a)\nDraw line from [200] [-80] to [200] [-50]\nDraw line from [200] [-50] to [210] [-60]\nDraw line from [200] [-50] to [190] [-60]\nset pen color to (#ffc48a)\nDraw line from [-10] [120] to [0] [110]\nDraw line from [0] [110] to [10] [130]\n\ndefine Level 11\nset pen color to (#0300ff)\nDraw line from [-240] [-100] to [240] [-100]\nset pen color to (#ffb057)\nDraw Square at [110] [-35] and size [125]\nset pen color to (#ff5757)\nDraw line from [5] [0] to [120] [100]\nDraw line from [120] [100] to [200] [0]\n\nset [enemy x v] to [180]\nset [enemy y v] to [-70]\nset [boss defeated v] to [0]\nreset timer\nstop [this script v]\n\n
My entry\nArrow keys to move\navoid red or void\nget to light blue\nyellow and purple are trampolines\ngreen and orange teleport you\nlove star and follow
Grassworld // A 100% Pen Platformer // #games #all
@Stage\n\n@blank\n\n@Pen\n\ndefine Spikes (x) (y) (height) (halfwidth) Pont: (dir)\ninsert [2] at (1) of [platform type v] \ninsert [] at (1) of [x or y v] \ninsert [] at (1) of [mv speed v] \nif <(dir) = [up]> then\n insert ((x) - (halfwidth)) at (1) of [platform x v] \n insert (y) at (1) of [platform y v] \n insert (height) at (1) of [platform width v] \n insert ((halfwidth) * (2)) at (1) of [platform length v] \n if <<([abs v] of ((x) - (_cam x)) ) < [300]> and <([abs v] of ((y) - (_cam y)) ) < [300]>> then\n Draw line ((x) - (_cam x)) ((y) - (_cam y)) (((x) + (halfwidth)) - (_cam x)) ((((y) - (height)) - (_cam y)) - (-1)) [10] Color [0] [0] [50] [] [1]\n Draw line (((x) - (_cam x)) - (1)) ((y) - (_cam y)) (((x) - (halfwidth)) - (_cam x)) ((((y) - (height)) - (_cam y)) - (-1)) [11] Color [] [0] [70] [] [1]\n Draw line (((x) + (halfwidth)) - (_cam x)) (((y) - (height)) - (_cam y)) ((x) - (_cam x)) (((y) - (height)) - (_cam y)) [10] Color [] [] [50] [] [1]\n Draw line (((x) - (halfwidth)) - (_cam x)) (((y) - (height)) - (_cam y)) (((x) - (_cam x)) - (1)) (((y) - (height)) - (_cam y)) [10] Color [] [] [70] [] [1]\n Draw line ((x) - (_cam x)) ((y) - (_cam y)) ((x) - (_cam x)) (((y) - (height)) - (_cam y)) [8] Color [] [] [70] [] [1]\n end\nelse\n if <(dir) = [down]> then\n insert ((x) - (halfwidth)) at (1) of [platform x v] \n insert ((y) + (height)) at (1) of [platform y v] \n insert (height) at (1) of [platform width v] \n insert ((halfwidth) * (2)) at (1) of [platform length v] \n if <<([abs v] of ((x) - (_cam x)) ) < [300]> and <([abs v] of ((y) - (_cam y)) ) < [300]>> then\n Draw line ((x) - (_cam x)) ((y) - (_cam y)) (((x) + (halfwidth)) - (_cam x)) ((((y) + (height)) - (_cam y)) - (1)) [10] Color [] [] [50] [] [1]\n Draw line (((x) - (_cam x)) - (1)) ((y) - (_cam y)) (((x) - (halfwidth)) - (_cam x)) ((((y) + (height)) - (_cam y)) - (1)) [11] Color [] [] [70] [] [1]\n Draw line (((x) + (halfwidth)) - (_cam x)) (((y) + (height)) - (_cam y)) ((x) - (_cam x)) (((y) + (height)) - (_cam y)) [10] Color [] [] [50] [] [1]\n Draw line ((x) - (_cam x)) (((y) + (height)) - (_cam y)) ((x) - (_cam x)) ((y) - (_cam y)) [8] Color [] [] [70] [] [1]\n Draw line (((x) - (halfwidth)) - (_cam x)) (((y) + (height)) - (_cam y)) (((x) - (_cam x)) - (1)) (((y) + (height)) - (_cam y)) [10] Color [] [] [70] [] [1]\n end\n else\n if <(dir) = [left]> then\n insert (x) at (1) of [platform x v] \n insert ((y) + (halfwidth)) at (1) of [platform y v] \n insert ((halfwidth) * (2)) at (1) of [platform width v] \n insert (height) at (1) of [platform length v] \n if <<([abs v] of ((x) - (_cam x)) ) < [300]> and <([abs v] of ((y) - (_cam y)) ) < [300]>> then\n Draw line ((x) - (_cam x)) ((y) - (_cam y)) (((x) + (height)) - (_cam x)) ((((y) + (halfwidth)) - (_cam y)) - (1)) [10] Color [] [] [50] [] [1]\n Draw line (((x) - (_cam x)) - (1)) ((y) - (_cam y)) (((x) + (height)) - (_cam x)) ((((y) - (halfwidth)) - (_cam y)) - (1)) [11] Color [] [] [70] [] [1]\n Draw line (((x) + (height)) - (_cam x)) ((((y) + (halfwidth)) - (_cam y)) - (1)) (((x) + (height)) - (_cam x)) ((y) - (_cam y)) [10] Color [] [] [50] [] [1]\n Draw line (((x) + (height)) - (_cam x)) (((y) - (halfwidth)) - (_cam y)) (((x) + (height)) - (_cam x)) ((y) - (_cam y)) [10] Color [] [] [70] [] [1]\n Draw line ((x) - (_cam x)) ((y) - (_cam y)) (((x) + (height)) - (_cam x)) ((y) - (_cam y)) [10] Color [] [] [70] [] [1]\n end\n else\n if <(dir) = [right]> then\n insert ((x) - (height)) at (1) of [platform x v] \n insert ((y) + (halfwidth)) at (1) of [platform y v] \n insert ((halfwidth) * (2)) at (1) of [platform width v] \n insert (height) at (1) of [platform length v] \n if <<([abs v] of ((x) - (_cam x)) ) < [300]> and <([abs v] of ((y) - (_cam y)) ) < [300]>> then\n Draw line ((x) - (_cam x)) ((y) - (_cam y)) (((x) - (height)) - (_cam x)) ((((y) + (halfwidth)) - (_cam y)) - (1)) [10] Color [] [] [50] [] [1]\n Draw line ((x) - (_cam x)) ((y) - (_cam y)) ((((x) - (height)) - (-1)) - (_cam x)) ((((y) - (halfwidth)) - (_cam y)) - (1)) [11] Color [] [] [70] [] [1]\n Draw line (((x) - (height)) - (_cam x)) ((((y) + (halfwidth)) - (_cam y)) - (1)) (((x) - (height)) - (_cam x)) ((y) - (_cam y)) [10] Color [] [] [50] [] [1]\n Draw line (((x) - (height)) - (_cam x)) (((y) - (halfwidth)) - (_cam y)) (((x) - (height)) - (_cam x)) ((y) - (_cam y)) [10] Color [] [] [70] [] [1]\n Draw line ((x) - (_cam x)) ((y) - (_cam y)) (((x) - (height)) - (_cam x)) ((y) - (_cam y)) [10] Color [] [] [70] [] [1]\n end\n end\n end\n end\nend\n\ndefine Render Ellipse (centerx) (centery) (length) (width)\nset [x.offset v] to [0]\nrepeat ((length) * (2))\n Draw line (((centerx) - ((length) / (2))) + (x.offset)) ((centery) + ([sqrt v] of ([abs v] of ((((width) / (2)) * ((width) / (2))) * ((1) - ((((x.offset) - ((length) / (2))) * ((x.offset) - ((length) / (2)))) / (((length) / (2)) * ((length) / (2)))))) ) )) (((centerx) - ((length) / (2))) + (x.offset)) ((centery) - ([sqrt v] of ([abs v] of ((((width) / (2)) * ((width) / (2))) * ((1) - ((((x.offset) - ((length) / (2))) * ((x.offset) - ((length) / (2)))) / (((length) / (2)) * ((length) / (2)))))) ) )) [1] Color [] [] [] [] []\n change [x.offset v] by (0.5)\nend\n\ndefine draw rect (x) (y) (length) (width) (pen size) Color (color) (sat) (brit) (trans) (color needed?)\nset [i v] to [0]\nset pen size to (pen size)\nif <(color needed?) = [1]> then\n set pen (color v) to (color)\n set pen (saturation v) to (sat)\n set pen (brightness v) to (brit)\n set pen (transparency v) to (trans)\nend\nif <(width) > (length)> then\n repeat ([ceiling v] of ((length) / (3)) )\n pen up\n go to x: ((x) + (i)) y: (y)\n pen down\n go to x: ((x) + (i)) y: ((y) - (width))\n change [i v] by (3)\n end\nelse\n repeat ([ceiling v] of ((width) / (3)) )\n pen up\n go to x: (x) y: ((y) - (i))\n pen down\n go to x: ((x) + (length)) y: ((y) - (i))\n change [i v] by (3)\n end\nend\npen up\ngo to x: (x) y: (y)\npen down\ngo to x: ((x) + (length)) y: (y)\ngo to x: ((x) + (length)) y: ((y) - (width))\ngo to x: (x) y: ((y) - (width))\ngo to x: (x) y: (y)\npen up\n\ndefine Draw line (x) (y) (x2) (y2) (size) Color (col) (sat) (brit) (trans) (color needed?)\nset pen size to (size)\nif <(color needed?) = [1]> then\n set pen (color v) to (col)\n set pen (saturation v) to (sat)\n set pen (brightness v) to (brit)\n set pen (transparency v) to (trans)\nend\npen up\ngo to x: (x) y: (y)\npen down\ngo to x: (x2) y: (y2)\npen up\n\nwhen flag clicked\nset [timer v] to [0]\nset [checkpoint v] to [1]\nPlayer_Reset\nforever\n erase all\n change [timer v] by (timer)\n Render\n if <(EXIT) = []> then\n Physics <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (((_player.x) - (_cam x)) - (20))>>> <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (((_player.x) - (_cam x)) + (20))>>> <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (((_player.y) - (_player.y)) + (20))>>> <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < (((_player.y) - (_player.y)) + (-20))>>>\n else\n if <(EXIT) = [die]> then\n Player_Reset\n else\n broadcast (win v)\n stop [this script v]\n end\n end\n Draw Player ((_player.x) - (_cam x)) ((_player.y) - (_cam y))\n set [fps v] to ((1) / (timer))\n reset timer\nend\n\ndefine Render\nReset\nScroll\nDraw checkpoints\nDraw end [8627] [176]\nLava\nWater\nSpikes\nTramps\nBridges\nJump Orbs\nGrass\nPlatforms\nEnemies\nTrail\nParticles\n\ndefine Draw Player Body (x) (y) (size)\ndraw rect ((x) - ((size) / (2))) ((y) + ((size) / (2))) (size) (size) ([ceiling v] of ((size) * (0.5)) ) Color [] [] [] [] []\n\ndefine Draw Player (x) (y)\nset pen color to (#677980)\nDraw Player Leg Left (x) (y) (player_frame) <(p_dir) = [90]>\nDraw Player Leg Right (x) (y) (player_frame) <(p_dir) = [90]>\nDraw Player Arm Right (x) (y) (player_frame) <(p_dir) = [90]>\nset pen color to (#a6c6ce)\nDraw Player Body (x) (y) [26]\nset pen color to (#c1eaf3)\nDraw Player Body (x) (y) [20]\nset pen color to (#4c4c4c)\nif <(p_dir) = [90]> then\n Render Ellipse ((x) - (5)) ((y) + (3)) [7] (blink)\n Render Ellipse ((x) - (-7)) ((y) + (3)) [7] (blink)\nelse\n Render Ellipse ((x) - (-5)) ((y) + (3)) [7] (blink)\n Render Ellipse ((x) - (7)) ((y) + (3)) [7] (blink)\nend\nset pen color to (#677980)\nDraw Player Arm Left (x) (y) (player_frame) <(p_dir) = [90]>\n\ndefine Draw Player Arm Left (x) (y) (frame) <dir>\nif <dir> then\n set [dir check v] to [1]\nelse\n set [dir check v] to [-1]\nend\nset pen size to (8)\npen up\nif <(move_type) = [jump]> then\n point in direction ((-60) * (dir check))\nelse\n if <(move_type) = [fall]> then\n point in direction ((-140) * (dir check))\n else\n point in direction ((((-30) * (dir check)) * ([sin v] of ((frame) * (3)) )) - (-180))\n end\nend\ngo to x: ((x) - ((12) * (dir check))) y: ((y) - (6))\npen down\nmove (15) steps\npen up\n\ndefine Draw Player Arm Right (x) (y) (frame) <dir>\nif <dir> then\n set [dir check v] to [1]\nelse\n set [dir check v] to [-1]\nend\nset pen size to (8)\npen up\nif <(move_type) = [jump]> then\n point in direction ((60) * (dir check))\nelse\n if <(move_type) = [fall]> then\n point in direction ((140) * (dir check))\n else\n point in direction ((((30) * (dir check)) * ([sin v] of ((frame) * (3)) )) - (-180))\n end\nend\ngo to x: ((x) - ((-15) * (dir check))) y: ((y) - (7))\npen down\nmove (15) steps\npen up\n\ndefine Draw Player Leg Right (x) (y) (frame) <dir>\nif <dir> then\n set [dir check v] to [1]\nelse\n set [dir check v] to [-1]\nend\npen up\nset pen size to (8)\npen up\nif <(move_type) = [jump]> then\n point in direction ((170) * (dir check))\nelse\n if <(move_type) = [fall]> then\n point in direction ((150) * (dir check))\n else\n point in direction ((((-30) * (dir check)) * ([sin v] of ((frame) * (3)) )) - (-180))\n end\nend\ngo to x: ((x) - ((-7) * (dir check))) y: ((y) - (14))\npen down\nmove (18) steps\npen up\n\ndefine Draw Player Leg Left (x) (y) (frame) <dir>\nif <dir> then\n set [dir check v] to [1]\nelse\n set [dir check v] to [-1]\nend\nset pen size to (8)\npen up\nif <(move_type) = [jump]> then\n point in direction ((-170) * (dir check))\nelse\n if <(move_type) = [fall]> then\n point in direction ((-150) * (dir check))\n else\n point in direction ((((30) * (dir check)) * ([sin v] of ((frame) * (3)) )) - (-180))\n end\nend\ngo to x: ((x) - ((7) * (dir check))) y: ((y) - (14))\npen down\nmove (18) steps\npen up\n\nwhen I receive [blink v]\nset [blink v] to [8]\nrepeat (9)\n change [blink v] by (-1)\nend\nrepeat (9)\n change [blink v] by (1)\nend\nset [blink v] to [8]\n\nwhen flag clicked\nforever\n if <(pick random (1) to (120)) < [2]> then\n if <(blink) = [8]> then\n broadcast (blink v)\n end\n end\nend\n\ndefine set player costume\nif <<<[collision v] contains [1]?> or <[collision v] contains [4]?>> or <<[collision v] contains [5]?> and <<(p_sy) < [0]> and <([abs v] of (player_frame) ) > [0]>>>> then\n set [move_type v] to [stand/run]\nelse\n if <(p_sy) > [0]> then\n set [move_type v] to [jump]\n else\n change [_player.y v] by (-5)\n test collide [14]\n if <not <[collision v] contains [1]?>> then\n set [move_type v] to [fall]\n end\n change [_player.y v] by (5)\n end\nend\n\ndefine Physics <left> <right> <up> <down>\nchange [_player.y v] by (-1)\ntest collide [14]\nif <not <(in air) > [3]>> then\n if <(item (mvpos) of [x or y v]) = [x]> then\n if <(p_sy) = [0]> then\n change [_player.x v] by (item (mvpos) of [mv speed v])\n end\n else\n change [_player.y v] by (item (mvpos) of [mv speed v])\n end\nend\nchange [_player.y v] by (1)\ntest collide [18]\nif then\n start sound [tramp eff v]\n if <not <[collision v] contains [5]?>> then\n repeat (8)\n replace item (tramp pos) of [tramp extend v] with ((item (tramp pos) of [tramp extend v]) + (3))\n end\n if <[collision v] contains [3]?> then\n set [p_sy v] to [30]\n else\n set [p_sy v] to [-30]\n end\n end\nelse\n set [ii v] to [0]\n repeat (length of [tramp extend v])\n change [ii v] by (1)\n if <(item (ii) of [tramp extend v]) > [0]> then\n replace item (ii) of [tramp extend v] with ((item (ii) of [tramp extend v]) + (-3))\n end\n end\nend\ntest collide [18]\nif <[collision v] contains [5]?> then\n if <(pick random (1) to (60)) = [1]> then\n start sound [watr v]\n end\n set [in water v] to [1]\n if <not <<up> or <down>>> then\n set [p_sy v] to [-1]\n end\nelse\n set [in water v] to [0]\n if <(p_sy) > [-24]> then\n change [p_sy v] by (-2)\n end\nend\nMove y (p_sy)\nchange [_player.y v] by (-1)\ntest collide [14]\nif <up> then\n if <[collision v] contains [5]?> then\n set [p_sy v] to [7]\n else\n if <<[collision v] contains [1]?> or <[collision v] contains [4]?>> then\n set [p_sy v] to [22]\n end\n end\nend\nif <down> then\n if <[collision v] contains [5]?> then\n set [p_sy v] to [-7]\n end\nend\nif <<<<((game_frame) mod (3)) = [0]> and <<<[collision v] contains [1]?> or <[collision v] contains [4]?>> and <not <[collision v] contains [5]?>>>> and <([abs v] of (p_sx) ) > [2]>> or > then\n if <<<((game_frame) mod (3)) = [0]> and <<<[collision v] contains [1]?> or <[collision v] contains [4]?>> and <not <[collision v] contains [5]?>>>> and <([abs v] of (p_sx) ) > [2]>> then\n add (_player.x) to [trail x v]\n add (_player.y) to [trail y v]\n add [30] to [trail size v]\n end\n if <<up> and <<<[collision v] contains [1]?> or <[collision v] contains [4]?>> and <not <[collision v] contains [5]?>>>> then\n set [iii v] to [0]\n repeat (8)\n change [iii v] by (45)\n add ((_player.x) + ((8) * ([cos v] of (iii) ))) to [trail x v]\n add ((_player.y) - ((8) * ([sin v] of (iii) ))) to [trail y v]\n add [20] to [trail size v]\n end\n end\nend\nset player costume\nchange [_player.y v] by (1)\nif <(_player.y) < [-180]> then\n start sound [bleh die3 v]\n set [exit v] to [die]\nend\ntest collide [18]\nif <[collision v] contains [69]?> then\n start sound [\yeeee ween v]\n set [exit v] to [win]\nend\nif <[collision v] contains [6]?> then\n if <up> then\n start sound [orb v]\n set [p_sy v] to [22]\n end\nend\nif <[collision v] contains [2]?> then\n start sound [bleh die3 v]\n set [exit v] to [die]\nend\nif <right> then\n set [p_dir v] to [90]\n change [p_sx v] by (2)\nend\nif <left> then\n set [p_dir v] to [-90]\n change [p_sx v] by (-2)\nend\nset [p_sx v] to ((p_sx) * (0.8))\nif <not <<left> or <right>>> then\n set [player_frame v] to [0]\nend\nif <([abs v] of (p_sx) ) > [0.5]> then\n Move x (p_sx)\nend\n\ndefine Move x (sx)\nchange [_player.x v] by (sx)\ntest collide [14]\nif <[collision v] contains [1]?> then\n repeat (12)\n change [_player.y v] by (1)\n if <not <[collision v] contains [1]?>> then\n stop [this script v]\n end\n end\n change [_player.y v] by (-12)\n repeat until <not <[collision v] contains [1]?>>\n test collide [14]\n if <(sx) > [0]> then\n change [_player.x v] by (-0.2)\n if <(item (mvpos) of [x or y v]) = []> then\n set [p_sx v] to [0]\n end\n else\n change [_player.x v] by (0.2)\n if <(item (mvpos) of [x or y v]) = []> then\n set [p_sx v] to [0]\n end\n end\n end\nend\nif <([abs v] of (p_sx) ) > [0]> then\n change [player_frame v] by (sx)\nend\n\ndefine Make Platform (x) (y) (length) (width) (pensize) Mv (x or y) (mv dist) (mv speed) top (no top?)\nset [platform x v] to ((x) + (<(x or y) = [x]> * ((mv dist) * ([sin v] of ((timer) * (mv speed)) ))))\nset [platform y v] to ((y) + (<(x or y) = [y]> * ((mv dist) * ([sin v] of ((timer) * (mv speed)) ))))\ninsert [1] at (1) of [platform type v] \ninsert (platform x) at (1) of [platform x v] \ninsert (platform y) at (1) of [platform y v] \ninsert (length) at (1) of [platform length v] \ninsert (width) at (1) of [platform width v] \ninsert (x or y) at (1) of [x or y v] \nif <(x or y) > []> then\n if <(x or y) = [x]> then\n insert ((platform x) - ((x) + ((mv dist) * ([sin v] of (((timer) - ((1) / (fps))) * (mv speed)) )))) at (1) of [mv speed v] \n else\n insert ((platform y) - ((y) + ((mv dist) * ([sin v] of (((timer) - ((1) / (fps))) * (mv speed)) )))) at (1) of [mv speed v] \n end\nelse\n insert [] at (1) of [mv speed v] \nend\nif <<([abs v] of ((platform x) - (_cam x)) ) < ((length) + (300))> and <([abs v] of ((platform y) - (_cam y)) ) < ((300) + (width))>> then\n draw rect ((platform x) - (_cam x)) ((platform y) - (_cam y)) (length) (width) (pensize) Color [8] [80] [40] [] [1]\n if <(no top?) = []> then\n Draw line ((platform x) - (_cam x)) (((platform y) - (_cam y)) - (4)) (((platform x) - (_cam x)) + (length)) (((platform y) - (_cam y)) - (4)) [10] Color [25] [87] [71] [] [1]\n Draw line ((platform x) - (_cam x)) ((platform y) - (_cam y)) (((platform x) - (_cam x)) + (length)) ((platform y) - (_cam y)) [12] Color [25] [88] [90] [] [1]\n end\nend\n\ndefine test collide (x hitbox)\nset [col-i v] to [0]\ndelete all of [collision v]\nrepeat (length of [platform type v])\n change [col-i v] by (1)\n if <<(_player.x) > ((item (col-i) of [platform x v]) + (() - (x hitbox)))> and <<(_player.y) > (((item (col-i) of [platform y v]) - (item (col-i) of [platform width v])) - (20))> and <<(_player.x) < (((item (col-i) of [platform x v]) + (item (col-i) of [platform length v])) + (x hitbox))> and <(_player.y) < ((item (col-i) of [platform y v]) + (40))>>>> then\n add (item (col-i) of [platform type v]) to [collision v]\n set [mvpos v] to (col-i)\n if <[collision v] contains [6]?> then\n if <not <[orb pos v] contains ((item (col-i) of [platform x v]) + (10))?>> then\n add ((item (col-i) of [platform x v]) + (10)) to [orb pos v]\n add ((item (col-i) of [platform y v]) + (-10)) to [orb pos v]\n end\n end\n end\nend\nset [col-i v] to [0]\nrepeat (length of [tramp x v])\n change [col-i v] by (1)\n if <<(_player.x) > ((item (col-i) of [tramp x v]) + (() - ((x hitbox) + (10))))> and <<(_player.y) > (((item (col-i) of [tramp y v]) - (50)) - (20))> and <<(_player.x) < (((item (col-i) of [tramp x v]) + (40)) + ((x hitbox) + (10)))> and <(_player.y) < ((item (col-i) of [tramp y v]) + (35))>>>> then\n add (item (col-i) of [tramp type v]) to [collision v]\n set [tramp pos v] to (col-i)\n stop [this script v]\n end\nend\n\ndefine Move y (sy)\nchange [_player.y v] by (sy)\nchange [in air v] by (1)\ntest collide [14]\nrepeat until <not <<[collision v] contains [1]?> or <<[collision v] contains [4]?> and <not <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (((_player.y) - (_player.y)) + (20))>>> or <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < (((_player.y) - (_player.y)) + (-20))>>>>>>>>\n test collide [14]\n if <<[collision v] contains [1]?> or <<[collision v] contains [4]?> and <not <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (((_player.y) - (_player.y)) + (20))>>> or <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < (((_player.y) - (_player.y)) + (-20))>>>>>>> then\n if <(sy) > [0]> then\n if <[collision v] contains [1]?> then\n change [_player.y v] by (-1)\n else\n change [_player.y v] by (-0.2)\n end\n else\n change [_player.y v] by (1)\n set [in air v] to [0]\n end\n set [p_sy v] to [0]\n end\nend\n\ndefine Reset\ndelete all of [platform length v]\ndelete all of [platform type v]\ndelete all of [mv speed v]\ndelete all of [platform width v]\ndelete all of [platform x v]\ndelete all of [platform y v]\ndelete all of [x or y v]\ndelete all of [tramp x v]\ndelete all of [tramp y v]\ndelete all of [tramp type v]\ndelete all of [orb pos v]\ndelete all of [checkpoint x v]\ndelete all of [checkpoint y v]\n\ndefine Make Tramp (x) (y)\ninsert (x) at (1) of [tramp x v] \ninsert ((y) - (item ((length of [tramp extend v]) - (tv)) of [tramp extend v])) at (1) of [tramp y v] \ninsert [3] at (1) of [tramp type v] \nif <(length of [tramp extend v]) < ((tv) + (1))> then\n insert [0] at (1) of [tramp extend v] \nend\nif <<((x) - (_cam x)) < [350]> and <((y) - (_cam y)) < [350]>> then\n Draw line ((x) - (_cam x)) ((((y) - (20)) - (item ((length of [tramp extend v]) - (tv)) of [tramp extend v])) - (_cam y)) (((x) - (_cam x)) + (40)) ((((y) - (35)) - (item ((length of [tramp extend v]) - (tv)) of [tramp extend v])) - (_cam y)) [6] Color [0] [0] [70] [50] [1]\n pen down\n go to x: ((x) - (_cam x)) y: ((((y) - (50)) - (item ((length of [tramp extend v]) - (tv)) of [tramp extend v])) - (_cam y))\n pen up\n go to x: (((x) - (_cam x)) + (40)) y: ((((y) - (20)) - (item ((length of [tramp extend v]) - (tv)) of [tramp extend v])) - (_cam y))\n pen down\n go to x: ((x) - (_cam x)) y: ((((y) - (35)) - (item ((length of [tramp extend v]) - (tv)) of [tramp extend v])) - (_cam y))\n go to x: (((x) - (_cam x)) + (40)) y: ((((y) - (50)) - (item ((length of [tramp extend v]) - (tv)) of [tramp extend v])) - (_cam y))\n pen up\n set pen color to (#fbf3b6)\n Draw line ((x) - (_cam x)) ((((y) - (item ((length of [tramp extend v]) - (tv)) of [tramp extend v])) + (-10)) - (_cam y)) (((x) - (_cam x)) + (40)) ((((y) - (item ((length of [tramp extend v]) - (tv)) of [tramp extend v])) + (-10)) - (_cam y)) [20] Color [] [] [] [] []\n set pen color to (#fff06c)\n Draw line ((x) - (_cam x)) ((((y) - (item ((length of [tramp extend v]) - (tv)) of [tramp extend v])) + (-11.5)) - (_cam y)) (((x) - (_cam x)) + (40)) ((((y) - (item ((length of [tramp extend v]) - (tv)) of [tramp extend v])) + (-11.5)) - (_cam y)) [20] Color [] [] [] [] []\nend\nchange [tv v] by (1)\n\ndefine Platforms\nMake Platform [-240] [-100] [200] [80] [3] Mv [] [] [] top []\nMake Platform [0] [120] [150] [40] [3] Mv [] [] [] top []\nMake Platform [220] [0] [100] [40] [4] Mv [y] [100] [100] top []\nMake Platform [350] [-100] [150] [80] [3] Mv [] [] [] top []\nMake Platform [500] [-160] [300] [20] [3] Mv [] [] [] top [1]\nMake Platform [800] [-100] [150] [80] [3] Mv [] [] [] top []\nMake Platform [1050] [0] [150] [40] [3] Mv [] [] [] top []\nMake Platform [880] [80] [80] [30] [3] Mv [] [] [] top []\nMake Platform [800] [200] [80] [30] [3] Mv [] [] [] top []\nMake Platform [1080] [200] [250] [30] [3] Mv [] [] [] top []\nMake Platform [1280] [170] [50] [270] [3] Mv [] [] [] top [1]\nMake Platform [1730] [200] [100] [300] [3] Mv [] [] [] top []\nMake Platform [1330] [-40] [400] [60] [3] Mv [] [] [] top []\nMake Platform [1500] [200] [100] [120] [3] Mv [] [] [] top []\nMake Platform [2000] [300] [80] [290] [3] Mv [] [] [] top []\nMake Platform [1830] [-60] [350] [40] [3] Mv [] [] [] top []\nMake Platform [2300] [150] [250] [50] [3] Mv [] [] [] top []\nMake Platform [2800] [180] [470] [50] [3] Mv [] [] [] top []\nMake Platform [2800] [450] [470] [50] [3] Mv [] [] [] top []\nMake Platform [3300] [100] [100] [30] [4] Mv [y] [200] [50] top []\nMake Platform [3550] [-50] [100] [130] [3] Mv [] [] [] top []\nMake Platform [4000] [-50] [100] [130] [3] Mv [] [] [] top []\nMake Platform [3650] [-160] [350] [20] [3] Mv [] [] [] top []\nMake Platform [3775] [100] [100] [155] [3] Mv [] [] [] top []\nMake Platform [4220] [0] [250] [50] [3] Mv [] [] [] top []\nMake Platform [4590] [40] [250] [50] [3] Mv [] [] [] top []\nMake Platform [5100] [60] [200] [50] [3] Mv [] [] [] top []\nMake Platform [5400] [250] [200] [50] [3] Mv [] [] [] top []\nMake Platform [5800] [300] [100] [30] [4] Mv [x] [180] [70] top []\nMake Platform [6250] [400] [100] [30] [4] Mv [x] [-180] [70] top []\nMake Platform [6800] [350] [50] [150] [3] Mv [] [] [] top []\nMake Platform [6850] [250] [300] [50] [3] Mv [] [] [] top [1]\nMake Platform [7100] [350] [50] [150] [3] Mv [] [] [] top []\nMake Platform [7334] [425] [70] [50] [3] Mv [] [] [] top []\nMake Platform [7220] [530] [30] [40] [3] Mv [] [] [] top []\nMake Platform [7170] [720] [70] [50] [3] Mv [] [] [] top []\nMake Platform [7200] [340] [50] [20] [3] Mv [] [] [] top []\nMake Platform [7440] [720] [300] [50] [3] Mv [] [] [] top []\nMake Platform [7800] [400] [100] [40] [4] Mv [y] [300] [50] top []\nMake Platform [7950] [100] [200] [50] [3] Mv [] [] [] top []\nMake Platform [8200] [300] [80] [40] [3] Mv [] [] [] top []\nMake Platform [8480] [300] [150] [40] [3] Mv [] [] [] top []\nMake Platform [8400] [50] [370] [60] [3] Mv [] [] [] top []\n\ndefine Spikes\nSpikes [80] [160] [40] [10] Pont: [up]\nSpikes [1184] [40] [35] [8] Pont: [up]\nSpikes [1520] [240] [40] [8] Pont: [up]\nSpikes [1371] [15] [40] [8] Pont: [right]\nSpikes [1365] [45] [35] [7] Pont: [right]\nSpikes [1512] [45] [35] [7] Pont: [down]\nSpikes [1540] [50] [30] [6] Pont: [down]\nSpikes [1567] [40] [40] [8] Pont: [down]\nSpikes [1590] [60] [20] [4] Pont: [down]\nSpikes [1693] [60] [35] [7] Pont: [left]\nSpikes [1691] [85] [37] [6] Pont: [left]\nSpikes [1698] [110] [30] [6] Pont: [left]\nSpikes [1688] [135] [40] [8] Pont: [left]\nSpikes [1620] [170] [20] [4] Pont: [right]\nSpikes [1850] [235] [40] [8] Pont: [up]\nSpikes [1877] [230] [35] [7] Pont: [up]\nSpikes [1980] [145] [35] [7] Pont: [up]\nSpikes [1955] [148] [38] [8] Pont: [up]\nSpikes [1847] [70] [40] [10] Pont: [up]\nSpikes [1873] [55] [20] [5] Pont: [up]\nSpikes [1985] [70] [40] [10] Pont: [up]\nSpikes [2383] [196] [40] [10] Pont: [up]\nSpikes [2410] [187] [30] [7] Pont: [up]\nSpikes [2490] [196] [40] [10] Pont: [up]\nSpikes [2817] [359] [40] [10] Pont: [down]\nSpikes [2850] [364] [35] [10] Pont: [down]\nSpikes [2883] [359] [40] [10] Pont: [down]\nSpikes [2916] [359] [40] [10] Pont: [down]\nSpikes [2949] [364] [35] [10] Pont: [down]\nSpikes [2982] [359] [40] [10] Pont: [down]\nSpikes [3015] [359] [40] [10] Pont: [down]\nSpikes [3048] [359] [40] [10] Pont: [down]\nSpikes [3081] [359] [40] [10] Pont: [down]\nSpikes [3114] [364] [35] [10] Pont: [down]\nSpikes [3147] [359] [40] [10] Pont: [down]\nSpikes [3180] [359] [40] [10] Pont: [down]\nSpikes [3213] [364] [35] [10] Pont: [down]\nSpikes [3246] [359] [40] [10] Pont: [down]\nSpikes [3789] [-93] [40] [10] Pont: [down]\nSpikes [3870] [-120] [40] [10] Pont: [up]\nSpikes [3895] [-125] [35] [8] Pont: [up]\nSpikes [5514] [291] [35] [8] Pont: [up]\nSpikes [7387] [470] [40] [10] Pont: [up]\nSpikes [8000] [140] [35] [8] Pont: [up]\nSpikes [8030] [145] [40] [10] Pont: [up]\n\ndefine Player_Reset\ndelete all of [trail x v]\ndelete all of [trail y v]\ndelete all of [trail size v]\ndelete all of [tramp extend v]\ndelete all of [enemy frame v]\ndelete all of [enemy dead v]\ndelete all of [particle x v]\ndelete all of [particle y v]\ndelete all of [particle trans v]\ndelete all of [particle dir v]\ndelete all of [particle type v]\ndelete all of [grass x v]\ndelete all of [grass y v]\ndelete all of [grass magnitude v]\ndelete all of [grass type v]\ndelete all of [grass dir v]\ndelete all of [grass sway v]\ndelete all of [enemy x v]\ndelete all of [enemy y v]\ndelete all of [enemy_mv v]\nset size to (10000) %\nhide\nAdd Grass Stuff\nset [_player.x v] to [0]\nset [_player.y v] to [0]\nDraw checkpoints\nset [_player.x v] to (item (checkpoint) of [checkpoint x v])\nset [_player.y v] to (item (checkpoint) of [checkpoint y v])\nset [player_frame v] to [0]\nset [exit v] to []\n\ndefine Tramps\nset [tv v] to [0]\nMake Tramp [-85] [-45]\nMake Tramp [2130] [-5]\nMake Tramp [2870] [235]\nMake Tramp [3020] [235]\nMake Tramp [3170] [235]\nMake Tramp [5255] [115]\nMake Tramp [8100] [155]\n\ndefine Draw Bridge (x) (y) (length)\ninsert [4] at (1) of [platform type v] \ninsert (x) at (1) of [platform x v] \ninsert (y) at (1) of [platform y v] \ninsert (length) at (1) of [platform length v] \ninsert [18] at (1) of [platform width v] \ninsert [] at (1) of [x or y v] \ninsert [] at (1) of [mv speed v] \nif <<([abs v] of ((x) - (_cam x)) ) < ((length) + (300))> and <([abs v] of ((y) - (_cam y)) ) < [300]>> then\n draw rect ((x) - (_cam x)) (((y) + (3)) - (_cam y)) (length) [9] [3] Color [0] [0] [70] [] [1]\n draw rect ((x) - (_cam x)) (((y) - (9)) - (_cam y)) (length) [9] [3] Color [0] [0] [40] [] [1]\nend\n\ndefine Make lava (x) (y) (length) (width)\ninsert [2] at (1) of [platform type v] \ninsert (x) at (1) of [platform x v] \ninsert (y) at (1) of [platform y v] \ninsert (length) at (1) of [platform length v] \ninsert (width) at (1) of [platform width v] \ninsert [] at (1) of [x or y v] \ninsert [] at (1) of [mv speed v] \nif <<([abs v] of ((x) - (_cam x)) ) < ((length) + (300))> and <([abs v] of ((y) - (_cam y)) ) < ((width) + (300))>> then\n set [lavaloops v] to [0]\n repeat ([ceiling v] of ((length) / (3)) )\n Draw line (((x) + (lavaloops)) - (_cam x)) (((y) + ((4) * ([cos v] of ((3) * ((lavaloops) + ((timer) * (100)))) ))) - (_cam y)) (((x) + (lavaloops)) - (_cam x)) (((y) - (width)) - (_cam y)) [3] Color [0] [90] [100] [] [1]\n change [lavaloops v] by (3)\n end\nend\n\ndefine Make Water (x) (y) (length) (width)\ninsert [5] at (1) of [platform type v] \ninsert (x) at (1) of [platform x v] \ninsert (y) at (1) of [platform y v] \ninsert (length) at (1) of [platform length v] \ninsert (width) at (1) of [platform width v] \ninsert [] at (1) of [x or y v] \ninsert [] at (1) of [mv speed v] \nif <<([abs v] of ((x) - (_cam x)) ) < ((length) + (300))> and <([abs v] of ((y) - (_cam y)) ) < ((width) + (300))>> then\n set [lavaloops v] to [0]\n repeat ([ceiling v] of ((length) / (3)) )\n Draw line (((x) + (lavaloops)) - (_cam x)) (((y) + ((4) * ([cos v] of ((3) * ((lavaloops) + ((timer) * (100)))) ))) - (_cam y)) (((x) + (lavaloops)) - (_cam x)) (((y) - (width)) - (_cam y)) [3] Color [54] [60] [95] [] [1]\n change [lavaloops v] by (3)\n end\nend\n\ndefine Draw Jump Orb (x) (y)\ninsert [6] at (1) of [platform type v] \ninsert (x) at (1) of [platform x v] \ninsert (y) at (1) of [platform y v] \ninsert [20] at (1) of [platform length v] \ninsert [20] at (1) of [platform width v] \ninsert [] at (1) of [x or y v] \ninsert [] at (1) of [mv speed v] \nif <<([abs v] of ((x) - (_cam x)) ) < [300]> and <([abs v] of ((y) - (_cam y)) ) < [300]>> then\n pen up\n set pen color to (#f5e000)\n set pen size to (5)\n test collide [18]\n if <<<[collision v] contains [6]?> and <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (((_player.y) - (_player.y)) + (20))>>>> and <<(item (1) of [orb pos v]) = ((x) + (10))> and <(item (2) of [orb pos v]) = ((y) - (10))>>> then\n set pen color to (#fff385)\n Draw Outlined Circle ((18) + ([sin v] of ((timer) * (150)) )) (item (1) of [orb pos v]) (item (2) of [orb pos v])\n else\n set pen color to (#f5e000)\n Draw Outlined Circle ((15) + ([sin v] of ((timer) * (150)) )) (((x) + (10)) - (_cam x)) (((y) - (10)) - (_cam y))\n end\n pen up\n go to x: (((x) + (10)) - (_cam x)) y: (((y) - (10)) - (_cam y))\n set pen size to (20)\n if <<<[collision v] contains [6]?> and <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (((_player.y) - (_player.y)) + (20))>>>> and <<(item (1) of [orb pos v]) = ((x) + (10))> and <(item (2) of [orb pos v]) = ((y) - (10))>>> then\n set pen color to (#fff7b0)\n else\n set pen color to (#ffeb10)\n end\n repeat (15)\n pen down\n change pen (saturation v) by (-2.5)\n change pen size by (-1)\n end\nend\n\ndefine Draw Outlined Circle (rad) (x) (y)\npen up\nset [deg v] to [0]\nrepeat (91)\n change [deg v] by (4)\n go to x: ((x) + ((rad) * ([sin v] of (deg) ))) y: ((y) + ((rad) * ([cos v] of (deg) )))\n pen down\nend\npen up\n\ndefine Jump Orbs\nDraw Jump Orb [650] []\nDraw Jump Orb [2663] [216]\nDraw Jump Orb [4960] [120]\nDraw Jump Orb [6600] [500]\nDraw Jump Orb [6970] [460]\nDraw Jump Orb [7330] [620]\n\ndefine Make Enemy at (x) (y) Mv: (dist) (speed)\nchange [ev v] by (1)\nif <(length of [enemy frame v]) < (ev)> then\n add [0] to [enemy frame v]\n add [0] to [enemy dead v]\n add [0] to [enemy_mv v]\n add (x) to [enemy x v]\n add (y) to [enemy y v]\nend\nif <(item (ev) of [enemy dead v]) = [0]> then\n set [enemy x v] to ((x) + ((dist) * ([sin v] of ((timer) * (speed)) )))\n set [e_mv_speed v] to ((enemy x) - ((x) + ((dist) * ([sin v] of (((timer) - ((1) / (fps))) * (speed)) ))))\n insert [7] at (1) of [platform type v] \n insert ((enemy x) - (19.5)) at (1) of [platform x v] \n insert ((y) - (-19.5)) at (1) of [platform y v] \n insert [39] at (1) of [platform length v] \n insert [51.5] at (1) of [platform width v] \n insert [] at (1) of [x or y v] \n insert [] at (1) of [mv speed v] \n replace item (ev) of [enemy frame v] with ((item (ev) of [enemy frame v]) + (3))\n replace item (ev) of [enemy_mv v] with (e_mv_speed)\n replace item (ev) of [enemy x v] with (enemy x)\n replace item (ev) of [enemy y v] with (y)\n if <<((enemy x) - (_cam x)) < [300]> and <((y) - (_cam y)) < [300]>> then\n Draw Enemy ((enemy x) - (_cam x)) ((y) - (_cam y)) (item (ev) of [enemy frame v])\n test collide [18]\n if <[collision v] contains [7]?> then\n if <<(_player.y) > (y)> and <(p_sy) < [-1]>> then\n start sound [checkpn v]\n set [p_sy v] to [22]\n replace item (ev) of [enemy dead v] with [1]\n repeat (5)\n add [0] to [particle trans v]\n add (enemy x) to [particle x v]\n add (y) to [particle y v]\n add (pick random (-180) to (180)) to [particle dir v]\n add [1] to [particle type v]\n end\n else\n if <not <(EXIT) = [die]>> then\n start sound [bleh die3 v]\n set [exit v] to [die]\n end\n end\n end\n end\nend\n\ndefine Draw Enemy (x) (y) (frame)\nchange [move_type v] by (join [stand/run] [])\nset pen color to (#807667)\nDraw Player Leg Left (x) (y) (frame) <(e_mv_speed) > [0]>\nDraw Player Leg Right (x) (y) (frame) <(e_mv_speed) > [0]>\nDraw Player Arm Right (x) (y) (frame) <(e_mv_speed) > [0]>\nset pen color to (#cebfa6)\nDraw Player Body (x) (y) [26]\nset pen color to (#f3e0c1)\nDraw Player Body (x) (y) [20]\nset pen color to (#4c3a1b)\nif <(e_mv_speed) > [0]> then\n Render Ellipse ((x) - (5)) ((y) + (3)) [7] [8]\n Render Ellipse ((x) - (-7)) ((y) + (3)) [7] [8]\nelse\n Render Ellipse ((x) - (-5)) ((y) + (3)) [7] [8]\n Render Ellipse ((x) - (7)) ((y) + (3)) [7] [8]\nend\nset pen color to (#807667)\nDraw Player Arm Left (x) (y) (frame) <(e_mv_speed) > [0]>\n\ndefine Enemies\nset [ev v] to [0]\nMake Enemy at [1205] [240] Mv: [125] [70]\nMake Enemy at [4345] [40] Mv: [120] [90]\nMake Enemy at [4715] [80] Mv: [120] [90]\nMake Enemy at [7590] [760] Mv: [120] [60]\n\ndefine Bridges\nDraw Bridge [880] [190] [200]\nDraw Bridge [1830] [190] [170]\nDraw Bridge [1830] [110] [170]\nDraw Bridge [1830] [30] [170]\nDraw Bridge [7240] [710] [200]\nDraw Bridge [8280] [290] [200]\n\ndefine Lava\nMake lava [500] [-100] [300] [60]\nMake lava [6850] [350] [250] [100]\n\ndefine Water\nMake Water [1330] [200] [400] [240]\nMake Water [3650] [-50] [350] [110]\n\ndefine Draw Right Triangle (x) (y) (length) (width) (res) (dir)\nset pen size to (res)\nset [size-i v] to [0]\nset [m v] to ((width) / (length))\nrepeat (length)\n pen up\n go to x: ((x) + (size-i)) y: (((y) + ((width) * (dir))) - (((size-i) * (m)) * (dir)))\n pen down\n go to x: ((x) + (size-i)) y: (y)\n pen up\n change [size-i v] by (1)\nend\n\ndefine Scroll\nchange [_cam x v] by (round (((_player.x) - (_cam x)) / (10)))\nif <(_cam x) < [0]> then\n set [_cam x v] to [0]\nend\nif <(_cam x) > [8530]> then\n set [_cam x v] to [8530]\nend\nif <(_player.x) < [-230]> then\n set [_player.x v] to [-230]\n set [p_sx v] to [0]\n set [player_frame v] to [0]\nend\nchange [_cam y v] by (round (((_player.y) - (_cam y)) / (10)))\nif <(_cam y) < [0]> then\n set [_cam y v] to [0]\nend\n\ndefine Trail\npen up\nset [trail-i v] to [0]\nrepeat (length of [trail size v])\n change [trail-i v] by (1)\n pen up\n set pen size to (item (trail-i) of [trail size v])\n set pen (color v) to (50)\n set pen (saturation v) to (50)\n set pen (brightness v) to (60)\n set pen (transparency v) to (80)\n go to x: ((item (trail-i) of [trail x v]) - (_cam x)) y: (((item (trail-i) of [trail y v]) - (_cam y)) - (20))\n pen down\n pen up\n replace item (trail-i) of [trail size v] with ((item (trail-i) of [trail size v]) - (2))\n if <(item (trail-i) of [trail size v]) < [2]> then\n delete (trail-i) of [trail x v]\n delete (trail-i) of [trail y v]\n delete (trail-i) of [trail size v]\n end\nend\n\ndefine Particles\nset [trail-i v] to [0]\nrepeat (length of [particle x v])\n pen up\n change [trail-i v] by (1)\n replace item (trail-i) of [particle trans v] with ((item (trail-i) of [particle trans v]) + (5))\n replace item (trail-i) of [particle x v] with ((item (trail-i) of [particle x v]) + (([cos v] of (item (trail-i) of [particle dir v]) ) * (5)))\n replace item (trail-i) of [particle y v] with ((item (trail-i) of [particle y v]) + (([sin v] of (item (trail-i) of [particle dir v]) ) * (5)))\n if <(item (trail-i) of [particle type v]) = [1]> then\n set pen (color v) to (10)\n set pen (saturation v) to (20)\n set pen (brightness v) to (95)\n else\n set pen color to (#c0e9f2)\n end\n set pen (transparency v) to (item (trail-i) of [particle trans v])\n set pen size to (15)\n go to x: ((item (trail-i) of [particle x v]) - (_cam x)) y: ((item (trail-i) of [particle y v]) - (_cam y))\n pen down\n pen up\n if <(length of [particle x v]) > [5]> then\n delete (1) of [particle x v]\n delete (1) of [particle y v]\n delete (1) of [particle dir v]\n delete (1) of [particle trans v]\n delete (1) of [particle type v]\n end\nend\n\nwhen flag clicked\nset [game_frame v] to [0]\nset [flag_shift_y v] to [0]\nforever\n change [game_frame v] by (1)\nend\n\ndefine Draw checkpoint (x) (y) (number)\nadd (x) to [checkpoint x v]\nadd (y) to [checkpoint y v]\nif <<([abs v] of ((x) - (_cam x)) ) < [300]> and <([abs v] of ((y) - (_cam y)) ) < [350]>> then\n if <(checkpoint) > ((number) - (1))> then\n set pen color to (#32bae8)\n Draw Right Triangle (((x) + (5)) - (_cam x)) (((y) - (20)) - (_cam y)) [40] [20] [1] [-1]\n set pen color to (#88cfe8)\n Draw Right Triangle (((x) + (5)) - (_cam x)) (((y) - (20)) - (_cam y)) [40] [20] [1] [1]\n Draw line (((x) - (3)) - (_cam x)) ((y) - (_cam y)) (((x) - (3)) - (_cam x)) (((y) - (100)) - (_cam y)) [12] Color [0] [0] [70] [] [1]\n Draw line ((x) - (_cam x)) ((y) - (_cam y)) ((x) - (_cam x)) (((y) - (100)) - (_cam y)) [12] Color [0] [0] [80] [] [1]\n else\n set pen color to (#dcdcdc)\n Draw Right Triangle (((x) + (5)) - (_cam x)) (((y) - (20)) - (_cam y)) [40] [20] [1] [-1]\n set pen color to (#ececec)\n Draw Right Triangle (((x) + (5)) - (_cam x)) (((y) - (20)) - (_cam y)) [40] [20] [1] [1]\n Draw line (((x) - (3)) - (_cam x)) ((y) - (_cam y)) (((x) - (3)) - (_cam x)) (((y) - (100)) - (_cam y)) [12] Color [0] [0] [70] [] [1]\n Draw line ((x) - (_cam x)) ((y) - (_cam y)) ((x) - (_cam x)) (((y) - (100)) - (_cam y)) [12] Color [0] [0] [80] [] [1]\n if <<(_player.x) > ((x) - (18))> and <<(_player.y) > (((y) - (100)) - (20))> and <<(_player.x) < (((x) + (40)) + (18))> and <(_player.y) < ((y) - (-40))>>>> then\n start sound [checkpn v]\n change [checkpoint v] by (1)\n end\n end\nend\n\ndefine Draw checkpoints\nDraw checkpoint [-200] [5] [1]\nDraw checkpoint [1807] [305] [2]\nDraw checkpoint [4045] [55] [3]\nDraw checkpoint [7197] [825] [4]\n\ndefine Add Grass (x) (y) (type)\ninsert (type) at (1) of [grass type v] \ninsert (x) at (1) of [grass x v] \ninsert (y) at (1) of [grass y v] \ninsert [0] at (1) of [grass dir v] \ninsert [0] at (1) of [grass magnitude v] \ninsert [0] at (1) of [grass sway v] \n\ndefine Grass\nset [grass-i v] to [0]\nrepeat (length of [grass x v])\n change [grass-i v] by (1)\n pen up\n if <<([abs v] of ((item (grass-i) of [grass x v]) - (_cam x)) ) < [260]> and <([abs v] of ((item (grass-i) of [grass y v]) - (_cam y)) ) < [260]>> then\n if <(item (grass-i) of [grass type v]) = [1]> then\n set pen size to (9)\n set pen color to (#6cc316)\n go to x: ((item (grass-i) of [grass x v]) - (_cam x)) y: ((item (grass-i) of [grass y v]) - (_cam y))\n pen down\n go to x: (((item (grass-i) of [grass x v]) + ((20) * ([sin v] of (item (grass-i) of [grass dir v]) ))) - (_cam x)) y: (((item (grass-i) of [grass y v]) + ((20) * ([cos v] of (item (grass-i) of [grass dir v]) ))) - (_cam y))\n pen up\n else\n if <(item (grass-i) of [grass type v]) = [2]> then\n set pen size to (10)\n set pen color to (#6cc316)\n go to x: ((item (grass-i) of [grass x v]) - (_cam x)) y: ((item (grass-i) of [grass y v]) - (_cam y))\n pen down\n go to x: (((item (grass-i) of [grass x v]) + ((15) * ([sin v] of (item (grass-i) of [grass dir v]) ))) - (_cam x)) y: (((item (grass-i) of [grass y v]) + ((15) * ([cos v] of (item (grass-i) of [grass dir v]) ))) - (_cam y))\n pen up\n else\n set pen size to (6)\n set pen color to (#6cc316)\n go to x: ((item (grass-i) of [grass x v]) - (_cam x)) y: ((item (grass-i) of [grass y v]) - (_cam y))\n pen down\n go to x: (((item (grass-i) of [grass x v]) + ((30) * ([sin v] of (item (grass-i) of [grass dir v]) ))) - (_cam x)) y: (((item (grass-i) of [grass y v]) + ((30) * ([cos v] of (item (grass-i) of [grass dir v]) ))) - (_cam y))\n pen up\n set pen color to (#e69305)\n set pen size to (20)\n pen down\n pen up\n set pen color to (#ffd9b7)\n set pen size to (15)\n pen down\n pen up\n end\n end\n end\n replace item (grass-i) of [grass dir v] with (() - (([sin v] of (item (grass-i) of [grass sway v]) ) * (item (grass-i) of [grass magnitude v])))\n if <((((_player.x) - (item (grass-i) of [grass x v])) * ((_player.x) - (item (grass-i) of [grass x v]))) + (((_player.y) - (item (grass-i) of [grass y v])) * ((_player.y) - (item (grass-i) of [grass y v])))) < [1700]> then\n replace item (grass-i) of [grass magnitude v] with ((p_sx) * (10))\n replace item (grass-i) of [grass sway v] with [0]\n end\n set [iiii v] to [0]\n repeat (length of [enemy frame v])\n change [iiii v] by (1)\n if <((((item (iiii) of [enemy x v]) - (item (grass-i) of [grass x v])) * ((item (iiii) of [enemy x v]) - (item (grass-i) of [grass x v]))) + (((item (iiii) of [enemy y v]) - (item (grass-i) of [grass y v])) * ((item (iiii) of [enemy y v]) - (item (grass-i) of [grass y v])))) < [1700]> then\n replace item (grass-i) of [grass magnitude v] with ((item (iiii) of [enemy_mv v]) * (10))\n replace item (grass-i) of [grass sway v] with [0]\n end\n end\n replace item (grass-i) of [grass sway v] with ((item (grass-i) of [grass sway v]) - (8))\n replace item (grass-i) of [grass magnitude v] with ((item (grass-i) of [grass magnitude v]) * (0.9))\nend\n\ndefine Add Grass Stuff\nAdd Grass [-230] [-100] [1]\nAdd Grass [-210] [-100] [2]\nAdd Grass [-180] [-100] [3]\nAdd Grass [-160] [-100] [2]\nAdd Grass [-140] [-100] [1]\nAdd Grass [-120] [-100] [3]\nAdd Grass [14] [125] [3]\nAdd Grass [30] [125] [2]\nAdd Grass [50] [125] [2]\nAdd Grass [110] [125] [1]\nAdd Grass [130] [125] [3]\nAdd Grass [365] [-96] [3]\nAdd Grass [385] [-96] [2]\nAdd Grass [405] [-96] [1]\nAdd Grass [425] [-96] [2]\nAdd Grass [445] [-96] [3]\nAdd Grass [465] [-96] [1]\nAdd Grass [485] [-96] [2]\nAdd Grass [810] [-95] [1]\nAdd Grass [830] [-95] [3]\nAdd Grass [850] [-95] [1]\nAdd Grass [870] [-95] [2]\nAdd Grass [890] [-95] [3]\nAdd Grass [910] [-95] [2]\nAdd Grass [930] [-95] [1]\nAdd Grass [1060] [5] [2]\nAdd Grass [1080] [5] [1]\nAdd Grass [1100] [5] [3]\nAdd Grass [1120] [5] [2]\nAdd Grass [1140] [5] [3]\nAdd Grass [1160] [5] [1]\nAdd Grass [885] [85] [1]\nAdd Grass [905] [85] [3]\nAdd Grass [925] [85] [2]\nAdd Grass [945] [85] [3]\nAdd Grass [810] [205] [1]\nAdd Grass [830] [205] [2]\nAdd Grass [850] [205] [1]\nAdd Grass [870] [205] [3]\nAdd Grass [1085] [205] [1]\nAdd Grass [1105] [205] [2]\nAdd Grass [1125] [205] [3]\nAdd Grass [1145] [205] [2]\nAdd Grass [1145] [205] [1]\nAdd Grass [1165] [205] [3]\nAdd Grass [1185] [205] [2]\nAdd Grass [1205] [205] [1]\nAdd Grass [1225] [205] [3]\nAdd Grass [1245] [205] [2]\nAdd Grass [1265] [205] [3]\nAdd Grass [1285] [205] [1]\nAdd Grass [1305] [205] [2]\nAdd Grass [1545] [205] [2]\nAdd Grass [1565] [205] [1]\nAdd Grass [1585] [205] [3]\nAdd Grass [1750] [205] [2]\nAdd Grass [1770] [205] [1]\nAdd Grass [2000] [300] [3]\nAdd Grass [2020] [300] [2]\nAdd Grass [2040] [300] [1]\nAdd Grass [2060] [300] [3]\nset [ii v] to [0]\nrepeat (13)\n Add Grass ((1850) + (ii)) [-55] (((ii) mod (3)) + (1))\n change [ii v] by (20)\nend\nAdd Grass [3560] [-45] [1]\nAdd Grass [3580] [-45] [2]\nAdd Grass [3600] [-45] [3]\nAdd Grass [3620] [-45] [2]\nAdd Grass [3640] [-45] [1]\nAdd Grass [3780] [105] [2]\nAdd Grass [3800] [105] [1]\nAdd Grass [3820] [105] [2]\nAdd Grass [3840] [105] [3]\nAdd Grass [3860] [105] [1]\nAdd Grass [4010] [-45] [2]\nAdd Grass [4025] [-45] [1]\nAdd Grass [4070] [-45] [3]\nAdd Grass [4090] [-45] [1]\nset [ii v] to [0]\nrepeat (12)\n Add Grass ((4230) + (ii)) [0] (((ii) mod (3)) + (1))\n change [ii v] by (20)\nend\nset [ii v] to [0]\nrepeat (13)\n Add Grass ((4590) + (ii)) [40] (((ii) mod (3)) + (1))\n change [ii v] by (20)\nend\nset [ii v] to [0]\nrepeat (7)\n Add Grass ((5100) + (ii)) [55] (((ii) mod (3)) + (1))\n change [ii v] by (20)\nend\nset [ii v] to [0]\nrepeat (5)\n Add Grass ((5405) + (ii)) [250] (((ii) mod (3)) + (1))\n change [ii v] by (20)\nend\nset [ii v] to [0]\nrepeat (3)\n Add Grass ((5538) + (ii)) [250] (((ii) mod (3)) + (1))\n change [ii v] by (20)\nend\nAdd Grass [6821] [355] [2]\nAdd Grass [7107] [355] [1]\nAdd Grass [7127] [355] [3]\nAdd Grass [7205] [345] [3]\nAdd Grass [7225] [345] [2]\nAdd Grass [7245] [345] [1]\nAdd Grass [7335] [430] [2]\nAdd Grass [7355] [430] [1]\nset [ii v] to [0]\nrepeat (15)\n Add Grass ((7445) + (ii)) [725] (((ii) mod (3)) + (1))\n change [ii v] by (20)\nend\nset [ii v] to [0]\nrepeat (4)\n Add Grass ((8205) + (ii)) [305] (((ii) mod (3)) + (1))\n change [ii v] by (20)\nend\nset [ii v] to [0]\nrepeat (7)\n Add Grass ((8490) + (ii)) [305] (((ii) mod (3)) + (1))\n change [ii v] by (20)\nend\nset [ii v] to [0]\nrepeat (10)\n Add Grass ((8405) + (ii)) [55] (((ii) mod (3)) + (1))\n change [ii v] by (20)\nend\nset [ii v] to [0]\nrepeat (6)\n Add Grass ((8660) + (ii)) [55] (((ii) mod (3)) + (1))\n change [ii v] by (20)\nend\n\ndefine Draw end (x) (y)\ninsert [69] at (1) of [platform type v] \ninsert (x) at (1) of [platform x v] \ninsert (y) at (1) of [platform y v] \ninsert [40] at (1) of [platform length v] \ninsert [120] at (1) of [platform width v] \ninsert [] at (1) of [x or y v] \ninsert [] at (1) of [mv speed v] \nif <<([abs v] of ((x) - (_cam x)) ) < [300]> and <([abs v] of ((y) - (_cam y)) ) < [400]>> then\n set pen color to (#e84949)\n Draw Right Triangle (((x) + (5)) - (_cam x)) ((((y) - (20)) - (_cam y)) - (flag_shift_y)) [40] [20] [1] [-1]\n set pen color to (#e88888)\n Draw Right Triangle (((x) + (5)) - (_cam x)) ((((y) - (20)) - (_cam y)) - (flag_shift_y)) [40] [20] [1] [1]\n Draw line (((x) - (3)) - (_cam x)) ((y) - (_cam y)) (((x) - (3)) - (_cam x)) (((y) - (120)) - (_cam y)) [12] Color [0] [0] [70] [] [1]\n Draw line ((x) - (_cam x)) ((y) - (_cam y)) ((x) - (_cam x)) (((y) - (120)) - (_cam y)) [12] Color [0] [0] [80] [] [1]\nend\n\nwhen I receive [win v]\nEnd Particles\nrepeat (4)\n erase all\n Render\n change [_player.x v] by (50)\n Draw Player ((_player.x) - (_cam x)) ((_player.y) - (_cam y))\n set [fps v] to ((1) / (timer))\n reset timer\nend\nbroadcast (flag v)\n\nwhen I receive [flag v]\nrepeat until <(flag_shift_y) > [90]>\n erase all\n Render\n change [flag_shift_y v] by (([cos v] of (flag_shift_y) ) * ((flag_shift_y) + (1)))\n Draw Player ((_player.x) - (_cam x)) ((_player.y) - (_cam y))\n set [fps v] to ((1) / (timer))\n reset timer\nend\nrepeat (20)\n change [line trans v] by (-5)\nend\n\nwhen flag clicked\nset [line trans v] to [100]\nforever\n Draw dot (size) [0] [700] [0] [0] [100] (line trans)\nend\n\ndefine Draw dot (x) (y) (size) (col) (sat) (brit) (trans)\npen up\nset pen (color v) to (col)\nset pen (saturation v) to (sat)\nset pen (brightness v) to (brit)\nset pen (transparency v) to (trans)\nset pen size to (size)\ngo to x: (x) y: (y)\npen down\npen up\n\ndefine End Particles\nrepeat (15)\n add [0] to [particle trans v]\n add (_player.x) to [particle x v]\n add (_player.y) to [particle y v]\n add [2] to [particle type v]\n add (pick random (-180) to (180)) to [particle dir v]\nend\n\nwhen flag clicked\nforever\n play sound [Plugged \(post mastering\) v] until done\n wait (1) seconds\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n if <not <(username) = [haxroyale_l12]>> then\n show\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n end\nend\n\n
· @StratfordJames's 8,000 Follower PEN Contest Entry\nPlease play until the end!!! :)\nGo here for no lag: https://turbowarp.org/#419373222\nHOW TO PLAY:\nArrow keys or mobile to move\nAvoid spikes and lava\nTrampolines (yellow things) make you jump high\nJump orbs (pulsing yellow balls) make you double-jump if you jump on them\nEnemies will kill you if you touch them, unless you stomp on them\nYou can swim in water\nHold up/down arrow to go up/down the grey platforms\n
Black Platformer
@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (blue sky 2 v)\nend\n\n@スプライト1\n\nwhen flag clicked\nshow\nset size to (100) %\ngo to x: (-172) y: (-87)\nset [速度 v] to [0]\nforever\n change [ジャンプ v] by (-1)\n if <key (left arrow v) pressed?> then\n set rotation style [left-right v]\n point in direction (-90)\n change [速度 v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n set rotation style [left-right v]\n point in direction (90)\n change [速度 v] by (1)\n end\n change x by (速度)\n set [速度 v] to ((速度) * (0.9))\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (-4)\n change x by ((速度) * (-1.1))\n if <key (up arrow v) pressed?> then\n start sound [Jump v]\n set [ジャンプ v] to [13]\n if <([abs v] of (速度) ) = (速度)> then\n set [速度 v] to [-10]\n else\n set [速度 v] to [10]\n end\n else\n set [速度 v] to [0]\n end\n end\n change y by (ジャンプ)\n if <touching color (#000000)?> then\n change y by ((0) - (ジャンプ))\n set [ジャンプ v] to [0]\n end\n change y by (-1)\n if <not <touching color (#406c15)?>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching color (#000000)?>> then\n start sound [Jump v]\n set [ジャンプ v] to [13]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\npoint in direction (90)\n\nwhen flag clicked\nforever\n if <[239] < (x position)> then\n go to x: (-240) y: (-87)\n broadcast (次の背景 v)\n end\n if <<<touching color (#ff0000)?> or <touching color (#ff5c00)?>> or <(y position) = [-182]>> then\n go to x: (-172) y: (-87)\n set [ジャンプ v] to [0]\n start sound [Crunch v]\n end\n \n set [ジャンプ v] to [20]\n end\n if <touching color (#00e0ff)?> then\n change y by (-2)\n set [ジャンプ v] to [0]\n if <key (up arrow v) pressed?> then\n change y by (5)\n set [ジャンプ v] to [0]\n end\n end\nend\n\n@スプライト3\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nwhen I receive [次の背景 v]\nnext costume\n\n@サムネー\n\nwhen flag clicked\nhide\n\n
【操作方法】\n・矢印キーで操作\n・赤に触れたらOUT\n\nscratchwikiを参考にさせていただきました!\nplatformer 2作目!!
Gold Rush - Platformer #games
@Stage\n\n@Blank\n\nwhen flag clicked\nset [level v] to [1]\nset [☁ alphaview v] to [1]\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0.0001)\nset [time v] to [0]\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [play game v]\nswitch costume to (player v)\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n start sound [Teleport2 v]\n Game - Win\n wait (0.1) seconds\n else\n Game - Die\n end\nend\n\ndefine Game On\nset [sx v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [gravity v] to [-12]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nif <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>>> then\n point in direction (-90)\n change [sx v] by (-2)\nend\nif <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>>> then\n point in direction (90)\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> then\n if <(in air) < [4]> then\n set [sy v] to [15]\n end\nend\nif <(sy) > [-17]> 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]\n set [x v] to [-100]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <touching (bouncy v)?> then\n start sound [Big Boing v]\n set [sy v] to [30]\nend\n\ndefine Change Player Y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (GRAVITY)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\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\nclear graphic effects\nchange [deaths v] by (1)\nset [exit v] to []\nstart sound [Oops v]\nrepeat (20)\n change [ghost v] effect by (8)\n change y by (8)\nend\nhide\nwait (0.5) seconds\n\ndefine Test - Die\nif <<touching (danger v)?> or <touching (gears 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\nchange [level v] by (1)\nhide\nset [deaths v] to [0]\nif <(LEVEL) = [4]> then\n broadcast (Reset v)\nend\n\nwhen I receive [fix lvl 4 glitch v]\ngo to x: (-200) y: (0)\nset [level v] to [4]\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nGame - Die\n\nwhen flag clicked\nbroadcast (Play Game v)\n\nwhen I receive [hide intro v]\ngo to [front v] layer\n\nwhen I receive [go v]\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [hide intro v]\nwait until <<<<<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>>> or <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>>>> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> or <mouse down?>>\nrepeat until <(LEVEL) = [6]>\n change [time v] by (1)\n wait (1) seconds\nend\nsay [That wasn't so bad...] for (3) seconds\nsay (join [Anyways your time was: ] (join (Time) [!])) for (3) seconds\nif <<(☁ World's Best Time) > (Time)> and <not <(Skipped?) = [1]>>> then\n set [☁ world's best time v] to (Time)\nend\n\nwhen flag clicked\nset [time v] to [0]\nset [time v] to [0]\nhide variable [time v]\n\nwhen I receive [hide intro v]\nset [time v] to [0]\nshow variable [time v]\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]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [460] y: [0]\n wait (0.1) seconds\n Clone at x: [460] y: [0]\n wait (0.1) seconds\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n else\n if <(LEVEL) = [6]> then\n switch costume to (level 6 1 v)\n switch backdrop to (2 v)\n Clone at x: [460] y: [0]\n broadcast (Time v)\n end\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\ngo [forward v] (3) layers\n\n@Collectables\n\nwhen I receive [green flag v]\nhide variable [mouse v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n start sound [Coin v]\n change [collected v] by (1)\n change [total coins 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]\nhide variable [total coins v]\nset [collected max v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [200] y: [-60]\n Clone at x: [340] y: [-60]\n Clone at x: [500] y: [0]\n Clone at x: [1072] y: [-15]\n Clone at x: [1206] y: [35]\n Clone at x: [1081] y: [118]\nelse\n if <(LEVEL) = [2]> then\n Clone at x: [196] y: [-16]\n Clone at x: [410] y: [23]\n Clone at x: [511] y: [90]\n Clone at x: [788] y: [190]\n Clone at x: [867] y: [90]\n Clone at x: [1234] y: [100]\n Clone at x: [1350] y: [100]\n else\n if <(LEVEL) = [3]> then\n Clone at x: [113] y: [30]\n Clone at x: [225] y: [40]\n Clone at x: [400] y: [-40]\n Clone at x: [469] y: [0]\n Clone at x: [550] y: [-40]\n Clone at x: [714] y: [-66]\n Clone at x: [837] y: [9]\n Clone at x: [974] y: [9]\n Clone at x: [1226] y: [30]\n Clone at x: [1545] y: [-60]\n else\n if <(LEVEL) = [4]> then\n Clone at x: [183] y: [27]\n Clone at x: [340] y: [27]\n Clone at x: [530] y: [27]\n Clone at x: [738] y: [27]\n Clone at x: [1124] y: [27]\n Clone at x: [1334] y: [27]\n Clone at x: [1564] y: [-30]\n Clone at x: [1627] y: [90]\n Clone at x: [2470] y: [-50]\n else\n if <(LEVEL) = [5]> then\n Clone at x: [189] y: [50]\n Clone at x: [375] y: [60]\n Clone at x: [432] y: [170]\n Clone at x: [759] y: [230]\n Clone at x: [958] y: [160]\n Clone at x: [1078] y: [140]\n Clone at x: [1340] y: [120]\n Clone at x: [1341] y: [-50]\n end\n end\n end\n end\nend\nset [x v] to [-999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nClone at x: [340] y: [27]\nClone at x: [530] y: [27]\nClone at x: [786] y: [27]\nClone at x: [1124] y: [27]\nClone at x: [1331] y: [245]\nClone at x: [1065] y: [345]\nClone at x: [825] y: [272]\nClone at x: [392] y: [245]\nClone at x: [197] y: [335]\n\nClone at x: [1336] y: [19]\nClone at x: [1441] y: [19]\n\n@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\ngo to x: (0) y: (0)\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: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n else\n if <(LEVEL) = [6]> then\n switch costume to (level 6 1 v)\n end\n end\n end\n end\n end\nend\n\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [name v]) = [Open]> and <touching (player v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (closed v)\n Clone at x: [2000] y: [-32]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (closed v)\n Clone at x: [1900] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (closed v)\n Clone at x: [2000] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (closed v)\n Clone at x: [2700] y: [10]\n else\n if <(LEVEL) = [5]> then\n switch costume to (closed v)\n Clone at x: [1820] y: [-30]\n else\n if <(LEVEL) = [6]> then\n switch costume to (closed v)\n Clone at x: [6500] y: [0]\n end\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open portal v]\nstart sound [Doorbell v]\nswitch costume to (open v)\n\nwhen I start as a clone\ngo to [back v] layer\n\n@Skip\n\nwhen I receive [play game v]\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nif <(LEVEL) < [6]> then\n show\nelse\n hide\nend\n\nwhen I receive [hide intro v]\ngo to [front v] layer\n\nwhen I receive [hide intro v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n set [skipped? v] to [1]\n change [level v] by (1)\n broadcast (Go v)\n broadcast (Reset v)\n broadcast (Setup v)\n wait until <not <mouse down?>>\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nset [skipped? v] to [0]\n\n@Text2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [hide intro v]\nhide\n\nwhen flag clicked\nforever\n go [forward v] (88) layers\nend\n\n@Intro2\n\nwhen flag clicked\ngo [forward v] (55) layers\ncreate clone of (_myself_ v)\nshow\nstart sound [TheFatRat - Never Be Alone v]\nswitch costume to (icon v)\npoint in direction (90)\ngo to x: (0) y: (0)\nwait (.5) seconds\nglide (.4) secs to x: (-116) y: (0)\nrepeat (12)\n next costume\n wait (0.04) seconds\nend\nwait (2) seconds\nbroadcast (Hide Intro v)\n\nwhen I start as a clone\nshow\ngo to x: (0) y: (0)\nset size to (120) %\nswitch costume to (backdrop v)\n\nwhen I receive [hide intro v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\n@Text\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [50]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [0] y: [300]\n Clone at x: [-500] y: [0]\n Clone at x: [-500] y: [0]\n Clone at x: [-500] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n else\n if <(LEVEL) = [6]> then\n switch costume to (level 6 1 v)\n switch backdrop to (2 v)\n Clone at x: [460] y: [0]\n broadcast (Time v)\n end\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [hide intro v]\nforever\n if <touching (player v)?> then\n set [ghost v] effect to (30)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Gears\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nforever\n point in direction ((90) + (([sin v] of ((Name) * (2)) ) * (300)))\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\nforever\n change [name v] by (1)\nend\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Clone x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nif <(LEVEL) = [3]> then\n Clone x: [10] y: [120]\n Clone x: [350] y: [120]\nelse\n if <(LEVEL) = [4]> then\n Clone x: [1158] y: [-100]\n Clone x: [2291] y: [-110]\n Clone x: [2470] y: [70]\n else\n if <(LEVEL) = [5]> then\n end\nend\nset [y v] to [-99999999999]\n\n@Music\n\nwhen I receive [play game v]\nset [deaths v] to [0]\n\nwhen flag clicked\nhide\n\nwhen I receive [hide intro v]\ngo to [front v] layer\n\nwhen I receive [hide intro v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nif <(volume) = [50]> then\n set volume to (0) %\n switch costume to (2 v)\nelse\n set volume to (50) %\n switch costume to (1 v)\nend\n\nwhen I receive [hide intro v]\nshow\nset volume to (50) %\nplay sound [Music v] until done\n\nwhen I receive [tick v]\nif <(LEVEL) < [6]> then\n show\nelse\n hide\nend\n\n@Bouncy\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch backdrop to (3 v)\n switch costume to (level 1 1 v)\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n else\n if <(LEVEL) = [6]> then\n switch costume to (level 6 1 v)\n switch backdrop to (2 v)\n Clone at x: [460] y: [0]\n broadcast (Time v)\n end\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n go [backward v] (8) layers\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nset [☁ ☁ world best v] to [0]\nwait (1) seconds\n\nbroadcast (Setup v)\nstop [this script v]\n\nbroadcast (Reset v)\n\n@World\n\nwhen flag clicked\nhide\n\nwhen I receive [hide intro v]\ngo to [front v] layer\n\nwhen I receive [hide intro v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [hide intro v]\nshow\n\nwhen this sprite clicked\nsay (☁ World's Best Time) for (2) seconds\n\nwhen I receive [tick v]\nif <(LEVEL) < [6]> then\n go to x: (-64) y: (-151)\n show\nelse\n hide\n go to x: (-210) y: (-151)\nend\n\n@Thumb\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n
CONTROLS:\nArrow Keys/WASD/Mobile to move/control your player.\nAvoid spikes, lava and gears.\nBounce on bounce pads.\nCollect all golden coins to open the portal, and go into the portal to advance to the next level!\nYou can wall jump!
Pen platformer + editor v1.0.1
@Stage\n\nwhen flag clicked\nbroadcast (GameOn v)\n\n@ \n\ndefine Player movement (speed) (friction) (gravity) (jump height)\nchange [xv v] by ((<<key (right arrow v) pressed?> or <key (d v) pressed?>> - <<key (left arrow v) pressed?> or <key (a v) pressed?>>) * (speed))\nset [xv v] to ((Xv) * (friction))\nchange [@player x v] by (Xv)\ncollision\nif <<[touching? v] contains [1]?> or <<[touching? v] contains [4]?> or >> then\n change [@player y v] by (1)\n collision\n if <<[touching? v] contains [1]?> or <<[touching? v] contains [4]?> or >> then\n change [@player y v] by (1)\n collision\n if <<[touching? v] contains [1]?> or <<[touching? v] contains [4]?> or >> then\n change [@player y v] by (1)\n collision\n if <<[touching? v] contains [1]?> or <<[touching? v] contains [4]?> or >> then\n change [@player y v] by (1)\n collision\n if <<[touching? v] contains [1]?> or <<[touching? v] contains [4]?> or >> then\n change [@player y v] by (1)\n collision\n if <<[touching? v] contains [1]?> or <<[touching? v] contains [4]?> or >> then\n change [@player x v] by (() - (Xv))\n set [xv v] to [0]\n change [@player y v] by (-5)\n end\n end\n end\n end\n end\nend\nchange [yv v] by (gravity)\nchange [@player y v] by (Yv)\ncollision\nif then\n change [@player x v] by (() - (Xv))\n change [@player y v] by (() - (gravity))\n set [xv v] to [0]\n set [yv v] to [0]\n stop [this script v]\nend\nif <<[touching? v] contains [1]?> or <<[touching? v] contains [4]?> or >> then\n change [@player y v] by (() - (Yv))\n set [yv v] to [0]\nend\nchange [@player y v] by (-1)\ncollision\nif <<[touching? v] contains [1]?> or <<[touching? v] contains [4]?> or >> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to (jump height)\n end\nend\nget the lowest platform\nif <<[touching? v] contains [2]?> or <(@Player Y) < ((return2) - (285))>> then\n reset\nend\nif <[touching? v] contains [3]?> then\n set [yv v] to ((jump height) + (4))\nend\nif <[touching? v] contains [4]?> then\n set [respawn x v] to (@Player X)\n set [respawn y v] to (@Player Y)\nend\nchange [@player y v] by (1)\nif <key (r v) pressed?> then\n set [respawn x v] to [-15]\n set [respawn y v] to [0]\n reset\nend\n\ndefine collision\nset [indexi v] to [0]\ndelete all of [touching? v]\nrepeat (length of [h v])\n change [indexi v] by (1)\n if <((@Player X) + (15)) > (item (indexi) of [x v])> then\n if <((item (indexi) of [x v]) + (item (indexi) of [w v])) > ((@Player X) - (15))> then\n if <((@Player Y) + (15)) > ((item (indexi) of [y v]) - (item (indexi) of [h v]))> then\n if <(item (indexi) of [y v]) > ((@Player Y) - (15))> then\n if <not <[touching? v] contains (item (indexi) of [t v])?>> then\n add (item (indexi) of [t v]) to [touching? v]\n end\n end\n end\n end\n end\nend\n\ndefine create rectangle (x) (y) (w) (h) (t)\nadd (x) to [x v]\nadd (y) to [y v]\nadd (w) to [w v]\nadd (h) to [h v]\nadd (t) to [t v]\n\ndefine go to (x) (y)\ngo to x: (((x) - (@Cam X)) / (@Cam Z\(useless\))) y: (((y) - (@Cam Y)) / (@Cam Z\(useless\)))\n\nwhen I receive [gameon v]\nset [selected type v] to [1]\nshow list [save code v]\nwait (0) seconds\nset pen color to (#9a9a9a)\nerase all\npen up\nforever\n erase all\n change [@cam x v] by (((@Player X) - (@Cam X)) / (6))\n change [@cam y v] by (((@Player Y) - (@Cam Y)) / (6))\n change [@cam z\(useless\) v] by (((Zoom\(use less\)) - (@Cam Z\(useless\))) / (6))\n if <(grid on?) = [1]> then\n Grid\n end\n render\n set [building v] to [0]\n if <mouse down?> then\n if <(grid on?) = [1]> then\n set [start x v] to ((((round (((mouse x) + (@Cam X)) / (20))) * (20)) - (round (@Cam X))) - (-5))\n set [start y v] to ((((round ((((mouse y) - (5)) + (@Cam Y)) / (20))) * (20)) - (round (@Cam Y))) - (-5))\n else\n set [start x v] to (mouse x)\n set [start y v] to (mouse y)\n end\n if <<[-140] < (start Y)> and <(start Y) < [140]>> then\n repeat until <not <mouse down?>>\n set [building v] to [1]\n set pen size to ((5) / (@Cam Z\(useless\)))\n pen up\n erase all\n set [collided? v] to [0]\n if <(grid on?) = [1]> then\n set [mouse x v] to ((((round (((mouse x) + (@Cam X)) / (20))) * (20)) - (round (@Cam X))) - (-5))\n set [mouse y v] to ((((round ((((mouse y) - (5)) + (@Cam Y)) / (20))) * (20)) - (round (@Cam Y))) - (-5))\n else\n set [mouse x v] to (mouse x)\n set [mouse y v] to (mouse y)\n end\n if <(start Y) > (mouse y)> then\n if <(start X) > (mouse x)> then\n if <((@Player Y) + (15)) > ((((start Y) + (@Cam Y)) / (1)) - (((start Y) - (mouse y)) / (1)))> then\n if <(((start Y) + (@Cam Y)) / (1)) > ((@Player Y) - (15))> then\n if <((@Player X) + (15)) > (((mouse x) + (@Cam X)) / (1))> then\n if <((((mouse x) + (@Cam X)) / (1)) + (((start X) - (mouse x)) / (1))) > ((@Player X) - (15))> then\n set [collided? v] to [1]\n end\n end\n end\n end\n else\n if <((@Player Y) + (15)) > ((((start Y) + (@Cam Y)) / (1)) - (((start Y) - (mouse y)) / (1)))> then\n if <(((start Y) + (@Cam Y)) / (1)) > ((@Player Y) - (15))> then\n if <((@Player X) + (15)) > (((start X) + (@Cam X)) / (1))> then\n if <((((start X) + (@Cam X)) / (1)) + (((mouse x) - (start X)) / (1))) > ((@Player X) - (15))> then\n set [collided? v] to [1]\n end\n end\n end\n end\n end\n else\n if <(start X) > (mouse x)> then\n if <((@Player X) + (15)) > (((mouse x) + (@Cam X)) / (1))> then\n if <((((mouse x) + (@Cam X)) / (1)) + (((start X) - (mouse x)) / (1))) > ((@Player X) - (15))> then\n if <((@Player Y) + (15)) > ((((mouse y) + (@Cam Y)) / (1)) - (((mouse y) - (start Y)) / (1)))> then\n if <(((mouse y) + (@Cam Y)) / (1)) > ((@Player Y) - (15))> then\n set [collided? v] to [1]\n end\n end\n end\n end\n else\n if <((@Player X) + (15)) > (((start X) + (@Cam X)) / (1))> then\n if <((((start X) + (@Cam X)) / (1)) + (((mouse x) - (start X)) / (1))) > ((@Player X) - (15))> then\n if <((@Player Y) + (15)) > ((((mouse y) + (@Cam Y)) / (1)) - (((mouse y) - (start Y)) / (1)))> then\n if <(((mouse y) + (@Cam Y)) / (1)) > ((@Player Y) - (15))> then\n set [collided? v] to [1]\n end\n end\n end\n end\n end\n end\n if <(grid on?) = [1]> then\n Grid\n end\n if <(touching back button?) = [1]> then\n set [collided? v] to [1]\n end\n set pen color to (#98dcff)\n if <(collided?) = [1]> then\n set pen color to (#f39191)\n end\n go to x: (start X) y: (start Y)\n pen down\n go to x: (mouse x) y: (start Y)\n go to x: (mouse x) y: (mouse y)\n go to x: (start X) y: (mouse y)\n go to x: (start X) y: (start Y)\n render\n end\n if <(collided?) = [0]> then\n if <(start Y) > (mouse y)> then\n add (((start Y) + (@Cam Y)) / (@Cam Z\(useless\))) to [y v]\n add (((start Y) - (mouse y)) / (@Cam Z\(useless\))) to [h v]\n else\n add (((mouse y) + (@Cam Y)) / (@Cam Z\(useless\))) to [y v]\n add (((mouse y) - (start Y)) / (@Cam Z\(useless\))) to [h v]\n end\n if <(start X) > (mouse x)> then\n add (((mouse x) + (@Cam X)) / (@Cam Z\(useless\))) to [x v]\n add (((start X) - (mouse x)) / (@Cam Z\(useless\))) to [w v]\n else\n add (((start X) + (@Cam X)) / (@Cam Z\(useless\))) to [x v]\n add (((mouse x) - (start X)) / (@Cam Z\(useless\))) to [w v]\n end\n add (selected type) to [t v]\n end\n end\n end\nend\n\nwhen I receive [gameon v]\ndelete all of [x v]\ndelete all of [y v]\ndelete all of [w v]\ndelete all of [h v]\ndelete all of [t v]\nset [respawn x v] to [-15]\nset [respawn y v] to [0]\nreset\nLoad [48414100484341004446003846004000]\nforever\n if <[touching? v] contains [5]?> then\n wait until <key (r v) pressed?>\n set [respawn x v] to [-15]\n set [respawn y v] to [0]\n reset\n else\n if <(spectating) = [0]> then\n if <(building) = [0]> then\n Player movement [2.5] [0.75] [-0.75] [12]\n end\n else\n change [xv v] by ((<<key (right arrow v) pressed?> or <key (d v) pressed?>> - <<key (left arrow v) pressed?> or <key (a v) pressed?>>) * (3))\n change [yv v] by ((<<key (up arrow v) pressed?> or <key (w v) pressed?>> - <<key (down arrow v) pressed?> or <key (s v) pressed?>>) * (3))\n set [xv v] to ((Xv) * (0.75))\n set [yv v] to ((Yv) * (0.75))\n change [@player x v] by (Xv)\n change [@player y v] by (Yv)\n if then\n set [respawn x v] to [-15]\n set [respawn y v] to [0]\n reset\n end\n end\n end\nend\n\ndefine reset\nset [spectating v] to [0]\nset [@cam x v] to [-15]\nset [@cam y v] to [0]\nset [zoom\(use less\) v] to [1]\nset [@player x v] to (respawn x)\nset [@player y v] to (respawn y)\nset [xv v] to [0]\nset [yv v] to [0]\ncollision\nrepeat until <not <[touching? v] contains [1]?>>\n change [@player y v] by (1)\n collision\nend\n\ndefine render\npen up\nbroadcast (Tick v)\nset pen size to ((5) / (@Cam Z\(useless\)))\npen up\nset [indexii v] to [0]\nrepeat (length of [h v])\n change [indexii v] by (1)\n go to (item (indexii) of [x v]) (item (indexii) of [y v])\n if <(item (indexii) of [t v]) = [1]> then\n set pen color to (#9a9a9a)\n end\n if <(item (indexii) of [t v]) = [2]> then\n set pen color to (#ff6464)\n end\n if <(item (indexii) of [t v]) = [3]> then\n set pen color to (#fff264)\n end\n if <(item (indexii) of [t v]) = [4]> then\n set pen color to (#649cff)\n end\n if <(item (indexii) of [t v]) = [5]> then\n set pen color to (#64ff78)\n end\n pen down\n go to ((item (indexii) of [x v]) + (item (indexii) of [w v])) (item (indexii) of [y v])\n go to ((item (indexii) of [x v]) + (item (indexii) of [w v])) ((item (indexii) of [y v]) - (item (indexii) of [h v]))\n go to (item (indexii) of [x v]) ((item (indexii) of [y v]) - (item (indexii) of [h v]))\n go to (item (indexii) of [x v]) (item (indexii) of [y v])\n pen up\nend\nset pen color to (#64cbff)\ngo to ((@Player X) - (10)) ((@Player Y) + (10))\npen down\ngo to ((@Player X) + (10)) ((@Player Y) + (10))\ngo to ((@Player X) + (10)) ((@Player Y) - (10))\ngo to ((@Player X) - (10)) ((@Player Y) - (10))\ngo to ((@Player X) - (10)) ((@Player Y) + (10))\npen up\nset pen color to (#9a9a9a)\nset pen size to (40)\ngo to x: (-260) y: (160)\nset pen (transparency v) to (25)\npen down\ngo to x: (260) y: (160)\npen up\ngo to x: (-260) y: (-160)\nset pen (transparency v) to (25)\npen down\ngo to x: (260) y: (-160)\npen up\nset pen color to (#9a9a9a)\ngo to x: ((150) + ((-2) * (35))) y: (-161)\nget dist (x position) (y position) (mouse x) (mouse y)\nif <<mouse down?> and <[10] > (dist)>> then\n set [selected type v] to [1]\nend\nset pen size to ((20) + (<<[10] > (dist)> or <(selected type) = [1]>> * (5)))\npen down\npen up\nset pen color to (#ff6464)\ngo to x: ((150) + ((-1) * (35))) y: (-161)\nget dist (x position) (y position) (mouse x) (mouse y)\nif <<mouse down?> and <[10] > (dist)>> then\n set [selected type v] to [2]\nend\nset pen size to ((20) + (<<[10] > (dist)> or <(selected type) = [2]>> * (5)))\npen down\npen up\nset pen color to (#fff264)\ngo to x: ((150) + ((0) * (35))) y: (-161)\nget dist (x position) (y position) (mouse x) (mouse y)\nif <<mouse down?> and <[10] > (dist)>> then\n set [selected type v] to [3]\nend\nset pen size to ((20) + (<<[10] > (dist)> or <(selected type) = [3]>> * (5)))\npen down\npen up\nset pen color to (#649cff)\ngo to x: ((150) + ((1) * (35))) y: (-161)\nget dist (x position) (y position) (mouse x) (mouse y)\nif <<mouse down?> and <[10] > (dist)>> then\n set [selected type v] to [4]\nend\nset pen size to ((20) + (<<[10] > (dist)> or <(selected type) = [4]>> * (5)))\npen down\npen up\nset pen color to (#64ff78)\ngo to x: ((150) + ((2) * (35))) y: (-161)\nget dist (x position) (y position) (mouse x) (mouse y)\nif <<mouse down?> and <[10] > (dist)>> then\n set [selected type v] to [5]\nend\nset pen size to ((20) + (<<[10] > (dist)> or <(selected type) = [5]>> * (5)))\npen down\npen up\nset pen color to (#e0e0e0)\ngo to x: ((-160) + (11)) y: ((-161.5) + (11))\nset pen size to (3)\npen down\ngo to x: ((-160) + (11)) y: ((-161.5) + (-11))\ngo to x: ((-160) + (-11)) y: ((-161.5) + (-11))\ngo to x: ((-160) + (-11)) y: ((-161.5) + (11))\ngo to x: ((-160) + (11)) y: ((-161.5) + (11))\nif <(grid on?) = [1]> then\n set pen color to (#64ff79)\n pen up\n go to x: (-167) y: (-164)\n pen down\n point in direction (90)\n turn right (45) degrees\n move (5) steps\n turn left (90) degrees\n move (15) steps\nend\nset pen size to ((5) / (@Cam Z\(useless\)))\npen up\n\nwhen [up arrow v] key pressed\n\nchange [zoom\(use less\) v] by (([abs v] of (@Cam Z\(useless\)) ) / (4))\nif <[2.5] < (Zoom\(use less\))> then\n set [zoom\(use less\) v] to [2.5]\nend\n\nwhen [down arrow v] key pressed\n\nchange [zoom\(use less\) v] by (() - (([abs v] of (@Cam Z\(useless\)) ) / (4)))\nif <(Zoom\(use less\)) < [0.75]> then\n set [zoom\(use less\) v] to [0.75]\nend\n\nwhen I receive [gameon v]\nforever\n if <(touching back button?) = [1]> then\n if <mouse down?> then\n wait until <not <mouse down?>>\n if <(touching back button?) = [1]> then\n delete (length of [h v]) of [x v]\n delete (length of [h v]) of [y v]\n delete (length of [h v]) of [w v]\n delete (length of [h v]) of [t v]\n delete (length of [h v]) of [h v]\n end\n end\n end\nend\n\nwhen I receive [gameon v]\nforever\n if <(touching save button?) = [1]> then\n if <mouse down?> then\n wait until <not <mouse down?>>\n if <(touching save button?) = [1]> then\n save\n end\n end\n end\nend\n\ndefine save\nset [save code v] to []\nset [indexiiii v] to [0]\nset [encode v] to []\nrepeat (length of [h v])\n change [indexiiii v] by (1)\n encode (round (item (indexiiii) of [x v]))\n encode (round (item (indexiiii) of [y v]))\n encode (round (item (indexiiii) of [w v]))\n encode (round (item (indexiiii) of [h v]))\n encode (item (indexiiii) of [t v])\nend\nset [save code v] to (encode)\ndelete all of [save code v]\nadd [Triple click to select all, ctrl + c to copy] to [save code v]\nadd [] to [save code v]\nadd [x to close] to [save code v]\nreplace item (2) of [save code v] with (save code)\nhide list [save code v]\n\ndefine encode (text)\nset [indexiii v] to [0]\nrepeat (length of (text))\n change [indexiii v] by (1)\n set [encode v] to (join (encode) (item # of (letter (indexiii) of (text)) in [char v]))\nend\nset [encode v] to (join (encode) [00])\n\ndelete all of [char v]\nset [char v] to [abcdefghijklmnopqrstuvwxyz1234567890.-=_+!@#$%^&*\(\)<>,/?]\nrepeat (9)\n add [] to [char v]\nend\nset [indexi v] to [0]\nrepeat (length of (char))\n change [indexi v] by (1)\n add (letter (indexi) of (char)) to [char v]\nend\n\nwhen [x v] key pressed\nshow list [save code v]\n\ndefine Load (code)\nreset\ndelete all of [x v]\ndelete all of [y v]\ndelete all of [w v]\ndelete all of [h v]\ndelete all of [t v]\nset [save code v] to (code)\nset [indexiii v] to [1]\nset [indexiiii v] to [0]\nset [respawn x v] to [-15]\nset [respawn y v] to [0]\nset [@player x v] to [-15]\nset [@player y v] to [0]\nrepeat until <(indexiii) > (length of (save code))>\n change [indexiiii v] by (1)\n decode\n add (return) to [x v]\n decode\n add (return) to [y v]\n decode\n add (return) to [w v]\n decode\n add (return) to [h v]\n decode\n add (return) to [t v]\nend\n\ndefine decode\nset [return v] to []\n\n set [idx v] to (join (letter (indexiii) of (save code)) (letter ((indexiii) + (1)) of (save code)))\n change [indexiii v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [return v] to (join (return) (item (idx) of [char v]))\nend\n\nwhen I receive [gameon v]\nforever\n if <(touching load button?) = [1]> then\n if <mouse down?> then\n wait until <not <mouse down?>>\n if <(touching load button?) = [1]> then\n hide\n ask [Save Code:] and wait\n Load (answer)\n end\n end\n end\nend\n\ndefine get the lowest platform\nset [return2 v] to ((1) / (0))\nset [indexiiiiii v] to [0]\nrepeat (length of [y v])\n change [indexiiiiii v] by (1)\n if <((item (indexiiiiii) of [y v]) - (item (indexiiiiii) of [h v])) < (return2)> then\n set [return2 v] to ((item (indexiiiiii) of [y v]) - (item (indexiiiiii) of [h v]))\n end\nend\nif <(return2) = ((1) / (0))> then\n set [return2 v] to [-115]\nend\n\ndefine get dist (x1) (y1) (x2) (y2)\nset [dist v] to ([sqrt v] of ((((x1) - (x2)) * ((x1) - (x2))) + (((y1) - (y2)) * ((y1) - (y2)))) )\n\nwhen I receive [gameon v]\nforever\n if <(touching grid button?) = [1]> then\n if <mouse down?> then\n wait until <not <mouse down?>>\n if <(touching grid button?) = [1]> then\n set [grid on? v] to ((1) - (grid on?))\n end\n end\n end\nend\n\ndefine Grid\nset pen color to (#e6e6e6)\nset [index v] to [-255]\nset [ii v] to ((@Cam X) mod (20))\nset [iii v] to ((@Cam Y) mod (20))\nrepeat (36)\n pen up\n go to x: ((index) - (ii)) y: (() - ((1) / (0)))\n pen down\n go to x: ((index) - (ii)) y: ((1) / (0))\n pen up\n go to x: (() - ((1) / (0))) y: ((index) - (iii))\n pen down\n go to x: ((1) / (0)) y: ((index) - (iii))\n change [index v] by (20)\n set pen (transparency v) to (50)\nend\npen up\n\ndefine draw line (sx) (sy) (ex) (ey)\npen up\ngo to (sx) (sy)\npen down\ngo to (ex) (ey)\n\nwhen [space v] key pressed\nset [spectating v] to ((1) - (spectating))\nset [xv v] to [0]\nset [yv v] to [0]\nwait until <not <key (space v) pressed?>>\n\nwhen [c v] key pressed\ndelete all of [x v]\ndelete all of [y v]\ndelete all of [w v]\ndelete all of [h v]\ndelete all of [t v]\nset [respawn x v] to [-15]\nset [respawn y v] to [0]\nreset\nset [spectating v] to [1]\nwait until <not <key (c v) pressed?>>\n\nLoad [48414100484341004446003846004000404100484341004046003846003900374641003738410038460038384600370048394100483737410040460038460038004837394100483839410044460038460037003841004838394100444600384600370048394100483839410040460038460039003738410048374341003846004446003800374241004838394100373846003846004000394641004837434100384600444600380039404100483743410044460038460037004040410048373741003846004446003800404441004837374100404600384600390041404100444100384600383846003700394041003841004046004046003700374441004441004246004246003700483941003742410040460040460037004041003844410042460038460039003746410040384100444600384600400048384141003846410042460042460037004840374100374441003740460040460038004840454100384641004246004246003700484141410038444100404600374046003800484239410038444100424600384600400048424341003844410038460038460037004843394100384441004046004046003700484437410038444100424600424600370048444341003844410040460040460037004845374100384441003846003846003700484345410039444100384600384600410038464100404441003846004446003800384241004044410044460038460038003846410039444100374046003846003700394241004046410038460040460038004046410039444100444600384600370041464100394441004246003846003900414441003944410044460038460037004138410041464100384600384600410044464100444100404600404600370044424100424100384600384600370045464100424100384600384600370045404100424100384600384600370037404100484341004046003846003900]\n\n@fJPPTE+\n\nwhen flag clicked\nReset Rotation\n\ndefine INT Draw Rot Char (x) (y) (w) (h) (t) (sp) (rx) (ry) (sx) (r)\nset [d v] to [3]\nrepeat (item ((r) + (2)) of [v v])\n Go To Point (sx) (y) (((x) - (sx)) + ((item ((r) + ((d) + (1))) of [v v]) * (w))) ((item ((r) + ((d) + (2))) of [v v]) * (h)) (rx) (ry)\n if <(item ((r) + (d)) of [v v]) = [0]> then\n set pen size to (t)\n pen down\n pen up\n else\n set pen size to (1)\n pen down\n set pen size to (t)\n repeat (item ((r) + (d)) of [v v])\n change [d v] by (2)\n Go To Point (sx) (y) (((x) - (sx)) + ((item ((r) + ((d) + (1))) of [v v]) * (w))) ((item ((r) + ((d) + (2))) of [v v]) * (h)) (rx) (ry)\n end\n pen up\n end\n change [d v] by (3)\nend\nchange [p v] by ((w) * ((item ((r) + (1)) of [v v]) + (sp)))\n\ndefine Draw String (s) at (x) (y) Align (a) FitW (w) FitH (h) PenSize (t) Space (p)\nset [o v] to [0]\nset [a v] to [1]\nrepeat (length of (s))\n Get Char Ptr (letter (a) of (s))\n change [o v] by (item ((b) + (1)) of [v v])\n change [a v] by (1)\nend\nset [n v] to (((p) * (o)) / ((length of (s)) - (1)))\nchange [o v] by ((p) * (o))\nif <(w) = [0]> then\n set [m v] to (((h) - (t)) / (8))\n set [l v] to (((h) - (t)) / (8))\nelse\n if <(h) = [0]> then\n set [m v] to (((w) - (t)) / (o))\n set [l v] to (((w) - (t)) / (o))\n else\n set [m v] to (((w) - (t)) / (o))\n set [l v] to (((h) - (t)) / (8))\n end\nend\nset [k v] to (x)\nif <(a) = [L]> then\n set [p v] to ((x) + ((t) / (2)))\nelse\n if <(a) = [C]> then\n set [p v] to ((x) - (((o) * (m)) / (2)))\n else\n set [p v] to ((x) - (((o) * (m)) + ((t) / (2))))\n end\nend\nset [q v] to (y)\nINT Draw String (s) W (m) H (l) PS (t) SW (n) rotX (i) rotY (j) startX (k)\n\nwhen flag clicked\nforever\n wait (1) seconds\n set [f v] to (g)\n set [g v] to [0]\nend\n\ndefine Draw Line (x1) (y1) (x2) (y2)\nset pen color to (join [0x] [0])\nset pen size to (1)\ngo to x: (x1) y: (y1)\npen down\ngo to x: (x2) y: (y2)\npen up\n\ndefine Draw Box (x1) (y1) (x2) (y2)\nset pen color to (join [0x] [0])\nset pen size to (1)\ngo to x: (x1) y: (y1)\npen down\ngo to x: (x2) y: (y1)\ngo to x: (x2) y: (y2)\ngo to x: (x1) y: (y2)\ngo to x: (x1) y: (y1)\npen up\n\ndefine INT Draw String (s) W (w) H (h) PS (t) SW (sp) rotX (rx) rotY (ry) startX (sx)\nif <(h) = [0]> then\n set [a v] to [1]\n repeat (length of (s))\n Get Char Ptr (letter (a) of (s))\n INT Draw Norm Char (p) (q) (w) (h) (t) (sp) (b)\n change [a v] by (1)\n end\nelse\n set [a v] to [1]\n repeat (length of (s))\n Get Char Ptr (letter (a) of (s))\n INT Draw Rot Char (p) (q) (w) (h) (t) (sp) (rx) (ry) (sx) (b)\n change [a v] by (1)\n end\nend\n\ndefine Get Char Ptr (ch)\nif < [abcdefghijklmnopqrstuvwxyz] contains (ch)?> then\n switch costume to (ch)\n set [c v] to (costume [number v])\nelse\n set [c v] to (item # of (ch) in [u v])\nend\nset [b v] to (item (c) of [z v])\n\ndefine Set Rotation (Angle) (an)\nset [i v] to ([cos v] of (an) )\nset [j v] to ([sin v] of (an) )\nset [h v] to [1]\n\ndefine Set Rotation (Vector) (x) (y)\nset [i v] to (x)\nset [j v] to (y)\nset [h v] to [1]\n\ndefine Go To Point (x) (y) (w) (h) (vx) (vy)\ngo to x: ((x) + (((w) * (vx)) - ((h) * (vy)))) y: ((y) + (((w) * (vy)) + ((h) * (vx))))\n\ndefine Reset Rotation\nSet Rotation (Angle) [0]\nset [h v] to [0]\n\ndefine INT Draw Norm Char (x) (y) (w) (h) (t) (sp) (r)\nset [d v] to [3]\nrepeat (item ((r) + (2)) of [v v])\n go to x: (((item ((r) + ((d) + (1))) of [v v]) * (w)) + (x)) y: (((item ((r) + ((d) + (2))) of [v v]) * (h)) + (y))\n if <(item ((r) + (d)) of [v v]) = [0]> then\n set pen size to (t)\n pen down\n pen up\n else\n set pen size to (1)\n pen down\n set pen size to (t)\n repeat (item ((r) + (d)) of [v v])\n change [d v] by (2)\n go to x: (((item ((r) + ((d) + (1))) of [v v]) * (w)) + (x)) y: (((item ((r) + ((d) + (2))) of [v v]) * (h)) + (y))\n end\n pen up\n end\n change [d v] by (3)\nend\nchange [p v] by ((w) * ((item ((r) + (1)) of [v v]) + (sp)))\n\nwhen I receive [tick v]\nset [touching grid button? v] to [0]\nset [touching load button? v] to [0]\nset [touching save button? v] to [0]\nset [touching back button? v] to [0]\nif <<(mouse x) > [-235]> and <<[-180] > (mouse x)> and <<(mouse y) > [145]> and <[175] > (mouse y)>>>> then\n set pen color to (#efefef)\n set [touching back button? v] to [1]\nelse\n set pen color to (#e0e0e0)\nend\nDraw String [Undo] at (-232.5) (160) Align [L] FitW (50) FitH (0) PenSize (2) Space (0.3)\nif <<(mouse x) > [-30]> and <<[30] > (mouse x)> and <<(mouse y) > [145]> and <[175] > (mouse y)>>>> then\n set pen color to (#efefef)\n set [touching save button? v] to [1]\nelse\n set pen color to (#e0e0e0)\nend\nDraw String [Save] at (0) (160) Align [C] FitW (50) FitH (0) PenSize (2) Space (0.3)\nif <<(mouse x) > [180]> and <<[235] > (mouse x)> and <<(mouse y) > [145]> and <[175] > (mouse y)>>>> then\n set pen color to (#efefef)\n set [touching load button? v] to [1]\nelse\n set pen color to (#e0e0e0)\nend\nDraw String [Load] at (232.5) (160) Align [R] FitW (50) FitH (0) PenSize (2) Space (0.3)\nif <<(mouse x) > [-235]> and <<[-140] > (mouse x)> and <<[-145] > (mouse y)> and <(mouse y) > [-175]>>>> then\n set pen color to (#efefef)\n set [touching grid button? v] to [1]\nelse\n set pen color to (#e0e0e0)\nend\nDraw String [Grid] at (-232.5) (-160) Align [L] FitW (50) FitH (0) PenSize (2) Space (0.3)\nDraw String [C - clear all] at (-140) (-154) Align [L] FitW (65) FitH (0) PenSize (1.6) Space (0.5)\nDraw String [Space - spectator mode] at (-140) (-167) Align [L] FitW (150) FitH (0) PenSize (1.6) Space (0.5)\nif <[touching? v] contains [5]?> then\n set pen color to (#64cbff)\n Draw String [You win] at (0) (100) Align [C] FitW (300) FitH (0) PenSize (10) Space (0.5)\n set pen color to (#b164ff)\n Draw String [r to restart or exit] at (80) (-120) Align [C] FitW (300) FitH (0) PenSize (2) Space (0.5)\nend\nchange [g v] by (1)\n\n@ \n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n
- Pen Platformer + Editor -\n\n- Controls -\n- arrow keys or wasd to move\n- space for spectator mode\n- c to clear all\n- green - win\n- blue - checkpoint\n\n- post your save codes here: https://scratch.mit.edu/discuss/topic/434085/\n\n- Credits -\n- Pen Text Engine by @Java_Programmer\n\n- Save code(s) -\n\nby @greedjesse:\n48414100484341004446003846004000404100484341004046003846003900374641003738410038460038384600370048394100483737410040460038460038004837394100483839410044460038460037003841004838394100444600384600370048394100483839410040460038460039003738410048374341003846004446003800374241004838394100373846003846004000394641004837434100384600444600380039404100483743410044460038460037004040410048373741003846004446003800404441004837374100404600384600390041404100444100384600383846003700394041003841004046004046003700374441004441004246004246003700483941003742410040460040460037004041003844410042460038460039003746410040384100444600384600400048384141003846410042460042460037004840374100374441003740460040460038004840454100384641004246004246003700484141410038444100404600374046003800484239410038444100424600384600400048424341003844410038460038460037004843394100384441004046004046003700484437410038444100424600424600370048444341003844410040460040460037004845374100384441003846003846003700484345410039444100384600384600410038464100404441003846004446003800384241004044410044460038460038003846410039444100374046003846003700394241004046410038460040460038004046410039444100444600384600370041464100394441004246003846003900414441003944410044460038460037004138410041464100384600384600410044464100444100404600404600370044424100424100384600384600370045464100424100384600384600370045404100424100384600384600370037404100484341004046003846003900\n\nby @MoltenLeaf\n4841410048434100444600384600400040410048414100373846003846003700384041004100374046004446003700384041004100374046004600370038404100404100384600404600370038404100384100460046003700383841004041003846003738460037003744410040410040460037464600370040410048394100384600384600370038464100384641003744460037384600370039464100444100444600404600370048434100384641003842460037464600370048373941003746410038384600424600370044410037464100404600424600370037384100444100384600384600370044410048394100384600384600370042384100410037404600444600370039444100484141003840460038460037004046410041004600424600370042384100404100384600404600370042384100424100384600384600370042464100424100384600444600370040384100410046004246003700424641004441003846003846003700424641003842410038460037404600370042424100384241003846003742460037004238410038424100404600384600370043464100374441003846003740460037004346410038424100384600424600370043404100384241003846003744460037004340410041003846004600370043404100424100384600384600370044424100410046003846003700454241004100460038460037003746424100410046003846003700373742410041004600384600370037383841004100374046003846004100444041003740410040460038460038004540410037404100404600384600380037464041003740410040460038460038003737404100374041004046003846003800373838410044410046004446003700373846410040410038460042460037003738384100444100394646004600370037384241004041003946460046003700374138410037404100460042460037003741424100374441004600374046003700373838410037444100394046004600370037404241003744410046004246003700374038410037384100460040460037003739444100374441004600424600370037394041003738410046004046003700373946410037444100460042460037003738424100373841004600404600370037383841003744410046004246003700\n\nSorry, due to character restrictions, I cannot add other people’s save codes here.\n\n#platformer #pen #editor #games #contest
100% pen 3D platformer!
@Stage\n\n@Levels\n\ndefine Sort Lists\nset [passes v] to [0]\nset [switches v] to [0]\nrepeat until <<(Passes) > [0]> and <(Switches) = [0]>>\n set [list_item v] to [0]\n change [passes v] by (1)\n set [switches v] to [0]\n repeat ((length of [block distances v]) - (1))\n change [list_item v] by (1)\n if <(item ((List_Item) + (1)) of [block distances v]) > (item (List_Item) of [block distances v])> then\n set [value v] to (item ((List_Item) + (1)) of [block distances v])\n replace item ((List_Item) + (1)) of [block distances v] with (item (List_Item) of [block distances v])\n replace item (List_Item) of [block distances v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [cube y pos v])\n replace item ((List_Item) + (1)) of [cube y pos v] with (item (List_Item) of [cube y pos v])\n replace item (List_Item) of [cube y pos v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [cube x pos v])\n replace item ((List_Item) + (1)) of [cube x pos v] with (item (List_Item) of [cube x pos v])\n replace item (List_Item) of [cube x pos v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [cube z pos v])\n replace item ((List_Item) + (1)) of [cube z pos v] with (item (List_Item) of [cube z pos v])\n replace item (List_Item) of [cube z pos v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [platform type v])\n replace item ((List_Item) + (1)) of [platform type v] with (item (List_Item) of [platform type v])\n replace item (List_Item) of [platform type v] with (value)\n change [switches v] by (1)\n end\n end\nend\n\ndefine Distance\ndelete all of [block distances v]\nset [iii v] to [0]\nrepeat (length of [cube x pos v])\n change [iii v] by (1)\n add (round ([sqrt v] of ((((cam z) - (item (iii) of [cube z pos v])) * ((cam z) - (item (iii) of [cube z pos v]))) + ((((cam y) - (item (iii) of [cube y pos v])) * ((cam y) - (item (iii) of [cube y pos v]))) + (((cam x) - (item (iii) of [cube x pos v])) * ((cam x) - (item (iii) of [cube x pos v]))))) )) to [block distances v]\nend\n\ndefine Set Point 1: (x1) (y1) (z1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\nset [z1 v] to (z1)\n\ndefine Set Point 2: (x2) (y2) (z2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\nset [z2 v] to (z2)\n\ndefine Draw Line (x1) (y1) (z1) to (x2) (y2) (z2)\nSet Point 1: ((x1) - (cam x)) ((y1) - (cam y)) ((z1) - (cam z))\nSet Point 2: ((x2) - (cam x)) ((y2) - (cam y)) ((z2) - (cam z))\nSet Point 1: (((z1) * (sin Y)) + ((x1) * (cos Y))) (y1) (((z1) * (cos Y)) - ((x1) * (sin Y)))\nSet Point 2: (((z2) * (sin Y)) + ((x2) * (cos Y))) (y2) (((z2) * (cos Y)) - ((x2) * (sin Y)))\nSet Point 1: (x1) (((y1) * (cos X)) - ((z1) * (sin X))) (((y1) * (sin X)) + ((z1) * (cos X)))\nSet Point 2: (x2) (((y2) * (cos X)) - ((z2) * (sin X))) (((y2) * (sin X)) + ((z2) * (cos X)))\nif <not <<(z1) < (near plane)> and <(z2) < (near plane)>>> then\n Z Clipping\n Set Screen Point 1: ((view factor) * ((x1) / (z1))) ((view factor) * ((y1) / (z1)))\n Set Screen Point 2: ((view factor) * ((x2) / (z2))) ((view factor) * ((y2) / (z2)))\n go to x: (x1) y: (y1)\n pen down\n go to x: (x2) y: (y2)\n pen up\nend\n\ndefine Set Screen Point 1: (x1) (y1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\n\ndefine Set Screen Point 2: (x2) (y2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\n\ndefine Put Cube at (x) (y) (z) (platform type)\nCalculate Trig Values\nSelect color (platform type)\nset pen (brightness v) to (((1000) - (item (ii) of [block distances v])) / (4))\nDraw Square (x) (y) ((50) + (z))\nDraw Line ((50) + (x)) ((50) + (y)) ((50) + (z)) to ((50) + (x)) ((50) + (y)) ((-50) + (z))\nDraw Line ((50) + (x)) ((-50) + (y)) ((50) + (z)) to ((50) + (x)) ((-50) + (y)) ((-50) + (z))\nDraw Line ((-50) + (x)) ((-50) + (y)) ((50) + (z)) to ((-50) + (x)) ((-50) + (y)) ((-50) + (z))\nDraw Line ((-50) + (x)) ((50) + (y)) ((50) + (z)) to ((-50) + (x)) ((50) + (y)) ((-50) + (z))\nDraw Square (x) (y) ((-50) + (z))\n\ndefine Calculate Trig Values\nset [sin x v] to ([sin v] of (rot Y) )\nset [cos x v] to ([cos v] of (rot Y) )\nset [sin y v] to ([sin v] of (rot X) )\nset [cos y v] to ([cos v] of (rot X) )\n\ndefine Z Clipping\nif <<(z1) < (near plane)> or <(z2) < (near plane)>> then\n set [percent v] to (((near plane) - (z1)) / ((z2) - (z1)))\n if <(z1) < (near plane)> then\n Set Point 1: ((x1) + (((x2) - (x1)) * (percent))) ((y1) + (((y2) - (y1)) * (percent))) (near plane)\n else\n if <(z2) < (near plane)> then\n Set Point 2: ((x1) + (((x2) - (x1)) * (percent))) ((y1) + (((y2) - (y1)) * (percent))) (near plane)\n end\n end\nend\n\ndefine Turn and Move\nif <key (up arrow v) pressed?> then\n change [rot y v] by (4)\nend\nif <key (left arrow v) pressed?> then\n change [rot x v] by (4)\nend\nif <key (right arrow v) pressed?> then\n change [rot x v] by (-4)\nend\nif <key (down arrow v) pressed?> then\n change [rot y v] by (-4)\nend\nif <key (w v) pressed?> then\n change [zvel v] by ((2) * (cos Y))\n change [xvel v] by ((-2) * (sin Y))\nend\nif <key (s v) pressed?> then\n change [zvel v] by ((-2) * (cos Y))\n change [xvel v] by ((2) * (sin Y))\nend\nif <key (a v) pressed?> then\n change [zvel v] by ((-2) * (sin Y))\n change [xvel v] by ((-2) * (cos Y))\nend\nif <key (d v) pressed?> then\n change [zvel v] by ((2) * (sin Y))\n change [xvel v] by ((2) * (cos Y))\nend\nif <(rot Y) < [-90]> then\n set [rot y v] to [-90]\nend\nif <[90] < (rot Y)> then\n set [rot y v] to [90]\nend\nPhysics\n\ndefine Collisions!\nset [touching platform? v] to [no]\nset [touching end v] to [no]\nset [i v] to [0]\nrepeat (length of [cube x pos v])\n change [i v] by (1)\n if <<<not <(cam y) < ((item (i) of [cube y pos v]) - (90))>> and <not <(cam y) > ((item (i) of [cube y pos v]) + (130))>>> and <<<not <(cam z) < ((item (i) of [cube z pos v]) - (60))>> and <not <(cam z) > ((item (i) of [cube z pos v]) + (60))>>> and <<not <(cam x) < ((item (i) of [cube x pos v]) - (60))>> and <not <(cam x) > ((item (i) of [cube x pos v]) + (60))>>>>> then\n if <(item (i) of [platform type v]) = [Platform]> then\n set [touching platform? v] to [yes]\n else\n if <(item (i) of [platform type v]) = [Lava]> then\n Reset\n else\n if <(item (i) of [platform type v]) = [Trampoline]> then\n set [y vel v] to [40]\n else\n set [touching end v] to [yes]\n end\n end\n end\n stop [this script v]\n end\nend\n\ndefine Physics\nchange [falling? v] by (1)\nchange [y vel v] by (-1)\nchange [cam y v] by (Y vel)\nCollisions!\nif <(Touching platform?) = [yes]> then\n Y collision (Y vel)\nend\nchange [cam z v] by (Zvel)\nCollisions!\nif <(Touching platform?) = [yes]> then\n Z Collision (Zvel)\nend\nchange [cam x v] by (Xvel)\nCollisions!\nif <(Touching platform?) = [yes]> then\n X Collisions (Xvel)\nend\nset [zvel v] to ((Zvel) * (0.7))\nset [xvel v] to ((Xvel) * (0.7))\nif <<key (space v) pressed?> and <(Falling?) < [5]>> then\n set [y vel v] to [14]\nend\nif <(cam y) < [-500]> then\n Reset\nend\nRender\n\ndefine Y collision (y)\nrepeat until <not <(Touching platform?) = [yes]>>\n if <(y) > [0]> then\n change [cam y v] by (-1)\n else\n change [cam y v] by (1)\n set [falling? v] to [0]\n end\n set [y vel v] to [0]\n Collisions!\nend\n\ndefine Z Collision (z)\nrepeat until <not <(Touching platform?) = [yes]>>\n if <(z) > [0]> then\n change [cam z v] by (-1)\n else\n change [cam z v] by (1)\n end\n set [zvel v] to [0]\n Collisions!\nend\n\ndefine X Collisions (x)\nrepeat until <not <(Touching platform?) = [yes]>>\n if <(x) > [0]> then\n change [cam x v] by (-1)\n else\n change [cam x v] by (1)\n end\n set [xvel v] to [0]\n Collisions!\nend\n\ndefine Reset\nset [view factor v] to [150]\nset [cam speed v] to [6]\nset [cam x v] to [0]\nset [cam y v] to [150]\nset [cam z v] to [0]\nset [near plane v] to [1]\nset [y vel v] to [0]\n\nwhen flag clicked\n\ndefine Level\ndelete all of [cube y pos v]\ndelete all of [cube x pos v]\ndelete all of [cube z pos v]\ndelete all of [platform type v]\nif <(Level) = [1]> then\n Level design [1] [0] [-1] [Platform]\n Level design [0] [0] [0] [Platform]\n Level design [0] [0] [1] [Platform]\n Level design [0] [0] [2] [Trampoline]\n Level design [0] [0] [3] [Platform]\n Level design [0] [0] [4] [Lava]\n Level design [0] [0] [5] [platformer]\n Level design [0] [0] [6] [End]\nelse\n if <(Level) = [2]> then\n Level design [0] [0] [0] [Platform]\n Level design [0] [0] [1] [Trampoline]\n Level design [0] [5] [2] [Platform]\n Level design [-10] [5] [3] [Platform]\n Level design [0] [5] [4] [Platform]\n Level design [0] [5] [5] [Lava]\n Level design [0] [5] [5] [Platform]\n Level design [0] [5] [6] [End]\n else\n if <(Level) = [3]> then\n Level design [0] [0] [0] [Platform]\n Level design [0] [0] [1] [Lava]\n Level design [0] [0] [2] [Trampoline]\n Level design [0] [0] [3] [Lava]\n Level design [0] [0] [4] [platform]\n Level design [0] [0] [5] [Lava]\n Level design [0] [0] [6] [End]\n else\n if <(Level) = [4]> then\n Level design [0] [0] [0] [Trampoline]\n Level design [0] [5] [1] [Platform]\n Level design [0] [5] [2] [Lava]\n Level design [0] [5] [3] [Trampoline]\n Level design [0] [5] [4] [Lava]\n Level design [0] [5] [5] [platfom]\n Level design [0] [5] [6] [Lava]\n Level design [0] [5] [7] [platform]\n Level design [0] [5] [8] [End]\n else\n if <(Level) = [5]> then\n Level design [0] [0] [0] [Platform]\n Level design [0] [2] [1] [Trampoline]\n Level design [0] [7] [3] [platform]\n Level design [0] [11] [5] [platformer]\n Level design [0] [13] [6] [Lava]\n Level design [0] [15] [7] [End]\n else\n if <(Level) = [6]> then\n Level design [0] [0] [0] [Trampoline]\n Level design [0] [2] [0] [Trampoline]\n Level design [0] [7] [0] [platformer]\n Level design [0] [11] [0] [Trampoline]\n Level design [0] [13] [1] [Lava]\n Level design [0] [13] [2] [Platform]\n Level design [0] [13] [3] [Lava]\n Level design [0] [13] [4] [End]\n else\n if <(Level) = [7]> then\n Level design [0] [0] [0] [Platform]\n Level design [0] [0] [1] [Platformer]\n Level design [0] [0] [2] [Platform]\n Level design [0] [0] [3] [Lava]\n Level design [0] [0] [4] [Platform]\n Level design [0] [0] [5] [Lava]\n Level design [0] [0] [6] [Platform]\n Level design [0] [0] [3] [Lava]\n Level design [0] [0] [4] [Platform]\n Level design [0] [0] [5] [Platform]\n Level design [0] [0] [6] [Platform]\n Level design [0] [0] [7] [End]\n else\n if <(Level) = [8]> then\n Level design [0] [0] [0] [Trampoline]\n Level design [0] [2] [1] [Platform]\n Level design [0] [2] [2] [Lava]\n Level design [0] [2] [3] [Lava]\n Level design [0] [2] [4] [Platform]\n Level design [0] [2] [5] [End]\n else\n if <(Level) = [9]> then\n Level design [0] [0] [2] [Platform]\n Level design [0] [0] [4] [Platform]\n Level design [0] [0] [6] [Platform]\n Level design [0] [0] [8] [Platform]\n Level design [0] [0] [10] [End]\n else\n if <(Level) = [10]> then\n Level design [0] [14] [14] [Platform]\n Level design [0] [15] [15] [Lava]\n Level design [0] [16] [16] [Trampoline]\n Level design [0] [17] [17] [Platform]\n Level design [0] [18] [18] [Platform]\n Level design [0] [19] [19] [Platform]\n Level design [0] [20] [20] [Platform]\n Level design [0] [21] [21] [Platform]\n Level design [0] [22] [22] [Platform]\n Level design [0] [23] [23] [Platform]\n Level design [] [] [] [lava]\n else\n if <(Level) = [11]> then\n Level design [1] [1] [0] [Platform]\n Level design [1] [0] [0] [Platform]\n Level design [0] [1] [1] [Platform]\n Level design [0] [2] [2] [Platform]\n Level design [0] [3] [3] [Platform]\n Level design [0] [4] [4] [Platform]\n Level design [0] [5] [5] [Lava]\n Level design [0] [6] [6] [Platform]\n Level design [0] [7] [7] [Platform]\n Level design [0] [8] [8] [Platform]\n Level design [7] [9] [9] [Lava]\n Level design [0] [10] [10] [Platform]\n Level design [0] [11] [11] [Platform]\n Level design [0] [12] [12] [Platform]\n Level design [0] [13] [13] [Platform]\n else\n broadcast (Win v)\n set [end? v] to [true]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nLevel design [0] [14] [14] [End]\n\ndefine Render\nDistance\nSort Lists\nset pen size to (8)\nset [ii v] to [0]\nrepeat (length of [cube x pos v])\n change [ii v] by (1)\n if <(item (ii) of [block distances v]) < [1100]> then\n Put Cube at (item (ii) of [cube x pos v]) (item (ii) of [cube y pos v]) (item (ii) of [cube z pos v]) (item (ii) of [platform type v])\n end\nend\nset pen color to (#ffffff)\nset pen size to (5)\ngo to x: (-10) y: (0)\npen down\ngo to x: (10) y: (0)\npen up\ngo to x: (0) y: (-10)\npen down\ngo to x: (0) y: (10)\npen up\n\nwhen flag clicked\nset [end? v] to [false]\nforever\n if <mouse down?> then\n set [old mouse x v] to (mouse x)\n set [old mouse y v] to (mouse y)\n wait (0.000001) seconds\n if <not <<<(mouse y) < [-80]> and <(mouse x) < [-140]>> and <(mouse y) < [-80]>>> then\n change [rot y v] by (((mouse y) - (Old Mouse Y)) / (0.7))\n change [rot x v] by (((Old Mouse X) - (mouse x)) / (0.7))\n end\n end\nend\n\ndefine Select color (current platform type)\nif <(current platform type) = [Platform]> then\n set pen color to (#33f7db)\nelse\n if <(current platform type) = [Lava]> then\n set pen color to (#ff3333)\n else\n if <(current platform type) = [Trampoline]> then\n set pen color to (#fff830)\n else\n set pen color to (#33ff30)\n end\n end\nend\n\ndefine Level design (x) (y) (z) (type)\nadd ((x) * (100)) to [cube x pos v]\nadd ((y) * (100)) to [cube y pos v]\nadd ((z) * (100)) to [cube z pos v]\nadd (type) to [platform type v]\n\ndefine Draw Square (x) (y) (z)\nDraw Line ((50) + (x)) ((50) + (y)) (z) to ((50) + (x)) ((-50) + (y)) (z)\nDraw Line ((50) + (x)) ((-50) + (y)) (z) to ((-50) + (x)) ((-50) + (y)) (z)\nDraw Line ((-50) + (x)) ((-50) + (y)) (z) to ((-50) + (x)) ((50) + (y)) (z)\nDraw Line ((-50) + (x)) ((50) + (y)) (z) to ((50) + (x)) ((50) + (y)) (z)\n\nwhen I receive [intri v]\n\nset [level v] to [11]\n\nwhen flag clicked\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset size to (9999999999999999999) %\nswitch costume to (costume1 v)\nreset timer\nerase all\nset [level v] to [1]\nLevel\nReset\nforever\n erase all\n Turn and Move\n if <(Touching end) = [yes]> then\n change [level v] by (1)\n Level\n Reset\n end\nend\n\nif then\nend\n\n
Can we get this to 20,000 views? This is maybe one of my best projects! \nDays of coding! Finally it's finished!\nUse WASD to move about mouse to turn the screen.\n\n11 levels. Can you compete them all?
Lego - A Platformer
@Stage\n\nwhen I receive [start v]\nforever\n play sound [1 v] until done\nend\n\n@Player\n\ndefine Do Physics\nchange [yv v] by (-1)\nif <<key (left arrow v) pressed?> or <<<(mouse x) < (x position)> and <mouse down?>> or <key (a v) pressed?>>> then\n change [xv v] by (-0.9)\nend\nif <<key (right arrow v) pressed?> or <<<(mouse x) > (x position)> and <mouse down?>> or <key (d v) pressed?>>> then\n change [xv v] by (0.9)\nend\nset [xv v] to ((xv) * (0.9))\nchange x by (xv)\nif <<touching color (#8bdd65)?> or <touching color (#73cd4b)?>> then\n change y by (1)\nend\nif <<touching color (#8bdd65)?> or <touching color (#73cd4b)?>> then\n change y by (1)\nend\nif <<touching color (#8bdd65)?> or <touching color (#73cd4b)?>> then\n change y by (1)\nend\nif <<touching color (#8bdd65)?> or <touching color (#73cd4b)?>> then\n change y by (1)\nend\nif <<touching color (#8bdd65)?> or <touching color (#73cd4b)?>> then\n change y by (1)\nend\nif <<touching color (#8bdd65)?> or <touching color (#73cd4b)?>> then\n change y by (1)\nend\nif <<touching color (#8bdd65)?> or <touching color (#73cd4b)?>> then\n change y by (-4)\n change x by ((xv) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> then\n set [yv v] to [12.5]\n if <(xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n else\n set [xv v] to [0]\n end\nend\nchange y by (yv)\nif <<touching color (#8bdd65)?> or <touching color (#73cd4b)?>> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <<<(mouse y) > (y position)> and <mouse down?>> or <key (w v) pressed?>>> and <<touching color (#8bdd65)?> or <touching color (#73cd4b)?>>> then\n set [yv v] to [12]\nend\n\ndefine Special\nif <<touching color (#ffcc00)?> or <touching color (#ffe272)?>> then\n set [yv v] to [20]\nend\nif <<(y position) < [-180]> or <touching color (#fa883e)?>> then\n start sound [Death! v]\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-210) y: (-20)\nend\n\nwhen I receive [pos v]\ngo to x: (-210) y: (-20)\n\nwhen I receive [start v]\nwait (0.001) seconds\nset [level v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nshow\ngo to x: (-210) y: (-20)\nforever\n Do Physics\n Special\nend\n\nwhen I receive [start v]\nforever\n if <(x position) > [220]> then\n go to x: (-210) y: (-20)\n broadcast (next v)\n change [level v] by (1)\n end\nend\n\n@Level\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [start v]\nswitch costume to (1 v)\ngo to x: (0) y: (0)\n\n@Thumbnail\n\nwhen I receive [start v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n change [pixelate v] effect by (10)\nend\nhide\n\nwhen flag clicked\nshow\n\n@Skip\n\nwhen flag clicked\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <not <([costume # v] of [level v]) = [10]>> then\n wait until <not <mouse down?>>\n start sound [1 v]\n broadcast (Pos v)\n broadcast (next v)\n end\n end\nend\n\nwhen I receive [start v]\nset [data v] to [80]\nset [direction v] to [0]\nset size to (100) %\ngo to x: (-180) y: (-155)\npoint in direction (90)\nforever\n set size to (Data) %\n if <touching (mouse-pointer v)?> then\n change [data v] by (3)\n change [direction v] by (5)\n point in direction ((([sin v] of (Direction) ) * (3)) + (90))\n end\n set [data v] to ((Data) * (0.85))\n change [data v] by (13)\nend\n\nwhen I receive [start v]\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n repeat until <(direction) = [90]>\n change [direction v] by (5)\n point in direction ((([sin v] of (Direction) ) * (5)) + (90))\n end\n end\nend\n\n@Intro\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (0) y: (0)\npoint in direction (90)\nset [stop v] to [Start]\nset [y v] to [210]\nset [brightness v] to [0]\nwait (0.1) seconds\nswitch costume to (1 v)\nrepeat (6)\n create clone of (_myself_ v)\n change [y v] by (-60)\n change [brightness v] by (5)\n wait (0.1) seconds\nend\nwait (1.7) seconds\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\nwait (1.7) seconds\nswitch costume to (3 v)\ncreate clone of (_myself_ v)\nset [stop v] to [Stop]\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n go to x: (-10000) y: (Y)\n switch costume to (1 v)\n set [brightness v] effect to (Brightness)\n repeat (100)\n change x by ((x position) / (-10))\n end\nend\n\nwhen I start as a clone\nshow\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n set size to (500) %\n switch costume to (2 v)\n repeat (25)\n change size by (((100) - (size)) * (0.3))\n end\n repeat (25)\n change x by (((150) - (x position)) * (0.3))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n go to x: (-1000) y: (0)\n switch costume to (3 v)\n repeat (25)\n change x by (((0) - (x position)) * (0.3))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n go to x: (-1000) y: (0)\n set size to (500) %\n switch costume to (3 v)\n repeat (25)\n change size by (((90) - (size)) * (0.3))\n end\nend\n\nwhen flag clicked\nswitch costume to (background v)\ncreate clone of (_myself_ v)\nplay sound [ v] until done\n\nwhen I start as a clone\nforever\n if <(Stop) = [Stop]> then\n wait (1.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (Start v) and wait\n set [stop v] to [End]\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [4]> then\n switch costume to (background v)\n go to [front v] layer\nend\n\nwhen I start as a clone\ngo to [front v] layer\n\n
Hi welcome to Lego!\n\nInstructions:\n- Use the arrow keys, wasd, or mobile to move.\n- Dont touch red lava!\n- Yellow is bounce.\n- Green is ground.
PURPLE || A Platformer (Mobile Friendly)
@Stage\n\n@bounce pad\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nnext costume\n\nwhen I receive [someone pressed s key v]\nnext costume\n\nwhen I receive [someone pressed skip button v]\nnext costume\n\nwhen I receive [start project v]\nswitch costume to (costume1 v)\nshow\n\n@Cool stuff\n\nwhen I start as a clone\nset [brightness v] effect to (20)\nset [ghost v] effect to (40)\ngo to [back v] layer\nset [color v] effect to (pick random (-10) to (5))\nset size to (pick random (20) to (60)) %\ngo to x: (pick random (-220) to (220)) y: (-230)\nset [stuffspeed v] to (pick random (5) to (12))\nshow\nrepeat (30)\n change [ghost v] effect by (2)\n change [brightness v] effect by (-0.3)\n change y by (stuffspeed)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [start project v]\nshow\nforever\n create clone of (_myself_ v)\n wait () seconds\nend\n\n@Love fave\n\nwhen flag clicked\nhide\n\nwhen I receive [start project v]\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (25) to (35)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@levels\n\nwhen I receive [message1 v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [someone pressed s key v]\nnext costume\n\nwhen I receive [someone pressed skip button v]\nnext costume\n\nwhen I receive [start project v]\nswitch costume to (1 v)\nshow\n\n@skip\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen I receive [someone pressed skip button v]\nchange [level v] by (1)\n\nwhen flag clicked\n\nwait (9) seconds\n\nshow\n\nwhen I receive [start project v]\nshow\nset size to (100) %\nset [zine v] to [0]\ngo to x: (205) y: (-162)\nforever\n change [zine v] by (1)\n point in direction ((90) + (([sin v] of ((zine) * (8)) ) * (3)))\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (2))\n else\n change size by (((100) - (size)) / (4))\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat until <<not <touching (mouse-pointer v)?>> or <not <mouse down?>>>\n change [zine v] by (1)\n point in direction ((90) + (([sin v] of ((zine) * (5)) ) * (3)))\n change size by (((90) - (size)) / (2))\n end\n set size to (100) %\n wait (0) seconds\n if <<touching (mouse-pointer v)?> and <not <([costume # v] of [levels v]) = [15]>>> then\n broadcast (someone pressed skip button v)\n end\n end\nend\n\nwhen I receive [start project v]\nset [level v] to [1]\n\nwhen I receive [start project v]\nforever\n if <(level) = [15]> then\n forever\n hide\n stop [other scripts in sprite v]\n end\n end\nend\n\n@spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nnext costume\n\nwhen I receive [someone pressed s key v]\nnext costume\n\nwhen I receive [someone pressed skip button v]\nnext costume\n\nwhen I receive [start project v]\nswitch costume to (costume1 v)\nshow\n\n@thumnail\n\nwhen flag clicked\nforever\n go to x: (36) y: (28)\n set [ghost v] effect to (100)\n show\n go to [front v] layer\nend\n\n@Intro for @345969\n\nwhen flag clicked\nset rotation style [left-right v]\nset [erase v] to [0]\nswitch costume to (logo v)\ncreate clone of (_myself_ v)\nswitch costume to (background v)\ncreate clone of (_myself_ v)\nswitch costume to (nvm because cool v)\nforever\n create clone of (_myself_ v)\n wait (0.2) seconds\n point in direction (90)\nend\n\nwhen I start as a clone\nset volume to (1) %\nshow\nif <(costume [number v]) = [1]> then\n set rotation style [all around v]\n start sound [Restart-Subtract v]\n go to [front v] layer\n go to x: (0) y: (0)\n set size to (1) %\n set volume to (1) %\n repeat until <<(size) = [300]> or <(size) > [300]>>\n change volume by (volume)\n change size by (size)\n wait (0.01) seconds\n end\n wait (2.74) seconds\n set [repeat v] to [0]\n repeat (9)\n change [repeat v] by (1)\n repeat until <<(size) = [250]> or <(size) < [250]>>\n change size by ((4) * (((10) / (size)) - (4)))\n end\n repeat until <<(size) = [300]> or <(size) > [300]>>\n change size by ((-4) * (((10) / (size)) - (4)))\n end\n if <(repeat) = [1]> then\n wait (0.478) seconds\n else\n if <(repeat) = [2]> then\n wait (0.1195) seconds\n else\n if <(repeat) = [3]> then\n wait (0.1195) seconds\n else\n if <(repeat) = [4]> then\n wait (0.478) seconds\n else\n if <(repeat) = [5]> then\n wait (0.1195) seconds\n else\n if <(repeat) = [6]> then\n wait (0.1195) seconds\n else\n if <(repeat) = [7]> then\n wait (0.478) seconds\n else\n if <(repeat) = [8]> then\n wait (0.1195) seconds\n else\n if <(repeat) = [9]> then\n wait (0.1195) seconds\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n wait (0.1) seconds\n repeat until <(size) < [20]>\n change size by (-10)\n end\n hide\n wait (2) seconds\n set [erase v] to [1]\n broadcast (Start Project v)\n delete this clone\nelse\n if <(costume [number v]) = [2]> then\n set rotation style [all around v]\n go to x: (0) y: (0)\n go to [back v] layer\n forever\n if <(erase) = [1]> then\n delete this clone\n end\n end\n else\n if <(costume [number v]) = [3]> then\n set rotation style [all around v]\n go [forward v] (1) layers\n set y to (pick random (-240) to (240))\n set x to (-275)\n forever\n change x by (15)\n if <(x position) > [230]> then\n hide\n end\n if <(erase) = [1]> then\n delete this clone\n end\n end\n end\n end\nend\n\n@Platform guy\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <<key (p v) pressed?> and <not <(level) = [15]>>> then\n wait until <not <key (p v) pressed?>>\n broadcast (someone pressed S key v)\n go to x: (-218) y: (-90)\n end\nend\n\ndefine fast\nrepeat (6)\n if <touching (levels v)?> then\n change y by (1)\n end\nend\n\ndefine xcoll\nrepeat until <not <touching (levels v)?>>\n if <(x) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\nend\n\ndefine ycoll\nrepeat until <not <touching (levels v)?>>\n if <(y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I receive [someone pressed s key v]\nchange [level v] by (1)\n\nwhen I receive [message1 v]\nchange [level v] by (1)\n\nwhen flag clicked\n\nwhen I receive [someone pressed skip button v]\ngo to x: (-218) y: (-106)\n\nwhen I receive [start project v]\nforever\n if <touching (bounce pad v)?> then\n set [y v] to [21]\n play sound [Big Boing v] until done\n end\nend\n\nwhen I receive [start project v]\nshow\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (0)\nforever\n change [y v] by (-1)\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n switch costume to (costume1 v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n switch costume to (costume2 v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (levels v)?> then\n fast\n if <touching (levels v)?> then\n change y by (-6)\n xcoll\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [y v] to [13]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-7]\n else\n set [x v] to [8]\n end\n else\n set [x v] to [0]\n end\n end\n end\n change y by (y)\n if <touching (levels v)?> then\n ycoll\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <(y) < [0]>> then\n set [y v] to [13]\n else\n set [y v] to [0]\n end\n end\nend\n\nwhen I receive [start project v]\nforever\n if <(x position) > [237]> then\n broadcast (message1 v)\n go to x: (-223) y: (-100)\n end\nend\n\nwhen I receive [start project v]\nset [level v] to [1]\n\nwhen I receive [start project v]\nforever\n if <touching (spikes v)?> then\n go to x: (-223) y: (-100)\n play sound [Crunch \(1\) v] until done\n end\nend\n\nwhen I receive [start project v]\nswitch costume to (costume1 v)\nforever\n play sound [The Fat Rat-Unity \(Without female voice\) v] until done\nend\n\nplay sound [The Fat Rat-Unity \(Without female voice\) v] until done\n\nplay sound [The Fat Rat-Unity \(Without female voice\) v] until done\n\n
✨This project is a mobile-friendly platform game. These computers are played with right arrow-left arrow-down and up arrow, w-a-s-d keys. This game consists of 14 chapters and if you have difficulty in some levels, you can click the 'skip' option in the lower right corner. So you will go to the next level. The aim of the game is to complete the chapters without touching the spikes. There is also a trampoline to jump higher. When this project gets 300 likes, a different platform game will be released from this platform game. If you want to see that project, help it get 300 likes ;) \n**Edit: wow it's already past 2000 :D\n
Light -100% PEN Platformer-
@Stage\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nswitch costume to (backdrop1 v)\nforever\n if <not <(costume [number v]) = [5]>> then\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>> then\n go to x: (0) y: (0)\n set [x v] to [0]\n repeat (10)\n change [x v] by (-5)\n change x by (x)\n point in direction ((90) + ((x position) / (6)))\n change size by (-5)\n end\n go to x: (455) y: (0)\n set size to (100) %\n next costume\n repeat (18)\n change x by (((0) - (x position)) / (4))\n point in direction ((90) + ((x position) / (6)))\n end\n point in direction (90)\n go to x: (0) y: (0)\n end\n end\n if <not <(costume [number v]) = [1]>> then\n if <<key (left arrow v) pressed?> or <<mouse down?> and <[0] > (mouse x)>>> then\n go to x: (0) y: (0)\n set [x v] to [0]\n repeat (10)\n change [x v] by (4)\n change x by (x)\n point in direction ((90) + ((x position) / (6)))\n change size by (-5)\n end\n go to x: (-455) y: (0)\n set size to (100) %\n switch costume to ((costume [number v]) - (1))\n repeat (18)\n change x by (((0) - (x position)) / (4))\n point in direction ((90) + ((x position) / (6)))\n end\n point in direction (90)\n go to x: (0) y: (0)\n end\n end\nend\n\nforever\n play sound [Sneaky Adventure - Vanoss Gaming Background Music \(HD\) v] until done\nend\n\nwhen flag clicked\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nforever\n go to [back v] layer\n next costume\nend\n\n@PEN\n\nwhen flag clicked\nset [色 v] to [17]\nforever\n グラデーション 大きさ (pick random (10.1) to (16.9)) 角度 (pick random (1) to (360)) 色 (pick random ((色) + (-3.1)) to ((色) + (3.1))) 速さ (pick random (2.1) to (3.1)) 描画回数 (pick random (18) to (25)) 明るさ [100] 初期透明 [50] xy ((ステージx) + (pick random (-240) to (240))) ((ステージy) + (pick random (-180) to (180))) 移動 [1]\n wait (.) seconds\nend\n\ndefine グラデーション描画\nswitch costume to (コスチューム1 v)\nset [i v] to [0]\nrepeat ((length of [グラデーション情報 v]) / (11))\n set pen color to (#ff0000)\n set pen size to (item ((i) + (1)) of [グラデーション情報 v])\n change pen (color v) by (item ((i) + (3)) of [グラデーション情報 v])\n set pen (transparency v) to ((100) - (item ((i) + (7)) of [グラデーション情報 v]))\n set pen (brightness v) to (item ((i) + (8)) of [グラデーション情報 v])\n xy ((item ((i) + (9)) of [グラデーション情報 v]) + ((item ((i) + (5)) of [グラデーション情報 v]) * ([cos v] of (item ((i) + (2)) of [グラデーション情報 v]) ))) ((item ((i) + (10)) of [グラデーション情報 v]) + ((item ((i) + (5)) of [グラデーション情報 v]) * ([sin v] of (item ((i) + (2)) of [グラデーション情報 v]) )))\n pen down\n pen up\n set pen size to ((item ((i) + (1)) of [グラデーション情報 v]) * ((3) / (4)))\n pen down\n pen up\n set pen size to ((item ((i) + (1)) of [グラデーション情報 v]) * ((1) / (2)))\n pen down\n pen up\n set pen size to ((item ((i) + (1)) of [グラデーション情報 v]) * ((1) / (4)))\n pen down\n pen up\n replace item ((i) + (5)) of [グラデーション情報 v] with ((item ((i) + (5)) of [グラデーション情報 v]) + (item ((i) + (4)) of [グラデーション情報 v]))\n if <((item ((i) + (5)) of [グラデーション情報 v]) / (item ((i) + (4)) of [グラデーション情報 v])) < (item ((i) + (6)) of [グラデーション情報 v])> then\n change [i v] by (11)\n else\n replace item ((i) + (7)) of [グラデーション情報 v] with ((item ((i) + (7)) of [グラデーション情報 v]) + (-2.5))\n if <(item ((i) + (7)) of [グラデーション情報 v]) < [1]> then\n repeat (11)\n delete ((i) + (1)) of [グラデーション情報 v]\n end\n else\n change [i v] by (11)\n end\n end\nend\nset pen (brightness v) to (100)\nset pen (transparency v) to (0)\n\ndefine グラデーション 大きさ (大きさ) 角度 (角度) 色 (色) 速さ (速さ) 描画回数 (回数) 明るさ (明るさ) 初期透明 (透明度) xy (x) (y) 移動 (するか)\nadd (大きさ) to [グラデーション情報 v]\nadd (角度) to [グラデーション情報 v]\nadd (色) to [グラデーション情報 v]\nadd (速さ) to [グラデーション情報 v]\nadd [0] to [グラデーション情報 v]\nadd (回数) to [グラデーション情報 v]\nadd (透明度) to [グラデーション情報 v]\nadd (明るさ) to [グラデーション情報 v]\nadd (x) to [グラデーション情報 v]\nadd (y) to [グラデーション情報 v]\nadd (するか) to [グラデーション情報 v]\n\ndefine You won\nset pen color to (#ffa100)\nset pen size to (10)\nyのみ補正 xy [-220] [380]\npen down\nyのみ補正 xy [-200] [350]\nyのみ補正 xy [-180] [380]\npen up\nyのみ補正 xy [-200] [350]\npen down\nyのみ補正 xy [-200] [320]\npen up\nwait (0) seconds\nset [θ v] to [0]\nrepeat (360)\n yのみ補正 xy ((-130) + ((30) * ([cos v] of (θ) ))) ((350) + ((30) * ([sin v] of (θ) )))\n pen down\n change [θ v] by (1)\nend\npen up\nwait (0) seconds\nset [θ v] to [0]\nrepeat (180)\n yのみ補正 xy ((-50) + ((30) * ([cos v] of (θ) ))) ((350) + ((30) * ([sin v] of (θ) )))\n pen down\n change [θ v] by (-1)\nend\npen up\nyのみ補正 xy [-80] [350]\npen down\nyのみ補正 xy [-80] [380]\npen up\nyのみ補正 xy [-20] [350]\npen down\nyのみ補正 xy [-20] [380]\npen up\nyのみ補正 xy [10] [380]\npen down\nyのみ補正 xy [25] [320]\nyのみ補正 xy [40] [380]\nyのみ補正 xy [55] [320]\nyのみ補正 xy [70] [380]\npen up\nset [θ v] to [0]\nrepeat (360)\n yのみ補正 xy ((120) + ((30) * ([cos v] of (θ) ))) ((350) + ((30) * ([sin v] of (θ) )))\n pen down\n change [θ v] by (1)\nend\npen up\nyのみ補正 xy [170] [320]\npen down\nyのみ補正 xy [170] [380]\nyのみ補正 xy [210] [320]\nyのみ補正 xy [210] [380]\npen up\n\nwhen flag clicked\nset [向き v] to [2]\nforever\n 動く\nend\n\ndefine ステージ追加xy (x) (y) 縦の長さ (縦) 横の長さ (横) 種類 (種類) 地面 (地面)\nadd (x) to [ステージ v]\nadd (y) to [ステージ v]\nadd (縦) to [ステージ v]\nadd (横) to [ステージ v]\nadd (種類) to [ステージ v]\nadd (地面) to [ステージ v]\n\ndefine 接触判定\ndelete all of [接触判定用 v]\nset [ii v] to [0]\nrepeat ((length of [描画するステージ v]) / (6))\n if <<<((item ((ii) + (1)) of [描画するステージ v]) + ((-1) * (item ((ii) + (4)) of [描画するステージ v]))) < (((自機x) + (ステージx)) + (23))> and <(((自機x) + (ステージx)) + (-23)) < ((item ((ii) + (1)) of [描画するステージ v]) + ((1) * (item ((ii) + (4)) of [描画するステージ v])))>> and <<((item ((ii) + (2)) of [描画するステージ v]) + ((-1) * (item ((ii) + (3)) of [描画するステージ v]))) < (((自機y) + (ステージy)) + (23))> and <(((自機y) + (ステージy)) + (-23)) < ((item ((ii) + (2)) of [描画するステージ v]) + ((1) * (item ((ii) + (3)) of [描画するステージ v])))>>> then\n add (item ((ii) + (5)) of [描画するステージ v]) to [接触判定用 v]\n end\n change [ii v] by (6)\nend\n\ndefine xy (x) (y)\ngo to x: (((-1) * (ステージx)) + (x)) y: (((-1) * (ステージy)) + (y))\n\ndefine 描画\nerase all\nset pen color to (#000000)\nset pen size to ((1) / (0))\ngo to x: (0) y: (0)\npen down\npen up\n雲描画&処理\nif <(済み) = [1]> then\n You won\nend\nほわほわ\nグラデーション描画\n自機描画\nマグマ描画\n水描画\n普通の地面描画\n上の地面描画\n\nwhen flag clicked\nforever\n 軽量化\nend\n\nwhen flag clicked\nforever\n 接触判定\nend\n\nwhen flag clicked\nforever\n 描画\nend\n\ndelete all of [ステージ v]\nステージ追加xy [-100] [-200] 縦の長さ [100] 横の長さ [150] 種類 [1] 地面 [1]\nステージ追加xy [100] [-220] 縦の長さ [100] 横の長さ [50] 種類 [2] 地面 []\nステージ追加xy [230] [-220] 縦の長さ [200] 横の長さ [80] 種類 [1] 地面 [1]\nステージ追加xy [380] [-220] 縦の長さ [300] 横の長さ [70] 種類 [1] 地面 [1]\nステージ追加xy [670] [140] 縦の長さ [300] 横の長さ [100] 種類 [1] 地面 []\nステージ追加xy [550] [-460] 縦の長さ [200] 横の長さ [110] 種類 [1] 地面 []\nステージ追加xy [780] [-460] 縦の長さ [200] 横の長さ [120] 種類 [1] 地面 []\nステージ追加xy [980] [-220] 縦の長さ [300] 横の長さ [80] 種類 [1] 地面 [1]\nステージ追加xy [660] [-120] 縦の長さ [180] 横の長さ [270] 種類 [3] 地面 []\nステージ追加xy [1300] [-20] 縦の長さ [180] 横の長さ [80] 種類 [1] 地面 [1]\nステージ追加xy [1140] [-195] 縦の長さ [220] 横の長さ [80] 種類 [2] 地面 []\nステージ追加xy [1580] [-195] 縦の長さ [200] 横の長さ [200] 種類 [1] 地面 []\nステージ追加xy [1820] [-50] 縦の長さ [200] 横の長さ [50] 種類 [1] 地面 [1]\nステージ追加xy [1580] [50] 縦の長さ [80] 横の長さ [200] 種類 [3] 地面 []\nステージ追加xy [1920] [40] 縦の長さ [200] 横の長さ [50] 種類 [1] 地面 [1]\nステージ追加xy [2030] [120] 縦の長さ [200] 横の長さ [50] 種類 [1] 地面 [1]\nステージ追加xy [2140] [200] 縦の長さ [200] 横の長さ [50] 種類 [1] 地面 [1]\nステージ追加xy [2250] [280] 縦の長さ [200] 横の長さ [50] 種類 [1] 地面 [1]\nステージ追加xy [2360] [200] 縦の長さ [200] 横の長さ [70] 種類 [2] 地面 []\nステージ追加xy [2480] [280] 縦の長さ [200] 横の長さ [50] 種類 [1] 地面 [1]\nステージ追加xy [2590] [200] 縦の長さ [200] 横の長さ [50] 種類 [1] 地面 [1]\nステージ追加xy [2700] [120] 縦の長さ [200] 横の長さ [50] 種類 [1] 地面 [1]\nステージ追加xy [2810] [40] 縦の長さ [200] 横の長さ [50] 種類 [1] 地面 [1]\nステージ追加xy [2920] [-50] 縦の長さ [200] 横の長さ [50] 種類 [1] 地面 [1]\nステージ追加xy [3030] [-150] 縦の長さ [200] 横の長さ [60] 種類 [1] 地面 [1]\nステージ追加xy [3150] [-150] 縦の長さ [200] 横の長さ [60] 種類 [1] 地面 []\nステージ追加xy [3270] [-150] 縦の長さ [200] 横の長さ [60] 種類 [1] 地面 [1]\nステージ追加xy [3390] [-150] 縦の長さ [200] 横の長さ [60] 種類 [1] 地面 []\nステージ追加xy [3510] [-150] 縦の長さ [200] 横の長さ [60] 種類 [1] 地面 [1]\nステージ追加xy [3630] [-150] 縦の長さ [200] 横の長さ [60] 種類 [1] 地面 []\nステージ追加xy [3750] [-150] 縦の長さ [200] 横の長さ [60] 種類 [1] 地面 [1]\nステージ追加xy [3150] [220] 縦の長さ [40] 横の長さ [60] 種類 [1] 地面 [1]\nステージ追加xy [3390] [220] 縦の長さ [40] 横の長さ [60] 種類 [1] 地面 [1]\nステージ追加xy [3630] [220] 縦の長さ [40] 横の長さ [60] 種類 [1] 地面 [1]\nステージ追加xy [3870] [60] 縦の長さ [200] 横の長さ [60] 種類 [1] 地面 [1]\nステージ追加xy [3990] [-90] 縦の長さ [300] 横の長さ [60] 種類 [2] 地面 []\nステージ追加xy [4250] [30] 縦の長さ [250] 横の長さ [80] 種類 [3] 地面 []\nステージ追加xy [4110] [-100] 縦の長さ [400] 横の長さ [60] 種類 [1] 地面 [1]\nステージ追加xy [4390] [150] 縦の長さ [150] 横の長さ [60] 種類 [1] 地面 [1]\nステージ追加xy [4250] [-280] 縦の長さ [150] 横の長さ [80] 種類 [1] 地面 []\nステージ追加xy [4620] [-420] 縦の長さ [150] 横の長さ [300] 種類 [1] 地面 []\nステージ追加xy [4580] [-140] 縦の長さ [150] 横の長さ [250] 種類 [3] 地面 []\nステージ追加xy [4650] [-20] 縦の長さ [100] 横の長さ [200] 種類 [1] 地面 []\nステージ追加xy [4650] [160] 縦の長さ [80] 横の長さ [200] 種類 [2] 地面 []\nステージ追加xy [4900] [180] 縦の長さ [300] 横の長さ [50] 種類 [1] 地面 [1]\nステージ追加xy [5110] [-420] 縦の長さ [150] 横の長さ [200] 種類 [1] 地面 []\nステージ追加xy [5030] [-140] 縦の長さ [150] 横の長さ [200] 種類 [3] 地面 []\nステージ追加xy [5420] [-220] 縦の長さ [250] 横の長さ [200] 種類 [1] 地面 [1]\nステージ追加xy [5700] [-350] 縦の長さ [250] 横の長さ [80] 種類 [2] 地面 []\nステージ追加xy [5980] [-280] 縦の長さ [250] 横の長さ [200] 種類 [1] 地面 [1]\nステージ追加xy [10000] [0] 縦の長さ [250] 横の長さ [250] 種類 [1] 地面 [1]\n\nwhen flag clicked\nset [済み v] to [0]\nリスポ\nforever\n set [前x v] to (ステージx)\n set [前y v] to (ステージy)\n if <<not <<(ステージx) < [0]> and <(自機x) < [0]>>> and <not <<[5880] < (ステージx)> and <[0] < (自機x)>>>> then\n change [ステージx v] by (round ((1) * (((自機x) + (Xv)) / (12))))\n change [自機x v] by (round ((-1) * (((自機x) + (Xv)) / (12))))\n end\n change [ステージy v] by (round ((1) * (((自機y) + (Yv)) / (12))))\n change [自機y v] by (round ((-1) * (((自機y) + (Yv)) / (12))))\n 雲移動xy (((ステージx) - (前x)) / (-2)) (((ステージy) - (前y)) / (-1.5))\n if <(済み) = [1]> then\n broadcast (You won v)\n stop [this script v]\n end\nend\n\ndefine リスポ\nset [xv v] to [0]\nset [yv v] to [0]\nset [ステージx v] to [0]\nset [ステージy v] to [0]\nset [自機x v] to [0]\nset [自機y v] to [0]\n\ndefine 自機描画\nset pen color to (#f1ff31)\nset pen size to (20)\ngo to x: ((自機x) + (-8)) y: ((自機y) + (8))\npen down\ngo to x: ((自機x) + (8)) y: ((自機y) + (8))\ngo to x: ((自機x) + (8)) y: ((自機y) + (-8))\ngo to x: ((自機x) + (-8)) y: ((自機y) + (-8))\ngo to x: ((自機x) + (-8)) y: ((自機y) + (8))\npen up\nset pen color to (#000000)\nset pen size to (5)\nif <(向き) = [1]> then\n go to x: ((自機x) + (-10)) y: ((自機y) + (7))\n pen down\n go to x: ((自機x) + (-10)) y: ((自機y) + (-2))\n pen up\n go to x: ((自機x) + (-1)) y: ((自機y) + (7))\n pen down\n go to x: ((自機x) + (-1)) y: ((自機y) + (-2))\n pen up\n set pen color to (#ffffff)\n go to x: ((自機x) + (-1)) y: ((自機y) + (5))\n pen down\n pen up\n go to x: ((自機x) + (-10)) y: ((自機y) + (5))\n pen down\n pen up\nelse\n go to x: ((自機x) + (10)) y: ((自機y) + (7))\n pen down\n go to x: ((自機x) + (10)) y: ((自機y) + (-2))\n pen up\n go to x: ((自機x) + (1)) y: ((自機y) + (7))\n pen down\n go to x: ((自機x) + (1)) y: ((自機y) + (-2))\n pen up\n set pen color to (#ffffff)\n go to x: ((自機x) + (1)) y: ((自機y) + (5))\n pen down\n pen up\n go to x: ((自機x) + (10)) y: ((自機y) + (5))\n pen down\n pen up\nend\n\ndefine 普通の地面描画\nset [iii v] to [0]\nrepeat ((length of [描画するステージ v]) / (6))\n if <(item ((iii) + (5)) of [描画するステージ v]) = [1]> then\n set pen color to (#444444)\n set pen size to (6)\n set [iiii v] to ((item ((iii) + (1)) of [描画するステージ v]) + (item ((iii) + (4)) of [描画するステージ v]))\n repeat (((2) * (item ((iii) + (4)) of [描画するステージ v])) / (5))\n xy (iiii) ((item ((iii) + (2)) of [描画するステージ v]) + ((1) * (item ((iii) + (3)) of [描画するステージ v])))\n pen down\n xy (iiii) ((item ((iii) + (2)) of [描画するステージ v]) + ((-1) * (item ((iii) + (3)) of [描画するステージ v])))\n pen up\n change [iiii v] by (-5)\n end\n set pen size to (10)\n xy ((item ((iii) + (1)) of [描画するステージ v]) + ((-1) * (item ((iii) + (4)) of [描画するステージ v]))) ((item ((iii) + (2)) of [描画するステージ v]) + ((1) * (item ((iii) + (3)) of [描画するステージ v])))\n pen down\n xy ((item ((iii) + (1)) of [描画するステージ v]) + ((1) * (item ((iii) + (4)) of [描画するステージ v]))) ((item ((iii) + (2)) of [描画するステージ v]) + ((1) * (item ((iii) + (3)) of [描画するステージ v])))\n xy ((item ((iii) + (1)) of [描画するステージ v]) + ((1) * (item ((iii) + (4)) of [描画するステージ v]))) ((item ((iii) + (2)) of [描画するステージ v]) + ((-1) * (item ((iii) + (3)) of [描画するステージ v])))\n xy ((item ((iii) + (1)) of [描画するステージ v]) + ((-1) * (item ((iii) + (4)) of [描画するステージ v]))) ((item ((iii) + (2)) of [描画するステージ v]) + ((-1) * (item ((iii) + (3)) of [描画するステージ v])))\n xy ((item ((iii) + (1)) of [描画するステージ v]) + ((-1) * (item ((iii) + (4)) of [描画するステージ v]))) ((item ((iii) + (2)) of [描画するステージ v]) + ((1) * (item ((iii) + (3)) of [描画するステージ v])))\n pen up\n end\n change [iii v] by (6)\nend\n\nwhen flag clicked\nforever\n play sound [Amadeus - Superior v] until done\nend\n\ndefine 上の地面描画\nset [iii v] to [0]\nrepeat ((length of [描画するステージ v]) / (6))\n if <<(item ((iii) + (5)) of [描画するステージ v]) = [1]> and <(item ((iii) + (6)) of [描画するステージ v]) = [1]>> then\n set pen color to (#000000)\n set pen size to (18)\n xy ((item ((iii) + (1)) of [描画するステージ v]) + ((-1) * (item ((iii) + (4)) of [描画するステージ v]))) (((item ((iii) + (2)) of [描画するステージ v]) + (item ((iii) + (3)) of [描画するステージ v])) + (-36))\n pen down\n xy ((item ((iii) + (1)) of [描画するステージ v]) + ((1) * (item ((iii) + (4)) of [描画するステージ v]))) (((item ((iii) + (2)) of [描画するステージ v]) + (item ((iii) + (3)) of [描画するステージ v])) + (-36))\n pen up\n set pen color to (#525252)\n set pen size to (18)\n xy ((item ((iii) + (1)) of [描画するステージ v]) + ((-1) * (item ((iii) + (4)) of [描画するステージ v]))) (((item ((iii) + (2)) of [描画するステージ v]) + (item ((iii) + (3)) of [描画するステージ v])) + (-20))\n pen down\n xy ((item ((iii) + (1)) of [描画するステージ v]) + ((1) * (item ((iii) + (4)) of [描画するステージ v]))) (((item ((iii) + (2)) of [描画するステージ v]) + (item ((iii) + (3)) of [描画するステージ v])) + (-20))\n pen up\n set pen color to (#828282)\n set pen size to (18)\n xy ((item ((iii) + (1)) of [描画するステージ v]) + ((-1) * (item ((iii) + (4)) of [描画するステージ v]))) (((item ((iii) + (2)) of [描画するステージ v]) + (item ((iii) + (3)) of [描画するステージ v])) + (-4))\n pen down\n xy ((item ((iii) + (1)) of [描画するステージ v]) + ((1) * (item ((iii) + (4)) of [描画するステージ v]))) (((item ((iii) + (2)) of [描画するステージ v]) + (item ((iii) + (3)) of [描画するステージ v])) + (-4))\n pen up\n end\n change [iii v] by (6)\nend\n\ndefine マグマ描画\nset [iii v] to [0]\nrepeat ((length of [描画するステージ v]) / (6))\n if <(item ((iii) + (5)) of [描画するステージ v]) = [2]> then\n set pen color to (#ff0000)\n set pen size to (6)\n set [iiii v] to ((item ((iii) + (1)) of [描画するステージ v]) + (item ((iii) + (4)) of [描画するステージ v]))\n repeat (((2) * (item ((iii) + (4)) of [描画するステージ v])) / (5))\n xy (iiii) ((item ((iii) + (2)) of [描画するステージ v]) + ((-1) * (item ((iii) + (3)) of [描画するステージ v])))\n pen down\n xy (iiii) ((item ((iii) + (2)) of [描画するステージ v]) + ((item ((iii) + (3)) of [描画するステージ v]) + (((5) * ([cos v] of (((2) * (iiii)) + ((100) * (timer))) )) + (-5))))\n pen up\n change [iiii v] by (-5)\n end\n end\n change [iii v] by (6)\nend\n\ndefine 水描画\nset [iii v] to [0]\nrepeat ((length of [描画するステージ v]) / (6))\n if <(item ((iii) + (5)) of [描画するステージ v]) = [3]> then\n set pen color to (#0015ff)\n set pen (transparency v) to (75)\n set pen size to (5)\n set [iiii v] to ((item ((iii) + (1)) of [描画するステージ v]) + (item ((iii) + (4)) of [描画するステージ v]))\n repeat (((2) * (item ((iii) + (4)) of [描画するステージ v])) / (5))\n xy (iiii) ((item ((iii) + (2)) of [描画するステージ v]) + ((-1) * (item ((iii) + (3)) of [描画するステージ v])))\n pen down\n xy (iiii) ((item ((iii) + (2)) of [描画するステージ v]) + ((item ((iii) + (3)) of [描画するステージ v]) + (((5) * ([sin v] of (((2) * (iiii)) + ((100) * (timer))) )) + (-5))))\n pen up\n change [iiii v] by (-5)\n end\n end\n change [iii v] by (6)\nend\n\nwhen flag clicked\nリスポ\nforever\n if <(自機x) < [-220]> then\n set [自機x v] to [-220]\n end\n if <[220] < (自機x)> then\n set [自機x v] to [220]\n set [済み v] to [1]\n end\nend\n\ndefine 動く\nif <<<<(mouse x) < (自機x)> and <mouse down?>> or <key (a v) pressed?>> or <key (left arrow v) pressed?>> then\n change [xv v] by (-1)\n set [向き v] to [1]\nend\nif <<<<(自機x) < (mouse x)> and <mouse down?>> or <key (d v) pressed?>> or <key (right arrow v) pressed?>> then\n change [xv v] by (1)\n set [向き v] to [2]\nend\nset [xv v] to ((Xv) * (0.9))\nchange [自機x v] by (Xv)\nif <[接触判定用 v] contains [1]?> then\n change [自機y v] by (1)\n if <[接触判定用 v] contains [1]?> then\n change [自機y v] by (1)\n if <[接触判定用 v] contains [1]?> then\n change [自機y v] by (1)\n if <[接触判定用 v] contains [1]?> then\n change [自機y v] by (1)\n if <[接触判定用 v] contains [1]?> then\n change [自機y v] by (1)\n 接触判定\n if <[接触判定用 v] contains [1]?> then\n change [自機x v] by ((-1) * (Xv))\n change [自機y v] by (-5)\n if <<<<[0] < (mouse y)> and <mouse down?>> or <key (w v) pressed?>> or <key (up arrow v) pressed?>> then\n if <[0] < (Xv)> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n else\n if <[0] < (Xv)> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n end\n end\n end\n end\n end\n end\nend\nchange [自機y v] by (-4)\n接触判定\nif <<[接触判定用 v] contains [1]?> and <<<<[0] < (mouse y)> and <mouse down?>> or <key (w v) pressed?>> or <key (up arrow v) pressed?>>> then\n set [yv v] to [15]\nend\nif <<[接触判定用 v] contains [3]?> and <<<<[0] < (mouse y)> and <mouse down?>> or <key (w v) pressed?>> or <key (up arrow v) pressed?>>> then\n set [yv v] to [8]\nend\nchange [自機y v] by (4)\nchange [yv v] by (-1)\nif <[接触判定用 v] contains [3]?> then\n change [自機y v] by ((Yv) * (0.8))\n if <(Yv) < [-6]> then\n set [yv v] to [-6]\n end\nelse\n change [自機y v] by (Yv)\nend\n接触判定\nif <[接触判定用 v] contains [1]?> then\n if <[接触判定用 v] contains [3]?> then\n change [自機y v] by ((-0.8) * (Yv))\n else\n change [自機y v] by ((-1) * (Yv))\n end\n set [yv v] to [0]\nend\nif <<((自機y) + (ステージy)) < [-2000]> or <[接触判定用 v] contains [2]?>> then\n リスポ\nend\n\ndefine 雲xy (x) (y) 長さ (長さ) 速さ (速さ) 何回移動 (寿命) 2段目のx差 (差) 太さ (太さ)\nadd (x) to [雲 v]\nadd (y) to [雲 v]\nadd (長さ) to [雲 v]\nadd (速さ) to [雲 v]\nadd (寿命) to [雲 v]\nadd (太さ) to [雲 v]\nadd ((x) + (差)) to [雲 v]\nadd (((y) + (太さ)) - (3)) to [雲 v]\nadd (長さ) to [雲 v]\nadd (速さ) to [雲 v]\nadd (寿命) to [雲 v]\nadd (太さ) to [雲 v]\n\ndefine 雲描画&処理\nset [iiiiii v] to [0]\nrepeat ((length of [雲 v]) / (6))\n replace item ((iiiiii) + (1)) of [雲 v] with ((item ((iiiiii) + (1)) of [雲 v]) - (item ((iiiiii) + (4)) of [雲 v]))\n replace item ((iiiiii) + (5)) of [雲 v] with ((item ((iiiiii) + (5)) of [雲 v]) - (1))\n set pen color to (#909090)\n set pen size to (item ((iiiiii) + (6)) of [雲 v])\n go to x: ((item ((iiiiii) + (1)) of [雲 v]) + ((-1) * (item ((iiiiii) + (3)) of [雲 v]))) y: (item ((iiiiii) + (2)) of [雲 v])\n pen down\n go to x: ((item ((iiiiii) + (1)) of [雲 v]) + ((1) * (item ((iiiiii) + (3)) of [雲 v]))) y: (item ((iiiiii) + (2)) of [雲 v])\n pen up\n if <(item ((iiiiii) + (5)) of [雲 v]) < [1]> then\n repeat (6)\n delete ((iiiiii) + (1)) of [雲 v]\n end\n else\n change [iiiiii v] by (6)\n end\nend\n\nwhen flag clicked\ndelete all of [雲 v]\nforever\n if <(pick random (1) to (2)) = [1]> then\n 雲xy [360] (pick random (90) to (130)) 長さ [50] 速さ [2] 何回移動 [800] 2段目のx差 (pick random (40) to (80)) 太さ [30]\n else\n 雲xy [360] (pick random (90) to (130)) 長さ [50] 速さ [2] 何回移動 [800] 2段目のx差 (pick random (-40) to (-80)) 太さ [30]\n end\n wait (pick random (5) to (7)) seconds\nend\n\ndefine 雲移動xy (x) (y)\nset [iiiiii v] to [0]\nrepeat ((length of [雲 v]) / (6))\n replace item ((iiiiii) + (1)) of [雲 v] with ((item ((iiiiii) + (1)) of [雲 v]) + (x))\n replace item ((iiiiii) + (2)) of [雲 v] with ((item ((iiiiii) + (2)) of [雲 v]) + (y))\n change [iiiiii v] by (6)\nend\n\nwhen I receive [you won v]\nset [xv v] to [0]\nset [yv v] to [0]\nset [自機x v] to [0]\nset [自機y v] to [0]\nset [ステージx v] to [10000]\nset [ステージy v] to [500]\nforever\n set [前x v] to (ステージx)\n set [前y v] to (ステージy)\n change [ステージy v] by (round ((1) * (((自機y) + (Yv)) / (12))))\n change [自機y v] by (round ((-1) * (((自機y) + (Yv)) / (12))))\n 雲移動xy (((ステージx) - (前x)) / (-2)) (((ステージy) - (前y)) / (-1.5))\nend\n\ndefine yのみ補正 xy (x) (y)\ngo to x: (x) y: (((-1) * (ステージy)) + (y))\n\nset [ステージx v] to [4900]\nset [ステージy v] to [800]\n\ndefine 軽量化\ndelete all of [描画するステージ v]\nset [i v] to [0]\nrepeat ((length of [ステージ v]) / (6))\n set [iiiii v] to [0]\n if <<([abs v] of ((item ((i) + (1)) of [ステージ v]) - (ステージx)) ) < (x描画距離)> and <([abs v] of ((item ((i) + (2)) of [ステージ v]) - (ステージy)) ) < (y描画距離)>> then\n change [iiiii v] by (10000)\n else\n if <<([abs v] of (((item ((i) + (1)) of [ステージ v]) + ((-1) * (item ((i) + (4)) of [ステージ v]))) - (ステージx)) ) < (x描画距離)> and <([abs v] of (((item ((i) + (2)) of [ステージ v]) + ((1) * (item ((i) + (3)) of [ステージ v]))) - (ステージy)) ) < (y描画距離)>> then\n change [iiiii v] by (1000)\n else\n if <<([abs v] of (((item ((i) + (1)) of [ステージ v]) + ((1) * (item ((i) + (4)) of [ステージ v]))) - (ステージx)) ) < (x描画距離)> and <([abs v] of (((item ((i) + (2)) of [ステージ v]) + ((1) * (item ((i) + (3)) of [ステージ v]))) - (ステージy)) ) < (y描画距離)>> then\n change [iiiii v] by (100)\n else\n if <<([abs v] of (((item ((i) + (1)) of [ステージ v]) + ((-1) * (item ((i) + (4)) of [ステージ v]))) - (ステージx)) ) < (x描画距離)> and <([abs v] of (((item ((i) + (2)) of [ステージ v]) + ((-1) * (item ((i) + (3)) of [ステージ v]))) - (ステージy)) ) < (y描画距離)>> then\n change [iiiii v] by (10)\n else\n if <<([abs v] of (((item ((i) + (1)) of [ステージ v]) + ((1) * (item ((i) + (4)) of [ステージ v]))) - (ステージx)) ) < (x描画距離)> and <([abs v] of (((item ((i) + (2)) of [ステージ v]) + ((-1) * (item ((i) + (3)) of [ステージ v]))) - (ステージy)) ) < (y描画距離)>> then\n change [iiiii v] by (1)\n end\n end\n end\n end\n end\n if <[0] < (iiiii)> then\n add (item ((i) + (1)) of [ステージ v]) to [描画するステージ v]\n add (item ((i) + (2)) of [ステージ v]) to [描画するステージ v]\n add (item ((i) + (3)) of [ステージ v]) to [描画するステージ v]\n add (item ((i) + (4)) of [ステージ v]) to [描画するステージ v]\n add (item ((i) + (5)) of [ステージ v]) to [描画するステージ v]\n add (item ((i) + (6)) of [ステージ v]) to [描画するステージ v]\n end\n change [i v] by (6)\nend\n\ndefine ほわほわ\ngo to x: (自機x) y: (自機y)\nset pen color to (#f4ff5c)\nset pen size to ((170) + ((5) * ([sin v] of ((100) * (timer)) )))\nset pen (transparency v) to (50)\npen down\npen up\nset pen color to (#f4ff5c)\nset pen size to ((140) + ((10) * ([cos v] of ((100) * (timer)) )))\nset pen (transparency v) to (50)\npen down\npen up\n\n@スプライト1\n\nwhen flag clicked\nhide\n\n
WASDkey ,arrow key\nWASDキーか矢印キー\n\n100%PEN
Uncontrolled - A platformer
@Stage\n\nwhen I receive [play v]\nforever\n play sound (pick random (1) to (5)) until done\nend\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 flag clicked\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\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\nwait (0.001) seconds\nhide\nswitch backdrop to (backdrop1 v)\nclear graphic effects\nbroadcast (Intro v)\ngo to x: (0) y: (0)\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 switch backdrop to (backdrop2 v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\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 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\nend\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (0) y: (-144)\ngo to [back v] layer\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\nbroadcast (Instructions v)\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@Play button\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (0) y: (-56)\ngo to [back v] layer\nhide\n\nwhen I receive [animation finished v]\nshow\n\nwhen flag clicked\nforever\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\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\nbroadcast (Play v)\nbroadcast (Try again v)\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@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 set y to ((95) + (([sin v] of ((timer) * (275)) ) * (7)))\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@Level\n\nwhen flag clicked\nwait (0.001) seconds\nset [level v] to [1]\ngo to [front v] layer\nhide\n\nwhen I receive [play v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (LEVEL)\nend\n\n@Uncontrolled player\n\nwhen flag clicked\nwait (0.001) seconds\nReset\nhide\n\nwhen I receive [play v]\nshow\nforever\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 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 <(Jump - Player) = [y]> then\n set [y v] to [15]\n end\n change y by (1)\n if <(x position) > [235]> then\n broadcast (Next Level v) and wait\n end\n if <touching (spikes v)?> then\n broadcast (Died v)\n Reset\n end\nend\n\ndefine Reset\nset [y v] to [0]\nset [x v] to [0]\ngo to x: (-200) y: (-60)\n\nwhen I receive [player - reset v]\nReset\n\nwhen I receive [next v]\nReset\nchange [level v] by (1)\n\n@Player - AI\n\nwhen I receive [player - jump v]\nset [jump - player v] to [y]\nwait (.001) seconds\nset [jump - player v] to [n]\n\nwhen I receive [player - left v]\nchange [x v] by (-1)\n\nwhen I receive [player - right v]\nchange [x v] by (1)\n\nwhen I receive [try again v]\nif <(LEVEL) = [1]> then\n wait (.6) seconds\n repeat (14)\n broadcast (Player - Right v)\n end\n broadcast (Player - Jump v)\n repeat (7)\n broadcast (Player - Right v)\n end\n wait (.2) seconds\n repeat (10)\n broadcast (Player - Right v)\n end\n wait (.3) seconds\n broadcast (Player - Jump v)\n repeat (15)\n broadcast (Player - Right v)\n end\n wait (.2) seconds\n repeat (7)\n broadcast (Player - Right v)\n end\nelse\n if <(LEVEL) = [2]> then\n wait (.7) seconds\n repeat (5)\n broadcast (Player - Right v)\n end\n broadcast (Player - Jump v)\n repeat (7)\n broadcast (Player - Right v)\n end\n wait (.2) seconds\n repeat (20)\n broadcast (Player - Right v)\n end\n wait (.5) seconds\n repeat (7)\n broadcast (Player - Right v)\n end\n broadcast (Player - Jump v)\n repeat (6)\n broadcast (Player - Right v)\n end\n wait (.7) seconds\n broadcast (Player - Jump v)\n repeat (19)\n broadcast (Player - Left v)\n end\n wait (.4) seconds\n repeat (11)\n broadcast (Player - Right v)\n end\n broadcast (Player - Jump v)\n repeat (17)\n broadcast (Player - Right v)\n end\n else\n if <(LEVEL) = [3]> then\n wait (.8) seconds\n repeat (25)\n broadcast (Player - Right v)\n end\n broadcast (Player - Jump v)\n repeat (25)\n broadcast (Player - Right v)\n end\n else\n if <(LEVEL) = [4]> then\n wait (.8) seconds\n repeat (3)\n broadcast (Player - Right v)\n end\n broadcast (Player - Jump v)\n repeat (5)\n broadcast (Player - Right v)\n end\n wait (1) seconds\n repeat (3)\n broadcast (Player - Left v)\n end\n broadcast (Player - Jump v)\n repeat (8)\n broadcast (Player - Left v)\n end\n wait (.8) seconds\n repeat (4)\n broadcast (Player - Right v)\n end\n broadcast (Player - Jump v)\n repeat (13)\n broadcast (Player - Right v)\n end\n wait (.5) seconds\n repeat (8)\n broadcast (Player - Right v)\n end\n wait (.5) seconds\n repeat (10)\n broadcast (Player - Right v)\n end\n broadcast (Player - Jump v)\n repeat (20)\n broadcast (Player - Right v)\n end\n else\n if <(LEVEL) = [5]> then\n wait (.7) seconds\n repeat (44)\n broadcast (Player - Right v)\n end\n wait (.7) seconds\n broadcast (Player - Jump v)\n wait (.1) seconds\n repeat (40)\n broadcast (Player - Left v)\n end\n broadcast (Player - Jump v)\n repeat (4)\n broadcast (Player - Left v)\n end\n wait (1) seconds\n broadcast (Player - Jump v)\n repeat (55)\n broadcast (Player - Right v)\n end\n else\n if <(LEVEL) = [6]> then\n wait (.8) seconds\n repeat (34)\n broadcast (Player - Right v)\n end\n broadcast (Player - Jump v)\n wait (.4) seconds\n repeat (25)\n broadcast (Player - Left v)\n end\n broadcast (Player - Jump v)\n wait (.4) seconds\n repeat (25)\n broadcast (Player - Right v)\n end\n broadcast (Player - Jump v)\n wait (.4) seconds\n repeat (15)\n broadcast (Player - Left v)\n end\n wait (.5) seconds\n repeat (13)\n broadcast (Player - Right v)\n end\n broadcast (Player - Jump v)\n repeat (35)\n broadcast (Player - Right v)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [died v]\nstop [other scripts in sprite v]\nbroadcast (Try again v)\n\nbroadcast (Player - Right v)\nbroadcast (Player - Left v)\n\nbroadcast (Player - Reset v)\n\nbroadcast (Player - Jump v)\n\nbroadcast (Player - Right v)\n\nbroadcast (Player - Left v)\n\n@Love/Fav Detector\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nclear graphic effects\npoint in direction (pick random (-180) to (180))\nrepeat (50)\n switch costume to (pick random (2) to (3))\n move (5) steps\n change y by (-0.5)\n if <(direction) > [180]> then\n turn left (2.5) degrees\n end\n if <(direction) < [180]> then\n turn right (2.5) degrees\n end\n change [brightness v] effect by (1.5)\n change [ghost v] effect by (1.5)\nend\ndelete this clone\n\nwhen flag clicked\ngo to [front v] layer\nwait (.5) seconds\nforever\n if <(touching) = [Love]> then\n wait (.2) seconds\n if <(touching) = [Love]> then\n change [love/favorite v] by (1)\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nset [love/favorite v] to [0]\nforever\n if <(Love/Favorite) = [2]> then\n stop [other scripts in sprite v]\n show\n go to x: (0) y: (50)\n switch costume to (thank you! v)\n set [brightness v] effect to (100)\n set size to (500) %\n set [ghost v] effect to (100)\n repeat (20)\n change [ghost v] effect by (-5)\n change [brightness v] effect by (-5)\n change size by (((185) - (size)) / (8))\n end\n repeat (5)\n create clone of (_myself_ v)\n end\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (5)\n change [brightness v] effect by (5)\n change size by (((385) - (size)) / (8))\n end\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (.5) seconds\nforever\n if <(touching) = [Fav]> then\n wait (.2) seconds\n if <(touching) = [Fav]> then\n change [love/favorite v] by (1)\n stop [this script v]\n end\n end\nend\n\ndefine Detect (thing) at (x) (y)\nswitch costume to (empty v)\nset size to (27000) %\ngo to x: (x) y: (y)\nset size to (100) %\nswitch costume to (thing)\nif <touching (mouse-pointer v)?> then\n set [touching v] to (costume [name v])\nend\n\nwhen flag clicked\nset drag mode [not draggable v]\nshow\nset [ghost v] effect to (100)\nforever\n set [touching v] to [none]\n Detect [Love] at [-201] [-220]\n Detect [Fav] at [-201] [-220]\nend\n\n@Spikes\n\nwhen flag clicked\nwait (0.001) seconds\nset [spikes' cloneid v] to [1]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [try again v]\nwait (.01) seconds\nif <(LEVEL) = [1]> then\n set [spikes' cloneid v] to [1]\nelse\n if <(LEVEL) = [2]> then\n set [spikes' cloneid v] to [4]\n else\n if <(LEVEL) = [3]> then\n set [spikes' cloneid v] to [8]\n else\n if <(LEVEL) = [4]> then\n set [spikes' cloneid v] to [11]\n else\n if <(LEVEL) = [5]> then\n set [spikes' cloneid v] to [13]\n else\n if <(LEVEL) = [6]> then\n set [spikes' cloneid v] to [17]\n end\n end\n end\n end\n end\nend\nif <(LEVEL) = [1]> then\n repeat (3)\n create clone of (_myself_ v)\n change [spikes' cloneid v] by (1)\n end\nelse\n if <(LEVEL) = [2]> then\n repeat (4)\n create clone of (_myself_ v)\n change [spikes' cloneid v] by (1)\n end\n else\n if <(LEVEL) = [3]> then\n repeat (3)\n create clone of (_myself_ v)\n change [spikes' cloneid v] by (1)\n end\n else\n if <(LEVEL) = [4]> then\n repeat (2)\n create clone of (_myself_ v)\n change [spikes' cloneid v] by (1)\n end\n else\n if <(LEVEL) = [5]> then\n repeat (4)\n create clone of (_myself_ v)\n change [spikes' cloneid v] by (1)\n end\n else\n if <(LEVEL) = [6]> then\n repeat (4)\n create clone of (_myself_ v)\n change [spikes' cloneid v] by (1)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nif <(Spikes' CloneID) = [1]> then\n switch costume to (level 1 1 v)\n go to x: (-72) y: (-129)\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat until <not <mouse down?>>\n go to (mouse-pointer v)\n if <<touching (_edge_ v)?> or <touching (level v)?>> then\n go to x: (-72) y: (-129)\n wait (.5) seconds\n end\n end\n end\n end\nelse\n if <(Spikes' CloneID) = [2]> then\n switch costume to (level 1 2 v)\n go to x: (37) y: (-110)\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat until <not <mouse down?>>\n go to (mouse-pointer v)\n if <<touching (_edge_ v)?> or <touching (level v)?>> then\n go to x: (37) y: (-110)\n wait (.5) seconds\n end\n end\n end\n end\n else\n if <(Spikes' CloneID) = [3]> then\n switch costume to (level 1 3 v)\n go to x: (212) y: (-129)\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat until <not <mouse down?>>\n go to (mouse-pointer v)\n if <<touching (_edge_ v)?> or <touching (level v)?>> then\n go to x: (212) y: (-129)\n wait (.5) seconds\n end\n end\n end\n end\n else\n if <(Spikes' CloneID) = [4]> then\n switch costume to (level 2 2 v)\n go to x: (-13) y: (-92)\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat until <not <mouse down?>>\n go to (mouse-pointer v)\n if <<touching (_edge_ v)?> or <touching (level v)?>> then\n go to x: (-13) y: (-92)\n wait (.5) seconds\n end\n end\n end\n end\n else\n if <(Spikes' CloneID) = [5]> then\n switch costume to (level 2 2 v)\n go to x: (48) y: (-142)\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat until <not <mouse down?>>\n go to (mouse-pointer v)\n if <<touching (_edge_ v)?> or <touching (level v)?>> then\n go to x: (48) y: (-142)\n wait (.5) seconds\n end\n end\n end\n end\n else\n if <(Spikes' CloneID) = [6]> then\n switch costume to (level 2 1 v)\n go to x: (181) y: (-78)\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat until <not <mouse down?>>\n go to (mouse-pointer v)\n if <<touching (_edge_ v)?> or <touching (level v)?>> then\n go to x: (181) y: (-78)\n wait (.5) seconds\n end\n end\n end\n end\n else\n if <(Spikes' CloneID) = [7]> then\n switch costume to (level 2 1 v)\n go to x: (27) y: (20)\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat until <not <mouse down?>>\n go to (mouse-pointer v)\n if <<touching (_edge_ v)?> or <touching (level v)?>> then\n go to x: (27) y: (20)\n wait (.5) seconds\n end\n end\n end\n end\n else\n if <(Spikes' CloneID) = [8]> then\n switch costume to (level 3 1 v)\n go to x: (-98) y: (-104)\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat until <not <mouse down?>>\n go to (mouse-pointer v)\n if <<touching (_edge_ v)?> or <touching (level v)?>> then\n go to x: (-98) y: (-104)\n wait (.5) seconds\n end\n end\n end\n end\n else\n if <(Spikes' CloneID) = [9]> then\n switch costume to (level 3 2 v)\n go to x: (89) y: (-179)\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat until <not <mouse down?>>\n go to (mouse-pointer v)\n if <<touching (_edge_ v)?> or <touching (level v)?>> then\n go to x: (89) y: (-179)\n wait (.5) seconds\n end\n end\n end\n end\n else\n if <(Spikes' CloneID) = [10]> then\n switch costume to (level 3 3 v)\n go to x: (204) y: (-144)\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat until <not <mouse down?>>\n go to (mouse-pointer v)\n if <<touching (_edge_ v)?> or <touching (level v)?>> then\n go to x: (204) y: (-144)\n wait (.5) seconds\n end\n end\n end\n end\n else\n if <(Spikes' CloneID) = [11]> then\n switch costume to (level 4 1 v)\n go to x: (-225) y: (-20)\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat until <not <mouse down?>>\n go to (mouse-pointer v)\n if <<touching (_edge_ v)?> or <touching (level v)?>> then\n go to x: (-225) y: (-20)\n wait (.5) seconds\n end\n end\n end\n end\n else\n if <(Spikes' CloneID) = [12]> then\n switch costume to (level 4 2 v)\n go to x: (129) y: (-89)\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat until <not <mouse down?>>\n go to (mouse-pointer v)\n if <<touching (_edge_ v)?> or <touching (level v)?>> then\n go to x: (129) y: (-89)\n wait (.5) seconds\n end\n end\n end\n end\n else\n if <(Spikes' CloneID) = [13]> then\n switch costume to (level 5 1 v)\n go to x: (-206) y: (-12)\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat until <not <mouse down?>>\n go to (mouse-pointer v)\n if <<touching (_edge_ v)?> or <touching (level v)?>> then\n go to x: (-206) y: (-12)\n wait (.5) seconds\n end\n end\n end\n end\n else\n if <(Spikes' CloneID) = [14]> then\n switch costume to (level 5 2 v)\n go to x: (31) y: (-145)\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat until <not <mouse down?>>\n go to (mouse-pointer v)\n if <<touching (_edge_ v)?> or <touching (level v)?>> then\n go to x: (31) y: (-145)\n wait (.5) seconds\n end\n end\n end\n end\n else\n if <(Spikes' CloneID) = [15]> then\n switch costume to (level 5 3 v)\n go to x: (18) y: (63)\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat until <not <mouse down?>>\n go to (mouse-pointer v)\n if <<touching (_edge_ v)?> or <touching (level v)?>> then\n go to x: (18) y: (63)\n wait (.5) seconds\n end\n end\n end\n end\n else\n if <(Spikes' CloneID) = [16]> then\n switch costume to (level 5 3 v)\n go to x: (158) y: (63)\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat until <not <mouse down?>>\n go to (mouse-pointer v)\n if <<touching (_edge_ v)?> or <touching (level v)?>> then\n go to x: (158) y: (63)\n wait (.5) seconds\n end\n end\n end\n end\n else\n if <(Spikes' CloneID) = [17]> then\n switch costume to (level 6 1 v)\n go to x: (-7) y: (-105)\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat until <not <mouse down?>>\n go to (mouse-pointer v)\n if <<touching (_edge_ v)?> or <touching (level v)?>> then\n go to x: (-7) y: (-105)\n wait (.5) seconds\n end\n end\n end\n end\n else\n if <(Spikes' CloneID) = [18]> then\n switch costume to (level 6 1 v)\n go to x: (-7) y: (-31)\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat until <not <mouse down?>>\n go to (mouse-pointer v)\n if <<touching (_edge_ v)?> or <touching (level v)?>> then\n go to x: (-7) y: (-31)\n wait (.5) seconds\n end\n end\n end\n end\n else\n if <(Spikes' CloneID) = [19]> then\n switch costume to (level 6 1 v)\n go to x: (-8) y: (38)\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat until <not <mouse down?>>\n go to (mouse-pointer v)\n if <<touching (_edge_ v)?> or <touching (level v)?>> then\n go to x: (-8) y: (38)\n wait (.5) seconds\n end\n end\n end\n end\n else\n if <(Spikes' CloneID) = [20]> then\n switch costume to (level 6 1 v)\n go to x: (-9) y: (112)\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat until <not <mouse down?>>\n go to (mouse-pointer v)\n if <<touching (_edge_ v)?> or <touching (level v)?>> then\n go to x: (-9) y: (112)\n wait (.5) seconds\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [try again v]\ndelete this clone\n\nwhen I receive [next v]\ndelete this clone\n\n@Sprite1\n\nwhen flag clicked\nwait (0.001) seconds\nhide\n\nwhen I receive [play v]\nshow\nforever\n set size to (100) %\n go to x: (0) y: (0)\n switch costume to (LEVEL)\nend\n\n@Trans.\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (500) y: (0)\nset [brightness effect v] to [0]\nset [trans. v] to [0]\nset [random variable ¯\_\(ツ\)_/¯ v] to [0]\nclear graphic effects\nhide\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: (500) y: (0)\nset [brightness v] effect to (brightness effect)\nrepeat (12)\n change x by (-40)\nend\nwait (.6) seconds\nif <(brightness effect) = [45]> then\n delete this clone\nelse\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen I receive [next level v]\ngo to [front v] layer\nset [trans. v] to [1]\ngo to x: (500) y: (0)\nset [brightness effect v] to [0]\nclear graphic effects\nshow\nrepeat (12)\n change x by (-40)\nend\nchange [brightness effect v] by (45)\ncreate clone of (_myself_ v)\nwait (.4) seconds\nchange [brightness effect v] by (45)\ncreate clone of (_myself_ v)\nhide\nset [next? v] to [1]\nwait (1) seconds\nbroadcast (Try again v)\nwait (.5) seconds\nset [trans. v] to [0]\n\nwhen flag clicked\nforever\n if <(Next?) = [1]> then\n broadcast (Next v)\n set [next? v] to [0]\n end\nend\n\n@TB whoooo\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\n show\nend\n\n
Castle Hippo Plays Jumper (Platformer)
@Stage\n\nwhen flag clicked\nforever\n play sound [Waterflame - Jumper.mp3 v] until done\nend\n\nwhen I receive [back v]\nswitch backdrop to (menu v)\n\nwhen flag clicked\nswitch backdrop to (menu v)\n\nwhen I receive [start v]\nswitch backdrop to (play v)\n\n@Play\n\nwhen I receive [start v]\nset [timer v] to [0]\nshow variable [timer v]\nshow variable [☁ highscore2 v]\nwait (1) seconds\n\n change [timer v] by (0.1)\n wait (0.1) seconds\n if <(level) = [21]> then\n if <(Timer) < (☁ Highscore2)> then\n set [☁ highscore2 v] to (Timer)\n end\n stop [this script v]\n end\n if <(back) = [1]> then\n hide variable [☁ highscore2 v]\n hide variable [timer v]\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nset [play1 v] to [10]\n\n change y by (play1)\n change [play1 v] by (-2)\n if <touching (_edge_ v)?> then\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [back v]\nbroadcast (start v)\nstop [this script v]\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (115) %\n else\n set size to (100) %\n end\nend\n\nshow\ngo to x: (-2400) y: (-27)\nset [ghost v] effect to (80)\nrepeat (25)\n change x by (((0) - (x position)) * (0.2))\n change [ghost v] effect by (-10)\nend\n\n@MenuFade\n\nwhen I receive [back v]\nshow\ngo [backward v] (99999) layers\ngo to x: (-2400) y: (0)\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (80)\nrepeat (25)\n change x by (((2) - (x position)) * (0.2))\n change [ghost v] effect by (-1)\n go [backward v] (99999) layers\nend\nforever\n go [backward v] (99999) layers\n go to x: (0) y: (0)\nend\n\n@Line\n\nwhen flag clicked\nhide\nset [highscore?! v] to [0]\nset [start v] to [0]\n\nwhen I receive [start v]\nset [start v] to [1]\n\nwhen I receive [thing v]\n\nshow\nswitch costume to (costume1 v)\ngo to x: (-180) y: (-40)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n go to [front v] layer\n if <<(Start) = [1]> or <(Highscore?!) = [1]>> then\n hide\n stop [this script v]\n end\n if <<(y position) < [-175]> or <touching color (#ff0000)?>> then\n go to x: (-180) y: (-40)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (90)\n change [xv v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (-90)\n change [xv v] by (1)\n end\n set [xv v] to ((xv) * (0.85))\n change x by (xv)\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (-5)\n change x by ((-1) * (xv))\n if <<<key (up arrow v) pressed?> or <key (space v) pressed?>> and <not <(xv) = [0]>>> then\n set [mode v] to [walljump]\n set [yv v] to [8]\n set [xv v] to (((xv) / ([abs v] of (xv) )) * (-10))\n else\n set [mode v] to [wallslide]\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\n end\n change y by (-3)\n if <touching color (#000008)?> then\n if <(yv) = [-3]> then\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n set [mode v] to [run]\n else\n if <([abs v] of (xv) ) > [.1]> then\n set [mode v] to [skid]\n else\n set [mode v] to [stand]\n end\n end\n end\n if <<key (up arrow v) pressed?> or <key (space v) pressed?>> then\n set [mode v] to [jump]\n set [yv v] to [9]\n end\n end\n if <<<<(mode) = [jump]> or <(mode) = [walljump]>> and <(yv) < [0]>> or <<<(mode) = [run]> or <(mode) = [skid]>> and <(yv) < [-3]>>> then\n set [mode v] to [fall]\n end\n change y by (3)\n if <(yv) > [-15]> then\n change [yv v] by (-0.5)\n end\n change y by (-2)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (5)\n end\n end\n end\n end\n end\n end\n change y by (2)\n change y by (yv)\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change y by ((-1) * (yv))\n set [yv v] to [-3]\n end\n change y by (2)\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nshow\ngo [backward v] (1) layers\ngo to x: (0) y: (-180)\nrepeat (25)\n change y by (((0) - (y position)) * (0.2))\nend\nforever\n if <<(Start) = [1]> or <(Highscore?!) = [1]>> then\n hide\n delete this clone\n end\nend\n\n@MenuPlatform\n\nwhen I receive [highscore v]\n\nset [highscore v] to [-10]\n\n change y by (Highscore)\n if <(y position) < [170]> then\n hide\n end\nend\n\nwhen I receive [start v]\n\nset [play1 v] to [10]\n\n change y by (play1)\n if <(y position) < [-170]> then\n hide\n end\nend\n\nwhen I receive [back v]\n\ngo to [front v] layer\nswitch costume to (costume2 v)\nshow\ngo [backward v] (1) layers\ngo to x: (0) y: (-180)\nrepeat (25)\n change y by (((0) - (y position)) * (0.2))\nend\n\n@Platform\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [level v] to [1]\ngo to [front v] layer\nswitch costume to (1 v)\ngo [backward v] (1) layers\ngo to x: (0) y: (-180)\nwait (0.8) seconds\nshow\nrepeat (25)\n change y by (((0) - (y position)) * (0.2))\nend\n\nwhen I receive [back v]\nhide\n\nwhen I receive [restart v]\nswitch costume to (1 v)\nset [level v] to [1]\n\nwhen I receive [next v]\nnext costume\nchange [level v] by (1)\n\n@Player\n\nwhen flag clicked\nhide\ngo to x: (-12) y: (-999)\n\nwhen flag clicked\nforever\n if <(y position) > [-10]> then\n if <(level) = [1]> then\n broadcast (yo v)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [start v]\nset [ch-plays v] to [0]\nwait (0.8) seconds\nshow\ngo to x: (-222) y: (-80)\nset [xv v] to [0]\nset [yv v] to [0]\nbroadcast (My Review v)\nforever\n change [ch-plays v] by (1)\n if <(item (CH-Plays) of [hippox v]) = [next]> then\n broadcast (next v)\n change [ch-plays v] by (1)\n end\n go to x: (item (CH-Plays) of [hippox v]) y: (item (CH-Plays) of [hippoy v])\n point in direction (item (CH-Plays) of [hippo dir v])\n go to [front v] layer\n if <(CH-Plays) > [5170]> then\n set [ch-plays v] to [4924]\n end\nend\n\nwhen this sprite clicked\nswitch costume to (costume2 v)\n\nwhen I receive [normal v]\nswitch costume to (normal v)\n\nwhen I receive [red v]\nswitch costume to (red v)\n\nwhen I receive [orange v]\nswitch costume to (orange v)\n\nwhen I receive [yellow v]\nswitch costume to (normal v)\n\nwhen I receive [green v]\nswitch costume to (green v)\n\nwhen I receive [lightblue v]\nswitch costume to (lightblue v)\n\nwhen I receive [blue v]\nswitch costume to (blue v)\n\nwhen I receive [purple v]\nswitch costume to (purple v)\n\nwhen I receive [pink v]\nswitch costume to (pink v)\n\nwhen I receive [player color v]\ngo to x: (-117) y: (-145)\npoint in direction (-90)\nshow\n\nwhen flag clicked\nswitch costume to (normal v)\nset [back v] to [0]\n\nwhen I receive [start v]\nhide\n\nswitch costume to (normal v)\nset [back v] to [0]\n\nwhen I receive [ch plays v]\nset [controls v] to (item (CH-Plays) of [keylog v])\nif <(Controls) > [6]> then\n set [up down v] to [up]\nend\nif <(Controls) < [4]> then\n set [up down v] to [down]\nend\nif <(Controls) = [6]> then\n set [lef-rite v] to [right]\n set [up down v] to [0]\nend\nif <(Controls) = [4]> then\n set [lef-rite v] to [left]\n set [up down v] to [0]\nend\nif <<(Controls) = [1]> or <(Controls) = [7]>> then\n set [lef-rite v] to [left]\nend\nif <<(Controls) = [3]> or <(Controls) = [9]>> then\n set [lef-rite v] to [right]\nend\nif <<(Controls) = [2]> or <(Controls) = [8]>> then\n set [lef-rite v] to [0]\nend\nif <(Controls) = [0]> then\n set [lef-rite v] to [0]\n set [up down v] to [0]\nend\nif <(Controls) = [5]> then\n set [lef-rite v] to [reset]\n set [up down v] to [0]\nend\nchange [ch-plays v] by (1)\nif <(CH-Plays) > [5050]> then\n set [ch-plays v] to [4800]\nend\n\nwhen I receive [my review v]\nstart sound [My Review_01 v]\nwait until <(CH-Plays) > [325]>\nstart sound [My Review_02 v]\nwait until <(CH-Plays) > [650]>\nstart sound [My Review_03 v]\nwait until <(CH-Plays) > [935]>\nstart sound [My Review_04 v]\nwait until <(CH-Plays) > [1360]>\nstart sound [My Review_05 v]\nwait until <(CH-Plays) > [1820]>\nstart sound [My Review_06 v]\nwait until <(CH-Plays) > [2350]>\nstart sound [My Review_07 v]\nwait until <(CH-Plays) > [2675]>\nstart sound [My Review_08 v]\nwait until <(CH-Plays) > [2980]>\nstart sound [My Review_09 v]\nwait until <(CH-Plays) > [3250]>\nstart sound [My Review_10 v]\nwait until <(CH-Plays) > [3550]>\nstart sound [My Review_11 v]\nwait until <(CH-Plays) > [4170]>\nstart sound [My Review_12 v]\n\nforever\n add (x position) to [hippox v]\n add (y position) to [hippoy v]\n add (direction) to [hippo dir v]\n broadcast (CH Plays v)\n if <touching color (#cc0099)?> then\n set [mode v] to [jump]\n set [yv v] to [13]\n end\n if <touching color (#5b9aea)?> then\n if <(up down) = [down]> then\n change [yv v] by (-1)\n else\n change [yv v] by (1)\n end\n end\n if <(Lef-Rite) = [reset]> then\n go to x: (-231) y: (-135)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n go to [front v] layer\n if <(back) = [1]> then\n hide\n stop [this script v]\n end\n if <(x position) > [235]> then\n add [next] to [hippox v]\n add [next] to [hippoy v]\n add [next] to [hippo dir v]\n broadcast (next v)\n set x to (-222)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <<(y position) < [-175]> or <touching color (#ff0000)?>> then\n go to x: (-180) y: (-40)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <(Lef-Rite) = [left]> then\n point in direction (90)\n change [xv v] by (-1)\n end\n if <(Lef-Rite) = [right]> then\n point in direction (-90)\n change [xv v] by (1)\n end\n set [xv v] to ((xv) * (0.85))\n change x by (xv)\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (-5)\n change x by ((-1) * (xv))\n if <<(up down) = [up]> and <not <(xv) = [0]>>> then\n set [mode v] to [walljump]\n set [yv v] to [8]\n set [xv v] to (((xv) / ([abs v] of (xv) )) * (-10))\n else\n set [mode v] to [wallslide]\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\n end\n change y by (-3)\n if <touching color (#000008)?> then\n if <(yv) = [-3]> then\n if <<(Lef-Rite) = [left]> or <(Lef-Rite) = [right]>> then\n set [mode v] to [run]\n else\n if <([abs v] of (xv) ) > [.1]> then\n set [mode v] to [skid]\n else\n set [mode v] to [stand]\n end\n end\n end\n if <(up down) = [up]> then\n set [mode v] to [jump]\n set [yv v] to [9]\n end\n end\n if <<<<(mode) = [jump]> or <(mode) = [walljump]>> and <(yv) < [0]>> or <<<(mode) = [run]> or <(mode) = [skid]>> and <(yv) < [-3]>>> then\n set [mode v] to [fall]\n end\n change y by (3)\n if <(yv) > [-15]> then\n change [yv v] by (-0.5)\n end\n change y by (-2)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (5)\n end\n end\n end\n end\n end\n end\n change y by (2)\n change y by (yv)\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change y by ((-1) * (yv))\n set [yv v] to [-3]\n end\n change y by (2)\n end\nend\n\nwait until <key (space v) pressed?>\n\n@MenuBlock\n\nwhen flag clicked\nhide\n\nwhen I receive [yo v]\nswitch costume to (costume1 v)\nshow\ngo [backward v] (1) layers\ngo to x: (200) y: (-180)\nrepeat (25)\n change y by (((60) - (y position)) * (0.2))\nend\n\nwhen flag clicked\nwait until <(level) = [2]>\nhide\n\n@MenuBlock2\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [thing v]\nswitch costume to (costume1 v)\nshow\ngo [backward v] (1) layers\ngo to x: (0) y: (-180)\nrepeat (25)\n change y by (((-96) - (y position)) * (0.2))\nend\n\n@Menublock3\n\nwhen I receive [start v]\nhide\n\nwhen I receive [back v]\n\nhide\nwait (0.6) seconds\ngo to x: (-198) y: (-154)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (170) %\n if <mouse down?> then\n broadcast (Thing v)\n hide\n stop [this script v]\n end\n else\n set size to (100) %\n end\nend\n\n@Play2\n\nwhen I receive [start v]\nset [play1 v] to [10]\nrepeat until \n change y by (play1)\n change [play1 v] by (-2)\n if <touching (_edge_ v)?> then\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (115) %\n else\n set size to (100) %\n end\nend\n\nwhen I receive [back v]\nshow\ngo to x: (-2400) y: (-75)\nset [ghost v] effect to (80)\nrepeat (25)\n change x by (((-10) - (x position)) * (0.2))\n change [ghost v] effect by (-10)\nend\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nwait until <not <mouse down?>>\nif <touching (mouse-pointer v)?> then\n broadcast (player color v)\n delete this clone\nend\n\n@Sprite1\n\nwhen I start as a clone\nset size to (160) %\nshow\nif <(number) = [1]> then\n switch costume to (normal v)\n go to x: (-80) y: (-180)\n forever\n change y by (((-130) - (y position)) * (0.2))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (normal v)\n end\n end\nend\nif <(number) = [2]> then\n switch costume to (red v)\n go to x: (-60) y: (-180)\n forever\n change y by (((-130) - (y position)) * (0.2))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (red v)\n end\n end\nend\nif <(number) = [3]> then\n switch costume to (orange v)\n go to x: (-40) y: (-180)\n forever\n change y by (((-130) - (y position)) * (0.2))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (orange v)\n end\n end\nend\nif <(number) = [4]> then\n switch costume to (yellow v)\n go to x: (-20) y: (-180)\n forever\n change y by (((-130) - (y position)) * (0.2))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (yellow v)\n end\n end\nend\nif <(number) = [5]> then\n switch costume to (green v)\n go to x: (0) y: (-180)\n forever\n change y by (((-130) - (y position)) * (0.2))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (green v)\n end\n end\nend\nif <(number) = [6]> then\n switch costume to (lightblue v)\n go to x: (20) y: (-180)\n forever\n change y by (((-130) - (y position)) * (0.2))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (lightblue v)\n end\n end\nend\nif <(number) = [7]> then\n switch costume to (blue v)\n go to x: (40) y: (-180)\n forever\n change y by (((-130) - (y position)) * (0.2))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (blue v)\n end\n end\nend\nif <(number) = [8]> then\n switch costume to (purple v)\n go to x: (60) y: (-180)\n forever\n change y by (((-130) - (y position)) * (0.2))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (purple v)\n end\n end\nend\nif <(number) = [9]> then\n switch costume to (pink v)\n go to x: (80) y: (-180)\n forever\n change y by (((-130) - (y position)) * (0.2))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (pink v)\n end\n end\nend\n\nwhen I receive [player color v]\nset [number v] to [0]\nwait (0) seconds\nrepeat (9)\n change [number v] by (1)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nwhen flag clicked\nset [number v] to [0]\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen I start as a clone\nforever\n if <(Start) = [1]> then\n hide\n delete this clone\n end\nend\n\ncreate clone of (_myself_ v)\n\n@Play3\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nwait (1) seconds\ngo to x: (-208) y: (-163)\nshow\n\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set [start v] to [0]\n set [back v] to [1]\n hide\n broadcast (Back v)\n wait (0.3) seconds\n set [back v] to [0]\n stop [this script v]\n end\n end\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume1 v)\nbroadcast (hippo title v)\n\nwhen I receive [back v]\nhide\n\n@Pickle\n\nwhen flag clicked\nhide\n\nwhen I receive [tn v]\nset size to (25) %\ngo to x: (206) y: (-147)\ngo to [front v] layer\nshow\n\n@CH\n\nwhen I receive [start v]\npoint in direction (105)\nset rotation style [all around v]\ngo to x: (-183) y: (92)\nset size to (50) %\ngo to [back v] layer\nswitch costume to (hippo_mouthclosed v)\nwait until <(level) = [3]>\nnext costume\nwait until <(level) = [4]>\nnext costume\ngo to [front v] layer\npoint in direction (-90)\nset rotation style [left-right v]\ngo to x: (170) y: (90)\nwait until <(level) = [6]>\nnext costume\nwait until <(level) = [9]>\nhide\nwait until <(level) = [10]>\nnext costume\nshow\ngo to x: (174) y: (-96)\nwait until <(level) = [11]>\nhide\nwait until <(level) = [13]>\nshow\nnext costume\ngo to x: (-183) y: (94)\nset rotation style [all around v]\npoint in direction (105)\nwait until <(level) = [14]>\nhide\nwait until <(level) = [19]>\nshow\nwait until <(level) = [21]>\nhide\n\nwhen I receive [hippo title v]\nshow\nset size to (100) %\nswitch costume to (hippo_mouthclosed v)\ngo to [front v] layer\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (-340) y: (-170)\nglide (0.3) secs to x: (-153) y: (-60)\nswitch costume to (hippo_mouthopen v)\nplay sound [CH Speech v] until done\nbroadcast (back v)\n\n
The Earth! 360 Platformer #Games
@Stage\n\nwhen flag clicked\nforever\n play sound [Plugged \(post mastering\) v] until done\nend\n\n@level\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (-10) y: (-500)\nset [d vel v] to [0]\nset [y vel v] to [0]\nforever\n change [y vel v] by (1)\n if <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [d vel v] by (-0.2)\n end\n if <<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> then\n change [d vel v] by (0.2)\n end\n set [d vel v] to ((d vel) * (0.8))\n turn right (d vel) degrees\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (4)\n turn right ((d vel) * (-1)) degrees\n set [d vel v] to [0]\n end\n end\n end\n end\n end\n change y by (y vel)\n if <touching (player v)?> then\n change y by ((y vel) * (-1))\n set [y vel v] to [0]\n end\n change y by (1)\n if <touching (player v)?> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > [50]> and <mouse down?>>> then\n start sound [Jump v]\n set [y vel v] to [-12]\n end\n end\n change y by (-1)\nend\n\nwhen I receive [restart v]\npoint in direction (90)\ngo to x: (-10) y: (-500)\nset [d vel v] to [0]\nset [y vel v] to [0]\n\nwhen I receive [next level v]\npoint in direction (90)\ngo to x: (-10) y: (-500)\nset [d vel v] to [0]\nset [y vel v] to [0]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n show\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to x: (0) y: (0)\n go to [front v] layer\nend\n\n@detector\n\nwhen flag clicked\npoint in direction (90)\nhide\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (0.5) seconds\nshow\ngo to x: (0) y: (-100)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\ngo [forward v] (2000) layers\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\n end\nend\n\n@Player\n\nwhen flag clicked\nset size to (30) %\nswitch costume to (fantasia1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [respawn v]\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nswitch costume to (fantasia1 v)\nforever\n change y by (-5)\n if <<touching color (#ff8181)?> or <<touching color (#676767)?> or <touching color (#ff0000)?>>> then\n broadcast (Restart v)\n end\n change y by (5)\nend\n\nwhen flag clicked\nif <touching color (#00ff9c)?> then\n broadcast (you won v)\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <<touching color (#000000)?> or <touching color (#000000)?>> then\n broadcast (Next Level v)\n end\nend\n\nwhen I receive [:\( v]\nswitch costume to (fantasia4 v)\n\nwhen I receive [ninja v]\nswitch costume to (fantasia5 v)\n\nwhen I receive [sl v]\nswitch costume to (fantasia3 v)\n\nwhen I receive [reddy mc red head v]\nswitch costume to (fantasia2 v)\n\nwhen I receive [minion v]\nswitch costume to (fantasia6 v)\n\nwhen I receive [normal v]\nswitch costume to (fantasia1 v)\n\n@ clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (pick random (50) to (80)) %\nshow\ngo to [back v] layer\nset [ghost v] effect to (20)\nswitch costume to (pick random (1) to (4))\nif <(side) = [1]> then\n go to x: (300) y: (pick random (150) to (100))\n repeat until <(x position) < [-250]>\n change x by (-1)\n end\n delete this clone\nend\nif <(side) = [2]> then\n go to x: (-300) y: (pick random (150) to (100))\n repeat until <(x position) > [250]>\n change x by (1)\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n go [backward v] (1) layers\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n set [side v] to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait (pick random (1) to (2)) seconds\nend\n\n@particles\n\nwhen flag clicked\nhide\n\nwhen I receive [joined v]\n\nwhen I start as a clone\ngo to [front v] layer\nshow\ngo to x: (230) y: (pick random (-200) to (200))\npoint in direction (pick random (-105) to (-75))\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (-10)\nend\nrepeat until <(x position) < [-230]>\n move (10) steps\nend\nrepeat (5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n wait (.1) seconds\n create clone of (_myself_ v)\nend\n\n@Store\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n repeat (6)\n next costume\n change [store: clone id v] by (1)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(costume [number v]) = [2]> then\n broadcast (Reddy Mc red head v)\n broadcast (CLOSE STORE v)\n else\n if <(costume [number v]) = [3]> then\n broadcast (SL v)\n broadcast (CLOSE STORE v)\n else\n if <(costume [number v]) = [4]> then\n broadcast (:\( v)\n broadcast (CLOSE STORE v)\n else\n if <(costume [number v]) = [5]> then\n broadcast (NINJA v)\n broadcast (CLOSE STORE v)\n else\n if <(costume [number v]) = [6]> then\n broadcast (MINION v)\n broadcast (CLOSE STORE v)\n else\n if <(costume [number v]) = [7]> then\n broadcast (Normal v)\n broadcast (CLOSE STORE v)\n end\n end\n end\n end\n end\n end\n end\nend\n\nbroadcast (CLOSE STORE v)\n\nwhen I receive [close store v]\nswitch costume to (costume1 \(22\) v)\ndelete this clone\n\nwhen flag clicked\nset [store: clone id v] to [0]\ngo to x: (-3) y: (100)\nswitch costume to (costume1 \(22\) v)\nshow\n\n
Welcome to the Earth!\nEnjoy the Pleasant scenery Often frequented By Spikes and Lava \nlol\nYeah I guess Just Have fun xD\nWith Yummy Lava :)\nKinda Generic But Please dont hate\nUse my skin cuz its cool
First Platformer || #games
@Stage\n\n@Sprite7\n\nwhen flag clicked\n\nwhen I receive [play v]\nrepeat (100000000000)\n change [ghost v] effect by (3)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\nset [ghost v] effect to (0)\n\n@Sprite5\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\n\nshow\n\n@Sprite4\n\nwhen I receive [new level v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\ngo to [back v] layer\nshow\nswitch costume to (costume1 v)\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen I receive [new level v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\n\n@Sprite6\n\nwhen flag clicked\n\nwhen I receive [play v]\nrepeat (34)\n change [ghost v] effect by (3)\nend\nset [hi! v] to [0]\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nstart sound [Kalimba v]\ngo to [front v] layer\nshow\nset [ghost v] effect to (10)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Play v)\n end\nend\n\n@Sprite9\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n change [hi! v] by (1)\n broadcast (New Level v)\n broadcast (Restart v)\n wait (2) seconds\n else\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n end\nend\n\nwhen flag clicked\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nswitch costume to (costume1 v)\ngo to x: (405) y: (33)\ngo to [front v] layer\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Restart v)\n wait (1) seconds\n else\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n end\nend\n\n@Sprite3\n\nwhen flag clicked\n\nwhen I receive [play v]\nset [hi! v] to [0]\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nswitch costume to (costume1 v)\nshow\ngo to x: (36) y: (28)\nset [ghost v] effect to (100)\nforever\n if <(Hi!) = [11]> then\n broadcast (Done v)\n hide\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nwait (.01) seconds\nrepeat (7)\n next costume\n wait (.01) seconds\nend\nplay sound [Coin v] until done\nswitch costume to (costume9 v)\nplay sound [100 Megalovania v] until done\nbroadcast (Start Game v)\nhide\n\n@Sprite8\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-3)\nend\ndelete this clone\n\nwhen I receive [play v]\nhide variable [hi! v]\nset [hi! v] to [0]\nforever\n if <touching (sprite3 v)?> then\n change [hi! v] by (1)\n go to x: (-182) y: (-73)\n broadcast (New Level v)\n end\nend\n\nwhen I receive [restart v]\ngo to x: (-204) y: (-55)\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\ngo to x: (-209) y: (-63)\nforever\n change [xvel v] by ((<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) + ((Xvel) * (-.1)))\n change x by (Xvel)\n change y by (my variable)\n if <touching (sprite2 v)?> then\n change y by ((-2) - (my variable))\n set [my variable v] to ((<key (up arrow v) pressed?> * <touching (sprite2 v)?>) * (13))\n change y by (2)\n end\n change [my variable v] by (-1)\n if <touching (sprite2 v)?> then\n change x by ((Xvel) * (-1))\n set [xvel v] to ((<key (left arrow v) pressed?> - <key (right arrow v) pressed?>) * (5))\n end\n if <touching (sprite4 v)?> then\n go to x: (-209) y: (-63)\n end\nend\n\n
i took me a very very long time to make this so i hope it works and yeah\nand thanks @-emberanimations- for the like the thing when it moves \n\non #games its 69 on trending :O
MORE LEVELS! Platformer-Plant version
@Stage\n\n@Hitbox\n\nwhen flag clicked\ngo to x: (-200) y: (-97)\npoint in direction (90)\nset rotation style [left-right v]\nset [x v] to [0]\nset [my variable v] to [0]\nforever\n change [my variable v] by (-1)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (levels v)?> then\n fast\n if <touching (levels v)?> then\n change y by (-6)\n xcoll\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [my variable 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 (my variable)\n if <touching (levels v)?> then\n ycoll\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(my variable) < [0]>> then\n set [my variable v] to [14]\n else\n set [my variable v] to [0]\n end\n end\nend\n\ndefine fast\nrepeat (6)\n if <touching (levels v)?> then\n change y by (1)\n end\nend\n\ndefine ycoll\nrepeat until <not <touching (levels v)?>>\n if <(my variable) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\ndefine xcoll\nrepeat until <not <touching (levels v)?>>\n if <(x) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\nend\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <(x position) = [244]> then\n go to x: (-200) y: (-97)\n change [level v] by (1)\n end\n if <touching (sprite1 v)?> then\n go to x: (-200) y: (-97)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@New Piskel (7) (1)\n\nwhen flag clicked\nforever\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n if <(costume [number v]) = [6]> then\n switch costume to (new piskel \(7\) \(1\)3 v)\n else\n next costume\n end\n wait (0.05) seconds\n else\n switch costume to (new piskel \(7\) \(1\) v)\n end\nend\n\nwhen flag clicked\nforever\n go to (hitbox v)\nend\n\nwhen flag clicked\nforever\n if <not <([abs v] of (my variable) ) = [0]>> then\n switch costume to (new piskel \(7\) \(1\)2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\nend\n\nwhen I receive [right v]\npoint in direction (90)\n\nwhen I receive [left v]\npoint in direction (-90)\n\nwhen I receive [up v]\nchange y by (-90)\n\nwhen I receive [up v]\nchange y by (90)\n\n@New Piskel (7) (5)\n\n@New Piskel (7) (4)\n\n@New Piskel (7) (3)\n\n@New Piskel (7) (2)\n\n@Levels\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@Levels2\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen flag clicked\nswitch costume to (arrow1-b v)\ngo to x: (-212) y: (135)\nshow\n\nwhen this sprite clicked\nbroadcast (left v)\n\n@Sprite4\n\nwhen flag clicked\nswitch costume to (arrow1-b v)\ngo to x: (208) y: (127)\nshow\n\nwhen this sprite clicked\nbroadcast (right v)\n\n@Sprite5\n\nwhen flag clicked\nswitch costume to (arrow1-b v)\ngo to x: (-10) y: (175)\nshow\n\nwhen this sprite clicked\nbroadcast (up v)\n\n@Sprite6\n\nwhen flag clicked\nswitch costume to (arrow1-b v)\ngo to x: (-5) y: (78)\nshow\n\nwhen this sprite clicked\nbroadcast (down v)\n\n
Arrow keys to move.\n\nType the highest number of levels you made through!\n\nPLATFORMERS are soo hard eeeeeeeeeeek so\nThank you @Onourbookshelf for the codeee!\nIt picks random levels?\nWORKING ON MOBILE CONTROLS!
Capsule 2 ~ A Mobile Friendly Platformer
@Stage\n\n@Sprite3\n\nwhen I receive [end v]\nshow\ngo to [front v] layer\n\nwhen flag clicked\nhide variable [level v]\nhide\n\n@bookdog17\n\nwhen flag clicked\nforever\n if <(LEVEL) = [5]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@thumb\n\nwhen flag clicked\ngo to [back v] layer\nshow variable [level v]\nhide\n\nshow\ngo to [front v] layer\n\n@Mobile3\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Up v)\n end\nend\n\ngo to [front v] layer\n\n@Mobile2\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Right v)\n end\nend\n\ngo to [front v] layer\n\n@Mobile1\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Left v)\n end\nend\n\ngo to [front v] layer\n\n@Dangers\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Sprite2\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@particles\n\nwhen flag clicked\nhide\n\nwhen I receive [make particles v]\nforever\n wait (0.1) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\ngo to x: (230) y: (pick random (-200) to (200))\npoint in direction (pick random (-105) to (-75))\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (-10)\nend\nrepeat until <(x position) < [-230]>\n move (10) steps\nend\nrepeat (5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [make particles v]\nforever\n switch costume to (pick random (1) to (3))\nend\n\n@level\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\n@Player\n\nwhen I start as a clone\nset [brightness v] effect to (30)\nset size to (100) %\nswitch costume to (trail v)\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\ndefine play game\nset rotation style [left-right v]\nswitch costume to (hitbox v)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x v] by (.7)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-.7)\n point in direction (-90)\nend\nchange x by (X)\nset [x v] to ((X) * (0.9))\nif <touching (level v)?> then\n change y by (0.5)\n if <touching (level v)?> then\n change y by (0.5)\n if <touching (level v)?> then\n change y by (0.5)\n if <touching (level v)?> then\n change y by (0.5)\n if <touching (level v)?> then\n change y by (0.5)\n if <touching (level v)?> then\n change y by (0.5)\n if <touching (level v)?> then\n change y by (0.5)\n if <touching (level v)?> then\n change y by (0.5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (w v) pressed?>> then\n if <[0] < (X)> 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 ((X) * (-1.3))\n change x by (X)\n set [x v] to [0]\n change x by ((X) / (5))\n end\n change y by (-4)\n end\n end\n end\n end\n end\n end\n end\nend\nchange [y v] by (-.7)\nchange y by (Y)\nif <touching (level v)?> then\n set [y v] to ((Y) * (-0.25))\n change y by (Y)\n if <touching (level v)?> then\n change y by (Y)\n if <touching (level v)?> then\n change y by (Y)\n if <touching (level v)?> then\n change y by (Y)\n end\n end\n end\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (level v)?>> then\n set [y v] to [13]\nend\nchange y by (1)\nif <touching (sprite2 v)?> then\n broadcast (Next Level v)\n change [level v] by (-9)\nend\nif <touching (dangers v)?> then\n go to x: (-216) y: (-55)\n set [x v] to [0]\n set [y v] to [0]\nend\nswitch costume to (move v)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nshow\nset [level v] to [1]\ngo to x: (-216) y: (-55)\nset [x v] to [0]\nset [y v] to [0]\nforever\n play game\nend\n\nwhen I receive [next level v]\ngo to x: (-216) y: (-55)\nset [x v] to [0]\nset [y v] to [0]\nchange [level v] by (1)\n\nwhen I receive [left v]\npoint in direction (-90)\nchange [x v] by (-.7)\nchange x by (X)\nset [x v] to ((X) * (0.9))\n\nwhen I receive [right v]\npoint in direction (90)\nchange [x v] by (.7)\nchange x by (X)\nset [x v] to ((X) * (0.9))\n\nwhen I receive [up v]\nif <touching (level v)?> then\n set [y v] to [13]\nend\n\nchange [y v] by (13)\n\nrepeat until <(LEVEL) = [5]>\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [7]> then\n hide\n broadcast (End v)\n end\nend\n\nwhen I receive [re v]\ngo to x: (-216) y: (-55)\nset [x v] to [0]\nset [y v] to [0]\n\n@Sprite1\n\nwhen flag clicked\nbroadcast (Make Particles v)\n\n@Reset\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (re v)\n end\nend\n\n
Use arrow keys or mobile!\ni am @korean_builder okay?\ni added some new levels.\nFOLLOW @BOOKDOG17!\npls don't advertise\nTOP - LOVED???? :0 thanks! (me could not have done this without @bookdog17 :)
Scrolling platformer
@Stage\n\n@Player\n\nwhen flag clicked\ngo to x: (0) y: (-24)\n\nwhen I receive [tick v]\nif <touching (message v)?> then\n broadcast (Talk v)\nend\n\nwhen I receive [tick v]\nif <touching (diamond v)?> then\n change [☁ diamonds found v] by (1)\n broadcast (Gottem v) and wait\nend\n\nwhen I receive [tick v]\nif <touching (easteregg v)?> then\n set [jump height v] to [24]\n set [speed left v] to [-4]\n set [speed right v] to [4]\nend\n\nwhen flag clicked\nset [jump height v] to [18]\nset [speed left v] to [-2]\nset [speed right v] to [2]\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine Tick\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>> then\n change [sx v] by (speed left)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [0]>>> then\n change [sx v] by (speed right)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> then\n if <(in air) < [4]> then\n set [sy v] to (jump height)\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange player y by (sy)\nPosition\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nset [scroll y v] to (y)\nPosition\nif <(y) < [-500]> then\n set [exit v] to [die]\nend\n\ndefine Game On\nset [x v] to [0]\nset [y v] to [0]\nset [scroll y v] to [0]\nset [scroll x v] to [0]\nset [sy v] to [0]\nset [sx v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [play game v]\ngo to x: (0) y: (-24)\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) > [1]>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\nwhen flag clicked\nswitch costume to (2a v)\n\nwhen I receive [finished v]\nswitch costume to (2a v)\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))\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [30]>>>> then\n switch costume to (1a 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 (5a v)\n end\nelse\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [-30]>>>> then\n switch costume to (2a 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 (4a v)\n end\n else\n switch costume to (3a v)\n if <<<(mouse y) > ((y position) + (10))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (6a v)\n end\n end\nend\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nchange [in air v] by (1)\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)\nend\nrepeat 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\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\nwait (1) seconds\nchange [level v] by (1)\n\nwhen I receive [stop v]\nstop [all v]\n\nwhen I receive [tick v]\nif <touching (water v)?> then\n go to [front v] layer\n set [sy v] to ((sy) / (2))\nend\n\nwhen I receive [tick v]\nif <touching (your time v)?> then\n broadcast (Tell them there time v)\nend\n\n@Platforms\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [play game v]\nswitch costume to (platforms 1 1 v)\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 (platforms 1 1 v)\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [200]\n Clone at x: [700] y: [125]\n Clone at x: [700] y: [125]\n Clone at x: [700] y: [125]\n Clone at x: [600] y: [-300]\n Clone at x: [750] y: [0]\n Clone at x: [650] y: [0]\n Clone at x: [-1400] y: [450]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (platforms 1 3 v)\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [200]\n Clone at x: [700] y: [125]\n Clone at x: [700] y: [125]\n Clone at x: [700] y: [125]\n Clone at x: [600] y: [-300]\n Clone at x: [750] y: [0]\n Clone at x: [650] y: [0]\n Clone at x: [-1400] y: [450]\n else\n if <(LEVEL) = [3]> then\n switch costume to (platforms 1 5 v)\n Clone at x: [700] y: [125]\n Clone at x: [700] y: [125]\n Clone at x: [700] y: [125]\n Clone at x: [600] y: [-300]\n Clone at x: [750] y: [0]\n Clone at x: [650] y: [0]\n Clone at x: [-1400] y: [450]\n else\n if <(LEVEL) = [4]> then\n switch costume to (platforms 2 4 v)\n Clone at x: [750] y: [0]\n Clone at x: [650] y: [0]\n Clone at x: [-1400] y: [450]\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Danger\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen flag clicked\nshow\nswitch costume to (danger 1 1 v)\ngo to [back v] layer\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 (danger 1 1 v)\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [200]\n Clone at x: [700] y: [125]\n Clone at x: [700] y: [125]\n Clone at x: [700] y: [125]\n Clone at x: [600] y: [-300]\n Clone at x: [750] y: [0]\n Clone at x: [650] y: [0]\n Clone at x: [-1400] y: [450]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (danger 1 3 v)\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [200]\n Clone at x: [700] y: [125]\n Clone at x: [700] y: [125]\n Clone at x: [700] y: [125]\n Clone at x: [600] y: [-300]\n Clone at x: [750] y: [0]\n Clone at x: [650] y: [0]\n Clone at x: [-1400] y: [450]\n else\n if <(LEVEL) = [3]> then\n switch costume to (danger 1 5 v)\n Clone at x: [700] y: [125]\n Clone at x: [700] y: [125]\n Clone at x: [700] y: [125]\n Clone at x: [600] y: [-300]\n Clone at x: [750] y: [0]\n Clone at x: [650] y: [0]\n Clone at x: [-1400] y: [450]\n else\n if <(LEVEL) = [4]> then\n switch costume to (danger 2 4 v)\n Clone at x: [750] y: [0]\n Clone at x: [650] y: [0]\n Clone at x: [-1400] y: [450]\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@Water\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen flag clicked\nshow\nswitch costume to (water 1 1 v)\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: [500] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [300] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (danger 2 1 v)\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\n\n@Thumbnail\n\nwhen flag clicked\nforever\n show\n change [ghost v] effect by (100)\n go to [front v] layer\nend\n\n@Easteregg\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [play game v]\nswitch costume to (platforms 1 1 v)\ngo to [back v] layer\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 (platforms 1 1 v)\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [200]\n Clone at x: [700] y: [125]\n Clone at x: [700] y: [125]\n Clone at x: [700] y: [125]\n Clone at x: [600] y: [-300]\n Clone at x: [750] y: [0]\n Clone at x: [650] y: [0]\n Clone at x: [-1400] y: [450]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (platforms 1 3 v)\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [200]\n Clone at x: [700] y: [125]\n Clone at x: [700] y: [125]\n Clone at x: [700] y: [125]\n Clone at x: [600] y: [-300]\n Clone at x: [750] y: [0]\n Clone at x: [650] y: [0]\n Clone at x: [-1400] y: [450]\n else\n if <(LEVEL) = [3]> then\n switch costume to (platforms 1 5 v)\n Clone at x: [700] y: [125]\n Clone at x: [700] y: [125]\n Clone at x: [700] y: [125]\n Clone at x: [600] y: [-300]\n Clone at x: [750] y: [0]\n Clone at x: [650] y: [0]\n Clone at x: [-1400] y: [450]\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 [gottem v]\nswitch costume to (blank v)\n\n@Checkpoints\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen flag clicked\nshow\nswitch costume to (water 1 1 v)\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 (water 1 1 v)\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [200]\n Clone at x: [700] y: [125]\n Clone at x: [700] y: [125]\n Clone at x: [700] y: [125]\n Clone at x: [600] y: [-300]\n Clone at x: [750] y: [0]\n Clone at x: [650] y: [0]\n Clone at x: [-1400] y: [450]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (danger 1 3 v)\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [200]\n Clone at x: [700] y: [125]\n Clone at x: [700] y: [125]\n Clone at x: [700] y: [125]\n Clone at x: [600] y: [-300]\n Clone at x: [750] y: [0]\n Clone at x: [650] y: [0]\n Clone at x: [-1400] y: [450]\n else\n if <(LEVEL) = [3]> then\n switch costume to (danger 1 5 v)\n Clone at x: [700] y: [125]\n Clone at x: [700] y: [125]\n Clone at x: [700] y: [125]\n Clone at x: [600] y: [-300]\n Clone at x: [750] y: [0]\n Clone at x: [650] y: [0]\n Clone at x: [-1400] y: [450]\n else\n if <(LEVEL) = [4]> then\n switch costume to (danger 2 4 v)\n Clone at x: [750] y: [0]\n Clone at x: [650] y: [0]\n Clone at x: [-1400] y: [450]\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\ngo to [back v] layer\n\ngo to [front v] layer\n\nwhen I receive [tick v]\nif <<touching (player v)?> and <(costume [number v]) = [4]>> then\n set [level v] to [2]\n set [color v] effect to (-75)\nend\nif <<touching (player v)?> and <(costume [number v]) = [6]>> then\n set [level v] to [3]\n set [color v] effect to (-75)\nend\nif <<touching (player v)?> and <(costume [number v]) = [10]>> then\n set [level v] to [4]\n set [color v] effect to (-75)\nend\n\n@Trees\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [play game v]\nswitch costume to (platforms 1 1 v)\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 (platforms 1 1 v)\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [200]\n Clone at x: [700] y: [125]\n Clone at x: [700] y: [125]\n Clone at x: [700] y: [125]\n Clone at x: [600] y: [-300]\nelse\n if <(LEVEL) = [2]> then\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@Music Button\n\nwhen this sprite clicked\nif <(volume) = [50]> then\n switch costume to (costume2 v)\n set volume to (0) %\nelse\n switch costume to (costume1 v)\n set volume to (50) %\nend\n\nwhen flag clicked\nwait (0.8) seconds\nset volume to (50) %\nforever\n play sound [Plugged \(post mastering\) v] until done\n play sound [mbb-beach v] until done\n start sound [Vexento - Pegasus2 v]\nend\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((90) - (size)) / (5))\n set [brightness v] effect to (5)\n else\n change size by (((75) - (size)) / (5))\n set [brightness v] effect to (0)\n end\nend\n\n@Your time\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [play game v]\nswitch costume to (platforms 1 1 v)\ngo to [back v] layer\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 (platforms 1 1 v)\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [200]\n Clone at x: [700] y: [125]\n Clone at x: [700] y: [125]\n Clone at x: [700] y: [125]\n Clone at x: [600] y: [-300]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [-1400] y: [450]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (platforms 1 3 v)\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [200]\n Clone at x: [700] y: [125]\n Clone at x: [700] y: [125]\n Clone at x: [700] y: [125]\n Clone at x: [600] y: [-300]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [-1400] y: [450]\n else\n if <(LEVEL) = [3]> then\n switch costume to (platforms 1 3 v)\n Clone at x: [700] y: [125]\n Clone at x: [700] y: [125]\n Clone at x: [700] y: [125]\n Clone at x: [600] y: [-300]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [-1400] y: [450]\n else\n if <(LEVEL) = [4]> then\n switch costume to (platforms 2 4 v)\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [-1400] y: [450]\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 [gottem v]\nswitch costume to (blank v)\n\nwhen I receive [tell them there time v]\nshow variable [your time v]\nset [your time v] to (timer)\nsay (YOUR TIME) for (2) seconds\n\nwhen flag clicked\nset [your time v] to [0]\nhide variable [your time v]\n\n@Shadows\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [play game v]\nswitch costume to (platforms 1 1 v)\ngo to [back v] layer\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 (platforms 1 1 v)\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [200]\n Clone at x: [700] y: [125]\n Clone at x: [700] y: [125]\n Clone at x: [700] y: [125]\n Clone at x: [600] y: [-300]\n Clone at x: [750] y: [0]\n Clone at x: [650] y: [0]\n Clone at x: [-1400] y: [450]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (platforms 1 3 v)\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [200]\n Clone at x: [700] y: [125]\n Clone at x: [700] y: [125]\n Clone at x: [700] y: [125]\n Clone at x: [600] y: [-300]\n Clone at x: [750] y: [0]\n Clone at x: [650] y: [0]\n Clone at x: [-1400] y: [450]\n else\n if <(LEVEL) = [3]> then\n switch costume to (platforms 1 5 v)\n Clone at x: [700] y: [125]\n Clone at x: [700] y: [125]\n Clone at x: [700] y: [125]\n Clone at x: [600] y: [-300]\n Clone at x: [750] y: [0]\n Clone at x: [650] y: [0]\n Clone at x: [-1400] y: [450]\n else\n if <(LEVEL) = [4]> then\n switch costume to (platforms 2 4 v)\n Clone at x: [750] y: [0]\n Clone at x: [650] y: [0]\n Clone at x: [-1400] y: [450]\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@Diamond\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [play game v]\nswitch costume to (platforms 1 1 v)\ngo to [back v] layer\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 (platforms 1 1 v)\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [200]\n Clone at x: [700] y: [125]\n Clone at x: [700] y: [125]\n Clone at x: [700] y: [125]\n Clone at x: [600] y: [-300]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\nelse\n if <(LEVEL) = [2]> then\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 [gottem v]\nswitch costume to (blank v)\n\n@Message\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [play game v]\nswitch costume to (platforms 1 1 v)\ngo to [back v] layer\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 (platforms 1 1 v)\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [200]\n Clone at x: [700] y: [125]\n Clone at x: [700] y: [125]\n Clone at x: [700] y: [125]\n Clone at x: [600] y: [-300]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\nelse\n if <(LEVEL) = [2]> then\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 [talk v]\nsay [Find the diamond.] for (2) seconds\n\n
Spam The Green Flag\n\nArrow keys or WASD to move. \n\nShoutouts:\ncs4187837 who is a great coding master <3\ncs4336769 who made this great game https://scratch.mit.edu/projects/409568925\n\n\nComment your time if you want.\n\nAlso If you have anything you want me to add ill add it. Just put it in the comments.\n\nPlease comment if you grab the diamond.\n\nIf you get the easter egg you get jump boost this was K3v_D3v's idea.\n\nAlso try to get the diamond.\n\nClick on the music button if you dont want any music.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nSTOP SCROLLING DOWN\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nSeriously Stop\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nHOW MANY TIMES DO I HAVE TO TELL YOU TO STOP\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n you got all the way down here comment "I LIKE TO SCROLL"
SuperMax888Test Platformer!
@Stage\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [21]> then\n stop all sounds\n end\nend\n\n@Я!\n\nwhen flag clicked\nset [звук/sound v] to [50]\nswitch costume to (костюм 1 v)\nset [скорость v] to [1]\nset [-скорость v] to [-1]\nswitch backdrop to (фон 1 v)\nset rotation style [left-right v]\ngo to x: (-206) y: (100)\nset [x v] to [0]\nset [y v] to [0]\nshow\nwait (.1) seconds\nforever\n if <<touching color (#ff9800)?> or <touching (гуманоид! v)?>> then\n go to x: (-200) y: (100)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <(x position) > [228]> then\n next backdrop\n go to x: (-200) y: (100)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <(y position) < [-170]> then\n go to x: (-200) y: (100)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <<<(mouse x) > (x position)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n change [x v] by (Скорость)\n end\n if <<<(mouse x) < (x position)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n change [x v] by (-Скорость)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#2aff00)?> then\n change y by (1)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <mouse down?>> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change [y v] by (-.6)\n change y by (y)\n if <touching color (#2aff00)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching color (#2aff00)?> then\n if <<<mouse down?> and <(mouse y) > (y position)>> or <key (up arrow v) pressed?>> then\n set [y v] to [10]\n end\n end\n change y by (1)\nend\n\nwhen [s v] key pressed\nnext backdrop\ngo to x: (-200) y: (100)\nset [x v] to [0]\nset [y v] to [0]\nbroadcast (Пропустить! v)\n\nwhen [r v] key pressed\ngo to x: (-200) y: (100)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nset size to (30) %\nforever\n if <<touching color (#ff9800)?> or <touching (гуманоид! v)?>> then\n set [x v] to [20]\n set [y v] to [15]\n end\n if <<touching color (#ff9800)?> or <touching (гуманоид! v)?>> then\n set [x v] to [-20]\n set [y v] to [15]\n end\n if <<touching color (#ff9800)?> or <touching (гуманоид! v)?>> then\n set [y v] to [17]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (энергия! v)?> then\n set [скорость v] to [3]\n set [-скорость v] to [-3]\n end\nend\n\nwhen flag clicked\nset [полёт! v] to [0]\nforever\n if <touching (полёт! v)?> then\n forever\n set [полёт! v] to [1]\n wait (3.5) seconds\n set [полёт! v] to [0]\n broadcast (Крылья! v)\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (полёт! v)?> then\n forever\n switch costume to (костюм 2 v)\n wait (0.5) seconds\n switch costume to (костюм 3 v)\n wait (0.5) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Полёт!) = [1]> then\n set y to (160)\n end\nend\n\nwhen I receive [крылья! v]\nforever\n switch costume to (костюм 1 v)\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [21]> then\n go to x: (x position) y: (-76)\n stop [all v]\n end\nend\n\n@Музыка!\n\nwhen flag clicked\nswitch costume to (костюм 1 v)\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n stop all sounds\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n play sound [звук 1 v] until done\n end\nend\n\nwhen flag clicked\nforever\n set volume to (Звук/Sound) %\nend\n\n@Энергия!\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [8]> then\n show\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <touching (я! v)?> then\n wait (1) seconds\n hide\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [пропустить! v]\nstop [other scripts in sprite v]\n\n@Игра!\n\n@Полёт!\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [15]> then\n show\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <touching (я! v)?> then\n wait (1) seconds\n hide\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [пропустить! v]\nstop [other scripts in sprite v]\n\n@Гуманоид!\n\nwhen flag clicked\nswitch costume to (костюм 1 v)\nhide\nforever\n if <(backdrop [number v]) = [12]> then\n show\n go to x: (156) y: (256)\n glide (0.5) secs to x: (176) y: (200)\n broadcast (Гуманоид! v)\n stop [this script v]\n else\n hide\n end\nend\n\nwhen I receive [гуманоид! v]\nrepeat until <not <(backdrop [number v]) = [12]>>\n switch costume to (костюм 1 v)\n wait (1) seconds\n switch costume to (костюм 2 v)\n wait (1) seconds\nend\nswitch costume to (костюм 3 v)\nwait (0.05) seconds\nswitch costume to (костюм 4 v)\nwait (0.05) seconds\nswitch costume to (костюм 5 v)\nwait (0.05) seconds\nswitch costume to (костюм 6 v)\nwait (0.05) seconds\nswitch costume to (костюм 7 v)\nglide (0.5) secs to x: (86) y: (-106)\nhide\n\n
RUS-------------------------------------\nВсем привет! Это платформер про меня! \nНажмите "R" для рестарта. Нажмите "S" чтобы пропустить уровень! Управление стрелками,пальцем или мышью. В игре 20 уровней. НЕ КАСАТЬСЯ БОССА НА 12 УРОВНЕ!!! Не пропускайте уровни и вы получите энергию,которая вас ускорит и крылья,с которыми вы можете лететь 3 секунды! Приятной игры! \nENG-----------------------------------------\nHello everyone This is a platformer about me! \nPress "R" to restart. Tap "S" to skip a level! Control the arrows, finger or mouse. The game has 20 levels. DON'T TOUCH THE BOSS AT LEVEL 12!!! Do not miss the levels and you will get energy that will speed you up and wings with which you can fly for 3 seconds! Enjoy the game!\n
3K - A Platformer (Mobile Friendly) #games
@Stage\n\n@Player\n\ndefine Tick\nbroadcast (tick v)\nif <touching (spikes v)?> then\n set [boost v] to [0]\nelse\n set [boost v] to ((2.2) - ((22) / (ZOOM)))\nend\nif <not <<(Game) = [message]> or <(Game) = [transition]>>> then\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [25]>>> then\n if <not <(x position) > [210]>> then\n change [xv v] by (0.5)\n end\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [-25]>>> then\n if <not <(x position) < [-210]>> then\n change [xv v] by (-0.5)\n end\n end\n set [xv v] to ((Xv) * (0.9))\n if <([abs v] of (Xv) ) > [0.9]> then\n X_move ((Boost) * (Xv))\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [25]>>> then\n if <touching (spikes v)?> then\n set [yv v] to ((Boost) * (12))\n else\n if <(time_jump) = [0]> then\n set [yv v] to ((Boost) * (12))\n end\n end\n end\nend\nchange [yv v] by ((-1.2) * (Boost))\nY_move (Yv)\nif <<<touching (spikes v)?> or <touching (lava v)?>> and <(Game) = [play]>> then\n set [game v] to [die]\n stop [this script v]\nend\nposition\nchange [scroll x v] by (round (((x_player) - (Scroll X)) / (4)))\nchange [scroll y v] by (round (((y_player) - (Scroll Y)) / (2)))\nif <(Scroll X) < [-1200]> then\n set [scroll x v] to [-1200]\nend\nif <(Scroll X) > [2400]> then\n set [scroll x v] to [2400]\nend\nposition\n\ndefine Y_move (yv)\nchange [y_player v] by (yv)\nchange [time_jump v] by (1)\nposition\nrepeat until <not <<touching (tk v)?> or <touching (moving shape v)?>>>\n if <(yv) > [0]> then\n change [y_player v] by (-2)\n else\n set [time_jump v] to [0]\n change [y_player v] by (1)\n end\n position\n set [yv v] to [0]\nend\n\ndefine X_move (xv)\nchange [x_player v] by (xv)\nposition\nif <<touching (tk v)?> or <touching (moving shape v)?>> then\n repeat (8)\n change [y_player v] by (1)\n position\n if <not <<touching (tk v)?> or <touching (moving shape v)?>>> then\n stop [this script v]\n end\n end\n change [y_player v] by (-8)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [20]>>> then\n set [yv v] to ((Boost) * (12))\n set [xv v] to (((0) - (Xv)) / (1.5))\n end\n set [xv v] to [0]\n repeat until <not <<touching (tk v)?> or <touching (moving shape v)?>>>\n if <(xv) > [0]> then\n change [x_player v] by (-1)\n else\n change [x_player v] by (1)\n end\n position\n end\nend\n\nwhen flag clicked\nset [checkpoint v] to [0]\nset [game v] to [menu]\nset [ghost v] effect to (100)\n\ndefine reset\ngo to [front v] layer\nif <(Checkpoint) = [0]> then\n set size to (15) %\n set [game v] to [menu]\n set [x_player v] to [120]\n set [y_player v] to [250]\n set [scroll x v] to (x_player)\n set [scroll y v] to (y_player)\n set [xv v] to [0]\n set [yv v] to [0]\n set [time_jump v] to [0]\n set [boost v] to [1.5]\n set [zoom v] to [15]\nelse\n set [game v] to [play]\n set [x_player v] to [240]\n set [y_player v] to [-100]\n set [scroll x v] to (x_player)\n set [scroll y v] to (y_player)\n set [xv v] to [0]\n set [yv v] to [15]\n set [time_jump v] to [0]\n set [boost v] to [1.5]\nend\n\ndefine position\ngo to x: (round (((x_player) - (Scroll X)) - (120))) y: (round (((y_player) - (Scroll Y)) + (50)))\n\nwhen I receive [start v]\nset [ghost v] effect to (100)\nset [game v] to [transition]\nset [x_player v] to [120]\nset [y_player v] to [415]\nset [scroll x v] to (x_player)\nset [scroll y v] to (y_player)\nposition\nwait (0.1) seconds\nbroadcast (tick v)\nrepeat until <(round ((ZOOM) / (10))) = [10]>\n change [zoom v] by (((100) - (ZOOM)) / (8))\nend\nset [game v] to [play]\nset [xv v] to [0]\nset [yv v] to [20]\nrepeat until <(size) = [60]>\n change size by (((60) - (size)) / (4))\n change [ghost v] effect by (-5)\nend\nrepeat (10)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [checkpoint 1 v]\nchange [checkpoint v] by (1)\nset [x_player v] to [240]\nset [y_player v] to [0]\nset [scroll x v] to (x_player)\nset [scroll y v] to (y_player)\nset [xv v] to [0]\nset [yv v] to [0]\nset [time_jump v] to [0]\n\nwhen I receive [pp start v]\nforever\n reset\n broadcast (tick v)\n wait (0.05) seconds\n if <(Checkpoint) = [0]> then\n broadcast (menu v)\n end\n position\n set [ghost v] effect to (0)\n repeat until <<(Scroll Y) < ((ZOOM) * (-10))> or <<(Game) = [die]> or <(Game) = [win]>>>\n Tick\n end\n if <(Game) = [die]> then\n set [ghost v] effect to (0)\n repeat (3)\n repeat (3)\n change [ghost v] effect by (-20)\n end\n repeat (3)\n change [ghost v] effect by (20)\n end\n end\n repeat (2)\n change [ghost v] effect by (20)\n end\n end\nend\n\n@TK\n\nwhen I receive [tick v]\nposition (((x) / ((100) / (ZOOM))) - (Scroll X)) (((y) / ((100) / (ZOOM))) - (Scroll Y))\n\ndefine clone (x) (y) (costume)\nset [costume v] to (costume)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nchange [x v] by (1000)\n\ndefine position (x) (y)\nswitch costume to (/ v)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(x) < [2000]> then\n show\n end\nelse\n hide\nend\nif <<(Game) = [menu]> or <(Game) = [message]>> then\n switch costume to (join (costume) [-menu])\nelse\n switch costume to (join (costume) (join [-] [play]))\nend\nset size to (ZOOM) %\n\nwhen I receive [pp start v]\ngo to x: (0) y: (0)\nclone [0] [250] [T]\nclone [350] [250] [H]\nclone [700] [250] [A]\nclone [1050] [250] [N]\nclone [1400] [250] [K]\nclone [200] [-250] [Y]\nclone [600] [-250] [O]\nclone [1000] [-250] [U]\nclone [1400] [-250] [!]\n\n@Flag\n\nwhen I receive [tick v]\nposition (((x) / ((100) / (ZOOM))) - (Scroll X)) (((y) / ((100) / (ZOOM))) - (Scroll Y))\nset size to (ZOOM) %\n\ndefine clone (x) (y)\nchange [id v] by (1)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nchange [x v] by (1000)\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(x) < [2000]> then\n show\n end\nelse\n hide\nend\n\nwhen I receive [menu v]\nswitch costume to (1 v)\nset [ghost v] effect to (0)\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [pp start v]\nset [id v] to [0]\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nclone [-100] [420]\nclone [1500] [180]\nclone [90] [-80]\nclone [1420] [-85]\n\nwhen I start as a clone\nforever\n if <(Game) = [play]> then\n if <<(id) = [2]> and <touching (player v)?>> then\n point in direction (90)\n repeat until <(round (direction)) = [60]>\n turn left (((direction) - (60)) / (2)) degrees\n end\n repeat until <(round (direction)) = [90]>\n turn left (((direction) - (90)) / (2)) degrees\n end\n broadcast (checkpoint 1 v)\n wait until <not <<(id) = [2]> and <touching (player v)?>>>\n end\n if <<(id) = [4]> and <touching (player v)?>> then\n point in direction (90)\n repeat until <(round (direction)) = [60]>\n turn left (((direction) - (60)) / (2)) degrees\n end\n repeat until <(round (direction)) = [90]>\n turn left (((direction) - (90)) / (2)) degrees\n end\n broadcast (WIN v)\n wait (3) seconds\n set [game v] to [win]\n set [checkpoint v] to [0]\n wait until <not <<(id) = [4]> and <touching (player v)?>>>\n end\n end\nend\n\n@spikes\n\nwhen I receive [tick v]\nposition (((x) / ((100) / (ZOOM))) - (Scroll X)) (((y) / ((100) / (ZOOM))) - (Scroll Y))\n\ndefine clone (x) (y) (direction)\nset [direction v] to (direction)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nchange [x v] by (2000)\nchange [id v] by (1)\n\ndefine position (x) (y)\nswitch costume to (/ v)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(x) < [2000]> then\n show\n end\nelse\n hide\nend\nif <(Game) = [menu]> then\n hide\nend\nset size to (ZOOM) %\npoint in direction (direction)\nswitch costume to (spike v)\n\nwhen I receive [menu v]\nwait (0.5) seconds\nset [ghost v] effect to (100)\n\nwhen I receive [start v]\nwait (0.3) seconds\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\nwhen I receive [pp start v]\nset [id v] to [1]\ngo to x: (0) y: (0)\nclone [200] [330] [-90]\nclone [150] [375] [90]\nclone [520] [330] [10]\nclone [700] [443] [-2]\nclone [860] [152] [70]\nclone [882] [280] [-90]\nclone [1140] [442] [0]\nclone [1220] [341] [0]\nclone [1510] [428] [5]\nclone [1620] [315] [0]\nclone [440] [-145] [-60]\nclone [598] [-60] [0]\nclone [760] [-145] [60]\n\nwhen I start as a clone\nswitch costume to (spike v)\nforever\n if <(id) = [12]> then\n repeat (20)\n change [x v] by (1.2)\n change [direction v] by (0.4)\n end\n repeat (40)\n change [x v] by (-1.2)\n change [direction v] by (-0.4)\n end\n repeat (20)\n change [x v] by (1.2)\n change [direction v] by (0.4)\n end\n end\nend\n\n@buttons\n\nwhen I receive [pp start v]\nforever\n wait until <(Game) = [menu]>\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (0.5) seconds\n switch costume to (play v)\n repeat (9)\n change [ghost v] effect by (-10)\n end\n wait until <not <mouse down?>>\n repeat until <not <(Game) = [menu]>>\n if <(distance to [mouse-pointer v]) < [60]> then\n change size by (((120) - (size)) / (4))\n if <mouse down?> then\n broadcast (start v)\n repeat (5)\n change [ghost v] effect by (20)\n end\n end\n end\n change size by (((100) - (size)) / (4))\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (-150)\nset [ghost v] effect to (100)\n\nwhen I receive [pp start v]\nforever\n wait until <(Game) = [message]>\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (0.4) seconds\n switch costume to (exit v)\n repeat (9)\n change [ghost v] effect by (-10)\n end\n wait until <not <mouse down?>>\n repeat until <not <(Game) = [message]>>\n if <(distance to [mouse-pointer v]) < [60]> then\n change size by (((120) - (size)) / (4))\n if <mouse down?> then\n broadcast (menu v)\n repeat (5)\n change [ghost v] effect by (20)\n end\n end\n end\n change size by (((100) - (size)) / (4))\n end\nend\n\n@Moving shape\n\nwhen I receive [tick v]\nposition (((x) / ((100) / (ZOOM))) - (Scroll X)) (((y) / ((100) / (ZOOM))) - (Scroll Y))\nset size to (ZOOM) %\nswitch costume to (join (costume) (join [-] (Game)))\n\ndefine clone (x) (y) (costume)\nset [costume v] to (costume)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nchange [x v] by (1000)\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <(Game) = [play]> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n if <(x) < [2000]> then\n show\n end\n else\n hide\n end\nelse\n hide\nend\n\nwhen I start as a clone\nforever\n repeat until <(round (x)) = [1200]>\n change [x v] by (-2)\n end\n repeat until <(round (x)) = [1300]>\n change [x v] by (2)\n end\nend\n\nwhen I receive [pp start v]\ngo to x: (0) y: (0)\nclone [1300] [-150] [!]\n\n@lava\n\nwhen I receive [tick v]\nposition (((x) / ((100) / (ZOOM))) - (Scroll X)) (((((([sin v] of (((timer) + (id)) * (50)) ) * (1)) - ((id) * (10))) + (y)) / ((100) / (ZOOM))) - (Scroll Y))\n\ndefine clone (x) (y)\nset [cos v] to [1]\nset [x v] to (x)\nset [y v] to (y)\nrepeat (3)\n change [id v] by (1)\n create clone of (_myself_ v)\n change [cos v] by (1)\nend\nchange [x v] by (1000)\n\ndefine position (x) (y)\nswitch costume to (/ v)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(x) < [2000]> then\n show\n end\nelse\n hide\nend\nif <<(Game) = [menu]> or <(Game) = [message]>> then\n hide\nend\nset size to (ZOOM) %\nswitch costume to (cos)\n\nwhen I receive [menu v]\nset [ghost v] effect to (20)\n\nwhen I receive [start v]\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [pp start v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (20)\nset [id v] to [0]\nclone [328] [290]\nclone [1080] [330]\nclone [1380] [400]\nclone [220] [-60]\nclone [1010] [-140]\n\nwhen I start as a clone\nswitch costume to (cos)\nwait ((id) / (10)) seconds\nforever\n repeat (15)\n change [y v] by (1)\n end\n repeat (15)\n change [y v] by (-1)\n end\nend\n\n@Text\n\nwhen I receive [tick v]\nposition (((x) / ((100) / (ZOOM))) - (Scroll X)) (((y) / ((100) / (ZOOM))) - (Scroll Y))\nswitch costume to (id)\ngo to [front v] layer\n\ndefine clone (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nchange [x v] by (2000)\nchange [id v] by (1)\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(x) < [2000]> then\n show\n end\nelse\n hide\nend\n\nwhen I receive [checkpoint 1 v]\nwait (0.5) seconds\nif <(id) = [1]> then\n set size to (100) %\n repeat (8)\n change size by (1)\n change [ghost v] effect by (-10)\n change [y v] by (1)\n end\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\nwhen I receive [pp start v]\ngo to x: (0) y: (0)\nset [id v] to [1]\nset size to (100) %\nset [ghost v] effect to (100)\nclone [90] [30]\nclone [1420] [-120]\n\nwhen I receive [win v]\nif <(id) = [2]> then\n set size to (100) %\n repeat until <(size) = [120]>\n change [ghost v] effect by (-10)\n change size by (((120) - (size)) / (2))\n end\n repeat until <(size) = [80]>\n change size by (((100) - (size)) / (3))\n end\nend\n\nwhen I receive [menu v]\nwait (0.5) seconds\nset [ghost v] effect to (100)\n\n@message\n\nwhen flag clicked\ngo to x: (200) y: (-140)\nset [ghost v] effect to (100)\nswitch costume to (1 v)\nset size to (28) %\n\nwhen I receive [menu v]\nif <(Game) = [message]> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n switch costume to (/ v)\n stop [other scripts in sprite v]\n set [game v] to [menu]\nelse\n repeat (9)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nforever\n if <<<mouse down?> and <(distance to [mouse-pointer v]) < [20]>> and <(Game) = [menu]>> then\n stop [other scripts in sprite v]\n switch costume to (2 v)\n broadcast (message v)\n set [game v] to [message]\n repeat until <<<(round (x position)) = [0]> and <(round (y position)) = [0]>> and <(round (size)) = [140]>>\n change x by (((0) - (x position)) / (3))\n change y by (((0) - (y position)) / (3))\n change size by (((140) - (size)) / (6))\n end\n wait until <(Game) = [message]>\n wait until <(Game) = [menu]>\n end\nend\n\nwhen I receive [menu v]\nforever\n if <(distance to [mouse-pointer v]) > [20]> then\n repeat until <(size) = [23]>\n change size by (((23) - (size)) / (6))\n end\n repeat until <(size) = [20]>\n change size by (((20) - (size)) / (6))\n end\n end\nend\n\n@detect\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to (mouse-pointer v)\n if <touching (message v)?> then\n set [click_mod v] to [message]\n else\n if <not <mouse down?>> then\n if <([costume name v] of [buttons v]) = [click to start]> then\n set [click_mod v] to [start]\n else\n set [click_mod v] to [quit_message]\n end\n end\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (0)\nwait (1.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (PP start v)\nforever\n go to x: (0) y: (0)\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nset volume to (40) %\nforever\n play sound [\[Drumstep\] - Tristam \[Mpgun v] until done\nend\n\n@lava_bubble\n\nwhen I receive [tick v]\nposition (((x) / ((100) / (ZOOM))) - (Scroll X)) (((y) / ((100) / (ZOOM))) - (Scroll Y))\ngo to [back v] layer\n\ndefine clone (x) (y)\nswitch costume to (1 v)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nchange [x v] by (1000)\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(x) < [2000]> then\n show\n end\nelse\n hide\nend\nif <<(Game) = [menu]> or <(Game) = [message]>> then\n hide\nend\n\nwhen I receive [pp start v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (20)\nset [id v] to [0]\nclone [350] [330]\nclone [1060] [340]\nclone [1390] [380]\nclone [220] [-100]\nclone [1010] [-210]\nchange [id v] by (1)\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nif <(id) = [0]> then\n forever\n if <(Game) = [play]> then\n wait (pick random (0.2) to (2)) seconds\n repeat (pick random (1) to (4))\n change [id v] by (1)\n set size to (pick random (25) to (55)) %\n create clone of (_myself_ v)\n wait (pick random (0.05) to (0.2)) seconds\n end\n end\n end\nelse\n switch costume to (pick random (1) to (3))\n change [x v] by (pick random (-15) to (15))\n set [ghost v] effect to (pick random (20) to (40))\n broadcast (tick v)\n repeat (30)\n change size by (1)\n change [y v] by (3)\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\n
Hi ! This is just a little game for my 3k followers \n\n    ||| Thank you soo much guys |||\n\n> WASD or arrow keys to move\n\n> Don't touch red (lava or spikes)\n\n> Try to reach the next flag\n\n         Good Luck !
Rainy Day ~ A Multiplayer Scrolling Platformer
@Stage\n\nwhen [m v] key pressed\nshow variable [mouse x,y v]\nset [mouse x,y v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\n\nwhen flag clicked\nforever\n play sound [Orbit - Corbyn Kites v] until done\nend\n\n@Player\n\nwhen I receive [play game v]\nset [connected? v] to [0]\n\ndefine Position\nbroadcast (nexxxxtttttttt v)\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [green flag v]\nhide\n\ndefine Change Player x by (sx)\npoint in direction (90)\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 <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Game On\nset [y v] to [0]\nset [x v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [ghost v] effect to (0)\nset size to (100) %\n\ndefine Test - Die\nif <touching (saws2 v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\nend\nif <touching (saws v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\nend\n\ndefine Game - Die\nset [exit v] to []\nstart sound [Hurt v]\n\ndefine Game - Win\nbroadcast (xd v)\nchange [level v] by (1)\ngo to (exit v)\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 (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <(x) < [-220]> then\n set [x v] to [-220]\nend\n\nwhen flag clicked\nhide\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (Connecting v)\nbroadcast (Setup Others v) and wait\nbroadcast (Join Game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (Connected v)\n start sound [Connect v]\nelse\n broadcast (Full v)\n start sound [Disconnect v]\nend\nbroadcast (Begin v)\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 [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine 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 Words) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\nwhen I receive [connected v]\nset [connected? v] to [1]\nshow\n\nwhen I receive [connecting v]\nhide\n\nwhen I receive [play game v]\nforever\n if <(Connected?) = [1]> then\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\n end\nend\n\nwhen I receive [connected v]\nset [level v] to [1]\n\n@Others\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\nwhen I receive [setup others v]\nsetup players\n\ndefine setup players\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\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 [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 Tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nif <(names) = [1]> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to (((value) - (SCROLL Y)) + (8))\nvalue = read from encoded\nbroadcast (Decode Chat v)\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\ndefine Decode Chat (chat)\nif <(chat) = [1]> then\n say [Hi!] for (2) seconds\nelse\n if <(chat) = [2]> then\n say [Bye!] for (2) seconds\n else\n if <(chat) = [3]> then\n say [Yes] for (2) seconds\n else\n if <(chat) = [4]> then\n say [Help Please!] for (2) seconds\n else\n if <(chat) = [5]> then\n say [No] for (2) seconds\n else\n if <(chat) = [6]> then\n say [This Way!] for (2) seconds\n else\n if <(chat) = [7]> then\n say [Lol!] for (2) seconds\n else\n if <(chat) = [8]> then\n say [I Am Lagging :\(] for (2) seconds\n else\n if <(chat) = [9]> then\n say [Got To Go!] for (2) seconds\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode Chat (value)\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 1 3 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 1 5 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 1 10 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 1 12 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [6]> then\n switch costume to (level 1 15 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n repeat (2)\n switch costume to (costume1 v)\n Clone at x: [480] y: [0]\n end\n else\n if <(LEVEL) = [7]> then\n switch costume to (level 1 17 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [8]> then\n switch costume to (level 1 21 v)\n broadcast (winnnn v)\n end\n end\n end\n end\n end\n end\n end\nend\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\n@Landscape\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 1 3 v)\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 1 4 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 1 8 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 1 11 v)\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [6]> then\n switch costume to (level 1 14 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [7]> then\n switch costume to (level 1 16 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [8]> then\n switch costume to (level 1 16 v)\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\n@Saws\n\nwhen I receive [green flag v]\nhide variable [mouse v]\nhide\n\nwhen I receive [tick v]\nturn right (10) degrees\nPosition ((Saws: x) - (SCROLL X)) ((Saws: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [saws: x v] to [0]\nset [saws: y v] to [0]\nif <(LEVEL) = [2]> then\n Clone at x: [300] y: [-6]\nelse\n if <(LEVEL) = [3]> then\n Clone at x: [400] y: [75]\n Clone at x: [600] y: [75]\n else\n if <(LEVEL) = [4]> then\n Clone at x: [876] y: [92]\n Clone at x: [1029] y: [92]\n else\n if <(LEVEL) = [6]> then\n Clone at x: [248] y: [81]\n else\n if <(LEVEL) = [7]> then\n Clone at x: [266] y: [-48]\n Clone at x: [695] y: [-48]\n end\n end\n end\n end\nend\nset [saws: x v] to [-999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [saws: x v] to (x)\nset [saws: y v] to (y)\ncreate clone of (_myself_ v)\n\nClone at x: [340] y: [27]\nClone at x: [530] y: [27]\nClone at x: [786] y: [27]\nClone at x: [1124] y: [27]\nClone at x: [1331] y: [245]\nClone at x: [1065] y: [345]\nClone at x: [825] y: [272]\nClone at x: [392] y: [245]\nClone at x: [197] y: [335]\n\nClone at x: [631] y: [11]\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nswitch costume to (open v)\nPosition ((Exit: x) - (SCROLL X)) ((Exit: y) - (SCROLL Y))\nif <<touching (player v)?> and <(costume [number v]) = [1]>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [exit: x v] to [0]\nset [exit: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [602] y: [28]\nelse\n if <(LEVEL) = [2]> then\n Clone at x: [608] y: [120]\n else\n if <(LEVEL) = [3]> then\n Clone at x: [1147] y: [28]\n else\n if <(LEVEL) = [4]> then\n Clone at x: [1212] y: [130]\n else\n if <(LEVEL) = [5]> then\n Clone at x: [873] y: [28]\n else\n if <(LEVEL) = [6]> then\n Clone at x: [1153] y: [28]\n else\n if <(LEVEL) = [7]> then\n Clone at x: [1134] y: [28]\n else\n if <(LEVEL) = [8]> then\n Clone at x: [09999999999] y: [99999999]\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [exit: x v] to (x)\nset [exit: y v] to (y)\n\n@Joining\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [connecting v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [connected v]\ngo [forward v] (1322) layers\nstart sound [Connect v]\nswitch costume to (connected v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [full v]\nswitch costume to (full v)\nshow\n\n@Loading\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo [forward v] (213) layers\nset size to (100) %\nshow\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (-50)\n\nwhen I receive [connecting v]\nrepeat (30)\n wait (0.3) seconds\n next costume\nend\n\nwhen I receive [connected v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@TB\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n@Report Detector\n\nwhen flag clicked\ngo to x: (5) y: (-53)\nforever\n set [report v] to <<mouse down?> and <touching (mouse-pointer v)?>>\n if <(report) = [true]> then\n wait (0.2) seconds\n if <(report) = [true]> then\n change [☁ reported? v] by (1)\n stop [this script v]\n end\n end\nend\n\n@Mouse\n\nwhen I receive [ticc v]\nif <(Clone) = []> then\n set [ghost v] effect to (100)\n go to [front v] layer\n go [backward v] (9999) layers\n if <mouse down?> then\n change size by (15)\n turn right (14) degrees\n end\n change size by (((100) - (size)) / (5))\n change x by (((mouse x) - (x position)) / (3))\n change y by (((mouse y) - (y position)) / (3))\n turn right (X Changed) degrees\n set [x changed v] to ((x position) - (X))\n turn right (1) degrees\nend\n\ndefine Particles\nset [clone v] to [Particles]\nrepeat (15)\n create clone of (_myself_ v)\nend\nset [clone v] to []\nhide\n\nwhen I start as a clone\nif <(Clone) = [Particles]> then\n switch costume to (mouse v)\n set size to (pick random (0) to (75)) %\n set [ghost v] effect to (pick random (0) to (15))\n set [brightness v] effect to (pick random (-25) to (50))\n set [color v] effect to (pick random (-5) to (0))\n go to (player v)\n point in direction (pick random (0) to (360))\n set [v v] to (pick random (5) to (7))\n set [i v] to (pick random (2) to (5))\n go to [front v] layer\n show\n repeat until <(y position) < [-115]>\n move (V) steps\n change size by ((V) / (2.5))\n change y by (I)\n change [i v] by (-.7)\n set [v v] to ((V) * (.9))\n change [ghost v] effect by (2.5)\n end\n repeat (20)\n change [ghost v] effect by (5)\n move (V) steps\n change y by (I)\n change [i v] by (-.7)\n set [v v] to ((V) * (.9))\n end\n delete this clone\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n set [x v] to (x position)\nend\n\nwhen I receive [xd v]\nParticles\n\n@Rain\n\nwhen flag clicked\nshow\nforever\n repeat (10)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n end\n go to [back v] layer\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\ngo to x: (pick random (-240) to (240)) y: (184)\nglide (pick random (0.005) to (2)) secs to x: (x position) y: (-200)\ndelete this clone\n\nwhen I receive [no rain v]\nhide\n\n@Saws2\n\nwhen I receive [green flag v]\nhide variable [mouse v]\nhide\n\nwhen I receive [tick v]\nPosition ((Saws: x) - (SCROLL X)) ((Saws: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [saws: x v] to [0]\nset [saws: y v] to [0]\nif <(LEVEL) = [4]> then\n Clone at x: [300] y: [0]\n Clone at x: [546] y: [43]\nelse\n if <(LEVEL) = [5]> then\n Clone at x: [522] y: [-7]\n Clone at x: [572] y: [-7]\n Clone at x: [670] y: [-7]\n Clone at x: [720] y: [-7]\n else\n if <(LEVEL) = [6]> then\n Clone at x: [627] y: [-7]\n Clone at x: [727] y: [-7]\n else\n if <(LEVEL) = [7]> then\n Clone at x: [836] y: [-7]\n Clone at x: [936] y: [-7]\n end\n end\n end\nend\nset [saws: x v] to [-999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [saws: x v] to (x)\nset [saws: y v] to (y)\ncreate clone of (_myself_ v)\n\nClone at x: [340] y: [27]\nClone at x: [530] y: [27]\nClone at x: [786] y: [27]\nClone at x: [1124] y: [27]\nClone at x: [1331] y: [245]\nClone at x: [1065] y: [345]\nClone at x: [825] y: [272]\nClone at x: [392] y: [245]\nClone at x: [197] y: [335]\n\nClone at x: [631] y: [11]\n\n@clouds\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (2.5) to (3.5)) seconds\nend\n\nwhen I start as a clone\nshow\ngo [backward v] (1) layers\nset size to (pick random (50) to (70)) %\nswitch costume to (pick random (1) to (3))\nset [ghost v] effect to (pick random (30) to (45))\nset [cloud side v] to (pick random (1) to (2))\nif <(Cloud side) = [1]> then\n go to x: (246) y: (pick random (140) to (80))\n repeat until <(x position) < [-243]>\n change x by ((0) - (pick random (0.5) to (2)))\n end\nelse\n go to x: (-246) y: (pick random (140) to (80))\n repeat until <(x position) > [243]>\n change x by (pick random (0.5) to (2))\n end\nend\ndelete this clone\n\nwhen I receive [no rain v]\nhide\n\n@Sprite1\n\ndefine Edit\nif <not <<[type v] contains [1]?> or <[10] < (length of [pyv v])>>> then\n if <mouse down?> then\n add (pick random (3) to (4)) to [particles v]\n add (mouse x) to [px v]\n add [-190] to [py v]\n add (pick random (-2) to (2)) to [pxv v]\n add [7] to [pyv v]\n add [1] to [type v]\n Random colour\n else\n add (pick random (3) to (4)) to [particles v]\n add (pick random (-200) to (200)) to [px v]\n add [-190] to [py v]\n add (pick random (-2) to (2)) to [pxv v]\n add [11] to [pyv v]\n add [1] to [type v]\n Random colour\n end\nend\nset [iterate v] to [0]\nrepeat (length of [particles v])\n change [iterate v] by (1)\n replace item (iterate) of [px v] with ((item (iterate) of [px v]) + (item (iterate) of [pxv v]))\n replace item (iterate) of [py v] with ((item (iterate) of [py v]) + (item (iterate) of [pyv v]))\n replace item (iterate) of [pxv v] with ((0) + ((item (iterate) of [pxv v]) * (0.99)))\n replace item (iterate) of [pyv v] with ((-0.05) + ((item (iterate) of [pyv v]) * (0.99)))\n replace item (iterate) of [particles v] with ((item (iterate) of [particles v]) + (0.2))\n if <[10] < (item (iterate) of [particles v])> then\n delete (iterate) of [particles v]\n delete (iterate) of [px v]\n delete (iterate) of [py v]\n delete (iterate) of [pxv v]\n delete (iterate) of [pyv v]\n delete (iterate) of [type v]\n delete (iterate) of [colour v]\n else\n if <[7] < (item (iterate) of [particles v])> then\n if <[1] = (item (iterate) of [type v])> then\n replace item (iterate) of [type v] with [0]\n repeat (50)\n add (pick random (2) to (-2)) to [particles v]\n add (item (iterate) of [px v]) to [px v]\n add (item (iterate) of [py v]) to [py v]\n add (([sin v] of (pick random (1) to (360)) ) * (pick random (-5) to (5))) to [pxv v]\n add ((3) + (([cos v] of (pick random (1) to (360)) ) * (pick random (-5) to (5)))) to [pyv v]\n add [0] to [type v]\n add (item (iterate) of [colour v]) to [colour v]\n end\n end\n end\n end\n if <(item (iterate) of [py v]) < [-200]> then\n delete (iterate) of [particles v]\n delete (iterate) of [px v]\n delete (iterate) of [py v]\n delete (iterate) of [pxv v]\n delete (iterate) of [pyv v]\n delete (iterate) of [type v]\n delete (iterate) of [colour v]\n end\nend\n\ndefine Render\ngo to x: (0) y: (0)\nset [ghost v] effect to (88)\nstamp\nset [iterate v] to [0]\nrepeat (length of [particles v])\n change [iterate v] by (1)\n set pen color to (join [0x] (item (iterate) of [colour v]))\n if <(item (iterate) of [particles v]) < [9]> then\n if <[5] < (item (iterate) of [particles v])> then\n if <(item (iterate) of [type v]) = [1]> then\n set pen color to (join [0x] (item (iterate) of [colour v]))\n else\n set pen color to (join (join [0x] (join (round ((14) - ((item (iterate) of [particles v]) * (1.6)))) [1])) (item (iterate) of [colour v]))\n end\n end\n set pen size to (1)\n go to x: (item (iterate) of [px v]) y: (item (iterate) of [py v])\n pen down\n if <(item (iterate) of [type v]) = [1]> then\n set pen size to (((12) + (item (iterate) of [particles v])) / (4))\n else\n set pen size to (item (iterate) of [particles v])\n end\n go to x: ((item (iterate) of [pxv v]) + (item (iterate) of [px v])) y: ((item (iterate) of [pyv v]) + (item (iterate) of [py v]))\n pen up\n end\n go to x: (item (iterate) of [px v]) y: (item (iterate) of [py v])\n if <<[7] < (item (iterate) of [particles v])> or <<(item (iterate) of [particles v]) < [3]> or <[1] = (item (iterate) of [type v])>>> then\n repeat (pick random (1) to (pick random (1) to (2)))\n set pen size to (pick random (pick random (1) to (20)) to (pick random (120) to (90)))\n set pen color to (join [0x] (join [03] (item (iterate) of [colour v])))\n if <(item (iterate) of [particles v]) < [3]> then\n set pen color to (join [0x] (join [02] (item (iterate) of [colour v])))\n end\n pen down\n pen up\n end\n if <[1] = (item (iterate) of [type v])> then\n repeat (3)\n set pen size to (pick random (item (iterate) of [particles v]) to (((item (iterate) of [particles v]) - (3)) * (30)))\n set pen color to (join (join [0x0] (letter (round ((5) + (item (iterate) of [particles v]))) of [0123456789ABCDEF])) (item (iterate) of [colour v]))\n pen down\n pen up\n end\n end\n end\nend\n\ndefine Random colour\nif <(pick random (1) to (3)) = [1]> then\n add (join [FF] (join (join (letter (pick random (10) to (16)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])) (join (letter (pick random (1) to (5)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])))) to [colour v]\nelse\n if <(pick random (1) to (2)) = [1]> then\n add (join (join (letter (pick random (1) to (5)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])) (join [FF] (join (letter (pick random (10) to (16)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])))) to [colour v]\n else\n add (join (join (letter (pick random (10) to (16)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])) (join (join (letter (pick random (1) to (5)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])) [FF])) to [colour v]\n end\nend\n\nwhen I receive [winnnn v]\nset rotation style [don't rotate v]\nhide\ndelete (all) of [particles v]\ndelete (all) of [px v]\ndelete (all) of [py v]\ndelete (all) of [pxv v]\ndelete (all) of [pyv v]\ndelete (all) of [type v]\ndelete (all) of [colour v]\nforever\n Render\n Edit\nend\n\nwhen flag clicked\nerase all\n\n
STORY:\n\nIt's a peaceful day. What a nice day to go outside. If you like it, don’t forget to love, fave, and follow!\n\n#game #games #platformer #platformers #sfff #trending #earth #uboiscratch #mobilefriendly #friendly #mobile #natural #peaceful #rain #rainy #rainyday #day #multiplayer #scrolling #scrollingplatformer #multiplayerscrollingplatformer
Sketched - A Platformer
@Stage\n\nwhen [s v] key pressed\nbroadcast (NEXT LEVEL v)\n\nwhen [r v] key pressed\nbroadcast (RESET v)\n\n@Thumnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n@Player\n\nwhen flag clicked\ngo to x: (-210) y: (0)\npoint in direction (0)\nclear graphic effects\nset size to (100) %\nset [controls v] to [ON]\n\nwhen flag clicked\nforever\n if <(CONTROLS) = [ON]> then\n change [y v] by (-1)\n change y by (Y)\n if <touching color (#000000)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n repeat until <not <(Y) = [0]>>\n change y by (-1)\n if <touching color (#000000)?> then\n change y by (1)\n if then\n set [y v] to [11]\n end\n else\n set [y v] to [-1]\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [x v] to [0]\nforever\n if <(CONTROLS) = [ON]> then\n if < or <key (a v) pressed?>> then\n change [x v] by (-0.9)\n end\n if < or <key (d v) pressed?>> then\n change [x v] by (0.9)\n end\n set [x v] to ((X) * (0.87))\n change x by (X)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (-10)\n change x by ((X) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-210) y: (0)\npoint in direction (0)\nclear graphic effects\nset size to (100) %\nset [controls v] to [ON]\n\nwhen I receive [reset v]\ngo to x: (-210) y: (0)\npoint in direction (0)\nclear graphic effects\nset size to (100) %\nset [controls v] to [ON]\n\nwhen I receive [go to door v]\nset [controls v] to [OFF]\nset [x v] to [0]\nset [y v] to [0]\nglide (0.6) secs to x: ([x position v] of [door v]) y: (([y position v] of [door v]) - (6))\n\nwhen flag clicked\nforever\n if <(y position) < [-200]> then\n broadcast (RESET v)\n end\nend\n\n@Level\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (1 v)\nset [brightness v] effect to (10)\nforever\n if <touching (player v)?> then\n broadcast (RESET v)\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Door\n\nwhen flag clicked\nshow\ngo to [back v] layer\nset [level v] to [1]\nswitch costume to (closed v)\ngo to x: (190) y: (-72)\nforever\n set [controls v] to [ON]\n if <touching (player v)?> then\n set [controls v] to [OFF]\n switch costume to (open v)\n broadcast (GO TO DOOR v)\n wait (0.1) seconds\n switch costume to (open v)\n wait (1) seconds\n switch costume to (closed v)\n broadcast (NEXT LEVEL v)\n end\nend\n\nwhen I receive [next level v]\nshow\nchange [level v] by (1)\nif <(LEVEL) = [2]> then\n go to x: (188) y: (-26)\nelse\n if <(LEVEL) = [3]> then\n go to x: (188) y: (10)\n else\n if <(LEVEL) = [4]> then\n go to x: (190) y: (-72)\n else\n if <(LEVEL) = [5]> then\n go to x: (190) y: (-72)\n else\n if <(LEVEL) = [6]> then\n go to x: (190) y: (-72)\n else\n if <(LEVEL) = [7]> then\n go to x: (190) y: (-72)\n else\n if <(LEVEL) = [8]> then\n go to x: (190) y: (-72)\n else\n if <(LEVEL) = [9]> then\n go to x: (190) y: (-72)\n else\n if <(LEVEL) = [10]> then\n go to x: (190) y: (81)\n else\n if <(LEVEL) = [11]> then\n go to x: (190) y: (-5)\n else\n if <(LEVEL) = [12]> then\n go to x: (190) y: (146)\n else\n if <(LEVEL) = [13]> then\n go to x: (168) y: (146)\n else\n if <(LEVEL) = [14]> then\n go to x: (204) y: (-87)\n else\n if <(LEVEL) = [15]> then\n go to x: (204) y: (-87)\n else\n if <(LEVEL) = [16]> then\n go to x: (204) y: (135)\n else\n if <(LEVEL) = [17]> then\n go to x: (204) y: (135)\n else\n if <(LEVEL) = [18]> then\n go to x: (191) y: (-26)\n else\n if <(LEVEL) = [19]> then\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\n end\n end\n end\n end\n end\nend\n\n@PEN\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\npen up\nset pen color to (#000000)\nset pen size to (3)\nforever\n if <[8] < (LEVEL)> then\n if <(CONTROLS) = [ON]> then\n if <mouse down?> then\n go to (mouse-pointer v)\n pen down\n else\n pen up\n end\n end\n end\nend\n\nwhen I receive [next level v]\nerase all\n\nwhen I receive [reset v]\nerase all\n\nwhen flag clicked\nerase all\n\n
▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️CONTROLS▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️\nCOMPUTER/KEYBOARD: Arrow Keys or WASD to Move\n▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️▪️\n\n PLEASE ENJOY! On the level with the huge gap, you can start using the pen to draw your own level!\n\nAll Levels are 100% Possible!\n\nNotes:\n\n- R to Reset Pen and bring the player back to the start of the level\n\n- S to skip a level if you can't get past it\n\n- Draw right under the player and draw up to move the player straight up
Painted | A Scrolling Platformer | Mobile Friendly
@Stage\n\nwhen [m v] key pressed\n\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\n\nwhen flag clicked\nforever\n play sound [Panda Eyes - Nostalgia 64 v] until done\nend\n\[email protected] Helper\n\n@Circle\n\nwhen flag clicked\nbroadcast (the fact that the green flag was clicked v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [the fact that the green flag was clicked v]\nhide\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Game On\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nset [color v] effect to (0)\nshow\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < ((x) - (SCROLL X))>>>> 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) - (SCROLL X))>>>> then\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n change player x by (round (sx))\nend\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y) - (SCROLL Y))>>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nchange [color v] effect by (0)\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nchange player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (penguins 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 (penguins v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (penguins 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) - (SCROLL Y))>>>> then\n if <(sx) > [0]> then\n set [sx v] to [-20]\n else\n set [sx v] to [20]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (penguins v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nchange [x v] by (-8)\n\nchange [x v] by (8)\n\ndefine Game - Die\nset [exit v] to []\nrepeat (3)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine Test - Die\nif <touching (potatoes v)?> then\n set [exit v] to [die]\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (doorknob v)\n turn right (65) degrees\n move ((distance to [doorknob 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\ngo to [front v] layer\n\nset [scroll y v] to [0]\n\nforever\n\n@Penguins\n\nwhen I receive [the fact that the green flag was clicked v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2-1 v)\n clone at x: [0] y: [325]\n clone at x: [360] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3-1 v)\n clone at x: [0] y: [360]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4-1 v)\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [1] y: [150]\n clone at x: [100] y: [150]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5-1 v)\n clone at x: [360] y: [100]\n else\n if <(LEVEL) = [6]> then\n switch costume to (level 6-1 v)\n end\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nshow\n\nclone at x: [0] y: [360]\n\nclone at x: [360] y: [0]\nclone at x: [1] y: [150]\nclone at x: [100] y: [150]\n\nclone at x: [360] y: [100]\n\n@Potatoes\n\nwhen I receive [the fact that the green flag was clicked v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2-1 v)\n clone at x: [0] y: [325]\n clone at x: [360] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3-1 v)\n clone at x: [0] y: [360]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4-1 v)\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [1] y: [150]\n clone at x: [100] y: [150]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5-1 v)\n clone at x: [360] y: [100]\n else\n if <(LEVEL) = [6]> then\n switch costume to (level 6-1 v)\n end\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nshow\n\nclone at x: [360] y: [100]\n\n@Squares\n\nwhen flag clicked\n\nwhen I receive [the fact that the green flag was clicked v]\nhide\n\nshow\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (circle v)?> then\n change [collected v] by (1)\n if <(COLLECTED) = (COLLECTED MAX)> then\n broadcast (Open Portal v)\n end\n delete this clone\nend\n\nwhen I receive [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 (1 v)\n clone at x: [168] y: [50]\n clone at x: [370] y: [90]\n clone at x: [617] y: [16]\n clone at x: [773] y: [22]\n clone at x: [807] y: [107]\n clone at x: [885] y: [16]\n clone at x: [1192] y: [75]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (1 v)\n clone at x: [-28] y: [58]\n clone at x: [-116] y: [104]\n clone at x: [54] y: [143]\n clone at x: [-126] y: [215]\n clone at x: [28] y: [283]\n clone at x: [-88] y: [322]\n clone at x: [64] y: [372]\n clone at x: [254] y: [408]\n clone at x: [510] y: [443]\n else\n if <(LEVEL) = [3]> then\n switch costume to (1 v)\n clone at x: [7] y: [228]\n clone at x: [7] y: [435]\n clone at x: [74] y: [636]\n clone at x: [144] y: [58]\n clone at x: [-158] y: [289]\n clone at x: [147] y: [428]\n clone at x: [-104] y: [914]\n else\n if <(LEVEL) = [4]> then\n switch costume to (1 v)\n clone at x: [108] y: [56]\n clone at x: [302] y: [70]\n clone at x: [432] y: [70]\n clone at x: [595] y: [95]\n clone at x: [763] y: [130]\n clone at x: [867] y: [442]\n else\n if <(LEVEL) = [5]> then\n switch costume to (1 v)\n clone at x: [296] y: [142]\n clone at x: [440] y: [142]\n clone at x: [601] y: [142]\n clone at x: [155] y: [-19]\n else\n end\n end\n end\n end\nend\nset [x v] to [-9999999999999999999]\n\nclone at x: [-89] y: [-15]\n\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\n\ndefine position (x) (y)\ngo 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\nchange [x v] by (360)\nchange [y v] by (360)\n\nset [x v] to [-9999999999999999999]\n\nclone at x: [] y: []\n\nif <(LEVEL) = [2]> then\n switch costume to (1 v)\n clone at x: [76] y: [69]\nend\n\nwhen flag clicked\n\nshow\nforever\n point in direction ((90) + ((Sin) * ([sin v] of ((1) * (timer)) )))\nend\n\nwhen flag clicked\n\nset [sin v] to [0]\nrepeat (10)\n change [sin v] by (20)\n wait (0.25) seconds\nend\n\nwhen I receive [the fact that the green flag was clicked v]\n\nwhen I start as a clone\nforever\n next costume\n wait (0.05) seconds\nend\n\npoint in direction (90)\n\nforever\n set [time v] to (join (current [hour v]) (join [:] (join (current [minute v]) (join [:] (current [second v])))))\nend\n\nclone at x: [-94] y: [789]\n\nclone at x: [763] y: [130]\nclone at x: [867] y: [442]\n\nif <(LEVEL) = [6]> then\n switch costume to (1 v)\n clone at x: [266] y: [-29]\nend\n\nclone at x: [440] y: [142]\nclone at x: [601] y: [142]\nclone at x: [155] y: [-19]\n\n@Doorknob\n\nwhen flag clicked\n\nwhen I receive [the fact that the green flag was clicked v]\nhide\n\nshow\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<touching (circle v)?> and <(costume [name v]) = [open]>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (closed v)\n clone at x: [1373] y: [45]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (closed v)\n clone at x: [728] y: [479]\n else\n if <(LEVEL) = [3]> then\n switch costume to (closed v)\n clone at x: [119] y: [790]\n else\n if <(LEVEL) = [4]> then\n switch costume to (closed v)\n clone at x: [997] y: [497]\n else\n if <(LEVEL) = [5]> then\n switch costume to (closed v)\n clone at x: [803] y: [177]\n else\n set [x v] to [-9999999]\n end\n end\n end\n end\nend\n\nif <(LEVEL) = [6]> then\n switch costume to (closed v)\n clone at x: [470] y: [65]\nelse\n if <(LEVEL) = [7]> then\n switch costume to (closed v)\n set [level v] to [1]\n else\n set [x v] to [-9999999]\n end\nend\n\nset [x v] to [-9999999]\n\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\n\ndefine position (x) (y)\ngo 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\nchange [x v] by (360)\nchange [y v] by (360)\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\nclone at x: [728] y: [479]\n\nswitch costume to (closed v)\nclone at x: [1373] y: [45]\n\nclone at x: [1373] y: [45]\n\nset [x v] to [-9999999]\n\nclone at x: [470] y: [65]\nset [x v] to [-9999999]\n\n@Methane\n\ngo to [front v] layer\n\n@numbers n stuff\n\n@thmb\n\nwhen flag clicked\nhide\n\nshow\n\ngo to [front v] layer\n\n@no demonetize\n\ngo [backward v] (1) layers\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (0) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@UltimateProfilePicPack\n\n@UPP\n\n
Welcome to Painted!\nTry using WASD, those arrow keys or mobile controls to start... woah, you can move around now! Hmmm... I think you need to collect all of those coins just scattered around to open the portals... and getting them can be dangerous, thanks to all that toxic, dark stuff everywhere! There are five portals you need to open in order to successfully complete the game!\n\nColor the heart and star- I mean PAINT them... (hahahah) for bonus points\n\nAll levels are indeed possible in both PC and mobile edition, but in mobile, the levels are considerably harder so choose wisely!\n\n---\n\nCREDITS:\n\nSong: Nostalgia 64 by Panda Eyes\nLink: https://www.youtube.com/watch?v=eNaE0HwPw8Q&ab_channel=OfficialPandaEyes\n\n40% code: @griffpatch\n60% code: @MastaMajec287\n100% art: @MastaMajec287\n100% sprite names: @MastaMajec287\n100% everything else: @MastaMajec287
A Ball ||a mobile friendly platformer...||
@Stage\n\n@Platform\n\nwhen I receive [start v]\nforever\n if <(level) = [14]> then\n broadcast (Cave Time! v)\n end\n if <(level) = [19]> then\n broadcast (End of cave! v)\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n change [color v] effect by (1)\nend\n\nwhen flag clicked\nhide\nforever\n if <key (j v) pressed?> then\n broadcast (cloud server destruction v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [22]> then\n broadcast (add on v)\n stop [this script v]\n end\nend\n\nwhen I receive [white thingy dissapear v]\nshow\ngo to [front v] layer\n\n@player\n\nwhen flag clicked\nset [deaths v] to [0]\nforever\n if <<touching (lava v)?> or <touching (spikes v)?>> then\n go to x: (-500) y: (23)\n change [deaths v] by (1)\n start sound [Death v]\n end\nend\n\nwhen I start as a clone\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (-5)\nend\ndelete this clone\n\ndefine reset\ngo to x: (-200) y: (-100)\n\nwhen flag clicked\nhide\ngo to x: (-200) y: (-108)\nforever\n switch costume to (costume1 v)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\ngo to x: (-200) y: (-100)\nset size to (80) %\nswitch costume to (costume1 v)\nset [level v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [10]>>> then\n change [xv v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [-10]>>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change x by ((Xv) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [12]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (platform v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [12]\n end\n end\n if <touching (trampoline! v)?> then\n set [yv v] to [20]\n end\n change y by (1)\n if <key (r v) pressed?> then\n reset\n end\n if <<(y position) < [-177]> or <touching (spikes v)?>> then\n start sound [Death v]\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 if <(Deaths) > (☁ Cloud most deaths)> then\n set [☁ cloud most deaths v] to (Deaths)\n end\nend\n\nwhen flag clicked\n\nwhen I receive [white thingy dissapear v]\nshow\ngo to [front v] layer\n\n@Lava\n\nwhen flag clicked\nhide\n\nwhen I receive [white thingy dissapear v]\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\nforever\n wait (1) seconds\n repeat (4)\n next costume\n wait (0.05) seconds\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <key (z v) pressed?> then\n ask [] and wait\n set [☁ cloud most deaths v] to (answer)\n end\nend\n\nforever\n go to [front v] layer\n show\nend\n\n@Sprite1\n\n@Death\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [white thingy dissapear v]\nshow\nforever\n go to [front v] layer\nend\n\n@Sprite3\n\nwhen I receive [start2 v]\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nwait (5) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nbroadcast (white thingy dissapear v)\n\nwhen flag clicked\nhide\n\n@Sprite4\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\nset [ghost v] effect to (0)\nhide variable [☁ cloud most deaths v]\nhide variable [deaths v]\n\nwhen I receive [white thingy dissapear v]\nshow variable [☁ cloud most deaths v]\nshow variable [deaths v]\nrepeat (100)\n change [ghost v] effect by (1)\nend\n\nwhen I receive [intro end animation v]\ngo to [front v] layer\n\n@spikes\n\nwhen flag clicked\nshow\nforever\n switch costume to (level)\n go to [front v] layer\nend\n\n@Sprite5\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen I receive [white thingy dissapear v]\nshow\nforever\n go to [front v] layer\nend\n\n@level number\n\nwhen flag clicked\nhide\n\nwhen I receive [white thingy dissapear v]\nshow\nforever\n switch costume to (level)\n go to [front v] layer\nend\n\n@music\n\nwhen flag clicked\nhide\n\n@danger\n\nwhen I receive [cloud server destruction v]\nhide\nask [what number do you want cloud to set to?] and wait\nset [☁ cloud most deaths v] to (answer)\n\n@music thing\n\nwhen I receive [white thingy dissapear v]\nforever\n play sound [Janji - Heroes Tonight \(feat. Johnning\).mp3 v] until done\nend\n\n@Sprite7\n\n@debug\n\nwhen flag clicked\nforever\n if <key (t v) pressed?> then\n show variable [fps v]\n end\nend\n\nwhen flag clicked\nforever\n if <key (y v) pressed?> then\n hide variable [fps v]\n end\nend\n\nwhen flag clicked\nforever\n change [counter v] by (1)\n wait (0) seconds\n if <(timer) > [1]> then\n reset timer\n set [fps v] to (Counter)\n set [counter v] to [0]\n end\nend\n\n@Intro\n\nwhen flag clicked\nhide\nReset\nset [waiting v] to [0]\nset [clonenumber v] to [0]\nset [sides v] to [0]\nset [value v] to [0]\nset [velocity v] to [0]\ncreate clone of (_myself_ v)\nswitch costume to (name v)\nstart sound [Spooky Scary Skeletons \(Remix\) - Extended Mix.mp2 v]\nwait (1.82) seconds\nset [clonenumber v] to [1]\nset [i v] to [5]\nrepeat (10)\n create clone of (_myself_ v)\n if <(sides) = [1]> then\n set [sides v] to [0]\n change [value v] by (10)\n change [i v] by (-.4)\n else\n set [sides v] to [1]\n end\nend\nset [clonenumber v] to [2]\nwait (.3) seconds\nrepeat (4)\n create clone of (_myself_ v)\n change [value v] by (10)\n wait (0.1) seconds\nend\nclear graphic effects\nswitch costume to (name v)\ngo [forward v] (99) layers\ngo to [front v] layer\nset size to (0) %\nshow\nrepeat until <(round (size)) = [50]>\n change size by (((50) - (size)) / (3))\nend\ncreate clone of (_myself_ v)\nwait until <touching color (#fbffe6)?>\nrepeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (5))\nend\nset [velocity v] to [17]\nset [waiting v] to [1]\nset [clonenumber v] to [3]\ncreate clone of (_myself_ v)\nset [clonenumber v] to [4]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(clonenumber) = [0]> then\n Reset\n show\n set size to (0) %\n point in direction (-15)\n switch costume to (square v)\n set [velocity v] to [0]\n set [value v] to [0]\n repeat (15)\n change [value v] by (1)\n turn right (value) degrees\n change [velocity v] by (1)\n change size by (velocity)\n end\n set [value v] to [8]\n repeat (30)\n set [value v] to (((value) * (0.69)) + ((90) - (direction)))\n turn right (value) degrees\n end\n repeat (12)\n next costume\n end\n repeat until <(round (size)) = [2000]>\n switch costume to (blank v)\n change size by (((2000) - (size)) / (5))\n switch costume to (square13 v)\n end\nend\n\ndefine Reset\nclear graphic effects\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(clonenumber) = [1]> then\n Reset\n show\n switch costume to (blank v)\n set size to (150) %\n point in direction (90)\n switch costume to (square13 v)\n set [brightness v] effect to (value)\n go to x: (0) y: (0)\n set [i v] to (i)\n if <(sides) = [1]> then\n repeat until <(round (y position)) = [180]>\n change y by (((180) - (y position)) / (i))\n change [ghost v] effect by (5)\n end\n else\n repeat until <(round (y position)) = [-180]>\n change y by (((-180) - (y position)) / (i))\n change [ghost v] effect by (5)\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clonenumber) = [2]> then\n Reset\n show\n switch costume to (blank v)\n set size to (150) %\n point in direction (90)\n set [brightness v] effect to (value)\n go to x: (240) y: (-180)\n point in direction (-135)\n switch costume to (screen v)\n repeat until <(round (direction)) = [90]>\n turn right (((90) - (direction)) / (5)) degrees\n end\n point in direction (90)\n wait until <(waiting) = [1]>\n delete this clone\nend\n\nwhen I start as a clone\nif <(clonenumber) = [3]> then\n Reset\n show\n go to [front v] layer\n switch costume to (screennormal v)\n set size to (100) %\n point in direction (90)\n set [brightness v] effect to (100)\n go to x: (0) y: (0)\n repeat (5)\n change [brightness v] effect by (-20)\n end\nend\n\nwhen I start as a clone\nif <(clonenumber) = [4]> then\n Reset\n clear graphic effects\n show\n go to [front v] layer\n go [forward v] (999) layers\n switch costume to (screennormal v)\n set size to (100) %\n point in direction (90)\n set [brightness v] effect to (100)\n go to x: (0) y: (0)\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\ndefine Move and Clones\nset [clonenumber v] to [5]\ncreate clone of (_myself_ v)\ngo to x: (-150) y: (80)\ncreate clone of (_myself_ v)\ngo to x: (150) y: (80)\ncreate clone of (_myself_ v)\ngo to x: (-150) y: (-80)\ncreate clone of (_myself_ v)\ngo to x: (150) y: (-80)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(clonenumber) = [5]> then\n show\n clear graphic effects\n set size to (10) %\n point in direction (90)\n switch costume to (sidesquareline v)\n set [velocity v] to [0]\n set [value v] to [0]\n go to [front v] layer\n repeat until <(round (size)) = [300]>\n change size by (((300) - (size)) / (15))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait until <(waiting) = [2]>\nreset timer\nrepeat until <(timer) > [6]>\n Move and Clones\n wait (1) seconds\nend\n\nwhen I receive [intro end animation v]\nif <not <(costume [number v]) = [14]>> then\n repeat (20)\n change size by (((0) - (size)) / (5))\n change [ghost v] effect by (5)\n end\nelse\n repeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (5))\n switch costume to (blank v)\n switch costume to (square v)\n end\n set [velocity v] to [12]\n repeat (30)\n change size by (velocity)\n change [velocity v] by (-1)\n change [ghost v] effect by (3.3)\n turn right (([abs v] of (velocity) ) / (2)) degrees\n end\n delete this clone\nend\ndelete this clone\n\nhide\n\nwhen flag clicked\nset volume to (100) %\nwait (7) seconds\nbroadcast (wipe v)\nrepeat (10)\n change volume by (-10)\nend\nstop all sounds\n\nwhen I receive [intro end animation v]\ndelete this clone\n\nrepeat (25)\n go [forward v] (99) layers\n set [velocity v] to ((velocity) * (.95))\n set size to ((100) + (velocity)) %\nend\nreset timer\nrepeat until <(timer) > [3]>\n go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\n change size by (((150) - (size)) / (3))\nend\npoint in direction (90)\nset [value v] to [5]\nrepeat (16)\n turn right (value) degrees\n change [value v] by (1)\nend\nrepeat until <(round (direction)) = [90]>\n turn right (((90) - (direction)) / (5)) degrees\nend\nrepeat until <(timer) > [6]>\n go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\n change size by (((175) - (size)) / (3))\nend\nset [velocity v] to [12]\nrepeat (30)\n change size by (velocity)\n change [velocity v] by (-1)\n change [ghost v] effect by (3.3)\n go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\nend\nbroadcast (Intro End Animation v)\nbroadcast (St v)\nforever\n hide\nend\n\n@wipe\n\nwhen I receive [wipe v]\nshow\nstart sound [High Whoosh v]\nglide (0.32) secs to x: (0) y: (0)\nbroadcast (start2 v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (13) y: (-297)\nhide\n\nwhen I receive [wipe v]\nrepeat (10)\n go to [front v] layer\nend\n\nwhen I receive [white thingy dissapear v]\nwait (0.37) seconds\nswitch costume to (costume2 v)\n\n
First hit that heart then the star and after playing visit my profile and hit that BLUE BUTTON which has follow on it then you should be good to go\n\nI did not make it hard maybe because I am tooooooo. lazy pls don't say it’s impossible on mobile I tried it and it works perfectly............\nWSAD,Arrow keys or touch screen controls\nR to restart level in case of glitch(not supported for mobile)\nt for fps show and y to hide\nexpected fps 16\nTurn on turbo mode for the WORST experience ever!
ICE WORLD/氷の世界 platformer
@Stage\n\nwhen I receive [bgm v]\nforever\n play sound [TheFatRat Phaera - Sunlight v] until done\nend\n\nwhen flag clicked\nbroadcast (BGM v)\n\n@player/プレイヤー\n\ndefine reset\nshow\ngo to x: (-220) y: (-50)\nswitch costume to (\\(^o^\)/ v)\nset [xx v] to [0]\nset [yy v] to [0]\nhide variable [xx v]\nhide variable [yy v]\nset rotation style [left-right v]\npoint in direction (90)\n\ndefine Movement\nif <<<mouse down?> and <(mouse y) < [0]>> or <<key (s v) pressed?> or <key (down arrow v) pressed?>>> then\n switch costume to (ʕ⁎̯͡⁎ʔ༄ v)\nelse\n switch costume to (\\(^o^\)/ v)\nend\nif <<<mouse down?> and <[0] < (mouse x)>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n change [xx v] by (1)\n point in direction (90)\nend\nif <<<mouse down?> and <(mouse x) < [0]>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n change [xx v] by (-1)\n point in direction (-90)\nend\nif <touching color (#00fff5)?> then\n set [xx v] to ((Xx) * (0.8))\nelse\n set [xx v] to ((Xx) * (0.9))\nend\nchange x by (Xx)\nif <touching color (#00fff5)?> then\n change y by (1)\n if <touching color (#00fff5)?> then\n change y by (1)\n if <touching color (#00fff5)?> then\n change y by (1)\n if <touching color (#00fff5)?> then\n change y by (1)\n if <touching color (#00fff5)?> then\n change y by (1)\n if <touching color (#00fff5)?> then\n change y by (1)\n if <touching color (#00fff5)?> then\n change y by (1)\n if <touching color (#00fff5)?> then\n change x by ((0) - (Xx))\n change y by (-7)\n if <<<mouse down?> and <[0] < (mouse y)>> or <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <key (space v) pressed?>>> then\n set [yy v] to [9]\n if <((Xx) - (Xx)) < (Xx)> then\n set [xx v] to [-5]\n else\n set [xx v] to [5]\n end\n else\n set [xx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (-1)\nif <touching color (#00fff5)?> then\n if <<<mouse down?> and <[0] < (mouse y)>> or <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <key (space v) pressed?>>> then\n set [yy v] to [12]\n end\nend\nchange y by (1)\nchange [yy v] by (-1)\nchange y by (Yy)\nif <touching color (#00fff5)?> then\n change y by (((Yy) - (Yy)) - (Yy))\n set [yy v] to [0]\nend\n\ndefine Judgment\nif <<(y position) < [-169]> or <touching color (#ff0000)?>> then\n reset\nend\nif <[235] < (x position)> then\n hide\n set [ok v] to [0]\n broadcast (next stage v)\n wait until <(OK) = [1]>\n set [ok v] to [0]\n reset\nend\nif <touching color (#ff00f5)?> then\n set [judgment v] to ((1) * <[0] < (x position)>)\n set [yy v] to [22]\n broadcast (animation v)\nend\n\nwhen I receive [start v]\nset size to (100) %\nreset\nforever\n Movement\nend\n\nwhen I receive [start v]\nforever\n Judgment\nend\n\nwhen flag clicked\nreset\nhide\n\nset size to (100) %\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\nset size to (100) %\nrepeat (25)\n change size by (-5)\n change [ghost v] effect by (5)\nend\nhide\ndelete this clone\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [ stage ok v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\n@stage/ステージ\n\nwhen I receive [ stage ok v]\nswitch costume to ((costume [number v]) + (1))\n\nif <(costume [number v]) = [20]> then\n\nwhen flag clicked\nswitch costume to (stage1 v)\nhide\ngo to x: (0) y: (-2)\n\nwhen I receive [start v]\nshow\n\n@Spring/バネ\n\nwhen I receive [animation v]\nif <<(direction) = [0]> and <(Judgment) = [0]>> then\n switch costume to (1 v)\n wait (0.05) seconds\n switch costume to (2 v)\n wait (0.05) seconds\n switch costume to (3 v)\n wait (0.05) seconds\n switch costume to (4 v)\n wait (0.05) seconds\n switch costume to (5 v)\n wait (0.05) seconds\n switch costume to (4 v)\n wait (0.05) seconds\n switch costume to (3 v)\n wait (0.05) seconds\n switch costume to (2 v)\n wait (0.05) seconds\n switch costume to (1 v)\n wait (0.05) seconds\nend\nif <<(direction) = [1]> and <[1] = (Judgment)>> then\n switch costume to (1 v)\n wait (0.05) seconds\n switch costume to (2 v)\n wait (0.05) seconds\n switch costume to (3 v)\n wait (0.05) seconds\n switch costume to (4 v)\n wait (0.05) seconds\n switch costume to (5 v)\n wait (0.05) seconds\n switch costume to (4 v)\n wait (0.05) seconds\n switch costume to (3 v)\n wait (0.05) seconds\n switch costume to (2 v)\n wait (0.05) seconds\n switch costume to (1 v)\n wait (0.05) seconds\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\npoint in direction (90)\nset rotation style [don't rotate v]\npoint in direction (0)\nforever\n if <([costume name v] of [stage/ステージ v]) = [stage3]> then\n show\n go to x: (-80) y: (-130)\n else\n if <([costume name v] of [stage/ステージ v]) = [stage10]> then\n show\n point in direction (0)\n go to x: (-100) y: (-130)\n go to x: (100) y: (-130)\n turn right (1) degrees\n create clone of (_myself_ v)\n point in direction (0)\n go to x: (-100) y: (-130)\n wait until <not <([costume name v] of [stage/ステージ v]) = [stage10]>>\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nwait until <not <([costume name v] of [stage/ステージ v]) = [stage10]>>\ndelete this clone\n\ngo to [front v] layer\n\n@Stage switching/ステージ切り替え\n\nwhen flag clicked\nhide\nbroadcast (START v)\n\nwhen I receive [next stage v]\nshow\ngo to [front v] layer\nset [ok v] to [0]\ngo to x: (0) y: (385)\nset [acceleration v] to [-31]\nrepeat until <(y position) < [0]>\n change [acceleration v] by (1)\n change y by (acceleration)\nend\nbroadcast ( stage OK v)\nwait (0.6) seconds\nrepeat until <[580] < (y position)>\n change [acceleration v] by (1)\n change y by (acceleration)\nend\nset [ok v] to [1]\nbroadcast (OK v)\nhide\n\nrepeat (20)\n\n@thumbnail/サムネイル\n\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\n@cloud/雲\n\nwhen I receive [start v]\ngo to [back v] layer\nhide\nforever\n go to x: (287) y: (pick random (50) to (150))\n switch costume to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait (pick random (2) to (4)) seconds\nend\n\nwhen I start as a clone\nshow\nglide (pick random (4) to (8)) secs to x: (-281) y: (y position)\ndelete this clone\n\n@Stage/ステージ\n\nwhen I receive [start v]\nset size to (150) %\nshow\nswitch costume to (1 v)\ngo to [front v] layer\ngo to x: (-170) y: (165)\n\nwhen I receive [next stage v]\nhide\nswitch costume to ((costume [number v]) + (1))\n\nwhen I receive [ok v]\nshow\nif <(costume [number v]) = [21]> then\n hide\nend\n\nwhen flag clicked\nhide\n\n
❖ New Games ❖\nhttps://scratch.mit.edu/projects/466922978/\nこの作品は@aqFRo-NOAZOCSさんとのコラボです!\n@aqFRo-NOAZOCSさんの作品↓↓↓↓\nhttps://scratch.mit.edu/projects/418475343/\n十字キー/タップで操作です!\n本気のplatformerです!\n面白かったら❤️と⭐️押してください!\nremixは自由にどうそ\n#games\n#platformer\nBGMは@hoshihoshi1さんに借りました
Normal day|| a platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Popsicle v] until done\nend\n\n@level\n\nwhen I receive [position v]\nposition ((x) - (SCROLLX)) ((y) - (SCROLLY))\n\nwhen I receive [set up lev v]\nset up\n\ndefine create level clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nposition ((x) - (SCROLLX)) ((y) - (SCROLLY))\ncreate clone of (_myself_ v)\nnext costume\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n show\nelse\n hide\nend\n\nwhen I receive [del clones v]\ndelete this clone\n\ndefine set up\nbroadcast (DEL CLONES v)\nswitch costume to (costume1 v)\ncreate level clone at [0] [0]\nrepeat (6)\n create level clone at ((x) + (560)) [0]\nend\ncreate level clone at [-99999999999999999999999999999999999999999999] [0]\n\nwhen flag clicked\nforever\n hide\n wait (9) seconds\n show\nend\n\n@end\n\nwhen I receive [position v]\nif <(costume [number v]) = [1]> then\n position ((3496) - (SCROLLX)) ((180) - (SCROLLY))\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow variable [☁ highscore v]\nhide variable [time v]\nwait until <<key (any v) pressed?> or <mouse down?>>\nreset timer\nrepeat until <touching (player v)?>\n set [time v] to (timer)\nend\nbroadcast (end v)\n\nwhen I receive [end v]\nshow variable [time v]\nif <(TIME) < (☁ HIGHSCORE)> then\n set [☁ highscore v] to (TIME)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nset [☁ highscore v] to [1000000000000000]\n\nset [☁ highscore v] to [26.334]\n\nhide variable [time v]\nhide variable [☁ highscore v]\n\n@extensions\n\nwhen flag clicked\nif <touching (level v)?> then\n change [playerx v] by ((Xv) * (0))\n position\n if <key (up arrow v) pressed?> then\n if <(Xv) < [0]> then\n set [xv v] to [10]\n set [yv v] to [10]\n else\n set [xv v] to [-10]\n set [yv v] to [10]\n end\n else\n set [xv v] to [0]\n end\nelse\n set [xv v] to ((Xv) * (0.8))\nend\n\n@BG\n\nhide\n\ndefine zoom (%)\nswitch costume to (dot v)\nset size to (%) %\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Player\n\ndefine init\nhide\nset [xv v] to [0]\nset [yv v] to [0]\nset [playerx v] to [0]\nset [playery v] to [0]\nset [scrollx v] to ((playerX) + (300))\nset [scrolly v] to (playerY)\nposition\nbroadcast (set up lev v) and wait\nbroadcast (position v) and wait\nshow\n\nwhen flag clicked\nset size to (100) %\ninit\nforever\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xv v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [xv v] by (1)\n end\n change [playerx v] by (round (Xv))\n position\n if <touching (level v)?> then\n change [playerx v] by ((Xv) * (-1))\n set [xv v] to [0]\n position\n else\n set [xv v] to ((Xv) * (0.8))\n end\n change [playery v] by (round (Yv))\n position\n if <touching (level v)?> then\n change [playery v] by ((Yv) * (-1))\n set [yv v] to [0]\n position\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(lock) = [0]> then\n set [yv v] to [15]\n set [lock v] to [1]\n end\n end\n else\n change [yv v] by (-1)\n set [lock v] to [0]\n end\n change [scrollx v] by (round (((playerX) - (SCROLLX)) / (5)))\n change [scrolly v] by (round (((playerY) - (SCROLLY)) / (5)))\n position\n broadcast (position v)\n Check Die\nend\n\ndefine position\nposition ((playerX) - (SCROLLX)) ((playerY) - (SCROLLY))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>> then\n show\nelse\n hide\nend\n\ndefine Check Die\nif <(playerY) < [-220]> then\n repeat (15)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n init\n set [ghost v] effect to (0)\n set size to (100) %\n position\nend\n\n@Thumbnail2\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to x: (0) y: (5)\n go to [front v] layer\nend\n\n@cooltext360739466196650\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n show\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n show\nend\n\n@Sprite1\n\n@clouds\n\nwhen flag clicked\nshow\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nset size to (pick random (50) to (70)) %\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (pick random (30) to (45))\nset [cloud side v] to (pick random (1) to (2))\nif <(Cloud Side) = [1]> then\n go to x: (246) y: (pick random (131) to (50))\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 (50))\n repeat until <(x position) > [243]>\n change x by (pick random (0.5) to (2))\n end\nend\ndelete this clone\n\nwhen flag clicked\nforever\n wait (pick random (2) to (5)) seconds\n create clone of (_myself_ v)\nend\n\n
\nMY HIGH SCORE 24.815\nThis took a lot of time and effort so plz heart and star and follow me and it XD\nLoads of people requested i made a new game so here it is!!! @TNTend for water mark\nIdea from a vote on whatever the app is called\n\nHello arlfifa here!!!\nThis is my new scrolling platformer called normal day!!!\na heart and star would be appericiated!!!\nCredit:\n@GravityV for the engine!\n@XxdiamondgodxX and @plant2 for inspiring me\ncooltext.com...\n and of course scratch!!\nshoutout to underated scratcher \n@Conceptify- and @SaadRashid\n\nUpadates:\n27/08/2020 game made\n29/08\2020 added clouds \n30/08\2020 FRONT PAGED!!!\n\n
90% Pen Mobile Platformer
@Stage\n\nwhen [c v] key pressed\nshow variable [coordinates xy v]\nset [coordinates xy v] to (join (mouse x) (join [, ] (mouse y)))\nwait until <not <key (c v) pressed?>>\nhide variable [coordinates xy v]\n\nwhen flag clicked\nerase all\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [begin v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [go v]\nforever\n play sound [Zig Zag v] until done\nend\n\nwhen I receive [go v]\nset volume to (100) %\nforever\n if <<<mouse down?> and <touching (mouse-pointer v)?>> or <key (space v) pressed?>> then\n if <(music?) = [1]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\n wait until <not <<<mouse down?> and <touching (mouse-pointer v)?>> or <key (space v) pressed?>>>\n end\nend\n\nforever\n play sound [bensound-adventure v] until done\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\n switch costume to (costume1 v)\nend\n\nwhen I receive [game v]\nreset timer\n\nwhen [timer v] > (0.05)\nhide variable [level v]\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n create clone of (_myself_ v)\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nshow\nclear graphic effects\ngo to x: (0) y: (0)\nforever\n if <(Level) = [15]> then\n switch costume to (costume3 v)\n else\n if <(Level) = [16]> then\n switch costume to (costume2 v)\n else\n delete this clone\n end\n end\n show\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <(Level) = [15]> then\n create clone of (_myself_ v)\n stop [this script v]\n end\nend\n\n@Flash\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\nhide\n\nwhen I receive [flash v]\ngo to [front v] layer\nswitch costume to (white v)\nshow\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nset [ghost v] effect to (0)\nbroadcast (Show v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [start v]\ngo to [front v] layer\nstart sound [Low Whoosh v]\nswitch costume to (white v)\nshow\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nset [ghost v] effect to (0)\nbroadcast (Begin v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (100)\nhide\n\n@Comet\n\nwhen flag clicked\nset [comet v] to [1]\nswitch costume to (comet v)\nhide\nwait (0.5) seconds\nstart sound [Car Passing v]\nwait (0.5) seconds\nshow\ngo to [front v] layer\ngo to x: (200) y: (100)\nset size to (0) %\nrepeat (25)\n if <(Comet) < [10]> then\n change [comet v] by ((Comet) * (1.01))\n else\n set [comet v] to [10]\n end\n change x by ((0) - (Comet))\n change y by ((0) - ((Comet) / (2)))\n change size by ((Comet) / (3))\nend\nbroadcast (Flash v)\nrepeat (6)\n if <(Comet) < [10]> then\n change [comet v] by ((Comet) * (1.0000001))\n else\n set [comet v] to [10]\n end\n change x by ((0) - (Comet))\n change y by ((0) - ((Comet) / (2)))\n change size by ((Comet) / (3))\nend\nhide\ngo to [back v] layer\n\nwhen I receive [show v]\nshow\nstart sound [Boom Cloud v]\ngo to [back v] layer\nswitch costume to (cometblazer v)\ngo to x: (0) y: (0)\nwait (3) seconds\nbroadcast (Start v)\nwait (1) seconds\nbroadcast (Go v)\nhide\n\nwhen I receive [begin v]\nhide\n\n@Everything Else\n\nwhen flag clicked\nset [music? v] to [1]\nhide variable [level v]\nhide\n\ndefine Render Level\nerase all\nRender Sky\nRender Ground\nif <(Level) = [1]> then\n Render End [180] [-100]\n stop [this script v]\nelse\n if <(Level) = [2]> then\n Render Platform: 1x [0] 1y [-200] 2x [0] 2y [100] Type [ground]\n Render Platform: 1x [0] 1y [100] 2x [100] 2y [100] Type [ground]\n Render End [80] [-100]\n stop [this script v]\n else\n if <(Level) = [3]> then\n Render Platform: 1x [0] 1y [-150] 2x [0] 2y [0] Type [ground]\n Render Platform: 1x [20] 1y [-130] 2x [150] 2y [-130] Type [lava]\n Render End [180] [-80]\n stop [this script v]\n else\n if <(Level) = [4]> then\n Render Platform: 1x [-100] 1y [-40] 2x [100] 2y [-40] Type [ground]\n Render Platform: 1x [-100] 1y [-130] 2x [100] 2y [-130] Type [lava]\n Render Platform: 1x [0] 1y [-20] 2x [30] 2y [-20] Type [lava]\n Render End [150] [-100]\n stop [this script v]\n else\n if <(Level) = [5]> then\n Render Platform: 1x [0] 1y [-130] 2x [0] 2y [0] Type [bouncepad]\n Render Platform: 1x [-300] 1y [60] 2x [-120] 2y [60] Type [ground]\n Render End [-200] [110]\n stop [this script v]\n else\n if <(Level) = [6]> then\n Render Platform: 1x [50] 1y [-134] 2x [100] 2y [-120] Type [bouncepad]\n Render Platform: 1x [190] 1y [40] 2x [190] 2y [-140] Type [ground]\n Render Platform: 1x [170] 1y [40] 2x [170] 2y [-140] Type [ground]\n Render Platform: 1x [210] 1y [40] 2x [210] 2y [-140] Type [ground]\n Render Platform: 1x [230] 1y [40] 2x [230] 2y [-140] Type [ground]\n Render Platform: 1x [150] 1y [45] 2x [300] 2y [45] Type [ground]\n Render Platform: 1x [150] 1y [45] 2x [150] 2y [-140] Type [lava]\n Render End [200] [95]\n stop [this script v]\n else\n if <(Level) = [7]> then\n Render Platform: 1x [-100] 1y [45] 2x [-100] 2y [-130] Type [lava]\n Render Platform: 1x [0] 1y [45] 2x [0] 2y [-130] Type [lava]\n Render Platform: 1x [100] 1y [45] 2x [100] 2y [-130] Type [lava]\n Render Platform: 1x [-200] 1y [-130] 2x [200] 2y [-130] Type [bounce]\n Render End [180] [-80]\n stop [this script v]\n else\n if <(Level) = [8]> then\n Render Platform: 1x [20] 1y [-130] 2x [0] 2y [-130] Type [lava]\n Render Platform: 1x [-80] 1y [-130] 2x [-100] 2y [-130] Type [lava]\n Render Platform: 1x [-300] 1y [150] 2x [300] 2y [150] Type [ground]\n Render Platform: 1x [142] 1y [-139] 2x [2] 2y [150] Type [gravity]\n Render End [-180] [90]\n stop [this script v]\n else\n if <(Level) = [9]> then\n Render Platform: 1x [-200] 1y [60] 2x [100] 2y [60] Type [ground]\n Render Platform: 1x [-80] 1y [80] 2x [-30] 2y [80] Type [lava]\n Render Elevator [120]\n Render End [-180] [110]\n stop [this script v]\n else\n if <(Level) = [10]> then\n Render Platform: 1x [-100] 1y [-200] 2x [-100] 2y [100] Type [ground]\n Render Platform: 1x [-20] 1y [200] 2x [-20] 2y [-70] Type [lava]\n Render Platform: 1x [60] 1y [-200] 2x [60] 2y [100] Type [ground]\n Render Platform: 1x [140] 1y [200] 2x [140] 2y [-70] Type [lava]\n Render End [200] [-100]\n stop [this script v]\n else\n if <(Level) = [11]> then\n Render Platform: 1x [120] 1y [-130] 2x [120] 2y [100] Type [lava]\n Render Platform: 1x [-100] 1y [-60] 2x [100] 2y [-60] Type [platform]\n Render Platform: 1x [-100] 1y [20] 2x [100] 2y [20] Type [platform]\n Render Platform: 1x [-100] 1y [100] 2x [200] 2y [100] Type [platform]\n Render End [180] [-100]\n stop [this script v]\n else\n if <(Level) = [12]> then\n Render Platform: 1x [-140] 1y [30] 2x [-140] 2y [-20] Type [ground]\n Render Platform: 1x [-110 ] 1y [35] 2x [-110] 2y [80] Type [lava]\n Render Platform: 1x [-10] 1y [35] 2x [-10] 2y [80] Type [lava]\n Render Platform: 1x [90] 1y [35] 2x [90] 2y [80] Type [lava]\n Render Platform: 1x [-300] 1y [30] 2x [150] 2y [30] Type [ground]\n Render Platform: 1x [-120] 1y [10] 2x [150] 2y [10] Type [lava]\n Render Platform: 1x [-80] 1y [-130] 2x [0] 2y [0] Type [bouncepad]\n Render Platform: 1x [30] 1y [-130] 2x [0] 2y [0] Type [bouncepad]\n Render Elevator [180]\n Render End [-190] [85]\n stop [this script v]\n else\n if <(Level) = [13]> then\n set [size v] to [0]\n Render Platform: 1x [-90] 1y [-130] 2x [300] 2y [-130] Type [lava]\n Render Platform: 1x [-90] 1y [-110] 2x [300] 2y [-110] Type [lava]\n Render Platform: 1x [-90] 1y [-90] 2x [300] 2y [-90] Type [lava]\n Render Platform: 1x [-100] 1y [0] 2x [-100] 2y [-200] Type [ground]\n set [size v] to [1]\n Render Platform: 1x [50] 1y [0] 2x [50] 2y [0] Type [ground]\n set [size v] to [0]\n Render Platform: 1x [150] 1y [80] 2x [300] 2y [80] Type [ground]\n Render End [200] [130]\n stop [this script v]\n else\n if <(Level) = [14]> then\n set [size v] to [0]\n Render Platform: 1x [-70] 1y [-150] 2x [0] 2y [60] Type [ground]\n Render Platform: 1x [0] 1y [60] 2x [70] 2y [-150] Type [ground]\n Render Platform: 1x [-20] 1y [-150] 2x [-20] 2y [0] Type [ground]\n Render Platform: 1x [30] 1y [-150] 2x [20] 2y [0] Type [ground]\n Render End [180] [-100]\n stop [this script v]\n else\n if <(Level) = [15]> then\n Render Platform: 1x [-130] 1y [80] 2x [-130] 2y [-130] Type [lava]\n Render Platform: 1x [-180] 1y [-130] 2x [-230] 2y [200] Type [gravity]\n Render Platform: 1x [ -5] 1y [92] 2x [50] 2y [-100] Type [gravity]\n Render Platform: 1x [-230] 1y [90] 2x [-0] 2y [90] Type [platform]\n Render Platform: 1x [-130] 1y [160] 2x [-100] 2y [160] Type [lava]\n Render Platform: 1x [20] 1y [300] 2x [20] 2y [0] Type [lava]\n Render Platform: 1x [-90] 1y [70] 2x [0] 2y [0] Type [bouncepad]\n Render Platform: 1x [130] 1y [100] 2x [130] 2y [0] Type [lava]\n Render Platform: 1x [20] 1y [-70] 2x [20] 2y [-130] Type [lava]\n Render Platform: 1x [20] 1y [20] 2x [130] 2y [20] Type [lava]\n Render Platform: 1x [-115] 1y [-65 ] 2x [20] 2y [-65] Type [platform]\n Render Platform: 1x [-115] 1y [0] 2x [140] 2y [0] Type [platform]\n Render Platform: 1x [115] 1y [-130] 2x [115] 2y [-130] Type [lava]\n Render Platform: 1x [110] 1y [110] 2x [160] 2y [110] Type [ground]\n Render Elevator [190]\n Render Platform: 1x [-300] 1y [200] 2x [300] 2y [200] Type [ground]\n Render End [75] [70]\n stop [this script v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nstop [this script v]\n\ndefine Move <right> <left> <up> <down>\nPosition\nif <right> then\n change [xvel v] by (2)\nend\nif <left> then\n change [xvel v] by (-2)\nend\nset [xvel v] to ((Xvel) * (0.8))\nif <(gravity) = [down]> then\n change x by (round (Xvel))\n change [x v] by (round (Xvel))\nelse\n change x by ((round (Xvel)) * (-1))\n change [x v] by ((round (Xvel)) * (-1))\nend\nTouch Wall <up>\nif <(Yvel) < [-20]> then\n set [yvel v] to [-20]\nelse\n change [yvel v] by (-2)\nend\nchange [falling v] by (1)\nif <(gravity) = [down]> then\n change y by (Yvel)\n change [y v] by (Yvel)\nelse\n change y by ((Yvel) * (-1))\n change [y v] by ((Yvel) * (-1))\nend\nTouch Ground <up> <down>\nif <touching color (#a400a7)?> then\n start sound [Connect v]\n change [level v] by (1)\n Reset\n Position\n wait until <not <touching color (#a400a7)?>>\nend\nDetect miscellaneous\n\ndefine Reset\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [dead? v] to [0]\nset [falling v] to [6]\nset [x v] to [-180]\nset [y v] to [0]\nset [gravity v] to [down]\nset [size v] to [0]\nset rotation style [don't rotate v]\nreset timer\ngo to [back v] layer\nclear graphic effects\nset size to (50) %\nshow\nset [ghost v] effect to (100)\nclear sound effects\nPosition\n\ndefine Touch Wall <up?>\nrepeat (10)\n if <touching color (#29ff00)?> then\n if <(gravity) = [down]> then\n change y by (1)\n change [y v] by (1)\n else\n change y by (-1)\n change [y v] by (-1)\n end\n end\nend\nif <touching color (#29ff00)?> then\n change x by ((round (Xvel)) * (-1))\n change [x v] by ((round (Xvel)) * (-1))\n if <(gravity) = [down]> then\n change y by (-10)\n change [y v] by (-10)\n else\n change y by (10)\n change [y v] by (10)\n end\n if <up?> then\n if <(Xvel) > [0]> then\n set [xvel v] to [-10]\n else\n set [xvel v] to [10]\n end\n set [yvel v] to [16]\n else\n set [xvel v] to [0]\n end\nend\nDetect Death\n\ndefine Touch Ground <up> <down>\nif <(Yvel) > [0]> then\n repeat until <not <touching color (#29ff00)?>>\n if <(gravity) = [down]> then\n set [yvel v] to [0]\n change y by (-2)\n change [y v] by (-2)\n else\n set [yvel v] to [0]\n change y by (2)\n change [y v] by (2)\n end\n end\nelse\n repeat until <not <touching color (#29ff00)?>>\n if <(gravity) = [down]> then\n set [yvel v] to [0]\n set [falling v] to [0]\n change y by (2)\n change [y v] by (2)\n else\n set [yvel v] to [0]\n set [falling v] to [0]\n change y by (-2)\n change [y v] by (-2)\n end\n end\n if <<not <down>> and <(touching platform) = [0]>> then\n repeat until <not <<touching color (#ff66bf)?> and <(touching platform) = [0]>>>\n if <(gravity) = [down]> then\n set [yvel v] to [0]\n set [falling v] to [0]\n change y by (2)\n change [y v] by (2)\n else\n set [yvel v] to [0]\n set [falling v] to [0]\n change y by (-2)\n change [y v] by (-2)\n end\n end\n end\nend\nif <<<up> and <not <down>>> and <<(falling) < [5]> or <touching color (#29ff00)?>>> then\n start sound [Jump v]\n set [yvel v] to [15]\nend\nDetect Death\n\ndefine Render Ground\nset pen size to (40)\nset pen color to (#2aff00)\ngo to x: (-300) y: (-160)\npen down\ngo to x: (300) y: (-160)\npen up\n\ndefine Render Platform: 1x (1x) 1y (1y) 2x (2x) 2y (2y) Type (type)\nif <<(Level) = [14]> or <(Level) = [2]>> then\n set pen size to (50)\nelse\n set pen size to (20)\nend\nif <(type) = [ground]> then\n set pen color to (#2aff00)\n if <<(Level) = [13]> and <(size) = [1]>> then\n set pen size to (5)\n end\nelse\n if <(type) = [platform]> then\n set pen color to (#ff66bf)\n else\n if <(type) = [bounce]> then\n set pen color to (#ff7b00)\n else\n if <(type) = [bouncepad]> then\n set pen color to (#ff7b00)\n go to x: (1x) y: (1y)\n pen down\n change x by (30)\n pen up\n stop [this script v]\n else\n if <(type) = [gravity]> then\n set pen color to (#ffd000)\n go to x: (1x) y: (1y)\n pen down\n change y by (30)\n pen up\n go to x: (2x) y: (2y)\n set pen color to (#c7ff00)\n pen down\n change y by (-30)\n pen up\n stop [this script v]\n else\n if <(type) = [lava]> then\n set pen color to (#ff0000)\n else\n set pen color to (#000000)\n end\n end\n end\n end\n end\nend\ngo to x: (1x) y: (1y)\npen down\ngo to x: (2x) y: (2y)\npen up\n\ndefine Render Sky\nset pen color to (#0083ff)\nset pen size to (20)\ngo to x: (-300) y: (200)\npen down\nrepeat (100)\n change x by (600)\n change y by (-3)\n change pen (color v) by (-0.1)\n change x by (-600)\n change y by (-2)\nend\npen up\n\ndefine Position\ngo to x: (x) y: (y)\nset [x v] to (x position)\nset [y v] to (y position)\nset pen color to (#e4dd16)\nchange pen (color v) by ((timer) * (30))\nset pen size to (30)\npen down\npen up\n\ndefine Render End (x) (y)\nset pen color to (#a300a6)\nset pen size to (8)\ngo to x: (x) y: (y)\npoint in direction (((timer) * (300)) mod (360))\nmove (20) steps\nturn right (-90) degrees\nmove (20) steps\npen down\nrepeat (4)\n turn left (90) degrees\n move (40) steps\nend\npen up\n\ngo to x: (x) y: (y)\n\ndefine Detect Death\nif <touching color (#ff0000)?> then\n start sound [Oops v]\n Reset\n wait until <not <touching color (#ff0000)?>>\nend\n\ndefine Render Elevator (x)\nset pen size to (50)\nset pen color to (#4831b9)\ngo to x: (x) y: (-300)\npen down\nchange y by (600)\npen up\n\ndefine Detect miscellaneous\nif <touching color (#ff7b00)?> then\n start sound [Drum Boing v]\n set [yvel v] to [30]\nend\nif <touching color (#ffd000)?> then\n start sound [Zoop v]\n set [gravity v] to [up]\nend\nif <touching color (#c6ff00)?> then\n start sound [Zoop v]\n set [gravity v] to [down]\nend\nif <touching color (#4730b9)?> then\n set [yvel v] to [5]\nend\n\ndefine Last Level Text\ngo to x: (-225) y: (160)\nset pen color to (#000000)\nset pen size to (1)\nL\nA\n\ndefine L\n\ndefine A\npen down\nrepeat (font size)\n change x by (1)\n change y by (3)\nend\nrepeat ((font size) / (2))\n change x by (1)\n change y by (-3)\nend\nrepeat ((font size) / (2))\n change x by (-2)\nend\npen up\nrepeat ((font size) / (2))\n change x by (2)\nend\npen down\nrepeat ((font size) / (2))\n change x by (1)\n change y by (-3)\nend\npen up\n\ndefine S\n\ndefine T\n\ndefine E\n\ndefine V\n\nS\nT\n\nL\nE\nV\nE\nL\n\n\n\nwhen I receive [begin v]\nerase all\nset [level v] to [1]\nReset\nRender Level\n\nwhen I receive [go v]\nforever\n if <touching color (#29ff00)?> then\n set [yvel v] to [0]\n end\nend\n\nwhen I receive [go v]\nforever\n if <touching color (#ff66be)?> then\n change [touching platform v] by (1)\n else\n set [touching platform v] to [0]\n end\nend\n\nwhen I receive [go v]\nshow variable [level v]\nforever\n broadcast (Game v)\n Render Level\n Move <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [50]>>> <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <[-50] > (mouse x)>>> <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [50]>>> <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <[-50] > (mouse y)>>>\nend\n\nwhen I receive [go v]\nset [timer v] to [0]\nforever\n change [timer v] by (0.035)\nend\n\nwhen I receive [go v]\nset [stopwatch v] to [0]\nrepeat until <(Level) = [16]>\n wait (1) seconds\n change [stopwatch v] by (1)\nend\nsay (join [Your time is ] (join (stopwatch) [ seconds])) for (5) seconds\nstop [this script v]\n\nwhen I receive [go v]\nset volume to (100) %\nforever\n if <<<mouse down?> and <touching (mouse-pointer v)?>> or <key (space v) pressed?>> then\n if <(music?) = [1]> then\n set [music? v] to [0]\n set volume to (0) %\n else\n set [music? v] to [1]\n set volume to (100) %\n end\n wait until <not <<<mouse down?> and <touching (mouse-pointer v)?>> or <key (space v) pressed?>>>\n end\nend\n\n
Can we get 300 loves and 300 favorites??\nWelcome!\n- 15 levels\n- To proceed to the next level, go to the spinning purple box \n- WASD or Arrow Keys to move if you are on a computer\n- If you are on a mobile device tap on the left and right sides of the screen to move. To jump and to drop down, tap on the top and bottom of the screen\n- Press space or tap on the player to turn on and off the music (turning off the music may help with any lag)\n- Try to complete it in the least amount of time\n- Comment your score!\n- Have fun :)\n\nPlease love, favorite, and follow!\n\nP.S. My best score is 46 seconds. Can you beat it?
Adventure || A Scrolling Platformer #Games #Art #Music
@Stage\n\nwhen flag clicked\nforever\n play sound [mbb-beach v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nwait (0.1) seconds\nswitch backdrop to (#1 v)\n\n@Level\n\nwhen I start as a clone\n\nwhen I start as a clone\nif <(costume [number v]) = [11]> then\n forever\n repeat (150)\n change [x v] by (2)\n end\n repeat (150)\n change [x v] by (-2)\n end\n end\nend\n\nwhen I receive [green flag v]\nhide\nswitch backdrop to (1 v)\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Position (x) (y)\nset [brightness v] effect to ()\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (2-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (3-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n switch costume to (end v)\n end\n end\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\n\n forever\n repeat (120)\n change [x v] by (-2)\n end\n clear graphic effects\n repeat (120)\n change [x v] by (2)\n end\n end\nend\n\nwhen I receive [win v]\nif then\n delete this clone\nend\nstop [other scripts in sprite v]\n\n\n forever\n repeat (120)\n change [x v] by (-3)\n end\n clear graphic effects\n repeat (120)\n change [x v] by (3)\n end\n end\nend\n\nset [scroll x v] to [0]\n\ncreate clone of (_myself_ v)\n\nif <(LEVEL) = [4]> then\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setip v) and wait\n Game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Game on\npoint in direction (90)\nset rotation style [left-right v]\nset [x v] to [-122]\nset [y v] to [0]\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset size to (10) %\nclear graphic effects\nshow\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [speed x v] by (-2)\n point in direction (-90)\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [speed x v] by (2)\n point in direction (90)\nend\nset [speed x v] to ((Speed x) * (0.8))\nif <([abs v] of (Speed x) ) > [0.9]> then\n Change player x by (round (Speed x))\nend\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [4]> then\n set [speed y v] to [16]\n end\nend\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <touching (water v)?> then\n set [speed y v] to [10]\n end\nend\nif <<key (down arrow v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>> then\n if <touching (water v)?> then\n set [speed y v] to [-10]\n end\nend\nif <(Speed y) > [-20]> then\n change [speed y v] by (-2)\nend\nChange player y by (Speed y)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL X) > [960]> then\n set [scroll x v] to [960]\nend\nif <touching (bounce v)?> then\n set [speed y v] to [26]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <<<touching (spikes v)?> or <touching (lava v)?>> or <touching (blades v)?>> then\n set [exit v] to [Die]\nend\nchange [effect v] by (.02)\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (level v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [speed y v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (level v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (level v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n set [speed x v] to [0]\n repeat until <not <touching (level v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nclear graphic effects\nset rotation style [all around v]\nrepeat (20)\n turn right (15) degrees\n change y by (10)\n change [ghost v] effect by (5)\n broadcast (Tick v) and wait\nend\nset [exit v] to []\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-0.25)\n change [ghost v] effect by (2)\n broadcast (Tick v) and wait\nend\nhide\nclear graphic effects\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Test - Die\n\nwhen I receive [win v]\nif then\n hide\nend\nstop [other scripts in sprite v]\n\nwhen [r v] key pressed\nset [exit v] to [Die]\n\nif <(SCROLL Y) < [0]> then\n\nif <(LEVEL) = [5]> then\n set [scroll x v] to [0]\n set [scroll y v] to [0]\nend\n\nwhen I start as a clone\nclear graphic effects\nset [brightness v] effect to (-100)\nrepeat (10)\n Position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n change [ghost v] effect by (10)\nend\ndelete this clone\n\ndefine Position (x) (y)\nset [brightness v] effect to (-50)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ncreate clone of (_myself_ v)\n\n@Spikes\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 3-6 v)\n else\n end\n end\n end\nend\n\ndefine Position (x) (y)\nset [brightness v] effect to (0)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [win v]\nif then\n delete this clone\nend\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nif <(costume [number v]) = [11]> then\n forever\n repeat (150)\n change [x v] by (2)\n end\n clear graphic effects\n repeat (150)\n change [x v] by (-2)\n end\n end\nend\n\n@Light Source\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [ghost v] effect to (10)\ngo to [back v] layer\nif <(LEVEL) = [1]> then\n switch costume to (1-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (2-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (3-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (end v)\n else\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [win v]\nif then\n delete this clone\nend\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nif <(costume [number v]) = [12]> then\n forever\n go to [back v] layer\n repeat (150)\n change [x v] by (2)\n end\n clear graphic effects\n repeat (150)\n change [x v] by (-2)\n end\n end\nend\n\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\n@Thumbnail\n\nwhen [timer v] > (0.01)\nclear graphic effects\nshow\nswitch costume to (costume2 v)\nset size to (100) %\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (-5)\nend\ngo to [front v] layer\n\nwhen flag clicked\nforever\n hide\n set [ghost v] effect to (100)\n reset timer\n switch costume to (costume1 v)\n set size to (120) %\n switch costume to (dot3 v)\nend\n\n@Grass\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [ghost v] effect to (30)\ngo to [front v] layer\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (3-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (end v)\n end\n end\n end\nend\n\ndefine Position (x) (y)\nset [brightness v] effect to (0)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [win v]\nif then\n delete this clone\nend\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nif <(costume [number v]) = [11]> then\n forever\n repeat (150)\n change [x v] by (2)\n end\n clear graphic effects\n repeat (150)\n change [x v] by (-2)\n end\n end\nend\n\n@Lava\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nelse\n switch costume to (level 1-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\nset [x v] to [-99999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\ngo to [back v] layer\nforever\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n repeat (20)\n change [y v] by (-0.5)\n end\n repeat (20)\n change [y v] by (0.5)\n end\nend\n\n@Bounce\n\nwhen I receive [green flag v]\nhide\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\nif <touching (player v)?> then\n switch costume to (close flag3 v)\nelse\n switch costume to (close flag v)\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [setip v]\nhide\ngo to [back v] layer\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [888] y: [-78]\n Clone at x: [1347] y: [-28]\nelse\n if <(LEVEL) = [2]> then\n Clone at x: [403] y: [25]\n else\n if <(LEVEL) = [3]> then\n Clone at x: [-122] y: [-74]\n Clone at x: [226] y: [20]\n Clone at x: [582] y: [-68]\n Clone at x: [1144] y: [-75]\n else\n Clone at x: [1720] y: [-75]\n Clone at x: [1951] y: [-75]\n end\n end\nend\nset [x v] to [-99999]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nswitch costume to (close flag3 v)\nswitch costume to (close flag2 v)\nswitch costume to (close flag v)\n\nrepeat (2)\n next costume\nend\nrepeat (2)\n switch costume to ((costume [number v]) - (1))\nend\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [name v]) = [Open]> and <touching (player v)?>> then\n set [exit v] to [Win]\nend\n\nwhen I receive [setip v]\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (closed v)\n Clone at x: [1144] y: [184]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (closed v)\n Clone at x: [936] y: [90]\n else\n if <(LEVEL) = [3]> then\n switch costume to (closed v)\n Clone at x: [861] y: [418]\n else\n if <(LEVEL) = [4]> then\n switch costume to (closed v)\n set [x v] to [-99999]\n else\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open exit v]\nswitch costume to (open v)\n\ndelete this clone\n\n@Coins\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nnext costume\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n if <(COLLECTED) = (COLLECT MAX)> then\n broadcast (Open exit v)\n end\n delete this clone\nend\n\nwhen I receive [setip v]\nhide\nset [collected v] to [0]\nset [collect max v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (dot v)\n Clone at x: [-15] y: [0]\n Clone at x: [200] y: [0]\n Clone at x: [451] y: [59]\n Clone at x: [608] y: [121]\n Clone at x: [676] y: [121]\n Clone at x: [811] y: [-52]\n Clone at x: [990] y: [142]\n Clone at x: [1108] y: [7]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (dot v)\n Clone at x: [-212] y: [33]\n Clone at x: [6] y: [-22]\n Clone at x: [130] y: [79]\n Clone at x: [251] y: [-11]\n Clone at x: [251] y: [200]\n Clone at x: [526] y: [200]\n Clone at x: [595] y: [-56]\n Clone at x: [780] y: [-17]\n Clone at x: [932] y: [-17]\n Clone at x: [1070] y: [137]\n Clone at x: [1170] y: [138]\n else\n if <(LEVEL) = [3]> then\n switch costume to (dot v)\n Clone at x: [-217] y: [62]\n Clone at x: [-50] y: [259]\n Clone at x: [221] y: [196]\n Clone at x: [399] y: [119]\n Clone at x: [565] y: [150]\n Clone at x: [911] y: [40]\n Clone at x: [1191] y: [113]\n Clone at x: [1020] y: [205]\n Clone at x: [856] y: [310]\n Clone at x: [1072] y: [313]\n else\n end\n end\nend\nset [x v] to [-99999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collect max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n set [display value v] to (join (COLLECTED) (join [ / ] (COLLECT MAX)))\nend\n\nwhen [space v] key pressed\nset [mesee v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\n\n@Blades\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n Clone at x: [480] y: [-88]\n Clone at x: [600] y: [-88]\n Clone at x: [720] y: [-88]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2-1 v)\n Clone at x: [486] y: [17]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3-1 v)\n Clone at x: [320] y: [0]\n end\n end\nend\nset [x v] to [-99999]\n\ndefine Position (x) (y)\nset [brightness v] effect to (0)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\npoint in direction (([cos v] of ((Effect) * (120)) ) * (200))\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\n
Welcome To Adventure || A Scrolling Platformer #Games #Art #Music\n\nThank You guys! Now this is #14 on Trending\n\nAnd @0014049 For most on code and art! Check him out\n\n*A Collaboration between me (@-Flakes) and @YungSky*\n=========================\nCredits to @Griffpatch for the engine \nI made this because of @YungSky And @TimMcCool\nAnd @0014049 For most on code!!\n========================= \nTags: #Games #Adventure #Scrolling #Platformer #Mobile #Friendly
0%pen platformer‼offline!
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景3 v)\nwait (13) seconds\n\nwhen [timer v] > (0)\n\nswitch backdrop to (背景2 v)\n\nwhen flag clicked\nset [scrollx v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [??? v] by (-0.5)\n end\n if <key (left arrow v) pressed?> then\n change [??? v] by (0.5)\n end\n set [??? v] to ((???) * (0.9))\n change [scrollx v] by (???)\nend\n\nwhen flag clicked\nforever\n if <(round ((scrollx) / (480))) > ((scrollx) / (480))> then\n set [‼!! v] to ((round ((scrollx) / (-480))) + (1))\n else\n set [‼!! v] to (round ((scrollx) / (-480)))\n end\nend\n\nwhen flag clicked\nforever\n if <(今) = [ゴール]> then\n switch backdrop to (背景4 v)\n end\nend\n\nreset timer\n\nforever\n reset timer\nend\n\nwhen I receive [開始 v]\nforever\n play sound [Popsicle v] until done\nend\n\n@Player\n\ndefine 動作\nchange [yの力 v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n change [xの力 v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n change [xの力 v] by (-1)\nend\nset [xの力 v] to ((xの力) * (0.88))\nchange x by (xの力)\nrepeat (6)\n if <touching (see\(w\) v)?> then\n change y by (1)\n end\nend\nif <touching (see\(w\) v)?> then\n change y by (-6)\n 位置補正x (() - ((xの力) / ([abs v] of (xの力) ))) ([ceiling v] of ([abs v] of (xの力) ) )\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [yの力 v] to [12]\n set [xの力 v] to ((7) - (<(xの力) > [0]> * (14)))\n else\n set [xの力 v] to [0]\n end\nend\nchange y by (yの力)\nif <touching (see\(w\) v)?> then\n 位置補正y (() - ((yの力) / ([abs v] of (yの力) ))) ([ceiling v] of ([abs v] of (yの力) ) )\nend\nchange y by (-1.1)\nif <<touching (see\(w\) v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n set [yの力 v] to [15]\nend\nchange y by (1.1)\nif <<(Y) < [-400]> or <touching (nice\(w\) v)?>> then\n 初期位置\nend\n処理\nbroadcast (プログラム2 v)\nif <touching (good\(w\) v)?> then\n set [yの力 v] to [22]\nend\nif <touching (gole v)?> then\n set [今 v] to [ゴール]\nend\nif <(今) = [ゴール]> then\n hide\nend\n\nwhen I receive [プログラム v]\n動作\n\ndefine 処理\nchange [x v] by ((x position) - ((X) - (Camera_x)))\nchange [y v] by ((y position) - (((Y) - (Camera _y)) - (20)))\nchange [camera_x v] by ([floor v] of (((X) - (Camera_x)) * (0.1)) )\nchange [camera _y v] by ([floor v] of (((Y) - (Camera _y)) * (0.2)) )\nset x to ((X) - (Camera_x))\nset y to (((Y) - (Camera _y)) - (20))\n\ndefine 位置補正x (向き) (回数)\nif <(xの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (see\(w\) v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change x by (向き)\nend\nchange x by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (see\(w\) v)?>>)))\n\ndefine 位置補正y (向き) (回数)\nif <(yの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (see\(w\) v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change y by (向き)\nend\nchange y by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (see\(w\) v)?>>)))\nset [yの力 v] to [0]\n\ndefine 初期位置\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [0]\nset [camera _y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\n\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [-200]\nset [camera _y v] to [-20]\nset [x v] to [-180]\nset [y v] to [100]\n\n処理\nbroadcast (プログラム2 v)\n初期位置\n\nwhen [timer v] > (0)\nhide\n\nset [今 v] to [ゴール]\n\nwhen I receive [開始 v]\nshow\npoint in direction (90)\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [-200]\nset [camera _y v] to [-20]\nset [x v] to [-180]\nset [y v] to [-20]\n\nwhen flag clicked\nhide\n\n@see(w)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\nif <(今) = [ゴール]> then\n hide\nend\n\nwhen I start as a clone\nshow\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [開始 v]\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [1920] [0] [5]\nステージ配置 [2400] [0] [6]\nステージ配置 [2880] [0] [7]\nステージ配置 [3360] [0] [8]\nステージ配置 [3840] [0] [9]\nステージ配置 [4320] [0] [10]\nステージ配置 [4800] [0] [11]\nステージ配置 [5280] [0] [12]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\n@nice(w)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [開始 v]\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [1920] [0] [5]\nステージ配置 [2400] [0] [6]\nステージ配置 [2880] [0] [7]\nステージ配置 [3360] [0] [8]\nステージ配置 [3840] [0] [9]\nステージ配置 [4320] [0] [10]\nステージ配置 [4800] [0] [11]\nステージ配置 [5280] [0] [12]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\n@good(w)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [開始 v]\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [1920] [0] [5]\nステージ配置 [2400] [0] [6]\nステージ配置 [2880] [0] [7]\nステージ配置 [3360] [0] [8]\nステージ配置 [3840] [0] [9]\nステージ配置 [4320] [0] [10]\nステージ配置 [4800] [0] [11]\nステージ配置 [5280] [0] [12]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\n@wow(w)\n\nwhen I receive [開始 v]\nshow\nforever\n go to [back v] layer\n switch costume to (‼!!)\n set x to ((scrollx) + ((480) * ((‼!!) - (1))))\nend\n\nwhen I receive [開始 v]\nforever\n if <(今) = [ゴール]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@woww(w)\n\nwhen I receive [開始 v]\nforever\n if <(今) = [ゴール]> then\n hide\n end\nend\n\nwhen I receive [開始 v]\nshow\nforever\n go to [back v] layer\n switch costume to (‼!!)\n set x to ((scrollx) + ((480) * (‼!!)))\nend\n\nwhen flag clicked\nhide\n\n@gole\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [開始 v]\nset [今 v] to [0]\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [1920] [0] [5]\nステージ配置 [2400] [0] [6]\nステージ配置 [2880] [0] [7]\nステージ配置 [3360] [0] [8]\nステージ配置 [3840] [0] [9]\nステージ配置 [4320] [0] [10]\nステージ配置 [4800] [0] [11]\nステージ配置 [5280] [0] [12]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\n@紙吹雪\n\nwhen I start as a clone\nset y to (180)\nshow\npoint in direction (pick random (135) to (-135))\nrepeat until <(y position) = [-180]>\n change x by (0)\n change y by (-5)\n turn right (10) degrees\n change [ghost v] effect by (1)\nend\ndelete this clone\n\nwhen I receive [ゴール v]\n\nshow\nif <(なにか笑) = [1]> then\n\nwhen flag clicked\nset [今 v] to [0]\nhide\nforever\n if <(今) = [ゴール]> then\n switch costume to (pick random (1) to (3))\n change [color v] effect by (pick random (1) to (30))\n go to [front v] layer\n go to x: (pick random (-240) to (240)) y: (200)\n create clone of (_myself_ v)\n end\nend\n\n@スプライト1\n\nwhen flag clicked\nreset timer\nset [ok? v] to [0]\nset [変数 v] to [0]\nhide\nstart sound [Syn Cole - Feel Good \[NCS Release\] v]\nwait (0.7) seconds\nswitch costume to (コスチューム1 v)\ncreate clone of (_myself_ v)\nwait (1) seconds\nswitch costume to (文字 v)\ncreate clone of (_myself_ v)\nwait (1.4) seconds\nswitch costume to (文字2 v)\ncreate clone of (_myself_ v)\nwait (0) seconds\nswitch costume to (文字3 v)\ncreate clone of (_myself_ v)\nwait until <[9.4] < (timer)>\nswitch costume to (コスチューム5 v)\ncreate clone of (_myself_ v)\nwait (1) seconds\nbroadcast (メッセージ1 v)\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n go to [back v] layer\n show\n go to x: (0) y: (1000)\n set size to (100) %\n switch costume to (コスチューム1 v)\n repeat until <(y position) < [0.5]>\n change y by (((0) - (y position)) / (4))\n end\n wait (0.2) seconds\n set [ok? v] to [1]\n repeat (50)\n change size by (((1400) - (size)) / (4))\n end\n wait until <[10.3] < (timer)>\n hide\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n point in direction (90)\n show\n go to x: (0) y: (0)\n set size to (1) %\n switch costume to (文字 v)\n repeat (50)\n change size by (((130) - (size)) / (4))\n end\n wait until <[5] < (timer)>\n repeat (40)\n change [変数 v] by (4.6)\n point in direction ((90) + (([tan v] of (変数) ) / (0.5)))\n end\n wait until <[10.3] < (timer)>\n hide\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n point in direction (90)\n go to [back v] layer\n go [forward v] (1) layers\n show\n go to x: (0) y: (0)\n set size to (130) %\n switch costume to (文字2 v)\n repeat (50)\n change x by (((3) - (x position)) / (6))\n change y by (((-2) - (y position)) / (4))\n end\n wait until <[5] < (timer)>\n repeat (40)\n point in direction ((90) + (([tan v] of (変数) ) / (0.3)))\n end\n wait until <[10.3] < (timer)>\n hide\n delete this clone\nend\nif <(costume [number v]) = [4]> then\n point in direction (90)\n go to [back v] layer\n go [forward v] (1) layers\n show\n go to x: (0) y: (0)\n set size to (130) %\n switch costume to (文字3 v)\n repeat (50)\n change x by (((6) - (x position)) / (6))\n change y by (((-5) - (y position)) / (4))\n end\n wait until <[5] < (timer)>\n repeat (40)\n point in direction ((90) + (([tan v] of (変数) ) / (0.3)))\n end\n wait until <[10.3] < (timer)>\n hide\n delete this clone\nend\nif <<<(costume [number v]) = [5]> or <(costume [number v]) = [6]>> or <(costume [number v]) = [7]>> then\n set size to (20) %\n go to (random position v)\n set [ghost v] effect to (pick random (12) to (15))\n go to [front v] layer\n go [backward v] (1) layers\n wait until <(ok?) = [1]>\n show\n point in direction (pick random (0) to (360))\n repeat until <[10.3] < (timer)>\n move (0.2) steps\n if <(pick random (1) to (2)) = [1]> then\n turn right (2) degrees\n else\n turn left (2) degrees\n end\n end\n hide\n delete this clone\nend\nif <(costume [number v]) = [8]> then\n set size to (50) %\n go to x: (0) y: (0)\n show\n repeat (50)\n change size by (((800) - (size)) / (6))\n end\n hide\n delete this clone\nend\n\ndefine 後ろの何か(笑)\nrepeat (20)\n switch costume to (pick random (5) to (7))\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\n後ろの何か(笑)\n\nwhen flag clicked\nwait (12) seconds\nbroadcast (開始 v)\n\n
新作です!\n https://scratch.mit.edu/projects/425548144/ \n≪使い方≫\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です‼\n頑張って下さい‼\n#game\n#games\n#karikunn
Notebook - Platformer #games
@Stage\n\nwhen flag clicked\nswitch backdrop to (page v)\nwait until <(Level) = [15]>\nswitch backdrop to (page2 v)\n\nwhen I receive [intro done v]\nswitch backdrop to (page v)\nwait until <(Level) = [15]>\nswitch backdrop to (page2 v)\n\n@Player\n\nwhen flag clicked\nset volume to (50) %\nset [level v] to [1]\nhide\n\ndefine Platformer Physics (speed) (friction) (jump height)\nchange [y velocity v] by (-1)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x velocity v] by (speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x velocity v] by ((0) - (speed))\nend\nset [x velocity v] to ((X Velocity) * (friction))\nchange x by (X Velocity)\nset [slope v] to [0]\nif <touching (level v)?> then\n repeat until <<not <touching (level v)?>> or <(Slope) = [-8]>>\n change [slope v] by (-1)\n change y by (1)\n end\nend\nif <touching (level v)?> then\n change y by (Slope)\n repeat until <not <touching (level v)?>>\n change x by ((0) - (([abs v] of (X Velocity) ) / (X Velocity)))\n end\n set [x velocity v] to [0]\nend\nchange y by (Y Velocity)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n set [y velocity v] to [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)>>> and <touching (level v)?>> then\n set [y velocity v] to (jump height)\nend\nchange y by (1)\n\ndefine Detection\nif <touching (flag v)?> then\n start sound [Ding Sound Effect v]\n set [level v] to ((Level) + (1))\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n go to x: (-205) y: (-82)\nend\nif <<<<touching (danger v)?> or <touching (bullet v)?>> or <(y position) = [-179]>> and <not <(CHEAT) = [1]>>> then\n start sound [Oops v]\n repeat (3)\n hide\n wait (0.11) seconds\n show\n wait (0.11) seconds\n end\n hide\n wait (0.11) seconds\n show\n go to x: (-205) y: (-82)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <touching (bouncy v)?> then\n start sound [Big Boing v]\n set [y velocity v] to [18]\nend\nif <touching color (#ff3b3b)?> then\n set size to (70) %\nend\nif <touching color (#68ff7a)?> then\n set size to (100) %\nend\n\nwhen I receive [intro done v]\nset size to (100) %\nset [cheat v] to [0]\nwait (0.1) seconds\nshow\ngo [forward v] (88) layers\ngo to x: (-205) y: (-82)\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n if <touching (activate v)?> then\n Platformer Physics [0.95] [0.9] [16]\n Detection\n else\n if <(size) = [70]> then\n Platformer Physics [0.95] [0.88] [9.99]\n Detection\n else\n if <(size) = [100]> then\n Platformer Physics [0.95] [0.9] [11.5]\n Detection\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n Cheats Menu\nend\n\ndefine Cheats Menu\nif <<<key (1 v) pressed?> and <<(username) = [250119code2]> or <(username) = [250119test2]>>> and <not <(CHEAT) = [1]>>> then\n set [cheat v] to [1]\n wait (1) seconds\nelse\n if <<key (1 v) pressed?> and <(CHEAT) = [1]>> then\n set [cheat v] to [0]\n wait (1) seconds\n end\nend\nif <<key (up arrow v) pressed?> and <(CHEAT) = [1]>> then\n set [y velocity v] to [7]\nend\nif <<key (down arrow v) pressed?> and <(CHEAT) = [1]>> then\n set [y velocity v] to [-6]\nend\n\n@Level\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Danger\n\nwhen flag clicked\nforever\n switch costume to (Level)\n go to [back v] layer\nend\n\n@Text\n\nwhen flag clicked\nclear graphic effects\nforever\n switch costume to (Level)\n if <touching (player v)?> then\n set [ghost v] effect to (30)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Bouncy\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Flag\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Turret\n\nwhen flag clicked\nhide\nforever\n point towards (player v)\nend\n\nwhen I receive [intro done v]\nhide\nwait until <(Level) = [4]>\ngo to x: (-198) y: (137)\nshow\nrepeat until <not <(Level) = [4]>>\n create clone of (bullet v)\n wait (0.8) seconds\nend\nhide\nwait until <(Level) = [6]>\ngo to x: (-198) y: (137)\nshow\nrepeat until <not <(Level) = [6]>>\n create clone of (bullet v)\n wait (2) seconds\nend\nhide\nwait until <(Level) = [9]>\ngo to x: (-198) y: (137)\nshow\nrepeat until <not <(Level) = [9]>>\n create clone of (bullet v)\n wait (0.7) seconds\nend\nhide\nwait until <(Level) = [12]>\ngo to x: (-198) y: (137)\nshow\nrepeat until <not <(Level) = [12]>>\n create clone of (bullet v)\n wait (0.8) seconds\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nwait until <(Level) = [5]>\nhide\n\nwhen I receive [intro done v]\nwait until <(Level) = [7]>\nhide\n\n@Bullet\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [back v] layer\ngo to (turret v)\npoint in direction ([direction v] of [turret v])\nrepeat until <<<touching (player v)?> or <touching (level v)?>> or <touching (_edge_ v)?>>\n move (4.5) steps\nend\ndelete this clone\n\n@Activate\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@text\n\nwhen flag clicked\nhide\ngo to [front v] layer\nwait (2.4) seconds\ngo to x: (0) y: (-60)\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nset [rotation v] to [-10]\nrepeat (70)\n change [ghost v] effect by (rotation)\n change [rotation v] by (-1)\n wait (0.01) seconds\nend\nset [ghost v] effect to (0)\n\nwhen I receive [message1 v]\nhide\n\nwhen I receive [intro done v]\nhide\n\n@Intro\n\nwhen flag clicked\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]\ncreate clone of (_myself_ v)\nstart sound [Never Mind v]\nswitch costume to (1 v)\nshow\ngo to x: (0) y: (0)\npoint in direction (-90)\nset size to (300) %\nset [sine v] to [30]\nrepeat (40)\n change size by (((100) - (size)) * (1))\n turn right (((90) - (direction)) * (0.18)) degrees\nend\nset [glide v] to [7]\nrepeat (20)\n change y by ((glide) - (1))\n change [glide v] by (-0.34)\nend\nwait (5.8) seconds\nhide\n\nwhen I start as a clone\nif <(id) = [1]> then\n clear graphic effects\n show\n go to x: (0) y: (0)\n point in direction (90)\n set size to (100) %\n switch costume to (bg v)\nelse\n if <(id) = [2]> then\n id 2\n else\n if <(id) = [3]> then\n id 3\n else\n id 4\n end\n end\nend\n\ndefine id 2\ngo to x: (0) y: (0)\nswitch costume to (dot2 v)\nhide\nclear graphic effects\ngo to [front v] layer\nwait (7) seconds\nshow\nset size to (0.5) %\nset [vel v] to [1]\nswitch costume to (dot v)\nrepeat (50)\n switch costume to (dot2 v)\n change [vel v] by ((size) / (50))\n change size by (vel)\n switch costume to (dot v)\nend\nbroadcast (Intro Done v)\n\nwhen I receive [intro done v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\ndefine id 3\ngo to x: (0) y: (0)\nswitch costume to (dot2 v)\nhide\nclear graphic effects\ngo to [front v] layer\nwait (7.2) seconds\nshow\nset size to (0.5) %\nset [vel v] to [1]\nswitch costume to (dot v)\nrepeat (50)\n switch costume to (dot2 v)\n change [vel v] by ((size) / (50))\n change size by (vel)\n switch costume to (smaller dot v)\nend\n\ndefine id 4\ngo to x: (0) y: (0)\nswitch costume to (dot2 v)\nhide\nclear graphic effects\ngo to [front v] layer\nwait (7.4) seconds\nshow\nset size to (0.5) %\nset [vel v] to [1]\nswitch costume to (dot v)\nrepeat (50)\n switch costume to (dot2 v)\n change [vel v] by ((size) / (50))\n change size by (vel)\n switch costume to (crazy dot v)\n turn left (1) degrees\nend\n\n@Portal\n\nwhen flag clicked\ngo to [back v] layer\nhide\nwait until <(Level) = [8]>\nshow\ngo to x: (-115) y: (-111)\nswitch costume to (costume1 v)\nwait until <(Level) = [9]>\nhide\nwait until <(Level) = [10]>\nshow\ngo to x: (-75) y: (-60)\nswitch costume to (costume2 v)\nwait until <(Level) = [11]>\nshow\ngo to x: (-213) y: (-86)\nswitch costume to (costume1 v)\nwait until <(Level) = [12]>\nhide\nwait until <(Level) = [14]>\nshow\ngo to x: (-215) y: (-106)\nswitch costume to (costume2 v)\nwait until <(Level) = [15]>\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Music\n\nwhen flag clicked\nhide\nwait (8) seconds\nswitch costume to (costume1 v)\ngo to x: (-206) y: (-150)\nset volume to (50) %\nplay sound [no chance of me telling song name v] until done\nset size to (80) %\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen [m v] key pressed\nif <(volume) = [50]> then\n set volume to (0) %\n switch costume to (costume2 v)\nelse\n switch costume to (costume1 v)\n set volume to (50) %\nend\n\n@TN\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n
CONTROLS:\nArrow Keys/WASD/Mobile Controls to move around.\nAvoid spikes, liquid fire and turrets.\nBounce on trampolines to get to high places.\nGet to the flag to advance.\nGo into the red and green portals to become a different size.\nEnjoy!
☘︎ Green Jungle || A Platformer ☘︎ #All #Games #SuperCookii #GreenJungle
@Stage\n\n@PlayerSprite1\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (0) y: (0)\nswitch costume to (2 v)\nswitch backdrop to (home v)\nhide\n\nwhen I receive [intro3 v]\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\n\nwhen I receive [intro3 v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (0 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 [Inferno v] until done\nend\n\nwhen I receive [play !!! v]\nswitch backdrop to (soleil v)\n\nwhen I receive [play !!! v]\nshow\ngo to [front v] layer\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) > [10]>>> 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 <(mouse x) < [-10]>>> 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)?> or <touching (mp v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (mp v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (mp v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (mp v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (mp v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (mp 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)?> or <touching (mp 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)?> or <touching (mp v)?>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <(x position) > [220]> then\n 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 (dangers v)?> then\n 💀💀💀\n end\n if <touching (dangers #2 v)?> then\n 💀💀💀\n end\n if <touching (sproutch v)?> then\n 💀💀💀\n end\n if <touching (spikes v)?> then\n 💀💀💀\n end\n if <touching (bounces v)?> then\n set [yv v] to [22]\n end\n if <touching (bounces v)?> then\n set [yv v] to [22]\n end\n if <touching (water v)?> then\n change [yv v] by (1)\n if <<key (up arrow v) pressed?> and <not <touching (water v)?>>> then\n change [yv v] by (-5)\n end\n if <key (up arrow v) pressed?> then\n change [yv v] by (1)\n if <key (up arrow v) pressed?> then\n change [yv v] by (1)\n if <key (up arrow v) pressed?> then\n change [yv v] by (1)\n if <key (up arrow v) pressed?> then\n change [yv v] by (1)\n if <key (up arrow v) pressed?> then\n change [yv v] by (-3)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [change v]\nnext costume\n\nwhen I receive [end v]\nbroadcast (⭐️ END ⭐️ v)\n\nwhen I receive [new v]\ngo to x: (-200) y: (50)\n\nwhen I receive [skip 1 v]\nwait (0.00000000000001) seconds\ngo to x: (-200) y: (0)\n\nwhen I receive [play !!! v]\nrepeat (5)\n go to [front v] layer\nend\n\nbroadcast (intro3 v)\n\nwhen I receive [no change v]\nswitch costume to ((costume [number v]) - (1))\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 size by (.2)\n turn right (3) degrees\n change [brightness v] effect by (-3)\nend\nset size to (15) %\nclear graphic effects\ngo to x: (-200) y: (0)\npoint in direction (90)\nset size to (100) %\n\nwait (999999999) seconds\n\nbroadcast (⭐️ END ⭐️ v)\n\nwhen I receive [⭐️ end ⭐️ v]\nchange [⭐️ end ⭐️ v] by (1)\nif <(⭐️ END ⭐️) = [1]> then\n hide\n stop all sounds\n stop [other scripts in sprite v]\n switch backdrop to (end v)\n forever\n play sound [MountainSiffle v] until done\n end\nend\n\nwhen flag clicked\nset [⭐️ end ⭐️ v] to [0]\n\n@level\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]\nif <(costume [name v]) = [20]> then\n broadcast (end v)\nelse\n next costume\nend\n\nwhen I receive [end v]\nhide\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]) = [8]>\nswitch backdrop to (pleut v)\nbroadcast (PLEUT v)\n\nwhen I receive [new v]\nwait until <(costume [number v]) = [12]>\nswitch backdrop to (soleil v)\nbroadcast (SOLEIL v)\n\n@play\n\nwhen flag clicked\nset size to (150) %\npoint in direction (90)\nhide\n\nwhen I receive [intro3 v]\ngo to [back v] layer\nshow\nset rotation style [all around v]\nforever\n repeat (10)\n turn right (1) degrees\n change size by (1)\n end\n repeat (10)\n turn left (1) degrees\n end\n wait (1) seconds\n repeat (10)\n turn left (1) degrees\n change size by (-1)\n end\n repeat (10)\n turn right (1) degrees\n end\nend\n\nwhen I receive [intro3 v]\nstop all sounds\nrepeat until <(backdrop [name v]) = [SOLEIl]>\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 set [brightness v] effect to (15)\n else\n set [brightness v] effect to (0)\n end\nend\n\nbroadcast (intro3 v)\n\n@change\n\nwhen flag clicked\nswitch costume to (r v)\nset size to (160) %\npoint in direction (90)\nhide\n\nwhen I receive [intro3 v]\ngo to [back v] layer\nswitch costume to (r v)\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 set [brightness v] effect to (15)\n else\n set [brightness v] effect to (0)\n end\nend\n\n@Pluie\n\nwhen I receive [pleut v]\nhide\nrepeat until <(backdrop [name v]) = [SOLEIl]>\n create clone of (_myself_ v)\n wait (0.001) 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: (pick random (-240) to (240)) y: (180)\nset [x pleut v] to (x position)\nglide (0.5) secs to x: ((X PLEUT) + (-56)) y: (-180)\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [pleut v]\nhide\nrepeat until <(backdrop [name v]) = [SOLEIl]>\n play sound [Rain2 v] until done\nend\n\n@change2\n\nwhen flag clicked\nswitch costume to (l v)\nset size to (160) %\npoint in direction (90)\nhide\n\nwhen I receive [intro3 v]\ngo to x: (-100) y: (-90)\ngo to [back v] layer\nswitch costume to (l v)\nshow\n\nwhen this sprite clicked\nbroadcast (No Change v)\n\nwhen I receive [play !!! v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n else\n set [brightness v] effect to (0)\n end\nend\n\n@DECO\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [play !!! v]\nshow\ngo to [front v] layer\n\nwhen I receive [new v]\nnext costume\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\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]\nforever\n if <(⭐️ END ⭐️) = [0]> then\n set size to (70) %\n go to [front v] layer\n show\n go to x: (-210) y: (-150)\n else\n set size to (2) %\n hide\n end\nend\n\n@DANGERS\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [play !!! v]\nshow\n\nwhen I receive [new v]\nnext costume\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n go to x: (20) y: (-38)\n repeat (30)\n change x by (3)\n end\n repeat (60)\n change x by (-3)\n end\n repeat (30)\n change x by (3)\n end\nend\n\nwhen I receive [new v]\nwait until <(costume [number v]) = [20]>\n\nwhen I start as a clone\nrepeat until <not <(costume [number v]) = [20]>>\n go to x: (-20) y: (-38)\n repeat (30)\n change x by (-3)\n end\n repeat (60)\n change x by (3)\n end\n repeat (30)\n change x by (-3)\n end\nend\n\nwhen I receive [new v]\nwait until <not <(costume [number v]) = [20]>>\ndelete this clone\n\ncreate clone of (_myself_ v)\n\n@MP\n\nwhen I receive [play !!! v]\nshow\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [new v]\nnext costume\n\nwhen flag clicked\nforever\n go to x: (20) y: (-38)\n repeat (30)\n change x by (3)\n end\n repeat (60)\n change x by (-3)\n end\n repeat (30)\n change x by (3)\n end\nend\n\n@WATER\n\nwhen I receive [play !!! v]\nshow\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [new v]\nnext costume\n\nwhen flag clicked\nforever\n set size to (100) %\n go to x: (0) y: (0)\n repeat (30)\n change y by (2)\n change size by (1)\n change [brightness v] effect by (0.1)\n end\n repeat (30)\n change y by (-2)\n change size by (-1)\n change [brightness v] effect by (-0.1)\n end\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\nchange x by (3)\n\nrepeat (30)\n change x by (3)\nend\n\nwhen flag clicked\nrepeat until <(costume [number v]) = [15]>\n go to [front v] layer\nend\n\nforever\n\nwhen flag clicked\nwait until <(costume [number v]) = [16]>\nrepeat until <(costume [number v]) = [17]>\n go to [back v] layer\nend\n\n@SPROUTCH\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [play !!! v]\nshow\npoint in direction (90)\nforever\n glide (0.4) secs to x: (0) y: (0)\n wait (1.5) seconds\n glide (0.4) secs to x: (0) y: (-197)\n wait (0.5) seconds\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [new v]\nnext costume\n\n@DANGERS #2\n\nwhen I receive [play !!! v]\nshow\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [new v]\nnext costume\n\nwhen flag clicked\nforever\n go to x: (20) y: (-38)\n repeat (30)\n change x by (3)\n end\n repeat (60)\n change x by (-3)\n end\n repeat (30)\n change x by (3)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [balancer v] to [0]\nhide\nswitch costume to (costume1 v)\nclear graphic effects\nforever\n TiMeR ☻ + [0.01]\nend\n\nwhen [timer v] > (TiMeR ☻)\nforever\n reset timer\nend\n\nwhen [timer v] > (TiMeR ☻)\nshow\ngo to [front v] layer\nrepeat (120)\n Balancer at [10.5]\nend\npoint in direction (90)\n\ndefine Balancer at (n)\nchange [balancer v] by (n)\npoint in direction ((([cos v] of (BALANCER) ) * ((n) - (0.5))) + (90))\n\ndefine TiMeR ☻ + (t)\nset [timer ☻ v] to ((t) + (timer))\nset [ghost v] effect to (500)\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@Confetti2\n\nwhen I receive [intro end v]\nset size to (99) %\ndelete this clone\n\nwhen I receive [confetti v]\nset [color effect v] to (pick random (0) to (200))\nset [position v] to (pick random (-180) to (180))\nCreate Clones\nCreate Clones\nCreate Clones\nCreate Clones\n\ndefine Create Clones\nif <(Clone?) = [0]> then\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)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nset [clone? v] to [1]\nshow\ngo to x: (Position) y: (-179)\nswitch costume to (pick random (1) to (2))\nrepeat (10)\n change y by (15)\nend\nset [x vel v] to (pick random (-6.) to (6))\nset [y vel v] to (pick random (8.) to (12))\nrepeat until <<(y position) < [-179]> or <<(x position) < [-239]> or <(x position) > [239]>>>\n change x by (X Vel)\n change y by (Y Vel)\n set [x vel v] to ((X Vel) * (.95))\n change [y vel v] by (-.8)\nend\ndelete this clone\n\nwhen flag clicked\nset size to (100) %\nset [clone? v] to [0]\nhide\n\nwhen I receive [nn v]\nrepeat until <(size) = [99]>\n broadcast (Confetti v)\n wait (.75) seconds\nend\n\nwhen flag clicked\n\nplay sound [bensound-dubstep v] until done\nforever\n\n@Confetti\n\nforever\n\nwait (.75) seconds\n\nforever\n\nwhen I receive [intro end v]\n\nstop [other scripts in sprite v]\nrepeat (50)\n change volume by (-2)\nend\n\nstop all sounds\n\nwhen I receive [intro end v]\n\nwhen I receive [intro end v]\nhide\n\ndelete this clone\n\nstop [all v]\n\nwhen I receive [confetti v]\nset [color effect v] to (pick random (0) to (200))\nset [position v] to (pick random (0) to (0))\nCreate Clones\nCreate Clones\nCreate Clones\nCreate Clones\n\ndefine Create Clones\nif <(Clone?) = [0]> then\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)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nset [clone? v] to [1]\nshow\ngo to x: (Position) y: (0)\nswitch costume to (pick random (1) to (2))\nrepeat (10)\n change y by (0)\nend\nset [x vel v] to (pick random (-13) to (13))\nset [y vel v] to (pick random (4) to (16))\nrepeat until <<(y position) < [-179]> or <<(x position) < [-239]> or <(x position) > [239]>>>\n change x by (X Vel)\n change y by (Y Vel)\n set [x vel v] to ((X Vel) * (.95))\n change [y vel v] by (-.8)\nend\ndelete this clone\n\nwhen flag clicked\nset [clone? v] to [0]\nhide\n\nwhen I receive [nn v]\nrepeat (1)\n broadcast (Confetti v)\nend\n\nwhen flag clicked\nset volume to (100) %\nplay sound [Valence - Infinite \[NCS Release\]2 v] until done\n\nplay sound [bensound-dubstep v] until done\n\n@Sprite1\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset size to (1) %\nrepeat (2)\n create clone of (_myself_ v)\n wait (0.7) seconds\nend\nhide\nbroadcast (nn v)\n\nwhen I start as a clone\nrepeat until <[160] < (size)>\n turn left (pick random (6) to (8)) degrees\n change size by (2.8)\nend\ndelete this clone\n\n@LOGO\n\nwhen flag clicked\nswitch costume to ( official logo futurist v)\nswitch backdrop to (intro v)\nhide\n\nwhen I receive [nn v]\nswitch costume to ( official logo futurist v)\nset size to (100) %\nshow\nset [bounce-size v] to [0]\ngo to x: (0) y: (0)\nreset timer\npoint in direction (90)\nshow\nrepeat (2)\n repeat (30)\n change size by (((100) - (size)) / (7))\n point in direction ((([cos v] of ((Bounce-size) * (1.4)) ) * (9)) + (90))\n change [bounce-size v] by (5)\n end\n repeat (20)\n point in direction ((([cos v] of ((Bounce-size) * (1.4)) ) * (9)) + (90))\n change size by (([sin v] of (Bounce-size) ) / (1))\n change [bounce-size v] by (5)\n end\n repeat (3)\n change size by (5)\n point in direction ((([cos v] of ((Bounce-size) * (1.4)) ) * (9)) + (90))\n change [bounce-size v] by (5)\n end\n repeat (3)\n change size by (-5)\n point in direction ((([cos v] of ((Bounce-size) * (1.4)) ) * (9)) + (90))\n change [bounce-size v] by (5)\n end\n repeat (30)\n point in direction ((([cos v] of ((Bounce-size) * (1.4)) ) * (9)) + (90))\n change size by (([sin v] of (Bounce-size) ) / (1))\n change [bounce-size v] by (5)\n end\n repeat (3)\n change size by (5)\n point in direction ((([cos v] of ((Bounce-size) * (1.4)) ) * (9)) + (90))\n change [bounce-size v] by (5)\n end\n repeat (3)\n change size by (-5)\n point in direction ((([cos v] of ((Bounce-size) * (1.4)) ) * (9)) + (90))\n change [bounce-size v] by (5)\n end\n repeat (50)\n point in direction ((([cos v] of ((Bounce-size) * (1.4)) ) * (9)) + (90))\n change size by (([sin v] of (Bounce-size) ) / (1))\n change [bounce-size v] by (5)\n end\n repeat (3)\n change size by (5)\n point in direction ((([cos v] of ((Bounce-size) * (1.4)) ) * (9)) + (90))\n change [bounce-size v] by (5)\n end\n repeat (3)\n change size by (-5)\n point in direction ((([cos v] of ((Bounce-size) * (1.4)) ) * (9)) + (90))\n change [bounce-size v] by (5)\n end\n repeat (17)\n point in direction ((([cos v] of ((Bounce-size) * (1.4)) ) * (9)) + (90))\n change size by (([sin v] of (Bounce-size) ) / (1))\n change [bounce-size v] by (5)\n end\nend\nbroadcast (slide v)\n\nset size to (1) %\n\nset size to (100) %\npoint in direction (90)\nhide\n\nwhen I receive [slide v]\nshow\ngo to [front v] layer\nset size to (100) %\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nrepeat (14)\n change size by ((timer) * (5))\nend\nset size to (100) %\nswitch costume to (costume3 v)\nhide\nswitch backdrop to (home v)\nbroadcast (INTRO END v)\nbroadcast (intro3 v)\n\nwhen flag clicked\n\n
||Doria 100% pen||Platformer Creator|| #Games
@Stage\n\nwhen stage clicked\nbroadcast (Click v)\n\n@blank\n\nbroadcast (Thumbnail v)\n\n@Game\n\ndefine Distance to x: (x) y: (y)\nset [-calculated distance v] to ([sqrt v] of ((((x position) - (x)) * ((x position) - (x))) + (((y position) - (y)) * ((y position) - (y)))) )\n\ndefine Draw line from (x) (y) to (x2) (y2)\ngo to x: (x) y: (y)\npen down\ngo to x: (x2) y: (y2)\npen up\n\ndefine Draw perfect square at (x) (y) w (q)\ngo to x: (x) y: (y)\nset pen size to (q)\npen down\npen up\nset pen size to ((q) / (8))\nDraw line from ((x) + ((q) / (2.5))) ((y) - ((q) / (2.5))) to ((x) - ((q) / (2.5))) ((y) - ((q) / (2.5)))\nDraw line from ((x) + ((q) / (2.5))) ((y) - ((q) / (2.5))) to ((x) + ((q) / (2.5))) ((y) + ((q) / (2.5)))\nDraw line from ((x) - ((q) / (2.5))) ((y) - ((q) / (2.5))) to ((x) - ((q) / (2.5))) ((y) + ((q) / (2.5)))\nDraw line from ((x) - ((q) / (2.5))) ((y) + ((q) / (2.5))) to ((x) + ((q) / (2.5))) ((y) + ((q) / (2.5)))\nrepeat (4)\n Draw line from ((x) + ((q) / (2))) ((y) - ((q) / (2))) to ((x) - ((q) / (2))) ((y) - ((q) / (2)))\n Draw line from ((x) + ((q) / (2))) ((y) - ((q) / (2))) to ((x) + ((q) / (2))) ((y) + ((q) / (2)))\n Draw line from ((x) - ((q) / (2))) ((y) - ((q) / (2))) to ((x) - ((q) / (2))) ((y) + ((q) / (2)))\n Draw line from ((x) - ((q) / (2))) ((y) + ((q) / (2))) to ((x) + ((q) / (2))) ((y) + ((q) / (2)))\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 Phrase (p) starting at (x) (y) size: (s) Boldness? (b)\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) Boldness? (b)\n pen up\n change [x3 v] by ((15) * (s))\nend\n\ndefine Draw letter (letter) at x (x) y (y) Size (s) Boldness? (b)\ngo to x: (x) y: (y)\nset pen size to ((b) + ((2) * (s)))\nif <[.] = (letter)> then\n pen down\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\n change y by ((-20) * (s))\n pen down\n pen up\n go to x: (((-10) * (s)) + (x position)) y: (((20) * (s)) + (y position))\n pen down\n pen up\nend\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 set [z-letter drawer variable v] to [180]\n repeat (359)\n change [z-letter drawer variable v] by (-1)\n go to x: (x) y: (y)\n change x by ((5) * (s))\n change y by ((10) * (s))\n set [z-letter drawer variable 2 v] to (((5) * (s)) * ([sin v] of (z-Letter drawer variable) ))\n change x by (z-Letter drawer variable 2)\n set [z-letter drawer variable 2 v] to (((10) * (s)) * ([cos v] of (z-Letter drawer variable) ))\n change y by (z-Letter drawer variable 2)\n pen down\n pen up\n end\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 change y by ((-4) * (s))\n go to x: (((10) * (s)) + (x position)) y: (((-11) * (s)) + (y position))\n pen up\n set [z-letter drawer variable v] to [180]\n repeat (359)\n change [z-letter drawer variable v] by (-1)\n go to x: (x) y: (y)\n change x by ((5) * (s))\n change y by ((15) * (s))\n set [z-letter drawer variable 2 v] to (((5) * (s)) * ([sin v] of (z-Letter drawer variable) ))\n change x by (z-Letter drawer variable 2)\n set [z-letter drawer variable 2 v] to (((5) * (s)) * ([cos v] of (z-Letter drawer variable) ))\n change y by (z-Letter drawer variable 2)\n pen down\n pen up\n end\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\nwhen I receive [home screen v]\nerase all\nforever\n set [~current screen v] to [Home]\n go to x: (0) y: (0)\n set pen size to (600)\n set pen color to (#72ff00)\n set pen (color v) to ((58) + (round ((4) * ([cos v] of ((timer) * (150)) ))))\n pen down\n pen up\n set pen color to (#000000)\n Phrase [Doria] starting at [-125] [80] size: [4] Boldness? [5]\n set pen color to (#59ff00)\n if <<<(mouse x) < [70]> and <[-65] < (mouse x)>> and <<(mouse y) < [50]> and <[-15] < (mouse y)>>> then\n fill (-65) (50) (70) (50) (70) (-15) resolution: (20)\n fill (-65) (50) (-65) (-15) (70) (-15) resolution: (20)\n else\n fill (-65) (50) (70) (50) (70) (-15) resolution: (10)\n fill (-65) (50) (-65) (-15) (70) (-15) resolution: (10)\n end\n set pen color to (#000000)\n Phrase [build] starting at [-50] [0] size: [1.6] Boldness? [2]\nend\n\nset pen color to (#59ff00)\nif <<<(mouse x) < [190]> and <[50] < (mouse x)>> and <<(mouse y) < [50]> and <[-15] < (mouse y)>>> then\n fill (50) (50) (190) (50) (190) (-15) resolution: (20)\n fill (50) (50) (50) (-15) (190) (-15) resolution: (20)\nelse\n fill (50) (50) (190) (50) (190) (-15) resolution: (10)\n fill (50) (50) (50) (-15) (190) (-15) resolution: (10)\nend\nset pen color to (#000000)\nPhrase [Games] starting at [65] [0] size: [1.6] Boldness? [2]\n\nwhen flag clicked\nshow list [save? v]\nbroadcast (Home Screen v)\n\nchange x by (10)\n\nwhen I receive [click v]\nif <[Home] = (~Current screen)> then\n if <<<(mouse x) < [70]> and <[-65] < (mouse x)>> and <<(mouse y) < [50]> and <[-15] < (mouse y)>>> then\n stop [other scripts in sprite v]\n wait until <not <mouse down?>>\n set [~theme~ v] to [1]\n broadcast (Build v)\n stop [this script v]\n end\nend\nif <[Win] = (~Current screen)> then\n if <<<(mouse x) < [-50]> and <[-100] < (mouse x)>> and <<(mouse y) < [165]> and <[145] < (mouse y)>>> then\n stop [other scripts in sprite v]\n wait until <not <mouse down?>>\n broadcast (Build v)\n stop [this script v]\n end\nend\nif <[play] = (~Current screen)> then\n if <<<(mouse x) < [-45]> and <[-105] < (mouse x)>> and <<(mouse y) < [170]> and <[140] < (mouse y)>>> then\n stop [other scripts in sprite v]\n wait until <not <mouse down?>>\n broadcast (Build v)\n stop [this script v]\n end\nend\nif <[Build] = (~Current screen)> then\n if <<<(mouse x) < [-45]> and <[-105] < (mouse x)>> and <<(mouse y) < [170]> and <[140] < (mouse y)>>> then\n stop [other scripts in sprite v]\n wait until <not <mouse down?>>\n broadcast (Play v)\n stop [this script v]\n end\n if <<<(mouse x) < [55]> and <[-5] < (mouse x)>> and <<(mouse y) < [170]> and <[140] < (mouse y)>>> then\n wait until <not <mouse down?>>\n set [~current screen v] to [Load]\n stop [this script v]\n end\n if <<<(mouse x) < [155]> and <[95] < (mouse x)>> and <<(mouse y) < [170]> and <[140] < (mouse y)>>> then\n wait until <not <mouse down?>>\n set [~current screen v] to [Save]\n stop [this script v]\n end\n go to x: (-220) y: (160)\n Distance to x: (mouse x) y: (mouse y)\n if <(-Calculated Distance) < [15]> then\n wait until <not <mouse down?>>\n set [~current screen v] to [Settings]\n stop [this script v]\n end\nend\nif <[Settings] = (~Current screen)> then\n go to x: (125) y: (75)\n Distance to x: (mouse x) y: (mouse y)\n if <(-Calculated Distance) < [15]> then\n wait until <not <mouse down?>>\n set [~current screen v] to [Build]\n stop [this script v]\n end\nend\n\nwhen I receive [build v]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [~screen open? v] to [0]\nerase all\nset [~time v] to [Day]\nset [~current screen v] to [Build]\nset [~current place v] to [1]\nforever\n go to x: (0) y: (0)\n set pen size to (600)\n if <(~Theme~) = [1]> then\n set pen color to (#00c1ff)\n end\n if <(~Theme~) = [2]> then\n set pen color to (#73ddff)\n end\n if <(~Theme~) = [3]> then\n set pen color to (#5269ff)\n end\n pen down\n pen up\n if <(~Theme~) = [1]> then\n set [~theme v] to [Grass]\n end\n if <(~Theme~) = [2]> then\n set [~theme v] to [Desert]\n end\n if <(~Theme~) = [3]> then\n set [~theme v] to [Winter]\n end\n Draw blocks\n Menu\n if <(~Current screen) = [Build]> then\n Place block\n if <key (up arrow v) pressed?> then\n change [scroll y v] by (3)\n end\n if <key (down arrow v) pressed?> then\n change [scroll y v] by (-3)\n end\n if <key (right arrow v) pressed?> then\n change [scroll x v] by (3)\n end\n if <key (left arrow v) pressed?> then\n change [scroll x v] by (-3)\n end\n end\n hide variable [~music v]\n hide variable [~volume v]\n hide variable [~theme v]\n hide variable [~theme~ v]\n if <(~Current screen) = [Settings]> then\n show variable [~volume v]\n show variable [~theme v]\n show variable [~music v]\n show variable [~theme~ v]\n Settings screen\n end\n if <(~Current screen) = [Load]> then\n ask [Give Code Below] and wait\n Load (answer)\n set [~current screen v] to [Build]\n end\n if <(~Current screen) = [Save]> then\n delete all of [save? v]\n add [Save code below:] to [save? v]\n add [Double click on the code] to [save? v]\n add [Then press Ctrl-C and press Cntrl-V to put it somewhere else] to [save? v]\n Save\n add (_Encoded) to [save? v]\n hide list [save? v]\n repeat until <(answer) = (item (4) of [save? v])>\n ask [Give Code Below] and wait\n end\n set [~current screen v] to [Build]\n show list [save? v]\n end\nend\n\nset [~theme~ v] to [1]\n\ndefine Place block\nif <<(((round (((mouse y) + (Scroll Y)) / (34))) * (34)) - (Scroll Y)) < [110]> and <[-90] < (((round (((mouse y) + (Scroll Y)) / (34))) * (34)) - (Scroll Y))>> then\n Draw Block at x: (((round (((mouse x) + (Scroll X)) / (34))) * (34)) - (Scroll X)) y: (((round (((mouse y) + (Scroll Y)) / (34))) * (34)) - (Scroll Y)) Type: (~Current Place) Not selected? <>\nend\n\ndefine Draw Block at x: (x) y: (y) Type: (t) Not selected? <??>\ngo to x: (x) y: (y)\nset pen color to (#ac2c4e)\nset pen size to (20)\nif <??> then\n set pen (saturation v) to (80)\nend\nif <[grass] = (~Theme)> then\n if <[11] = (t)> then\n set pen color to (#ffffff)\n set pen size to (10)\n Draw line from ((x) + (-5)) ((y) + (-10)) to ((x) + (5)) ((y) + (10))\n set pen color to (#ffb7b7)\n set pen size to (10)\n go to x: ((x) + (5)) y: ((y) + (10))\n pen down\n pen up\n end\n if <<[9] = (t)> or <[10] = (t)>> then\n if <[10] = (t)> then\n set pen color to (#ff0000)\n end\n if <[9] = (t)> then\n set pen color to (#00f2ff)\n end\n Draw perfect square at ((x) - (2)) ((y) + (3)) w [26]\n Draw perfect square at ((x) - (2)) ((y) + (-3)) w [26]\n Draw perfect square at ((x) - (-2)) ((y) + (3)) w [26]\n Draw perfect square at ((x) - (-2)) ((y) + (-3)) w [26]\n end\n if <[0] = (t)> then\n set pen color to (#ac4100)\n Draw perfect square at (x) (y) w [30]\n end\n if <[1] = (t)> then\n set pen color to (#ac4100)\n Draw perfect square at (x) (y) w [29.5]\n set pen color to (#00ff21)\n fill ((x) + (-15)) ((y) + (15)) ((x) + (-7)) ((y) + (15)) ((x) + (-11.5)) ((y) + (10)) resolution: (4)\n fill ((x) + (15)) ((y) + (15)) ((x) + (7)) ((y) + (15)) ((x) + (11.5)) ((y) + (10)) resolution: (4)\n fill ((x) + (-5)) ((y) + (15)) ((x) + (5)) ((y) + (15)) ((x) + (0)) ((y) + (10)) resolution: (4)\n end\n if <[2] = (t)> then\n set pen color to (#00f2ff)\n set [~loop2 v] to ((x) + (-15.5))\n repeat (11)\n set pen size to (3)\n Draw line from (~loop2) ((y) + (-15)) to (~loop2) (((y) + (10)) + (round ((4) * ([cos v] of ((((~loop2) - (15)) + (round ((50) * (timer)))) * (7)) ))))\n change [~loop2 v] by (3)\n end\n end\n if <[3] = (t)> then\n set pen color to (#ff0000)\n set [~loop2 v] to ((x) + (-15.5))\n repeat (11)\n set pen size to (3)\n Draw line from (~loop2) ((y) + (-15)) to (~loop2) (((y) + (10)) + (round ((4) * ([cos v] of ((((~loop2) - ((11) + (round ((50) * (timer))))) + ()) * (5)) ))))\n change [~loop2 v] by (3)\n end\n end\n if <[4] = (t)> then\n set pen size to (4)\n set pen color to (#000000)\n point in direction ((100) * (timer))\n repeat (8)\n turn right (45) degrees\n pen down\n move (15) steps\n move (-15) steps\n pen up\n end\n go to x: (x) y: (y)\n set pen size to (25)\n set pen color to (#6d6d6d)\n pen down\n pen up\n set pen size to (15)\n set pen color to (#b9b9b9)\n pen down\n pen up\n end\n if <[5] = (t)> then\n set pen color to (#9c4b00)\n set pen size to (6)\n Draw line from (x) ((y) + (15)) to (x) ((y) + (-15))\n set pen color to (#1000ff)\n if <<(item (~loop) of [x v]) = (~Checkpoint x)> and <(item (~loop) of [y v]) = (~Checkpoint y)>> then\n set pen color to (#776eff)\n end\n fill (x) ((y) + (15)) (x) ((y) + (5)) ((x) + (15)) ((y) + (10)) resolution: (6)\n end\n if <[6] = (t)> then\n set pen color to (#9c4b00)\n set pen size to (6)\n Draw line from (x) ((y) + (15)) to (x) ((y) + (-15))\n set pen color to (#44e400)\n fill (x) ((y) + (15)) (x) ((y) + (5)) ((x) + (15)) ((y) + (10)) resolution: (6)\n end\n if <[7] = (t)> then\n set pen color to (#9e9e9e)\n set pen size to (6)\n Draw line from ((x) + (10)) ((y) + (15)) to ((x) + (-10)) ((y) + (0))\n Draw line from ((x) + (-10)) ((y) + (15)) to ((x) + (10)) ((y) + (0))\n Draw line from ((x) + (10)) ((y) + (-15)) to ((x) + (-10)) ((y) + (0))\n Draw line from ((x) + (-10)) ((y) + (-15)) to ((x) + (10)) ((y) + (0))\n set pen color to (#fff600)\n set pen size to (10)\n Draw line from ((x) + (15)) ((y) + (13)) to ((x) + (-15)) ((y) + (13))\n end\n if <[8] = (t)> then\n set pen color to (#9e9e9e)\n set pen size to (6)\n Draw line from ((x) + (10)) ((y) + (15)) to ((x) + (-10)) ((y) + (0))\n Draw line from ((x) + (-10)) ((y) + (15)) to ((x) + (10)) ((y) + (0))\n Draw line from ((x) + (10)) ((y) + (-15)) to ((x) + (-10)) ((y) + (0))\n Draw line from ((x) + (-10)) ((y) + (-15)) to ((x) + (10)) ((y) + (0))\n end\nend\nif <[Desert] = (~Theme)> then\n if <[11] = (t)> then\n set pen color to (#ffffff)\n set pen size to (10)\n Draw line from ((x) + (-5)) ((y) + (-10)) to ((x) + (5)) ((y) + (10))\n set pen color to (#ffb7b7)\n set pen size to (10)\n go to x: ((x) + (5)) y: ((y) + (10))\n pen down\n pen up\n end\n if <<[9] = (t)> or <[10] = (t)>> then\n if <[10] = (t)> then\n set pen color to (#bf3636)\n end\n if <[9] = (t)> then\n set pen color to (#006aff)\n end\n Draw perfect square at ((x) - (2)) ((y) + (3)) w [26]\n Draw perfect square at ((x) - (2)) ((y) + (-3)) w [26]\n Draw perfect square at ((x) - (-2)) ((y) + (3)) w [26]\n Draw perfect square at ((x) - (-2)) ((y) + (-3)) w [26]\n end\n if <[0] = (t)> then\n set pen color to (#aebd00)\n Draw perfect square at (x) (y) w [30]\n end\n if <[1] = (t)> then\n set pen color to (#aebd00)\n Draw perfect square at (x) (y) w [30]\n set pen color to (#e0ff00)\n fill ((x) + (-15)) ((y) + (15)) ((x) + (-7)) ((y) + (15)) ((x) + (-11.5)) ((y) + (10)) resolution: (4)\n fill ((x) + (15)) ((y) + (15)) ((x) + (7)) ((y) + (15)) ((x) + (11.5)) ((y) + (10)) resolution: (4)\n fill ((x) + (-5)) ((y) + (15)) ((x) + (5)) ((y) + (15)) ((x) + (0)) ((y) + (10)) resolution: (4)\n end\n if <[2] = (t)> then\n set pen color to (#006aff)\n set [~loop2 v] to ((x) + (-15.5))\n repeat (11)\n set pen size to (3)\n Draw line from (~loop2) ((y) + (-15)) to (~loop2) (((y) + (10)) + (round ((4) * ([cos v] of ((((~loop2) - (15)) + (round ((50) * (timer)))) * (7)) ))))\n change [~loop2 v] by (3)\n end\n end\n if <[3] = (t)> then\n set pen color to (#b70000)\n set [~loop2 v] to ((x) + (-15.5))\n repeat (11)\n set pen size to (3)\n Draw line from (~loop2) ((y) + (-15)) to (~loop2) (((y) + (10)) + (round ((4) * ([cos v] of ((((~loop2) - ((11) + (round ((50) * (timer))))) + ()) * (5)) ))))\n change [~loop2 v] by (3)\n end\n end\n if <[4] = (t)> then\n set pen size to (4)\n set pen color to (#ffffff)\n point in direction ((100) * (timer))\n repeat (8)\n turn right (45) degrees\n pen down\n move (15) steps\n move (-15) steps\n pen up\n end\n go to x: (x) y: (y)\n set pen size to (25)\n set pen color to (#006d13)\n pen down\n pen up\n set pen size to (15)\n set pen color to (#2eb900)\n pen down\n pen up\n end\n if <[5] = (t)> then\n set pen color to (#9c4b00)\n set pen size to (6)\n Draw line from (x) ((y) + (15)) to (x) ((y) + (-15))\n set pen color to (#1000ff)\n if <<(item (~loop) of [x v]) = (~Checkpoint x)> and <(item (~loop) of [y v]) = (~Checkpoint y)>> then\n set pen color to (#776eff)\n end\n fill (x) ((y) + (15)) (x) ((y) + (5)) ((x) + (15)) ((y) + (10)) resolution: (6)\n end\n if <[6] = (t)> then\n set pen color to (#9c4b00)\n set pen size to (6)\n Draw line from (x) ((y) + (15)) to (x) ((y) + (-15))\n set pen color to (#44e400)\n fill (x) ((y) + (15)) (x) ((y) + (5)) ((x) + (15)) ((y) + (10)) resolution: (6)\n end\n if <[7] = (t)> then\n set pen color to (#9e9e9e)\n set pen size to (6)\n Draw line from ((x) + (10)) ((y) + (15)) to ((x) + (-10)) ((y) + (0))\n Draw line from ((x) + (-10)) ((y) + (15)) to ((x) + (10)) ((y) + (0))\n Draw line from ((x) + (10)) ((y) + (-15)) to ((x) + (-10)) ((y) + (0))\n Draw line from ((x) + (-10)) ((y) + (-15)) to ((x) + (10)) ((y) + (0))\n set pen color to (#fff600)\n set pen size to (10)\n Draw line from ((x) + (15)) ((y) + (13)) to ((x) + (-15)) ((y) + (13))\n end\n if <[8] = (t)> then\n set pen color to (#9e9e9e)\n set pen size to (6)\n Draw line from ((x) + (10)) ((y) + (15)) to ((x) + (-10)) ((y) + (0))\n Draw line from ((x) + (-10)) ((y) + (15)) to ((x) + (10)) ((y) + (0))\n Draw line from ((x) + (10)) ((y) + (-15)) to ((x) + (-10)) ((y) + (0))\n Draw line from ((x) + (-10)) ((y) + (-15)) to ((x) + (10)) ((y) + (0))\n end\nend\nif <[Winter] = (~Theme)> then\n if <[11] = (t)> then\n set pen color to (#ffffff)\n set pen size to (10)\n Draw line from ((x) + (-5)) ((y) + (-10)) to ((x) + (5)) ((y) + (10))\n set pen color to (#ffb7b7)\n set pen size to (10)\n go to x: ((x) + (5)) y: ((y) + (10))\n pen down\n pen up\n end\n if <<[9] = (t)> or <[10] = (t)>> then\n if <[10] = (t)> then\n set pen color to (#ff6e00)\n end\n if <[9] = (t)> then\n set pen color to (#388bff)\n end\n Draw perfect square at ((x) - (2)) ((y) + (3)) w [26]\n Draw perfect square at ((x) - (2)) ((y) + (-3)) w [26]\n Draw perfect square at ((x) - (-2)) ((y) + (3)) w [26]\n Draw perfect square at ((x) - (-2)) ((y) + (-3)) w [26]\n end\n if <[0] = (t)> then\n set pen color to (#009cff)\n Draw perfect square at (x) (y) w [30]\n end\n if <[1] = (t)> then\n set pen color to (#009cff)\n Draw perfect square at (x) (y) w [30]\n set pen color to (#cdf2ff)\n fill ((x) + (-15)) ((y) + (15)) ((x) + (-7)) ((y) + (15)) ((x) + (-11.5)) ((y) + (10)) resolution: (4)\n fill ((x) + (15)) ((y) + (15)) ((x) + (7)) ((y) + (15)) ((x) + (11.5)) ((y) + (10)) resolution: (4)\n fill ((x) + (-5)) ((y) + (15)) ((x) + (5)) ((y) + (15)) ((x) + (0)) ((y) + (10)) resolution: (4)\n end\n if <[2] = (t)> then\n set pen color to (#398bff)\n set [~loop2 v] to ((x) + (-15.5))\n repeat (11)\n set pen size to (3)\n Draw line from (~loop2) ((y) + (-15)) to (~loop2) (((y) + (10)) + (round ((4) * ([cos v] of ((((~loop2) - (15)) + (round ((50) * (timer)))) * (1)) ))))\n change [~loop2 v] by (3)\n end\n end\n if <[3] = (t)> then\n set pen color to (#ff6e00)\n set [~loop2 v] to ((x) + (-15.5))\n repeat (11)\n set pen size to (3)\n Draw line from (~loop2) ((y) + (-15)) to (~loop2) (((y) + (10)) + (round ((4) * ([cos v] of ((((~loop2) - ((11) + (round ((50) * (timer))))) + ()) * (9)) ))))\n change [~loop2 v] by (3)\n end\n end\n if <[4] = (t)> then\n set pen size to (4)\n set pen color to (#c7e9ff)\n point in direction ((100) * (timer))\n repeat (8)\n turn right (45) degrees\n pen down\n move (15) steps\n move (-15) steps\n pen up\n end\n go to x: (x) y: (y)\n set pen size to (25)\n set pen color to (#17006d)\n pen down\n pen up\n set pen size to (15)\n set pen color to (#00aeda)\n pen down\n pen up\n end\n if <[5] = (t)> then\n set pen color to (#9c4b00)\n set pen size to (6)\n Draw line from (x) ((y) + (15)) to (x) ((y) + (-15))\n set pen color to (#1000ff)\n if <<(item (~loop) of [x v]) = (~Checkpoint x)> and <(item (~loop) of [y v]) = (~Checkpoint y)>> then\n set pen color to (#776eff)\n end\n fill (x) ((y) + (15)) (x) ((y) + (5)) ((x) + (15)) ((y) + (10)) resolution: (6)\n end\n if <[6] = (t)> then\n set pen color to (#9c4b00)\n set pen size to (6)\n Draw line from (x) ((y) + (15)) to (x) ((y) + (-15))\n set pen color to (#44e400)\n fill (x) ((y) + (15)) (x) ((y) + (5)) ((x) + (15)) ((y) + (10)) resolution: (6)\n end\n if <[7] = (t)> then\n set pen color to (#9e9e9e)\n set pen size to (6)\n Draw line from ((x) + (10)) ((y) + (15)) to ((x) + (-10)) ((y) + (0))\n Draw line from ((x) + (-10)) ((y) + (15)) to ((x) + (10)) ((y) + (0))\n Draw line from ((x) + (10)) ((y) + (-15)) to ((x) + (-10)) ((y) + (0))\n Draw line from ((x) + (-10)) ((y) + (-15)) to ((x) + (10)) ((y) + (0))\n set pen color to (#fff600)\n set pen size to (10)\n Draw line from ((x) + (15)) ((y) + (13)) to ((x) + (-15)) ((y) + (13))\n end\n if <[8] = (t)> then\n set pen color to (#9e9e9e)\n set pen size to (6)\n Draw line from ((x) + (10)) ((y) + (15)) to ((x) + (-10)) ((y) + (0))\n Draw line from ((x) + (-10)) ((y) + (15)) to ((x) + (10)) ((y) + (0))\n Draw line from ((x) + (10)) ((y) + (-15)) to ((x) + (-10)) ((y) + (0))\n Draw line from ((x) + (-10)) ((y) + (-15)) to ((x) + (10)) ((y) + (0))\n end\nend\n\ndefine Draw blocks\nset [~loop v] to [0]\nrepeat (length of [type v])\n change [~loop v] by (1)\n if <<<[-280] < ((item (~loop) of [x v]) - (Scroll X))> and <((item (~loop) of [x v]) - (Scroll X)) < [280]>> and <<((item (~loop) of [y v]) - (Scroll Y)) < [210]> and <[-210] < ((item (~loop) of [y v]) - (Scroll Y))>>> then\n if <(item (~loop) of [type v]) = [1]> then\n Grass block\n else\n if <(item (~loop) of [type v]) = [7]> then\n Bounce blocks\n else\n if <<(item (~loop) of [type v]) = [3]> or <(item (~loop) of [type v]) = [2]>> then\n Liquid blocks (item (~loop) of [type v])\n else\n Draw Block at x: ((item (~loop) of [x v]) - (Scroll X)) y: ((item (~loop) of [y v]) - (Scroll Y)) Type: (item (~loop) of [type v]) Not selected? <>\n end\n end\n end\n end\nend\n\ndefine Menu\nif <<(~Current screen) = [Win]> or <(~Current screen) = [Play]>> then\n set pen color to (#ffffff)\n fill (-240) (180) (240) (180) (240) (130) resolution: (4)\n fill (-240) (180) (-240) (130) (240) (130) resolution: (4)\n set pen color to (#2aff00)\n fill (-100) (165) (-50) (165) (-50) (145) resolution: (7)\n fill (-100) (165) (-100) (145) (-50) (145) resolution: (7)\n set pen color to (#000000)\n Phrase [edit] starting at [-95] [150] size: [0.7] Boldness? [1]\nelse\n if <(~Current screen) = [Build]> then\n set pen color to (#ffffff)\n fill (-240) (180) (240) (180) (240) (130) resolution: (4)\n fill (-240) (180) (-240) (130) (240) (130) resolution: (4)\n set pen color to (#d6d6d6)\n fill (-240) (-180) (240) (-180) (240) (-120) resolution: (4)\n fill (-240) (-180) (-240) (-120) (240) (-120) resolution: (4)\n set [~loop v] to [1]\n set [~loop extra 1 v] to [-175]\n repeat (7)\n if <(~Current Place) = (~loop)> then\n set pen color to (#000000)\n Draw perfect square at (~loop extra 1) [-140] w [39]\n set pen color to (#d6d6d6)\n Draw perfect square at (~loop extra 1) [-140] w [34]\n end\n Draw Block at x: (~loop extra 1) y: [-140] Type: (~loop) Not selected? <not <(~Current Place) = (~loop)>>\n if <<<(mouse x) < ((~loop extra 1) + (15))> and <((~loop extra 1) + (-15)) < (mouse x)>> and <<[-155] < (mouse y)> and <(mouse y) < [-125]>>> then\n if <mouse down?> then\n set [~current place v] to (~loop)\n end\n end\n change [~loop extra 1 v] by (50)\n change [~loop v] by (1)\n end\n if <(~Current Place) = [11]> then\n set pen color to (#000000)\n Draw perfect square at (~loop extra 1) [-140] w [39]\n set pen color to (#d6d6d6)\n Draw perfect square at (~loop extra 1) [-140] w [34]\n end\n if <<<(mouse x) < ((~loop extra 1) + (15))> and <((~loop extra 1) + (-15)) < (mouse x)>> and <<[-155] < (mouse y)> and <(mouse y) < [-125]>>> then\n if <mouse down?> then\n set [~current place v] to [11]\n end\n end\n Draw Block at x: (~loop extra 1) y: [-140] Type: [11] Not selected? <not <(~Current Place) = (~loop)>>\n if <[Build] = (~Current screen)> then\n go to x: (-220) y: (160)\n set pen color to (#000000)\n set pen size to (8)\n point in direction (90)\n pen down\n repeat (8)\n move (15) steps\n move (-15) steps\n turn right (45) degrees\n end\n pen up\n go to x: (-220) y: (160)\n set pen size to (25)\n set pen color to (#b9b9b9)\n pen down\n pen up\n end\n set pen color to (#2aff00)\n fill (-100) (165) (-50) (165) (-50) (145) resolution: (7)\n fill (-100) (165) (-100) (145) (-50) (145) resolution: (7)\n set pen color to (#000000)\n Phrase [Play] starting at [-95] [150] size: [0.7] Boldness? [1]\n set pen color to (#2aff00)\n fill (0) (165) (50) (165) (50) (145) resolution: (7)\n fill (0) (165) (0) (145) (50) (145) resolution: (7)\n set pen color to (#000000)\n Phrase [load] starting at [5] [150] size: [0.7] Boldness? [1]\n set pen color to (#2aff00)\n fill (100) (165) (150) (165) (150) (145) resolution: (7)\n fill (100) (165) (100) (145) (150) (145) resolution: (7)\n set pen color to (#000000)\n Phrase [save] starting at [105] [150] size: [0.7] Boldness? [1]\n end\nend\n\ndefine add (x) (y) (t)\nif <<not <<(x) = [0]> and <(y) = [34]>>> and <not <<(x) = [0]> and <(y) = [0]>>>> then\n if <[11] = (t)> then\n set [~loop v] to [0]\n repeat (length of [type v])\n change [~loop v] by (1)\n if <<(item (~loop) of [x v]) = (x)> and <(item (~loop) of [y v]) = (y)>> then\n delete (~loop) of [type v]\n delete (~loop) of [x v]\n delete (~loop) of [y v]\n stop [this script v]\n end\n end\n else\n set [~loop v] to [0]\n repeat (length of [type v])\n change [~loop v] by (1)\n if <<(item (~loop) of [x v]) = (x)> and <(item (~loop) of [y v]) = (y)>> then\n stop [this script v]\n end\n end\n add (t) to [type v]\n add (x) to [x v]\n add (y) to [y v]\n end\nend\n\nwhen I receive [click v]\n\ndefine Grass block\nset [~loop2 v] to [0]\nrepeat (length of [type v])\n change [~loop2 v] by (1)\n if <<(item (~loop2) of [x v]) = (item (~loop) of [x v])> and <<(item (~loop2) of [y v]) = ((item (~loop) of [y v]) + (34))> and <(item (~loop2) of [type v]) = (item (~loop) of [type v])>>> then\n Draw Block at x: ((item (~loop) of [x v]) - (Scroll X)) y: ((item (~loop) of [y v]) - (Scroll Y)) Type: [0] Not selected? <>\n stop [this script v]\n end\nend\nDraw Block at x: ((item (~loop) of [x v]) - (Scroll X)) y: ((item (~loop) of [y v]) - (Scroll Y)) Type: [1] Not selected? <>\n\nwhen I receive [build v]\nforever\n if <[build] = (~Current screen)> then\n if <mouse down?> then\n if <<(((round (((mouse y) + (Scroll Y)) / (34))) * (34)) - (Scroll Y)) < [110]> and <[-90] < (((round (((mouse y) + (Scroll Y)) / (34))) * (34)) - (Scroll Y))>> then\n add ((((round (((mouse x) + (Scroll X)) / (34))) * (34)) - (Scroll X)) + (Scroll X)) ((((round (((mouse y) + (Scroll Y)) / (34))) * (34)) - (Scroll Y)) + (Scroll Y)) (~Current Place)\n end\n end\n Switch inventory\n end\nend\n\ndefine Switch inventory\nset [~loop v] to [0]\nrepeat (7)\n change [~loop v] by (1)\n if <key ((~loop) v) pressed?> then\n set [~current place v] to (~loop)\n end\nend\nif <key (8 v) pressed?> then\n set [~current place v] to [11]\nend\n\ndefine Bounce blocks\nset [~loop2 v] to [0]\nrepeat (length of [type v])\n change [~loop2 v] by (1)\n if <<(item (~loop2) of [x v]) = (item (~loop) of [x v])> and <<(item (~loop2) of [y v]) = ((item (~loop) of [y v]) + (34))> and <(item (~loop2) of [type v]) = (item (~loop) of [type v])>>> then\n Draw Block at x: ((item (~loop) of [x v]) - (Scroll X)) y: ((item (~loop) of [y v]) - (Scroll Y)) Type: [8] Not selected? <>\n stop [this script v]\n end\nend\nDraw Block at x: ((item (~loop) of [x v]) - (Scroll X)) y: ((item (~loop) of [y v]) - (Scroll Y)) Type: [7] Not selected? <>\n\ndefine Liquid blocks ()\nif <[2] = ()> then\n set [~loop2 v] to [0]\n repeat (length of [type v])\n change [~loop2 v] by (1)\n if <<(item (~loop2) of [x v]) = (item (~loop) of [x v])> and <<(item (~loop2) of [y v]) = ((item (~loop) of [y v]) + (34))> and <(item (~loop2) of [type v]) = (item (~loop) of [type v])>>> then\n Draw Block at x: ((item (~loop) of [x v]) - (Scroll X)) y: ((item (~loop) of [y v]) - (Scroll Y)) Type: [9] Not selected? <>\n stop [this script v]\n end\n end\n Draw Block at x: ((item (~loop) of [x v]) - (Scroll X)) y: ((item (~loop) of [y v]) - (Scroll Y)) Type: [2] Not selected? <>\nelse\n set [~loop2 v] to [0]\n repeat (length of [type v])\n change [~loop2 v] by (1)\n if <<(item (~loop2) of [x v]) = (item (~loop) of [x v])> and <<(item (~loop2) of [y v]) = ((item (~loop) of [y v]) + (34))> and <(item (~loop2) of [type v]) = (item (~loop) of [type v])>>> then\n Draw Block at x: ((item (~loop) of [x v]) - (Scroll X)) y: ((item (~loop) of [y v]) - (Scroll Y)) Type: [10] Not selected? <>\n stop [this script v]\n end\n end\n Draw Block at x: ((item (~loop) of [x v]) - (Scroll X)) y: ((item (~loop) of [y v]) - (Scroll Y)) Type: [3] Not selected? <>\nend\n\ndefine Settings screen\nset pen color to (#c0c0c0)\nDraw perfect square at [-50] [0] w [150]\nDraw perfect square at [50] [0] w [150]\nset pen color to (#000000)\nPhrase [Settings] starting at [-55] [50] size: [1] Boldness? [1]\nPhrase [Settings] starting at [-55] [50] size: [1] Boldness? [1]\ngo to x: (125) y: (75)\nset pen color to (#ff0000)\nset pen size to (35)\npen down\npen up\nset pen color to (#ffffff)\nset pen size to (10)\npen down\npoint in direction (45)\nmove (10) steps\nmove (-20) steps\nmove (10) steps\npoint in direction (-45)\nmove (10) steps\nmove (-20) steps\nmove (10) steps\npen up\n\nwhen I receive [play v]\nset [~checkpoint x v] to [0]\nset [~checkpoint y v] to [0]\nRespawn\nset [~current screen v] to [Play]\nforever\n go to x: (0) y: (0)\n set pen size to (600)\n set pen color to (#00c1ff)\n pen down\n pen up\n Draw blocks\n Draw Player at ((Player X) - (Scroll X)) ((Player Y) - (Scroll Y))\n Menu\n if <not <[Win] = (~Current screen)>> then\n Settings\n end\n if <[Win] = (~Current screen)> then\n set pen color to (#ffffff)\n Draw perfect square at [-50] [0] w [100]\n Draw perfect square at [50] [0] w [100]\n set pen color to (#000000)\n Phrase [you win] starting at [-100] [-15] size: [2] Boldness? []\n end\nend\n\ndefine Draw Player at (x) (y)\nset pen color to (#000000)\nDraw perfect square at (x) (y) w [25]\nset pen color to (#ffffff)\nDraw perfect square at (x) (y) w [15]\ngo to x: (x) y: (y)\nchange x by ((<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) * (5))\nchange y by ((<key (up arrow v) pressed?> - <key (down arrow v) pressed?>) * (5))\nset pen color to (#000000)\nset pen size to (10)\npen down\npen up\n\ndefine Settings\nDetect\nchange [~~xv v] by (<not <mouse down?>> * (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>))\nchange [~~xv v] by (<mouse down?> * (<[0] < (mouse x)> - <(mouse x) < [0]>))\nset [~~xv v] to ((0.9) * (~~Xv))\nif <[touching? v] contains [2]?> then\n set [~~xv v] to ((0.9) * (~~Xv))\nend\nchange [player x v] by (~~Xv)\nrepeat (5)\n Detect\n if <[touching? v] contains [1]?> then\n change [player y v] by (1)\n end\nend\nDetect\nif <[touching? v] contains [1]?> then\n change [player y v] by (-5)\n change [player x v] by ((-1) * (~~Xv))\n set [~~xv v] to [0]\nend\nDetect\nif <[touching? v] contains [2]?> then\n if <not <(~~Yv) < [-5]>> then\n change [~~yv v] by (-0.1)\n end\n if <(~~Yv) < [-5]> then\n set [~~yv v] to [-5]\n end\nelse\n if <not <(~~Yv) < [-20]>> then\n change [~~yv v] by (-2)\n end\nend\nchange [player y v] by (~~Yv)\nDetect\nif <[touching? v] contains [1]?> then\n change [player y v] by ((-1) * (~~Yv))\n set [~~yv v] to [0]\nend\nDetect\nif <[touching? v] contains [2]?> then\n if <key (up arrow v) pressed?> then\n if <(~~Yv) < [5]> then\n change [~~yv v] by (1.5)\n end\n end\n if <[0] < (mouse y)> then\n if <(~~Yv) < [5]> then\n change [~~yv v] by (1.5)\n end\n end\nend\nchange [player y v] by (-2)\nDetect\nif <[touching? v] contains [1]?> then\n if <key (up arrow v) pressed?> then\n set [~~yv v] to [18]\n end\nend\nchange [player y v] by (2)\nif <(Player Y) < [-500]> then\n Respawn\nend\nset [scroll x v] to (Player X)\nset [scroll y v] to (Player Y)\nDetect\nif <[touching? v] contains [3]?> then\n Respawn\nend\nDetect\nif <[touching? v] contains [4]?> then\n Respawn\nend\nDetect\nif <[touching? v] contains [7]?> then\n set [~~yv v] to [30]\nend\nDetect\nif <[touching? v] contains [6]?> then\n set [~current screen v] to [Win]\nend\n\ndefine Detect\ndelete all of [touching? v]\nset [~loop v] to [0]\nrepeat (length of [type v])\n change [~loop v] by (1)\n if <<<((item (~loop) of [x v]) + (-15)) < ((Player X) + (12.5))> and <((Player X) + (-12.5)) < ((item (~loop) of [x v]) + (15))>> and <<((item (~loop) of [y v]) + (-15)) < ((Player Y) + (12.5))> and <((Player Y) + (-12.5)) < ((item (~loop) of [y v]) + (15))>>> then\n if <(item (~loop) of [type v]) = [5]> then\n add (item (~loop) of [type v]) to [touching? v]\n set [~checkpoint x v] to (item (~loop) of [x v])\n set [~checkpoint y v] to (item (~loop) of [y v])\n else\n add (item (~loop) of [type v]) to [touching? v]\n end\n end\nend\n\ndefine Respawn\nset [~~xv v] to [0]\nset [~~yv v] to [0]\nset [player x v] to (~Checkpoint x)\nset [player y v] to (~Checkpoint y)\nset [scroll x v] to (~Checkpoint x)\nset [scroll y v] to (~Checkpoint y)\n\nwhen I receive [reset v]\ndelete all of [y v]\ndelete all of [x v]\ndelete all of [type v]\nadd [5] to [type v]\nadd [0] to [x v]\nadd [0] to [y v]\nadd [1] to [type v]\nadd [0] to [x v]\nadd [-34] to [y v]\n\ndefine Load ()\ndelete all of [type v]\ndelete all of [x v]\ndelete all of [y v]\nset [_letter # v] to [1]\nset [_encoded v] to ()\nset [_add v] to (join (join (letter (_letter #) of (_Encoded)) (letter ((_letter #) + (1)) of (_Encoded))) (join (letter ((_letter #) + (2)) of (_Encoded)) (letter ((_letter #) + (3)) of (_Encoded))))\nchange [_letter # v] by (4)\nrepeat (_add)\n Get (join (letter (_letter #) of (_Encoded)) (letter ((_letter #) + (1)) of (_Encoded)))\n add (_add) to [type v]\n Get (join (join (letter (_letter #) of (_Encoded)) (letter ((_letter #) + (1)) of (_Encoded))) (join (letter ((_letter #) + (2)) of (_Encoded)) (letter ((_letter #) + (3)) of (_Encoded))))\n add ((_add) - (5000)) to [x v]\n Get (join (join (letter (_letter #) of (_Encoded)) (letter ((_letter #) + (1)) of (_Encoded))) (join (letter ((_letter #) + (2)) of (_Encoded)) (letter ((_letter #) + (3)) of (_Encoded))))\n add ((_add) - (5000)) to [y v]\nend\nset [~theme~ v] to (letter (_letter #) of (_Encoded))\nchange [_letter # v] by (1)\nif <not <<(~Theme~) = [1]> or <<(~Theme~) = [2]> or <(~Theme~) = [3]>>>> then\n broadcast (Reset v)\n set [~theme~ v] to [1]\nend\n\ndefine Save\nset [_encoded v] to []\nAdd (length of [type v]) to encoded [4]\nset [~loop v] to [0]\nrepeat (length of [type v])\n change [~loop v] by (1)\n Add (item (~loop) of [type v]) to encoded [2]\n Add ((item (~loop) of [x v]) + (5000)) to encoded [4]\n Add ((item (~loop) of [y v]) + (5000)) to encoded [4]\nend\nset [_encoded v] to (join (_Encoded) (~Theme~))\n\nset [_add v] to [0]\n\ndefine Add () to encoded (a)\nset [_add v] to []\nset [_add v] to ()\nrepeat until <(length of (_add)) = (a)>\n set [_add v] to (join [0] (_add))\nend\nset [_encoded v] to (join (_Encoded) (_add))\n\ndefine Get ()\nchange [_letter # v] by (length of ())\nset [_add v] to (() + ())\n\nwhen I receive [thumbnail v]\nerase all\nset [~theme v] to [Grass]\ngo to x: (0) y: (0)\nset pen size to (600)\nset pen color to (#00b2ff)\npen down\npen up\nset pen color to (#000000)\nPhrase [Doria] starting at [-125] [80] size: [4] Boldness? [5]\nDraw Block at x: [0] y: [-75] Type: [0] Not selected? <>\nDraw Block at x: [34] y: [-75] Type: [0] Not selected? <>\nDraw Block at x: [-34] y: [-75] Type: [0] Not selected? <>\nDraw Block at x: [68] y: [-75] Type: [0] Not selected? <>\nDraw Block at x: [-68] y: [-75] Type: [0] Not selected? <>\nDraw Block at x: [0] y: [-41] Type: [1] Not selected? <>\nDraw Block at x: [34] y: [-41] Type: [1] Not selected? <>\nDraw Block at x: [-34] y: [-41] Type: [1] Not selected? <>\nDraw Block at x: [68] y: [-41] Type: [1] Not selected? <>\nDraw Block at x: [-68] y: [-41] Type: [1] Not selected? <>\nDraw Block at x: [68] y: [-7] Type: [4] Not selected? <>\nDraw Block at x: [68] y: [27] Type: [4] Not selected? <>\nDraw Block at x: [0] y: [-7] Type: [5] Not selected? <>\nDraw Player at [35] [40]\nset pen color to (#000000)\nPhrase [Platformer creator] starting at [-200] [-150] size: [1.5] Boldness? [1]\n\nDraw perfect square at [0] [0] w [100]\n\nwhen I receive [home screen v]\nbroadcast (Reset v)\n\n@Sound\n\nwhen flag clicked\nforever\n play sound (join (~Music) []) until done\nend\n\nwhen flag clicked\nforever\n set volume to (join (~Volume) []) %\nend\n\nwhen flag clicked\nforever\n if <not <(_) = (~Music)>> then\n stop all sounds\n end\n set [_ v] to (~Music)\nend\n\n
My entry\nSave Codes here!\nhttps://scratch.mit.edu/discuss/topic/434889/?page=1#post-4367927\nAdded Mobile\nFollow for More!!!!!!!!!!!!!!!\nHit the settings button to change the theme\n(different themes: Grass, Desert, Winter)\nThe Different themes change it and can make it AWESOME with different color schemes\n\nTo start go to Build and you can build a scrolling platformer. Press number keys 1=8 to get your selection\n\nBlue flag is checkpoint\nGreen flag is end/win portal\n\n\nInspriation from @TimMcCool and @StradfordJames\nAll code 100% by me\nBesides @TheLogFather for trifill\n(as a note, I did all of this code from nothing, I did not use any of my previous engines for this)
[Easier Ending] The Journey || Multiplayer Platformer #games #all
@Stage\n\nwhen flag clicked\nforever\n if <not <(username) = [JTHEJET]>> then\n play sound [LAKEY INSPIRED - By The Pool v] until done\n play sound [Alan Walker - Play \(Lyrics\) ft v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <key (m v) pressed?> then\n set volume to (0) %\n end\n if <key (u v) pressed?> then\n set volume to (100) %\n end\nend\n\n@Player\n\nwhen I receive [begin v]\nset [chat v] to [0]\nshow list [chat v]\nforever\n Chat\nend\n\nwhen I receive [play game v]\nset [connected? v] to [0]\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine Change Player x by (sx)\npoint in direction (90)\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 <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Game On\nset [y v] to [0]\nset [x v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [ghost v] effect to (0)\nset size to (100) %\n\ndefine Test - Die\nif <touching (danger v)?> then\n positon player?\n start sound [Hurt v]\n set [exit v] to [die]\nend\nif <touching (saws v)?> then\n positon player?\n start sound [Hurt v]\n set [exit v] to [die]\nend\n\ndefine Game - Die\nset [exit v] to []\nstart sound [Hurt 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\ndefine Tick\nif <not <key (any v) pressed?>> then\n switch costume to (normal v)\nend\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (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\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n switch costume to (left up v)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (right up 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 <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <(x) < [-220]> then\n set [x v] to [-220]\nend\n\nwhen flag clicked\nhide\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (Connecting v)\nbroadcast (Setup Others v) and wait\nbroadcast (Join Game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (Connected v)\n start sound [Connect v]\nelse\n broadcast (Full v)\n start sound [Disconnect v]\nend\nbroadcast (Begin v)\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 if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\n end\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 [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine 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 Words) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine Chat\nif <(Chat) = [1]> then\n if <key (f v) pressed?> then\n set [chat v] to [1]\n say (item (10) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (1 v) pressed?> then\n set [chat v] to [1]\n say (item (1) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat words v] to [2]\n say (item (2) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat words v] to [3]\n say (item (3) 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 words v] to [4]\n say (item (4) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat words v] to [5]\n say (item (5) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat words v] to [6]\n say (item (6) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat words v] to [7]\n say (item (7) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat words v] to [8]\n say (item (8) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat words v] to [9]\n say (item (9) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n set [chat words 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\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [connected v]\nset [connected? v] to [1]\nshow\n\nwhen I receive [connecting v]\nhide\n\nwhen I receive [play game v]\nforever\n if <(Connected?) = [1]> then\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\n end\nend\n\nwhen I receive [connected v]\nset [level v] to [1]\n\nwhen flag clicked\n\ndefine positon player?\n\n@Others\n\nwhen I receive [tick v]\nset [names v] to [1]\n\nwhen I receive [setup others v]\nsetup players\n\ndefine setup players\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\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 if <(player) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n Tick\n end\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 encoded\nif <(names) = [1]> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to (((value) - (SCROLL Y)) + (8))\nvalue = read from encoded\nbroadcast (Decode Chat v)\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\ndefine Decode Chat (chat)\nif <(chat) = [0]> then\n think (item (0) of [chat v]) for (2) seconds\nelse\n if <(chat) = [1]> then\n say (item (1) of [chat v]) for (2) seconds\n else\n if <(chat) = [2]> then\n say (item (2) of [chat v]) for (2) seconds\n else\n if <(chat) = [3]> then\n say (item (3) of [chat v]) for (2) seconds\n else\n if <(chat) = [4]> then\n say (item (4) of [chat v]) for (2) seconds\n else\n if <(chat) = [5]> then\n say (item (5) of [chat v]) for (2) seconds\n else\n if <(chat) = [6]> then\n say (item (6) of [chat v]) for (2) seconds\n else\n if <(chat) = [7]> then\n say (item (7) of [chat v]) for (2) seconds\n else\n if <(chat) = [8]> then\n say (item (8) of [chat v]) for (2) seconds\n else\n if <(chat) = [9]> then\n say (item (9) of [chat v]) for (2) seconds\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode Chat (value)\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [0] y: [300]\n Clone at x: [480] y: [-300]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\n@Landscape\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [0] y: [300]\n Clone at x: [480] y: [-300]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\n@Saws\n\nwhen I receive [green flag v]\nhide variable [mouse v]\nhide\n\nwhen I receive [tick v]\nturn right (10) degrees\nPosition ((Saws: x) - (SCROLL X)) ((Saws: y) - (SCROLL Y))\ngo to [back v] layer\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [saws: x v] to [0]\nset [saws: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [490] y: [395]\n Clone at x: [1270] y: [110]\nend\nset [saws: x v] to [-999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [saws: x v] to (x)\nset [saws: y v] to (y)\ncreate clone of (_myself_ v)\n\nClone at x: [340] y: [27]\nClone at x: [530] y: [27]\nClone at x: [786] y: [27]\nClone at x: [1124] y: [27]\nClone at x: [1331] y: [245]\nClone at x: [1065] y: [345]\nClone at x: [825] y: [272]\nClone at x: [392] y: [245]\nClone at x: [197] y: [335]\n\nClone at x: [631] y: [11]\n\n@DANGER\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((DANGER: x) - (SCROLL X)) ((DANGER: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [-100] y: [300]\n Clone at x: [480] y: [-300]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [danger: x v] by (x)\nchange [danger: y v] by (y)\nnext costume\n\n@Blue Key\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Collectables: x) - (SCROLL X)) ((Collectables: y) - (SCROLL Y))\nif <touching (player v)?> then\n start sound [Coin v]\n set [blue key v] to [1]\n delete this clone\nend\n\nwhen I receive [setup v]\nset [coins v] to [0]\nhide\nset [collectables: x v] to [0]\nset [collectables: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (blue key v)\n Clone at x: [2670] y: [244]\nend\nset [collectables: x v] to [-9999999999]\n\ndefine Position (x) (y)\ngo 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 [collectables: x v] to (x)\nset [collectables: y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [begin v]\nset [blue key v] to [0]\nset [green key v] to [0]\nset [red key v] to [0]\n\nwhen I receive [tick v]\nif <(Blue Key) = [1]> then\n forever\n hide\n end\nend\n\n@Red Key\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Collectables: x) - (SCROLL X)) ((Collectables: y) - (SCROLL Y))\nif <touching (player v)?> then\n start sound [Coin v]\n set [red key v] to [1]\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [collectables: x v] to [0]\nset [collectables: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (red key v)\n Clone at x: [1338] y: [-1]\nend\nset [collectables: x v] to [-9999999999]\n\ndefine Position (x) (y)\ngo 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 [collectables: x v] to (x)\nset [collectables: y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [tick v]\nif <(Red Key) = [1]> then\n forever\n hide\n end\nend\n\n@Green Key\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Collectables: x) - (SCROLL X)) ((Collectables: y) - (SCROLL Y))\nif <touching (player v)?> then\n start sound [Coin v]\n set [green key v] to [1]\n delete this clone\nend\n\nwhen I receive [setup v]\nset [coins v] to [0]\nhide\nset [collectables: x v] to [0]\nset [collectables: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (green key v)\n Clone at x: [543] y: [490]\nend\nset [collectables: x v] to [-9999999999]\n\ndefine Position (x) (y)\ngo 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 [collectables: x v] to (x)\nset [collectables: y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [tick v]\nif <(Green Key) = [1]> then\n forever\n hide\n end\nend\n\n@Key Visuals\n\nwhen I receive [green flag v]\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [tick v]\nif <<(Blue Key) = [0]> and <<(Green Key) = [0]> and <(Red Key) = [0]>>> then\n switch costume to (all keys empty v)\nend\nif <<(Blue Key) = [0]> and <<(Green Key) = [0]> and <(Red Key) = [1]>>> then\n switch costume to (red key v)\nend\nif <<(Blue Key) = [1]> and <<(Green Key) = [0]> and <(Red Key) = [0]>>> then\n switch costume to (blue key v)\nend\nif <<(Blue Key) = [0]> and <<(Green Key) = [1]> and <(Red Key) = [0]>>> then\n switch costume to (green key v)\nend\nif <<(Blue Key) = [1]> and <<(Green Key) = [0]> and <(Red Key) = [1]>>> then\n switch costume to (blue and red key v)\nend\nif <<(Blue Key) = [1]> and <<(Green Key) = [1]> and <(Red Key) = [0]>>> then\n switch costume to (blue and green key v)\nend\nif <<(Blue Key) = [0]> and <<(Green Key) = [1]> and <(Red Key) = [1]>>> then\n switch costume to (red and green key v)\nend\nif <<(Blue Key) = [1]> and <<(Green Key) = [1]> and <(Red Key) = [1]>>> then\n switch costume to (all keys v)\nend\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Exit: x) - (SCROLL X)) ((Exit: y) - (SCROLL Y))\nif <<touching (player v)?> and <(costume [number v]) = [2]>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide variable [mouse x,y v]\nhide\nset [collected v] to [0]\nset [exit: x v] to [0]\nset [exit: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (closed v)\n Clone at x: [689] y: [234]\nelse\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [exit: x v] to (x)\nset [exit: y v] to (y)\n\nwhen I receive [tick v]\nturn right (1) degrees\nif <<(Blue Key) = [1]> and <<(Green Key) = [1]> and <(Red Key) = [1]>>> then\n switch costume to (open v)\nend\n\n@Chat\n\nwhen I receive [tick v]\nif <(Chat) = [1]> then\n show\nelse\n hide\nend\nif <key (space v) pressed?> then\n broadcast (Chat Close v)\n hide\n wait until <not <key (space v) pressed?>>\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [chat open v]\nset [chat v] to [1]\n\nwhen I receive [chat close v]\nset [chat v] to [0]\n\n@Chat Button\n\nwhen I receive [tick v]\nif <touching (mouse-pointer v)?> then\n repeat until <(size) > [119]>\n change [size v] by (.9)\n change size by (size)\n end\n if <mouse down?> then\n broadcast (Chat Open v)\n hide\n wait until <not <mouse down?>>\n end\nelse\n repeat until <(size) < [101]>\n set [size v] to [-.8]\n change [size v] by (-.9)\n change size by (size)\n end\nend\n\nwhen I receive [chat close v]\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [begin v]\nset [size v] to [.8]\nshow\nrepeat (40)\n change [ghost v] effect by (-3)\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (0) y: (0)\nchange [ghost v] effect by (100)\n\nwhen flag clicked\ngo to x: (-193) y: (-156)\nset size to (100) %\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n 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@Thanks\n\nwhen I receive [thanks v]\nswitch costume to (costume2 v)\ngo to x: (-210) y: (50)\nshow\ngo to [front v] layer\nstart sound [pop v]\nrepeat (9)\n change y by (-6)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-3)\nend\nwait (1) seconds\nrepeat (10)\n change y by (6)\nend\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (-50)\nshow\ngo to [front v] layer\nrepeat (12)\n change y by (-9)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-1)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <(costume [number v]) = [2]> then\n if <mouse down?> then\n set [costume v] to [2]\n repeat (25)\n change y by (10)\n end\n hide\n delete this clone\n end\n else\n if <(costume [number v]) = [3]> then\n if <mouse down?> then\n set [costume v] to [1]\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n end\n end\n else\n set [ghost v] effect to (0)\n end\n if <(Costume) > [0.99]> then\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n hide\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [costume v] to [0.9]\n\nwhen I receive [begin v]\nset [costume v] to [0.9]\nwait (0.1) seconds\nset [costume v] to [0.9]\nwait (0.2) seconds\nset [costume v] to [0.9]\n\n@Joining\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [connecting v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [connected v]\ngo [forward v] (1322) layers\nstart sound [Connect v]\nswitch costume to (connected v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [full v]\nswitch costume to (full v)\ngo to [front v] layer\nshow\nwait (1) seconds\nstop [all v]\n\n@Loading\n\nwhen flag clicked\ngo [forward v] (213) layers\nset size to (100) %\nhide\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (-80)\n\nwhen I receive [connecting v]\nrepeat (11)\n create clone of (_myself_ v)\n turn right (40) degrees\nend\n\nwhen I receive [connected v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nforever\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (-6)\n change size by (1)\n end\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (6)\n change size by (-1)\n end\nend\n\n@TB\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n@win\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nforever\n if <(LEVEL) = [2]> then\n show\n go to [front v] layer\n stop [all v]\n end\nend\n\n
10th Project SPECIAL! Most Complicated \nOver 1500+ Blocks!\n\nIf Cloud Is Full Go To Server 2: \nhttps://turbowarp.org/#420469446\n\nWelcome To My Brand New Game By @JTHEJET I Spent Litterally 48+ Hours On This Because It's One Of My Last Project Before Break. I Tried To Make This A Good One!\n\n|How To Play|\nArrow Keys Or WASD Or Touch Screen\nTry To Find All Three Keys To Unlock Portal\nM = Mute\nU = Unmute\n\nAchivements:\nShared!\n\nUpdates:\nMade It So You Don't Get Rid Of Keys When Dead And Fixed Safe Chat!\n\n|Credits|\n@StratfordJames for bg and cube guy (I changed stuff)\n@Griffpatch for tutorials\n@Panther_ for the keys
Blue - A mobile friendly platformer
@Stage\n\n@Level\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (46) y: (23)\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\nwhen this sprite clicked\n\nwhen flag clicked\nwait until <(Level) = [10]>\nplay sound [YOU WON! v] until done\n\n@Player\n\nwhen I receive [delete clones v]\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (trail v)\nset size to (95) %\ngo to [front v] layer\ngo [backward v] (10) layers\nshow\ngo to (player v)\nrepeat (25)\n change size by (-1)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\ndefine Slope Detection\nif <touching (level v)?> then\n set [my variable v] to [0]\nend\nrepeat until <<(my variable) = [8]> or <not <touching (level v)?>>>\n change [my variable v] by (1)\n change y by (1)\nend\nif <touching (level v)?> then\n change y by ((my variable) / (-1))\n repeat ([ceiling v] of ([abs v] of (Xv) ) )\n if <touching (level v)?> then\n change x by ((([abs v] of (Xv) ) / (Xv)) * (-1))\n end\n end\n set [xv v] to [0]\nend\n\nwhen I receive [start v]\nforever\n switch costume to (player v)\n show\n go to [front v] layer\n go [forward v] (1000) layers\n change [yv v] by (-1)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [xv v] by (-1.5)\n point in direction (-90)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [xv v] by (1.5)\n point in direction (90)\n end\n set [xv v] to ((Xv) * (0.8))\n change x by (Xv)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((Xv) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [yv v] to [11]\n if <([abs v] of (Xv) ) = (Xv)> then\n set [xv v] to [-9]\n else\n set [xv v] to [10]\n end\n else\n set [xv v] to [0]\n end\n end\n change y by (Yv)\n if <touching (level v)?> then\n change y by ((Yv) - ((Yv) * (2)))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> and <touching (level v)?>> then\n set [yv v] to [12.5]\n end\n change y by (1)\n Slope Detection\n if <touching (trampoline v)?> then\n set [yv v] to [15]\n end\n if <<touching (spikes v)?> or <<touching (gears2 v)?> or <<touching (gears3 v)?> or <touching (gears4 v)?>>>> then\n set [yv v] to [0]\n set [xv v] to [0]\n broadcast (DELETE CLONES v)\n go to x: (-220) y: (-50)\n point in direction (90)\n end\n if <<(x position) > [239]> and <(Level) < [20]>> then\n point in direction (90)\n set [yv v] to [0]\n set [xv v] to [0]\n change [level v] by (1)\n broadcast (DELETE CLONES v)\n go to x: (-220) y: (-50)\n end\n if <(y position) < [-169]> then\n set [yv v] to [0]\n set [xv v] to [0]\n point in direction (90)\n go to x: (-220) y: (-50)\n broadcast (DELETE CLONES v)\n end\n if <<key (q v) pressed?> and <(Level) < [20]>> then\n wait until <not <key (q v) pressed?>>\n broadcast (DELETE CLONES v)\n point in direction (90)\n go to x: (-220) y: (-50)\n set [xv v] to [0]\n set [yv v] to [0]\n change [level v] by (1)\n end\nend\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\n wait (0.05) seconds\nend\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (-220) y: (-40)\nset [level v] to [1]\nset [yv v] to [0]\nset [xv v] to [0]\n\nwhen flag clicked\nbroadcast (Start v)\n\nwhen flag clicked\nforever\n play sound [mbb-beach v] until done\nend\n\n@Bubbles\n\nwhen flag clicked\nset [ghost v] effect to (50)\nhide\n\nwhen I start as a clone\ngo to [back v] layer\ngo to x: (200) y: (pick random (50) to (180))\nshow\nrepeat until <(x position) < [-200]>\n change x by (-3)\n if <<([costume name v] of [platform v]) > [6]> and <([costume name v] of [platform v]) < [11]>> then\n hide\n delete this clone\n end\nend\nrepeat (10)\n hide\n delete this clone\nend\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [nonono v]\nshow\n\nwhen I receive [start v]\nforever\n if <(Level) = [11]> then\n repeat (10)\n set [ghost v] effect to (100)\n hide\n delete this clone\n end\n else\n wait (2) seconds\n create clone of (_myself_ v)\n end\nend\n\n@Spikes\n\nwhen flag clicked\nhide\ngo to [back v] layer\nforever\n switch costume to (Level)\n if <(Level) = [7]> then\n go to [front v] layer\n else\n go to [back v] layer\n end\nend\n\nwhen I receive [start v]\nshow\n\n
Green:\nhttps://scratch.mit.edu/projects/409152847/\n\nUse arrow keys or WAD keys to move avoid the spikes and get to the end\nDifficulty: Easy\n\nThank you for the feedback! (I am reading the comments) I actually did this a long time ago but just had to reshare it sorry it is quite easy
First platformer! (Mobile Friendly)
@Stage\n\nwhen flag clicked\nset [color v] effect to (0)\nswitch backdrop to (背景3 v)\n\nwhen I receive [→ v]\nchange [color v] effect by (1)\n\n@スプライト1\n\nwhen I start as a clone\nrepeat (12)\n change size by (-1.2)\n change [ghost v] effect by (5)\nend\nwait (0.1) seconds\nset [ghost v] effect to (0)\ndelete this clone\n\nwhen I receive [op v]\nforever\n play sound [marbletechno1 v] until done\nend\n\nwhen I receive [op v]\nforever\n if <(x position) > [224]> then\n broadcast (→ v)\n go to x: (-210) y: (50)\n next backdrop\n wait (1) seconds\n end\nend\n\nwhen I receive [op v]\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-210) y: (50)\npoint in direction (90)\nif on edge, bounce\nswitch costume to (1 v)\nset size to (20) %\ngo to [front v] layer\nset drag mode [not draggable v]\nshow\nforever\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change x by ((x) * (-1.1))\n change y by (-6)\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <key (w v) pressed?>> or <key (up arrow v) pressed?>> then\n set [y v] to [12]\n if <[0] < (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 end\n end\n end\n end\n end\n end\n change y by (-1)\nend\n\nwhen I receive [op v]\nforever\n if <<touching (マグマ v)?> or <<(y position) < [-164]> or <touching color (#ff0000)?>>> then\n start sound [punch-middle2 \(1\) v]\n repeat (20)\n change size by (1)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n set size to (20) %\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-210) y: (50)\n else\n if <<<(mouse x) < (x position)> and <mouse down?>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n change [x v] by (-1)\n switch costume to (2 v)\n create clone of (_myself_ v)\n end\n if <<<(x position) < (mouse x)> and <mouse down?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n change [x v] by (1)\n switch costume to (1 v)\n create clone of (_myself_ v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n end\nend\n\nwhen I receive [op v]\nforever\n if <touching (地面 v)?> then\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n start sound [nyu2 v]\n set [y v] to [14]\n create clone of (_myself_ v)\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <touching color (#00ff2a)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [op v]\nforever\n if <key (s v) pressed?> then\n go to x: (-210) y: (50)\n broadcast (→ v)\n wait (1) seconds\n end\nend\n\n@地面\n\nwhen I receive [→ v]\nnext costume\nforever\n if <(costume [number v]) = [4]> then\n broadcast (4 v)\n else\n if <(costume [number v]) = [5]> then\n broadcast (5 v)\n else\n if <(costume [number v]) = [6]> then\n broadcast (6 v)\n else\n if <(costume [number v]) = [7]> then\n broadcast (7 v)\n else\n if <(costume [number v]) = [9]> then\n broadcast (9 v)\n else\n if <(costume [number v]) = [10]> then\n broadcast (10 v)\n else\n if <(costume [number v]) = [12]> then\n broadcast (12 v)\n else\n if <(costume [number v]) = [14]> then\n broadcast (14 v)\n else\n if <(costume [number v]) = [15]> then\n broadcast (15 v)\n else\n if <(costume [number v]) = [16]> then\n broadcast (16 v)\n else\n broadcast (1 v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\nwhen I receive [op v]\nshow\n\nwhen I receive [→ v]\nif <(costume [number v]) = [17]> then\n stop [all v]\nend\n\n@マグマ\n\nwhen flag clicked\nhide\nswitch costume to (4 v)\n\nwhen I receive [4 v]\nswitch costume to (4 v)\nshow\n\nwhen I receive [5 v]\nswitch costume to (5 v)\nshow\n\nwhen I receive [6 v]\nswitch costume to (6 v)\nshow\n\nwhen I receive [7 v]\nswitch costume to (7 v)\nshow\n\nwhen I receive [9 v]\nswitch costume to (9 v)\nshow\n\nwhen I receive [10 v]\nswitch costume to (10 v)\nshow\n\nwhen I receive [1 v]\nhide\n\nwhen I receive [12 v]\nswitch costume to (12 v)\nshow\n\nwhen I receive [14 v]\nswitch costume to (14 v)\nshow\n\nwhen I receive [15 v]\nswitch costume to (15 v)\nshow\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n set drag mode [not draggable v]\nend\n\nwhen I receive [16 v]\nswitch costume to (16 v)\nshow\n\n@雲\n\nwhen I start as a clone\nshow\nforever\n repeat until <(x position) < [-240]>\n change x by (-1)\n end\n go to x: (250) y: (pick random (140) to (155))\n set size to (pick random (15) to (20)) %\nend\n\nwhen I receive [op v]\nhide\nrepeat (3)\n go to x: (250) y: (pick random (140) to (155))\n set size to (pick random (15) to (23)) %\n switch costume to (pick random (1) to (3))\n create clone of (_myself_ v)\n wait (pick random (4) to (7)) seconds\nend\n\n@サムネ\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\ngo to [front v] layer\nshow\n\n@intro\n\nwhen flag clicked\nset [1 v] to [0]\nhide\nstart sound [Ikson - Last Summer v]\nwait (2) seconds\nswitch costume to (a v)\ncreate clone of (_myself_ v)\n\ndefine ヘェッ!\nset [変数 v] to [4]\nrepeat (40)\n switch costume to (pick random (2) to (4))\n create clone of (_myself_ v)\nend\nswitch costume to (a v)\n\nwhen I start as a clone\nif <[1] < (costume [number v])> then\n go to x: (0) y: (0)\n show\n set size to (pick random (10) to (15)) %\n set [xxx v] to (pick random (-15) to (15))\n set [yyy v] to (pick random (5) to (17))\n go to [front v] layer\n repeat until <touching (_edge_ v)?>\n change x by (xxx)\n change y by (yyy)\n if <[1] < (xxx)> then\n change [xxx v] by (-0.5)\n end\n if <(xxx) < [-1]> then\n change [xxx v] by (0.5)\n end\n turn right ((size) / (7)) degrees\n change [yyy v] by (-1)\n end\n delete this clone\nelse\n set size to (5) %\n show\n go to x: (0) y: (300)\n point in direction (0)\n repeat (35)\n change y by (((0) - (y position)) / (5))\n change size by (((100) - (size)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n end\n point in direction (90)\n repeat until <[200] < (x position)>\n change [1 v] by (1)\n change x by (1)\n change size by (((0) - (1)) / (2))\n end\n go to x: (-250) y: (0)\n repeat (35)\n change x by (((0) - (x position)) / (5))\n change size by (((100) - (size)) / (5))\n end\n set [1 v] to [0]\n turn right (1) degrees\n repeat until <(round (direction)) = [90]>\n change [1 v] by (4)\n point in direction ((90) + (([tan v] of (1) ) * (10)))\n end\n wait (1) seconds\n set [1 v] to [0]\n repeat until <[180] < (y position)>\n change [1 v] by (1)\n change y by (1)\n change size by (((0) - (1)) / (2))\n end\n broadcast (op v)\n delete this clone\nend\n\nwhen flag clicked\nwait (2.1) seconds\nヘェッ!\nwait (1) seconds\nヘェッ!\nwait (1.8) seconds\nヘェッ!\n\n
《日本語説明は下です!》\n\n《PC》\nUp arrow & w key ,,, jump\nLeft and right arrow & a.d key ,,, horizontal movement\n\n"Tablet"\nUpper tap ... Jump\nLeft and right tap ... Horizontal movement\n\nTouch the magma and you're out!\n\n《PC》\n上矢印&wキー、、、ジャンプ\n左右矢印&a.dキー、、、横移動\n\n\n《タブレット》\n上部分タップ、、、ジャンプ\n左右タップ、、、横移動\nsキー、、、スキップ\n\nマグマに触れるとアウトです!
☁ Drown - A☁ Mobile Multiplayer Platformer By @DarkPhrophecy
@Stage\n\nwhen flag clicked\nwait (4) seconds\nplay sound [Unlimited v] until done\nplay sound [Nebula v] until done\nplay sound [Popsicle v] until done\nplay sound [Vexento - Pixel Party v] until done\nplay sound [SharaX - Vive La Verse v] until done\nplay sound [Alan Walker - Force v] until done\nplay sound [mbb-beach v] until done\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v) and wait\n\n@player\n\ndefine Run Engine\nchange [y v] by (-0.5)\nif <<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> then\n 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\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\nwhen flag clicked\nif <(☁ life) = [5]> then\n change [pitch v] effect by (10)\nend\n\nwhen flag clicked\nset [☁ life v] to [5]\n\nwhen flag clicked\nhide\nwait (4) seconds\nshow\n\nwhen flag clicked\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\nwhen flag clicked\nhide\nwait (3.1) seconds\nshow\n\n@Connection Statements\n\nwhen flag clicked\nwait (6) seconds\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\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [begin v]\nshow\nswitch costume to (1 v)\ngo to [front v] layer\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to x: (0) y: (5)\n go to [front v] layer\nend\n\n@intro\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [ghost v] effect to (0)\nshow\nswitch costume to (costume1 v)\nwait (0.5) seconds\nstart sound [Cinematic Impact Sound Effects v]\nbroadcast (shake v)\nswitch costume to (costume2 v)\nwait (1.5) seconds\nswitch costume to (costume3 v)\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (Start animation v)\n\nwhen flag clicked\nset [brightness v] effect to (100)\nrepeat (5)\n go to x: (pick random (-5) to (5)) y: (pick random (-5) to (5))\n change [brightness v] effect by (-14)\nend\nrepeat (5)\n go to x: (pick random (-1) to (1)) y: (pick random (-1) to (1))\n change [brightness v] effect by (-6)\nend\ngo to x: (0) y: (0)\n\n@Water\n\nwhen flag clicked\nhide\nwait (4) seconds\nshow\ngo to x: (-439) y: (-162)\nforever\n switch costume to (costume1 v)\n show\n wait (0.1) seconds\n repeat (20)\n change y by ([ceiling v] of (0.5) )\n end\n wait (0.1) seconds\n repeat (20)\n change y by ([ceiling v] of (-1) )\n end\nend\n\nif <(scene) = [game]> then\n\ngo to [front v] layer\n\n@Sprite1\n\nwhen this sprite clicked\nbroadcast (Next Level v)\n\nwhen flag clicked\nhide\nwait (4) seconds\nshow\n\nwhen flag clicked\ngo to x: (38) y: (30)\n\n@Love Fav\n\nwhen flag clicked\nhide\nforever\n wait (pick random (5) to (20)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\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\nend\n\n
Normal - 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\n@Blank2\n\n@Blank\n\n@Player\n\nwhen I receive [green flag v]\nhide\nwait (6) seconds\nshow variable [collected v]\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Game On\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nif <key (left arrow v) pressed?> then\n point in direction (-90)\n change [sx v] by (-2)\nend\nif <key (right arrow v) pressed?> then\n point in direction (90)\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <key (up arrow v) pressed?> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (8)\n if <key (up arrow v) pressed?> then\n point in direction (0)\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine Test - Die\nif <touching (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 flag clicked\nswitch costume to (player 1 v)\nhide\nwait (1) seconds\nshow\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [intro end v]\nforever\n play sound [Treenan v] until done\nend\n\n@Collectibles\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 [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 (dot v)\n Clone at x [55] y: [-68]\n Clone at x [114] y: [-26]\n Clone at x [464] y: [-11]\n Clone at x [956] y: [-22]\n Clone at x [952] y: [67]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (dot v)\n Clone at x [-181] y: [-71]\n Clone at x [76] y: [32]\n Clone at x [-140] y: [115]\n Clone at x [76] y: [241]\n Clone at x [-120] y: [338]\n end\nend\nset [x v] to [-999999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n if <(COLLECTED) = (COLLECTED MAX)> then\n broadcast (Open Portal v)\n end\n delete this clone\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [green flag v]\nhide\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x [360] y: [0]\n Clone at x [360] y: [0]\n Clone at x [360] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x [0] y: [375]\n Clone at x [360] y: [0]\n else\n switch costume to (level 3 1 v)\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x [360] y: [0]\n Clone at x [360] y: [0]\n Clone at x [360] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x [0] y: [375]\n Clone at x [360] y: [0]\n else\n switch costume to (level 3 1 v)\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Exit\n\ndefine Clone at x (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (closed v)\n Clone at x [1667] y: [97]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (closed v)\n Clone at x [645] y: [609]\n else\n set [x v] to [-99999]\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [name v]) = [Open]> and <touching (player v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\n@Thumbnail\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n go to x: (0) y: (0)\n set [ghost v] effect to (4252345)\nend\n\n@Blank3\n\n@intro\n\ndefine lol I´m smooth at x (x) y (y) dir (dir) size (size) ghost effect (ghost effect) smoothness (omg this is so smooth) sa (ahhhh)\nrepeat until <<(x) = (round (x position))> and <<(y) = (round (y position))> and <<(dir) = (round (direction))> and <(size) = (round (size))>>>>\n change x by (((x) - (x position)) * (omg this is so smooth))\n change y by (((y) - (y position)) * (omg this is so smooth))\n turn right (((dir) - (direction)) * (omg this is so smooth)) degrees\n change size by (((size) - (size)) * (omg this is so smooth))\n change [ghost v] effect by (ghost effect)\n change [brightness v] effect by (ahhhh)\nend\n\nwhen flag clicked\nstart sound [DJVI - Supercharge mp.3 v]\nstripes\nhide\nset size to (1000) %\nset [clone v] to [arrow]\nswitch costume to (logo2 v)\ngo to x: (0) y: (-180)\npoint in direction (105)\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nset [clone v] to [dot]\nswitch costume to (logo v)\ngo to x: (0) y: (180)\npoint in direction (90)\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nparticle\nwait (1) seconds\nchange [color v] effect by (50)\nparticle\nwait (1) seconds\nset [clone v] to [collum]\nswitch costume to (collum v)\nset size to (100) %\ngo to x: (-500) y: (180)\nclear graphic effects\npoint in direction (60)\nrepeat (6)\n go to [front v] layer\n create clone of (_myself_ v)\n wait (0.1) seconds\n change y by (-80)\nend\nwait (1) seconds\nbroadcast (intro end v)\n\nwhen I start as a clone\nshow\nif <(clone) = [arrow]> then\n lol I´m smooth at x [0] y [0] dir [90] size [100] ghost effect [0] smoothness [0.18] sa []\nend\nif <(clone) = [dot]> then\n lol I´m smooth at x [0] y [50] dir [90] size [100] ghost effect [0] smoothness [0.17] sa []\n wait (1.5) seconds\nend\ngo to [front v] layer\nif <(clone) = [particle]> then\n set size to (pick random (70) to (100)) %\n set [g v] to (pick random (-1) to (3))\n set [s v] to (pick random (7) to (12))\n repeat until <(y position) < [-170]>\n move (s) steps\n change y by (g)\n change [g v] by (-.8)\n change [s v] by (-0.05)\n change [ghost v] effect by (4)\n change size by (-1)\n end\n delete this clone\nend\nif <(clone) = [stripes]> then\n go to [back v] layer\n lol I´m smooth at x (x position) y [0] dir [90] size [100] ghost effect [0] smoothness [0.15] sa []\nend\nif <(clone) = [collum]> then\n show\n lol I´m smooth at x [0] y (y position) dir [90] size [100] ghost effect [0] smoothness [0.15] sa []\nend\n\ndefine particle\nset [clone v] to [particle]\nswitch costume to (particle v)\ngo to x: (0) y: (20)\nrepeat (50)\n point in direction (pick random (-180) to (180))\n create clone of (_myself_ v)\nend\n\ndefine stripes\nset size to (90) %\nset [clone v] to [stripes]\ngo to [back v] layer\ngo to x: (-240) y: (400)\npoint in direction (90)\nrepeat (7)\n switch costume to (stripes 1 v)\n set y to (400)\n create clone of (_myself_ v)\n wait (0.05) seconds\n switch costume to (stripes 2 v)\n change x by (70)\n set y to (-400)\n create clone of (_myself_ v)\n change x by (70)\n wait (0.05) seconds\nend\n\nwhen I receive [intro end v]\ndelete this clone\n\n
https://forkphorus.github.io/#421121573 to reduce lag \n \n Instructions:\nArrow keys to move\nCollect all 5 coins from each level to open the portal\nDo not touch the lava(red) and poison(purple)\nEnjoy!\nLove, Fav and Follow\n\n Credits\n@flix_io for the amazing intro\n@griffpatch for the scrolling platformer tutorial @WindBreakerYT for the thumbnail\n@-Xaf- for the music\nMe for all the art
KÜP IV (a HARD Platformer)
@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (!Level)\nend\n\n@Back\n\nwhen I receive [i̇ntro bitişe git v]\nhide\n\nwhen flag clicked\nshow\n\n@Engeller\n\nwhen flag clicked\nforever\n switch costume to (!Level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [oyun başladıo v]\nshow\n\n@Level\n\nwhen flag clicked\nforever\n switch costume to (!Level)\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [oyun başladıo v]\nshow\n\n@Tikenn\n\nwhen flag clicked\n\ngo to x: (16) y: (-77)\nforever\n if <(!Level) = [14]> then\n wait until <(distance to [oyuncu v]) < [70]>\n go to x: (16) y: (0)\n end\nend\n\nwhen I receive [oof v]\nset [x v] to [0]\nset [y v] to [0]\nwait (0.01) seconds\ngo to x: (16) y: (-77)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nforever\n if <(!Level) = [14]> then\n show\n else\n hide\n end\nend\n\n@TN\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n@Yazı\n\nwhen flag clicked\nswitch costume to (kostüm 2 v)\nset size to (100) %\nhide\ngo to x: (-85) y: (0)\n\nwhen I receive [i̇ntro bitişe git v]\nbroadcast (Oyun Başladıo v)\nforever\n hide\nend\n\nwhen I receive [yazı gelsin v]\nshow\ngo to x: (-85) y: (0)\nrepeat until <<mouse down?> or <key (any v) pressed?>>\n show\n wait (1) seconds\n hide\n wait (0.2) seconds\nend\n\nwhen I receive [haber1 v]\nswitch costume to (kostüm 1 v)\n\nwhen I receive [haber2 v]\nswitch costume to (kostüm 2 v)\n\nwhen I receive [i̇ntro bitişe git v]\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [yazı gelsin v]\nwait until <<mouse down?> or <key (any v) pressed?>>\nbroadcast (İntro Bitişe git v)\n\nwhen flag clicked\nwait until <key (g v) pressed?>\nbroadcast (İntro Bitişe git v)\n\n@Panel\n\nwhen flag clicked\nset [bölüm test v] to [0]\nforever\n if <<<key (c v) pressed?> and <key (v v) pressed?>> and < (Yöneticiler) contains (username)?>> then\n ask [] and wait\n if <(answer) = [bt]> then\n if <(Bölüm Test) = [0]> then\n set [bölüm test v] to [1]\n else\n set [bölüm test v] to [0]\n end\n end\n if <(answer) = [g]> then\n change [!level v] by (-1)\n end\n if <(answer) = [i]> then\n change [!level v] by (1)\n end\n end\n if <(answer) = [m]> then\n ask [] and wait\n if <not <(answer) = []>> then\n set [for musc v] to (answer)\n end\n end\nend\n\nwhen flag clicked\nset [bölüm test v] to [0]\nforever\n if <<key (b v) pressed?> and < (Yöneticiler) contains (username)?>> then\n ask [] and wait\n if <not <(answer) = []>> then\n set [!level v] to (answer)\n end\n end\nend\n\n@İntro\n\nwhen flag clicked\nset size to (90) %\ngo to x: (0) y: (-10)\nset [efekt v] to [0]\nset [i̇ntro geçildi mi v] to [0]\nrepeat until <(İntro Geçildi mi) = [1]>\n point in direction ((90) + (([sin v] of (Efekt) ) * (3)))\n change [efekt v] by (5)\n change y by ((0) + (([sin v] of (Efekt) ) * (0.5)))\nend\n\nwhen flag clicked\nset volume to (50) %\nstart sound [Spooky Scary Skeletons \[Remix\] \[Extended Mix\] v]\n\nrepeat until <(İntro Geçildi mi) = [1]>\nend\n\nwhen flag clicked\nforever\n set [gereksiz v] to (timer)\nend\n\nwhen flag clicked\ngo to [front v] layer\nshow\nset size to (95) %\nswitch costume to (cepte v)\nwait (7.530) seconds\nrepeat until <(İntro Geçildi mi) = [1]>\n switch costume to (dunk v)\n set size to (105) %\n create clone of (_myself_ v)\n wait (0.46) seconds\n create clone of (_myself_ v)\n set size to (95) %\n wait (0.46) seconds\n set size to (105) %\n create clone of (_myself_ v)\n wait (0.46) seconds\n switch costume to (kostüm 1 v)\n create clone of (_myself_ v)\n set size to (95) %\n wait (0.46) seconds\n set size to (105) %\n create clone of (_myself_ v)\n wait (0.46) seconds\n create clone of (_myself_ v)\n set size to (95) %\n wait (0.46) seconds\n switch costume to (cepte v)\n set size to (105) %\n create clone of (_myself_ v)\n wait (0.46) seconds\n create clone of (_myself_ v)\n set size to (95) %\n wait (0.46) seconds\n switch costume to (cepte2 v)\n set size to (105) %\n create clone of (_myself_ v)\n wait (0.46) seconds\n set size to (95) %\n create clone of (_myself_ v)\n wait (0.46) seconds\nend\n\nwhen I start as a clone\nrepeat (10)\n change size by (6)\n change [ghost v] effect by (10)\n wait (0.01) seconds\nend\ndelete this clone\n\nset size to (110) %\nset size to (100) %\nset size to (110) %\n\nwhen flag clicked\nwait (12.13) seconds\nbroadcast (Yazı Gelsin v)\n\nwhen I receive [i̇ntro bitişe git v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [i̇ntro bitişe git v]\nrepeat (10)\n delete this clone\nend\n\nwhen I receive [oyun başladıo v]\nstop all sounds\n\n@Oyuncu\n\ndefine Oyuncuyu getir: (x) (y) Büyüklüğü: (size)\ngo to x: (x) y: (y)\nset size to (size) %\n\ndefine Yerçekimi ve Fizikler falan\nforever\n if <(Bölüm Test) = [1]> then\n change [y v] by (-1)\n if <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n if <<(!Level) = [18]> or <(!Level) = [18]>> then\n point in direction (-90)\n change [x v] by (-0.5)\n else\n point in direction (-90)\n change [x v] by (-1)\n end\n end\n if <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n if <<(!Level) = [18]> or <(!Level) = [18]>> then\n point in direction (90)\n change [x v] by (0.5)\n else\n point in direction (90)\n change [x v] by (1)\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n if <<(!Level) = [18]> or <(!Level) = [18]>> then\n set [y v] to [17]\n else\n set [y v] to [17]\n end\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (w v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> and <touching (level v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<<<touching (tikenn v)?> or <touching (engeller v)?>> or <(y position) < [-175]>> or <<key (r v) pressed?> or <touching (rip 1 v)?>>> then\n if <(!Level) = [18]> then\n wait (0) seconds\n Oyuncuyu getir: [-173] [-122] Büyüklüğü: [30]\n broadcast (OOf v)\n else\n wait (0) seconds\n Oyuncuyu getir: [-173] [-122] Büyüklüğü: [40]\n broadcast (OOf v)\n end\n end\n if <touching color (#f6ff00)?> then\n set [y v] to [20]\n end\n else\n change [y v] by (-1)\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> and <touching (level v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<<<touching (tikenn v)?> or <touching (engeller v)?>> or <(y position) < [-175]>> or <<key (r v) pressed?> or <touching (rip 1 v)?>>> then\n if <(!Level) = [18]> then\n wait (0) seconds\n Oyuncuyu getir: [-173] [-122] Büyüklüğü: [30]\n broadcast (OOf v)\n else\n wait (0) seconds\n Oyuncuyu getir: [-173] [-122] Büyüklüğü: [40]\n broadcast (OOf v)\n end\n end\n if <touching color (#f6ff00)?> then\n set [y v] to [20]\n end\n end\nend\n\nwhen flag clicked\nset [müzik v] to [1]\nset [for musc v] to [1]\n\nwhen [m v] key pressed\nset [müzik v] to [0]\nstop all sounds\n\nwhen flag clicked\nhide\nforever\n if <<(!Level) = [18]> or <(!Level) = [18]>> then\n set size to (30) %\n else\n set size to (40) %\n end\nend\n\nwhen I receive [oyun başladıo v]\nset [!level v] to [1]\nshow\nOyuncuyu getir: [-173] [-122] Büyüklüğü: [40]\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n Yerçekimi ve Fizikler falan\nend\n\nwhen I receive [oyun başladıo v]\nforever\n if <(username) = [OYUNKONSOLU41]> then\n switch costume to (8 v)\n end\n if <(username) = [efegamer66]> then\n switch costume to (4 v)\n end\n if <(username) = [hasanbaba123456789h]> then\n switch costume to (7 v)\n end\n if <not <<<(username) = [efegamer66]> or <(username) = [hasanbaba123456789h]>> or <(username) = [OYUNKONSOLU41]>>> then\n switch costume to (1 v)\n end\nend\n\nwhen I receive [oyun başladıo v]\nforever\n if <(Müzik) = [1]> then\n if <not <(!Level) = [24]>> then\n wait (0) seconds\n play sound [Rude Buster v] until done\n end\n end\nend\n\nwhen flag clicked\nwait (0.01) seconds\nforever\n if <(!Level) = [24]> then\n stop all sounds\n wait until <[1] = [2]>\n end\nend\n\nwhen flag clicked\nwait (0.01) seconds\nforever\n if <(!Level) = [24]> then\n play sound [Dance Around v] until done\n end\nend\n\nwhen flag clicked\nset [!level v] to [1]\n\nwhen I receive [i̇ntro bitişe git v]\nforever\n if <<not <(!Level) = [24]>> and <not <(!Level) = [5]>>> then\n if <(x position) > [230]> then\n change [!level v] by (1)\n if <(!Level) = [18]> then\n Oyuncuyu getir: [-173] [-122] Büyüklüğü: [30]\n else\n Oyuncuyu getir: [-173] [-122] Büyüklüğü: [40]\n end\n end\n else\n if <[-230] > (x position)> then\n if <(!Level) = [5]> then\n change [!level v] by (1)\n Oyuncuyu getir: [-173] [-122] Büyüklüğü: [40]\n end\n end\n end\nend\n\npoint in direction (-90)\nchange [x v] by (-1)\n\nwhen I receive [oyuncu bölüm goyur v]\nOyuncuyu getir: [-173] [-122] Büyüklüğü: [40]\n\n@Taret 1\n\nwhen flag clicked\nforever\n set [taret 1 yön v] to (direction)\n point towards (oyuncu v)\nend\n\nwhen flag clicked\nforever\n if <<(!Level) = [19]> or <(!Level) = [20]>> then\n show\n if <(!Level) = [19]> then\n go to x: (172) y: (90)\n else\n go to x: (0) y: (100)\n end\n else\n hide\n end\nend\n\n@Rip 1\n\nwhen flag clicked\nhide\nforever\n point in direction (Taret 1 yön)\n go to (taret 1 v)\nend\n\nwhen flag clicked\nforever\n if <(!Level) = [19]> then\n wait (1.2) seconds\n ateş\n else\n if <(!Level) = [20]> then\n wait (2.4) seconds\n ateş\n end\n end\nend\n\ndefine ateş\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nrepeat until <<touching (_edge_ v)?> or <touching (oyuncu v)?>>\n move (10) steps\nend\nwait (0.01) seconds\ndelete this clone\n\nwhen I start as a clone\nforever\n if <<(!Level) = [19]> or <(!Level) = [20]>> then\nend\n\n@Atla\n\nwhen flag clicked\nhide\n\nwhen I receive [oyun başladıo v]\nshow\npoint in direction (90)\nrepeat until <(!Level) = [24]>\n change [efekt v] by (5)\n go to x: (203) y: (-156)\n point in direction ((90) + (([sin v] of (Efekt) ) * (3)))\n go to [front v] layer\nend\n\nwhen I receive [oyun başladıo v]\nset [atlama haqqıı v] to [2]\nforever\n if <(Atlama Haqqıı) = [2]> then\n switch costume to (2 kaldı v)\n if <touching (mouse-pointer v)?> then\n set size to (75) %\n else\n set size to (70) %\n end\n else\n if <(Atlama Haqqıı) = [1]> then\n switch costume to (1 kaldı v)\n if <touching (mouse-pointer v)?> then\n set size to (75) %\n else\n set size to (70) %\n end\n else\n switch costume to (kalmadı v)\n end\n end\nend\n\nwhen I receive [oyun başladıo v]\nforever\n if <<(Atlama Haqqıı) = [1]> or <(Atlama Haqqıı) = [2]>> then\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n start sound [pop v]\n change [!level v] by (1)\n change [atlama haqqıı v] by (-1)\n broadcast (Oyuncu bölüm goyur v)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\nend\n\nwhen I receive [oyun başladıo v]\nwait until <(!Level) = [24]>\nhide\n\n
▧▧▧▧▧▧▧▧▧▧▧ KÜP IV ▧▧▧▧▧▧▧▧▧▧▧▧\n➳W,A,S,D veya YÖN TUŞLARI ile oynanır\n➳"M" Tuşu ile müzik kapatılır. \n➳"R" Tuşu İle Bölüm yeniden başlatılır\n➳"BÖLÜM ATLA" Tuşuna basarak bölüm atlayın (2 hak var)\n➳Mermilere ve Dikenlere değmeyin\n➳"G" Tuşu ile İntroyu Geçebilirsiniz\n➳Oyun test edilmiştir İMKANSIZ BÖLÜM YOKTUR\n\n►KÜP IV Oyununu KÜP III' ten Ayıran Özellikler Grafikler ve Bölümlerdir\n\n-Arkadaşlar bölümler çok zor biliyorum o yüzden yoğun istek gelirse bi tık daha kolay yapabilirim\n\n
Rectangular || 100% Pen Scrolling Platformer⠀⠀⠀⠀⠀⠀⠀⠀#All #Games
@Stage\n\n@level\n\ndefine Draw (type) from x: (start x) to x: (end x) and from y: (start y) to y: (end y) width: (width)\npen up\nset pen size to (width)\nif <(type) = [5]> then\n set pen color to (#000000)\n go to x: (start x) y: (start y)\n pen down\n go to x: (end x) y: (start y)\n go to x: (end x) y: (end y)\n go to x: (start x) y: (end y)\n go to x: (start x) y: (start y)\n pen down\nelse\n if <(type) = [1]> then\n set pen color to (#15d007)\n end\n if <(type) = [2]> then\n set pen color to (#f90808)\n end\n if <(type) = [3]> then\n set pen color to (#ffdd00)\n end\n if <(type) = [4]> then\n set pen color to (#00bfff)\n end\n go to (start x) (start y) with camera scrolling.\n pen down\n go to (end x) (start y) with camera scrolling.\n go to (end x) (end y) with camera scrolling.\n go to (start x) (end y) with camera scrolling.\n go to (start x) (start y) with camera scrolling.\n pen down\n if <(type) = [1]> then\n add (start x) to [ground detection v]\n add (end x) to [ground detection v]\n add (start y) to [ground detection v]\n add (end y) to [ground detection v]\n end\n if <(type) = [2]> then\n add (start x) to [danger detection v]\n add (end x) to [danger detection v]\n add (start y) to [danger detection v]\n add (end y) to [danger detection v]\n end\n if <(type) = [3]> then\n add (start x) to [bounce detection v]\n add (end x) to [bounce detection v]\n add (start y) to [bounce detection v]\n add (end y) to [bounce detection v]\n end\n if <(type) = [4]> then\n add (start x) to [end detection v]\n add (end x) to [end detection v]\n add (start y) to [end detection v]\n add (end y) to [end detection v]\n end\nend\n\ndefine Backdrop Setup\ngo to x: (0) y: (0)\nset pen size to (1000)\nset pen color to (#000000)\npen down\npen up\n\ndefine go to (x) (y) with camera scrolling.\ngo to x: ((x) - (-CAMERA X)) y: ((y) - (-CAMERA Y))\n\nwhen flag clicked\nhide\nforever\n erase all\n delete all of [ground detection v]\n delete all of [bounce detection v]\n delete all of [danger detection v]\n delete all of [end detection v]\n Backdrop Setup\n if <(LEVEL) = [1]> then\n Draw [1] from x: [-240] to x: [260] and from y: [-180] to y: [-160] width: [10]\n Draw [1] from x: [-60] to x: [-10] and from y: [-150] to y: [-110] width: [10]\n Draw [1] from x: [210] to x: [260] and from y: [-150] to y: [-110] width: [10]\n Draw [2] from x: [0] to x: [200] and from y: [-150] to y: [-130] width: [10]\n Draw [1] from x: [360] to x: [460] and from y: [60] to y: [80] width: [10]\n Draw [3] from x: [210] to x: [260] and from y: [-100] to y: [-80] width: [10]\n Draw [4] from x: [410] to x: [460] and from y: [90] to y: [110] width: [10]\n else\n if <(LEVEL) = [2]> then\n Draw [1] from x: [-240] to x: [-120] and from y: [-180] to y: [-160] width: [10]\n Draw [1] from x: [60] to x: [120] and from y: [-180] to y: [-160] width: [10]\n Draw [1] from x: [130] to x: [150] and from y: [-180] to y: [-80] width: [10]\n Draw [2] from x: [160] to x: [200] and from y: [-70] to y: [-50] width: [10]\n Draw [1] from x: [160] to x: [370] and from y: [-100] to y: [-80] width: [10]\n Draw [2] from x: [280] to x: [320] and from y: [-70] to y: [-50] width: [10]\n Draw [3] from x: [330] to x: [370] and from y: [-70] to y: [-50] width: [10]\n Draw [1] from x: [480] to x: [600] and from y: [-140] to y: [-120] width: [10]\n Draw [2] from x: [280] to x: [500] and from y: [130] to y: [150] width: [10]\n Draw [3] from x: [560] to x: [600] and from y: [-110] to y: [-90] width: [10]\n Draw [1] from x: [800] to x: [1000] and from y: [60] to y: [80] width: [10]\n Draw [4] from x: [940] to x: [1000] and from y: [90] to y: [130] width: [10]\n else\n if <(LEVEL) = [3]> then\n Draw [1] from x: [-240] to x: [1040] and from y: [-180] to y: [-160] width: [10]\n Draw [2] from x: [-100] to x: [-60] and from y: [-150] to y: [-130] width: [10]\n Draw [2] from x: [0] to x: [40] and from y: [-150] to y: [-130] width: [10]\n Draw [2] from x: [100] to x: [140] and from y: [-150] to y: [-130] width: [10]\n Draw [2] from x: [200] to x: [240] and from y: [-150] to y: [-130] width: [10]\n Draw [2] from x: [300] to x: [340] and from y: [-150] to y: [-130] width: [10]\n Draw [2] from x: [400] to x: [440] and from y: [-150] to y: [-130] width: [10]\n Draw [2] from x: [500] to x: [540] and from y: [-150] to y: [-130] width: [10]\n Draw [2] from x: [600] to x: [640] and from y: [-150] to y: [-130] width: [10]\n Draw [2] from x: [700] to x: [740] and from y: [-150] to y: [-130] width: [10]\n Draw [2] from x: [800] to x: [840] and from y: [-150] to y: [-130] width: [10]\n Draw [2] from x: [900] to x: [940] and from y: [-150] to y: [-130] width: [10]\n Draw [4] from x: [1000] to x: [1040] and from y: [-150] to y: [-130] width: [10]\n else\n Draw [1] from x: [-240] to x: [-160] and from y: [-180] to y: [-160] width: [10]\n end\n end\n end\n change [-camera x v] by (((x) - (-CAMERA X)) / (10))\n change [-camera y v] by (((y) - (-CAMERA Y)) / (10))\n Draw [5] from x: [-240] to x: [240] and from y: [-180] to y: [180] width: [10]\nend\n\n@player\n\nwhen flag clicked\nhide\nset [y spawn v] to [-70]\nset [x spawn v] to [-200]\nset [level v] to [1]\nreset\nforever\n Platformer Engine\n draw player\nend\n\ndefine Platformer Engine\nchange [yv v] by (-1)\nchange [y v] by (yV)\nground collision?\nif <(_collision?) = [1]> then\n repeat until <(_collision?) = [0]>\n if <(yV) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n end\n ground collision?\n end\n set [yv v] to [0]\n change [y v] by (-3)\n ground collision?\n if <<(_collision?) = [1]> and <key (up arrow v) pressed?>> then\n set [yv v] to [15]\n end\n change [y v] by (3)\n bounce collision?\n if <(_collision?) = [1]> then\n set [yv v] to [22]\n end\nend\nchange [xv v] by (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\nif <([abs v] of (xV) ) > [0.5]> then\n change [x v] by (xV)\nend\nset [xv v] to ((round ((xV) * (9))) / (10))\nground collision?\nif <(_collision?) = [1]> then\n repeat until <(_collision?) = [0]>\n if <(xV) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n ground collision?\n end\n set [xv v] to [0]\nend\nlava collision?\nif <(_collision?) = [1]> then\n reset\nend\nif <(y) < [-720]> then\n reset\nend\nend collision?\nif <(_collision?) = [1]> then\n change [level v] by (1)\n reset\nend\n\ndefine Square P\npen up\ngo to ((x) + (-13.5)) ((y) + (13.5)) with scrolling\npen down\ngo to ((x) + (-13.5)) ((y) + (-13.5)) with scrolling\ngo to ((x) + (13.5)) ((y) + (-13.5)) with scrolling\ngo to ((x) + (13.5)) ((y) + (13.5)) with scrolling\ngo to ((x) + (-13.5)) ((y) + (13.5)) with scrolling\n\ndefine draw player\nset pen color to (#ec8d22)\nset pen size to (5)\nSquare P\npen up\n\ndefine reset\nset [xv v] to [0]\nset [yv v] to [0]\nset [y v] to (Y Spawn)\nset [x v] to (X Spawn)\n\ndefine ground collision?\nset [_collision? v] to [0]\nset [_collisioncounter v] to [0]\nrepeat ((length of [ground detection v]) / (4))\n change [_collisioncounter v] by (4)\n if <((x) + (22)) > (item ((_collisionCounter) - (3)) of [ground detection v])> then\n if <(item ((_collisionCounter) - (2)) of [ground detection v]) > ((x) + (-22))> then\n if <((y) + (22)) > (item ((_collisionCounter) - (1)) of [ground detection v])> then\n if <(item (_collisionCounter) of [ground detection v]) > ((y) + (-22))> then\n set [_collision? v] to [1]\n stop [this script v]\n end\n end\n end\n end\nend\n\ndefine lava collision?\nset [_collision? v] to [0]\nset [_collisioncounter v] to [0]\nrepeat ((length of [danger detection v]) / (4))\n change [_collisioncounter v] by (4)\n if <((x) + (13)) > (item ((_collisionCounter) - (3)) of [danger detection v])> then\n if <(item ((_collisionCounter) - (2)) of [danger detection v]) > ((x) + (-13))> then\n if <((y) + (13)) > (item ((_collisionCounter) - (1)) of [danger detection v])> then\n if <(item (_collisionCounter) of [danger detection v]) > ((y) + (-13))> then\n set [_collision? v] to [1]\n stop [this script v]\n end\n end\n end\n end\nend\n\ndefine bounce collision?\nset [_collision? v] to [0]\nset [_collisioncounter v] to [0]\nrepeat ((length of [danger detection v]) / (4))\n change [_collisioncounter v] by (4)\n if <((x) + (23)) > (item ((_collisionCounter) - (3)) of [bounce detection v])> then\n if <(item ((_collisionCounter) - (2)) of [bounce detection v]) > ((x) + (-23))> then\n if <((y) + (23)) > (item ((_collisionCounter) - (1)) of [bounce detection v])> then\n if <(item (_collisionCounter) of [bounce detection v]) > ((y) + (-23))> then\n set [_collision? v] to [1]\n stop [this script v]\n end\n end\n end\n end\nend\n\ndefine go to (x) (y) with scrolling\ngo to x: ((x) - (-CAMERA X)) y: ((y) - (-CAMERA Y))\n\ndefine end collision?\nset [_collision? v] to [0]\nset [_collisioncounter v] to [0]\nrepeat ((length of [end detection v]) / (4))\n change [_collisioncounter v] by (4)\n if <((x) + (22)) > (item ((_collisionCounter) - (3)) of [end detection v])> then\n if <(item ((_collisionCounter) - (2)) of [end detection v]) > ((x) + (-22))> then\n if <((y) + (22)) > (item ((_collisionCounter) - (1)) of [end detection v])> then\n if <(item (_collisionCounter) of [end detection v]) > ((y) + (-22))> then\n set [_collision? v] to [1]\n stop [this script v]\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (s v) pressed?> then\n change [level v] by (1)\n reset\n wait until <not <key (s v) pressed?>>\n end\n if <key (r v) pressed?> then\n reset\n wait until <not <key (r v) pressed?>>\n end\nend\n\n
Rectangular || 100% Pen Scrolling Platformer\nUse arrow keys to move.\nOnly 3 levels.\nS to skip and R to respawn.\nEnjoy :D\n#All #Games #Pen\nOMG #11 on trending thanks!
☁ Trap Tower: a scrolling platformer
@Stage\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) - ()) y: ((y) - (SCROLL Y))\n\nwhen flag clicked\nset [scroll y v] to [0]\nset [x v] to [-145]\nset [y v] to [-89]\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 (level 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 [inair v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine GAME ON\nset [x v] to [-145]\nset [y v] to [-89]\nset [sy v] to [0]\nset [sx 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 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\nset rotation style [left-right v]\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n point in direction (-90)\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 point in direction (90)\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\nif <[] < [0]> then\nif <[2649] < [0]> then\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 (obstacle v)?> then\n set [exit v] to [die]\nend\n\ndefine CHANGE PLAYER X By (sx)\nchange [x v] by (sx)\nPosition\nif <<touching (level v)?> or <touching (moving platforms v)?>> then\n repeat (18)\n change [y v] by (1)\n Position\n if <not <<touching (level v)?> or <touching (moving 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 (level 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\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 [4] to [chat v]\n\nhide\n\ndelete all of [chat v]\n\nwhen I receive [reset v]\n\nforever\n\nwhen flag clicked\nforever\n if <<touching (arrow v)?> or <touching color (#ffb0b0)?>> then\n set [exit v] to [die]\n end\nend\n\n@Level\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]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\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 [0] Y [180]\n CLONE AT X [0] Y [180]\n CLONE AT X [0] Y [180]\n CLONE AT X [0] Y [180]\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\n\nif <(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]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 3 1 v)\n end\nend\n\n@Visual\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((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 Y [180]\n CLONE AT Y [180]\n CLONE AT Y [180]\n CLONE AT Y [180]\n CLONE AT Y [180]\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 Y [0]\nCLONE AT Y [0]\nCLONE AT Y [0]\nCLONE AT Y [0]\nCLONE AT Y [0]\nCLONE AT Y [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 Y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\ngo to [front v] layer\n\n@No lag\n\n@Thumbnail\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (-2) y: (4)\nend\n\n@Other players\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) - (my variable))\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@obstacle\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)\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\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 [-10]\nCLONE AT X [360] Y [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)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Join \n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [joining v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [joined v]\nswitch costume to (joined v)\nshow\n\nwhen I receive [full v]\nswitch costume to (joined2 v)\nshow\n\n@Danger2\n\n@Enemy\n\ndefine Switch to (contain)\nnext costume\nif <not < (costume [name v]) contains (contain)?>> then\n repeat until < (costume [name v]) contains (contain)?>\n next costume\n end\nend\n\nwait (.01) seconds\n\nSwitch to [walk]\n\ndefine Create enemy (x) (y)\nset [y v] to (y)\nset [x v] to (x)\ncreate clone of (_myself_ v)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\n\nwhen I receive [reset v]\nbroadcast (Del Clo v)\nCreate enemy [143] [-89]\n\nwhen I start as a clone\nforever\n if <(Slow elves) = [1]> then\n set rotation style [left-right v]\n point in direction (-90)\n repeat (150)\n change [x v] by (1)\n end\n point in direction (90)\n repeat (150)\n change [x v] by (-1)\n end\n else\n set rotation style [left-right v]\n point in direction (-90)\n repeat (75)\n change [x v] by (2)\n end\n point in direction (90)\n repeat (75)\n change [x v] by (-2)\n end\n end\nend\n\nwhen I receive [del clo v]\ndelete this clone\n\nwhen I start as a clone\nforever\n Position (X) ((Y) - (SCROLL Y))\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nforever\n if <touching (player v)?> then\n if <((y position) - (join [-] [23])) < ([y position v] of [player v])> then\n set [sy v] to [15]\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\n else\n set [exit v] to [die]\n end\n end\nend\n\nbroadcast (reset v)\n\nwhen I receive [finish v]\nhide\nstop [other scripts in sprite v]\n\nCreate enemy [-200] [-45]\nCreate enemy [929] [700]\n\n@Sprite1\n\n@Arrow\n\ndefine Switch to (contain)\nnext costume\nif <not < (costume [name v]) contains (contain)?>> then\n repeat until < (costume [name v]) contains (contain)?>\n next costume\n end\nend\n\nwait (.01) seconds\n\nSwitch to [walk]\n\ndefine Create enemy (x) (y)\nset [y v] to (y)\nset [x v] to (x)\ncreate clone of (_myself_ v)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\n\nwhen I receive [reset v]\nbroadcast (Del Clo v)\nCreate enemy [0] [140]\n\nwhen I start as a clone\nshow\nforever\n set rotation style [left-right v]\n point in direction (-90)\n set rotation style [left-right v]\n point in direction (-90)\n repeat until <[219] < (X)>\n change [x v] by (5)\n end\n point in direction (90)\n repeat until <(X) < [-219]>\n change [x v] by (-5)\n end\nend\n\nwhen I receive [del clo v]\ndelete this clone\n\nwhen I start as a clone\nforever\n Position (X) ((Y) - (SCROLL Y))\nend\n\nbroadcast (reset v)\n\nwhen I receive [finish v]\nhide\nstop [other scripts in sprite v]\n\nif <[] = [1]> then\n\nCreate enemy [929] [700]\n\nrepeat (150)\n\nrepeat (150)\n\nwhen flag clicked\n\nwhen I receive [del clo v]\nCreate enemy [0] [140]\nCreate enemy [0] [727]\nwait (.1) seconds\nCreate enemy [0] [814]\nwait (.1) seconds\nCreate enemy [0] [901]\nwait (.1) seconds\nCreate enemy [0] [988]\n\n@Moving Platforms\n\ndefine Switch to (contain)\nnext costume\nif <not < (costume [name v]) contains (contain)?>> then\n repeat until < (costume [name v]) contains (contain)?>\n next costume\n end\nend\n\nwait (.01) seconds\n\nSwitch to [walk]\n\ndefine Create enemy (x) (y)\nset [y v] to (y)\nset [x v] to (x)\ncreate clone of (_myself_ v)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\n\nwhen I receive [del clo v]\nswitch costume to (left right v)\nCreate enemy [0] [300]\nswitch costume to (up down v)\nCreate enemy [150] [300]\nswitch costume to (up down2 v)\nCreate enemy [-193] [676]\n\nwhen I receive [del clo v]\ndelete this clone\n\nwhen I start as a clone\nforever\n Position (X) ((Y) - (SCROLL Y))\nend\n\nbroadcast (reset v)\n\nwhen I receive [finish v]\nhide\nstop [other scripts in sprite v]\n\nCreate enemy [-200] [-45]\nCreate enemy [929] [700]\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n set size to (50) %\n set rotation style [left-right v]\n point in direction (-90)\n set rotation style [left-right v]\n forever\n point in direction (-90)\n repeat until <[100] < (X)>\n change [x v] by (5)\n end\n point in direction (90)\n repeat until <(X) < [-219]>\n change [x v] by (-5)\n end\n end\nelse\n if <(costume [number v]) = [2]> then\n set size to (50) %\n set rotation style [left-right v]\n point in direction (-90)\n set rotation style [left-right v]\n forever\n repeat until <(Y) < [270]>\n change [y v] by (-5)\n end\n point in direction (-90)\n repeat until <[500] < (Y)>\n change [y v] by (5)\n end\n point in direction (90)\n end\n else\n if <(costume [number v]) = [3]> then\n set size to (50) %\n set rotation style [left-right v]\n point in direction (-90)\n set rotation style [left-right v]\n forever\n repeat until <(Y) < [580]>\n change [y v] by (-5)\n end\n point in direction (-90)\n repeat until <[972] < (Y)>\n change [y v] by (5)\n end\n point in direction (90)\n end\n end\n end\nend\n\n\n\n\n\nforever\n\n\n\nwhen [1 v] key pressed\nset [mouse v] to (join [X: ] (join (mouse x) (join [Y: ] ((mouse y) + (SCROLL Y)))))\n\nwhen I start as a clone\nforever\n if <(costume [name v]) = [flimsy]> then\nend\n\nif <touching (player v)?> then\n point in direction (90)\n set rotation style [all around v]\n set [flimsy v] to [0]\n repeat (13)\n change [flimsy v] by (1)\n turn left (flimsy) degrees\n end\n wait (2) seconds\n set rotation style [all around v]\n set [flimsy v] to [0]\n repeat (13)\n change [flimsy v] by (-1)\n turn left (flimsy) degrees\n end\nend\n\n@Arrow2\n\ndefine Switch to (contain)\nnext costume\nif <not < (costume [name v]) contains (contain)?>> then\n repeat until < (costume [name v]) contains (contain)?>\n next costume\n end\nend\n\nwait (.01) seconds\n\nSwitch to [walk]\n\ndefine Create enemy (x) (y)\nset [y v] to (y)\nset [x v] to (x)\ncreate clone of (_myself_ v)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\n\nwhen I receive [del clo v]\nCreate enemy [-13] [590]\n\nbroadcast (Del Clo v)\n\nwhen I start as a clone\nshow\nforever\n if <<touching (player v)?> or <touching (other players v)?>> then\n set [sy v] to [30]\n repeat (12)\n next costume\n end\n end\nend\n\nwhen I receive [del clo v]\ndelete this clone\n\nwhen I start as a clone\nforever\n Position (X) ((Y) - (SCROLL Y))\nend\n\nbroadcast (reset v)\n\nwhen I receive [finish v]\nhide\nstop [other scripts in sprite v]\n\nif <[] = [1]> then\n\nCreate enemy [929] [700]\n\nrepeat (150)\n\nwhen flag clicked\n\nwhen I receive [del clo v]\n\nCreate enemy [0] [140]\n\n
The last person to remix by september 15th gets a follow from me!!! Welcome to Trap Tower! Avoid Picos, arrows, and spikes. Ride on the moving platforms, and jump on the jump pads! You can race your friends to the top! Have fun! If you cannot get past the trap door click the green flag again\n\nFollow @bhehmann1 for more1\n\nhttps://forkphorus.github.io/?cloud=ws#421154182 for no lag!\n\n0014049 loved\nAwesomebricks1 loved\nStratfordJames loved\nHopefully you loved\n
Ultra metal | Scrolling Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (level 1 v)\n\nwhen I receive [menu v]\nswitch backdrop to (level 1 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 set [speed y v] to [17]\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 (player 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\nwhen I receive [level 4 v]\nswitch costume to (level 1 pt 4 v)\n\n@deco\n\ndefine Create\nwait (1) seconds\nrepeat (4)\n create clone of (_myself_ v)\n change [level x v] by (480)\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 [setup v]\nclear graphic effects\ngo to x: (0) y: (0)\nset [level x v] to [0]\nset [level_x 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\nwhen I receive [level 4 v]\nswitch costume to (level 1 pt 4 v)\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\nwhen I receive [level 4 v]\nswitch costume to (level 1 pt 4 v)\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 [-120]\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 [-60]\n\nwhen I receive [level 3 v]\nclear graphic effects\nswitch costume to (costume1 v)\nset [lo win x v] to [2000]\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\nwhen I receive [level 4 v]\nclear graphic effects\nswitch costume to (costume1 v)\nset [lo win x v] to [1700]\nset [lo win y v] to [120]\n\n@introduction \n\nwhen flag clicked\nwait (2.9) seconds\nforever\n repeat (10)\n change size by (3)\n end\n repeat (3)\n change size by (-3)\n end\nend\n\nwhen I receive [the end :\) v]\ngo to x: (0) y: (100)\nswitch costume to (costume40 v)\npoint in direction (90)\nset size to (4) %\ngo to [front v] layer\nshow\nrepeat (25)\n change size by (4)\n turn right (14.4) degrees\nend\nset size to (100) %\n\nwhen I receive [menu v]\nswitch costume to (costume2 v)\ngo to [front v] layer\nhide\n\ndefine intro\ngo to [front v] layer\ngo to [front v] layer\nshow\nstart sound [intro song v]\nrepeat until <(costume [number v]) = [16]>\n next costume\nend\nswitch costume to (costume17 v)\nrepeat until <(costume [number v]) = [32]>\n wait (.0003) seconds\n next costume\nend\nswitch costume to (costume33 v)\nrepeat until <(costume [number v]) = [38]>\n wait (.0003) seconds\n next costume\nend\nwait (6) seconds\nbroadcast (menu v)\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\npoint in direction (90)\nset size to (100) %\nintro\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n stop all sounds\n stop [other scripts in sprite v]\n broadcast (menu v)\n hide\n stop [this script v]\n end\nend\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)\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 [135] [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 [135] [-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 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@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: (178) y: (34)\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@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 switch backdrop to (level 1 v)\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 switch backdrop to (level 2 v)\n end\n if <(level) = [3]> then\n broadcast (level 3 v)\n broadcast (Play v)\n switch backdrop to (level 3 v)\n end\n if <(level) = [4]> then\n broadcast (level 4 v)\n broadcast (Play v)\n switch backdrop to (level 4 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]) = [5]>> 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@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@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@music\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\nforever\n play sound [music 4 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 [music 3 v] until done\n else\n if <(level) = [2]> then\n play sound [music v] until done\n else\n if <(level) = [3]> then\n play sound [music 2 v] until done\n else\n if <(level) = [4]> then\n play sound [music 5 v] until done\n end\n end\n end\n end\nend\n\n@thing\n\nwhen I receive [play v]\nshow\n\nwhen I receive [menu v]\nhide\n\nwhen flag clicked\nhide\n\n
------------------------ Ultra metal ------------------------\n\nHelp? To move use WASD or arrow keys and if you want to use mobile press and drag. Don't touch the red spikes or fall of the platform or you will die. Get to the end and jump into the light circle. The higher the level the harder it gets. You should probable click the green flag after each level, Why not Love? :D this game took 19 hours of almost non stop work to complete so ya.\n\nFollow my studio: https://scratch.mit.edu/studios/5214316/\n\nCredit train:\n@Thepugmen: sprites, code, and a ton of other things\nMusic goes to their respective owners\n\nI would like to give a big thanks to the people who follow me because it makes me feel good knowing people will have my back. Thank you!!\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
Colourless platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Dreams - Lost Sky v] until done\nend\n\nwhen flag clicked\nforever\n switch backdrop to (level)\nend\n\n@player\n\nwhen flag clicked\nforever\n Main player script\nend\n\nwhen flag clicked\nforever\n Eye script\nend\n\ndefine Eye script\nif <not <key (any v) pressed?>> then\n switch costume to (costume3 v)\nend\nif <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\nend\nif <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\nend\n\ndefine Main player script\nforever\n go [forward v] (1) layers\n change [vertical variable v] by (-0.7)\n if <key (right arrow v) pressed?> then\n change [horizontal varabile v] by (.8)\n end\n if <key (left arrow v) pressed?> then\n change [horizontal varabile v] by (-.8)\n end\n set [horizontal varabile v] to ((Horizontal varabile) * (0.9))\n change x by (Horizontal varabile)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (-6)\n change x by ((Horizontal varabile) * (-1))\n set [horizontal varabile v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Vertical variable)\n if <touching (platforms v)?> then\n change y by ((Vertical variable) * (-1))\n set [vertical variable v] to [0]\n end\n change y by (-1)\n if <<touching (platforms v)?> and <key (up arrow v) pressed?>> then\n set [vertical variable v] to [12]\n end\n change y by (1)\n if <(x position) > [235]> then\n change [level v] by (1)\n Spawn \n set [horizontal varabile v] to [0]\n set [vertical variable v] to [0]\n end\n if <touching (danger v)?> then\n Spawn \n end\nend\n\ndefine set up\nset [level v] to [1]\ngo to [front v] layer\nset size to (60) %\nset [horizontal varabile v] to [0]\nset [vertical variable v] to [0]\n\nwhen flag clicked\nset up\n\ndefine Spawn \ngo to x: (-200) y: (-100)\nset [horizontal varabile v] to [0]\nset [vertical variable v] to [0]\n\nwhen flag clicked\nSpawn \n\n@Platforms\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@danger\n\nwhen flag clicked\nforever\n switch costume to (level)\n go to [back v] layer\n set [brightness v] effect to (0)\nend\n\n@love and fave detector\n\nwhen flag clicked\nhide\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to x: (0) y: (-100)\nset [timer v] to [0]\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\nset [timer v] to [0]\nrepeat until <(Timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\nwhen flag clicked\nset [timer v] to [0]\nforever\n change [timer v] by (.097)\nend\n\n@thumbnail\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n@Words\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n
This is for @chipm0nk platformer contest\nYou control the small tiny player with the arrow keys\nLove fave and follow\n@TimMcCool for the love and fave detecter\nThere are 9 levels
black lives matter-a platformer #games #all
@Stage\n\nwhen flag clicked\nforever\n play sound [Glory.mp3 v] until done\nend\n\n@player2\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 (4 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 (2 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]\n broadcast (died x1 v)\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 (2 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 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\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\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nshow\n\nwhen I receive [died x5 v]\nhide\n\nwhen I receive [r v]\nset [y spawn v] to [60]\nset [x spawn v] to [-218]\ngo to x: (X Spawn) y: (Y Spawn)\nswitch costume to (2 v)\nswitch backdrop to (cavesbackround v)\nshow\nset size to (70) %\nset [x v] to [0]\nset [y v] to [0]\n\n@Spikes\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\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@Ground\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [9]> then\n broadcast (finished v)\n end\nend\n\n@dots blm\n\nwhen I start as a clone\nset size to (pick random (100) to (125)) %\ngo to [front v] layer\npoint in direction (pick random (-180) to (180))\ngo to x: (pick random (240) to (-240)) y: (pick random (180) to (-180))\nset [ghost v] effect to (50)\nshow\nforever\n Bounce around\nend\n\nwhen I start as a clone\nwait until <touching (text v)?>\nmove (pick random (1) to (10)) steps\nclear graphic effects\nstamp\ndelete this clone\n\ndefine Bounce around\nset [speed v] to (pick random (5) to (25))\nmove (speed) steps\nif <touching (_edge_ v)?> then\n if on edge, bounce\n turn right (15) degrees\nend\n\nif <touching (text v)?> then\n\nwhen I receive [begin v]\nerase all\ngo to x: (0) y: (0)\nhide\ncreate clone of (_myself_ v)\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [begin v]\nerase all\ngo to x: (0) y: (0)\nhide\ncreate clone of (_myself_ v)\nforever\n create clone of (_myself_ v)\nend\n\n@text\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n@cover\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n@end\n\nwhen flag clicked\nhide\ngo to [back v] layer\nset [ghost v] effect to (100)\n\nwhen I receive [finished v]\nshow\ngo to [front v] layer\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\n@health bar\n\nwhen I receive [died x1 v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [6]> then\n broadcast (died x5 v)\n end\nend\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\nwhen I receive [begin v]\nshow\n\n@if u die\n\nwhen I receive [died x5 v]\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nstop [all v]\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\n@r\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen this sprite clicked\nbroadcast (r v)\n\nwhen [r v] key pressed\nbroadcast (r v)\n\n
-WARNING-\n-you might have to click the flag a few times to clear up the lag-\n\ncontrols-\narrow keys or mouse/finger\n\nplease don't forget to heart and star!
~ [CHECKPOINTS] ~ Grassy ~ A ☁ Multiplayer Scrolling Platformer ~
@Stage\n\nwhen [m v] key pressed\nif <<(username) = [20mock]> or <(username) = [Griffpatch]>> then\n show variable [mouse x,y v]\n set [mouse x,y v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\n wait () seconds\n hide variable [mouse x,y v]\nend\n\nwhen flag clicked\nforever\n play sound [Nebula v] until done\nend\n\n@Player\n\nwhen I receive [begin v]\nset [chat v] to [0]\nshow list [chat v]\nforever\n Chat\nend\n\nif <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(Chat) = [1]> then\n show list [chat v]\n set [chat v] to [0]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n if <(Chat) = [0]> then\n set [chat v] to [1]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\n end\nend\n\nwhen I receive [play game v]\nset [connected? v] to [0]\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine Change Player x by (sx)\npoint in direction (90)\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 <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Game On\nset [scroll x v] to (sp-x)\nset [scroll y v] to (sp-y)\nset [x v] to (sp-x)\nset [y v] to (sp-y)\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [ghost v] effect to (0)\nset size to (100) %\n\ndefine Test - Die\nif <touching (danger v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\nend\nif <touching (saws v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\nend\n\ndefine Game - Die\nset [exit v] to []\nstart sound [Hurt 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\ndefine Tick\nif <not <<key (any v) pressed?> and <mouse down?>>> then\n switch costume to (normal v)\nend\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (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\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n switch costume to (left up v)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (right up 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 <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <(x) < [-220]> then\n set [x v] to [-220]\nend\n\nif <not <key (any v) pressed?>> then\n switch costume to (normal v)\nend\n\nwhen flag clicked\nhide\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (Connecting v)\nbroadcast (Setup Others v) and wait\nbroadcast (Join Game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (Connected v)\n start sound [Connect v]\nelse\n broadcast (Full v)\n start sound [Disconnect v]\nend\nbroadcast (Begin v)\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 if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\n end\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 [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine 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 Words) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine Chat\nif <(Chat) = [1]> then\n if <key (1 v) pressed?> then\n set [chat v] to [1]\n say (item (1) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat words v] to [2]\n say (item (2) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat words v] to [3]\n say (item () 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 words v] to [4]\n say (item (4) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat words v] to [5]\n say (item (5) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat words v] to [6]\n say (item (6) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat words v] to [7]\n say (item (7) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat words v] to [8]\n say (item (8) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat words v] to [9]\n say (item (9) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n set [chat words 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\ngo to [back v] layer\n\nwhen I receive [connected v]\nset [connected? v] to [1]\nshow\n\nwhen I receive [connecting v]\nhide\n\nwhen I receive [play game v]\nforever\n if <(Connected?) = [1]> then\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\n end\nend\n\nwhen I receive [connected v]\nset [level v] to [1]\n\n@Others\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\nwhen I receive [setup others v]\nsetup players\n\ndefine setup players\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\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 if <(player) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n Tick\n end\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 encoded\nif <(names) = [1]> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to (((value) - (SCROLL Y)) + (8))\nvalue = read from encoded\nbroadcast (Decode Chat v)\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\ndefine Decode Chat (chat)\nif <(chat) = [1]> then\n say (item (1) of [chat v]) for (2) seconds\nelse\n if <(chat) = [2]> then\n say (item (2) of [chat v]) for (2) seconds\n else\n if <(chat) = [3]> then\n say (item (3) of [chat v]) for (2) seconds\n else\n if <(chat) = [4]> then\n say (item (4) of [chat v]) for (2) seconds\n else\n if <(chat) = [5]> then\n say (item (5) of [chat v]) for (2) seconds\n else\n if <(chat) = [6]> then\n say (item (6) of [chat v]) for (2) seconds\n else\n if <(chat) = [7]> then\n say (item (7) of [chat v]) for (2) seconds\n else\n if <(chat) = [8]> then\n say (item (8) of [chat v]) for (2) seconds\n else\n if <(chat) = [9]> then\n say (item (9) of [chat v]) for (2) seconds\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode Chat (value)\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [100]\n Clone at x: [480] y: [200]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [100]\n Clone at x: [480] y: [100]\n Clone at x: [480] y: [100]\n Clone at x: [480] y: [100]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [-100]\n Clone at x: [250] y: [-150]\n Clone at x: [250] y: [-150]\n Clone at x: [250] y: [-150]\n Clone at x: [360] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [300] y: [0]\n Clone at x: [300] y: [150]\n Clone at x: [300] y: [150]\n Clone at x: [300] y: [150]\n Clone at x: [300] y: [150]\n Clone at x: [0] y: [360]\n Clone at x: [0] y: [360]\n Clone at x: [0] y: [360]\n Clone at x: [-480] y: [0]\n Clone at x: [-480] y: [0]\n Clone at x: [-7495] y: [-1350]\n Clone at x: [0] y: [325]\n Clone at x: [0] y: [325]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [-200]\n Clone at x: [480] y: [-200]\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@DANGER\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((DANGER: x) - (SCROLL X)) ((DANGER: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [720] y: [0]\n Clone at x: [2170] y: [93]\n Clone at x: [1250] y: [-15]\n Clone at x: [9248] y: [130]\n Clone at x: [3396] y: [1166]\n Clone at x: [6291] y: [690]\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [danger: x v] to (x)\nset [danger: y v] to (y)\nnext costume\n\nchange [danger: x v] by (360)\nchange [danger: y v] by (360)\n\nClone at x: [2179] y: [93]\n\n@Saws\n\nwhen I receive [green flag v]\nhide variable [mouse v]\nhide\n\nwhen I receive [tick v]\nturn right (5) degrees\nPosition ((Saws: x) - (SCROLL X)) ((Saws: y) - (SCROLL Y))\ngo to [back v] layer\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [saws: x v] to [0]\nset [saws: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [150] y: [-50]\n Clone at x: [7262] y: [680]\n Clone at x: [9784] y: [130]\nend\nset [saws: x v] to [-999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [saws: x v] to (x)\nset [saws: y v] to (y)\ncreate clone of (_myself_ v)\n\nClone at x: [340] y: [27]\nClone at x: [530] y: [27]\nClone at x: [786] y: [27]\nClone at x: [1124] y: [27]\nClone at x: [1331] y: [245]\nClone at x: [1065] y: [345]\nClone at x: [825] y: [272]\nClone at x: [392] y: [245]\nClone at x: [197] y: [335]\n\nClone at x: [631] y: [11]\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\nhide variable [collected idk why but there was a glitch so i have to change it now tot v]\n\nwhen I receive [tick v]\nshow variable [collected idk why but there was a glitch so i have to change it now tot v]\nnext costume\nPosition ((Collectables: x) - (SCROLL X)) ((Collectables: y) - (SCROLL Y))\nif <touching (player v)?> then\n start sound [Coin v]\n broadcast (plus v)\n change [collected idk why but there was a glitch so i have to change it now tot v] by (1)\n delete this clone\nend\n\nwhen I receive [connected v]\nhide\nset [collectables: x v] to [0]\nset [collectables: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (coin1 v)\n Clone at x: [-100] y: [63]\n Clone at x: [-27] y: [63]\n Clone at x: [37] y: [63]\n Clone at x: [480] y: [180]\n Clone at x: [935] y: [180]\n Clone at x: [5451] y: [700]\n Clone at x: [5115] y: [700]\n Clone at x: [4482] y: [679]\n Clone at x: [3909] y: [385]\n Clone at x: [3523] y: [475]\n Clone at x: [2866] y: [295]\n Clone at x: [2900] y: [295]\n Clone at x: [2934] y: [295]\n Clone at x: [1606] y: [0]\n Clone at x: [2137] y: [115]\n Clone at x: [5725] y: [700]\n Clone at x: [5775] y: [700]\n Clone at x: [5825] y: [700]\n Clone at x: [5875] y: [700]\n Clone at x: [5925] y: [700]\n Clone at x: [7262] y: [700]\n Clone at x: [9468] y: [150]\n Clone at x: [9515] y: [150]\n Clone at x: [6553] y: [700]\n Clone at x: [7545] y: [600]\n Clone at x: [7870] y: [365]\n Clone at x: [8455] y: [15]\n Clone at x: [8803] y: [286]\n Clone at x: [9235] y: [325]\n Clone at x: [11144] y: [760]\n Clone at x: [11138] y: [1050]\n Clone at x: [11175] y: [1575]\n Clone at x: [11246] y: [2000]\n Clone at x: [10300] y: [1888]\n Clone at x: [4123] y: [865]\n Clone at x: [3630] y: [1065]\n Clone at x: [3290] y: [1190]\n Clone at x: [2675] y: [1060]\n Clone at x: [2880] y: [645]\nend\nset [collectables: x v] to [-9999999999]\n\ncreate clone of (_myself_ v)\n\nnext costume\nnext costume\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\n\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [collectables: x v] to (x)\nset [collectables: y v] to (y)\ncreate clone of (_myself_ v)\n\nClone at x: [2675] y: [1000]\nClone at x: [2880] y: [645]\n\nwhen flag clicked\nset [collected idk why but there was a glitch so i have to change it now tot v] to [0]\n\nwhen flag clicked\nhide variable [collected idk why but there was a glitch so i have to change it now tot v]\n\n@Chat\n\nwhen I receive [tick v]\nif <(Chat) = [1]> then\n go to [front v] layer\n show\nelse\n hide\nend\nif <key (space v) pressed?> then\n broadcast (Chat Close v)\n hide\n wait until <not <key (space v) pressed?>>\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [chat open v]\nset [chat v] to [1]\n\nwhen I receive [chat close v]\nset [chat v] to [0]\n\nwhen I receive [chat can go frontt v]\ngo to [front v] layer\n\n@Chat Button\n\nwhen I receive [tick v]\ngo to [front v] layer\nif <touching (mouse-pointer v)?> then\n repeat until <(size) > [119]>\n change [size v] by (.9)\n change size by (size)\n end\n if <mouse down?> then\n broadcast (Chat Open v)\n hide\n wait until <not <mouse down?>>\n end\nelse\n repeat until <(size) < [101]>\n set [size v] to [-.8]\n change [size v] by (-.9)\n change size by (size)\n end\nend\n\nwhen I receive [chat close v]\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [begin v]\nset [size v] to [.8]\nshow\nrepeat (40)\n change [ghost v] effect by (-3)\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (0) y: (0)\nchange [ghost v] effect by (100)\n\nwhen flag clicked\ngo to x: (-193) y: (-156)\nset size to (100) %\n\nwhen I receive [chat can go frontt v]\ngo to [front v] layer\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n 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@Joining\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [connecting v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [connected v]\ngo [forward v] (1322) layers\nstart sound [Connect v]\nswitch costume to (connected v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [full v]\nswitch costume to (full v)\nshow\n\n@Loading\n\nwhen flag clicked\ngo [forward v] (213) layers\nset size to (100) %\nhide\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (-80)\n\nwhen I receive [connecting v]\nrepeat (11)\n create clone of (_myself_ v)\n turn right (40) degrees\nend\n\nwhen I receive [connected v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nforever\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (-6)\n change size by (1)\n end\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (6)\n change size by (-1)\n end\nend\n\n@Thanks\n\nwhen I receive [thanks v]\nswitch costume to (costume2 v)\ngo to x: (-210) y: (50)\nshow\ngo to [front v] layer\nstart sound [pop v]\nrepeat (9)\n change y by (-6)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-3)\nend\nwait (1) seconds\nrepeat (10)\n change y by (6)\nend\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (-50)\nshow\ngo to [front v] layer\nrepeat (12)\n change y by (-9)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-1)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <(costume [number v]) = [2]> then\n if <mouse down?> then\n set [costume v] to [2]\n repeat (25)\n change y by (10)\n end\n hide\n delete this clone\n end\n else\n if <(costume [number v]) = [3]> then\n if <mouse down?> then\n set [costume v] to [1]\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n end\n end\n else\n set [ghost v] effect to (0)\n end\n if <(Costume) > [0.99]> then\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n hide\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [costume v] to [0.9]\n\nwhen I receive [begin v]\nset [costume v] to [0.9]\nwait (0.1) seconds\nset [costume v] to [0.9]\nwait (0.2) seconds\nset [costume v] to [0.9]\n\n@TB\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\n\nwhen I receive [tick v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\n\nwhen [timer v] > (0)\nhide variable [collected idk why but there was a glitch so i have to change it now tot v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\n@FRONT Decor\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\nbroadcast (chat can go frontt v)\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [100]\n Clone at x: [480] y: [200]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [100]\n Clone at x: [480] y: [100]\n Clone at x: [480] y: [100]\n Clone at x: [480] y: [100]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [-100]\n Clone at x: [250] y: [-150]\n Clone at x: [250] y: [-150]\n Clone at x: [250] y: [-150]\n Clone at x: [360] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [300] y: [0]\n Clone at x: [300] y: [150]\n Clone at x: [300] y: [150]\n Clone at x: [300] y: [150]\n Clone at x: [300] y: [150]\n Clone at x: [0] y: [360]\n Clone at x: [0] y: [360]\n Clone at x: [0] y: [360]\n Clone at x: [-480] y: [0]\n Clone at x: [-480] y: [0]\n Clone at x: [-7495] y: [-1350]\n Clone at x: [0] y: [325]\n Clone at x: [0] y: [325]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [-200]\n Clone at x: [480] y: [-200]\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\n\n@BACK Decor\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\nbroadcast (chat can go frontt v)\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [100]\n Clone at x: [480] y: [200]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [100]\n Clone at x: [480] y: [100]\n Clone at x: [480] y: [100]\n Clone at x: [480] y: [100]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [-100]\n Clone at x: [250] y: [-150]\n Clone at x: [250] y: [-150]\n Clone at x: [250] y: [-150]\n Clone at x: [360] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [300] y: [0]\n Clone at x: [300] y: [150]\n Clone at x: [300] y: [150]\n Clone at x: [300] y: [150]\n Clone at x: [300] y: [150]\n Clone at x: [0] y: [360]\n Clone at x: [0] y: [360]\n Clone at x: [0] y: [360]\n Clone at x: [-480] y: [0]\n Clone at x: [-480] y: [0]\n Clone at x: [-7495] y: [-1350]\n Clone at x: [0] y: [325]\n Clone at x: [0] y: [325]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [-200]\n Clone at x: [480] y: [-200]\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [back v] layer\n\n@Coins Collected\n\nwhen I receive [tick v]\ngo to [front v] layer\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (0) y: (0)\nchange [ghost v] effect by (100)\n\nwhen flag clicked\ngo to x: (120) y: (-156)\nset size to (100) %\n\nwhen I receive [chat can go frontt v]\ngo to [front v] layer\n\nwhen flag clicked\nset [ghost v] effect to (0)\n\nwhen I receive [tick v]\n\nwhen I receive [tick v]\nshow\ngo to [front v] layer\n\nwhen I receive [chat can go frontt v]\nshow\ngo to [front v] layer\n\n@checkpoints\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nif <touching (player v)?> then\n set [sp-x v] to (Platforms: x)\n set [sp-y v] to (Platforms: y)\nend\ngo to [back v] layer\nbroadcast (chat can go frontt v)\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [0] y: [0]\n Clone at x: [1125] y: [0]\n Clone at x: [3023] y: [280]\n Clone at x: [3109] y: [1200]\n Clone at x: [6432] y: [700]\n Clone at x: [9020] y: [165]\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [platforms: x v] to (x)\nset [platforms: y v] to (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [back v] layer\n\nwhen flag clicked\nset [sp-x v] to [0]\nset [sp-y v] to [0]\n\nClone at x: [9020] y: [165]\n\n
Arrow keys, wasd, or tap to move. Avoid spikes, jump onto the clouds, and adventure around! \n\nMe new gameeeee:\nhttps://scratch.mit.edu/projects/422944452/