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rain platformer
@Stage\n\n@Player\n\nwhen flag clicked\nset size to (65) %\ngo to [front v] layer\nswitch costume to (costume1 v)\nset [ghost v] effect to (0)\nshow\ngo to x: (-180) y: (-50)\nset [level v] to [1]\nset [x2 v] to [0]\nset [y2 v] to [0]\npoint in direction (90)\nforever\n change [y2 v] by (-1)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n switch costume to (costume2 v)\n change [x2 v] by (-2)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (costume1 v)\n change [x2 v] by (2)\n end\n set [x2 v] to ((x2) * (0.9))\n change x by (x2)\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (-4)\n change x by ((x2) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y2 v] to [10]\n if <([abs v] of (x2) ) = (x2)> then\n set [x2 v] to [-5]\n else\n set [x2 v] to [5]\n end\n else\n set [x2 v] to [0]\n end\n end\n change y by (y2)\n if <touching (platforms v)?> then\n change y by ((0) - (y2))\n set [y2 v] to [1]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (platforms v)?>> then\n set [y2 v] to [15]\n end\n if <(y position) > [180]> then\n set [y2 v] to [0]\n end\n change y by (1)\nend\n\nhide\n\nwhen I receive [now v]\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <<key (r v) pressed?> or <touching (spikes v)?>> then\n go to x: (-180) y: (-50)\n broadcast (dead v)\n end\n if <(x position) > [246]> then\n go to x: (-180) y: (-50)\n broadcast (levelup v)\n change [level v] by (1)\n end\n if <(Level) = [15]> then\n broadcast (end v)\n stop [other scripts in sprite v]\n end\nend\n\n@Platforms\n\nwhen I receive [end v]\n\nhide\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (01 v)\n\nwhen I receive [levelup v]\nnext costume\n\nwhen I receive [now v]\n\n@Spikes\n\nhide\n\nwhen flag clicked\ngo to [front v] layer\nshow\nswitch costume to (01 v)\n\nwhen I receive [levelup v]\nnext costume\n\nwhen I receive [now v]\n\n@Rain\n\nwhen flag clicked\nshow\nforever\n repeat (10)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n end\n go to [front v] layer\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\ngo to x: (pick random (-240) to (240)) y: (184)\nglide (pick random (0.005) to (2)) secs to x: (x position) y: (-184)\ndelete this clone\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nforever\n go to [front v] layer\n go to x: (0) y: (0)\nend\n\ngo to [front v] layer\nshow\nset [ghost v] effect to (0)\n\n@music\n\nwhen flag clicked\nplay sound [Vexento - Masked Heroes \(128 kbps\) v] until done\n\n
----------------------------------------------------------instruction-\nRight key or d for going right\nUp key or w for a jump\nleft key or a for going left\nDown key or s for nothing\n-------------------------------------------------------------------------
Geometry Dash Scrolling Platformer Level Builder
@Stage\n\nwhen flag clicked\nforever\n if <(pause) = [0]> then\n switch backdrop to (join [c] (theme))\n end\nend\n\nwhen flag clicked\nforever\n play sound (pick random (1) to (21)) until done\nend\n\n@blank\n\n@blocks\n\nwhen flag clicked\nset [timer v] to [0]\nset [pause v] to [0]\nset [history_current v] to [1]\nhide\nset rotation style [left-right v]\nshow list [export v]\ndelete all of [history v]\ndelete all of [x v]\ndelete all of [y v]\ndelete all of [type v]\ndelete all of [c v]\ndelete all of [sign_text v]\nadd [] to [sign_text v]\nadd [0] to [x v]\nadd [-30] to [y v]\nadd [g] to [type v]\nadd [1] to [c v]\nadd [0] to [x v]\nadd [0] to [y v]\nadd [c] to [type v]\nadd [1] to [c v]\nadd [] to [sign_text v]\nset [ask_wait v] to [0]\nset [current block v] to [g]\nset [theme v] to [0]\nBlock costume @ [1]\nexport\nadd (export_code) to [history v]\nset [history_current v] to (length of [history v])\n\nwhen I receive [tick v]\ntick\nstop [this script v]\n\ndefine tick\nif <(pause) = [0]> then\n erase all\n if <<(MODE) = [edit]> and <mouse down?>> then\n if <(current block) = [e]> then\n remove block xy ((round (((mouse x) + (SCROLL X)) / (30))) * (30)) ((round (((mouse y) + (SCROLL Y)) / (30))) * (30))\n else\n add block xy ((round (((mouse x) + (SCROLL X)) / (30))) * (30)) ((round (((mouse y) + (SCROLL Y)) / (30))) * (30))\n end\n end\n BLOCKS\n mouse\nend\nchange [timer v] by (0.3)\n\ndefine BLOCKS\nclear graphic effects\nset size to (100) %\nset [counter1 v] to [0]\nrepeat (length of [x v])\n change [counter1 v] by (1)\n if <<([abs v] of ((item (counter1) of [x v]) - (SCROLL X)) ) < [255]> and <([abs v] of ((item (counter1) of [y v]) - (SCROLL Y)) ) < [195]>> then\n switch costume to (blank v)\n go to x: ((item (counter1) of [x v]) - (SCROLL X)) y: ((item (counter1) of [y v]) - (SCROLL Y))\n set costume @ (item (counter1) of [type v]) (item (counter1) of [c v])\n stamp\n end\nend\n\ndefine add block xy (x) (y)\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nshow\nif <<<<<<<<<(ASK_WAIT) = [1]> or <touching (main-menu v)?>> or <<[type v] contains [f]?> and <(current block) = [f]>>> or <touching (mobile_ui v)?>> or <touching (current block v)?>> or <touching (mask v)?>> or <touching (menu v)?>> or <touching (mask_preview v)?>> or <touching (ui v)?>> then\n hide\n stop [this script v]\nend\nhide\nset [counter3 v] to [0]\nrepeat (length of [x v])\n change [counter3 v] by (1)\n if <<(item (counter3) of [x v]) = (x)> and <(item (counter3) of [y v]) = (y)>> then\n stop [this script v]\n end\nend\nif <(current block) = [n]> then\n add [] to [sign_text v]\n add (x) to [x v]\n add (y) to [y v]\n add (current block) to [type v]\n add [1] to [c v]\n Block costume @ (length of [x v])\n set [sign_length v] to (length of [x v])\n set [ask_wait v] to [1]\n broadcast (sign v)\nelse\n add [] to [sign_text v]\n add (x) to [x v]\n add (y) to [y v]\n add (current block) to [type v]\n add [1] to [c v]\n Block costume @ (length of [x v])\n export\n add (export_code) to [history v]\n set [history_current v] to (length of [history v])\nend\n\ndefine Block costume @ (val)\nif <(item (val) of [type v]) = [p]> then\n set [counter4 v] to [0]\n repeat (length of [x v])\n change [counter4 v] by (1)\n if <<<(item (counter4) of [x v]) = (item (val) of [x v])> and <(item (counter4) of [y v]) = ((item (val) of [y v]) + (-30))>> and <(item (counter4) of [type v]) = [p]>> then\n replace item (val) of [c v] with [0]\n end\n end\n set [counter4 v] to [0]\n repeat (length of [x v])\n change [counter4 v] by (1)\n if <<<(item (counter4) of [x v]) = (item (val) of [x v])> and <(item (counter4) of [y v]) = ((item (val) of [y v]) - (-30))>> and <(item (counter4) of [type v]) = [p]>> then\n replace item (counter4) of [c v] with [0]\n end\n end\nelse\n if <(item (val) of [type v]) = [b]> then\n set [counter4 v] to [0]\n repeat (length of [x v])\n change [counter4 v] by (1)\n if <<<(item (counter4) of [x v]) = (item (val) of [x v])> and <(item (counter4) of [y v]) = ((item (val) of [y v]) + (30))>> and <(item (counter4) of [type v]) = [b]>> then\n replace item (val) of [c v] with [0]\n end\n end\n set [counter4 v] to [0]\n repeat (length of [x v])\n change [counter4 v] by (1)\n if <<<(item (counter4) of [x v]) = (item (val) of [x v])> and <(item (counter4) of [y v]) = ((item (val) of [y v]) - (30))>> and <(item (counter4) of [type v]) = [b]>> then\n replace item (counter4) of [c v] with [0]\n end\n end\n else\n set [counter4 v] to [0]\n repeat (length of [x v])\n change [counter4 v] by (1)\n if <<<(item (counter4) of [x v]) = (item (val) of [x v])> and <(item (counter4) of [y v]) = ((item (val) of [y v]) + (30))>> and <not < [ersfcpbn] contains (item (counter4) of [type v])?>>> then\n replace item (val) of [c v] with [0]\n end\n end\n set [counter4 v] to [0]\n repeat (length of [x v])\n change [counter4 v] by (1)\n if <<<(item (counter4) of [x v]) = (item (val) of [x v])> and <(item (counter4) of [y v]) = ((item (val) of [y v]) - (30))>> and <<not < [ersfcn] contains (item (val) of [type v])?>> and <not < [pb] contains (item (counter4) of [type v])?>>>> then\n replace item (counter4) of [c v] with [0]\n end\n end\n end\nend\n\ndefine set costume @ (val) (val2)\nif <(val) = [g]> then\n switch costume to (join (val) (((theme) * (2)) + (val2)))\nelse\n if <<(val) = [l]> or <(val) = [w]>> then\n switch costume to (join (val) ((val2) + <(join ((round ((timer) * (6))) mod (2)) (val2)) = [1]>))\n else\n if <(val) = [s]> then\n switch costume to (s1 v)\n else\n if <(val) = [f]> then\n if <<(counter1) = (checkpoint#)> and <not <(MODE) = [edit]>>> then\n switch costume to (f0 v)\n else\n switch costume to (f1 v)\n end\n else\n if <(val) = [b]> then\n switch costume to (join [b] (val2))\n else\n if <(val) = [p]> then\n switch costume to (join [p] (val2))\n else\n if <(val) = [n]> then\n switch costume to (n1 v)\n else\n if <(val) = [c]> then\n if <<(counter1) = (checkpoint#)> and <not <(MODE) = [edit]>>> then\n switch costume to (c0 v)\n else\n switch costume to (c1 v)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine mouse\nif <<(MODE) = [edit]> and <(ASK_WAIT) = [0]>> then\n if <(current block) = [e]> then\n switch costume to (e v)\n go to (mouse-pointer v)\n set [ghost v] effect to (30)\n stamp\n else\n go to x: (((round (((mouse x) + (SCROLL X)) / (30))) * (30)) - (SCROLL X)) y: (((round (((mouse y) + (SCROLL Y)) / (30))) * (30)) - (SCROLL Y))\n set size to (99) %\n if <(current block) = [g]> then\n switch costume to (join [g] ((theme) * (2)))\n else\n if <<(current block) = [l]> or <(current block) = [w]>> then\n switch costume to (join (current block) [0])\n else\n if <(current block) = [s]> then\n switch costume to (s1 v)\n else\n if <(current block) = [f]> then\n switch costume to (f1 v)\n if <[type v] contains [f]?> then\n stop [this script v]\n end\n else\n if <(current block) = [c]> then\n switch costume to (c1 v)\n else\n if <(current block) = [b]> then\n switch costume to (b1 v)\n else\n if <(current block) = [p]> then\n switch costume to (p1 v)\n else\n if <(current block) = [n]> then\n switch costume to (n1 v)\n end\n end\n end\n end\n end\n end\n end\n end\n set [counter5 v] to [0]\n repeat (length of [x v])\n change [counter5 v] by (1)\n if <<(item (counter5) of [x v]) = ((round (((mouse x) + (SCROLL X)) / (30))) * (30))> and <(item (counter5) of [y v]) = ((round (((mouse y) + (SCROLL Y)) / (30))) * (30))>> then\n stop [this script v]\n end\n end\n set [ghost v] effect to (50)\n stamp\n end\nend\n\ndefine remove block xy (x) (y)\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nshow\nif <<<<<<<<touching (mobile_ui v)?> or <(ASK_WAIT) = [1]>> or <touching (current block v)?>> or <touching (mask v)?>> or <touching (menu v)?>> or <touching (mask_preview v)?>> or <touching (ui v)?>> or <<[0] = (x)> and <<[0] = (y)> or <[-30] = (y)>>>> then\n hide\n stop [this script v]\nend\nhide\nset [counter0 v] to [1]\nrepeat until <<(counter0) > (length of [x v])> or <<(item (counter0) of [x v]) = (x)> and <(item (counter0) of [y v]) = (y)>>>\n change [counter0 v] by (1)\nend\nset [erased_ground? v] to [0]\nif <<(item (counter0) of [x v]) = (x)> and <(item (counter0) of [y v]) = (y)>> then\n set [erased_ground? v] to [1]\n set [deleted_type v] to (item (counter0) of [type v])\n delete (counter0) of [x v]\n delete (counter0) of [y v]\n delete (counter0) of [type v]\n delete (counter0) of [c v]\n delete (counter0) of [sign_text v]\nend\nset [counter0 v] to [1]\nif <(deleted_type) = [p]> then\n repeat until <<(counter0) > (length of [x v])> or <<(item (counter0) of [x v]) = (x)> and <(item (counter0) of [y v]) = ((y) + (30))>>>\n change [counter0 v] by (1)\n end\nelse\n repeat until <<(counter0) > (length of [x v])> or <<(item (counter0) of [x v]) = (x)> and <((item (counter0) of [y v]) + (30)) = (y)>>>\n change [counter0 v] by (1)\n end\nend\nreplace item (counter0) of [c v] with [1]\nif <(erased_ground?) = [1]> then\n export\n add (export_code) to [history v]\n set [history_current v] to (length of [history v])\nend\n\ndefine export\nset [c2 v] to [0]\nset [export_code v] to (join (join (theme) (walljump)) [{])\nrepeat (length of [x v])\n change [c2 v] by (1)\n set [export_code v] to (join (export_code) ((item (c2) of [x v]) / (30)))\n set [export_code v] to (join (export_code) [}])\nend\nset [export_code v] to (join (export_code) [{])\nset [c2 v] to [0]\nrepeat (length of [x v])\n change [c2 v] by (1)\n set [export_code v] to (join (export_code) ((item (c2) of [y v]) / (30)))\n set [export_code v] to (join (export_code) [}])\nend\nset [export_code v] to (join (export_code) [{])\nset [c2 v] to [0]\nrepeat (length of [x v])\n change [c2 v] by (1)\n set [export_code v] to (join (export_code) (item (c2) of [type v]))\n set [export_code v] to (join (export_code) [}])\nend\nset [export_code v] to (join (export_code) [{])\nset [c2 v] to [0]\nrepeat (length of [x v])\n change [c2 v] by (1)\n set [export_code v] to (join (export_code) (item (c2) of [c v]))\n set [export_code v] to (join (export_code) [}])\nend\nset [export_code v] to (join (export_code) [{])\nset [c2 v] to [0]\nrepeat (length of [x v])\n change [c2 v] by (1)\n set [export_code v] to (join (export_code) (item (c2) of [sign_text v]))\n set [export_code v] to (join (export_code) [}])\nend\nset [export_code v] to (join (export_code) [{])\n\ndefine import (i)\nset [c2 v] to [4]\ndelete all of [x v]\nrepeat until <(letter (c2) of (i)) = [{]>\n set [c3 v] to []\n repeat until <(letter (c2) of (i)) = [}]>\n set [c3 v] to (join (c3) (letter (c2) of (i)))\n change [c2 v] by (1)\n if <(c2) > (length of (i))> then\n set [import v] to [invalid]\n stop [this script v]\n end\n end\n add ((c3) * (30)) to [x v]\n change [c2 v] by (1)\nend\nchange [c2 v] by (1)\ndelete all of [y v]\nrepeat until <(letter (c2) of (i)) = [{]>\n set [c3 v] to []\n repeat until <(letter (c2) of (i)) = [}]>\n set [c3 v] to (join (c3) (letter (c2) of (i)))\n change [c2 v] by (1)\n if <(c2) > (length of (i))> then\n set [import v] to [invalid]\n stop [this script v]\n end\n end\n add ((c3) * (30)) to [y v]\n change [c2 v] by (1)\nend\nchange [c2 v] by (1)\ndelete all of [type v]\nrepeat until <(letter (c2) of (i)) = [{]>\n set [c3 v] to (letter (c2) of (i))\n add (c3) to [type v]\n change [c2 v] by (2)\n if <(c2) > (length of (i))> then\n set [import v] to [invalid]\n stop [this script v]\n end\nend\nchange [c2 v] by (1)\ndelete all of [c v]\nrepeat until <(letter (c2) of (i)) = [{]>\n set [c3 v] to (letter (c2) of (i))\n add (c3) to [c v]\n change [c2 v] by (2)\n if <(c2) > (length of (i))> then\n set [import v] to [invalid]\n stop [this script v]\n end\nend\nchange [c2 v] by (1)\ndelete all of [sign_text v]\nrepeat until <(letter (c2) of (i)) = [{]>\n set [c3 v] to []\n repeat until <(letter (c2) of (i)) = [}]>\n set [c3 v] to (join (c3) (letter (c2) of (i)))\n change [c2 v] by (1)\n if <(c2) > (length of (i))> then\n set [import v] to [invalid]\n stop [this script v]\n end\n end\n add (c3) to [sign_text v]\n change [c2 v] by (1)\nend\nif <not <(length of [x v]) = (length of [y v])>> then\n set [import v] to [invalid]\n stop [this script v]\nend\n\nwhen I receive [redo v]\nif <<(history_current) < (length of [history v])> and <(ASK_WAIT) = [0]>> then\n change [history_current v] by (1)\n import (item (history_current) of [history v])\nend\n\nwhen I receive [undo v]\nif <<(history_current) > [1]> and <(ASK_WAIT) = [0]>> then\n change [history_current v] by (-1)\n import (item (history_current) of [history v])\nend\n\nwhen I receive [export v]\nexport\ndelete all of [export v]\nadd [Triple-click on the code below and copy \(ctrl+c\) it to save your level:] to [export v]\nadd (export_code) to [export v]\nadd [] to [export v]\nif <(length of (export_code)) < [501]> then\n add [Next, paste \(ctrl+v\) it in the comments!] to [export v]\nelse\n add [Your code is too long to fit in one comment. Share your level here:] to [export v]\n add [https://scratch.mit.edu/discuss/topic/428128/] to [export v]\n add [] to [export v]\n add [Your code is separated below so you can fit in multiple comments:] to [export v]\n separate\n if <(length of [export v]) > [9]> then\n repeat (4)\n add [] to [export v]\n end\n end\nend\nhide list [export v]\nask [Paste your code here to confirm that you copied the whole thing:] and wait\nif <<not <(answer) = (item (2) of [export v])>> or <not <(answer) = (join (item (2) of [export v]) [ 3])>>> then\n repeat until <<(answer) = (join (item (2) of [export v]) [ 3])> or <(answer) = (item (2) of [export v])>>\n ask [You didn’t copy the entire code! Remember to triple click on the code, and copy it. Try again:] and wait\n end\nend\nshow list [export v]\n\nwhen I receive [import v]\nask [Paste your code below:] and wait\nif <not <(answer) = []>> then\n set [pause v] to [1]\n set [import v] to (answer)\n import (import)\n if <(import) = [invalid]> then\n set [pause v] to [0]\n import (item (length of [history v]) of [history v])\n broadcast (invalid v)\n else\n broadcast (preview v)\n set [theme v] to (letter (1) of (import))\n set [walljump v] to (letter (2) of (import))\n add (import) to [history v]\n set [history_current v] to (length of [history v])\n wait until <(MODE) = [preview]>\n set [pause v] to [0]\n end\nend\n\nwhen I receive [delete all v]\nif <(length of [x v]) > [2]> then\n delete all of [c v]\n delete all of [x v]\n delete all of [y v]\n delete all of [type v]\n add [0] to [x v]\n add [-30] to [y v]\n add [g] to [type v]\n add [1] to [c v]\n add [0] to [x v]\n add [0] to [y v]\n add [c] to [type v]\n add [1] to [c v]\n export\n add (export_code) to [history v]\n set [history_current v] to (length of [history v])\nend\n\ndefine separate\nset [i2 v] to [0]\nrepeat until <(i2) > (length of (export_code))>\n set [i3 v] to []\n repeat (500)\n change [i2 v] by (1)\n if <(i2) > (length of (export_code))> then\n add (i3) to [export v]\n stop [this script v]\n end\n set [i3 v] to (join (i3) (letter (i2) of (export_code)))\n end\n add (i3) to [export v]\nend\n\nwhen I receive [go to v]\nask [enter X position:] and wait\nif <not <(answer) = []>> then\n set [scroll x v] to (round (answer))\nend\nask [enter Y position:] and wait\nif <not <(answer) = []>> then\n set [scroll y v] to (round (answer))\nend\n\nwhen I receive [sign v]\nask [Enter the text for the sign. \(follow Community Guidelines please\)] and wait\nif <<(answer) = []> or << (answer) contains [{]?> or < (answer) contains [}]?>>> then\n delete (sign_length) of [sign_text v]\n delete (sign_length) of [x v]\n delete (sign_length) of [y v]\n delete (sign_length) of [type v]\n delete (sign_length) of [c v]\nelse\n replace item (sign_length) of [sign_text v] with (answer)\n export\n add (export_code) to [history v]\n set [history_current v] to (length of [history v])\nend\nset [ask_wait v] to [0]\n\nwhen I receive [rename v]\nask [What do you want to rename the sign to?] and wait\nif <<not <(answer) = []>> and <<not < (answer) contains [{]?>> and <not < (answer) contains [}]?>>>> then\n replace item (sign#) of [sign_text v] with (answer)\n export\n add (export_code) to [history v]\n set [history_current v] to (length of [history v])\nend\nset [ask_wait v] to [0]\n\n@player\n\ndefine tick-play\ngo to [back v] layer\nif <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > ((x position) + (20))>>> and <(click) = [0]>> then\n if <(play-pause) = [0]> then\n if <[collisions v] contains [w]?> then\n change [xv v] by (0.7)\n else\n change [xv v] by (1.2)\n end\n end\nelse\n if <<<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < ((x position) - (20))>>> and <(click) = [0]>> then\n if <(play-pause) = [0]> then\n if <[collisions v] contains [w]?> then\n change [xv v] by (-0.7)\n else\n change [xv v] by (-1.2)\n end\n end\n end\nend\nif <[collisions v] contains [w]?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n if <(play-pause) = [0]> then\n set [yv v] to [5.5]\n end\n end\n change [yv v] by (-1)\n set [yv v] to ((YV) * (0.76))\nelse\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> and <(click) = [0]>> then\n if <(in air) < [4]> then\n if <(play-pause) = [0]> then\n set [yv v] to [9]\n end\n end\n end\n change [yv v] by (-0.82)\nend\nset [xv v] to ((XV) * (0.73))\nif <(YV) < [-13]> then\n set [yv v] to [-13]\nend\nchange x by (round ((XV) * (1.4)))\nchange y by (round (YV))\nchange [scroll x v] by (round (((Offset X) - (SCROLL X)) / (7)))\nchange [scroll y v] by ((round (((Offset Y) - (SCROLL Y)) / (5))) + (2))\nif <(SCROLL Y) < [-88]> then\n set [scroll y v] to [-88]\nend\nposition\nif <<<[collisions v] contains [s]?> or <[collisions v] contains [l]?>> or <(Offset Y) < [-430]>> then\n reset\nend\nif <[collisions v] contains [b]?> then\n set [yv v] to [14]\nelse\n if <[collisions v] contains [p]?> then\n set [yv v] to [-9]\n end\nend\nif <[collisions v] contains [c]?> then\n set [checkpoint# v] to (item # of [c] in [collisions v])\nelse\n if <[collisions v] contains [f]?> then\n set [checkpoint# v] to (item # of [f] in [collisions v])\n end\nend\ncollision test\n\ndefine change y by (sy)\nchange [offset y v] by (sy)\nchange [in air v] by (1)\nif <<[collisions v] contains [p]?> and <(sy) > [0]>> then\n change [offset y v] by ((0) - (sy))\nend\nposition\nrepeat until <not <[collisions v] contains [g]?>>\n if <(sy) > [0]> then\n change [offset y v] by (-1)\n else\n change [offset y v] by (1)\n set [in air v] to [0]\n end\n position\n set [yv v] to [0]\nend\n\ndefine change x by (sx)\nchange [offset x v] by (sx)\nposition\nif <[collisions v] contains [g]?> then\n repeat (10)\n change [offset y v] by (0.5)\n position\n if <not <[collisions v] contains [g]?>> then\n stop [this script v]\n end\n end\n change [offset y v] by (-5)\n repeat until <not <[collisions v] contains [g]?>>\n if <(sx) < [0]> then\n change [offset x v] by (1)\n else\n change [offset x v] by (-1)\n end\n position\n set [xv v] to [0]\n end\n if <(walljump) = [1]> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n if <(play-pause) = [0]> then\n if <[collisions v] contains [w]?> then\n end\n end\n end\nend\n\ndefine position\ngo to x: ((Offset X) - (SCROLL X)) y: ((Offset Y) - (SCROLL Y))\ncollision test\n\ndefine collision test\ndelete all of [collisions v]\nset [c1 v] to [0]\nrepeat (length of [type v])\n add [0] to [collisions v]\n change [c1 v] by (1)\n if <(item (c1) of [type v]) = [s]> then\n if <<<not <((item (c1) of [x v]) - (-17.5)) < (Offset X)>> and <((item (c1) of [y v]) - (23.5)) < (Offset Y)>> and <<not <((item (c1) of [y v]) - (-9.5)) < (Offset Y)>> and <((item (c1) of [x v]) - (17.5)) < (Offset X)>>> then\n replace item (c1) of [collisions v] with (item (c1) of [type v])\n end\n else\n if <<<not <((item (c1) of [x v]) - (-24.5)) < (Offset X)>> and <((item (c1) of [y v]) - (23.5)) < (Offset Y)>> and <<not <((item (c1) of [y v]) - (-23.5)) < (Offset Y)>> and <((item (c1) of [x v]) - (24.5)) < (Offset X)>>> then\n replace item (c1) of [collisions v] with (item (c1) of [type v])\n end\n end\nend\n\ndefine Tick-edit\ngo to [back v] layer\nclear graphic effects\nswitch costume to (3a v)\nposition\nchange [scroll x v] by ((<<<(mobile_click??????) = [2]> or <key (right arrow v) pressed?>> or <key (d v) pressed?>> - <<<(mobile_click??????) = [4]> or <key (left arrow v) pressed?>> or <key (a v) pressed?>>) * (4))\nchange [scroll y v] by ((<<<(mobile_click??????) = [1]> or <key (up arrow v) pressed?>> or <key (w v) pressed?>> - <<<(mobile_click??????) = [3]> or <key (down arrow v) pressed?>> or <key (s v) pressed?>>) * (4))\nif <(SCROLL Y) < [-88]> then\n set [scroll y v] to [-88]\nend\nset [play-pause v] to [0]\nset [win? v] to [0]\n\nwhen I receive [tick v]\nif <(MODE) = [edit]> then\n Tick-edit\nelse\n if <(MODE) = [preview]> then\n go to [back v] layer\n set [scroll x v] to [0]\n set [scroll y v] to [35]\n set [offset x v] to [0]\n set [offset y v] to [-5]\n set [yv v] to [0]\n set [xv v] to [0]\n set [in air v] to [0]\n set [play-pause v] to [0]\n set [win? v] to [0]\n position\n else\n if <(MODE) = [play]> then\n repeat (1)\n tick-play\n Set Costume\n end\n end\n end\nend\n\nwhen I receive [start! v]\nforever\n broadcast (Tick v)\nend\n\ndefine reset\nset [play-pause v] to [0]\nset [yv v] to [0]\nset [xv v] to [0]\nset [in air v] to [0]\nif <(MODE) = [play]> then\n set [scroll x v] to (item (checkpoint#) of [x v])\n set [scroll y v] to (item (checkpoint#) of [y v])\n set [offset x v] to (item (checkpoint#) of [x v])\n set [offset y v] to (item (checkpoint#) of [y v])\nelse\n set [scroll x v] to [0]\n set [scroll y v] to [30]\n set [offset x v] to [0]\n set [offset y v] to [-5]\nend\n\nwhen flag clicked\nset [win? v] to [0]\nreset\nset size to (60) %\npoint in direction (90)\nshow\nswitch costume to (3a v)\nbroadcast (start! v)\n\ndefine Set Costume\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [20]>>>> then\n switch costume to (2a v)\n if <<<mouse down?> and <(mouse y) > ((y position) + (20))>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (4a v)\n end\nelse\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [-20]>>>> then\n switch costume to (1a v)\n if <<<(mouse y) > ((y position) + (20))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (5a v)\n end\n else\n switch costume to (3a v)\n if <<<(mouse y) > ((y position) + (20))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (6a v)\n end\n end\nend\n\nwhen I receive [mode v]\nreset\n\nwhen flag clicked\nforever\n if <<<[collisions v] contains [f]?> and <(MODE) = [play]>> and <(win?) = [0]>> then\n set [win? v] to [1]\n broadcast (win v)\n set [play-pause v] to [1]\n end\nend\n\n@mask\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n go to [back v] layer\nend\n\nwhen I receive [tick v]\nif <(MODE) = [edit]> then\n show\nelse\n hide\nend\n\n@select\n\nwhen flag clicked\nhide\nset [@id v] to [0]\nrepeat (9)\n change [@id v] by (1)\n create clone of (_myself_ v)\nend\nset [@id v] to [e]\ncreate clone of (_myself_ v)\nset [@id v] to [null]\n\nwhen I receive [tick v]\nif <<(MODE) = [edit]> and <not <(@ID) = [null]>>> then\n show\n if <(@ID) = [1]> then\n switch costume to (join [g] (((theme) * (2)) + (1)))\n go to x: (-215) y: (-165)\n else\n if <(@ID) = [2]> then\n switch costume to (join [l] ((round ((timer) * (6))) mod (2)))\n go to x: (-179) y: (-165)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [current block v] to [l]\n end\n else\n if <(@ID) = [3]> then\n switch costume to (join [w] (([floor v] of ((timer) * (6)) ) mod (2)))\n go to x: (-143) y: (-165)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [current block v] to [l]\n end\n else\n if <(@ID) = [4]> then\n switch costume to (s1 v)\n go to x: (-108) y: (-165)\n else\n if <(@ID) = [e]> then\n switch costume to (eraser v)\n go to x: (72) y: (-165)\n else\n if <(@ID) = [5]> then\n switch costume to (c1 v)\n go to x: (14) y: (-165)\n else\n if <(@ID) = [6]> then\n go to x: (42) y: (-165)\n if <[type v] contains [f]?> then\n switch costume to (f2 v)\n else\n switch costume to (f1 v)\n end\n else\n if <(@ID) = [7]> then\n switch costume to (b1 v)\n go to x: (-77) y: (-165)\n else\n if <(@ID) = [8]> then\n switch costume to (p1 v)\n go to x: (-47) y: (-165)\n else\n if <(@ID) = [9]> then\n switch costume to (n1 v)\n go to x: (-16) y: (-165)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [current block v] to (letter (1) of (costume [name v]))\n end\n if <(current block) = (letter (1) of (costume [name v]))> then\n set [ghost v] effect to (0)\n else\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (32.5)\n else\n set [ghost v] effect to (65)\n end\n end\nelse\n hide\nend\n\nwhen I start as a clone\nset size to (88) %\ngo to [front v] layer\n\n@UI\n\nwhen flag clicked\nset [ui_menu1 v] to [0]\nset [walljump v] to [0]\ngo to x: (0) y: (0)\nset [@id v] to [1]\ncreate clone of (_myself_ v)\nset [@id v] to [2]\ncreate clone of (_myself_ v)\nset [@id v] to [c]\ncreate clone of (_myself_ v)\nset [@id v] to [0]\nforever\n if <(MODE) = [edit]> then\n show\n switch costume to (join [walljump] (walljump))\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-4)\n if <mouse down?> then\n set [walljump v] to ((1) - (walljump))\n switch costume to (join [walljump] (walljump))\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen I start as a clone\nshow\nset size to (100) %\nif <(@ID) = [1]> then\n switch costume to (theme v)\n go to x: (0) y: (0)\n go to [front v] layer\n forever\n if <(MODE) = [edit]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-4)\n if <<mouse down?> and <<(y pos_menu) > [-0.6]> or <(y pos_menu) < [-59.4]>>> then\n set [ui_menu1 v] to ((1) - (UI_menu1))\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n end\n else\n set [brightness v] effect to (0)\n end\n else\n set [ui_menu1 v] to [0]\n end\n end\nelse\n if <(@ID) = [c]> then\n switch costume to (cover v)\n else\n if <(@ID) = [2]> then\n switch costume to (menu0000 v)\n set [y pos_menu v] to [-60]\n go to [back v] layer\n forever\n if <(MODE) = [edit]> then\n if <(UI_menu1) = [1]> then\n change [y pos_menu v] by (((20) - (y pos_menu)) / (5))\n else\n change [y pos_menu v] by (((-60) - (y pos_menu)) / (5))\n end\n if <(y pos_menu) > [-0.5]> then\n switch costume to (h0 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (menu1000 v)\n if <mouse down?> then\n set [theme v] to [0]\n end\n else\n switch costume to (h1 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (menu0100 v)\n if <mouse down?> then\n set [theme v] to [1]\n end\n else\n switch costume to (h2 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (menu0010 v)\n if <mouse down?> then\n set [theme v] to [2]\n end\n else\n switch costume to (h3 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (menu0001 v)\n if <mouse down?> then\n set [theme v] to [3]\n end\n else\n switch costume to (menu0000 v)\n end\n end\n end\n end\n else\n switch costume to (menu0000 v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nif <(MODE) = [edit]> then\n show\n if <(@ID) = [2]> then\n go to x: (0) y: (y pos_menu)\n end\nelse\n hide\nend\n\n@buttons\n\nwhen flag clicked\nset [@id v] to [1]\ncreate clone of (_myself_ v)\nset [@id v] to [3]\ncreate clone of (_myself_ v)\nset [@id v] to [m]\ncreate clone of (_myself_ v)\nset [@id v] to [u]\ncreate clone of (_myself_ v)\nset [@id v] to [r]\ncreate clone of (_myself_ v)\nset [@id v] to [2]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (export v)\n if <(MODE) = [edit]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (export v) and wait\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\nend\n\nwhen I start as a clone\nshow\nset size to (100) %\ngo to [front v] layer\nif <(@ID) = [3]> then\n forever\n if <(MODE) = [play]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [click v] to [1]\n broadcast (edit v) and wait\n else\n set [click v] to [0]\n end\n else\n if <(MODE) = [edit]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (play v) and wait\n end\n end\n end\n end\nelse\n if <(@ID) = [1]> then\n switch costume to (import v)\n forever\n if <(MODE) = [edit]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (import v) and wait\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\n end\n else\n if <(@ID) = [m]> then\n switch costume to (menu v)\n forever\n if <(MODE) = [edit]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(round ([x vel v] of [menu v])) = [0]> then\n set [ui_menu2 v] to ((1) - (UI_menu2))\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\n else\n set [ui_menu2 v] to [0]\n end\n end\n else\n if <(@ID) = [u]> then\n switch costume to (undo v)\n forever\n if <(MODE) = [edit]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (undo v) and wait\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\n end\n else\n if <(@ID) = [r]> then\n switch costume to (redo v)\n forever\n if <(MODE) = [edit]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (redo v) and wait\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nif <(@ID) = [3]> then\n if <(MODE) = [play]> then\n show\n switch costume to (return v)\n else\n if <(MODE) = [edit]> then\n show\n switch costume to (play v)\n else\n hide\n end\n end\nelse\n if <(MODE) = [edit]> then\n show\n else\n hide\n end\nend\nif <touching (mouse-pointer v)?> then\n set [brightness v] effect to (4)\nelse\n set [brightness v] effect to (0)\nend\nif <(@ID) = [u]> then\n if <(history_current) > [1]> then\n switch costume to (undo v)\n else\n switch costume to (undo2 v)\n set [brightness v] effect to (0)\n end\nelse\n if <(@ID) = [r]> then\n if <(history_current) < (length of [history v])> then\n switch costume to (redo v)\n else\n switch costume to (redo2 v)\n set [brightness v] effect to (0)\n end\n end\nend\n\n@fade\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\n\nwhen I receive [play v]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [mode v] to [play]\nwait (0.3) seconds\nbroadcast (mode v)\nwait (0.1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [edit v]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [mode v] to [edit]\nwait (0.3) seconds\nbroadcast (mode v)\nwait (0.1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [preview v]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [mode v] to [preview]\nwait (0.7) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@menu\n\nwhen flag clicked\nset [ui_menu2 v] to [0]\nset [mobile? v] to [0]\ngo to x: (-100) y: (0)\nshow\nswitch costume to (menu v)\nset [@id v] to [0]\ncreate clone of (_myself_ v)\nset [@id v] to [1]\ncreate clone of (_myself_ v)\nset [@id v] to [2]\ncreate clone of (_myself_ v)\nset [@id v] to [99]\nforever\n go to [back v] layer\nend\n\nwhen I receive [tick v]\nif <(UI_menu2) = [1]> then\n set [x vel v] to ((((30) - (x position)) / (9)) + ((x vel) * (0.74)))\nelse\n set [x vel v] to (((-100) - (x position)) / (5))\nend\nchange x by (x vel)\nif <(MODE) = [edit]> then\n show\nelse\n hide\nend\nif <touching (mouse-pointer v)?> then\n set [brightness v] effect to (4)\nelse\n set [brightness v] effect to (0)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nif <(@id) = [0]> then\n switch costume to (del v)\n forever\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(MODE) = [edit]>> then\n broadcast (delete all v) and wait\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n end\n end\nelse\n if <(@id) = [1]> then\n switch costume to (mobile0 v)\n forever\n switch costume to (join [mobile] (mobile?))\n if <<(MODE) = [edit]> and <<mouse down?> and <touching (mouse-pointer v)?>>> then\n set [mobile? v] to ((1) - (mobile?))\n switch costume to (join [mobile] (mobile?))\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n end\n end\n else\n if <(@id) = [2]> then\n switch costume to (gotoxy v)\n forever\n if <<(MODE) = [edit]> and <<mouse down?> and <touching (mouse-pointer v)?>>> then\n broadcast (go to v) and wait\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n end\n end\n end\n end\nend\n\n@mask_preview\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\n wait (0) seconds\nend\n\nwhen I receive [tick v]\nif <(MODE) = [preview]> then\n set y to (-17)\n change [ghost v] effect by (-10)\n set size to (100) %\nelse\n change y by (((-6) - (y position)) / (4))\n switch costume to (sizer v)\n if <(MODE) = [play]> then\n change size by (((230) - (size)) / (12))\n if <(size) > [216]> then\n change [ghost v] effect by (20)\n end\n else\n change size by (((175) - (size)) / (11))\n if <(size) > [173]> then\n change [ghost v] effect by (10)\n end\n end\n switch costume to (mask preview v)\nend\n\n@UI_preview\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nswitch costume to (edit v)\nset [ghost v] effect to (100)\ncreate clone of (_myself_ v)\nforever\n if <(MODE) = [preview]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [mode v] to [edit]\n end\n end\nend\n\nwhen I start as a clone\nswitch costume to (play v)\nforever\n if <(MODE) = [preview]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [mode v] to [play]\n end\n end\nend\n\nwhen I receive [tick v]\ngo to [front v] layer\ngo [backward v] (1) layers\nif <(MODE) = [preview]> then\n set y to (0)\n change [ghost v] effect by (-10)\nelse\n change y by (((y position) - (80)) / (12))\n if <(y position) < [-80]> then\n set [ghost v] effect to (100)\n end\nend\nif <not <(MODE) = [play]>> then\n set [previous menu v] to (MODE)\nend\nif <touching (mouse-pointer v)?> then\n set [brightness v] effect to (4)\nelse\n set [brightness v] effect to (0)\nend\n\n@MOBILE_UI\n\nwhen flag clicked\ngo to x: (176) y: (91)\nshow\nset [ghost v] effect to (100)\nforever\n if <<(mobile?) = [1]> and <(MODE) = [edit]>> then\n show\n set [size_velocity v] to (((size_velocity) * (0.77)) + (((100) - (size)) / (6)))\n change size by (size_velocity)\n change [ghost v] effect by (-10)\n switch costume to (hitbox1 v)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [mobile_click?????? v] to [1]\n switch costume to (main1 v)\n else\n switch costume to (hitbox2 v)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [mobile_click?????? v] to [2]\n switch costume to (main2 v)\n else\n switch costume to (hitbox3 v)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [mobile_click?????? v] to [3]\n switch costume to (main3 v)\n else\n switch costume to (hitbox4 v)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [mobile_click?????? v] to [4]\n switch costume to (main4 v)\n else\n set [mobile_click?????? v] to [0]\n switch costume to (main0 v)\n end\n end\n end\n end\n else\n change [ghost v] effect by (10)\n change size by (((0) - (size)) / (6))\n if <(size) < [10]> then\n hide\n end\n end\nend\n\n@invalid\n\nwhen I receive [tick v]\ngo to [back v] layer\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\n\nwhen I receive [invalid v]\nshow\nrepeat until <(y position) < [12]>\n change y by (((11) - (y position)) / (6))\nend\nwait (2.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) - (8)) / (5))\nend\nhide\n\n@current block\n\nwhen I receive [tick v]\ngo to [back v] layer\nif <(MODE) = [edit]> then\n show\nelse\n hide\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nswitch costume to (g1 v)\nforever\n switch costume to (join (current block) [1])\n repeat until <not <(letter (1) of (costume [name v])) = (current block)>>\n set [y v v] to (((y v) * (0.78)) + (((0) - (y position)) / (9)))\n change y by (y v)\n end\n repeat (6)\n change [ghost v] effect by (25)\n end\n set y to (-50)\n clear graphic effects\nend\n\n@sign_text\n\nwhen flag clicked\nshow\n\nwhen I receive [tick v]\nset [ghost v] effect to (100)\nif <(MODE) = [edit]> then\n mouse\nelse\n if <(MODE) = [play]> then\n if <[collisions v] contains [n]?> then\n go to x: ((item (item # of [n] in [collisions v]) of [x v]) - (SCROLL X)) y: ((item (item # of [n] in [collisions v]) of [y v]) - (SCROLL Y))\n say (item (item # of [n] in [collisions v]) of [sign_text v])\n else\n say []\n end\n else\n say []\n end\nend\n\ndefine mouse\nset [c2 v] to [0]\nrepeat until <<(c2) > (length of [x v])> or <<((round (((mouse x) + (SCROLL X)) / (30))) * (30)) = (item (c2) of [x v])> and <((round (((mouse y) + (SCROLL Y)) / (30))) * (30)) = (item (c2) of [y v])>>>\n change [c2 v] by (1)\nend\nif <(item (c2) of [sign_text v]) = []> then\n say []\nelse\n go to x: ((item (c2) of [x v]) - (SCROLL X)) y: ((item (c2) of [y v]) - (SCROLL Y))\n say (join (item (c2) of [sign_text v]) [ \(press "e" to edit\)])\n if <<key (e v) pressed?> and <(ASK_WAIT) = [0]>> then\n set [ask_wait v] to [1]\n set [sign# v] to (c2)\n broadcast (rename v)\n end\nend\nif <key (1 v) pressed?> then\n set [current block v] to [g]\nelse\n if <key (2 v) pressed?> then\n set [current block v] to [l]\n else\n if <key (3 v) pressed?> then\n set [current block v] to [w]\n else\n if <key (4 v) pressed?> then\n set [current block v] to [s]\n else\n if <key (5 v) pressed?> then\n set [current block v] to [b]\n else\n if <key (6 v) pressed?> then\n set [current block v] to [p]\n else\n if <key (7 v) pressed?> then\n set [current block v] to [n]\n else\n if <key (8 v) pressed?> then\n set [current block v] to [c]\n else\n if <key (9 v) pressed?> then\n set [current block v] to [f]\n else\n if <key (0 v) pressed?> then\n set [current block v] to [e]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nif <key (r v) pressed?> then\n set [scroll x v] to [0]\n set [scroll y v] to [30]\nend\nstop [this script v]\n\n@win\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [win v]\ngo to x: (0) y: (120)\nset [ghost v] effect to (100)\nwait (0.2) seconds\nshow\nrepeat until <([abs v] of ((((-1) - (y position)) / (9)) + ((yvel) * (0.8))) ) < [0.03]>\n set [yvel v] to ((((-1) - (y position)) / (10)) + ((yvel) * (0.84)))\n change y by (yvel)\n change [ghost v] effect by (-15)\nend\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nset [play-pause v] to [0]\nrepeat until <(y position) < [-150]>\n change y by (((y position) - (6)) / (3))\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [edit v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@thumbnail\n\nwhen flag clicked\nif <(username) = [stratfordjames]> then\n show variable [☁ %c_data v]\nelse\n hide variable [☁ %c_data v]\nend\nhide\ngo to x: (0) y: (0)\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\nset size to (150) %\nswitch costume to (costume2 v)\nset [ghost v] effect to (100)\nrepeat until <(size) < [100.3]>\n switch costume to (costume1 v)\n change size by (((100) - (size)) / (8))\n switch costume to (costume2 v)\n change [ghost v] effect by (-15)\nend\nset size to (100) %\n\nwhen flag clicked\nwait (0.1) seconds\nchange [☁ %c_data v] by (1)\n\n@main-menu\n\nwhen flag clicked\nset size to (100) %\nset [mode v] to [0]\nset [id v] to [0]\ncreate clone of (_myself_ v)\nset [id v] to [1]\ncreate clone of (_myself_ v)\nshow\nset [id v] to [99]\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nset [@wait v] to [0]\nset size to (0) %\ngo to x: (0) y: (100)\nif <(id) = [0]> then\n switch costume to (new v)\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (hide v)\n set [mode v] to [edit]\n stop [this script v]\n end\n end\nelse\n if <[1] = (id)> then\n switch costume to (load v)\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (import v) and wait\n if <(import) = [invalid]> then\n set [mode v] to [edit]\n else\n set [mode v] to [preview]\n end\n broadcast (hide v)\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [tick v]\nif <(id) < [5]> then\n go to [front v] layer\n go [backward v] (1) layers\n change y by (((0) - (y position)) / (5))\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (13)\n change size by (((110) - (size)) / (8))\n else\n set [brightness v] effect to (0)\n change size by (((100) - (size)) / (8))\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nshow\nwait (0.1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [hide v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen flag clicked\nswitch costume to (main1 v)\nwait (0.3) seconds\nforever\n switch costume to (main1 v)\n wait (0) seconds\n repeat (5)\n next costume\n wait (0) seconds\n end\n switch costume to (main1 v)\n wait (pick random (2) to (5)) seconds\nend\n\n
        ◆ Geometry Dash ◆\n   ◆ Scrolling Platformer Level Creator! ◆\n\nThis scrolling platformer creator includes: 10 block types, 4 themes, import/export, undo/redo history, walljump, and mobile controls. \n        ✦✦✦ INSTRUCTIONS ✦✦✦\n➜ keys (0-9) to select a block\n➜ click on settings for MOBILE (top left corner)\n➜ use the export button to get a code for your level\n➜ “e” to rename a sign\n➜ to copy a code on MOBILE, hold your cursor at the 2nd line of the “export” list, and drag straight down to the 3rd line. Click copy.\n\nskins might come later\n\nhere is mine if anyone wants to try it:\nhttps://scratch.mit.edu/discuss/topic/428128/?page=247#post-4377017\n\n\n         ✦✦✦ Credits ✦✦✦\n@TimMcCool for some scripts and some collision code\nbig thanks to @StratfordJames for a lot of code\nof course Geometry Dash for most art and all music\nand (@ORi_GiN) I did some art and code\n\n\n\nreport any bugs you find plz أ‿أ\n\n\n\n\nTAGS\n#games #all #geometrydash #art #platformer #geometry #creator #dash #subzero #music #builder #editor #level #create #build #scrolling #mobilefriendly #mobile\n\n\n\n\n\n\n\n\n\nت
夏祭りPlatformer
@Stage\n\nwhen I receive [intro終了 v]\nforever\n play sound [bgm_maoudamashii_ethnic09 2\(rinnsetu様から\) v] until done\n wait (1) seconds\nend\n\n@Intro\n\nwhen flag clicked\nreset timer\nset [1 v] to [0]\nset [4 v] to [0]\nstart sound [Ahxello - Stars v]\nhide\nwait (1.4) seconds\nswitch costume to (コスチューム1 v)\ncreate clone of (_myself_ v)\nwait (1.1) seconds\nswitch costume to (logo v)\ncreate clone of (_myself_ v)\nwait (0) seconds\nswitch costume to (logo2 v)\ncreate clone of (_myself_ v)\nwait (0) seconds\nswitch costume to (logo3 v)\ncreate clone of (_myself_ v)\nwait (0.8) seconds\nswitch costume to (logo4 v)\ncreate clone of (_myself_ v)\nwait (0) seconds\nswitch costume to (logo5 v)\ncreate clone of (_myself_ v)\nwait (0) seconds\nswitch costume to (logo6 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n go to [back v] layer\n show\n set size to (100) %\n go to x: (-1000) y: (0)\n set [brightness v] effect to (-70)\n repeat until <[-0.5] < (x position)>\n change x by (((0) - (x position)) / (3))\n end\n go to x: (0) y: (0)\n wait (1.5) seconds\n repeat until <[9.8] < (timer)>\n wait (0.6) seconds\n set [brightness v] effect to (-50)\n repeat (10)\n change [brightness v] effect by (-2)\n end\n end\n wait (0.3) seconds\n repeat until <[400] < (x position)>\n change x by (4)\n change [4 v] by (4)\n end\n hide\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n go to [front v] layer\n set [1 v] to [12]\n clear graphic effects\n show\n set size to (5) %\n go to x: (0) y: (0)\n repeat (28)\n change size by (1)\n change [1 v] by (-0.7)\n end\n wait until <[6.7] < (timer)>\n set [1 v] to [0]\n repeat until <[230] < (x position)>\n change x by (1)\n change [1 v] by (2)\n end\n go to x: (-400) y: (0)\n repeat until <[-0.5] < (x position)>\n change x by (((0) - (x position)) / (5))\n end\n go to x: (0) y: (0)\n wait until <[10] < (timer)>\n set [1 v] to [0]\n repeat (30)\n change [1 v] by (1)\n turn right (1) degrees\n change [ghost v] effect by (5)\n change size by (-4)\n end\n hide\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n go to [front v] layer\n go [backward v] (1) layers\n set [2 v] to [12]\n clear graphic effects\n show\n set size to (5) %\n go to x: (0) y: (0)\n repeat (28)\n change size by (2)\n change [2 v] by (-0.7)\n end\n wait until <[6.7] < (timer)>\n repeat until <[230] < (x position)>\n change x by (1)\n end\n go to x: (-400) y: (0)\n repeat until <[-0.5] < (x position)>\n change x by (((0) - (x position)) / (5))\n end\n go to x: (0) y: (0)\n wait until <[10] < (timer)>\n repeat (30)\n turn right (1) degrees\n change [ghost v] effect by (5)\n change size by (-4)\n end\n hide\n delete this clone\nend\nif <(costume [number v]) = [4]> then\n go to [front v] layer\n go [backward v] (2) layers\n set [3 v] to [12]\n clear graphic effects\n show\n set size to (5) %\n go to x: (0) y: (0)\n repeat (28)\n change size by (3)\n change [3 v] by (-0.7)\n end\n wait until <[6.7] < (timer)>\n repeat until <[230] < (x position)>\n change x by (1)\n end\n go to x: (-400) y: (0)\n repeat until <[-0.5] < (x position)>\n change x by (((0) - (x position)) / (5))\n end\n go to x: (0) y: (0)\n wait until <[10] < (timer)>\n repeat (30)\n turn right (1) degrees\n change [ghost v] effect by (5)\n change size by (-4)\n end\n hide\n broadcast (Intro終了 v)\n delete this clone\nend\nif <(costume [number v]) = [5]> then\n go to [front v] layer\n go [backward v] (2) layers\n clear graphic effects\n show\n set size to (70) %\n go to x: (0) y: (0)\n repeat (20)\n change size by (5)\n change [ghost v] effect by (5)\n end\n hide\n delete this clone\nend\nif <(costume [number v]) = [6]> then\n go to [front v] layer\n go [backward v] (2) layers\n clear graphic effects\n show\n set size to (70) %\n go to x: (0) y: (0)\n repeat (20)\n change size by (5)\n change [ghost v] effect by (5)\n end\nend\nif <(costume [number v]) = [7]> then\n go to [front v] layer\n go [backward v] (2) layers\n clear graphic effects\n show\n set size to (70) %\n go to x: (0) y: (0)\n repeat (20)\n change size by (5)\n change [ghost v] effect by (5)\n end\n hide\n delete this clone\nend\n\nbroadcast (Intro終了 v)\n\n@Player\n\ndefine Spin off screen\nset rotation style [all around v]\nset [player death v] to [1]\nstart sound [crashed oof v]\nset [y v v] to [15]\nrepeat until <(y position) < [-178]>\n go to [front v] layer\n turn right (10) degrees\n change y by (Y v)\n change [y v v] by (-1)\nend\nset [player death v] to [0]\ngo to [back v] layer\nset rotation style [left-right v]\npoint in direction (90)\ngo [forward v] (3) layers\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-190) y: (30)\n\nwhen I receive [intro終了 v]\nforever\n if <key (space v) pressed?> then\n if <(動いてもええんか?) = [ええで]> then\n show\n point in direction (90)\n set size to (70) %\n set [x v] to [0]\n set [y v] to [0]\n set rotation style [left-right v]\n start sound [Connect v]\n go to x: (-190) y: (30)\n wait until <not <key (space v) pressed?>>\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [intro終了 v]\nshow\npoint in direction (90)\nset size to (70) %\nswitch costume to (1 v)\nset [x v] to [0]\nset [y v] to [0]\nset rotation style [left-right v]\ngo to x: (-190) y: (30)\nset [動いてもええんか? v] to [ええで]\nforever\n if <(動いてもええんか?) = [ええで]> then\n show\n if <<<mouse down?> and <(mouse x) < (x position)>> or <key (left arrow v) pressed?>> 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 (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change x by ((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 (stage v)?> 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 (stage v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n if <(x position) > [240]> then\n broadcast (次のステージ v)\n set [動いてもええんか? v] to [あかん]\n end\n if <touching color (#ff0000)?> then\n Spin off screen\n end\n if <touching (stage2 v)?> then\n Spin off screen\n end\n else\n hide\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-190) y: (30)\n end\nend\n\ngo to x: (-190) y: (30)\n\nstart sound [crashed oof v]\n\nwait until <not <key (space v) pressed?>>\n\nset rotation style [left-right v]\nstart sound [Connect v]\ngo to x: (-190) y: (30)\nwait until <not <key (space v) pressed?>>\n\nwhen I receive [game clear v]\nset [動いてもええんか? v] to [あかん]\n\n@stage\n\nwhen flag clicked\nhide\n\nwhen I receive [intro終了 v]\nshow\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nforever\n if <(costume [number v]) = [9]> then\n broadcast (Game clear v)\n end\nend\n\nwhen I receive [つぎすて v]\nnext costume\nwait (1) seconds\n\n\n\n@stage2\n\nwhen flag clicked\nhide\n\nwhen I receive [intro終了 v]\nshow\nswitch costume to (1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [つぎすて v]\nnext costume\nwait (1) seconds\n\n\n\n@Next\n\nwhen flag clicked\nhide\n\nwhen I receive [次のステージ v]\nshow\ngo to x: (0) y: (999)\nstart sound [Low Whoosh v]\nrepeat until <[0.01] > (y position)>\n change y by (((([abs v] of (y position) ) - (([abs v] of (y position) ) * (2))) * (0.9)) / (4))\nend\nbroadcast (つぎすて v)\nstart sound [Low Whoosh v]\nrepeat until <(y position) > [240]>\n change y by ([abs v] of (((([abs v] of ((y position) + (1)) ) - (([abs v] of ((y position) + (1)) ) * (2))) * (0.9)) / (4)) )\nend\nhide\nset [動いてもええんか? v] to [ええで]\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 (89999999999999999999999)\nend\n\n
日本語説明は下にある\n\n✥English✥\nMove with left/right key\nJump with the up key\nDon't hit shaved ice, takoyaki or trash\nRedo with space key\n\n✥日本語✥\n左右キーで移動\n上キーでジャンプ\nかき氷やたこ焼きやゴミ箱に当たってはいけない\nスペースキーでやり直し
Colorful!platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景(雲ダサい・・・) v)\nwait until <(かど) = [1]>\nwait (2) seconds\nforever\n play sound [ Masked Heroes v] until done\nend\n\nwhen flag clicked\nwait until <(かど) = [1]>\nwait (2) seconds\nforever\n if << ([costume name v] of [stage v]) contains [平原]?> or < ([costume name v] of [stage v]) contains [北極]?>> then\n switch backdrop to (背景(雲ダサい・・・) v)\n else\n if < ([costume name v] of [stage v]) contains [LAVA]?> then\n switch backdrop to (マグマ背景(雲ダサい・・・) v)\n else\n switch backdrop to (洞窟の中 v)\n end\n end\nend\n\n@弾幕\n\nwhen flag clicked\nset [かど v] to [0]\nwait (3) seconds\nrepeat until <(かど) = [1]>\n set [color v] effect to (pick random (1) to (100))\n create clone of (_myself_ v)\n next costume\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n show\n go to x: (pick random (30) to (150)) y: (-180)\n point in direction (45)\n set size to (pick random (43) to (60)) %\n repeat until <not <touching (_edge_ v)?>>\n move (20) steps\n end\n repeat until <touching (_edge_ v)?>\n move (20) steps\n end\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n show\n go to x: (pick random (-30) to (-150)) y: (180)\n point in direction (-135)\n set size to (pick random (43) to (60)) %\n repeat until <not <touching (_edge_ v)?>>\n move (20) steps\n end\n repeat until <touching (_edge_ v)?>\n move (20) steps\n end\n delete this clone\nend\n\n@イントロ\n\nwhen flag clicked\nswitch costume to (隠し1 v)\ncreate clone of (_myself_ v)\nswitch costume to (隠し2 v)\ncreate clone of (_myself_ v)\nswitch costume to (アイコン&ユーザー名 v)\ncreate clone of (_myself_ v)\nswitch costume to (背景 v)\ncreate clone of (_myself_ v)\nplay sound [Different Heaven - Nekozilla \[NCS Release\] v] until done\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n go to x: (0) y: (0)\n go to x: (0) y: (0)\n wait (2) seconds\n switch costume to (隠し1 v)\n show\n set [変数 v] to [19]\n repeat (19)\n change x by (変数)\n change y by (変数)\n change [変数 v] by (-1)\n end\n wait (8) seconds\n repeat (20)\n change x by (変数)\n change y by (変数)\n change [変数 v] by (-1)\n end\n change [かど v] by (1)\n wait (1) seconds\n set [変数 v] to [19]\n repeat (22)\n change x by (変数)\n change y by (変数)\n change [変数 v] by (-1)\n end\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n go to x: (0) y: (0)\n go to x: (0) y: (0)\n wait (2) seconds\n switch costume to (隠し2 v)\n show\n set [変数2 v] to [-19]\n repeat (19)\n change x by (変数2)\n change y by (変数2)\n change [変数2 v] by (1)\n end\n wait (8) seconds\n repeat (20)\n change x by (変数2)\n change y by (変数2)\n change [変数2 v] by (1)\n end\n wait (1) seconds\n set [変数2 v] to [-19]\n repeat (22)\n change x by (変数2)\n change y by (変数2)\n change [変数2 v] by (1)\n end\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n point in direction (78)\n go to x: (0) y: (0)\n go to x: (0) y: (0)\n wait (3) seconds\n switch costume to (アイコン&ユーザー名 v)\n show\n set [t v] to [0]\n repeat until <(かど) = [1]>\n change [t v] by (5)\n turn right ([sin v] of (t) ) degrees\n end\n delete this clone\nend\nif <(costume [number v]) = [4]> then\n set size to (40) %\n show\n go to x: (pick random (200) to (-200)) y: (200)\n point in direction (90)\n repeat until <not <touching (_edge_ v)?>>\n point in direction (90)\n change y by (-5)\n end\n repeat until <touching (_edge_ v)?>\n point in direction (90)\n change y by (-5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>> then\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [4]> then\n set [color v] effect to (pick random (1) to (100))\n turn right (10) degrees\n wait (0.1) seconds\n turn left (20) degrees\n wait (0.1) seconds\n turn right (10) degrees\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nwait (3) seconds\nswitch costume to (紙吹雪? v)\nrepeat (35)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [5]> then\n go to x: (0) y: (0)\n go to [back v] layer\n wait until <(かど) = [1]>\n delete this clone\n end\nend\n\n@stage\n\nwhen flag clicked\nforever\n go to [back v] layer\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nswitch costume to (平原 v)\n\nwhen I receive [ステージかえる v]\nbroadcast (アニメーション v)\nwait (0.5) seconds\nnext costume\n\nwhen flag clicked\nforever\n set [ステージ v] to (costume [number v])\nend\n\n@自機\n\nwhen flag clicked\nset size to (150) %\ngo to x: (-210) y: (100)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset rotation style [left-right v]\nwait until <(かど) = [0]>\nwait until <(かど) = [1]>\nshow\nwait (2) seconds\nforever\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [x v] by (-1)\n point in direction (-90)\n switch costume to (普通 v)\n end\n if <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n change [x v] by (1)\n point in direction (90)\n switch costume to (普通 v)\n end\n change y by (-1)\n if <touching (stage v)?> then\n set [x v] to ((x) * (0.93))\n else\n set [x v] to ((x) * (0.9))\n end\n change y by (1)\n change x by (x)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n if <(x) > [0]> then\n set [x v] to [-6]\n else\n set [x v] to [6]\n end\n set [y v] to [11.5]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n if <touching (stage v)?> then\n set [y v] to [15]\n end\n end\n change y by (Y)\n change [y v] by (-1)\n if <<touching (stage v)?> or <touching (stage v)?>> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if < ([costume name v] of [stage v]) contains [LAVA]?> then\n if <key (down arrow v) pressed?> then\n switch costume to (マグマ状態2 v)\n else\n switch costume to (マグマ状態 v)\n end\n else\n if < ([costume name v] of [stage v]) contains [北極]?> then\n if <key (down arrow v) pressed?> then\n switch costume to (アイス状態2 v)\n else\n switch costume to (アイス状態 v)\n end\n else\n if <key (down arrow v) pressed?> then\n switch costume to (普通2 v)\n else\n switch costume to (普通 v)\n end\n end\n end\nend\n\nwhen I receive [リスポーン v]\ngo to x: (-210) y: (100)\nif <(ステージ) = [4]> then\n go to x: (-210) y: (-100)\nend\n\nwhen I receive [ステージかえる v]\nrepeat (50)\n set [x v] to [0]\n set [y v] to [0]\nend\n\nwhen I receive [終わったよ v]\nstop [other scripts in sprite v]\n\n@とげ\n\ndefine とげを作る (x) (y) (長さ) (角度) (大きさ)\ngo to x: (x) y: (y)\nswitch costume to (長さ)\npoint in direction (角度)\nset size to (大きさ) %\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n if <touching (自機 v)?> then\n broadcast (リスポーン v)\n end\nend\n\nwhen I receive [とげづくり v]\nbroadcast (とげ削除 v)\nif <(ステージ) = [1]> then\n とげを作る [-7] [92] [1] [0] [50]\nend\nif <(ステージ) = [2]> then\n とげを作る [-85] [-93] [2] [0] [100]\n とげを作る [-35] [-93] [2] [0] [100]\n とげを作る [15] [-93] [2] [0] [100]\n とげを作る [65] [-93] [2] [0] [100]\n とげを作る [115] [-93] [2] [0] [100]\nend\nif <(ステージ) = [3]> then\n とげを作る [155] [-165] [1] [0] [75]\n とげを作る [190] [-165] [1] [0] [75]\n とげを作る [225] [-165] [1] [0] [75]\nend\nif <(ステージ) = [4]> then\n とげを作る [-140] [-110] [1] [0] [30]\n とげを作る [-0] [-110] [1] [0] [30]\n とげを作る [140] [-110] [1] [0] [30]\n とげを作る [120] [72] [1] [180] [30]\n とげを作る [-150] [72] [1] [180] [30]\n とげを作る [-10] [10] [1] [0] [30]\nend\nif <(ステージ) = [6]> then\n とげを作る [-62] [-93] [2] [0] [100]\n とげを作る [-10] [-93] [2] [0] [100]\n とげを作る [42] [-93] [2] [0] [100]\n とげを作る [94] [-93] [2] [0] [100]\n とげを作る [146] [-93] [2] [0] [100]\n とげを作る [198] [-93] [2] [0] [100]\nend\nif <(ステージ) = [7]> then\n とげを作る [26] [163] [2] [180] [70]\nend\nif <(ステージ) = [10]> then\n とげを作る [-62] [-93] [2] [0] [100]\n とげを作る [-10] [-93] [2] [0] [100]\n とげを作る [42] [-93] [2] [0] [100]\n とげを作る [94] [-93] [2] [0] [100]\n とげを作る [146] [-93] [2] [0] [100]\n とげを作る [198] [-93] [2] [0] [100]\nend\n\nwhen I receive [とげ削除 v]\ndelete this clone\n\nwhen flag clicked\nwait until <(かど) = [0]>\nwait until <(かど) = [1]>\nbroadcast (とげづくり v)\n\nwhen I receive [アニメーション v]\n\nbroadcast (とげ削除 v)\n\nbroadcast (とげ削除 v)\n\n@ステージ替え\n\nwhen flag clicked\nforever\n go to x: (240) y: (0)\n set [ghost v] effect to (100)\n if <touching (自機 v)?> then\n broadcast (ステージかえる v)\n wait until <not <touching (自機 v)?>>\n end\nend\n\nwhen I receive [終わったよ v]\nstop [other scripts in sprite v]\n\n@隠し\n\nwhen I receive [アニメーション v]\nif <not <(ステージ) = [13]>> then\n switch costume to (隠し2 v)\n create clone of (_myself_ v)\n switch costume to (隠し1 v)\n create clone of (_myself_ v)\nelse\n broadcast (終わったよ v)\n go to x: (0) y: (0)\n switch costume to (ピカッ! v)\n change [ghost v] effect by (100)\n show\n go to [front v] layer\n repeat (50)\n change [ghost v] effect by (-2)\n end\n wait (1) seconds\n switch costume to (goal! v)\n start sound [Tada v]\n wait (3) seconds\nend\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n go to [front v] layer\n go [forward v] (1) layers\n set [aaaaaa v] to [22]\n go to x: (-224) y: (0)\n repeat (23)\n change [aaaaaa v] by (-1)\n change x by (aaaaaa)\n end\n broadcast (とげづくり v)\n wait (0.5) seconds\n set [aaaaaa v] to [-22]\n repeat (23)\n change [aaaaaa v] by (1)\n change x by (aaaaaa)\n end\n broadcast (リスポーン v)\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n go to [front v] layer\n set [aaaaa v] to [-22]\n go to x: (224) y: (0)\n go to [front v] layer\n repeat (23)\n change [aaaaa v] by (1)\n change x by (aaaaa)\n end\n wait (0.5) seconds\n set [aaaaa v] to [22]\n repeat (23)\n change [aaaaa v] by (-1)\n change x by (aaaaa)\n end\n delete this clone\nend\n\nwhen flag clicked\nhide\n\n@スプライト2\n\nwhen flag clicked\nset [weda v] to [0]\nhide\nwait until <(かど) = [0]>\nwait until <(かど) = [1]>\nshow\npoint in direction (80)\nforever\n change [weda v] by (5)\n turn right ([sin v] of (weda) ) degrees\nend\n\nwhen this sprite clicked\nbroadcast (ステージかえる v)\n\n@スプライト3\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n show\n go to x: ([x position v] of [自機 v]) y: (130)\n point in direction (180)\n repeat until <touching (stage v)?>\n change y by (-20)\n if <touching (自機 v)?> then\n broadcast (リスポーン v)\n end\n end\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n show\n forever\n go to [back v] layer\n turn right (15) degrees\n if <touching (自機 v)?> then\n broadcast (リスポーン v)\n end\n end\nend\n\ndefine 矢を作る\nset size to (100) %\nswitch costume to (矢 v)\ncreate clone of (_myself_ v)\n\ndefine 歯車生成 (x) (y)\nswitch costume to (歯車 v)\ngo to x: (x) y: (y)\nset size to (300) %\ncreate clone of (_myself_ v)\n\nwhen I receive [とげづくり v]\nif <(ステージ) = [11]> then\n forever\n 矢を作る\n wait (0.25) seconds\n end\nend\nif <(ステージ) = [12]> then\n 歯車生成 [0] [-132]\nend\nif <(ステージ) = [13]> then\n 歯車生成 [-100] [-132]\n 歯車生成 [100] [-132]\nend\n\nwhen I receive [ステージかえる v]\nstop [other scripts in sprite v]\n\nwhen I receive [とげ削除 v]\ndelete this clone\n\n@サムネ・イル\n\nwhen flag clicked\nhide\n\n
矢印キーです!\nモバイルは想像つくでしょう?\nとげに触れたら・・・です(タヒぬということです)
Space A Platformer!!
@Stage\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (31) y: (-42)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\n reset timer\nend\n\nwhen flag clicked\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\n\nwhen [timer v] > (0.03)\ngo to x: (28) y: (-1000)\nrepeat until <(round (y position)) = [41]>\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 (41)\n\ngo to x: (27) y: (-8)\n\n@Ground\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nshow\npoint in direction (90)\ngo to x: (36) y: (28)\nswitch costume to (costume1 v)\nforever\n go to [back v] layer\nend\n\n@Moon\n\nwhen flag clicked\nshow\ngo to x: (209) y: (147)\nset size to (90) %\npoint in direction (90)\ngo to [back v] layer\nforever\n repeat (10)\n change size by (1)\n end\n wait (0.03) seconds\n repeat (10)\n change size by (-1)\n end\n wait (0.03) seconds\nend\n\nwhen flag clicked\nforever\n turn right (1) degrees\nend\n\n@Player\n\nwhen flag clicked\nforever\n if <<not <touching (ground 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 flag clicked\nforever\n set volume to (120) %\n play sound [Amadeus - Legendary v] until done\nend\n\nwhen flag clicked\nset size to (65) %\nswitch costume to (stand v)\nshow\ngo to [front v] layer\npoint in direction (90)\ngo to x: (-189) y: (-67)\nset [yv v] to [10]\nforever\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <touching (ground 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 flag clicked\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n move (9) steps\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n move (9) steps\n set rotation style [left-right v]\n point in direction (-90)\n end\nend\n\nwhen flag clicked\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 (running v)\n wait (0.1) seconds\n switch costume to (stand v)\n end\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> 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\nend\n\nwhen flag clicked\nforever\n if <touching (spikes 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 change [health v] by (-20)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (portal v)?> then\n broadcast (Next level v)\n set size to (65) %\n end\nend\n\nwhen I receive [try again v]\nhide\n\nwhen I receive [redo v]\ngo to x: (-189) y: (-90)\n\nwhen flag clicked\nforever\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (stand v)\n wait (0.1) seconds\n switch costume to (running v)\n wait (0.1) seconds\n switch costume to (stand v)\n end\nend\n\n@Spikes\n\nwhen flag clicked\nshow\ngo to x: (-88) y: (-34)\npoint in direction (90)\nswitch costume to (costume1 v)\nforever\n go to [back v] layer\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Intruduction\n\nwhen flag clicked\nshow\ngo to x: (-1) y: (48)\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\n@Portal\n\nwhen flag clicked\nshow\npoint in direction (90)\ngo to x: (184) y: (-60)\nswitch costume to (costume1 v)\nset size to (100) %\nforever\n turn right (10) degrees\nend\n\nwhen I receive [try again v]\nhide\n\n@Skip\n\nwhen flag clicked\nforever\n show\nend\n\nwhen this sprite clicked\nbroadcast (Next level v)\n\nwhen flag clicked\nset [direction v] to [0]\ngo to [back v] layer\npoint in direction (90)\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\n@Redo\n\nwhen flag clicked\ngo to [back v] layer\npoint in direction (90)\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 flag clicked\nforever\n show\nend\n\n@Next Level\n\nwhen flag clicked\ngo to [front v] layer\nset size to (100) %\nhide\n\nwhen I receive [next level v]\ngo [forward v] (1) layers\ngo to [front v] layer\nset x to (500)\nshow\nrepeat (6)\n change x by (-80)\nend\nchange x by (-15)\nwait (0.6) seconds\nrepeat (5)\n change x by (-80)\nend\nhide\n\n
Hello welcome to my 3rd platformer: Space a Platformer!!\n\nThe goal is to find a space ship to get back home!!!!\nI will be adding the last 2 levels on September 30th\n\nYay I reached 100 followers u can kinda count this as my 100 special!\nArrow keys or mobile to move!!!! Also check out my other Platformer https://scratch.mit.edu/projects/418636919/\n\nEnjoy, ❤️, ⭐️ and Follow for more like this!\n -Credits-\nYoutube for the music, and @-PandaMC- for the Next Level sign!!
WORLDS 4 - A multiplayer platformer SERVER 2
@Stage\n\nwait (0.0) seconds\n\nrepeat (10)\n\nforever\n\nwait (5) seconds\nswitch backdrop to (blue sky 2 2 v)\n\nwhen flag clicked\nswitch backdrop to (blue sky 2 2 v)\nforever\n if <(LEVEL) = [3]> then\nend\n\nwhen [m v] key pressed\nshow variable [mouse v]\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\n\nwhen flag clicked\nswitch backdrop to (blue sky 2 v)\nforever\n if <(LEVEL) = [8]> then\n switch backdrop to (blue sky 2 v)\n clear graphic effects\n end\nend\n\nforever\n\nwhen I receive [level 3 v]\nset [brightness v] effect to (90)\n\nwhen I receive [level 6 v]\nset [brightness v] effect to (0)\nswitch backdrop to (blue sky 2 3 v) and wait\n\nwhen flag clicked\nswitch backdrop to (blue sky 2 v)\nforever\n if <(LEVEL) = [5]> then\n clear graphic effects\n switch backdrop to (level 3 v)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (blue sky 2 v)\nforever\n if <(LEVEL) = [1]> then\n clear graphic effects\n switch backdrop to (blue sky 2 2 v)\n end\nend\n\nwhen I receive [level 4 v]\nset [brightness v] effect to (-100)\n\nwhen flag clicked\nswitch backdrop to (blue sky 2 v)\nforever\n if <(LEVEL) = [2]> then\n clear graphic effects\n switch backdrop to (blue sky 2 v)\n end\nend\n\nwhen I receive [level 5 v]\nswitch backdrop to (blue sky 2 2 v)\nset [brightness v] effect to (0)\n\nwhen I receive [level 2 v]\nswitch backdrop to (blue sky 2 v)\n\nwhen flag clicked\nswitch backdrop to (blue sky 2 v)\nforever\n if <(LEVEL) = [7]> then\n switch backdrop to (backdrop1 v)\n set [brightness v] effect to (100)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Kaled v] until done\n play sound [Heaven and Hell - Jeremy Blake v] until done\n play sound [Vexento - Forever v] until done\n play sound [Heaven and Hell - Jeremy Blake v] until done\n play sound [bensound-summer v] until done\n play sound [Heaven and Hell - Jeremy Blake v] until done\n play sound [mbb-beach v] until done\n play sound [Heaven and Hell - Jeremy Blake v] until done\nend\n\nwhen flag clicked\nforever\n if <(music on?) = [yes]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\n@blank\n\n@Cube\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nTest Die\nif then\n repeat (12)\n change [y v] by (1)\n Position\n if <not > then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> and <not <touching (collectibles3 v)?>>> 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 (collectibles11 v)?> or <<touching (sprite1 v)?> or <<touching (collectibles10 v)?> or <touching (collectibles8 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\nforever\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n if <(speed 5) < [8]> then\n change [speed 5 v] by (0.3)\n end\n else\n repeat until <(speed 5) < [-1]>\n change [speed 5 v] by (-0.2)\n end\n set [speed 5 v] to [-1]\n end\nend\n\nwhen flag clicked\nbroadcast (Flag v) and wait\nbroadcast (Play game v) and wait\n\nwhen I receive [flag v]\nset size to (100) %\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to (world)\nforever\n broadcast (reset v) and wait\n broadcast (setup v) and wait\n Game on\n repeat until <(EXIT) > []>\n broadcast (Tick v)\n Tick\n end\n if <(EXIT) = [win]> then\n broadcast (win 2 v)\n Game - win\n else\n Game - Die\n end\nend\n\ndefine Game on\nhide\nset size to (72) %\nset [sx v] to [0]\nset [lives v] to [3]\nif <not <(costume [number v]) = [12]>> then\n set [x v] to (last check point x)\n set [y v] to (last checkpoint y)\nelse\n set [x v] to [0]\n set [y v] to [0]\nend\nset [in air v] to [0]\nset [sy v] to [0]\nset [speed x v] to [0]\nset [exit v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nclear graphic effects\nshow\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n point in direction (-90)\n if <touching (water v)?> then\n if <<(costume [number v]) = [3]> or <<(costume [number v]) = [7]> or <<(costume [number v]) = [8]> or <<(costume [number v]) = [9]> or <<(costume [number v]) = [10]> or <<(costume [number v]) = [11]> or <<(costume [number v]) = [12]> or <<(costume [number v]) = [17]> or <<(costume [number v]) = [19]> or <(costume [number v]) = [18]>>>>>>>>>> then\n change [speed x v] by (-1)\n else\n if <<(costume [number v]) = [1]> or <<(costume [number v]) = [2]> or <<(costume [number v]) = [4]> or <<(costume [number v]) = [5]> or <<(costume [number v]) = [6]> or <<(costume [number v]) = [13]> or <<(costume [number v]) = [14]> or <<(costume [number v]) = [15]> or <(costume [number v]) = [16]>>>>>>>>> then\n change [speed x v] by (-2)\n else\n change [speed x v] by (-1)\n end\n end\n else\n if <<(costume [number v]) = [3]> or <<(costume [number v]) = [7]> or <<(costume [number v]) = [8]> or <<(costume [number v]) = [9]> or <<(costume [number v]) = [10]> or <<(costume [number v]) = [11]> or <<(costume [number v]) = [12]> or <<(costume [number v]) = [17]> or <(costume [number v]) = [18]>>>>>>>>> then\n change [speed x v] by (-2)\n else\n if <<(costume [number v]) = [1]> or <<(costume [number v]) = [2]> or <<(costume [number v]) = [4]> or <<(costume [number v]) = [5]> or <<(costume [number v]) = [6]> or <<(costume [number v]) = [13]> or <<(costume [number v]) = [14]> or <<(costume [number v]) = [15]> or <(costume [number v]) = [16]>>>>>>>>> then\n change [speed x v] by (-4)\n else\n change [speed x v] by (-2)\n end\n end\n end\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n if <touching (water v)?> then\n if <<(costume [number v]) = [3]> or <<(costume [number v]) = [7]> or <<(costume [number v]) = [8]> or <<(costume [number v]) = [9]> or <<(costume [number v]) = [10]> or <<(costume [number v]) = [11]> or <<(costume [number v]) = [12]> or <<(costume [number v]) = [17]> or <(costume [number v]) = [18]>>>>>>>>> then\n change [speed x v] by (1)\n else\n if <<(costume [number v]) = [1]> or <<(costume [number v]) = [2]> or <<(costume [number v]) = [4]> or <<(costume [number v]) = [5]> or <<(costume [number v]) = [6]> or <<(costume [number v]) = [13]> or <<(costume [number v]) = [14]> or <<(costume [number v]) = [15]> or <(costume [number v]) = [16]>>>>>>>>> then\n change [speed x v] by (2)\n else\n change [speed x v] by (1)\n end\n end\n else\n if <<(costume [number v]) = [3]> or <<(costume [number v]) = [7]> or <<(costume [number v]) = [8]> or <<(costume [number v]) = [9]> or <<(costume [number v]) = [10]> or <<(costume [number v]) = [11]> or <<(costume [number v]) = [12]> or <<(costume [number v]) = [17]> or <(costume [number v]) = [18]>>>>>>>>> then\n change [speed x v] by (2)\n else\n if <<(costume [number v]) = [1]> or <<(costume [number v]) = [2]> or <<(costume [number v]) = [4]> or <<(costume [number v]) = [5]> or <<(costume [number v]) = [6]> or <<(costume [number v]) = [13]> or <<(costume [number v]) = [14]> or <<(costume [number v]) = [15]> or <(costume [number v]) = [16]>>>>>>>>> then\n change [speed x v] by (4)\n else\n change [speed x v] by (2)\n end\n end\n end\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) + (20))>>> then\n if <(in air) < [4]> then\n if <<(costume [number v]) = [1]> or <<(costume [number v]) = [2]> or <<(costume [number v]) = [3]> or <<(costume [number v]) = [4]> or <<(costume [number v]) = [5]> or <<(costume [number v]) = [6]> or <<(costume [number v]) = [11]> or <<(costume [number v]) = [12]> or <<(costume [number v]) = [17]> or <<(costume [number v]) = [19]> or <(costume [number v]) = [18]>>>>>>>>>>> then\n set [sy v] to [16]\n else\n set [sy v] to [20]\n end\n end\nend\nif <touching (sprite1 v)?> then\nif <<touching (water v)?> or <(costume [number v]) = [18]>> then\n set [sy v] to (speed 5)\nend\nif <touching (collectibles4 v)?> then\n set [sy v] to [40]\nend\nif <touching (collectibles9 v)?> then\nif <touching (collectibles9 v)?> then\nif <(sy) > [-15]> then\n change [sy v] by (-2)\nend\nif <(sy) > [0]> then\n set [jump through v] to [yes boiz]\nelse\n set [jump through v] to [no whyyy]\nend\nChange player y by (sy)\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL X) > [5795]> then\n set [scroll x v] to [5795]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [restart]\nend\nchange [x v] by (8)\nchange [x v] by (-8)\n\nif <key (space v) pressed?> then\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nTest Die\nrepeat until <not <<touching (collectibles10 v)?> or <<touching (collectibles9 v)?> or <touching (collectibles12 v)?>>>>\n if <not <(jump through) = [yes boiz]>> then\n change [y v] by (1)\n set [in air v] to [0]\n Position\n set [sy v] to [0]\n else\n stop [this script v]\n end\nend\nrepeat until <not <<<<touching (sprite1 v)?> or <<touching (collectibles10 v)?> or <touching (collectibles8 v)?>>> or <touching (collectibles9 v)?>> or <<touching (collectibles12 v)?> or <touching (collectibles11 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)\n\nchange [x v] by (sx)\nPosition\nTest Die\nif <<touching (sprite1 v)?> or <<touching (collectibles10 v)?> or <touching (collectibles8 v)?>>> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <<touching (sprite1 v)?> or <<touching (collectibles10 v)?> or <touching (collectibles8 v)?>>>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <<touching (sprite1 v)?> or <<touching (collectibles10 v)?> or <touching (collectibles8 v)?>>>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\n\nwait (0.5) seconds\n\nshow\n\nchange size by (-)\n\ndefine Game - win\nrepeat (50)\n point towards (sprite3 v)\n turn right (65) degrees\n move ((distance to [sprite3 v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (1)\nend\nbroadcast (home screen v)\nhide\nchange [level v] by (1)\n\nif <(in air) < [4]> then\n set [sy v] to [16]\nend\n\ndefine tick 2\n\nbroadcast (Tick v) and wait\n\nswitch costume to (cu v)\n\nwhen flag clicked\nforever\n\nif <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<<mouse down?> and <(x position) > (mouse x)>> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n if <not <<<(costume [number v]) = [9]> or <(costume [number v]) = [10]>> or <(costume [number v]) = [13]>>> then\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n point in direction (-90)\n end\n end\nelse\n point in direction (90)\nend\n\nwhen I receive [hide home screen v]\n\nbroadcast (Flag v) and wait\nbroadcast (Play game v) and wait\n\ndefine win\nplay sound [Win v] until done\n\nwhen I receive [win 2 v]\nset volume to (100) %\nif <(EXIT) = [win]> then\n if <(sound effects) = [on]> then\n win\n end\nend\n\nwhen I receive [crystal v]\nif <(sound effects) = [on]> then\n set volume to (100) %\n play sound [Collect v] until done\nend\n\nbroadcast (home screen v)\n\nwhen I receive [jump v]\nset [sy v] to [40]\n\nwhen flag clicked\nswitch costume to (costume10 v)\n\nwhen flag clicked\nswitch costume to (costume10 v)\n\nwhen flag clicked\nset [effect 2 v] to [off]\nset [effect v] to [off]\nswitch costume to (costume10 v)\nclear graphic effects\n\nwhen I receive [1 v]\nset [effect 2 v] to [off]\nset [effect v] to [off]\nswitch costume to (costume2 v)\nclear graphic effects\n\nwhen I receive [2 v]\nset [effect 2 v] to [off]\nset [effect v] to [off]\nswitch costume to (costume3 v)\nclear graphic effects\n\nwhen I receive [3 v]\nset [effect 2 v] to [off]\nset [effect v] to [off]\nswitch costume to (costume4 v)\nclear graphic effects\n\nwhen I receive [4 v]\nset [effect 2 v] to [off]\nset [effect v] to [off]\nswitch costume to (costume5 v)\nclear graphic effects\n\nwhen I receive [5 v]\nset [effect 2 v] to [off]\nset [effect v] to [off]\nswitch costume to (costume6 v)\nclear graphic effects\n\nwhen I receive [6 v]\nset [effect 2 v] to [off]\nset [effect v] to [off]\nswitch costume to (costume7 v)\nclear graphic effects\n\nwhen I receive [7 v]\nset [effect 2 v] to [off]\nset [effect v] to [on]\nswitch costume to (costume8 v)\nrepeat until <(effect) = [off]>\n change [color v] effect by (3)\nend\n\nwhen I receive [8 v]\nset [effect 2 v] to [off]\nset [effect v] to [off]\nswitch costume to (costume9 v)\nclear graphic effects\n\nwhen I receive [9 v]\nset [effect 2 v] to [off]\nset [effect v] to [off]\nswitch costume to (costume11 v)\nclear graphic effects\n\nwhen I receive [10 v]\nset [effect 2 v] to [off]\nset [effect v] to [off]\nswitch costume to (costume12 v)\nclear graphic effects\n\nwhen I receive [11 v]\nset [effect v] to [off]\nset [effect 2 v] to [on]\nswitch costume to (costume10 v)\nclear graphic effects\n\nwhen I receive [12 v]\nset [effect v] to [off]\nset [effect 2 v] to [off]\nswitch costume to (costume13 v)\nclear graphic effects\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n if <key (space v) pressed?> then\n set [ghost v] effect to (80)\n set [can get hurt v] to [false]\n else\n clear graphic effects\n set [can get hurt v] to [true]\n end\n end\nend\n\nwhen I receive [jump 2 v]\nset [sy v] to [20]\n\nwhen I receive [14 v]\nset [effect 2 v] to [off]\nset [effect v] to [off]\nswitch costume to (costume10 v)\nclear graphic effects\n\nwhen I receive [13 v]\nset [effect 2 v] to [off]\nset [effect v] to [off]\nswitch costume to (costume1 v)\nclear graphic effects\n\nwhen flag clicked\nset [jumps v] to [0]\nforever\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n change [jumps v] by (1)\n wait (0.65) seconds\n end\nend\n\nwhen flag clicked\nrepeat until <touching (collectibles v)?>\n go to [back v] layer\n set [last check point x v] to [0]\n set [last checkpoint y v] to [0]\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [forward v] (1000) layers\nend\n\ngo [backward v] (0) layers\n\nif <key (up arrow v) pressed?> then\n set [sy v] to [5]\nelse\n set [sy v] to [-0.2]\nend\n\n\n\nwhen flag clicked\nforever\n set [x position v] to (x)\n set [y position v] to (y)\nend\n\nwhen flag clicked\nforever\n if <(lives) = [0]> then\n set [exit v] to [restart]\n end\nend\n\nwhen flag clicked\nforever\n if <<<(costume [number v]) = [12]> and <touching (water v)?>> or <<<touching (danger4 v)?> or <<touching (collectibles3 v)?> or <<touching (danger2 v)?> or <<touching (sprite12 v)?> and <(LEVEL) = [4]>>>>> and <not <(costume [number v]) = [12]>>>> then\n if <(can get hurt) = [true]> then\n broadcast (show v)\n change [lives v] by (-1)\n broadcast (refresh v)\n repeat (2)\n set [ghost v] effect to (50)\n wait (0.5) seconds\n set [ghost v] effect to (0)\n wait (0.5) seconds\n end\n end\n end\n if <not <<<(costume [number v]) = [12]> and <touching (water v)?>> or <<<touching (danger4 v)?> or <<touching (collectibles3 v)?> or <<touching (danger2 v)?> or <<touching (sprite12 v)?> and <(LEVEL) = [4]>>>>> and <not <(costume [number v]) = [12]>>>>> then\n if <not <(costume [number v]) = [17]>> then\n set [ghost v] effect to (0)\n end\n end\nend\n\nrepeat until <not <<touching (sprite1 v)?> or <<touching (collectibles10 v)?> or <touching (collectibles8 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\nwhen flag clicked\nforever\n if <(costume [number v]) = [3]> then\n change [color v] effect by (3)\n else\n set [color v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [17]> then\n set [can get hurt v] to [false]\n repeat (pick random (1) to (10))\n set [ghost v] effect to (pick random (0) to (80))\n end\n wait (pick random (0) to (2)) seconds\n else\n set [can get hurt v] to [true]\n end\nend\n\nif <key (space v) pressed?> then\n\ndefine Test Die\n\nwhen flag clicked\nset [can get hurt v] to [true]\nset [coins v] to [0]\n\nwhen flag clicked\nset [1 v] to []\nset [2 v] to []\nset [3 v] to []\nset [4 v] to []\nset [5 v] to []\nset [6 v] to []\nset [7 v] to []\nset [8 v] to []\nset [9 v] to []\nset [10 v] to []\nset [11 v] to []\nset [12 v] to []\nset [13 v] to []\nset [14 v] to []\nset [15 v] to []\nset [16 v] to []\nset [17 v] to []\nset [18 v] to []\nset [costume # v] to [19]\nforever\n switch costume to (costume #)\nend\n\nwhen I receive [setup v]\n\n@collectibles\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (cube v)?> then\n if <(costume [number v]) = [1]> then\n switch costume to (green flag2 v)\n set [last check point x v] to (x)\n set [last checkpoint y v] to ((y) + (10))\n end\nend\n\nchange [checkpoint v] by (1)\n\nbroadcast (Tick v) and wait\n\ndefine position (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)\nchange [collected max v] by (1)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nnext costume\n\nClone at x: [892] y: [538]\n\nClone at x: [650] y: [367]\nClone at x: [893] y: [510]\nClone at x: [885] y: [556]\n\nwhen flag clicked\nset [checkpoint v] to [0]\n\nClone at x: [978] y: [210]\nClone at x: [997] y: [220]\nClone at x: [1020] y: [229]\nClone at x: [1050] y: [211]\nClone at x: [1092] y: [204]\n\nwhen I start as a clone\nforever\n go to [front v] layer\n clear graphic effects\nend\n\nwhen I start as a clone\nforever\n\ndelete this clone\n\nplay sound [Coin v] until done\n\nclear sound effects\n\nwhen flag clicked\nforever\n\nchange [coins v] by (1)\nif <(coins) = (COLLECTED MAX)> then\n broadcast (Open portal v)\nend\nbroadcast (crystal v)\ndelete this clone\n\nwhen flag clicked\nswitch costume to (green flag v)\nclear sound effects\nhide\nset [x v] to [0]\nset [collected max v] to [0]\nset [y v] to [0]\nset size to (100) %\nClone at x: [830] y: [40]\nClone at x: [2600] y: [75]\nClone at x: [4750] y: [-60]\nClone at x: [100000] y: [75]\n\nforever\n if <(checkpoints) = [yes]> then\nend\n\n@danger4\n\nwhen I receive [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 (costume5 v)\nClone at x: [360] y: [0]\nClone at x: [500] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [500] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go [forward v] (50) layers\nend\n\n@Sprite1\n\nwhen I receive [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 (costume1 v)\nClone at x: [360] y: [0]\nClone at x: [500] 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: [0] y: [500]\nClone at x: [360] y: [-500]\nClone at x: [600] y: [500]\nClone at x: [-240] y: [-500]\nClone at x: [360] y: [0]\nClone at x: [360] y: [100]\nClone at x: [360] y: [0]\nClone at x: [500] y: [0]\nClone at x: [500] y: [0]\nClone at x: [360] y: [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go [backward v] (100) layers\nend\n\nwhen flag clicked\nif <(costume [number v]) = [20]> then\n forever\n repeat (100)\n change [y v] by (2)\n end\n repeat (100)\n change [y v] by (-2)\n end\n end\nend\n\nClone at x: [360] y: [0]\n\n@collectibles2\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (cube v)?> then\n if <(size) = [100]> then\n change [coins v] by (1)\n else\n change [coins v] by (100)\n end\n delete this clone\nend\n\nbroadcast (Tick v) and wait\n\ndefine position (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)\nchange [collected max v] by (1)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nnext costume\n\nClone at x: [892] y: [538]\n\nClone at x: [650] y: [367]\nClone at x: [893] y: [510]\nClone at x: [885] y: [556]\n\nwhen flag clicked\nset [checkpoint v] to [0]\n\nClone at x: [978] y: [210]\nClone at x: [997] y: [220]\nClone at x: [1020] y: [229]\nClone at x: [1050] y: [211]\nClone at x: [1092] y: [204]\n\nwhen I start as a clone\ngo to [front v] layer\nclear graphic effects\n\nwhen I start as a clone\nforever\n\ndelete this clone\n\nplay sound [Coin v] until done\n\nclear sound effects\n\nwhen flag clicked\nforever\n\nwhen I receive [setup v]\n\nClone at x: [5700] y: [270]\nClone at x: [5700] y: [225]\nClone at x: [5650] y: [225]\nClone at x: [5650] y: [270]\n\nClone at x: [100000] y: [40]\n\nwhen I start as a clone\nforever\n go to [front v] layer\n next costume\nend\n\nif <not <touching (cube v)?>> then\n switch costume to (coin v)\n repeat (15)\n end\nend\n\nwhen [space v] key pressed\n\ndelete this clone\n\nwhen I receive [setup v]\n\nwhen flag clicked\nset [checkpoints v] to [yes]\nswitch costume to (green flag v)\nclear sound effects\nhide\nset [x v] to [0]\nset [collected max v] to [0]\nset [y v] to [0]\nset size to (100) %\nClone at x: [950] y: [40]\nClone at x: [1000] y: [40]\nClone at x: [1050] y: [40]\nClone at x: [1100] y: [40]\nClone at x: [1150] y: [40]\nClone at x: [1800] y: [0]\nClone at x: [1850] y: [0]\nClone at x: [1900] y: [0]\nClone at x: [1950] y: [0]\nClone at x: [2000] y: [0]\nClone at x: [2050] y: [0]\nClone at x: [2100] y: [0]\nClone at x: [2150] y: [0]\nClone at x: [2675] y: [70]\nClone at x: [2725] y: [70]\nClone at x: [2775] y: [70]\nClone at x: [2825] y: [70]\nClone at x: [2875] y: [70]\nClone at x: [4525] y: [120]\nClone at x: [4575] y: [120]\nClone at x: [4625] y: [120]\nClone at x: [4525] y: [170]\nClone at x: [4575] y: [170]\nClone at x: [4625] y: [170]\nClone at x: [4525] y: [220]\nClone at x: [4575] y: [220]\nClone at x: [4625] y: [220]\nClone at x: [4525] y: [270]\nClone at x: [4575] y: [270]\nClone at x: [4625] y: [270]\nClone at x: [4525] y: [320]\nClone at x: [4575] y: [320]\nClone at x: [4625] y: [320]\nClone at x: [1900] y: [815]\nClone at x: [1950] y: [815]\nClone at x: [2000] y: [815]\nClone at x: [3125] y: [840]\nClone at x: [3075] y: [840]\nClone at x: [3025] y: [840]\nClone at x: [2827] y: [800]\nClone at x: [2827] y: [850]\nClone at x: [2827] y: [900]\nClone at x: [2827] y: [950]\nClone at x: [2827] y: [1000]\nClone at x: [2827] y: [1050]\nClone at x: [2827] y: [1100]\nClone at x: [2827] y: [1150]\nClone at x: [5750] y: [225]\nClone at x: [5800] y: [225]\nClone at x: [5850] y: [225]\nClone at x: [5900] y: [225]\nClone at x: [5950] y: [225]\nClone at x: [5750] y: [270]\nClone at x: [5800] y: [270]\nClone at x: [5850] y: [270]\nClone at x: [5900] y: [270]\nClone at x: [5950] y: [270]\nClone at x: [325] y: [390]\nClone at x: [375] y: [390]\nClone at x: [425] y: [390]\nClone at x: [475] y: [390]\nClone at x: [525] y: [390]\nClone at x: [575] y: [390]\nClone at x: [999999] y: [390]\nClone at x: [3425] y: [155]\nClone at x: [3475] y: [185]\nClone at x: [3525] y: [215]\nClone at x: [3575] y: [245]\nClone at x: [3625] y: [275]\nClone at x: [3675] y: [305]\nClone at x: [3725] y: [334]\nClone at x: [3775] y: [363]\nClone at x: [3825] y: [392]\nClone at x: [3875] y: [421]\nClone at x: [3925] y: [450]\nClone at x: [99999999] y: [0]\nClone at x: [4535] y: [720]\nClone at x: [4585] y: [720]\nClone at x: [4635] y: [720]\nset size to (250) %\nClone at x: [4260] y: [725]\nset size to (100) %\nClone at x: [5550] y: [710]\nClone at x: [5600] y: [710]\nClone at x: [5650] y: [710]\nClone at x: [5700] y: [710]\nClone at x: [4385] y: [645]\nClone at x: [4435] y: [645]\nClone at x: [4485] y: [645]\nClone at x: [4535] y: [645]\nset size to (250) %\nClone at x: [5970] y: [715]\nClone at x: [99999999] y: [0]\n\n@collectibles4\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nswitch costume to (1 v)\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (cube v)?> then\n repeat (8)\n next costume\n end\n repeat (8)\n switch costume to ((costume [number v]) - (1))\n end\nend\n\nbroadcast (Tick v) and wait\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nchange [collected max v] by (1)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nnext costume\n\nClone at x: [892] y: [538]\n\nClone at x: [650] y: [367]\nClone at x: [893] y: [510]\nClone at x: [885] y: [556]\n\nwhen flag clicked\nset [checkpoint v] to [0]\n\nClone at x: [978] y: [210]\nClone at x: [997] y: [220]\nClone at x: [1020] y: [229]\nClone at x: [1050] y: [211]\nClone at x: [1092] y: [204]\n\nwhen I start as a clone\ngo to [front v] layer\nclear graphic effects\n\nwhen I start as a clone\nforever\n\ndelete this clone\n\nplay sound [Coin v] until done\n\nclear sound effects\n\nwhen flag clicked\nforever\n\nwhen I receive [setup v]\nset [checkpoints v] to [yes]\nswitch costume to (green flag v)\nclear sound effects\nhide\nset [x v] to [0]\nset [collected max v] to [0]\nset [y v] to [0]\nset size to (100) %\nClone at x: [-100] y: [-65]\nClone at x: [2515] y: [60]\nClone at x: [2830] y: [730]\nClone at x: [-200] y: [380]\nClone at x: [1225] y: [510]\n\nwhen I start as a clone\nforever\n set size to (100) %\n next costume\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go [backward v] (150) layers\nend\n\n@collectibles3\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nif <touching (cube v)?> then\n set [exit v] to [restart]\nend\n\nbroadcast (Tick v) and wait\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nchange [collected max v] by (1)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nnext costume\n\nClone at x: [892] y: [538]\n\nClone at x: [650] y: [367]\nClone at x: [893] y: [510]\nClone at x: [885] y: [556]\n\nwhen flag clicked\nset [checkpoint v] to [0]\n\nClone at x: [978] y: [210]\nClone at x: [997] y: [220]\nClone at x: [1020] y: [229]\nClone at x: [1050] y: [211]\nClone at x: [1092] y: [204]\n\nwhen I start as a clone\ngo to [back v] layer\nclear graphic effects\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go [backward v] (40) layers\nend\n\ndelete this clone\n\nplay sound [Coin v] until done\n\nclear sound effects\n\nwhen flag clicked\nforever\n\nwhen I receive [setup v]\nset [checkpoints v] to [yes]\nswitch costume to (green flag v)\ngo to [back v] layer\nclear sound effects\nhide\nset [x v] to [0]\nset [collected max v] to [0]\nset [y v] to [0]\nset size to (100) %\nClone at x: [4155] y: [-90]\nClone at x: [4350] y: [5]\nClone at x: [4545] y: [-90]\nClone at x: [5020] y: [300]\nClone at x: [5220] y: [300]\nClone at x: [5320] y: [175]\nClone at x: [4920] y: [175]\nClone at x: [5020] y: [50]\nClone at x: [5220] y: [50]\nClone at x: [100000] y: [-75]\n\nClone at x: [5120] y: [175]\n\nwhen I start as a clone\nforever\n turn right (10) degrees\nend\n\n@collectibles5\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (cube v)?> then\n set [open 4 v] to [yes]\n delete this clone\nend\n\nbroadcast (Tick v) and wait\n\ndefine position (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)\nchange [collected max v] by (1)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nnext costume\n\nClone at x: [892] y: [538]\n\nClone at x: [650] y: [367]\nClone at x: [893] y: [510]\nClone at x: [885] y: [556]\n\nwhen flag clicked\nset [checkpoint v] to [0]\n\nClone at x: [978] y: [210]\nClone at x: [997] y: [220]\nClone at x: [1020] y: [229]\nClone at x: [1050] y: [211]\nClone at x: [1092] y: [204]\n\nwhen I start as a clone\ngo to [front v] layer\nclear graphic effects\n\nwhen I start as a clone\nforever\n\ndelete this clone\n\nplay sound [Coin v] until done\n\nclear sound effects\n\nwhen flag clicked\nforever\n\nwhen I start as a clone\nforever\n go to [front v] layer\n set size to (100) %\nend\n\nwhen flag clicked\nset [open 2 v] to [no]\nset [open 4 v] to [0]\nset [checkpoints v] to [yes]\nswitch costume to (key v)\nclear sound effects\nhide\nset [x v] to [0]\nset [collected max v] to [0]\nset [y v] to [0]\nset size to (100) %\nClone at x: [5120] y: [175]\nClone at x: [1000000] y: [175]\n\n@collectibles6\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(open 4) = [yes]> then\n switch costume to (key2 v)\nelse\n switch costume to (key v)\nend\n\nbroadcast (Tick v) and wait\n\ndefine position (x) (y)\ngo to x: (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)\nchange [collected max v] by (1)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nnext costume\n\nClone at x: [892] y: [538]\n\nClone at x: [650] y: [367]\nClone at x: [893] y: [510]\nClone at x: [885] y: [556]\n\nwhen flag clicked\nset [checkpoint v] to [0]\n\nClone at x: [978] y: [210]\nClone at x: [997] y: [220]\nClone at x: [1020] y: [229]\nClone at x: [1050] y: [211]\nClone at x: [1092] y: [204]\n\nwhen I start as a clone\ngo to [front v] layer\nclear graphic effects\n\nwhen I start as a clone\nforever\n\ndelete this clone\n\nplay sound [Coin v] until done\n\nclear sound effects\n\nwhen flag clicked\nforever\n\nwhen I receive [setup v]\n\nwhen I start as a clone\nforever\n go to [front v] layer\n set size to (100) %\nend\n\nwhen I receive [open v]\n\nwhen flag clicked\nset [checkpoints v] to [yes]\nswitch costume to (key v)\nclear sound effects\nhide\nset [x v] to [0]\nset [collected max v] to [0]\nset [y v] to [0]\nset size to (100) %\nClone at x: [4235] y: [195]\n\n@Sprite3\n\nwhen I receive [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 (costume1 v)\nClone at x: [360] y: [0]\nClone at x: [500] 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: [0] y: [500]\nClone at x: [360] y: [-500]\nClone at x: [600] y: [500]\nClone at x: [-240] y: [-500]\nClone at x: [1000000] y: [0]\nClone at x: [600] y: [0]\nClone at x: [360] y: [0]\nClone at x: [999999] y: [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\nforever\n go to [back v] layer\n go [forward v] (3) layers\nend\n\nwhen [space v] key pressed\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: [0] y: [200]\nClone at x: [999900000009] y: [0]\n\n@Sprite2\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (costume1 v)\nClone at y: [360]\nClone at y: [360]\nClone at y: [360]\nClone at y: [360]\nClone at y: [999999]\n\ndefine position (y)\nset y to (y)\nif <(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 [y v] by (y)\nnext costume\n\nwhen I start as a clone\nforever\n go to [back v] layer\n go [backward v] (10000000000) layers\nend\n\n@collectibles7\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\n\nbroadcast (Tick v) and wait\n\ndefine position (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)\nchange [collected max v] by (1)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nnext costume\n\nClone at x: [892] y: [538]\n\nClone at x: [650] y: [367]\nClone at x: [893] y: [510]\nClone at x: [885] y: [556]\n\nwhen flag clicked\nset [checkpoint v] to [0]\n\nClone at x: [978] y: [210]\nClone at x: [997] y: [220]\nClone at x: [1020] y: [229]\nClone at x: [1050] y: [211]\nClone at x: [1092] y: [204]\n\nwhen I start as a clone\ngo to [front v] layer\nclear graphic effects\n\nwhen I start as a clone\nforever\n\ndelete this clone\n\nplay sound [Coin v] until done\n\nclear sound effects\n\nwhen flag clicked\nforever\n\nwhen I start as a clone\nforever\n go to [front v] layer\n set size to (100) %\nend\n\nwhen flag clicked\nset [open 3 v] to [no]\nset [checkpoints v] to [yes]\nswitch costume to (key v)\nclear sound effects\nhide\nset [x v] to [0]\nset [collected max v] to [0]\nset [y v] to [0]\nset size to (100) %\nClone at x: [-100] y: [750]\nClone at x: [1000000] y: [175]\n\nwhen I start as a clone\nforever\n position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n if <touching (cube v)?> then\n set [open 10 v] to [yes]\n wait (0.5) seconds\n delete this clone\n end\nend\n\n@Sprite5\n\n@Sprite4\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\nwait (0.1) seconds\nset [print v] to [no]\nset [menu v] to [yes]\nswitch costume to (costume1 v)\ngo to x: (0) y: (280)\nforever\n set [ghost v] effect to (20)\n if <(menu) = [yes]> then\n if <touching (mouse-pointer v)?> then\n next costume\n broadcast (clone v)\n set [print v] to [yes]\n Smooth Glide x: (0) y: (240) speed: (4)\n wait until <not <touching (mouse-pointer v)?>>\n switch costume to (costume1 v)\n broadcast (close v)\n set [print v] to [no]\n Smooth Glide x: (0) y: (280) speed: (5)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>> then\n go to [front v] layer\n go [forward v] (1000000000) layers\n broadcast (front layer v)\n stop [this script v]\n end\nend\n\nwhen I receive [show v]\n\nset [menu v] to [no]\nnext costume\nbroadcast (clone v)\nSmooth Glide x: (0) y: (240) speed: (4)\nwait until <touching (mouse-pointer v)?>\nswitch costume to (costume1 v)\nbroadcast (close v)\nSmooth Glide x: (0) y: (280) speed: (5)\nset [menu v] to [yes]\n\nwhen I receive [front layer v]\nforever\n if <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>> then\n go to [front v] layer\n go [forward v] (1000000000) layers\n end\nend\n\n@Sprite6\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [close v]\ndelete this clone\n\nwhen I start as a clone\nshow\nclear graphic effects\nset [ghost v] effect to (100)\nset size to (100) %\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n if <not <<(costume [number v]) = [7]> or <<(costume [number v]) = [8]> or <(costume [number v]) = [9]>>>> then\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n if <(size) = [100]> then\n if <(sound) = [yes]> then\n start sound [Touch v]\n end\n end\n repeat until <(size) = [110]>\n change size by (5)\n change [brightness v] effect by (5)\n end\n set size to (110) %\n set [brightness v] effect to (10)\n else\n repeat until <(size) = [100]>\n change size by (-5)\n change [brightness v] effect by (-5)\n end\n set size to (100) %\n set [brightness v] effect to (0)\n end\n end\nend\n\nwait until <touching (mouse-pointer v)?>\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\nwhen I receive [clone v]\nif <(music on?) = [yes]> then\n clone icon at x: [-215] y: [152] icon number [1]\nelse\n clone icon at x: [-215] y: [152] icon number [2]\nend\nif <(sound) = [yes]> then\n clone icon at x: [-165] y: [152] icon number [3]\nelse\n clone icon at x: [-165] y: [152] icon number [4]\nend\nclone icon at x: [-78] y: [152] icon number [5]\nif <(lives) = [1]> then\n clone icon at x: [15] y: [152] icon number [7]\nend\nif <(lives) = [2]> then\n clone icon at x: [15] y: [152] icon number [8]\nend\nif <(lives) = [3]> then\n clone icon at x: [15] y: [152] icon number [9]\nend\n\nclone icon at x: [215] y: [152] icon number [6]\n\ndefine clone icon at x: (x) y: (y) icon number (icon)\nswitch costume to (icon)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen [space v] key pressed\n\nset size to (110) %\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n switch costume to (2 v)\n set [music on? v] to [no]\n stop [this script v]\nend\nif <(costume [number v]) = [2]> then\n switch costume to (1 v)\n set [music on? v] to [yes]\n stop [this script v]\nend\nif <(costume [number v]) = [3]> then\n switch costume to (4 v)\n set [sound v] to [no]\n stop [this script v]\nend\nif <(costume [number v]) = [4]> then\n set [sound v] to [yes]\n switch costume to (3 v)\n stop [this script v]\nend\nif <(costume [number v]) = [5]> then\n broadcast (open shop v)\n stop [this script v]\nend\nif <(costume [number v]) = [6]> then\n set [exit v] to [restart]\n stop [this script v]\nend\n\nwhen flag clicked\nset [music on? v] to [yes]\nset [sound v] to [yes]\n\nrepeat (2)\n\nwhen I receive [refresh v]\nbroadcast (menu v)\n\nwhen I receive [setup v]\nbroadcast (refresh v)\n\nwhen I start as a clone\nforever\n wait (0.1) seconds\n if <<(costume [number v]) = [7]> or <<(costume [number v]) = [8]> or <(costume [number v]) = [9]>>> then\n if <(lives) = [3]> then\n switch costume to (love \(2\)3 v)\n else\n if <(lives) = [2]> then\n switch costume to (love \(2\)2 v)\n else\n switch costume to (love \(2\) v)\n end\n end\n end\nend\n\n@water\n\nwhen I receive [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]\nset [ghost v] effect to (50)\nswitch costume to (costume1 v)\nClone at x: [360] y: [0]\nClone at x: [600] y: [0]\nClone at x: [360] y: [0]\nClone at x: [600] y: [0]\nClone at x: [360] y: [0]\nClone at x: [600] y: [0]\nClone at x: [360] y: [0]\nClone at x: [600] y: [0]\nClone at x: [360] y: [0]\nClone at x: [600] y: [0]\nClone at x: [800] y: [0]\nClone at x: [800] y: [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go [backward v] (175) layers\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (5) layers\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Sprite7\n\nwhen flag clicked\nforever\n front\nend\n\nfront\n\ndefine front\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\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 I receive [open shop v]\nset [ghost v] effect to (20)\nSmooth Glide x: (0) y: (-100) speed: (5)\nset [shop open? v] to [yes]\nwait (2) seconds\nwait until <not <touching (mouse-pointer v)?>>\nset [shop open? v] to [no]\nbroadcast (close shop v)\nSmooth Glide x: (0) y: (-310) speed: (4)\nrepeat (2)\n change [ghost v] effect by (40)\nend\n\nwhen flag clicked\nset [shop open? v] to [no]\ngo to x: (0) y: (-310)\nset [ghost v] effect to (100)\n\ngo to [front v] layer\n\ngo [backward v] (10) layers\n\nwhen I receive [open shop v]\nforever\n front\n go [backward v] (10) layers\nend\n\n@Sprite8\n\ndefine clone (item) at x: (x) y: (y)\nswitch costume to (item)\ngo to x: (x) y: (y)\nset [clone id v] to [item]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I receive [open shop v]\nclone [1] at x: [-190] y: [5]\nclone [2] at x: [-115] y: [5]\nclone [3] at x: [-40] y: [5]\nclone [4] at x: [35] y: [5]\nclone [5] at x: [110] y: [5]\nclone [6] at x: [185] y: [5]\nclone [7] at x: [-190] y: [-70]\nclone [8] at x: [-115] y: [-70]\nclone [9] at x: [-40] y: [-70]\nclone [10] at x: [35] y: [-70]\nclone [11] at x: [110] y: [-70]\nclone [12] at x: [185] y: [-70]\nclone [13] at x: [-190] y: [-145]\nclone [14] at x: [-115] y: [-145]\nclone [15] at x: [-40] y: [-145]\nclone [16] at x: [35] y: [-145]\nclone [17] at x: [110] y: [-145]\nclone [18] at x: [185] y: [-145]\nclone info\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\n go to [front v] layer\nend\nforever\n go to [front v] layer\nend\n\ngo [forward v] (160) layers\n\nwhen I receive [close shop v]\ndelete this clone\n\nwhen I start as a clone\nif <(clone ID) = [item]> then\n forever\n if <touching (mouse-pointer v)?> then\n if <(size) = [100]> then\n if <(sound) = [yes]> then\n set volume to (100) %\n start sound [Touch v]\n end\n end\n repeat until <(size) = [110]>\n change size by (5)\n change [brightness v] effect by (5)\n end\n set size to (110) %\n set [brightness v] effect to (10)\n else\n repeat until <(size) = [100]>\n change size by (-5)\n change [brightness v] effect by (-5)\n end\n set size to (100) %\n set [brightness v] effect to (0)\n end\n end\nend\n\ngo to [front v] layer\n\nwhen I start as a clone\nif <(clone ID) = [item]> then\n forever\n if <(costume [number v]) = [3]> then\n change [color v] effect by (3)\n else\n if <(costume [number v]) = [17]> then\n repeat (5)\n set [ghost v] effect to (pick random (0) to (50))\n wait (pick random (0) to (0.1)) seconds\n end\n wait (pick random (0) to (0.5)) seconds\n else\n if <(costume [number v]) = [4]> then\n go [backward v] (1) layers\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(clone ID) = [item]> then\n forever\n check if touching mouse\n end\nend\n\ndefine check if touching mouse\nif <touching (mouse-pointer v)?> then\n set [item v] to (costume [name v])\nend\n\nwhen I start as a clone\nforever\n if <touching (sprite16 v)?> then\n set [touching mouse? v] to [yes]\n else\n set [touching mouse? v] to [no]\n end\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n if <(1) > []> then\n set [costume # v] to (costume [number v])\n else\n if <(coins) > [9]> then\n change [coins v] by (-10)\n set [costume # v] to (costume [number v])\n set [1 v] to [bought]\n end\n end\nelse\n if <(costume [number v]) = [2]> then\n if <(2) > []> then\n set [costume # v] to (costume [number v])\n else\n if <(coins) > [9]> then\n change [coins v] by (-10)\n set [costume # v] to (costume [number v])\n set [2 v] to [bought]\n end\n end\n else\n if <(costume [number v]) = [3]> then\n if <(3) > []> then\n set [costume # v] to (costume [number v])\n else\n if <(coins) > [9]> then\n change [coins v] by (-10)\n set [costume # v] to (costume [number v])\n set [3 v] to [bought]\n end\n end\n else\n if <(costume [number v]) = [4]> then\n if <(4) > []> then\n set [costume # v] to (costume [number v])\n else\n if <(coins) > [9]> then\n change [coins v] by (-10)\n set [costume # v] to (costume [number v])\n set [4 v] to [bought]\n end\n end\n else\n if <(costume [number v]) = [5]> then\n if <(5) > []> then\n set [costume # v] to (costume [number v])\n else\n if <(coins) > [9]> then\n change [coins v] by (-10)\n set [costume # v] to (costume [number v])\n set [5 v] to [bought]\n end\n end\n else\n if <(costume [number v]) = [6]> then\n if <(6) > []> then\n set [costume # v] to (costume [number v])\n else\n if <(coins) > [9]> then\n change [coins v] by (-10)\n set [costume # v] to (costume [number v])\n set [6 v] to [bought]\n end\n end\n else\n if <(costume [number v]) = [7]> then\n if <(7) > []> then\n set [costume # v] to (costume [number v])\n else\n if <(coins) > [19]> then\n change [coins v] by (-20)\n set [costume # v] to (costume [number v])\n set [7 v] to [bought]\n end\n end\n else\n if <(costume [number v]) = [8]> then\n if <(8) > []> then\n set [costume # v] to (costume [number v])\n else\n if <(coins) > [19]> then\n change [coins v] by (-20)\n set [costume # v] to (costume [number v])\n set [8 v] to [bought]\n end\n end\n else\n if <(costume [number v]) = [9]> then\n if <(9) > []> then\n set [costume # v] to (costume [number v])\n else\n if <(coins) > [19]> then\n change [coins v] by (-20)\n set [costume # v] to (costume [number v])\n set [9 v] to [bought]\n end\n end\n else\n if <(costume [number v]) = [10]> then\n if <(10) > []> then\n set [costume # v] to (costume [number v])\n else\n if <(coins) > [19]> then\n change [coins v] by (-20)\n set [costume # v] to (costume [number v])\n set [10 v] to [bought]\n end\n end\n else\n if <(costume [number v]) = [11]> then\n if <(11) > []> then\n set [costume # v] to (costume [number v])\n else\n if <(coins) > [19]> then\n change [coins v] by (-20)\n set [costume # v] to (costume [number v])\n set [11 v] to [bought]\n end\n end\n else\n if <(costume [number v]) = [12]> then\n if <(12) > []> then\n set [costume # v] to (costume [number v])\n else\n if <(coins) > [19]> then\n change [coins v] by (-20)\n set [costume # v] to (costume [number v])\n set [12 v] to [bought]\n end\n end\n else\n if <(costume [number v]) = [13]> then\n if <(13) > []> then\n set [costume # v] to (costume [number v])\n else\n if <(coins) > [49]> then\n change [coins v] by (-50)\n set [costume # v] to (costume [number v])\n set [13 v] to [bought]\n end\n end\n else\n if <(costume [number v]) = [14]> then\n if <(14) > []> then\n set [costume # v] to (costume [number v])\n else\n if <(coins) > [49]> then\n change [coins v] by (-50)\n set [costume # v] to (costume [number v])\n set [14 v] to [bought]\n end\n end\n else\n if <(costume [number v]) = [15]> then\n if <(15) > []> then\n set [costume # v] to (costume [number v])\n else\n if <(coins) > [49]> then\n change [coins v] by (-50)\n set [costume # v] to (costume [number v])\n set [15 v] to [bought]\n end\n end\n else\n if <(costume [number v]) = [16]> then\n if <(16) > []> then\n set [costume # v] to (costume [number v])\n else\n if <(coins) > [49]> then\n change [coins v] by (-50)\n set [costume # v] to (costume [number v])\n set [16 v] to [bought]\n end\n end\n else\n if <(costume [number v]) = [17]> then\n if <(17) > []> then\n set [costume # v] to (costume [number v])\n else\n if <(coins) > [99]> then\n change [coins v] by (-100)\n set [costume # v] to (costume [number v])\n set [17 v] to [bought]\n end\n end\n else\n if <(costume [number v]) = [18]> then\n if <(18) > []> then\n set [costume # v] to (costume [number v])\n else\n if <(coins) > [99]> then\n change [coins v] by (-100)\n set [costume # v] to (costume [number v])\n set [18 v] to [bought]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine clone info\nset [clone id v] to [info]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(clone ID) = [info]> then\n forever\n go to x: ((mouse x) + (50)) y: ((mouse y) + (50))\n set [ghost v] effect to (20)\n go to [front v] layer\n costume #\n end\nend\n\ndefine costume #\nswitch costume to ((item) + (18))\n\nset [1 v] to [bought]\n\n@collectibles8\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(open 4) = [yes]> then\n switch costume to (key2 v)\nelse\n switch costume to (key v)\nend\n\nbroadcast (Tick v) and wait\n\ndefine position (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)\nchange [collected max v] by (1)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nnext costume\n\nClone at x: [892] y: [538]\n\nClone at x: [650] y: [367]\nClone at x: [893] y: [510]\nClone at x: [885] y: [556]\n\nwhen flag clicked\nset [checkpoint v] to [0]\n\nClone at x: [978] y: [210]\nClone at x: [997] y: [220]\nClone at x: [1020] y: [229]\nClone at x: [1050] y: [211]\nClone at x: [1092] y: [204]\n\nwhen I start as a clone\ngo to [front v] layer\nclear graphic effects\n\nwhen I start as a clone\nforever\n\ndelete this clone\n\nplay sound [Coin v] until done\n\nclear sound effects\n\nwhen flag clicked\nforever\n\nwhen I start as a clone\nforever\n go to [front v] layer\n set size to (100) %\nend\n\nwhen I receive [open v]\n\nwhen flag clicked\nset [checkpoints v] to [yes]\nswitch costume to (key v)\nclear sound effects\nhide\nset [x v] to [0]\nset [collected max v] to [0]\nset [y v] to [0]\nset size to (100) %\nClone at x: [4235] y: [195]\n\n@Sprite9\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ([floor v] of ((x) - ((SCROLL X) / (5))) ) ([floor v] of ((y) - ((SCROLL Y) / (1.5))) )\nif <(SCROLL X) > [3500]> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (costume2 v)\nClone at x: [360] y: [0]\nClone at x: [500] 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: [0] y: [500]\nClone at x: [360] y: [-500]\nClone at x: [600] y: [500]\nClone at x: [-240] y: [-500]\nClone at x: [360] y: [0]\nClone at x: [360] y: [100]\nClone at x: [360] y: [0]\nClone at x: [500] y: [0]\nClone at x: [500] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go [backward v] (100) layers\nend\n\n@Sprite10\n\n@collectibles10\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nchange [collected max v] by (1)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [checkpoint v] to [0]\n\nwhen I start as a clone\nif <not <(costume [number v]) = [6]>> then\n set [ghost v] effect to (100)\nend\nforever\n go to [front v] layer\n set size to (100) %\nend\n\nwhen flag clicked\n\nswitch costume to (costume19 v)\nClone at x: [5125] y: [400]\n\nwhen I start as a clone\nif <(costume [number v]) > [2]> then\n\nwhen I receive [setup v]\nset [open 2 v] to [no]\nset [checkpoints v] to [yes]\nswitch costume to (key v)\nclear sound effects\nhide\nset [x v] to [0]\nset [collected max v] to [0]\nset [y v] to [0]\nset size to (100) %\nClone at x: [1000000] y: [175]\nswitch costume to (costume2 v)\nClone at x: [4505] y: [584]\nswitch costume to (costume3 v)\nClone at x: [4395] y: [590]\nClone at x: [4220] y: [560]\nswitch costume to (costume2 v)\nClone at x: [4193] y: [635]\nClone at x: [4300] y: [630]\nswitch costume to (costume3 v)\nClone at x: [4613] y: [575]\nClone at x: [4757] y: [607]\nswitch costume to (costume2 v)\nClone at x: [4575] y: [668]\nswitch costume to (costume4 v)\nClone at x: [4700] y: [658]\nswitch costume to (costume3 v)\nClone at x: [5560] y: [600]\nClone at x: [5668] y: [570]\nClone at x: [5985] y: [560]\nswitch costume to (costume4 v)\nClone at x: [5590] y: [645]\nClone at x: [5700] y: [645]\nClone at x: [5792] y: [580]\nClone at x: [5933] y: [625]\nClone at x: [999999999] y: [0]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen [space v] key pressed\n\n@Sprite11\n\n@Sprite14\n\ndefine print\nbroadcast (delete v)\nset [element v] to [1]\nif <(length of (coins)) < [3]> then\n go to x: (((length of [22]) * (152)) / (2)) y: (152)\nelse\n go to x: (((length of [22]) * (138)) / (2)) y: (152)\nend\nrepeat (length of (coins))\n switch costume to (letter (element) of (coins))\n create clone of (_myself_ v)\n if <(length of (coins)) < [3]> then\n change x by (25)\n else\n change x by (20)\n end\n change [element v] by (1)\nend\n\nwhen I receive [delete v]\ndelete this clone\n\nwhen I start as a clone\nif <(length of (coins)) < [3]> then\n set size to (100) %\nelse\n set size to (75) %\nend\nshow\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <(print) = [yes]> then\n print\n wait (0.05) seconds\n end\nend\n\nwhen I receive [close v]\nbroadcast (delete v)\n\nset size to (100) %\n\nset size to (75) %\n\n@Sprite16\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to (mouse-pointer v)\nend\n\n@Sprite18\n\nwhen flag clicked\nshow\nforever\n go to (cube v)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (20) layers\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [cube v]) = [11]> then\n show\n else\n hide\n end\nend\n\n@Sprite17\n\nwhen I receive [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 (costume1 v)\nClone at x: [360] y: [0]\nClone at x: [500] 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: [0] y: [500]\nClone at x: [360] y: [-500]\nClone at x: [600] y: [500]\nClone at x: [-240] y: [-500]\nClone at x: [360] y: [0]\nClone at x: [360] y: [100]\nClone at x: [360] y: [0]\nClone at x: [500] y: [0]\nClone at x: [500] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [999999999] y: [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go [backward v] (120) layers\nend\n\n@collectibles9\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nchange [collected max v] by (1)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [checkpoint v] to [0]\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [1]> then\n go to [front v] layer\n go [backward v] (200) layers\n end\nend\n\nwhen flag clicked\nset [open 2 v] to [no]\nset [checkpoints v] to [yes]\nswitch costume to (costume1 v)\nclear sound effects\nhide\nset [x v] to [0]\nset [collected max v] to [0]\nset [y v] to [0]\nset size to (100) %\nswitch costume to (costume1 v)\nClone at x: [4925] y: [400]\nClone at x: [100000] y: [0]\n\nwhen I start as a clone\nset [moving platform x position v] to [4925]\nforever\n repeat (100)\n change [x v] by (5)\n change [moving platform x position v] by (5)\n end\n wait (1) seconds\n repeat (100)\n change [x v] by (-5)\n change [moving platform x position v] by (-5)\n end\n wait (1) seconds\nend\n\nrepeat (50)\n\nwait (0.5) seconds\nrepeat (50)\n change [y v] by (-8)\n change [platform speed v] by (-1)\nend\nset [platform speed v] to (platform speed)\nwait (0.5) seconds\n\nset size to (100) %\n\nwhen flag clicked\n\nset [moving platform x v] to (x)\n\nset [moving platform x v] to (x)\n\nwhen [space v] key pressed\ndelete this clone\n\n@fire\n\nwhen flag clicked\nforever\n switch costume to (1 v)\n repeat (10)\n next costume\n wait (0.05) seconds\n end\n if <([costume # v] of [cube v]) = [12]> then\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\nforever\n if <(shop open?) = [no]> then\n if <([costume # v] of [cube v]) = [12]> then\n go to x: ([x position v] of [cube v]) y: (([y position v] of [cube v]) + (25))\n go to [front v] layer\n show\n go [backward v] (10) layers\n else\n go to [back v] layer\n hide\n end\n else\n show\n go to [front v] layer\n go [forward v] (100) layers\n go to x: (185) y: (-40)\n end\nend\n\nwhen I start as a clone\nif <(shop open?) = [no]> then\n set y to (([x position v] of [cube v]) - (10))\nend\nmove (pick random (-20) to (20)) steps\nset size to (75) %\nswitch costume to (12 v)\nset [speed y v] to (pick random (0.5) to (1.5))\nrepeat (100)\n change y by (speed y)\n change [ghost v] effect by (1)\n change size by (-0.5)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go [backward v] (81) layers\nend\n\nwhen flag clicked\nforever\n\nwhen I receive [open shop v]\nforever\n go to [front v] layer\nend\n\ngo [backward v] (81) layers\n\n@collectibles11\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(open 10) = [yes]> then\n switch costume to (key2 v)\nelse\n switch costume to (key v)\nend\n\nbroadcast (Tick v) and wait\n\ndefine position (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)\nchange [collected max v] by (1)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nnext costume\n\nClone at x: [892] y: [538]\n\nClone at x: [650] y: [367]\nClone at x: [893] y: [510]\nClone at x: [885] y: [556]\n\nwhen flag clicked\nset [checkpoint v] to [0]\nset [open 10 v] to [no]\n\nClone at x: [978] y: [210]\nClone at x: [997] y: [220]\nClone at x: [1020] y: [229]\nClone at x: [1050] y: [211]\nClone at x: [1092] y: [204]\n\nwhen I start as a clone\ngo to [front v] layer\nclear graphic effects\n\nwhen I start as a clone\nforever\n\ndelete this clone\n\nplay sound [Coin v] until done\n\nclear sound effects\n\nwhen flag clicked\nforever\n\nwhen I start as a clone\nforever\n go to [front v] layer\n set size to (100) %\nend\n\nwhen I receive [open v]\n\nwhen flag clicked\nset [checkpoints v] to [yes]\nswitch costume to (key v)\nclear sound effects\nhide\nset [x v] to [0]\nset [collected max v] to [0]\nset [y v] to [0]\nset size to (100) %\nClone at x: [5710] y: [250]\n\n@collectibles13\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (cube v)?> then\n broadcast (win v)\n delete this clone\nend\n\nbroadcast (Tick v) and wait\n\ndefine position (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)\nchange [collected max v] by (1)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nnext costume\n\nClone at x: [892] y: [538]\n\nClone at x: [650] y: [367]\nClone at x: [893] y: [510]\nClone at x: [885] y: [556]\n\nwhen flag clicked\nset [checkpoint v] to [0]\n\nClone at x: [978] y: [210]\nClone at x: [997] y: [220]\nClone at x: [1020] y: [229]\nClone at x: [1050] y: [211]\nClone at x: [1092] y: [204]\n\nwhen I start as a clone\ngo to [front v] layer\nclear graphic effects\n\nwhen I start as a clone\nforever\n\ndelete this clone\n\nplay sound [Coin v] until done\n\nclear sound effects\n\nwhen flag clicked\nforever\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\nset size to (100) %\n\nwhen I receive [open v]\n\nwhen flag clicked\nset [checkpoints v] to [yes]\nswitch costume to (key v)\nclear sound effects\nhide\nset [x v] to [0]\nset [collected max v] to [0]\nset [y v] to [0]\nset size to (100) %\nClone at x: [5665] y: [258]\nClone at x: [9999999999] y: [258]\n\n@Sprite12\n\nwhen I receive [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 (costume1 v)\nClone at x: [360] y: [0]\nClone at x: [500] 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: [0] y: [500]\nClone at x: [360] y: [-500]\nClone at x: [600] y: [500]\nClone at x: [-240] y: [-500]\nClone at x: [360] y: [0]\nClone at x: [360] y: [100]\nClone at x: [360] y: [0]\nClone at x: [500] y: [0]\nClone at x: [500] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [100000] y: [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go [backward v] (50) layers\nend\n\nwhen I start as a clone\nforever\n if <<(costume [number v]) = [18]> or <(costume [number v]) = [17]>> then\n go to [front v] layer\n go [backward v] (30) layers\n end\nend\n\ngo [forward v] () layers\n\n@Sprite15\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nwait (1) seconds\nforever\n go to [front v] layer\n front layer\n front layer\n front layer\n front layer\n set size to (100) %\nend\n\nwhen I start as a clone\nforever\n go to x: ((mouse x) + (50)) y: ((mouse y) - (-25))\nend\n\ndefine front layer\ngo to [front v] layer\ngo to [front v] layer\n\ndefine check item\ngo to [front v] layer\nif <<(y position) < [60]> and <(shop open?) = [yes]>> then\n go to [front v] layer\n front layer\n set [ghost v] effect to (20)\n switch costume to (item)\nelse\n repeat (5)\n change [ghost v] effect by (20)\n end\n switch costume to (costume3 v)\n wait until <(y position) < [60]>\nend\n\nif <(touching) = [yes]> then\nswitch costume to (costume3 v)\n\nwhen I start as a clone\nforever\n check item\nend\n\nwhen I receive [open shop v]\ncreate clone of (_myself_ v)\n\nwhen I receive [close v]\ndelete this clone\n\n@Sprite13\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@cloud\n\ndefine delete and rewrite code data list\ndelete all of [run:data v]\nset [readdata# v] to [1]\nset [datachars v] to [abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789+-*/~`!@#$%^&*\(\)_=\[\]\{}|;':",./<>?]\nrepeat (99)\n add [] to [run:data v]\nend\nrepeat (length of (datachars))\n add (letter (readdata#) of (datachars)) to [run:data v]\n change [readdata# v] by (1)\nend\nadd [ ] to [run:data v]\n\ndefine encode string (val) and add to encoded value (new encode section?) (boolean)\nswitch costume to (lowercase v)\nif <(boolean) = [true]> then\n set [encoded value v] to []\nend\nset [readdata# v] to [1]\nrepeat (length of (val))\n set [word v] to (letter (readdata#) of (val))\n switch costume to (join (word) [\)])\n set [word v] to (item # of (word) in [run:data v])\n if <(costume [name v]) = [lowercase]> then\n if <not <(word) = [0]>> then\n set [encoded value v] to (join (encoded value) (word))\n else\n set [encoded value v] to (join (encoded value) (item # of [*] in [run:data v]))\n end\n else\n if <not <(word) = [0]>> then\n set [encoded value v] to (join (encoded value) ((word) + (26)))\n else\n set [encoded value v] to (join (encoded value) (item # of [*] in [run:data v]))\n end\n end\n switch costume to (lowercase v)\n change [readdata# v] by (1)\nend\nset [encoded value v] to (join (encoded value) [000])\n\ndefine decode string (code) and add to value (new decode section?) (boolean)\nset [decoded result v] to []\nif <(boolean) = [true]> then\n set [encoded value v] to (code)\n set [readdata# v] to [1]\nend\nforever\n set [decode idx v] to (join (letter (readdata#) of (encoded value)) (join (letter ((readdata#) + (1)) of (encoded value)) (letter ((readdata#) + (2)) of (encoded value))))\n change [readdata# v] by (3)\n if <(decode IDX) < [1]> then\n stop [this script v]\n end\n set [decoded result v] to (join (decoded result) (item (decode IDX) of [run:data v]))\nend\n\ndefine add word: (word) into code list\nif <not <[run:data v] contains (word)?>> then\n if <(length of (word)) = [1]> then\n ask [Are you sure that you want to add a new code element into the base list?] and wait\n if < (answer) contains [yes]?> then\n add (word) to [run:data v]\n end\n end\nend\n\nwhen flag clicked\nset [@my player #@ v] to [0]\nset [@username@ v] to (username)\nhide\nset up clones [6]\nbroadcast (allocate slot v)\nbroadcast (begin v)\n\ndefine set up clones (amount)\nset [clone# v] to [1]\nset [cloud: offline v] to [100]\nrepeat ((amount) - (1))\n create clone of (_myself_ v)\n change [clone# v] by (1)\nend\n\ndefine send (data) to cloud: (#)\nif <(#) = [1]> then\n set [☁ c1 v] to (data)\nelse\n if <(#) = [2]> then\n set [☁ c2 v] to (data)\n else\n if <(#) = [3]> then\n set [☁ c3 v] to (data)\n else\n if <(#) = [4]> then\n set [☁ c4 v] to (data)\n else\n if <(#) = [5]> then\n set [☁ c5 v] to (data)\n else\n if <(#) = [6]> then\n set [☁ c6 v] to (data)\n end\n end\n end\n end\n end\nend\n\ndefine value = cloud# (#)\nif <(#) = [1]> then\n set [decoded result v] to (☁ C1)\nelse\n if <(#) = [2]> then\n set [decoded result v] to (☁ C2)\n else\n if <(#) = [3]> then\n set [decoded result v] to (☁ C3)\n else\n if <(#) = [4]> then\n set [decoded result v] to (☁ C4)\n else\n if <(#) = [5]> then\n set [decoded result v] to (☁ C5)\n else\n if <(#) = [6]> then\n set [decoded result v] to (☁ C6)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [allocate slot v]\nbroadcast (conneecting v)\nset [@connected?@ v] to [false]\nvalue = cloud# (clone#)\nset [allocate_last val v] to (join [A] (decoded result))\nwait (2.5) seconds\nvalue = cloud# (clone#)\nif <(join [A] (decoded result)) = (allocate_last val)> then\n set [@my player #@ v] to (clone#)\nend\nset [@connected?@ v] to [true]\nif <(@MY PLAYER #@) > [0]> then\n broadcast (connected v)\nelse\n broadcast (fail v)\nend\n\nwhen I receive [begin v]\nforever\n if <(@MY PLAYER #@) = (clone#)> then\n hide\n encode string (round ([x v] of [cube v])) and add to encoded value (new encode section?) [true]\n encode string (round ([y v] of [cube v])) and add to encoded value (new encode section?) []\n encode string (@USERNAME@) and add to encoded value (new encode section?) []\n encode string ([costume # v] of [cube v]) and add to encoded value (new encode section?) []\n encode string (round ((days since 2000) * (10000000000))) and add to encoded value (new encode section?) []\n send (encoded value) to cloud: (@MY PLAYER #@)\n else\n disconnection timeout: [10]\n value = cloud# (clone#)\n decode string (decoded result) and add to value (new decode section?) [true]\n change [x v] by (round (((decoded result) - (x)) / (3)))\n set size to (400) %\n set x to ((x) - (SCROLL X))\n set size to (100) %\n decode string [] and add to value (new decode section?) []\n change [y v] by (round (((decoded result) - (y)) / (3)))\n set size to (400) %\n set y to ((y) - (SCROLL Y))\n set size to (100) %\n decode string [] and add to value (new decode section?) []\n say (decoded result)\n decode string [] and add to value (new decode section?) []\n switch costume to (join [player_] (decoded result))\n end\nend\n\ndefine disconnection timeout: (frames)\nvalue = cloud# (clone#)\nif <(join [A] (decoded result)) = (last_val)> then\n change [cloud: offline v] by (-1)\n if <(cloud: offline) < (frames)> then\n hide\n end\nelse\n set [cloud: offline v] to [100]\n set [last_val v] to (join [A] (decoded result))\n if <(@CONNECTED?@) = [true]> then\n show\n end\nend\n\nwhen I receive [die v]\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (28) to (44))\nforever\n set size to (72) %\n go to [front v] layer\nend\n\n@messages\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [conneecting v]\ngo to [front v] layer\nswitch costume to (connecting v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [connected v]\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (connected v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nbroadcast (lf v)\n\nwhen I receive [fail v]\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (fail v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [lf v]\n\nwhen I receive [win v]\ngo to [front v] layer\nswitch costume to (won v)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\nwait until <<mouse down?> and <touching (mouse-pointer v)?>>\nbroadcast (delete2 v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nwait (pick random (10) to (50)) seconds\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (lf v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (4) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [win v]\nforever\n go to [front v] layer\nend\n\n@Sprite19\n\ndefine print\nbroadcast (delete2 v)\nset [element 2 v] to [1]\ngo to x: (-105) y: (138)\nrepeat (length of (round (timer)))\n switch costume to (letter (element 2) of (round (timer)))\n create clone of (_myself_ v)\n if <(length of (round (timer))) < [3]> then\n change x by (25)\n else\n change x by (20)\n end\n change [element 2 v] by (1)\nend\nset size to (100) %\n\nwhen I start as a clone\nif <(length of (round (timer))) < [3]> then\n set size to (100) %\nelse\n set size to (75) %\nend\nshow\nforever\n go to [front v] layer\n go [forward v] (10) layers\nend\n\nset size to (75) %\n\n\n\nwhen I receive [win v]\nprint\n\nwhen I receive [delete2 v]\ndelete this clone\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\n
Worlds 4 - a Multiplayer platformer\n\nWelcome to Worlds 4, my biggest project yet! Explore the Frozen World, the Hot Desert, GrassLand, Candy Wonderland, Sky, the Cave and finally the Ocean. Collect coins on your journey to buy items in the shop, which all come with special powers. Find keys to unlock doors. Finish your mission by finding the lost star.\n\nInstructions: \n-Arrow keys or drag to move\n-Avoid anything that looks nasty\n-Collect coins to buy items in the shop. There are two big coins hidden in the whole game that are worth 100 coins each\n-Bounce pads make you jump very high\n-Get keys to unlock doors\n-Find the lost star to win the game. It may be helpful to know that the lost star is hidden in the Cave, and that to get it you need to collect a key that is in Candy WonderLand
Drawn 2(Platformer) Mobile Friendly #games
@Stage\n\nwhen flag clicked\nbroadcast (Start v)\nforever\n play sound [Open Secrets v] until done\nend\n\nwhen flag clicked\nforever\n if <(volume) = [2]> then\n set volume to (50) %\n else\n set volume to (0) %\n end\nend\n\n@Blank\n\n@Player\n\ndefine Game On\nset [sx v] to [0]\nset [x v] to [-222]\nset [y v] to [-125]\nset [sy v] to [0]\nset [in air v] to [0]\nset [finish v] to []\nshow\n\ndefine Movement\nif <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [sx v] by (-1.5)\nend\nif <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [sx v] by (1.5)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [4]> then\n set [sy v] to [14]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nDie\nPosition\nif <<touching (flag v)?> and <not <(Level) = [21]>>> then\n start sound [Connect v]\n set [finish v] to [Yes]\nend\nif <touching (pad v)?> then\n set [sy v] to [30]\nend\nif <(Level) = [21]> then\n switch costume to (2 v)\nelse\n switch costume to (1 v)\nend\n\nwhen I receive [start v]\ngo to [front v] layer\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(Finish) > []>\n Movement\n end\n if <(Finish) = [Yes]> then\n Game Con\n else\n Game End\n end\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platform v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: (x) y: (y)\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platform v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platform v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(sx) > [0]> then\n if <(volume) = [2]> then\n start sound [Wall Jump v]\n end\n set [sx v] to [-15]\n else\n if <(volume) = [2]> then\n start sound [Wall Jump v]\n end\n set [sx v] to [15]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platform v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game End\nset [finish v] to []\ncreate clone of (_myself_ v)\n\ndefine Die\nif <<touching (danger v)?> or <<touching (spikes v)?> or <touching (enemy v)?>>> then\n set [finish v] to [No]\nend\n\ndefine Game Con\nchange [level v] by (1)\n\nwhen I start as a clone\nif <(volume) = [2]> then\n start sound [Die v]\nend\ngo to [front v] layer\nset [sx v] to [0]\nset [sy v] to [8]\nrepeat (12)\n turn right (15) degrees\n change y by (sy)\n change [sy v] by (-1)\nend\nrepeat until <[-180] > (y position)>\n change y by (sy)\n change [sy v] by (-1)\nend\ndelete this clone\n\nwhen I receive [next v]\nGame Con\nGame On\nbroadcast (Reset v) and wait\nbroadcast (Setup v) and wait\nGame On\n\nwhen flag clicked\nforever\n if <(x) < [-225]> then\n set [x v] to [-225]\n end\n if <(x) > [228]> then\n set [x v] to [228]\n end\nend\n\n@Platform\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Flag\n\nwhen I receive [start v]\nforever\n if <(Level) = [1]> then\n go to x: (214) y: (-105)\n end\n if <(Level) = [2]> then\n go to x: (214) y: (-105)\n end\n if <(Level) = [3]> then\n go to x: (214) y: (-60)\n end\n if <(Level) = [4]> then\n go to x: (214) y: (125)\n end\n if <(Level) = [5]> then\n go to x: (214) y: (-105)\n end\n if <(Level) = [6]> then\n go to x: (214) y: (-105)\n end\n if <(Level) = [7]> then\n go to x: (214) y: (-105)\n end\n if <(Level) = [8]> then\n go to x: (214) y: (-105)\n end\n if <(Level) = [9]> then\n go to x: (214) y: (120)\n end\n if <(Level) = [10]> then\n go to x: (214) y: (-105)\n end\n if <(Level) = [11]> then\n go to x: (214) y: (-105)\n end\n if <(Level) = [12]> then\n go to x: (214) y: (86)\n end\n if <(Level) = [13]> then\n go to x: (214) y: (86)\n end\n if <(Level) = [14]> then\n go to x: (214) y: (-3)\n end\n if <(Level) = [15]> then\n go to x: (214) y: (-105)\n end\n if <(Level) = [16]> then\n go to x: (214) y: (-105)\n end\n if <(Level) = [17]> then\n go to x: (214) y: (-105)\n end\n if <(Level) = [18]> then\n go to x: (210) y: (128)\n end\n if <(Level) = [19]> then\n go to x: (210) y: (-14)\n end\n if <(Level) = [20]> then\n go to x: (214) y: (-106)\n end\nend\n\nwhen I receive [start v]\nshow\nforever\n if <not <(Level) = [21]>> then\n switch costume to (green flag v)\n set size to (90) %\n else\n switch costume to (text v)\n set size to (110) %\n go to x: (0) y: (0)\n end\nend\n\nwhen flag clicked\nhide\n\n@Danger\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (Level)\n go to [back v] layer\n go to x: (-1) y: (-21)\nend\n\nwhen flag clicked\nhide\n\n@Enemy\n\nwhen I start as a clone\nset [x v] to [0]\nset [y v] to [0]\ngo to [front v] layer\nset size to (55) %\nshow\nforever\n change [y v] by (-1)\n if <([x position v] of [player v]) < ((x position) - (10))> then\n change [x v] by (-.5)\n point in direction (-90)\n end\n if <((x position) - (-10)) < ([x position v] of [player v])> then\n change [x v] by (.5)\n point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\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 (-3)\n change x by ((x) * (-1))\n if <(y position) < ([x position v] of [player v])> then\n if <(x) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [12]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching (platform v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\nend\n\nwhen flag clicked\nhide\n\ndefine Create A Clone at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nif <(Level) = [6]> then\n Create A Clone at x: [-75] y: [-58]\nend\nif <(Level) = [8]> then\n Create A Clone at x: [155] y: [-125]\nend\nif <(Level) = [12]> then\n Create A Clone at x: [220] y: [66]\nend\nif <(Level) = [13]> then\n Create A Clone at x: [-47] y: [-47]\nend\nif <(Level) = [15]> then\n Create A Clone at x: [216] y: [-125]\nend\nif <(Level) = [20]> then\n Create A Clone at x: [6] y: [-125]\n Create A Clone at x: [-107] y: [-125]\nend\n\nwhen I start as a clone\nforever\n if <touching (danger v)?> then\n wait (0.05) seconds\n delete this clone\n end\nend\n\n@Pad\n\ndefine Create A Clone at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nif <(Level) = [9]> then\n Create A Clone at x: [-88] y: [-134]\nend\nif <(Level) = [11]> then\n Create A Clone at x: [-88] y: [-134]\n Create A Clone at x: [35] y: [-134]\nend\nif <(Level) = [15]> then\n Create A Clone at x: [-88] y: [-134]\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nshow\nforever\n if <touching (player v)?> then\n switch costume to (costume1 v)\n repeat (7)\n next costume\n end\n if <(costume [number v]) > [8]> then\n switch costume to (costume1 v)\n end\n end\nend\n\n@Deco\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n show\nend\n\n@Volume\n\nwhen flag clicked\nset [volume v] to [2]\nset size to (80) %\nforever\n go to x: (-215) y: (158)\n if <(volume) = [0]> then\n switch costume to (2 v)\n end\n if <(volume) = [2]> then\n switch costume to (1 v)\n end\n if <touching (mouse-pointer v)?> then\n if <(size) < [90]> then\n change size by (2)\n end\n if <<mouse down?> and <(volume) = [0]>> then\n set [volume v] to [2]\n wait until <not <mouse down?>>\n end\n if <<mouse down?> and <(volume) = [2]>> then\n set [volume v] to [0]\n wait until <not <mouse down?>>\n end\n else\n if <(size) > [80]> then\n change size by (-2)\n end\n end\nend\n\n@Skip\n\nwhen flag clicked\nset [volume v] to [2]\nset [skip v] to [5]\nset size to (80) %\nforever\n switch costume to (Skip)\n go to x: (190) y: (-158)\n if <touching (mouse-pointer v)?> then\n if <(size) < [90]> then\n change size by (2)\n end\n if <<mouse down?> and <(Skip) > [0]>> then\n change [skip v] by (-1)\n broadcast (Next v)\n wait until <not <mouse down?>>\n end\n else\n if <(size) > [80]> then\n change size by (-2)\n end\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <not <(Level) = [21]>> then\n show\n else\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\n
Instructions\n>Use The W,A,S,D or Arrow Keys To Move.\n>Jump Over Enemies.\n>Medium.\n>Jump On Pad To Bounce.\n>This Is Much Easier Than Part 1\n>Part 1: https://scratch.mit.edu/projects/419661760/\n>Part 3: https://scratch.mit.edu/projects/430970611/\n>You Have Only 5 Skips Use It Wisely \n>Used 12 hrs\n>Music @-Xaf-\n
Candy a platformer !
@Stage\n\nwhen flag clicked\nset [ghost v] effect to (30)\n\n@Cube\n\ndefine Retour\ngo to x: (-224) y: (-65)\n\nwhen I start as a clone\nif <(personnage) = [0]> then\n switch costume to (clone v)\nelse\n if <(personnage) = [1]> then\n switch costume to (clone chef v)\n else\n if <(personnage) = [2]> then\n switch costume to (clone candy v)\n else\n if <(personnage) = [3]> then\n switch costume to (clone l&f v)\n end\n end\n end\nend\nrepeat (10)\n change size by (-2.5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nswitch costume to (-> v)\nshow\ngo to x: (0) y: (0)\nforever\n change [yvelocity v] by (-0.5)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n set rotation style [left-right v]\n point in direction (-90)\n change [xvelocity v] by (-.9)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n change [xvelocity v] by (.9)\n end\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> and <touching (platformes v)?>> then\n set [yvelocity v] to [9]\n end\n change y by (0.5)\n set [xvelocity v] to ((xvelocity) * (0.9))\n change x by (xvelocity)\n if <touching (platformes v)?> then\n change y by (1)\n if <touching (platformes v)?> then\n change y by (1)\n if <touching (platformes v)?> then\n change y by (1)\n if <touching (platformes v)?> then\n change y by (1)\n if <touching (platformes v)?> then\n change y by (1)\n if <touching (platformes v)?> then\n change y by (1)\n if <touching (platformes v)?> then\n change y by (-6)\n change x by ((xvelocity) * (-1))\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [yvelocity v] to [8]\n if <(xvelocity) > [0]> then\n set [xvelocity v] to [-8]\n else\n set [xvelocity v] to [8]\n end\n else\n set [xvelocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (yvelocity)\n if <touching (platformes v)?> then\n change y by ((yvelocity) * (-1))\n set [yvelocity v] to <<(x position) = [200]> or <(x position) > [200]>>\n end\n change y by (-0.5)\n if <<touching (big spike v)?> or <<touching (spike v)?> or <(y position) < [-180]>>> then\n start sound [Crunch v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [xvelocity v] to <(Niveau) = [4]>\n set [yvelocity v] to [0]\n point in direction (90)\n if <<(Niveau) = [4]> or <(Niveau) = [8]>> then\n go to x: (-220) y: (156)\n else\n if <(Niveau) = [6]> then\n go to x: (-216) y: (-10)\n else\n go to x: (-209) y: (50)\n end\n end\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\nend\n\nwhen flag clicked\nset [personnage v] to [0]\nswitch costume to (-> v)\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <<(Niveau) = [11]> and <<<(x position) = [264]> or <<(x position) = [251]> or <(x position) = [240]>>> or <(x position) = [252]>>> then\n broadcast (fin v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\n if <<<(Niveau) = [3]> and <<<(x position) = [264]> or <<(x position) = [251]> or <(x position) = [240]>>> or <(x position) = [252]>>> or <<(Niveau) = [7]> and <<<(x position) = [264]> or <<(x position) = [251]> or <(x position) = [240]>>> or <(x position) = [252]>>>> then\n broadcast (SUIVANT v)\n go to x: (-220) y: (156)\n else\n if <<<(x position) = [264]> or <<(x position) = [251]> or <(x position) = [240]>>> or <(x position) = [252]>> then\n broadcast (SUIVANT v)\n Retour\n end\n end\nend\n\nwhen I receive [glug v]\nplay sound [Glug v] until done\n\nwhen I receive [boing v]\nplay sound [Big Boing v] until done\n\nwhen I receive [yvelocity v]\nset [yvelocity v] to [13]\n\nwhen I receive [retour v]\nRetour\n\nif <<touching (pics -> spikes v)?> or <(y position) < >> then\n start sound [Glug v]\n repeat (4)\n change [ghost v] effect by (10)\n end\n set [xvelocity v] to [1]\n set [yvelocity v] to [1]\n go to x: (-209) y: (50)\n repeat (4)\n change [ghost v] effect by (-10)\n end\nend\npoint in direction (90)\n\nwhen flag clicked\nforever\n if <touching (water v)?> then\n set [yvelocity v] to [-3]\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yvelocity v] to [5]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (water v)?> then\n play sound [Splash v] until done\n wait until <not <touching (water v)?>>\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (blue bouncy v)?> or <<touching (sprite2 v)?> or <touching (sprite3 v)?>>> then\n set [yvelocity v] to [13]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (blue bouncy v)?> or <<touching (sprite2 v)?> or <touching (sprite3 v)?>>> then\n play sound [Big Boing v] until done\n wait until <not <touching (<<touching (blue bouncy v)?> or <<touching (sprite2 v)?> or <touching (sprite3 v)?>>> v)?>>\n end\nend\n\nwhen I receive [change v]\nset [personnage v] to [1]\nswitch costume to (->2 v)\n\nwhen flag clicked\nforever\n if <touching (sprite1 v)?> then\n play sound [Coin v] until done\n end\nend\n\nwhen I receive [change2 v]\nset [personnage v] to [2]\nswitch costume to (->3 v)\n\nwhen I receive [change 3 v]\nset [personnage v] to [3]\nswitch costume to (->4 v)\n\nwhen flag clicked\n\nwhen I receive [fin v]\nforever\n hide\nend\n\nwhen flag clicked\nforever\n play sound [Unlimited v] until done\nend\n\nwhen flag clicked\nshow\n\nwhen I receive [next v]\nhide\n\n@Platformes\n\nwhen I receive [suivant v]\nnext costume\nchange [niveau v] by (1)\n\nwhen flag clicked\nshow\nswitch costume to (level 1 v)\nset [niveau v] to [1]\ngo to x: (0) y: (-95)\n\nwhen I receive [i like kartoffel v]\nnext costume\n\nshow\n\nwait (1) seconds\n\nwhen flag clicked\nforever\n if <<(Open/no) = [Red]> and <(Niveau) = [8]>> then\n switch costume to (level 10 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Niveau) = [8]> then\n broadcast (Vérification v)\n end\nend\n\nwhen I receive [suivant v]\nif <(Niveau) = [9]> then\n switch costume to (level 9 v)\n change [niveau v] by (1)\nend\n\nwhen I receive [fin v]\nhide\n\n@Effects\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to [back v] layer\n\nwhen I receive [suivant v]\nnext costume\n\nwhen flag clicked\nforever\nend\n\nwhen I receive [vérification v]\nif <<(Open/no) = [Blue]> and <(Niveau) = [8]>> then\n switch costume to (costume8 v)\nelse\n forever\n hide\n end\nend\n\n@Water\n\nwhen I receive [suivant v]\nnext costume\n\nwhen flag clicked\nset [ghost v] effect to (50)\nshow\nswitch costume to (costume1 v)\ngo to [back v] layer\nforever\n set y to ((0) + (([sin v] of (((timer) + (1)) * (190)) ) * (5.75)))\nend\n\n@Spike\n\nwhen I receive [suivant v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (costume2 v)\ngo to [back v] layer\n\n@Big spike\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Niveau) = [1]> then\n hide\n end\n if <(Niveau) = [2]> then\n hide\n end\n if <(Niveau) = [3]> then\n hide\n end\n if <(Niveau) = [4]> then\n hide\n end\n if <(Niveau) = [5]> then\n set size to (100) %\n show\n go to x: (-45) y: (-147)\n end\n if <(Niveau) = [6]> then\n hide\n end\n if <(Niveau) = [7]> then\n hide\n end\n if <(Niveau) = [8]> then\n hide\n end\n if <(Niveau) = [9]> then\n hide\n end\n if <(Niveau) = [10]> then\n set size to (170) %\n show\n go to x: (0) y: (0)\n end\n if <(Niveau) = [11]> then\n hide\n end\nend\n\ndefine Clone (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n turn right (8) degrees\nend\n\nClone [300] [-95]\n\nwhen I start as a clone\nforever\n turn right (8) degrees\nend\n\n@Blue bouncy\n\ndefine Animation\nif <touching (cube v)?> then\n switch costume to (blue1 v)\n wait (0.00001) seconds\n switch costume to (blue2 v)\n wait (0.00001) seconds\n switch costume to (blue3 v)\n wait (0.00001) seconds\n switch costume to (blue4 v)\n wait (0.00001) seconds\n switch costume to (blue5 v)\n wait (0.00001) seconds\nend\nwait until <not <touching (cube v)?>>\n\nwhen flag clicked\nforever\n if <(Niveau) = [1]> then\n hide\n end\n if <(Niveau) = [2]> then\n hide\n end\n if <(Niveau) = [3]> then\n show\n go to x: (-136) y: (-96)\n broadcast (bruh v)\n Animation\n end\n if <(Niveau) = [4]> then\n hide\n end\nend\n\nwhen I receive [bruh v]\n\n@Sprite2\n\ndefine Animation\nif <touching (cube v)?> then\n switch costume to (pink1 v)\n wait (0.00001) seconds\n switch costume to (pink2 v)\n wait (0.00001) seconds\n switch costume to (pink3 v)\n wait (0.00001) seconds\n switch costume to (pink4 v)\n wait (0.00001) seconds\n switch costume to (pink5 v)\n wait (0.00001) seconds\nend\nwait until <not <touching (cube v)?>>\n\nwhen flag clicked\ngo to [back v] layer\nforever\n if <(Niveau) = [1]> then\n hide\n end\n if <(Niveau) = [2]> then\n hide\n end\n if <(Niveau) = [3]> then\n hide\n end\n if <(Niveau) = [4]> then\n hide\n end\n if <(Niveau) = [5]> then\n show\n go to x: (116) y: (-111)\n broadcast (bruh v)\n Animation\n end\n if <(Niveau) = [6]> then\n hide\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\n\nwhen I receive [suivant v]\nnext costume\n\n@Sprite1\n\nwhen flag clicked\nshow\nswitch costume to (nothing1 v)\ngo to [back v] layer\n\nwhen I receive [suivant v]\nnext costume\n\nwhen flag clicked\nforever\n if <(LEVEL) = [4]> then\n go to x: (-177) y: (-23)\n show\n switch costume to (new skin v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (cube v)?> then\n broadcast (New skin 1 v)\n hide\n end\nend\n\nwhen flag clicked\nforever\n change [sine v] by (7.5)\n point in direction ((([sin v] of (sine) ) * (30)) + (90))\n set size to ((([sin v] of ((sine) * (2.1220102)) ) * (8)) + (size)) %\nend\n\nwhen I start as a clone\nforever\n change [sine v] by (7.5)\n point in direction ((([sin v] of (sine) ) * (30)) + (90))\n set size to ((([sin v] of ((sine) * (2.1220102)) ) * (8)) + (size)) %\nend\n\nwhen flag clicked\nforever\n if <(Niveau) = [8]> then\n create clone of (_myself_ v)\n stop [this script v]\n end\nend\n\nwhen I start as a clone\npoint in direction (90)\nclear graphic effects\nshow\nforever\n if <touching (cube v)?> then\n broadcast (New skin 2 v)\n hide\n end\nend\n\n@Notifiations\n\nwhen I receive [new skin 1 v]\nset size to (175) %\nset [skin 1 v] to [1]\nclear graphic effects\nshow\nswitch costume to (costume1 v)\nwait (1.5) seconds\nrepeat (30)\n change [ghost v] effect by (5)\nend\n\nwhen flag clicked\nset [skin 1 v] to [0]\nset [skin2 v] to [0]\nhide\n\nwhen I receive [notif soux v]\nclear graphic effects\nshow\nswitch costume to (costume2 v)\nwait (1.5) seconds\nrepeat (30)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [notif l&f v]\nclear graphic effects\nshow\nswitch costume to (costume3 v)\nwait (1.5) seconds\nrepeat (30)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [what's v]\nclear graphic effects\nshow\nswitch costume to (costume4 v)\nwait (1.5) seconds\nrepeat (30)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [new skin 2 v]\nset size to (120) %\nset [skin2 v] to [1]\nclear graphic effects\nshow\nswitch costume to (costume1 v)\nwait (1.5) seconds\nrepeat (30)\n change [ghost v] effect by (5)\nend\n\nset [skin 1 v] to [1]\nclear graphic effects\nshow\nswitch costume to (costume1 v)\nwait (1.5) seconds\nrepeat (30)\n change [ghost v] effect by (5)\nend\n\nbroadcast (Notif soux v)\n\n@Sprite4\n\nwhen I receive [shop v]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nclear graphic effects\nset [ghost v] effect to (50)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (75)\n if <mouse down?> then\n broadcast (Shop v)\n stop [this script v]\n end\n else\n set [ghost v] effect to (50)\n end\nend\n\ndefine Clone (...)\nswitch costume to (...)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n switch costume to (costume2 v)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (40)\n if <mouse down?> then\n if <(Skin 1) = [1]> then\n broadcast (Change v)\n broadcast (Cacher v)\n else\n broadcast (Notif soux v)\n broadcast (Cacher v)\n hide\n stop [this script v]\n end\n end\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [cacher v]\nbroadcast (re v)\ndelete this clone\n\nwhen I receive [re v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (40)\n if <mouse down?> then\n broadcast (Shop v)\n stop [this script v]\n end\n else\n set [ghost v] effect to (0)\n end\nend\n\nbroadcast (Cacher v)\n\nwhen I receive [fin v]\nhide\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [shop v]\nshow\nforever\n switch costume to (front v)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (40)\n if <mouse down?> then\n if <(skin2) = [1]> then\n broadcast (Change2 v)\n broadcast (Cacher v)\n else\n broadcast (Notif soux v)\n broadcast (Cacher v)\n stop [this script v]\n end\n end\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [shop v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n show\n switch costume to (costume3 v)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (40)\n if <mouse down?> then\n if <<(LOVED__) = [1]> and <(FAVED___) = [1]>> then\n broadcast (Change 3 v)\n broadcast (Cacher v)\n else\n broadcast (Notif l&f v)\n broadcast (Cacher v)\n stop [this script v]\n end\n end\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [cacher v]\nhide\ndelete this clone\n\nbroadcast (Change3 v)\nstop [this script v]\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Sprite6\n\nwhen flag clicked\ngo to [back v] layer\nforever\n if <(Niveau) = [7]> then\n show\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (red button v)\nset [open/no v] to [Red]\nforever\n if <touching (cube v)?> then\n play sound [pop v] until done\n broadcast (what's v)\n set [open/no v] to [Blue]\n switch costume to (blue button v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Niveau) = [8]> then\n hide\n stop [this script v]\n end\nend\n\n@Sprite7\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n switch costume to (costume2 v)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nbroadcast (next v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [fin v]\ncreate clone of (_myself_ v)\n\nwhen I receive [next v]\nshow\nswitch costume to (costume1 v)\nstop [all v]\n\nshow\n\nset [niveau v] to [9]\n\n
-Commands-\nUse the arrows to move.\nPress on shop to change skin. (If you unlocked it of course)\n900+ blocks o-o!\n\nI can't speak anymore of this project, almost 30 hours of work o-o\nHey! Welcome to "Candy a platformer"! This is probably my best project! Love and fav: D\nYes yes I know ... everything is pink x)\nNow I see patout candy everywhere and pink too ... .-. .. x)\nWell, will we arrive in top loved or in the English tendencies? :3\nWell that's all I finished my little speech!\n -Credits-\nxaf For the music !\n@Red_Sweatshirt for the mountains background :D\n@TimMcCool for pilars : https://scratch.mit.edu/projects/387012596/ and love and fav detector !\n@Paul2448 For the rest and the platformer \n@Achal_Animations for the cube !(shop).\n\n -Inspiration-\n@0014049 inspired me a lot!\n@MJM3 too :)\n \n-Watch my first animation: https://scratch.mit.edu/projects/417357106/\n-Did you complete this game? You can watch the one here: https://scratch.mit.edu/projects/406268609/ :)\n\n\n -Tags-\n#candy #pink #games #all #art #paul2448 #potato #goodbye #ducks #are #awesome\n\n-Paul\n\n*sad* #0 on trending ;-;\nuh, curated tysm\n1.2k likes, great lol
The Mountains || 100% Pen Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Plugged \(post mastering\) v] until done\nend\n\n@Pen\n\nwhen I receive [green flag v]\nReset Player\nforever\n Collisions\n Drawing\nend\n\ndefine Physics\nchange [y v] by (-1)\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n point in direction (-90)\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n point in direction (90)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <<touching color (#6aff60)?> or <touching color (#843800)?>> then\n change y by (1)\nend\nif <<touching color (#6aff60)?> or <touching color (#843800)?>> then\n change y by (1)\nend\nif <<touching color (#6aff60)?> or <touching color (#843800)?>> then\n change y by (1)\nend\nif <<touching color (#6aff60)?> or <touching color (#843800)?>> then\n change y by (1)\nend\nif <<touching color (#6aff60)?> or <touching color (#843800)?>> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [15]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\nend\nchange y by (y)\nif <<touching color (#6aff60)?> or <touching color (#843800)?>> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <<touching color (#6aff60)?> or <touching color (#843800)?>>> then\n set [y v] to [15]\nend\nchange y by (1)\nif <(x position) > [239]> then\n change [level v] by (1)\n go to x: (-200) y: (0)\n Reset Player\nend\n\nwhen flag clicked\nbroadcast (Green Flag v)\n\ndefine Draw level from (sx) (sy) to (ex) (ey)\ngo to x: (sx) y: (sy)\npen down\ngo to x: (ex) y: (ey)\npen up\n\ndefine Drawing\nerase all\nDraw level visual\nToggle Player\n\ndefine Draw Player From (x) (y) (length)\ngo to x: ((x) + ((length) / (2))) y: ((y) + ((length) / (2)))\npen down\ngo to x: ((x) + ((length) / (2))) y: ((y) + ((length) / (-2)))\ngo to x: ((x) + ((length) / (-2))) y: ((y) + ((length) / (-2)))\ngo to x: ((x) + ((length) / (-2))) y: ((y) + ((length) / (2)))\ngo to x: ((x) + ((length) / (2))) y: ((y) + ((length) / (2)))\npen up\nchange pen size by (10)\ngo to x: (x) y: (y)\npen down\npen up\n\ndefine Toggle Player\nset pen color to (#00239a)\nset pen size to (15)\nDraw Player From (item (1) of [old positions v]) (item (2) of [old positions v]) [25]\n\ndefine Reset Player\nset [x v] to [0]\nset [y v] to [0]\nreplace item (1) of [old positions v] with [-200]\nreplace item (2) of [old positions v] with [0]\n\ndefine Soecial Collision\nif <<touching color (#ff0000)?> or <(y position) < [-170]>> then\n Reset Player\nend\nif <touching color (#ff9400)?> then\n set [y v] to [18]\nend\n\ndefine Collisions\nerase all\nDrawing\ngo to x: (item (1) of [old positions v]) y: (item (2) of [old positions v])\nPhysics\nreplace item (1) of [old positions v] with (x position)\nreplace item (2) of [old positions v] with (y position)\nSoecial Collision\nToggle Player\n\ndefine Draw level visual\nDraw Background\nif <(LEVEL) = [1]> then\n set pen size to (25)\n set pen color to (#ff0000)\n Draw level from [-35] [-80] to [-20] [-30]\n Draw level from [-20] [-80] to [-20] [-30]\n Draw level from [-5] [-80] to [-20] [-30]\n Draw level from [-85] [-80] to [-70] [-30]\n Draw level from [-70] [-80] to [-70] [-30]\n Draw level from [-55] [-80] to [-70] [-30]\n set pen size to (80)\n set pen color to (#843900)\n Draw level from [-240] [-140] to [240] [-140]\n Draw level from [150] [40] to [150] [-140]\n Draw level from [200] [40] to [200] [-140]\n set pen size to (25)\n set pen color to (#6bff60)\n Draw level from [-240] [-90] to [240] [-90]\n Draw level from [-220] [-95] to [-220] [-150]\n Draw level from [-180] [-95] to [-180] [-130]\n Draw level from [-140] [-95] to [-140] [-120]\n Draw level from [-100] [-95] to [-100] [-150]\n Draw level from [-60] [-95] to [-60] [-150]\n Draw level from [-20] [-95] to [-20] [-140]\n Draw level from [20] [-95] to [20] [-120]\n Draw level from [60] [-95] to [60] [-150]\n Draw level from [100] [-95] to [100] [-110]\n Draw level from [140] [-95] to [140] [-140]\n Draw level from [180] [-95] to [180] [-135]\n Draw level from [220] [-95] to [220] [-150]\n Draw level from [100] [70] to [240] [70]\n Draw level from [115] [70] to [115] [20]\n Draw level from [155] [70] to [155] [0]\n Draw level from [195] [70] to [195] [30]\n Draw level from [235] [70] to [235] [10]\n set pen color to (#1000ff)\n H [-230] [170]\n E [-200] [170]\n L [-170] [170]\n L [-140] [170]\n O [-110] [170]\n Y [-50] [170]\n O [-20] [170]\n U [10] [170]\n N [40] [170]\n G [70] [170]\n T [-230] [130]\n R [-200] [130]\n A [-170] [130]\n V [-140] [130]\n E [-110] [130]\n L [-80] [130]\n E [-50] [130]\n R [-20] [130]\n FS [10] [130]\nend\nif <(LEVEL) = [2]> then\n set pen size to (25)\n set pen color to (#ff0000)\n Draw level from [-135] [-80] to [-120] [-30]\n Draw level from [-120] [-80] to [-120] [-30]\n Draw level from [-105] [-80] to [-120] [-30]\n Draw level from [-85] [-80] to [-70] [-30]\n Draw level from [-70] [-80] to [-70] [-30]\n Draw level from [-55] [-80] to [-70] [-30]\n set pen size to (80)\n Draw level from [240] ((-150) + (tide)) to [20] ((-150) + (tide))\n set pen size to (80)\n set pen color to (#843900)\n Draw level from [-240] [-140] to [20] [-140]\n set pen size to (30)\n Draw level from [60] [-100] to [60] [-180]\n Draw level from [30] [-100] to [30] [-180]\n set pen size to (25)\n set pen color to (#6bff60)\n Draw level from [-240] [-90] to [80] [-90]\n Draw level from [-220] [-95] to [-220] [-150]\n Draw level from [-180] [-95] to [-180] [-130]\n Draw level from [-140] [-95] to [-140] [-120]\n Draw level from [-100] [-95] to [-100] [-150]\n Draw level from [-60] [-95] to [-60] [-150]\n Draw level from [-20] [-95] to [-20] [-140]\n Draw level from [20] [-95] to [20] [-120]\n Draw level from [60] [-95] to [60] [-150]\n set pen color to (#1000ff)\n A [-230] [170]\n P [-200] [170]\n P [-170] [170]\n A [-140] [170]\n R [-110] [170]\n E [-80] [170]\n N [-50] [170]\n T [-20] [170]\n L [10] [170]\n Y [40] [170]\n Y [100] [170]\n O [130] [170]\n U [160] [170]\n A [-230] [130]\n R [-200] [130]\n E [-170] [130]\n B [-110] [130]\n E [-80] [130]\n I [-50] [130]\n N [-20] [130]\n G [10] [130]\n L [70] [130]\n E [100] [130]\n F [130] [130]\n T [160] [130]\n I [-230] [90]\n N [-200] [90]\n T [-140] [90]\n H [-110] [90]\n E [-80] [90]\n M [-20] [90]\n O [10] [90]\n U [40] [90]\n N [70] [90]\n T [100] [90]\n A [130] [90]\n I [160] [90]\n N [190] [90]\n O [-230] [50]\n N [-200] [50]\n Y [-140] [50]\n O [-110] [50]\n U [-80] [50]\n R [-50] [50]\n O [10] [50]\n W [40] [50]\n N [70] [50]\n FS [100] [50]\nend\nif <(LEVEL) = [3]> then\n set pen size to (150)\n set pen color to (#000000)\n set pen (transparency v) to (60)\n Draw level from [230] [150] to [160] [-140]\n set pen size to (25)\n set pen color to (#ff0000)\n Draw level from [185] [-80] to [170] [-30]\n Draw level from [170] [-80] to [170] [-30]\n Draw level from [155] [-80] to [170] [-30]\n Draw level from [-155] [-80] to [-140] [-30]\n Draw level from [-140] [-80] to [-140] [-30]\n Draw level from [-125] [-80] to [-140] [-30]\n set pen size to (80)\n Draw level from [-100] ((-150) + (tide)) to [100] ((-150) + (tide))\n set pen size to (80)\n set pen color to (#843900)\n Draw level from [-240] [-140] to [-130] [-140]\n Draw level from [150] [-140] to [240] [-140]\n Draw level from [240] [110] to [240] [180]\n Draw level from [210] [110] to [210] [180]\n Draw level from [180] [110] to [180] [180]\n set pen size to (30)\n Draw level from [150] [90] to [150] [180]\n Draw level from [-120] [-100] to [-120] [-180]\n Draw level from [-90] [-100] to [-90] [-180]\n Draw level from [130] [-100] to [130] [-180]\n Draw level from [100] [-100] to [100] [-180]\n set pen size to (25)\n set pen color to (#6bff60)\n Draw level from [240] [82] to [140] [82]\n Draw level from [-240] [-90] to [-70] [-90]\n Draw level from [-220] [-95] to [-220] [-150]\n Draw level from [-180] [-95] to [-180] [-130]\n Draw level from [-140] [-95] to [-140] [-120]\n Draw level from [-100] [-95] to [-100] [-150]\n Draw level from [240] [-90] to [83] [-90]\n Draw level from [100] [-95] to [100] [-120]\n Draw level from [140] [-95] to [140] [-140]\n Draw level from [180] [-95] to [180] [-135]\n Draw level from [220] [-95] to [220] [-150]\n set pen color to (#1000ff)\n Y [-230] [170]\n O [-200] [170]\n U [-170] [170]\n A [-110] [170]\n R [-80] [170]\n E [-50] [170]\n T [10] [170]\n O [40] [170]\n R [-230] [130]\n E [-200] [130]\n T [-170] [130]\n U [-140] [130]\n R [-110] [130]\n N [-80] [130]\n H [-20] [130]\n O [10] [130]\n M [40] [130]\n E [70] [130]\n B [-230] [90]\n E [-200] [90]\n F [-170] [90]\n O [-140] [90]\n R [-110] [90]\n E [-80] [90]\n N [-20] [90]\n I [10] [90]\n G [40] [90]\n H [70] [90]\n T [100] [90]\n FS [130] [90]\nend\nif <(LEVEL) = [4]> then\n set pen size to (25)\n set pen color to (#ff0000)\n set pen size to (50)\n Draw level from [140] ((250) + (dropper)) to [140] ((100) + (dropper))\n set pen size to (30)\n Draw level from [170] ((80) + (dropper)) to [110] ((80) + (dropper))\n set pen size to (25)\n Draw level from [-25] [-80] to [-10] [-30]\n Draw level from [-10] [-80] to [-10] [-30]\n Draw level from [5] [-80] to [-10] [-30]\n Draw level from [-135] [-80] to [-120] [-30]\n Draw level from [-120] [-80] to [-120] [-30]\n Draw level from [-105] [-80] to [-120] [-30]\n set pen size to (80)\n set pen color to (#843900)\n Draw level from [-240] [-140] to [240] [-140]\n Draw level from [-240] [140] to [240] [140]\n Draw level from [-240] [110] to [240] [110]\n set pen size to (25)\n set pen color to (#6bff60)\n Draw level from [-240] [-90] to [240] [-90]\n Draw level from [-240] [80] to [240] [80]\n Draw level from [-220] [-95] to [-220] [-150]\n Draw level from [-180] [-95] to [-180] [-130]\n Draw level from [-140] [-95] to [-140] [-120]\n Draw level from [-100] [-95] to [-100] [-150]\n Draw level from [-60] [-95] to [-60] [-150]\n Draw level from [-20] [-95] to [-20] [-140]\n Draw level from [20] [-95] to [20] [-120]\n Draw level from [60] [-95] to [60] [-150]\n Draw level from [100] [-95] to [100] [-110]\n Draw level from [140] [-95] to [140] [-140]\n Draw level from [180] [-95] to [180] [-135]\n Draw level from [220] [-95] to [220] [-150]\n set pen color to (#ffffff)\n G [-230] [170]\n O [-200] [170]\n O [-170] [170]\n D [-140] [170]\n L [-80] [170]\n U [-50] [170]\n C [-20] [170]\n K [10] [170]\n FS [40] [170]\n FS [50] [170]\n FS [60] [170]\n S [-230] [130]\n E [-200] [130]\n E [-170] [130]\n Y [-110] [130]\n A [-80] [130]\n L [-20] [130]\n A [10] [130]\n T [40] [130]\n E [70] [130]\n R [100] [130]\n FS [130] [130]\n FS [140] [130]\n FS [150] [130]\nend\nif <(LEVEL) = [5]> then\n set pen (transparency v) to (0)\n set pen size to (15)\n set pen color to (#ff9400)\n Draw level from [-70] [-50] to [-20] [-50]\n Draw level from [-60] [-80] to [-60] [-60]\n Draw level from [-30] [-80] to [-30] [-60]\n set pen size to (25)\n set pen color to (#ff0000)\n Draw level from [-135] [-80] to [-120] [-30]\n Draw level from [-120] [-80] to [-120] [-30]\n Draw level from [-105] [-80] to [-120] [-30]\n set pen size to (80)\n Draw level from [130] [-80] to [130] ((20) + (tide))\n Draw level from [190] [-80] to [190] ((20) + (tide))\n Draw level from [240] [-80] to [240] ((20) + (tide))\n Draw level from [100] ((20) + (tide)) to [240] ((20) + (tide))\n set pen color to (#843900)\n Draw level from [-240] [-140] to [240] [-140]\n Draw level from [50] [-140] to [50] [60]\n Draw level from [70] [-140] to [70] [60]\n set pen size to (25)\n set pen color to (#6bff60)\n Draw level from [0] [90] to [120] [90]\n Draw level from [-240] [-90] to [240] [-90]\n Draw level from [-220] [-95] to [-220] [-150]\n Draw level from [-180] [-95] to [-180] [-130]\n Draw level from [-140] [-95] to [-140] [-120]\n Draw level from [-100] [-95] to [-100] [-150]\n Draw level from [-60] [-95] to [-60] [-150]\n Draw level from [-20] [-95] to [-20] [-140]\n Draw level from [20] [-95] to [20] [-120]\n Draw level from [60] [-95] to [60] [-150]\n Draw level from [100] [-95] to [100] [-110]\n Draw level from [140] [-95] to [140] [-140]\n Draw level from [180] [-95] to [180] [-135]\n Draw level from [220] [-95] to [220] [-150]\n Draw level from [20] [80] to [20] [30]\n Draw level from [60] [80] to [60] [50]\n Draw level from [100] [80] to [100] [40]\n set pen color to (#1000ff)\n O [-230] [170]\n O [-200] [170]\n H [-170] [170]\n FS [-140] [170]\n FS [-130] [170]\n FS [-120] [170]\n A [-110] [170]\n B [-50] [170]\n O [-20] [170]\n U [10] [170]\n N [40] [170]\n C [70] [170]\n E [100] [170]\n P [-230] [130]\n A [-200] [130]\n D [-170] [130]\n FS [-140] [130]\n FS [-130] [130]\n FS [-120] [130]\nend\nif <(LEVEL) = [6]> then\n set pen (transparency v) to (0)\n set pen size to (80)\n set pen color to (#ff0000)\n Draw level from [-100] ((-60) + (tide)) to [240] ((-60) + (tide))\n set pen color to (#843900)\n Draw level from [-240] [-140] to [240] [-140]\n Draw level from [-120] [-160] to [-120] [0]\n Draw level from ((200) + ((dropper) * (1.5))) [-160] to ((200) + ((dropper) * (1.5))) [-40]\n set pen size to (25)\n set pen color to (#6bff60)\n Draw level from ((160) + ((dropper) * (1.5))) [-10] to ((240) + ((dropper) * (1.5))) [-10]\n Draw level from [-240] [-90] to [240] [-90]\n Draw level from [-220] [-95] to [-220] [-150]\n Draw level from [-180] [-95] to [-180] [-130]\n Draw level from [-160] [30] to [-80] [30]\n Draw level from [-100] [-95] to [-100] [-150]\n Draw level from [-60] [-95] to [-60] [-150]\n Draw level from [-140] [-95] to [-140] [-110]\n Draw level from [-20] [-95] to [-20] [-140]\n Draw level from [20] [-95] to [20] [-120]\n Draw level from [60] [-95] to [60] [-150]\n Draw level from [100] [-95] to [100] [-110]\n Draw level from [140] [-95] to [140] [-140]\n Draw level from [180] [-95] to [180] [-135]\n Draw level from [220] [-95] to [220] [-150]\n set pen color to (#1000ff)\n I [-230] [170]\n F [-170] [170]\n E [-140] [170]\n E [-110] [170]\n L [-80] [170]\n L [-20] [170]\n I [10] [170]\n K [40] [170]\n E [70] [170]\n W [130] [170]\n E [160] [170]\n A [-230] [130]\n R [-200] [130]\n E [-170] [130]\n G [-110] [130]\n E [-80] [130]\n T [-50] [130]\n T [-20] [130]\n I [10] [130]\n N [40] [130]\n G [70] [130]\n C [-230] [90]\n L [-200] [90]\n O [-170] [90]\n S [-140] [90]\n E [-110] [90]\n FS [-80] [90]\n FS [-70] [90]\n FS [-60] [90]\nend\nif <(LEVEL) = [7]> then\n set pen size to (140)\n set pen color to (#e28e00)\n Draw level from [40] [0] to [80] [0]\n Draw level from [40] [-50] to [80] [-50]\n set pen size to (25)\n set pen color to (#bf7800)\n Draw level from [60] [120] to [160] [40]\n Draw level from [60] [120] to [-40] [40]\n Draw level from [-30] [-120] to [-30] [40]\n Draw level from [150] [-120] to [150] [40]\n Draw level from [-40] [40] to [160] [40]\n Draw level from [-12] [60] to [130] [60]\n Draw level from [10] [80] to [110] [80]\n Draw level from [40] [100] to [80] [100]\n set pen size to (80)\n set pen color to (#843900)\n Draw level from [-240] [-140] to [240] [-140]\n Draw level from [220] [200] to [220] [-140]\n set pen size to (25)\n Draw level from [-60] [-70] to [180] [-70]\n set pen size to (25)\n set pen color to (#6bff60)\n Draw level from [-240] [-90] to [240] [-90]\n Draw level from [-220] [-95] to [-220] [-150]\n Draw level from [-180] [-95] to [-180] [-130]\n Draw level from [-140] [-95] to [-140] [-120]\n Draw level from [-100] [-95] to [-100] [-150]\n Draw level from [-60] [-95] to [-60] [-150]\n Draw level from [-20] [-95] to [-20] [-140]\n Draw level from [20] [-95] to [20] [-120]\n Draw level from [60] [-95] to [60] [-150]\n Draw level from [100] [-95] to [100] [-110]\n Draw level from [140] [-95] to [140] [-140]\n Draw level from [180] [-95] to [180] [-135]\n Draw level from [220] [-95] to [220] [-150]\n set pen color to (#1000ff)\n W [-230] [170]\n E [-200] [170]\n L [-170] [170]\n L [-140] [170]\n D [-80] [170]\n O [-50] [170]\n N [-20] [170]\n E [10] [170]\n FS [40] [170]\n FS [50] [170]\n FS [60] [170]\n Y [-230] [130]\n O [-200] [130]\n U [-170] [130]\n F [-110] [130]\n O [-80] [130]\n U [-50] [130]\n N [-20] [130]\n D [10] [130]\n Y [-230] [90]\n O [-200] [90]\n U [-170] [90]\n R [-140] [90]\n H [-80] [90]\n O [-50] [90]\n U [-20] [90]\n S [10] [90]\n E [40] [90]\n FS [70] [90]\n FS [80] [90]\n FS [90] [90]\nend\n\ndefine Draw Background\ngo to x: (0) y: (0)\nset pen color to (#00cbff)\nset pen size to (600)\npen down\npen up\ngo to x: (240) y: (180)\nset pen size to (200)\nset pen color to (#afaa36)\npen down\npen up\nset pen color to (#fff950)\nset pen size to (180)\npen down\npen up\nDraw Mountains\n\ndefine Draw Filled Rectangle From (left) (right) With Settings (bottom) (top)\nset pen size to (2)\nset [rectanglefiller :: xcounter v] to (left)\nrepeat until <(RectangleFiller :: xCounter) = (right)>\n change [rectanglefiller :: xcounter v] by (1)\n go to x: (RectangleFiller :: xCounter) y: (bottom)\n pen down\n go to x: (RectangleFiller :: xCounter) y: (top)\n pen up\nend\n\ndefine Draw Mountains\nset pen color to (#d2d2d2)\nset pen size to (30)\ngo to x: (-240) y: (-180)\npen down\ngo to x: (-100) y: (80)\ngo to x: (40) y: (-180)\npen up\ngo to x: (-210) y: (-180)\npen down\ngo to x: (-100) y: (50)\ngo to x: (10) y: (-180)\npen up\ngo to x: (-180) y: (-180)\npen down\ngo to x: (-100) y: (20)\ngo to x: (-20) y: (-180)\npen up\ngo to x: (-150) y: (-180)\npen down\ngo to x: (-100) y: (-10)\ngo to x: (-50) y: (-180)\npen up\ngo to x: (-120) y: (-180)\npen down\ngo to x: (-100) y: (-40)\ngo to x: (-80) y: (-180)\npen up\nset pen size to (100)\npen down\npen up\nset pen color to (#ffffff)\nset pen size to (30)\ngo to x: (-100) y: (80)\npen down\ngo to x: (-63) y: (10)\ngo to x: (-100) y: (30)\ngo to x: (-137) y: (10)\ngo to x: (-100) y: (80)\ngo to x: (-100) y: (40)\nset pen size to (40)\npen down\npen up\nset pen color to (#d2d2d2)\nset pen size to (30)\ngo to x: (0) y: (-180)\npen down\ngo to x: (120) y: (60)\ngo to x: (240) y: (-180)\npen up\ngo to x: (210) y: (-180)\npen down\ngo to x: (120) y: (50)\ngo to x: (40) y: (-180)\npen up\ngo to x: (180) y: (-180)\npen down\ngo to x: (120) y: (20)\ngo to x: (70) y: (-180)\npen up\ngo to x: (150) y: (-180)\npen down\ngo to x: (120) y: (-10)\ngo to x: (100) y: (-180)\npen up\ngo to x: (120) y: (-180)\npen down\npen up\nset pen color to (#ffffff)\nset pen size to (30)\ngo to x: (120) y: (60)\npen down\ngo to x: (90) y: (0)\ngo to x: (120) y: (30)\ngo to x: (150) y: (0)\ngo to x: (120) y: (60)\nset pen size to (100)\npen up\n\ndefine C (sx) (sy)\nset pen size to (5)\npen up\ngo to x: ((sx) + (20)) y: ((sy) - (30))\npen down\ngo to x: ((sx) + (5)) y: ((sy) - (30))\ngo to x: (sx) y: ((sy) - (25))\ngo to x: (sx) y: ((sy) - (5))\ngo to x: ((sx) + (5)) y: (sy)\ngo to x: ((sx) + (20)) y: (sy)\npen up\n\ndefine A (sx) (sy)\nset pen size to (5)\npen up\ngo to x: (sx) y: ((sy) - (30))\npen down\ngo to x: ((sx) + (10)) y: (sy)\ngo to x: ((sx) + (20)) y: ((sy) - (30))\npen up\ngo to x: ((sx) + (5)) y: ((sy) - (20))\npen down\ngo to x: ((sx) + (15)) y: ((sy) - (20))\npen up\n\ndefine B (sx) (sy)\nset pen size to (5)\npen up\ngo to x: (sx) y: ((sy) - (30))\npen down\ngo to x: (sx) y: (sy)\ngo to x: ((sx) + (15)) y: (sy)\ngo to x: ((sx) + (20)) y: ((sy) - (5))\ngo to x: ((sx) + (20)) y: ((sy) - (10))\ngo to x: ((sx) + (15)) y: ((sy) - (15))\ngo to x: ((sx) + (20)) y: ((sy) - (20))\ngo to x: ((sx) + (20)) y: ((sy) - (25))\ngo to x: ((sx) + (15)) y: ((sy) - (30))\ngo to x: (sx) y: ((sy) - (30))\npen up\ngo to x: (sx) y: ((sy) - (15))\npen down\ngo to x: ((sx) + (15)) y: ((sy) - (15))\npen up\n\ndefine D (sx) (sy)\nset pen size to (5)\npen up\ngo to x: (sx) y: (sy)\npen down\ngo to x: ((sx) + (15)) y: (sy)\ngo to x: ((sx) + (20)) y: ((sy) - (5))\ngo to x: ((sx) + (20)) y: ((sy) - (25))\ngo to x: ((sx) + (15)) y: ((sy) - (30))\ngo to x: (sx) y: ((sy) - (30))\ngo to x: (sx) y: (sy)\npen up\n\ndefine H (sx) (sy)\nset pen size to (5)\npen up\ngo to x: (sx) y: (sy)\npen down\ngo to x: (sx) y: ((sy) - (30))\npen up\ngo to x: (sx) y: ((sy) - (15))\npen down\ngo to x: ((sx) + (20)) y: ((sy) - (15))\npen up\ngo to x: ((sx) + (20)) y: (sy)\npen down\ngo to x: ((sx) + (20)) y: ((sy) - (30))\npen up\n\ndefine E (sx) (sy)\nset pen size to (5)\npen up\ngo to x: (sx) y: (sy)\npen down\ngo to x: ((sx) + (20)) y: (sy)\npen up\ngo to x: (sx) y: (sy)\npen down\ngo to x: (sx) y: ((sy) - (30))\ngo to x: ((sx) + (20)) y: ((sy) - (30))\npen up\ngo to x: (sx) y: ((sy) - (15))\npen down\ngo to x: ((sx) + (20)) y: ((sy) - (15))\npen up\n\ndefine F (sx) (sy)\nset pen size to (5)\npen up\ngo to x: (sx) y: (sy)\npen down\ngo to x: ((sx) + (20)) y: (sy)\npen up\ngo to x: (sx) y: (sy)\npen down\ngo to x: (sx) y: ((sy) - (30))\npen up\ngo to x: (sx) y: ((sy) - (15))\npen down\ngo to x: ((sx) + (20)) y: ((sy) - (15))\npen up\n\ndefine G (sx) (sy)\nset pen size to (5)\npen up\ngo to x: ((sx) + (20)) y: (sy)\npen down\ngo to x: (sx) y: (sy)\ngo to x: (sx) y: ((sy) - (30))\ngo to x: ((sx) + (20)) y: ((sy) - (30))\ngo to x: ((sx) + (20)) y: ((sy) - (15))\ngo to x: ((sx) + (10)) y: ((sy) - (15))\npen up\n\ndefine I (sx) (sy)\nset pen size to (5)\npen up\ngo to x: (sx) y: (sy)\npen down\ngo to x: ((sx) + (20)) y: (sy)\npen up\ngo to x: ((sx) + (10)) y: (sy)\npen down\ngo to x: ((sx) + (10)) y: ((sy) - (30))\npen up\ngo to x: (sx) y: ((sy) + (-30))\npen down\ngo to x: ((sx) + (20)) y: ((sy) + (-30))\npen up\n\ndefine J (sx) (sy)\nset pen size to (5)\npen up\ngo to x: (sx) y: (sy)\npen down\ngo to x: ((sx) + (20)) y: (sy)\npen up\ngo to x: ((sx) + (10)) y: (sy)\npen down\ngo to x: ((sx) + (10)) y: ((sy) - (30))\ngo to x: (sx) y: ((sy) - (30))\npen up\n\ndefine K (sx) (sy)\nset pen size to (5)\npen up\ngo to x: (sx) y: (sy)\ngo to x: (sx) y: (sy)\npen down\ngo to x: (sx) y: ((sy) - (30))\npen up\ngo to x: (sx) y: ((sy) - (15))\npen down\ngo to x: ((sx) + (20)) y: (sy)\npen up\ngo to x: (sx) y: ((sy) - (15))\npen down\ngo to x: ((sx) + (20)) y: ((sy) - (30))\npen up\n\ndefine L (sx) (sy)\nset pen size to (5)\npen up\ngo to x: (sx) y: (sy)\npen down\ngo to x: (sx) y: ((sy) - (30))\ngo to x: ((sx) + (20)) y: ((sy) - (30))\npen up\n\ndefine M (sx) (sy)\nset pen size to (5)\npen up\ngo to x: (sx) y: ((sy) - (30))\npen down\ngo to x: ((sx) + (5)) y: (sy)\ngo to x: ((sx) + (10)) y: ((sy) - (30))\ngo to x: ((sx) + (15)) y: (sy)\ngo to x: ((sx) + (20)) y: ((sy) - (30))\npen up\n\ndefine N (sx) (sy)\nset pen size to (5)\npen up\ngo to x: (sx) y: ((sy) - (30))\npen down\ngo to x: (sx) y: (sy)\ngo to x: ((sx) + (20)) y: ((sy) - (30))\ngo to x: ((sx) + (20)) y: (sy)\npen up\n\ndefine O (sx) (sy)\nset pen size to (5)\npen up\ngo to x: (sx) y: ((sy) - (30))\npen down\ngo to x: (sx) y: (sy)\ngo to x: ((sx) + (20)) y: (sy)\ngo to x: ((sx) + (20)) y: ((sy) - (30))\ngo to x: (sx) y: ((sy) - (30))\npen up\n\ndefine P (sx) (sy)\nset pen size to (5)\npen up\ngo to x: (sx) y: ((sy) - (30))\npen down\ngo to x: (sx) y: (sy)\ngo to x: ((sx) + (20)) y: (sy)\ngo to x: ((sx) + (20)) y: ((sy) - (15))\ngo to x: (sx) y: ((sy) - (15))\npen up\n\ndefine Q (sx) (sy)\nset pen size to (5)\npen up\ngo to x: (sx) y: ((sy) - (30))\npen down\ngo to x: (sx) y: (sy)\ngo to x: ((sx) + (20)) y: (sy)\ngo to x: ((sx) + (20)) y: ((sy) - (20))\ngo to x: ((sx) + (10)) y: ((sy) - (30))\ngo to x: (sx) y: ((sy) - (30))\npen up\ngo to x: ((sx) + (20)) y: ((sy) - (30))\npen down\ngo to x: ((sx) + (10)) y: ((sy) - (20))\npen up\n\ndefine R (sx) (sy)\nset pen size to (5)\npen up\ngo to x: (sx) y: ((sy) - (30))\npen down\ngo to x: (sx) y: (sy)\ngo to x: ((sx) + (20)) y: (sy)\ngo to x: ((sx) + (20)) y: ((sy) - (15))\ngo to x: (sx) y: ((sy) - (15))\ngo to x: ((sx) + (20)) y: ((sy) - (30))\npen up\n\ndefine S (sx) (sy)\nset pen size to (5)\npen up\ngo to x: ((sx) + (20)) y: (sy)\npen down\ngo to x: (sx) y: (sy)\ngo to x: (sx) y: ((sy) - (15))\ngo to x: ((sx) + (20)) y: ((sy) - (15))\ngo to x: ((sx) + (20)) y: ((sy) - (30))\ngo to x: (sx) y: ((sy) - (30))\npen up\n\ndefine T (sx) (sy)\nset pen size to (5)\npen up\ngo to x: (sx) y: (sy)\npen down\ngo to x: ((sx) + (20)) y: (sy)\npen up\ngo to x: ((sx) + (10)) y: (sy)\npen down\ngo to x: ((sx) + (10)) y: ((sy) - (30))\npen up\n\ndefine U (sx) (sy)\nset pen size to (5)\npen up\ngo to x: (sx) y: (sy)\npen down\ngo to x: (sx) y: ((sy) - (30))\ngo to x: ((sx) + (20)) y: ((sy) - (30))\ngo to x: ((sx) + (20)) y: (sy)\npen up\n\ndefine V (sx) (sy)\nset pen size to (5)\npen up\ngo to x: (sx) y: (sy)\npen down\ngo to x: ((sx) + (10)) y: ((sy) - (30))\ngo to x: ((sx) + (20)) y: (sy)\npen up\n\ndefine W (sx) (sy)\nset pen size to (5)\npen up\ngo to x: (sx) y: (sy)\npen down\ngo to x: ((sx) + (5)) y: ((sy) - (30))\ngo to x: ((sx) + (10)) y: (sy)\ngo to x: ((sx) + (15)) y: ((sy) - (30))\ngo to x: ((sx) + (20)) y: (sy)\npen up\n\ndefine X (sx) (sy)\nset pen size to (5)\npen up\ngo to x: (sx) y: (sy)\npen down\ngo to x: ((sx) + (20)) y: ((sy) - (30))\npen up\ngo to x: ((sx) + (20)) y: (sy)\npen down\ngo to x: (sx) y: ((sy) - (30))\npen up\n\ndefine Y (sx) (sy)\nset pen size to (5)\npen up\ngo to x: (sx) y: (sy)\npen down\ngo to x: ((sx) + (10)) y: ((sy) - (15))\ngo to x: ((sx) + (20)) y: (sy)\npen up\ngo to x: ((sx) + (10)) y: ((sy) - (15))\npen down\ngo to x: ((sx) + (10)) y: ((sy) - (30))\npen up\n\ndefine Z (sx) (sy)\nset pen size to (5)\npen up\ngo to x: (sx) y: (sy)\npen down\ngo to x: ((sx) + (20)) y: (sy)\ngo to x: (sx) y: ((sy) - (30))\ngo to x: ((sx) + (20)) y: ((sy) - (30))\npen up\n\ndefine FS (sx) (sy)\nset pen size to (7)\npen up\ngo to x: (sx) y: ((sy) - (30))\npen down\npen up\n\nwhen flag clicked\nforever\n set [tide v] to [-5]\n repeat (10)\n change [tide v] by (1)\n end\n repeat (10)\n change [tide v] by (-1)\n end\nend\n\nwhen flag clicked\nforever\n set [dropper v] to [0]\n repeat (50)\n change [dropper v] by (-3)\n end\n repeat (50)\n change [dropper v] by (3)\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\n\n@What is this thumbnail Doing Here\n\nwhen [timer v] > (0.01)\nshow\ngo to x: (0) y: (100000)\nrepeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (4))\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n reset timer\n go to [front v] layer\nend\n\n
Top Loved!? OwO \nThis got mass reported, as of 9/7/2020. \nProof: https://forkphorus.github.io/#423243333\n================<Information>================\nWelcome, my guests, to my new pen platformer, The Mountains. This is also an entry for @StratfordJames's 8k contest. I spent almost 1 week on this game, so a Love, Fave and Follow would be much appreciated! _\n================<Disclaimer>================\nThis might lag a lot on slow devices, because there are a LOT of pen used in this project...\n=================<Controls>=================\nNormal Controls ^-^ Arrow keys or Mobile to move... Lava, Spikes and Stompers are dangerous, and Bouncies are bouncy. xD\n==================<Credits>=================\nAll coding and art by me, the one and only @0014049 :P\nThe music is Plugged by the epic music maker @-XAF-\n===================<Tags>==================\n#Art #Games #Stories #All #Pen #Platformer #0014049
Ice, A Platformer
@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (Level)\nend\n\n@Sprite1\n\nwhen I receive [message1 v]\nset rotation style [left-right v]\ngo to x: (-240) y: (100)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (.5)\n point in direction (-90)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-.5)\n point in direction (90)\n end\n change x by (Xv)\n set [xv v] to ((Xv) * (.98))\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 ((Xv) * (-1.5))\n change y by (-2)\n set [xv v] to [0]\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <<touching (sprite2 v)?> and <not <touching color (#faffe3)?>>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (sprite2 v)?> then\n if <<key (up arrow v) pressed?> or <(Jump) = [1]>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\ngo to [back v] layer\nbroadcast (message1 v)\nforever\n if <(Level) < [16]> then\n play sound [Snow by bubblebee3 v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [235]> then\n broadcast (Next v)\n go to x: (-240) y: (100)\n set [xv v] to [0]\n set [yv v] to [0]\n wait (2) seconds\n change [level v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <<[-160] > (y position)> or <touching (spikes v)?>> then\n broadcast (message1 v)\n start sound [Pew v]\n end\nend\n\nwhen flag clicked\nset [found? v] to [N]\nforever\n if <touching (spike2 v)?> then\n set [found? v] to [Y]\n end\nend\n\nwhen flag clicked\nforever\n if <<(x position) > (mouse x)> and <mouse down?>> then\n change [xv v] by (-.5)\n point in direction (90)\n end\n if <<(mouse x) > (x position)> and <mouse down?>> then\n change [xv v] by (.5)\n point in direction (-90)\n end\n if <<(mouse y) > ((y position) + (60))> and <mouse down?>> then\n set [jump v] to [1]\n else\n set [jump v] to [0]\n end\nend\n\nif <key (up arrow v) pressed?> then\nend\n\nwhen I receive [message1 v]\n\n@Sprite2\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nwait until <(Level) = [15]>\nchange [☁ done1 v] by (1)\nwait (3) seconds\nif <(Found?) = [Y]> then\n broadcast (Next v)\n wait (2) seconds\n change [level v] by (1)\n stop all sounds\n forever\n play sound [Climax by bubblebee3 v] until done\n end\nend\n\nwhen flag clicked\nwait until <[24] < (Level)>\nchange [☁ reallydone v] by (1)\n\n@Snow\n\nwhen flag clicked\nforever\n if <[21] > (Level)> then\n create clone of (_myself_ v)\n wait (.05) seconds\n end\nend\n\nwhen I start as a clone\nset size to (pick random (95) to (200)) %\ngo to x: (pick random (240) to (-240)) y: (181)\nshow\nrepeat (91)\n change y by (-4)\nend\ndelete this clone\n\n@Line1\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\ngo to [front v] layer\npoint in direction (90)\ngo to x: (-225) y: (0)\nshow\nrepeat until <(x position) > [-1]>\n change x by ((x position) * (-.1))\nend\nset x to (0)\nrepeat (15)\n turn right (6) degrees\nend\nset y to (1)\nrepeat until <(y position) > [160]>\n change y by ((y position) * (.1))\nend\nhide\n\n@Line2\n\nwhen I receive [next v]\ngo to [front v] layer\npoint in direction (90)\ngo to x: (225) y: (0)\nshow\nrepeat until <[1] > (x position)>\n change x by ((x position) * (-.1))\nend\nset x to (0)\nrepeat (15)\n turn right (6) degrees\nend\nset y to (-1)\nbroadcast (message1 v)\nrepeat until <[-160] > (y position)>\n change y by ((y position) * (.1))\n broadcast (message1 v)\nend\nhide\n\nwhen flag clicked\nhide\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\ngo to [front v] layer\nset [found? v] to [N]\n\n@Spike2\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Thumb\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@IntroPen\n\nwhen flag clicked\n\nset pen size to (2)\nforever\n Render\nend\n\ndefine Render\nchange pen (color v) by (5)\nerase all\ngo to x: (-200) y: (0)\npen down\ngo to x: (-175) y: (pick random (-10) to (10))\ngo to x: (-150) y: (pick random (-10) to (10))\npen up\ngo to x: ((-150) + (pick random (-10) to (10))) y: (-50)\npen down\ngo to x: ((-150) + (pick random (-5) to (5))) y: (0)\ngo to x: ((-150) + (pick random (-5) to (5))) y: (50)\ngo to x: (-125) y: ((50) + (pick random (-10) to (5)))\ngo to x: ((-125) + (pick random (-5) to (5))) y: (0)\ngo to x: ((-150) + (pick random (-5) to (5))) y: (0)\npen up\ngo to x: ((-110) + (pick random (-5) to (5))) y: (50)\npen down\ngo to x: ((-110) + (pick random (-5) to (5))) y: (0)\ngo to x: ((-110) + (pick random (-5) to (5))) y: (-50)\npen up\ngo to x: ((-65) + (pick random (-5) to (5))) y: (50)\npen down\ngo to x: (-90) y: ((50) + (pick random (-5) to (5)))\ngo to x: ((-90) + (pick random (-5) to (5))) y: (-50)\ngo to x: (-65) y: ((-50) + (pick random (-5) to (5)))\npen up\ngo to x: (-55) y: ((50) + (pick random (-5) to (5)))\npen down\ngo to x: (-35) y: ((50) + (pick random (-5) to (5)))\ngo to x: (-35) y: ((-50) + (pick random (-5) to (5)))\ngo to x: (-55) y: ((-50) + (pick random (-5) to (5)))\ngo to x: (-55) y: ((50) + (pick random (-5) to (5)))\npen up\ngo to x: (-25) y: ((0) + (pick random (-5) to (5)))\npen down\ngo to x: (-20) y: ((-50) + (pick random (-5) to (5)))\ngo to x: (-15) y: ((0) + (pick random (-5) to (5)))\npen up\ngo to x: (10) y: ((0) + (pick random (-5) to (5)))\npen down\ngo to x: (0) y: ((0) + (pick random (-5) to (5)))\ngo to x: (0) y: ((-25) + (pick random (-5) to (5)))\ngo to x: (10) y: ((-25) + (pick random (-5) to (5)))\ngo to x: (10) y: ((-50) + (pick random (-5) to (5)))\ngo to x: (0) y: ((-50) + (pick random (-5) to (5)))\npen up\ngo to x: (25) y: ((-50) + (pick random (-5) to (5)))\npen down\ngo to x: (25) y: ((50) + (pick random (-5) to (5)))\ngo to x: (50) y: ((-50) + (pick random (-5) to (5)))\ngo to x: (50) y: ((50) + (pick random (-5) to (5)))\npen up\ngo to x: ((65) + (pick random (-5) to (5))) y: (-50)\npen down\ngo to x: (80) y: ((50) + (pick random (-5) to (5)))\ngo to x: ((100) + (pick random (-5) to (5))) y: (-50)\npen up\ngo to x: ((90) + (pick random (-5) to (5))) y: (0)\npen down\ngo to x: ((75) + (pick random (-5) to (5))) y: (0)\npen up\ngo to x: (105) y: ((-50) + (pick random (-5) to (5)))\npen down\ngo to x: (105) y: ((50) + (pick random (-5) to (5)))\ngo to x: (130) y: ((-50) + (pick random (-5) to (5)))\ngo to x: (130) y: ((50) + (pick random (-5) to (5)))\npen up\ngo to x: (135) y: ((50) + (pick random (-5) to (5)))\npen down\ngo to x: (135) y: ((-50) + (pick random (-5) to (5)))\ngo to x: (155) y: ((-50) + (pick random (-5) to (5)))\ngo to x: (155) y: ((50) + (pick random (-5) to (5)))\ngo to x: (135) y: ((50) + (pick random (-5) to (5)))\npen up\ngo to x: (155) y: ((0) + (pick random (-5) to (5)))\npen down\ngo to x: (175) y: ((0) + (pick random (-5) to (5)))\ngo to x: (200) y: (0)\npen up\n\nwhen flag clicked\n\nforever\n play sound [Buzz Caylecheng72 v] until done\nend\n\n
Welcome to my latest platformer, Ice! \nHow to Play:\n>Use the arrow keys to move\n>Tap for mobile\n>Avoid ice spikes and voids\n>Complete the game\nIf you 100% finish it, you will get your name here along with a follow from me!\nComplete finishers:\n@PICOvsNANO @YoungerMax @105309 @booksnvids @fashionrodeo\n@FireandSand180\n@SummerRahim\n@reid8\n@tommyofundersea\nHalf-finished Finishers:\n@iuseTechlol @jk55258\n@Lasted10\n@oldluka\n@JESXaKu\n@capoeirakid\n@brotime12\n@DoughnutAnimations\n@Questmaster972\nWarning: There is a secret in this game!\nThanks for playing!\n#Platformer #Trending #Ice #Winter #Snow #Games #All #Trending #Popular #Best_game_of_all_time
School - A Scrolling Platformer 【Updated】
@Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (Scroll X)) (join [, ] ((mouse y) + (Scroll Y))))\n\nwhen flag clicked\nforever\n play sound [Sunshine v] until done\nend\n\n@Exit\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nPosition ((X) - (Scroll X)) ((Y) - (Scroll Y))\nif <touching (player v)?> then\n set [exit v] to [win]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\n\ndefine Clone at x: (x) y: (y)\nset [y v] to (y)\nset [x v] to (x)\n\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nset [y v] to [0]\nset [x v] to [0]\nif <(Level) = [1]> then\n Clone at x: [3224] y: [15]\nelse\n if <(Level) = [2]> then\n Clone at x: [3233] y: [132]\n else\n if <(Level) = [3]> then\n Clone at x: [3274] y: [72]\n else\n if <(Level) = [4]> then\n Clone at x: [1778] y: [53]\n else\n if <(Level) = [5]> then\n hide\n end\n end\n end\n end\nend\n\nset [x v] to [-99999]\n\nClone at x: [1778] y: [53]\n\n@Player\n\nwhen [timer v] > (Timer)\nhide\n\nwhen flag clicked\nreset timer\nset [my variable v] to [0]\nforever\n set [my variable v] to ((timer) + (0.1))\nend\n\nwhen flag clicked\nbroadcast (Green flag v) and wait\nbroadcast (Play game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (tick v) and wait\n end\n if <(EXIT) = [win]> then\n Game - WIN\n else\n Game - DIE\n end\nend\n\ndefine Game on\npoint in direction (90)\nset size to (100) %\nset [in air v] to [0]\nset [sy v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [exit v] to []\nshow\n\ndefine Tick\nif <key (left arrow v) pressed?> then\n Change Player x by [-8]\nend\nif <key (right arrow v) pressed?> then\n Change Player x by [8]\nend\nif <key (up arrow v) pressed?> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nchange [sy v] by (-2)\nChange Player y by (sy)\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\nTest - DIE\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((X) - (Scroll X)) y: ((Y) - (Scroll Y))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nTest - DIE\nif <touching (platforms v)?> then\n repeat (20)\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 (-20)\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 (-8)\n\nchange [x v] by (8)\n\nset [sy v] to [0]\n\ndefine Game - DIE\nset [exit v] to []\nrepeat (5)\n change size by (20)\n wait (0.1) seconds\n change size by (-20)\n wait (0.1) seconds\nend\nset size to (100) %\nhide\nwait (0.5) seconds\n\nshow\n\ndefine Test - DIE\nif <touching color (#ff0000)?> then\n set [exit v] to [die]\nend\n\ndefine Game - WIN\ngo to (exit v)\nrepeat (50)\n turn right (15) degrees\n change size by (-1)\nend\nhide\nchange [level v] by (1)\npoint in direction (90)\nwait (1) seconds\n\n@Platforms\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nPosition ((X) - (Scroll X)) ((Y) - (Scroll Y))\n\nwhen I receive [setup v]\nset [y v] to [0]\nset [x v] to [0]\nif <(Level) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nelse\n if <(Level) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(Level) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(Level) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(Level) = [5]> then\n switch costume to (level done! v)\n Clone at x: [360] y: [0]\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\ncreate clone of (_myself_ v)\n\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\n@Sprite1\n\nwhen flag clicked\nchange [ghost v] effect by (100)\n\n
EDIT: why so many remixes? ;w; and Sequel!! https://scratch.mit.edu/projects/432087019/\n\nAn updated platformer!\nWhat i wrote before:\nHeyyyy! Welcome to me latest project! School - a scrolling Platformer, it is kinda hard but try your best! This is also my first platformer, tell me how i did :D\n\nso, There are subjects, each subject is a level\n\nDont touch red!!\n\nUse arrow keys to move
Desert A Scrolling Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Hans Zimmer - He's a Pirate v] until done\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) = [4]>>> then\n set [exit v] to [A win win]\n set [usedskip? v] to [1]\n end\n if <<(mobileskip) = [1]> and <not <(LEVEL) = [4]>>> then\n set [exit v] to [A win win]\n set [usedskip? v] to [1]\n end\n if <(EXIT) = [A win win]> then\n broadcast (win YOO XD v)\n GameWinYOO\n set [mobileskip v] to [0]\n else\n Game - die boi boi I’m fed\n end\nend\n\ndefine Game on\nswitch costume to (1 v)\nset rotation style [left-right v]\npoint in direction (-90)\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [x v] to [-180]\nset [y v] to [78]\nset [speedy v] to [0]\nset [sx v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [sx v] by (2)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n set rotation style [left-right v]\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?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n if <(In air) < [4]> then\n set [speedy v] to [16]\n end\nend\nif <(Speedy) > [-20]> then\n change [speedy v] by (-1.5)\nend\nChange player y by (Speedy)\nDie? I think so\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (8)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (8)))\nPosition\nif <touching (trampoline v)?> then\n set [speedy 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 (levels v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [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)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (levels v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <touching (levels v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - die boi boi I’m fed\nset [dead? v] to [1]\nset [ghost v] effect to (0)\nstart sound [Bonk v]\nset [y v v] to [15]\nrepeat until <(y position) < [-90]>\n set rotation style [all around v]\n change [ghost v] effect by (3)\n switch costume to (1 v)\n go to [front v] layer\n turn right (10) degrees\n change y by (Y v)\n change [y v v] by (-1)\nend\nrepeat until <(y position) < [-178]>\n set rotation style [all around v]\n change [ghost v] effect by (5)\n go to [front v] layer\n turn right (10) degrees\n change y by (Y v)\n change [y v v] by (-1)\nend\nset [dead? v] to [0]\nbroadcast (ded boiz v)\nhide\n\ndefine Die? I think so\nif <<<touching (obstacles v)?> or <touching (lava v)?>> or <touching (saws v)?>> then\n set [exit v] to [Die \(other way\)]\nend\n\ndefine GameWinYOO\nif <<<key (p v) pressed?> or <(mobileskip) = [1]>> and <not <(LEVEL) = [6]>>> then\n change [level v] by (1)\nelse\n set rotation style [all around v]\n repeat (20)\n point towards (goal v)\n turn right (65) degrees\n move ((distance to [goal v]) / (2)) steps\n change size by (-2)\n change [ghost v] effect by (5)\n end\n change [level v] by (1)\n hide\n set [ghost v] effect to (0)\n set size to (100) %\nend\n\nwhen I receive [play game v]\nforever\n switch costume to (1 v)\n wait (pick random (3) to (5)) seconds\n repeat (9)\n next costume\n next costume\n end\n next costume\n wait (0.2) seconds\n repeat (9)\n switch costume to ((costume [number v]) - (1))\n switch costume to ((costume [number v]) - (1))\n end\n switch costume to ((costume [number v]) - (1))\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]\nif then\n delete this clone\nend\nset [y v] to [0]\nset [x v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (costume4 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 (costume8 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 switch costume to (costume24 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 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 [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 (costume1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (costume4 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 (costume7 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n switch costume to (costume24 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 flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Position x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\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 if <(Collect) = (Max Collect)> then\n broadcast (OPEN PORtAL v)\n end\n delete this clone\nend\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) = [1]> then\n set [coins v] to [5]\n wait (0) seconds\n Clone x: [90] y: [150]\n Clone x: [400] y: [300]\n Clone x: [700] y: [500]\n Clone x: [810] y: [500]\n Clone x: [1078] y: [300]\nelse\n if <(LEVEL) = [2]> then\n set [coins v] to [6]\n wait (0) seconds\n Clone x: [238] y: [20]\n Clone x: [63] y: [300]\n Clone x: [300] y: [130]\n Clone x: [890] y: [100]\n Clone x: [1060] y: [270]\n Clone x: [1300] y: [100]\n else\n if <(LEVEL) = [3]> then\n set [coins v] to [7]\n wait (0) seconds\n Clone x: [-100] y: [50]\n Clone x: [240] y: [50]\n Clone x: [650] y: [200]\n Clone x: [1015] y: [200]\n Clone x: [1450] y: [150]\n Clone x: [1550] y: [200]\n Clone x: [1650] y: [150]\n end\n end\nend\nset [y v] to [-99999999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [max collect v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\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 Clone x: [1200] y: [300]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (2 v)\n Clone x: [1600] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (2 v)\n Clone x: [2000] y: [100]\n else\n Clone x: [500000000] y: [0]\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone 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@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]\nif <not <(LEVEL) = [4]>> then\n repeat (20)\n Position x: [450] y: [0]\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 flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [reset v]\ndelete this clone\n\n@Deco\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\ngo [backward v] (50) layers\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nset [y v] to [0]\nset [x v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (costume4 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 (costume7 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 switch costume to (costume25 v)\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 (costume1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (costume4 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 (costume8 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 switch costume to (costume24 v)\n Position x: [450] y: [0]\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 (50)\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\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) = [1]> then\n Clone x: [405] y: [120]\nelse\n if <(LEVEL) = [2]> then\n Clone x: [890] y: [-58]\n Clone x: [220] y: [-40]\n else\n if <(LEVEL) = [3]> then\n Clone x: [1400] y: [-58]\n else\n end\n end\nend\nset [y v] to [-99999999999]\n\nwhen flag clicked\nhide\ngo to [back v] layer\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) = [1]> then\n Clone x: [10] y: [-20]\n Clone x: [600] y: [320]\n Clone x: [800] y: [320]\n Clone x: [1018] y: [100]\nelse\n if <(LEVEL) = [2]> then\n Clone x: [446] y: [80]\n Clone x: [446] y: [-50]\n else\n if <(LEVEL) = [3]> then\n Clone x: [1200] y: [50]\n Clone x: [1485] y: [-100]\n Clone x: [1615] y: [-100]\n Clone x: [1845] y: [-100]\n end\n end\nend\nset [y v] to [-99999999999]\n\n@Mountains F\n\nwhen I receive [play game v]\nshow\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nforever\n go to x: ((((costume [number v]) - (1)) * (480)) + ((SCROLL X) / (-2))) y: ((SCROLL Y) / (-2))\n set [brightness v] effect to (0)\nend\n\ndefine heyo\nset [ghost v] effect to (100)\nrepeat (10)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\nheyo\nforever\n go to [back v] layer\nend\n\nwhen I start as a clone\nclear graphic effects\nshow\nforever\n go to [back v] layer\nend\n\n@Mountains M\n\nwhen I receive [play game v]\nshow\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nforever\n go to x: ((((costume [number v]) - (1)) * (480)) + ((SCROLL X) / (-5))) y: ((SCROLL Y) / (-5))\n set [brightness v] effect to (0)\nend\n\ndefine heyo\nset [ghost v] effect to (100)\nrepeat (10)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\nheyo\nforever\n go to [back v] layer\nend\n\nwhen I start as a clone\nclear graphic effects\nshow\nforever\n go to [back v] layer\nend\n\n@Mountains B\n\nwhen I receive [play game v]\nshow\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nforever\n go to x: ((((costume [number v]) - (1)) * (480)) + ((SCROLL X) / (-8))) y: ((SCROLL Y) / (-8))\n set [brightness v] effect to (0)\nend\n\ndefine heyo\nset [ghost v] effect to (100)\nrepeat (10)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\nheyo\nforever\n go to [back v] layer\nend\n\nwhen I start as a clone\nclear graphic effects\nshow\nforever\n go to [back v] layer\nend\n\n@Rando Bando 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 (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 receive [play game v]\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\nwhen I start as a clone\nforever\n go [backward v] (1) layers\n go to [back v] layer\nend\n\n@skip\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nshow\nset size to (100) %\nset [zine v] to [0]\ngo to x: (-180) y: (-150)\nforever\n change [zine v] by (1)\n point in direction ((90) + (([sin v] of ((zine) * (8)) ) * (3)))\n if <touching (mouse-pointer v)?> then\n change size by (((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)?> then\n set [mobileskip v] to [1]\n end\n end\n if <(LEVEL) = [4]> then\n go to x: (4598234759234) y: (32453245234)\n hide\n stop [this script v]\n else\n go to x: (-180) y: (-140)\n show\n end\nend\n\n@Transition Screen\n\nwhen I receive [play game v]\nset [situation v] to [1]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n broadcast (go to the front boiz v)\nend\n\nwhen I receive [ded boiz v]\nset [situation v] to [2]\ncreate clone of (_myself_ v)\n\nwhen I receive [win yoo xd v]\nset [situation v] to [3]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(SITUATION) = [1]> then\n show\n wait (0.8) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n delete this clone\nelse\n if <(SITUATION) = [2]> then\n show\n wait (0.7) seconds\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 start sound [Buzz Whir v]\n wait (0.7) seconds\n show\n wait (0.8) seconds\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 wait (0.8) seconds\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@coin amount\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to x: (200) y: (150)\nswitch costume to (coins)\n\nwhen I receive [setup v]\ngo to x: (150) y: (150)\nif <not <(LEVEL) = [4]>> then\n show\n create clone of (_myself_ v)\nend\n\nwhen I receive [play game v]\nforever\n switch costume to ((Collect) + (1))\nend\n\nwhen I receive [reset v]\ndelete this clone\n\n@play button\n\nwhen flag clicked\nforever\n point in direction ((([sin v] of ((timer) * (300)) ) * (5)) + (90))\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\nset size to (100) %\ngo to x: (0) y: (0)\ngo to [front v] layer\npoint in direction (90)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n broadcast (Play game v)\n hide\n switch costume to (costume2 v)\n stop [other scripts in sprite v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n repeat until <(size) = [130]>\n change size by (5)\n end\n else\n set [ghost v] effect to (0)\n repeat until <(size) = [100]>\n change size by (-10)\n end\n end\nend\n\n@Thumbnail\n\nwhen I receive [play game v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\n
Arrow keys or WASD or mobile tap to move\nP or skip button to skip\n
☁ Multiplayer Platformer Engine
@Stage\n\n@Blank\n\n@Player\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n change [tick v] by (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\ndefine Game On\npoint in direction (90)\nset [x v] to [-145]\nset [y v] to [10]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (115) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nif <<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 <<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 <not <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>>> then\n switch costume to (idle v)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (left up v)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (right up v)\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <not <<<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 (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 <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nstart sound [Crunch v]\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\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\nwhen I receive [begin v]\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [tick v]\nif <(MY PLAYER #) > [0]> then\n send cloud data\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\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\ndefine set cloud # (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\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: [460] y: [0]\n Clone at x: [500] 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 start as a clone\ngo to [back v] layer\ngo [forward v] (1) layers\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: [460] y: [0]\n Clone at x: [500] 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\n@Collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n start sound [Collect v]\n change [collected 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]\nshow variable [collected v]\nif <(LEVEL) = [1]> then\n switch costume to (dot v)\n Clone at x: [200] y: [0]\n Clone at x: [410] y: [-30]\n Clone at x: [745] y: [3]\n Clone at x: [1030] y: [20]\nend\nset [x v] to [-99999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen [m v] key pressed\nif <(username) = [DM_Coder27]> then\n show variable [mouse v]\n set [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\nend\n\nwhen flag clicked\nhide variable [mouse v]\nhide variable [collected v]\nset [collected v] to [0]\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <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: [9999999999] 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)\nset [x v] to (x)\nset [y v] to (y)\n\n@Others\n\nwhen I receive [setup others v]\nsetup others\n\ndefine setup others\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [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 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 [tick v]\nif <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\nelse\n Tick\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 size to (400) %\nset x to ((value) - (SCROLL X))\nset size to (115) %\nvalue = read from encoded\nset size to (400) %\nset y to ((value) - (SCROLL Y))\nset size to (115) %\nvalue = read from encoded\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 [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@Joining\n\nwhen I receive [connected v]\ngo to [front v] layer\ngo [backward v] (1) layers\nswitch costume to (connected v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [connecting v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [full v]\nswitch costume to (full v)\nshow\n\nwhen I receive [begin v]\nhide\n\n@Loading\n\nwhen flag clicked\ngo to [front v] layer\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]\nhide\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@Thumbnail\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n@Sprite1\n\nsay [DM_Coder27]\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n
Arrow keys or WASD to move\n\n-Supports up to 8 players\n-Free to use, just give credit\n-Pls ❤️,⭐️ and follow for more projects!!!\n-Enjoy!
Elephant the Adventurer - A Mobile Platformer v1.0 #games
@Stage\n\nwhen flag clicked\nerase all\nset [time v] to [300]\nset [deaths v] to [0]\nswitch backdrop to (backdrop21 v)\nbroadcast (Intro v)\n\nwhen flag clicked\nforever\n wait (1) seconds\n set [frames per second v] to (fps)\n set [fps v] to [0]\nend\n\nwhen I receive [finally done v]\nrepeat (40)\n change volume by (-2.5)\nend\n\nwhen I receive [start game v]\nset volume to (100) %\nforever\n play sound [it's raining tacos v] until done\nend\n\nwhen I receive [start game v]\nforever\n switch backdrop to (Game Level X)\n change [fps v] by (1)\nend\n\n@player\n\nwhen I receive [finally begin v]\nwait (1) seconds\nswitch costume to (player stand v)\nset [game level x v] to [1]\nset [game level y v] to [0]\ngo to x: (-200) y: (-92)\npoint in direction (90)\nset [yv v] to [0]\nshow\nset rotation style [left-right v]\nbroadcast (level change v)\nforever\n set [brightness v] effect to (Brightness)\n set [color v] effect to (Colour)\n set size to (20) %\n switch costume to (hitbox v)\n if <touching color (#998265)?> then\n set [ladder? v] to [true]\n else\n set [ladder? v] to [false]\n end\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 [xv v] by (-3)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n point in direction (90)\n change [xv v] by (3)\n end\n set [xv v] to ((XV) * (0.7))\n change x by (XV)\n Sense ground\n if <(Ladder?) = [false]> then\n change [yv v] by (Gravity?)\n else\n change [yv v] by ((0.1) * (Gravity?))\n end\n change y by (YV)\n if <touching (tiles v)?> then\n change y by ((-1) * (YV))\n set [yv v] to [0]\n end\n if <(Gravity?) > [0]> then\n change y by (3)\n switch costume to (jumpbox2 v)\n else\n change y by (-3)\n switch costume to (jumpbox v)\n end\n change [in air v] by (2)\n if <<touching (tiles v)?> or <(Ladder?) = [true]>> then\n set [in air v] to [0]\n end\n switch costume to (hitbox v)\n if <<(In air) < [3]> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (30))>>>> then\n if <(Ladder?) = [true]> then\n set [yv v] to ((-3) * (Gravity?))\n else\n set [yv v] to ((-13) * (Gravity?))\n end\n end\n if <(Gravity?) > [0]> then\n change y by (-3)\n else\n change y by (3)\n end\n switch costume to (Player animation)\n if <(In air) > [0]> then\n if <(YV) > [0]> then\n switch costume to (player jump v)\n end\n if <(YV) < [0]> then\n switch costume to (player fall v)\n end\n else\n if <([abs v] of (XV) ) > [0.7]> then\n switch costume to (walk animation)\n end\n end\n if <(x position) > [235]> then\n broadcast (level advance v)\n wait (0.14) seconds\n change [scroll x v] by (-480)\n change [game level x v] by (1)\n broadcast (level change v)\n end\n if <(Gravity?) > [0]> then\n if <(y position) > [170]> then\n change [deaths v] by (1)\n broadcast (level change v)\n broadcast (die v)\n start sound [Goose v]\n end\n else\n if <(y position) < [-200]> then\n change [deaths v] by (1)\n broadcast (level change v)\n broadcast (die v)\n start sound [Goose v]\n end\n end\n go to [front v] layer\n go [backward v] (10) layers\n if <(Ladder?) = [true]> then\n switch costume to (player climb2 v)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (Climb animation)\n end\n end\n if <(Gravity?) > [0]> then\n switch costume to ((costume [number v]) + (16))\n end\n clear graphic effects\n if <touching (portal v)?> then\n repeat (20)\n go to [front v] layer\n change size by (-0.5)\n change [ghost v] effect by (5)\n point towards (portal v)\n move (4) steps\n end\n hide\n broadcast (finish game v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\ndefine Sense ground\nrepeat (4)\n if <touching (tiles v)?> then\n change y by (1)\n end\nend\nif <touching (tiles v)?> then\n change y by (-4)\n change x by ((-1) * (XV))\n set [xv v] to [0]\nend\n\nwhen I receive [level change v]\npoint in direction (90)\nset [xv v] to [0]\nset [yv v] to [0]\nbroadcast (Update Level v)\nwait (0.1) seconds\nbroadcast (Update Level v)\nwait (0.1) seconds\nbroadcast (Update Level v)\nwait (0.1) seconds\n\nwhen I receive [start game v]\nforever\n set [player animation v] to [1]\n wait (0.14) seconds\n set [player animation v] to [2]\n wait (0.14) seconds\nend\n\nwhen I receive [start game v]\nforever\n set [walk animation v] to [3]\n wait (0.) seconds\n repeat (7)\n change [walk animation v] by (1)\n wait (0.) seconds\n end\nend\n\nwhen I receive [level change v]\nif <(Game Level X) = [1]> then\n go to x: (-200) y: (-92)\nend\nif <(Game Level X) = [2]> then\n go to x: (-200) y: (-92)\nend\nif <(Game Level X) = [3]> then\n go to x: (-200) y: (-92)\nend\nif <(Game Level X) = [4]> then\n go to x: (-200) y: (59)\nend\nif <(Game Level X) = [5]> then\n go to x: (-200) y: (59)\nend\nif <(Game Level X) = [6]> then\n go to x: (-200) y: (-151)\nend\nif <(Game Level X) = [7]> then\n go to x: (-200) y: (-91)\nend\nif <(Game Level X) = [8]> then\n go to x: (-200) y: (-1)\nend\nif <(Game Level X) = [9]> then\n go to x: (-200) y: (29)\nend\nif <(Game Level X) = [10]> then\n go to x: (-200) y: (29)\nend\nif <(Game Level X) = [11]> then\n go to x: (-200) y: (-121)\nend\nif <(Game Level X) = [12]> then\n go to x: (-200) y: (-92)\nend\nif <(Game Level X) = [13]> then\n go to x: (-200) y: (58)\nend\nif <(Game Level X) = [14]> then\n go to x: (-200) y: (-1)\nend\nif <(Game Level X) = [15]> then\n go to x: (-200) y: (-31)\nend\nif <(Game Level X) = [16]> then\n go to x: (-200) y: (-90)\nend\nif <(Game Level X) = [17]> then\n go to x: (-200) y: (120)\nend\nif <(Game Level X) = [18]> then\n go to x: (-200) y: (-150)\nend\nif <(Game Level X) = [19]> then\n go to x: (-200) y: (90)\nend\nif <(Game Level X) = [20]> then\n go to x: (0) y: (113)\nend\nif <(Game Level X) = [21]> then\n go to x: (-200) y: (113)\nend\nif <(Game Level X) = [22]> then\n go to x: (-200) y: (113)\nend\nif <(Game Level X) = [23]> then\n go to x: (-200) y: (-36)\nend\n\nwhen I receive [big bounce v]\nset [yv v] to [20]\n\nwhen I receive [start game v]\nset [gravity? v] to [-1]\n\nwhen I receive [start game v]\nforever\n set [climb animation v] to [13]\n wait (0.1) seconds\n set [climb animation v] to [14]\n wait (0.1) seconds\n set [climb animation v] to [15]\n wait (0.1) seconds\n set [climb animation v] to [14]\n wait (0.1) seconds\nend\n\nwhen [r v] key pressed\nbroadcast (level advance v)\nwait (0.14) seconds\nchange [scroll x v] by (-480)\nchange [game level x v] by (1)\nbroadcast (level change v)\n\nwhen [q v] key pressed\nbroadcast (level advance v)\nwait (0.14) seconds\nchange [scroll x v] by (480)\nchange [game level x v] by (-1)\nbroadcast (level change v)\n\n@Tiles\n\ndefine block name\ndelete all of [level v]\nrepeat (Level Width)\n repeat (Level Height)\n add [3] to [level v]\n end\nend\n\nwhen I receive [update level v]\npoint in direction (90)\n\ndefine Create Level (width) (height)\ndelete all of [level v]\nset [smoothness v] to (pick random ((Level Height) - (30)) to ((Level Height) - (40)))\nset [last smoothness v] to (Smoothness)\nrepeat (height)\n repeat (width)\n add [3] to [level v]\n end\nend\nbroadcast (generated v)\n\nwhen I start as a clone\nset size to (101) %\nwait (0.1) seconds\nshow\nset [am i a clone? v] to [true]\nforever\n if <<(Exploding?) = [true]> and <(distance to [explosions v]) < [100]>> then\n replace item (My Position) of [level v] with [3]\n end\n if <<(Exploding?) = [mini]> and <(distance to [explosions v]) < (pick random (50) to (80))>> then\n replace item (My Position) of [level v] with [3]\n end\n set [my position v] to (((((My X) * (Level Height)) + (My Y)) + (1)) / (30))\n go to x: ((Scroll X) + (My X)) y: ((Scroll Y) + (My Y))\n go to x: ((Scroll X) + (My X)) y: ((Scroll Y) + (My Y))\n if <((Scroll X) + (My X)) > [240]> then\n change [my x v] by (-480)\n end\n if <((Scroll X) + (My X)) < [-240]> then\n change [my x v] by (480)\n end\n if <((Scroll Y) + (My Y)) > [180]> then\n change [my y v] by (-360)\n end\n if <((Scroll Y) + (My Y)) < [-180]> then\n change [my y v] by (360)\n end\n switch costume to (item (My Position) of [level v])\n set size to (104) %\n if <(item (My Position) of [level v]) = [3]> then\n go to [back v] layer\n end\n set [ghost v] effect to (0)\n if <(item (My Position) of [level v]) = [28]> then\n set [ghost v] effect to (10)\n end\n set [brightness v] effect to (Brightness)\n set [color v] effect to (Colour)\n show\n if <<[passable tiles v] contains (item (My Position) of [level v])?> and <(Updating Level?) = [false]>> then\n hide\n else\n show\n end\n if <[bad tiles v] contains (item (My Position) of [level v])?> then\n if <<(distance to [player v]) < [14]> or <touching (hitbox v)?>> then\n change [deaths v] by (1)\n broadcast (level change v)\n broadcast (die v)\n start sound [Scream2 v]\n end\n end\n go to [back v] layer\n if <<<[slope blocks v] contains (item (My Position) of [level v])?> or <[bad tiles v] contains (item (My Position) of [level v])?>> or <(item (My Position) of [level v]) = [8]>> then\n go to [front v] layer\n go [backward v] (20) layers\n end\n if <(item (My Position) of [level v]) = [14]> then\n turn right (10) degrees\n end\n if <(item (My Position) of [level v]) = [9]> then\n if <<(distance to [player v]) < [20]> or <touching (hitbox v)?>> then\n broadcast (big bounce v)\n start sound [Big Boing v]\n end\n end\n clear graphic effects\nend\n\ndefine Create Clones\nhide\ngo to x: (-228) y: (168)\nrepeat (12)\n repeat (16)\n set [my x v] to (x position)\n set [my y v] to (y position)\n create clone of (_myself_ v)\n change x by (30)\n end\n set x to (-228)\n change y by (-30)\nend\n\nwhen I receive [start game v]\nhide\nerase all\nset [am i a clone? v] to [false]\nset [level height v] to [200]\nset [level width v] to [800]\nCreate Clones\nwait (0.1) seconds\nbroadcast (Level is Generated v)\nset [scroll x v] to [-8100]\nset [scroll y v] to [-9066]\nbroadcast (Update Level v)\nwait (2) seconds\nbroadcast (Update Level v)\nbroadcast (finally begin v)\n\nwhen I receive [update level v]\nif <(Am I a clone?) = [false]> then\n erase all\nend\nset [updating level? v] to [true]\nstamp\nset [updating level? v] to [false]\n\ndefine smoothness\nset [smoothness v] to (pick random ((Level Height) - (30)) to ((Level Height) - (40)))\nif <(Smoothness) > (Last Smoothness)> then\n set [smoothness v] to (pick random ((Last Smoothness) + (1)) to (pick random (pick random ((Last Smoothness) - (1)) to ((Last Smoothness) - (1))) to (pick random ((Last Smoothness) - (1)) to ((Last Smoothness) + (1)))))\nelse\n set [smoothness v] to (pick random ((Last Smoothness) - (1)) to (pick random (pick random ((Last Smoothness) + (1)) to ((Last Smoothness) + (1))) to (pick random ((Last Smoothness) + (1)) to ((Last Smoothness) - (1)))))\nend\nset [last smoothness v] to (Smoothness)\n\ndefine stamp\nif <[passable tiles v] contains (item (My Position) of [level v])?> then\n show\n set size to (110) %\n stamp\n hide\nend\n\n@coins\n\nwhen I receive [level change v]\nhide\nrepeat (1)\n delete this clone\nend\nif <(Game Level X) = [1]> then\n coin at X [11] Y [-19]\n coin at X [-78] Y [-75]\n coin at X [-105] Y [-75]\nend\nif <(Game Level X) = [2]> then\n coin at X [130] Y [-75]\n coin at X [19] Y [20]\n coin at X [90] Y [-15]\nend\nif <(Game Level X) = [3]> then\n coin at X [41] Y [-104]\n coin at X [-50] Y [-104]\n coin at X [159] Y [-105]\n coin at X [159] Y [-75]\n coin at X [159] Y [-40]\n coin at X [159] Y [-5]\n coin at X [159] Y [30]\nend\nif <(Game Level X) = [4]> then\n coin at X [41] Y [115]\n coin at X [-141] Y [115]\nend\nif <(Game Level X) = [5]> then\n coin at X [-30] Y [-55]\n coin at X [-120] Y [27]\n coin at X [-30] Y [27]\nend\nif <(Game Level X) = [6]> then\n coin at X [38] Y [-100]\n coin at X [12] Y [-100]\n coin at X [134] Y [-100]\n coin at X [-110] Y [-132]\n coin at X [-140] Y [-132]\nend\nif <(Game Level X) = [7]> then\n coin at X [-45] Y [-75]\n coin at X [131] Y [20]\nend\nif <(Game Level X) = [8]> then\n coin at X [11] Y [-50]\nend\nif <(Game Level X) = [10]> then\n coin at X [34] Y [-75]\n coin at X [-25] Y [-45]\n coin at X [123] Y [-102]\n coin at X [-92] Y [-14]\nend\nif <(Game Level X) = [12]> then\n coin at X [12] Y [14]\n coin at X [40] Y [14]\n coin at X [72] Y [14]\n coin at X [-57] Y [-14]\nend\nif <(Game Level X) = [13]> then\n coin at X [72] Y [14]\n coin at X [-168] Y [14]\nend\nif <(Game Level X) = [14]> then\n coin at X [-50] Y [-14]\n coin at X [-20] Y [-14]\n coin at X [10] Y [-14]\n coin at X [130] Y [-14]\n coin at X [160] Y [-14]\n coin at X [190] Y [-14]\nend\nif <(Game Level X) = [16]> then\n coin at X [12] Y [-75]\n coin at X [-18] Y [-75]\n coin at X [-48] Y [-75]\n coin at X [-78] Y [-75]\nend\nif <(Game Level X) = [21]> then\n coin at X [-48] Y [7]\n coin at X [-15] Y [7]\n coin at X [15] Y [7]\n coin at X [45] Y [7]\nend\n\nwhen I start as a clone\nshow\nforever\n set [brightness v] effect to (Brightness)\n next costume\n if <<touching (player v)?> or <(distance to [player v]) < [30]>> then\n start sound [Coin v]\n repeat (10)\n next costume\n change [ghost v] effect by (10)\n change y by (5)\n end\n delete this clone\n end\n wait (0.02) seconds\nend\n\ndefine coin at X (x) Y (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\n@flash\n\nwhen I receive [level advance v]\nswitch costume to (costume1 v)\nset size to (100) %\nshow\ngo to x: (468) y: (0)\ngo to [front v] layer\nrepeat (10)\n go to [front v] layer\n change x by (-96)\nend\nhide\n\nwhen flag clicked\nhide variable [deaths v]\nhide\n\nwhen I receive [finish game v]\nhide variable [deaths v]\nshow\nswitch costume to (costume2 v)\nset size to (11000) %\nswitch costume to (end v)\ngo to x: (0) y: (-99)\nrepeat (22)\n switch costume to (costume2 v)\n change size by (-500)\n switch costume to (end v)\nend\ngo to x: (0) y: (0)\nset [brightness v] effect to (100)\nbroadcast (finally done v)\nswitch costume to (costume3 v)\nrepeat (40)\n change [brightness v] effect by (-2.5)\nend\nwait (1) seconds\nrepeat (10)\n change [brightness v] effect by (10)\nend\nswitch costume to (costume4 v)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nshow variable [deaths v]\nwait (2) seconds\nhide variable [deaths v]\nrepeat (10)\n change [brightness v] effect by (10)\nend\nswitch costume to (costume6 v)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nwait (3) seconds\nbroadcast (-HarvardActress- v)\nhide\n\n@Enemies\n\ndefine Enemy at X (x) Y (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nshow\nset [yv v] to [0]\nset rotation style [left-right v]\nforever\n switch costume to (costume3 v)\n if <touching (hitbox v)?> then\n broadcast (level change v)\n change [deaths v] by (1)\n broadcast (die v)\n start sound [Scream2 v]\n end\n set [xv v] to ((XV) * (0.8))\n change x by (XV)\n sense ground\n change [yv v] by (-1)\n change y by (YV)\n if <touching (tiles v)?> then\n change y by ((-1) * (YV))\n set [yv v] to [0]\n end\n change y by (-2)\n if <<touching (tiles v)?> and <(Jumping?) = [1]>> then\n set [yv v] to [8]\n end\n change y by (2)\n if <([x position v] of [player v]) > (x position)> then\n point in direction (90)\n change [xv v] by (pick random (0.5) to (0.7))\n else\n point in direction (-90)\n change [xv v] by (pick random (-0.5) to (-0.7))\n end\n switch costume to (pick random (1) to (2))\nend\n\nwhen I receive [level change v]\nrepeat (1)\n delete this clone\nend\nif <(Game Level X) = [9]> then\n Enemy at X [-35] Y [-150]\nend\nif <(Game Level X) = [10]> then\n Enemy at X [-19] Y [-60]\n Enemy at X [162] Y [-121]\nend\nif <(Game Level X) = [12]> then\n Enemy at X [88] Y [-1]\nend\nif <(Game Level X) = [15]> then\n Enemy at X [86] Y [-61]\nend\n\ndefine sense ground\nrepeat (4)\n if <touching (tiles v)?> then\n change y by (1)\n end\nend\nif <touching (tiles v)?> then\n change y by (-4)\n change x by ((-1) * (XV))\n set [xv v] to [0]\nend\n\nwhen I start as a clone\nforever\n set [jumping? v] to (pick random (1) to (3))\n wait (pick random (0.5) to (1)) seconds\nend\n\n@hitbox\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n set size to (20) %\n go to (player v)\nend\n\n@message\n\nwhen I receive [die v]\nshow\nset [ghost v] effect to (0)\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@portal\n\nwhen I receive [level change v]\nrepeat (1)\n delete this clone\nend\nhide\nif <(Game Level X) = [19]> then\n show\n go to x: (0) y: (-104)\n switch costume to (costume1 v)\n repeat until <not <(Game Level X) = [19]>>\n point in direction (pick random (-179) to (180))\n create clone of (_myself_ v)\n point in direction (90)\n if <touching (player v)?> then\n end\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nmove (60) steps\nturn left (180) degrees\nrepeat (15)\n move (3) steps\n change [ghost v] effect by (7)\nend\ndelete this clone\n\nbroadcast (level advance v)\nwait (0.14) seconds\nset [gravity? v] to [1]\nchange [scroll x v] by (-480)\nchange [game level x v] by (1)\nbroadcast (level change v)\n\nwhen flag clicked\nhide\n\n@unused stuff\n\n@thumbnail\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n reset timer\nend\n\nwhen [timer v] > (0)\ngo to [front v] layer\n\n@-HarvardActress-\n\nwhen flag clicked\nhide\n\nwhen I receive [-harvardactress- v]\nshow\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\ngo to [front v] layer\nforever\n wait (4) seconds\n repeat (5)\n change [ghost v] effect by (25)\n end\n next costume\n repeat (5)\n change [ghost v] effect by (-25)\n end\nend\n\nwhen I receive [pause outro v]\nhide\n\n@@-HarvardActress-\n\nwhen flag clicked\nhide\n\nwhen I receive [-harvardactress- v]\nshow\nset [ghost v] effect to (0)\nswitch costume to (costume8 v)\nforever\n wait (6) seconds\n next costume\nend\n\nwhen I receive [-harvardactress- v]\nforever\n glide (2) secs to x: (-3) y: (0)\n glide (2) secs to x: (27) y: (0)\nend\n\nwhen I receive [-harvardactress- v]\nset volume to (100) %\nforever\n play sound [jdi-groovy-ska-fun-time-032414-33 v] until done\nend\n\nwhen I receive [pause outro v]\nstop [other scripts in sprite v]\nset volume to (0) %\nhide\n\nbroadcast (-HarvardActress- v)\n\n@Intro\n\nwhen flag clicked\npoint in direction (90)\nforever\n go to [front v] layer\nend\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [intro v]\nshow\nset [intro clone type v] to [1]\ncreate clone of (_myself_ v)\nswitch costume to (blocks v)\ngo to x: (0) y: (0)\nwait (1.1) seconds\nstart sound [Blocks crashing v]\nrepeat (4)\n next costume\n wait (0.06) seconds\nend\nwait (1) seconds\n\nwhen I start as a clone\nif <(Intro Clone Type) = [1]> then\n hide\n switch costume to (chipmunk jumping v)\n go to x: (267) y: (210)\n wait (0.8) seconds\n show\n glide (0.4) secs to x: (-10) y: (-20)\n switch costume to (chipmunk landing v)\n start sound [Landing v]\n move (-10) steps\n wait (0.02) seconds\n move (-5) steps\n wait (0.02) seconds\n move (-2.5) steps\n wait (0.2) seconds\n set [intro clone type v] to [2]\n create clone of (_myself_ v)\n switch costume to (chipmunk landing 2 v)\n wait (0.1) seconds\n switch costume to (chipmunk landing 3 v)\nend\n\nbroadcast (Start Game v)\n\nwhen I start as a clone\nif <(Intro Clone Type) = [2]> then\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n switch costume to (@chipm0nk v)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait (0.8) seconds\n broadcast (Intro Finished! v)\nend\n\nwhen I receive [intro finished! v]\npoint in direction (90)\ngo to x: (0) y: (0)\nstart sound [Finish v]\nswitch costume to (flash v)\nwait (0.14) seconds\nhide\nbroadcast (Start Game v)\ndelete this clone\n\n
Getting Over It A Platformer
@Stage\n\nwhen I receive [position level v]\nbright (round ((315) - ((CAMERA Y) / (30))))\n\ndefine bright (level)\nif <not <(level) = (BRIGHT)>> then\n set [bright v] to (level)\n set [brightness v] effect to (level)\nend\n\n@Blank\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\n@Player\n\nwhen I receive [tick player v]\nif <<key (w v) pressed?> and <(username) = [griffpatch]>> then\n set [player sx v] to ((mouse x) / (7))\n set [player sy v] to ((mouse y) / (7))\nend\ntick\nt = Get Scroll (((PLAYER X) + (cox)) - (_camera x)) [1500] [40]\nchange [_camera x v] by (t)\nt = Get Scroll (((PLAYER Y) + (coy)) - (_camera y)) [1500] [40]\nchange [_camera y v] by (t)\nset [camera x v] to (round (_camera x))\nset [camera y v] to (round (_camera y))\nif <(CAMERA Y) < [0]> then\n set [camera y v] to [0]\nend\nswitch costume to (big v)\ngo to x: ((PLAYER X) - (CAMERA X)) y: ((PLAYER Y) - (CAMERA Y))\nswitch costume to (player v)\n\ndefine tick\nset [lasthx v] to (HAMMER X)\nset [lasthy v] to (HAMMER Y)\nset [sensepx v] to []\nGravity\nif <(PLAYER X) < [-1000]> then\n set [player x v] to [-1000]\nend\nif <(PLAYER X) > [5480]> then\n set [player x v] to [5480]\nend\nif <(PLAYER SY) < [-64]> then\n set [player sy v] to [-64]\nend\nposition\nset [tx v] to ((0.4) * ((mouse x) - ((HAMMER X) - ((PLAYER X) + (cox)))))\nset [ty v] to ((0.4) * ((mouse y) - ((HAMMER Y) - ((PLAYER Y) + (coy)))))\nset [touch x v] to ((touch x) * (0.85))\nset [touch y v] to ((touch y) * (0.85))\nset [last mouse x v] to (mouse x)\nset [last mouse y v] to (mouse y)\ndistance ((tx) - (last tx)) ((ty) - (last ty))\nif <(distance) > [40]> then\n set [tx v] to ((((tx) - (last tx)) / ((distance) / (40))) + (last tx))\n set [ty v] to ((((ty) - (last ty)) / ((distance) / (40))) + (last ty))\nend\nset [effort v] to (distance)\nset [last tx v] to (tx)\nset [last ty v] to (ty)\ndistance (tx) (ty)\nif <(distance) > [50]> then\n set [tx v] to ((tx) / ((distance) / (50)))\n set [ty v] to ((ty) / ((distance) / (50)))\nend\nExtent (((HAMMER X) + (tx)) - (PLAYER X)) (((HAMMER Y) + (ty)) - (PLAYER Y))\ndistance (tx) (ty)\nset [t v] to (distance)\ndistance ((PLAYER SX) + (tx)) ((PLAYER SY) + (ty))\nif <(t) > (distance)> then\n set [distance v] to (t)\nend\nif <(distance) < [1]> then\n set [distance v] to [1]\nelse\n set [distance v] to ([ceiling v] of (distance) )\nend\nset [dx v] to ((PLAYER SX) / (distance))\nset [dy v] to ((PLAYER SY) / (distance))\nset [hvy v] to ((PLAYER SY) + (ty))\nmove hammer ((tx) / (distance)) ((ty) / (distance)) (distance)\ndistance ((HAMMER X) - (lastHx)) ((HAMMER Y) - (lastHy))\nset [last h dist v] to (distance)\n\ndefine position\ngo to x: ((PLAYER X) - (CAMERA X)) y: ((PLAYER Y) - (CAMERA Y))\n\ndefine distance (dx) (dy)\nset [distance v] to ([sqrt v] of (((dx) * (dx)) + ((dy) * (dy))) )\n\ndefine touch = touching <player?> <hammer?>\nif <hammer?> then\n if <<(round (HAMMER X)) = (sameHX)> and <(round (HAMMER Y)) = (sameHY)>> then\n if <touching (level v)?> then\n set [touch v] to [1]\n stop [this script v]\n end\nend\nif <player?> then\n if <<(round (PLAYER X)) = (sensePX)> and <(round (PLAYER Y)) = (sensePY)>> then\n if <(sensePV) = [true]> then\n set [touch v] to [2]\n stop [this script v]\n end\nend\nset [touch v] to [0]\n\nwhen I receive [fix collisions v]\nfix player\nfix hammer\n\ndefine Extent (dx) (dy)\ndistance (dx) (dy)\nif <(distance) > (MAX LEN)> then\n change [tx v] by ((((dx) / (distance)) * (MAX LEN)) - (dx))\n change [ty v] by ((((dy) / (distance)) * (MAX LEN)) - (dy))\nend\nif <(distance) < (MIN LEN)> then\n change [tx v] by ((((dx) / (distance)) * (MIN LEN)) - (dx))\n change [ty v] by ((((dy) / (distance)) * (MIN LEN)) - (dy))\nend\n\ndefine move hammer (dx) (dy) (distance)\nset [ox v] to (PLAYER X)\nset [oy v] to (PLAYER Y)\nif <(last h dist) < [3]> then\n set [tx v] to (HAMMER X)\n set [ty v] to (HAMMER Y)\n hammer wall? ((dx) + ((PLAYER SX) / (distance))) ((dy) + ((PLAYER SY) / (distance)))\n set [hammer x v] to (tx)\n set [hammer y v] to (ty)\nelse\n set [touch v] to [0]\nend\nif <(touch) > [0]> then\n move player next ((-0.5) * (dx)) ((-0.5) * (dy))\nelse\n move hammer first (dx) (dy) (PLAYER SX) (PLAYER SY)\nend\nif <<(PLAYER Y) < [-43]> and <not <(oy) < [-43]>>> then\n start sound [Small_Splash_Audio v]\nend\n\ndefine momentum (dx) (dy)\ndistance ((HAMMER X) - (PLAYER X)) ((HAMMER Y) - (PLAYER Y))\nset [t v] to (((HAMMER Y) - (PLAYER Y)) / (distance))\nif <(t) < [-0.75]> then\n change [player sx v] by ((1) * ((dx) - (PLAYER SX)))\n change [player sy v] by ((1) * ((dy) - (PLAYER SY)))\nelse\n change [player sx v] by ((0.77) * ((dx) - (PLAYER SX)))\n change [player sy v] by ((0.77) * ((dy) - (PLAYER SY)))\nend\n\ndefine move player next (dx) (dy)\n\n change [ox v] by ((0.5) * ((PLAYER X) - (ox)))\n change [ox v] by ((0.5) * ((PLAYER Y) - (oy)))\nend\nif <(HAMMER AIR) > [0]> then\n set [touch x v] to (() - ((mouse x) - ((HAMMER X) - (PLAYER X))))\n set [touch y v] to (() - ((mouse y) - ((HAMMER Y) - (PLAYER Y))))\n set [hammer air v] to [0]\nend\nrepeat (distance)\n set [tx v] to (PLAYER X)\n set [ty v] to (PLAYER Y)\n change [player x v] by (dx)\n change [player x v] by (dx)\n touch = touching <>\n if <(touch) > [0]> then\n set [player x v] to (tx)\n set [player sx v] to [0]\n set [dx v] to [0]\n end\n change [player y v] by (dy)\n change [player y v] by (dy)\n touch = touching <>\n if <(touch) > [0]> then\n set [player y v] to (ty)\n set [player sy v] to [0]\n set [dy v] to [0]\n end\n \n set [tx v] to (HAMMER X)\n set [ty v] to (HAMMER Y)\n change [hammer x v] by (dx)\n change [hammer y v] by (dy)\n touch = touching <> \n if <(touch) > [0]> then\n set [hammer x v] to (tx)\n set [hammer y v] to (ty)\n end\n end\nend\nmomentum ((0.55) * ((PLAYER X) - (ox))) (((0.55) * ((PLAYER Y) - (oy))) + (0))\n\ndefine move hammer first (dx) (dy) (lpsx) (lpsy)\nrepeat until <(distance) < [1]>\n hammer tick (dx) (dy) (HAMMER X) (HAMMER Y) (lpsx) (lpsy)\n change [distance v] by (-1)\nend\nchange [hammer air v] by (1)\n\ndefine fix player\ntouch = touching <>\nif <(touch) = [0]> then\n stop [this script v]\nend\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 touch = touching <>\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 touch = touching <>\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 fix hammer\ntouch = touching <> \nif <(touch) = [0]> then\n stop [this script v]\nend\nset [t v] to [1]\nrepeat (8)\n change [hammer x v] by (item (t) of [fix v])\n change [t v] by (1)\n change [hammer y v] by (item (t) of [fix v])\n change [t v] by (1)\n touch = touching <> \n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [hammer x v] by (item (t) of [fix v])\nchange [t v] by (1)\nchange [hammer y v] by ((item (t) of [fix v]) - (1))\nset [t v] to [1]\nrepeat (8)\n change [hammer x v] by ((item (t) of [fix v]) * (2))\n change [t v] by (1)\n change [hammer y v] by ((item (t) of [fix v]) * (2))\n change [t v] by (1)\n touch = touching <> \n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [hammer x v] by ((item (t) of [fix v]) * (2))\nchange [t v] by (1)\nchange [hammer y v] by (((item (t) of [fix v]) * (2)) - (1))\n\ndefine hammer wall? (dx) (dy)\nset [t v] to ([sqrt v] of (((dx) * (dx)) + ((dy) * (dy))) )\nif <([abs v] of ((dx) / (t)) ) > [0.2]> then\n change [hammer x v] by ((dx) / ([abs v] of (dx) ))\nend\nif <([abs v] of ((dy) / (t)) ) > [0.2]> then\n change [hammer y v] by ((dy) / ([abs v] of (dy) ))\nend\ntouch = touching <> \nif <(touch) > [0]> then\n if <<(effort) > [17]> and <(lastEffort) < [18]>> then\n if <([abs v] of ((HAMMER X) - (PLAYER X)) ) > [40]> then\n start sound (join [whu] (pick random (1) to (6)))\n else\n start sound (join [jump] (pick random (1) to (5)))\n end\n set [lasteffort v] to (effort)\n end\nelse\n if <(effort) < [5]> then\n set [lasteffort v] to [0]\n end\nend\n\ndefine t = Get Scroll (d) (divide) (cap)\nif <([abs v] of (d) ) > [3]> then\n set [tx v] to ((([abs v] of (d) ) + (25)) / (divide))\n if <(tx) > [1]> then\n set [t v] to ((d) * (1))\n else\n set [t v] to ((d) * (tx))\n end\n if <([abs v] of (t) ) > (cap)> then\n set [t v] to ((cap) * ((t) / ([abs v] of (t) )))\n end\n set [t v] to ((cap) * ([sin v] of ((([abs v] of (t) ) / (cap)) * (90)) ))\n if <(d) < [0]> then\n set [t v] to ((0) - (t))\n end\nelse\n set [t v] to [0]\nend\n\ndefine hammer tick (dx) (dy) (hx) (hy) (lpsx) (lpsy)\nset [tx v] to (HAMMER X)\nset [ty v] to (HAMMER Y)\nchange [hammer x v] by (dx)\nchange [hammer y v] by (dy)\nchange [hammer x v] by (dx)\nchange [hammer y v] by (dy)\nset [ax v] to [0]\ntouch = touching <> \nif <(touch) > [0]> then\n change [hammer x v] by (-1)\n touch = touching <> \n if <(touch) > [0]> then\n change [hammer x v] by (2)\n touch = touching <> \n if <(touch) > [0]> then\n last contact\n if <(effort) > [10]> then\n if <(FRAME) > (last touch)> then\n start sound (join [hardhit_fabricb_] (pick random (1) to (4)))\n set [last touch v] to ((FRAME) + (5))\n end\n else\n if <(effort) > [2]> then\n if <(FRAME) > (last touch)> then\n start sound (join [hit_fabricb_] (pick random (1) to (5)))\n set [last touch v] to ((FRAME) + (5))\n end\n end\n end\n if <<(PLAYER SY) < [-16]> and <(hvy) < [-0.5]>> then\n Hammer Impact\n end\n set [hammer x v] to (tx)\n set [hammer y v] to (ty)\n else\n if <(hvy) < [-5]> then\n set [ax v] to [1]\n change [player sx v] by ((0.5) / (distance))\n change [distance v] by (-1)\n end\n end\n else\n if <(hvy) < [-5]> then\n set [ax v] to [-1]\n change [player sx v] by ((-0.5) / (distance))\n change [distance v] by (-1)\n end\n end\nend\nset [tx v] to (PLAYER X)\nset [ty v] to (PLAYER Y)\nchange [player x v] by ((dx) + (ax))\nchange [player y v] by (dy)\ntouch = touching <>\nif <(touch) = [0]> then\n stop [this script v]\nend\nchange [player x v] by (-1)\ntouch = touching <>\nif <(touch) = [0]> then\n change [player sy v] by ((-0.7) * ((PLAYER SY) / ([abs v] of (PLAYER SY) )))\n if <([abs v] of (PLAYER SY) ) > ((0) - (PLAYER SX))> then\n change [player sx v] by (-0.7)\n end\n change [distance v] by (-1)\n stop [this script v]\nend\nchange [player x v] by (2)\ntouch = touching <>\nif <(touch) = [0]> then\n change [player sy v] by ((-0.7) * ((PLAYER SY) / ([abs v] of (PLAYER SY) )))\n if <([abs v] of (PLAYER SY) ) > (PLAYER SX)> then\n change [player sx v] by (0.7)\n end\n change [distance v] by (-1)\n stop [this script v]\nend\nchange [player x v] by (-1)\nset [player y v] to (round (ty))\nset [d2 v] to ([sqrt v] of (((lpsx) * (lpsx)) + ((lpsy) * (lpsy))) )\nif <<((lpsy) / (d2)) < [-0.7]> and <(lpsy) < [-4]>> then\n start sound (join [newclunk] (pick random (1) to (5)))\n set [player sx v] to ((PLAYER SX) * (0.7))\n set [player sy v] to ([abs v] of ((lpsy) * (0.2)) )\n set [distance v] to [-1]\n stop [this script v]\nelse\n if <([sqrt v] of (((lpsx) * (lpsx)) + ((lpsy) * (lpsy))) ) > [6]> then\n start sound (join [newscrape] (pick random (1) to (5)))\n end\nend\ntouch = touching <>\nset [d2 v] to ([sqrt v] of (((lpsx) * (lpsx)) + ((lpsy) * (lpsy))) )\nif <(touch) > [0]> then\n last contact\n set [player x v] to (tx)\n set [player sx v] to [0]\n set [player sy v] to [0]\n set [distance v] to [-1]\n stop [this script v]\nelse\n change [distance v] by (-0.7)\n if <(d2) < [1]> then\n set [player sx v] to ((PLAYER SX) * (0.5))\n set [player sy v] to ((PLAYER SY) * (0.5))\n last contact\n else\n set [t v] to (([abs v] of (PLAYER SX) ) / (d2))\n set [player sx v] to ((PLAYER SX) * ((0.3) + ((t) * (0.7))))\n if <<((lpsx) / (d2)) < [-0.7]> and <(lpsy) < [-4]>> then\n set [player sy v] to ([abs v] of ((PLAYER SY) * (0.2)) )\n set [player sx v] to ((PLAYER SX) * (0.5))\n set [distance v] to [1]\n else\n set [player sy v] to ((PLAYER SY) * (0.5))\n last contact\n end\n end\nend\n\nwhen [x v] key pressed\ndelete all of [debug v]\n\n add [bang] to [debug v]\n add [static] to [debug v]\n add (t) to [debug v]\n change [player x v] by (-3)\n if <(PLAYER SX) < [0]> then\n touch = touching <>\n end\n if <(touch) > [0]> then\n change [player x v] by (4)\n if <(PLAYER SX) > [0]> then\n touch = touching <>\n end\n if <(touch) > [0]> then\n set [player y v] to (ty)\n touch = touching <>\n if <(touch) > [0]> then\n set [player x v] to (tx)\n set [player sx v] to [0]\n set [player sy v] to [0]\n set [dx v] to [0]\n set [dy v] to [0]\n else\n \n set [player sx v] to ((PLAYER SX) * (0.5))\n set [player sy v] to ((PLAYER SY) * (0.5))\n set [distance v] to (round ((distance) * (0.7)))\n end\n end\n end\nend\n\nwhen I receive [new game v]\nforever\n Game Loop\nend\n\ndefine Gravity\nif <(PLAYER Y) > [16000]> then\n set [player sx v] to ((PLAYER SX) * (0.99))\n if <(PLAYER SY) > [4]> then\n set [player sy v] to ((PLAYER SY) * (0.99))\n end\n stop [this script v]\nend\nif <(PLAYER Y) < [11990]> then\n change [player sy v] by (-1.3)\n stop [this script v]\nend\nset [t v] to [1]\nset [tx v] to [99999]\nset [ty v] to [0]\nrepeat ((length of [planet v]) / (2))\n set [dx v] to ((item (t) of [planet v]) - (PLAYER X))\n set [dy v] to ((item ((t) + (1)) of [planet v]) - (PLAYER Y))\n distance (dx) (dy)\n if <(distance) < (tx)> then\n set [tx v] to (distance)\n set [ty v] to (t)\n end\n change [t v] by (2)\nend\nset [dx v] to ((item (ty) of [planet v]) - (PLAYER X))\nset [dy v] to ((item ((ty) + (1)) of [planet v]) - (PLAYER Y))\nset [distance v] to (((tx) * (tx)) / (12))\nchange [player sx v] by ((dx) / (distance))\nchange [player sy v] by ((dy) / (distance))\ndistance (PLAYER SX) (PLAYER SY)\nif <(distance) > [15]> then\n set [distance v] to ((distance) / (15))\n change [player sx v] by ((((PLAYER SX) / (distance)) - (PLAYER SX)) * (0.3))\n change [player sy v] by ((((PLAYER SY) / (distance)) - (PLAYER SY)) * (0.3))\nend\nset [player sx v] to ((PLAYER SX) * (0.99))\nif <(PLAYER Y) < [15000]> then\n set [player sy v] to ((PLAYER SY) * (0.99))\nend\n\nwhen [g v] key pressed\n\n add ((CAMERA X) + (mouse x)) to [planet v]\n add ((CAMERA Y) + (mouse y)) to [planet v]\nend\n\ndefine Game Loop\nif <(SFX) = [true]> then\n set [pitch v] effect to (50)\n set volume to (50) %\nelse\n set volume to (0) %\nend\nset size to (100) %\nshow\nset [bright v] to [-999]\nset [frame v] to [0]\nset [max len v] to [102]\nset [min len v] to [26]\nset [player x v] to [0]\nset [player y v] to [100]\nset [contact y v] to (PLAYER Y)\nset [hammer x v] to (PLAYER X)\nset [hammer y v] to (PLAYER Y)\nset [player sx v] to [0]\nset [player sy v] to [0]\nset [_camera x v] to (PLAYER X)\nset [_camera y v] to (PLAYER Y)\nset [camera x v] to (PLAYER X)\nset [camera y v] to (PLAYER Y)\nset [hammer air v] to [100]\nset [cox v] to [0]\nset [coy v] to [20]\nset [last touch v] to [0]\ndelete all of [time v]\nbroadcast (Show v)\nbroadcast (Position Level v)\nrepeat until <<(PLAYER Y) > [16000]> or <(PLAYER Y) < [-180]>>\n change [frame v] by (1)\n Timer\n All Broadcast Ticks\n if <key (p v) pressed?> then\n wait until <not <key (p v) pressed?>>\n repeat until <key (p v) pressed?>\n wait (0) seconds\n end\n wait until <not <key (p v) pressed?>>\n end\n if <<key (q v) pressed?> and <key (r v) pressed?>> then\n broadcast (white out v)\n repeat (10)\n set [player sx v] to [0]\n set [player sy v] to [-1]\n All Broadcast Ticks\n end\n stop [this script v]\n end\nend\nif <(PLAYER Y) < [-180]> then\n hide\n broadcast (out of bounds v)\n repeat until <(CAMERA Y) < [10]>\n set [player sx v] to [0]\n set [player sy v] to [-1]\n All Broadcast Ticks\n end\n repeat (20)\n set [player sx v] to [0]\n set [player sy v] to [-1]\n All Broadcast Ticks\n end\n broadcast (white out v)\n broadcast (head v)\n repeat (10)\n set [player sx v] to [0]\n set [player sy v] to [-1]\n All Broadcast Ticks\n end\n stop [this script v]\nend\nbroadcast (SAVE TIME TO CLOUD v)\nforever\n All Broadcast Ticks\nend\n\ndefine All Broadcast Ticks\nbroadcast (centre v)\nbroadcast (Fix Collisions v)\nbroadcast (Swing Hammer v)\nbroadcast (Tick Player v)\nbroadcast (Position Level v)\nbroadcast (Position Limbs v)\n\nif <(touch) > [0]> then\n change [hammer x v] by (2)\n touch = touching <> \n if <(touch) > [0]> then\n set [hammer y v] to (ty)\n if <(last h dist) > [5]> then\n else\n if <(hvy) < [-5]> then\n set [ax v] to [1]\n change [player sx v] by ((0.5) / (distance))\n change [distance v] by (-1)\n end\n end\nelse\n if <(hvy) < [-5]> then\n set [ax v] to [-1]\n change [player sx v] by ((-0.5) / (distance))\n change [distance v] by (-1)\n end\nend\n\nwhen I receive [centre v]\nset [camera x v] to (round (PLAYER X))\nset [camera y v] to (round (PLAYER Y))\n\ndefine Hammer Impact\nchange [hammer x v] by (2)\nif <(PLAYER SX) > [-2]> then\n touch = touching <> \n if <(touch) = [0]> then\n change [debug v] by (1)\n if <(hvy) < [-8]> then\n change [player sx v] by ((-8) * (-0.3))\n else\n change [player sx v] by ((hvy) * (-0.3))\n end\n set [player sy v] to ((0.3) * ((PLAYER SY) / ([abs v] of (PLAYER SY) )))\n set [distance v] to [-1]\n if <(FRAME) > (last touch)> then\n start sound (join [scrape_plastic_] (pick random (1) to (4)))\n set [last touch v] to ((FRAME) + (5))\n end\n stop [this script v]\n end\nend\nchange [hammer x v] by (-6)\nif <(PLAYER SX) < [2]> then\n touch = touching <> \n if <(touch) = [0]> then\n change [debug v] by (1)\n if <(hvy) < [-8]> then\n change [player sx v] by ((-8) * (0.3))\n else\n change [player sx v] by ((hvy) * (0.3))\n end\n set [player sy v] to ((0.3) * ((PLAYER SY) / ([abs v] of (PLAYER SY) )))\n set [distance v] to [-1]\n if <(FRAME) > (last touch)> then\n start sound (join [scrape_plastic_] (pick random (1) to (4)))\n set [last touch v] to ((FRAME) + (5))\n end\n stop [this script v]\n end\nend\n\ndefine Timer\ndelete all of [time v]\nset [t v] to ([floor v] of ((FRAME) / (30)) )\nif <(t) > [35999]> then\n set [t v] to [35999]\nend\nset [tx v] to ((t) mod (60))\nset [t v] to ([floor v] of ((t) / (60)) )\nif <(tx) < [10]> then\n add (letter (1) of (tx)) to [time v]\n add [0] to [time v]\nelse\n add (letter (2) of (tx)) to [time v]\n add (letter (1) of (tx)) to [time v]\nend\nset [tx v] to ((t) mod (60))\nset [t v] to ([floor v] of ((t) / (60)) )\nif <(tx) < [10]> then\n add (letter (1) of (tx)) to [time v]\n if <(t) > [0]> then\n add [0] to [time v]\n end\nelse\n add (letter (2) of (tx)) to [time v]\n add (letter (1) of (tx)) to [time v]\nend\nset [tx v] to ((t) mod (60))\nif <(t) > [0]> then\n add (letter (1) of (tx)) to [time v]\nend\n\ndefine last contact\nif <(PLAYER Y) < ((Contact Y) - (650))> then\n if <([talking v] of [narrator v]) = [0]> then\n broadcast (Fall v)\n end\nend\nset [contact y v] to (PLAYER Y)\n\nwhen I receive [load high score v]\nset [frame v] to (☁ FASTEST)\nTimer\n\nset [frame v] to [20281]\nTimer\n\nwhen I receive [new game v]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [player sx v] by (2.5)\n if <(PLAYER SX) > [15]> then\n set [player sx v] to [15]\n end\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [player sx v] by (-2.5)\n if <(PLAYER SX) < [-15]> then\n set [player sx v] to [-15]\n end\n end\n if <not <(PLAYER SX) = [0]>> then\n if <<not <<key (right arrow v) pressed?> or <key (d v) pressed?>>> and <not <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n if <(PLAYER SX) > [0]> then\n change [player sx v] by (-.5)\n else\n change [player sx v] by (.5)\n end\n end\n end\nend\n\nwhen I receive [new game v]\nforever\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [player sy v] by (23)\n wait (.10) seconds\n wait until <(touch) = [2]>\n end\nend\n\n@limbs\n\nwhen I receive [position level v]\n\nswitch costume to (big v)\ngo to x: ((item (type) of [hands v]) - (item ((type) + (2)) of [hands v])) y: ((item (type) of [hands y v]) - (item ((type) + (2)) of [hands y v]))\npoint towards (blank v)\nset [flip v] to <(y position) > [0]>\nset [a v] to (distance to [blank v])\ngo to x: (item (type) of [hands v]) y: (item (type) of [hands y v])\nset [a v] to ((11) - ([floor v] of ((a) / (4)) ))\nif <(a) < [1]> then\n set [a v] to [1]\nend\nif <<(type) > [3]> = (flip)> then\n change [a v] by (11)\nend\nswitch costume to (a)\n\nwhen I receive [new game v]\nhide\n\nset [type v] to [4]\nwait (0.1) seconds\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\ncreate clone of (_myself_ v)\nset [type v] to [1]\n\nwhen I receive [out of bounds v]\n\nhide\n\nwhen I receive [show v]\n\nshow\n\n@Head\n\nwhen I receive [position level v]\nswitch costume to (big v)\ngo to (player v)\nchange y by (4)\npoint towards (mouse-pointer v)\npoint in direction (((([abs v] of (direction) ) - (90)) * (0.5)) + (90))\nif <(mouse x) < [0]> then\n point in direction ((0) - (direction))\n switch costume to (left v)\nelse\n switch costume to (right v)\nend\nif <(timer) > (blink time)> then\n switch costume to ((costume [number v]) + (2))\n if <(timer) > ((blink time) + (0.03))> then\n Set Blink\n end\nelse\n if <([abs v] of (mouse x) ) < [64]> then\n next costume\n end\nend\n\nwhen I receive [out of bounds v]\nhide\n\nwhen I receive [new game v]\nshow\nSet Blink\n\nwhen I receive [show v]\nshow\n\ndefine Set Blink\nset [blink time v] to ((timer) + (pick random (0.8) to (7)))\n\nwhen I receive [head v]\nif <(head) > [0]> then\n change [head v] by (-1)\nelse\n set size to ((1.2) * (size)) %\nend\n\nwhen flag clicked\nset [head v] to [3]\nset size to (100) %\n\ngo to [front v] layer\n\n@Level\n\nwhen I receive [position level v]\nposition it\nset [t v] to (join (lx) (join [x] (join (ly) [x])))\nif <not <(costume) = (t)>> then\n set [costume v] to (t)\n switch costume to (costume)\n if <(costume) = (costume [name v])> then\n show\n else\n hide\n end\nend\n\ndefine position (x) (y)\nif <(x) < [-464]> then\n change [lx v] by (2)\n position it\nelse\n if <(x) > [464]> then\n change [lx v] by (-2)\n position it\n else\n if <(y) < [-344]> then\n change [ly v] by (2)\n position it\n else\n if <(y) > [344]> then\n change [ly v] by (-2)\n position it\n else\n go to x: (x) y: (y)\n end\n end\n end\nend\n\ndefine position it\nposition (((lx) * (464)) - (CAMERA X)) (((ly) * (344)) - (CAMERA Y))\n\nwhen [p v] key pressed\nset [costume v] to []\n\nwhen I receive [new game v]\nset size to (100) %\nset [costume v] to []\nset [lx v] to [0]\nset [ly v] to [0]\ncreate clone of (_myself_ v)\nset [lx v] to [1]\ncreate clone of (_myself_ v)\nset [ly v] to [1]\ncreate clone of (_myself_ v)\nset [lx v] to [0]\n\nwhen I receive [centre v]\nposition it\nset [t v] to (join (lx) (join [x] (join (ly) [x])))\nif <not <(costume) = (t)>> then\n set [costume v] to (t)\n switch costume to (costume)\n if <(costume) = (costume [name v])> then\n show\n else\n hide\n end\nend\n\n@Background\n\ndefine position it\nposition (((lx) * (448)) - ((CAMERA X) / (1.5))) (((ly) * (308)) - ((CAMERA Y) / (1.5)))\n\nwhen I receive [position level v]\nposition it\n\ndefine position (x) (y)\nif <(x) < [-448]> then\n change [lx v] by (2)\n position it\nelse\n if <(x) > [448]> then\n change [lx v] by (-2)\n position it\n else\n if <(y) < [-308]> then\n change [ly v] by (2)\n position it\n else\n if <(y) > [308]> then\n change [ly v] by (-2)\n position it\n else\n go to x: (x) y: (y)\n end\n end\n end\nend\n\nwhen I receive [new game v]\ngo to [back v] layer\nswitch costume to (background3 v)\nset [brightness v] effect to (0)\ngo to x: (0) y: (0)\nset [costume v] to []\nset [lx v] to [0]\nset [ly v] to [0]\ncreate clone of (_myself_ v)\nset [lx v] to [1]\ncreate clone of (_myself_ v)\nset [ly v] to [1]\ncreate clone of (_myself_ v)\nset [lx v] to [0]\n\n@Comment\n\nwhen I receive [position level v]\nposition it\nset [t v] to (join [] (join (lx) (join [x] (ly))))\nif <not <(costume) = (t)>> then\n set [costume v] to (t)\n switch costume to (costume)\n if <(costume) = (costume [name v])> then\n show\n position it\n else\n hide\n end\nend\n\ndefine position (x) (y)\nif <(x) < [-464]> then\n change [lx v] by (2)\n position it\nelse\n if <(x) > [464]> then\n change [lx v] by (-2)\n position it\n else\n if <(y) < [-344]> then\n change [ly v] by (2)\n position it\n else\n if <(y) > [344]> then\n change [ly v] by (-2)\n position it\n else\n go to x: (x) y: (y)\n end\n end\n end\nend\n\ndefine position it\nposition (((lx) * (464)) - ((CAMERA X) / (1.5))) (((ly) * (344)) - ((CAMERA Y) / (1.5)))\n\nwhen [p v] key pressed\nset [costume v] to []\n\nwhen I receive [new game v]\nset size to (100) %\nset [costume v] to []\nset [lx v] to [0]\nset [ly v] to [0]\ncreate clone of (_myself_ v)\nset [lx v] to [1]\ncreate clone of (_myself_ v)\nset [ly v] to [1]\ncreate clone of (_myself_ v)\nset [lx v] to [0]\n\nwait (1) seconds\n\n@Splash\n\nwhen flag clicked\nswitch costume to (splash v)\ngo to x: (0) y: (0)\npoint in direction (90)\ngo to [front v] layer\nshow\nwait (2) seconds\nset [sfx v] to [true]\nset [commentary v] to [true]\ngo to [front v] layer\nshow\nswitch costume to (background v)\ngo to x: (0) y: (0)\npoint in direction (90)\ncreate clone of (_myself_ v)\nswitch costume to (block v)\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\nswitch costume to (hammer v)\ngo to x: (-41) y: (-311)\npoint in direction (180)\ncreate clone of (_myself_ v)\nhide\nswitch costume to (title v)\npoint in direction (90)\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\nswitch costume to (sound effects v)\nset [menu y v] to [-81]\ncreate clone of (_myself_ v)\nswitch costume to (commentary v)\nset [menu y v] to [-108]\ncreate clone of (_myself_ v)\nswitch costume to (new game v)\nset [menu y v] to [-30]\ncreate clone of (_myself_ v)\nset [menu y v] to []\nswitch costume to (high score v)\nset [ghost v] effect to (100)\n\nwhen I start as a clone\nif <(costume [name v]) = [Hammer]> then\n wait (0.5) seconds\n repeat (8)\n turn left (10) degrees\n end\n turn left (10) degrees\n set [pitch v] effect to (0)\n broadcast (splash - hit v)\n forever\n if <(mouse x) > [160]> then\n if <(mouse y) > [110]> then\n go to x: (0) y: (0)\n switch costume to (highscore v)\n broadcast (Show High Score Table v) and wait\n repeat until <<mouse down?> and <(mouse x) > [-30]>>\n wait (0) seconds\n end\n broadcast (Hide HighScore Table v) and wait\n switch costume to (hammer v)\n go to x: (-41) y: (-311)\n end\n end\n wait (0) seconds\n end\nend\nif <(costume [name v]) = [White]> then\n White Out and In <>\nend\nif <(costume [name v]) = [Background]> then\n change y by (-1)\n forever\n repeat (28)\n change y by (-1)\n end\n change y by (28)\n end\nend\n\nwhen I receive [splash - hit v]\nif <(costume [number v]) > [1]> then\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [splash - hit v]\nif <(costume [number v]) > [6]> then\n set [sy v] to (((costume [number v]) - (4)) / (2))\n set [brightness v] effect to (-100)\n set [ghost v] effect to (100)\n change y by ((-12) * (sy))\n wait (0.6) seconds\n broadcast (Load High Score v) and wait\n broadcast (Show Score v)\n repeat (12)\n change [ghost v] effect by (-10)\n change y by (sy)\n end\n wait until <not <mouse down?>>\n forever\n if <<([abs v] of ((mouse x) - (45)) ) < [65]> and <([abs v] of ((mouse y) - (menu y)) ) < [13]>> then\n set [brightness v] effect to (0)\n if <mouse down?> then\n if <(costume [name v]) = [New Game]> then\n set [pitch v] effect to (70)\n start sound [menurelease v]\n set [ghost v] effect to (100)\n switch costume to (white v)\n create clone of (_myself_ v)\n switch costume to (new game v)\n set [ghost v] effect to (0)\n stop [this script v]\n end\n set [t v] to < (costume [name v]) contains [Mute]?>\n if <(t) = [true]> then\n switch costume to ((costume [number v]) - (1))\n else\n next costume\n end\n if < (costume [name v]) contains [Sound Effects]?> then\n set [sfx v] to (t)\n else\n set [commentary v] to (t)\n end\n wait until <not <mouse down?>>\n end\n else\n set [brightness v] effect to (-100)\n if <mouse down?> then\n wait until <not <mouse down?>>\n end\n end\n wait (0) seconds\n end\nend\nif <(costume [number v]) = [6]> then\n wait (0.6) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [new game v]\nif <not <(costume [name v]) = [White]>> then\n hide\n delete this clone\nend\n\nwhen I receive [win v]\nswitch costume to (black v)\nrepeat (300)\n change [ghost v] effect by (-0.25)\nend\n\nwhen I receive [win v]\nwait (1) seconds\nswitch costume to (end title v)\ncreate clone of (_myself_ v)\nswitch costume to (stars v)\ncreate clone of (_myself_ v)\nswitch costume to (black v)\n\nwhen I start as a clone\nif <<(costume [name v]) = [end title]> or <(costume [name v]) = [world record]>> then\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n go to [front v] layer\n repeat (30)\n change [ghost v] effect by (-4)\n end\nend\n\nwhen I receive [white out v]\nif <(costume [name v]) = [White]> then\n White Out and In \nend\n\ndefine White Out and In <reset?>\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nif <reset?> then\n broadcast (Reset v)\nelse\n broadcast (New Game v)\nend\ngo to [front v] layer\nwait (0.5) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\nwhen I receive [win - record v]\nswitch costume to (black v)\nrepeat (300)\n change [ghost v] effect by (-0.25)\nend\n\nwhen I receive [win - record v]\nwait (1) seconds\nswitch costume to (world record v)\ncreate clone of (_myself_ v)\nswitch costume to (stars v)\ncreate clone of (_myself_ v)\nswitch costume to (black v)\n\nwhen I start as a clone\nif <(costume [name v]) = [stars]> then\n broadcast (time to front v)\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n go to [back v] layer\n repeat (30)\n change [ghost v] effect by (-4)\n change y by (-1)\n end\n forever\n change y by (-1)\n if <(y position) < [-480]> then\n change y by (480)\n end\n end\nend\n\n@Water\n\nwhen I receive [new game v]\ngo to x: (0) y: (-180)\nwait (0.4) seconds\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [position level v]\ngo to x: (((((timer) * (30)) - (CAMERA X)) mod (480)) - (480)) y: (((-116) + ((10) * ([sin v] of ((timer) * (90)) ))) - ((CAMERA Y) / (1)))\n\n@Music\n\nwhen I receive [next monologue v]\nif <(music) = [0]> then\n set [music v] to [12]\n broadcast (Start Music v)\nend\n\nwhen I receive [start music v]\nrepeat until <(music) = [0]>\n if <([talking v] of [narrator v]) = [1]> then\n if <(music) < [12]> then\n change [music v] by (0.2)\n set volume to (music) %\n end\n else\n if <(music) > [0]> then\n change [music v] by (-0.2)\n set volume to (music) %\n end\n end\n wait (0) seconds\nend\n\nwhen I receive [new game v]\nset [music v] to [0]\n\nwhen I receive [start music v]\nwait (3) seconds\nset volume to (music) %\nrepeat until <not <([talking v] of [narrator v]) = [1]>>\n play sound [Soul_and_Mind 48000 loop v] until done\nend\nset [music v] to [0]\nset volume to (0) %\n\n@Narrator\n\nwhen I receive [new game v]\nset [talking v] to [0]\nset [script no v] to [0]\nset [read until v] to [0]\nset [fall count v] to [0]\nset [stuck v] to [0]\nset [fullscreen issue v] to [0]\nhide\n\nwhen I receive [position level v]\nDetect Mouse Issues\nif <(PLAYER Y) > [10938]> then\n talk to [12]\nelse\n if <(PLAYER Y) > [9300]> then\n talk to [11]\n else\n if <(PLAYER Y) > [8380]> then\n talk to [10]\n else\n if <(PLAYER Y) > [7180]> then\n talk to [9]\n else\n if <<(PLAYER Y) > [5633]> and <(PLAYER X) < [2183]>> then\n talk to [8]\n else\n if <(PLAYER Y) > [5330]> then\n talk to [7]\n else\n if <<(PLAYER Y) > [4427]> and <(PLAYER X) > [2583]>> then\n talk to [6]\n else\n if <<(PLAYER Y) > [3710]> and <(PLAYER X) < [1960]>> then\n talk to [5]\n else\n if <(PLAYER Y) > [2993]> then\n talk to [4]\n else\n if <(PLAYER Y) > [1733]> then\n talk to [3]\n else\n if <<(PLAYER X) > [2062]> and <(PLAYER Y) > [244]>> then\n talk to [2]\n else\n if <<(PLAYER X) > [1500]> and <(PLAYER Y) > [254]>> then\n talk to [1]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nif <<(talking) > [0]> or <(COMMENTARY) = [false]>> then\n stop [this script v]\nend\nif <(script no) < (read until)> then\n change [script no v] by (1)\n broadcast (next monologue v)\nend\n\nwhen I receive [next monologue v]\nset [talking v] to [1]\nplay sound (join [GOI M] (script no)) until done\nset [talking v] to [0]\n\nshow variable [debug v]\nforever\n set [debug v] to (join ((mouse x) + (CAMERA X)) (join [, ] ((mouse y) + (CAMERA Y))))\nend\n\nwhen I receive [fall v]\nif <(COMMENTARY) = [true]> then\n change [fall count v] by (1)\n if <(fall count) < [25]> then\n set [talking v] to [2]\n play sound (join [Fall ] (fall count)) until done\n set [talking v] to [0]\n end\nend\n\ndefine Detect Mouse Issues\nif <<(mouse x) = (lmx)> and <(mouse y) = (lmy)>> then\n if <([abs v] of (mouse y) ) > [170]> then\n change [stuck v] by (1)\n end\n stop [this script v]\nend\nif <(stuck) > [3]> then\n if <([abs v] of ((mouse x) - (lmx)) ) > [100]> then\n change [fullscreen issue v] by (1)\n if <[full screen remind v] contains (fullscreen issue)?> then\n broadcast (F11 reminder v)\n end\n end\nend\nset [lmx v] to (mouse x)\nset [lmy v] to (mouse y)\nset [stuck v] to [0]\n\ndefine talk to (part)\nif <(part) > (read until)> then\n set [read until v] to (part)\nend\n\nwhen I receive [f11 reminder v]\nif <(COMMENTARY) = [true]> then\n go to x: (0) y: (0)\n switch costume to (f11 v)\n repeat (3)\n show\n wait (0.5) seconds\n hide\n wait (0.3) seconds\n end\n show\n wait (16) seconds\n hide\nend\n\n@Timer\n\nwhen I receive [splash - hit v]\nhide\nswitch costume to (d0 v)\nset size to (40) %\nwait (0.5) seconds\ngo to [front v] layer\nset [id v] to [1]\ngo to x: (220) y: (154)\ncreate clone of (_myself_ v)\nset [id v] to [2]\nchange x by (-21)\ncreate clone of (_myself_ v)\nset [id v] to [-3]\nchange x by (-15)\nswitch costume to (d' v)\ncreate clone of (_myself_ v)\nset [id v] to [3]\nchange x by (-15)\nswitch costume to (d0 v)\ncreate clone of (_myself_ v)\nset [id v] to [4]\nchange x by (-21)\nswitch costume to (d v)\ncreate clone of (_myself_ v)\nset [id v] to [-5]\nchange x by (-15)\ncreate clone of (_myself_ v)\nset [id v] to [5]\nchange x by (-15)\n\nwhen I receive [position level v]\nchar (item ([abs v] of (id) ) of [time v])\n\ndefine char (c)\nif <(id) < [0]> then\n if <(c) = []> then\n set [cost v] to [d]\n else\n set [cost v] to [d']\n end\nelse\n set [cost v] to (join [d] (c))\nend\nif <not <(cost) = (costume [name v])>> then\n switch costume to (cost)\nend\n\nwhen I receive [show score v]\nset [ghost v] effect to (100)\nshow\nchar (item ([abs v] of (id) ) of [time v])\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [time to front v]\ngo to [front v] layer\n\n@Cloud List\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [c v] to (letter (letter #) of (val))\n switch costume to (join (c) [_])\n set [c v] to (item # of (c) in [codes v])\n if <(costume [name v]) = [lower]> then\n set [encoded v] to (join (encoded) (c))\n else\n set [encoded v] to (join (encoded) ((c) + (26)))\n switch costume to (lower v)\n end\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\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 [codes v]))\nend\n\ndefine Begin Encode/Decode (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\nwhen flag clicked\nswitch costume to (lower v)\nhide\n\nwhen I receive [cloud list - save v]\nhide\nSave\nshow\nwrite to cloud [0.1]\nhide\n\ndefine write number (val) to encoded\nset [encoded v] to (join (encoded) (join (length of (val)) (val)))\n\nwhen I receive [cloud list - load v]\nLoad\n\ndefine Save\nBegin Encode/Decode []\nset [cvar id v] to [1]\nrepeat ((length of [cloud list v]) / (2))\n write (item (cvar id) of [cloud list v]) to encoded\n change [cvar id v] by (1)\n write number (item (cvar id) of [cloud list v]) to encoded\n change [cvar id v] by (1)\nend\nset [idx v] to [1]\ndelete all of [cloud out v]\nset [c v] to []\nrepeat (length of (encoded))\n set [c v] to (join (c) (letter (idx) of (encoded)))\n change [idx v] by (1)\n if <(length of (c)) > [255]> then\n add (c) to [cloud out v]\n set [c v] to []\n end\nend\nif <(length of (c)) > [0]> then\n add (c) to [cloud out v]\nend\n\ndefine write to cloud (wait)\nset [☁ cloud lock v] to (lock id)\nwait (wait) seconds\nif <not <(join [a] (☁ cloud list 1)) = (join [a] (item (1) of [cloud out v]))>> then\n set [☁ cloud list 1 v] to (item (1) of [cloud out v])\n wait (wait) seconds\nend\nif <not <(join [a] (☁ cloud list 2)) = (join [a] (item (2) of [cloud out v]))>> then\n set [☁ cloud list 2 v] to (item (2) of [cloud out v])\n wait (wait) seconds\nend\nif <not <(join [a] (☁ cloud list 3)) = (join [a] (item (3) of [cloud out v]))>> then\n set [☁ cloud list 3 v] to (item (3) of [cloud out v])\n wait (wait) seconds\nend\nif <not <(join [a] (☁ cloud list 4)) = (join [a] (item (4) of [cloud out v]))>> then\n set [☁ cloud list 4 v] to (item (4) of [cloud out v])\n wait (wait) seconds\nend\nif <not <(join [a] (☁ cloud list 5)) = (join [a] (item (5) of [cloud out v]))>> then\n set [☁ cloud list 5 v] to (item (5) of [cloud out v])\n wait (wait) seconds\nend\nif <not <(join [a] (☁ cloud list 6)) = (join [a] (item (6) of [cloud out v]))>> then\n set [☁ cloud list 6 v] to (item (6) of [cloud out v])\n wait (wait) seconds\nend\nif <not <(join [a] (☁ cloud list 7)) = (join [a] (item (7) of [cloud out v]))>> then\n set [☁ cloud list 7 v] to (item (7) of [cloud out v])\n wait (wait) seconds\nend\n\ndefine value = read number from encoded\nset [value v] to []\nset [idx v] to (letter (letter #) of (encoded))\nif <(idx) = []> then\n stop [this script v]\nend\nchange [letter # v] by (1)\nrepeat (idx)\n set [value v] to (join (value) (letter (letter #) of (encoded)))\n change [letter # v] by (1)\nend\n\ndefine Load\ndelete all of [cloud list v]\nset [encoded v] to (☁ cloud list 1)\nset [encoded v] to (join (encoded) (☁ cloud list 2))\nset [encoded v] to (join (encoded) (☁ cloud list 3))\nset [encoded v] to (join (encoded) (☁ cloud list 4))\nset [encoded v] to (join (encoded) (☁ cloud list 5))\nset [encoded v] to (join (encoded) (☁ cloud list 6))\nset [encoded v] to (join (encoded) (☁ cloud list 7))\nBegin Encode/Decode (encoded)\nrepeat until <(letter #) > (length of (encoded))>\n value = read from encoded\n add (value) to [cloud list v]\n value = read number from encoded\n add (value) to [cloud list v]\nend\n\nwhen I receive [cloud - lock v]\nset [lock id v] to (pick random (0) to (10000000000))\nforever\n read lock (☁ cloud lock)\n set [value v] to (encoded)\n set [encoded v] to []\n repeat until <(value) = (encoded)>\n wait (0.7) seconds\n read lock (☁ cloud lock)\n end\n set [☁ cloud lock v] to (lock id)\n read lock (lock id)\n set [value v] to (encoded)\n wait (0.7) seconds\n read lock (☁ cloud lock)\n if <(value) = (encoded)> then\n set [☁ cloud lock v] to (lock id)\n stop [other scripts in sprite v]\n show\n stop [this script v]\n end\n wait (pick random (0) to (2.0)) seconds\nend\n\ndefine read lock (lock)\nset [encoded v] to (join [lock] (☁ cloud list 2))\nset [encoded v] to (join (encoded) (☁ cloud list 2))\nset [encoded v] to (join (encoded) (☁ cloud list 3))\nset [encoded v] to (join (encoded) (☁ cloud list 4))\nset [encoded v] to (join (encoded) (☁ cloud list 5))\nset [encoded v] to (join (encoded) (☁ cloud list 6))\nset [encoded v] to (join (encoded) (☁ cloud list 7))\nset [encoded v] to (join (encoded) (lock))\n\nset [☁ cloud list 1 v] to []\nset [☁ cloud list 2 v] to []\n\nwhen I receive [cloud - lock v]\nswitch costume to (lower v)\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nforever\n wait (0.7) seconds\n hide\n wait (0.3) seconds\n show\nend\n\n@High Score\n\nwhen I receive [show high score table v]\nbroadcast (CLOUD LIST - Load v) and wait\nShow Top 10\n\ndefine Show Top 10\ndelete all of [top 25 v]\nset [i v] to [1]\nrepeat (25)\n format (i)\n add (format) to [top 25 v]\n change [i v] by (2)\nend\nhide list [top 25 v]\n\ndefine format (i)\nset [format v] to (item (i) of [cloud list v])\nif <(format) = []> then\n stop [this script v]\nend\nset [format v] to (join [ ... ] (format))\nprepend format with (item ((i) + (1)) of [cloud list v])\n\ndefine prepend format with (time)\nset [t v] to ([floor v] of ((time) / (30)) )\nset [tx v] to ((t) mod (60))\nset [t v] to ([floor v] of ((t) / (60)) )\nif <(tx) < [10]> then\n set [format v] to (join (join [0] (tx)) (format))\nelse\n set [format v] to (join (join (letter (1) of (tx)) (letter (2) of (tx))) (format))\nend\nset [tx v] to ((t) mod (60))\nset [t v] to ([floor v] of ((t) / (60)) )\nset [format v] to (join ['] (format))\nif <(tx) < [10]> then\n if <(t) > [0]> then\n set [format v] to (join (join [0] (tx)) (format))\n else\n set [format v] to (join (tx) (format))\n end\nelse\n set [format v] to (join (join (letter (1) of (tx)) (letter (2) of (tx))) (format))\nend\nset [tx v] to ((t) mod (60))\nif <(t) > [0]> then\n set [format v] to (join ['] (format))\n set [format v] to (join (join (tx) [']) (format))\nend\n\nwhen I receive [save time to cloud v]\nset [☁ latest v] to (FRAME)\nif <<(round (☁ FASTEST)) < [10]> or <(FRAME) < (☁ FASTEST)>> then\n wait (0.1) seconds\n set [☁ fastest v] to (FRAME)\n broadcast (Win - Record v)\nelse\n broadcast (Win v)\nend\nbroadcast (CLOUD LIST - Load v) and wait\nset [invalidate v] to []\nSave to Top 10 (username) (FRAME)\nif <(invalidate) > [0]> then\n wait (0.1) seconds\n broadcast (CLOUD - LOCK v) and wait\n broadcast (CLOUD LIST - Load v) and wait\n save to cloud (username) (FRAME)\nend\n\ndefine save to cloud (user) (time)\nset [invalidate v] to []\nSave to Top 10 (user) (time)\nif <(invalidate) > [0]> then\n broadcast (CLOUD LIST - Save v) and wait\nend\n\ndefine Save to Top 10 (user) (time)\nset [i v] to [1]\nrepeat (25)\n if <<(item (i) of [cloud list v]) = []> or <(time) < (item ((i) + (1)) of [cloud list v])>> then\n insert (time) at (i) of [cloud list v] \n insert (user) at (i) of [cloud list v] \n change [i v] by (2)\n repeat until <<(i) > [50]> or <(item (i) of [cloud list v]) = (user)>>\n change [i v] by (2)\n end\n delete (i) of [cloud list v]\n delete (i) of [cloud list v]\n set [invalidate v] to [true]\n stop [this script v]\n end\n if <(item (i) of [cloud list v]) = (user)> then\n stop [this script v]\n end\n change [i v] by (2)\nend\n\ndefine Save last 25 (user) (time)\nrepeat until <(length of [cloud list v]) > [20]>\n add [] to [cloud list v]\nend\nset [i v] to [21]\nrepeat until <(i) > (length of [cloud list v])>\n if <(item (i) of [cloud list v]) = (user)> then\n delete (i) of [cloud list v]\n delete (i) of [cloud list v]\n else\n change [i v] by (2)\n end\nend\ninsert (time) at (21) of [cloud list v] \ninsert (user) at (21) of [cloud list v] \ndelete (((35) * (2)) + (1)) of [cloud list v]\ndelete (((35) * (2)) + (1)) of [cloud list v]\n\nbroadcast (CLOUD LIST - Load v) and wait\nShow Top 10\n\nbroadcast (CLOUD - LOCK v) and wait\nbroadcast (CLOUD LIST - Load v) and wait\nsave to cloud [26averyj] [2250]\n\nwhen flag clicked\nshow list [top 25 v]\n\nwhen I receive [new game v]\nshow list [top 25 v]\n\nwhen I receive [hide highscore table v]\nshow list [top 25 v]\n\nbroadcast (CLOUD - LOCK v) and wait\nbroadcast (CLOUD LIST - Load v) and wait\nsave to cloud [alex300] [5463]\n\nbroadcast (CLOUD - LOCK v) and wait\nbroadcast (CLOUD LIST - Load v) and wait\nsave to cloud [bobamafish] [4652]\n\n
Use arrow keys or WASD to move and jump.\n\n\nThe leader board is broken, you can't set a time\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\npog\n\n
Blank || A Scrolling Platformer
@Stage\n\n@Player\n\nwhen flag clicked\nset [x v v] to [0]\nset [y v v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [x v v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x v v] by (-1)\n end\n change x by (X v)\n set [x v v] to ((X v) * (0.9))\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 ((X v) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(X v) > [0]> then\n set [x v v] to [-10]\n else\n set [x v v] to [10]\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 color (#000000)?> then\n change y by ((Y v) * (-1))\n set [y v v] to [0]\n end\n change y by (-1)\n if <key (up arrow v) pressed?> then\n if <touching color (#000000)?> then\n set [y v v] to [13]\n end\n end\n change y by (1)\n change [scroll x v] by ((x position) * (-1))\n change [scroll y v] by ((y position) * (-1))\n go to x: (0) y: (0)\n if <<touching color (#ff0000)?> or <(Scroll Y) > [700]>> then\n set [scroll x v] to [120]\n set [scroll y v] to [55]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#66d7ff)?> then\n switch backdrop to (backdrop2 v)\n end\nend\n\nwhen flag clicked\nstart sound [Vexento - Masked Heroes \(128 kbps\) v]\n\nwhen flag clicked\nforever\n if <touching color (#000000)?> then\n change x by (-1)\n end\nend\n\n@Level\n\nwhen flag clicked\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (level 1 v)\nset [scroll x v] to [120]\nset [scroll y v] to [55]\nforever\n go to x: (Scroll X) y: (Scroll Y)\nend\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\n@Level 2\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen flag clicked\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (level 1 v)\nset [scroll x v] to [120]\nset [scroll y v] to [55]\nforever\n go to x: (Scroll X) y: (Scroll Y)\nend\n\n
B L A N K \n_____________________________________________\n\nH I G U Y S ! This is one of my best S C R O L L I N G \nP L A T F O R M E R yet! I hope you enjoyed playing! Please tell me if you want me to make the v3.0 update in the comments! \n_____________________________________________\n\nI N S T R U C T I O N S :\n\nU P A R R O W to jump\n\nL E F T A R R O W and R I G H T A R R O W to move\n\nE N J O Y !\n\n@tj_films
-Runner multiplayer platformer-
@Stage\n\nwhen flag clicked\nforever\n play sound [Pixelland v] until done\nend\n\n@1\n\nset [☁ p1 v] to [0]\n\nset [☁ p1 v] to [0]\n\n@2\n\n@player\n\ndefine Chat\nif <(is the chat open) = [1]> then\n if <key (1 v) pressed?> then\n set [chat v] to [1]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat v] to [2]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat v] to [3]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat v] to [4]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat v] to [5]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat v] to [6]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat v] to [7]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat v] to [8]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat v] to [9]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n set [chat v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen flag clicked\nset [scroll y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nshow list [chat v]\nbroadcast (GREEN FLAG v) and wait\nbroadcast (PLAY GAME v) and wait\n\ndefine CHANGE PLAYER Y BY (sy)\nchange [y v] by (sy)\nchange [inair v] by (1)\nPosition\nrepeat until <not <touching (platform v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [inair v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine GAME ON\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [sx v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [inair v] to [0]\nset [exit v] to []\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\nhide\nchange [level v] by (1)\nwait (0.5) seconds\n\ndefine TICK\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [sx v] by (-2)\nend\nif <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [sx v] by (2)\nend\nset [sx v] to ((SX) * (0.8))\nif <[0.9] < ([abs v] of (SX) )> then\n CHANGE PLAYER X By (round (SX))\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(inair) < [1]> then\n set [sy v] to [20]\n start sound [Jump v]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nCHANGE PLAYER Y BY (sy)\nTEST-DIE\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (8)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <[6000] < (SCROLL X)> then\n set [scroll x v] to [6000]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (8)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-175]> then\n set [exit v] to [die]\nend\n\nwhen I receive [begin v]\ngo to [front v] layer\nset [is the chat open v] to [0]\nshow list [chat v]\nforever\n Chat\n if <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(is the chat open) = [1]> then\n show list [chat v]\n set [is the chat open v] to [0]\n else\n set [is the chat open v] to [1]\n hide list [chat v]\n end\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\nend\n\ndefine GAME - DIE\nset [exit v] to []\nhide\n\ndefine TEST-DIE\nif <touching (dangers v)?> then\n set [exit v] to [die]\nend\n\ndefine CHANGE PLAYER X By (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platform v)?> then\n repeat (18)\n change [y v] by (1)\n Position\n if <not <touching (platform v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-18)\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [inair v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platform v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (setups v) and wait\nbroadcast (joining v)\nbroadcast (join game v) and wait\nif <(My Player #) > [0]> then\n start sound [Connect v]\n broadcast (joined v)\nelse\n start sound [Disconnect v]\n broadcast (full v)\nend\nbroadcast (begin v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encodied v] to (join (encodied) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encodied v] to (join (encodied) [00])\n\nwhen I receive [begin v]\nset [level v] to [1]\nforever\n broadcast (reset v) and wait\n broadcast (SETUP v) and wait\n GAME ON\n repeat until <(EXIT) > []>\n TICK\n broadcast (tick v)\n if <(My Player #) > [0]> then\n send cloud data\n end\n end\n if <(EXIT) = [win]> then\n Game-Win\n else\n GAME - DIE\n end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nset [encodied v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (Chat) to encoded\nset cloud # (My Player #) to (encodied)\n\nwhen I receive [begin v]\nwait (5) seconds\nswitch backdrop to (blank v)\n\nadd [HI] to [chat v]\n\nadd [This is how you do it] to [chat v]\n\nhide\n\nwhen I receive [begin v]\ngo to [front v] layer\nset [level v] to [1]\nforever\n if <(SCROLL X) > [6000]> then\n set [exit v] to [win]\n end\nend\n\nwhen I receive [begin v]\n\n@opponents\n\ndefine Decode chat (chat)\nif <(chat) = [0]> then\n\ndefine begin decode of (encode)\nset [encodied v] to (encode)\nset [letter # v] to [1]\n\ndefine value=read from encode\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encodied)) (letter ((letter #) + (1)) of (encodied)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nset [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]\ngo to [front v] layer\ngo [backward v] (1) layers\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 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]> and <not <touching (_edge_ v)?>>> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue=read from encode\nvalue=read from encode\nset x to ((value) - (SCROLL X))\nvalue=read from encode\nset y to ((value) - (SCROLL Y))\nvalue=read from encode\nbroadcast (Decode chat v)\n\nwhen I receive [join game v]\nvalue=Cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue=Cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\nwhen I receive [decode chat v]\nDecode chat (value)\n\nDecode chat (value)\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\n@PLATFORM\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n switch costume to (level 2 1 v)\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\nend\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@DANGERs \n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [-10]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\nelse\n if <(LEVEL) = [2]> then\nend\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\nend\n\n@jion\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\ngo to [front v] layer\nwait (3) seconds\nhide\n\nwhen I receive [joining v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [joined v]\nswitch costume to (joined v)\nshow\n\nwhen I receive [full v]\nswitch costume to (joined2 v)\nshow\n\n@talk\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [480] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\nend\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n
Mobile friendly!\nRunner A multiplayer platformer\nArrow keys to move and jump! \npress player or t to chat\nWASD works too!\nReport bugs!\nIk I should make more harder and check points\nI will do In new platformer
PIXELS A PLATFORMER GAME
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [message1 v]\nnext backdrop\n\n@Sprite1\n\ndefine Platform (jump height) (friction) (running speed)\nset rotation style [left-right v]\nswitch costume to (costume1 v)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x velocity v] by (running speed)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x velocity v] by ((running speed) * (-1))\nend\nset [x velocity v] to ((X Velocity) * (friction))\nchange x by (X Velocity)\nif <touching color (#000000)?> then\n set [slope v] to [0]\n repeat until <<(Slope) = [8]> or <not <touching color (#000000)?>>>\n change [slope v] by (1)\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by ((Slope) * (-1))\n repeat ([ceiling v] of ([abs v] of (X Velocity) ) )\n if <touching color (#000000)?> then\n change x by (([abs v] of (X Velocity) ) / ((X Velocity) * (-1)))\n end\n end\n if <key (up arrow v) pressed?> then\n set [y velocity v] to [10]\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-15]\n else\n set [x velocity v] to [15]\n end\n else\n set [x velocity v] to [0]\n end\n end\nend\nchange y by (Y Velocity)\nif <touching color (#000000)?> then\n repeat ([ceiling v] of ([abs v] of (Y Velocity) ) )\n if <touching color (#000000)?> then\n change y by (([abs v] of (Y Velocity) ) / ((Y Velocity) * (-1)))\n end\n end\n if <<(([abs v] of (Y Velocity) ) / (Y Velocity)) = [-1]> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to (jump height)\n else\n set [y velocity v] to [0]\n switch costume to (idle v)\n end\nelse\n change [y velocity v] by (-1)\nend\n\nwhen flag clicked\ngo to x: (0) y: (150)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n Platform [12] [0.7] [4]\nend\n\nwhen flag clicked\nrepeat (10)\n go to x: (-176) y: (-26)\nend\n\nwhen flag clicked\nforever\n wait until <touching (_edge_ v)?>\n broadcast (message1 v)\n go to x: (-176) y: (-26)\nend\n\nwhen flag clicked\nforever\n wait until <touching color (#a70000)?>\n go to x: (-176) y: (-26)\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\nforever\n play sound [Fire by bubblebee3 v] until done\nend\n\n
THIS IS A NICE PLATFORMER MADE BY @atitap\nand @JOBRA-KING-studio. hope you enjoy! pls love fave and remix and follow!!! ;)\n\n\n
Motion Blocks | A Scrolling Platformer
@Stage\n\n@Player\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\nchange [level v] by (1)\nwait (1) seconds\nclear graphic effects\nset rotation style [left-right v]\n\ndefine Game - Die\nset [exit? v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\nend\nwait (0.5) seconds\n\nwhen flag clicked\nset size to (100) %\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(Exit?) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(Exit?) = [Win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Game On\nset rotation style [left-right v]\nset [x v] to (Checkpoint X)\nset [y v] to (Checkpoint Y)\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air? v] to [0]\nset [exit? v] to []\nset size to (100) %\nshow\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<<mouse down?> and <(x position) > (mouse x)>> and <(distance to [mouse-pointer v]) > [20]>>>> then\n Change Player x by [-8]\n point in direction (-90)\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<<mouse down?> and <(mouse x) > (x position)>> and <(distance to [mouse-pointer v]) > [20]>>>> then\n Change Player x by [8]\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 (space v) pressed?> or <<key (w v) pressed?> or <<<mouse down?> and <(mouse y) > (y position)>> and <(distance to [mouse-pointer v]) > [20]>>>>> then\n if <(In air?) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nPosition\nset [scroll x v] to (X)\nif <(Scroll X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((Y) - (Scroll Y)) / (10)))\nif <(Scroll Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(Y) < [-180]> then\n set [exit? v] to [die]\nend\nif <touching (danger v)?> then\n set [exit? v] to [die]\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air? v] by (1)\nPosition\nrepeat until <not <touching (platforms2 v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air? v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((X) - (Scroll X)) y: ((Y) - (Scroll Y))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms2 v)?> then\n repeat (15)\n change [y v] by (1)\n Position\n if <not <touching (platforms2 v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<key (up arrow v) pressed?> or <<key (space v) pressed?> or <<key (w v) pressed?> or <<<mouse down?> and <(mouse y) > (y position)>> and <(distance to [mouse-pointer v]) > [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 (platforms2 v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\nset [checkpoint x v] to [0]\nset [checkpoint y v] to [0]\nhide\n\nwhen I receive [win v]\nset size to (1) %\nhide\nstop [other scripts in sprite v]\n\n@Checkpoint\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nGo to: ((X) - (Scroll X)) ((Y) - (Scroll Y))\nif <touching (player v)?> then\n set [checkpoint x v] to [2600]\n set [checkpoint y v] to [0]\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [2600]\nset [y v] to [5]\n\ndefine Go to: (x) (y)\ngo to x: (x) y: (y)\nif <<(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@Comment\n\nwhen I receive [green flag v]\ngo to [back v] layer\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 [100]\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@Thumbnail\n\nwhen flag clicked\nhide\n\n@Platforms2\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nGo to: ((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 (1 1 v)\nClone at: [360] [0]\nClone at: [360] [0]\nClone at: [360] [0]\nClone at: [360] [0]\nClone at: [360] [0]\nClone at: [360] [0]\nClone at: [360] [0]\nClone at: [360] [0]\nClone at: [360] [0]\nClone at: [360] [0]\nClone at: [360] [0]\nClone at: [360] [0]\nClone at: [360] [0]\nClone at: [360] [0]\nClone at: [360] [0]\nClone at: [360] [0]\nClone at: [360] [0]\n\ndefine Go to: (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at: (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Comment3\n\nwhen I receive [green flag v]\ngo to [back v] layer\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 [6050]\nset [y v] to [75]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(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@Comment2\n\nwhen I receive [green flag v]\ngo to [back v] layer\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 [5450]\nset [y v] to [50]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(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@Checkpoint2\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nGo to: ((X) - (Scroll X)) ((Y) - (Scroll Y))\nif <touching (player v)?> then\n set [checkpoint x v] to [4325]\n set [checkpoint y v] to [-15]\nend\n\nwhen I receive [setup v]\ngo to [back v] layer\nhide\nset [x v] to [4325]\nset [y v] to [-25]\n\ndefine Go to: (x) (y)\ngo to x: (x) y: (y)\nif <<(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@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nGo to: ((x) - (Scroll X)) ((y) - (Scroll Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [5760]\nset [y v] to [5]\n\ndefine Go to: (x) (y)\ngo to x: (x) y: (y)\nif <<(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
« Motion Blocks | A Scrolling Platformer »\n\n»Instructions«\n- WASD, Arrow Keys or Mobile to move\n- The Flags are checkpoints\n- Get to the end :)\n\n»Notes«\n- Trending!!! Thanks so much everyone!\n- Also an entry for @chipm0nk's contest\n- 10+ hours of work\n- All blocks made by me in SVE\n- Support and feedback appreciated\n- Please do not advertise!\n- If this gets 50 loves I will make a sequel!\n- @StratfordJames Loved!!!!!\n\n»Credits«\n- All art and blocks made by me @-Invert- in SVE\n- griffpatch for scrolling engine\n- TheFatRat for music\n\n»Tags«\n#Scrolling #Platformer #games #all #chipm0nk @-invert- #griffpatch #awesome #scratch #vector #editor #motion #blocks #are #cool #why #do #you #not #follow #me #now #thanks #for #playing
☁️Nature's square || A multiplayer pen platformer
@Stage\n\nwhen flag clicked\nset [level v] to [1]\n\nforever\n play sound [TheFatRat - Time Lapse v] until done\nend\n\nwhen [space v] key pressed\nif <(username) = [suhalo_351]> then\n show variable [mouse v]\n set [mouse v] to (join (mouse x) (join [, ] (mouse y)))\nelse\n hide variable [mouse v]\nend\n\nwhen I receive [begin v]\n\nwhen I receive [begin v]\nset [level v] to [1]\n\nwhen flag clicked\nclear sound effects\nstop all sounds\n\nwhen I receive [begin v]\nforever\n play sound [Saving Nature v] until done\nend\n\nwhen I receive [begin v]\nforever\n play sound [Nature Ambiance-SoundBible v] until done\nend\n\n@Opponents\n\nbroadcast (begin v)\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\nend\n\nchange [ghost v] effect by (1)\n\ndefine value=Cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ p5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ p6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ p7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ p8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setups v]\nsetup players\n\ndefine tick\nset rotation style [left-right v]\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)\nvalue=read from encode\nset y to (value)\nvalue=read from encode\nif <(value) = (LEVEL)> then\n set [ghost v] effect to (0)\nelse\n say []\n set [ghost v] effect to (100)\nend\nvalue=read from encode\npoint in direction (value)\n\nwhen I receive [join game v]\nvalue=Cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue=Cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\n@Player\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching color (#3fff00)?>>\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 [sy v] to [0]\nend\n\ndefine Respawn\nset [sx v] to [0]\nset [sy v] to [0]\nset [falling? v] to [10]\nswitch costume to (1 \(7\) v)\nset [ghost v] effect to (0)\nset size to (100) %\npoint in direction (90)\ngo to x: (-200) y: (0)\nshow\n\ndefine Walk (speed) Wall Jump (x) (y)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(Slope) = [8]> or <not <touching color (#3fff00)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(Slope) = [8]> then\n change y by ((0) - (Slope))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <<<<(x position) > (mouse x)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> or <<<(mouse x) > (x position)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n if <(speed) < [0]> then\n set [sx v] to (x)\n else\n set [sx v] to ((0) - (x))\n end\n set [sy v] to (y)\n end\n end\n repeat until <not <touching color (#3fff00)?>>\n if <(speed) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\n end\nend\n\nwhen flag clicked\nset [max players v] to [9]\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 start sound [Connect v]\n switch backdrop to (joining3 v)\nelse\n switch backdrop to (joining2 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]\nforever\n if <(My Player #) > [0]> then\n send cloud data\n end\nend\n\ngo to (mouse-pointer 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 end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nset [encodied v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x position) to encoded\nwrite (y position) to encoded\nwrite (LEVEL) to encoded\nwrite (direction) to encoded\nset cloud # (My Player #) to (encodied)\n\nwhen flag clicked\nhide\n\nstart sound [Collect v]\nbroadcast (transition v)\n\nbroadcast (transition v) and wait\n\nwhen I receive [go to v]\ngo to x: (-200) y: (0)\n\ngo to (mouse-pointer v)\n\nchange y by (-0.1)\n\nwhen I receive [transition v]\n\nplay sound [Collect v] until done\n\nbroadcast (Next Level v) and wait\n\nwhen I receive [begin v]\nshow\nset [level v] to [1]\nRespawn\nwait (0.4) seconds\nforever\n change [sy v] by (-1)\n change y by (SY)\n Touch Ground <(SY) > [0]>\n set [sx v] to ((SX) * (0.9))\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>>> then\n change [sx v] by (-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 change [sx v] by (1)\n end\n if <not <(SX) = [0]>> then\n Walk (SX) Wall Jump (10) (10)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <<(Jump Key) = [0]> and <(Falling?) < [3]>> then\n set [sy v] to [14]\n set [falling? v] to [6]\n end\n else\n set [jump key v] to [0]\n end\n if <<(y position) < [-180]> or <touching color (#ff0000)?>> then\n clear graphic effects\n set rotation style [all around v]\n repeat (20)\n turn right (15) degrees\n change y by (10)\n change [ghost v] effect by (5)\n end\n Respawn\n end\n if <touching color (#7f00ff)?> then\n wait (0.01) seconds\n Respawn\n broadcast (transition v)\n end\n if <touching color (#ffe900)?> then\n set [sy v] to [20]\n end\nend\n\nwhen I receive [transition v]\nchange [level v] by (1)\n\nbroadcast (transition v) and wait\n\nbroadcast (Print text for level 1 v) and wait\n\nwhen I receive [begin v]\nforever\n if <(LEVEL) = [8]> then\n broadcast (8 v)\n if <not <(LEVEL) = [8]>> then\n stop [this script v]\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(LEVEL) = [9]> then\n broadcast (9 v)\n if <not <(LEVEL) = [9]>> then\n stop [this script v]\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(LEVEL) = [10]> then\n broadcast (10 v)\n if <not <(LEVEL) = [10]>> then\n stop [this script v]\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(LEVEL) = [11]> then\n broadcast (11 v)\n if <not <(LEVEL) = [11]>> then\n stop [this script v]\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(LEVEL) = [12]> then\n broadcast (12 v)\n if <not <(LEVEL) = [12]>> then\n stop [this script v]\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(LEVEL) = [13]> then\n broadcast (13 v)\n if <not <(LEVEL) = [13]>> then\n stop [this script v]\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(LEVEL) = [14]> then\n broadcast (14 v)\n if <not <(LEVEL) = [14]>> then\n stop [this script v]\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(LEVEL) = [15]> then\n broadcast (15 v)\n if <not <(LEVEL) = [15]>> then\n stop [this script v]\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(LEVEL) = [16]> then\n broadcast (16 v)\n if <not <(LEVEL) = [16]>> then\n stop [this script v]\n end\n end\nend\n\nwhen I receive [reset v]\nRespawn\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 set [names... v] to [2]\n else\n set [names... v] to [1]\n end\n wait until <not <key (n v) pressed?>>\n end\nend\n\n@Game!! (pen)\n\nwhen flag clicked\nhide\n\nset [level v] to [17]\n\nchange [level v] by (1)\n\nwhen I receive [begin v]\nshow\n\nwhen I receive [transition v]\n\ndefine Draw line from x: (from x) y: (from y) to x: (to x) y: (to y) with pen thickness : (thickness) Type : (type)\nset pen size to (thickness)\nif <(type) = [l]> then\n set pen color to (#ff0000)\nelse\n if <(type) = [g]> then\n set pen color to (#3fff00)\n else\n if <(type) = [b]> then\n set pen color to (#ffe900)\n else\n if <(type) = [g1]> then\n set pen color to (#00d006)\n else\n if <(type) = [g2]> then\n set pen color to (#987400)\n end\n end\n end\n end\nend\ngo to x: (from x) y: (from y)\npen down\ngo to x: (to x) y: (to y)\npen up\n\ndefine Draw Ground\nDraw line from x: [-250] y: [-95] to x: [250] y: [-95] with pen thickness : [20] Type : [g]\nDraw line from x: [-250] y: [-115] to x: [250] y: [-115] with pen thickness : [25] Type : [g1]\nDraw line from x: [-250] y: [-150] to x: [250] y: [-150] with pen thickness : [70] Type : [g2]\nrock at [-127] [-145]\nrock at [13] [-174]\nrock at [81] [-139]\n\ndefine cloud mode 2 (x) (y)\nset pen color to (#ffffff)\npen up\ngo to x: ((x) - (55)) y: ((y) - (10))\nset pen size to (30)\npen down\ngo to x: ((x) - (-35)) y: ((y) - (10))\npen up\ngo to x: ((x) - (35)) y: ((y) - (-15))\nset pen size to (30)\npen down\ngo to x: ((x) - (-55)) y: ((y) - (-15))\npen up\n\ndefine add moving cloud y (y) speed (speed)\nif <not <(speed) = [0]>> then\n add (y) to [cloud y v]\n add (speed) to [cloud speed v]\n if <(speed) > [0]> then\n add [-250] to [cloud x v]\n else\n add [250] to [cloud x v]\n end\nend\n\ndefine render and move clouds\nset [counter v] to [0]\nrepeat (length of [cloud x v])\n change [counter v] by (1)\n replace item (counter) of [cloud x v] with ((item (counter) of [cloud x v]) + (item (counter) of [cloud speed v]))\n if <([abs v] of (item (counter) of [cloud x v]) ) > [250]> then\n delete (counter) of [cloud speed v]\n delete (counter) of [cloud x v]\n delete (counter) of [cloud y v]\n end\nend\nset [counter v] to [0]\nrepeat (length of [cloud x v])\n change [counter v] by (1)\n if <(Cloud type!) = [2]> then\n cloud mode 2 (item (counter) of [cloud x v]) (item (counter) of [cloud y v])\n else\n cloud mode 1 (item (counter) of [cloud x v]) (item (counter) of [cloud y v])\n end\nend\n\ndefine tree at(type 1) (x) (y)\npen up\nset pen size to (20)\nset pen color to (#c57316)\ngo to x: (x) y: (y)\npen down\nchange y by (75)\nset pen color to (#4fbf4c)\nset pen size to (100)\nchange y by (50)\npen up\n\ndefine rock at (x) (y)\npen up\nset pen size to (20)\nset pen color to (#8e8e8e)\ngo to x: (x) y: (y)\npen down\nset pen size to (15)\nset pen color to (#8e8e8e)\nchange y by (-2.5)\nchange x by (-10)\npen up\n\ndefine grass at (x) (y)\npen up\nset pen size to (10)\nset pen color to (#56d253)\ngo to x: (x) y: (y)\npen down\ngo to x: ((x) + (12)) y: ((y) + (18))\ngo to x: (x) y: (y)\ngo to x: ((x) + (-12)) y: ((y) + (18))\ngo to x: (x) y: (y)\ngo to x: (x) y: ((y) + (23))\npen up\n\nwhen I receive [begin v]\nforever\n add moving cloud y (pick random (50) to (150)) speed (pick random (-5) to (5))\n wait (pick random (3.5) to (5)) seconds\nend\n\nwhen I receive [begin v]\nhide\ndelete all of [cloud speed v]\ndelete all of [cloud x v]\ndelete all of [cloud y v]\nforever\n if <(LEVEL) = [1]> then\n erase all\n render and move clouds\n Draw end point at x: [195] y: [-15]\n tree at(type 1) [-150] [-75]\n Tree type 2! At x: [96] y: [-90]\n rock at [25] [-80]\n rock at [170] [-80]\n grass at [-85] [-80]\n grass at [215] [-80]\n grass at [-220] [-80]\n Draw Ground\n end\n if <(LEVEL) = [2]> then\n erase all\n render and move clouds\n Draw line from x: [0] y: [-75] to x: [0] y: [50] with pen thickness : [50] Type : [g]\n Draw end point at x: [220] y: [-20]\n Tree type 2! At x: [-140] y: [-80]\n tree at(type 1) [140] [-75]\n rock at [45] [-80]\n rock at [-170] [-80]\n grass at [-85] [-80]\n grass at [215] [-80]\n grass at [-200] [-80]\n rock at [0] [-150]\n rock at [169] [-133]\n rock at [-185] [-160]\n Draw Ground\n end\n if <(LEVEL) = [3]> then\n erase all\n Draw line from x: [-100] y: [-80] to x: [220] y: [-80] with pen thickness : [25] Type : [l]\n render and move clouds\n tree at(type 1) [-197] [-79]\n rock at [-155] [-77]\n Draw end point at x: [187] y: [64]\n Draw line from x: [-68] y: [-13] to x: [-60] y: [-13] with pen thickness : [10] Type : [g]\n Draw line from x: [85] y: [20] to x: [95] y: [20] with pen thickness : [10] Type : [g]\n rock at [-40] [-150]\n rock at [50] [-160]\n rock at [-1220] [-800]\n Draw Ground\n end\n if <(LEVEL) = [4]> then\n erase all\n render and move clouds\n Draw line from x: [-100] y: [-83] to x: [-100] y: [60] with pen thickness : [30] Type : [l]\n Draw line from x: [-112] y: [-83] to x: [-112] y: [60] with pen thickness : [30] Type : [g]\n tree at(type 1) [-197] [-79]\n Draw line from x: [0] y: [150] to x: [0] y: [-80] with pen thickness : [30] Type : [g]\n Draw line from x: [50] y: [-83] to x: [50] y: [-83] with pen thickness : [30] Type : [g]\n Draw line from x: [37] y: [73] to x: [193] y: [-25] with pen thickness : [30] Type : []\n rock at [0] [-150]\n rock at [169] [-133]\n rock at [-185] [-160]\n grass at [-180] [-80]\n grass at [-56] [-80]\n rock at [77] [-80]\n Draw end point at x: [87] y: [-23]\n Draw Ground\n end\n if <(LEVEL) = [5]> then\n erase all\n render and move clouds\n Tree type 2! At x: [198] y: [-85]\n Draw line from x: [15] y: [-89] to x: [200] y: [-89] with pen thickness : [30] Type : [l]\n Draw line from x: [-100] y: [180] to x: [200] y: [180] with pen thickness : [30] Type : [g]\n Draw line from x: [-112] y: [-83] to x: [-112] y: [60] with pen thickness : [30] Type : [g]\n Draw line from x: [0] y: [5000] to x: [0] y: [20] with pen thickness : [30] Type : [g]\n Draw line from x: [50] y: [-83] to x: [50] y: [-83] with pen thickness : [30] Type : [g]\n Draw line from x: [193] y: [60] to x: [70] y: [-20] with pen thickness : [30] Type : [g]\n Draw end point at x: [49] y: [135]\n rock at [223] [-75]\n tree at(type 1) [-197] [-79]\n rock at [-149] [-75]\n rock at [-63] [-75]\n rock at [169] [-133]\n rock at [-185] [-160]\n grass at [-180] [-80]\n grass at [-56] [-80]\n grass at [163] [-80]\n Draw Ground\n end\n if <(LEVEL) = [6]> then\n erase all\n render and move clouds\n Draw line from x: [-89] y: [-75] to x: [200] y: [-75] with pen thickness : [30] Type : [l]\n Draw line from x: [30] y: [20] to x: [200] y: [20] with pen thickness : [30] Type : [l]\n Draw end point at x: [-169] y: [150]\n Draw line from x: [-58] y: [-11] to x: [-20] y: [-11] with pen thickness : [10] Type : [g]\n Draw line from x: [70] y: [-35] to x: [180] y: [-35] with pen thickness : [100] Type : [l]\n Draw line from x: [70] y: [47] to x: [85] y: [47] with pen thickness : [10] Type : [g]\n Draw line from x: [30] y: [-80] to x: [30] y: [60] with pen thickness : [30] Type : [g]\n Draw line from x: [220] y: [-80] to x: [220] y: [60] with pen thickness : [30] Type : [g]\n Draw line from x: [-190] y: [120] to x: [-140] y: [120] with pen thickness : [10] Type : [g]\n grass at [-157] [-80]\n rock at [209] [-75]\n rock at [-151] [-75]\n tree at(type 1) [-183] [-80]\n Draw Ground\n end\n if <(LEVEL) = [7]> then\n erase all\n render and move clouds\n Draw line from x: [-100] y: [-88] to x: [-100] y: [50] with pen thickness : [30] Type : [l]\n Draw line from x: [-111] y: [-88] to x: [-111] y: [50] with pen thickness : [30] Type : [g]\n Draw line from x: [-11] y: [171] to x: [-11] y: [0] with pen thickness : [25] Type : [l]\n Draw line from x: [0] y: [171] to x: [0] y: [0] with pen thickness : [25] Type : [g]\n Draw Ground\n tree at(type 1) [-191] [-80]\n Tree type 2! At x: [149] y: [-80]\n rock at [77] [-75]\n grass at [183] [-80]\n rock at [-155] [-75]\n grass at [-63] [-80]\n Draw line from x: [-235] y: [170] to x: [235] y: [170] with pen thickness : [30] Type : [g]\n Draw end point at x: [194] y: [-3]\n Draw Ground\n end\n if <(LEVEL) = [8]> then\n erase all\n grass at [-139] [10]\n rock at [-163] [-75]\n grass at [-173] [-80]\n tree at(type 1) [-217] [-105]\n rock at [99] [73]\n Draw line from x: [-235] y: [170] to x: [235] y: [170] with pen thickness : [30] Type : [g]\n Draw line from x: [-122] y: [-20] to x: [-122] y: [-20] with pen thickness : [20] Type : [l]\n Draw line from x: [-115] y: [-10] to x: [400] y: [-10] with pen thickness : [30] Type : [l]\n Draw line from x: [-90] y: [-67] to x: [400] y: [-67] with pen thickness : [100] Type : [l]\n Draw line from x: [-134] y: [-87] to x: [-134] y: [16] with pen thickness : [20] Type : [g]\n Draw line from x: [340] y: [-87] to x: [240] y: [16] with pen thickness : [20] Type : [g]\n Draw line from x: [-74] y: [48] to x: [-60] y: [48] with pen thickness : [20] Type : [g]\n Draw line from x: [90] y: [60] to x: [110] y: [60] with pen thickness : [20] Type : [g]\n Draw end point at x: [192] y: [94]\n Draw Ground\n end\n if <(LEVEL) = [9]> then\n erase all\n grass at [105] [-81]\n render and move clouds\n rock at [-151] [-75]\n tree at(type 1) [-185] [-84]\n tree at(type 1) [10] [-90]\n rock at [33] [-157]\n rock at [-23] [-145]\n Draw moving platforms at [148] y: [30]\n grass at [-221] [-85]\n rock at [205] [-75]\n grass at [-39] [-80]\n Draw end point at x: [-189] y: [150]\n Draw line from x: [-79] y: [95] to x: [] y: [95] with pen thickness : [20] Type : [g]\n Draw line from x: [-225] y: [111] to x: [-152] y: [111] with pen thickness : [20] Type : [g]\n Draw Ground\n end\n if <(LEVEL) = [10]> then\n erase all\n Draw line from x: [-90] y: [-40] to x: [180] y: [-40] with pen thickness : [100] Type : [l]\n render and move clouds\n Draw line from x: ((-20) + (Hori var)) y: [60] to x: ((20) + (Hori var)) y: [60] with pen thickness : [20] Type : [g]\n Draw line from x: [-132] y: [-106] to x: [-132] y: [20] with pen thickness : [30] Type : [g]\n Draw line from x: ((-20) + (Hori var)) y: [60] to x: ((20) + (Hori var)) y: [60] with pen thickness : [20] Type : [g]\n Draw line from x: [220] y: [-106] to x: [220] y: [20] with pen thickness : [30] Type : [g]\n grass at [-211] [-80]\n Draw end point at x: [200] y: [141]\n rock at [-200] [-75]\n grass at (Hori var) [74]\n rock at (Hori var) [80]\n Draw Ground\n end\n if <(LEVEL) = [11]> then\n erase all\n render and move clouds\n Draw end point at x: [205] y: [129]\n Draw line from x: [124] y: [120] to x: [182] y: [56] with pen thickness : [20] Type : [g]\n Draw line from x: [-222] y: [-95] to x: [205] y: [-95] with pen thickness : [70] Type : [l]\n Draw line from x: [-219] y: [-25] to x: [-200] y: [-25] with pen thickness : [20] Type : [g]\n Draw line from x: ((-20) - (Hori var)) y: [0] to x: ((20) - (Hori var)) y: [0] with pen thickness : [20] Type : [g]\n Draw line from x: [50] y: ((Ver var) - (50)) to x: [100] y: ((Ver var) - (50)) with pen thickness : [20] Type : [g]\n Draw Ground\n end\n if <(LEVEL) = [12]> then\n erase all\n render and move clouds\n Draw line from x: [-143] y: [-79] to x: [-20] y: [-79] with pen thickness : [20] Type : [b]\n Draw line from x: [-17] y: [-80] to x: [-17] y: [50] with pen thickness : [20] Type : [g]\n Draw line from x: [50] y: [180] to x: [50] y: [40] with pen thickness : [20] Type : [g]\n Draw line from x: [140] y: [-88] to x: [140] y: [43] with pen thickness : [20] Type : [g]\n Draw line from x: [140] y: [60] to x: [220] y: [60] with pen thickness : [20] Type : [l]\n Draw line from x: [140] y: [43] to x: [220] y: [43] with pen thickness : [20] Type : [g]\n Draw end point at x: [168] y: [122]\n grass at [67] [-79]\n rock at [-183] [-75]\n grass at [-209] [-80]\n Tree type 2! At x: [-206] y: [-90]\n rock at [14] [-75]\n Draw Ground\n end\n if <(LEVEL) = [13]> then\n erase all\n render and move clouds\n Draw line from x: [0] y: [30] to x: [0] y: [-80] with pen thickness : [30] Type : [g]\n tree at(type 1) [134] [-73]\n Draw line from x: [-116] y: [107] to x: [116] y: [107] with pen thickness : [30] Type : [g]\n Tree type 2! At x: [-138] y: [-77]\n Draw line from x: [-116] y: [100] to x: [116] y: [100] with pen thickness : [30] Type : [l]\n grass at [38] [-80]\n Draw end point at x: [184] y: [6]\n rock at [73] [-75]\n grass at [-203] [-80]\n rock at [205] [-75]\n Draw Ground\n end\n if <(LEVEL) = [14]> then\n erase all\n render and move clouds\n Draw line from x: [-91] y: [-20] to x: [91] y: [-20] with pen thickness : [30] Type : [b]\n Draw line from x: [-91] y: [6] to x: [91] y: [6] with pen thickness : [30] Type : [g]\n Draw line from x: [-70] y: [-86] to x: [70] y: [-86] with pen thickness : [40] Type : [l]\n Tree type 2! At x: [167] y: [-75]\n rock at [175] [-75]\n Draw end point at x: [171] y: [150]\n Draw line from x: [160] y: ((Ver var) - (70)) to x: [185] y: ((Ver var) - (70)) with pen thickness : [20] Type : [g]\n Draw line from x: [-94] y: [21] to x: [94] y: [21] with pen thickness : [20] Type : [l]\n tree at(type 1) [-203] [-89]\n grass at [-203] [-80]\n grass at [107] [-80]\n Draw Ground\n end\n if <(LEVEL) = [15]> then\n erase all\n render and move clouds\n rock at [57] [-3]\n Draw line from x: [-134] y: [-92] to x: [-134] y: [50] with pen thickness : [20] Type : [g]\n Draw line from x: [-63] y: [120] to x: [220] y: [120] with pen thickness : [20] Type : [g]\n Draw line from x: [-80] y: [100] to x: [220] y: [100] with pen thickness : [30] Type : [l]\n Draw line from x: [-51] y: [55] to x: [240] y: [55] with pen thickness : [30] Type : [g]\n Draw line from x: [-3] y: [65] to x: [-3] y: [-21] with pen thickness : [20] Type : [g]\n Draw line from x: [0] y: [-14] to x: [174] y: [-14] with pen thickness : [20] Type : [g]\n Draw line from x: [-115] y: [-87] to x: [-20] y: [-87] with pen thickness : [20] Type : [b]\n Draw end point at x: [45] y: [17]\n tree at(type 1) [-208] [-85]\n Draw Ground\n grass at [108] [-80]\n grass at [-171] [-80]\n rock at [33] [-75]\n rock at [186] [-75]\n end\n if <(LEVEL) = [16]> then\n erase all\n render and move clouds\n Draw line from x: [-148] y: [-79] to x: [240] y: [-79] with pen thickness : [50] Type : [l]\n Draw line from x: ((Hori var) - (100)) y: ((Ver var) - (37)) to x: ((Hori var) - (50)) y: ((Ver var) - (37)) with pen thickness : [20] Type : [g]\n grass at [-206] [-80]\n grass at ((((Hori var) - (80)) / (2)) * (2)) ((Ver var) - (20))\n rock at ((((Hori var) - (80)) / (2)) * (2)) ((Ver var) - (19))\n Draw end point at x: [184] y: [130]\n rock at [-205] [-75]\n Draw Ground\n end\n if <(LEVEL) = [17]> then\n erase all\n render and move clouds\n tree at(type 1) [230] [-100]\n Tree type 2! At x: [32] y: [-80]\n Draw line from x: [-146] y: [-30] to x: [100] y: [109] with pen thickness : [30] Type : [b]\n Draw line from x: [-138] y: [-6] to x: [101] y: [135] with pen thickness : [20] Type : [g]\n Draw line from x: [190] y: ((Ver var) + (-60)) to x: [220] y: ((Ver var) + (-60)) with pen thickness : [20] Type : [l]\n Draw line from x: [170] y: ((Ver var) + (-75)) to x: [220] y: ((Ver var) + (-75)) with pen thickness : [20] Type : [g]\n Draw line from x: [-159] y: [10] to x: [82] y: [150] with pen thickness : [30] Type : [l]\n Draw end point at x: [194] y: [143]\n rock at [0] [-75]\n grass at [-138] [-80]\n rock at [-220] [-75]\n grass at [55] [-80]\n Draw Ground\n end\n if <(LEVEL) = [18]> then\n erase all\n render and move clouds\n tree at(type 1) [66] [-90]\n Tree type 2! At x: [-216] y: [-80]\n Draw line from x: [-108] y: [178] to x: [-108] y: [50] with pen thickness : [30] Type : [g]\n Draw line from x: [0] y: [-178] to x: [0] y: [50] with pen thickness : [30] Type : [g]\n Draw line from x: [108] y: [178] to x: [108] y: [50] with pen thickness : [30] Type : [g]\n Draw line from x: [133] y: [-84] to x: [220] y: [-84] with pen thickness : [30] Type : [b]\n Draw end point at x: [174] y: [131]\n grass at [-166] [-80]\n grass at [25] [-80]\n rock at [67] [-75]\n rock at [-99] [-75]\n Draw Ground\n end\n if <(LEVEL) = [19]> then\n erase all\n render and move clouds\n tree at(type 1) [-150] [-75]\n Tree type 2! At x: [96] y: [-90]\n rock at [25] [-80]\n rock at [170] [-80]\n grass at [-85] [-80]\n grass at [215] [-80]\n grass at [-220] [-80]\n Draw Ground\n end\nend\n\ntree at(type 1) [140] [-75]\nrock at [45] [-80]\nrock at [-170] [-80]\ngrass at [-85] [-80]\ngrass at [215] [-80]\ngrass at [-200] [-80]\nrock at [0] [-150]\nrock at [169] [-133]\n\nrock at [-40] [-150]\nrock at [50] [-160]\nrock at [-1220] [-800]\nrock at [-155] [-77]\nDraw line from x: [-68] y: [-13] to x: [-60] y: [-13] with pen thickness : [10] Type : [g]\n\ndefine Draw end point at x: (x) y: (y)\npen up\nset pen color to (#7f00ff)\nset pen size to (30)\ngo to x: (x) y: ((y) + ((10) * ([sin v] of ((tick) * (10)) )))\npen down\npen up\n\npen up\nset pen size to (30)\ngo to x: (x) y: (y)\npen down\npen up\n\nwhen I receive [begin v]\nset [cloud type! v] to [2]\nforever\n if <key (space v) pressed?> then\n if <(Cloud type!) = [2]> then\n set [cloud type! v] to [1]\n else\n set [cloud type! v] to [2]\n end\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen I receive [begin v]\nforever\n change [tick v] by (1)\nend\n\nwhen flag clicked\nset [tick v] to [0]\n\ndefine Draw moving platforms at (x:) y: (y)\npen up\nset pen color to (#3fff00)\nset pen size to (14)\ngo to x: ((x:) + (0)) y: ((y) + ((0.25) * (Moving platforms)))\npen down\ngo to x: ((x:) + (0)) y: ((y) + (((0.25) * (Moving platforms)) - (100)))\npen up\n\ndefine cloud mode 1 (x) (y)\nset pen color to (#ffffff)\npen up\ngo to x: ((x) - (35)) y: (y)\nset pen size to (25)\npen down\ngo to x: ((x) - (-35)) y: (y)\npen up\ngo to x: ((x) - (35)) y: ((y) - (-15))\nset pen size to (55)\npen down\npen up\ngo to x: ((x) - (-5)) y: ((y) - (-15))\nset pen size to (40)\npen down\npen up\n\nwhen I receive [begin v]\nset [moving platforms v] to [0]\nforever\n repeat (10)\n change [moving platforms v] by (10)\n end\n repeat (20)\n change [moving platforms v] by (-10)\n end\n repeat (10)\n change [moving platforms v] by (10)\n end\nend\n\ndefine Tree type 2! At x: (x) y: (y)\npen up\nset pen size to (20)\nset pen color to (#c57215)\ngo to x: (x) y: (y)\npen down\ngo to x: (x) y: ((y) + (55))\nset pen size to (49)\nset pen color to (#4fbf4c)\npen up\npen down\ngo to x: ((x) - (35)) y: ((y) + (55))\ngo to x: (x) y: ((y) + (160))\ngo to x: ((x) + (35)) y: ((y) - (-55))\ngo to x: (x) y: ((-45) - (y))\npen up\npen up\nset pen size to (29)\nset pen color to (#4fbf4c)\npen up\npen down\ngo to x: ((x) + (35)) y: ((y) + (45))\ngo to x: (x) y: ((y) + (45))\npen up\n\nwhen I receive [begin v]\nset [hori var v] to [0]\nforever\n repeat (40)\n change [hori var v] by (5)\n end\n wait (.7) seconds\n repeat (40)\n change [hori var v] by (-5)\n end\n wait (.7) seconds\nend\n\nwhen flag clicked\nset [hori var v] to [0]\n\nwhen I receive [begin v]\nset [ver var v] to [0]\nforever\n repeat (40)\n change [ver var v] by (4)\n end\n wait (.7) seconds\n repeat (40)\n change [ver var v] by (-4)\n end\n wait (.7) seconds\nend\n\ndefine stretching platforms(moving) at x: (x) y: (y)\npen up\nset pen color to (#3fff00)\nset pen size to (14)\ngo to x: ((x) + (0.5)) y: ((y) + ((0.8) * (Moving platforms)))\npen down\ngo to x: ((x) + (0.1)) y: ((y) + (((.001) * (Moving platforms)) - (0.01)))\npen up\n\nforever\n pen up\n set pen color to (#3fff00)\n set pen size to (14)\n go to x: ((x) + (0.5)) y: ((y) + ((0.5) * (Moving platforms)))\n pen down\n go to x: ((x) + (0.1)) y: ((y) + (((70) * (Moving platforms)) - (0.01)))\n pen up\nend\n\nif <not <(LEVEL) = [15]>> then\n\nDraw Ground\n\nwhen I receive [begin v]\nforever\n if <(Skip botton var) = [Clicked! Change level!]> then\n set pen size to (45)\n set pen color to (#00e5ff)\n pen up\n go to x: (190) y: (-165)\n pen down\n go to x: (200) y: (-165)\n pen up\n set pen color to (#43d600)\n set pen size to (5)\n pen up\n go to x: (188) y: (-155)\n pen down\n go to x: (188) y: (-165)\n go to x: (188) y: (-155)\n change x by (10)\n pen up\n change y by (-10)\n pen down\n change x by (-10)\n pen up\n go to x: (198) y: (-165)\n pen down\n change y by (-10)\n change x by (-10)\n pen up\n else\n set pen size to (30)\n set pen color to (#00e5ff)\n pen up\n go to x: (190) y: (-165)\n pen down\n go to x: (200) y: (-165)\n pen up\n set pen color to (#43d600)\n set pen size to (5)\n pen up\n go to x: (188) y: (-155)\n pen down\n go to x: (188) y: (-165)\n go to x: (188) y: (-155)\n change x by (10)\n pen up\n change y by (-10)\n pen down\n change x by (-10)\n pen up\n go to x: (198) y: (-165)\n pen down\n change y by (-10)\n change x by (-10)\n pen up\n end\nend\n\npen down\n\nwhen I receive [begin v]\nset [skip botton var v] to [Not Clicked]\nforever\n if <(distance to [mouse-pointer v]) < [40]> then\n set [skip botton var v] to [Clicked! Change level!]\n else\n set [skip botton var v] to [Not Clicked]\n end\n if <<(distance to [mouse-pointer v]) < [40]> and <mouse down?>> then\n set [skip botton var v] to [Not Clicked]\n wait (0.5) seconds\n broadcast (Reset v)\n change [level v] by (1)\n end\nend\n\nchange y by (-10)\npen down\nchange x by (-10)\npen up\ngo to x: (198) y: (-165)\npen down\n\nrender and move clouds\n\nTree type 2! At x: [-202] y: [-117]\n\nrock at [] []\n\nwhen I receive [begin v]\nforever\n if <(LEVEL) = [19]> then\n broadcast (8 v)\n end\nend\n\n@Connecting\n\nwhen backdrop switches to [joining2 v]\nbroadcast (9 v) and wait\n\nwhen backdrop switches to [joining3 v]\nbroadcast (print connected! v) and wait\n\n@TextEngine\n\ndefine _calcWW (text) (width) (firstwidth) (cspace) (spacewidth)\ndelete all of [_ww0 v]\ndelete all of [_ww1 v]\ndelete all of [_ww2 v]\nset [_i3 v] to [1]\nset [_i4 v] to [0]\nset [_i5 v] to [0]\nset [_i6 v] to [0]\nset [_i7 v] to (firstwidth)\nrepeat (length of (text))\n if <(letter (_i3) of (text)) = [ ]> then\n if <(_i4) = [0]> then\n if <((_i7) + ((_i5) - (cspace))) > (width)> then\n insert [1] at (1) of [_ww0 v] \n add [0] to [_ww1 v]\n add [0] to [_ww2 v]\n set [_i6 v] to [1]\n end\n change [_i7 v] by ((_i5) - (cspace))\n else\n if <((_i7) + ((spacewidth) + (_i5))) > (width)> then\n if <(_i4) > (_i6)> then\n add (_i7) to [_ww1 v]\n add (((_i4) - (_i6)) - (1)) to [_ww2 v]\n end\n set [_i6 v] to (_i4)\n set [_i7 v] to ((_i5) - (cspace))\n else\n change [_i7 v] by ((spacewidth) + (_i5))\n end\n end\n add [1] to [_ww0 v]\n set [_i4 v] to (length of [_ww0 v])\n set [_i5 v] to [0]\n else\n switch costume to (blank v)\n switch costume to (join (letter (_i3) of (text)) [_])\n set [_i9 v] to ((costume [number v]) - (1))\n if <(_i9) > [0]> then\n set [_i8 v] to (item (_i9) of [_chwidth v])\n if <((_i5) + (_i8)) > (width)> then\n if <(_i4) > (_i6)> then\n add (_i7) to [_ww1 v]\n add (((_i4) - (_i6)) - (1)) to [_ww2 v]\n end\n add ((_i5) - (cspace)) to [_ww1 v]\n add ((length of [_ww0 v]) - (_i4)) to [_ww2 v]\n add [1] to [_ww0 v]\n set [_i4 v] to (length of [_ww0 v])\n set [_i5 v] to ((_i8) + (cspace))\n set [_i6 v] to (_i4)\n set [_i7 v] to ((-1) * ((cspace) + (spacewidth)))\n else\n change [_i5 v] by ((_i8) + (cspace))\n end\n add (_i9) to [_ww0 v]\n end\n end\n change [_i3 v] by (1)\nend\nif <(length of [_ww0 v]) > (_i6)> then\n if <(_i4) = [0]> then\n if <((_i7) + ((_i5) - (cspace))) > (width)> then\n insert [1] at (1) of [_ww0 v] \n add [0] to [_ww1 v]\n add [0] to [_ww2 v]\n set [_i6 v] to [1]\n end\n change [_i7 v] by ((_i5) - (cspace))\n else\n if <((_i7) + ((spacewidth) + (_i5))) > (width)> then\n if <(_i4) > (_i6)> then\n add (_i7) to [_ww1 v]\n add (((_i4) - (_i6)) - (1)) to [_ww2 v]\n end\n set [_i6 v] to (_i4)\n set [_i7 v] to ((_i5) - (cspace))\n else\n change [_i7 v] by ((spacewidth) + (_i5))\n end\n end\n add (_i7) to [_ww1 v]\n add ((length of [_ww0 v]) - (_i6)) to [_ww2 v]\nend\n\nwhen flag clicked\npen up\nhide\nswitch costume to (blank v)\nset size to (100000) %\nswitch costume to ( _ v)\ngo to x: (0) y: (0)\npoint in direction (90)\nset rotation style [don't rotate v]\n\ndefine Clear | Character Data\nswitch costume to (blank v)\nswitch costume to ((costume [number v]) - (1))\nif <((costume [number v]) - (1)) > (length of [_chindex v])> then\n set [_i0 v] to ((costume [number v]) - (1))\nelse\n set [_i0 v] to (length of [_chindex v])\nend\ndelete all of [_chindex v]\ndelete all of [_chwidth v]\ndelete all of [_chdata0 v]\ndelete all of [_chdata1 v]\ndelete all of [_chdata2 v]\ndelete all of [_chdata3 v]\nrepeat (_i0)\n add [__] to [_chdata0 v]\n add [none] to [_chdata1 v]\n add [] to [_chdata2 v]\n add [] to [_chdata3 v]\n add ((length of [_chdata0 v]) + (1)) to [_chindex v]\n add ((1) * (0)) to [_chwidth v]\n repeat (25)\n add [] to [_chdata0 v]\n add [] to [_chdata1 v]\n add [] to [_chdata2 v]\n add [] to [_chdata3 v]\n end\nend\nadd [__] to [_chdata0 v]\nadd [none] to [_chdata1 v]\nadd [] to [_chdata2 v]\nadd [] to [_chdata3 v]\n\ndefine Load | Font (fontname)\nset [_i0 v] to (item # of (fontname) in [_fontname v])\nif <(_i0) < [1]> then\n stop [this script v]\nend\nset [_i0 v] to (item (_i0) of [_fontindex v])\nset [_i1 v] to (item (_i0) of [_fontdata v])\nchange [_i0 v] by (2)\nrepeat (item ((_i0) - (1)) of [_fontdata v])\n set [_i2 v] to (item (_i0) of [_fontdata v])\n replace item (_i2) of [_chwidth v] with (item ((_i0) + (1)) of [_fontdata v])\n set [_i3 v] to (item (_i2) of [_chindex v])\n if <not <(item ((_i3) - (1)) of [_chdata1 v]) = (_i1)>> then\n replace item ((_i3) - (1)) of [_chdata1 v] with (_i1)\n replace item ((_i3) - (1)) of [_chdata2 v] with []\n replace item ((_i3) - (1)) of [_chdata3 v] with []\n _unpackDef (_i2) (_i3) (item ((_i0) + (2)) of [_fontdata v])\n end\n change [_i0 v] by (3)\nend\n\ndefine Set Pen Color | RGBA (r) (g) (b) (a)\nset pen color to ((round (b)) + ((256) * ((round (g)) + ((256) * ((round (r)) + ((256) * (round (a))))))))\n\ndefine _unpackDef (id) (idx) (d)\nset [_i5 v] to (length of (d))\nset [_i6 v] to (idx)\nset [_i7 v] to [1]\nset [_i8 v] to [0]\nrepeat until <(_i7) > (_i5)>\n if <(item (_i6) of [_chdata0 v]) = [__]> then\n insert [] at (_i6) of [_chdata0 v] \n insert [] at (_i6) of [_chdata1 v] \n insert [] at (_i6) of [_chdata2 v] \n insert [] at (_i6) of [_chdata3 v] \n change [_i8 v] by (1)\n end\n set [_i9 v] to []\n repeat until < [;] contains (letter (_i7) of (d))?>\n set [_i9 v] to (join (_i9) (letter (_i7) of (d)))\n change [_i7 v] by (1)\n end\n change [_i7 v] by (1)\n if <(_i9) = ((1) * (_i9))> then\n replace item (_i6) of [_chdata0 v] with ((1) * (_i9))\n else\n replace item (_i6) of [_chdata0 v] with (_i9)\n end\n set [_i9 v] to []\n repeat until < [;] contains (letter (_i7) of (d))?>\n set [_i9 v] to (join (_i9) (letter (_i7) of (d)))\n change [_i7 v] by (1)\n end\n change [_i7 v] by (1)\n if <(_i9) = ((1) * (_i9))> then\n replace item (_i6) of [_chdata1 v] with ((1) * (_i9))\n else\n replace item (_i6) of [_chdata1 v] with (_i9)\n end\n set [_i9 v] to []\n repeat until < [;] contains (letter (_i7) of (d))?>\n set [_i9 v] to (join (_i9) (letter (_i7) of (d)))\n change [_i7 v] by (1)\n end\n change [_i7 v] by (1)\n if <(_i9) = ((1) * (_i9))> then\n replace item (_i6) of [_chdata2 v] with ((1) * (_i9))\n else\n replace item (_i6) of [_chdata2 v] with (_i9)\n end\n set [_i9 v] to []\n repeat until < [;] contains (letter (_i7) of (d))?>\n set [_i9 v] to (join (_i9) (letter (_i7) of (d)))\n change [_i7 v] by (1)\n end\n change [_i7 v] by (1)\n if <(_i9) = ((1) * (_i9))> then\n replace item (_i6) of [_chdata3 v] with ((1) * (_i9))\n else\n replace item (_i6) of [_chdata3 v] with (_i9)\n end\n change [_i6 v] by (1)\nend\nif <(_i8) > [0]> then\n set [_i5 v] to (id)\n repeat ((length of [_chindex v]) - (_i5))\n change [_i5 v] by (1)\n replace item (_i5) of [_chindex v] with ((item (_i5) of [_chindex v]) + (_i8))\n end\nend\n\ndefine _getWidth (text) (size) (cspace)\nset [_width v] to [0]\nset [_i0 v] to [1]\nset [_i1 v] to [0]\nrepeat (length of (text))\n switch costume to (blank v)\n switch costume to (join (letter (_i0) of (text)) [_])\n set [_i2 v] to ((costume [number v]) - (1))\n if <(_i2) > [0]> then\n change [_width v] by (((size) * (item (_i2) of [_chwidth v])) + (cspace))\n change [_i1 v] by (1)\n end\n change [_i0 v] by (1)\nend\nif <(_i1) > [0]> then\n change [_width v] by ((-1) * (cspace))\nend\n\ndefine New Lines | Number (lines) Size (size) Space (lspace)\nchange [_y v] by (((lines) + <(lines) = []>) * (((size) + ((12) * <(size) = []>)) * ((-1) - ((0.7) * ((lspace) + <(lspace) = []>)))))\n\ndefine Print | Pos (x) (y) Size (size) (width) Bounds (xmin) (xmax) Space (cspace) Style (weight) (slant) Underline (ul.height) (ul.weight) Align (al.x) (al.y) Text (text)\npen up\nset [_i8 v] to ((size) + ((12) * <(size) = []>))\nif <not <(_i8) > [0]>> then\n set [_x v] to ((1) * (x))\n set [_y v] to ((1) * (y))\n switch costume to ( _ v)\n stop [this script v]\nend\nset [_i7 v] to (((width) + <(width) = []>) * (_i8))\nset [_i9 v] to (([tan v] of (slant) ) * (_i8))\nset [_i2 v] to ((al.x) + (((0.5) * <(al.x) = [c]>) + <(al.x) = [r]>))\nset [_i3 v] to ((al.y) + (((0.5) * <(al.y) = [c]>) + <(al.y) = [t]>))\nset [_i4 v] to (((cspace) + <(cspace) = []>) * ((0.27) * (_i8)))\nset pen size to ((0.125) * (((weight) + <(weight) = []>) * (_i8)))\n_printText (text) ((1) * (x)) ((y) - ((_i3) * (_i8))) ((xmin) + (<(xmin) = []> * ((-1) / (0)))) ((xmax) + (<(xmax) = []> * ((1) / (0)))) (_i4) (ul.height) (((weight) + <(weight) = []>) * ((ul.weight) + <(ul.weight) = []>)) ((-1) * (_i2))\n\ndefine Get Width | Size (size) (width) Space (cspace) Text (text)\n_getWidth (text) (((size) + ((12) * <(size) = []>)) * ((width) + <(width) = []>)) (((cspace) + <(cspace) = []>) * ((0.27) * ((size) + ((12) * <(size) = []>))))\n\ndefine Print WW | Pos (x) (y) Size (size) (width) Bounds (xmin) (xmax) (ymax) (ymin) Space (cspace) (lspace) Style (weight) (slant) Underline (ul.height) (ul.weight) Align (al.x) (al.y) Text (text)\npen up\nset [_i0 v] to ((size) + ((12) * <(size) = []>))\nif <not <(_i0) > [0]>> then\n set [_x v] to ((1) * (x))\n set [_y v] to ((1) * (y))\n switch costume to ( _ v)\n stop [this script v]\nend\nset [_i0 v] to (((width) + <(width) = []>) * (_i0))\nset [_i1 v] to ((xmin) + ((-230) * <(xmin) = []>))\nset [_i2 v] to ((xmax) + ((230) * <(xmax) = []>))\nset [_i3 v] to (item (1) of [_chwidth v])\nset [_i4 v] to (((0.27) * ((cspace) + <(cspace) = []>)) / ((width) + <(width) = []>))\n_calcWW (text) (((_i2) - (_i1)) / (_i0)) (<not <(x) = []>> * (((x) - (_i1)) / (_i0))) (_i4) ((_i4) + (_i3))\nset [_i7 v] to (_i0)\nset [_i8 v] to ((size) + ((12) * <(size) = []>))\nset [_i3 v] to ((al.x) + (((0.5) * <(al.x) = [c]>) + <(al.x) = [r]>))\nset [_i0 v] to ((lspace) + <(lspace) = []>)\nif <(al.y) = []> then\n set [_i4 v] to [1]\nelse\n if <(al.y) = ((1) * (al.y))> then\n set [_i4 v] to (al.y)\n else\n if <(al.y) = [b]> then\n set [_i4 v] to ((length of [_ww1 v]) - <<(item (1) of [_ww2 v]) = [0]> and <(x) = []>>)\n else\n if <(al.y) = [c]> then\n set [_i4 v] to ((0.5) * ((((0.7) * (_i0)) / (((0.7) * (_i0)) + (1))) + ((length of [_ww1 v]) - <<(item (1) of [_ww2 v]) = [0]> and <(x) = []>>)))\n else\n set [_i4 v] to (((0.7) * (_i0)) / (((0.7) * (_i0)) + (1)))\n end\n end\n end\nend\nset [_i5 v] to ((0.1) * ((((ul.weight) + <(ul.weight) = []>) * ((weight) + <(weight) = []>)) * (_i8)))\nif <(ymax) = []> then\n set [_i6 v] to ((1) / (0))\nelse\n set [_i6 v] to ((ymax) - (_i0))\nend\nset [_i9 v] to (([tan v] of (slant) ) * (_i8))\n_printWW ((((1) - (_i3)) * (_i1)) + ((_i3) * (_i2))) (x) ((1) - <(x) = []>) ((1) * (y)) (_i6) ((ymin) + (<(ymin) = []> * ((-1) / (0)))) (((cspace) + <(cspace) = []>) * ((0.27) * (_i8))) ((_i8) * ((-1) - ((0.7) * (_i0)))) ((0.125) * (((weight) + <(weight) = []>) * (_i8))) ((ul.height) * (_i8)) (_i5) ((ul.height) * (_i9)) <not <(ul.height) = []>> ((-1) * ((_i3) * (_i7))) (_i4)\n\ndefine _printText (text) (x) (y) (xmin) (xmax) (cspace) (ul.height) (ul.weight) (al.x)\nset [_x v] to (x)\nset [_y v] to (y)\nif <not <(al.x) = [0]>> then\n set [_width v] to [0]\n _getWidth (text) (_i7) (cspace)\n change [_x v] by ((al.x) * (_width))\nend\nset [_bq v] to ([ceiling v] of (((0.075) * ([sqrt v] of ((_i7) * (_i8)) )) + (0.5)) )\nset [_bq2 v] to ((4) * ((_bq) * (_bq)))\nset [_i0 v] to [1]\nif <<(xmin) = ((-1) / (0))> and <(xmax) = ((1) / (0))>> then\n if <(_i9) = [0]> then\n repeat (length of (text))\n switch costume to (blank v)\n switch costume to (join (letter (_i0) of (text)) [_])\n if <(costume [number v]) > [1]> then\n _printCh ((costume [number v]) - (1))\n change [_x v] by (cspace)\n end\n change [_i0 v] by (1)\n end\n else\n repeat (length of (text))\n switch costume to (blank v)\n switch costume to (join (letter (_i0) of (text)) [_])\n if <(costume [number v]) > [1]> then\n _printChSl ((costume [number v]) - (1))\n change [_x v] by (cspace)\n end\n change [_i0 v] by (1)\n end\n end\nelse\n repeat (length of (text))\n switch costume to (blank v)\n switch costume to (join (letter (_i0) of (text)) [_])\n if <(costume [number v]) > [1]> then\n if <not <<(_x) < (xmin)> or <((_x) + ((_i7) * (item ((costume [number v]) - (1)) of [_chwidth v]))) > (xmax)>>> then\n _printChSl ((costume [number v]) - (1))\n else\n change [_x v] by ((_i7) * (item ((costume [number v]) - (1)) of [_chwidth v]))\n end\n change [_x v] by (cspace)\n end\n change [_i0 v] by (1)\n end\nend\nswitch costume to ( _ v)\nif <not <(ul.height) = []>> then\n set pen size to ((0.1) * (((ul.weight) + <(ul.weight) = []>) * (_i8)))\n set [_i1 v] to ((x) + ((al.x) * (_width)))\n if <(_i1) < (xmin)> then\n set [_i1 v] to (xmin)\n end\n go to x: (((_i1) + ((_i9) * (ul.height))) - ((0.13) * (_i7))) y: ((y) + ((ul.height) * (_i8)))\n pen down\n set [_i2 v] to ((_x) - (cspace))\n if <(_i2) > (xmax)> then\n set [_i2 v] to (xmax)\n end\n set x to (((_i2) + ((_i9) * (ul.height))) + ((0.13) * (_i7)))\n pen up\nend\n\ndefine _printWW (x) (firstx) (firstline) (y) (ymax) (ymin) (cspace) (lspace) (wt) (ul.height) (ul.weight) (ul.offset) <undl> (al.x) (al.y)\nswitch costume to ( _ v)\nset [_x v] to (x)\nset [_y v] to ((y) - (((al.y) - (1)) * (lspace)))\nset [_i0 v] to [1]\nset [_i1 v] to [1]\nif <(item (1) of [_ww2 v]) = [0]> then\n change [_i0 v] by (1)\n change [_i1 v] by (1)\n if <(firstline) = [1]> then\n change [_y v] by (lspace)\n end\nend\nrepeat until <<not <(_y) > (ymax)>> or <(_i0) > (length of [_ww1 v])>>\n change [_i1 v] by ((item (_i0) of [_ww2 v]) + (1))\n change [_i0 v] by (1)\n change [_y v] by (lspace)\nend\nset [_bq v] to ([ceiling v] of (((0.075) * ([sqrt v] of ((_i7) * (_i8)) )) + (0.5)) )\nset [_bq2 v] to ((4) * ((_bq) * (_bq)))\nrepeat until <<(_y) < (ymin)> or <(_i0) > (length of [_ww1 v])>>\n if <(_i0) = (firstline)> then\n set [_x v] to (firstx)\n else\n set [_x v] to ((x) + ((al.x) * (item (_i0) of [_ww1 v])))\n end\n set pen size to (wt)\n if <(_i9) = [0]> then\n repeat (item (_i0) of [_ww2 v])\n _printCh (item (_i1) of [_ww0 v])\n change [_x v] by (cspace)\n change [_i1 v] by (1)\n end\n else\n repeat (item (_i0) of [_ww2 v])\n _printChSl (item (_i1) of [_ww0 v])\n change [_x v] by (cspace)\n change [_i1 v] by (1)\n end\n end\n if <undl> then\n set pen size to (ul.weight)\n if <(_i0) = (firstline)> then\n go to x: (((firstx) + (ul.offset)) - ((0.13) * (_i7))) y: ((_y) + (ul.height))\n else\n go to x: ((((x) + ((al.x) * (item (_i0) of [_ww1 v]))) + (ul.offset)) - ((0.13) * (_i7))) y: ((_y) + (ul.height))\n end\n pen down\n set x to ((((_x) - (cspace)) + (ul.offset)) + ((0.13) * (_i7)))\n pen up\n end\n change [_i0 v] by (1)\n change [_i1 v] by (1)\n change [_y v] by (lspace)\nend\nif <((length of [_ww1 v]) - <(item (1) of [_ww2 v]) = [0]>) > [0]> then\n change [_y v] by ((-1) * (lspace))\nend\ndelete all of [_ww0 v]\ndelete all of [_ww1 v]\ndelete all of [_ww2 v]\n\ndefine _printCh (id)\nset [_i2 v] to (item (id) of [_chindex v])\nif <(item (_i2) of [_chdata1 v]) = [Q]> then\n repeat (item (_i2) of [_chdata0 v])\n change [_i2 v] by (1)\n go to x: ((_x) + ((_i7) * (item (_i2) of [_chdata0 v]))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n pen down\n repeat (item (_i2) of [_chdata2 v])\n change [_i2 v] by (1)\n if <(item (_i2) of [_chdata0 v]) = [L]> then\n go to x: ((x position) + ((_i7) * (item (_i2) of [_chdata1 v]))) y: ((y position) + ((_i8) * (item (_i2) of [_chdata2 v])))\n else\n set [_i3 v] to (((_i7) * (item (_i2) of [_chdata0 v])) / (_bq2))\n set [_i4 v] to ((((_i7) * (item (_i2) of [_chdata1 v])) / (_bq)) + ((_i3) / (2)))\n set [_i5 v] to (((_i8) * (item (_i2) of [_chdata2 v])) / (_bq2))\n set [_i6 v] to ((((_i8) * (item (_i2) of [_chdata3 v])) / (_bq)) + ((_i5) / (2)))\n repeat (_bq)\n go to x: ((x position) + (_i4)) y: ((y position) + (_i6))\n change [_i4 v] by (_i3)\n change [_i6 v] by (_i5)\n go to x: ((x position) + (_i4)) y: ((y position) + (_i6))\n change [_i4 v] by (_i3)\n change [_i6 v] by (_i5)\n end\n end\n end\n pen up\n end\nelse\n repeat (item (_i2) of [_chdata0 v])\n change [_i2 v] by (1)\n go to x: ((_x) + ((_i7) * (item (_i2) of [_chdata0 v]))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n pen down\n repeat (item (_i2) of [_chdata2 v])\n change [_i2 v] by (1)\n go to x: ((x position) + ((_i7) * (item (_i2) of [_chdata0 v]))) y: ((y position) + ((_i8) * (item (_i2) of [_chdata1 v])))\n end\n pen up\n end\nend\nchange [_i2 v] by (1)\nchange pen size by (1)\nrepeat (item (_i2) of [_chdata0 v])\n change [_i2 v] by (1)\n go to x: ((_x) + ((_i7) * (item (_i2) of [_chdata0 v]))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n pen down\n pen up\nend\nchange pen size by (-1)\nchange [_x v] by ((_i7) * (item (id) of [_chwidth v]))\n\ndefine _printChSl (id)\nset [_i2 v] to (item (id) of [_chindex v])\nif <(item (_i2) of [_chdata1 v]) = [Q]> then\n repeat (item (_i2) of [_chdata0 v])\n change [_i2 v] by (1)\n go to x: ((_x) + (((_i7) * (item (_i2) of [_chdata0 v])) + ((_i9) * (item (_i2) of [_chdata1 v])))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n pen down\n repeat (item (_i2) of [_chdata2 v])\n change [_i2 v] by (1)\n if <(item (_i2) of [_chdata0 v]) = [L]> then\n go to x: ((x position) + (((_i7) * (item (_i2) of [_chdata1 v])) + ((_i9) * (item (_i2) of [_chdata2 v])))) y: ((y position) + ((_i8) * (item (_i2) of [_chdata2 v])))\n else\n set [_i3 v] to ((((_i7) * (item (_i2) of [_chdata0 v])) + ((_i9) * (item (_i2) of [_chdata2 v]))) / (_bq2))\n set [_i4 v] to (((((_i7) * (item (_i2) of [_chdata1 v])) + ((_i9) * (item (_i2) of [_chdata3 v]))) / (_bq)) + ((_i3) / (2)))\n set [_i5 v] to (((_i8) * (item (_i2) of [_chdata2 v])) / (_bq2))\n set [_i6 v] to ((((_i8) * (item (_i2) of [_chdata3 v])) / (_bq)) + ((_i5) / (2)))\n repeat (_bq)\n go to x: ((x position) + (_i4)) y: ((y position) + (_i6))\n change [_i4 v] by (_i3)\n change [_i6 v] by (_i5)\n go to x: ((x position) + (_i4)) y: ((y position) + (_i6))\n change [_i4 v] by (_i3)\n change [_i6 v] by (_i5)\n end\n end\n end\n pen up\n end\nelse\n repeat (item (_i2) of [_chdata0 v])\n change [_i2 v] by (1)\n go to x: ((_x) + (((_i7) * (item (_i2) of [_chdata0 v])) + ((_i9) * (item (_i2) of [_chdata1 v])))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n pen down\n repeat (item (_i2) of [_chdata2 v])\n change [_i2 v] by (1)\n go to x: ((x position) + (((_i7) * (item (_i2) of [_chdata0 v])) + ((_i9) * (item (_i2) of [_chdata1 v])))) y: ((y position) + ((_i8) * (item (_i2) of [_chdata1 v])))\n end\n pen up\n end\nend\nchange [_i2 v] by (1)\nchange pen size by (1)\nrepeat (item (_i2) of [_chdata0 v])\n change [_i2 v] by (1)\n go to x: ((_x) + (((_i7) * (item (_i2) of [_chdata0 v])) + ((_i9) * (item (_i2) of [_chdata1 v])))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n pen down\n pen up\nend\nchange pen size by (-1)\nchange [_x v] by ((_i7) * (item (id) of [_chwidth v]))\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen backdrop switches to [joining v]\nerase all\nLoad | Font [Parabolic]\nSet Pen Color | RGBA [0] [0] [0] [0]\nPrint | Pos [-200] [70] Size [12] [1] Bounds [-Infinity] [Infinity] Space [1] Style [1] [0] Underline [] [] Align [L] [B] Text (join (join [Hi, ] (join (username) [!])) [ This may take a while... Please wait...])\nSet Pen Color | RGBA [0] [0] [0] [0]\nPrint | Pos [-190] [0] Size [12] [1] Bounds [-Infinity] [Infinity] Space [1] Style [1] [0] Underline [] [] Align [L] [B] Text [Thank you for your patience and co-operation!]\nSet Pen Color | RGBA [255] [80] [0] [255]\nPrint | Pos [-50] [-70] Size [12] [1] Bounds [-Infinity] [Infinity] Space [1] Style [1] [0] Underline [] [] Align [L] [B] Text [Connecting...]\n\nwhen backdrop switches to [joining2 v]\nerase all\n\nLoad | Font [Parabolic]\nSet Pen Color | RGBA [0] [0] [0] [0]\nPrint | Pos [-175] [50] Size [12] [1] Bounds [-Infinity] [Infinity] Space [1] Style [1] [0] Underline [] [] Align [L] [B] Text (join (join [Sorry, ] (username)) [. But, this game is full...])\nPrint | Pos [-200] [-50] Size [12] [1] Bounds [-Infinity] [Infinity] Space [1] Style [1] [0] Underline [] [] Align [L] [B] Text [Don't worry.. You can always join on server two!]\nwait (3) seconds\nClear | Character Data\n\nPrint | Pos [-200] [-50] Size [12] [1] Bounds [-Infinity] [Infinity] Space [1] Style [1] [0] Underline [] [] Align [L] [B] Text [Don't worry.. You can always join on server two!]\n\nwhen I receive [print connected! v]\nerase all\n\nLoad | Font [Parabolic]\nSet Pen Color | RGBA [0] [0] [0] [0]\nPrint | Pos [-170] [50] Size [12] [1] Bounds [-Infinity] [Infinity] Space [1] Style [1] [0] Underline [] [] Align [L] [B] Text [YAY!!! You are connected to the cloud!!!]\nPrint | Pos [-135] [-40] Size [12] [1] Bounds [-Infinity] [Infinity] Space [1] Style [1] [0] Underline [] [] Align [L] [B] Text [You can play now! Game - on!!!]\nwait (2) seconds\nClear | Character Data\n\nwhen I receive [begin v]\n\nPrint | Pos [-200] [-50] Size [12] [1] Bounds [-Infinity] [Infinity] Space [1] Style [1] [0] Underline [] [] Align [L] [B] Text [Don't worry.. You can always join on server two!]\n\nwhen I receive [begin v]\nforever\n if <(LEVEL) = [2]> then\n Print | Pos [-215] [123] Size [12] [1] Bounds [-Infinity] [Infinity] Space [1] Style [1] [0] Underline [] [] Align [L] [B] Text [WOW! You can wall jump... Hmm... Its so peaceful here!]\n Print | Pos [-175] [100] Size [12] [1] Bounds [-Infinity] [Infinity] Space [1] Style [1] [0] Underline [] [] Align [L] [B] Text [\(Touch the purple color to continue playing!\)]\n if <not <(LEVEL) = [2]>> then\n stop [this script v]\n end\n end\nend\n\nbroadcast (Print text for level 1 v)\n\nwhen I receive [begin v]\nbroadcast (Print text for level 1 v)\n\nwhen I receive [8 v]\n\nwhen I receive [begin v]\n\nchange [level v] by (1)\n\nif <(LEVEL) = [1]> then\n\nset [level v] to [17]\n\nwhen I receive [8 v]\nforever\n if <(LEVEL) = [19]> then\n Set Pen Color | RGBA [0] [0] [0] [0]\n Print | Pos [-230] [70] Size [12] [1] Bounds [-Infinity] [Infinity] Space [1] Style [1] [0] Underline [] [] Align [L] [B] Text [I took 3 weeks to build this so please love, like and follow]\n Print | Pos [-190] [113] Size [12] [1] Bounds [-Infinity] [Infinity] Space [1] Style [1] [0] Underline [] [] Align [L] [B] Text [Congratulations, you beat this game!!!! :P]\n Print | Pos [-65] [30] Size [12] [1] Bounds [-Infinity] [Infinity] Space [1] Style [1] [0] Underline [] [] Align [L] [B] Text [@suhalo_351 ~!!!!~]\n Set Pen Color | RGBA [100] [100] [0] [500]\n Print | Pos [-220] [-20] Size [15] [1] Bounds [-Infinity] [Infinity] Space [1] Style [1] [0] Underline [] [] Align [L] [B] Text [Comment "Nature's square is the best!" xD ]\n Set Pen Color | RGBA [0] [0] [0] [0]\n Print | Pos [-170] [-60] Size [12] [1] Bounds [-Infinity] [Infinity] Space [1] Style [1] [0] Underline [] [] Align [L] [B] Text [Anyways, until I make other games, BYE!!! xD ]\n end\nend\n\nwhen I receive [print connected! v]\nforever\n Set Pen Color | RGBA [0] [0] [0] [0]\n Print | Pos [1] [143] Size [12] [1] Bounds [-Infinity] [Infinity] Space [1] Style [1] [0] Underline [] [] Align [L] [B] Text [Connected!! Game - on!! :D]\n if <not <(LEVEL) = [1]>> then\n stop [this script v]\n end\nend\n\nif then\n\nwhen backdrop switches to [joining2 v]\nforever\n Set Pen Color | RGBA [0] [0] [0] [0]\n Print | Pos [1] [143] Size [12] [1] Bounds [-Infinity] [Infinity] Space [1] Style [1] [0] Underline [] [] Align [L] [B] Text [Sorry, game full! :\(]\n Print | Pos [1] [120] Size [12] [1] Bounds [-Infinity] [Infinity] Space [1] Style [1] [0] Underline [] [] Align [L] [B] Text [Try server 2! :D]\n if <not <(LEVEL) = [1]>> then\n stop [this script v]\n end\nend\n\n@Sprite1\n\n@TB\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to x: (0) y: (0)\n show\n set [ghost v] effect to (100)\nend\n\n
Sequel will be shared when I hit 1000! Cause 1000 special! lol Please follow me! Thanks! :D\n\nHi, everyone!!! After 1 month of waiting.. I present you my biggest game(until now!) .... ☁️ Nature's square ☁️ !! || A multiplayer pen platformer. (90% pen)\n\nNOTE!!!!!!!!!!!!!\nIt might lag if many people join, so for no lag please visit - https://turbowarp.org/fullscreen.html#422034218 or https://phosphorus.github.io/#422034218 :)\n\n\nIf the server is full! Don't worry! You can always try in server two! :P\nLInk - https://scratch.mit.edu/projects/422035589/\n\n\nIf this gets on trending and top loved or top remixed I'll make a new multiplayer game!!!! So, stay tuned!! :D\n\nI spent so much time on this So, please love, like and follow me(@suhalo_351) to encourage me to make many more (awesome xD) games...\n\nControls and features - \n\n1. Press [S P A C E] to change the cloud shape.\n2. Press N to toggle names!\n3. Arrow keys or was to move { not Mobile friendly! :( }\n4. Don't touch red(lava)\n5. Touch yellow to bounce! xD\n6. I recommend you to off name toggle, because the names distract you and also sometimes doesn't detect the ground.. And you may die!!!!!\n7. Click the skip button to skip your level! (skip button is there down..... It will be written as "S")\n8. Thanks to @Griffpatch for the platformer engine.. \n9. Thanks to @Capt_Bonarges for the music!\n And that's it! xD\n\nThanks for playing this game!\n\nCredits - \n1. Thanks to @stlcards422 for the cloud engine(I made it pen!)\n2. Thanks to @GonSanVi for tons of inspiration and for some decorations!(the clouds, tree, grass and rock!)\n3. Thanks to @Awesomebricks1 for the contest!(hope I win!)\n4. Thanks to @StratfordJames for the background art.\n5. Thanks to @RS_scratcher , @StratfordJames , @stlcards422 and @just-there for the thumbnail.\n6. Thanks to @-Rex- for the PTE! :P\n7. @kookycat for helping me add mobile wall jumping.\n8. Thanks a ton to @GonSanVi and @Game-Cloud for sooooo much inspiration! :P\n\n\nThat's it! Please let me know if I didn't credit anyone! :P\nAnd please love, like and follow me!! :D
Bomb platformer / 爆弾 プラットフォーマー
@Stage\n\nwhen flag clicked\nforever\n play sound [KARAAGEPさんから v] until done\nend\n\n@主人公\n\nwhen I start as a clone\n\nwhen flag clicked\nset rotation style [all around v]\nset [x v] to [0]\nset [y v] to [0]\nset [ugoku? v] to [0]\npoint in direction (90)\ngo to x: (-210) y: (-13)\nclear graphic effects\nset [pixelate v] effect to (20)\nbroadcast (Aaaa v)\nset [ugoku? v] to [1]\nshow variable [タイム v]\nset [タイム v] to [0]\nhide variable [y v]\nhide variable [x v]\nshow\nset size to (80) %\nforever\n if <(Ugoku?) = [1]> then\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n change [x v] by (1)\n end\n if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#35ff00)?> or <touching color (#e68600)?>> then\n change y by (1)\n if <<touching color (#35ff00)?> or <touching color (#e68600)?>> then\n change y by (1)\n if <<touching color (#35ff00)?> or <touching color (#e68600)?>> then\n change y by (1)\n if <<touching color (#35ff00)?> or <touching color (#e68600)?>> then\n change y by (1)\n if <<touching color (#35ff00)?> or <touching color (#e68600)?>> then\n change y by (1)\n if <<touching color (#35ff00)?> or <touching color (#e68600)?>> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow 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 [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> and <<touching color (#35ff00)?> or <touching color (#e68600)?>>> then\n start sound [Jump v]\n set [y v] to [15]\n end\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <<touching color (#35ff00)?> or <touching color (#e68600)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <<touching (sozai v)?> or <<touching color (#ff0000)?> or <<(y position) < [-160]> and <touching (_edge_ v)?>>>> then\n リセット\n start sound [Connect v]\n end\n if <touching color (#3500ff)?> then\n start sound [Jump3 v]\n set [y v] to [20]\n end\n end\nend\n\nset [ghost v] effect to (20)\n\nplay sound [Jump v] until done\n\nwhen flag clicked\nforever\n if <<<touching (_edge_ v)?> and <[200] < (x position)>> and <[14] > (背景)>> then\n リセット\n broadcast (次のステージ v)\n end\n \nend\n\ndefine リセット\nset [x v] to [0]\nset [y v] to [0]\nset [ugoku? v] to [0]\nrepeat (30)\n change [ghost v] effect by (1)\n change [brightness v] effect by (3)\nend\npoint in direction (90)\ngo to x: (-210) y: (-13)\nclear graphic effects\nset [pixelate v] effect to (20)\nset [ああはっはっは v] to [1]\nbroadcast (Aaaa v)\nset [ああはっはっは v] to [0]\nset [ugoku? v] to [1]\n\ngo to x: (-207) y: (-64)\n\nwhen flag clicked\nforever\n if <<(y position) > [170]> and <<(y) > [0]> and <touching (_edge_ v)?>>> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nrepeat until <not <[14] > (背景)>>\n change [タイム v] by (0.1)\n wait (0.1) seconds\nend\n\nwhen flag clicked\nforever\n turn right ((x) * (3.14)) degrees\nend\n\nwhen [r v] key pressed\nリセット\n\nwhen I receive [リセット v]\nリセット\n\n@基本のステージ\n\nwhen flag clicked\ngo to x: (36) y: (28)\nswitch costume to (コスチューム2 v)\nforever\n set [背景 v] to (costume [number v])\nend\n\nwhen I receive [次のステージ v]\nif <not <(costume [number v]) = [14]>> then\n next costume\nend\n\nwhen I receive [うぎゃあああ v]\nnext costume\n\n@Bom\n\nwhen flag clicked\nhide\nset [持ってる? v] to [0]\n\nwhen I start as a clone\nchange [クローン数 v] by (1)\nshow\nwait until <<touching (主人公 v)?> and <(持ってる?) = [0]>>\nwait (0.01) seconds\nset [持ってる? v] to [1]\nrepeat until <<(Ugoku?) = [0]> or <<key (down arrow v) pressed?> or <key (s v) pressed?>>>\n go to (主人公 v)\n change y by (20)\nend\nchange y by (-20)\nset [持ってる? v] to [0]\nset [ボムのy v] to [0]\nforever\n change [ボムのy v] by (-1)\n change y by (ボムのy)\n if <<touching color (#35ff00)?> or <touching color (#e68600)?>> then\n change y by ((ボムのy) * (-1))\n set [ボムのy v] to [0]\n end\nend\n\nwhen I start as a clone\nwait until <<touching (主人公 v)?> and <(持ってる?) = [0]>>\nwait (2) seconds\nrepeat (5)\n change [brightness v] effect by (50)\n wait (0.3) seconds\n set [brightness v] effect to (0)\n wait (0.3) seconds\nend\nset [y v] to (y position)\nset [x v] to (x position)\nset [持ってる? v] to [0]\nbroadcast (Ba v)\nchange [クローン数 v] by (-1)\ndelete this clone\n\ngo to x: (-73) y: (-20)\n\nwhen I receive [aaaa v]\nwait until <(Ugoku?) = [1]>\nwait (0.1) seconds\nif <<([costume # v] of [基本のステージ v]) = [8]> or <<([costume # v] of [基本のステージ v]) = [5]> or <([costume # v] of [基本のステージ v]) = [9]>>> then\n go to x: (-97) y: (-109)\n create clone of (_myself_ v)\nend\nif <([costume # v] of [基本のステージ v]) = [10]> then\n go to x: (-120) y: (-109)\n create clone of (_myself_ v)\nend\nif <([costume # v] of [基本のステージ v]) = [11]> then\n go to x: (-80) y: (117)\n create clone of (_myself_ v)\nend\nif <([costume # v] of [基本のステージ v]) = [13]> then\n go to x: (-159) y: (-128)\n create clone of (_myself_ v)\n go to x: (-136) y: (-128)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n show\n if <(Ugoku?) = [0]> then\n change [クローン数 v] by (-1)\n delete this clone\n end\nend\n\n\n\nif <(ああはっはっは) = [0]> then\n\nif <(Ugoku?) = [1]> then\n\ndelete this clone\n\nset [クローン数 v] to [0]\n\n@sozai\n\nwhen flag clicked\n\nwhen I receive [ba v]\nset size to (60) %\ngo to x: (X) y: (Y)\nswitch costume to (explode-05-june\[2 v)\nshow\nstart sound [Crunch v]\nrepeat (25)\n next costume\nend\nhide\ngo to [front v] layer\n\nshow\nforever\n\nwhen flag clicked\nhide\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nwait until <touching (sozai v)?>\nrepeat (5)\n change size by (-10)\nend\ndelete this clone\n\nwhen I receive [aaaa v]\nset [持ってる? v] to [0]\nwait (0.1) seconds\nif <([costume # v] of [基本のステージ v]) = [5]> then\n go to x: (12) y: (-109)\n create clone of (_myself_ v)\nend\nif <([costume # v] of [基本のステージ v]) = [8]> then\n go to x: (-112) y: (17)\n create clone of (_myself_ v)\n go to x: (-112) y: (56)\n create clone of (_myself_ v)\nend\nif <([costume # v] of [基本のステージ v]) = [9]> then\n go to x: (0) y: (162)\n create clone of (_myself_ v)\nend\nif <([costume # v] of [基本のステージ v]) = [10]> then\n go to x: (22) y: (-116)\n create clone of (_myself_ v)\nend\nif <([costume # v] of [基本のステージ v]) = [13]> then\n go to x: (-73) y: (-124)\n create clone of (_myself_ v)\n go to x: (10) y: (-124)\n create clone of (_myself_ v)\n go to x: (79) y: (-124)\n create clone of (_myself_ v)\n go to x: (160) y: (-124)\n create clone of (_myself_ v)\nend\n\n@ボタン\n\nwhen I receive [aaaa v]\n\n\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <([costume # v] of [基本のステージ v]) = [6]> then\n go to x: (-44) y: (-116)\n switch costume to (コスチューム1 v)\n show\n wait until <<touching (主人公 v)?> or <touching (sozai v)?>>\n switch costume to (コスチューム2 v)\n broadcast (うぎゃあああ v)\n else\n if <([costume # v] of [基本のステージ v]) = [7]> then\n go to x: (-44) y: (-116)\n show\n switch costume to (コスチューム2 v)\n else\n if <([costume # v] of [基本のステージ v]) = [11]> then\n switch costume to (コスチューム1 v)\n go to x: (38) y: (-154)\n show\n wait until <<touching (主人公 v)?> or <touching (sozai v)?>>\n switch costume to (コスチューム2 v)\n broadcast (うぎゃあああ v)\n else\n if <([costume # v] of [基本のステージ v]) = [12]> then\n go to x: (38) y: (-154)\n switch costume to (コスチューム2 v)\n show\n else\n hide\n end\n end\n end\n end\nend\n\n\n\ngo to x: (-44) y: (-116)\nshow\nswitch costume to (コスチューム2 v)\n\n@スプライト2\n\nwhen flag clicked\nforever\n go to x: (211) y: (152)\n show\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (リセット v) and wait\n end\n go to [back v] layer\nend\n\n@Bom2\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\nset size to (100) %\ngo to [front v] layer\nshow\n\n
【←↑→key or tap】移動,move\n【爆弾に触れる,Touch the bomb】爆弾をもつ,have a bomb\n【s key or ↓ key】爆弾を落とす,drop tha bomb\n【r key】リセット,reset
Nature ll Multiplayer platformer ll
@Stage\n\n@Moving Platfom\n\nwhen flag clicked\nforever\n wait (1) seconds\n glide (1) secs to x: (-192) y: (1)\n wait (1) seconds\n glide (1) secs to x: (91) y: (1)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n show\n else\n hide\n end\nend\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Player\n\nwhen flag clicked\nswitch costume to (center v)\n\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <<not <key (up arrow v) pressed?>> and <<not <key (right arrow v) pressed?>> and <not >>> then\n switch costume to (center v)\n end\nend\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (over right v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (over left v)\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nset size to (100) %\nReset player variables\nreset\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v v] by (.9)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v v] by (-.9)\n end\n set [x v v] to ((X v) * (0.9))\n change x by (X v)\n if <<touching (level v)?> or <touching (moving platfom v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platfom v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platfom v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platfom v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platfom v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platfom v)?>> then\n change x by ((X v) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n if <(X v) > [0]> then\n set [x v v] to [-5]\n else\n set [x v v] to [5]\n end\n set [y v v] to [15]\n else\n set [x v v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v v] by (-1)\n change y by (Y v)\n if <<touching (level v)?> or <touching (moving platfom 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 (moving platfom v)?>> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n set [y v v] to [12]\n end\n end\n change y by (1)\n if <touching (spikes v)?> then\n start sound [Pew v]\n reset\n end\n if <touching (killer wheel v)?> then\n start sound [Pew v]\n reset\n end\n if <touching (lava v)?> then\n start sound [Pew v]\n reset\n end\n if <touching (jump pad v)?> then\n set [y v v] to [25]\n end\nend\n\ndefine Reset player variables\nset [x v v] to [0]\nset [y v v] to [0]\n\ndefine reset\nclear graphic effects\nset size to (100) %\nshow\ngo to x: (-200) y: (0)\npoint in direction (90)\nReset player variables\n\nwhen flag clicked\nswitch costume to (center v)\nforever\n set [direction v] to (direction)\nend\n\nwhen flag clicked\nforever\n if <(x position) = [241]> then\n broadcast (NEXT LEVEL v)\n change [level v] by (1)\n end\nend\n\nwhen I receive [next level v]\nreset\nReset player variables\n\nwhen [timer v] > (0.01)\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <(y position) = [-179]> then\n switch costume to (die v)\n reset\n end\nend\n\nwhen flag clicked\n\nwhen [r v] key pressed\nswitch costume to (center v)\ngo to x: (-200) y: (0)\n\nwhen [r v] key pressed\nbroadcast (NEXT LEVEL v)\nchange [level v] by (1)\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\n\ndefine set cloud# (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine write (val) to encoded\nset [letter# v] to [1]\nrepeat (length of (val))\n set [encodied v] to (join (encodied) (item # of (letter (letter#) of (val)) in [code v]))\n change [letter# v] by (1)\nend\nset [encodied v] to (join (encodied) [00])\n\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 (Level) to encoded\nwrite (direction) to encoded\nset cloud# (My Player #) to (encodied)\n\ndefine write (number or text) <to encoded>\n\nwhen flag clicked\nforever\n\nbroadcast (setups v)\n\nwhen flag clicked\nforever\n if <(My Player #) > [0]> then\n send cloud data\n end\nend\n\n@Level\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite1\n\ngo to x: (-4) y: (1)\n\nwhen I receive [next level v]\ngo [forward v] (7) layers\nshow\nrepeat (20)\n change x by (((0) - (x position)) / (4))\nend\nwait (0.8) seconds\nrepeat (20)\n change x by (((-490) - (x position)) / (4))\nend\nhide\n\ngo to [front v] layer\n\nwhen flag clicked\nhide\ngo to x: (-476) y: (1)\n\nchange [color v] effect by (-25)\n\nforever\n change [color v] effect by (5)\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n go to [front v] layer\n show\n change [ghost v] effect by (100)\nend\n\nhide\n\n@Jump Pad\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\nset size to (39) %\nforever\n if <(Level) = [5]> then\n show\n end\n if <touching (player v)?> then\n start sound [smw_spring_jump v]\n repeat (10)\n change y by (-3)\n end\n repeat (10)\n change y by (3)\n end\n end\nend\n\nhide\n\ngo to x: (-48) y: (-46)\n\nshow\n\nplay sound [smw_spring_jump v] until done\n\nwhen I receive [next level v]\nnext costume\n\n@opponent\n\nwhen flag clicked\nforever\n tick\nend\n\ndefine value=cloud#\n\ndefine value=cloud# (number or text)\n\ndefine begin decode (number or text)\n\ndefine value=read from encode\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter#) of (encodied)) (letter ((letter#) + (1)) of (encodied)))\n change [letter# v] by (2)\n if <(IDX) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (IDX) of [code v]))\nend\n\nwhen 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 Value=cloud# (number or text)\n\nwhen flag clicked\nset [names v] to [1]\nforever\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\nend\n\nbegin decode [encode]\n\ndefine Begin decode of (encode)\nset [encodied v] to (encode)\nset [letter# v] to [1]\n\nwhen I receive [setups v]\nsetup players\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 flag clicked\nforever\n if <(My Player #) = (player)> then\n hide\n set [offline v] to [100]\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 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)\nvalue=read from encode\nset y to (value)\nvalue=read from encode\nif <(value) = (Level)> then\n set [ghost v] effect to (0)\nelse\n say []\n set [ghost v] effect to (100)\nend\nvalue=read from encode\npoint in direction (value)\n\ndefine value=cloud (player)\nif <(player) = [1]> then\n set [value v] to [0]\nelse\n if <(player) = [2]> then\n set [value v] to [0]\n else\n if <(player) = [3]> then\n set [value v] to [0]\n else\n if <(player) = [4]> then\n set [value v] to [0]\n else\n if <(player) = [5]> then\n set [value v] to [0]\n else\n if <(player) = [6]> then\n set [value v] to [0]\n else\n if <(player) = [7]> then\n set [value v] to [0]\n else\n if <(player) = [8]> then\n set [value v] to [0]\n end\n end\n end\n end\n end\n end\n end\nend\n\nif then\n broadcast (Decode chat v)\nend\n\n@joining\n\nwhen flag clicked\ngo to [front v] layer\nset size to (135) %\ngo to x: (-1) y: (35)\nwait (3.5) seconds\nhide\n\nwhen I receive [full v]\nswitch costume to (full v)\nshow\n\nwhen I receive [joined v]\nswitch costume to (joined v)\nhide\n\nshow\n\nwhen I receive [joining v]\nswitch costume to (join v)\nshow\n\ngo to [front v] layer\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 [joining v]\nrepeat (11)\n create clone of (_myself_ v)\n turn right (40) degrees\nend\n\nwhen I receive [joined 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@Sprite3\n\nwhen flag clicked\nshow\nwait (4) seconds\nhide\n\n@Sprite5\n\nwhen flag clicked\ngo to [back v] layer\n\n@Sprite4\n\n@Sprite6\n\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\ngo to [back v] layer\ngo [backward v] (98) layers\nforever\nend\n\nwhen flag clicked\n\nhide\n\n@Sprite8\n\nwhen I receive [next level v]\nnext costume\n\nset size to (85) %\n\ngo to x: (31) y: (39)\n\nwhen I receive [joined v]\n\nshow\n\nwhen flag clicked\nswitch costume to (box red \(1\) v)\ngo to [back v] layer\n\nhide\n\n@Boncing\n\nwhen flag clicked\nhide\nswitch costume to (?? v)\nforever\n wait (pick random (15) to (22)) seconds\n repeat (45)\n show\n change [ghost v] effect by (-10)\n set [i_2 v] to (((I_2) * (0.8)) + (((-214) - (y position)) / (5)))\n change y by (I_2)\n end\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (25)\n change y by (((0) - (y position)) / (-9))\n end\n go to x: (71) y: (-350)\nend\n\nset [i_2 v] to [0]\n\nchange y by (I_2)\n\nwhen flag clicked\ngo to x: (71) y: (-260)\n\n@Sprite9\n\n@lava\n\nwhen flag clicked\nforever\n repeat (10)\n change y by (((15) - (y position)) / (4))\n end\n wait (0.2) seconds\n repeat (10)\n change y by (((-10) - (y position)) / (4))\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite10\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((30) - ((size) / (4)))\n else\n change size by ((25) - ((size) / (4)))\n end\nend\n\nwhen flag clicked\n\ngo to x: (170) y: (156)\n\nwhen this sprite clicked\nnext costume\nstart sound [Wood Tap v]\nif <(costume [number v]) = [2]> then\n set volume to (0) %\nelse\n set volume to (100) %\nend\n\nwhen flag clicked\nforever\n play sound [tobu candyland v] until done\n go to x: (-219) y: (156)\nend\n\n@Sprite11\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((30) - ((size) / (4)))\n else\n change size by ((25) - ((size) / (4)))\n end\nend\n\nwhen flag clicked\ngo to x: (170) y: (156)\n\nwhen this sprite clicked\n\nstart sound [Wood Tap v]\n\nwhen flag clicked\nforever\n go to x: (-178) y: (156)\nend\n\n@Sprite12\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((30) - ((size) / (4)))\n else\n change size by ((25) - ((size) / (4)))\n end\nend\n\nwhen flag clicked\n\ngo to x: (170) y: (156)\n\nwhen this sprite clicked\nstart sound [Wood Tap v]\nbroadcast (NEXT LEVEL v)\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n go to x: (-134) y: (156)\nend\n\n
After a 3 weeks development I present to you Nature a multiplayer platformer!!\nAnd this my first multiplayer platformer..\n\nNote :\nFor better performance and reduce lag press green flag twice!\n\nI spent many times so please love,fave and follow me : @-Space2-\n\nInstructions :\n1. Press skip button to skip level\n2. Press N to toggle names\n3.Arrow keys to move\n3.Dodge the dangers\n4.Touch Trampoline to bounce\n\nanother note:\nIf you're a new scratcher you can't play.\n\nCredits:\n1.@Stlcards422 and @Griffpatch for multiplayer engine\n2.@-SapphireDemon- for platforming engine (modified by me)\n3.@StratfordJames for BG costume and buttons art and cloud art and some thumbnail art\n4.@timmccool for Ground art,Soo much Inspiration Bouncing effect inspiration,Trampoline art and insporation to the player \n5.@EdisonBoy for some bouncing effect code.\n6.@JTHEJET for loading circle\n7.@Toadfanschool for some sounds\n8.Google for letters\n9.Textfx.co for thumbnail letters\n10.@Suhalo_351 for some inspiration\nmusic : Tobu - candyland from @timmccool\n\n\nThanks to the scratchers who pointed me bugs!\nPlease let me know if i didn't credit anyone!\nHave a nice day
Infinite Pen Platformer
@Stage\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n@Text engine\n\nwhen flag clicked\nwait (.001) seconds\nset [number v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [number v] by (1)\nend\nhide\nhide\n\nwhen I start as a clone\nshow\nforever\n go to [front v] layer\n set size to (200) %\n go to x: (((Number) * (30)) - (42)) y: (120)\n if <(length of (Level)) < (Number)> then\n hide\n else\n show\n switch costume to (letter (Number) of (Level))\n end\nend\n\n@Player\n\nwhen flag clicked\ngo to x: (-220) y: (0)\nshow\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n go to [front v] layer\n show\n change [y velocity v] by (-1)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (left v)\n change [x velocity v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (right v)\n change [x velocity v] by (1)\n end\n set [x velocity v] to ((X Velocity) * (0.9))\n change x by (X Velocity)\n if <touching color (#000000)?> then\n change y by (5)\n end\n if <touching color (#000000)?> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y velocity v] to [9]\n if <([abs v] of (X Velocity) ) = (X Velocity)> then\n set [x velocity v] to [-7]\n else\n set [x velocity v] to [7]\n end\n else\n set [x velocity v] to [0]\n end\n end\n change y by (Y Velocity)\n if <touching color (#000000)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching color (#000000)?>> then\n set [y velocity v] to [13]\n end\n change y by (1)\n if <<(x position) = [240]> or <(x position) > [235]>> then\n go to x: (-220) y: (0)\n change [level v] by (1)\n broadcast (Generate Level v)\n end\n if <<(y position) < [-175]> or <touching color (#ff0000)?>> then\n go to x: (-220) y: (0)\n end\nend\n\nwhen [space v] key pressed\ngo to x: (-220) y: (0)\n\n@Pen Level Generator\n\nwhen flag clicked\ndelete all of [black v]\ndelete all of [red v]\ndelete all of [y pos v]\nshow list [red v]\nshow list [y pos v]\nshow list [generator v]\nshow list [black v]\nset [die v] to [4]\nset [none v] to [7]\nhide variable [die v]\nhide variable [none v]\nerase all\nbroadcast (Generate Level v)\n\ndefine Render Ground\ngo to x: (-240) y: (item (1) of [y pos v])\nRender Stack (B)\nif <not <(item (1) of [generator v]) = [1]>> then\n set y to (item (2) of [y pos v])\nelse\n set y to (item (1) of [y pos v])\nend\nchange x by (30)\nRender Stack (B)\nif <not <(item (2) of [generator v]) = [1]>> then\n set y to (item (3) of [y pos v])\nelse\n set y to (item (2) of [y pos v])\nend\nchange x by (30)\nif <(item (1) of [red v]) = [1]> then\n Render Stack (R)\nelse\n if <not <(item (1) of [black v]) = [1]>> then\n Render Stack (B)\n end\nend\nif <not <(item (3) of [generator v]) = [1]>> then\n set y to (item (4) of [y pos v])\nelse\n set y to (item (3) of [y pos v])\nend\nchange x by (30)\nif <(item (2) of [red v]) = [1]> then\n Render Stack (R)\nelse\n if <not <(item (2) of [black v]) = [1]>> then\n Render Stack (B)\n end\nend\nif <not <(item (4) of [generator v]) = [1]>> then\n set y to (item (5) of [y pos v])\nelse\n set y to (item (4) of [y pos v])\nend\nchange x by (30)\nif <(item (3) of [red v]) = [1]> then\n Render Stack (R)\nelse\n if <not <(item (3) of [black v]) = [1]>> then\n Render Stack (B)\n end\nend\nif <not <(item (5) of [generator v]) = [1]>> then\n set y to (item (6) of [y pos v])\nelse\n set y to (item (5) of [y pos v])\nend\nchange x by (30)\nif <(item (4) of [red v]) = [1]> then\n Render Stack (R)\nelse\n if <not <(item (4) of [black v]) = [1]>> then\n Render Stack (B)\n end\nend\nif <not <(item (6) of [generator v]) = [1]>> then\n set y to (item (7) of [y pos v])\nelse\n set y to (item (6) of [y pos v])\nend\nchange x by (30)\nif <(item (5) of [red v]) = [1]> then\n Render Stack (R)\nelse\n if <not <(item (5) of [black v]) = [1]>> then\n Render Stack (B)\n end\nend\nif <not <(item (7) of [generator v]) = [1]>> then\n set y to (item (8) of [y pos v])\nelse\n set y to (item (7) of [y pos v])\nend\nchange x by (30)\nif <(item (6) of [red v]) = [1]> then\n Render Stack (R)\nelse\n if <not <(item (6) of [black v]) = [1]>> then\n Render Stack (B)\n end\nend\nif <not <(item (8) of [generator v]) = [1]>> then\n set y to (item (9) of [y pos v])\nelse\n set y to (item (8) of [y pos v])\nend\nchange x by (30)\nif <(item (7) of [red v]) = [1]> then\n Render Stack (R)\nelse\n if <not <(item (7) of [black v]) = [1]>> then\n Render Stack (B)\n end\nend\nif <not <(item (9) of [generator v]) = [1]>> then\n set y to (item (10) of [y pos v])\nelse\n set y to (item (9) of [y pos v])\nend\nchange x by (30)\nif <(item (8) of [red v]) = [1]> then\n Render Stack (R)\nelse\n if <not <(item (8) of [black v]) = [1]>> then\n Render Stack (B)\n end\nend\nif <not <(item (10) of [generator v]) = [1]>> then\n set y to (item (11) of [y pos v])\nelse\n set y to (item (10) of [y pos v])\nend\nchange x by (30)\nif <(item (9) of [red v]) = [1]> then\n Render Stack (R)\nelse\n if <not <(item (9) of [black v]) = [1]>> then\n Render Stack (B)\n end\nend\nif <not <(item (11) of [generator v]) = [1]>> then\n set y to (item (12) of [y pos v])\nelse\n set y to (item (11) of [y pos v])\nend\nchange x by (30)\nif <(item (10) of [red v]) = [1]> then\n Render Stack (R)\nelse\n if <not <(item (10) of [black v]) = [1]>> then\n Render Stack (B)\n end\nend\nif <not <(item (12) of [generator v]) = [1]>> then\n set y to (item (13) of [y pos v])\nelse\n set y to (item (12) of [y pos v])\nend\nchange x by (30)\nif <(item (11) of [red v]) = [1]> then\n Render Stack (R)\nelse\n if <not <(item (11) of [black v]) = [1]>> then\n Render Stack (B)\n end\nend\nif <not <(item (13) of [generator v]) = [1]>> then\n set y to (item (14) of [y pos v])\nelse\n set y to (item (13) of [y pos v])\nend\nchange x by (30)\nif <(item (12) of [red v]) = [1]> then\n Render Stack (R)\nelse\n if <not <(item (12) of [black v]) = [1]>> then\n Render Stack (B)\n end\nend\nif <not <(item (14) of [generator v]) = [1]>> then\n set y to (item (15) of [y pos v])\nelse\n set y to (item (14) of [y pos v])\nend\nchange x by (30)\nif <(item (13) of [red v]) = [1]> then\n Render Stack (R)\nelse\n if <not <(item (13) of [black v]) = [1]>> then\n Render Stack (B)\n end\nend\nif <not <(item (15) of [generator v]) = [1]>> then\n set y to (item (16) of [y pos v])\nelse\n set y to (item (15) of [y pos v])\nend\nchange x by (30)\nif <(item (14) of [red v]) = [1]> then\n Render Stack (R)\nelse\n if <not <(item (14) of [black v]) = [1]>> then\n Render Stack (B)\n end\nend\n\ndefine Render (B) Block\nset pen color to (#000000)\nset pen size to (7)\npen down\nchange x by (30)\nchange y by (-30)\nchange x by (-30)\nchange y by (30)\nchange y by (-5)\nchange x by (30)\nchange y by (-5)\nchange x by (-30)\nchange y by (-5)\nchange x by (30)\nchange y by (-5)\nchange x by (-30)\nchange y by (-5)\nchange x by (30)\nchange y by (25)\nchange x by (-30)\npen up\n\ndefine Render (R) Block\nset pen color to (#ff0000)\nset pen size to (7)\npen down\nchange x by (30)\nchange y by (-30)\nchange x by (-30)\nchange y by (30)\nchange y by (-5)\nchange x by (30)\nchange y by (-5)\nchange x by (-30)\nchange y by (-5)\nchange x by (30)\nchange y by (-5)\nchange x by (-30)\nchange y by (-5)\nchange x by (30)\nchange y by (25)\nchange x by (-30)\npen up\n\ndefine Render Stack (B)\nRender (B) Block\nchange y by (-30)\nRender (B) Block\nchange y by (-30)\nRender (B) Block\nchange y by (-30)\nRender (B) Block\nchange y by (-30)\nRender (B) Block\nchange y by (-30)\nRender (B) Block\nchange y by (-30)\nRender (B) Block\nchange y by (-30)\nRender (B) Block\nchange y by (-30)\nRender (B) Block\n\nwhen I receive [generate level v]\ndelete all of [black v]\ndelete all of [y pos v]\ndelete all of [red v]\ndelete all of [generator v]\nadd (pick random (-170) to (-20)) to [y pos v]\nadd (pick random (-170) to (-20)) to [y pos v]\nadd (pick random (-170) to (-20)) to [y pos v]\nadd (pick random (-170) to (-20)) to [y pos v]\nadd (pick random (-170) to (-20)) to [y pos v]\nadd (pick random (-170) to (-20)) to [y pos v]\nadd (pick random (-170) to (-20)) to [y pos v]\nadd (pick random (-170) to (-20)) to [y pos v]\nadd (pick random (-170) to (-20)) to [y pos v]\nadd (pick random (-170) to (-20)) to [y pos v]\nadd (pick random (-170) to (-20)) to [y pos v]\nadd (pick random (-170) to (-20)) to [y pos v]\nadd (pick random (-170) to (-20)) to [y pos v]\nadd (pick random (-170) to (-20)) to [y pos v]\nadd (pick random (-170) to (-20)) to [y pos v]\nadd (pick random (-170) to (-20)) to [y pos v]\nadd (pick random (1) to (Die)) to [red v]\nadd (pick random (1) to (Die)) to [red v]\nadd (pick random (1) to (Die)) to [red v]\nadd (pick random (1) to (Die)) to [red v]\nadd (pick random (1) to (Die)) to [red v]\nadd (pick random (1) to (Die)) to [red v]\nadd (pick random (1) to (Die)) to [red v]\nadd (pick random (1) to (Die)) to [red v]\nadd (pick random (1) to (Die)) to [red v]\nadd (pick random (1) to (Die)) to [red v]\nadd (pick random (1) to (Die)) to [red v]\nadd (pick random (1) to (Die)) to [red v]\nadd (pick random (1) to (Die)) to [red v]\nadd (pick random (1) to (Die)) to [red v]\nadd (pick random (1) to (None)) to [black v]\nadd (pick random (1) to (None)) to [black v]\nadd (pick random (1) to (None)) to [black v]\nadd (pick random (1) to (None)) to [black v]\nadd (pick random (1) to (None)) to [black v]\nadd (pick random (1) to (None)) to [black v]\nadd (pick random (1) to (None)) to [black v]\nadd (pick random (1) to (None)) to [black v]\nadd (pick random (1) to (None)) to [black v]\nadd (pick random (1) to (None)) to [black v]\nadd (pick random (1) to (None)) to [black v]\nadd (pick random (1) to (None)) to [black v]\nadd (pick random (1) to (None)) to [black v]\nadd (pick random (1) to (None)) to [black v]\nadd (pick random (1) to (3)) to [generator v]\nadd (pick random (1) to (3)) to [generator v]\nadd (pick random (1) to (3)) to [generator v]\nadd (pick random (1) to (3)) to [generator v]\nadd (pick random (1) to (3)) to [generator v]\nadd (pick random (1) to (3)) to [generator v]\nadd (pick random (1) to (3)) to [generator v]\nadd (pick random (1) to (3)) to [generator v]\nadd (pick random (1) to (3)) to [generator v]\nadd (pick random (1) to (3)) to [generator v]\nadd (pick random (1) to (3)) to [generator v]\nadd (pick random (1) to (3)) to [generator v]\nadd (pick random (1) to (3)) to [generator v]\nadd (pick random (1) to (3)) to [generator v]\nadd (pick random (1) to (3)) to [generator v]\nadd (pick random (1) to (3)) to [generator v]\nerase all\nRender Ground\n\ndefine Render Stack (R)\nRender (R) Block\nchange y by (-30)\nRender (R) Block\nchange y by (-30)\nRender (R) Block\nchange y by (-30)\nRender (R) Block\nchange y by (-30)\nRender (R) Block\nchange y by (-30)\nRender (R) Block\nchange y by (-30)\nRender (R) Block\nchange y by (-30)\nRender (R) Block\nchange y by (-30)\nRender (R) Block\n\nwhen [space v] key pressed\nbroadcast (Generate Level v)\n\n
Infinite Pen Platformer\n\n▶ There are infinite pen-generated levels\n▶ Sorry if you come across an impossible level - Space to skip\n▶ TheFatRat for music\n▶ See how many you can get past - Post your score in the comments!\n▶ Follow @-Invert- for more awesome content!
Elements | A Platformer #Games
@Stage\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen flag clicked\nforever\n switch backdrop to (Level)\nend\n\nwhen flag clicked\nstart sound [Alan Walker - Force v]\nset volume to (50) %\n\n@Blank\n\n@Player\n\ndefine Platform (jump height) (gravity) (friction) (running speed)\nswitch costume to (still v)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (moving right v)\n change [x velocity v] by (running speed)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (moving left v)\n change [x velocity v] by ((running speed) * (-1))\nend\nset [x velocity v] to ((X Velocity) * (friction))\nchange x by (X Velocity)\nif <touching (level v)?> then\n set [slope v] to [0]\n repeat until <<(Slope) = [8]> or <not <touching (level v)?>>>\n change [slope v] by (1)\n change y by (1)\n end\n if <touching (level v)?> then\n change y by ((Slope) * (-1))\n repeat ([ceiling v] of ([abs v] of (X Velocity) ) )\n if <touching (level v)?> then\n change x by ((([abs v] of (X Velocity) ) / (X Velocity)) * (-1))\n end\n end\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y velocity v] to [10]\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-15]\n else\n set [x velocity v] to [15]\n end\n else\n set [x velocity v] to [0]\n end\nend\nchange y by (Y Velocity)\nif <touching (level v)?> then\n repeat ([ceiling v] of ([abs v] of (Y Velocity) ) )\n if <touching (level v)?> then\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n end\n if <<(([abs v] of (Y Velocity) ) / (Y Velocity)) = [-1]> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to (jump height)\n else\n set [y velocity v] to [0]\n end\nelse\n change [y velocity v] by (-1)\nend\nif <touching (gem v)?> then\n broadcast (Win v) and wait\nend\n\nwhen flag clicked\nforever\n if <(X Velocity) > [0.5]> then\n set [costume v] to [2]\n else\n if <[-0.5] > (X Velocity)> then\n set [costume v] to [1]\n else\n set [costume v] to [0]\n end\n end\n if <(Y Velocity) > [0.5]> then\n set [costume v] to (join (Costume) [3])\n else\n if <[-0.5] > (Y Velocity)> then\n set [costume v] to (join [apple] [2])\n else\n set [costume v] to (join [apple] [1])\n end\n end\n switch costume to (Costume)\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n wait (0.15) seconds\n delete this clone\nend\n\nwhen flag clicked\nif <(Level) = [9]> then\n broadcast (Go front v)\nend\n\nwhen I receive [go front v]\ngo to x: (-218) y: (-85)\n\nwhen flag clicked\nforever\n if <(x position) > [220]> then\n broadcast (next Level v)\n wait (0.2) seconds\n change [level v] by (1)\n go to x: (-215) y: (-100)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-215) y: (-100)\n\nwhen I receive [play game v]\ngo to x: (-215) y: (-100)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nif <(Level) = [9]> then\n go to x: (-215) y: (-70)\nend\nif <(Level) = [10]> then\n go to x: (-215) y: (-10)\nend\n\n \n Platform (11.5) (-1) (0.7) (3)\n if <touching (spikes v)?> then\n go to x: (-215) y: (-100)\n start sound [Roblox Death Sound - Sound Effect \(HD\) v]\n set volume to (100) %\n end\n if <touching (lava!!!!!!!!!!!!!!!!!!!!!!! v)?> then\n go to x: (-215) y: (-100)\n start sound [Roblox Death Sound - Sound Effect \(HD\) v]\n set volume to (100) %\n end\n end\nend\n\n@Level\n\nwhen flag clicked\nforever\n go to x: (57) y: (48)\n switch costume to (Level)\nend\n\n@Thumnail\n\nwhen flag clicked\nwait (1) seconds\nbroadcast (Play game v)\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\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\nwait (1) seconds\nbroadcast (start v)\nhide\n\nwhen I receive [win v]\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (150)\nshow\ngo to [front v] layer\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [win v]\nstart sound [Win v]\n\n@Spikes\n\nwhen flag clicked\nforever\n go [backward v] (1) layers\n switch costume to (Level)\nend\n\n@Cloud\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n hide\n end\nend\n\nwhen I receive [play game v]\nshow\nforever\n go to [back v] layer\n go to (random position v)\n set x to (250)\n set y to (pick random (112.5) to (135))\n switch costume to (pick random (1) to (5))\n repeat (50)\n change x by (-10)\n end\nend\n\n@Level Costume\n\nwhen I receive [go front v]\ngo [forward v] (1) layers\n\n@Next Level\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (600) y: (-27)\n\nwhen I receive [next level v]\nshow\nglide (1) secs to x: (0) y: (0)\nwait (1) seconds\nglide (1) secs to x: (-600) y: (-27)\nhide\nclear graphic effects\ngo to x: (600) y: (-27)\n\n@Lava!!!!!!!!!!!!!!!!!!!!!!!\n\nwhen flag clicked\nforever\n go [backward v] (1) layers\n switch costume to (Level)\nend\n\nwhen flag clicked\ngo to x: (45) y: (45)\ngo [backward v] (1) layers\nswitch costume to (Level)\nforever\n set [ghost v] effect to (5)\n set [brightness v] effect to (3)\n repeat (20)\n change y by (1)\n end\n repeat (20)\n change y by (-1)\n end\nend\n\n@Tens\n\nwhen flag clicked\nset [number v] to [1]\ngo to x: (-145) y: (153)\nforever\n if <(number) < [10]> then\n hide\n else\n if <<(number) > [10]> or <(number) = [10]>> then\n show\n switch costume to (letter (1) of (number))\n else\n if <(letter (2) of (number)) = [10]> then\n switch costume to (0-pixel v)\n end\n end\n end\nend\n\nwhen I receive [next level v]\nwait (0.2) seconds\nchange [number v] by (1)\n\n@Ones\n\nwhen flag clicked\ngo to x: (-126) y: (153)\nforever\n if <(number) < [10]> then\n switch costume to (number)\n else\n if <(number) > [10]> then\n switch costume to (letter (2) of (number))\n else\n if <(letter (2) of (number)) = [10]> then\n switch costume to (0-pixel v)\n end\n if <(number) > [9]> then\n switch costume to (number)\n end\n end\n end\nend\n\n@WorkshopX Logo\n\n@Skip Button\n\nwhen flag clicked\nshow\nforever\n if <(Level) = [11]> then\n hide\n end\nend\n\nwhen this sprite clicked\nchange [level v] by (1)\nbroadcast (next Level v)\n\nwhen flag clicked\nshow\n\n@Text\n\nwhen flag clicked\ngo to [back v] layer\nforever\n go to x: (26) y: (104)\n switch costume to (Level)\nend\n\n@Gem\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [11]> then\n switch costume to (costume1 v)\n show\n go to x: (186) y: (-61)\n end\nend\n\nwhen flag clicked\nhide\n\n@Love fav and follow\n\nwhen I receive [win v]\ngo to [front v] layer\nshow\nforever\n if <not <touching (mouse-pointer v)?>> then\n glide (1) secs to x: (0) y: (184)\n end\n if <touching (mouse-pointer v)?> then\n glide (1) secs to x: (0) y: (139.5)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nforever\n go to [front v] layer\n go [forward v] (5) layers\nend\n\n@Menu\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [start v]\nshow\ncreate clone of (_myself_ v)\n\nwhen I receive [play game v]\nhide\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo to [front v] layer\ngo to x: (0) y: (140)\nshow\npoint in direction (82)\nset [turn v] to [0]\nrepeat (4)\n change [turn v] by (1)\n turn right (Turn) degrees\nend\nforever\n repeat (8)\n change [turn v] by (-1)\n turn right (Turn) degrees\n end\n repeat (8)\n change [turn v] by (1)\n turn right (Turn) degrees\n end\nend\n\n@Play\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n set [brightness v] effect to (20)\n point in direction (([sin v] of ((timer) * (1000)) ) + (90))\n if <mouse down?> then\n wait until <not <mouse down?>>\n broadcast (Play game v)\n hide\n end\n else\n point in direction (90)\n change size by (((100) - (size)) / (3))\n set [brightness v] effect to (0)\n end\nend\n\n
Elements A Platformer\nWelcome to Elements A Platformer. Finish your mission by finding the Fire gem.\n\nMore than 400 views, Thanks all scratchers who viewed it \n\nInstructions:\n-Arrow keys\n-Avoid spikes and lava. (and a surprise in it ; ) )\n-Find the fire gem to win the game.It will be helpful for the next part
Pixel world - a scrolling platformer
@Stage\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 start sound [jump v]\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\nelse\n set [jump key v] to [0]\nend\nif <<(y position) = [-180]> or <touching (pain v)?>> then\n go to x: (0) y: (0)\n start sound [Crunch v]\n point in direction (90)\n set [scrollx v] to [-170]\n set [speed y v] to [0]\nend\nScrolling Blocks\nif <(level) = [6]> then\n switch costume to (hitbox v)\nelse\n switch costume to (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]\ndelete this clone\n\nwhen I receive [level 4 v]\nswitch costume to (level 1 pt 4 v)\n\n@Level deco\n\ndefine Create\nwait (1) seconds\nrepeat (4)\n create clone of (_myself_ v)\n change [lx v] by (480)\n change [x v] by (480)\n next costume\nend\n\nwhen I receive [level loop v]\nforever\n set x to ((Lx) - (ScrollX))\n if <([abs v] of ((Lx) - (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 [lx v] to [0]\nset [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]\ndelete this clone\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 [lx 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 ((Lx) - (ScrollX))\n if <([abs v] of ((Lx) - (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 [lx 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]\ndelete this clone\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 [2100]\nset [lo win y v] to [0]\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 [level 2 v]\nclear graphic effects\nswitch costume to (costume1 v)\nset [lo win x v] to [2115]\nset [lo win y v] to [0]\n\nwhen I receive [level 3 v]\nclear graphic effects\nswitch costume to (costume1 v)\nset [lo win x v] to [2135]\nset [lo win y v] to [-55]\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [play v]\nset [x win v] to (LO win X)\nset [y win v] to (LO win Y)\nset x to (X win) (costume [number v]) set y to (Y win)\n\nwhen I receive [level 4 v]\nclear graphic effects\nswitch costume to (costume1 v)\nset [lo win x v] to [2135]\nset [lo win y v] to [0]\n\nwhen I receive [play v]\nforever\n if <([abs v] of ((levelx) - (ScrollX)) ) > [200]> then\n show\n else\n hide\n end\nend\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\nchange [pixelate v] effect by (50)\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: (124) y: (6)\nforever\n go to [front v] layer\n point in direction (([sin v] of ((timer) * (1000)) ) + (90))\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to (20)\n if <mouse down?> then\n wait (.1) seconds\n broadcast (menu v)\n delete this clone\n end\n else\n change size by (((75) - (size)) / (3))\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [menu v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nstop [other scripts in sprite v]\nhide\n\n@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 (180)\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 (-180)\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 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\nwhen I receive [transition in v]\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\n\n@Help\n\nwhen I receive [help v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nhide\n\n@music\n\nwhen I receive [menu v]\nset volume to (500) %\nstop [other scripts in sprite v]\nforever\n play sound [menu v] until done\nend\n\nwhen I receive [play v]\nstop [other scripts in sprite v]\nclear sound effects\nstop all sounds\nset volume to (100) %\nwait (1) seconds\nforever\n if <(level) = [1]> then\n play sound [music game v] until done\n else\n if <(level) = [2]> then\n play sound [music game 2 v] until done\n else\n if <(level) = [3]> then\n play sound [music game 3 v] until done\n else\n if <(level) = [4]> then\n play sound [music game 4 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
------------------------ Pixel World ------------------------\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. \n\nYou should probable click the green flag after each level, Why not Love? :D this game took 25 hours of almost non stop work to complete so ya.\n\nWho else sat their and listened to the menu music instead of actually playing the game? comment down below!\n\nCredit train:\n@Thepugmen: sprites, code, and a ton of other things\nDimrain47 for all music\n\nFollow my studio: https://scratch.mit.edu/studios/5214316/\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
Cloudlands A multiplayer platformer #games #all
@Stage\n\nwhen flag clicked\nforever\n play sound [LAKEY INSPIRED - By The Pool v] until done\n play sound [Alan Walker - Play \(Lyrics\) ft v] until done\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 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)\n broadcast (time 2 v)\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\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: [510] y: [395]\n Clone at x: [1270] y: [80]\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: [2900] 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)\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@TB\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nwait (0.4) seconds\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@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@Sprite1\n\nwhen I receive [timer v]\nif <(costume [number v]) = [9]> then\n broadcast (timer 10 v)\n next costume\nelse\n next costume\nend\n\nwhen I receive [end time v]\nhide\n\nwhen I receive [begin v]\ngo to x: (-183) y: (150)\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [time 2 v]\nif <(costume [number v]) = [1]> then\n\n@Sprite2\n\nwhen I receive [timer 10 v]\nif <(costume [number v]) = [9]> then\n broadcast (end time v)\n hide\nelse\n next costume\nend\n\nwhen I receive [begin v]\nswitch costume to (costume1 v)\nshow\ngo to x: (-221) y: (149)\nforever\n wait (0.89) seconds\n broadcast (timer v)\nend\n\nwhen I receive [begin v]\n\n
FINALLY, after months of trying to make a multiplayer platformer engine..... i cheated. \nSo thanks to JTHEJET for his amazing engine. \nCheck out his games.\n\nThis is a multiplayer online platformer.\nI probably don't need to explain how it works but;\nFind the Keys\nGo through the teleporter.\n\nDon't forget to love and fave so other people find this. Hopefully we will get more than one person on at some point.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games \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 #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\n#Multiplayer #platformer
SketchBook || A Platformer (Story Mode!!)                  #games #all
@Stage\n\n@Hitbox⛏️\n\nwhen flag clicked\nset volume to (100) %\nhide\nforever\n switch costume to (hitbox⛏️ v)\n if <(x position) > [238]> then\n start sound [Connect v]\n broadcast (next v)\n wait (1) seconds\n set [deaths v] to [0]\n respawn\n change [level v] by (1)\n end\nend\n\nwhen I receive [respawn v]\nrespawn\n\ndefine respawn\nerase all\nset x to (-195)\nset y to (-40)\n\nwhen I receive [start v]\nset [level v] to [1]\nforever\n change y by (-3)\n if <<touching (platform v)?> and <(y position) > ([y position v] of [platform v])>> then\n change x by ((([x position v] of [platform v]) - (x position)) / (2))\n end\n change y by (3)\nend\n\nwhen I receive [start v]\nforever\n if <not <[9] < (level)>> then\n play sound [Vexento - Lights v] until done\n end\nend\n\nwhen I receive [start v]\nset [-speed v] to [-0.7]\npoint in direction (90)\nshow\nrespawn\nset [x v] to [0]\nset [y v] to [0]\nforever\n set [ghost v] effect to (100)\n change [y v] by (-0.5)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-speed)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by ([abs v] of (-speed) )\n end\n set [x v] to ((x) * (0.85))\n change x by (x)\n if <<touching (platform v)?> or <<touching (gound v)?> or <touching color (#120035)?>>> then\n change y by (1)\n if <<touching (platform v)?> or <<touching (gound v)?> or <touching color (#120035)?>>> then\n change y by (1)\n if <<touching (platform v)?> or <<touching (gound v)?> or <touching color (#120035)?>>> then\n change y by (1)\n if <<touching (platform v)?> or <<touching (gound v)?> or <touching color (#120035)?>>> then\n change y by (1)\n if <<touching (platform v)?> or <<touching (gound v)?> or <touching color (#120035)?>>> then\n change y by (1)\n if <<touching (platform v)?> or <<touching (gound v)?> or <touching color (#120035)?>>> then\n change y by (1)\n if <<touching (platform v)?> or <<touching (gound v)?> or <touching color (#120035)?>>> then\n change y by (-6)\n if <<touching (platform v)?> or <<touching (gound v)?> or <touching color (#120035)?>>> then\n change y by (0.5)\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 (platform v)?> or <<touching (gound v)?> or <touching color (#120035)?>>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<<touching (platform v)?> or <<touching (gound v)?> or <touching color (#120035)?>>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [10]\n set [jump v] to [True]\n else\n set [jump v] to [False]\n end\n change y by (0.5)\n if <<touching (ladder v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [3]\n else\n end\n if <<touching (danger v)?> or <<touching color (#ff0000)?> or <(y position) < [-185]>>> then\n hide\n start sound [Roblox Death Sound - OOF Sound Effect v]\n respawn\n show\n end\n if <touching (trampoline v)?> then\n start sound [Boing v]\n set [y v] to [13]\n end\n if <touching (enemies v)?> then\n respawn (enemy touching)\n end\nend\n\nwhen I receive [touched him >:\( v]\nrespawn (enemy touching)\n\ndefine respawn (enemy touching)\nbroadcast (next/died v)\nhide\nstart sound [Roblox Death Sound - OOF Sound Effect v]\nrespawn\nshow\n\nwhen I receive [start v]\nset [level v] to [1]\nforever\nend\n\nchange y by (-3)\n\nchange y by ((([y position v] of [platform v]) - (y position)) / (2))\n\nwhen I receive [show enemy v]\nset volume to (0) %\n\nset [pitch v] effect to (0)\nset [stopped? v] to [1]\n\nset [pitch v] effect to (200)\n\nset [stopped? v] to [0]\n\nwhen I receive [play on! v]\nset volume to (100) %\n\nwhen flag clicked\nrespawn\n\nwhen I receive [sword v]\nset volume to (0) %\n\n@Player\n\nwhen I receive [start v]\nerase all\ngo to [front v] layer\nforever\n if <key (space v) pressed?> then\n if <[7] < (level)> then\n switch costume to (sword v)\n repeat (4)\n next costume\n wait (0.03) seconds\n end\n end\n else\n if <key (z v) pressed?> then\n if <(gun?) = [yup]> then\n switch costume to (bullet v)\n create clone of (_myself_ v)\n switch costume to (gun v)\n play sound [Gunfire_Long_Distance2 v] until done\n switch costume to (gun3 v)\n wait (0.1) seconds\n switch costume to (gun2 v)\n play sound [1 v] until done\n switch costume to (gun3 v)\n play sound [2 v] until done\n end\n end\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n switch costume to (jump v)\n if <touching (ladder v)?> then\n switch costume to (ladder v)\n wait (0.3) seconds\n next costume\n wait (0.3) seconds\n end\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?>>> then\n if <(costume [number v]) > [6]> then\n switch costume to (costume2 v)\n end\n next costume\n wait (0.04) seconds\n else\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n switch costume to (jump v)\n else\n switch costume to (still v)\n end\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n else\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n end\n end\n end\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <<touching (danger v)?> or <<touching color (#ff0000)?> or <(y position) < [-185]>>> then\n hide\n reset\n respawn\n show\n end\n if <touching (trampoline v)?> then\n set [y v] to [13]\n end\n if <touching (enemies v)?> then\n broadcast (touched him >:\( v)\n reset\n respawn\n broadcast (next/died v)\n end\n show\n set [fall v] to [nope]\n if <(stopped?) = [True]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [238]> then\n hide\n wait (1.4) seconds\n show\n end\nend\n\nif <[7] > (costume [number v])> then\nif <(costume [number v]) > [10]> then\nnext costume\nwait (0.04) seconds\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\npoint in direction (90)\nforever\n go to (hitbox⛏️ v)\nend\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (still v)\nshow\n\nwhen I receive [play on! v]\nshow\n\nwhen I receive [show enemy v]\nhide\n\nwhen I receive [start v]\nforever\n if <(level) = [7]> then\n if <(x position) > [-28]> then\n broadcast (sword v)\n hide\n stop [this script v]\n end\n end\nend\n\ndefine previous costume\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [speed for 1 level v]\nrepeat until <not <(#) = (level)>>\n\nwhen I start as a clone\nif <not <(costume [name v]) = [bullet]>> then\n show\n repeat (8)\n change [ghost v] effect by (30)\n end\n delete this clone\nelse\n if <(direction) = [90]> then\n point in direction (90)\n else\n point in direction (-90)\n end\n repeat until <<<touching (_edge_ v)?> or <touching (gound v)?>> or <touching (enemies v)?>>\n move (10) steps\n end\n delete this clone\nend\n\nwhen I receive [start v]\nwait (1) seconds\nset [# v] to [0]\nforever\n if <(#) = (level)> then\n repeat until <not <(#) = (level)>>\n create clone of (_myself_ v)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n\nif <key (z v) pressed?> then\n switch costume to (bullet v)\n create clone of (_myself_ v)\n switch costume to (gun v)\n play sound [Gunfire_Long_Distance2 v] until done\n play sound [Bolt Action Sniper Reload Sound Gaming Sound Effects v] until done\nend\n\nwhen flag clicked\nforever\n if <[11] < (level)> then\n stop [other scripts in sprite v]\n broadcast (Last v)\n hide\n stop all sounds\n stop [this script v]\n end\nend\n\n@Gound\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen flag clicked\nhide\nforever\n switch costume to (level)\nend\n\nwhen I receive [start v]\nshow\n\n@Danger\n\nwhen flag clicked\nhide\nforever\n hide\n if <(level) = [2]> then\n show\n switch costume to (costume1 v)\n repeat (3)\n next costume\n wait (0.06) seconds\n end\n wait (1) seconds\n repeat (3)\n previous\n wait (0.06) seconds\n end\n wait (1) seconds\n end\n if <(level) = [6]> then\n show\n switch costume to (costume5 v)\n repeat (3)\n next costume\n wait (0.06) seconds\n end\n wait (1) seconds\n repeat (3)\n previous\n wait (0.06) seconds\n end\n wait (1) seconds\n end\n if <(level) = [8]> then\n show\n switch costume to (costume10 v)\n repeat (3)\n next costume\n wait (0.06) seconds\n end\n wait (1) seconds\n repeat (3)\n previous\n wait (0.06) seconds\n end\n wait (1) seconds\n end\nend\n\ndefine previous\nswitch costume to ((costume [number v]) - (1))\n\n@effect of drawn\n\nwhen flag clicked\nhide\nforever\n switch costume to (level)\nend\n\nwhen I receive [start v]\nshow\n\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@platform\n\nwhen flag clicked\nforever\n hide\n if <(level) = [1]> then\n show\n set [ghost v] effect to (100)\n go to x: (-107) y: (-130)\n glide (2) secs to x: (113) y: (-130)\n glide (2) secs to x: (-107) y: (-130)\n end\n if <(level) = [6]> then\n show\n set [ghost v] effect to (100)\n go to x: (-153) y: (-26)\n glide (2) secs to x: (116) y: (74)\n glide (2) secs to x: (-153) y: (-26)\n end\nend\n\n@Enemies\n\nwhen I receive [restart v]\ndelete this clone\n\ndefine Clone (type) (x) (y)\ngo to x: (x) y: (y)\nswitch costume to (type)\nset [clone# v] to (type)\ncreate clone of (_myself_ v)\n\nswitch costume to (weapon1 v)\nset [katana rotation v] to (() * (90))\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\n\nwhen I receive [restart v]\nhide\nif then\n delete this clone\nend\nrepeat (Amount)\n Clone [1] [194] [-60]\n wait (1) seconds\nend\n\nwhen I start as a clone\ngo to x: (180) y: (-60)\npoint in direction (90)\nclear graphic effects\nset size to (100) %\nshow\nset [enemies: enemyx v] to [0]\nset [enemies: enemyy v] to [0]\ngo to [front v] layer\nforever\n if <<touching (danger v)?> or <<[-175] > (y position)> or <touching color (#6eedff)?>>> then\n delete this clone\n end\n change [enemies: enemyy v] by (-1)\n if <([x position v] of [player v]) < ((x position) - (10))> then\n change [enemies: enemyx v] by ((0) - ((Speed) / (10)))\n point in direction (-90)\n end\n if <((x position) - (-10)) < ([x position v] of [player v])> then\n change [enemies: enemyx v] by ((Speed) / (10))\n point in direction (90)\n end\n set [enemies: enemyx v] to ((Enemies: Enemyx) * (0.9))\n change x by (Enemies: Enemyx)\n if <touching (gound v)?> then\n change y by (1)\n end\n if <touching (gound v)?> then\n change y by (1)\n end\n if <touching (gound v)?> then\n change y by (1)\n end\n if <touching (gound v)?> then\n change y by (1)\n end\n if <touching (gound v)?> then\n change y by (-4)\n change x by ((Enemies: Enemyx) * (-1))\n if <(y position) < ([y position v] of [player v])> then\n set [enemies: enemyy v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [enemies: enemyx v] to [-10]\n else\n set [enemies: enemyx v] to [10]\n end\n else\n set [enemies: enemyx v] to [0]\n end\n end\n change y by (Enemies: Enemyy)\n if <touching (gound v)?> then\n change y by ((Enemies: Enemyy) - ((Enemies: Enemyy) * (2)))\n set [enemies: enemyy v] to [0]\n end\n change y by (1)\n if <<((y position) - (-50)) < ([y position v] of [player v])> and <touching (level v)?>> then\n set [enemies: enemyy v] to [14]\n end\n show\n if <(stopped?) = [True]> then\n hide\n end\n change y by (-1)\nend\n\nwhen flag clicked\nset [speed v] to [4]\nset [amount v] to [1]\n\nset [speed v] to [4]\n\nwhen I receive [die v]\nclear graphic effects\nset rotation style [left-right v]\nrepeat (20)\n turn right (15) degrees\n change y by (10)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [next/died v]\nbroadcast (Restart v)\ndelete this clone\n\nwhen I receive [next v]\ndelete this clone\n\nwhen flag clicked\nhide\nset [level v] to [0]\n\nforever\n hide\n if <(level) = [4]> then\n broadcast (Restart v)\n stop [this script v]\n end\nend\n\nswitch costume to (still v)\n\nswitch costume to (still v)\n\nwhen I receive [play on! v]\nif <(level) = [4]> then\n broadcast (Restart v)\nend\n\nif <(costume [number v]) < [7]> then\n next costume\nelse\n next costume\nend\n\nwhen flag clicked\nhide\nset [level v] to [0]\nforever\n\nwhen flag clicked\nforever\n hide\n if <(level) = [6]> then\n broadcast (Restart v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n hide\n if <(level) = [11]> then\n broadcast (Restart v)\n stop [this script v]\n end\nend\n\n@platform drawn\n\nwhen flag clicked\nforever\n go to (platform v)\nend\n\nwhen flag clicked\nforever\n hide\n if <(level) = [1]> then\n show\n end\n if <(level) = [6]> then\n show\n end\nend\n\n@next level\n\nwhen I receive [next v]\nshow\nswitch costume to (costume10 v)\nstart sound [page-flip v]\nrepeat (10)\n next costume\nend\nwait (1) seconds\nstart sound [page-flip2 v]\nrepeat (10)\n switch costume to ((costume [number v]) - (1))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (costume10 v)\nforever\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\nend\n\n@thumb\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\nend\n\nwhen I receive [win! v]\nhide\n\nwhen I receive [game over v]\nhide\n\n@animation\n\nwhen I receive [show animation part 2 v]\nshow\ngo to [front v] layer\nrepeat (8)\n next costume\n wait (0.05) seconds\nend\nplay sound [Crunch v] until done\nwait (1) seconds\nrepeat (6)\n next costume\n wait (0.07) seconds\nend\nwait (1) seconds\nbroadcast (show text part 2 v)\nhide\n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen I receive [show animation part 1 v]\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\nset size to (100) %\nset size to (100) %\nwait (1) seconds\nrepeat (4)\n next costume\n wait (0.04) seconds\nend\nwait (1) seconds\nstart sound [High Whoosh v]\nrepeat (7)\n next costume\n wait (0.015) seconds\nend\nwait (1) seconds\nstart sound [Low Whoosh v]\nrepeat (6)\n next costume\n wait (0.03) seconds\nend\nwait (1) seconds\nnext costume\nrepeat (420)\n change size by (0.04)\nend\nhide\nset size to (100) %\nbroadcast (show text part 1 v)\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\nforever\n if <<[4] < (level)> or <(level) = [4]>> then\n broadcast (show enemy v)\n stop [this script v]\n end\nend\n\nwhen I receive [show enemy v]\ngo to x: (0) y: (0)\nswitch costume to (resize v)\nshow\nset size to (100) %\nset size to (100) %\ngo to [front v] layer\nset [stopped? v] to [True]\nset size to (100) %\nshow\nset size to (100) %\nswitch costume to (level 3 4 v)\ngo to [front v] layer\nwait (1) seconds\nplay sound [Ring Tone v] until done\ngo to [front v] layer\nrepeat (4)\n next costume\n wait (0.04) seconds\nend\nset voice to (giant v)::tts\nspeak [hello?]::tts\nnext costume\nset voice to (tenor v)::tts\nspeak [A prisoner is trying to escape. Take some action immediately.]::tts\nwait (0.3) seconds\nspeak [Also, Don't forget to wear your hover boards. They will help you.]::tts\nswitch costume to (level 3 2 v)\nwait (0.04) seconds\nrepeat (3)\n previous costume\n wait (0.04) seconds\nend\nwait (1) seconds\nswitch costume to (level 3 8 v)\nrepeat (6)\n next costume\n wait (0.04) seconds\nend\nplay sound [Siren Whistle v] until done\nrepeat (4)\n next costume\n wait (0.04) seconds\nend\nwait (1) seconds\nhide\nset [level v] to [4]\nset [stopped? v] to [False]\nbroadcast (play on! v)\n\ndefine previous costume\nswitch costume to ((costume [number v]) - (1))\n\nwhen flag clicked\nset [level v] to [0]\nset [stopped? v] to [False]\n\nwhen I receive [sword v]\nswitch costume to (resize v)\nset size to (100) %\ngo to [front v] layer\nset [stopped? v] to [True]\nshow\nswitch costume to (costume21 v)\ngo to [front v] layer\nwait (1) seconds\nrepeat (3)\n next costume\n wait (0.04) seconds\nend\nwait (0.96) seconds\nset y to (62)\nnext costume\nwait (1) seconds\nrepeat (2)\n next costume\n wait (0.04) seconds\nend\nstart sound [Crunch v]\nrepeat (4)\n next costume\n wait (0.04) seconds\nend\nbroadcast (next v)\nwait (1) seconds\nbroadcast (respawn v)\nchange [level v] by (1)\nif <(level) = [4]> then\n broadcast (next/died v)\nend\nset [level v] to [8]\nset y to (0)\nset [stopped? v] to [False]\nbroadcast (play on! v)\nhide\nbroadcast (Restart v)\n\nwhen I start as a clone\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\nswitch costume to (costume41 v)\nrepeat (25)\n go to [front v] layer\n change [ghost v] effect by (-4)\nend\nwait (1) seconds\nhide\ndelete this clone\n\nwhen I receive [last v]\ngo to [front v] layer\nshow\nset voice to (giant v)::tts\nswitch costume to (costume46 v)\nspeak [Sir, that escaper is really smart. No one in our army could stop him, but you can, sir.]::tts\nrepeat (2)\n next costume\n wait (0.03) seconds\nend\nrepeat (2)\n next costume\n wait (0.03) seconds\nend\nset voice to (tenor v)::tts\nspeak [Okay then. I WILL have to stop him..]::tts\nrepeat (2)\n next costume\n wait (0.03) seconds\nend\ncreate clone of (_myself_ v)\nwait (1.4) seconds\nswitch costume to (main v)\nwait (1) seconds\nnext costume\nspeak [Hey kid, Wanna escape huh?]::tts\nprevious costume\nwait (0.5) seconds\nswitch costume to (costume53 v)\nset voice to (alto v)::tts\nspeak [Hey general, don't act smart. I have a sword. I can escape anytime.]::tts\nstart sound [Low Whoosh v]\nrepeat (7)\n next costume\n wait (0.05) seconds\nend\nnext costume\nset voice to (tenor v)::tts\nspeak [Hey, kid, stop]::tts\nnext costume\nspeak [You can escape, but u gotta hear this first, okay?]::tts\nnext costume\nset voice to (alto v)::tts\nspeak [Okay fine, speak up]::tts\nnext costume\nset voice to (tenor v)::tts\nspeak [The door behind me is your freedom. but it is locked. Here are three keys. Only one opens the lock. I'll ask a riddle,]::tts\nspeak [ then you can choose which key will open the lock. Remember, you have only one chance. If you fail, you lose your freedom.]::tts\nspeak [deal?]::tts\nstart sound [Low Whoosh v]\nswitch costume to (costume67 v)\nrepeat (5)\n next costume\n wait (0.09) seconds\nend\nset voice to (alto v)::tts\nspeak [Fine.]::tts\nnext costume\nspeak [But mind this: If you betray, you will face consequences.]::tts\nnext costume\nbroadcast (ek sath bolo bhai v)\nwait (1) seconds\nrepeat (3)\n next costume\n wait (0.06) seconds\nend\nwait (1) seconds\nset voice to (tenor v)::tts\nswitch costume to (costume76 v)\nspeak [Okay, here's the riddle.]::tts\nnext costume\nThe riddle\nbroadcast (now what kiddo? v)\n\nwait (1) seconds\n\nwhen I receive [ek sath bolo bhai v]\nset voice to (tenor v)::tts\nspeak [I understand, I won't betray you.]::tts\n\ndefine The riddle\nswitch costume to (costume77 v)\nspeak [There are these 3 keys,]::tts\nnext costume\nspeak [a]::tts\nnext costume\nspeak [b, n]::tts\nnext costume\nspeak [c.]::tts\nnext costume\nspeak [I'll tell you three statements for each.]::tts\nwait (1) seconds\nnext costume\nspeak [Two statements are false and only 1 is true.]::tts\nwait (1) seconds\nnext costume\nspeak [Statement for key a, 'This key won't open the lock']::tts\nnext costume\nspeak [Statement for key b, 'This key will open the lock']::tts\nnext costume\nspeak [Statement for key c, 'The key eh, will open the lock']::tts\nwait (1) seconds\nspeak [Now you have to decide which statement is false or true. Use your brain, Take the key and then try your luck.]::tts\n\nwhen I receive [fir se dikhao v]\nThe riddle\nbroadcast (now what kiddo? v)\n\nwhen I receive [game over v]\nset voice to (tenor v)::tts\nswitch costume to (costume90 v)\nspeak [Sorry kid, you lose.]::tts\nswitch costume to (costume86 v)\nspeak [The key was the eh key.]::tts\nswitch costume to (costume90 v)\nspeak [You've lost your freedom...]::tts\ngo to [front v] layer\nswitch costume to (costume87 v)\nstop [all v]\n\nwhen I receive [win! v]\nset voice to (tenor v)::tts\nswitch costume to (costume90 v)\nspeak [Congrats kid! You got it right!]::tts\nswitch costume to (costume86 v)\nspeak [Now as promised, you can go home!]::tts\nswitch costume to (costume90 v)\nspeak [Hope you never get drawn in this book again...]::tts\ngo to [front v] layer\nswitch costume to (costume88 v)\nstop [all v]\n\nwhen flag clicked\nhide\nforever\n if <<[4] < (level)> or <(level) = [4]>> then\n broadcast (show enemy v)\n stop [this script v]\n end\nend\n\n@Text\n\nwhen flag clicked\nset [fade v] to [nope]\nbroadcast (Clear v)\nerase all\nType [ONCE, THERE WAS THIS] in size (1) on line (1)\nType [STICK WHO WAS LOST...] in size (1) on line (2)\nwait (1) seconds\nType [HIS FAMILY WAS OUT OF] in size (1) on line (4)\nType [THE BOOK...] in size (1) on line (5)\nwait (1) seconds\nType [HE USED TO RECEIVE] in size (1) on line (7)\nType [LETTERS FROM HIS FAMILY] in size (1) on line (8)\nwait (1) seconds\nbroadcast (show animation part 1 v)\nhide\nbroadcast (Clear v)\n\ndefine Type (text) in size (size) on line (line)\ngo to [front v] layer\nset size to ((400) * (size)) %\nhide\ngo to x: (-225) y: ((180) - (((24) * (size)) * (line)))\nset [text v] to (text)\nset [num v] to [1]\nrepeat (length of (Text))\n if <not <(length of (Text)) < (num)>> then\n if <not <(letter (num) of (Text)) = [ ]>> then\n switch costume to (letter (num) of (Text))\n if <<(letter ((num) - (1)) of (Text)) = [M]> or <<(letter ((num) - (1)) of (Text)) = [W]> or <(letter ((num) - (1)) of (Text)) = [0]>>> then\n move ((24) * (size)) steps\n else\n move ((20) * (size)) steps\n end\n create clone of (_myself_ v)\n start sound [text v]\n change [num v] by (1)\n else\n move ((16) * (size)) steps\n change [num v] by (1)\n end\n end\n if <[220] < (x position)> then\n go to x: (-225) y: ((y position) - ((24) * (size)))\n end\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nclear graphic effects\nforever\nend\n\nwhen I receive [clear v]\ndelete this clone\n\nwhen I receive [fading v]\n\nset [fade v] to [yup]\n\nwhen I receive [show text part 1 v]\nset [fade v] to [nope]\nType [EVERYONE IN HIS FAMILY] in size (1) on line (1)\nType [WAS DRAWN TOO, BUT THEY] in size (1) on line (2)\nType [HAD ESCAPED THE BOOK] in size (1) on line (3)\nType [BEFORE HIM.] in size (1) on line (4)\nwait (1) seconds\nbroadcast (show animation part 2 v)\nbroadcast (Clear v)\n\nwhen I receive [show text part 2 v]\nType [HE DECIDED TO ESCAPE..] in size (1) on line (5)\nwait (3) seconds\nbroadcast (Clear v)\nbroadcast (fading v)\nbroadcast (end v)\n\nif <(fade) = [yup]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n broadcast (Clear v)\n delete this clone\nelse\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nbroadcast (Clear v)\nbroadcast (end v)\nhide\n\n@black window\n\nwhen I receive [show text part 1 v]\nshow\n\nwhen I receive [show text part 2 v]\nshow\n\nwhen I receive [end v]\nhide\nbroadcast (start v)\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\nstop [other scripts in sprite v]\nwait (2) seconds\nhide\nforever\n play sound [Vexento - Lights v] until done\nend\n\nwhen flag clicked\nclear graphic effects\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\nforever\n if <key (space v) pressed?> then\n stop [other scripts in sprite v]\n broadcast (stop v)\n broadcast (end v)\n hide\n broadcast (start v)\n stop [this script v]\n end\nend\n\nwhen I receive [fading v]\nhide\n\n@settings\n\nwhen flag clicked\ngo to x: (-200) y: (140)\nhide\nswitch costume to (restart v)\ngo to [front v] layer\n\nwhen I start as a clone\nshow\nswitch costume to (next v)\ngo to x: (-140) y: (140)\nforever\n if <touching (mouse-pointer v)?> then\n set [fisheye v] effect to (20)\n if <mouse down?> then\n wait until <not <mouse down?>>\n broadcast (next v)\n wait (1) seconds\n broadcast (respawn v)\n change [level v] by (1)\n if <(level) = [4]> then\n broadcast (next/died v)\n end\n end\n else\n set [fisheye v] effect to (0)\n end\nend\n\nwhen I receive [start v]\nshow\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [fisheye v] effect to (20)\n if <mouse down?> then\n wait until <not <mouse down?>>\n broadcast (respawn v)\n if <(level) = [4]> then\n broadcast (next/died v)\n end\n end\n else\n set [fisheye v] effect to (0)\n end\nend\n\nif <<(level) = [4]> and <(stopped?) = [True]>> then\n hide\n delete this clone\nelse\n show\nend\ncreate clone of (_myself_ v)\ndelete this clone\n\nstop [this script v]\n\nwhen I receive [start v]\nforever\nend\n\n@trampoline\n\nwhen flag clicked\nforever\n hide\n if <(level) = [5]> then\n go to x: (70) y: (-85)\n show\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (costume3 v)\n if <touching (hitbox⛏️ v)?> then\n switch costume to (costume2 v)\n wait (0.2) seconds\n end\nend\n\n@powers\n\nwhen flag clicked\nset [# v] to [0]\nset [powerups v] to [whatever]\nset [powerups? v] to [whatever]\ngo to x: (-183) y: (-152)\nhide\nswitch costume to (restart v)\ngo to [front v] layer\ncreate button(s)\n\nwhen I receive [start v]\n\nwhen I receive [start v]\nshow\nset [# v] to [0]\nforever\n if <(costume [number v]) = [1]> then\n if <touching (mouse-pointer v)?> then\n set [fisheye v] effect to (5)\n if <mouse down?> then\n wait until <not <mouse down?>>\n if <not <(powerups?) = [done]>> then\n set [# v] to (level)\n end\n repeat until <not <(#) = (level)>>\n set [-speed v] to [-1.3]\n hide\n end\n set [powerups? v] to [done]\n set [-speed v] to [-0.7]\n hide\n set [# v] to [0]\n stop [this script v]\n end\n else\n set [fisheye v] effect to (0)\n end\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (183) y: (-152)\nset [gun? v] to [Nope]\nswitch costume to (next v)\nset [#onceagain v] to [0]\nforever\n if <(costume [number v]) = [2]> then\n go to [back v] layer\n go [forward v] (4) layers\n if <touching (mouse-pointer v)?> then\n set [fisheye v] effect to (5)\n if <mouse down?> then\n wait until <not <mouse down?>>\n if <not <(powerups) = [done]>> then\n set [#onceagain v] to (level)\n end\n repeat until <not <(#OnceAgain) = (level)>>\n set [gun? v] to [yup]\n hide\n end\n set [powerups v] to [done]\n set [gun? v] to [Nope]\n hide\n stop [this script v]\n end\n else\n set [fisheye v] effect to (0)\n end\n end\nend\n\ncreate clone of (_myself_ v)\nshow\n\ndefine create button(s)\ncreate clone of (_myself_ v)\n\n@ladder\n\nwhen flag clicked\nforever\n hide\n if <(level) = [8]> then\n switch costume to (costume1 v)\n show\n end\n if <(level) = [9]> then\n switch costume to (costume2 v)\n show\n end\nend\n\n@end (phew)\n\nwhen I receive [now what kiddo? v]\ngo to [front v] layer\nswitch costume to (costume1 v)\nrepeat (4)\n next costume\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\nset [won or lost v] to [null]\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [2]> then\n go to x: (-180) y: (143)\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (fir se dikhao v)\n end\n end\n if <(costume [number v]) = [3]> then\n go to x: (-141) y: (-158)\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [won or lost v] to [w]\n broadcast (WIN! v)\n end\n end\n if <(costume [number v]) = [4]> then\n go to x: (0) y: (-158)\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [won or lost v] to [l]\n broadcast (GAME OVER v)\n hide\n end\n end\n if <(costume [number v]) = [5]> then\n go to x: (141) y: (-158)\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [won or lost v] to [l]\n broadcast (GAME OVER v)\n hide\n end\n end\nend\n\nwhen I start as a clone\nshow\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n end\nend\n\nwhen I receive [fir se dikhao v]\ndelete this clone\n\nwhen I receive [win! v]\ndelete this clone\n\nwhen I receive [game over v]\ndelete this clone\n\n
Pennapped! || a platformer | mobile friendly
@Stage\n\nwhen flag clicked\nswitch backdrop to (black v)\n\nwhen I receive [alright bros let's go v]\nswitch backdrop to (xy-grid-20px v)\nforever\n if <<not <<(backdrop [name v]) = [boss]> or <<(backdrop [name v]) = [b s]> or <(Level) = [1]>>>> and <key (s v) pressed?>> then\n wait until <not <key (s v) pressed?>>\n broadcast (NEXT LEVEL v)\n end\nend\n\nwhen I receive [start v]\nswitch backdrop to (black v)\n\nwhen I receive [boss v]\nswitch backdrop to (boss v)\nstop [other scripts in sprite v]\nforever\n play sound [boss v] until done\nend\n\nwhen I receive [boss fight v]\nstop [other scripts in sprite v]\nforever\n play sound [bossfight v] until done\nend\n\nwhen [e v] key pressed\nerase all\n\nwhen I receive [start v]\nforever\n play sound [game on v] until done\nend\n\nwhen I receive [boss v]\n\nwhen I receive [brother scène v]\nswitch backdrop to (b s v)\n\n\n\nswitch backdrop to (boss v)\n\n@Ground\n\nwhen I receive [alright bros let's go v]\nshow\n\nwhen flag clicked\nforever\n wait (1) seconds\n change [☁ total time v] by (1)\nend\n\nwhen I receive [part 2 scène v]\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [boss fight]> then\n broadcast (boss v)\n stop [this script v]\n end\nend\n\nwhen I receive [boss v]\nswitch backdrop to (boss v)\nswitch costume to (boss fight v)\n\nwhen I receive [outro v]\nhide\n\nwhen I receive [outro v]\nhide\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (spikes 5 v)\ngo to x: (0) y: (0)\nhide\n\nwhen backdrop switches to [xy-grid-20px v]\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [brother scène v]\nhide\n\nwhen I receive [brother scène v]\nhide\n\nwhen I receive [outro v]\nhide\n\n@Player\n\ndefine respawn\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) %\nerase all\nshow\n\nwhen I receive [next level v]\nset [change? v] to [1]\nrespawn\nset [change? v] to [0]\n\nwhen I receive [alright bros let's go v]\nerase all\nset [level v] to [1]\nset [dead? v] to [0]\nset size to (100) %\nrespawn\nforever\n if <(Boss talk?) = [no]> then\n go to [front v] layer\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <(dead?) = [0]>> then\n change [x v v] by (.9)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(dead?) = [0]>> then\n change [x v v] by (-.9)\n end\n set [x v v] to ((X v) * (0.9))\n change x by (X v)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change x by ((X v) * (-2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n if <(X v) > [0]> then\n set [x v v] to [-5]\n else\n set [x v v] to [5]\n end\n set [y v v] to [13]\n else\n set [x v v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v v] by (-0.8)\n change y by (Y v)\n if <touching (ground v)?> then\n change y by ((Y v) * (-1))\n set [y v v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n set [y v v] to [12]\n end\n end\n change y by (1)\n if <<<<<touching (extra obstakels v)?> or <touching (spikes v)?>> or <touching (fireball v)?>> or <touching (lightning v)?>> and <(dead?) = [0]>> then\n change [☁ total deats v] by (1)\n wegweza\n end\n if <touching (jump pad v)?> then\n set [y v v] to [20]\n end\n else\n if <(Boss talk?) = [yes]> then\n go to x: (x position) y: (y position)\n end\n end\nend\n\nwhen I receive [alright bros let's go v]\nforever\n set [direction v] to (direction)\nend\n\nwhen I receive [alright bros let's go v]\nset [change? v] to [0]\nforever\n if <<touching (next level? v)?> 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]> or <(y position) < [-178]>> then\n broadcast (respawn v) and wait\n end\nend\n\nwhen [r v] key pressed\nif <(dead?) = [0]> then\n respawn\nend\n\nwhen I receive [alright bros let's go v]\nshow\n\ndefine wegweza\nset [dead? v] to [1]\nchange [player death v] by (1)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nrespawn\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 (pen v)\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nset pen color to (#0000ff)\nset [player lives # v] to [5]\nerase all\nset size to (100) %\nset [player death v] to [0]\nswitch costume to (pen v)\nhide\n\nhide\n\nwhen flag clicked\nset [pen on/off ? v] to [on]\nset pen size to (5)\nforever\n if <(Pen on/off ?) = [on]> then\n repeat until <key (p v) pressed?>\n pen down\n end\n set [pen on/off ? v] to [off]\n else\n if <(Pen on/off ?) = [off]> then\n repeat until <key (p v) pressed?>\n pen up\n end\n set [pen on/off ? v] to [on]\n end\n end\nend\n\nwhen I receive [respawn v]\nwegweza\n\ndefine say (text)\nset [say v] to []\nset [letter v] to []\nrepeat (length of (text))\n change [letter v] by (1)\n set [say v] to (join (say) (letter (letter) of (text)))\n say (say)\n set [pitch v] effect to (pick random (-10) to (60))\n start sound [reh v]\nend\nswitch costume to (costume1 v)\nwait (1.5) seconds\nsay []\n\nwhen I receive [pen talk v]\nif <(Pen talk #) = [1]> then\n say [Give me my brother back!!!!]\nelse\n if <(Pen talk #) = [2]> then\n say [Don't talk so much your last hour has started!]\n end\nend\n\nwhen flag clicked\nforever\n if <<<(Boss attack) = [1]> or <<(Boss attack) = [2]> or <(Boss attack) = [3]>>> and <touching (boss v)?>> then\n change [player lives # v] by (-1)\n end\nend\n\nset [player x v] to (x position)\nset [player y v] to (y position)\n\nwhen I receive [boss is death v]\nrepeat until <touching (ground v)?>\n change y by (-3)\nend\nsay [YES!!!]\nsay [I WON!]\nsay [Brother!]\nrepeat until <touching (next level? v)?>\n change x by (2)\nend\nbroadcast (Brother scène v)\nhide\n\nwhen flag clicked\nforever\n if <<not <(backdrop [name v]) = [boss]>> and <key (p v) pressed?>> then\n broadcast (NEXT LEVEL v)\n end\n wait (1) seconds\nend\n\nwhen I receive [brother scène v]\nhide\n\nhide\n\nwhen flag clicked\n\nwhen I receive [boss fight v]\nforever\n if <<touching (boss v)?> and <(Boss attack) = [1]>> then\n change [player lives # v] by (-1)\n wait until <not <<touching (boss v)?> and <(Boss attack) = [1]>>>\n end\nend\n\nwhen I receive [outro v]\nhide\n\n@Particles\n\nwhen flag clicked\nrepeat (10)\n create clone of (_myself_ v)\n wait (pick random (0.5) to (1)) seconds\nend\nhide\n\nwhen I start as a clone\nshow\ngo to x: (-200) y: (pick random (200) to (0))\nset [ghost v] effect to (0)\nrepeat (pick random (100) to (120))\n change x by (4)\n change y by (-1)\n change [ghost v] effect by (1)\nend\ncreate clone of (_myself_ v)\ndelete this clone\n\nwhen I receive [outro v]\nhide\n\n@outro\n\nwhen flag clicked\nhide\n\nerase all\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\ngo to x: (pick random (-220) to (220)) y: (170)\nchange size by (pick random (0) to (3))\nshow\nforever\n change y by (-3)\n change y by (pick random (0) to (-3))\n if <(y position) < [-175]> then\n delete this clone\n end\nend\n\nwhen I receive [outro v]\nset size to (10) %\nforever\n create clone of (_myself_ v)\n wait (0.03) seconds\nend\n\nchange x by (10)\n\n@Story Slide2\n\nwhen I receive [start v]\nset [begin v] to [0]\nrepeat until <(Begin) = [1]>\n if <key (s v) pressed?> then\n broadcast (alright bros let's go v)\n stop [other scripts in sprite v]\n repeat (50)\n change [ghost v] effect by (2)\n end\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [begin v]\nset [begin v] to [1]\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\nwhen I receive [start v]\nwait (2) seconds\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nrepeat (6)\n repeat (50)\n change [ghost v] effect by (-2)\n end\n wait (3) seconds\n if <(costume [number v]) = [6]> then\n broadcast (alright bros let's go v)\n end\n repeat (50)\n change [ghost v] effect by (2)\n end\n next costume\nend\nhide\n\nwhen I receive [end v]\nswitch costume to (costume7 v)\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen I receive [endinging v]\nwait (5) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\nwhen flag clicked\n\n@Ground2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [next level v]\nnext costume\n\n@loading\n\nwhen flag clicked\nshow\nset [loaded? v] to [no]\nset [ghost v] effect to (0)\nswitch backdrop to (begin v)\ngo to x: (0) y: (0)\nforever\n if <(setted_clones?) = [no]> then\n if <(setted_clones?) = [yes]> then\n repeat until <not <(setted_clones?) = [yes]>>\n switch costume to (/ v)\n wait (0.7) seconds\n switch costume to (. v)\n wait (0.7) seconds\n switch costume to (.. v)\n wait (0.7) seconds\n switch costume to (... v)\n wait (0.7) seconds\n end\n else\n switch costume to (error v)\n go to x: (0) y: (0)\n go to [front v] layer\n show\n stop [all v]\n end\n else\n switch costume to (/ v)\n wait (0.7) seconds\n switch costume to (. v)\n wait (0.7) seconds\n switch costume to (.. v)\n wait (0.7) seconds\n switch costume to (... v)\n wait (0.7) seconds\n switch costume to (completed v)\n wait (2) seconds\n repeat (25)\n change [ghost v] effect by (2)\n end\n set [loaded? v] to [yes]\n repeat (25)\n change [ghost v] effect by (2)\n end\n hide\n broadcast (start v)\n stop [this script v]\n end\nend\n\nswitch costume to (error v)\n\n@next level?\n\nwhen flag clicked\nswitch costume to (dot v)\ngo to x: (0) y: (0)\nswitch costume to (next v)\nshow\n\nwhen I receive [boss v]\nhide\n\nwhen I receive [boss is death v]\n\nwhen I receive [boss is death v]\nshow\n\n@boss\n\nwhen flag clicked\nset [brightness v] effect to (0)\nset [boss lives # v] to [5]\nset [boss talk? v] to [no]\nhide\n\ndefine say (text)\nset [say v] to []\nset [letter v] to []\nrepeat (length of (text))\n change [letter v] by (1)\n set [say v] to (join (say) (letter (letter) of (text)))\n say (say)\n set [pitch v] effect to (pick random (-10) to (60))\n start sound [reh v]\nend\nswitch costume to (costume1 v)\nwait (1.5) seconds\nsay []\n\nwhen I receive [boss v]\nswitch costume to (hit here v)\ngo to x: (0) y: (0)\npoint in direction (180)\nset [boss talk? v] to [yes]\nshow\nwait (2) seconds\nsay [I've been expecting you]\nset [pen talk # v] to [1]\nbroadcast (Pen talk v) and wait\nsay [...]\nwait (1) seconds\nsay [Don't be so an..]\nset [pen talk # v] to [2]\nbroadcast (Pen talk v) and wait\nsay [.]\nsay [..]\nsay [...]\nsay [We will see...]\nset [boss talk? v] to [no]\nwait (1) seconds\nbroadcast (boss fight v)\nstop [this script v]\n\nwhen I receive [boss fight v]\nrepeat until <<(Boss lives #) = [0]> or <(Boss lives #) < [0]>>\n set [boss attack v] to (pick random (1) to (3))\n if <(Boss attack) = [1]> then\n switch costume to (hit here v)\n repeat (100)\n point towards (player v)\n wait (0.01) seconds\n end\n set [player x v] to ([x position v] of [player v])\n set [player y v] to ([y position v] of [player v])\n switch costume to (attack v)\n glide (2) secs to x: (Player X) y: (Player Y)\n switch costume to (hit here v)\n if <touching (player v)?> then\n set [boss talk? v] to [yes]\n say [Haha got ye!]\n set [boss talk? v] to [no]\n else\n switch costume to (geërgerd v)\n wait (1) seconds\n switch costume to (hit here v)\n end\n else\n if <(Boss attack) = [2]> then\n broadcast (boss bulets v) and wait\n else\n if <(Boss attack) = [3]> then\n switch costume to (spin v)\n repeat (round ((365) / (5)))\n turn left (15) degrees\n end\n end\n end\n end\nend\nset [brightness v] effect to (0)\nset [boss talk? v] to [yes]\nsay [ARGHHHH!!!!]\nrepeat (25)\n change [brightness v] effect by (-1)\nend\nrepeat (10)\n change y by (2)\nend\nrepeat until <touching (_edge_ v)?>\n change y by (-5)\nend\nhide\nbroadcast (bOSS IS DEATH v)\n\nwhen flag clicked\nset [brightness v] effect to (0)\nforever\n if <touching (player bulet v)?> then\n set [brightness v] effect to (0)\n repeat (15)\n change [brightness v] effect by (-1)\n end\n repeat (15)\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (0)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [boss v]\nswitch costume to (normal v)\nwait (1) seconds\nswitch costume to (hit here v)\nwait (1) seconds\nswitch costume to (normal v)\nwait (1) seconds\nswitch costume to (hit here v)\nwait (1) seconds\nswitch costume to (normal v)\n\nwhen I receive [outro v]\nhide\n\n@aim\n\nwhen flag clicked\nhide\n\nwhen I receive [boss fight v]\nswitch costume to (aim v)\nshow\nforever\n go to (mouse-pointer v)\nend\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\n\nwhen I receive [boss fight v]\nswitch costume to (aim v)\nshow\nforever\n if <mouse down?> then\n set [aim x v] to (x position)\n set [aim y v] to (y position)\n switch costume to (aim / reloading v)\n broadcast (Player_Shot v) and wait\n switch costume to (aim v)\n end\nend\n\ngo to (player v)\n\nglide (0.2) secs to x: (Aim X) y: (Aim Y)\n\npoint towards (mouse-pointer v)\n\nwhen I receive [brother scène v]\nhide\n\n@live count player\n\nwhen flag clicked\nset [boss lives # v] to [20]\nset [player lives # v] to [10]\nhide\n\nwhen I receive [boss fight v]\nset [player lives # v] to [10]\ngo to x: (-198) y: (131)\nshow\nswitch costume to (5 v)\nrepeat until <(Player lives #) = [0]>\n if <(Player lives #) = [10]> then\n switch costume to (5 v)\n else\n if <(Player lives #) = [7]> then\n switch costume to (4 v)\n else\n if <(Player lives #) = [5]> then\n switch costume to (3 v)\n else\n if <(Player lives #) = [3]> then\n switch costume to (1 v)\n else\n if <(Player lives #) = [1]> then\n switch costume to (0.5 v)\n else\n if <(Player lives #) = [0]> then\n switch costume to (0 v)\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Player lives #) = [0]> then\n broadcast (GAME OVER v)\n stop [this script v]\n end\nend\n\nrepeat until <(Player lives #) = [0]>\n if <(Player lives #) = [10]> then\n switch costume to (5 v)\n else\n if <(Player lives #) = [7]> then\n switch costume to (4 v)\n else\n if <(Player lives #) = [5]> then\n switch costume to (3 v)\n else\n if <(Player lives #) = [3]> then\n switch costume to (1 v)\n else\n if <(Player lives #) = [1]> then\n switch costume to (0.5 v)\n else\n if <(Player lives #) = [0]> then\n switch costume to (0 v)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [brother scène v]\nhide\n\n@live count boss\n\nwhen flag clicked\nset [boss lives # v] to [5]\nset [player lives # v] to [5]\nhide\n\nwhen I receive [boss fight v]\ngo to x: (193) y: (136)\nswitch costume to (5 v)\nshow\nrepeat until <(Boss lives #) = [0]>\n if <(Boss lives #) = [16]> then\n switch costume to (5 v)\n else\n if <(Boss lives #) = [12]> then\n switch costume to (4 v)\n else\n if <(Boss lives #) = [8]> then\n switch costume to (3 v)\n else\n if <(Boss lives #) = [4]> then\n switch costume to (1 v)\n else\n if <(Boss lives #) = [1]> then\n switch costume to (0.5 v)\n else\n if <<(Boss lives #) = [0]> or <(Boss lives #) < [0]>> then\n switch costume to (0 v)\n end\n end\n end\n end\n end\n end\nend\nswitch costume to (0 v)\n\nswitch costume to ((0) - (Boss lives #))\n\nchange [boss lives # v] by (1)\n\nwhen I receive [brother scène v]\nhide\n\n@Player bulet\n\nwhen flag clicked\nhide\n\nwhen I receive [player_shot v]\ngo to (player v)\npoint towards (aim v)\nshow\nrepeat until <<touching (ground v)?> or <touching (_edge_ v)?>>\n move (20) steps\n if <touching (boss v)?> then\n change [boss lives # v] by (-1)\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [brother scène v]\nhide\nforever\n stop [other scripts in sprite v]\nend\n\n@Brother scène\n\nwhen flag clicked\nhide\n\nwhen I receive [brother scène v]\nswitch backdrop to (xy-grid-20px v)\npoint in direction (-90)\ncreate clone of (_myself_ v)\nswitch costume to (pen v)\ngo to x: (-201) y: (20)\nshow\nwait (3) seconds\nsay [Yeah sure!]\nglide (1) secs to x: (40) y: (20)\nwait (1) seconds\nrepeat (90)\n turn right (4) degrees\nend\nwait (7) seconds\nswitch costume to (run v)\nrepeat until <<(x position) = [-329]> or <(x position) < [-328]>>\n change x by (-4)\nend\nhide\nbroadcast (outro v)\n\nwhen I start as a clone\ngo to [front v] layer\npoint in direction (90)\nswitch costume to (pencil vast v)\ngo to x: (184) y: (-122)\nshow\nsay [Brother!]\nsay [Pleas save me!]\nwait until <touching color (#c4d0d0)?>\nswitch costume to (pencil los v)\nsay [Finaly thank you so much!]\nglide (1) secs to x: (48) y: (-131)\nwait (1) seconds\nglide (1) secs to x: (130) y: (-131)\nsay [Fast we got to go! Now!]\ndelete this clone\n\ndefine say (text)\nset [say v] to []\nset [letter v] to []\nrepeat (length of (text))\n change [letter v] by (1)\n set [say v] to (join (say) (letter (letter) of (text)))\n say (say)\n set [pitch v] effect to (pick random (-10) to (60))\n start sound [reh v]\nend\nswitch costume to (costume1 v)\nwait (1.5) seconds\nsay []\n\n@end stuff\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow list [cool projects: v]\nshow\n\nhide\n\nwhen I receive [outro v]\nhide\n\nwhen I receive [outro v]\nwait (2) seconds\nshow\nswitch costume to (uiterlijk1 v)\nswitch backdrop to (black v)\nset [ghost v] effect to (100)\nrepeat (4)\n repeat (50)\n change [ghost v] effect by (-2)\n end\n wait (3) seconds\n repeat (50)\n change [ghost v] effect by (2)\n end\n next costume\nend\nhide list [cool projects: v]\n\nhide\n\nadd [] to [cool projects: v]\n\n@Tumbnail\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\n\n
Someone tried to propose this! Idk who but thx so much!\n\nOMG trending! Thank yo sososososososoososo mucH!\nOMG 1000 views THANK YOU MORE!\nOMG 100 likes! OMMMMMG 100 favs!!!!\n\n❤️ @TimMcCool\n❤️⭐️ @TacqBros\nMost happy commenter @038lovelove\n\nHey guys welcome to my new platformer I hope you like it! Click the ❤️+⭐️ to support me.\n\nIn game:\nMove: wasd or arrow keys\nPress e to erase the pen for no lag.\ns to skip a stage\n\nIn the boss fith:\nClick to shoot and don't touch the mini-scissors!\n\nMobile instructions:\ntapp and hold to move.\nIn the bossfith tap to shoot.\n\n\nThe boss fith may have some bugs.\n\nCredits-\n\nThanks to @IFNTY for the particels.\nRest of art and code by me.\n\nAnd Thanks to you for awesome support!\n\nTags-\n#Games#games#platformers#tijgerjongen
Unfinished - A 100% Pen Platformer
@Stage\n\n@Pen\n\ndefine Collide (length) (height) (color) (x) (y) (size) (id#) (hitbox) (extra) (x2) (y2) (range_x) (sp_x) (tick_x) (rang_y) (sp_y) (tick_y) (collision_type) (prev_touching)\nif <(exit) = [next]> then\n replace item (id#) of [game_info v] with [0]\n stop [this script v]\nend\nif <(item (((id#) * (9)) - (3)) of [game_info v]) = []> then\n replace item (((id#) * (9)) - (8)) of [game_info v] with (length)\n replace item (((id#) * (9)) - (7)) of [game_info v] with (height)\n replace item (((id#) * (9)) - (6)) of [game_info v] with (color)\n replace item (((id#) * (9)) - (3)) of [game_info v] with (size)\n replace item (((id#) * (9)) - (2)) of [game_info v] with (extra)\n replace item (((id#) * (9)) - (1)) of [game_info v] with (x2)\n replace item ((id#) * (9)) of [game_info v] with (y2)\nend\nif <<(extra) = [coin]> or <(extra) = [portal]>> then\n if <(extra) = [coin]> then\n if <(exit) = [die]> then\n replace item (((id#) * (9)) - (2)) of [game_info v] with (extra)\n end\n Detect circle ((x) * (-1)) ((y) * (-1)) (size) (id#)\n if <(item (id#) of [touching v]) = [1]> then\n replace item (id#) of [touching v] with [0]\n if <not <(item (((id#) * (9)) - (2)) of [game_info v]) = [collected]>> then\n change [score v] by (1)\n start sound [Coin Collect v]\n replace item (((id#) * (9)) - (2)) of [game_info v] with [collected]\n end\n end\n else\n Detect circle ((x) * (-1)) ((y) * (-1)) (size) (id#)\n if <(item (id#) of [touching v]) = [1]> then\n replace item (id#) of [touching v] with [0]\n if <(score) = (join (letter (((level) * (2)) - (1)) of (max_score)) (letter ((level) * (2)) of (max_score)))> then\n set [exit v] to [next]\n end\n end\n end\nelse\n if <(hitbox) = [1]> then\n replace item (id#) of [touching v] with [0]\n if <(x2) > []> then\n Detect slope (x) (y) (x2) (y2) (size) (id#)\n if <(item (id#) of [touching v]) = [1]> then\n Return state [collision] (id#) (collision_type) (extra) (sp_x) (tick_x) [] [] (item (((id#) * (9)) - (5)) of [game_info v]) (prev_y) ((x) - ([abs v] of (item (((id#) * (2)) - (1)) of [move v]) )) (y) (prev_touching)\n end\n else\n Move (range_x) (sp_x) (tick_x) (rangey) (sp_y) (tick_y) (collision_type) (id#)\n if <<(delta_x) = (id#)> and <(collision_type) = [tx2]>> then\n set [xs v] to ((item (((id#) * (9)) - (5)) of [game_info v]) - ((x) - ([abs v] of (item (((id#) * (2)) - (1)) of [move v]) )))\n end\n if <<((size) + (1)) = (length)> and <((size) + (1)) = (height)>> then\n Detect circle (([abs v] of (item (((id#) * (2)) - (1)) of [move v]) ) - (x)) ((y) * (-1)) (size) (id#)\n if <(item (id#) of [touching v]) = [1]> then\n Return state [collision] (id#) (collision_type) (extra) (sp_x) (tick_x) [] [] (item (((id#) * (9)) - (5)) of [game_info v]) (prev_y) ((x) - ([abs v] of (item (((id#) * (2)) - (1)) of [move v]) )) (y) (prev_touching)\n end\n else\n if <<<((((x) - ([abs v] of (item (((id#) * (2)) - (1)) of [move v]) )) + (x)) + ((length) / (2))) > ((0) - ((player_size) / (2)))> and <((((x) - ([abs v] of (item (((id#) * (2)) - (1)) of [move v]) )) + (x)) - ((length) / (2))) < ((0) + ((player_size) / (2)))>> and <<(((y) + (y)) + ((height) / (2))) > ((0) - ((player_size) / (2)))> and <(((y) + (y)) - ((height) / (2))) < ((0) + ((player_size) / (2)))>>> then\n Return state [collision] (id#) (collision_type) (extra) (sp_x) (tick_x) [] [] (item (((id#) * (9)) - (5)) of [game_info v]) (prev_y) ((x) - ([abs v] of (item (((id#) * (2)) - (1)) of [move v]) )) (y) (prev_touching)\n end\n end\n end\n end\nend\nif <not <((item (((id#) * (9)) - (5)) of [game_info v]) + (item (((id#) * (9)) - (4)) of [game_info v])) = (((x) - ([abs v] of (item (((id#) * (2)) - (1)) of [move v]) )) + ((y) - ([abs v] of (item ((id#) * (2)) of [move v]) )))>> then\n replace item (((id#) * (9)) - (5)) of [game_info v] with ((x) - ([abs v] of (item (((id#) * (2)) - (1)) of [move v]) ))\n replace item (((id#) * (9)) - (4)) of [game_info v] with (y)\nend\nchange [id# v] by (1)\n\ndefine Draw all (loop#) to (end#) (start#)\nif <(loop#) = (end#)> then\n stop [this script v]\nend\nif <(loop#) = (start#)> then\n go to x: (0) y: (0)\n erase all\n Render BG\n render rectangle (player_size) (player_size) [15] ((x) * (-1)) ((y) * (-1)) (join [040100075] (exit)) [player]\n render rectangle [10] [10] [9] (((x) + (7)) * (-1)) (((y) + (7)) * (-1)) (join [000000100] (exit)) []\n render rectangle [10] [10] [9] (((x) + (-7)) * (-1)) (((y) + (7)) * (-1)) (join [000000100] (exit)) []\n render rectangle [5] [5] [4] ((((x) + (-7)) + ((<(round (xs)) > [0]> * (2)) + (<(round (xs)) < [0]> * (-2)))) * (-1)) (((((y) + (7)) + (<(round (ys)) > [0]> * (2))) + (<(round (ys)) < [0]> * (-2))) * (-1)) (join [000000000] (exit)) []\n render rectangle [5] [5] [4] ((((x) + (7)) + ((<(round (xs)) > [0]> * (2)) + (<(round (xs)) < [0]> * (-2)))) * (-1)) (((((y) + (7)) + (<(round (ys)) > [0]> * (2))) + (<(round (ys)) < [0]> * (-2))) * (-1)) (join [000000000] (exit)) []\nend\nRender level (((loop#) * (9)) - (8)) (((loop#) * (9)) - (7)) (((loop#) * (9)) - (6)) (((loop#) * (9)) - (5)) (((loop#) * (9)) - (4)) (((loop#) * (9)) - (3)) (((loop#) * (9)) - (2)) (((loop#) * (9)) - (1)) ((loop#) * (9))\nDraw all ((loop#) + (1)) to (end#) (start#)\n\ndefine render rectangle (height) (length) (size) (x) (y) (color) (extra)\nif <<<(((x) + (scroll_x)) + ((length) / (2))) > [-240]> and <(((x) + (scroll_x)) - ((length) / (2))) < [240]>> and <<(((y) + (scroll_y)) + ((height) / (2))) > [-180]> and <(((y) + (scroll_y)) - ((height) / (2))) < [180]>>> then\n go to x: ((((x) + (scroll_x)) * (-1)) - (((length) / (2)) - ((size) / (2)))) y: ((((y) + (scroll_y)) * (-1)) - (((height) / (2)) - ((size) / (2))))\n set pen size to (size)\n set color (color)\n if <<not <<<(extra) = [coin]> or <(extra) = [portal]>> or <(extra) = [collected]>>> or <(extra) = [player]>> then\n if <<(lag) = [0]> or <(extra) = [player]>> then\n if <(length) > (height)> then\n repeat ((height) - (size))\n pen down\n set x to ((x position) + ((length) - (size)))\n pen up\n set x to ((x position) - ((length) - (size)))\n set y to ((y position) + (1))\n end\n else\n repeat ((length) - (size))\n pen down\n set y to ((y position) + ((height) - (size)))\n pen up\n set y to ((y position) - ((height) - (size)))\n set x to ((x position) + (1))\n end\n end\n else\n pen down\n set x to ((((x) + (scroll_x)) * (-1)) + (((length) / (2)) - ((size) / (2))))\n set y to ((((y) + (scroll_y)) * (-1)) + (((height) / (2)) - ((size) / (2))))\n set x to ((((x) + (scroll_x)) * (-1)) - (((length) / (2)) - ((size) / (2))))\n set y to ((((y) + (scroll_y)) * (-1)) - (((height) / (2)) - ((size) / (2))))\n pen up\n end\n else\n if <(extra) = [coin]> then\n pen down\n set pen (transparency v) to (95)\n repeat (25)\n change pen size by (1)\n pen down\n end\n pen up\n else\n if <(extra) = [portal]> then\n if <(score) < (join (letter (((level) * (2)) - (1)) of (max_score)) (letter ((level) * (2)) of (max_score)))> then\n set pen (saturation v) to (0)\n end\n change pen size by ((([cos v] of ((special_effects) * (20)) ) * (20)) - (150))\n pen down\n set pen (transparency v) to (97)\n repeat ((([cos v] of ((special_effects) * (12)) ) * (20)) - ((([cos v] of ((special_effects) * (20)) ) * (20)) - (150)))\n change pen size by (1)\n change pen (color v) by (0.1)\n pen down\n end\n pen up\n set pen size to (size)\n change pen size by ((([acos v] of ((special_effects) * (20)) ) * (20)) - (150))\n pen down\n set pen (transparency v) to (97)\n repeat ((([sin v] of ((special_effects) * (20)) ) * (20)) - ((([sqrt v] of ((special_effects) * (20)) ) * (20)) - (150)))\n change pen size by (1)\n change pen (color v) by (0.1)\n pen down\n end\n pen up\n end\n end\n end\nend\n\ndefine render saw blades (loop) (x) (y) (distance)\nif <(loop) = [15]> then\n stop [this script v]\nend\nif <[] = [1]> then\n point in direction ((-77.25) + (((loop) - (1)) * (25.5)))\nelse\n point in direction ((-90) + (((loop) - (1)) * (25.5)))\nend\npen down\nmove (distance) steps\npen up\ngo to x: ((x) + (x)) y: ((y) + (y))\nrender saw blades ((loop) + (1)) (x) (y) (distance)\n\ndefine render line (x) (x2) (y) (y2) (size) (color)\nset pen (transparency v) to (0)\nset pen (brightness v) to (100)\nset pen (saturation v) to (100)\npen up\nset pen size to (size)\nset color (color)\ngo to x: (((x) + (scroll_x)) * (-1)) y: (((y) + (scroll_y)) * (-1))\npen down\ngo to x: (((x2) + (scroll_x)) * (-1)) y: (((y2) + (scroll_y)) * (-1))\npen down\npen up\n\ndefine set color (color)\nset pen (color v) to (join (join (letter (1) of (color)) (letter (2) of (color))) (letter (3) of (color)))\nset pen (saturation v) to (join (join (letter (4) of (color)) (letter (5) of (color))) (letter (6) of (color)))\nset pen (brightness v) to (join (join (letter (7) of (color)) (letter (8) of (color))) (letter (9) of (color)))\nset pen (transparency v) to (join (join (letter (10) of (color)) (letter (11) of (color))) (letter (12) of (color)))\n\ndefine Render level (length) (height) (color) (x) (y) (size) (extra) (x2) (y2)\nif <(item (x2) of [game_info v]) > []> then\n render line (item (x) of [game_info v]) (item (x2) of [game_info v]) (item (y) of [game_info v]) (item (y2) of [game_info v]) (item (size) of [game_info v]) (item (color) of [game_info v])\nelse\n render rectangle (item (height) of [game_info v]) (item (length) of [game_info v]) (item (size) of [game_info v]) (item (x) of [game_info v]) (item (y) of [game_info v]) (item (color) of [game_info v]) (item (extra) of [game_info v])\nend\n\ndefine Tick\nSet subtitle\nchange [special_effects v] by (1)\nif <(ys) > [-35]> then\n change [ys v] by (-1)\nelse\n set [ys v] to [-50]\nend\nif <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [30]>>> and <(ground) = [1]>> then\n set [ys v] to [14]\nend\nset [ground v] to [0]\nchange [y v] by (round (ys))\nProcess levels [ty1]\nCollide Y <[touching v] contains [3]?>\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [30]>>> then\n change [xs v] by (2)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [-30]>>> then\n change [xs v] by (-2)\nend\nif <([abs v] of (xs) ) > [12]> then\n set [xs v] to (((xs) / ([abs v] of (xs) )) * (12))\nend\nchange [xs v] by (((xs) / ([abs v] of (xs) )) * (-1))\nchange [x v] by (xs)\nProcess levels [tx1]\nCollide X (xs) [cx1]\nMove blocks (xs)\nchange [scroll_x v] by (round (((x) - (scroll_x)) / (1)))\nchange [scroll_y v] by (round (((y) - (scroll_y)) / (10)))\nif <((y) - (scroll_y)) > [100]> then\n change [scroll_y v] by (((y) - (scroll_y)) - (100))\nend\nif <<((y) - (scroll_y)) < [-100]> and <(y) > [-400]>> then\n change [scroll_y v] by (((y) - (scroll_y)) - (-100))\nend\nDeath?\nNext?\nDraw all (item (level) of [item1 v]) to (id#) (item (level) of [item1 v])\nset [exit v] to []\n\ndefine Collide X (xs) (collision_type)\nif <<[touching v] contains [1]?> or <[touching v] contains [3]?>> then\n repeat (10)\n change [y v] by (1)\n Process levels [slope]\n if <not <<[touching v] contains [1]?> or <[touching v] contains [3]?>>> then\n set [block_sp v] to [0]\n stop [this script v]\n end\n end\n change [y v] by (-10)\n change [xs v] by (block_sp)\n repeat until <not <<[touching v] contains [1]?> or <[touching v] contains [3]?>>>\n change [x v] by ((((xs) + (block_sp)) / ([abs v] of ((xs) + (block_sp)) )) * (-1))\n Process levels (collision_type)\n if <[touching v] contains [2]?> then\n stop [this script v]\n end\n end\n if <<(ground) = [0]> and <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [30]>>>> then\n set [xs v] to (((xs) / ([abs v] of (xs) )) * (-13))\n set [ys v] to [15]\n else\n set [xs v] to [0]\n end\nend\nif <(ground) = [1]> then\n repeat (10)\n change [y v] by (-1)\n Process levels [downslope]\n if <<[touching v] contains [1]?> or <[touching v] contains [3]?>> then\n change [y v] by (1)\n stop [this script v]\n end\n end\n change [y v] by (10)\nend\nset [block_sp v] to [0]\n\ndefine Collide Y <bounce>\nif <<[touching v] contains [1]?> or <[touching v] contains [3]?>> then\n repeat until <not <<[touching v] contains [1]?> or <[touching v] contains [3]?>>>\n change [y v] by (((ys) / ([abs v] of (ys) )) * (-1))\n Process levels [cy]\n end\n if <<bounce> and <(ys) < [0]>> then\n set [ys v] to [22]\n else\n if <(ys) < [0]> then\n set [ground v] to [1]\n end\n set [ys v] to [0]\n end\nend\n\ndefine Process levels (collision)\nset [id# v] to (item (level) of [item1 v])\nif <(level) = [1]> then\n Event listener [collision] Length [151] Height [151] Color [030100100090] X [-900] Y [-100] Pen size [150] Hitbox [] Extra info [portal] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [1000] Height [50] Color [070100100000] X [-450] Y [0] Pen size [9] Hitbox [1] Extra info [] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n repeat (5)\n Event listener [collision] Length [50] Height [25] Color [100100100000] X ((-50) - (((id#) - (2)) * (150))) Y [-37] Pen size [5] Hitbox [1] Extra info [lava] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n end\n repeat (4)\n Event listener [collision] Length [] Height [] Color [016070100000] X ((-270) - (((id#) - (8)) * (150))) Y [-40] Pen size [15] Hitbox [] Extra info [coin] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n end\nend\nif <(level) = [2]> then\n Event listener [collision] Length [1000] Height [50] Color [017085100000] X [-450] Y [0] Pen size [9] Hitbox [1] Extra info [] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [151] Height [151] Color [030100100090] X [-1650] Y [-100] Pen size [150] Hitbox [] Extra info [portal] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [1000] Height [50] Color [017085100000] X [-450] Y [-250] Pen size [9] Hitbox [1] Extra info [] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n repeat (7)\n Event listener [collision] Length [50] Height [25] Color [100100100000] X ((50) - (((id#) - (14)) * (115))) Y [-213] Pen size [5] Hitbox [1] Extra info [lava] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n end\n repeat (7)\n Event listener [collision] Length [50] Height [25] Color [080100100000] X ((50) - (((id#) - (21)) * (115))) Y [-37] Pen size [5] Hitbox [1] Extra info [bounce] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n end\n Event listener [collision] Length [25] Height [50] Color [017085100000] X [-1075] Y [0] Pen size [9] Hitbox [1] Extra info [] X2 [] Y2 [] Range X [50] SpX [5] Tick X [50] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [25] Height [50] Color [017085100000] X [-1500] Y [0] Pen size [9] Hitbox [1] Extra info [] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [] Height [] Color [016070100000] X [-1067.5] Y [-40] Pen size [15] Hitbox [] Extra info [coin] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\nend\nif <(level) = [3]> then\n Event listener [collision] Length [50] Height [50] Color [043100100000] X [0] Y [0] Pen size [9] Hitbox [1] Extra info [] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [] Height [] Color [012100100000] X [0] Y [100] Pen size [11] Hitbox [0] Extra info [] X2 [0] Y2 [32] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [] Height [] Color [012100100000] X [0] Y [100] Pen size [11] Hitbox [0] Extra info [] X2 [25] Y2 [75] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [] Height [] Color [012100100000] X [0] Y [100] Pen size [11] Hitbox [0] Extra info [] X2 [-25] Y2 [75] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [75] Height [50] Color [043100100000] X [0] Y [200] Pen size [9] Hitbox [1] Extra info [] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [250] Height [50] Color [043100100000] X [-525] Y [200] Pen size [9] Hitbox [1] Extra info [] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [] Height [] Color [012100100000] X [-100] Y [200] Pen size [11] Hitbox [] Extra info [] X2 [-168] Y2 [200] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [] Height [] Color [012100100000] X [-168] Y [200] Pen size [11] Hitbox [] Extra info [] X2 [-143] Y2 [225] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [] Height [] Color [012100100000] X [-168] Y [200] Pen size [11] Hitbox [] Extra info [] X2 [-143] Y2 [175] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [50] Height [250] Color [043100100000] X [-625] Y [50] Pen size [9] Hitbox [1] Extra info [] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [50] Height [100] Color [043100100000] X [-425] Y [-25] Pen size [9] Hitbox [1] Extra info [] X2 [] Y2 [] Range X [10] SpX [15] Tick X [5] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [] Height [] Color [043100100000] X [-750] Y [-150] Pen size [100] Hitbox [1] Extra info [] X2 [-1500] Y2 [-300] Range X [10] SpX [15] Tick X [8] Range Y [] SpY [] Tick Y [] Collision type (collision)\n repeat (3)\n Event listener [collision] Length [251] Height [251] Color [043100100000] X ((-1500) - (((id#) - (43)) * (300))) Y [-300] Pen size [250] Hitbox [1] Extra info [] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n end\n repeat (3)\n Event listener [collision] Length [] Height [] Color [016070100000] X ((-1492.5) - (((id#) - (46)) * (300))) Y [-500] Pen size [15] Hitbox [] Extra info [coin] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n end\n Event listener [collision] Length [151] Height [151] Color [030100100090] X [-2600] Y [-550] Pen size [150] Hitbox [] Extra info [portal] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\nend\nif <(level) = [4]> then\n Event listener [collision] Length [2000] Height [50] Color [056070100000] X [-950] Y [0] Pen size [9] Hitbox [1] Extra info [] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [50] Height [1700] Color [056070100000] X [25] Y [-950] Pen size [9] Hitbox [1] Extra info [] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [2000] Height [50] Color [056070100000] X [-950] Y [-1825] Pen size [9] Hitbox [1] Extra info [] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [50] Height [1775] Color [056070100000] X [-1925] Y [-912.5] Pen size [9] Hitbox [1] Extra info [] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [750] Height [50] Color [056070100000] X [-375] Y [-500] Pen size [9] Hitbox [1] Extra info [] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [600] Height [50] Color [056070100000] X [-450] Y [-200] Pen size [9] Hitbox [1] Extra info [] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [50] Height [250] Color [056070100000] X [-725] Y [-350] Pen size [9] Hitbox [1] Extra info [] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [50] Height [150] Color [056070100000] X [-400] Y [-300] Pen size [9] Hitbox [1] Extra info [] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [50] Height [500] Color [056070100000] X [-950] Y [-275] Pen size [9] Hitbox [1] Extra info [] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [50] Height [950] Color [056070100000] X [-950] Y [-1175] Pen size [9] Hitbox [1] Extra info [] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [50] Height [950] Color [056070100000] X [-725] Y [-1175] Pen size [9] Hitbox [1] Extra info [] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [600] Height [50] Color [056070100000] X [-400] Y [-725] Pen size [9] Hitbox [1] Extra info [] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [50] Height [200] Color [056070100000] X [-125] Y [-850] Pen size [9] Hitbox [1] Extra info [] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [50] Height [350] Color [056070100000] X [-400] Y [-1000] Pen size [9] Hitbox [1] Extra info [] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [600] Height [50] Color [056070100000] X [-300] Y [-1300] Pen size [9] Hitbox [1] Extra info [] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [50] Height [350] Color [056070100000] X [-150] Y [-1625] Pen size [9] Hitbox [1] Extra info [] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [50] Height [350] Color [056070100000] X [-300] Y [-1625] Pen size [9] Hitbox [1] Extra info [] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [50] Height [350] Color [056070100000] X [-450] Y [-1625] Pen size [9] Hitbox [1] Extra info [] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [50] Height [600] Color [056070100000] X [-1175] Y [-1350] Pen size [9] Hitbox [1] Extra info [] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [300] Height [50] Color [056070100000] X [-1125] Y [-500] Pen size [9] Hitbox [1] Extra info [] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [50] Height [600] Color [056070100000] X [-1300] Y [-425] Pen size [9] Hitbox [1] Extra info [] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [350] Height [50] Color [056070100000] X [-1500] Y [-700] Pen size [9] Hitbox [1] Extra info [] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [50] Height [1200] Color [056070100000] X [-1700] Y [-725] Pen size [9] Hitbox [1] Extra info [] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [150] Height [50] Color [056070100000] X [-1400] Y [-150] Pen size [9] Hitbox [1] Extra info [] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [50] Height [400] Color [056070100000] X [-1500] Y [-325] Pen size [9] Hitbox [1] Extra info [] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [475] Height [50] Color [056070100000] X [-1437.5] Y [-1300] Pen size [9] Hitbox [1] Extra info [] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [225] Height [50] Color [056070100000] X [-1087.5] Y [-1025] Pen size [9] Hitbox [1] Extra info [] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [500] Height [50] Color [056070100000] X [-1650] Y [-1600] Pen size [9] Hitbox [1] Extra info [] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [500] Height [50] Color [056070100000] X [-1650] Y [-1400] Pen size [9] Hitbox [1] Extra info [] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [] Height [] Color [016070100000] X [-1492] Y [-550] Pen size [15] Hitbox [] Extra info [coin] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [100] Height [25] Color [100100100000] X [-1810] Y [-37] Pen size [5] Hitbox [1] Extra info [lava] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [151] Height [151] Color [030100100090] X [-62.5] Y [-1700] Pen size [150] Hitbox [] Extra info [portal] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\nend\nif <(level) = [5]> then\n Event listener [collision] Length [50] Height [50] Color [009070100000] X [0] Y [0] Pen size [9] Hitbox [1] Extra info [] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [250] Height [50] Color [009070100000] X [-775] Y [-100] Pen size [9] Hitbox [1] Extra info [] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [50] Height [250] Color [009070100000] X [-875] Y [-250] Pen size [9] Hitbox [1] Extra info [] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [50] Height [100] Color [009070100000] X [-675] Y [-325] Pen size [9] Hitbox [1] Extra info [] X2 [] Y2 [] Range X [10] SpX [15] Tick X [5] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [250] Height [50] Color [009070100000] X [-150] Y [0] Pen size [9] Hitbox [1] Extra info [] X2 [] Y2 [] Range X [75] SpX [5] Tick X [35] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [100] Height [25] Color [080100100000] X [-150] Y [-37] Pen size [5] Hitbox [1] Extra info [bounce] X2 [] Y2 [] Range X [75] SpX [5] Tick X [35] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [700] Height [50] Color [100100100000] X [-275] Y [-330] Pen size [9] Hitbox [1] Extra info [lava] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [] Height [] Color [016070100000] X [-668.2] Y [-450] Pen size [15] Hitbox [] Extra info [coin] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [] Height [] Color [016070100000] X [-867.5] Y [-450] Pen size [15] Hitbox [] Extra info [coin] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\n Event listener [collision] Length [151] Height [151] Color [030100100090] X [-950] Y [-500] Pen size [150] Hitbox [] Extra info [portal] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\nend\nif <(level) = [6]> then\n Event listener [collision] Length [50] Height [50] Color [059060090000] X [0] Y [0] Pen size [9] Hitbox [1] Extra info [] X2 [] Y2 [] Range X [] SpX [] Tick X [] Range Y [] SpY [] Tick Y [] Collision type (collision)\nend\n\nwhen [l v] key pressed\nset [lag v] to (<(lag) = [0]> * (1))\nwait until <not <key (l v) pressed?>>\n\ndefine Death?\nif <<<((y) - (scroll_y)) < [-160]> or <[touching v] contains [2]?>> or <key (r v) pressed?>> then\n broadcast (Death v)\nend\n\nwhen I receive [death v]\nstop [other scripts in sprite v]\nset [xs v] to (((xs) / ([abs v] of (xs) )) * (-4))\nset [ys v] to [14]\nset [exit v] to [0]\nrepeat until <(exit) > [100]>\n change [exit v] by (5)\n change [ys v] by (-1)\n change [y v] by (ys)\n change [x v] by (xs)\n Draw all (item (level) of [item1 v]) to (id#) (item (level) of [item1 v])\nend\nwait (0.5) seconds\nSet position\nrepeat until <([abs v] of (((x) - (scroll_x)) / (10)) ) < [0.1]>\n change [scroll_x v] by (((x) - (scroll_x)) / (10))\n change [scroll_y v] by (((y) - (scroll_y)) / (10))\n Draw all (item (level) of [item1 v]) to (id#) (item (level) of [item1 v])\nend\nrepeat until <(exit) < [0]>\n change [exit v] by (-5)\n Draw all (item (level) of [item1 v]) to (id#) (item (level) of [item1 v])\nend\nset [exit v] to [die]\nbroadcast (Initiate Physics v)\n\nwhen I receive [initiate physics v]\nforever\n broadcast (Tick v) and wait\nend\n\ndefine Render BG\nset pen size to (1000)\nset pen color to (#000000)\nset pen (transparency v) to (0)\npen down\npen up\n\nwhen I receive [begin v]\nSetup\n\ndefine Detect circle (x) (y) (size) (id#)\nFind distance (x) (y) (x) (y) (((size) / (2)) + ((player_size) / (2))) (id#)\nif <(y) < ((y) - ((player_size) / (2)))> then\n if <<(x) > ((x) + ((player_size) / (2)))> or <(x) < ((x) - ((player_size) / (2)))>> then\n Find distance (x) (y) ((<(x) > ((x) + ((player_size) / (2)))> * ((x) + ((player_size) / (2)))) + (<(x) < ((x) - ((player_size) / (2)))> * ((x) - ((player_size) / (2))))) ((y) - ((player_size) / (2))) ((size) / (2)) (id#)\n else\n Find distance (x) (y) (x) ((y) - ((player_size) / (2))) ((size) / (2)) (id#)\n end\nelse\n if <(y) > ((y) + ((player_size) / (2)))> then\n if <<(x) > ((x) + ((player_size) / (2)))> or <(x) < ((x) - ((player_size) / (2)))>> then\n Find distance (x) (y) ((<(x) > ((x) + ((player_size) / (2)))> * ((x) + ((player_size) / (2)))) + (<(x) < ((x) - ((player_size) / (2)))> * ((x) - ((player_size) / (2))))) ((y) + ((player_size) / (2))) ((size) / (2)) (id#)\n else\n Find distance (x) (y) (x) ((y) + ((player_size) / (2))) ((size) / (2)) (id#)\n end\n else\n if <(x) < ((x) - ((player_size) / (2)))> then\n if <<(y) > ((y) + ((player_size) / (2)))> or <(y) < ((y) - ((player_size) / (2)))>> then\n Find distance (x) (y) ((x) - ((player_size) / (2))) ((<(y) > ((y) + ((player_size) / (2)))> * ((y) + ((player_size) / (2)))) + (<(y) < ((y) - ((player_size) / (2)))> * ((y) - ((player_size) / (2))))) ((size) / (2)) (id#)\n else\n Find distance (x) (y) ((x) - ((player_size) / (2))) (y) ((size) / (2)) (id#)\n end\n else\n if <(x) > ((x) + ((player_size) / (2)))> then\n if <<(y) > ((y) + ((player_size) / (2)))> or <(y) < ((y) - ((player_size) / (2)))>> then\n Find distance (x) (y) ((x) + ((player_size) / (2))) ((<(y) > ((y) + ((player_size) / (2)))> * ((y) + ((player_size) / (2)))) + (<(y) < ((y) - ((player_size) / (2)))> * ((y) - ((player_size) / (2))))) ((size) / (2)) (id#)\n else\n Find distance (x) (y) ((x) + ((player_size) / (2))) (y) ((size) / (2)) (id#)\n end\n end\n end\n end\nend\n\ndefine Find distance (x) (y) (clampedx) (clampedy) (max_dist) (id#)\nif <not <((((clampedx) - (x)) * ((clampedx) - (x))) + (((clampedy) - (y)) * ((clampedy) - (y)))) > ((max_dist) * (max_dist))>> then\n replace item (id#) of [touching v] with [1]\nend\n\ndefine Move (rangex) (spx) (tickx) (rangey) (spy) (ticky) (collision_type) (id#)\nif <<(collision_type) = [tx2]> and <not <(collision_type) = [tx3]>>> then\n if <(rangex) > []> then\n replace item (((id#) * (2)) - (1)) of [tick v] with ((item (((id#) * (2)) - (1)) of [tick v]) + (1))\n if <(item (((id#) * (2)) - (1)) of [tick v]) > (tickx)> then\n replace item (((id#) * (2)) - (1)) of [move v] with ((item (((id#) * (2)) - (1)) of [move v]) + (spx))\n end\n if <<<(item (((id#) * (2)) - (1)) of [move v]) = ((spx) * (rangex))> or <(item (((id#) * (2)) - (1)) of [move v]) = [0]>> and <(item (((id#) * (2)) - (1)) of [tick v]) > (tickx)>> then\n if <(item (((id#) * (2)) - (1)) of [move v]) = ((spx) * (rangex))> then\n replace item (((id#) * (2)) - (1)) of [move v] with (((spx) * (rangex)) * (-1))\n end\n replace item (((id#) * (2)) - (1)) of [tick v] with [0]\n end\n else\n if <(spx) > []> then\n replace item (((id#) * (2)) - (1)) of [tick v] with ((item (((id#) * (2)) - (1)) of [tick v]) + (1))\n replace item (((id#) * (2)) - (1)) of [move v] with ((item (((id#) * (2)) - (1)) of [move v]) + (spx))\n end\n end\nend\n\ndefine Return state [collision] (id#) (collision_type) (extra) (sp_x) (tick_x) (sp_y) (tick_y) (prev_x) (prev_y) (x) (y) (prev_touching)\nreplace item (id#) of [touching v] with [0]\nif <<<(collision_type) = [cx2]> and <(prev_touching) = [0]>> or <((block_sp) * ((x) - (prev_x))) < [0]>> then\n replace item (id#) of [touching v] with [2]\n stop [this script v]\nend\nif <<(collision_type) = [ty1]> and <(sp_x) > [0]>> then\n set [delta_x v] to (id#)\nend\nif <<(collision_type) = [tx2]> and <(sp_x) > []>> then\n change [block_sp v] by ((x) - (prev_x))\nend\nif <(extra) = [bounce]> then\n replace item (id#) of [touching v] with [3]\nelse\n if <(extra) = [lava]> then\n replace item (id#) of [touching v] with [2]\n else\n replace item (id#) of [touching v] with [1]\n end\nend\n\ndefine Setup\nset [max_score v] to []\nset max score to [4]\nset max score to [1]\nset max score to [3]\nset max score to [1]\nset max score to [2]\nset [special_effects v] to [0]\nset [delta_x v] to [0]\nset [block_sp v] to [0]\nset [exit v] to []\nset [id# v] to [0]\nset [player_size v] to [28]\nset [lag v] to [1]\nSet position\nset [scroll_x v] to [0]\nset [scroll_y v] to [0]\ndelete all of [game_info v]\ndelete all of [touching v]\ndelete all of [move v]\ndelete all of [tick v]\ndelete all of [item1 v]\nSetup ID info for [6] levels\nrepeat ((id#) - (1))\n add [0] to [touching v]\n repeat (2)\n add [0] to [move v]\n add [0] to [tick v]\n end\n repeat (9)\n add [] to [game_info v]\n end\nend\nbroadcast (Initiate Physics v)\nshow variable [timer v]\nshow variable [. v]\nset [timer v] to [0]\nset [skipped_level v] to [0]\nstop [this script v]\n\nwhen I receive [tick v]\nTick\n\ndefine Detect slope (x) (y) (x2) (y2) (size) (id#)\nDetect circle ((x) * (-1)) ((y) * (-1)) (size) (id#)\nDetect circle ((x2) * (-1)) ((y2) * (-1)) (size) (id#)\nif <<(((x) - ((player_size) / (2))) + (((size) / (2)) * (([atan v] of (((y) - (y2)) / ((x) - (x2))) ) / (90)))) < ((x2) * (-1))> and <(((x) - ((player_size) / (2))) + (((size) / (2)) * (([atan v] of (((y) - (y2)) / ((x) - (x2))) ) / (90)))) > ((x) * (-1))>> then\n Detect circle (((x) - ((player_size) / (2))) + (((size) / (2)) * (([atan v] of (((y) - (y2)) / ((x) - (x2))) ) / (90)))) ((((((y) - (y2)) / ((x) - (x2))) * (((((x) - ((player_size) / (2))) + (((size) / (2)) * (([atan v] of (((y) - (y2)) / ((x) - (x2))) ) / (90)))) * (-1)) - (x))) + (y)) * (-1)) (size) (id#)\nend\nif <<(((x) + ((player_size) / (2))) + (((size) / (2)) * (([atan v] of (((y) - (y2)) / ((x) - (x2))) ) / (90)))) < ((x2) * (-1))> and <(((x) + ((player_size) / (2))) + (((size) / (2)) * (([atan v] of (((y) - (y2)) / ((x) - (x2))) ) / (90)))) > ((x) * (-1))>> then\n Detect circle (((x) + ((player_size) / (2))) + (((size) / (2)) * (([atan v] of (((y) - (y2)) / ((x) - (x2))) ) / (90)))) ((((((y) - (y2)) / ((x) - (x2))) * (((((x) + ((player_size) / (2))) + (((size) / (2)) * (([atan v] of (((y) - (y2)) / ((x) - (x2))) ) / (90)))) * (-1)) - (x))) + (y)) * (-1)) (size) (id#)\nend\nif <<(((x) - ((player_size) / (2))) + (((size) / (2)) * (([atan v] of (((y) - (y2)) / ((x) - (x2))) ) / (-90)))) < ((x2) * (-1))> and <(((x) - ((player_size) / (2))) + (((size) / (2)) * (([atan v] of (((y) - (y2)) / ((x) - (x2))) ) / (-90)))) > ((x) * (-1))>> then\n Detect circle (((x) - ((player_size) / (2))) + (((size) / (2)) * (([atan v] of (((y) - (y2)) / ((x) - (x2))) ) / (-90)))) ((((((y) - (y2)) / ((x) - (x2))) * (((((x) - ((player_size) / (2))) + (((size) / (2)) * (([atan v] of (((y) - (y2)) / ((x) - (x2))) ) / (-90)))) * (-1)) - (x))) + (y)) * (-1)) (size) (id#)\nend\nif <<(((x) + ((player_size) / (2))) + (((size) / (2)) * (([atan v] of (((y) - (y2)) / ((x) - (x2))) ) / (-90)))) < ((x2) * (-1))> and <(((x) + ((player_size) / (2))) + (((size) / (2)) * (([atan v] of (((y) - (y2)) / ((x) - (x2))) ) / (-90)))) > ((x) * (-1))>> then\n Detect circle (((x) + ((player_size) / (2))) + (((size) / (2)) * (([atan v] of (((y) - (y2)) / ((x) - (x2))) ) / (-90)))) ((((((y) - (y2)) / ((x) - (x2))) * (((((x) + ((player_size) / (2))) + (((size) / (2)) * (([atan v] of (((y) - (y2)) / ((x) - (x2))) ) / (-90)))) * (-1)) - (x))) + (y)) * (-1)) (size) (id#)\nend\n\ndefine Event listener [collision] Length (length) Height (height) Color (color) X (x) Y (y) Pen size (size) Hitbox (hitbox) Extra info (extra) X2 (x2) Y2 (y2) Range X (range_x) SpX (sp_x) Tick X (tick_x) Range Y (range_y) SpY (sp_y) Tick Y (tick_y) Collision type (collision_type)\nCollide (length) (height) (color) (x) (y) (size) (id#) (hitbox) (extra) (x2) (y2) (range_x) (sp_x) (tick_x) (range_y) (sp_y) (tick_y) (collision_type) (item (id#) of [touching v])\n\ndefine Move blocks (xs)\nif <[touching v] contains [2]?> then\n stop [this script v]\nend\nProcess levels [tx2]\nCollide X [0] [cx2]\nif <[touching v] contains [2]?> then\n stop [this script v]\nend\nif <(delta_x) = [0]> then\n set [xs v] to [0]\nend\nchange [x v] by (xs)\nProcess levels [tx1]\nCollide X (xs) [cx1]\nset [xs v] to (xs)\nset [delta_x v] to [0]\n\ndefine Setup ID info for (level#) levels\nset [level v] to [1]\nadd [1] to [item1 v]\nrepeat (level#)\n Process levels []\n add (id#) to [item1 v]\n change [level v] by (1)\nend\nset [level v] to [1]\n\ndefine Next?\nif <<(exit) = [next]> or <key (s v) pressed?>> then\n if <key (s v) pressed?> then\n set [skipped_level v] to [1]\n end\n broadcast (Next v)\nend\n\ndefine Set position\nset [score v] to [0]\nset [xs v] to [0]\nset [ys v] to [0]\nset [x v] to [0]\nset [y v] to [50]\n\ndefine Set subtitle\nif <(level) = [6]> then\n set [. v] to (join (join (join [Level: ] (level)) [ ]) (join (join [Score: ] (score)) (join [/] [infinity])))\nelse\n set [. v] to (join (join (join [Level: ] (level)) [ ]) (join (join [Score: ] (score)) (join [/] ((join (letter (((level) * (2)) - (1)) of (max_score)) (letter ((level) * (2)) of (max_score))) * (1)))))\nend\nif <(level) = [1]> then\n set [. v] to (join [The easy beginning ] (.))\nend\nif <(level) = [2]> then\n set [. v] to (join [That got hard quickly! \(press s to skip\) ] (.))\nend\nif <(level) = [3]> then\n set [. v] to (join [Persistence is key ] (.))\nend\nif <(level) = [4]> then\n set [. v] to (join [Ooh, a maze! Find the portal + coin ] (.))\nend\nif <(level) = [5]> then\n set [. v] to (join [Last level! ] (.))\nend\nif <(level) = [6]> then\n set [. v] to (join [You win! ] (.))\nend\n\ndefine set max score to (max_score)\nif <(length of (max_score)) < [2]> then\n set [max_score v] to (join (max_score) (join [0] (max_score)))\nelse\n set [max_score v] to (join (max_score) (max_score))\nend\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\nwait until <not <key (s v) pressed?>>\nProcess levels []\nSet position\nchange [level v] by (1)\nset [exit v] to []\nbroadcast (Initiate Physics v)\n\n@Intro\n\ndefine draw logo color (color) saturation (sat) brightness (intensity) transparency (opacity) X (x) Y (y) pen size (size)\ngo to x: (x) y: (y)\nset pen (color v) to (color)\nset pen (saturation v) to (sat)\nset pen (brightness v) to (intensity)\nset pen (transparency v) to (opacity)\nset pen size to (12)\npen down\nrepeat (100)\n change y by (2)\n change x by (0.675)\nend\nrepeat (12)\n change y by (2)\n change x by (1)\nend\nrepeat (12)\n change y by (2)\n change x by (1.5)\nend\nrepeat (12)\n change y by (2)\n change x by (2)\nend\nrepeat (12)\n change y by (1.5)\n change x by (2.5)\nend\nrepeat (12)\n change y by (1)\n change x by (3)\nend\nrepeat (3)\n change y by (0.5)\n change x by (4)\nend\nrepeat (12)\n change x by (3)\nend\nrepeat (3)\n change y by (-0.5)\n change x by (4)\nend\nrepeat (12)\n change y by (-1)\n change x by (2.5)\nend\nrepeat (12)\n change y by (-0.8)\n change x by (1)\nend\nrepeat (12)\n change y by (-1.3)\n change x by (0.7)\nend\nrepeat (5)\n change y by (-1.3)\n change x by (0.7)\nend\nrepeat (5)\n change y by (-2)\n change x by (0.5)\nend\nrepeat (5)\n change y by (-1.5)\n change x by (0.1)\nend\nrepeat (12)\n change y by (-1.5)\n change x by (-0.27)\nend\nrepeat (113)\n change y by (-2)\n change x by (-0.675)\nend\nrepeat (45)\n change x by (-2)\nend\nrepeat (95)\n change y by (2)\n change x by (0.675)\nend\nrepeat (23)\n change y by (1)\n change x by (-0.1)\nend\nrepeat (15)\n change x by (-2)\nend\nrepeat (23)\n change y by (-1)\n change x by (-0.7)\nend\nrepeat (21)\n change y by (-2)\n change x by (-0.675)\nend\nrepeat (11)\n change x by (2)\nend\nrepeat (43)\n change y by (-2)\n change x by (-0.675)\nend\nrepeat (11)\n change x by (-2)\nend\nrepeat (30)\n change y by (-2)\n change x by (-0.675)\nend\nrepeat (42)\n change x by (-2)\nend\npen up\n\nwhen flag clicked\nhide variable [. v]\nbroadcast (Skip v)\nset volume to (100) %\nstart sound [Epiphany v]\nreset timer\nerase all\nset [special_effects v] to [-300]\nrepeat until <(round (special_effects)) = [0]>\n set [special_effects v] to ((special_effects) * (0.8))\n erase all\n draw bg\n draw logo color [35] saturation [75] brightness [100] transparency [0] X ((-159) + (special_effects)) Y [-149] pen size [10]\nend\nset [special_effects v] to [150]\nwait (1) seconds\nrepeat (50)\n change [special_effects v] by (-10)\n erase all\n intro effect 2 X (special_effects) Y [0]\n intro effect 1\n draw logo color [35] saturation [75] brightness [100] transparency [0] X [-159] Y [-149] pen size [10]\nend\nwait (4) seconds\nrepeat (50)\n change [special_effects v] by (-10)\n erase all\n intro effect 2 X (special_effects) Y [0]\n intro effect 1\n draw logo color [35] saturation [75] brightness [100] transparency [0] X [-159] Y [-149] pen size [10]\nend\nwait (1) seconds\nset [special_effects v] to [100]\nrepeat (100)\n change [special_effects v] by (-1)\n erase all\n draw bg\n draw logo color [35] saturation [75] brightness (special_effects) transparency [0] X [-159] Y [-149] pen size [10]\nend\nwait (1) seconds\nset [special_effects v] to [0]\nrepeat (100)\n change [special_effects v] by (1)\n create clone of (_myself_ v)\n Write name [50] [100] (special_effects) [0]\nend\nset [special_effects v] to [boom!]\nset [timer v] to [0]\nrepeat until <(timer) > [2]>\n erase all\n draw bg\n Write name [50] [100] [100] [0]\nend\nset [special_effects v] to [100]\nrepeat (100)\n change [special_effects v] by (-1)\n erase all\n Write name [50] [100] (special_effects) [0]\n change volume by (-1)\nend\nbroadcast (Begin v)\nbroadcast (Music v)\n\ndefine draw bg\nset x to (0)\nset pen color to (#000000)\nset pen size to (1000000000000000000)\npen down\npen up\n\ndefine intro effect 1\nset pen color to (#000000)\nset pen size to (250)\ngo to x: (-290) y: (-150)\npen down\ngo to x: (-205) y: (100)\ngo to x: (-195) y: (120)\ngo to x: (-185) y: (135)\ngo to x: (-175) y: (150)\ngo to x: (-165) y: (165)\ngo to x: (-155) y: (180)\ngo to x: (-145) y: (190)\ngo to x: (-135) y: (200)\ngo to x: (-35) y: (275)\nset x to (100)\ngo to x: (155) y: (265)\ngo to x: (190) y: (245)\ngo to x: (215) y: (220)\ngo to x: (225) y: (205)\ngo to x: (240) y: (180)\ngo to x: (295) y: (150)\ngo to x: (155) y: (-275)\nset x to (-150)\npen up\nset x to (-95)\nset pen size to (45)\npen down\ngo to x: (-32) y: (-110)\nset pen size to (20)\nset x to (-25)\ngo to x: (12) y: (0)\npen up\nset pen size to (45)\ngo to x: (5) y: (10)\npen down\ngo to x: (18) y: (40)\npen up\n\ndefine intro effect 2 X (x) Y (y)\ndraw bg\nset pen size to (5)\nset pen (color v) to (35)\nset pen (brightness v) to (0)\nset pen (saturation v) to (75)\ngo to x: (x) y: ((y) - (150))\nrepeat (100)\n change pen (brightness v) by (1)\n change x by (2)\n set y to ((y) - (150))\n pen down\n set y to ((y) + (150))\n pen up\nend\nrepeat (150)\n change x by (2)\n set y to ((y) - (150))\n pen down\n set y to ((y) + (150))\n pen up\nend\nrepeat (100)\n change pen (brightness v) by (-1)\n change x by (2)\n set y to ((y) - (150))\n pen down\n set y to ((y) + (150))\n pen up\nend\n\ndefine Write name (color) (sat) (intensity) (opacity)\nerase all\ndraw bg\nset pen (color v) to (color)\nset pen (saturation v) to (sat)\nset pen (brightness v) to (intensity)\nset pen (transparency v) to (opacity)\nset pen size to (10)\ngo to x: (-205) y: (15)\npoint in direction (90)\npen down\nmove (30) steps\nrepeat (2)\n turn right (90) degrees\n move (30) steps\nend\nturn left (90) degrees\nmove (30) steps\npoint in direction (90)\nmove (30) steps\npen up\nchange x by (15)\npoint in direction (15)\npen down\nmove (60) steps\npoint in direction (165)\nmove (60) steps\nmove (-10) steps\npoint in direction (-90)\nchange x by (-20)\npen up\ngo to x: (-110) y: (15)\npoint in direction (180)\npen down\nmove (60) steps\ngo to x: (-110) y: (15)\npoint in direction (165)\nmove (60) steps\npoint in direction (15)\nmove (60) steps\npoint in direction (180)\nmove (60) steps\npen up\nchange x by (15)\npoint in direction (15)\npen down\nmove (60) steps\npoint in direction (165)\nmove (60) steps\nmove (-10) steps\npoint in direction (-90)\nchange x by (-20)\npen up\ngo to x: (-10) y: (-45)\npoint in direction (0)\npen down\nmove (60) steps\nturn right (90) degrees\nmove (15) steps\nmove (-30) steps\npen up\ngo to x: (20) y: (-45)\npoint in direction (0)\npen down\nmove (60) steps\nturn right (90) degrees\nmove (30) steps\nrepeat (2)\n set x to (20)\n change y by (-30)\n move (30) steps\nend\npen up\ngo to x: (75) y: (15)\npoint in direction (180)\npen down\nmove (60) steps\nturn left (90) degrees\nmove (30) steps\nturn left (90) degrees\nmove (60) steps\npen up\ngo to x: (125) y: (-45)\npoint in direction (0)\npen down\nmove (60) steps\nrepeat (3)\n turn right (90) degrees\n move (30) steps\nend\npoint in direction (140)\nmove (38) steps\npen up\ngo to x: (205) y: (15)\npoint in direction (-90)\npen down\nmove (30) steps\nrepeat (2)\n turn left (90) degrees\n move (30) steps\nend\nturn right (90) degrees\nmove (30) steps\npoint in direction (-90)\nmove (30) steps\npen up\n\nwhen I receive [skip v]\nwait until <mouse down?>\nstop [other scripts in sprite v]\nbroadcast (Begin v)\nbroadcast (Music v)\n\ndefine boom (xs) (ys) (size) (loop#)\nif <(loop#) = [0]> then\n go to x: (pick random (-180) to (180)) y: (-300)\nelse\n change x by (xs)\n change y by (ys)\n if <<(pick random (1) to (50)) = [1]> and <(special_effects) = [boom!]>> then\n create clone of (_myself_ v)\n end\nend\ndraw particle (size)\nif <(loop#) > [75]> then\n delete this clone\nelse\n boom (xs) ((ys) - (1)) (size) ((loop#) + (1))\nend\n\nwhen I start as a clone\nif <(pick random (1) to (2)) = [1]> then\n delete this clone\nend\nwait until <(special_effects) = [boom!]>\nwait (0.5) seconds\nboom (pick random (-7) to (7)) (pick random (20) to (30)) (pick random (10) to (15)) [0]\n\ndefine draw particle (size)\nset pen (transparency v) to (0)\nset pen color to (#3fff00)\nset pen size to (1)\npen down\nrepeat (size)\n change pen size by (1)\n change pen (transparency v) by (3)\n pen down\nend\npen up\n\nwhen I receive [begin v]\ndelete this clone\n\nwhen I receive [music v]\nstop all sounds\nwait (1) seconds\nset volume to (100) %\nforever\n play sound [Furious Freak v] until done\nend\n\n@Thumnbail\n\nwhen flag clicked\nhide\nset [level v] to [1]\nhide variable [timer v]\nset [timer v] to [0]\nrepeat until <(level) = [6]>\n change [timer v] by (timer)\n reset timer\nend\nif <<<(round (timer)) < (☁ Highscore)> and <(skipped_level) = [0]>> and <not <<(username) = [2Amateurs]> or <(username) = [Amateur-Testing]>>>> then\n set [☁ highscore v] to (round (timer))\nend\nif <(timer) = (☁ Highscore)> then\n set [timer v] to (join (join (join [Time: ] (timer)) [s]) [ Wow, a new world record!!!])\nelse\n set [timer v] to (join (join [Time: ] (timer)) [s])\n if <(skipped_level) = [1]> then\n set [timer v] to (join (timer) [ Your time is not official since you skipped a level])\n end\nend\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nhide variable [. v]\nhide variable [timer v]\nset size to [100] %\nshow\nset x to (0)\nset y to (415)\nsmooth glide [-37]\n\ndefine smooth glide (ys)\nswitch costume to (sizer v)\nchange y by (ys)\nswitch costume to (thumbnail v)\nif <not <(round ((ys) * (5))) = [0]>> then\n go to [front v] layer\n smooth glide ((ys) * (0.8))\nend\n\ndefine set size to (size) %\nswitch costume to (sizer v)\nset size to (size) %\n\n
~READ ALL BELOW~\n\n*Instructions*\n-Arrow or mouse to move\n-S to skip level (Your time won't count if you do)\n\nI named this "unfinished" because I made it with my unfinished pen engine. Expect that soon.\n\nCurrent world record holder: @al-al with a time of 75.636s\n\nI set up the high score code in such a way that neither my main or test account can get a high score (how nice of me) \n\nYou can, however, try to beat my personal record of 70.223s :D
slime platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\nforever\n reset timer\nend\n\nwhen I receive [start v]\nswitch backdrop to (blue sky 2 v)\n\nwhen I receive [next2 v]\nnext backdrop\n\n@スライム (hero)\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo [backward v] (2) layers\nset size to (100) %\nset drag mode [not draggable v]\ngo to x: (-201) y: (-112)\npoint in direction (90)\nhide variable [息 v]\nset [xvel v] to [0]\nset [yvel v] to [0]\n\nwhen flag clicked\nforever\n if <<touching (海 v)?> and <(next time) = [0]>> then\n show variable [息 v]\n play sound [海に入ったとき v] until done\n wait until <not <touching (海 v)?>>\n hide variable [息 v]\n end\nend\n\nwhen flag clicked\nset volume to (100) %\nset [息 v] to [0]\nforever\n if <<touching (海 v)?> and <(next time) = [0]>> then\n set [息 v] to [0]\n repeat until <not <touching (海 v)?>>\n wait (1) seconds\n change [息 v] by (1)\n if <(息) = [7]> then\n start sound [息がッ!できないッ! v]\n end\n if <(息) = [10]> then\n clear graphic effects\n switch costume to (コスチューム2 v)\n start sound [デス時 v]\n repeat (20)\n change [ghost v] effect by (5)\n change size by (-5)\n end\n go to (音楽/リスポーン用 v)\n repeat (20)\n change [ghost v] effect by (-5)\n change size by (5)\n end\n set size to (100) %\n clear graphic effects\n switch costume to (コスチューム1 v)\n end\n end\n set [息 v] to [0]\n end\nend\n\nwhen I receive [start v]\nshow\nwait (0.1) seconds\nswitch costume to (コスチューム1 v)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<(next time) = [0]> and <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [x v] by (0.75)\n point in direction (90)\n end\n if <<(next time) = [0]> and <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [x v] by (-0.75)\n point in direction (-90)\n end\n if <touching (海 v)?> then\n set [x v] to ((X) - (((X) / (10)) * (2)))\n set [y v] to ((Y) - (((Y) / (10)) * (5)))\n end\n if <(stage\(japan\)) = [氷原]> then\n set [x v] to ((X) * (0.9375))\n else\n set [x v] to ((X) * (0.9))\n end\n change x by (X)\n if <touching (地形 v)?> then\n change y by (1)\n end\n if <touching (地形 v)?> then\n change y by (1)\n end\n if <touching (地形 v)?> then\n change y by (1)\n end\n if <touching (地形 v)?> then\n change y by (1)\n end\n if <touching (地形 v)?> then\n change y by (1)\n end\n if <touching (地形 v)?> then\n change x by ((X) * (-1))\n change y by (-5)\n if <<(next time) = [0]> and <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n set [y v] to [10]\n if <(X) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (-1)\n if <<touching (地形 v)?> and <<(next time) = [0]> and <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>>> then\n set [y v] to [13.75]\n start sound [ジャンプ v]\n end\n if <<touching (海 v)?> and <<(next time) = [0]> and <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>>> then\n change [y v] by (2)\n end\n if <(stage\(japan\)) = [宇宙]> then\n change y by (1)\n change [y v] by (-0.5)\n change y by (Y)\n else\n change y by (1)\n change [y v] by (-1)\n change y by (Y)\n end\n if <touching (地形 v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n if <(stage\(japan\)) = [空]> then\n if <(y position) > [179]> then\n broadcast (next level v)\n glide (1) secs to (音楽/リスポーン用 v)\n change [stage v] by (1)\n set [x v] to [0]\n set [y v] to [0]\n end\n else\n if <(stage) = [20]> then\n if <[-179] > (y position)> then\n broadcast (next level v)\n glide (1) secs to (音楽/リスポーン用 v)\n change [stage v] by (1)\n set [x v] to [0]\n set [y v] to [0]\n end\n else\n if <(x position) > [234]> then\n broadcast (next level v)\n glide (1) secs to (音楽/リスポーン用 v)\n change [stage v] by (1)\n set [x v] to [0]\n set [y v] to [0]\n end\n end\n end\n if <<touching (障害物 v)?> or <<<touching (敵スライム v)?> and <<(Y) > [-5]> and <([costume # v] of [敵スライム v]) = [1]>>> or <<[-179] > (y position)> and <not <(stage) = [20]>>>>> then\n clear graphic effects\n switch costume to (コスチューム2 v)\n start sound [デス時 v]\n repeat (20)\n change [ghost v] effect by (5)\n change size by (-5)\n end\n go to (音楽/リスポーン用 v)\n repeat (20)\n change [ghost v] effect by (-5)\n change size by (5)\n end\n set size to (100) %\n switch costume to (コスチューム1 v)\n set [x v] to [0]\n set [y v] to [0]\n clear graphic effects\n end\n if <touching (ばね v)?> then\n set [y v] to [20]\n start sound [ハイジャンプ v]\n end\nend\n\nwhen I receive [敵削除 v]\nset [y v] to [25]\nswitch costume to (コスチューム3 v)\nwait (0.75) seconds\nswitch costume to (コスチューム1 v)\n\nwhen I receive [start v]\nforever\n if <touching (ばね v)?> then\n switch costume to (コスチューム3 v)\n wait (0.75) seconds\n switch costume to (コスチューム1 v)\n end\n wait until <not <touching (ばね v)?>>\nend\n\nwhen I receive [start v]\nforever\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>> then\n repeat until <not <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>>>\n switch costume to (コスチューム4 v)\n end\n end\n switch costume to (コスチューム1 v)\n wait until <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>>\nend\n\nwhen I receive [music v]\nif <([costume # v] of [音楽on/off v]) = [2]> then\n set volume to (0) %\nelse\n set volume to (100) %\nend\n\nwhen I receive [respawn v]\ngo to (音楽/リスポーン用 v)\nset [x v] to [0]\nset [y v] to [0]\nwait (0.1) seconds\n\n@敵スライム\n\nwhen flag clicked\nset volume to (100) %\nset [stage v] to [1]\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [next2 v]\nswitch costume to (コスチューム1 v)\nclear graphic effects\nhide\nif <(stage) = [4]> then\n go to x: (-10) y: (-112)\n create clone of (_myself_ v)\nelse\n if <(stage) = [5]> then\n go to x: (195) y: (-112)\n create clone of (_myself_ v)\n else\n if <(stage) = [14]> then\n go to x: (-100) y: (-50)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I start as a clone\nshow\nset rotation style [left-right v]\nif <(stage) = [4]> then\n repeat until <not <(stage) = [4]>>\n repeat (75)\n change x by (2)\n point in direction (90)\n end\n repeat (75)\n change x by (-2)\n point in direction (-90)\n end\n end\nelse\n if <(stage) = [5]> then\n repeat until <not <(stage) = [5]>>\n repeat (30)\n change x by (1)\n point in direction (90)\n end\n repeat (30)\n change x by (-1)\n point in direction (-90)\n end\n end\n else\n if <(stage) = [14]> then\n repeat until <not <(stage) = [14]>>\n repeat (30)\n change x by (1)\n point in direction (90)\n end\n repeat (30)\n change x by (-1)\n point in direction (-90)\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <<touching (スライム \(hero\) v)?> and <<(Y) < [-5]> and <(next time) = [0]>>> then\n start sound [ぷよん v]\n broadcast (敵削除 v)\n switch costume to (コスチューム5 v)\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\n end\nend\n\nwhen I receive [敵削除 v]\nswitch costume to (コスチューム5 v)\n\nwhen I receive [music v]\nif <([costume # v] of [音楽on/off v]) = [2]> then\n set volume to (0) %\nelse\n set volume to (100) %\nend\n\n@地形\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム1 v)\n\nwhen I receive [next level v]\nnext costume\nshow\n\nwhen I receive [start v]\ngo to [back v] layer\ngo [forward v] (1) layers\ngo to x: (0) y: (0)\nshow\n\n@海\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\nhide\nswitch costume to (コスチューム1 v)\n\nwhen I receive [next level v]\nshow\nnext costume\nclear graphic effects\nset [ghost v] effect to (50)\nset [海速さ v] to [0]\nset size to (100) %\nforever\n set [海速さ v] to ((海速さ) * (0.9))\n repeat until <(y position) > [40]>\n change y by (海速さ)\n change [海速さ v] by (0.01)\n end\n set [海速さ v] to [0]\n repeat until <[0] > (y position)>\n change y by ((0) - (海速さ))\n change [海速さ v] by (0.01)\n end\n set [海速さ v] to [0]\nend\n\n@障害物\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nhide\nrepeat (10)\n go to [back v] layer\nend\n\nwhen I receive [next level v]\nnext costume\nshow\n\n@ばね\n\nwhen I receive [next level v]\nshow\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to [back v] layer\ngo [forward v] (3) layers\nswitch costume to (1 v)\n\n@太陽\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to [back v] layer\nshow\nclear graphic effects\nset [ghost v] effect to (50)\ngo to x: (-200) y: (140)\nset [大きさ速さ v] to [0]\nset size to (100) %\nforever\n set [大きさ速さ v] to ((大きさ速さ) * (0.9))\n repeat until <(size) > [200]>\n change size by (大きさ速さ)\n change [大きさ速さ v] by (0.2)\n end\n repeat until <[100] > (size)>\n change size by ((0) - (大きさ速さ))\n change [大きさ速さ v] by (-0.2)\n end\n set [大きさ速さ v] to [0]\nend\n\nwhen I receive [next2 v]\nif <(stage) = [15]> then\n hide\nend\n\n@next\n\nwhen I receive [next level v]\nset [next time v] to [1]\nshow\nclear graphic effects\ngo to x: (480) y: (0)\nstart sound [コロコロ v]\nrepeat until <[-479] > (x position)>\n change x by (-25)\n turn left (15) degrees\nend\nhide\nset [next time v] to [0]\nbroadcast (next2 v)\n\nwhen flag clicked\nset [next time v] to [0]\ngo to [front v] layer\nhide\n\nwhen I receive [music v]\nif <([costume # v] of [音楽on/off v]) = [2]> then\n set volume to (0) %\nelse\n set volume to (100) %\nend\n\n@タイトル\n\nwhen I receive [substart v]\nerase all\nswitch costume to (コスチューム4 v)\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nerase all\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [クラウド v]\nhide\n\nwhen I receive [クラウドx v]\nshow\n\nwhen [timer v] > (0)\ngo to [front v] layer\ngo [backward v] (2) layers\nshow\nswitch costume to (コスチューム3 v)\nforever\n play sound [Inferno v] until done\nend\n\n@音楽/リスポーン用\n\nwhen flag clicked\nset volume to (100) %\nset [stage\(japan\) v] to [草原]\ngo to x: (-201) y: (-112)\n\nwhen I receive [next2 v]\nif <(stage) = [6]> then\n set [stage\(japan\) v] to [海]\n stop [other scripts in sprite v]\n forever\n forever\n play sound [海 v] until done\n end\n end\nend\n\nwhen I receive [substart v]\nstop [other scripts in sprite v]\nforever\n play sound [title v] until done\nend\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nforever\n forever\n play sound [草原 v] until done\n end\nend\n\nwhen I receive [next2 v]\nif <(stage) = [11]> then\n go to x: (0) y: (-112)\n set [stage\(japan\) v] to [空]\n stop [other scripts in sprite v]\n forever\n forever\n play sound [空 v] until done\n end\n end\nend\n\nwhen I receive [next2 v]\nif <(stage) = [15]> then\n go to x: (-201) y: (-112)\nend\n\nwhen I receive [next2 v]\nif <(stage) = [12]> then\n go to x: (0) y: (-112)\nend\n\nwhen I receive [next2 v]\nif <(stage) = [16]> then\n go to x: (-201) y: (-112)\n set [stage\(japan\) v] to [宇宙]\n stop [other scripts in sprite v]\n forever\n forever\n play sound [宇宙 v] until done\n end\n end\nend\n\nwhen I receive [next2 v]\nif <(stage) = [21]> then\n go to x: (-201) y: (-112)\n set [stage\(japan\) v] to [氷原]\n stop [other scripts in sprite v]\n forever\n forever\n play sound [氷原 v] until done\n end\n end\nend\n\nwhen I receive [music v]\nif <([costume # v] of [音楽on/off v]) = [2]> then\n set volume to (0) %\nelse\n set volume to (100) %\nend\n\nwhen I receive [next2 v]\nif <(stage) = [26]> then\n go to x: (-201) y: (-112)\n set [stage\(japan\) v] to [マグマの城]\n stop [other scripts in sprite v]\n forever\n forever\n play sound [マグマの城 v] until done\n end\n end\nend\n\nwhen I receive [next2 v]\nif <(stage) = [31]> then\n go to x: (-201) y: (-112)\n set [stage\(japan\) v] to [海]\n broadcast (endend v)\n stop [other scripts in sprite v]\n forever\n forever\n play sound [クリア v] until done\n end\n end\nend\n\n@スタート\n\nwhen flag clicked\nset [start v] to [0]\nhide\n\nwhen I receive [substart v]\ngo to x: (60) y: (-65)\nshow\n\nwhen this sprite clicked\nif <(start) = [1]> then\n\nwhen I receive [クラウド v]\nhide\n\nwhen I receive [クラウドx v]\nshow\n\nwhen I receive [substart v]\nrepeat until <(start) = [1]>\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n wait until <not <touching (mouse-pointer v)?>>\n clear graphic effects\n end\nend\n\nwhen flag clicked\nbroadcast (substart v)\n\n@クラウド\n\nwhen flag clicked\nhide\n\nwhen I receive [substart v]\nset [クラウド用 v] to [0]\nswitch costume to (start v)\nset [start v] to [0]\ngo to x: (175) y: (-65)\nshow\nrepeat until <(start) = [1]>\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n wait until <not <touching (mouse-pointer v)?>>\n clear graphic effects\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nif <(start) = [1]> then\n\n@クラウド用\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [クラウド v]\ngo to [back v] layer\nshow\n\nwhen I receive [クラウドx v]\nhide\n\n@クラウド数字\n\nwhen flag clicked\nhide\n\nwhen I receive [クラウド v]\nクラウド用\n\nwhen I start as a clone\nshow\nwait until <(クラウド用) = [0]>\ndelete this clone\n\ndefine クラウド用\ngo to x: ((0) - ((5) * (length of (☁ world record)))) y: (0)\nset [クラウド文字用 v] to [1]\nrepeat (length of (☁ world record))\n switch costume to (letter (クラウド文字用) of (☁ world record))\n create clone of (_myself_ v)\n change x by (10)\n change [クラウド文字用 v] by (1)\nend\n\n@Follow\n\nwhen flag clicked\nset size to (50) %\nhide\n\nwhen I receive [intro start v]\nshow\n\nwhen I receive [intro end v]\nclear graphic effects\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\nwait (0.5) seconds\nbroadcast (text v)\n\nwhen [timer v] > (0)\nhide\n\n@time text\n\ndefine 数字表示\nset size to (50) %\ngo to x: (-120) y: (150)\nset [i v] to (length of [time])\nrepeat (length of [time])\n switch costume to (join (stage\(japan\)) (letter (i) of [time]))\n create clone of (_myself_ v)\n change x by (-30)\n change [i v] by (-1)\nend\nchange x by (30)\nset [i v] to (length of (time))\ngo to x: ((-40) + ((8) * (length of (time)))) y: (150)\nrepeat (length of (time))\n switch costume to (join (stage\(japan\)) (letter (i) of (time)))\n create clone of (_myself_ v)\n change x by (-30)\n change [i v] by (-1)\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [start v]\nset [time v] to [0]\nhide\n数字表示\nrepeat until <([costume # v] of [地形 v]) = [31]>\n wait (1) seconds\n change [time v] by (1)\n broadcast (text X v)\n 数字表示\nend\n\nwhen I receive [text x v]\ngo [backward v] (1) layers\ndelete this clone\n\ndefine 数字表示(world)\nset size to (50) %\ngo to x: (-90) y: (100)\nset [i v] to (length of [world])\nrepeat (length of [world])\n switch costume to (join (stage\(japan\)) (letter (i) of [world]))\n create clone of (_myself_ v)\n change x by (-30)\n change [i v] by (-1)\nend\nchange x by (30)\nset [i v] to (length of (☁ world record))\ngo to x: ((0) + ((8) * (length of (time)))) y: (100)\nrepeat (length of (☁ world record))\n switch costume to (join (stage\(japan\)) (letter (i) of (☁ world record)))\n create clone of (_myself_ v)\n change x by (-30)\n change [i v] by (-1)\nend\n\nwhen I receive [endend v]\nbroadcast (text X v)\n数字表示\nif <<(time) < [50]> or <(☁ world record) = [0]>> then\n set [☁ world record v] to (time)\n 数字表示(world)\nelse\n 数字表示(world)\nend\n\n@音楽on/off\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [start v]\nset size to (40) %\ngo to x: (-215) y: (-155)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (25)\n wait until <not <touching (mouse-pointer v)?>>\n clear graphic effects\n end\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n switch costume to (コスチューム2 v)\n broadcast (music v)\nelse\n switch costume to (コスチューム1 v)\n broadcast (music v)\nend\n\nwhen [m v] key pressed\nif <(costume [number v]) = [1]> then\n switch costume to (コスチューム2 v)\n broadcast (music v)\nelse\n switch costume to (コスチューム1 v)\n broadcast (music v)\nend\n\n@音楽on/off3\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [start v]\nset size to (40) %\ngo to x: (-170) y: (-155)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (25)\n wait until <not <touching (mouse-pointer v)?>>\n clear graphic effects\n end\nend\n\nwhen this sprite clicked\nbroadcast (respawn v)\n\nwhen [r v] key pressed\nbroadcast (respawn v)\n\n@cooltext361727880070229\n\nwhen flag clicked\ngo to x: (0) y: (125)\nhide\n\nwhen [timer v] > (0)\ngo to [front v] layer\nshow\nswitch costume to (cool text - thank you for playng 362095844823259 v)\n\n@スプライト1\n\nwhen flag clicked\nshow list [リンク v]\nhide\n\nwhen [timer v] > (0)\ngo to [front v] layer\nshow\ngo to x: (110) y: (-25)\ndelete all of [リンク v]\nadd [https://scratch.mit.edu/projects/412393133/] to [リンク v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <not <touching (mouse-pointer v)?>>\n hide list [リンク v]\n end\n show list [リンク v]\n end\nend\n\n
矢印キーで操作します。\nOperate with the arrow keys.\n敵スライムの仕掛けと、タイムの仕掛けをすごく頑張りました!\nI did my best to tackle the enemy slime and the time!\n      ・・\nプログラムは全て自作です。\n...\nAll programs are self-made.
Platformer
@Stage\n\nwhen flag clicked\nhide variable [jump v]\nhide variable [speed v]\nhide variable [xz v]\nhide variable [yz v]\nhide variable [復活x v]\nhide variable [復活y v]\nhide variable [変数 v]\nswitch backdrop to (level 1 v)\nforever\n if <<[1] < (current [dayofweek v])> and <(current [dayofweek v]) < [4]>> then\n play sound [8-bit_Aggressive v] until done\n else\n play sound [TheFatRat - Time Lapse v] until done\n end\nend\n\nwhen I receive [goal v]\nswitch backdrop to (goal v)\n\nwhen I receive [stage 2 v]\nswitch backdrop to (level 2 v)\n\nwhen I receive [stage 3 v]\nswitch backdrop to (level 3 v)\n\n@logo\n\nwhen flag clicked\npoint in direction (90)\nturn left (15) degrees\nforever\n repeat (13)\n turn right (2) degrees\n end\n repeat (4)\n turn right (1) degrees\n end\n repeat (13)\n turn left (2) degrees\n end\n repeat (4)\n turn left (1) degrees\n end\nend\n\n@satge\n\nwhen flag clicked\nswitch costume to (stage 1 v)\nshow\nhide variable [タイム v]\nset [タイム v] to [0]\nset [jump v] to [-13]\nset [speed v] to [1]\nset [speed v] to [1]\nset [xz v] to [0]\nset [yz v] to [0]\nset [復活x v] to [555]\nset [復活y v] to [206]\ngo to x: (復活x) y: (復活y)\nforever\n if <key (right arrow v) pressed?> then\n set [xz v] to ((Xz) - (speed))\n end\n if <key (left arrow v) pressed?> then\n set [xz v] to ((Xz) + (speed))\n end\n set [xz v] to ((Xz) * (0.9))\n change x by (Xz)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change x by ((Xz) * (-1))\n set y to ((y position) + (5))\n set [xz v] to [0]\n if <key (up arrow v) pressed?> then\n if <key (right arrow v) pressed?> then\n if <(Xz) < [0]> then\n set [xz v] to [-6]\n else\n set [xz v] to [6]\n end\n else\n if <(Xz) < [0]> then\n set [xz v] to [6]\n else\n set [xz v] to [-6]\n end\n end\n set [yz v] to [-13]\n else\n set [xz v] to [0]\n end\n end\n end\n end\n end\n end\n end\n set y to ((y position) + (1))\n if <key (up arrow v) pressed?> then\n if <touching (player v)?> then\n set [yz v] to (jump)\n end\n end\n set y to ((y position) - (1))\n set [yz v] to ((Yz) + (1))\n change y by (Yz)\n if <touching (player v)?> then\n change y by ((Yz) * (-1))\n set [yz v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(y position) > [450]> then\n go to x: (復活x) y: (復活y)\n end\nend\n\nwhen I receive [goal v]\ngo to x: (復活x) y: (復活y)\nswitch costume to (goal v)\n\nwhen I receive [stage 2 v]\ngo to x: (復活x) y: (復活y)\nswitch costume to (stage 2 v)\n\nwhen I receive [lava v]\ngo to x: (復活x) y: (復活y)\n\nwhen I receive [stage 3 v]\ngo to x: (復活x) y: (復活y)\nswitch costume to (stage 3 v)\n\nset [jump v] to [-13]\nset [speed v] to [1]\n\nif <touching (player v)?> then\n set [yz v] to (jump)\nend\n\n@player\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [Level 1]> then\n if <touching (goal v)?> then\n broadcast (stage 2 v)\n broadcast (画面切り替え 1 v)\n play sound [Collect v] until done\n wait until <not <touching (goal v)?>>\n end\n end\n if <(backdrop [name v]) = [Level 2]> then\n if <touching (goal v)?> then\n broadcast (stage 3 v)\n broadcast (画面切り替え 2 v)\n play sound [Collect v] until done\n wait until <not <touching (goal v)?>>\n end\n end\n if <(backdrop [name v]) = [Level 3]> then\n if <touching (goal v)?> then\n broadcast (goal v)\n broadcast (画面切り替え 3 v)\n play sound [Collect v] until done\n wait until <not <touching (goal v)?>>\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [Level 2]> then\n if <touching (lava v)?> then\n broadcast (lava v)\n start sound [Disconnect2 v]\n end\n wait until <not <touching (lava v)?>>\n end\n if <(backdrop [name v]) = [Level 3]> then\n if <touching (lava v)?> then\n broadcast (lava v)\n start sound [Disconnect2 v]\n end\n wait until <not <touching (lava v)?>>\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\n if <key (down arrow v) pressed?> then\n switch costume to (コスチューム1 v)\n else\n switch costume to (player v)\n end\nend\n\n@goal\n\nwhen flag clicked\nshow\nset [speed v] to [1]\nset [xz v] to [0]\nset [yz v] to [0]\nset [復活x v] to [555]\nset [復活y v] to [206]\ngo to x: (復活x) y: (復活y)\nforever\n go to (satge v)\nend\n\nwhen flag clicked\nforever\n if <(y position) > [450]> then\n go to x: (復活x) y: (復活y)\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [goal]> then\n hide\n else\n if <(backdrop [name v]) = [Level 3]> then\n if <<(y position) > [-63]> or <[280] > (x position)>> then\n hide\n else\n show\n end\n else\n if <<(y position) > [50]> or <(x position) > [-170]>> then\n hide\n else\n show\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [Level 3]> then\n switch costume to (goal 3 v)\n else\n switch costume to (goal v)\n end\nend\n\n@lava\n\ngo to x: (復活x) y: (復活y)\n\nwhen flag clicked\nforever\n if <<(backdrop [name v]) = [goal]> or <(backdrop [name v]) = [Level 1]>> then\n hide\n else\n \n hide\n else\n show\n end\n end\nend\n\nwhen flag clicked\nshow\nset [speed v] to [1]\nset [xz v] to [0]\nset [yz v] to [0]\nset [復活x v] to [555]\nset [復活y v] to [206]\ngo to x: (復活x) y: (復活y)\nforever\n go to (satge v)\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [level 2]> then\n switch costume to (stage 2 v)\n end\n if <(backdrop [name v]) = [level 3]> then\n switch costume to (stage 3 v)\n end\nend\n\n@stage(demo)\n\n@lava(demo)\n\n@スプライト1\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nset [☁ 10 v] to (username)\nforever\n change [ghost v] effect by (12)\n wait (0.1) seconds\nend\n\nwhen flag clicked\nforever\n repeat (10)\n change [pixelate v] effect by (5)\n end\nend\n\n@スプライト2\n\nwhen I receive [画面切り替え 1 v]\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\n@time 十の位\n\nwhen flag clicked\nswitch costume to (0 v)\nhide variable [タイム v]\nset [タイム v] to [0]\n\nwhen flag clicked\nforever\n go to x: (212) y: (157)\nend\n\nwhen flag clicked\nforever\n set [タイムy座標 v] to (y position)\nend\n\nwhen flag clicked\nforever\n wait (10) seconds\n next costume\nend\n\n@time 十の位2\n\nwhen flag clicked\nswitch costume to (0 v)\nhide variable [タイム v]\nset [タイム v] to [0]\n\nwhen flag clicked\nforever\n set x to ((212) + (19))\nend\n\nwhen flag clicked\nforever\n set y to (タイムy座標)\nend\n\nwhen flag clicked\nforever\n wait (1) seconds\n next costume\nend\n\n
基本は十字キーで操作します。\n↑ ジャンプ\n← 左に行く\n→ 右に行く\n↓ しゃがむ\nまだレベルは少ないですが、これからも増やしていきます!
The Avengers, A Platformer.
@Stage\n\nwhen I receive [load save code v]\nask [Uploading or saving? type u to upload and s to save \(type something else to exit\)] and wait\nif <<(answer) = [u]> or <(answer) = [s]>> then\n if <(answer) = [u]> then\n ask [Please paste code in:] and wait\n reset letters\n cleared to pass (answer)\n Analyze (answer) <not <(item (1) of [illegal save letters v]) = [bad save]>>\n else\n create save code\n wait until <key (space v) pressed?>\n show list [your save code, triple click it and press ctrl+c to copy it. \(press space to hide\) v]\n end\nend\n\ndefine Analyze (code) <code?>\nif <code?> then\n delete all of [save components v]\n repeat (12)\n add [0] to [save components v]\n end\n set [analyze1 v] to [1]\n repeat until <not <(letter (analyze1) of (code)) = [1]>>\n replace item (1) of [save components v] with ((item (1) of [save components v]) + (1))\n change [analyze1 v] by (1)\n end\n change [analyze1 v] by (1)\n repeat until <not <(letter (analyze1) of (code)) = [1]>>\n replace item (2) of [save components v] with ((item (2) of [save components v]) + (1))\n change [analyze1 v] by (1)\n end\n change [analyze1 v] by (1)\n set [analyze2 v] to [3]\n repeat (10)\n if <(letter (analyze1) of (code)) = [1]> then\n replace item (analyze2) of [save components v] with [1]\n else\n replace item (analyze2) of [save components v] with [0]\n end\n change [analyze1 v] by (1)\n change [analyze2 v] by (1)\n end\n set [chapters unlocked v] to (item (1) of [save components v])\n delete all of [levels unlocked per chapter v]\n repeat ((item (1) of [save components v]) - (1))\n add [5] to [levels unlocked per chapter v]\n end\n add (item (2) of [save components v]) to [levels unlocked per chapter v]\n repeat (10)\n add [0] to [levels unlocked per chapter v]\n end\n set [analyze1 v] to [1]\n repeat (10)\n replace item (analyze1) of [achievements v] with (letter ((((item (1) of [save components v]) + (item (2) of [save components v])) + (2)) + (analyze1)) of (code))\n change [analyze1 v] by (1)\n end\n set [boss unlocked? v] to (letter (length of (code)) of (code))\nend\n\nwhen flag clicked\nset [3 v] to [1]\nreset letters\n\ndefine reset letters\nset [letters v] to [ ◻abcdefghijklmnopqrstuvwxyz23456789!@#$%^&*\(\)-+=_\[\]"'./?:,ABCDEFGHIJKLMNOPQRSTUVWXYZ<>¬\;]\ndelete all of [illegal save letters v]\nset [analyze1 v] to [1]\nrepeat (length of (letters))\n add (letter (analyze1) of (letters)) to [illegal save letters v]\n change [analyze1 v] by (1)\nend\n\ndefine cleared to pass (hmm)\nset [analyze1 v] to [1]\nrepeat (length of (hmm))\n if <[illegal save letters v] contains (letter (analyze1) of (hmm))?> then\n replace item (1) of [illegal save letters v] with [bad save]\n end\n change [analyze1 v] by (1)\nend\n\ndefine create save code\nhide variable [save code v]\nset [save code v] to []\nrepeat (chapters unlocked)\n set [save code v] to (join (save code) [1])\nend\nset [save code v] to (join (save code) [0])\nrepeat (item (chapters unlocked) of [levels unlocked per chapter v])\n set [save code v] to (join (save code) [1])\nend\nset [save code v] to (join (save code) [0])\nset [analyze1 v] to [1]\nrepeat (10)\n set [save code v] to (join (save code) (item (analyze1) of [achievements v]))\n change [analyze1 v] by (1)\nend\nif <(boss unlocked?) = [1]> then\n set [save code v] to (join (save code) [1])\nelse\n set [save code v] to (join (save code) [0])\nend\ndelete all of [your save code, triple click it and press ctrl+c to copy it. \(press space to hide\) v]\nadd (save code) to [your save code, triple click it and press ctrl+c to copy it. \(press space to hide\) v]\nhide list [your save code, triple click it and press ctrl+c to copy it. \(press space to hide\) v]\n\nwhen I receive [start v]\nif <(3) = [1]> then\n set [3 v] to [0]\n broadcast (3 v)\nend\n\nwhen I receive [3 v]\nforever\n play sound [The Avengers Theme Song v] until done\n play sound [Alan Silvestri - Portals \(From Avengers Endgame Audio Only\) v] until done\nend\n\nwhen I receive [start v]\nshow list [your save code, triple click it and press ctrl+c to copy it. \(press space to hide\) v]\n\nwhen I receive [menu v]\nshow list [your save code, triple click it and press ctrl+c to copy it. \(press space to hide\) v]\n\nwhen flag clicked\nshow list [your save code, triple click it and press ctrl+c to copy it. \(press space to hide\) v]\n\n@Intro1\n\nwhen flag clicked\npoint in direction (90)\nrepeat (12)\n turn left (30) degrees\nend\n\nwhen flag clicked\ngo to x: (223) y: (0)\nrepeat (12)\n glide (.3) secs to x: (0) y: (0)\nend\n\nwhen flag clicked\nset [times dead v] to [0]\nset [levels passed without death v] to [0]\nshow\nreset timer\nset [button color v] to [0]\nset size to (100) %\nwait (.45) seconds\nbroadcast (1 v)\nrepeat (10)\n change [button color v] by (1)\n change size by (button color)\nend\nrepeat until <(timer) > [4]>\n repeat (20)\n change [button color v] by (-1)\n change size by (button color)\n end\n repeat (20)\n change [button color v] by (1)\n change size by (button color)\n end\nend\nbroadcast (2 v)\n\nwhen I start as a clone\nrepeat (50)\n change size by (5)\n change [ghost v] effect by (2)\nend\ndelete this clone\n\nwhen flag clicked\nset size to (100) %\nwait (.45) seconds\nrepeat until <(timer) > [4]>\n create clone of (_myself_ v)\n wait (0.6) seconds\nend\n\nwhen flag clicked\nset volume to (100) %\nreset timer\nset [button color v] to [0]\nset size to (100) %\nwait (.45) seconds\nstart sound [Jackpot! The fat rat2 v]\nwait until <(timer) > [9.5]>\nrepeat (16)\n change volume by (-5)\nend\nrepeat (20)\n change volume by (-1)\nend\nstop all sounds\nbroadcast (Start v)\n\nwhen flag clicked\nerase all\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\ndelete this clone\n\nset [everything unlocked code: v] to [1111111111011111011111111111]\n\nwhen I receive [start v]\nset [#playing v] to [0]\n\nwhen I receive [level setup v]\nset [#playing v] to [1]\n\nwhen I receive [start2 v]\nset [#playing v] to [0]\n\n@Intro2\n\nwhen flag clicked\npoint in direction (90)\nrepeat (12)\n turn left (30) degrees\nend\n\nwhen flag clicked\nset size to (0) %\ngo to x: (0) y: (0)\nrepeat (12)\n change size by (8.333)\nend\n\nwhen flag clicked\nshow\nwait (.45) seconds\nrepeat until <(timer) > [4]>\n repeat (10)\n change size by (3)\n end\n repeat (10)\n change size by (-3)\n end\nend\nset size to (150) %\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\ndelete this clone\n\n@Intro3\n\nwhen flag clicked\nset size to (300) %\ngo to x: (0) y: (0)\npoint in direction (75)\nhide\nrepeat (10)\n create clone of (_myself_ v)\n turn left (15) degrees\nend\n\nwhen I receive [2 v]\nset [momentum v] to (pick random (10) to (15))\nset [yv v] to (pick random (2) to (3))\nchange size by (pick random (-150) to (0))\nchange [brightness v] effect by (pick random (-20) to (20))\nturn right (pick random (-10) to (10)) degrees\nshow\nrepeat until <touching (_edge_ v)?>\n go to [back v] layer\n move (Momentum) steps\n change y by (Yv)\n change [yv v] by (-0.4)\n set [momentum v] to ((Momentum) * (0.95))\nend\nhide\ndelete this clone\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\ndelete this clone\n\n@Intro4\n\nwhen flag clicked\npoint in direction (90)\nrepeat (12)\n turn left (30) degrees\nend\n\nwhen flag clicked\nshow\ngo to x: (0) y: (-300)\nglide (.3) secs to x: (0) y: (0)\n\nwhen flag clicked\nset size to (100) %\nwait (.45) seconds\nrepeat (10)\n change size by (6)\nend\nrepeat until <(timer) > [4]>\n repeat (10)\n change size by (-6)\n end\n repeat (10)\n change size by (6)\n end\nend\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\ndelete this clone\n\n@Main Logo\n\nwhen I receive [start v]\npoint in direction (90)\nswitch costume to (the-avengers-icons-emblem-png-logo-14 v)\ngo to x: (0) y: (-273)\nset size to (1) %\nshow\nset [ghost v] effect to (0)\nset [logo rotation v] to [0]\nset [logo yv v] to [25]\nrepeat (35)\n change y by (logo yv)\n change [logo yv v] by (-1)\nend\nreset timer\nrepeat (10)\n change size by (logo rotation)\n change x by (logo rotation)\n change [logo rotation v] by (0.125)\n point in direction ((([sin v] of ((timer) * (100)) ) * (25)) + (90))\nend\nforever\n repeat (20)\n change size by (logo rotation)\n change x by ((logo rotation) * (2))\n change [logo rotation v] by (-0.125)\n point in direction ((([sin v] of ((timer) * (100)) ) * (25)) + (90))\n end\n repeat (20)\n change size by (logo rotation)\n change x by ((logo rotation) * (2))\n change [logo rotation v] by (0.125)\n point in direction ((([sin v] of ((timer) * (100)) ) * (25)) + (90))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nrepeat (35)\n change size by (1.5)\nend\nforever\n set [ghost v] effect to (50)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat ((size) / (2))\n change size by (-2)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\npoint in direction ((([sin v] of ((timer) * (100)) ) * (25)) + (90))\n\nwhen I receive [clean-up v]\nstop [other scripts in sprite v]\nhide\nrepeat (50)\n delete this clone\nend\n\nwhen I receive [start v]\nrepeat (10)\n show\nend\n\n@secondary logo\n\nwhen I receive [start2 v]\nrepeat (35)\n change size by (7)\nend\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nbroadcast (Start2 v)\nclone\nswitch costume to (play v)\npoint in direction (90)\ngo to x: (0) y: (-273)\nset size to (1) %\nshow\nset [logo 2 yv v] to [15]\nrepeat (35)\n change y by (logo 2 yv)\n change [logo 2 yv v] by (-0.72)\nend\nforever\n point in direction ((([sin v] of ((timer) * (100)) ) * (5)) + (90))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (clean-up v)\n broadcast (menu v)\n end\n if <touching (mouse-pointer v)?> then\n set size to (300) %\n set [ghost v] effect to (10)\n else\n set [ghost v] effect to (0)\n set size to (269) %\n end\nend\n\nwhen flag clicked\nAchievement setup\nhide\n\ndefine clone\nswitch costume to (save v)\npoint in direction (90)\ngo to x: (-100) y: (-273)\nset size to (1) %\nshow\nset [logo 2 yv v] to [15]\ncreate clone of (_myself_ v)\nswitch costume to (achieve v)\npoint in direction (90)\ngo to x: (100) y: (-273)\nset size to (1) %\nshow\nset [logo 2 yv v] to [15]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset y to (-90)\nwait (1.25) seconds\nforever\n point in direction ((([sin v] of ((timer) * (100)) ) * (-5)) + (90))\n if <touching (mouse-pointer v)?> then\n set size to (230) %\n set [ghost v] effect to (10)\n else\n set [ghost v] effect to (0)\n set size to (200) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(costume [name v]) = [save]> then\n broadcast (load save code v)\n else\n broadcast (clean-up v)\n broadcast (Achievements v)\n end\n wait until <not <mouse down?>>\n end\nend\n\nwhen I start as a clone\nrepeat (35)\n change size by (5)\nend\nset [size v] to (size)\n\nwhen I receive [clean-up v]\nhide\nrepeat (50)\n delete this clone\nend\nstop [other scripts in sprite v]\nstop [this script v]\n\ndefine Achievement setup\ndelete all of [achievements v]\nrepeat (10)\n add [0] to [achievements v]\nend\n\n@level selector\n\nwhen I start as a clone\nif <(menu selection) = [ch]> then\n switch costume to (id)\n set size to (400) %\n show\n repeat until <[-5] > (button yv)>\n if <<(chapters unlocked) = (id)> or <(id) < (chapters unlocked)>> then\n set [color v] effect to ((button color) + (id))\n else\n set [color v] effect to ((1) / (0))\n end\n change [button yv v] by (-1)\n change y by (button yv)\n end\n set [button yv v] to [-0.8]\n forever\n repeat (8)\n if <<(chapters unlocked) = (id)> or <(id) < (chapters unlocked)>> then\n set [color v] effect to ((button color) + (id))\n else\n set [color v] effect to ((1) / (0))\n end\n change [button yv v] by (0.2)\n change y by (button yv)\n end\n repeat (8)\n if <<(chapters unlocked) = (id)> or <(id) < (chapters unlocked)>> then\n set [color v] effect to ((button color) + (id))\n else\n set [color v] effect to ((1) / (0))\n end\n change [button yv v] by (-0.2)\n change y by (button yv)\n end\n end\nelse\n switch costume to (id)\n set size to (400) %\n show\n repeat until <[-5] > (button yv)>\n if <<(item (selected ch) of [levels unlocked per chapter v]) = (id)> or <(id) < (item (selected ch) of [levels unlocked per chapter v])>> then\n set [color v] effect to ((button color) + (id))\n else\n set [color v] effect to ((1) / (0))\n end\n change [button yv v] by (-1)\n change y by (button yv)\n end\n set [button yv v] to [-0.8]\n forever\n repeat (8)\n if <<(item (selected ch) of [levels unlocked per chapter v]) = (id)> or <(id) < (item (selected ch) of [levels unlocked per chapter v])>> then\n set [color v] effect to ((button color) + (id))\n else\n set [color v] effect to ((1) / (0))\n end\n change [button yv v] by (0.2)\n change y by (button yv)\n end\n repeat (8)\n if <<(item (selected ch) of [levels unlocked per chapter v]) = (id)> or <(id) < (item (selected ch) of [levels unlocked per chapter v])>> then\n set [color v] effect to ((button color) + (id))\n else\n set [color v] effect to ((1) / (0))\n end\n change [button yv v] by (-0.2)\n change y by (button yv)\n end\n end\nend\n\nwhen this sprite clicked\nif <[21] = (costume [number v])> then\n broadcast (setup from menu v)\n set [selected ch v] to [7]\n set [selected lvl v] to [1]\n broadcast (level setup v)\n broadcast (final battle v)\nelse\n if <(menu selection) = [ch]> then\n if <<(chapters unlocked) = (id)> or <(id) < (chapters unlocked)>> then\n set [selected ch v] to (id)\n broadcast (menu 2 v)\n end\n else\n if <<(item (selected ch) of [levels unlocked per chapter v]) = (id)> or <(id) < (item (selected ch) of [levels unlocked per chapter v])>> then\n set [selected lvl v] to (id)\n broadcast (setup from menu v)\n if <<(selected lvl) = [5]> and <<(selected ch) = [2]> or <<(selected ch) = [4]> or <<(selected ch) = [6]> or <<(selected ch) = [8]> or <(selected ch) = [10]>>>>>> then\n set [entrance v] to [1]\n wait (2.5) seconds\n broadcast (boss enter v)\n wait until <(entrance) = [0]>\n end\n broadcast (level setup v)\n end\n end\nend\n\nwhen I receive [menu v]\nset [menu selection v] to [ch]\nhide\nset [button color v] to [0]\ngo to x: (-205) y: (-180)\nset [button yv v] to [23]\nset [id v] to [1]\nset [m1 v] to [-5]\nhide\nset [button color v] to [165]\nswitch costume to (costume12 v)\nrepeat (5)\n create clone of (_myself_ v)\n change [id v] by (1)\n change x by (79)\nend\ncreate clone of (_myself_ v)\nchange [id v] by (1)\nset [id v] to [99]\nchange [button yv v] by (m1)\nset x to (-197)\nchange [m1 v] by (-0.5)\nclear graphic effects\nif <(boss unlocked?) = [1]> then\n set [color v] effect to (165)\n broadcast (level select boss v)\n go to x: (0) y: (-130)\n show\n set [ghost v] effect to (100)\n wait (2) seconds\n repeat (4)\n change [ghost v] effect by (-25)\n end\n forever\n point in direction (([sin v] of ((timer) * (250)) ) + (90))\n if <touching (mouse-pointer v)?> then\n set size to (260) %\n set [ghost v] effect to (10)\n else\n set [ghost v] effect to (0)\n set size to (250) %\n end\n set [color v] effect to (button color)\n end\nend\nforever\n repeat (20)\n change [button color v] by (1)\n end\n repeat (20)\n change [button color v] by (-1)\n end\nend\n\nwhen I receive [menu 2 v]\nhide\nstop [other scripts in sprite v]\nif <(id) = [99]> then\n hide\n set [menu selection v] to [lvl]\n set [button color v] to [0]\n level setup\n set [button color v] to [165]\n forever\n clear graphic effects\n repeat (20)\n change [button color v] by (1)\n end\n repeat (20)\n change [button color v] by (-1)\n end\n end\nelse\n delete this clone\nend\n\ndefine level setup\ngo to x: (-188) y: (150)\nswitch costume to ((selected ch) + (10))\nset size to (300) %\ngo to [front v] layer\nstamp\ngo to x: (-188) y: (-180)\nset [button yv v] to [21.5]\nset [id v] to [1]\nrepeat (4)\n create clone of (_myself_ v)\n change [id v] by (1)\n change x by (90)\nend\ncreate clone of (_myself_ v)\nchange [id v] by (1)\npoint in direction (90)\ngo to x: (-188) y: (150)\nswitch costume to ((selected ch) + (10))\nset size to (250) %\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide\nset [boss unlocked? v] to [0]\nset [chapters unlocked v] to [1]\ndelete all of [levels unlocked per chapter v]\nadd [1] to [levels unlocked per chapter v]\nrepeat (9)\n add [0] to [levels unlocked per chapter v]\nend\n\nwhen I receive [menu v]\nerase all\nforever\n delete this clone\nend\n\nwhen I start as a clone\nforever\n point in direction (([sin v] of ((timer) * (250)) ) + (90))\n if <touching (mouse-pointer v)?> then\n set size to (450) %\n set [ghost v] effect to (10)\n else\n set [ghost v] effect to (0)\n set size to (400) %\n end\nend\n\nwhen I receive [start v]\nhide\nerase all\nrepeat (4)\n delete this clone\nend\nstop [other scripts in sprite v]\n\nwhen I receive [level select boss v]\nif <(id) = [99]> then\n forever\n repeat (20)\n change [button color v] by (1)\n end\n repeat (20)\n change [button color v] by (-1)\n end\n end\nend\n\nwhen I receive [level setup v]\nset [level # v] to ((((selected ch) - (1)) * (5)) + (selected lvl))\nwait (0.2) seconds\nwait until <(loading y) = [0]>\nhide\nerase all\nrepeat (4)\n delete this clone\nend\nstop [other scripts in sprite v]\n\n@acheivements\n\nwhen I start as a clone\nswitch costume to (id)\nset size to (300) %\nshow\nrepeat until <[-5] > (button yv)>\n if <(item (id) of [achievements v]) = [1]> then\n set [color v] effect to ((button color) + (id))\n set [brightness v] effect to (0)\n else\n set [color v] effect to ((button color) + (id))\n set [brightness v] effect to (-60)\n end\n change [button yv v] by (-1)\n change y by (button yv)\nend\nset [button yv v] to [-0.8]\nforever\n if <(item (id) of [achievements v]) = [1]> then\n set [color v] effect to ((button color) + (id))\n set [brightness v] effect to (0)\n else\n set [color v] effect to ((button color) + (id))\n set [brightness v] effect to (-60)\n end\nend\n\nwhen I receive [achievements v]\nset [acheive v] to [1]\ngo to x: (-150) y: (-180)\nset [button yv v] to [26]\nset [id v] to [1]\nset [m1 v] to [-2]\nhide\nrepeat (5)\n create clone of (_myself_ v)\n change [id v] by (1)\n change x by (300)\n create clone of (_myself_ v)\n change [id v] by (1)\n change [button yv v] by (m1)\n change [m1 v] by (-0.4)\n set x to (-150)\nend\nset [button color v] to [175]\nforever\n repeat (20)\n change [button color v] by (1)\n end\n repeat (20)\n change [button color v] by (-1)\n end\nend\n\nwhen I receive [start v]\nhide\nrepeat (2)\n delete this clone\nend\nstop [other scripts in sprite v]\n\ndefine State Farms\nif <(acheive) = [1]> then\n go to [front v] layer\n set [flashcard id v] to (id)\n set [x v] to (x position)\n set [y v] to (y position)\n broadcast (flashcard grow v)\n glide (1) secs to x: (8) y: (0)\n wait until <not <mouse down?>>\n wait until <mouse down?>\n glide (1) secs to x: (x) y: (y)\nend\n\nset size to (1400) %\n\nwhen I receive [flashcard grow v]\nif <(id) = (flashcard id)> then\n set [acheive v] to [0]\n repeat (15)\n change size by (((1950) - (size)) / (30))\n change [pixelate v] effect by (3)\n end\n switch costume to ((id) + (10))\n repeat (15)\n change size by (((1950) - (size)) / (30))\n change [pixelate v] effect by (-3)\n end\n wait until <not <mouse down?>>\n wait until <mouse down?>\n repeat (15)\n change size by (((size) - (1950)) / (30))\n change [pixelate v] effect by (3)\n end\n switch costume to (id)\n repeat (15)\n change size by (((size) - (1950)) / (30))\n change [pixelate v] effect by (-3)\n end\n set [acheive v] to [1]\nend\n\nwhen I start as a clone\nwait until <not <mouse down?>>\nforever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n State Farms\n end\n set [pixelate v] effect to (0)\n set size to (350) %\n else\n set [ghost v] effect to (0)\n set size to (300) %\n set [pixelate v] effect to (0)\n end\nend\n\nwhen I receive [level start v]\nhide\nstop [other scripts in sprite v]\nif <(chapters unlocked) = [2]> then\n unlock [1]\n unlock [5]\nend\nif <(chapters unlocked) = [4]> then\n unlock [2]\nend\nif <(chapters unlocked) = [7]> then\n unlock [3]\nend\nif <(chapters unlocked) = [3]> then\n unlock [4]\nend\nif <(chapters unlocked) = [4]> then\n unlock [6]\nend\nif <(levels passed without death) = [5]> then\n unlock [9]\nend\nif <(Achievements) = [1111111110]> then\n unlock [10]\nend\n\ndefine unlock (#)\ngo to [front v] layer\nif <(item (#) of [achievements v]) = [0]> then\n clear graphic effects\n set size to (600) %\n show\n replace item (#) of [achievements v] with [1]\n switch costume to (costume21 v)\n go to x: (0) y: (200)\n switch costume to (#)\n glide (1) secs to x: (0) y: (120)\n wait (3) seconds\n repeat (10)\n change [pixelate v] effect by (4)\n go to [front v] layer\n end\n switch costume to ((#) + (10))\n repeat (10)\n go to [front v] layer\n change [pixelate v] effect by (-4)\n go to [front v] layer\n end\n wait (3) seconds\n repeat (25)\n change [ghost v] effect by (4)\n go to [front v] layer\n end\n hide\n clear graphic effects\nend\n\nwhen I receive [ahhh you win! v]\nunlock [8]\n\nwhen I receive [menu v]\n\nwhen I receive [level start v]\nforever\n if <(times dead) = [20]> then\n unlock [7]\n end\nend\n\nhide\nstop [other scripts in sprite v]\n\n@Home button\n\nwhen flag clicked\nhide\ngo to x: (-214) y: (-154)\nforever\n go to [front v] layer\nend\n\nwhen I receive [achievements v]\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (40)\n change [ghost v] effect by (-2.5)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set size to (140) %\n else\n set size to (120) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (Start v)\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [menu v]\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (40)\n change [ghost v] effect by (-2.5)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set size to (140) %\n else\n set size to (120) %\n end\nend\n\nwhen I receive [level setup v]\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (40)\n change [ghost v] effect by (-2.5)\nend\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set size to (140) %\n else\n set size to (120) %\n end\nend\n\n@load from menu\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [menu v]\ngo to x: (0) y: (0)\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [setup from menu v]\nclear graphic effects\nshow\nswitch costume to (costume6 v)\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [loading y v] to [150]\ncreate clone of (_myself_ v)\nrepeat until <(loading y) = [0]>\n go to [front v] layer\n change [loading y v] by (-5)\n set y to (loading y)\nend\nset y to (loading y)\nswitch costume to (costume1 v)\nshow\nrepeat (pick random (1) to (2))\n wait (0.5) seconds\n switch costume to (costume1 v)\n repeat (2)\n wait (0.5) seconds\n next costume\n end\nend\nbroadcast (level start v)\nhide\n\nwait (0.5) seconds\n\nwhen I start as a clone\nshow\nswitch costume to (costume4 v)\nrepeat until <(loading y) = [0]>\n go to [front v] layer\n set y to ((loading y) * (-1))\nend\nset y to ((loading y) * (-1))\nwait (0.1) seconds\ndelete this clone\n\nwhen I receive [level setup v]\nwait (3) seconds\n\n@decor/ speech\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [level setup v]\nwait (0.2) seconds\nwait until <(loading y) = [0]>\ngo to [back v] layer\ngo to x: (0) y: (0)\nswitch costume to (level #)\nshow\n\nwhen I receive [menu v]\ngo to x: (0) y: (0)\nhide\n\n@ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start v]\nclear graphic effects\ngo to x: (0) y: (0)\nhide\ndelete this clone\n\nwhen I receive [level setup v]\nclear graphic effects\ngo to [back v] layer\nwait (0.2) seconds\nwait until <(loading y) = [0]>\ngo to x: (0) y: (0)\nswitch costume to (level #)\nshow\n\nwhen I receive [menu v]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [stone v]\nif <(Selected Stone) = [4]> then\n set [#mind!!!!! v] to [1]\n set [reality v] to [1]\n clone at [-200] [-132]\n clone at [-100] [-66]\n clone at [0] [0]\n clone at [100] [66]\n wait (25) seconds\n set [reality v] to [0]\n set [#mind!!!!! v] to [0]\n wait (4) seconds\n set [next stone? v] to [0]\nelse\n if <(Selected Stone) = [6]> then\n switch costume to (costume31 v)\n set [reality v] to [1]\n clear graphic effects\n repeat (100)\n change [fisheye v] effect by (-1)\n change [whirl v] effect by (5)\n end\n wait (17) seconds\n repeat (100)\n change [whirl v] effect by (-5)\n change [fisheye v] effect by (1)\n end\n clear graphic effects\n set [reality v] to [0]\n wait (4) seconds\n set [next stone? v] to [0]\n end\nend\nswitch costume to (costume32 v)\n\nset [selected stone v] to [4]\nbroadcast (Stone v)\n\nwhen I start as a clone\nset [# v] to [1]\nrepeat until <(#) = [0]>\n set x to ((x) + (pick random (-2) to (2)))\nend\nset x to (x)\n\nwhen I start as a clone\nswitch costume to (costume33 v)\ngo to x: (x) y: (-999999)\nshow\nglide (((180) + (y)) / (100)) secs to x: (x) y: (y)\nset [# v] to [0]\nwait until <(#MIND!!!!!) = [0]>\ndelete this clone\n\ndefine clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nbroadcast (Start v)\n\nwhen I receive [stone v]\ndelete this clone\n\nwhen I receive [boss beat v]\nif <(selected ch) = [7]> then\n switch costume to (costume32 v)\nend\n\n@spikes/lava/whatever\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [menu v]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [level setup v]\nwait (0.2) seconds\nwait until <(loading y) = [0]>\ngo to x: (0) y: (0)\nswitch costume to (level #)\nshow\n\n@goal\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [menu v]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [level setup v]\ngo to [back v] layer\nwait (0.2) seconds\ngo [forward v] (1) layers\nhide\nwait until <(loading y) = [0]>\ngo to x: (item (level #) of [x's v]) y: (item (level #) of [y's v])\nif <<(selected lvl) < [5]> or <not <<(selected ch) = [2]> or <<(selected ch) = [4]> or <<(selected ch) = [6]> or <<(selected ch) = [7]> or <(selected ch) = [10]>>>>>>> then\n show\nend\nif <(selected ch) = [7]> then\n hide\nend\n\nadd (x position) to [x's v]\nadd (y position) to [y's v]\n\nwhen I receive [boss beat v]\nshow\n\nwhen I receive [restart v]\nif <(level #) = [24]> then\n hide\n wait (1) seconds\n repeat (20)\n go [backward v] (1) layers\n end\n show\nend\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nreplace item (18) of [x's v] with (x position)\nreplace item (18) of [y's v] with (y position)\n\n@hero\n\nwhen flag clicked\nhide variable [fuel v]\nhide\n\ndefine Iron man\nbroadcast (Iron Man v)\npen up\nswitch costume to (costume2 v)\ngo to x: (-178) y: (-140)\nshow\nset rotation style [left-right v]\nset [fuel v] to [100]\nset [yv v] to [0]\nshow variable [fuel v]\nset [xv v] to [0]\nforever\n if <(level #) = [20]> then\n set [fuel v] to [100]\n hide variable [fuel v]\n end\n change [yv v] by (-0.5)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-0.7)\n point in direction (-90)\n end\n set [xv v] to ((xv) * (0.9))\n change x by (xv)\n if <<touching (ground v)?> or <touching (box v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (box v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (box v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (box v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (box v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (box v)?>> then\n change x by ((xv) * (-1))\n change x by (0)\n change y by (-5)\n if <touching (null v)?> then\n change x by (10)\n end\n change x by (0)\n if <key (up arrow v) pressed?> then\n if <(xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (yv)\n if <<touching (ground v)?> or <touching (box v)?>> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching (spikes/lava/whatever v)?> or <touching (turrets v)?>> then\n set [levels passed without death v] to [0]\n change [times dead v] by (1)\n set [fuel v] to [100]\n broadcast (restart v)\n go to x: (-178) y: (-140)\n end\n if <touching (goal v)?> then\n set [times dead v] to [0]\n change [levels passed without death v] by (1)\n set [fuel v] to [100]\n broadcast (next level v)\n stop [this script v]\n end\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [yv v] to [10]\n else\n if <<(Fuel) > [0]> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n change [fuel v] by (-1)\n set [yv v] to [7]\n end\n end\n if <touching color (#003fff)?> then\n set [yv v] to [15]\n end\n change y by (1)\nend\n\nwhen I receive [level start v]\nset [#mind!!!!! v] to [0]\nset [time stop? v] to [0]\npick a hero\n\ndefine pick a hero\nswitch costume to (selected ch)\nif <(selected ch) = [1]> then\n Captain America\nelse\n if <(selected ch) = [2]> then\n the hulk\n else\n if <(selected ch) = [3]> then\n Scarlet Witch\n else\n if <(selected ch) = [4]> then\n Iron man\n else\n if <(selected ch) = [5]> then\n vision\n else\n if <(selected ch) = [6]> then\n Thor\n else\n if <(selected ch) = [7]> then\n Thor\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [start v]\nset [#playing v] to [0]\nhide variable [fuel v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [menu v]\nhide variable [fuel v]\nhide\nstop [other scripts in sprite v]\n\ndefine Captain America\nbroadcast (Captain America v)\nshow\ngo to x: (-178) y: (-140)\nset rotation style [left-right v]\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n change [yv v] by (-0.5)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-0.7)\n point in direction (-90)\n end\n set [xv v] to ((xv) * (0.9))\n change x by (xv)\n if <<touching (ground v)?> or <touching (shield v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (shield v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (shield v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (shield v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (shield v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (shield v)?>> then\n change x by ((xv) * (-1))\n change x by (-1)\n change y by (-5)\n if <touching (null v)?> then\n change x by (10)\n end\n change x by (1)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (yv)\n if <<touching (ground v)?> or <touching (shield v)?>> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching (spikes/lava/whatever v)?> or <touching (turrets v)?>> then\n set [levels passed without death v] to [0]\n change [times dead v] by (1)\n go to x: (-178) y: (-140)\n end\n if <touching (goal v)?> then\n set [times dead v] to [0]\n change [levels passed without death v] by (1)\n broadcast (next level v)\n stop [this script v]\n end\n if <<<touching (ground v)?> or <touching (shield v)?>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [yv v] to [10]\n end\n if <touching color (#003fff)?> then\n set [yv v] to [15]\n end\n change y by (1)\nend\n\ndefine the hulk\nbroadcast (The Hulk v)\nshow\ngo to x: (-178) y: (-140)\nset rotation style [left-right v]\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n change [yv v] by (-0.7)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-0.7)\n point in direction (-90)\n end\n set [xv v] to ((xv) * (0.9))\n change x by (xv)\n if <<touching (ground v)?> or <touching (box v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (box v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (box v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (box v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (box v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (box v)?>> then\n change x by ((xv) * (-1))\n change x by (0)\n change y by (-5)\n if <touching (null v)?> then\n change x by (10)\n end\n change x by (0)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (yv)\n if <<touching (ground v)?> or <touching (box v)?>> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching (spikes/lava/whatever v)?> or <touching (turrets v)?>> then\n change [times dead v] by (1)\n set [levels passed without death v] to [0]\n broadcast (restart v)\n go to x: (-178) y: (-140)\n end\n if <touching (goal v)?> then\n set [times dead v] to [0]\n change [levels passed without death v] by (1)\n broadcast (next level v)\n stop [this script v]\n end\n if <<<touching (ground v)?> or <touching (box v)?>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [yv v] to [12]\n end\n if <touching color (#003fff)?> then\n set [yv v] to [15]\n end\n change y by (1)\nend\n\nwhen I receive [boss enter v]\nhide\n\nwhen I receive [boss loss v]\nstop [other scripts in sprite v]\nrepeat (20)\n change [ghost v] effect by (2)\n change y by (0.5)\nend\nhide\nclear graphic effects\n\ndefine Scarlet Witch\nshow\ngo to x: (-178) y: (-140)\nset rotation style [left-right v]\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n change [yv v] by (-0.7)\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.7)\n point in direction (-90)\n end\n set [xv v] to ((xv) * (0.9))\n change x by (xv)\n if <<touching (ground v)?> or <touching (box v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (box v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (box v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (box v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (box v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (box v)?>> then\n change x by ((xv) * (-1))\n change x by (0)\n change y by (-5)\n if <touching (null v)?> then\n change x by (10)\n end\n change x by (0)\n if <key (up arrow v) pressed?> then\n if <(xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (yv)\n if <<touching (ground v)?> or <touching (box v)?>> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching (spikes/lava/whatever v)?> or <touching (turrets v)?>> then\n change [times dead v] by (1)\n set [levels passed without death v] to [0]\n broadcast (restart v)\n go to x: (-178) y: (-140)\n end\n if <touching (goal v)?> then\n change [levels passed without death v] by (1)\n set [times dead v] to [0]\n broadcast (next level v)\n stop [this script v]\n end\n if <<<touching (ground v)?> or <touching (box v)?>> and <key (up arrow v) pressed?>> then\n set [yv v] to [12]\n end\n if <touching color (#003fff)?> then\n set [yv v] to [15]\n end\n change y by (1)\nend\n\nwhen [r v] key pressed\nset [fuel v] to [100]\ngo to x: (-178) y: (-140)\nbroadcast (restart v)\n\ndefine vision\nbroadcast (vision v)\nshow\ngo to x: (-178) y: (-140)\nset rotation style [left-right v]\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n change [yv v] by (-0.5)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-0.7)\n point in direction (-90)\n end\n set [xv v] to ((xv) * (0.9))\n change x by (xv)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((xv) * (-1))\n change x by (-1)\n change y by (-5)\n if <touching (null v)?> then\n change x by (10)\n end\n change x by (1)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (yv)\n if <touching (ground v)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching (spikes/lava/whatever v)?> or <<touching (turrets v)?> or <touching (enemies v)?>>> then\n set [levels passed without death v] to [0]\n change [times dead v] by (1)\n set [yv v] to [0]\n set [xv v] to [0]\n broadcast (restart v)\n go to x: (-178) y: (-150)\n wait until <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>>\n end\n if <touching (goal v)?> then\n set [times dead v] to [0]\n change [levels passed without death v] by (1)\n broadcast (next level v)\n stop [this script v]\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [10]\n end\n if <touching color (#003fff)?> then\n set [yv v] to [15]\n end\n change y by (1)\nend\n\ndefine Thor\nswitch costume to (costume6 v)\nbroadcast (Thor v)\nshow\nset [time stop? v] to [0]\ngo to x: (-178) y: (-140)\nset rotation style [left-right v]\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n if <(time stop?) = [1]> then\n change [yv v] by (-0.25)\n else\n if <(#MIND!!!!!) = [1]> then\n change [yv v] by (pick random (-0.7) to (0.1))\n else\n change [yv v] by (-0.5)\n end\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-0.7)\n point in direction (-90)\n end\n if <(time stop?) = [1]> then\n set [xv v] to ((xv) * (0.95))\n else\n if <(#MIND!!!!!) = [1]> then\n set [xv v] to ((xv) * (pick random (0.85) to (1.1)))\n else\n set [xv v] to ((xv) * (0.9))\n end\n end\n if <(time stop?) = [1]> then\n change x by ((xv) / (2))\n else\n change x by (xv)\n end\n if <<touching (ground v)?> or <touching (box v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (box v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (box v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (box v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (box v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (box v)?>> then\n change x by ((xv) * (-1))\n change x by (-1)\n change y by (-5)\n if <touching (null v)?> then\n change x by (10)\n end\n change x by (1)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n if <(time stop?) = [1]> then\n change y by ((yv) / (2))\n else\n change y by (yv)\n end\n if <<touching (ground v)?> or <touching (box v)?>> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching (spikes/lava/whatever v)?> or <<touching (enemies v)?> or <touching (turrets v)?>>> then\n if <(selected ch) = [7]> then\n end\n if <touching (goal v)?> then\n set [times dead v] to [0]\n change [levels passed without death v] by (1)\n broadcast (next level v)\n stop [this script v]\n end\n if <<<touching (ground v)?> or <touching (box v)?>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [yv v] to [12]\n end\n if <touching color (#003fff)?> then\n set [yv v] to [15]\n end\n change y by (1)\nend\n\nwhen [p v] key pressed\ngo to x: (-178) y: (-140)\nbroadcast (next level v)\n\nwhen I receive [restart v]\ngo to x: (-178) y: (-140)\n\nwhen I receive [start v]\n\n@Mini Bosses\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [start v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [level setup v]\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nswitch costume to ((selected ch) / (2))\nif <<<(selected ch) = [2]> or <<(selected ch) = [4]> or <<(selected ch) = [6]> or <<(selected ch) = [8]> or <(selected ch) = [10]>>>>> and <(selected lvl) = [5]>> then\n show\n go to [front v] layer\n go to [back v] layer\n clear graphic effects\n set size to (100) %\n sort\nend\n\nwhen I receive [boss enter v]\npoint in direction (90)\nwait (1) seconds\nwait until <(nothing) = [0]>\ngo to [front v] layer\nset [ghost v] effect to (100)\nset size to (250) %\nshow\nswitch costume to (((selected ch) / (2)) + (5))\ngo to x: (0) y: (-30)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\n\ndefine Abomination\nshow\ngo to [front v] layer\nclear graphic effects\ngo to x: (240) y: (0)\nset [xv v] to [-9.75]\nset [yv v] to [12]\nrepeat until <(x position) < [0]>\n change x by (xv)\n change y by (yv)\n set [xv v] to ((xv) * (0.96))\n change [yv v] by (-1)\n rise\nend\nrepeat until <<(player hp) < [1]> or <(boss hp) < [1]>>\n broadcast (Mini Boss Main Attack v)\n if <<(player hp) < [1]> or <(boss hp) < [1]>> then\n win\n end\n wait (pick random (3) to (5)) seconds\n if <([x position v] of [hero v]) > (x position)> then\n point in direction (90)\n else\n point in direction (-90)\n end\n broadcast (Mini Boss Special Attack v)\n wait (pick random (1) to (3)) seconds\n set [yv v] to [10]\n change y by (yv)\n change [yv v] by (-1)\n rise\n repeat until <touching (ground v)?>\n change y by (yv)\n change [yv v] by (-1)\n rise\n end\nend\nwin\n\ndefine sort\nset rotation style [left-right v]\npoint in direction (-90)\nif <(selected ch) = [2]> then\n Abomination\nelse\n if <(selected ch) = [4]> then\n Mandarin\n else\n if <(selected ch) = [6]> then\n Loki\n end\n end\nend\n\ndefine rise\nrepeat until <not <touching (ground v)?>>\n change y by (1)\nend\nchange y by (-1)\n\ndefine win\nif <(boss hp) < [1]> then\n broadcast (Boss Beat v)\n repeat (50)\n change y by (2)\n change [ghost v] effect by (2)\n end\nelse\n broadcast (boss loss v)\n wait (2) seconds\n broadcast (menu v)\nend\nstop [this script v]\n\ndefine Mandarin\nshow\ngo to [front v] layer\nclear graphic effects\npoint in direction (90)\nclear graphic effects\nshow\ngo to x: (240) y: (0)\nrepeat until <<(player hp) < [1]> or <(boss hp) < [1]>>\n go to [front v] layer\n glide (1) secs to x: (200) y: (150)\n broadcast (heli attack v)\n glide (3) secs to x: (200) y: (-120)\nend\nwin\n\nwhen I receive [heli attack v]\nwait until <<(player hp) < [1]> or <(boss hp) < [1]>>\nstop [other scripts in sprite v]\nwin\n\ndefine Loki\nbroadcast (restart v)\nshow\ngo to [front v] layer\nclear graphic effects\ngo to x: (240) y: (0)\nset [xv v] to [-9.75]\nset [yv v] to [12]\nrepeat until <(x position) < [0]>\n change x by (xv)\n change y by (yv)\n set [xv v] to ((xv) * (0.96))\n change [yv v] by (-1)\n rise\nend\nrepeat until <<(player hp) < [1]> or <(boss hp) < [1]>>\n clone\n hide\n wait until <(hammer hit?) = [1]>\n glide (1) secs to x: (-200) y: (-20)\n show\n repeat (20)\n clear graphic effects\n glide (0.2) secs to x: ((x position) + (20)) y: (y position)\n broadcast (loki mad v)\n if <<(player hp) < [1]> or <(boss hp) < [1]>> then\n if <(boss hp) < [1]> then\n set [boss unlocked? v] to [1]\n end\n win\n stop [this script v]\n end\n end\n if <<(player hp) < [1]> or <(boss hp) < [1]>> then\n if <(boss hp) < [1]> then\n set [boss unlocked? v] to [1]\n end\n win\n stop [this script v]\n end\nend\nif <(boss hp) < [1]> then\n set [boss unlocked? v] to [1]\nend\nwin\n\nwhen I start as a clone\nset [id2 v] to (id)\nif <not <(id2) = (id3)>> then\n set [ghost v] effect to (30)\nend\nif <(id) = [5]> then\n show\n switch costume to (costume11 v)\n repeat (50)\n move (3) steps\n change [ghost v] effect by (2)\n change size by (-1)\n end\n delete this clone\nelse\n if <(id) = [4]> then\n clear graphic effects\n show\n switch costume to (costume11 v)\n change x by (pick random (-4) to (4))\n change y by (pick random (-4) to (4))\n repeat (50)\n change [ghost v] effect by (2)\n end\n delete this clone\n else\n if <(id) = [1]> then\n hide\n point in direction (90)\n glide (2) secs to x: (-175) y: (-50)\n stop [other scripts in sprite v]\n show\n else\n if <(id) = [2]> then\n hide\n point in direction (-90)\n glide (2) secs to x: (175) y: (-50)\n stop [other scripts in sprite v]\n show\n else\n hide\n point in direction (90)\n glide (2) secs to x: (0) y: (50)\n stop [other scripts in sprite v]\n show\n end\n end\n wait until <<touching (stormbreaker v)?> or <(hammer hit?) = [1]>>\n set [hammer hit? v] to [1]\n if <touching (stormbreaker v)?> then\n if <(id2) = (id3)> then\n change [boss hp v] by (-1)\n set [hammer hit? v] to [1]\n broadcast (render lives v)\n glide (1) secs to x: (-200) y: (-20)\n delete this clone\n else\n h\n end\n else\n h\n end\n end\nend\n\ndefine clone\nset [hammer hit? v] to [0]\nset [id v] to [1]\nset [id3 v] to (pick random (1) to (3))\nrepeat (3)\n create clone of (_myself_ v)\n change [id v] by (1)\nend\n\nwhen I start as a clone\nif <[4] > (id)> then\n \n set [id v] to [4]\n create clone of (_myself_ v)\n wait (0.025) seconds\n end\nend\n\nwhen I receive [lolki v]\nif <(id) < [5]> then\n set [id v] to [4]\n forever\n create clone of (_myself_ v)\n wait (0.025) seconds\n end\nelse\n repeat (1)\n delete this clone\n end\nend\n\ndefine h\nset [id v] to [5]\npoint in direction (90)\nrepeat (24)\n create clone of (_myself_ v)\n turn right (pick random (30) to (40)) degrees\nend\npoint in direction (90)\nhide\ndelete this clone\n\n@Sprite1\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)\nend\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\nend\n\n@Turrets\n\ndefine point towards x: (x) y: (y)\nif <not <(y) < (y position)>> then\n point in direction ([atan v] of (((x) - (x position)) / ((y) - (y position))) )\nelse\n point in direction ((180) + ([atan v] of (((x) - (x position)) / ((y) - (y position))) ))\nend\n\ndefine Turret at X: (x pos) Y: (y pos) tracking: <track> Direction: (direction) Reload: (reload) Arc? <arc> Xv (xv) Yv (yv) Speed (speed) Delay: (delay)\nhide\ngo to x: (x pos) y: (y pos)\nif <track> then\n set [track v] to [1]\nelse\n set [track v] to [0]\nend\npoint in direction (direction)\nset [reload v] to (reload)\nif <arc> then\n set [arc v] to [1]\n set [xv v] to (xv)\n set [yv v] to (yv)\n point towards x: ((x position) + (xv)) y: ((y position) + (yv))\nelse\n set [arc v] to [0]\n set [speed v] to (speed)\nend\nset [delay v] to (delay)\ncreate clone of (_myself_ v)\nset [building turrets v] to [1]\n\nwhen I start as a clone\nshow\nif <(building turrets) = [1]> then\n be a turret\nelse\n be a bullet\nend\n\ndefine be a turret\ngo to [back v] layer\nset size to (45) %\nswitch costume to (costume2 v)\nset [building turrets v] to [0]\nwait until <(turret build?) = [0]>\nwait (delay) seconds\nforever\n wait (reload) seconds\n if <<(arc) = [0]> and <(track) = [1]>> then\n point towards (hero v)\n end\n create clone of (_myself_ v)\nend\n\ndefine be a bullet\ngo to [back v] layer\nset size to (10) %\nswitch costume to (costume1 v)\nif <(arc) = [1]> then\n repeat until <<<touching (_edge_ v)?> or <touching (ground v)?>> or <<touching (hero v)?> or <<touching (shield v)?> or >>>\n change x by (xv)\n change y by (yv)\n set [xv v] to ((xv) * (0.99))\n change [yv v] by (-1)\n end\n delete this clone\nelse\n repeat until <<<touching (_edge_ v)?> or <touching (ground v)?>> or <<touching (hero v)?> or <<touching (shield v)?> or >>>\n move (speed) steps\n if <touching (hulk smash v)?> then\n point in direction ((180) - (direction))\n move (speed) steps\n end\n end\n delete this clone\nend\n\nwhen I receive [level setup v]\nwait (0.1) seconds\nwait until <(loading y) = [0]>\nset [turret build? v] to [1]\nplace towers\n\nwhen I receive [level start v]\nset [turret build? v] to [0]\n\ndefine place towers\nif <(level #) = [3]> then\n Turret at X: [0] Y: [150] tracking: <[1] = [0]> Direction: [180] Reload: [0.1] Arc? <[1] = [0]> Xv [15] Yv [7] Speed [7] Delay: [0]\nelse\n if <(level #) = [4]> then\n Turret at X: [10] Y: [-130] tracking: <[1] = [0]> Direction: [0] Reload: [1] Arc? <[1] = [0]> Xv [15] Yv [7] Speed [10] Delay: [0.5]\n Turret at X: [130] Y: [-130] tracking: <[1] = [0]> Direction: [0] Reload: [1] Arc? <[1] = [0]> Xv [15] Yv [7] Speed [10] Delay: [0]\n else\n if <(level #) = [5]> then\n Turret at X: [-79] Y: [-132] tracking: <[1] = [0]> Direction: [0] Reload: [0.33] Arc? <[1] = [0]> Xv [15] Yv [7] Speed [7] Delay: [0]\n Turret at X: [0] Y: [-132] tracking: <[1] = [0]> Direction: [0] Reload: [0.33] Arc? <[1] = [0]> Xv [15] Yv [7] Speed [7] Delay: [0]\n Turret at X: [79] Y: [-132] tracking: <[1] = [0]> Direction: [0] Reload: [0.33] Arc? <[1] = [0]> Xv [15] Yv [7] Speed [7] Delay: [0]\n Turret at X: [158] Y: [-132] tracking: <[1] = [0]> Direction: [0] Reload: [0.33] Arc? <[1] = [0]> Xv [15] Yv [7] Speed [7] Delay: [0]\n else\n if <(level #) = [8]> then\n Turret at X: [200] Y: [150] tracking: <[1] = [0]> Direction: [-135] Reload: [0.25] Arc? <[1] = [0]> Xv [15] Yv [7] Speed [7] Delay: [0]\n else\n if <(level #) = [9]> then\n Turret at X: [-80] Y: [-150] tracking: <[1] = [0]> Direction: [0] Reload: [0.5] Arc? <[1] = [0]> Xv [15] Yv [7] Speed [7] Delay: [0]\n else\n if <(level #) = [14]> then\n Turret at X: [-100] Y: [-132] tracking: <[1] = [0]> Direction: [0] Reload: [0.33] Arc? <[1] = [0]> Xv [15] Yv [7] Speed [7] Delay: [0]\n Turret at X: [-50] Y: [-132] tracking: <[1] = [0]> Direction: [0] Reload: [0.33] Arc? <[1] = [0]> Xv [15] Yv [7] Speed [7] Delay: [0]\n Turret at X: [0] Y: [-132] tracking: <[1] = [0]> Direction: [0] Reload: [0.33] Arc? <[1] = [0]> Xv [15] Yv [7] Speed [7] Delay: [0]\n Turret at X: [50] Y: [-132] tracking: <[1] = [0]> Direction: [0] Reload: [0.33] Arc? <[1] = [0]> Xv [15] Yv [7] Speed [7] Delay: [0]\n Turret at X: [100] Y: [-132] tracking: <[1] = [0]> Direction: [0] Reload: [0.33] Arc? <[1] = [0]> Xv [15] Yv [7] Speed [7] Delay: [0]\n Turret at X: [150] Y: [-132] tracking: <[1] = [0]> Direction: [0] Reload: [0.33] Arc? <[1] = [0]> Xv [15] Yv [7] Speed [7] Delay: [0]\n else\n if <(level #) = [19]> then\n Turret at X: [-100] Y: [-132] tracking: <[1] = [0]> Direction: [0] Reload: [1] Arc? <[1] = [0]> Xv [15] Yv [7] Speed [7] Delay: [0.5]\n Turret at X: [-50] Y: [-132] tracking: <[1] = [0]> Direction: [0] Reload: [1] Arc? <[1] = [0]> Xv [15] Yv [7] Speed [7] Delay: [1]\n Turret at X: [0] Y: [-132] tracking: <[1] = [0]> Direction: [0] Reload: [1] Arc? <[1] = [0]> Xv [15] Yv [7] Speed [7] Delay: [1.5]\n Turret at X: [50] Y: [-132] tracking: <[1] = [0]> Direction: [0] Reload: [1] Arc? <[1] = [0]> Xv [15] Yv [7] Speed [7] Delay: [2]\n Turret at X: [100] Y: [-132] tracking: <[1] = [0]> Direction: [0] Reload: [1] Arc? <[1] = [0]> Xv [15] Yv [7] Speed [7] Delay: [2.5]\n Turret at X: [150] Y: [-132] tracking: <[1] = [0]> Direction: [0] Reload: [1] Arc? <[1] = [0]> Xv [15] Yv [7] Speed [7] Delay: [3]\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [start v]\nhide\nrepeat (10)\n stop [other scripts in sprite v]\n delete this clone\nend\n\nwhen I receive [menu v]\nhide\nrepeat (10)\n stop [other scripts in sprite v]\n delete this clone\nend\n\nwhen flag clicked\nhide\nrepeat (10)\n stop [other scripts in sprite v]\n delete this clone\nend\n\nwhen I receive [level setup v]\nhide\nrepeat (10)\n delete this clone\nend\n\nwhen I receive [restart v]\nrepeat (1)\n delete this clone\nend\nset [turret build? v] to [1]\nplace towers\nset [turret build? v] to [0]\n\nwhen I receive [restart v]\nrepeat (10)\n delete this clone\nend\n\n@backdrop\n\nwhen I start as a clone\nif <(start) = [0]> then\n go to x: (1555) y: (0)\nelse\n set [start v] to [0]\nend\nshow\nrepeat until <(x position) < [-200]>\n change x by (-3)\nend\ncreate clone of (_myself_ v)\nrepeat until <(x position) < [-676]>\n change x by (-3)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n go to [back v] layer\n set [ghost v] effect to (ghost bc effect)\nend\n\nwhen I receive [start v]\nset [ghost bc effect v] to [80]\nhide\nset [start v] to [1]\ngo to x: (-265) y: (0)\ncreate clone of (_myself_ v)\nrepeat (40)\n change [ghost bc effect v] by (-2)\nend\n\nwhen I receive [start v]\nforever\n delete this clone\nend\n\nwhen I receive [level setup v]\nwait (1) seconds\nstop [other scripts in sprite v]\ngo to x: (pick random (-200) to (1050)) y: (0)\nshow\nforever\n go to [back v] layer\nend\n\nwhen I receive [level start v]\ndelete this clone\n\n@level load1\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nset [ghost v] effect to (100)\nif <(#m) = [1]> then\n wait (1) seconds\n broadcast (ahhh you win! v)\n set [#m v] to [0]\nend\n\nwhen I receive [next level v]\nshow\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n go to [front v] layer\nend\n\nwhen I receive [next level v]\nif <(selected lvl) = [5]> then\n if <(selected ch) = (chapters unlocked)> then\n change [chapters unlocked v] by (1)\n replace item (chapters unlocked) of [levels unlocked per chapter v] with ((item (chapters unlocked) of [levels unlocked per chapter v]) + (1))\n end\n wait (2) seconds\n broadcast (clean-up v)\n wait (0.1) seconds\n broadcast (menu v)\nelse\n if <(selected ch) = [7]> then\n wait (2) seconds\n broadcast (clean-up v)\n wait (0.1) seconds\n set [#m v] to [1]\n broadcast (Start v)\n else\n if <(selected lvl) = (item (chapters unlocked) of [levels unlocked per chapter v])> then\n replace item (chapters unlocked) of [levels unlocked per chapter v] with ((item (chapters unlocked) of [levels unlocked per chapter v]) + (1))\n end\n change [selected lvl v] by (1)\n if <<(selected lvl) = [5]> and <<(selected ch) = [2]> or <<(selected ch) = [4]> or <<(selected ch) = [6]> or <<(selected ch) = [8]> or <(selected ch) = [10]>>>>>> then\n set [entrance v] to [1]\n wait (2.5) seconds\n broadcast (boss enter v)\n wait until <(entrance) = [0]>\n end\n broadcast (level setup v)\n wait (2.5) seconds\n broadcast (level start v)\n end\nend\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [level start v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [boss enter v]\nhide\n\nwhen flag clicked\nset [#m v] to [0]\n\nwhen I receive [start v]\n\nreplace item (8) of [achievements v] with [0]\n\n@level load2\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (1) layers\nset [color v] effect to (color)\nswitch costume to (costume2 v)\npoint in direction (direction)\nshow\nrepeat (30)\n change [ghost v] effect by (6)\nend\ndelete this clone\n\ndefine turn\nrepeat (5)\n change [direction v] by (3)\n change [color v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [next level v]\nset [direction v] to [90]\nset [color v] to [0]\ngo to x: (00) y: (0)\npoint in direction (90)\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nswitch costume to (costume1 v)\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nset [ghost v] effect to (100)\ndelete this clone\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [level start v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [next level v]\nforever\n turn\nend\n\nwhen I receive [boss enter v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@shield\n\nwhen flag clicked\nhide\n\ndefine move/detect\nif <not <<touching (ground v)?> or <<touching (spikes/lava/whatever v)?> or <touching (_edge_ v)?>>>> then\n repeat (7)\n move (1) steps\n end\nend\nif <(direction) > [0]> then\n switch costume to (costume1 v)\nelse\n switch costume to (costume2 v)\nend\n\nwhen I receive [captain america v]\nset size to (10) %\nforever\n if <mouse down?> then\n show\n go to (hero v)\n point towards (mouse-pointer v)\n move (20) steps\n repeat until <<touching (ground v)?> or <<touching (spikes/lava/whatever v)?> or <touching (_edge_ v)?>>>\n move/detect\n if <<touching (ground v)?> or <<touching (spikes/lava/whatever v)?> or <touching (_edge_ v)?>>> then\n go to [back v] layer\n end\n end\n move (10) steps\n if <touching (hero v)?> then\n hide\n end\n end\nend\n\nwhen I receive [next level v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [start v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [next hero v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Iron man pulse\n\nwhen I start as a clone\nshow\ngo to (hero v)\ngo to [back v] layer\nif <([direction v] of [hero v]) = [90]> then\n point in direction (90)\n repeat until <<touching (_edge_ v)?> or <<touching (ground v)?> or <touching (mini bosses v)?>>>\n move (10) steps\n end\nelse\n point in direction (-90)\n repeat until <<touching (_edge_ v)?> or <<touching (ground v)?> or <touching (mini bosses v)?>>>\n move (10) steps\n end\nend\nif <touching (mini bosses v)?> then\n change [boss hp v] by (-1)\n broadcast (render lives v)\nend\ndelete this clone\n\nwhen I receive [next level v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [start v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen I receive [iron man v]\nhide\nforever\n if <key (space v) pressed?> then\n create clone of (_myself_ v)\n wait (0.75) seconds\n end\nend\n\nwhen I receive [next hero v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@hulk smash\n\nwhen I start as a clone\ngo to (hero v)\nshow\nrepeat (15)\n change size by (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [the hulk v]\nhide\nforever\n if <key (space v) pressed?> then\n create clone of (_myself_ v)\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen I receive [start v]\nhide\nrepeat (10)\n stop [other scripts in sprite v]\n delete this clone\nend\n\nwhen I receive [level setup v]\nhide\nrepeat (10)\n delete this clone\nend\n\nwhen I receive [menu v]\nhide\nrepeat (10)\n stop [other scripts in sprite v]\n delete this clone\nend\n\nwhen flag clicked\nhide\nrepeat (10)\n stop [other scripts in sprite v]\n delete this clone\nend\n\nwhen I receive [restart v]\nhide\nrepeat (10)\n delete this clone\nend\n\nwhen I receive [next hero v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@box\n\nwhen I start as a clone\nif <(type) = [1]> then\n if <(build) = [1]> then\n set [build v] to [0]\n show\n set [byv v] to [0]\n repeat until <<touching (hulk smash v)?> or <<touching (laser v)?> or <<touching (iron man pulse v)?> or >>>\n change y by (byv)\n if <<touching (ground v)?> or <<touching (hero v)?> or <<(y position) > [175]> or <touching (box v)?>>>> then\n change y by ((byv) * (-1))\n set [byv v] to [0]\n end\n change [byv v] by (-1)\n end\n smashed\n delete this clone\n else\n delete this clone\n end\nelse\n show\n set [byv v] to [0]\n set rotation style [left-right v]\n forever\n if <<key (w v) pressed?> or <<key (d v) pressed?> or <key (a v) pressed?>>> then\n switch costume to ((#c) + (4))\n if <key (a v) pressed?> then\n change x by (-5)\n if <<touching (ground v)?> or <<touching (hero v)?> or <touching (box v)?>>> then\n change x by (5)\n end\n end\n if <key (d v) pressed?> then\n change x by (5)\n if <<touching (ground v)?> or <<touching (hero v)?> or <touching (box v)?>>> then\n change x by (-5)\n end\n end\n if <key (w v) pressed?> then\n change [byv v] by (1)\n end\n else\n switch costume to (#c)\n end\n if <not <key (w v) pressed?>> then\n change [byv v] by (-1)\n end\n change y by (byv)\n if <<touching (ground v)?> or <<touching (hero v)?> or <touching (box v)?>>> then\n change y by ((byv) * (-1))\n set [byv v] to [0]\n end\n if <<(y position) > [175]> or <touching (box v)?>> then\n set [byv v] to [0]\n end\n end\nend\n\ndefine smashed\nset [#x v] to (x position)\nset [#y v] to (y position)\nbroadcast (# v)\n\ndefine block #: (costume) at X: (x) Y: (y) Type (type)\nset [build v] to [1]\ngo to x: (x) y: (y)\nset [#c v] to (costume)\nswitch costume to (costume)\nset [type v] to (type)\ncreate clone of (_myself_ v)\n\nwhen I receive [level setup v]\nhide\nrepeat (10)\n delete this clone\nend\n\nwhen I receive [start v]\nhide\nrepeat (10)\n stop [other scripts in sprite v]\n delete this clone\nend\n\nwhen flag clicked\nhide\nrepeat (10)\n stop [other scripts in sprite v]\n delete this clone\nend\n\nwhen I receive [menu v]\nhide\nrepeat (10)\n stop [other scripts in sprite v]\n delete this clone\nend\n\nwhen I receive [level start v]\nplace boxes\n\ndefine place boxes\nif <(level #) = [6]> then\n block #: [4] at X: [10] Y: [-102] Type [1]\nelse\n if <(level #) = [7]> then\n block #: [4] at X: [10] Y: [-102] Type [1]\n block #: [4] at X: [10] Y: [50] Type [1]\n else\n if <(level #) = [9]> then\n block #: [3] at X: [30] Y: [-130] Type [1]\n block #: [3] at X: [70] Y: [-130] Type [1]\n block #: [3] at X: [30] Y: [-90] Type [1]\n block #: [3] at X: [70] Y: [-90] Type [1]\n block #: [3] at X: [30] Y: [-50] Type [1]\n block #: [3] at X: [70] Y: [-50] Type [1]\n block #: [3] at X: [30] Y: [-10] Type [1]\n block #: [3] at X: [70] Y: [-10] Type [1]\n block #: [3] at X: [30] Y: [30] Type [1]\n block #: [3] at X: [70] Y: [30] Type [1]\n else\n if <(level #) = [11]> then\n block #: [4] at X: [0] Y: [0] Type [2]\n else\n if <(level #) = [12]> then\n block #: [3] at X: [-220] Y: [0] Type [2]\n else\n if <(level #) = [13]> then\n block #: [1] at X: [-60] Y: [0] Type [2]\n block #: [1] at X: [60] Y: [0] Type [2]\n else\n if <(level #) = [14]> then\n block #: [3] at X: [-150] Y: [75] Type [2]\n else\n if <(level #) = [15]> then\n block #: [3] at X: [0] Y: [-100] Type [2]\n else\n if <(level #) = [17]> then\n block #: [3] at X: [0] Y: [-130] Type [1]\n block #: [3] at X: [0] Y: [-90] Type [1]\n block #: [3] at X: [0] Y: [-50] Type [1]\n block #: [3] at X: [0] Y: [-10] Type [1]\n block #: [3] at X: [0] Y: [30] Type [1]\n block #: [3] at X: [0] Y: [70] Type [1]\n block #: [3] at X: [0] Y: [110] Type [1]\n block #: [3] at X: [0] Y: [150] Type [1]\n else\n if <(level #) = [21]> then\n block #: [4] at X: [120] Y: [-50] Type [1]\n block #: [4] at X: [10] Y: [-50] Type [1]\n block #: [4] at X: [-100] Y: [-50] Type [1]\n else\n if <(level #) = [23]> then\n block #: [2] at X: [128] Y: [100] Type [1]\n block #: [3] at X: [136] Y: [170] Type [1]\n else\n if <(level #) = [26]> then\n block #: [4] at X: [60] Y: [-50] Type [1]\n block #: [4] at X: [-50] Y: [-50] Type [1]\n else\n if <(level #) = [29]> then\n block #: [2] at X: [180] Y: [-120] Type [1]\n block #: [2] at X: [180] Y: [-40] Type [1]\n block #: [2] at X: [-205] Y: [150] Type [1]\n block #: [2] at X: [-205] Y: [65] Type [1]\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 [restart v]\nhide\nrepeat (10)\n delete this clone\nend\nplace boxes\n\nblock #: [3] at X: [136] Y: [170] Type [1]\n\n@boss entrance\n\nwhen I receive [start v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [boss enter v]\nclear graphic effects\nshow\ngo to x: (0) y: (0)\nset [nothing v] to [1]\nswitch costume to (costume1 v)\ngo to [front v] layer\nset [1 v] to [15]\nrepeat (3)\n create clone of (_myself_ v)\n wait (0.1) seconds\n change [1 v] by (-20)\nend\nwait until <(nothing) = [0]>\nset [brightness v] effect to (1)\nrepeat (25)\n change [brightness v] effect by (1)\nend\nswitch costume to (costume4 v)\nrepeat (75)\n change [color v] effect by (5)\nend\nset [entrance v] to [0]\nrepeat (35)\n change [color v] effect by (5)\nend\nrepeat (50)\n change [color v] effect by (5)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen I start as a clone\nswitch costume to (costume3 v)\nset size to (300) %\nset [brightness v] effect to (1)\ngo to [front v] layer\nshow\nswitch costume to (costume2 v)\ngo to x: (4000) y: (0)\nset [xv v] to [-28]\nrepeat (65)\n change x by (xv)\n set [xv v] to ((xv) * (0.97))\nend\nset [nothing v] to [0]\ndelete this clone\n\nchange [brightness v] effect by (-50)\n\n@boulders\n\ndefine spikes\nset [player hurt? v] to [0]\nhide\nset [type v] to [1]\ngo to x: (-230) y: (-180)\nset [id v] to [10]\nrepeat (11)\n create clone of (_myself_ v)\n change [id v] by (-1)\n change x by (20)\nend\nchange x by (20)\nchange [id v] by (1)\nrepeat (13)\n create clone of (_myself_ v)\n change [id v] by (1)\n change x by (20)\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nif <(type) = [1]> then\n point in direction (90)\n switch costume to (costume1 v)\n wait ((id) * (0.175)) seconds\n repeat (7)\n change y by (10)\n if <touching (hero v)?> then\n set [player hurt? v] to [1]\n end\n end\n repeat (7)\n change y by (-10)\n if <touching (hero v)?> then\n set [player hurt? v] to [1]\n end\n end\n broadcast (render lives v)\n delete this clone\nelse\n if <(selected ch) = [2]> then\n switch costume to (costume2 v)\n go to (mini bosses v)\n change y by (50)\n set [boulder xv v] to ((([x position v] of [hero v]) - (x position)) / (15))\n set [boulder yv v] to ((3) + ((distance to [hero v]) / (25)))\n repeat until <<touching (ground v)?> or <<touching (hero v)?> or <touching (hulk smash v)?>>>\n change y by (boulder yv)\n change x by (boulder xv)\n set [boulder xv v] to ((boulder xv) * (0.95))\n change [boulder yv v] by (-1)\n end\n if <touching (hulk smash v)?> then\n set [boulder xv v] to ((([x position v] of [mini bosses v]) - (x position)) / (15))\n set [boulder yv v] to ((3) + ((distance to [mini bosses v]) / (25)))\n repeat until <touching (mini bosses v)?>\n change y by (boulder yv)\n change x by (boulder xv)\n set [boulder xv v] to ((boulder xv) * (0.95))\n change [boulder yv v] by (-1)\n end\n change [boss hp v] by (-1)\n broadcast (render lives v)\n delete this clone\n else\n if <touching (hero v)?> then\n change [player hp v] by (-1)\n broadcast (render lives v)\n delete this clone\n else\n delete this clone\n end\n end\n else\n set size to (80) %\n switch costume to (costume3 v)\n go to (thanos v)\n change y by (50)\n if <(#5) = [0]> then\n glide (1) secs to x: (#2) y: (([y position v] of [thanos v]) + (180))\n reset timer\n repeat (((10) * (pick random (1) to (10))) + (100))\n turn right (((#2) / (50)) + (1)) degrees\n go to x: (#2) y: (([y position v] of [thanos v]) + (180))\n end\n else\n glide (1) secs to x: (#2) y: (([y position v] of [thanos v]) + (80))\n repeat ((pick random (1) to (10)) * (10))\n turn right (((#2) / (50)) + (1)) degrees\n go to x: (#2) y: (([y position v] of [thanos v]) + (80))\n end\n end\n switch costume to (costume2 v)\n set [#1 v] to [0]\n repeat until <<touching (hero v)?> or <<touching (thanos v)?> or <touching (ground v)?>>>\n change y by (#1)\n change [#1 v] by (-0.25)\n end\n if <touching (hero v)?> then\n change [player hp v] by (-1)\n broadcast (render lives v)\n end\n delete this clone\n end\nend\n\nwhen I receive [mini boss main attack v]\nrepeat (1)\n delete this clone\nend\nif <(selected ch) = [2]> then\n spikes\nend\n\ndefine stone\nhide\nset [type v] to [0]\ncreate clone of (_myself_ v)\n\nwhen I receive [mini boss special attack v]\nrepeat (1)\n delete this clone\nend\nif <(selected ch) = [2]> then\n stone\nend\n\nwhen I receive [stone v]\nrepeat (1)\n delete this clone\nend\nif <(Selected Stone) = [2]> then\n power\nend\n\ndefine power\nset [next stone? v] to [1]\nset [#2 v] to [-180]\nset [#5 v] to [0]\nrepeat (6)\n stone\n change [#2 v] by (75)\nend\nset [#2 v] to [-180]\nset [#5 v] to [1]\nrepeat (6)\n stone\n change [#2 v] by (75)\nend\nwait (11) seconds\nset [next stone? v] to [0]\n\nwhen I receive [start v]\nrepeat (1)\n delete this clone\nend\n\npower\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Lives\n\nwhen I receive [boss enter v]\nset [hurtable v] to [1]\nshow\nset [boss hp v] to [3]\nset [player hp v] to [3]\nrender lives\n\ndefine render lives\ngo to [front v] layer\nrepeat (1)\n delete this clone\nend\nswitch costume to (costume1 v)\nset size to (15) %\ngo to x: (23) y: (-170)\nrepeat (player hp)\n create clone of (_myself_ v)\n change x by (25)\nend\ngo to x: (166) y: (-170)\nrepeat (boss hp)\n create clone of (_myself_ v)\n change x by (25)\nend\ngo to x: (71) y: (-170)\nshow\nswitch costume to (costume2 v)\nset size to (100) %\n\nwhen I receive [start v]\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [render lives v]\nif <(selected ch) = [7]> then\n booooos\nelse\n render lives\nend\n\nwhen I receive [boss beat v]\nhide\ndelete this clone\n\nwhen I receive [menu v]\nhide\ndelete this clone\n\nwhen I receive [render lives v]\nrepeat (1)\n delete this clone\nend\nif <<<(player hurt?) = [1]> and <(hurtable) = [1]>> and <(selected ch) = [2]>> then\n change [player hp v] by (-1)\n set [hurtable v] to [0]\nend\n\nwhen I receive [mini boss main attack v]\nset [hurtable v] to [1]\n\nwhen I receive [final battle v]\nset [hurtable v] to [1]\nshow\nset [boss hp v] to [3]\nset [player hp v] to [6]\nbooooos\n\ndefine booooos\ngo to [front v] layer\ngo [backward v] (2) layers\nrepeat (1)\n delete this clone\nend\nswitch costume to (costume1 v)\nset size to (15) %\ngo to x: (-60) y: (-170)\nrepeat (player hp)\n create clone of (_myself_ v)\n change x by (25)\nend\ngo to x: (166) y: (-170)\nrepeat (boss hp)\n create clone of (_myself_ v)\n change x by (25)\nend\ngo to x: (71) y: (-170)\nshow\nswitch costume to (costume3 v)\nset size to (100) %\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@missiles\n\nwhen I start as a clone\nset [# v] to [0]\ngo to [back v] layer\ngo [forward v] (3) layers\nset rotation style [all around v]\nshow\ngo to (mini bosses v)\npoint in direction (-90)\nrepeat until <<touching (hero v)?> or <<touching (iron man pulse v)?> or <<touching (ground v)?> or <(x position) < [-235]>>>>\n point towards (hero v)\n move (4) steps\nend\nif <touching (hero v)?> then\n change [player hp v] by (-1)\n broadcast (render lives v)\n delete this clone\nend\ndelete this clone\n\nwhen I receive [heli attack v]\nif <(#) = [1]> then\n hide\n repeat (6)\n create clone of (_myself_ v)\n wait (0.5) seconds\n end\nend\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nhide\nrepeat (10)\n delete this clone\nend\n\nwhen I receive [boss beat v]\nstop [other scripts in sprite v]\nhide\nrepeat (10)\n delete this clone\nend\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\nhide\nrepeat (10)\n delete this clone\nend\n\nwhen I receive [level start v]\nset [# v] to [1]\n\n@Enemies\n\nwhen flag clicked\nhide\n\ndefine enemy move <move> speed (speed) shoot? <shoot?> bullet speed (bspeed) direction (direction) X and Y pos (x) (y) (x2) (wait)\nswitch costume to (costume1 v)\ngo to x: (x) y: (y)\nset rotation style [left-right v]\npoint in direction (direction)\nset [wait v] to (wait)\nif <move> then\n set [x1 v] to (x)\n set [y1 v] to (y)\n set [x2 v] to (x2)\n set [move? v] to [1]\n set [speed v] to (speed)\nelse\n set [move? v] to [0]\n set [speed v] to [0]\nend\nif <shoot?> then\n set [shoot v] to [1]\n set [bullet speed v] to (bspeed)\nelse\n set [shoot v] to [0]\n set [bullet speed v] to [0]\nend\nset [enemy? v] to [1]\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nshow\nif <(exclusive?) = [1]> then\n go to [front v] layer\n point in direction (90)\n glide (3) secs to x: (200) y: (y position)\n delete this clone\nelse\n if <(enemy?) = [0]> then\n bullet\n else\n set [enemy? v] to [0]\n set [timer v] to [0]\n forever\n if <<(shoot) = [1]> and <(timer) = (wait)>> then\n create clone of (_myself_ v)\n set [timer v] to [0]\n else\n change [timer v] by (1)\n end\n if <(move?) = [1]> then\n move (speed) steps\n if <<(x position) > (x1)> and <(x position) > (x2)>> then\n point in direction (-90)\n else\n if <<(x position) < (x1)> and <(x position) < (x2)>> then\n point in direction (90)\n end\n end\n if <<touching (box v)?> or <touching (ground v)?>> then\n point in direction ((direction) * (-1))\n move\n end\n end\n end\n end\nend\n\ndefine bullet\nswitch costume to (costume2 v)\nrepeat until <<touching (ground v)?> or <<touching (_edge_ v)?> or >>\n move (bullet speed) steps\nend\ndelete this clone\n\ndefine place enemies\nset [exclusive? v] to [0]\nif <(level #) = [21]> then\n enemy move <(level #) = [21]> speed [5] shoot? <(level #) = [21]> bullet speed [7] direction [90] X and Y pos [-75] [90] [150] [30]\nelse\n if <(level #) = [22]> then\n enemy move <[0] = [1]> speed [4] shoot? <[1] = [1]> bullet speed [20] direction [90] X and Y pos [-200] [150] [50] [1]\n enemy move <[1] = [1]> speed [4] shoot? <[1] = [1]> bullet speed [10] direction [90] X and Y pos [-100] [-50] [50] [4]\n enemy move <[1] = [1]> speed [4] shoot? <[1] = [1]> bullet speed [10] direction [90] X and Y pos [-100] [0] [50] [4]\n enemy move <[1] = [1]> speed [4] shoot? <[1] = [1]> bullet speed [10] direction [90] X and Y pos [-100] [50] [50] [4]\n enemy move <[1] = [1]> speed [4] shoot? <[1] = [1]> bullet speed [10] direction [90] X and Y pos [-100] [100] [50] [4]\n else\n if <(level #) = [23]> then\n enemy move <[1] = [1]> speed [5] shoot? <[] = [21]> bullet speed [7] direction [90] X and Y pos [190] [140] [-200] [30]\n else\n if <(level #) = [24]> then\n grid\n else\n if <(level #) = [25]> then\n enemy move <[1] = [1]> speed [5] shoot? <[21] = [21]> bullet speed [7] direction [90] X and Y pos [-50] [0] [50] [30]\n enemy move <[1] = [1]> speed [5] shoot? <[21] = [21]> bullet speed [7] direction [90] X and Y pos [-50] [150] [50] [30]\n else\n if <(level #) = [26]> then\n enemy move <[0] = [1]> speed [5] shoot? <[0] = [21]> bullet speed [7] direction [-90] X and Y pos [130] [-130] [50] [30]\n else\n if <(level #) = [27]> then\n enemy move <[0] = [1]> speed [5] shoot? <[0] = [21]> bullet speed [7] direction [-90] X and Y pos [-95] [-40] [50] [30]\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [start v]\nhide\nrepeat (10)\n stop [other scripts in sprite v]\n delete this clone\nend\n\nwhen I receive [menu v]\nhide\nrepeat (10)\n stop [other scripts in sprite v]\n delete this clone\nend\n\nwhen flag clicked\nhide\nrepeat (10)\n stop [other scripts in sprite v]\n delete this clone\nend\n\nwhen I receive [level setup v]\nwait (0.1) seconds\nwait until <(loading y) = [0]>\nplace enemies\n\nwhen I receive [level setup v]\nhide\nrepeat (10)\n delete this clone\nend\n\nwhen I receive [restart v]\nhide\nrepeat (10)\n delete this clone\nend\nplace enemies\n\nwhen I start as a clone\nif <(exclusive?) = [1]> then\n wait until <<touching (laser v)?> or <<touching (_edge_ v)?> or <<touching (stormbreaker v)?> or <<touching (hero v)?> or <touching (ground v)?>>>>>\nelse\n wait until <<touching (laser v)?> or <<touching (_edge_ v)?> or >>\nend\nif <touching (hero v)?> then\n change [player hp v] by (-1)\n broadcast (render lives v)\nend\ndelete this clone\n\ndefine move\nrepeat until <not <<touching (box v)?> or <touching (ground v)?>>>\n move (1) steps\nend\n\ndefine grid\ngo to x: (-200) y: (140)\nrepeat (6)\n repeat (3)\n enemy move <[0] = [1]> speed [5] shoot? <[] = [21]> bullet speed [7] direction [90] X and Y pos (x position) (y position) [] [30]\n change y by (-120)\n end\n change x by (80)\n set y to (140)\nend\n\nwhen I receive [stone v]\nif <(Selected Stone) = [3]> then\n repeat (4)\n wait (2) seconds\n space stone\n end\nelse\n delete this clone\nend\n\ndefine space stone\nset [exclusive? v] to [1]\ngo to x: (-200) y: (140)\nrepeat (4)\n create clone of (_myself_ v)\n change y by (-85)\nend\nset [exclusive? v] to [1]\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [boss beat v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@laser\n\ndefine render laser\nmove (10) steps\nset y to (([y position v] of [hero v]) + (10))\n\nwhen I receive [vision v]\nforever\n pen up\n if <key (space v) pressed?> then\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nhide\nrepeat (10)\n delete this clone\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\ngo to x: ([x position v] of [hero v]) y: (([y position v] of [hero v]) + (10))\npoint in direction ([direction v] of [hero v])\nrepeat until <<touching (ground v)?> or <touching (_edge_ v)?>>\n render laser\nend\ndelete this clone\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\nhide\nrepeat (10)\n delete this clone\nend\n\nwhen I receive [level setup v]\nstop [other scripts in sprite v]\nhide\nrepeat (10)\n delete this clone\nend\n\nwhen I receive [next hero v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Stormbreaker\n\ndefine remove right\nrepeat until <not <<color (#ba7608) is touching (#000000)?> and <touching (ground v)?>>>\n change x by (-1)\nend\n\ndefine throw right\nset size to (100) %\nswitch costume to (costume2 v)\ngo to (hero v)\nchange y by (20)\nrepeat until <<touching (ground v)?> or <touching (_edge_ v)?>>\n change x by (20)\n turn right (87) degrees\nend\nswitch costume to (costume1 v)\nset size to (135) %\npoint in direction (135)\nremove right\n\ndefine throw left\nset size to (100) %\nswitch costume to (costume2 v)\ngo to (hero v)\nchange y by (20)\nrepeat until <<touching (ground v)?> or <touching (_edge_ v)?>>\n change x by (-20)\n turn right (-87) degrees\nend\nswitch costume to (costume3 v)\nset size to (135) %\npoint in direction (45)\nremove left\n\ndefine remove left\nrepeat until <not <<color (#ba7608) is touching (#000000)?> and <touching (ground v)?>>>\n change x by (1)\nend\n\nwhen I receive [return hammer v]\nset rotation style [don't rotate v]\nset [hammer speed v] to [3]\nrepeat until <<(#playing) = [0]> or <touching (hero v)?>>\n point towards (hero v)\n move (Hammer speed) steps\n if <(Hammer speed) < [15]> then\n change [hammer speed v] by (1)\n end\nend\nhide\n\nwhen I receive [start v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [level setup v]\nif <not <<(selected lvl) = [5]> or <<(selected ch) = [7]> and <(selected lvl) = [1]>>>> then\n hide\n stop [other scripts in sprite v]\n delete this clone\nend\n\nwhen I receive [restart v]\ngo to (hero v)\n\nwhen [space v] key pressed\nif <<(#playing) = [1]> and <<(selected ch) = [6]> or <(selected ch) = [7]>>> then\n wait until <key (space v) pressed?>\n set rotation style [all around v]\n show\n stop [other scripts in sprite v]\n erase all\n if <([direction v] of [hero v]) = [90]> then\n throw right\n else\n throw left\n end\n wait (1) seconds\n broadcast (return hammer v)\nend\n\nwhen I receive [boss loss v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@loki thing\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [id v] to [1]\nhide\nstop [other scripts in sprite v]\nrepeat (300)\n delete this clone\nend\n\nwhen I receive [loki mad v]\nif <(id) = [1]> then\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(selected ch) = [6]> then\n set [id v] to [0]\n show\n go to (mini bosses v)\n set size to (150) %\n point in direction (180)\n go to [front v] layer\n set [yv v] to [0]\n repeat until <<touching (ground v)?> or <<touching (_edge_ v)?> or <touching (hero v)?>>>\n change y by (yv)\n change [yv v] by (-1)\n end\n if <touching (hero v)?> then\n change [player hp v] by (-1)\n broadcast (render lives v)\n delete this clone\n end\n hide\n delete this clone\nelse\n set [id v] to [0]\n show\n go to (thanos v)\n point towards (hero v)\n set size to (150) %\n go to [front v] layer\n set [yv v] to [0]\n repeat until <<touching (ground v)?> or <<touching (_edge_ v)?> or <touching (hero v)?>>>\n move (5) steps\n end\n if <touching (hero v)?> then\n change [player hp v] by (-1)\n broadcast (render lives v)\n end\n hide\n delete this clone\nend\n\nwhen I receive [next hero v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [stone v]\nset [time stop? v] to [0]\nif <(Selected Stone) = [1]> then\n set [time stop? v] to [1]\n repeat (6)\n create clone of (_myself_ v)\n wait (2) seconds\n end\n wait (4) seconds\n set [next stone? v] to [0]\n set [time stop? v] to [0]\nend\n\nwhen I receive [boss beat v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Thanos\n\nwhen I receive [final battle v]\nclear graphic effects\nset [#soul v] to [1]\nset [reality v] to [0]\nwait (4) seconds\nshow\nwait (8) seconds\nset [next stone? v] to [0]\nset [selected stone v] to [0]\nforever\n set [selected stone v] to [0]\n repeat (6)\n wait until <(next stone?) = [0]>\n change [selected stone v] by (1)\n broadcast (Stone v)\n set [next stone? v] to [1]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [final battle v]\nset rotation style [left-right v]\npoint in direction (-90)\ngo to x: (200) y: (-70)\nset [yv v] to [0]\nforever\n if <(#soul) = [0]> then\n else\n if <(Reality) = [0]> then\n change y by (yv)\n if <(y position) > [-80]> then\n change [yv v] by (-0.25)\n else\n change [yv v] by (0.25)\n end\n else\n repeat until <(y position) > [80]>\n change y by (yv)\n change [yv v] by (0.25)\n end\n wait until <(Reality) = [0]>\n wait (4) seconds\n set [yv v] to [0]\n repeat until <[-60] > (y position)>\n change y by (yv)\n change [yv v] by (-0.25)\n end\n set [yv v] to [0]\n end\n end\nend\n\nchange [selected stone v] by (1)\nif <(Selected Stone) = [7]> then\nwait (5) seconds\n\nset [selected stone v] to [4]\nbroadcast (Stone v)\n\nset [next stone? v] to [0]\n\nwhen I receive [stone v]\nif <(Selected Stone) = [5]> then\n set [#soul v] to [0]\n Clone\n glide (1) secs to x: (pick random (-200) to (200)) y: (pick random (-100) to (100))\n wait until <touching (stormbreaker v)?>\n change [boss hp v] by (-1)\n broadcast (render lives v)\n glide (1) secs to x: (200) y: (-70)\n set [#soul v] to [1]\n wait (4) seconds\n set [next stone? v] to [0]\nend\n\ndefine Clone\nrepeat (10)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset rotation style [left-right v]\nif <(pick random (0) to (1)) = [1]> then\n point in direction (90)\nelse\n point in direction (-90)\nend\nglide (1) secs to x: (pick random (-200) to (200)) y: (pick random (-100) to (100))\nwait until <<(#soul) = [1]> or <touching (stormbreaker v)?>>\ndelete this clone\n\ngo to x: (200) y: (-70)\n\ndefine win\nif <(boss hp) < [1]> then\n broadcast (Boss Beat v)\n repeat (50)\n change y by (2)\n change [ghost v] effect by (2)\n end\n stop [other scripts in sprite v]\nelse\n broadcast (boss loss v)\n wait (2) seconds\n broadcast (menu v)\nend\nstop [this script v]\n\nwhen I receive [final battle v]\nwait until <<(player hp) < [1]> or <(boss hp) < [1]>>\nwin\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nset [boss hp v] to [0]\n\n@Stones effect\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\n\ndefine glow (#)\nswitch costume to (costume1 v)\nset size to (175) %\nswitch costume to (#)\nset [ghost v] effect to (100)\nshow\nset [# v] to [13]\nrepeat (13)\n go to [front v] layer\n change [ghost v] effect by ((#) * (-1))\n change [# v] by (-1)\nend\nwait (3) seconds\nrepeat (13)\n go to [front v] layer\n change [ghost v] effect by ((#) * (1))\n change [# v] by (1)\nend\nhide\n\nwhen I receive [stone v]\nglow (Selected Stone)\n\n@Portals\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\n\nwhen I receive [stone v]\nif <(Selected Stone) = [3]> then\n go to x: (-200) y: (140)\n repeat (4)\n Clone at x: (x position) y: (y position)\n change y by (-85)\n end\n wait (15) seconds\n set [next stone? v] to [0]\nend\n\nwhen I start as a clone\nwait (10) seconds\ndelete this clone\n\nwhen I receive [boss beat v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@lava\n\nwhen I receive [stone v]\nstop [other scripts in sprite v]\nbroadcast (check v)\nif <<(Selected Stone) = [4]> or <(Selected Stone) = [6]>> then\n go to x: (0) y: (-444444444)\n wait (5) seconds\n show\n repeat (200)\n change y by (1)\n end\n wait (5) seconds\n repeat (200)\n change y by (-1)\n end\n hide\nend\n\nwhen flag clicked\nstop [other scripts in sprite v]\nhide\nrepeat (10)\n delete this clone\nend\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nhide\nrepeat (10)\n delete this clone\nend\n\nwhen I receive [check v]\nif <<(Selected Stone) = [4]> or <(Selected Stone) = [6]>> then\n forever\n wait until <touching (hero v)?>\n change [player hp v] by (-1)\n broadcast (render lives v)\n wait until <not <touching (hero v)?>>\n end\nend\n\nwhen I receive [boss beat v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Sprite2\n\nwhen I receive [# v]\nif <(#1) = [1]> then\n clone\nelse\nend\n\nwhen flag clicked\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [level start v]\nset [#1 v] to [1]\nhide\n\nwhen I start as a clone\nshow\nclear graphic effects\nset [#2 v] to [1]\nset [#1 v] to [0]\nset [xv v] to (pick random (-10) to (10))\nset [yv v] to (pick random (1) to (4))\nrepeat (60)\n change x by (xv)\n set [xv v] to ((xv) * (0.9))\n if <<(#2) = [1]> or <not <touching (ground v)?>>> then\n change y by (yv)\n change [yv v] by (-0.5)\n end\n change [ghost v] effect by (1)\n if <touching (ground v)?> then\n set [yv v] to [0]\n ground\n end\nend\ndelete this clone\n\ndefine clone\ngo to x: (#x) y: (#y)\nrepeat (pick random (3) to (4))\n create clone of (_myself_ v)\nend\n\nwhen I receive [start v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine ground\nset [# v] to [0]\nrepeat until <<(#) > [15]> or <not <touching (ground v)?>>>\n change y by (1)\n change [# v] by (1)\nend\nif <touching (ground v)?> then\n change y by (-15)\n set [xv v] to ((xv) * (-0.5))\n change x by ((xv) * (2))\nelse\nend\n\n
Welcome to my largest ever scratch project, a platformer where you get to play as various Avengers from the MCU (Marvel Cinematic Universe).\nIt contains:\n30 levels\n3 mini boss fights\n1 final boss fight (THANOS)\n6 different heroes with assorted powers\nAll the instructions for how to move are in the project.\nPress p while you are in a level to skip it.\nPress r to restart the level\nThe Button to access the final boss appears in the level select area, it takes a second to load in.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nAlso, I have the code for some other heroes, so if you want me to make a sequel please tell me.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nAnd I know it's inaccurate, so please don't comment on how both Vision and Thanos have a Mind Stone.\n\n#game #games #isthishowtagswork? #avengers #marvel #thor #ironman #captainamerica #platformer #thanos
Among Us Platformer (MOBILE FRIENDLY)
@Stage\n\nwhen [m v] key pressed\nif <([abs v] of (mouse x) ) < [240]> then\n set [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\n show variable [mouse v]\nelse\n hide variable [mouse v]\nend\n\nwhen flag clicked\nwait (0.1) seconds\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n switch backdrop to (backdrop1 v)\n wait (10) seconds\n repeat (6)\n wait (0.1) seconds\n next backdrop\n end\nend\n\nwhen flag clicked\nforever\n wait (1) seconds\n change [play time v] by (1)\nend\n\n@Splash\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide variable [collect display v]\nhide variable [time v]\nShow Buttons [Splash]\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nforever\n repeat until <touching (mouse-pointer v)?>\n wait (0) seconds\n end\n set [brightness v] effect to (10)\n set size to (110) %\n repeat until <not <touching (mouse-pointer v)?>>\n if <mouse down?> then\n set [level v] to (id)\n if <(costume [name v]) = [Playback]> then\n set [recorder v] to [play]\n broadcast (Recording - Load v) and wait\n else\n set [recorder v] to [record]\n end\n broadcast (Level Chosen v)\n end\n wait (0) seconds\n end\n set [brightness v] effect to (0)\n set size to (100) %\nend\n\nwhen I receive [level chosen v]\ndelete this clone\n\ndefine Save High Score\nshow\nif <(RECORDER) = [record]> then\n switch costume to (level complete v)\n if <(TIME) > [5]> then\n if <(LEVEL) = [1]> then\n if <(TIME) < (☁ Best #1)> then\n set [☁ best #1 v] to (TIME)\n switch costume to (best score v)\n broadcast (Recording - Save v) and wait\n end\n else\n if <(LEVEL) = [2]> then\n if <(TIME) < (☁ Best #2)> then\n set [☁ best #2 v] to (TIME)\n switch costume to (best score v)\n broadcast (Recording - Save v) and wait\n end\n else\n if <(LEVEL) = [3]> then\n if <(TIME) < (☁ Best #3)> then\n set [☁ best #3 v] to (TIME)\n switch costume to (best score v)\n broadcast (Recording - Save v) and wait\n end\n end\n end\n end\n end\nelse\n switch costume to (best score v)\nend\n\nwhen I receive [game won v]\nSave High Score\nShow Buttons (costume [name v])\n\ndefine Show Buttons (splash costume)\nClone Buttons\ngo to x: (0) y: (0)\nset [id v] to [0]\nswitch costume to (splash costume)\nshow variable [☁ best #1 v]\nshow variable [☁ best #2 v]\nshow variable [☁ best #3 v]\nset [recorder v] to [record]\nrepeat until <(LEVEL) > []>\n wait (0) seconds\nend\nhide\nhide variable [☁ best #1 v]\nhide variable [☁ best #2 v]\nhide variable [☁ best #3 v]\nbroadcast (green flag v) and wait\nshow variable [collect display v]\nshow variable [time v]\nbroadcast (play game v)\n\nset [☁ best #1 v] to [99.99]\nset [☁ best #2 v] to [99.99]\nset [☁ best #3 v] to [99.99]\n\nhide variable [☁ best #1 v]\nhide variable [☁ best #2 v]\nhide variable [☁ best #3 v]\n\ndefine Clone Buttons\ngo to [front v] layer\nshow\nset [level v] to []\nClone Button [1] x: [-100]\nClone Button [2] x: [30]\nClone Button [3] x: [160]\n\ndefine Clone Button (id) x: (x)\nset [id v] to (id)\nswitch costume to (id)\ngo to x: (x) y: (-130)\ncreate clone of (_myself_ v)\nswitch costume to (playback v)\nchange y by (-34)\ncreate clone of (_myself_ v)\n\nwhen [timer v] > (0.1)\nshow\n\nwhen flag clicked\nforever\n reset timer\nend\n\n@Joystick\n\nwhen flag clicked\nhide\nshow list [share v]\ndelete all of [share v]\nhide variable [user v]\nset [rec tick v] to []\nset [joy timer v] to [1]\nset [joy orig x v] to []\nset size to (130) %\ngo to x: (-174) y: (-116)\nswitch costume to (background v)\ncreate clone of (_myself_ v)\nswitch costume to (joystick v)\n\nwhen I receive [joystick v]\ntick\n\nwhen I receive [setup v]\ngo to [front v] layer\n\nwhen I receive [reset v]\ngo to [front v] layer\n\ndefine tick\nif <(RECORDER) = [play]> then\n if <(rec tick) > []> then\n if <(item (rec idx) of [recording v]) = (rec tick)> then\n play (item ((rec idx) + (1)) of [recording v])\n end\n change [rec tick v] by (1)\n end\nelse\n if <<mouse down?> and <(EDITOR) < [1]>> then\n if <(Joy Timer) > [-20]> then\n set [ghost v] effect to (50)\n if <(Joy Timer) > [0]> then\n show\n end\n end\n set [joy timer v] to [-20]\n if <(Joy Orig X) = []> then\n set [joy orig x v] to (mouse x)\n set [joy orig y v] to (mouse y)\n go to (mouse-pointer v)\n end\n else\n change [joy timer v] by (1)\n if <(Joy Timer) < [0]> then\n change [ghost v] effect by (20)\n else\n if <(Joy Timer) = [0]> then\n hide\n end\n end\n if <not <(Joy Orig X) = []>> then\n go to x: (Joy Orig X) y: (Joy Orig Y)\n set [joy orig x v] to []\n end\n end\n if <(costume [number v]) = [2]> then\n set [joy x v] to [0]\n set [joy y v] to [0]\n if <mouse down?> then\n go to x: (Joy Orig X) y: (Joy Orig Y)\n point towards (mouse-pointer v)\n set [power v] to (distance to [mouse-pointer v])\n if <(power) > ((size) / (4))> then\n set [power v] to ((size) / (4))\n end\n move (power) steps\n if <(power) > [14]> then\n if <<(direction) > [-60]> and <(direction) < [60]>> then\n set [joy y v] to [1]\n else\n if <<(direction) < [-120]> or <(direction) > [120]>> then\n set [joy y v] to [-1]\n end\n end\n if <<(direction) > [30]> and <(direction) < [150]>> then\n set [joy x v] to [1]\n else\n if <<(direction) > [-150]> and <(direction) < [-30]>> then\n set [joy x v] to [-1]\n end\n end\n else\n set [digital dir v] to []\n end\n else\n set [power v] to [0]\n set [digital dir v] to []\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [joy y v] to [1]\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n set [joy y v] to [-1]\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [joy x v] to [-1]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [joy x v] to [1]\n end\n end\n if <(RECORDER) = [record]> then\n if <not <<(rec x) = (Joy X)> and <(rec y) = (Joy Y)>>> then\n record\n end\n change [rec tick v] by (1)\n end\nend\n\nwhen I receive [recording - start v]\nset [rec x v] to [0]\nset [rec y v] to [0]\nset [rec tick v] to [0]\nset [rec idx v] to [1]\nset [joy x v] to [0]\nset [joy y v] to [0]\nif <(RECORDER) = [record]> then\n delete all of [recording v]\n hide variable [user v]\nend\n\ndefine record\nadd (rec tick) to [recording v]\nif <(Joy X) > [0]> then\n if <(Joy Y) > [0]> then\n add [9] to [recording v]\n else\n if <(Joy Y) = [0]> then\n add [6] to [recording v]\n else\n add [3] to [recording v]\n end\n end\nelse\n if <(Joy X) = [0]> then\n if <(Joy Y) > [0]> then\n add [8] to [recording v]\n else\n if <(Joy Y) = [0]> then\n add [5] to [recording v]\n else\n add [2] to [recording v]\n end\n end\n else\n if <(Joy Y) > [0]> then\n add [7] to [recording v]\n else\n if <(Joy Y) = [0]> then\n add [4] to [recording v]\n else\n add [1] to [recording v]\n end\n end\n end\nend\nset [rec x v] to (Joy X)\nset [rec y v] to (Joy Y)\nset [rec tick v] to [0]\n\ndefine play (a)\nif <(a) < [4]> then\n set [joy y v] to [-1]\nelse\n if <(a) < [7]> then\n set [joy y v] to [0]\n else\n set [joy y v] to [1]\n end\nend\nif <((a) mod (3)) = [1]> then\n set [joy x v] to [-1]\nelse\n if <((a) mod (3)) = [2]> then\n set [joy x v] to [0]\n else\n set [joy x v] to [1]\n end\nend\nset [rec tick v] to [0]\nchange [rec idx v] by (2)\n\nset [recorder v] to [record]\n\nset [recorder v] to [play]\n\ndefine Save Recording\nset [encode v] to []\nset [rec idx v] to [1]\nrepeat ((length of [recording v]) / (2))\n set [i v] to (item (rec idx) of [recording v])\n change [rec idx v] by (1)\n repeat until <(i) < [100]>\n set [encode v] to (join (encode) (join [99] (item (rec idx) of [recording v])))\n change [i v] by (-99)\n end\n if <(length of (i)) < [2]> then\n set [encode v] to (join (encode) [0])\n end\n set [encode v] to (join (encode) (join (i) (item (rec idx) of [recording v])))\n change [rec idx v] by (1)\nend\n\nwhen I receive [recording - save v]\nSave Recording\nreplace item ((LEVEL) * (2)) of [saves v] with (encode)\ndelete all of [share v]\nadd [Griffpatch will manually add your recording to the project soon...] to [share v]\nadd (encode) to [share v]\nhide list [share v]\nset [i v] to [1]\nset [rec idx v] to []\nrepeat until <(i) > (length of (encode))>\n if <(length of (rec idx)) = [256]> then\n wait (0.15) seconds\n set [☁ snapshot v] to (rec idx)\n set [rec idx v] to []\n end\n set [rec idx v] to (join (rec idx) (letter (i) of (encode)))\n change [i v] by (1)\nend\nwait (0.15) seconds\nif <(length of (rec idx)) > [0]> then\n set [☁ snapshot v] to (rec idx)\nend\n\ndelete all of [share v]\nadd (encode) to [share v]\nhide list [share v]\n\nwhen I receive [level chosen v]\nshow list [share v]\ndelete all of [share v]\nif <(RECORDER) = [record]> then\n hide variable [user v]\nend\n\ndefine Load Recording\ndelete all of [recording v]\nset [encode v] to (item ((LEVEL) * (2)) of [saves v])\nset [user v] to (join [Recording by ] (item (((LEVEL) * (2)) - (1)) of [saves v]))\nshow variable [user v]\nset [i v] to [1]\nrepeat ((length of (encode)) / (3))\n add ((0) + (join (letter (i) of (encode)) (letter ((i) + (1)) of (encode)))) to [recording v]\n add ((0) + (letter ((i) + (2)) of (encode))) to [recording v]\n change [i v] by (3)\nend\n\nwhen I receive [recording - load v]\ndelete all of [recording v]\nLoad Recording\n\nwhen [z v] key pressed\n\nchange [rec tick v] by (-1)\n\n@Enemies\n\ndefine move enemy <clamp?>\nset [x v] to (round ((orig x) + ((move x) * ([abs v] of (((((TICK) / (div)) + (offset)) mod (2)) - (1)) ))))\nset [y v] to (round ((orig y) + ((move y) * ([abs v] of (((((TICK) / (div)) + (offset)) mod (2)) - (1)) ))))\nPosition\nif <clamp?> then\n if <<(visible) > [0]> and <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 end\nend\n\ndefine Position\nposition at ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Stuck! (x) (y)\nset [distance v] to [2]\nrepeat (12)\n set [angle v] to [0]\n repeat (8)\n set [x v] to ((x) + ((distance) * ([sin v] of (angle) )))\n set [y v] to ((y) + ((distance) * ([cos v] of (angle) )))\n Position\n if <<(visible) > [0]> and <not <touching (platforms v)?>>> then\n stop [this script v]\n end\n change [angle v] by (45)\n end\n change [distance v] by (2)\nend\nset [x v] to (x)\nset [y v] to (y)\nPosition\n\ndefine New Enemy (costume) at x, y: (x) (y)\ncreate clone of (_myself_ v)\nset rotation style [left-right v]\nswitch costume to (costume)\nset [type v] to [1]\nset [x v] to (x)\nset [y v] to (y)\nset [orig x v] to (x)\nset [orig y v] to (y)\n\ndefine then glide (time) secs to x: (x) y: (y)\nset [type v] to [2]\nset [orig x v] to (x)\nset [orig y v] to (y)\nset [move x v] to ((x) - (x))\nset [move y v] to ((y) - (y))\nset [div v] to ((30) * (time))\nset [offset v] to [0]\n\ndefine then rotate (time) secs\nset rotation style [all around v]\nset [type v] to [4]\nset [div v] to ((360) / ((time) * (30)))\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nhide\nset [type v] to []\nif <(LEVEL) = [1]> then\n New Enemy [Big Green] at x, y: [159] [40]\n then glide [2.5] secs to x: [308] y: [40]\n New Enemy [Big Green] at x, y: [1920] [-75]\n then glide [3] secs to x: [1741] y: [-75]\n New Enemy [Mace] at x, y: [2632] [130]\n then rotate [-2] secs\nelse\n if <(LEVEL) = [2]> then\n New Enemy [Big Green] at x, y: [1214] [358]\n then glide [2.5] secs to x: [1342] y: [358]\n New Enemy [Spear2] at x, y: [2391] [123]\n then glide [1] secs to x: [2391] y: [210]\n change [type v] by (1)\n New Enemy [Spear2] at x, y: [2581] [123]\n then glide [1] secs to x: [2581] y: [210]\n change [type v] by (1)\n set [offset v] to [1]\n New Enemy [Spikie] at x, y: [3646] [30]\n then rotate [-0.5] secs\n New Enemy [Spikie] at x, y: [3846] [100]\n then rotate [0.5] secs\n New Enemy [Spikie] at x, y: [4046] [30]\n then rotate [-0.5] secs\n else\n if <(LEVEL) = [3]> then\n New Enemy [Blade] at x, y: [2506] [460]\n then rotate [-0.5] secs\n New Enemy [Blade] at x, y: [2373] [300]\n then rotate [0.5] secs\n New Enemy [Blade] at x, y: [2526] [110]\n then rotate [-0.5] secs\n New Enemy [Blade] at x, y: [2526] [-120]\n then rotate [0.5] secs\n New Enemy [Big Green] at x, y: [2834] [0]\n then glide [2.5] secs to x: [2920] y: [0]\n end\n end\nend\n\nwhen I receive [post tick v]\nif <(type) > []> then\n if <<(type) = [2]> or <(type) = [3]>> then\n move enemy <(type) = [2]>\n else\n if <(type) = [4]> then\n point in direction ((TICK) * (div))\n end\n end\n Position\n if <touching (player v)?> then\n set [exit v] to [die]\n end\nend\n\ndefine position at (x) (y)\nset size to (200) %\ngo to x: (x) y: (y)\nset size to (100) %\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n set [visible v] to [1]\nelse\n hide\n set [visible v] to [0]\nend\n\n@Exit\n\nwhen I receive [open portal v]\nswitch costume to (open v)\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\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\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: (2958) y: (567)\nelse\n if <(LEVEL) = [2]> then\n switch costume to (closed v)\n Clone at x: (4787) y: (79)\n else\n if <(LEVEL) = [3]> then\n switch costume to (closed v)\n Clone at x: (2790) y: (173)\n else\n set [x v] to [-99999]\n end\n end\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\ndefine position (x) (y)\nset size to (200) %\ngo to x: (x) y: (y)\nset size to (100) %\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\n@Collectables\n\ndefine show total\nset [collect display v] to (join (COLLECTED) (join [ of ] (COLLECTED MAX)))\n\nClone at x: (53) y: (570)\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 [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nif <(RECORDER) = [play]> then\n switch costume to (dot2 v)\nelse\n switch costume to (dot v)\nend\nset [collected v] to [0]\nset [collected max v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: (-49) y: (-88)\n Clone at x: (91) y: (-30)\n Clone at x: (234) y: (113)\n Clone at x: (433) y: (-13)\n Clone at x: (494) y: (28)\n Clone at x: (555) y: (-13)\n Clone at x: (753) y: (248)\n Clone at x: (789) y: (316)\n Clone at x: (1140) y: (377)\n Clone at x: (1252) y: (362)\n Clone at x: (1339) y: (211)\n Clone at x: (1404) y: (74)\n Clone at x: (1804) y: (82)\n Clone at x: (1579) y: (-12)\n Clone at x: (2155) y: (112)\n Clone at x: (2301) y: (132)\n Clone at x: (2613) y: (49)\n Clone at x: (2791) y: (169)\n Clone at x: (2791) y: (250)\n Clone at x: (1010) y: (393)\nelse\n if <(LEVEL) = [2]> then\n Clone at x: (41) y: (35)\n Clone at x: (274) y: (85)\n Clone at x: (906) y: (-78)\n Clone at x: (1095) y: (-21)\n Clone at x: (1189) y: (363)\n Clone at x: (1395) y: (365)\n Clone at x: (1558) y: (389)\n Clone at x: (1860) y: (247)\n Clone at x: (1915) y: (461)\n Clone at x: (2033) y: (233)\n Clone at x: (2123) y: (460)\n Clone at x: (2393) y: (278)\n Clone at x: (2482) y: (229)\n Clone at x: (2578) y: (278)\n Clone at x: (2769) y: (214)\n Clone at x: (2906) y: (50)\n Clone at x: (3135) y: (10)\n Clone at x: (3330) y: (28)\n Clone at x: (3530) y: (28)\n Clone at x: (3648) y: (80)\n Clone at x: (3846) y: (28)\n Clone at x: (4046) y: (80)\n Clone at x: (4389) y: (30)\n Clone at x: (4567) y: (76)\n else\n if <(LEVEL) = [3]> then\n Clone at x: (-71) y: (154)\n Clone at x: (208) y: (220)\n Clone at x: (214) y: (384)\n Clone at x: (53) y: (570)\n Clone at x: (53) y: (697)\n Clone at x: (134) y: (928)\n Clone at x: (-61) y: (853)\n Clone at x: (848) y: (864)\n Clone at x: (1048) y: (874)\n Clone at x: (1200) y: (829)\n Clone at x: (1689) y: (905)\n Clone at x: (1749) y: (905)\n Clone at x: (1809) y: (905)\n Clone at x: (2369) y: (988)\n Clone at x: (2124) y: (704)\n Clone at x: (2500) y: (660)\n Clone at x: (2245) y: (927)\n Clone at x: (2378) y: (456)\n Clone at x: (2496) y: (303)\n Clone at x: (2389) y: (94)\n Clone at x: (2446) y: (202)\n Clone at x: (2417) y: (544)\n Clone at x: (2435) y: (388)\n Clone at x: (2889) y: (76)\n end\n end\nend\nset [x v] to [-99999]\nshow total\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) (((y) + ((5) * ([sin v] of (((x) + (TICK)) * (10)) ))) - (SCROLL Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n show total\n if <(COLLECTED) = (COLLECTED MAX)> then\n broadcast (Open Portal v)\n end\n delete this clone\nend\n\ndefine position (x) (y)\nset size to (200) %\ngo to x: (x) y: (y)\nset size to (100) %\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\n@Platforms\n\ndefine z get direction (dx) (dy)\nif <(dy) = [0]> then\n if <(dx) > [0]> then\n set [p dir v] to [90]\n else\n set [p dir v] to [-90]\n end\nelse\n set [p dir v] to ([atan v] of ((dx) / (dy)) )\n if <(dy) < [0]> then\n if <(dx) > [0]> then\n change [p dir v] by (180)\n else\n if <(dx) < [0]> then\n change [p dir v] by (-180)\n else\n set [p dir v] to [180]\n end\n end\n end\nend\nset [p radius v] to (([sqrt v] of (((dx) * (dx)) + ((dy) * (dy))) ) / (2))\n\nwhen I receive [pre-tick v]\nif <(typ) > [0]> then\n if <(typ) = [1]> then\n Type 1 move ((p radius) * ([cos v] of (((TICK) * (p timer)) + (p offset)) ))\n else\n if <(typ) = [2]> then\n if <(p timer) > [0]> then\n change [p timer v] by (-1)\n if <(p timer) = [0]> then\n switch costume to (tramp v)\n end\n else\n position (((x) - (SCROLL X)) - (3)) (((y) - (SCROLL Y)) + (2))\n if <touching (player v)?> then\n position (((x) - (SCROLL X)) + (3)) (((y) - (SCROLL Y)) + (2))\n if <touching (player v)?> then\n switch costume to (extend v)\n set [impulse x v] to ((p radius) * ([sin v] of (p dir) ))\n set [impulse y v] to ((p radius) * ([cos v] of (p dir) ))\n set [p timer v] to (p offset)\n end\n end\n position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n end\n else\n if <(typ) = [3]> then\n pre-tick Cloud\n end\n end\n end\nend\n\ndefine reposition (x) (y)\nif <(visible) = [1]> then\n position ((x) - (SCROLL X)) (((y) - (SCROLL Y)) + (4))\n if <touching (player v)?> then\n set [platform sx v] to ((x) - (x))\n set [platform sy v] to ((y) - (y))\n if <(p offset) < [0]> then\n set [p offset v] to (((0) - ((TICK) * (p timer))) mod (360))\n end\n else\n position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n if <touching (player v)?> then\n set [platform sx v] to ((x) - (x))\n set [platform sy v] to ((y) - (y))\n end\n end\n position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nend\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [post tick v]\nif <(EDITOR) > [0]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n Drag ((x) - (mouse x)) ((y) - (mouse y)) orig (x) (y)\n end\nend\n\ndefine Drag (ox) (oy) orig (x) (y)\nrepeat until <not <mouse down?>>\n set [x v] to ((ox) + (mouse x))\n set [y v] to ((oy) + (mouse y))\n position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nend\nchange [origin x v] by ((x) - (x))\nchange [origin y v] by ((y) - (y))\nif <(typ) = [1]> then\n Debug Position ((p radius) * ([sin v] of (p dir) )) ((p radius) * ([cos v] of (p dir) ))\nelse\n Debug Position [0] [0]\nend\nshow variable [mouse v]\n\ndefine New Platform (costume) at x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [x v] to (x)\nset [y v] to (y)\nset [origin x v] to (x)\nset [origin y v] to (y)\nset [typ v] to [0]\nset [p timer v] to [0]\nswitch costume to (costume)\n\ndefine Type 1 move (dist)\nif <(p offset) < [0]> then\n reposition (x) (y)\nelse\n reposition ((origin x) - (round ((dist) * ([sin v] of (p dir) )))) ((origin y) - (round ((dist) * ([cos v] of (p dir) ))))\nend\n\ndefine Debug Position (ox) (oy)\nset [mouse v] to (join (costume [name v]) (join [ at x,y: ] (join ((origin x) - (ox)) (join [, ] ((origin y) - (oy))))))\n\ndefine New Glider (costume) start xy: (x) (y) to xy: (x2) (y2) time: (time)\nNew Platform (costume) at x: (x) y: (y)\nset [typ v] to [1]\nz get direction ((x2) - (x)) ((y2) - (y))\nset [p timer v] to ((360) / ((time) * (30)))\nchange [origin x v] by (round ((p radius) * ([sin v] of (p dir) )))\nchange [origin y v] by (round ((p radius) * ([cos v] of (p dir) )))\nset [p offset v] to [0]\n\ndefine New Trampoline xy: (x) (y) power (sy)\nNew Platform [tramp] at x: (x) y: (y)\nset [typ v] to [2]\nset [p dir v] to (dir)\nset [p radius v] to (sy)\nset [p offset v] to [20]\n\nchange [p timer v] by (-1)\n\ndefine pre-tick Cloud\nif <(p timer) > [0]> then\n if <(y) > ((origin y) - (10))> then\n reposition (x) ((y) - (1))\n change [ghost v] effect by (8)\n else\n if <(p timer) = (p offset)> then\n switch costume to (blank v)\n end\n change [p timer v] by (-1)\n if <(p timer) = [0]> then\n switch costume to (p radius)\n if <touching (player v)?> then\n switch costume to (blank v)\n set [p timer v] to [1]\n end\n end\n end\nelse\n position ((x) - (SCROLL X)) (((y) - (SCROLL Y)) + (3))\n if <touching (player v)?> then\n set [p timer v] to (p offset)\n else\n if <(y) < (origin y)> then\n reposition (x) ((y) + (1))\n change [ghost v] effect by (-8)\n end\n end\n position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nend\n\ndefine New Temporary Platform (costume) at x: (x) y: (y) wait (seconds)\nNew Platform (costume) at x: (x) y: (y)\nset [typ v] to [3]\nset [p offset v] to (seconds)\nset [p radius v] to (costume [name v])\n\ndefine ... wait for touching\nset [p offset v] to [-1]\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\nset size to (150) %\ngo to x: (x) y: (y)\nset size to (100) %\nif <<(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]\nclear graphic effects\nset [typ v] to [-1]\nset [visible v] to [0]\nset [p timer v] to [0]\nset [visible v] to [1]\nset [x v] to [-99999]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n New Platform [Test] at x: [0] y: [0]\n New Platform [Test2] at x: [480] y: [0]\n New Platform [Test3] at x: [960] y: [0]\n New Trampoline xy: [721] [115] power [28]\n New Platform [Floating Island] at x: [897] y: [264]\n New Platform [Floating Island] at x: [1138] y: [325]\n New Glider [Lift1] start xy: [1253] [333] to xy: [1453] [-30] time: [5]\n ... wait for touching\n New Platform [Test4] at x: [1711] y: [0]\n New Platform [Test5] at x: [2191] y: [0]\n New Platform [Test6] at x: [2671] y: [0]\n New Platform [Test7] at x: [2671] y: [360]\n New Platform [Test8] at x: [3151] y: [360]\n New Platform [Test9] at x: [3151] y: [0]\nelse\n if <(LEVEL) = [2]> then\n New Platform [level 2 1] at x: [0] y: [0]\n New Glider [Floating Island] start xy: [270] [40] to xy: [270] [280] time: [2.5]\n ... wait for touching\n New Platform [Test10] at x: [630] y: [360]\n New Platform [Test11] at x: [630] y: [0]\n New Platform [Test12] at x: [1110] y: [0]\n New Platform [Test13] at x: [1110] y: [360]\n New Trampoline xy: [1101] [-79] power [41]\n New Glider [Test16] start xy: [1987] [300] to xy: [1929] [300] time: [2.2]\n ... wait for touching\n New Platform [Test14] at x: [1590] y: [360]\n New Platform [Test15] at x: [1958] y: [367]\n New Platform [Test17] at x: [1590] y: [80]\n New Platform [Test17] at x: [2070] y: [80]\n New Platform [Test17] at x: [1992] y: [600]\n New Platform [Test18] at x: [2406] y: [196]\n New Platform [Test19] at x: [2886] y: [196]\n New Platform [Test20] at x: [2886] y: [0]\n New Glider [Whale] start xy: [3360] [-170] to xy: [4200] [-170] time: [10]\n ... wait for touching\n New Platform [Test21] at x: [4600] y: [0]\n else\n if <(LEVEL) = [3]> then\n New Platform [level 3 1] at x: [0] y: [0]\n New Temporary Platform [Cloud] at x: [-70] y: [100] wait [45]\n New Platform [level 3 2] at x: [136] y: [296]\n New Platform [level 3 2] at x: [136] y: [640]\n New Platform [level 3 3] at x: [136] y: [860]\n New Glider [Lift1] start xy: [-63] [812] to xy: [500] [812] time: [7]\n ... wait for touching\n New Platform [Floating Island] at x: [645] y: [811]\n New Temporary Platform [Cloud] at x: [850] y: [800] wait [45]\n New Temporary Platform [Cloud] at x: [1050] y: [820] wait [45]\n New Temporary Platform [Cloud] at x: [1200] y: [770] wait [45]\n New Platform [level 3 4] at x: [1580] y: [675]\n New Platform [level 3 5] at x: [2000] y: [750]\n New Platform [level 3 6] at x: [2566] y: [943]\n New Platform [level 3 9] at x: [2895] y: [1137]\n New Glider [Wide Lift] start xy: [2428] [617] to xy: [2428] [-150] time: [28]\n ... wait for touching\n New Platform [level 3 7] at x: [2260] y: [448]\n New Platform [level 3 8] at x: [2260] y: [88]\n New Platform [level 3 8] at x: [2613] y: [762]\n New Platform [level 3 8] at x: [2613] y: [402]\n New Platform [level 3 10] at x: [2820] y: [0]\n New Temporary Platform [Cloud] at x: [3125] y: [30] wait [45]\n New Temporary Platform [Cloud] at x: [3207] y: [112] wait [45]\n New Temporary Platform [Cloud] at x: [3100] y: [190] wait [45]\n New Temporary Platform [Cloud] at x: [2930] y: [200] wait [45]\n end\n end\nend\n\n@Danger\n\ndefine New Platform (costume) at x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (costume)\n\nwhen I receive [post tick v]\nif <(EDITOR) > [0]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n Drag ((x) - (mouse x)) ((y) - (mouse y)) orig (x) (y)\n end\nend\n\ndefine Drag (ox) (oy) orig (x) (y)\nrepeat until <not <mouse down?>>\n set [x v] to ((ox) + (mouse x))\n set [y v] to ((oy) + (mouse y))\n position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nend\nDebug Position [0] [0]\nshow variable [mouse v]\n\ndefine Debug Position (ox) (oy)\nset [mouse v] to (join (costume [name v]) (join [ at x,y: ] (join ((x) - (ox)) (join [, ] ((y) - (oy))))))\n\nNew Platform [Spike1] at x: [2319] y: [954]\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\nset size to (200) %\ngo to x: (x) y: (y)\nset size to (100) %\nif <<(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 [x v] to [-99999]\nif <(LEVEL) = [1]> then\n New Platform [Test4] at x: [1927] y: [139]\n New Platform [Test5] at x: [2191] y: [0]\nelse\n if <(LEVEL) = [2]> then\n New Platform [Test11] at x: [459] y: [-16]\n New Platform [Test10] at x: [630] y: [360]\n New Platform [Test14] at x: [1486] y: [223]\n New Platform [Test21] at x: [4600] y: [0]\n else\n if <(LEVEL) = [3]> then\n New Platform [Test4] at x: [-89] y: [-109]\n New Platform [Spike1] at x: [1958] y: [904]\n New Platform [Spike1] at x: [2318] y: [948]\n New Platform [Spike1] at x: [2722] y: [-30]\n New Platform [Test4] at x: [1738] y: [845]\n New Platform [Spears] at x: [2389] y: [726]\n New Platform [Spike2] at x: [1860] y: [866]\n end\n end\nend\n\n@Player\n\ndefine Show Time\nset [time v] to ((round (time100)) / (100))\nif <(letter ((length of (TIME)) - (1)) of (TIME)) = [.]> then\n set [time v] to (join (TIME) [0])\nelse\n if <not <(letter ((length of (TIME)) - (2)) of (TIME)) = [.]>> then\n set [time v] to (join (TIME) [.00])\n end\nend\n\nwhen I receive [green flag v]\nhide\npoint in direction (-90)\ngo to [front v] layer\nset [debug v] to [0]\n\nwhen I receive [play game v]\nset [resettime v] to [0]\nforever\n broadcast (reset v) and wait\n set [tick v] to [0]\n set [time100 v] to (resetTime)\n set [state v] to []\n Game On\n broadcast (setup v) and wait\n broadcast (tick v) and wait\n broadcast (Recording - start v) and wait\n show\n repeat until <(EXIT) > []>\n change [tick v] by (1)\n if <(state) > []> then\n change [time100 v] by (3.33333)\n end\n Show Time\n if <(debug) > [0]> then\n wait until <key (space v) pressed?>\n wait until <not <key (space v) pressed?>>\n end\n broadcast (Joystick v)\n broadcast (begin loop v)\n broadcast (pre-tick v)\n broadcast (local tick v)\n broadcast (tick v)\n broadcast (post tick v)\n wait (0) seconds\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\nbroadcast (post tick v) and wait\n\ndefine Game On\nset [x v] to [-200]\nset [y v] to [0]\n\n set [x v] to [1656]\n set [y v] to [850]\nend\nset [scroll x v] to (x)\nset [scroll y v] to (y)\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [impulse y v] to []\nset size to (100) %\nset [ghost v] effect to (0)\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Tick\nif <(IMPULSE Y) > []> then\n Touching Platform: out (1)\nend\nHandle Platforms (x) (y)\nif <(EXIT) > []> then\n stop [this script v]\nend\nif <(IMPULSE Y) > []> then\n change [sx v] by (IMPULSE X)\n change [sy v] by (IMPULSE Y)\n set [impulse y v] to []\n set [in air v] to [10]\nelse\n if <([joy y v] of [joystick v]) > [0]> then\n if <<(in air) < [2]> or <<(sy) > [8]> and <(in air) < [4]>>> then\n set [sy v] to [15]\n end\n end\nend\nchange [sy v] by (-2)\nif <(sy) < [-24]> then\n set [sy v] to [-24]\nend\nChange Player y by (sy)\nset [sx v] to (((sx) * (0.8)) + ((PLATFORM SX) * (0.2)))\nif <([joy x v] of [joystick v]) < [0]> then\n change [sx v] by (-2)\n set [state v] to [1]\nend\nif <([joy x v] of [joystick v]) > [0]> then\n change [sx v] by (2)\n set [state v] to [1]\nend\nif <([abs v] of ((sx) - (PLATFORM SX)) ) > [1.5]> then\n Change Player x by (round (sx))\nelse\n Change Player x by (round (PLATFORM SX))\nend\nif <(x) < [-230]> then\n set [x v] to [-230]\nend\nPosition\nTest - Die\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\n if <<([joy y v] of [joystick v]) > [0]> and <(in air) > [6]>> then\n change y by (2)\n if <touching (platforms v)?> then\n set [sx v] to [0]\n else\n set [sx v] to (((sx) / ([abs v] of (sx) )) * (-18))\n set [sy v] to [15]\n set [in air v] to [0]\n end\n else\n set [sx v] to [0]\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 Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nif <touching (platforms v)?> then\n if <(sy) > [0]> then\n Touching Platform: out (-1)\n else\n Touching Platform: out (1)\n end\nend\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\ndefine Touching Platform: out (out)\nchange [y v] by (out)\nPosition\nrepeat until <not <touching (platforms v)?>>\n change [y v] by (out)\n Position\nend\nset [sy v] to [0]\nif <(out) > [0]> then\n set [in air v] to [0]\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\nbroadcast (Game Won v)\n\nwhen I receive [local tick v]\nTick\nScroll Stage\n\nwhen I receive [begin loop v]\nset [platform sx v] to [0]\nset [platform sy v] to [0]\n\ndefine Handle Platforms (x) (y)\nchange [y v] by (PLATFORM SY)\nPosition\nif <touching (platforms v)?> then\n set [distance v] to [1]\n repeat (8)\n set [angle v] to [0]\n repeat (8)\n set [x v] to (round ((x) + ((distance) * ([sin v] of (angle) ))))\n set [y v] to (round ((y) + ((distance) * ([cos v] of (angle) ))))\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n change [angle v] by (45)\n end\n change [distance v] by (1)\n end\n set [x v] to (x)\n set [y v] to (y)\n Position\n set [exit v] to [die]\nend\n\ndefine Scroll Stage\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 <((y) - (SCROLL Y)) < [-100]> then\n set [scroll y v] to ((y) + (100))\nend\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\nset [editor v] to [1]\n\nset [resettime v] to (time100)\nchange [level v] by (1)\nwait (1) seconds\n\nwhen I receive [game won v]\nstop [other scripts in sprite v]\n\nset [☁ best #1 v] to [99.99]\nset [☁ best #2 v] to [99.99]\n\nset [editor v] to [0]\n\nset [recorder v] to [record]\n\nwhen [left arrow v] key pressed\npoint in direction (90)\n\nwhen [right arrow v] key pressed\npoint in direction (-90)\n\nwhen flag clicked\n\nif <(username) = [FixoAJ]> then\n switch costume to (fixoaj v)\nelse\n switch costume to (player5 v)\nend\n\nwhen this sprite clicked\nnext costume\nif <(costume [name v]) = [FixoAJ]> then\n switch costume to (player5 v)\nend\nif <(costume [name v]) = [Player6]> then\n switch costume to (player2 v)\nend\nif <(costume [name v]) = [FixoAJ]> then\n switch costume to (fixoaj v)\nend\n\nwhen [space v] key pressed\nnext costume\n\nif <(username) = [FixoAJ]> then\n switch costume to (fixoaj v)\nelse\n if <(costume [name v]) = [FixoAJ]> then\n switch costume to (fixoaj v)\n end\nend\n\nif <(username) = [Pikaf33t]> then\n switch costume to (fixoaj v)\nelse\n if <(costume [name v]) = [FixoAJ]> then\n switch costume to (player2 v)\n end\nend\n\nwhen I receive [code1 v]\nset [codestuff v] to [1]\nswitch costume to (player6 v)\n\nwhen flag clicked\nset [codestuff v] to [0]\n\nnext costume\n\nswitch costume to (player5 v)\n\nwhen [space v] key pressed\nnext costume\n\nif then\nelse\nend\n\nswitch costume to (fixoaj v)\nif <(username) = [Pikaf33t]> then\n switch costume to (fixoaj v)\nelse\n if <(costume [name v]) = [FixoAJ]> then\n switch costume to (fixoaj v)\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nswitch costume to (among us emergency v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nshow\nswitch costume to (among us emergency v)\nrepeat (10)\n wait (0.0) seconds\n next costume\nend\nwait (1) seconds\nhide\n\nwhen flag clicked\nwait (0.1) seconds\nstart sound [Emergency Meeting Sound Among us \(128 kbps\) v]\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\n\nwhen I receive [play game v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\n@Music\n\nwhen this sprite clicked\nstop all sounds\nbroadcast (music v)\nplay sound (pick random (1) to (12)) until done\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\nend\n\nhide\n\n@Bouncing icon\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nwait (0.15) seconds\nshow\nset size to (100) %\nset [ghost v] effect to (100)\ngo to x: (203) y: (-144)\nchange y by (-100)\nforever\n go to [front v] layer\n change [ghost v] effect by (-10)\n set [bounce_3_vel v] to (((bounce_3_vel) * (0.6)) + (((y position) - (-144)) * (-0.2)))\n change y by (bounce_3_vel)\nend\n\nwhen [timer v] > (0)\nforever\n wait until <touching (mouse-pointer v)?>\n repeat (10)\n change [brightness v] effect by (5)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (10)\n change [brightness v] effect by (-5)\n end\n clear graphic effects\nend\n\nwhen [timer v] > (0)\nforever\n repeat until <touching (mouse-pointer v)?>\n change size by (((size) - (100)) / (-4))\n end\n wait until <not <touching (mouse-pointer v)?>>\n start sound [Rick roll v]\n set size to (100) %\n set [__stop_effect_size_vel v] to [20]\n repeat (17)\n change [__stop_effect_size_vel v] by (-2.5)\n change size by (__stop_effect_size_vel)\n end\nend\n\n
Use arrow keys to move ( and WASD)\nTo change your color click yourself (or space)\nඞ\n\n\n(MINOR LAG WARNING) (Normally when yu wall jump)\n\n\n\nUpdates:\n10/2/2020 Cat hat crewmate avatars \n10/4/2020 Added dark purple and green avatars\n10/6/2020 Added Party and Cowboy hat avatars\n10/10/2020 Flower and Plant hatted avatars \n10/17/2020 I fly through da backdrop \n10/17/2020 added ghost and mini crewmate avatars\n10/22/2020 Polus lava at end of lvl 2\n10/24/2020 Witch hatted avatars\n10/27/2020 Lil notice button\n10/30/2020 I covered more grass with black\n11/2/2020 Added new homescreen\n11/3/2020 Player (gametoons) and brainslug hat avatar\n11/7/2020 ADDED MUSIC! (click the headphones)\n11/20/2020 Play time and year\n11/24/2020 New suited crewmate avatars \n11/27/2020 More music + new avatars\n12/5/2020 Santa hat avatars :D\n12/12/2020 Added a new song!\n12/17/2020 tongue kill avatar\n12/29/2020 Even MORRRRRE music\n2/6/2021 Added Good To Be Alive (Cg5)\n4/24/2021 Added Red (BFTA) and dead body\nNotices: \n#1 If this gets somewhere on the front page I will FREAK\n#2 thank you all so much for 200 views!\n#3 Oml 300 views aaaaaaaaaaaaaaaaaaaaa\n#4 New https://scratch.mit.edu/projects/437590951/\n#5 800 views this is insane!\n#6 Please just view this... (My friend asked me to put it here) https://scratch.mit.edu/projects/434710055\n#6 NO ADVERTISING IN THE COMMENTS\n#7 To the Scratch team, please don't take this down! I know you hv been taking down some Among Us things with "guns" and weapons. i am pretty sure my project is safe! :D\n#8 Sorry for not updating, I've been busy with school and stuff. But if you have any ideas just tell mwe!\n#9 61 hearts and 60 stars? WOWZA\n#10 Among Us BANG! map! (Closed)\n#11 I may not update this anymore bc it constantly lags on me...\n#12 THANK YOU GUYS SM AHHHH 11/16/2022\n\nRemix Tree! :D https://scratch.mit.edu/projects/422939985/remixtree/\n\nBug Fixes: (Tell me in the comments)\n12/29/2020 Fixed turning into cyan when pressing space glitch\n4/24/2021 Fixed turning into only lime, cyan, and peach.
Spider-Man - A Scrolling Platformer - DEMO
@Stage\n\nwhen flag clicked\nset volume to (30) %\nforever\n play sound [Mission Impossible v] until done\nend\n\n@Grapple Guy\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (0) y: (0)\nset size to (10) %\nclear graphic effects\nforever\n if <<not <(grapple x) = [0]>> and <not <(grapple y) = [0]>>> then\n turn right ((x) * (0.6)) degrees\n else\n turn right ((x) * (0.3)) degrees\n end\n point in direction (((direction) * (0.7777777777777)) + (20))\nend\n\n@Grapple\n\nwhen flag clicked\ndo apple\n\nwhen I receive [dead v]\nstop [other scripts in sprite v]\nbroadcast (new grapple v)\n\nwhen I receive [new grapple v]\ndo apple\n\ndefine do apple\nset size to (10) %\nset [grapple speed v] to [100]\nforever\n clear graphic effects\n go to x: (0) y: (0)\n hide\n set [grapplexvelchange v] to [0]\n set [grappleyvelchange v] to [0]\n set [grappling? v] to [0]\n if <mouse down?> then\n set [grappling? v] to [1]\n go to x: (0) y: (0)\n point towards (mouse-pointer v)\n switch costume to (costume1 v)\n show\n move (20) steps\n change x by (() - (x))\n change y by (() - (y))\n repeat until <<<touching (obstacles v)?> or <<<touching (ground v)?> or <touching (_edge_ v)?>> or <not <mouse down?>>>> or <touching (enemy v)?>>\n move (20) steps\n change x by (() - (x))\n change y by (() - (y))\n end\n if <touching (ground v)?> then\n set [grapple x v] to ((x position) - ([x position v] of [ground v]))\n set [grapple y v] to ((y position) - ([y position v] of [ground v]))\n repeat until <not <mouse down?>>\n go to x: ((grapple x) + ([x position v] of [ground v])) y: ((grapple y) + ([y position v] of [ground v]))\n set [grapple x v] to ((x position) - ([x position v] of [ground v]))\n set [grapple y v] to ((y position) - ([y position v] of [ground v]))\n set [grapplexvelchange v] to ((((grapple x) + ([x position v] of [ground v])) / ((150) - (grapple speed))) - ())\n set [grappleyvelchange v] to ((((grapple y) + ([y position v] of [ground v])) / ((150) - (grapple speed))) - ())\n end\n end\n if <touching (enemy v)?> then\n set [enemy alize v] to [0]\n end\n set [grapplexvelchange v] to [0]\n set [grappleyvelchange v] to [0]\n set [grapple x v] to [0]\n set [grapple y v] to [0]\n end\n switch costume to (costume1 v)\nend\n\n@pEN\n\nwhen flag clicked\ngo to (grapple guy v)\ngo to [back v] layer\nforever\n erase all\n go to (grapple guy v)\n if <(grappling?) = [1]> then\n pen down\n set pen color to (#f5f5f5)\n set pen size to (2)\n go to (grapple v)\n end\nend\n\nset language to (en v)::tts\n\n@Ground\n\ndefine Platformer engine\nswitch costume to (none v)\nset size to (1000) %\nswitch costume to (costume1 v)\npoint in direction (90)\nchange [y v] by (-1)\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1)\nend\nchange [x v] by (grapplexvelchange)\nchange [y v] by (grappleyvelchange)\nset [x v] to ((x) * (0.9))\nchange x by ((x) * (-1))\nif <touching (grapple guy v)?> then\n change y by (-1)\n if <touching (grapple guy v)?> then\n change y by (-1)\n if <touching (grapple guy v)?> then\n change y by (-1)\n if <touching (grapple guy v)?> then\n change y by (-1)\n if <touching (grapple guy v)?> then\n change y by (-1)\n if <touching (grapple guy v)?> then\n change y by (-1)\n if <touching (grapple guy v)?> then\n change y by (6)\n change x by ((x) * (1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-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) * (-1))\nif <touching (grapple guy v)?> then\n change y by ((y) * (1))\n set [y v] to [0]\nend\nchange y by (1)\nif <<touching (grapple guy v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [12]\nend\nif <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change [y v] by (-2)\nend\nchange y by (-1)\n\nwhen flag clicked\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-500) y: (100)\nset size to (100) %\nswitch costume to (costume1 v)\nforever\n Platformer engine\nend\n\ngo to x: (x position) y: ((y position) - (1000))\n\nwhen I receive [dead v]\ngo to x: (CheckpointX) y: (CheckpointY)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen [p v] key pressed\nif <<[-1450] < (CheckpointX)> and <(CheckpointX) < [-1150]>> then\n if <<[-300] < (CheckpointY)> and <(CheckpointY) < [-150]>> then\n set [checkpointx v] to [-2150]\n set [checkpointy v] to [100]\n broadcast (dead v)\n end\nend\nif <<[-1100] < (CheckpointX)> and <(CheckpointX) < [-900]>> then\n if <<[-1800] < (CheckpointY)> and <(CheckpointY) < [-1600]>> then\n set [checkpointx v] to [-1300]\n set [checkpointy v] to [-200]\n broadcast (dead v)\n end\nend\nif <<[1300] < (CheckpointX)> and <(CheckpointX) < [1600]>> then\n if <<[-1750] < (CheckpointY)> and <(CheckpointY) < [-1600]>> then\n set [checkpointx v] to [-1000]\n set [checkpointy v] to [-1750]\n broadcast (dead v)\n end\nend\nif <<[1800] < (CheckpointX)> and <(CheckpointX) < [2150]>> then\n if <<[-600] < (CheckpointY)> and <(CheckpointY) < [-400]>> then\n set [checkpointx v] to [1500]\n set [checkpointy v] to [-1675]\n broadcast (dead v)\n end\nend\nif <<[-600] < (CheckpointX)> and <(CheckpointX) < [205]>> then\n if <<[-90] < (CheckpointY)> and <(CheckpointY) < [140]>> then\n set [checkpointx v] to [2000]\n set [checkpointy v] to [-430]\n broadcast (dead v)\n end\nend\n\n@enemy\n\nwhen flag clicked\nset [enemy alize v] to [0]\nforever\n if <(enemy alize) = [1]> then\n show\n point towards (grapple guy v)\n move (1) steps\n else\n hide\n end\nend\n\n@Obstacles\n\nwhen flag clicked\nforever\n go to x: ([x position v] of [ground v]) y: ([y position v] of [ground v])\n switch costume to (none v)\n go to [back v] layer\n set size to (1000) %\n switch costume to (costume1 v)\n if <touching (grapple guy v)?> then\n broadcast (dead v)\n end\nend\n\n@tumbthail\n\nwhen flag clicked\nshow\nclear graphic effects\nshow\nclear graphic effects\nswitch costume to (costume2 v)\nset size to (100) %\nswitch costume to (costume3 v)\ngo to [front v] layer\ngo to x: (0) y: (0)\nwait (2) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\nswitch costume to (costume2 v)\nset size to (100) %\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0.05)\nchange [timer v] by (0.1)\nif <not <(username) = [Yobo-Hobo]>> then\n forever\n show\n clear graphic effects\n switch costume to (costume2 v)\n set size to ((90) + ((15) * ([sin v] of ((timer) * (100)) ))) %\n switch costume to (costume1 v)\n go to [front v] layer\n go to x: (0) y: (0)\n change [timer v] by (0.05)\n reset timer\n end\nend\nshow\nclear graphic effects\nswitch costume to (costume2 v)\nset size to ((90) + ((15) * ([sin v] of ((timer) * (100)) ))) %\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo to x: (0) y: (0)\nchange [timer v] by (0.05)\n\nshow\nclear graphic effects\nswitch costume to (costume2 v)\nset size to (100) %\nswitch costume to (costume3 v)\ngo to [front v] layer\ngo to x: (0) y: (0)\n\n@Checkpoints\n\nwhen flag clicked\nset [checkpointx v] to [-500]\nset [checkpointy v] to [100]\nforever\n go to [back v] layer\n go to x: ([x position v] of [ground v]) y: ([y position v] of [ground v])\n switch costume to (none v)\n set size to (1000) %\n switch costume to (costume1 v)\n if <touching (grapple guy v)?> then\n set [checkpointx v] to ([x position v] of [ground v])\n set [checkpointy v] to ([y position v] of [ground v])\n end\nend\n\n
Spider-Man, Spider-Man, does whatever the instructions can.\nhttps://forkphorus.github.io/#422948217 for less lag\n- [W][A][S][D] or <^> to move.\n- [S] or down arrow to go down in the air\n- You can wall jump by pressing jump and a sideways \n movement key against a wall.\n- Click to grapple, release to unhook.\n- Use [W][A][S][D] or <^> to move around while grappled.\n- Press [p] to skip a level\n\nGreen/Brown is ground, red is death.\nYou are spider-man, for those who can't tell.\n\nHINT: If you're hanging on to something and can't get up, use S or down arrow to go down and get launched up.
The Elementals Part 2 - A Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (outside v)\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n switch backdrop to (outside v)\n set volume to (0) %\n end\nend\n\nwhen I receive [gamestart v]\nwait until <(level) = [2]>\nswitch backdrop to (crystals v)\nset volume to (100) %\nrepeat until <(level) = [9]>\n play sound [27 Underground Sewers \(NSMBWii\) v] until done\nend\n\nwhen I receive [you win v]\nset volume to (0) %\n\n@The Elemental\n\nwhen I receive [end v]\npoint in direction (90)\nstop [other scripts in sprite v]\nswitch costume to (happy v)\ngo to x: (-32) y: (-66)\ngo to [front v] layer\nset size to (150) %\nturn left (15) degrees\n\nwhen flag clicked\ngo to x: (-205) y: (89)\npoint in direction (90)\ngo to [back v] layer\nhide\nset [whirl v] effect to (0)\nswitch costume to (right side - 1 v)\nset size to (100) %\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-205) y: (89)\n\nwhen I receive [gamestart v]\ngo to x: (-205) y: (89)\ngo to [back v] layer\nbroadcast (animation code v)\nbroadcast (drop code v)\nshow\nforever\n go to [front v] layer\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n broadcast (drop code v)\n broadcast (animation code v)\n change [x velocity v] by (1)\n switch costume to (right side - 1 v)\n set [direction v] to [r]\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n broadcast (drop code v)\n broadcast (animation code v)\n change [x velocity v] by (-1)\n switch costume to (birdman2 v)\n set [direction v] to [l]\n end\n set [x velocity v] to ((x velocity) * (.9))\n change x by (x velocity)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((x velocity) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(x velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (y velocity)\n if <touching (level v)?> then\n change y by ((y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [y velocity v] by (15)\n end\n end\n change y by (1)\n if <(x position) > [230]> then\n change [level v] by (1)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n go to x: (-205) y: (-120)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n repeat (5)\n go to x: (-205) y: (-80)\n go to x: (-205) y: (-80)\n end\n stop [this script v]\n end\nend\n\nwhen I receive [animation code v]\nforever\n if <(direction) = [r]> then\n switch costume to (right side - 1 v)\n repeat (14)\n wait (0.075) seconds\n next costume\n end\n else\n if <(direction) = [l]> then\n switch costume to (left side - 1 v)\n repeat (14)\n wait (0.075) seconds\n next costume\n end\n end\n end\nend\n\nwhen I receive [shut down v]\nstop [other scripts in sprite v]\n\nwhen I receive [end v]\nswitch costume to (happy v)\ngo to x: (-32) y: (-66)\ngo to [front v] layer\nset size to (150) %\nturn left (15) degrees\n\nwhen flag clicked\n\nwhen I receive [gamestart v]\nforever\n if <<(y position) = [-240]> or <(y position) < [-240]>> then\n go to x: (-205) y: (-120)\n end\nend\n\nwhen I receive [go to the rigth position v]\ngo to x: (-205) y: (-80)\ngo to x: (-205) y: (-80)\n\n@THEPARAKEET01 intro\n\nwhen flag clicked\npoint in direction (90)\nhide\ngo to [front v] layer\ngo to x: (-677) y: (-10)\nswitch costume to (costume1 v)\nbroadcast (THEPARAKEET01 v)\n\nwhen I receive [theparakeet01 v]\nset [ghost v] effect to (0)\nset size to (500) %\npoint in direction (90)\nswitch costume to (costume1 v)\nhide\nstart sound [stranger things v]\nset volume to (150) %\nwait (1) seconds\ngo to x: (-677) y: (-10)\nshow\nrepeat (25)\n go to [front v] layer\n move (10) steps\n wait (0.1) seconds\nend\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.1) seconds\nend\nhide\nswitch costume to (costume2 v)\ngo to x: (7) y: (207)\nset [ghost v] effect to (0)\nwait (1) seconds\nshow\nrepeat (25)\n change y by (-10)\n wait (0.15) seconds\nend\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.1) seconds\nend\nhide\nswitch costume to (costume3 v)\ngo to x: (362) y: (295)\nset [ghost v] effect to (0)\nwait (1) seconds\nshow\npoint in direction (45)\nrepeat (25)\n change x by (-10)\n change y by (-10)\n wait (0.15) seconds\nend\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.1) seconds\nend\nhide\npoint in direction (90)\nswitch costume to (costume1 v)\ngo to x: (0) y: (-12)\nset [ghost v] effect to (0)\nwait (1) seconds\nshow\nrepeat (60)\n change [ghost v] effect by (1)\n change size by (-1)\n wait (0.09) seconds\nend\nhide\nrepeat (100)\n change volume by (-1)\nend\nstop all sounds\nset volume to (100) %\nbroadcast (gamestart v)\n\nset size to (150) %\n\nmove (10) steps\n\nwhen I receive [end intro v]\nstop [other scripts in sprite v]\nhide\nrepeat (100)\n change volume by (-1)\nend\nstop all sounds\nset volume to (100) %\nbroadcast (gamestart v)\n\n@Sprite19\n\nwhen flag clicked\ngo to [front v] layer\nshow\ngo to x: (-144) y: (-138)\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (end intro v)\nhide\n\nwhen I receive [gamestart v]\nhide\n\n@level\n\nwhen flag clicked\nset [level v] to [1]\nshow\ngo to [back v] layer\ngo to [back v] layer\nswitch costume to (costume1 v)\nforever\n switch costume to (level)\nend\n\nset [level v] to (costume [number v])\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n broadcast (go to the rigth position v)\n stop [this script v]\n end\nend\n\n@black\n\nwhen flag clicked\nset [ghost v] effect to (0)\nshow\ngo [backward v] (1) layers\ngo to [front v] layer\n\nwhen I receive [gamestart v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nhide\n\nwhen I receive [gamestart v]\nwait (0.1) seconds\nset volume to (100) %\nforever\n play sound [25 Forest Land Overworld \(NSMBWii\) v] until done\nend\n\nwhen I receive [gamestart v]\nforever\n if <(level) = [2]> then\n set volume to (0) %\n else\n if <(level) = [9]> then\n set volume to (100) %\n end\n end\nend\n\n@light\n\nwhen flag clicked\nhide\nforever\n if <(level) > [1]> then\n show\n go to [front v] layer\n go to (the elemental v)\n end\n if <<(level) = [1]> or <(level) = [9]>> then\n hide\n end\nend\n\n@Water elemental crystal\n\nwhen flag clicked\nset size to (100) %\nhide\npoint in direction (90)\ngo to x: (150) y: (75)\nforever\n switch costume to (costume1 v)\n wait (1) seconds\n repeat (14)\n next costume\n wait (0.05) seconds\n end\nend\n\nwhen I receive [gamestart v]\ngo to x: (150) y: (75)\nshow\n\nwhen I receive [gamestart v]\nforever\n if <(level) = [9]> then\n show\n go to [front v] layer\n go to x: (150) y: (75)\n show\n repeat until <touching (the elemental v)?>\n repeat (5)\n change y by (2)\n wait (0.05) seconds\n end\n repeat (10)\n change y by (-2)\n wait (0.05) seconds\n end\n repeat (5)\n change y by (2)\n wait (0.05) seconds\n end\n end\n broadcast (you win v)\n set size to (100) %\n broadcast (shut down v)\n broadcast (fly v)\n set volume to (100) %\n play sound [51 Bowser Defeated \(NSMBWii\) v] until done\n broadcast (end v)\n else\n hide\n end\nend\n\nwhen I receive [fly v]\nrepeat (10)\n change y by (5)\nend\n\nwhen I receive [end v]\nswitch costume to (costume1 v)\npoint in direction (90)\nturn right (15) degrees\nstop [other scripts in sprite v]\ngo to x: (74) y: (-71)\ngo to [front v] layer\nset size to (200) %\nforever\n stop all sounds\n stop [all v]\nend\n\n@winner's circle\n\nwhen flag clicked\nhide\nset size to (100) %\n\nwhen I receive [end v]\nswitch costume to (costume1 v)\nshow\ngo to x: (3) y: (2)\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (3) y: (-138)\nhide\n\n
This is part 2 of The Elementals series! Arrow Keys/WASD to move, please report any bugs in comments.\n\nLink to original: https://scratch.mit.edu/projects/416200948/\nLink to Part 3: https://scratch.mit.edu/projects/431720849/\nLink to Part 4: https://scratch.mit.edu/projects/436354428\nLink to finale: https://scratch.mit.edu/projects/438117478
70% Pen platformer (A contest entry) #Games #All #Art #Music
@Stage\n\nwhen flag clicked\nbroadcast (intro v) and wait\nbroadcast (play v) and wait\n\nwhen I receive [play v]\nforever\n play sound [Plugged by -Xaf- v] until done\nend\n\nbroadcast (play v)\n\n@PEN\n\nwhen flag clicked\nerase all\nset [level v] to [1]\ngo to x: (0) y: (0)\n\ndefine Draw Sprites\nCreate Ground\nif <(Level) = [1]> then\n Create portal from [210] [-10] And with size [40]\n Create dirt from [-2000] [-170] To [250] [-170] and with size [100]\nend\nif <(Level) = [2]> then\n Create lava from [-80] [-95] to [115] [-95] And with size [20]\n Create Platform from [-90] [-95] to [-90] [-20] And with size [20]\n Create Platform from [120] [-95] to [120] [-20] And with size [20]\n Create portal from [210] [-10] And with size [40]\n Create dirt from [-2000] [-170] To [250] [-170] and with size [100]\nend\nif <(Level) = [3]> then\n Create lava from [-35] [-95] to [300] [-95] And with size [20]\n Create Platform from [-36] [-100] to [-34] [90] And with size [20]\n Create portal from [208] [-10] And with size [40]\n Create dirt from [-2000] [-170] To [250] [-170] and with size [100]\nend\nif <(Level) = [4]> then\n Create lava from [-125] [-95] to [300] [-95] And with size [20]\n Create Platform from [-160] [10] to [-120] [10] And with size [20]\n Create Platform from [10] [60] to [50] [60] And with size [20]\n Create portal from [200] [150] And with size [40]\n Create dirt from [-2000] [-170] To [250] [-170] and with size [100]\nend\nif <(Level) = [5]> then\n Create Platform from [-200] [75] to [10] [75] And with size [20]\n Create trampoline from [-180] [-100] To [-50] [-100] and with size [20]\n Create lava from [-200] [65] to [10] [65] And with size [20]\n Create portal from [200] [-30] And with size [40]\n Create dirt from [-2000] [-170] To [250] [-170] and with size [100]\nend\nif <(Level) = [6]> then\n Create dirt from [-2000] [-170] To [250] [-170] and with size [100]\n Create teleportation portal from [-160] [-50] and with size [40]\n Create Platform from [-230] [-10] to [-100] [-10] And with size [20]\n Create Platform from [-100] [-90] to [-100] [-20] And with size [20]\n Create teleportation portal from [10] [-30] and with size [40]\n Create portal from [200] [-30] And with size [40]\nend\nif <(Level) = [7]> then\n Create dirt from [-2000] [-170] To [250] [-170] and with size [100]\n Create teleportation portal from [-160] [-50] and with size [40]\n Create Platform from [-230] [-10] to [-100] [-10] And with size [20]\n Create Platform from [-100] [-90] to [-100] [-20] And with size [20]\n Create portal exit from [-150] [40] and with size [40]\n Create portal from [200] [-30] And with size [40]\n Create lava from [-100] [-100] to [230] [-100] And with size [20]\n Create trampoline from [-50] [-90] To [30] [-90] and with size [20]\nend\nif <(Level) = [8]> then\n Create dirt from [-2000] [-170] To [250] [-170] and with size [100]\n Create trampoline from [160] [-90] To [210] [-90] and with size [20]\n Create Platform from [85] [75] to [50] [75] And with size [20]\n Create lava from [-50] [-90] to [70] [-90] And with size [20]\n Create portal from [200] [150] And with size [40]\nend\nif <(Level) = [9]> then\n Create dirt from [-2000] [-170] To [250] [-170] and with size [100]\n Create teleportation portal from [-160] [-50] and with size [40]\n Create Platform from [-100] [-90] to [-100] [-20] And with size [20]\n Create portal exit from [10] [40] and with size [40]\n Create Platform from [-250] [-90] to [-250] [-20] And with size [20]\n Create lava from [-50] [-92] to [300] [-92] And with size [20]\n Create Platform from [-90] [75] to [-20] [75] And with size [20]\n Create portal from [200] [-30] And with size [40]\nend\nif <(Level) = [10]> then\n Create dirt from [-2000] [-170] To [250] [-170] and with size [100]\n Create Platform from [245] [500] to [250] [-100] And with size [10]\nend\n\ndefine Create Ground\nset pen size to (27)\nset pen color to (#59ff00)\ngo to x: (-240) y: (-115)\npen down\ngo to x: (240) y: (-116)\npen up\ngo to x: (-240) y: (-140)\npen down\ngo to x: (240) y: (-140)\npen up\ngo to x: (-240) y: (-165)\npen down\ngo to x: (240) y: (-165)\npen up\n\ndefine Create lava from (x) (y) to (x2) (y2) And with size (size)\nset pen size to (size)\nset pen color to (#ff0000)\ngo to x: (x) y: (y)\npen down\ngo to x: (x2) y: (y2)\npen up\n\ndefine Create Platform from (x) (y) to (x2) (y2) And with size (size)\nset pen size to (size)\nset pen color to (#58ff00)\ngo to x: (x) y: (y)\npen down\ngo to x: (x2) y: (y2)\npen up\n\ndefine Create portal from (x) (y) And with size (size)\nset pen size to (size)\nset pen color to (#de35a5)\ngo to x: (x) y: (y)\npen down\npen up\n\ndefine Create trampoline from (x) (y) To (x2) (y2) and with size (size)\nset pen size to (size)\nset pen color to (#ffec1e)\ngo to x: (x) y: (y)\npen down\ngo to x: (x2) y: (y2)\npen up\n\ndefine Create dirt from (x) (y) To (x2) (y2) and with size (size)\nset pen size to (size)\nset pen color to (#e4a145)\ngo to x: (x) y: (y)\npen down\ngo to x: (x2) y: (y2)\npen up\n\ndefine Create teleportation portal from (x) (y) and with size (size)\nset pen size to (size)\nset pen color to (#1900de)\ngo to x: (x) y: (y)\npen down\npen up\n\ndefine Create portal exit from (x) (y) and with size (size)\nset pen size to (size)\nset pen color to (#1f08d6)\ngo to x: (x) y: (y)\npen down\npen up\n\nwhen I receive [play v]\nforever\n erase all\n Draw Sprites\nend\n\n@player\n\ndefine Respawn\ngo to x: (-208) y: (-40)\nset [yv v] to [0]\nset [xv v] to [0]\n\nwhen flag clicked\nhide\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching color (#58ff00)?>>\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 [yv v] to [0]\nend\n\ndefine Run (speed) WJ (x) (y)\nchange x by (speed)\npoint in direction (0)\nset [slope v] to [0]\nrepeat until <<(SLOPE) = [8]> or <not <touching color (#58ff00)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(SLOPE) = [8]> then\n change y by ((0) - (SLOPE))\n if <key (up arrow v) pressed?> then\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n if <(speed) < [0]> then\n set [xv v] to (x)\n else\n set [xv v] to ((0) - (x))\n end\n set [yv v] to (y)\n end\n end\n repeat until <not <touching color (#58ff00)?>>\n if <(speed) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\n end\nend\n\nwhen I receive [play v]\nRespawn\nforever\n change [yv v] by (-1)\n change y by (yv)\n Touch Ground <(yv) > [0]>\n set [xv v] to ((xv) * (0.70))\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1.7)\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (1.7)\n end\n if <([abs v] of (xv) ) > [0.3]> then\n Run (xv) WJ (15) (6)\n end\n if <<key (up arrow v) pressed?> and <(falling?) < [3]>> then\n set [yv v] to [16]\n set [falling? v] to [2]\n end\n if <touching color (#de35a5)?> then\n play sound [zoop v] until done\n change [level v] by (1)\n Respawn\n end\n if <touching color (#ff0000)?> then\n play sound [crunch.mp3 v] until done\n Respawn\n end\n if <(y position) < [-120]> then\n Respawn\n end\n if <touching color (#ffec1e)?> then\n set [yv v] to [20]\n end\n if <key (s v) pressed?> then\n Respawn\n change [level v] by (1)\n end\n if <<key (s v) pressed?> or <(Level) = [10]>> then\n stop [this script v]\n end\nend\n\nwhen I receive [play v]\nshow\ngo to [front v] layer\n\nforever\nend\n\nwhen I receive [play v]\nforever\n if <<(Level) = [6]> and <touching color (#1800de)?>> then\n play sound [teleports v] until done\n go to x: (10) y: (-30)\n stop [this script v]\n end\nend\n\nwhen I receive [play v]\nforever\nend\n\nwhen I receive [play v]\nforever\n if <<(Level) = [7]> and <touching color (#1800de)?>> then\n play sound [teleports v] until done\n go to x: (-150) y: (40)\n end\nend\n\nstop [this script v]\n\nstop [this script v]\n\nwhen I receive [play v]\nforever\n if <<(Level) = [9]> and <touching color (#1800de)?>> then\n play sound [teleports v] until done\n go to x: (10) y: (40)\n end\nend\n\nwait (1) seconds\n\nwait (1) seconds\n\nwait (1) seconds\n\n@Thumbnail\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nshow\ngo to [front v] layer\n\n@Intro @Chr_Avila07663\n\ndefine Intro\nhide\ngo to x: (0) y: (0)\npoint in direction (90)\nset size to (100) %\nclear graphic effects\nstart sound [Amadeus - Euphoria v]\nset [i v] to [0]\nset [i2 v] to [0]\nset [sequence v] to [1]\nswitch costume to (white v)\ncreate clone of (_myself_ v)\nwait (.02) seconds\nswitch costume to (filler v)\ncreate clone of (_myself_ v)\nwait (.4) seconds\nset [sequence v] to [2]\nswitch costume to (logo v)\ncreate clone of (_myself_ v)\nwait until <(Sequence) = [4]>\nswitch costume to (arrow1 v)\nrepeat (4)\n create clone of (_myself_ v)\n next costume\n wait (.01) seconds\nend\nswitch costume to (a v)\ngo to x: (-85) y: (0)\nrepeat (5)\n create clone of (_myself_ v)\n next costume\n change x by (40)\n wait (.005) seconds\nend\ngo to x: (0) y: (0)\nwait (.325) seconds\nset [sequence v] to [5]\nwait until <(Sequence) = [6]>\nswitch costume to (another filler v)\ncreate clone of (_myself_ v)\nwait until <(Sequence) = [7]>\nswitch costume to (flash v)\ncreate clone of (_myself_ v)\nswitch costume to (complete logo v)\ncreate clone of (_myself_ v)\nParticles\nwait (1) seconds\nset [sequence v] to [8]\nwait until <(Sequence) = [9]>\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nwait until <(Sequence) = [11]>\nstop [this script v]\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n show\n wait until <(Sequence) = [11]>\n delete this clone\nelse\n if <(costume [number v]) = [2]> then\n show\n go to x: (0) y: (360)\n set [ghost v] effect to (100)\n repeat until <(Sequence) = [2]>\n change y by (((0) - (y position)) / (5))\n change [ghost v] effect by (-10)\n end\n wait until <(Sequence) = [3]>\n repeat (20)\n change y by (((360) - (y position)) / (5))\n change [ghost v] effect by (7)\n end\n set [sequence v] to [4]\n delete this clone\n else\n if <(costume [number v]) = [3]> then\n show\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n point in direction (-45)\n set size to (0) %\n repeat (22)\n change [ghost v] effect by (-10)\n turn right (((90) - (direction)) / (5)) degrees\n change size by (((100) - (size)) / (5))\n end\n repeat (20)\n set [i v] to (((i) * (.8)) + (((130) - (size)) / (5)))\n change size by (i)\n turn right (((105) - (direction)) / (5)) degrees\n end\n repeat (16)\n change size by (((20) - (size)) / (5))\n change [ghost v] effect by (10)\n change y by (((-200) - (y position)) / (4))\n end\n set [sequence v] to [3]\n delete this clone\n else\n if <<(costume [number v]) > [3]> and <[9] > (costume [number v])>> then\n show\n go to x: (x position) y: (-360)\n set [ghost v] effect to (100)\n set size to (0) %\n repeat until <(Sequence) = [5]>\n change y by (((-10) - (y position)) / (5))\n change size by (((80) - (size)) / (5))\n change [ghost v] effect by (-10)\n end\n set [i v] to [15]\n repeat (20)\n change [ghost v] effect by (5)\n change size by (-2)\n change [i v] by (-1.5)\n change y by (i)\n turn right ((x position) / (20)) degrees\n end\n set [sequence v] to [6]\n delete this clone\n else\n if <<(costume [number v]) > [8]> and <[13] > (costume [number v])>> then\n show\n set [ghost v] effect to (100)\n set size to (50) %\n point in direction (45)\n repeat (20)\n change [ghost v] effect by (-15)\n turn right (((90) - (direction)) / (5)) degrees\n change size by (i)\n set [i v] to (((i) * (.7)) + (((100) - (size)) / (5)))\n end\n wait until <(Sequence) = [5]>\n repeat (20)\n change [ghost v] effect by (10)\n change [i v] by (1)\n change size by (i)\n end\n delete this clone\n else\n if <(costume [number v]) = [13]> then\n show\n go to x: (-300) y: (-360)\n set [ghost v] effect to (100)\n repeat (17)\n change x by (((0) - (x position)) / (5))\n change y by (((0) - (y position)) / (5))\n change [ghost v] effect by (-10)\n end\n set [sequence v] to [7]\n wait until <(Sequence) = [10]>\n repeat (20)\n change x by (((0) - (x position)) / (5))\n change y by (((360) - (y position)) / (5))\n change [ghost v] effect by (7)\n end\n set [sequence v] to [11]\n delete this clone\n else\n if <(costume [number v]) = [14]> then\n show\n go to [front v] layer\n set [ghost v] effect to (0)\n set [brightness v] effect to (100)\n repeat (40)\n go to [front v] layer\n change [ghost v] effect by (5)\n end\n delete this clone\n else\n if <(costume [number v]) = [15]> then\n show\n set [ghost v] effect to (100)\n set size to (0) %\n point in direction (-45)\n repeat until <(Sequence) = [8]>\n turn right (((90) - (direction)) / (5)) degrees\n change [ghost v] effect by (-10)\n set [i v] to (((i) * (.8)) + (((100) - (size)) / (5)))\n change size by (i)\n end\n set [i v] to [15]\n set [i2 v] to [-15]\n repeat (20)\n change [ghost v] effect by (6)\n change [i v] by (-1.5)\n set [i2 v] to ((i2) * (.9))\n change y by (i)\n change x by (i2)\n change size by (-2)\n turn right ((x position) / (40)) degrees\n end\n set [sequence v] to [9]\n delete this clone\n else\n if <(costume [number v]) = [16]> then\n show\n point in direction (pick random (1) to (90))\n set size to (pick random (80) to (150)) %\n set [i v] to (pick random (-20) to (20))\n set [i2 v] to (pick random (10) to (20))\n set [ghost v] effect to (pick random (10) to (30))\n set [brightness v] effect to (pick random (10) to (30))\n repeat until <touching (_edge_ v)?>\n change [ghost v] effect by (1)\n change x by (i)\n change y by (i2)\n change [i2 v] by (-2)\n end\n delete this clone\n else\n if <(costume [number v]) = [17]> then\n show\n go to x: (0) y: (360)\n set [ghost v] effect to (100)\n set size to (0) %\n repeat (30)\n set [i v] to ((((0) - (y position)) * (.4)) + ((i) * (.6)))\n change [ghost v] effect by (-10)\n change y by (i)\n change size by (((100) - (size)) / (5))\n end\n repeat (20)\n change [ghost v] effect by (7)\n change size by (((20) - (size)) / (5))\n end\n set [sequence v] to [10]\n delete this clone\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Particles\ngo [backward v] (1) layers\nswitch costume to (particle v)\nrepeat (10)\n create clone of (_myself_ v)\nend\n\nwhen I receive [intro v]\nIntro\n\n
Press arrow keys. get to portal to advance good luck!\nIf you liked it please love and fave.\n500+ loves = A new pen game.\n\n#pen #art #contest
simple Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\n\nwhen I receive [始まり! v]\nswitch backdrop to (背景1 v)\nforever\n play sound [bgm_maoudamashii_fantasy05 v] until done\nend\n\n@スプライト1\n\ndefine 移動\nset rotation style [left-right v]\ngo to x: (-184) y: (-80)\nset [y v] to [0]\nset [x v] to [0]\nforever\n if <<<(x position) < (mouse x)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n point in direction (90)\n change [x v] by (1)\n end\n if <<<(mouse x) < (x position)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n set [y v] to ((y) * (0.9))\n change [y v] by (-1)\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#47ff00)?> then\n change y by (1)\n if <touching color (#47ff00)?> then\n change y by (1)\n if <touching color (#47ff00)?> then\n change y by (1)\n if <touching color (#47ff00)?> then\n change y by (1)\n if <touching color (#47ff00)?> then\n change x by ((x) * (-1.3))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[30] < (mouse y)>>> 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 [13]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching color (#47ff00)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[30] < (mouse y)>>> then\n if <[0] = (y)> then\n set [y v] to [16]\n end\n end\n if <(x position) > [240]> then\n if <(クリア) = [0]> then\n broadcast (次 v)\n go to x: (-184) y: (-80)\n set [x v] to [0]\n set [y v] to [0]\n end\n end\n if <[-185] > (y position)> then\n go to x: (-184) y: (-80)\n set [x v] to [0]\n set [y v] to [0]\n end\n create clone of (_myself_ v)\nend\n\nwhen I receive [始まり! v]\ngo to x: (-184) y: (-76)\nshow\nwait (0.5) seconds\n移動\n\nstart sound [Jump v]\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\nend\ndelete this clone\n\nwhen [timer v] > (0)\nhide\n\n@スプライト2\n\ngo to x: (0) y: (0)\n\nwhen I receive [始まり! v]\nshow\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [次 v]\nnext costume\n\nwhen [timer v] > (0)\nhide\n\n@スプライト3\n\nwhen I receive [次 v]\nstart sound [Connect v]\nwait (0.01) seconds\nset [変数 v] to [0]\nclear graphic effects\nset size to () %\nshow\nrepeat (10)\n set [変数 v] to (((変数) * (0.5)) + (((100) - (size)) * (0.3)))\n change size by (変数)\nend\nrepeat (10)\n set [変数 v] to (((変数) * (0.5)) + (((100) - (size)) * (0.3)))\n change size by (変数)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nforever\n\nwhen [timer v] > (0)\nhide\n\n@OP\n\nwhen flag clicked\nbroadcast (OP v)\n\nwhen I start as a clone\nshow\nif <(あ) = [0]> then\n if <(costume [number v]) = [1]> then\n go to x: (-1) y: (196)\n go to [front v] layer\n set [a v] to [-20]\n repeat (20)\n change [a v] by (1)\n change y by (a)\n 残像\n end\n repeat (8)\n set [a v] to [2]\n repeat (19)\n change [a v] by (-0.2)\n change size by ((a) * (3))\n 残像\n end\n wait (0.1) seconds\n end\n end\n if <(costume [number v]) = [2]> then\n go to [front v] layer\n go to x: (-6) y: (-184)\n set [a v] to [10]\n repeat (10)\n change [a v] by (-1)\n change y by (a)\n 残像\n end\n repeat (8)\n set [a v] to [2]\n repeat (19)\n change [a v] by (-0.2)\n change size by ((a) * (3))\n 残像\n end\n wait (0.1) seconds\n end\n end\n if <(costume [number v]) = [3]> then\n go to x: (492) y: (9)\n set [a v] to [-30]\n repeat (30)\n change [a v] by (1)\n change x by (a)\n end\n end\n if <(costume [number v]) = [4]> then\n go to x: (-27) y: (400)\n go to [front v] layer\n set [a v] to [-28]\n repeat (28)\n change y by (a)\n change [a v] by (1)\n end\n wait (1) seconds\n broadcast (始まり! v)\n end\nelse\n repeat (10)\n change [ghost v] effect by (20)\n end\n delete this clone\nend\n\n\n\nwhen I receive [op v]\nhide\nset [あ v] to [0]\npoint in direction (90)\nswitch costume to (aikon v)\nset size to (100) %\nrepeat (2)\n create clone of (_myself_ v)\n next costume\nend\nrepeat (8)\n create clone of (_myself_ v)\n change [color v] effect by (20)\nend\nwait (5) seconds\nnext costume\nclear graphic effects\ncreate clone of (_myself_ v)\n\nwhen I receive [op v]\nwait (0.5) seconds\nstart sound [Dubstep v]\n\nchange y by (10)\n\nnext costume\n\nwait (0.01) seconds\n\nset size to (100) %\n\nwhen I receive [始まり! v]\nif <(costume [number v]) = [4]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nelse\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n forever\n change [color v] effect by (1)\n end\nend\n\ndefine 消える\npoint in direction (90)\nset size to (100) %\nrepeat (3)\n turn left (1) degrees\nend\nset [a v] to [20]\nrepeat (20)\n change [a v] by (-1)\n change size by (a)\n turn right (a) degrees\n change [ghost v] effect by (10)\nend\n\n消える\n\n消える\n\ndefine 残像\nset [あ v] to [1]\ncreate clone of (_myself_ v)\nset [あ v] to [0]\n\n@スプライト4\n\nwhen flag clicked\nhide\n\nwhen I receive [次 v]\nwait (0.1) seconds\nif <([costume # v] of [スプライト2 v]) = [17]> then\n start sound [dondonpafupafu1 \(1\) v]\n start sound [Cheer v]\n forever\n create clone of (_myself_ v)\n hide\n change [color v] effect by (25)\n wait (0.01) seconds\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-250) to (250)) y: (165)\npoint in direction (pick random (-180) to (180))\nrepeat until <touching (_edge_ v)?>\n turn right (5) degrees\n change y by (-5)\nend\ndelete this clone\n\n@スプライト5\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n
【遊び方】\n矢印キーで操作、スマホ対応です。\n【クレジット】\n音楽 魔王魂様\n効果音 効果音ラボ様 scratch\n【感想】\n(´・ω・)なにこれ...\n【タグ】\n#game#Platformer#tyeda1225#simple
Lost Tera || Scrolling Platformer || #tagInTheTitle
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop3 v)\nwait (.4) seconds\nswitch backdrop to (backdrop1 v)\n\nwhen [b v] key pressed\nset [mouse v] to (join ((ScrollX) + (mouse x)) (join [ , ] ((ScrollY) + (mouse y))))\n\nwhen I receive [game loop v]\nswitch backdrop to (backdrop2 v)\nforever\n set [brightness v] effect to (-90)\nend\n\n@#DDSCS\n\n@toenail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nwhen [o v] key pressed\nif <<(username) = [lambodhar]> or <(username) = [archer_2008]>> then\n broadcast (outro v)\nend\n\n@tera\n\ndefine Controls - Left and Right\nset [speed x v] to ((speed x) * (0.7))\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n if <(speed boost bought?) = [1]> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <key (x v) pressed?>> then\n change [speed x v] by (-3)\n else\n change [speed x v] by (-1.5)\n end\n else\n change [speed x v] by (-1.5)\n end\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n if <(speed boost bought?) = [1]> then\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <key (x v) pressed?>> then\n change [speed x v] by (3)\n else\n change [speed x v] by (1.5)\n end\n else\n change [speed x v] by (1.5)\n end\nend\n\ndefine Walk (direction) (speed) max step (step)\npoint in direction (direction)\nchange x by (speed)\nchange [frame v] by (([abs v] of (speed) ) / (8))\nset [slope v] to [0]\nGet Touching <(in platforrm) = [1]>\nrepeat until <<(slope) = (step)> or <(touch) = [0]>>\n change y by (1)\n change [slope v] by (1)\n Get Touching <(in platforrm) = [1]>\nend\nif <(slope) = (step)> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<(touch) = [1]> and <(in platforrm) = [1]>> then\n set [in platforrm v] to [2]\n Walk (direction) (speed) max step (step)\n if <(speed x) = [0]> then\n set [in platforrm v] to [1]\n end\n else\n if <<<<key (w v) pressed?> or <<key (up arrow v) pressed?> or <key (space v) pressed?>>> and <([abs v] of (speed) ) > [3.5]>> and <(touch) > [1]>> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n else\n set [speed x v] to [0]\n end\n end\nend\n\ndefine Controls - Jump, Crouch\nif <<<key (up arrow v) pressed?> or <key (space v) pressed?>> or <key (w v) pressed?>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n if <(jump boost bought?) = [0]> then\n set [speed y v] to [21]\n else\n set [speed y v] to [25]\n end\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\nelse\n set [jump key v] to [0]\nend\n\ndefine Gravity\nif <<<key (w v) pressed?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>> or > then\n if <(parachute open?) = [1]> then\n if <not <touching (water v)?>> then\n change [speed y v] by (-.03)\n change y by (-3)\n if <<touching (water v)?> or <(speed y) = [0]>> then\n set [parachute open? v] to [0]\n end\n end\n else\n if <touching (water v)?> then\n change [speed y v] by (-.3)\n set [swimmin'? v] to [1]\n if <<key (w v) pressed?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>> then\n set [speed y v] to [5]\n end\n else\n change [speed y v] by (-1)\n set [swimmin'? v] to [0]\n end\n end\nelse\n change [speed y v] by (-2)\nend\nchange y by (speed y)\nchange [falling? v] by (1)\n\ndefine Check Hit Ceiling / Floor <up?>\nGet Touching \nif <(touch) = [0]> then\n set [in platforrm v] to [1]\nelse\n if <<up?> and <(touch) = [1]>> then\n set [in platforrm v] to [2]\n end\nend\nrepeat until <(touch) < (in platforrm)>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n Get Touching <not <up?>>\n set [speed y v] to [0]\nend\n\ndefine Get Touching <check platform?>\nif <touching (ground v)?> then\n set [touch v] to [9]\nelse\n if <<check platform?> and <touching (drop through v)?>> then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Reset Level\nset x to (0)\nset size to (40) %\nset rotation style [left-right v]\nshow\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [in platforrm v] to [1]\nset [frame v] to [0]\nset [wall jump v] to [0]\n\ndefine Set Costume\nif <(swimmin'?) = [1]> then\n switch costume to (swim v)\nelse\n if <(parachute open?) = [1]> then\n switch costume to (parachute v)\n else\n if <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (stand_1 v)\n else\n switch costume to ([floor v] of ((4) + ((frame) mod (5))) )\n end\n else\n if <(speed y) > [0]> then\n switch costume to (jump_1 v)\n else\n switch costume to (fall_1 v)\n end\n end\n if <(costume [name v]) = [Tera-d]> then\n next costume\n end\n end\nend\n\nwhen I receive [game loop v]\ninit\nforever\n if <(pause) = [1]> then\n wait until <(pause) = [0]>\n end\n if <(dieing) = [0]> then\n if <(parachute bought?) = [1]> then\n if <key (z v) pressed?> then\n if <[-.5] > (speed y)> then\n set [parachute open? v] to [1]\n else\n set [parachute open? v] to [0]\n end\n else\n set [parachute open? v] to [0]\n end\n end\n set [brightness v] effect to (-60)\n set size to (40) %\n switch costume to (hitbox v)\n set rotation style [left-right v]\n Controls - Jump, Crouch\n Gravity\n Check Hit Ceiling / Floor <(speed y) > [0]>\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n Controls - Left and Right\n end\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n set [frame v] to [0]\n end\n end\n if <<touching (danger v)?> or <touching (your mom v)?>> then\n if <(immortality got?) = [0]> then\n switch costume to (tera-d v)\n broadcast (death v) and wait\n go to checkpoint\n point in direction (90)\n set [speed x v] to [0]\n set [speed y v] to [0]\n Reset Level\n end\n end\n Set Costume\n scroll\n end\nend\n\nwhen [r v] key pressed\ngo to checkpoint\nReset Level\n\nset [scrolly v] to [300]\nset [scrollx v] to [-1080]\n\nwhen I receive [game loop v]\nset [dieing v] to [0]\nforever\n if <<(y position) < [-190]> and <[-554] > (ScrollY)>> then\n broadcast (death v) and wait\n go to checkpoint\n end\nend\n\ndefine scroll\nif <<(ScrollX) < [-150]> and <[1050] < (ScrollY)>> then\n detect end\n if <[0] < (x position)> then\n change [scrollx v] by (1)\n end\nelse\n change [scrollx v] by (round ((x position) / (10)))\n change x by (() - (round ((x position) / (10))))\n if <not <(ScrollY) < [-555]>> then\n change [scrolly v] by (round ((y position) / (10)))\n change y by (() - (round ((y position) / (10))))\n end\n if <[70] < (y position)> then\n change [scrolly v] by (1)\n end\nend\n\nchange [scrollx v] by (round ((x position) / (10)))\nchange x by (() - (round ((x position) / (10))))\nchange [scrolly v] by (round ((y position) / (10)))\nchange y by (() - (round ((y position) / (10))))\nif <(ScrollY) < [-555]> then\n set [scrolly v] to [-555]\nend\n\ndefine go to checkpoint\nReset Level\nif <(checkpoint) = [1]> then\n set [scrolly v] to [500]\n set [scrollx v] to [-1080]\nend\nif <(checkpoint) = [2]> then\n set [scrollx v] to [-1145]\n set [scrolly v] to [-482]\nend\nif <(checkpoint) = [3]> then\n set [scrollx v] to [239]\n set [scrolly v] to [-250]\nend\nif <(checkpoint) = [4]> then\n set [scrollx v] to [470]\n set [scrolly v] to [730]\nend\nif <(checkpoint) = [5]> then\n set [scrollx v] to [1050]\n set [scrolly v] to [170]\nend\nif <(checkpoint) = [6]> then\n set [scrollx v] to [532]\n set [scrolly v] to [1202]\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen [m v] key pressed\nbroadcast (mute or ummutr v)\n\nwhen I receive [mute or ummutr v]\nif <(volume) = [100]> then\n repeat (10)\n change volume by (-10)\n end\n set volume to (0) %\n set [pitch v] effect to ((-1) / (0))\nelse\n clear sound effects\n repeat (10)\n change volume by (10)\n end\n set volume to (100) %\nend\n\nwhen [p v] key pressed\nbroadcast (mute or ummutr v)\n\nwhen I receive [death v]\nset [dieing v] to [1]\nset rotation style [all around v]\npoint in direction (90)\nrepeat (10)\n turn left (9) degrees\n change x by (-.5)\nend\nswitch costume to (tera-d v)\nwait (1) seconds\nset [dieing v] to [0]\nbroadcast (reset everythin' v)\nbroadcast (set up enemies v)\n\nwhen [a v] key pressed\nif <<(username) = [lambotest]> or <(username) = [lambodhar]>> then\n set [speed y v] to [30]\nend\n\nwhen I receive [game loop v]\nforever\n play sound [moosic v] until done\nend\n\ndefine init\nreset timer\ngo to [front v] layer\nbroadcast (reset everythin' v)\nbroadcast (set up enemies v)\nbroadcast (set up checkpoints v)\nset [checkpoint v] to [1]\nset [pause v] to [0]\nset [scrolly v] to [300]\nset [scrollx v] to [-1080]\nReset Level\nclear sound effects\nset volume to (100) %\nshow\n\nwhen [p v] key pressed\nbroadcast (pause or unpause v)\n\nwhen I receive [pause or unpause v]\nif <(pause) = [1]> then\n set [pause v] to [0]\nelse\n set [pause v] to [1]\nend\n\nwhen I receive [game loop v]\nforever\n if then\n if <(falling?) = [0]> then\n play sound (join [step stone] (pick random (1) to (3))) until done\n end\n end\n if then\n if <(falling?) = [0]> then\n play sound (join [step stone] (pick random (1) to (3))) until done\n end\n end\nend\n\nwhen I receive [game loop v]\nforever\n if <[1] = (swimmin'?)> then\n play sound [Splash v] until done\n wait until <[0] = (swimmin'?)>\n end\nend\n\ndefine detect end\nif <[-233] > (x position)> then\n broadcast (end everything!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ah!!!!!!!!!!!!!!!!!!!!! yesSSSSSSSS!!!!!!!!!1 v)\nend\n\nwhen I receive [end everything!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ah!!!!!!!!!!!!!!!!!!!!! yesssssssss!!!!!!!!!1 v]\nset [☁ won v] to (timer)\nstop [other scripts in sprite v]\nhide\nstop all sounds\n\nwhen [q v] key pressed\nif <<(username) = [archer_2008]> or <(username) = [lambodhar]>> then\n broadcast (end everything!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ah!!!!!!!!!!!!!!!!!!!!! yesSSSSSSSS!!!!!!!!!1 v)\nend\n\n@Ground\n\ndefine Set size to (percent) %\nif <(percent) > [100]> then\n set [#costume v] to (costume [number v])\n switch costume to (blank v)\n set size to (percent) %\n switch costume to (#costume)\nelse\n set size to (percent) %\nend\n\nwhen I receive [turbo v]\nstop [other scripts in sprite v]\nrepeat (1)\n delete this clone\nend\nset size to (100) %\nshow\nswitch costume to (costume1 v)\nplay sound [wrong v] until done\nwait (.5) seconds\nstop [all v]\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nforever\n set [brightness v] effect to (-60)\n go to x: (() - (ScrollX)) y: (() - (ScrollY))\n if <<(x position) = (() - (ScrollX))> and <(y position) = (() - (ScrollY))>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [game loop v]\ngo to x: (0) y: (0)\nhide\ngo [backward v] (100) layers\nSet size to (500) %\ncreate clone of (_myself_ v)\n\nwhen I receive [end everything!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ah!!!!!!!!!!!!!!!!!!!!! yesssssssss!!!!!!!!!1 v]\ndelete this clone\n\n@light\n\nwhen flag clicked\nforever\n go to (tera v)\n set [brightness v] effect to (5)\n set size to (((8) * ([cos v] of ((tick) * (150)) )) + (80)) %\nend\n\nwhen flag clicked\nforever\n repeat (100)\n change [tick v] by (.1)\n end\n repeat (100)\n change [tick v] by (-.1)\n end\nend\n\n@Fruits\n\nwhen I start as a clone\nset [fruits v] to [0]\nforever\n set size to (50) %\n go to x: ((x) - (ScrollX)) y: ((y) - (ScrollY))\n set [brightness v] effect to (-50)\n if <<((x) - (ScrollX)) = (x position)> and <((y) - (ScrollY)) = (y position)>> then\n show\n else\n hide\n end\nend\n\ndefine clone at (x) (y) With costume number: (costume number)\nchange [total fruits v] by (1)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (costume number)\ncreate clone of (_myself_ v)\n\nwhen I receive [game loop v]\nset [total fruits v] to [0]\nclear graphic effects\nclone at [-339] [-240] With costume number: (pick random (1) to (3))\nclone at [221] [-20] With costume number: (pick random (1) to (3))\nclone at [797] [-139] With costume number: (pick random (1) to (3))\nclone at [-749] [-496] With costume number: (pick random (1) to (3))\nclone at [325] [-282] With costume number: (pick random (1) to (3))\nclone at [707] [-600] With costume number: (pick random (1) to (3))\nclone at [406] [-630] With costume number: (pick random (1) to (3))\nclone at [-186] [27] With costume number: (pick random (1) to (3))\nclone at [-522] [4] With costume number: (pick random (1) to (3))\nclone at [-933] [489] With costume number: (pick random (1) to (3))\nclone at [16] [674] With costume number: (pick random (1) to (3))\nclone at [376] [521] With costume number: (pick random (1) to (3))\nclone at [84] [323] With costume number: (pick random (1) to (3))\nclone at [566] [619] With costume number: (pick random (1) to (3))\nclone at [757] [335] With costume number: (pick random (1) to (3))\nclone at [1345] [217] With costume number: (pick random (1) to (3))\nclone at [1584] [594] With costume number: (pick random (1) to (3))\nclone at [1544] [247] With costume number: (pick random (1) to (3))\nclone at [1586] [495] With costume number: (pick random (1) to (3))\nclone at [1747] [651] With costume number: (pick random (1) to (3))\nclone at [1555] [847] With costume number: (pick random (1) to (3))\nclone at [1402] [1224] With costume number: (pick random (1) to (3))\nclone at [869] [1241] With costume number: (pick random (1) to (3))\nclone at [-167] [1151] With costume number: (pick random (1) to (3))\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n if <touching (tera v)?> then\n change [fruits v] by (1)\n repeat (20)\n change [y v] by (5)\n turn right (15) degrees\n change [ghost v] effect by (5)\n change size by (-5)\n end\n delete this clone\n end\nend\n\n@black not fully xD\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [game loop v]\nshow\n\nwhen I receive [end everything!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ah!!!!!!!!!!!!!!!!!!!!! yesssssssss!!!!!!!!!1 v]\nhide\n\n@shop icon\n\nwhen I receive [game loop v]\nbroadcast (animate v)\n\nwhen this sprite clicked\nbroadcast (open shop v)\nhide\n\nwhen I receive [game loop v]\nshow\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n repeat (5)\n change x by (((208) - (x position)) / (5))\n end\n else\n repeat (5)\n change x by (((220) - (x position)) / (5))\n end\n switch costume to (shop close v)\n end\nend\n\nwhen I receive [shop logo show after shop main bg closes v]\nset [whirl v] effect to (300)\nshow\nrepeat (25)\n change [whirl v] effect by (-12)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [end everything!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ah!!!!!!!!!!!!!!!!!!!!! yesssssssss!!!!!!!!!1 v]\nhide\nstop [other scripts in sprite v]\n\n@danger\n\nwhen I start as a clone\ngo [backward v] (3) layers\nforever\n turn right (20) degrees\n go to x: ((x) - (ScrollX)) y: ((y) - (ScrollY))\n set [brightness v] effect to (-50)\n if <<((x) - (ScrollX)) = (x position)> and <((y) - (ScrollY)) = (y position)>> then\n show\n else\n hide\n end\nend\n\ndefine clone at (x) (y) With costume number: (costume number) size: (size)\nset [x v] to (x)\nset [y v] to (y)\nset size to (size) %\nswitch costume to (costume number)\ncreate clone of (_myself_ v)\n\nwhen I receive [game loop v]\ngo to [back v] layer\nclear graphic effects\nclone at [-1209] [-533] With costume number: [1] size: [50]\nclone at [-540] [-562] With costume number: [1] size: [50]\nclone at [-25] [328] With costume number: [1] size: [50]\nclone at [760] [263] With costume number: [1] size: [50]\nclone at [62] [1357] With costume number: [1] size: [100]\nclone at [-63] [1357] With costume number: [1] size: [100]\nclone at [-188] [1357] With costume number: [1] size: [100]\n\nwhen flag clicked\nhide\n\nwhen I receive [end everything!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ah!!!!!!!!!!!!!!!!!!!!! yesssssssss!!!!!!!!!1 v]\nhide\nstop [other scripts in sprite v]\n\n@your mom\n\nwhen I start as a clone\nforever\n set [color v] effect to (-100)\n set [brightness v] effect to (-40)\n set size to (40) %\n go to x: ((enemy X) - (ScrollX)) y: ((enemy Y) - (ScrollY))\n if <<((enemy X) - (ScrollX)) = (x position)> and <((enemy Y) - (ScrollY)) = (y position)>> then\n show\n else\n hide\n end\nend\n\ndefine Create enemy at x: (x) y: (y) Amount (amount)\nset [enemy x v] to (x)\nset [enemy y v] to (y)\nset [enemy speed v] to (amount)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n set rotation style [left-right v]\n repeat (enemy speed)\n point in direction (90)\n change [enemy x v] by (3)\n end\n repeat (enemy speed)\n point in direction (-90)\n change [enemy x v] by (-3)\n end\nend\n\nwhen I start as a clone\nforever\n next costume\n wait (.1) seconds\nend\n\nwhen I receive [set up enemies v]\nCreate enemy at x: [-929] y: [-535] Amount [15]\nCreate enemy at x: [-802] y: [-327] Amount [70]\nCreate enemy at x: [-63] y: [635] Amount [120]\nwait (1) seconds\nCreate enemy at x: [-63] y: [635] Amount [120]\nCreate enemy at x: [1000] y: [160] Amount [120]\n\nwhen I receive [reset everythin' v]\ndelete this clone\n\nwhen [c v] key pressed\nif <[lambodhar] = (username)> then\n broadcast (reset everythin' v)\nend\n\nwhen I receive [end everything!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ah!!!!!!!!!!!!!!!!!!!!! yesssssssss!!!!!!!!!1 v]\nhide\nstop [other scripts in sprite v]\n\n@water\n\ndefine Set size to (percent) %\nif <(percent) > [100]> then\n set [#costume v] to (costume [number v])\n switch costume to (blank v)\n set size to (percent) %\n switch costume to (#costume)\nelse\n set size to (percent) %\nend\n\nwhen I receive [turbo v]\nstop [other scripts in sprite v]\nset size to (100) %\nshow\nswitch costume to (costume1 v)\nplay sound [wrong v] until done\nwait (.5) seconds\nstop [all v]\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nforever\n set [brightness v] effect to (-60)\n go to x: (() - (ScrollX)) y: ((y) - (ScrollY))\n if <<(x position) = (() - (ScrollX))> and <(y position) = ((y) - (ScrollY))>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [game loop v]\ngo to x: (0) y: (0)\nhide\ngo [backward v] (100) layers\nSet size to (500) %\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n repeat (10)\n change [y v] by (.7)\n end\n repeat (10)\n change [y v] by (-.7)\n end\nend\n\nwhen I receive [end everything!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ah!!!!!!!!!!!!!!!!!!!!! yesssssssss!!!!!!!!!1 v]\nhide\nstop [other scripts in sprite v]\n\n@shop2\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change X by (((round (x)) - (round (x position))) / (speed))\n change Y by (((round (y)) - (round (y position))) / (speed))\nend\ngo to x: (x) y: (y)\n\nwhen flag clicked\nhide\n\ndefine (hacked) go to x: (x) y: (y)\nset size to (1000000000000000000000) %\ngo to x: (x) y: (y)\nset size to (100) %\n\nwhen I receive [shop bg close v]\nSmooth Glide x: (0) y: (-370) speed: (9)\n(hacked) go to x: [0] y: [-370]\nbroadcast (shop logo show after shop main BG closes v)\nset [pause v] to [0]\n\nwhen I receive [open shop v]\nbroadcast (pause or unpause v)\ngo to [front v] layer\n(hacked) go to x: [0] y: [-360]\nshow\nSmooth Glide x: (0) y: (0) speed: (9)\nbroadcast (bring in shop items! xD v)\n\ndefine change X by (x)\nset [size v] to (size)\nset size to (10000000000000000000000000000) %\nchange x by (x)\nset size to (size) %\n\ndefine change Y by (y)\nset [size v] to (size)\nset size to (10000000000000000000000000000) %\nchange y by (y)\nset size to (size) %\n\nwhen I receive [end everything!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ah!!!!!!!!!!!!!!!!!!!!! yesssssssss!!!!!!!!!1 v]\nhide\nstop [other scripts in sprite v]\n\n@Speed boost (shop item)\n\nwhen I receive [game loop v]\nset [speed boost bought? v] to [0]\nhide\n\nwhen this sprite clicked\nif <[2] < (fruits)> then\n if <[0] = (speed boost bought?)> then\n broadcast (speed boost acheived v)\n change [fruits v] by (-3)\n set [speed boost bought? v] to [1]\n switch costume to (sold out v)\n end\nend\n\nwhen I receive [bring in shop items! xd v]\ngo to [front v] layer\nshow\nbroadcast (animate shop itema v)\n\nwhen I receive [close shop v]\nstop [other scripts in sprite v]\nrepeat until <(size) < [15]>\n change size by (((12) - (size)) / (5))\nend\nhide\nbroadcast (shop BG close v)\n\nwhen I receive [animate shop itema v]\nforever\n go to x: (-135) y: (60)\n if <(speed boost bought?) = [0]> then\n if <touching (mouse-pointer v)?> then\n switch costume to (touch v)\n else\n switch costume to (main v)\n wait (.1) seconds\n end\n else\n switch costume to (sold out v)\n end\n if <touching (mouse-pointer v)?> then\n go to [front v] layer\n change size by (((120) - (size)) / (5))\n else\n change size by (((100) - (size)) / (5))\n end\nend\n\n@shop back button\n\nwhen flag clicked\nhide\n\nwhen I receive [bring in shop items! xd v]\nclear graphic effects\nshow\nset [whirl v] effect to (250)\nrepeat (25)\n change [whirl v] effect by (-10)\nend\n\nwhen I receive [game loop v]\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n change size by (((170) - (size)) / (5))\n else\n change size by (((120) - (size)) / (5))\n end\nend\n\nwhen this sprite clicked\nbroadcast (close shop v)\n\nwhen I receive [shop bg close v]\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [end everything!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ah!!!!!!!!!!!!!!!!!!!!! yesssssssss!!!!!!!!!1 v]\nhide\nstop [other scripts in sprite v]\n\n@fruit counter art\n\nwhen flag clicked\nhide\n\nwhen I receive [game loop v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n go to [front v] layer\n show\nend\n\nwhen I receive [end everything!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ah!!!!!!!!!!!!!!!!!!!!! yesssssssss!!!!!!!!!1 v]\nhide\nstop [other scripts in sprite v]\n\n@fruit number show\n\nwhen flag clicked\nhide\n\nwhen I receive [game loop v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to x: (-142) y: (157)\nforever\n go to [front v] layer\n if <(fruits) = [0]> then\n switch costume to (costume1 v)\n else\n switch costume to ((1) + (fruits))\n end\nend\n\nwhen I receive [end everything!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ah!!!!!!!!!!!!!!!!!!!!! yesssssssss!!!!!!!!!1 v]\nhide\nstop [other scripts in sprite v]\n\n@immortaltiy (shop item)2\n\nwhen I receive [game loop v]\nset [immortality got? v] to [0]\nhide\n\nwhen this sprite clicked\nif <[14] < (fruits)> then\n if <[0] = (immortality got?)> then\n broadcast (speed boost acheived v)\n change [fruits v] by (-15)\n set [immortality got? v] to [1]\n switch costume to (sold out2 v)\n end\nend\n\nwhen I receive [bring in shop items! xd v]\ngo to [front v] layer\nshow\nbroadcast (animate shop itema v)\n\nwhen I receive [close shop v]\nstop [other scripts in sprite v]\nrepeat until <(size) < [15]>\n change size by (((12) - (size)) / (5))\nend\nhide\nbroadcast (shop BG close v)\n\nwhen I receive [animate shop itema v]\nforever\n go to x: (120) y: (89)\n if <(immortality got?) = [0]> then\n if <touching (mouse-pointer v)?> then\n switch costume to (touch v)\n else\n switch costume to (main v)\n wait (.1) seconds\n end\n else\n switch costume to (sold out2 v)\n end\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (5))\n else\n change size by (((100) - (size)) / (5))\n end\nend\n\n@checkpoint\n\nwhen I start as a clone\nforever\n set size to (100) %\n go to x: ((x) - (ScrollX)) y: ((y) - (ScrollY))\n set [brightness v] effect to (-50)\n if <<((x) - (ScrollX)) = (x position)> and <((y) - (ScrollY)) = (y position)>> then\n show\n else\n hide\n end\nend\n\ndefine clone at (x) (y) checkpoint id: (id)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (not v)\nset [checkpoint id v] to (id)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I receive [set up checkpoints v]\nclone at [-1145] [-482] checkpoint id: [2]\nclone at [269] [-332] checkpoint id: [3]\nclone at [475] [778] checkpoint id: [4]\nclone at [1050] [215] checkpoint id: [5]\nclone at [525] [1255] checkpoint id: [6]\n\nwhen I start as a clone\nforever\n if <touching (tera v)?> then\n if <not <(checkpoint) = (checkpoint id)>> then\n point in direction (90)\n repeat (3)\n turn right (5) degrees\n end\n repeat (3)\n turn right (-5) degrees\n end\n switch costume to (yes v)\n broadcast (checkpoint baredu upus haled agadu v)\n set [checkpoint v] to (checkpoint id)\n end\n end\nend\n\nwhen I receive [checkpoint baredu upus haled agadu v]\nif <not <(checkpoint) = (checkpoint id)>> then\n switch costume to (not v)\nend\n\n@parachute (shop item)\n\nwhen I receive [game loop v]\nset [parachute bought? v] to [0]\nhide\n\nwhen this sprite clicked\nif <[4] < (fruits)> then\n if <[0] = (parachute bought?)> then\n broadcast (speed boost acheived v)\n change [fruits v] by (-5)\n set [parachute bought? v] to [1]\n switch costume to (sold out v)\n end\nend\n\nwhen I receive [bring in shop items! xd v]\nshow\ngo to [front v] layer\nbroadcast (animate shop itema v)\n\nwhen I receive [close shop v]\nstop [other scripts in sprite v]\nrepeat until <(size) < [15]>\n change size by (((12) - (size)) / (5))\nend\nhide\nbroadcast (shop BG close v)\n\nwhen I receive [animate shop itema v]\nforever\n go to x: (118) y: (-90)\n if <(parachute bought?) = [0]> then\n if <touching (mouse-pointer v)?> then\n switch costume to (touch v)\n else\n switch costume to (main v)\n wait (.1) seconds\n end\n else\n switch costume to (sold out v)\n end\n if <touching (mouse-pointer v)?> then\n go to [front v] layer\n change size by (((120) - (size)) / (5))\n else\n change size by (((100) - (size)) / (5))\n end\nend\n\nwhen [f v] key pressed\nif <(username) = [lambodhar]> then\n change [fruits v] by (1)\nend\n\n@jump boost (shop item)2\n\nwhen I receive [game loop v]\nset [jump boost bought? v] to [0]\nhide\n\nwhen this sprite clicked\nif <[9] < (fruits)> then\n if <[0] = (jump boost bought?)> then\n broadcast (speed boost acheived v)\n change [fruits v] by (-10)\n set [jump boost bought? v] to [1]\n switch costume to (sold out v)\n end\nend\n\nwhen I receive [close shop v]\nstop [other scripts in sprite v]\nrepeat until <(size) < [15]>\n change size by (((12) - (size)) / (5))\nend\nhide\nbroadcast (shop BG close v)\n\nwhen I receive [animate shop itema v]\nforever\n go to x: (-118) y: (-90)\n if <(jump boost bought?) = [0]> then\n if <touching (mouse-pointer v)?> then\n switch costume to (touch v)\n else\n switch costume to (main v)\n wait (.1) seconds\n end\n else\n switch costume to (sold out v)\n end\n if <touching (mouse-pointer v)?> then\n go to [front v] layer\n change size by (((120) - (size)) / (5))\n else\n change size by (((100) - (size)) / (5))\n end\nend\n\nwhen I receive [bring in shop items! xd v]\nshow\ngo to [front v] layer\nbroadcast (animate shop itema v)\n\n@end\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\nend\ngo to x: (x) y: (y)\n\nwhen flag clicked\nhide\n\nwhen I receive [end everything!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ah!!!!!!!!!!!!!!!!!!!!! yesssssssss!!!!!!!!!1 v]\nswitch costume to (costume1 v)\ngo to [-518] [369]\nshow\nSmooth Glide x: (0) y: (0) speed: (15)\ncreate clone of (_myself_ v)\n\ndefine go to (x) (y)\nset size to (100000000000000000000000000000) %\ngo to x: (x) y: (y)\nset size to (100) %\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (costume2 v)\ngo to [-518] [369]\nSmooth Glide x: (0) y: (0) speed: (15)\nbroadcast (end thing v)\nforever\n go to x: (pick random (-10) to (10)) y: (pick random (-10) to (10))\nend\n\nwhen I receive [end thing v]\nwait (2) seconds\nbroadcast (outro v)\n\n@Outro\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\ndefine Smooth glide (x) (y) (dir) (size) speed (speed)\nrepeat until <<<(round (x position)) = (x)> and <(round (y position)) = (y)>> and <<(round (direction)) = (dir)> and <(round (size)) = (size)>>>\n change X by (((x) - (x position)) / (speed))\n change Y by (((y) - (y position)) / (speed))\n turn right (((dir) - (direction)) / (speed)) degrees\n change size by (((size) - (size)) / (speed))\nend\nGo to (x) (y)\npoint in direction (dir)\nset size to (size)\n\nwhen flag clicked\nhide\n\nwhen I receive [outro v]\ngo to [front v] layer\nreset timer\ndelete all of [link v]\ndelete all of [link v]\nadd [https://scratch.mit.edu/projects/412589618/] to [link v]\nadd [https://scratch.mit.edu/projects/396247330/] to [link v]\npoint in direction (90)\nset [confetti need? \(intro\) v] to [0]\nset [my id v] to [bg]\nset size to [150]\ncreate clone of (_myself_ v)\nwait until <[2.99] < (timer)>\nset [my id v] to [OC]\ncreate clone of (_myself_ v)\nwait (.3) seconds\nset [my id v] to [logo]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [my id v] to [white]\ncreate clone of (_myself_ v)\nwait until <[4.5] < (timer)>\nset [my id v] to [text]\ncreate clone of (_myself_ v)\nwait until <(confetti need? \(intro\)) = [1]>\nwait (.5) seconds\nset [my id v] to [project]\ncreate clone of (_myself_ v)\nwait (.5) seconds\nset [my id v] to [project2]\ncreate clone of (_myself_ v)\nforever\n set [my id v] to [confetti]\n create clone of (_myself_ v)\n wait (0) seconds\nend\n\nwhen I start as a clone\nif <(my id) = [bg]> then\n show\n Go to [0] [-359]\n set size to [100]\n switch costume to (bg v)\n Smooth Glide x: (0) y: (0) speed: (15)\n forever\n glide (.5) secs to x: (220) y: (0)\n Go to [0] [0]\n end\nelse\n if <(my id) = [OC]> then\n set size to [10]\n Go to [0] [-108]\n switch costume to (oc v)\n set [my id v] to [oc hitbox]\n create clone of (_myself_ v)\n show\n repeat until <[4.5] < (timer)>\n set [for text sin/cos v] to (((for text sin/cos) * (.8)) + (((147) - (size)) / (4)))\n change size by (for text sin/cos)\n end\n wait (.4) seconds\n Smooth Glide x: (315) y: (108) speed: (5)\n Smooth Glide x: (-181) y: (-101) speed: (5)\n wait (.4) seconds\n say [Comment " xD Tera is just tooo cute!]\n forever\n set [confetti need? \(intro\) v] to [1]\n go to x: ((-181) + (([cos v] of ((timer) * (300)) ) * (12))) y: ((-101) + (([cos v] of (((timer) - (2)) * (300)) ) * (12)))\n point in direction ((90) + (([tan v] of ((timer) * (100)) ) * (4)))\n end\n else\n if <(my id) = [logo]> then\n set size to [10]\n Go to [0] [108]\n switch costume to (your logo v)\n show\n repeat until <[4.5] < (timer)>\n set [for text sin/cos v] to (((for text sin/cos) * (.8)) + (((147) - (size)) / (4)))\n change size by (for text sin/cos)\n end\n wait (.4) seconds\n Smooth Glide x: (-315) y: (108) speed: (5)\n Smooth Glide x: (181) y: (-115) speed: (5)\n wait (.4) seconds\n forever\n set [confetti need? \(intro\) v] to [1]\n go to x: ((181) + (([cos v] of ((timer) * (300)) ) * (12))) y: ((-101) + (([cos v] of (((timer) - (2)) * (300)) ) * (12)))\n point in direction ((90) + (([tan v] of ((timer) * (100)) ) * (4)))\n end\n else\n if <(my id) = [white]> then\n set size to [100]\n Go to [0] [0]\n switch costume to (white grad v)\n clear graphic effects\n set [ghost v] effect to (15)\n show\n wait (.2) seconds\n switch costume to (white full v)\n clear graphic effects\n wait (.3) seconds\n delete this clone\n else\n if <(my id) = [text]> then\n switch costume to (text v)\n set size to [700]\n show\n Go to [0] [143]\n repeat (150)\n set [for text sin/cos v] to (((for text sin/cos) * (.8)) + (((125) - (size)) / (2)))\n change size by (for text sin/cos)\n end\n wait until <(confetti need? \(intro\)) = [1]>\n forever\n go to [front v] layer\n set size to ((125) + (([cos v] of ((timer) * (300)) ) * (30))) %\n go to x: ((0) + (([cos v] of ((timer) * (300)) ) * (12))) y: ((143) + (([cos v] of (((timer) - (2)) * (300)) ) * (12)))\n point in direction ((90) + (([tan v] of ((timer) * (100)) ) * (4)))\n end\n else\n if <(my id) = [confetti]> then\n go to x: (pick random (-220) to (220)) y: (-170)\n set size to (20) %\n set [ghost v] effect to (40)\n switch costume to (pick random (8) to (10))\n go to [front v] layer\n set [confetti y vel v] to (pick random (17) to (25))\n go [backward v] (3) layers\n point in direction (pick random (0) to (180))\n show\n change y by (confetti Y vel)\n change [confetti y vel v] by (-1)\n repeat until <(y position) < [-175]>\n turn right (confetti Y vel) degrees\n change y by (confetti Y vel)\n change [confetti y vel v] by (-1)\n end\n delete this clone\n else\n if <(my id) = [project]> then\n go to x: (168) y: (64)\n show\n set size to [10]\n switch costume to (project v)\n repeat (50)\n set [for text sin/cos v] to (((for text sin/cos) * (.8)) + (((75) - (size)) / (2)))\n change size by (for text sin/cos)\n end\n forever\n set size to ((75) + (([cos v] of ((timer) * (300)) ) * (12))) %\n if <touching (mouse-pointer v)?> then\n hide list [link v]\n else\n show list [link v]\n end\n end\n else\n if <(my id) = [project2]> then\n go to x: (-168) y: (64)\n show\n set size to [10]\n switch costume to (project2 v)\n repeat (50)\n set [for text sin/cos v] to (((for text sin/cos) * (.8)) + (((75) - (size)) / (2)))\n change size by (for text sin/cos)\n end\n forever\n set size to ((75) + (([cos v] of (((timer) + (1)) * (300)) ) * (12))) %\n if <touching (mouse-pointer v)?> then\n hide list [link v]\n else\n show list [link v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Go to (x) (y)\nset [size v] to (size)\nset size to [99999999999]\ngo to x: (x) y: (y)\nset size to (size)\n\ndefine set size to (size)\nset [cos # v] to (costume [number v])\nswitch costume to (blank v)\nset size to (size) %\nswitch costume to (cos #)\n\ndefine change size by (size)\nset [cos # v] to (costume [number v])\nswitch costume to (blank v)\nchange size by (size)\nswitch costume to (cos #)\n\ndefine change Y by (y)\nset [size v] to (size)\nset size to [99999999999]\nchange y by (y)\nset size to (size)\n\ndefine change X by (x)\nset [size v] to (size)\nset size to [99999999999]\nchange x by (x)\nset size to (size)\n\nwhen I receive [outro v]\nplay sound [Julius Dreisig & Zeus X Crona - Invisible v] until done\nforever\n play sound [Julius Dreisig & Zeus X Crona - Invisible9 v] until done\nend\n\n@intro\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\nend\ngo to x: (x) y: (y)\n\nwhen flag clicked\nreset timer\ngo to [front v] layer\ngo [backward v] (1) layers\nswitch costume to (blank v)\nhide\nbroadcast (clones deletion intro v)\nbroadcast (intro v)\nstart sound [whatever this is supposed to be called as, ewwwwwwwwwwww neoni v]\n\nwhen I receive [intro v]\nbroadcast (face in v)\nwait (.2) seconds\nbroadcast (logo in v)\nwait (.2) seconds\nbroadcast (txt in v)\n\nwhen I receive [face in v]\nclone with cos: [2]\n\ndefine clone with cos: (cos num)\nswitch costume to (cos num)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [2]> then\n go to x: (0) y: (0)\n forever\n set [sin + cos one v] to (((sin + cos one) * (.8)) + (((130) - (size)) / (5)))\n change size by (sin + cos one)\n end\nend\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [2]> then\n go to x: (0) y: (0)\n set size to (10) %\n forever\n set [sin + cos one v] to (((sin + cos one) * (.8)) + (((150) - (size)) / (1000)))\n change size by (sin + cos one)\n end\nend\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [2]> then\n wait until <[120] < (size)>\n Smooth Glide x: (-159) y: (-6) speed: (10)\nend\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [4]> then\n go to x: (0) y: (0)\n set size to (100) %\n forever\n set [sin + cos one v] to (((sin + cos one) * (.8)) + (((130) - (size)) / (5)))\n change size by (sin + cos one)\n end\nend\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [4]> then\n wait until <[120] < (size)>\n Smooth Glide x: (159) y: (-6) speed: (10)\nend\n\nwhen I receive [logo in v]\nclone with cos: [4]\n\nwhen I receive [txt in v]\nclone with cos: [3]\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [3]> then\n go to x: (0) y: (0)\n set size to (100) %\n forever\n set [sin + cos one v] to (((sin + cos one) * (.8)) + (((90) - (size)) / (5)))\n change size by (sin + cos one)\n end\nend\n\nwhen I receive [clones deletion intro v]\nwait until <[.9] < (timer)>\nbroadcast (delete all clones v)\n\nwhen I receive [delete all clones v]\nbroadcast (redo v)\ndelete this clone\n\nwhen I receive [redo v]\nwait (.2) seconds\nbroadcast (intro v)\nwait (.3) seconds\nbroadcast (confett v)\n\nwhen I receive [intro everything deletion v]\nrepeat (1)\n delete this clone\nend\nstop all sounds\nstop [other scripts in sprite v]\n\n@confetti\n\ndefine Create (clones)\nrepeat (clones)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (dot v)\nset size to (pick random (30) to (75)) %\nset [ghost v] effect to (pick random (0) to (50))\nset [brightness v] effect to (pick random (-20) to (10))\ngo to x: (pick random (-10) to (10)) y: (pick random (-10) to (10))\npoint in direction (pick random (-180) to (180))\nset [v v] to (pick random (10) to (12))\nset [i v] to (pick random (2) to (7))\ngo to [front v] layer\nshow\nrepeat until <(y position) < [-170]>\n move (v) steps\n change y by (i)\n set [v v] to ((v) * (0.95))\n change [i v] by (-0.01)\nend\ndelete this clone\n\nwhen I receive [confett v]\nCreate [100]\nwait (.3) seconds\nbroadcast (intro ending circle up and fall and size change v)\n\nwhen I receive [intro ending circle up and fall and size change v]\nswitch costume to (dot v)\ngo to x: (0) y: (0)\nset size to (10) %\nshow\ngo to [front v] layer\nwait (.3) seconds\nforever\n change size by (((1800) - (size)) / (2))\nend\n\nwhen flag clicked\nhide\n\ndefine change size by (size)\nset [costume# v] to (costume [number v])\nswitch costume to (blank v)\nchange size by (size)\nswitch costume to (dot v)\n\nwhen I receive [intro v]\nwait until <[2.7] < (timer)>\nbroadcast (intro everything deletion v)\n\nwhen I receive [intro everything deletion v]\nrepeat (1)\n delete this clone\nend\nstop [other scripts in sprite v]\nbroadcast (black v)\nhide\n\nwhen I receive [black v]\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nbroadcast (game loop v)\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\n
LEGO Platformer
@Stage\n\nwhen flag clicked\nset [level v] to [1]\nswitch backdrop to (backdrop1 v)\nforever\n set [brightness v] effect to (0)\n if <(level) = [8]> then\n switch backdrop to (backdrop2 v)\n end\n if <(level) > [7]> then\n set [brightness v] effect to (-20)\n end\n if <(level) > [11]> then\n switch backdrop to (backdrop1 v)\n set [brightness v] effect to (0)\n end\nend\n\n@Blank\n\n@reference\n\nwhen flag clicked\nhide\n\n@Ground\n\nwhen flag clicked\nshow\nset [level v] to [1]\nforever\n switch costume to (level)\n set [ghost v] effect to (100)\nend\n\n@lego guy\n\nwhen flag clicked\nset [stopping v] to [1]\nforever\n go to (my friend v)\n go to [front v] layer\nend\n\nnext costume\nwait (0.04) seconds\n\nwhen I receive [walk! v]\n\nset [stopping v] to [1]\nstop [this script v]\n\nwhen flag clicked\nshow\nset [level v] to [1]\nset rotation style [left-right v]\nforever\n if <(level) = [16]> then\n hide\n end\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n repeat until <touching (lego ground v)?>\n switch costume to (jumping v)\n end\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n switch costume to (costume1 v)\n repeat until <<not <<key (a v) pressed?> or <key (left arrow v) pressed?>>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>>\n next costume\n if <(costume [number v]) > [12]> then\n switch costume to (costume1 v)\n end\n wait (0.04) seconds\n end\n end\n switch costume to (standing v)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume1 v)\n repeat until <<not <<key (right arrow v) pressed?> or <key (d v) pressed?>>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>>\n next costume\n if <(costume [number v]) > [12]> then\n switch costume to (costume1 v)\n end\n wait (0.04) seconds\n end\n end\nend\n\nwait (0.04) seconds\n\nwhen I receive [fall apart v]\nhide\n\nwhen I receive [show v]\ngo to (my friend v)\nshow\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n end\n set [x v] to (x position)\n set [y guy v] to (y position)\nend\n\nwhen I receive [hide now v]\nhide\n\nwhen I receive [show now v]\nshow\n\nwhen I receive [supercalifragilisticexpialodocious v]\nhide\nstop [other scripts in sprite v]\n\n@lego ground\n\nwhen flag clicked\nforever\n play sound [chill inspire v] until done\nend\n\nwhen flag clicked\nshow\nset [level v] to [1]\nforever\n set [brightness v] effect to (0)\n switch costume to (level)\n if <(backdrop [number v]) = [2]> then\n set [brightness v] effect to (-20)\n end\nend\n\n@my friend\n\nwhen flag clicked\n\ndefine starting position\nset [fallspeed v] to [0]\ngo to x: (-220) y: (-70)\nwait (0.5) seconds\nshow\n\nwhen I receive [boing v]\nset [fallspeed v] to [18]\n\nif <(pause) = [1]> then\n wait (0.1) seconds\nend\n\nset y to (-75)\n\ndefine restart/back/next\nif <key (b v) pressed?> then\n if <not <(level) = [1]>> then\n change [level v] by (-1)\n starting position\n wait (0.2) seconds\n end\nend\nif <key (r v) pressed?> then\n starting position\n wait (0.2) seconds\n up\nend\nif <key (n v) pressed?> then\n if <not <(level) = [26]>> then\n broadcast (bext v)\n wait (0.2) seconds\n change [level v] by (1)\n end\nend\n\nwhen I receive [coolieu v]\nstarting position\n\nbroadcast (coolieu v)\n\nwhen I receive [end of end v]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nhide\nshow\nset [ghost v] effect to (100)\nset [good v] to [1]\nset [takeoffspeed v] to [12]\nset [runspeed v] to [0]\nset [fallspeed v] to [0]\ngo to x: (0) y: (0)\nforever\n if <(good) = [1]> then\n change [fallspeed v] by (-1)\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n set [runspeed v] to [-5]\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n set [runspeed v] to [5]\n end\n if <not <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>>> then\n set [runspeed v] to [0]\n end\n if <touching (water v)?> then\n change x by ((runspeed) / (3))\n else\n change x by (runspeed)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((runspeed) * (-1))\n if <<<key (w v) pressed?> or <key (w v) pressed?>> or <<key (up arrow v) pressed?> or <key (up arrow v) pressed?>>> then\n set [fallspeed v] to [12]\n if <([abs v] of (runspeed) ) = (runspeed)> then\n set [runspeed v] to [-4]\n else\n set [runspeed v] to [4]\n end\n else\n set [runspeed v] to [0]\n end\n end\n if <touching (water v)?> then\n change y by ((fallspeed) / (3))\n else\n change y by (fallspeed)\n end\n set [y v] to (y position)\n if <touching (ground v)?> then\n change y by ((fallspeed) - ((fallspeed) * (2)))\n set [fallspeed v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (ground v)?>> then\n set [fallspeed v] to [15]\n end\n change y by (1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (water v)?>> then\n set [fallspeed v] to [5]\n end\n if <(x position) > [220]> then\n hide\n broadcast (hide now v)\n set [good v] to [0]\n broadcast (bext v)\n wait (0.5) seconds\n go to x: (0) y: (0)\n change [level v] by (1)\n end\n if <(y position) < [-180]> then\n starting position\n end\n if <touching (spikes v)?> then\n broadcast (fall apart v)\n dead start\n end\n restart/back/next\n if <touching (trampoline v)?> then\n set [fallspeed v] to [18]\n end\n if <touching (chainsaw v)?> then\n broadcast (fall apart v)\n dead start\n end\n if <touching (badguy v)?> then\n broadcast (fall apart v)\n dead start\n end\n if <touching (stompers v)?> then\n broadcast (fall apart v)\n dead start\n end\n if <touching (lavaly lava v)?> then\n broadcast (fall apart v)\n dead start\n end\n if <(level) = [16]> then\n broadcast (hide now v)\n broadcast (supercalifragilisticexpialodocious v)\n stop [this script v]\n end\n end\nend\n\nwait (17) seconds\n\nset [runspeed v] to [0]\n\nwhen I receive [end intro v]\n\nstarting position\n\ndefine dead start\nhide\nwait (1) seconds\nset [fallspeed v] to [0]\ngo to x: (-220) y: (-70)\nshow\nbroadcast (show v)\nup\n\ndefine up\nrepeat until <not <touching (ground v)?>>\n change y by (1)\nend\nset [good v] to [1]\nbroadcast (show now v)\n\nwhen I receive [up! v]\n\nwhen I receive [up! v]\nstarting position\nwait (0.1) seconds\nup\n\n@clouds\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [2]> then\n wait (0.1) seconds\n else\n wait (pick random (1) to (3)) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (2))\ngo to x: (216) y: (pick random (100) to (150))\nset [ghost v] effect to (pick random (25) to (75))\nset [cloud x v] to (pick random (-3) to (-5))\nrepeat until <(x position) < [-380]>\n go to [back v] layer\n change x by (cloud x)\n if <(backdrop [number v]) = [2]> then\n delete this clone\n end\nend\ndelete this clone\n\nif then\nend\n\n@spikes\n\nwhen flag clicked\nshow\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\n@dead starts\n\nwhen flag clicked\nhide\n\nwhen I receive [fall apart v]\nrepeat (6)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\npoint in direction (pick random (0) to (180))\ngo to (my friend v)\nshow\nset [x vel v] to (pick random (-2) to (2))\nset [y vel v] to (pick random (2) to (5))\nrepeat until <touching (_edge_ v)?>\n change x by (x vel)\n turn right (x vel) degrees\n change y by (y vel)\n change [y vel v] by (-1)\nend\ndelete this clone\n\n@trampoline\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n hide\n end\n if <(level) = [2]> then\n show\n go to x: (-105) y: (-112)\n end\n if <(level) = [3]> then\n hide\n end\n if <(level) = [4]> then\n hide\n end\n if <(level) = [5]> then\n hide\n end\n if <(level) = [6]> then\n show\n go to x: (17) y: (-140)\n end\n if <(level) = [7]> then\n hide\n end\n if <(level) = [8]> then\n hide\n end\n if <(level) = [9]> then\n show\n go to x: (80) y: (-103)\n end\n if <(level) = [10]> then\n show\n go to x: (160) y: (-96)\n end\n if <(level) = [11]> then\n hide\n end\n if <(level) = [12]> then\n hide\n end\n if <(level) = [13]> then\n show\n go to x: (-81) y: (-112)\n end\n if <(level) = [14]> then\n hide\n end\n if <(level) = [15]> then\n hide\n end\n if <(level) = [16]> then\n hide\n end\nend\n\n@chainsaw\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n turn right (5) degrees\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\n if <(level) = [1]> then\n hide\n end\n if <(level) = [2]> then\n show\n go to x: (80) y: (42)\n end\n if <(level) = [3]> then\n hide\n end\n if <(level) = [4]> then\n hide\n end\n if <(level) = [5]> then\n hide\n end\n if <(level) = [6]> then\n show\n go to x: (-195) y: (52)\n end\n if <(level) = [7]> then\n show\n go to x: (-12) y: (-113)\n end\n if <(level) = [8]> then\n show\n go to x: (-12) y: (-113)\n end\n if <(level) = [9]> then\n hide\n end\n if <(level) = [10]> then\n hide\n end\n if <(level) = [11]> then\n hide\n end\n if <(level) = [12]> then\n show\n go to x: (130) y: (-14)\n end\n if <(level) = [13]> then\n show\n go to x: (13) y: (-114)\n end\n if <(level) = [14]> then\n hide\n end\n if <(level) = [15]> then\n show\n go to x: (204) y: (-114)\n end\n if <(level) = [16]> then\n hide\n end\nend\n\n@badguy\n\ndefine patrol\nset rotation style [left-right v]\nswitch costume to (standing v)\nbroadcast (move v)\nrepeat (12)\n point in direction (90)\n next costume\n wait (0.04) seconds\n if <<(level) > (this level)> or <(this level) < (level)>> then\n hide\n stop [this script v]\n end\nend\nswitch costume to (standing v)\nwait (1) seconds\nrepeat (12)\n point in direction (-90)\n next costume\n wait (0.04) seconds\n if <<(level) > (this level)> or <(this level) < (level)>> then\n hide\n stop [this script v]\n end\nend\nswitch costume to (standing v)\nwait (1) seconds\n\nwhen I receive [move v]\nrepeat (30)\n change x by (2)\nend\nwait (1.3) seconds\nrepeat (30)\n change x by (-2)\nend\n\nrepeat (50)\n\nwhen flag clicked\nforever\n go to [front v] layer\n if <(level) = [1]> then\n hide\n end\n if <(level) = [2]> then\n hide\n end\n if <(level) = [3]> then\n set [this level v] to (level)\n wait until <(level) > (this level)>\n end\n if <(level) = [4]> then\n hide\n end\n if <(level) = [5]> then\n hide\n end\n if <(level) = [6]> then\n hide\n end\n if <(level) = [7]> then\n hide\n end\n if <(level) = [8]> then\n set [this level v] to (level)\n wait until <(level) > (this level)>\n end\n if <(level) = [9]> then\n hide\n end\n if <(level) = [10]> then\n hide\n end\n if <(level) = [11]> then\n hide\n end\n if <(level) = [12]> then\n hide\n end\n if <(level) = [13]> then\n hide\n end\n if <(level) = [14]> then\n hide\n end\n if <(level) = [15]> then\n hide\n end\n if <(level) = [16]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n if <(level) = [1]> then\n hide\n end\n if <(level) = [2]> then\n hide\n end\n if <(level) = [3]> then\n go to x: (0) y: (-65)\n show\n patrol\n end\n if <(level) = [4]> then\n hide\n end\n if <(level) = [5]> then\n hide\n end\n if <(level) = [6]> then\n hide\n end\n if <(level) = [7]> then\n hide\n end\n if <(level) = [8]> then\n go to x: (100) y: (-57)\n show\n patrol\n end\n if <(level) = [9]> then\n hide\n end\n if <(level) = [10]> then\n hide\n end\n if <(level) = [11]> then\n if <(level) = [12]> then\n if <(level) = [13]> then\n if <(level) = [14]> then\n if <(level) = [15]> then\n if <(level) = [16]> then\nend\n\n@stompers\n\ndefine smash\nset [y position v] to (y position)\nset [down smash v] to [-1]\nrepeat until <<touching (ground v)?> or <<(smasher level) < (level)> or <(smasher level) > (level)>>>\n go to [front v] layer\n change y by (down smash)\n change [down smash v] by (-1)\nend\nif <<(smasher level) < (level)> or <(smasher level) > (level)>> then\n hide\nend\nup\nrepeat until <(y position) > (y position)>\n change y by (5)\n if <<(smasher level) < (level)> or <(smasher level) > (level)>> then\n hide\n end\nend\n\ndefine up\nrepeat until <not <touching (ground v)?>>\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n hide\n end\n if <(level) = [2]> then\n hide\n end\n if <(level) = [3]> then\n hide\n end\n if <(level) = [4]> then\n go to x: (36) y: (290)\n show\n smash\n set [smasher level v] to (level)\n end\n if <(level) = [5]> then\n go to x: (140) y: (290)\n show\n smash\n set [smasher level v] to (level)\n hide\n wait (1) seconds\n show\n end\n if <(level) = [6]> then\n hide\n end\n if <(level) = [7]> then\n hide\n end\n if <(level) = [8]> then\n hide\n end\n if <(level) = [9]> then\n hide\n end\n if <(level) = [10]> then\n go to x: (-69) y: (290)\n show\n smash\n set [smasher level v] to (level)\n end\n if <(level) = [11]> then\n go to x: (10) y: (290)\n show\n smash\n set [smasher level v] to (level)\n hide\n wait (1) seconds\n show\n end\n if <(level) = [12]> then\n hide\n end\n if <(level) = [13]> then\n hide\n end\n if <(level) = [14]> then\n hide\n end\n if <(level) = [15]> then\n hide\n end\n if <(level) = [16]> then\n hide\n end\nend\n\n@transition\n\nwhen I receive [bext v]\nshow\ngo to x: (465) y: (0)\nrepeat (46)\n go to [front v] layer\n change x by (-20.005)\nend\nhide\nbroadcast (up! v)\n\nwhen flag clicked\nhide\n\n@background parrelax\n\nwhen flag clicked\nhide\n\nset size to (100) %\nrepeat (6)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n show\n go to [back v] layer\n go [forward v] (2) layers\n forever\n go to x: ((x) / (20)) y: ((y guy) / (20))\n end\nend\nif <(costume [number v]) = [2]> then\n show\n go to [back v] layer\n go [forward v] (1) layers\n forever\n go to x: ((x) / (15)) y: ((y guy) / (15))\n end\nend\nif <(costume [number v]) = [3]> then\n show\n go to [back v] layer\n forever\n go to x: ((x) / (10)) y: ((y guy) / (10))\n end\nend\nif <(costume [number v]) = [4]> then\n show\n go to [back v] layer\n go [forward v] (2) layers\n set [ghost v] effect to (90)\n forever\n go to x: ((x) / (20)) y: ((y guy) / (20))\n end\nend\nif <(costume [number v]) = [5]> then\n show\n go to [back v] layer\n go [forward v] (1) layers\n set [ghost v] effect to (80)\n forever\n go to x: ((x) / (15)) y: ((y guy) / (15))\n end\nend\nif <(costume [number v]) = [6]> then\n show\n go to [back v] layer\n set [ghost v] effect to (75)\n forever\n go to x: ((x) / (10)) y: ((y guy) / (10))\n end\nend\n\n@thumbnail\n\n@decor\n\nwhen flag clicked\nforever\n switch costume to (level)\n go to [back v] layer\nend\n\n@lavaly lava\n\nwhen flag clicked\nshow\nforever\n switch costume to (level)\n go to [back v] layer\nend\n\n@decor2\n\nwhen flag clicked\nforever\n switch costume to (level)\n go to [front v] layer\nend\n\n@thumbnail2\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n
Note:- this is a remix project.\nOriginal one was made by- @ Capt_Boanerges\n\n『L』『e』『g』『o』plaтғorмer\n-тнιѕ ιѕ jυѕт a ғυn plaтғorмer тype тнaт ι donт тнιnĸ\nнas every вeen done on ѕcraтcн! enjoy тнe claѕѕιc\nlego ғeel!\nтнιѕ тooĸ a тon oғ worĸ aѕ ι нad тo place every\nιndιvιѕυal pιece on eacн level!\n^Controls^ W.A.S.D and Arrow Keys! N to skip R to restart, and b for back! A very simple game.\n\n\nDISCLAIMER [NO LEGO GUYS WERE HARMED IN THE CREATION OF THIS PROJECT]\n\n\nAll art by me inspired by Lego! Measurements and all!\n___________________________________________\n\nFollow me-@mayankkumarmk1212\n\n#LegoPlatformer #Lego #Games #Platformer #Brick #Sun #Grass #Chainsaw #Plant #Guy #Art #=
|| Ɠɍęęɲ Ᵽęą Ḁƥⱺƈąłƴƥşⱸ Ⱳⱺɍḻɗ 2 || (⭑scrolling platformer⭑)
@Stage\n\nwhen flag clicked\n\nbroadcast (reset v)\nbroadcast (setup v)\n\nwhen I receive [play game v]\nswitch backdrop to (lv.1-3 v)\n\nwhen I receive [lv.2 v]\n\nwhen I receive [lv.3 v]\n\nbroadcast (splim v)\n\nclear sound effects\n\nswitch backdrop to (lv.1-3 v)\n\nwhen I receive [play game v]\nforever\n if <(biome music) = [1]> then\n stop all sounds\n play sound [Music-Ice v] until done\n end\nend\n\nwhen flag clicked\nset [biome music v] to [1]\n\n@player\n\nwhen I receive [home screen v]\nstop [other scripts in sprite v]\n\nwhen I receive [flag v]\nset size to (100) %\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to (world)\nforever\n broadcast (reset v) and wait\n broadcast (setup v) and wait\n Game on\n repeat until <(EXIT) > []>\n broadcast (Tick v)\n Tick\n end\n if <(EXIT) = [win]> then\n broadcast (win 2 v)\n Game - win\n else\n Game - Die\n end\nend\n\ndefine Game on\nset size to (90) %\nset [sx v] to [0]\nset [x v] to [0]\nset [in air v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [exit v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nclear graphic effects\nshow\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [travel distence v] by (0.05)\n Change Player x by [-6]\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [travel distence v] by (0.05)\n Change Player x by [6]\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n if <(in air) < [4]> then\n set [sy v] to ((16) + (jj boost))\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange player y by (sy)\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [restart]\nend\nchange [x v] by (8)\nchange [x v] by (-8)\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nTest Die\nif <(fall) = [false]> then\n repeat until <not <<touching (ground v)?> or <touching (moving block 1 v)?>>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\n end\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nTest Die\nif <touching (ground v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (ground v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (ground v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nrepeat (20)\n change [ghost v] effect by (5)\nend\nbroadcast (die v)\n\nwait (0.5) seconds\n\nshow\n\ndefine Test Die\nif <(dragon stone) = [false]> then\n if <<touching (traps v)?> or <key (r v) pressed?>> then\n if <(can get hurt) = [true]> then\n set [exit v] to [restart]\n end\n end\nend\n\nchange size by (-)\n\ndefine Game - win\nrepeat (50)\n point towards (front layer deco v)\n turn right (65) degrees\n move ((distance to [front layer deco v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (1)\nend\nbroadcast (home screen v)\nhide\nchange [level v] by (1)\n\ndefine tick 2\n\nTick\n\nwhen flag clicked\nforever\n if <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<<mouse down?> and <(x position) > (mouse x)>> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n if <not <<<(costume [number v]) = [9]> or <(costume [number v]) = [10]>> or <(costume [number v]) = [13]>>> then\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n point in direction (-90)\n end\n end\n end\nend\n\nwhen I receive [hide home screen v]\nbroadcast (Flag v) and wait\nbroadcast (Play game v) and wait\n\nbroadcast (Tick v) and wait\nTick\n\ndefine win\nrepeat (10)\n change size by (10)\nend\nset size to (90) %\nbroadcast (reset v)\n\nwhen I receive [win 2 v]\nset volume to (100) %\nif <(EXIT) = [win]> then\n\nwhen I receive [jump v]\nset [sy v] to [34]\n\nwhen flag clicked\nswitch costume to (default v)\n\nwhen flag clicked\nswitch costume to (default v)\nset [touching moon v] to [false]\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n if <key (space v) pressed?> then\n set [ghost v] effect to (80)\n set [can get hurt v] to [false]\n else\n clear graphic effects\n set [can get hurt v] to [true]\n end\n end\n if <<<touching color (#664900)?> or <touching color (#3d3102)?>> and <key (down arrow v) pressed?>> then\n set [fall v] to [true]\n wait (0.3) seconds\n set [fall v] to [false]\n end\nend\n\nwhen I receive [jump 2 v]\nset [sy v] to [20]\n\nwhen flag clicked\nset [jumps v] to [0]\nforever\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n change [jump times v] by (1)\n change [jumps v] by (1)\n wait (0.65) seconds\n end\nend\n\nwhen I receive [reset v]\nhide\n\nwhen I receive [home screen v]\nhide\n\nwhen I receive [splim v]\nbroadcast (Flag v) and wait\n\nset [check point v] to [0]\nset [check point v] to [1]\n\nwhen I receive [die v]\nchange [death times v] by (1)\nwait (0.105) seconds\nforever\n if <(EXIT) = []> then\n if <(check point) = [1]> then\n Change player y by [60]\n Change Player x by [987]\n show\n stop [this script v]\n else\n if <(check point) = [2]> then\n broadcast (check 2 respawn v)\n Change player y by ((checkpoint 2 place y) + (20))\n Change Player x by [150]\n hide\n wait (0.3) seconds\n show\n stop [this script v]\n end\n if <(check point) = [3]> then\n Change player y by ((check point 3 place y) + (20))\n Change Player x by (check point 3 place x)\n hide\n wait (0.3) seconds\n show\n stop [this script v]\n end\n if <(check point) = [0]> then\n Change player y by [0]\n Change Player x by [0]\n show\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nset [player's skin v] to [default]\nswitch costume to (default v)\nset [check point v] to [0]\nforever\n if <touching (checkpoint v)?> then\n broadcast (checkpoint one v)\n set [check point v] to [1]\n end\n if <touching (checkpoint2 v)?> then\n broadcast (checkpoint two v)\n set [check point v] to [2]\n end\n if <touching (checkpoint3 v)?> then\n broadcast (checkpoint 3 v)\n set [check point v] to [3]\n end\n if <<touching color (#2c604c)?> or <<touching color (#33feff)?> or <touching color (#9bffff)?>>> then\n set [biome music v] to [1]\n end\n if <touching color (#ffe900)?> then\n set [biome music v] to [2]\n end\n if <<touching color (#00ff27)?> and <touching color (#00bb1a)?>> then\n set [jp power v] to ((500) + (@?/Jp skin effect))\n set [jp v] to [true]\n end\n if <<<<touching color (#a80000)?> and <touching color (#c90000)?>> and <<touching color (#b2b2b2)?> and <touching color (#c8ffff)?>>> and <touching color (#1c5823)?>> then\n set [jj time v] to [10]\n set [jj v] to [true]\n end\n if <<touching color (#c3c57d)?> and <<touching color (#bcc07a)?> and <<touching color (#b0b475)?> and <not <<touching (checkpoint v)?> or <<touching (checkpoint2 v)?> or <touching (checkpoint3 v)?>>>>>>> then\n set [touching moon v] to [true]\n else\n set [touching moon v] to [false]\n end\nend\n\nwhen flag clicked\nset [check point v] to [0]\nset [jump times v] to [0]\n\nwhen flag clicked\nset [fall v] to [false]\n\nwhen I receive [splim v]\nbroadcast (rain place v)\nset [rain level v] to [2]\n\nhide variable [rain level v]\n\nset [check point v] to [2]\n\nwhen I receive [jump v]\n\nwhen flag clicked\nset [jp v] to [false]\nset [jp power v] to [0]\nset [jp power spended v] to [0]\nforever\n if <<<key (space v) pressed?> and <(jp) = [true]>> and <(jp power) > [0]>> then\n broadcast (jp show v)\n start sound [thunder_strike_1-Mike_Koenig-739781745.mp3 v]\n create clone of (jp effect v)\n change [sy v] by (3)\n change [jp power v] by (-1)\n change [jp power spended v] by (1)\n if <(sy) > [15]> then\n set [sy v] to [15]\n end\n else\n if <(jp power) < [1]> then\n broadcast (jp hide v)\n else\n broadcast (jp show v)\n end\n end\nend\n\nwhen flag clicked\nset [jj time v] to [0]\nset [jp v] to [false]\nforever\n if <(jj) = [true]> then\n broadcast (jj show v)\n set [jj boost v] to [8]\n repeat until <(jj time) = [0]>\n change [jj time v] by (-1)\n wait (1) seconds\n end\n set [jj boost v] to [0]\n set [jj v] to [false]\n else\n if <(jj time) < [1]> then\n broadcast (jj hide v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(direction) = [90]> then\n set [grass effect by player v] to (pick random (3) to (6))\n else\n set [grass effect by player v] to (pick random (-3) to (-6))\n end\nend\n\nwhen I receive [wants some help v]\n\nwhen flag clicked\nforever\n if <(answer) = [report]> then\n talk [Hey! you are the dragon for the newspaper I will capture you!]\n wait (2) seconds\n say [ ] for (0) seconds\n stop [this script v]\n end\nend\n\ndefine talk (0)\nset [what to say v] to []\nset [number v] to [0]\nrepeat (length of (0))\n change [number v] by (1)\n set [what to say v] to (join (what to say) (letter (number) of (0)))\n say (what to say)\nend\n\ndefine Talk (0)\n\nwhen flag clicked\nset [dragon stone v] to [false]\n\nwhen flag clicked\nforever\n if <<touching (totem code v)?> and <(totem number :) = [0]>> then\n forever\n if <<touching (totem code2 v)?> and <(totem number :) = [1]>> then\n forever\n if <<touching (totem code3 v)?> and <(totem number :) = [2]>> then\n forever\n if <<touching (totem code4 v)?> and <(totem number :) = [3]>> then\n broadcast (totem code correct v)\n stop [this script v]\n end\n end\n else\n if <touching (totem code4 v)?> then\n stop [this script v]\n end\n end\n end\n else\n if <<touching (totem code3 v)?> or <touching (totem code4 v)?>> then\n stop [this script v]\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [travel distence v] to [0]\n\nwhen flag clicked\nset [death times v] to [0]\n\nwhen I receive [deafult v]\nswitch costume to (default v)\nset [player's skin v] to [default]\n\nwhen I receive [diamond skin v]\nswitch costume to (diamond v)\nset [player's skin v] to [diamond]\n\nwhen I receive [silver skin v]\nswitch costume to (silver v)\nset [player's skin v] to [silver]\n\nwhen I receive [gold skin v]\nswitch costume to (gold v)\nset [player's skin v] to [gold]\n\nwhen [r v] key pressed\nbroadcast (reset v)\n\n@ground\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nswitch costume to (costume1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n broadcast (level 1 v)\n switch costume to (costume1 v)\n Clone at x: [460] y: [-20]\n Clone at x: [250] y: [80]\n Clone at x: [-280] y: [100]\n Clone at x: [700] y: [-400]\n Clone at x: [100] y: [500]\n Clone at x: [20] y: [-300]\n Clone at x: [70] y: [280]\n Clone at x: [-300] y: [200]\n Clone at x: [-450] y: [130]\n Clone at x: [-350] y: [-150]\n Clone at x: [-100] y: [400]\n Clone at x: [1000] y: [0]\n Clone at x: [250] y: [-320]\n Clone at x: [300] y: [-300]\n Clone at x: [220] y: [350]\n Clone at x: [-200] y: [-550]\n Clone at x: [300] y: [200]\n Clone at x: [300] y: [0]\n Clone at x: [300] y: [0]\n Clone at x: [-2000] y: [600]\n Clone at x: [0] y: [3000]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n broadcast (level 2 v) and wait\n Clone at x: [370] y: [210]\n Clone at x: [370] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [150] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [600] y: [-200]\n Clone at x: [400] y: [-200]\n Clone at x: [20] y: [-230]\n Clone at x: [0] y: [-150]\n else\n if <(LEVEL) = [3]> then\n broadcast (level 3 v)\n switch costume to (screen shot 2020-05-07 at 3 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [0] y: [300]\n Clone at x: [600] y: [-300]\n Clone at x: [700] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n else\n if <(LEVEL) = [4]> then\n broadcast (level 4 v)\n switch costume to (costume2 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [200]\n else\n if <(LEVEL) = [5]> then\n broadcast (level 5 v)\n switch costume to (costume10 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [6]> then\n broadcast (level 6 v)\n switch costume to (costume18 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [7]> then\n switch costume to (costume27 v)\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [200]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [8]> then\n switch costume to (level 1 7 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n show\n show\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\n\nbroadcast (reset v)\nbroadcast (setup v)\n\nwhen I receive [home screen v]\n\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nClone at x: [880] y: [-500]\nClone at x: [120] y: [-260]\nClone at x: [120] y: [430]\nClone at x: [200] y: [-300]\nClone at x: [400] y: [50]\n\n@front layer deco\n\nwhen I receive [setup v]\nswitch costume to (costume1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n broadcast (level 1 v)\n switch costume to (costume1 v)\n Clone at x: [460] y: [-20]\n Clone at x: [250] y: [80]\n Clone at x: [-280] y: [100]\n Clone at x: [700] y: [-400]\n Clone at x: [100] y: [500]\n Clone at x: [20] y: [-300]\n Clone at x: [70] y: [280]\n Clone at x: [-300] y: [200]\n Clone at x: [-450] y: [130]\n Clone at x: [-350] y: [-150]\n Clone at x: [-100] y: [400]\n Clone at x: [1000] y: [0]\n Clone at x: [250] y: [-320]\n Clone at x: [300] y: [-300]\n Clone at x: [220] y: [350]\n Clone at x: [-200] y: [-550]\n Clone at x: [300] y: [200]\n Clone at x: [300] y: [0]\n Clone at x: [300] y: [0]\n Clone at x: [-2000] y: [600]\n Clone at x: [0] y: [3000]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n broadcast (level 2 v) and wait\n Clone at x: [460] y: [210]\n Clone at x: [370] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [150] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [600] y: [-200]\n Clone at x: [400] y: [-200]\n Clone at x: [20] y: [-230]\n else\n if <(LEVEL) = [3]> then\n broadcast (level 3 v)\n switch costume to (screen shot 2020-05-07 at 3 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [0] y: [300]\n Clone at x: [600] y: [-300]\n Clone at x: [700] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n else\n if <(LEVEL) = [4]> then\n broadcast (level 4 v)\n switch costume to (costume2 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [200]\n else\n if <(LEVEL) = [5]> then\n broadcast (level 5 v)\n switch costume to (costume10 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [6]> then\n broadcast (level 6 v)\n switch costume to (costume18 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [7]> then\n switch costume to (costume27 v)\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [200]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [8]> then\n switch costume to (level 1 7 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n show\n show\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Clone at x: (x) y: (y)\ngo to [front v] layer\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nClone at x: [100] y: [210]\nClone at x: [100] y: [210]\nClone at x: [100] y: [210]\nClone at x: [150] y: [210]\nClone at x: [350] y: [210]\nClone at x: [350] y: [210]\nClone at x: [600] y: [-200]\nClone at x: [400] y: [-200]\nClone at x: [20] y: [-230]\n\nbroadcast (reset v)\nbroadcast (setup v)\n\n@front layer\n\nwhen flag clicked\n\nswitch costume to (costume1 v)\nforever\n go to x: (0) y: (0)\nend\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [skip v]\nnext costume\n\nwhen I receive [home screen v]\nstop [other scripts in sprite v]\n\n@back layer\n\nwhen flag clicked\n\nswitch costume to (costume1 v)\nforever\n go to [back v] layer\nend\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [skip v]\nnext costume\n\nwhen I receive [home screen v]\nstop [other scripts in sprite v]\n\n@back layer deco\n\nwhen I receive [setup v]\nswitch costume to (costume1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n broadcast (level 1 v)\n switch costume to (costume1 v)\n Clone at x: [460] y: [-20]\n Clone at x: [250] y: [80]\n Clone at x: [-280] y: [100]\n Clone at x: [700] y: [-400]\n Clone at x: [100] y: [500]\n Clone at x: [20] y: [-300]\n Clone at x: [70] y: [280]\n Clone at x: [-300] y: [200]\n Clone at x: [-450] y: [130]\n Clone at x: [-350] y: [-150]\n Clone at x: [-100] y: [400]\n Clone at x: [1000] y: [0]\n Clone at x: [250] y: [-320]\n Clone at x: [300] y: [-300]\n Clone at x: [220] y: [350]\n Clone at x: [-200] y: [-550]\n Clone at x: [300] y: [200]\n Clone at x: [300] y: [0]\n Clone at x: [300] y: [0]\n Clone at x: [-2000] y: [600]\n Clone at x: [0] y: [3000]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n broadcast (level 2 v) and wait\n Clone at x: [460] y: [210]\n Clone at x: [370] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [150] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [600] y: [-200]\n Clone at x: [400] y: [-200]\n Clone at x: [20] y: [-230]\n else\n if <(LEVEL) = [3]> then\n broadcast (level 3 v)\n switch costume to (screen shot 2020-05-07 at 3 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [0] y: [300]\n Clone at x: [600] y: [-300]\n Clone at x: [700] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n else\n if <(LEVEL) = [4]> then\n broadcast (level 4 v)\n switch costume to (costume2 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [200]\n else\n if <(LEVEL) = [5]> then\n broadcast (level 5 v)\n switch costume to (costume10 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [6]> then\n broadcast (level 6 v)\n switch costume to (costume18 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [7]> then\n switch costume to (costume27 v)\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [200]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [8]> then\n switch costume to (level 1 7 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n show\n show\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Clone at x: (x) y: (y)\nshow\ngo to [back v] layer\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\ngo to [front v] layer\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n go to [back v] layer\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nClone at x: [100] y: [210]\nClone at x: [100] y: [210]\nClone at x: [100] y: [210]\nClone at x: [150] y: [210]\nClone at x: [350] y: [210]\nClone at x: [350] y: [210]\nClone at x: [600] y: [-200]\nClone at x: [400] y: [-200]\nClone at x: [20] y: [-230]\n\nbroadcast (reset v)\nbroadcast (setup v)\n\nClone at x: [200] y: [-300]\nClone at x: [400] y: [50]\n\n@traps\n\nwhen I receive [setup v]\nswitch costume to (blank v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n broadcast (level 1 v)\n Clone at x: [460] y: [500]\n Clone at x: [250] y: [290]\n Clone at x: [300] y: [-130]\n Clone at x: [50] y: [-490]\n Clone at x: [250] y: [800]\n Clone at x: [-1500] y: [0]\n Clone at x: [250] y: [100]\n Clone at x: [2000] y: [-700]\n Clone at x: [400] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n broadcast (level 2 v) and wait\n Clone at x: [460] y: [210]\n Clone at x: [370] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [150] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [600] y: [-200]\n Clone at x: [400] y: [-200]\n Clone at x: [20] y: [-230]\n else\n if <(LEVEL) = [3]> then\n broadcast (level 3 v)\n switch costume to (screen shot 2020-05-07 at 3 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [0] y: [300]\n Clone at x: [600] y: [-300]\n Clone at x: [700] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n else\n if <(LEVEL) = [4]> then\n broadcast (level 4 v)\n switch costume to (costume2 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [200]\n else\n if <(LEVEL) = [5]> then\n broadcast (level 5 v)\n switch costume to (costume10 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [6]> then\n broadcast (level 6 v)\n switch costume to (costume18 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [7]> then\n switch costume to (costume27 v)\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [200]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [8]> then\n switch costume to (level 1 7 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n show\n show\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Clone at x: (x) y: (y)\ngo to [back v] layer\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nClone at x: [370] y: [210]\nClone at x: [100] y: [210]\nClone at x: [100] y: [210]\nClone at x: [100] y: [210]\nClone at x: [150] y: [210]\nClone at x: [350] y: [210]\nClone at x: [350] y: [210]\nClone at x: [600] y: [-200]\nClone at x: [400] y: [-200]\nClone at x: [20] y: [-230]\n\nbroadcast (reset v)\nbroadcast (setup v)\n\n@for copy paste\n\n@coin\n\nwhen I receive [setup v]\n\nswitch costume to (costume1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n broadcast (level 1 v)\n switch costume to (costume1 v)\n Clone at x: [80] y: [-180]\n Clone at x: [-20] y: [180]\n Clone at x: [60] y: [0]\n wait (0) seconds\n Clone at x: [160] y: [80]\n Clone at x: [60] y: [0]\n Clone at x: [60] y: [0]\n Clone at x: [60] y: [-1000]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n broadcast (level 2 v) and wait\n Clone at x: [460] y: [210]\n Clone at x: [370] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [150] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [600] y: [-200]\n Clone at x: [400] y: [-200]\n Clone at x: [20] y: [-230]\n else\n if <(LEVEL) = [3]> then\n broadcast (level 3 v)\n switch costume to (screen shot 2020-05-07 at 3 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [0] y: [300]\n Clone at x: [600] y: [-300]\n Clone at x: [700] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n else\n if <(LEVEL) = [4]> then\n broadcast (level 4 v)\n switch costume to (costume2 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [200]\n else\n if <(LEVEL) = [5]> then\n broadcast (level 5 v)\n switch costume to (costume10 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [6]> then\n broadcast (level 6 v)\n switch costume to (costume18 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [7]> then\n switch costume to (costume27 v)\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [200]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [8]> then\n switch costume to (level 1 7 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n show\n show\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Clone at x: (x) y: (y)\ngo to [back v] layer\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nClone at x: [100] y: [210]\nClone at x: [100] y: [210]\nClone at x: [100] y: [210]\nClone at x: [150] y: [210]\nClone at x: [350] y: [210]\nClone at x: [350] y: [210]\nClone at x: [600] y: [-200]\nClone at x: [400] y: [-200]\nClone at x: [20] y: [-230]\n\nbroadcast (reset v)\nbroadcast (setup v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n hide\n go to [front v] layer\n next costume\nend\n\nwhen I start as a clone\nset size to (100) %\nshow\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n next costume\n if <touching (player v)?> then\n start sound [Collect v]\n change [coin v] by (1)\n delete this clone\n end\nend\n\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nset [coin v] to [0]\n\nClone at x: [60] y: [0]\n\nwhen I receive [home screen v]\nstop [other scripts in sprite v]\n\n@starting ani character2\n\nwhen flag clicked\n\ngo to [front v] layer\nhide\nwait (2) seconds\nbroadcast (ani2 v)\nshow\nset [sine v] to [0]\nforever\n change [sine v] by (10)\n point in direction ((([sin v] of (sine) ) * (15)) + (90))\n set size to ((([sin v] of ((sine) * (2)) ) * (10)) + (100)) %\nend\n\nwhen I receive [ani2 v]\n\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\nrepeat (16)\n next costume\n wait (0.01) seconds\nend\nwait (0.4) seconds\nhide\nbroadcast (ani3 v)\n\nwhen I receive [start2 v]\nhide\n\n@starting ani character\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\npoint in direction (90)\nset size to (30) %\ngo to [front v] layer\nset [intro size v] to [90]\nset [sine v] to [0]\ngo to [front v] layer\nreset timer\nrepeat until <(size) > [199]>\n change size by (((200) - (size)) / (5))\n turn right (((85) - (direction)) / (7)) degrees\n go to [front v] layer\nend\nrepeat (99)\n turn right ((10) + ((timer) * (5))) degrees\nend\nrepeat (50)\n turn left (((-90) + (direction)) / (7)) degrees\nend\ncreate clone of (sprite2 v)\ngo to [front v] layer\nwait (1) seconds\ncreate clone of (sprite3 v)\ngo to [front v] layer\nwait (0.5) seconds\ncreate clone of (sprite4 v)\ngo to [front v] layer\nwait (2.5) seconds\nhide\nbroadcast (splim v) and wait\n\nbroadcast (start2 v)\nbroadcast (start v)\nbroadcast (start4 v)\n\nhide\n\nwhen I start as a clone\n\nset [size v] to [20]\nrepeat until <(size) > [1200]>\n switch costume to (costume3 v)\n change [size v] by (((1201) - (Size)) / (5))\n set size to (Size) %\n switch costume to (CloneCostume)\nend\nchange [clonecostume v] by (1)\n\nwait (0) seconds\ndelete this clone\n\nwhen flag clicked\ngo to [front v] layer\n\nset [clonecostume v] to [red3]\nwait (1) seconds\nwait (1) seconds\n\nwhen flag clicked\nwait (3) seconds\nbroadcast (star clone v)\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (3) layers\nend\n\n@heart and star\n\nwhen I start as a clone\nset size to (pick random (70) to (120)) %\nset [ghost v] effect to (pick random (30) to (60))\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nrepeat (pick random (7) to (13))\n move ((20) - ((timer) * (5))) steps\nend\nwait (1) seconds\ndelete this clone\n\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\n\nwhen I receive [star clone v]\nreset timer\npoint in direction (90)\nrepeat (40)\n turn right (pick random (10) to (30)) degrees\n create clone of (_myself_ v)\nend\n\n@starting ani backround\n\nwhen I receive [start music v]\nset volume to (100) %\n\nbroadcast (start2 v)\nbroadcast (start v)\nbroadcast (start4 v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\nclear graphic effects\nshow\nstart sound [Unison-Aperture-NCS-Release v]\n\nwhen I receive [start2 v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\nwhen I receive [splim v]\nswitch costume to (costume2 \(7\) v)\n\nwhen I receive [splim v]\nbroadcast (Play game v) and wait\n\nwhen I receive [//lightout v]\nset volume to (0) %\nstop [other scripts in sprite v]\n\nwhen I receive [splim v]\nhide\n\nset [rain level v] to [stop]\n\nset [rain level v] to [small]\n\nset [rain level v] to [mid]\n\nset [rain level v] to [large]\n\n@checkpoint\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(check point) = [1]> then\n switch costume to (costume5 v)\n else\n switch costume to (costume2 v)\n end\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nswitch costume to (costume2 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n switch costume to (costume2 v)\n Clone at x: [987] y: [80]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (costume2 v)\n broadcast (level 2 v) and wait\n Clone at x: [370] y: [210]\n Clone at x: [370] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [150] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [600] y: [-200]\n Clone at x: [400] y: [-200]\n Clone at x: [20] y: [-230]\n else\n if <(LEVEL) = [3]> then\n broadcast (level 3 v)\n switch costume to (screen shot 2020-05-07 at 3 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [0] y: [300]\n Clone at x: [600] y: [-300]\n Clone at x: [700] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n else\n if <(LEVEL) = [4]> then\n broadcast (level 4 v)\n switch costume to (costume2 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [200]\n else\n if <(LEVEL) = [5]> then\n broadcast (level 5 v)\n switch costume to (costume10 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [6]> then\n broadcast (level 6 v)\n switch costume to (costume18 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [7]> then\n switch costume to (costume27 v)\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [200]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [8]> then\n switch costume to (level 1 7 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n show\n show\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nbroadcast (reset v)\nbroadcast (setup v)\n\nwhen I receive [home screen v]\n\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\ngo to [front v] layer\n\nwhen I receive [checkpoint one v]\nswitch costume to (costume5 v)\n\nwhen flag clicked\n\n@snow\n\nwhen I start as a clone\nif <(>\)\(*&^%$$!) = [1]> then\n switch costume to (pick random (1) to (5))\nelse\n switch costume to (snow v)\nend\nset size to (100) %\nset [ghost v] effect to (30)\ngo to x: (pick random (-240) to (230)) y: (175)\nset [dir v] to (pick random (-2) to (2))\nset [speed v] to (pick random (5) to (5))\nshow\nset pen color to (#d5d5d5)\npen down\nset pen size to (2)\nrepeat until <<(y position) < [-170]> or <<touching (player v)?> or < or <touching (ground v)?>>>>\n if <key (s v) pressed?> then\n delete this clone\n end\n point in direction (((180) + (dir)) + (global dir))\n move (((1) * (((Falling Speed) + (1)) / (40))) * (Speed)) steps\nend\nmove (((1) * (((Falling Speed) + (1)) / (40))) * (Speed)) steps\nturn left (pick random (0) to (0)) degrees\nset size to (0) %\nset [i v] to [25]\nrepeat (10)\n change size by (i)\n change [ghost v] effect by ((i) / (2))\n change [i v] by (-2)\nend\ndelete this clone\n\nwhen I receive [rain v]\nset [global dir v] to [-10]\nforever\n set [strength v] to (pick random (-30) to (35))\n repeat (100)\n change [global dir v] by ((strength) / (100))\n end\n repeat (100)\n change [global dir v] by (((strength) / (100)) * (-1))\n end\nend\n\nwhen I receive [rain place v]\nforever\n if <(rain level) = [2]> then\n create clone of (_myself_ v)\n wait (0.05) seconds\n broadcast (rain v)\n broadcast (small rain v)\n delete this clone\n end\nend\n\nstop [other scripts in sprite v]\n\nif <(rain level) = [2]> then\n create clone of (_myself_ v)\n wait (0.05) seconds\n stop [other scripts in sprite v]\n broadcast (rain v)\n broadcast (mid rain v)\n delete this clone\nend\nif <(rain level) = [2]> then\n create clone of (_myself_ v)\n wait (0.05) seconds\nend\nif <(rain level) = [3]> then\n create clone of (_myself_ v)\n wait (0.05) seconds\n stop [other scripts in sprite v]\n broadcast (rain v)\n broadcast (large rain v)\n delete this clone\nend\nif <(rain level) = [3]> then\n create clone of (_myself_ v)\n wait (0.05) seconds\nend\nif <(rain level) = [3]> then\n create clone of (_myself_ v)\n wait (0.05) seconds\nend\n\nif <(rain level) = [stop]> then\n set [speed v] to [50]\n broadcast (stop rain v)\n stop [other scripts in sprite v]\n stop [this script v]\nend\n\nset [rain level v] to [3]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\n\nturn right (15) degrees\n\nwhen I receive [\)\(rainlevel \) v]\nwait (0.5) seconds\nforever\n if <key (s v) pressed?> then\n set [rain level v] to [0]\n broadcast (\)\(#&RAINLEVEL STOP v)\n stop [this script v]\n end\nend\n\nwhen I receive [\)\(#&rainlevel stop v]\nwait (0.5) seconds\nforever\n if <key (s v) pressed?> then\n set [rain level v] to [2]\n broadcast (\)\(RAINLEVEL \) v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nbroadcast (\)\(RAINLEVEL \) v)\n\n@rain1\n\nwhen flag clicked\nhide variable [trail v]\nset [vis? v] to [0]\nset [falling speed v] to [20]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset [trail v] to [65]\nforever\n set [ghost v] effect to (Trail)\n stamp\nend\n\nwhen flag clicked\nforever\n hide\n wait (pick random (5) to (10)) seconds\n switch costume to (costume2 v)\n repeat (3)\n set [ghost v] effect to (0)\n stamp\n end\n switch costume to (costume1 v)\n play sound (pick random (1) to (2)) until done\nend\n\nswitch costume to (rain v)\n\nwhen flag clicked\nforever\n if <(biome music) = [1]> then\n switch costume to (costume1 v)\n end\n if <(biome music) = [2]> then\n switch costume to (costume2 v)\n end\nend\n\n@checkpoint2\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(check point) = [2]> then\n switch costume to (costume5 v)\n else\n switch costume to (costume2 v)\n end\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nswitch costume to (costume2 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n switch costume to (costume2 v)\n Clone at x: [150] y: [830]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (costume2 v)\n broadcast (level 2 v) and wait\n Clone at x: [370] y: [210]\n Clone at x: [370] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [150] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [600] y: [-200]\n Clone at x: [400] y: [-200]\n Clone at x: [20] y: [-230]\n else\n if <(LEVEL) = [3]> then\n broadcast (level 3 v)\n switch costume to (screen shot 2020-05-07 at 3 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [0] y: [300]\n Clone at x: [600] y: [-300]\n Clone at x: [700] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n else\n if <(LEVEL) = [4]> then\n broadcast (level 4 v)\n switch costume to (costume2 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [200]\n else\n if <(LEVEL) = [5]> then\n broadcast (level 5 v)\n switch costume to (costume10 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [6]> then\n broadcast (level 6 v)\n switch costume to (costume18 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [7]> then\n switch costume to (costume27 v)\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [200]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [8]> then\n switch costume to (level 1 7 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n show\n show\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\nset [check point 2 place x v] to (x)\nset [checkpoint 2 place y v] to (y)\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nbroadcast (reset v)\nbroadcast (setup v)\n\nwhen I receive [home screen v]\n\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\ngo to [front v] layer\n\nwhen I receive [checkpoint two v]\nswitch costume to (costume5 v)\n\nwhen flag clicked\n\n@checkpoint3\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(check point) = [3]> then\n switch costume to (costume5 v)\n else\n switch costume to (costume2 v)\n end\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nswitch costume to (costume2 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n switch costume to (costume2 v)\n Clone at x: [1360] y: [710]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (costume2 v)\n broadcast (level 2 v) and wait\n Clone at x: [370] y: [210]\n Clone at x: [370] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [150] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [600] y: [-200]\n Clone at x: [400] y: [-200]\n Clone at x: [20] y: [-230]\n else\n if <(LEVEL) = [3]> then\n broadcast (level 3 v)\n switch costume to (screen shot 2020-05-07 at 3 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [0] y: [300]\n Clone at x: [600] y: [-300]\n Clone at x: [700] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n else\n if <(LEVEL) = [4]> then\n broadcast (level 4 v)\n switch costume to (costume2 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [200]\n else\n if <(LEVEL) = [5]> then\n broadcast (level 5 v)\n switch costume to (costume10 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [6]> then\n broadcast (level 6 v)\n switch costume to (costume18 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [7]> then\n switch costume to (costume27 v)\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [200]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [8]> then\n switch costume to (level 1 7 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n show\n show\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\nset [check point 3 place x v] to (x)\nset [check point 3 place y v] to (y)\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nbroadcast (setup v)\nbroadcast (reset v)\n\nwhen I receive [home screen v]\n\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\ngo to [front v] layer\n\nwhen I receive [checkpoint 3 v]\nswitch costume to (costume5 v)\n\nwhen flag clicked\n\n@launch pad\n\nwhen I start as a clone\ndelete this clone\n\nwhen I receive [setup v]\nswitch costume to (costume1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone at x: [1550] y: [240]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (costume2 v)\n broadcast (level 2 v) and wait\n Clone at x: [370] y: [210]\n Clone at x: [370] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [150] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [600] y: [-200]\n Clone at x: [400] y: [-200]\n Clone at x: [20] y: [-160]\n else\n if <(LEVEL) = [3]> then\n broadcast (level 3 v)\n switch costume to (screen shot 2020-05-07 at 3 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [0] y: [300]\n Clone at x: [600] y: [-300]\n Clone at x: [700] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n else\n if <(LEVEL) = [4]> then\n broadcast (level 4 v)\n switch costume to (costume2 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [200]\n else\n if <(LEVEL) = [5]> then\n broadcast (level 5 v)\n switch costume to (costume10 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [6]> then\n broadcast (level 6 v)\n switch costume to (costume18 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [7]> then\n switch costume to (costume27 v)\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [200]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [8]> then\n switch costume to (level 1 7 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n show\n show\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n forever\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [tick v]\nposition ((x) - ((SCROLL X) + (///lp x))) ((y) - (SCROLL Y))\n\nbroadcast (setup v)\nbroadcast (reset v)\n\nforever\n\nwhen flag clicked\nforever\n go to [front v] layer\n if <touching (player v)?> then\n broadcast (jump v)\n start sound [Low Boing v]\n repeat (12)\n next costume\n end\n switch costume to (costume1 v)\n end\n if <not <touching (player v)?>> then\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [///lp x v] to [10]\n\n@water\n\nwhen I receive [setup v]\nswitch costume to (costume1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nclear graphic effects\nif <(LEVEL) = [1]> then\n broadcast (level 1 v)\n switch costume to (costume1 v)\n set [ghost v] effect to (30)\n Clone at x: [0] y: [-100]\n Clone at x: [200] y: [100]\n Clone at x: [200] y: [0]\n Clone at x: [200] y: [0]\n Clone at x: [200] y: [0]\n Clone at x: [200] y: [0]\n Clone at x: [200] y: [0]\n Clone at x: [200] y: [0]\n Clone at x: [200] y: [0]\n Clone at x: [200] y: [0]\n Clone at x: [200] y: [0]\n Clone at x: [200] y: [0]\n Clone at x: [200] y: [0]\n Clone at x: [200] y: [0]\n Clone at x: [200] y: [0]\n Clone at x: [200] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n broadcast (level 2 v) and wait\n else\n if <(LEVEL) = [3]> then\n broadcast (level 3 v)\n switch costume to (screen shot 2020-05-07 at 3 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [0] y: [300]\n Clone at x: [600] y: [-300]\n Clone at x: [700] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n else\n if <(LEVEL) = [4]> then\n broadcast (level 4 v)\n switch costume to (costume2 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [200]\n else\n if <(LEVEL) = [5]> then\n broadcast (level 5 v)\n switch costume to (costume10 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [6]> then\n broadcast (level 6 v)\n switch costume to (costume18 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [7]> then\n switch costume to (costume27 v)\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [200]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [8]> then\n switch costume to (level 1 7 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n show\n show\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Clone at x: (x) y: (y)\ngo to [back v] layer\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\n\ngo to [front v] layer\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nbroadcast (reset v)\nbroadcast (setup v)\n\n@launch pad2\n\nwhen I start as a clone\ndelete this clone\n\nwhen I receive [setup v]\nswitch costume to (costume1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone at x: [1000] y: [270]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (costume2 v)\n broadcast (level 2 v) and wait\n Clone at x: [370] y: [210]\n Clone at x: [370] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [150] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [600] y: [-200]\n Clone at x: [400] y: [-200]\n Clone at x: [20] y: [-230]\n else\n if <(LEVEL) = [3]> then\n broadcast (level 3 v)\n switch costume to (screen shot 2020-05-07 at 3 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [0] y: [300]\n Clone at x: [600] y: [-300]\n Clone at x: [700] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n else\n if <(LEVEL) = [4]> then\n broadcast (level 4 v)\n switch costume to (costume2 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [200]\n else\n if <(LEVEL) = [5]> then\n broadcast (level 5 v)\n switch costume to (costume10 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [6]> then\n broadcast (level 6 v)\n switch costume to (costume18 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [7]> then\n switch costume to (costume27 v)\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [200]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [8]> then\n switch costume to (level 1 7 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n show\n show\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n forever\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nbroadcast (setup v)\nbroadcast (reset v)\n\nforever\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (jump v)\n start sound [Low Boing v]\n repeat (12)\n next costume\n end\n switch costume to (costume1 v)\n end\n if <not <touching (player v)?>> then\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to [front v] layer\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\nclear graphic effects\nrepeat (50)\n go to [front v] layer\n change [ghost v] effect by (2)\nend\n\n@market front wall\n\nwhen I receive [setup v]\nswitch costume to (costume1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone at x: [2440] y: [132]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (costume2 v)\n broadcast (level 2 v) and wait\n Clone at x: [370] y: [210]\n Clone at x: [370] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [150] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [600] y: [-200]\n Clone at x: [400] y: [-200]\n Clone at x: [20] y: [-230]\n else\n if <(LEVEL) = [3]> then\n broadcast (level 3 v)\n switch costume to (screen shot 2020-05-07 at 3 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [0] y: [300]\n Clone at x: [600] y: [-300]\n Clone at x: [700] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n else\n if <(LEVEL) = [4]> then\n broadcast (level 4 v)\n switch costume to (costume2 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [200]\n else\n if <(LEVEL) = [5]> then\n broadcast (level 5 v)\n switch costume to (costume10 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [6]> then\n broadcast (level 6 v)\n switch costume to (costume18 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [7]> then\n switch costume to (costume27 v)\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [200]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [8]> then\n switch costume to (level 1 7 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n show\n show\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\ndelete this clone\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n forever\n if <touching (player v)?> then\n set [ghost v] effect to (70)\n else\n clear graphic effects\n end\n end\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nbroadcast (setup v)\nbroadcast (reset v)\n\n@market front wall2\n\nwhen I receive [setup v]\nswitch costume to (costume1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone at x: [2800] y: [160]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (costume2 v)\n broadcast (level 2 v) and wait\n Clone at x: [370] y: [210]\n Clone at x: [370] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [150] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [600] y: [-200]\n Clone at x: [400] y: [-200]\n Clone at x: [20] y: [-230]\n else\n if <(LEVEL) = [3]> then\n broadcast (level 3 v)\n switch costume to (screen shot 2020-05-07 at 3 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [0] y: [300]\n Clone at x: [600] y: [-300]\n Clone at x: [700] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n else\n if <(LEVEL) = [4]> then\n broadcast (level 4 v)\n switch costume to (costume2 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [200]\n else\n if <(LEVEL) = [5]> then\n broadcast (level 5 v)\n switch costume to (costume10 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [6]> then\n broadcast (level 6 v)\n switch costume to (costume18 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [7]> then\n switch costume to (costume27 v)\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [200]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [8]> then\n switch costume to (level 1 7 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n show\n show\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\ndelete this clone\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n forever\n if <touching (player v)?> then\n set [ghost v] effect to (70)\n else\n clear graphic effects\n end\n end\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nbroadcast (setup v)\nbroadcast (reset v)\n\n@LAKE\n\nwhen I receive [setup v]\nswitch costume to (costume1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone at x: [1250] y: [-50]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (costume2 v)\n broadcast (level 2 v) and wait\n Clone at x: [370] y: [210]\n Clone at x: [370] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [150] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [600] y: [-200]\n Clone at x: [400] y: [-200]\n Clone at x: [20] y: [-230]\n else\n if <(LEVEL) = [3]> then\n broadcast (level 3 v)\n switch costume to (screen shot 2020-05-07 at 3 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [0] y: [300]\n Clone at x: [600] y: [-300]\n Clone at x: [700] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n else\n if <(LEVEL) = [4]> then\n broadcast (level 4 v)\n switch costume to (costume2 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [200]\n else\n if <(LEVEL) = [5]> then\n broadcast (level 5 v)\n switch costume to (costume10 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [6]> then\n broadcast (level 6 v)\n switch costume to (costume18 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [7]> then\n switch costume to (costume27 v)\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [200]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [8]> then\n switch costume to (level 1 7 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n show\n show\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\ndelete this clone\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n forever\n if <touching (player v)?> then\n go to [front v] layer\n set [ghost v] effect to (30)\n switch costume to (costume2 v)\n else\n switch costume to (costume2 v)\n set [ghost v] effect to (10)\n end\n end\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nbroadcast (setup v)\nbroadcast (reset v)\n\n@jp\n\nwhen I receive [jp hide v]\nhide\n\nwhen I receive [jp show v]\nshow\n\nwhen flag clicked\nforever\n if <(jp power) < [50]> then\n repeat (20)\n change [ghost v] effect by (4)\n end\n repeat (20)\n change [ghost v] effect by (-4)\n end\n else\n clear graphic effects\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n go to (player v)\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 flag clicked\nswitch costume to (costume1 v)\nset [@?/jp skin effect v] to [0]\n\nwhen I receive [jp deafault v]\nswitch costume to (costume1 v)\nset [@?/jp skin effect v] to [0]\n\nwhen I receive [jp silver v]\nswitch costume to (costume2 v)\nset [@?/jp skin effect v] to [250]\n\nwhen I receive [jp gold v]\nswitch costume to (costume3 v)\nset [@?/jp skin effect v] to [500]\n\n@jp effect\n\nwhen I start as a clone\nchange x by (pick random (-10) to (10))\nshow\nset [brightness v] effect to (30)\nset [ghost v] effect to (40)\nset size to (pick random (50) to (70)) %\nrepeat (20)\n move (-3) steps\n change y by (-10)\n change [ghost v] effect by (5)\n change [brightness v] effect by (-1)\nend\ndelete this clone\n\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\nforever\n go to (player v)\n go to [back v] layer\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 flag clicked\nswitch costume to (costume1 v)\nforever\n if <(costume [number v]) = [3]> then\n set [color v] effect to (pick random (0) to (200))\n else\n clear graphic effects\n end\nend\n\nwhen I receive [jp deafault v]\nswitch costume to (costume1 v)\n\nwhen I receive [jp silver v]\nswitch costume to (costume2 v)\n\nwhen I receive [jp gold v]\nswitch costume to (costume3 v)\n\nchange [jp power spended v] by (100)\n\n@jj\n\nwhen I receive [jj hide v]\nhide\n\nwhen I receive [jj show v]\nshow\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n go to (player v)\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n switch costume to (costume2 v)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(jj time) < [4]> then\n repeat (20)\n change [ghost v] effect by (4)\n end\n repeat (20)\n change [ghost v] effect by (-4)\n end\n else\n set [ghost v] effect to (0)\n end\n if <(jj time) > [10]> then\n set [jj time v] to [10]\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (50) layers\nend\n\n@grass\n\ndefine Sway\nset [grass: velocity v] to (((grass effect by player) + (pick random (-2) to (2))) * (6))\nset [grass: sine v] to [0]\nrepeat until <<[0] = (round ((grass: Velocity) * (2)))> or <<touching (player v)?> and <([abs v] of (grass: Velocity) ) < ([abs v] of ((speed x2) * (2)) )>>>\n point in direction ((90) - (([sin v] of (grass: Sine) ) * (grass: Velocity)))\n change [grass: sine v] by (-10)\n set [grass: velocity v] to ((0.95) * (grass: Velocity))\nend\n\nwhen I receive [setup v]\ngo to [back v] layer\nswitch costume to (costume1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone at x: [30] y: [-120]\n Clone at x: [120] y: [0]\n Clone at x: [124] y: [70]\n Clone at x: [60] y: [30]\n Clone at x: [40] y: [0]\n Clone at x: [150] y: [577]\n Clone at x: [340] y: [-65]\n Clone at x: [100] y: [-400]\n Clone at x: [30] y: [0]\n Clone at x: [190] y: [0]\n Clone at x: [-30] y: [0]\n Clone at x: [140] y: [615]\n Clone at x: [170] y: [-55]\n Clone at x: [460] y: [-480]\n Clone at x: [320] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (costume1 v)\n broadcast (level 2 v) and wait\n Clone at x: [370] y: [210]\n Clone at x: [370] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [150] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [600] y: [-200]\n Clone at x: [400] y: [-200]\n Clone at x: [20] y: [-230]\n Clone at x: [40] y: [0]\n Clone at x: [120] y: [670]\n else\n if <(LEVEL) = [3]> then\n broadcast (level 3 v)\n switch costume to (screen shot 2020-05-07 at 3 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [0] y: [300]\n Clone at x: [600] y: [-300]\n Clone at x: [700] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n else\n if <(LEVEL) = [4]> then\n broadcast (level 4 v)\n switch costume to (costume1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [200]\n else\n if <(LEVEL) = [5]> then\n broadcast (level 5 v)\n switch costume to (costume10 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [6]> then\n broadcast (level 6 v)\n switch costume to (costume18 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [7]> then\n switch costume to (costume27 v)\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [200]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [8]> then\n switch costume to (level 1 7 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n show\n show\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go [backward v] (20) layers\n if <touching (player v)?> then\n Sway\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n forever\n if <touching (player v)?> then\n set [ghost v] effect to (30)\n else\n clear graphic effects\n end\n end\nelse\n hide\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (10) layers\n if <touching (player v)?> then\n Sway\n end\nend\n\nwhen flag clicked\nhide\n\nbroadcast (setup v)\nbroadcast (reset v)\n\ngo to [front v] layer\n\n@me in a crimson dragon suit\n\ndefine Talk (0)\nset [what to say v] to []\nset [number v] to [0]\nrepeat (length of (0))\n change [number v] by (1)\n set [what to say v] to (join (What to say) (letter (Number) of (0)))\n say (What to say)\nend\n\nwhen I receive [setup v]\nswitch costume to (costume1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone at x: [1730] y: [340]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (costume1 v)\n broadcast (level 2 v) and wait\n Clone at x: [370] y: [210]\n Clone at x: [370] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [150] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [600] y: [-200]\n Clone at x: [400] y: [-200]\n Clone at x: [20] y: [-230]\n else\n if <(LEVEL) = [3]> then\n broadcast (level 3 v)\n switch costume to (screen shot 2020-05-07 at 3 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [0] y: [300]\n Clone at x: [600] y: [-300]\n Clone at x: [700] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n else\n if <(LEVEL) = [4]> then\n broadcast (level 4 v)\n switch costume to (costume1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [200]\n else\n if <(LEVEL) = [5]> then\n broadcast (level 5 v)\n switch costume to (costume10 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [6]> then\n broadcast (level 6 v)\n switch costume to (costume18 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [7]> then\n switch costume to (costume27 v)\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [200]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [8]> then\n switch costume to (level 1 7 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n show\n show\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n forever\n go to [back v] layer\n go [forward v] (1) layers\n if <touching (player v)?> then\n set [ghost v] effect to (0)\n else\n clear graphic effects\n end\n end\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I start as a clone\ndelete this clone\n\nwhen I receive [play game v]\nwait (1) seconds\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n set [answer v] to [start]\n switch costume to (costume2 v)\n Talk [hey there]\n wait (1) seconds\n Talk [want's some help]\n wait (1.5) seconds\n broadcast (wants some help v)\n set [answer v] to [start]\n repeat until <<<(answer 2) = [sure]> or <(answer) = [report]>> or <not <touching (player v)?>>>\n set [answer v] to [start]\n end\n if <(answer) = [report]> then\n wait (2) seconds\n switch costume to (costume3 v)\n Talk [what no!]\n wait (0.3) seconds\n say [ ] for (0) seconds\n broadcast (trap dragon v)\n forever\n set [answer v] to [report]\n end\n end\n if <(answer 2) = [sure]> then\n switch costume to (costume2 v)\n Talk [sure here is a dragon stone you will be immune to spikes]\n wait (2) seconds\n say [ ] for (0) seconds\n set [dragon stone v] to [true]\n broadcast (dragon stone v)\n forever\n set [answer v] to [sure]\n end\n end\n say [ ] for (0) seconds\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nset [answer 2 v] to [0]\nforever\n if <not <touching (player v)?>> then\n set [answer v] to [non]\n end\nend\n\n@sure\n\nwhen I receive [wants some help v]\nshow\nswitch costume to (costume1 v)\nset size to (100) %\nshow\nforever\n go to [front v] layer\n go [forward v] (1) layers\n if <touching (mouse-pointer v)?> then\n point in direction ((90) + (([cos v] of (((timer) - (1)) * (300)) ) * (4)))\n set [brightness v] effect to (15)\n if <mouse down?> then\n set size to ((size) + (((100) - (size)) / (2))) %\n stop [other scripts in sprite v]\n hide\n broadcast (sure v)\n repeat (100)\n set [answer 2 v] to [sure]\n end\n stop [this script v]\n end\n set size to ((size) + (((120) - (size)) / (2))) %\n else\n go to [front v] layer\n point in direction (90)\n set size to ((size) + (((100) - (size)) / (2))) %\n clear graphic effects\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(answer) = [report]> then\n stop [other scripts in sprite v]\n hide\n stop [this script v]\n end\nend\n\n@report\n\nwhen I receive [wants some help v]\nshow\nswitch costume to (costume1 v)\nset size to (100) %\nshow\nforever\n go to [front v] layer\n go [forward v] (1) layers\n if <touching (mouse-pointer v)?> then\n point in direction ((90) + (([cos v] of (((timer) - (1)) * (300)) ) * (4)))\n set [brightness v] effect to (15)\n if <mouse down?> then\n set size to ((size) + (((100) - (size)) / (2))) %\n set [answer v] to [report]\n stop [other scripts in sprite v]\n hide\n stop [this script v]\n end\n set size to ((size) + (((120) - (size)) / (2))) %\n else\n go to [front v] layer\n point in direction (90)\n set size to ((size) + (((100) - (size)) / (2))) %\n clear graphic effects\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [answer v] to [1]\n\nwhen I receive [sure v]\nstop [other scripts in sprite v]\nhide\nstop [this script v]\n\n@me in a crimson dragon suit2\n\nwhen I receive [trap dragon v]\nswitch costume to (costume1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n switch costume to (costume5 v)\n Clone at x: [1730] y: [340]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (costume1 v)\n broadcast (level 2 v) and wait\n Clone at x: [370] y: [210]\n Clone at x: [370] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [150] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [600] y: [-200]\n Clone at x: [400] y: [-200]\n Clone at x: [20] y: [-230]\n else\n if <(LEVEL) = [3]> then\n broadcast (level 3 v)\n switch costume to (screen shot 2020-05-07 at 3 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [0] y: [300]\n Clone at x: [600] y: [-300]\n Clone at x: [700] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n else\n if <(LEVEL) = [4]> then\n broadcast (level 4 v)\n switch costume to (costume1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [200]\n else\n if <(LEVEL) = [5]> then\n broadcast (level 5 v)\n switch costume to (costume10 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [6]> then\n broadcast (level 6 v)\n switch costume to (costume18 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [7]> then\n switch costume to (costume27 v)\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [200]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [8]> then\n switch costume to (level 1 7 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n show\n show\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<<(x) = (x position)> and <(y) = (y position)>> and <(answer) = [report]>> then\n show\n forever\n go to [front v] layer\n go [backward v] (30) layers\n if <touching (player v)?> then\n set [ghost v] effect to (0)\n else\n clear graphic effects\n end\n end\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen flag clicked\nforever\n if <not <touching (player v)?>> then\n set [answer v] to [non]\n end\nend\n\n@totem code\n\nwhen I receive [setup v]\nswitch costume to (costume1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n switch costume to (costume5 v)\n Clone at x: [1825] y: [980]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (costume1 v)\n broadcast (level 2 v) and wait\n Clone at x: [370] y: [210]\n Clone at x: [370] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [150] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [600] y: [-200]\n Clone at x: [400] y: [-200]\n Clone at x: [20] y: [-230]\n else\n if <(LEVEL) = [3]> then\n broadcast (level 3 v)\n switch costume to (screen shot 2020-05-07 at 3 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [0] y: [300]\n Clone at x: [600] y: [-300]\n Clone at x: [700] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n else\n if <(LEVEL) = [4]> then\n broadcast (level 4 v)\n switch costume to (costume1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [200]\n else\n if <(LEVEL) = [5]> then\n broadcast (level 5 v)\n switch costume to (costume10 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [6]> then\n broadcast (level 6 v)\n switch costume to (costume18 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [7]> then\n switch costume to (costume27 v)\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [200]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [8]> then\n switch costume to (level 1 7 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n show\n show\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) (((y) - (SCROLL Y)) + (totem 1 y))\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n forever\n go to [back v] layer\n if <(totem 1 y) > [150]> then\n set [totem 1 y v] to [150]\n end\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n set [totem number : v] to [1]\n repeat until <(totem 1 y) > [150]>\n change [totem 1 y v] by ((2) + (totem 1 y repeted))\n change [totem 1 y repeted v] by (0.2)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [totem 1 y v] to [0]\nset [totem 1 y repeted v] to [0]\n\nwhen flag clicked\nset [totem number : v] to [0]\n\n@totem code2\n\nwhen I receive [setup v]\nswitch costume to (costume1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n switch costume to (costume5 v)\n Clone at x: [1975] y: [1010]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (costume1 v)\n broadcast (level 2 v) and wait\n Clone at x: [370] y: [210]\n Clone at x: [370] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [150] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [600] y: [-200]\n Clone at x: [400] y: [-200]\n Clone at x: [20] y: [-230]\n else\n if <(LEVEL) = [3]> then\n broadcast (level 3 v)\n switch costume to (screen shot 2020-05-07 at 3 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [0] y: [300]\n Clone at x: [600] y: [-300]\n Clone at x: [700] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n else\n if <(LEVEL) = [4]> then\n broadcast (level 4 v)\n switch costume to (costume1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [200]\n else\n if <(LEVEL) = [5]> then\n broadcast (level 5 v)\n switch costume to (costume10 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [6]> then\n broadcast (level 6 v)\n switch costume to (costume18 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [7]> then\n switch costume to (costume27 v)\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [200]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [8]> then\n switch costume to (level 1 7 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n show\n show\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nposition (((x) - (SCROLL X)) + (totem 2 x)) (((y) - (SCROLL Y)) + (totem 2 y))\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n forever\n go to [back v] layer\n if <(totem 2 y) > [120]> then\n set [totem 2 y v] to [120]\n end\n if <(totem 2 x) < [-59]> then\n set [totem 2 x v] to [-59]\n end\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n set [totem number : v] to [2]\n repeat until <(totem 2 y) > [120]>\n change [totem 2 y v] by ((2) + (totem 2 y repeted))\n change [totem 2 y repeted v] by (0.2)\n change [totem 2 x v] by (-2.1)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [totem 2 y v] to [0]\nset [totem 2 y repeted v] to [0]\nset [totem 2 x v] to [0]\n\n@totem code3\n\nwhen I receive [setup v]\nswitch costume to (costume1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n switch costume to (costume5 v)\n Clone at x: [1920] y: [900]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (costume1 v)\n broadcast (level 2 v) and wait\n Clone at x: [370] y: [210]\n Clone at x: [370] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [150] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [600] y: [-200]\n Clone at x: [400] y: [-200]\n Clone at x: [20] y: [-230]\n else\n if <(LEVEL) = [3]> then\n broadcast (level 3 v)\n switch costume to (screen shot 2020-05-07 at 3 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [0] y: [300]\n Clone at x: [600] y: [-300]\n Clone at x: [700] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n else\n if <(LEVEL) = [4]> then\n broadcast (level 4 v)\n switch costume to (costume1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [200]\n else\n if <(LEVEL) = [5]> then\n broadcast (level 5 v)\n switch costume to (costume10 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [6]> then\n broadcast (level 6 v)\n switch costume to (costume18 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [7]> then\n switch costume to (costume27 v)\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [200]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [8]> then\n switch costume to (level 1 7 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n show\n show\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nposition (((x) - (SCROLL X)) + (totem 3 x)) (((y) - (SCROLL Y)) + (totem 3 y))\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n forever\n go to [back v] layer\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n set [totem number : v] to [3]\n repeat until <(totem 3 y) > [300]>\n change [totem 3 y v] by ((2) + (totem 3 y repeted))\n change [totem 3 y repeted v] by (0.2)\n change [totem 3 x v] by (2.1)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [totem 3 x v] to [0]\nset [totem 3 y repeted v] to [0]\nset [totem 3 y v] to [0]\nforever\n if <(totem 3 y) > [230]> then\n set [totem 3 y v] to [230]\n end\n if <(totem 3 x) > [72]> then\n set [totem 3 x v] to [72]\n end\nend\n\n@totem code4\n\nwhen I receive [setup v]\nswitch costume to (costume1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n switch costume to (costume5 v)\n Clone at x: [1920] y: [900]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (costume1 v)\n broadcast (level 2 v) and wait\n Clone at x: [370] y: [210]\n Clone at x: [370] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [150] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [600] y: [-200]\n Clone at x: [400] y: [-200]\n Clone at x: [20] y: [-230]\n else\n if <(LEVEL) = [3]> then\n broadcast (level 3 v)\n switch costume to (screen shot 2020-05-07 at 3 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [0] y: [300]\n Clone at x: [600] y: [-300]\n Clone at x: [700] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n else\n if <(LEVEL) = [4]> then\n broadcast (level 4 v)\n switch costume to (costume1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [200]\n else\n if <(LEVEL) = [5]> then\n broadcast (level 5 v)\n switch costume to (costume10 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [6]> then\n broadcast (level 6 v)\n switch costume to (costume18 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [7]> then\n switch costume to (costume27 v)\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [200]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [8]> then\n switch costume to (level 1 7 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n show\n show\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) (((y) - (SCROLL Y)) + (totem 4 y))\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n forever\n go to [back v] layer\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n set [totem number : v] to [4]\n repeat until <(totem 4 y) > [320]>\n change [totem 4 y v] by ((2) + (totem 3 y repeted))\n change [totem 4 y repeted v] by (0.2)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [totem 4 y v] to [0]\nset [totem 4 y repeted v] to [0]\nforever\n if <(totem 4 y) > [250]> then\n set [totem 4 y v] to [250]\n end\nend\n\n@achievements\n\nwhen flag clicked\nset [check point v] to [0]\nforever\n if <<<(check point) = [1]> or <(check point) = [2]>> or <(check point) = [3]>> then\n change [achievements complete v] by (1)\n switch costume to (2 v)\n Acheivment id: [2]\n stop [this script v]\n end\nend\n\ndefine Acheivment id: (id)\ncreate clone of (_myself_ v)\nbroadcast (Achievement v)\nset [id v] to (id)\n\ndefine Reset achievements (bruh??)\ndelete all of [completed achievments v]\nrepeat (bruh??)\n add [0] to [completed achievments v]\nend\n\nwhen I receive [reset player data v]\nReset achievements [50]\ndelete this clone\n\nwhen I start as a clone\nset [t v] to [0]\nset size to (100000) %\ngo to x: (-140) y: (-195)\nshow\nclear graphic effects\nset size to (85) %\ngo to [front v] layer\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nwait (1.5) seconds\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (5)\n go to [front v] layer\nend\ndelete this clone\n\nwhen I receive [achievement v]\nchange y by (65)\n\nwhen I receive [totem code correct v]\nchange [achievements complete v] by (1)\nswitch costume to (14 v)\nAcheivment id: [14]\nstop [this script v]\n\nwhen flag clicked\nforever\n if <(jp power spended) > [0]> then\n change [achievements complete v] by (1)\n switch costume to (6 v)\n Acheivment id: [6]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <not <(jump times) < [100]>> then\n change [gold points v] by (1)\n change [achievements complete v] by (1)\n switch costume to (4 v)\n Acheivment id: [4]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <not <(jump times) < [1]>> then\n change [achievements complete v] by (1)\n switch costume to (1 v)\n Acheivment id: [1]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <not <(jump times) < [50]>> then\n change [achievements complete v] by (1)\n change [silver points v] by (1)\n switch costume to (3 v)\n Acheivment id: [3]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <not <(jump times) < [250]>> then\n change [achievements complete v] by (1)\n switch costume to (5 v)\n Acheivment id: [5]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [silver jp achievement v] to [false]\nforever\n if <(jp power spended) > [499]> then\n change [silver points v] by (1)\n change [//warning number v] by (1)\n change [achievements complete v] by (1)\n set [silver jp achievement v] to [true]\n switch costume to (7 v)\n Acheivment id: [7]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [gold jp achievement v] to [false]\nforever\n if <(jp power spended) > [2999]> then\n change [gold points v] by (1)\n change [//warning number v] by (1)\n change [achievements complete v] by (1)\n set [gold jp achievement v] to [true]\n switch costume to (8 v)\n Acheivment id: [8]\n stop [this script v]\n end\nend\n\nset [jp power spended v] to [3000]\n\nwhen flag clicked\nforever\n if <(travel distence) > [0.95]> then\n change [achievements complete v] by (1)\n switch costume to (9 v)\n Acheivment id: [9]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(travel distence) > [49.95]> then\n change [silver points v] by (1)\n change [achievements complete v] by (1)\n switch costume to (10 v)\n Acheivment id: [10]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(travel distence) > [250]> then\n change [gold points v] by (1)\n change [achievements complete v] by (1)\n switch costume to (11 v)\n Acheivment id: [11]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(travel distence) > [1000]> then\n change [achievements complete v] by (1)\n switch costume to (12 v)\n Acheivment id: [12]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(travel distence) > [5000]> then\n change [achievements complete v] by (1)\n switch costume to (13 v)\n Acheivment id: [13]\n stop [this script v]\n end\nend\n\nwhen I receive [achievement v]\nstart sound [Connect v]\n\nwhen I receive [dragon stone v]\nchange [achievements complete v] by (1)\nswitch costume to (15 v)\nAcheivment id: [15]\nstop [this script v]\n\nwhen flag clicked\nforever\n if <(death times) > [0]> then\n change [achievements complete v] by (1)\n switch costume to (16 v)\n Acheivment id: [16]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(death times) > [4]> then\n change [achievements complete v] by (1)\n switch costume to (17 v)\n Acheivment id: [17]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(death times) > [9]> then\n change [achievements complete v] by (1)\n change [silver points v] by (1)\n switch costume to (18 v)\n Acheivment id: [18]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(death times) > [19]> then\n change [gold points v] by (1)\n change [achievements complete v] by (1)\n switch costume to (19 v)\n Acheivment id: [19]\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\nset [death times v] to [99]\n\nwhen flag clicked\nforever\n if <(death times) > [29]> then\n change [achievements complete v] by (1)\n switch costume to (20 v)\n Acheivment id: [20]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(death times) > [49]> then\n change [achievements complete v] by (1)\n switch costume to (21 v)\n Acheivment id: [21]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(death times) > [99]> then\n change [achievements complete v] by (1)\n switch costume to (22 v)\n Acheivment id: [22]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <<(jump times) > [99]> and <(travel distence) > [99]>> then\n change [achievements complete v] by (1)\n switch costume to (23 v)\n Acheivment id: [23]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <<(jump times) > [499]> and <(travel distence) > [499]>> then\n change [gold points v] by (1)\n change [achievements complete v] by (1)\n switch costume to (24 v)\n Acheivment id: [24]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <key (1 v) pressed?> then\n show variable [achievements complete v]\n show variable [death times v]\n show variable [jump times v]\n show variable [travel distence v]\n else\n hide variable [achievements complete v]\n hide variable [death times v]\n hide variable [jump times v]\n hide variable [travel distence v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Achievements complete) > [4]> then\n wait (0.05) seconds\n change [achievements complete v] by (1)\n switch costume to (26 v)\n Acheivment id: [26]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Achievements complete) > [9]> then\n wait (0.05) seconds\n change [silver points v] by (1)\n change [achievements complete v] by (1)\n switch costume to (27 v)\n Acheivment id: [27]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Achievements complete) > [19]> then\n wait (0.05) seconds\n change [gold points v] by (1)\n change [achievements complete v] by (1)\n switch costume to (28 v)\n Acheivment id: [28]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [achievements complete v] to [0]\nset [silver points v] to [0]\nset [gold points v] to [0]\n\nwhen flag clicked\nforever\n if <(silver points) > [4]> then\n wait (0.1) seconds\n change [achievements complete v] by (1)\n change [//warning number v] by (1)\n switch costume to (29 v)\n Acheivment id: [29]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(gold points) > [5]> then\n wait (0.1) seconds\n change [achievements complete v] by (1)\n change [//warning number v] by (1)\n switch costume to (30 v)\n Acheivment id: [30]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Achievements complete) > [29]> then\n wait (0.15) seconds\n change [//warning number v] by (1)\n switch costume to (31 v)\n Acheivment id: [31]\n stop [this script v]\n end\nend\n\nchange [jump times v] by (5)\nchange [travel distence v] by (500)\nchange [death times v] by (5)\n\nchange [achievements complete v] by (1)\n\nset [travel distence v] to [5001]\nset [silver points v] to [5]\nset [gold points v] to [6]\nset [jp power spended v] to [3000]\nset [jump times v] to [500]\nset [death times v] to [100]\n\nset [achievements complete v] to [30]\n\nset [achievements complete v] to [30]\n\nwhen flag clicked\nforever\n if <(touching moon) = [true]> then\n change [achievements complete v] by (1)\n switch costume to (25 v)\n Acheivment id: [25]\n stop [this script v]\n end\nend\n\n@backpack\n\nwhen flag clicked\nhide\nset [//warning number v] to [1]\n\nclear graphic effects\n\nchange size by ((vel) / (6))\n\n\n\nwhen I receive [shop open v]\nshow\nset size to (150) %\npoint in direction (90)\ngo to x: (-206) y: (151)\nswitch costume to (costume1 v)\nclear graphic effects\nset size to (150) %\nforever\n if <touching (mouse-pointer v)?> then\n set [//warning number v] to [1]\n set [vel v] to [30]\n broadcast (/open v)\n set [shop closed v] to [false]\n repeat (15)\n set [bounce v] to (((bounce) * (0.4)) + ((100) - (size)))\n change size by (bounce)\n end\n repeat until <(x position) > [40]>\n change [ghost v] effect by ((vel) * (-5))\n switch costume to (costume2 v)\n change x by (vel)\n change [vel v] by (-1)\n end\n repeat (15)\n set [bounce v] to (((bounce) * (0.4)) + ((150) - (size)))\n change size by (bounce)\n end\n broadcast (shop close v)\n stop [this script v]\n end\nend\n\ngo [backward v] (1) layers\n\nwhen I receive [shop close v]\nforever\n if <not <touching (mouse-pointer v)?>> then\n set [vel v] to [-30]\n repeat (15)\n set [bounce v] to (((bounce) * (0.4)) + ((100) - (size)))\n change size by (bounce)\n end\n repeat until <(x position) < [-205]>\n change [ghost v] effect by ((vel) * (5))\n switch costume to (costume1 v)\n change x by (vel)\n change [vel v] by (1)\n end\n repeat (15)\n set [bounce v] to (((bounce) * (0.4)) + ((150) - (size)))\n change size by (bounce)\n end\n stop [this script v]\n end\nend\n\nwhen I receive [shop close v]\nforever\n if <not <touching (mouse-pointer v)?>> then\n set [shop closed v] to [true]\n broadcast (shop open v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (9.5) seconds\nbroadcast (shop open v)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <not <(shop closed) = [false]>> then\n switch costume to (//warning number)\n end\nend\n\nchange [//warning number v] by (1)\n\n@skins\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [/open v]\nhide\ngo to x: (48) y: (152)\nset [/skins number v] to [0]\nrepeat (7)\n create clone of (_myself_ v)\n change [/skins number v] by (1)\nend\n\nwhen I start as a clone\nhide\nswitch costume to (/skins number)\nwait (1) seconds\nshow\nforever\n go to [front v] layer\n if <(shop closed) = [true]> then\n set [brightness v] to [0]\n delete this clone\n end\n if <(costume [number v]) = [1]> then\n if <touching (mouse-pointer v)?> then\n change [brightness v] by (1)\n change [brightness v] effect by (1)\n if <(brightness) > [20]> then\n set [brightness v] to [20]\n set [brightness v] effect to (20)\n end\n if <mouse down?> then\n broadcast (deafult v)\n end\n else\n clear graphic effects\n end\n end\n if <(costume [number v]) = [2]> then\n if <touching (mouse-pointer v)?> then\n change [brightness v] by (1)\n change [brightness v] effect by (1)\n if <(brightness) > [20]> then\n set [brightness v] to [20]\n set [brightness v] effect to (20)\n end\n if <<mouse down?> and <(silver points) > [4]>> then\n broadcast (silver skin v)\n end\n if <(silver points) < [5]> then\n set [brightness v] effect to (-40)\n end\n else\n if <(silver points) < [5]> then\n set [brightness v] effect to (-40)\n else\n clear graphic effects\n end\n end\n end\n if <(costume [number v]) = [3]> then\n if <touching (mouse-pointer v)?> then\n change [brightness v] by (1)\n change [brightness v] effect by (1)\n if <(brightness) > [20]> then\n set [brightness v] to [20]\n set [brightness v] effect to (20)\n end\n if <<mouse down?> and <(gold points) > [5]>> then\n broadcast (gold skin v)\n end\n if <(gold points) < [6]> then\n set [brightness v] effect to (-40)\n end\n else\n if <(gold points) < [6]> then\n set [brightness v] effect to (-40)\n else\n clear graphic effects\n end\n end\n end\n if <(costume [number v]) = [4]> then\n if <touching (mouse-pointer v)?> then\n change [brightness v] by (1)\n change [brightness v] effect by (1)\n if <(brightness) > [20]> then\n set [brightness v] to [20]\n set [brightness v] effect to (20)\n end\n if <<mouse down?> and <(Achievements complete) > [29]>> then\n broadcast (diamond skin v)\n end\n if <(Achievements complete) < [29]> then\n set [brightness v] effect to (-40)\n end\n else\n if <(Achievements complete) < [29]> then\n set [brightness v] effect to (-40)\n else\n clear graphic effects\n end\n end\n end\n if <(costume [number v]) = [5]> then\n if <touching (mouse-pointer v)?> then\n change [brightness v] by (1)\n change [brightness v] effect by (1)\n if <(brightness) > [20]> then\n set [brightness v] to [20]\n set [brightness v] effect to (20)\n end\n if <mouse down?> then\n broadcast (jp deafault v)\n end\n else\n clear graphic effects\n end\n end\n if <(costume [number v]) = [6]> then\n if <touching (mouse-pointer v)?> then\n change [brightness v] by (1)\n change [brightness v] effect by (1)\n if <(brightness) > [20]> then\n set [brightness v] to [20]\n set [brightness v] effect to (20)\n end\n if <<mouse down?> and <(silver jp achievement) = [true]>> then\n broadcast (jp silver v)\n end\n if <not <(silver jp achievement) = [true]>> then\n set [brightness v] effect to (-40)\n end\n else\n if <not <(silver jp achievement) = [true]>> then\n set [brightness v] effect to (-40)\n else\n clear graphic effects\n end\n end\n end\n if <(costume [number v]) = [7]> then\n if <touching (mouse-pointer v)?> then\n change [brightness v] by (1)\n change [brightness v] effect by (1)\n if <(brightness) > [20]> then\n set [brightness v] to [20]\n set [brightness v] effect to (20)\n end\n if <<mouse down?> and <(gold jp achievement) = [true]>> then\n broadcast (jp gold v)\n end\n if <not <(gold jp achievement) = [true]>> then\n set [brightness v] effect to (-40)\n end\n else\n if <not <(gold jp achievement) = [true]>> then\n set [brightness v] effect to (-40)\n else\n clear graphic effects\n end\n end\n end\nend\n\nset [brightness v] effect to (-20)\n\n\n\nchange [silver points v] by (1)\n\nchange [gold points v] by (1)\n\nwhen I receive [gold skin v]\nplay sound [pop v] until done\n\n@guide\n\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\nwait (9.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nshow\nswitch costume to (costume1 v)\ngo to x: (0) y: (50)\nrepeat until <(y position) < [0.2]>\n change [ghost v] effect by (-3)\n change y by (((0) - (y position)) / (7))\nend\nset [ghost v] effect to (0)\nwait (4) seconds\nrepeat until <(y position) > [30]>\n change [ghost v] effect by (10)\n change y by (((y position) + (5)) / (5))\nend\nhide\nwait (0.5) seconds\nshow\nswitch costume to (costume2 v)\ngo to x: (0) y: (50)\nrepeat until <(y position) < [0.2]>\n change [ghost v] effect by (-3)\n change y by (((0) - (y position)) / (7))\nend\nset [ghost v] effect to (0)\nwait (4) seconds\nrepeat until <(y position) > [30]>\n change [ghost v] effect by (10)\n change y by (((y position) + (5)) / (5))\nend\nhide\nwait (0.5) seconds\nshow\nswitch costume to (costume3 v)\ngo to x: (0) y: (50)\nrepeat until <(y position) < [0.2]>\n change [ghost v] effect by (-3)\n change y by (((0) - (y position)) / (7))\nend\nset [ghost v] effect to (0)\nwait (3) seconds\nrepeat until <(y position) > [30]>\n change [ghost v] effect by (10)\n change y by (((y position) + (5)) / (5))\nend\nhide\nwait (0.5) seconds\nshow\nswitch costume to (costume4 v)\ngo to x: (0) y: (50)\nrepeat until <(y position) < [0.2]>\n change [ghost v] effect by (-3)\n change y by (((0) - (y position)) / (7))\nend\nset [ghost v] effect to (0)\nwait (3) seconds\nrepeat until <(y position) > [30]>\n change [ghost v] effect by (10)\n change y by (((y position) + (5)) / (5))\nend\nhide\nwait (0.5) seconds\nshow\nswitch costume to (costume5 v)\ngo to x: (0) y: (50)\nrepeat until <(y position) < [0.2]>\n change [ghost v] effect by (-3)\n change y by (((0) - (y position)) / (7))\nend\nset [ghost v] effect to (0)\nwait (3) seconds\nrepeat until <(y position) > [30]>\n change [ghost v] effect by (10)\n change y by (((y position) + (5)) / (5))\nend\nhide\nwait (0.5) seconds\nshow\nswitch costume to (costume6 v)\ngo to x: (0) y: (50)\nrepeat until <(y position) < [0.2]>\n change [ghost v] effect by (-3)\n change y by (((0) - (y position)) / (7))\nend\nset [ghost v] effect to (0)\nwait (2) seconds\nrepeat until <(y position) > [30]>\n change [ghost v] effect by (10)\n change y by (((y position) + (5)) / (5))\nend\nhide\nwait (0.5) seconds\nshow\nswitch costume to (costume7 v)\ngo to x: (0) y: (50)\nrepeat until <(y position) < [0.2]>\n change [ghost v] effect by (-3)\n change y by (((0) - (y position)) / (7))\nend\nset [ghost v] effect to (0)\nwait (4) seconds\nrepeat until <(y position) > [30]>\n change [ghost v] effect by (10)\n change y by (((y position) + (5)) / (5))\nend\nforever\n hide\n wait (0.5) seconds\n show\n switch costume to (pick random (8) to (42))\n go to x: (0) y: (50)\n repeat until <(y position) < [0.2]>\n change [ghost v] effect by (-3)\n change y by (((0) - (y position)) / (7))\n end\n set [ghost v] effect to (0)\n wait (3) seconds\n repeat until <(y position) > [30]>\n change [ghost v] effect by (10)\n change y by (((y position) + (5)) / (5))\n end\n hide\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@sparkles\n\nwhen flag clicked\nhide\nforever\n if <(costume [number v]) = [1]> then\n wait (0) seconds\n end\n if <(costume [number v]) = [2]> then\n create clone of (_myself_ v)\n wait (pick random (1) to (1.8)) seconds\n end\n if <(costume [number v]) = [3]> then\n create clone of (_myself_ v)\n wait (pick random (0.5) to (1)) seconds\n end\n if <(costume [number v]) = [4]> then\n create clone of (_myself_ v)\n wait (pick random (0.1) to (0.5)) seconds\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (player's skin)\nend\n\nwhen I start as a clone\ngo to (player v)\ngo to [front v] layer\nclear graphic effects\nshow\ngo [backward v] (35) layers\nset size to (pick random (100) to (150)) %\nchange x by (pick random (-20) to (20))\nchange y by (pick random (-20) to (20))\nrepeat (10)\n turn right (pick random (15) to (30)) degrees\n change [brightness v] effect by (5)\n change size by (10)\nend\nrepeat (10)\n turn right (pick random (15) to (30)) degrees\n change [brightness v] effect by (-5)\n change size by (-10)\n change [ghost v] effect by (25)\nend\ndelete this clone\n\nset [player's skin v] to [diamond]\n\nset [player's skin v] to [gold]\n\nset [player's skin v] to [silver]\n\n@Sprite2\n\nwhen I start as a clone\nshow\nset [size v] to [20]\ngo to [front v] layer\nrepeat until <(size) > [2000]>\n switch costume to (costume2 v)\n change [size v] by (((2001) - (Size)) / (5))\n set size to (Size) %\n switch costume to (costume1 v)\nend\nwait (2) seconds\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen I start as a clone\nshow\nset [size v] to [20]\ngo to [front v] layer\ngo [backward v] (3) layers\nrepeat until <(size) > [2500]>\n switch costume to (costume2 v)\n change [size v] by (((2501) - (Size)) / (5))\n set size to (Size) %\n switch costume to (costume1 v)\nend\nwait (1.5) seconds\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Sprite4\n\nwhen I start as a clone\nshow\nset [size v] to [20]\ngo to [front v] layer\ngo [backward v] (5) layers\nrepeat until <(size) > [4500]>\n switch costume to (costume2 v)\n change [size v] by (((4501) - (size)) / (5))\n set size to (size) %\n switch costume to (costume1 v)\nend\nwait (1) seconds\ndelete this clone\n\nwhen flag clicked\nhide\n\n@storm\n\nwhen flag clicked\nhide\nwait (2) seconds\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nswitch costume to (c8b7a3b26085bee86e088266ab024db0 v)\nset size to (300) %\ngo to [front v] layer\nrepeat (14)\n next costume\n wait (0.02) seconds\nend\n\n@Sprite5\n\nwhen flag clicked\nwait (8) seconds\nshow\ngo to [front v] layer\nset size to (30) %\nrepeat (50)\n go to [front v] layer\n switch costume to (costume2 v)\n change size by ((10) + (timer))\n switch costume to (costume1 v)\nend\nhide\n\n@moving block 1\n\nwhen I receive [setup v]\nswitch costume to (costume1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nif <(LEVEL) = [1]> then\n broadcast (level 1 v)\n switch costume to (costume1 v)\n Clone at x: [2410] y: [480]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n broadcast (level 2 v) and wait\n Clone at x: [370] y: [210]\n Clone at x: [370] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [150] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [600] y: [-200]\n Clone at x: [400] y: [-200]\n Clone at x: [20] y: [-230]\n Clone at x: [0] y: [-150]\n else\n if <(LEVEL) = [3]> then\n broadcast (level 3 v)\n switch costume to (screen shot 2020-05-07 at 3 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [0] y: [300]\n Clone at x: [600] y: [-300]\n Clone at x: [700] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n else\n if <(LEVEL) = [4]> then\n broadcast (level 4 v)\n switch costume to (costume2 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [200]\n else\n if <(LEVEL) = [5]> then\n broadcast (level 5 v)\n switch costume to (costume10 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [6]> then\n broadcast (level 6 v)\n switch costume to (costume18 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [7]> then\n switch costume to (costume27 v)\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [200]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [8]> then\n switch costume to (level 1 7 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n show\n show\n end\n end\n end\n end\n end\n end\n end\nend\n\nbroadcast (reset v)\nbroadcast (setup v)\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)\nnext costume\n\nwhen I receive [tick v]\nposition ((moving block 1 x) + ((x) - (SCROLL X))) ((moving block 1 y) + ((y) - (SCROLL Y)))\n\nset y to (0)\n\nreset timer\n\nwhen flag clicked\nforever\n set [moving block 1 y v] to (([cos v] of ((timer) * (35)) ) * (0))\n set [moving block 1 x v] to (([sin v] of ((timer) * (100)) ) * (90))\nend\n\n@Sprite6\n\nwhen flag clicked\nbroadcast (@dark stop v)\nhide\nforever\n go to [front v] layer\n go [forward v] (999999) layers\n go to (player v)\nend\n\nwhen I receive [@dark start v]\nforever\n if <key (d v) pressed?> then\n show\n wait (0.2) seconds\n forever\n if <key (d v) pressed?> then\n hide\n broadcast (@dark stop v)\n end\n end\n end\nend\n\nwhen I receive [@dark stop v]\nwait (0.2) seconds\nbroadcast (@dark start v)\n\n@scroll bar\n\nwhen flag clicked\n\nwhen I start as a clone\nset y to (125)\nswitch costume to (front v)\ngo to [front v] layer\nshow\nforever\n set y to (mouse y)\n if <(y position) > [125]> then\n set y to (125)\n end\n if <(y position) < [-125]> then\n set y to (-125)\n end\n set [scroll bar scroll v] to (((((y position) - (125)) / (320)) * (Slides)) * (360))\nend\n\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\n\nrepeat until <not <mouse down?>>\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [forward v] (2) layers\n if <(@@@@bar show?) = [yes]> then\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nforever\n go [forward v] (100) layers\n go to [front v] layer\n if <(@@@@bar show?) = [yes]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [@@&#$@achievement open v]\nshow\ngo to [front v] layer\nswitch costume to (back v)\ncreate clone of (_myself_ v)\n\n@achievements text\n\nwhen I receive [@@&#$@achievement open v]\nset size to (50) %\nset [slides v] to [0]\nhide\nswitch costume to (1 v)\nrepeat (4)\n create clone of (_myself_ v)\n next costume\n change [slides v] by (1)\nend\n\nwhen I start as a clone\nshow\nforever\n set x to (167)\n set y to ((((costume [number v]) - (1)) * (-360)) - (scroll bar scroll))\n if <<(y position) = ((((costume [number v]) - (1)) * (-360)) - (scroll bar scroll))> and <(@@@@bar show?) = [yes]>> then\n show\n else\n hide\n end\nend\n\nbroadcast (@@&#$@achievement open v)\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nforever\n go [forward v] (1000) layers\n go to [front v] layer\nend\n\n@bar\n\nwhen flag clicked\nset [@@@@bar show? v] to [no]\nclear graphic effects\nhide\ngo to x: (167) y: (0)\nwait (9) seconds\nbroadcast (*^&bar open? v)\nbroadcast (@@&#$@achievement open v)\nforever\n go to [front v] layer\n go [backward v] (2) layers\nend\n\nwhen I receive [*^&bar open? v]\ngo to x: (308) y: (0)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (bar think v)\n end\n if <key (a v) pressed?> then\n set [ghost v] effect to (20)\n set [bar move v] to [0]\n repeat (7)\n change x by (([sin v] of ((10) + (bar move)) ) * (-50))\n change [bar move v] by ((1) + (bar move))\n end\n set [bar move v] to [0]\n repeat (8)\n change x by (([sin v] of ((10) + (bar move)) ) * (-40))\n change [bar move v] by (-3)\n end\n set [bar move v] to [0]\n go to x: (167) y: (0)\n set [@@@@bar show? v] to [yes]\n broadcast (\)*&^#&bar closed? v)\n stop [this script v]\n else\n end\nend\n\nwhen I receive [\)*&^#&bar closed? v]\nbroadcast (bar think 2 v)\ngo to x: (167) y: (0)\nshow\nforever\n if <key (a v) pressed?> then\n set [@@@@bar show? v] to [no]\n set [ghost v] effect to (20)\n set [bar move v] to [0]\n repeat (7)\n change x by (([sin v] of ((10) + (bar move)) ) * (50))\n change [bar move v] by ((-1) + (bar move))\n end\n set [bar move v] to [0]\n repeat (8)\n change x by (([sin v] of ((10) + (bar move)) ) * (40))\n change [bar move v] by (3)\n end\n set [bar move v] to [0]\n go to x: (308) y: (0)\n clear graphic effects\n broadcast (*^&bar open? v)\n stop [this script v]\n else\n end\nend\n\n@bar think\n\nwhen flag clicked\nhide\n\nwhen I receive [bar think v]\nshow\ngo to x: (0) y: (0)\nthink [press a] for (0.05) seconds\nhide\n\nwhen I receive [bar think 2 v]\nshow\ngo to x: (-150) y: (0)\nthink [press a to close] for (1) seconds\nhide\n\n@love and fave detecter\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n wait (0.8) seconds\n if <touching (mouse-pointer v)?> then\n set [>\)\(*&^%$$! v] to [1]\n stop [this script v]\n end\n else\n set [>\)\(*&^%$$! v] to [0]\n end\nend\n\nwait (1) seconds\n\n
Warning: This game is best for MacBook another device might glitch, smaller or older machines like iPad-mini or phone might lag a lot.\n==========================================\nControls: Arrow keys to move (tap on mobile) press 1 to see your progress, press a to see achievement list (press a to close), press d for dark mode (press d to close), press r to rest if the game breaks.\n==========================================\nNotes: This is my second scrolling game :) There might be some bugs that I don't know how to fix if you are an expert, please tell me in the comments, arrow keys to move also it is mobile friendly. I will suggest that you shouldn't press moving keys when falling done a super long distance when you press down to go under a bridge. If the game breaks or checkpoint doesn't work press r to restart. Also love and fave for a surprise :)\n==========================================\nAchievements: there are 30+ Achievements to be discovered; try to complete them all (some are hard). When you received the achievement Veteran, that means you beat the game.\n==========================================\nTags : #game #explor #jungle #desert #snow #green #pea #apocalypse #world #platfomer #scrolling #terraria #fun #easy #art #durp #rain #checkpoint #art #GPAW #relame #well #op #y4taw #sirenhead #codebreaking #achievements\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nCan this get featured?
☁ Home || A multiplayer Scrolling Platformer
@Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\nshow variable [mouse v]\n\nwhen I receive [tick v]\nif <(Night?) = [1]> then\n switch backdrop to (bühnenbild3 v)\nelse\n switch backdrop to (bühnenbild2 v)\nend\n\n@Player\n\nbroadcast (Green v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green v]\nhide\ngo to [back v] layer\n\nwhen I receive [begin v]\nGame - Die\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 go to [front v] layer\n go [backward v] (20) layers\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 [time v] to [0]\nreset timer\nset [scroll y v] to [0]\nset [sy v] to [0]\nset [sx v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nif <not <(EXIT) = [win]>> then\n set [time v] to (timer)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [sx v] by (-2)\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.8]> then\n Change Player X by (round (sx))\nend\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n if <(in air) < [4]> then\n if <(JB?) = [0]> then\n set [sy v] to [16]\n else\n set [sy v] to [20]\n end\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player Y by (sy)\nTest - Die\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (10)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nPosition\nif <(SCROLL Y) < [-360]> then\n set [scroll y v] to [-360]\nend\nif <(y) < [-600]> then\n set [exit v] to [die]\nend\nif <(SCROLL X) > [5200]> then\n set [night? v] to [1]\n broadcast (night v)\nelse\n set [night? v] to []\nend\nif <(SCROLL X) > [7200]> then\n set [night? v] to []\n broadcast (night v)\nend\nif <(Chat) > []> then\n say (item (Chat) of [chat v])\nelse\n say []\nend\n\ndefine Change Player Y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player X by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\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 (movingdanger v)?> then\n set [exit v] to [die]\nend\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\ndefine Game win\nhide\nbroadcast (end v)\n\nwhen flag clicked\nset [time v] to [0]\nhide variable [time v]\nset [max players v] to [10]\nset [my player # v] to [0]\nbroadcast (setup - opponents v) and wait\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (joined v)\nelse\n broadcast (full v) and wait\nend\nbroadcast (begin v)\nshow variable [time v]\n\nbroadcast (full v)\n\n\n\ndefine send cloud data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (Chat) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\nwhen I receive [begin v]\nshow\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n broadcast (Tick-Opponents v)\n end\n set [☁ 1 v] to (☁ 1)\n set [☁ 2 v] to (☁ 2)\n set [☁ 3 v] to (☁ 3)\n set [☁ 4 v] to (☁ 4)\n set [☁ 5 v] to (☁ 5)\n set [☁ 6 v] to (☁ 6)\n set [☁ 7 v] to (☁ 7)\n set [☁ 8 v] to (☁ 8)\n set [☁ 9 v] to (☁ 9)\n set [☁ 10 v] to (☁ 10)\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ 1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ 2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ 3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ 4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ 5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ 6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ 7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ 8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ 9 v] to (value)\n else\n set [☁ 10 v] to (value)\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]\n\nif <not <(sy) = [16]>> then\n\nset [sy v] to [16]\nset [y v] to [16]\n\nhide\n\nwhen I receive [night v]\n\nwhen I receive [begin v]\n\nwhen I receive [shopopen v]\n\nwhen [space v] key pressed\nbroadcast (begin v)\n\n@MovingDanger\n\nwhen I receive [green v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nchange [y v] by (-10)\nif <(LEVEL) = [1]> then\n switch costume to (blank v)\n Clone at x [0] y [0]\n Clone at x [590] y [0]\n Clone at x [600] y [-330]\n switch costume to (level 1 3 v)\n Clone at x [400] y [-300]\n switch costume to (level 1 4 v)\n Clone at x [600] y [300]\n Clone at x [679] y [0]\n switch costume to (level 1 6 v)\n Clone at x [700] y [0]\n switch costume to (level 1 7 v)\n Clone at x [700] y [100]\n switch costume to (level 1 8 v)\n Clone at x [0] y [0]\n switch costume to (level 1 9 v)\n Clone at x [700] 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 [300]\n Clone at x [460] y [0]\n else\n switch costume to (level 3 1 v)\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x (x) y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\n\nwhen I receive [begin v]\n\n@Moutain\n\nwhen I receive [green v]\nset [night? v] to []\nswitch costume to (kostüm2 v)\nhide\nclear graphic effects\n\nwhen I receive [tick v]\nPosition ((x) - ((SCROLL X) / (3))) (y)\n\nwhen I receive [setup v]\nswitch costume to (kostüm2 v)\ngo to [back v] layer\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x [0] y [0]\n Clone at x [500] y [0]\n Clone at x [500] y [0]\n Clone at x [500] y [0]\n Clone at x [500] y [0]\n Clone at x [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 [300]\n Clone at x [460] y [0]\n else\n switch costume to (level 3 1 v)\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\nif <(Night?) = [1]> then\n switch costume to (kostüm3 v)\nelse\n switch costume to (kostüm2 v)\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x (x) y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\n\nwhen I receive [night v]\n\nclear graphic effects\nrepeat (50)\n change [brightness v] effect by (10)\nend\n\nset [color v] effect to (100)\n\nnext costume\n\nswitch costume to (kostüm3 v)\n\n@Chat2\n\nwhen flag clicked\nset [jb? v] to [0]\ngo to x: (-180) y: (-148)\nswitch costume to (kostüm1 v)\nset [ghost v] effect to (20)\nset size to (100) %\n\nwhen I start as a clone\n\n\n\nset size to (50) %\n\nset size to (40) %\n\nwhen I receive [tick v]\npoint in direction (90)\nif <(costume [number v]) = [1]> then\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n go to [front v] layer\n set size to (110) %\n if <mouse down?> then\n broadcast (shopopen v)\n go to [front v] layer\n end\n else\n set size to (100) %\n end\n go to [front v] layer\n set [ghost v] effect to (20)\n go to x: (-180) y: (-148)\nend\nif <<mouse down?> and <not <touching (mouse-pointer v)?>>> then\n if <(costume [number v]) = [2]> then\n glide (0.5) secs to x: (36) y: (-200)\n go to x: (-180) y: (-148)\n switch costume to (kostüm1 v)\n set [ghost v] effect to (20)\n set size to (100) %\n end\nend\n\nwhen I receive [shopopen v]\nswitch costume to (kostüm2 v)\nset size to (100) %\nset [ghost v] effect to (20)\ngo to x: (36) y: (-100)\nglide (0.5) secs to x: (36) y: (28)\n\nwhen I receive [flying v]\nwait (10) seconds\n\nwhen I receive [flying v]\ngo to x: (-180) y: (-148)\nswitch costume to (kostüm1 v)\nset [ghost v] effect to (20)\nset size to (100) %\n\nif <(costume [number v]) = [3]> then\n if <touching (mouse-pointer v)?> then\n set size to (50) %\n if <mouse down?> then\n set [jb? v] to [1]\n change [collected v] by (-10)\n end\n else\n set size to (40) %\n end\nend\n\nhide\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nshow\n\n@Chat\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nif <key (1 v) pressed?> then\n set [chat v] to [1]\nend\nif <key (2 v) pressed?> then\n set [chat v] to [2]\nend\nif <key (3 v) pressed?> then\n set [chat v] to [3]\nend\nif <key (4 v) pressed?> then\n set [chat v] to [4]\nend\nif <key (5 v) pressed?> then\n set [chat v] to [5]\nend\nif <key (6 v) pressed?> then\n set [chat v] to [6]\nend\nif <key (7 v) pressed?> then\n set [chat v] to [7]\nend\n\nwhen flag clicked\nset [chat v] to []\nforever\n if <<<<<<<key (1 v) pressed?> or <key (7 v) pressed?>> or <key (6 v) pressed?>> or <key (2 v) pressed?>> or <key (4 v) pressed?>> or <key (3 v) pressed?>> or <key (5 v) pressed?>> then\n wait (10) seconds\n set [chat v] to []\n end\nend\n\n@Slides\n\nwhen I receive [join game v]\nswitch costume to (joining v)\ngo to [front v] layer\n\nwhen I receive [joined v]\nswitch costume to (joined! v)\n\nwhen I receive [full v]\nswitch costume to (full v)\ngo to [front v] layer\nforever\n\nwhen flag clicked\nswitch costume to (blank v)\nshow\nclear graphic effects\n\nhide\n\nwhen I receive [begin v]\nwait (2) seconds\nhide\n\nwhen flag clicked\ngo to x: (13) y: (7)\nreset timer\nforever\n set y to ((([sin v] of ((timer) * (200)) ) * (10)) + (1))\nend\n\nrepeat (10)\n\n@Collectables\n\nwhen I receive [green v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n if <(COLLECTED) = (COLLECTED MAX)> then\n broadcast (Open Portal v)\n end\n switch costume to (kostüm1 v)\n set [ghost v] effect to (0)\n set size to (100) %\n switch costume to (kostüm1 v)\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset size to (100) %\nclear graphic effects\nset [collected v] to [0]\nset [collected max v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to ( v)\n Clone at x [50] y [-50]\n Clone at x [100] y [0]\n Clone at x [320] y [0]\n Clone at x [716] y [0]\n Clone at x [716] y [60]\nelse\n if <(LEVEL) = [2]> then\n switch costume to ( v)\n Clone at x [-115] y [-70]\n Clone at x [94] y [-8]\n Clone at x [-67] y [79]\n Clone at x [-161] y [177]\n Clone at x [145] y [254]\n end\nend\nset [x v] to [-999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x (x) y (y)\nswitch costume to (1 v)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nrepeat (20)\n change size by (-1)\nend\n\nchange [ghost v] effect by (10)\nchange y by (0.5)\n\nset size to (100) %\n\n@Danger\n\nwhen I receive [green v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nchange [y v] by (-10)\nif <(LEVEL) = [1]> then\n switch costume to (blank v)\n Clone at x [0] y [0]\n Clone at x [590] y [0]\n Clone at x [600] y [-330]\n Clone at x [700] y [0]\n Clone at x [679] y [0]\n Clone at x [679] y [0]\n Clone at x [700] y [0]\n Clone at x [700] y [100]\n Clone at x [0] y [0]\n Clone at x [700] y [0]\n Clone at x [500] y [0]\n Clone at x [500] y [0]\n Clone at x [0] y [300]\n Clone at x [500] y [0]\n Clone at x [500] y [-200]\n Clone at x [500] y [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x [0] y [300]\n Clone at x [460] y [0]\n else\n switch costume to (level 3 1 v)\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x (x) y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\n\n@Platforms\n\nwhen I receive [green v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (kostüm2 v)\n Clone at x [0] y [0]\n Clone at x [590] y [0]\n Clone at x [600] y [-300]\n switch costume to (level 1 3 v)\n Clone at x [400] y [-300]\n switch costume to (level 1 4 v)\n Clone at x [600] y [300]\n Clone at x [679] y [0]\n Clone at x [700] y [0]\n Clone at x [700] y [100]\n Clone at x [0] y [0]\n Clone at x [700] y [0]\n Clone at x [500] y [0]\n Clone at x [500] y [0]\n Clone at x [0] y [300]\n Clone at x [500] y [0]\n Clone at x [500] y [-200]\n Clone at x [500] y [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x [0] y [300]\n Clone at x [460] y [0]\n else\n Clone at x [0] y [0]\n switch costume to (level 3 1 v)\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <not <<(x) = (x position)> and <(y) = (y position)>>> then\n hide\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 [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Background\n\nwhen I receive [green v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x [0] y [0]\n switch costume to (level 1 1 v)\n Clone at x [600] y [0]\n Clone at x [600] y [-300]\n switch costume to (level 1 3 v)\n Clone at x [400] y [-300]\n switch costume to (level 1 4 v)\n Clone at x [600] y [300]\n Clone at x [679] y [0]\n switch costume to (level 1 6 v)\n Clone at x [700] y [0]\n switch costume to (level 1 7 v)\n Clone at x [700] y [100]\n switch costume to (level 1 8 v)\n Clone at x [0] y [0]\n switch costume to (level 1 9 v)\n Clone at x [700] y [0]\n Clone at x [500] y [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x [0] y [300]\n Clone at x [460] y [0]\n else\n switch costume to (level 3 1 v)\n end\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\ngo [forward v] (5) 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)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Opponents\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [tick v]\nif <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\nelse\n Tick\nend\n\nforever\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ 1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ 2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ 3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ 4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ 5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ 6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ 7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ 8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ 9)\n else\n set [value v] to (☁ 10)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setup - opponents v]\nsetup players\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\nset [user v] to (value)\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\nsay (join (user) (join [ ] (item (value) of [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\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <touching (_edge_ v)?> then\n set [ghost v] effect to (100)\nelse\n set [ghost v] effect to (0)\nend\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [begin v]\nhide\n\nif <<(x) = (x position)> and <(y) = (y position)>> then\nelse\nend\n\nshow\n\n@Portal1\n\nwhen I receive [green v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\nturn right (2) degrees\n\nwhen I receive [setup v]\nhide\nset size to (100) %\nclear graphic effects\nset [collected v] to [0]\nset [collected max v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to ( v)\n Clone at x [7606] y [51]\nelse\n if <(LEVEL) = [2]> then\n switch costume to ( v)\n Clone at x [-115] y [-70]\n Clone at x [94] y [-8]\n Clone at x [-67] y [79]\n Clone at x [-161] y [177]\n Clone at x [145] y [254]\n end\nend\nset [x v] to [-999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x (x) y (y)\nswitch costume to (1 v)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nrepeat (20)\n change size by (-1)\nend\n\nchange [ghost v] effect by (10)\nchange y by (0.5)\n\nset size to (100) %\n\n@Portal2\n\nwhen I receive [green v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n set [exit v] to [win]\nelse\n turn left (2) degrees\nend\n\nwhen I receive [setup v]\nhide\nset size to (100) %\nclear graphic effects\nset [collected v] to [0]\nset [collected max v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to ( v)\n Clone at x [7606] y [51]\nelse\n if <(LEVEL) = [2]> then\n switch costume to ( v)\n Clone at x [-115] y [-70]\n Clone at x [94] y [-8]\n Clone at x [-67] y [79]\n Clone at x [-161] y [177]\n Clone at x [145] y [254]\n end\nend\nset [x v] to [-999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x (x) y (y)\nswitch costume to (1 v)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nrepeat (20)\n change size by (-1)\nend\n\nchange [ghost v] effect by (10)\nchange y by (0.5)\n\nset size to (100) %\n\n@Win!\n\ndefine Smooth Glide: (x) (y) (speed)\nrepeat until <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>>\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\ngo to [front v] layer\nshow\ngo to x: (20) y: (200)\nSmooth Glide: [20] [0] [20]\n\nhide\n\nwhen this sprite clicked\nhide\n\n@Thumbnail\n\nwhen flag clicked\nclear graphic effects\ngo to [front v] layer\nset [ghost v] effect to (100)\n\nhide\n\nreset timer\nset [stop v] to [0]\n\nhide\n\nif <(EXIT) = []> then\n clear graphic effects\nend\n\ngo to x: (0) y: (200)\n\nwhen I receive [tick v]\n\nset [stop v] to [1]\ngo to [front v] layer\nset [ghost v] effect to (100)\nhide\nreset timer\n\nwhen I receive [end v]\nshow\n\ngo [backward v] (1) layers\n\nbroadcast (end v)\n\nforever\nend\n\nwait (1) seconds\n\n@Figur2\n\n
◊ Home ◊\n-------------------------------------------------------------------------\n A multiplayer scrolling Platformer\n\n Instructions \n ----------------\n- Jump over the prongs and overcome the dangers to get to your destination, to reach home!\n- You can play together with a total of 9 other players!\n- Space to restart\n- have fun!\n\n- Springe über die Zacken und überwinde die Gefahren, um ans ziel zu kommen, um das Zuhause zu erreichen!\n- Du kannst insgesamt mit 9 anderen Spielern gemeinsam spielen!\n- Leertaste für Neustart\n- Viel Spaß!\n\n News\n ----------------\n06.10.20 - UPDATE: Var. Time!\n05.10.20 - 159 Likes\n16.09.20 - 100 Likes\n09.09.20 - 50 Likes\n06.09.20 - share\n\n Credits\n ----------------\n- @HelloMellon for the Smoth Glide Tutorial\n- @griffpatch for the Multiplayer Tutorial and the \n scrolling Platformer Tutorial\n\nPlease Like, Fav and Follow if you like it :)\nBitte Liken, Faven und folgen, wenn du dieses Spiel magst :)\n\n@Multiplayer @Cloud @AsterixDavid @Scrolling @Platfomer @Scrolling Platformer @Games @Multiplayer scrolling Platformer @Fun @NotAllone @Work @Great Game@Multiplayer @Cloud @AsterixDavid @Scrolling @Platfomer @Scrolling Platformer @Games @Multiplayer scrolling Platformer @Fun @NotAllone @Work @Great Game
☁ The Cure | A Multiplayer Scrolling Platformer ☁
@Stage\n\nwhen [m v] key pressed\nif <(username) = [Pavan2007]> then\n show variable [mouse v]\n set [mouse v] to (join ((mouse x) + (Scroll X - All Sprites)) (join [ , ] ((mouse y) + (Scroll Y - All Sprites))))\nend\n\nwhen [m v] key pressed\nif <(username) = [Pavan2007]> then\n show variable [mouse v]\n set [mouse v] to (join ((mouse x) + (Scroll X - All Sprites)) (join [ , ] ((mouse y) + (Scroll Y - All Sprites))))\nend\n\nwhen [h v] key pressed\nif <(username) = [Pavan2007]> then\n hide variable [mouse v]\nend\n\nwhen [n v] key pressed\nset [names v] to ((1) - (Names))\n\nwhen I receive [begin v]\nset volume to (20) %\nforever\n play sound (pick random (1) to (9)) until done\n wait (3) seconds\nend\n\nwhen I receive [connected v]\nchange [☁ connected data v] by (1)\nadd (username) to [username v]\n\nwhen I receive [begin v]\nwait until <<key (space v) pressed?> or <<key (right arrow v) pressed?> or <<key (w v) pressed?> or <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<key (down arrow v) pressed?> or <<key (up arrow v) pressed?> or <<key (d v) pressed?> or >>>>>>>>\nforever\n wait (1) seconds\n change [seconds v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n wait (1) seconds\n set [time v] to (Seconds)\nend\n\nwhen I receive [winner! v]\nforever\n set [highscore v] to [HighScore Disabled. Fixing it...]\nend\n\nset [☁ highscore v] to [100000000000000]\n\nwhen I receive [winner! v]\nshow variable [highscore v]\nset [highscore v] to (join (☁ HighScore) (join [ ] [seconds!]))\n\nwhen flag clicked\nhide variable [highscore v]\n\n@Blank\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [begin 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 - All Sprites) > []>\n Tick\n broadcast (Tick v)\n end\n if <(Exit - All Sprites) = [Win]> then\n Game - Win\n else\n Game - DeathAnim\n end\n end\nend\n\nbroadcast (Tick v) and wait\n\ndefine Game On\npoint in direction (90)\nset [brightness v] effect to (0)\nswitch costume to (player normal v)\nset [x v] to (Checkpoint X - All Sprites)\nset [y v] to (Checkpoint Y - All Sprites)\nset [speed y v] to [0]\nset [in air v] to [0]\nset [exit - all sprites v] to []\nset [scroll x - all sprites v] to (Checkpoint X - All Sprites)\nset [scroll y - all sprites v] to (Checkpoint Y - All Sprites)\nset [speed x v] to [0]\nset size to (100) %\nshow\nset [ghost v] effect to (0)\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n if <(Speed Boost!) = [1]> then\n change [speed x v] by (-3.5)\n else\n change [speed x v] by (-2)\n end\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n if <(Speed Boost!) = [1]> then\n change [speed x v] by (3.5)\n else\n change [speed x v] by (2)\n end\nend\nset [speed x v] to ((Speed X) * (0.8))\nif <([abs v] of (Speed X) ) > [0.9]> then\n Change Player X by (round (Speed X))\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Jump Boost!) = [1]> then\n if <(in air) < [4]> then\n set [speed y v] to [25]\n end\n else\n if <(in air) < [4]> then\n set [speed y v] to [16]\n end\n end\n if <<(username) = [Pavan2007]> or <<(username) = [Rexylium]> or <<(username) = [Cheese_Is_Cheesy]> or <<(username) = [SypTitan]> or <(username) = [Splatblox]>>>>> then\n if <(NewSkin - All Sprites) = [1]> then\n if <(in air) > [8]> then\n if <(in air) < [20]> then\n set [speed y v] to ((in air) / (2))\n else\n set [speed y v] to [10]\n end\n end\n end\n end\nend\nif <(Speed Y) > [-15]> then\n change [speed y v] by (-2)\nend\nChange Player Y by (Speed Y)\nTest - Die\nchange [scroll x - all sprites v] by (round (((X) - (Scroll X - All Sprites)) / (5)))\nif <(Scroll X - All Sprites) < [0]> then\n set [scroll x - all sprites v] to [0]\nend\nchange [scroll y - all sprites v] by (round (((Y) - (Scroll Y - All Sprites)) / (10)))\nif <(Scroll Y - All Sprites) < [0]> then\n set [scroll y - all sprites v] to [0]\nend\nPosition\nif <(Y) < [-180]> then\n set [exit - all sprites v] to [Die!]\nend\n\ndefine Change Player Y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platform v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [speed y v] to [0]\nend\n\ndefine Change Player X by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platform v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platform v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(sx) > [0]> then\n set [speed x v] to [-16]\n else\n set [speed x v] to [16]\n end\n set [in air v] to [0]\n else\n set [speed x 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 - DeathAnim\nset [exit - all sprites v] to []\nstart sound [Die v]\nswitch costume to (death v)\nset [ghost v] effect to (10)\nrepeat (15)\n change [brightness v] effect by (2)\n change [ghost v] effect by (7)\n change size by (3)\nend\n\ndefine Test - Die\nif <<touching (spikes v)?> or <touching (lava v)?>> then\n set [exit - all sprites v] to [Die!]\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit portal v)\n turn right (65) degrees\n move ((distance to [exit portal v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nbroadcast (Winner! v)\nwait (1) seconds\n\ndefine Position\ngo to x: ((X) - (Scroll X - All Sprites)) y: ((Y) - (Scroll Y - All Sprites))\n\ndefine Chat\nif <(Chat Open?) = [true]> then\n if <key (1 v) pressed?> then\n set [chat v] to [1]\n say (item (Chat) of [chat v]) for (2) seconds\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]) for (2) seconds\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]) for (2) seconds\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]) for (2) seconds\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]) for (2) seconds\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]) for (2) seconds\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]) for (2) seconds\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]) for (2) seconds\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]) for (2) seconds\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 set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n set [☁ p7 v] to (value)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [begin v]\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) to encoded\nwrite [] to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [play game v]\nset [connected? v] to [0]\n\nset [level - all sprites v] to [1]\n\nwhen I receive [connected v]\nset [connected? v] to [1]\nshow\n\nwhen I receive [connected v]\nshow\n\nwhen I receive [connected v]\nset [level - all sprites v] to [1]\n\nwhen I receive [tick v]\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n if <(NewSkin - All Sprites) = [1]> then\n switch costume to (fiery player right up v)\n else\n switch costume to (player right up v)\n end\nelse\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n if <(NewSkin - All Sprites) = [1]> then\n switch costume to (fiery player left up2 v)\n else\n switch costume to (player left up v)\n end\n else\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n if <(NewSkin - All Sprites) = [1]> then\n switch costume to (fiery player right v)\n else\n switch costume to (player right v)\n end\n else\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n if <(NewSkin - All Sprites) = [1]> then\n switch costume to (fiery player left v)\n else\n switch costume to (player left v)\n end\n else\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(NewSkin - All Sprites) = [1]> then\n switch costume to (fiery player up v)\n else\n switch costume to (player up v)\n end\n else\n if <(NewSkin - All Sprites) = [1]> then\n switch costume to (fiery player normal v)\n else\n switch costume to (player normal v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n Chat\n if <<key (t v) pressed?> or <key (c v) pressed?>> then\n if <(Chat Open?) = [true]> then\n broadcast (Chat Close! v)\n set [chat open? v] to [false]\n else\n set [chat open? v] to [true]\n broadcast (Chat Open... v)\n end\n wait until <not <<key (t v) pressed?> or <key (c v) pressed?>>>\n end\nend\n\nwhen flag clicked\nset [chat open? v] to [false]\n\nwhen I receive [tick v]\nif <<mouse down?> or <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> or <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<key (t v) pressed?> or <key (p v) pressed?>> or <<<key (1 v) pressed?> or <key (2 v) pressed?>> or <<<key (3 v) pressed?> or <key (4 v) pressed?>> or <<<key (5 v) pressed?> or <key (6 v) pressed?>> or <<key (7 v) pressed?> or <<key (8 v) pressed?> or <key (9 v) pressed?>>>>>>>>>> then\n set [timeout detector v] to [0]\nelse\n change [timeout detector v] by (.1)\nend\nif <<(Timeout Detector) > [100]> or <(Timeout Detector) = [100]>> then\n set [exit - all sprites v] to [offline]\nend\nif <(Exit - All Sprites) = [offline]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n broadcast (Timeout! v)\n stop [other scripts in sprite v]\nend\n\nplay sound [Disconnect v] until done\n\nwhen flag clicked\nset [timeout detector v] to [0]\n\nstart sound [Disconnect v]\n\nset [timeout detector v] to [80]\n\nwhen flag clicked\n\nwhen I receive [start connection v]\nset [max players v] to [7]\nset [my player # v] to [0]\nbroadcast (Connecting v)\nbroadcast (Setup - Opponents v) and wait\nbroadcast (Join Game v) and wait\nif <(MY PLAYER #) > [0]> then\n wait (8) seconds\n broadcast (Connected v)\nelse\n broadcast (Full v)\nend\nbroadcast (Begin v)\n\ndefine When I receive 1: (1) 2: (2) 3: (3) 4: (4)\nwait until <key ((1) v) pressed?>\nwait until <not <key ((1) v) pressed?>>\nwait until <key ((2) v) pressed?>\nwait until <not <key ((2) v) pressed?>>\nwait until <key ((3) v) pressed?>\nwait until <not <key ((3) v) pressed?>>\nwait until <key ((4) v) pressed?>\nwait until <not <key ((4) v) pressed?>>\n\nset [encoded v] to [0]\n\n@Other Players\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nswitch costume to (otherplayer v)\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (Player #)> then\n set [offline v] to [100]\n hide\n else\n Tick\n end\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n set [value v] to (☁ P7)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setup - opponents v]\nsetup players\n\ndefine Tick\nvalue = cloud # (Player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nif <(Names) = [1]> then\n say (join [Username: ] (value))\nelse\n say []\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (Scroll X - All Sprites))\nvalue = read from encoded\nset y to ((value) - (Scroll Y - All Sprites))\nif <<<(y position) < [-170]> or <[170] < (y position)>> or <<(x position) < [-230]> or <[230] < (x position)>>> then\n go to [front v] layer\n if on edge, bounce\n switch costume to (cloud arrow v)\n point towards (player v)\n set rotation style [all around v]\n set [ghost v] effect to (0)\nelse\n switch costume to (otherplayer v)\n set rotation style [left-right v]\n set [ghost v] effect to (30)\nend\nvalue = read from encoded\nbroadcast (Chat Decode Begin v)\nset size to (100) %\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 [chat decode begin v]\nDecode Chat (value)\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen flag clicked\nset [names v] to [0]\n\nwhen flag clicked\npen up\nhide\nswitch costume to (blank v)\nset size to (100000) %\nswitch costume to ( _ v)\ngo to x: (0) y: (0)\npoint in direction (90)\nset rotation style [don't rotate v]\n\ndefine _calcWW (text) (width) (firstwidth) (cspace) (spacewidth)\ndelete all of [_ww0 v]\ndelete all of [_ww1 v]\ndelete all of [_ww2 v]\nset [_i3 v] to [1]\nset [_i4 v] to [0]\nset [_i5 v] to [0]\nset [_i6 v] to [0]\nset [_i7 v] to (firstwidth)\nrepeat (length of (text))\n if <(letter (_i3) of (text)) = [ ]> then\n if <(_i4) = [0]> then\n if <((_i7) + ((_i5) - (cspace))) > (width)> then\n insert [1] at (1) of [_ww0 v] \n add [0] to [_ww1 v]\n add [0] to [_ww2 v]\n set [_i6 v] to [1]\n end\n change [_i7 v] by ((_i5) - (cspace))\n else\n if <((_i7) + ((spacewidth) + (_i5))) > (width)> then\n if <(_i4) > (_i6)> then\n add (_i7) to [_ww1 v]\n add (((_i4) - (_i6)) - (1)) to [_ww2 v]\n end\n set [_i6 v] to (_i4)\n set [_i7 v] to ((_i5) - (cspace))\n else\n change [_i7 v] by ((spacewidth) + (_i5))\n end\n end\n add [1] to [_ww0 v]\n set [_i4 v] to (length of [_ww0 v])\n set [_i5 v] to [0]\n else\n switch costume to (blank v)\n switch costume to (join (letter (_i3) of (text)) [_])\n set [_i9 v] to ((costume [number v]) - (1))\n if <(_i9) > [0]> then\n set [_i8 v] to (item (_i9) of [_chwidth v])\n if <((_i5) + (_i8)) > (width)> then\n if <(_i4) > (_i6)> then\n add (_i7) to [_ww1 v]\n add (((_i4) - (_i6)) - (1)) to [_ww2 v]\n end\n add ((_i5) - (cspace)) to [_ww1 v]\n add ((length of [_ww0 v]) - (_i4)) to [_ww2 v]\n add [1] to [_ww0 v]\n set [_i4 v] to (length of [_ww0 v])\n set [_i5 v] to ((_i8) + (cspace))\n set [_i6 v] to (_i4)\n set [_i7 v] to ((-1) * ((cspace) + (spacewidth)))\n else\n change [_i5 v] by ((_i8) + (cspace))\n end\n add (_i9) to [_ww0 v]\n end\n end\n change [_i3 v] by (1)\nend\nif <(length of [_ww0 v]) > (_i6)> then\n if <(_i4) = [0]> then\n if <((_i7) + ((_i5) - (cspace))) > (width)> then\n insert [1] at (1) of [_ww0 v] \n add [0] to [_ww1 v]\n add [0] to [_ww2 v]\n set [_i6 v] to [1]\n end\n change [_i7 v] by ((_i5) - (cspace))\n else\n if <((_i7) + ((spacewidth) + (_i5))) > (width)> then\n if <(_i4) > (_i6)> then\n add (_i7) to [_ww1 v]\n add (((_i4) - (_i6)) - (1)) to [_ww2 v]\n end\n set [_i6 v] to (_i4)\n set [_i7 v] to ((_i5) - (cspace))\n else\n change [_i7 v] by ((spacewidth) + (_i5))\n end\n end\n add (_i7) to [_ww1 v]\n add ((length of [_ww0 v]) - (_i6)) to [_ww2 v]\nend\n\ndefine _getWidth (text) (size) (cspace)\nset [_width v] to [0]\nset [_i0 v] to [1]\nset [_i1 v] to [0]\nrepeat (length of (text))\n switch costume to (blank v)\n switch costume to (join (letter (_i0) of (text)) [_])\n set [_i2 v] to ((costume [number v]) - (1))\n if <(_i2) > [0]> then\n change [_width v] by (((size) * (item (_i2) of [_chwidth v])) + (cspace))\n change [_i1 v] by (1)\n end\n change [_i0 v] by (1)\nend\nif <(_i1) > [0]> then\n change [_width v] by ((-1) * (cspace))\nend\n\ndefine _unpackDef (id) (idx) (d)\nset [_i5 v] to (length of (d))\nset [_i6 v] to (idx)\nset [_i7 v] to [1]\nset [_i8 v] to [0]\nrepeat until <(_i7) > (_i5)>\n if <(item (_i6) of [_chdata0 v]) = [__]> then\n insert [] at (_i6) of [_chdata0 v] \n insert [] at (_i6) of [_chdata1 v] \n insert [] at (_i6) of [_chdata2 v] \n insert [] at (_i6) of [_chdata3 v] \n change [_i8 v] by (1)\n end\n set [_i9 v] to []\n repeat until < [;] contains (letter (_i7) of (d))?>\n set [_i9 v] to (join (_i9) (letter (_i7) of (d)))\n change [_i7 v] by (1)\n end\n change [_i7 v] by (1)\n if <(_i9) = ((1) * (_i9))> then\n replace item (_i6) of [_chdata0 v] with ((1) * (_i9))\n else\n replace item (_i6) of [_chdata0 v] with (_i9)\n end\n set [_i9 v] to []\n repeat until < [;] contains (letter (_i7) of (d))?>\n set [_i9 v] to (join (_i9) (letter (_i7) of (d)))\n change [_i7 v] by (1)\n end\n change [_i7 v] by (1)\n if <(_i9) = ((1) * (_i9))> then\n replace item (_i6) of [_chdata1 v] with ((1) * (_i9))\n else\n replace item (_i6) of [_chdata1 v] with (_i9)\n end\n set [_i9 v] to []\n repeat until < [;] contains (letter (_i7) of (d))?>\n set [_i9 v] to (join (_i9) (letter (_i7) of (d)))\n change [_i7 v] by (1)\n end\n change [_i7 v] by (1)\n if <(_i9) = ((1) * (_i9))> then\n replace item (_i6) of [_chdata2 v] with ((1) * (_i9))\n else\n replace item (_i6) of [_chdata2 v] with (_i9)\n end\n set [_i9 v] to []\n repeat until < [;] contains (letter (_i7) of (d))?>\n set [_i9 v] to (join (_i9) (letter (_i7) of (d)))\n change [_i7 v] by (1)\n end\n change [_i7 v] by (1)\n if <(_i9) = ((1) * (_i9))> then\n replace item (_i6) of [_chdata3 v] with ((1) * (_i9))\n else\n replace item (_i6) of [_chdata3 v] with (_i9)\n end\n change [_i6 v] by (1)\nend\nif <(_i8) > [0]> then\n set [_i5 v] to (id)\n repeat ((length of [_chindex v]) - (_i5))\n change [_i5 v] by (1)\n replace item (_i5) of [_chindex v] with ((item (_i5) of [_chindex v]) + (_i8))\n end\nend\n\ndefine Clear | Character Data\nswitch costume to (blank v)\nswitch costume to ((costume [number v]) - (1))\nif <((costume [number v]) - (1)) > (length of [_chindex v])> then\n set [_i0 v] to ((costume [number v]) - (1))\nelse\n set [_i0 v] to (length of [_chindex v])\nend\ndelete all of [_chindex v]\ndelete all of [_chwidth v]\ndelete all of [_chdata0 v]\ndelete all of [_chdata1 v]\ndelete all of [_chdata2 v]\ndelete all of [_chdata3 v]\nrepeat (_i0)\n add [__] to [_chdata0 v]\n add [none] to [_chdata1 v]\n add [] to [_chdata2 v]\n add [] to [_chdata3 v]\n add ((length of [_chdata0 v]) + (1)) to [_chindex v]\n add ((1) * (0)) to [_chwidth v]\n repeat (25)\n add [] to [_chdata0 v]\n add [] to [_chdata1 v]\n add [] to [_chdata2 v]\n add [] to [_chdata3 v]\n end\nend\nadd [__] to [_chdata0 v]\nadd [none] to [_chdata1 v]\nadd [] to [_chdata2 v]\nadd [] to [_chdata3 v]\n\ndefine Load | Font (fontname)\nset [_i0 v] to (item # of (fontname) in [_fontname v])\nif <(_i0) < [1]> then\n stop [this script v]\nend\nset [_i0 v] to (item (_i0) of [_fontindex v])\nset [_i1 v] to (item (_i0) of [_fontdata v])\nchange [_i0 v] by (2)\nrepeat (item ((_i0) - (1)) of [_fontdata v])\n set [_i2 v] to (item (_i0) of [_fontdata v])\n replace item (_i2) of [_chwidth v] with (item ((_i0) + (1)) of [_fontdata v])\n set [_i3 v] to (item (_i2) of [_chindex v])\n if <not <(item ((_i3) - (1)) of [_chdata1 v]) = (_i1)>> then\n replace item ((_i3) - (1)) of [_chdata1 v] with (_i1)\n replace item ((_i3) - (1)) of [_chdata2 v] with []\n replace item ((_i3) - (1)) of [_chdata3 v] with []\n _unpackDef (_i2) (_i3) (item ((_i0) + (2)) of [_fontdata v])\n end\n change [_i0 v] by (3)\nend\n\ndefine Set Pen Color | RGBA (r) (g) (b) (a)\nset pen color to ((round (b)) + ((256) * ((round (g)) + ((256) * ((round (r)) + ((256) * (round (a))))))))\n\ndefine Get Width | Size (size) (width) Space (cspace) Text (text)\n_getWidth (text) (((size) + ((12) * <(size) = []>)) * ((width) + <(width) = []>)) (((cspace) + <(cspace) = []>) * ((0.27) * ((size) + ((12) * <(size) = []>))))\n\ndefine New Lines | Number (lines) Size (size) Space (lspace)\nchange [_y v] by (((lines) + <(lines) = []>) * (((size) + ((12) * <(size) = []>)) * ((-1) - ((0.7) * ((lspace) + <(lspace) = []>)))))\n\ndefine _printText (text) (x) (y) (xmin) (xmax) (cspace) (ul.height) (ul.weight) (al.x)\nset [_x v] to (x)\nset [_y v] to (y)\nif <not <(al.x) = [0]>> then\n set [_width v] to [0]\n _getWidth (text) (_i7) (cspace)\n change [_x v] by ((al.x) * (_width))\nend\nset [_bq v] to ([ceiling v] of (((0.075) * ([sqrt v] of ((_i7) * (_i8)) )) + (0.5)) )\nset [_bq2 v] to ((4) * ((_bq) * (_bq)))\nset [_i0 v] to [1]\nif <<(xmin) = ((-1) / (0))> and <(xmax) = ((1) / (0))>> then\n if <(_i9) = [0]> then\n repeat (length of (text))\n switch costume to (blank v)\n switch costume to (join (letter (_i0) of (text)) [_])\n if <(costume [number v]) > [1]> then\n _printCh ((costume [number v]) - (1))\n change [_x v] by (cspace)\n end\n change [_i0 v] by (1)\n end\n else\n repeat (length of (text))\n switch costume to (blank v)\n switch costume to (join (letter (_i0) of (text)) [_])\n if <(costume [number v]) > [1]> then\n _printChSl ((costume [number v]) - (1))\n change [_x v] by (cspace)\n end\n change [_i0 v] by (1)\n end\n end\nelse\n repeat (length of (text))\n switch costume to (blank v)\n switch costume to (join (letter (_i0) of (text)) [_])\n if <(costume [number v]) > [1]> then\n if <not <<(_x) < (xmin)> or <((_x) + ((_i7) * (item ((costume [number v]) - (1)) of [_chwidth v]))) > (xmax)>>> then\n _printChSl ((costume [number v]) - (1))\n else\n change [_x v] by ((_i7) * (item ((costume [number v]) - (1)) of [_chwidth v]))\n end\n change [_x v] by (cspace)\n end\n change [_i0 v] by (1)\n end\nend\nswitch costume to ( _ v)\nif <not <(ul.height) = []>> then\n set pen size to ((0.1) * (((ul.weight) + <(ul.weight) = []>) * (_i8)))\n set [_i1 v] to ((x) + ((al.x) * (_width)))\n if <(_i1) < (xmin)> then\n set [_i1 v] to (xmin)\n end\n go to x: (((_i1) + ((_i9) * (ul.height))) - ((0.13) * (_i7))) y: ((y) + ((ul.height) * (_i8)))\n pen down\n set [_i2 v] to ((_x) - (cspace))\n if <(_i2) > (xmax)> then\n set [_i2 v] to (xmax)\n end\n set x to (((_i2) + ((_i9) * (ul.height))) + ((0.13) * (_i7)))\n pen up\nend\n\ndefine _printWW (x) (firstx) (firstline) (y) (ymax) (ymin) (cspace) (lspace) (wt) (ul.height) (ul.weight) (ul.offset) <undl> (al.x) (al.y)\nswitch costume to ( _ v)\nset [_x v] to (x)\nset [_y v] to ((y) - (((al.y) - (1)) * (lspace)))\nset [_i0 v] to [1]\nset [_i1 v] to [1]\nif <(item (1) of [_ww2 v]) = [0]> then\n change [_i0 v] by (1)\n change [_i1 v] by (1)\n if <(firstline) = [1]> then\n change [_y v] by (lspace)\n end\nend\nrepeat until <<not <(_y) > (ymax)>> or <(_i0) > (length of [_ww1 v])>>\n change [_i1 v] by ((item (_i0) of [_ww2 v]) + (1))\n change [_i0 v] by (1)\n change [_y v] by (lspace)\nend\nset [_bq v] to ([ceiling v] of (((0.075) * ([sqrt v] of ((_i7) * (_i8)) )) + (0.5)) )\nset [_bq2 v] to ((4) * ((_bq) * (_bq)))\nrepeat until <<(_y) < (ymin)> or <(_i0) > (length of [_ww1 v])>>\n if <(_i0) = (firstline)> then\n set [_x v] to (firstx)\n else\n set [_x v] to ((x) + ((al.x) * (item (_i0) of [_ww1 v])))\n end\n set pen size to (wt)\n if <(_i9) = [0]> then\n repeat (item (_i0) of [_ww2 v])\n _printCh (item (_i1) of [_ww0 v])\n change [_x v] by (cspace)\n change [_i1 v] by (1)\n end\n else\n repeat (item (_i0) of [_ww2 v])\n _printChSl (item (_i1) of [_ww0 v])\n change [_x v] by (cspace)\n change [_i1 v] by (1)\n end\n end\n if <undl> then\n set pen size to (ul.weight)\n if <(_i0) = (firstline)> then\n go to x: (((firstx) + (ul.offset)) - ((0.13) * (_i7))) y: ((_y) + (ul.height))\n else\n go to x: ((((x) + ((al.x) * (item (_i0) of [_ww1 v]))) + (ul.offset)) - ((0.13) * (_i7))) y: ((_y) + (ul.height))\n end\n pen down\n set x to ((((_x) - (cspace)) + (ul.offset)) + ((0.13) * (_i7)))\n pen up\n end\n change [_i0 v] by (1)\n change [_i1 v] by (1)\n change [_y v] by (lspace)\nend\nif <((length of [_ww1 v]) - <(item (1) of [_ww2 v]) = [0]>) > [0]> then\n change [_y v] by ((-1) * (lspace))\nend\ndelete all of [_ww0 v]\ndelete all of [_ww1 v]\ndelete all of [_ww2 v]\n\ndefine _printCh (id)\nset [_i2 v] to (item (id) of [_chindex v])\nif <(item (_i2) of [_chdata1 v]) = [Q]> then\n repeat (item (_i2) of [_chdata0 v])\n change [_i2 v] by (1)\n go to x: ((_x) + ((_i7) * (item (_i2) of [_chdata0 v]))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n pen down\n repeat (item (_i2) of [_chdata2 v])\n change [_i2 v] by (1)\n if <(item (_i2) of [_chdata0 v]) = [L]> then\n go to x: ((x position) + ((_i7) * (item (_i2) of [_chdata1 v]))) y: ((y position) + ((_i8) * (item (_i2) of [_chdata2 v])))\n else\n set [_i3 v] to (((_i7) * (item (_i2) of [_chdata0 v])) / (_bq2))\n set [_i4 v] to ((((_i7) * (item (_i2) of [_chdata1 v])) / (_bq)) + ((_i3) / (2)))\n set [_i5 v] to (((_i8) * (item (_i2) of [_chdata2 v])) / (_bq2))\n set [_i6 v] to ((((_i8) * (item (_i2) of [_chdata3 v])) / (_bq)) + ((_i5) / (2)))\n repeat (_bq)\n go to x: ((x position) + (_i4)) y: ((y position) + (_i6))\n change [_i4 v] by (_i3)\n change [_i6 v] by (_i5)\n go to x: ((x position) + (_i4)) y: ((y position) + (_i6))\n change [_i4 v] by (_i3)\n change [_i6 v] by (_i5)\n end\n end\n end\n pen up\n end\nelse\n repeat (item (_i2) of [_chdata0 v])\n change [_i2 v] by (1)\n go to x: ((_x) + ((_i7) * (item (_i2) of [_chdata0 v]))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n pen down\n repeat (item (_i2) of [_chdata2 v])\n change [_i2 v] by (1)\n go to x: ((x position) + ((_i7) * (item (_i2) of [_chdata0 v]))) y: ((y position) + ((_i8) * (item (_i2) of [_chdata1 v])))\n end\n pen up\n end\nend\nchange [_i2 v] by (1)\nchange pen size by (1)\nrepeat (item (_i2) of [_chdata0 v])\n change [_i2 v] by (1)\n go to x: ((_x) + ((_i7) * (item (_i2) of [_chdata0 v]))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n pen down\n pen up\nend\nchange pen size by (-1)\nchange [_x v] by ((_i7) * (item (id) of [_chwidth v]))\n\ndefine _printChSl (id)\nset [_i2 v] to (item (id) of [_chindex v])\nif <(item (_i2) of [_chdata1 v]) = [Q]> then\n repeat (item (_i2) of [_chdata0 v])\n change [_i2 v] by (1)\n go to x: ((_x) + (((_i7) * (item (_i2) of [_chdata0 v])) + ((_i9) * (item (_i2) of [_chdata1 v])))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n pen down\n repeat (item (_i2) of [_chdata2 v])\n change [_i2 v] by (1)\n if <(item (_i2) of [_chdata0 v]) = [L]> then\n go to x: ((x position) + (((_i7) * (item (_i2) of [_chdata1 v])) + ((_i9) * (item (_i2) of [_chdata2 v])))) y: ((y position) + ((_i8) * (item (_i2) of [_chdata2 v])))\n else\n set [_i3 v] to ((((_i7) * (item (_i2) of [_chdata0 v])) + ((_i9) * (item (_i2) of [_chdata2 v]))) / (_bq2))\n set [_i4 v] to (((((_i7) * (item (_i2) of [_chdata1 v])) + ((_i9) * (item (_i2) of [_chdata3 v]))) / (_bq)) + ((_i3) / (2)))\n set [_i5 v] to (((_i8) * (item (_i2) of [_chdata2 v])) / (_bq2))\n set [_i6 v] to ((((_i8) * (item (_i2) of [_chdata3 v])) / (_bq)) + ((_i5) / (2)))\n repeat (_bq)\n go to x: ((x position) + (_i4)) y: ((y position) + (_i6))\n change [_i4 v] by (_i3)\n change [_i6 v] by (_i5)\n go to x: ((x position) + (_i4)) y: ((y position) + (_i6))\n change [_i4 v] by (_i3)\n change [_i6 v] by (_i5)\n end\n end\n end\n pen up\n end\nelse\n repeat (item (_i2) of [_chdata0 v])\n change [_i2 v] by (1)\n go to x: ((_x) + (((_i7) * (item (_i2) of [_chdata0 v])) + ((_i9) * (item (_i2) of [_chdata1 v])))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n pen down\n repeat (item (_i2) of [_chdata2 v])\n change [_i2 v] by (1)\n go to x: ((x position) + (((_i7) * (item (_i2) of [_chdata0 v])) + ((_i9) * (item (_i2) of [_chdata1 v])))) y: ((y position) + ((_i8) * (item (_i2) of [_chdata1 v])))\n end\n pen up\n end\nend\nchange [_i2 v] by (1)\nchange pen size by (1)\nrepeat (item (_i2) of [_chdata0 v])\n change [_i2 v] by (1)\n go to x: ((_x) + (((_i7) * (item (_i2) of [_chdata0 v])) + ((_i9) * (item (_i2) of [_chdata1 v])))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n pen down\n pen up\nend\nchange pen size by (-1)\nchange [_x v] by ((_i7) * (item (id) of [_chwidth v]))\n\ndefine Print | Pos (x) (y) Size (size) (width) Bounds (xmin) (xmax) Space (cspace) Style (weight) (slant) Underline (ul.height) (ul.weight) Align (al.x) (al.y) Text (text)\npen up\nset [_i8 v] to ((size) + ((12) * <(size) = []>))\nif <not <(_i8) > [0]>> then\n set [_x v] to ((1) * (x))\n set [_y v] to ((1) * (y))\n switch costume to ( _ v)\n stop [this script v]\nend\nset [_i7 v] to (((width) + <(width) = []>) * (_i8))\nset [_i9 v] to (([tan v] of (slant) ) * (_i8))\nset [_i2 v] to ((al.x) + (((0.5) * <(al.x) = [c]>) + <(al.x) = [r]>))\nset [_i3 v] to ((al.y) + (((0.5) * <(al.y) = [c]>) + <(al.y) = [t]>))\nset [_i4 v] to (((cspace) + <(cspace) = []>) * ((0.27) * (_i8)))\nset pen size to ((0.125) * (((weight) + <(weight) = []>) * (_i8)))\n_printText (text) ((1) * (x)) ((y) - ((_i3) * (_i8))) ((xmin) + (<(xmin) = []> * ((-1) / (0)))) ((xmax) + (<(xmax) = []> * ((1) / (0)))) (_i4) (ul.height) (((weight) + <(weight) = []>) * ((ul.weight) + <(ul.weight) = []>)) ((-1) * (_i2))\n\ndefine Print WW | Pos (x) (y) Size (size) (width) Bounds (xmin) (xmax) (ymax) (ymin) Space (cspace) (lspace) Style (weight) (slant) Underline (ul.height) (ul.weight) Align (al.x) (al.y) Text (text)\npen up\nset [_i0 v] to ((size) + ((12) * <(size) = []>))\nif <not <(_i0) > [0]>> then\n set [_x v] to ((1) * (x))\n set [_y v] to ((1) * (y))\n switch costume to ( _ v)\n stop [this script v]\nend\nset [_i0 v] to (((width) + <(width) = []>) * (_i0))\nset [_i1 v] to ((xmin) + ((-230) * <(xmin) = []>))\nset [_i2 v] to ((xmax) + ((230) * <(xmax) = []>))\nset [_i3 v] to (item (1) of [_chwidth v])\nset [_i4 v] to (((0.27) * ((cspace) + <(cspace) = []>)) / ((width) + <(width) = []>))\n_calcWW (text) (((_i2) - (_i1)) / (_i0)) (<not <(x) = []>> * (((x) - (_i1)) / (_i0))) (_i4) ((_i4) + (_i3))\nset [_i7 v] to (_i0)\nset [_i8 v] to ((size) + ((12) * <(size) = []>))\nset [_i3 v] to ((al.x) + (((0.5) * <(al.x) = [c]>) + <(al.x) = [r]>))\nset [_i0 v] to ((lspace) + <(lspace) = []>)\nif <(al.y) = []> then\n set [_i4 v] to [1]\nelse\n if <(al.y) = ((1) * (al.y))> then\n set [_i4 v] to (al.y)\n else\n if <(al.y) = [b]> then\n set [_i4 v] to ((length of [_ww1 v]) - <<(item (1) of [_ww2 v]) = [0]> and <(x) = []>>)\n else\n if <(al.y) = [c]> then\n set [_i4 v] to ((0.5) * ((((0.7) * (_i0)) / (((0.7) * (_i0)) + (1))) + ((length of [_ww1 v]) - <<(item (1) of [_ww2 v]) = [0]> and <(x) = []>>)))\n else\n set [_i4 v] to (((0.7) * (_i0)) / (((0.7) * (_i0)) + (1)))\n end\n end\n end\nend\nset [_i5 v] to ((0.1) * ((((ul.weight) + <(ul.weight) = []>) * ((weight) + <(weight) = []>)) * (_i8)))\nif <(ymax) = []> then\n set [_i6 v] to ((1) / (0))\nelse\n set [_i6 v] to ((ymax) - (_i0))\nend\nset [_i9 v] to (([tan v] of (slant) ) * (_i8))\n_printWW ((((1) - (_i3)) * (_i1)) + ((_i3) * (_i2))) (x) ((1) - <(x) = []>) ((1) * (y)) (_i6) ((ymin) + (<(ymin) = []> * ((-1) / (0)))) (((cspace) + <(cspace) = []>) * ((0.27) * (_i8))) ((_i8) * ((-1) - ((0.7) * (_i0)))) ((0.125) * (((weight) + <(weight) = []>) * (_i8))) ((ul.height) * (_i8)) (_i5) ((ul.height) * (_i9)) <not <(ul.height) = []>> ((-1) * ((_i3) * (_i7))) (_i4)\n\nwhen flag clicked\nerase all\nLoad | Font [Parabolic]\npen up\n\n@Platform\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((X) - (Scroll X - All Sprites)) ((Y) - (Scroll Y - All Sprites))\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nif <(Level - All Sprites) = [1]> then\n switch costume to (level 1 1 v)\n Clone at X [360] and Y [0]\n Clone at X [360] and Y [0]\n Clone at X [220] and Y [0]\n Clone at X [280] and Y [87]\n Clone at X [280] and Y [87]\n Clone at X [280] and Y [87]\n Clone at X [460] and Y [300]\n Clone at X [260] and Y [87]\n Clone at X [260] and Y [87]\n Clone at X [260] and Y [87]\n Clone at X [260] and Y [87]\n Clone at X [260] and Y [87]\n Clone at X [260] and Y [87]\n Clone at X [260] and Y [87]\n Clone at X [260] and Y [87]\n Clone at X [260] and Y [87]\n Clone at X [260] and Y [87]\n Clone at X [260] and Y [50]\n Clone at X [360] and Y [87]\n Clone at X [-140] and Y [340]\n Clone at X [0] and Y [-132]\nelse\n if <(Level - All Sprites) = [2]> then\n switch costume to (level 1 1 v)\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at X (x) and Y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at X [0] and Y [325]\nClone at X [450] and Y [0]\n\nswitch costume to (level 2 1 v)\nClone at X [0] and Y [325]\nClone at X [450] and Y [0]\n\nif <(Level - All Sprites) = [3]> then\n switch costume to (level 3 1 v)\nend\n\nset [coins v] to [136]\n\nset [☁ cloud - checker v] to [0]\n\n@Exit Portal\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((X) - (Scroll X - All Sprites)) ((Y) - (Scroll Y - All Sprites))\nif <<(costume [name v]) = [Open]> and <touching (player v)?>> then\n set [exit - all sprites v] to [Win]\nend\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nif <(Level - All Sprites) = [1]> then\n switch costume to (closed v)\n Clone at X [5055] and Y [2035]\nelse\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) and Y (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen flag clicked\n\nstart sound [Coin v]\n\nwhen I receive [portal open v]\nswitch costume to (open v)\n\nif <(Level - All Sprites) = [2]> then\n switch costume to (closed v)\n Clone at X [666] and Y [523]\nelse\n set [x v] to [-9999]\nend\n\nClone at X [209] and Y [39]\n\nswitch costume to (closed v)\n\nwhen I receive [timeout! v]\nhide\n\n@Connecting Status\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [connecting v]\nswitch costume to (connecting v)\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nhide\n\nwhen I receive [begin v]\ngo to [front v] layer\ngo to x: (187) y: (141)\nset size to (50) %\nswitch costume to (connected v)\nshow\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [connected v]\nplay sound [Connect v] until done\n\nwhen I receive [full v]\nswitch costume to (full v)\nstop [all v]\n\nrepeat (20)\n change [whirl v] effect by (10)\nend\nrepeat (20)\n change [whirl v] effect by (-10)\nend\nrepeat (20)\n change [whirl v] effect by (-10)\nend\nrepeat (20)\n change [whirl v] effect by (10)\nend\n\nbroadcast (Full v)\n\nwhen I receive [timeout! v]\nshow\ngo to x: (0) y: (180)\nswitch costume to (timeout detector v)\nset size to (100) %\nclear graphic effects\nrepeat until <(round (y position)) = [0]>\n go to [front v] layer\n change y by (((y position) / (10)) * (-1))\nend\nwait (1) seconds\nstart sound [Disconnect v]\nstop [all v]\n\n@Loading Animation\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]\nswitch costume to (costume2 v)\nrepeat (10)\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@Cures\n\nwhen I receive [green flag v]\nhide\ndelete all of [cure inventory v]\n\nwhen I receive [tick v]\nPosition ((X) - (Scroll X - All Sprites)) ((Y) - (Scroll Y - All Sprites))\nif <<touching (player v)?> and <(costume [number v]) = [1]>> then\n start sound [Connect v]\n if <not <[cure inventory v] contains [BlueCure]?>> then\n add [BlueCure] to [cure inventory v]\n end\n delete this clone\nelse\n if <<touching (player v)?> and <(costume [number v]) = [2]>> then\n start sound [Connect v]\n if <not <[cure inventory v] contains [RedCure]?>> then\n add [RedCure] to [cure inventory v]\n end\n delete this clone\n else\n if <<touching (player v)?> and <(costume [number v]) = [3]>> then\n start sound [Connect v]\n if <not <[cure inventory v] contains [YellowCure]?>> then\n add [YellowCure] to [cure inventory v]\n end\n delete this clone\n else\n end\n end\nend\nif <(length of [cure inventory v]) = [3]> then\n broadcast (Portal Open v)\nend\n\nwhen I receive [setup v]\nshow\nif <not <[cure inventory v] contains [BlueCure]?>> then\n switch costume to (blue cure v)\n Clone at X [4944] and Y [1890]\nend\nif <not <[cure inventory v] contains [RedCure]?>> then\n switch costume to (red cure v)\n Clone at X [731] and Y [70]\nend\nif <not <[cure inventory v] contains [YellowCure]?>> then\n switch costume to (yellow cure v)\n Clone at X [3421] and Y [819]\nend\nset [x v] to [-99999]\n\nset [coins v] to [0]\nset [collected max - all sprites v] to [0]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at X (x) and Y (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nadd [RedCure] to [cure inventory v]\n\n@Cure Status UI\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (4) layers\nhide\n\nwhen I receive [timeout! v]\nhide\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n if <(Status Button Activation - All Sprites) = [Off]> then\n change [ghost v] effect by (10)\n else\n show\n change [ghost v] effect by (-10)\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Status Button Activation - All Sprites) = [Off]> then\n change [ghost v] effect by (10)\n else\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [activate status v]\nshow\n\n@Yellow Cure Status\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\nif <[cure inventory v] contains [YellowCure]?> then\n switch costume to (costume2 v)\nelse\n switch costume to (costume1 v)\nend\n\nwhen I receive [timeout! v]\nhide\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n if <(Status Button Activation - All Sprites) = [Off]> then\n change [ghost v] effect by (10)\n else\n show\n change [ghost v] effect by (-10)\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Status Button Activation - All Sprites) = [Off]> then\n change [ghost v] effect by (10)\n else\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [activate status v]\nshow\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (4) layers\nhide\n\nwhen I receive [timeout! v]\nhide\n\nwhen I receive [winner! v]\ngo to [back v] layer\nhide\n\n@Red Cure Status\n\nwhen flag clicked\nhide\n\nwhen I receive [connected v]\nshow\n\nwhen I receive [tick v]\ngo to [front v] layer\nif <[cure inventory v] contains [RedCure]?> then\n switch costume to (costume2 v)\nelse\n switch costume to (costume1 v)\nend\n\nwhen I receive [timeout! v]\nhide\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n if <(Status Button Activation - All Sprites) = [Off]> then\n change [ghost v] effect by (10)\n else\n show\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [timeout! v]\nhide\n\nwhen flag clicked\nhide\nforever\n if <(Status Button Activation - All Sprites) = [Off]> then\n change [ghost v] effect by (10)\n else\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [activate status v]\nshow\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (4) layers\nhide\n\nwhen I receive [winner! v]\ngo to [back v] layer\nhide\n\n@Blue Cure Status\n\nwhen flag clicked\nhide\n\nwhen I receive [connected v]\nshow\n\nwhen I receive [tick v]\ngo to [front v] layer\nif <[cure inventory v] contains [BlueCure]?> then\n switch costume to (costume2 v)\nelse\n switch costume to (costume1 v)\nend\n\nwhen I receive [timeout! v]\nhide\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n if <(Status Button Activation - All Sprites) = [Off]> then\n change [ghost v] effect by (10)\n else\n show\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [timeout! v]\nhide\n\nwhen flag clicked\nhide\nforever\n if <(Status Button Activation - All Sprites) = [Off]> then\n change [ghost v] effect by (10)\n else\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [activate status v]\nshow\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (4) layers\nhide\n\nwhen I receive [winner! v]\ngo to [back v] layer\nhide\n\n@Chat UI\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nhide\nclear graphic effects\nset [ghost v] effect to (100)\n\nwhen I receive [begin v]\nshow\n\nwhen I receive [chat open... v]\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [chat close! v]\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [timeout! v]\nhide\n\n@Spikes\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((X) - (Scroll X - All Sprites)) ((Y) - (Scroll Y - All Sprites))\nif <touching (player v)?> then\n change [spikes v] by (1)\n set [exit - all sprites v] to [Die!]\nend\n\nwhen I receive [setup v]\nhide\ngo to [back v] layer\npoint in direction (90)\nset [spikes - all sprites v] to [0]\nset [y v] to [0]\nif <(Level - All Sprites) = [1]> then\n switch costume to (spike v)\n Clone at X [54] and Y [24]\n Clone at X [250] and Y [24]\n Clone at X [726] and Y [24]\n Clone at X [2499] and Y [700]\n Clone at X [3019] and Y [875]\n Clone at X [3535] and Y [1050]\nend\nset [x v] to [-9999]\n\nset [coins v] to [0]\n\nset [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 [reset v]\ndelete this clone\n\ndefine Clone at X (x) and Y (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [spikes - all sprites v] by (1)\ncreate clone of (_myself_ v)\n\nchange [x v] by (x)\nchange [y v] by (y)\n\nstart sound [Coin v]\n\nrepeat (2)\ndelete this clone\n\nchange size by (-10)\n\n@Checkpoint\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((X) - (Scroll X - All Sprites)) ((Y) - (Scroll Y - All Sprites))\n\nwhen I receive [setup v]\nhide\ngo to [back v] layer\nset [x v] to [0]\nset [y v] to [0]\nif <(Level - All Sprites) = [1]> then\n switch costume to (spike v)\n Clone at X [629] and Y [19]\n Clone at X [2035] and Y [437]\n Clone at X [5362] and Y [1560]\nend\nset [x v] to [-9999]\n\nset [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\n if <touching (player v)?> then\n set [checkpoint x - all sprites v] to (X)\n set [checkpoint y - all sprites v] to ((Y) + (120))\n end\n if <<(Checkpoint X - All Sprites) = (X)> and <(Checkpoint Y - All Sprites) = ((Y) + (120))>> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at X (x) and Y (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [checkpoint x - all sprites v] to [0]\nset [checkpoint y - all sprites v] to [90]\n\n@Coins\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((X) - (Scroll X - All Sprites)) ((Y) - (Scroll Y - All Sprites))\nif <touching (player v)?> then\n start sound [Collect v]\n broadcast (boing v)\n change [coins v] by (1)\n delete this clone\nend\n\nset [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\ndefine Clone at X (x) and Y (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max - all sprites v] by (1)\ncreate clone of (_myself_ v)\n\nchange [x v] by (x)\nchange [y v] by (y)\n\nwhen flag clicked\npoint in direction (90)\nset size to (100) %\nset [ghost v] effect to (0)\nhide\nset [coins v] to [0]\nset [collected max - all sprites v] to [0]\nset [y v] to [0]\nif <(Level - All Sprites) = [1]> then\n switch costume to (coin 2.0 v)\n Clone at X [123] and Y [33]\n Clone at X [159] and Y [33]\n Clone at X [194] and Y [33]\n Clone at X [554] and Y [33]\n Clone at X [590] and Y [33]\n Clone at X [626] and Y [33]\n Clone at X [809] and Y [81]\n Clone at X [809] and Y [121]\n Clone at X [809] and Y [161]\n Clone at X [809] and Y [201]\n Clone at X [809] and Y [241]\n Clone at X [906] and Y [299]\n Clone at X [941] and Y [299]\n Clone at X [977] and Y [299]\n Clone at X [1013] and Y [299]\n Clone at X [1049] and Y [299]\n Clone at X [1085] and Y [299]\n Clone at X [1121] and Y [299]\n Clone at X [1156] and Y [299]\n Clone at X [1192] and Y [299]\n Clone at X [1668] and Y [468]\n Clone at X [1706] and Y [468]\n Clone at X [1744] and Y [468]\n Clone at X [1826] and Y [468]\n Clone at X [1782] and Y [468]\nend\nset [x v] to [-9999]\n\n@Parralax Background\n\nwhen I receive [tick v]\nGo to (((((@ID) * (480)) - ((Scroll X - All Sprites) / (6))) mod (960)) - (480)) (Y_SHAKE)\n\nwhen I start as a clone\npoint in direction (90)\nset [ghost v] effect to (0)\nset [@id v] to [0]\nswitch costume to (item0 v)\nhide\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\ngo to [back v] layer\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nset [@id v] to [-1]\nswitch costume to (item1 v)\n\nwhen flag clicked\nset [jump boost! v] to [0]\nset [speed boost! v] to [0]\nset [newskin - all sprites v] to [0]\n\n@Notification Center\n\nwhen I receive [tick v]\ngo to [front v] layer\n\nwhen flag clicked\nshow\ngo to x: (0) y: (55)\nset [ghost v] effect to (100)\n\nwhen I receive [purchased v]\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nswitch costume to (buy v)\ngo to x: (0) y: (55)\nrepeat until <(y position) < [5]>\n change [ghost v] effect by (-8)\n change y by (((2) - (y position)) / (7))\nend\nwait (3) seconds\nrepeat until <(y position) > [53]>\n change y by (((y position) + (3)) / (7))\n change [ghost v] effect by (8)\nend\nset y to (55)\n\n@Intro\n\nwhen flag clicked\nset volume to (100) %\nhide\nstart sound [ Amadeus-Exodia2 v]\nbroadcast (Intro Start v)\nset [clone v] to [L1]\ncreate clone of (_myself_ v)\nwait (.05) seconds\nset [clone v] to [L2]\ncreate clone of (_myself_ v)\nwait (.05) seconds\nset [clone v] to [L3]\ncreate clone of (_myself_ v)\nwait (.05) seconds\nset [clone v] to [L4]\ncreate clone of (_myself_ v)\nwait (.05) seconds\nset [clone v] to [L5]\ncreate clone of (_myself_ v)\nwait (.05) seconds\nwait (3) seconds\nset [clone v] to [Logo]\ncreate clone of (_myself_ v)\nrepeat (20)\n change volume by (-5)\nend\nstop all sounds\n\nwhen I start as a clone\nif <<(letter (1) of (Clone)) = [L]> and <(length of (Clone)) = [2]>> then\n point in direction (-135)\n set [ghost v] effect to (100)\n set size to (0) %\n set y to (-1000)\n switch costume to (letter (2) of (Clone))\n set x to (((letter (2) of (Clone)) * (40)) - (120))\n repeat until <(round (y position)) = [0]>\n turn right (((90) - (direction)) * (.15)) degrees\n change y by (((0) - (y position)) * (.15))\n change [ghost v] effect by (-10)\n change size by (((150) - (size)) * (.15))\n end\n set [xv v] to [8]\n wait (.2) seconds\n repeat until <(x position) < [-99]>\n change x by (XV)\n change [xv v] by (-1)\n end\n repeat (10)\n change x by (XV)\n change [xv v] by (-1)\n change [ghost v] effect by (20)\n end\n set x to (200)\n set [xv v] to [-10]\n repeat until <(x position) < [-90]>\n change [ghost v] effect by (-30)\n change x by (XV)\n change [xv v] by (-1)\n end\n repeat (10)\n change x by (XV)\n change [xv v] by (-1)\n change [ghost v] effect by (20)\n end\n delete this clone\nend\n\nwhen I start as a clone\nshow\n\nwhen I start as a clone\nif <(Clone) = [Back]> then\n go to x: (0) y: (0)\n go to [back v] layer\n switch costume to (back v)\nend\n\nwhen flag clicked\nset [clone v] to [Back]\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nif <(Clone) = [Logo]> then\n point in direction (-135)\n set [ghost v] effect to (100)\n set size to (0) %\n set y to (0)\n switch costume to (logo v)\n set x to (0)\n repeat until <(round (size)) = [450]>\n turn right (((90) - (direction)) * (.15)) degrees\n change y by (((0) - (y position)) * (.15))\n change [ghost v] effect by (-20)\n change size by (((450) - (size)) * (.15))\n end\n wait (.1) seconds\n set [clone v] to [Transition1]\n create clone of (_myself_ v)\n set [clone v] to [Transition2]\n create clone of (_myself_ v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Transition1]> then\n go to [front v] layer\n point in direction (-135)\n set [ghost v] effect to (100)\n set [ghost v] to [100]\n set size to (100) %\n set y to (0)\n switch costume to (back v)\n set x to (-1000)\n repeat until <(round (Ghost)) = [35]>\n go to [front v] layer\n change [ghost v] by (((35) - (Ghost)) * (.2))\n turn right (((90) - (direction)) * (.15)) degrees\n change x by (((0) - (x position)) * (.15))\n set [ghost v] effect to (Ghost)\n end\n broadcast (End v)\nend\n\nwhen I start as a clone\nif <(Clone) = [Transition2]> then\n go to [front v] layer\n point in direction (-135)\n set [ghost v] effect to (100)\n set [ghost v] to [100]\n set size to (100) %\n set y to (0)\n switch costume to (back v)\n set x to (1000)\n repeat until <(round (Ghost)) = [35]>\n go to [front v] layer\n change [ghost v] by (((35) - (Ghost)) * (.2))\n turn right (((90) - (direction)) * (.15)) degrees\n change x by (((0) - (x position)) * (.15))\n set [ghost v] effect to (Ghost)\n end\nend\n\nwhen I receive [end v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (Start Connection v)\nstop all sounds\ndelete this clone\n\n@Shop Button UI\n\nwhen I start as a clone\nforever\n set [ghost v] effect to (0)\n switch costume to (back v)\n change size by (((100) - (size)) * (0.2))\n if <touching (mouse-pointer v)?> then\n change size by (5)\n if <mouse down?> then\n change size by (5)\n end\n end\nend\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nforever\n if <(Shop Activation - All Sprites) = [On]> then\n change x by (((-220) - (x position)) * (.2))\n change y by (((-94) - (y position)) * (.2))\n else\n change x by (((-140) - (x position)) * (.2))\n change y by (((155) - (y position)) * (.2))\n end\nend\n\nwhen flag clicked\nset [shop activation - all sprites v] to [Off]\n\nwhen I receive [intro start v]\nhide\n\nwhen I receive [begin v]\nshow\n\nwhen I receive [begin v]\ngo to x: (0) y: (0)\nforever\n if <(Shop Activation - All Sprites) = [On]> then\n change x by (((-220) - (x position)) * (.2))\n change y by (((-94) - (y position)) * (.2))\n else\n change x by (((-140) - (x position)) * (.2))\n change y by (((155) - (y position)) * (.2))\n end\nend\n\nwhen I receive [begin v]\nforever\n switch costume to (back v)\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n broadcast (Activate Shop v)\n if <(Shop Activation - All Sprites) = [On]> then\n set [shop activation - all sprites v] to [Off]\n else\n set [shop activation - all sprites v] to [On]\n end\n end\n wait until <not <mouse down?>>\n end\n if <(Shop Activation - All Sprites) = [On]> then\n switch costume to (exit v)\n set [status button activation - all sprites v] to [Off]\n else\n switch costume to (shop v)\n end\nend\n\nwhen I receive [begin v]\ncreate clone of (_myself_ v)\nset [cloneid v] to []\nforever\n switch costume to (back v)\n change size by (((100) - (size)) * (0.2))\n if <touching (mouse-pointer v)?> then\n change size by (7)\n if <mouse down?> then\n change size by (10)\n end\n end\n if <(Shop Activation - All Sprites) = [On]> then\n switch costume to (exit v)\n else\n switch costume to (shop v)\n end\nend\n\nwhen I receive [close shop v]\ngo to x: (0) y: (0)\nchange x by (((-198) - (x position)) * (.2))\nchange y by (((-160) - (y position)) * (.2))\n\n@Shop Mode Bar\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n if <(Shop Activation - All Sprites) = [Off]> then\n change [ghost v] effect by (10)\n else\n show\n change [ghost v] effect by (-10)\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Shop Activation - All Sprites) = [Off]> then\n change [ghost v] effect by (10)\n else\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [activate shop v]\nshow\n\nwhen I receive [winner! v]\ngo to [back v] layer\nhide\n\n@Speed Boost - Item\n\nwhen flag clicked\nswitch costume to (locked v)\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to x: (-115) y: (-157)\n go to [front v] layer\n switch costume to (locked v)\n change size by (((100) - (size)) * (.2))\n if <touching (mouse-pointer v)?> then\n change size by (3)\n broadcast (Show Jump Boost Info v)\n if <mouse down?> then\n change size by (3)\n end\n end\n if <(Bought?) = [true]> then\n switch costume to (bought v)\n else\n switch costume to (locked v)\n end\nend\n\nwhen flag clicked\nset [bought? v] to [false]\nset [speed boost! v] to [0]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(Bought?) = [false]> then\n if <(Coins) > [49]> then\n set [speed boost! v] to [1]\n switch costume to (bought v)\n set [bought? v] to [true]\n change [coins v] by (-50)\n wait until <not <mouse down?>>\n broadcast (Purchased v)\n end\n else\n set [speed boost! v] to [1]\n end\n end\nend\n\nset [bought? v] to [0]\n\nwhen flag clicked\nforever\n if <<not <touching (mouse-pointer v)?>> and <mouse down?>> then\n change [ghost v] effect by (10)\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Shop Activation - All Sprites) = [Off]> then\n hide\n change [ghost v] effect by (10)\n else\n show\n change [ghost v] effect by (-10)\n end\nend\n\n\n\nwhen I receive [begin v]\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <(Bought?) = [false]> then\n switch costume to (locked v)\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [tick v]\nif <not <touching (mouse-pointer v)?>> then\n broadcast (Hide Jump Boost Info v)\nend\n\n@Jump Boost - Item\n\nwhen flag clicked\nswitch costume to (locked v)\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to x: (-215) y: (-157)\n go to [front v] layer\n switch costume to (locked v)\n change size by (((100) - (size)) * (.2))\n if <touching (mouse-pointer v)?> then\n change size by (3)\n broadcast (Show Jump Boost Info v)\n if <mouse down?> then\n change size by (3)\n end\n end\n if <(Bought?) = [true]> then\n switch costume to (bought v)\n else\n switch costume to (locked v)\n end\nend\n\nwhen flag clicked\nset [bought? v] to [false]\nset [jump boost! v] to [0]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(Bought?) = [false]> then\n if <(Coins) > [19]> then\n set [jump boost! v] to [1]\n switch costume to (bought v)\n set [bought? v] to [true]\n change [coins v] by (-20)\n wait until <not <mouse down?>>\n broadcast (Purchased v)\n end\n else\n set [jump boost! v] to [1]\n end\n end\nend\n\nset [bought? v] to [0]\n\nwhen flag clicked\nforever\n if <<not <touching (mouse-pointer v)?>> and <mouse down?>> then\n change [ghost v] effect by (10)\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Shop Activation - All Sprites) = [Off]> then\n hide\n change [ghost v] effect by (10)\n else\n show\n change [ghost v] effect by (-10)\n end\nend\n\n\n\nset [coins v] to [120]\n\nwhen I receive [begin v]\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <(Bought?) = [false]> then\n switch costume to (locked v)\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [tick v]\nif <not <touching (mouse-pointer v)?>> then\n broadcast (Hide Jump Boost Info v)\nend\n\nset [coins v] to [80]\n\n@New Skin - Item\n\nwhen flag clicked\nswitch costume to (locked v)\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to x: (-15) y: (-157)\n go to [front v] layer\n switch costume to (locked v)\n change size by (((100) - (size)) * (.2))\n if <touching (mouse-pointer v)?> then\n change size by (3)\n broadcast (Show Jump Boost Info v)\n if <mouse down?> then\n change size by (3)\n end\n end\n if <(Bought?) = [true]> then\n switch costume to (bought v)\n else\n switch costume to (locked v)\n end\nend\n\nwhen flag clicked\nset [bought? v] to [false]\nset [newskin - all sprites v] to [0]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(Bought?) = [false]> then\n if <(Coins) > [49]> then\n set [newskin - all sprites v] to [1]\n switch costume to (bought v)\n set [bought? v] to [true]\n change [coins v] by (-50)\n wait until <not <mouse down?>>\n broadcast (Purchased v)\n end\n else\n set [jump boost! v] to [1]\n end\n end\nend\n\nset [bought? v] to [0]\n\nwhen flag clicked\nforever\n if <<not <touching (mouse-pointer v)?>> and <mouse down?>> then\n change [ghost v] effect by (10)\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Shop Activation - All Sprites) = [Off]> then\n hide\n change [ghost v] effect by (10)\n else\n show\n change [ghost v] effect by (-10)\n end\nend\n\n\n\nset [coins v] to [150]\n\nwhen I receive [begin v]\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <(Bought?) = [false]> then\n switch costume to (locked v)\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [tick v]\nif <not <touching (mouse-pointer v)?>> then\n broadcast (Hide Jump Boost Info v)\nend\n\nset [coins v] to [80]\n\n@Coins UI\n\nwhen I start as a clone\nshow\nset [brightness v] effect to (0)\nforever\n flote direction: [90] size: [160] Y position: [155]\n show\n go to [back v] layer\n if <(length of (Display)) < (Digit)> then\n hide\n else\n show\n switch costume to (letter (Digit) of (Display))\n end\nend\n\ndefine flote direction: (d) size: (s) Y position: (y)\nswitch costume to (10 v)\nset [d v] to (((d) * (.5)) + ((((d) + ((10) * ([sin v] of ((Ticc) * (5)) ))) - (direction)) * (.5)))\nset [y v] to ((y) + (([cos v] of (((timer) - ((Digit) / (12.4))) * (210)) ) * (3)))\nif <touching (mouse-pointer v)?> then\n set [s v] to (((s) * (0.7)) + (((((s) - (-20)) + ((2) * ([sin v] of ((Ticc) * (9)) ))) - (size)) * (0.2)))\n if <mouse down?> then\n change size by (5)\n end\nelse\n set [s v] to (((s) * (0.7)) + ((((s) + ((2) * ([sin v] of ((Ticc) * (9)) ))) - (size)) * (0.2)))\nend\nturn right (d) degrees\nchange size by (s)\nset y to (y)\n\nset size to (175) %\n\nwhen I receive [tick v]\nset [display v] to (Coins)\n\nwhen I receive [boing v]\nchange size by (-50)\n\nwhen flag clicked\ngo to x: (195) y: (0)\nset [digit v] to [0]\nrepeat (15)\n change [digit v] by (1)\n create clone of (_myself_ v)\n change x by (17)\nend\n\nwhen I receive [mega boing v]\npoint in direction (0)\nchange size by (150)\nchange [ghost v] effect by (100)\n\nset [coins v] to [999]\n\nwhen flag clicked\nforever\nend\n\n@Lava\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((X) - (Scroll X - All Sprites)) ((Y) - (Scroll Y - All Sprites))\n\nwhen I receive [setup v]\nhide\ngo to [back v] layer\nset [y v] to [0]\nset [x v] to [0]\nswitch costume to (level 1 1 v)\nClone at X [357] and Y [-165]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at X (x) and Y (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\nClone at X [0] and Y [325]\nClone at X [450] and Y [0]\n\nswitch costume to (level 2 1 v)\nClone at X [0] and Y [325]\nClone at X [450] and Y [0]\n\nif <(Level - All Sprites) = [3]> then\n switch costume to (level 3 1 v)\nend\n\nwhen I receive [begin v]\nforever\n repeat (20)\n change [y v] by (1)\n end\n repeat (20)\n change [y v] by (-1)\n end\nend\n\n@Text\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((X) - (Scroll X - All Sprites)) ((Y) - (Scroll Y - All Sprites))\n\nwhen I receive [setup v]\nset [y v] to [0]\nset [x v] to [0]\nClone At X: [-9] Y: [162] with costume number: [1]\nClone At X: [481] Y: [151] with costume number: [2]\nClone At X: [5616] Y: [1757] with costume number: [3]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At X: (x) Y: (y) with costume number: (costume #)\nswitch costume to (costume #)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\ngo to [back v] layer\n\nset [coins v] to [134]\n\n@New Scratcher Detector\n\ndefine Internet Connection → check if connected\nset [connected? v] to (timer)\nset [internet? v] to (join (Internet?) [ ])\nspeak (Internet?)::tts\nset [connected? v] to <((timer) - (Connected?)) > [0.1]>\n\nset [☁ cloud - checker v] to [0]\n\nwhen I start as a clone\nclear graphic effects\nswitch costume to (detection start v)\ngo to [front v] layer\nwait until <(Variable) = [1]>\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [begin v]\ngo to [front v] layer\nwait (2) seconds\nset [variable v] to []\ncreate clone of (_myself_ v)\nInternet Connection → check if connected\nif <<(username) = [Pavan2007]> and <not <(☁ Cloud - Checker) = [1]>>> then\n show variable [☁ cloud - checker v]\n set [☁ cloud - checker v] to [1]\nend\nif <not <(Connected?) = [1]>> then\n switch costume to (no internet v)\n set [variable v] to [1]\n stop [this script v]\nend\nif <(username) = []> then\n switch costume to (no account v)\n set [variable v] to [1]\n stop [this script v]\nend\nif <(☁ Cloud - Checker) = [1]> then\n switch costume to (scratcher v)\nelse\n switch costume to (new scratcher v)\nend\nset [variable v] to [1]\n\nwhen I receive [begin v]\nforever\n if <(costume [number v]) = [1]> then\n wait (1.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n else\n clear graphic effects\n show\n end\nend\n\nwhen flag clicked\nswitch costume to (na v)\n\nwhen flag clicked\nset [pitch v] effect to (0)\nset volume to (0) %\n\n@Status Button UI\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(Status Button Activation - All Sprites) = [On]> then\n if <(Shop Activation - All Sprites) = [On]> then\n broadcast (Close Shop v)\n change x by (((203) - (x position)) * (.2))\n change y by (((155) - (y position)) * (.2))\n else\n change x by (((203) - (x position)) * (.2))\n change y by (((155) - (y position)) * (.2))\n end\n else\n change x by (((-198) - (x position)) * (.2))\n change y by (((155) - (y position)) * (.2))\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (back v)\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n broadcast (Activate Status v)\n if <(Status Button Activation - All Sprites) = [On]> then\n set [status button activation - all sprites v] to [Off]\n else\n set [status button activation - all sprites v] to [On]\n end\n end\n wait until <not <mouse down?>>\n end\n if <(Status Button Activation - All Sprites) = [On]> then\n switch costume to (exit v)\n else\n switch costume to (shop v)\n end\nend\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nset [cloneid v] to []\nforever\n switch costume to (back v)\n change size by (((100) - (size)) * (0.2))\n if <touching (mouse-pointer v)?> then\n change size by (7)\n if <mouse down?> then\n change size by (10)\n end\n end\n if <(Status Button Activation - All Sprites) = [On]> then\n switch costume to (exit v)\n else\n switch costume to (shop v)\n end\nend\n\nwhen I start as a clone\nforever\n set [ghost v] effect to (0)\n switch costume to (back v)\n change size by (((100) - (size)) * (0.2))\n if <touching (mouse-pointer v)?> then\n change size by (5)\n if <mouse down?> then\n change size by (5)\n end\n end\nend\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nforever\n if <(Status Button Activation - All Sprites) = [On]> then\n if <(Shop Activation - All Sprites) = [On]> then\n broadcast (Close Shop v)\n change x by (((203) - (x position)) * (.2))\n change y by (((155) - (y position)) * (.2))\n else\n change x by (((203) - (x position)) * (.2))\n change y by (((155) - (y position)) * (.2))\n end\n else\n change x by (((-198) - (x position)) * (.2))\n change y by (((155) - (y position)) * (.2))\n end\nend\n\nwhen flag clicked\nset [status button activation - all sprites v] to [Off]\n\nwhen I receive [intro start v]\nhide\n\nwhen I receive [begin v]\nshow\n\nset [shop activation - all sprites v] to [Off]\n\n@AC\n\nwhen I receive [connected v]\nshow\nclear graphic effects\ngo to x: (-188) y: (-154)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-25)\n change size by (((140) - (size)) / (4))\n if <mouse down?> then\n broadcast (does nothing v)\n repeat (10)\n change y by (10)\n end\n end\n else\n set [brightness v] effect to (3)\n change size by (((100) - (size)) / (4))\n end\nend\n\nwhen flag clicked\nhide\nset [vip pass v] to [Unavailable :-\(]\nset [code v] to [0]\nwait (1) seconds\nset [code v] to (pick random (1000) to (99999))\n\nwhen this sprite clicked\nwait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\nif <<<<<(username) = [Cheese_Is_Cheesy]> or <(username) = [Rexylium]>> or <(username) = [Pavan2007]>> or <(username) = [PrimeGuy_1001]>> or <(username) = [Ultracool2708RBLX_8]>> then\n set [vip pass v] to [Owned]\n broadcast (Activate VIP Pass v)\nelse\n ask [Enter VIP Code] and wait\n if <(answer) = (Code)> then\n set [vip pass v] to [Owned]\n broadcast (Activate VIP Pass v)\n else\n repeat (10)\n change y by (-10)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(VIP Pass) = [Owned]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n end\nend\n\nwhen I receive [connected v]\nwait (60) seconds\nhide\n\nwhen I receive [timeout! v]\nhide\n\nwhen I receive [activate vip pass v]\nif <(VIP Pass) = [Owned]> then\n change [coins v] by (50)\nend\n\nwhen I receive [begin v]\nwait (20) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Thumbnail\n\nwhen flag clicked\nshow\nclear graphic effects\ngo to [front v] layer\nwait (0.7) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nforever\n set [timer2 v] to ((timer) + (0.1))\nend\n\nwhen [timer v] > (Timer2)\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nshow\nswitch costume to (blank v)\nset size to (150) %\nswitch costume to (thumbnail v)\nrepeat until <(size) < [101]>\n go to [front v] layer\n switch costume to (blank v)\n change size by (((100) - (size)) / (7))\n switch costume to (thumbnail v)\n change [ghost v] effect by (-5)\n set x to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\n set y to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\nend\ngo to x: (0) y: (0)\nstop [all v]\n\n@Random Words\n\nwhen flag clicked\nhide\n\nwhen I receive [connecting v]\nshow\ngo to x: (0) y: (0)\nforever\n show\n go to [front v] layer\n switch costume to (pick random (1) to (20))\n wait (0.5) seconds\n switch costume to (pick random (1) to (20))\n wait (0.2) seconds\n switch costume to (pick random (1) to (20))\n wait (0.8) seconds\n switch costume to (pick random (1) to (20))\n wait (1) seconds\n switch costume to (pick random (1) to (20))\n wait (0.01) seconds\n switch costume to (pick random (1) to (20))\n wait (0.2) seconds\n switch costume to (pick random (1) to (20))\n wait (0.2) seconds\n switch costume to (pick random (1) to (20))\n wait (0.2) seconds\n switch costume to (pick random (1) to (20))\n wait (0.2) seconds\n switch costume to (pick random (1) to (20))\n wait (0.2) seconds\n switch costume to (pick random (1) to (20))\n wait (0.01) seconds\n switch costume to (pick random (1) to (20))\n wait (0.01) seconds\n switch costume to (loading screen 21 v)\n wait (2) seconds\nend\n\nwhen I receive [begin v]\nhide\nstop [other scripts in sprite v]\n\n@Love and Favourite 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 [begin 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\nwait (1) seconds\nshow variable [code v]\nwait (1) seconds\nhide variable [code v]\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I receive [playgame! v]\nhide\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\nhide variable [code v]\n\nset [loved__ v] to [1]\nset [faved___ v] to [1]\n\nset [loved__ v] to [0]\nset [faved___ v] to [0]\n\n@ScreenUI\n\nwhen flag clicked\nhide\n\nwhen I receive [winner! v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nshow\nswitch costume to (blank v)\nset size to (150) %\nswitch costume to (win screen! v)\nrepeat until <(size) < [101]>\n go to [front v] layer\n switch costume to (blank v)\n change size by (((100) - (size)) / (7))\n switch costume to (win screen! v)\n change [ghost v] effect by (-5)\n set x to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\n set y to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\nend\ngo to x: (0) y: (0)\n\n@notes\n\nwhen flag clicked\nhide\nclear graphic effects\nswitch costume to (dedication v)\ngo to x: (0) y: (0)\nset [id v] to [1]\n\nwhen I receive [winner! v]\nif <(id) = [1]> then\n wait (2) seconds\n go to [front v] layer\n set size to (100) %\n go to x: (-170) y: (180)\n hide\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n repeat until <(round (y position)) = [60]>\n go to [front v] layer\n change y by ((y position) / (-60))\n end\n change [id v] by (1)\n create clone of (_myself_ v)\nend\nif <(id) = [2]> then\n switch costume to (lovefavefollow v)\n hide\n go to [front v] layer\n set size to (100) %\n go to x: (170) y: (180)\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n repeat until <(round (y position)) = [60]>\n go to [front v] layer\n change y by ((y position) / (-60))\n end\nend\nbroadcast (icon animations v)\n\nwhen I receive [timeout v]\nhide\n\nwhen I receive [timeout v]\nforever\n hide\nend\n\nwhen I start as a clone\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(round (size)) = [150]>\n change size by (((150) - (size)) / (5))\n end\n else\n repeat until <(round (size)) = [120]>\n change size by (((120) - (size)) / (5))\n end\n end\nend\n\n
⚕The Cure⚕\n ☁A Multiplayer Scrolling Platformer☁\n\nFor some reason, this is the most popular game that I have made! If you want to play more awesome games like this, drop a follow!\n\nIn 2020, a huge pandemic spread across the entire world. It was a very deadly virus called COVID-19. Even in early 2021, no cure has been 100% successful to cure this virus. This project was made to give hope to all! We can survive this pandemic and we WILL fight back! Let's all hope we can defeat this pandemic and live in peace! \n\n(The prologue above is for the future children if they come across this!)\n\nGame:\nFind all the three cures and return it to the portal to save the WORLD!\n\nIf you enjoyed, please love ❤️ and favourite ⭐ the game!\n\nInstructions:\nFind the three main cures to cure the ongoing pandemic! If you find all of them, you have saved the world from COVID-19! Watch out for the guardians!\n\n ✨How to Play✨\n➜ Collect Coins that can be used to buy useful items from the shop!\n➜ Press [T] or [C] to open safe chat and press numbers 1-9 to choose your phrase!\n➜ Press [N] to activate or deactivate name showing so that you can see who is playing with you!\n\nFeatures:\n➜ Supports up to 7 players! (Cuz why not)\n➜ Auto Joining/Leaving\n➜ Session Timeout after 60 seconds of inactivity.\n➜ Friendly and Clean UI\n\nCredits:\n➜ Thanks to @Cloud-Multiplayer for detection engine!\n➜ Thanks to @Sk0nk for intro and numbers!\n➜ Thanks to @StratfordJames for some art and shake script!\n➜ Thanks to @OverheatedStudios for death animation!\n➜ Thanks to @griffpatch for his tutorials!\n\n\nFamous Loves/Faves/Comments:\n@PrimeGuy_1001\n\nTesters:\n@Ultracool2708RBLX_8\n@PrimeGuy_1001 (Epec Gamr)\n\n\nI started working on this project on August 24th 2020 when this pandemic was a HUGE problem! I had made a lot of progress before I started getting less motivation to do this and got tired of working on this. I found this sitting at the bottom of my unshared projects so I decided to refresh it and revamp it before releasing it! Here it is!\n\nIf you read all this way then comment "We will beat this pandemic!"\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nTags from the Yeeyeejuiceman\n#games #art #all
Around the world a mobile friendly platformer
@Stage\n\nwhen I receive [done intro v]\nforever\n play sound [Unlimited v] until done\nend\n\n@welcome\n\nwhen flag clicked\nhide variable [☁ could v]\nchange [☁ could v] by (1)\n\n@level\n\nwhen flag clicked\ngo to [front v] layer\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\nwhen I receive [done intro v]\nshow\n\n@intro\n\ndefine Smooth glide to x: (x:) y: (y) size: (size) direction (direction) smoothness: (speed)\nrepeat until <<(round (x position)) = (x:)> and <<(round (y position)) = (y)> and <<(round (size)) = (size)> and <(round (direction)) = (direction)>>>>\n change x by (((x:) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n change size by (((size) - (size)) / (speed))\n turn right (((direction) - (direction)) / (speed)) degrees\nend\n\ndefine Cool turning!\nrepeat (60)\n point in direction ((([tan v] of (turn) ) * (13)) + (90))\n change y by (([sin v] of (turn) ) * (3))\n change [turn v] by (5)\nend\n\nwhen flag clicked\nhide\nset [clone id v] to [1]\nrepeat (4)\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 switch costume to (marshy v)\n show\n go to [front v] layer\n go to x: (-280) y: (0)\n set size to (50) %\n Smooth glide to x: [0] y: [0] size: [100] direction [90] smoothness: [10]\n Cool turning!\n point in direction (90)\nend\nif <(clone ID) = [2]> then\n wait (4) seconds\n switch costume to (mallo v)\n show\n go to [front v] layer\n go to x: (0) y: (200)\n Smooth glide to x: [0] y: [-150] size: [100] direction [90] smoothness: [10]\nend\nif <(clone ID) = [3]> then\n switch costume to (backround v)\n show\n go to [back v] layer\n set [xposition v] to [480]\n set [xposition v] to [0]\n go to x: (Xposition) y: (ypostion)\n forever\n change [xposition v] by (-10)\n go to x: (Xposition) y: (ypostion)\n end\nend\nif <(clone ID) = [4]> then\n wait (6.32) seconds\n switch costume to (end v)\n show\n go to [front v] layer\n go to x: (0) y: (431)\n repeat (60)\n change y by ((y position) / (-5))\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen I receive [done intro v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nplay sound [5 sec Intro Music v] until done\nplay sound [Bite v] until done\n\nwhen flag clicked\nwait (8.5) seconds\nbroadcast (Done intro v)\nhide\n\nwhen flag clicked\ngo to [front v] layer\n\n@player\n\ndefine Tick\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xv v] by (-1)\nend\nchange x by (Xv)\nset [xv v] to ((Xv) * (0.9))\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 x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n set [yv v] to [15]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange [yv v] by (-1)\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 (-1)\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <touching (level v)?> then\n set [yv v] to [13]\n end\nend\nchange y by (1)\nif <(x position) > [240]> then\n go to x spawn y spawn\n change [level v] by (1)\nend\n\nwhen I receive [tick v]\nTick\n\nwhen flag clicked\nhide\n\nwhen I receive [done intro v]\ngo to [front v] layer\nshow\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n broadcast (tick v)\nend\n\ndefine go to x spawn y spawn\ngo to x: (-198) y: (-101)\n\nwhen flag clicked\ngo to x spawn y spawn\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n if <touching color (#ffd166)?> then\n set [yv v] to [20]\n start sound [Big Boing v]\n end\n if <touching color (#ff6666)?> then\n go to x spawn y spawn\n start sound [Hurt v]\n end\n if <touching (sprite1 v)?> then\n go to x spawn y spawn\n start sound [Hurt v]\n end\nend\n\n@backround\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\ngo to [back v] layer\nforever\n go to x: (([x position v] of [player v]) / (10)) y: (([y position v] of [player v]) / (10))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [done intro v]\nshow\n\n@death\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\n@Sprite1\n\ndefine Go to X: (x) Y: (y) shoot with speed (speed)\nshow\ngo to x: (x) y: (y)\nrepeat until <touching (_edge_ v)?>\n change x by (speed)\n if <touching (_edge_ v)?> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n repeat until <not <(level) = [5]>>\n show\n go to [front v] layer\n Go to X: [200] Y: [0] shoot with speed [-5]\n end\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\nwhen flag clicked\nhide\nforever\n if <not <(level) = [5]>> then\n hide\n end\nend\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: (0) y: (0)\nend\n\n
Fall Guys || A Mobile Friendly Platformer #Games #Music #Art
@Stage\n\nwhen flag clicked\nswitch backdrop to (pinkclouds v)\nforever\n play sound [Everybody Falls v] until done\n play sound [Fall 'N' Roll - Race & Logic v] until done\n play sound [Survive the Fall - Hunt & Team v] until done\n play sound [Final Fall - Final v] until done\n play sound [Fall for the Team v] until done\nend\n\nwait (1) seconds\n\nwhen I receive [next level v]\nnext backdrop\n\n@Player\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (ground v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<<key (w v) pressed?> or <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> and <([abs v] of (speed) ) > [3]>> then\n if <(wall jump) = [0]> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n end\n else\n set [speed x v] to [0]\n end\nend\nif <(speed) < [0]> then\n change [frame v] by ((speed) / (-10))\nelse\n change [frame v] by ((speed) / (10))\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (ground v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (stand v)\n else\n switch costume to ([floor v] of ((2) + ((frame) mod (11))) )\n end\nelse\n switch costume to (jump v)\nend\n\nif <(speed y) > [0]> then\n\nwhen flag clicked\nset size to (100) %\nset rotation style [left-right v]\ngo to x: (-220) y: (100)\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\nforever\n switch costume to (hitbox v)\n if <<(speed y) < [4]> or <<key (w v) pressed?> or <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>>> then\n change [speed y v] by (-1)\n else\n change [speed y v] by (-2)\n end\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n set [speed x v] to ((speed x) * (0.7))\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n change [speed x v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [speed x v] by (1.5)\n end\n end\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x)\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x)\n else\n set [frame v] to [0]\n end\n end\n if <<key (w v) pressed?> or <<key (space 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 [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\n else\n set [jump key v] to [0]\n end\n if <(y position) < [-180]> then\n go to x: (-200) y: (100)\n set [speed y v] to [0]\n end\n if <(x position) > [220]> then\n go to x: (-200) y: (100)\n broadcast (Next level v)\n end\n if <touching (spikes v)?> then\n start sound [ouch1 v]\n go to x: (-200) y: (100)\n end\n Set Costume\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nif <not <(costume [number v]) = [10]>> then\n next costume\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to ([costume # v] of [ground v])\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nshow\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\nend\nforever\n set [ghost v] effect to (100)\nend\n\nwait (1) seconds\n\n@Deco\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nif <not <(costume [number v]) = [10]>> then\n next costume\nend\n\n
Welcome To Fall Guys || A Platformer WASD/ARROW/TAP To move your own Fall guy. #53 on Trending\n \n\n-Credits- \n\nSome art is mine but Most it goes to @Castle_Hippopotamus \n\nAlso @Castle_Hippopotamus for the idea! Thanks! MAJOR!!! \n\nThis was all for all my followers!!! \n\n-Part 2- \nIf this get 100 Loves There will be a fall guy || Lava rise \n\nThanks for 500 Followers! #YungSky #yungSkyTest #Games #Art #music #Fun #Fallguys #Follow #ME #NOW #just #kidding
100% Pen Scrolling Platformer Engine
@Stage\n\n@Pen Platformer Engine\n\ndefine draw square x (x) y (y) size (size)\npen up\ngo to x: ((x) - (size)) y: ((y) + (size))\npen down\ngo to x: ((x) + (size)) y: ((y) + (size))\ngo to x: ((x) + (size)) y: ((y) - (size))\ngo to x: ((x) - (size)) y: ((y) - (size))\ngo to x: ((x) - (size)) y: ((y) + (size))\npen up\ngo to x: (x) y: (y)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [volume v] to [100]\nset [level v] to [1]\nforever\n set [player x v] to [0]\n set [player y v] to [35]\n set [scroll x v] to [200]\n set [scroll y v] to [35]\n set [in air v] to [0]\n set [speed x v] to [0]\n set [speed y v] to [0]\n set [life v] to [1]\n set [touching lava v] to [0]\n set [touching platform v] to [0]\n repeat until <not <(Life) = [1]>>\n Render + Move\n end\n if <(Life) = [Next Level]> then\n change [level v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n play sound [unlimited v] until done\nend\n\ndefine Move <left> <right> <up> Walk Speed (walk speed) Jump Height (jump height) Friction (friction) Maximum Fall Speed (maximum fall speed) Fall Acceleration (fall acceleration) Scrolling Smoothness (scrolling smoothness) Player X Minimum (player x minimum) Scroll X minimum (scroll x minimum) Scroll Y minimum (scroll y minimum)\nset pen color to (#003bff)\nif <left> then\n change [speed x v] by ((walk speed) * (-1))\nend\nif <right> then\n change [speed x v] by (walk speed)\nend\nif <up> then\n if <(In Air) < [4]> then\n set [speed y v] to (jump height)\n end\nend\nTouching Bouncy\nif <(Touching Bouncy) = [1]> then\n set [speed y v] to ((jump height) * (1.5))\nend\nif <(Speed Y) > ((maximum fall speed) * (-1))> then\n change [speed y v] by ((fall acceleration) * (-1))\nend\nChange Player Y by (Speed Y)\nset [speed x v] to ((Speed X) * (friction))\nChange Player X by (Speed X) <up> ((walk speed) * (8))\nchange [scroll x v] by (((Player X) - (Scroll X)) / (scrolling smoothness))\nchange [scroll y v] by (((Player Y) - (Scroll Y)) / (scrolling smoothness))\nif <(Player X) < (player x minimum)> then\n set [player x v] to (player x minimum)\n set [speed x v] to [0]\nend\nif <(Player Y) < [-180]> then\n set [life v] to [OOF]\nend\nTouching Lava\nif <(Touching Lava) = [1]> then\n set [life v] to [OOF]\nend\nTouching Win\nif <(Touching Win) = [1]> then\n set [life v] to [Next Level]\nend\nif <(Scroll X) < (scroll x minimum)> then\n set [scroll x v] to (scroll x minimum)\nend\nif <(Scroll Y) < (scroll y minimum)> then\n set [scroll y v] to (scroll y minimum)\nend\nset [# v] to [0]\nrepeat (25)\n change [# v] by (1)\n draw square x ((Player X) - (Scroll X)) y ((Player Y) - (Scroll Y)) size (#)\nend\nset volume to (Volume) %\n\ndefine add platform x1 y1 x2 y2 (x1) (y1) (x2) (y2)\nadd (x1) to [platform v]\nadd (y1) to [platform v]\nadd (x2) to [platform v]\nadd (y2) to [platform v]\npen up\ngo to x (x1) y (y1)\npen down\ngo to x (x2) y (y1)\ngo to x (x2) y (y2)\ngo to x (x1) y (y2)\ngo to x (x1) y (y1)\n\ndefine go to x (x) y (y)\ngo to x: ((x) - (Scroll X)) y: ((y) - (Scroll Y))\n\ndefine Change Player Y by (y)\nchange [player y v] by (y)\nchange [in air v] by (1)\nTouching Platform\nif <(Touching Platform) = [1]> then\n repeat until <(Touching Platform) = [0]>\n if <(Speed Y) > [0]> then\n change [player y v] by (-1)\n else\n if <(Speed Y) < [0]> then\n change [player y v] by (1)\n set [in air v] to [0]\n else\n if <(Speed Y) = [0]> then\n change [player y v] by (1)\n end\n end\n end\n Touching Platform\n end\n set [speed y v] to [0]\nend\n\ndefine Touching Platform\nset [touching platform v] to [0]\nset [block check v] to [1]\nrepeat ((length of [platform v]) / (4))\n if < and <<<(Player Y) < (item ((Block Check) + (1)) of [platform v])> and <(Player Y) > (item ((Block Check) + (3)) of [platform v])>> or <<<((Player Y) - (25)) < (item ((Block Check) + (1)) of [platform v])> and <((Player Y) + (-25)) > (item ((Block Check) + (3)) of [platform v])>> or <<((Player Y) + (25)) > (item ((Block Check) + (3)) of [platform v])> and <((Player Y) + (25)) < (item ((Block Check) + (1)) of [platform v])>>>>> then\n set [touching platform v] to [1]\n end\n change [block check v] by (4)\nend\n\ndefine Change Player X by (x) <up> (push power)\nchange [player x v] by (x)\nTouching Platform\nif <(Touching Platform) = [1]> then\n repeat until <(Touching Platform) = [0]>\n if <(Speed X) > [0]> then\n change [player x v] by (-1)\n else\n if <(Speed X) < [0]> then\n change [player x v] by (1)\n end\n end\n Touching Platform\n end\n if <up> then\n if <(Speed X) > [0]> then\n set [speed x v] to ((push power) * (-1))\n else\n if <(Speed X) < [0]> then\n set [speed x v] to (push power)\n end\n end\n set [in air v] to [0]\n else\n set [speed x v] to [0]\n end\nend\n\ndefine Render + Move\ndelete all of [platform v]\ndelete all of [lava v]\ndelete all of [bouncy v]\ndelete all of [win v]\nswitch costume to (blank v)\nset size to (108000) %\nswitch costume to (dot\(pls dont complain i forced to do this\) v)\nhide\nerase all\npen up\ngo to x: (0) y: (0)\nset pen color to (#f5f5f5)\nset pen size to (7)\ngo to x: ((-215) - (((Scroll X) + ((timer) * (-50))) mod (50))) y: ((155) - (((Scroll Y) + ((timer) * (-50))) mod (-50)))\nrepeat (11)\n set x to ((-215) - (((Scroll X) + ((timer) * (-50))) mod (50)))\n repeat (11)\n draw square x (x position) y (y position) size [25]\n change x by (50)\n end\n change y by (-50)\nend\npen up\nDraw Level\nMove <key (left arrow v) pressed?> <key (right arrow v) pressed?> <key (up arrow v) pressed?> Walk Speed [2] Jump Height [16] Friction [0.85] Maximum Fall Speed [14] Fall Acceleration [2] Scrolling Smoothness [10] Player X Minimum [-10] Scroll X minimum [200] Scroll Y minimum [0]\n\ndefine Touching Lava\nset [touching lava v] to [0]\nset [block check v] to [1]\nrepeat ((length of [lava v]) / (4))\n if < and <<<(Player Y) < (item ((Block Check) + (1)) of [lava v])> and <(Player Y) > (item ((Block Check) + (3)) of [lava v])>> or <<<((Player Y) - (25)) < (item ((Block Check) + (1)) of [lava v])> and <((Player Y) + (-25)) > (item ((Block Check) + (3)) of [lava v])>> or <<((Player Y) + (25)) > (item ((Block Check) + (3)) of [lava v])> and <((Player Y) + (25)) < (item ((Block Check) + (1)) of [lava v])>>>>> then\n set [touching lava v] to [1]\n end\n change [block check v] by (4)\nend\n\ndefine add lava x1 y1 x2 y2 (x1) (y1) (x2) (y2)\nadd (x1) to [lava v]\nadd (y1) to [lava v]\nadd (x2) to [lava v]\nadd (y2) to [lava v]\npen up\ngo to x (x1) y (y1)\npen down\ngo to x (x2) y (y1)\ngo to x (x2) y (y2)\ngo to x (x1) y (y2)\ngo to x (x1) y (y1)\n\ndefine add win block x1 y1 x2 y2 (x1) (y1) (x2) (y2)\nadd (x1) to [win v]\nadd (y1) to [win v]\nadd (x2) to [win v]\nadd (y2) to [win v]\npen up\ngo to x (x1) y (y1)\npen down\ngo to x (x2) y (y1)\ngo to x (x2) y (y2)\ngo to x (x1) y (y2)\ngo to x (x1) y (y1)\n\ndefine add bounce x1 y1 x2 y2 (x1) (y1) (x2) (y2)\nadd (x1) to [bouncy v]\nadd (y1) to [bouncy v]\nadd (x2) to [bouncy v]\nadd (y2) to [bouncy v]\npen up\ngo to x (x1) y (y1)\npen down\ngo to x (x2) y (y1)\ngo to x (x2) y (y2)\ngo to x (x1) y (y2)\ngo to x (x1) y (y1)\n\ndefine Touching Win\nset [touching win v] to [0]\nset [block check v] to [1]\nrepeat ((length of [win v]) / (4))\n if < and <<<(Player Y) < (item ((Block Check) + (1)) of [win v])> and <(Player Y) > (item ((Block Check) + (3)) of [win v])>> or <<<((Player Y) - (25)) < (item ((Block Check) + (1)) of [win v])> and <((Player Y) + (-25)) > (item ((Block Check) + (3)) of [win v])>> or <<((Player Y) + (25)) > (item ((Block Check) + (3)) of [win v])> and <((Player Y) + (25)) < (item ((Block Check) + (1)) of [win v])>>>>> then\n set [touching win v] to [1]\n end\n change [block check v] by (4)\nend\n\ndefine Touching Bouncy\nset [touching bouncy v] to [0]\nset [block check v] to [1]\nrepeat ((length of [bouncy v]) / (4))\n if < and <<<(Player Y) < (item ((Block Check) + (1)) of [bouncy v])> and <(Player Y) > (item ((Block Check) + (3)) of [bouncy v])>> or <<<((Player Y) - (25)) < (item ((Block Check) + (1)) of [bouncy v])> and <((Player Y) + (-25)) > (item ((Block Check) + (3)) of [bouncy v])>> or <<((Player Y) + (25)) > (item ((Block Check) + (3)) of [bouncy v])> and <((Player Y) + (25)) < (item ((Block Check) + (1)) of [bouncy v])>>>>> then\n set [touching bouncy v] to [1]\n end\n change [block check v] by (4)\nend\n\ndefine Draw Level\nif <(Level) = [1]> then\n set pen color to (#ff0000)\n add lava x1 y1 x2 y2 [300] [110] [500] [70]\n add lava x1 y1 x2 y2 [300] [310] [500] [270]\n set pen color to (#1dff00)\n add platform x1 y1 x2 y2 [-50] [10] [200] [-180]\n add platform x1 y1 x2 y2 [-50] [240] [200] [140]\n add platform x1 y1 x2 y2 [-50] [440] [200] [340]\n set pen color to (#fff600)\n add bounce x1 y1 x2 y2 [-50] [470] [0] [440]\n set pen color to (#00b6ff)\n add win block x1 y1 x2 y2 [-50] [690] [0] [645]\nelse\n set pen color to (#1dff00)\n add platform x1 y1 x2 y2 [-50] [10] [200] [-180]\nend\n\n@Thumbnail penformer\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\n
700+ Blocks, VERY SMOOTH and use it with credit!\n\nOpenly admit resharing
~U.N.P.O.L.L.U.T.E.~ - a environment-related scrolling platformer # games
@Stage\n\nwhen flag clicked\nhide variable [☁ times won v]\nset volume to (100) %\nforever\n play sound [Menu v] until done\nend\n\nwhen I receive [cutscenes v]\nFade sound\nset volume to (100) %\nstop [other scripts in sprite v]\nforever\n play sound [Game v] until done\nend\n\nwhen I receive [wen v]\nshow variable [☁ times won v]\nchange [☁ times won v] by (1)\nFade sound\nset volume to (100) %\nstop [other scripts in sprite v]\nforever\n play sound [Win v] until done\nend\n\nwhen I receive [looz v]\nshow variable [☁ times won v]\nFade sound\nset volume to (100) %\nstop [other scripts in sprite v]\nforever\n play sound [Lose v] until done\nend\n\ndefine Fade sound\nrepeat (20)\n change volume by (-5)\nend\nstop all sounds\n\n@Player\n\ndefine scroll\nturn right ((*Xv) * (3)) degrees\nif <<(*scroll x) < [-1000]> or <(*scroll x) > [1000]>> then\n change [*scroll x v] by (round ((*Xv) / (10)))\nelse\n change x by (() - (round ((x position) / (10))))\n change [*scroll x v] by (round ((x position) / (10)))\n broadcast (movex v)\nend\nif <(*scroll y) < [-10]> then\n change [*scroll y v] by (round ((*Yv) / (10)))\nelse\n change y by (() - (round ((y position) / (10))))\n change [*scroll y v] by (round ((y position) / (10)))\n broadcast (movey v)\nend\n\ndefine Movement + collisions\nif <<(!bad clouds remaining) = [0]> and <touching (teleporter v)?>> then\n glide (1) secs to (teleporter v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n change [#level v] by (1)\n Reset Player\n broadcast (next level v)\nend\nif <<touching color (#c56ddb)?> or <touching color (#00ff08)?>> then\n broadcast (die v)\n wait (1.5) seconds\n Reset Player\nend\nif <(#talkdone) > [0]> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [*xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [*xv v] by (-1)\n end\nend\nset [*xv v] to ((*Xv) * (0.92))\nchange x by (*Xv)\nif <touching (ground hitbox v)?> then\n change y by (1)\n if <touching (ground hitbox v)?> then\n change y by (1)\n if <touching (ground hitbox v)?> then\n change y by (1)\n if <touching (ground hitbox v)?> then\n change y by (1)\n if <touching (ground hitbox 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?>> then\n set [*yv v] to [12]\n if <(*Xv) > [0]> then\n set [*xv v] to [-10]\n else\n set [*xv v] to [10]\n end\n else\n set [*xv v] to [0]\n end\n end\n end\n end\n end\nend\nchange y by (*Yv)\nif <touching (ground hitbox v)?> then\n change y by ((*Yv) * (-1))\n set [*yv v] to [0]\n change y by (-2)\n set [*yv v] to ((<<key (up arrow v) pressed?> or <key (w v) pressed?>> * <touching (ground hitbox v)?>) * (12))\n change y by (2)\nend\nif <key (q v) pressed?> then\n set [*yv v] to [8]\nend\nchange [*yv v] by (-1)\n\nwhen flag clicked\nReset Player\nset [#level v] to [1]\nhide\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n point towards (mouse-pointer v)\nend\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (player eye v)\ncreate clone of (_myself_ v)\nswitch costume to (player body v)\nReset Player\nforever\n go to [front v] layer\n go [backward v] (1) layers\n Movement + collisions\n scroll\nend\n\ndefine Reset Player\ngo to x: (0) y: (0)\nclear graphic effects\nset [*yv v] to [0]\nset [*xv v] to [0]\nset [*scroll x v] to [-1000]\nset [*scroll y v] to [10]\n\nwhen I receive [die v]\nrepeat (3)\n show\n wait (0.25) seconds\n hide\n wait (0.25) seconds\nend\nshow\n\nwhen I receive [wen v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [looz v]\nhide\nstop [other scripts in sprite v]\n\nset [#level v] to [3]\n\n@Ground Hitbox\n\nwhen I receive [movex v]\nset x to (() - (*scroll x))\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [movey v]\nset y to (() - (*scroll y))\n\nwhen I receive [start v]\nforever\n go to [front v] layer\n go to [front v] layer\n switch costume to (#Level)\nend\n\nwhen I receive [looz v]\nstop [other scripts in sprite v]\n\nwhen I receive [wen v]\nstop [other scripts in sprite v]\n\n@Ground Art\n\nwhen I receive [movex v]\nset x to (() - (*scroll x))\n\nwhen I receive [movey v]\nset y to (() - (*scroll y))\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (#Level)\nend\n\nwhen I receive [looz v]\nstop [other scripts in sprite v]\n\nwhen I receive [wen v]\nstop [other scripts in sprite v]\n\n@Air Gun\n\nwhen flag clicked\nhide\n\ndefine Spawn Clones\nrepeat (2)\n change [_clone id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(_clone ID) = [1]> then\n set rotation style [left-right v]\n switch costume to (tank v)\n point in direction (90)\n forever\n go to [front v] layer\n go [backward v] (5) layers\n go to (player v)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n end\n end\nelse\n if <(_clone ID) = [2]> then\n switch costume to (rope and nozzle v)\n forever\n go to (player v)\n go to [back v] layer\n go [forward v] (10) layers\n point towards (mouse-pointer v)\n end\n else\n set [_!hit? v] to [1]\n switch costume to (goodair v)\n set [_x v] to ((x position) + (*scroll x))\n set [_y v] to ((y position) + (*scroll y))\n repeat until <<<touching (ground hitbox v)?> or <touching (_edge_ v)?>> or <touching (enemy ☁s v)?>>\n go to [front v] layer\n change [_x v] by (([sin v] of (direction) ) * (10))\n change [_y v] by (([cos v] of (direction) ) * (10))\n go to x: ((_x) - (*scroll x)) y: ((_y) - (*scroll y))\n end\n set [_!hit? v] to [0]\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <(_clone ID) = [2]> then\n forever\n if <mouse down?> then\n if <(_clouds left) > [0]> then\n set [_clone id v] to [3]\n change [_clouds left v] by (-1)\n move (60) steps\n create clone of (_myself_ v)\n go to (player v)\n wait until <not <mouse down?>>\n wait (0.75) seconds\n end\n end\n end\nend\n\nwhen I receive [start v]\nset [_clouds left v] to [5]\nset [_!hit? v] to [0]\nset [_clone id v] to [0]\nshow\nSpawn Clones\nset [ghost v] effect to (100)\ngo to x: (2000) y: (2000)\nhide\n\nwhen I receive [die v]\nrepeat (3)\n show\n wait (0.25) seconds\n hide\n wait (0.25) seconds\nend\nshow\n\nwhen I receive [wen v]\nstop [other scripts in sprite v]\n\nwhen I receive [looz v]\nstop [other scripts in sprite v]\n\n@Empty/ notes\n\n@Background\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (0)\nclear graphic effects\ngo to [back v] layer\n\nwhen I receive [clean air a little bit v]\nchange [brightness v] effect by (1)\nchange [ghost v] effect by (1)\n\nwhen I receive [die v]\nwait (1.5) seconds\nset [ghost v] effect to (#previous background)\nset [brightness v] effect to (#previous background)\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [#previous background v] to [0]\nwait until <(#Level) = [2]>\nset [#previous background v] to [5]\nwait until <(#Level) = [3]>\nset [#previous background v] to [12]\n\nwhen I receive [wen v]\ncreate clone of (_myself_ v)\n\nwhen I receive [looz v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nshow\nset [ghost v] effect to (100)\nset [brightness v] effect to (0)\ngo [forward v] (10000) layers\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (0.1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\n@Cutscenes\n\nwhen I receive [cutscenes v]\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nswitch costume to (1 v)\nswitch backdrop to (cutscene v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nforever\n wait until <<mouse down?> or <key (space v) pressed?>>\n if <key (space v) pressed?> then\n switch costume to (6 v)\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n if <(costume [number v]) = [6]> then\n switch backdrop to (unpolluted v)\n hide\n broadcast (start v)\n stop [this script v]\n else\n next costume\n wait (0.1) seconds\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait until <not <mouse down?>>\n end\nend\n\n@Enemy ☁s\n\nwhen flag clicked\nhide\n\ndefine Spawn Clones\nif <(#Level) = [1]> then\n repeat (5)\n change [!bad clouds remaining v] by (1)\n change [!clone id v] by (1)\n create clone of (_myself_ v)\n end\nelse\n if <(#Level) = [2]> then\n repeat (7)\n change [!bad clouds remaining v] by (1)\n change [!clone id v] by (1)\n create clone of (_myself_ v)\n end\n else\n if <(#Level) = [3]> then\n repeat (20)\n change [!bad clouds remaining v] by (1)\n change [!clone id v] by (1)\n create clone of (_myself_ v)\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(#Level) = [1]> then\n if <(!clone ID) = [1]> then\n set [!x v] to ((300) + (*scroll x))\n set [!y v] to ((-10) + (*scroll y))\n else\n if <(!clone ID) = [2]> then\n set [!x v] to ((500) + (*scroll x))\n set [!y v] to ((-10) + (*scroll y))\n else\n if <(!clone ID) = [3]> then\n set [!x v] to ((700) + (*scroll x))\n set [!y v] to ((-10) + (*scroll y))\n else\n if <(!clone ID) = [4]> then\n set [!x v] to ((715) + (*scroll x))\n set [!y v] to ((375) + (*scroll y))\n else\n set [!x v] to ((1050) + (*scroll x))\n set [!y v] to ((-10) + (*scroll y))\n end\n end\n end\n end\nelse\n if <(#Level) = [2]> then\n if <(!clone ID) = [1]> then\n set [!x v] to ((300) + (*scroll x))\n set [!y v] to ((-10) + (*scroll y))\n else\n if <(!clone ID) = [2]> then\n set [!x v] to ((500) + (*scroll x))\n set [!y v] to ((-10) + (*scroll y))\n else\n if <(!clone ID) = [3]> then\n set [!x v] to ((700) + (*scroll x))\n set [!y v] to ((-10) + (*scroll y))\n else\n if <(!clone ID) = [4]> then\n set [!x v] to ((715) + (*scroll x))\n set [!y v] to ((375) + (*scroll y))\n else\n if <(!clone ID) = [5]> then\n set [!x v] to ((1050) + (*scroll x))\n set [!y v] to ((-10) + (*scroll y))\n else\n if <(!clone ID) = [6]> then\n set [!x v] to ((950) + (*scroll x))\n set [!y v] to ((460) + (*scroll y))\n else\n set [!x v] to ((1100) + (*scroll x))\n set [!y v] to ((200) + (*scroll y))\n end\n end\n end\n end\n end\n end\n else\n if <(#Level) = [3]> then\n if <(!clone ID) = [1]> then\n set [!x v] to ((350) + (*scroll x))\n set [!y v] to ((15) + (*scroll y))\n else\n if <(!clone ID) = [2]> then\n set [!x v] to ((900) + (*scroll x))\n set [!y v] to ((100) + (*scroll y))\n else\n if <(!clone ID) = [3]> then\n set [!x v] to ((1000) + (*scroll x))\n set [!y v] to ((400) + (*scroll y))\n else\n if <(!clone ID) = [4]> then\n set [!x v] to ((1150) + (*scroll x))\n set [!y v] to ((500) + (*scroll y))\n else\n if <(!clone ID) = [5]> then\n set [!x v] to ((800) + (*scroll x))\n set [!y v] to ((900) + (*scroll y))\n else\n if <(!clone ID) = [6]> then\n set [!x v] to ((700) + (*scroll x))\n set [!y v] to ((900) + (*scroll y))\n else\n if <(!clone ID) = [7]> then\n set [!x v] to ((700) + (*scroll x))\n set [!y v] to ((650) + (*scroll y))\n else\n if <(!clone ID) = [8]> then\n set [!x v] to ((250) + (*scroll x))\n set [!y v] to ((650) + (*scroll y))\n else\n if <(!clone ID) = [9]> then\n set [!x v] to ((100) + (*scroll x))\n set [!y v] to ((700) + (*scroll y))\n else\n if <(!clone ID) = [10]> then\n set [!x v] to ((-150) + (*scroll x))\n set [!y v] to ((200) + (*scroll y))\n else\n if <(!clone ID) = [11]> then\n set [!x v] to ((-150) + (*scroll x))\n set [!y v] to ((950) + (*scroll y))\n else\n if <(!clone ID) = [12]> then\n set [!x v] to ((-150) + (*scroll x))\n set [!y v] to ((800) + (*scroll y))\n else\n if <(!clone ID) = [13]> then\n set [!x v] to ((-200) + (*scroll x))\n set [!y v] to ((-100) + (*scroll y))\n else\n if <(!clone ID) = [14]> then\n set [!x v] to ((-200) + (*scroll x))\n set [!y v] to ((130) + (*scroll y))\n else\n if <(!clone ID) = [15]> then\n set [!x v] to ((950) + (*scroll x))\n set [!y v] to ((400) + (*scroll y))\n else\n if <(!clone ID) = [16]> then\n set [!x v] to ((1100) + (*scroll x))\n set [!y v] to ((-30) + (*scroll y))\n else\n if <(!clone ID) = [17]> then\n set [!x v] to ((1300) + (*scroll x))\n set [!y v] to ((-30) + (*scroll y))\n else\n if <(!clone ID) = [18]> then\n set [!x v] to ((1500) + (*scroll x))\n set [!y v] to ((-10) + (*scroll y))\n else\n if <(!clone ID) = [19]> then\n set [!x v] to ((2100) + (*scroll x))\n set [!y v] to ((230) + (*scroll y))\n else\n set [!x v] to ((2150) + (*scroll x))\n set [!y v] to ((850) + (*scroll y))\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\nset [brightness v] effect to (0)\nset [ghost v] effect to (0)\nset size to (100) %\nforever\n if <touching (_edge_ v)?> then\n hide\n else\n show\n end\n set [!y v] to ((!y) + ([cos v] of (((timer) - (100)) * (300)) ))\n go to x: ((!x) - (*scroll x)) y: ((!y) - (*scroll y))\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go [forward v] (100) layers\n if <<(_!hit?) = [1]> and <touching (air gun v)?>> then\n broadcast (clean air a little bit v)\n repeat (20)\n change [brightness v] effect by (5)\n end\n change [!bad clouds remaining v] by (-1)\n wait until <<touching (air gun v)?> and <not <(_!hit?) = [1]>>>\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\n end\n change [_clouds left v] by (1)\n delete this clone\n end\nend\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\nset [*scroll x v] to [-1000]\nset [*scroll y v] to [10]\nset [!bad clouds remaining v] to [0]\nclear graphic effects\nshow\nset [!clone id v] to [0]\nSpawn Clones\nhide\n\nwhen I receive [wen v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [looz v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [die v]\nwait (1.52) seconds\nif then\n delete this clone\nend\nset [*scroll x v] to [-1000]\nset [*scroll y v] to [10]\nset [!bad clouds remaining v] to [0]\nclear graphic effects\nshow\nset [!clone id v] to [0]\nSpawn Clones\nhide\n\nwhen I receive [start v]\nset [!bad clouds remaining v] to [0]\nclear graphic effects\nshow\nset [!clone id v] to [0]\nSpawn Clones\nhide\n\n@cloud count\n\nwhen flag clicked\nhide variable [_clouds left v]\nhide variable [!bad clouds remaining v]\nhide\n\nwhen I receive [start v]\nswitch costume to (clouds left v)\ngo to x: (-190) y: (150)\ncreate clone of (_myself_ v)\nswitch costume to (clouds to be eliminated v)\ngo to x: (-185) y: (95)\nshow\ngo to [front v] layer\nshow variable [_clouds left v]\nshow variable [!bad clouds remaining v]\n\nwhen I start as a clone\nshow\ngo to [front v] layer\n\nwhen I receive [wen v]\ngo to [back v] layer\nstop [other scripts in sprite v]\n\nwhen I receive [looz v]\ngo to [back v] layer\nstop [other scripts in sprite v]\n\n@Assignments\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n glide (0.5) secs to x: (0) y: (120)\n else\n glide (0.5) secs to x: (0) y: (0)\n end\n go to [front v] layer\nend\n\nwhen I receive [wen v]\nstop [other scripts in sprite v]\n\nwhen I receive [looz v]\nstop [other scripts in sprite v]\n\n@Mission Control\n\nwhen flag clicked\nswitch costume to (1 v)\nset [#talkdone v] to [0]\nset [#times dead v] to [0]\nset [pixelate v] effect to (200)\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [start v]\nshow\nwait until <(#Level) = [1]>\nset [pixelate v] effect to (200)\nset [ghost v] effect to (100)\nrepeat (20)\n change [pixelate v] effect by (-10)\n change [ghost v] effect by (-5)\nend\nrepeat until <(costume [number v]) > [10]>\n hide variable [_clouds left v]\n wait until <<<key (s v) pressed?> or <key (down arrow v) pressed?>> or <key (x v) pressed?>>\n if <key (x v) pressed?> then\n switch costume to (10 v)\n end\n repeat (20)\n change [pixelate v] effect by (10)\n change [ghost v] effect by (5)\n end\n wait (0.1) seconds\n next costume\n set [pixelate v] effect to (200)\n set [ghost v] effect to (100)\n repeat (20)\n change [pixelate v] effect by (-10)\n change [ghost v] effect by (-5)\n end\nend\nwait until <<key (s v) pressed?> or <key (down arrow v) pressed?>>\nrepeat (20)\n change [pixelate v] effect by (10)\n change [ghost v] effect by (5)\nend\nshow variable [_clouds left v]\nset [#talkdone v] to [1]\nwait until <(!bad clouds remaining) = [0]>\nset [pixelate v] effect to (200)\nset [ghost v] effect to (100)\nshow\nswitch costume to (12 v)\nrepeat (20)\n change [pixelate v] effect by (-10)\n change [ghost v] effect by (-5)\nend\nhide variable [_clouds left v]\nwait until <<key (s v) pressed?> or <key (down arrow v) pressed?>>\nrepeat (20)\n change [pixelate v] effect by (10)\n change [ghost v] effect by (5)\nend\nwait (0.1) seconds\nnext costume\nrepeat (20)\n change [pixelate v] effect by (-10)\n change [ghost v] effect by (-5)\nend\nwait until <<key (s v) pressed?> or <key (down arrow v) pressed?>>\nrepeat (20)\n change [pixelate v] effect by (10)\n change [ghost v] effect by (5)\nend\nshow variable [_clouds left v]\nwait until <(#Level) = [2]>\nswitch costume to (19 v)\nset [#talkdone v] to [0]\nset [pixelate v] effect to (200)\nset [ghost v] effect to (100)\nrepeat (20)\n change [pixelate v] effect by (-10)\n change [ghost v] effect by (-5)\nend\nrepeat until <(costume [number v]) > [21]>\n hide variable [_clouds left v]\n wait until <<<key (s v) pressed?> or <key (down arrow v) pressed?>> or <key (x v) pressed?>>\n if <key (x v) pressed?> then\n switch costume to (21 v)\n end\n repeat (20)\n change [pixelate v] effect by (10)\n change [ghost v] effect by (5)\n end\n wait (0.1) seconds\n next costume\n set [pixelate v] effect to (200)\n set [ghost v] effect to (100)\n repeat (20)\n change [pixelate v] effect by (-10)\n change [ghost v] effect by (-5)\n end\nend\nwait until <<key (s v) pressed?> or <key (down arrow v) pressed?>>\nrepeat (20)\n change [pixelate v] effect by (10)\n change [ghost v] effect by (5)\nend\nshow variable [_clouds left v]\nset [#talkdone v] to [1]\nwait until <(#Level) = [3]>\nswitch costume to (23 v)\nset [#talkdone v] to [0]\nset [pixelate v] effect to (200)\nset [ghost v] effect to (100)\nrepeat (20)\n change [pixelate v] effect by (-10)\n change [ghost v] effect by (-5)\nend\nrepeat until <(costume [number v]) > [25]>\n hide variable [_clouds left v]\n wait until <<<key (s v) pressed?> or <key (down arrow v) pressed?>> or <key (x v) pressed?>>\n if <key (x v) pressed?> then\n switch costume to (25 v)\n end\n repeat (20)\n change [pixelate v] effect by (10)\n change [ghost v] effect by (5)\n end\n wait (0.1) seconds\n next costume\n set [pixelate v] effect to (200)\n set [ghost v] effect to (100)\n repeat (20)\n change [pixelate v] effect by (-10)\n change [ghost v] effect by (-5)\n end\nend\nwait until <<key (s v) pressed?> or <key (down arrow v) pressed?>>\nrepeat (20)\n change [pixelate v] effect by (10)\n change [ghost v] effect by (5)\nend\nshow variable [_clouds left v]\nset [#talkdone v] to [1]\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [forward v] (100000000000) layers\nend\n\nwhen I receive [die v]\nwait (1.6) seconds\nhide variable [_clouds left v]\nchange [#times dead v] by (1)\nif <(#times dead) = [1]> then\n switch costume to (14 v)\nelse\n switch costume to (pick random (15) to (18))\nend\nset [pixelate v] effect to (200)\nset [ghost v] effect to (100)\nrepeat (20)\n change [pixelate v] effect by (-10)\n change [ghost v] effect by (-5)\nend\nwait (0.1) seconds\nwait until <<key (s v) pressed?> or <key (down arrow v) pressed?>>\nrepeat (20)\n change [pixelate v] effect by (10)\n change [ghost v] effect by (5)\nend\nshow variable [_clouds left v]\nstop [this script v]\n\nwhen I receive [wen v]\nhide variable [_clouds left v]\nhide variable [!bad clouds remaining v]\nstop [other scripts in sprite v]\n\nwhen I receive [looz v]\nhide variable [_clouds left v]\nhide variable [!bad clouds remaining v]\nstop [other scripts in sprite v]\n\n@Menu Stuff\n\nwhen flag clicked\nset [#level v] to [1]\nreset timer\nshow\nclear graphic effects\nset size to (100) %\nswitch costume to (background v)\ngo to [front v] layer\nset [?fade? v] to [false]\nset [?clone id v] to [0]\ngo to x: (0) y: (0)\nCreate Clones\n\ndefine Create Clones\nrepeat (5)\n change [?clone id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(?clone ID) = [1]> then\n go to [front v] layer\n forever\n go to x: (0) y: ((120) + (([cos v] of (((timer) - (1)) * (200)) ) * (10)))\n if <touching (mouse-pointer v)?> then\n switch costume to (title2 v)\n set [ghost v] effect to (50)\n else\n switch costume to (title v)\n set [ghost v] effect to (0)\n end\n end\nelse\n if <(?clone ID) = [2]> then\n go to [front v] layer\n forever\n go to x: (0) y: ((50) + (([sin v] of (((timer) - (1)) * (200)) ) * (10)))\n if <touching (mouse-pointer v)?> then\n switch costume to (subtitle2 v)\n set [ghost v] effect to (50)\n else\n switch costume to (subtitle v)\n set [ghost v] effect to (0)\n end\n end\n else\n if <(?clone ID) = [3]> then\n go to [front v] layer\n forever\n go to x: ((0) + (([cos v] of (((timer) - (1)) * (200)) ) * (10))) y: (-20)\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [?fade? v] to [true]\n end\n switch costume to (play button2 v)\n set [ghost v] effect to (30)\n else\n switch costume to (play button v)\n set [ghost v] effect to (0)\n end\n end\n else\n if <(?clone ID) = [4]> then\n go to [front v] layer\n forever\n go to x: ((0) + (([sin v] of (((timer) - (1)) * (200)) ) * (15))) y: (-120)\n if <touching (mouse-pointer v)?> then\n switch costume to (instructions2 v)\n set [ghost v] effect to (30)\n else\n switch costume to (instructions v)\n set [ghost v] effect to (0)\n end\n end\n else\n wait until <(?fade?) = [true]>\n switch costume to (fade v)\n set [ghost v] effect to (100)\n go to [front v] layer\n repeat (25)\n change [ghost v] effect by (-4)\n end\n broadcast (cutscenes v)\n end\n end\n end\nend\n\nwhen I receive [cutscenes v]\nhide\ndelete this clone\n\n@Teleporter\n\nwhen I receive [start v]\ngo to [front v] layer\nshow\nforever\n if <(!bad clouds remaining) = [0]> then\n switch costume to (teleporter activated v)\n else\n switch costume to (teleporter idle v)\n end\n if <touching (_edge_ v)?> then\n hide\n else\n show\n end\n if <<(*scroll x) < [-1000]> or <(*scroll x) > [1000]>> then\n if <(*scroll y) < [-10]> then\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [wen v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [looz v]\nstop [other scripts in sprite v]\nhide\n\n@TN\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n go [forward v] (99) layers\nend\n\n@Win/Lose\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nwait (1) seconds\nforever\n if <(_clouds left) = [0]> then\n broadcast (looz v)\n wait (0.75) seconds\n show\n go to [front v] layer\n go [forward v] (100) layers\n switch costume to (lose 1 v)\n wait until <mouse down?>\n wait until <not <mouse down?>>\n switch costume to (lose 2 v)\n stop [this script v]\n else\n if <(#Level) = [4]> then\n broadcast (wen v)\n wait (0.75) seconds\n show\n go to [front v] layer\n go [backward v] (100) layers\n switch costume to (win 1 v)\n wait until <mouse down?>\n wait until <not <mouse down?>>\n switch costume to (win 2 v)\n stop [this script v]\n end\n end\nend\n\n
mission escape || a platformer
@Stage\n\n@player\n\nwhen flag clicked\nset [xv v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\nend\n\nwhen flag clicked\ngo to x: (-200) y: (-150)\nset [yv v] to [0]\nforever\n go to [front v] layer\n if <<touching (sprite2 v)?> or <<touching (bomb v)?> or <touching (bomb2 v)?>>> then\n set [yv v] to [0]\n if <<<touching (sprite2 v)?> or <<touching (bomb v)?> or <touching (bomb2 v)?>>> and <key (up arrow v) pressed?>> then\n set [yv v] to [15]\n end\n else\n change [yv v] by (-0.8)\n end\n change y by (yv)\nend\n\nwhen flag clicked\nshow\nset [level v] to [1]\nforever\n if <touching (sprite1 v)?> then\n broadcast (message1 v)\n change [level v] by (1)\n go to x: (-240) y: (-150)\n wait (0.5) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (danger v)?> or <<touching (danger2 v)?> or <<touching (danger3 v)?> or <<touching (axe v)?> or <touching (lava v)?>>>>> then\n start sound [pop v]\n broadcast (rebomb v)\n go to x: (-200) y: (-150)\n wait (0.1) seconds\n change [lives v] by (-1)\n end\nend\n\nwhen flag clicked\nswitch costume to (normal v)\nforever\n if <not <key (any v) pressed?>> then\n switch costume to (normal v)\n end\n if <key (up arrow v) pressed?> then\n switch costume to (up v)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (right v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (left v)\n end\n if <<key (left arrow v) pressed?> and <key (up arrow v) pressed?>> then\n switch costume to (up-left v)\n end\n if <<key (right arrow v) pressed?> and <key (up arrow v) pressed?>> then\n switch costume to (up-right v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bomb v)?> then\n broadcast (bombhide v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bomb2 v)?> then\n broadcast (bombhide2 v)\n end\nend\n\nwhen flag clicked\nforever\n change [color v] effect by (1)\nend\n\nwhen flag clicked\nforever\n if <<touching (trampoline v)?> or <touching (trampoline2 v)?>> then\n set [yv v] to [18]\n end\nend\n\nwhen flag clicked\nforever\n if <not <key (any v) pressed?>> then\n switch costume to (normal v)\n end\nend\n\nwhen flag clicked\nset [lives v] to [3]\n\nwhen flag clicked\nforever\n if <(lives) = [0]> then\n stop [other scripts in sprite v]\n broadcast (outro v)\n stop [this script v]\n end\nend\n\nwhen I receive [goback v]\ngo to x: (-200) y: (-150)\n\nwhen flag clicked\nforever\n if <<touching (family v)?> and <touching (sprite2 v)?>> then\n stop [other scripts in sprite v]\n think (join [thank you ] (join (username) [ for leading me home.])) for (2) seconds\n broadcast (outro v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n play sound [Bobby Cole - Epic Dawn v] until done\nend\n\nthink [Hmm...]\n\nwhen I receive [outro v]\ngo to [back v] layer\n\nwhen [9 v] key pressed\nchange [level v] by (1)\nbroadcast (message1 v)\nif <<(level) = [10]> or <(level) > [10]>> then\n set [level v] to [10]\nend\n\n@danger\n\nwhen flag clicked\nset size to (100) %\npoint in direction (90)\nshow\nswitch costume to (costume3 v)\nforever\n if <(level) = [1]> then\n go to x: (-86) y: (1)\n wait (0.5) seconds\n switch costume to (costume1 v)\n wait (0.5) seconds\n switch costume to (costume3 v)\n end\nend\n\nif then\nelse\n hide\n stop [this script v]\nend\n\n\n\nwhen I receive [message1 v]\nswitch costume to (costume3 v)\nhide\nif <(level) = [1]> then\n point in direction (90)\n set size to (100) %\n show\n go to x: (-86) y: (1)\n repeat until <not <(level) = [1]>>\n wait (0.5) seconds\n switch costume to (costume1 v)\n wait (0.5) seconds\n switch costume to (costume3 v)\n end\nend\nif <(level) = [4]> then\n switch backdrop to (stop-danger-warning-attention-background_176503-28 v)\n go to x: (6) y: (-180)\n set size to (80) %\n switch costume to (costume2 v)\n show\n repeat until <not <(level) = [4]>>\n turn right (15) degrees\n end\nend\nif <(level) = [9]> then\n show\n switch costume to (costume1 v)\n point in direction (90)\n set size to (100) %\n go to x: (-169) y: (0)\n repeat until <not <(level) = [9]>>\n wait (0.5) seconds\n switch costume to (costume3 v)\n wait (0.5) seconds\n switch costume to (costume1 v)\n end\nend\n\nif <(level) = [1]> then\n\nshow\ngo to x: (59) y: (1)\n\n\n\nbroadcast (message1 v)\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@danger2\n\nwhen flag clicked\nswitch backdrop to (future-science-laboratory-human-genetics-researcher-workplace-interior-cartoon_1441-3026 v)\nset size to (100) %\npoint in direction (90)\nshow\nswitch costume to (costume1 v)\nforever\n if <(level) = [1]> then\n show\n go to x: (59) y: (1)\n wait (0.5) seconds\n switch costume to (costume2 v)\n wait (0.5) seconds\n switch costume to (costume1 v)\n end\nend\n\n\n\nwhen I receive [message1 v]\nswitch costume to (costume1 v)\nhide\nif <(level) = [1]> then\n set size to (100) %\n point in direction (90)\n show\n go to x: (59) y: (1)\n repeat until <not <(level) = [1]>>\n wait (0.5) seconds\n switch costume to (costume2 v)\n wait (0.5) seconds\n switch costume to (costume1 v)\n end\nend\nif <(level) = [2]> then\n stop [other scripts in sprite v]\n switch backdrop to (stop-danger-warning-attention-background_176503-28 v)\n go to x: (6) y: (-180)\n set size to (94) %\n switch costume to (costume3 v)\n show\n repeat until <not <(level) = [2]>>\n turn right (15) degrees\n end\nend\nif <(level) = [3]> then\n switch costume to (costume3 v)\n go to [front v] layer\n show\n set size to (94) %\n broadcast (zueeeeezueeeee v)\n go to x: (220) y: (-180)\n wait (1) seconds\n repeat until <not <(level) = [3]>>\n glide (1) secs to x: (-50) y: (-180)\n glide (1) secs to x: (220) y: (-180)\n end\nend\nif <(level) = [9]> then\n show\n switch costume to (costume2 v)\n point in direction (90)\n set size to (100) %\n go to x: (-87) y: (0)\n repeat until <not <(level) = [9]>>\n wait (0.5) seconds\n switch costume to (costume1 v)\n wait (0.5) seconds\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [zueeeeezueeeee v]\nrepeat until <not <(level) = [3]>>\n turn right (15) degrees\nend\n\nwhen I start as a clone\nshow\nrepeat until <(x position) = [-240]>\n change x by (-10)\n if <touching (player v)?> then\n change [lives v] by (-1)\n delete this clone\n end\nend\ndelete this clone\n\nswitch backdrop to (1231686 v)\n\nwhen I receive [message1 v]\ndelete this clone\n\nglide (2) secs to x: (-240) y: (y position)\n\nturn right (15) degrees\n\nrepeat until <not <(level) = [1]>>\nend\n\nset size to (100) %\npoint in direction (90)\nshow\ngo to x: (59) y: (1)\n\nrepeat (4)\n create clone of (_myself_ v)\nend\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Sprite1\n\nwhen flag clicked\nshow\nset [level v] to [1]\nforever\n if <(level) = [10]> then\n hide\n end\nend\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (-200)\nforever\n go to [back v] layer\n if <(level) = [2]> then\n switch costume to (costume2 v)\n end\n if <(level) = [7]> then\n switch costume to (costume3 v)\n end\n if <(level) = [1]> then\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\n\n@danger3\n\nwhen I receive [message1 v]\nset size to (60) %\nhide\nif <(level) = [5]> then\n switch costume to (costume1 v)\n show\n go to x: (20) y: (-144)\nend\nif <(level) = [8]> then\n switch costume to (costume2 v)\n show\n go to x: (271) y: (-141)\nend\nif <(level) = [9]> then\n switch costume to (costume3 v)\n show\n go to x: (133) y: (-21)\nend\nif <(level) = [10]> then\n go to x: (-50) y: (22)\n switch costume to (costume4 v)\n show\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\n\n@lava\n\nwhen I receive [message1 v]\nhide\nif <(level) = [6]> then\n switch costume to (costume1 v)\n show\nend\nif <(level) = [7]> then\n switch costume to (costume2 v)\n show\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\n\n@bomb\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nhide\nif <(level) = [6]> then\n show\nend\n\nwhen I receive [rebomb v]\nif <(level) = [6]> then\n show\nend\n\nwhen I receive [bombhide v]\nwait (0.03) seconds\nhide\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\n\n@bomb2\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nhide\nif <(level) = [6]> then\n show\nend\n\nwhen I receive [rebomb v]\nif <(level) = [6]> then\n show\nend\n\nwhen I receive [bombhide2 v]\nhide\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\n\n@trampoline\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nhide\nif <(level) = [7]> then\n go to x: (-105) y: (-113)\n switch backdrop to (flat-natural-background-with-landscape_23-2148247455 v)\n show\nend\nif <(level) = [9]> then\n show\n go to x: (43) y: (-106)\nend\nif <(level) = [10]> then\n show\n go to x: (-103) y: (-106)\nend\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\n\n@trampoline2\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nhide\nif <(level) = [7]> then\n go to x: (129) y: (-108)\n switch backdrop to (flat-natural-background-with-landscape_23-2148247455 v)\n show\nend\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\n\n@axe\n\nwhen flag clicked\npoint in direction (90)\nhide\n\nwhen I receive [message1 v]\nhide\nif <(level) = [8]> then\n show\n go to x: (0) y: (190)\n set size to (100) %\n point in direction (90)\n repeat (30)\n turn left (3) degrees\n end\n repeat (60)\n turn right (3) degrees\n end\n repeat until <not <(level) = [8]>>\n repeat (60)\n turn left (3) degrees\n end\n repeat (60)\n turn right (3) degrees\n end\n end\nend\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\n\n@family\n\nwhen flag clicked\nhide\nforever\n if <(level) = [10]> then\n show\n else\n hide\n end\nend\n\n\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\n\n@download__8_-removebg-preview\n\nwhen flag clicked\ngo to x: (-162) y: (157)\nswitch costume to (3 v)\n\nwhen flag clicked\nforever\n if <(lives) = [3]> then\n switch costume to (3 v)\n end\n if <(lives) = [2]> then\n switch costume to (2 v)\n end\n if <(lives) = [1]> then\n switch costume to (1 v)\n end\nend\n\nwhen I receive [message1 v]\nset [lives v] to [3]\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\n\n@knifes\n\nwhen I start as a clone\nshow\nrepeat until <(x position) = [-240]>\n change x by (-10)\n if <touching (player v)?> then\n start sound [pop v]\n change [lives v] by (-1)\n broadcast (goback v)\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [message1 v]\nif <(level) = [4]> then\n repeat until <not <(level) = [4]>>\n point in direction (70)\n switch costume to (knife-removebg-preview v)\n hide\n set size to (60) %\n go to x: (240) y: (pick random (-6) to (-140))\n create clone of (_myself_ v)\n wait (1.5) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\ndelete this clone\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\n\n@mGR8T OC\n\nwhen flag clicked\nhide\n\nwhen I receive [outro v]\ngo to [front v] layer\nshow\nforever\n play sound [Coffin dance bear2 v] until done\nend\n\n@Sprite3\n\nwhen I receive [outro v]\nset size to (100) %\nhide\nforever\n go to x: (pick random (-240) to (240)) y: (200)\n create clone of (_myself_ v)\n wait (0.15) seconds\nend\n\nwhen I start as a clone\nshow\nforever\n change y by (-6)\n if <(y position) < [-180]> then\n delete this clone\n end\nend\n\nchange size by (10)\n\nchange size by (-10)\n\nwhen I start as a clone\nforever\n change size by (20)\n wait (0.2) seconds\n change size by (-20)\n wait (0.2) seconds\nend\n\n@Sprite4\n\nwhen I receive [outro v]\nset size to (100) %\nhide\nforever\n go to x: (pick random (-240) to (240)) y: (200)\n create clone of (_myself_ v)\n wait (0.15) seconds\nend\n\nwhen I start as a clone\nshow\nforever\n change y by (-6)\n if <(y position) < [-180]> then\n delete this clone\n end\nend\n\nchange size by (10)\n\nchange size by (-10)\n\nwhen I start as a clone\nforever\n turn right (3) degrees\nend\n\nchange size by (20)\nwait (0.2) seconds\nchange size by (-20)\nwait (0.2) seconds\n\n@Sprite5\n\nwhen I receive [outro v]\nset size to (100) %\nhide\nforever\n go to x: (pick random (-240) to (240)) y: (200)\n create clone of (_myself_ v)\n wait (0.15) seconds\nend\n\nwhen I start as a clone\nshow\nforever\n change y by (-6)\n if <(y position) < [-180]> then\n delete this clone\n end\nend\n\nchange size by (10)\n\nchange size by (-10)\n\nchange size by (20)\nwait (0.2) seconds\nchange size by (-20)\nwait (0.2) seconds\n\n@THUMBNAIL\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\n go to x: (9) y: (19)\nend\n\n
TRENDING!!! #15 \narrow keys to move\nnot mobile friendly yet!\nthere are 10 levels\nyou have three lives for each level\nyou have to lead the cube creature to it's home which is in level 10\nif you complete it let me know in the comments below!
EARTH – A Scrolling Platformer
@Stage\n\n@blank\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 [0]\nset [debug y? v] to [false]\nset [platform ypos v] to [0]\nset [jump v] to [0]\nset [jump speed v] to [1]\nset [jump power v] to [15]\nset [jumping? v] to [false]\nset [falling? v] to [false]\ngo to x: (xpos) y: ((platform ypos) - (3))\npoint in direction (90)\nset size to [600]\nshow\nforever\n if <(y position) > [290]> then\n broadcast (whoop v)\n end\nend\n\nwhen I receive [whoop v]\ngo to x: (xpos) y: ((platform ypos) - (3))\n\ndefine debug ypos\nrepeat until <not <touching (toy v)?>>\n change y by (-0.5)\nend\n\ndefine jump\nset [jumping? v] to [true]\nset [jump v] to (() - (jump power))\nrepeat (jump power)\n change [jump v] by (jump speed)\n change y by (jump)\nend\nset [jumping? v] to [false]\nfall\n\n\n set [jump v] to [0]\nend\n\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]\n\nset [color v] effect to (0)\n\nwhen flag clicked\n\nforever\n if <<not <key (up arrow v) pressed?>> and <(jumping?) = <[0] = [1]>>> then\n fall\n end\nend\n\nfall\n\nwhen flag clicked\nforever\n if <key (up arrow v) pressed?> then\n jump\n end\nend\n\n\n\nwhen flag clicked\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 set [velocityx v] to ((VelocityX) * (0.75))\n change x by (VelocityX)\nend\n\nbroadcast (whoop v)\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n\n\nwait until <touching (toy v)?>\n\nwhen flag clicked\ndebug ypos\n\nforever\n\ndebug ypos\n\ndefine change size by (var)\nswitch costume to (0 v)\nchange size by (var)\nnext costume\n\nset size to (100) %\n\nset y to (-386)\n\ndebug ypos 2\n\ndefine debug ypos 2\nrepeat until <touching (toy v)?>\n change y by (0.5)\nend\n\ndebug ypos\n\nwait (0.1) seconds\nfall\n\nwait (0.2) seconds\n\nwait (0.2) seconds\n\nfall\n\ndebug ypos\n\ndebug ypos\n\nwait until <touching (toy v)?>\n\nwhen flag clicked\nforever\n if <<(jumping?) = <[0] = [1]>> and <(falling?) = <[0] = [1]>>> then\n debug ypos\n debug ypos 2\n end\nend\n\nturn right (() / (6)) degrees\n\n@toy\n\nwhen I receive [start v]\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\nwhen flag clicked\ngo to x: (0) y: (platform ypos)\nset rotation style [left-right v]\npoint in direction (90)\nset size to (75) %\nshow\nforever\n point in direction ((VelocityX) * (-2))\nend\n\nwait until <touching (platform v)?>\n\nwhen flag clicked\nforever\n if <touching color (#f38100)?> then\n broadcast (whoop v)\n end\nend\n\n\n\ndefine whoop\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nwait (5) seconds\nforever\n if <<touching color (#74b140)?> or <touching color (#0077b8)?>> then\n broadcast (end v)\n end\nend\n\n\n\nturn left (15) degrees\n\nwhen flag clicked\nforever\n if <([floor v] of ([abs v] of (VelocityX) ) ) = [0]> then\n switch costume to (dot-a v)\n else\n wait (0.05) seconds\n switch costume to ((costume [number v]) + ([floor v] of ([abs v] of ((VelocityX) / (2)) ) ))\n end\nend\n\n@room\n\nwhen I start as a clone\n\ncreate clone of (_myself_ v)\n\nrepeat (10)\n\nwhen flag clicked\nshow\ngo to [back v] layer\nset [sensitivity v] to [10]\nset size to [200]\nset [brightness v] effect to (0)\nshow\npoint in direction (90)\nforever\n glide (0) secs to x: (round (([x position v] of [platform v]) / (sensitivity))) y: (round (([y position v] of [platform v]) / (sensitivity)))\nend\n\nturn left (VelocityX) degrees\n\ndefine set size to (dimensions)\nswitch costume to (0 v)\nset size to (dimensions) %\nnext costume\n\nwhen I receive [end v]\nhide\n\npoint in direction (90)\n\n@end\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 I receive [end v]\nwait (0.6) seconds\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\nshow\nSmooth Glide x: (0) y: (0) speed: (20)\n\nwhen flag clicked\ngo to x: (0) y: (346)\nhide\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\nwait (1.2) seconds\nrepeat (33)\n change [ghost v] effect by (3)\nend\nset [ghost v] effect to (100)\n\nwhen flag clicked\nforever\n play sound [Vexento - Masked Heroes\(1\).mp3 v] until done\nend\n\n
Oh no! You're lost in space! Can you find a way back to Earth? Arrow keys to move.\n
NⲈON || 100% PEN SCROLLING PLATFORMER | ENTRY
@Stage\n\n@Pen\n\ndefine Draw Grid\nset pen size to (5)\nset pen color to (#f5f5f5)\npen up\ngo to x: (((-240) - (round ((CamX) mod (40)))) + ((((x) - (CamX)) / (10)) mod (40))) y: (-180)\nrepeat (13)\n pen down\n set y to (180)\n pen up\n change x by (40)\n set y to (-180)\nend\ngo to x: (-240) y: (((-180) - ((round (CamY)) mod (40))) + ((((y) - (CamY)) / (10)) mod (40)))\nrepeat (10)\n pen down\n set x to (240)\n pen up\n change y by (40)\n set x to (-240)\nend\n\nwhen flag clicked\nset [time v] to [0]\nbroadcast (message1 v)\nReset\nMake Level\nforever\n erase all\n Draw Grid\n Render\n update\n Draw Player (eyes)\nend\n\ndefine Reset\nset [pen radius v] to [10]\nset [camy v] to (y)\nset [camx v] to (x)\nset [collisions v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [x v] to [0]\nset [y v] to [100]\nset [gravity v] to [-1]\n\ndefine update\nchange [camx v] by (((x) - (CamX)) / (10))\nchange [camy v] by (((y) - (CamY)) / (10))\nchange [sx v] by (((<key (left arrow v) pressed?> * (-1)) + <key (right arrow v) pressed?>) - ((sx) * (0.1)))\nchange [x v] by (sx)\ncollisions\nif <(Collisions) = [1]> then\n change [x v] by (() - (sx))\n set [sx v] to [0]\nend\nchange [sy v] by ((1) * (Gravity))\nchange [y v] by (sy)\ncollisions\nif <(Collisions) = [1]> then\n change [y v] by (() - (sy))\n ap (x) (y)\n set [sy v] to (<key (up arrow v) pressed?> * (15))\nend\nupdate moving platforms - tributary\nupdate particles\n\ndefine Render\nset [_i v] to [0]\nrepeat ((length of [points v]) / (# rects))\n pen up\n set pen size to (Pen Radius)\n get colour (type (item ((_i) + (5)) of [points v]) )\n if <(item ((_i) + (5)) of [points v]) = [2]> then\n set [_2 v] to [0]\n set [_i3 v] to [0]\n repeat ([floor v] of ((item ((_i) + (3)) of [points v]) / ((Pen Radius) / (2))) )\n pen up\n Go To ( X ((item ((_i) + (1)) of [points v]) + (_2)) Y (item ((_i) + (2)) of [points v]) )\n pen down\n Go To ( X ((item ((_i) + (1)) of [points v]) + (_2)) Y ((((item ((_i) + (2)) of [points v]) + (item ((_i) + (4)) of [points v])) - (10)) + (([sin v] of (((timer) * (100)) + (_i3)) ) * (10))) )\n change [_2 v] by ((Pen Radius) * (0.5))\n change [_i3 v] by (20)\n end\n else\n Go To ( X (item ((_i) + (1)) of [points v]) Y (item ((_i) + (2)) of [points v]) )\n pen down\n Go To ( X ((item ((_i) + (1)) of [points v]) + (item ((_i) + (3)) of [points v])) Y (item ((_i) + (2)) of [points v]) )\n Go To ( X ((item ((_i) + (1)) of [points v]) + (item ((_i) + (3)) of [points v])) Y ((item ((_i) + (2)) of [points v]) + (item ((_i) + (4)) of [points v])) )\n Go To ( X (item ((_i) + (1)) of [points v]) Y ((item ((_i) + (2)) of [points v]) + (item ((_i) + (4)) of [points v])) )\n Go To ( X (item ((_i) + (1)) of [points v]) Y (item ((_i) + (2)) of [points v]) )\n end\n change [_i v] by (# rects)\nend\n\ndefine Make Level\ndelete all of [points v]\ndelete all of [particles v]\nAdd Cube [-140] [-100] [200] [75] type [1] moving? <> [] [] []\nAdd Cube [65] [-100] [100] [80] type [2] moving? <> [] [] []\nAdd Cube [170] [-100] [100] [75] type [1] moving? <> [] [] []\nAdd Cube [310] [-45] [20] [20] type [3] moving? <> [200] [0] [90]\nAdd Cube [380] [-100] [100] [75] type [1] moving? <> [200] [0] [90]\nAdd Cube [480] [-50] [50] [25] type [1] moving? [200] [0] [90]\nAdd Cube [480] [-100] [280] [25] type [2] moving? <> [200] [0] [90]\nAdd Cube [760] [-100] [] [25] type [2] moving? <> [200] [0] [90]\nAdd Cube [760] [-100] [300] [75] type [1] moving? <> [200] [0] [90]\nAdd Cube [1060] [-100] [50] [75] type [4] moving? <> [200] [0] [90]\nAdd Cube [1060] [200] [200] [50] type [1] moving? <> [200] [0] [90]\nAdd Cube [1260] [200] [50] [50] type [5] moving? <> [200] [0] [90]\nAdd Cube [1400] [-100] [200] [75] type [1] moving? <> [200] [0] [90]\nAdd Cube [1650] [-100] [75] [25] type [1] moving? [500] [0] [120]\nAdd Cube [2250] [-100] [200] [75] type [1] moving? <> [500] [0] [90]\nAdd Cube [2450] [-100] [100] [80] type [2] moving? <> [500] [0] [90]\nAdd Cube [2550] [-100] [200] [75] type [1] moving? <> [500] [0] [90]\nAdd Cube [2750] [-100] [100] [80] type [2] moving? <> [500] [0] [90]\nAdd Cube [2850] [-100] [100] [75] type [1] moving? <> [500] [0] [90]\nAdd Cube [2950] [-45] [50] [20] type [3] moving? <> [500] [0] [90]\nAdd Cube [3100] [100] [50] [20] type [3] moving? <> [500] [0] [90]\nAdd Cube [3175] [400] [50] [20] type [3] moving? <> [500] [0] [90]\nAdd Cube [3250] [600] [200] [75] type [1] moving? <> [500] [0] [90]\nAdd Cube [3450] [500] [100] [75] type [1] moving? <> [500] [0] [90]\nAdd Cube [3600] [400] [100] [75] type [1] moving? <> [500] [0] [90]\nAdd Cube [3700] [300] [100] [75] type [1] moving? <> [500] [0] [90]\nAdd Cube [3800] [200] [100] [75] type [1] moving? <> [500] [0] [90]\nAdd Cube [3900] [100] [100] [75] type [1] moving? <> [500] [0] [90]\nAdd Cube [4000] [0] [100] [75] type [1] moving? <> [500] [0] [90]\nAdd Cube [4100] [-100] [100] [75] type [1] moving? <> [500] [0] [90]\nAdd Cube [4200] [-100] [700] [75] type [4] moving? <> [500] [0] [90]\nAdd Cube [4200] [100] [700] [75] type [5] moving? <> [500] [0] [90]\nAdd Cube [4900] [100] [250] [75] type [1] moving? <> [500] [0] [90]\nAdd Cube [5220] [100] [50] [75] type [5] moving? <> [500] [0] [90]\nAdd Cube [5270] [-100] [500] [75] type [1] moving? <> [500] [0] [90]\nAdd Cube [5770] [-100] [20] [500] type [1] moving? <> [500] [0] [90]\n\ndefine Add Cube (x) (y) (length) (height) type (type) moving? <m?> (x2) (y2) (sp)\nset [# rects v] to (length of [points v])\nadd (x) to [points v]\nadd (y) to [points v]\nadd (length) to [points v]\nadd (height) to [points v]\nadd (type) to [points v]\nadd <m?> to [points v]\nadd (<m?> * (x2)) to [points v]\nadd (<m?> * (y2)) to [points v]\nadd (<m?> * (sp)) to [points v]\nadd <m?> to [points v]\nadd (x) to [points v]\nadd (y) to [points v]\nset [# rects v] to ((length of [points v]) - (# rects))\n\ndefine Go To ( X (x) Y (y) )\ngo to x: ((x) - (CamX)) y: ((y) - (CamY))\n\ndefine get colour (type (type) )\nif <(type) = [1]> then\n set pen color to (#000488)\nend\nif <(type) = [2]> then\n set pen color to (#b30000)\n set pen size to (Pen Radius)\nend\nif <(type) = [3]> then\n set pen color to (#0029b3)\nend\nif <(type) = [4]> then\n set pen color to (#24b900)\nend\nif <(type) = [5]> then\n set pen color to (#24b900)\nend\nif <(type) = [6]> then\n set pen color to (#b9b9b9)\nend\nset pen size to (Pen Radius)\n\ndefine collisions\nset [_i v] to [0]\nset [collisions v] to [0]\nset [# v] to [-1]\nrepeat ((length of [points v]) / (# rects))\n if <((x) + ((Size) + ((Pen Radius) * (2)))) > (item ((_i) + (1)) of [points v])> then\n if <((y) + ((Size) + ((Pen Radius) * (2)))) > (item ((_i) + (2)) of [points v])> then\n if <((x) - ((Pen Radius) * (2))) < ((item ((_i) + (1)) of [points v]) + (item ((_i) + (3)) of [points v]))> then\n if <((y) - ((Pen Radius) * (2))) < ((item ((_i) + (2)) of [points v]) + (item ((_i) + (4)) of [points v]))> then\n set [collisions v] to (item ((_i) + (5)) of [points v])\n set [# v] to (_i)\n if <(Collisions) = [3]> then\n set [sy v] to (((Gravity) * (-1)) * ((25) + (<key (up arrow v) pressed?> * (5))))\n broadcast (message1 v)\n end\n if <(Collisions) = [4]> then\n set [gravity v] to [1]\n set [sy v] to (Gravity)\n end\n if <(Collisions) = [5]> then\n set [gravity v] to [-1]\n set [sy v] to (Gravity)\n end\n end\n end\n end\n end\n change [_i v] by (# rects)\nend\nif <<<(Collisions) = [2]> or <(CamY) < [-700]>> or <[700] < (CamY)>> then\n Reset\nend\n\ndefine Draw Player (eyes)\nset pen color to (#000000)\npen up\nset pen size to (30)\ngo to x: ((x) - (CamX)) y: ((y) - (CamY))\npen down\nset pen size to (10)\ngo to x: ((x) - (CamX)) y: (((y) + (10.5)) - (CamY))\ngo to x: (((x) + (10.5)) - (CamX)) y: (((y) + (10.5)) - (CamY))\ngo to x: (((x) + (10.5)) - (CamX)) y: (((y) + (-10.5)) - (CamY))\ngo to x: (((x) + (-10.5)) - (CamX)) y: (((y) + (-10.5)) - (CamY))\ngo to x: (((x) + (-10.5)) - (CamX)) y: (((y) + (10.5)) - (CamY))\ngo to x: (((x) + (10)) - (CamX)) y: (((y) + (10.5)) - (CamY))\npen up\nset pen size to (25)\nset pen color to (#ffffff)\ngo to x: ((x) - (CamX)) y: ((y) - (CamY))\npen down\nset pen size to (10)\nset pen color to (#000000)\npen up\ngo to x: ((((sx) / (2)) + (x)) - (CamX)) y: ((((sy) / (3)) + (y)) - (CamY))\npen down\n\ndefine update moving platforms - tributary\nset [_i v] to [0]\nrepeat ((length of [points v]) / (# rects))\n if <(item ((_i) + (6)) of [points v]) = [1]> then\n set [px v] to (item ((_i) + (1)) of [points v])\n set [py v] to (item ((_i) + (2)) of [points v])\n change [px v] by (((((item ((_i) + (11)) of [points v]) + (item ((_i) + (7)) of [points v])) - (item ((_i) + (11)) of [points v])) / (item ((_i) + (9)) of [points v])) * (item ((_i) + (10)) of [points v]))\n change [py v] by (((((item ((_i) + (12)) of [points v]) + (item ((_i) + (8)) of [points v])) - (item ((_i) + (12)) of [points v])) / (item ((_i) + (9)) of [points v])) * (item ((_i) + (10)) of [points v]))\n replace item ((_i) + (1)) of [points v] with (px)\n replace item ((_i) + (2)) of [points v] with (py)\n if <(px) > ((item ((_i) + (11)) of [points v]) + (item ((_i) + (7)) of [points v]))> then\n replace item ((_i) + (10)) of [points v] with [-1]\n end\n if <(px) < (item ((_i) + (11)) of [points v])> then\n replace item ((_i) + (10)) of [points v] with [1]\n end\n if <(_i) = (#)> then\n collisions\n if <(Collisions) = [1]> then\n change [x v] by ((px) - (d1))\n repeat until <not <(Collisions) = [1]>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n end\n collisions\n end\n set [sy v] to [0]\n end\n end\n end\n change [_i v] by (# rects)\nend\n\ndefine ap (x) (y)\nrepeat ([floor v] of ([sqrt v] of ((-10) - (sy)) ) )\n add (p) (x) (y) (pick random (-5) to (5)) (pick random (3) to (6))\nend\n\ndefine add (p) (x) (y) (sx) (sy)\nset [# particle v] to (length of [particles v])\nadd (x) to [particles v]\nadd (y) to [particles v]\nadd (sx) to [particles v]\nadd (sy) to [particles v]\nadd (pick random (0) to (100)) to [particles v]\nadd [0] to [particles v]\nset [# particle v] to ((length of [particles v]) - (# Particle))\n\ndefine update particles\nset [_i v] to [0]\nrepeat ((length of [particles v]) / (# Particle))\n pen up\n set pen color to (((((item ((_i) + (5)) of [particles v]) * (256)) + (item ((_i) + (5)) of [particles v])) * (256)) + (item ((_i) + (5)) of [particles v]))\n set pen (transparency v) to (item ((_i) + (6)) of [particles v])\n Go To ( X (item ((_i) + (1)) of [particles v]) Y (item ((_i) + (2)) of [particles v]) )\n pen down\n pen up\n change ((_i) + (1)) (item ((_i) + (3)) of [particles v])\n change ((_i) + (2)) (item ((_i) + (4)) of [particles v])\n change ((_i) + (4)) [-1]\n change ((_i) + (6)) [1]\n if <(item ((_i) + (6)) of [particles v]) > [105]> then\n delete particle (_i)\n else\n change [_i v] by (# Particle)\n end\nend\n\ndefine delete particle (ai)\nrepeat (# Particle)\n delete ((ai) + (1)) of [particles v]\nend\n\ndefine change (ai) (val)\nreplace item (ai) of [particles v] with ((item (ai) of [particles v]) + (val))\n\nwhen flag clicked\nforever\n wait (0.1) seconds\n change [time v] by (0.1)\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\n
Ⲛ Ⲉ Ⲟ Ⲛ\n\n100% PEN\n\nWᴇʟᴄᴏᴍᴇ ᴛᴏ NEON! Iᴛ's ᴀ 100% Pᴇɴ Sᴄʀᴏʟʟɪɴɢ Pʟᴀᴛғᴏʀᴍᴇʀ!\n\nBʟᴜᴇ ɪs ɢʀᴏᴜɴᴅ, ʀᴇᴅ ɪs ʟᴀᴠᴀ, ʟɪɢʜᴛ ʙʟᴜᴇ ɪs ʙᴏᴜɴᴄʏ, ɢʀᴇᴇɴ ᴀʀᴇ ɢʀᴀᴠɪᴛʏ sᴡɪᴄᴛʜᴇʀs\n\nAᴄʜɪᴠᴇᴍᴇɴᴛs:\n- 50 Lᴏᴠᴇs❓ ✔️\n- 50 Fᴀᴠᴇs ❓ ✔️\n- 100 Lᴏᴠᴇs ❓ ✔️\n- 100 Fᴀᴠᴇs ❓ ✔️\n- 150 Lᴏᴠᴇs ❓ ✔️\n- 150 Fᴀᴠᴇs ❓ ✔️\n- 250 Lᴏᴠᴇs❓ ❌\n- 250 Fᴀᴠᴇs❓❌\n- 500 Lᴏᴠᴇs❓ ❌\n- 500 Fᴀᴠᴇs❓ ❌\n- Tᴏᴘ-Rᴇᴍɪxᴇᴅ❓ ❌\n- Tᴏᴘ-Lᴏᴠᴇᴅ❓ ❌\n- Fʀᴏɴᴛ ᴘᴀɢᴇᴅ❓ ❌
Autumn | A Platformer | ADDED LEVELS | #Games
@Stage\n\nwhen flag clicked\nforever\n play sound [Midnight Tale v] until done\nend\n\n@Sprite1\n\nwhen I receive [alright bros let's go v]\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-2)\nend\ndelete this clone\n\nwhen flag clicked\nset [y vel v] to [0]\ngo to x: (-209) y: (-70)\nset [x vel v] to [0]\nset [wall jumping: v] to [no]\nforever\n change y by (1)\n change [y vel v] by (-1)\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [x vel v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x vel v] by (-1)\n end\n set [x vel v] to ((X VEL) * (0.9))\n change x by (X VEL)\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 VEL) * (-1))\n change y by (-4)\n if <key (up arrow v) pressed?> then\n set [y vel v] to [13]\n if <(X VEL) > [0]> then\n set [x vel v] to [-10]\n else\n set [x vel v] to [10]\n end\n else\n set [x vel v] to [0]\n end\n end\n end\n end\n end\n end\n change y by (Y VEL)\n if <touching (sprite2 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 (sprite2 v)?> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [y vel v] to [13]\n end\n end\n change y by (1)\n \n change [y vel v] by (-2)\n end\n change y by (-1)\nend\n\ngo to x: (-150) y: (-50)\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <touching (sprite3 v)?> then\n go to x: (-209) y: (-70)\n end\nend\n\nwhen flag clicked\nforever\n if <<(x position) = [244]> and <touching (_edge_ v)?>> then\n broadcast (next level v)\n go to x: (-209) y: (-70)\n end\nend\n\nwhen flag clicked\nforever\n if <(y position) = [-294]> then\n go to x: (-209) y: (-70)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite3\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite4\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Sprite5\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (100000000)\n\n
WOW 2200+ views?!?!? O.o I'M GONNA REEEEE\n*yeets myself to da wall* ^u^\n#1 ON TRENDING?!?!? TYSM!!!!! OMG!!!!\n*yeets myself to da wall again* ^u^\nNOT Re-shared for fame only to add more levels bois and gurls!!\nALL LEVELS R POSSIBLE I'VE BEET THIS MANY TIMES!\nAutumn | A Platformer\nWELCOME TO MY FIRST (decent) PLATFORMER!\n\nW A S D or Arrow Keys to move\nSpikes kill u (I guess that's how it is in every platformer xD)\nGround is Solid (DUH)\n\nI'll try too reply to all your wonderful comments tysm for all da kind words <3\n\nSoRrY mY ArT sKiLls ArE So bAD in ScrAtCH\n\n\nHAVE FUN ANYWAY\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nlol i'm getting like 5 messages every 8 minutes ;-;
A Gravity Platformer
@Stage\n\n@Tile\n\nwhen flag clicked\nhide\nset [level v] to [1]\nbroadcast (gameLoad v)\n\ndefine Map width: (width) height: (height) Camera X: (x) Y: (y) Map: (map)\ndelete all of [tilemap v]\ndelete all of [tilecostume v]\ndelete all of [light v]\ndelete all of [spawngameobject v]\ndelete all of [gameobject v]\ndelete all of [message v]\ndelete all of [explains v]\ndelete all of [spawnexplains v]\nset [tilemapcounter v] to [0]\nif <(map) = [empty]> then\n set [private mapempty v] to [1]\n set [tilewidth v] to (width)\n set [tileheight v] to (height)\nelse\n set [private mapempty v] to [0]\n repeat until <(tileMapCounter) = (length of (map))>\n set [tilemaprecorder v] to []\n repeat until <(letter ((tileMapCounter) + (1)) of (map)) = [/]>\n change [tilemapcounter v] by (1)\n set [tilemaprecorder v] to (join (tileMapRecorder) (letter (tileMapCounter) of (map)))\n end\n add (tileMapRecorder) to [tilemap v]\n change [tilemapcounter v] by (1)\n end\n set [tilewidth v] to (item (1) of [tilemap v])\n set [tileheight v] to (item (2) of [tilemap v])\nend\nset [tilewidthcounter v] to [0]\nset [tileheightcounter v] to [0]\nset [tilemapcounter v] to [2]\nrepeat (tileHeight)\n repeat (tileWidth)\n change [tilemapcounter v] by (1)\n add [0] to [light v]\n add [0] to [gameobject v]\n add [0] to [explains v]\n if <(map) = [empty]> then\n add [1] to [tilecostume v]\n else\n add (item (tileMapCounter) of [tilemap v]) to [tilecostume v]\n end\n change [tilewidthcounter v] by (1)\n end\n change [tileheightcounter v] by (1)\n set [tilewidthcounter v] to [0]\nend\nset [camerax v] to (x)\nset [cameray v] to (y)\nclear graphic effects\nerase all\nset [tilewidthcounter v] to [0]\nrepeat ((length of [tilecostume v]) + (1))\n if <<((tileWidthCounter) mod (tileWidth)) = [0]> or <(<([ceiling v] of ((tileWidthCounter) / (tileWidth)) ) = [0]> + ([ceiling v] of ((tileWidthCounter) / (tileWidth)) )) = (tileHeight)>> then\n replace item ((tileWidthCounter) + (1)) of [tilecostume v] with [2]\n end\n switch costume to (item ((tileWidthCounter) + (1)) of [tilecostume v])\n go to x: ((((tileWidthCounter) mod (tileWidth)) * (16)) - (cameraX)) y: (((<([ceiling v] of ((tileWidthCounter) / (tileWidth)) ) = [0]> + ([ceiling v] of ((tileWidthCounter) / (tileWidth)) )) * (16)) - (cameraY))\n stamp\n change [tilewidthcounter v] by (1)\nend\nif <(tileWidthCounter) = ((length of [tilecostume v]) + (1))> then\n replace item ((tileWidthCounter) - (1)) of [tilecostume v] with [2]\n switch costume to (item ((tileWidthCounter) - (1)) of [tilecostume v])\n stamp\nend\ndelete all of [tilemap v]\n\ndefine Update map\nclear graphic effects\nerase all\nset [tilewidthcounter v] to [0]\nrepeat ((length of [tilecostume v]) + (1))\n if <(<([ceiling v] of ((tileWidthCounter) / (tileWidth)) ) = [0]> + ([ceiling v] of ((tileWidthCounter) / (tileWidth)) )) > [1]> then\n set [brightness v] effect to ((item ((tileWidthCounter) + (1)) of [light v]) * (3))\n set size to ((100) - ((item ((tileWidthCounter) + (1)) of [light v]) * (10))) %\n end\n switch costume to (item ((tileWidthCounter) + (1)) of [tilecostume v])\n go to x: ((((tileWidthCounter) mod (tileWidth)) * (16)) - (cameraX)) y: (((<([ceiling v] of ((tileWidthCounter) / (tileWidth)) ) = [0]> + ([ceiling v] of ((tileWidthCounter) / (tileWidth)) )) * (16)) - (cameraY))\n stamp\n change [tilewidthcounter v] by (1)\n if <((((tileWidthCounter) mod (tileWidth)) * (16)) - (cameraX)) < [256]> then\n if <(item (tileWidthCounter) of [tilecostume v]) = [4]> then\n replace item (tileWidthCounter) of [light v] with [2]\n Light tile: (tileWidthCounter) index: [2] transmissible: [1]\n end\n if <(item (tileWidthCounter) of [tilecostume v]) = [5]> then\n replace item (tileWidthCounter) of [light v] with [2]\n Light tile: (tileWidthCounter) index: [2] transmissible: [1]\n end\n if <(item (tileWidthCounter) of [tilecostume v]) = [6]> then\n replace item (tileWidthCounter) of [light v] with [4]\n Light tile: (tileWidthCounter) index: [4] transmissible: [1]\n end\n if <(item (tileWidthCounter) of [tilecostume v]) = [11]> then\n replace item (tileWidthCounter) of [light v] with [2]\n Light tile: (tileWidthCounter) index: [2] transmissible: [1]\n end\n end\n if <(item (tileWidthCounter) of [light v]) > [0]> then\n replace item (tileWidthCounter) of [light v] with ((item (tileWidthCounter) of [light v]) - (0.5))\n end\nend\n\nwhen [u v] key pressed\nif <(username) = [Thintin]> then\n broadcast (editor v) and wait\n stop [other scripts in sprite v]\n set [camerax v] to ((round ((cameraX) / (16))) * (16))\n set [cameray v] to ((round ((cameraY) / (16))) * (16))\n wait until <not <key (u v) pressed?>>\n show\n repeat until <key (u v) pressed?>\n go to x: ((round ((mouse x) / (16))) * (16)) y: ((round ((mouse y) / (16))) * (16))\n if <key (y v) pressed?> then\n wait until <not <key (y v) pressed?>>\n switch costume to ((costume [number v]) - (1))\n end\n if <key (i v) pressed?> then\n wait until <not <key (i v) pressed?>>\n switch costume to ((costume [number v]) + (1))\n end\n if <key (w v) pressed?> then\n change [cameray v] by ((round ((16) / (16))) * (16))\n Update map\n end\n if <key (s v) pressed?> then\n change [cameray v] by ((round ((-16) / (16))) * (16))\n Update map\n end\n if <key (a v) pressed?> then\n change [camerax v] by ((round ((-16) / (16))) * (16))\n Update map\n end\n if <key (d v) pressed?> then\n change [camerax v] by ((round ((16) / (16))) * (16))\n Update map\n end\n end\n Tile X: ((x position) + (cameraX)) Tile Y: ((y position) + (cameraY))\n replace item (private tileIndex) of [tilecostume v] with (costume [number v])\n Update map\n hide\n Save map\n if <(private mapEmpty) = [0]> then\n broadcast (gameOn v)\n end\nend\n\ndefine Tile X: (tile x) Tile Y: (tile y)\nset [private tileindex v] to (((((tile x) / (16)) mod ((tileWidth) + (1))) + (1)) + (((((tile y) / (16)) mod (tileHeight)) * (tileWidth)) - (tileWidth)))\n\ndefine Save map\ndelete all of [tilemap v]\nadd (tileWidth) to [tilemap v]\nadd [/] to [tilemap v]\nadd (tileHeight) to [tilemap v]\nadd [/] to [tilemap v]\nset [tilewidthcounter v] to [0]\nrepeat (length of [tilecostume v])\n change [tilewidthcounter v] by (1)\n add (item (tileWidthCounter) of [tilecostume v]) to [tilemap v]\n add [/] to [tilemap v]\nend\nset [tilewidthcounter v] to [0]\nrepeat (length of [tilemap v])\n replace item (1) of [tilemap v] with (join (item (1) of [tilemap v]) (item (2) of [tilemap v]))\n delete (2) of [tilemap v]\nend\n\nwhen I receive [gameload v]\nstop [other scripts in sprite v]\nif <(level) = [1]> then\n Map width: [20] height: [20] Camera X: [80] Y: [108] Map: [20/20/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/1/1/1/1/1/3/2/1/1/1/1/1/1/1/1/4/2/2/2/2/1/1/1/1/1/2/2/1/1/1/1/1/1/1/1/4/2/2/2/2/1/1/1/1/1/2/2/3/2/2/2/1/1/1/1/4/2/2/2/2/1/1/1/1/1/2/2/2/2/3/2/1/1/1/1/4/2/2/2/2/1/1/1/1/1/2/2/1/1/1/1/1/1/1/1/4/2/2/2/2/1/1/1/1/1/3/2/1/1/1/1/1/1/1/1/4/2/2/2/2/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/4/2/2/2/2/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/4/2/2/2/2/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/4/2/2/2/2/1/1/1/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/1/1/1/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/1/1/1/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/1/1/1/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/1/1/1/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/5/5/5/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/]\n Spawn gameObject type: [player] costume: [1] x: [32] y: [64] direction: [down] extra slot1: [] extra slot2: []\nend\nif <(level) = [2]> then\n Map width: [20] height: [20] Camera X: [150] Y: [165] Map: [20/20/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/5/5/5/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/7/1/1/1/1/1/1/1/1/1/1/1/1/1/2/1/2/2/2/2/2/2/7/1/1/1/1/1/1/1/1/1/1/1/3/1/2/2/2/2/1/1/10/1/1/1/1/1/1/1/1/1/1/1/3/1/2/2/2/2/1/1/1/1/1/1/1/1/1/1/1/1/1/1/8/1/2/2/2/2/1/1/1/1/1/2/2/2/2/2/2/1/1/1/1/1/2/2/2/2/1/1/1/1/1/2/1/1/1/1/2/1/1/1/1/1/2/2/2/2/1/1/1/1/1/2/1/1/1/1/2/1/1/1/1/1/2/2/2/2/1/1/1/1/1/2/1/6/6/1/2/1/1/1/1/1/2/2/2/2/1/1/1/1/1/2/1/1/1/1/2/1/1/1/1/1/2/2/2/2/1/1/1/1/1/2/1/1/1/1/2/1/1/1/1/1/2/2/2/2/1/1/1/1/1/2/2/2/2/2/2/1/1/1/1/1/2/2/2/2/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/2/2/2/2/1/3/1/1/1/1/1/1/1/1/1/1/1/1/1/1/2/2/2/2/1/2/1/1/1/1/1/1/1/1/1/1/1/7/2/1/2/2/2/2/1/7/1/1/1/1/1/1/1/1/1/1/1/1/8/1/2/2/2/2/1/2/1/1/1/1/1/1/1/1/1/1/1/1/2/1/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/]\n Spawn gameObject type: [player] costume: [1] x: [140] y: [172] direction: [down] extra slot1: [] extra slot2: []\n Spawn gameObject type: [box] costume: [1] x: [140] y: [275] direction: [right] extra slot1: [] extra slot2: []\nend\nif <(level) = [3]> then\n Map width: [20] height: [20] Camera X: [150] Y: [165] Map: [20/20/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/1/2/2/2/2/2/2/2/1/2/3/2/2/10/2/2/2/2/2/2/1/1/1/2/2/1/2/2/1/1/1/2/2/1/1/5/2/2/2/2/1/1/1/2/2/1/2/2/1/1/1/2/2/1/1/5/2/2/2/2/1/1/1/2/2/1/2/2/1/1/1/2/2/1/1/5/2/2/2/2/1/1/1/2/2/1/2/2/1/1/1/3/2/1/1/5/2/2/2/2/2/2/2/2/2/1/2/2/2/3/2/2/1/1/2/9/2/2/2/2/1/2/2/2/2/1/2/2/1/2/2/2/7/1/1/1/2/2/2/2/1/1/1/2/2/1/2/2/1/1/1/2/2/2/2/1/2/2/2/2/1/1/1/2/2/1/2/2/1/1/1/7/2/2/2/1/2/2/2/2/1/1/1/2/2/1/2/2/1/1/1/3/2/2/2/1/2/2/2/7/1/1/1/9/2/1/2/3/1/1/1/2/2/2/2/1/2/2/2/2/2/2/2/2/2/1/2/2/2/2/2/2/2/2/2/1/2/2/2/2/10/2/2/2/2/1/2/2/2/2/2/2/2/10/2/1/2/2/2/2/1/1/1/8/2/1/1/1/1/1/1/1/1/1/1/1/7/2/2/2/1/1/1/2/2/1/1/1/1/1/1/1/1/1/1/1/2/2/2/2/1/1/1/2/2/1/1/1/1/1/1/1/1/1/2/1/2/2/2/7/1/1/1/2/2/1/1/1/1/1/1/1/1/1/7/1/2/2/2/2/2/2/9/2/2/10/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/]\n Spawn gameObject type: [player] costume: [1] x: [32] y: [64] direction: [down] extra slot1: [] extra slot2: []\n Spawn gameObject type: [player] costume: [1] x: [180] y: [64] direction: [left] extra slot1: [] extra slot2: []\n Spawn gameObject type: [player] costume: [1] x: [64] y: [150] direction: [right] extra slot1: [] extra slot2: []\n Spawn gameObject type: [player] costume: [1] x: [180] y: [170] direction: [up] extra slot1: [] extra slot2: []\n Spawn gameObject type: [messager] costume: [2] x: [32] y: [32] direction: [down] extra slot1: [gate1] extra slot2: [up]\n Spawn gameObject type: [messager] costume: [2] x: [32] y: [140] direction: [down] extra slot1: [gate2] extra slot2: [up]\n Spawn gameObject type: [messager] costume: [2] x: [160] y: [32] direction: [down] extra slot1: [gate3] extra slot2: [up]\n Spawn gameObject type: [messager] costume: [2] x: [160] y: [140] direction: [down] extra slot1: [gate4] extra slot2: [left]\n Spawn gameObject type: [gate1] costume: [3] x: [112] y: [112] direction: [right] extra slot1: [] extra slot2: []\n Spawn gameObject type: [gate2] costume: [4] x: [112] y: [220] direction: [right] extra slot1: [] extra slot2: []\n Spawn gameObject type: [gate3] costume: [5] x: [272] y: [220] direction: [right] extra slot1: [] extra slot2: []\n Spawn gameObject type: [gate4] costume: [6] x: [240] y: [112] direction: [right] extra slot1: [] extra slot2: []\n Spawn gameObject type: [box] costume: [1] x: [112] y: [64] direction: [up] extra slot1: [] extra slot2: []\n Spawn gameObject type: [box] costume: [1] x: [32] y: [250] direction: [down] extra slot1: [] extra slot2: []\nend\nif <(level) = [4]> then\n Map width: [60] height: [20] Camera X: [160] Y: [165] Map: [60/20/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/8/4/4/4/4/4/4/4/4/2/2/2/2/2/2/4/4/4/4/4/4/4/4/4/2/2/2/2/2/8/4/4/4/4/4/4/2/2/2/2/2/2/8/4/4/4/4/4/4/4/2/2/2/2/1/1/1/2/1/1/1/1/1/1/1/1/1/1/1/1/1/2/1/1/1/1/1/1/1/1/1/1/1/1/1/2/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/5/5/2/2/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/5/5/2/7/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/3/1/1/1/3/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/5/5/2/2/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/5/5/2/2/1/1/1/1/1/1/1/1/1/1/2/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/5/5/2/2/4/4/4/4/4/4/4/4/2/2/2/2/2/7/4/4/4/4/4/4/4/4/4/2/2/3/2/2/7/4/4/4/4/4/4/4/4/2/2/2/7/4/4/4/4/4/4/4/4/4/4/2/2/10/10/10/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/10/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/8/2/10/1/1/1/1/1/1/8/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/1/1/1/8/1/1/1/10/1/1/1/1/2/1/1/1/1/7/2/2/2/1/1/1/1/1/8/2/2/2/2/2/9/2/4/4/4/4/4/4/4/4/4/4/4/4/4/4/4/4/4/4/2/2/2/2/2/2/2/2/1/1/1/1/1/1/1/1/1/1/1/1/8/1/1/1/1/2/1/1/1/1/1/1/1/1/2/2/1/1/1/1/1/2/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/4/4/2/2/1/1/1/1/1/1/1/1/1/1/1/1/10/1/1/1/1/1/1/1/8/1/1/1/1/1/1/1/1/1/8/1/1/2/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/4/4/2/2/1/1/1/1/1/1/1/1/1/1/1/1/1/1/7/1/10/2/1/1/2/10/2/2/1/1/1/1/1/1/1/1/1/2/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/4/4/2/2/1/1/1/1/1/2/2/1/2/8/1/1/1/1/1/1/1/8/1/1/2/2/2/2/1/1/1/1/1/1/1/1/1/2/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/4/4/2/2/1/1/1/1/1/2/2/1/2/2/1/9/1/10/1/1/1/2/1/9/2/2/2/2/1/1/1/1/1/1/1/1/1/2/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/4/4/2/2/2/2/10/2/2/2/2/1/2/2/1/1/1/7/7/1/1/1/1/1/1/2/2/2/1/1/1/1/1/1/1/1/1/7/4/4/4/4/4/4/4/4/4/4/4/4/4/4/4/4/4/4/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/10/2/2/2/2/2/10/2/9/2/2/2/2/2/2/10/2/2/2/10/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/]\n Spawn gameObject type: [box] costume: [1] x: [32] y: [190] direction: [right] extra slot1: [] extra slot2: []\n Spawn gameObject type: [messager] costume: [2] x: [64] y: [190] direction: [right] extra slot1: [gate1] extra slot2: [delete]\n Spawn gameObject type: [box] costume: [1] x: [145] y: [280] direction: [down] extra slot1: [] extra slot2: []\n Spawn gameObject type: [gate1] costume: [3] x: [145] y: [256] direction: [right] extra slot1: [] extra slot2: []\n Spawn gameObject type: [messager] costume: [2] x: [140] y: [200] direction: [right] extra slot1: [gate2] extra slot2: [up]\n Spawn gameObject type: [gate2] costume: [4] x: [288] y: [178] direction: [up] extra slot1: [] extra slot2: []\n Spawn gameObject type: [gate2] costume: [4] x: [288] y: [200] direction: [down] extra slot1: [] extra slot2: []\n Spawn gameObject type: [messager] costume: [2] x: [400] y: [190] direction: [right] extra slot1: [gate3] extra slot2: [delete]\n Spawn gameObject type: [player] costume: [1] x: [40] y: [64] direction: [down] extra slot1: [] extra slot2: []\n Spawn gameObject type: [gate3] costume: [5] x: [585] y: [64] direction: [down] extra slot1: [] extra slot2: []\n Spawn gameObject type: [gate3] costume: [5] x: [585] y: [80] direction: [down] extra slot1: [] extra slot2: []\n Spawn gameObject type: [gate3] costume: [5] x: [585] y: [96] direction: [down] extra slot1: [] extra slot2: []\n Spawn gameObject type: [gate3] costume: [5] x: [585] y: [112] direction: [down] extra slot1: [] extra slot2: []\n Spawn gameObject type: [gate3] costume: [5] x: [585] y: [128] direction: [down] extra slot1: [] extra slot2: []\n Spawn gameObject type: [gate3] costume: [6] x: [590] y: [240] direction: [down] extra slot1: [] extra slot2: []\n Spawn gameObject type: [box] costume: [1] x: [565] y: [240] direction: [right] extra slot1: [] extra slot2: []\nend\nif <(level) = [5]> then\n Map width: [20] height: [20] Camera X: [160] Y: [165] Map: [20/20/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/1/2/1/2/2/2/2/2/2/2/2/2/2/2/1/2/2/2/2/10/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/11/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/10/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/1/1/1/1/1/1/1/1/1/1/1/1/1/1/8/2/2/2/2/2/1/2/2/2/2/2/2/2/2/2/2/2/2/1/2/2/2/2/2/2/1/2/1/1/1/1/1/1/1/1/1/1/2/1/2/2/2/2/2/2/1/2/1/1/1/1/1/1/1/1/1/1/2/1/2/5/2/2/1/1/1/2/1/1/1/1/1/1/1/1/1/1/2/1/1/1/2/2/1/1/1/2/1/1/1/1/1/1/1/1/1/1/2/1/1/1/2/2/1/1/1/2/1/1/1/1/1/1/1/1/1/1/2/1/1/1/2/2/1/1/1/2/1/1/1/1/1/1/1/1/1/1/2/1/1/1/2/2/2/2/1/2/2/2/2/2/2/2/2/2/2/2/2/1/2/7/2/2/2/7/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/2/2/2/2/2/1/2/2/2/2/2/2/2/2/2/2/2/2/9/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/]\n Spawn gameObject type: [messager] costume: [2] x: [288] y: [288] direction: [right] extra slot1: [boxSpawner] extra slot2: [37]\n Spawn gameObject type: [sideMessager] costume: [7] x: [32] y: [32] direction: [right] extra slot1: [boxDestroyer] extra slot2: [304]\n Spawn gameObject type: [sideMessager] costume: [7] x: [64] y: [32] direction: [right] extra slot1: [boxDestroyer] extra slot2: [298]\n Spawn gameObject type: [boxSpawner] costume: [8] x: [256] y: [32] direction: [down] extra slot1: [up] extra slot2: [left]\n Spawn gameObject type: [player] costume: [1] x: [240] y: [288] direction: [right] extra slot1: [] extra slot2: []\n Spawn gameObject type: [boxDestroyer] costume: [9] x: [48] y: [256] direction: [up] extra slot1: [0] extra slot2: [-16]\n Spawn gameObject type: [boxDestroyer] costume: [9] x: [272] y: [240] direction: [right] extra slot1: [-16] extra slot2: [0]\n Spawn gameObject type: [player] costume: [1] x: [25] y: [160] direction: [down] extra slot1: [] extra slot2: []\n Spawn gameObject type: [fireBox] costume: [10] x: [48] y: [112] direction: [down] extra slot1: [] extra slot2: []\n Spawn gameObject type: [fireBox] costume: [10] x: [48] y: [128] direction: [down] extra slot1: [] extra slot2: []\n Spawn gameObject type: [fireBox] costume: [10] x: [48] y: [144] direction: [down] extra slot1: [] extra slot2: []\n Spawn gameObject type: [fireBox] costume: [10] x: [48] y: [160] direction: [down] extra slot1: [] extra slot2: []\n Spawn gameObject type: [fireBox] costume: [10] x: [48] y: [176] direction: [down] extra slot1: [] extra slot2: []\n Spawn gameObject type: [fireBox] costume: [10] x: [48] y: [192] direction: [down] extra slot1: [] extra slot2: []\n Spawn gameObject type: [fireBox] costume: [10] x: [48] y: [208] direction: [down] extra slot1: [] extra slot2: []\n Spawn gameObject type: [fireBox] costume: [10] x: [48] y: [224] direction: [down] extra slot1: [] extra slot2: []\n Spawn gameObject type: [fireBox] costume: [10] x: [48] y: [240] direction: [down] extra slot1: [] extra slot2: []\n Spawn gameObject type: [fireBox] costume: [10] x: [64] y: [240] direction: [left] extra slot1: [] extra slot2: []\n Spawn gameObject type: [fireBox] costume: [10] x: [80] y: [240] direction: [left] extra slot1: [] extra slot2: []\n Spawn gameObject type: [fireBox] costume: [10] x: [96] y: [240] direction: [left] extra slot1: [] extra slot2: []\n Spawn gameObject type: [fireBox] costume: [10] x: [112] y: [240] direction: [left] extra slot1: [] extra slot2: []\n Spawn gameObject type: [fireBox] costume: [10] x: [128] y: [240] direction: [left] extra slot1: [] extra slot2: []\n Spawn gameObject type: [fireBox] costume: [10] x: [130] y: [240] direction: [left] extra slot1: [] extra slot2: []\n Spawn gameObject type: [fireBox] costume: [10] x: [146] y: [240] direction: [left] extra slot1: [] extra slot2: []\n Spawn gameObject type: [fireBox] costume: [10] x: [162] y: [240] direction: [left] extra slot1: [] extra slot2: []\n Spawn gameObject type: [fireBox] costume: [10] x: [178] y: [240] direction: [left] extra slot1: [] extra slot2: []\n Spawn gameObject type: [fireBox] costume: [10] x: [194] y: [240] direction: [left] extra slot1: [] extra slot2: []\n Spawn gameObject type: [fireBox] costume: [10] x: [210] y: [240] direction: [left] extra slot1: [] extra slot2: []\n Spawn gameObject type: [fireBox] costume: [10] x: [226] y: [240] direction: [left] extra slot1: [] extra slot2: []\n Spawn gameObject type: [fireBox] costume: [10] x: [242] y: [240] direction: [left] extra slot1: [] extra slot2: []\n Spawn gameObject type: [fireBox] costume: [10] x: [258] y: [240] direction: [left] extra slot1: [] extra slot2: []\n Spawn gameObject type: [fireBox] costume: [10] x: [256] y: [224] direction: [up] extra slot1: [] extra slot2: []\n Spawn gameObject type: [fireBox] costume: [10] x: [256] y: [208] direction: [up] extra slot1: [] extra slot2: []\n Spawn gameObject type: [fireBox] costume: [10] x: [256] y: [192] direction: [up] extra slot1: [] extra slot2: []\n Spawn gameObject type: [fireBox] costume: [10] x: [256] y: [176] direction: [up] extra slot1: [] extra slot2: []\n Spawn gameObject type: [fireBox] costume: [10] x: [256] y: [160] direction: [up] extra slot1: [] extra slot2: []\n Spawn gameObject type: [fireBox] costume: [10] x: [256] y: [144] direction: [up] extra slot1: [] extra slot2: []\n Spawn gameObject type: [fireBox] costume: [10] x: [256] y: [128] direction: [up] extra slot1: [] extra slot2: []\n Spawn gameObject type: [fireBox] costume: [10] x: [256] y: [112] direction: [up] extra slot1: [] extra slot2: []\n Spawn gameObject type: [fireBox] costume: [10] x: [256] y: [96] direction: [up] extra slot1: [] extra slot2: []\n Spawn gameObject type: [fireBox] costume: [10] x: [240] y: [96] direction: [right] extra slot1: [] extra slot2: []\n Spawn gameObject type: [fireBox] costume: [10] x: [224] y: [96] direction: [right] extra slot1: [] extra slot2: []\n Spawn gameObject type: [fireBox] costume: [10] x: [208] y: [96] direction: [right] extra slot1: [] extra slot2: []\n Spawn gameObject type: [fireBox] costume: [10] x: [192] y: [96] direction: [right] extra slot1: [] extra slot2: []\n Spawn gameObject type: [fireBox] costume: [10] x: [176] y: [96] direction: [right] extra slot1: [] extra slot2: []\n Spawn gameObject type: [fireBox] costume: [10] x: [160] y: [96] direction: [right] extra slot1: [] extra slot2: []\n Spawn gameObject type: [fireBox] costume: [10] x: [144] y: [96] direction: [right] extra slot1: [] extra slot2: []\n Spawn gameObject type: [fireBox] costume: [10] x: [128] y: [96] direction: [right] extra slot1: [] extra slot2: []\n Spawn gameObject type: [fireBox] costume: [10] x: [112] y: [96] direction: [right] extra slot1: [] extra slot2: []\n Spawn gameObject type: [fireBox] costume: [10] x: [96] y: [96] direction: [right] extra slot1: [] extra slot2: []\n Spawn gameObject type: [fireBox] costume: [10] x: [80] y: [96] direction: [right] extra slot1: [] extra slot2: []\n Spawn gameObject type: [fireBox] costume: [10] x: [64] y: [96] direction: [right] extra slot1: [] extra slot2: []\nend\nif <(level) = [6]> then\n Map width: [20] height: [20] Camera X: [160] Y: [165] Map: [20/20/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/2/2/2/2/1/1/1/1/1/1/1/1/1/1/1/5/1/1/1/1/2/2/2/2/1/1/1/1/1/1/1/1/1/1/5/5/5/1/1/1/2/2/2/2/1/1/1/1/1/1/3/1/1/5/5/5/5/5/1/1/2/2/2/2/1/1/1/1/1/3/3/3/1/1/5/5/5/1/1/1/2/2/2/2/1/1/1/4/1/1/3/1/1/1/1/5/1/1/1/1/2/2/2/2/1/1/4/4/4/1/1/1/1/1/1/1/1/1/1/1/2/2/2/2/1/4/4/4/4/4/1/1/1/1/1/2/1/1/1/1/2/2/2/2/1/1/4/1/4/1/1/1/1/1/1/2/1/1/1/1/2/2/2/2/1/1/1/1/1/1/1/1/1/1/1/2/1/1/1/1/2/2/2/2/1/1/2/1/2/1/1/1/2/1/1/2/2/2/1/1/2/2/2/2/1/2/1/2/1/2/1/1/2/1/1/2/1/1/2/1/2/2/2/2/1/2/1/2/1/2/1/1/2/1/1/2/1/1/2/1/2/2/2/2/1/2/1/1/1/2/1/1/2/1/1/1/2/2/2/1/2/2/2/2/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/2/2/2/2/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/2/]\nend\nif <(private mapEmpty) = [0]> then\n broadcast (gameOn v)\nend\n\nwhen I receive [gameon v]\nforever\n Update map\nend\n\nwhen [space v] key pressed\nif <(username) = [Thintin]> then\n if <(playerPhysicToggle) = [0]> then\n set [playerphysictoggle v] to [1]\n else\n set [playerphysictoggle v] to [0]\n end\n show variable [playerphysictoggle v]\n wait until <not <key (space v) pressed?>>\n hide variable [playerphysictoggle v]\nend\n\ndefine Light tile: (tile) index: (index) transmissible: (0/1)\nif <((item (tile) of [light v]) - (1)) > [0]> then\n replace item (index) of [light v] with (index)\nend\nif <(0/1) = [0]> then\n if <(item ((tile) + (1)) of [tilecostume v]) = (item (tile) of [tilecostume v])> then\n if <(item ((tile) + (1)) of [light v]) < (item (tile) of [light v])> then\n replace item ((tile) + (1)) of [light v] with ((index) - (1))\n Light tile: ((tile) + (1)) index: ((index) - (1)) transmissible: [0]\n end\n end\n if <(item ((tile) + (-1)) of [tilecostume v]) = (item (tile) of [tilecostume v])> then\n if <(item ((tile) + (-1)) of [light v]) < (item (tile) of [light v])> then\n replace item ((tile) + (-1)) of [light v] with ((index) - (1))\n Light tile: ((tile) + (-1)) index: ((index) - (1)) transmissible: [0]\n end\n end\n if <(item ((tile) + (tileWidth)) of [tilecostume v]) = (item (tile) of [tilecostume v])> then\n if <(item ((tile) + (tileWidth)) of [light v]) < (item (tile) of [light v])> then\n replace item ((tile) + (tileWidth)) of [light v] with ((index) - (1))\n Light tile: ((tile) + (tileWidth)) index: ((index) - (1)) transmissible: [0]\n end\n end\n if <(item ((tile) - (tileWidth)) of [tilecostume v]) = (item (tile) of [tilecostume v])> then\n if <(item ((tile) - (tileWidth)) of [light v]) < (item (tile) of [light v])> then\n replace item ((tile) - (tileWidth)) of [light v] with ((index) - (1))\n Light tile: ((tile) - (tileWidth)) index: ((index) - (1)) transmissible: [0]\n end\n end\nelse\n if <(item ((tile) + (1)) of [light v]) < (item (tile) of [light v])> then\n replace item ((tile) + (1)) of [light v] with ((index) - (1))\n Light tile: ((tile) + (1)) index: ((index) - (1)) transmissible: [1]\n end\n if <(item ((tile) + (-1)) of [light v]) < (item (tile) of [light v])> then\n replace item ((tile) + (-1)) of [light v] with ((index) - (1))\n Light tile: ((tile) + (-1)) index: ((index) - (1)) transmissible: [1]\n end\n if <(item ((tile) + (tileWidth)) of [light v]) < (item (tile) of [light v])> then\n replace item ((tile) + (tileWidth)) of [light v] with ((index) - (1))\n Light tile: ((tile) + (tileWidth)) index: ((index) - (1)) transmissible: [1]\n end\n if <(item ((tile) - (tileWidth)) of [light v]) < (item (tile) of [light v])> then\n replace item ((tile) - (tileWidth)) of [light v] with ((index) - (1))\n Light tile: ((tile) - (tileWidth)) index: ((index) - (1)) transmissible: [1]\n end\nend\n\ndefine Spawn gameObject type: (<t>) costume: (costume) x: (x) y: (y) direction: (direction) extra slot1: (value1) extra slot2: (value2)\nadd (<t>) to [spawngameobject v]\nadd (costume) to [spawngameobject v]\nadd (x) to [spawngameobject v]\nadd (y) to [spawngameobject v]\nadd (direction) to [spawngameobject v]\nadd (value1) to [spawngameobject v]\nadd (value2) to [spawngameobject v]\n\nset [level v] to [4]\nbroadcast (gameLoad v)\n\nwhen [r v] key pressed\nbroadcast (gameLoad v)\n\n@Player\n\ndefine Tile X: (tile x) Tile Y: (tile y)\nset [private tileindex v] to (((((tile x) / (16)) mod ((tileWidth) + (1))) + (1)) + (((((tile y) / (16)) mod (tileHeight)) * (tileWidth)) - (tileWidth)))\n\ndefine Player move X: (x) Y: (y)\nTile X: ((round ((((round ((private playerX) / (16))) * (16)) + (x)) / (16))) * (16)) Tile Y: ((round ((((round ((private playerY) / (16))) * (16)) + (y)) / (16))) * (16))\nif <<(private tileIndex) > [0]> and <(item (private tileIndex) of [tilecostume v]) = [1]>> then\n if <<(private playerDirection) = [down]> or <(private playerDirection) = [up]>> then\n change [private playerx v] by ((x) * (0.25))\n change [private playery v] by ((y) * (0.2))\n else\n change [private playerx v] by ((x) * (0.2))\n change [private playery v] by ((y) * (0.25))\n end\nend\n\nwhen I receive [gameon v]\nset [globalobjectdelete v] to [0]\nforever\n if <(private playerSpot) = [origin]> then\n if <(length of [spawngameobject v]) > [0]> then\n gameObjectLoad\n end\n end\nend\n\nwhen I receive [gameload v]\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine Dectect player tile. Define up: (upx) (upy) down: (downx) (downy) left: (leftx) (lefty) right: (rightx) (righty)\nset [private direction set v] to [0]\nTile X: ((round (((private playerX) + (downx)) / (16))) * (16)) Tile Y: ((round (((private playerY) + (downy)) / (16))) * (16))\nif <(private playerSpot) = (globalObjectDelete)> then\n set [globalobjectdelete v] to [0]\n stop [other scripts in sprite v]\n replace item (private playerSpot) of [gameobject v] with [0]\n replace item (private playerSpot) of [light v] with [10]\n Light tile: (private playerSpot) index: [10] transmissible: [0]\n delete this clone\nend\nif <<not <(private tileIndex) > [0]>> or <(item (private playerBelowTile) of [tilecostume v]) = [4]>> then\n broadcast (gameLoad v)\nelse\n if <(item (private playerBelowTile) of [tilecostume v]) = [5]> then\n change [level v] by (1)\n broadcast (gameLoad v)\n else\n if <(item (private playerBelowTile) of [tilecostume v]) = [7]> then\n set [private playerbelowtile v] to (private tileIndex)\n set [private playerdirection v] to [down]\n else\n if <(item (private playerBelowTile) of [tilecostume v]) = [8]> then\n set [private playerbelowtile v] to (private tileIndex)\n set [private playerdirection v] to [up]\n else\n if <(item (private playerBelowTile) of [tilecostume v]) = [9]> then\n set [private playerbelowtile v] to (private tileIndex)\n set [private playerdirection v] to [left]\n else\n if <(item (private playerBelowTile) of [tilecostume v]) = [10]> then\n set [private playerbelowtile v] to (private tileIndex)\n set [private playerdirection v] to [right]\n else\n if <(item (private playerBelowTile) of [tilecostume v]) = [11]> then\n stop [other scripts in sprite v]\n replace item (private playerSpot) of [gameobject v] with [0]\n delete this clone\n else\n set [private playerbelowtile v] to (private tileIndex)\n end\n end\n end\n end\n end\n end\nend\nTile X: ((round (((private playerX) + (upx)) / (16))) * (16)) Tile Y: ((round (((private playerY) + (upy)) / (16))) * (16))\nset [private playerabovetile v] to (private tileIndex)\nTile X: ((round (((private playerX) + (leftx)) / (16))) * (16)) Tile Y: ((round (((private playerY) + (lefty)) / (16))) * (16))\nset [private playerlefttile v] to (private tileIndex)\nTile X: ((round (((private playerX) + (rightx)) / (16))) * (16)) Tile Y: ((round (((private playerY) + (righty)) / (16))) * (16))\nset [private playerrighttile v] to (private tileIndex)\nRelative direction: [down] Environment: [up] [left] [right] Environment numbers: [0] [16] [-16] [0] [16] [0]\nRelative direction: [up] Environment: [down] [right] [left] Environment numbers: [0] [-16] [16] [0] [-16] [0]\nRelative direction: [right] Environment: [left] [down] [up] Environment numbers: [16] [0] [0] [16] [0] [-16]\nRelative direction: [left] Environment: [right] [up] [down] Environment numbers: [-16] [0] [0] [-16] [0] [16]\n\ndefine Fix Y-axis: (repeatnum) (x) (y)\nif <(repeatnum) = [tillGround]> then\n repeat until <<not <(item (private playerBelowTile) of [gameobject v]) = [0]>> or <not <(item (private playerBelowTile) of [tilecostume v]) = [1]>>>\n Player move X: ((x) * (-1)) Y: ((y) * (-1))\n end\n if <<(private playerDirection) = [up]> or <(private playerDirection) = [down]>> then\n set [private playery v] to ((round ((private playerY) / (16))) * (16))\n else\n set [private playerx v] to ((round ((private playerX) / (16))) * (16))\n end\nelse\n repeat (repeatnum)\n if <(item (private playerAboveTile) of [gameobject v]) = [0]> then\n Player move X: (x) Y: (y)\n end\n end\n if <<(private playerDirection) = [up]> or <(private playerDirection) = [down]>> then\n set [private playery v] to ((round ((private playerY) / (16))) * (16))\n else\n set [private playerx v] to ((round ((private playerX) / (16))) * (16))\n end\nend\n\ndefine Left key: (left1) (left2) Right key: (right1) (right2) Left: (leftx) (lefty) Right: (rightx) (righty)\nif <<key ((left1) v) pressed?> or <key ((left2) v) pressed?>> then\n if <(item (private playerLeftTile) of [gameobject v]) = [0]> then\n Player move X: (leftx) Y: (lefty)\n end\nend\nif <<key ((right1) v) pressed?> or <key ((right2) v) pressed?>> then\n if <(item (private playerRightTile) of [gameobject v]) = [0]> then\n Player move X: (rightx) Y: (righty)\n end\nend\n\ndefine Up key: (up1) (up2) Up: (upx) (upy)\nif <<not <(item (private playerBelowTile) of [tilecostume v]) = [1]>> or <not <(item (private playerBelowTile) of [gameobject v]) = [0]>>> then\n if <<key ((up1) v) pressed?> or <key ((up2) v) pressed?>> then\n if <(item (private playerBelowTile) of [tilecostume v]) = [6]> then\n set [playerglobaldirection v] to (private playerDirection)\n broadcast (globalDirection v)\n end\n if <(item (private playerBelowTile) of [gameobject v]) = [messager]> then\n broadcast (globalMessagerCheck v)\n end\n replace item (private playerBelowTile) of [light v] with [10]\n Light tile: (private playerBelowTile) index: [10] transmissible: [0]\n Fix Y-axis: [8] (upx) (upy)\n end\nend\n\ndefine Relative direction: (direction) Environment: (1) (2) (3) Environment numbers: (e1) (e2) (e3) (e4) (e5) (e6)\nif <(private direction set) = [0]> then\n if <(private playerDirection) = (direction)> then\n replace item (private playerSpot) of [gameobject v] with [0]\n set [private playerspot v] to ((private playerBelowTile) + (((e1) / (16)) + (((e2) * (tileWidth)) / (16))))\n if <(private playerDirection) = [left]> then\n change [private playerspot v] by (2)\n end\n if <(private playerDirection) = [right]> then\n change [private playerspot v] by (-2)\n end\n replace item (private playerSpot) of [gameobject v] with (private playerType)\n if <<(item (private playerBelowTile) of [tilecostume v]) = [3]> or <(item (private playerBelowTile) of [tilecostume v]) = [6]>> then\n if <(item (private playerBelowTile) of [explains v]) = [0]> then\n add (private playerBelowTile) to [spawnexplains v]\n add (item (private playerBelowTile) of [tilecostume v]) to [spawnexplains v]\n end\n end\n if <<(item (private playerAboveTile) of [tilecostume v]) = [3]> or <(item (private playerAboveTile) of [tilecostume v]) = [6]>> then\n set [private direction set v] to [1]\n set [private playerdirection v] to (1)\n if <(item (private playerAboveTile) of [explains v]) = [0]> then\n add (private playerAboveTile) to [spawnexplains v]\n add (item (private playerAboveTile) of [tilecostume v]) to [spawnexplains v]\n end\n else\n if <<(item (private playerLeftTile) of [tilecostume v]) = [3]> or <(item (private playerLeftTile) of [tilecostume v]) = [6]>> then\n set [private direction set v] to [1]\n set [private playerdirection v] to (2)\n if <(item (private playerLeftTile) of [explains v]) = [0]> then\n add (private playerLeftTile) to [spawnexplains v]\n add (item (private playerLeftTile) of [tilecostume v]) to [spawnexplains v]\n end\n else\n if <<(item (private playerRightTile) of [tilecostume v]) = [3]> or <(item (private playerRightTile) of [tilecostume v]) = [6]>> then\n set [private direction set v] to [1]\n set [private playerdirection v] to (3)\n if <(item (private playerRightTile) of [explains v]) = [0]> then\n add (private playerRightTile) to [spawnexplains v]\n add (item (private playerRightTile) of [tilecostume v]) to [spawnexplains v]\n end\n end\n end\n end\n end\nend\n\nwhen I receive [editor v]\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine Light tile: (tile) index: (index) transmissible: (0/1)\nif <((item (tile) of [light v]) - (1)) > [0]> then\n replace item (index) of [light v] with (index)\nend\nif <(0/1) = [0]> then\n if <(item ((tile) + (1)) of [tilecostume v]) = (item (tile) of [tilecostume v])> then\n if <(item ((tile) + (1)) of [light v]) < (item (tile) of [light v])> then\n replace item ((tile) + (1)) of [light v] with ((index) - (1))\n Light tile: ((tile) + (1)) index: ((index) - (1)) transmissible: [0]\n end\n end\n if <(item ((tile) + (-1)) of [tilecostume v]) = (item (tile) of [tilecostume v])> then\n if <(item ((tile) + (-1)) of [light v]) < (item (tile) of [light v])> then\n replace item ((tile) + (-1)) of [light v] with ((index) - (1))\n Light tile: ((tile) + (-1)) index: ((index) - (1)) transmissible: [0]\n end\n end\n if <(item ((tile) + (tileWidth)) of [tilecostume v]) = (item (tile) of [tilecostume v])> then\n if <(item ((tile) + (tileWidth)) of [light v]) < (item (tile) of [light v])> then\n replace item ((tile) + (tileWidth)) of [light v] with ((index) - (1))\n Light tile: ((tile) + (tileWidth)) index: ((index) - (1)) transmissible: [0]\n end\n end\n if <(item ((tile) - (tileWidth)) of [tilecostume v]) = (item (tile) of [tilecostume v])> then\n if <(item ((tile) - (tileWidth)) of [light v]) < (item (tile) of [light v])> then\n replace item ((tile) - (tileWidth)) of [light v] with ((index) - (1))\n Light tile: ((tile) - (tileWidth)) index: ((index) - (1)) transmissible: [0]\n end\n end\nelse\n if <(item ((tile) + (1)) of [light v]) < (item (tile) of [light v])> then\n replace item ((tile) + (1)) of [light v] with ((index) - (1))\n Light tile: ((tile) + (1)) index: ((index) - (1)) transmissible: [1]\n end\n if <(item ((tile) + (-1)) of [light v]) < (item (tile) of [light v])> then\n replace item ((tile) + (-1)) of [light v] with ((index) - (1))\n Light tile: ((tile) + (-1)) index: ((index) - (1)) transmissible: [1]\n end\n if <(item ((tile) + (tileWidth)) of [light v]) < (item (tile) of [light v])> then\n replace item ((tile) + (tileWidth)) of [light v] with ((index) - (1))\n Light tile: ((tile) + (tileWidth)) index: ((index) - (1)) transmissible: [1]\n end\n if <(item ((tile) - (tileWidth)) of [light v]) < (item (tile) of [light v])> then\n replace item ((tile) - (tileWidth)) of [light v] with ((index) - (1))\n Light tile: ((tile) - (tileWidth)) index: ((index) - (1)) transmissible: [1]\n end\nend\n\nwhen I start as a clone\ngo to x: ((private playerX) - (cameraX)) y: ((private playerY) - (cameraY))\nshow\nwait until <(length of [spawngameobject v]) = [0]>\nforever\n if <(playerPhysicToggle) = [1]> then\n go to x: ((private playerX) - (cameraX)) y: ((private playerY) - (cameraY))\n if <not <(private playerType) = [player]>> then\n if <(item (private playerBelowTile) of [gameobject v]) = [messager]> then\n broadcast (globalMessagerCheck v)\n end\n if <<(item (private playerLeftTile) of [gameobject v]) = [sideMessager]> or <(item (private playerRightTile) of [gameobject v]) = [sideMessager]>> then\n broadcast (globalSideMessagerCheck v)\n end\n end\n if <(private playerDirection) = [down]> then\n Dectect player tile. Define up: [0] [16] down: [0] [-16] left: [-16] [0] right: [16] [0]\n else\n if <(private playerDirection) = [up]> then\n Dectect player tile. Define up: [0] [-16] down: [0] [16] left: [16] [0] right: [-16] [0]\n else\n if <(private playerDirection) = [left]> then\n Dectect player tile. Define up: [16] [0] down: [-16] [0] left: [0] [16] right: [0] [-16]\n else\n Dectect player tile. Define up: [-16] [0] down: [16] [0] left: [0] [-16] right: [0] [16]\n end\n end\n end\n if <(private playerType) = [player]> then\n if <(private playerDirection) = [down]> then\n Left key: [a] [left arrow] Right key: [d] [right arrow] Left: [-16] [0] Right: [16] [0]\n else\n if <(private playerDirection) = [up]> then\n Left key: [a] [left arrow] Right key: [d] [right arrow] Left: [16] [0] Right: [-16] [0]\n else\n if <(private playerDirection) = [left]> then\n Left key: [a] [left arrow] Right key: [d] [right arrow] Left: [0] [16] Right: [0] [-16]\n else\n Left key: [a] [left arrow] Right key: [d] [right arrow] Left: [0] [-16] Right: [0] [16]\n end\n end\n end\n if <((private playerX) - (cameraX)) > [132]> then\n change [camerax v] by (8)\n end\n if <((private playerX) - (cameraX)) < [-132]> then\n change [camerax v] by (-8)\n end\n if <((private playerY) - (cameraY)) > [132]> then\n change [cameray v] by (8)\n end\n if <((private playerY) - (cameraY)) < [-132]> then\n change [cameray v] by (-8)\n end\n end\n end\nend\n\nwhen I start as a clone\nwait until <(length of [spawngameobject v]) = [0]>\nforever\n if <(playerPhysicToggle) = [1]> then\n if <(private playerType) = [messager]> then\n if <(item (private playerAboveTile) of [gameobject v]) = [player]> then\n if <(item (private playerAboveTile) of [explains v]) = [0]> then\n add (private playerAboveTile) to [spawnexplains v]\n add [messager] to [spawnexplains v]\n add (private playerAboveTile) to [spawnexplains v]\n add (private slot1) to [spawnexplains v]\n end\n end\n else\n if <(private playerType) = [fireBox]> then\n replace item (private playerSpot) of [light v] with [3]\n Light tile: (private playerSpot) index: [3] transmissible: [1]\n if <(item (private playerBelowTile) of [gameobject v]) = [player]> then\n broadcast (gameLoad v)\n end\n else\n if <(private playerType) = [boxDestroyer]> then\n if <(item (1) of [message v]) = (private playerType)> then\n if <(item (2) of [message v]) = (private playerSpot)> then\n wait until <not <(item ((private playerSpot) + (((private slot1) / (16)) + (((private slot2) * (tileWidth)) / (16)))) of [gameobject v]) = [0]>>\n set [globalobjectdelete v] to ((private playerSpot) + (((private slot1) / (16)) + (((private slot2) * (tileWidth)) / (16))))\n repeat (10)\n change size by (10)\n turn right (10) degrees\n if <(item (private playerAboveTile) of [explains v]) = [0]> then\n add (private playerAboveTile) to [spawnexplains v]\n add [destroyed] to [spawnexplains v]\n end\n end\n repeat (10)\n change size by (-10)\n turn right (-10) degrees\n end\n point in direction (90)\n set size to (100) %\n end\n end\n else\n if <(private playerType) = [boxSpawner]> then\n if <(item (1) of [message v]) = (private playerType)> then\n if <(item (2) of [message v]) = (private playerSpot)> then\n add [box] to [spawngameobject v]\n add [1] to [spawngameobject v]\n if <(private slot1) = [up]> then\n add ((private playerX) + (0)) to [spawngameobject v]\n add ((private playerY) + (16)) to [spawngameobject v]\n else\n if <(private slot1) = [down]> then\n add ((private playerX) + (0)) to [spawngameobject v]\n add ((private playerY) + (-16)) to [spawngameobject v]\n else\n if <(private slot1) = [left]> then\n add ((private playerX) + (-16)) to [spawngameobject v]\n add ((private playerY) + (0)) to [spawngameobject v]\n else\n add ((private playerX) + (16)) to [spawngameobject v]\n add ((private playerY) + (0)) to [spawngameobject v]\n end\n end\n end\n add (private slot2) to [spawngameobject v]\n add [] to [spawngameobject v]\n add [] to [spawngameobject v]\n end\n end\n else\n if < (private playerType) contains [gate]?> then\n if <(item (1) of [message v]) = (private playerType)> then\n if <(item (2) of [message v]) = [delete]> then\n stop [other scripts in sprite v]\n replace item (private playerSpot) of [gameobject v] with [0]\n delete this clone\n else\n set [private playerdirection v] to (item (2) of [message v])\n set [private playertype v] to [box]\n end\n end\n else\n if <(private playerType) = [player]> then\n if <(item (1) of [message v]) = (private playerType)> then\n set [private playerdirection v] to (item (2) of [message v])\n end\n if <(private playerDirection) = [up]> then\n Up key: [w] [up arrow] Up: [0] [-16]\n else\n if <(private playerDirection) = [down]> then\n Up key: [w] [up arrow] Up: [0] [16]\n else\n if <(private playerDirection) = [left]> then\n Up key: [w] [up arrow] Up: [16] [0]\n else\n if <(private playerDirection) = [right]> then\n Up key: [w] [up arrow] Up: [-16] [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n if <not < (private playerType) contains [gate]?>> then\n if <(private playerDirection) = [up]> then\n Fix Y-axis: [tillGround] [0] [-16]\n else\n if <(private playerDirection) = [down]> then\n Fix Y-axis: [tillGround] [0] [16]\n else\n if <(private playerDirection) = [left]> then\n Fix Y-axis: [tillGround] [16] [0]\n else\n if <(private playerDirection) = [right]> then\n Fix Y-axis: [tillGround] [-16] [0]\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [globaldirection v]\nif <<<not <(private playerSpot) = [origin]>> and <not <(private playerType) = [player]>>> and <not < (private playerType) contains [gate]?>>> then\n if <not <(item (private playerBelowTile) of [tilecostume v]) = [1]>> then\n replace item (private playerBelowTile) of [light v] with [10]\n Light tile: (private playerBelowTile) index: [10] transmissible: [0]\n set [private playerdirection v] to (playerGlobalDirection)\n Object direction renew\n end\nend\n\nwhen flag clicked\nset [private playerspot v] to [origin]\n\ndefine Update object. X: (x) y: (y)\nif <<(item ((((((round (((private playerX) + (x)) / (16))) * (16)) / (16)) mod ((tileWidth) + (1))) + (1)) + ((((((round (((private playerY) + (y)) / (16))) * (16)) / (16)) mod (tileHeight)) * (tileWidth)) - (tileWidth))) of [tilecostume v]) = [1]> and <(item ((((((round (((private playerX) + (x)) / (16))) * (16)) / (16)) mod ((tileWidth) + (1))) + (1)) + ((((((round (((private playerY) + (y)) / (16))) * (16)) / (16)) mod (tileHeight)) * (tileWidth)) - (tileWidth))) of [gameobject v]) = [0]>> then\n replace item (private playerSpot) of [gameobject v] with [0]\n Spawn gameObject type: (private playerType) costume: (costume [number v]) x: (((round ((private playerX) / (16))) * (16)) + (x)) y: (((round ((private playerY) / (16))) * (16)) + (y)) direction: (private playerDirection) extra slot1: (private slot1) extra slot2: (private slot2)\n stop [other scripts in sprite v]\n delete this clone\nend\n\ndefine Object direction renew\nreplace item (private playerSpot) of [gameobject v] with [0]\nif <(private playerDirection) = [up]> then\n Update object. X: [0] y: [16]\nelse\n if <(private playerDirection) = [down]> then\n Update object. X: [0] y: [-16]\n else\n if <(private playerDirection) = [left]> then\n Update object. X: [-16] y: [0]\n else\n if <(private playerDirection) = [right]> then\n Update object. X: [16] y: [0]\n end\n end\n end\nend\n\ndefine Spawn gameObject type: (<t>) costume: (costume) x: (x) y: (y) direction: (direction) extra slot1: (value1) extra slot2: (value2)\nadd (<t>) to [spawngameobject v]\nadd (costume) to [spawngameobject v]\nadd (x) to [spawngameobject v]\nadd (y) to [spawngameobject v]\nadd (direction) to [spawngameobject v]\nadd (value1) to [spawngameobject v]\nadd (value2) to [spawngameobject v]\n\nwhen I receive [globalmessagercheck v]\nif <not <(private playerSpot) = [origin]>> then\n if <(private playerType) = [messager]> then\n if <not <(item (private playerAboveTile) of [gameobject v]) = [0]>> then\n if <<[gameobject v] contains (private slot1)?> and <not <[message v] contains (private slot1)?>>> then\n add (private slot1) to [message v]\n add (private slot2) to [message v]\n end\n end\n end\nend\n\nwhen I receive [globalsidemessagercheck v]\nif <not <(private playerSpot) = [origin]>> then\n if <(private playerType) = [sideMessager]> then\n if <<not <(item (private playerLeftTile) of [gameobject v]) = [0]>> or <not <(item (private playerRightTile) of [gameobject v]) = [0]>>> then\n if <<[gameobject v] contains (private slot1)?> and <not <[message v] contains (private slot1)?>>> then\n add (private slot1) to [message v]\n add (private slot2) to [message v]\n end\n end\n end\nend\n\nwhen I receive [gameon v]\nforever\n if <(private playerSpot) = [origin]> then\n if <(length of [message v]) > [0]> then\n wait (0.1) seconds\n delete (1) of [message v]\n delete (1) of [message v]\n end\n end\nend\n\ndefine gameObjectLoad\nset [private playerbelowtile v] to [-]\nset [private playerabovetile v] to [-]\nset [private playerlefttile v] to [-]\nset [private playerrighttile v] to [-]\nset [spawnplayercounter v] to [0]\nrepeat ((length of [spawngameobject v]) / (7))\n change [spawnplayercounter v] by (1)\n set [private playertype v] to (item (spawnPlayerCounter) of [spawngameobject v])\n switch costume to (item ((spawnPlayerCounter) + (1)) of [spawngameobject v])\n set [private playerx v] to (item ((spawnPlayerCounter) + (2)) of [spawngameobject v])\n set [private playery v] to (item ((spawnPlayerCounter) + (3)) of [spawngameobject v])\n set [private playerdirection v] to (item ((spawnPlayerCounter) + (4)) of [spawngameobject v])\n set [private slot1 v] to (item ((spawnPlayerCounter) + (5)) of [spawngameobject v])\n set [private slot2 v] to (item ((spawnPlayerCounter) + (6)) of [spawngameobject v])\n create clone of (_myself_ v)\n change [spawnplayercounter v] by (6)\nend\ndelete all of [spawngameobject v]\n\n@FPS\n\nwhen flag clicked\nhide\nforever\n change [fpscounter v] by (1)\n wait (0) seconds\n if <(timer) > [1]> then\n reset timer\n set [fps v] to (fpsCounter)\n set [fpscounter v] to [0]\n end\nend\n\nwhen I receive [fpsupdate v]\nif <not <(costume [name v]) = [a]>> then\n delete this clone\nend\nfpsLoad\n\nwhen I start as a clone\nset [ghost v] effect to (50)\nshow\n\nwhen flag clicked\nforever\n broadcast (fpsUpdate v)\nend\n\nwait (1) seconds\n\ndefine fpsLoad\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (fps v)\ncreate clone of (_myself_ v)\nset size to (40) %\nswitch costume to (letter (1) of (FPS))\ngo to x: (212) y: (172)\ncreate clone of (_myself_ v)\nif <(length of (FPS)) = [2]> then\n switch costume to (letter (2) of (FPS))\n go to x: (218) y: (172)\n create clone of (_myself_ v)\nend\n\n@Explains\n\nwhen I receive [gameon v]\nhide\nset [private costume v] to [0]\nforever\n explainLoad\nend\n\nwhen I start as a clone\ngo to x: ((((private spot) mod (tileWidth)) * (16)) - (cameraX)) y: (((<([ceiling v] of ((private spot) / (tileWidth)) ) = [0]> + ([ceiling v] of ((private spot) / (tileWidth)) )) * (16)) - (cameraY))\nswitch costume to (private costume)\nshow\nwait (0.1) seconds\nreplace item (private spot) of [explains v] with [0]\nrepeat (5)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\ndefine explainLoad\nif <(length of [spawnexplains v]) > [0]> then\n set [private spot v] to (item (1) of [spawnexplains v])\n set [private costume v] to (item (2) of [spawnexplains v])\n replace item (private spot) of [explains v] with (private costume)\n create clone of (_myself_ v)\n delete (1) of [spawnexplains v]\n delete (1) of [spawnexplains v]\n if <(length of [spawnexplains v]) > [20]> then\n delete all of [spawnexplains v]\n end\nend\n\n
ᴀ ᴘʟᴀᴛꜰᴏʀᴍᴇʀ .\n\nWASD / Arrow Keys to move, r to restart .\n\nIt's playing with switching gravity of objects .
Season Platformer
@Stage\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\n\n@Sprite6\n\n@Sprite1\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (40)\nrepeat (8)\n change size by (-0.8)\n change [ghost v] effect by (2)\nend\nhide\ndelete this clone\n\nwhen flag clicked\nforever\n if <(Level) = [17]> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nset [level v] to [1]\n\ndefine Platformer Engine\nchange [y v] by (-0.5)\nif <key (right arrow v) pressed?> then\n change [x v] by (1)\nend\nif <key (left arrow v) pressed?> then\n change [x v] by (-1)\nend\nset [x v] to ((X) * (0.9))\nchange x by (X)\nif <touching color (#06d300)?> then\n change y by (1)\n if <touching color (#06d300)?> then\n change y by (1)\n if <touching color (#06d300)?> then\n change y by (1)\n if <touching color (#06d300)?> then\n change y by (1)\n if <touching color (#06d300)?> then\n change y by (1)\n if <touching color (#06d300)?> then\n change y by (1)\n end\n if <touching color (#06d300)?> then\n change y by (-6)\n change x by ((X) * (-1))\n if <key (space 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 (#06d300)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<touching color (#06d300)?> and <key (up arrow v) pressed?>> then\n set [y v] to [10]\nend\nchange y by (0.5)\nif <(x position) > [215]> then\n change [level v] by (1)\n go to x: (X spawn) y: (Y spawn)\nend\nif <touching (sprite2 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 [-190]\nset [y spawn v] to [-100]\ngo to x: (X spawn) y: (Y spawn)\nshow\nset size to (40) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n Platformer Engine\nend\n\nwhen flag clicked\nforever\n if <touching (sprite3 v)?> then\n go to x: (-190) y: (-117)\n end\nend\n\n@Sprite2\n\n@Sprite3\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nshow\n\n@Sprite5\n\nwhen flag clicked\npoint in direction (90)\n\nshow\n\nwhen flag clicked\nhide\n\n
Play the levels as you wonder through all the seasons.\n\nThis is a chill, easy game that you can speed through when you are bored :)\n\nTy for all the likes and comments! <3333 it means so much :)
Autumn a Platformer
@Stage\n\nwhen I receive [start v]\nforever\n play sound [parasonic v] until done\nend\n\nwhen [timer v] > (0.1)\nforever\n play sound [parasonic v] until done\nend\n\n@Sprite1\n\ndefine settings\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\ngo to x: (-241) y: (-87)\nset size to (78) %\nset [color v] effect to (0)\npoint in direction (90)\nset [slip v] to [.9]\nset [y v] to [0]\nset [x v] to [0]\nset rotation style [don't rotate v]\n\nwhen flag clicked\nforever\n if <(x position) = [241]> then\n broadcast (Next v)\n go to x: (-241) y: (-87)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-241) y: (-87)\n end\nend\n\nwhen [timer v] > (0.1)\nhide\n\nwhen I receive [start v]\nsettings\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume2 v)\n point in direction (-90)\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume1 v)\n point in direction (-90)\n change [x v] by (1)\n end\n set [x v] to ((x) * (slip))\n change x by (x)\n if <touching color (#e35900)?> then\n change y by (1)\n if <touching color (#e35900)?> then\n change y by (1)\n if <touching color (#e35900)?> then\n change y by (1)\n if <touching color (#e35900)?> then\n change y by (1)\n if <touching color (#e35900)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [12]\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 change y by (y)\n if <touching color (#e35900)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching color (#e35900)?>> then\n set [y v] to [12]\n end\n change y by (1)\nend\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nnext costume\n\n@Sprite3\n\nwhen flag clicked\nset y to (143)\nforever\n go to x: (203) y: (pick random (144) to (-144))\n point in direction (pick random (0) to (180))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat until <touching (_edge_ v)?>\n turn right (5) degrees\n change x by (-5)\nend\ndelete this clone\n\n@Thumbnail\n\nwhen flag clicked\nhide\ngo to x: (0) y: (349)\nreset timer\nforever\n go to [front v] layer\n reset timer\nend\n\nwhen [timer v] > (0.1)\nshow\nglide (1) secs to x: (0) y: (0)\nforever\n wait (1) seconds\n repeat (50)\n change [whirl v] effect by (15)\n end\n repeat (50)\n change [whirl v] effect by (-15)\n end\nend\n\n@Intro\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\nstart sound [Splash v]\nrepeat (21)\n next costume\n wait (.005) seconds\nend\nwait (3) seconds\nhide\nbroadcast (Start v)\n\n
#4 Trending!\nThis is a big surprise\n\nArrow keys to move\nDon't touch the lava\nEnjoy!\nMore levels coming soon\n
Roll ↝ A 100% Pen Scrolling Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Disfigure - Blank.mp3 v] until done\nend\n\n@Pen\n\ndefine Fill Rectangle From: (x1) (y1) To: (x2) (y2)\nif <<(x2) < (x1)> and <(y1) < (y2)>> then\n __fill rect__ (x2) (y1) (x1) (y2)\nelse\n if <<(x1) < (x2)> and <(y2) < (y1)>> then\n __fill rect__ (x1) (y2) (x2) (y1)\n else\n if <<(x1) < (x2)> and <(y1) < (y2)>> then\n __fill rect__ (x1) (y1) (x2) (y2)\n else\n __fill rect__ (x2) (y2) (x1) (y1)\n end\n end\nend\n\ndefine __fill rect__ (x1) (y1) (x2) (y2)\nif <(((y2) - (y1)) / (2)) < (((x2) - (x1)) / (2))> then\n set [res v] to ([ceiling v] of (((y2) - (y1)) / (14)) )\n set pen size to ((y2) - (y1))\n go to x: ((x1) + (((y2) - (y1)) / (2))) y: ((y1) + (((y2) - (y1)) / (2)))\n pen down\n go to x: ((x2) - (((y2) - (y1)) / (2))) y: ((y1) + (((y2) - (y1)) / (2)))\nelse\n set [res v] to ([ceiling v] of (((x2) - (x1)) / (14)) )\n set pen size to ((x2) - (x1))\n go to x: ((x1) + (((x2) - (x1)) / (2))) y: ((y1) + (((x2) - (x1)) / (2)))\n pen down\n go to x: ((x1) + (((x2) - (x1)) / (2))) y: ((y2) - (((x2) - (x1)) / (2)))\nend\nrepeat until <([floor v] of (res) ) = [0]>\n set pen size to ((res) * (2))\n go to x: ((x1) + (res)) y: ((y1) + (res))\n go to x: ((x1) + (res)) y: ((y2) - (res))\n go to x: ((x2) - (res)) y: ((y2) - (res))\n go to x: ((x2) - (res)) y: ((y1) + (res))\n go to x: ((x1) + (res)) y: ((y1) + (res))\n set [res v] to ((res) * (0.3))\nend\npen up\n\ndefine Ren_Tri at (ax) (ay) (bx) (by) (cx) (cy) resolution: (res)\nset [z_lena v] to ([sqrt v] of ((((bx) - (cx)) * ((bx) - (cx))) + (((by) - (cy)) * ((by) - (cy)))) )\nset [z_lenb v] to ([sqrt v] of ((((ax) - (cx)) * ((ax) - (cx))) + (((ay) - (cy)) * ((ay) - (cy)))) )\nset [z_lenc v] to ([sqrt v] of ((((ax) - (bx)) * ((ax) - (bx))) + (((ay) - (by)) * ((ay) - (by)))) )\nset [z_peri v] to ((1) / (((Z_lena) + (Z_lenb)) + (Z_lenc)))\nset [z_incx v] to (((((Z_lena) * (ax)) + ((Z_lenb) * (bx))) + ((Z_lenc) * (cx))) * (Z_peri))\nset [z_incy v] to (((((Z_lena) * (ay)) + ((Z_lenb) * (by))) + ((Z_lenc) * (cy))) * (Z_peri))\nset [z_ind v] to ([sqrt v] of ((((((Z_lenb) + (Z_lenc)) - (Z_lena)) * (((Z_lenc) + (Z_lena)) - (Z_lenb))) * (((Z_lena) + (Z_lenb)) - (Z_lenc))) * (Z_peri)) )\nset [z_aox v] to ((Z_incx) - (ax))\nset [z_aoy v] to ((Z_incy) - (ay))\nset [z_box v] to ((Z_incx) - (bx))\nset [z_boy v] to ((Z_incy) - (by))\nset [z_cox v] to ((Z_incx) - (cx))\nset [z_coy v] to ((Z_incy) - (cy))\nif <<(Z_lena) < (Z_lenb)> and <(Z_lena) < (Z_lenc)>> then\n set [z_td v] to ([sqrt v] of (((Z_Aox) * (Z_Aox)) + ((Z_Aoy) * (Z_Aoy))) )\nelse\n if <<(Z_lenb) > (Z_lena)> or <(Z_lenb) > (Z_lenc)>> then\n set [z_td v] to ([sqrt v] of (((Z_Cox) * (Z_Cox)) + ((Z_Coy) * (Z_Coy))) )\n else\n set [z_td v] to ([sqrt v] of (((Z_Box) * (Z_Box)) + ((Z_Boy) * (Z_Boy))) )\n end\nend\nset [z_rate v] to ((((Z_td) * (2)) - (Z_ind)) / ((Z_td) * (4)))\nset [z_td v] to ((1) + (0))\ngo to x: (round (Z_incx)) y: (round (Z_incy))\nset pen size to (Z_ind)\npen down\nrepeat ([ceiling v] of (([log v] of ((res) / (Z_ind)) ) / ([log v] of (Z_rate) )) )\n set [z_td v] to ((Z_td) * (Z_rate))\n set pen size to ((Z_ind) * (Z_td))\n go to x: (((Z_Aox) * (Z_td)) + (ax)) y: (((Z_Aoy) * (Z_td)) + (ay))\n go to x: (((Z_Box) * (Z_td)) + (bx)) y: (((Z_Boy) * (Z_td)) + (by))\n go to x: (((Z_Cox) * (Z_td)) + (cx)) y: (((Z_Coy) * (Z_td)) + (cy))\n go to x: (((Z_Aox) * (Z_td)) + (ax)) y: (((Z_Aoy) * (Z_td)) + (ay))\nend\nset pen size to (res)\ngo to x: (ax) y: (ay)\ngo to x: (bx) y: (by)\ngo to x: (cx) y: (cy)\ngo to x: (ax) y: (ay)\npen up\n\nwhen flag clicked\nforever\n Main_Reset\n repeat until <(@STATUS) > []>\n Main_Graphics\n Main_Physics\n end\n if <(@STATUS) = [Die]> then\n wait (0.7) seconds\n else\n repeat (40)\n change [@_x v] by (((item (1) of [portal v]) - (@_X)) / (10))\n change [@_y v] by (((item (2) of [portal v]) - (@_Y)) / (10))\n change [@_size v] by (((0) - (@_SIZE)) / (10))\n Main_Graphics\n end\n stop [all v]\n end\nend\n\ndefine Main_Graphics\nerase all\ndelete all of [lava v]\ndelete all of [trampolines v]\ndelete all of [spikes v]\ndelete all of [ground v]\ndelete all of [reverse v]\ndelete all of [portal v]\nRen_BG\nTile_Clouds\nTile_Spike at x,y [60] [-95] upside down? (0/1) [0]\nTile_Spike at x,y [90] [-95] upside down? (0/1) [0]\nTile_Spike at x,y [120] [-95] upside down? (0/1) [0]\nTile_Sign at x,y [0] [-70] left/right [right]\nTile_Ground at x1,y1,x2,y2 [-240] [-110] [240] [-180] top layer height [20]\nTile_Ground at x1,y1,x2,y2 [-240] [350] [-200] [-180] top layer height [20]\nTile_Trampoline at x,y [230] [-10]\nTile_Ground at x1,y1,x2,y2 [200] [-20] [260] [-180] top layer height [20]\nTile_Ground at x1,y1,x2,y2 [350] [180] [410] [-180] top layer height [20]\nTile_Ground at x1,y1,x2,y2 [500] [130] [560] [-180] top layer height [20]\nTile_Ground at x1,y1,x2,y2 [650] [80] [710] [-180] top layer height [20]\nTile_Ground at x1,y1,x2,y2 [800] [20] [860] [-180] top layer height [20]\nTile_Ground at x1,y1,x2,y2 [950] [-40] [1010] [-180] top layer height [20]\nTile_Ground at x1,y1,x2,y2 [1100] [-120] [1300] [-180] top layer height [20]\nTile_Reverse at x1,y1,x2,y2 [1250] [-100] [1300] [-140]\nTile_Lava at x1,x2 [1900] [2100] base y, height [140] [60] animation speed, animation range [50] [8] thickness [20]\nTile_Lava at x1,x2 [1575] [1840] base y, height [140] [60] animation speed, animation range [50] [8] thickness [20]\nTile_Sign at x,y [1400] [190] left/right [left]\nTile_Ground at x1,y1,x2,y2 [1100] [150] [2250] [80] top layer height [20]\nTile_Spike at x,y [1115] [64] upside down? (0/1) [1]\nTile_Spike at x,y [1145] [64] upside down? (0/1) [1]\nTile_Spike at x,y [1175] [64] upside down? (0/1) [1]\nTile_Spike at x,y [1205] [64] upside down? (0/1) [1]\nTile_Spike at x,y [1235] [64] upside down? (0/1) [1]\nTile_Spike at x,y [1335] [64] upside down? (0/1) [1]\nTile_Spike at x,y [1435] [64] upside down? (0/1) [1]\nTile_Spike at x,y [1465] [64] upside down? (0/1) [1]\nTile_Spike at x,y [1565] [64] upside down? (0/1) [1]\nTile_Spike at x,y [1595] [64] upside down? (0/1) [1]\nTile_Spike at x,y [1625] [64] upside down? (0/1) [1]\nTile_Spike at x,y [1725] [64] upside down? (0/1) [1]\nTile_Spike at x,y [1755] [64] upside down? (0/1) [1]\nTile_Spike at x,y [1785] [64] upside down? (0/1) [1]\nTile_Spike at x,y [1815] [64] upside down? (0/1) [1]\nTile_Spike at x,y [1915] [64] upside down? (0/1) [1]\nTile_Spike at x,y [1945] [64] upside down? (0/1) [1]\nTile_Spike at x,y [1975] [64] upside down? (0/1) [1]\nTile_Spike at x,y [2005] [64] upside down? (0/1) [1]\nTile_Spike at x,y [2035] [64] upside down? (0/1) [1]\nTile_Reverse at x1,y1,x2,y2 [2200] [100] [2250] [60]\nTile_Trampoline at x,y [2375] [-100]\nTile_Ground at x1,y1,x2,y2 [2100] [-110] [2400] [-180] top layer height [20]\nTile_Spike at x,y [2115] [-95] upside down? (0/1) [0]\nTile_Spike at x,y [2145] [-95] upside down? (0/1) [0]\nTile_Spike at x,y [2175] [-95] upside down? (0/1) [0]\nTile_Spike at x,y [2205] [-95] upside down? (0/1) [0]\nTile_Spike at x,y [2235] [-95] upside down? (0/1) [0]\nTile_Sign at x,y [2505] [130] left/right [left]\nTile_Ground at x1,y1,x2,y2 [2450] [90] [2550] [20] top layer height [20]\nTile_Ground at x1,y1,x2,y2 [2090] [250] [2150] [80] top layer height [20]\nTile_Trampoline at x,y [1860] [260]\nTile_Ground at x1,y1,x2,y2 [1830] [250] [1890] [80] top layer height [20]\nTile_Ground at x1,y1,x2,y2 [1515] [250] [1575] [80] top layer height [20]\nTile_Portal at x,y,size [1150] [210] [75]\nRen_Player at ((@_X) - (@_CAM X)) ((@_Y) - (@_CAM Y)) ((@_SIZE) - (2))\n\ndefine Main_Physics\nif <(@_GRAVITY MODE) = [0]> then\n if <(@_YV) > [-20]> then\n change [@_yv v] by (-1)\n end\nelse\n if <(@_YV) < [20]> then\n change [@_yv v] by (1)\n end\nend\nif <key (left arrow v) pressed?> then\n change [@_xv v] by (-1)\n if <(@_GRAVITY MODE) = [0]> then\n change [@_dir v v] by (-1)\n else\n change [@_dir v v] by (1)\n end\nend\nif <key (right arrow v) pressed?> then\n change [@_xv v] by (1)\n if <(@_GRAVITY MODE) = [0]> then\n change [@_dir v v] by (1)\n else\n change [@_dir v v] by (-1)\n end\nend\nset [@_xv v] to ((@_XV) * (0.9))\nset [@_dir v v] to ((@_DIR V) * (0.9))\nchange [@_dir v] by (@_DIR V)\nPhy_Change x by (@_XV)\nif <(@_GRAVITY MODE) = [0]> then\n change [@_y v] by (-2)\n Coll_Ground\n if <<key (up arrow v) pressed?> and <(Coll_player/ground?) = [1]>> then\n set [@_yv v] to [16]\n end\n change [@_y v] by (2)\nelse\n change [@_y v] by (2)\n Coll_Ground\n if <<key (up arrow v) pressed?> and <(Coll_player/ground?) = [1]>> then\n set [@_yv v] to [-16]\n end\n change [@_y v] by (-2)\nend\nPhy_Change y by (@_YV)\nchange [@_cam x v] by (((@_X) - (@_CAM X)) / (10))\nchange [@_cam y v] by (((@_Y) - (@_CAM Y)) / (10))\nif <(@_CAM X) < [0]> then\n set [@_cam x v] to [0]\nend\nif <(@_CAM Y) < [0]> then\n set [@_cam y v] to [0]\nend\nif <(@_Y) < [-180]> then\n set [@status v] to [Die]\nend\nColl_Trampolines\nif <not <(Coll_player/trampolines?) = [0]>> then\n set [@_yv v] to [20]\nend\nColl_Spikes\nif <(Coll_player/spikes?) = [1]> then\n set [@status v] to [Die]\nend\nColl_Reverse\nif <(Coll_player/reverse?) = [1]> then\n if <(@_GRAVITY MODE) = [0]> then\n set [@_gravity mode v] to [1]\n change [@_y v] by (20)\n else\n set [@_gravity mode v] to [0]\n change [@_y v] by (-20)\n end\nend\nColl_Lava\nif <(Coll_player/lava?) = [1]> then\n set [@status v] to [Die]\nend\nColl_Portal\nif <(Coll_player/portal?) = [1]> then\n set [@status v] to [Win]\nend\n\ndefine Coll_Rect/Rect (x1) (y1) (x2) (y2) (x3) (y3) (x4) (y4)\nset [coll_rect/rect? v] to [0]\nif <<<(x2) > (x3)> and <(x1) < (x4)>> and <<(y2) < (y3)> and <(y1) > (y4)>>> then\n set [coll_rect/rect? v] to [1]\nend\n\ndefine Ren_Rect at (x1) (y1) (x2) (y2)\npen up\nFill Rectangle From: (x1) (y1) To: (x2) (y2)\n\ndefine Phy_Change x by (xv)\nchange [@_x v] by (xv)\nColl_Ground\nif <(Coll_player/ground?) = [1]> then\n repeat (12)\n change [@_y v] by (1)\n Coll_Ground\n if <(Coll_player/ground?) = [0]> then\n stop [this script v]\n end\n end\n change [@_y v] by (-12)\n Coll_Ground\n repeat until <(Coll_player/ground?) = [0]>\n if <(@_XV) > [0]> then\n change [@_x v] by (-1)\n else\n change [@_x v] by (1)\n end\n Coll_Ground\n end\n set [@_xv v] to [0]\nend\n\ndefine Coll_Ground\nset [coll_player/ground? v] to [0]\nset [_i v] to [1]\nPhy_Set Edge\nrepeat ((length of [ground v]) / (4))\n Coll_Rect/Rect (item (_i) of [ground v]) (item ((_i) + (1)) of [ground v]) (item ((_i) + (2)) of [ground v]) (item ((_i) + (3)) of [ground v]) (@_X1EDGE) (@_Y1EDGE) (@_X2EDGE) (@_Y2EDGE)\n if <(Coll_rect/rect?) = [1]> then\n set [coll_player/ground? v] to [1]\n stop [this script v]\n end\n change [_i v] by (4)\nend\n\ndefine Tile_Ground at x1,y1,x2,y2 (x1) (y1) (x2) (y2) top layer height (height)\nif <<<not <((x1) - (@_CAM X)) > [240]>> and <not <((x2) - (@_CAM X)) < [-240]>>> and <<not <((y1) - (@_CAM Y)) < [-180]>> and <not <((y2) - (@_CAM Y)) > [180]>>>> then\n set pen color to (#d2b486)\n Ren_Rect at ((x1) - (@_CAM X)) (((y1) - (height)) - (@_CAM Y)) ((x2) - (@_CAM X)) ((y2) - (@_CAM Y))\n set pen color to (#60ef5c)\n Ren_Rect at ((x1) - (@_CAM X)) ((y1) - (@_CAM Y)) ((x2) - (@_CAM X)) (((y1) - (height)) - (@_CAM Y))\n add (x1) to [ground v]\n add (y1) to [ground v]\n add (x2) to [ground v]\n add (y2) to [ground v]\nend\n\ndefine Phy_Set Edge\nset [@_x1edge v] to ((@_X) - ((@_SIZE) / (2)))\nset [@_y1edge v] to ((@_Y) + ((@_SIZE) / (2)))\nset [@_x2edge v] to ((@_X) + ((@_SIZE) / (2)))\nset [@_y2edge v] to ((@_Y) - ((@_SIZE) / (2)))\n\ndefine Phy_Change y by (yv)\nchange [@_y v] by (yv)\nColl_Ground\nif <(Coll_player/ground?) = [1]> then\n Coll_Ground\n repeat until <(Coll_player/ground?) = [0]>\n if <(@_YV) > [0]> then\n change [@_y v] by (-1)\n else\n change [@_y v] by (1)\n end\n Coll_Ground\n end\n set [@_yv v] to [0]\nend\n\ndefine Main_Reset\nswitch costume to (costume1 v)\nset size to (99999999999999999999999999999999999999999999999999999) %\nswitch costume to (costume2 v)\nset [@_gravity mode v] to [0]\nset [@_xv v] to [0]\nset [@_yv v] to [0]\nset [@_dir v v] to [0]\nset [@_x v] to [-150]\nset [@_y v] to [0]\nset [@_dir v] to [0]\nset [@_cam x v] to [-200]\nset [@_cam y v] to [0]\nset [@_size v] to [40]\nset [@status v] to []\nset [cloud_cooldowntarget v] to (pick random (140) to (160))\nset [cloud_cooldown v] to ((Cloud_CooldownTarget) - (1))\ndelete all of [clouds v]\n\ndefine Tile_Sign at x,y (x) (y) left/right (dir)\nset pen color to (#d3a65b)\nif <(dir) = [right]> then\n Ren_Rect at (((x) - (45)) - (@_CAM X)) (((y) + (15)) - (@_CAM Y)) (((x) + (15)) - (@_CAM X)) (((y) - (15)) - (@_CAM Y))\n Ren_Tri at (((x) + (15)) - (@_CAM X)) (((y) + (15)) - (@_CAM Y)) (((x) + (30)) - (@_CAM X)) ((y) - (@_CAM Y)) (((x) + (15)) - (@_CAM X)) (((y) - (15)) - (@_CAM Y)) resolution: [1]\n Ren_Rect at (((x) - (15)) - (@_CAM X)) (((y) - (15)) - (@_CAM Y)) (((x) - (5)) - (@_CAM X)) (((y) - (40)) - (@_CAM Y))\nelse\n Ren_Rect at (((x) - (30)) - (@_CAM X)) (((y) + (15)) - (@_CAM Y)) (((x) + (30)) - (@_CAM X)) (((y) - (15)) - (@_CAM Y))\n Ren_Tri at (((x) - (30)) - (@_CAM X)) (((y) + (15)) - (@_CAM Y)) (((x) - (45)) - (@_CAM X)) ((y) - (@_CAM Y)) (((x) - (30)) - (@_CAM X)) (((y) - (15)) - (@_CAM Y)) resolution: [1]\n Ren_Rect at (((x) - (5)) - (@_CAM X)) (((y) - (15)) - (@_CAM Y)) (((x) + (5)) - (@_CAM X)) (((y) - (40)) - (@_CAM Y))\nend\n\ndefine Tile_Trampoline at x,y (x) (y)\nset pen color to (#f7e746)\nRen_Rect at ((x) - (@_CAM X)) (((y) + (40)) - (@_CAM Y)) (((x) + (25)) - (@_CAM X)) (((y) + (20)) - (@_CAM Y))\nset pen color to (#ffea64)\nRen_Rect at (((x) - (25)) - (@_CAM X)) (((y) + (40)) - (@_CAM Y)) ((x) - (@_CAM X)) (((y) + (20)) - (@_CAM Y))\nset pen color to (#bdbdbd)\nRen_Rect at (((x) - (7)) - (@_CAM X)) (((y) + (20)) - (@_CAM Y)) (((x) + (7)) - (@_CAM X)) (((y) - (40)) - (@_CAM Y))\nadd ((x) - (7)) to [ground v]\nadd ((y) + (20)) to [ground v]\nadd ((x) + (7)) to [ground v]\nadd ((y) - (40)) to [ground v]\nadd ((x) - (25)) to [trampolines v]\nadd ((y) + (40)) to [trampolines v]\nadd ((x) + (25)) to [trampolines v]\nadd ((y) + (20)) to [trampolines v]\n\ndefine Coll_Trampolines\nset [coll_player/trampolines? v] to [0]\nset [_i v] to [1]\nPhy_Set Edge\nrepeat ((length of [trampolines v]) / (4))\n Coll_Rect/Rect (item (_i) of [trampolines v]) (item ((_i) + (1)) of [trampolines v]) (item ((_i) + (2)) of [trampolines v]) (item ((_i) + (3)) of [trampolines v]) (@_X1EDGE) (@_Y1EDGE) (@_X2EDGE) (@_Y2EDGE)\n if <(Coll_rect/rect?) = [1]> then\n set [coll_player/trampolines? v] to [1]\n end\n change [_i v] by (4)\nend\n\ndefine Tile_Clouds\nset pen color to (#def7ff)\nchange [cloud_cooldown v] by (1)\nif <(Cloud_Cooldown) = (Cloud_CooldownTarget)> then\n set [cloud_cooldown v] to [0]\n set [cloud_cooldowntarget v] to (pick random (140) to (160))\n add ((@_X) + (pick random (-170) to (240))) to [clouds v]\n add ((@_Y) + (pick random (180) to (200))) to [clouds v]\n add (pick random (20) to (50)) to [clouds v]\n add (pick random (50) to (70)) to [clouds v]\n add (pick random (120) to (140)) to [clouds v]\nend\nset [_i v] to [1]\nrepeat ((length of [clouds v]) / (5))\n replace item (_i) of [clouds v] with ((item (_i) of [clouds v]) + (2))\n replace item ((_i) + (4)) of [clouds v] with ((item ((_i) + (4)) of [clouds v]) - (1))\n Ren_Line at (((item (_i) of [clouds v]) - ((item ((_i) + (3)) of [clouds v]) / (2))) - (@_CAM X)) ((item ((_i) + (1)) of [clouds v]) - (@_CAM Y)) (((item (_i) of [clouds v]) + ((item ((_i) + (3)) of [clouds v]) / (2))) - (@_CAM X)) ((item ((_i) + (1)) of [clouds v]) - (@_CAM Y)) (item ((_i) + (2)) of [clouds v])\n if <(item ((_i) + (4)) of [clouds v]) < [1]> then\n delete all of [clouds v]\n else\n change [_i v] by (6)\n end\nend\n\ndefine Ren_Line at (x1) (y1) (x2) (y2) (thickness)\npen up\nset pen size to (thickness)\ngo to x: (x1) y: (y1)\npen down\ngo to x: (x2) y: (y2)\npen up\n\ndefine Ren_Cir at (x) (y) (size)\npen up\nset pen size to (size)\ngo to x: (x) y: (y)\npen down\npen up\n\ndefine Ren_Player at (x) (y) (size)\nset pen color to (#2b2b2b)\nif <(@_Y) > [4000]> then\n set pen (transparency v) to (((@_Y) - (4000)) / (100))\nelse\n set pen (transparency v) to (0)\nend\nRen_Cir at (x) (y) (size)\ngo to x: (0) y: (0)\npoint in direction (@_DIR)\nmove ((size) / (10)) steps\nset [@_xdata v] to (x position)\nset [@_ydata v] to (y position)\nset pen color to (#ffffff)\nif <(@_Y) > [4000]> then\n set pen (transparency v) to (((@_Y) - (4000)) / (100))\nelse\n set pen (transparency v) to (0)\nend\nRen_Cir at ((x) + (@_XDATA)) ((y) + (@_YDATA)) ((size) / (1.7))\ngo to x: (0) y: (0)\npoint in direction (@_DIR)\nmove ((size) / (6)) steps\nset [@_xdata v] to (x position)\nset [@_ydata v] to (y position)\nset pen color to (#2b2b2b)\nif <(@_Y) > [4000]> then\n set pen (transparency v) to (((@_Y) - (4000)) / (100))\nelse\n set pen (transparency v) to (0)\nend\nRen_Cir at ((x) + (@_XDATA)) ((y) + (@_YDATA)) ((size) / (4))\nset pen (transparency v) to (0)\n\ndefine Tile_Spike at x,y (x) (y) upside down? (0/1) (upside down?)\nif <(upside down?) = [1]> then\n if <<<not <(((x) - (15)) - (@_CAM X)) > [240]>> and <not <(((x) + (15)) - (@_CAM X)) < [-240]>>> and <<not <(((y) + (15)) - (@_CAM Y)) < [-180]>> and <not <(((y) - (15)) - (@_CAM Y)) > [180]>>>> then\n set pen color to (#d6d6d6)\n Ren_Tri at (((x) - (15)) - (@_CAM X)) (((y) + (15)) - (@_CAM Y)) ((x) - (@_CAM X)) (((y) + (15)) - (@_CAM Y)) ((x) - (@_CAM X)) (((y) - (15)) - (@_CAM Y)) resolution: [1]\n set pen color to (#cccccc)\n Ren_Tri at ((x) - (@_CAM X)) (((y) - (15)) - (@_CAM Y)) ((x) - (@_CAM X)) (((y) + (15)) - (@_CAM Y)) (((x) + (15)) - (@_CAM X)) (((y) + (15)) - (@_CAM Y)) resolution: [1]\n add ((x) - (15)) to [spikes v]\n add ((y) - (15)) to [spikes v]\n add (x) to [spikes v]\n add ((y) + (15)) to [spikes v]\n add ((x) + (15)) to [spikes v]\n add ((y) - (15)) to [spikes v]\n end\nelse\n if <<<not <(((x) - (15)) - (@_CAM X)) > [240]>> and <not <(((x) + (15)) - (@_CAM X)) < [-240]>>> and <<not <(((y) + (15)) - (@_CAM Y)) < [-180]>> and <not <(((y) - (15)) - (@_CAM Y)) > [180]>>>> then\n set pen color to (#d6d6d6)\n Ren_Tri at (((x) - (15)) - (@_CAM X)) (((y) - (15)) - (@_CAM Y)) ((x) - (@_CAM X)) (((y) - (15)) - (@_CAM Y)) ((x) - (@_CAM X)) (((y) + (15)) - (@_CAM Y)) resolution: [1]\n set pen color to (#cccccc)\n Ren_Tri at ((x) - (@_CAM X)) (((y) + (15)) - (@_CAM Y)) ((x) - (@_CAM X)) (((y) - (15)) - (@_CAM Y)) (((x) + (15)) - (@_CAM X)) (((y) - (15)) - (@_CAM Y)) resolution: [1]\n add ((x) - (15)) to [spikes v]\n add ((y) + (15)) to [spikes v]\n add (x) to [spikes v]\n add ((y) - (15)) to [spikes v]\n add ((x) + (15)) to [spikes v]\n add ((y) + (15)) to [spikes v]\n end\nend\n\ndefine Coll_Cir/Line (cx) (cy) (r) (x1) (y1) (x2) (y2)\nset [coll_cir/line? v] to [0]\nColl_P/Cir (x1) (y1) (cx) (cy) (r)\nif <(Coll_p/cir?) = [1]> then\n set [coll_cir/line? v] to [1]\n stop [this script v]\nend\nColl_P/Cir (x2) (y2) (cx) (cy) (r)\nif <(Coll_p/cir?) = [1]> then\n set [coll_cir/line? v] to [1]\n stop [this script v]\nend\ndelete all of [cir/line v]\nadd ((x1) - (x2)) to [cir/line v]\nadd ((y1) - (y2)) to [cir/line v]\nadd ([sqrt v] of (((item (1) of [cir/line v]) * (item (1) of [cir/line v])) + ((item (2) of [cir/line v]) * (item (2) of [cir/line v]))) ) to [cir/line v]\nadd (((((cx) - (x1)) * ((x2) - (x1))) + (((cy) - (y1)) * ((y2) - (y1)))) / ((item (3) of [cir/line v]) * (item (3) of [cir/line v]))) to [cir/line v]\nadd ((item (4) of [cir/line v]) * ((x2) - (x1))) to [cir/line v]\nadd ((item (4) of [cir/line v]) * ((y2) - (y1))) to [cir/line v]\nColl_Line/P (x1) (y1) (x2) (y2) (item (5) of [cir/line v]) (item (6) of [cir/line v])\nif <(Coll_line/p?) = [0]> then\n stop [this script v]\nend\nadd ((item (5) of [cir/line v]) - (cx)) to [cir/line v]\nadd ((item (6) of [cir/line v]) - (cy)) to [cir/line v]\nadd ([sqrt v] of (((item (7) of [cir/line v]) * (item (7) of [cir/line v])) + ((item (8) of [cir/line v]) * (item (8) of [cir/line v]))) ) to [cir/line v]\nif <<(item (9) of [cir/line v]) < (r)> or <(item (9) of [cir/line v]) = (r)>> then\n set [coll_cir/line? v] to [1]\nend\n\ndefine Coll_P/Cir (px) (py) (cx) (cy) (r)\nset [coll_p/cir? v] to [0]\ndelete all of [p/cir v]\nadd ((px) - (cx)) to [p/cir v]\nadd ((py) - (cy)) to [p/cir v]\nadd ([sqrt v] of (((item (1) of [p/cir v]) * (item (1) of [p/cir v])) + ((item (2) of [p/cir v]) * (item (2) of [p/cir v]))) ) to [p/cir v]\nif <<(item (3) of [p/cir v]) < (r)> or <(item (3) of [p/cir v]) = (r)>> then\n set [coll_p/cir? v] to [1]\nend\n\ndefine Coll_Line/P (x1) (y1) (x2) (y2) (px) (py)\nset [coll_line/p? v] to [0]\ndelete all of [line/p v]\nadd ([sqrt v] of ((((x2) - (x1)) * ((x2) - (x1))) + (((y2) - (y1)) * ((y2) - (y1)))) ) to [line/p v]\nadd ([sqrt v] of ((((px) - (x1)) * ((px) - (x1))) + (((py) - (y1)) * ((py) - (y1)))) ) to [line/p v]\nadd ([sqrt v] of ((((px) - (x2)) * ((px) - (x2))) + (((py) - (y2)) * ((py) - (y2)))) ) to [line/p v]\nif <<<((item (2) of [line/p v]) + (item (3) of [line/p v])) > ((item (1) of [line/p v]) - (0.1))> or <((item (2) of [line/p v]) + (item (3) of [line/p v])) = ((item (1) of [line/p v]) - (0.1))>> and <<((item (2) of [line/p v]) + (item (3) of [line/p v])) < ((item (1) of [line/p v]) + (0.1))> or <((item (2) of [line/p v]) + (item (3) of [line/p v])) = ((item (1) of [line/p v]) + (0.1))>>> then\n set [coll_line/p? v] to [1]\nend\n\ndefine Coll_Spikes\nset [coll_player/spikes? v] to [0]\nset [_i v] to [1]\nrepeat ((length of [spikes v]) / (6))\n Coll_Cir/Line (@_X) (@_Y) ((@_SIZE) / (2.8)) (item (_i) of [spikes v]) (item ((_i) + (1)) of [spikes v]) (item ((_i) + (2)) of [spikes v]) (item ((_i) + (3)) of [spikes v])\n if <(Coll_cir/line?) = [1]> then\n set [coll_player/spikes? v] to [1]\n stop [this script v]\n end\n Coll_Cir/Line (@_X) (@_Y) ((@_SIZE) / (70)) (item ((_i) + (2)) of [spikes v]) (item ((_i) + (3)) of [spikes v]) (item ((_i) + (4)) of [spikes v]) (item ((_i) + (5)) of [spikes v])\n if <(Coll_cir/line?) = [1]> then\n set [coll_player/spikes? v] to [1]\n stop [this script v]\n end\n Coll_Cir/Line (@_X) (@_Y) ((@_SIZE) / (2.8)) (item ((_i) + (4)) of [spikes v]) (item ((_i) + (5)) of [spikes v]) (item (_i) of [spikes v]) (item ((_i) + (1)) of [spikes v])\n if <(Coll_cir/line?) = [1]> then\n set [coll_player/spikes? v] to [1]\n stop [this script v]\n end\n change [_i v] by (6)\nend\n\ndefine Tile_Reverse at x1,y1,x2,y2 (x1) (y1) (x2) (y2)\nset pen color to (#37d6a1)\nRen_Rect at ((x1) - (@_CAM X)) ((y1) - (@_CAM Y)) ((x2) - (@_CAM X)) ((y2) - (@_CAM Y))\nadd (x1) to [reverse v]\nadd (y1) to [reverse v]\nadd (x2) to [reverse v]\nadd (y2) to [reverse v]\n\ndefine Coll_Reverse\nset [coll_player/reverse? v] to [0]\nset [_i v] to [1]\nPhy_Set Edge\nrepeat ((length of [reverse v]) / (4))\n Coll_Rect/Rect (item (_i) of [reverse v]) (item ((_i) + (1)) of [reverse v]) (item ((_i) + (2)) of [reverse v]) (item ((_i) + (3)) of [reverse v]) (@_X1EDGE) (@_Y1EDGE) (@_X2EDGE) (@_Y2EDGE)\n if <(Coll_rect/rect?) = [1]> then\n set [coll_player/reverse? v] to [1]\n stop [this script v]\n end\n change [_i v] by (4)\nend\n\ndefine Ren_BG\nset pen color to (#c3f3ff)\nRen_Cir at [0] [0] [1000]\n\ndefine Coll_Lava\nset [coll_player/lava? v] to [0]\nset [_i v] to [1]\nPhy_Set Edge\nrepeat ((length of [lava v]) / (4))\n Coll_Rect/Rect (item (_i) of [lava v]) (item ((_i) + (1)) of [lava v]) (item ((_i) + (2)) of [lava v]) (item ((_i) + (3)) of [lava v]) (@_X1EDGE) (@_Y1EDGE) (@_X2EDGE) (@_Y2EDGE)\n if <(Coll_rect/rect?) = [1]> then\n set [coll_player/lava? v] to [1]\n stop [this script v]\n end\n change [_i v] by (4)\nend\n\ndefine Tile_Portal at x,y,size (x) (y) (size)\nset pen color to (#74d7ff)\nset pen (transparency v) to (75)\nRen_Cir at ((x) - (@_CAM X)) ((y) - (@_CAM Y)) (size)\nchange pen (brightness v) by (-10)\nchange pen (color v) by (2)\nset pen (transparency v) to (65)\nRen_Cir at ((x) - (@_CAM X)) ((y) - (@_CAM Y)) ((size) - (5))\nchange pen (brightness v) by (-10)\nchange pen (color v) by (2)\nset pen (transparency v) to (55)\nRen_Cir at ((x) - (@_CAM X)) ((y) - (@_CAM Y)) ((size) - (10))\nchange pen (brightness v) by (-10)\nchange pen (color v) by (2)\nset pen (transparency v) to (45)\nRen_Cir at ((x) - (@_CAM X)) ((y) - (@_CAM Y)) ((size) - (15))\nchange pen (brightness v) by (-10)\nchange pen (color v) by (2)\nset pen (transparency v) to (35)\nRen_Cir at ((x) - (@_CAM X)) ((y) - (@_CAM Y)) ((size) - (20))\nadd (x) to [portal v]\nadd (y) to [portal v]\nadd ((size) - (20)) to [portal v]\n\ndefine Tile_Lava at x1,x2 (x1) (x2) base y, height (base y) (height) animation speed, animation range (speed) (range) thickness (thickness)\nset pen color to (#ff6464)\nset [lava_x v] to ((x1) - ((thickness) / (2)))\nset [_i v] to [1]\nrepeat (([floor v] of (((x2) - (x1)) / (thickness)) ) + (1))\n Ren_Line at ((Lava_x) - (@_CAM X)) (((base y) + ((thickness) / (2))) - (@_CAM Y)) ((Lava_x) - (@_CAM X)) (((((base y) + ((thickness) / (2))) + (height)) + (([cos v] of ((((days since 2000) * (100000)) + (_i)) * (speed)) ) * (range))) - (@_CAM Y)) ((thickness) + (1))\n change [lava_x v] by (thickness)\n change [_i v] by (1)\n add ((Lava_x) - ((thickness) / (2))) to [lava v]\n add ((((base y) + ((thickness) / (2))) + (height)) + (([cos v] of ((((days since 2000) * (100000)) + (_i)) * (speed)) ) * (range))) to [lava v]\n add ((Lava_x) + ((thickness) / (2))) to [lava v]\n add ((base y) + ((thickness) / (2))) to [lava v]\nend\n\ndefine Coll_Portal\nset [coll_player/portal? v] to [0]\nset [_i v] to [1]\nrepeat ((length of [portal v]) / (3))\n Coll_Cir/Cir (@_X) (@_Y) (@_SIZE) (item (_i) of [portal v]) (item ((_i) + (1)) of [portal v]) (item ((_i) + (2)) of [portal v])\n if <(Coll_cir/cir?) = [1]> then\n set [coll_player/portal? v] to [1]\n stop [this script v]\n end\n change [_i v] by (3)\nend\n\ndefine Coll_Cir/Cir (c1x) (c1y) (c1r) (c2x) (c2y) (c2r)\nset [coll_cir/cir? v] to [0]\ndelete all of [cir/cir v]\nadd ((c1x) - (c2x)) to [cir/cir v]\nadd ((c1y) - (c2y)) to [cir/cir v]\nadd ([sqrt v] of (((item (1) of [cir/cir v]) * (item (1) of [cir/cir v])) + ((item (2) of [cir/cir v]) * (item (2) of [cir/cir v]))) ) to [cir/cir v]\nif <(c1r) > (c2r)> then\n if <<(item (3) of [cir/cir v]) < (c1r)> or <(item (3) of [cir/cir v]) = (c1r)>> then\n set [coll_cir/cir? v] to [1]\n end\nelse\n if <<(item (3) of [cir/cir v]) < (c2r)> or <(item (3) of [cir/cir v]) = (c2r)>> then\n set [coll_cir/cir? v] to [1]\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nswitch costume to (blank v)\nset size to (99999999999) %\ngo to x: (0) y: (-500)\nswitch costume to (roll blur v)\nset size to (100) %\nforever\n go to [front v] layer\n reset timer\nend\n\nwhen [timer v] > (0.1)\nrepeat (50)\n change y by ((() - (y position)) / (6))\nend\n\n
Mega Man: The Phantom Challenger //// SCROLLING PLATFORMER
@Stage\n\ndefine find next weapon (z/x)\nif <(z/x) = [2]> then\n set [findweaponcounter v] to [1]\n change [megaman costume v] by (1)\n if <(Megaman Costume) > [9]> then\n set [megaman costume v] to [1]\n end\n repeat until <<<not <(item (Megaman Costume) of [robot master weapons v]) = [0]>> and <not <(item (Megaman Costume) of [robot master weapons v]) = []>>> or <(Megaman Costume) = [1]>>\n change [megaman costume v] by (1)\n if <(Megaman Costume) > [9]> then\n set [megaman costume v] to [0]\n end\n end\nend\nif <(z/x) = [1]> then\n set [findweaponcounter v] to [1]\n change [megaman costume v] by (-1)\n repeat until <<<not <(item (Megaman Costume) of [robot master weapons v]) = [0]>> and <not <(item (Megaman Costume) of [robot master weapons v]) = []>>> or <(Megaman Costume) = [1]>>\n change [megaman costume v] by (-1)\n if <(Megaman Costume) < [1]> then\n set [megaman costume v] to [9]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Show stage select stars?) = [1]> then\nend\n\nwhen flag clicked\nset [transition v] to [0]\nset [ypos offset v] to [0]\nset [music v] to [1]\nset volume to (100) %\nforever\n play sound (Music) until done\nend\n\nwhen I receive [die v]\nchange [lives v] by (-1)\nrepeat (10)\n change volume by (-10)\nend\nwait (3) seconds\nif <(LIVES) < [1]> then\n broadcast (haha u lose v)\nelse\n broadcast (SetUp v)\n broadcast (READY v)\n wait (1) seconds\n broadcast (Teleportin v)\nend\n\nwhen I receive [transition up v]\nset [transition v] to [1]\nset [scroll y min v] to (Scroll Y Max)\nbroadcast (Disable Movement v)\nif <<(STAGE #) = [6]> and <(Scroll Y Max) = [2693]>> then\n repeat (35)\n change [scroll y max v] by (10)\n change [scroll y min v] by (10)\n broadcast (Player_MoveDown v)\n end\n broadcast (Enable Movement v)\n wait (1) seconds\n set [checkpoint # v] to [4]\n set [scroll x max v] to [7195]\nelse\n repeat (43)\n change [scroll y max v] by (10)\n change [scroll y min v] by (10)\n broadcast (Player_MoveDown v)\n end\n broadcast (Enable Movement v)\n if <(STAGE #) = [8]> then\n if <(Scroll X Max) = [8000]> then\n set [scroll x max v] to [8000]\n set [scroll x min v] to [8000]\n end\n end\n if <(STAGE #) = [1]> then\n if <<(Checkpoint #) = [2]> and <(Scroll X Max) = [500]>> then\n set [checkpoint # v] to [3]\n set [scroll x max v] to [500]\n set [scroll x min v] to [500]\n end\n end\n if <(STAGE #) = [2]> then\n if <(Checkpoint #) < [3]> then\n set [checkpoint # v] to [2]\n set [scroll x max v] to [3954]\n set [scroll x min v] to [3954]\n end\n end\n if <(STAGE #) = [7]> then\n if <(Checkpoint #) < [3]> then\n set [checkpoint # v] to [3]\n set [scroll x max v] to [2222]\n set [scroll x min v] to [2222]\n end\n end\n if <(STAGE #) = [6]> then\n if <(Checkpoint #) < [3]> then\n set [checkpoint # v] to [3]\n end\n end\nend\nwait (1) seconds\nset [transition v] to [0]\n\nwhen I receive [transition down v]\nset [transition v] to [1]\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)\nif <(STAGE #) = [2]> then\n if <(Checkpoint #) < [3]> then\n set [checkpoint # v] to [2]\n set [scroll x max v] to [3954]\n set [scroll x min v] to [3954]\n end\nend\nif <(STAGE #) = [9]> then\n if <(Scroll Y Min) = [-1720]> then\n wait (1) seconds\n broadcast (Megaman walk to left v)\n end\nend\nwait (1) seconds\nset [transition v] to [0]\n\nwhen I receive [bossgatetransition v]\nbroadcast (Disable Movement v)\nset [scroll x min v] to (Scroll X Max)\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 flag clicked\nset [lives v] to [4]\nset [show stage select stars? v] to [1]\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]\nforever\n if <(LIVES) > [8]> then\n set [lives v] to [8]\n end\nend\n\nwhen I receive [bossdie v]\nrepeat (10)\n change volume by (-10)\nend\n\nwhen I receive [take dmg v]\nif <(HEALTH) < [15]> then\n set [dmg thingy v] to [1]\n create clone of (ready v)\n wait (.02) seconds\n set [dmg thingy v] to [2]\n create clone of (ready v)\n wait (.02) seconds\n set [dmg thingy v] to [3]\n create clone of (ready v)\n wait (.02) seconds\n set [dmg thingy v] to [4]\n create clone of (ready v)\n wait (.02) seconds\nend\n\nwhen I receive [start v]\nrepeat (10)\n change volume by (-10)\nend\n\nwhen I receive [transition right v]\nbroadcast (Disable Movement v)\nset [transition v] to [1]\nset [scroll x min v] to (Scroll X Max)\nrepeat (50)\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)\nset [transition v] to [0]\nwait (1) seconds\n\nwhen I receive [transition left v]\nbroadcast (Disable Movement v)\nset [transition v] to [1]\nrepeat (50)\n change [scroll x max v] by (-10)\n change [scroll x min v] by (-10)\n broadcast (Player_MoveRight v)\nend\nbroadcast (Enable Movement v)\nwait (1) seconds\nset [transition v] to [0]\n\nwhen I receive [teleportin v]\nset [ypos offset v] to [0]\n\nwhen I receive [screenshake v]\nset [ypos offset v] to [50]\nif <([canmove? v] of [hitbox v]) = [1]> then\n broadcast (Player_MoveUp v)\nend\nrepeat (10)\n set [ypos offset v] to ((YPos Offset) * (.4))\nend\nset [ypos offset v] to [0]\n\nwhen I receive [bosscutscene v]\nset [major boss? v] to [0]\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 [battle begin v]\nif <(BossBattle Phase) = [0]> then\n if <(Major Boss?) = [1]> then\n repeat (10)\n change volume by (-10)\n end\n set [music v] to [8]\n stop all sounds\n repeat (10)\n change volume by (10)\n end\n else\n repeat (10)\n change volume by (-10)\n end\n set [music v] to [7]\n stop all sounds\n repeat (10)\n change volume by (10)\n end\n set [music v] to [16]\n end\nend\n\nwhen I receive [stage select v]\nset [heard boss speech? v] to [0]\nset [transition v] to [0]\nset [bossbattle phase v] to [0]\nif <(LIVES) < [4]> then\n set [lives v] to [4]\nend\n\nwhen I receive [resume stage music v]\nrepeat (10)\n change volume by (-10)\nend\nif <(STAGE #) = [2]> then\n set [music v] to [2]\nend\nif <(STAGE #) = [1]> then\n set [music v] to [4]\nend\nif <(STAGE #) = [3]> then\n set [music v] to [10]\nend\nif <(STAGE #) = [4]> then\n set [music v] to [14]\nend\nif <(STAGE #) = [6]> then\n set [music v] to [11]\nend\nif <(STAGE #) = [7]> then\n set [music v] to [12]\nend\nif <(STAGE #) = [8]> then\n set [music v] to [13]\nend\nif <(STAGE #) = [9]> then\n set [music v] to [6]\nend\nif <(STAGE #) = [10]> then\n set [music v] to [10]\nend\nstop all sounds\nrepeat (10)\n change volume by (10)\nend\n\nwhen I receive [menu_start v]\nrepeat (10)\n change volume by (-10)\nend\n\nwhen I receive [stage select v]\nbroadcast (Delete Text v)\nrepeat (10)\n change volume by (-10)\nend\nset [music v] to [5]\nstop all sounds\nrepeat (10)\n change volume by (10)\nend\n\nwhen I receive [stage selected v]\nrepeat (10)\n change volume by (-10)\nend\n\nwhen I receive [robot master intro v]\nbroadcast (Delete Text v)\n\nwhen I receive [setup v]\nrepeat (10)\n change volume by (-10)\nend\nif <(STAGE #) = [2]> then\n set [music v] to [2]\nend\nif <(STAGE #) = [1]> then\n set [music v] to [4]\nend\nif <(STAGE #) = [3]> then\n set [music v] to [10]\nend\nif <(STAGE #) = [4]> then\n set [music v] to [14]\nend\nif <(STAGE #) = [6]> then\n set [music v] to [11]\nend\nif <(STAGE #) = [7]> then\n set [music v] to [12]\nend\nif <(STAGE #) = [8]> then\n set [music v] to [13]\nend\nif <(STAGE #) = [9]> then\n set [music v] to [6]\nend\nif <(STAGE #) = [10]> then\n set [music v] to [10]\nend\nstop all sounds\nrepeat (10)\n change volume by (10)\nend\n\nwhen I receive [protoman whistle v]\nrepeat (10)\n change volume by (-10)\nend\nwait (2) seconds\nrepeat (10)\n change volume by (10)\nend\n\nwhen I receive [treble+bass fuse v]\nrepeat (10)\n change volume by (-10)\nend\nset [music v] to [15]\nstop all sounds\nrepeat (10)\n change volume by (10)\nend\n\nwhen flag clicked\ndelete all of [robot masters defeated v]\nrepeat (8)\n add [0] to [robot masters defeated v]\nend\n\nwhen I receive [stage select v]\ndelete all of [special weapon energy v]\nrepeat (9)\n add [27] to [special weapon energy v]\nend\n\nwhen flag clicked\ndelete all of [robot master weapons v]\nadd [1] to [robot master weapons v]\nrepeat (8)\n add [0] to [robot master weapons v]\nend\n\nwhen I receive [weapon get screen v]\nrepeat (10)\n change volume by (-10)\nend\nset [music v] to [9]\nstop all sounds\nrepeat (10)\n change volume by (10)\nend\n\nwhen flag clicked\nforever\n if <<<(Scroll Y) < [0]> and <(STAGE #) = [8]>> or <(STAGE #) = [6]>> then\n set [antigravity? v] to [1]\n else\n set [antigravity? v] to [0]\n end\nend\n\nwhen I receive [stage select v]\ndelete all of [activated bossgates v]\nrepeat (5)\n add [0] to [activated bossgates v]\nend\n\nwhen flag clicked\nset [show stage select stars? v] to [0]\n\nwhen I receive [stage select v]\nrepeat (3)\n delete all of [activated bossgates v]\n repeat (5)\n add [0] to [activated bossgates v]\n end\nend\n\nwhen [p v] key pressed\nif <(username) = [legobuzz12]> then\n set [phantom armor? v] to [1]\nend\n\nwhen flag clicked\nset [phantom armor? v] to [0]\n\nwhen flag clicked\ndelete all of [special weapon energy v]\nrepeat (9)\n add [27] to [special weapon energy v]\nend\n\nwhen [b v] key pressed\nif <(username) = [legobuzz12]> then\n set [heard boss speech? v] to [1]\n set [doc encounter? v] to [1]\nend\n\nwhen I receive [teleportin v]\nif <(STAGE #) = [4]> then\n wait until <<(Scroll Y) = [-860]> and <(Scroll X) < [300]>>\n if <(STAGE #) = [4]> then\n set [scroll x max v] to ((Scroll X Min) + (400))\n repeat (35)\n broadcast (fwd_10 v)\n change [scroll x max v] by (-10)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<<(Show stage select stars?) = [0]> and <(At Stage Select) = [0]>> and <(STAGE #) = [6]>> then\n wait (.05) seconds\n create clone of (switchblock thing v)\n end\nend\n\nwhen I receive [teleportin v]\nif <(STAGE #) = [6]> then\n wait until <<(Scroll Y) = [2263]> and <(Scroll X) < [3591]>>\n if <(STAGE #) = [6]> then\n set [scroll x max v] to (Scroll X Min)\n end\nend\n\n@mega man\n\nwhen I receive [regenerate misc objects v]\nrepeat (25)\n go to [front v] layer\nend\n\nwhen I receive [megaman get on snowboard v]\nset [on snowboard? v] to [1]\n\nwhen flag clicked\nset [on snowboard? v] to [0]\n\nwhen I receive [ready v]\nset [on snowboard? v] to [0]\n\nwhen I receive [ready v]\nwait (1) seconds\nforever\n if <<(On Snowboard?) = [1]> and <touching color (#b540d9)?>> then\n set [health v] to [30]\n wait (6) seconds\n end\nend\n\nwhen I receive [@mm go to front v]\nrepeat (10)\n go to [front v] layer\nend\n\nwhen I receive [you win v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset [health v] to [1]\n\nwhen flag clicked\n\nwhen I receive [die v]\nset [speed v] to [1]\nset [sliding? v] to [0]\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]> and <(PHANTOM ARMOR?) = [0]>> or <<(HEALTH) > [26]> and <(PHANTOM ARMOR?) = [1]>>> 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 <(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\nend\n\nwhen flag clicked\nset [sliding? v] to [0]\nforever\n if <(Megaman_Holding_Orb?) = [0]> then\n if <<(CanMove?) = [1]> and <key (space v) pressed?>> then\n if <(SLIDING?) = [0]> then\n if <(Megaman Costume) = [1]> 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?>>>> or <(takingdmg) = [1]>>\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?>>> or <(takingdmg) = [1]>>\n start sound [Mega Man 5 SFX \(12\) v]\n set [md v] to [50]\n repeat (2)\n change [md v] by (25)\n end\n repeat (4)\n change [md v] by (-25)\n end\n end\n set [md v] to [0]\n set [hold v] to [60]\n if <(SLIDING?) = [0]> then\n if <not <<<(HEALTH) > [14]> and <(PHANTOM ARMOR?) = [0]>> or <<(HEALTH) > [26]> and <(PHANTOM ARMOR?) = [1]>>>> then\n if <(Megaman_Holding_Orb?) = [0]> then\n if <(CanMove?) = [1]> then\n if <(PHANTOM ARMOR?) = [1]> then\n broadcast (Fire Special Weapon v)\n start sound [Mega Man 5 SFX \(21\) v]\n else\n create clone of (_myself_ v)\n start sound [Mega Man 5 SFX \(21\) v]\n end\n end\n end\n end\n end\n else\n wait until <<not <key (space v) pressed?>> and <not <mouse down?>>>\n end\n else\n broadcast (Fire Special Weapon v)\n wait (.5) seconds\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?> then\n set [animations: using gun?2 v] to [1]\n repeat until <not <<key (space v) pressed?> or <mouse down?>>>\n wait (.4) seconds\n end\n set [animations: using gun?2 v] to [0]\n wait until <not <<key (space v) pressed?> or <mouse down?>>>\n if <(Universal Hold) > [5]> then\n set [animations: using gun?2 v] to [1]\n wait (.2) seconds\n set [animations: using gun?2 v] to [0]\n end\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 <<<<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 <(round ([frame v] of [hitbox v])) = [0]> then\n set [animationcounter v] to [1]\n if <(PHANTOM ARMOR?) = [1]> then\n if <(animations: using gun?2) = [1]> then\n switch costume to (phantomstepgun1 v)\n else\n switch costume to (phantomstep1 v)\n end\n else\n if <(animations: using gun?2) = [1]> then\n switch costume to (mmstep2 v)\n else\n switch costume to (mmstep1 v)\n end\n end\n else\n if <(PHANTOM ARMOR?) = [1]> then\n if <(animations: using gun?2) = [1]> then\n if <(SLIDING?) = [0]> then\n switch costume to ((animationcounter) + (51))\n end\n else\n if <(SLIDING?) = [0]> then\n switch costume to ((animationcounter) + (43))\n end\n end\n if <(SLIDING?) = [0]> then\n change [animationcounter v] by (1)\n if <(animationcounter) > [8]> then\n set [animationcounter v] to [1]\n end\n wait (0) seconds\n end\n else\n if <(animations: using gun?2) = [1]> then\n if <(SLIDING?) = [0]> then\n switch costume to ((animationcounter) + (25))\n end\n else\n if <(SLIDING?) = [0]> then\n switch costume to ((animationcounter) + (16))\n end\n end\n if <(SLIDING?) = [0]> then\n change [animationcounter v] by (1)\n if <(animationcounter) > [6]> then\n set [animationcounter v] to [1]\n end\n wait (.04) seconds\n end\n end\n end\n else\n set [animationcounter v] to [1]\n end\n end\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <(getting ouched ?) = [1]> then\n if <(PHANTOM ARMOR?) = [1]> then\n if <([falling? v] of [hitbox v]) > [1]> then\n switch costume to (phantomouchair v)\n else\n switch costume to (phantomouchground v)\n end\n else\n if <([falling? v] of [hitbox v]) > [1]> then\n switch costume to (megaoof v)\n else\n switch costume to (megamouch1 v)\n end\n end\n else\n if <(SLIDING?) = [1]> then\n end\nend\n\nwhen I start as a clone\nif <<(On Snowboard?) = [1]> or <(@HTBX_GLOBAL XY?) = [1]>> then\n change y by (5)\n move (2) steps\nend\nif <<<not <(HEALTH) > [14]>> and <(PHANTOM ARMOR?) = [0]>> or <<not <(HEALTH) > [26]>> and <(PHANTOM ARMOR?) = [1]>>> then\n if <(PHANTOM ARMOR?) = [1]> then\n change y by (5)\n move (15) steps\n end\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) %\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]\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]\nrepeat (6)\n set [ghost v] effect to (100)\n wait (.05) seconds\n set [ghost v] effect to (0)\n wait (.05) seconds\nend\nset [takingdmg v] to [0]\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]\nset [md v] to [0]\nif <(clone?) = [0]> then\n hide\n set [canmove? v] to [-1]\n go to [front v] layer\n if <(PHANTOM ARMOR?) = [1]> then\n switch costume to (phtele1 v)\n set [sliding? v] to [0]\n wait (1) seconds\n switch costume to (phtele1 v)\n set [y v] to [0]\n go to x: (0) y: (899)\n show\n else\n switch costume to (megam1 v)\n set [sliding? v] to [0]\n wait (1) seconds\n switch costume to (megam1 v)\n set [y v] to [0]\n go to x: (0) y: (899)\n show\n end\n if <<(STAGE #) = [6]> and <(Checkpoint #) = [2]>> then\n repeat (15)\n set [canmove? v] to [-1]\n go to [front v] layer\n change y by (y)\n change [y v] by (-1)\n end\n else\n if <<<(STAGE #) = [1]> and <(Checkpoint #) = [6]>> or <<(STAGE #) = [4]> or <<(STAGE #) = [3]> and <(Checkpoint #) = [4]>>>> then\n repeat (24)\n set [canmove? v] to [-1]\n go to [front v] layer\n change y by (y)\n change [y v] by (-1)\n end\n else\n repeat (21)\n set [canmove? v] to [-1]\n go to [front v] layer\n change y by (y)\n change [y v] by (-1)\n end\n end\n end\n if <(STAGE #) = [8]> then\n repeat until <<touching (ground v)?> or <touching (misc objects v)?>>\n change y by (y)\n change [y v] by (-1)\n end\n else\n repeat until <touching (ground v)?>\n change y by (y)\n change [y v] by (-1)\n end\n end\n findground\n start sound [Mega Man 5 SFX \(2\)2 v]\n if <(PHANTOM ARMOR?) = [1]> then\n switch costume to (phtele2 v)\n repeat (5)\n wait (.02) seconds\n next costume\n end\n wait (0) seconds\n switch costume to (phantom1 v)\n else\n switch costume to (megam2 v)\n repeat (6)\n wait (.02) seconds\n next costume\n end\n wait (0) seconds\n end\n change [scroll x v] by (0)\n set [canmove? v] to [1]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [bossdie v]\nset [y v] to [0]\nset [canmove? v] to [-1]\nwait (1) seconds\nset [y v] to [0]\nset [canmove? v] to [-1]\nif <(x position) < [-120]> then\n repeat (9)\n change x by (5)\n end\nend\nif <(x position) > [120]> then\n repeat (9)\n change x by (-5)\n end\nend\nif <([falling? v] of [hitbox v]) < [3]> then\n repeat (10)\n if <(PHANTOM ARMOR?) = [1]> then\n switch costume to (phantom1 v)\n else\n switch costume to (megamidle v)\n end\n end\nelse\n repeat (10)\n if <(PHANTOM ARMOR?) = [1]> then\n switch costume to (phantomjump1 v)\n else\n switch costume to (megamjump v)\n end\n end\nend\nif <(STAGE #) = [9]> then\n repeat until <<(y position) < [-103]> or <touching (ground v)?>>\n change [y v] by (-2)\n change y by (y)\n end\nelse\n repeat until <touching (ground v)?>\n change [y v] by (-2)\n change y by (y)\n end\nend\nchange y by (-6)\nif <(PHANTOM ARMOR?) = [1]> then\n switch costume to (phantom1 v)\nelse\n switch costume to (megamidle v)\nend\nfindground\nif <(STAGE #) = [7]> then\n wait (4) seconds\nend\nif <<(STAGE #) = [4]> and <(Checkpoint #) = [2]>> then\n wait (.03) seconds\n set [override v] to [1]\n broadcast (Disable Movement v)\n wait (1) seconds\n set [y v] to [0]\n set [canmove? v] to [-1]\n change x by (5)\n if <(x position) < [-180]> then\n repeat (9)\n change x by (3)\n end\n end\n if <(x position) > [180]> then\n repeat (9)\n change x by (-3)\n end\n end\n if <([falling? v] of [hitbox v]) < [3]> then\n repeat (10)\n if <(PHANTOM ARMOR?) = [1]> then\n switch costume to (phantom1 v)\n else\n switch costume to (megamidle v)\n end\n end\n else\n repeat (10)\n if <(PHANTOM ARMOR?) = [1]> then\n switch costume to (phantomjump1 v)\n else\n switch costume to (megamjump v)\n end\n end\n end\n repeat until <touching (ground v)?>\n change [y v] by (-2)\n change y by (y)\n end\n if <(PHANTOM ARMOR?) = [1]> then\n switch costume to (phantom1 v)\n else\n switch costume to (megamidle v)\n end\n change y by (-10)\n findground\n set [y v] to [15]\n if <(PHANTOM ARMOR?) = [1]> then\n switch costume to (phantomjump1 v)\n else\n switch costume to (megamjump v)\n end\n repeat (15)\n change y by (y)\n change [y v] by (-1)\n end\n if <(PHANTOM ARMOR?) = [1]> then\n switch costume to (phantom1 v)\n wait (.02) seconds\n switch costume to (phtele7 v)\n start sound [Mega Man 5 SFX \(31\) v]\n repeat (6)\n wait (.02) seconds\n switch costume to ((costume [number v]) + (-1))\n change y by (y)\n change [y v] by (-1)\n end\n switch costume to (phtele1 v)\n set [canmove? v] to [-1]\n repeat until <(y position) > [180]>\n change y by (y)\n change [y v] by (1)\n end\n hide\n else\n switch costume to (megamidle v)\n start sound [Mega Man 5 SFX \(31\) v]\n repeat (7)\n wait (.02) seconds\n switch costume to ((costume [number v]) + (-1))\n change y by (y)\n change [y v] by (-1)\n end\n switch costume to (megam1 v)\n set [canmove? v] to [-1]\n repeat until <(y position) > [180]>\n change y by (y)\n change [y v] by (1)\n end\n hide\n end\n broadcast (Resume Stage music v)\n broadcast (READY v)\n wait (1) seconds\n broadcast (Teleportin v)\nelse\n if <<(STAGE #) = [9]> and <(BossBattle Phase) = [0]>> then\n wait (.03) seconds\n set [override v] to [1]\n broadcast (Disable Movement v)\n wait (.5) seconds\n set [y v] to [0]\n set [canmove? v] to [-1]\n change x by (5)\n if <(x position) < [-120]> then\n repeat (9)\n change x by (3)\n end\n end\n if <(x position) > [120]> then\n repeat (9)\n change x by (-3)\n end\n end\n if <([falling? v] of [hitbox v]) < [3]> then\n repeat (10)\n if <(PHANTOM ARMOR?) = [1]> then\n switch costume to (phantom1 v)\n else\n switch costume to (megamidle v)\n end\n end\n else\n repeat (10)\n if <(PHANTOM ARMOR?) = [1]> then\n switch costume to (phantomjump1 v)\n else\n switch costume to (megamjump v)\n end\n end\n end\n repeat until <touching (ground v)?>\n change [y v] by (-2)\n change y by (y)\n end\n if <(PHANTOM ARMOR?) = [1]> then\n switch costume to (phantom1 v)\n else\n switch costume to (megamidle v)\n end\n change y by (-10)\n findground\n change y by (-2)\n repeat until <(x position) < [-80]>\n if <(PHANTOM ARMOR?) = [1]> then\n point in direction (-90)\n switch costume to (phantom5 v)\n repeat (7)\n repeat (2)\n change x by (-5)\n end\n next costume\n end\n repeat (2)\n change x by (-5)\n end\n else\n point in direction (-90)\n switch costume to (megamrun v)\n repeat (5)\n repeat (2)\n change x by (-5)\n end\n next costume\n end\n repeat (2)\n change x by (-5)\n end\n end\n end\n if <(PHANTOM ARMOR?) = [1]> then\n switch costume to (phantom1 v)\n else\n switch costume to (megamidle v)\n end\n change y by (-20)\n findground\n change y by (-2)\n point in direction (90)\n broadcast (hitboxsnap v)\n repeat (10)\n set [canmove? v] to [-1]\n end\n if <(PHANTOM ARMOR?) = [1]> then\n switch costume to (phantom1 v)\n else\n switch costume to (megamidle v)\n end\n else\n if <not <<(STAGE #) = [1]> and <(Checkpoint #) = [3]>>> then\n play sound [Boss Defeated v] until done\n set [y v] to [15]\n if <([falling? v] of [hitbox v]) < [3]> then\n repeat (10)\n if <(PHANTOM ARMOR?) = [1]> then\n switch costume to (phantom1 v)\n else\n switch costume to (megamidle v)\n end\n end\n else\n repeat (10)\n if <(PHANTOM ARMOR?) = [1]> then\n switch costume to (phantomjump1 v)\n else\n switch costume to (megamjump v)\n end\n end\n end\n if <(PHANTOM ARMOR?) = [1]> then\n switch costume to (phantomjump1 v)\n else\n switch costume to (megamjump v)\n end\n repeat (12)\n change y by (y)\n change [y v] by (-1)\n end\n broadcast (Weapon get v)\n wait (2.5) seconds\n repeat (5)\n change y by (y)\n change [y v] by (-1)\n end\n if <(PHANTOM ARMOR?) = [1]> then\n switch costume to (phantom1 v)\n wait (.02) seconds\n switch costume to (phtele7 v)\n start sound [Mega Man 5 SFX \(31\) v]\n repeat (6)\n wait (.02) seconds\n switch costume to ((costume [number v]) + (-1))\n change y by (y)\n change [y v] by (-1)\n end\n switch costume to (phtele1 v)\n set [canmove? v] to [-1]\n repeat until <(y position) > [180]>\n change y by (y)\n change [y v] by (1)\n end\n hide\n broadcast (Weapon get screen v)\n else\n switch costume to (megamidle v)\n start sound [Mega Man 5 SFX \(31\) v]\n repeat (7)\n wait (.02) seconds\n switch costume to ((costume [number v]) + (-1))\n change y by (y)\n change [y v] by (-1)\n end\n switch costume to (megam1 v)\n set [canmove? v] to [-1]\n repeat until <(y position) > [180]>\n change y by (y)\n change [y v] by (1)\n end\n hide\n broadcast (Weapon get screen v)\n end\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\n\nwhen I receive [teleportin v]\nrepeat (10)\n clear graphic effects\nend\n\nwhen I receive [battle begin v]\nset [canmove? v] to [1]\nset rotation style [left-right v]\n\nwhen flag clicked\nforever\n if <(@HTBX_GLOBAL XY?) = [1]> then\n if <(animations: using gun?2) = [1]> then\n if <(PHANTOM ARMOR?) = [1]> then\n switch costume to (phantomgrab2 v)\n else\n switch costume to (megamgrab2 v)\n end\n else\n if <(PHANTOM ARMOR?) = [1]> then\n switch costume to (phantomgrab1 v)\n else\n switch costume to (megamgrab v)\n end\n end\n else\n if <(On Snowboard?) = [1]> then\n if <(getting ouched ?) = [1]> then\n if <([falling? v] of [hitbox v]) > [1]> then\n if <(PHANTOM ARMOR?) = [1]> then\n switch costume to (board8 v)\n else\n switch costume to (board10 v)\n end\n else\n if <(PHANTOM ARMOR?) = [1]> then\n switch costume to (board15 v)\n else\n switch costume to (board4 v)\n end\n end\n else\n if <<([falling? v] of [hitbox v]) > [1]> and <(CanMove?) = [1]>> then\n if <(animations: using gun?2) = [1]> then\n if <(PHANTOM ARMOR?) = [1]> then\n switch costume to (board12 v)\n else\n switch costume to (board2 v)\n end\n else\n if <(PHANTOM ARMOR?) = [1]> then\n switch costume to (phantomboard2 v)\n else\n switch costume to (board11 v)\n end\n end\n else\n if <(PHANTOM ARMOR?) = [1]> then\n if <(animations: using gun?2) = [1]> then\n switch costume to (board13 v)\n else\n switch costume to ((88) + <(round (((timer) * (5)) mod (1))) = [1]>)\n end\n else\n if <(animations: using gun?2) = [1]> then\n switch costume to (board3 v)\n else\n switch costume to (board1 v)\n end\n end\n end\n end\n else\n if <(Collide with ladder) = [1]> then\n if <(PHANTOM ARMOR?) = [1]> then\n if <<mouse down?> or <key (space v) pressed?>> then\n switch costume to (phantomladderfire v)\n else\n if <(Ladder Climb Alternate) = [4]> then\n switch costume to (phantomladder4 v)\n else\n if <(Ladder Climb Alternate) = [3]> then\n switch costume to (phantomladder3 v)\n else\n if <(Ladder Climb Alternate) = [1]> then\n switch costume to (phantomladder1 v)\n else\n switch costume to (phantomladder2 v)\n end\n end\n end\n end\n else\n if <<mouse down?> or <key (space v) pressed?>> then\n switch costume to (megamladderfire v)\n else\n if <(Ladder Climb Alternate) = [4]> then\n switch costume to (megamladder4 v)\n else\n if <(Ladder Climb Alternate) = [3]> then\n switch costume to (megamladder3 v)\n else\n if <(Ladder Climb Alternate) = [1]> then\n switch costume to (megamladder1 v)\n else\n switch costume to (megamladder2 v)\n end\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 <(PHANTOM ARMOR?) = [1]> then\n switch costume to ((62) + <(round (((timer) * (5)) mod (1))) = [1]>)\n else\n switch costume to (megamanjumpgun v)\n end\n else\n if <(PHANTOM ARMOR?) = [1]> then\n switch costume to ((60) + <(round (((timer) * (5)) mod (1))) = [1]>)\n else\n switch costume to (megamjump v)\n end\n end\n else\n if <(SLIDING?) = [1]> then\n if <(PHANTOM ARMOR?) = [1]> then\n switch costume to ((65) + <(round (((timer) * (5)) mod (1))) = [1]>)\n else\n switch costume to (megaslide v)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nset [s_y v] to ((Scroll Y) + (y position))\nforever\n if <(HEALTH) < [15]> then\n set y to ((s_y) - (Scroll Y))\n end\nend\n\nwhen I start as a clone\nif <<<(HEALTH) > [14]> and <(PHANTOM ARMOR?) = [0]>> or <<(HEALTH) > [26]> and <(PHANTOM ARMOR?) = [1]>>> then\n forever\n set size to (250) %\n switch costume to (enemeexp1 v)\n wait (0) seconds\n switch costume to (enemyexp2 v)\n wait (0) seconds\n switch costume to (enemyxp3 v)\n wait (0) seconds\n switch costume to (enemyxp4 v)\n wait (0) seconds\n switch costume to (enemyexp5 v)\n wait (0) seconds\n end\nend\n\nwhen I start as a clone\nset [clone? v] to [1]\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 [bossdie v]\ndelete this clone\n\nwhen I receive [teleportin v]\nset size to (200) %\nset [speed v] to [1]\nforever\n if <(On Snowboard?) = [1]> then\n point in direction (90)\n else\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 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 end\n end\n end\nend\n\nwhen I receive [teleportin v]\nforever\n if <<not <<<(HEALTH) > [14]> and <(PHANTOM ARMOR?) = [0]>> or <<(HEALTH) > [26]> and <(PHANTOM ARMOR?) = [1]>>>> and <not <(CanMove?) = [-1]>>> then\n if <(On Snowboard?) = [1]> then\n go to x: ([x position v] of [hitbox v]) y: ((([y position v] of [hitbox v]) + (-3)) + (YPos Offset))\n else\n if <<<(STAGE #) = [3]> and <not <touching (misc objects v)?>>> and <(Scroll X) < [2200]>> then\n go to x: ([x position v] of [hitbox v]) y: ((([y position v] of [hitbox v]) + (-10)) + (YPos Offset))\n else\n go to x: ([x position v] of [hitbox v]) y: ((([y position v] of [hitbox v]) + (-5)) + (YPos Offset))\n end\n end\n end\nend\n\nwhen I receive [stunned v]\nset [canmove? v] to [-1]\nrepeat (10)\n change x by (5)\n wait (0) seconds\n repeat (2)\n change x by (-5)\n wait (0) seconds\n end\n change x by (5)\n wait (0) seconds\nend\nset [canmove? v] to [1]\n\nwhen I start as a clone\nwait until <<<touching (enemies v)?> or <touching (boss v)?>> or <<touching (c'mon! not more enemies v)?> or <touching (boss 2: electric boogaloo v)?>>>\nif <not <<<(HEALTH) > [14]> and <(PHANTOM ARMOR?) = [0]>> or <<(HEALTH) > [26]> and <(PHANTOM ARMOR?) = [1]>>>> then\n wait (.06) 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 [1]\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 [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\nwhen I receive [disable movement v]\nif <(clone?) = [0]> then\n set [canmove? v] to [0]\n if <([falling? v] of [hitbox v]) < [3]> then\n repeat (3)\n if <(PHANTOM ARMOR?) = [1]> then\n switch costume to (phantom1 v)\n else\n switch costume to (megamidle v)\n end\n end\n else\n repeat (3)\n if <(PHANTOM ARMOR?) = [1]> then\n switch costume to (phantomjump1 v)\n else\n switch costume to (megamjump v)\n end\n end\n end\nend\n\ndefine findground\nset [canmove? v] to [-1]\nif <(STAGE #) = [8]> then\n repeat until <not <<touching (ground v)?> or <touching (misc objects v)?>>>\n change y by (.2)\n end\nelse\n repeat until <not <touching (ground v)?>>\n change y by (.2)\n end\nend\n\nwhen I receive [teleportin v]\nforever\n if <touching (switchblock thing v)?> then\n set [touching_switchblock v] to [1]\n else\n set [touching_switchblock v] to [0]\n end\nend\n\nwhen I receive [teleportin v]\nrepeat (50)\n go to [front v] layer\nend\n\nwhen I receive [bosscutscene v]\nif <(override) = [0]> then\n wait (.03) seconds\n set [y v] to [0]\n set [canmove? v] to [-1]\n change x by (5)\n if <(x position) < [-180]> then\n repeat (9)\n change x by (3)\n end\n end\n if <(x position) > [180]> then\n repeat (9)\n change x by (-3)\n end\n end\n if <([falling? v] of [hitbox v]) < [3]> then\n repeat (10)\n if <(PHANTOM ARMOR?) = [1]> then\n switch costume to (phantom1 v)\n else\n switch costume to (megamidle v)\n end\n end\n else\n repeat (10)\n if <(PHANTOM ARMOR?) = [1]> then\n switch costume to (phantomjump1 v)\n else\n switch costume to (megamjump v)\n end\n end\n end\n repeat until <touching (ground v)?>\n change [y v] by (-2)\n change y by (y)\n end\n change y by (-6)\n if <(PHANTOM ARMOR?) = [1]> then\n switch costume to (phantom1 v)\n else\n switch costume to (megamidle v)\n end\n findground\n change y by (-2)\n broadcast (hitboxsnap v)\n point in direction (90)\n if <(PHANTOM ARMOR?) = [1]> then\n switch costume to (phantom1 v)\n else\n switch costume to (megamidle v)\n end\nend\n\nwhen I receive [teleportin v]\nforever\n set [brightness v] effect to ((Darkness) + (md))\nend\n\nwhen I receive [megaman walk to left v]\nwait (.03) seconds\nset [override v] to [1]\nbroadcast (Disable Movement v)\nwait (.5) seconds\nset [y v] to [0]\nset [canmove? v] to [-1]\nchange x by (5)\nif <(x position) < [-150]> then\n repeat (9)\n change x by (5)\n end\nend\nif <(x position) > [150]> then\n repeat (9)\n change x by (-5)\n end\nend\nif <([falling? v] of [hitbox v]) < [3]> then\n repeat (10)\n if <(PHANTOM ARMOR?) = [1]> then\n switch costume to (phantom1 v)\n else\n switch costume to (megamidle v)\n end\n end\nelse\n repeat (10)\n if <(PHANTOM ARMOR?) = [1]> then\n switch costume to (phantomjump1 v)\n else\n switch costume to (megamjump v)\n end\n end\nend\nrepeat until <touching (ground v)?>\n change [y v] by (-2)\n change y by (y)\nend\nif <(PHANTOM ARMOR?) = [1]> then\n switch costume to (phantom1 v)\nelse\n switch costume to (megamidle v)\nend\nchange y by (-10)\nfindground\nchange y by (-2)\nrepeat until <(x position) < [-80]>\n if <(PHANTOM ARMOR?) = [1]> then\n point in direction (-90)\n switch costume to (phantom5 v)\n repeat (7)\n repeat (2)\n change x by (-5)\n end\n next costume\n end\n repeat (2)\n change x by (-5)\n end\n else\n point in direction (-90)\n switch costume to (megamrun v)\n repeat (5)\n repeat (2)\n change x by (-5)\n end\n next costume\n end\n repeat (2)\n change x by (-5)\n end\n end\nend\nif <(PHANTOM ARMOR?) = [1]> then\n switch costume to (phantom1 v)\nelse\n switch costume to (megamidle v)\nend\nchange y by (-20)\nfindground\nchange y by (-2)\npoint in direction (90)\nbroadcast (Bosscutscene v)\nbroadcast (hitboxsnap v)\nrepeat (10)\n set [canmove? v] to [-1]\nend\nif <(PHANTOM ARMOR?) = [1]> then\n switch costume to (phantom1 v)\nelse\n switch costume to (megamidle v)\nend\n\nwhen I receive [teleportin v]\nset [override v] to [0]\n\nwhen I receive [weapon get screen v]\nwait (1.6) seconds\nif <(PHANTOM ARMOR?) = [1]> then\n go to [front v] layer\n go to [front v] layer\n switch costume to (phtele1 v)\n go to x: (0) y: (10000)\n set [canmove? v] to [-1]\n show\n set [y v] to [0]\n repeat (10)\n change y by (y)\n change [y v] by (-3)\n end\n set y to (17)\n switch costume to (phtele1 v)\n repeat (6)\n wait (.02) seconds\n next costume\n end\n wait (.02) seconds\n repeat (5)\n switch costume to (phantom1 v)\n repeat (3)\n wait (.02) seconds\n next costume\n end\n wait (.02) seconds\n end\nelse\n go to [front v] layer\n go to [front v] layer\n switch costume to (megam1 v)\n go to x: (0) y: (10000)\n set [canmove? v] to [-1]\n show\n set [y v] to [0]\n repeat (10)\n change y by (y)\n change [y v] by (-3)\n end\n set y to (17)\n switch costume to (megam1 v)\n repeat (7)\n wait (.02) seconds\n next costume\n end\nend\n\nwhen I receive [happy megaman v]\nif <(PHANTOM ARMOR?) = [1]> then\n repeat (3)\n switch costume to (phantom1 v)\n wait (.2) seconds\n switch costume to (phantomshoot v)\n wait (.1) seconds\n end\n wait (.5) seconds\n switch costume to (phtele7 v)\n repeat (6)\n wait (.02) seconds\n switch costume to ((costume [number v]) + (-1))\n end\n set y to (17)\n set [y v] to [0]\n repeat (15)\n change y by (y)\n change [y v] by (3)\n end\n hide\n broadcast (Get rid of weapon get v)\nelse\n repeat (3)\n switch costume to (megamidle v)\n wait (.2) seconds\n switch costume to (megamfire v)\n wait (.1) seconds\n end\n wait (.5) seconds\n switch costume to (megamidle v)\n repeat (7)\n wait (.02) seconds\n switch costume to ((costume [number v]) + (-1))\n end\n set y to (17)\n set [y v] to [0]\n repeat (15)\n change y by (y)\n change [y v] by (3)\n end\n hide\n broadcast (Get rid of weapon get v)\nend\n\nwhen I receive [happy megaman v]\nstart sound [weapon_get v]\nif <(STAGE #) < [5]> then\n set [megaman costume v] to ((STAGE #) + (1))\nelse\n set [megaman costume v] to ((STAGE #) + (0))\nend\nrepeat (10)\n set [brightness v] effect to (0)\n create clone of (sp wep aura v)\n wait (.1) seconds\n set [brightness v] effect to (100)\nend\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nset [megaman costume v] to [0]\nclear graphic effects\n\nwhen flag clicked\nforever\n set [sliding? v] to ([sliding?2 v] of [hitbox v])\nend\n\n@hpbar\n\nwhen flag clicked\nwait (1) seconds\nforever\n wait until <<<(HEALTH) > [14]> and <(PHANTOM ARMOR?) = [0]>> or <<(HEALTH) > [26]> and <(PHANTOM ARMOR?) = [1]>>>\n if <([costume # v] of [boss hp v]) > [28]> then\n if <(PHANTOM ARMOR?) = [1]> then\n set [health v] to [24]\n else\n set [health v] to [13]\n end\n else\n broadcast (die v)\n wait until <<<(HEALTH) < [15]> and <(PHANTOM ARMOR?) = [0]>> or <<(HEALTH) < [27]> and <(PHANTOM ARMOR?) = [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 (180)\ngo to x: (-150) y: (151)\nclear graphic effects\nset size to (250) %\nshow\nforever\n if <(PHANTOM ARMOR?) = [1]> then\n switch costume to ((HEALTH) + (27))\n else\n switch costume to (HEALTH)\n end\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\n\nwhen I start as a clone\nclear graphic effects\ngo to [front v] layer\nset size to (200) %\ngo to (mega man v)\nset rotation style [left-right v]\npoint in direction ([direction v] of [hitbox v])\nif <([direction v] of [hitbox v]) = [90]> then\n change x by (-25)\nelse\n change x by (25)\nend\nchange y by (-4)\nshow\nswitch costume to (dashfx1 v)\nrepeat (3)\n wait (0) seconds\n next costume\nend\nwait (0) 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 (100)\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 (-10)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change x by (10)\n end\nend\n\nwhen I receive [enable movement v]\nshow\n\nwhen I receive [autoscroller v]\nshow\n\nwhen I receive [stage select v]\nwait (3) seconds\nset [health v] to [1]\n\nwhen I receive [regenerate misc objects v]\nrepeat (25)\n go to [front v] layer\nend\n\n@READY\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [ready v]\nset [megaman costume v] to [1]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nswitch costume to (costume2 v)\ngo to x: (10) y: (15)\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 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 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 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 v)\n end\nelse\nend\n\nwhen I receive [ready v]\nrepeat (50)\n set [scroll x v] to [0]\n set [scroll y v] to [0]\nend\n\n@boss die\n\nwhen flag clicked\nhide\n\nwhen I receive [bossdie v]\nif <<<not <<(Checkpoint #) = [2]> and <(STAGE #) = [4]>>> and <<not <<(Checkpoint #) = [3]> and <(STAGE #) = [1]>>> and <not <(STAGE #) = [9]>>>> and <<not <(STAGE #) = [7]>> and <not <(STAGE #) = [3]>>>> then\n if <(ALT BOSS?) = [1]> then\n go to (boss 2: electric boogaloo v)\n else\n go to (boss v)\n end\n death\n wait (1) seconds\nend\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 (0) 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\nclear graphic effects\nset [brightness v] effect to (5)\nif <(STAGE #) = [4]> then\n switch costume to (junkbg v)\n set [level_y v] to [15]\n set [level_x v] to [-510]\n set size to (200) %\n set [brightness v] effect to (5)\n repeat (2)\n create clone of (_myself_ v)\n change [level_x v] by (510)\n end\n switch costume to (junkbg3 v)\n repeat (3)\n create clone of (_myself_ v)\n change [level_x v] by (510)\n end\n change [level_x v] by (-510)\n change [level_y v] by (-440)\n create clone of (_myself_ v)\n switch costume to (bgmm9wily1alt3 v)\n change [level_y v] by (-440)\n create clone of (_myself_ v)\n repeat (4)\n change [level_x v] by (510)\n create clone of (_myself_ v)\n end\n switch costume to (bgdust2 v)\n set [level_y v] to [-3010]\n set [level_x v] to [3050]\n create clone of (_myself_ v)\n repeat (5)\n create clone of (_myself_ v)\n change [level_x v] by (510)\n end\nend\nif <(STAGE #) = [3]> then\n switch costume to (cossack_1_alt_2 v)\n set [level_y v] to [15]\n set [level_x v] to [0]\n set size to (200) %\n set [brightness v] effect to (0)\n repeat (8)\n create clone of (_myself_ v)\n change [level_x v] by (510)\n end\n switch costume to (cossack_1_alt_2 v)\n set [level_y v] to [430]\n set [level_x v] to [2533]\n set size to (200) %\n set [brightness v] effect to (0)\n repeat (8)\n create clone of (_myself_ v)\n change [level_x v] by (510)\n end\n set [brightness v] effect to (-50)\n switch costume to (freezebg v)\n set [level_y v] to [35]\n set [level_x v] to [0]\n create clone of (_myself_ v)\n switch costume to (freezebg2 v)\n set [level_y v] to [35]\n set [level_x v] to [0]\n create clone of (_myself_ v)\n switch costume to (freezebg3 v)\n set [level_y v] to [35]\n set [level_x v] to [0]\n create clone of (_myself_ v)\n switch costume to (cossack_1_alt_2 v)\n set [level_y v] to [430]\n set [level_x v] to [30000]\n set size to (200) %\n set [brightness v] effect to (0)\n repeat (5)\n create clone of (_myself_ v)\n change [level_x v] by (510)\n end\nend\nif <(STAGE #) = [6]> then\n switch costume to (endless_8 v)\n set [level_y v] to [15]\n set [level_x v] to [0]\n set size to (200) %\n set [brightness v] effect to (0)\n create clone of (_myself_ v)\nend\nif <(STAGE #) = [8]> then\n switch costume to (pixil-gif-drawing-6 v)\n set [level_y v] to [-35]\n set [level_x v] to [0]\n set size to (200) %\n set [brightness v] effect to (15)\n create clone of (_myself_ v)\n switch costume to (pixil-gif-drawing-2 v)\n create clone of (_myself_ v)\n switch costume to (pixil-gif-drawing-3 v)\n create clone of (_myself_ v)\n set [level_y v] to [-480]\n set [level_x v] to [4500]\n set size to (200) %\n switch costume to (bgsplash2 v)\n set [brightness v] effect to (15)\n repeat (7)\n create clone of (_myself_ v)\n change [level_x v] by (510)\n end\n set [level_y v] to [410]\n set [level_x v] to [8000]\n set size to (200) %\n switch costume to (windbg2 v)\n set [brightness v] effect to (15)\n repeat (2)\n create clone of (_myself_ v)\n change [level_y v] by (440)\n end\n switch costume to (bgdark2alt2 v)\n set [brightness v] effect to (15)\n change [level_y v] by (-440)\n change [level_x v] by (-5)\n repeat (2)\n change [level_x v] by (510)\n create clone of (_myself_ v)\n end\n repeat (4)\n change [level_y v] by (440)\n create clone of (_myself_ v)\n end\nend\nif <(STAGE #) = [9]> then\n switch costume to (bgmm9wily4 v)\n set [level_y v] to [15]\n set [level_x v] to [0]\n set size to (200) %\n set [brightness v] effect to (0)\n repeat (4)\n create clone of (_myself_ v)\n change [level_y v] by (-440)\n end\nend\nif <(STAGE #) = [7]> then\n switch costume to (hard v)\n set [level_y v] to [15]\n set [level_x v] to [0]\n set size to (200) %\n set [brightness v] effect to (0)\n repeat (3)\n create clone of (_myself_ v)\n next costume\n end\nend\nif <(STAGE #) = [1]> then\n switch costume to (block_22 v)\n set size to (200) %\n set [level_y v] to [15]\n set [level_x v] to [0]\n repeat (9)\n create clone of (_myself_ v)\n change [level_y v] by (440)\n end\n switch costume to (block_1 v)\n set [level_y v] to [768]\n set [level_x v] to [470]\n repeat (8)\n create clone of (_myself_ v)\n change [level_x v] by (510)\n end\n switch costume to (block_1 v)\n set size to (200) %\n set [level_y v] to [1198]\n set [level_x v] to [400]\n repeat (2)\n create clone of (_myself_ v)\n change [level_x v] by (510)\n end\n go to [front v] layer\n switch costume to (nitro_1 v)\n set size to (200) %\n set [level_y v] to [1135]\n set [level_x v] to [1460]\n repeat (3)\n create clone of (_myself_ v)\n change [level_y v] by (440)\n switch costume to (endless_14 v)\n end\n go to [front v] layer\n switch costume to (block_22 v)\n set size to (200) %\n set [level_y v] to [2170]\n set [level_x v] to [960]\n create clone of (_myself_ v)\n change [level_y v] by (440)\n create clone of (_myself_ v)\n switch costume to (endless_14 v)\n change [level_x v] by (460)\n create clone of (_myself_ v)\n switch costume to (wily_4_2 v)\n change [level_x v] by (510)\n create clone of (_myself_ v)\nend\nif <(STAGE #) = [2]> then\n switch costume to (bgastro v)\n set size to (200) %\n set [level_y v] to [15]\n set [level_x v] to [0]\n repeat (9)\n create clone of (_myself_ v)\n change [level_x v] by (510)\n end\n set [level_y v] to [440]\n set [level_x v] to [3954]\n repeat (8)\n switch costume to (bgknight3 v)\n create clone of (_myself_ v)\n change [level_x v] by (510)\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [47]> then\n forever\n switch costume to (pixil-gif-drawing-6 v)\n repeat (2)\n wait (.1) seconds\n next costume\n end\n wait (.02) seconds\n end\nend\nif <(costume [number v]) = [57]> then\n forever\n switch costume to (cossack_1_alt_2 v)\n repeat (2)\n wait (0) seconds\n next costume\n end\n wait (0) seconds\n end\nend\nif <(costume [number v]) = [64]> then\n forever\n switch costume to (junkbg v)\n wait (.8) seconds\n next costume\n wait (.3) seconds\n end\nend\nif <(costume [number v]) = [66]> then\n forever\n switch costume to (junkbg3 v)\n wait (.8) seconds\n next costume\n wait (.3) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n if <<(costume [number v]) = [7]> or <<(costume [number v]) = [47]> or <<(costume [number v]) = [38]> or <(costume [number v]) = [61]>>>> then\n forever\n go to [back v] layer\n set x to (((Scroll X) * (-.05)) + ())\n set y to (((Level_Y) - (Scroll Y)) + (YPos Offset))\n if <<<(x position) < [-475]> or <(x position) > [475]>> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [380]>> then\n hide\n else\n show\n end\n end\n else\n if <<(costume [number v]) = [5]> or <<(costume [number v]) = [39]> or <<(costume [number v]) = [50]> or <(costume [number v]) = [62]>>>> then\n forever\n go to [back v] layer\n set x to (((Scroll X) * (-.05)) + (-511))\n set y to (((Level_Y) - (Scroll Y)) + (YPos Offset))\n if <<<(x position) < [-475]> or <(x position) > [480]>> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [380]>> then\n hide\n else\n show\n end\n end\n else\n if <<<(costume [number v]) = [6]> or <(costume [number v]) = [60]>> or <<(costume [number v]) = [40]> or <<(costume [number v]) = [51]> or <(costume [number v]) = [70]>>>> then\n forever\n go to [back v] layer\n if <(costume [number v]) = [70]> then\n set x to (0)\n else\n set x to (((Scroll X) * (-.05)) + (511))\n end\n set y to (((Level_Y) - (Scroll Y)) + (YPos Offset))\n if <<<(x position) < [-475]> or <(x position) > [480]>> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [380]>> then\n hide\n else\n show\n end\n end\n else\n if <(costume [number v]) = [4]> then\n go to [back v] layer\n set x to ((Level_X) - (Scroll X))\n set y to (((Level_Y) - (Scroll Y)) + (YPos Offset))\n if <<<((Level_X) - (Scroll X)) < [-200]> or <((Level_X) - (Scroll X)) > [500]>> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [400]>> then\n hide\n else\n show\n end\n else\n go to [back v] layer\n set x to ((Level_X) - (Scroll X))\n set y to (((Level_Y) - (Scroll Y)) + (YPos Offset))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [498]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [400]>> then\n hide\n else\n show\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setup v]\ndelete this clone\n\nwhen I receive [ready v]\nset [darkness v] to [0]\nif <(STAGE #) = [4]> then\n if <(Checkpoint #) = [3]> then\n repeat (15)\n set [darkness v] to [0]\n set [scroll y min v] to [-3010]\n set [scroll y max v] to [-3010]\n set [scroll x min v] to [4630]\n set [scroll x max v] to [4630]\n end\n end\n if <(Checkpoint #) = [2]> then\n repeat (15)\n set [darkness v] to [0]\n set [scroll y min v] to [-860]\n set [scroll y max v] to [-860]\n set [scroll x min v] to [1480]\n set [scroll x max v] to [1555]\n end\n end\n if <(Checkpoint #) = [1]> then\n repeat (15)\n set [darkness v] to [0]\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 [0]\n end\n end\nend\nif <(STAGE #) = [8]> then\n if <(Checkpoint #) = [6]> then\n repeat (15)\n set [darkness v] to [0]\n set [scroll y min v] to [860]\n set [scroll y max v] to [860]\n set [scroll x min v] to [8980]\n set [scroll x max v] to [8980]\n end\n end\n if <(Checkpoint #) = [5]> then\n repeat (15)\n set [darkness v] to [0]\n set [scroll y min v] to [860]\n set [scroll y max v] to [860]\n set [scroll x min v] to [8000]\n set [scroll x max v] to [8000]\n end\n end\n if <(Checkpoint #) = [4]> then\n repeat (15)\n set [darkness v] to [0]\n set [scroll y min v] to [-430]\n set [scroll y max v] to [-430]\n set [scroll x min v] to [7075]\n set [scroll x max v] to [7075]\n end\n end\n if <(Checkpoint #) = [3]> then\n repeat (15)\n set [darkness v] to [0]\n set [scroll y min v] to [-430]\n set [scroll y max v] to [-430]\n set [scroll x min v] to [6030]\n set [scroll x max v] to [6030]\n end\n end\n if <(Checkpoint #) = [2]> then\n repeat (15)\n set [darkness v] to [0]\n set [scroll y min v] to [-430]\n set [scroll y max v] to [-430]\n set [scroll x min v] to [4500]\n set [scroll x max v] to [4500]\n end\n end\n if <(Checkpoint #) = [1]> then\n repeat (15)\n set [darkness v] to [0]\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 [4000]\n end\n end\nend\nif <(STAGE #) = [6]> then\n if <(Checkpoint #) = [1]> then\n repeat (15)\n set [darkness v] to [0]\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 [3590]\n end\n end\n if <(Checkpoint #) = [2]> then\n repeat (15)\n set [darkness v] to [0]\n set [scroll y min v] to [0]\n set [scroll y max v] to [0]\n set [scroll x min v] to [3590]\n set [scroll x max v] to [3590]\n end\n end\n if <(Checkpoint #) = [3]> then\n repeat (15)\n set [darkness v] to [0]\n set [scroll y min v] to [2263]\n set [scroll y max v] to [2263]\n set [scroll x min v] to [4590]\n set [scroll x max v] to [4590]\n end\n end\n if <(Checkpoint #) = [4]> then\n repeat (15)\n set [darkness v] to [0]\n set [scroll y min v] to [3043]\n set [scroll y max v] to [3043]\n set [scroll x min v] to [3590]\n set [scroll x max v] to [7195]\n end\n end\n if <(Checkpoint #) = [5]> then\n repeat (15)\n set [darkness v] to [0]\n set [scroll y min v] to [3043]\n set [scroll y max v] to [3043]\n set [scroll x min v] to [7675]\n set [scroll x max v] to [7675]\n end\n end\nend\nif <(STAGE #) = [9]> then\n if <(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 [0]\n end\n end\nend\nif <(STAGE #) = [7]> then\n if <(Checkpoint #) = [1]> then\n set [darkness v] to [-15]\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 [1722]\n end\n end\n if <(Checkpoint #) = [2]> then\n set [darkness v] to [-15]\n repeat (15)\n set [scroll y min v] to [-430]\n set [scroll y max v] to [-430]\n set [scroll x min v] to [1722]\n set [scroll x max v] to [1722]\n end\n end\n if <(Checkpoint #) = [3]> then\n set [darkness v] to [-15]\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 [2222]\n set [scroll x max v] to [2222]\n end\n end\n if <(Checkpoint #) = [4]> then\n set [darkness v] to [-15]\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 [4790]\n set [scroll x max v] to [4790]\n end\n end\nend\nif <(STAGE #) = [3]> then\n if <(Checkpoint #) = [4]> then\n set [darkness v] to [-15]\n repeat (15)\n set [scroll y min v] to [430]\n set [scroll y max v] to [430]\n set [scroll x min v] to [31200]\n set [scroll x max v] to [31200]\n end\n end\n if <(Checkpoint #) = [3]> then\n set [darkness v] to [-15]\n repeat (15)\n set [scroll y min v] to [430]\n set [scroll y max v] to [430]\n set [scroll x min v] to [30188]\n set [scroll x max v] to [30700]\n end\n end\n if <(Checkpoint #) = [2]> then\n set [darkness v] to [-15]\n repeat (15)\n set [scroll y min v] to [430]\n set [scroll y max v] to [430]\n set [scroll x min v] to [3039]\n set [scroll x max v] to [3039]\n end\n end\n if <(Checkpoint #) = [1]> then\n set [darkness v] to [-15]\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 [2500]\n end\n end\nend\nif <(STAGE #) = [1]> then\n if <(Checkpoint #) = [1]> then\n repeat (15)\n set [scroll y min v] to [0]\n set [scroll y max v] to [768]\n set [scroll x min v] to [0]\n set [scroll x max v] to [0]\n end\n end\n if <<(Checkpoint #) = [2]> or <(Checkpoint #) = [3]>> then\n repeat (15)\n set [scroll y min v] to [768]\n set [scroll y max v] to [768]\n set [scroll x min v] to [500]\n set [scroll x max v] to [500]\n end\n end\n if <(Checkpoint #) = [4]> then\n repeat (15)\n set [scroll y min v] to [1198]\n set [scroll x min v] to [1460]\n set [scroll x max v] to [1460]\n set [scroll y max v] to [2170]\n end\n end\n if <(Checkpoint #) = [5]> then\n repeat (15)\n set [scroll y min v] to [2170]\n set [scroll x min v] to [960]\n set [scroll x max v] to [960]\n set [scroll y max v] to [2170]\n end\n end\n if <(Checkpoint #) = [6]> then\n repeat (15)\n set [scroll y min v] to [2600]\n set [scroll y max v] to [2600]\n set [scroll x min v] to [1440]\n set [scroll x max v] to [1440]\n end\n end\nend\nif <(STAGE #) = [2]> then\n if <(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 [3954]\n end\n end\n if <(Checkpoint #) = [2]> then\n repeat (15)\n set [scroll y min v] to [430]\n set [scroll y max v] to [430]\n set [scroll x min v] to [3954]\n set [scroll x max v] to [3954]\n end\n end\n if <(Checkpoint #) = [3]> then\n repeat (15)\n set [scroll y min v] to [430]\n set [scroll y max v] to [430]\n set [scroll x min v] to [7012]\n set [scroll x max v] to [7012]\n end\n end\nend\n\nwhen flag clicked\nset [checkpoint # v] to [3]\nset [stage # v] to [3]\nwait (1) seconds\nset [heard boss speech? v] to [0]\nset [bossbattle phase v] to [0]\n\nwhen I start as a clone\nif <(costume [number v]) = [15]> then\n forever\n switch costume to (block_22 v)\n repeat (7)\n wait (.05) seconds\n next costume\n end\n wait (.05) seconds\n end\nend\nif <(costume [number v]) = [24]> then\n forever\n switch costume to (block_1 v)\n repeat (6)\n wait (.05) seconds\n next costume\n end\n wait (.05) seconds\n end\nend\nif <(costume [number v]) = [31]> then\n forever\n switch costume to (nitro_1 v)\n repeat (3)\n wait (.05) seconds\n next costume\n end\n wait (.05) seconds\n end\nend\nif <(costume [number v]) = [35]> then\n forever\n switch costume to (endless_14 v)\n wait (.05) seconds\n next costume\n wait (.05) seconds\n end\nend\nif <(costume [number v]) = [7]> then\n forever\n switch costume to (endless_9 v)\n wait (.05) seconds\n next costume\n wait (.05) seconds\n end\nend\nif <(costume [number v]) = [41]> then\n forever\n switch costume to (bgmm9wily4 v)\n wait (.05) seconds\n next costume\n wait (.05) seconds\n end\nend\nif <(costume [number v]) = [68]> then\n forever\n switch costume to (bgdust2 v)\n wait (.05) seconds\n next costume\n wait (.05) seconds\n end\nend\n\nwhen flag clicked\nset [darkness v] to [0]\n\nwhen I receive [stage select v]\ndelete this clone\n\nwhen I receive [snowboard fall back v]\nif <(clone) = [0]> then\n set [level_x v] to [4080]\n set [level_y v] to [350]\n change [level_x v] by (-100)\n set [my variable v] to [1]\n set [lvllimit v] to [0]\n repeat (45)\n wait until <(Scroll X) > ((LVLLIMIT) + (-500))>\n set [level_y v] to [430]\n change [level_x v] by (542)\n set [brightness v] effect to (0)\n switch costume to (cossack_1_alt_2 v)\n set size to (200) %\n create clone of (_myself_ v)\n set [lvllimit v] to (Level_X)\n end\nend\n\nwhen flag clicked\nset [clone v] to [0]\n\nwhen I start as a clone\nset [clone v] to [1]\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\nif <(STAGE #) = [4]> then\n set [level_y v] to [40]\n set [level_x v] to [-510]\n switch costume to (delta1 v)\n set size to (200) %\n repeat (5)\n create clone of (_myself_ v)\n change [level_x v] by (510)\n next costume\n end\n change [level_x v] by (-510)\n change [level_y v] by (-450)\n create clone of (_myself_ v)\n next costume\n change [level_y v] by (-410)\n create clone of (_myself_ v)\n next costume\n repeat (3)\n change [level_x v] by (-510)\n create clone of (_myself_ v)\n next costume\n end\n change [level_x v] by (2)\n repeat (2)\n change [level_y v] by (-423)\n create clone of (_myself_ v)\n next costume\n end\n set [level_x v] to [1525]\n set [level_y v] to [-820]\n switch costume to (delta9 v)\n set size to (200) %\n repeat (3)\n change [level_x v] by (510)\n create clone of (_myself_ v)\n next costume\n end\n repeat (4)\n change [level_y v] by (-450)\n create clone of (_myself_ v)\n next costume\n end\n change [level_y v] by (-445)\n create clone of (_myself_ v)\n next costume\n repeat (4)\n change [level_x v] by (510)\n create clone of (_myself_ v)\n next costume\n end\nend\nif <(STAGE #) = [6]> then\n set [level_y v] to [0]\n set [level_x v] to [0]\n set size to (200) %\n switch costume to (psi1 v)\n repeat (10)\n create clone of (_myself_ v)\n change [level_x v] by (510)\n next costume\n end\n change [level_x v] by (-510)\n repeat (5)\n change [level_y v] by (445)\n create clone of (_myself_ v)\n next costume\n end\n repeat (2)\n change [level_x v] by (-510)\n create clone of (_myself_ v)\n next costume\n end\n repeat (2)\n change [level_y v] by (445)\n create clone of (_myself_ v)\n next costume\n end\n change [level_y v] by (-32)\n repeat (5)\n change [level_x v] by (510)\n create clone of (_myself_ v)\n next costume\n end\n change [level_x v] by (510)\n repeat (3)\n change [level_x v] by (510)\n create clone of (_myself_ v)\n next costume\n end\nend\nif <(STAGE #) = [8]> then\n set [level_y v] to [40]\n set [level_x v] to [0]\n switch costume to (aq1 v)\n set size to (200) %\n repeat (10)\n create clone of (_myself_ v)\n change [level_x v] by (510)\n next costume\n end\n set [level_y v] to [-404]\n set [level_x v] to [4500]\n create clone of (_myself_ v)\n repeat (6)\n create clone of (_myself_ v)\n change [level_x v] by (510)\n next costume\n end\n switch costume to (aq17 v)\n set [level_y v] to [0]\n set [level_x v] to [7050]\n create clone of (_myself_ v)\n repeat (2)\n create clone of (_myself_ v)\n change [level_x v] by (510)\n next costume\n end\n change [level_x v] by (-75)\n create clone of (_myself_ v)\n repeat (2)\n change [level_y v] by (415)\n next costume\n create clone of (_myself_ v)\n end\n repeat (1)\n change [level_x v] by (510)\n next costume\n create clone of (_myself_ v)\n end\n set [level_x v] to [8965]\n set [level_y v] to [861]\nend\nif <(STAGE #) = [9]> then\n set [level_y v] to [0]\n set [level_x v] to [0]\n switch costume to (costume67 v)\n set size to (200) %\n repeat (5)\n create clone of (_myself_ v)\n change [level_y v] by (-500)\n next costume\n end\n set [level_y v] to [-1720]\n create clone of (_myself_ v)\n repeat (15)\n change [level_x v] by (510)\n switch costume to (costume69 v)\n create clone of (_myself_ v)\n change [level_x v] by (510)\n switch costume to (costume77 v)\n create clone of (_myself_ v)\n change [level_x v] by (510)\n switch costume to (costume68 v)\n create clone of (_myself_ v)\n end\nend\nif <(STAGE #) = [7]> then\n set [level_y v] to [0]\n set [level_x v] to [0]\n switch costume to (costume59 v)\n set size to (200) %\n repeat (5)\n create clone of (_myself_ v)\n change [level_x v] by (510)\n next costume\n end\n switch costume to (v4 v)\n set size to (200) %\n set [level_y v] to [-500]\n set [level_x v] to [1718]\n repeat (2)\n create clone of (_myself_ v)\n change [level_x v] by (510)\n next costume\n end\n switch costume to (costume58 v)\n set [level_y v] to [0]\n set [level_x v] to [2222]\n repeat (7)\n create clone of (_myself_ v)\n change [level_x v] by (510)\n next costume\n end\nend\nif <(STAGE #) = [3]> then\n set [level_y v] to [35]\n set [level_x v] to [0]\n switch costume to (alpha1 v)\n set size to (200) %\n repeat (6)\n create clone of (_myself_ v)\n change [level_x v] by (510)\n next costume\n end\n change [level_x v] by (-510)\n set [level_y v] to [430]\n switch costume to (alpha8 v)\n set size to (200) %\n repeat (3)\n create clone of (_myself_ v)\n change [level_x v] by (510)\n next costume\n end\n set [level_y v] to [430]\n set [level_x v] to [30200]\n switch costume to (alphaend1 v)\n set size to (200) %\n repeat (4)\n create clone of (_myself_ v)\n change [level_x v] by (510)\n next costume\n end\nend\nif <(STAGE #) = [1]> then\n set [level_y v] to [0]\n set [level_x v] to [0]\n switch costume to (costume30 v)\n set size to (200) %\n repeat (3)\n create clone of (_myself_ v)\n next costume\n change [level_y v] by (440)\n end\n set [level_y v] to [768]\n set [level_x v] to [500]\n repeat (6)\n create clone of (_myself_ v)\n change [level_x v] by (510)\n next costume\n end\n set [level_y v] to [1198]\n set [level_x v] to [500]\n switch costume to (costume41 v)\n set size to (200) %\n repeat (3)\n create clone of (_myself_ v)\n next costume\n change [level_x v] by (510)\n end\n set [level_y v] to [1198]\n change [level_y v] by (440)\n set [level_x v] to [1460]\n switch costume to (costume47 v)\n set size to (200) %\n repeat (2)\n create clone of (_myself_ v)\n next costume\n change [level_y v] by (440)\n end\n go to [front v] layer\n switch costume to (costume45 v)\n set size to (200) %\n set [level_y v] to [2170]\n set [level_x v] to [960]\n create clone of (_myself_ v)\n change [level_y v] by (440)\n next costume\n create clone of (_myself_ v)\n repeat (2)\n change [level_x v] by (510)\n next costume\n create clone of (_myself_ v)\n end\nend\nif <(STAGE #) = [2]> then\n set [level_y v] to [0]\n set [level_x v] to [0]\n switch costume to (costume9 v)\n set size to (200) %\n repeat (9)\n create clone of (_myself_ v)\n next costume\n change [level_x v] by (500)\n end\n set [level_y v] to [440]\n set [level_x v] to [3954]\n repeat (8)\n create clone of (_myself_ v)\n change [level_x v] by (510)\n next costume\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n set [brightness v] effect to (Darkness)\n set [ghost v] effect to (0)\n set x to ((Level_X) - (Scroll X))\n set y to (((Level_Y) - (Scroll Y)) + (YPos Offset))\n if <(costume [number v]) = [188]> then\n if <<<((Level_X) - (Scroll X)) < [-425]> or <((Level_X) - (Scroll X)) > [100]>> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [425]>> then\n hide\n else\n show\n end\n else\n if <(costume [number v]) = [52]> then\n if <<<((Level_X) - (Scroll X)) > [360]> or <([abs v] of ((Level_X) - (Scroll X)) ) > [500]>> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [299]>> then\n hide\n else\n show\n end\n else\n if <(costume [number v]) = [51]> then\n if <<<((Level_X) - (Scroll X)) < [-250]> or <((Level_X) - (Scroll X)) > [470]>> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [299]>> then\n hide\n else\n show\n end\n else\n if <<(costume [number v]) = [32]> or <(costume [number v]) = [169]>> then\n if <<<((Level_X) - (Scroll X)) > [280]> or <([abs v] of ((Level_X) - (Scroll X)) ) > [500]>> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [299]>> then\n hide\n else\n show\n end\n else\n if <<(costume [number v]) = [55]> or <<(costume [number v]) = [23]> or <(costume [number v]) = [30]>>> then\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [502]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [410]>> then\n hide\n else\n show\n end\n else\n if <<(costume [number v]) = [57]> or <(costume [number v]) = [62]>> then\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [472]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [90]>> then\n hide\n else\n show\n end\n else\n if <(costume [number v]) = [63]> then\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [525]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [90]>> then\n hide\n else\n show\n end\n else\n if <(costume [number v]) = [103]> then\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [380]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [425]>> then\n hide\n else\n show\n end\n else\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [500]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [425]>> then\n hide\n else\n show\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setup v]\ndelete this clone\n\nwhen I receive [floor collapse v]\nif <(costume [number v]) = [23]> then\n set [checkpoint # v] to [4]\n delete this clone\nend\n\nwhen I receive [teleportin v]\nif <(STAGE #) = [9]> then\n if <[1] = [1]> then\n delete this clone\n end\n broadcast (SetUp v)\nend\n\nwhen I receive [bass ram into wall v]\nif <(costume [number v]) = [92]> then\n delete this clone\nend\n\nwhen I receive [stage select v]\ndelete this clone\n\nwhen I start as a clone\nif <<(costume [number v]) > [131]> and <(costume [number v]) < [142]>> then\n wait (1) seconds\n wait until <not <<([abs v] of ((Level_X) - (Scroll X)) ) > [472]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [425]>>>\n wait (1) seconds\n wait until <<([abs v] of ((Level_X) - (Scroll X)) ) > [472]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [425]>>\n delete this clone\nend\n\nwhen flag clicked\ndelete all of [snowboard levely v]\nrepeat (200)\n add [350] to [snowboard levely v]\n add [350] to [snowboard levely v]\n add [360] to [snowboard levely v]\n add [370] to [snowboard levely v]\nend\n\nwhen flag clicked\ndelete all of [snowboard level layout v]\nadd [132] to [snowboard level layout v]\nadd [140] to [snowboard level layout v]\nadd [141] to [snowboard level layout v]\nadd [134] to [snowboard level layout v]\nrepeat (4)\n add [132] to [snowboard level layout v]\n add [140] to [snowboard level layout v]\nend\nadd [141] to [snowboard level layout v]\nrepeat (4)\n add [132] to [snowboard level layout v]\n add [133] to [snowboard level layout v]\nend\nadd [132] to [snowboard level layout v]\nadd [139] to [snowboard level layout v]\nadd [132] to [snowboard level layout v]\nadd [132] to [snowboard level layout v]\nadd [137] to [snowboard level layout v]\nadd [132] to [snowboard level layout v]\nrepeat (2)\n add [132] to [snowboard level layout v]\n add [134] to [snowboard level layout v]\n add [132] to [snowboard level layout v]\n add [132] to [snowboard level layout v]\n add [139] to [snowboard level layout v]\n add [135] to [snowboard level layout v]\nend\nadd [136] to [snowboard level layout v]\nrepeat (8)\n add [132] to [snowboard level layout v]\nend\n\nwhen I receive [snowboard fall back v]\nif <(clone) = [0]> then\n set [level_x v] to [4080]\n set [level_y v] to [350]\n change [level_x v] by (-100)\n set [my variable v] to [1]\n set [lvllimit v] to [0]\n repeat until <((my variable) + (-1)) > (length of [snowboard level layout v])>\n wait until <(Scroll X) > ((LVLLIMIT) + (-500))>\n set [level_y v] to [350]\n switch costume to (item (my variable) of [snowboard level layout v])\n change [my variable v] by (1)\n set size to (200) %\n create clone of (_myself_ v)\n change [level_x v] by (510)\n switch costume to (item (my variable) of [snowboard level layout v])\n change [my variable v] by (1)\n set size to (200) %\n create clone of (_myself_ v)\n change [level_x v] by (510)\n switch costume to (item (my variable) of [snowboard level layout v])\n change [my variable v] by (1)\n set size to (200) %\n create clone of (_myself_ v)\n set [lvllimit v] to (Level_X)\n change [level_x v] by (510)\n end\nend\n\nwhen flag clicked\nset [clone v] to [0]\n\nwhen I start as a clone\nset [clone v] to [1]\n\nwhen I receive [haha u lose v]\ndelete this clone\n\nwhen I start as a clone\nif <(STAGE #) = [3]> then\n wait (3) seconds\n repeat (5)\n go to [front v] layer\n end\nend\n\n@enemies\n\nwhen flag clicked\nhide\n\ndefine Create Enemy (what enemy ) (x) (y) (attribute)\ngo to [front v] layer\nset size to (200) %\nset rotation style [left-right v]\nswitch costume to (what enemy )\nset [attr v] to (attribute)\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 (3) seconds\ndelete this clone\n\nwhen I start as a clone\nAI\n\nwhen I start as a clone\nwait (1) seconds\nforever\n wait until <<touching (hitbox v)?> and <(takingdmg) = [0]>>\n broadcast (KNOCKBACK v)\n change [health v] by (2)\n broadcast (TAKE DMG v)\n wait (1) seconds\nend\n\nwhen I start as a clone\nset [clone v] to [1]\nforever\n if <(clone) = [1]> then\n if <(Darkness) = [-90]> then\n if <not <<<touching (mega man v)?> and <touching color (#fae0c1)?>> and <not <touching (hitbox v)?>>>> then\n set [brightness v] effect to (-90)\n end\n end\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\n end\nend\n\nwhen I receive [teleportin v]\ndelete this clone\n\nwhen I start as a clone\nif <(costume [number v]) = [85]> then\n start sound [plague_tracer_explode v]\n wait (1) seconds\nend\nforever\n wait until <<<<touching (mega man v)?> and <touching color (#fae0c1)?>> and <not <touching (hitbox v)?>>> or <touching (special weapons v)?>>\n if <<<<(costume [number v]) > [81]> and <(costume [number v]) < [84]>> or <<(costume [number v]) > [71]> and <(costume [number v]) < [75]>>> or <<<<(costume [number v]) > [17]> and <(costume [number v]) < [25]>> and <not <([direction v] of [hitbox v]) = (direction)>>> or <<(costume [number v]) = [42]> or <<<(costume [number v]) = [48]> or <<(costume [number v]) = [51]> or <(costume [number v]) = [52]>>> 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 <<(costume [number v]) > [87]> and <(costume [number v]) < [91]>> then\n start sound [plague_tracer_explode v]\n stop [other scripts in sprite v]\n switch costume to (edeath1 v)\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 [msproj]\n broadcast (CREATE PROJECTILE v)\n wait (.01) seconds\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 [msproj2]\n broadcast (CREATE PROJECTILE v)\n wait (.01) seconds\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 [msproj3]\n broadcast (CREATE PROJECTILE v)\n wait (.01) seconds\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 [msproj4]\n broadcast (CREATE PROJECTILE v)\n wait (.01) seconds\n repeat (3)\n wait (.01) seconds\n next costume\n end\n wait (.01) seconds\n delete this clone\n else\n if <(Megaman Costume) > [1]> then\n change [hp v] by (-2)\n set [dmg # v] to [2]\n else\n if <(Universal Hold) > [20]> then\n if <<(PHANTOM ARMOR?) = [1]> and <(Universal Hold) > [20]>> then\n change [hp v] by (-4)\n set [dmg # v] to [4]\n else\n change [hp v] by (-3)\n set [dmg # v] to [3]\n end\n else\n change [hp v] by (-1)\n set [dmg # v] to [1]\n end\n end\n set [dmg_x v] to (Level_X)\n set [dmg_y v] to (Level_Y)\n create clone of (dmg v)\n if <(HP) < [1]> then\n stop [other scripts in sprite v]\n start sound [Mega Man 6 SRX \(19\) v]\n if <(pick random (1) to (2)) = [1]> then\n if <(pick random (1) to (10)) = [1]> then\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n set [projectile name v] to [1up]\n create clone of (hp drops v)\n else\n if <(pick random (1) to (2)) = [1]> then\n if <(pick random (1) to (3)) = [1]> then\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n set [projectile name v] to [wen]\n create clone of (hp drops v)\n else\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n set [projectile name v] to [wen3]\n create clone of (hp drops v)\n end\n else\n if <(pick random (1) to (3)) = [1]> then\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n set [projectile name v] to [health3]\n create clone of (hp drops v)\n else\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n set [projectile name v] to [health]\n create clone of (hp drops v)\n end\n end\n end\n end\n switch costume to (edeath1 v)\n if <(ATTR) = [69]> then\n repeat (3)\n switch costume to (edeath1 v)\n Create Enemy [metsmall] (Level_X) (Level_Y) []\n switch costume to (edeath1 v)\n end\n end\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 if <(Megaman Costume) = [8]> then\n start sound [SE \[11\]2 v]\n set [brightness v] effect to (100)\n wait (0) seconds\n clear graphic effects\n wait (0) seconds\n else\n start sound [SE \[11\]2 v]\n set [brightness v] effect to (100)\n wait (.1) seconds\n clear graphic effects\n wait (.05) seconds\n end\n end\n end\n end\nend\n\nwhen I receive [teleportin v]\nwait (.03) seconds\nbroadcast (load enemies v)\n\nwhen I start as a clone\nif <(costume [number v]) = [85]> then\n forever\n switch costume to (metsmall v)\n wait (.1) seconds\n switch costume to (metsmall2 v)\n wait (.1) seconds\n switch costume to (metsmall3 v)\n wait (.1) seconds\n end\nend\nif <(costume [number v]) = [31]> then\n forever\n switch costume to (hornet v)\n wait (.1) seconds\n switch costume to (hornet2 v)\n wait (.1) seconds\n end\nend\nif <(costume [number v]) = [78]> then\n forever\n if <(ATTR) = [1]> then\n switch costume to (birdq v)\n wait (.02) seconds\n else\n switch costume to (birdq3 v)\n wait (.02) seconds\n end\n if <(ATTR) = [1]> then\n switch costume to (birdq2 v)\n wait (.02) seconds\n else\n switch costume to (birdq4 v)\n wait (.02) seconds\n end\n end\nend\nif <(costume [number v]) = [88]> then\n forever\n switch costume to (ms v)\n repeat (2)\n wait (.05) seconds\n next costume\n end\n wait (.05) seconds\n end\nend\n\nwhen I receive [teleportin v]\nif <[1] = [1]> then\n delete this clone\nend\nif <(STAGE #) = [3]> then\n Create Enemy [birdq] [600] [155] [1]\nend\nif <(STAGE #) = [4]> then\n Create Enemy [ms] [1300] [-70] [1]\n Create Enemy [ms] [1500] [-60] [1]\n Create Enemy [ms] [1550] [-80] [1]\n Create Enemy [crattacker] [1450] [-320] [1]\n Create Enemy [ms] [2200] [-930] [1]\n Create Enemy [ms] [2350] [-870] [1]\n Create Enemy [crattacker] [2576] [-953] [1]\n Create Enemy [metv2] [3500] [-3010] [1]\n Create Enemy [ms] [3825] [-3100] [1]\n Create Enemy [ms] [3900] [-3010] [1]\n Create Enemy [metv2] [1140] [-100] [1]\n Create Enemy [crattacker] [850] [-792] [1]\nend\nif <(STAGE #) = [8]> then\n Create Enemy [bun] [1000] [100] [1]\n Create Enemy [bun] [2170] [-60] [1]\n Create Enemy [bun] [3790] [35] [1]\n Create Enemy [suru] [5150] [-315] [1]\n Create Enemy [shelln] [5780] [-294] [0]\n Create Enemy [shelln] [7774] [80] [0]\n Create Enemy [shelln] [3100] [50] [0]\nend\nif <(STAGE #) = [9]> then\n Create Enemy [sas] [-150] [-420] []\n Create Enemy [sas] [0] [-505] []\n Create Enemy [sas] [80] [-940] []\nend\nif <(STAGE #) = [7]> then\n Create Enemy [snipe] [545] [-60] []\n Create Enemy [snipe] [1060] [-25] []\n Create Enemy [snipe] [1536] [-7] []\n Create Enemy [snipe] [1705] [29] []\n Create Enemy [snipe] [2325] [-498] []\n Create Enemy [snipe] [3375] [-40] []\n Create Enemy [snipe] [3074] [100] []\n Create Enemy [snipe] [4100] [8] []\nend\nif <(STAGE #) = [2]> then\n Create Enemy [hornet] [600] [100] []\n Create Enemy [hornet] [5000] [400] []\n Create Enemy [teck] [4468] [370] []\n Create Enemy [hornet] [1800] [100] []\n Create Enemy [teck] [2235] [100] []\n Create Enemy [hornet] [2800] [100] []\n Create Enemy [hornet] [2900] [100] []\n Create Enemy [metv] [5700] [550] []\nend\nif <(STAGE #) = [1]> then\n if <(Checkpoint #) < [3]> then\n wait (2) seconds\n end\n Create Enemy [metv] [-100] [112] []\n Create Enemy [metv] [150] [500] []\n Create Enemy [metv] [2380] [768] []\n Create Enemy [sas] [2236] [710] []\n Create Enemy [joe] [340] [1105] []\n Create Enemy [joe] [1460] [1564] []\n Create Enemy [joe] [1460] [1970] []\n Create Enemy [joe] [1000] [2555] []\nend\n\nwhen I start as a clone\nrepeat (10)\n go to [front v] layer\nend\n\nwhen I start as a clone\nset [x v] to [0]\nset [y v] to [0]\nset [fall guys ultimate knockout v] to [1]\nif <(costume [number v]) = [42]> then\n forever\n if <(ENEMY ONSCREEN?) = [1]> then\n if <touching (ground v)?> then\n set [y v] to [0]\n set [level_x v] to ((Level_X) + ((x) * (-1)))\n set [level_y v] to ((Level_Y) + (1))\n set [fall guys ultimate knockout v] to [0]\n else\n if <(fall guys ultimate knockout) = [1]> then\n change [y v] by (-1)\n set [level_y v] to ((Level_Y) + (y))\n end\n end\n end\n end\nend\n\nwhen I receive [respawn enemies v]\nif <[1] = [1]> then\n delete this clone\nend\nif <(STAGE #) = [1]> then\n wait (1) seconds\n Create Enemy [sas] [2236] [710] []\n Create Enemy [joe] [340] [1105] []\n Create Enemy [joe] [1525] [1140] []\n Create Enemy [joe] [1460] [1564] []\n Create Enemy [joe] [1460] [1970] []\n Create Enemy [joe] [1000] [2555] []\nend\n\nwhen I receive [stage select v]\ndelete this clone\n\ndefine AI\nif <(costume [number v]) = [88]> then\n set [hp v] to [6]\n wait until <(ENEMY ONSCREEN?) = [1]>\n repeat (25)\n set [level_x v] to ((Level_X) + (-5))\n end\n repeat until <(ENEMY ONSCREEN?) = [0]>\n set [level_x v] to ((Level_X) + (-5))\n end\n delete this clone\nend\nif <(costume [number v]) = [72]> then\n set [hp v] to [4]\n wait until <(ENEMY ONSCREEN?) = [1]>\n wait (2) seconds\n if <touching (misc objects v)?> then\n forever\n switch costume to (shelln v)\n wait until <<<(distance to [hitbox v]) < [200]> or <not <touching (misc objects v)?>>> and <(ENEMY ONSCREEN?) = [1]>>\n if <touching (misc objects v)?> then\n switch costume to (shelln v)\n repeat (4)\n wait (.02) seconds\n next costume\n end\n wait (.5) seconds\n next costume\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 start sound [bubbleblock_dissolve v]\n repeat (4)\n wait (.1) seconds\n set [proj direction v] to (direction)\n set [proj x v] to ((Level_X) + (([sin v] of (direction) ) * (15)))\n set [proj y v] to (Level_Y)\n set [projectile name v] to [bubble]\n broadcast (CREATE PROJECTILE v)\n end\n switch costume to (shelln5 v)\n wait (.4) seconds\n repeat (4)\n wait (.02) seconds\n switch costume to ((costume [number v]) + (-1))\n end\n wait (1) seconds\n else\n set [y v] to [0]\n repeat (35)\n change [level_y v] by (y)\n change [y v] by (-1)\n end\n delete this clone\n end\n end\n else\n forever\n switch costume to (shelln v)\n wait until <<(distance to [hitbox v]) < [200]> and <(ENEMY ONSCREEN?) = [1]>>\n switch costume to (shelln v)\n repeat (4)\n wait (.02) seconds\n next costume\n end\n wait (.5) seconds\n next costume\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 start sound [bubbleblock_dissolve v]\n repeat (4)\n wait (.1) seconds\n set [proj direction v] to (direction)\n set [proj x v] to ((Level_X) + (([sin v] of (direction) ) * (15)))\n set [proj y v] to (Level_Y)\n set [projectile name v] to [bubble]\n broadcast (CREATE PROJECTILE v)\n end\n switch costume to (shelln5 v)\n wait (.4) seconds\n repeat (4)\n wait (.02) seconds\n switch costume to ((costume [number v]) + (-1))\n end\n wait (1) seconds\n end\n end\nend\nif <(costume [number v]) = [63]> then\n set [hp v] to [4]\n forever\n repeat until <<<(distance to [hitbox v]) < [200]> or <(HP) < [4]>> and <(ENEMY ONSCREEN?) = [1]>>\n switch costume to (suru v)\n repeat (4)\n wait (.02) seconds\n next costume\n end\n wait (.02) seconds\n end\n point towards (hitbox v)\n set [x v] to [0]\n repeat (2)\n switch costume to (suru9 v)\n repeat (3)\n repeat (2)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (x)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (x)))\n if <touching (ground v)?> then\n set [level_x v] to ((Level_X) + ((([sin v] of (direction) ) * (x)) * (-1)))\n set [level_y v] to ((Level_Y) + ((([cos v] of (direction) ) * (x)) * (-1)))\n end\n change [x v] by (1)\n end\n next costume\n end\n repeat (2)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (x)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (x)))\n if <touching (ground v)?> then\n set [level_x v] to ((Level_X) + ((([sin v] of (direction) ) * (x)) * (-1)))\n set [level_y v] to ((Level_Y) + ((([cos v] of (direction) ) * (x)) * (-1)))\n end\n change [x v] by (1)\n end\n end\n repeat (2)\n set [level_x v] to ((Level_X) + ((([sin v] of (direction) ) * (6)) * (-1)))\n set [level_y v] to ((Level_Y) + ((([cos v] of (direction) ) * (6)) * (-1)))\n end\n switch costume to (suru v)\n repeat (4)\n wait (.02) seconds\n next costume\n end\n wait (.02) seconds\n end\nend\nif <(costume [number v]) = [57]> then\n set [hp v] to [4]\n delete all of [en_atr v]\n if <(ATTR) = [1]> then\n add ((Level_X) + (-50)) to [en_atr v]\n add ((Level_X) + (50)) to [en_atr v]\n end\n if <(ATTR) = [2]> then\n add ((Level_X) + (-100)) to [en_atr v]\n add ((Level_X) + (100)) to [en_atr v]\n end\n if <(ATTR) = [3]> then\n add ((Level_X) + (-150)) to [en_atr v]\n add ((Level_X) + (150)) to [en_atr v]\n end\n forever\n repeat until <<<(distance to [hitbox v]) < [60]> or <(HP) < [4]>> or <(Level_X) > (item (2) of [en_atr v])>>\n switch costume to (bun v)\n repeat (2)\n point in direction (90)\n set [level_x v] to ((Level_X) + (5))\n end\n switch costume to (bun2 v)\n repeat (2)\n point in direction (90)\n set [level_x v] to ((Level_X) + (5))\n end\n end\n if <<(distance to [hitbox v]) < [60]> or <(HP) < [4]>> then\n Bunby_missile atk\n end\n repeat until <<<(distance to [hitbox v]) < [60]> or <(HP) < [4]>> or <(Level_X) < (item (1) of [en_atr v])>>\n switch costume to (bun v)\n repeat (2)\n point in direction (-90)\n set [level_x v] to ((Level_X) + (-5))\n end\n switch costume to (bun2 v)\n repeat (2)\n point in direction (-90)\n set [level_x v] to ((Level_X) + (-5))\n end\n end\n if <<(distance to [hitbox v]) < [60]> or <(HP) < [4]>> then\n Bunby_missile atk\n end\n end\nend\nif <(costume [number v]) = [48]> then\n set [hp v] to [4]\n forever\n repeat until <<(ENEMY ONSCREEN?) = [1]> and <(distance to [hitbox v]) < [300]>>\n point towards (hitbox v)\n switch costume to (joe v)\n end\n switch costume to (joe v)\n wait (1) seconds\n repeat (2)\n wait (.1) seconds\n next costume\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 start sound [laser_big2 v]\n repeat (4)\n wait (.05) seconds\n set [proj direction v] to (direction)\n set [proj x v] to ((Level_X) + (([sin v] of (direction) ) * (15)))\n set [proj y v] to (Level_Y)\n set [projectile name v] to [joeshot]\n broadcast (CREATE PROJECTILE v)\n end\n wait (.5) seconds\n switch costume to (joe2 v)\n wait (.2) seconds\n end\nend\nif <(costume [number v]) = [82]> then\n set [hp v] to [4]\n wait (1) seconds\n forever\n if <(ENEMY ONSCREEN?) = [1]> then\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 [proj direction v] to (direction)\n set [proj x v] to ((Level_X) + (([sin v] of (direction) ) * (35)))\n set [proj y v] to ((Level_Y) + (15))\n set [projectile name v] to [orby]\n broadcast (CREATE PROJECTILE v)\n repeat (5)\n switch costume to (crattacker v)\n wait (.05) seconds\n next costume\n wait (.05) seconds\n end\n switch costume to (crattacker3 v)\n wait (.8) seconds\n end\n end\nend\nif <(costume [number v]) = [85]> then\n set [hp v] to [1]\n point in direction (pick random (-90) to (90))\n switch costume to (metsmall v)\n wait (0) seconds\n forever\n if <(ENEMY ONSCREEN?) = [1]> then\n set [y v] to [8]\n set [x v] to [3]\n set [fall guys ultimate knockout v] to [1]\n repeat (10)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (x)))\n set [level_y v] to ((Level_Y) + ((([cos v] of (direction) ) * (x)) + (y)))\n change [y v] by (-1)\n end\n repeat until <<touching (_edge_ v)?> or <touching (ground v)?>>\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (x)))\n set [level_y v] to ((Level_Y) + ((([cos v] of (direction) ) * (x)) + (y)))\n if <touching (ground v)?> then\n set [level_y v] to ((Level_Y) + ((([cos v] of (direction) ) * (x)) + ((y) * (-1))))\n end\n change [y v] by (-1)\n end\n set [fall guys ultimate knockout v] to [0]\n if <touching (_edge_ v)?> then\n delete this clone\n else\n set [x v] to [0]\n point towards (hitbox v)\n repeat until <not <touching (ground v)?>>\n set [level_y v] to ((Level_Y) + (8))\n end\n end\n end\n end\nend\nif <(costume [number v]) = [43]> then\n set [hp v] to [2]\n switch costume to (metv v)\n wait (1) seconds\n forever\n set [attr v] to [69]\n point towards (hitbox v)\n if <<(ENEMY ONSCREEN?) = [1]> and <(distance to [hitbox v]) < [200]>> then\n switch costume to (metv v)\n repeat (4)\n wait (.02) seconds\n next costume\n end\n set [proj direction v] to (direction)\n set [proj x v] to (Level_X)\n set [proj y v] to ((Level_Y) + (0))\n set [projectile name v] to [bolt]\n broadcast (CREATE PROJECTILE v)\n wait (.2) seconds\n switch costume to (metv7 v)\n wait (.1) seconds\n switch costume to (metv v)\n wait (1) seconds\n end\n end\nend\nif <(costume [number v]) = [42]> then\n set [hp v] to [2]\n wait (1) seconds\n forever\n point towards (hitbox v)\n if <<(ENEMY ONSCREEN?) = [1]> and <(distance to [hitbox v]) < [200]>> then\n switch costume to (metv v)\n repeat (4)\n wait (.02) seconds\n next costume\n end\n set [y v] to [8]\n set [x v] to [5]\n set [fall guys ultimate knockout v] to [1]\n repeat (10)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (x)))\n set [level_y v] to ((Level_Y) + ((([cos v] of (direction) ) * (x)) + (y)))\n end\n set [proj direction v] to (direction)\n set [proj x v] to (Level_X)\n set [proj y v] to ((Level_Y) + (-50))\n set [projectile name v] to [bolt]\n broadcast (CREATE PROJECTILE v)\n repeat until <<touching (_edge_ v)?> or <touching (ground v)?>>\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (x)))\n set [level_y v] to ((Level_Y) + ((([cos v] of (direction) ) * (x)) + (y)))\n if <touching (ground v)?> then\n set [level_y v] to ((Level_Y) + ((([cos v] of (direction) ) * (x)) + ((y) * (-1))))\n end\n end\n set [fall guys ultimate knockout v] to [0]\n if <touching (_edge_ v)?> then\n delete this clone\n else\n set [x v] to [0]\n repeat until <not <touching (ground v)?>>\n set [level_y v] to ((Level_Y) + (2))\n end\n switch costume to (metv7 v)\n wait (.1) seconds\n switch costume to (metv v)\n wait (1) seconds\n end\n end\n end\nend\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]) = [78]> then\n set [hp v] to [2]\n set [attr v] to [1]\n point in direction (-90)\n set [y v] to [15]\n wait until <(ENEMY ONSCREEN?) = [1]>\n repeat until <(x position) < (([x position v] of [hitbox v]) + (150))>\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n change [y v] by (1)\n end\n set [attr v] to [0]\n set [proj direction v] to (direction)\n set [proj x v] to (Level_X)\n set [proj y v] to ((Level_Y) + (-15))\n set [projectile name v] to [birdegg]\n broadcast (CREATE PROJECTILE v)\n repeat (8)\n change [y v] by (-2)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n end\n repeat until <(ENEMY ONSCREEN?) = [0]>\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n change [y v] by (1)\n end\n delete this clone\nend\nif <(costume [number v]) = [51]> then\n set [hp v] to [5]\n go to [front v] layer\n point in direction (-90)\n forever\n if <(ENEMY ONSCREEN?) = [1]> then\n repeat (pick random (15) to (25))\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 end\n switch costume to (snipe v)\n repeat (3)\n wait (.1) seconds\n next costume\n end\n set [proj direction v] to (direction)\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n set [projectile name v] to [snipeshot]\n broadcast (CREATE PROJECTILE v)\n wait (.4) seconds\n if <(pick random (1) to (2)) = [1]> then\n next costume\n wait (0) seconds\n switch costume to (snipe5 v)\n wait (.4) seconds\n switch costume to (snipe6 v)\n repeat (5)\n set [y v] to [6]\n set [level_y v] to ((Level_Y) + (y))\n end\n repeat (5)\n set [y v] to [3]\n set [level_y v] to ((Level_Y) + (y))\n end\n repeat (5)\n set [y v] to [-3]\n set [level_y v] to ((Level_Y) + (y))\n end\n repeat (5)\n set [y v] to [-6]\n set [level_y v] to ((Level_Y) + (y))\n end\n switch costume to (snipe v)\n end\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]) = [33]> then\n point in direction (-90)\n set [hp v] to [3]\n forever\n if <(ENEMY ONSCREEN?) = [1]> then\n switch costume to (teck v)\n repeat (3)\n repeat (2)\n set [level_y v] to ((Level_Y) + (-5))\n end\n next costume\n end\n repeat (2)\n set [level_y v] to ((Level_Y) + (-5))\n end\n switch costume to (teck v)\n repeat (3)\n repeat (2)\n set [level_y v] to ((Level_Y) + (5))\n end\n next costume\n end\n repeat (2)\n set [level_y v] to ((Level_Y) + (5))\n end\n switch costume to (teck5 v)\n repeat (3)\n wait (.05) seconds\n next costume\n end\n set [proj direction v] to (direction)\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n set [projectile name v] to [teckshot]\n broadcast (CREATE PROJECTILE v)\n wait (.05) seconds\n next costume\n wait (.2) seconds\n switch costume to (teck v)\n wait (.5) seconds\n end\n end\nend\nif <(costume [number v]) = [31]> then\n set [hp v] to [2]\n forever\n if <(ENEMY ONSCREEN?) = [1]> then\n point towards (hitbox v)\n wait (.5) seconds\n set [y v] to [0]\n point towards (hitbox v)\n start sound [SE \[51\] v]\n turn left (pick random (-25) to (25)) degrees\n repeat (5)\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 change [y v] by (1)\n end\n repeat (8)\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 change [y v] by (1)\n end\n end\n end\nend\nif <(costume [number v]) = [25]> then\n set [hp v] to [4]\n point in direction (90)\n forever\n if <(ENEMY ONSCREEN?) = [1]> then\n switch costume to (mjack v)\n start sound [knight_digpile v]\n set [proj direction v] to (pick random (-90) to (90))\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n set [projectile name v] to [debris]\n broadcast (CREATE PROJECTILE v)\n repeat (5)\n wait (0) seconds\n change [level_x v] by (4)\n next costume\n end\n wait (0) seconds\n switch costume to (mjack v)\n start sound [knight_digpile v]\n set [proj direction v] to (pick random (-90) to (90))\n set [proj x v] to (Level_X)\n set [proj y v] to ((Level_Y) + (-35))\n set [projectile name v] to [debris]\n broadcast (CREATE PROJECTILE v)\n repeat (5)\n wait (0) seconds\n change [level_x v] by (-4)\n next costume\n end\n wait (0) seconds\n end\n end\nend\n\ngo to [front v] layer\nshow\n\ndefine Bunby_missile atk\nif <(ENEMY ONSCREEN?) = [1]> then\n switch costume to (bun3 v)\n point towards (mega man v)\n wait (.4) seconds\n next costume\n set [proj direction v] to (direction)\n set [proj x v] to (Level_X)\n set [proj y v] to ((Level_Y) + (5))\n set [projectile name v] to [bunms]\n broadcast (CREATE PROJECTILE v)\n repeat (2)\n wait (.4) seconds\n point towards (mega man v)\n next costume\n end\n set [proj direction v] to (direction)\n set [proj x v] to (Level_X)\n set [proj y v] to ((Level_Y) + (5))\n set [projectile name v] to [bunms]\n broadcast (CREATE PROJECTILE v)\n wait (.4) seconds\n switch costume to (bun3 v)\n wait (.4) seconds\nend\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]\nset rotation style [left-right v]\npoint in direction (PROJ DIRECTION)\ngo to [front v] layer\nshow\nif <(costume [number v]) = [122]> then\n point in direction (90)\n repeat (50)\n change [level_x v] by (5)\n change [level_y v] by (5)\n end\n delete this clone\nend\nif <(costume [number v]) = [123]> then\n point in direction (90)\n repeat (50)\n change [level_x v] by (-5)\n change [level_y v] by (5)\n end\n delete this clone\nend\nif <(costume [number v]) = [124]> then\n point in direction (90)\n repeat (50)\n change [level_x v] by (5)\n change [level_y v] by (-5)\n end\n delete this clone\nend\nif <(costume [number v]) = [125]> then\n point in direction (90)\n repeat (50)\n change [level_x v] by (-5)\n change [level_y v] by (-5)\n end\n delete this clone\nend\nif <(costume [number v]) = [79]> then\n set [y v] to [0]\n start sound [tinkertank_missile_big v]\n set rotation style [all around v]\n start sound [tinkertank_ball v]\n repeat (100)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (8)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (8)))\n end\n delete this clone\nend\nif <(costume [number v]) = [126]> then\n start sound [shieldknight_shield v]\n set [y v] to [0]\n repeat until <(Bossattack_Release) = [1]>\n change [y v] by (15)\n set [level_x v] to (((Scroll X) + ([x position v] of [boss v])) + ((([sin v] of (y) ) * (10)) + (([sin v] of (direction) ) * (35))))\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]) = [129]> then\n set [x v] to [15]\n set [y v] to [2]\n start sound [moleknight_fire v]\n repeat (2)\n repeat (1)\n switch costume to (fpillar v)\n change [y v] by (-1)\n set [level_y v] to ((Level_Y) + (y))\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (x)))\n change [x v] by (-1)\n end\n repeat (1)\n switch costume to (fpillar2 v)\n change [y v] by (-1)\n set [level_y v] to ((Level_Y) + (y))\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (x)))\n change [x v] by (-1)\n end\n end\n repeat until <(y position) < [-125]>\n repeat (1)\n switch costume to (fpillar v)\n change [y v] by (-1)\n set [level_y v] to ((Level_Y) + (y))\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (x)))\n change [x v] by (-1)\n end\n repeat (1)\n switch costume to (fpillar2 v)\n change [y v] by (-1)\n set [level_y v] to ((Level_Y) + (y))\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (x)))\n change [x v] by (-1)\n end\n end\n set [level_y v] to ((Scroll Y) + (-133))\n start sound [tinkertank_missile_small v]\n switch costume to (fpillar2 v)\n repeat (3)\n wait (0) seconds\n next costume\n end\n repeat (4)\n wait (0) seconds\n switch costume to ((costume [number v]) + (-1))\n end\n wait (0) seconds\n delete this clone\nend\nif <(costume [number v]) = [111]> then\n if <(direction) = [90]> then\n clear graphic effects\n switch costume to (burnershock v)\n set [y v] to [0]\n repeat (3)\n repeat (1)\n change [y v] by (1)\n set [level_x v] to ((Level_X) + (y))\n end\n next costume\n end\n repeat (3)\n repeat (1)\n change [y v] by (1)\n set [level_x v] to ((Level_X) + (y))\n end\n switch costume to ((costume [number v]) + (-1))\n end\n wait (.01) seconds\n delete this clone\n else\n switch costume to (burnershock v)\n set [y v] to [0]\n repeat (3)\n repeat (1)\n change [y v] by (-1)\n set [level_x v] to ((Level_X) + (y))\n end\n next costume\n end\n repeat (3)\n repeat (1)\n change [y v] by (-1)\n set [level_x v] to ((Level_X) + (y))\n end\n switch costume to ((costume [number v]) + (-1))\n end\n wait (.01) seconds\n delete this clone\n end\nend\nif <(costume [number v]) = [82]> then\n clear graphic effects\n go to [front v] layer\n wait (.2) seconds\n switch costume to (bassbeam v)\n repeat (2)\n wait (.05) seconds\n next costume\n end\n repeat (2)\n wait (.02) seconds\n next costume\n end\n wait (.05) seconds\n repeat (4)\n change [ghost v] effect by (25)\n change [brightness v] effect by (25)\n end\n delete this clone\nend\nif <(costume [number v]) = [118]> then\n set [x v] to [3]\n go to [front v] layer\n repeat (4)\n clear graphic effects\n set size to (0) %\n end\n show\n repeat (20)\n change size by (10)\n end\n start sound [tinkertank_ball v]\n repeat (50)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (10)))\n change [x v] by (x)\n end\n delete this clone\nend\nif <(costume [number v]) = [103]> then\n switch costume to (burnergas v)\n set [x v] to (pick random (5) to (8))\n set [y v] to ((distance to [hitbox v]) / (8))\n repeat (50)\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))) + (x))\n change [x v] by (-.5)\n end\n delete this clone\nend\nif <(costume [number v]) = [115]> then\n point in direction (-90)\n switch costume to (birdegg v)\n set [y v] to [0]\n set [y v] to [0]\n repeat (4)\n set [level_y v] to ((Level_Y) + (Y))\n change [y v] by (-1)\n end\n repeat until <(y position) < (([y position v] of [hitbox v]) + (15))>\n set [level_y v] to ((Level_Y) + (Y))\n change [y v] by (-2)\n end\n set [x v] to [1]\n start sound [tinkertank_missile_small 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 (25)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n change [y v] by (5)\n end\n wait (.02) seconds\n delete this clone\nend\nif <(costume [number v]) = [100]> then\n switch costume to (burnerflame v)\n set [y v] to [0]\n set [x v] to [0]\n repeat (2)\n repeat (4)\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))) + (x))\n change [x v] by (-.5)\n change [y v] by (2)\n end\n next costume\n end\n repeat (4)\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))) + (x))\n change [x v] by (-.5)\n change [y v] by (2)\n end\n wait (.02) seconds\n delete this clone\nend\nif <(costume [number v]) = [55]> then\n if <(direction) = [90]> then\n clear graphic effects\n set [y v] to [0]\n forever\n set [y v] to [0]\n repeat until <(Level_X) > [2125]>\n change [y v] by (1)\n set [level_x v] to ((Level_X) + (y))\n end\n set [level_x v] to [2150]\n set [y v] to [0]\n repeat until <(Level_Y) > [2730]>\n change [y v] by (1)\n set [level_y v] to ((Level_Y) + (y))\n end\n set [level_y v] to [2740]\n set [y v] to [0]\n repeat until <(Level_X) < [1720]>\n change [y v] by (-1)\n set [level_x v] to ((Level_X) + (y))\n end\n set [level_x v] to [1720]\n set [y v] to [0]\n repeat until <(Level_Y) < [2510]>\n change [y v] by (-1)\n set [level_y v] to ((Level_Y) + (y))\n end\n set [level_y v] to [2510]\n end\n else\n clear graphic effects\n set [y v] to [0]\n forever\n set [y v] to [0]\n repeat until <(Level_X) < [1720]>\n change [y v] by (-1)\n set [level_x v] to ((Level_X) + (y))\n end\n set [level_x v] to [1720]\n set [y v] to [0]\n repeat until <(Level_Y) > [2730]>\n change [y v] by (1)\n set [level_y v] to ((Level_Y) + (y))\n end\n set [level_y v] to [2740]\n set [y v] to [0]\n repeat until <(Level_X) > [2125]>\n change [y v] by (1)\n set [level_x v] to ((Level_X) + (y))\n end\n set [level_x v] to [2150]\n set [y v] to [0]\n repeat until <(Level_Y) < [2510]>\n change [y v] by (-1)\n set [level_y v] to ((Level_Y) + (y))\n end\n set [level_y v] to [2510]\n end\n end\nend\nif <(costume [number v]) = [41]> then\n set rotation style [left-right v]\n clear graphic effects\n set [y v] to [12]\n repeat (15)\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 point towards (hitbox v)\n wait until <(Bossattack_Release) = [1]>\n start sound [tinkertank_ball v]\n repeat (4)\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]) = [89]> then\n set rotation style [left-right v]\n clear graphic effects\n switch costume to (bubble v)\n set [y v] to (pick random (8.5) to (15))\n set [x v] to [0]\n repeat (10)\n point towards (hitbox 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))) + (x))\n change [x v] by (pick random (.5) to (2))\n change [y v] by (-1)\n end\n repeat (4)\n wait (.02) seconds\n next costume\n end\n wait (.02) seconds\n delete this clone\nend\nif <(costume [number v]) = [59]> then\n set rotation style [left-right v]\n clear graphic effects\n set [y v] to [6]\n repeat (4)\n point towards (hitbox 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 repeat until <(distance to [hitbox v]) < [120]>\n point towards (hitbox 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 set [bossattack_release v] to [1]\n forever\n repeat (15)\n if <([x position v] of [hitbox v]) < (x position)> then\n broadcast (Fwd_4 v)\n else\n broadcast (Bck_4 v)\n end\n end\n start sound [SE \[50\]2 v]\n end\nend\nif <(costume [number v]) = [51]> then\n set rotation style [left-right v]\n clear graphic effects\n set [y v] to [22]\n repeat (15)\n change [y v] by (-1)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (10)))\n set [level_y v] to ((Level_Y) + (y))\n end\n repeat until <(Level_Y) < [2715]>\n change [y v] by (-1)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (10)))\n set [level_y v] to ((Level_Y) + (y))\n end\n set [level_y v] to [2708]\n set [x v] to [0]\n wait until <(Bossattack_Release) = [1]>\n start sound (pick random (21) to (22))\n if <([x position v] of [hitbox v]) < [0]> then\n repeat (15)\n change [x v] by (1)\n set [level_x v] to ((Level_X) + (x))\n end\n repeat (15)\n change [x v] by (-1)\n set [level_x v] to ((Level_X) + (x))\n end\n else\n repeat (15)\n change [x v] by (-1)\n set [level_x v] to ((Level_X) + (x))\n end\n repeat (15)\n change [x v] by (1)\n set [level_x v] to ((Level_X) + (x))\n end\n end\n repeat (10)\n change [brightness v] effect by (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif <(costume [number v]) = [78]> then\n set rotation style [all around v]\n clear graphic effects\n set [y v] to [10]\n repeat (25)\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]) = [94]> then\n start sound [tinkertank_missile_big v]\n set rotation style [left-right v]\n clear graphic effects\n set [y v] to [0]\n repeat (2)\n point in direction (-90)\n repeat (1)\n repeat (2)\n switch costume to (whms v)\n change [y v] by (.5)\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 (2)\n switch costume to (whms2 v)\n change [y v] by (.5)\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 if <([y position v] of [hitbox v]) < (y position)> then\n point in direction (-135)\n else\n point in direction (-45)\n end\n repeat (2)\n repeat (2)\n if <(direction) = [-135]> then\n switch costume to (whms5 v)\n else\n switch costume to (whms3 v)\n end\n change [y v] by (.5)\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 (2)\n if <(direction) = [-135]> then\n switch costume to (whms6 v)\n else\n switch costume to (whms4 v)\n end\n change [y v] by (.5)\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 end\n end\n end\n repeat until <<touching (_edge_ v)?> or <<touching (mega man v)?> or <touching (ground v)?>>>\n point in direction (-90)\n repeat (1)\n repeat (2)\n switch costume to (whms v)\n change [y v] by (.5)\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 (2)\n switch costume to (whms2 v)\n change [y v] by (.5)\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 if <([y position v] of [hitbox v]) < (y position)> then\n point in direction (-135)\n else\n point in direction (-45)\n end\n repeat (2)\n repeat (2)\n if <(direction) = [-135]> then\n switch costume to (whms5 v)\n else\n switch costume to (whms3 v)\n end\n change [y v] by (.5)\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 (2)\n if <(direction) = [-135]> then\n switch costume to (whms6 v)\n else\n switch costume to (whms4 v)\n end\n change [y v] by (.5)\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 end\n end\n end\n if <touching (_edge_ v)?> then\n delete this clone\n else\n start sound [SE \[83\] v]\n switch costume to (explo v)\n repeat (4)\n wait (.02) seconds\n next costume\n end\n wait (.02) seconds\n delete this clone\n end\nend\nif <(costume [number v]) = [87]> then\n set rotation style [left-right v]\n clear graphic effects\n start sound [tinkertank_missile_small v]\n set [y v] to [0]\n repeat (5)\n point towards (mega man v)\n change [y v] by (1)\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)?> or <<touching (misc objects v)?> or <touching (ground v)?>>>\n change [y v] by (1)\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 if <touching (_edge_ v)?> then\n delete this clone\n else\n start sound [SE \[83\] v]\n stop [other scripts in sprite v]\n switch costume to (explo v)\n repeat (4)\n wait (0) seconds\n next costume\n end\n wait (0) seconds\n delete this clone\n end\nend\nif <(costume [number v]) = [76]> then\n start sound [blackknight_fireball v]\n set rotation style [left-right v]\n clear graphic effects\n set [y v] to [15]\n repeat (25)\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]) = [48]> then\n set rotation style [left-right v]\n clear graphic effects\n set [y v] to [0]\n repeat (15)\n change [y v] by (1)\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]) = [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]) = [21]> then\n start sound [SE \[83\]2 v]\n switch costume to (bone v)\n hide\n repeat (3)\n if <(Scroll X) = [11220]> then\n if <(x position) > [180]> then\n set [level_x v] to ((Scroll X) + (180))\n end\n if <(x position) < [-220]> then\n set [level_x v] to ((Scroll X) + (-220))\n end\n end\n end\n show\n repeat (4)\n wait (.02) seconds\n next costume\n end\n repeat (4)\n wait (.02) seconds\n switch costume to ((costume [number v]) + (-1))\n end\n wait (.02) seconds\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]) = [40]> then\n clear graphic effects\n set rotation style [left-right v]\n go to [front v] layer\n start sound [tinkertank_ball v]\n show\n set [x v] to [0]\n set [y v] to [0]\n repeat (5)\n repeat (5)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n set [level_y v] to ((Level_Y) + (x))\n change [y v] by (1)\n change [x v] by (1)\n end\n repeat (10)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n set [level_y v] to ((Level_Y) + (x))\n change [y v] by (1)\n change [x v] by (-1)\n end\n repeat (5)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n set [level_y v] to ((Level_Y) + (x))\n change [y v] by (1)\n change [x v] by (1)\n end\n end\n delete this clone\nend\nif <<(costume [number v]) > [44]> and <(costume [number v]) < [48]>> then\n clear graphic effects\n set rotation style [all around v]\n go to [front v] layer\n show\n set [y v] to [10]\n repeat (50)\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (y)))\n end\n delete this clone\nend\nif <(costume [number v]) = [39]> then\n clear graphic effects\n set rotation style [left-right v]\n go to [front v] layer\n show\n set [y v] to [10]\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 change [y v] by (1)\n end\n delete this clone\nend\nif <(costume [number v]) = [37]> then\n clear graphic effects\n set rotation style [left-right v]\n go to [front v] layer\n start sound [laser_small v]\n set [y v] to [0]\n repeat (15)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n change [y v] by (1)\n end\n repeat (round ((distance to [hitbox v]) / (15)))\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n change [y v] by (-1)\n end\n start sound [lantern_upgraded v]\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n set [projectile name v] to [teckshrapnel]\n set [proj direction v] to [0]\n broadcast (CREATE PROJECTILE v)\n wait (.05) seconds\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n set [projectile name v] to [teckshrapnel]\n set [proj direction v] to [180]\n broadcast (CREATE PROJECTILE v)\n wait (0) seconds\n delete this clone\nend\nif <(costume [number v]) = [26]> then\n switch costume to (pick random (26) to (28))\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) ) * (10)))\n change [y v] by (-2)\n change [level_y v] by (y)\n end\n repeat until <<touching (ground v)?> or <touching (_edge_ v)?>>\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (10)))\n change [y v] by (-2)\n change [level_y v] by (y)\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]) = [29]> then\n start sound [plague_throw v]\n set rotation style [left-right v]\n set [y v] to ((distance to [hitbox v]) / (35))\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) < [-80]>\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 set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n set [projectile name v] to [explo]\n set [proj direction v] to [90]\n broadcast (CREATE PROJECTILE v)\n delete this clone\nend\nif <(costume [number v]) = [43]> then\n set rotation style [all around v]\n set [y v] to [5]\n repeat (45)\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 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\nif <<(costume [number v]) = [126]> or <<(costume [number v]) = [55]> or <<(costume [number v]) = [59]> or <(costume [number v]) = [41]>>>> then\n set [internal timer v] to [0]\n repeat until <(internal timer) > [3]>\n wait (1) seconds\n change [internal timer v] by (1)\n end\n stop [other scripts in sprite v]\n repeat (4)\n change [ghost v] effect by (25)\n end\nelse\n set [internal timer v] to [0]\n repeat until <(internal timer) > [1]>\n wait (1) seconds\n change [internal timer v] by (1)\n end\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]\nwait (1) seconds\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)?> and <(takingdmg) = [0]>> then\n if <(INVINCIBILITY) = [0]> then\n change [health v] by (1)\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]) = [118]> then\n forever\n switch costume to (orby v)\n repeat (3)\n wait (.02) seconds\n next costume\n end\n wait (.02) seconds\n end\nend\nif <(costume [number v]) = [126]> then\n forever\n switch costume to (firewall v)\n wait (.02) seconds\n next costume\n wait (.02) seconds\n next costume\n wait (.02) seconds\n end\nend\nif <(costume [number v]) = [79]> then\n forever\n switch costume to (energyshield v)\n wait (.02) seconds\n next costume\n wait (.02) seconds\n next costume\n wait (.02) seconds\n end\nend\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]) = [115]> then\n set [x v] to [0]\n wait until <(x) = [1]>\n forever\n switch costume to (birdqegg2 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\nif <(costume [number v]) = [55]> then\n forever\n switch costume to (plugball 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\nend\nif <(costume [number v]) = [29]> then\n forever\n switch costume to (hammer v)\n wait (.02) seconds\n repeat (7)\n next costume\n wait (.02) seconds\n end\n end\nend\nif <(costume [number v]) = [37]> then\n forever\n switch costume to (teckshot v)\n wait (.02) seconds\n next costume\n wait (.02) seconds\n end\nend\nif <<(costume [number v]) = [40]> or <(costume [number v]) = [41]>> then\n forever\n switch costume to (bolt v)\n wait (.02) seconds\n next costume\n wait (.02) seconds\n next costume\n wait (.02) seconds\n end\nend\nif <(costume [number v]) = [43]> then\n forever\n switch costume to (beta v)\n wait (.05) seconds\n next costume\n wait (.05) seconds\n end\nend\nif <(costume [number v]) = [48]> then\n forever\n switch costume to (joeshot v)\n wait (.05) seconds\n next costume\n wait (.05) seconds\n next costume\n wait (.05) seconds\n end\nend\nif <(costume [number v]) = [51]> then\n repeat until <(Bossattack_Release) = [1]>\n switch costume to (thundercloud4 v)\n wait (.05) seconds\n next costume\n wait (.05) seconds\n end\n forever\n switch costume to (thundercloud v)\n wait (.05) seconds\n next costume\n wait (.05) seconds\n end\nend\nif <(costume [number v]) = [76]> then\n forever\n switch costume to (snipeshot v)\n wait (.05) seconds\n next costume\n wait (.05) seconds\n end\nend\nif <(costume [number v]) = [59]> then\n set [bossattack_release v] to [0]\n repeat until <(Bossattack_Release) = [1]>\n start sound [SE \[49\]2 v]\n switch costume to (bhole v)\n wait (.05) seconds\n repeat (3)\n next costume\n wait (.05) seconds\n end\n end\n forever\n switch costume to (bholesuck1 v)\n wait (.05) seconds\n repeat (12)\n next costume\n wait (.05) seconds\n end\n end\nend\nif <(costume [number v]) = [87]> then\n forever\n switch costume to (bunms v)\n wait (.05) seconds\n next costume\n wait (.05) seconds\n end\nend\n\nwhen I receive [stage select v]\ndelete this clone\n\nwhen I start as a clone\nif <(costume [number v]) = [94]> then\n start sound [tinkertank_missile_big v]\n set rotation style [left-right v]\n clear graphic effects\n set [y v] to [0]\n wait (1) seconds\n wait until <<touching (_edge_ v)?> or <<touching (mega man v)?> or <touching (ground v)?>>>\n stop [other scripts in sprite v]\n start sound [SE \[83\] v]\n switch costume to (explo v)\n if <touching (hitbox v)?> then\n if <<(INVINCIBILITY) = [0]> and <(getting ouched ?) = [0]>> then\n broadcast (TAKE DMG v)\n broadcast (KNOCKBACK v)\n change [health v] by (2)\n end\n end\n repeat (4)\n wait (.02) seconds\n next costume\n end\n wait (.02) seconds\n delete this clone\nend\nif <(costume [number v]) = [103]> then\n set rotation style [left-right v]\n clear graphic effects\n wait (1) seconds\n wait until <<touching (_edge_ v)?> or <<<touching (misc objects v)?> or <touching (hitbox v)?>> or <touching (ground v)?>>>\n stop [other scripts in sprite v]\n start sound [SE \[83\] v]\n switch costume to (explo v)\n if <touching (hitbox v)?> then\n if <<(INVINCIBILITY) = [0]> and <(getting ouched ?) = [0]>> then\n broadcast (TAKE DMG v)\n broadcast (KNOCKBACK v)\n change [health v] by (2)\n end\n end\n repeat (4)\n wait (.02) seconds\n next costume\n end\n wait (.02) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [103]> then\n forever\n switch costume to (burnergas v)\n repeat (7)\n wait (0) seconds\n next costume\n end\n wait (0) seconds\n end\nend\n\n@Boss\n\nwhen flag clicked\nclear graphic effects\nset [heard boss speech? v] to [0]\nhide\n\nwhen I receive [bossdie v]\nstop [other scripts in sprite v]\nif <(STAGE #) = [9]> then\n if <(BossBattle Phase) = [0]> then\n repeat (3)\n start sound (pick random (26) to (28))\n broadcast (Screen Blink v)\n wait (.1) seconds\n clear graphic effects\n switch costume to (bassz8 v)\n go to [front v] layer\n show\n point in direction (-90)\n wait (.5) seconds\n end\n start sound (pick random (26) to (28))\n broadcast (Screen Blink v)\n glide (.5) secs to x: (89) y: (32)\n repeat (10)\n set y to (pick random (28) to (35))\n set x to (pick random (85) to (94))\n end\n repeat (10)\n set y to (pick random (20) to (40))\n set x to (pick random (80) to (100))\n end\n repeat (10)\n set y to (pick random (10) to (50))\n set x to (pick random (70) to (110))\n end\n start sound [thunder_01 v]\n broadcast (Screen Blink v)\n set [y v] to [0]\n repeat (25)\n change y by (y)\n change [y v] by (-.5)\n end\n switch costume to (phantombass v)\n set y to (-103)\n wait (1) seconds\n broadcast (Summon Treble v)\n set [bossbattle phase v] to [1]\n else\n clear graphic effects\n go to [front v] layer\n show\n switch costume to (bolt v)\n start sound [thunder_01 v]\n repeat (4)\n change [brightness v] effect by (25)\n change [ghost v] effect by (10)\n end\n broadcast (Screen Blink v)\n repeat (6)\n change [brightness v] effect by (25)\n change [ghost v] effect by (10)\n end\n hide\n end\nelse\n if <(STAGE #) = [7]> then\n broadcast (Protoman lose arm v)\n start sound [explode_large v]\n broadcast (Screen Blink v)\n wait (.1) seconds\n clear graphic effects\n go to [front v] layer\n switch costume to (protomanlosearm v)\n show\n set [y v] to [15]\n repeat (20)\n change [y v] by (-.1)\n move (-2) steps\n change y by ((y) / (2))\n end\n repeat until <touching (ground v)?>\n change [y v] by (-2)\n move (-6) steps\n change y by (y)\n end\n switch costume to (megam6 v)\n start sound [Mega Man 5 SFX \(31\) v]\n repeat (5)\n wait (.02) seconds\n switch costume to ((costume [number v]) + (-1))\n end\n set [y v] to [0]\n repeat until <(y position) > [190]>\n change [y v] by (2)\n change y by (y)\n end\n hide\n else\n if <<(STAGE #) = [1]> and <(Checkpoint #) = [3]>> then\n clear graphic effects\n go to [front v] layer\n show\n set y to (0)\n switch costume to (bolt v)\n start sound [thunder_01 v]\n repeat (4)\n change [brightness v] effect by (25)\n change [ghost v] effect by (10)\n end\n broadcast (Screen Blink v)\n repeat (6)\n change [brightness v] effect by (25)\n change [ghost v] effect by (10)\n end\n wait (2) seconds\n broadcast (Enable Movement v)\n broadcast (Resume Stage music v)\n set [heard boss speech? v] to [0]\n set [checkpoint # v] to [4]\n replace item (1) of [activated bossgates v] with [1]\n hide\n else\n hide\n end\n end\nend\n\nwhen I receive [init_battle v]\nwait (1) seconds\nclear graphic effects\nforever\n if <<touching (hitbox v)?> and <(takingdmg) = [0]>> then\n change [health v] by (3)\n broadcast (KNOCKBACK v)\n broadcast (TAKE DMG v)\n wait (3) seconds\n end\nend\n\nwhen I receive [ready v]\nstop [other scripts in sprite v]\nhide\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)\n\nwhen I receive [init_battle v]\nwait (1) seconds\nclear graphic effects\nforever\n if <<<touching (mega man v)?> and <<touching color (#fae0c1)?> and <not <touching (hitbox v)?>>>> or <touching (special weapons v)?>> then\n if <touching (special weapons v)?> then\n set [universal hold v] to [0]\n if <<(PHANTOM ARMOR?) = [1]> and <(Megaman Costume) = [1]>> then\n broadcast (Boss 4 DMG v)\n create clone of (boss hp v)\n set [dmg # v] to [4]\n set [dmg_x v] to ((Scroll X) + (x position))\n set [dmg_y v] to ((Scroll Y) + (y position))\n create clone of (dmg v)\n repeat (4)\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 if <<<(STAGE #) = [9]> and <(Megaman Costume) = [2]>> or <<<(STAGE #) = [8]> and <(Megaman Costume) = [7]>> or <<<(STAGE #) = [7]> and <(Megaman Costume) = [4]>> or <<<(STAGE #) = [6]> and <(Megaman Costume) = [3]>> or <<<(STAGE #) = [4]> and <(Megaman Costume) = [6]>> or <<<(STAGE #) = [3]> and <(Megaman Costume) = [2]>> or <<<(STAGE #) = [1]> and <(Megaman Costume) = [8]>> or <<(STAGE #) = [2]> and <(Megaman Costume) = [9]>>>>>>>>> then\n broadcast (BossWeaknessDMG v)\n create clone of (boss hp v)\n set [dmg # v] to [5]\n set [dmg_x v] to ((Scroll X) + (x position))\n set [dmg_y v] to ((Scroll Y) + (y position))\n create clone of (dmg v)\n repeat (4)\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 broadcast (Boss get oofed v)\n create clone of (boss hp v)\n set [dmg # v] to [2]\n set [dmg_x v] to ((Scroll X) + (x position))\n set [dmg_y v] to ((Scroll Y) + (y position))\n create clone of (dmg v)\n repeat (4)\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\n else\n broadcast (BossDMG v)\n create clone of (boss hp v)\n if <(Universal Hold) > [40]> then\n change [hp v] by (-3)\n set [dmg # v] to [3]\n set [dmg_x v] to ((Scroll X) + (x position))\n set [dmg_y v] to ((Scroll Y) + (y position))\n create clone of (dmg v)\n else\n change [hp v] by (-1)\n set [dmg # v] to [1]\n set [dmg_x v] to ((Scroll X) + (x position))\n set [dmg_y v] to ((Scroll Y) + (y position))\n create clone of (dmg v)\n end\n repeat (4)\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 [bosscutscene v]\nset size to (200) %\nset [alt boss? v] to [0]\nclear graphic effects\npoint in direction (-90)\nif <(STAGE #) = [4]> then\n if <(Checkpoint #) = [2]> then\nend\nif <(STAGE #) = [8]> then\n broadcast (Epsilon idle animation v)\n go to [front v] layer\n go to x: (128) y: (-96)\n show\nend\nif <(STAGE #) = [9]> then\n wait (1) seconds\n hide\n set size to (225) %\n broadcast (Screen Flash v)\n repeat (12)\n broadcast (ScreenShake v)\n create clone of (_myself_ v)\n wait (.1) seconds\n end\n broadcast (ScreenShake v)\n switch costume to (phantombass v)\n go to x: (71) y: (-103)\n point in direction (-90)\n show\n set [brightness v] effect to (100)\n repeat (10)\n change [brightness v] effect by (-10)\n end\nend\nif <(STAGE #) = [7]> then\n wait (1) seconds\n broadcast (ProtoMan Whistle v)\n start sound [SE \[21\] v]\n wait (2) seconds\n switch costume to (megam1 v)\n clear graphic effects\n set size to (200) %\n go to x: (80) y: (999)\n go to [front v] layer\n show\n set [y v] to [0]\n repeat (22)\n change [y v] by (-1)\n change y by (y)\n end\n set y to (-55)\n start sound [SE \[14\] v]\n repeat (7)\n wait (.02) seconds\n next costume\n end\n forever\n switch costume to (protoman2 v)\n wait (.05) seconds\n next costume\n wait (.05) seconds\n end\nelse\n if <(STAGE #) = [1]> then\n if <(Checkpoint #) = [6]> then\n wait (1) seconds\n hide\n set size to (225) %\n broadcast (Screen Blink v)\n create clone of (_myself_ v)\n broadcast (ScreenShake v)\n switch costume to (omegafall v)\n go to x: (140) y: (250)\n point in direction (-90)\n set size to (400) %\n show\n glide (.2) secs to x: (140) y: (-53)\n create clone of (_myself_ v)\n switch costume to (omega v)\n repeat (23)\n wait (.05) seconds\n next costume\n end\n else\n wait (1) seconds\n hide\n set size to (225) %\n broadcast (Screen Flash v)\n repeat (12)\n broadcast (ScreenShake v)\n create clone of (_myself_ v)\n wait (.1) seconds\n end\n broadcast (ScreenShake v)\n switch costume to (phantombass v)\n go to x: (101) y: (-54)\n point in direction (-90)\n show\n set [brightness v] effect to (100)\n repeat (10)\n change [brightness v] effect by (-10)\n end\n end\n end\n if <(STAGE #) = [2]> then\n repeat (10)\n go to [front v] layer\n end\n switch costume to (teng1 v)\n clear graphic effects\n go to x: (100) y: (999)\n show\n point in direction (-90)\n repeat (12)\n switch costume to (teng1 v)\n repeat (2)\n change y by (-5)\n end\n next costume\n repeat (2)\n change y by (-5)\n end\n end\n broadcast (Beta hover animation v)\n end\nend\n\nwhen I receive [blackout v]\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\n\nwhen I receive [beta hover animation v]\nif <(STAGE #) = [9]> then\n set [y v] to [0]\n forever\n change [y v] by (5)\n set y to ((50) + (([sin v] of (y) ) * (35)))\n end\nelse\n set [y v] to [0]\n forever\n change [y v] by (15)\n set y to ((-38) + (([sin v] of (y) ) * (15)))\n end\nend\n\nwhen I receive [beta hover animation v]\nif <(STAGE #) = [9]> then\n\nwhen I receive [battle begin v]\nclear graphic effects\nif <(ALT BOSS?) = [0]> then\n if <<(STAGE #) = [4]> and <(Checkpoint #) = [3]>> then\n stop [other scripts in sprite v]\n switch costume to (fireanger1 v)\n wait (.2) seconds\n start sound [enchantress_groundslam v]\n repeat (2)\n wait (.1) seconds\n next costume\n end\n wait (.05) seconds\n switch costume to (fireblast1 v)\n broadcast (Init_battle v)\n wait (.5) seconds\n forever\n if <(distance to [mega man v]) < [150]> then\n BossAttack [3]\n repeat (6)\n switch costume to (firem v)\n wait (0) seconds\n next costume\n wait (0) seconds\n end\n repeat (2)\n BossAttack [2]\n end\n else\n BossAttack [1]\n repeat (2)\n BossAttack [2]\n end\n set [bossattack_release v] to [1]\n switch costume to (fireanger1 v)\n start sound [enchantress_groundslam v]\n wait (.8) seconds\n repeat (4)\n switch costume to (firem v)\n wait (0) seconds\n next costume\n wait (0) seconds\n end\n end\n repeat (pick random (1) to (3))\n if <(pick random (1) to (2)) = [1]> then\n repeat (2)\n switch costume to (firem v)\n wait (0) seconds\n next costume\n wait (0) seconds\n end\n BossAttack [5]\n else\n repeat (6)\n switch costume to (firem v)\n wait (0) seconds\n next costume\n wait (0) seconds\n end\n BossAttack [4]\n end\n end\n if <<([costume # v] of [boss hp v]) > [7]> and <(BossBattle Phase) = [0]>> then\n set [bossbattle phase v] to [2]\n switch costume to (fireanger1 v)\n start sound [dr_teleport v]\n wait (1) seconds\n end\n if <(Boss-Charged) = [1]> then\n BossAttack [6]\n end\n end\n end\n if <<(STAGE #) = [8]> and <(Checkpoint #) = [5]>> then\n stop [other scripts in sprite v]\n start sound [raiment_powerup v]\n switch costume to (burner1 v)\n repeat (6)\n wait (.05) seconds\n next costume\n end\n repeat (8)\n switch costume to (burner6 v)\n wait (.01) seconds\n next costume\n wait (.01) seconds\n end\n wait (.1) seconds\n switch costume to (burnerstand1 v)\n broadcast (Init_battle v)\n wait (.5) seconds\n BurnerMan AI\n end\n if <(STAGE #) = [9]> then\n if <(BossBattle Phase) = [1]> then\n wait (2) seconds\n broadcast (Init_battle v)\n go to x: (44) y: (-3)\n go to [front v] layer\n switch costume to (bassfly2 v)\n point in direction (-90)\n set [y v] to [-10]\n repeat (20)\n change x by (y)\n change [y v] by (2)\n end\n broadcast (Autoscroller v)\n start sound [rockbig_land v]\n start sound [explode_large v]\n broadcast (Bass ram into wall v)\n hide\n repeat (25)\n change x by (y)\n change [y v] by (-1)\n end\n show\n repeat (20)\n change x by (y)\n change [y v] by (-1)\n end\n repeat (16)\n change x by (y)\n change [y v] by (2)\n end\n set y to (-3)\n set [y v] to [0]\n repeat (10)\n change y by (y)\n change [y v] by (1)\n end\n broadcast (Beta hover animation v)\n forever\n switch costume to (bassfly2 v)\n wait (([abs v] of (([costume # v] of [boss hp v]) - (27)) ) * (.18)) seconds\n switch costume to (bassfly2 v)\n wait (.2) seconds\n switch costume to (bassfly3 v)\n wait (.4) seconds\n switch costume to (bassflyshoot v)\n repeat (3)\n point in direction (-100)\n start sound [SE \[5\] v]\n repeat (2)\n set [projectile name v] to [bullet]\n set [proj direction v] to ((direction) + (0))\n set [proj x v] to (((Scroll X) + (x position)) + (([sin v] of (direction) ) * (35)))\n set [proj y v] to (((Scroll Y) + (y position)) + (0))\n broadcast (CREATE PROJECTILE v)\n wait (.02) seconds\n turn right (-35) degrees\n end\n set [projectile name v] to [bullet]\n set [proj direction v] to ((direction) + (0))\n set [proj x v] to (((Scroll X) + (x position)) + (([sin v] of (direction) ) * (35)))\n set [proj y v] to (((Scroll Y) + (y position)) + (0))\n broadcast (CREATE PROJECTILE v)\n wait (.02) seconds\n point in direction (-90)\n wait (.5) seconds\n end\n switch costume to (bassfly2 v)\n end\n else\n wait (2) seconds\n broadcast (Init_battle v)\n forever\n go to [front v] layer\n if <(x position) < ([x position v] of [hitbox v])> then\n point in direction (90)\n else\n point in direction (-90)\n end\n switch costume to (phantombass v)\n wait (.2) seconds\n switch costume to (bassz2 v)\n repeat (3)\n repeat (4)\n move (6) steps\n if <(x position) > [180]> then\n set x to (180)\n end\n if <(x position) < [-180]> then\n set x to (-180)\n end\n end\n next costume\n end\n if <(x position) < ([x position v] of [hitbox v])> then\n point in direction (90)\n else\n point in direction (-90)\n end\n switch costume to (bassjump v)\n set [y v] to [15]\n repeat (5)\n move (5) steps\n change y by (y)\n change [y v] by (-1)\n if <(x position) > [180]> then\n set x to (180)\n end\n if <(x position) < [-180]> then\n set x to (-180)\n end\n end\n repeat until <(y position) < [-90]>\n move (5) steps\n change y by (y)\n change [y v] by (-1)\n if <(x position) > [180]> then\n set x to (180)\n end\n if <(x position) < [-180]> then\n set x to (-180)\n end\n end\n set y to (-103)\n if <([costume # v] of [boss hp v]) > [12]> then\n if <(x position) < ([x position v] of [hitbox v])> then\n point in direction (90)\n else\n point in direction (-90)\n end\n end\n switch costume to (phantombass v)\n wait (.2) seconds\n start sound [shieldknight_throw v]\n switch costume to (bassz6 v)\n set [projectile name v] to [bassbeam]\n set [proj direction v] to ((direction) + (0))\n set [proj x v] to (((Scroll X) + (x position)) + (([sin v] of (direction) ) * (35)))\n set [proj y v] to (((Scroll Y) + (y position)) + (0))\n broadcast (CREATE PROJECTILE v)\n wait (1) seconds\n switch costume to (phantombass v)\n wait (.5) seconds\n end\n end\n end\n if <(STAGE #) = [7]> then\n stop [other scripts in sprite v]\n broadcast (Init_battle v)\n wait (2) seconds\n forever\n repeat until <([costume # v] of [boss hp v]) > [12]>\n repeat (3)\n go to [front v] layer\n switch costume to (protoman5 v)\n if <(x position) < ([x position v] of [hitbox v])> then\n point in direction (90)\n else\n point in direction (-90)\n end\n set [y v] to [12]\n repeat (5)\n move (5) steps\n change y by (y)\n change [y v] by (-1)\n end\n broadcast (Protoman Spray Attk v)\n repeat until <touching (ground v)?>\n move (5) steps\n change y by (y)\n change [y v] by (-1)\n if <(x position) > [200]> then\n set x to (200)\n end\n if <(x position) < [-200]> then\n set x to (-200)\n end\n end\n switch costume to (protoman2 v)\n touchground\n wait (.2) seconds\n end\n if <(x position) < ([x position v] of [hitbox v])> then\n point in direction (90)\n else\n point in direction (-90)\n end\n switch costume to (protoman6 v)\n repeat (3)\n repeat (2)\n move (5) steps\n end\n next costume\n end\n repeat (2)\n move (5) steps\n end\n switch costume to (protoman2 v)\n wait (.4) seconds\n end\n broadcast (Start_Thunderstorm v)\n repeat (3)\n go to [front v] layer\n switch costume to (protoman5 v)\n if <(x position) < ([x position v] of [hitbox v])> then\n point in direction (90)\n else\n point in direction (-90)\n end\n set [y v] to [12]\n repeat (5)\n move (3) steps\n change y by (y)\n change [y v] by (-1)\n end\n broadcast (Protoman Spray Attk v)\n repeat until <touching (ground v)?>\n move (3) steps\n change y by (y)\n change [y v] by (-1)\n if <(x position) > [200]> then\n set x to (200)\n end\n if <(x position) < [-200]> then\n set x to (-200)\n end\n end\n switch costume to (protoman2 v)\n touchground\n wait (.2) seconds\n end\n end\n end\n if <<(STAGE #) = [1]> and <(Checkpoint #) = [6]>> then\n wait (.5) seconds\n switch costume to (omegaintro2 v)\n repeat (3)\n wait (.05) seconds\n next costume\n end\n switch costume to (costume16 v)\n repeat (4)\n wait (.05) seconds\n next costume\n end\n repeat (4)\n wait (.05) seconds\n next costume\n end\n wait (.5) seconds\n broadcast (Init_battle v)\n forever\n if <(pick random (1) to (2)) = [1]> then\n go to [front v] layer\n switch costume to (omegathrow1 v)\n repeat (2)\n wait (.1) seconds\n next costume\n end\n set [bossattack_release v] to [0]\n point towards (mega man v)\n start sound [sfx28 v]\n set [projectile name v] to [thundercloud4]\n set [proj direction v] to ((direction) + (0))\n set [proj x v] to (((Scroll X) + (x position)) + (([sin v] of (direction) ) * (15)))\n set [proj y v] to (((Scroll Y) + (y position)) + (0))\n broadcast (CREATE PROJECTILE v)\n wait (.02) seconds\n point towards (mega man v)\n set [projectile name v] to [thundercloud4]\n set [proj direction v] to ((direction) + (75))\n set [proj x v] to (((Scroll X) + (x position)) + (([sin v] of (direction) ) * (15)))\n set [proj y v] to (((Scroll Y) + (y position)) + (0))\n broadcast (CREATE PROJECTILE v)\n repeat (2)\n next costume\n wait (.05) seconds\n end\n wait (1) seconds\n set [bossattack_release v] to [1]\n else\n switch costume to (omegajumpprepare v)\n repeat (3)\n wait (.1) seconds\n next costume\n end\n point towards (mega man v)\n start sound [sfx28 v]\n set [y v] to [15]\n repeat (15)\n move (5) steps\n change y by (y)\n change [y v] by (-1)\n end\n switch costume to (omegaairattack v)\n repeat (2)\n wait (.05) seconds\n next costume\n end\n start sound [cutter v]\n set [projectile name v] to [bhole]\n set [proj direction v] to [90]\n set [proj x v] to ((Scroll X) + (x position))\n set [proj y v] to ((Scroll Y) + (y position))\n broadcast (CREATE PROJECTILE v)\n repeat (2)\n wait (.05) seconds\n next costume\n end\n wait (.4) seconds\n switch costume to (omegafall v)\n repeat until <(y position) < [-45]>\n change y by (y)\n change [y v] by (-1)\n end\n set y to (-53)\n point towards (mega man v)\n wait (.02) seconds\n switch costume to (omegafall v)\n repeat (7)\n wait (.05) seconds\n next costume\n end\n wait (.4) seconds\n set [bossattack_release v] to [0]\n go to [front v] layer\n switch costume to (omegasling v)\n repeat (3)\n wait (.05) seconds\n next costume\n end\n start sound [lantern_throw v]\n set [projectile name v] to [bolt2]\n set [proj direction v] to [-45]\n set [proj x v] to ((Scroll X) + (x position))\n set [proj y v] to (((Scroll Y) + (y position)) + (15))\n broadcast (CREATE PROJECTILE v)\n repeat (3)\n wait (.05) seconds\n next costume\n end\n start sound [lantern_throw v]\n set [projectile name v] to [bolt2]\n set [proj direction v] to [0]\n set [proj x v] to ((Scroll X) + (x position))\n set [proj y v] to (((Scroll Y) + (y position)) + (15))\n broadcast (CREATE PROJECTILE v)\n repeat (3)\n wait (.05) seconds\n next costume\n end\n start sound [lantern_throw v]\n set [projectile name v] to [bolt2]\n set [proj direction v] to [45]\n set [proj x v] to ((Scroll X) + (x position))\n set [proj y v] to (((Scroll Y) + (y position)) + (15))\n broadcast (CREATE PROJECTILE v)\n switch costume to (omega v)\n wait (1) seconds\n set [bossattack_release v] to [1]\n wait (1) seconds\n end\n switch costume to (omega v)\n wait (.5) seconds\n repeat (2)\n switch costume to (omegajumpprepare v)\n repeat (3)\n wait (.1) seconds\n next costume\n end\n point towards (mega man v)\n start sound [sfx28 v]\n set [y v] to [18]\n repeat (10)\n move (5) steps\n change y by (y)\n change [y v] by (-1)\n end\n switch costume to (omegafall v)\n repeat until <(y position) < [-45]>\n move (5) steps\n change y by (y)\n change [y v] by (-1)\n if <(x position) > [200]> then\n set x to (200)\n end\n if <(x position) < [-200]> then\n set x to (-200)\n end\n end\n set y to (-53)\n point towards (mega man v)\n broadcast (ScreenShake v)\n start sound [rockbig_land v]\n start sound [tpin_fireball v]\n set [projectile name v] to [plugball]\n set [proj direction v] to [90]\n set [proj x v] to ((Scroll X) + (x position))\n set [proj y v] to [2510]\n broadcast (CREATE PROJECTILE v)\n wait (.02) seconds\n set [projectile name v] to [plugball]\n set [proj direction v] to [-90]\n set [proj x v] to ((Scroll X) + (x position))\n set [proj y v] to [2510]\n broadcast (CREATE PROJECTILE v)\n wait (.02) seconds\n switch costume to (omegafall v)\n repeat (7)\n wait (.05) seconds\n next costume\n end\n wait (.4) seconds\n end\n end\n end\n if <<(STAGE #) = [1]> and <(Checkpoint #) = [3]>> then\n wait (2) seconds\n broadcast (Init_battle v)\n forever\n go to [front v] layer\n go to x: (101) y: (-54)\n point in direction (-90)\n switch costume to (phantombass v)\n wait (.2) seconds\n switch costume to (bassz2 v)\n repeat (2)\n repeat (4)\n change x by (-5)\n end\n next costume\n end\n switch costume to (bassjump v)\n set [y v] to [5]\n repeat until <(y position) < [-75]>\n change x by (-5)\n change y by (y)\n change [y v] by (-1)\n end\n set y to (-85)\n switch costume to (phantombass v)\n wait (.2) seconds\n switch costume to (bassz6 v)\n point towards (mega man v)\n set [projectile name v] to [teckshot]\n set [proj direction v] to ((direction) + (0))\n set [proj x v] to (((Scroll X) + (x position)) + (([sin v] of (direction) ) * (35)))\n set [proj y v] to (((Scroll Y) + (y position)) + (0))\n broadcast (CREATE PROJECTILE v)\n wait (.2) seconds\n point in direction (-90)\n switch costume to (phantombass v)\n wait (.2) seconds\n repeat (3)\n switch costume to (bassz2 v)\n repeat (3)\n repeat (4)\n change x by (-5)\n end\n next costume\n end\n end\n switch costume to (phantombass v)\n wait (.2) seconds\n switch costume to (bassz6 v)\n point towards (mega man v)\n set [projectile name v] to [teckshot]\n set [proj direction v] to ((direction) + (0))\n set [proj x v] to (((Scroll X) + (x position)) + (([sin v] of (direction) ) * (35)))\n set [proj y v] to (((Scroll Y) + (y position)) + (0))\n broadcast (CREATE PROJECTILE v)\n wait (.2) seconds\n point in direction (90)\n switch costume to (phantombass v)\n wait (.2) seconds\n repeat (3)\n switch costume to (bassz2 v)\n repeat (3)\n repeat (4)\n change x by (5)\n end\n next costume\n end\n end\n go to x: (-14) y: (-85)\n switch costume to (bassjump v)\n set [y v] to [15]\n repeat (10)\n change x by (10)\n change y by (y)\n change [y v] by (-1)\n end\n repeat until <(y position) < [-45]>\n change x by (5)\n change y by (y)\n change [y v] by (-1)\n end\n set y to (-54)\n switch costume to (phantombass v)\n wait (.2) seconds\n switch costume to (bassz6 v)\n point towards (mega man v)\n set [projectile name v] to [teckshot]\n set [proj direction v] to ((direction) + (0))\n set [proj x v] to (((Scroll X) + (x position)) + (([sin v] of (direction) ) * (35)))\n set [proj y v] to (((Scroll Y) + (y position)) + (0))\n broadcast (CREATE PROJECTILE v)\n wait (.2) seconds\n point in direction (-90)\n switch costume to (phantombass v)\n wait (.2) seconds\n repeat (1)\n switch costume to (bassz2 v)\n repeat (3)\n repeat (4)\n change x by (-6)\n end\n next costume\n end\n end\n end\n end\n if <(STAGE #) = [2]> then\n stop [other scripts in sprite v]\n switch costume to (teng3 v)\n repeat (6)\n wait (.05) seconds\n next costume\n end\n start sound [blitzsteed_whoosh v]\n repeat (2)\n wait (.05) seconds\n next costume\n end\n wait (.2) seconds\n repeat (4)\n wait (.05) seconds\n next costume\n end\n start sound [coin v]\n broadcast (Init_battle v)\n go to x: (100) y: (-51)\n point in direction (-90)\n show\n forever\n switch costume to (teng18 v)\n set [y v] to [0]\n set [x v] to [0]\n wait (.2) seconds\n next costume\n point in direction (-90)\n start sound [wind_side v]\n repeat (10)\n change x by (x)\n change y by (y)\n change [x v] by (-1)\n change [y v] by (-1)\n end\n repeat (18)\n change x by (x)\n change y by (y)\n change [x v] by (-1)\n change [y v] by (1)\n end\n hide\n repeat (10)\n go to [front v] layer\n end\n switch costume to (teng1 v)\n clear graphic effects\n go to x: (0) y: (999)\n show\n point towards (mega man v)\n repeat (5)\n switch costume to (teng1 v)\n repeat (2)\n change y by (-5)\n end\n next costume\n repeat (2)\n change y by (-5)\n end\n end\n set [x v] to [90]\n set [y v] to [0]\n repeat (2)\n repeat (pick random (8) to (12))\n switch costume to (teng1 v)\n point towards (mega man v)\n repeat (2)\n go to x: ((0) + (([cos v] of (x) ) * (150))) y: ((102) + (([sin v] of (y) ) * (15)))\n change [x v] by (4)\n change [y v] by (8)\n end\n next costume\n repeat (2)\n go to x: ((0) + (([cos v] of (x) ) * (150))) y: ((102) + (([sin v] of (y) ) * (15)))\n change [x v] by (4)\n change [y v] by (8)\n end\n end\n switch costume to (teng6 v)\n repeat (4)\n wait (.05) seconds\n next costume\n end\n point towards (mega man v)\n start sound [knight_slash v]\n set [projectile name v] to [beta]\n set [proj direction v] to ((direction) + (10))\n set [proj x v] to ((Scroll X) + (x position))\n set [proj y v] to (((Scroll Y) + (y position)) + (0))\n broadcast (CREATE PROJECTILE v)\n wait (.02) seconds\n set [projectile name v] to [beta]\n set [proj direction v] to ((direction) + (-10))\n set [proj x v] to ((Scroll X) + (x position))\n set [proj y v] to (((Scroll Y) + (y position)) + (0))\n broadcast (CREATE PROJECTILE v)\n next costume\n wait (.2) seconds\n repeat (3)\n wait (.05) seconds\n next costume\n end\n end\n broadcast (Boss_charge_anim v)\n repeat (10)\n switch costume to (teng1 v)\n point towards (mega man v)\n repeat (2)\n go to x: ((0) + (([cos v] of (x) ) * (150))) y: ((102) + (([sin v] of (y) ) * (15)))\n change [x v] by (4)\n change [y v] by (8)\n end\n next costume\n repeat (2)\n go to x: ((0) + (([cos v] of (x) ) * (150))) y: ((102) + (([sin v] of (y) ) * (15)))\n change [x v] by (4)\n change [y v] by (8)\n end\n end\n switch costume to (teng6 v)\n repeat (4)\n wait (.05) seconds\n next costume\n end\n point towards (mega man v)\n start sound [knight_slash v]\n set [projectile name v] to [beta]\n set [proj direction v] to ((direction) + (10))\n set [proj x v] to ((Scroll X) + (x position))\n set [proj y v] to (((Scroll Y) + (y position)) + (0))\n broadcast (CREATE PROJECTILE v)\n wait (.02) seconds\n set [projectile name v] to [beta]\n set [proj direction v] to ((direction) + (0))\n set [proj x v] to ((Scroll X) + (x position))\n set [proj y v] to (((Scroll Y) + (y position)) + (0))\n broadcast (CREATE PROJECTILE v)\n wait (.02) seconds\n set [projectile name v] to [beta]\n set [proj direction v] to ((direction) + (-10))\n set [proj x v] to ((Scroll X) + (x position))\n set [proj y v] to (((Scroll Y) + (y position)) + (0))\n broadcast (CREATE PROJECTILE v)\n next costume\n wait (.5) seconds\n repeat (3)\n wait (.05) seconds\n next costume\n end\n start sound [coin v]\n wait (.05) seconds\n next costume\n wait (.4) seconds\n repeat (3)\n switch costume to (teng1 v)\n wait (.05) seconds\n next costume\n wait (.05) seconds\n end\n show\n repeat until <(y position) > [200]>\n switch costume to (teng1 v)\n repeat (2)\n change y by (10)\n end\n next costume\n repeat (2)\n change y by (10)\n end\n end\n hide\n set x to (-250)\n set y to (-80)\n hide\n beta dash [1] [.8]\n set x to (250)\n set y to (0)\n hide\n beta dash [2] [.6]\n set x to (-250)\n set y to (50)\n hide\n beta dash [1] [.6]\n wait (1) seconds\n hide\n set x to (-250)\n set y to (0)\n hide\n beta dash [1] [.4]\n set x to (250)\n set y to (-80)\n hide\n beta dash [2] [.4]\n set x to (-250)\n set y to (50)\n hide\n beta dash [1] [.2]\n repeat (10)\n go to [front v] layer\n end\n switch costume to (teng1 v)\n clear graphic effects\n go to x: (0) y: (999)\n show\n point towards (mega man v)\n repeat (12)\n switch costume to (teng1 v)\n repeat (2)\n change y by (-5)\n end\n next costume\n repeat (2)\n change y by (-5)\n end\n end\n switch costume to (teng1 v)\n repeat (14)\n wait (.05) seconds\n next costume\n end\n start sound [coin v]\n wait (1) seconds\n end\n end\nend\n\nwhen I receive [boss_charge_anim v]\nstart sound [SE \[2\] v]\nrepeat (6)\n set [brightness v] effect to (100)\n wait (.05) seconds\n clear graphic effects\n wait (.05) seconds\nend\n\ndefine beta dash (sound) (delay)\nset [proj y v] to (y position)\ncreate clone of (robot master intro v)\nif <(x position) > [0]> then\n point in direction (-90)\nelse\n point in direction (90)\nend\nwait (delay) seconds\nif <(sound) = [1]> then\n start sound [wind_side v]\nelse\n start sound [wind_side2 v]\nend\ngo to [front v] layer\nswitch costume to (teng19 v)\nshow\nglide (delay) secs to x: ((x position) * (-1)) y: (y position)\nhide\n\nwhen I start as a clone\nif <(STAGE #) = [9]> then\n go to x: (pick random (90) to (115)) y: (25)\n set size to (275) %\nelse\n go to x: (pick random (90) to (115)) y: (48)\n set size to (200) %\nend\nstart sound (pick random (26) to (28))\ngo to [front v] layer\nswitch costume to (bolt v)\npoint in direction (pick random (-90) to (90))\nset [brightness v] effect to (100)\nshow\nrepeat (4)\n change [brightness v] effect by (-25)\nend\nrepeat (4)\n change [ghost v] effect by (25)\nend\ndelete this clone\n\nwhen I receive [omega anger v]\nswitch costume to (omegaintro2 v)\nrepeat (3)\n wait (.05) seconds\n next costume\nend\nswitch costume to (costume16 v)\nrepeat (4)\n wait (.05) seconds\n next costume\nend\nwait (1) seconds\nrepeat (4)\n wait (.05) seconds\n next costume\nend\n\nwhen I receive [protoman spray attk v]\nrepeat (3)\n start sound [SE \[5\] v]\n set [projectile name v] to [bullet]\n set [proj direction v] to ((direction) + (0))\n set [proj x v] to (((Scroll X) + (x position)) + (([sin v] of (direction) ) * (15)))\n set [proj y v] to (((Scroll Y) + (y position)) + (0))\n broadcast (CREATE PROJECTILE v)\n wait (.05) seconds\nend\n\nwhen I receive [start_thunderstorm v]\nforever\n if <(Darkness) = [-90]> then\n set [brightness v] effect to (-90)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [treble+bass fuse v]\nstart sound [heirloom_flamespin v]\nrepeat (2)\n broadcast (ScreenShake v)\n go to x: (71) y: (-103)\n set [x v] to [0]\n repeat (10)\n change [x v] by (-.5)\n change x by (x)\n end\nend\nstart sound [thunder_03 v]\nbroadcast (Flashy flash v)\nswitch costume to (bassfly1 v)\nbroadcast (ScreenShake v)\ngo to x: (71) y: (-103)\nset [x v] to [0]\nrepeat (10)\n change [x v] by (-.5)\n change x by (x)\nend\nstart sound [thunder_02 v]\ngo to [front v] layer\nset [brightness v] effect to (-100)\nwait (1) seconds\ngo to [front v] layer\nrepeat (5)\n wait (.5) seconds\n change [brightness v] effect by (20)\nend\nswitch costume to (bassfly4 v)\ngo to x: (44) y: (-103)\nset [y v] to [0]\nrepeat (10)\n change y by (y)\n change [y v] by (1)\nend\nrepeat (10)\n change y by (y)\n change [y v] by (-1)\nend\nswitch costume to (bassfly2 v)\nbroadcast (bATTLE begin v)\n\nwhen I receive [autoscroller v]\nset [x v] to [0]\nset [a v] to [0]\nset [speed v] to [0]\nif <(STAGE #) = [3]> then\n broadcast (Snowboard fall back v)\n repeat (80)\n change [a v] by (.05)\n change [scroll x min v] by (a)\n change [scroll x max v] by (a)\n end\n set [scroll x max v] to [100000]\n repeat (100)\n change [a v] by (.1)\n broadcast (ChangeSPEEDX v)\n end\n repeat until <(Scroll X) > [10000]>\n change [a v] by (.0005)\n broadcast (ChangeSPEEDX v)\n end\n repeat (25)\n change [a v] by (.2)\n broadcast (ChangeSPEEDX v)\n end\n repeat (25)\n change [a v] by (.1)\n broadcast (ChangeSPEEDX v)\n end\n repeat until <(Scroll X) > [30100]>\n change [a v] by (.0005)\n broadcast (ChangeSPEEDX v)\n end\n set [on snowboard? v] to [0]\n broadcast (@HOP off snowboard v)\n set [scroll x max v] to [30700]\nelse\n repeat (30)\n change [x v] by (.05)\n change [scroll x min v] by (x)\n change [scroll x max v] by (x)\n end\n forever\n set [a v] to ((([costume # v] of [boss hp v]) * (.1)) + (3))\n change [scroll x min v] by (a)\n change [scroll x max v] by (a)\n broadcast (Left 5 v)\n end\nend\n\nwhen I receive [stage selected v]\nset size to (200) %\nwait (1.5) seconds\nif <(STAGE #) = [9]> then\n repeat (3)\n point in direction (90)\n go to x: (0) y: (999)\n switch costume to (phantombass v)\n set size to (200) %\n clear graphic effects\n go to [front v] layer\n set [y v] to [-1.8]\n show\n repeat (8)\n change [y v] by (-2)\n change y by (y)\n end\n set y to (13)\n end\n wait (1) seconds\n switch costume to (bassz6 v)\nend\nif <(STAGE #) = [7]> then\n point in direction (90)\n go to x: (0) y: (999)\n switch costume to (megam1 v)\n set size to (200) %\n clear graphic effects\n go to [front v] layer\n set [y v] to [-1.8]\n show\n repeat (16)\n change [y v] by (-1)\n change y by (y)\n end\n set y to (13)\n switch costume to (megam2 v)\n repeat (7)\n wait (.05) seconds\n next costume\n end\n repeat (25)\n switch costume to (protoman2 v)\n wait (.05) seconds\n next costume\n wait (.05) seconds\n end\nend\nif <(STAGE #) = [8]> then\n point in direction (90)\n go to x: (0) y: (999)\n switch costume to (burnerjump1 v)\n set size to (200) %\n clear graphic effects\n go to [front v] layer\n set [y v] to [-1.8]\n show\n repeat (15)\n change [y v] by (-1)\n change y by (y)\n end\n switch costume to (burner1 v)\n set y to (15)\n repeat (4)\n wait (.05) seconds\n next costume\n end\n repeat (20)\n switch costume to (burner6 v)\n wait (0) seconds\n next costume\n wait (0) seconds\n end\n switch costume to (burnerstand1 v)\nend\nif <(STAGE #) = [4]> then\n point in direction (90)\n go to x: (0) y: (999)\n switch costume to (firej2 v)\n set size to (200) %\n clear graphic effects\n go to [front v] layer\n set [y v] to [-1.8]\n show\n repeat (15)\n change [y v] by (-1)\n change y by (y)\n end\n set y to (15)\n repeat (8)\n switch costume to (firem v)\n wait (.05) seconds\n next costume\n wait (.05) seconds\n end\n repeat (3)\n wait (.05) seconds\n next costume\n end\n wait (.05) seconds\n switch costume to (fireblast1 v)\nend\nif <(STAGE #) = [1]> then\n point in direction (90)\n go to x: (0) y: (999)\n switch costume to (omegajump v)\n set size to (400) %\n clear graphic effects\n go to [front v] layer\n set [y v] to [-1.8]\n show\n repeat (8)\n change [y v] by (-1)\n change y by (y)\n end\n switch costume to (omegafall v)\n repeat (8)\n change [y v] by (-1)\n change y by (y)\n end\n set y to (29)\n switch costume to (omegafall v)\n repeat (5)\n wait (.02) seconds\n next costume\n end\n switch costume to (omega v)\n repeat (15)\n wait (.02) seconds\n next costume\n end\n repeat (8)\n set x to (pick random (-5) to (5))\n end\n set x to (0)\n wait (.2) seconds\n switch costume to (omega v)\nend\nif <(STAGE #) = [2]> then\n point in direction (90)\n go to x: (0) y: (999)\n clear graphic effects\n go to [front v] layer\n set [y v] to [-1.5]\n show\n repeat (3)\n repeat (2)\n change [y v] by (-1)\n change y by (y)\n end\n switch costume to (teng1 v)\n repeat (2)\n change [y v] by (-1)\n change y by (y)\n end\n switch costume to (teng2 v)\n end\n repeat (4)\n repeat (2)\n change [y v] by (1)\n change y by (y)\n end\n switch costume to (teng1 v)\n repeat (2)\n change [y v] by (1)\n change y by (y)\n end\n switch costume to (teng2 v)\n end\n repeat (4)\n wait (.02) seconds\n switch costume to (teng1 v)\n wait (.02) seconds\n switch costume to (teng2 v)\n end\n repeat (13)\n wait (.05) seconds\n next costume\n end\nend\n\nwhen I receive [haha u lose v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [midboss v]\nwait (1) seconds\nclear graphic effects\nforever\n if <<<touching (mega man v)?> and <<touching color (#fae0c1)?> and <not <touching (hitbox v)?>>>> or <touching (special weapons v)?>> then\n if <touching (special weapons v)?> then\n set [universal hold v] to [0]\n set [dmg # v] to [2]\n set [dmg_x v] to ((Scroll X) + (x position))\n set [dmg_y v] to ((Scroll Y) + (y position))\n create clone of (dmg v)\n change [hp v] by (-2)\n start sound [Mega Man 5 SFX \(20\) v]\n repeat (4)\n set [brightness v] effect to (90)\n wait (.1) seconds\n set [brightness v] effect to (0)\n wait (.1) seconds\n end\n else\n if <(Universal Hold) > [40]> then\n set [dmg # v] to [3]\n set [dmg_x v] to ((Scroll X) + (x position))\n set [dmg_y v] to ((Scroll Y) + (y position))\n create clone of (dmg v)\n start sound [Mega Man 5 SFX \(20\) v]\n change [hp v] by (-3)\n else\n set [dmg # v] to [1]\n set [dmg_x v] to ((Scroll X) + (x position))\n set [dmg_y v] to ((Scroll Y) + (y position))\n create clone of (dmg v)\n start sound [Mega Man 5 SFX \(20\) v]\n change [hp v] by (-1)\n end\n repeat (4)\n set [brightness v] effect to (90)\n wait (.1) seconds\n set [brightness v] effect to (0)\n wait (.1) seconds\n end\n end\n end\nend\n\nwhen I receive [midboss v]\nwait (1) seconds\nclear graphic effects\nforever\n if <<touching (hitbox v)?> and <(takingdmg) = [0]>> then\n change [health v] by (3)\n broadcast (KNOCKBACK v)\n broadcast (TAKE DMG v)\n wait (3) seconds\n end\nend\n\nwhen I receive [midboss v]\nclear graphic effects\nif <(STAGE #) = [8]> then\n if <(Checkpoint #) = [3]> then\n go to x: (115) y: (555)\n start sound [dr_teleport v]\n set [hp v] to [15]\n go to [front v] layer\n switch costume to (whtele1 v)\n point in direction (-90)\n show\n set [y v] to [0]\n repeat (20)\n change y by (y)\n change [y v] by (-1)\n end\n repeat (2)\n wait (.02) seconds\n next costume\n end\n wait (.02) seconds\n start sound [blitzsteed_whoosh v]\n switch costume to (whale1 v)\n wait (.1) seconds\n broadcast (Whale Midboss AI v)\n repeat until <(HP) < [1]>\n switch costume to (whale2 v)\n wait (.02) seconds\n repeat (5)\n wait (.02) seconds\n next costume\n end\n end\n stop [other scripts in sprite v]\n switch costume to (whaledie v)\n repeat (4)\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 (-35) to (35)))\n set [proj y v] to (((Scroll Y) + (y position)) + (pick random (-35) to (35)))\n broadcast (CREATE PROJECTILE v)\n change [ghost v] effect by (25)\n change [brightness v] effect by (-25)\n wait (.2) seconds\n end\n hide\n clear graphic effects\n set [scroll x max v] to [6595]\n replace item (1) of [activated bossgates v] with [1]\n end\nend\n\nwhen I receive [whale midboss ai v]\nset [x v] to [0]\nforever\n set y to ((41) + (([sin v] of (x) ) * (80)))\n change [x v] by (4)\nend\n\nwhen I receive [whale midboss ai v]\nset [x v] to [0]\nforever\n wait (.5) seconds\n repeat (4)\n point in direction (-90)\n set [projectile name v] to [whms]\n set [proj direction v] to [-90]\n set [proj x v] to (((Scroll X) + (x position)) + (([sin v] of (direction) ) * (35)))\n set [proj y v] to (((Scroll Y) + (y position)) + (-25))\n broadcast (CREATE PROJECTILE v)\n wait (.8) seconds\n end\n wait (1) seconds\n start sound [heirloom_flamespin v]\n set x to (115)\n set [y v] to [-3]\n repeat (5)\n point towards (hitbox v)\n set [projectile name v] to [bubble]\n set [proj direction v] to (direction)\n set [proj x v] to (((Scroll X) + (x position)) + (([sin v] of (direction) ) * (80)))\n set [proj y v] to (((Scroll Y) + (y position)) + (-35))\n broadcast (CREATE PROJECTILE v)\n repeat (2)\n change x by (y)\n change [y v] by (-1)\n end\n end\n repeat (30)\n change x by (y)\n change [y v] by (1)\n end\n set x to (115)\nend\n\nwhen I receive [epsilon idle animation v]\nforever\n switch costume to (burnerstand1 v)\n wait (.02) seconds\n next costume\n wait (.02) seconds\nend\n\ngo to x: (127) y: (-108)\n\ndefine BurnerMan AI\nforever\n if <(pick random (1) to (3)) = [1]> then\n if <(pick random (1) to (2)) = [1]> then\n point towards (hitbox v)\n switch costume to (burnerthrow1 v)\n start sound [plague_throw v]\n repeat (2)\n wait (.1) seconds\n next costume\n end\n set [projectile name v] to [burnergas]\n set [proj direction v] to ((direction) + (0))\n set [proj x v] to (((Scroll X) + (x position)) + (([sin v] of (direction) ) * (35)))\n set [proj y v] to (((Scroll Y) + (y position)) + (15))\n broadcast (CREATE PROJECTILE v)\n repeat (3)\n switch costume to (burnerthrow3 v)\n wait (0) seconds\n next costume\n wait (0) seconds\n end\n repeat (8)\n switch costume to (burnerstand1 v)\n wait (0) seconds\n next costume\n wait (0) seconds\n end\n else\n point towards (hitbox v)\n set [y v] to [15]\n switch costume to (burnerjump1 v)\n repeat (10)\n move (5) steps\n change y by (y)\n change [y v] by (-1)\n if <(x position) > [190]> then\n set x to (190)\n end\n if <(x position) < [-190]> then\n set x to (-190)\n end\n end\n repeat until <(y position) < [-80]>\n switch costume to (burnerflip1 v)\n repeat (3)\n move (6) steps\n change y by (y)\n change [y v] by (-1)\n if <(x position) > [190]> then\n set x to (190)\n end\n if <(x position) < [-190]> then\n set x to (-190)\n end\n next costume\n end\n end\n set y to (-96)\n start sound [raiment_powerup v]\n switch costume to (burner1 v)\n start sound [enchantress_groundslam v]\n broadcast (ScreenShake v)\n set [x v] to [15]\n repeat (3)\n set [projectile name v] to [burnershock]\n set [proj direction v] to [90]\n set [proj x v] to (((Scroll X) + (x position)) + (x))\n set [proj y v] to ((Scroll Y) + (-125))\n broadcast (CREATE PROJECTILE v)\n wait (.05) seconds\n set [projectile name v] to [burnershock]\n set [proj direction v] to [-90]\n set [proj x v] to (((Scroll X) + (x position)) + ((x) * (-1)))\n set [proj y v] to ((Scroll Y) + (-125))\n broadcast (CREATE PROJECTILE v)\n wait (.05) seconds\n change [x v] by (35)\n end\n repeat (6)\n wait (.05) seconds\n next costume\n end\n repeat (8)\n switch costume to (burner6 v)\n wait (.01) seconds\n next costume\n wait (.01) seconds\n end\n wait (.1) seconds\n switch costume to (burnerstand1 v)\n end\n else\n if <(distance to [hitbox v]) < [200]> then\n start sound [enchantress_fireblocks_die v]\n repeat (5)\n switch costume to (burnerflamethrower1 v)\n point towards (hitbox v)\n set [projectile name v] to [burnerflame]\n set [proj direction v] to ((direction) + (0))\n set [proj x v] to (((Scroll X) + (x position)) + (([sin v] of (direction) ) * (35)))\n set [proj y v] to (((Scroll Y) + (y position)) + (0))\n broadcast (CREATE PROJECTILE v)\n wait (.05) seconds\n switch costume to (burnerflamethrower2 v)\n point towards (hitbox v)\n set [projectile name v] to [burnerflame]\n set [proj direction v] to ((direction) + (0))\n set [proj x v] to (((Scroll X) + (x position)) + (([sin v] of (direction) ) * (35)))\n set [proj y v] to (((Scroll Y) + (y position)) + (0))\n broadcast (CREATE PROJECTILE v)\n wait (.05) seconds\n end\n repeat (8)\n switch costume to (burnerstand1 v)\n wait (.01) seconds\n next costume\n wait (.01) seconds\n end\n else\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 start sound [lantern_throw v]\n set [y v] to [0]\n repeat (10)\n switch costume to (burnerdash1 v)\n change [y v] by (.5)\n if <(direction) = [90]> then\n change x by (y)\n else\n change x by ((y) * (-1))\n end\n if <(x position) > [190]> then\n set x to (190)\n end\n if <(x position) < [-190]> then\n set x to (-190)\n end\n change [y v] by (.5)\n switch costume to (burnerdash2 v)\n if <(direction) = [90]> then\n change x by (y)\n else\n change x by ((y) * (-1))\n end\n if <(x position) > [190]> then\n set x to (190)\n end\n if <(x position) < [-190]> then\n set x to (-190)\n end\n end\n repeat (8)\n switch costume to (burnerstand1 v)\n wait (.01) seconds\n next costume\n wait (.01) seconds\n end\n end\n end\nend\n\nwhen I receive [burnerman jump out v]\nset [y v] to [15]\nset y to (-96)\nshow\nrepeat until <(y position) < [-150]>\n switch costume to (burnerflip1 v)\n clear graphic effects\n repeat (3)\n repeat (2)\n change y by (y)\n change [y v] by (-1)\n end\n next costume\n end\n repeat (2)\n change y by (y)\n change [y v] by (-1)\n end\nend\nset [checkpoint # v] to [6]\nreplace item (2) of [activated bossgates v] with [1]\nbroadcast (Enable Movement v)\nbroadcast (Resume Stage music v)\nhide\n\nwhen I receive [delta idle anim v]\nforever\n switch costume to (firem v)\n wait (.05) seconds\n next costume\n wait (.05) seconds\nend\n\nwhen I receive [boss_face to -90 v]\npoint in direction (-90)\n\ndefine BossAttack (atk)\nif <(STAGE #) = [4]> then\n if <(atk) = [1]> then\n switch costume to (fireanger1 v)\n point towards (hitbox v)\n wait (.2) seconds\n set [bossattack_release v] to [0]\n set [projectile name v] to [firewall]\n set [proj direction v] to [90]\n set [proj x v] to ((Scroll X) + (x position))\n set [proj y v] to (((Scroll Y) + (y position)) + (-15))\n broadcast (CREATE PROJECTILE v)\n wait (.02) seconds\n set [bossattack_release v] to [0]\n set [projectile name v] to [firewall]\n set [proj direction v] to [-90]\n set [proj x v] to ((Scroll X) + (x position))\n set [proj y v] to (((Scroll Y) + (y position)) + (-15))\n broadcast (CREATE PROJECTILE v)\n wait (.5) seconds\n end\n if <(atk) = [2]> then\n point towards (hitbox v)\n switch costume to (firerun1 v)\n repeat (6)\n change x by (([sin v] of (direction) ) * (10))\n wait (0) seconds\n next costume\n end\n end\n if <(atk) = [5]> then\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 switch costume to (fireblast1 v)\n wait (0) seconds\n next costume\n set [bossattack_release v] to [1]\n set [projectile name v] to [firewall]\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)) + (-15))\n broadcast (CREATE PROJECTILE v)\n wait (.05) seconds\n switch costume to (fireblast1 v)\n wait (.2) seconds\n end\n if <(atk) = [6]> then\n switch costume to (firej1 v)\n point towards (hitbox v)\n set [y v] to [15]\n repeat (5)\n repeat (1)\n switch costume to (firej2 v)\n move (-5) steps\n change y by (y)\n change [y v] by (-1)\n if <(x position) > [160]> then\n set x to (160)\n end\n if <(x position) < [-190]> then\n set x to (-190)\n end\n end\n repeat (1)\n next costume\n move (-5) steps\n change y by (y)\n change [y v] by (-1)\n if <(x position) > [160]> then\n set x to (160)\n end\n if <(x position) < [-190]> then\n set x to (-190)\n end\n end\n end\n switch costume to (firej6 v)\n start sound [raiment_powerup v]\n set [boss-charged v] to [0]\n point towards (hitbox v)\n set [projectile name v] to [energyshield]\n set [proj direction v] to (direction)\n set [proj x v] to (((Scroll X) + (x position)) + (([sin v] of (direction) ) * (15)))\n set [proj y v] to (((Scroll Y) + (y position)) + (0))\n broadcast (CREATE PROJECTILE v)\n wait (.2) seconds\n repeat until <(y position) < [-90]>\n switch costume to (firej4 v)\n move (-5) steps\n change y by (y)\n change [y v] by (-1)\n if <(x position) > [160]> then\n set x to (160)\n end\n if <(x position) < [-190]> then\n set x to (-190)\n end\n end\n set y to (-108)\n repeat (4)\n switch costume to (firem v)\n wait (0) seconds\n next costume\n wait (0) seconds\n end\n end\n if <(atk) = [3]> then\n point towards (hitbox v)\n switch costume to (fireblast1 v)\n wait (0) seconds\n next costume\n set [bossattack_release v] to [0]\n set [projectile name v] to [fpillar]\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)) + (5))\n broadcast (CREATE PROJECTILE v)\n wait (.05) seconds\n switch costume to (fireblast1 v)\n wait (.2) seconds\n end\n if <(atk) = [4]> then\n switch costume to (firej1 v)\n point towards (hitbox v)\n set [y v] to [15]\n repeat (5)\n repeat (1)\n switch costume to (firej2 v)\n move (5) steps\n change y by (y)\n change [y v] by (-1)\n end\n repeat (1)\n next costume\n move (5) steps\n change y by (y)\n change [y v] by (-1)\n end\n if <(x position) > [160]> then\n set x to (160)\n end\n if <(x position) < [-190]> then\n set x to (-190)\n end\n end\n repeat until <(y position) < [-90]>\n switch costume to (firej4 v)\n move (5) steps\n change y by (y)\n change [y v] by (-1)\n if <(x position) > [160]> then\n set x to (160)\n end\n if <(x position) < [-190]> then\n set x to (-190)\n end\n end\n set y to (-108)\n repeat (4)\n switch costume to (firem v)\n wait (0) seconds\n next costume\n wait (0) seconds\n end\n end\nend\n\nwhen I receive [init_battle v]\nset [boss-charged v] to [0]\nforever\n if <<(STAGE #) = [4]> and <(Boss-Charged) = [1]>> then\n set [brightness v] effect to (50)\n start sound [SE \[2\] v]\n wait (0.05) seconds\n set [brightness v] effect to (0)\n wait (0) seconds\n end\nend\n\nwhen I receive [init_battle v]\nset [boss-charged v] to [0]\nif <(STAGE #) = [4]> then\n forever\n if <touching (foreground v)?> then\n set [boss-charged v] to [1]\n end\n end\nend\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 (0)\nset [fightstart? v] to [1]\ngo to x: (150) y: (151)\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 broadcast (BOSSDIE v)\n wait (5) seconds\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]\nif <(ALT BOSS?) = [1]> then\n repeat (5)\n repeat (2)\n go to (boss 2: electric boogaloo v)\n go to [front v] layer\n end\n set [ghost v] effect to (50)\n repeat (2)\n go to (boss 2: electric boogaloo v)\n go to [front v] layer\n end\n set [ghost v] effect to (5)\n end\n delete this clone\nelse\n repeat (5)\n repeat (2)\n go to (boss v)\n go to [front v] layer\n end\n set [ghost v] effect to (50)\n repeat (2)\n go to (boss v)\n go to [front v] layer\n end\n set [ghost v] effect to (5)\n end\n delete this clone\nend\n\nwhen I receive [back to select v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen flag clicked\nforever\n set [universal hold v] to ([hold v] of [mega man v])\nend\n\nwhen I receive [bossweaknessdmg v]\nif <(clone) = [0]> then\n next costume\n next costume\n next costume\n next costume\n next costume\n if <(costume [number v]) > [27]> then\n broadcast (BOSSDIE v)\n wait (5) seconds\n end\nend\n\nwhen I receive [boss get oofed v]\nif <(clone) = [0]> then\n next costume\n next costume\n if <(costume [number v]) > [27]> then\n broadcast (BOSSDIE v)\n wait (5) seconds\n end\nend\n\nwhen I receive [teleportin v]\nswitch costume to (hpbar v)\n\nwhen I receive [boss 4 dmg v]\nif <(clone) = [0]> then\n next costume\n next costume\n next costume\n next costume\n if <(costume [number v]) > [27]> then\n broadcast (BOSSDIE v)\n wait (5) seconds\n end\nend\n\nwhen I receive [boss heal v]\nrepeat (2)\n if <<not <(costume [number v]) = [1]>> and <not <(costume [number v]) > [27]>>> then\n switch costume to ((costume [number v]) + (-1))\n end\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\nbroadcast (Robot Master Intro v)\nrepeat (60)\n create clone of (_myself_ v)\n wait (.05) seconds\nend\nwait (1) seconds\nbroadcast (Blackout v)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (READY v)\nwait (1.5) seconds\nbroadcast (Teleportin v)\n\nwhen flag clicked\nhide\n\nwhen I receive [haha u lose v]\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\nplay sound [33 - Game Over v] until done\nbroadcast (Stage Select v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo [forward v] (2) layers\ngo to x: (999) y: (pick random (-250) to (250))\nset size to (pick random (50) to (150)) %\nshow\nrepeat until <(x position) < [-220]>\n change x by ((size) * (-.2))\nend\ndelete this clone\n\ngo to [front v] layer\n\nwhen I receive [blackout v]\ndelete this clone\n\nwhen I receive [screen flash v]\nclear graphic effects\nset [brightness v] effect to (100)\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n go to [front v] layer\n change [ghost v] effect by (-2)\nend\nrepeat (10)\n go to [front v] layer\nend\nrepeat (4)\n go to [front v] layer\n change [ghost v] effect by (25)\nend\nhide\nclear graphic effects\n\nwhen I receive [screen blink v]\nclear graphic effects\nset [brightness v] effect to (100)\nset [ghost v] effect to (100)\nshow\nrepeat (4)\n go to [front v] layer\n change [ghost v] effect by (-25)\nend\nrepeat (10)\n go to [front v] layer\nend\nrepeat (4)\n go to [front v] layer\n change [ghost v] effect by (25)\nend\nhide\nclear graphic effects\n\nwhen I receive [menu_start v]\nclear graphic effects\ngo to [front v] layer\nset [brightness v] effect to (100)\nshow\nrepeat (3)\n wait (.1) seconds\n set [ghost v] effect to (50)\n wait (.1) seconds\n set [ghost v] effect to (100)\nend\nwait (1) seconds\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (-10)\n change [brightness v] effect by (-10)\nend\nbroadcast (Stage Select v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [stage selected v]\nclear graphic effects\ngo to [front v] layer\nstart sound [SE \[18\] v]\nset [brightness v] effect to (100)\nshow\nrepeat (3)\n wait (.1) seconds\n set [ghost v] effect to (50)\n wait (.1) seconds\n set [ghost v] effect to (100)\nend\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (-10)\n change [brightness v] effect by (-10)\nend\nbroadcast (Robot Master Intro v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [flashy flash v]\nclear graphic effects\ngo to [front v] layer\nset [brightness v] effect to (100)\nshow\nwait (.2) seconds\nrepeat (10)\n wait (.1) seconds\n change [ghost v] effect by (10)\n change [brightness v] effect by (-10)\nend\nhide\n\nwhen I receive [weapon get screen v]\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\nforever\n repeat (10)\n change [brightness v] effect by (2)\n end\n repeat (10)\n change [brightness v] effect by (-2)\n end\nend\n\nwhen I receive [get rid of weapon get v]\nstop [other scripts in sprite v]\nclear graphic effects\nbroadcast (Stage Select v)\nshow\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\nend\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 <(letter (2) of (costume [name v])) = [&]> then\n set [ghost v] effect to (99)\n end\n if <(costume [number v]) = [61]> then\n forever\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)) ) > [325]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [300]>> then\n hide\n else\n show\n end\n end\n else\n if <<(costume [number v]) = [15]> or <(costume [number v]) = [34]>> then\n forever\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)) ) > [400]>> then\n hide\n else\n show\n end\n end\n else\n if <(costume [number v]) = [21]> then\n forever\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)) ) > [200]>> then\n hide\n else\n show\n end\n end\n else\n if <(costume [number v]) = [14]> then\n forever\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)) ) > [250]>> then\n hide\n else\n if <(SwitchBlockState) = [1]> then\n hide\n wait (pick random (.1) to (.3)) seconds\n set [sb_x v] to (Level_X)\n set [sb_y v] to (Level_Y)\n create clone of (switchblock thing v)\n else\n show\n end\n end\n end\n else\n if <(costume [number v]) = [13]> then\n hide\n wait (.1) seconds\n forever\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)) ) > [370]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [250]>> then\n hide\n else\n show\n end\n end\n else\n if <(costume [number v]) = [10]> then\n hide\n wait (.1) seconds\n forever\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)) ) > [250]>> then\n hide\n else\n show\n if <(SwitchBlockState) = [1]> then\n switch costume to (yokuswitch v)\n else\n switch costume to (yokuswitch2 v)\n end\n end\n end\n else\n if <(costume [number v]) = [9]> then\n forever\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)) ) > [250]>> then\n hide\n else\n if <(SwitchBlockState) = [1]> then\n show\n else\n hide\n wait (pick random (.1) to (.3)) seconds\n set [sb_x v] to (Level_X)\n set [sb_y v] to (Level_Y)\n create clone of (switchblock thing v)\n end\n end\n end\n else\n if <(costume [number v]) = [6]> then\n forever\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)) ) > [200]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [250]>> then\n hide\n else\n show\n end\n end\n else\n if <(costume [number v]) = [4]> then\n forever\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)) ) > [270]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [250]>> then\n hide\n else\n show\n end\n end\n else\n if <(costume [number v]) = [17]> then\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)) ) > [215]>> then\n hide\n else\n show\n end\n else\n if <<(costume [number v]) = [27]> or <<(costume [number v]) = [68]> or <(costume [number v]) = [69]>>> then\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)) ) > [320]>> then\n hide\n else\n show\n end\n else\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)) ) > [250]>> then\n hide\n else\n if <(active) = [1]> then\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\n end\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 (divewater v)\nif <[1] = [1]> then\n delete this clone\nend\nCreate\n\ndefine Create\nif <(STAGE #) = [6]> then\n switch costume to (magnetplat v)\n set [level_y v] to [0]\n set [level_x v] to [1400]\n create clone of (_myself_ v)\n switch costume to (magnetplat v)\n set [level_y v] to [0]\n set [level_x v] to [2300]\n create clone of (_myself_ v)\n switch costume to (magnetplat v)\n set [level_y v] to [500]\n set [level_x v] to [4574]\n create clone of (_myself_ v)\n switch costume to (magnetplat v)\n set [level_y v] to [950]\n set [level_x v] to [4574]\n create clone of (_myself_ v)\n switch costume to (ld7 v)\n set [level_y v] to [2050]\n set [level_x v] to [4705]\n create clone of (_myself_ v)\n switch costume to (magnetplat v)\n set [level_y v] to [2160]\n set [level_x v] to [4000]\n create clone of (_myself_ v)\n switch costume to (ld8 v)\n set [level_y v] to [2450]\n set [level_x v] to [3713]\n create clone of (_myself_ v)\n switch costume to (spike12 v)\n set [level_y v] to [2560]\n set [level_x v] to [3590]\n create clone of (_myself_ v)\n switch costume to (spike13 v)\n set [level_y v] to [2560]\n set [level_x v] to [3425]\n create clone of (_myself_ v)\n switch costume to (ld7 v)\n set [level_y v] to [2808]\n set [level_x v] to [3395]\n create clone of (_myself_ v)\n switch costume to (magnetplat v)\n set [level_y v] to [3000]\n set [level_x v] to [4800]\n create clone of (_myself_ v)\n switch costume to (magnetplat v)\n set [level_y v] to [3000]\n set [level_x v] to [5925]\n create clone of (_myself_ v)\nend\nif <(STAGE #) = [4]> then\n switch costume to (bm1 v)\n set [level_y v] to [-53]\n set [level_x v] to [-560]\n create clone of (_myself_ v)\n switch costume to (bm1 v)\n set [level_y v] to [28]\n set [level_x v] to [-390]\n create clone of (_myself_ v)\n switch costume to (conv v)\n set [level_y v] to [-73]\n set [level_x v] to [733]\n create clone of (_myself_ v)\n switch costume to (conv v)\n set [level_y v] to [-931]\n set [level_x v] to [2230]\n create clone of (_myself_ v)\n switch costume to (conv v)\n set [level_y v] to [-931]\n set [level_x v] to [2990]\n create clone of (_myself_ v)\n switch costume to (conv v)\n set [level_y v] to [-3145]\n set [level_x v] to [4075]\n create clone of (_myself_ v)\n switch costume to (conv v)\n set [level_y v] to [-838]\n set [level_x v] to [414]\n create clone of (_myself_ v)\nend\nif <(STAGE #) = [3]> then\n switch costume to (s&3 v)\n set [level_y v] to [180]\n set [level_x v] to [31680]\n create clone of (_myself_ v)\n switch costume to (fall guys v)\n set [level_y v] to [350]\n set [level_x v] to [30450]\n create clone of (_myself_ v)\n switch costume to (la1 v)\n set [level_y v] to [200]\n set [level_x v] to [2533]\n create clone of (_myself_ v)\n switch costume to (fall guys v)\n set [level_y v] to [-15]\n set [level_x v] to [698]\n create clone of (_myself_ v)\n switch costume to (fall guys v)\n set [level_y v] to [-50]\n set [level_x v] to [1085]\n create clone of (_myself_ v)\n switch costume to (fall guys v)\n set [level_y v] to [-11]\n set [level_x v] to [1790]\n create clone of (_myself_ v)\n switch costume to (fall guys v)\n set [level_y v] to [-11]\n set [level_x v] to [2038]\n create clone of (_myself_ v)\n switch costume to (fall guys v)\n set [level_y v] to [-135]\n set [level_x v] to [2168]\n create clone of (_myself_ v)\n switch costume to (s&5 v)\n set [level_y v] to [430]\n set [level_x v] to [2700]\n create clone of (_myself_ v)\nend\nif <(STAGE #) = [8]> then\n if <(Checkpoint #) > [1]> then\n switch costume to (le3 v)\n set [level_y v] to [680]\n set [level_x v] to [7820]\n create clone of (_myself_ v)\n switch costume to (tnt v)\n switch costume to (bm1 v)\n set [level_y v] to [340]\n set [level_x v] to [7805]\n create clone of (_myself_ v)\n switch costume to (bm1 v)\n set [level_y v] to [340]\n set [level_x v] to [7975]\n create clone of (_myself_ v)\n switch costume to (bm1 v)\n set [level_y v] to [-100]\n set [level_x v] to [7925]\n create clone of (_myself_ v)\n switch costume to (bm2 v)\n set [level_y v] to [-125]\n set [level_x v] to [8030]\n create clone of (_myself_ v)\n switch costume to (bm1 v)\n set [level_y v] to [-100]\n set [level_x v] to [8140]\n create clone of (_myself_ v)\n switch costume to (tnt v)\n set [level_y v] to [-60]\n switch costume to (bm1 v)\n set [level_x v] to [7665]\n create clone of (_myself_ v)\n switch costume to (le2 v)\n set [level_y v] to [180]\n set [level_x v] to [8140]\n create clone of (_myself_ v)\n switch costume to (le1 v)\n set [level_y v] to [-250]\n set [level_x v] to [7258]\n create clone of (_myself_ v)\n switch costume to (bm2 v)\n set [level_y v] to [-415]\n set [level_x v] to [4980]\n create clone of (_myself_ v)\n switch costume to (tnt v)\n switch costume to (bm1 v)\n set [level_y v] to [-570]\n set [level_x v] to [5000]\n create clone of (_myself_ v)\n change [level_x v] by (80)\n create clone of (_myself_ v)\n switch costume to (bm2 v)\n set [level_y v] to [-415]\n set [level_x v] to [5250]\n create clone of (_myself_ v)\n switch costume to (tnt v)\n switch costume to (bm2 v)\n set [level_y v] to [-570]\n set [level_x v] to [5250]\n create clone of (_myself_ v)\n change [level_x v] by (160)\n create clone of (_myself_ v)\n switch costume to (bm1 v)\n set [level_y v] to [-430]\n set [level_x v] to [5568]\n create clone of (_myself_ v)\n switch costume to (s&2 v)\n set [level_y v] to [-430]\n set [level_x v] to [5185]\n create clone of (_myself_ v)\n switch costume to (s&3 v)\n set [level_y v] to [-430]\n set [level_x v] to [5375]\n create clone of (_myself_ v)\n switch costume to (s&4 v)\n set [level_y v] to [-430]\n set [level_x v] to [5590]\n create clone of (_myself_ v)\n else\n switch costume to (tnt v)\n switch costume to (bm1 v)\n set [level_y v] to [-65]\n set [level_x v] to [390]\n create clone of (_myself_ v)\n change [level_x v] by (80)\n create clone of (_myself_ v)\n switch costume to (bm2 v)\n set [level_y v] to [-25]\n set [level_x v] to [870]\n create clone of (_myself_ v)\n switch costume to (tnt v)\n switch costume to (bm1 v)\n set [level_y v] to [-65]\n set [level_x v] to [1410]\n create clone of (_myself_ v)\n repeat (3)\n change [level_x v] by (80)\n create clone of (_myself_ v)\n end\n switch costume to (bm2 v)\n set [level_y v] to [15]\n set [level_x v] to [1625]\n create clone of (_myself_ v)\n switch costume to (tnt v)\n switch costume to (bm1 v)\n set [level_x v] to [2623]\n change [level_y v] by (-78)\n create clone of (_myself_ v)\n repeat (3)\n change [level_x v] by (80)\n create clone of (_myself_ v)\n end\n switch costume to (bm2 v)\n change [level_x v] by (80)\n repeat (2)\n change [level_x v] by (80)\n create clone of (_myself_ v)\n end\n repeat (1)\n change [level_y v] by (78)\n create clone of (_myself_ v)\n end\n switch costume to (bm2 v)\n set [level_y v] to [-85]\n set [level_x v] to [3250]\n create clone of (_myself_ v)\n change [level_x v] by (32)\n create clone of (_myself_ v)\n switch costume to (s&1 v)\n set [level_y v] to [0]\n set [level_x v] to [1709]\n create clone of (_myself_ v)\n end\nend\nif <(STAGE #) = [9]> then\n switch costume to (spike9 v)\n set [level_y v] to [-915]\n set [level_x v] to [-188]\n create clone of (_myself_ v)\n switch costume to (spike10 v)\n set [level_y v] to [-1300]\n set [level_x v] to [179]\n create clone of (_myself_ v)\n switch costume to (spike9 v)\n set [level_y v] to [-1300]\n set [level_x v] to [0]\n create clone of (_myself_ v)\nend\nif <(STAGE #) = [7]> then\n switch costume to (spike3 v)\n set [level_y v] to [-165]\n set [level_x v] to [466]\n create clone of (_myself_ v)\n switch costume to (spike4 v)\n set [level_y v] to [-165]\n set [level_x v] to [850]\n create clone of (_myself_ v)\n switch costume to (spike3 v)\n set [level_y v] to [-165]\n set [level_x v] to [970]\n create clone of (_myself_ v)\n switch costume to (spike6 v)\n set [level_y v] to [-165]\n set [level_x v] to [1170]\n create clone of (_myself_ v)\n switch costume to (spike3 v)\n set [level_y v] to [-165]\n set [level_x v] to [1460]\n create clone of (_myself_ v)\n switch costume to (spike3 v)\n set [level_y v] to [-165]\n set [level_x v] to [1625]\n create clone of (_myself_ v)\n switch costume to (spike7 v)\n set [level_y v] to [-100]\n set [level_x v] to [1753]\n create clone of (_myself_ v)\n switch costume to (spike8 v)\n set [level_y v] to [-100]\n set [level_x v] to [1877]\n create clone of (_myself_ v)\n switch costume to (lproto v)\n set [level_y v] to [-250]\n set [level_x v] to [2400]\n create clone of (_myself_ v)\n switch costume to (lproto2 v)\n set [level_y v] to [42]\n set [level_x v] to [2785]\n create clone of (_myself_ v)\nend\nif <(STAGE #) = [1]> then\n switch costume to (ld4 v)\n set [level_y v] to [0]\n set [level_x v] to [138]\n create clone of (_myself_ v)\n switch costume to (ld4 v)\n set [level_y v] to [227]\n set [level_x v] to [-68]\n create clone of (_myself_ v)\n switch costume to (ld4 v)\n set [level_y v] to [398]\n set [level_x v] to [42]\n create clone of (_myself_ v)\n switch costume to (ld5 v)\n set [level_y v] to [550]\n set [level_x v] to [200]\n create clone of (_myself_ v)\n switch costume to (mbeamspawner v)\n set [level_y v] to [930]\n set [level_x v] to [1150]\n create clone of (_myself_ v)\n switch costume to (ztile v)\n set [level_y v] to [500]\n set [level_x v] to [1600]\n create clone of (_myself_ v)\n switch costume to (ztile v)\n set [level_y v] to [500]\n set [level_x v] to [1700]\n create clone of (_myself_ v)\n switch costume to (ztile v)\n set [level_y v] to [500]\n set [level_x v] to [1800]\n create clone of (_myself_ v)\n switch costume to (mbeamspawner v)\n set [level_y v] to [930]\n set [level_x v] to [2500]\n create clone of (_myself_ v)\n switch costume to (ztile v)\n set [level_y v] to [450]\n set [level_x v] to [2500]\n create clone of (_myself_ v)\n switch costume to (ztile v)\n set [level_y v] to [450]\n set [level_x v] to [2630]\n create clone of (_myself_ v)\n switch costume to (ld6 v)\n set [level_y v] to [1100]\n set [level_x v] to [500]\n create clone of (_myself_ v)\n switch costume to (ld4 v)\n set [level_y v] to [1274]\n set [level_x v] to [1545]\n create clone of (_myself_ v)\n switch costume to (ztile v)\n set [level_y v] to [1274]\n set [level_x v] to [1650]\n create clone of (_myself_ v)\n switch costume to (ld4 v)\n set [level_y v] to [1684]\n set [level_x v] to [1484]\n create clone of (_myself_ v)\n switch costume to (ztile v)\n set [level_y v] to [1680]\n set [level_x v] to [1650]\n create clone of (_myself_ v)\n switch costume to (ld4 v)\n set [level_y v] to [2090]\n set [level_x v] to [1482]\n create clone of (_myself_ v)\n switch costume to (ld6 v)\n set [level_y v] to [2550]\n set [level_x v] to [754]\n create clone of (_myself_ v)\nend\nif <(STAGE #) = [2]> then\n switch costume to (spike v)\n set [level_y v] to [-150]\n set [level_x v] to [950]\n create clone of (_myself_ v)\n switch costume to (yoku1 v)\n set [level_y v] to [-78]\n set [level_x v] to [1244]\n repeat (4)\n create clone of (_myself_ v)\n change [level_y v] by (32)\n end\n switch costume to (yokuswitch v)\n set [level_y v] to [-80]\n set [level_x v] to [993]\n create clone of (_myself_ v)\n switch costume to (l5 v)\n set [level_y v] to [5]\n set [level_x v] to [2093]\n create clone of (_myself_ v)\n switch costume to (yokuswitch v)\n set [level_y v] to [59]\n set [level_x v] to [1775]\n create clone of (_myself_ v)\n switch costume to (yoku1 v)\n set [level_y v] to [-132]\n set [level_x v] to [2275]\n repeat (6)\n create clone of (_myself_ v)\n change [level_x v] by (32)\n end\n switch costume to (spike2 v)\n set [level_y v] to [-150]\n set [level_x v] to [2400]\n create clone of (_myself_ v)\n switch costume to (divewater v)\n set [level_y v] to [-150]\n set [level_x v] to [2821]\n repeat (6)\n create clone of (_myself_ v)\n change [level_x v] by (64)\n end\n change [level_x v] by (-12)\n create clone of (_myself_ v)\n switch costume to (yokuswitch v)\n set [level_y v] to [0]\n set [level_x v] to [3522]\n create clone of (_myself_ v)\n switch costume to (yoku2 v)\n set [level_y v] to [-50]\n set [level_x v] to [3369]\n repeat (3)\n create clone of (_myself_ v)\n change [level_x v] by (32)\n end\n switch costume to (yoku1 v)\n set [level_y v] to [47]\n set [level_x v] to [3460]\n repeat (2)\n create clone of (_myself_ v)\n change [level_x v] by (32)\n end\n switch costume to (l2 v)\n set [level_y v] to [47]\n set [level_x v] to [4115]\n create clone of (_myself_ v)\n switch costume to (yoku1 v)\n set [level_y v] to [368]\n set [level_x v] to [4302]\n switch costume to (yokuswitch v)\n set [level_y v] to [412]\n set [level_x v] to [4510]\n create clone of (_myself_ v)\n switch costume to (yoku1 v)\n set [level_y v] to [412]\n set [level_x v] to [4510]\n repeat (2)\n change [level_x v] by (-32)\n create clone of (_myself_ v)\n end\n switch costume to (yoku1 v)\n set [level_y v] to [350]\n set [level_x v] to [4650]\n repeat (3)\n change [level_x v] by (32)\n create clone of (_myself_ v)\n end\n repeat (2)\n change [level_x v] by (32)\n end\n switch costume to (yoku2 v)\n set [level_y v] to [350]\n repeat (3)\n change [level_x v] by (32)\n create clone of (_myself_ v)\n end\n switch costume to (yokuswitch v)\n change [level_x v] by (32)\n set [level_y v] to [382]\n create clone of (_myself_ v)\n change [level_y v] by (32)\n switch costume to (yoku1 v)\n repeat (3)\n change [level_y v] by (32)\n create clone of (_myself_ v)\n end\n switch costume to (spike v)\n set [level_y v] to [280]\n set [level_x v] to [5420]\n create clone of (_myself_ v)\n switch costume to (l5 v)\n set [level_y v] to [447]\n set [level_x v] to [5568]\n create clone of (_myself_ v)\n switch costume to (l3 v)\n set [level_y v] to [449]\n set [level_x v] to [6093]\n create clone of (_myself_ v)\n set [level_y v] to [300]\n set [level_x v] to [6000]\n switch costume to (yoku1 v)\n repeat (5)\n change [level_x v] by (32)\n create clone of (_myself_ v)\n end\n set [level_y v] to [411]\n set [level_x v] to [6267]\n switch costume to (yokuswitch v)\n create clone of (_myself_ v)\n switch costume to (l3 v)\n set [level_y v] to [449]\n set [level_x v] to [6157]\n create clone of (_myself_ v)\n set [level_y v] to [473]\n set [level_x v] to [6268]\n switch costume to (yoku1 v)\n repeat (4)\n change [level_y v] by (32)\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\nhide\nclear graphic effects\nset size to (200) %\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [58]> then\n wait until <touching (ladder downward collision v)?>\n start sound [chandelier_fall v]\n repeat (2)\n set [brightness v] effect to (25)\n wait (.05) seconds\n set [brightness v] effect to (0)\n wait (.05) seconds\n end\n set [y v] to [0]\n repeat until <(y position) < [-179]>\n if <<(distance to [ladder downward collision v]) < [75]> and <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n set [speed v] to ((y) * (2))\n broadcast (MovingPlatformDown v)\n end\n change [y v] by (-.5)\n change [level_y v] by (y)\n end\n delete this clone\n end\n if <(costume [number v]) = [38]> then\nend\n\nwhen I receive [blink v]\nif <(username) = [legobuzz12]> then\n delete this clone\nend\n\nwhen I receive [teleportin v]\nset [collide with ladder v] to [0]\nset [switchblockstate v] to [1]\n\nwhen flag clicked\nset [clone v] to [0]\n\nwhen I receive [ready v]\nset [collide with ladder v] to [0]\n\nwhen I start as a clone\nset [ogy v] to (Level_Y)\nif <(costume [number v]) = [4]> then\n forever\n set [level_y v] to ((ogy) + ([sin v] of (((timer) + (10)) * (150)) ))\n switch costume to ((4) + ((round ((timer) * (8))) mod (2)))\n end\nend\nif <(costume [number v]) = [6]> then\n forever\n set [level_y v] to ((ogy) + ([sin v] of (((timer) + (10)) * (150)) ))\n end\nend\nif <(costume [number v]) = [10]> then\n forever\n wait until <<touching (special weapons v)?> or <<<touching (mega man v)?> and <touching color (#fae0c1)?>> and <not <touching (hitbox v)?>>>>\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [250]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [250]>> then\n end\nend\nif <(costume [number v]) = [40]> then\nif <(costume [number v]) = [48]> then\n clear graphic effects\n forever\n wait until <touching (ladder downward collision v)?>\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [250]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [250]>> then\n end\nend\nif <(costume [number v]) = [46]> then\n clear graphic effects\n forever\n wait until <touching (ladder downward collision v)?>\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [250]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [250]>> then\n end\nend\n\nwhen I receive [omega_open first ladder v]\nif <(costume [number v]) = [27]> then\n repeat (19)\n change [level_y v] by (-10)\n end\n repeat (5)\n change [level_y v] by (-5)\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [27]> then\n if <(Checkpoint #) < [3]> then\nend\n\nwhen I receive [bossgatetransition v]\nif <<(costume [number v]) = [19]> or <(costume [number v]) = [20]>> then\n delete this clone\nend\n\nbroadcast (blink v)\n\nwhen I start as a clone\nrepeat (10)\n go to [front v] layer\nend\n\nwhen I receive [stage select v]\ndelete this clone\n\nwhen I receive [stage select v]\nhide\ndelete this clone\n\nwhen I receive [haha u lose v]\ndelete this clone\n\nwhen I receive [regenerate misc objects v]\nif <[1] = [1]> then\n delete this clone\nend\nCreate\n\nwhen I start as a clone\nif <(costume [number v]) = [67]> then\n set [ogx v] to (Level_X)\n set [ogy v] to (Level_Y)\n set [y v] to [0]\n set [x v] to [0]\n forever\n set [level_x v] to ((ogx) + (([sin v] of (y) ) * (70)))\n set [level_y v] to ((ogy) + (([cos v] of (y) ) * (70)))\n set [x v] to [2]\n change [y v] by (x)\n if <<<([falling? v] of [hitbox v]) > [2]> and <not <touching (ladder downward collision v)?>>> and <touching (hitbox v)?>> then\n set [@a v] to [-15]\n broadcast (@Change Y according to A v)\n end\n if <<<touching (ladder downward collision v)?> and <not <<([abs v] of ((Level_X) - (Scroll X)) ) > [250]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [250]>>>> and <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n set [@a v] to ([cos v] of (x) )\n set [a v] to (([cos v] of (y) ) * (-2))\n broadcast (Left 5 v)\n broadcast (@Change Y according to A v)\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [61]> then\n forever\n switch costume to (conv v)\n wait (.02) seconds\n switch costume to (conv4 v)\n wait (.02) seconds\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [61]> then\n forever\n if <touching (ladder downward collision v)?> then\n broadcast (back you go v)\n end\n end\nend\n\n@ladder downward collision\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nshow\nforever\n go to (hitbox v)\nend\n\nwhen I receive [bossgatetransition v]\nrepeat (10)\n change x by (6)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nchange x by (40)\nclear graphic effects\nswitch costume to (smoke1 v)\nset size to (200) %\nchange y by (-30)\nshow\nrepeat (3)\n wait (.02) seconds\n next costume\nend\nwait (.02) seconds\ndelete this clone\n\nwhen I start as a clone\nrepeat (15)\n change x by ((a) * (-1))\nend\ndelete this clone\n\nwhen flag clicked\nset volume to (0) %\nforever\n play sound [grind_begin_LOOP v] until done\nend\n\nwhen flag clicked\nforever\n if <<<<touching (ground v)?> and <(On Snowboard?) = [1]>> and <(a) > [6]>> and <([canmove? v] of [hitbox v]) = [1]>> then\n set volume to (100) %\n create clone of (_myself_ v)\n wait (.05) seconds\n else\n set volume to (0) %\n end\nend\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)) ) > [265]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [300]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [ready 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\nif <(STAGE #) = [6]> then\n switch costume to (bossdoortall v)\n set size to (200) %\n set [level_y v] to [3005]\n set [level_x v] to [7409]\n create clone of (_myself_ v)\n switch costume to (bossdoortall v)\n set size to (200) %\n set [level_y v] to [3005]\n set [level_x v] to [7888]\n create clone of (_myself_ v)\nend\nif <(STAGE #) = [3]> then\n switch costume to (bossdoortall v)\n set size to (200) %\n set [level_y v] to [351]\n set [level_x v] to [30881]\n create clone of (_myself_ v)\n switch costume to (bossdoortall v)\n set size to (200) %\n set [level_y v] to [351]\n set [level_x v] to [31412]\n create clone of (_myself_ v)\nend\nif <(STAGE #) = [4]> then\n switch costume to (bossdoortall v)\n set size to (200) %\n set [level_y v] to [-3081]\n set [level_x v] to [4330]\n create clone of (_myself_ v)\n switch costume to (bossdoortall v)\n set size to (200) %\n set [level_y v] to [-3081]\n set [level_x v] to [4850]\n create clone of (_myself_ v)\n switch costume to (bossdoortall v)\n set size to (200) %\n set [level_y v] to [-930]\n set [level_x v] to [1258]\n create clone of (_myself_ v)\nend\nif <(STAGE #) = [8]> then\n if <(Checkpoint #) < [4]> then\n switch costume to (bossdoortall v)\n set size to (200) %\n set [level_y v] to [-516]\n set [level_x v] to [6245]\n create clone of (_myself_ v)\n switch costume to (bossdoortall v)\n set size to (200) %\n set [level_y v] to [-516]\n set [level_x v] to [6780]\n create clone of (_myself_ v)\n end\n switch costume to (bossdoortall v)\n set size to (200) %\n set [level_y v] to [780]\n set [level_x v] to [8230]\n create clone of (_myself_ v)\nend\nif <(STAGE #) = [1]> then\n switch costume to (bossdoor1 v)\n set size to (200) %\n set [level_y v] to [1133]\n set [level_x v] to [725]\n create clone of (_myself_ v)\n switch costume to (bossdoor1 v)\n set size to (200) %\n set [level_y v] to [1165]\n set [level_x v] to [1205]\n create clone of (_myself_ v)\n switch costume to (bossdoor1 v)\n set size to (200) %\n set [level_y v] to [2580]\n set [level_x v] to [1185]\n create clone of (_myself_ v)\n switch costume to (bossdoor1 v)\n set size to (200) %\n set [level_y v] to [2580]\n set [level_x v] to [1665]\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(STAGE #) = [6]> then\n if <(Level_X) = [7888]> then\n wait until <touching (hitbox v)?>\n start sound [SE \[16\] v]\n broadcast (bossgatetransition v)\n switch costume to (bossdoortall v)\n repeat (6)\n wait (.05) seconds\n next costume\n end\n wait (.5) seconds\n repeat (6)\n wait (.05) seconds\n switch costume to ((costume [number v]) + (-1))\n end\n set [checkpoint # v] to [5]\n broadcast (Bosscutscene v)\n wait (1) seconds\n end\n if <(Level_X) = [7409]> then\n wait until <touching (hitbox v)?>\n start sound [SE \[16\] v]\n broadcast (bossgatetransition v)\n switch costume to (bossdoortall v)\n repeat (6)\n wait (.05) seconds\n next costume\n end\n wait (.5) seconds\n set [checkpoint # v] to [5]\n repeat (6)\n wait (.05) seconds\n switch costume to ((costume [number v]) + (-1))\n end\n wait (1) seconds\n end\nend\nif <(STAGE #) = [3]> then\n if <(Level_X) = [31412]> then\n wait until <touching (hitbox v)?>\n start sound [SE \[16\] v]\n broadcast (bossgatetransition v)\n switch costume to (bossdoortall v)\n repeat (6)\n wait (.05) seconds\n next costume\n end\n wait (.5) seconds\n repeat (6)\n wait (.05) seconds\n switch costume to ((costume [number v]) + (-1))\n end\n set [checkpoint # v] to [4]\n broadcast (Bosscutscene v)\n wait (1) seconds\n end\n if <(Level_X) = [30881]> then\n wait until <<touching (hitbox v)?> and <(Checkpoint #) = [3]>>\n start sound [SE \[16\] v]\n set [scroll x min v] to (Scroll X Max)\n broadcast (Transition Right v)\n switch costume to (bossdoortall v)\n repeat (6)\n wait (.05) seconds\n next costume\n end\n wait (.5) seconds\n set [checkpoint # v] to [4]\n repeat (6)\n wait (.05) seconds\n switch costume to ((costume [number v]) + (-1))\n end\n end\nend\nif <(STAGE #) = [4]> then\n if <(Level_X) = [1258]> then\n wait until <<touching (hitbox v)?> and <(HAS CREDIT CARD?) = [1]>>\n start sound [SE \[16\] v]\n set [scroll x max v] to (Scroll X Min)\n broadcast (Transition Left v)\n switch costume to (bossdoortall v)\n repeat (6)\n wait (.05) seconds\n next costume\n end\n wait (.5) seconds\n repeat (6)\n wait (.05) seconds\n switch costume to ((costume [number v]) + (-1))\n end\n wait (1) seconds\n set [scroll x min v] to [0]\n end\n if <(Level_X) = [4850]> then\n wait until <touching (hitbox v)?>\n start sound [SE \[16\] v]\n broadcast (bossgatetransition v)\n switch costume to (bossdoortall v)\n repeat (6)\n wait (.05) seconds\n next costume\n end\n wait (.5) seconds\n repeat (6)\n wait (.05) seconds\n switch costume to ((costume [number v]) + (-1))\n end\n set [checkpoint # v] to [3]\n broadcast (Bosscutscene v)\n wait (1) seconds\n end\n if <(Level_X) = [4330]> then\n wait until <<touching (hitbox v)?> and <(Checkpoint #) = [2]>>\n start sound [SE \[16\] v]\n broadcast (bossgatetransition v)\n switch costume to (bossdoortall v)\n repeat (6)\n wait (.05) seconds\n next costume\n end\n wait (.5) seconds\n repeat (6)\n wait (.05) seconds\n switch costume to ((costume [number v]) + (-1))\n end\n wait (1) seconds\n set [checkpoint # v] to [3]\n end\nend\nif <(STAGE #) = [8]> then\n if <(Level_X) = [8694]> then\n wait until <<touching (hitbox v)?> and <<(item (2) of [activated bossgates v]) = [1]> and <(Scroll X) < [8500]>>>\n start sound [SE \[16\] v]\n broadcast (bossgatetransition v)\n switch costume to (bossdoortall v)\n repeat (6)\n wait (.05) seconds\n next costume\n end\n wait (.5) seconds\n repeat (6)\n wait (.05) seconds\n switch costume to ((costume [number v]) + (-1))\n end\n wait (1) seconds\n broadcast (Regenerate misc Objects v)\n end\n if <(Level_X) = [8230]> then\n wait until <touching (hitbox v)?>\n start sound [SE \[16\] v]\n broadcast (bossgatetransition v)\n switch costume to (bossdoortall v)\n repeat (6)\n wait (.05) seconds\n next costume\n end\n wait (.5) seconds\n repeat (6)\n wait (.05) seconds\n switch costume to ((costume [number v]) + (-1))\n end\n set [checkpoint # v] to [5]\n broadcast (Bosscutscene v)\n wait (1) seconds\n end\n if <(Level_X) = [6780]> 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 (bossdoortall v)\n repeat (6)\n wait (.05) seconds\n next costume\n end\n wait (.5) seconds\n repeat (6)\n wait (.05) seconds\n switch costume to ((costume [number v]) + (-1))\n end\n wait (1) seconds\n set [checkpoint # v] to [4]\n end\n if <(Level_X) = [6245]> then\n wait until <touching (hitbox v)?>\n start sound [SE \[16\] v]\n broadcast (bossgatetransition v)\n switch costume to (bossdoortall v)\n repeat (6)\n wait (.05) seconds\n next costume\n end\n wait (.5) seconds\n repeat (6)\n wait (.05) seconds\n switch costume to ((costume [number v]) + (-1))\n end\n wait (1) seconds\n set [checkpoint # v] to [3]\n broadcast (MIDBOSS v)\n end\nend\nif <(STAGE #) = [1]> then\n if <(Level_X) = [725]> 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 wait (1) seconds\n broadcast (Bosscutscene v)\n end\n if <(Level_X) = [1665]> 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 wait (1) seconds\n broadcast (Bosscutscene v)\n set [checkpoint # v] to [6]\n end\n if <(Level_X) = [1205]> 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 wait (1) seconds\n set [scroll y min v] to [1198]\n set [scroll y max v] to [2170]\n set [scroll x min v] to [1460]\n set [scroll x max v] to [1460]\n end\n if <(Level_X) = [1185]> then\n wait until <<touching (hitbox v)?> and <(Checkpoint #) < [6]>>\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 wait (1) seconds\n end\nend\n\nwhen I receive [stage select v]\nhide\ndelete this clone\n\n@toenail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nset [brightness v] effect to (3)\nshow\nforever\n go to [front v] layer\nend\n\n@Menu\n\nwhen flag clicked\nset [clone v] to [0]\nset [megaman costume v] to [1]\nset [menu_select v] to [1]\nset [able to select? v] to [1]\nset [at stage select v] to [0]\nset size to (200) %\nclear graphic effects\ngo to [front v] layer\nset [brightness v] effect to (8)\ngo to x: (0) y: (999)\nhide\ngo to x: (150) y: (-100)\nswitch costume to (art2 v)\ncreate clone of (_myself_ v)\ngo to x: (-150) y: (-100)\nswitch costume to (mug3 v)\ncreate clone of (_myself_ v)\nset size to (100) %\ngo to x: (34) y: (145)\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nset size to (200) %\ngo to x: (0) y: (15)\nswitch costume to (wily_5_3 v)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\nswitch costume to (endless_14 v)\ncreate clone of (_myself_ v)\ngo to x: (-47) y: (16)\nswitch costume to (costume2 v)\nset size to (200) %\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [clone v] to [1]\nshow\nif <(costume [number v]) = [5]> then\n go to [back v] layer\nend\nif <(costume [number v]) = [6]> then\n go to [back v] layer\n forever\n wait (.05) seconds\n switch costume to (endless_14 v)\n wait (.05) seconds\n next costume\n end\nend\nif <<(costume [number v]) = [3]> or <(costume [number v]) = [1]>> then\n set [y v] to [0]\n forever\n change [y v] by (5)\n set y to ((-100) + (([sin v] of (y) ) * (2)))\n end\nend\nif <(costume [number v]) = [8]> then\n set [y v] to [0]\n forever\n if <(Menu_Select) = [1]> then\n go to x: ((-47) + (([sin v] of (y) ) * (5))) y: (15)\n else\n go to x: ((-60) + (([sin v] of (y) ) * (5))) y: (-50)\n end\n change [y v] by (20)\n end\nend\nif <(costume [number v]) = [18]> then\n go to [front v] layer\n forever\n if <(PHANTOM ARMOR?) = [1]> then\n if <(STAGE #) = [2]> then\n switch costume to (phantom2 v)\n end\n if <(STAGE #) = [3]> then\n switch costume to (phantom4 v)\n end\n if <(STAGE #) = [1]> then\n switch costume to (phantom5 v)\n end\n if <(STAGE #) = [4]> then\n switch costume to (phantom3 v)\n end\n if <(STAGE #) = [5]> then\n switch costume to (phantom1 v)\n end\n if <(STAGE #) = [6]> then\n switch costume to (phantom7 v)\n end\n if <(STAGE #) = [7]> then\n switch costume to (phantom8 v)\n end\n if <(STAGE #) = [8]> then\n switch costume to (phantom6 v)\n end\n if <(STAGE #) = [9]> then\n switch costume to (phantom9 v)\n end\n else\n if <(STAGE #) = [2]> then\n switch costume to (mlook1 v)\n end\n if <(STAGE #) = [3]> then\n switch costume to (mlook2 v)\n end\n if <(STAGE #) = [1]> then\n switch costume to (mlook3 v)\n end\n if <(STAGE #) = [4]> then\n switch costume to (mlook4 v)\n end\n if <(STAGE #) = [5]> then\n switch costume to (mlook5 v)\n end\n if <(STAGE #) = [6]> then\n switch costume to (mlook6 v)\n end\n if <(STAGE #) = [7]> then\n switch costume to (mlook7 v)\n end\n if <(STAGE #) = [8]> then\n switch costume to (mlook8 v)\n end\n if <(STAGE #) = [9]> then\n switch costume to (mlook9 v)\n end\n end\n end\nend\nif <(costume [number v]) = [27]> then\n go to [front v] layer\n forever\n if <(STAGE #) = [2]> then\n go to x: (-140) y: (111)\n end\n if <(STAGE #) = [3]> then\n go to x: (0) y: (111)\n end\n if <(STAGE #) = [1]> then\n go to x: (140) y: (111)\n end\n if <(STAGE #) = [4]> then\n go to x: (-140) y: (-1)\n end\n if <(STAGE #) = [5]> then\n go to x: (0) y: (-1)\n end\n if <(STAGE #) = [6]> then\n go to x: (140) y: (-1)\n end\n if <(STAGE #) = [7]> then\n go to x: (-140) y: (-113)\n end\n if <(STAGE #) = [8]> then\n go to x: (0) y: (-113)\n end\n if <(STAGE #) = [9]> then\n go to x: (140) y: (-113)\n end\n end\nend\n\nwhen I receive [start v]\nwait (1) seconds\ndelete this clone\n\nwhen flag clicked\nrepeat until <<<(Menu_Select) = [1]> and <key (space v) pressed?>> and <(Able to Select?) = [1]>>\n if <(Able to Select?) = [1]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Menu_Select) = [2]> then\n set [menu_select v] to [1]\n start sound [SE \[13\] v]\n end\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n if <(Menu_Select) = [1]> then\n set [menu_select v] to [2]\n start sound [SE \[13\] v]\n end\n end\n if <key (space v) pressed?> then\n if <(Menu_Select) = [2]> then\n broadcast (how to play v)\n wait until <key (space v) pressed?>\n wait (1) seconds\n wait until <not <key (space v) pressed?>>\n end\n end\n end\nend\nbroadcast (menu_start v)\n\nwhen I receive [menu_start v]\nif <(clone) = [1]> then\n set [able to select? v] to [0]\n if <(costume [number v]) = [8]> then\n stop [other scripts in sprite v]\n start sound [ui_startgame v]\n set [y v] to [-5]\n forever\n go to [front v] layer\n repeat until <(x position) > [235]>\n change [y v] by (1)\n change x by (y)\n end\n hide\n end\n end\nend\n\nwhen I receive [stage select v]\nset [at stage select v] to [1]\nset [show stage select stars? v] to [1]\nset [checkpoint # v] to [1]\nset [stage # v] to [5]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (175) %\nswitch costume to (stage slec2 v)\ngo to [back v] layer\nclear graphic effects\ncreate clone of (_myself_ v)\nclear graphic effects\nmugshots\nif <<(Phantom Armor Components) = [1111]> and <(PHANTOM ARMOR?) = [0]>> then\n set [able to select? v] to [0]\n repeat (4)\n start sound [thunder_01 v]\n broadcast (Screen Blink v)\n wait (.3) seconds\n end\n wait (.2) seconds\n start sound [thunder_01 v]\n start sound [ui_startgame v]\n broadcast (Screen Blink v)\n set [phantom armor? v] to [1]\n set [able to select? v] to [1]\nend\n\ndefine mugshots\nswitch costume to (beta v)\ngo to [front v] layer\ngo to x: (-140) y: (111)\nif <(item (2) of [robot masters defeated v]) = [0]> then\n create clone of (_myself_ v)\nend\nswitch costume to (alpha v)\nchange x by (140)\nif <(item (3) of [robot masters defeated v]) = [0]> then\n create clone of (_myself_ v)\nend\nnext costume\nchange x by (140)\nif <(item (1) of [robot masters defeated v]) = [0]> then\n create clone of (_myself_ v)\nend\nswitch costume to (delta v)\ngo to [front v] layer\ngo to x: (-140) y: (-1)\nif <(item (4) of [robot masters defeated v]) = [0]> then\n create clone of (_myself_ v)\nend\nnext costume\nchange x by (280)\nif <(item (5) of [robot masters defeated v]) = [0]> then\n create clone of (_myself_ v)\nend\nswitch costume to (phantomproto v)\ngo to [front v] layer\ngo to x: (-140) y: (-113)\nif <(item (6) of [robot masters defeated v]) = [0]> then\n create clone of (_myself_ v)\nend\nnext costume\nchange x by (140)\nif <(item (7) of [robot masters defeated v]) = [0]> then\n create clone of (_myself_ v)\nend\nnext costume\nchange x by (140)\nif <(item (8) of [robot masters defeated v]) = [0]> then\n create clone of (_myself_ v)\nend\ngo to x: (0) y: (-1)\nswitch costume to (mlook1 v)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (-1)\nswitch costume to (costume3 v)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n wait until <(At Stage Select) = [1]>\n repeat until <<key (space v) pressed?> and <not <(STAGE #) = [5]>>>\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(STAGE #) = [5]> then\n set [stage # v] to [3]\n start sound [SE \[13\] v]\n else\n if <(STAGE #) = [8]> then\n set [stage # v] to [5]\n start sound [SE \[13\] v]\n else\n if <(STAGE #) = [9]> then\n set [stage # v] to [6]\n start sound [SE \[13\] v]\n else\n if <(STAGE #) = [6]> then\n set [stage # v] to [1]\n start sound [SE \[13\] v]\n else\n if <(STAGE #) = [4]> then\n set [stage # v] to [2]\n start sound [SE \[13\] v]\n else\n if <(STAGE #) = [7]> then\n set [stage # v] to [4]\n start sound [SE \[13\] v]\n end\n end\n end\n end\n end\n end\n wait until <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>>\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n if <(STAGE #) = [5]> then\n set [stage # v] to [8]\n start sound [SE \[13\] v]\n else\n if <(STAGE #) = [3]> then\n set [stage # v] to [5]\n start sound [SE \[13\] v]\n else\n if <(STAGE #) = [1]> then\n set [stage # v] to [6]\n start sound [SE \[13\] v]\n else\n if <(STAGE #) = [6]> then\n set [stage # v] to [9]\n start sound [SE \[13\] v]\n else\n if <(STAGE #) = [2]> then\n set [stage # v] to [4]\n start sound [SE \[13\] v]\n else\n if <(STAGE #) = [4]> then\n set [stage # v] to [7]\n start sound [SE \[13\] v]\n end\n end\n end\n end\n end\n end\n wait until <not <<key (down arrow v) pressed?> or <key (s v) pressed?>>>\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n if <(STAGE #) = [5]> then\n set [stage # v] to [6]\n start sound [SE \[13\] v]\n else\n if <(STAGE #) = [4]> then\n set [stage # v] to [5]\n start sound [SE \[13\] v]\n else\n if <(STAGE #) = [2]> then\n set [stage # v] to [3]\n start sound [SE \[13\] v]\n else\n if <(STAGE #) = [3]> then\n set [stage # v] to [1]\n start sound [SE \[13\] v]\n else\n if <(STAGE #) = [7]> then\n set [stage # v] to [8]\n start sound [SE \[13\] v]\n else\n if <(STAGE #) = [8]> then\n set [stage # v] to [9]\n start sound [SE \[13\] v]\n end\n end\n end\n end\n end\n end\n wait until <not <<key (right arrow v) pressed?> or <key (d v) pressed?>>>\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n if <(STAGE #) = [5]> then\n set [stage # v] to [4]\n start sound [SE \[13\] v]\n else\n if <(STAGE #) = [6]> then\n set [stage # v] to [5]\n start sound [SE \[13\] v]\n else\n if <(STAGE #) = [1]> then\n set [stage # v] to [3]\n start sound [SE \[13\] v]\n else\n if <(STAGE #) = [3]> then\n set [stage # v] to [2]\n start sound [SE \[13\] v]\n else\n if <(STAGE #) = [9]> then\n set [stage # v] to [8]\n start sound [SE \[13\] v]\n else\n if <(STAGE #) = [8]> then\n set [stage # v] to [7]\n start sound [SE \[13\] v]\n end\n end\n end\n end\n end\n end\n wait until <not <<key (left arrow v) pressed?> or <key (a v) pressed?>>>\n end\n end\n set [at stage select v] to [0]\n broadcast (STAGE SELECTED v)\nend\n\nwhen I receive [robot master intro v]\ndelete this clone\n\nwhen I start as a clone\n\nif <<<(costume [number v]) = [16]> or <(costume [number v]) = [14]>> or <<(costume [number v]) = [13]> or <(costume [number v]) = [11]>>> then\n forever\n set [brightness v] effect to (pick random (-80) to (-70))\n end\nend\n\nset [at stage select v] to [0]\nbroadcast (SetUp v)\nbroadcast (READY v)\nwait (.02) seconds\nbroadcast (Teleportin v)\n\n@Phantom armor parts\n\nwhen flag clicked\nset rotation style [left-right v]\nclear graphic effects\nhide\ndelete all of [phantom armor components v]\nrepeat (4)\n add [0] to [phantom armor components v]\nend\n\nwhen I receive [bossdie v]\nif <<(Checkpoint #) = [2]> and <(STAGE #) = [4]>> then\n wait (.2) seconds\n stop [other scripts in sprite v]\n go to (boss 2: electric boogaloo v)\n set [y v] to ((distance to [hitbox v]) / (25))\n point towards (mega man v)\n go to [front v] layer\n clear graphic effects\n replace item (1) of [phantom armor components v] with [1]\n show\n repeat (5)\n change [y v] by (-1)\n move (10) steps\n change y by (y)\n end\n repeat until <<touching (_edge_ v)?> or <touching (mega man v)?>>\n change [y v] by (-1)\n move (10) steps\n change y by (y)\n end\n set [heard boss speech? v] to [0]\n start sound [magic_collect v]\n repeat (3)\n change [y v] by (-1)\n move (10) steps\n change y by (y)\n end\n repeat (10)\n change [brightness v] effect by (10)\n end\n repeat (10)\n change [ghost v] effect by (10)\n hide\n end\nend\n\nwhen I receive [stage select v]\nset [has credit card? v] to [0]\n\nwhen I receive [@alpha escape v]\nswitch costume to (upg4 v)\nreplace item (4) of [phantom armor components v] with [1]\ngo to (boss 2: electric boogaloo v)\ngo to [front v] layer\nclear graphic effects\nhide\nwait (.5) seconds\nstart sound [magic_collect v]\nset [brightness v] effect to (25)\nshow\nrepeat (10)\n change y by (10)\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [weapon get v]\nset [darkness v] to [0]\n\n@Textbox/Icons\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (textbox v)\nset [ghost v] effect to (10)\ngo to x: (16) y: (300)\ngo to [front v] layer\nshow\nrepeat (5)\n change y by (-25)\nend\ngo to x: (16) y: (112)\n\nwhen I receive [get rid of textbox v]\nrepeat (5)\n change y by (25)\nend\nhide\ndelete this clone\n\nwhen I receive [textbox show v]\nswitch costume to (Speaker)\ncreate clone of (_myself_ v)\nset [ghost v] effect to (100)\ngo to x: (-154) y: (127)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\ngo to [front v] layer\nforever\n if <<(Speaker) = [mega]> and <(PHANTOM ARMOR?) = [1]>> then\n switch costume to (phantommega v)\n else\n switch costume to (Speaker)\n end\nend\n\n@DancingBoi's Text Engine\n\ndefine Type (dialogue) [specified place] (x) (y) (color) (brightness)\nset [brightness v] effect to (brightness)\nset [color v] effect to (color)\ngo to x: (x) y: (y)\nset [letter number v] to [1]\nset [next v] to [0]\nset [test number v] to [0]\nset [transition v] to (pick random (1) to (2))\nrepeat (length of (dialogue))\n start sound (Speaker)\n switch costume to (letter (letter number) of (dialogue))\n if <(test number) = [0]> then\n if <not <(x position) > [175]>> then\n create clone of (_myself_ v)\n change x by (15)\n else\n set x to (-109)\n change y by (-25)\n create clone of (_myself_ v)\n change x by (18)\n set [test number v] to [1]\n end\n else\n if <not <(x position) > [175]>> then\n create clone of (_myself_ v)\n change x by (18)\n else\n set x to (-109)\n change y by (-25)\n create clone of (_myself_ v)\n change x by (18)\n end\n end\n set [text_trail_x v] to (x position)\n set [text_trail_y v] to (y position)\n change [letter number v] by (1)\nend\n\nwhen I start as a clone\npoint in direction (90)\ngo to [front v] layer\nshow\nif <(smol text) = [1]> then\n set size to (150) %\nelse\n if <(y position) = [43]> then\n set size to (100) %\n else\n set size to (200) %\n end\nend\nwait until <(next) = [1]>\nstop [other scripts in sprite v]\ngo to x: (x) y: (y)\nset [yspeed v] to (pick random (5) to (10))\nset [xspeed v] to (pick random (-3) to (3))\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [x v] to (x position)\nset [y v] to (y position)\nset [clone type of text v] to (text effects)\nwait until <not <(clone type of text) = []>>\nforever\n if <(clone type of text) = [shaky]> then\n repeat (10)\n go to x: (pick random ((x) + (intensity)) to ((x) - (intensity))) y: (pick random ((y) + (intensity)) to ((y) - (intensity)))\n end\n end\n if <(clone type of text) = [wavy]> then\n set [yspeed v] to [1]\n repeat (21)\n change y by (yspeed)\n change [yspeed v] by (-0.1)\n end\n set [yspeed v] to [-1]\n repeat (21)\n change y by (yspeed)\n change [yspeed v] by (0.1)\n end\n end\nend\n\ndefine instant Type (dialogue) (x) (y) (color) (brightness)\nset [text effects v] to []\nset [brightness v] effect to (brightness)\nset [color v] effect to (color)\ngo to x: (x) y: (y)\nset [letter number v] to [1]\nset [next v] to [0]\nset [test number v] to [0]\nset [transition v] to (pick random (1) to (2))\nrepeat (length of (dialogue))\n switch costume to (letter (letter number) of (dialogue))\n if <(y position) = [43]> then\n if <(test number) = [0]> then\n create clone of (_myself_ v)\n change x by (10)\n else\n create clone of (_myself_ v)\n change x by (10)\n end\n set [text_trail_x v] to (x position)\n set [text_trail_y v] to (y position)\n change [letter number v] by (1)\n else\n if <(test number) = [0]> then\n if <not <(x position) = [175]>> then\n create clone of (_myself_ v)\n if <(smol text) = [1]> then\n change x by (14)\n else\n change x by (18)\n end\n else\n set x to (-175)\n change y by (-35)\n create clone of (_myself_ v)\n if <(smol text) = [1]> then\n change x by (14)\n else\n change x by (18)\n end\n set [test number v] to [1]\n end\n else\n if <not <(x position) = [200]>> then\n create clone of (_myself_ v)\n if <(smol text) = [1]> then\n change x by (14)\n else\n change x by (18)\n end\n else\n set x to (-175)\n change y by (-35)\n create clone of (_myself_ v)\n if <(smol text) = [1]> then\n change x by (14)\n else\n change x by (18)\n end\n end\n end\n change [letter number v] by (1)\n end\nend\n\nwhen I receive [bosscutscene v]\nbroadcast (Disable Movement v)\nif <(STAGE #) = [8]> then\n if <(Checkpoint #) = [5]> then\n if <(Heard Boss Speech?) = [1]> then\n wait (1) seconds\n broadcast (Bass get out of epsilon stage v)\n wait (1) seconds\n broadcast (bATTLE begin v)\n else\n wait (2) seconds\n set [speaker v] to [phantombass]\n broadcast (textbox show v)\n wait (.4) seconds\n set [text effects v] to []\n instant Type [bass:] [-109] [147] [35] [15]\n Type [are you sure this ] [specified place] [-20] [147] [0] [100]\n set [text effects v] to [wavy]\n Type [upgrade] [specified place] (text_trail_x) (text_trail_y) [0] [100]\n set [text effects v] to []\n Type [ will work?] [specified place] (text_trail_x) (text_trail_y) [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [epsilon2]\n set [text effects v] to []\n instant Type [epsilon:] [-109] [147] [66] [40]\n set [text effects v] to [wavy]\n Type [i promise!] [specified place] [40] [147] [0] [100]\n set [text effects v] to []\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [epsilon2]\n set [text effects v] to []\n instant Type [epsilon:] [-109] [147] [66] [40]\n Type [now get going! i have company!] [specified place] [40] [147] [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n broadcast (get rid of textbox v)\n wait (.4) seconds\n broadcast (Bass get out of epsilon stage v)\n wait (1.5) seconds\n set [speaker v] to [epsilon]\n broadcast (textbox show v)\n wait (.4) seconds\n set [speaker v] to [epsilon]\n set [text effects v] to []\n instant Type [epsilon:] [-109] [147] [66] [40]\n Type [ha! who brought the bluepunk here?] [specified place] [40] [147] [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [mega]\n set [text effects v] to []\n instant Type [mega man:] [-109] [147] [0] [0]\n Type [my own heart brought mehere!] [specified place] [50] [147] [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [mega]\n set [text effects v] to []\n instant Type [mega man:] [-109] [147] [0] [0]\n Type [i need you to change back into your former self!] [specified place] [50] [147] [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [epsilon]\n set [text effects v] to []\n instant Type [epsilon:] [-109] [147] [66] [40]\n Type [silly ] [specified place] [40] [147] [0] [100]\n Type [mega man!] [specified place] (text_trail_x) (text_trail_y) [0] [0]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [epsilon]\n set [text effects v] to []\n instant Type [epsilon:] [-109] [147] [66] [40]\n Type [my old pitiful self,] [specified place] [40] [147] [0] [100]\n Type [ burner man] [specified place] (text_trail_x) (text_trail_y) [100] [0]\n set [text effects v] to [shaky]\n Type [... is dead!] [specified place] (text_trail_x) (text_trail_y) [100] [100]\n set [text effects v] to []\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [epsilon]\n set [text effects v] to []\n instant Type [epsilon:] [-109] [147] [66] [40]\n set [text effects v] to [shaky]\n Type [and say hello to] [specified place] [40] [147] [0] [100]\n Type [ epsilon!] [specified place] (text_trail_x) (text_trail_y) [66] [40]\n Type [ servant to] [specified place] (text_trail_x) (text_trail_y) [66] [100]\n Type [ team phantom!] [specified place] (text_trail_x) (text_trail_y) [105] [15]\n set [text effects v] to []\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [epsilon]\n set [text effects v] to []\n instant Type [epsilon:] [-109] [147] [66] [40]\n set [text effects v] to [shaky]\n Type [lets test your skill,] [specified place] [40] [147] [0] [100]\n Type [mega man!] [specified place] (text_trail_x) (text_trail_y) [0] [0]\n Type [ hahaha!] [specified place] (text_trail_x) (text_trail_y) [66] [100]\n set [text effects v] to []\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n broadcast (get rid of textbox v)\n wait (1) seconds\n broadcast (bATTLE begin v)\n end\n end\nend\nif <(STAGE #) = [9]> then\n broadcast (Bass Speech v)\nend\nif <(STAGE #) = [4]> then\n if <(Checkpoint #) = [3]> then\n if <(Heard Boss Speech?) = [1]> then\n wait (2) seconds\n broadcast (Boss_Face to -90 v)\n wait (1) seconds\n broadcast (bATTLE begin v)\n else\n wait (2) seconds\n set [speaker v] to [delta]\n broadcast (textbox show v)\n wait (.4) seconds\n broadcast (Boss_Face to -90 v)\n wait (.2) seconds\n set [speaker v] to [delta]\n set [text effects v] to []\n instant Type [delta:] [-109] [147] [110] [0]\n Type [listen, infidel... i caneasily turn you into rubble..] [specified place] [5] [147] [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [delta]\n instant Type [delta:] [-109] [147] [110] [0]\n set [text effects v] to [shaky]\n Type [just like all the robots in this junkyard!] [specified place] [5] [147] [0] [100]\n set [text effects v] to [0]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [delta]\n instant Type [delta:] [-109] [147] [110] [0]\n set [text effects v] to [shaky]\n Type [time for youto burn to the ground!] [specified place] [5] [147] [0] [100]\n set [text effects v] to [0]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [delta]\n instant Type [delta:] [-109] [147] [110] [0]\n set [text effects v] to [shaky]\n Type [hahahaha!] [specified place] [5] [147] [0] [100]\n set [text effects v] to [0]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [heard boss speech? v] to [1]\n set [next v] to [1]\n broadcast (get rid of textbox v)\n wait (1) seconds\n broadcast (bATTLE begin v)\n end\n else\n if <(Doc Encounter?) = [1]> then\n wait (3) seconds\n broadcast (bATTLE begin v)\n else\n wait (2) seconds\n set [speaker v] to [doc]\n broadcast (textbox show v)\n wait (.4) seconds\n set [doc encounter? v] to [1]\n set [text effects v] to []\n instant Type [???:] [-109] [147] [100] [0]\n Type [ ...] [specified place] [-44] [147] [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [mega]\n set [text effects v] to []\n instant Type [mega man:] [-109] [147] [0] [0]\n Type [who are you and why are you here?] [specified place] [50] [147] [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [doc]\n set [text effects v] to []\n instant Type [doc phantasm:] [-109] [147] [100] [0]\n Type [name's doc phantasm] [specified place] [-109] [125] [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [doc]\n set [text effects v] to []\n instant Type [doc phantasm:] [-109] [147] [100] [0]\n set [text effects v] to [wavy]\n Type [they] [specified place] [-109] [125] [110] [0]\n set [text effects v] to []\n Type [ have told me alot about you...] [specified place] (text_trail_x) (text_trail_y) [0] [100]\n Type [mega man...] [specified place] (text_trail_x) (text_trail_y) [0] [0]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [mega]\n instant Type [mega man:] [-109] [147] [0] [0]\n set [text effects v] to [shaky]\n Type [i can't believe it!] [specified place] [50] [147] [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [mega]\n instant Type [mega man:] [-109] [147] [0] [0]\n set [text effects v] to []\n Type [you also work for] [specified place] [50] [147] [0] [100]\n Type [ dr. phantom!] [specified place] (text_trail_x) (text_trail_y) [110] [0]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [doc]\n set [text effects v] to []\n instant Type [doc phantasm:] [-109] [147] [100] [0]\n set [text effects v] to [wavy]\n Type [say,] [specified place] [-109] [125] [0] [100]\n Type [ mega man...] [specified place] (text_trail_x) (text_trail_y) [0] [0]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [doc]\n set [text effects v] to []\n instant Type [doc phantasm:] [-109] [147] [100] [0]\n set [text effects v] to [wavy]\n Type [how would you like to join our] [specified place] [-109] [125] [0] [100]\n Type [ team?] [specified place] (text_trail_x) (text_trail_y) [110] [0]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [doc]\n set [text effects v] to []\n instant Type [doc phantasm:] [-109] [147] [100] [0]\n Type [you'd make a power-ful adversary onthe battlefield!] [specified place] [-109] [125] [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [mega]\n instant Type [mega man:] [-109] [147] [0] [0]\n set [text effects v] to [wavy]\n Type [let me put this in spanish for you ...] [specified place] [50] [147] [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [mega]\n instant Type [mega man:] [-109] [147] [0] [0]\n set [text effects v] to [shaky]\n Type [no!] [specified place] [50] [147] [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [doc]\n set [text effects v] to []\n instant Type [doc phantasm:] [-109] [147] [100] [0]\n Type [ah, the aggresive type, are we?] [specified place] [-109] [125] [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [doc]\n set [text effects v] to []\n instant Type [doc phantasm:] [-109] [147] [100] [0]\n Type [hmph...] [specified place] [-109] [125] [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [doc]\n set [text effects v] to []\n instant Type [doc phantasm:] [-109] [147] [100] [0]\n Type [well...] [specified place] [-109] [125] [0] [100]\n set [text effects v] to [shaky]\n Type [mortal...] [specified place] (text_trail_x) (text_trail_y) [110] [100]\n set [text effects v] to []\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [doc]\n set [text effects v] to []\n instant Type [doc phantasm:] [-109] [147] [100] [0]\n Type [i'm afraid you stand no chance against me!] [specified place] [-109] [125] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [doc]\n instant Type [doc phantasm:] [-109] [147] [100] [0]\n set [text effects v] to [wavy]\n Type [not to mention my upgraded] [specified place] [-109] [125] [0] [100]\n Type [ power chip!] [specified place] (text_trail_x) (text_trail_y) [110] [0]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [doc]\n instant Type [doc phantasm:] [-109] [147] [100] [0]\n set [text effects v] to [shaky]\n Type [you want fun?] [specified place] [-109] [125] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [doc]\n instant Type [doc phantasm:] [-109] [147] [100] [0]\n set [text effects v] to [shaky]\n Type [doc phantasm show you fun!] [specified place] [-109] [125] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [heard boss speech? v] to [1]\n set [next v] to [1]\n broadcast (get rid of textbox v)\n wait (1) seconds\n broadcast (bATTLE begin v)\n end\n end\nend\nif <(STAGE #) = [7]> then\n if <(Heard Boss Speech?) = [1]> then\n wait (5) seconds\n broadcast (bATTLE begin v)\n else\n wait (5) seconds\n set [speaker v] to [mega]\n broadcast (textbox show v)\n wait (.4) seconds\n set [text effects v] to []\n instant Type [mega man:] [-109] [147] [0] [0]\n Type [i never thought i'd see the day...] [specified place] [50] [147] [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [mega]\n set [text effects v] to []\n instant Type [mega man:] [-109] [147] [0] [0]\n Type [my own brother crossed to the dark side!] [specified place] [50] [147] [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [phantomproto]\n set [text effects v] to []\n instant Type [proto:] [-109] [147] [80] [10]\n set [text effects v] to [wavy]\n Type [they ] [specified place] [0] [147] [100] [0]\n set [text effects v] to []\n Type [made medo it!] [specified place] (text_trail_x) (text_trail_y) [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [phantomproto]\n set [text effects v] to []\n instant Type [proto:] [-109] [147] [80] [10]\n Type [they ] [specified place] [0] [147] [100] [0]\n Type [said, if i came acrosssomeone like you...] [specified place] (text_trail_x) (text_trail_y) [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [phantomproto]\n set [text effects v] to []\n instant Type [proto:] [-109] [147] [80] [10]\n Type [i would haveto destroy them immediately!] [specified place] [0] [147] [100] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [mega]\n set [text effects v] to []\n instant Type [mega man:] [-109] [147] [0] [0]\n Type [proto man!] [specified place] [-95] [120] [80] [10]\n Type [you don't need to do this!] [specified place] (text_trail_x) (text_trail_y) [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [mega]\n set [text effects v] to []\n instant Type [mega man:] [-109] [147] [0] [0]\n Type [join me and we'll take down ] [specified place] [50] [147] [0] [100]\n Type [team phantom] [specified place] (text_trail_x) (text_trail_y) [100] [0]\n Type [ together!] [specified place] (text_trail_x) (text_trail_y) [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [phantomproto]\n instant Type [proto:] [-109] [147] [80] [10]\n set [text effects v] to [shaky]\n Type [i can't!] [specified place] [0] [147] [100] [100]\n Type [ they'll] [specified place] (text_trail_x) (text_trail_y) [100] [0]\n Type [ find me and scrap me!] [specified place] (text_trail_x) (text_trail_y) [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [phantomproto]\n instant Type [proto:] [-109] [147] [80] [10]\n Type [i'm sorry ithas to be this way,] [specified place] [0] [147] [100] [100]\n set [text effects v] to [wavy]\n Type [brother.] [specified place] (text_trail_x) (text_trail_y) [0] [0]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n broadcast (get rid of textbox v)\n wait (1) seconds\n broadcast (bATTLE begin v)\n end\nend\nif <(STAGE #) = [3]> then\n if <(Heard Boss Speech?) = [1]> then\n wait (2.5) seconds\n broadcast (bATTLE begin v)\n else\n wait (2.5) seconds\n set [speaker v] to [alpha]\n broadcast (textbox show v)\n wait (.4) seconds\n set [text effects v] to []\n instant Type [alpha:] [-109] [147] [100] [25]\n Type [halt! advance no further!] [specified place] [5] [147] [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n instant Type [alpha:] [-109] [147] [100] [25]\n Type [are you friend or foe?] [specified place] [5] [147] [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [mega]\n set [text effects v] to []\n instant Type [mega man:] [-109] [147] [0] [0]\n Type [whicheveris your preference.] [specified place] [50] [147] [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [alpha]\n set [text effects v] to []\n instant Type [alpha:] [-109] [147] [100] [25]\n Type [very well...] [specified place] [5] [147] [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [alpha]\n set [text effects v] to []\n instant Type [alpha:] [-109] [147] [100] [25]\n Type [y'know, you don't look like one of ] [specified place] [5] [147] [0] [100]\n set [text effects v] to [wavy]\n Type [us...] [specified place] (text_trail_x) (text_trail_y) [100] [25]\n set [text effects v] to []\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [mega]\n set [text effects v] to []\n instant Type [mega man:] [-109] [147] [0] [0]\n Type [that's because i'm not!] [specified place] [50] [147] [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [mega]\n set [text effects v] to []\n instant Type [mega man:] [-109] [147] [0] [0]\n Type [i stand against the wretched] [specified place] [50] [147] [0] [100]\n set [text effects v] to [wavy]\n Type [ team phantom!] [specified place] (text_trail_x) (text_trail_y) [100] [25]\n set [text effects v] to []\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [alpha]\n instant Type [alpha:] [-109] [147] [100] [25]\n set [text effects v] to [wavy]\n Type [hehe...] [specified place] [5] [147] [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [alpha]\n instant Type [alpha:] [-109] [147] [100] [25]\n Type [so do i, kid.] [specified place] [5] [147] [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [alpha]\n set [text effects v] to []\n instant Type [alpha:] [-109] [147] [100] [25]\n Type [ever since] [specified place] [5] [147] [0] [100]\n set [text effects v] to [wavy]\n Type [ dr phantom] [specified place] (text_trail_x) (text_trail_y) [100] [25]\n set [text effects v] to []\n Type [ turned me into this beast..] [specified place] (text_trail_x) (text_trail_y) [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [alpha]\n set [text effects v] to []\n instant Type [alpha:] [-109] [147] [100] [25]\n Type [i've uncovered his motives..] [specified place] [5] [147] [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [alpha]\n instant Type [alpha:] [-109] [147] [100] [25]\n set [text effects v] to [shaky]\n Type [it made me realize that he was wrong!] [specified place] [5] [147] [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [alpha]\n instant Type [alpha:] [-109] [147] [100] [25]\n Type [. . .] [specified place] [5] [147] [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [alpha]\n instant Type [alpha:] [-109] [147] [100] [25]\n Type [ya know, youand i aren't as different as i thought.] [specified place] [5] [147] [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [alpha]\n instant Type [alpha:] [-109] [147] [100] [25]\n Type [with your help, we can undermine ] [specified place] [5] [147] [0] [100]\n set [text effects v] to [wavy]\n Type [team phantom.] [specified place] (text_trail_x) (text_trail_y) [100] [25]\n set [text effects v] to []\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [alpha]\n instant Type [alpha:] [-109] [147] [100] [25]\n Type [but first...] [specified place] [5] [147] [0] [100]\n Type [mega man...] [specified place] (text_trail_x) (text_trail_y) [0] [0]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [alpha]\n instant Type [alpha:] [-109] [147] [100] [25]\n Type [i'd like to test your strength.] [specified place] [5] [147] [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [alpha]\n instant Type [alpha:] [-109] [147] [100] [25]\n Type [whadd'ya say? a duel... just me and you?] [specified place] [5] [147] [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [mega]\n set [text effects v] to []\n instant Type [mega man:] [-109] [147] [0] [0]\n Type [sure thing! it's on!] [specified place] [50] [147] [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [heard boss speech? v] to [1]\n set [next v] to [1]\n broadcast (get rid of textbox v)\n wait (1) seconds\n broadcast (bATTLE begin v)\n end\nend\nif <(STAGE #) = [1]> then\n if <(Checkpoint #) = [6]> then\n if <(Heard Boss Speech?) = [1]> then\n wait (4) seconds\n broadcast (bATTLE begin v)\n else\n wait (4) seconds\n set [speaker v] to [omega]\n broadcast (textbox show v)\n wait (.4) seconds\n set [text effects v] to []\n instant Type [omega:] [-109] [147] [100] [15]\n Type [hehe... you must be megan man!] [specified place] [5] [147] [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [mega]\n set [text effects v] to []\n instant Type [mega man:] [-109] [147] [0] [0]\n Type [it's pronounced] [specified place] [50] [147] [0] [100]\n Type [ mega man!] [specified place] (text_trail_x) (text_trail_y) [0] [0]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n instant Type [mega man:] [-109] [147] [0] [0]\n Type [and your name isn't even] [specified place] [50] [147] [0] [100]\n Type [ omega!] [specified place] (text_trail_x) (text_trail_y) [100] [15]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n instant Type [mega man:] [-109] [147] [0] [0]\n Type [it's] [specified place] [50] [147] [0] [100]\n Type [ blast man!] [specified place] (text_trail_x) (text_trail_y) [40] [15]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [omega]\n set [text effects v] to [shaky]\n broadcast (Omega anger v)\n instant Type [omega:] [-109] [147] [100] [15]\n Type [hss... that's not my name!] [specified place] [5] [147] [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [omega]\n set [text effects v] to [shaky]\n instant Type [omega:] [-109] [147] [100] [15]\n Type [and in a fewseconds... you won't be called] [specified place] [5] [147] [0] [100]\n Type [ mega man!] [specified place] (text_trail_x) (text_trail_y) [0] [0]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [omega]\n set [text effects v] to [shaky]\n instant Type [omega:] [-109] [147] [100] [15]\n Type [you will instead be called...] [specified place] [5] [147] [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [omega]\n set [text effects v] to [shaky]\n instant Type [omega:] [-109] [147] [100] [15]\n Type [giant pile of rubble on my clean floor, that i have to clean up!] [specified place] [5] [147] [0] [0]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [omega]\n set [text effects v] to [wavy]\n instant Type [omega:] [-109] [147] [100] [15]\n Type [hehe, heh..] [specified place] [5] [147] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [omega]\n set [text effects v] to []\n instant Type [omega:] [-109] [147] [100] [15]\n Type [yeah... i'vegot a pretty] [specified place] [5] [147] [0] [100]\n set [text effects v] to [wavy]\n Type [ short fuse.] [specified place] (text_trail_x) (text_trail_y) [0] [100]\n set [text effects v] to []\n Type [ hahaha!] [specified place] (text_trail_x) (text_trail_y) [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [heard boss speech? v] to [1]\n broadcast (get rid of textbox v)\n wait (1) seconds\n broadcast (bATTLE begin v)\n end\n else\n broadcast (Bass Speech v)\n end\nend\nif <(STAGE #) = [6]> then\n wait (2) seconds\n if <(Heard Boss Speech?) = [1]> then\n broadcast (bATTLE begin v)\n else\n set [speaker v] to [psi]\n broadcast (textbox show v)\n wait (.4) seconds\n set [text effects v] to []\n instant Type [psi:] [-109] [147] [80] [15]\n Type [you must be thefabled] [specified place] [-35] [147] [0] [100]\n Type [ mega man.] [specified place] (text_trail_x) (text_trail_y) [0] [0]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n instant Type [psi:] [-109] [147] [80] [15]\n Type [you've met the end of the line.] [specified place] [-35] [147] [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n instant Type [psi:] [-109] [147] [80] [15]\n Type [there is no turning back, nor going forward.] [specified place] [-35] [147] [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n instant Type [psi:] [-109] [147] [80] [15]\n set [text effects v] to [wavy]\n Type [just let me, the reaper...] [specified place] [-35] [147] [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n instant Type [psi:] [-109] [147] [80] [15]\n set [text effects v] to [shaky]\n Type [do my job!] [specified place] [-35] [147] [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [heard boss speech? v] to [1]\n set [next v] to [1]\n broadcast (get rid of textbox v)\n wait (1) seconds\n broadcast (bATTLE begin v)\n end\nend\nif <(STAGE #) = [2]> then\n wait (4) seconds\n set [checkpoint # v] to [3]\n if <(Heard Boss Speech?) = [1]> then\n wait (.2) seconds\n broadcast (bATTLE begin v)\n else\n set [speaker v] to [beta]\n broadcast (textbox show v)\n wait (.4) seconds\n set [text effects v] to []\n instant Type [beta:] [-109] [147] [95] [15]\n Type [pfft... it's just a kid,don'tmake me laugh.] [specified place] [-20] [147] [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [mega]\n set [text effects v] to []\n instant Type [mega man:] [-109] [147] [0] [0]\n Type [i'm no more a kid than you are a brainwashed robot!] [specified place] [50] [147] [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [mega]\n set [text effects v] to []\n instant Type [mega man:] [-109] [147] [0] [0]\n Type [c'mon! remember your old self?] [specified place] [50] [147] [0] [100]\n set [text effects v] to [wavy]\n Type [ tengu man?] [specified place] (text_trail_x) (text_trail_y) [80] [5]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [beta]\n set [text effects v] to []\n instant Type [beta:] [-109] [147] [95] [15]\n set [text effects v] to [shaky]\n Type [tengu man?!] [specified place] [-20] [147] [80] [5]\n set [text effects v] to []\n Type [ what kind of name for a robotis that?] [specified place] (text_trail_x) (text_trail_y) [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [beta]\n set [text effects v] to []\n instant Type [beta:] [-109] [147] [95] [15]\n Type [look kid, i don't have time to recollect false memory...] [specified place] [-20] [147] [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [beta]\n set [text effects v] to [shaky]\n instant Type [beta:] [-109] [147] [95] [15]\n Type [but i do have time to slice and dice you!] [specified place] [-20] [147] [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [beta]\n set [text effects v] to [shaky]\n instant Type [beta:] [-109] [147] [95] [15]\n Type [en garde!] [specified place] [-20] [147] [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [heard boss speech? v] to [1]\n set [next v] to [1]\n broadcast (get rid of textbox v)\n wait (1) seconds\n broadcast (bATTLE begin v)\n end\nend\nif <<not <(STAGE #) = [1]>> and <not <(STAGE #) = [9]>>> then\n set [heard boss speech? v] to [1]\nend\n\ndefine Write Delayed Text (x) (y) (dialogue)\nset [brightness v] effect to (100)\ngo to x: (x) y: (y)\nset [text effects v] to []\nset [letter number v] to [1]\nset [next v] to [0]\nset [test number v] to [0]\nset [transition v] to (pick random (1) to (2))\nrepeat (length of (dialogue))\n switch costume to (letter (letter number) of (dialogue))\n if <(y position) = [43]> then\n if <(test number) = [0]> then\n create clone of (_myself_ v)\n change x by (10)\n else\n create clone of (_myself_ v)\n change x by (10)\n end\n set [text_trail_x v] to (x position)\n set [text_trail_y v] to (y position)\n change [letter number v] by (1)\n else\n if <(test number) = [0]> then\n if <not <(x position) = [175]>> then\n create clone of (_myself_ v)\n change x by (18)\n else\n set x to (-175)\n change y by (-35)\n create clone of (_myself_ v)\n change x by (18)\n set [test number v] to [1]\n end\n else\n if <not <(x position) = [200]>> then\n create clone of (_myself_ v)\n change x by (18)\n else\n set x to (-175)\n change y by (-35)\n create clone of (_myself_ v)\n change x by (18)\n end\n end\n change [letter number v] by (1)\n wait (.1) seconds\n end\nend\n\nwhen I receive [robot master intro v]\nset [smol text v] to [0]\nwait (2) seconds\nset [text effects v] to []\nif <(STAGE #) = [2]> then\n Write Delayed Text [-80] [-41] [agent beta]\nend\nif <(STAGE #) = [3]> then\n Write Delayed Text [-80] [-41] [agent alpha]\nend\nif <(STAGE #) = [1]> then\n Write Delayed Text [-80] [-41] [agent omega]\nend\nif <(STAGE #) = [4]> then\n Write Delayed Text [-85] [-41] [agent delta]\nend\nif <(STAGE #) = [6]> then\n Write Delayed Text [-70] [-41] [agent psi]\nend\nif <(STAGE #) = [7]> then\n Write Delayed Text [-80] [-41] [agent proto]\nend\nif <(STAGE #) = [8]> then\n Write Delayed Text [-95] [-41] [agent epsilon]\nend\nif <(STAGE #) = [9]> then\n Write Delayed Text [-75] [-41] [agent bass]\nend\n\nwhen I receive [blackout v]\ndelete this clone\n\nwhen flag clicked\nset [smol text v] to [0]\nset size to (200) %\ninstant Type [start] [-20] [15] [0] [100]\ninstant Type [how to] [-30] [-40] [0] [100]\ninstant Type [play] [-13] [-60] [0] [100]\n\nwhen I receive [delete text v]\ndelete this clone\n\nwhen I receive [stage select v]\nwait (0) seconds\nbroadcast (Delete Text v)\nset [smol text v] to [1]\nset size to (200) %\ngo to [front v] layer\ninstant Type [agent] [-165] [63] [0] [100]\ngo to [front v] layer\ninstant Type [beta] [-155] [50] [0] [100]\ngo to [front v] layer\ninstant Type [agent] [-28] [63] [0] [100]\ngo to [front v] layer\ninstant Type [alpha] [-28] [50] [0] [100]\ngo to [front v] layer\ninstant Type [agent] [111] [63] [0] [100]\ngo to [front v] layer\ninstant Type [omega] [111] [50] [0] [100]\ngo to [front v] layer\ninstant Type [agent] [-165] [-49] [0] [100]\ngo to [front v] layer\ninstant Type [delta] [-165] [-62] [0] [100]\ngo to [front v] layer\ninstant Type [agent] [111] [-49] [0] [100]\ngo to [front v] layer\ninstant Type [psi] [139] [-62] [0] [100]\ngo to [front v] layer\ninstant Type [agent] [-165] [-160] [0] [100]\ngo to [front v] layer\ninstant Type [proto] [-165] [-172] [0] [100]\ngo to [front v] layer\ninstant Type [agent] [-26] [-160] [0] [100]\ngo to [front v] layer\ninstant Type [epsilon] [-40] [-172] [0] [100]\ngo to [front v] layer\ninstant Type [agent] [111] [-160] [0] [100]\ngo to [front v] layer\ninstant Type [bass] [111] [-172] [0] [100]\n\nwhen I receive [ready v]\nset [smol text v] to [0]\n\nwhen I receive [bass speech v]\nif <<(STAGE #) = [9]> and <(BossBattle Phase) = [1]>> then\n wait (3) seconds\n broadcast (Summon Treble v)\nelse\n if <(Heard Bass' Speech?) = [1]> then\n if <(Heard Boss Speech?) = [1]> then\n wait (4) seconds\n broadcast (bATTLE begin v)\n else\n wait (5) seconds\n set [speaker v] to [phantombass]\n broadcast (textbox show v)\n wait (.4) seconds\n set [text effects v] to []\n instant Type [bass:] [-109] [147] [35] [15]\n Type [so... have] [specified place] [-20] [147] [0] [100]\n Type [ you] [specified place] (text_trail_x) (text_trail_y) [0] [0]\n Type [finally decided to join our team?] [specified place] (text_trail_x) (text_trail_y) [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [mega]\n set [text effects v] to []\n instant Type [mega man:] [-109] [147] [0] [0]\n set [text effects v] to [shaky]\n Type [no!] [specified place] [50] [147] [0] [100]\n set [text effects v] to []\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [mega]\n set [text effects v] to []\n instant Type [mega man:] [-109] [147] [0] [0]\n Type [i'm here to make you snapout of your twisted mindset!] [specified place] [50] [147] [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [phantombass]\n instant Type [bass:] [-109] [147] [35] [15]\n set [text effects v] to [wavy]\n Type [hah!] [specified place] [-20] [147] [0] [100]\n set [text effects v] to []\n Type [ and you think my mind istwisted?] [specified place] (text_trail_x) (text_trail_y) [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [phantombass]\n instant Type [bass:] [-109] [147] [35] [15]\n Type [eat your own words,] [specified place] [-20] [147] [0] [100]\n Type [ mega man!] [specified place] (text_trail_x) (text_trail_y) [0] [0]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [phantombass]\n instant Type [bass:] [-109] [147] [35] [15]\n Type [time to settlethis here and now!] [specified place] [-20] [147] [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [heard boss speech? v] to [1]\n broadcast (get rid of textbox v)\n wait (1) seconds\n broadcast (bATTLE begin v)\n end\n else\n if <(Heard Boss Speech?) = [1]> then\n wait (4) seconds\n broadcast (bATTLE begin v)\n else\n wait (5) seconds\n set [speaker v] to [phantombass]\n broadcast (textbox show v)\n wait (.4) seconds\n set [text effects v] to []\n instant Type [bass:] [-109] [147] [35] [15]\n Type [halt! intruder!] [specified place] [-20] [147] [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [mega]\n set [text effects v] to []\n instant Type [mega man:] [-109] [147] [0] [0]\n Type [bass? ] [specified place] [50] [147] [30] [15]\n Type [what happened toyou?] [specified place] (text_trail_x) (text_trail_y) [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [phantombass]\n set [text effects v] to []\n instant Type [bass:] [-109] [147] [35] [15]\n Type [i serve my newmaster,] [specified place] [-20] [147] [0] [100]\n Type [dr. phantom] [specified place] (text_trail_x) (text_trail_y) [105] [15]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [phantombass]\n set [text effects v] to []\n instant Type [bass:] [-109] [147] [35] [15]\n Type [he has proven better than my true creator,] [specified place] [-20] [147] [0] [100]\n Type [dr. wily.] [specified place] (text_trail_x) (text_trail_y) [95] [15]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [mega]\n set [text effects v] to []\n instant Type [mega man:] [-109] [147] [0] [0]\n set [text effects v] to [shaky]\n Type [bass!] [specified place] [50] [147] [30] [15]\n set [text effects v] to []\n Type [ can't you understand?...] [specified place] (text_trail_x) (text_trail_y) [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [mega]\n set [text effects v] to []\n instant Type [mega man:] [-109] [147] [0] [0]\n Type [dr. phantom] [specified place] [50] [147] [105] [15]\n Type [is only using you to help] [specified place] (text_trail_x) (text_trail_y) [0] [100]\n Type [ him] [specified place] (text_trail_x) (text_trail_y) [105] [15]\n Type [ take over the world!] [specified place] (text_trail_x) (text_trail_y) [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [phantombass]\n set [text effects v] to []\n instant Type [bass:] [-109] [147] [35] [15]\n Type [then i shall rule the world with him!] [specified place] [-20] [147] [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [phantombass]\n set [text effects v] to [shaky]\n instant Type [bass:] [-109] [147] [35] [15]\n Type [and destroy myold master, ] [specified place] [-20] [147] [0] [100]\n Type [ dr. wily!] [specified place] (text_trail_x) (text_trail_y) [95] [15]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [phantombass]\n set [text effects v] to []\n instant Type [bass:] [-109] [147] [35] [15]\n Type [come on,] [specified place] [-20] [147] [0] [100]\n Type [ mega man] [specified place] (text_trail_x) (text_trail_y) [0] [0]\n Type [, join us...] [specified place] (text_trail_x) (text_trail_y) [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [phantombass]\n set [text effects v] to []\n instant Type [bass:] [-109] [147] [35] [15]\n Type [with your help, we can usher in a new, perfect robot society!] [specified place] [-20] [147] [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [mega]\n set [text effects v] to []\n instant Type [mega man:] [-109] [147] [0] [0]\n set [text effects v] to [shaky]\n Type [never!] [specified place] [50] [147] [0] [100]\n set [text effects v] to []\n Type [ it's all an elaborate schemethat you fell for! ] [specified place] (text_trail_x) (text_trail_y) [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [speaker v] to [phantombass]\n set [text effects v] to []\n instant Type [bass:] [-109] [147] [35] [15]\n Type [if words can'tconvince you to join, actions will...] [specified place] [-20] [147] [0] [100]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n instant Type [bass:] [-109] [147] [35] [15]\n Type [prepare yourself,] [specified place] [-20] [147] [0] [100]\n Type [mega man!] [specified place] (text_trail_x) (text_trail_y) [0] [0]\n instant Type [press space] [101] [43] [0] [100]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [next v] to [1]\n wait (.2) seconds\n set [heard boss speech? v] to [1]\n broadcast (get rid of textbox v)\n wait (1) seconds\n broadcast (bATTLE begin v)\n end\n end\n set [heard bass' speech? v] to [1]\nend\n\nwhen flag clicked\nset [heard bass' speech? v] to [0]\n\nwhen I receive [haha u lose v]\nwait (1) seconds\ninstant Type [game over] [-75] [0] [0] [100]\n\nwhen I receive [display amount of lives v]\ninstant Type (LIVES) [-154] [-145] [0] [0]\nwait (1) seconds\nbroadcast (Delete Text v)\n\nwhen I receive [weapon get screen v]\nwait (4) seconds\nset [speaker v] to [e]\nbroadcast (Delete Text v)\nWrite Delayed Text [-55] [-22] [you get]\nif <(STAGE #) = [9]> then\n replace item (8) of [robot masters defeated v] with [1]\n replace item (9) of [robot master weapons v] with [1]\n Write Delayed Text [-90] [-39] [fusion wings]\nend\nif <(STAGE #) = [8]> then\n replace item (7) of [robot masters defeated v] with [1]\n replace item (8) of [robot master weapons v] with [1]\n Write Delayed Text [-115] [-39] [epsilon burner]\nend\nif <(STAGE #) = [7]> then\n replace item (6) of [robot masters defeated v] with [1]\n replace item (7) of [robot master weapons v] with [1]\n Write Delayed Text [-90] [-39] [proto flash]\nend\nif <(STAGE #) = [6]> then\n replace item (5) of [robot masters defeated v] with [1]\n replace item (6) of [robot master weapons v] with [1]\n Write Delayed Text [-90] [-39] [psi sickle]\nend\nif <(STAGE #) = [4]> then\n replace item (4) of [robot masters defeated v] with [1]\n replace item (5) of [robot master weapons v] with [1]\n Write Delayed Text [-100] [-39] [delta orbiter]\nend\nif <(STAGE #) = [1]> then\n replace item (1) of [robot masters defeated v] with [1]\n replace item (2) of [robot master weapons v] with [1]\n Write Delayed Text [-100] [-39] [omega chaser]\nend\nif <(STAGE #) = [2]> then\n replace item (2) of [robot masters defeated v] with [1]\n replace item (3) of [robot master weapons v] with [1]\n Write Delayed Text [-80] [-39] [beta blade]\nend\nif <(STAGE #) = [3]> then\n replace item (3) of [robot masters defeated v] with [1]\n replace item (4) of [robot master weapons v] with [1]\n Write Delayed Text [-120] [-39] [alpha boomerang]\nend\nbroadcast (happy megaman v)\n\nwhen flag clicked\nset [doc encounter? v] to [0]\n\n@Robot Master Intro\n\nwhen I receive [robot master intro v]\nstart sound [1-11 - Stage Start v]\nclear graphic effects\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\nset size to (100) %\nset [heard boss speech? v] to [0]\nrepeat (4)\n go to [front v] layer\n show\nend\nrepeat (7)\n next costume\nend\nwait (7) seconds\nset [show stage select stars? v] to [0]\nbroadcast (SetUp v)\nbroadcast (READY v)\nwait (.5) seconds\nbroadcast (Teleportin v)\n\nwhen flag clicked\nhide\n\nwhen I receive [blackout v]\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I start as a clone\nstart sound [mirror_warning v]\ngo to x: (0) y: (PROJ Y)\nset [ghost v] effect to (5)\nswitch costume to (warning4 v)\nset size to (100) %\ngo to [front v] layer\nshow\nrepeat (3)\n switch costume to ((costume [number v]) + (-1))\nend\nrepeat (2)\n wait (.08) seconds\n start sound [mirror_warning v]\nend\nwait (.4) seconds\nrepeat (3)\n next costume\nend\ndelete this clone\n\nwhen I receive [robot master intro v]\nrepeat (65)\n wait (.05) seconds\n create clone of (message v)\nend\n\nwhen I receive [setup v]\nbroadcast (Delete Text v)\nhide\ndelete this clone\n\nwhen I receive [weapon get screen v]\nrepeat (65)\n wait (.05) seconds\n create clone of (message v)\nend\n\nwhen I receive [weapon get screen v]\nwait (1.2) seconds\nclear graphic effects\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\nset size to (100) %\nset [heard boss speech? v] to [0]\nrepeat (4)\n go to [front v] layer\n show\nend\nrepeat (7)\n next costume\nend\n\nwhen I receive [stage select v]\nhide\n\nwhen I receive [bosscutscene v]\nif <<(STAGE #) = [8]> and <(Checkpoint #) = [5]>> then\n go to x: (35) y: (-100)\n switch costume to (phantombass v)\n go to [front v] layer\n clear graphic effects\n set size to (225) %\n show\nend\n\nwhen I receive [bass get out of epsilon stage v]\nset y to (0)\nstart sound [thunder_01 v]\nswitch costume to (bolt v)\nset size to (300) %\nshow\nclear graphic effects\nrepeat (4)\n change [brightness v] effect by (25)\nend\nbroadcast (Screen Blink v)\nwait (.4) seconds\nhide\nclear graphic effects\nbroadcast (ScreenShake v)\n\n@switchblock thing\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(STAGE #) = [6]> then\n switch costume to (pick random (2) to (4))\n set [level_x v] to ((Scroll X) + (200))\n if <(Scroll Y) > [0]> then\n set [level_y v] to ((Scroll Y) + (pick random (-200) to (250)))\n else\n set [level_y v] to ((Scroll Y) + (pick random (0) to (200)))\n end\n repeat (10)\n Star_Move\n end\n repeat until <<([abs v] of ((Level_X) - (Scroll X)) ) > [250]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [450]>>\n Star_Move\n end\n delete this clone\nelse\n switch costume to (costume1 v)\n set [level_x v] to (sb_X)\n set [level_y v] to (sb_y)\n forever\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)) ) > [450]>> then\n hide\n else\n show\n end\n end\nend\n\nwhen I start as a clone\nif <not <(STAGE #) = [6]>> then\n repeat (20)\n change [brightness v] effect by (5)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\ndefine Star_Move\nset x to ((Level_X) - (Scroll X))\nset y to ((Level_Y) - (Scroll Y))\nif <<([abs v] of ((Level_X) - (Scroll X)) ) > [250]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [450]>> then\n hide\nelse\n show\nend\nif <(costume [number v]) = [2]> then\n change [level_x v] by (-15)\nend\nif <(costume [number v]) = [3]> then\n change [level_x v] by (-5)\nend\nif <(costume [number v]) = [4]> then\n change [level_x v] by (-4)\nend\n\n@Dmg\n\nwhen I start as a clone\nset [level_x v] to (dmg_x)\nset [level_y v] to (dmg_y)\ngo to [front v] layer\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)) ) > [250]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [450]>> then\n hide\n else\n show\n end\nend\n\nwhen I start as a clone\nset [dir v] to (pick random (-180) to (180))\npoint in direction (90)\nswitch costume to (dmg #)\nset [y v] to [0]\nset [x v] to (pick random (5.5) to (8))\nrepeat (12)\n change [level_x v] by (([sin v] of (dir) ) * (y))\n change [level_y v] by ((([cos v] of (dir) ) * (y)) + (x))\n change [y v] by (.5)\n change [x v] by (-.5)\nend\nrepeat (12)\n change [level_x v] by (([sin v] of (dir) ) * (y))\n change [level_y v] by ((([cos v] of (dir) ) * (y)) + (x))\n change [y v] by (-.5)\n change [x v] by (-.5)\nend\nswitch costume to (costume1 v)\nrepeat (4)\n wait (.02) seconds\n next costume\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\n@weapon get\n\nwhen flag clicked\nhide\n\nwhen I receive [weapon get v]\ngo to (mega man v)\nrepeat (3)\n weapon get\n wait (.5) seconds\nend\n\ndefine weapon get\nif <(clone) = [0]> then\n start sound [SE \[32\] v]\n set size to (250) %\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 (.01) seconds\n go to [front v] layer\n next costume\nend\n\nwhen I start as a clone\nmove (-100) steps\nrepeat until <touching (mega man v)?>\n move (10) steps\n point towards (mega man v)\nend\nrepeat (1)\n move (10) steps\nend\ndelete this clone\n\n@Foreground\n\nwhen I receive [teleportin 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 [projectile name v] to [0]\npoint in direction (90)\nif <(STAGE #) = [6]> then\n wait (.05) seconds\n if <(Checkpoint #) > [3]> then\n thing\n else\n switch costume to (magnetplat v)\n set [level_y v] to [0]\n set [level_x v] to [1400]\n create clone of (_myself_ v)\n switch costume to (magnetplat v)\n set [level_y v] to [0]\n set [level_x v] to [2300]\n create clone of (_myself_ v)\n switch costume to (grab3 v)\n set [level_y v] to [0]\n set [level_x v] to [640]\n create clone of (_myself_ v)\n switch costume to (grab v)\n create clone of (_myself_ v)\n switch costume to (grab3 v)\n set [level_y v] to [0]\n set [level_x v] to [3300]\n create clone of (_myself_ v)\n switch costume to (grab v)\n create clone of (_myself_ v)\n switch costume to (upg2 v)\n create clone of (_myself_ v)\n end\nend\nif <(STAGE #) = [4]> then\n wait (.05) seconds\n point in direction (90)\n switch costume to (costume5 v)\n set [level_y v] to [-1816]\n set [level_x v] to [3]\n create clone of (_myself_ v)\n wait (1) seconds\n set size to (200) %\n switch costume to (#f v)\n set [level_y v] to [700]\n set [level_x v] to [507]\n create clone of (_myself_ v)\n set size to (200) %\n switch costume to (creditcard v)\n create clone of (_myself_ v)\n switch costume to (#f3 v)\n create clone of (_myself_ v)\n switch costume to (#f44 v)\n create clone of (_myself_ v)\n switch costume to (#f6 v)\n create clone of (_myself_ v)\n switch costume to (#f9 v)\n create clone of (_myself_ v)\n point in direction (90)\n switch costume to (forcesideways v)\n set [level_y v] to [-1225]\n set [level_x v] to [3265]\n create clone of (_myself_ v)\n point in direction (-90)\n switch costume to (forcesideways v)\n set [level_y v] to [-1380]\n set [level_x v] to [2845]\n create clone of (_myself_ v)\n point in direction (-90)\n switch costume to (forcesideways v)\n set [level_y v] to [-1640]\n set [level_x v] to [2845]\n create clone of (_myself_ v)\n point in direction (-90)\n switch costume to (forcesideways v)\n set [level_y v] to [-1704]\n set [level_x v] to [2845]\n create clone of (_myself_ v)\n point in direction (90)\n switch costume to (forcesideways v)\n set [level_y v] to [-1828]\n set [level_x v] to [3265]\n create clone of (_myself_ v)\n point in direction (90)\n switch costume to (forcesideways v)\n set [level_y v] to [-2250]\n set [level_x v] to [3265]\n create clone of (_myself_ v)\n point in direction (-90)\n switch costume to (forcesideways v)\n set [level_y v] to [-2025]\n set [level_x v] to [2845]\n create clone of (_myself_ v)\n point in direction (-90)\n switch costume to (forcesideways v)\n set [level_y v] to [-2550]\n set [level_x v] to [2845]\n create clone of (_myself_ v)\n point in direction (90)\n switch costume to (forcesideways v)\n set [level_y v] to [-2670]\n set [level_x v] to [3265]\n create clone of (_myself_ v)\n switch costume to (#f11 v)\n create clone of (_myself_ v)\n switch costume to (#f13 v)\n create clone of (_myself_ v)\n switch costume to (#f13 v)\n create clone of (_myself_ v)\n switch costume to (#f18 v)\n create clone of (_myself_ v)\n switch costume to (#f22 v)\n create clone of (_myself_ v)\n wait (1) seconds\n set size to (200) %\n switch costume to (1up v)\n set [level_y v] to [56]\n set [level_x v] to [1650]\n create clone of (_myself_ v)\n switch costume to (#f13 v)\n create clone of (_myself_ v)\nend\nif <(STAGE #) = [1]> then\n wait (1) seconds\n set size to (400) %\n switch costume to (omega v)\n set [level_y v] to [700]\n set [level_x v] to [507]\n create clone of (_myself_ v)\n set size to (200) %\n if <(Checkpoint #) < [3]> then\n switch costume to (costume1 v)\n set [level_y v] to [768]\n set [level_x v] to [2880]\n create clone of (_myself_ v)\n end\nend\nif <<(STAGE #) = [8]> and <(Checkpoint #) < [2]>> then\n switch costume to (1up v)\n set [level_y v] to [-138]\n set [level_x v] to [1950]\n create clone of (_myself_ v)\n switch costume to (divewater v)\n set [level_y v] to [-250]\n set [level_x v] to [4370]\n create clone of (_myself_ v)\n set size to (200) %\n repeat (4)\n change [level_x v] by (64)\n create clone of (_myself_ v)\n end\n change [level_x v] by (32)\n create clone of (_myself_ v)\n switch costume to (upg3 v)\n create clone of (_myself_ v)\nend\nif <(STAGE #) = [3]> then\n wait (1) seconds\n set size to (200) %\n switch costume to (1up v)\n set [level_y v] to [430]\n set [level_x v] to [2650]\n create clone of (_myself_ v)\n switch costume to (board1 v)\n set [level_y v] to [312]\n set [level_x v] to [3150]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(PROJECTILE NAME) = [dirt]> then\n set [level_x v] to (PROJ X)\n set [level_y v] to (PROJ Y)\nend\nset [clone v] to [1]\ngo to [front v] layer\nforever\n set x to ((Level_X) - (Scroll X))\n set y to ((YPos Offset) + ((Level_Y) - (Scroll Y)))\n if <<([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\nend\n\nbroadcast (blink v)\n\nwhen flag clicked\npoint in direction (90)\nset [megaman_holding_orb? v] to [0]\nhide\n\nwhen I receive [blink v]\nif <(username) = [legobuzz12]> then\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [8]> then\n set [brightness v] effect to (15)\n forever\n switch costume to ((8) + ((round ((timer) * (8))) mod (2)))\n end\nend\nif <(PROJECTILE NAME) = [dirt]> then\n switch costume to (shrapnel v)\n start sound [dirtblock_break v]\n point in direction (pick random (-90) to (90))\n go to [front v] layer\n show\n set [y v] to [0]\n set [zx v] to (pick random (1) to (3.5))\n repeat (40)\n change [level_x v] by (([sin v] of (direction) ) * (y))\n change [level_y v] by (zx)\n change [y v] by (.4)\n change [zx v] by (-1)\n end\n delete this clone\nelse\n if <(costume [number v]) = [1]> then\n if <(Checkpoint #) < [3]> then\n forever\n if <touching (hitbox v)?> then\n if <(Megaman_Holding_Orb?) = [0]> then\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [250]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [250]>> then\n end\n if <(Megaman_Holding_Orb?) = [1]> then\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [250]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [250]>> then\n end\n end\n end\n else\n switch costume to (omega2 v)\n end\n end\n if <(costume [number v]) = [2]> then\n wait (1) seconds\n forever\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [250]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [250]>> then\n end\n end\nend\n\nwhen I receive [ready v]\nset [megaman_holding_orb? v] to [0]\n\nwhen I start as a clone\nif <(letter (1) of (costume [name v])) = [#]> then\n set [frcb_act v] to [1]\n set [og cst# v] to (costume [number v])\n if <(costume [number v]) = [47]> then\n forever\n set [level_y v] to [-680]\n set [level_x v] to [480]\n set [frcb_act v] to [1]\n repeat (30)\n change [level_x v] by (-5)\n end\n set [frcb_act v] to [0]\n repeat (11)\n change [level_x v] by (15)\n end\n end\n end\n if <(costume [number v]) = [43]> then\n forever\n set [level_y v] to [-680]\n set [level_x v] to [1075]\n set [frcb_act v] to [1]\n repeat (15)\n change [level_x v] by (-5)\n end\n set [og cst# v] to [45]\n repeat (11)\n change [level_x v] by (-5)\n end\n set [og cst# v] to [47]\n repeat (34)\n change [level_x v] by (-5)\n end\n repeat (30)\n change [level_x v] by (5)\n end\n set [og cst# v] to [45]\n repeat (13)\n change [level_x v] by (5)\n end\n set [og cst# v] to [43]\n repeat (15)\n change [level_x v] by (5)\n end\n end\n end\n if <(costume [number v]) = [40]> then\n wait (1) seconds\n set [frcb_act v] to [0]\n wait (1) seconds\n set [level_y v] to [-2890]\n set [level_x v] to [4920]\n set [bossbattle phase v] to [0]\n wait until <(BossBattle Phase) = [2]>\n forever\n set [level_y v] to [-2890]\n set [level_x v] to [4920]\n set [frcb_act v] to [1]\n repeat (15)\n change [level_x v] by (5)\n end\n set [frcb_act v] to [0]\n repeat (35)\n change [level_x v] by (5)\n end\n set [frcb_act v] to [1]\n repeat (25)\n change [level_x v] by (5)\n end\n set [frcb_act v] to [0]\n repeat (40)\n change [level_x v] by (-5)\n end\n set [frcb_act v] to [1]\n repeat (30)\n change [level_x v] by (-5)\n end\n end\n end\n if <(costume [number v]) = [36]> then\n forever\n set [level_y v] to [-2890]\n set [level_x v] to [3435]\n set [frcb_act v] to [1]\n repeat (24)\n change [level_x v] by (5)\n end\n set [og cst# v] to [18]\n repeat (15)\n change [level_x v] by (5)\n end\n set [og cst# v] to [38]\n repeat (53)\n change [level_x v] by (5)\n end\n set [og cst# v] to [18]\n repeat (15)\n change [level_x v] by (5)\n end\n set [og cst# v] to [38]\n repeat (40)\n change [level_x v] by (5)\n end\n set [frcb_act v] to [0]\n repeat (5)\n change [level_x v] by (-10)\n end\n set [og cst# v] to [36]\n repeat (27)\n change [level_x v] by (-25)\n end\n end\n end\n if <(costume [number v]) = [34]> then\n forever\n set [level_y v] to [-695]\n set [level_x v] to [2335]\n set [frcb_act v] to [1]\n repeat (21)\n change [level_x v] by (5)\n end\n set [frcb_act v] to [0]\n repeat (10)\n change [level_x v] by (-10)\n end\n end\n end\n if <(costume [number v]) = [27]> then\n forever\n set [level_y v] to [-695]\n set [level_x v] to [1912]\n repeat (23)\n change [level_x v] by (5)\n end\n set [frcb_act v] to [0]\n repeat (10)\n change [level_x v] by (-10)\n end\n set [frcb_act v] to [1]\n end\n end\n if <(costume [number v]) = [24]> then\n forever\n set [level_y v] to [-430]\n set [level_x v] to [1770]\n set [frcb_act v] to [0]\n wait (2) seconds\n set [frcb_act v] to [1]\n wait (1) seconds\n end\n end\n if <(costume [number v]) = [16]> then\n forever\n set [level_y v] to [150]\n set [level_x v] to [490]\n repeat (27)\n change [level_x v] by (5)\n end\n set [frcb_act v] to [0]\n repeat (10)\n change [level_x v] by (-10)\n end\n set [frcb_act v] to [1]\n end\n end\n if <(costume [number v]) = [20]> then\n forever\n set [level_y v] to [150]\n set [level_x v] to [1030]\n repeat (4)\n change [level_x v] by (5)\n end\n set [og cst# v] to [22]\n repeat (38)\n change [level_x v] by (5)\n end\n set [og cst# v] to [20]\n repeat (11)\n change [level_x v] by (5)\n end\n set [frcb_act v] to [0]\n repeat (5)\n change [level_x v] by (-5)\n end\n set [og cst# v] to [20]\n repeat (24)\n change [level_x v] by (-10)\n end\n set [frcb_act v] to [1]\n end\n end\n if <(costume [number v]) = [18]> then\n forever\n set [og cst# v] to [16]\n set [level_y v] to [150]\n set [level_x v] to [700]\n repeat (27)\n change [level_x v] by (5)\n end\n set [og cst# v] to [18]\n repeat (7)\n change [level_x v] by (5)\n end\n set [frcb_act v] to [0]\n repeat (5)\n change [level_x v] by (-5)\n end\n set [og cst# v] to [16]\n repeat (26)\n change [level_x v] by (-5)\n end\n set [frcb_act v] to [1]\n end\n end\nend\nif <(costume [number v]) = [12]> then\n wait until <touching (hitbox v)?>\n broadcast (Megaman get on snowboard v)\n broadcast (Autoscroller v)\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n forever\n switch costume to (costume1 v)\n repeat (3)\n wait (.05) seconds\n next costume\n end\n wait (.05) seconds\n end\nend\nif <(costume [number v]) = [10]> then\n repeat until <touching (hitbox v)?>\n if <(PHANTOM ARMOR?) = [1]> then\n switch costume to (1up2 v)\n else\n switch costume to (1up v)\n end\n end\n if <(LIVES) < [8]> then\n change [lives v] by (1)\n end\n start sound [25 - 1up v]\n delete this clone\nend\n\nwhen I receive [die v]\nset [megaman_holding_orb? v] to [0]\n\nwhen [q v] key pressed\nif <(username) = [legobuzz12]> then\n set [scroll x v] to (Scroll X Max)\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [57]> then\n forever\n switch costume to (grabvertical v)\n wait (.1) seconds\n next costume\n wait (.1) seconds\n end\nend\nif <(costume [number v]) = [59]> then\n forever\n switch costume to (grabv1 v)\n wait (.1) seconds\n next costume\n wait (.1) seconds\n end\nend\nif <(costume [number v]) = [55]> then\n forever\n switch costume to (grab3 v)\n wait (.1) seconds\n next costume\n wait (.1) seconds\n end\nend\nif <(costume [number v]) = [53]> then\n forever\n switch costume to (grab v)\n wait (.1) seconds\n next costume\n wait (.1) seconds\n end\nend\nif <(costume [number v]) = [51]> then\n forever\n switch costume to (magnetplat v)\n wait (.1) seconds\n next costume\n wait (.1) seconds\n end\nend\nif <(costume [number v]) = [61]> then\n forever\n set [level_x v] to [1780]\n set [level_y v] to [150]\n wait (.5) seconds\n set [y v] to [0]\n repeat until <touching (hitbox v)?>\n set [level_x v] to [1780]\n set [level_y v] to ((([sin v] of (y) ) * (2)) + (150))\n change [y v] by (15)\n end\n start sound [weapon_get v]\n set [x v] to [0]\n repeat (10)\n change [brightness v] effect by (10)\n change [ghost v] effect by (10)\n change [level_y v] by (x)\n change [x v] by (1)\n end\n replace item (3) of [phantom armor components v] with [1]\n delete this clone\n end\nend\nif <(costume [number v]) = [50]> then\n forever\n set [level_x v] to [1180]\n set [level_y v] to [-90]\n wait (.5) seconds\n set [y v] to [0]\n repeat until <touching (hitbox v)?>\n set [level_x v] to [1180]\n set [level_y v] to ((([sin v] of (y) ) * (2)) + (-90))\n change [y v] by (15)\n end\n start sound [weapon_get v]\n set [x v] to [0]\n repeat (10)\n change [brightness v] effect by (10)\n change [ghost v] effect by (10)\n change [level_y v] by (x)\n change [x v] by (1)\n end\n replace item (2) of [phantom armor components v] with [1]\n delete this clone\n end\nend\nif <(costume [number v]) = [49]> then\n forever\n set [level_x v] to [-600]\n set [level_y v] to [121]\n wait (.5) seconds\n set [y v] to [0]\n repeat until <touching (hitbox v)?>\n set [level_x v] to [-600]\n set [level_y v] to ((([sin v] of (y) ) * (2)) + (130))\n change [y v] by (15)\n end\n start sound [weapon_get v]\n set [x v] to [0]\n repeat (10)\n change [brightness v] effect by (10)\n change [ghost v] effect by (10)\n change [level_y v] by (x)\n change [x v] by (1)\n end\n set [has credit card? v] to [1]\n delete this clone\n end\nend\nif <(costume [number v]) = [29]> then\n wait (.1) seconds\n switch costume to (forcesideways v)\n wait until <not <<([abs v] of ((Level_X) - (Scroll X)) ) > [250]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [200]>>>\n wait ((([abs v] of ((y position) + (-250)) ) / (205)) + (.2)) seconds\n start sound [moleknight_lavabeam v]\n wait (.1) seconds\n switch costume to (forcesideways v)\n repeat (3)\n wait (.02) seconds\n next costume\n end\n forever\n switch costume to (forcesideways3 v)\n wait (.02) seconds\n next costume\n wait (.02) seconds\n end\nend\nif <(letter (1) of (costume [name v])) = [#]> then\n forever\n if <(FRCB_ACT) = [0]> then\n if <(Og Cst#) = [24]> then\n switch costume to (#f8 v)\n else\n switch costume to (forcebeam v)\n end\n else\n if <not <<([abs v] of ((Level_X) - (Scroll X)) ) > [250]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [200]>>> then\n start sound [mole_firecolumn v]\n end\n repeat (2)\n wait (0) seconds\n if <(Og Cst#) = [24]> then\n switch costume to (#f8 v)\n else\n switch costume to (forcebeam v)\n end\n wait (<(FRCB_ACT) = [1]> * (.05)) seconds\n if <(FRCB_ACT) = [0]> then\n if <(Og Cst#) = [24]> then\n switch costume to (#f8 v)\n else\n switch costume to (forcebeam v)\n end\n else\n switch costume to ((Og Cst#) + (1))\n end\n wait (0) seconds\n if <(FRCB_ACT) = [0]> then\n if <(Og Cst#) = [24]> then\n switch costume to (#f8 v)\n else\n switch costume to (forcebeam v)\n end\n else\n switch costume to (Og Cst#)\n end\n wait (<(FRCB_ACT) = [1]> * (.05)) seconds\n if <(FRCB_ACT) = [0]> then\n if <(Og Cst#) = [24]> then\n switch costume to (#f8 v)\n else\n switch costume to (forcebeam v)\n end\n else\n switch costume to ((Og Cst#) + (1))\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [29]> then\n forever\n if <<(costume [number v]) > [29]> and <(costume [number v]) < [34]>> then\n if <<touching (hitbox v)?> and <<([canmove? v] of [hitbox v]) = [1]> and <<<(getting ouched ?) = [0]> and <(takingdmg) = [0]>> and <(INVINCIBILITY) = [0]>>>> then\n change [health v] by (4)\n broadcast (TAKE DMG v)\n broadcast (KNOCKBACK v)\n set [frcb_act v] to [0]\n wait (5) seconds\n end\n end\n end\nend\nif <(letter (1) of (costume [name v])) = [#]> then\n forever\n if <<touching (hitbox v)?> and <<([canmove? v] of [hitbox v]) = [1]> and <<<(getting ouched ?) = [0]> and <(takingdmg) = [0]>> and <(INVINCIBILITY) = [0]>>>> then\n change [health v] by (2)\n broadcast (TAKE DMG v)\n broadcast (KNOCKBACK v)\n set [frcb_act v] to [0]\n wait (3) seconds\n end\n end\nend\n\nbroadcast (blink v)\n\nwhen I receive [bossdie v]\ndelete this clone\n\nwhen I start as a clone\nif <(costume [number v]) = [53]> then\n change [level_y v] by (70)\n forever\n repeat (25)\n change [level_y v] by (-5)\n end\n repeat (25)\n change [level_y v] by (5)\n end\n end\nend\nif <(costume [number v]) = [59]> then\n change [level_y v] by (5)\n change [level_x v] by (62)\n forever\n repeat (25)\n change [level_x v] by (-5)\n end\n repeat (25)\n change [level_x v] by (5)\n end\n end\nend\n\nwhen I start as a clone\nif <<(costume [number v]) = [53]> or <(costume [number v]) = [59]>> then\n forever\n wait until <<(getting ouched ?) = [0]> and <<touching (hitbox v)?> and <not <<([abs v] of ((Level_X) - (Scroll X)) ) > [250]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [200]>>>>>\n replace item (1) of [globalxy v] with (Level_X)\n replace item (2) of [globalxy v] with (Level_Y)\n set [@htbx_global xy? v] to [1]\n start sound [spectre_scythe_catch2 v]\n repeat until <<not <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <(getting ouched ?) = [1]>>\n replace item (1) of [globalxy v] with (Level_X)\n replace item (2) of [globalxy v] with (Level_Y)\n end\n repeat until <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(getting ouched ?) = [1]>>\n replace item (1) of [globalxy v] with (Level_X)\n replace item (2) of [globalxy v] with (Level_Y)\n end\n start sound [weighted_platform_jumpoff v]\n broadcast (JUMP BOOST v)\n set [@htbx_global xy? v] to [0]\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nset [@htbx_global xy? v] to [0]\ndelete all of [globalxy v]\nadd [0] to [globalxy v]\nadd [0] to [globalxy v]\n\nwhen I receive [die v]\nset [@htbx_global xy? v] to [0]\n\nwhen I receive [take dmg v]\nset [@htbx_global xy? v] to [0]\n\nwhen I receive [transition right v]\nif <(STAGE #) = [6]> then\n delete this clone\nend\nif <(STAGE #) = [6]> then\n wait (.05) seconds\n wait until <(Transition) = [0]>\n if <(Scroll X) = [4090]> then\n switch costume to (grab3 v)\n set [level_y v] to [0]\n set [level_x v] to [4150]\n create clone of (_myself_ v)\n switch costume to (grab v)\n create clone of (_myself_ v)\n end\n if <(Scroll X) = [4590]> then\n switch costume to (grab3 v)\n set [level_y v] to [75]\n set [level_x v] to [4500]\n create clone of (_myself_ v)\n switch costume to (grab v)\n create clone of (_myself_ v)\n switch costume to (grab3 v)\n set [level_y v] to [350]\n set [level_x v] to [4690]\n create clone of (_myself_ v)\n switch costume to (grab v)\n create clone of (_myself_ v)\n switch costume to (magnetplat v)\n set [level_y v] to [500]\n set [level_x v] to [4574]\n create clone of (_myself_ v)\n switch costume to (grab3 v)\n set [level_y v] to [800]\n set [level_x v] to [4475]\n create clone of (_myself_ v)\n switch costume to (grab v)\n create clone of (_myself_ v)\n switch costume to (grab3 v)\n set [level_y v] to [800]\n set [level_x v] to [4685]\n create clone of (_myself_ v)\n switch costume to (grab v)\n create clone of (_myself_ v)\n switch costume to (magnetplat v)\n set [level_y v] to [950]\n set [level_x v] to [4574]\n create clone of (_myself_ v)\n switch costume to (grabvertical v)\n set [level_y v] to [1200]\n set [level_x v] to [4575]\n create clone of (_myself_ v)\n switch costume to (grabv1 v)\n create clone of (_myself_ v)\n switch costume to (grabvertical v)\n set [level_y v] to [1500]\n set [level_x v] to [4450]\n create clone of (_myself_ v)\n switch costume to (grabv1 v)\n create clone of (_myself_ v)\n switch costume to (grabvertical v)\n set [level_y v] to [1500]\n set [level_x v] to [4700]\n create clone of (_myself_ v)\n switch costume to (grabv1 v)\n create clone of (_myself_ v)\n switch costume to (grabvertical v)\n set [level_y v] to [1650]\n set [level_x v] to [4575]\n create clone of (_myself_ v)\n switch costume to (grabv1 v)\n create clone of (_myself_ v)\n switch costume to (grab3 v)\n set [level_y v] to [1800]\n set [level_x v] to [4425]\n create clone of (_myself_ v)\n switch costume to (grab v)\n create clone of (_myself_ v)\n end\n broadcast (@MM go to front v)\nend\n\nwhen I receive [transition left v]\nif <(STAGE #) = [6]> then\n delete this clone\nend\nif <(STAGE #) = [6]> then\n wait (.05) seconds\n switch costume to (magnetplat v)\n set [level_y v] to [2160]\n set [level_x v] to [4000]\n create clone of (_myself_ v)\n switch costume to (grabvertical v)\n set [level_y v] to [2156]\n set [level_x v] to [3825]\n create clone of (_myself_ v)\n switch costume to (grabv1 v)\n create clone of (_myself_ v)\n switch costume to (grab3 v)\n set [level_y v] to [2200]\n set [level_x v] to [3670]\n create clone of (_myself_ v)\n switch costume to (grab v)\n create clone of (_myself_ v)\n switch costume to (grab3 v)\n set [level_y v] to [2700]\n set [level_x v] to [3590]\n create clone of (_myself_ v)\n switch costume to (grab v)\n create clone of (_myself_ v)\n thing\nend\nbroadcast (@MM go to front v)\n\nwhen I receive [haha u lose v]\ndelete this clone\n\nwhen I receive [stage select v]\ndelete this clone\n\ndefine thing\nswitch costume to (grab3 v)\nset [level_y v] to [3040]\nset [level_x v] to [4600]\ncreate clone of (_myself_ v)\nswitch costume to (grab v)\ncreate clone of (_myself_ v)\nswitch costume to (magnetplat v)\nset [level_y v] to [3000]\nset [level_x v] to [4800]\ncreate clone of (_myself_ v)\nswitch costume to (grabvertical v)\nset [level_y v] to [2950]\nset [level_x v] to [4950]\ncreate clone of (_myself_ v)\nswitch costume to (grabv1 v)\ncreate clone of (_myself_ v)\nswitch costume to (grabvertical v)\nset [level_y v] to [3000]\nset [level_x v] to [5500]\ncreate clone of (_myself_ v)\nswitch costume to (grabv1 v)\ncreate clone of (_myself_ v)\nswitch costume to (magnetplat v)\nset [level_y v] to [3000]\nset [level_x v] to [5925]\ncreate clone of (_myself_ v)\nswitch costume to (grab3 v)\nset [level_y v] to [3040]\nset [level_x v] to [6350]\ncreate clone of (_myself_ v)\nswitch costume to (grab v)\ncreate clone of (_myself_ v)\nswitch costume to (grabvertical v)\nset [level_y v] to [3040]\nset [level_x v] to [6580]\ncreate clone of (_myself_ v)\nswitch costume to (grabv1 v)\ncreate clone of (_myself_ v)\nswitch costume to (grabvertical v)\nset [level_y v] to [3125]\nset [level_x v] to [6825]\ncreate clone of (_myself_ v)\nswitch costume to (grabv1 v)\ncreate clone of (_myself_ v)\nswitch costume to (1up v)\nset [level_y v] to [2970]\nset [level_x v] to [7100]\ncreate clone of (_myself_ v)\n\nbroadcast (blink v)\n\n@Message\n\nwhen flag clicked\nset rotation style [left-right v]\ngo to x: (0) y: (0)\nclear graphic effects\nhide\n\nwhen I receive [orb message v]\nset size to (100) %\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I start as a clone\nswitch costume to (costume3 v)\nclear graphic effects\nset size to (pick random (50) to (150)) %\ngo to x: (500) y: (pick random (-200) to (200))\nshow\nrepeat until <(x position) < [-200]>\n go to [back v] layer\n change x by ((size) * (-.2))\nend\ndelete this clone\n\nwhen I receive [start_thunderstorm v]\nif <(Checkpoint #) = [4]> then\n repeat until <(HEALTH) > [14]>\n start sound (pick random (1) to (3))\n repeat (2)\n set [darkness v] to [0]\n wait (.05) seconds\n set [darkness v] to [-90]\n wait (.1) seconds\n end\n wait (pick random (1.2) to (3)) seconds\n end\n start sound (pick random (1) to (3))\n repeat (2)\n set [darkness v] to [0]\n wait (.05) seconds\n set [darkness v] to [-90]\n wait (.1) seconds\n end\n set [darkness v] to [-15]\nelse\n repeat until <<(HEALTH) > [14]> or <(Scroll X) > [4750]>>\n start sound (pick random (1) to (3))\n repeat (2)\n set [darkness v] to [0]\n wait (.05) seconds\n set [darkness v] to [-90]\n wait (.1) seconds\n end\n wait (pick random (1.2) to (3)) seconds\n end\n start sound (pick random (1) to (3))\n repeat (2)\n set [darkness v] to [0]\n wait (.05) seconds\n set [darkness v] to [-90]\n wait (.1) seconds\n end\n set [darkness v] to [-15]\nend\n\nwhen I receive [protoman lose arm v]\nstop [other scripts in sprite v]\nset [darkness v] to [0]\ngo to (boss v)\ngo to [front v] layer\nset [x v] to [15]\nclear graphic effects\nset size to (200) %\nswitch costume to (costume5 v)\nshow\nrepeat (20)\n change [x v] by (-1)\n change y by ((x) / (3))\n change x by (-2)\nend\nswitch costume to (costume6 v)\nrepeat until <touching (ground v)?>\n change [x v] by (-1)\n change y by (x)\n change x by (-2)\nend\nswitch costume to (costume4 v)\nfindground\nrepeat (2)\n switch costume to (costume4 v)\n wait (.5) seconds\n switch costume to (costume7 v)\n wait (.1) seconds\nend\nswitch costume to (costume4 v)\n\ndefine findground\nrepeat until <not <touching (ground v)?>>\n change y by (.5)\nend\n\nwhen I receive [weapon get screen v]\nhide\nwait (1) seconds\ngo to [front v] layer\n\nwhen I receive [summon treble v]\nswitch costume to (treb1 v)\nset size to (200) %\nclear graphic effects\ngo to x: (-4) y: (200)\npoint in direction (90)\nset [x v] to [0]\nshow\nrepeat (23)\n change [x v] by (-1)\n change y by (x)\nend\nswitch costume to (treb2 v)\nset y to (-97)\nstart sound [SE \[14\] v]\nrepeat (4)\n wait (.1) seconds\n next costume\nend\nstart sound [mirror_scream v]\nwait (.1) seconds\nnext costume\nwait (1) seconds\nswitch costume to (treb3 v)\nrepeat (2)\n wait (.1) seconds\n next costume\nend\nbroadcast (Treble+Bass Fuse v)\nrepeat (3)\n go to x: (-4) y: (-97)\n set [x v] to [0]\n repeat (10)\n change [x v] by (.5)\n change x by (x)\n end\nend\nrepeat (85)\n go to (boss v)\n switch costume to (bassfly5 v)\nend\nforever\n switch costume to (bassfly5 v)\n repeat (3)\n repeat (2)\n go to (boss v)\n end\n next costume\n end\nend\n\nwhen I receive [die v]\nif <(STAGE #) = [9]> then\n wait (3.2) seconds\n stop [other scripts in sprite v]\n hide\n delete this clone\nend\n\nwhen I receive [bossdie v]\nif <(STAGE #) = [9]> then\n stop [other scripts in sprite v]\n hide\n delete this clone\nend\n\nwhen I receive [teleportin v]\ngo to x: (0) y: (0)\nclear graphic effects\nhide\nwait (1) seconds\nforever\n if <(Megaman_Holding_Orb?) = [1]> then\n repeat until <(Megaman_Holding_Orb?) = [0]>\n switch costume to (costume2 v)\n go to [front v] layer\n set size to (100) %\n clear graphic effects\n show\n wait (.5) seconds\n hide\n wait (.1) seconds\n end\n end\nend\n\nwhen I receive [megaman get on snowboard v]\ngo to x: (0) y: (0)\nclear graphic effects\nhide\nwait (1) seconds\nswitch costume to (costume8 v)\ngo to [front v] layer\nset size to (100) %\nclear graphic effects\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat (3)\n set [ghost v] effect to (100)\n wait (.1) seconds\n clear graphic effects\n wait (.6) seconds\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\n\nwhen I receive [@hop off snowboard v]\nstop [other scripts in sprite v]\ngo to (hitbox v)\npoint in direction (90)\nset [checkpoint # v] to [3]\ngo to [front v] layer\nstart sound [grind_jump v]\nset [x v] to [15]\nclear graphic effects\nset size to (200) %\nswitch costume to (costume9 v)\nshow\nrepeat (20)\n change [x v] by (-1)\n change y by (x)\n change x by (-4)\nend\nrepeat until <touching (_edge_ v)?>\n change [x v] by (-1)\n change y by (x)\n change x by (-3)\nend\nhide\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]\nset [collide with ladder v] to [0]\nwait (.6) seconds\n\nwhen flag clicked\nset [sliding?2 v] to [0]\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 <<<(getting ouched ?) = [0]> and <(falling?) < [3]>> and <(On Snowboard?) = [0]>> then\n reset timer\n create clone of (hpbar v)\n start sound [propeller_dagger_flip v]\n repeat until <<<<(getting ouched ?) = [1]> or <not <(CanMove?) = [1]>>> or <(Collide with ladder) = [1]>> or <<<(timer) > [.5]> or <not <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>>> and <(STAY SLIDING) = [0]>>>\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 change [speed x v] by (5)\n end\n else\n if <(falling?) < [3]> then\n change [speed x v] by (-5)\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 [using fusion wings? v] to [0]\nset [canmove? v] to [0]\nstop [other scripts in sprite v]\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 [hitboxsnap v]\ngo to (mega man v)\nchange y by (-25)\nfindground\n\ndefine Tick <<> <^> <>> <v>\nif <(CanMove?) = [1]> then\n if <(Collide with ladder) = [1]> then\n set [sliding?2 v] to [0]\n set [using fusion wings? v] to [0]\n if <<(round (x position)) < [0]> or <(round (x position)) > [0]>> then\n set x to (((LADDER_SNP) - (Scroll X)) + (12))\n else\n set [scroll x v] to ((LADDER_SNP) + (12))\n end\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 <(@HTBX_GLOBAL XY?) = [1]> then\n set [speed y v] to [0]\n if <<(Scroll X) = (Scroll X Max)> or <(Scroll X) = (Scroll X Min)>> then\n set x to ((item (1) of [globalxy v]) - (Scroll X))\n set y to (((item (2) of [globalxy v]) + (-32)) - (Scroll Y))\n else\n set [scroll x v] to (item (1) of [globalxy v])\n if <(Scroll Y) = (Scroll Y Min)> then\n set y to (((item (2) of [globalxy v]) + (-32)) - (Scroll Y))\n else\n set y to ((item (2) of [globalxy v]) + (-32))\n end\n end\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 <(@HTBX_GLOBAL XY?) = [0]> then\n if <<(Antigravity?) = [1]> or <(Using Fusion Wings?) = [1]>> then\n if <(STAGE #) = [8]> then\n change [speed y v] by (-.18)\n else\n change [speed y v] by (-.3)\n end\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 <(@HTBX_GLOBAL XY?) = [0]> then\n if <<(Antigravity?) = [1]> or <(Using Fusion Wings?) = [1]>> then\n if <(STAGE #) = [8]> then\n change [speed y v] by (-.18)\n else\n change [speed y v] by (-.3)\n end\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 end\n Touch Ground <(speed y) > [0]>\n if <not <<<> or <>>>> then\n set [frame v] to [0]\n end\n if <<> then\n if <(getting ouched ?) = [0]> then\n if <(On Snowboard?) = [1]> then\n change [speed x v] by ((-4) + (<(PHANTOM ARMOR?) = [1]> * (-3)))\n else\n if <(frame) < [1]> then\n change [speed x v] by ((-5) + (<(PHANTOM ARMOR?) = [1]> * (-3)))\n else\n change [speed x v] by ((-8.5) + (<(PHANTOM ARMOR?) = [1]> * (-3)))\n end\n end\n end\n change [frame v] by (.2)\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 if <>> then\n if <(getting ouched ?) = [0]> then\n if <(On Snowboard?) = [1]> then\n change [speed x v] by ((4) + (<(PHANTOM ARMOR?) = [1]> * (-3)))\n else\n if <(frame) < [1]> then\n change [speed x v] by ((5) + (<(PHANTOM ARMOR?) = [1]> * (3)))\n else\n change [speed x v] by ((8.5) + (<(PHANTOM ARMOR?) = [1]> * (3)))\n end\n end\n end\n change [frame v] by (.2)\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 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) * (.4))\n end\n change y by (speed y)\n Walk (direction) (speed x)\n if <<<^> and <(getting ouched ?) = [0]>> and <<(item (Megaman Costume) of [special weapon energy v]) > [0]> and <<(Megaman Costume) = [9]> and <(Collide with ladder) = [0]>>>> then\n set [using fusion wings? v] to [1]\n change [speed y v] by (1)\n if <(speed y) > [3]> then\n set [speed y v] to [3]\n end\n else\n set [using fusion wings? v] to [0]\n end\n if <<^> and <(falling?) < [3]>> then\n if <(getting ouched ?) = [0]> then\n set [speed y v] to [6]\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 set [doublejump? v] to [1]\n if <(JUMP KEY) = [1]> then\n set [speed y v] to [7]\n end\n end\n end\n else\n change [speed y v] by (-1.1)\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 set [speed x v] to [0]\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\n\nwhen flag clicked\nset [fallback_x v] to [0]\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\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 (5)\n change [knock v] by (-.8)\n Walk [90] ((knock) * (-1))\n end\nelse\n repeat (5)\n change [knock v] by (-.8)\n Walk [-90] (knock)\n end\nend\n\ndefine Scrolling Blocks\nchange [scroll x v] by ((x position) - (Fallback_X))\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 (Fallback_X)\n end\nend\nchange [scroll y v] by (y position)\nif <(Scroll Y) < (Scroll Y Min)> then\n set [scroll y v] to (Scroll Y Min)\nelse\n if <(Scroll Y) > (Scroll Y Max)> then\n set [scroll y v] to (Scroll Y Max)\n else\n set y to (0)\n end\nend\n\nwhen I receive [teleportin v]\nset [a v] to [0]\nhide\nwait (.1) seconds\nset [speed y v] to [1]\nset [canmove? v] to [0]\ngo to [front v] layer\ngo to x: (0) y: (150)\nwait (1) seconds\nset [ghost v] effect to (100)\nshow\nif <(STAGE #) = [4]> then\n repeat (12)\n change y by (-20)\n end\nelse\n repeat (11)\n change y by (-20)\n end\nend\nif <(STAGE #) = [8]> then\n repeat until <<touching (ground v)?> or <touching (misc objects v)?>>\n change y by (-20)\n end\nelse\n repeat until <touching (ground v)?>\n change y by (-20)\n end\nend\nset x to (0)\nchange y by (-15)\nfindground\nwait (.6) seconds\nstart sound [Mega Man 5 SFX \(21\) v]\nset [a v] to [1]\nset [canmove? v] to [1]\n\nwhen flag clicked\nset [fightstart? v] to [0]\n\nwhen I receive [transition effect v]\nrepeat (15)\n reset timer\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 [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]\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 if <(Ladder Climb Alternate) = [2]> then\n set [ladder climb alternate v] to [3]\n else\n if <(Ladder Climb Alternate) = [3]> then\n set [ladder climb alternate v] to [4]\n else\n set [ladder climb alternate v] to [1]\n end\n end\n end\n wait (.05) 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]\nwait (2) seconds\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 if <(STAGE #) = [2]> then\n set [checkpoint # v] to [2]\n end\n end\n end\n end\n if <(y position) < [-155]> then\n if <<(STAGE #) = [6]> and <<(Scroll Y) = [2263]> and <(Scroll X) = [4590]>>> then\n broadcast (Transition Down v)\n wait (.3) seconds\n else\n if <<(STAGE #) = [4]> and <<(Scroll X) < [200]> and <<(Scroll Y) > [-2000]> and <(Scroll Y) < [-800]>>>> then\n broadcast (Transition Down v)\n wait (.3) seconds\n if <(Scroll Y) < [-1300]> then\n wait (1) seconds\n broadcast (Megaman walk to left v)\n set [scroll x min v] to [0]\n set [scroll x max v] to [0]\n else\n set [scroll x max v] to (Scroll X Min)\n end\n else\n if <<(STAGE #) = [4]> and <<(Scroll X) > [2850]> and <(Scroll Y) > [-3000]>>> then\n broadcast (Transition Down v)\n wait (.3) seconds\n set [scroll x min v] to [3050]\n else\n if <<(STAGE #) = [4]> and <<<(Scroll X) > [1400]> and <(Scroll Y) > [-500]>> and <not <<(Scroll Y) = [-1720]> and <(Scroll X) = [0]>>>>> then\n broadcast (Transition Down v)\n wait (.3) seconds\n if <(Scroll Y) < [-400]> then\n set [scroll x min v] to [1480]\n set [checkpoint # v] to [2]\n else\n set [scroll x min v] to [1555]\n end\n else\n if <<<(STAGE #) = [8]> and <<(Scroll X) = [7075]> or <(Scroll Y) > [400]>>> or <<(STAGE #) = [3]> and <<(Scroll Y) = [430]> and <(Scroll X) < [2500]>>>> then\n broadcast (Transition Down v)\n wait (.3) seconds\n else\n if <<(STAGE #) = [8]> and <<<not <(Scroll X) < [4500]>> and <not <(Scroll X) > [7075]>>> and <not <(Scroll Y) < [0]>>>> then\n broadcast (Transition Down v)\n wait (.3) seconds\n if <(Checkpoint #) = [1]> then\n set [checkpoint # v] to [2]\n broadcast (Regenerate misc Objects v)\n end\n else\n if <<(STAGE #) = [9]> and <(Scroll X) = [0]>> then\n broadcast (Transition Down v)\n wait (.3) seconds\n else\n if <(CanMove?) = [1]> then\n if <<(STAGE #) = [7]> and <<<(Scroll X) > [1700]> and <(Scroll Y) > [-20]>> and <(Scroll X) < [2200]>>> then\n broadcast (Transition Down v)\n set [scroll x min v] to [1722]\n wait (.3) seconds\n else\n if <<(Collide with ladder) = [1]> and <<<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 (.3) seconds\n else\n set [health v] to [28]\n set [sliding?2 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\nend\n\nwhen I receive [player_moveleft v]\nchange x by (-10)\n\nwhen I receive [teleportin v]\nforever\n if <(STAGE #) = [4]> then\n if <(Scroll X) = [1480]> then\n if <<(x position) < [-165]> and <(HAS CREDIT CARD?) = [0]>> then\n set x to (-165)\n end\n end\n if <(Scroll X) = [5110]> then\n if <(x position) < [-190]> then\n set x to (-190)\n end\n end\n end\n if <(STAGE #) = [8]> then\n if <(Scroll X) = [8480]> then\n if <(x position) < [-180]> then\n set x to (-180)\n end\n if <(x position) > [195]> then\n set x to (195)\n end\n end\n if <(Scroll X) = [6510]> then\n if <(x position) < [-180]> then\n set x to (-180)\n end\n end\n end\n if <(STAGE #) = [1]> then\n if <(Scroll X) = [980]> then\n if <(x position) < [-190]> then\n set x to (-190)\n end\n if <(Checkpoint #) = [3]> then\n if <(x position) > [180]> then\n set x to (180)\n end\n end\n end\n if <<<(Scroll X) = [1460]> and <(Scroll Y) < [1250]>> or <<<(Scroll X) = [1440]> or <(Scroll X) = [1920]>> and <(Scroll Y) = [2600]>>> then\n if <(x position) < [-190]> then\n set x to (-190)\n end\n end\n end\nend\n\ndefine findground\nswitch costume to (idle3 v)\nif <(STAGE #) = [8]> then\n repeat until <not <<touching (ground v)?> or <touching (misc objects v)?>>>\n set [speed x v] to [0]\n set [speed y v] to [0]\n change y by (.5)\n end\nelse\n repeat until <not <touching (ground v)?>>\n set [speed x v] to [0]\n set [speed y v] to [0]\n change y by (.5)\n end\nend\n\nwhen I receive [player_moveright v]\nchange x by (10)\n\nwhen I receive [teleportin v]\nset [using fusion wings? v] to [0]\nforever\n if <<(Transition) = [0]> and <(CanMove?) = [1]>> then\n if <<(x position) < [-230]> and <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n if <<<(round (Scroll Y)) = [2263]> and <(round (Scroll X)) = [4590]>> and <(STAGE #) = [6]>> then\n set [scroll x max v] to [4590]\n broadcast (Transition Left v)\n wait (2) seconds\n set [scroll x min v] to [3590]\n else\n if <<<(round (Scroll Y)) = [768]> and <(round (Scroll X)) = [1000]>> and <(STAGE #) = [1]>> then\n set [scroll x max v] to [1000]\n broadcast (Transition Left v)\n wait (2) seconds\n else\n if <<<(round (Scroll Y)) = [2170]> and <(round (Scroll X)) = [1460]>> and <(STAGE #) = [1]>> then\n set [scroll y min v] to [2170]\n broadcast (Transition Left v)\n wait (2) seconds\n else\n if <<<(round (Scroll Y)) = [0]> and <(round (Scroll X)) = [500]>> and <(STAGE #) = [4]>> then\n set [scroll x max v] to [500]\n broadcast (Transition Left v)\n wait (2) seconds\n else\n if <<<(round (Scroll Y)) = [0]> and <(round (Scroll X)) = [0]>> and <(STAGE #) = [4]>> then\n set [scroll x max v] to [0]\n broadcast (Transition Left v)\n wait (2) seconds\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [teleportin v]\nforever\n set [scroll y v] to (round (Scroll Y))\n if <<(Transition) = [0]> and <(CanMove?) = [1]>> then\n if <<(x position) > [230]> and <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n if <<<(round (Scroll Y)) = [0]> and <<(round (Scroll X)) = [3590]> or <(round (Scroll X)) = [4090]>>> and <(STAGE #) = [6]>> then\n set [checkpoint # v] to [2]\n if <(round (Scroll X)) = [4090]> then\n broadcast (Transition Right v)\n wait (2) seconds\n wait until <(y position) < [-25]>\n set [scroll y max v] to [1833]\n else\n broadcast (Transition Right v)\n wait (2) seconds\n end\n else\n if <<<(round (Scroll Y)) = [-3010]> and <(round (Scroll X)) = [3050]>> and <(STAGE #) = [4]>> then\n broadcast (Transition Right v)\n wait (2) seconds\n set [scroll x max v] to [4150]\n else\n if <<<(round (Scroll Y)) = [-860]> and <(round (Scroll X)) = [1555]>> and <(STAGE #) = [4]>> then\n broadcast (Transition Right v)\n wait (2) seconds\n set [scroll x max v] to [3050]\n else\n if <<<(round (Scroll Y)) = [0]> and <(round (Scroll X)) = [-500]>> and <(STAGE #) = [4]>> then\n broadcast (Transition Right v)\n wait (2) seconds\n set [scroll x max v] to [0]\n else\n if <<<(round (Scroll Y)) = [0]> and <(round (Scroll X)) = [0]>> and <(STAGE #) = [4]>> then\n broadcast (Transition Right v)\n wait (2) seconds\n set [scroll x max v] to [1555]\n else\n if <<<(round (Scroll Y)) = [430]> and <(round (Scroll X)) = [2500]>> and <(STAGE #) = [3]>> then\n broadcast (Transition Right v)\n wait (2) seconds\n set [checkpoint # v] to [2]\n set [scroll x max v] to [3039]\n else\n if <<<(round (Scroll Y)) = [-430]> and <(round (Scroll X)) = [4500]>> and <(STAGE #) = [8]>> then\n broadcast (Transition Right v)\n wait (2) seconds\n set [scroll x max v] to [6030]\n else\n if <<<(round (Scroll Y)) = [0]> and <<(round (Scroll X)) = [4000]> or <(round (Scroll X)) = [7075]>>> and <(STAGE #) = [8]>> then\n if <(round (Scroll X)) = [7075]> then\n broadcast (Transition Right v)\n wait (2) seconds\n set [scroll x max v] to [8000]\n else\n broadcast (Transition Right v)\n wait (2) seconds\n end\n else\n if <<<(round (Scroll Y)) = [0]> and <(round (Scroll X)) = [4790]>> and <(STAGE #) = [7]>> then\n broadcast (Transition Right v)\n wait (2) seconds\n broadcast (Disable Movement v)\n set [checkpoint # v] to [4]\n broadcast (Bosscutscene v)\n else\n if <<<(round (Scroll Y)) = [0]> and <(round (Scroll X)) = [2222]>> and <(STAGE #) = [7]>> then\n broadcast (Transition Right v)\n wait (2) seconds\n broadcast (Start_Thunderstorm v)\n set [scroll x max v] to [4790]\n else\n if <<<(round (Scroll Y)) = [-430]> and <(round (Scroll X)) = [1722]>> and <(STAGE #) = [7]>> then\n broadcast (Transition Right v)\n wait (2) seconds\n set [scroll x max v] to [2222]\n set [checkpoint # v] to [2]\n else\n if <<<(round (Scroll Y)) = [768]> and <(round (Scroll X)) = [0]>> and <(STAGE #) = [1]>> then\n broadcast (Transition Right v)\n set [scroll y min v] to [768]\n set [checkpoint # v] to [2]\n wait (2) seconds\n else\n if <<(round (Scroll X)) = [7012]> and <(STAGE #) = [2]>> then\n broadcast (Transition Right v)\n wait (2) seconds\n broadcast (Disable Movement v)\n broadcast (Bosscutscene v)\n else\n if <<<(round (Scroll Y)) = [768]> and <(round (Scroll X)) = [500]>> and <(STAGE #) = [1]>> then\n if <not <(Checkpoint #) = [3]>> then\n broadcast (Transition Right v)\n wait (2) seconds\n set [scroll x max v] to [2830]\n set [checkpoint # v] to [2]\n end\n else\n if <<<(round (Scroll Y)) = [430]> and <(round (Scroll X)) = [3954]>> and <(STAGE #) = [2]>> then\n if <not <(Checkpoint #) = [3]>> then\n broadcast (Transition Right v)\n wait (2) seconds\n set [scroll x max v] to [7012]\n set [checkpoint # v] to [2]\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 [fwd_4 v]\nWalk (direction) [4]\n\nwhen I receive [bck_4 v]\nWalk (direction) [-4]\n\nwhen I receive [bossgatetransition v]\nrepeat (20)\n change x by (3)\nend\n\nwhen I receive [back_1 v]\nchange x by (-2)\n\nwhen I receive [up 7 v]\nchange y by (2)\n\nwhen I receive [left 5 v]\nif <not <(x position) < [-200]>> then\n Walk (direction) ((a) / (-1))\nend\n\nwhen I receive [ready v]\nforever\n if <(CanMove?) = [1]> then\n Tick <<key (left arrow v) pressed?> or <key (a v) pressed?>> <(JUMP KEY) = [1]> <<key (right arrow v) pressed?> or <key (d v) pressed?>> <<key (s v) pressed?> or <key (down arrow v) pressed?>>\n end\nend\n\nwhen I receive [ready v]\nforever\n Scrolling Blocks\nend\n\nwhen I receive [teleportin v]\nset [sliding?2 v] to [0]\nset [slide time2 v] to [1]\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\nTouch Ground <(speed y) > [0]>\n\nwhen I receive [teleportin v]\nforever\n if <(PHANTOM ARMOR?) = [1]> then\n wait until <<<(DOUBLEJUMP?) = [1]> and <(cd) = [0]>> and <<(falling?) > [3]> and <not <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse y) > (y position)>>>>>>>\n wait until <<<<(falling?) < [4]> or <(falling?) > [3]>> and <(cd) = [0]>> and <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse y) > (y position)>>>>>\n if <<<<(falling?) > [3]> and <(getting ouched ?) = [0]>> and <(cd) = [0]>> and <(Collide with ladder) = [0]>> then\n broadcast (DOUBLE JUMP FX v)\n set [doublejump? v] to [0]\n set [speed y v] to [7]\n end\n end\nend\n\nwhen I receive [movingplatformdown v]\nchange [speed y v] by ((speed) * (2))\nTouch Ground <(speed y) > [0]>\n\nwhen I receive [changespeedx v]\nchange [speed x v] by (a)\n\nwhen I receive [ready v]\nset [fallback_x v] to [0]\n\nwhen I receive [snowboard fall back v]\nrepeat (80)\n change [fallback_x v] by (-2)\n change x by (-4)\nend\n\nwhen I receive [back you go v]\nchange [speed x v] by (-3)\n\nwhen I receive [@hop off snowboard v]\nrepeat (40)\n change [fallback_x v] by (4)\n change x by (4)\nend\n\nwhen I receive [@change y according to a v]\nchange y by (@A)\n\nwhen I receive [jump boost v]\nchange [speed y v] by (8)\n\nwhen I receive [teleportin v]\nset [cd v] to [0]\nforever\n wait until <(@HTBX_GLOBAL XY?) = [1]>\n set [cd v] to [1]\n repeat until <(@HTBX_GLOBAL XY?) = [0]>\n set [doublejump? v] to [1]\n end\n wait (.4) seconds\n set [cd v] to [0]\nend\n\nwhen I receive [teleportin v]\nforever\n Walk (direction) []\nend\n\n@border\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nif <(zx) = [1]> then\n switch costume to (costume4 v)\n clear graphic effects\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif <(zx) = [0]> then\n switch costume to (pick random (2) to (3))\n set [x v] to (pick random (-3) to (3))\n set [y v] to (pick random (-3) to (3))\n set size to (200) %\n go to [front v] layer\n show\n repeat until <(y position) < [-175]>\n change x by (x)\n change [x v] by (-1)\n change y by (y)\n change [y v] by (-1)\n end\n delete this clone\nend\n\ndefine e\nset [zx v] to [0]\ngo to x: (200) y: (200)\nhide\nrepeat (13)\n create clone of (_myself_ v)\n change y by (-32)\nend\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [bass ram into wall v]\nset [zx v] to [0]\nbroadcast (ScreenShake v)\ne\n\nwhen I receive [ready v]\nset [zx v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(zx) = [1]> then\n forever\n go to [front v] layer\n end\nend\n\n@HP drops\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen I start as a clone\npoint in direction (90)\nset [level_x v] to (PROJ X)\nset [level_y v] to (PROJ Y)\nswitch costume to (PROJECTILE NAME)\ngo to [front v] layer\nshow\nif <(costume [number v]) = [9]> then\n switch costume to (health v)\nend\nif <(costume [number v]) = [1]> then\n forever\n switch costume to (health v)\n wait (.1) seconds\n next costume\n wait (.1) seconds\n end\nend\nif <(costume [number v]) = [3]> then\n forever\n switch costume to (health3 v)\n wait (.1) seconds\n next costume\n wait (.1) seconds\n end\nend\nif <(costume [number v]) = [6]> then\n forever\n switch costume to (wen v)\n wait (.1) seconds\n next costume\n wait (.1) seconds\n end\nend\nif <(costume [number v]) = [8]> then\n forever\n switch costume to (wen3 v)\n wait (.1) seconds\n next costume\n wait (.1) seconds\n end\nend\n\nwhen I start as a clone\nwait (5) seconds\nrepeat (3)\n clear graphic effects\n wait (.1) seconds\n set [ghost v] effect to (100)\n wait (.1) seconds\nend\ndelete this clone\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)) ) > [250]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [200]>> then\n hide\n delete this clone\n else\n show\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nwait (.1) seconds\nwait until <touching (hitbox v)?>\nif <(costume [number v]) < [3]> then\n set [ghost v] effect to (100)\n repeat (1)\n if <(HEALTH) > [1]> then\n broadcast (Heal v)\n change [health v] by (-1)\n end\n end\nelse\n if <(costume [number v]) < [5]> then\n set [ghost v] effect to (100)\n repeat (3)\n if <(HEALTH) > [1]> then\n broadcast (Heal v)\n change [health v] by (-1)\n end\n end\n else\n if <(costume [number v]) < [6]> then\n set [ghost v] effect to (100)\n if <(LIVES) < [8]> then\n change [lives v] by (1)\n end\n start sound [25 - 1up v]\n else\n if <(costume [number v]) < [8]> then\n set [ghost v] effect to (100)\n repeat (4)\n if <<not <(Megaman Costume) = [1]>> and <(item ((Megaman Costume) + (0)) of [special weapon energy v]) < [27]>> then\n broadcast (Spec_Weap_Replenish v)\n replace item ((Megaman Costume) + (0)) of [special weapon energy v] with ((item ((Megaman Costume) + (0)) of [special weapon energy v]) + (1))\n end\n end\n else\n set [ghost v] effect to (100)\n repeat (10)\n if <<not <(Megaman Costume) = [1]>> and <(item ((Megaman Costume) + (0)) of [special weapon energy v]) < [27]>> then\n broadcast (Spec_Weap_Replenish v)\n replace item ((Megaman Costume) + (0)) of [special weapon energy v] with ((item ((Megaman Costume) + (0)) of [special weapon energy v]) + (1))\n end\n end\n end\n end\n end\nend\ndelete this clone\n\nwhen I start as a clone\nset [y v] to [0]\nrepeat until <<touching (ground v)?> or <touching (misc objects v)?>>\n change [level_y v] by (y)\n change [y v] by (-2)\nend\nrepeat until <<not <touching (ground v)?>> and <not <touching (misc objects v)?>>>\n change [level_y v] by (3)\nend\n\nwhen I start as a clone\nwait until <(HEALTH) > [14]>\ndelete this clone\n\n@life counter\n\nwhen flag clicked\nset [clone v] to [0]\nhide\nforever\n set [ghost v] effect to (pick random (5) to (15))\nend\n\nwhen I receive [teleportin v]\nset [y v] to [0]\nrepeat (10)\n go to x: (-999) y: (-143)\n switch costume to (1up v)\n go to [front v] layer\nend\nshow\nrepeat (9)\n change [y v] by (1.9)\n change x by (y)\nend\nrepeat (7)\n change [y v] by (-2)\n change x by (y)\nend\nbroadcast (Display amount of lives v)\nwait (1) seconds\nset [y v] to [0]\nrepeat (15)\n change [y v] by (-2)\n change x by (y)\nend\nhide\n\nwhen I start as a clone\nset [clone v] to [1]\nif <(costume [number v]) = [2]> then\n set [level_x v] to (((Scroll X) + ([x position v] of [hitbox v])) + (pick random (-35) to (35)))\n set [level_y v] to (((Scroll Y) + ([y position v] of [hitbox v])) + (-50))\n go to [front v] layer\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 delete this clone\nend\nif <(costume [number v]) = [3]> then\n set [level_x v] to (((Scroll X) + ([x position v] of [hitbox v])) + ())\n set [level_y v] to (((Scroll Y) + ([y position v] of [hitbox v])) + (0))\n go to [front v] layer\n set [y v] to [0]\n repeat (10)\n change [y v] by (-.1)\n change [level_y v] by (y)\n end\n delete this clone\nend\n\nwhen I start as a clone\ngo to [front v] layer\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)) ) > [250]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [450]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [double jump fx v]\nif <(clone) = [0]> then\n start sound [knight_jump v]\n doublejump\nend\n\ndefine doublejump\nswitch costume to (costume1 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)\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n switch costume to (costume2 v)\n repeat (2)\n wait (.05) seconds\n next costume\n end\n wait (.05) seconds\n delete this clone\nend\n\n@SPCWEP EN.\n\nwhen I receive [battle begin v]\ngo to [front v] layer\n\nwhen I receive [teleportin v]\nset [health v] to [1]\npoint in direction (180)\ngo to x: (-150) y: (128)\nclear graphic effects\nset size to (250) %\nset [ghost v] effect to (100)\nshow\nforever\n switch costume to ([abs v] of ((item (Megaman Costume) of [special weapon energy v]) + (-28)) )\n set [color v] effect to (66)\n if <(Megaman Costume) = [1]> then\n set [ghost v] effect to (100)\n else\n if <<<(Show stage select stars?) = [0]> and <(At Stage Select) = [0]>> and <([canmove? v] of [hitbox v]) = [1]>> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (100)\n end\n end\nend\n\nwhen I receive [spec_weap_replenish v]\nstart sound [Mega Man 5 SFX \(16\) v]\nrepeat (2)\n set [brightness v] effect to (50)\n wait (.1) seconds\n set [brightness v] effect to (0)\n wait (.1) seconds\nend\n\nwhen I receive [bossdie v]\nhide\ndelete this clone\n\nwhen I receive [enable movement v]\nshow\n\nwhen I receive [teleportin v]\nrepeat (100)\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\nrepeat (50)\n go to [front v] layer\nend\n\nwhen I receive [autoscroller v]\nshow\n\n@Special Weapons\n\nwhen flag clicked\nset [@deltawall_active v] to [0]\nset rotation style [left-right v]\nset [clone v] to [0]\nhide\n\nwhen I receive [fire special weapon v]\nclear graphic effects\nif <<(Megaman Costume) = [1]> and <(PHANTOM ARMOR?) = [1]>> then\n point in direction ([direction v] of [hitbox v])\n set [level_x v] to (([x position v] of [hitbox v]) + ((Scroll X) + (([sin v] of (direction) ) * (25))))\n set [level_y v] to (([y position v] of [hitbox v]) + ((Scroll Y) + (([cos v] of (direction) ) * (25))))\n switch costume to (chs v)\n create clone of (_myself_ v)\nelse\n if <(item (Megaman Costume) of [special weapon energy v]) > [0]> then\n if <(clone) = [0]> then\n if <not <(Megaman Costume) = [5]>> then\n point in direction ([direction v] of [hitbox v])\n end\n if <<(Megaman Costume) = [5]> and <(@Deltawall_Active) = [0]>> then\n if <(item (Megaman Costume) of [special weapon energy v]) > [2]> then\n set [@deltawall_active v] to [1]\n replace item (Megaman Costume) of [special weapon energy v] with ((item (Megaman Costume) of [special weapon energy v]) + (-3))\n start sound [enchantress_fireball v]\n point in direction (90)\n set [level_x v] to (([x position v] of [hitbox v]) + ((Scroll X) + (([sin v] of (direction) ) * (45))))\n set [level_y v] to (([y position v] of [hitbox v]) + ((Scroll Y) + (([cos v] of (direction) ) * (25))))\n switch costume to (firewall v)\n create clone of (_myself_ v)\n wait (0) seconds\n point in direction (-90)\n set [level_x v] to (([x position v] of [hitbox v]) + ((Scroll X) + (([sin v] of (direction) ) * (45))))\n set [level_y v] to (([y position v] of [hitbox v]) + ((Scroll Y) + (([cos v] of (direction) ) * (25))))\n switch costume to (firewall v)\n create clone of (_myself_ v)\n broadcast (Deltatask v)\n end\n end\n if <<(Megaman Costume) = [6]> or <(Megaman Costume) = [4]>> then\n if <(item (Megaman Costume) of [special weapon energy v]) > [1]> then\n replace item (Megaman Costume) of [special weapon energy v] with ((item (Megaman Costume) of [special weapon energy v]) + (-2))\n point in direction ([direction v] of [mega man v])\n set [level_x v] to (([x position v] of [hitbox v]) + ((Scroll X) + (([sin v] of (direction) ) * (45))))\n set [level_y v] to (([y position v] of [hitbox v]) + ((Scroll Y) + (([cos v] of (direction) ) * (25))))\n if <(Megaman Costume) = [4]> then\n switch costume to (boomerang v)\n else\n switch costume to (psisickle v)\n end\n create clone of (_myself_ v)\n end\n end\n if <(Megaman Costume) = [8]> then\n if <(item (Megaman Costume) of [special weapon energy v]) > [2]> then\n replace item (Megaman Costume) of [special weapon energy v] with ((item (Megaman Costume) of [special weapon energy v]) + (-3))\n start sound [enchantress_fireblocks_die v]\n repeat (15)\n if <([direction v] of [mega man v]) = [90]> then\n point in direction ((90) + (([sin v] of ((timer) * (500)) ) * (15)))\n else\n point in direction ((-90) + (([sin v] of ((timer) * (500)) ) * (-15)))\n end\n set [level_x v] to (([x position v] of [hitbox v]) + ((Scroll X) + (([sin v] of (direction) ) * (45))))\n set [level_y v] to (([y position v] of [hitbox v]) + ((Scroll Y) + (([cos v] of (direction) ) * (25))))\n switch costume to (burnerflame v)\n create clone of (_myself_ v)\n end\n end\n end\n if <(Megaman Costume) = [3]> then\n if <(item (Megaman Costume) of [special weapon energy v]) > [0]> then\n replace item (Megaman Costume) of [special weapon energy v] with ((item (Megaman Costume) of [special weapon energy v]) + (-1))\n if <([direction v] of [mega man v]) = [90]> then\n point in direction (60)\n repeat (3)\n set [level_x v] to (([x position v] of [hitbox v]) + ((Scroll X) + (([sin v] of (direction) ) * (25))))\n set [level_y v] to (([y position v] of [hitbox v]) + ((Scroll Y) + (([cos v] of (direction) ) * (25))))\n start sound [knight_slash v]\n switch costume to (beta v)\n create clone of (_myself_ v)\n turn right (30) degrees\n end\n else\n point in direction (-60)\n repeat (3)\n set [level_x v] to (([x position v] of [hitbox v]) + ((Scroll X) + (([sin v] of (direction) ) * (25))))\n set [level_y v] to (([y position v] of [hitbox v]) + ((Scroll Y) + (([cos v] of (direction) ) * (25))))\n start sound [knight_slash v]\n switch costume to (beta v)\n create clone of (_myself_ v)\n turn right (-30) degrees\n end\n end\n end\n end\n if <(Megaman Costume) = [7]> then\n if <(item (Megaman Costume) of [special weapon energy v]) > [4]> then\n replace item (Megaman Costume) of [special weapon energy v] with ((item (Megaman Costume) of [special weapon energy v]) + (-5))\n clear graphic effects\n go to x: (0) y: (0)\n go to [front v] layer\n show\n repeat (3)\n repeat (3)\n set [level_y v] to (Scroll Y)\n set [level_x v] to (([x position v] of [hitbox v]) + (((Scroll X) + (([sin v] of ([direction v] of [hitbox v]) ) * (0))) + (pick random (-200) to (200))))\n change [ghost v] effect by (2)\n switch costume to (proto v)\n create clone of (_myself_ v)\n end\n end\n hide\n end\n end\n if <(Megaman Costume) = [2]> then\n if <(item (Megaman Costume) of [special weapon energy v]) > [2]> then\n set [level_x v] to (([x position v] of [hitbox v]) + ((Scroll X) + (([sin v] of ([direction v] of [hitbox v]) ) * (0))))\n set [level_y v] to (([y position v] of [hitbox v]) + ((Scroll Y) + ((<([falling? v] of [hitbox v]) > [1]> * (0)) + (0))))\n replace item (Megaman Costume) of [special weapon energy v] with ((item (Megaman Costume) of [special weapon energy v]) + (-3))\n switch costume to (omega chaser v)\n create clone of (_myself_ v)\n wait (.1) seconds\n switch costume to (bolt2 v)\n create clone of (_myself_ v)\n wait (.1) seconds\n switch costume to (bolt3 v)\n create clone of (_myself_ v)\n end\n end\n if <(Megaman Costume) = [9]> then\n set [level_x v] to (([x position v] of [hitbox v]) + ((Scroll X) + (([sin v] of ([direction v] of [hitbox v]) ) * (40))))\n set [level_y v] to (([y position v] of [hitbox v]) + ((Scroll Y) + ((<([falling? v] of [hitbox v]) > [1]> * (10)) + (-5))))\n switch costume to (bassbeam v)\n if <(item (Megaman Costume) of [special weapon energy v]) > [0]> then\n replace item (Megaman Costume) of [special weapon energy v] with ((item (Megaman Costume) of [special weapon energy v]) + (-1))\n end\n create clone of (_myself_ v)\n end\n end\n end\nend\n\nwhen I start as a clone\nset [clone v] to [1]\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)) ) > [250]> 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\nclear graphic effects\ngo to [front v] layer\nshow\nif <(costume [number v]) = [26]> then\n start sound [raiment_projectile v]\n forever\n switch costume to (psisickle v)\n repeat (3)\n wait (.01) seconds\n next costume\n end\n wait (.01) seconds\n end\nend\nif <(costume [number v]) = [30]> then\n set [x v] to [0]\n start sound [cutter v]\n forever\n if <(x) = [1]> then\n switch costume to (boomerang5 v)\n else\n switch costume to (boomerang v)\n end\n wait (.04) seconds\n if <(x) = [1]> then\n switch costume to (boomerang6 v)\n else\n switch costume to (boomerang2 v)\n end\n wait (.04) seconds\n if <(x) = [1]> then\n switch costume to (boomerang7 v)\n else\n switch costume to (boomerang3 v)\n end\n wait (.04) seconds\n if <(x) = [1]> then\n switch costume to (boomerang8 v)\n else\n switch costume to (boomerang4 v)\n end\n wait (.04) seconds\n end\nend\nif <(costume [number v]) = [14]> then\n forever\n switch costume to (chs v)\n repeat (5)\n wait (.01) seconds\n next costume\n end\n wait (.01) seconds\n end\nend\nif <(costume [number v]) = [12]> then\n forever\n switch costume to (beta v)\n wait (.05) seconds\n next costume\n wait (.05) seconds\n end\nend\nif <(costume [number v]) = [20]> then\n wait (0.04) seconds\n forever\n switch costume to (firewall v)\n wait (0) seconds\n next costume\n wait (0) seconds\n next costume\n wait (0) seconds\n end\nend\nif <(costume [number v]) = [23]> then\n forever\n switch costume to (burnerflame v)\n wait (0) seconds\n next costume\n wait (0) seconds\n next costume\n wait (0) seconds\n end\nend\nif <(costume [number v]) = [1]> then\n switch costume to (bassbeam v)\n start sound [blackknight_fireball v]\n repeat (5)\n wait (.05) seconds\n next costume\n change [brightness v] effect by (15)\n end\n delete this clone\nend\nif <<(costume [number v]) = [7]> or <<(costume [number v]) = [9]> or <(costume [number v]) = [8]>>> then\n wait (.05) seconds\n switch costume to (omega chaser v)\n start sound [tinkertank_ball v]\n forever\n switch costume to (omega chaser v)\n repeat (2)\n wait (.05) seconds\n next costume\n end\n wait (.05) seconds\n end\nend\nif <(costume [number v]) = [10]> then\n switch costume to (bolt v)\n set size to (300) %\n start sound (pick random (4) to (6))\n clear graphic effects\n show\n repeat (10)\n turn right (180) degrees\n go to [front v] layer\n change [brightness v] effect by (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [20]> then\n set rotation style [all around v]\n set [y v] to [0]\n repeat until <(@Deltawall_Active) = [3]>\n turn left (15) degrees\n set [level_x v] to (((Scroll X) + ([x position v] of [mega man v])) + ((([sin v] of (direction) ) * (50)) + (([sin v] of (y) ) * (5))))\n set [level_y v] to (((Scroll Y) + ([y position v] of [mega man v])) + ((([cos v] of (direction) ) * (50)) + (([cos v] of (y) ) * (5))))\n change [y v] by (15)\n end\n set [y v] to [0]\n repeat (50)\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 change [y v] by (4)\n end\n delete this clone\nend\nif <(costume [number v]) = [30]> then\n set [y v] to [5]\n repeat until <<(y) > [30]> or <<touching (enemies v)?> or <<touching (boss v)?> or <<touching (c'mon! not more enemies v)?> or <touching (boss 2: electric boogaloo 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 change [y v] by (1)\n end\n if <(y) > [30]> then\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\n end\n set [y v] to [0]\n start sound [shovel_upgrade_charge_ready v]\n set [x v] to [1]\n wait (.05) seconds\n repeat until <touching (hitbox 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 point towards (hitbox v)\n change [y v] by (3)\n end\n set [ghost v] effect to (100)\n repeat (3)\n if <(HEALTH) > [1]> then\n broadcast (Heal v)\n change [health v] by (-1)\n end\n end\n delete this clone\nend\nif <(costume [number v]) = [1]> then\n forever\n point in direction ([direction v] of [hitbox v])\n set [level_x v] to (([x position v] of [hitbox v]) + ((Scroll X) + (([sin v] of ([direction v] of [hitbox v]) ) * (40))))\n set [level_y v] to (([y position v] of [hitbox v]) + ((Scroll Y) + ((<([falling? v] of [hitbox v]) > [1]> * (10)) + (-5))))\n end\nend\nif <(costume [number v]) = [26]> then\n set rotation style [left-right v]\n Sickle AI\nend\nif <<(costume [number v]) = [12]> or <(costume [number v]) = [23]>> then\n if <(costume [number v]) = [23]> then\n set rotation style [left-right v]\n else\n set rotation style [all around v]\n end\n set [y v] to [0]\n repeat (50)\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 change [y v] by (1)\n end\n delete this clone\nend\nif <(costume [number v]) = [14]> then\n set [y v] to [10]\n repeat (50)\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 change [y v] by (3)\n end\n delete this clone\nend\nif <<(costume [number v]) = [7]> or <<(costume [number v]) = [9]> or <(costume [number v]) = [8]>>> then\n if <(costume [number v]) = [7]> then\n point in direction (-45)\n end\n if <(costume [number v]) = [8]> then\n point in direction (0)\n end\n if <(costume [number v]) = [9]> then\n point in direction (45)\n end\n set [y v] to [0]\n repeat (7)\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 change [y v] by (3)\n end\n wait (.2) seconds\n set [y v] to [0]\n point towards (mouse-pointer v)\n repeat (50)\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 change [y v] by (5)\n end\n delete this clone\nend\n\nwhen flag clicked\nforever\n if <<(item (Megaman Costume) of [special weapon energy v]) > [0]> and <(Using Fusion Wings?) = [1]>> then\n replace item (Megaman Costume) of [special weapon energy v] with ((item (Megaman Costume) of [special weapon energy v]) + (-1))\n wait (1.5) seconds\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [23]> then\n wait (.5) seconds\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\nend\n\nwhen I receive [teleportin v]\nset [@deltawall_active v] to [0]\n\nwhen I receive [deltatask v]\nwait until <not <<mouse down?> or <key (space v) pressed?>>>\nset [@deltawall_active v] to [2]\nwait until <<(getting ouched ?) = [1]> or <<key (space v) pressed?> or <mouse down?>>>\nset [@deltawall_active v] to [3]\nif <not <(@Deltawall_Active) = [0]>> then\n start sound [shovel_upgrade_charge_ready v]\nend\nwait (.1) seconds\nwait until <not <<mouse down?> or <key (space v) pressed?>>>\nset [@deltawall_active v] to [0]\n\nwhen I receive [die v]\nset [@deltawall_active v] to [0]\ndelete this clone\n\nwhen I receive [bosscutscene v]\nset [@deltawall_active v] to [0]\ndelete this clone\n\ndefine Sickle AI\nset [y v] to [0]\nset [x v] to [0]\nrepeat until <<(x) > [25]> or <<touching (enemies v)?> or <<touching (boss v)?> or <<touching (c'mon! not more enemies v)?> or <touching (boss 2: electric boogaloo 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 change [y v] by (1)\n change [x v] by (1)\nend\nif <(x) > [25]> then\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\nelse\n start sound [raiment_projectile v]\n turn left (90) degrees\n Sickle AI\nend\n\nwhen I receive [weapon get v]\ndelete this clone\n\n@Sp Wep Aura\n\nwhen flag clicked\nclear graphic effects\nhide\nforever\n if <<<(Show stage select stars?) = [0]> and <(At Stage Select) = [0]>> and <<([canmove? v] of [hitbox v]) = [1]> and <not <(Megaman Costume) = [1]>>>> then\n create clone of (_myself_ v)\n wait (.2) seconds\n end\nend\n\nwhen I start as a clone\nclear graphic effects\ngo to (mega man v)\ngo to [front v] layer\nchange x by (pick random (-35) to (35))\nchange y by (-30)\nif <(Megaman Costume) = [1]> then\n delete this clone\nend\nshow\nset [y v] to [0]\nrepeat (20)\n change [y v] by (1)\n change y by (y)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I start as a clone\nif <(Megaman Costume) = [4]> then\n switch costume to (boomerang v)\nend\nif <(Megaman Costume) = [6]> then\n forever\n switch costume to (deathsickle v)\n wait (0) seconds\n repeat (3)\n next costume\n wait (0) seconds\n end\n end\nend\nif <(Megaman Costume) = [2]> then\n forever\n switch costume to (omega chaser v)\n repeat (2)\n wait (.05) seconds\n next costume\n end\n wait (.05) seconds\n end\nend\nif <(Megaman Costume) = [3]> then\n forever\n switch costume to (beta v)\n wait (.05) seconds\n next costume\n wait (.05) seconds\n end\nend\nif <(Megaman Costume) = [9]> then\n forever\n switch costume to (bass1 v)\n wait (.05) seconds\n next costume\n wait (.05) seconds\n end\nend\nif <(Megaman Costume) = [7]> then\n forever\n switch costume to (proto1 v)\n wait (.05) seconds\n next costume\n wait (.05) seconds\n end\nend\nif <(Megaman Costume) = [8]> then\n forever\n switch costume to (burnerflame v)\n wait (.05) seconds\n next costume\n wait (.05) seconds\n next costume\n wait (.05) seconds\n end\nend\nif <(Megaman Costume) = [5]> then\n forever\n switch costume to (blaze1 v)\n wait (.05) seconds\n next costume\n wait (.05) seconds\n next costume\n wait (.05) seconds\n end\nend\n\nwhen flag clicked\ngo to x: (-181) y: (-128)\nclear graphic effects\nhide\nforever\n wait until <<(Show stage select stars?) = [0]> and <<([canmove? v] of [hitbox v]) = [1]> and <not <(Megaman Costume) = [1]>>>>\n go to [front v] layer\n set [ghost v] effect to (100)\n show\n repeat (4)\n change [ghost v] effect by (-25)\n switch costume to ((Megaman Costume) + (8))\n end\n repeat until <not <<(Show stage select stars?) = [0]> and <<([canmove? v] of [hitbox v]) = [1]> and <not <(Megaman Costume) = [1]>>>>>\n switch costume to ((Megaman Costume) + (8))\n end\n repeat (4)\n change [ghost v] effect by (25)\n end\n hide\nend\n\n@Boss 2: electric boogaloo\n\nwhen flag clicked\nhide\n\nwhen I receive [bosscutscene v]\nset [boss_invincible? v] to [0]\nset rotation style [left-right v]\nset size to (200) %\nclear graphic effects\npoint in direction (-90)\nstop [other scripts in sprite v]\nif <(STAGE #) = [6]> then\n set [bossbattle phase v] to [0]\n go to [front v] layer\n point in direction (-90)\n go to x: (150) y: (300)\n switch costume to (future1 v)\n clear graphic effects\n show\n set [y v] to [-1.8]\n repeat (17)\n change [y v] by (-1)\n change y by (y)\n end\n set [alt boss? v] to [1]\n broadcast (Delta Idle Anim v)\nend\nif <(STAGE #) = [3]> then\n wait (1) seconds\n set [bossbattle phase v] to [0]\n go to [front v] layer\n point in direction (-90)\n go to x: (172) y: (-99)\n set [alt boss? v] to [1]\n switch costume to (skullman1 v)\n start sound [dr_teleport v]\n clear graphic effects\n show\n repeat (2)\n wait (.05) seconds\n next costume\n end\n wait (.2) seconds\n switch costume to (skullman5 v)\n wait (.1) seconds\n switch costume to (skullman4 v)\n wait (.9) seconds\n switch costume to (skullman3 v)\nend\nif <(STAGE #) = [4]> then\n if <(Checkpoint #) = [2]> then\n broadcast (Delta Idle Anim v)\n set [bossbattle phase v] to [0]\n go to [front v] layer\n point in direction (-90)\n go to x: (127) y: (-110)\n wait (.05) seconds\n set [alt boss? v] to [1]\n set [brightness v] effect to (100)\n start sound [thunder_03 v]\n hide\n repeat (25)\n point in direction (90)\n create clone of (_myself_ v)\n point in direction (-90)\n create clone of (_myself_ v)\n end\n set [major boss? v] to [1]\n show\n repeat (10)\n wait (.05) seconds\n change [brightness v] effect by (-10)\n end\n end\nend\n\nwhen I receive [init_battle v]\nwait (1) seconds\nclear graphic effects\nforever\n if <<<touching (mega man v)?> and <<touching color (#fae0c1)?> and <not <touching (hitbox v)?>>>> or <touching (special weapons v)?>> then\n if <not <(BOSS_INVINCIBLE?) = [0]>> then\n start sound [cling v]\n set [ghost v] effect to (90)\n wait (.05) seconds\n set [ghost v] effect to (0)\n wait (.1) seconds\n else\n if <touching (special weapons v)?> then\n set [universal hold v] to [0]\n if <<(PHANTOM ARMOR?) = [1]> and <(Megaman Costume) = [1]>> then\n broadcast (Boss 4 DMG v)\n create clone of (boss hp v)\n set [dmg # v] to [4]\n set [dmg_x v] to ((Scroll X) + (x position))\n set [dmg_y v] to ((Scroll Y) + (y position))\n create clone of (dmg v)\n repeat (4)\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 if <<<(STAGE #) = [4]> and <(Megaman Costume) = [6]>> or <<<(STAGE #) = [6]> and <(Megaman Costume) = [4]>> or <<(STAGE #) = [3]> and <(Megaman Costume) = [3]>>>> then\n broadcast (BossWeaknessDMG v)\n create clone of (boss hp v)\n set [dmg # v] to [5]\n set [dmg_x v] to ((Scroll X) + (x position))\n set [dmg_y v] to ((Scroll Y) + (y position))\n create clone of (dmg v)\n repeat (4)\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 broadcast (Boss get oofed v)\n create clone of (boss hp v)\n set [dmg # v] to [2]\n set [dmg_x v] to ((Scroll X) + (x position))\n set [dmg_y v] to ((Scroll Y) + (y position))\n create clone of (dmg v)\n repeat (4)\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\n else\n broadcast (BossDMG v)\n create clone of (boss hp v)\n if <(Universal Hold) > [40]> then\n change [hp v] by (-3)\n set [dmg # v] to [3]\n set [dmg_x v] to ((Scroll X) + (x position))\n set [dmg_y v] to ((Scroll Y) + (y position))\n create clone of (dmg v)\n else\n change [hp v] by (-1)\n set [dmg # v] to [1]\n set [dmg_x v] to ((Scroll X) + (x position))\n set [dmg_y v] to ((Scroll Y) + (y position))\n create clone of (dmg v)\n end\n repeat (4)\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\n end\nend\n\nwhen I receive [init_battle v]\nwait (1) seconds\nclear graphic effects\nforever\n if <<touching (hitbox v)?> and <(takingdmg) = [0]>> then\n change [health v] by (3)\n broadcast (KNOCKBACK v)\n broadcast (TAKE DMG v)\n wait (3) seconds\n end\nend\n\nwhen I receive [haha u lose v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [ready v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [delta idle anim v]\nif <(STAGE #) = [6]> then\n set [y v] to [0]\n forever\n switch costume to (future1 v)\n repeat (2)\n change [y v] by (8)\n set y to (([sin v] of (y) ) * (25))\n end\n next costume\n repeat (2)\n change [y v] by (8)\n set y to (([sin v] of (y) ) * (25))\n end\n end\nelse\n forever\n switch costume to (doc1 v)\n repeat (2)\n wait (.05) seconds\n next costume\n end\n wait (.02) seconds\n end\nend\n\nrepeat (2)\n set y to (7)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\nset [y v] to [0]\nrepeat until <([abs v] of (x position) ) > [200]>\n move (y) steps\n change [y v] by (2)\nend\ndelete this clone\n\nwhen I receive [battle begin v]\nstop [other scripts in sprite v]\nset [boss_invincible? v] to [0]\nwait (.1) seconds\nif <(STAGE #) = [6]> then\n broadcast (Init_battle v)\n wait (2) seconds\n set [x v] to [60]\n set [y v] to [0]\n forever\n repeat (pick random (50) to (100))\n switch costume to ((25) + <((round ((timer) * (15))) mod (2)) = [1]>)\n set x to (([sin v] of (x) ) * (180))\n set y to (([sin v] of (y) ) * (25))\n change [x v] by (([costume # v] of [boss hp v]) / (3))\n change [y v] by (9)\n point towards (mega man v)\n end\n if <<(pick random (1) to (3)) = [1]> and <([costume # v] of [boss hp v]) > [6]>> then\n Boss Attack [2] []\n else\n Boss Attack [1] []\n end\n end\nend\nif <(STAGE #) = [3]> then\n broadcast (Init_battle v)\n wait (2) seconds\n wait until <key (any v) pressed?>\n Boss Attack [4] []\n switch costume to (skullman3 v)\n wait (.3) seconds\n forever\n Boss Attack [1] []\n repeat (50)\n if <(Bossattack_Release) = [1]> then\n if <([costume # v] of [boss hp v]) > [24]> then\n Boss Attack [4] []\n end\n Boss Attack [1] []\n end\n end\n switch costume to (skullman3 v)\n wait (.1) seconds\n Boss Attack [3] []\n if <([costume # v] of [boss hp v]) > [13]> then\n Boss Attack [2] []\n end\n if <<(pick random (1) to ([ceiling v] of (([abs v] of ((25) + ([costume # v] of [boss hp v])) ) / (2)) )) = [1]> or <([costume # v] of [boss hp v]) > [20]>> then\n Boss Attack [4] []\n end\n wait (.1) seconds\n switch costume to (skullman3 v)\n Boss Attack [3] []\n wait (.1) seconds\n switch costume to (skullman3 v)\n wait (.4) seconds\n end\nend\nif <<(STAGE #) = [4]> and <(Checkpoint #) = [2]>> then\n broadcast (Init_battle v)\n wait (1) seconds\n forever\n Boss Attack [1] []\n set [boss_invincible? v] to [1]\n broadcast (Screen Blink v)\n set [darkness v] to [0]\n set [brightness v] effect to (100)\n start sound [thunder_03 v]\n broadcast (@Killoff devils v)\n hide\n repeat (15)\n point in direction (90)\n create clone of (_myself_ v)\n point in direction (-90)\n create clone of (_myself_ v)\n end\n repeat (4)\n change [darkness v] by (-25)\n end\n wait (.1) seconds\n broadcast (ScreenShake v)\n set [y v] to [.5]\n repeat (5)\n wait (y) seconds\n Boss Attack [2] [1]\n change [y v] by (-.1)\n end\n wait (2) seconds\n Boss Attack [2] [2]\n wait (1.5) seconds\n go to [front v] layer\n point in direction (-90)\n go to x: (x position) y: (-110)\n wait (.05) seconds\n set [brightness v] effect to (100)\n start sound [thunder_03 v]\n broadcast (ScreenShake v)\n switch costume to (doc1 v)\n hide\n repeat (25)\n point in direction (90)\n create clone of (_myself_ v)\n point in direction (-90)\n create clone of (_myself_ v)\n end\n show\n set [darkness v] to [-100]\n repeat (10)\n wait (.05) seconds\n change [darkness v] by (10)\n change [brightness v] effect by (-10)\n end\n wait (.5) seconds\n start sound [shovel_upgrade_charge_slash v]\n set [boss_invincible? v] to [2]\n broadcast (@Create Devils v)\n repeat (4)\n set [brightness v] effect to (80)\n wait (.05) seconds\n set [brightness v] effect to (0)\n wait (.05) seconds\n end\n repeat (3)\n repeat (3)\n Boss Attack [1] []\n end\n point towards (mega man v)\n Boss Attack [3] [25]\n end\n repeat (2)\n Boss Attack [4] [0]\n wait (.2) seconds\n end\n wait (.4) seconds\n switch costume to (doc1 v)\n wait (.5) seconds\n end\nend\n\ndefine Boss Attack (attack) (variation)\nif <(STAGE #) = [6]> then\n if <(attack) = [1]> then\n switch costume to (futurethrow1 v)\n wait (.1) seconds\n next costume\n point towards (mega man v)\n set [proj direction v] to (direction)\n set [proj x v] to (((Scroll X) + (x position)) + (([sin v] of (direction) ) * (25)))\n set [proj y v] to ((Scroll Y) + (y position))\n set [projectile name v] to [futurescyth]\n broadcast (@CREATE ALT PROJECTILE v)\n wait (.1) seconds\n switch costume to (futurenoscyth1 v)\n repeat (2)\n wait (.1) seconds\n next costume\n end\n wait until <(Bossattack_Release) = [0]>\n switch costume to (future1 v)\n wait (.2) seconds\n switch costume to (futurechant1 v)\n start sound [cutter v]\n repeat (2)\n wait (.1) seconds\n next costume\n end\n wait (.1) seconds\n switch costume to (future1 v)\n end\n if <(attack) = [2]> then\n switch costume to (futurethind2 v)\n wait (.1) seconds\n next costume\n point towards (mega man v)\n repeat (8)\n set [proj direction v] to (direction)\n set [proj x v] to (((Scroll X) + (x position)) + (([sin v] of (direction) ) * (90)))\n set [proj y v] to (((Scroll Y) + (y position)) + (([cos v] of (direction) ) * (90)))\n set [projectile name v] to [psisickle]\n broadcast (@CREATE ALT PROJECTILE v)\n wait (0) seconds\n turn right (45) degrees\n end\n end\nend\nif <(STAGE #) = [3]> then\n if <(attack) = [4]> then\n set [boss_invincible? v] to [1]\n point towards (mega man v)\n start sound [dr_teleport v]\n switch costume to (skullman2 v)\n wait (.05) seconds\n switch costume to (skullman1 v)\n wait (.05) seconds\n repeat (4)\n change [ghost v] effect by (25)\n end\n hide\n go to (mega man v)\n set y to (-99)\n wait (1) seconds\n show\n start sound [dr_teleport v]\n repeat (4)\n change [ghost v] effect by (-25)\n end\n point towards (mega man v)\n clear graphic effects\n set [boss_invincible? v] to [0]\n repeat (2)\n wait (.05) seconds\n next costume\n end\n end\n if <(attack) = [3]> then\n set [y v] to ((distance to [hitbox v]) / (12))\n set [x v] to ((distance to [hitbox v]) / (30))\n switch costume to (skulljump1 v)\n point towards (mega man v)\n repeat (3)\n change y by (y)\n move (x) steps\n change [y v] by (-1.5)\n if <(x position) > [200]> then\n set x to (200)\n end\n if <(x position) < [-200]> then\n set x to (-200)\n end\n end\n repeat until <(y position) < [-80]>\n change y by (y)\n move (x) steps\n change [y v] by (-1.5)\n if <(x position) > [200]> then\n set x to (200)\n end\n if <(x position) < [-200]> then\n set x to (-200)\n end\n end\n set y to (-99)\n switch costume to (skullman3 v)\n end\n if <(attack) = [2]> then\n switch costume to (skullbarrier1 v)\n wait (.4) seconds\n next costume\n point in direction (-90)\n repeat (5)\n set [proj direction v] to (direction)\n set [proj x v] to (((Scroll X) + (x position)) + (([sin v] of (direction) ) * (25)))\n set [proj y v] to ((Scroll Y) + (y position))\n set [projectile name v] to [present]\n broadcast (@CREATE ALT PROJECTILE v)\n wait (.1) seconds\n turn right (-45) degrees\n end\n wait (.2) seconds\n switch costume to (skullman3 v)\n point towards (mega man v)\n end\n if <(attack) = [1]> then\n switch costume to (skullman5 v)\n repeat (2)\n wait (.1) seconds\n next costume\n end\n point towards (mega man v)\n set [proj direction v] to (direction)\n set [proj x v] to (((Scroll X) + (x position)) + (([sin v] of (direction) ) * (25)))\n set [proj y v] to ((Scroll Y) + (y position))\n set [projectile name v] to [boomerang]\n broadcast (@CREATE ALT PROJECTILE v)\n wait (.1) seconds\n end\nend\nif <(STAGE #) = [4]> then\n if <(attack) = [4]> then\n switch costume to (docthrow1 v)\n wait (.1) seconds\n next costume\n point towards (mega man v)\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))\n set [projectile name v] to [met]\n broadcast (@CREATE ALT PROJECTILE v)\n wait (.2) seconds\n end\n if <(attack) = [3]> then\n set [y v] to (variation)\n start sound [enemy_large_land v]\n switch costume to (docjump v)\n repeat (10)\n change y by (y)\n move (7) steps\n change [y v] by (-1.5)\n if <(x position) > [200]> then\n set x to (200)\n end\n if <(x position) < [-200]> then\n set x to (-200)\n end\n end\n repeat until <(y position) < [-100]>\n change y by (y)\n move (7) steps\n change [y v] by (-1.5)\n if <(x position) > [200]> then\n set x to (200)\n end\n if <(x position) < [-200]> then\n set x to (-200)\n end\n end\n start sound [enemy_large_land v]\n set y to (-110)\n switch costume to (doc1 v)\n end\n if <(attack) = [2]> then\n if <(variation) = [1]> then\n go to (random position v)\n set y to (pick random (125) to (150))\n point towards (mega man v)\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))\n set [projectile name v] to [wilyorb]\n broadcast (@CREATE ALT PROJECTILE v)\n else\n go to (random position v)\n set y to (pick random (125) to (150))\n point towards (mega man v)\n repeat (2)\n set [bossattack_release v] to [0]\n set [proj direction v] to [90]\n set [proj x v] to ((Scroll X) + (x position))\n set [proj y v] to ((Scroll Y) + (y position))\n set [projectile name v] to [altorb]\n broadcast (@CREATE ALT PROJECTILE v)\n wait (.4) seconds\n end\n set [y v] to [0]\n repeat (150)\n change [y v] by (4)\n move (([sin v] of (y) ) * ((([costume # v] of [boss hp v]) / (2)) + (4))) steps\n point towards (mega man v)\n end\n set [bossattack_release v] to [1]\n end\n end\n if <(attack) = [1]> then\n set [y v] to [0]\n repeat until <<<touching (mega man v)?> or <touching (special weapons v)?>> or <(y) > [1]>>\n if <([x position v] of [mega man v]) < (x position)> then\n point in direction (-90)\n else\n point in direction (90)\n end\n switch costume to (doc4 v)\n change [y v] by (1)\n repeat (2)\n if <not <<touching (mega man v)?> or <touching (special weapons v)?>>> then\n start sound [enemy_large_land v]\n repeat (3)\n repeat (3)\n if <not <<touching (mega man v)?> or <touching (special weapons v)?>>> then\n if <(direction) = [90]> then\n change x by (3)\n else\n change x by (-3)\n end\n if <<touching (mega man v)?> or <touching (special weapons v)?>> then\n change [y v] by (5)\n end\n end\n end\n if <not <<touching (special weapons v)?> or <touching (mega man v)?>>> then\n next costume\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [bossdie v]\nif <(STAGE #) = [3]> then\n stop [other scripts in sprite v]\n broadcast (@Alpha Escape v)\n switch costume to (skullman1 v)\n start sound [dr_teleport v]\n clear graphic effects\n show\n repeat (4)\n set [brightness v] effect to (100)\n wait (.05) seconds\n clear graphic effects\n wait (.05) seconds\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\nif <<(Checkpoint #) = [2]> and <(STAGE #) = [4]>> then\n stop [other scripts in sprite v]\n set [bossbattle phase v] to [0]\n go to [front v] layer\n set [brightness v] effect to (100)\n start sound [thunder_03 v]\n hide\n set [has credit card? v] to [0]\n set [darkness v] to [0]\n repeat (15)\n point in direction (90)\n create clone of (_myself_ v)\n point in direction (-90)\n create clone of (_myself_ v)\n end\n set [alt boss? v] to [0]\nelse\n stop [other scripts in sprite v]\n hide\nend\n\nwhen I receive [stage selected v]\nset size to (200) %\nwait (1.5) seconds\nif <(STAGE #) = [6]> then\n go to [front v] layer\n point in direction (90)\n go to x: (0) y: (300)\n switch costume to (future1 v)\n clear graphic effects\n show\n set [y v] to [-1.8]\n repeat (17)\n change [y v] by (-1)\n change y by (y)\n end\n repeat (10)\n switch costume to (future1 v)\n wait (.05) seconds\n next costume\n wait (.05) seconds\n end\n switch costume to (futurechant1 v)\n wait (.05) seconds\n repeat (2)\n next costume\n wait (.05) seconds\n end\nend\nif <(STAGE #) = [3]> then\n point in direction (90)\n go to x: (0) y: (999)\n switch costume to (skulljump1 v)\n set size to (200) %\n clear graphic effects\n go to [front v] layer\n set [y v] to [-1.8]\n show\n repeat (12)\n change [y v] by (-2)\n change y by (y)\n end\n set y to (13)\n switch costume to (skullman3 v)\n wait (.2) seconds\n switch costume to (skullman5 v)\n wait (.1) seconds\n repeat (4)\n switch costume to (skullman6 v)\n wait (.05) seconds\n next costume\n wait (.05) seconds\n end\n switch costume to (skullman5 v)\n wait (.1) seconds\n switch costume to (skullbarrier1 v)\n wait (.1) seconds\n switch costume to (skullbarrier2 v)\nend\n\n@what? more projectiles?\n\nwhen flag clicked\nset size to (200) %\nhide\n\nwhen I receive [stage select 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)?> and <(takingdmg) = [0]>> then\n if <(INVINCIBILITY) = [0]> then\n change [health v] by (1)\n broadcast (TAKE DMG v)\n broadcast (KNOCKBACK v)\n if <<not <(STAGE #) = [3]>> and <not <(STAGE #) = [6]>>> then\n stop [other scripts in sprite v]\n switch costume to (enemeexp1 v)\n repeat (4)\n wait (0) seconds\n next costume\n end\n wait (0) seconds\n delete this clone\n end\n end\n end\nend\n\nwhen I receive [@create alt 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 [internal timer v] to [0]\nrepeat until <(internal timer) > [1]>\n wait (6) seconds\n change [internal timer v] by (1)\nend\ndelete this clone\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 [clone v] to [1]\nset rotation style [left-right v]\npoint in direction (PROJ DIRECTION)\ngo to [front v] layer\nshow\nif <(costume [number v]) = [32]> then\n start sound [shoot v]\n set [x v] to [11]\n set [y v] to [0]\n repeat (4)\n change [level_x v] by (([sin v] of (direction) ) * (x))\n change [level_y v] by ((([cos v] of (direction) ) * (x)) + (y))\n end\n repeat until <<touching (hitbox v)?> or <touching (ground v)?>>\n change [level_x v] by (([sin v] of (direction) ) * (x))\n change [level_y v] by ((([cos v] of (direction) ) * (x)) + (y))\n end\n Explosion\nend\nif <(costume [number v]) = [41]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif <(costume [number v]) = [45]> then\n set [x v] to [3]\n wait (1) seconds\n point towards (mega man v)\n repeat (10)\n repeat (2)\n change [level_x v] by (([sin v] of (direction) ) * (x))\n change [level_y v] by (([cos v] of (direction) ) * (x))\n change [x v] by (3)\n end\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n set [proj direction v] to (direction)\n set [projectile name v] to [deathsickle]\n broadcast (@CREATE ALT PROJECTILE v)\n end\n delete this clone\nend\nif <(costume [number v]) = [33]> then\n set [x v] to [3]\n set [bossattack_release v] to [1]\n repeat (25)\n change [level_x v] by (([sin v] of (direction) ) * (x))\n change [level_y v] by (([cos v] of (direction) ) * (x))\n point towards (mega man v)\n change [x v] by (.5)\n end\n repeat until <touching (boss 2: electric boogaloo v)?>\n change [x v] by (.2)\n change [level_x v] by (([sin v] of (direction) ) * (x))\n change [level_y v] by (([cos v] of (direction) ) * (x))\n point towards (boss 2: electric boogaloo v)\n change [x v] by (.2)\n end\n set [bossattack_release v] to [0]\n delete this clone\nend\nif <(costume [number v]) = [31]> then\n switch costume to (enemeexp1 v)\n repeat (4)\n wait (0) seconds\n next costume\n end\n wait (0) seconds\n set [x v] to [8]\n set [y v] to [10]\n switch costume to (scannonshot v)\n repeat until <<touching (hitbox v)?> or <touching (ground v)?>>\n change [level_x v] by (([sin v] of (direction) ) * (x))\n change [level_y v] by ((([cos v] of (direction) ) * (x)) + (y))\n point towards (mega man v)\n change [y v] by (-1)\n end\n Explosion\nend\nif <(costume [number v]) = [23]> then\n start sound [raiment_projectile v]\n set [x v] to [5]\n set [y v] to [20]\n repeat until <<touching (hitbox v)?> or <touching (ground v)?>>\n change [level_x v] by (([sin v] of (direction) ) * (x))\n change [level_y v] by ((([cos v] of (direction) ) * (x)) + (y))\n change [y v] by (-1.5)\n end\n start sound [plague_component_globe_explode v]\n stop [other scripts in sprite v]\n switch costume to (alphax1 v)\n repeat (4)\n if <<touching (hitbox v)?> and <(takingdmg) = [0]>> then\n if <(INVINCIBILITY) = [0]> then\n change [health v] by (1)\n broadcast (TAKE DMG v)\n broadcast (KNOCKBACK v)\n end\n end\n wait (0) seconds\n next costume\n end\n wait (0) seconds\n delete this clone\nend\nif <(costume [number v]) = [15]> then\n start sound [cutter v]\n set [x v] to [9]\n repeat until <touching (hitbox v)?>\n point towards (hitbox v)\n change [level_x v] by (([sin v] of (direction) ) * (x))\n change [level_y v] by (([cos v] of (direction) ) * (x))\n end\n set [y v] to [1]\n start sound [menu_back v]\n wait (.1) seconds\n repeat until <touching (boss 2: electric boogaloo v)?>\n point towards (boss 2: electric boogaloo v)\n change [level_x v] by (([sin v] of (direction) ) * (x))\n change [level_y v] by (([cos v] of (direction) ) * (x))\n change [x v] by (1)\n end\n set [bossattack_release v] to [0]\n repeat (3)\n start sound [Mega Man 5 SFX \(16\) v]\n point towards (boss 2: electric boogaloo v)\n change [level_x v] by (([sin v] of (direction) ) * (x))\n change [level_y v] by (([cos v] of (direction) ) * (x))\n change [x v] by (1)\n end\n broadcast (Boss Heal v)\n delete this clone\nend\nif <(costume [number v]) = [14]> then\n set [x v] to [0]\n repeat (5)\n change [level_y v] by (x)\n change [x v] by (-3)\n end\n repeat until <<touching (ground v)?> or <touching (_edge_ v)?>>\n change [level_y v] by (x)\n change [x v] by (-2)\n end\n if <touching (ground v)?> then\n start sound [Mega Man 6 SRX \(67\) v]\n switch costume to (enemeexp1 v)\n repeat (4)\n wait (0) seconds\n next costume\n end\n wait (0) seconds\n delete this clone\n else\n repeat (10)\n change [level_y v] by (x)\n change [x v] by (-1)\n end\n delete this clone\n end\nend\nif <(costume [number v]) = [12]> then\n set [x v] to [10]\n repeat (50)\n change [level_x v] by (([sin v] of (direction) ) * (x))\n change [level_y v] by (([cos v] of (direction) ) * (x))\n change [x v] by (.1)\n end\n delete this clone\nend\nif <(costume [number v]) = [1]> then\n set [x v] to [0]\n start sound [plague_sparkler_explode v]\n wait (.3) seconds\n set [y v] to [0]\n repeat (150)\n change [level_x v] by ((([sin v] of (direction) ) * (x)) + (([sin v] of (y) ) * (25)))\n change [level_y v] by ((([cos v] of (direction) ) * (x)) + (([cos v] of (y) ) * (25)))\n change [x v] by (.1)\n change [y v] by (15)\n end\n delete this clone\nend\nif <(costume [number v]) = [4]> then\n set [x v] to [0]\n start sound [raiment_projectile v]\n set [y v] to [0]\n repeat until <(Bossattack_Release) = [1]>\n set [level_x v] to (((Scroll X) + ([x position v] of [boss 2: electric boogaloo v])) + (([sin v] of (y) ) * (45)))\n set [level_y v] to (((Scroll Y) + ([y position v] of [boss 2: electric boogaloo v])) + (([cos v] of (y) ) * (45)))\n change [y v] by (15)\n end\n point towards (mega man v)\n start sound [plague_sparkler_explode v]\n repeat (50)\n change [level_x v] by (([sin v] of (direction) ) * (x))\n change [level_y v] by (([cos v] of (direction) ) * (x))\n change [x v] by (5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [23]> then\n wait (.05) seconds\n forever\n switch costume to (present v)\n repeat (2)\n wait (.05) seconds\n next costume\n end\n wait (.05) seconds\n end\nend\nif <(costume [number v]) = [15]> then\n set [y v] to [0]\n wait (.05) seconds\n forever\n if <(Y) = [0]> then\n switch costume to (boomerang v)\n else\n switch costume to (boomerang5 v)\n end\n wait (.05) seconds\n if <(Y) = [0]> then\n switch costume to (boomerang2 v)\n else\n switch costume to (boomerang6 v)\n end\n wait (.05) seconds\n if <(Y) = [0]> then\n switch costume to (boomerang3 v)\n else\n switch costume to (boomerang6 v)\n end\n wait (.05) seconds\n if <(Y) = [0]> then\n switch costume to (boomerang4 v)\n else\n switch costume to (boomerang8 v)\n end\n wait (.05) seconds\n end\nend\nif <(costume [number v]) = [1]> then\n wait (.05) seconds\n switch costume to (enemeexp1 v)\n repeat (4)\n wait (0) seconds\n next costume\n end\n wait (0) seconds\n forever\n switch costume to (wilyorb v)\n repeat (2)\n wait (0) seconds\n next costume\n end\n wait (0) seconds\n end\nend\nif <(costume [number v]) = [4]> then\n forever\n switch costume to (altorb v)\n repeat (2)\n wait (0) seconds\n next costume\n end\n wait (0) seconds\n end\nend\nif <(costume [number v]) = [12]> then\n start sound [Mega Man 2 SFX \(21\) v]\n forever\n switch costume to (met v)\n wait (0) seconds\n next costume\n wait (0) seconds\n end\nend\nif <(costume [number v]) = [33]> then\n start sound [raiment_projectile v]\n forever\n switch costume to (futurescyth v)\n wait (0) seconds\n repeat (7)\n next costume\n wait (0) seconds\n end\n end\nend\nif <(costume [number v]) = [45]> then\n start sound [plague_sparkler_explode v]\n forever\n switch costume to (psisickle v)\n wait (.04) seconds\n repeat (3)\n next costume\n wait (0.04) seconds\n end\n end\nend\nif <(costume [number v]) = [41]> then\n forever\n switch costume to (deathsickle v)\n wait (.04) seconds\n repeat (3)\n next costume\n wait (0.04) seconds\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [15]> then\n set [bossattack_release v] to [0]\n forever\n if <<<<touching (mega man v)?> and <touching color (#fae0c1)?>> and <not <touching (hitbox v)?>>> or <touching (special weapons v)?>> then\n stop [other scripts in sprite v]\n switch costume to (enemeexp1 v)\n start sound [Mega Man 6 SRX \(19\) v]\n repeat (4)\n wait (0) seconds\n next costume\n end\n wait (0) seconds\n set [bossattack_release v] to [1]\n delete this clone\n end\n end\nend\n\nwhen I receive [ready v]\ndelete this clone\n\ndefine Explosion\nstart sound [plague_component_globe_explode v]\nstop [other scripts in sprite v]\nswitch costume to (enemeexp1 v)\nrepeat (4)\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n if <<touching (hitbox v)?> and <(takingdmg) = [0]>> then\n if <(INVINCIBILITY) = [0]> then\n change [health v] by (1)\n broadcast (TAKE DMG v)\n broadcast (KNOCKBACK v)\n end\n end\n wait (0) seconds\n next costume\nend\nwait (0) seconds\ndelete this clone\n\n@c'mon! not more enemies\n\ndefine Create Enemy (what enemy ) (x) (y) (attribute)\ngo to [front v] layer\nset size to (200) %\nset rotation style [left-right v]\nswitch costume to (what enemy )\nset [attr v] to (attribute)\nset [level_x v] to (x)\nset [level_y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [die v]\nwait (3) seconds\ndelete this clone\n\nwhen I start as a clone\nshow\nset rotation style [left-right v]\n\nwhen I start as a clone\nrepeat (10)\n go to [front v] layer\nend\n\nwhen I start as a clone\nwait (.1) seconds\nforever\n wait until <<(HP) < [1]> or <<(HP) > [0]> and <<<<touching (mega man v)?> and <touching color (#fae0c1)?>> and <not <touching (hitbox v)?>>> or <touching (special weapons v)?>>>>\n if <(HP) < [1]> then\n die\n else\n if <<<(costume [number v]) > [81]> and <(costume [number v]) < [84]>> or <<<<(costume [number v]) > [20]> and <(costume [number v]) < [23]>> or <(costume [number v]) = [24]>> and <<<([x position v] of [mega man v]) < (x position)> and <(direction) = [-90]>> or <<(x position) < ([x position v] of [mega man v])> and <(direction) = [90]>>>>> 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) > [1]> then\n change [hp v] by (-2)\n set [dmg # v] to [2]\n else\n if <(Universal Hold) > [20]> then\n if <<(PHANTOM ARMOR?) = [1]> and <(Universal Hold) > [20]>> then\n change [hp v] by (-4)\n set [dmg # v] to [4]\n else\n change [hp v] by (-3)\n set [dmg # v] to [3]\n end\n else\n change [hp v] by (-1)\n set [dmg # v] to [1]\n end\n end\n set [dmg_x v] to (Level_X)\n set [dmg_y v] to (Level_Y)\n create clone of (dmg v)\n if <(HP) < [1]> then\n die\n else\n if <(Megaman Costume) = [8]> then\n start sound [SE \[11\] v]\n set [brightness v] effect to (100)\n wait (0) seconds\n clear graphic effects\n wait (0) seconds\n else\n start sound [SE \[11\] v]\n set [brightness v] effect to (100)\n wait (.1) seconds\n clear graphic effects\n wait (.05) seconds\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nset [zx v] to [0]\nset [clone v] to [1]\nif <(costume [number v]) = [31]> then\n wait (.1) seconds\n set [x v] to (Level_X)\n set [y v] to (Level_Y)\n set [zx v] to [1]\n set [zy v] to [0]\n set [hp v] to [1]\n forever\n if <(ENEMY ONSCREEN?) = [1]> then\n point in direction (-90)\n change [level_x v] by (([sin v] of (direction) ) * (4))\n if <((round ((timer) * (25))) mod (8)) = [1]> then\n start sound [SE \[4\]2 v]\n end\n change [level_y v] by (([sin v] of (Zy) ) * (2))\n change [zy v] by (6)\n if <(HP) < [1]> then\n start sound [Mega Man 6 SRX \(19\) v]\n switch costume to (enemeexp1 v)\n repeat (4)\n wait (0) seconds\n next costume\n end\n wait (0) seconds\n set [level_x v] to (x)\n set [level_y v] to (y)\n set [ghost v] effect to (100)\n wait (.5) seconds\n set [hp v] to [0]\n wait until <(ENEMY ONSCREEN?) = [0]>\n set [hp v] to [0]\n set [zy v] to [0]\n wait until <(ENEMY ONSCREEN?) = [1]>\n switch costume to (uf v)\n clear graphic effects\n set [hp v] to [1]\n end\n end\n if <(ENEMY ONSCREEN?) = [0]> then\n set [level_x v] to (x)\n set [level_y v] to (y)\n set [ghost v] effect to (100)\n set [hp v] to [0]\n wait (.5) seconds\n wait until <(ENEMY ONSCREEN?) = [0]>\n set [zy v] to [0]\n wait until <(ENEMY ONSCREEN?) = [1]>\n switch costume to (uf v)\n clear graphic effects\n set [hp v] to [1]\n end\n end\nend\nif <(costume [number v]) = [25]> then\n wait (.1) seconds\n set [x v] to (Level_X)\n set [y v] to (Level_Y)\n set [zx v] to [1]\n set [hp v] to [1]\n forever\n if <(ENEMY ONSCREEN?) = [1]> then\n point towards (mega man v)\n change [level_x v] by (([sin v] of (direction) ) * (2))\n change [level_y v] by (([cos v] of (direction) ) * (2))\n if <(HP) < [1]> then\n start sound [Mega Man 6 SRX \(19\) v]\n switch costume to (enemeexp1 v)\n repeat (4)\n wait (0) seconds\n next costume\n end\n wait (0) seconds\n set [level_x v] to (x)\n set [level_y v] to (y)\n set [ghost v] effect to (100)\n wait (.5) seconds\n switch costume to (telly v)\n wait (.5) seconds\n if <(ENEMY ONSCREEN?) = [1]> then\n start sound [heirloom_ghostglove_03 v]\n end\n set [hp v] to [1]\n repeat (4)\n set [ghost v] effect to (100)\n wait (0) seconds\n set [ghost v] effect to (0)\n wait (0) seconds\n end\n end\n end\n end\nend\nif <(costume [number v]) = [21]> then\n switch costume to (rjoe v)\n set [hp v] to [4]\n set [x v] to (Level_Y)\n forever\n repeat until <<(ENEMY ONSCREEN?) = [1]> and <<(distance to [mega man v]) < [200]> or <touching (mega man v)?>>>\n if <([x position v] of [mega man v]) < (x position)> then\n point in direction (-90)\n else\n point in direction (90)\n end\n end\n switch costume to (rjoe v)\n if <([x position v] of [mega man v]) < (x position)> then\n point in direction (-90)\n else\n point in direction (90)\n end\n repeat (2)\n wait (.05) seconds\n next costume\n end\n repeat (5)\n wait (.05) seconds\n set [proj direction v] to (direction)\n set [proj x v] to ((Level_X) + (([sin v] of (direction) ) * (35)))\n set [proj y v] to ((Level_Y) + (-7))\n set [projectile name v] to [rjoeshot]\n broadcast (@CREATE ALT PROJECTILE v)\n end\n wait (.05) seconds\n switch costume to (rjoe2 v)\n wait (.05) seconds\n switch costume to (rjoe v)\n wait (pick random (.2) to (1)) seconds\n switch costume to (rjoe4 v)\n set [y v] to (((([y position v] of [mega man v]) - (y position)) / (15)) + (5))\n repeat (4)\n change [level_y v] by (y)\n change [y v] by (-1)\n end\n repeat until <((Level_Y) + (-10)) < (x)>\n change [level_y v] by (y)\n change [y v] by (-1)\n end\n set [level_y v] to (x)\n switch costume to (rjoe v)\n wait (pick random (.6) to (2)) seconds\n end\nend\nif <(costume [number v]) = [1]> then\n set [hp v] to [5]\n point towards (mega man v)\n set [x v] to [0]\n forever\n set [level_x v] to (((Scroll X) + ([x position v] of [boss 2: electric boogaloo v])) + (([sin v] of (x) ) * (55)))\n set [level_y v] to (((Scroll Y) + ([y position v] of [boss 2: electric boogaloo v])) + (([cos v] of (x) ) * (55)))\n change [x v] by (5)\n end\nend\nif <(costume [number v]) = [17]> then\n set [hp v] to [2]\n wait until <(ENEMY ONSCREEN?) = [1]>\n set [x v] to [0]\n point in direction (-90)\n set [y v] to [0]\n repeat (75)\n change [x v] by ((a) * (-.03))\n change [level_x v] by (x)\n end\n delete this clone\nend\nif <(costume [number v]) = [9]> then\n set [hp v] to [15]\n wait until <(ENEMY ONSCREEN?) = [1]>\n set [x v] to [0]\n set [y v] to [0]\n repeat (25)\n change [x v] by ((a) * (.03))\n change [level_x v] by (x)\n end\n repeat (5)\n repeat (8)\n change [level_x v] by (x)\n end\n start sound [Mega Man 6 SRX \(36\) v]\n set [proj direction v] to [90]\n set [proj x v] to (Level_X)\n set [proj y v] to ((Level_Y) + (-35))\n set [projectile name v] to [tellybomb]\n broadcast (@CREATE ALT PROJECTILE v)\n end\n repeat (35)\n set [x v] to [0]\n change [x v] by (-1)\n change [level_x v] by (x)\n end\n wait (1) seconds\n delete this clone\nend\n\nwhen flag clicked\nset [clone v] to [0]\nset size to (200) %\nhide\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)) ) > [300]> 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 [@create devils v]\nif <(clone) = [1]> then\n delete this clone\nend\nif <(clone) = [0]> then\n repeat (2)\n go to [front v] layer\n set size to (200) %\n set rotation style [left-right v]\n switch costume to (devil v)\n set [attr v] to [0]\n set [level_x v] to ((Scroll X) + ([x position v] of [boss 2: electric boogaloo v]))\n set [level_y v] to ((Scroll Y) + ([y position v] of [boss 2: electric boogaloo v]))\n create clone of (_myself_ v)\n wait (.9) seconds\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [31]> then\n forever\n if <(HP) > [0]> then\n switch costume to (uf v)\n end\n repeat (3)\n wait (.1) seconds\n if <(HP) > [0]> then\n next costume\n end\n end\n wait (.1) seconds\n end\nend\nif <(costume [number v]) = [25]> then\n forever\n if <(HP) > [0]> then\n switch costume to (telly v)\n end\n repeat (5)\n wait (.1) seconds\n if <(HP) > [0]> then\n next costume\n end\n end\n wait (.1) seconds\n end\nend\nif <(costume [number v]) = [9]> then\n forever\n switch costume to (bigtelly v)\n repeat (7)\n wait (.05) seconds\n next costume\n end\n end\nend\nif <(costume [number v]) = [1]> then\n forever\n wait (1.5) seconds\n switch costume to (devil v)\n repeat (2)\n wait (.05) seconds\n next costume\n end\n start sound [Mega Man 5 SFX \(9\) v]\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))\n point towards (mega man v)\n set [projectile name v] to [bullet]\n broadcast (CREATE PROJECTILE v)\n wait (.05) seconds\n switch costume to (devil2 v)\n wait (.05) seconds\n switch costume to (devil v)\n end\nend\nif <(costume [number v]) = [18]> then\n set [hp v] to [6]\n point towards (mega man v)\n set [x v] to [-90]\n forever\n if <(ENEMY ONSCREEN?) = [1]> then\n switch costume to (scannon v)\n wait (1) seconds\n if <<([x position v] of [mega man v]) < (x position)> and <(x) = [90]>> then\n switch costume to (scannon3 v)\n wait (.1) seconds\n switch costume to (scannon v)\n set [x v] to [-90]\n point in direction (x)\n wait (.4) seconds\n end\n if <<(x position) < ([x position v] of [mega man v])> and <(x) = [-90]>> then\n switch costume to (scannon3 v)\n wait (.1) seconds\n switch costume to (scannon v)\n set [x v] to [90]\n point in direction (x)\n wait (.4) seconds\n end\n start sound [Mega Man 6 SRX \(36\) v]\n set [proj direction v] to (direction)\n set [proj x v] to ((Level_X) + (([sin v] of (direction) ) * (35)))\n set [proj y v] to ((Level_Y) + (35))\n set [projectile name v] to [scannonshot]\n broadcast (@CREATE ALT PROJECTILE v)\n wait (.02) seconds\n switch costume to (scannon2 v)\n wait (.1) seconds\n switch costume to (scannon v)\n wait (1) seconds\n end\n end\nend\n\nwhen I receive [@killoff devils v]\nif <(clone) = [1]> then\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\nend\n\nwhen I start as a clone\nwait (1) seconds\nforever\n wait until <<<touching (hitbox v)?> and <(takingdmg) = [0]>> and <(HP) > [0]>>\n broadcast (KNOCKBACK v)\n change [health v] by (2)\n broadcast (TAKE DMG v)\n wait (1) seconds\nend\n\nwhen I receive [ready v]\ndelete this clone\n\nwhen I receive [snowboard fall back v]\nif <(clone) = [0]> then\n Create Enemy [penguin] [4800] [405] [0]\n Create Enemy [penguin] [8000] [400] [0]\n Create Enemy [penguin] [9000] [400] [0]\n Create Enemy [penguin] [6300] [396] [0]\n Create Enemy [bigtelly] [7500] [550] [0]\nend\n\nwhen I receive [die v]\nwait (3) seconds\ndelete this clone\n\nwhen I receive [load enemies v]\nif <[1] = [1]> then\n delete this clone\nend\nif <(STAGE #) = [6]> then\n if <(clone) = [0]> then\n Create Enemy [scannon] [400] [-17] [0]\n Create Enemy [rjoe] [1100] [-70] [0]\n Create Enemy [rjoe] [2000] [25] [0]\n Create Enemy [scannon] [2515] [80] [0]\n Create Enemy [telly] [3000] [80] [0]\n Create Enemy [uf] [1800] [80] [0]\n Create Enemy [uf] [2000] [15] [0]\n Create Enemy [uf] [2200] [35] [0]\n Create Enemy [scannon] [4575] [398] [0]\n Create Enemy [telly] [4350] [1200] [0]\n Create Enemy [telly] [4850] [1200] [0]\n Create Enemy [uf] [4850] [1600] [0]\n Create Enemy [rjoe] [3650] [2347] [0]\n Create Enemy [scannon] [4046] [3100] [0]\n Create Enemy [uf] [4300] [3150] [0]\n Create Enemy [uf] [4800] [3100] [0]\n Create Enemy [uf] [5400] [3000] [0]\n Create Enemy [uf] [6000] [3000] [0]\n Create Enemy [uf] [6600] [3000] [0]\n Create Enemy [uf] [7150] [3150] [0]\n end\nend\n\ndefine die\nif <(Zx) = [0]> then\n start sound [Mega Man 6 SRX \(19\) v]\n if <(pick random (1) to (2)) = [1]> then\n if <(pick random (1) to (10)) = [1]> then\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n set [projectile name v] to [1up]\n create clone of (hp drops v)\n else\n if <(pick random (1) to (2)) = [1]> then\n if <(pick random (1) to (3)) = [1]> then\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n set [projectile name v] to [wen]\n create clone of (hp drops v)\n else\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n set [projectile name v] to [wen3]\n create clone of (hp drops v)\n end\n else\n if <(pick random (1) to (3)) = [1]> then\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n set [projectile name v] to [health3]\n create clone of (hp drops v)\n else\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n set [projectile name v] to [health]\n create clone of (hp drops v)\n end\n end\n end\n if <(costume [number v]) < [4]> then\n change [boss_invincible? v] by (-1)\n end\n if <(Zx) = [1]> then\n end\nend\n\n@stage select text\n\nwhen I start as a clone\nshow\nswitch costume to (letter)\ngo to x: (-124) y: (167)\nforever\n wait until <(go?) = [0]>\n wait until <(go?) = [1]>\n change x by (17.2)\n if <(x position) > [132]> then\n delete this clone\n end\nend\n\nwhen I receive [stage select v]\nforever\n set [go? v] to [1]\n set [letter v] to [t]\n create clone of (_myself_ v)\n wait (0) seconds\n set [go? v] to [0]\n wait (.3) seconds\n set [go? v] to [1]\n set [letter v] to [c]\n create clone of (_myself_ v)\n wait (0) seconds\n set [go? v] to [0]\n wait (.3) seconds\n set [go? v] to [1]\n set [letter v] to [e]\n create clone of (_myself_ v)\n wait (0) seconds\n set [go? v] to [0]\n wait (.3) seconds\n set [go? v] to [1]\n set [letter v] to [l]\n create clone of (_myself_ v)\n wait (0) seconds\n set [go? v] to [0]\n wait (.3) seconds\n set [go? v] to [1]\n set [letter v] to [e]\n create clone of (_myself_ v)\n wait (0) seconds\n set [go? v] to [0]\n wait (.3) seconds\n set [go? v] to [1]\n set [letter v] to [s]\n create clone of (_myself_ v)\n wait (0) seconds\n set [go? v] to [0]\n wait (.3) seconds\n set [go? v] to [1]\n set [letter v] to [ ]\n create clone of (_myself_ v)\n wait (0) seconds\n set [go? v] to [0]\n wait (.3) seconds\n set [go? v] to [1]\n set [letter v] to [e]\n create clone of (_myself_ v)\n wait (0) seconds\n set [go? v] to [0]\n wait (.3) seconds\n set [go? v] to [1]\n set [letter v] to [g]\n create clone of (_myself_ v)\n wait (0) seconds\n set [go? v] to [0]\n wait (.3) seconds\n set [go? v] to [1]\n set [letter v] to [a]\n create clone of (_myself_ v)\n wait (0) seconds\n set [go? v] to [0]\n wait (.3) seconds\n set [go? v] to [1]\n set [letter v] to [t]\n create clone of (_myself_ v)\n wait (0) seconds\n set [go? v] to [0]\n wait (.3) seconds\n set [go? v] to [1]\n set [letter v] to [s]\n create clone of (_myself_ v)\n wait (0) seconds\n set [go? v] to [0]\n wait (.3) seconds\n repeat (3)\n set [go? v] to [1]\n wait (0) seconds\n set [go? v] to [0]\n wait (.3) seconds\n end\nend\n\nwhen flag clicked\nset size to (200) %\nhide\n\nwhen I receive [robot master intro v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\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@Bass vision\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [teleportin v]\nforever\n if <(Using Fusion Wings?) = [1]> then\n clear graphic effects\n set [brightness v] effect to (100)\n set [ghost v] effect to (100)\n repeat (4)\n change [ghost v] effect by (-25)\n change [brightness v] effect by (-25)\n go to (hitbox v)\n set size to (200) %\n point in direction (90)\n show\n end\n repeat until <(Using Fusion Wings?) = [0]>\n go to (hitbox v)\n clear graphic effects\n set size to (200) %\n point in direction (90)\n show\n end\n else\n clear graphic effects\n hide\n end\nend\n\nwhen I receive [teleportin v]\nforever\n if <(Using Fusion Wings?) = [1]> then\n switch costume to (bassfly5 v)\n repeat (3)\n wait (.05) seconds\n next costume\n end\n wait (.05) seconds\n end\nend\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 perform a Slide\n- Press Z or X to switch Special Weapons (if you have any)\n- Hold Up or W on ladders to climb them\n\n( you do not need your mouse to play this game, except for using the Omega Chaser )\n\n★★★★★★★★★★★★★★★★★★★★★★\n\n<<<>>>\nNOTE: If the game takes too long to load or is running slow, you can try playing it on a different browser or going here: https://turbowarp.org/423958882\n<<<>>>\n\nThis is part 1 out of a 2-part game, part 2 will be released on a later date.\n\n\nBACKSTORY: An evil scientist named Dr. Phantom is turning innocent robots into his own war machines in order to rule the world. Megaman's arch nemesis, Dr. Wily, sends an army of his own robots to fight Dr. Phantom, but his robots also get turned into war machines. \n\nMega Man's creator, Dr. Light sends Mega Man on an adventure to destroy these evil robots and stop Team Phantom, once and for all.\n\nFight against 8 different Phantom Agents and obtain their special weapons, which you can use to fight the other Robots.\n\n--\nIf you have a suggestion or see a problem in this game, please contact me on my profile.\n--\n\n★★★★★★★★★CREDITS★★★★★★★★★\n\n-All sprites and all sound effects belong to Capcom, the original creator of Mega Man, as well as Yacht Club games for Shovel Knight SFX.\n\n- Credit to Spriters Resource, MegaPhilX, @DancingBoi , and Sprites Inc for additional sprites\n\n- Credit to Mega Man Maker for the backgrounds and tilesets\n\n- Special thanks to: RRThiel, Cosmicgem, MaxOKE2, Khinsider, Tiled, Awsomachine, Zdagger67, Pixelated-Dude, Chips n' Cellos, and Textcraft.
The 5 Worlds - A Platformer
@Stage\n\nwhen [s v] key pressed\nbroadcast (Next Level v)\n\nwhen [r v] key pressed\nbroadcast (Reset Level v)\n\nwhen I receive [next level v]\nset [level v] to ((PREVIOUS LEVEL) + (1))\nset [previous level v] to (LEVEL)\n\nwhen flag clicked\nset [level v] to [1]\nset [previous level v] to [1]\n\nwhen I receive [start game v]\nforever\n play sound [The Journey v] until done\n play sound [imagine-dragons-thunder-lyrics v] until done\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\n go to x: (0) y: (0)\nend\n\n@Player\n\ndefine RESET\nset x to (-205)\nset y to (0)\nset [y v] to [0]\nset [x v] to [0]\nclear graphic effects\nset size to (100) %\nswitch costume to (stand v)\nshow\n\nwhen I receive [next level v]\nRESET\n\nwhen I receive [reset level v]\nRESET\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (100) %\nclear graphic effects\nswitch costume to (clone v)\ngo to [back v] layer\ngo [forward v] (1) layers\nrepeat (12)\n change size by (-5.5)\n change [ghost v] effect by (0.6)\n change [color v] effect by (1)\nend\ndelete this clone\n\ndefine X MOVEMENT\nif <<<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> or <key (d v) pressed?>> then\n change [x v] by (1)\nend\nif <<<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> or <key (a v) pressed?>> then\n change [x v] by (-1)\nend\nchange x by (X)\nset [x v] to ((X) * (0.9))\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 (1)\n if <touching (level v)?> then\n change y by (-8)\n change x by ((X) * (-1.3))\n if <<<((y position) + (10)) < (mouse y)> and <mouse down?>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n if <not <touching (water v)?>> then\n set [y v] to [9]\n if <[0] < (X)> then\n set [x v] to [-6]\n else\n set [x v] to [6]\n end\n end\n else\n set [x v] to (((X) * (-1)) / (5))\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Y MOVEMENT\nchange y by (-1)\nif <touching (level v)?> then\n set [y v] to [0]\n change y by (1)\n if <<<((y position) + (10)) < (mouse y)> and <mouse down?>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [y v] to [10]\n change y by (Y)\n end\nelse\n change y by (1)\n change [y v] by (-0.9)\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\nend\n\ndefine COSTUMES\nif <<not <(X) = [0]>> or <not <(Y) = [0]>>> then\n create clone of (_myself_ v)\n create clone of (_myself_ v)\nend\nif <<(Y) < [1]> and <[-1] < (Y)>> then\n if <<<<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> or <key (d v) pressed?>> or <<<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> or <key (a v) pressed?>>> then\n if <<<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> or <key (d v) pressed?>> then\n switch costume to (right v)\n create clone of (_myself_ v)\n else\n switch costume to (left v)\n create clone of (_myself_ v)\n end\n else\n switch costume to (stand v)\n end\nelse\n if <[0] < (Y)> then\n if <<<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> or <key (a v) pressed?>> then\n switch costume to (up left v)\n create clone of (_myself_ v)\n else\n if <<<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> or <key (d v) pressed?>> then\n switch costume to (up right v)\n create clone of (_myself_ v)\n else\n switch costume to (up v)\n create clone of (_myself_ v)\n end\n end\n else\n if <<<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> or <key (a v) pressed?>> then\n switch costume to (down left v)\n create clone of (_myself_ v)\n else\n if <<<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> or <key (d v) pressed?>> then\n switch costume to (down right v)\n create clone of (_myself_ v)\n else\n switch costume to (down v)\n create clone of (_myself_ v)\n end\n end\n end\nend\n\ndefine Water\nif <touching (water v)?> then\n if <[7] < (Y)> then\n set [y v] to [7]\n end\n if <(Y) < [-5]> then\n set [y v] to [-5]\n end\n if <<<((y position) + (10)) < (mouse y)> and <mouse down?>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n change [y v] by (2)\n end\n if <touching (level v)?> then\n change y by ((Y) * (-2))\n end\nend\n\ndefine GAME ON\nif <(CONTROLS TOGGLE) = [ON]> then\n X MOVEMENT\n Y MOVEMENT\nend\nCOSTUMES\nWater\nPORTAL CHECK\nDEAD\nCLOUDS\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [show v]\nshow\n\ndefine PORTAL CHECK\nif <touching (portal 1 v)?> then\n set [controls toggle v] to [OFF]\n broadcast (Next Level v)\nend\n\ndefine DEAD\nif <<<(y position) < [-195]> or <<touching (lava v)?> or <touching (danger v)?>>> or > then\n broadcast (Reset Level v)\nend\n\nwhen I receive [start game v]\nset [show/hide settings v] to [SHOW]\nset [controls toggle v] to [ON]\nRESET\nforever\n GAME ON\nend\n\ndefine CLOUDS\nif <touching (clouds v)?> then\n set [y v] to [0]\n if <<<((y position) + (10)) < (mouse y)> and <mouse down?>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [y v] to [10]\n end\nend\n\nwhen I receive [outro v]\nhide\n\n@Blink\n\nwhen I receive [go to player v]\nwait until <not <(costume [number v]) = [1]>>\nrepeat until <(costume [number v]) = [1]>\n go to (player v)\n if <(CONTROLS TOGGLE) = [ON]> then\n go to [front v] layer\n end\n if <touching (water v)?> then\n go to [back v] layer\n end\nend\n\nwhen I receive [start game v]\nshow\nforever\n go to (player v)\n switch costume to (none v)\n wait (pick random (1) to (4)) seconds\n broadcast (GO TO PLAYER v)\n repeat (5)\n go to (player v)\n next costume\n go to (player v)\n end\n go to (player v)\n wait (0.0002) seconds\n go to (player v)\n repeat (5)\n switch costume to ((costume [number v]) - (1))\n go to (player v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [outro v]\nhide\n\n@Level\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [start game v]\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [outro v]\nhide\n\n@Clouds\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [start game v]\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [outro v]\nhide\n\n@Danger\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start game v]\nshow\n\n@Water\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (1 v)\nhide\nset [level v] to [1]\ndelete this clone\n\nwhen I receive [start game v]\nset [ghost v] effect to (20)\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [y speed v] to [0]\nshow\nforever\n repeat (8)\n change y by (Y SPEED)\n change [y speed v] by (0.4)\n end\n repeat (16)\n change y by (Y SPEED)\n change [y speed v] by (-0.4)\n end\n repeat (8)\n change y by (Y SPEED)\n change [y speed v] by (0.4)\n end\n if <(CONTROLS TOGGLE) = [ON]> then\n go to [front v] layer\n else\n go to [back v] layer\n end\nend\n\nwhen I receive [next level v]\nnext costume\nshow\ngo to [front v] layer\n\n@Lava\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (1 v)\nhide\nset [level v] to [1]\ndelete this clone\n\nwhen I receive [start game v]\nset [ghost v] effect to (20)\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [y speed v] to [0]\nshow\nforever\n repeat (8)\n change y by (Y SPEED)\n change [y speed v] by (0.4)\n end\n repeat (16)\n change y by (Y SPEED)\n change [y speed v] by (-0.4)\n end\n repeat (8)\n change y by (Y SPEED)\n change [y speed v] by (0.4)\n end\n if <(CONTROLS TOGGLE) = [ON]> then\n go to [front v] layer\n else\n go to [back v] layer\n end\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\nnext costume\nshow\ngo to [front v] layer\n\n@Sandstorm\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nforever\n CHECK IF CORRECT (LEVEL)\nend\n\ndefine DUST STORM\ncreate clone of (_myself_ v)\nchange [x v] by (-0.2)\n\ndefine CHECK IF CORRECT (level)\nif <<[20] < (level)> and <[31] > (level)>> then\n DUST STORM\nelse\n hide\n delete this clone\nend\n\nwhen I start as a clone\nshow\ngo to x: (220) y: (pick random (-200) to (200))\nset [ghost v] effect to (pick random (0) to (50))\nswitch costume to (pick random (1) to (3))\nset size to (pick random (20) to (60)) %\ngo to [back v] layer\npoint in direction (-90)\nrepeat until <touching (_edge_ v)?>\n move (12) steps\n if <(pick random (1) to (3)) = [1]> then\n turn right (pick random (1) to (4)) degrees\n else\n if <(pick random (1) to (2)) = [1]> then\n turn left (pick random (1) to (4)) degrees\n end\n end\nend\ndelete this clone\n\n@Sun/Moon\n\nwhen I receive [start game v]\nshow\nforever\n CHECK IF IN CAVE (LEVEL)\n go [forward v] (1) layers\nend\n\ndefine REAL TIME\ngo to [back v] layer\nif <<[6] < (current [hour v])> and <[10] > (current [hour v])>> then\n hide\n switch backdrop to (sunrise v)\n set [hide show sun/moon v] to [HIDE]\nend\ngo to [back v] layer\nif <<[9] < (current [hour v])> and <[19] > (current [hour v])>> then\n show\n switch costume to (sun v)\n go to [back v] layer\n switch backdrop to (day v)\n point in direction (((current [hour v]) * (20)) + (90))\n set [hide show sun/moon v] to [SHOW]\nend\ngo to [back v] layer\nif <<[18] < (current [hour v])> and <[20] > (current [hour v])>> then\n hide\n switch backdrop to (sunset v)\n set [hide show sun/moon v] to [HIDE]\nend\ngo to [back v] layer\nif <<<[19] < (current [hour v])> and <[24] > (current [hour v])>> or <<[0] < (current [hour v])> and <[7] > (current [hour v])>>> then\n go to [back v] layer\n show\n switch costume to (moon v)\n switch backdrop to (night v)\n if <<[19] < (current [hour v])> and <[24] > (current [hour v])>> then\n point in direction ((current [hour v]) * (20))\n end\n if <<[0] < (current [hour v])> and <[6] > (current [hour v])>> then\n point in direction (((current [hour v]) * (20)) + (90))\n end\n set [hide show sun/moon v] to [SHOW]\nend\n\ndefine CHECK IF IN CAVE (level)\nif <<[10] < (level)> and <(level) < [21]>> then\n switch backdrop to (cave v)\n hide\n set [hide show sun/moon v] to [HIDE]\nelse\n REAL TIME\nend\n\nwhen flag clicked\nhide\nswitch backdrop to (intro v)\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\nswitch backdrop to (intro v)\nhide\n\n@Sun/Moon Shine\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\nforever\n SWITCH COSTUME TO ([costume # v] of [sun/moon v]) POINT IN DIRECTION ([direction v] of [sun/moon v]) GO TO ([x position v] of [sun/moon v]) ([y position v] of [sun/moon v])\nend\n\ndefine SWITCH COSTUME TO (sun/moon costume) POINT IN DIRECTION (sun/moon direction) GO TO (sun/moon x) (sun/moon y)\nswitch costume to (sun/moon costume)\ngo to x: (sun/moon x) y: (sun/moon y)\npoint in direction (sun/moon direction)\ngo to [back v] layer\nif <(HIDE SHOW SUN/MOON) = [SHOW]> then\n show\nelse\n hide\nend\n\n@Next Level 1\n\nwhen flag clicked\nhide\ngo to x: (-220) y: (0)\npoint in direction (90)\n\nwhen I receive [next level v]\ngo to [front v] layer\nshow\ngo to x: (-220) y: (0)\npoint in direction (90)\ngo to [front v] layer\nwait (0.1) seconds\ngo to [front v] layer\nglide (0.5) secs to x: (0) y: (0)\ngo to [front v] layer\nrepeat (10)\n go to [front v] layer\n turn right (9) degrees\nend\nglide (0.5) secs to x: (0) y: (190)\nhide\n\n@Next Level 2\n\nwhen flag clicked\nhide\ngo to x: (220) y: (0)\npoint in direction (90)\n\nwhen I receive [next level v]\nshow\ngo to x: (220) y: (0)\npoint in direction (90)\ngo to [front v] layer\nwait (0.1) seconds\ngo to [front v] layer\nglide (0.5) secs to x: (0) y: (0)\ngo to [front v] layer\nrepeat (10)\n go to [front v] layer\n turn right (9) degrees\nend\nglide (0.5) secs to x: (0) y: (-190)\nhide\n\n@NEXT LEVEL\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nset [controls toggle v] to [OFF]\nclear graphic effects\ngo to [front v] layer\nshow\nwait (2) seconds\ngo to [front v] layer\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\nend\nhide\nset [controls toggle v] to [ON]\nbroadcast (SHOW v)\n\n@Love\n\nwhen flag clicked\nforever\n if <not < (☁ LOVED LIST) contains (username)?>> then\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n broadcast (LOVE v)\n set [☁ loved list v] to (join (☁ LOVED LIST) (join [, ] (username)))\n end\n end\n end\nend\n\n@Fave\n\nwhen flag clicked\nforever\n if <not < (☁ FAVED LIST) contains (username)?>> then\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n broadcast (FAV v)\n set [☁ faved list v] to (join (☁ FAVED LIST) (join [, ] (username)))\n end\n end\n end\nend\n\n@Thanks!\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [love v]\ngo to x: (0) y: (0)\nswitch costume to (love v)\ncreate clone of (_myself_ v)\n\nwhen I receive [fav v]\ngo to x: (0) y: (0)\nswitch costume to (fave v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nglide (1) secs to x: (0) y: (-130)\nwait (0.8) seconds\nhide\n\n@Portal 1\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen I receive [start game v]\ngo to x: (200) y: (-20)\npoint in direction (90)\nclear graphic effects\nshow\ngo to [back v] layer\nforever\n PORTAL ANIMATIONS\nend\n\ndefine PORTAL ANIMATIONS\nchange [color v] effect by (1)\nturn right (4) degrees\n\nwhen I receive [next level v]\nwait (0.1) seconds\nPLACING DEPENDING ON WHICH (LEVEL) IT IS\n\ndefine PLACING DEPENDING ON WHICH (level) IT IS\nif <(level) = [2]> then\n go to x: (201) y: (120)\nelse\n if <(level) = [3]> then\n go to x: (200) y: (8)\n else\n if <(level) = [4]> then\n go to x: (190) y: (70)\n else\n if <(level) = [5]> then\n go to x: (175) y: (-100)\n else\n if <(level) = [6]> then\n go to x: (170) y: (35)\n else\n if <(level) = [7]> then\n go to x: (100) y: (-130)\n else\n if <(level) = [8]> then\n go to x: (175) y: (70)\n else\n if <(level) = [9]> then\n go to x: (180) y: (20)\n else\n if <(level) = [10]> then\n go to x: (105) y: (-145)\n else\n if <(level) = [11]> then\n go to x: (200) y: (-40)\n else\n if <(level) = [12]> then\n go to x: (200) y: (100)\n else\n if <(level) = [13]> then\n go to x: (200) y: (-70)\n else\n if <(level) = [14]> then\n go to x: (200) y: (15)\n else\n if <(level) = [15]> then\n go to x: (200) y: (50)\n else\n if <(level) = [16]> then\n go to x: (205) y: (50)\n else\n if <(level) = [17]> then\n go to x: (192) y: (16)\n else\n if <(level) = [18]> then\n go to x: (205) y: (20)\n else\n if <(level) = [19]> then\n go to x: (185) y: (-120)\n else\n if <(level) = [20]> then\n go to x: (200) y: (30)\n else\n if <(level) = [21]> then\n go to x: (200) y: (-15)\n else\n if <(level) = [22]> then\n go to x: (200) y: (135)\n else\n if <(level) = [23]> then\n go to x: (200) y: (15)\n else\n if <(level) = [24]> then\n go to x: (200) y: (130)\n else\n if <(level) = [25]> then\n go to x: (200) y: (137)\n else\n if <(level) = [26]> then\n go to x: (200) y: (137)\n else\n if <(level) = [27]> then\n go to x: (205) y: (135)\n else\n if <(level) = [28]> then\n go to x: (205) y: (155)\n else\n if <(level) = [29]> then\n go to x: (205) y: (155)\n else\n if <(level) = [30]> then\n go to x: (205) y: (165)\n else\n if <(level) = [31]> then\n go to x: (205) y: (0)\n else\n if <(level) = [32]> then\n go to x: (205) y: (50)\n else\n if <(level) = [33]> then\n go to x: (205) y: (50)\n else\n if <(level) = [34]> then\n go to x: (205) y: (100)\n else\n if <(level) = [35]> then\n go to x: (210) y: (40)\n else\n if <(level) = [36]> then\n go to x: (205) y: (140)\n else\n if <(level) = [37]> then\n go to x: (210) y: (155)\n else\n if <(level) = [38]> then\n go to x: (210) y: (5)\n else\n if <(level) = [39]> then\n go to x: (210) y: (160)\n else\n if <(level) = [40]> then\n go to x: (210) y: (50)\n else\n if <(level) = [41]> then\n go to x: (210) y: (45)\n else\n if <(level) = [42]> then\n go to x: (200) y: (120)\n else\n if <(level) = [43]> then\n go to x: (205) y: (75)\n else\n if <(level) = [44]> then\n go to x: (210) y: (100)\n else\n if <(level) = [45]> then\n go to x: (205) y: (110)\n else\n if <(level) = [46]> then\n go to x: (210) y: (100)\n else\n if <(level) = [47]> then\n go to x: (190) y: (-50)\n else\n if <(level) = [48]> then\n go to x: (210) y: (-110)\n else\n if <(level) = [49]> then\n go to x: (210) y: (140)\n else\n if <(level) = [50]> then\n broadcast (HIDE PORTALS v)\n else\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen this sprite clicked\nbroadcast (Next Level v)\n\nwhen I receive [hide portals v]\nhide\n\n@Portal 2\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen I receive [start game v]\ngo to x: (200) y: (-20)\npoint in direction (90)\nclear graphic effects\nshow\ngo to [back v] layer\nforever\n PORTAL ANIMATIONS\nend\n\ndefine PORTAL ANIMATIONS\nchange [color v] effect by (1)\nturn left (4) degrees\n\nwhen I receive [next level v]\nwait (0.2) seconds\ngo to (portal 1 v)\n\nwhen this sprite clicked\nbroadcast (Next Level v)\n\nwhen I receive [hide portals v]\nhide\n\n@Flashlight\n\nwhen flag clicked\nerase all\nset pen size to (30)\nclear graphic effects\nhide\n\ndefine LEVEL TEST (level)\nif <<[10] < (level)> and <(level) < [21]>> then\n FLASHLIGHT\nelse\n hide\nend\n\ndefine FLASHLIGHT\nshow\ngo to (player v)\npoint towards (mouse-pointer v)\ngo to [back v] layer\n\nwhen I receive [start game v]\nforever\n LEVEL TEST (LEVEL)\nend\n\n@INTRO\n\nwhen flag clicked\nhide\nset size to (100) %\nswitch costume to (costume11 v)\ngo to x: (0) y: (500000)\nset [y v] to [-180]\nstart sound [DJVI - Supercharge v]\nrepeat (8)\n create clone of (_myself_ v)\n change [y v] by (50)\n wait (0.2) seconds\n change [brightness v] effect by (4)\nend\nclear graphic effects\ngo to x: (-38) y: (-180)\nswitch costume to (costume1 v)\nset [count v] to [0]\nrepeat (5)\n create clone of (_myself_ v)\n next costume\n change x by (20)\n wait (0.2) seconds\nend\nwait (1) seconds\ngo to x: (0) y: (20)\nswitch costume to (costume9 v)\ncreate clone of (_myself_ v)\nwait (1) seconds\nbroadcast (Start Game v)\n\nwhen I start as a clone\nshow\nif <(costume [number v]) < [6]> then\n set [brightness v] effect to (100)\n set size to (50) %\n repeat until <(round (y position)) = [0]>\n change y by (((-80) - (y position)) * (0.2))\n end\n change [count v] by (1)\nend\nif <(costume [number v]) = [6]> then\n repeat until <(round (size)) = [100]>\n change size by ((100) - ((size) * (0.3)))\n end\n change [count v] by (1)\n repeat (6)\n change size by (((300) - (size)) * (0.5))\n end\n repeat (10)\n change size by (((100) - (size)) * (0.5))\n end\n wait (1) seconds\n broadcast (end v)\nend\nif <(costume [number v]) = [7]> then\n set [cy v] to (y)\n repeat until <(round (y position)) = (cy)>\n change y by (((cy) - (y position)) * (0.2))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) < [9]> then\n wait (1) seconds\n wait until <(count) = [8]>\n repeat (10)\n change size by (-10)\n end\nend\n\nwhen I receive [end v]\nif <(costume [number v]) < [9]> then\n repeat (10)\n change size by (-10)\n end\n delete this clone\nend\nif <(costume [number v]) = [10]> then\n repeat until <(round (y position)) = [180]>\n change y by (((180) - (y position)) * (0.4))\n end\n delete this clone\nend\nif <(costume [number v]) = [9]> then\n repeat (10)\n change size by (-10)\n end\n delete this clone\nend\n\n@OUTRO\n\nwhen flag clicked\nhide\nrepeat (10)\n delete this clone\nend\n\nwhen I receive [outro v]\ngo to [front v] layer\nhide\nset [id v] to [1]\nclear graphic effects\nrepeat (4)\n wait (0.5) seconds\n switch costume to (1 v)\n create clone of (_myself_ v)\n change [id v] by (1)\n change [color v] effect by (5)\nend\nclear graphic effects\nwait (0.5) seconds\nswitch costume to (3 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <(costume [name v]) = [1]> then\n if <(id) = [1]> then\n go to x: (500) y: (0)\n repeat (25)\n change x by (((0) - (x position)) * (0.2))\n end\n end\n if <(id) = [2]> then\n go to x: (0) y: (500)\n repeat (25)\n change y by (((0) - (y position)) * (0.2))\n end\n end\n if <(id) = [3]> then\n go to x: (-500) y: (0)\n repeat (25)\n change x by (((0) - (x position)) * (0.2))\n end\n end\n if <(id) = [4]> then\n set size to (100) %\n go to x: (0) y: (-500)\n repeat (25)\n change y by (((0) - (y position)) * (0.2))\n end\n clear graphic effects\n switch costume to (2 v)\n forever\n repeat (20)\n change size by (0.2)\n end\n repeat (20)\n change size by (-0.2)\n end\n end\n end\nend\nif <(costume [name v]) = [3]> then\n go to x: (0) y: (100)\n forever\n point in direction ((([sin v] of ((timer) * (200)) ) * (5)) + (90))\n set size to ((([sin v] of ((timer) * (100)) ) * (5)) + (100)) %\n switch costume to (effect v)\n create clone of (_myself_ v)\n switch costume to (3 v)\n end\nend\nif <(costume [name v]) = [effect]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\n@BLANK\n\n@Antidote\n\nwhen flag clicked\nhide\nset size to (100) %\n\nwhen I receive [next level v]\nclear graphic effects\nset size to (120) %\nwait (0.1) seconds\nif <(LEVEL) = [50]> then\n go to x: (150) y: (100)\n point in direction (90)\n show\n repeat until <touching (player v)?>\n repeat (10)\n change size by (2)\n change [brightness v] effect by (2)\n if <touching (player v)?> then\n broadcast (outro v)\n end\n end\n repeat (10)\n change size by (-2)\n change [brightness v] effect by (-2)\n if <touching (player v)?> then\n broadcast (outro v)\n end\n end\n end\n broadcast (outro v)\nend\n\n@ SHINE1\n\nwhen flag clicked\nhide\nset size to (100) %\n\nwhen I receive [next level v]\nclear graphic effects\nset size to (100) %\nwait (0.1) seconds\nif <(LEVEL) = [50]> then\n go to x: (150) y: (80)\n point in direction (90)\n show\n forever\n turn right (3) degrees\n end\nend\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\n\n@ SHINE2\n\nwhen flag clicked\nhide\nset size to (100) %\n\nwhen I receive [next level v]\nclear graphic effects\nset size to (100) %\nwait (0.1) seconds\nif <(LEVEL) = [50]> then\n go to x: (150) y: (80)\n point in direction (90)\n show\n forever\n turn left (3) degrees\n end\nend\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\n\n
And finally, after weeks of hard work,\n I present to you...\n\n___________The 5 Worlds - A Platformer____________\nYou were bored during Quarantine, so you decided to go on an Adventure! You must travel through grassy hills, dark caves, sandy deserts, magma filled volcanos, and climb up the clouds in order to reach your goal, a cure to COVID-19!\n\n_______________INSTRUCTIONS________________\nArrow Keys, WASD, or Mobile to move.\nUse your mouse or tap to aim your flashlight in the cave.\n\n______________COOL FEATURES________________\n- Mobile-Friendly!\n- Sun/Moon/Time is realistic to your time (maybe slightly off but is generally pretty accurate, please tell me if it is not accurate)\n- The Player's eye moves around to look in the direction he is moving, the player also blinks every few seconds. The player also has a cool trail!\n- The Sandstorm blows you back\n- In the Cave you have a flashlight\n- Water + Lava Rises and Falls.\n- Cool detail/lines for the volcano ground, it literally took me over an hour just to draw all those red lines... xD\n- 1800+ Blocks!!!\n_____________________________________________\n⛔️Rude/Negative Comments\n⛔️Advertising (will be reported)\n✅Feedback\n✅❤️️, ⭐, and Follow!\n☹Lag (I actually discovered that it runs very smoothly but almost exactly every 8 seconds it freezes for a second, otherwise it is very smooth, I have no idea why). Sometimes the first level is super laggy, a way to fix this is to go to the second level then don't click anything and just wait 5 seconds, and it should be TONS better (if it doesn't work click the green flag a few times and try again, if it still doesn't work, try going to the 3rd level and waiting) otherwise, I don't really know, but when I followed those instructions they worked for me, maybe tell me if they work for you. That was long xD\n_____________________________________________\nThanks for 100+ Followers! You are the BEST!!!\n_____________________________________________\nSpecial Thank You's:\n@luna_lovegood9999 For being my 100th Follower!\n@codingcindy_0712 for being an AWESOME friend!\n@babsandbubba for being my 1st follow (previous profile)\n\nAnd a Thank You to everyone else who has supported me and helped me have a GREAT time here on Scratch!\n_____________________________________________\nAnd yes, this is 100% possible for both mobile and computer, I have tried on both and have completed it, but if you get stuck on a level you can click on the Portal or click the S key to skip.\n\n❤️️150+!!!\n⭐130+!!!\nVIEWS: 1300+!!!\n\n\nTags:\n#games#platformer#5worlds#fun#game#creative#classic#cave#desert#volcano#clouds#combined#5#inventive\n#platform#C369J#amazing#awesome#game
Mines A Multiplayer Scrolling Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [waiting music v] until done\nend\n\nwhen I receive [you win v]\nstop [other scripts in sprite v]\nstart sound [Pixelland.mp3 v]\n\n@player\n\ndefine Chat\nif <(is the chat open) = [1]> then\n if <key (1 v) pressed?> then\n set [chat v] to [1]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat v] to [2]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat v] to [3]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat v] to [4]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat v] to [5]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat v] to [6]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat v] to [7]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat v] to [8]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat v] to [9]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n set [chat v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen flag clicked\nset [scroll y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nshow list [chat v]\nbroadcast (GREEN FLAG v) and wait\nbroadcast (PLAY GAME v) and wait\n\ndefine CHANGE PLAYER Y BY (sy)\nchange [y v] by (sy)\nchange [inair v] by (1)\nPosition\nrepeat until <not <touching (platform v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [inair v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine GAME ON\nset [x v] to (Spawn_X)\nset [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 [sx v] to [0]\nset [inair v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine Game-Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\ndefine TICK\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [sx v] by (-2)\nend\nif <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [sx v] by (2)\nend\nset [sx v] to ((SX) * (0.8))\nif <[0.9] < ([abs v] of (SX) )> then\n CHANGE PLAYER X By (round (SX))\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(inair) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nCHANGE PLAYER Y BY (sy)\nTEST-DIE\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (8)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <[2649] < (SCROLL X)> then\n set [scroll x v] to [2649]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (8)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-175]> then\n set [exit v] to [die]\nend\n\nwhen I receive [begin v]\nset [is the chat open v] to [0]\nshow list [chat v]\nforever\n Chat\n if <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(is the chat open) = [1]> then\n show list [chat v]\n set [is the chat open v] to [0]\n else\n set [is the chat open v] to [1]\n hide list [chat v]\n end\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\nend\n\ndefine GAME - DIE\nset [player_rotation v] to [dead]\nset rotation style [all around v]\nshow\nset [ghost v] effect to (30)\nstart sound [Crunch v]\nrepeat (15)\n change y by (10)\n turn right (15) degrees\nend\nset [exit v] to []\nset rotation style [left-right v]\nclear graphic effects\npoint in direction (90)\nhide\nset [player_rotation v] to [moving]\n\ndefine TEST-DIE\nif <touching (dangers v)?> then\n set [exit v] to [die]\nend\n\ndefine CHANGE PLAYER X By (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platform v)?> then\n repeat (18)\n change [y v] by (1)\n Position\n if <not <touching (platform v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-18)\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [inair v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platform v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (setups v) and wait\nbroadcast (joining v)\nbroadcast (join game v) and wait\nif <(My Player #) > [0]> then\n start sound [Connect v]\n broadcast (joined v)\nelse\n start sound [Disconnect v]\n broadcast (full v)\nend\nbroadcast (begin v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nset [level v] to [1]\nforever\n broadcast (reset v) and wait\n broadcast (SETUP v) and wait\n GAME ON\n repeat until <(EXIT) > []>\n TICK\n broadcast (tick v)\n if <(My Player #) > [0]> then\n send cloud data\n end\n end\n if <(EXIT) = [win]> then\n Game-Win\n else\n GAME - DIE\n end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (Chat) to encoded\nset cloud # (My Player #) to (encoded)\n\nwhen I receive [begin v]\nwait (5) seconds\nswitch backdrop to (blank v)\n\nwhen flag clicked\nswitch costume to (pick random (1) to (6))\nforever\n if <(Player_Rotation) = [moving]> then\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\n end\nend\n\nwhen I receive [you win v]\ngo to [back v] layer\n\nwhen I receive [exit win screen v]\ngo to [front v] layer\n\nwhen flag clicked\nset [player_rotation v] to [moving]\n\nwhen I receive [you win v]\nstop [other scripts in sprite v]\n\n@opponents\n\ndefine Decode chat (chat)\nif <(chat) = [0]> then\n\ndefine begin decode of (encode)\nset [encodied v] to (encode)\nset [letter # v] to [1]\n\ndefine value=read from encode\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encodied)) (letter ((letter #) + (1)) of (encodied)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nset [color v] effect to (90)\nset [offline v] to [100]\nhide\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(My Player #) = (player #)> then\n hide\n set [offline v] to [100]\n else\n tick\n end\n go to [back v] layer\nend\n\ndefine value=Cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setups v]\nsetup players\n\ndefine tick\nvalue=Cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue=read from encode\nif <(names) = [1]> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue=read from encode\nvalue=read from encode\nset x to ((value) - (SCROLL X))\nvalue=read from encode\nset y to ((value) - (SCROLL Y))\nvalue=read from encode\nbroadcast (Decode chat v)\n\nwhen I receive [join game v]\nvalue=Cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue=Cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\nwhen I receive [decode chat v]\nDecode chat (value)\n\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 start as a clone\nswitch costume to (pick random (1) to (6))\n\nwhen I receive [you win v]\nstop [other scripts in sprite v]\n\n@PLATFORM\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nCLONE AT X [10] Y [0]\nCLONE AT X [1100] Y [0]\nCLONE AT X [1400] Y [0]\nCLONE AT X [2000] Y [0]\nCLONE AT X [2600] Y [0]\nCLONE AT X [2649] Y [500]\nCLONE AT X [1800] Y [900]\nCLONE AT X [1100] Y [1500]\nCLONE AT X [300] Y [1800]\nCLONE AT X [300] Y [1800]\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\ncreate clone of (_myself_ v)\nset [x v] to (x)\nset [y v] to (y)\nnext costume\n\nwhen I receive [tick v]\nif <(costume [number v]) = [11]> then\n if <(Collected) = [41]> then\n if <(Collected_Gems) = [3]> then\n set [x v] to [-99999]\n hide\n end\n end\nend\n\nwhen I receive [you win v]\nstop [other scripts in sprite v]\n\n@DANGERs\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nCLONE AT X [10] Y [0]\nCLONE AT X [1100] Y [0]\nCLONE AT X [1400] Y [0]\nCLONE AT X [2000] Y [0]\nCLONE AT X [2600] Y [0]\nCLONE AT X [2649] Y [500]\nCLONE AT X [1800] Y [900]\nCLONE AT X [1100] Y [1500]\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\ncreate clone of (_myself_ v)\nset [x v] to (x)\nset [y v] to (y)\nnext costume\n\nwhen I receive [setup v]\ngo to [back v] layer\n\nwhen I receive [you win v]\nstop [other scripts in sprite v]\n\n@connecting\n\nwhen flag clicked\ngo to x: (140) y: (110)\nhide\n\nwhen I receive [begin v]\nwait (3) seconds\nhide\n\nwhen I receive [joining v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [joined v]\nswitch costume to (joined v)\nshow\n\nwhen I receive [full v]\nswitch costume to (full v)\nshow\n\nwhen I receive [you win v]\nstop [other scripts in sprite v]\n\n@player helmet\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n go to (player v)\nend\n\nwhen I receive [begin v]\nshow\nforever\n point in direction ([direction v] of [player v])\n if <(Player_Rotation) = [dead]> then\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nwhen I receive [you win v]\nstop [other scripts in sprite v]\n\n@loading\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (119) y: (-70)\nhide\n\nwhen I receive [joining v]\nshow\nforever\n next costume\n wait (0.09) seconds\nend\n\nwhen I receive [begin v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [you win v]\nstop [other scripts in sprite v]\n\n@check points\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(costume [number v]) = [1]> then\n if <touching (player v)?> then\n start sound [Ding - Sound Effect \[HD\] v]\n switch costume to (activated v)\n set [spawn_x v] to ((x) - (10))\n set [spawn_y v] to (y)\n set [checkpoint v] to (#)\n end\nend\nif <not <(CheckPoint) = (#)>> then\n switch costume to (de-activated v)\nend\n\nwhen I receive [setup v]\nset [checkpoint v] to [0]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n set [# v] to [0]\n switch costume to (de-activated v)\n CLONE AT X [1000] Y [200]\n CLONE AT X [2649] Y [120]\n CLONE AT X [2062] Y [810]\n CLONE AT X [1085] Y [1630]\nend\nset [x v] to [-999999]\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [# v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [spawn_x v] to [0]\nset [spawn_y v] to [0]\n\nwhen I receive [setup v]\ngo to [back v] layer\n\nwhen I receive [you win v]\nstop [other scripts in sprite v]\n\n@collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n if <(costume [number v]) = [1]> then\n start sound [Coin v]\n change [collected v] by (1)\n delete this clone\n else\n if <(costume [number v]) = [2]> then\n start sound [Collect v]\n change [collected_gems v] by (1)\n delete this clone\n else\n if <(won) = [0]> then\n broadcast (you win v)\n end\n end\n end\nend\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\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 [begin v]\nset [gems v] to [3]\nset [coins v] to [41]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (coin v)\n CLONE AT X [370] Y [50]\n CLONE AT X [750] Y [50]\n CLONE AT X [1050] Y [300]\n CLONE AT X [1200] Y [100]\n CLONE AT X [1400] Y [200]\n CLONE AT X [1600] Y [250]\n CLONE AT X [1800] Y [250]\n CLONE AT X [2000] Y [250]\n CLONE AT X [2200] Y [250]\n CLONE AT X [2450] Y [175]\n CLONE AT X [2650] Y [300]\n CLONE AT X [2550] Y [450]\n CLONE AT X [2649] Y [700]\n CLONE AT X [2500] Y [800]\n CLONE AT X [2150] Y [800]\n CLONE AT X [1900] Y [900]\n CLONE AT X [1700] Y [1000]\n CLONE AT X [1500] Y [1300]\n CLONE AT X [1400] Y [1400]\n CLONE AT X [1200] Y [1700]\n CLONE AT X [900] Y [1600]\n CLONE AT X [40] Y [650]\n CLONE AT X [30] Y [650]\n CLONE AT X [20] Y [650]\n CLONE AT X [10] Y [650]\n CLONE AT X [0] Y [650]\n CLONE AT X [40] Y [680]\n CLONE AT X [30] Y [680]\n CLONE AT X [20] Y [680]\n CLONE AT X [10] Y [680]\n CLONE AT X [0] Y [680]\n CLONE AT X [40] Y [710]\n CLONE AT X [30] Y [710]\n CLONE AT X [20] Y [710]\n CLONE AT X [10] Y [710]\n CLONE AT X [0] Y [710]\n CLONE AT X [40] Y [740]\n CLONE AT X [30] Y [740]\n CLONE AT X [20] Y [740]\n CLONE AT X [10] Y [740]\n CLONE AT X [0] Y [740]\n switch costume to (gem v)\n CLONE AT X [0] Y [300]\n CLONE AT X [1148] Y [0]\n CLONE AT X [250] Y [2040]\n switch costume to (diamond v)\n CLONE AT X [270] Y [1851]\nend\nset [x v] to [-999999]\n\nwhen flag clicked\nset [collected v] to [0]\ndelete this clone\n\nwhen I receive [setup v]\ngo to [back v] layer\n\nwhen I receive [you win v]\nstop [other scripts in sprite v]\n\n@coin amount\n\nwhen flag clicked\ngo to x: (160) y: (150)\nset size to (70) %\nhide\nswitch costume to (coin v)\n\nwhen I start as a clone\nset size to (70) %\ngo to x: (190) y: (150)\nforever\n switch costume to ((Collected) + (2))\nend\n\nwhen I receive [begin v]\nshow\ncreate clone of (_myself_ v)\n\nwhen I receive [you win v]\nstop [other scripts in sprite v]\n\n@You win\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen I receive [you win v]\nswitch costume to (sizer v)\nset size to (1000) %\nswitch costume to (win v)\nshow\nrepeat until <(size) < [101]>\n change size by (((100) - (size)) / (7))\n set x to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\n set y to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\nend\ngo to x: (0) y: (0)\nset size to (100) %\n\nwhen I receive [you win v]\nstop all sounds\n\nbroadcast (you win v)\n\nwhen flag clicked\nset [won v] to [0]\n\n@decor back\n\nwhen I receive [play game v]\nshow\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nforever\n go to x: ((((costume [number v]) - (1)) * (480)) + ((SCROLL X) / (-5))) y: (0)\nend\n\ndefine heyo\nset [ghost v] effect to (100)\nrepeat (10)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\nheyo\nforever\n go to [back v] layer\nend\n\nwhen I start as a clone\nclear graphic effects\nshow\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\nforever\n go to [back v] layer\nend\n\nwhen I receive [you win v]\nstop [other scripts in sprite v]\n\n@Gem amount\n\nwhen flag clicked\nset [collected_gems v] to [0]\ngo to x: (160) y: (120)\nset size to (70) %\nhide\nswitch costume to (coin v)\n\nwhen I start as a clone\nset size to (70) %\ngo to x: (190) y: (120)\nforever\n switch costume to ((Collected_Gems) + (2))\nend\n\nwhen I receive [begin v]\nshow\ncreate clone of (_myself_ v)\n\nwhen I receive [you win v]\nstop [other scripts in sprite v]\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@BLANK\n\n
~~~~~~~~~~~~~~~~~~Mines~~~~~~~~~~~~~~~~~~\nHere is Mines A Scrolling multiplayer platformer\n\nINSTRUCTIONS:\n\nPC:\nArrow keys to move \nT to chat \nN to toggle names\n\nMobile:\nTap to Move\nClick on the player to chat \nClick on the right top corner to toggle names
Black and White- a platformer
@Stage\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [back v] layer\nset [distance v] to [0]\nset [ghost v] effect to (100)\nshow\nswitch costume to (projectile v)\ngo to (boss v)\nset x to (pick random (-225) to (225))\npoint towards (player v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat until <<<touching (level v)?> or <touching (player v)?>> or <(distance) > [100]>>\n point towards (player v)\n move (3) steps\n change [distance v] by (1)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [menu v]\nshow\nclear graphic effects\nswitch costume to (1 v)\nset [level v] to [1]\ngo to x: (0) y: (0)\npoint in direction (90)\nforever\n switch costume to (LEVEL)\n go to [back v] layer\nend\n\nwhen flag clicked\ngo to [back v] layer\nforever\n if <(LEVEL) = [20]> then\n stop all sounds\n play sound [Dance Celebrate v] until done\n end\nend\n\nwhen I receive [menu v]\nforever\n play sound [Piano music v] until done\nend\n\n@Bounce\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (0) y: (0)\nhide\nforever\n wait until <(LEVEL) = [5]>\n clone at x: [29] y: [-142]\n wait until <(LEVEL) = [6]>\n clone at x: [-40] y: [-145]\n wait until <(LEVEL) = [8]>\n clone at x: [0] y: [-144]\n wait until <(LEVEL) = [9]>\n clone at x: [64] y: [-137]\n wait until <(LEVEL) = [12]>\n clone at x: [-128] y: [-137]\n clone at x: [-16] y: [-137]\n clone at x: [98] y: [-137]\n wait until <(LEVEL) = [13]>\n clone at x: [-116] y: [-139]\n wait until <(LEVEL) = [14]>\n clone at x: [-123] y: [-139]\nend\n\ndefine clone at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset size to (90) %\nswitch costume to (2 v)\nshow\nforever\n if <touching (player v)?> then\n repeat (8)\n next costume\n end\n end\nend\n\nwhen I receive [refresh boucepads v]\ndelete this clone\n\nwhen flag clicked\nforever\n set [mouse v] to (join (mouse x) (join [,] (mouse y)))\nend\n\nbroadcast (refresh boucepads v)\n\n@Level\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [menu v]\nshow\nforever\n switch costume to (LEVEL)\nend\n\n@Player\n\nwhen flag clicked\ngo to x: (-200) y: (-100)\nset rotation style [left-right v]\npoint in direction (90)\nset [y vel. v] to [0]\nset [x vel. v] to [0]\nset [level v] to [1]\nset size to (150) %\nhide\n\ndefine Platform Physics jump height: (y) move speed: (speed) fricton: (friction)\nswitch costume to (hitbox v)\nif <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> or <key (d v) pressed?>> then\n change [x vel. v] by (speed)\n point in direction (90)\nend\nif <<<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> or <key (a v) pressed?>> then\n change [x vel. v] by ((speed) * (-1))\n point in direction (-90)\nend\nset [x vel. v] to ((x vel.) * (friction))\nchange x by (x vel.)\nif <touching (level v)?> then\n set [slope v] to [0]\n repeat until <<not <touching (level v)?>> or <(slope) = [8]>>\n change [slope v] by (1)\n change y by (1)\n end\n if <touching (level v)?> then\n change y by ((slope) * (-1))\n repeat ([ceiling v] of ([abs v] of (x vel.) ) )\n if <touching (level v)?> then\n change x by ((([abs v] of (x vel.) ) / (x vel.)) * (-1))\n end\n end\n set [x vel. v] to [0]\n end\nend\nif <touching (bounce v)?> then\n broadcast (bounce v)\n set [y vel. v] to ((y) * (1.5))\nend\nchange y by (y vel.)\nif <touching (level v)?> then\n repeat ([ceiling v] of ([abs v] of (y vel.) ) )\n if <touching (level v)?> then\n change y by ((([abs v] of (y vel.) ) / (y vel.)) * (-1))\n end\n end\n if <<(([abs v] of (y vel.) ) / (y vel.)) = [-1]> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [y vel. v] to (y)\n else\n set [y vel. v] to [0]\n end\nelse\n change [y vel. v] by (-1)\nend\nswitch costume to (idle v)\nif <<<<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <mouse down?>> or <key (a v) pressed?>> or <key (d v) pressed?>> then\n switch costume to (walk)\nend\nif <(y vel.) > [0]> then\n switch costume to (jump v)\nend\nif <[-1] > (y vel.)> then\n switch costume to (fall v)\nend\n\nwhen flag clicked\nset [walk v] to [5]\nforever\n change [walk v] by (1)\n if <(walk) > [8]> then\n set [walk v] to [5]\n end\n wait (0.06) seconds\nend\n\ndefine tick\nif <touching (edge v)?> then\n broadcast (refresh boucepads v)\n change [level v] by (1)\n go to x: (-230) y: (-100)\nend\nif <<(y position) < [-170]> or <touching (spikes v)?>> then\n create clone of (_myself_ v)\n go to x: (-220) y: (-100)\n reset timer\n set [x vel. v] to [0]\n set [y vel. v] to [0]\nend\n\nwhen I start as a clone\nset [ghost v] effect to (50)\nrepeat (10)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [menu v]\nshow\nforever\n Platform Physics jump height: [11] move speed: [1.75] fricton: [0.75]\n tick\nend\n\nwhen flag clicked\ngo to [back v] layer\nforever\n if <[] > [230]> then\nend\n\nwhen I receive [menu v]\nforever\n go to [back v] layer\nend\n\n@Intro\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen flag clicked\nset [sine v] to [0]\nhide\nbroadcast (intro v)\nforever\n change [sine v] by (1)\nend\n\nwhen I receive [shrink v]\nif <(costume [number v]) = [1]> then\n start sound [grow v]\nend\nrepeat until <(size vel) < [0]>\n turn left ((size vel) * (0.3)) degrees\n change size by (size vel)\nend\nset [sine v] to [0]\nset [swoosh? v] to [y]\nif <(costume [number v]) = [1]> then\n start sound [swoosh v]\n repeat until <(x position) > [0]>\n set x to (([tan v] of ((sine) * (8)) ) * (-20))\n turn right (([tan v] of ((sine) * (8)) ) * (20)) degrees\n end\n repeat until <(x position) < [0]>\n set x to (([tan v] of ((sine) * (8)) ) * (-20))\n turn right (((90) - (direction)) / (3)) degrees\n end\nelse\n repeat until <(x position) < [0]>\n set x to (([tan v] of ((sine) * (8)) ) * (20))\n turn right (([tan v] of ((sine) * (8)) ) * (20)) degrees\n end\n repeat until <(x position) > [0]>\n set x to (([tan v] of ((sine) * (8)) ) * (20))\n turn right (((90) - (direction)) / (3)) degrees\n end\nend\nbroadcast (showtext v)\nwait (3) seconds\nstart sound [wop v]\nset [swoosh? v] to [n]\nrepeat until <(size) < [10]>\n turn left ((size vel) * (0.3)) degrees\n change size by (size vel)\nend\nhide\nbroadcast (menu v)\n\nwhen I receive [intro v]\nstart sound [dweep v]\nset size to (0) %\nswitch costume to (1 v)\ngo to x: (0) y: (0)\npoint in direction (90)\nshow\nset [id v] to [start]\ngo to [front v] layer\ncreate clone of (_myself_ v)\ngo to [front v] layer\nrepeat (30)\n set [y bounce v] to (((y bounce) * (0.7)) + (((50) - (size)) / (3)))\n change size by (y bounce)\nend\nset size to (50) %\nset [sine v] to [0]\nstart sound [swoosh v]\nrepeat until <(y position) < [0]>\n set y to (([tan v] of ((sine) * (8)) ) * (20))\n set size to ([abs v] of (((180) - ([abs v] of (y position) )) / (3.5)) ) %\nend\nrepeat until <(y position) > [0]>\n set y to (([tan v] of ((sine) * (8)) ) * (20))\n set size to ([abs v] of (((180) - ([abs v] of (y position) )) / (3.5)) ) %\nend\nset y to (0)\nset [size vel v] to [20]\nbroadcast (shrink v)\nrepeat until <(size vel) < [0]>\n change [size vel v] by (-2)\nend\nset [swoosh? v] to [y]\nwait until <(swoosh?) = [n]>\nbroadcast (hide v)\nforever\n change [size vel v] by (-2)\nend\n\nwhen I start as a clone\nshow\nset size to (0) %\nswitch costume to (2 v)\ngo to x: (0) y: (0)\npoint in direction (90)\nrepeat (30)\n set [y bounce v] to (((y bounce) * (0.7)) + (((50) - (size)) / (3)))\n change size by (y bounce)\nend\nrepeat until <(y position) > [0]>\n set y to (([tan v] of ((sine) * (8)) ) * (-20))\n set size to ([abs v] of (((180) - ([abs v] of (y position) )) / (3.5)) ) %\nend\nrepeat until <(y position) < [0]>\n set y to (([tan v] of ((sine) * (8)) ) * (-20))\n set size to ([abs v] of (((180) - ([abs v] of (y position) )) / (3.5)) ) %\nend\nset y to (0)\n\n@Text\n\nwhen flag clicked\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [showtext v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nshow\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Intro2\n\nwhen flag clicked\nshow\ngo to [back v] layer\ngo to x: (228) y: (-1)\nrepeat until <(Start game) = [1]>\n change x by (-6)\nend\n\nwhen I receive [hide v]\nhide\n\n@Edge\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [boss defeated!#!!!! v]\nwait (1) seconds\nstart sound [pop v]\nshow\n\nwhen I receive [boss v]\nhide\n\nwhen I receive [menu v]\nshow\nforever\n go to [front v] layer\n point in direction (90)\n go to x: (200) y: (-131)\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [19]> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\n if <(LEVEL) = [20]> then\n hide\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n show\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n
My latest game is out!\nYou are trapped in a world of black and white. Find the color crystal to bring back color.
☁Rainy Day☁ || A Multiplayer Platformer! V3 #games #All
@Stage\n\n@blank\n\nwhen flag clicked\nrest for (0.25) beats\n\n@Joining scripts\n\nwhen flag clicked\nhide\n\nwhen I receive [join game v]\nshow\nswitch costume to (joining v)\n\nwhen I receive [full v]\nswitch costume to (full v)\n\nwhen I receive [joined v]\nswitch costume to (joined v)\nwait (1) seconds\nhide\n\n@Bad!!!\n\nwhen I receive [next level v]\nchange [my level # v] by (1)\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Player\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (setup - other players v) and wait\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > []> then\n broadcast (joined v)\nelse\n broadcast (Full v)\nend\nbroadcast (begin v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\ngo to x: (-217) y: (-20)\nset [my level # v] to [1]\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <(MY PLAYER #) > [0]> then\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (ground v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <(x position) > [222]> then\n go to x: (-217) y: (-20)\n broadcast (NEXT LEVEL v)\n end\n if <touching color (#7bbae3)?> then\n set [y v] to [22]\n end\n if <<<touching color (#52ff00)?> or <touching color (#832a2a)?>> or <touching color (#ab2b2b)?>> then\n go to x: (-217) y: (-20)\n end\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 end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (my level #) to encoded\nwrite (chat) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x position) to encoded\nwrite (y position) to encoded\nset cloud # (MY PLAYER #) to (encoded)\nsay (chat)\n\nwhen I receive [begin v]\nset [chat v] to (username)\n\nwhen I receive [skip v]\ngo to x: (-217) y: (-20)\n\n@Other Players\n\nwhen flag clicked\nshow\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 start as a clone\ngo to (random position v)\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\nwhen I receive [begin v]\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n tick\n end\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n 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 [setup - other players v]\nsetup players\n\ndefine tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nif <(value) = (my level #)> then\n if <[100] > (offline)> then\n show\n else\n hide\n end\nelse\n hide\nend\nvalue = read from encoded\nsay (value)\nvalue = read from encoded\nvalue = read from encoded\nset x to (value)\nvalue = read from encoded\nset y to (value)\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\n@ground\n\nwhen I receive [next level v]\nchange [my level # v] by (1)\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\ngo to [front v] layer\nshow\n\n@Rain\n\nwhen flag clicked\nshow\nforever\n repeat (10)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n end\n go to [front v] layer\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\ngo to x: (pick random (-240) to (240)) y: (184)\nglide (pick random (0.005) to (2)) secs to x: (x position) y: (-184)\ndelete this clone\n\n@Sprite4\n\nwhen flag clicked\n\nwhen this sprite clicked\nbroadcast (skip v) and wait\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [next level v]\nswitch backdrop to (next backdrop v)\n\nwhen backdrop switches to [backdrop13 v]\nhide\n\nwhen I receive [joined v]\nshow\n\nwhen flag clicked\nhide\n\n@skip\n\nwhen this sprite clicked\nbroadcast (NEXT LEVEL v)\nbroadcast (skip v)\n\nwhen backdrop switches to [backdrop13 v]\nhide\n\nwhen I receive [joined v]\nshow\n\nwhen flag clicked\nhide\n\n@thumb\n\nwhen flag clicked\nhide\n\n@Chat\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [begin v]\nshow\nforever\n if <key (c v) pressed?> then\n switch costume to (costume2 v)\n wait (1) seconds\n repeat until <key (c v) pressed?>\n if <key (1 v) pressed?> then\n set [chat v] to [Hello]\n wait (5) seconds\n set [chat v] to (username)\n end\n if <key (2 v) pressed?> then\n set [chat v] to [Bye]\n wait (5) seconds\n set [chat v] to (username)\n end\n if <key (3 v) pressed?> then\n set [chat v] to [Help]\n wait (5) seconds\n set [chat v] to (username)\n end\n if <key (4 v) pressed?> then\n set [chat v] to [Keep Going]\n wait (5) seconds\n set [chat v] to (username)\n end\n if <key (5 v) pressed?> then\n set [chat v] to [Going To Skip :\(]\n wait (5) seconds\n set [chat v] to (username)\n end\n if <key (6 v) pressed?> then\n set [chat v] to [awesome!]\n wait (5) seconds\n set [chat v] to (username)\n end\n if <key (7 v) pressed?> then\n set [chat v] to [Ya]\n wait (5) seconds\n set [chat v] to (username)\n end\n if <key (8 v) pressed?> then\n set [chat v] to [Want To Play Again?]\n wait (5) seconds\n set [chat v] to (username)\n end\n if <key (9 v) pressed?> then\n set [chat v] to [Watch Me]\n wait (5) seconds\n set [chat v] to (username)\n end\n end\n switch costume to (costume1 v)\n wait (1) seconds\n end\nend\n\n
------------------------------SERVER 2-----------------------------\nhttps://scratch.mit.edu/projects/424128176\n--------------------------INSTRUCTIONS-------------------------\nArrow keys\nOr Mobile! \n---------------------------NOTES------------------------------------\nWARNING THIS IS HARD!!! (But All Levels Are Possible) ᕕ( ᐛ )ᕗ\n\nThis is my first multiplayer platformer!!! so be nice...\n\nIf you like it make sure to Leave a ❤️, ⭐, and a follow! :)\n\nv2 Added a chat!\nv3 added 3 new levels!\n\n Check out my youtube channel!!! (It's about coding on scratch! Make sure to subscribe!)\n\nhttps://www.youtube.com/channel/UC3FJx1sdBUjLCU1YY9gi0CQ\n\n------------------------------CREDITS-------------------------------\nThanks To @Hockeycat88 for the Awesome thumb!!!\nThanks to @101AppleBerry for the rain sprite\nThanks To @Plant2 For the skip And reset Button \nThanks to @stratfordjames for something on the thumb!\nThanks to @griffpatch for the tutorial!\nThanks to @bookdog17 For everything else!!!\n\n-------------------------------TAGS-----------------------------------\n#games #all #music #platformer #black #orange #Multiplayer #people #rain #rainy #day #grey #clouds #art #first #trending #stories #have #fun #awesome #stories #Animations #tag #somthing #ngp #stgp #sfff\n#book #dog #17 \n\n#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games\n\n #all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n#all\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nhiya!
cloud city, a platformer !
@Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\nshow variable [mouse v]\n\nwhen I receive [play game v]\nforever\n if <<(current [hour v]) < [19]> and <(current [hour v]) > [7]>> then\n switch backdrop to (jour v)\n else\n switch backdrop to (nuit v)\n end\nend\n\nwhen flag clicked\nset volume to (100) %\nforever\n if <(LEVEL:) = [5]> then\n stop all sounds\n clear sound effects\n set language to (en v)::tts\n set voice to (tenor v)::tts\n wait (.2) seconds\n speak [Final, level]::tts\n wait (0.1) seconds\n forever\n play sound [07 v] until done\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nrepeat until <(LEVEL:) = [5]>\n play sound [1-01 Chamber of the Goddess \[A Link to the Past\] v] until done\nend\n\nforever\nend\n\n@Blank\n\nset [a v] to [0]\n\n@player\n\nwhen I start as a clone\nshow\nswitch costume to (costume1 v)\nset [ghost v] effect to (12)\nset size to (50) %\nrepeat (20)\n change size by (-0.7)\n change [ghost v] effect by (4)\n go to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nend\ndelete this clone\n\ndefine Game - Win\nrepeat (50)\n point towards (portal v)\n turn right (65) degrees\n move ((distance to [portal v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level: v] by (1)\nwait (1) seconds\n\nwhen flag clicked\nbroadcast (Green flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level: v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\nbroadcast (Tick v) and wait\n\ndefine game on\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\npoint in direction (90)\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nclear graphic effects\nif <key (left arrow v) pressed?> then\n if <(sprint) = [yes]> then\n change [sx v] by (-5)\n switch costume to (gauche v)\n else\n change [sx v] by (-3)\n switch costume to (gauche v)\n end\nelse\n switch costume to (normal v)\nend\nif <key (right arrow v) pressed?> then\n if <(sprint) = [yes]> then\n change [sx v] by (5)\n switch costume to (droite v)\n else\n change [sx v] by (3)\n switch costume to (droite v)\n end\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x By (round (sx))\nend\nif <key (up arrow v) pressed?> then\n if <(in air) < [4]> then\n if <(jump boost) = [yes]> then\n switch costume to (haut normal v)\n set [sy v] to [20]\n else\n switch costume to (haut normal v)\n set [sy v] to [16]\n end\n end\n if <key (right arrow v) pressed?> then\n switch costume to (droite haut v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (gauche haut v)\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 (-5)\n if <key (up arrow v) pressed?> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n position\n end\nend\n\nwhen I receive [play game v]\nclear graphic effects\nforever\n create clone of (_myself_ v)\nend\n\ndefine Game - Die\nset [exit v] to []\nrepeat (5)\n set [brightness v] effect to (50)\n wait (0.1) seconds\n set [brightness v] effect to (-50)\n wait (0.1) seconds\nend\nset [brightness v] effect to (50)\nwait (0.5) seconds\n\ndefine Test Die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\nwhen I receive [thumbnail v]\nhide\n\nwhen flag clicked\nset [sprint v] to [no]\nset [jump boost v] to [no]\n\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]\ngo to [front v] layer\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL:) = [1]> then\n switch costume to (level 1 1 v)\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\nelse\n if <(LEVEL:) = [2]> then\n switch costume to (level 2 1 v)\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [200]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n else\n if <(LEVEL:) = [3]> then\n switch costume to (level 3 1 v)\n Clone at X: [360] Y: [0]\n Clone at X: [0] Y: [250]\n Clone at X: [1000] Y: [0]\n else\n if <(LEVEL:) = [4]> then\n switch costume to (level 4 1 v)\n Clone at X: [500] Y: [-80]\n Clone at X: [500] Y: [20]\n Clone at X: [500] Y: [20]\n Clone at X: [500] Y: [20]\n else\n if <(LEVEL:) = [5]> then\n switch costume to (level 5 1 v)\n Clone at X: [360] Y: [0]\n Clone at X: [0] Y: [90]\n Clone at X: [0] Y: [180]\n Clone at X: [0] Y: [200]\n Clone at X: [800] Y: [60]\n else\n if <(LEVEL:) = [6]> then\n switch costume to (level 6 1 v)\n else\n if <(LEVEL:) = [7]> then\n switch costume to (level 6 2 v)\n Clone at X: [200] Y: [0]\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\nClone at X: [360] Y: [0]\nClone at X: [0] Y: [250]\nClone at X: [1000] Y: [0]\n\n@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\ngo [forward v] (1) layers\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL:) = [1]> then\n switch costume to (level 1 1 v)\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\nelse\n if <(LEVEL:) = [2]> then\n switch costume to (level 2 1 v)\n Clone at X: [730] Y: [0]\n Clone at X: [400] Y: [0]\n Clone at X: [360] Y: [200]\n Clone at X: [360] Y: [0]\n Clone at X: [250] Y: [100]\n else\n if <(LEVEL:) = [3]> then\n switch costume to (level 3 1 v)\n Clone at X: [360] Y: [0]\n Clone at X: [0] Y: [250]\n Clone at X: [-100] Y: [250]\n Clone at X: [-100] Y: [300]\n Clone at X: [-100] Y: [450]\n else\n if <(LEVEL:) = [4]> then\n switch costume to (level 4 1 v)\n Clone at X: [500] Y: [-80]\n Clone at X: [300] Y: [20]\n Clone at X: [700] Y: [20]\n Clone at X: [700] Y: [20]\n else\n if <(LEVEL:) = [5]> then\n switch costume to (level 5 1 v)\n Clone at X: [360] Y: [0]\n Clone at X: [0] Y: [90]\n Clone at X: [0] Y: [180]\n Clone at X: [0] Y: [200]\n Clone at X: [640] Y: [130]\n else\n switch costume to (level 6 1 v)\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at X: (x) Y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [x v] by (y)\nnext costume\n\n@coins\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n change [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 (coin v)\n Clone at X: [50] Y: [0]\n Clone at X: [1319] Y: [224]\n Clone at X: [1354] Y: [224]\n Clone at X: [1387] Y: [224]\nelse\n if <(LEVEL:) = [2]> then\n switch costume to (coin v)\n Clone at X: [47] Y: [-55]\n Clone at X: [350] Y: [-30]\n Clone at X: [370] Y: [-30]\n Clone at X: [390] Y: [-30]\n Clone at X: [1853] Y: [319]\n else\n if <(LEVEL:) = [3]> then\n switch costume to (coin v)\n Clone at X: [-64] Y: [28]\n Clone at X: [166] Y: [65]\n Clone at X: [285] Y: [386]\n Clone at X: [1092] Y: [346]\n Clone at X: [1560] Y: [373]\n Clone at X: [1328] Y: [572]\n else\n if <(LEVEL:) = [4]> then\n switch costume to (coin v)\n Clone at X: [78] Y: [-86]\n Clone at X: [273] Y: [-47]\n Clone at X: [807] Y: [86]\n Clone at X: [949] Y: [54]\n Clone at X: [1922] Y: [72]\n else\n if <(LEVEL:) = [5]> then\n switch costume to (coin v)\n Clone at X: [187] Y: [-41]\n Clone at X: [275] Y: [-32]\n Clone at X: [282] Y: [227]\n Clone at X: [-83] Y: [113]\n Clone at X: [275] Y: [518]\n Clone at X: [279] Y: [600]\n Clone at X: [832] Y: [777]\n Clone at X: [1198] Y: [692]\n Clone at X: [1356] Y: [592]\n else\n if <(LEVEL:) = [6]> then\n switch costume to (coin v)\n Clone at X: [-65] Y: [-29]\n end\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 go to [front v] layer\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at X: (x) Y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\n@portal\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [name v]) = [Open]> and <touching (player v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nset [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: [1880] Y: [121]\nelse\n if <(LEVEL:) = [2]> then\n switch costume to (closed v)\n Clone at X: [2270] Y: [414]\n else\n if <(LEVEL:) = [3]> then\n switch costume to (closed v)\n Clone at X: [878] Y: [548]\n else\n if <(LEVEL:) = [4]> then\n switch costume to (closed v)\n Clone at X: [2300] Y: [51]\n else\n if <(LEVEL:) = [5]> then\n switch costume to (closed v)\n Clone at X: [1469] Y: [650]\n else\n if <(LEVEL:) = [6]> then\n switch costume to (closed v)\n Clone at X: [10] Y: [168]\n else\n set [x v] to [-99999]\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]\nswitch costume to (open v)\n\n@jump boost\n\nwhen I receive [play game v]\nhide\nswitch costume to (costume1 v)\ngo to (sprite3 v)\ngo to [front v] layer\nforever\n go to (sprite3 v)\nend\n\nwhen I receive [play game v]\nforever\n if <touching (_edge_ v)?> then\n hide\n else\n show\n end\nend\n\nwhen I receive [play game v]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(LEVEL:) > [3]> then\n set [jump boost v] to [yes]\n switch costume to (costume3 v)\n else\n switch costume to (costume2 v)\n end\n end\nend\n\nwhen I receive [play game v]\nforever\n go [forward v] (2) layers\nend\n\n@Thumbnail\n\nwhen flag clicked\nbroadcast (Thumbnail v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\nset size to (100) %\n\n@ghost city\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\nchange [ghost v] effect by (-10)\nset size to (100) %\n\nwhen I receive [thumbnail v]\ngo to [back v] layer\n\nwhen I receive [play game v]\nshow\n\n@background\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL:) = [1]> then\n switch costume to (level 1 1 v)\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\nelse\n if <(LEVEL:) = [2]> then\n switch costume to (level 2 1 v)\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [200]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n else\n if <(LEVEL:) = [3]> then\n switch costume to (level 3 1 v)\n Clone at X: [360] Y: [0]\n Clone at X: [0] Y: [250]\n Clone at X: [-100] Y: [250]\n Clone at X: [-100] Y: [300]\n Clone at X: [50] Y: [410]\n else\n if <(LEVEL:) = [4]> then\n switch costume to (level 4 1 v)\n Clone at X: [500] Y: [-80]\n Clone at X: [0] Y: [250]\n Clone at X: [1000] Y: [0]\n else\n if <(LEVEL:) = [5]> then\n switch costume to (level 5 1 v)\n Clone at X: [360] Y: [0]\n Clone at X: [0] Y: [90]\n Clone at X: [0] Y: [180]\n Clone at X: [0] Y: [200]\n Clone at X: [800] Y: [60]\n else\n if <(LEVEL:) = [6]> then\n switch costume to (level 6 1 v)\n else\n if <(LEVEL:) = [7]> then\n switch costume to (level 6 2 v)\n Clone at X: [200] Y: [0]\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\n@shop\n\nwhen I receive [play game v]\nforever\n go to [front v] layer\nend\n\n@sprint\n\nwhen I receive [play game v]\nforever\n go [forward v] (2) layers\nend\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\ngo to (sprite3 v)\ngo to [front v] layer\nforever\n go to (sprite3 v)\nend\n\nwhen flag clicked\nforever\n if <touching (_edge_ v)?> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(LEVEL:) > [2]> then\n switch costume to (costume3 v)\n set [sprint v] to [yes]\n else\n switch costume to (costume2 v)\n end\n end\nend\n\n@Sprite3\n\nwhen I receive [play game v]\nhide\nset [shop v] to [no]\ngo to x: (0) y: (-300)\nset size to (100) %\nforever\n down\n up\nend\n\ndefine down\nif <key (s v) pressed?> then\n if <(shop) = [yes]> then\n show\n set [shop v] to [no]\n glide (0.6) secs to x: (0) y: (-300)\n hide\n else\n hide\n end\nend\n\ndefine up\nif <key (s v) pressed?> then\n if <(shop) = [no]> then\n show\n set [shop v] to [yes]\n glide (0.6) secs to x: (0) y: (0)\n else\n hide\n end\nend\n\nwhen I receive [play game v]\nforever\n if <key (s v) pressed?> then\nend\n\n@mountains\n\nwhen I receive [green flag v]\nswitch costume to (costume3 v)\n\n
Arrow keys to move.\nPress S to open shop.\n5 levels.\ncollect all coins to open portal. \n love and fav!\nThis is my best platformer so far!\n\nTAGS\n#Alolex1#platformer#bestplatformer#cloudcity#bestgames#nongeneric
thunderSTORM ( a new platformer)
@Stage\n\nwhen flag clicked\n\n@block\n\nwhen I receive [play v]\n\nwhen [r v] key pressed\ngo to x: (-190) y: (20)\n\nwhen flag clicked\nset [x v] to [0]\ngo to x: (-170) y: (0)\nset [y v] to [0]\nforever\n if <touching color (#ff0000)?> then\n set [x v] to [0]\n go to x: (-170) y: (0)\n set [y v] to [0]\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n 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 x by ((x) * (-1))\n change y by (-5)\n end\n if <key (up arrow v) pressed?> then\n if <(x) > [ 0 ]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n end\n change y by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#008fff)?> then\n switch backdrop to (next backdrop v)\n go to x: (-170) y: (0)\n end\n if <touching color (#00ffff)?> then\n set [y v] to [22]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [parkour time \( ball \) v]\ngo to x: (-170) y: <<[0] > > and >\nshow\n\nwhen flag clicked\nswitch backdrop to (backdrop25 v)\n\nwhen backdrop switches to [last screennnn v]\nbroadcast (last screen v)\nshow variable [deaths: v]\nshow variable [world high score v]\n\nwhen flag clicked\nhide variable [deaths: v]\n\nwhen flag clicked\nset [world high score v] to [0]\nhide variable [world high score v]\nhide variable [deaths: v]\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n change [deaths: v] by (1)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (new first screen v)\n\nwhen I receive [parkour time \( ball \) v]\nforever\n play sound [Undertale Megalovania v] until done\n wait (0.0000000000000000000000000000001) seconds\nend\n\nwhen backdrop switches to [backdrop23 v]\nstop all sounds\nforever\n play sound [Techno v] until done\nend\n\nwhen flag clicked\nstop all sounds\n\ngo to (random position v)\n\n@checkpoint\n\nhide variable [deaths v]\n\nwhen flag clicked\nhide\n\nwhen I receive [parkour time \( ball \) v]\nshow\n\n@start button\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n wait until <not <touching (mouse-pointer v)?>>\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nhide\nwait (0) seconds\nbroadcast (LOADING SCREEN v)\nswitch backdrop to (loading v)\n\n\nwhen flag clicked\nshow\n\nwhen backdrop switches to [backdrop25 v]\n\n@load sprite\n\nwhen flag clicked\nforever\n wait (0.0002) seconds\n next costume\nend\n\nwhen I receive [loading screen v]\nshow\nwait (5) seconds\nbroadcast (Parkour time \( ball \) v)\nhide\nswitch backdrop to (obby 1 v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch backdrop to (first screen v)\n\n
.Use arrow keys to move your avatar!\n.Press R if you are stuck\n.Like and favourite teehee\n.Comment whether you made it or not or where you got up to!\n.You can use my coding to make your own platformer!!\n. And last of all try to complete it and have some fun!!! :))
parents- a platformer #games
@Stage\n\nwhen flag clicked\nswitch backdrop to (costume2 v)\nwait until <key (space v) pressed?>\nswitch backdrop to (backdrop1 v)\nbroadcast (Start v)\n\nwhen I receive [nextlevel v]\nnext backdrop\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (25) y: (44)\nset [ghost v] effect to (100)\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen [space v] key pressed\nstop [other scripts in sprite v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@Sprite2\n\ndefine Platform (jump height) (friction) (running speed)\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 velocity v] by (running speed)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x velocity v] by ((running speed) * (-1))\nend\nset [x velocity v] to ((X Velocity) * (friction))\nchange x by (X Velocity)\nif <<touching color (#008f2f)?> or <touching color (#703b00)?>> then\n set [slope v] to [0]\n repeat until <<(Slope) = [8]> or <not <<touching color (#008f2f)?> or <touching color (#703b00)?>>>>\n change [slope v] by (1)\n change y by (1)\n end\n if <<touching color (#008f2f)?> or <touching color (#703b00)?>> then\n change y by ((Slope) * (-1))\n repeat ([ceiling v] of ([abs v] of (X Velocity) ) )\n if <<touching color (#008f2f)?> or <touching color (#703b00)?>> then\n change x by (([abs v] of (X Velocity) ) / ((X Velocity) * (-1)))\n end\n end\n end\nend\nchange y by (Y Velocity)\nif <<touching color (#008f2f)?> or <touching color (#703b00)?>> then\n repeat ([ceiling v] of ([abs v] of (Y Velocity) ) )\n if <<touching color (#008f2f)?> or <touching color (#703b00)?>> then\n change y by (([abs v] of (Y Velocity) ) / ((Y Velocity) * (-1)))\n end\n end\n if <<(([abs v] of (Y Velocity) ) / (Y Velocity)) = [-1]> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to (jump height)\n else\n set [y velocity v] to [0]\n switch costume to (idle v)\n end\nelse\n change [y velocity v] by (-1)\nend\n\nwhen flag clicked\nset rotation style [left-right v]\ngo to x: (-102) y: (20)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n Platform [12] [0.7] [2]\nend\n\nwhen flag clicked\nforever\n wait until <(x position) = [244]>\n broadcast (NextLevel v)\n go to x: (-92) y: (100)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nrepeat (20)\n go to x: (-92) y: (-100)\nend\n\nwhen flag clicked\nforever\n wait until <<<touching color (#c0c0c0)?> or <touching color (#8c8c8c)?>> or <touching color (#cc0000)?>>\n wait (0.1) seconds\n go to x: (-92) y: (100)\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <(backdrop [number v]) = [17]>\nshow\nrepeat (100)\n wait (1.1) seconds\n broadcast (bad shoot! v)\nend\n\nwhen flag clicked\nrepeat (3)\n wait until <touching (sprite5 v)?>\n wait (1) seconds\nend\nhide\nstop [other scripts in sprite v]\nwait (0.5) seconds\nbroadcast (you win v)\n\n@Sprite4\n\nwhen flag clicked\nhide\ngo to (sprite3 v)\n\nwhen I receive [done v]\nhide\ngo to (sprite3 v)\n\nwhen I receive [bad shoot! v]\nshow\nglide (1) secs to (sprite2 v)\npoint towards (sprite2 v)\nbroadcast (done v)\n\n@Sprite5\n\nwhen flag clicked\nhide\ngo to (sprite2 v)\npoint towards (sprite2 v)\n\nwhen I receive [done v]\nhide\ngo to (sprite2 v)\n\nwhen [space v] key pressed\nshow\nglide (1) secs to (sprite3 v)\npoint towards (sprite3 v)\nwait (0.5) seconds\nbroadcast (done v)\n\n@Sprite6\n\nwhen flag clicked\nhide\nplay sound [Birds Day v] until done\n\nwhen I receive [you win v]\nshow\nstop all sounds\nforever\n play sound [322_full_wake-up-and-be-bold_0136_preview v] until done\nend\n\n@Sprite7\n\nwhen flag clicked\nhide\n\n
Today, i had a crazy dream. my parents left me alone at home without food! I woke up anxious, and then I thought, if I really did not have a family? if the dream was true? this dream was horrible and sad. and then the idea came to me to express my dream in a game. I hope you like it and do not forget to love and favorite!
Neo Town ~a platformer~ (collaboration with neotoripuru)
@Stage\n\n@player\n\nwhen flag clicked\nhide\n\nwhen I receive [next! v]\nwait (1) seconds\nset [can i move? v] to [1]\nshow\ngo to x: (-214) y: (-100)\n\nwhen I receive [ed v]\nforever\n hide\n stop [other scripts in sprite v]\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (afterimage v)\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-1)\nend\ndelete this clone\n\nwhen I receive [start v]\nshow\ngo to x: (-214) y: (-30)\nswitch costume to (player v)\nset [speed v] to [0]\nset [can i move? v] to [1]\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\nset size to (100) %\nforever\n if <(can I move?) = [1]> then\n if <<key (right arrow v) pressed?> or <<[0] < (mouse x)> and <mouse down?>>> then\n point in direction (90)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < [0]> and <mouse down?>>> 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 (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change x by ((0) - (x))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> then\n start sound [pa1 v]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (stage v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-2)\n if <<<key (up arrow v) pressed?> or <<[0] < (mouse y)> and <mouse down?>>> and <touching (stage v)?>> then\n start sound [pa1 v]\n set [y v] to [15]\n end\n change y by (1)\n if <<(y position) < [-184]> or <touching (damage v)?>> then\n start sound [papa1 v]\n go to x: (-214) y: (-100)\n end\n \n set [y v] to [24]\n end\n if <[245] < (x position)> then\n if <not <([costume # v] of [stage v]) = [12]>> then\n hide\n broadcast (next! v)\n set [can i move? v] to [0]\n end\n end\n end\nend\n\n@stage\n\nwhen flag clicked\nhide\n\nwhen I receive [next! v]\nif <(costume [number v]) = [9]> then\n broadcast (ED v)\n stop [this script v]\nend\nwait (0.5) seconds\nnext costume\n\nwhen I receive [ed v]\nhide\n\nwhen I receive [start v]\ngo to [back v] layer\ngo [forward v] (1) layers\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\n\n@damage\n\nwhen flag clicked\nhide\n\nwhen I receive [ed v]\nforever\n hide\nend\n\nwhen I receive [start v]\ngo to [back v] layer\ngo [forward v] (1) layers\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to ([costume # v] of [stage v])\nend\n\n@bg\n\nwhen I receive [ed v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\ngo to [back v] layer\nshow\nforever\n play sound [bgm_maoudamashii_cyber45 v] until done\nend\n\n@NEXT!\n\nwhen I receive [ed v]\nforever\n hide\nend\n\nwhen I receive [next! v]\nclear graphic effects\nshow\ngo to [front v] layer\ngo to x: (0) y: (-344)\nstart sound [sceneswitch1 v]\nglide (0.5) secs to x: (0) y: (0)\nglide (0.5) secs to x: (0) y: (-344)\nhide\n\nwhen flag clicked\nhide\n\n@water drop\n\nwhen I start as a clone\nset [ghost v] effect to (30)\nshow\nset size to (pick random (80) to (120)) %\nset y to (pick random (0) to (180))\nif <(pick random (1) to (2)) = [1]> then\n point in direction (90)\nelse\n point in direction (-90)\nend\nif <(pick random (1) to (2)) = [1]> then\n go to x: (-268) y: (160)\n glide (pick random (3.0) to (4.0)) secs to x: (268) y: (y position)\nelse\n go to x: (268) y: (y position)\n glide (pick random (3.0) to (4.0)) secs to x: (-268) y: (y position)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n if <(ED?) = [1]> then\n delete this clone\n end\nend\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\n wait (pick random (2.0) to (3.0)) seconds\nend\n\n@thumbnail\n\nwhen flag clicked\nclear graphic effects\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@ED\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n switch costume to (ふたさんの背景なんて神ではないか。 v)\n go to [back v] layer\nelse\n if <(costume [number v]) = [2]> then\n go to x: (0) y: (100)\n 回転 [0.5] 度 [20] 回\n else\n if <(costume [number v]) = [3]> then\n go to x: (0) y: (-120)\n set size to (100) %\n forever\n repeat (20)\n change size by (0.5)\n end\n repeat (20)\n change size by (-0.5)\n end\n end\n else\n if <(costume [number v]) = [4]> then\n go to x: (90) y: (-7)\n switch costume to (フォローする v)\n forever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <(costume [number v]) = [4]> then\n start sound [mens-yeah1 v]\n switch costume to (フォローをやめる v)\n end\n end\n end\n else\n if <(costume [number v]) = [6]> then\n go to x: (-127) y: (-12)\n end\n end\n end\n end\nend\n\ndefine 回転 (度) 度 (繰り返し) 回\npoint in direction (90)\nrepeat ((繰り返し) / (2))\n turn left (度) degrees\nend\nforever\n repeat (繰り返し)\n turn right (度) degrees\n end\n repeat (繰り返し)\n turn left (度) degrees\n end\nend\n\nwhen I receive [ed v]\nhide\nset [ed? v] to [1]\ngo to x: (0) y: (0)\nswitch costume to (ふたさんの背景なんて神ではないか。 v)\ncreate clone of (_myself_ v)\nswitch costume to (thx v)\ncreate clone of (_myself_ v)\nswitch costume to (💖と⭐ v)\ncreate clone of (_myself_ v)\nswitch costume to (フォローする v)\ncreate clone of (_myself_ v)\nswitch costume to (アイコン v)\ncreate clone of (_myself_ v)\n\nwhen I receive [ed v]\nstop all sounds\nforever\n play sound [おもいで v] until done\nend\n\nwhen flag clicked\nset [ed? v] to [0]\n\n@intro\n\nwhen flag clicked\nstart sound [bgm_maoudamashii_cyber41 v]\nset size to (100) %\nhide\ngo to x: (-250) y: (406)\nrepeat (11)\n if <(costume [number v]) = [1]> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\n create clone of (_myself_ v)\n change x by (50)\n wait (0.427) seconds\nend\nwait (1) seconds\ngo to x: (0) y: (0)\nswitch costume to (tarako0518 v)\nshow\nclear graphic effects\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\npoint in direction (90)\nset [d v] to [0]\nset size to (0) %\nrepeat (24)\n set [d v] to (((d) * (0.75)) + (((100) - (size)) * (0.3)))\n change size by (d)\nend\nwait (1) seconds\nbroadcast (OPf v)\n\nwhen I start as a clone\nshow\nglide ((0.427) * (1.5)) secs to x: (x position) y: (0)\n\nwhen I receive [opf v]\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nstop all sounds\nbroadcast (start v)\n\n
(日本語の説明は下にあります!)\nThis is a collaboration work with @neotoripuru\nhttps://scratch.mit.edu/projects/422017770/\n\nMove with the arrow keys!\nYou can kick the wall!\nCompatible with smartphones! Tap the right side of the screen to move right, tap the left side of the screen to move left, tap the top of the screen to jump!\nThis time, I changed the atmosphere a little!\n\n@neotoripuru 様とのコラボ作品です!\nhttps://scratch.mit.edu/projects/422017770/\n\n矢印キーで移動です!\n壁キックできます!\nスマホの場合、画面右側タップで右に移動、画面左側タップで左に移動、画面上側をタップでジャンプです!\n今回は、少し雰囲気を変えてみました!
Winter - A platformer
@Stage\n\n@Player\n\ndefine Tick\nif <key (right arrow v) pressed?> then\n change [xv v] by (1)\nend\nif <key (left arrow v) pressed?> then\n change [xv v] by (-1)\nend\nchange x by (xv)\nset [xv v] to ((xv) * (0.9))\nif <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 y by (-5)\n if <key (up arrow v) pressed?> then\n if <(xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n set [yv v] to [15]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange [yv v] by (-1)\nchange y by (yv)\nif <touching color (#000000)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <key (up arrow v) pressed?> then\n if <touching color (#000000)?> then\n set [yv v] to [13]\n end\nend\nchange y by (1)\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n broadcast (Tick v)\nend\n\nwhen I receive [tick v]\nTick\n\nwhen [right arrow v] key pressed\nswitch costume to (right v)\n\nwhen [left arrow v] key pressed\nswitch costume to (left v)\n\nwhen flag clicked\nforever\n if <(x position) > [265]> then\n broadcast (Next Level v)\n end\nend\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (right v)\ngo to x: (-162) y: (1)\n\nwhen I receive [start level v]\ngo to x: (-162) y: (1)\n\nwhen flag clicked\nforever\n if <<touching color (#0096cd)?> or <touching color (#ff0000)?>> then\n broadcast (Start Level v)\n start sound [ROBLOX Death Sound.mp3 v]\n end\nend\n\n@Level\n\nwhen flag clicked\nshow\nswitch costume to (lvl.1 v)\n\nwhen I receive [next level v]\nnext costume\nbroadcast (Start Level v)\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n
Use the arrow keys to move.\nPls like fav and follow\nThx!!
~Cycles~ (A platformer)
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n play sound [Nebula v] until done\nend\n\nwhen [m v] key pressed\nset volume to (0) %\n\nwhen [n v] key pressed\nset volume to (100) %\n\n@Sprite1\n\nwhen flag clicked\nshow\ngo to x: (-175) y: (50)\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (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 ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (sprite2 v)?> then\n change y by ((Yv) * (-1))\n set [yv 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 set [yv v] to [14]\n end\n end\n change y by (1)\n if <(x position) > [250]> then\n broadcast (level v)\n change [bg v] by (1)\n go to x: (-200) y: (25)\n set [yv v] to [0]\n if <touching (sprite2 v)?> then\n go to x: (-200) y: (75)\n end\n end\n if <touching (sprite5 v)?> then\n go to x: (-200) y: (25)\n set [yv v] to [0]\n if <touching (sprite2 v)?> then\n go to x: (-200) y: (75)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <<[0.5] > (Xv)> and <<(Xv) > [-0.5]> and <<[1] > (Yv)> and <(Yv) > [-1]>>>>> then\n create clone of (_myself_ 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\nwhen I receive [level v]\ngo to x: (-200) y: (25)\nif <touching (sprite2 v)?> then\n go to x: (-200) y: (75)\nend\n\nwhen flag clicked\nforever\n if <touching (sprite9 v)?> then\n set [yv v] to [20]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to x: (-175) y: (50)\nset [yv v] to [0]\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume4 v)\n\nwhen flag clicked\nset [bg v] to [0]\n\nwhen I receive [level v]\nif <not <(Bg) > [15]>> then\n next costume\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nset [bg v] to [0]\nswitch costume to (costume4 v)\n\nwhen flag clicked\nforever\n if <(Bg) = [15]> then\n stop [other scripts in sprite v]\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\ngo to (random position v)\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (20)\nshow\ngo to (random position v)\nrepeat (20)\n change size by (-1)\n change [ghost v] effect by (2.2)\nend\ndelete this clone\n\nwhen I start as a clone\nglide (10) secs to (random position v)\n\nwhen I start as a clone\nforever\n if <(hide) = [1]> then\n hide\n end\nend\n\nwhen I receive [bg change v]\nnext costume\n\nwhen I start as a clone\nforever\n turn right (1) degrees\nend\n\n@Sprite4\n\nwhen flag clicked\nset size to (100) %\nforever\n set rotation style [left-right v]\n repeat (25)\n change size by (0.15)\n end\n repeat (50)\n change size by (-0.15)\n end\n repeat (25)\n change size by (0.15)\n end\nend\n\nwhen flag clicked\nset [hide v] to [0]\nforever\n if <key (e v) pressed?> then\n wait until <not <key (e v) pressed?>>\n if <(hide) = [0]> then\n change [hide v] by (1)\n else\n change [hide v] by (-1)\n end\n end\nend\n\nwhen this sprite clicked\nbroadcast (Bg change v)\nnext costume\n\nwhen [space v] key pressed\nbroadcast (Bg change v)\nnext costume\n\nwhen flag clicked\nforever\n if <<(mouse x) > [150]> and <<(mouse y) > [125]> and <mouse down?>>> then\n wait until <not <mouse down?>>\n broadcast (Bg change v)\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\npoint in direction (90)\nwait until <(Bg) = [1]>\nshow\nforever\n turn right (10) degrees\nend\n\nwhen flag clicked\ngo to x: (2) y: (-34)\nset size to (150) %\n\nwhen flag clicked\nforever\n if <(Bg) = [2]> then\n go to x: (8) y: (-19)\n set size to (100) %\n create clone of (_myself_ v)\n wait until <(Bg) = [2]>\n end\nend\n\nwhen I start as a clone\nforever\n if <(Bg) = [2]> then\n set size to (100) %\n forever\n turn right (10) degrees\n go to x: (8) y: (126)\n if <(Bg) = [3]> then\n delete this clone\n end\n end\n end\n if <(Bg) = [3]> then\n set size to (175) %\n forever\n turn right (10) degrees\n go to x: (110) y: (-63)\n if <(Bg) = [4]> then\n delete this clone\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Bg) = [3]> then\n set size to (125) %\n go to x: (-21) y: (-70)\n create clone of (_myself_ v)\n wait until <(Bg) = [4]>\n end\nend\n\nwhen flag clicked\nforever\n if <(Bg) = [4]> then\n go to x: (-104) y: (-80)\n set size to (125) %\n create clone of (_myself_ v)\n wait until <(Bg) = [5]>\n end\nend\n\nwhen I start as a clone\nforever\n if <(Bg) = [4]> then\n set size to (150) %\n forever\n turn right (10) degrees\n go to x: (21) y: (10)\n if <(Bg) = [5]> then\n delete this clone\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Bg) = [5]> then\n go to x: (180) y: (-31)\n set size to (250) %\n end\nend\n\nwhen flag clicked\nforever\n if <(Bg) = [6]> then\n go to x: (-20) y: (110)\n set size to (150) %\n create clone of (_myself_ v)\n wait until <(Bg) = [7]>\n end\nend\n\nwhen I start as a clone\nforever\n if <(Bg) = [6]> then\n set size to (150) %\n forever\n turn right (10) degrees\n go to x: (100) y: (-90)\n if <(Bg) = [7]> then\n delete this clone\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Bg) = [7]> then\n go to x: (-20) y: (110)\n set size to (150) %\n create clone of (_myself_ v)\n wait until <(Bg) = [8]>\n end\nend\n\nwhen I start as a clone\nforever\n if <(Bg) = [7]> then\n set size to (175) %\n forever\n turn right (10) degrees\n go to x: (159) y: (-49)\n if <(Bg) = [8]> then\n delete this clone\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Bg) = [8]> then\n go to x: (-80) y: (-32)\n set size to (150) %\n create clone of (_myself_ v)\n wait until <(Bg) = [9]>\n end\nend\n\nwhen I start as a clone\nforever\n if <(Bg) = [8]> then\n set size to (150) %\n forever\n turn right (10) degrees\n go to x: (90) y: (-32)\n if <(Bg) = [9]> then\n delete this clone\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Bg) = [10]> then\n go to x: (8) y: (235)\n set size to (200) %\n create clone of (_myself_ v)\n wait until <(Bg) = [11]>\n end\nend\n\nwhen I start as a clone\nforever\n if <(Bg) = [9]> then\n set size to (100) %\n forever\n turn right (10) degrees\n go to x: (130) y: (-115)\n if <(Bg) = [10]> then\n delete this clone\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(Bg) = [10]> then\n set size to (100) %\n forever\n turn right (10) degrees\n go to x: (22) y: (-35)\n if <(Bg) = [11]> then\n delete this clone\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Bg) = [9]> then\n go to x: (-33) y: (-71)\n set size to (200) %\n create clone of (_myself_ v)\n wait until <(Bg) = [10]>\n end\nend\n\nwhen flag clicked\nforever\n if <(Bg) = [11]> then\n go to x: (15) y: (90)\n set size to (200) %\n wait until <(Bg) = [12]>\n end\nend\n\nwhen flag clicked\nforever\n if <(Bg) = [12]> then\n go to x: (30) y: (68)\n set size to (100) %\n create clone of (_myself_ v)\n wait until <(Bg) = [13]>\n end\nend\n\nwhen I start as a clone\nforever\n if <(Bg) = [12]> then\n set size to (150) %\n forever\n turn right (10) degrees\n go to x: (90) y: (-56)\n if <(Bg) = [13]> then\n delete this clone\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Bg) = [13]> then\n go to x: (-17) y: (148)\n set size to (125) %\n create clone of (_myself_ v)\n wait until <(Bg) = [14]>\n end\nend\n\nwhen I start as a clone\nforever\n if <(Bg) = [13]> then\n set size to (100) %\n forever\n turn right (10) degrees\n go to x: (171) y: (48)\n if <(Bg) = [14]> then\n delete this clone\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Bg) = [14]> then\n hide\n go to x: (45) y: (-48)\n set size to (100) %\n create clone of (_myself_ v)\n wait until <(Bg) = [15]>\n end\nend\n\nwhen I start as a clone\nforever\n if <(Bg) = [14]> then\n show\n set size to (150) %\n forever\n turn right (10) degrees\n go to x: (37) y: (150)\n if <(Bg) = [15]> then\n delete this clone\n end\n end\n end\nend\n\n@Sprite7\n\nwhen flag clicked\nswitch costume to (costume3 v)\nhide\ngo to (random position v)\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (30)\nshow\ngo to (mouse-pointer v)\nrepeat (20)\n change size by (-1)\n change [ghost v] effect by (2.2)\nend\ndelete this clone\n\nwhen I start as a clone\nglide (10) secs to (random position v)\n\nwhen I start as a clone\nforever\n if <(hide) = [1]> then\n hide\n end\nend\n\nwhen I start as a clone\nforever\n turn right (1) degrees\nend\n\nwhen I start as a clone\nforever\n if <not <touching (mouse-pointer v)?>> then\n hide\n end\nend\n\n@Sprite8\n\nwhen flag clicked\ngo to x: (36) y: (34)\nforever\n glide (1) secs to x: (36) y: (28)\n glide (1) secs to x: (36) y: (34)\nend\n\nwhen [s v] key pressed\nif <not <(Bg) = [0]>> then\n if <(Bg) < [15]> then\n wait until <not <key (s v) pressed?>>\n broadcast (level v)\n change [bg v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <not <(Bg) = [0]>> then\n if <<[-150] > (mouse x)> and <<[-125] > (mouse y)> and <<mouse down?> and <(Bg) < [15]>>>> then\n wait until <not <mouse down?>>\n broadcast (level v)\n change [bg v] by (1)\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\n@Sprite9\n\nwhen flag clicked\nhide\nwait until <(Bg) = [5]>\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [level v]\nif <not <[15] < (Bg)>> then\n next costume\nend\n\n@Sprite10\n\nwhen flag clicked\nshow\ngo to x: (20) y: (47)\nforever\n glide (1) secs to x: (20) y: (40)\n glide (1) secs to x: (20) y: (47)\nend\n\nwhen this sprite clicked\nbroadcast (Start v)\nhide\n\nhide\n\n@Sprite11\n\nwhen flag clicked\nshow\ngo to x: (36) y: (28)\nforever\n glide (1) secs to x: (36) y: (35)\n glide (1) secs to x: (36) y: (28)\nend\n\nwhen I receive [start v]\nhide\n\n
Welcome to my newest game!!! \nI hope you enjoy!\nAll levels are 100% possible\nCycles 2: https://scratch.mit.edu/projects/425748542/\n ~Instructions~\nArrow keys to move\nHit yellow to bounce\nAvoid saws\nHit play\nLucky/space to toggle background\nE for effects\nM to mute n to unmute\ns/skip for skip\nLike and fav\nHave fun\nyou cant skip the first level\n\n\n\n\n\n\n\n\n\n\n#fun #games #platformer #awesome #contest \n#?mode=trending #all
City || A Platformer Official!
@Stage\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen I receive [play v]\nswitch backdrop to (b1 v)\nset [ghost v] effect to (50)\nstop all sounds\nforever\n play sound [Popsicle v] until done\nend\n\nwhen I receive [play v]\nforever\n play sound [Traffic v] until done\n wait (10) seconds\n play sound [Traffic v] until done\n wait (10) seconds\nend\n\nwhen I receive [new level v]\nnext backdrop\n\n@Player\n\nwhen I receive [play v]\ngo to x: (-172) y: (-83)\nshow\nsay [OH NO! Im late for work!] for (3) seconds\nsay [Ive got to get there!] for (2) seconds\n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\ngo to x: (-172) y: (-83)\n\nwhen I receive [play v]\nforever\n if <touching (portal :p v)?> then\n broadcast (New Level v)\n go to x: (-172) y: (-83)\n end\n if <touching (obstacles v)?> then\n go to x: (-172) y: (-83)\n say [Ow!] for (0.5) seconds\n end\n if <touching (sewer v)?> then\n say [Sewer! Down arrow for shortcut...] for (2) seconds\n end\nend\n\nwhen I receive [play 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 [12]\n switch costume to (guy v)\n else\n set [fall v] to [0]\n end\n else\n change [fall v] by (-1)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (guy2 v)\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 switch costume to (guy2 v)\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\n@Ground\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\ngo to x: (36) y: (28)\n\nwhen I receive [play v]\nshow\n\nwhen this sprite clicked\nsay [Ground] for (1) seconds\n\nwhen I receive [new level v]\nnext costume\n\nwhen I receive [sewer shortcut level v]\nswitch costume to (sewer v)\n\n@Big Hw sign2\n\nwhen flag clicked\nset size to (90) %\npoint in direction (90)\nswitch costume to (costume1 v)\nshow\ngo to x: (1) y: (-62)\nwait (1.5) seconds\nswitch costume to (costume2 v)\nwait (0.3) seconds\nswitch costume to (costume3 v)\nwait (0.3) seconds\nswitch costume to (costume1 v)\nwait (0.3) seconds\nswitch costume to (costume4 v)\nwait (0.2) seconds\nswitch costume to (costume5 v)\nwait (0.1) seconds\nswitch costume to (costume6 v)\nwait (0.3) seconds\nbroadcast (message1 v)\nswitch costume to (costume7 v)\nwait (0.7) seconds\nswitch costume to (costume8 v)\nwait (0.4) seconds\nswitch costume to (costume7 v)\nwait (0.2) seconds\nset size to (80) %\nwait (0.2) seconds\nset size to (65) %\nwait (0.2) seconds\nset size to (75) %\nwait (0.2) seconds\nset size to (90) %\nwait (0.2) seconds\nset size to (100) %\nwait (0.2) seconds\nset size to (90) %\nwait (0.2) seconds\nswitch costume to (costume4 v)\nwait (0.2) seconds\nswitch costume to (costume5 v)\nwait (0.2) seconds\nswitch costume to (costume6 v)\nwait (0.111) seconds\nswitch costume to (costume7 v)\nwait (0.4) seconds\nglide (0.2) secs to x: (46) y: (-48)\nglide (0.2) secs to x: (9) y: (5)\nglide (0.2) secs to x: (-46) y: (-10)\nglide (0.2) secs to x: (-32) y: (-58)\nglide (0.2) secs to x: (0) y: (-58)\nwait (0.2) seconds\nswitch costume to (costume9 v)\nwait (0.2) seconds\nswitch costume to (costume7 v)\nwait (0.2) seconds\nswitch costume to (costume9 v)\nwait (0.21) seconds\nswitch costume to (costume7 v)\nwait (0.3) seconds\nsay [HenryWolfe] for (1) seconds\nwait (0.2) seconds\nset size to (80) %\nwait (0.2) seconds\nset size to (70) %\nwait (0.3) seconds\nset size to (60) %\nwait (0.2) seconds\nset size to (50) %\nwait (0.2) seconds\nset size to (90) %\nwait (0.45) seconds\nstop all sounds\nbroadcast (message2 v)\nwait (1) seconds\nhide\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nstart sound [Papa Ya - Sunny v]\n\n@ME fake\n\nwhen I receive [message1 v]\nshow\nwait (0.3) seconds\nswitch costume to (me2 v)\n\nwhen flag clicked\nhide\nswitch costume to (me1 v)\ngo to x: (-17) y: (61)\n\nwhen I receive [message2 v]\nhide\n\n@play\n\nwhen this sprite clicked\nbroadcast (Play v)\nstart sound [Collect v]\n\nwhen I receive [play v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n set [ghost v] effect to (20)\n point in direction (90)\n else\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to (-10)\n end\nend\n\nwhen flag clicked\ngo to x: (10) y: (-92)\nhide\n\nwhen backdrop switches to [backdrop1 v]\nshow\nstart sound [Car Horn v]\nwait (3) seconds\nstart sound [Car Horn v]\n\nwhen backdrop switches to [backdrop1 v]\nshow\nstart sound [Dubstep v]\n\n@Clouds\n\nwhen flag clicked\nset [ghost v] effect to (20)\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 [play v]\nshow\n\nwhen I receive [sewer shortcut level v]\nhide\n\nwhen backdrop switches to [b8 v]\nshow\n\n@Cars\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nswitch costume to (convertible 3 v)\nshow\nset [ghost v] effect to (20)\nset rotation style [left-right v]\ngo [backward v] (1) layers\ngo to x: (-55) y: (30)\nforever\n glide (3) secs to x: (211) y: (24)\n hide\n switch costume to (convertible 2 v)\n point in direction (-90)\n show\n glide (3) secs to x: (-273) y: (24)\n hide\n point in direction (90)\n switch costume to (convertible 3 v)\n show\nend\n\nwhen I receive [sewer shortcut level v]\nhide\n\nwhen backdrop switches to [b8 v]\nshow\n\n@Portal :p\n\nwhen flag clicked\nhide\nset [ghost v] effect to (10)\nswitch costume to (costume1 v)\n\nwhen I receive [play v]\nshow\ngo to x: (36) y: (28)\n\nwhen this sprite clicked\nsay [Portal] for (1) seconds\n\nwhen I receive [new level v]\nnext costume\n\n@Reset\n\nwhen flag clicked\nhide\ngo to x: (36) y: (28)\n\nwhen I receive [play v]\nshow\n\nwhen this sprite clicked\nbroadcast (Reset v)\n\n@Obstacles\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\ngo [backward v] (3) layers\n\nwhen I receive [new level v]\nnext costume\n\nwhen I receive [play v]\nshow\n\nwhen I receive [play v]\nforever\n if <(costume [number v]) = [6]> then\n broadcast (Sewer Show v)\n end\n if <(costume [number v]) = [7]> then\n broadcast (Sewer Hide v)\n end\nend\n\n@Stuff\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\ngo [backward v] (1) layers\n\nwhen I receive [play v]\nshow\ngo to x: (36) y: (28)\n\nwhen I receive [new level v]\nnext costume\n\nwhen this sprite clicked\nsay [lol] for (2) seconds\n\n@thumbnail\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\n\n@Assets\n\nwhen flag clicked\nforever\n\n
READ:\n[Arrow keys to move.]\nPress the [RESET] button if you get stuck in the ground.\nNON-MOBILE FRIENDLY!\n\n\n
The World —— A Cloud Multiplayer Scrolling Platformer v1.2.1
@Stage\n\n@1. 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 <touching (26. acceleration v)?> then\n set [speed x v] to [75]\nend\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 else\n if <(in air) > [0]> then\n broadcast (#Small jump v)\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 [30]\n broadcast (Boing v)\n if <key (up arrow v) pressed?> then\n broadcast (## Big Jump v)\n end\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 (2. 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 (2. level v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (2. 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 (2. 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\nbroadcast (Die 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 broadcast (Splash v)\n wait until <not <touching (8. water v)?>>\nend\n\nwhen flag clicked\nset [timeout v] to [5000]\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 [5000]\n end\n change [timeout v] by (-1)\n if <(Timeout) = [0]> then\n stop [all v]\n end\nend\n\nwhen I receive [tick v]\n\nsay <<touching (10. grass v)?> or <touching (8. water v)?>>\n\nwhen I receive [tick v]\nif <(in air) > [28]> then\n if <not <touching (8. water v)?>> then\n wait until <<touching (10. grass v)?> or <touching (8. water v)?>>\n broadcast (Perfect Land v)\n wait until <not <(in air) > [27]>>\n end\nend\n\n\n\nif <<touching (3. spikes v)?> or <<touching (9. lazers v)?> or <touching (11. saws v)?>>> then\n\nreset timer\n\nwhen I receive [tick v]\n\nbroadcast (Perfect Land v) and wait\n\nif <<touching (10. grass v)?> or <touching (8. water v)?>> then\n set [timer v] to [-0.1]\n wait until <<touching (10. grass v)?> or <touching (8. water v)?>>\nend\n\nforever\n change [timer v] by (0.1)\n wait (0.077) seconds\nend\n\nwhen I receive [splash v]\nif <(Unmute ?) = [True]> then\n play sound [Splash v] until done\nend\n\nwhen I receive [boing v]\nif <(Unmute ?) = [True]> then\n play sound [Big Boing v] until done\nend\n\nwhen I receive [die v]\nif <(Unmute ?) = [True]> then\n play sound [Oops v] until done\nend\n\nwhen [down arrow v] key pressed\nset [speed y v] to [0]\n\nwhen I receive [## big jump v]\nset [speed y v] to [40]\n\nwhen flag clicked\nforever\n set [in air v] to (in air)\nend\n\nwhen [space v] key pressed\n\nif <(direction) = [90]> then\n\nbroadcast (#Small jump v)\n\n@2. 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@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. Blank\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 (1. player v)?> then\n switch costume to (bounce2 v)\nelse\n switch costume to (bounce 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 (bounce2 v)\nswitch costume to (close flag2 v)\nswitch costume to (bounce v)\n\nrepeat (2)\n next costume\nend\nrepeat (2)\n switch costume to ((costume [number v]) - (1))\nend\n\nClone at x: [1347] y: [-20]\n\n@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 (1. player v)?> then\n change [collected v] by (1)\n if <(COLLECTED) = (COLLECT MAX)> then\n broadcast (Open exit v)\n end\n if <(Unmute ?) = [True]> then\n broadcast (Coin 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\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: [-100] y: [0]\nClone at x: [354] y: [220]\nClone at x: [424] y: [220]\nClone at x: [494] y: [220]\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: [900]\nset [x v] to [-9999]\nset [y v] to [0]\ngo to [front v] layer\n\nwhen I receive [coin v]\nplay sound [Coin v] until done\n\nClone at x: [1988] y: [900]\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 broadcast (Laser v)\n switch costume to (count)\n if <touching (1. 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\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 (15) 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. Music\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [unmute ? v] to [True]\n\nwhen I receive [tick v]\nif <(Unmute ?) = [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 <(Unmute ?) = [True]> then\n set [unmute ? v] to [False]\n switch costume to (costume2 v)\n else\n set [unmute ? 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\nwhen I receive [tick v]\nif <(Unmute ?) = [True]> then\n set volume to (60) %\nelse\n set volume to (0) %\nend\n\n@13. Diamond\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nnext costume\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nrepeat until <touching (1. player v)?>\n turn right (0.5) degrees\n wait (0.02) seconds\n turn right (-0.5) degrees\n wait (0.02) seconds\nend\nchange [#diamonds v] by (1)\nif <(Unmute ?) = [True]> then\n broadcast (Diamond v)\nend\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)\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 [diamond v]\nif <(Unmute ?) = [True]> then\n play sound [Magic Spell v] until done\nend\n\n@14. Display\n\nwhen flag clicked\ngo to x: (-72) y: (50.5)\nClone\ngo to x: (0) y: (0)\nswitch costume to (display v)\nset size to (100) %\nforever\n clear graphic effects\nend\n\nset size to (70) %\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 (19)\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\nchange x by (50)\nrepeat until <(???CLONE???) = [10]>\n switch costume to (join [A] (letter ((???CLONE???) - (6)) of (VIP)))\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\nif <<[10] > (number)> and <(number) > [6]>> then\n switch costume to (join [A] (letter ((number) - (6)) of (VIP)))\n if <<not <(number) = [1]>> and <(costume [number v]) = [A]>> then\n show\n else\n show\n end\nend\n\nchange [collected v] by (1)\n\n@15. Key\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 (1. player v)?> then\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 broadcast (Magic Spell v)\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 [magic spell v]\nif <(Unmute ?) = [True]> then\n play sound [Magic Spell v] until done\nend\n\n@16. Thumbnail\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 I receive [begin v]\nwait (3) seconds\nforever\n if <(Unmute ?) = [True]> then\n play sound [Pixelland.mp3 v] until done\n end\nend\n\nwhen flag clicked\nforever\n set [collect max v] to [46]\nend\n\nswitch costume to (costume1 v)\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 (1. player v)?> then\n if <not <[1730] = (x)>> then\n if <not <(STARTX) = (x)>> then\n point in direction (135)\n broadcast (Ding v)\n end\n set [startx v] to (x)\n set [starty v] to (y)\n end\n if <<[1730] = (x)> and <<(COLLECTED) = (COLLECT MAX)> 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) = (COLLECT MAX)> 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 [ding v]\nif <(Unmute ?) = [True]> then\n play sound [Ding v] until done\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 [☁ p1 v] to (data)\nelse\n if <(#) = [2]> then\n set [☁ p2 v] to (data)\n else\n if <(#) = [3]> then\n set [☁ 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 (☁ P1)\nelse\n if <(#) = [2]> then\n set [decoded result v] to (☁ P2)\n else\n if <(#) = [3]> then\n set [decoded result v] to (☁ 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 [1. player v])) and add to encoded value (new encode section?) [true]\n encode string (round ([y v] of [1. 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 (5. blank 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. Connect to Cloud\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@20. Achievement\n\nwhen I receive [perfect land v]\nset [achievement v] to [Perfect Land]\ncreate clone of (_myself_ v)\nset [achievement v] to []\n\nwhen I receive [perfect land v]\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen I receive [die v]\ndelete this clone\n\nwhen I receive [die v]\ndelete this clone\n\nwhen I receive [#small jump v]\nset [achievement v] to [Air Glide]\ncreate clone of (_myself_ v)\nset [achievement v] to []\n\nwhen I receive [tick v]\n\nwhen flag clicked\nset [lan v] to [0]\n\nif <(username) = [Superking212223]> then\n set [lan v] to [1]\nend\n\nswitch costume to (air glide v)\n\nif <(lan) = [0]> then\n\nif <(Achievement) = [Super Jump]> then\n\nwhen I start as a clone\nif <(Achievement) = [Perfect Land]> then\n switch costume to (perfect land v)\nend\nif <(Achievement) = [Air Glide]> then\n switch costume to (air glide v)\nend\nif <(Achievement) = [Speed Run]> then\n switch costume to (speed run v)\nend\nif <(Achievement) = [Super Jump]> then\n switch costume to (super jump v)\nend\nwait (0.01) seconds\nwait (0) seconds\nrepeat (1)\n show\n clear graphic effects\n go to x: (0) y: (-154)\n go to [front v] layer\n set size to (200) %\n wait (0.05) seconds\n repeat (3)\n change size by (-40)\n end\n repeat (25)\n change [ghost v] effect by (5)\n wait (0.03) seconds\n change [ghost v] effect by (-5)\n wait (0.03) seconds\n end\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\nend\n\nswitch costume to (air glide v)\n\nwhen I receive [## big jump v]\nset [achievement v] to [Super Jump]\ncreate clone of (_myself_ v)\nset [achievement v] to []\n\nwhen I receive [~~~~~~~~~speed run v]\nset [achievement v] to [Speed Run]\ncreate clone of (_myself_ v)\nset [achievement v] to []\n\nif <(In Air) > [0]> then\n broadcast (#Small jump v)\nend\n\n@21. Animation\n\nwhen flag clicked\nset [numbers v] to [0]\nset [intro v] to [0]\nhide\nset [__clone number v] to [5]\ncreate clone of (_myself_ v)\nset [__clone number v] to [0]\nrepeat (2)\n change [__clone number v] by (1)\n create clone of (_myself_ v)\nend\nwait until <(Intro) = [1]>\nset [__clone number v] to [4]\ncreate clone of (_myself_ v)\nset [__clone number v] to [3]\nrepeat (100)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\nend\nwait until <(Numbers) > [299]>\nset [intro v] to [2]\n\nwhen I start as a clone\nshow\nif <(__Clone Number) = [1]> then\n go to x: (0) y: (0)\n switch costume to (costume2 v)\n clear graphic effects\n go to [front v] layer\n wait until <(Intro) = [2]>\n delete this clone\nend\n\nwhen I start as a clone\nshow\nif <(__Clone Number) = [3]> then\n set [speed v] to (pick random (20) to (35))\n go to x: (0) y: (0)\n go to [front v] layer\n go [forward v] (1) layers\n set size to (pick random (65) to (90)) %\n clear graphic effects\n change [ghost v] effect by (pick random (50) to (10))\n switch costume to (costume3 v)\n change [color v] effect by (pick random (0) to (199))\n point in direction (pick random (0) to (359))\n repeat until <touching (_edge_ v)?>\n move (Speed) steps\n end\n change [numbers v] by (1)\n delete this clone\nend\n\nwhen I start as a clone\nshow\nif <(__Clone Number) = [2]> then\n wait (0.05) seconds\n switch costume to (costume1 v)\n clear graphic effects\n go to [front v] layer\n go to x: (0) y: (0)\n repeat (20)\n change [brightness v] effect by (5)\n end\n wait (0.1) seconds\n set [intro v] to [1]\n clear graphic effects\n wait until <(Intro) = [2]>\n delete this clone\nend\n\nwait (0.04) seconds\n\nwhen flag clicked\nwait until <(Intro) = [1]>\nrepeat (20)\n if <(Unmute ?) = [True]> then\n play sound [pop v] until done\n end\n wait (0.1) seconds\nend\n\nif <(Unmute ?) = [True]> then\n play sound [pop v] until done\nend\n\nwait until <(Numbers) > [299]>\n\n\ndelete this clone\n\npoint in direction (90)\n\nwhen I start as a clone\nif <(__Clone Number) = [4]> then\n switch costume to (costume4 v)\n set size to (250) %\n go to x: (0) y: (0)\n go to [front v] layer\n repeat until <(Intro) = [2]>\n turn right (5) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(__Clone Number) = [5]> then\n wait (0.05) seconds\n go to x: (0) y: (0)\n go to [front v] layer\n set size to (100) %\n switch costume to (costume5 v)\n clear graphic effects\n set [ghost v] effect to (100)\n hide\n wait until <(Intro) = [2]>\n show\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait until <<<mouse down?> and <touching (mouse-pointer v)?>> or <key (any v) pressed?>>\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nclear graphic effects\n\nwait (0.1) seconds\nset [intro v] to [1]\nclear graphic effects\n\n@22. Chat\n\nwhen I receive [tick v]\nforever\n if <key (t v) pressed?> then\n broadcast (AAA Open Chatbox v)\n end\nend\n\nwait until <not <key (t v) pressed?>>\n\n@23. Chatbox\n\nif <(Shop) > [0]> then\nend\n\nwhen I receive [aaa open chatbox v]\n\nwhen I receive [aaa open chatbox v]\nforever\n if <(Can Chat) = [1]> then\n if <key (1 v) pressed?> then\n set [_chat v] to (item (1) of [chat v])\n end\n if <key (2 v) pressed?> then\n set [_chat v] to (item (2) of [chat v])\n end\n if <key (3 v) pressed?> then\n set [_chat v] to (item (3) of [chat v])\n end\n if <key (4 v) pressed?> then\n set [_chat v] to (item (4) of [chat v])\n end\n if <key (5 v) pressed?> then\n set [_chat v] to (item (5) of [chat v])\n end\n if <key (6 v) pressed?> then\n set [_chat v] to (item (6) of [chat v])\n end\n if <key (7 v) pressed?> then\n set [_chat v] to (item (7) of [chat v])\n end\n if <key (8 v) pressed?> then\n set [_chat v] to (item (8) of [chat v])\n end\n end\n set [username v] to []\n set [count v] to [0]\n repeat (length of (username))\n change [count v] by (1)\n set [username v] to (join (Username) (item # of (letter (Count) of (username)) in [a thingy v]))\n end\n set [encoded v] to []\n set [count v] to [0]\n repeat (length of (_Chat))\n change [count v] by (1)\n set [encoded v] to (join (Username) (join [514651] (join (Encoded) (item # of (letter (Count) of (_Chat)) in [a thingy v]))))\n end\n set [☁ chat v] to (Encoded)\n set [count v] to [0]\n set [encoded v] to []\nend\n\nwhen I receive [aaa open chatbox v]\ngo to [front v] layer\nset size to (200) %\nshow\ngo to x: (0) y: (-385)\nset size to (100) %\nrepeat (7)\n set size to (200) %\n change y by (32)\n set size to (100) %\nend\nrepeat (6)\n set size to (200) %\n change y by (12)\n set size to (100) %\nend\nrepeat (5)\n set size to (200) %\n change y by (9)\n set size to (100) %\nend\nrepeat (4)\n set size to (200) %\n change y by (7)\n set size to (100) %\nend\nrepeat (3)\n set size to (200) %\n change y by (5)\n set size to (100) %\nend\nchange y by (1)\nset [can chat v] to [1]\nwait until <<mouse down?> and <touching (mouse-pointer v)?>>\nset [can chat v] to [0]\nchange y by (-1)\nrepeat (3)\n set size to (200) %\n change y by (-5)\n set size to (100) %\nend\nrepeat (4)\n set size to (200) %\n change y by (-7)\n set size to (100) %\nend\nrepeat (5)\n set size to (200) %\n change y by (-9)\n set size to (100) %\nend\nrepeat (6)\n set size to (200) %\n change y by (-12)\n set size to (100) %\nend\nrepeat (7)\n set size to (200) %\n change y by (-32)\n set size to (100) %\nend\n\nset [_chat v] to [4365345]\n\nset [username v] to []\nset [count v] to [0]\nrepeat (length of (username))\n change [count v] by (1)\n set [username v] to (join (Username) (item # of (letter (Count) of (username)) in [a thingy v]))\nend\nset [encoded v] to []\nset [count v] to [0]\nrepeat (length of (_Chat))\n change [count v] by (1)\n set [encoded v] to (join (Username) (join [514651] (join (Encoded) (item # of (letter (Count) of (_Chat)) in [a thingy v]))))\nend\n\n@24. Letters\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nset size to (165) %\nclear graphic effects\nswitch costume to (item # of (letter (Clone Number) of (Decoded)) in [a thingy v])\nwait (4) seconds\ndelete this clone\n\nif <not <(☁ Chat) = []>> then\nend\n\nwhen I receive [tick v]\nforever\n hide\n set [decoded v] to []\n set [_count v] to [0]\n repeat ((length of (☁ Chat)) / (2))\n change [_count v] by (2)\n set [decoded v] to (join (Decoded) (item (join (letter ((_Count) - (1)) of (☁ Chat)) (letter (_Count) of (☁ Chat))) of [a thingy v]))\n end\n set [clone number v] to [0]\n go to x: (-222) y: (161)\n repeat (length of (Decoded))\n change [clone number v] by (1)\n create clone of (_myself_ v)\n end\n set [☁ chat v] to []\nend\n\ngo to x: ((-222) + ((Clone Number) * (20))) y: (161)\n\nrepeat ((length of (☁ Chat)) / (2))\nend\n\nchange [_count v] by (2)\nset [decoded v] to (join (Decoded) (item (join (letter ((_Count) - (1)) of (☁ Chat)) (letter (_Count) of (☁ Chat))) of [a thingy v]))\n\nwhen flag clicked\nset [☁ chat v] to []\nset [encoded v] to []\nset [decoded v] to []\n\n@25. Notice\n\nwhen I receive [aaa open chatbox v]\nclear graphic effects\ngo to [front v] layer\nshow\nrepeat (200)\n change [ghost v] effect by (0.5)\nend\nhide\nclear graphic effects\n\nwhen I receive [aaa open chatbox v]\nclear graphic effects\ngo to [front v] layer\nshow\nrepeat (200)\n change [ghost v] effect by (0.5)\nend\nhide\nclear graphic effects\n\n@26. Acceleration \n\ndefine Clone at x: (x) y: (y) Dir: (dir)\nset [x v] to (x)\nset [y v] to (y)\nset [_____dir v] to (dir)\ncreate clone of (_myself_ v)\n\nwhen I receive [begin v]\nwait (5) seconds\nClone at x: [716] y: [432] Dir: [90]\nClone at x: [1482] y: [306] Dir: [90]\n\nwhen flag clicked\nforever\n go to [back v] layer\n set [ghost v] effect to (100)\n hide\nend\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n set rotation style [left-right v]\n set size to (90) %\n set [ghost v] effect to (20)\n show\n if <(_____dir) = [90]> then\n point in direction (90)\n else\n point in direction (-90)\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))\n\nClone at x: [639] y: [500] Dir: []\n\n@27. Thingy\n\n@28. Shop\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [tick v]\nif <(Shop) = [True]> then\n switch costume to (costume2 v)\nelse\n switch costume to (costume1 v)\nend\nif <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\nelse\n clear graphic effects\nend\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(Unmute ?) = [True]> then\n set [unmute ? v] to [False]\n switch costume to (costume2 v)\n else\n set [unmute ? 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\nif <key (q v) pressed?> then\nend\n\nwhen I receive [tick v]\n\nwait until <not <key (q v) pressed?>>\n\nwait (99999999999999) seconds\n\nwait (99999999999999) seconds\n\nwhen [q v] key pressed\nif <(Shop) = [False]> then\n set [shop v] to [True]\nelse\n set [shop v] to [False]\nend\nwait until <not <key (q v) pressed?>>\n\n@Sprite1\n\n
A Cloud Multiplayer Scrolling Platformer\nLove and Fav. pls\nTags :\n#games #Superking212223 #Cloud #Multiplayer #Scrolling #Platformer #The World #Cloud Multiplayer #Cloud Multiplayer Scrolling Platformer #Cloud Multiplayer Platformer #Scrolling Platformer\n\nUpdates :\nv1.1 12/9 Shared\nv1.2 13/9 Achievement System Added\n\n
100%pen platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Pixelland v] until done\nend\n\n@empty\n\n@PTE Ultra+\n\ndefine Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WSU (w) (s) (u) CSpace (cspace) Align (align) Text (text)\nSlow Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WSU (w) (s) (u) CSpace (cspace) Align (align) Text (text)\n\ndefine Slow Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WSU (w) (s) (u) CSpace (cspace) Align (align) Text (text)\npen up\nset pen color to ((((65536) * (round (r))) + ((256) * (round (g)))) + (round (b)))\nset [_x v] to (x)\nset [_i0 v] to ((0.01) * (size))\nset [_i1 v] to ([abs v] of ((0.125) * ((w) * (size))) )\nif <<(size) = (round (size))> and <not <(w) < [0]>>> then\n if <<((round (_i1)) mod (2)) = [0]> and <not <(_i1) < [0.5]>>> then\n set [_y v] to (round (y))\n else\n set [_y v] to (([floor v] of (y) ) + (0.5))\n end\nelse\n set [_y v] to (y)\nend\nif <(w) < [0]> then\n set [_i2 v] to ((0.125) * (size))\nelse\n set [_i2 v] to (_i1)\nend\nINTERNAL | printText (text) (_y) (_i0) ((width) * (_i0)) ([tan v] of (s) ) ((_i0) * (u)) (((cspace) * ((0.475) * ((size) / ([log v] of (((size) + (1.01)) * ((size) + (1.01))) )))) + (_i2)) (align) ([ceiling v] of ((0.15) * ([sqrt v] of ((width) * ((size) * (size))) )) ) ((1) / (([ceiling v] of ((0.15) * ([sqrt v] of ((width) * ((size) * (size))) )) ) + (1))) (_i1) ((_i1) + (1)) (((0.6) + ((0.4) * <([floor v] of ((u) / (100)) ) = [0]>)) * (_i1)) ((0.09375) * (size))\n\ndefine WW Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WW Width (ww width) WSU (w) (s) (u) CSpace (cspace) LSpace (lspace) Align (align) Text (text)\nWW Slow Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WW Width (ww width) WSU (w) (s) (u) CSpace (cspace) LSpace (lspace) Align (align) Text (text)\n\ndefine WW Slow Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WW Width (ww width) WSU (w) (s) (u) CSpace (cspace) LSpace (lspace) Align (align) Text (text)\npen up\nset pen color to ((((65536) * (round (r))) + ((256) * (round (g)))) + (round (b)))\nset [_i0 v] to ((0.01) * (size))\nset [_i1 v] to ([abs v] of ((0.125) * ((w) * (size))) )\nif <<(size) = (round (size))> and <not <(w) < [0]>>> then\n if <<((round (_i1)) mod (2)) = [0]> and <not <(_i1) < [0.5]>>> then\n set [_y v] to (round (y))\n else\n set [_y v] to (([floor v] of (y) ) + (0.5))\n end\nelse\n set [_y v] to (y)\nend\nif <(w) < [0]> then\n set [_i2 v] to ((0.125) * (size))\nelse\n set [_i2 v] to (_i1)\nend\nset [_i3 v] to (((100) / (size)) / (width))\nset [_i4 v] to ((_i3) * (((cspace) * ((0.475) * ((size) / ([log v] of (((size) + (1.01)) * ((size) + (1.01))) )))) + (_i2)))\nif <(align) = [r]> then\n set [_i5 v] to ((-1) * (_i0))\nelse\n if <(align) = [c]> then\n set [_i5 v] to ((-0.5) * (_i0))\n else\n set [_i5 v] to [0]\n end\nend\nset [_i5 v] to ((width) * (_i5))\nset [_i6 v] to ((item (1) of [_charwidths v]) + (_i4))\nINTERNAL | calcWW (text) (_i4) (((_i3) * (ww width)) + ((_i6) + (_i4))) (_i6) ((x) - ((_i5) * ((_i6) + (_i4)))) (_i5)\nINTERNAL | printWW (_i0) ((width) * (_i0)) ([tan v] of (s) ) ((_i0) * (u)) <not <(u) = [0]>> (((cspace) * ((0.475) * ((size) / ([log v] of (((size) + (1.01)) * ((size) + (1.01))) )))) + (_i2)) (round ((((-0.65) * ((lspace) * (size))) - (size)) - (_i2))) ([ceiling v] of ((0.15) * ([sqrt v] of ((width) * ((size) * (size))) )) ) ((1) / (([ceiling v] of ((0.15) * ([sqrt v] of ((width) * ((size) * (size))) )) ) + (1))) (_i1) ((_i1) + (1)) (((0.6) + ((0.4) * <([floor v] of ((u) / (100)) ) = [0]>)) * (_i1)) ((0.09375) * (size))\n\ndefine INTERNAL | drawBezier (x2) (y2) (x3) (y3) (qual) (dt)\nINTERNAL | bezier (((x3) - ((2) * (x2))) + (x position)) ((2) * ((x2) - (x position))) (x position) (((y3) - ((2) * (y2))) + (y position)) ((2) * ((y2) - (y position))) (y position) (qual) (dt)\ngo to x: (x3) y: (y3)\n\ndefine INTERNAL | bezier (cx1) (cx2) (x1) (cy1) (cy2) (y1) (qual) (dt)\nset [_i4 v] to [0]\nrepeat (qual)\n change [_i4 v] by (dt)\n go to x: (((_i4) * (((_i4) * (cx1)) + (cx2))) + (x1)) y: (((_i4) * (((_i4) * (cy1)) + (cy2))) + (y1))\nend\n\ndefine Newlines | # of Lines (lines) Size (size) Weight (w) LSpace (lspace)\nif <(w) < [0]> then\n change [_y v] by ((lines) * (round ((((-0.65) * ((lspace) * (size))) - (size)) - ((0.125) * (size)))))\nelse\n change [_y v] by ((lines) * (round ((((-0.65) * ((lspace) * (size))) - (size)) - ((0.125) * ((w) * (size))))))\nend\nif <<(size) = (round (size))> and <not <(w) < [0]>>> then\n if <<((round ((0.125) * ((w) * (size)))) mod (2)) = [0]> and <not <((0.125) * ((w) * (size))) < [0.5]>>> then\n set [_y v] to (round (_y))\n else\n set [_y v] to (([floor v] of (_y) ) + (0.5))\n end\nend\n\ndefine INTERNAL | printWW (height) (width) (slant) (underline) <hasundr> (cspace) (lspace) (bezqual) (bezdt) (weight) (dotweight) (underlwt) (underloffset)\nset [_i0 v] to [1]\nset [_i1 v] to [1]\nrepeat (length of [_temp0 v])\n set [_x v] to (item (_i0) of [_temp1 v])\n repeat (item (_i0) of [_temp0 v])\n INTERNAL | printChar (item (_i1) of [_temp2 v]) (height) (width) (_x) (_y) (slant) (bezqual) (bezdt) (weight) (dotweight)\n change [_x v] by (cspace)\n change [_i1 v] by (1)\n end\n change [_i1 v] by (1)\n if <hasundr> then\n set pen size to (underlwt)\n go to x: ((((_x) - (cspace)) + ((slant) * (underline))) + (underloffset)) y: ((_y) + (underline))\n pen down\n set x to (((item (_i0) of [_temp1 v]) + ((slant) * (underline))) - (underloffset))\n pen up\n end\n change [_y v] by (lspace)\n change [_i0 v] by (1)\nend\nchange [_y v] by ((-1) * (lspace))\ndelete all of [_temp2 v]\n\ndefine INTERNAL | printText (text) (y) (height) (width) (slant) (underline) (space) (align) (bezqual) (bezdt) (weight) (dotweight) (underlwt) (underloffset)\nif <<(align) = [c]> or <(align) = [r]>> then\n delete all of [_temp0 v]\n set [_i0 v] to [1]\n set [_i1 v] to [0]\n repeat (length of (text))\n set [_i2 v] to (letter (_i0) of (text))\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i2)?> then\n switch costume to (_i2)\n change [_i1 v] by (((width) * (item (costume [number v]) of [_charwidths v])) + (space))\n add (costume [number v]) to [_temp0 v]\n else\n set [_i2 v] to (item # of (_i2) in [_chars v])\n if <not <(_i2) = [0]>> then\n change [_i1 v] by (((width) * (item (_i2) of [_charwidths v])) + (space))\n add (_i2) to [_temp0 v]\n end\n end\n change [_i0 v] by (1)\n end\n if <(align) = [c]> then\n change [_x v] by ((-0.5) * ((_i1) - (space)))\n else\n change [_x v] by ((-1) * ((_i1) - (space)))\n end\n set [_i6 v] to (_x)\n set [_i0 v] to [1]\n repeat (length of [_temp0 v])\n INTERNAL | printChar (item (_i0) of [_temp0 v]) (height) (width) (_x) (y) (slant) (bezqual) (bezdt) (weight) (dotweight)\n change [_x v] by (space)\n change [_i0 v] by (1)\n end\nelse\n set [_i6 v] to (_x)\n set [_i0 v] to [1]\n repeat (length of (text))\n set [_i7 v] to (letter (_i0) of (text))\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i7)?> then\n switch costume to (_i7)\n INTERNAL | printChar (costume [number v]) (height) (width) (_x) (y) (slant) (bezqual) (bezdt) (weight) (dotweight)\n change [_x v] by (space)\n else\n set [_i7 v] to (item # of (_i7) in [_chars v])\n if <not <(_i7) = [0]>> then\n INTERNAL | printChar (_i7) (height) (width) (_x) (y) (slant) (bezqual) (bezdt) (weight) (dotweight)\n change [_x v] by (space)\n end\n end\n change [_i0 v] by (1)\n end\nend\nif <not <(underline) = [0]>> then\n set pen size to (underlwt)\n go to x: ((((_x) - (space)) + ((slant) * (underline))) + (underloffset)) y: ((y) + (underline))\n pen down\n set x to (((_i6) + ((slant) * (underline))) - (underloffset))\n pen up\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nswitch costume to (sizebypass v)\nset size to (50000) %\nswitch costume to (pte ultra+ v)\n\ndefine INTERNAL | loadFont (font)\nset [_i0 v] to [1]\nrepeat until <(_i0) > (length of (font))>\n set [_i1 v] to (letter (_i0) of (font))\n if <[_chars v] contains (_i1)?> then\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i1)?> then\n switch costume to (_i1)\n set [_i4 v] to (costume [number v])\n else\n set [_i4 v] to (item # of (_i1) in [_chars v])\n end\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i1)?> then\n switch costume to (_i1)\n if <(costume [number v]) > [27]> then\n set [_i2 v] to (item # of (join [_] (_i1)) in [_chardata v])\n set [_i5 v] to (item (_i2) of [_chardata v])\n replace item (_i2) of [_chardata v] with []\n set [_i3 v] to ((item # of (join [_] (_i1)) in [_chardata v]) + (1))\n replace item (_i2) of [_chardata v] with (_i5)\n else\n set [_i3 v] to ((item # of (join [_] (_i1)) in [_chardata v]) + (1))\n end\n else\n set [_i3 v] to ((item # of (join [_] (_i1)) in [_chardata v]) + (1))\n end\n else\n add (_i1) to [_chars v]\n add [0] to [_charids v]\n add [0] to [_charwidths v]\n add (join [_] (_i1)) to [_chardata v]\n set [_i3 v] to ((length of [_chardata v]) + (1))\n set [_i4 v] to (length of [_chars v])\n end\n add [_] to [_chardata v]\n change [_i0 v] by (2)\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n replace item (_i4) of [_charwidths v] with ((1) * (_i2))\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert (round (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with (round (_i2))\n end\n change [_i3 v] by (1)\n repeat (round (_i2))\n repeat (2)\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert ((1) * (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with ((1) * (_i2))\n end\n change [_i3 v] by (1)\n end\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert (round (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with (round (_i2))\n end\n change [_i3 v] by (1)\n repeat (round (_i2))\n if <(letter (_i0) of (font)) = [b]> then\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert [b] at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with [b]\n end\n change [_i3 v] by (1)\n change [_i0 v] by (2)\n repeat (4)\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert ((1) * (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with ((1) * (_i2))\n end\n change [_i3 v] by (1)\n end\n else\n repeat (2)\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert ((1) * (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with ((1) * (_i2))\n end\n change [_i3 v] by (1)\n end\n end\n end\n end\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert (round (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with (round (_i2))\n end\n change [_i3 v] by (1)\n repeat (round (_i2))\n repeat (2)\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert ((1) * (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with ((1) * (_i2))\n end\n change [_i3 v] by (1)\n end\n end\n delete (last) of [_chardata v]\nend\nset [_i0 v] to [1]\nrepeat (length of [_chars v])\n set [_i1 v] to (item (_i0) of [_chars v])\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i1)?> then\n switch costume to (_i1)\n if <(costume [number v]) > [27]> then\n set [_i2 v] to (item # of (join [_] (_i1)) in [_chardata v])\n set [_i3 v] to (item (_i2) of [_chardata v])\n replace item (_i2) of [_chardata v] with []\n replace item (_i0) of [_charids v] with ((item # of (join [_] (_i1)) in [_chardata v]) + (2))\n replace item (_i2) of [_chardata v] with (_i3)\n else\n replace item (_i0) of [_charids v] with ((item # of (join [_] (_i1)) in [_chardata v]) + (2))\n end\n else\n replace item (_i0) of [_charids v] with ((item # of (join [_] (_i1)) in [_chardata v]) + (2))\n end\n change [_i0 v] by (1)\nend\n\ndefine Import Font | Data (font data)\nset [_i0 v] to [1]\nrepeat until <(letter (_i0) of (font data)) = [{]>\n change [_i0 v] by (1)\nend\nchange [_i0 v] by (1)\nrepeat until <(letter (_i0) of (font data)) = [\[]>\n change [_i0 v] by (1)\nend\nchange [_i0 v] by (1)\nset [_i1 v] to []\nrepeat until <(letter (_i0) of (font data)) = [\]]>\n set [_i1 v] to (join (_i1) (letter (_i0) of (font data)))\n change [_i0 v] by (1)\nend\nchange [_i0 v] by (1)\nset [_i6 v] to (_i1)\ndelete all of [_temp0 v]\nchange [_i0 v] by (1)\nrepeat until <<(letter (_i0) of (font data)) = [\[]> or <(letter (_i0) of (font data)) = [}]>>\n change [_i0 v] by (1)\nend\nrepeat until <(letter (_i0) of (font data)) = [}]>\n change [_i0 v] by (1)\n delete all of [_temp1 v]\n add (letter (_i0) of (font data)) to [_temp0 v]\n change [_i0 v] by (2)\n set [_i1 v] to []\n repeat until <<<(letter (_i0) of (font data)) = [,]> or <(letter (_i0) of (font data)) = [;]>> or <(letter (_i0) of (font data)) = [\]]>>\n set [_i1 v] to (join (_i1) (letter (_i0) of (font data)))\n change [_i0 v] by (1)\n end\n add (_i1) to [_temp0 v]\n set [_i2 v] to ((length of [_temp0 v]) + (1))\n set [_i3 v] to [0]\n repeat until <<(letter (_i0) of (font data)) = [\(]> or <(letter (_i0) of (font data)) = [\]]>>\n change [_i0 v] by (1)\n end\n repeat until <(letter (_i0) of (font data)) = [\]]>\n set [_i4 v] to ((length of [_temp0 v]) + (3))\n set [_i5 v] to [0]\n repeat until <(letter (_i0) of (font data)) = [\)]>\n change [_i0 v] by (1)\n if <(letter (_i0) of (font data)) = [b]> then\n add [b] to [_temp0 v]\n change [_i0 v] by (1)\n repeat (4)\n change [_i0 v] by (1)\n set [_i1 v] to []\n repeat until <<<(letter (_i0) of (font data)) = [,]> or <(letter (_i0) of (font data)) = [;]>> or <(letter (_i0) of (font data)) = [\)]>>\n set [_i1 v] to (join (_i1) (letter (_i0) of (font data)))\n change [_i0 v] by (1)\n end\n add (_i1) to [_temp0 v]\n end\n else\n change [_i0 v] by (-1)\n repeat (2)\n change [_i0 v] by (1)\n set [_i1 v] to []\n repeat until <<<(letter (_i0) of (font data)) = [,]> or <(letter (_i0) of (font data)) = [;]>> or <(letter (_i0) of (font data)) = [\)]>>\n set [_i1 v] to (join (_i1) (letter (_i0) of (font data)))\n change [_i0 v] by (1)\n end\n add (_i1) to [_temp0 v]\n end\n end\n change [_i5 v] by (1)\n end\n if <(_i5) = [1]> then\n add (item ((length of [_temp0 v]) - (1)) of [_temp0 v]) to [_temp1 v]\n add (item (last) of [_temp0 v]) to [_temp1 v]\n delete (last) of [_temp0 v]\n delete (last) of [_temp0 v]\n else\n insert ((_i5) - (1)) at (_i4) of [_temp0 v] \n change [_i3 v] by (1)\n end\n repeat until <<(letter (_i0) of (font data)) = [\(]> or <(letter (_i0) of (font data)) = [\]]>>\n change [_i0 v] by (1)\n end\n end\n insert (_i3) at (_i2) of [_temp0 v] \n insert (round ((length of [_temp1 v]) / (2))) at (1) of [_temp1 v] \n repeat (length of [_temp1 v])\n add (item (1) of [_temp1 v]) to [_temp0 v]\n delete (1) of [_temp1 v]\n end\n repeat until <<(letter (_i0) of (font data)) = [\[]> or <(letter (_i0) of (font data)) = [}]>>\n change [_i0 v] by (1)\n end\nend\nadd [] to [_temp0 v]\nset [_i0 v] to (item # of (_i6) in [_fonts v])\nif <((_i0) mod (2)) = [1]> then\n replace item ((_i0) + (1)) of [_fonts v] with (_temp0)\nelse\n add (_i6) to [_fonts v]\n add (_temp0) to [_fonts v]\nend\ndelete all of [_temp0 v]\n\ndefine Load Font | Name (font)\nset [_i0 v] to (item # of (font) in [_fonts v])\nif <((_i0) mod (2)) = [1]> then\n INTERNAL | loadFont (item ((_i0) + (1)) of [_fonts v])\nend\n\ndefine Reset Character Data\ndelete all of [_chars v]\ndelete all of [_charids v]\ndelete all of [_charwidths v]\ndelete all of [_chardata v]\nset [_i0 v] to [1]\nrepeat (53)\n set [_i1 v] to (letter (_i0) of [ abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ])\n add (_i1) to [_chars v]\n add ((length of [_chardata v]) + (3)) to [_charids v]\n add [0] to [_charwidths v]\n add (join [_] (_i1)) to [_chardata v]\n add [0] to [_chardata v]\n change [_i0 v] by (1)\nend\n\ndefine INTERNAL | printChar (num) (height) (width) (x) (y) (slant) (bezqual) (bezdt) (weight) (dotweight)\nchange [_x v] by ((width) * (item (num) of [_charwidths v]))\nset [_i3 v] to (item (num) of [_charids v])\nset pen size to (weight)\nrepeat (item ((_i3) - (1)) of [_chardata v])\n set [_i4 v] to ((height) * (item ((_i3) + (1)) of [_chardata v]))\n go to x: ((x) + (((width) * (item (_i3) of [_chardata v])) + ((slant) * (_i4)))) y: ((y) + (_i4))\n pen down\n change [_i3 v] by (3)\n repeat (item ((_i3) - (1)) of [_chardata v])\n if <(item (_i3) of [_chardata v]) = [b]> then\n set [_i4 v] to ((height) * (item ((_i3) + (2)) of [_chardata v]))\n set [_i5 v] to ((height) * (item ((_i3) + (4)) of [_chardata v]))\n INTERNAL | drawBezier ((x) + (((width) * (item ((_i3) + (1)) of [_chardata v])) + ((slant) * (_i4)))) ((y) + (_i4)) ((x) + (((width) * (item ((_i3) + (3)) of [_chardata v])) + ((slant) * (_i5)))) ((y) + (_i5)) (bezqual) (bezdt)\n change [_i3 v] by (5)\n else\n set [_i4 v] to ((height) * (item ((_i3) + (1)) of [_chardata v]))\n go to x: ((x) + (((width) * (item (_i3) of [_chardata v])) + ((slant) * (_i4)))) y: ((y) + (_i4))\n change [_i3 v] by (2)\n end\n end\n pen up\nend\nset pen size to (dotweight)\nchange [_i3 v] by (1)\nrepeat (item ((_i3) - (1)) of [_chardata v])\n set [_i4 v] to ((height) * (item ((_i3) + (1)) of [_chardata v]))\n go to x: ((x) + (((width) * (item (_i3) of [_chardata v])) + ((slant) * (_i4)))) y: ((y) + (_i4))\n pen down\n pen up\n change [_i3 v] by (2)\nend\n\nwhen flag clicked\nReset Character Data\nLoad Font | Name [Parabolic]\n\ndefine INTERNAL | calcWW (text) (cspace) (width) (space) (x) (offset)\ndelete all of [_temp0 v]\ndelete all of [_temp1 v]\ndelete all of [_temp2 v]\nset [_i3 v] to [1]\nset [_i4 v] to (space)\nset [_i5 v] to [0]\nset [_i8 v] to [0]\nset [_i9 v] to [0]\nrepeat (length of (text))\n set [_i6 v] to (letter (_i3) of (text))\n if <(_i6) = [ ]> then\n add [1] to [_temp2 v]\n if <((_i5) + (_i4)) > (width)> then\n add ((_i9) - (1)) to [_temp0 v]\n add ((x) + ((offset) * (_i5))) to [_temp1 v]\n set [_i5 v] to (_i4)\n set [_i4 v] to (space)\n set [_i9 v] to ((_i8) + (1))\n else\n change [_i5 v] by (_i4)\n set [_i4 v] to (space)\n change [_i9 v] by ((_i8) + (1))\n end\n set [_i8 v] to [0]\n else\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i6)?> then\n switch costume to (_i6)\n set [_i7 v] to (costume [number v])\n else\n set [_i7 v] to (item # of (_i6) in [_chars v])\n end\n if <not <(_i7) = [0]>> then\n add (_i7) to [_temp2 v]\n set [_i7 v] to ((item (_i7) of [_charwidths v]) + (cspace))\n if <((_i4) + (_i7)) > (width)> then\n add ((_i9) - (1)) to [_temp0 v]\n add ((x) + ((offset) * (_i5))) to [_temp1 v]\n set [_i5 v] to (_i4)\n set [_i4 v] to ((space) + (_i7))\n set [_i9 v] to ((_i8) + (1))\n set [_i8 v] to [1]\n add (item (last) of [_temp2 v]) to [_temp2 v]\n else\n change [_i4 v] by (_i7)\n change [_i8 v] by (1)\n end\n end\n end\n change [_i3 v] by (1)\nend\nif <(_i8) = [0]> then\n if <not <(_i9) = [0]>> then\n add ((_i9) - (1)) to [_temp0 v]\n add ((x) + ((offset) * (_i5))) to [_temp1 v]\n end\nelse\n if <((_i5) + (_i4)) > (width)> then\n add ((_i9) - (1)) to [_temp0 v]\n add ((x) + ((offset) * (_i5))) to [_temp1 v]\n add (_i8) to [_temp0 v]\n add ((x) + ((offset) * (_i4))) to [_temp1 v]\n else\n add ((_i9) + (_i8)) to [_temp0 v]\n add ((x) + ((offset) * ((_i5) + (_i4)))) to [_temp1 v]\n end\nend\nrepeat until <<not <(item (1) of [_temp0 v]) < [1]>> or <(length of [_temp0 v]) < [1]>>\n delete (1) of [_temp0 v]\n delete (1) of [_temp1 v]\nend\nrepeat until <<not <(item (last) of [_temp0 v]) < [1]>> or <(length of [_temp0 v]) < [1]>>\n delete (last) of [_temp0 v]\n delete (last) of [_temp1 v]\nend\n\nwhen I receive [text render v]\nif <(draw effect) = [0]> then\n if <(level) = [1]> then\n Print | Pos (-200) (100) Size (40) Width (1) RGB (0) (0) (0) WSU (1) (5) (0) CSpace (1) Align [l] Text (join [Hello ] (username))\n end\n if <(level) = [2]> then\n Print | Pos (-220) (100) Size (15) Width (1) RGB (0) (0) (0) WSU (1) (-5) (0) CSpace (1) Align [l] Text [100%pen made]\n end\n if <(level) = [3]> then\n Print | Pos (-220) (100) Size (15) Width (1) RGB (0) (0) (0) WSU (1) (5) (0) CSpace (1) Align [l] Text [Too many spiky]\n end\n if <(level) = [4]> then\n Print | Pos (-220) (140) Size (15) Width (1) RGB (0) (0) (0) WSU (1) (5) (0) CSpace (1) Align [l] Text [Its not impossible but littile hard]\n end\n if <(level) = [5]> then\n Print | Pos (-220) (100) Size (15) Width (1) RGB (0) (0) (0) WSU (1) (5) (0) CSpace (1) Align [l] Text [Keep jumping!]\n end\n if <(level) = [6]> then\n Print | Pos (-220) (100) Size (15) Width (1) RGB (0) (0) (0) WSU (1) (5) (0) CSpace (1) Align [l] Text [Long jump!]\n end\n if <(level) = [7]> then\n Print | Pos (-240) (100) Size (20) Width (1) RGB (0) (0) (0) WSU (2) (0) (0) CSpace (0.5) Align [l] Text [You won! Like and fav for more!]\n end\nend\n\n@Full game\n\nrepeat until <<(round (x position)) = (x2)> and <(round (y position)) = (y2)>>\n change x by (((x2) - (x position)) * (0.2))\n change y by (((y2) - (y position)) * (0.2))\nend\n\ndefine draw level\nerase all\nif <(level) = [1]> then\n set pen color to (#ab6300)\n set pen size to (100)\n line from x [-240] y [-150] x [240] y [-150]\n set pen size to (25)\n set pen color to (#56ff14)\n line from x [-240] y [-100] x [240] y [-100]\nend\nif <(level) = [2]> then\n set pen color to (#ab6300)\n set pen size to (100)\n line from x [-240] y [-150] x [240] y [-150]\n set pen size to (25)\n set pen color to (#56ff14)\n line from x [-240] y [-100] x [240] y [-100]\n set pen size to (10)\n spike at x [0] y [-80]\n spike at x [20] y [-80]\n spike at x [40] y [-80]\nend\nif <(level) = [3]> then\n set pen color to (#ab6300)\n set pen size to (100)\n line from x [-240] y [-150] x [240] y [-150]\n set pen size to (25)\n set pen color to (#56ff14)\n line from x [-240] y [-100] x [240] y [-100]\n set pen size to (10)\n spike at x [-100] y [-80]\n spike at x [-80] y [-80]\n set pen color to (#56ff14)\n line from x [-60] y [-100] x [-60] y [80]\n line from x [-60] y [0] x [-80] y [0]\n spike at x [-50] y [-80]\n spike at x [-30] y [-80]\n spike at x [-10] y [-80]\n spike at x [10] y [-80]\n spike at x [30] y [-80]\n spike at x [50] y [-80]\nend\nif <(level) = [4]> then\n set pen color to (#ab6300)\n set pen size to (100)\n line from x [-240] y [-150] x [240] y [-150]\n set pen size to (25)\n set pen color to (#56ff14)\n line from x [-240] y [-100] x [240] y [-100]\n set pen size to (10)\n line from x [-50] y [-100] x [55] y [-5]\n line from x [-160] y [25] x [-30] y [-5]\n line from x [54] y [0] x [53] y [122]\n spike at x [-130] y [15]\n set pen color to (#56ff14)\n line from x [-200] y [76] x [-150] y [75]\n line from x [-94] y [105] x [53] y [125]\nend\nif <(level) = [5]> then\n set pen color to (#ab6300)\n set pen size to (100)\n line from x [-240] y [-150] x [240] y [-150]\n set pen color to (#57ff10)\n set pen size to (25)\n line from x [-240] y [-100] x [240] y [-100]\n set pen color to (#57ff10)\n line from x [-224] y [40] x [224] y [40]\n set pen size to (10)\n spike at x [-130] y [-80]\n spike at x [-50] y [-80]\n spike at x [30] y [-80]\n spike at x [110] y [-80]\nend\nif <(level) = [6]> then\n set pen color to (#ab6300)\n set pen size to (100)\n line from x [-240] y [-150] x [240] y [-150]\n set pen color to (#57ff10)\n set pen size to (25)\n line from x [-240] y [-100] x [240] y [-100]\n spike at x [-130] y [-80]\n spike at x [-100] y [-80]\n spike at x [-70] y [-80]\n spike at x [-40] y [-80]\n set pen color to (#57ff10)\n set pen size to (25)\n line from x [-25] y [-42] x [68] y [-42]\n spike at x [14] y [-26]\n spike at x [50] y [-26]\n spike at x [90] y [-85]\nend\nif <(level) = [7]> then\n set pen color to (#ab6300)\n set pen size to (100)\n line from x [-240] y [-150] x [240] y [-150]\n set pen color to (#57ff10)\n set pen size to (25)\n line from x [-240] y [-100] x [240] y [-100]\n line from x [240] y [180] x [240] y [-180]\nend\nbroadcast (text render v)\n\nwhen flag clicked\nset [ghost v] effect to (100)\nerase all\nbroadcast (new level v) and wait\nforever\n draw level\n player physics\nend\n\ndefine line from x (x) y (y) x (x2) y (y2)\ngo to x: (x) y: (y)\npen down\ngo to x: (x) y: (y)\ngo to x: (x2) y: (y2)\npen up\n\ndefine player physics\ngo to x: (px) y: (py)\nchange [yv v] by (-1)\nif <key (right arrow v) pressed?> then\n change [xv v] by (1.2)\nend\nif <key (left arrow v) pressed?> then\n change [xv v] by (-1.2)\nend\nif <(mouse x) > (px)> then\n if <mouse down?> then\n change [xv v] by (1)\n end\nend\nif <(px) > (mouse x)> then\n if <mouse down?> then\n change [xv v] by (-1)\n end\nend\nset [xv v] to ((xv) * (0.8))\nchange x by (xv)\nif <<touching color (#56ff14)?> or <touching color (#aa6200)?>> then\n change y by (1)\n if <<touching color (#56ff14)?> or <touching color (#aa6200)?>> then\n change y by (1)\n if <<touching color (#56ff14)?> or <touching color (#aa6200)?>> then\n change y by (1)\n if <<touching color (#56ff14)?> or <touching color (#aa6200)?>> then\n change y by (-4)\n if <<touching color (#ff0000)?> or <touching color (#cc0000)?>> then\n broadcast (respawn v) and wait\n else\n if <<touching color (#56ff14)?> or <touching color (#aa6200)?>> then\n change x by ((xv) * (-1))\n set [xv v] to [0]\n end\n end\n end\n end\n end\nend\nchange y by (yv)\nif <<touching color (#56ff14)?> or <touching color (#aa6200)?>> then\n if <<touching color (#ff0000)?> or <touching color (#cc0000)?>> then\n broadcast (respawn v) and wait\n else\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\nend\nchange y by (-1)\nif <<touching color (#56ff14)?> or <touching color (#aa6200)?>> then\n if <<touching color (#ff0000)?> or <touching color (#cc0000)?>> then\n broadcast (respawn v) and wait\n end\n if <key (up arrow v) pressed?> then\n set [yv v] to [14]\n end\nend\nif <(mouse y) > (py)> then\n if <mouse down?> then\n if <<touching color (#56ff14)?> or <touching color (#aa6200)?>> then\n set [yv v] to [14]\n end\n end\nend\nchange y by (1)\nif <(x position) > [230]> then\n broadcast (new level v) and wait\nend\nset [px v] to (x position)\nset [py v] to (y position)\nplayer render\n\nwhen flag clicked\nset [level v] to [0]\nforever\n change [counter v] by (1)\nend\n\nwhen flag clicked\ngo to x: (-240) y: (-180)\nforever\n wait (1) seconds\n set [fps: v] to (counter)\n set [counter v] to [0]\nend\n\nwhen I receive [new level v]\nerase all\nchange [level v] by (1)\ndraw level\nbroadcast (respawn v)\n\nwhen I receive [respawn v]\nset [xv v] to [0]\nset [yv v] to [0]\nset [px v] to [-200]\nset [py v] to [0]\ngo to x: (-200) y: (0)\n\ndefine spike at x (x) y (y)\nset pen size to (10)\nset pen color to (#ff0000)\nline from x (x) y (y) x ((x) + (10)) y ((y) + (10))\nline from x ((x) + (10)) y ((y) + (10)) x ((x) + (20)) y (y)\nset pen color to (#ce0000)\nline from x ((x) + (20)) y (y) x (x) y (y)\n\nwhen [r v] key pressed\nset [mx v] to (mouse x)\nset [my v] to (mouse y)\n\nwhen [r v] key pressed\nbroadcast (respawn v)\n\ndefine player render\nset pen size to (32)\nset pen color to (#000000)\npen down\npen up\nset pen size to (25)\nset pen color to (#00b6ff)\npen down\npen up\nchange x by (-2)\nchange y by (10)\nset pen color to (#81d6ff)\nset pen size to (4)\npoint in direction (90)\npen down\nrepeat (10)\n move (1) steps\n turn right (5) degrees\nend\npen up\nchange y by (-5)\nchange x by (2)\npen down\npen up\n\n@thumbnail\n\nwhen flag clicked\nshow variable [fps: v]\nforever\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n
Arrow keys to move\nAvoid spikes!\nMade using pen blocks!
Autumn - A platformer
@Stage\n\n@Player\n\ndefine Tick\nif <key (right arrow v) pressed?> then\n change [xv v] by (1)\nend\nif <key (left arrow v) pressed?> then\n change [xv v] by (-1)\nend\nchange x by (xv)\nset [xv v] to ((xv) * (0.9))\nif <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 y by (-5)\n if <key (up arrow v) pressed?> then\n if <(xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n set [yv v] to [15]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange [yv v] by (-1)\nchange y by (yv)\nif <touching color (#000000)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <key (up arrow v) pressed?> then\n if <touching color (#000000)?> then\n set [yv v] to [13]\n end\nend\nchange y by (1)\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n broadcast (Tick v)\nend\n\nwhen I receive [tick v]\nTick\n\nwhen [right arrow v] key pressed\nswitch costume to (player\(costume1\) v)\n\nwhen [left arrow v] key pressed\nswitch costume to (player\(costume2\) v)\n\nwhen flag clicked\nforever\n if <(x position) > [265]> then\n broadcast (Next Level v)\n end\nend\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (player\(costume1\) v)\ngo to x: (-162) y: (1)\n\nwhen I receive [start level v]\ngo to x: (-200) y: (1)\n\nwhen flag clicked\nforever\n if <touching color (#656565)?> then\n broadcast (Start Level v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (teleport v)?> then\n broadcast (Next Level v)\n end\nend\n\nshow\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n say [Thanks for playing!!] for (3) seconds\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen flag clicked\nif <(Level) = [1]> then\n say [Hello!] for (2) seconds\n say [I love autumn because of the beautiful red evening skies] for (4) seconds\nend\n\n@Level\n\nwhen I receive [next level v]\nnext costume\nchange [level v] by (1)\nbroadcast (Start Level v)\n\nwhen flag clicked\nswitch costume to (lvl.1 v)\n\nshow\n\nhide\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nshow\n\n@teleport\n\n
We all know: ⬅️⬆️➡️
the forest |Platformer|| mobile friendly |#games
@Stage\n\n@BLANK\n\n@player\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\ngo to x: (-220) y: (-50)\nshow\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to x: (round (x position)) y: (round (y position))\nswitch costume to (fade v)\nrepeat (10)\n change [ghost v] effect by (15)\n change size by (-5)\nend\ndelete this clone\n\nwhen I receive [play v]\nbroadcast (restart v)\nforever\n set size to (100) %\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 (-2)\n switch costume to (left v)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (2)\n switch costume to (right v)\n end\n set [x v] to ((x) * (0.8))\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) > ((y position) + (20))>>> 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 [15]\n else\n set [x v] to [0]\n end\n end\n if <touching (water v)?> then\n change [y v] by (-.2)\n else\n change [y v] by (-1)\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 <touching (water v)?> then\n set [ghost v] effect to (30)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n set [y v] to [2]\n end\n else\n if <<touching (level v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n set [y v] to [15]\n end\n set [ghost v] effect to (0)\n end\n change y by (1)\n set rotation style [all around v]\n point in direction (((x) * (1.2)) + (90))\n create clone of (_myself_ v)\n if <(x position) > [235]> then\n change [level v] by (1)\n broadcast (next level v) and wait\n end\n if <touching (dangers v)?> then\n repeat (20)\n change [pixelate v] effect by (10)\n change [mosaic v] effect by (0.1)\n change [pitch v] effect by (-5)\n end\n broadcast (next level v) and wait\n broadcast (restart v)\n end\n if <touching (bouncpads v)?> then\n start sound [Jump v]\n set [y v] to [20]\n end\n set [pitch v] effect to (0)\nend\n\nwhen I receive [next level v]\nbroadcast (restart v)\n\nwhen I receive [restart v]\nclear graphic effects\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-220) y: (-50)\nshow\ngo to [front v] layer\n\nwhen flag clicked\nforever\n play sound [bensound-creativeminds v] until done\nend\n\nwhen I receive [enemy kill v]\nset [y v] to [15]\n\n@Level\n\nwhen I receive [play v]\nforever\n go to x: (0) y: (0)\n show\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@dangers\n\nwhen I receive [play v]\nforever\n go to x: (0) y: (0)\n show\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Enemy\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nbroadcast (restart v)\nif then\n delete this clone\nend\nif <(Level) = [6]> then\n clone at x [150] y [-80]\nend\nif <(Level) = [7]> then\n clone at x [150] y [-80]\nend\nif <(Level) = [8]> then\n clone at x [180] y [-85]\n clone at x [0] y [-85]\nend\nif <(Level) = [9]> then\n clone at x [-220] y [165]\nend\n\nwhen I start as a clone\nshow\nset size to (100) %\nforever\n if <([x position v] of [player v]) < (x position)> then\n change [x v] by (-1)\n switch costume to (left v)\n end\n if <(x position) < ([x position v] of [player v])> then\n change [x v] by (1)\n switch costume to (right v)\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 <(([y position v] of [player v]) - (50)) > (y position)> then\n if <(x) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n if <touching (water v)?> then\n change [y v] by (-.2)\n else\n change [y v] by (-1)\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 <touching (water v)?> then\n set [ghost v] effect to (30)\n if <(([y position v] of [player v]) - (100)) > (y position)> then\n set [y v] to [2]\n end\n else\n if <<(([y position v] of [player v]) - (200)) > (y position)> and <touching (level v)?>> then\n set [y v] to [10]\n end\n set [ghost v] effect to (0)\n end\n change y by (1)\n set rotation style [all around v]\n point in direction (((x) * (1.2)) + (90))\n if <touching (dangers v)?> then\n delete this clone\n end\n if <touching (bouncpads v)?> then\n start sound [Jump v]\n set [y v] to [15]\n end\n set [pitch v] effect to (0)\n change y by (-1)\n if <<<touching (player v)?> and <touching (level v)?>> and <(([y position v] of [player v]) - (10)) > (y position)>> then\n switch costume to (join (costume [name v]) [2])\n point in direction (90)\n broadcast (enemy kill v)\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\n change y by (1)\n if <<touching (player v)?> and <not <(([y position v] of [player v]) - (10)) > (y position)>>> then\n broadcast (restart v)\n broadcast (next level v) and wait\n delete this clone\n end\nend\n\ndefine clone at x (x) y (y)\nhide\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\n@Water\n\nwhen I receive [play v]\nforever\n go to x: (0) y: (0)\n go to [back v] layer\n show\n switch costume to (Level)\n set y to ((([sin v] of ((timer) * (50)) ) * (15)) + (0))\nend\n\nwhen flag clicked\nhide\n\n@play button\n\nwhen flag clicked\nshow\ngo to x: (-500) y: (0)\nrepeat (20)\n change x by (((20) - (x position)) / (3))\nend\nforever\n go to [back v] layer\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (5))\n set [brightness v] effect to (5)\n else\n change size by (((100) - (size)) / (5))\n end\n set [brightness v] effect to (0)\nend\n\nwhen this sprite clicked\nhide\nbroadcast (setup v) and wait\nbroadcast (Play v)\nstop all sounds\nstop [other scripts in sprite v]\nstop [this script v]\n\n@menu 2\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n set size to ((([sin v] of ((50) * (timer)) ) * (10)) + (100)) %\nend\n\nwhen I receive [play v]\nhide\n\n@dekorations back\n\nwhen I receive [play v]\nforever\n go to x: (0) y: (0)\n go to [back v] layer\n show\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@dekorations front\n\nwhen I receive [play v]\nforever\n go to x: (0) y: (0)\n go to [front v] layer\n show\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@bouncpads\n\nwhen I receive [play v]\nforever\n go to x: (0) y: (0)\n show\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@clouds\n\nwhen flag clicked\nwait (1) seconds\nforever\n hide\n go to [back v] layer\n set y to (pick random (-100) to (170))\n if <(pick random (1) to (2)) = [1]> then\n set x to (-99999)\n else\n set x to (99999)\n end\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen I start as a clone\nshow\nset size to (pick random (70) to (120)) %\nswitch costume to (pick random (1) to (2))\nset [ghost v] effect to (pick random (10) to (30))\nif <(x position) < [0]> then\n repeat until <(x position) > [250]>\n go to [back v] layer\n change x by (pick random (2) to (5))\n end\nelse\n repeat until <(x position) < [-250]>\n go to [back v] layer\n change x by (pick random (-2) to (-5))\n end\nend\ndelete this clone\n\n@bossfight\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nbroadcast (restart v)\nif then\n delete this clone\nend\nif <(Level) = [11]> then\n clone at x [175] y [-50]\nend\n\nwhen I start as a clone\nset [health v] to [100]\nshow\nset size to (200) %\nforever\n if <([x position v] of [player v]) < (x position)> then\n change [x v] by (-.5)\n switch costume to (left v)\n end\n if <(x position) < ([x position v] of [player v])> then\n change [x v] by (0.5)\n switch costume to (right v)\n end\n set [x v] to ((x) * (0.85))\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 <(([y position v] of [player v]) - (50)) > (y position)> then\n if <(x) > [0]> then\n set [x v] to [-15]\n else\n set [x v] to [15]\n end\n set [y v] to [17]\n else\n set [x v] to [0]\n end\n end\n if <touching (water v)?> then\n change [y v] by (-.2)\n else\n change [y v] by (-1)\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 <touching (water v)?> then\n set [ghost v] effect to (30)\n if <(([y position v] of [player v]) - (100)) > (y position)> then\n set [y v] to [2]\n end\n else\n if <<(([y position v] of [player v]) - (200)) > (y position)> and <touching (level v)?>> then\n set [y v] to [15]\n end\n set [ghost v] effect to (0)\n end\n change y by (1)\n set rotation style [all around v]\n point in direction (((x) * (1.2)) + (90))\n if <touching (dangers v)?> then\n delete this clone\n end\n if <touching (bouncpads v)?> then\n start sound [Jump v]\n set [y v] to [15]\n end\n set [pitch v] effect to (0)\n change y by (-1)\n if <<<touching (player v)?> and <touching (level v)?>> and <(([y position v] of [player v]) - (10)) > (y position)>> then\n change [health v] by (-10)\n change size by (-10)\n broadcast (enemy kill v) and wait\n if <(health) < [1]> then\n switch costume to (join (costume [name v]) [2])\n point in direction (90)\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\n end\n change y by (1)\n if <<touching (player v)?> and <not <(([y position v] of [player v]) - (10)) > (y position)>>> then\n set [health v] to [100]\n broadcast (restart v)\n broadcast (next level v) and wait\n delete this clone\n end\nend\n\ndefine clone at x (x) y (y)\nhide\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\ndelete this clone\n\n@best thumbnail ever made in the universe\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n go to [front v] layer\n show\nend\n\n
Hello unknown Person!\nthis is another Platformer game!\nyou can use use the arrow keys,WASD or mobile controls to move\n\n-----------------------------------------------------------------------\n\nincludes \n-12 levels\n-enemys\n-bouncpads\n-Water(only thing that is blue)\n-play button(very nice)\n+everything is green \n\n\n\n\n\n\n\neehhm .. 500 views? 51 likes and 41 faves?\n\n\n\n\n\n\n\ndon´t say this projects get 1000 views\n\n\n\n\n\nreal gamers kill the endboss before going to the end\ncan this project get 1000 views? would be nice
Autumn - A platformer remix
@Stage\n\n@Player\n\ndefine Tick\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\nend\nchange x by (xv)\nset [xv v] to ((xv) * (0.9))\nif <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 y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n set [yv v] to [15]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange [yv v] by (-1)\nchange y by (yv)\nif <touching color (#000000)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <touching color (#000000)?> then\n set [yv v] to [13]\n end\nend\nchange y by (1)\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n broadcast (Tick v)\nend\n\nwhen I receive [tick v]\nTick\n\nwhen [right arrow v] key pressed\nswitch costume to (player\(costume1\) v)\n\nwhen [left arrow v] key pressed\nswitch costume to (player\(costume2\) v)\n\nwhen flag clicked\nforever\n if <(x position) > [265]> then\n broadcast (Next Level v)\n end\nend\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (player\(costume1\) v)\ngo to x: (-162) y: (1)\n\nwhen I receive [start level v]\ngo to x: (-200) y: (1)\n\nwhen flag clicked\nforever\n if <touching color (#656565)?> then\n broadcast (Start Level v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (teleport v)?> then\n broadcast (Next Level v)\n end\nend\n\nwhen flag clicked\nshow\nsay [Hello!] for (2) seconds\nsay [I love autumn because of the beautiful red evening skies] for (4) seconds\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n say [Thanks for playing!!] for (3) seconds\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen [a v] key pressed\nswitch costume to (player\(costume2\) v)\n\nwhen [d v] key pressed\nswitch costume to (player\(costume1\) v)\n\n@Level\n\nwhen I receive [next level v]\nnext costume\nchange [level v] by (1)\nbroadcast (Start Level v)\n\nwhen flag clicked\nshow\nswitch costume to (lvl.1 v)\n\nhide\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n@teleport\n\n
⬅️⬆️➡️ or WASD\nSorry if i don't respond to all the comments.\n@H1perT3sla was the 1000th\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nhi
ウザい platformer(コラボ)
@Stage\n\n@スプライト1\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\ngo to x: (-240) y: (-57)\nset size to (15) %\npoint in direction (90)\nset [変数 v] to [1]\nset rotation style [left-right v]\nforever\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 (#76e400)?> or <touching color (#5eb600)?>> or <touching color (#744a00)?>> then\n change y by (1)\n if <<<touching color (#76e400)?> or <touching color (#5eb600)?>> or <touching color (#744a00)?>> then\n change y by (1)\n if <<<touching color (#76e400)?> or <touching color (#5eb600)?>> or <touching color (#744a00)?>> then\n change y by (1)\n if <<<touching color (#76e400)?> or <touching color (#5eb600)?>> or <touching color (#744a00)?>> then\n change y by (1)\n if <<<touching color (#76e400)?> or <touching color (#5eb600)?>> or <touching color (#744a00)?>> then\n change y by (1)\n if <<<touching color (#76e400)?> or <touching color (#5eb600)?>> or <touching color (#744a00)?>> 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 (#76e400)?> or <touching color (#5eb600)?>> or <touching color (#744a00)?>> 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 (#76e400)?> or <touching color (#5eb600)?>> or <touching color (#744a00)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <touching color (#ff0000)?> then\n set [変数 v] to [0]\n start sound [Crazy Laugh v]\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-270) y: (-57)\n wait (0.1) seconds\n set [変数 v] to [1]\n end\n if <touching color (#0014ff)?> then\n set [y v] to [24]\n end\n if <(x position) > [230]> then\n if <([backdrop # v] of [_stage_ v]) < [11]> then\n next backdrop\n go to x: (-240) y: (-57)\n end\n end\n if <(y position) < [-170]> then\n start sound [Crazy Laugh v]\n go to x: (-240) y: (-57)\n end\nend\n\nwhen flag clicked\nforever\n play sound [natsuyasuminotanken v] until done\nend\n\n@スプライト2\n\nwhen flag clicked\ngo to x: (-6) y: (33)\nswitch costume to (コスチューム1 v)\nhide\n\nwhen backdrop switches to [背景2 v]\nshow\nforever\n if <touching (スプライト1 v)?> then\n switch costume to (コスチューム2 v)\n end\nend\n\nwhen backdrop switches to [背景3 v]\nhide\n\n@スプライト3\n\nwhen flag clicked\ngo to x: (26) y: (-14)\nswitch costume to (コスチューム1 v)\nhide\n\nwhen backdrop switches to [背景3 v]\nshow\nforever\n if <<<([x position v] of [スプライト1 v]) > [-80]> and <[135] > ([x position v] of [スプライト1 v])>> and <[-88] > ([y position v] of [スプライト1 v])>> then\n go to x: (26) y: (-14)\n switch costume to (コスチューム2 v)\n wait (1.5) seconds\n switch costume to (コスチューム3 v)\n wait (0.5) seconds\n switch costume to (コスチューム1 v)\n end\nend\n\nwhen backdrop switches to [背景4 v]\nhide\n\n@スプライト4\n\nwhen flag clicked\ngo to x: (101) y: (-135)\nhide\n\nwhen backdrop switches to [背景4 v]\nforever\n if <<([x position v] of [スプライト1 v]) > [-30]> and <([x position v] of [スプライト1 v]) < [140]>> then\n create clone of (_myself_ v)\n wait until <(変数) = [0]>\n end\nend\n\nwhen I start as a clone\nshow\nset rotation style [all around v]\npoint in direction (0)\nmove (5) steps\nwait (0.001) seconds\nmove (7) steps\nwait (0.001) seconds\nmove (9) steps\nwait (0.001) seconds\nmove (12) steps\nwait (0.001) seconds\nmove (14) steps\nwait (0.001) seconds\nmove (14) steps\nwait (0.1) seconds\nmove (-2) steps\nwait (0.001) seconds\nmove (-4) steps\nwait (0.001) seconds\nmove (-6) steps\npoint in direction (-90)\nwait (0.1) seconds\nrepeat until <<touching (_edge_ v)?> or <touching (スプライト1 v)?>>\n move (1) steps\n move (1) steps\n move (1) steps\n move (1) steps\n move (1) steps\n move (1) steps\n move (1) steps\n move (1) steps\n move (1) steps\n move (1) steps\n move (1) steps\nend\ndelete this clone\n\nwhen backdrop switches to [背景5 v]\nstop [other scripts in sprite v]\n\n@スプライト5\n\nwhen flag clicked\ngo to x: (5) y: (120)\nhide\n\nwhen backdrop switches to [背景5 v]\nshow\n\nwhen backdrop switches to [背景6 v]\nhide\n\n@スプライト6\n\nwhen flag clicked\ngo to x: (5) y: (59)\nhide\n\nwhen backdrop switches to [背景5 v]\nshow\nforever\n if <([x position v] of [スプライト1 v]) > [-120]> then\n repeat (14)\n change y by (-20)\n end\n hide\n wait until <([x position v] of [スプライト1 v]) > [230]>\n show\n go to x: (5) y: (59)\n end\nend\n\n@スプライト7\n\nwhen flag clicked\ngo to x: (5) y: (35)\nhide\n\nwhen backdrop switches to [背景10 v]\nshow\nforever\n turn right (3) degrees\nend\n\nwhen backdrop switches to [背景9 v]\nhide\n\n@スプライト8\n\nwhen flag clicked\ngo to x: (9) y: (6)\nswitch costume to (コスチューム1 v)\nhide\n\nwhen backdrop switches to [背景9 v]\nshow\nforever\n if <touching (スプライト1 v)?> then\n switch costume to (コスチューム2 v)\n end\nend\n\nwhen backdrop switches to [背景10 v]\nhide\n\n@スプライト9\n\nwhen flag clicked\ngo to x: (9) y: (6)\nswitch costume to (コスチューム1 v)\nhide\n\nwhen backdrop switches to [背景9 v]\nshow\nforever\n if <touching (スプライト1 v)?> then\n switch costume to (コスチューム2 v)\n end\nend\n\nwhen backdrop switches to [背景10 v]\nhide\n\n
コラボです!\nコラボ相手\n↳@spongebob0212様\n相手の作品\n↳ https://scratch.mit.edu/projects/429897877\n\nPC\n↳十字キーで移動\nスマホ\n↳キャラより右をクリックで右\n キャラより左をクリックで左\n キャラより上をクリックでジャンプ\n今回はひっかけが多いので腹が立つと思います(すいません)\n♥と★、フォローお願いします!\n
Fall Guys Lava Run || A Mobile Friendly Platformer #Games #Art #music #Stories #Fun
@Stage\n\n@Intro\n\nwhen I start as a clone\nif <(cloneid) = [7]> then\n\nwhen I start as a clone\nif <(ID) = [8]> then\n forever\n go to [back v] layer\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\npoint in direction (90)\nhide\nswitch costume to (filler v)\nset [id v] to [5]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nswitch costume to (filler2 v)\nset [id v] to [6]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nswitch costume to (filler3 v)\nset [id v] to [5]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nswitch costume to (filler4 v)\nset [id v] to [6]\ncreate clone of (_myself_ v)\nwait (1) seconds\nhide\npoint in direction (-90)\nset rotation style [all around v]\nset [id v] to [8]\ngo to x: (-240) y: (180)\nrepeat (6)\n repeat (8)\n set [id v] to [8]\n create clone of (_myself_ v)\n change x by (71)\n end\n set x to (-240)\n change y by (-72)\nend\ngo to x: (0) y: (0)\npoint in direction (90)\nwait (7) seconds\nbroadcast (Intro Ended v)\n\nwhen I start as a clone\n\nwhen I start as a clone\nif <(ID) = [2]> then\n set size to (100) %\n switch costume to (filler 1 v)\n clear graphic effects\n go to x: (-480) y: (0)\n show\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (12))\n end\nend\n\nwhen I start as a clone\nif <(ID) = [3]> then\n set size to (100) %\n switch costume to (filler 2 v)\n clear graphic effects\n go to x: (480) y: (0)\n show\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (12))\n end\nend\n\nwhen flag clicked\nwait (3.5) seconds\npoint in direction (90)\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)\nset [id v] to [9]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(ID) = [4]> then\n point in direction (0)\n set size to (0) %\n switch costume to (pfp full v)\n clear graphic effects\n set [ghost v] effect to (100)\n go to x: (0) y: (-360)\n show\n repeat until <<(round (size)) = [100]> and <<(round (direction)) = [90]> and <(round (y position)) = [80]>>>\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (4))\n change size by (((100) - (size)) / (4))\n end\nend\n\nwhen I start as a clone\nif <(ID) = [5]> then\n set size to (100) %\n clear graphic effects\n go to x: (480) y: (360)\n show\n repeat until <<(round (y position)) = [0]> and <(round (x position)) = [0]>>\n change y by (((0) - (y position)) / (4))\n change x by (((0) - (x position)) / (4))\n end\n wait (0.1) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [6]> then\n set size to (100) %\n clear graphic effects\n go to x: (-480) y: (-360)\n show\n repeat until <<(round (y position)) = [0]> and <(round (x position)) = [0]>>\n change y by (((0) - (y position)) / (4))\n change x by (((0) - (x position)) / (4))\n end\n wait (0.1) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [7]> then\n set size to (100) %\n clear graphic effects\n go to x: (-480) y: (-360)\n show\n repeat until <<(round (y position)) = [0]> and <(round (x position)) = [0]>>\n change y by (((0) - (y position)) / (4))\n change x by (((0) - (x position)) / (4))\n end\n wait (0.32) seconds\n delete this clone\nend\n\nswitch costume to (filler v)\n\nswitch costume to (filler2 v)\n\nswitch costume to (filler2 v)\n\nwhen I start as a clone\nif <(ID) = [8]> then\n show\n switch costume to (filler5 v)\n set size to (0) %\n repeat (28)\n turn right (((90) - (direction)) / (3)) degrees\n change size by (((205) - (size)) / (5))\n end\n wait (1) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [1]> then\n set size to (100) %\n clear graphic effects\n go to x: (0) y: (0)\n show\n forever\n switch costume to (blank v)\n set size to (150) %\n switch costume to (slide v)\n repeat (8)\n change x by (-6)\n change y by (6)\n end\n go to x: (0) y: (0)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [4]> then\n forever\n point in direction ((([tan v] of ((turn) * (150)) ) * (5)) + (90))\n change [turn v] by (0.04)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [9]> then\n point in direction (0)\n set size to (0) %\n switch costume to (untitled drawing \(2\) v)\n clear graphic effects\n set [ghost v] effect to (100)\n go to x: (0) y: (360)\n show\n repeat until <<(round (size)) = [100]> and <<(round (direction)) = [90]> and <(round (y position)) = [80]>>>\n change [ghost v] effect by (-10)\n turn right (((90) - (direction)) / (4)) degrees\n change y by (((80) - (y position)) / (4))\n change size by (((100) - (size)) / (4))\n end\nend\n\nwhen flag clicked\nplay sound (pick random (1) to (2)) until done\nbroadcast (Delete v)\nset [id v] to [10]\ncreate clone of (_myself_ v)\n\nwhen I receive [delete v]\nwait (0.6) seconds\ndelete this clone\n\nwhen I start as a clone\nif <(ID) = [10]> then\n set size to (100) %\n switch costume to (filler v)\n clear graphic effects\n go to x: (-480) y: (0)\n show\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (4))\n end\n delete this clone\nend\n\n@Player\n\nwhen I receive [play game v]\ngo to x: (-200) y: (-75)\nshow\nset size to (100) %\nset [sx v] to [0]\nset [sy v] to [0]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n set [direction v] to [90]\n set [direction right v] to [2]\n set [direction left v] to [0]\n change [sx v] by (Ability - Speed)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n set [direction v] to [-90]\n set [direction right v] to [0]\n set [direction left v] to [2]\n change [sx v] by ((Ability - Speed) - ((Ability - Speed) * (2)))\n end\n set [sx v] to ((sx) * (0.9))\n change x by (sx)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change x by ((sx) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n start sound [Jump6 v]\n if <(sx) > [0]> then\n set [sx v] to [-5]\n else\n set [sx v] to [5]\n end\n set [sy v] to [12]\n else\n set [sx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [sy v] by (-1)\n change y by (sy)\n if <touching (platforms v)?> then\n change y by ((sy) * (-1))\n set [sy v] to [0]\n end\n change y by (-1)\n if <touching (platforms v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [sy v] to (Ability - Height)\n end\n end\n change y by (1)\n if <<<(y position) < [-177]> or <touching (lava2 v)?>> or <touching (lava3 v)?>> then\n start sound [ouch1 v]\n broadcast (Reset v)\n Reset\n end\n if <(x position) > [230]> then\n if <(LEVEL) = [33]> then\n end\n if <key (r v) pressed?> then\n Reset\n end\n if <<touching (moving enemies v)?> or <touching (pure evil v)?>> then\n start sound [ouch1 v]\n Reset\n broadcast (Reset v)\n end\nend\n\ndefine Reset\ngo to x: (-200) y: (-75)\n\nwhen flag clicked\n\nwhen I receive [game on v]\nset [character v] to [0]\nset [level v] to [1]\nset [ability - speed v] to [0.8]\nset [ability - height v] to [12]\nset [sword v] to [0]\nset [ninja star v] to [0]\nset [iceball v] to [0]\nset [fireball v] to [0]\nshow\nswitch costume to (player v)\nbroadcast (Play Game v)\n\nwhen I receive [2 v]\nswitch costume to (player2 v)\nset [ability - height v] to [12]\nset [ability - speed v] to [0.8]\n\nwhen I receive [3 v]\nswitch costume to (player3 v)\nset [ability - height v] to [12]\nset [ability - speed v] to [0.8]\n\nwhen I receive [4 v]\nswitch costume to (player4 v)\nset [ability - height v] to [12]\nset [ability - speed v] to [0.8]\n\nwhen I receive [5 v]\nswitch costume to (player5 v)\nset [ability - height v] to [12]\nset [ability - speed v] to [0.8]\n\nwhen I receive [6 v]\nswitch costume to (player6 v)\nset [ability - height v] to [12]\nset [ability - speed v] to [0.8]\n\nwhen I receive [7 v]\nswitch costume to (player7 v)\nset [ability - speed v] to [12]\nset [ability - height v] to [0.8]\n\nwhen I receive [8 v]\nswitch costume to (player8 v)\nset [ability - height v] to [12]\nset [ability - speed v] to [0.8]\n\nwhen I receive [9 v]\nswitch costume to (player9 v)\nset [ability - speed v] to [0.8]\nset [ability - height v] to [12]\n\nwhen I receive [10 v]\nswitch costume to (player10 v)\nset [ability - height v] to [12]\nset [ability - speed v] to [0.8]\n\nwhen I receive [11 v]\nswitch costume to (player11 v)\nset [ability - height v] to [12]\nset [ability - speed v] to [0.8]\n\nwhen I receive [12 v]\nswitch costume to (player12 v)\nset [ability - speed v] to [0.8]\nset [ability - height v] to [12]\n\nwhen I receive [13 v]\nswitch costume to (player13 v)\nset [ability - speed v] to [0.8]\nset [ability - height v] to [12]\n\nwhen [space v] key pressed\nset [throw v] to [1]\n\nwhen I receive [14 v]\nswitch costume to (player14 v)\nset [ability - height v] to [12]\nset [ability - speed v] to [0.8]\n\nwhen I receive [15 v]\nswitch costume to (player15 v)\nset [ability - height v] to [12]\nset [ability - speed v] to [0.8]\n\nwhen I receive [win! v]\nbroadcast (Level Up v)\n\nwhen I receive [level up v]\nchange [level v] by (1)\n\nchange [ability points v] by (30)\n\nwhen I receive [free skin! v]\nswitch costume to (special skin v)\nset [ability - speed v] to [2]\nset [ability - height v] to [18]\n\nwhen I receive [intro ended v]\nhide\nset [level v] to [0]\nbroadcast (Game On v)\n\nwhen flag clicked\nhide\n\n@Platforms\n\nwhen flag clicked\nwait until <(LEVEL) = [15]>\nbroadcast (Stop Lava v)\n\nwhen flag clicked\n\nwhen I receive [play game v]\nshow\n\nwhen I receive [level up v]\nnext costume\n\nbroadcast (Level Up v)\n\nwhen flag clicked\nwait until <(LEVEL) = [10]>\nbroadcast (More Lava v)\n\nwhen flag clicked\nhide\n\nwhen I receive [intro ended v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nhide\n\n@Shop\n\nwhen I receive [game on v]\ngo to [front v] layer\nshow\nset [1 v] to [0]\nset [2 v] to [0]\nset [3 v] to [0]\nset [4 v] to [0]\nset [5 v] to [0]\nset [6 v] to [0]\nset [7 v] to [0]\nset [8 v] to [0]\nset [9 v] to [0]\nset [10 v] to [0]\nset [11 v] to [-8]\nset [12 v] to [-8]\nset [13 v] to [-8]\nset [14 v] to [-8]\n\nwhen this sprite clicked\nbroadcast (Menu v)\ngo to [front v] layer\nif <(costume [number v]) = [1]> then\n broadcast (Open Store v)\n show variable [ability points v]\nend\nif <(costume [number v]) = [2]> then\n broadcast (Close Store v)\nend\nif <(costume [number v]) = [3]> then\n if <(1) < [1]> then\n if <(Ability Points) > [2]> then\n set [1 v] to [1]\n change [ability points v] by (-3)\n broadcast (3 v)\n broadcast (Close Store v)\n else\n show\n end\n else\n broadcast (3 v)\n broadcast (Close Store v)\n end\nend\nif <(costume [number v]) = [4]> then\n if <(2) < [1]> then\n if <(Ability Points) > [2]> then\n set [2 v] to [1]\n change [ability points v] by (-3)\n broadcast (4 v)\n broadcast (Close Store v)\n else\n show\n end\n else\n broadcast (4 v)\n broadcast (Close Store v)\n end\nend\nif <(costume [number v]) = [5]> then\n if <(3) < [1]> then\n if <(Ability Points) > [2]> then\n set [3 v] to [1]\n change [ability points v] by (-3)\n broadcast (5 v)\n broadcast (Close Store v)\n else\n show\n end\n else\n broadcast (5 v)\n broadcast (Close Store v)\n end\nend\nif <(costume [number v]) = [6]> then\n if <(4) < [1]> then\n if <(Ability Points) > [2]> then\n set [4 v] to [1]\n change [ability points v] by (-3)\n broadcast (6 v)\n broadcast (Close Store v)\n else\n show\n end\n else\n broadcast (6 v)\n broadcast (Close Store v)\n end\nend\nif <(costume [number v]) = [7]> then\n if <(5) < [1]> then\n if <(Ability Points) > [2]> then\n set [5 v] to [1]\n change [ability points v] by (-3)\n broadcast (7 v)\n broadcast (Close Store v)\n else\n show\n end\n else\n broadcast (7 v)\n broadcast (Close Store v)\n end\nend\nif <(costume [number v]) = [8]> then\n if <(6) < [1]> then\n if <(Ability Points) > [7]> then\n set [6 v] to [1]\n change [ability points v] by (-5)\n broadcast (8 v)\n broadcast (Close Store v)\n else\n show\n end\n else\n broadcast (8 v)\n broadcast (Close Store v)\n end\nend\nif <(costume [number v]) = [9]> then\n if <(7) < [1]> then\n if <(Ability Points) > [7]> then\n set [7 v] to [1]\n change [ability points v] by (-5)\n broadcast (9 v)\n broadcast (Close Store v)\n else\n show\n end\n else\n broadcast (9 v)\n broadcast (Close Store v)\n end\nend\nif <(costume [number v]) = [9]> then\n if <(7) < [1]> then\n if <(Ability Points) > [7]> then\n set [7 v] to [1]\n change [ability points v] by (-5)\n broadcast (9 v)\n broadcast (Close Store v)\n else\n show\n end\n else\n broadcast (9 v)\n broadcast (Close Store v)\n end\nend\nif <(costume [number v]) = [10]> then\n if <(8) < [1]> then\n if <(Ability Points) > [7]> then\n set [8 v] to [1]\n change [ability points v] by (-5)\n broadcast (10 v)\n broadcast (Close Store v)\n else\n show\n end\n else\n broadcast (10 v)\n broadcast (Close Store v)\n end\nend\nif <(costume [number v]) = [11]> then\n if <(9) < [1]> then\n if <(Ability Points) > [7]> then\n set [9 v] to [1]\n change [ability points v] by (-5)\n broadcast (11 v)\n broadcast (Close Store v)\n else\n show\n end\n else\n broadcast (11 v)\n broadcast (Close Store v)\n end\nend\nif <(costume [number v]) = [12]> then\n if <(10) < [1]> then\n if <(Ability Points) > [7]> then\n set [10 v] to [1]\n change [ability points v] by (-5)\n broadcast (12 v)\n broadcast (Close Store v)\n else\n show\n end\n else\n broadcast (12 v)\n broadcast (Close Store v)\n end\nend\nif <(costume [number v]) = [13]> then\n if <(11) < [1]> then\n if <(Ability Points) > [8]> then\n set [11 v] to [1]\n change [ability points v] by (-8)\n broadcast (13 v)\n broadcast (Close Store v)\n else\n show\n end\n else\n broadcast (13 v)\n broadcast (Close Store v)\n end\nend\nif <(costume [number v]) = [14]> then\n if <(12) < [1]> then\n if <(Ability Points) > [8]> then\n set [12 v] to [1]\n change [ability points v] by (-8)\n broadcast (14 v)\n broadcast (Close Store v)\n else\n show\n end\n else\n broadcast (14 v)\n broadcast (Close Store v)\n end\nend\nif <(costume [number v]) = [15]> then\n if <(13) < [1]> then\n if <(Ability Points) > [8]> then\n set [12 v] to [1]\n change [ability points v] by (-8)\n broadcast (15 v)\n broadcast (Close Store v)\n else\n show\n end\n else\n broadcast (15 v)\n broadcast (Close Store v)\n end\nend\nif <(costume [number v]) = [16]> then\n if <(14) < [1]> then\n if <(Ability Points) > [8]> then\n set [14 v] to [1]\n change [ability points v] by (-15)\n broadcast (14 v)\n broadcast (Close Store v)\n else\n show\n end\n else\n broadcast (14 v)\n broadcast (Close Store v)\n end\nend\n\nwhen I receive [open store 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)\nswitch costume to (costume5 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume6 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume7 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume8 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume9 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume10 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume11 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume12 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume13 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume14 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume15 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume16 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\n\nwhen I receive [close store v]\nswitch costume to (costume1 v)\nhide variable [ability points v]\nbroadcast (Play Game v)\ndelete this clone\n\n\n\nwhen I receive [reset v]\nswitch costume to (costume1 v)\n\nwhen I receive [tick v]\n\ngo to [back v] layer\n\ngo [forward v] (1) layers\n\nwhen I receive [open store v]\ngo to [front v] layer\nwait (0.1) seconds\ngo to [front v] layer\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [level up v]\ngo to [front v] layer\n\nwhen I receive [win! v]\nhide\n\nwhen I receive [intro ended v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nhide variable [ability points v]\nset [ability points v] to [0]\nhide\n\nwhen flag clicked\nhide\n\n@Menu\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [open store v]\ngo to [front v] layer\nshow\n\nwhen I receive [close store v]\nhide\n\n@Words + Shadows\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nshow\n\nwhen I receive [level up v]\ngo to [back v] layer\nnext costume\ngo to [back v] layer\nwait (0.1) seconds\ngo to [back v] layer\n\nwhen I receive [intro ended v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nhide\n\n@Music\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nshow\nset [song number v] to [1]\ngo to x: (0) y: (0)\n\nwhen this sprite clicked\nstop all sounds\nswitch costume to (costume1 v)\nstart sound ((Song NUMBER) + (1))\nchange [song number v] by (1)\n\nwhen I receive [close store v]\nshow\n\nwhen I receive [open store v]\nhide\n\nwhen I receive [level up v]\ngo to [front v] layer\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen this sprite clicked\nset volume to (100) %\n\nwhen I receive [intro ended v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [intro ended v]\nset volume to (100) %\nplay sound [Everybody Falls v] until done\nwait (207) seconds\nplay sound [Survive the Fall - Hunt & Team v] until done\nwait (207) seconds\n\nwhen I receive [intro ended v]\nforever\n if <key (m v) pressed?> then\n set volume to (0) %\n end\nend\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [play game v]\nshow\n\nwhen I receive [level up v]\nnext costume\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\n\n@Lava2\n\nwhen I receive [finish v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nchange [lava speed v] by (0.2)\ngo to x: (-500) y: (0)\nchange x by (Lava Speed)\n\nwhen I receive [reset v]\ngo to x: (-500) y: (0)\n\nwhen flag clicked\n\nwhen I receive [menu v]\nset [lava speed v] to [0]\n\nwhen I receive [close store v]\nset [lava speed v] to [2]\n\nwhen I receive [stop lava v]\nset [lava speed v] to [0]\n\nwhen I receive [intro ended v]\nshow\nset [lava speed v] to [2]\ngo to x: (-500) y: (0)\n\nwhen I receive [intro ended v]\nshow\nforever\n change x by (Lava Speed)\nend\n\n@Lava3\n\nwhen I receive [level up v]\nset y to (-8)\nbroadcast (Reset v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen I receive [death/reset v]\nset y to (-8)\n\nwhen I receive [more lava v]\nrepeat until <(LEVEL) = [15]>\n change y by (0.7)\nend\n\nforever\nend\n\nwhen I receive [reset v]\ngo to x: (-17) y: (-8)\n\nwait (2) seconds\n\nwait (4) seconds\n\nwait (2) seconds\n\nwhen I receive [stop lava v]\nchange y by (0)\n\nwhen I receive [intro ended v]\nshow\nset y to (-8)\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\nbroadcast (Free Skin! v)\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [free skin! v]\nshow\ngo to x: (4) y: (-346)\nglide (1) secs to x: (0) y: (0)\nwait (3) seconds\nglide (1) secs to x: (0) y: (346)\nhide\n\n
Fall Guys Lava Run (Part 2)\nThis is Mobile friendly so for all those people who code on on and wireless devise.\n\nNEW BUG: Lava doesn't move ---> Spam Flag to make it move\n\n-Controls-\nWASD/ARROW/MOBILE USE\n\n#IMPORTANT INFO (more levels soon)\nOnce you reach the end DON'T CLICK THE FINALE THE SKINS OR YOU WILL BE STUCK. Bugs: I think It\nIf you have found a bug please tell me.\n\nGame Info: No more fall guys after this sorry. 2. Have Fun! AND RUN FOR YOUR LIFE\n\n\n\n-Credits-\n@SCRACO65 for the code for Lava\nand some art is mine but Most it goes to @Castle_Hippopotamus AND @QuaXX for shop code\n\nThank You @CoderMcCode for intro\n\n#Art #Music #games #yungSky #yungSkytest #Fun #fortnite #Fall #guys #platformer FallGuys #FallGuysPlatformer #Part2
[DEMO] Life 2 || Multiplayer Platformer #games #all #art #music
@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 I receive [song v]\nbroadcast (Epik v)\nplay sound [Amadeus Legendary EDM Release v] until done\n\nwhen I receive [epik v]\nwait (241.60) seconds\nbroadcast (Epik x 2 v)\nplay sound [Hooley Gun By Garlon v] until done\n\nwhen I receive [epik x 2 v]\nwait (185.96) seconds\nbroadcast (epik x 3 v)\nplay sound [Xaf - Kaled v] until done\n\nwhen I receive [tick v]\nif <<(::::::::::::stats) = [1]> and <<(::::::::chat) = [1]> and <(::::::shop) = [1]>>> then\n broadcast (only shop v)\nend\nif <<(::::::::::::stats) = [1]> and <<(::::::::chat) = [0]> and <(::::::shop) = [1]>>> then\n broadcast (only stats v)\nend\nif <<(::::::::::::stats) = [0]> and <<(::::::::chat) = [0]> and <(::::::shop) = [0]>>> then\n broadcast (HIDE v)\nend\n\nwhen I receive [tick v]\nif <(Costume2) = [2]> then\n change [:::::::::::::::::::::::::::::::::::::emeralds v] by (1)\n change [::::::::::::::::::::::::::coins v] by (10)\n change [:::::::::::::::::::::diamonds v] by (3)\n set [costume2 v] to [1]\n stop [this script v]\nelse\n stop [this script v]\nend\n\nwhen flag clicked\nhide variable [:::::::::::::::::::::::::::::::::::::emeralds v]\nhide variable [::::::::::::::::::::::::::coins v]\nhide variable [:::::::::::::::::::::diamonds v]\n\nwhen I receive [epik x 3 v]\nwait (203.96) seconds\nplay sound [bensound-memories v] until done\nbroadcast (Epik v)\n\nchange [:::::::::::::::::::::::::::::::::::::emeralds v] by (1)\nchange [:::::::::::::::::::::diamonds v] by (5)\nchange [::::::::::::::::::::::::::coins v] by (10)\n\nwhen I receive [setup v]\nif <(username) = [JTHEJET]> then\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\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\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [::::::::::::::::::::::::::::::::::::::::::::::::::::::::die v] to [1]\n set [die v] to [1]\n position player?\n broadcast (oof v)\n start sound [Hurt v]\n set [exit v] to [die]\nend\nif <touching (saws v)?> then\n set [::::::::::::::::::::::::::::::::::::::::::::::::::::::::die v] to [1]\n position player?\n broadcast (oof v)\n start sound [Hurt v]\n set [exit v] to [die]\nend\n\ndefine Game - Die\nset [::::::::::::::::::::::::::::::::::::::::::::::::::::::::die v] to [1]\nset [die v] to [1]\nposition player?\nbroadcast (oof v)\nset [exit v] to []\nstart sound [Hurt v]\nset [die v] to [1]\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\nSkin Stuff\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <(:::::::::::::::::::::::::::::::::::::::::::::Jump Boost) = [0]> then\n if <<<(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\n end\n if <(sy) > [-20]> then\n change [sy v] by (-2)\n end\nend\nif <(:::::::::::::::::::::::::::::::::::::::::::::Jump Boost) = [1]> then\n if <<<(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 [20]\n end\n end\n if <(sy) > [-20]> then\n change [sy v] by (-2)\n end\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\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 [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 I receive [intro end v]\npoint in direction (90)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\nset [max players v] to [10]\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\nwhen flag clicked\nhide\n\nwhen I receive [intro end v]\nbroadcast (Begin v)\nbroadcast (Play Game v)\n\nwhen I receive [tick v]\nif <not <touching (npc v)?>> then\n broadcast (No Traed v)\nend\n\ndefine position player?\nset [scroll x v] to (CHECKPOINT X)\nset [scroll y v] to (CHECKPOINT Y)\nset [x v] to (CHECKPOINT X)\nset [y v] to (CHECKPOINT Y)\n\nwhen flag clicked\nset [x v] to [0]\nset [y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [ghost v] effect to (0)\nset size to (100) %\n\nwhen I receive [trampoline v]\nset [sy v] to [32]\n\nwhen I receive [jump v]\nchange [::::::::::::::::::::::::::coins v] by (3)\nset [sy v] to [23]\n\nwhen I receive [die v]\nset [die v] to [1]\nposition player?\nbroadcast (oof v)\nstart sound [Hurt v]\nset [exit v] to [die]\n\ndefine Skin Stuff\nDouble Jump\nUltra Boost\nStuff\nif <(::::::::::::::::::::::::::::::::::::::::::::New Skin) = [0]> then\n set [::::::::::::::::::::::::::::::::::::::::::::::::::speed boost v] to [0]\n set [::::::::::::::::::::::::::::::::::::::::::::::::double jump v] to [0]\n set [:::::::::::::::::::::::::::::::::::::::::::::jump boost v] to [0]\n if <not <key (any v) pressed?>> then\n switch costume to (normal v)\n end\n if <<<(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 end\n if <<<(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 end\n if <<<<(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)\n end\n if <<<<(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)\n end\nelse\n if <not <key (any v) pressed?>> then\n switch costume to (normal2 v)\n end\n if <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (left2 v)\n end\n if <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (right2 v)\n end\n if <<<<(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 up2 v)\n end\n if <<<<(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 up2 v)\n end\nend\nif <(::::::::::::::::::::::::::::::::::::::::::::New Skin) = [2]> then\n set [::::::::::::::::::::::::::::::::::::::::::::::::double jump v] to [0]\n set [:::::::::::::::::::::::::::::::::::::::::::::jump boost v] to [0]\n if <not <key (any v) pressed?>> then\n switch costume to (normal3 v)\n end\n if <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (left3 v)\n end\n if <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (right3 v)\n end\n if <<<<(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 up3 v)\n end\n if <<<<(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 up3 v)\n end\nend\nif <(::::::::::::::::::::::::::::::::::::::::::::New Skin) = [3]> then\n set [::::::::::::::::::::::::::::::::::::::::::::::::double jump v] to [0]\n set [:::::::::::::::::::::::::::::::::::::::::::::jump boost v] to [1]\n if <not <key (any v) pressed?>> then\n switch costume to (normal4 v)\n end\n if <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (normal4 v)\n end\n if <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (normal4 v)\n end\n if <<<<(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 (normal4 v)\n end\n if <<<<(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 (normal4 v)\n end\nend\nif <(::::::::::::::::::::::::::::::::::::::::::::New Skin) = [4]> then\n set [::::::::::::::::::::::::::::::::::::::::::::::::::speed boost v] to [1]\n set [::::::::::::::::::::::::::::::::::::::::::::::::double jump v] to [0]\n if <not <key (any v) pressed?>> then\n switch costume to (normal5 v)\n end\n if <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (left5 v)\n end\n if <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (right5 v)\n end\n if <<<<(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 up5 v)\n end\n if <<<<(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 up5 v)\n end\nend\nif <(::::::::::::::::::::::::::::::::::::::::::::New Skin) = [5]> then\n set [::::::::::::::::::::::::::::::::::::::::::::::::double jump v] to [0]\n set [:::::::::::::::::::::::::::::::::::::::::::::jump boost v] to [1]\n set [::::::::::::::::::::::::::::::::::::::::::::::::::speed boost v] to [1]\n if <not <key (any v) pressed?>> then\n switch costume to (normal6 v)\n end\n if <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (left6 v)\n end\n if <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (right6 v)\n end\n if <<<<(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 up6 v)\n end\n if <<<<(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 up6 v)\n end\nend\nif <(::::::::::::::::::::::::::::::::::::::::::::New Skin) = [6]> then\n set [::::::::::::::::::::::::::::::::::::::::::::::::double jump v] to [1]\n set [:::::::::::::::::::::::::::::::::::::::::::::jump boost v] to [0]\n set [::::::::::::::::::::::::::::::::::::::::::::::::::speed boost v] to [0]\n if <not <key (any v) pressed?>> then\n switch costume to (normal7 v)\n end\n if <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (left7 v)\n end\n if <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (right7 v)\n end\n if <<<<(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 up7 v)\n end\n if <<<<(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 up7 v)\n end\nend\nif <(::::::::::::::::::::::::::::::::::::::::::::New Skin) = [7]> then\n set [::::::::::::::::::::::::::::::::::::::::::::::::double jump v] to [1]\n set [:::::::::::::::::::::::::::::::::::::::::::::jump boost v] to [0]\n set [::::::::::::::::::::::::::::::::::::::::::::::::::speed boost v] to [1]\n if <not <key (any v) pressed?>> then\n switch costume to (normal8 v)\n end\n if <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (left8 v)\n end\n if <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (right8 v)\n end\n if <<<<(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 up8 v)\n end\n if <<<<(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 up8 v)\n end\nend\n\ndefine Stuff\nif <(::::::::::::::::::::::::::::::::::::::::::::::::::Speed Boost) = [0]> then\n if <<<(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)\n end\n if <<<(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)\n end\nend\nif <(::::::::::::::::::::::::::::::::::::::::::::::::::Speed Boost) = [1]> then\n if <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [sx v] by (-2.5)\n end\n if <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [sx v] by (2.5)\n end\nend\n\ndefine Ultra Boost\nif <<(::::::::::::::::::::::::::::::::::::::::::::::::::Speed Boost) = [2]> and <(:::::::::::::::::::::::::::::::::::::::::::::Jump Boost) = [2]>> then\n if <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [sx v] by (-2.5)\n end\n if <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [sx v] by (2.5)\n end\n if <<<(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 [20]\n end\n end\n if <(sy) > [-20]> then\n change [sy v] by (-2)\n end\nend\n\ndefine Double Jump\nif <(::::::::::::::::::::::::::::::::::::::::::::::::Double Jump) = [1]> then\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(in air) < [10]> then\n set [sy v] to [18]\n end\n end\nelse\n if <<<(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\n end\nend\n\nchange [:::::::::::::::::::::::::::::::::::::emeralds v] by (3)\n\nset [::::::::::::::::::::::::::::::::::::::::::::::::double jump v] to [0]\n\nwhen I receive [setup v]\nset [die v] to [0]\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))\nif <<<(x position) > [200]> or <[-200] > (x position)>> or <<(y position) > [160]> or <[-160] > (y position)>>> then\n set rotation style [all around v]\n switch costume to (arrow v)\n go to [front v] layer\n point towards (player v)\n if on edge, bounce\n go to [front v] layer\nelse\n set rotation style [left-right v]\n point in direction (90)\n switch costume to (normal v)\nend\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@Chat\n\nwhen I receive [tick v]\ngo to [front v] layer\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]\nset size to (50) %\nset [chat v] to [1]\nrepeat until <(size) = [100]>\n change size by (((110) - (size)) / (3))\nend\nwait (1) seconds\n\nwhen I receive [chat close v]\nset [chat v] to [0]\n\nwhen I receive [chat open v]\n\nif <(::::::shop) = [1]> then\n set [::::::shop v] to [1]\nelse\n set [::::::shop v] to [0]\nend\n\nwhen I receive [hide menu v]\nhide\n\nwhen I receive [shop v]\nset [::::::shop v] to [1]\n\nwhen I receive [chat close v]\nset [::::::::chat v] to [0]\n\nwhen I receive [close menu v]\nset [::::::shop v] to [0]\n\nwhen I receive [begin v]\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: [1000] y: [480]\n Clone at x: [480] y: [-480]\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\nwhen flag clicked\nhide\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 variable [mouse x,y 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: []\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@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 [::::::::::::::::::::::::::coins v] to [0]\nset [saws: x v] to [0]\nset [saws: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [193] y: [12]\n Clone at x: [436] y: [-60]\n Clone at x: [660] y: [-73]\n Clone at x: [1300] y: [30]\nelse\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 [name v]) = [Open]>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nset [::::::::::::::::::::::::::coins 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: [324] y: [242423]\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\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (20) to (30)) 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 (FREE REWARDS 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]\nswitch costume to (connected v)\ngo [forward v] (1322) layers\nhide\n\nwhen I receive [full v]\nswitch costume to (full v)\nshow\n\n@Loading\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\nwhen I receive [intro end v]\ngo [forward v] (213) layers\nset size to (100) %\nhide\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (-80)\n\n@Intro for @JTHEJET\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n show\n go to x: (480) y: (y position)\n set [ghost v] effect to (100)\n repeat (20)\n change x by (((0) - (x position)) / (5))\n change [ghost v] effect by (-10)\n end\n wait (.3) seconds\n go to x: (0) y: (y position)\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n set [sequence v] to [2]\n delete this clone\nend\nif <<(costume [number v]) > [1]> and <(costume [number v]) < [9]>> then\n show\n go to x: (-500) y: (-500)\n set size to (0) %\n point in direction (45)\n set [ghost v] effect to (100)\n repeat until <(Sequence) = [3]>\n change [ghost v] effect by (-7)\n change size by (((80) - (size)) / (5))\n change x by (((i) - (x position)) / (5))\n change y by (((0) - (y position)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n end\n set [i v] to [15]\n repeat (20)\n change [ghost v] effect by (5)\n change y by (i)\n change [i v] by (-1.5)\n turn right ((x position) / (30)) degrees\n change size by (-1.5)\n end\n set [sequence v] to [4]\n delete this clone\nend\nif <<(costume [number v]) = [9]> or <(costume [number v]) = [10]>> then\n show\n go to x: (-500) y: (500)\n clear graphic effects\n repeat (20)\n go to x: ((x position) / (1.2)) y: ((y position) / (1.2))\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif <<(costume [number v]) > [10]> and <(costume [number v]) < [14]>> then\n show\n set [ghost v] effect to (100)\n set size to (0) %\n point in direction (45)\n repeat until <(Sequence) = [6]>\n change [ghost v] effect by (-10)\n set [i v] to (((i) * (.8)) + (((65) - (size)) / (5)))\n change size by (i)\n set [i2 v] to (((i2) * (.7)) + (((90) - (direction)) / (5)))\n turn right (i2) degrees\n end\n repeat until <(Sequence) = [7]>\n set [i v] to (((i) * (.8)) + (((120) - (size)) / (5)))\n change size by (i)\n point in direction ((90) + ((3) * ([cos v] of ((timer) * (180)) )))\n set y to ((10) * ([cos v] of (((timer) - (1)) * (200)) ))\n end\n if <(costume [number v]) = [11]> then\n set [i v] to [10]\n set [i2 v] to [13]\n repeat (40)\n turn right ((x position) / (40)) degrees\n change [ghost v] effect by (3)\n change x by (i2)\n change y by (i)\n change size by (-2)\n change [i v] by (-1.5)\n set [i2 v] to ((i2) * (.9))\n end\n set [sequence v] to [8]\n delete this clone\n else\n if <(costume [number v]) = [12]> then\n set [i v] to [12]\n set [i2 v] to [5]\n repeat (40)\n turn right ((x position) / (40)) degrees\n change size by (-2)\n change [ghost v] effect by (3)\n change x by (i2)\n change y by (i)\n change [i v] by (-1)\n set [i2 v] to ((i2) * (.9))\n end\n delete this clone\n else\n set [i v] to [12]\n set [i2 v] to [-10]\n repeat (40)\n turn right ((x position) / (40)) degrees\n change size by (-2)\n change [ghost v] effect by (3)\n change x by (i2)\n change y by (i)\n change [i v] by (-1)\n set [i2 v] to ((i2) * (.9))\n end\n delete this clone\n end\n end\nend\nif <(costume [number v]) = [14]> then\n if <not <(Sequence) = [9]>> then\n go to x: (0) y: (0)\n go to [front v] layer\n show\n set [ghost v] effect to (0)\n set [brightness v] effect to (-100)\n repeat (40)\n go to [front v] layer\n change [ghost v] effect by (4)\n end\n delete this clone\n else\n go to x: (0) y: (0)\n go to [front v] layer\n show\n set [ghost v] effect to (0)\n set [brightness v] effect to (100)\n repeat (40)\n go to [front v] layer\n change [ghost v] effect by (4)\n end\n delete this clone\n end\nend\nif <(costume [number v]) = [15]> then\n show\n set size to (pick random (80) to (200)) %\n set [ghost v] effect to (pick random (10) to (30))\n set [brightness v] effect to (pick random (-20) to (20))\n set [i v] to (pick random (-20) to (20))\n set [i2 v] to (pick random (10) to (20))\n repeat until <touching (_edge_ v)?>\n change size by (-1)\n change x by (i)\n change y by (i2)\n change [i2 v] by (-2)\n end\n delete this clone\nend\nif <<(costume [number v]) = [16]> or <(costume [number v]) = [17]>> then\n show\n switch costume to (ring v)\n set size to (20) %\n set [ghost v] effect to (80)\n go to x: (0) y: (0)\n point in direction (90)\n go to [front v] layer\n set [i v] to [5]\n repeat (50)\n switch costume to (ring2 v)\n set size to (i2) %\n change size by (i)\n set [i2 v] to (size)\n change [i v] by (2)\n switch costume to (ring v)\n end\n delete this clone\nend\nif <(costume [number v]) = [18]> then\n show\n go to x: (0) y: (360)\n set [ghost v] effect to (100)\n repeat until <(round (y position)) = [0]>\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (6))\n end\n set [sequence v] to [9]\n wait until <(Sequence) = [10]>\n repeat until <(round (y position)) = [360]>\n change [ghost v] effect by (5)\n change y by (((360) - (y position)) / (6))\n end\n set [sequence v] to [11]\n delete this clone\nend\nif <(costume [number v]) = [19]> then\n show\n show\n go to [front v] layer\n go to x: (0) y: (0)\n set size to (100) %\n set [ghost v] effect to (0)\n point in direction (90)\n repeat (50)\n change [ghost v] effect by (3)\n change size by (-0.5)\n end\n set [sequence v] to [10]\n delete this clone\nend\nif <(costume [number v]) = [20]> then\n show\n go to x: (0) y: (0)\n wait until <(Sequence) = [11]>\n set [sequence v] to [12]\n delete this clone\nend\n\nwhen flag clicked\nset volume to (30) %\nIntro\n\ndefine Intro\nhide\nstart sound [Intro v]\ngo to x: (0) y: (0)\npoint in direction (90)\nclear graphic effects\nset size to (100) %\nset [i v] to [0]\nset [i2 v] to [0]\nset [sequence v] to [1]\nswitch costume to (white v)\ncreate clone of (_myself_ v)\nswitch costume to (bar v)\ngo to x: (0) y: (-150)\ncreate clone of (_myself_ v)\nrepeat (5)\n change y by (60)\n create clone of (_myself_ v)\n wait (.05) seconds\nend\ngo to x: (0) y: (0)\nwait until <(Sequence) = [2]>\nswitch costume to (letter1 v)\nset [i v] to [-180]\nrepeat (7)\n create clone of (_myself_ v)\n next costume\n change [i v] by (60)\n wait (.025) seconds\nend\nset [i v] to [0]\nwait (.75) seconds\nset [sequence v] to [3]\nwait until <(Sequence) = [4]>\nrepeat (2)\n switch costume to (filler v)\n create clone of (_myself_ v)\n wait (.1) seconds\n switch costume to (filler2 v)\n create clone of (_myself_ v)\n wait (.1) seconds\nend\nwait (0.8) seconds\nset [sequence v] to [5]\nswitch costume to (logo v)\ncreate clone of (_myself_ v)\nwait (.02) seconds\nswitch costume to (logo2 v)\ncreate clone of (_myself_ v)\nwait (.02) seconds\nswitch costume to (logo3 v)\ncreate clone of (_myself_ v)\nwait (.02) seconds\nwait (.75) seconds\nswitch costume to (flash v)\ncreate clone of (_myself_ v)\nswitch costume to (ring v)\ncreate clone of (_myself_ v)\nset [sequence v] to [6]\nParticles\nwait (1) seconds\nset [sequence v] to [7]\nwait until <(Sequence) = [8]>\nswitch costume to (box v)\ncreate clone of (_myself_ v)\nwait until <(Sequence) = [9]>\nswitch costume to (jthejet v)\ncreate clone of (_myself_ v)\nswitch costume to (flash v)\ncreate clone of (_myself_ v)\nwait until <(Sequence) = [12]>\nbroadcast (Song v)\nset volume to (100) %\nbroadcast (Intro End v)\nstop [this script v]\n\nwhen I receive [change size v]\nrepeat (7)\n change size by (((200) - (size)) / (5))\nend\n\ndefine Particles\ngo [backward v] (5) layers\nswitch costume to (particle v)\nrepeat (10)\n create clone of (_myself_ v)\nend\n\nbroadcast (Intro End v)\n\n@menu\n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen I receive [tick v]\ngo to x: (0) y: (167)\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (2))\n if <mouse down?> then\n start sound [Touch v]\n switch costume to (costume2 v)\n broadcast (Menu v)\n hide\n end\n else\n change size by (((100) - (size)) / (4))\n end\n repeat until <not <mouse down?>>\n change size by (((100) - (size)) / (4))\n end\nend\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [begin v]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [close menu v]\nswitch costume to (costume1 v)\nset size to (20) %\nshow\nrepeat until <(size) = [100]>\n repeat until <not <mouse down?>>\n change size by (((100) - (size)) / (6))\n end\nend\n\n@actual menu\n\nwhen flag clicked\nset size to (50) %\ngo to x: (0) y: (160)\nhide\n\nwhen I receive [menu v]\ngo to [back v] layer\nset [::::::::chat v] to [0]\nset [::::::shop v] to [0]\ngo to x: (0) y: (160)\nshow\nrepeat until <(size) = [110]>\n change size by (((110) - (size)) / (5))\nend\n\nwhen I receive [close menu v]\nset size to (50) %\nhide\n\nbroadcast (Close Menu v)\n\n@close button\n\nwhen flag clicked\nset size to (50) %\ngo to x: (195) y: (152)\nhide\n\nwhen I receive [close menu v]\nset size to (50) %\nset size to (50) %\nhide\n\nwhen I receive [menu v]\nset size to (50) %\nshow\ngo to [front v] layer\nrepeat until <(size) = [120]>\n change size by (((120) - (size)) / (3))\nend\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((150) - (size)) / (2))\n if <mouse down?> then\n start sound [Touch v]\n broadcast (Close Menu v)\n repeat until <<not <touching (mouse-pointer v)?>> or <not <mouse down?>>>\n change size by (((80) - (size)) / (4))\n end\n end\n else\n change size by (((120) - (size)) / (4))\n end\n repeat until <not <mouse down?>>\n change size by (((120) - (size)) / (4))\n end\nend\n\n@Chat Button\n\nwhen I receive [menu v]\nset [ghost v] effect to (0)\nswitch costume to (chat button v)\nshow\nset [::menu v] to [1]\nset size to (40) %\ngo to x: (105) y: (150)\nshow\nrepeat until <(size) = [100]>\n change size by (((100) - (size)) / (2))\nend\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [120]>\n change size by (((120) - (size)) / (2))\n end\n if <mouse down?> then\n switch costume to (costume1 v)\n broadcast (Chat Open v)\n start sound [Touch v]\n hide\n wait until <not <mouse down?>>\n end\n else\n repeat until <(size) = [100]>\n change size by (((100) - (size)) / (6))\n end\n end\nend\n\nwhen I receive [chat close v]\nswitch costume to (chat button v)\nset size to (100) %\nset [ghost v] effect to (100)\nif <(::menu) = [1]> then\n show\n set [ghost v] effect to (0)\nelse\n switch costume to (costume1 v)\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\nhide\nset size to (100) %\ngo to x: (-38) y: (150)\n\nwhen I receive [begin v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [close menu v]\nset [::menu v] to [0]\nhide\n\nwhen I receive [show! v]\nshow\n\nwhen I receive [only shop v]\nshow\nswitch costume to (chat button v)\n\nwhen I receive [only stats v]\nshow\n\nwhen I receive [close menu v]\nswitch costume to (costume1 v)\nhide\nhide\n\nwhen I receive [close menu v]\nswitch costume to (costume1 v)\nhide\nhide\n\n@shop\n\nwhen flag clicked\nset [::menu v] to [0]\nset size to (50) %\nhide\n\nwhen I receive [close menu v]\nset [::menu v] to [0]\nset size to (50) %\nset size to (50) %\nhide\n\nwhen I receive [menu v]\nset [::menu v] to [1]\nshow\ngo to x: (-168) y: (150)\ngo to [front v] layer\nset size to (50) %\nshow\nrepeat until <(size) = [120]>\n change size by (((120) - (size)) / (2))\nend\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((140) - (size)) / (2))\n if <mouse down?> then\n start sound [Touch v]\n broadcast (shop v)\n repeat until <<not <touching (mouse-pointer v)?>> or <not <mouse down?>>>\n change size by (((80) - (size)) / (4))\n end\n end\n else\n change size by (((120) - (size)) / (4))\n end\n repeat until <not <mouse down?>>\n change size by (((120) - (size)) / (4))\n end\nend\n\nwhen I receive [show! v]\nshow\n\nwhen I receive [only shop v]\nhide\n\nwhen I receive [only stats v]\nshow\n\nwhen I receive [hide v]\nif <not <(::menu) = [1]>> then\n hide\nend\n\nwhen I receive [close menu v]\n\n@Shoppp\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [shop v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset [:shop v] to [1]\nset size to (20) %\nshow\ngo to [front v] layer\nrepeat until <(size) = [100]>\n change size by (((100) - (size)) / (4))\nend\n\nwhen I receive [close menu v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [chat open v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [chat close v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [tick v]\nforever\n if <<(::::::shop) = [1]> and <(::::::::chat) = [1]>> then\n broadcast (Hide Menu v)\n else\n stop [this script v]\n end\n if <<(::::::shop) = [0]> and <(::::::::chat) = [0]>> then\n broadcast (SHOW! v)\n else\n stop [this script v]\n end\nend\n\nwhen I receive [only shop v]\nshow\n\nwhen I receive [only stats v]\nhide\n\nwhen I receive [close menu v]\nhide\nhide\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nnext costume\nPosition ((Collectables: x) - (SCROLL X)) ((Collectables: y) - (SCROLL Y))\nif <touching (player v)?> then\n start sound [Coin v]\n broadcast (Coin Collected v)\n change [::::::::::::::::::::::::::coins v] by (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 (coin1 v)\n Clone at x: [-218] y: [3]\n Clone at x: [-147] y: [3]\n Clone at x: [-190] y: [82]\n Clone at x: [155] y: [127]\n Clone at x: [230] y: [127]\n Clone at x: [480] y: [-70]\n Clone at x: [480] y: [0]\n Clone at x: [687] y: [53]\n Clone at x: [1147] y: [134]\n Clone at x: [1229] y: [134]\n Clone at x: [1912] y: [100]\n Clone at x: [1912] y: [170]\n Clone at x: [1912] y: [240]\n Clone at x: [1912] y: [310]\n Clone at x: [1625] y: [107]\n Clone at x: [1700] y: [107]\n Clone at x: [2128] y: [378]\n Clone at x: [2128] y: [310]\n Clone at x: [2477] y: [427]\n Clone at x: [2477] y: [358]\n Clone at x: [2761] y: [296]\n Clone at x: [2761] y: [230]\n Clone at x: [2761] y: [170]\n Clone at x: [2761] y: [110]\n Clone at x: [2761] y: [40]\n Clone at x: [2761] y: [-20]\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]\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\nchange [::::::::::::::::::::::::::coins v] by (4)\n\n@Diamonds\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 broadcast (Diamond Collected v)\n change [:::::::::::::::::::::diamonds v] by (1)\n delete this clone\nend\n\nwhen I receive [setup v]\nset [coins v] to [0]\nhide\nset [:::::::::::::::::::::diamonds v] to [0]\nset [collectables: x v] to [0]\nset [collectables: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (diamond v)\n Clone at x: [183] y: [-153]\n Clone at x: [2696] y: [317]\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]\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\n@stats\n\nwhen flag clicked\nset size to (50) %\nhide\n\nwhen I receive [close menu v]\nset [::::::::::::stats v] to [0]\nswitch costume to (costume1 v)\nset size to (50) %\nhide\n\nwhen I receive [menu v]\nset [::::::::::::stats v] to [0]\nswitch costume to (shop v)\ngo to x: (-20) y: (150)\ngo to [front v] layer\nset size to (50) %\nshow\nrepeat until <(size) = [120]>\n change size by (((120) - (size)) / (2))\nend\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((140) - (size)) / (2))\n if <mouse down?> then\n set [::::::::::::stats v] to [1]\n start sound [Touch v]\n broadcast (stats v)\n repeat until <<not <touching (mouse-pointer v)?>> or <not <mouse down?>>>\n change size by (((80) - (size)) / (4))\n end\n end\n else\n change size by (((120) - (size)) / (4))\n end\n repeat until <not <mouse down?>>\n change size by (((120) - (size)) / (4))\n end\nend\n\nwhen I receive [show! v]\nshow\n\nwhen I receive [only shop v]\nshow\n\nwhen I receive [only stats v]\nshow\n\nwhen I receive [close menu v]\nhide\nhide\n\n@statsss\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [stats v]\ngo to x: (0) y: (0)\nset size to (20) %\nshow\ngo to [front v] layer\nrepeat until <(size) = [100]>\n change size by (((100) - (size)) / (4))\nend\n\nwhen I receive [close menu v]\nhide variable [:::::::::::::::::::::diamonds v]\nhide variable [::::::::::::::::::::::::::coins v]\nhide variable [:::::::::::::::::::::::::::::::::::::emeralds v]\nhide\n\nwhen I receive [chat open v]\nhide variable [:::::::::::::::::::::diamonds v]\nhide variable [::::::::::::::::::::::::::coins v]\nhide variable [:::::::::::::::::::::::::::::::::::::emeralds v]\nhide\n\nwhen I receive [chat close v]\nhide variable [:::::::::::::::::::::diamonds v]\nhide variable [::::::::::::::::::::::::::coins v]\nhide variable [:::::::::::::::::::::::::::::::::::::emeralds v]\nhide\n\nwhen I receive [stats v]\nwait (.15) seconds\nshow variable [:::::::::::::::::::::diamonds v]\nshow variable [::::::::::::::::::::::::::coins v]\nshow variable [:::::::::::::::::::::::::::::::::::::emeralds v]\n\nwhen I receive [only shop v]\nhide\n\nwhen I receive [only stats v]\ngo to [front v] layer\nshow\n\nwhen I receive [close menu v]\nhide\nhide\n\nwhen I receive [hide v]\nhide\n\n@Coin Effect\n\nwhen I receive [coin collected v]\ngo to x: (0) y: (0)\ngo to (my player v)\nset size to (70) %\nset [ghost v] effect to (0)\nshow\nrepeat (15)\n change x by (-4)\n change y by (4)\n change [ghost v] effect by (7)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [diamond collected v]\ngo to x: (0) y: (0)\ngo to (my player v)\nset size to (70) %\nset [ghost v] effect to (0)\nshow\nrepeat (15)\n change x by (-4)\n change y by (4)\n change [ghost v] effect by (7)\nend\n\n@Npc\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Saws: x) - (SCROLL X)) ((Saws: y) - (SCROLL Y))\ngo to [back v] layer\nif <touching (player v)?> then\n say [Hello! I Am Mr Spot. Trade Your Diamond And Coins With Me Here!]\n broadcast (Trade? v)\nelse\n say []\nend\n\nwhen I receive [setup v]\npoint in direction (90)\nhide\nset [saws: x v] to [0]\nset [saws: y v] to [0]\nif <(LEVEL) = [1]> then\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@Trade Menu\n\nwhen flag clicked\nhide\n\nwhen I receive [trade = yes v]\ngo to x: (0) y: (-213)\nset [yyy v] to [3]\ngo to [front v] layer\nshow\nrepeat (17)\n change [yyy v] by (0.999)\n change y by (yyy)\nend\nforever\n if <key (space v) pressed?> then\n broadcast (End Trade v)\n end\nend\n\nwhen I receive [end trade v]\nset [yyy v] to [-3]\nrepeat (17)\n change [yyy v] by (-0.999)\n change y by (yyy)\nend\nhide\n\n@Checkpoint \n\ndefine clone (x) (y)\nset [@x v] to (x)\nset [@y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n set [checkpoint x v] to (@x)\n set [checkpoint y v] to (@y)\n end\n if <<(@x) = (CHECKPOINT X)> and <(@y) = (CHECKPOINT Y)>> then\n switch costume to (on v)\n else\n switch costume to (off v)\n end\nend\n\nwhen I receive [tick v]\npositon ((@x) - (SCROLL X)) ((@y) - (SCROLL Y))\n\ndefine positon (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [begin v]\nclone [0] [30]\nclone [899] [100]\nclone [2873] [-16]\nswitch costume to (blankkkkk v)\n\n@Trade\n\nwhen I receive [trade? v]\nshow\nswitch costume to (trade button v)\ngo to x: (-187) y: (-155)\nforever\n if <(trading?) = [0]> then\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [120]>\n change size by (((120) - (size)) / (2))\n end\n if <mouse down?> then\n broadcast (trade = yes v)\n start sound [Touch v]\n set [trading? v] to [1]\n wait until <not <mouse down?>>\n end\n if <(trading?) = [1]> then\n if <mouse down?> then\n say [Currently Already Trading!]\n wait until <not <mouse down?>>\n end\n end\n else\n repeat until <(size) = [100]>\n change size by (((100) - (size)) / (6))\n end\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\nset size to (100) %\ngo to x: (-187) y: (-155)\n\nwhen I receive [no traed v]\nset size to (100) %\nhide\n\nwhen I receive [trade = yes v]\nhide\n\nwhen I receive [begin v]\nset [trading? v] to [0]\n\nwhen I receive [end trade v]\nset [trading? v] to [0]\n\n@Trampoline\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Trampoline: x) - (SCROLL X)) ((Trampoline: y) - (SCROLL Y))\nif <touching (player v)?> then\n broadcast (Trampoline v)\nend\n\nwhen I receive [setup v]\nhide\nset [collected max v] to [0]\nset [::::::::::::::::::::::::::coins v] to [0]\nset [trampoline: x v] to [0]\nset [trampoline: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (spring v)\n Clone at x: [1916] y: [20]\n Clone at x: [2762] y: [-50]\nelse\nend\nset [trampoline: x v] to [-9999999999]\n\ndefine Position (x) (y)\ngo to [back v] layer\nset size to (150) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> 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 [trampoline: x v] to (x)\nset [trampoline: y v] to (y)\ncreate clone of (_myself_ v)\n\n@Confirm purchase\n\nwhen flag clicked\nset [:::::::::::::::::::::::::::::::::::::emeralds v] to [0]\nhide\ngo to [front v] layer\ngo to x: (0) y: (-10)\n\nwhen I receive [trade = yes v]\nforever\n go to [front v] layer\n show\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (50)\n if <mouse down?> then\n if <<(::::::::::::::::::::::::::COINS) = [10]> or <(::::::::::::::::::::::::::COINS) > [10]>> then\n broadcast (Purchase v)\n broadcast (10 Coins For 1 Diamond v)\n change [::::::::::::::::::::::::::coins v] by (-10)\n change [:::::::::::::::::::::diamonds v] by (1)\n wait until <not <mouse down?>>\n end\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [end trade v]\nhide\n\nwhen I receive [tick v]\nif <(trading?) = [1]> then\nelse\n hide\nend\n\nchange [::::::::::::::::::::::::::coins v] by (10)\n\n@Check\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [purchase v]\ngo to [front v] layer\nswitch costume to (check v)\ngo to (mouse-pointer v)\nset [ghost v] effect to (100)\nshow\nset size to (10) %\nrepeat until <(size) > [90]>\n change [ghost v] effect by (-15)\n change size by (((size) - (5)) / (3))\nend\nrepeat until <(size) > [135]>\n change size by (((137) - (size)) / (2))\nend\nrepeat until <(size) < [90]>\n change size by (((size) - (89)) / (-3))\nend\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Epik Prizes\n\nwhen I receive [free rewards v]\nswitch costume to (costume2 v)\ngo to x: (0) y: (50)\nshow\ngo to [front v] layer\nstart sound [pop v]\nrepeat (9)\n change y by (-6)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-1)\nend\nswitch costume to (costume3 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\nwait (0.02) seconds\nswitch costume to (costume4 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\nwait until <(Costume2) > [0.9]>\nrepeat (27)\n change y by (15)\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 [costume2 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 [costume2 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 <(Costume2) > [0.99]> then\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\nset [costume2 v] to [0.9]\n\nwhen I receive [begin v]\nset [costume2 v] to [0.9]\nwait (0.1) seconds\nset [costume2 v] to [0.9]\nwait (0.2) seconds\nset [costume2 v] to [0.9]\n\nbroadcast (FREE REWARDS v)\n\nchange [:::::::::::::::::::::::::::::::::::::emeralds v] by (10)\n\nchange [:::::::::::::::::::::diamonds v] by (19)\n\nchange [::::::::::::::::::::::::::coins v] by (10)\n\n@Mouse thingy\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [shop v]\nshow\nforever\n set [ghost v] effect to (30)\n go to [front v] layer\n go to (mouse-pointer v)\nend\n\nwhen I receive [close menu v]\nhide\n\nwhen I receive [chat close v]\nhide\n\nwhen I receive [chat open v]\nhide\n\nwhen I receive [black skin m v]\nshow\nif <touching (shop thing 1 v)?> then\n show\n switch costume to (1 v)\nend\n\nwhen I receive [black skin m hide v]\nhide\n\n@Moving Enemy\n\ndefine Clone at x: (x) y: (y) MAX (i)\nset [enemies max x v] to (i)\nset [enemies: x v] to (x)\nset [enemies: y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nset size to (35) %\nPosition ((enemies: X CHANGE) + ((enemies: x) - (SCROLL X))) ((enemies: 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 start as a clone\nset [enemies: x change v] to [0]\nset rotation style [left-right v]\nforever\n repeat until <(enemies: X CHANGE) > (enemies MAX X)>\n point in direction (90)\n change [enemies: x change v] by (2)\n end\n repeat until <(enemies: X CHANGE) < [1]>\n point in direction (-90)\n change [enemies: x change v] by (-2)\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n if <<([y position v] of [player v]) > (y position)> and <(sy) < [-1]>> then\n broadcast (JUMP v)\n broadcast (Enemy Killed v)\n delete this clone\n else\n broadcast (DIE v)\n end\n end\nend\n\nwhen I receive [setup v]\nhide\nset [enemies: x v] to [0]\nset [enemies: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [1471] y: [28] MAX [80]\n Clone at x: [1700] y: [28] MAX [80]\n Clone at x: [2330] y: [335] MAX [250]\n Clone at x: [2248] y: [335] MAX [160]\nend\nset [enemies: x v] to [-999999999999999]\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (red1 v)\n\nwhen I start as a clone\nforever\n next costume\n wait (0.035) seconds\nend\n\n@Note\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [begin v]\nforever\n wait (pick random (7) to (15)) seconds\n set size to (80) %\n switch costume to (pick random (1) to (12))\n go to x: (-43) y: (97)\n show\n go to [back v] layer\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (1)\n end\n repeat (5)\n change y by (-1)\n end\n wait (pick random (3) to (5)) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\nwhen flag clicked\nhide\n\n@Enemy Effect\n\nwhen I receive [enemy killed v]\nstart sound [Coin v]\ngo to x: (0) y: (0)\ngo to (my player v)\nset size to (70) %\nset [ghost v] effect to (0)\nshow\nrepeat (20)\n change x by (-4)\n change y by (4)\n change [ghost v] effect by (5)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n@shop thing 1\n\nwhen I receive [only stats v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [close menu v]\nswitch costume to (costume2 v)\nhide\nhide\n\nwhen I receive [only shop v]\nswitch costume to (costume2 v)\nshow\n\nwhen I receive [chat close v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [chat open v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [tick v]\nforever\n if <<(::::::shop) = [1]> and <(::::::::chat) = [1]>> then\n broadcast (Hide Menu v)\n else\n stop [this script v]\n end\n if <<(::::::shop) = [0]> and <(::::::::chat) = [0]>> then\n broadcast (SHOW! v)\n else\n stop [this script v]\n end\nend\n\nwhen I receive [close menu v]\nswitch costume to (costume2 v)\nset size to (50) %\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo [backward v] (1) layers\nhide\n\nwhen I receive [shop v]\nswitch costume to (costume1 v)\nset size to (20) %\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nrepeat until <(size) = [100]>\n change size by (((100) - (size)) / (4))\nend\nforever\n set [ghost v] effect to (50)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n broadcast (black skin m v)\n if <mouse down?> then\n if <<(::::::::::::::::::::::::::COINS) > [10]> or <(::::::::::::::::::::::::::COINS) = [10]>> then\n broadcast (Purchase v)\n start sound [Touch v]\n set [::::::::::::::::::::::::::::::::::::::::::::new skin v] to [1]\n change [::::::::::::::::::::::::::coins v] by (-10)\n wait until <not <mouse down?>>\n end\n end\n else\n set [brightness v] effect to (0)\n broadcast (black skin m hide v)\n end\nend\n\nwhen flag clicked\nset [::::::::::::::::::::::::::::::::::::::::::::new skin v] to [0]\n\n@shop thing 2\n\nwhen I receive [only stats v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [close menu v]\nswitch costume to (costume2 v)\nhide\nhide\n\nwhen I receive [only shop v]\nshow\n\nwhen I receive [chat close v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [chat open v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [close menu v]\nswitch costume to (costume2 v)\nset size to (50) %\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo [backward v] (1) layers\nhide\n\nwhen I receive [shop v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset size to (20) %\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nrepeat until <(size) = [100]>\n change size by (((100) - (size)) / (4))\nend\nforever\n set [ghost v] effect to (50)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n broadcast (red skin m v)\n if <mouse down?> then\n if <<(::::::::::::::::::::::::::COINS) > [10]> or <(::::::::::::::::::::::::::COINS) = [10]>> then\n broadcast (Purchase v)\n start sound [Touch v]\n set [::::::::::::::::::::::::::::::::::::::::::::new skin v] to [2]\n change [::::::::::::::::::::::::::coins v] by (-10)\n wait until <not <mouse down?>>\n end\n end\n else\n set [brightness v] effect to (0)\n broadcast (red skin m hide v)\n end\nend\n\nwhen flag clicked\nset [::::::::::::::::::::::::::::::::::::::::::::new skin v] to [0]\n\n@Mouse thingy 2\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [shop v]\nshow\nforever\n go to (mouse-pointer v)\n set [ghost v] effect to (30)\n go to [front v] layer\nend\n\nwhen I receive [close menu v]\nhide\n\nwhen I receive [chat close v]\nhide\n\nwhen I receive [chat open v]\nhide\n\nwhen I receive [red skin m v]\nshow\nif <touching (shop thing 2 v)?> then\n switch costume to (2 v)\nend\n\nwhen I receive [red skin m hide v]\nhide\n\n@Mouse thingy 3\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [shop v]\nshow\nforever\n go to (mouse-pointer v)\n set [ghost v] effect to (30)\n go to [front v] layer\nend\n\nwhen I receive [close menu v]\nhide\n\nwhen I receive [chat close v]\nhide\n\nwhen I receive [chat open v]\nhide\n\nwhen I receive [blue skin n v]\nshow\nif <touching (shop thing 3 v)?> then\n switch costume to (2 v)\nend\n\nwhen I receive [blue skin m hide v]\nhide\n\n@shop thing 3\n\nwhen I receive [only stats v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [close menu v]\nswitch costume to (costume2 v)\nhide\nhide\n\nwhen I receive [only shop v]\nshow\n\nwhen I receive [chat close v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [chat open v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [close menu v]\nswitch costume to (costume2 v)\nset size to (50) %\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo [backward v] (1) layers\nhide\n\nwhen I receive [shop v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset size to (20) %\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nrepeat until <(size) = [100]>\n change size by (((100) - (size)) / (4))\nend\nforever\n set [ghost v] effect to (50)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n broadcast (blue skin n v)\n if <mouse down?> then\n broadcast (Purchase v)\n start sound [Touch v]\n set [::::::::::::::::::::::::::::::::::::::::::::new skin v] to [0]\n change [::::::::::::::::::::::::::coins v] by (0)\n wait until <not <mouse down?>>\n end\n else\n set [brightness v] effect to (0)\n broadcast (blue skin m hide v)\n end\nend\n\nwhen flag clicked\nset [::::::::::::::::::::::::::::::::::::::::::::new skin v] to [0]\n\n@Mouse thingy 4\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [shop v]\nshow\nforever\n go to (mouse-pointer v)\n set [ghost v] effect to (30)\n go to [front v] layer\nend\n\nwhen I receive [close menu v]\nhide\n\nwhen I receive [chat close v]\nhide\n\nwhen I receive [chat open v]\nhide\n\nwhen I receive [jthejet skin m v]\nshow\nif <touching (shop thing 4 v)?> then\n switch costume to (2 v)\nend\n\nwhen I receive [jthejet skin m hide v]\nhide\n\n@shop thing 4\n\nwhen I receive [only stats v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [close menu v]\nswitch costume to (costume2 v)\nhide\nhide\n\nwhen I receive [only shop v]\nshow\n\nwhen I receive [chat close v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [chat open v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [close menu v]\nswitch costume to (costume2 v)\nset size to (50) %\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo [backward v] (1) layers\nhide\n\nwhen I receive [shop v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset size to (20) %\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nrepeat until <(size) = [100]>\n change size by (((100) - (size)) / (4))\nend\nforever\n set [ghost v] effect to (50)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n broadcast (JTHEJET skin m v)\n if <mouse down?> then\n if <<(:::::::::::::::::::::DIAMONDS) > [3]> or <(:::::::::::::::::::::DIAMONDS) = [3]>> then\n broadcast (Purchase v)\n start sound [Touch v]\n set [::::::::::::::::::::::::::::::::::::::::::::new skin v] to [3]\n change [:::::::::::::::::::::diamonds v] by (-3)\n wait until <not <mouse down?>>\n end\n end\n else\n set [brightness v] effect to (0)\n broadcast (JTHEJET skin m hide v)\n end\nend\n\nwhen flag clicked\nset [::::::::::::::::::::::::::::::::::::::::::::new skin v] to [0]\n\nchange [::::::::::::::::::::::::::coins v] by (20)\n\n@Confirm purchase2\n\nwhen flag clicked\nset [:::::::::::::::::::::::::::::::::::::emeralds v] to [0]\nhide\ngo to [front v] layer\ngo to x: (0) y: (0)\n\nwhen I receive [trade = yes v]\nforever\n go to x: (0) y: (0)\n go to [front v] layer\n show\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (50)\n if <mouse down?> then\n if <<(:::::::::::::::::::::DIAMONDS) = [3]> or <(:::::::::::::::::::::DIAMONDS) > [3]>> then\n broadcast (Purchase v)\n broadcast (3 Diamonds For 1 Emerald v)\n change [:::::::::::::::::::::diamonds v] by (-3)\n change [:::::::::::::::::::::::::::::::::::::emeralds v] by (1)\n wait until <not <mouse down?>>\n end\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [end trade v]\nhide\n\nwhen I receive [tick v]\nif <(trading?) = [1]> then\n\nchange [:::::::::::::::::::::diamonds v] by (10)\n\n@Mouse thingy 5\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [shop v]\nshow\nforever\n go to (mouse-pointer v)\n set [ghost v] effect to (30)\n go to [front v] layer\nend\n\nwhen I receive [close menu v]\nhide\n\nwhen I receive [chat close v]\nhide\n\nwhen I receive [chat open v]\nhide\n\nwhen I receive [black and white m v]\nshow\nif <touching (shop thing 5 v)?> then\n switch costume to (2 v)\nend\n\nwhen I receive [black and white m hide v]\nhide\n\n@shop thing 5\n\nwhen I receive [only stats v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [close menu v]\nswitch costume to (costume2 v)\nhide\nhide\n\nwhen I receive [only shop v]\nshow\n\nwhen I receive [chat close v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [chat open v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [close menu v]\nswitch costume to (costume2 v)\nset size to (50) %\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo [backward v] (1) layers\nhide\n\nwhen I receive [shop v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset size to (20) %\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nrepeat until <(size) = [100]>\n change size by (((100) - (size)) / (4))\nend\nforever\n set [ghost v] effect to (50)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n broadcast (Black And White M v)\n if <mouse down?> then\n if <<(:::::::::::::::::::::DIAMONDS) > [3]> or <(:::::::::::::::::::::DIAMONDS) = [3]>> then\n broadcast (Purchase v)\n start sound [Touch v]\n set [::::::::::::::::::::::::::::::::::::::::::::new skin v] to [4]\n change [:::::::::::::::::::::diamonds v] by (-3)\n wait until <not <mouse down?>>\n end\n end\n else\n set [brightness v] effect to (0)\n broadcast (Black and white m hide v)\n end\nend\n\nwhen flag clicked\nset [::::::::::::::::::::::::::::::::::::::::::::new skin v] to [0]\n\nchange [:::::::::::::::::::::diamonds v] by (3)\n\n@shop thing 6\n\nwhen I receive [only stats v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [close menu v]\nswitch costume to (costume2 v)\nhide\nhide\n\nwhen I receive [only shop v]\nshow\n\nwhen I receive [chat close v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [chat open v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [close menu v]\nswitch costume to (costume2 v)\nset size to (50) %\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo [backward v] (1) layers\nhide\n\nwhen I receive [shop v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset size to (20) %\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nrepeat until <(size) = [100]>\n change size by (((100) - (size)) / (4))\nend\nforever\n set [ghost v] effect to (50)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n broadcast (Orange Skin M v)\n if <mouse down?> then\n if <<(:::::::::::::::::::::DIAMONDS) > [5]> or <(:::::::::::::::::::::DIAMONDS) = [5]>> then\n broadcast (Purchase v)\n start sound [Touch v]\n set [::::::::::::::::::::::::::::::::::::::::::::new skin v] to [5]\n change [:::::::::::::::::::::diamonds v] by (-5)\n wait until <not <mouse down?>>\n end\n end\n else\n set [brightness v] effect to (0)\n broadcast (Orange Skin M Hide v)\n end\nend\n\nwhen flag clicked\nset [::::::::::::::::::::::::::::::::::::::::::::new skin v] to [0]\n\nchange [:::::::::::::::::::::diamonds v] by (3)\n\nwhen I receive [ultra boost... v]\nset [:::::::::::::::::::::::::::::::::::::::::::::jump boost v] to [2]\nset [::::::::::::::::::::::::::::::::::::::::::::::::::speed boost v] to [2]\n\n@Mouse thingy 6\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [shop v]\nshow\nforever\n go to (mouse-pointer v)\n set [ghost v] effect to (30)\n go to [front v] layer\nend\n\nwhen I receive [close menu v]\nhide\n\nwhen I receive [chat close v]\nhide\n\nwhen I receive [chat open v]\nhide\n\nwhen I receive [orange skin m v]\nshow\nif <touching (shop thing 6 v)?> then\n switch costume to (2 v)\nend\n\nwhen I receive [orange skin m hide v]\nhide\n\n@shop thing 7\n\nwhen I receive [only stats v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [close menu v]\nswitch costume to (costume2 v)\nhide\nhide\n\nwhen I receive [only shop v]\nshow\n\nwhen I receive [chat close v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [chat open v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [close menu v]\nswitch costume to (costume2 v)\nset size to (50) %\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo [backward v] (1) layers\nhide\n\nwhen I receive [shop v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset size to (20) %\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nrepeat until <(size) = [100]>\n change size by (((100) - (size)) / (4))\nend\nforever\n set [ghost v] effect to (50)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n broadcast (Green Skin M v)\n if <mouse down?> then\n if <<(:::::::::::::::::::::::::::::::::::::EMERALDS) > [3]> or <(:::::::::::::::::::::::::::::::::::::EMERALDS) = [3]>> then\n broadcast (Purchase v)\n start sound [Touch v]\n set [::::::::::::::::::::::::::::::::::::::::::::new skin v] to [6]\n change [:::::::::::::::::::::::::::::::::::::emeralds v] by (-3)\n wait until <not <mouse down?>>\n end\n end\n else\n set [brightness v] effect to (0)\n broadcast (Green Skin M Hide v)\n end\nend\n\nwhen flag clicked\nset [::::::::::::::::::::::::::::::::::::::::::::new skin v] to [0]\n\nchange [:::::::::::::::::::::::::::::::::::::emeralds v] by (3)\n\nwhen I receive [ultra boost... v]\nset [:::::::::::::::::::::::::::::::::::::::::::::jump boost v] to [2]\nset [::::::::::::::::::::::::::::::::::::::::::::::::::speed boost v] to [2]\n\n@Mouse thingy 7\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [shop v]\nshow\nforever\n go to (mouse-pointer v)\n set [ghost v] effect to (30)\n go to [front v] layer\nend\n\nwhen I receive [close menu v]\nhide\n\nwhen I receive [chat close v]\nhide\n\nwhen I receive [chat open v]\nhide\n\nwhen I receive [green skin m v]\nshow\nif <touching (shop thing 7 v)?> then\n switch costume to (2 v)\nend\n\nwhen I receive [green skin m hide v]\nhide\n\n@shop thing 8\n\nwhen I receive [only stats v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [close menu v]\nswitch costume to (costume2 v)\nhide\nhide\n\nwhen I receive [only shop v]\nshow\n\nwhen I receive [chat close v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [chat open v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [close menu v]\nswitch costume to (costume2 v)\nset size to (50) %\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo [backward v] (1) layers\nhide\n\nwhen I receive [shop v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset size to (20) %\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nrepeat until <(size) = [100]>\n change size by (((100) - (size)) / (4))\nend\nforever\n set [ghost v] effect to (50)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n broadcast (Bluee Skin M v)\n if <mouse down?> then\n if <<(:::::::::::::::::::::::::::::::::::::EMERALDS) > [4]> or <(:::::::::::::::::::::::::::::::::::::EMERALDS) = [4]>> then\n broadcast (Purchase v)\n start sound [Touch v]\n set [::::::::::::::::::::::::::::::::::::::::::::new skin v] to [7]\n change [:::::::::::::::::::::::::::::::::::::emeralds v] by (-4)\n wait until <not <mouse down?>>\n end\n end\n else\n set [brightness v] effect to (0)\n broadcast (Bluee Skin M Hide v)\n end\nend\n\nwhen flag clicked\nset [::::::::::::::::::::::::::::::::::::::::::::new skin v] to [0]\n\nchange [:::::::::::::::::::::::::::::::::::::emeralds v] by (4)\n\nwhen I receive [ultra boost... v]\nset [:::::::::::::::::::::::::::::::::::::::::::::jump boost v] to [2]\nset [::::::::::::::::::::::::::::::::::::::::::::::::::speed boost v] to [2]\n\n@Mouse thingy 8\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [shop v]\nshow\nforever\n go to (mouse-pointer v)\n set [ghost v] effect to (30)\n go to [front v] layer\nend\n\nwhen I receive [close menu v]\nhide\n\nwhen I receive [chat close v]\nhide\n\nwhen I receive [chat open v]\nhide\n\nwhen I receive [bluee skin m v]\nshow\nif <touching (shop thing 8 v)?> then\n switch costume to (2 v)\nend\n\nwhen I receive [bluee skin m hide v]\nhide\n\n@TB\n\nwhen I receive [green flag v]\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nshow\nhide\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nglide (1) secs to (random position v)\n\n@Save\n\nwhen I receive [trade? v]\nshow\nswitch costume to (save button v)\ngo to x: (-100) y: (-155)\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [120]>\n change size by (((120) - (size)) / (2))\n end\n if <mouse down?> then\n set [save v] to [1]\n set [save 1 v] to (::::::::::::::::::::::::::COINS)\n set [save 2 v] to (:::::::::::::::::::::DIAMONDS)\n broadcast (Purchase v)\n start sound [Touch v]\n switch costume to (costume1 v)\n wait until <not <mouse down?>>\n end\n if <(save) = [1]> then\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n say [You Just Saved.] for (2) seconds\n wait until <not <mouse down?>>\n end\n end\n end\n else\n repeat until <(size) = [100]>\n change size by (((100) - (size)) / (6))\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\nset size to (100) %\ngo to x: (-187) y: (-155)\n\nwhen I receive [no traed v]\nset size to (100) %\nhide\n\nwhen I receive [trade = yes v]\nhide\n\nwhen I receive [begin v]\nset [trading? v] to [0]\n\nwhen I receive [end trade v]\nset [trading? v] to [0]\n\nwhen I receive [tick v]\nif <<(save) = [1]> and <(::::::::::::::::::::::::::::::::::::::::::::::::::::::::DIE) = [1]>> then\n set [::::::::::::::::::::::::::coins v] to [0]\n set [:::::::::::::::::::::diamonds v] to [0]\n set [::::::::::::::::::::::::::::::::::::::::::::::::::::::::die v] to [0]\nelse\n stop [this script v]\nend\n\n
DISCLAIMER: N = NO NAMES\nTHIS NOT FINISHED AND ISN'T ALL THE PROGRESS I HAVE ACTUALLY MADE, THANKS.\nI WANTED TO JUST SAY I AM BACK FROM BREAK :\n\nRESHARED TO RESET CLOUD, MAKE 10 PLAYER CLOUD, FIX TRADING, AND FIX A SHOP BUG :( \nWHY U HATED ON ME, ALL IT DOES IS MAKE ME DEMOTIVATED. MASS REPORTED x1 :(\n\nHello! I Was Very Excited To Release This. When I Scrapped It, I Actually Figured Out The Problem! So This Version Has No Landscape, Very Little Space To Move Around. There Will Be 5x More Stuff Overall In Finished Version. My 3 Months Of Trial And Error Is Almost Done :D\n\nHow To Play:\nUse Arrow Keys, WASD, Or Drag To Move.\nDon't Touch Enemies, Fall To Pits, Spikes, Or Saws.\nCollect Coins And Trade To Buy Stuff\nN = Toggle Names\n\nSubscribe To My YT! Just Search JTHEJET\n\nCredits:\n@StratfordJames For Helping Me :D And Some Art\n@Griffpatch For Teaching Me Stuff\n@tennisboy188 For The Epic Intro :D\n@MaxyBrian for the ground!\nThe Menu, Trading, And Etc Idea Was By Me
Summer (A platformer with levels)
@Stage\n\n@Orange Blob\n\ndefine Run block\nRun Engine\n\nwhen flag clicked\nset [y spawn v] to [-80]\nset [x spawn v] to [-218]\ngo to x: (X Spawn) y: (Y Spawn)\nswitch costume to (player v)\nswitch backdrop to (gamebackdrop v)\nshow\nset size to (50) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n Run block\nend\n\ndefine Run Engine\nchange [y v] by (-0.5)\nif <<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> then\n change [x v] by (-0.9)\n switch costume to (player 2 v)\nend\nif <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [x v] by (0.9)\n switch costume to (player 1 v)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (-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 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 (NextLevel v)\n set [x v] to [0]\n set [y v] to [0]\nend\n\nwhen flag clicked\nswitch backdrop to (gamebackdrop v)\n\n@Ground\n\nwhen I receive [nextlevel v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [Costume3]> then\n broadcast (Spikes Show v)\n end\nend\n\n@Music\n\nwhen flag clicked\nforever\n play sound [Vexento - Pixel Party v] until done\nend\n\n@Spikes\n\nwhen backdrop switches to [gamebackdrop v]\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [nextlevel v]\nnext costume\n\nwhen I receive [spikes show v]\nshow\n\n@costume1 (8)\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
Use Arrow Keys for Computer\nTouch to move for mobile\nWASD dosen't work\nNo skip button\nMade for Scratch Studio (Seasons)\nAll levels are possible (Including the impossible level)\nYou can wall jump\nAvoid crabs, shark infested water, and quicksand\nLook out for unknown danger\n\n
Dream Run! - A Platformer Game! #All #Games
@Stage\n\nwhen I receive [hide v]\nforever\n play sound [mbb-beach v] until done\n play sound [Plugged \(post mastering\) v] until done\nend\n\n@Sprite16\n\nwhen flag clicked\nforever\n if <touching (sprite23 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite24 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite25 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite26 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite27 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite28 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite4 v)?> then\n start sound [Oops v]\n hide\n go to x: (-240) y: (36)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite5 v)?> then\n start sound [Oops v]\n hide\n go to x: (-240) y: (36)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite6 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite7 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite8 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite9 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite11 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\n if <touching (sprite12 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\n if <touching (sprite8 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\n if <touching (sprite9 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\n if <touching (sprite10 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\n if <touching (sprite13 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\n if <touching (sprite14 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\n if <touching (sprite15 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nhide variable [level v]\n\nwhen I receive [hide v]\nshow variable [level v]\n\nwhen I receive [hide v]\nhide variable [gravity v]\nforever\n if <<touching (sprite3 v)?> or <touching (sprite2 v)?>> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n switch costume to (resize up v)\n set [gravity v] to [10]\n change y by (gravity)\n end\n end\nend\n\nwhen I receive [hide v]\nforever\n if <not <<touching (sprite3 v)?> or <touching (sprite2 v)?>>> then\n change [gravity v] by (-1)\n change y by (gravity)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [hide v]\nshow\n\nwhen backdrop switches to [blue sky 2 19 v]\nhide variable [level v]\n\nwhen I receive [hide v]\nset size to (35) %\ngo to x: (-175) y: (36)\nset [level v] to [0]\nswitch backdrop to (blue sky 2 v)\nswitch costume to (resize right v)\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (resize right v)\n change x by (10)\n point in direction (90)\n end\n if <touching (line v)?> then\n start sound [ding-sound-effect_2 v]\n change [level v] by (1)\n go to x: (-230) y: (33)\n switch costume to (button3-a v)\n next backdrop\n end\nend\n\nwhen I receive [hide v]\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (resize left v)\n change x by (-10)\n point in direction (90)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite17 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite18 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite19 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite21 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite20 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite22 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite29 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite30 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite31 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite32 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite33 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite34 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite35 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite36 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite37 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite38 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite39 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite40 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite41 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite42 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite43 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite44 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite45 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite46 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite47 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite48 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite49 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite50 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite52 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite53 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite54 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite55 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite56 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite57 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite58 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite59 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite60 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite61 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite62 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite63 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (trampoline v)?> then\n start sound [audioblocks-futuristic-game-jump-boost-arcade-videogame-boost-arcade-videogame_BtG5-MIRwU_WM2 v]\n set [gravity v] to [15]\n change y by (gravity)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite64 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite65 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite66 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite67 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite68 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite69 v)?> then\n start sound [Oops v]\n go to x: (-240) y: (36)\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 3 v]\nswitch costume to (costume4 v)\n\nwhen I receive [hide v]\nshow\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [blue sky 2 2 v]\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [blue sky 2 8 v]\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [blue sky 2 6 v]\nswitch costume to (costume5 v)\n\nwhen backdrop switches to [blue sky 2 7 v]\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [blue sky 2 9 v]\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [blue sky 2 19 v]\nswitch costume to (costume3 v)\n\nwhen backdrop switches to [blue sky 2 10 v]\nswitch costume to (costume2 v)\n\n@Sprite4\n\nwhen backdrop switches to [blue sky 2 3 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 6 v]\nhide\n\n@Sprite5\n\nwhen backdrop switches to [blue sky 2 3 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 6 v]\nhide\n\n@Sprite6\n\nwhen backdrop switches to [blue sky 2 5 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 6 v]\nhide\n\n@Sprite7\n\nwhen backdrop switches to [blue sky 2 5 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 6 v]\nhide\n\n@Line\n\nwhen backdrop switches to [blue sky 2 19 v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [hide v]\nshow\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 2 v]\nshow\n\nwhen backdrop switches to [blue sky 2 6 v]\nhide\n\n@WMV\n\nwhen I receive [hide v]\nswitch costume to (wmv v)\nforever\n set size to (450) %\n next costume\n wait (0.09) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [hide v]\nshow\n\n@Sprite8\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 4 v]\nshow\n\nwhen backdrop switches to [blue sky 2 6 v]\nhide\n\n@Sprite9\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 4 v]\nshow\n\nwhen backdrop switches to [blue sky 2 6 v]\nhide\n\n@Sprite11\n\nwhen backdrop switches to [blue sky 2 4 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 6 v]\nhide\n\n@Sprite12\n\nwhen backdrop switches to [blue sky 2 4 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 6 v]\nhide\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 6 v]\nshow\n\nwhen backdrop switches to [blue sky 2 7 v]\nhide\n\n@Sprite13\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 6 v]\nshow\n\nwhen backdrop switches to [blue sky 2 7 v]\nhide\n\n@Sprite14\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 6 v]\nshow\n\nwhen backdrop switches to [blue sky 2 7 v]\nhide\n\n@Sprite15\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 6 v]\nshow\n\nwhen backdrop switches to [blue sky 2 7 v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [hide v]\nshow\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [blue sky 2 6 v]\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [blue sky 2 8 v]\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [blue sky 2 7 v]\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [blue sky 2 10 v]\nswitch costume to (costume1 v)\n\n@Sprite17\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 7 v]\nshow\n\nwhen backdrop switches to [blue sky 2 8 v]\nhide\n\n@Sprite18\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 7 v]\nshow\n\nwhen backdrop switches to [blue sky 2 8 v]\nhide\n\n@Sprite19\n\nwhen backdrop switches to [blue sky 2 8 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 9 v]\nhide\n\n@Sprite20\n\nwhen backdrop switches to [blue sky 2 8 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 9 v]\nhide\n\n@Sprite21\n\nwhen backdrop switches to [blue sky 2 8 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 9 v]\nhide\n\n@Sprite22\n\nwhen backdrop switches to [blue sky 2 8 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 9 v]\nhide\n\n@Sprite23\n\nwhen backdrop switches to [blue sky 2 9 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 10 v]\nhide\n\n@Sprite24\n\nwhen backdrop switches to [blue sky 2 9 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 10 v]\nhide\n\n@Sprite25\n\nwhen backdrop switches to [blue sky 2 9 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 10 v]\nhide\n\n@Sprite26\n\nwhen backdrop switches to [blue sky 2 9 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 10 v]\nhide\n\n@Sprite27\n\nwhen backdrop switches to [blue sky 2 9 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 10 v]\nhide\n\n@Sprite28\n\nwhen backdrop switches to [blue sky 2 9 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 10 v]\nhide\n\n@Sprite29\n\nwhen backdrop switches to [blue sky 2 10 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 11 v]\nhide\n\n@Sprite30\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 10 v]\nshow\n\nwhen backdrop switches to [blue sky 2 11 v]\nhide\n\n@Sprite31\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 10 v]\nshow\n\nwhen backdrop switches to [blue sky 2 11 v]\nhide\n\n@Sprite32\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 11 v]\nshow\n\nwhen backdrop switches to [blue sky 2 12 v]\nhide\n\n@Sprite33\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 11 v]\nshow\n\nwhen backdrop switches to [blue sky 2 12 v]\nhide\n\n@Sprite34\n\nwhen backdrop switches to [blue sky 2 11 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 12 v]\nhide\n\n@Sprite35\n\nwhen backdrop switches to [blue sky 2 11 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 12 v]\nhide\n\n@Sprite36\n\nwhen backdrop switches to [blue sky 2 11 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 12 v]\nhide\n\n@Sprite37\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 12 v]\nshow\n\nwhen backdrop switches to [blue sky 2 13 v]\nhide\n\n@Sprite38\n\nwhen backdrop switches to [blue sky 2 12 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 13 v]\nhide\n\n@Sprite39\n\nwhen backdrop switches to [blue sky 2 12 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 13 v]\nhide\n\n@Sprite40\n\nwhen backdrop switches to [blue sky 2 13 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 14 v]\nhide\n\n@Sprite41\n\nwhen backdrop switches to [blue sky 2 13 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 14 v]\nhide\n\n@Sprite42\n\nwhen backdrop switches to [blue sky 2 13 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 14 v]\nhide\n\n@Sprite43\n\nwhen backdrop switches to [blue sky 2 13 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 14 v]\nhide\n\n@Sprite44\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 13 v]\nshow\n\nwhen backdrop switches to [blue sky 2 14 v]\nhide\n\n@Sprite45\n\nwhen backdrop switches to [blue sky 2 14 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 15 v]\nhide\n\n@Sprite46\n\nwhen backdrop switches to [blue sky 2 14 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 15 v]\nhide\n\n@Sprite47\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 14 v]\nshow\n\nwhen backdrop switches to [blue sky 2 15 v]\nhide\n\n@Sprite48\n\nwhen backdrop switches to [blue sky 2 14 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 15 v]\nhide\n\n@Sprite49\n\nwhen backdrop switches to [blue sky 2 14 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 15 v]\nhide\n\n@Sprite50\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 14 v]\nshow\n\nwhen backdrop switches to [blue sky 2 15 v]\nhide\n\n@Sprite51\n\nwhen I start as a clone\nshow\nset size to (pick random (50) to (120)) %\nset [color v] effect to (pick random (1) to (1000))\nturn right (pick random (0) to (360)) degrees\ngo to x: (pick random (-240) to (240)) y: (1000)\nglide (3) secs to x: (pick random (-200) to (200)) y: (-190)\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (2))\nif <(pick random (1) to (1)) = [1]> then\n forever\n turn right (pick random (0) to (7)) degrees\n end\nelse\n forever\n turn right (pick random (-7) to (0)) degrees\n end\nend\n\nwhen backdrop switches to [blue sky 2 19 v]\nforever\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\n\n@Sprite52\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 15 v]\nshow\n\nwhen backdrop switches to [blue sky 2 16 v]\nhide\n\n@Sprite53\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 15 v]\nshow\n\nwhen backdrop switches to [blue sky 2 16 v]\nhide\n\n@Sprite54\n\nwhen backdrop switches to [blue sky 2 15 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 16 v]\nhide\n\n@Sprite55\n\nwhen backdrop switches to [blue sky 2 15 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 16 v]\nhide\n\n@Sprite56\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 16 v]\nshow\n\nwhen backdrop switches to [blue sky 2 17 v]\nhide\n\n@Sprite57\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 16 v]\nshow\n\nwhen backdrop switches to [blue sky 2 17 v]\nhide\n\n@Sprite58\n\nwhen backdrop switches to [blue sky 2 16 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 17 v]\nhide\n\n@Sprite59\n\nwhen backdrop switches to [blue sky 2 16 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 17 v]\nhide\n\n@Sprite60\n\nwhen backdrop switches to [blue sky 2 16 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 17 v]\nhide\n\n@Sprite61\n\nwhen backdrop switches to [blue sky 2 16 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 17 v]\nhide\n\n@Sprite62\n\nwhen backdrop switches to [blue sky 2 17 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 18 v]\nhide\n\n@Sprite63\n\nwhen backdrop switches to [blue sky 2 17 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 18 v]\nhide\n\n@trampoline\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen backdrop switches to [blue sky 2 18 v]\nshow\n\nwhen backdrop switches to [blue sky 2 19 v]\nhide\n\n@Sprite64\n\nwhen backdrop switches to [blue sky 2 18 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 19 v]\nhide\n\n@Sprite65\n\nwhen backdrop switches to [blue sky 2 18 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 19 v]\nhide\n\n@Sprite66\n\nwhen backdrop switches to [blue sky 2 18 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 19 v]\nhide\n\n@Sprite67\n\nwhen backdrop switches to [blue sky 2 18 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 19 v]\nhide\n\n@Sprite68\n\nwhen backdrop switches to [blue sky 2 18 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 19 v]\nhide\n\n@Sprite69\n\nwhen backdrop switches to [blue sky 2 18 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 19 v]\nhide\n\n@DreamRun\n\nwhen flag clicked\nhide\n\n@Sprite70\n\nwhen I receive [particles v]\nshow\nrepeat (165)\n change [direction v] by (7.5)\n go to [front v] layer\n point in direction ((([sin v] of (direction) ) * (20)) + (90))\n set size to ((([sin v] of ((direction) * (2.2)) ) * (60)) + (200)) %\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [front v] layer\npoint in direction (90)\n\nwhen I receive [hide v]\nhide\n\n@Particles\n\ndefine create (#ofclone)\nswitch costume to (costume3 v)\nhide\npoint in direction (pick random (-40) to (50))\nrepeat (#ofclone)\n turn left (pick random (-15) to (15)) degrees\n go to [front v] layer\n create clone of (_myself_ v)\n point in direction (pick random (-40) to (50))\nend\n\nwhen flag clicked\ngo to [front v] layer\nset [size v] to [30]\nset [away v] to [2]\nset [velo v] to [2]\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nset size to (pick random (25) to (115)) %\nturn right (pick random (-10) to (10)) degrees\nset [away v] to (pick random (5) to (20))\nset [velo v] to [4]\nrepeat until <(y position) < [-180]>\n change size by (-.1)\n move (away) steps\n change y by (velo)\n change [ghost v] effect by (pick random (.2) to (1))\n change [velo v] by (-1)\n change [size v] by (1)\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\nwhen I receive [particles v]\ncreate [60]\n\n@Sprite71\n\nwhen flag clicked\nstart sound [Xaf - Unlimited v]\nhide\ngo to x: (0) y: (140)\nswitch costume to (costume3 v)\nset [ghost v] effect to (100)\nset [brightness v] effect to (0)\nset size to (100) %\nrepeat (4)\n create clone of (_myself_ v)\n change y by (-100)\n wait (.2) seconds\nend\nbroadcast (Alex_Legends v)\n\nwhen I start as a clone\nshow\nrepeat (4)\n change size by (80)\n change [ghost v] effect by (-15)\nend\nrepeat (3)\n change size by (55)\n change [ghost v] effect by (-10)\nend\nrepeat (3)\n change size by (35)\n change [ghost v] effect by (-10)\nend\nrepeat (3)\n change size by (24)\nend\nrepeat (3)\n change size by (15)\nend\nrepeat (1)\n change size by (10)\nend\nrepeat (1)\n change size by (5)\nend\nrepeat (2)\n change size by (3)\nend\nrepeat (2)\n change size by (2)\nend\nrepeat (2)\n change size by (1)\nend\nwait (3.6) seconds\nbroadcast (Transition thing v)\n\nwhen I receive [transition thing v]\ndelete this clone\n\n@Sprite72\n\nwhen I start as a clone\nshow\nrepeat (5)\n change y by (25)\n change [ghost v] effect by (-15)\nend\nrepeat (3)\n change y by (15)\n change [ghost v] effect by (-15)\nend\nrepeat (2)\n change y by (10)\n change [ghost v] effect by (-15)\nend\nrepeat (2)\n change y by (5)\n change [ghost v] effect by (-15)\nend\nrepeat (2)\n change y by (3)\n change [ghost v] effect by (-15)\nend\nrepeat (2)\n change y by (2)\n change [ghost v] effect by (-15)\nend\nrepeat (2)\n change y by (1)\n change [ghost v] effect by (-15)\nend\nwait (.8) seconds\nrepeat (4)\n change size by (-2)\n change y by (15)\nend\nrepeat (3)\n change size by (-3)\n change y by (10)\nend\nrepeat (3)\n change size by (-3.5)\n change y by (5)\nend\nrepeat (2)\n change size by (-4)\n change y by (2)\nend\nrepeat (1)\n change size by (-4)\n change y by (1)\nend\nrepeat (1)\n change size by (-2)\n change y by (-2)\n change [ghost v] effect by (5)\nend\nrepeat (3)\n change size by (-2)\n change y by (-4)\n change [ghost v] effect by (10)\nend\nrepeat (3)\n change size by (-2)\n change y by (-8)\n change [ghost v] effect by (10)\nend\nrepeat (5)\n change size by (-1.6)\n change y by (-12)\n change [ghost v] effect by (12)\nend\n\nwhen I receive [alex_legends v]\nrepeat (12)\n next costume\n create clone of (_myself_ v)\n wait (.04) seconds\nend\n\nwhen flag clicked\nhide\ngo to x: (-16) y: (-189)\nset size to (100) %\nset [ghost v] effect to (100)\nswitch costume to (costume13 v)\n\n@Sprite73\n\nwhen I receive [transition thing v]\ngo to [front v] layer\nrepeat (21)\n next costume\nend\nbroadcast (Particles v)\nwait (4.4) seconds\nbroadcast (HIDE v)\nrepeat (17)\n next costume\nend\nrepeat (23)\n next costume\n change [ghost v] effect by (3)\nend\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\npoint in direction (90)\ngo to [back v] layer\ngo to x: (0) y: (0)\nclear graphic effects\nshow\n\n
Click the flag to start.\nTo move right side press the right arrow key or D.\nTo move left side press the left arrow key or A.\nTo jump press up arrow key or W.\n
☁ Two Worlds || A Multiplayer Platformer #games #all #art #scrolling
@Stage\n\nwhen [m v] key pressed\nif <(username) = [Ufhire2]> then\n show variable [mouse v]\n set [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\nend\n\nwhen flag clicked\nhide variable [mouse v]\n\n@Blank\n\n@Player\n\ndefine Test - Die\nif <<<touching (lava v)?> or <touching (enemies v)?>> or <touching (saws v)?>> then\n if <(Life) = [0]> then\n set [exit v] to [die]\n end\nend\n\ndefine Game - Die\nhide\nwait (0.5) seconds\nset [exit v] to []\n\nwhen flag clicked\nbroadcast (Start Screen v)\n\nwhen I receive [green flag v]\nset size to (100) %\nhide\n\nwhen I receive [play game v]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\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 [45]\nset [y v] to [1100]\nset [scroll x v] to [0]\nset [scroll y v] to [1055]\nset [sy v] to [0]\nset [sx v] to [0]\nset [in air v] to [0]\nset [costumeandboost v] to [O]\nset [costumesused v] to []\nset [exit v] to []\nset [life v] to [3]\npoint in direction (90)\nset size to (135) %\nswitch costume to (o_c v)\nshow\nset [ghost v] effect to (0)\n\ndefine Tick\ngo to x: (0) y: (0)\nset size to (135) %\nif <(MPTouch) = [1]> then\n if <(MPlr) = [R]> then\n change [sx v] by (0.8)\n else\n if <(MPlr) = [L]> then\n change [sx v] by (-0.8)\n end\n end\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n if <(x) > [-270]> then\n if <(shop2) = [0]> then\n if <not <<(shop) = [1]> and <mouse down?>>> then\n set [left or right v] to [Left]\n change [sx v] by (-1.7)\n end\n end\n end\nend\nset [sx v] to ((sx) * (0.8))\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n if <(x) < [6440]> then\n if <(shop2) = [0]> then\n if <not <<(shop) = [1]> and <mouse down?>>> then\n set [left or right v] to [Right]\n change [sx v] by (1.7)\n end\n end\n end\nend\nif <([abs v] of (sx) ) > [0.9]> then\n Cange player x by (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <<key (space v) pressed?> or <key (w v) pressed?>>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <(shop2) = [0]> then\n if <not <<(shop) = [1]> and <mouse down?>>> then\n if < (CostumesUsed) contains [B]?> then\n if <(in air) < [4]> then\n set [sy v] to [21]\n end\n else\n if <(in air) < [4]> then\n set [sy v] to [18]\n end\n end\n end\n end\nend\nif <not <<<<<key (up arrow v) pressed?> or <<key (space v) pressed?> or <key (w v) pressed?>>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> or <mouse down?>>> then\n set [left or right v] to [Center]\nend\nif <(sy) > [-15]> then\n change [sy v] by (-2)\nend\nchange player y by (sy)\nTest - Die\nif <<(x) > [-125]> and <(x) < [6260]>> then\n change [scroll x v] by (round (((x) - (SCROLL X)) / (10)))\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)\nif <not <<touching (water v)?> or <touching (ladder v)?>>> then\n change [y v] by (sy)\n change [in air v] by (1)\nelse\n if <touching (water v)?> then\n if <not <<<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<(y position) > (mouse y)> and <mouse down?>>> or <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>>>> then\n change [y v] by ((sy) / (4))\n set [in air v] to [0]\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n change [y v] by ((sy) / (3))\n set [in air v] to [0]\n else\n change [y v] by ((sy) / (2))\n set [in air v] to [0]\n end\n end\n else\n if <touching (ladder v)?> then\n if <not <<<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<(mouse y) < (y position)> and <mouse down?>>> or <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>>>> then\n set [in air v] to [0]\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n change [y v] by ((sy) / (2))\n set [in air v] to [0]\n else\n change [y v] by ((sy) / (2))\n set [in air v] to [0]\n end\n end\n end\n end\nend\nPosition\nrepeat until <not <<<touching (platform v)?> or <touching (sand 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\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Cange player x by (sx)\nchange [x v] by (sx)\nPosition\nif <<<touching (platform v)?> or <touching (sand v)?>> or <touching (moving platform v)?>> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <<<touching (platform v)?> or <touching (sand v)?>> or <touching (moving platform v)?>>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-12]\n else\n set [sx v] to [12]\n end\n set [in air v] to [0]\n broadcast (Walljump v)\n else\n set [sx v] to [0]\n end\n repeat until <not <<<touching (platform v)?> or <touching (sand v)?>> or <touching (moving 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 - Win\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nwait (1) seconds\n\nwhen I receive [tick v]\nset [player x v] to (x)\nset [player y v] to (y)\n\nwhen flag clicked\nset [timer2 v] to [0.1]\nforever\n set [timer2 v] to (timer)\nend\n\nwhen I receive [play game v]\nset [pitch v] effect to (0)\nset [pan left/right v] effect to (0)\nset volume to (round (((Volume) / (10)) * (8))) %\nwait (0.3) seconds\nforever\n play sound (Song) until done\nend\n\nwhen flag clicked\nswitch costume to (o_c v)\nset [costumeandboost v] to [O]\nset [costumesused v] to []\nLook (letter (1) of (CostumeAndBoost)) (Left or Right)\nhide variable [timer v]\nforever\n if <(start timer) = [1]> then\n set [timer v] to [0]\n forever\n wait (0.1) seconds\n change [timer v] by (0.1)\n end\n end\nend\n\nwhen I receive [tick v]\nif <touching (bounce v)?> then\n if <touching color (#c9944e)?> then\n set [sy v] to [33]\n set [bounce v] to [1]\n end\nelse\n set [bounce v] to [0]\nend\n\nwhen I receive [joined v]\nforever\n if <key (n v) pressed?> then\n broadcast (show names v) and wait\n end\nend\n\nwhen I receive [show names v]\nwait until <not <key (n v) pressed?>>\nif <(show names) = [0]> then\n set [show names v] to [1]\nelse\n if <(show names) = [1]> then\n set [show names v] to [0]\n end\nend\n\nwhen I receive [tick v]\nLook (letter (1) of (CostumeAndBoost)) (Left or Right)\nif <<<touching (lava v)?> or <touching (enemies v)?>> or <touching (saws v)?>> then\n set [lava touch v] to [1]\nelse\n set [lava touch v] to [0]\nend\n\ndefine Look (letter?) (side?)\nswitch costume to (join (letter?) (join [_] (letter (1) of (side?))))\n\nwhen I receive [join game v]\nstop all sounds\n\ndefine send cloud data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (Message) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (costume [number v]) to encoded\nwrite (color effect) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine 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 [start v]\nset [my player # v] to [0]\nset [max players v] to [10]\nbroadcast (setup-opponents v) and wait\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (joined v)\nelse\n broadcast (server 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\nwhen I receive [setup v]\nset [color v] effect to (0)\nset [color effect v] to [0]\n\nwhen I receive [tick v]\nif <(letter (1) of (costume [name v])) = [A]> then\n if <key (c v) pressed?> then\n broadcast (color v)\n end\nelse\n set [color v] effect to (0)\n set [color effect v] to [0]\nend\n\nwhen I receive [color v]\nwait until <not <key (c v) pressed?>>\nchange [color v] effect by (25)\nchange [color effect v] by (25)\n\nwhen I receive [green flag v]\nforever\n think (item (Message) of [chat v])\nend\n\nwhen I receive [tick v]\nif <key (u v) pressed?> then\n set [costumeandboost v] to (join [U] (join (letter (2) of (CostumeAndBoost)) (letter (3) of (CostumeAndBoost))))\nend\n\nwhen I receive [win v]\nset volume to (0) %\n\nwhen I receive [continue v]\nset volume to (round (((Volume) / (10)) * (8))) %\n\nwhen flag clicked\nset [show names v] to [0]\nset [show players v] to [0]\n\nwhen flag clicked\nif <(username) = [Awesomebricks1]> then\n change [☁ play v] by (1)\nend\n\nwhen I receive [show players v]\nwait until <not <key (p v) pressed?>>\nif <(show players) = [0]> then\n set [show players v] to [1]\nelse\n if <(show players) = [1]> then\n set [show players v] to [0]\n end\nend\n\nwhen I receive [joined v]\nforever\n if <key (p v) pressed?> then\n broadcast (Show players v) and wait\n end\nend\n\n@cloud player\n\ndefine tick\nif <(Turbo mode) = [0]> then\n set size to (135) %\n value = cloud # (Player #)\n if <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n change [players v] by (-1)\n end\n else\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n set [players v] to [1]\n end\n set [offline v] to [0]\n end\n begin decode of (value)\n value = read from encoded\n if <(show names) = [1]> then\n think (value)\n else\n if <(show names) = [0]> then\n think []\n end\n end\n value = read from encoded\n if <not <(value) = []>> then\n think (item (value) of [chat v])\n end\n value = read from encoded\n value = read from encoded\n set x to ((value) - (SCROLL X))\n value = read from encoded\n set y to ((value) - (SCROLL Y))\n value = read from encoded\n switch costume to (value)\n value = read from encoded\n set [color v] effect to (value)\nend\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine players setup\nset [color v] effect to (0)\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((Max Players) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (Player #)> then\n set [offline v] to [100]\n hide\n else\n tick\n end\nend\n\nwhen I receive [setup-opponents v]\nplayers setup\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [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 [players v] to [0]\nhide variable [active players v]\nforever\n set [active players v] to ((Players) + (1))\nend\n\nwhen I receive [tick v]\nif <(show players) = [1]> then\n show variable [active players v]\nelse\n hide variable [active players v]\nend\n\n@Platform\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [ghost v] effect to (0)\ngo to [front v] layer\nset size to (100) %\nhide\nset [x v] to [-335]\nset [y v] to [1200]\nswitch costume to (level 1 1 v)\nClone at x: [335] y: [1000]\nClone at x: [400] y: [700]\nClone at x: [200] y: [700]\nClone at x: [0] y: [1000]\nClone at x: [500] y: [1150]\nClone at x: [450] y: [650]\nClone at x: [0] y: [1030]\nClone at x: [-400] y: [1500]\nClone at x: [-250] y: [1750]\nClone at x: [-350] y: [1950]\nset [ghost v] effect to (100)\nClone at x: [-350] y: [2150]\nClone at x: [-350] y: [2250]\nClone at x: [-150] y: [2450]\nClone at x: [400] y: [2550]\nClone at x: [650] y: [2250]\nClone at x: [450] y: [2150]\nClone at x: [450] y: [2100]\nClone at x: [400] y: [2222]\nClone at x: [400] y: [2320]\nClone at x: [200] y: [1220]\nset [ghost v] effect to (0)\nClone at x: [0] y: [920]\nClone at x: [575] y: [920]\nClone at x: [150] y: [1090]\nClone at x: [417] y: [1090]\nClone at x: [200] y: [1300]\nClone at x: [-300] y: [850]\nClone at x: [130] y: [500]\nClone at x: [450] y: [245]\nClone at x: [300] y: [50]\nClone at x: [700] y: [200]\nClone at x: [550] y: [200]\nClone at x: [550] y: [450]\n\nClone at x: [425] y: [2200]\nClone at x: [325] y: [2150]\nClone at x: [325] y: [2100]\nClone at x: [400] y: [2100]\nhide\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 [x v] by (x)\nset [y v] to (y)\nnext costume\n\nset [y v] to [200]\n\nchange [x v] by (50)\n\n@Moving Platform\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [tick v]\nposition ((Moving platform x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [ghost v] effect to (0)\nset size to (100) %\nhide\nset [moving platform x v] to [4020]\nset [y v] to [120]\nbroadcast (Move platform v)\n\nClone at x: [425] y: [2200]\nClone at x: [325] y: [2150]\nClone at x: [325] y: [2100]\nClone at x: [400] y: [2100]\nhide\n\ndefine position (x) (y)\nset size to (100) %\ngo to [front 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 [moving platform x v] to (x)\nset [y v] to (y)\nnext costume\n\nwhen I receive [move platform v]\nforever\n set [moving platform x v] to [4520]\n set [y v] to [120]\n repeat (90)\n set [mplr v] to [R]\n change [moving platform x v] by (3)\n end\n set [mplr v] to [C]\n wait (0.1) seconds\n repeat (90)\n set [mplr v] to [L]\n change [moving platform x v] by (-3)\n end\n set [mplr v] to [C]\n wait (0.1) seconds\nend\n\n@Collectables\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n start sound [Magic Spell v]\n change [coins together v] by (1)\n change [points v] by (1)\n broadcast (Show coin v)\n delete this clone\nend\n\nwhen I receive [setup v]\nset volume to (Volume) %\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [collected max v] to [0]\nset [coins together v] to [0]\nswitch costume to (collectable v)\nset [points v] to [0]\nClone at x: [-255] y: [1325]\nClone at x: [1215] y: [625]\nClone at x: [1770] y: [660]\nClone at x: [-252] y: [2885]\nClone at x: [2640] y: [1320]\nClone at x: [180] y: [2680]\nset [x v] to [-99999999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> 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 flag clicked\nforever\n broadcast (Flip v)\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nforever\n repeat (10)\n change [y v] by (1)\n end\n repeat (10)\n change [y v] by (-1)\n end\nend\n\n@Lava\n\nwhen I receive [start screen 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 [1000]\nswitch costume to (level 1 1 v)\nClone at x: [400] y: [700]\nClone at x: [200] y: [1000]\nClone at x: [0] y: [1000]\nClone at x: [500] y: [950]\nClone at x: [0] y: [1150]\nClone at x: [450] y: [650]\nClone at x: [0] y: [1030]\nClone at x: [-400] y: [1500]\nClone at x: [-250] y: [1750]\nClone at x: [-350] y: [1950]\nClone at x: [-350] y: [2150]\nClone at x: [-250] y: [2400]\nClone at x: [-200] y: [2650]\nClone at x: [1000] y: [2250]\nClone at x: [450] y: [2150]\nClone at x: [450] y: [2100]\nClone at x: [400] y: [2222]\nClone at x: [400] y: [2320]\nClone at x: [200] y: [1220]\nClone at x: [0] y: [920]\nClone at x: [575] y: [920]\nClone at x: [150] y: [1090]\nClone at x: [417] y: [1260]\nClone at x: [200] y: [1300]\nClone at x: [-300] y: [850]\nClone at x: [130] y: [500]\nClone at x: [130] y: [500]\nClone at x: [450] y: [245]\nClone at x: [300] y: [50]\nClone at x: [700] y: [200]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> 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)\nset [y v] to (y)\nnext costume\n\n@Enemies\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [ghost v] effect to (0)\nhide\nswitch costume to (l v)\nset [kill enemy v] to [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nset size to (135) %\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(kill enemy) = [0]> then\n show\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nset [y v] to (y)\nnext costume\n\nwhen I receive [tick v]\nswitch costume to (lr)\n\nwhen I receive [move enermie v]\nforever\n set [x v] to [950]\n set [y v] to [1207]\n repeat (90)\n set [lr v] to [r]\n change [x v] by (4)\n end\n wait (0.1) seconds\n repeat (90)\n set [lr v] to [l]\n change [x v] by (-4)\n end\n wait (0.1) seconds\nend\n\nwhen flag clicked\nbroadcast (move enermie v)\n\nwhen I receive [tick v]\nif <touching (player v)?> then\n if <(player y) > [1220]> then\n if <(kill enemy) = [0]> then\n if <(enemy touch) = [0]> then\n broadcast (kill enemy v)\n set [kill enemy v] to [1]\n end\n end\n end\nend\n\nwhen I receive [kill enemy v]\nchange [life v] by (1)\nrepeat (3)\n change [y v] by (-7)\nend\nhide\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n set [enemy touch v] to [1]\n else\n set [enemy touch v] to [0]\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n set [enemy touch v] to [1]\n else\n set [enemy touch v] to [0]\n end\nend\n\n@Backround\n\nwhen I receive [setup v]\nshow\nswitch costume to (Background)\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen flag clicked\n\nwhen I receive [tick v]\nif <<(player x) > [3540]> and <(player y) < [1250]>> then\n switch costume to (costume1 v)\nelse\n switch costume to (Background)\nend\n\n@Bounce\n\nwhen I receive [start screen 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 (normal v)\nClone at x: [595] y: [1020]\nClone at x: [530] y: [1990]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n if <(y) < [1500]> then\n if <(bounce) = [1]> then\n switch costume to (bounce v)\n else\n switch costume to (normal v)\n end\n else\n if <(bounce) = [1]> then\n switch costume to (normal2 v)\n else\n switch costume to (bounce2 v)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(y) < [1500]> then\n if <(bounce) = [1]> then\n switch costume to (bounce v)\n else\n switch costume to (normal v)\n end\n else\n if <(bounce) = [1]> then\n switch costume to (normal2 v)\n else\n switch costume to (bounce2 v)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(bounce) = [1]> then\n set volume to (Volume) %\n play sound [Boing v] until done\n wait until <(bounce) = [0]>\n else\n end\nend\n\n@Time\n\nwhen I receive [tick v]\ngo to x: (0) y: (0)\n\nwhen I receive [win v]\nset [your time v] to (Timer)\n\nwhen I receive [start screen v]\nhide\nset [win v] to [0]\nset [your time v] to [0]\nhide variable [your time v]\nhide variable [p11 v]\n\nwhen flag clicked\nset [high score? v] to [0]\nswitch costume to (costume1 v)\n\n@Thumbnail\n\nwhen [timer v] > (Timer2)\nswitch costume to (costume3 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\nwhen I receive [join game v]\nhide\n\nwhen flag clicked\nhide\nset [continue v] to [0]\n\nwhen I receive [win v]\nset [continue v] to [0]\nstart sound [Tada v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\nforever\n if <key (space v) pressed?> then\n hide\n broadcast (Continue v)\n set [continue v] to [1]\n end\nend\n\nwhen I receive [tick v]\ngo to [front v] layer\ngo [forward v] (10) layers\nif <(Stop all after win) > [300]> then\n stop [all v]\nend\n\nwhen I receive [win v]\nset [stop all after win v] to [0]\nforever\n if <(Continue) = [0]> then\n repeat until <(Continue) = [1]>\n change [stop all after win v] by (1)\n end\n end\nend\n\nwhen I receive [setup v]\nset [continue v] to [0]\nset [stop all after win v] to [0]\n\nwhen I receive [continue v]\nset [stop all after win v] to [0]\n\n@Button\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((125) - (size)) / (3))) %\n set [ghost v] effect to (0)\n else\n set size to ((size) + (((99) - (size)) / (2))) %\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n go to x: (((mouse x) / (35)) - (70)) y: ((mouse y) / (35))\nend\n\nwhen I receive [start screen v]\nforever\n if <<(show instructions) = [0]> and <(show settings) = [0]>> then\n show\n go to [front v] layer\n go [forward v] (3) layers\n else\n hide\n go to x: (-1000) y: (5)\n end\nend\n\nwhen I receive [start screen v]\nset [start timer v] to [0]\nforever\n if <(start timer) = [0]> then\n if <(show instructions) = [0]> then\n if <<<touching (mouse-pointer v)?> and <mouse down?>> or <key (space v) pressed?>> then\n set [start timer v] to [1]\n set [timer v] to [0]\n broadcast (Start v)\n hide\n go to x: (-1000000) y: (-1000000)\n end\n end\n else\n hide\n end\nend\n\n@Instruction button\n\nwhen I receive [start screen v]\nset size to (100) %\nshow\ngo to x: (0) y: (-100)\nforever\n if <(start timer) = [0]> then\n if <(show settings) = [0]> then\n show\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((125) - (size)) / (3))) %\n set [ghost v] effect to (0)\n else\n set size to ((size) + (((99) - (size)) / (2))) %\n set [ghost v] effect to (0)\n end\n end\nend\n\nwhen I receive [start screen v]\nforever\n if <(show settings) = [0]> then\n go to [front v] layer\n go [forward v] (2) layers\n end\nend\n\nwhen I receive [instructions v]\nforever\n if <(start timer) = [0]> then\n if <(show instructions) = [1]> then\n hide\n else\n if <(show settings) = [0]> then\n show\n else\n hide\n end\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(start timer) = [1]> then\n hide\n end\nend\n\nwhen I receive [start screen v]\nforever\n if <(start timer) = [0]> then\n if <(show settings) = [0]> then\n go to x: (((mouse x) / (35)) + (70)) y: ((mouse y) / (35))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n hide\n broadcast (Instructions v)\n end\n end\n end\nend\n\n@Setting button\n\nwhen I receive [start screen v]\nset size to (100) %\nshow\ngo to x: (0) y: (-100)\nforever\n if <(start timer) = [0]> then\n if <(show instructions) = [0]> then\n show\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((125) - (size)) / (3))) %\n set [ghost v] effect to (0)\n else\n set size to ((size) + (((99) - (size)) / (2))) %\n set [ghost v] effect to (0)\n end\n end\nend\n\nwhen I receive [start screen v]\nforever\n if <(show instructions) = [0]> then\n go to [front v] layer\n go [forward v] (2) layers\n end\nend\n\nwhen I receive [settings v]\nforever\n if <(start timer) = [0]> then\n if <(show settings) = [1]> then\n hide\n else\n show\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(start timer) = [1]> then\n hide\n end\nend\n\nwhen I receive [start screen v]\nforever\n if <(start timer) = [0]> then\n if <(show instructions) = [0]> then\n go to x: ((mouse x) / (35)) y: (((mouse y) / (35)) - (100))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(show settings) = [0]> then\n hide\n broadcast (Settings v)\n end\n end\n end\n end\nend\n\n@Instructions\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen flag clicked\nset [show instructions v] to [0]\nforever\n if <(start timer) = [0]> then\n if <(show instructions) = [0]> then\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(show instructions) = [1]> then\n if <<mouse down?> and <not <touching (mouse-pointer v)?>>> then\n set [ghost v] effect to (0)\n wait until <not <mouse down?>>\n broadcast (Hide instructions v)\n end\n end\nend\n\nwhen I receive [instructions v]\ngo to [front v] layer\nshow\nset [ghost v] effect to (0)\nset [show instructions v] to [1]\n\nwhen I receive [hide instructions v]\nset [show instructions v] to [0]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\n@Settigns\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen flag clicked\nset [show settings v] to [0]\nforever\n if <(start timer) = [0]> then\n if <(show settings) = [0]> then\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(show settings) = [1]> then\n if <<mouse down?> and <not <touching (mouse-pointer v)?>>> then\n set [ghost v] effect to (0)\n wait until <not <mouse down?>>\n broadcast (Hide settings v)\n end\n end\nend\n\nwhen I receive [settings v]\nshow\nset [ghost v] effect to (0)\ngo to [front v] layer\nset [show settings v] to [1]\n\nbroadcast (Settings2 v)\n\nwhen I receive [hide settings v]\nset [show settings v] to [0]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\n@Song\n\nwhen flag clicked\ngo to x: (3) y: (0)\nhide\n\nwhen flag clicked\nswitch costume to (nebula v)\nset [show settings v] to [0]\nforever\n if <(start timer) = [0]> then\n if <(show settings) = [0]> then\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n set [song v] to (costume [name v])\n if <(show settings) = [1]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n next costume\n end\n end\nend\n\nwhen I receive [settings v]\nset [show settings v] to [1]\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\nrepeat until <(show settings) = [0]>\n go to [front v] layer\nend\n\nwhen I receive [hide settings v]\nset [show settings v] to [0]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\n@Volume\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen flag clicked\nswitch costume to (100 v)\nset [show settings v] to [0]\nforever\n if <(start timer) = [0]> then\n if <(show settings) = [0]> then\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n set [volume v] to (costume [name v])\n if <(show settings) = [1]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n next costume\n end\n end\nend\n\nwhen I receive [hide settings v]\nset [show settings v] to [0]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [settings v]\nset [show settings v] to [1]\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\nrepeat until <(show settings) = [0]>\n go to [front v] layer\nend\n\n@Background Choose\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen flag clicked\nswitch costume to (day v)\nset [show settings v] to [0]\nforever\n if <(start timer) = [0]> then\n if <(show settings) = [0]> then\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n set [background v] to (costume [name v])\n if <(show settings) = [1]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n next costume\n end\n end\nend\n\nwhen I receive [hide settings v]\nset [show settings v] to [0]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [settings v]\nset [show settings v] to [1]\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\nrepeat until <(show settings) = [0]>\n go to [front v] layer\nend\n\n@Art\n\nwhen flag clicked\nClone\n\nwhen I start as a clone\nset [move speed v] to [3]\nforever\n if <(costume [number v]) = [1]> then\n go to x: ((mouse x) / ((17) * (Move speed))) y: ((mouse y) / ((17) * (Move speed)))\n else\n if <(costume [number v]) = [2]> then\n go to x: ((mouse x) / ((10) * (Move speed))) y: ((mouse y) / ((10) * (Move speed)))\n else\n if <(costume [number v]) = [3]> then\n go to x: ((mouse x) / ((11) * (Move speed))) y: ((mouse y) / ((11) * (Move speed)))\n else\n if <(costume [number v]) = [4]> then\n go to x: ((mouse x) / ((13) * (Move speed))) y: ((mouse y) / ((13) * (Move speed)))\n else\n if <(costume [number v]) = [5]> then\n go to x: ((mouse x) / ((12) * (Move speed))) y: ((mouse y) / ((12) * (Move speed)))\n else\n if <(costume [number v]) = [6]> then\n go to x: ((mouse x) / ((9) * (Move speed))) y: ((mouse y) / ((9) * (Move speed)))\n else\n if <(costume [number v]) = [7]> then\n go to x: ((mouse x) / ((8) * (Move speed))) y: ((mouse y) / ((8) * (Move speed)))\n else\n if <(costume [number v]) = [8]> then\n go to x: ((mouse x) / ((11) * (Move speed))) y: ((mouse y) / ((11) * (Move speed)))\n else\n if <(costume [number v]) = [9]> then\n go to x: ((mouse x) / ((9) * (Move speed))) y: ((mouse y) / ((9) * (Move speed)))\n go to [front v] layer\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Clone\nshow\nswitch costume to (costume3 v)\nswitch costume to (background v)\nrepeat (8)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen flag clicked\nforever\n go to x: ((mouse x) / (27)) y: ((mouse y) / (27))\nend\n\nwhen flag clicked\ndelete this clone\n\nwhen I receive [join game v]\nhide\n\n@Server messages\n\nwhen I receive [joined v]\nbroadcast (Green Flag v)\nbroadcast (Play Game v)\nstart sound [Connect v]\n\nwhen I receive [join game v]\nshow\ngo to [front v] layer\nswitch costume to (costume2 v)\nwait (0.5) seconds\nswitch costume to (costume3 v)\nwait (0.5) seconds\nswitch costume to (costume4 v)\nwait (0.5) seconds\nswitch costume to (costume2 v)\nwait (0.5) seconds\nbroadcast (Hide v)\nswitch costume to (costume3 v)\nwait (0.5) seconds\nswitch costume to (costume4 v)\nset [timer v] to [0]\nwait (0.6) seconds\nset [timer v] to [0]\nhide\n\nwhen flag clicked\nhide\nclear graphic effects\n\nwhen I receive [server full v]\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\n\n@Text\n\nwhen I receive [text v]\nwait until <not <key (t v) pressed?>>\nset [text v] to [Start screen text]\nif <(show) = [0]> then\n switch costume to (start screen text v)\n show\n set [ghost v] effect to (0)\n go to [front v] layer\n set [show v] to [1]\n broadcast (Setup text v)\nelse\n if <(show) = [1]> then\n hide\n set [show v] to [0]\n end\nend\n\nwhen flag clicked\nhide\nset [show v] to [0]\nset [text v] to [Start screen text]\n\nwhen I receive [tick v]\nswitch costume to (text)\nif <key (t v) pressed?> then\n broadcast (Text v)\nend\n\nbroadcast (Write v)\n\nwhen I receive [write v]\nset [message v] to (text)\nset [text v] to [Start screen text]\nhide\nset [show v] to [0]\nwait (2) seconds\nset [message v] to []\n\nwhen I receive [setup text v]\nforever\n if <(show) = [1]> then\n if <(text) = [Start screen text]> then\n if <key (1 v) pressed?> then\n wait until <not <key (1 v) pressed?>>\n broadcast (process text v)\n set [text v] to [Hi!]\n end\n if <key (2 v) pressed?> then\n wait until <not <key (2 v) pressed?>>\n broadcast (process text v)\n set [text v] to [Bye!]\n end\n if <key (3 v) pressed?> then\n wait until <not <key (3 v) pressed?>>\n broadcast (process text v)\n set [text v] to [Where is...]\n end\n if <key (4 v) pressed?> then\n wait until <not <key (4 v) pressed?>>\n broadcast (process text v)\n set [text v] to [Thanks!]\n end\n if <key (5 v) pressed?> then\n wait until <not <key (5 v) pressed?>>\n broadcast (process text v)\n set [text v] to [Sorry!]\n end\n if <key (6 v) pressed?> then\n wait until <not <key (6 v) pressed?>>\n broadcast (process text v)\n set [text v] to [No!]\n end\n if <key (7 v) pressed?> then\n wait until <not <key (7 v) pressed?>>\n broadcast (process text v)\n set [text v] to [Yes!]\n end\n if <key (8 v) pressed?> then\n wait until <not <key (8 v) pressed?>>\n broadcast (process text v)\n set [text v] to [I can help you!]\n end\n if <key (9 v) pressed?> then\n wait until <not <key (9 v) pressed?>>\n broadcast (process text v)\n set [text v] to [How do you play?]\n end\n end\n end\nend\n\nwhen I receive [process text v]\nif <(show) = [1]> then\n forever\n if <(text) = [Hi!]> then\n if <key (1 v) pressed?> then\n set [text v] to [1]\n broadcast (Write v)\n end\n if <key (2 v) pressed?> then\n set [text v] to [2]\n broadcast (Write v)\n end\n if <key (3 v) pressed?> then\n set [text v] to [3]\n broadcast (Write v)\n end\n if <key (4 v) pressed?> then\n set [text v] to [4]\n broadcast (Write v)\n end\n if <key (5 v) pressed?> then\n set [text v] to [5]\n broadcast (Write v)\n end\n if <key (6 v) pressed?> then\n set [text v] to [6]\n broadcast (Write v)\n end\n if <key (7 v) pressed?> then\n set [text v] to [7]\n broadcast (Write v)\n end\n if <key (8 v) pressed?> then\n set [text v] to [8]\n end\n if <key (9 v) pressed?> then\n set [text v] to [9]\n broadcast (Write v)\n end\n else\n if <(text) = [Bye!]> then\n if <key (1 v) pressed?> then\n set [text v] to [10]\n broadcast (Write v)\n end\n if <key (2 v) pressed?> then\n set [text v] to [11]\n broadcast (Write v)\n end\n if <key (3 v) pressed?> then\n set [text v] to [12]\n broadcast (Write v)\n end\n if <key (4 v) pressed?> then\n set [text v] to [13]\n broadcast (Write v)\n end\n if <key (5 v) pressed?> then\n set [text v] to [14]\n broadcast (Write v)\n end\n if <key (6 v) pressed?> then\n set [text v] to [15]\n broadcast (Write v)\n end\n if <key (7 v) pressed?> then\n set [text v] to [16]\n broadcast (Write v)\n end\n if <key (8 v) pressed?> then\n set [text v] to [17]\n broadcast (Write v)\n end\n else\n if <(text) = [Where is...]> then\n if <key (1 v) pressed?> then\n set [text v] to [18]\n broadcast (Write v)\n end\n if <key (2 v) pressed?> then\n set [text v] to [19]\n broadcast (Write v)\n end\n if <key (3 v) pressed?> then\n set [text v] to [20]\n broadcast (Write v)\n end\n if <key (4 v) pressed?> then\n set [text v] to [21]\n broadcast (Write v)\n end\n if <key (5 v) pressed?> then\n set [text v] to [22]\n broadcast (Write v)\n end\n if <key (6 v) pressed?> then\n set [text v] to [23]\n broadcast (Write v)\n end\n if <key (7 v) pressed?> then\n set [text v] to [24]\n broadcast (Write v)\n end\n if <key (8 v) pressed?> then\n set [text v] to [25]\n broadcast (Write v)\n end\n if <key (9 v) pressed?> then\n set [text v] to [26]\n broadcast (Write v)\n end\n else\n if <(text) = [Thanks!]> then\n if <key (1 v) pressed?> then\n set [text v] to [27]\n broadcast (Write v)\n end\n if <key (2 v) pressed?> then\n set [text v] to [28]\n broadcast (Write v)\n end\n if <key (3 v) pressed?> then\n set [text v] to [29]\n broadcast (Write v)\n end\n if <key (4 v) pressed?> then\n set [text v] to [30]\n broadcast (Write v)\n end\n if <key (5 v) pressed?> then\n set [text v] to [31]\n broadcast (Write v)\n end\n if <key (6 v) pressed?> then\n set [text v] to [32]\n broadcast (Write v)\n end\n if <key (7 v) pressed?> then\n set [text v] to [33]\n broadcast (Write v)\n end\n if <key (8 v) pressed?> then\n set [text v] to [34]\n broadcast (Write v)\n end\n else\n if <(text) = [Sorry!]> then\n if <key (1 v) pressed?> then\n set [text v] to [35]\n broadcast (Write v)\n end\n if <key (2 v) pressed?> then\n set [text v] to [36]\n broadcast (Write v)\n end\n if <key (3 v) pressed?> then\n set [text v] to [37]\n broadcast (Write v)\n end\n if <key (4 v) pressed?> then\n set [text v] to [38]\n broadcast (Write v)\n end\n if <key (5 v) pressed?> then\n set [text v] to [39]\n broadcast (Write v)\n end\n if <key (6 v) pressed?> then\n set [text v] to [40]\n broadcast (Write v)\n end\n if <key (7 v) pressed?> then\n set [text v] to [41]\n broadcast (Write v)\n end\n else\n if <(text) = [No!]> then\n if <key (1 v) pressed?> then\n set [text v] to [42]\n broadcast (Write v)\n end\n if <key (2 v) pressed?> then\n set [text v] to [43]\n broadcast (Write v)\n end\n if <key (3 v) pressed?> then\n set [text v] to [44]\n broadcast (Write v)\n end\n if <key (4 v) pressed?> then\n set [text v] to [45]\n broadcast (Write v)\n end\n if <key (5 v) pressed?> then\n set [text v] to [46]\n broadcast (Write v)\n end\n if <key (6 v) pressed?> then\n set [text v] to [47]\n broadcast (Write v)\n end\n if <key (7 v) pressed?> then\n set [text v] to [48]\n broadcast (Write v)\n if <key (8 v) pressed?> then\n set [text v] to [49]\n broadcast (Write v)\n end\n end\n else\n if <(text) = [Yes!]> then\n if <key (1 v) pressed?> then\n set [text v] to [50]\n broadcast (Write v)\n end\n if <key (2 v) pressed?> then\n set [text v] to [51]\n broadcast (Write v)\n end\n if <key (3 v) pressed?> then\n set [text v] to [52]\n broadcast (Write v)\n end\n if <key (4 v) pressed?> then\n set [text v] to [53]\n broadcast (Write v)\n end\n if <key (5 v) pressed?> then\n set [text v] to [54]\n broadcast (Write v)\n end\n if <key (6 v) pressed?> then\n set [text v] to [55]\n broadcast (Write v)\n end\n if <key (7 v) pressed?> then\n set [text v] to [56]\n broadcast (Write v)\n if <key (8 v) pressed?> then\n set [text v] to [57]\n broadcast (Write v)\n end\n if <key (9 v) pressed?> then\n set [text v] to [58]\n broadcast (Write v)\n end\n end\n else\n if <(text) = [I can help you!]> then\n if <key (1 v) pressed?> then\n set [text v] to [59]\n broadcast (Write v)\n end\n if <key (2 v) pressed?> then\n set [text v] to [60]\n broadcast (Write v)\n end\n if <key (3 v) pressed?> then\n set [text v] to [61]\n broadcast (Write v)\n end\n if <key (4 v) pressed?> then\n set [text v] to [62]\n broadcast (Write v)\n end\n if <key (5 v) pressed?> then\n set [text v] to [63]\n broadcast (Write v)\n end\n if <key (6 v) pressed?> then\n set [text v] to [64]\n broadcast (Write v)\n end\n else\n if <(text) = [How do you play?]> then\n if <key (1 v) pressed?> then\n set [text v] to [65]\n broadcast (Write v)\n end\n if <key (2 v) pressed?> then\n set [text v] to [66]\n broadcast (Write v)\n end\n if <key (3 v) pressed?> then\n set [text v] to [67]\n broadcast (Write v)\n end\n if <key (4 v) pressed?> then\n set [text v] to [68]\n broadcast (Write v)\n end\n if <key (5 v) pressed?> then\n set [text v] to [69]\n broadcast (Write v)\n end\n if <key (6 v) pressed?> then\n set [text v] to [70]\n broadcast (Write v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n@Sans Serif Engine\n\nwhen I start as a clone\nshow\nforever\n set x to ((x) + (offset x))\n set y to ((y) + (offset y))\n set size to ((offset size) + (Sans Serif Engine: size)) %\nend\n\ndefine type (text) at size (size) at x (x) y (y) bright (bright)\nset [sans serif engine: size v] to (size)\ngo to [front v] layer\nclear graphic effects\nswitch costume to (a v)\nset size to (size) %\nset [brightness v] effect to (bright)\ngo to x: (x) y: (y)\nset [count v] to [0]\nhide\nrepeat (length of (text))\n if <(x position) > ((240) - ((size) * (0.2)))> then\n set x to (x)\n change y by ((Sans Serif Engine: size) * (-0.3))\n end\n change [count v] by (1)\n if <<(letter (count) of (text)) = [ ]> and <not <(x) = (x position)>>> then\n change x by ((size) * (0.14))\n else\n switch costume to (cs v)\n switch costume to (letter (count) of (text))\n if <(costume [number v]) = [90]> then\n switch costume to (join (letter (count) of (text)) [2])\n end\n set [x v] to (x position)\n set [y v] to (y position)\n create clone of (_myself_ v)\n change x by ((((item (costume [number v]) of [width v]) * (size)) / (100)) + ((size) * (0.1)))\n end\nend\nhide\n\nwhen I start as a clone\nwait (0.001) seconds\ndelete this clone\n\nwhen I receive [green flag v]\nforever\n type (join [@ ] (POINTS)) at size (150) at x (174) y (155) bright (0)\nend\n\n@Life\n\nwhen I receive [tick v]\nif <(Life) > [1]> then\n set x to (join [-] (round ((Life) * (11.666666666666))))\nelse\n set x to (0)\nend\nClone (Life) times\n\nwhen I start as a clone\nwait (0.01) seconds\ndelete this clone\n\ndefine Clone (#) times\nshow\ngo to [front v] layer\ngo [backward v] (2) layers\nrepeat ((#) - (1))\n create clone of (_myself_ v)\n set y to (155)\n change x by (35)\nend\n\nwhen I receive [change life v]\nchange [life v] by (-1)\n\nwhen flag clicked\nhide\n\ngo to [back v] layer\n\n@Shop Button\n\nwhen I receive [setup v]\ngo to x: (-190) y: (157)\ngo to [front v] layer\nshow\n\nwhen I receive [tick v]\nif <touching (mouse-pointer v)?> then\n set size to ((size) + (((120) - (size)) / (3))) %\n set [ghost v] effect to (3)\n set [shop v] to [1]\nelse\n set size to ((size) + (((99) - (size)) / (3))) %\n set [ghost v] effect to (0)\n set [shop v] to [0]\nend\n\nwhen flag clicked\nhide\nset [shop v] to [0]\n\nwhen I receive [tick v]\ngo to [front v] layer\ngo [backward v] (3) layers\nif <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Show shop v)\nend\nif <(shop2) = [1]> then\n hide\n go to x: (1000000) y: (100000000)\nelse\n go to x: (-190) y: (157)\n show\nend\n\n@Shop\n\nwhen I receive [show shop v]\nif <(start timer) = [1]> then\n set [shop2 v] to [0]\n wait until <not <mouse down?>>\n go to x: (0) y: (-300)\n hide\n show\n set [ghost v] effect to (0)\n go to [front v] layer\n go [backward v] (1) layers\n glide (0.3) secs to x: (0) y: (0)\n forever\n if <mouse down?> then\n if <not <touching (mouse-pointer v)?>> then\n broadcast (hide shop v)\n end\n end\n end\nelse\n set [shop2 v] to [0]\n wait until <not <mouse down?>>\n go to x: (0) y: (-300)\n hide\n show\n go to [back v] layer\n forever\n if <mouse down?> then\n if <not <touching (mouse-pointer v)?>> then\n broadcast (hide shop v)\n end\n end\n end\nend\n\nwhen flag clicked\nset [start timer v] to [0]\nset [shop2 v] to [0]\nhide\n\nset [ghost v] effect to (0)\n\nwhen I receive [hide shop v]\nif <(shop2) = [1]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n wait (0.1) seconds\n set [shop2 v] to [0]\nend\n\nwhen I receive [setup v]\nhide\n\nwhen I receive [show shop v]\nwait (0.1) seconds\nset [shop2 v] to [1]\n\n@Die\n\nwhen I receive [green flag v]\nforever\n if <<<touching (lava v)?> or <touching (enemies v)?>> or <touching (saws v)?>> then\n broadcast (Change life v)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\n go to (player v)\n set size to (135) %\nend\n\nwhen I receive [tick v]\nif <touching (moving platform v)?> then\n set [mptouch v] to [1]\nelse\n set [mptouch v] to [0]\nend\n\n@Saws\n\nwhen I receive [start screen 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 [-1000]\nswitch costume to (wheel v)\nClone at x: [970] y: [540]\nClone at x: [970] y: [685]\nClone at x: [1197] y: [2175]\n\ndefine position (x) (y)\ngo to [back v] layer\ngo [forward v] (33) 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)\ncreate clone of (_myself_ v)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen flag clicked\nforever\n turn right (6) degrees\nend\n\nwhen I start as a clone\nforever\n turn right (6) degrees\nend\n\n@Ladder\n\nwhen I receive [start screen 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 [1000]\nswitch costume to (level 1 1 v)\nClone at x: [400] y: [700]\nClone at x: [200] y: [1000]\nClone at x: [0] y: [1000]\nClone at x: [500] y: [950]\nClone at x: [0] y: [1150]\nClone at x: [450] y: [650]\nClone at x: [0] y: [1030]\nClone at x: [-400] y: [1500]\nClone at x: [-250] y: [1750]\nClone at x: [-350] y: [1950]\nClone at x: [-350] y: [2150]\nClone at x: [-250] y: [2400]\nClone at x: [-200] y: [2650]\nClone at x: [1000] y: [2250]\nClone at x: [450] y: [2150]\nClone at x: [450] y: [2100]\nClone at x: [400] y: [2222]\nClone at x: [400] y: [2320]\nClone at x: [200] y: [1220]\nClone at x: [0] y: [920]\nClone at x: [575] y: [920]\nClone at x: [150] y: [1090]\nClone at x: [417] y: [1260]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> 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)\nset [y v] to (y)\nnext costume\n\n@S_B_1\n\nwhen I receive [show shop v]\nwait until <not <mouse down?>>\nset drag mode [not draggable v]\ngo to x: (-90) y: (-300)\nshow\ngo to [front v] layer\nglide (0.3) secs to x: (-90) y: (-43)\n\nwhen flag clicked\nhide\ngo to x: (-90) y: (-40)\n\nwhen I receive [setup v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [hide shop v]\nhide\nwait (0.1) seconds\n\nwhen I receive [tick v]\nif <touching (mouse-pointer v)?> then\n set size to ((size) + (((125) - (size)) / (4))) %\n set [ghost v] effect to (3)\nelse\n set size to ((size) + (((99) - (size)) / (3))) %\n set [ghost v] effect to (0)\nend\n\nwhen I receive [tick v]\nCostumes\nShop: Prize: [1] letter: [B]\n\ndefine Shop: Prize: (prize) letter: (letter)\nif <(shop2) = [1]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <not < (CostumesUsed) contains (letter)?>> then\n if <(POINTS) > ((prize) - (1))> then\n set [costumeandboost v] to (join (CostumeAndBoost) [_B])\n set [costumesused v] to (join (CostumesUsed) (letter))\n change [points v] by (join [-] (prize))\n else\n broadcast (not enough money v)\n end\n else\n switch costume to (costume3 v)\n end\n end\nend\n\nwhen flag clicked\nbroadcast (Show shop v)\nbroadcast (hide shop v)\n\ndefine Costumes\nif < (CostumeAndBoost) contains [B]?> then\n switch costume to (costume3 v)\nelse\n switch costume to (costume2 v)\nend\n\n@S_B_2\n\nwhen I receive [show shop v]\nwait until <not <mouse down?>>\nset drag mode [not draggable v]\ngo to x: (90) y: (-300)\nshow\ngo to [front v] layer\nglide (0.3) secs to x: (90) y: (-43)\n\nwhen flag clicked\nhide\n\nwhen I receive [setup v]\nhide\n\nwhen I receive [hide shop v]\nhide\nwait (0.1) seconds\n\nwhen I receive [tick v]\nif <touching (mouse-pointer v)?> then\n set size to ((size) + (((125) - (size)) / (4))) %\n set [ghost v] effect to (3)\nelse\n set size to ((size) + (((99) - (size)) / (3))) %\n set [ghost v] effect to (0)\nend\n\nwhen I receive [tick v]\nCostumes\nShop: Prize: [2] letter: [I]\n\ndefine Shop: Prize: (prize) letter: (letter)\nif <(shop2) = [1]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <not < (CostumesUsed) contains (letter)?>> then\n if <(POINTS) > ((prize) - (1))> then\n if <(letter (3) of (CostumeAndBoost)) = [B]> then\n set [costumeandboost v] to (join (letter) [_B])\n set [costumesused v] to (join (CostumesUsed) (letter))\n change [points v] by (join [-] (prize))\n else\n set [costumeandboost v] to (letter)\n set [costumesused v] to (join (CostumesUsed) (letter))\n change [points v] by (join [-] (prize))\n end\n else\n broadcast (not enough money v)\n end\n else\n if < (CostumesUsed) contains (letter)?> then\n if < (CostumeAndBoost) contains (letter)?> then\n if <(letter (3) of (CostumeAndBoost)) = [B]> then\n set [costumeandboost v] to (join (letter) [_B])\n else\n set [costumeandboost v] to (letter)\n end\n else\n if <(letter (3) of (CostumeAndBoost)) = [B]> then\n set [costumeandboost v] to (join (letter) [_B])\n else\n set [costumeandboost v] to (letter)\n end\n end\n end\n end\n end\nend\n\ndefine Costumes\nif <not < (CostumesUsed) contains [I]?>> then\n switch costume to (costume2 v)\nelse\n if < (CostumeAndBoost) contains [I]?> then\n switch costume to (costume3 v)\n else\n switch costume to (costume4 v)\n end\nend\n\n@S_B_3\n\nwhen I receive [show shop v]\nwait until <not <mouse down?>>\nset drag mode [not draggable v]\ngo to x: (-90) y: (-300)\nshow\ngo to [front v] layer\nglide (0.3) secs to x: (-90) y: (-160)\n\nwhen flag clicked\nhide\n\nwhen I receive [hide shop v]\nhide\nwait (0.1) seconds\n\nwhen I receive [setup v]\nhide\n\nwhen I receive [tick v]\nif <touching (mouse-pointer v)?> then\n set size to ((size) + (((125) - (size)) / (4))) %\n set [ghost v] effect to (3)\nelse\n set size to ((size) + (((99) - (size)) / (3))) %\n set [ghost v] effect to (0)\nend\n\nwhen I receive [tick v]\nCostumes\nShop: Prize: [3] letter: [N]\n\ndefine Shop: Prize: (prize) letter: (letter)\nif <(shop2) = [1]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <not < (CostumesUsed) contains (letter)?>> then\n if <(POINTS) > ((prize) - (1))> then\n if <(letter (3) of (CostumeAndBoost)) = [B]> then\n set [costumeandboost v] to (join (letter) [_B])\n set [costumesused v] to (join (CostumesUsed) (letter))\n change [points v] by (join [-] (prize))\n else\n set [costumeandboost v] to (letter)\n set [costumesused v] to (join (CostumesUsed) (letter))\n change [points v] by (join [-] (prize))\n end\n else\n broadcast (not enough money v)\n end\n else\n if < (CostumesUsed) contains (letter)?> then\n if < (CostumeAndBoost) contains (letter)?> then\n if <(letter (3) of (CostumeAndBoost)) = [B]> then\n set [costumeandboost v] to (join (letter) [_B])\n else\n set [costumeandboost v] to (letter)\n end\n else\n if <(letter (3) of (CostumeAndBoost)) = [B]> then\n set [costumeandboost v] to (join (letter) [_B])\n else\n set [costumeandboost v] to (letter)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setup v]\nswitch costume to (costume2 v)\n\ndefine Costumes\nif <not < (CostumesUsed) contains [N]?>> then\n switch costume to (costume2 v)\nelse\n if < (CostumeAndBoost) contains [N]?> then\n switch costume to (costume3 v)\n else\n switch costume to (costume4 v)\n end\nend\n\n@S_B_4\n\nwhen I receive [show shop v]\nwait until <not <mouse down?>>\nset drag mode [not draggable v]\ngo to x: (90) y: (-300)\nshow\ngo to [front v] layer\nglide (0.3) secs to x: (90) y: (-160)\n\nwhen flag clicked\nhide\n\nwhen I receive [hide shop v]\nhide\nwait (0.1) seconds\n\nwhen I receive [setup v]\nhide\n\nwhen I receive [tick v]\nif <touching (mouse-pointer v)?> then\n set size to ((size) + (((125) - (size)) / (4))) %\n set [ghost v] effect to (3)\nelse\n set size to ((size) + (((99) - (size)) / (3))) %\n set [ghost v] effect to (0)\nend\n\nwhen I receive [tick v]\nCostumes\nShop: Prize: [4] letter: [A]\n\ndefine Shop: Prize: (prize) letter: (letter)\nif <(shop2) = [1]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <not < (CostumesUsed) contains (letter)?>> then\n if <(POINTS) > ((prize) - (1))> then\n if <(letter (3) of (CostumeAndBoost)) = [B]> then\n set [costumeandboost v] to (join (letter) [_B])\n set [costumesused v] to (join (CostumesUsed) (letter))\n change [points v] by (join [-] (prize))\n else\n set [costumeandboost v] to (letter)\n set [costumesused v] to (join (CostumesUsed) (letter))\n change [points v] by (join [-] (prize))\n end\n else\n broadcast (not enough money v)\n end\n else\n if < (CostumesUsed) contains (letter)?> then\n if < (CostumeAndBoost) contains (letter)?> then\n if <(letter (3) of (CostumeAndBoost)) = [B]> then\n set [costumeandboost v] to (join (letter) [_B])\n switch costume to (costume3 v)\n else\n set [costumeandboost v] to (letter)\n switch costume to (costume3 v)\n end\n else\n if <(letter (3) of (CostumeAndBoost)) = [B]> then\n set [costumeandboost v] to (join (letter) [_B])\n switch costume to (costume4 v)\n else\n set [costumeandboost v] to (letter)\n switch costume to (costume4 v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setup v]\nswitch costume to (costume2 v)\n\ndefine Costumes\nif <not < (CostumesUsed) contains [A]?>> then\n switch costume to (costume2 v)\nelse\n if < (CostumeAndBoost) contains [A]?> then\n switch costume to (costume3 v)\n else\n switch costume to (costume4 v)\n end\nend\n\n@Sprite1\n\nwhen I receive [not enough money v]\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\nwait (0.8) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\n@Water\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [ghost v] effect to (10)\nhide\nswitch costume to (level 1 1 v)\nset [x v] to [0]\nset [y v] to [1000000]\nClone at x: [970] y: [770]\nClone at x: [1000] y: [700]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> 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)\nset [y v] to (y)\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n set volume to (round ((Volume) / (3))) %\n play sound [Splash v] until done\n wait until <not <touching (player v)?>>\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n set volume to (round ((Volume) / (3))) %\n play sound [Splash v] until done\n wait until <not <touching (player v)?>>\n end\nend\n\nwhen flag clicked\ngo to x: (-500) y: (2000)\n\n@Sand\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [ghost v] effect to (0)\nhide\nswitch costume to (level 1 1 v)\nset [x v] to [970]\nset [y v] to [620]\nClone at x: [1000] y: [700]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> 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)\nset [y v] to (y)\nnext costume\n\n@Grass\n\nwhen I receive [start screen 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 [-335]\nset [y v] to [1200]\nswitch costume to (level 1 1 v)\nClone at x: [335] y: [1000]\nClone at x: [400] y: [700]\nClone at x: [200] y: [1000]\nClone at x: [0] y: [1000]\nClone at x: [500] y: [1150]\nClone at x: [450] y: [650]\nClone at x: [0] y: [1030]\nClone at x: [-400] y: [1500]\nClone at x: [-250] y: [1750]\nClone at x: [-350] y: [1950]\nClone at x: [-350] y: [2150]\nClone at x: [-250] y: [2400]\nClone at x: [-200] y: [2650]\nClone at x: [1000] y: [2250]\nClone at x: [450] y: [2150]\nClone at x: [450] y: [2100]\nClone at x: [400] y: [2222]\nClone at x: [400] y: [2320]\nClone at x: [200] y: [1200]\nClone at x: [0] y: [920]\nClone at x: [575] y: [920]\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\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)\nset [y v] to (y)\nnext costume\n\n@BackroundThings\n\nwhen I receive [start screen 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 [-335]\nset [y v] to [1200]\nswitch costume to (level 1 1 v)\nClone at x: [335] y: [1000]\nClone at x: [400] y: [700]\nClone at x: [200] y: [1000]\nClone at x: [0] y: [1000]\nClone at x: [500] y: [1150]\nClone at x: [450] y: [650]\nClone at x: [0] y: [1030]\nClone at x: [-400] y: [1500]\nClone at x: [-250] y: [1750]\nClone at x: [-350] y: [1950]\nClone at x: [-350] y: [2150]\nClone at x: [-250] y: [2400]\nClone at x: [-200] y: [2650]\nClone at x: [1000] y: [2250]\nClone at x: [450] y: [2150]\nClone at x: [450] y: [2100]\nClone at x: [400] y: [2222]\nClone at x: [400] y: [2320]\nClone at x: [200] y: [1200]\nClone at x: [0] y: [920]\nClone at x: [575] y: [920]\nClone at x: [150] y: [1090]\nClone at x: [417] y: [1090]\nClone at x: [200] y: [1300]\nClone at x: [-300] y: [850]\nClone at x: [130] y: [500]\nClone at x: [450] y: [245]\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\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)\nset [y v] to (y)\nnext costume\n\n@Clouds\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [ghost v] effect to (10)\nhide\nset [x v] to [-335]\nset [y v] to [1200]\nswitch costume to (level 1 1 v)\nClone at x: [335] y: [1000]\nClone at x: [400] y: [700]\nClone at x: [200] y: [700]\nClone at x: [0] y: [1000]\nClone at x: [500] y: [1150]\nClone at x: [450] y: [650]\nClone at x: [0] y: [1030]\nClone at x: [-400] y: [1500]\nClone at x: [-250] y: [1750]\nClone at x: [-350] y: [1950]\nClone at x: [-350] y: [2150]\nClone at x: [-350] y: [2250]\nClone at x: [-150] y: [2450]\nClone at x: [400] y: [2550]\nClone at x: [650] y: [2250]\nClone at x: [450] y: [2150]\nClone at x: [450] y: [2100]\nClone at x: [400] y: [2222]\nClone at x: [400] y: [2320]\nClone at x: [200] y: [1200]\nhide\n\ndefine position (x) (y)\ngo to [front v] layer\ngo [backward v] (5) 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)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nset [y v] to (y)\nnext costume\n\n@Exit\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n set [win v] to [1]\n broadcast (Win v) and wait\nend\n\nwhen I receive [setup v]\nhide\nswitch costume to (exit v)\n\ndefine position (x) (y)\ngo to [back v] layer\ngo [forward v] (33) layers\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(win) = [0]> then\n show\n else\n hide\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [x v] to (x)\nset [y v] to (y)\n\nset [x v] to [6340]\nset [y v] to [475]\n\n
----------ᴛᴡᴏ ᴡᴏʀʟᴅꜱ || ᴀ ᴍᴜʟᴛɪᴘʟᴀʏᴇʀ ᴘʟᴀᴛꜰᴏʀᴍᴇʀ---------\nʜɪ ᴀɴᴅ ᴡᴇʟᴄᴏᴍᴇ ᴛᴏ ᴍʏ ʙɪɢɢᴇꜱᴛ ᴘʀᴏᴊᴇᴄᴛ ᴇᴠᴇʀ! ɪᴛ'ꜱ ᴄᴀʟʟᴇᴅ ᴛᴡᴏ ᴡᴏʀʟᴅꜱ ᴀɴᴅ ɪᴛ ᴛᴏᴏᴋ ᴍᴇ ᴀʙᴏᴜᴛ 1,5 ᴍᴏɴᴛʜꜱ ᴛᴏ ᴍᴀᴋᴇ (ɴᴏᴛ ɪɴᴄʟᴜᴅᴇᴅ ꜱᴄʀᴏʟʟɪɴɢ ᴇɴɢɪɴᴇ). ɪ ʜᴏᴘᴇ ʏᴏᴜ ᴡɪʟʟ ʟɪᴋᴇ ɪᴛ:)\nʜᴏᴡ ᴛᴏ ᴘʟᴀʏ:\nᴜꜱᴇ ᴡᴀꜱᴅ, ᴀʀʀᴏᴡꜱ ᴏʀ ᴛᴀᴘ ᴛᴏ ᴍᴏᴠᴇ. ᴛʀʏ ᴛᴏ ɢᴇᴛ ᴛᴏ ᴛʜᴇ ɢᴏᴀʟ ᴀɴᴅ ᴀᴠᴏɪᴅ ꜱᴘɪᴋᴇꜱ ᴀɴᴅ ʟᴀᴠᴀ. ʏᴏᴜ ʜᴀᴠᴇ ᴛʜʀᴇᴇ ʟɪᴠᴇꜱ ᴀɴᴅ ᴡʜᴇɴ ʏᴏᴜ ʟᴏꜱᴇ ᴀʟʟ ʟɪᴠᴇꜱ ʏᴏᴜ ᴅɪᴇ. ʏᴏᴜ ᴄᴀɴ ᴀʟꜱᴏ ʙᴜʏ ᴛʜɪɴɢꜱ ɪɴ ᴛʜᴇ ꜱʜᴏᴘ, ᴛᴀʟᴋ ᴛᴏ ᴏᴛʜᴇʀꜱ ᴀɴᴅ ꜰɪɴᴅ ᴇᴀꜱᴛᴇʀ ᴇɢɢꜱ. ʙᴜᴛ ʀᴇᴍᴇᴍʙᴇʀ: ɴᴇᴡ ꜱᴄʀᴀᴛᴄʜᴇʀꜱ ᴄᴀɴ'ᴛ ᴘʟᴀʏ ᴏɴʟɪɴᴇ!\n\nTags:\n#games #scrolling #multiplayer #cloud #☁ #art
Squared || A 100% pen platformer V0.7 #all #games
@Stage\n\nwhen flag clicked\nstop all sounds\nstart sound [TheFatRat - Jackpot \(Jackpot EP Track 1\).mp3 v]\n\nwhen I receive [begin v]\nstop [other scripts in sprite v]\nstop all sounds\nbroadcast (Louder v)\nforever\n play sound [dub2 v] until done\n play sound [646349_Power-of-music.mp3 v] until done\n play sound [Lights \[Dream Trance\] v] until done\n play sound [Rocket Kevin mac v] until done\n play sound [VRains v] until done\nend\n\nwhen flag clicked\nset volume to (100) %\nwait (6) seconds\nrepeat (25)\n change volume by (-4)\nend\nset volume to (0) %\n\nwhen I receive [louder v]\nrepeat (25)\n change volume by (4)\nend\nset volume to (100) %\n\nwhen I receive [start win music v]\nstop [other scripts in sprite v]\nstop all sounds\nforever\n play sound [TheFatRat - Windfall _Tasty Release_.mp3 v] until done\n play sound [\[Electro\] - Insan3Lik3 - Bad Pitched \(Original Mix\) \[Monstercat VIP Release\].mp3 v] until done\nend\n\n@Pen\n\nwhen flag clicked\nhide\nset [!scroll x v] to [0]\nset [!scroll y v] to [0]\nset [y velocity v] to [0]\nset [x velocity v] to [0]\nset [x v] to ((-180) / (5))\nset [y v] to ((170) / (5))\nset [!distance for death animation v] to [0]\nset [lift y 1 v] to [0]\nset [!has won? v] to [False]\nset [!checkpoint y v] to [0]\nset [!checpoint x v] to [0]\nset [moving x v] to [0]\nset [transparency v] to [0]\nset [glow v] to [0]\nset [!dead v] to [False]\ndelete all of [checkpoint status v]\ndelete all of [checkpoint selected v]\nrepeat (2)\n add [True] to [checkpoint status v]\n add [False] to [checkpoint selected v]\nend\n\nwhen I receive [begin v]\nshow\nset [ghost v] effect to (100)\nforever\n Draw\n Player controller\n if <(!Dead???) = [True]> then\n set [!dead v] to [True]\n set [!distance for death animation v] to [0]\n repeat (25)\n change [!distance for death animation v] by (1)\n change [y v] by ((((!CHECKPOINT Y) - (!SCROLL Y)) / (15)) / (5))\n change [x v] by ((((!CHECPOINT X) - (!SCROLL X)) / (15)) / (5))\n change [!scroll x v] by (((!CHECPOINT X) - (!SCROLL X)) / (15))\n change [!scroll y v] by (((!CHECKPOINT Y) - (!SCROLL Y)) / (15))\n Draw\n end\n set [x v] to [-180]\n set [y v] to [170]\n set [!dead??? v] to [False]\n repeat (25)\n change [!distance for death animation v] by (-1)\n change [y v] by ((((!CHECKPOINT Y) - (!SCROLL Y)) / (5)) / (5))\n change [x v] by ((((!CHECPOINT X) - (!SCROLL X)) / (5)) / (5))\n change [!scroll x v] by (((!CHECPOINT X) - (!SCROLL X)) / (5))\n change [!scroll y v] by (((!CHECKPOINT Y) - (!SCROLL Y)) / (5))\n Draw\n end\n set [!distance for death animation v] to [0]\n set [!scroll x v] to (!CHECPOINT X)\n set [!scroll y v] to (!CHECKPOINT Y)\n set [!dead v] to [False]\n end\n if <(!Has won?) = [True]> then\n set [!dead v] to [True]\n set [!distance for death animation v] to [0]\n set [transparency v] to [0]\n broadcast (Start win music v)\n repeat (4)\n repeat (15)\n change [!distance for death animation v] by (0.2)\n change [transparency v] by (1)\n Draw\n end\n repeat (15)\n change [!distance for death animation v] by (-0.2)\n change [transparency v] by (1)\n Draw\n end\n end\n broadcast (WIN!!!! :\) v)\n stop [this script v]\n end\nend\n\ndefine Draw square from X: (x) Y: (y) to X: (x2) Y: (y2) with a colour of (colour)\nif <<<<((x) + (!SCROLL X)) < [240]> and <[-240] < ((x) + (!SCROLL X))>> and <<((y) + (!SCROLL Y)) < [180]> and <[-180] < ((y) + (!SCROLL Y))>>> or <<<<((x2) + (!SCROLL X)) < [240]> and <[-240] < ((x2) + (!SCROLL X))>> and <<((y2) + (!SCROLL Y)) < [180]> and <[-180] < ((y2) + (!SCROLL Y))>>> or <<<<(((x) + ((x2) - (x))) + (!SCROLL X)) < [240]> and <[-240] < (((x) + ((x2) - (x))) + (!SCROLL X))>> and <<((y) + (!SCROLL Y)) < [180]> and <[-180] < ((y) + (!SCROLL Y))>>> or <<<(((x2) + ((x) - (x2))) + (!SCROLL X)) < [240]> and <[-240] < (((x2) + ((x) - (x2))) + (!SCROLL X))>> and <<((y2) + (!SCROLL Y)) < [180]> and <[-180] < ((y2) + (!SCROLL Y))>>>>>> then\n if <<(colour) = [0]> or <(colour) = [80]>> then\n Draw line from (x) (y) to ((x) + ((x2) - (x))) (y) (colour)\n Draw line from ((x) + ((x2) - (x))) (y) to (x2) (y2) (colour)\n Draw line from (x2) (y2) to ((x2) + ((x) - (x2))) (y2) (colour)\n Draw line from ((x2) + ((x) - (x2))) (y2) to (x) (y) (colour)\n if <(colour) = [0]> then\n stop [this script v]\n end\n end\n if <(colour) = [10]> then\n set [i v] to [0]\n repeat until <(y) < ((y2) + (I))>\n Draw line from (x2) ((y2) + (I)) to ((x2) + ((x) - (x2))) ((y2) + (I)) (colour)\n change [i v] by (11)\n end\n stop [this script v]\n end\n if <(colour) = [80]> then\n set [i v] to [0]\n repeat until <(y) < ((y2) + (I))>\n Draw line from (x2) ((y2) + (I)) to ((x2) + ((x) - (x2))) ((y2) + (I)) (colour)\n change [i v] by (10)\n end\n stop [this script v]\n end\n if <(colour) = [40]> then\n set [i v] to [0]\n repeat until <(y) < ((y2) + (I))>\n Draw line from (x2) ((y2) + (I)) to ((x2) + ((x) - (x2))) ((y2) + (I)) (colour)\n change [i v] by (2)\n change pen (brightness v) by (-0.5)\n end\n set pen (brightness v) to (100)\n stop [this script v]\n end\n if <(item (ID) of [checkpoint status v]) = [True]> then\n Draw line from (x) (y) to ((x) + ((x2) - (x))) (y) (colour)\n Sense player\n Draw line from ((x) + ((x2) - (x))) (y) to (x2) (y2) (colour)\n Sense player\n Draw line from (x2) (y2) to ((x2) + ((x) - (x2))) (y2) (colour)\n Sense player\n Draw line from ((x2) + ((x) - (x2))) (y2) to (x) (y) (colour)\n Sense player\n else\n Draw line from (x) (y) to ((x) + ((x2) - (x))) (y) [22]\n Draw line from ((x) + ((x2) - (x))) (y) to (x2) (y2) [22]\n Draw line from (x2) (y2) to ((x2) + ((x) - (x2))) (y2) [22]\n Draw line from ((x2) + ((x) - (x2))) (y2) to (x) (y) [22]\n end\nend\n\ndefine Draw line from (x) (y) to (x2) (y2) (colour)\nset pen (color v) to (colour)\nset pen size to (7)\nset pen (saturation v) to (100)\nset pen (brightness v) to (100)\nset pen (transparency v) to (0)\nif <[1] < (Glow)> then\n set pen size to ((Glow) / (5))\n set pen (transparency v) to (60)\n pen up\n go to x: ((x) + (!SCROLL X)) y: ((y) + (!SCROLL Y))\n pen down\n go to x: ((x2) + (!SCROLL X)) y: ((y2) + (!SCROLL Y))\n pen up\n set pen size to (7)\n set pen (transparency v) to (0)\nend\nif <(colour) = [40]> then\n pen up\n go to x: ((x) + (!SCROLL X)) y: ((y) + (!SCROLL Y))\n pen down\n go to x: ((x2) + (!SCROLL X)) y: ((y2) + (!SCROLL Y))\n pen up\nelse\n repeat (2)\n pen up\n go to x: ((x) + (!SCROLL X)) y: ((y) + (!SCROLL Y))\n pen down\n go to x: ((x2) + (!SCROLL X)) y: ((y2) + (!SCROLL Y))\n pen up\n change pen size by (-5)\n change pen (color v) by (6)\n end\nend\n\ndefine Player controller\nswitch costume to (player hitbox v)\ngo to x: (0) y: (0)\nchange y by (Y velocity)\nchange [y velocity v] by (-1)\nif <touching color (#cb00ff)?> then\n change [x velocity v] by (Move on elevator)\nend\nif <<touching color (#ff0000)?> or <touching color (#cb00ff)?>> then\n repeat until <not <<touching color (#ff0000)?> or <touching color (#cb00ff)?>>>\n change y by ((([abs v] of (Y velocity) ) / (Y velocity)) * (-1))\n end\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<[0] < (mouse y)> and <mouse down?>>>> and <((([abs v] of (Y velocity) ) / (Y velocity)) * (-1)) = [1]>> then\n start sound [Jump v]\n set [y velocity v] to [15]\n else\n set [y velocity v] to [0]\n end\nelse\n if <touching color (#ff9900)?> then\n start sound [Big Boing v]\n set [y velocity v] to [23]\n end\nend\nchange [x velocity v] by ((<<key (right arrow v) pressed?> or <<<[0] < (mouse x)> and <mouse down?>> or <key (d v) pressed?>>> * (5)) + (<<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(mouse x) < [0]> and <mouse down?>>>> * (-5)))\nset [x velocity v] to ((X Velocity) * (0.7))\nchange x by (X Velocity)\nset [slope v] to [0]\nrepeat until <<not <touching color (#ff0000)?>> or <(Slope) = [-8]>>\n change y by (1)\n change [slope v] by (-1)\nend\nif <touching color (#ff0000)?> then\n change y by (Slope)\n repeat until <not <touching color (#ff0000)?>>\n change x by ((([abs v] of (X Velocity) ) / (X Velocity)) * (-1))\n end\n if <<key (up arrow v) pressed?> or <<[0] < (mouse y)> and <mouse down?>>> then\n if <[0] < (X Velocity)> then\n set [x velocity v] to [-32]\n else\n set [x velocity v] to [32]\n end\n set [y velocity v] to [12]\n start sound [Clang v]\n else\n set [x velocity v] to [0]\n end\nend\nif <<[300] < (!SCROLL Y)> or <touching color (#4200ff)?>> then\n Die :(\n go to x: (0) y: (0)\n stop [this script v]\nend\nif <touching color (#00ff65)?> then\n set [!has won? v] to [True]\nend\nif <touching color (#00ffff)?> then\n set [!checkpoint y v] to (!SCROLL Y)\n set [!checpoint x v] to (!SCROLL X)\nend\nchange [!scroll x v] by (() - (x position))\nchange [!scroll y v] by (() - (y position))\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\n\ndefine Draw player\nset [i v] to [0]\nset pen size to ((5) - ((!Distance for death animation) / (5.5)))\nif <(!DEAD) = [False]> then\n if <<(Y velocity) < [-1]> or <[1] < (Y velocity)>> then\n if <[-0.6] < (!Distance for death animation)> then\n change [!distance for death animation v] by (-0.2)\n else\n set [!distance for death animation v] to [-0.9]\n end\n else\n if <(!Distance for death animation) < [0]> then\n change [!distance for death animation v] by (0.2)\n else\n set [!distance for death animation v] to [0]\n end\n end\nend\nset [repeat times v] to [10]\nset [brightness v] to [100]\nrepeat (30)\n Draw player line from (((-15) - ((!Distance for death animation) * (2.5))) + (I)) [15] to ((((-15) - ((!Distance for death animation) * (2.5))) + (I)) - ()) [-15]\n change [i v] by (((!Distance for death animation) / (5)) + (1))\nend\n\ndefine Draw player line from (x) (y) to (x2) (y2)\nset pen color to (#faff00)\nset pen (transparency v) to ((Transparency) + (90))\nset pen size to ((Player glow) / (7))\npen up\ngo to x: (x) y: (y)\npen down\ngo to x: (x2) y: (y2)\npen up\nset pen size to (5)\nchange pen (color v) by (!Distance for death animation)\nset pen (transparency v) to (Transparency)\npen up\ngo to x: (x) y: (y)\npen down\ngo to x: (x2) y: (y2)\npen up\n\ndefine Die :(\nset [y velocity v] to [0]\nset [x velocity v] to [0]\nset [!dead??? v] to [True]\nstart sound [Oops v]\n\ndefine Draw\nset [id v] to [1]\npen up\nerase all\nDraw grid\nset pen color to (#ff4800)\nset pen size to (5)\nDraw checkpoint [1005] [920] with a size of [40]\nDraw checkpoint [2010] [1470] with a size of [40]\nDraw square from X: [-100] Y: [-20] to X: [100] Y: [-81] with a colour of [0]\nDraw square from X: [102] Y: [140] to X: [155] Y: [-81] with a colour of [0]\nDraw square from X: [340] Y: [600] to X: [380] Y: [300] with a colour of [0]\nDraw square from X: [580] Y: [700] to X: [605] Y: [685] with a colour of [0]\nDraw square from X: [800] Y: [815] to X: [825] Y: [800] with a colour of [0]\nDraw square from X: [1000] Y: [900] to X: [1200] Y: [850] with a colour of [0]\nDraw square from X: [1204] Y: [900] to X: [1300] Y: [850] with a colour of [10]\nDraw square from X: [1450] Y: [1100] to X: [1650] Y: [1150] with a colour of [0]\nDraw square from X: [1750] Y: ((1100) + (Lift Y 1)) to X: [1900] Y: ((1150) + (Lift Y 1)) with a colour of [0]\nDraw square from X: [2000] Y: [1400] to X: [2350] Y: [1450] with a colour of [0]\nDraw square from X: [2354] Y: [1450] to X: [2450] Y: [1400] with a colour of [10]\nDraw square from X: [2354] Y: [1800] to X: [2450] Y: [1750] with a colour of [10]\nDraw square from X: [2550] Y: [2100] to X: [2800] Y: [2025] with a colour of [0]\nDraw square from X: [2900] Y: [2450] to X: [2965] Y: [2235] with a colour of [0]\nDraw square from X: [2900] Y: [2510] to X: [3200] Y: [2450] with a colour of [0]\nDraw square from X: [3200] Y: [2510] to X: [3600] Y: [2480] with a colour of [0]\nDraw square from X: [3200] Y: [2480] to X: [3600] Y: [2450] with a colour of [0]\nDraw square from X: ((3650) + (Moving X)) Y: [2510] to X: ((4000) + (Moving X)) Y: [2450] with a colour of [80]\nDraw square from X: [4350] Y: [2510] to X: [4675] Y: [2450] with a colour of [0]\nDraw square from X: ((4700) + (Moving X)) Y: [2510] to X: ((4900) + (Moving X)) Y: [2450] with a colour of [80]\nDraw square from X: [5250] Y: [2510] to X: [5500] Y: [2450] with a colour of [0]\nDraw square from X: [5450] Y: [2610] to X: [5500] Y: [2514] with a colour of [40]\nDraw spike [-80] [-14] [30]\nDraw spike [1100] [905] [40]\nDraw spike [1065] [905] [30]\nDraw spike [1143] [905] [30]\nDraw spike [1500] [1155] [30]\nDraw spike [1534] [1155] [30]\nDraw spike [1568] [1155] [30]\nDraw spike [2200] [1454] [50]\nDraw spike [2150] [1454] [50]\nDraw spike [2120] [1454] [30]\nDraw spike [2650] [2104] [90]\nDraw spike [3050] [2514] [40]\nDraw spike [3020] [2514] [30]\nDraw spike [3090] [2514] [50]\nDraw spike [3140] [2514] [60]\nDraw spike [4500] [2514] [30]\nDraw spike [4535] [2514] [50]\nDraw spike [4449] [2514] [50]\nDraw spike [5325] [2514] [40]\nset pen (brightness v) to (Transparency)\nDraw player\n\ndefine Draw grid\nswitch costume to (costume2 v)\nset pen color to (#3c3c3c)\nset pen size to (5)\nif <(((!SCROLL X) / (5)) + (X)) < [-240]> then\n change [x v] by (40)\nend\nif <[-200] < (((!SCROLL X) / (5)) + (X))> then\n change [x v] by (-40)\nend\ngo to x: (((!SCROLL X) / (5)) + (X)) y: (-180)\nforever\n pen down\n change y by (360)\n pen up\n set y to (-180)\n change x by (40)\n if <[238] < (x position)> then\n Draw grid X\n stop [this script v]\n end\nend\n\ndefine Draw grid X\nif <(((!SCROLL Y) / (5)) - (Y)) < [-180]> then\n change [y v] by (-40)\nend\nif <[-130] < (((!SCROLL Y) / (5)) - (Y))> then\n change [y v] by (40)\nend\ngo to x: (-240) y: (((!SCROLL Y) / (5)) - (Y))\nforever\n pen down\n change x by (480)\n pen up\n set x to (-240)\n change y by (40)\n if <[179] < (y position)> then\n stop [this script v]\n end\nend\n\ndefine Draw spike (x) (y) (size)\nDraw line from (x) (y) to ((x) + (size)) (y) [-30]\nDraw line from ((x) + (size)) (y) to ((([abs v] of (((x) + (size)) - (x)) ) / (2)) + (x)) ((y) + (size)) [-30]\nDraw line from ((([abs v] of (((x) + (size)) - (x)) ) / (2)) + (x)) ((y) + (size)) to (x) (y) [-30]\n\nwhen I receive [begin v]\nforever\n repeat (150)\n change [lift y 1 v] by (2)\n change [moving x v] by (2)\n set [move on elevator v] to [2]\n end\n repeat (150)\n change [lift y 1 v] by (-2)\n change [moving x v] by (-2)\n set [move on elevator v] to [-2]\n end\n set [lift y 1 v] to [0]\n set [moving x v] to [0]\nend\n\nset [!scroll x v] to [-5269]\nset [!scroll y v] to [-2534]\n\ndefine Draw checkpoint (x) (y) with a size of (size)\nif <(item (ID) of [checkpoint status v]) = [True]> then\n set [size v] to (size)\n Draw square from X: ((x) + ((3) * ([cos v] of (((timer) + (-3)) * (150)) ))) Y: ((y) + ((3) * ([cos v] of (((timer) + (-3)) * (150)) ))) to X: (((x) + (size)) + ((3) * ([cos v] of (((timer) + (3)) * (-150)) ))) Y: (((y) + (size)) + ((3) * ([cos v] of (((timer) + (3)) * (150)) ))) with a colour of [50]\n Draw square from X: ((x) + ((10) * ([cos v] of (((timer) + (-3)) * (150)) ))) Y: ((y) + ((10) * ([cos v] of (((timer) + (-3)) * (150)) ))) to X: (((x) + (size)) + ((10) * ([cos v] of (((timer) + (3)) * (-150)) ))) Y: (((y) + (size)) + ((10) * ([cos v] of (((timer) + (3)) * (150)) ))) with a colour of [50]\nelse\n Draw square from X: (x) Y: (y) to X: ((x) + (size)) Y: ((y) + (size)) with a colour of [50]\n if <<(!DEAD) = [True]> and <<(item (ID) of [checkpoint selected v]) = [True]> and <not <(!Has won?) = [True]>>>> then\n Draw line from ((x) + ((size) / (2))) ((y) + ((size) / (2))) to ((!SCROLL X) * (-1)) ((!SCROLL Y) * (-1)) [22]\n end\nend\nchange [id v] by (1)\n\ndefine Sense player\nif <<([abs v] of ((x position) - ()) ) < [20]> and <([abs v] of ((y position) - ()) ) < [20]>> then\n replace item (ID) of [checkpoint status v] with [False]\n replace item (ID) of [checkpoint selected v] with [True]\n replace item ((ID) + (1)) of [checkpoint selected v] with [False]\n replace item ((ID) - (1)) of [checkpoint selected v] with [False]\n start sound [Coin v]\nend\n\nchange [glow v] by (1)\n\ndefine Render win message\npen up\nerase all\nset [size for win glow v] to [30]\nDraw grid\npen up\nset pen (transparency v) to (80)\nrepeat (2)\n Render YOU\n Render WIN\n change [size for win glow v] by (-20)\n set pen (transparency v) to (0)\nend\n\ndefine Render YOU\npen up\nset pen (saturation v) to (100)\nset pen (brightness v) to (100)\nset pen (color v) to ((Counter) * (10))\nset pen size to (Size for win glow)\ngo to x: ((Win X) - (180)) y: ((Win Y 3) - (160))\npen down\nchange y by (40)\ngo to x: ((Win X) - (210)) y: ((Win Y 3) - (40))\ngo to x: ((Win X) - (180)) y: ((Win Y 3) - (120))\ngo to x: ((Win X) - (150)) y: ((Win Y 3) - (40))\npen up\nchange pen (color v) by (10)\nset pen size to (Size for win glow)\ngo to x: ((Win X) - (100)) y: ((Win Y) - (40))\npen down\ngo to x: ((Win X) - (100)) y: ((Win Y) - (160))\ngo to x: ((Win X) - (30)) y: ((Win Y) - (160))\ngo to x: ((Win X) - (30)) y: ((Win Y) - (40))\ngo to x: ((Win X) - (100)) y: ((Win Y) - (40))\npen up\nchange pen (color v) by (10)\nset pen size to (Size for win glow)\ngo to x: ((Win X) - (-20)) y: ((Win Y 2) - (40))\npen down\ngo to x: ((Win X) - (-20)) y: ((Win Y 2) - (160))\ngo to x: ((Win X) - (-80)) y: ((Win Y 2) - (160))\ngo to x: ((Win X) - (-80)) y: ((Win Y 2) - (40))\n\ndefine Render WIN\npen up\nchange pen (color v) by (10)\nset pen size to (Size for win glow)\ngo to x: ((Win X) - (230)) y: ((Win Y) - (230))\npen down\ngo to x: ((Win X) - (200)) y: ((Win Y) - (340))\ngo to x: ((Win X) - (175)) y: ((Win Y) - (300))\ngo to x: ((Win X) - (150)) y: ((Win Y) - (340))\ngo to x: ((Win X) - (120)) y: ((Win Y) - (230))\npen up\nchange pen (color v) by (10)\nset pen size to (Size for win glow)\ngo to x: ((Win X) - (75)) y: ((Win Y 2) - (230))\npen down\ngo to x: ((Win X) - (25)) y: ((Win Y 2) - (230))\ngo to x: ((Win X) - (50)) y: ((Win Y 2) - (230))\ngo to x: ((Win X) - (50)) y: ((Win Y 2) - (340))\ngo to x: ((Win X) - (25)) y: ((Win Y 2) - (340))\ngo to x: ((Win X) - (75)) y: ((Win Y 2) - (340))\npen up\nchange pen (color v) by (10)\nset pen size to (Size for win glow)\ngo to x: ((Win X) - (-25)) y: ((Win Y 3) - (340))\npen down\ngo to x: ((Win X) - (-25)) y: ((Win Y 3) - (230))\ngo to x: ((Win X) - (-95)) y: ((Win Y 3) - (340))\ngo to x: ((Win X) - (-95)) y: ((Win Y 3) - (230))\nset [ghost v] effect to (100)\n\nwhen I receive [win!!!! :\) v]\nset [win x v] to [50]\nset [win y v] to [180]\nset [win y 2 v] to [180]\nset [win y 3 v] to [180]\nset [counter v] to [0]\nforever\n Render win message\n change [win y v] by ((1) * ([cos v] of (((Counter) + (3)) * (150)) ))\n change [win y 2 v] by ((1) * ([cos v] of (((Counter) + (-6)) * (150)) ))\n change [win y 3 v] by ((1) * ([cos v] of (((Counter) + (-3)) * (150)) ))\n change [win x v] by ((0.6) * ([cos v] of (((Counter) + (3)) * (150)) ))\n change [counter v] by (0.03)\n change [!scroll x v] by (1)\n change [!scroll y v] by (1)\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nset [brightness v] effect to (-100)\ngo to x: (0) y: (0)\npoint in direction (90)\nrepeat (30)\n erase all\n set [ghost v] effect to (0)\n switch costume to (thumbnail v)\n change [brightness v] effect by (3.33)\n turn right (12) degrees\n show\n stamp\n hide\n hide variable [glow v]\nend\n\n@Border\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [begin v]\nforever\n if <[120] < (mouse y)> then\n show variable [glow v]\n else\n hide variable [glow v]\n end\nend\n\nwhen I receive [win!!!! :\) v]\nstop [other scripts in sprite v]\nhide variable [glow v]\n\n@Logo\n\nwhen flag clicked\nerase all\nhide\npoint in direction (90)\ngo to x: (0) y: (0)\nshow\nset size to (200) %\nswitch costume to (logo v)\nrepeat (10)\n change size by (-10)\nend\nwait (0.1) seconds\nset [speed v] to [0]\nrepeat (25)\n turn right (Speed) degrees\n change [speed v] by (2)\nend\nrepeat (50)\n turn right (Speed) degrees\n change [speed v] by (-2)\nend\nrepeat (25)\n turn right (Speed) degrees\n change [speed v] by (2)\nend\npoint in direction (90)\ngo to x: (0) y: (0)\nrepeat (2)\n repeat (20)\n change size by (5)\n end\n repeat (20)\n change size by (-5)\n end\nend\nhide\nbroadcast (Begin v)\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (pick random (0.01) to (0.02)) seconds\nend\n\nwhen I receive [begin v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (little particles v)\ngo to x: (pick random (-230) to (230)) y: (-2000)\nset [x v] to (pick random (-5) to (5))\nset [y v] to (pick random (20) to (25))\nset size to (pick random (100) to (150)) %\nrepeat (([abs v] of (Y) ) * (2))\n change y by (Y)\n change x by (X)\n change [y v] by (-1)\n turn right ((X) * (2)) degrees\n go to [back v] layer\nend\ndelete this clone\n\nhide\n\n
NEW GAME!!! https://scratch.mit.edu/projects/426178094/\nREMIX THIS AND MAKE YOUR OWN LEVEL\n*Use the arrow keys/ your finger to move the player around\n*Avoid the spikes and try to get to the end, they are purple \n*Touch the green block to finish\n*Touch the blue pad on the platform to set it as a checkpoint\n*Move your mouse/ finger to the top right corner of the page to edit the settings\nCOMMENT YOUR DEATH COUNT!!! \n\n=============UPDATES===================\n*Proper end screen!!!\n*Thumbnail update, now animated and entirely pen\n*Texture updates\n*Settings added\n*Changed sound effects\n*NEW INTRO!!!\n*New much cooler checkpoint design and animation\n*Checkpoints added!!!
Prairie - Platformer II Weaponpei
@Stage\n\nwhen flag clicked\nplay sound [Axol x Alex Skrindo - You \[NCS Release\].mp3 v] until done\n\n@Player\n\ndefine Spin off screen\nset rotation style [all around v]\nset [player death v] to [1]\nstart sound [crashed oof v]\nset [y v v] to [15]\nrepeat until <(y position) < [-178]>\n go to [front v] layer\n turn right (10) degrees\n change y by (Y v)\n change [y v v] by (-1)\nend\nset [player death v] to [0]\ngo to [back v] layer\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (-199) y: (-60)\ngo [forward v] (3) layers\n\nwhen I start as a clone\nclear graphic effects\nset size to (100) %\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\nend\ndelete this clone\n\nwhen flag clicked\nhide variable [☁ world record v]\nhide variable [☁ your time v]\nhide\n\nwhen flag clicked\ngo [forward v] (3) layers\ngo to x: (-199) y: (-60)\nset rotation style [left-right v]\npoint in direction (90)\nset size to (100) %\nset [x v] to [0]\nset [y v] to [0]\nshow\n\nwhen flag clicked\nhide variable [☁ world record v]\nhide variable [☁ your time v]\nreset timer\nswitch costume to (1 v)\nswitch backdrop to (2 v)\nshow\nforever\n change y by (1)\n change [y v] by (-1)\n if <<key (right arrow v) pressed?> or <<(mouse x) > [1]> and <mouse down?>>> then\n change [x v] by (1)\n point in direction (90)\n create clone of (_myself_ v)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < [-1]> and <mouse down?>>> then\n change [x v] by (-1)\n point in direction (-90)\n create clone of (_myself_ v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n set [y v] to [0]\n if <<key (up arrow v) pressed?> or <<(mouse y) > [50]> and <mouse down?>>> then\n set [y v] to [15]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [y v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> and <touching (ground v)?>> or <<mouse down?> and <<touching (ground v)?> and <(mouse y) > [50]>>>> then\n start sound [suck1 v]\n set [y v] to [15]\n create clone of (_myself_ v)\n end\n if <touching (magma v)?> then\n Spin off screen\n end\n if <touching (spike v)?> then\n Spin off screen\n else\n if <[-166] > (y position)> then\n go to x: (-199) y: (-60)\n end\n end\n if then\n start sound [smw_spring_jump @ToadfanSchool v]\n set [y v] to [23]\n create clone of (_myself_ v)\n broadcast (アニメーション v)\n end\n if <<key (down arrow v) pressed?> or <<[-50] > (mouse y)> and <mouse down?>>> then\n broadcast (Crouch v)\n switch costume to (4 v)\n if <[-166] > (y position)> then\n go to x: (-199) y: (-60)\n end\n else\n switch costume to (3 v)\n end\n if <(Stage) = [11]> then\nend\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\ngo [forward v] (5) layers\nforever\n switch costume to (Stage)\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [stage v] to [1]\n\nwhen I receive [goal v]\nchange [stage v] by (1)\n\nwhen flag clicked\nshow\n\n@Spike\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\nhide variable [☁ world record v]\nhide variable [☁ your time v]\nhide\n\nwhen I receive [goal v]\nwait (0.5) seconds\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム1 v)\n\n@transition\n\nwhen flag clicked\nhide\n\nwhen I receive [goal v]\nset [trans on or off v] to [On]\ngo [forward v] (1) layers\ngo to [front v] layer\nset x to (500)\nshow\nrepeat (6)\n change x by (-80)\nend\nchange x by (-15)\nwait (0.6) seconds\nset [trans on or off v] to [Off]\nrepeat (5)\n change x by (-80)\nend\nhide\n\n@スプライト1\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\ngo to x: (0) y: (0)\n\n@sun\n\nwhen flag clicked\nhide\ngo to x: (-5) y: (-25)\nset size to (100) %\nset [sun suze v] to [100]\nforever\n change size by ([cos v] of (Sun Suze) )\n change [sun suze v] by (7)\nend\n\nwhen flag clicked\nshow\n\n
矢印キーかタッチ\n\narrow key or touch
CreeperAnimator platformer
@Stage\n\n@Sprite6\n\nwhen I receive [trampoline v]\nshow\ngo to x: (36) y: (28)\n\nwhen flag clicked\ngo to x: (36) y: (28)\nhide\n\nwhen I receive [trampoline2 v]\nshow\ngo to x: (-18) y: (34)\n\nwhen I receive [done v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite5\n\nwhen flag clicked\nshow variable [coins: v]\nset [coins: v] to [0]\ngo to x: (130) y: (-14)\nshow\n\nwhen flag clicked\nforever\n wait until <touching (sprite1 v)?>\n hide\n change [coins: v] by (1)\n play sound [Collect v] until done\nend\n\nwhen I receive [new level v]\nshow\nnext costume\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\n show\n repeat until <touching (sprite1 v)?>\n repeat (5)\n wait (0.1) seconds\n change y by (1)\n end\n repeat (5)\n wait (0.1) seconds\n change y by (-1)\n end\n end\nend\n\nwhen I receive [done v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite4\n\nwhen flag clicked\nshow variable [level: v]\nset [level: v] to [1]\ngo to x: (51) y: (-81)\nhide\n\nwhen I receive [burh v]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [new level v]\nchange [level: v] by (1)\nnext costume\n\nwhen I receive [done v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (172) y: (-52)\nshow\n\nwhen I receive [hi v]\ngo to x: (151) y: (118)\n\nwhen I receive [yo v]\ngo to x: (123) y: (74)\n\nwhen I receive [hhhh v]\ngo to x: (172) y: (-52)\n\nwhen I receive [done v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite1\n\nwhen flag clicked\nset [level v] to [1]\nhide variable [x v]\nhide variable [y v]\nset [x v] to [0]\nset [y v] to [0]\nshow\ngo to x: (-215) y: (-70)\nforever\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\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) * (-1))\n change y by (-4)\n if <key (up arrow v) pressed?> then\n if <(X) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [y v] to [0]\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (sprite2 v)?> then\n change y by ((Y) * (-1))\n set [y 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 set [y v] to [15]\n end\n end\n change y by (1)\n if <(x position) > [238]> then\n next backdrop\n go to x: (-215) y: (-70)\n change [level v] by (1)\n end\n if <(y position) < [-178]> then\n go to x: (-215) y: (-70)\n end\n if <touching color (#ff0000)?> then\n go to x: (-182) y: (-119)\n end\n if <touching (sprite6 v)?> then\n set [y v] to [30]\n end\nend\n\nwhen flag clicked\nset size to (33) %\nswitch costume to (costume1 v)\nshow\ngo to x: (-182) y: (-119)\nplay sound [MooseCraft Intro Song v] until done\n\nwhen flag clicked\nforever\n wait until <touching (sprite3 v)?>\n go to x: (-215) y: (-70)\n broadcast (new level v)\nend\n\nwhen [space v] key pressed\nset size to (23) %\n\nwhen I receive [new level v]\nset size to (33) %\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [hhhh v]\nforever\n wait until <touching (sprite3 v)?>\n go to x: (-215) y: (-70)\n broadcast (show v)\nend\n\nwhen I receive [done v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite2\n\nwhen flag clicked\nreset timer\nswitch costume to (costume1 v)\ngo to x: (19) y: (-33)\nshow\n\nwhen I receive [new level v]\ngo to [front v] layer\nnext costume\n\nwhen flag clicked\nwait until <(costume [name v]) = [costume3]>\nbroadcast (burh v)\n\nwhen flag clicked\nwait until <(costume [name v]) = [costume7]>\nbroadcast (hi v)\n\nwhen flag clicked\nwait until <(costume [name v]) = [costume8]>\nbroadcast (yo v)\n\nwhen flag clicked\nwait until <(costume [name v]) = [costume9]>\nbroadcast (hhhh v)\n\nwhen I receive [hhhh v]\n\nwhen flag clicked\nwait until <(costume [name v]) = [costume16]>\nbroadcast (trampoline v)\n\nwhen flag clicked\nwait until <(costume [name v]) = [costume17]>\nbroadcast (trampoline2 v)\n\nwhen flag clicked\nwait until <(costume [name v]) = [costume18]>\nbroadcast (done v)\n\nwhen I receive [done v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite7\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nshow variable [coins: v]\nshow variable [level: v]\n\nwhen I receive [done v]\nshow\nhide variable [level: v]\nhide variable [coins: v]\nplay sound [-boymcboy- v] until done\n\n@Sprite9\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n
Slap that green flag!\n\nUse arrow keys to move the character around\nPress space to shrink\nred will kill you\nBlack makes you bounce
Dark&Light - pixel ver - ◆100%stamp platformer◆ #games
@Stage\n\n@スタンプ\n\ndefine ステージ描画\nswitch costume to (none2 v)\nset size to (600) %\ngo to x: (-230) y: (170)\nset [j v] to (((level) - (1)) * (18))\nclear graphic effects\nrepeat (18)\n set [i v] to [0]\n change [j v] by (1)\n 配置\n change y by (-20)\n set x to (-230)\nend\n\nwhen flag clicked\nReset\nset [timer v] to ((((days since 2000) * (24)) * (60)) * (60))\nstart sound [はじまりの地にて v]\nforever\n プログラム\n if <(((((days since 2000) * (24)) * (60)) * (60)) - (timer)) > [110]> then\n set [timer v] to ((((days since 2000) * (24)) * (60)) * (60))\n start sound [はじまりの地にて v]\n end\n change [frame v] by (1)\n if <<(frame) > [200]> and <(読み込み完了) = [0]>> then\n 記録読み込み\n end\n if <(level) = [11]> then\n ランキング表示\n else\n set [frame\(time\) v] to (frame)\n set [n v] to (frame)\n end\nend\n\ndefine Reset\nhide\nset [世界記録更新 v] to [0]\nset [読み込み完了 v] to [0]\nset [cloud用変数 v] to [0]\nset [cloud用変数_2 v] to [0]\nset [level v] to [1]\nset [frame v] to [0]\nset [θ v] to [0]\nset [m v] to [0]\nset [n v] to [0]\nset [_ v] to [1]\nset [is player2 playing? v] to [0]\ndelete all of [cloud_x v]\ndelete all of [cloud_y v]\ndelete all of [cloud_num v]\ndelete all of [cloud_size v]\nencode (username)\nset [encode_username v] to (return)\n初期位置 \n初期位置 \n\ndefine Player1処理\nchange [player1_yの力 v] by (-1)\nif <<key (right arrow v) pressed?> or <<<<(mouse x) > (Player1_x)> and <not <[-200] > (mouse x)>>> or <(mouse x) > [200]>> and <mouse down?>>> then\n change [player1_xの力 v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<<<(Player1_x) > (mouse x)> and <not <(mouse x) > [200]>>> or <[-200] > (mouse x)>> and <mouse down?>>> then\n change [player1_xの力 v] by (-1)\nend\nset [player1_xの力 v] to ((Player1_xの力) * (0.85))\nchange [player1_x v] by (Player1_xの力)\n位置変換 (Player1_x) (Player1_y)\nx接触判定 \nchange [player1_y v] by (Player1_yの力)\n位置変換 (Player1_x) (Player1_y)\ny接触判定 \nif <<<(Player1_y) = (round (Player1_y))> and <<(letter (item (1) of [x v]) of (item ((((level) - (1)) * (18)) + ((((190) - (Player1_y)) / (20)) + (1))) of [stage_data v])) = [1]> or <(letter (item (2) of [x v]) of (item ((((level) - (1)) * (18)) + ((((190) - (Player1_y)) / (20)) + (1))) of [stage_data v])) = [1]>>> and <<key (up arrow v) pressed?> or <<<<(mouse y) > (Player1_y)> or <(mouse y) > [150]>> and <(mouse y) > [-140]>> and <mouse down?>>>> then\n set [player1_yの力 v] to [11]\nend\nif <(Player1_x) > [230]> then\n if <(level) = [11]> then\n set [player1_x v] to [230]\n else\n next>>>\n end\nend\n位置変換 (Player1_x) (Player1_y)\ndelete all of [player_位置 v]\nadd (letter (item (1) of [x v]) of (item ((((level) - (1)) * (18)) + (item (1) of [y v])) of [stage_data v])) to [player_位置 v]\nadd (letter (item (2) of [x v]) of (item ((((level) - (1)) * (18)) + (item (1) of [y v])) of [stage_data v])) to [player_位置 v]\nadd (letter (item (1) of [x v]) of (item ((((level) - (1)) * (18)) + (item (2) of [y v])) of [stage_data v])) to [player_位置 v]\nadd (letter (item (2) of [x v]) of (item ((((level) - (1)) * (18)) + (item (2) of [y v])) of [stage_data v])) to [player_位置 v]\nif <<[-180] > (Player1_y)> or <<<(item (1) of [player_位置 v]) = [3]> or <(item (2) of [player_位置 v]) = [3]>> or <<(item (3) of [player_位置 v]) = [3]> or <(item (4) of [player_位置 v]) = [3]>>>> then\n set [player1_y v] to ((0) - (((item (2) of [y v]) * (20)) - (210)))\n set [player1_yの力 v] to [17]\nend\nif <[-230] > (Player1_x)> then\n set [player1_x v] to [-230]\nend\nif <<[-180] > (Player1_y)> or <<<<(item (1) of [player_位置 v]) = [2]> or <(item (2) of [player_位置 v]) = [2]>> or <<(item (3) of [player_位置 v]) = [2]> or <(item (4) of [player_位置 v]) = [2]>>> or <<<(item (1) of [player_位置 v]) > [3]> or <(item (2) of [player_位置 v]) > [3]>> or <<(item (3) of [player_位置 v]) > [3]> or <(item (4) of [player_位置 v]) > [3]>>>>> then\n 初期位置 \nend\n\ndefine Player描画\nswitch costume to (none v)\nclear graphic effects\nset [color v] effect to (55)\nshow\nswitch costume to (player v)\nset size to (600) %\nif <(Is Player2 playing?) = [1]> then\n go to x: (Player2_x) y: (Player2_y)\n stamp\nend\nclear graphic effects\ngo to x: (Player1_x) y: (Player1_y)\nstamp\n\ndefine y接触判定 <player1?>\nset [touch v] to [0]\nif <<(letter (item (1) of [x v]) of (item ((((level) - (1)) * (18)) + (item (1) of [y v])) of [stage_data v])) = [1]> or <(letter (item (2) of [x v]) of (item ((((level) - (1)) * (18)) + (item (1) of [y v])) of [stage_data v])) = [1]>> then\n if <player1?> then\n set [player1_y v] to ((0) - (((item (2) of [y v]) * (20)) - (190)))\n else\n set [player2_y v] to ((0) - (((item (2) of [y v]) * (20)) - (190)))\n end\n set [touch v] to [-1]\nend\nif <<(letter (item (1) of [x v]) of (item ((((level) - (1)) * (18)) + (item (2) of [y v])) of [stage_data v])) = [1]> or <(letter (item (2) of [x v]) of (item ((((level) - (1)) * (18)) + (item (2) of [y v])) of [stage_data v])) = [1]>> then\n if <player1?> then\n set [player1_y v] to ((0) - (((item (1) of [y v]) * (20)) - (190)))\n else\n set [player2_y v] to ((0) - (((item (1) of [y v]) * (20)) - (190)))\n end\n set [touch v] to [1]\nend\nif <player1?> then\n 位置変換 (Player1_x) (Player1_y)\nelse\n 位置変換 (Player2_x) (Player2_y)\nend\nrepeat until <not <<(letter (item (1) of [x v]) of (item ((((level) - (1)) * (18)) + (item (((touch) + (3)) / (2)) of [y v])) of [stage_data v])) = [1]> or <(letter (item (2) of [x v]) of (item ((((level) - (1)) * (18)) + (item (((touch) + (3)) / (2)) of [y v])) of [stage_data v])) = [1]>>>\n if <player1?> then\n change [player1_y v] by ((20) * (touch))\n 位置変換 (Player1_x) (Player1_y)\n else\n change [player2_y v] by ((20) * (touch))\n 位置変換 (Player2_x) (Player2_y)\n end\nend\nif <not <(touch) = [0]>> then\n if <player1?> then\n set [player1_yの力 v] to [0]\n else\n set [player2_yの力 v] to [0]\n end\nend\n\ndefine x接触判定 <player1?>\nset [touch v] to [0]\nif <<(letter (item (1) of [x v]) of (item ((((level) - (1)) * (18)) + (item (1) of [y v])) of [stage_data v])) = [1]> or <(letter (item (1) of [x v]) of (item ((((level) - (1)) * (18)) + (item (2) of [y v])) of [stage_data v])) = [1]>> then\n if <player1?> then\n set [player1_x v] to (((item (2) of [x v]) * (20)) - (250))\n else\n set [player2_x v] to (((item (2) of [x v]) * (20)) - (250))\n end\n set [touch v] to [1]\nend\nif <player1?> then\n 位置変換 (Player1_x) (Player1_y)\nelse\n 位置変換 (Player2_x) (Player2_y)\nend\nif <<(letter (item (2) of [x v]) of (item ((((level) - (1)) * (18)) + (item (1) of [y v])) of [stage_data v])) = [1]> or <(letter (item (2) of [x v]) of (item ((((level) - (1)) * (18)) + (item (2) of [y v])) of [stage_data v])) = [1]>> then\n if <player1?> then\n set [player1_x v] to (((item (1) of [x v]) * (20)) - (250))\n else\n set [player2_x v] to (((item (1) of [x v]) * (20)) - (250))\n end\n set [touch v] to [1]\nend\nif <(touch) = [1]> then\n if <<<not <player1?>> and <key (w v) pressed?>> or <<player1?> and <<key (up arrow v) pressed?> or <<<<(mouse y) > (Player1_y)> or <(mouse y) > [150]>> and <(mouse y) > [-140]>> and <mouse down?>>>>> then\n if <player1?> then\n set [player1_xの力 v] to ((6) * ((1) - (<(Player1_xの力) > [0]> * (2))))\n set [player1_yの力 v] to [8]\n else\n set [player2_xの力 v] to ((6) * ((1) - (<(Player2_xの力) > [0]> * (2))))\n set [player2_yの力 v] to [8]\n end\n else\n if <player1?> then\n set [player1_xの力 v] to [0]\n else\n set [player2_xの力 v] to [0]\n end\n end\nend\n\ndefine 位置変換 (x) (y)\ndelete all of [x v]\nadd ([floor v] of (((x) + (250)) / (20)) ) to [x v]\nadd ([ceiling v] of (((x) + (250)) / (20)) ) to [x v]\ndelete all of [y v]\nadd ([floor v] of (((190) - (y)) / (20)) ) to [y v]\nadd ([ceiling v] of (((190) - (y)) / (20)) ) to [y v]\n\ndefine プログラム\nerase all\nset [is player2 playing? v] to <<(Is Player2 playing?) = [1]> or <<(Is Player2 playing?) = [0]> and <<<key (a v) pressed?> or <key (d v) pressed?>> or <<key (w v) pressed?> or <key (s v) pressed?>>>>>\n背景描画\nPlayer1処理\nif <(Is Player2 playing?) = [1]> then\n Player2処理\nend\nステージ描画\nPlayer描画\n雲描画\n文字表示\nタイム表示 ((round (((frame\(time\)) / (30)) * ([10 ^ v] of (<(level) = [11]> + (1)) ))) / ([10 ^ v] of (<(level) = [11]> + (1)) ))\n\ndefine next>>>\nif <not <(level) = [11]>> then\n change [level v] by (1)\n 初期位置 \n 初期位置 \nend\n\ndefine 雲描画\nif <(pick random (1) to ([sqrt v] of (timer) )) > (pick random (1.2) to (5))> then\n reset timer\n add [400] to [cloud_x v]\n add (pick random (0) to (180)) to [cloud_y v]\n add ((13) + (pick random (1) to (2))) to [cloud_num v]\n add (pick random (300) to (400)) to [cloud_size v]\nend\n雲処理\nhide\nclear graphic effects\n\ndefine 雲処理\nset [i v] to [0]\nrepeat until <not <(i) < (length of [cloud_x v])>>\n change [i v] by (1)\n replace item (i) of [cloud_x v] with ((item (i) of [cloud_x v]) - (3))\n if <(item (i) of [cloud_x v]) < [-400]> then\n delete (i) of [cloud_x v]\n delete (i) of [cloud_y v]\n delete (i) of [cloud_num v]\n delete (i) of [cloud_size v]\n change [i v] by (-1)\n else\n set size to (item (i) of [cloud_size v]) %\n switch costume to (none v)\n go to x: (item (i) of [cloud_x v]) y: (item (i) of [cloud_y v])\n 2点間の距離を測定 (x position) (y position) (Player1_x) (Player1_y)\n if <((距離) * (.8)) < [70]> then\n set [ghost v] effect to (((距離) * (.8)) + ((20) - (<(level) = [11]> * (20))))\n else\n set [ghost v] effect to ((90) - (<(level) = [11]> * (30)))\n end\n switch costume to (item (i) of [cloud_num v])\n stamp\n end\n if <not <(i) < (length of [cloud_x v])>> then\n stop [this script v]\n end\nend\n\ndefine 初期位置 <player1?>\nif <player1?> then\n set [player1_xの力 v] to [0]\n set [player1_yの力 v] to [0]\n set [player1_x v] to ((-210) * <not <(level) = [11]>>)\n set [player1_y v] to ((10) - (<(((level) + (1)) mod (6)) = [0]> * (20)))\nelse\n set [player2_xの力 v] to [0]\n set [player2_yの力 v] to [0]\n set [player2_x v] to ((-210) * <not <(level) = [11]>>)\n set [player2_y v] to ((10) - (<(((level) + (1)) mod (6)) = [0]> * (20)))\nend\n\ndefine 文字表示\nif <<(level) = [1]> or <(level) = [2]>> then\n set size to (120) %\n go to x: (0) y: (50)\n switch costume to ((16) + (level))\n set [ghost v] effect to ((((((Player1_x) * (Player1_x)) + (((Player1_y) - (50)) * ((Player1_y) - (50)))) + (((Player2_x) * (Player2_x)) + (((Player2_y) - (50)) * ((Player2_y) - (50))))) / (2)) / (700))\n stamp\nelse\n if <(level) = [11]> then\n set size to (200) %\n go to x: (0) y: (125)\n switch costume to (last message v)\n stamp\n end\nend\nclear graphic effects\n\ndefine 2点間の距離を測定 (x1) (y1) (x2) (y2)\nset [距離 v] to ([sqrt v] of ((((x1) - (x2)) * ((x1) - (x2))) + (((y1) - (y2)) * ((y1) - (y2)))) )\n\ndefine 背景描画\ngo to x: (0) y: (0)\nclear graphic effects\nswitch costume to (コスチューム1 v)\nset [brightness v] effect to (<(level) = [11]> * (100))\nshow\nstamp\n\ndefine 配置\nchange [i v] by (1)\nif <<(level) = [11]> and <(letter (i) of (item (j) of [stage_data v])) = [1]>> then\n switch costume to (ground3 v)\nelse\n if <(letter (i) of (item (j) of [stage_data v])) > [3]> then\n switch costume to ((letter (i) of (item (j) of [stage_data v])) + (5))\n else\n switch costume to ((((letter (i) of (item (j) of [stage_data v])) + (1)) * (2)) - ([abs v] of (((i) mod (2)) - ((j) mod (2))) ))\n end\nend\nif <not <(level) = [11]>> then\n 明暗\nend\nstamp\nswitch costume to (none2 v)\nchange x by (20)\nif <(i) < [24]> then\n 配置\nend\n\ndefine Player2処理\nchange [player2_yの力 v] by (-1)\nif <key (d v) pressed?> then\n change [player2_xの力 v] by (1)\nend\nif <key (a v) pressed?> then\n change [player2_xの力 v] by (-1)\nend\nset [player2_xの力 v] to ((Player2_xの力) * (0.85))\nchange [player2_x v] by (Player2_xの力)\n位置変換 (Player2_x) (Player2_y)\nx接触判定 \nchange [player2_y v] by (Player2_yの力)\n位置変換 (Player2_x) (Player2_y)\ny接触判定 \nif <<<(Player2_y) = (round (Player2_y))> and <<(letter (item (1) of [x v]) of (item ((((level) - (1)) * (18)) + ((((190) - (Player2_y)) / (20)) + (1))) of [stage_data v])) = [1]> or <(letter (item (2) of [x v]) of (item ((((level) - (1)) * (18)) + ((((190) - (Player2_y)) / (20)) + (1))) of [stage_data v])) = [1]>>> and <key (w v) pressed?>> then\n set [player2_yの力 v] to [11]\nend\nif <(Player2_x) > [230]> then\n if <(level) = [11]> then\n set [player2_x v] to [230]\n else\n next>>>\n end\nend\n位置変換 (Player2_x) (Player2_y)\ndelete all of [player_位置 v]\nadd (letter (item (1) of [x v]) of (item ((((level) - (1)) * (18)) + (item (1) of [y v])) of [stage_data v])) to [player_位置 v]\nadd (letter (item (2) of [x v]) of (item ((((level) - (1)) * (18)) + (item (1) of [y v])) of [stage_data v])) to [player_位置 v]\nadd (letter (item (1) of [x v]) of (item ((((level) - (1)) * (18)) + (item (2) of [y v])) of [stage_data v])) to [player_位置 v]\nadd (letter (item (2) of [x v]) of (item ((((level) - (1)) * (18)) + (item (2) of [y v])) of [stage_data v])) to [player_位置 v]\nif <<[-180] > (Player2_y)> or <<<(item (1) of [player_位置 v]) = [3]> or <(item (2) of [player_位置 v]) = [3]>> or <<(item (3) of [player_位置 v]) = [3]> or <(item (4) of [player_位置 v]) = [3]>>>> then\n set [player2_y v] to ((0) - (((item (2) of [y v]) * (20)) - (210)))\n set [player2_yの力 v] to [17]\nend\nif <[-230] > (Player2_x)> then\n set [player2_x v] to [-230]\nend\nif <<[-180] > (Player2_y)> or <<<<(item (1) of [player_位置 v]) = [2]> or <(item (2) of [player_位置 v]) = [2]>> or <<(item (3) of [player_位置 v]) = [2]> or <(item (4) of [player_位置 v]) = [2]>>> or <<<(item (1) of [player_位置 v]) > [3]> or <(item (2) of [player_位置 v]) > [3]>> or <<(item (3) of [player_位置 v]) > [3]> or <(item (4) of [player_位置 v]) > [3]>>>>> then\n 初期位置 \nend\n\ndefine 明暗\n2点間の距離を測定 (x position) (y position) (Player1_x) (Player1_y)\nset [明るさ v] to [0]\nif <(距離) < [100]> then\n set [明るさ v] to (() - (距離))\nelse\n set [明るさ v] to [-99]\nend\nif <(Is Player2 playing?) = [1]> then\n 2点間の距離を測定 (x position) (y position) (Player2_x) (Player2_y)\n if <(距離) < [100]> then\n set [明るさ v] to ((明るさ) * ((距離) / (100)))\n end\nend\nset [brightness v] effect to ((明るさ) + ((<(letter (i) of (item (j) of [stage_data v])) = [2]> * (25)) - ((明るさ) * <(level) = [11]>)))\n\ndefine タイム表示 (time)\nif <(level) = [11]> then\n set size to (1400) %\n switch costume to (rectangle v)\n clear graphic effects\n go to x: (0) y: (184)\n stamp\n 文字列表示 (join [Time ] (join (time) [s])) [600] [0] [150] [20] [] []\nelse\n 文字列表示 (join (time) [s]) [500] [-200] [150] [20] [] []\nend\n\ndefine encode (string)\nset [i v] to [0]\nset [return v] to []\nrepeat (length of (string))\n change [i v] by (1)\n switch costume to (join [_] (letter (i) of (string)))\n set [return v] to (join (return) (costume [number v]))\nend\n\ndefine decode (string) (start) (end)\nset [i v] to ((start) - (1))\nset [return v] to []\nrepeat ((((end) - (start)) + (1)) / (2))\n change [i v] by (2)\n switch costume to (join (letter ((i) - (1)) of (string)) (letter (i) of (string)))\n set [return v] to (join (return) (letter (2) of (costume [name v])))\nend\n\ndefine 記録読み込み\ndelete all of [rank_data v]\ndelete all of [☁︎cloud_data v]\nデータ読み込み (☁ 1)\nデータ読み込み (☁ 2)\nデータ読み込み (☁ 3)\nデータ読み込み (☁ 4)\nデータ読み込み (☁ 5)\nデータ読み込み (☁ 6)\nデータ読み込み (☁ 7)\nデータ読み込み (☁ 8)\nデータ読み込み (☁ 9)\nset [読み込み完了 v] to [1]\n\ndefine 文字列抜き取り (string) (start) (end)\nset [i v] to ((start) - (1))\nset [return v] to []\nrepeat (((end) - (start)) + (1))\n change [i v] by (1)\n set [return v] to (join (return) (letter (i) of (string)))\nend\n\ndefine データ読み込み (data)\nadd (data) to [☁︎cloud_data v]\ndecode (data) [3] ((join (letter (1) of (data)) (letter (2) of (data))) + (2))\nadd (return) to [rank_data v]\n文字列抜き取り (data) ((join (letter (1) of (data)) (letter (2) of (data))) + (3)) (length of (data))\nadd (return) to [rank_data v]\n\ndefine 文字列表示 (string) (size) (x) (y) <center?> (color) (brightness) (alpha)\nswitch costume to (none2 v)\nset size to (size) %\nset [color v] effect to (color)\nset [brightness v] effect to (brightness)\nset [ghost v] effect to (alpha)\ngo to x: (x) y: (y)\nswitch costume to (join [_] (letter (1) of (string)))\nset [i v] to [1]\nif <center?> then\n set [j v] to (((item ((costume [number v]) - (21)) of [文字間隔リスト v]) / (2)) * ((size) / (500)))\n repeat ((length of (string)) - (2))\n change [i v] by (1)\n change [j v] by (1)\n switch costume to (join [_] (letter (i) of (string)))\n change [j v] by ((item ((costume [number v]) - (21)) of [文字間隔リスト v]) * ((size) / (500)))\n end\n change [i v] by (1)\n switch costume to (join [_] (letter (i) of (string)))\n change [j v] by (((item ((costume [number v]) - (21)) of [文字間隔リスト v]) / (2)) * ((size) / (500)))\n set x to (((x) - (j)) / (2))\n switch costume to (join [_] (letter (1) of (string)))\n set [i v] to [1]\nend\nrepeat (length of (string))\n stamp\n set [j v] to (item ((costume [number v]) - (21)) of [文字間隔リスト v])\n change [i v] by (1)\n switch costume to (join [_] (letter (i) of (string)))\n change x by ((((j) + (item ((costume [number v]) - (21)) of [文字間隔リスト v])) / (2)) * ((size) / (500)))\nend\n\ndefine ランキング表示\n世界記録更新\n読み込みマーク\nswitch costume to (none2 v)\nset size to (1310) %\nswitch costume to (rectangle v)\nclear graphic effects\ngo to x: (0) y: (-120)\nstamp\nif <(frame) > ((n) + (100))> then\n if <not <(n) = [0]>> then\n change [m v] by (10)\n end\n if <(m) = [100]> then\n change [_ v] by ((1) + (<(_) = [3]> * (-3)))\n end\n if <(m) > [200]> then\n set [m v] to [0]\n set [n v] to (frame)\n end\nend\nset [k v] to [0]\nrepeat ((3) + ())\n change [k v] by (1)\n 文字列表示 (join (join ((((_) - (1)) * (3)) + (k)) [. ]) (join ((round (((item (((((_) - (1)) * (3)) + (k)) * (2)) of [rank_data v]) / (30)) * (100))) / (100)) [s])) ((330) - ()) [-220] (((-45) - ()) - ((k) * ((37) - ()))) <> [40] [70] ([abs v] of (((m) - ((100) * <(m) > [100]>)) - ((100) * <(m) > [100]>)) )\n 文字列表示 [by] ((270) - ()) [-45] (((-46.5) - ()) - ((k) * ((37) - ()))) <> [40] [70] ([abs v] of (((m) - ((100) * <(m) > [100]>)) - ((100) * <(m) > [100]>)) )\n 文字列表示 (item ((((((_) - (1)) * (3)) + (k)) * (2)) - (1)) of [rank_data v]) (((305) - ()) - (<(length of (item ((((((_) - (1)) * (3)) + (k)) * (2)) - (1)) of [rank_data v])) > [14]> * (((length of (item ((((((_) - (1)) * (3)) + (k)) * (2)) - (1)) of [rank_data v])) - (14)) * (16)))) [0] (((-45) - ()) - ((k) * ((37) - ()))) <> [40] [70] ([abs v] of (((m) - ((100) * <(m) > [100]>)) - ((100) * <(m) > [100]>)) )\nend\n\ndefine 世界記録更新\nif <(世界記録更新) = [1]> then\n if <((Cloud用変数) + (4)) < (frame)> then\n change [cloud用変数_2 v] by (1)\n ☁︎Cloud 置換 (Cloud用変数_2) (item (Cloud用変数_2) of [☁︎cloud_data v])\n set [cloud用変数 v] to (frame)\n end\n if <(Cloud用変数_2) > [8]> then\n set [世界記録更新 v] to [2]\n end\nelse\n if <(世界記録更新) = [0]> then\n if <(frame\(time\)) < (item (18) of [rank_data v])> then\n set [i v] to [0]\n repeat until <<(i) = [e]> or <(i) = [18]>>\n change [i v] by (2)\n if <(frame\(time\)) < (item (i) of [rank_data v])> then\n set [j v] to [18]\n repeat (((18) - (i)) / (2))\n replace item ((j) - (1)) of [rank_data v] with (item ((j) - (3)) of [rank_data v])\n replace item (j) of [rank_data v] with (item ((j) - (2)) of [rank_data v])\n replace item ((j) / (2)) of [☁︎cloud_data v] with (item (((j) / (2)) - (1)) of [☁︎cloud_data v])\n change [j v] by (-2)\n end\n replace item ((i) - (1)) of [rank_data v] with (username)\n replace item (i) of [rank_data v] with (frame\(time\))\n replace item ((i) / (2)) of [☁︎cloud_data v] with (join (join (join (letter ((length of (join [0] (length of (encode_username)))) - (1)) of (join [0] (length of (encode_username)))) (letter (length of (join [0] (length of (encode_username)))) of (join [0] (length of (encode_username))))) (encode_username)) (frame))\n set [i v] to [e]\n end\n end\n set [i v] to [0]\n set [cloud用変数_2 v] to [0]\n set [世界記録更新 v] to [1]\n else\n set [世界記録更新 v] to [2]\n end\n end\nend\n\ndefine ☁︎Cloud 置換 (n) (text)\nif <(n) = [1]> then\n set [☁ 1 v] to (text)\nend\nif <(n) = [2]> then\n set [☁ 2 v] to (text)\nend\nif <(n) = [3]> then\n set [☁ 3 v] to (text)\nend\nif <(n) = [4]> then\n set [☁ 4 v] to (text)\nend\nif <(n) = [5]> then\n set [☁ 5 v] to (text)\nend\nif <(n) = [6]> then\n set [☁ 6 v] to (text)\nend\nif <(n) = [7]> then\n set [☁ 7 v] to (text)\nend\nif <(n) = [8]> then\n set [☁ 8 v] to (text)\nend\nif <(n) = [9]> then\n set [☁ 9 v] to (text)\nend\n\nset [_ v] to [0]\nrepeat (10)\n change [_ v] by (1)\n ☁︎Cloud 置換 (_) (join (join (join (letter ((length of (join [0] (length of (encode_username)))) - (1)) of (join [0] (length of (encode_username)))) (letter (length of (join [0] (length of (encode_username)))) of (join [0] (length of (encode_username))))) (encode_username)) [300000])\n wait (0.2) seconds\nend\n\ndefine 読み込みマーク\nif <not <(世界記録更新) = [2]>> then\n change [θ v] by ((-45) * <((frame) mod (2)) = [0]>)\n switch costume to (ground3 v)\n clear graphic effects\n set [brightness v] effect to (100)\n set size to (200) %\n repeat (5)\n change [θ v] by (45)\n go to x: ((220) + ((([ceiling v] of ([abs v] of ([cos v] of (θ) ) ) ) * (([cos v] of (θ) ) / ([abs v] of ([cos v] of (θ) ) ))) * (8))) y: ((140) + ((([ceiling v] of ([abs v] of ([sin v] of (θ) ) ) ) * (([sin v] of (θ) ) / ([abs v] of ([sin v] of (θ) ) ))) * (8)))\n change [brightness v] effect by (-17)\n stamp\n end\n change [θ v] by (-225)\nend\n\n
 難易度 ★★★★★\n所要時間 約15〜30分\n\n過去に作った「Dark&Light」と「Pixel world」の\n2作品を組み合わせて、リメイクしてみました。\nさあ、世界記録を目指して Let’s play!\n(前作より難易度は下げましたが、結構難しいです。\n 5分以内にクリアできると相当すごいです。)\n\n ❖操作方法 | How to play ❖\n\n   ◇パソコン | PC◇\n1P ←,→キー で移動 / ←,→ keys to move\n ↑キーでジャンプ / ↑key to jump\n2P A,Dキー で移動 / A,D keys to move\n Wキーでジャンプ / W key to jump\n\n ◇スマホ・タブレット | Mobile・Tablet◇\n 左側・右側をタップして移動\n 上側をタップしてジャンプ\n Tap left / right side to move\n Tap the top of the screen to jump\n
Simple A Pen Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [y2mate v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\nset [tick v] to [0]\nset [level v] to [1]\n\ndefine Ground\npen up\nset pen color to (#995900)\nset pen shade to (30)\nset pen size to (60)\ngo to x: (-240) y: (-150)\npen down\ngo to x: (240) y: (-150)\npen up\nset pen shade to (40)\nset pen size to (10)\ngo to x: (-178) y: (-131)\npen down\npen up\nset pen size to (15)\ngo to x: (202) y: (-157)\npen down\npen up\nset pen size to (20)\ngo to x: (-84) y: (-148)\npen down\npen up\nset pen size to (10)\ngo to x: (68) y: (-141)\npen down\npen up\nset pen color to (#5cb712)\nset pen size to (14)\nset pen shade to (40)\ngo to x: (-240) y: (-114)\npen down\ngo to x: (240) y: (-114)\npen up\nset pen color to (#5cb712)\nset pen size to (6)\nset pen shade to (20)\ngo to x: (-240) y: (-118)\npen down\ngo to x: (240) y: (-118)\npen up\n\ndefine Level 1\nDestination at (201) (-79)\nDraw Line From (-77) (-111) to (-77) (1)\nGround\n\ndefine Destination at (x1) (y1)\npen up\nset pen color to (#4a6cd4)\nset pen size to (30)\nset pen shade to (70)\ngo to x: (x1) y: ((y1) + ((5) * ([sin v] of ((tick) * (10)) )))\npen down\npen up\n\nwhen flag clicked\nerase all\nforever\n change [tick v] by (1)\nend\n\ndefine Level 2\nDestination at (162) (110)\nDraw Line From (-92) (-60) to (-30) (-60)\nDraw Line From (22) (1) to (84) (1)\nDraw Line From (130) (63) to (193) (63)\nGround\n\ndefine Level 3\nDraw Lava From (-33) (3) to (-33) (-110)\nDraw Lava From (63) (180) to (63) (30)\nDraw Line From (-40) (-111) to (-40) (3)\nDraw Line From (70) (180) to (70) (30)\nDestination at (201) (-79)\nDraw Lava From (60) (-105) to (100) (-105)\nGround\n\ndefine Level 4\nDraw Lava From (-137) (-106) to (1) (-106)\nDraw Lava From (-128) (48) to (-128) (-152)\nDraw Lava From (-9) (-152) to (-9) (-80)\nDraw Lava From (69) (180) to (69) (-40)\nDraw Lava From (89) (-40) to (89) (180)\nDraw Line From (-138) (-114) to (-138) (50)\nDraw Line From (1) (-114) to (1) (120)\nDraw Line From (79) (180) to (79) (-40)\nDraw Line From (160) (101) to (240) (101)\nDraw Line From (160) (101) to (160) (-114)\nDestination at (194) (137)\nGround\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n erase all\n Level 1\n end\n if <(Level) = [2]> then\n erase all\n Level 2\n end\n if <(Level) = [3]> then\n erase all\n Level 3\n end\n if <(Level) = [4]> then\n erase all\n Level 4\n end\n if <(Level) = [5]> then\n erase all\n Level 5\n end\n if <(Level) = [6]> then\n erase all\n Level 6\n end\n if <(Level) = [7]> then\n erase all\n Level 7\n end\n if <(Level) = [8]> then\n erase all\n Level 8\n end\n if <(Level) = [9]> then\n erase all\n Level 9\n end\n if <(Level) = [10]> then\n erase all\n Last level\n end\nend\n\ndefine Level 5\nDraw Lava From (-98) (-114) to (-98) (30)\nDraw Lava From (-91) (-106) to (-29) (-106)\nDraw Lava From (94) (20) to (94) (94)\nDraw Bouncy From (-188) (-106) to (-91) (-106)\nDraw Line From (-88) (-114) to (-88) (50)\nDraw Line From (-88) (50) to (-50) (50)\nDraw Line From (15) (180) to (15) (-33)\nDraw Line From (104) (-114) to (104) (94)\nDraw Line From (104) (94) to (75) (94)\nDraw Line From (172) (13) to (240) (13)\nDestination at (206) (50)\nGround\n\ndefine Draw Small Line From (x1) (y1) to (x2) (y2) (pensize)\npen up\nset pen color to (#5cb712)\nset pen shade to (40)\nset pen size to (pensize)\ngo to x: (x1) y: (y1)\npen down\ngo to x: (x2) y: (y2)\npen up\n\ndefine Level 7\nDraw Lava From (-139) (-106) to (0) (-106)\nDraw Lava From (-10) (-20) to (-10) (100)\nDraw Lava From (-10) (90) to (-123) (90)\nDraw Lava From (-123) (90) to (-123) (50)\nDraw Lava From (-65) (100) to (-65) (150)\nDraw Lava From (65) (-49) to (65) (1)\nDraw Lava From (115) (55) to (115) (100)\nDraw Bouncy From (0) (-106) to (47) (-106)\nDraw Small Line From (0) (-105) to (0) (100) (14)\nDraw Small Line From (-70) (-59) to (-4) (-59) (14)\nDraw Small Line From (-240) (-2) to (-168) (-2) (14)\nDraw Small Line From (-130) (100) to (0) (100) (14)\nDraw Small Line From (-130) (100) to (-130) (50) (14)\nDraw Small Line From (60) (-50) to (60) (180) (14)\nDraw Small Line From (120) (-114) to (120) (100) (14)\nDraw Small Line From (121) (46) to (240) (46) (14)\nDestination at (180) (86)\nGround\n\ndefine Level 8\nDraw Lava From (-30) (-106) to (-5) (-106)\nDraw Lava From (-52) (41) to (-45) (41)\nDraw Lava From (-177) (-30) to (-177) (-28)\nDraw Lava From (-52) (53) to (-45) (53)\nDraw Lava From (1) (53) to (17) (53)\nDraw Lava From (1) (41) to (17) (41)\nDraw Bouncy From (-52) (-30) to (-45) (-30)\nDraw Small Line From (-240) (-36) to (100) (-36) (14)\nDraw Small Line From (240) (47) to (-147) (47) (14)\nDraw Small Line From (-147) (47) to (-147) (35) (14)\nElevator Wall at (168) (0)\nDestination at (169) (82)\nGround\n\nwhen flag clicked\nset [elevator v] to [0]\nforever\n repeat (10)\n change [elevator v] by (10)\n end\n repeat (20)\n change [elevator v] by (-10)\n end\n repeat (10)\n change [elevator v] by (10)\n end\nend\n\ndefine Level 9\nDraw Lava From (-209) (-37) to (-209) (-42)\nDraw Lava From (-179) (-114) to (-179) (-108)\nDraw Lava From (-149) (-37) to (-149) (-42)\nDraw Lava From (-119) (-114) to (-119) (-108)\nDraw Lava From (-89) (-37) to (-89) (-42)\nDraw Lava From (-59) (-114) to (-59) (-108)\nDraw Lava From (-29) (-37) to (-29) (-42)\nDraw Lava From (1) (-114) to (1) (-108)\nDraw Lava From (-239) (30) to (-239) (36)\nDraw Lava From (-179) (30) to (-179) (36)\nDraw Lava From (-119) (30) to (-119) (36)\nDraw Lava From (-59) (30) to (-59) (36)\nDraw Lava From (1) (30) to (1) (36)\nDraw Small Line From (-240) (-36) to (50) (-36) (14)\nDraw Small Line From (-240) (30) to (50) (30) (14)\nDraw Small Line From (50) (-36) to (50) (30) (14)\nDraw Small Line From (-149) (102) to (-89) (110) (14)\nDraw Small Line From (-29) (115) to (31) (100) (14)\nDraw Small Line From (91) (113) to (240) (113) (14)\nElevator Wall at (120) (20)\nDestination at (200) (150)\nGround\n\ndefine Last level\nGround\n\ndefine Level 6\nDraw Small Line From (-160) (-114) to (-160) (90) (14)\nDraw Small Line From (-160) (20) to (-110) (20) (14)\nDraw Lava From (-65) (-60) to (-87) (-60)\nDraw Lava From (-60) (10) to (-60) (10)\nDraw Lava From (3) (90) to (3) (70)\nDraw Lava From (81) (53) to (81) (100)\nDraw Small Line From (81) (50) to (81) (-114) (14)\nDraw Small Line From (-60) (-60) to (-60) (180) (14)\nDraw Small Line From (11) (-114) to (11) (100) (14)\nDraw Small Line From (11) (100) to (-10) (100) (14)\nDraw Small Line From (39) (53) to (17) (53) (14)\nDraw Small Line From (39) (53) to (150) (53) (14)\nDraw Small Line From (150) (-114) to (150) (100) (14)\nDraw Small Line From (150) (100) to (240) (100) (14)\nDestination at (190) (130)\nGround\n\ndefine Draw Line From (x1) (y1) to (x2) (y2)\npen up\nset pen color to (#5cb712)\nset pen shade to (40)\nset pen size to (14)\ngo to x: (x1) y: (y1)\npen down\ngo to x: (x2) y: (y2)\npen up\n\ndefine Draw Lava From (x1) (y1) to (x2) (y2)\npen up\nset pen color to (#ff0000)\nset pen shade to (70)\nset pen size to (14)\ngo to x: (x1) y: (y1)\npen down\ngo to x: (x2) y: (y2)\npen up\n\ndefine Draw Bouncy From (x1) (y1) to (x2) (y2)\npen up\nset pen color to (#8a55d7)\nset pen shade to (80)\nset pen size to (14)\ngo to x: (x1) y: (y1)\npen down\ngo to x: (x2) y: (y2)\npen up\n\ndefine Elevator Wall at (x original point) (y original point)\npen up\nset pen color to (#5cb712)\nset pen shade to (40)\nset pen size to (14)\ngo to x: ((x original point) + (0)) y: ((y original point) + ((0.25) * (elevator)))\npen down\ngo to x: ((x original point) + (0)) y: ((y original point) + (((0.25) * (elevator)) - (70)))\npen up\n\n@Sprite3\n\ndefine Respawn\nset [xv v] to [0]\nset [yv v] to [0]\nclear graphic effects\nset size to (101) %\ngo to x: (-200) y: (-86)\nshow\n\nwhen flag clicked\nset size to (101) %\nhide\nwait (0.1) seconds\nRespawn\nforever\n change [yv v] by (-1)\n change y by (yv)\n Touch Ground <(yv) > [0]>\n set [xv v] to ((xv) * (0.67))\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1.7)\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (1.7)\n end\n if <([abs v] of (xv) ) > [0.3]> then\n Run (xv) WJ (15) (6)\n end\n if <<key (up arrow v) pressed?> and <(falling?) < [3]>> then\n set [yv v] to [11]\n set [falling? v] to [6]\n start sound [Jump v]\n end\n if <touching color (#b37fff)?> then\n set [test v] to [1]\n set [yv v] to [19]\n set [falling? v] to [10]\n end\n if <touching color (#547eff)?> then\n change [level v] by (1)\n Respawn\n end\n if <touching color (#ff5454)?> then\n repeat (10)\n change [ghost v] effect by (10)\n change [pixelate v] effect by (10)\n end\n start sound [Crunch v]\n Respawn\n end\n if <(y position) < [-120]> then\n Respawn\n end\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching color (#5ed400)?>>\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 [yv v] to [0]\nend\n\ndefine Run (speed) WJ (x) (y)\nchange x by (speed)\npoint in direction (0)\nset [slope v] to [0]\nrepeat until <<(SLOPE) = [8]> or <not <touching color (#5ed400)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(SLOPE) = [8]> then\n change y by ((0) - (SLOPE))\n if <key (up arrow v) pressed?> then\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n if <(speed) < [0]> then\n set [xv v] to (x)\n else\n set [xv v] to ((0) - (x))\n end\n set [yv v] to (y)\n end\n end\n repeat until <not <touching color (#5ed400)?>>\n if <(speed) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\n end\nend\n\n@tn\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n show\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n set y to ((([sin v] of ((tick) * (5)) ) * (10)) + (50))\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (50)\nwait (1) seconds\nwait until <(Level) = [10]>\nset size to (5) %\nshow\nrepeat until <(round (size)) = [110]>\n change size by (((110) - (size)) / (8))\nend\n\n
It is really easy to play:\nUse arrow keys and get to the blue portal.\nThis was made 99% using pen.\nAll levels are possible.\nOnly 9 levels for now, I will try to make more.\nIt was complicated to make and this is one of my best platformer game till now.\nNOTE:(Wall jump is really slow, sorry for that)
DARK 2 II Platformer (mobile friendly)
@Stage\n\nwhen I receive [start v]\nforever\n play sound [TED 2018 - HEUX ft v] until done\nend\n\nwhen I receive [unmute v]\nset volume to (100) %\n\nwhen I receive [mute v]\nset volume to (0) %\n\nwhen flag clicked\nbroadcast (pick random (1) to (3))\n\n@Player\n\ndefine Spin off screen\nset rotation style [all around v]\nset [player death v] to [1]\nstart sound [crashed oof v]\nset [y v v] to [15]\nrepeat until <(y position) < [-178]>\n go to [front v] layer\n turn right (10) degrees\n change y by (Y v)\n change [y v v] by (-1)\nend\nset [player death v] to [0]\ngo to [back v] layer\nset rotation style [left-right v]\npoint in direction (90)\ngo [forward v] (3) layers\ngo to [front v] layer\n\nnext backdrop\n\nwhen I start as a clone\nclear graphic effects\nset size to (100) %\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\nend\ndelete this clone\n\nwhen I receive [start v]\nhide variable [☁ world record v]\nhide variable [☁ your time v]\nreset timer\nswitch costume to (1 v)\nswitch backdrop to (2 v)\nshow\nforever\n change y by (1)\n change [y v] by (-1)\n if <<key (right arrow v) pressed?> or <<(mouse x) > [1]> and <mouse down?>>> then\n change [x v] by (1)\n point in direction (90)\n create clone of (_myself_ v)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < [-1]> and <mouse down?>>> then\n change [x v] by (-1)\n point in direction (-90)\n create clone of (_myself_ v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n set [y v] to [0]\n if <<key (up arrow v) pressed?> or <<(mouse y) > [50]> and <mouse down?>>> then\n set [y v] to [15]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [y v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> and <touching (ground v)?>> or <<mouse down?> and <<touching (ground v)?> and <(mouse y) > [50]>>>> then\n start sound [suck1 v]\n set [y v] to [15]\n create clone of (_myself_ v)\n end\n if <touching (magma v)?> then\n Spin off screen\n end\n if <touching (spike v)?> then\n Spin off screen\n else\n if <[-166] > (y position)> then\n go to x: (-199) y: (-60)\n end\n end\n if <touching color (#ffff00)?> then\n start sound [smw_spring_jump @ToadfanSchool v]\n set [y v] to [23]\n create clone of (_myself_ v)\n broadcast (アニメーション v)\n end\n if <<key (down arrow v) pressed?> or <<[-50] > (mouse y)> and <mouse down?>>> then\n broadcast (Crouch v)\n switch costume to (4 v)\n if <[-166] > (y position)> then\n go to x: (-199) y: (-60)\n end\n else\n switch costume to (3 v)\n end\n if <(Stage) = [11]> then\nend\n\nwhen flag clicked\ngo [forward v] (10) layers\nhide variable [☁ world record v]\nhide variable [☁ your time v]\nhide\n\nwhen I receive [start v]\ngo [forward v] (3) layers\ngo to x: (-199) y: (-60)\nset rotation style [left-right v]\npoint in direction (90)\nset size to (100) %\nset [x v] to [0]\nset [y v] to [0]\nshow\n\nSpin off screen\n\n@スプライト2\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [start v]\nshow\nforever\n go to (player v)\nend\n\nwhen flag clicked\nforever\n if <key (down arrow v) pressed?> then\n switch costume to (コスチューム2 v)\n else\n switch costume to (コスチューム1 v)\n end\nend\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\ngo [forward v] (5) layers\nforever\n switch costume to (Stage)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nset [stage v] to [1]\n\nwhen I receive [goal v]\nchange [stage v] by (1)\n\n@Magma\n\nwhen I receive [start v]\nshow\n\nwhen I receive [goal v]\nwait (0.5) seconds\nnext costume\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム2 v)\nforever\n repeat (3)\n change y by ((8) * (0.9))\n end\n wait (0.4) seconds\n repeat (3)\n change y by ((-8) * (0.9))\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nset y to (12)\n\nwhen flag clicked\nset y to (0)\nforever\n change y by (YYY)\nend\n\nwhen flag clicked\nset [yyy v] to [0]\nforever\n repeat (10)\n change [☁ world record v] by (-0.1)\n end\n repeat (20)\n change [☁ world record v] by (0.1)\n end\n repeat (10)\n change [☁ world record v] by (-0.1)\n end\nend\n\n@スプライト1\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\n@skip\n\nwhen flag clicked\nswitch costume to (grass v)\nhide\nset size to (75) %\nforever\n point in direction (([sin v] of ((timer) * (1200)) ) + (90))\n wait (..2) seconds\n if <(Stage) > [6]> then\n switch costume to (cave v)\n else\n switch costume to (grass v)\n end\n if <(Stage) = [11]> then\n hide\n end\nend\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\ngo to x: (-180) y: (-155)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Goal v)\n\nwhen I receive [cutscene boss v]\nhide\n\n@スプライト3\n\nwhen I receive [start v]\ngo to x: (-201) y: (138)\nswitch costume to (100% v)\nshow\nforever\n go to [back v] layer\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(costume [name v]) = [0%]> then\n switch costume to (100% v)\n broadcast (Unmute v)\n else\n switch costume to (0% v)\n broadcast (Mute v)\n end\n wait until <not <mouse down?>>\n end\nend\n\nwhen flag clicked\nhide\n\n@Spike\n\nwhen flag clicked\nswitch costume to (コスチューム3 v)\nhide variable [☁ world record v]\nhide variable [☁ your time v]\nhide\n\nwhen I receive [goal v]\nwait (0.5) seconds\nnext costume\n\nwhen I receive [start v]\nshow\nswitch costume to (コスチューム1 v)\n\n@tn2\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\n\n@Intro\n\nwhen I start as a clone\nif <(cc) = [1]> then\n hide\n go to x: (0) y: (0)\n switch costume to (costume2 v)\n set size to (1) %\n point in direction (pick random (1) to (360))\n e\n show\n set [h v] to [1]\n turn right (180) degrees\n repeat until <<[30] > ([abs v] of (x position) )> and <[30] > ([abs v] of (y position) )>>\n change [h v] by ((h) / (5))\n move (h) steps\n change size by (0.75)\n end\n start sound [Water Drop v]\n change [ok?2 v] by (1)\n delete this clone\nelse\n if <(cc) = [2]> then\n wait until <[5] < (ok?2)>\n go to x: (0) y: (0)\n switch costume to (costume2 v)\n set size to (0) %\n show\n repeat until <(size) > [70]>\n change size by (((71) - (size)) / (6))\n end\n wait (0.2) seconds\n show\n set [s v] to [15]\n repeat (5)\n change size by (S)\n change [s v] by (-1)\n end\n repeat until <(size) < [50]>\n change size by (S)\n change [s v] by (-1)\n end\n repeat until <(size) < [16]>\n change size by (((15) - (size)) / (5))\n end\n wait (0.01) seconds\n Clone\n repeat until <(size) > [1200]>\n switch costume to (costume3 v)\n change size by ((size) / (3))\n switch costume to (costume2 v)\n end\n change [ok?2 v] by (1)\n wait until <[10.4] < (timer)>\n set [s v] to [-7]\n repeat until <[150] > (size)>\n switch costume to (costume3 v)\n change size by (S)\n change [s v] by ((S) / (15))\n switch costume to (costume2 v)\n end\n repeat until <[10] > (size)>\n switch costume to (costume2 v)\n change size by (S)\n change [s v] by ((S) / (15))\n end\n delete this clone\n else\n if <(cc) = [3]> then\n set [clonecount v] to [0]\n show\n set size to (70) %\n go to x: (0) y: (10)\n point in direction (-10)\n set [ccccc v] to [0]\n repeat (47)\n set [clonecount v] to (((CloneCount) * (0.75)) + (((100) - (ccccc)) * (0.6)))\n turn right (CloneCount) degrees\n change [ccccc v] by (CloneCount)\n end\n point in direction (90)\n wait until <[11] < (timer)>\n set [h v] to [1]\n repeat until <[15] > (size)>\n change [ghost v] effect by (4)\n change [h v] by ((h) / (7))\n turn left (h) degrees\n change size by ((h) / (-1))\n end\n delete this clone\n else\n set [s v] to (pick random (0.1) to (1))\n point in direction (pick random (0) to (360))\n switch costume to (pick random (6) to (9))\n go to (random position v)\n show\n set size to (pick random (1) to (25)) %\n set [ghost v] effect to (pick random (20) to (50))\n repeat until <(timer) > [11.2]>\n go to [front v] layer\n turn right (1) degrees\n move ((s) / (3)) steps\n end\n wait (0.5) seconds\n delete this clone\n end\n end\nend\n\ndefine e\nrepeat until <touching (_edge_ v)?>\n move (10) steps\nend\n\ndefine Clone\nset [cc v] to [4]\nrepeat (pick random (10) to (15))\n create clone of (_myself_ v)\nend\n\nwhen I receive [2 v]\nstart sound [Cartoon - On & On \(ft. Daniel Levi\).mp2 v]\nwait (1) seconds\nreset timer\nreset timer\nreset timer\nhide\nset [ok?2 v] to [0]\nset [cc v] to [1]\nrepeat (10)\n create clone of (_myself_ v)\nend\nset [cc v] to [2]\ncreate clone of (_myself_ v)\nwait until <[10] < (ok?2)>\nwait (0.8) seconds\nswitch costume to (costume4 v)\nrepeat (2)\n set [cc v] to [3]\n create clone of (_myself_ v)\n next costume\n wait (1.2) seconds\nend\nwait (4.2) seconds\nbroadcast (Start v)\nhide\n\n@Intro2\n\nwhen flag clicked\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n show\nelse\n if <(costume [number v]) = [2]> then\n show\n set y to (5000)\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (5))\n end\n else\n if <(costume [number v]) = [3]> then\n go to x: (0) y: (-25)\n show\n point in direction (-90)\n set [i v] to [0]\n repeat until <(round (direction)) = [90]>\n set [i v] to (((i) * (.8)) + (((0) - (y position)) / (5)))\n change y by (i)\n turn right (((90) - (direction)) / (5)) degrees\n end\n set [i v] to [-1]\n repeat (15)\n if <(x position) < [-50]> then\n change [ghost v] effect by (20)\n end\n change size by ((I) / (3))\n change x by (I)\n change [i v] by (join [-] (([abs v] of (I) ) / (3)))\n end\n go to x: (500) y: (0)\n repeat (15)\n change [ghost v] effect by (-20)\n change size by (((100) - (size)) / (4))\n change x by (((0) - (x position)) / (3))\n end\n wait (0.5) seconds\n set [part thing v] to [1]\n set [i v] to [-1]\n repeat (25)\n if <(y position) < [-50]> then\n change [ghost v] effect by (30)\n end\n change size by ((I) / (4))\n change y by (I)\n change [i v] by (join [-] (([abs v] of (I) ) / (3)))\n end\n delete this clone\n else\n if <(costume [number v]) = [4]> then\n go to x: (0) y: (0)\n set size to (pick random (70) to (120)) %\n point in direction (pick random (-90) to (90))\n go to [front v] layer\n show\n repeat until <(y position) < [-170]>\n move (Forward move) steps\n change y by (Y)\n change [y v] by (-0.35)\n end\n delete this clone\n else\n if <(costume [number v]) = [5]> then\n show\n set size to (0) %\n go to x: (0) y: (0)\n set [part thing v] to [2]\n set [i v] to [1]\n repeat until <(size) = [100]>\n change size by (((100) - (size)) / (4))\n end\n wait (0.5) seconds\n set [i v] to [-1]\n set [part thing v] to [3]\n repeat (15)\n if <(x position) < [-50]> then\n change [ghost v] effect by (20)\n end\n change size by ((I) / (3))\n change x by (I)\n change [i v] by (join [-] (([abs v] of (I) ) / (3)))\n end\n else\n show\n go to x: (5000) y: (0)\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (8))\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(ended) = [1]> then\n delete this clone\n end\nend\n\nwhen I receive [1 v]\nset volume to (100) %\nset [part thing v] to [0]\npoint in direction (90)\ngo to x: (0) y: (0)\nswitch costume to (white v)\ncreate clone of (_myself_ v)\nset size to (100) %\nhide\nwait (0.1) seconds\nswitch costume to (fill v)\ngo to x: (-165) y: (0)\nrepeat (3)\n create clone of (_myself_ v)\n change x by (165)\n wait (0.1) seconds\nend\ngo to x: (0) y: (0)\nwait (0.6) seconds\nswitch costume to (logo v)\ncreate clone of (_myself_ v)\nset [forward move v] to (pick random (10) to (20))\nset [y v] to (pick random (5) to (7))\nswitch costume to (particle v)\nrepeat (30)\n create clone of (_myself_ v)\nend\nwait until <(Part thing) = [1]>\nswitch costume to (name v)\nwait (0.3) seconds\ncreate clone of (_myself_ v)\nwait until <(Part thing) = [2]>\nset [forward move v] to (pick random (10) to (20))\nset [y v] to (pick random (5) to (7))\nswitch costume to (particle v)\nrepeat (20)\n create clone of (_myself_ v)\nend\nwait until <(Part thing) = [3]>\nswitch costume to (end v)\ncreate clone of (_myself_ v)\nrepeat (50)\n change volume by (-2)\nend\nbroadcast (Start v)\nset [ended v] to [1]\n\nwhen I receive [1 v]\nset [ended v] to [0]\nplay sound [TheFatRat - Windfall _Tasty Release_ v] until done\n\n@Intro3\n\nwhen flag clicked\nhide\nset volume to (100) %\nset [sync v] to [0]\nset [drop v] to [0]\nswitch costume to (logo v)\n\nwhen I receive [3 v]\nstart sound [Cigarette Boat v]\nwait until <(EndIntro) = [1]>\nrepeat (100)\n change volume by (-1)\nend\n\nwhen I receive [3 v]\nset [sprite v] to [Background]\nset [background v] to [1]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [background v] to [2]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [background v] to [3]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [background v] to [4]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [background v] to [5]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\n\nwhen I receive [3 v]\nwait (0.7) seconds\nset [sprite v] to [LogoPart1]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [sprite v] to [LogoPart2]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [sprite v] to [LogoPart3]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [sprite v] to [LogoPart4]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [sprite v] to [LogoPart5]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [sprite v] to [LogoPart6]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [sprite v] to [LogoPart7]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [sprite v] to [BackgroundMisc]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [sprite v] to [BackgroundMisc2]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [sprite v] to [BackgroundMisc3]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [sprite v] to [BackgroundMisc4]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [sprite v] to [BackgroundMisc5]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [sprite v] to [BackgroundMisc6]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [sprite v] to [BackgroundMisc7]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [sprite v] to [BackgroundMisc8]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [sprite v] to [BackgroundMisc9]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [sprite v] to [BackgroundMisc10]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [sprite v] to [BackgroundMisc11]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [sprite v] to [BackgroundMisc12]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nExplode\nwait (1.5) seconds\nset [sprite v] to [Logo]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [sprite v] to [Name]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nExplode\n\nwhen I start as a clone\nif <(Sprite) = [Background]> then\n if <(Background) = [1]> then\n go to x: (-200) y: (-1000)\n end\n if <(Background) = [2]> then\n go to x: (-100) y: (-1000)\n end\n if <(Background) = [3]> then\n go to x: (0) y: (-1000)\n end\n if <(Background) = [4]> then\n go to x: (100) y: (-1000)\n end\n if <(Background) = [5]> then\n go to x: (200) y: (-1000)\n end\n set size to (10) %\n show\n repeat (25)\n change y by (((0) - (y position)) / (5))\n change size by (((100) - (size)) / (5))\n end\nend\n\nwhen I start as a clone\nswitch costume to (Sprite)\n\nwhen I start as a clone\nif <(Sprite) = [LogoPart1]> then\n go to x: (-1000) y: (0)\n set size to (120) %\n set [ghost v] effect to (0)\n show\n repeat (30)\n change x by (((0) - (x position)) / (5))\n end\nend\n\nwhen I start as a clone\nif <(Sprite) = [LogoPart2]> then\n go to x: (1000) y: (0)\n set size to (120) %\n set [ghost v] effect to (0)\n show\n repeat (30)\n change x by (((0) - (x position)) / (5))\n end\nend\n\nwhen I start as a clone\nif <(Sprite) = [LogoPart3]> then\n go to x: (-1000) y: (1000)\n set size to (120) %\n set [ghost v] effect to (0)\n show\n repeat (30)\n change x by (((0) - (x position)) / (5))\n change y by (((0) - (y position)) / (5))\n end\nend\n\nwhen I start as a clone\nif <(Sprite) = [LogoPart4]> then\n go to x: (1000) y: (1000)\n set size to (120) %\n set [ghost v] effect to (0)\n show\n repeat (30)\n change x by (((0) - (x position)) / (5))\n change y by (((0) - (y position)) / (5))\n end\nend\n\nwhen I start as a clone\nif <(Sprite) = [LogoPart5]> then\n go to x: (0) y: (-1000)\n set size to (120) %\n set [ghost v] effect to (0)\n show\n repeat (30)\n change y by (((0) - (y position)) / (5))\n end\nend\n\nwhen I start as a clone\nif <(Sprite) = [LogoPart6]> then\n go to x: (0) y: (-1000)\n set size to (120) %\n set [ghost v] effect to (0)\n show\n repeat (30)\n change y by (((0) - (y position)) / (5))\n end\nend\n\nwhen I start as a clone\nif <(Sprite) = [LogoPart7]> then\n go [backward v] (6) layers\n go to x: (0) y: (0)\n set size to (0) %\n set [ghost v] effect to (0)\n show\n repeat (30)\n change size by (((120) - (size)) / (5))\n end\nend\n\nwhen I start as a clone\nif < (Sprite) contains [BackgroundMisc]?> then\n go [backward v] (6) layers\n go to x: (0) y: (0)\n set size to (1000) %\n set [ghost v] effect to (100)\n show\n repeat (30)\n change size by (((100) - (size)) / (5))\n change [ghost v] effect by (-5)\n end\n wait until <(EndIntro) = [1]>\n repeat (25)\n change size by (((size) - (99)) / (5))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif < (Sprite) contains [LogoPart]?> then\n wait (1.5) seconds\n repeat (25)\n change size by (((size) - (121)) / (5))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nset size to (100) %\n\nshow\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Sprite) = [Name]> then\n go to x: (0) y: (-100)\n set size to (100) %\n go to [front v] layer\n set [ghost v] effect to (100)\n show\n repeat (30)\n change y by (((0) - (y position)) / (5))\n change [ghost v] effect by (-5)\n end\n wait (1) seconds\n set [endintro v] to [1]\n repeat (25)\n change y by (((y position) - (1)) / (4))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\ngo [backward v] (6) layers\n\nforever\n go to x: (12) y: (-7)\nend\n\nwhen flag clicked\nset [endintro v] to [0]\n\nwhen I start as a clone\nif <(Sprite) = [Background]> then\n wait until <(EndIntro) = [1]>\n repeat (25)\n change size by (((size) - (101)) / (5))\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Sprite) = [Name]> then\n forever\n point in direction ((90) + (([sin v] of ((timer) * (100)) ) * (-5)))\n set size to ((90) + (([sin v] of ((timer) * (250)) ) * (-5))) %\n end\nend\n\ndefine Explode\nrepeat (24)\n turn right (15) degrees\n set [sprite v] to [Particle]\n create clone of (_myself_ v)\nend\npoint in direction (90)\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Sprite) = [Particle]> then\n go to x: (0) y: (0)\n set size to (50) %\n set [speed v] to [20]\n show\n repeat (20)\n move (Speed) steps\n change [speed v] by (-1)\n end\n repeat (20)\n move (Speed) steps\n change [speed v] by (-1)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nrepeat (20)\nend\n\nwhen flag clicked\nset [sprite v] to [0]\n\nshow\n\nwhen I receive [3 v]\nwait until <(EndIntro) = [1]>\nbroadcast (Start v)\n\n@スプライト4\n\n@transition\n\nwhen flag clicked\nhide\n\nwhen I receive [goal v]\nset [trans on or off v] to [On]\ngo [forward v] (1) layers\ngo to [front v] layer\nset x to (500)\nshow\nrepeat (6)\n change x by (-80)\nend\nchange x by (-15)\nwait (0.6) seconds\nset [trans on or off v] to [Off]\nrepeat (5)\n change x by (-80)\nend\nhide\n\n@Awesome Particles\n\nwhen I start as a clone\nset [ghost v] effect to (65)\ngo to [back v] layer\nshow\nif <(size) > [99]> then\n glide (6) secs to x: (x position) y: (200)\n delete this clone\nend\nif <(size) > [80]> then\n glide (5) secs to x: (x position) y: (200)\n delete this clone\nend\nif <(size) > [65]> then\n glide (4) secs to x: (x position) y: (200)\n delete this clone\nend\nif <(size) > [50]> then\n glide (3) secs to x: (x position) y: (200)\n delete this clone\nend\nif <(size) > [40]> then\n glide (2.5) secs to x: (x position) y: (200)\n delete this clone\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n set [brightness v] effect to (pick random (-10) to (10))\n set size to (pick random (41) to (90)) %\n go to x: (pick random (-200) to (200)) y: (-180)\n create clone of (_myself_ v)\n wait (pick random (0.2) to (0.6)) seconds\nend\n\nwhen I receive [stop all v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n
How to move - Use arrow keys or mobile controls\nDo not touch - Spike - Magma\nHow to skip - Click skip button\n\nThis is collaboration work by @inkomax\n▽@inkomax\nhttps://scratch.mit.edu/projects/422894313
Scrolling Platformer(With wall jump)
@Stage\n\n@Blank\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)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset [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)\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]\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@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@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
Arrow keys or WASD to move. And mobile!\n\nI did do a little editing pls comment if the game is working just fine. Also the jump high was edited because it was requested that I made it higher so also pls comment if its too high now.\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.
Scratch platformer game
@Stage\n\nwhen flag clicked\nswitch backdrop to (thiết kế không tên \(19\) v)\n\nwhen I receive [final win v]\nswitch backdrop to (backdrop1 v)\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n play sound [Tobu & Itro - Sunburst v] until done\nend\n\n@Miu\n\nwhen flag clicked\nshow variable [round v]\nset [round v] to [1]\nMiu xuất hiện\nset [số thứ tự của trang phục v] to [1]\nset [tốc độ miu nhảy v] to [0]\nset [tốc độ miu rơi v] to [0]\nforever\n check for lose\n switch costume to (hộp va chạm v)\n Miu di chuyển khi bấm mũi tên trái / phải\n Miu fall\n Key jump\n switch costume to (Số thứ tự của Trang Phục)\nend\n\ndefine Miu xuất hiện\nset size to (25) %\nset rotation style [left-right v]\ngo to x: (-218) y: (0)\nswitch costume to (tư thế đứng v)\nshow\n\ndefine Miu di chuyển khi bấm mũi tên trái / phải\nif <key (left arrow v) pressed?> then\n point in direction (-90)\n change [costume v] by (1)\n Miu bước đi\nend\nif <key (right arrow v) pressed?> then\n point in direction (90)\n change [costume v] by (1)\n Miu bước đi\nend\n\ndefine Miu bước đi\nmove (20) steps\nif <touching (đất v)?> then\n move (-20) steps\nelse\n move (-15) steps\nend\nchange [số thứ tự của trang phục v] by (1)\nif <(Số thứ tự của Trang Phục) > [9]> then\n set [số thứ tự của trang phục v] to [2]\nend\n\ndefine Key jump\ncheck if touch ground\nif <key (up arrow v) pressed?> then\n if <(Miu đang chạm đất) = [Yes]> then\n set [tốc độ miu nhảy v] to [15]\n end\n change [costume v] by (1)\nend\nif <(Tốc độ miu nhảy) > [0]> then\n set [số thứ tự của trang phục v] to [11]\n change y by (Tốc độ miu nhảy)\n change [tốc độ miu nhảy v] by (-1)\nend\nif <touching (đất v)?> then\n change y by ((0) - ((Tốc độ miu nhảy) + (1)))\nend\n\ndefine check if touch ground\nchange y by (-5)\nif <<<touching (đất v)?> or <touching (chim xanh v)?>> or <touching (bập bênh v)?>> then\n set [miu đang chạm đất v] to [Yes]\nelse\n set [miu đang chạm đất v] to [No]\nend\nchange y by (5)\n\ndefine Miu fall\ncheck if touch ground\nif <(Miu đang chạm đất) = [Yes]> then\n set [tốc độ miu rơi v] to [0]\nelse\n if <(Tốc độ miu nhảy) = [0]> then\n change y by ((0) - (Tốc độ Miu Rơi))\n if <(Tốc độ Miu Rơi) < [5]> then\n change [tốc độ miu rơi v] by (1)\n end\n end\nend\n\nwhen I receive [win v]\nMiu xuất hiện\n\ndefine check for lose\nif <touching color (#9414f7)?> then\n Miu xuất hiện\nend\nif <touching color (#9414f7)?> then\n Miu xuất hiện\nend\nif <touching color (#901aed)?> then\n Miu xuất hiện\nend\nif <touching color (#9414f7)?> then\n Miu xuất hiện\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (0) seconds\n wait (0) seconds\nend\n\nwhen I start as a clone\nset size to (25) %\nset [ghost v] effect to (18)\nrepeat (25)\n change [ghost v] effect by (3)\n change size by (-0.2)\nend\ndelete this clone\n\ndefine costume correction\nif <<not <key (up arrow v) pressed?>> and <<not <key (right arrow v) pressed?>> and <not <key (left arrow v) pressed?>>>> then\n set [costume v] to [0]\nend\nif <(Costume) = [0]> then\n set [số thứ tự của trang phục v] to [1]\nend\nif <<(Tốc độ Miu Rơi) > [1]> and <(Tốc độ miu nhảy) = [0]>> then\n set [số thứ tự của trang phục v] to [10]\nend\nif <<<(Tốc độ Miu Rơi) > [1]> and <(Tốc độ miu nhảy) = [0]>> and <(Costume) > [1]>> then\n set [số thứ tự của trang phục v] to [10]\nend\n\nwhen flag clicked\nforever\n costume correction\nend\n\nwhen flag clicked\nforever\n if <touching (chìa khóa v)?> then\n broadcast (Win v)\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [đất v]) = [9]> then\n if <(y position) < [-175]> then\n Miu xuất hiện\n end\n end\nend\n\nwhen flag clicked\nforever\n set [round v] to ([costume # v] of [đất v])\nend\n\nwhen I receive [final win v]\nhide\nhide variable [round v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nif <[vip list v] contains (username)?> then\n say [Congratulation you are VIP!!!!] for (3) seconds\nend\n\ndefine VIP player\nif <[vip list v] contains (username)?> then\n if <key (space v) pressed?> then\n hide\n go to (mouse-pointer v)\n end\n if <not <key (space v) pressed?>> then\n show\n end\nend\n\nwhen flag clicked\nforever\n VIP player\nend\n\nwhen flag clicked\nif <not <[vip list v] contains (username)?>> then\n say [Get the key!] for (2) seconds\n say [Follow JeffDiep to have a chance to be VIP] for (3) seconds\n wait (3) seconds\n say [Follow JeffDiep to have a chance to be Vip.] for (2) seconds\nend\n\nadd [Roblox_Humaneriing] to [vip list v]\n\n@Bập bênh\n\nwhen flag clicked\n\nwhen I receive [work v]\n\nforever\n wait (0.5) seconds\n next costume\n if <touching (miu v)?> then\n set [tốc độ miu nhảy v] to [30]\n end\nend\n\nhide\nswitch costume to (trái v)\nset size to (30) %\ngo to x: (145) y: (-135)\nshow\n\n@Chim Xanh\n\nwhen flag clicked\n\nhide\ngo to x: (-75) y: (130)\nset size to (25) %\nshow\n\n@Đất\n\nwhen flag clicked\nswitch costume to (asset 14@4x \(1\) v)\ngo to x: (0) y: (-75)\nset size to (100) %\nshow\nforever\n if <(costume [number v]) > [12]> then\n go to x: (0) y: (0)\n end\nend\n\nwhen I receive [win v]\nnext costume\n\nwhen I receive [final win v]\nhide\nstop [other scripts in sprite v]\n\n@Chìa khóa\n\nwhen flag clicked\nset [move v] to [0]\nset size to (40) %\ngo to x: (200) y: (-135)\nshow\nforever\n if <([costume # v] of [đất v]) = [1]> then\n go to x: (200) y: (-135)\n end\n if <([costume # v] of [đất v]) = [2]> then\n go to x: (119) y: (43)\n end\n if <<([costume # v] of [đất v]) = [3]> or <([costume # v] of [đất v]) = [4]>> then\n go to x: (195) y: (-107)\n end\n if <([costume # v] of [đất v]) = [6]> then\n go to x: (190) y: (-150)\n end\n if <([costume # v] of [đất v]) = [7]> then\n go to x: (46) y: (126)\n end\n if <<([costume # v] of [đất v]) = [8]> or <([costume # v] of [đất v]) = [9]>> then\n go to x: (208) y: (-56)\n end\n if <([costume # v] of [đất v]) = [10]> then\n go to x: (191) y: (11)\n end\n if <([costume # v] of [đất v]) = [11]> then\n go to x: (205) y: (31)\n end\n if <([costume # v] of [đất v]) = [12]> then\n go to x: (205) y: (50)\n end\n if <([costume # v] of [đất v]) = [13]> then\n go to x: (144) y: (136)\n end\n if <([costume # v] of [đất v]) = [14]> then\n go to x: (91) y: (137)\n end\nend\n\nwhen flag clicked\nforever\n next costume\n wait (0.4) seconds\nend\n\nwhen flag clicked\nforever\n if <<([costume name v] of [đất v]) = [costume13]> and <touching (miu v)?>> then\n broadcast (Final win v)\n end\nend\n\nwhen I receive [final win v]\nhide\nwait (1) seconds\nstop [other scripts in sprite v]\n\n@Táo\n\nwhen flag clicked\n\nhide\nset size to (10) %\ngo to x: (-220) y: (140)\nshow\nforever\n if <touching (miu v)?> then\n broadcast (work v)\n hide\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide variable [☁ timer record v]\nhide variable [score v]\nset [stop v] to [0]\nset [timer v] to [0]\nshow variable [timer v]\nforever\n wait (1) seconds\n change [timer v] by (1)\nend\n\nwhen I receive [final win v]\nstop [other scripts in sprite v]\nhide variable [timer v]\nif <(Timer) < (☁ Timer record)> then\n set [☁ timer record v] to (Timer)\nend\nshow variable [☁ timer record v]\nshow variable [score v]\nstop [all v]\n\nwhen flag clicked\nforever\n set [score v] to (Timer)\nend\n\n@dT4LgG6yc\n\nwhen flag clicked\nhide\n\nforever\n if <<<(username) = [khangtranves]> or <(username) = [JeffDiep]>> or <<(username) = [1048383]> or <(username) = [NgheChip]>>> then\n show\n go to (miu v)\n else\n hide\n end\nend\n\nset size to (15) %\n\n
-Arrow keys to move.\n-Get the keys to go to the next level.
Source Code - A Platformer hacked!
@Stage\n\nwhen I receive [green flag v]\nset volume to ((VOLUME LEVEL) / (2)) %\nswitch backdrop to (white v)\nset [song v] to [1]\n\nwhen I receive [main menu v]\nswitch backdrop to (gray v)\n\nwhen [m v] key pressed\n\nset [mouse v] to (join (round ((SCROLL_X) + (mouse x))) (join [/] (round ((SCROLL_Y) + (mouse y)))))\nshow variable [mouse v]\n\nwhen I receive [start music v]\nif <(START MUSIC) = [1]> then\n broadcast (Notify Music Banner v)\n repeat until <(START MUSIC) = [0]>\n play sound (Song) until done\n set [song v] to (((Song) + (1)) mod ((VOLUME LEVEL) / (2)))\n broadcast (Notify Music Banner v)\n end\nelse\n stop all sounds\n set [song v] to (((Song) + (1)) mod (5))\nend\n\nwhen I receive [adjust volume level v]\nset volume to ((VOLUME LEVEL) / (2)) %\n\nwhen [n v] key pressed\nstop all sounds\nif <(START MUSIC) = [0]> then\n set [start music v] to [1]\n broadcast (Start Music v)\nend\nset [song v] to (((Song) + (1)) mod (5))\nbroadcast (Notify Music Banner v)\n\nwhen I receive [fade out volume v]\nrepeat (30)\n set volume to (((0) - (volume)) / (30)) %\n wait (.1) seconds\nend\nset volume to (0) %\n\nwhen [up arrow v] key pressed\nif <not <key (up arrow v) pressed?>> then\n set [scroll index v] to (((SCROLL INDEX) + (1)) mod (length of [sandbox - placeable blocks v]))\nend\n\nwhen [down arrow v] key pressed\nif <not <key (down arrow v) pressed?>> then\n set [scroll index v] to (((SCROLL INDEX) + (-1)) mod (length of [sandbox - placeable blocks v]))\nend\n\n@blank\n\n@note player\n\nwhen I start as a clone\nplay note ((note)) for (duration) beats\ndelete this clone\n\ndefine Play note (note) (duration)\nset [note v] to (note)\nset [duration v] to (duration)\ncreate clone of (_myself_ v)\n\nwhen I receive [play note v]\nPlay note (NOTE) (DURATION)\n\n@Sparky\n\ndefine Create Sparky (x) (y) type: (type)\nset [brightness v] to [0]\nset [master v] to [sparks]\nif <(type) = [1]> then\n set [spark x v] to (x)\n set [spark y v] to (y)\nelse\n if <(type) = [2]> then\n set [spark mom x v] to (x)\n set [spark mom y v] to (y)\n else\n set [spark dad x v] to (x)\n set [spark dad y v] to (y)\n end\nend\nset [x v] to (x)\nset [y v] to (y)\nset [target x v] to (x)\nset [target y v] to (y)\ngo to [front v] layer\nswitch costume to (spark2 v)\nset size to (10) %\nset [type v] to (type)\nrepeat (35)\n set [delay v] to (pick random (5) to (15))\n create clone of (_myself_ v)\nend\nclear graphic effects\nswitch costume to (spark v)\nset size to (100) %\ngo [backward v] (10) layers\nset [delay v] to [20]\nset [master v] to [head]\ncreate clone of (_myself_ v)\nset [master v] to [true]\n\nwhen I receive [tick v]\nif <(type) = [1]> then\n set [color v] effect to (0)\nelse\n if <(type) = [2]> then\n set [color v] effect to (70)\n else\n set [color v] effect to (160)\n end\nend\nif <(master) = [sparks]> then\n go to x: ((x) - (SCROLL_X)) y: ((y) - (SCROLL_Y))\n if <<([abs v] of ((x position) - ((x) - (SCROLL_X))) ) < [1]> and <([abs v] of ((y position) - ((y) - (SCROLL_Y))) ) < [1]>> then\n show\n else\n hide\n end\n change [x v] by (((target x) - (x)) / (delay))\n change [y v] by (((target y) - (y)) / (delay))\n change [brightness v] by (((target brightness) - (brightness)) / (delay))\n set [brightness v] effect to (brightness)\n if <(type) = [1]> then\n if <<([sqrt v] of ((((x) - (target x)) * ((x) - (target x))) + (((y) - (target y)) * ((y) - (target y)))) ) < [5]> or <([sqrt v] of ((((x) - (SPARK X)) * ((x) - (SPARK X))) + (((y) - (SPARK Y)) * ((y) - (SPARK Y)))) ) > [30]>> then\n set [target brightness v] to (pick random (-30) to (30))\n set [target x v] to ((SPARK X) + (([sin v] of (pick random (0) to (360)) ) * (pick random (10) to (30))))\n set [target y v] to ((SPARK Y) + (([cos v] of (pick random (0) to (360)) ) * (pick random (10) to (30))))\n end\n else\n if <(type) = [2]> then\n if <<([sqrt v] of ((((x) - (target x)) * ((x) - (target x))) + (((y) - (target y)) * ((y) - (target y)))) ) < [5]> or <([sqrt v] of ((((x) - (SPARK MOM X)) * ((x) - (SPARK MOM X))) + (((y) - (SPARK MOM Y)) * ((y) - (SPARK MOM Y)))) ) > [30]>> then\n set [target brightness v] to (pick random (-30) to (30))\n set [target x v] to ((SPARK MOM X) + (([sin v] of (pick random (0) to (360)) ) * (pick random (10) to (30))))\n set [target y v] to ((SPARK MOM Y) + (([cos v] of (pick random (0) to (360)) ) * (pick random (10) to (30))))\n end\n else\n if <<([sqrt v] of ((((x) - (target x)) * ((x) - (target x))) + (((y) - (target y)) * ((y) - (target y)))) ) < [5]> or <([sqrt v] of ((((x) - (SPARK DAD X)) * ((x) - (SPARK DAD X))) + (((y) - (SPARK DAD Y)) * ((y) - (SPARK DAD Y)))) ) > [30]>> then\n set [target brightness v] to (pick random (-30) to (30))\n set [target x v] to ((SPARK DAD X) + (([sin v] of (pick random (0) to (360)) ) * (pick random (10) to (30))))\n set [target y v] to ((SPARK DAD Y) + (([cos v] of (pick random (0) to (360)) ) * (pick random (10) to (30))))\n end\n end\n end\nelse\n if <(master) = [head]> then\n if <(type) = [1]> then\n Read Comments\n end\n change [blink elapsed time v] by (1)\n if <(blink elapsed time) > ((blink delay) - (4))> then\n Animate [31234] [1]\n end\n if <(blink elapsed time) > (blink delay)> then\n switch costume to (spark v)\n set [blink elapsed time v] to [0]\n set [blink delay v] to (pick random (50) to (150))\n end\n if <(type) = [1]> then\n go to x: ((SPARK X) - (SCROLL_X)) y: ((SPARK Y) - (SCROLL_Y))\n if <<([abs v] of ((x position) - ((SPARK X) - (SCROLL_X))) ) < [1]> and <([abs v] of ((y position) - ((SPARK Y) - (SCROLL_Y))) ) < [1]>> then\n show\n set [sparky found v] to [1]\n else\n hide\n end\n if <(SPARKY FOUND) = [1]> then\n change [spark x v] by (((target x) - (SPARK X)) / (delay))\n change [spark y v] by ((((target y) + (75)) - (SPARK Y)) / (delay))\n if <(distance to [scratch cat v]) > [150]> then\n set [target x v] to ((PLAYER X) + (([sin v] of (pick random (-10) to (10)) ) * (pick random (30) to (60))))\n set [target y v] to ((PLAYER Y) + (([cos v] of (pick random (-10) to (10)) ) * (pick random (30) to (60))))\n end\n end\n else\n if <(type) = [2]> then\n go to x: ((SPARK MOM X) - (SCROLL_X)) y: ((SPARK MOM Y) - (SCROLL_Y))\n if <<([abs v] of ((x position) - ((SPARK MOM X) - (SCROLL_X))) ) < [1]> and <([abs v] of ((y position) - ((SPARK MOM Y) - (SCROLL_Y))) ) < [1]>> then\n show\n else\n hide\n end\n change [spark mom x v] by (((target x) - (SPARK MOM X)) / (delay))\n change [spark mom y v] by ((((target y) + (75)) - (SPARK MOM Y)) / (delay))\n if <(distance to [scratch cat v]) > [150]> then\n set [target x v] to ((PLAYER X) + (([sin v] of (pick random (-60) to (-50)) ) * (pick random (30) to (60))))\n set [target y v] to ((PLAYER Y) + (([cos v] of (pick random (-60) to (-50)) ) * (pick random (30) to (60))))\n end\n else\n go to x: ((SPARK DAD X) - (SCROLL_X)) y: ((SPARK DAD Y) - (SCROLL_Y))\n if <<([abs v] of ((x position) - ((SPARK DAD X) - (SCROLL_X))) ) < [1]> and <([abs v] of ((y position) - ((SPARK DAD Y) - (SCROLL_Y))) ) < [1]>> then\n show\n else\n hide\n end\n change [spark dad x v] by (((target x) - (SPARK DAD X)) / (delay))\n change [spark dad y v] by ((((target y) + (75)) - (SPARK DAD Y)) / (delay))\n if <(distance to [scratch cat v]) > [150]> then\n set [target x v] to ((PLAYER X) + (([sin v] of (pick random (50) to (60)) ) * (pick random (30) to (60))))\n set [target y v] to ((PLAYER Y) + (([cos v] of (pick random (50) to (60)) ) * (pick random (30) to (60))))\n end\n end\n end\n end\nend\n\nbroadcast (DEV - Refresh Objects v) and wait\n\nwhen I receive [set up v]\nset volume to (50) %\nhide\nset [master v] to []\nset [sparky speaking v] to [false]\nif then\n delete this clone\nend\nif <<(SCREEN) = [Main Menu]> and <(SPARKY FOUND) = [1]>> then\n Create Sparky [-150] [150] type: [1]\nelse\n if <(SCREEN) = [Level 2]> then\n Create Sparky [1100] [-600] type: [1]\n else\n if <<<(SCREEN) = [Java]> or < (SCREEN) contains [Level]?>> and <(SPARKY FOUND) = [1]>> then\n Create Sparky [0] [150] type: [1]\n end\n end\nend\n\nwhen flag clicked\nhide\n\ndefine // (comment)\n\ndefine Read Comments\nFind Nearest Checkpoint\nif <<(nearest target) > [0]> and <not <[comments said v] contains (nearest target)?>>> then\n if <(sparky speaking) = [false]> then\n set [sparky quote v] to (item (nearest target) of [comments v])\n broadcast (notify sparky v)\n add (nearest target) to [comments said v]\n end\nend\n\ndefine Get Distance From (x,y) (x1) (y1) To (x,y) (x2) (y2)\nset [distance v] to ([sqrt v] of ((((y2) - (y1)) * ((y2) - (y1))) + (((x2) - (x1)) * ((x2) - (x1)))) )\n\ndefine Find Nearest Checkpoint\nset [nearest target distance v] to [99999999]\nset [nearest target v] to [0]\nset [t v] to [0]\nrepeat (length of [comments v])\n change [t v] by (1)\n if <(item (((t) * (3)) - (2)) of [comment targets v]) = (SCREEN)> then\n Get Distance From (x,y) (PLAYER X) (PLAYER Y) To (x,y) (item (((t) * (3)) - (1)) of [comment targets v]) (item ((t) * (3)) of [comment targets v])\n if <(distance) < (nearest target distance)> then\n set [nearest target v] to (t)\n set [nearest target distance v] to (distance)\n end\n end\nend\nif <(nearest target distance) > [200]> then\n set [nearest target v] to [0]\nend\n\nwhen I receive [play game v]\ndelete all of [comments said v]\ndelete all of [comments v]\ndelete all of [comment targets v]\n// [First encounter]\nadd [Level 2] to [comment targets v]\nadd [1200] to [comment targets v]\nadd [-550] to [comment targets v]\nadd [Finally! I was wandering around and got lost! Can you find a way out?] to [comments v]\n// [Tac & Toc]\nadd [Level 2] to [comment targets v]\nadd [1934] to [comment targets v]\nadd [-550] to [comment targets v]\nadd [Watch out! You should never trust anyone that happy...] to [comments v]\n// [Main]\nadd [Main Menu] to [comment targets v]\nadd [2500] to [comment targets v]\nadd [0] to [comment targets v]\nadd [I'm almost home! I can see it...] to [comments v]\n// [Bounce off of Enemies]\nadd [Level 3] to [comment targets v]\nadd [0] to [comment targets v]\nadd [0] to [comment targets v]\nadd [Jump on that spring on their heads to jump higher...] to [comments v]\n// [Mmm, pancakes!]\nadd [Level 3] to [comment targets v]\nadd [1150] to [comment targets v]\nadd [350] to [comment targets v]\nadd [Mmm, pancakes!] to [comments v]\n// [More pancakes]\nadd [Level 3] to [comment targets v]\nadd [1750] to [comment targets v]\nadd [400] to [comment targets v]\nadd [More pancakes... Do I see a theme?] to [comments v]\n// [More pancakes!]\nadd [Level 3] to [comment targets v]\nadd [2200] to [comment targets v]\nadd [-350] to [comment targets v]\nadd [Are you getting hungry...] to [comments v]\n// [Not fit]\nadd [Level 4] to [comment targets v]\nadd [0] to [comment targets v]\nadd [0] to [comment targets v]\nadd [I don't think we'll fit through there...] to [comments v]\n// [Up and over]\nadd [Level 4] to [comment targets v]\nadd [450] to [comment targets v]\nadd [100] to [comment targets v]\nadd [Up and over!] to [comments v]\n// [Down]\nadd [Level 4] to [comment targets v]\nadd [2200] to [comment targets v]\nadd [400] to [comment targets v]\nadd [Down we go...] to [comments v]\n// [Excuse me]\nadd [Level 4] to [comment targets v]\nadd [2303] to [comment targets v]\nadd [0] to [comment targets v]\nadd [Do not attempt to make contact... Just keep moving.] to [comments v]\n// [Excuse me]\nadd [Level 5] to [comment targets v]\nadd [1550] to [comment targets v]\nadd [150] to [comment targets v]\nadd [Place that block to shrink yourself so you can fit through there...] to [comments v]\n// [Excuse me]\nadd [Level 6] to [comment targets v]\nadd [1438] to [comment targets v]\nadd [41] to [comment targets v]\nadd [Yay! I love parties...] to [comments v]\n// [Excuse me]\nadd [Level 7] to [comment targets v]\nadd [450] to [comment targets v]\nadd [900] to [comment targets v]\nadd [We made it!] to [comments v]\n\ndefine Animate (anim) (offset)\nset [t v] to ((length of (anim)) - (1))\nswitch costume to ((offset) + (letter ((([floor v] of ((TICK) / (letter (1) of (anim))) ) mod (t)) + (2)) of (anim)))\n\nwhen I receive [init sparks v]\nif <(master) = [true]> then\n Create Sparky [400] [150] type: [2]\n Create Sparky [400] [150] type: [3]\n wait (.5) seconds\n set [spark mom quote v] to [You're back! We were so worried about you!]\n broadcast (notify spark mom v)\n wait (2.25) seconds\n set [spark dad quote v] to [Thank you, brave adventurer, for bringing our son back.]\n broadcast (notify spark dad v)\nend\n\nwhen I receive [load java v]\nhide\n\nwhen I receive [notify sparky v]\nif <(type) = [1]> then\n if <(master) = [head]> then\n start sound (pick random (1) to (5))\n set [sparky speaking v] to [true]\n say (SPARKY QUOTE) for (2) seconds\n set [sparky speaking v] to [false]\n end\nend\n\nwhen I receive [notify spark mom v]\nif <(type) = [2]> then\n if <(master) = [head]> then\n start sound (pick random (1) to (5))\n set [sparky speaking v] to [true]\n say (SPARK MOM QUOTE) for (2) seconds\n set [sparky speaking v] to [false]\n end\nend\n\nwhen I receive [notify spark dad v]\nif <(type) = [3]> then\n if <(master) = [head]> then\n start sound (pick random (1) to (5))\n set [sparky speaking v] to [true]\n say (SPARK DAD QUOTE) for (2) seconds\n set [sparky speaking v] to [false]\n end\nend\n\nwhen I receive [adjust volume level v]\nset volume to (VOLUME LEVEL) %\n\n@Scratch Cat\n\ndefine Animate (anim) (offset)\nset [t v] to ((length of (anim)) - (1))\nswitch costume to ((offset) + (item # of (letter ((([floor v] of ((TICK) / (letter (1) of (anim))) ) mod (t)) + (2)) of (anim)) in [code v]))\n\nwhen flag clicked\nset size to (100) %\nset [screen v] to [story - 1]\nbroadcast (Green Flag v)\nStory\nbroadcast (Play Game v) and wait\n\ndefine Tick\nset size to ((SIZE) * (SCALE)) %\nset [color v] effect to (COLOR EFFECT)\nswitch costume to (hitbox v)\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [yv v] to [12]\nend\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n change [xv v] by (-2)\nelse\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n point in direction (90)\n change [xv v] by (2)\n end\nend\nif <(YV) > [-12]> then\n change [yv v] by (-2)\nend\nMove X (xv)\nMove Y (YV)\nset [xv v] to ((xv) * (.8))\nif <(PLAYER Y) < [-1000]> then\n set [exit v] to [die]\nend\nif < (xv) contains [e]?> then\n set [xv v] to [0]\nend\nif <([abs v] of ((((PLAYER X) * (SCALE)) - (SCROLL_X)) / (8)) ) > [1]> then\n change [scroll_x v] by ((((PLAYER X) * (SCALE)) - (SCROLL_X)) / (8))\nend\nif <([abs v] of (((((PLAYER Y) + (20)) * (SCALE)) - (SCROLL_Y)) / (8)) ) > [1]> then\n change [scroll_y v] by (((((PLAYER Y) + (20)) * (SCALE)) - (SCROLL_Y)) / (8))\nend\nif <<(SCREEN) = [Main Menu]> and <([sqrt v] of ((((PORTAL X) - (PLAYER X)) * ((PORTAL X) - (PLAYER X))) + (((PORTAL Y) - (PLAYER Y)) * ((PORTAL Y) - (PLAYER Y)))) ) < [75]>> then\n set [screen v] to [Java]\n broadcast (Load Java v)\nend\nPosition\n\nwhen I receive [play game v]\nset [level v] to [1]\nset [tick v] to [0]\nforever\n broadcast (Set Up v) and wait\n repeat until <(EXIT) > []>\n if <(LOADING) = [0]> then\n if <(PAUSE) = [-1]> then\n change [tick v] by (1)\n Tick\n Animate\n erase all\n set [blocks affecting x v] to [false]\n broadcast (Tick v) and wait\n else\n broadcast (Pause Tick v) and wait\n end\n end\n end\n if <(EXIT) = [die]> then\n set rotation style [all around v]\n set [die - y vel v] to [15]\n repeat until <(y position) < [-175]>\n change y by (die - y vel)\n turn right (5) degrees\n if <(die - y vel) > [-20]> then\n change [die - y vel v] by (-1)\n end\n end\n else\n if <(EXIT) = [credits]> then\n stop [this script v]\n end\n end\nend\n\ndefine Reset\nhide\nset rotation style [left-right v]\nset [color effect v] to [0]\nset [size v] to [100]\nif <not <(SCREEN) = [sandbox]>> then\n set [scale v] to [1]\nend\nif <(SCREEN) = [story - 6]> then\n set [player x v] to [-67]\n set [player y v] to [0]\n set [level v] to [0]\nelse\n if <(SCREEN) = [Main Menu]> then\n set [player x v] to [0]\n set [player y v] to [50]\n if <(first time in menu) = [1]> then\n set [first time in menu v] to [0]\n broadcast (Start Music v)\n end\n else\n set [player x v] to [0]\n set [player y v] to [50]\n end\nend\npoint in direction (90)\nset [exit v] to []\nset [scroll_x v] to [0]\nset [scroll_y v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nset [in air v] to [5]\nset size to (100) %\nclear graphic effects\nif <not <(SCREEN) = [Intro]>> then\n show\nend\nPosition\n\ndefine Move Y (y)\nchange [in air v] by (1)\nchange [player y v] by (y)\nPosition\nif <touching (blocks v)?> then\n set [n v] to [0]\n repeat until <<not <touching (blocks v)?>> or <(n) = [50]>>\n if <(y) > [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 change [n v] by (1)\n Position\n end\n set [yv v] to [0]\nend\n\ndefine Move X (x)\nchange [player x v] by (x)\nPosition\nif <touching (blocks v)?> then\n repeat (10)\n change [player y v] by (1)\n Position\n if <not <touching (blocks v)?>> then\n stop [this script v]\n end\n end\n change [player y v] by (-10)\n Position\n set [n v] to [0]\n repeat until <<not <touching (blocks v)?>> or <(n) = [20]>>\n if <(x) > [0]> then\n change [player x v] by (-2)\n else\n change [player x v] by (2)\n end\n change [n v] by (1)\n Position\n end\nend\n\ndefine Story\npoint in direction (90)\ngo to x: (0) y: (0)\nshow\nswitch costume to (old cat v)\nwait (2) seconds\nset [pixelate v] effect to (50)\nset [whirl v] effect to (50)\nwait (.05) seconds\nclear graphic effects\nwait (.1) seconds\nset [pixelate v] effect to (50)\nset [whirl v] effect to (50)\nwait (.15) seconds\nclear graphic effects\nwait (.1) seconds\nset [pixelate v] effect to (50)\nset [whirl v] effect to (50)\nwait (.05) seconds\nclear graphic effects\nwait (.1) seconds\nrepeat (10)\n change [brightness v] effect by (5)\n change [pixelate v] effect by (5)\nend\nswitch costume to (run-09 v)\ngo to x: (-30) y: (0)\nrepeat (10)\n change [brightness v] effect by (-5)\n change [pixelate v] effect by (-5)\n change x by (3)\n next costume\n if <(costume [number v]) > [25]> then\n switch costume to (run-01 v)\n end\nend\nswitch costume to (stand - smile look forward v)\nwait (1) seconds\nswitch costume to (turn-01 v)\nwait (1) seconds\nswitch costume to (stand - smile look forward v)\nwait (1) seconds\nswitch costume to (run-01 v)\nrepeat until <(x position) > [240]>\n change x by (8)\n next costume\n if <(costume [number v]) > [25]> then\n switch costume to (run-01 v)\n end\nend\nhide\nwait (1) seconds\nset [screen v] to [story - 2]\ngo to x: (-240) y: (0)\nwait (1) seconds\nshow\nrepeat until <(x position) > [0]>\n change x by (8)\n next costume\n if <(costume [number v]) > [25]> then\n switch costume to (run-01 v)\n end\nend\nswitch costume to (stand - smile look forward v)\nwait (.5) seconds\nset [screen v] to [story - 3]\nswitch costume to (suprised v)\nplay sound [Meow v] until done\nswitch costume to (stand - frown v)\nwait (1) seconds\nswitch costume to (run_j1 v)\nrepeat (10)\n change y by (((40) - (y position)) / (5))\nend\nswitch costume to (run_j2 v)\nrepeat (10)\n change y by (((-5) - (y position)) / (3))\nend\nset y to (0)\nswitch costume to (stand - smile look down v)\nset [screen v] to [story - 4]\nplay sound [Meow v] until done\nswitch costume to (stand - smile look forward v)\nwait (.5) seconds\nset [screen v] to [story - 5]\nrepeat (25)\n change x by (-3)\nend\nset [screen v] to [story - 6]\n\ndefine Position\ngo to x: (((PLAYER X) * (SCALE)) - (SCROLL_X)) y: (((PLAYER Y) * (SCALE)) - (SCROLL_Y))\n\ndefine Animate\nif <(YV) > [0]> then\n Animate [1a] [7]\nelse\n if <(YV) < [0]> then\n Animate [1a] [8]\n else\n if <<(YV) = [0]> and <(last yv) = [0]>> then\n if <([abs v] of (xv) ) > [.9]> then\n Animate [2abcdefghijklmnop] [9]\n else\n switch costume to (stand - smile look forward v)\n end\n else\n switch costume to (run_j2 v)\n end\n end\nend\nset [last yv v] to (YV)\n\nwhen I receive [main menu v]\nset [exit v] to [screen change]\nset [scroll_x v] to [5]\nset [scroll_y v] to [60]\n\nwhen I receive [notify v]\nsay (NOTIFICATION) for (2) seconds\n\nwhen I receive [green flag v]\nrepeat until <(SCREEN) = [story - 6]>\n if <key (space v) pressed?> then\n stop [other scripts in sprite v]\n set [screen v] to [Intro]\n hide\n broadcast (Transition v) and wait\n broadcast (panther__ Intro v) and wait\n wait (4) seconds\n set [screen v] to [Main Menu]\n broadcast (Main Menu v) and wait\n broadcast (Loading Screen v) and wait\n broadcast (Play Game v) and wait\n clear graphic effects\n end\nend\n\nset [levels completed v] to [0]\nset [sparky found v] to [0]\nset [inventory discovered v] to [0]\ndelete all of [sandbox level v]\n\nwhen I receive [dev - refresh objects v]\nset [dev - stored x v] to (PLAYER X)\nset [dev - stored y v] to (PLAYER Y)\nset [dev - store sparky found v] to (SPARKY FOUND)\nset [dev - stored size v] to (size)\nbroadcast (Set Up v) and wait\nset [player x v] to (DEV - stored x)\nset [player y v] to (DEV - stored y)\nset [scroll_x v] to (DEV - stored x)\nset [scroll_y v] to (DEV - stored y)\nset [sparky found v] to (DEV - store sparky found)\nset size to (DEV - stored size) %\n\nwhen I receive [panther__ intro v]\nhide\n\nwhen [p v] key pressed\nif <(CONFIRMATION DIALOG ACTIVE) = [0]> then\n set [pause v] to ((PAUSE) * (-1))\nend\n\nwhen I receive [adjust volume level v]\nset volume to (VOLUME LEVEL) %\n\nwhen flag clicked\nset [first time in menu v] to [1]\n\nset [scale v] to [.1]\n\nwhen I receive [set up v]\nReset\n\n@Blocks\n\nwhen I receive [green flag v]\nset [last tick v] to [0]\ngo to x: (0) y: (-120)\nhide\nset [ghost v] effect to (100)\nwait until <(SCREEN) = [story - 2]>\nshow\nswitch costume to (start start sound meow v)\nrepeat (10)\n change y by (4)\n change [ghost v] effect by (-10)\nend\nwait until <(SCREEN) = [story - 3]>\nswitch costume to (running - start sound meow v)\nwait (.85) seconds\nswitch costume to (start start sound meow v)\nwait until <(SCREEN) = [story - 4]>\nswitch costume to (running - start sound meow v)\nwait (.85) seconds\nswitch costume to (start start sound meow v)\nwait until <(SCREEN) = [story - 5]>\nrepeat (25)\n change x by (-3)\nend\nwait until <(SCREEN) = [story - 6]>\nstop [other scripts in sprite v]\nhide\nCreate Block [1] [-75] [-80] appear: [1] length of action: [25] requires key press: [] unlock after: [] decaying: []\nCreate Block [2] [200] [-80] appear: [0] length of action: [1] requires key press: [] unlock after: [] decaying: []\n\nwhen I start as a clone\nchange [clone placement index v] by (1)\nset [clone index v] to (CLONE PLACEMENT INDEX)\nset [original y v] to (y)\nset [effect v] to [0]\nif <(appear) = [0]> then\n if <<([abs v] of ((x) - (SCROLL_X)) ) < [350]> and <([abs v] of ((y) - (SCROLL_Y)) ) < [250]>> then\n show\n switch costume to (((id) * (2)) - (1))\n set [ghost v] effect to (100)\n repeat (10)\n Position\n change y by (4)\n change [ghost v] effect by (-10)\n end\n else\n hide\n end\n set [appear v] to [1]\nend\nclear graphic effects\n\ndefine Create Block (id) (x) (y) appear: (appear) length of action: (length) requires key press: (key press) unlock after: (unlock) decaying: (decaying)\nset [id v] to (id)\nset [x v] to (x)\nset [y v] to (y)\nset [state v] to [0]\nset [appear v] to (appear)\nset [length of action v] to (length)\nset [running v] to (length)\nset [required key press v] to (key press)\nset [decaying v] to (decaying)\nif <(unlock) > []> then\n set [unlock at # v] to (unlock)\nelse\n set [unlock at # v] to [-1]\nend\nset [master v] to [false]\ncreate clone of (_myself_ v)\nset [master v] to [true]\n\nwhen I receive [tick v]\nTick\n\ndefine Position\nset [translated x v] to (((x) * (SCALE)) - (SCROLL_X))\nset [translated y v] to (((y) * (SCALE)) - (SCROLL_Y))\ngo to x: (translated x) y: (translated y)\n\nwhen I receive [set up v]\nhide\nset [placing block toggle v] to [-1]\nset [placing block v] to [0]\nset [required key press v] to [false]\nset [touching scratch cat v] to [false]\nset [sandbox - grabbing block v] to [0]\nset [click released v] to [true]\nset [clone placement index v] to [0]\nif then\n delete this clone\nend\nif <(SCREEN) = [story - 6]> then\n Create Block [1] [-75] [-80] appear: [1] length of action: [25] requires key press: [] unlock after: [] decaying: []\n Create Block [2] [200] [-80] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\nelse\n if <(SCREEN) = [Main Menu]> then\n Create Block [35] [-630] [240] appear: [1] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Moving Block [28] [-320] [-90] appear: [1] length of action: [60] key press: [e] path: [-320] [200] [-320] [-90]\n Create Block [45] [0] [245] appear: [1] length of action: [5] requires key press: [e] unlock after: [] decaying: []\n Create Block [4] [0] [-50] appear: [0] length of action: [60] requires key press: [] unlock after: [] decaying: []\n Create Block [5] [300] [-90] appear: [0] length of action: [5] requires key press: [e] unlock after: [] decaying: []\n Create Block [14] [473] [33] appear: [0] length of action: [5] requires key press: [] unlock after: [1] decaying: []\n Create Block [12] [650] [-90] appear: [0] length of action: [5] requires key press: [e] unlock after: [] decaying: []\n Create Block [14] [823] [33] appear: [0] length of action: [5] requires key press: [] unlock after: [2] decaying: []\n Create Block [26] [1000] [-90] appear: [0] length of action: [5] requires key press: [e] unlock after: [] decaying: []\n Create Block [14] [1173] [33] appear: [0] length of action: [5] requires key press: [] unlock after: [3] decaying: []\n Create Block [29] [1350] [-90] appear: [0] length of action: [5] requires key press: [e] unlock after: [] decaying: []\n Create Block [14] [1523] [33] appear: [0] length of action: [5] requires key press: [] unlock after: [4] decaying: []\n Create Block [33] [1700] [-90] appear: [0] length of action: [5] requires key press: [e] unlock after: [] decaying: []\n Create Block [14] [1873] [33] appear: [0] length of action: [5] requires key press: [] unlock after: [5] decaying: []\n Create Block [36] [2050] [-90] appear: [0] length of action: [5] requires key press: [e] unlock after: [] decaying: []\n Create Block [14] [2223] [33] appear: [0] length of action: [5] requires key press: [] unlock after: [6] decaying: []\n Create Block [40] [2400] [-90] appear: [0] length of action: [5] requires key press: [e] unlock after: [] decaying: []\n Create Block [14] [2573] [33] appear: [0] length of action: [5] requires key press: [] unlock after: [7] decaying: []\n else\n if <(SCREEN) = [Level 1]> then\n set [level v] to [1]\n Create Block [11] [0] [-50] appear: [0] length of action: [60] requires key press: [] unlock after: [] decaying: []\n Create Block [6] [250] [30] appear: [0] length of action: [7] requires key press: [] unlock after: [] decaying: []\n Create Block [7] [500] [110] appear: [0] length of action: [7] requires key press: [] unlock after: [] decaying: []\n Create Block [8] [750] [190] appear: [0] length of action: [7] requires key press: [] unlock after: [] decaying: []\n Create Block [9] [1000] [270] appear: [0] length of action: [7] requires key press: [] unlock after: [] decaying: []\n Create Block [10] [1250] [350] appear: [0] length of action: [7] requires key press: [] unlock after: [] decaying: []\n Create Moving Block [3] [1450] [350] appear: [0] length of action: [60] key press: [] path: [1450] [350] [2000] [350]\n Create Block [10] [2200] [350] appear: [0] length of action: [7] requires key press: [] unlock after: [] decaying: []\n Create Block [9] [2450] [270] appear: [0] length of action: [7] requires key press: [] unlock after: [] decaying: []\n Create Block [8] [2700] [190] appear: [0] length of action: [7] requires key press: [] unlock after: [] decaying: []\n Create Block [7] [2950] [110] appear: [0] length of action: [7] requires key press: [] unlock after: [] decaying: []\n Create Block [6] [3200] [30] appear: [0] length of action: [7] requires key press: [] unlock after: [] decaying: []\n Create Block [2] [3450] [30] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n else\n if <(SCREEN) = [Level 2]> then\n set [level v] to [2]\n Create Block [13] [0] [-50] appear: [0] length of action: [60] requires key press: [] unlock after: [] decaying: []\n Create Block [15] [87] [-47] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [15] [-84] [-47] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [16] [150] [-50] appear: [0] length of action: [3] requires key press: [] unlock after: [] decaying: []\n Create Block [17] [350] [150] appear: [0] length of action: [3] requires key press: [] unlock after: [] decaying: []\n Create Block [16] [550] [150] appear: [0] length of action: [3] requires key press: [] unlock after: [] decaying: []\n Create Block [15] [570] [520] appear: [0] length of action: [3] requires key press: [] unlock after: [] decaying: []\n Create Block [15] [640] [250] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [17] [750] [350] appear: [0] length of action: [3] requires key press: [] unlock after: [] decaying: []\n Create Block [18] [1000] [350] appear: [0] length of action: [3] requires key press: [] unlock after: [] decaying: []\n Create Block [15] [1110] [350] appear: [0] length of action: [3] requires key press: [] unlock after: [] decaying: []\n Create Block [15] [1110] [450] appear: [0] length of action: [3] requires key press: [] unlock after: [] decaying: []\n Create Block [15] [1110] [550] appear: [0] length of action: [3] requires key press: [] unlock after: [] decaying: []\n Create Block [23] [920] [-800] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [20] [1100] [-750] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [21] [1300] [-800] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [22] [1500] [-775] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: [1]\n Create Block [24] [1700] [-775] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: [1]\n Create Block [25] [1900] [-750] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [17] [2150] [-725] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [19] [2400] [-700] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [2] [2600] [-700] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n else\n if <(SCREEN) = [Level 3]> then\n set [level v] to [3]\n Create Block [27] [0] [-50] appear: [0] length of action: [60] requires key press: [] unlock after: [] decaying: []\n Create Block [25] [750] [250] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [20] [1050] [200] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [20] [1750] [500] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Moving Block [28] [2000] [-500] appear: [0] length of action: [140] key press: [e] path: [2000] [-500] [2000] [460]\n Create Block [20] [2225] [-460] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [2] [3050] [-150] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n else\n if <(SCREEN) = [Level 4]> then\n set [level v] to [4]\n Create Block [30] [0] [-50] appear: [0] length of action: [60] requires key press: [] unlock after: [] decaying: []\n Create Block [1] [-200] [-50] appear: [0] length of action: [60] requires key press: [] unlock after: [] decaying: []\n Create Block [18] [-400] [-50] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [24] [175] [-50] appear: [0] length of action: [60] requires key press: [] unlock after: [] decaying: []\n Create Block [15] [175] [75] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [15] [375] [15] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [24] [375] [-50] appear: [0] length of action: [60] requires key press: [] unlock after: [] decaying: []\n Create Block [24] [575] [-50] appear: [0] length of action: [60] requires key press: [] unlock after: [] decaying: []\n Create Block [15] [575] [75] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [22] [1100] [250] appear: [0] length of action: [60] requires key press: [] unlock after: [] decaying: []\n Create Block [31] [1275] [306] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [32] [1500] [306] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [19] [1700] [306] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Moving Block [28] [2000] [0] appear: [0] length of action: [60] key press: [e] path: [2000] [0] [2000] [260]\n Create Block [24] [2250] [40] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [25] [2410] [45] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [2] [2900] [350] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n else\n if <(SCREEN) = [Level 5]> then\n set [level v] to [5]\n Create Block [34] [0] [-50] appear: [0] length of action: [60] requires key press: [] unlock after: [] decaying: []\n Create Block [31] [145] [-50] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [31] [300] [-50] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [31] [455] [-50] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [16] [650] [-50] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [17] [950] [-50] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [15] [320] [20] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [24] [1400] [50] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [22] [1700] [200] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [17] [1800] [50] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [24] [2450] [300] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [15] [2555] [303] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [15] [2635] [303] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [31] [2730] [300] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [15] [2827] [303] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [15] [2907] [303] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [32] [3002] [300] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [32] [3002] [300] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Moving Block [28] [3250] [260] appear: [0] length of action: [60] key press: [e] path: [3500] [0] [3250] [260]\n Create Block [25] [4100] [375] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [15] [3730] [500] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [15] [3830] [600] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [15] [3930] [700] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [2] [4350] [350] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n else\n if <(SCREEN) = [Level 6]> then\n set [level v] to [6]\n Create Block [37] [0] [-50] appear: [0] length of action: [60] requires key press: [] unlock after: [] decaying: []\n Create Block [38] [150] [-50] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [38] [400] [-50] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [38] [650] [-50] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [32] [810] [-50] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [32] [970] [-50] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [39] [1300] [-100] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [17] [2100] [200] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [17] [2500] [400] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [21] [2750] [375] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Moving Block [28] [2650] [-100] appear: [0] length of action: [100] key press: [e] path: [3100] [-100] [2650] [-100]\n Create Block [22] [3500] [-50] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [38] [3800] [7] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [38] [4000] [200] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [38] [3800] [400] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [38] [4000] [600] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [31] [4150] [800] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [15] [4252] [805] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [32] [4350] [800] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [25] [4550] [800] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [39] [4850] [700] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [2] [5202] [730] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n else\n if <(SCREEN) = [Level 7]> then\n set [level v] to [7]\n Create Block [41] [0] [-50] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [38] [-150] [-50] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [38] [150] [-50] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [24] [0] [175] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Moving Block [28] [-400] [130] appear: [0] length of action: [60] key press: [e] path: [-700] [130] [-400] [130]\n Create Block [38] [-1000] [0] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [38] [-1250] [0] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Moving Block [28] [-1550] [130] appear: [0] length of action: [180] key press: [e] path: [-1550] [-750] [-1550] [130]\n Create Block [31] [-1250] [-750] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [15] [-1100] [-750] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [32] [-950] [-750] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [31] [-750] [-750] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [15] [-600] [-750] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [32] [-450] [-750] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [17] [-200] [-750] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Moving Block [28] [1550] [130] appear: [0] length of action: [180] key press: [e] path: [1550] [-750] [1550] [130]\n Create Block [39] [900] [0] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [25] [1250] [100] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [17] [700] [-600] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Moving Block [28] [350] [-575] appear: [0] length of action: [180] key press: [e] path: [350] [-150] [350] [-575]\n Create Block [24] [175] [450] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [2] [490] [660] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n else\n if <(SCREEN) = [Java]> then\n set [level v] to [8]\n set [sparks initiated v] to [0]\n Create Block [42] [0] [-50] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [43] [200] [-50] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [44] [400] [-50] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n else\n if <(SCREEN) = [Sandbox]> then\n set [level v] to [-]\n set [placing block toggle v] to [-1]\n Create Block [46] [0] [-50] appear: [0] length of action: [60] requires key press: [] unlock after: [] decaying: []\n Create From List\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Activate\nset [running v] to [0]\nif <(decaying) > [0]> then\n set [decaying v] to [2]\n set [decay delay v] to [0]\nelse\n if <(id) = [1]> then\n start sound [Meow v]\n else\n if <(id) = [2]> then\n if <(SCREEN) = [story - 6]> then\n set [screen v] to [Intro]\n broadcast (transition to intro v)\n else\n if <(LEVEL) > (LEVELS COMPLETED)> then\n set [levels completed v] to (LEVEL)\n end\n set [screen v] to [Main Menu]\n broadcast (Main Menu v)\n broadcast (Loading Screen v)\n end\n else\n if <(id) = [4]> then\n set [notification v] to [Welcome To Scratch]\n broadcast (NOTIFY v)\n else\n if <(id) = [5]> then\n set [screen v] to [Level 1]\n broadcast (Loading Screen v)\n else\n if <(id) = [6]> then\n set [note v] to [60]\n set [duration v] to [.25]\n broadcast (Play Note v)\n else\n if <(id) = [7]> then\n set [note v] to [62]\n set [duration v] to [.25]\n broadcast (Play Note v)\n else\n if <(id) = [8]> then\n set [note v] to [64]\n set [duration v] to [.25]\n broadcast (Play Note v)\n else\n if <(id) = [9]> then\n set [note v] to [65]\n set [duration v] to [.25]\n broadcast (Play Note v)\n else\n if <(id) = [10]> then\n set [note v] to [67]\n set [duration v] to [.25]\n broadcast (Play Note v)\n else\n if <(id) = [11]> then\n set [notification v] to [Level 1]\n broadcast (NOTIFY v)\n else\n if <(id) = [12]> then\n set [screen v] to [Level 2]\n broadcast (Loading Screen v)\n else\n if <(id) = [13]> then\n set [notification v] to [Level 2]\n broadcast (NOTIFY v)\n else\n if <(id) = [16]> then\n start sound [Boing v]\n set [yv v] to [30]\n else\n if <(id) = [17]> then\n change [color effect v] by (20)\n set [color effect v] to ((COLOR EFFECT) mod (200))\n else\n if <(id) = [18]> then\n set [size v] to [25]\n else\n if <(id) = [19]> then\n set [size v] to [100]\n else\n if <(id) = [26]> then\n set [screen v] to [Level 3]\n broadcast (Loading Screen v)\n else\n if <(id) = [27]> then\n set [notification v] to [Level 3]\n broadcast (NOTIFY v)\n else\n if <(id) = [29]> then\n set [screen v] to [Level 4]\n broadcast (Loading Screen v)\n else\n if <(id) = [30]> then\n set [notification v] to [Level 4]\n broadcast (NOTIFY v)\n else\n if <(id) = [33]> then\n set [screen v] to [Level 5]\n broadcast (Loading Screen v)\n else\n if <(id) = [34]> then\n set [notification v] to [Level 5]\n broadcast (NOTIFY v)\n else\n if <(id) = [35]> then\n if <(START MUSIC) = [1]> then\n set [start music v] to [0]\n else\n set [start music v] to [1]\n end\n broadcast (Start Music v)\n else\n if <(id) = [36]> then\n set [screen v] to [Level 6]\n broadcast (Loading Screen v)\n else\n if <(id) = [37]> then\n set [notification v] to [Level 6]\n broadcast (NOTIFY v)\n else\n if <(id) = [39]> then\n start sound [Tada v]\n set [confetti timer v] to (timer)\n else\n if <(id) = [40]> then\n set [screen v] to [Level 7]\n broadcast (Loading Screen v)\n else\n if <(id) = [41]> then\n set [notification v] to [Level 7]\n broadcast (NOTIFY v)\n else\n if <(id) = [42]> then\n set [notification v] to [hello world]\n broadcast (Notify Terminal v)\n else\n if <(id) = [43]> then\n if <(sparks initiated) = [0]> then\n broadcast (init sparks v)\n set [sparks initiated v] to [1]\n end\n else\n if <(id) = [44]> then\n broadcast (credits v)\n else\n if <(id) = [45]> then\n set [screen v] to [Sandbox]\n broadcast (Loading Screen v)\n else\n if <(id) = [46]> then\n set [notification v] to [Custom Level]\n broadcast (NOTIFY v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Tick\nswitch costume to (die v)\nset size to ((100) * (SCALE)) %\nswitch costume to ((id) * (2))\nif <<(appear) = [1]> and <(master) = [false]>> then\n if <<([abs v] of ((x position) - (translated x)) ) < [1]> and <([abs v] of ((y position) - (translated y)) ) < [1]>> then\n if <(SCREEN) = [Sandbox]> then\n if <<mouse down?> and <(PLACING BLOCK) = [0]>> then\n if <<(click released) = [true]> and <touching (mouse-pointer v)?>> then\n if <(SANDBOX - GRABBING BLOCK) = [0]> then\n set [x offset v] to ((mouse x) - (((x) * (SCALE)) - (SCROLL_X)))\n set [y offset v] to ((mouse y) - (((y) * (SCALE)) - (SCROLL_Y)))\n set [click released v] to [false]\n set [sandbox - grabbing block v] to [1]\n end\n end\n if <<not <(id) = [46]>> and <(click released) = [false]>> then\n set [x v] to ((((mouse x) + (SCROLL_X)) / (SCALE)) - ((x offset) / (SCALE)))\n set [y v] to ((((mouse y) + (SCROLL_Y)) / (SCALE)) - ((y offset) / (SCALE)))\n replace item ((((clone index) - (1)) * (3)) - (1)) of [sandbox level v] with ((((mouse x) + (SCROLL_X)) / (SCALE)) - ((x offset) / (SCALE)))\n replace item ((((clone index) - (1)) * (3)) - (0)) of [sandbox level v] with ((((mouse y) + (SCROLL_Y)) / (SCALE)) - ((y offset) / (SCALE)))\n end\n else\n if <(click released) = [false]> then\n set [click released v] to [true]\n set [sandbox - grabbing block v] to [0]\n if <touching (sandbox trash v)?> then\n Delete Block\n end\n end\n end\n end\n show\n if <(running) < (length of action)> then\n set [state v] to [1]\n change [running v] by (1)\n else\n set [state v] to [0]\n end\n change y by ((10) * (SCALE))\n if <touching (scratch cat v)?> then\n if <(id) = [15]> then\n set [exit v] to [die]\n start sound [Die v]\n end\n end\n change y by ((-20) * (SCALE))\n if <touching (scratch cat v)?> then\n if <(id) = [15]> then\n set [exit v] to [die]\n start sound [Die v]\n end\n end\n change y by ((20) * (SCALE))\n if <<touching (scratch cat v)?> and <(YV) < [.1]>> then\n if <(running) > ((length of action) - (1))> then\n if <(required key press) > []> then\n if <<key ((required key press) v) pressed?> and <(key released) = [true]>> then\n Activate\n set [key released v] to [false]\n end\n else\n if <(touching scratch cat) = [false]> then\n Activate\n end\n end\n set [touching scratch cat v] to [true]\n end\n end\n if <not <touching (scratch cat v)?>> then\n change y by ((10) * (SCALE))\n if <not <touching (scratch cat v)?>> then\n set [touching scratch cat v] to [false]\n end\n end\n if <not <key ((required key press) v) pressed?>> then\n set [key released v] to [true]\n end\n change y by ((10) * (SCALE))\n if <touching (scratch cat v)?> then\n Activate on Touch\n end\n if <<(state) = [1]> or <<(id) = [3]> or <<(id) = [38]> or <<(id) = [35]> and <(START MUSIC) = [1]>>>>> then\n switch costume to ((id) * (2))\n else\n switch costume to (((id) * (2)) - (1))\n end\n else\n hide\n end\n Always Activate\n Decay\n if <<(id) = [14]> and <(LEVELS COMPLETED) > ((unlock at #) - (1))>> then\n if <(((150) - (effect)) / (10)) > [1]> then\n change [ghost v] effect by (10)\n change [effect v] by (10)\n else\n delete this clone\n end\n end\n Position\nend\nif <(master) = [true]> then\n if <(SCREEN) = [Sandbox]> then\n if <(placing block toggle) = [1]> then\n set [placing block v] to (item ((SCROLL INDEX) + (1)) of [sandbox - placeable blocks v])\n if <<(PLACING BLOCK) = [47]> or <(PLACING BLOCK) = [48]>> then\n switch costume to (start start sound meow v)\n set size to ((100) * (SCALE)) %\n switch costume to (((PLACING BLOCK) * (2)) - (1))\n go to x: (mouse x) y: (mouse y)\n set [ghost v] effect to (50)\n stamp\n if <mouse down?> then\n if <(mouse released) = [true]> then\n set [mouse released v] to [false]\n set [new bug id v] to (((SCROLL INDEX) mod (2)) + (1))\n set [new bug x v] to (mouse x)\n set [new bug y v] to (mouse y)\n broadcast (new bug v)\n add (PLACING BLOCK) to [sandbox level v]\n add (mouse x) to [sandbox level v]\n add (mouse y) to [sandbox level v]\n end\n else\n set [mouse released v] to [true]\n end\n else\n Place Block (mouse x) (mouse y) (PLACING BLOCK)\n end\n else\n set [placing block v] to [0]\n end\n else\n if <(PLACING BLOCK) > [0]> then\n Place Block (mouse x) (mouse y) (PLACING BLOCK)\n end\n end\nend\n\ndefine Create Moving Block (id) (x) (y) appear: (apear) length of action: (length) key press: (key press) path: (x1) (y1) (x2) (y2)\nset [id v] to (id)\nset [x v] to (x)\nset [y v] to (y)\nset [appear v] to (appear)\nset [length of action v] to (length)\nset [running v] to (length)\nset [required key press v] to (key press)\ndelete all of [path v]\nadd (x1) to [path v]\nadd (y1) to [path v]\nadd (x2) to [path v]\nadd (y2) to [path v]\nset [target v] to [2]\nset [master v] to [false]\ncreate clone of (_myself_ v)\nset [master v] to [true]\n\ndefine Glide\nif <<(id) = [3]> or <(id) = [28]>> then\n change [x v] by ((5) * ((((item (((target) * (2)) - (1)) of [path v]) - (x)) / (length of action)) / ([abs v] of (((item (((target) * (2)) - (1)) of [path v]) - (x)) / (length of action)) )))\n change [y v] by ((5) * ((((item ((target) * (2)) of [path v]) - (y)) / (length of action)) / ([abs v] of (((item ((target) * (2)) of [path v]) - (y)) / (length of action)) )))\n change y by (10)\n if <touching (scratch cat v)?> then\n change [player x v] by ((5) * ((((item (((target) * (2)) - (1)) of [path v]) - (x)) / (length of action)) / ([abs v] of (((item (((target) * (2)) - (1)) of [path v]) - (x)) / (length of action)) )))\n change [player y v] by ((5) * ((((item ((target) * (2)) of [path v]) - (y)) / (length of action)) / ([abs v] of (((item ((target) * (2)) of [path v]) - (y)) / (length of action)) )))\n end\n Position\n if <<([abs v] of (((item (((target) * (2)) - (1)) of [path v]) - (x)) / (length of action)) ) < [1]> and <([abs v] of (((item ((target) * (2)) of [path v]) - (y)) / (length of action)) ) < [1]>> then\n if <(target) = [1]> then\n if <(id) = [28]> then\n change y by (10)\n if <<key ((required key press) v) pressed?> and <touching (scratch cat v)?>> then\n set [target v] to [2]\n end\n Position\n else\n set [target v] to [2]\n end\n else\n if <(id) = [28]> then\n change y by (10)\n if <<key ((required key press) v) pressed?> and <touching (scratch cat v)?>> then\n set [target v] to [1]\n end\n Position\n else\n set [target v] to [1]\n end\n end\n set [state v] to [0]\n else\n set [state v] to [1]\n end\nend\n\nbroadcast (DEV - Refresh Objects v) and wait\n\ndefine get Distance from: (x1) (y1) to: (x2) (y2)\nset [distance v] to ([sqrt v] of ((((y2) - (y1)) * ((y2) - (y1))) + (((x2) - (x1)) * ((x2) - (x1)))) )\n\ndefine Decay\nif <(decaying) = [2]> then\n if <(decay delay) > [20]> then\n change [y v] by (((-1500) - (y)) / (100))\n change [pixelate v] effect by (5)\n change [brightness v] effect by (5)\n change [ghost v] effect by (5)\n if <([abs v] of (((-1500) - (y)) / (100)) ) < [1]> then\n Position\n if <not <([abs v] of ((original y) - (SCROLL_Y)) ) < [180]>> then\n set [decaying v] to [1]\n end\n end\n else\n change [decay delay v] by (1)\n end\nelse\n if <(decaying) = [1]> then\n set [y v] to (original y)\n clear graphic effects\n end\nend\n\ndefine Activate on Touch\nif <(id) = [31]> then\n set [state v] to [1]\n if <(BLOCKS AFFECTING X) = [false]> then\n change [player x v] by (4)\n set [blocks affecting x v] to [true]\n end\nelse\n if <(id) = [32]> then\n set [state v] to [1]\n if <(BLOCKS AFFECTING X) = [false]> then\n change [player x v] by (-4)\n set [blocks affecting x v] to [true]\n end\n end\nend\n\nwhen I receive [green flag v]\nrepeat until <(SCREEN) = [story - 6]>\n if <key (space v) pressed?> then\n stop [other scripts in sprite v]\n hide\n end\nend\n\ndefine Place Block (x) (y) (id)\nswitch costume to (start start sound meow v)\nset size to ((100) * (SCALE)) %\nswitch costume to (((id) * (2)) - (1))\ngo to x: (x) y: (y)\nset [ghost v] effect to (50)\nstamp\nif <mouse down?> then\n if <(mouse released) = [true]> then\n set [mouse released v] to [false]\n Create Block (PLACING BLOCK) (((x) + (SCROLL_X)) / (SCALE)) (((y) + (SCROLL_Y)) / (SCALE)) appear: [1] length of action: [1] requires key press: [] unlock after: [] decaying: []\n add (PLACING BLOCK) to [sandbox level v]\n add (((x) + (SCROLL_X)) / (SCALE)) to [sandbox level v]\n add (((y) + (SCROLL_Y)) / (SCALE)) to [sandbox level v]\n delete (INVENTORY INDEX OF PLACING BLOCK) of [inventory v]\n set [placing block v] to [0]\n end\nelse\n set [mouse released v] to [true]\nend\n\nbroadcast (DEV - Refresh Objects v) and wait\n\nwhen I receive [adjust volume level v]\nset volume to (VOLUME LEVEL) %\n\ndefine Always Activate\nGlide\nif <(id) = [38]> then\n if <<([abs v] of ((PLAYER X) - (x)) ) < [75]> and <<[0] < ((PLAYER Y) - (y))> and <((PLAYER Y) - (y)) < [300]>>> then\n if <(YV) < [6]> then\n change [yv v] by (3)\n end\n end\n if <((TICK) - (last tick)) > [5]> then\n set [last tick v] to (TICK)\n add (pick random ((x) - (75)) to ((x) + (75))) to [wind particles v]\n add (y) to [wind particles v]\n add [0] to [wind particles v]\n add (pick random (2) to (5)) to [wind particles v]\n add (pick random (75) to (100)) to [wind particles v]\n add [0] to [wind particles v]\n end\nelse\n if <(id) = [39]> then\n if <((timer) - (confetti timer)) < [2]> then\n set [last tick v] to (TICK)\n add (pick random ((x) - (200)) to ((x) + (150))) to [confetti v]\n add ((y) + (400)) to [confetti v]\n add [0] to [confetti v]\n add (pick random (-3) to (-7)) to [confetti v]\n add [0] to [confetti v]\n add (pick random (0) to (100)) to [confetti v]\n end\n end\nend\n\ndefine EDITOR - LAST SPOT\n\nbroadcast (DEV - Refresh Objects v) and wait\n\nbroadcast (Tick v)\n\nwhen [m v] key pressed\nset [placing block toggle v] to ((placing block toggle) * (-1))\n\ndefine Create From List\nset [p v] to [0]\nrepeat ((length of [sandbox level v]) / (3))\n change [p v] by (1)\n if <<(item (((p) * (3)) - (2)) of [sandbox level v]) = [47]> or <(item (((p) * (3)) - (2)) of [sandbox level v]) = [48]>> then\n set [new bug id v] to ((3) - (((item (((p) * (3)) - (2)) of [sandbox level v]) mod (2)) + (1)))\n set [new bug x v] to (item (((p) * (3)) - (1)) of [sandbox level v])\n set [new bug y v] to (item (((p) * (3)) - (0)) of [sandbox level v])\n broadcast (new bug v) and wait\n else\n Create Block (item (((p) * (3)) - (2)) of [sandbox level v]) (item (((p) * (3)) - (1)) of [sandbox level v]) (item (((p) * (3)) - (0)) of [sandbox level v]) appear: [1] length of action: [5] requires key press: [] unlock after: [] decaying: []\n end\nend\n\ndelete all of [sandbox level v]\n\ndefine Convert String (string) to List\ndelete all of [tmp list v]\nset [c v] to [1]\nrepeat until <(c) > (length of (string))>\n set [tmp word v] to []\n repeat until <<(letter (c) of (string)) = [ ]> or <(c) = (length of (string))>>\n set [tmp word v] to (join (tmp word) (letter (c) of (string)))\n change [c v] by (1)\n end\n add (round (tmp word)) to [tmp list v]\n change [c v] by (1)\nend\nif <((length of [tmp list v]) / (3)) = (round ((length of [tmp list v]) / (3)))> then\n set [save code validity v] to [valid]\n delete all of [sandbox level v]\n set [c v] to [0]\n repeat (length of [tmp list v])\n change [c v] by (1)\n add (item (c) of [tmp list v]) to [sandbox level v]\n end\nelse\n set [save code validity v] to [invalid]\n broadcast (Notify Load Error v)\nend\n\nwhen I receive [import level v]\nConvert String (IMPORT LEVEL CODE) to List\nbroadcast (Loading Screen v)\n\nwhen I receive [save level v]\ndelete all of [copy this to save your level v]\nadd (SANDBOX LEVEL) to [copy this to save your level v]\nhide list [copy this to save your level v]\n\nwhen I receive [check if valid save code v]\nConvert String (IMPORT LEVEL CODE) to List\n\nwhen I receive [reduce clone index v]\nif <(clone index) > (DELETED INDEX)> then\n change [clone index v] by (-1)\nend\n\ndefine Delete Block\nset [deleted index v] to (clone index)\nrepeat (3)\n delete ((((clone index) - (1)) * (3)) - (2)) of [sandbox level v]\nend\nbroadcast (reduce clone index v)\ndelete this clone\n\n@bugs\n\ndefine Animate (anim) (offset)\nset [t v] to ((length of (anim)) - (1))\nswitch costume to ((offset) + (letter ((([floor v] of ((TICK) / (letter (1) of (anim))) ) mod (t)) + (2)) of (anim)))\n\ndefine Create Bug (id) (x) (y)\nset [id v] to (id)\nset [x v] to (x)\nset [y v] to (y)\nset [original y v] to (y)\nset [master v] to [false]\nset [die v] to [0]\nset [decaying v] to [1]\nchange [clone placement index v] by (1)\nset [clone index v] to (CLONE PLACEMENT INDEX)\nset [click released v] to [false]\ncreate clone of (_myself_ v)\nset [master v] to [true]\nhide\n\ndefine Position\ngo to x: (((x) * (SCALE)) - (SCROLL_X)) y: (((y) * (SCALE)) - (SCROLL_Y))\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nif <(master) = [false]> then\n if <(SCREEN) = [Sandbox]> then\n if <<mouse down?> and <(PLACING BLOCK) = [0]>> then\n if <<(click released) = [true]> and <touching (mouse-pointer v)?>> then\n if <(SANDBOX - GRABBING BLOCK) = [0]> then\n set [x offset v] to ((mouse x) - (((x) * (SCALE)) - (SCROLL_X)))\n set [y offset v] to ((mouse y) - (((y) * (SCALE)) - (SCROLL_Y)))\n set [click released v] to [false]\n set [sandbox - grabbing block v] to [1]\n end\n end\n if <(click released) = [false]> then\n set [x v] to ((((mouse x) + (SCROLL_X)) / (SCALE)) - ((x offset) / (SCALE)))\n set [y v] to ((((mouse y) + (SCROLL_Y)) / (SCALE)) - ((y offset) / (SCALE)))\n set [original y v] to ((((mouse y) + (SCROLL_Y)) / (SCALE)) - ((y offset) / (SCALE)))\n replace item ((((clone index) - (1)) * (3)) - (1)) of [sandbox level v] with ((((mouse x) + (SCROLL_X)) / (SCALE)) - ((x offset) / (SCALE)))\n replace item ((((clone index) - (1)) * (3)) - (0)) of [sandbox level v] with ((((mouse y) + (SCROLL_Y)) / (SCALE)) - ((y offset) / (SCALE)))\n end\n else\n if <(click released) = [false]> then\n set [click released v] to [true]\n set [sandbox - grabbing block v] to [0]\n if <touching (sandbox trash v)?> then\n Delete Bug\n end\n end\n end\n end\n set size to ((100) * (SCALE)) %\n Decay\n if <(die) > [0]> then\n change y by (-5)\n change [ghost v] effect by (10)\n change [die v] by (1)\n if <(die) = [11]> then\n delete this clone\n end\n else\n if <<([abs v] of ((x position) - (((x) * (SCALE)) - (SCROLL_X))) ) < [1]> and <([abs v] of ((y position) - (((y) * (SCALE)) - (SCROLL_Y))) ) < [1]>> then\n go to [back v] layer\n show\n if <(id) = [1]> then\n Animate [2123456] [1]\n go to x: ((((x) * (SCALE)) - (SCROLL_X)) + (([sin v] of ((timer) * (50)) ) * ((10) * (SCALE)))) y: ((((y) * (SCALE)) - (SCROLL_Y)) + (([cos v] of ((timer) * (150)) ) * ((10) * (SCALE))))\n if <<(sfx started) = [false]> or <(TOC - PLAYING SOUND) = [false]>> then\n broadcast (Toc - Wirl v)\n end\n else\n if <(id) = [2]> then\n Position\n if <<touching (blocks v)?> or <<(y) < (lowest y)> or <(y) = (lowest y)>>> then\n if <<(y) < (lowest y)> or <(y) = (lowest y)>> then\n set [lowest y v] to (y)\n end\n set [tac - y vel v] to [20]\n if <(sfx started) = [false]> then\n broadcast (Tac - Bounce v)\n end\n end\n change [y v] by (Tac - y vel)\n set rotation style [all around v]\n if <(Tac - y vel) > [-20]> then\n change [tac - y vel v] by (-1)\n end\n if <(Tac - y vel) > [0]> then\n switch costume to (tac - static v)\n else\n switch costume to (tac - fall v)\n end\n end\n end\n if <touching (scratch cat v)?> then\n if <<(PLAYER Y) > ((y) - (100))> and <(YV) < [0]>> then\n set [yv v] to [30]\n set [decaying v] to [2]\n broadcast (Bugs - Die v)\n else\n set [exit v] to [die]\n end\n end\n else\n hide\n if <(TOC - PLAYING SOUND) = [true]> then\n set volume to ((100) - ((distance to [scratch cat v]) / (5))) %\n start sound [Toc - Wirl v]\n set [toc - playing sound v] to [false]\n end\n end\n end\nend\n\nwhen I receive [set up v]\npoint in direction (90)\nif then\n delete this clone\nend\nif <(SCREEN) = [Level 2]> then\n Create Bug [1] [2100] [-550]\n Create Bug [2] [2450] [-649]\nelse\n if <(SCREEN) = [Level 3]> then\n Create Bug [1] [150] [-50]\n Create Bug [1] [350] [50]\n Create Bug [1] [550] [150]\n Create Bug [1] [1200] [200]\n Create Bug [1] [1400] [300]\n Create Bug [1] [1600] [400]\n Create Bug [1] [2400] [-450]\n Create Bug [1] [2600] [-350]\n Create Bug [1] [2800] [-250]\n else\n if <(SCREEN) = [Level 4]> then\n Create Bug [1] [750] [0]\n Create Bug [1] [850] [100]\n Create Bug [1] [950] [200]\n Create Bug [2] [2300] [100]\n Create Bug [1] [2550] [50]\n Create Bug [1] [2650] [150]\n Create Bug [1] [2750] [250]\n else\n if <(SCREEN) = [Level 5]> then\n Create Bug [2] [950] [0]\n Create Bug [1] [1200] [-50]\n Create Bug [1] [2200] [100]\n Create Bug [1] [2300] [200]\n Create Bug [1] [3730] [75]\n Create Bug [1] [3830] [175]\n Create Bug [1] [3930] [275]\n else\n if <(SCREEN) = [Level 6]> then\n Create Bug [2] [1440] [-50]\n Create Bug [1] [1600] [-100]\n Create Bug [1] [1750] [0]\n Create Bug [1] [1900] [100]\n else\n if <(SCREEN) = [Level 7]> then\n Create Bug [1] [300] [150]\n Create Bug [1] [450] [150]\n Create Bug [1] [600] [150]\n Create Bug [1] [1250] [-700]\n Create Bug [1] [1100] [-700]\n Create Bug [1] [950] [-700]\n end\n end\n end\n end\n end\nend\n\nbroadcast (DEV - Refresh Objects v)\n\nwhen I receive [toc - wirl v]\nset [toc - playing sound v] to [true]\nset [sfx started v] to [false]\n\ndefine Decay\nif <(decaying) = [2]> then\n if <(decay delay) > [20]> then\n change [y v] by (((-1500) - (y)) / (100))\n change [ghost v] effect by (10)\n if <([abs v] of (((-1500) - (y)) / (100)) ) < [1]> then\n if <<([abs v] of ((original y) - (SCROLL_Y)) ) > [180]> or <([abs v] of ((x) - (SCROLL_X)) ) > [240]>> then\n set [decaying v] to [1]\n end\n end\n else\n change [decay delay v] by (1)\n end\nelse\n if <(decaying) = [1]> then\n change [y v] by (((original y) - (y)) / (40))\n clear graphic effects\n Position\n end\nend\n\nset [die v] to [1]\n\nwhen I receive [bugs - die v]\nset [sfx started v] to [true]\nset volume to ((100) - ((distance to [scratch cat v]) / (5))) %\nplay sound [Bug - Pop v] until done\nset [sfx started v] to [false]\n\nwhen I receive [tac - bounce v]\nset [sfx started v] to [true]\nset volume to ((100) - ((distance to [scratch cat v]) / (5))) %\nplay sound [Tac - Bounce v] until done\nset [sfx started v] to [false]\n\nwhen I receive [adjust volume level v]\nset volume to (VOLUME LEVEL) %\n\nwhen I receive [new bug v]\nif <(master) = [true]> then\n Create Bug (NEW BUG ID) (((NEW BUG X) + (SCROLL_X)) / (SCALE)) (((NEW BUG Y) + (SCROLL_Y)) / (SCALE))\nend\n\nwhen I receive [reduce clone index v]\nif <(clone index) > (DELETED INDEX)> then\n change [clone index v] by (-1)\nend\n\ndefine Delete Bug\nset [deleted index v] to (clone index)\nrepeat (3)\n delete ((((clone index) - (1)) * (3)) - (2)) of [sandbox level v]\nend\nbroadcast (reduce clone index v)\ndelete this clone\n\n@Collectable Blocks\n\nwhen flag clicked\nhide\n\ndefine Create Block (x) (y) id (id)\nswitch costume to (id)\nset [x v] to (x)\nset [y v] to (y)\nset [id v] to (id)\nset [master v] to [false]\ncreate clone of (_myself_ v)\nset [master v] to [true]\n\nwhen I receive [set up v]\ndelete all of [inventory v]\nif then\n delete this clone\nend\nif <(SCREEN) = [Level 5]> then\n Create Block [1450] [110] id [18]\n Create Block [1900] [110] id [19]\nelse\n if <(SCREEN) = [Level 6]> then\n Create Block [2200] [275] id [16]\n Create Block [2604] [475] id [18]\n Create Block [2800] [475] id [19]\n else\n if <(SCREEN) = [Level 7]> then\n Create Block [-120] [-675] id [38]\n Create Block [620] [-530] id [16]\n end\n end\nend\n\nbroadcast (DEV - Refresh Objects v) and wait\n\nwhen I receive [tick v]\nif <(master) = [false]> then\n go to [back v] layer\n Position\n if <<([abs v] of ((x position) - (translate x)) ) < [1]> and <([abs v] of ((y position) - (translate y)) ) < [1]>> then\n show\n else\n hide\n end\n if <touching (scratch cat v)?> then\n change [x v] by (((PLAYER X) - (x)) / (5))\n change [y v] by (((PLAYER Y) - (y)) / (5))\n if <<([abs v] of ((PLAYER X) - (x)) ) < [1]> and <([abs v] of ((PLAYER Y) - (y)) ) < [1]>> then\n add (id) to [inventory v]\n delete this clone\n end\n end\nend\n\ndefine Position\nset [translate x v] to (((x) - (SCROLL_X)) + (([sin v] of ((timer) * (150)) ) * (5)))\nset [translate y v] to (((y) - (SCROLL_Y)) + (([cos v] of ((timer) * (75)) ) * (5)))\ngo to x: (translate x) y: (translate y)\n\n@inventory slots\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nif <<<<(LEVELS COMPLETED) > [5]> or <(INVENTORY DISCOVERED) > [0]>> or <(length of [inventory v]) > [0]>> and <<not <(SCREEN) = [Main Menu]>> and <not <(SCREEN) = [Sandbox]>>>> then\n change [ghost v] effect by (-5)\n set [inventory discovered v] to [1]\n show\n if <(length of [inventory v]) > ((inventory index) - (1))> then\n switch costume to (item (inventory index) of [inventory v])\n if <key ((inventory index) v) pressed?> then\n set [inventory index of placing block v] to (inventory index)\n set [placing block v] to (item (inventory index) of [inventory v])\n end\n if <mouse down?> then\n set [mouse released v] to [false]\n else\n if <<(mouse released) = [false]> and <<not <mouse down?>> and <touching (mouse-pointer v)?>>> then\n set [inventory index of placing block v] to (inventory index)\n set [placing block v] to (item (inventory index) of [inventory v])\n end\n set [mouse released v] to [true]\n end\n else\n switch costume to (blank v)\n end\n if <key (space v) pressed?> then\n set [placing block v] to [0]\n end\nelse\n hide\n set [ghost v] effect to (100)\nend\n\nwhen I receive [set up v]\nif then\n delete this clone\nend\nswitch costume to (blank v)\ngo to x: (210) y: (-150)\nset [inventory index v] to [1]\nrepeat (2)\n create clone of (_myself_ v)\n change y by (55)\n change [inventory index v] by (1)\nend\n\nbroadcast (DEV - Refresh Objects v) and wait\n\n@commets\n\nwhen I receive [set up v]\nif then\n delete this clone\nend\nif <(SCREEN) = [Main Menu]> then\n Create Comment [2] [180] [75]\n Create Comment [12] [0] [390]\nelse\n if <(SCREEN) = [Level 1]> then\n Create Comment [3] [75] [150]\n Create Comment [4] [1400] [500]\n Create Comment [5] [3326] [200]\n else\n if <(SCREEN) = [Level 2]> then\n Create Comment [6] [920] [-300]\n Create Comment [7] [998] [-600]\n Create Comment [8] [1300] [-600]\n else\n if <(SCREEN) = [Level 3]> then\n Create Comment [9] [2200] [0]\n else\n if <(SCREEN) = [Level 5]> then\n Create Comment [10] [1450] [250]\n else\n if <(SCREEN) = [Level 6]> then\n Create Comment [13] [2675] [500]\n else\n if <(SCREEN) = [Level 7]> then\n Create Comment [11] [-100] [-575]\n end\n end\n end\n end\n end\n end\nend\n\ndefine Create Comment (id) (x) (y)\nset [id v] to (id)\nset [x v] to (x)\nset [y v] to (y)\nset [master v] to [false]\ncreate clone of (_myself_ v)\nset [master v] to [true]\nhide\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\n\nwhen I receive [tick v]\nif <(master) = [false]> then\n Position\n if <<([abs v] of ((x position) - ((x) - (SCROLL_X))) ) < [1]> and <([abs v] of ((y position) - ((y) - (SCROLL_Y))) ) < [1]>> then\n switch costume to (id)\n go to [back v] layer\n show\n Position\n else\n hide\n end\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL_X)) y: ((y) - (SCROLL_Y))\n\nbroadcast (DEV - Refresh Objects v) and wait\n\n@loading background\n\nwhen I receive [loading screen v]\nhide variable [scale v]\ngo to [front v] layer\nclear graphic effects\nshow\nset [loading v] to [1]\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (loading v) and wait\nbroadcast (Set Up v) and wait\nbroadcast (Loading fade out v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nset [loading v] to [0]\n\nwhen I receive [green flag v]\nset [loading v] to [0]\nhide\n\nbroadcast (Loading Screen v) and wait\n\n@Loading text backdrop\n\nwhen I receive [loading screen v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\ngo [backward v] (3) layers\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [loading fade out v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nhide\n\n@loading - notifications\n\nwhen I receive [loading v]\nshow\ndelete all of [notifications v]\nadd [1] to [notifications v]\nadd [2] to [notifications v]\nadd [3] to [notifications v]\nadd [4] to [notifications v]\nadd [5] to [notifications v]\nadd [6] to [notifications v]\nadd [7] to [notifications v]\nswitch costume to (full list v)\ngo to x: (0) y: (-170)\nrepeat (3)\n set [rand v] to (pick random (1) to (length of [notifications v]))\n set [notification # v] to (item (rand) of [notifications v])\n delete (rand) of [notifications v]\n repeat (50)\n change y by ((((-240) + (((notification #) - (1)) * (37))) - (y position)) / (3))\n end\nend\n\nwhen I receive [green flag v]\nhide\n\nbroadcast (Loading Screen v) and wait\n\nwhen I receive [loading fade out v]\nhide\n\nwhen I receive [loading screen v]\ngo to [front v] layer\ngo [backward v] (1) layers\n\n@loading - B\n\ndefine Show blocks\ngo to x: (-30) y: (50)\nswitch costume to (loading block 1 v)\nrepeat (3)\n hide\n create clone of (_myself_ v)\n next costume\n change y by (-52)\n wait (.25) seconds\nend\n\nwhen I start as a clone\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change y by (4)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (10)\n change y by (4)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [loading v]\nrepeat (2)\n Show blocks\n wait (1.5) seconds\nend\n\nwhen I receive [green flag v]\nhide\ndelete this clone\n\n@Intro\n\ndefine Generate New Shades (min) (max)\nrepeat (# of costumes)\n add (pick random (min) to (max)) to [shades v]\nend\n\ndefine Draw From Shade # (shade #)\nset [velocity v] to [0]\nset [rot velocity v] to [0]\nset size to (10) %\nswitch costume to (1 v)\nhide\nreset timer\npoint in direction (110)\nset [i v] to (((shade #) - (1)) * (# of costumes))\nrepeat (# of costumes)\n change [i v] by (1)\n set [brightness v] effect to (item (i) of [shades v])\n create clone of (_myself_ v)\n next costume\nend\nwait until <(timer) > [2.75]>\npoint in direction (90)\n\ndefine Delete Shade (shade #)\nrepeat (# of costumes)\n delete ((((shade #) - (1)) * (# of costumes)) + (1)) of [shades v]\nend\n\nwhen I start as a clone\ngo to [front v] layer\nset [color v] effect to (75)\nshow\nrepeat until <(timer) > [3]>\n set [velocity v] to ((((target size) - (size)) * (.1)) + ((velocity) * (.8)))\n change size by (5)\n change size by (velocity)\n set [rot velocity v] to ((((80) - (direction)) * (.1)) + ((rot velocity) * (.8)))\n turn right (5) degrees\n turn right (rot velocity) degrees\nend\nrepeat until <(timer) > [3.5]>\n set [velocity v] to (((((target size) + (50)) - (size)) * (.1)) + ((velocity) * (.8)))\n change size by (5)\n change size by (velocity)\nend\nrepeat until <(timer) > [3.65]>\n set [velocity v] to ((((0) - (size)) * (.1)) + ((velocity) * (.8)))\n change size by (5)\n change size by (velocity)\n set [rot velocity v] to ((((130) - (direction)) * (.1)) + ((rot velocity) * (.8)))\n turn right (5) degrees\n turn right (rot velocity) degrees\nend\ndelete this clone\n\nwhen I receive [panther__ intro v]\nDraw From Shade # [1]\nwait until <(timer) > [4]>\n\nwhen flag clicked\nset [# of costumes v] to [11]\nset [target size v] to [200]\n\n@transition\n\nwhen I receive [transition v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nbroadcast (Set Up v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [transition to intro v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nbroadcast (Set Up v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nbroadcast (panther__ Intro v)\nwait (4) seconds\nset [screen v] to [Main Menu]\nbroadcast (Main Menu v)\nbroadcast (Loading Screen v)\n\n@Navigation Bar\n\nwhen I receive [pause tick v]\nUPDATE\n\nwhen flag clicked\nhide\n\ndefine UPDATE\nif <(LOADING) = [0]> then\n show\n if <touching (mouse-pointer v)?> then\n change y by (((0) - (y position)) / (5))\n else\n change y by (((40) - (y position)) / (10))\n end\n if <(SCREEN) = [Sandbox]> then\n switch costume to (sandbox v)\n show variable [scale v]\n else\n switch costume to (normal v)\n hide variable [scale v]\n end\nelse\n hide\nend\n\nwhen I receive [tick v]\nUPDATE\n\nwhen I receive [set up v]\ngo to [front v] layer\ngo [backward v] (6) layers\n\nwhen I receive [loading screen v]\nhide\n\nwhen I receive [load java v]\nhide\n\n@exit\n\nwhen flag clicked\npoint in direction (90)\nhide\n\nwhen I receive [pause tick v]\nUPDATE\n\nwhen I receive [set up v]\npoint in direction (90)\ngo to [front v] layer\n\ndefine UPDATE\nshow\ngo to x: (([x position v] of [navigation bar v]) + (110)) y: (([y position v] of [navigation bar v]) + (155))\nif <not <(SCREEN) = [Main Menu]>> then\n if <touching (mouse-pointer v)?> then\n change size by (((115) - (size)) / (5))\n if <mouse down?> then\n switch costume to (exit v)\n broadcast (menu confirmation v)\n end\n else\n change size by (((100) - (size)) / (5))\n end\nend\n\nwhen I receive [tick v]\nUPDATE\n\nwhen I receive [loading screen v]\nhide\n\nwhen I receive [load java v]\nhide\n\n@Volume\n\nwhen flag clicked\nset [volume level v] to [100]\nset [costume # v] to [1]\npoint in direction (90)\nhide\n\nwhen I receive [tick v]\nUPDATE\n\nwhen I receive [set up v]\npoint in direction (90)\ngo to [front v] layer\n\ndefine UPDATE\nshow\ngo to x: (([x position v] of [navigation bar v]) + (155)) y: (([y position v] of [navigation bar v]) + (155))\nif <touching (mouse-pointer v)?> then\n if <mouse down?> then\n if <(mouse released) = [true]> then\n broadcast (adjust volume level v)\n set [mouse released v] to [false]\n if <(VOLUME LEVEL) = [100]> then\n set [volume level v] to [66]\n set [costume # v] to [2]\n else\n if <(VOLUME LEVEL) = [66]> then\n set [volume level v] to [33]\n set [costume # v] to [3]\n else\n if <(VOLUME LEVEL) = [33]> then\n set [volume level v] to [0]\n set [costume # v] to [4]\n else\n set [volume level v] to [100]\n set [costume # v] to [1]\n end\n end\n end\n end\n else\n set [mouse released v] to [true]\n end\n change size by (((115) - (size)) / (5))\nelse\n change size by (((100) - (size)) / (5))\nend\nswitch costume to (costume #)\n\nwhen I receive [pause tick v]\nUPDATE\n\nwhen I receive [loading screen v]\nhide\n\nwhen I receive [load java v]\nhide\n\n@Restart\n\nwhen flag clicked\npoint in direction (90)\nhide\n\nwhen I receive [pause tick v]\nUPDATE\n\nwhen I receive [set up v]\npoint in direction (90)\ngo to [front v] layer\n\ndefine UPDATE\nshow\ngo to x: (([x position v] of [navigation bar v]) + (200)) y: (([y position v] of [navigation bar v]) + (155))\nif <not <(SCREEN) = [Main Menu]>> then\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n switch costume to (restart v)\n broadcast (restart confirmation v)\n end\n change size by (((115) - (size)) / (5))\n else\n change size by (((100) - (size)) / (5))\n end\nend\n\nwhen I receive [tick v]\nUPDATE\n\nwhen I receive [loading screen v]\nhide\n\nwhen I receive [load java v]\nhide\n\n@Music Notification\n\nwhen flag clicked\nset [start time v] to [0]\nhide\n\nwhen I receive [notify music banner v]\ngo to [front v] layer\nswitch costume to (Song)\ngo to x: (0) y: (-75)\nset [start time v] to (timer)\n\nwhen I receive [tick v]\nUPDATE\n\ndefine UPDATE\nif <((timer) - (start time)) < [3]> then\n show\n change y by (((0) - (y position)) / (5))\nelse\n change y by (((-75) - (y position)) / (5))\n if <([abs v] of ((-75) - (y position)) ) < [2]> then\n hide\n end\nend\n\nwhen I receive [pause tick v]\nUPDATE\n\nwhen I receive [loading screen v]\nhide\n\nwhen I receive [loading screen v]\nhide\n\nwhen I receive [load java v]\nhide\n\n@block effects\n\nwhen flag clicked\nerase all\nhide\n\nwhen I receive [tick v]\nDraw wind particals\nDraw Confetti\n\nwhen I receive [set up v]\ndelete all of [wind particles v]\ndelete all of [confetti v]\n\ndefine Draw wind particals\nset pen color to (#ffffff)\nset [i v] to [0]\nrepeat until <((i) + (1)) > ((length of [wind particles v]) / (6))>\n change [i v] by (1)\n set [x v] to (item (((i) * (6)) - (5)) of [wind particles v])\n set [y v] to ((item (((i) * (6)) - (4)) of [wind particles v]) + (item (((i) * (6)) - (3)) of [wind particles v]))\n set [speed v] to (item (((i) * (6)) - (2)) of [wind particles v])\n go to x: (((x) * (SCALE)) - (SCROLL_X)) y: (((y) * (SCALE)) - (SCROLL_Y))\n if <<([abs v] of ((x position) - (((x) * (SCALE)) - (SCROLL_X))) ) < [1]> and <([abs v] of ((y position) - (((y) * (SCALE)) - (SCROLL_Y))) ) < [1]>> then\n set pen size to (((6) + (speed)) * (SCALE))\n set pen (brightness v) to (item (((i) * (6)) - (1)) of [wind particles v])\n set pen (transparency v) to (item (((i) * (6)) - (0)) of [wind particles v])\n pen down\n pen up\n end\n replace item (((i) * (6)) - (3)) of [wind particles v] with ((speed) + (item (((i) * (6)) - (3)) of [wind particles v]))\n if <(item (((i) * (6)) - (3)) of [wind particles v]) > ((300) - ((10) * (speed)))> then\n replace item (((i) * (6)) - (0)) of [wind particles v] with ((10) + (item (((i) * (6)) - (0)) of [wind particles v]))\n end\n if <(item (((i) * (6)) - (3)) of [wind particles v]) > [300]> then\n repeat (6)\n delete (((i) * (6)) - (5)) of [wind particles v]\n end\n change [i v] by (-1)\n end\nend\n\ndefine Draw Confetti\nset [j v] to [0]\nrepeat until <((j) + (1)) > ((length of [confetti v]) / (6))>\n change [j v] by (1)\n set [confetti x v] to (item (((j) * (6)) - (5)) of [confetti v])\n set [confetti y v] to ((item (((j) * (6)) - (4)) of [confetti v]) + (item (((j) * (6)) - (3)) of [confetti v]))\n set [confetti speed v] to (item (((j) * (6)) - (2)) of [confetti v])\n go to x: (((confetti x) * (SCALE)) - (SCROLL_X)) y: (((confetti y) * (SCALE)) - (SCROLL_Y))\n if <<([abs v] of ((x position) - (((confetti x) * (SCALE)) - (SCROLL_X))) ) < [1]> and <([abs v] of ((y position) - (((confetti y) * (SCALE)) - (SCROLL_Y))) ) < [1]>> then\n set pen (saturation v) to (100)\n set pen (color v) to (item (((j) * (6)) - (0)) of [confetti v])\n set pen size to (((3) + ([abs v] of (confetti speed) )) * (SCALE))\n set pen (transparency v) to (item (((j) * (6)) - (1)) of [confetti v])\n pen down\n pen up\n end\n replace item (((j) * (6)) - (3)) of [confetti v] with ((confetti speed) + (item (((j) * (6)) - (3)) of [confetti v]))\n if <(item (((j) * (6)) - (3)) of [confetti v]) < ((-200) + ((10) * (confetti speed)))> then\n replace item (((j) * (6)) - (1)) of [confetti v] with ((10) + (item (((j) * (6)) - (1)) of [confetti v]))\n end\n if <(confetti y) < [-200]> then\n repeat (6)\n delete (((j) * (6)) - (5)) of [confetti v]\n end\n change [j v] by (-1)\n end\nend\n\n@java portal\n\ndefine Create Portal Particals (x) (y) amount: (amount)\nswitch costume to (costume1 v)\nset [portal x v] to (x)\nset [portal y v] to (y)\nrepeat (amount)\n switch costume to (costume1 v)\n add (x) to [portal v]\n add (y) to [portal v]\n add (x) to [portal v]\n add (y) to [portal v]\n add [0] to [portal v]\n add [0] to [portal v]\nend\n\nwhen I receive [set up v]\nhide\ndelete all of [portal v]\nif <(SCREEN) = [Main Menu]> then\n if <(LEVELS COMPLETED) = [7]> then\n switch costume to (costume1 v)\n Create Portal Particals [2650] [-50] amount: [150]\n switch costume to (costume1 v)\n else\n Position [2650] [-50]\n stamp\n switch costume to (costume2 v)\n erase all\n end\nend\nif <(SCREEN) = [Java]> then\n switch backdrop to (dark gray v)\nend\n\ndefine Position (x) (y)\ngo to x: ((x) - (SCROLL_X)) y: ((y) - (SCROLL_Y))\n\nwhen I receive [tick v]\nTick\n\ndefine Tick\nset [i v] to [0]\nrepeat ((length of [portal v]) / (6))\n change [i v] by (1)\n Position (item (((i) * (6)) - (5)) of [portal v]) (item (((i) * (6)) - (4)) of [portal v])\n if <<([abs v] of ((x position) - ((item (((i) * (6)) - (5)) of [portal v]) - (SCROLL_X))) ) < [1]> and <([abs v] of ((y position) - ((item (((i) * (6)) - (4)) of [portal v]) - (SCROLL_Y))) ) < [1]>> then\n replace item (((i) * (6)) - (5)) of [portal v] with ((((item (((i) * (6)) - (3)) of [portal v]) - (item (((i) * (6)) - (5)) of [portal v])) / (5)) + (item (((i) * (6)) - (5)) of [portal v]))\n replace item (((i) * (6)) - (4)) of [portal v] with ((((item (((i) * (6)) - (2)) of [portal v]) - (item (((i) * (6)) - (4)) of [portal v])) / (5)) + (item (((i) * (6)) - (4)) of [portal v]))\n if <<((item (((i) * (6)) - (3)) of [portal v]) - (item (((i) * (6)) - (5)) of [portal v])) < [2]> and <((item (((i) * (6)) - (2)) of [portal v]) - (item (((i) * (6)) - (4)) of [portal v])) < [2]>> then\n replace item (((i) * (6)) - (3)) of [portal v] with ((PORTAL X) + (([sin v] of (pick random (0) to (360)) ) * (pick random (0) to (50))))\n replace item (((i) * (6)) - (2)) of [portal v] with ((PORTAL Y) + (([cos v] of (pick random (0) to (360)) ) * (pick random (0) to (50))))\n end\n replace item (((i) * (6)) - (1)) of [portal v] with ((((item (((i) * (6)) - (0)) of [portal v]) - (item (((i) * (6)) - (1)) of [portal v])) / (5)) + (item (((i) * (6)) - (1)) of [portal v]))\n if <((item (((i) * (6)) - (0)) of [portal v]) - (item (((i) * (6)) - (1)) of [portal v])) < [2]> then\n replace item (((i) * (6)) - (1)) of [portal v] with (pick random (20) to (80))\n end\n set [brightness v] effect to (() - (item (((i) * (6)) - (1)) of [portal v]))\n Position (item (((i) * (6)) - (5)) of [portal v]) (item (((i) * (6)) - (4)) of [portal v])\n stamp\n end\nend\n\n@Java Loading Background\n\nwhen I receive [load java v]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (loading terminal v)\n\nwhen I receive [java loading fade out v]\nbroadcast (Set Up v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Java Load Text\n\ndefine Write Text (text) at: (x) (y)\nclear graphic effects\nshow\ngo to x: (x) y: (y)\nset [i v] to [0]\nrepeat (length of (text))\n change [i v] by (1)\n switch costume to (letter (i) of (text))\n create clone of (_myself_ v)\n set [n v] to [0]\n if <(letter (i) of (text)) = [ ]> then\n change x by (10)\n else\n change x by (15)\n end\nend\nhide\n\nwhen I receive [clear text v]\ndelete this clone\n\nwhen I receive [java loading fade out v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [loading terminal v]\nbroadcast (Clear Text v)\nset [line shift v] to [0]\nWrite Text (join [>>>] [init process]) at: [-230] (((-100) + (line shift)) - (((1) - (1)) * (25)))\nwait (.5) seconds\nchange [line shift v] by (25)\nbroadcast (Clear Text v)\nWrite Text (join [>>>] [init process]) at: [-230] (((-100) + (line shift)) - (((1) - (1)) * (25)))\nWrite Text (join [>>>] [load packages]) at: [-230] (((-100) + (line shift)) - (((2) - (1)) * (25)))\nwait (.25) seconds\nchange [line shift v] by (25)\nbroadcast (Clear Text v)\nWrite Text (join [>>>] [init process]) at: [-230] (((-100) + (line shift)) - (((1) - (1)) * (25)))\nWrite Text (join [>>>] [load packages]) at: [-230] (((-100) + (line shift)) - (((2) - (1)) * (25)))\nWrite Text (join [ ] [loaded character]) at: [-230] (((-100) + (line shift)) - (((3) - (1)) * (25)))\nwait (.1) seconds\nchange [line shift v] by (25)\nbroadcast (Clear Text v)\nWrite Text (join [>>>] [init process]) at: [-230] (((-100) + (line shift)) - (((1) - (1)) * (25)))\nWrite Text (join [>>>] [load packages]) at: [-230] (((-100) + (line shift)) - (((2) - (1)) * (25)))\nWrite Text (join [ ] [loaded character]) at: [-230] (((-100) + (line shift)) - (((3) - (1)) * (25)))\nWrite Text (join [ ] [loaded platforms]) at: [-230] (((-100) + (line shift)) - (((4) - (1)) * (25)))\nwait (.1) seconds\nchange [line shift v] by (25)\nbroadcast (Clear Text v)\nWrite Text (join [>>>] [init process]) at: [-230] (((-100) + (line shift)) - (((1) - (1)) * (25)))\nWrite Text (join [>>>] [load packages]) at: [-230] (((-100) + (line shift)) - (((2) - (1)) * (25)))\nWrite Text (join [ ] [loaded character]) at: [-230] (((-100) + (line shift)) - (((3) - (1)) * (25)))\nWrite Text (join [ ] [loaded platforms]) at: [-230] (((-100) + (line shift)) - (((4) - (1)) * (25)))\nWrite Text (join [ ] [initiated physics]) at: [-230] (((-100) + (line shift)) - (((5) - (1)) * (25)))\nwait (.4) seconds\nchange [line shift v] by (25)\nbroadcast (Clear Text v)\nWrite Text (join [>>>] [init process]) at: [-230] (((-100) + (line shift)) - (((1) - (1)) * (25)))\nWrite Text (join [>>>] [load packages]) at: [-230] (((-100) + (line shift)) - (((2) - (1)) * (25)))\nWrite Text (join [ ] [loaded character]) at: [-230] (((-100) + (line shift)) - (((3) - (1)) * (25)))\nWrite Text (join [ ] [loaded platforms]) at: [-230] (((-100) + (line shift)) - (((4) - (1)) * (25)))\nWrite Text (join [ ] [initiated physics]) at: [-230] (((-100) + (line shift)) - (((5) - (1)) * (25)))\nWrite Text (join [>>>] [set up]) at: [-230] (((-100) + (line shift)) - (((6) - (1)) * (25)))\nwait (.5) seconds\nchange [line shift v] by (25)\nbroadcast (Clear Text v)\nWrite Text (join [>>>] [init process]) at: [-230] (((-100) + (line shift)) - (((1) - (1)) * (25)))\nWrite Text (join [>>>] [load packages]) at: [-230] (((-100) + (line shift)) - (((2) - (1)) * (25)))\nWrite Text (join [ ] [loaded character]) at: [-230] (((-100) + (line shift)) - (((3) - (1)) * (25)))\nWrite Text (join [ ] [loaded platforms]) at: [-230] (((-100) + (line shift)) - (((4) - (1)) * (25)))\nWrite Text (join [ ] [initiated physics]) at: [-230] (((-100) + (line shift)) - (((5) - (1)) * (25)))\nWrite Text (join [>>>] [set up]) at: [-230] (((-100) + (line shift)) - (((6) - (1)) * (25)))\nWrite Text (join [ ] [set up complete]) at: [-230] (((-100) + (line shift)) - (((7) - (1)) * (25)))\nwait (.25) seconds\nchange [line shift v] by (25)\nbroadcast (Clear Text v)\nWrite Text (join [>>>] [init process]) at: [-230] (((-100) + (line shift)) - (((1) - (1)) * (25)))\nWrite Text (join [>>>] [load packages]) at: [-230] (((-100) + (line shift)) - (((2) - (1)) * (25)))\nWrite Text (join [ ] [loaded character]) at: [-230] (((-100) + (line shift)) - (((3) - (1)) * (25)))\nWrite Text (join [ ] [loaded platforms]) at: [-230] (((-100) + (line shift)) - (((4) - (1)) * (25)))\nWrite Text (join [ ] [initiated physics]) at: [-230] (((-100) + (line shift)) - (((5) - (1)) * (25)))\nWrite Text (join [>>>] [set up]) at: [-230] (((-100) + (line shift)) - (((6) - (1)) * (25)))\nWrite Text (join [ ] [set up complete]) at: [-230] (((-100) + (line shift)) - (((7) - (1)) * (25)))\nWrite Text (join [ ] [entering game]) at: [-230] (((-100) + (line shift)) - (((8) - (1)) * (25)))\nbroadcast (java loading fade out v)\n\nwhen I receive [notify terminal text v]\nbroadcast (Clear Text v)\nset [line shift v] to [0]\ngo to [front v] layer\nWrite Text (join [>>>] (NOTIFICATION)) at: [-230] (((-160) + (line shift)) - (((1) - (1)) * (25)))\nwait (2) seconds\nbroadcast (Clear Text v)\n\nwhen I start as a clone\nclear graphic effects\nshow\n\n@Terminal\n\nwhen flag clicked\nhide\n\nwhen I receive [notify terminal v]\ngo to x: (0) y: (-50)\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\nset [start time v] to (timer)\nset [notified v] to [false]\n\nwhen I receive [tick v]\nTick\n\ndefine Tick\nif <((timer) - (start time)) < [2.5]> then\n if <(y position) < [0]> then\n change [ghost v] effect by (-5)\n change y by (5)\n end\n if <(y position) = [0]> then\n if <(notified) = [false]> then\n broadcast (Notify Terminal Text v)\n set [notified v] to [true]\n end\n end\nelse\n if <(y position) > [-50]> then\n change [ghost v] effect by (5)\n change y by (-5)\n end\n if <(y position) = [-50]> then\n hide\n end\nend\n\n@Credits\n\nwhen flag clicked\nhide\n\nwhen I receive [credits v]\nset volume to (100) %\nstart sound [Elucidate - PaulRHJT v]\nset [exit v] to [Credits]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nbroadcast (fade out volume v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (Credits Text v) and wait\nwait (1) seconds\nrepeat (10)\n change [brightness v] effect by (10)\nend\nbroadcast (panther__ Intro v) and wait\ngo to [front v] layer\nbroadcast (thumbnail v)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nwait (.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Credits Text\n\nwhen flag clicked\nhide\n\nwhen I receive [credits text v]\nclear graphic effects\ngo to x: (0) y: (-475)\ngo to [front v] layer\nshow\nrepeat until <(y position) = [75]>\n change y by (1)\nend\nwait (10) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\nwhen I receive [thumbnail v]\nclear graphic effects\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [tick v]\ngo to [front v] layer\n\nwhen I receive [pause tick v]\ngo to [front v] layer\n\nwhen this sprite clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\n\n@clear level\n\nwhen flag clicked\npoint in direction (90)\nhide\n\nwhen I receive [pause tick v]\nUPDATE\n\nwhen I receive [set up v]\npoint in direction (90)\ngo to [front v] layer\n\ndefine UPDATE\nif <(SCREEN) = [Sandbox]> then\n show\n go to x: (([x position v] of [navigation bar v]) + (55)) y: (([y position v] of [navigation bar v]) + (155))\n if <touching (mouse-pointer v)?> then\n change size by (((115) - (size)) / (5))\n if <mouse down?> then\n switch costume to (trash v)\n broadcast (delete confirmation v)\n end\n else\n change size by (((100) - (size)) / (5))\n end\nelse\n hide\nend\n\nwhen I receive [tick v]\nUPDATE\n\nwhen I receive [loading screen v]\nhide\n\nwhen I receive [load java v]\nhide\n\n@Confirmation Dialog\n\nwhen I receive [delete confirmation v]\nset [confirmation dialog active v] to [1]\nset [pause v] to [1]\ngo to [front v] layer\ngo to x: (0) y: (0)\n\nwhen I receive [pause tick v]\ngo to [front v] layer\ngo [backward v] (3) layers\nset size to (size) %\nchange [size v] by (((100) - (size)) / (3))\nshow\nif <(CONFIRMATION DIALOG ACTIVE) = [1]> then\n switch costume to (clear level v)\nelse\n if <(CONFIRMATION DIALOG ACTIVE) = [2]> then\n switch costume to (return to menu v)\n else\n if <(CONFIRMATION DIALOG ACTIVE) = [3]> then\n switch costume to (restart level v)\n else\n if <(CONFIRMATION DIALOG ACTIVE) = [4]> then\n switch costume to (replace v)\n else\n hide\n end\n end\n end\nend\n\nwhen I receive [tick v]\nif <(size) > [10]> then\n set size to (size) %\n change [size v] by (((0) - (size)) / (3))\nelse\n hide\nend\n\nwhen I receive [confirmed v]\nif <(CONFIRMATION RETURN) = [yes]> then\n if <(CONFIRMATION DIALOG ACTIVE) = [1]> then\n delete all of [sandbox level v]\n broadcast (Set Up v)\n else\n if <(CONFIRMATION DIALOG ACTIVE) = [2]> then\n set [screen v] to [Main Menu]\n broadcast (Main Menu v) and wait\n broadcast (Loading Screen v)\n else\n if <(CONFIRMATION DIALOG ACTIVE) = [3]> then\n broadcast (Set Up v)\n else\n if <(CONFIRMATION DIALOG ACTIVE) = [4]> then\n broadcast (import level v)\n end\n end\n end\n end\nend\n\nwhen I receive [menu confirmation v]\nset [confirmation dialog active v] to [2]\nset [pause v] to [1]\ngo to [front v] layer\ngo to x: (0) y: (0)\n\nwhen I receive [restart confirmation v]\nset [confirmation dialog active v] to [3]\nset [pause v] to [1]\ngo to [front v] layer\ngo to x: (0) y: (0)\n\nwhen I receive [replace confirmation v]\nset [confirmation dialog active v] to [4]\nset [pause v] to [1]\ngo to [front v] layer\ngo to x: (0) y: (0)\n\n@pause overlay\n\nwhen I receive [tick v]\ngo to [front v] layer\ngo [backward v] (4) layers\nif <(size) > [10]> then\n set size to (size) %\n set [ghost v] effect to (effect)\n change [size v] by (((0) - (size)) / (3))\n change [effect v] by (((100) - (effect)) / (3))\nelse\n hide\n set [size v] to [0]\n set [effect v] to [100]\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [pause tick v]\ngo to [front v] layer\ngo [backward v] (4) layers\nset size to (size) %\nset [ghost v] effect to (effect)\nshow\nchange [size v] by (((100) - (size)) / (3))\nchange [effect v] by (((50) - (effect)) / (3))\n\n@Confirmation Yes\n\nwhen I receive [pause tick v]\nif <(CONFIRMATION DIALOG ACTIVE) > [0]> then\n go to [front v] layer\n go to x: ((-40) * ((size) / (100))) y: ((-15) * ((size) / (100)))\n set size to (size) %\n if <touching (mouse-pointer v)?> then\n change [size v] by (((115) - (size)) / (3))\n if <mouse down?> then\n set [confirmation return v] to [yes]\n broadcast (Confirmed v) and wait\n set [confirmation dialog active v] to [0]\n set [pause v] to [-1]\n end\n else\n change [size v] by (((100) - (size)) / (3))\n end\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nif <(size) > [10]> then\n set size to (size) %\n change [size v] by (((0) - (size)) / (3))\nelse\n hide\nend\n\n@Confirmation Yes2\n\nwhen I receive [pause tick v]\nif <(CONFIRMATION DIALOG ACTIVE) > [0]> then\n go to [front v] layer\n go to x: ((40) * ((size) / (100))) y: ((-15) * ((size) / (100)))\n set size to (size) %\n if <touching (mouse-pointer v)?> then\n change [size v] by (((115) - (size)) / (3))\n if <mouse down?> then\n set [confirmation return v] to [no]\n broadcast (Confirmed v) and wait\n set [confirmation dialog active v] to [0]\n set [pause v] to [-1]\n end\n else\n change [size v] by (((100) - (size)) / (3))\n end\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nif <(size) > [10]> then\n set size to (size) %\n change [size v] by (((0) - (size)) / (3))\nelse\n hide\nend\n\n@import level\n\nwhen flag clicked\npoint in direction (90)\nhide\n\nwhen I receive [pause tick v]\nUPDATE\n\nwhen I receive [set up v]\npoint in direction (90)\ngo to [front v] layer\n\ndefine UPDATE\nif <(SCREEN) = [Sandbox]> then\n show\n go to x: (([x position v] of [navigation bar v]) + (10)) y: (([y position v] of [navigation bar v]) + (155))\n if <touching (mouse-pointer v)?> then\n change size by (((115) - (size)) / (5))\n if <mouse down?> then\n switch costume to (import v)\n ask [Paste your level code here] and wait\n if <(answer) > []> then\n set [import level code v] to (answer)\n broadcast (Check if valid save code v) and wait\n if <(SAVE CODE VALIDITY) = [valid]> then\n broadcast (replace confirmation v)\n end\n end\n end\n else\n change size by (((100) - (size)) / (5))\n end\nelse\n hide\nend\n\nwhen I receive [tick v]\nUPDATE\n\nwhen I receive [loading screen v]\nhide\n\nwhen I receive [load java v]\nhide\n\nif <(SCREEN) = [Sandbox]> then\nelse\n hide\nend\n\n@save level\n\nwhen flag clicked\npoint in direction (90)\nhide\nhide variable [scale v]\nshow list [copy this to save your level v]\n\nwhen I receive [pause tick v]\nUPDATE\n\nwhen I receive [set up v]\npoint in direction (90)\ngo to [front v] layer\n\ndefine UPDATE\nif <(SCREEN) = [Sandbox]> then\n show\n go to x: (([x position v] of [navigation bar v]) + (-35)) y: (([y position v] of [navigation bar v]) + (155))\n if <touching (mouse-pointer v)?> then\n change size by (((115) - (size)) / (5))\n if <mouse down?> then\n switch costume to (save v)\n broadcast (save level v)\n end\n else\n change size by (((100) - (size)) / (5))\n end\nelse\n hide\nend\n\nwhen I receive [tick v]\nUPDATE\n\nwhen I receive [load java v]\nhide\n\nwhen I receive [loading screen v]\nhide\n\n@hide save file\n\nwhen flag clicked\nhide\n\nwhen I receive [save level v]\ngo to x: (-220) y: (-85)\nshow\n\nwhen I receive [tick v]\nif <<mouse down?> and <touching (mouse-pointer v)?>> then\n hide\n show list [copy this to save your level v]\nend\n\n@Invalid Level Code Notification\n\nwhen flag clicked\nhide\n\nwhen I receive [notify load error v]\nshow\ngo to [front v] layer\nset size to (0) %\nrepeat (5)\n change size by (((100) - (size)) / (3))\nend\nwait (1) seconds\nrepeat (5)\n change size by (((0) - (size)) / (3))\nend\nhide\n\n@Sandbox Trash\n\nwhen flag clicked\ngo to x: (0) y: (-150)\nhide\nset [master v] to [0]\ncreate clone of (_myself_ v)\nset [master v] to [1]\n\nwhen I receive [tick v]\nif <(SANDBOX - GRABBING BLOCK) = [1]> then\n show\n if <(master) = [1]> then\n go to [front v] layer\n set size to (100) %\n switch costume to (trash icon v)\n change y by (((-150) - (y position)) / (5))\n else\n if <(distance to [mouse-pointer v]) < [50]> then\n change [effect size v] by (((150) - (effect size)) / (10))\n else\n change [effect size v] by (((90) - (effect size)) / (3))\n end\n change y by (((-150) - (y position)) / (5))\n go to [front v] layer\n go [backward v] (1) layers\n set size to (effect size) %\n switch costume to (effect circle v)\n end\nelse\n if <(master) = [1]> then\n go to [front v] layer\n else\n go to [front v] layer\n go [backward v] (1) layers\n end\n change [effect size v] by (((90) - (effect size)) / (20))\n change y by (((-200) - (y position)) / (5))\n if <(y position) < [-180]> then\n hide\n end\nend\n\n@dots\n\nwhen I receive [tick v]\nset pen size to ((2) * (SCALE))\nDraw Dots\n\ndefine Draw Dots\nset [x v] to [-9]\nrepeat (18)\n set [y v] to [-8]\n repeat (16)\n go to x: ((((round ((SCROLL_X) / (30))) * (30)) * (SCALE)) - ((SCROLL_X) - ((x) * (30)))) y: (((round ((SCROLL_Y) / (30))) * (30)) - ((SCROLL_Y) - ((y) * (30))))\n if <<([abs v] of ((x position) - ((((round ((SCROLL_X) / (30))) * (30)) * (SCALE)) - ((SCROLL_X) - ((x) * (30))))) ) < [1]> and <([abs v] of ((y position) - (((round ((SCROLL_Y) / (30))) * (30)) - ((SCROLL_Y) - ((y) * (30))))) ) < [1]>> then\n set pen color to (#bdbdbd)\n set pen (transparency v) to (50)\n pen down\n pen up\n end\n change [y v] by (1)\n end\n change [x v] by (1)\nend\n\n@water\n\nwhen I receive [tick v]\ngo to x: (0) y: ((((-1000) * (SCALE)) - (SCROLL_Y)) + (([sin v] of ((timer) * (100)) ) * ((10) * (SCALE))))\nset [ghost v] effect to (50)\nif <((y position) - ((((-1000) * (SCALE)) - (SCROLL_Y)) + (([cos v] of ((timer) * (100)) ) * ((10) * (SCALE))))) < [20]> then\n show\nelse\n hide\nend\n\n
now u can fly XD\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n\nControls\n-Arrow Keys or WASD to Move\n-Up arrow key or w key to fly\n-E to activate certain blocks\n-1-3 / click to select block in Inventory\n-P to pause game\n-N to go to the next music track\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nSANDBOX MODE\n-m to toggle placing blocks\n-scroll to select blocks\n-click and drag blocks to reposition them
seasons platformer
@Stage\n\nwhen flag clicked\nset [season v] to [0]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [next v]\nchange [season v] by (1)\nif <(season) = [2]> then\n switch backdrop to (backdrop2 v)\nelse\n switch backdrop to (backdrop1 v)\nend\n\n@Sprite1\n\nwhen flag clicked\nask [What unit of temperature do you use?] and wait\nhide variable [display v]\ngo to x: (-174) y: (13)\nrepeat until <(y position) = [-87]>\n change y by (-2)\nend\nwait (0.1) seconds\nrepeat until <[222] < (x position)>\n wait (0.01) seconds\n if <key (left arrow v) pressed?> then\n change x by (-5)\n end\n if <key (right arrow v) pressed?> then\n change x by (5)\n end\nend\nbroadcast (Next v)\nwait (0.01) seconds\ngo to x: (-174) y: (-87)\nrepeat until <[222] < (x position)>\n wait (0.01) seconds\n if <key (left arrow v) pressed?> then\n change x by (-5)\n end\n if <key (right arrow v) pressed?> then\n change x by (5)\n end\n if <key (up arrow v) pressed?> then\n if <(y position) < [30]> then\n change y by (5)\n end\n else\n if <not <touching (sprite2 v)?>> then\n change y by (-5)\n end\n end\n if <touching color (#000000)?> then\n wait (0.1) seconds\n go to x: (-185) y: (-87)\n end\nend\nset [temp v] to [10]\nbroadcast (Next v)\nshow variable [display v]\nwait (0.01) seconds\ngo to x: (-173) y: (-87)\nrepeat until <[222] < (x position)>\n wait (0.01) seconds\n if <(answer) = [farenheit]> then\n set [display v] to (join (round (((temp) * (1.8)) + (32))) [ Farenheit])\n else\n set [display v] to (join (round (temp)) [ Celcius])\n end\n if <key (left arrow v) pressed?> then\n change x by (-5)\n end\n if <key (right arrow v) pressed?> then\n change x by (5)\n end\n change [temp v] by (-0.5)\n if <(temp) < [-50]> then\n set [temp v] to [9]\n go to x: (-173) y: (-87)\n say [You got too cold!] for (2) seconds\n end\nend\nwait (0.01) seconds\nhide variable [display v]\nbroadcast (Next v)\ngo to x: (-174) y: (-87)\nrepeat until <[222] < (x position)>\n wait (0.01) seconds\n if <key (left arrow v) pressed?> then\n change x by (-5)\n end\n if <key (right arrow v) pressed?> then\n change x by (5)\n end\nend\nwait (0.01) seconds\nsay [You think you've done it? Ha ha!!!!] for (4) seconds\nrepeat (6)\n go to x: (-174) y: (-87)\n broadcast (Next v)\n repeat until <[222] < (x position)>\n wait (0.01) seconds\n if <key (left arrow v) pressed?> then\n change x by (-5)\n end\n if <key (right arrow v) pressed?> then\n change x by (5)\n end\n if <key (up arrow v) pressed?> then\n if <(y position) < [100]> then\n change y by (5)\n end\n else\n if <not <touching (sprite2 v)?>> then\n change y by (-5)\n end\n end\n if <touching color (#00a9ff)?> then\n wait (0.1) seconds\n go to x: (-185) y: (-87)\n end\n end\nend\nsay [You did it \(for real this time\)] for (2) seconds\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (summer v)\n\nwhen I receive [next v]\nnext costume\n\n@Sprite3\n\nwhen flag clicked\nforever\n wait (1.5) seconds\n next costume\nend\n\n
Don't touch leaves or get too cold OR touch shark water.\n\nWow! 1658 views, 34 faves, 46 loves and 2 remixes! My most popular project!\nThanks guys!\nAnd 56 messages! (I got 415 once but that was because i hadn't been on scratch for 4 months).
Colorful - A Scrolling Platformer (Mobile Support) #games #all
@Stage\n\n@Player\n\nwhen I receive [tick v]\ntick\n\ndefine tick\nif <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [x v] by (1)\n switch costume to (costume1 v)\nend\nif <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [x v] by (-1)\n switch costume to (costume2 v)\nend\nchange x by (x)\nset [x v] to ((0.9) * (x))\nif <touching color (#1aff00)?> then\n change y by (1)\n if <touching color (#1aff00)?> then\n change y by (1)\n if <touching color (#1aff00)?> then\n change y by (1)\n if <touching color (#1aff00)?> then\n change y by (1)\n if <touching color (#1aff00)?> then\n change y by (1)\n if <touching color (#1aff00)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n set [yv v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange [yv v] by (-1)\nchange y by (yv)\nif <touching color (#1aff00)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <touching color (#1aff00)?> then\n set [yv v] to [13]\n end\nend\nchange y by (1)\nchange [scroll x v] by ((x position) * (-1))\nchange [scroll y v] by ((y position) * (-1))\ngo to x: (0) y: (0)\nif <<touching color (#ff0000)?> or <(scroll y) > [999]>> then\n broadcast (Died v)\n set [scroll x v] to [880]\n set [scroll y v] to [400]\nend\n\nwhen flag clicked\nforever\n if <touching color (#f0ff00)?> then\n broadcast (Next Level v)\n end\nend\n\nwhen I receive [next level v]\nrepeat (2)\n change [ghost v] effect by (50)\nend\nrepeat (2)\n change size by (-30)\nend\nrepeat (2)\n change [ghost v] effect by (-50)\nend\nrepeat (2)\n change size by (35)\nend\n\nwhen I receive [next level v]\nset size to (60) %\nset [scroll x v] to [880]\nset [scroll y v] to [400]\n\nwhen flag clicked\nforever\n set size to (60) %\nend\n\nwhen I receive [begin game v]\ngo to x: (0) y: (0)\nforever\n broadcast (tick v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [begin game v]\nshow\n\nwhen I receive [color change right v]\nchange [color v] effect by (10)\n\nwhen I receive [color change left v]\nchange [color v] effect by (-10)\n\nwhen I receive [respawn v]\nset [scroll x v] to [880]\nset [scroll y v] to [400]\n\nwhen flag clicked\nset [scroll x v] to [880]\nset [scroll y v] to [400]\n\nwhen I receive [begin game v]\nset [scroll x v] to [880]\nset [scroll y v] to [400]\n\nwhen I receive [you win v]\nhide\n\nwhen flag clicked\n\nwhen flag clicked\n\n@Platform\n\nwhen flag clicked\nswitch costume to (size hack v)\nset size to (450) %\nswitch costume to (1 v)\nset [scroll x v] to [880]\nset [scroll y v] to [400]\nforever\n go to x: (scroll x) y: (scroll y)\nend\n\nwhen I receive [died v]\ngo to x: (scroll x) y: (scroll y)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [begin game v]\nshow\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [12]> then\n broadcast (You win v)\n end\nend\n\nwhen I receive [you win v]\nhide\n\n@Respawn\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (-184) y: (132)\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((125) - (size)) / (4))\n end\n if <not <touching (mouse-pointer v)?>> then\n change size by (((100) - (size)) / (4))\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (25)\n end\n if <not <touching (mouse-pointer v)?>> then\n set [ghost v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Respawn v)\n\nwhen I receive [toggle off v]\nhide\n\nwhen I receive [toggle on v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [begin game v]\nshow\n\nwhen I receive [you win v]\nhide\n\nwhen [r v] key pressed\nbroadcast (Respawn v)\n\n@Skip\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (-91) y: (132)\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((125) - (size)) / (4))\n end\n if <not <touching (mouse-pointer v)?>> then\n change size by (((100) - (size)) / (4))\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (25)\n end\n if <not <touching (mouse-pointer v)?>> then\n set [ghost v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Next Level v)\n\nwhen I receive [toggle on v]\nshow\n\nwhen I receive [toggle off v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [begin game v]\nshow\n\nwhen I receive [you win v]\nhide\n\nwhen [y v] key pressed\nbroadcast (Next Level v)\n\n@Mute\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (-184) y: (50)\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((125) - (size)) / (4))\n end\n if <not <touching (mouse-pointer v)?>> then\n change size by (((100) - (size)) / (4))\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (25)\n end\n if <not <touching (mouse-pointer v)?>> then\n set [ghost v] effect to (0)\n end\nend\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\nswitch costume to (costume1 v)\n\nwhen I receive [toggle on v]\nshow\n\nwhen I receive [toggle off v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [begin game v]\nshow\n\nwhen flag clicked\nset volume to (100) %\nset [skip song v] to [0]\nstart sound [Time Lapse v]\n\nwhen I receive [skip songs v]\nstop all sounds\nchange [skip song v] by (1)\nif <(skip song) = [1]> then\n play sound [Time Lapse v] until done\n change [skip song v] by (1)\nelse\n if <(skip song) = [2]> then\n play sound [Xenogenesis v] until done\n change [skip song v] by (1)\n else\n if <(skip song) = [3]> then\n play sound [Prelude v] until done\n change [skip song v] by (1)\n else\n if <(skip song) = [4]> then\n play sound [Unity v] until done\n change [skip song v] by (1)\n else\n if <(skip song) = [5]> then\n play sound [Open Secrets v] until done\n change [skip song v] by (1)\n else\n if <(skip song) = [6]> then\n play sound [Popsicle v] until done\n change [skip song v] by (1)\n else\n if <(skip song) = [7]> then\n set [skip song v] to [1]\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [you win v]\nhide\n\nwhen [m v] key pressed\nnext costume\nif <(costume [number v]) = [2]> then\n set volume to (0) %\nelse\n set volume to (100) %\nend\n\nwhen [q v] key pressed\nchange volume by (-10)\n\nwhen [e v] key pressed\nchange volume by (10)\n\n@Turn off/on\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (97) y: (160)\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((125) - (size)) / (4))\n end\n if <not <touching (mouse-pointer v)?>> then\n change size by (((100) - (size)) / (4))\n end\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen this sprite clicked\nnext costume\nif <(costume [number v]) = [1]> then\n broadcast (Toggle Off v)\nelse\n broadcast (Toggle On v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [begin game v]\nshow\n\nwhen I receive [you win v]\nhide\n\n@Menu Background\n\nwhen flag clicked\nshow\n\nwhen I receive [begin game v]\nhide\n\nwhen I receive [intro ended v]\n\n@Begin Game\n\nwhen flag clicked\nset [switched? v] to [0]\nshow\nset size to (0) %\ngo to x: (0) y: (70)\npoint in direction (90)\nset [turn v] to [0]\nforever\n change size by (((100) - (size)) / (4))\n change [turn v] by (4)\n if <(switched?) = [0]> then\n point in direction ((90) + (([sin v] of (turn) ) * (3)))\n else\n point in direction ((-90) + (([sin v] of (turn) ) * (3)))\n end\n change y by (([sin v] of (turn) ) / (4))\nend\n\nwhen flag clicked\ngo to x: (-61) y: (-25)\nshow\nforever\n wait (0.001) seconds\n change [color v] effect by (10)\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((150) - (size)) / (4))\n end\n if <not <touching (mouse-pointer v)?>> then\n change size by (((100) - (size)) / (4))\n end\nend\n\nwhen this sprite clicked\nbroadcast (Begin Game v)\n\nwhen I receive [begin game v]\nhide\n\nwhen I receive [intro ended v]\n\n@Icon\n\nwhen flag clicked\ngo to x: (-7) y: (89)\nshow\nforever\n wait (0.001) seconds\n change [color v] effect by (10)\nend\n\nwhen I receive [begin game v]\nhide\n\nwhen I receive [intro ended v]\n\n@Color Change Left\n\nwhen flag clicked\ngo to x: (-200) y: (-132)\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (25)\n end\n if <not <touching (mouse-pointer v)?>> then\n set [ghost v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Color Change Left v)\n\nwhen flag clicked\nforever\n wait (0.001) seconds\n change [color v] effect by (10)\nend\n\nwhen I receive [begin game v]\nhide\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (-200) y: (-132)\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((75) - (size)) / (4))\n end\n if <not <touching (mouse-pointer v)?>> then\n change size by (((50) - (size)) / (4))\n end\nend\n\nwhen I receive [intro ended v]\n\n@Color Change Right\n\nwhen flag clicked\nshow\ngo to x: (-165) y: (-132)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (25)\n end\n if <not <touching (mouse-pointer v)?>> then\n set [ghost v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Color Change Right v)\n\nwhen flag clicked\nforever\n wait (0.001) seconds\n change [color v] effect by (10)\nend\n\nwhen I receive [begin game v]\nhide\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (-165) y: (-132)\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((75) - (size)) / (4))\n end\n if <not <touching (mouse-pointer v)?>> then\n change size by (((50) - (size)) / (4))\n end\nend\n\nwhen I receive [intro ended v]\n\n@Color Sample\n\nwhen flag clicked\nshow\n\ngo to x: (-182) y: (-99)\n\nwhen I receive [color change left v]\nchange [color v] effect by (-10)\n\nwhen I receive [color change right v]\nchange [color v] effect by (10)\n\nwhen I receive [begin game v]\nhide\n\nwhen I receive [intro ended v]\n\n@Skip Song\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (25)\n end\n if <not <touching (mouse-pointer v)?>> then\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (-25) y: (143)\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((125) - (size)) / (4))\n end\n if <not <touching (mouse-pointer v)?>> then\n change size by (((100) - (size)) / (4))\n end\nend\n\nwhen I receive [toggle on v]\nshow\n\nwhen I receive [toggle off v]\nhide\n\nwhen I receive [begin game v]\nshow\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (Skip Songs v)\n\nwhen flag clicked\nrepeat (1)\n if <touching (mouse-pointer v)?> then\n broadcast (Skip text v)\n end\nend\n\nwhen I receive [you win v]\nhide\n\nwhen [1 v] key pressed\nbroadcast (Skip Songs v)\n\n@Level Counter\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (184) y: (-160)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [begin game v]\nshow\n\n@Menu Background2\n\nwhen flag clicked\nhide\n\nwhen I receive [you win v]\nshow\n\n@Sprite1\n\nwhen flag clicked\nhide\ngo to x: (1) y: (14)\nset [switched? v] to [0]\nset size to (0) %\npoint in direction (90)\nset [turn v] to [0]\nforever\n change size by (((100) - (size)) / (4))\n change [turn v] by (4)\n if <(switched?) = [0]> then\n point in direction ((90) + (([sin v] of (turn) ) * (3)))\n else\n point in direction ((-90) + (([sin v] of (turn) ) * (3)))\n end\n change y by (([sin v] of (turn) ) / (4))\nend\n\nwhen flag clicked\n\nwhen I receive [you win v]\nshow\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (51) y: (-138)\nshow\nwait (3) seconds\nhide\n\nwhen I receive [begin game v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\ngo to x: (36) y: (28)\nshow\ngo to [front v] layer\n\n
Me and @Ryham301 collab out NOW!!! https://scratch.mit.edu/projects/431252402/\nA Colorful Platformer (Mobile Support)\n=============================================\nControls: ( Note: I made it so you cant jump downhill )\nWASD, Arrow Keys, and Mobile Support.\n(Did you know can change the color of your player?)\n------------------------------HOTKEYS------------------------------------\n1 - Skip Song\nQ - Volume Down\nE - Volume Up\nM - Mute\nY - Skip Level\nR - Respawn
2.5D Platformer
@Stage\n\nwhen [timer v] > (0.01)\nplay sound [troyboi-amadeus v] until done\nstop [this script v]\n\nwhen flag clicked\nforever\n play sound [Music v] until done\nend\n\n@Player\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (-50)\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [1]>>> then\n switch costume to (player right v)\n end\nend\n\nwhen flag clicked\nforever\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [100]>>> then\n switch costume to (player left v)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching color (#ff4f00)?> or <touching color (#cccccc)?>> then\n start sound (pick random (1) to (2))\n broadcast (Respawn v)\n end\n if <touching color (#ff009b)?> then\n change [yv v] by (-20)\n end\n if <touching color (#00533b)?> then\n change [yv v] by (-25)\n end\n if <touching color (#410051)?> then\n broadcast (Next LVL v)\n end\nend\n\nwhen flag clicked\nshow\nset [color v] effect to (0)\nforever\n change [color v] effect by (1)\nend\n\nwhen [timer v] > (0.01)\nhide\n\n@Platform\n\nwhen flag clicked\nswitch costume to (1 v)\nset [ghost v] effect to (100)\nbroadcast (Respawn v)\nforever\n change [yv v] by (1)\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [1]>>> then\n change [xv v] by (-2)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [100]>>> then\n change [xv v] by (2)\n end\n set [xv v] to ((xv) * (0.8))\n change x by (xv)\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 (-3)\n change x by ((xv) * (-1))\n set [xv v] to [0]\n end\n end\n end\n end\n change y by (yv)\n if <touching (player v)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (1)\n if <touching (player v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [50]>>> then\n start sound [Jump v]\n set [yv v] to [-10]\n end\n end\n change y by (-1)\nend\n\nwhen I receive [respawn v]\ngo to x: (0) y: (-50)\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen flag clicked\nforever\n if <(y position) > [200]> then\n start sound (pick random (2) to (3))\n broadcast (Respawn v)\n end\nend\n\nwhen I receive [next lvl v]\ngo to x: (0) y: (-50)\nset [xv v] to [0]\nset [yv v] to [0]\nnext costume\n\[email protected] D cover\n\nwhen flag clicked\nswitch costume to (1 v)\nset [camx v] to [0]\nset [cam y v] to [0]\nStart clone\n\nwhen I start as a clone\nshow\nswitch costume to (1 v)\nforever\n go to x: (((camx) * (size)) + (shift x)) y: (((cam y) * (size)) + (shift y))\nend\n\nwhen flag clicked\nhide\nforever\n set [camx v] to ((([x position v] of [platform v]) / (100)) + (-0.1))\n set [cam y v] to ((([y position v] of [platform v]) / (100)) + (0.1))\nend\n\ndefine Start clone\nswitch costume to (costume2 v)\nset size to (100) %\nrepeat (40)\n create clone of (_myself_ v)\n change size by (1)\nend\n\nwhen I receive [next lvl v]\nnext costume\n\n@Sun\n\nwhen flag clicked\nswitch costume to (sun v)\nswitch backdrop to (sky v)\nset [sec v] to (pick random (60) to (90))\ngo to x: (0) y: (100)\npoint in direction (90)\nforever\n turn right (0.1) degrees\nend\n\nwhen flag clicked\nforever\n wait (sec) seconds\n next costume\nend\n\nwhen flag clicked\nforever\n wait (sec) seconds\n next backdrop\nend\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next lvl v]\nnext costume\n\n@Thumbail\n\nwhen flag clicked\ngo to x: (-400) y: (0)\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.01)\nshow\nrepeat (40)\n change x by (10)\nend\n\n
Controls----\nArrows,Finger.\nUpdates----\n1-Added more levels (5 & 6)\nIf you have an idea then Please tell me!!
~~Arctic~~3D~~Platformer #Games #All
@Stage\n\n@Sprite1\n\n@engine\n\ndefine Draw letter (letter) at x (x) y (y) Size (s)\ngo to x: (x) y: (y)\nset pen size to ((3) * (s))\nif <[a] = (letter)> then\n pen down\n go to x: (((5) * (s)) + (x position)) y: (((20) * (s)) + (y position))\n go to x: (((5) * (s)) + (x position)) y: ((y position) - ((20) * (s)))\n go to x: (((-2) * (s)) + (x position)) y: (((7) * (s)) + (y position))\n change x by ((-5) * (s))\n pen up\nend\nif <[b] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-20) * (s))\n change x by ((10) * (s))\n change y by ((9) * (s))\n change x by ((-10) * (s))\n change y by ((2) * (s))\n change x by ((7) * (s))\n change y by ((9) * (s))\n change x by ((-7) * (s))\n pen up\nend\nif <[c] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-20) * (s))\n change x by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((20) * (s))\n change x by ((10) * (s))\n pen up\nend\nif <[d] = (letter)> then\n pen down\n change y by ((20) * (s))\n change x by ((8) * (s))\n go to x: (((2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change y by ((-10) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change x by ((-8) * (s))\n pen up\nend\nif <[e] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-20) * (s))\n change x by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((10) * (s))\n change x by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((10) * (s))\n change x by ((10) * (s))\n change x by ((-10) * (s))\n pen up\nend\nif <[f] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-20) * (s))\n change y by ((10) * (s))\n change x by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((10) * (s))\n change x by ((10) * (s))\n change x by ((-10) * (s))\n pen up\nend\nif <[g] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-20) * (s))\n change x by ((7) * (s))\n change y by ((5) * (s))\n change x by ((-2) * (s))\n change x by ((4) * (s))\n change x by ((-2) * (s))\n change y by ((-5) * (s))\n change x by ((-7) * (s))\n change y by ((20) * (s))\n change x by ((7) * (s))\n pen up\nend\nif <[h] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-10) * (s))\n change x by ((10) * (s))\n change y by ((10) * (s))\n change y by ((-20) * (s))\n pen up\nend\nif <[i] = (letter)> then\n change x by ((5) * (s))\n pen down\n change y by ((20) * (s))\n change x by ((5) * (s))\n change x by ((-10) * (s))\n change x by ((5) * (s))\n change y by ((-20) * (s))\n change x by ((5) * (s))\n change x by ((-10) * (s))\n change x by ((5) * (s))\n pen up\nend\nif <[j] = (letter)> then\n pen down\n change y by ((10) * (s))\n change y by ((-10) * (s))\n change x by ((5) * (s))\n change y by ((20) * (s))\n change x by ((-5) * (s))\n change x by ((10) * (s))\n pen up\nend\nif <[k] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-10) * (s))\n go to x: (((10) * (s)) + (x position)) y: (((-10) * (s)) + (y position))\n go to x: (((-10) * (s)) + (x position)) y: (((10) * (s)) + (y position))\n go to x: (((10) * (s)) + (x position)) y: (((10) * (s)) + (y position))\n pen up\nend\nif <[l] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-20) * (s))\n change x by ((10) * (s))\n pen up\nend\nif <[m] = (letter)> then\n pen down\n change y by ((20) * (s))\n go to x: (((5) * (s)) + (x position)) y: (((-10) * (s)) + (y position))\n go to x: (((5) * (s)) + (x position)) y: (((10) * (s)) + (y position))\n change y by ((-20) * (s))\n pen up\nend\nif <[n] = (letter)> then\n pen down\n change y by ((20) * (s))\n go to x: (((10) * (s)) + (x position)) y: (((-20) * (s)) + (y position))\n change y by ((20) * (s))\n pen up\nend\nif <[o] = (letter)> then\n change y by ((5) * (s))\n pen down\n change y by ((10) * (s))\n go to x: (((2) * (s)) + (x position)) y: (((5) * (s)) + (y position))\n change x by ((6) * (s))\n go to x: (((2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change y by ((-10) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change x by ((-6) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((5) * (s)) + (y position))\n pen up\nend\nif <[p] = (letter)> then\n pen down\n change y by ((15) * (s))\n go to x: (((2) * (s)) + (x position)) y: (((5) * (s)) + (y position))\n change x by ((6) * (s))\n go to x: (((2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change y by ((-1) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change x by ((-6) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((5) * (s)) + (y position))\n pen up\nend\nif <[q] = (letter)> then\n change y by ((5) * (s))\n pen down\n change y by ((10) * (s))\n go to x: ((2) + (x position)) y: (((5) * (s)) + (y position))\n change x by ((6) * (s))\n go to x: ((2) + (x position)) y: (((-5) * (s)) + (y position))\n change y by ((-10) * (s))\n go to x: ((-2) + (x position)) y: ((-5) + (y position))\n change x by ((-6) * (s))\n go to x: ((-2) + (x position)) y: (((5) * (s)) + (y position))\n pen up\n change x by ((6) * (s))\n pen down\n go to x: (((5) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n pen up\nend\nif <[r] = (letter)> then\n pen down\n change y by ((15) * (s))\n go to x: (((2) * (s)) + (x position)) y: (((5) * (s)) + (y position))\n change x by ((6) * (s))\n go to x: (((2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change y by ((-1) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change x by ((-6) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((5) * (s)) + (y position))\n change y by ((-3) * (s))\n go to x: (((10) * (s)) + (x position)) y: (((-11) * (s)) + (y position))\n pen up\nend\nif <[s] = (letter)> then\n pen down\n change y by ((2) * (s))\n change y by ((-2) * (s))\n change x by ((10) * (s))\n change y by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((10) * (s))\n change x by ((10) * (s))\n change y by ((-2) * (s))\n change y by ((2) * (s))\n pen up\nend\nif <[t] = (letter)> then\n change x by ((5) * (s))\n pen down\n change y by ((20) * (s))\n change x by ((5) * (s))\n change x by ((-10) * (s))\n pen up\nend\nif <[u] = (letter)> then\n change y by ((5) * (s))\n pen down\n change y by ((15) * (s))\n pen up\n change x by ((10) * (s))\n pen down\n change y by ((-15) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change x by ((-6) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((5) * (s)) + (y position))\n pen up\n change x by ((10) * (s))\n pen down\n change y by ((-5) * (s))\n pen up\nend\nif <[v] = (letter)> then\n change y by ((20) * (s))\n pen down\n go to x: (((5) * (s)) + (x position)) y: (((-20) * (s)) + (y position))\n go to x: (((5) * (s)) + (x position)) y: (((20) * (s)) + (y position))\n pen up\nend\nif <[w] = (letter)> then\n change y by ((20) * (s))\n pen down\n go to x: (((2.5) * (s)) + (x position)) y: (((-20) * (s)) + (y position))\n go to x: (((2.5) * (s)) + (x position)) y: (((20) * (s)) + (y position))\n go to x: (((2.5) * (s)) + (x position)) y: (((-20) * (s)) + (y position))\n go to x: (((2.5) * (s)) + (x position)) y: (((20) * (s)) + (y position))\n pen up\nend\nif <[x] = (letter)> then\n change y by ((20) * (s))\n pen down\n go to x: (((10) * (s)) + (x position)) y: (((-20) * (s)) + (y position))\n pen up\n change x by ((-10) * (s))\n pen down\n go to x: (((10) * (s)) + (x position)) y: (((20) * (s)) + (y position))\n pen up\nend\nif <[y] = (letter)> then\n change x by ((5) * (s))\n pen down\n change y by ((10) * (s))\n go to x: (((5) * (s)) + (x position)) y: (((10) * (s)) + (y position))\n go to x: (((-5) * (s)) + (x position)) y: (((-10) * (s)) + (y position))\n go to x: (((-5) * (s)) + (x position)) y: (((10) * (s)) + (y position))\n pen up\nend\nif <[z] = (letter)> then\n pen down\n change x by ((10) * (s))\n go to x: (((-10) * (s)) + (x position)) y: (((20) * (s)) + (y position))\n change x by ((10) * (s))\n pen up\nend\nif <[:] = (letter)> then\n change x by ((5) * (s))\n change y by ((5) * (s))\n pen down\n pen up\n change y by ((10) * (s))\n pen down\n pen up\nend\nif <[1] = (letter)> then\n change x by ((5) * (s))\n pen down\n change y by ((20) * (s))\n go to x: (((-5) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n pen up\nend\nif <[2] = (letter)> then\n pen down\n change x by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((10) * (s))\n change x by ((10) * (s))\n change y by ((10) * (s))\n change x by ((-10) * (s))\n pen up\nend\nif <[3] = (letter)> then\n pen down\n change x by ((10) * (s))\n change y by ((10) * (s))\n change x by ((-10) * (s))\n change x by ((10) * (s))\n change y by ((10) * (s))\n change x by ((-10) * (s))\n pen up\nend\nif <[4] = (letter)> then\n change x by ((10) * (s))\n pen down\n change y by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((10) * (s))\n change y by ((-10) * (s))\n change x by ((10) * (s))\n change y by ((10) * (s))\n pen up\nend\nif <[5] = (letter)> then\n pen down\n change x by ((10) * (s))\n change y by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((10) * (s))\n change x by ((10) * (s))\n pen up\nend\nif <[6] = (letter)> then\n pen down\n change x by ((10) * (s))\n change y by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((-10) * (s))\n change y by ((20) * (s))\n pen up\nend\nif <[7] = (letter)> then\n change y by ((20) * (s))\n pen down\n change x by ((10) * (s))\n change y by ((-20) * (s))\n pen up\nend\nif <[8] = (letter)> then\n pen down\n change x by ((10) * (s))\n change y by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((-10) * (s))\n change y by ((20) * (s))\n change x by ((10) * (s))\n change y by ((-10) * (s))\n pen up\nend\nif <[9] = (letter)> then\n change x by ((10) * (s))\n pen down\n change y by ((20) * (s))\n change x by ((-10) * (s))\n change y by ((-10) * (s))\n change x by ((10) * (s))\n pen up\nend\nif <[0] = (letter)> then\n pen down\n change y by ((20) * (s))\n change x by ((10) * (s))\n change y by ((-20) * (s))\n change x by ((-10) * (s))\n pen up\nend\nif <[/] = (letter)> then\n pen down\n go to x: (((10) * (s)) + (x position)) y: (((20) * (s)) + (y position))\n pen up\nend\nif <[?] = (letter)> then\n pen down\n pen up\n change y by ((5) * (s))\n pen down\n change y by ((7) * (s))\n change x by ((5) * (s))\n change y by ((8) * (s))\n change x by ((-5) * (s))\n pen up\nend\n\ndefine Phrase (p) starting at (x) (y) size: (s)\nset [x3 v] to (x)\nset [y3 v] to (y)\nset [letter v] to [0]\nrepeat (length of (p))\n change [letter v] by (1)\n Draw letter (letter (Letter) of (p)) at x (X3) y (Y3) Size (s)\n change [x3 v] by ((15) * (s))\nend\n\ndefine XY Clipping\nset [m v] to (((y2) - (y1)) / ((x2) - (x1)))\nif <(x1) > [240]> then\n if <(x2) > [240]> then\n stop [this script v]\n else\n Set Screen Point 1: (240) ((y1) + (((240) - (x1)) * (m)))\n end\nend\nif <(y1) > [180]> then\n if <(y2) > [180]> then\n stop [this script v]\n else\n Set Screen Point 1: ((x1) + (((180) - (y1)) / (m))) (180)\n end\nend\nif <(x1) < [-240]> then\n if <(x2) < [-240]> then\n stop [this script v]\n else\n Set Screen Point 1: (-240) ((y1) + (((-240) - (x1)) * (m)))\n end\nend\nif <(y1) < [-180]> then\n if <(y2) < [-180]> then\n stop [this script v]\n else\n Set Screen Point 1: ((x1) + (((-180) - (y1)) / (m))) (-180)\n end\nend\nif <(x2) > [240]> then\n Set Screen Point 2: (240) ((y1) + (((240) - (x1)) * (m)))\nend\nif <(y2) > [180]> then\n Set Screen Point 2: ((x1) + (((180) - (y1)) / (m))) (180)\nend\nif <(x2) < [-240]> then\n Set Screen Point 2: (-240) ((y1) + (((-240) - (x1)) * (m)))\nend\nif <(y2) < [-180]> then\n Set Screen Point 2: ((x1) + (((-180) - (y1)) / (m))) (-180)\nend\n\ndefine fill (ax) (ay) (bx) (by) (cx) (cy) resolution: (res)\nset [lena v] to ([sqrt v] of ((((bx) - (cx)) * ((bx) - (cx))) + (((by) - (cy)) * ((by) - (cy)))) )\nset [lenb v] to ([sqrt v] of ((((ax) - (cx)) * ((ax) - (cx))) + (((ay) - (cy)) * ((ay) - (cy)))) )\nset [lenc v] to ([sqrt v] of ((((ax) - (bx)) * ((ax) - (bx))) + (((ay) - (by)) * ((ay) - (by)))) )\nset [peri v] to ((1) / (((lena) + (lenb)) + (lenc)))\nset [incx v] to (((((lena) * (ax)) + ((lenb) * (bx))) + ((lenc) * (cx))) * (peri))\nset [incy v] to (((((lena) * (ay)) + ((lenb) * (by))) + ((lenc) * (cy))) * (peri))\nset [ind v] to ([sqrt v] of ((((((lenb) + (lenc)) - (lena)) * (((lenc) + (lena)) - (lenb))) * (((lena) + (lenb)) - (lenc))) * (peri)) )\nset [aox v] to ((incx) - (ax))\nset [aoy v] to ((incy) - (ay))\nset [box v] to ((incx) - (bx))\nset [boy v] to ((incy) - (by))\nset [cox v] to ((incx) - (cx))\nset [coy v] to ((incy) - (cy))\nif <<(lena) < (lenb)> and <(lena) < (lenc)>> then\n set [td v] to ([sqrt v] of (((Aox) * (Aox)) + ((Aoy) * (Aoy))) )\nelse\n if <<(lenb) > (lena)> or <(lenb) > (lenc)>> then\n set [td v] to ([sqrt v] of (((Cox) * (Cox)) + ((Coy) * (Coy))) )\n else\n set [td v] to ([sqrt v] of (((Box) * (Box)) + ((Boy) * (Boy))) )\n end\nend\nset [rate v] to ((((td) * (2)) - (ind)) / ((td) * (4)))\nset [td v] to ((1) + (0))\ngo to x: (round (incx)) y: (round (incy))\nset pen size to (ind)\npen down\nrepeat ([ceiling v] of (([log v] of ((res) / (ind)) ) / ([log v] of (rate) )) )\n set [td v] to ((td) * (rate))\n set pen size to ((ind) * (td))\n go to x: (((Aox) * (td)) + (ax)) y: (((Aoy) * (td)) + (ay))\n go to x: (((Box) * (td)) + (bx)) y: (((Boy) * (td)) + (by))\n go to x: (((Cox) * (td)) + (cx)) y: (((Coy) * (td)) + (cy))\n go to x: (((Aox) * (td)) + (ax)) y: (((Aoy) * (td)) + (ay))\nend\nset pen size to (res)\ngo to x: (ax) y: (ay)\ngo to x: (bx) y: (by)\ngo to x: (cx) y: (cy)\ngo to x: (ax) y: (ay)\npen up\n\ndefine Sort\nset [dummy variable v] to [0]\nrepeat (length of [distance info v])\n change [dummy variable v] by (1)\n if <(Dummy Variable) < [10]> then\n set [dummy variable v] to (join [0] (Dummy Variable))\n end\n replace item (Dummy Variable) of [distance info v] with (((item (Dummy Variable) of [distance info v]) * (100)) + (Dummy Variable))\nend\nrepeat (length of [distance info v])\n set [dummy variable v] to [0]\n set [dummy 2 v] to [0]\n repeat ((length of [distance info v]) - (1))\n change [dummy variable v] by (1)\n if <(item (Dummy Variable) of [distance info v]) < (item ((Dummy Variable) + (1)) of [distance info v])> then\n set [dummy 2 v] to (item ((Dummy Variable) + (1)) of [distance info v])\n replace item ((Dummy Variable) + (1)) of [distance info v] with (item (Dummy Variable) of [distance info v])\n replace item (Dummy Variable) of [distance info v] with (Dummy 2)\n end\n end\nend\n\ndefine Draw tri: type (t) points: (x1) (y1) (z1) -- (x2) (y2) (z2) -- (x3) (y3) (z3) -- ()\nset pen size to (5)\nif <[ground] = (t)> then\n set pen color to (#9aeff9)\nend\nif <[Shadow] = (t)> then\n set pen color to (#000000)\nend\nif <[player] = (t)> then\n set pen color to (#4cff00)\nend\nif <[lava] = (t)> then\n set pen color to (#006aff)\nend\nif <[end] = (t)> then\n set pen color to (#0019ff)\nend\nif <[bounce] = (t)> then\n set pen color to (#ffe46e)\nend\n3d Tri (x1) (y1) (z1) (x2) (y2) (z2) (x3) (y3) (z3)\n\ndefine Set Point 1: (x1) (y1) (z1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\nset [z1 v] to (z1)\n\ndefine Set Point 2: (x2) (y2) (z2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\nset [z2 v] to (z2)\n\ndefine Draw Line (x1) (y1) (z1) to (x2) (y2) (z2)\nSet Point 1: ((x1) - (cam x)) ((y1) - (cam y)) ((z1) - (cam z))\nSet Point 2: ((x2) - (cam x)) ((y2) - (cam y)) ((z2) - (cam z))\nSet Point 1: (((z1) * (sin Y)) + ((x1) * (cos Y))) (y1) (((z1) * (cos Y)) - ((x1) * (sin Y)))\nSet Point 2: (((z2) * (sin Y)) + ((x2) * (cos Y))) (y2) (((z2) * (cos Y)) - ((x2) * (sin Y)))\nSet Point 1: (x1) (((y1) * (cos X)) - ((z1) * (sin X))) (((y1) * (sin X)) + ((z1) * (cos X)))\nSet Point 2: (x2) (((y2) * (cos X)) - ((z2) * (sin X))) (((y2) * (sin X)) + ((z2) * (cos X)))\nif <not <<(z1) < (near plane)> and <(z2) < (near plane)>>> then\n Z Clipping\n Set Screen Point 1: ((view factor) * ((x1) / (z1))) ((view factor) * ((y1) / (z1)))\n Set Screen Point 2: ((view factor) * ((x2) / (z2))) ((view factor) * ((y2) / (z2)))\n go to x: (x1) y: (y1)\n pen down\n go to x: (x2) y: (y2)\n pen up\nend\n\ndefine Set Screen Point 1: (x1) (y1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\n\ndefine Set Screen Point 2: (x2) (y2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\n\ndefine Draw tri\nset pen size to (5)\nCalculate Trig Values\nset [loop v] to [0]\nrepeat (length of [distance info v])\n change [loop v] by (1)\n set [dummy 2 v] to (join (letter ((length of (item (Loop) of [distance info v])) - (1)) of (item (Loop) of [distance info v])) (letter (length of (item (Loop) of [distance info v])) of (item (Loop) of [distance info v])))\n Draw tri: type (item (Dummy 2) of [types v]) points: (item (Dummy 2) of [x1 v]) (item (Dummy 2) of [y1 v]) (item (Dummy 2) of [z1 v]) -- (item (Dummy 2) of [x2 v]) (item (Dummy 2) of [y2 v]) (item (Dummy 2) of [z2 v]) -- (item (Dummy 2) of [x3 v]) (item (Dummy 2) of [y3 v]) (item (Dummy 2) of [z3 v]) -- (item (Dummy 2) of [-p direction v])\nend\n\ndefine Calculate Trig Values\nset [sin x v] to ([sin v] of (Rotation Y) )\nset [cos x v] to ([cos v] of (Rotation Y) )\nset [sin y v] to ([sin v] of (Rotation X) )\nset [cos y v] to ([cos v] of (Rotation X) )\n\ndefine Z Clipping\nif <<(z1) < (near plane)> or <(z2) < (near plane)>> then\n set [percent v] to (((near plane) - (z1)) / ((z2) - (z1)))\n if <(z1) < (near plane)> then\n Set Point 1: ((x1) + (((x2) - (x1)) * (percent))) ((y1) + (((y2) - (y1)) * (percent))) (near plane)\n else\n if <(z2) < (near plane)> then\n Set Point 2: ((x1) + (((x2) - (x1)) * (percent))) ((y1) + (((y2) - (y1)) * (percent))) (near plane)\n end\n end\nend\n\ndefine Get Level\ndelete all of [types v]\ndelete all of [x1 v]\ndelete all of [x2 v]\ndelete all of [x3 v]\ndelete all of [y1 v]\ndelete all of [y2 v]\ndelete all of [y3 v]\ndelete all of [z1 v]\ndelete all of [z2 v]\ndelete all of [z3 v]\ndelete all of [-p direction v]\ndelete all of [distance info v]\nAdd player\nif <[1] = (_Level)> then\n Flat Square at [0] [-50] [0] [Ground]\n Flat Square at [0] [25] [150] [Ground]\n Flat Square at [0] [75] [300] [Ground]\n add Spike at [0] [100] [350] []\n add Spike at [30] [100] [350] []\n add Spike at [-30] [100] [350] []\n Flat Square at [0] [75] [400] [Ground]\n Flat Square at [0] [75] [600] [end]\nend\nif <[2] = (_Level)> then\n Flat Square at [0] [-50] [0] [Ground]\n Flat Square at [0] [-25] [100] [Ground]\n Flat Square at [100] [0] [100] [Ground]\n Flat Square at [100] [25] [200] [bounce]\n Flat Square at [100] [200] [200] [bounce]\n Flat Square at [100] [150] [400] [Ground]\n Flat Square at [100] [150] [600] [end]\nend\nif <[3] = (_Level)> then\n Flat Square at [0] [-50] [0] [Ground]\n Flat Square at [0] [50] [] [Ground]\n Flat Square at [0] [150] [] [Ground]\n Flat Square at [0] [250] [] [Ground]\n Flat Square at [0] [250] [175] [bounce]\n Flat Square at [0] [250] [350] [bounce]\n Flat Square at [0] [250] [450] [end]\n add Spike at [0] [275] [400] []\n add Spike at [30] [275] [400] []\n add Spike at [-30] [275] [400] []\n add Spike at [0] [275] [500] []\n add Spike at [30] [275] [500] []\n add Spike at [-30] [275] [500] []\nend\nif <[4] = (_Level)> then\n stop [other scripts in sprite v]\n broadcast (End v)\n stop [this script v]\nend\nset [__loop v] to (Player y)\nrepeat (40)\n change [__loop v] by (-5)\n Detect [1] (Player x) (__loop) (Player z)\n if <[touching? v] contains [ground]?> then\n Add Tri (((10) * (-last Cos y)) + (Player x)) (__loop) (((10) * (-last sine y)) + (Player z)) - (((-10) * (-last sine y)) + (Player x)) (__loop) (((10) * (-last Cos y)) + (Player z)) - (((-10) * (-last Cos y)) + (Player x)) (__loop) (((-10) * (-last sine y)) + (Player z)) -- [Shadow] []\n stop [this script v]\n end\n if <[touching? v] contains [bounce]?> then\n Add Tri (((10) * (-last Cos y)) + (Player x)) (__loop) (((10) * (-last sine y)) + (Player z)) - (((-10) * (-last sine y)) + (Player x)) (__loop) (((10) * (-last Cos y)) + (Player z)) - (((-10) * (-last Cos y)) + (Player x)) (__loop) (((-10) * (-last sine y)) + (Player z)) -- [Shadow] []\n stop [this script v]\n end\n if <[touching? v] contains [end]?> then\n Add Tri (((10) * (-last Cos y)) + (Player x)) (__loop) (((10) * (-last sine y)) + (Player z)) - (((-10) * (-last sine y)) + (Player x)) (__loop) (((10) * (-last Cos y)) + (Player z)) - (((-10) * (-last Cos y)) + (Player x)) (__loop) (((-10) * (-last sine y)) + (Player z)) -- [Shadow] []\n stop [this script v]\n end\nend\n\ndefine Add Tri (x1) (y1) (z1) - (x2) (y2) (z2) - (x3) (y3) (z3) -- (t) ()\nset [-d1 v] to (round ([sqrt v] of ((((x1) - (cam x)) * ((x1) - (cam x))) + ((((y1) - (cam y)) * ((y1) - (cam y))) + (((z1) - (cam z)) * ((z1) - (cam z))))) ))\nset [-d2 v] to (round ([sqrt v] of ((((x2) - (cam x)) * ((x2) - (cam x))) + ((((y2) - (cam y)) * ((y2) - (cam y))) + (((z2) - (cam z)) * ((z2) - (cam z))))) ))\nset [-d3 v] to (round ([sqrt v] of ((((x3) - (cam x)) * ((x3) - (cam x))) + ((((y3) - (cam y)) * ((y3) - (cam y))) + (((z3) - (cam z)) * ((z3) - (cam z))))) ))\nset [-dmax v] to [100000000000]\nset [-dloop v] to [1]\nset [-dmax v] to (-D1)\nset [-dmax v] to (round (((-D1) + ((-D2) + (-D3))) / (3)))\nif <(-Dmax) < [500]> then\n add (t) to [types v]\n add (x1) to [x1 v]\n add (y1) to [y1 v]\n add (z1) to [z1 v]\n add (x2) to [x2 v]\n add (y2) to [y2 v]\n add (z2) to [z2 v]\n add (x3) to [x3 v]\n add (y3) to [y3 v]\n add (z3) to [z3 v]\n add () to [-p direction v]\n add (-Dmax) to [distance info v]\nend\n\ndefine Reset\nset [cam x v] to ((Player x) + ((100) * (([cos v] of (Rotation Y) ) * ([sin v] of (Rotation X) ))))\nset [cam y v] to ((Player y) + ((100) * ((-1) * ([sin v] of (Rotation Y) ))))\nset [cam z v] to ((Player z) + ((((100) * ([cos v] of (Rotation X) )) * ([cos v] of (Rotation Y) )) * (-1)))\nset [cam speed v] to [1]\nset [rotation y v] to [-45]\nset [rotation x v] to [0]\nset [player x v] to [0]\nset [player y v] to [100]\nset [player z v] to [0]\nset [player x vel. v] to [0]\nset [player y vel. v] to [0]\nset [player z vel. v] to [0]\nset [_gravity v] to [1]\nset [___ v] to [n]\n\ndefine Sense (x) (y) (z) w (xl) (yl) (zl) Type (t)\nif <<<((Player z) + (15)) > ((z) - ((zl) / (2)))> and <((Player z) + (-15)) < ((z) + ((zl) / (2)))>> and <<<((Player y) + (15)) > ((y) - ((yl) / (2)))> and <((Player y) + (-15)) < ((y) + ((yl) / (2)))>> and <<((Player x) + (15)) > ((x) - ((xl) / (2)))> and <((Player x) + (-15)) < ((x) + ((xl) / (2)))>>>> then\n add (t) to [touching? v]\nend\n\ndefine Detect (if) (x) (y) (z)\nif <[] = (if)> then\n delete all of [touching? v]\n set [loop v] to [1]\n repeat (length of [types v])\n # Collision - Sphere pos: (Player x) (Player y) (Player z) radius [ 13] Triangle (item (Loop) of [x1 v]) (item (Loop) of [y1 v]) (item (Loop) of [z1 v]) . (item (Loop) of [x2 v]) (item (Loop) of [y2 v]) (item (Loop) of [z2 v]) . (item (Loop) of [x3 v]) (item (Loop) of [y3 v]) (item (Loop) of [z3 v])\n if <[1] = (~collisionResult)> then\n add (item (Loop) of [types v]) to [touching? v]\n end\n change [loop v] by (1)\n end\nelse\n delete all of [touching? v]\n set [loop v] to [1]\n repeat (length of [types v])\n # Collision - Sphere pos: (x) (y) (z) radius [7] Triangle (item (Loop) of [x1 v]) (item (Loop) of [y1 v]) (item (Loop) of [z1 v]) . (item (Loop) of [x2 v]) (item (Loop) of [y2 v]) (item (Loop) of [z2 v]) . (item (Loop) of [x3 v]) (item (Loop) of [y3 v]) (item (Loop) of [z3 v])\n if <[1] = (~collisionResult)> then\n add (item (Loop) of [types v]) to [touching? v]\n end\n change [loop v] by (1)\n end\nend\n\ndefine Settings\nif <key (right arrow v) pressed?> then\n change [rot y vel. v] by (-1)\nend\nif <key (left arrow v) pressed?> then\n change [rot y vel. v] by (1)\nend\nif <key (up arrow v) pressed?> then\n change [rot x vel. v] by (1)\nend\nif <key (down arrow v) pressed?> then\n change [rot x vel. v] by (-1)\nend\nif <key (w v) pressed?> then\n change [player z vel. v] by ((1) * ((cam speed) * (cos Y)))\nend\nif <key (s v) pressed?> then\n change [player z vel. v] by ((-1) * ((cam speed) * (cos Y)))\nend\nif <key (a v) pressed?> then\n change [player z vel. v] by ((-1) * ((cam speed) * (sin Y)))\nend\nif <key (d v) pressed?> then\n change [player z vel. v] by ((1) * ((cam speed) * (sin Y)))\nend\nset [player z vel. v] to ((Player z vel.) * (0.8))\nset [rot x vel. v] to ((Rot x vel.) * (0.9))\nset [rot y vel. v] to ((Rot y vel.) * (0.9))\nchange [player z v] by (Player z vel.)\nchange [rotation y v] by (round (Rot x vel.))\nchange [rotation x v] by (round (Rot y vel.))\nif <(Rotation Y) < [-90]> then\n set [rotation y v] to [-90]\nend\nif <[90] < (Rotation Y)> then\n set [rotation y v] to [90]\nend\nDetect [] [] [] []\nif <<[touching? v] contains [ground]?> or <[touching? v] contains [snow]?>> then\n change [player y v] by (1)\n Detect [] [] [] []\n if <<[touching? v] contains [ground]?> or <[touching? v] contains [snow]?>> then\n change [player y v] by (1)\n Detect [] [] [] []\n if <<[touching? v] contains [ground]?> or <[touching? v] contains [snow]?>> then\n change [player y v] by (1)\n Detect [] [] [] []\n if <<[touching? v] contains [ground]?> or <[touching? v] contains [snow]?>> then\n change [player y v] by (1)\n Detect [] [] [] []\n if <<[touching? v] contains [ground]?> or <[touching? v] contains [snow]?>> then\n change [player y v] by (1)\n Detect [] [] [] []\n if <<[touching? v] contains [ground]?> or <[touching? v] contains [snow]?>> then\n change [player y v] by (1)\n Detect [] [] [] []\n if <<[touching? v] contains [ground]?> or <[touching? v] contains [snow]?>> then\n change [player y v] by (1)\n Detect [] [] [] []\n if <<[touching? v] contains [ground]?> or <[touching? v] contains [snow]?>> then\n change [player y v] by (1)\n Detect [] [] [] []\n if <<[touching? v] contains [ground]?> or <[touching? v] contains [snow]?>> then\n change [player y v] by (1)\n Detect [] [] [] []\n if <<[touching? v] contains [ground]?> or <[touching? v] contains [snow]?>> then\n change [player y v] by (1)\n Detect [] [] [] []\n if <<[touching? v] contains [ground]?> or <[touching? v] contains [snow]?>> then\n change [player y v] by (-10)\n change [player z v] by ((Player z vel.) * (-1))\n set [player z vel. v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nif <key (w v) pressed?> then\n change [player x vel. v] by ((-1) * ((cam speed) * (sin Y)))\nend\nif <key (s v) pressed?> then\n change [player x vel. v] by ((1) * ((cam speed) * (sin Y)))\nend\nif <key (a v) pressed?> then\n change [player x vel. v] by ((-1) * ((cam speed) * (cos Y)))\nend\nif <key (d v) pressed?> then\n change [player x vel. v] by ((1) * ((cam speed) * (cos Y)))\nend\nset [player x vel. v] to ((Player x vel.) * (0.8))\nchange [player x v] by (Player x vel.)\nDetect [] [] [] []\nif <<[touching? v] contains [ground]?> or <[touching? v] contains [snow]?>> then\n change [player y v] by (1)\n Detect [] [] [] []\n if <<[touching? v] contains [ground]?> or <[touching? v] contains [snow]?>> then\n change [player y v] by (1)\n Detect [] [] [] []\n if <<[touching? v] contains [ground]?> or <[touching? v] contains [snow]?>> then\n change [player y v] by (1)\n Detect [] [] [] []\n if <<[touching? v] contains [ground]?> or <[touching? v] contains [snow]?>> then\n change [player y v] by (1)\n Detect [] [] [] []\n if <<[touching? v] contains [ground]?> or <[touching? v] contains [snow]?>> then\n change [player y v] by (1)\n Detect [] [] [] []\n if <<[touching? v] contains [ground]?> or <[touching? v] contains [snow]?>> then\n change [player y v] by (1)\n Detect [] [] [] []\n if <<[touching? v] contains [ground]?> or <[touching? v] contains [snow]?>> then\n change [player y v] by (1)\n Detect [] [] [] []\n if <<[touching? v] contains [ground]?> or <[touching? v] contains [snow]?>> then\n change [player y v] by (1)\n Detect [] [] [] []\n if <<[touching? v] contains [ground]?> or <[touching? v] contains [snow]?>> then\n change [player y v] by (1)\n Detect [] [] [] []\n if <<[touching? v] contains [ground]?> or <[touching? v] contains [snow]?>> then\n change [player y v] by (1)\n Detect [] [] [] []\n if <<[touching? v] contains [ground]?> or <[touching? v] contains [snow]?>> then\n change [player y v] by (-10)\n change [player x v] by ((Player x vel.) * (-1))\n set [player x vel. v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nDetect [] [] [] []\nif <not <(Player y vel.) < [-20]>> then\n change [player y vel. v] by (-1)\nend\nchange [player y v] by (Player y vel.)\nchange [_air? v] by (1)\nDetect [] [] [] []\nif <[touching? v] contains [lava]?> then\n Reset\nend\nDetect [] [] [] []\nif <<[touching? v] contains [ground]?> or <[touching? v] contains [snow]?>> then\n change [player y v] by ((-1) * (Player y vel.))\n set [player y vel. v] to [0]\n set [_air? v] to [0]\nend\nDetect [] [] [] []\nif <[touching? v] contains [snow]?> then\n change [player y v] by (1)\nend\nif <key (space v) pressed?> then\n if <(_air?) < [8]> then\n set [player y vel. v] to [10]\n end\nelse\n change [_air? v] by (8)\nend\nDetect [] [] [] []\nif <[touching? v] contains [end]?> then\n change [_level v] by (1)\n Reset\nend\nif <[touching? v] contains [bounce]?> then\n set [player y vel. v] to [20]\n set [_air? v] to [0]\nend\nif <[touching? v] contains [front]?> then\n set [player y vel. v] to [15]\n set [player z vel. v] to [50]\n set [_air? v] to [0]\nend\n\ndefine Get Point (x) (y) (z)\nSet Point 1: ((x) - (cam x)) ((y) - (cam y)) ((z) - (cam z))\nSet Point 1: (((z1) * (sin Y)) + ((x1) * (cos Y))) (y1) (((z1) * (cos Y)) - ((x1) * (sin Y)))\nSet Point 1: (x1) (((y1) * (cos X)) - ((z1) * (sin X))) (((y1) * (sin X)) + ((z1) * (cos X)))\nZ Clipping\nSet Screen Point 1: ((view factor) * ((x1) / (z1))) ((view factor) * ((y1) / (z1)))\n\ndefine Draw square (x) (y) (z) - (x2) (y2) (z2)\n3d Tri (x) (y) (z) (x2) (y2) (z2) (x2) (y) (z2)\nchange pen (brightness v) by (-20)\n3d Tri (x) (y) (z) (x2) (y2) (z2) (x) (y2) (z)\nchange pen (brightness v) by (20)\n\ndefine 3d Tri (x1) (y1) (z1) (x2) (y2) (z2) (x3) (y3) (z3)\ndelete all of [tri x v]\ndelete all of [tri y v]\ndelete all of [tri z v]\nGet Point (x1) (y1) (z1)\nadd (x1) to [tri x v]\nadd (y1) to [tri y v]\nadd (z1) to [tri z v]\nGet Point (x2) (y2) (z2)\nadd (x1) to [tri x v]\nadd (y1) to [tri y v]\nadd (z1) to [tri z v]\nGet Point (x3) (y3) (z3)\nadd (x1) to [tri x v]\nadd (y1) to [tri y v]\nadd (z1) to [tri z v]\nif <not <<(item (1) of [tri z v]) < (near plane)> and <<(item (2) of [tri z v]) < (near plane)> and <(item (3) of [tri z v]) < (near plane)>>>> then\n if <not <[0] = (item (1) of [tri z v])>> then\n if <not <[0] = (item (2) of [tri z v])>> then\n if <not <[0] = (item (3) of [tri z v])>> then\n fill (item (1) of [tri x v]) (item (1) of [tri y v]) (item (2) of [tri x v]) (item (2) of [tri y v]) (item (3) of [tri x v]) (item (3) of [tri y v]) resolution: (1)\n set pen size to (5)\n set pen color to (#000000)\n Draw Line (x1) (y1) (z1) to (x2) (y2) (z2)\n Draw Line (x1) (y1) (z1) to (x3) (y3) (z3)\n Draw Line (x2) (y2) (z2) to (x3) (y3) (z3)\n end\n end\n end\nend\n\nwhen I receive [start v]\nreset timer\nerase all\nset pen size to (2)\nset pen color to (#30cebd)\nReset\nReset\nset [_level v] to [1]\nforever\n erase all\n go to x: (0) y: (0)\n set pen size to (600)\n set pen color to (#248aff)\n pen down\n pen up\n Detect [] [] [] []\n Get Level\n Sort\n Draw tri\n Settings\n if <(Player y) < [-200]> then\n Reset\n end\n set [cam x v] to ((Player x) + ((100) * (([cos v] of (Rotation Y) ) * ([sin v] of (Rotation X) ))))\n set [cam y v] to ((Player y) + ((100) * (([sin v] of (Rotation Y) ) * (-1))))\n set [cam z v] to ((Player z) + ((((100) * ([cos v] of (Rotation X) )) * ([cos v] of (Rotation Y) )) * (-1)))\n if <[1] = (Wireframe?)> then\n set [_ v] to [no]\n else\n set [_ v] to [yes]\n end\n if <[360] < (Rotation X)> then\n change [rotation x v] by (-360)\n change [-rot x p v] by (-360)\n end\n if <(Rotation X) < [-360]> then\n change [rotation x v] by (360)\n change [-rot x p v] by (360)\n end\n if <[2000] < (Player z)> then\n broadcast (Point v)\n end\n if <(Player x) < [-400]> then\n broadcast (hidden v)\n end\n Detect [] [] [] []\n if <[touching? v] contains [lever]?> then\n set pen color to (#000000)\n Phrase [Press e] starting at [] [75] size: [1]\n end\nend\n\nwhen I receive [end v]\nforever\n erase all\n go to x: (0) y: (0)\n set pen color to (#00ffe5)\n set pen size to (600)\n pen down\n pen up\n set pen color to (#1000ff)\n Phrase [The end] starting at [-200] ((([cos v] of (((timer) - (3)) * (200)) ) * (15)) - (25)) size: [4]\n Phrase [thanks for playing] starting at [-200] ((([cos v] of (((timer) - (3)) * (100)) ) * (15)) - (75)) size: [1]\nend\n\ndefine # Collision - Sphere pos: (x) (y) (z) radius (r) Triangle (x1) (y1) (z1) . (x2) (y2) (z2) . (x3) (y3) (z3)\nset [~collisionresult v] to [0]\n# Get Max and Min (x1) (x2) (x3)\nset [col: tri x max v] to (#max)\nset [col: tri x min v] to (#min)\n# Get Max and Min (y1) (y2) (y3)\nset [col: tri y max v] to (#max)\nset [col: tri y min v] to (#min)\n# Get Max and Min (z1) (z2) (z3)\nset [col: tri z max v] to (#max)\nset [col: tri z min v] to (#min)\n# Get Plain Data with (x1) (y1) (z1) . (x2) (y2) (z2) . (x3) (y3) (z3)\nset [col: ~dot v] to ((((x) * (Col: plain function A)) + (((y) * (Col: plain function B)) + ((z) * (Col: plain function C)))) - (Col: plain function D))\nif <<((x) + (r)) > (Col: tri x min)> and <((x) - (r)) < (Col: tri x max)>> then\n if <<((y) + (r)) > (Col: tri y min)> and <((y) - (r)) < (Col: tri y max)>> then\n if <<((z) + (r)) > (Col: tri z min)> and <((z) - (r)) < (Col: tri z max)>> then\n if <([abs v] of (Col: ~dot) ) < (r)> then\n # Precise Collision Sphere (x) (y) (z) radius (r) To triangle (x1) (y1) (z1) . (x2) (y2) (z2) . (x3) (y3) (z3)\n end\n end\n end\nend\n\ndefine # Precise Collision Sphere (x) (y) (z) radius (r) To triangle (x1) (y1) (z1) . (x2) (y2) (z2) . (x3) (y3) (z3)\nset [col: ~tempx v] to ((x) - ((Col: plain function A) * (Col: ~dot)))\nset [col: ~tempy v] to ((y) - ((Col: plain function B) * (Col: ~dot)))\nset [col: ~tempz v] to ((z) - ((Col: plain function C) * (Col: ~dot)))\nset [col: ~ax v] to ((x1) - (Col: ~tempX))\nset [col: ~ay v] to ((y1) - (Col: ~tempY))\nset [col: ~az v] to ((z1) - (Col: ~tempZ))\nset [col: ~bx v] to ((x2) - (Col: ~tempX))\nset [col: ~by v] to ((y2) - (Col: ~tempY))\nset [col: ~bz v] to ((z2) - (Col: ~tempZ))\nset [col: ~cx v] to ((x3) - (Col: ~tempX))\nset [col: ~cy v] to ((y3) - (Col: ~tempY))\nset [col: ~cz v] to ((z3) - (Col: ~tempZ))\nset [col: ~pbcx v] to (((Col: ~by) * (Col: ~cz)) - ((Col: ~bz) * (Col: ~cy)))\nset [col: ~pbcy v] to (((Col: ~bz) * (Col: ~cx)) - ((Col: ~bx) * (Col: ~cz)))\nset [col: ~pbcz v] to (((Col: ~bx) * (Col: ~cy)) - ((Col: ~by) * (Col: ~cx)))\nset [col: ~pcax v] to (((Col: ~cy) * (Col: ~az)) - ((Col: ~cz) * (Col: ~ay)))\nset [col: ~pcay v] to (((Col: ~cz) * (Col: ~ax)) - ((Col: ~cx) * (Col: ~az)))\nset [col: ~pcaz v] to (((Col: ~cx) * (Col: ~ay)) - ((Col: ~cy) * (Col: ~ax)))\nset [col: ~pabx v] to (((Col: ~ay) * (Col: ~bz)) - ((Col: ~az) * (Col: ~by)))\nset [col: ~paby v] to (((Col: ~az) * (Col: ~bx)) - ((Col: ~ax) * (Col: ~bz)))\nset [col: ~pabz v] to (((Col: ~ax) * (Col: ~by)) - ((Col: ~ay) * (Col: ~bx)))\nif <not <<(((Col: ~PbcX) * (Col: ~PcaX)) + (((Col: ~PbcY) * (Col: ~PcaY)) + ((Col: ~PbcZ) * (Col: ~PcaZ)))) < [0]> or <(((Col: ~PbcX) * (Col: ~PabX)) + (((Col: ~PbcY) * (Col: ~PabY)) + ((Col: ~PbcZ) * (Col: ~PabZ)))) < [0]>>> then\n set [col: ~colx v] to (Col: ~tempX)\n set [col: ~coly v] to (Col: ~tempY)\n set [col: ~colz v] to (Col: ~tempZ)\n change [col: ~tempx v] by (() - (x))\n change [col: ~tempy v] by (() - (y))\n change [col: ~tempz v] by (() - (z))\n set [col: ~mag v] to ([sqrt v] of (((Col: ~tempX) * (Col: ~tempX)) + (((Col: ~tempY) * (Col: ~tempY)) + ((Col: ~tempZ) * (Col: ~tempZ)))) )\n if <(Col: ~mag) < (r)> then\n set [~collisionresult v] to [1]\n end\n stop [this script v]\nend\n# Closest Point To Line Segment p: (x) (y) (z) Line: (x1) (y1) (z1) | (x2) (y2) (z2)\nset [col: ~tempx v] to ((Col: ~returnX) - (x))\nset [col: ~tempy v] to ((Col: ~returnY) - (y))\nset [col: ~tempz v] to ((Col: ~returnZ) - (z))\nset [col: ~mag v] to ([sqrt v] of (((Col: ~tempX) * (Col: ~tempX)) + (((Col: ~tempY) * (Col: ~tempY)) + ((Col: ~tempZ) * (Col: ~tempZ)))) )\nset [col: ~colx v] to (Col: ~returnX)\nset [col: ~coly v] to (Col: ~returnY)\nset [col: ~colz v] to (Col: ~returnZ)\n# Closest Point To Line Segment p: (x) (y) (z) Line: (x1) (y1) (z1) | (x3) (y3) (z3)\nset [col: ~tempx v] to ((Col: ~returnX) - (x))\nset [col: ~tempy v] to ((Col: ~returnY) - (y))\nset [col: ~tempz v] to ((Col: ~returnZ) - (z))\nset [col: ~temp v] to ([sqrt v] of (((Col: ~tempX) * (Col: ~tempX)) + (((Col: ~tempY) * (Col: ~tempY)) + ((Col: ~tempZ) * (Col: ~tempZ)))) )\nif <(Col: ~temp) < (Col: ~mag)> then\n set [col: ~mag v] to (Col: ~temp)\n set [col: ~colx v] to (Col: ~returnX)\n set [col: ~coly v] to (Col: ~returnY)\n set [col: ~colz v] to (Col: ~returnZ)\nend\n# Closest Point To Line Segment p: (x) (y) (z) Line: (x3) (y3) (z3) | (x2) (y2) (z2)\nset [col: ~tempx v] to ((Col: ~returnX) - (x))\nset [col: ~tempy v] to ((Col: ~returnY) - (y))\nset [col: ~tempz v] to ((Col: ~returnZ) - (z))\nset [col: ~temp v] to ([sqrt v] of (((Col: ~tempX) * (Col: ~tempX)) + (((Col: ~tempY) * (Col: ~tempY)) + ((Col: ~tempZ) * (Col: ~tempZ)))) )\nif <(Col: ~temp) < (Col: ~mag)> then\n set [col: ~mag v] to (Col: ~temp)\n set [col: ~colx v] to (Col: ~returnX)\n set [col: ~coly v] to (Col: ~returnY)\n set [col: ~colz v] to (Col: ~returnZ)\nend\nif <(Col: ~mag) < ((r) * (1))> then\n set [~collisionresult v] to [1]\nend\n\ndefine # Get Plain Data with (x1) (y1) (z1) . (x2) (y2) (z2) . (x3) (y3) (z3)\nset [col: plain function a v] to ((((z3) - (z1)) * ((y2) - (y1))) - (((y3) - (y1)) * ((z2) - (z1))))\nset [col: plain function b v] to ((((x3) - (x1)) * ((z2) - (z1))) - (((z3) - (z1)) * ((x2) - (x1))))\nset [col: plain function c v] to ((((y3) - (y1)) * ((x2) - (x1))) - (((x3) - (x1)) * ((y2) - (y1))))\nif <not <(Col: plain function B) < [0]>> then\n set [col: plain function a v] to (() - (Col: plain function A))\n set [col: plain function b v] to (() - (Col: plain function B))\n set [col: plain function c v] to (() - (Col: plain function C))\nend\nset [col: plain function d v] to ([sqrt v] of (((Col: plain function A) * (Col: plain function A)) + (((Col: plain function B) * (Col: plain function B)) + ((Col: plain function C) * (Col: plain function C)))) )\nset [col: plain function a v] to ((Col: plain function A) / (Col: plain function D))\nset [col: plain function b v] to ((Col: plain function B) / (Col: plain function D))\nset [col: plain function c v] to ((Col: plain function C) / (Col: plain function D))\nset [col: plain function d v] to (((Col: plain function A) * (x1)) + (((Col: plain function B) * (y1)) + ((Col: plain function C) * (z1))))\n\ndefine # Closest Point To Line Segment p: (px) (py) (pz) Line: (x1) (y1) (z1) | (x2) (y2) (z2)\nset [col: ~vx v] to ((x2) - (x1))\nset [col: ~vy v] to ((y2) - (y1))\nset [col: ~vz v] to ((z2) - (z1))\nset [col: ~t v] to (((((px) - (x1)) * (Col: ~vx)) + ((((py) - (y1)) * (Col: ~vy)) + (((pz) - (z1)) * (Col: ~vz)))) / (((Col: ~vx) * (Col: ~vx)) + (((Col: ~vy) * (Col: ~vy)) + ((Col: ~vz) * (Col: ~vz)))))\nif <(Col: ~T) > [1]> then\n set [col: ~t v] to [1]\nend\nif <(Col: ~T) < [0]> then\n set [col: ~t v] to [0]\nend\nset [col: ~returnx v] to ((x1) + ((Col: ~vx) * (Col: ~T)))\nset [col: ~returny v] to ((y1) + ((Col: ~vy) * (Col: ~T)))\nset [col: ~returnz v] to ((z1) + ((Col: ~vz) * (Col: ~T)))\n\ndefine # Get Max and Min (a) (b) (c)\nif <(a) > (b)> then\n if <(b) > (c)> then\n set [#max v] to (a)\n set [#min v] to (c)\n else\n set [#min v] to (b)\n if <(a) > (c)> then\n set [#max v] to (a)\n else\n set [#max v] to (c)\n end\n end\nelse\n if <(a) > (c)> then\n set [#max v] to (b)\n set [#min v] to (c)\n else\n set [#min v] to (a)\n if <(b) > (c)> then\n set [#max v] to (b)\n else\n set [#max v] to (c)\n end\n end\nend\n\nwhen flag clicked\n\nbroadcast (Start v)\n\ndelete all of [#cloudlist v]\n\ndefine add Spike at (x) (y) (z) (t)\nAdd Tri ((10) + (x)) ((y) + (-20)) ((10) + (z)) - ((-10) + (x)) ((y) + (-20)) ((10) + (z)) - (x) ((y) + (20)) (z) -- [lava] []\nAdd Tri ((10) + (x)) ((y) + (-20)) ((-10) + (z)) - ((-10) + (x)) ((y) + (-20)) ((-10) + (z)) - (x) ((y) + (20)) (z) -- [lava] []\nAdd Tri ((10) + (x)) ((y) + (-20)) ((-10) + (z)) - ((10) + (x)) ((y) + (-20)) ((10) + (z)) - (x) ((y) + (20)) (z) -- [lava] []\nAdd Tri ((-10) + (x)) ((y) + (-20)) ((-10) + (z)) - ((-10) + (x)) ((y) + (-20)) ((10) + (z)) - (x) ((y) + (20)) (z) -- [lava] []\n\nif <not <[player] = (t)>> then\nend\n\nwhen I receive [point v]\nif <[0] = (__)> then\n set [__ v] to (round (timer))\n if <(☁ Highscore) < (__)> then\n if <[0] = (letter (2) of (☁ Highscore))> then\n set [☁ highscore v] to (join [00] (__))\n else\n set [☁ highscore v] to (join [0] (__))\n end\n end\nend\nset pen color to (#000000)\nPhrase (join [You reached the end with a time of:] (__)) starting at [-220] [75] size: [0.8]\nPhrase (join [Worldscore:] ((☁ Highscore) + ())) starting at [-220] [40] size: [0.8]\n\nrepeat (100)\nend\n\nwhen flag clicked\nset [__ v] to [0]\n\ndefine Add elevator at (x) (z) on? ()\nset [_ele v] to ((100) * (round ((Player y) / (100))))\nchange [_ele v] by (300)\nrepeat (5)\n set [_ele y v] to ((_ele) + (<[y] = ()> * (join ((1) * <[00] = (join (letter (10) of (days since 2000)) (letter (11) of (days since 2000)))>) (join (letter (10) of (days since 2000)) (letter (11) of (days since 2000))))))\n Add Tri ((x) + (-50)) (_Ele y) ((z) + (-50)) - ((x) + (-50)) (_Ele y) ((z) + (50)) - ((x) + (50)) (_Ele y) ((z) + (-50)) -- [snow] []\n Add Tri ((x) + (50)) (_Ele y) ((z) + (50)) - ((x) + (-50)) (_Ele y) ((z) + (50)) - ((x) + (50)) (_Ele y) ((z) + (-50)) -- [snow] []\n change [_ele v] by (-100)\nend\n\nwhen [e v] key pressed\nDetect [] [] [] []\nif <[touching? v] contains [lever]?> then\n set [___ v] to [y]\nend\n\nif then\nelse\n set [☁ highscore v] to (join [00] (() + (☁ Highscore)))\nend\n\nwhen I receive [hidden v]\nset pen color to (#000000)\nPhrase [You reached the hidden platform] starting at [-220] [75] size: [0.8]\n\nwhen flag clicked\nbroadcast (Start v)\n\ndefine Flat Square at (x) (y) (z) ()\nAdd Tri ((x) + (-50)) (y) ((z) + (-50)) - ((x) + (-50)) (y) ((z) + (50)) - ((x) + (50)) (y) ((z) + (-50)) -- () []\nAdd Tri ((x) + (50)) (y) ((z) + (50)) - ((x) + (-50)) (y) ((z) + (50)) - ((x) + (50)) (y) ((z) + (-50)) -- () []\n\ndefine Add player\nchange [-rot x p v] by (((Rotation X) - (-Rot x p)) / (10))\nset [-last cos y v] to ([cos v] of (-Rot x p) )\nset [-last sine y v] to ([sin v] of (-Rot x p) )\nAdd Tri (((10) * (-last Cos y)) + (Player x)) ((Player y) + (-10)) (((10) * (-last sine y)) + (Player z)) - (((-10) * (-last sine y)) + (Player x)) ((Player y) + (-10)) (((10) * (-last Cos y)) + (Player z)) - (((-10) * (-last Cos y)) + (Player x)) ((Player y) + (-10)) (((-10) * (-last sine y)) + (Player z)) -- [Player] []\nAdd Tri (((10) * (-last Cos y)) + (Player x)) ((Player y) + (-10)) (((10) * (-last sine y)) + (Player z)) - (((-10) * (-last sine y)) + (Player x)) ((Player y) + (-10)) (((10) * (-last Cos y)) + (Player z)) - (Player x) ((Player y) + (20)) (Player z) -- [Player] []\nAdd Tri (Player x) ((Player y) + (20)) (Player z) - (((-10) * (-last sine y)) + (Player x)) ((Player y) + (-10)) (((10) * (-last Cos y)) + (Player z)) - (((-10) * (-last Cos y)) + (Player x)) ((Player y) + (-10)) (((-10) * (-last sine y)) + (Player z)) -- [Player] []\nAdd Tri (((10) * (-last Cos y)) + (Player x)) ((Player y) + (-10)) (((10) * (-last sine y)) + (Player z)) - (Player x) ((Player y) + (20)) (Player z) - (((-10) * (-last Cos y)) + (Player x)) ((Player y) + (-10)) (((-10) * (-last sine y)) + (Player z)) -- [Player] []\n\n@Sprite2\n\nwhen flag clicked\nhide\n\n
https://scratch.mit.edu/projects/429975103/ New 3D game!\nWASD to move\nArrow keys to change perspective\nSpace to jump\nPeople, if you like this, Follow, cause I make a lot of 3D\nI am planning on trying to make a planet game, that you can go around the entire planet\n\n\n\n\nMass reported: 3 times\n\nCredits\n@Popuiar for list sorting\n@-RISEN- for tri sensing\n@TheLogFather for tri fill\n\n\n#Games #Games!
= among us: a platformer =
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [next level v]\nnext backdrop\n\n@player\n\nwhen I receive [start game v]\n\nwhen flag clicked\nshow\ngo to x: (-200) y: (-20)\nswitch costume to (costume3 v)\nset size to (20) %\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n change [yv v] by (-0.5)\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n set [xv v] to ((XV) * (0.9))\n change x by (XV)\n if <touching color (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> then\n change y by (-6)\n if <key (up arrow v) pressed?> then\n set [yv v] to [10]\n if <(XV) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n else\n change x by ((XV) * (-1))\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (YV)\n if <touching color (#7f7f7f)?> then\n change y by ((YV) * (-1))\n set [yv v] to [0]\n end\n change y by (-0.5)\n if <<touching color (#7f7f7f)?> and <key (up arrow v) pressed?>> then\n set [yv v] to [8]\n end\n if <[235] < (x position)> then\n change [level v] by (1)\n set size to (20) %\n broadcast (next level v)\n go to x: (-200) y: (-20)\n if <(level) = [6]> then\n go to x: (-200) y: (50)\n end\n end\n if <touching color (#ff0000)?> then\n go to x: (-200) y: (-20)\n end\n if <touching color (#f346ff)?> then\n set [yv v] to [11]\n end\n if <touching color (#00ff55)?> then\n set size to (75) %\n end\n if <key (r v) pressed?> then\n go to x: (-200) y: (50)\n end\n if <key (space v) pressed?> then\n broadcast (axe restart v)\n end\n change y by (0.5)\nend\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n next costume\n set rotation style [left-right v]\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n next costume\n end\n if <touching color (#00fffa)?> then\n start sound [Coin v]\n next backdrop\n end\nend\n\nbroadcast (mm v)\n\nchange y by (0.5)\n\nwhen flag clicked\nforever\n play sound [AMONG US remix! v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nchange [ghost v] effect by (100)\n\n
Yay its out.\nspam the flag and maybe stay in fullscreen.\nright left and u p arrows for moving\nthat's it\nif your character is stuck in walls, hold up and right or left arrows to glitch out of the glitch\n\nupdate : almost 700 views bruh
Summer & Winter || A Platformer
@Stage\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nbroadcast (B.end v)\nswitch backdrop to (backdrop7 v)\nforever\n repeat (50)\n change [ghost v] effect by (2)\n end\n wait (0.5) seconds\n switch backdrop to (backdrop6 v)\n repeat (50)\n change [ghost v] effect by (-2)\n end\n wait (0.5) seconds\n repeat (50)\n change [ghost v] effect by (2)\n end\n switch backdrop to (backdrop7 v)\n repeat (50)\n change [ghost v] effect by (-2)\n end\n wait (0.5) seconds\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nrepeat until <(End animation) = [1]>\n repeat (100)\n change [ghost v] effect by (1)\n end\n switch backdrop to (backdrop2 v)\n repeat (100)\n change [ghost v] effect by (-1)\n end\n repeat (100)\n change [ghost v] effect by (1)\n end\n switch backdrop to (backdrop1 v)\n repeat (100)\n change [ghost v] effect by (-1)\n end\nend\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nswitch backdrop to (backdrop3 v)\nset [ghost v] effect to (0)\nbroadcast (B.Start v)\n\nwhen I receive [end v]\nswitch backdrop to (backdrop23 v)\n\nwhen I receive [b.start v]\nforever\n if <(Costume number) < [15]> then\n switch backdrop to (backdrop3 v)\n else\n if <(Costume number) > [15]> then\n switch backdrop to (backdrop5 v)\n else\n switch backdrop to (backdrop4 v)\n end\n end\nend\n\nwhen I receive [b.start v]\nforever\n play sound [Jamani_01 - New Project \(original\) v] until done\nend\n\nwhen I receive [b.end v]\nforever\n play sound [2017-04-14_-_Happy_Dreams_-_David_Fesliyan v] until done\nend\n\n@Sprite1\n\nwhen I start as a clone\nrepeat (25)\n change [ghost v] effect by (4)\n change size by (-4)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(x position) > [230]> then\n broadcast (Next level v)\n end\nend\n\nwhen [r v] key pressed\nbroadcast (Restart v)\n\nwhen I receive [restart v]\ngo to x: (-200) y: (-4)\n\nwhen flag clicked\nforever\n if <touching (sprite5 v)?> then\n broadcast (Restart v)\n end\nend\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\nshow\nset rotation style [left-right v]\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nshow\ngo to x: (-200) y: (4)\nforever\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 point in direction (90)\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 [x v] by (-1)\n point in direction (-90)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching (sprite4 v)?> then\n change y by (1)\n if <touching (sprite4 v)?> then\n change y by (1)\n if <touching (sprite4 v)?> then\n change y by (1)\n if <touching (sprite4 v)?> then\n change y by (1)\n if <touching (sprite4 v)?> then\n change y by (-4)\n change x by ((X) * (-1))\n if <<<key (space v) pressed?> or <<key (w v) pressed?> or <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>>>>> and <<not <touching color (#bddbff)?>> and <not <touching color (#72c9ff)?>>>> then\n if <(X) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [y v] to [0]\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (sprite4 v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (sprite4 v)?> then\n if <<<key (space v) pressed?> or <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [100]>>>>> and <not <touching color (#00c0e2)?>>> then\n set [y v] to [13]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <touching (sprite6 v)?> then\n set [y v] to [15]\n end\nend\n\nwhen flag clicked\nforever\n \n set [y v] to [-15]\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (-200) y: (4)\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nwhen flag clicked\nforever\n if <(y position) < [-175]> then\n go to x: (-200) y: (4)\n end\nend\n\nwhen I receive [next level v]\nif <(backdrop [number v]) < [22]> then\n go to x: (-200) y: (-4)\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen [p v] key pressed\nif <(Costume number) > [1]> then\n broadcast (Previous level v)\n go to x: (-200) y: (4)\nend\n\nwhen flag clicked\nforever\n \n set [x v] to [15]\n end\nend\n\nwhen flag clicked\nforever\n \n set [x v] to [-15]\n end\nend\n\nwhen flag clicked\nwait until <(Costume number) = [20]>\nwait until <(x position) > [230]>\nbroadcast (End v)\nstop [other scripts in sprite v]\nhide\n\nwhen [s v] key pressed\nif <(Costume number) < [20]> then\n broadcast (Next level v)\n go to x: (-200) y: (4)\nend\n\nwhen I receive [start v]\nforever\n if <(Costume number) < [16]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\nend\n\n@j_profile_picture 3\n\nwhen flag clicked\nset size to (10) %\nerase all\ngo to x: (0) y: (0)\npoint in direction (90)\nset [end animation v] to [0]\nset [start animation v] to [0]\nset [clone # v] to [1]\nrepeat (8)\n repeat (2)\n create clone of (_myself_ v)\n change [clone # v] by (1)\n end\n turn right (45) degrees\nend\nset [start animation v] to [1]\nstart sound [Theme song v]\n\nwhen I start as a clone\nwait until <(Start Animation) = [1]>\nrepeat until <(End animation) = [1]>\n stamp\nend\n\nwhen I start as a clone\nwait until <(Start Animation) = [1]>\nrepeat (180)\n move (3) steps\n if <((Clone #) mod (2)) = [1]> then\n turn right (2) degrees\n else\n turn left (2) degrees\n end\nend\nrepeat (180)\n move (2) steps\n if <((Clone #) mod (2)) = [1]> then\n turn right (2) degrees\n else\n turn left (2) degrees\n end\nend\nrepeat (180)\n move (1) steps\n if <((Clone #) mod (2)) = [1]> then\n turn right (2) degrees\n else\n turn left (2) degrees\n end\nend\nbroadcast (Bigger v)\n\nwhen I receive [bigger v]\nrepeat (206)\n point in direction (90)\n change size by (1)\nend\nset [end animation v] to [1]\nerase all\nhide\nbroadcast (Start v) and wait\n\nwhen flag clicked\nset volume to (100) %\nwait until <(End animation) = [1]>\nrepeat (100)\n change volume by (-1)\nend\n\nwhen I receive [skip intro v]\nhide\nstop all sounds\nerase all\nstop [other scripts in sprite v]\n\n@Sprite8\n\nwhen flag clicked\nshow\ngo to x: (-170) y: (-150)\nforever\n go to [front v] layer\nend\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nbroadcast (Skip Intro v)\nbroadcast (Start v)\nhide\n\n@Sprite2\n\nwhen flag clicked\ngo to [front v] layer\nhide\nforever\n go to (sprite1 v)\nend\n\nwhen I receive [start v]\nshow\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nrepeat (25)\n change [ghost v] effect by (4)\n change size by (-4)\nend\ndelete this clone\n\nwhen I receive [start v]\nforever\n if <(Costume number) < [16]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (snowflake_2744 v)\nhide\ngo to x: (-240) y: (0)\n\nwhen I start as a clone\nshow\nset [clone_speed_x v] to (pick random (-1) to (-5))\nset [clone_speed_y v] to (pick random (-1) to (-3))\nrepeat until <touching (sprite4 v)?>\n change x by (Clone_Speed_x)\n change y by (-1)\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\nif <(pick random (1) to (10)) = [1]> then\n go to [front v] layer\nelse\n delete this clone\nend\n\nwhen I receive [start v]\nforever\n if <(Costume number) < [15]> then\n switch costume to (pick random (1) to (3))\n else\n switch costume to (pick random (4) to (6))\n end\n go to x: (230) y: (pick random (-50) to (180))\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [restart v]\ndelete this clone\n\nwhen I receive [previous level v]\ndelete this clone\n\n@Sprite11\n\nwhen I start as a clone\nshow\nrepeat until <(y position) < [-175]>\n change y by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\npoint in direction (90)\ngo to x: (0) y: (185)\n\nwhen I receive [end v]\nforever\n wait (0.1) seconds\n create clone of (_myself_ v)\n go to x: (pick random (-230) to (230)) y: (185)\n switch costume to (pick random (1) to (3))\nend\n\n@Sprite10\n\nwhen I receive [end v]\nswitch costume to (cheekyscoula profile picture better v)\nforever\n repeat (50)\n change [ghost v] effect by (2)\n end\n wait (0.5) seconds\n next costume\n repeat (50)\n change [ghost v] effect by (-2)\n end\n wait (0.5) seconds\n repeat (50)\n change [ghost v] effect by (2)\n end\n wait (0.5) seconds\n next costume\n repeat (50)\n change [ghost v] effect by (-2)\n end\n wait (0.5) seconds\nend\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (0) y: (134)\nhide\n\nwhen I receive [end v]\nshow\nforever\n repeat (10)\n turn left (1) degrees\n end\n repeat (10)\n turn right (1) degrees\n end\n repeat (10)\n turn right (1) degrees\n end\n repeat (10)\n turn left (1) degrees\n end\nend\n\n@Sprite4\n\nwhen I receive [previous level v]\nif <(costume [number v]) > [1]> then\n switch costume to ((costume [number v]) - (1))\nend\n\nwhen I receive [end v]\nswitch costume to (costume 1 v)\n\nwhen I receive [end v]\nforever\n repeat (50)\n change [ghost v] effect by (2)\n end\n wait (0.5) seconds\n switch costume to (costume 1 v)\n repeat (50)\n change [ghost v] effect by (-2)\n end\n wait (0.5) seconds\n repeat (50)\n change [ghost v] effect by (2)\n end\n switch costume to (costume 1 v)\n repeat (50)\n change [ghost v] effect by (-2)\n end\n wait (0.5) seconds\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nswitch costume to (costume 1 v)\n\nwhen I receive [start v]\nshow\ngo to [back v] layer\n\nwhen I receive [start v]\nswitch costume to (costume 1 v)\nforever\n set [costume number v] to (costume [number v])\nend\n\nwhen I receive [next level v]\nif <(costume [number v]) < [20]> then\n next costume\nelse\n hide\nend\n\n@Sprite5\n\nwhen I receive [previous level v]\nif <(costume [number v]) > [1]> then\n switch costume to ((costume [number v]) - (1))\nend\n\nwhen I receive [end v]\nswitch costume to (costume 1 v)\n\nwhen I receive [end v]\nforever\n repeat (50)\n change [ghost v] effect by (2)\n end\n wait (0.5) seconds\n switch costume to (costume 1 v)\n repeat (50)\n change [ghost v] effect by (-2)\n end\n wait (0.5) seconds\n repeat (50)\n change [ghost v] effect by (2)\n end\n switch costume to (costume 1 v)\n repeat (50)\n change [ghost v] effect by (-2)\n end\n wait (0.5) seconds\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\nshow\ngo to [back v] layer\n\nwhen I receive [next level v]\nif <(costume [number v]) < [20]> then\n next costume\nelse\n hide\nend\n\n@Sprite6\n\nwhen I receive [previous level v]\nif <(costume [number v]) > [1]> then\n switch costume to ((costume [number v]) - (1))\nend\n\nwhen I receive [end v]\nswitch costume to (costume 1 v)\n\nwhen I receive [end v]\nforever\n repeat (50)\n change [ghost v] effect by (2)\n end\n wait (0.5) seconds\n switch costume to (costume 1 v)\n repeat (50)\n change [ghost v] effect by (-2)\n end\n wait (0.5) seconds\n repeat (50)\n change [ghost v] effect by (2)\n end\n switch costume to (costume 1 v)\n repeat (50)\n change [ghost v] effect by (-2)\n end\n wait (0.5) seconds\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\nshow\ngo to [back v] layer\n\nwhen I receive [next level v]\nif <(costume [number v]) < [20]> then\n next costume\nelse\n hide\nend\n\n@Sprite7\n\nwhen I receive [start v]\ngo to x: (-175) y: (120)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (50)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nhide\n\nwhen this sprite clicked\nif <(Costume number) < [20]> then\n broadcast (Next level v)\nend\n\n@Sprite9\n\nwhen I receive [start v]\ngo to x: (175) y: (120)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (50)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nhide\n\nwhen this sprite clicked\nif <(Costume number) > [1]> then\n broadcast (Previous level v)\nend\n\n@Sprite12\n\nwhen I receive [start v]\ngo to x: (0) y: (120)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (50)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nhide\n\nwhen this sprite clicked\nif <(Costume number) < [20]> then\n broadcast (Restart v)\nend\n\n@Sprite13\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n if <key (e v) pressed?> then\n show\n else\n hide\n end\nend\n\n
========================================\n\/ Read Description \/\n=========================================\nStory:\nYou went out one day and became lost. You searched and searched for home but couldn't find it. You got lost in the Winter biome and now need to find your home in the Summer biome. You must hurry or you will freeze!\n=========================================\nArrow keys, WAD, Space and Mobile to move.\nS = Skip\nP = Previous\nR = Restart\n=========================================\nFind Easter Egg!!!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nHello
Platformer ;) || A Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Frozen Droplets v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\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 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 end\n if <(x velocity) > [0]> then\n change [x velocity v] by (-1)\n end\n if <(x velocity) < [0]> then\n change [x velocity v] by (1)\n end\n change x by (x velocity)\n move vertical\n move horizontal\n if <touching color (#14ff00)?> 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 vertical\nchange y by (y velocity)\nif <touching color (#2900ff)?> then\n if <(y velocity) > [0]> then\n repeat until <not <touching color (#2900ff)?>>\n change y by (-1)\n end\n else\n repeat until <not <touching color (#2900ff)?>>\n change y by (1)\n end\n set [jumping v] to [false]\n end\n set [y velocity v] to [0]\nend\n\nwhen [up arrow v] key pressed\nif <(jumping) = [false]> then\n set [y velocity v] to [15]\n set [jumping v] to [true]\nend\n\ndefine move horizontal\nif <touching color (#2900ff)?> then\n if <(x velocity) > [0]> then\n repeat until <not <touching color (#2900ff)?>>\n change y by (-2)\n end\n else\n repeat until <not <touching color (#2900ff)?>>\n change y by (2)\n end\n end\n set [x velocity v] to [0]\nend\n\nwhen I receive [start level v]\nif <(level) = [1]> then\n go to x: (-184) y: (-42)\n switch backdrop to (backdrop1 v)\nend\nif <(level) = [2]> then\n go to x: (200) y: (-55)\n switch backdrop to (backdrop2 v)\nend\nif <(level) = [3]> then\n go to x: (-196) y: (127)\n switch backdrop to (backdrop3 v)\nend\nif <(level) = [4]> then\n go to x: (-174) y: (-137)\n switch backdrop to (backdrop5 v)\nend\nif <(level) = [5]> then\n switch backdrop to (backdrop4 v)\nend\nif <(level) = [6]> then\n switch backdrop to (backdrop6 v)\n go to x: (-212) y: (-83)\nend\nif <(level) = [6]> then\n switch backdrop to (backdrop6 v)\n go to x: (-212) y: (-83)\nend\nif <(level) = [7]> then\n switch backdrop to (backdrop7 v)\n go to x: (-212) y: (-83)\nend\nif <(level) = [8]> then\n switch backdrop to (backdrop8 v)\n go to x: (-212) y: (-83)\nend\nif <(level) = [10]> then\n switch backdrop to (backdrop10 v)\n go to x: (-212) y: (-83)\nend\nif <(level) = [11]> then\n switch backdrop to (backdrop10 v)\n go to x: (-212) y: (-83)\nend\nif <(level) = [9]> then\n switch backdrop to (backdrop9 v)\n go to x: (-212) y: (-83)\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 flag clicked\nshow\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n switch costume to (1 v)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (2 v)\n end\nend\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 platform\n\ndefine move platform\ngo to x: (3) y: (-179)\nforever\n glide (1) secs to x: (3) y: (40)\n glide (1) secs to x: (-3) y: (-179)\nend\n\ngo [forward v] (1) layers\nhide\nhide\nhide\nshow\nshow\nshow\nshow\nshow\n\n
Use arrow keys to move \ni unshared it to make more levels\nhave fun :P\nit's a little bit longer now tell me in the comments if u want more\nyou have to get to the door to win \nthere is 1 door on each level there is a win screen at the end so if u win tell me :D\nif you touch the red u die
Platformer || Join Scratch Writing Camp
@Stage\n\nwhen I receive [startplatformer v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (100)\n\n@Join SWCSprite1\n\nwhen flag clicked\nshow\nset size to (100) %\nswitch costume to (costume0 v)\nrepeat (4)\n wait (.3) seconds\n next costume\nend\nwait (.4) seconds\nbroadcast (PlayButton v)\nforever\n switch costume to (costume1 v)\n wait (.4) seconds\n switch costume to (costume5 v)\n wait (.4) seconds\nend\n\nwhen I receive [startplatformer v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen I receive [playbutton v]\nshow\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nset size to (100) %\nswitch costume to (costume2 v)\nrepeat until <<touching (mouse-pointer v)?> and <mouse down?>>\n switch costume to (costume3 v)\n repeat (3)\n change size by (1)\n end\n wait (.1) seconds\n repeat (3)\n change size by (-1)\n end\n wait (.1) seconds\nend\n\nwhen this sprite clicked\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\nbroadcast (StartPlatformer v)\n\n@Player\n\ndefine Restart\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-165) y: (0)\n\ndefine Physics\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [x v] by (2)\n switch costume to (smt v)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [x v] by (-2)\n switch costume to (smt2 v)\nend\nchange x by (x)\nif <touching (level v)?> then\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(x) > [0]> then\n set [x v] to [-10]\n set [y v] to [10]\n else\n set [x v] to [10]\n set [y v] to [10]\n end\n else\n set [x v] to [0]\n end\nelse\n set [x v] to ((x) * (0.8))\nend\nchange y by (y)\nif <touching (level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(Jumping?) = [y]> then\n set [y v] to [12]\n set [jumping? v] to [n]\n end\n end\nelse\n change [y v] by (-1)\n set [jumping? v] to [y]\nend\nif <(x position) > [225]> then\n change [level v] by (1)\n Restart\nend\nif <(x position) < [-230]> then\n change [level v] by (-1)\n RestartBackwards\nend\n\ndefine Slope Detection\nset [slope v] to [0]\nrepeat until <<(Slope) = [8]> or <not <touching (level v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <touching (level v)?> then\n change y by (-8)\nend\n\nwhen I receive [startplatformer v]\nRestart\nshow\nset [level v] to [1]\nforever\n Physics\nend\n\nwhen flag clicked\nhide\n\ndefine RestartBackwards\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (165) y: (0)\n\n@Level\n\nwhen I receive [startplatformer v]\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (-20)\nend\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@mute/unmute button\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume1 v)\nrepeat (100)\n play sound [PromotionalMusic v] until done\nend\n\nwhen this sprite clicked\nnext costume\nforever\n if <(costume [number v]) = [1]> then\n play sound [PromotionalMusic v] until done\n else\n stop all sounds\n end\nend\n\nwhen flag clicked\nforever\n glide (.7) secs to x: (0) y: (5)\n glide (.7) secs to x: (0) y: (0)\n wait (.5) seconds\nend\n\n@Information\n\nwhen I receive [startplatformer v]\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (-20)\nend\ngo to x: (0) y: (0)\ngo to [back v] layer\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n
Sunny Grassfield - Multiplayer Platformer #games
@Stage\n\nwhen I receive [relight v]\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen flag clicked\nset volume to (60) %\nforever\n play sound [bensound-tenderness v] until done\nend\n\n@screen center\n\n@player\n\nwhen flag clicked\nset [res x v] to [-183]\nset [res y v] to [0]\nset [ghost v] effect to (10)\nbroadcast (set up v) and wait\ngo to [front v] layer\ninit\nforever\n game tick\nend\n\ndefine init\nswitch costume to (player_center v)\nset [in air? v] to [1]\nset [playerx v] to (RES X)\nset [playery v] to (RES Y)\nset [scrollx v] to ((playerX) + (100))\nset [scrolly v] to (playerY)\nset [sx v] to [0]\nset [sy v] to [0]\nposition player\nbroadcast (POSITION v)\nbroadcast (set up enemies v) and wait\n\ndefine change player x by (val)\nchange [playerx v] by (val)\nposition player\nif <<touching (hitboxes v)?> or <<touching (moving platforms v)?> or <touching (door v)?>>> then\n repeat (8)\n change [playery v] by (1)\n position player\n if <not <<touching (hitboxes v)?> or <<touching (moving platforms v)?> or <touching (door v)?>>>> then\n stop [this script v]\n end\n end\n change [playery v] by (-8)\n repeat until <not <<touching (hitboxes v)?> or <<touching (moving platforms v)?> or <touching (door v)?>>>>\n if <(val) < [0]> then\n change [playerx v] by (1)\n position player\n else\n change [playerx v] by (-1)\n position player\n end\n end\n set [sx v] to [0]\nend\n\ndefine change player y by (val)\nchange [playery v] by (val)\nposition player\nif <touching (door v)?> then\n set [touching door? v] to [1]\nelse\n set [touching door? v] to [0]\nend\nif <<touching (hitboxes v)?> or <<touching (moving platforms v)?> or <touching (door v)?>>> then\n repeat until <not <<touching (hitboxes v)?> or <<touching (moving platforms v)?> or <touching (door v)?>>>>\n if <(val) > [0]> then\n change [playery v] by (-1)\n position player\n set [in air? v] to [1]\n else\n change [playery v] by (1)\n position player\n set [in air? v] to [0]\n end\n end\n set [sy v] to [0]\nelse\n if <touching (water v)?> then\n if <not <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n change [sy v] by (-0.2)\n set [in air? v] to [1]\n end\n else\n if <not <touching (stairs v)?>> then\n change [sy v] by (-1.2)\n set [in air? v] to [1]\n end\n end\nend\n\ndefine position player\ngo to x: ((playerX) - (SCROLLX)) y: ((playerY) - (SCROLLY))\n\ndefine game tick\nmanager mode\nswitch costume to (hitbox v)\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [sx v] by (-1)\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [sx v] by (1)\nend\nchange player x by (round (sx))\nposition player\nset [sx v] to ((sx) * (0.8))\nif <touching (bouncy v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [sy v] to [21]\n else\n set [sy v] to [13]\n end\n broadcast (boing v)\nelse\n if <touching (stairs v)?> then\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> or <<key (down arrow v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>>> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [sy v] to [5]\n end\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>> then\n set [sy v] to [-5]\n end\n else\n set [sy v] to [0]\n end\n else\n if <<touching (water v)?> and <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [sy v] to [5]\n else\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air?) = [0]> then\n set [sy v] to [13]\n set [in air? v] to [1]\n end\n end\n end\n end\nend\nif <(playerX) < [-350]> then\n set [playerx v] to [-350]\nend\nif <(playerX) > [7073]> then\n set [playerx v] to [7073]\nend\nif <(sy) < [-30]> then\n set [sy v] to [-30]\nend\nif <(sy) > [30]> then\n set [sy v] to [30]\nend\nchange player y by (round (sy))\nposition player\nchange [scrollx v] by (round (((playerX) - (SCROLLX)) / (5)))\nchange [scrolly v] by (round (((playerY) - (SCROLLY)) / (5)))\nif <(SCROLLX) < [-130]> then\n set [scrollx v] to [-130]\nend\nif <(SCROLLY) < [-150]> then\n set [scrolly v] to [-150]\nend\nbroadcast (POSITION v)\nposition player\ncostume\nif <<(playerY) < [-350]> or <touching (spikes v)?>> then\n start sound [Clang v]\n broadcast (relight v)\n init\nend\n\nwhen I receive [relight v]\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\ndefine manager mode\nif <(username) = [GravityV]> then\n if <key (m v) pressed?> then\n wait until <not <key (m v) pressed?>>\n repeat until <key (m v) pressed?>\n if <key (left arrow v) pressed?> then\n change [sx v] by (-5)\n end\n if <key (right arrow v) pressed?> then\n change [sx v] by (5)\n end\n if <key (up arrow v) pressed?> then\n change [sy v] by (5)\n end\n if <key (down arrow v) pressed?> then\n change [sy v] by (-5)\n end\n set [sx v] to ((sx) * (0.8))\n set [sy v] to ((sy) * (0.8))\n change [playerx v] by (round (sx))\n change [playery v] by (round (sy))\n if <(playerX) < [-350]> then\n set [playerx v] to [-350]\n end\n if <(playerX) > [7073]> then\n set [playerx v] to [7073]\n end\n change [scrollx v] by (round (((playerX) - (SCROLLX)) / (5)))\n change [scrolly v] by (round (((playerY) - (SCROLLY)) / (5)))\n if <(SCROLLX) < [-130]> then\n set [scrollx v] to [-130]\n end\n if <(SCROLLY) < [-150]> then\n set [scrolly v] to [-150]\n end\n position player\n broadcast (POSITION v)\n end\n wait until <not <key (m v) pressed?>>\n set [sx v] to [0]\n set [sy v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n wait until <touching (water v)?>\n start sound [Small_Splash_Audio v]\n wait until <not <touching (water v)?>>\n wait (0.1) seconds\nend\n\nwhen I receive [touched enemy v]\nstart sound [Clang v]\ninit\nbroadcast (relight v)\n\nwhen I receive [kill enemy v]\nset [sy v] to [13]\nstart sound [High Whoosh v]\n\nwhen I receive [touching mv v]\nswitch costume to (hitbox v)\nif <(sy) > [0]> then\n change player y by [10]\nelse\n change player y by [-10]\nend\ncostume\n\ndefine costume\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n switch costume to (player_up v)\nelse\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (player_left v)\n else\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n switch costume to (player_right v)\n else\n switch costume to (player_center v)\n end\n end\nend\n\nwhen I receive [reached! v]\nstop [other scripts in sprite v]\nrepeat (20)\n change player x by [5]\n change [ghost v] effect by (5)\nend\n\nwhen flag clicked\nset [key grabbed? v] to [false]\nforever\n wait until <touching (key v)?>\n set [key grabbed? v] to [true]\n broadcast (hide key v)\n stop [this script v]\nend\n\nwhen flag clicked\nforever\n if <touching (enemies v)?> then\n if <not <(sy) < [-2]>> then\n start sound [Clang v]\n broadcast (relight v)\n init\n else\n broadcast (kill enemy v)\n end\n wait until <not <touching (enemies v)?>>\n end\nend\n\nwhen I receive [speak v]\nsay (@USERNAME@) for (4) seconds\n\nwhen [t v] key pressed\nif <not <<mouse down?> and <touching (mouse-pointer v)?>>> then\n broadcast (chat v) and wait\nend\n\nwhen flag clicked\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <not <key (t v) pressed?>> then\n broadcast (chat\(mobile\) v) and wait\n end\n end\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\nend\n\nwhen flag clicked\nhide variable [inactivity frames v]\nset [inactivity frames v] to [0]\nforever\n if <<(last_playerx) = (playerX)> and <(last_playery) = (playerY)>> then\n change [inactivity frames v] by (1)\n else\n set [inactivity frames v] to [0]\n set [last_playerx v] to (playerX)\n set [last_playery v] to (playerY)\n end\n if <(inactivity frames) > [5400]> then\n set [@player slot@ v] to [0]\n set [inactivity frames v] to [Inactivity Timeout. Please press Green Flag and play again.]\n show variable [inactivity frames v]\n stop [this script v]\n end\nend\n\n@Art\n\nwhen I receive [position v]\nposition (round ((x) - (SCROLLX))) (round ((y) - (SCROLLY)))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n show\nelse\n hide\nend\n\ndefine clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I receive [relight v]\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen I receive [set up v]\nrepeat (2)\n go to [back v] layer\nend\nswitch costume to (level0 v)\nclone\n\ndefine clone\nclone at [0] [-150]\nclone at [700] [20]\nclone at [1280] [20]\nclone at [1980] [20]\nclone at [2800] [40]\nclone at [3500] [600]\nclone at [4500] [1200]\nclone at [5431] [1889]\nclone at [5900] [1889]\nclone at [6100] [1271]\nclone at [5956] [2343]\nclone at [6156] [2650]\nclone at [7055] [1271]\nclone at [7055] [764]\nset [x v] to [-9999999999999999]\n\n@hitboxes\n\nwhen I receive [position v]\nposition (round ((x) - (SCROLLX))) (round ((y) - (SCROLLY)))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n show\nelse\n hide\nend\n\ndefine clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I receive [set up v]\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\nswitch costume to (level0 v)\nclone\n\ndefine clone\nclone at [0] [-150]\nclone at [700] [20]\nclone at [1280] [20]\nclone at [1980] [20]\nclone at [2800] [40]\nclone at [3500] [600]\nclone at [4500] [1200]\nclone at [5431] [1889]\nclone at [5900] [1889]\nclone at [6100] [1271]\nclone at [5956] [2343]\nclone at [6156] [2650]\nclone at [7055] [1271]\nclone at [7055] [764]\nset [x v] to [-9999999999999999]\n\n@assets\n\ngo to x: (0) y: (0)\nhide\n\nshow\n\n@water\n\nwhen I receive [position v]\nposition (round ((x) - (SCROLLX))) (round (((y) - (SCROLLY)) + (([sin v] of ((timer) * (50)) ) * (30))))\n\ndefine position (x) (y)\nset size to (400) %\ngo to x: (x) y: (y)\nset size to (100) %\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n show\nelse\n hide\nend\n\ndefine clone at (x) (y) (cos)\nswitch costume to (cos)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [relight v]\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen I receive [set up v]\nset [sfx_waveplayed v] to [0]\nrepeat (4)\n go to [back v] layer\nend\nswitch costume to (water0 v)\nclone at [600] [-30] [1]\nclone at [600] [-134] [2]\nclone at [600] [-224] [2]\nclone at [600] [-314] [2]\nclone at [738] [-30] [1]\nclone at [738] [-134] [2]\nclone at [738] [-224] [2]\nclone at [738] [-314] [2]\nclone at [876] [-30] [1]\nclone at [876] [-134] [2]\nclone at [876] [-224] [2]\nclone at [876] [-314] [2]\nclone at [6468] [1115] [1]\nclone at [6468] [1011] [2]\nclone at [6468] [967] [2]\nclone at [6605] [1115] [1]\nclone at [6605] [1011] [2]\nclone at [6605] [967] [2]\nclone at [6742] [1115] [1]\nclone at [6742] [1011] [2]\nclone at [6742] [967] [2]\nclone at [6742] [923] [2]\nclone at [6742] [879] [2]\nclone at [6742] [835] [2]\nclone at [6742] [791] [2]\nclone at [6742] [747] [2]\nclone at [6869] [1115] [1]\nclone at [6869] [1011] [2]\nclone at [6869] [967] [2]\nclone at [6869] [923] [2]\nclone at [6869] [879] [2]\nclone at [6869] [835] [2]\nclone at [6869] [791] [2]\nclone at [6869] [747] [2]\nclone at [7006] [1115] [1]\nclone at [7006] [1011] [2]\nclone at [7006] [967] [2]\nclone at [7006] [923] [2]\nclone at [7006] [879] [2]\nclone at [7006] [835] [2]\nclone at [7006] [791] [2]\nclone at [7143] [1115] [1]\nclone at [7143] [1011] [2]\nclone at [7143] [967] [2]\nclone at [7143] [923] [2]\nclone at [7143] [879] [2]\nclone at [7143] [835] [2]\nclone at [7143] [791] [2]\nclone at [7143] [747] [2]\nclone at [7280] [1115] [1]\nclone at [7280] [1011] [2]\nclone at [7280] [967] [2]\nclone at [7280] [923] [2]\nclone at [7280] [879] [2]\nclone at [7280] [835] [2]\nclone at [7280] [791] [2]\nclone at [7280] [747] [2]\nclone at [7006] [747] [2]\nclone at [2920] [112] [1]\nclone at [2920] [8] [2]\nclone at [2920] [-84] [2]\nclone at [2920] [-160] [2]\nclone at [2920] [-236] [2]\nclone at [2920] [-312] [2]\nclone at [3058] [112] [1]\nclone at [3058] [8] [2]\nclone at [3058] [-84] [2]\nclone at [3058] [-160] [2]\nclone at [3058] [-236] [2]\nclone at [3058] [-312] [2]\nclone at [3196] [112] [1]\nclone at [3196] [8] [2]\nclone at [3196] [-84] [2]\nclone at [3196] [-160] [2]\nclone at [3196] [-236] [2]\nclone at [3196] [-312] [2]\nset [x v] to [-9999999999999999]\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [1]> then\n if <([abs v] of (distance to [player v]) ) < [300]> then\n if <not <(SFX_WAVEPLAYED) = [1]>> then\n broadcast (try to play sound v) and wait\n end\n end\n end\nend\n\nwhen I receive [try to play sound v]\nif <not <(SFX_WAVEPLAYED) = [1]>> then\n set [sfx_waveplayed v] to [1]\n play sound [ocean wave v] until done\n set [sfx_waveplayed v] to [0]\nend\n\n@thumbnail\n\nwhen flag clicked\nshow\nforever\n go to x: (0) y: (0)\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@spikes\n\nwhen I receive [position v]\nposition (round ((x) - (SCROLLX))) (round ((y) - (SCROLLY)))\nif <(costume [number v]) = [1]> then\n point in direction ((90) + (([sin v] of ((timer) * (100)) ) * (70)))\nelse\n point in direction (90)\nend\n\ndefine position (x) (y)\nset size to (400) %\ngo to x: (x) y: (y)\nset size to (100) %\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n show\nelse\n hide\nend\n\ndefine clone at (x) (y) (cos)\nswitch costume to (cos)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [relight v]\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen I receive [set up v]\nswitch costume to (saw v)\nrepeat (3)\n go to [back v] layer\nend\nclone at [-40] [-75] [1]\nclone at [250] [-75] [1]\nclone at [592] [-286] [1]\nclone at [692] [-286] [1]\nclone at [792] [-286] [1]\nclone at [892] [-286] [1]\nclone at [1186] [135] [2]\nclone at [1640] [30] [1]\nclone at [2550] [165] [1]\nclone at [2901] [-243] [1]\nclone at [3001] [-243] [1]\nclone at [3101] [-243] [1]\nclone at [3201] [-243] [1]\nclone at [3483] [678] [1]\nclone at [3627] [468] [1]\nclone at [3727] [468] [1]\nclone at [3827] [468] [1]\nclone at [3927] [468] [1]\nclone at [4027] [468] [1]\nclone at [4127] [468] [1]\nclone at [4333] [1237] [1]\nclone at [4395] [1237] [1]\nclone at [4750] [957] [1]\nclone at [4850] [957] [1]\nclone at [4950] [957] [1]\nclone at [5050] [957] [1]\nclone at [5921] [1018] [1]\nclone at [6021] [1018] [1]\nclone at [6121] [1018] [1]\nclone at [6221] [1018] [1]\nclone at [6321] [1018] [1]\nclone at [6421] [1018] [1]\nclone at [6000] [1885] [1]\nclone at [6147] [1205] [1]\nclone at [6050] [2587] [1]\nclone at [6373] [1204] [1]\nclone at [6905] [1200] [1]\nclone at [7005] [1200] [1]\nclone at [7105] [1200] [1]\nclone at [7205] [1200] [1]\nclone at [7305] [1200] [1]\nclone at [7405] [1200] [1]\nclone at [6903] [1002] [1]\nclone at [6762] [875] [1]\nset [x v] to [-9999999999999999]\n\n@stairs\n\nwhen I receive [position v]\nposition (round ((x) - (SCROLLX))) (round ((y) - (SCROLLY)))\n\ndefine position (x) (y)\nset size to (400) %\ngo to x: (x) y: (y)\nset size to (100) %\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n show\nelse\n hide\nend\n\ndefine clone at (x) (y) (cos)\nswitch costume to (cos)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [relight v]\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen I receive [set up v]\nrepeat (2)\n go to [back v] layer\nend\nswitch costume to (stair v)\nclone at [315] [123] [1]\nclone at [315] [40] [1]\nclone at [890] [123] [2]\nclone at [890] [40] [2]\nclone at [2454] [143] [1]\nclone at [2454] [60] [1]\nclone at [3161] [292] [1]\nclone at [2932] [580] [1]\nclone at [4130] [1044] [1]\nclone at [4130] [1127] [1]\nclone at [4130] [1210] [1]\nclone at [4996] [1614] [1]\nclone at [5012] [1850] [1]\nclone at [5012] [1933] [1]\nclone at [6269] [1306] [1]\nclone at [6269] [1389] [1]\nclone at [6269] [1472] [1]\nclone at [6269] [1555] [1]\nclone at [6269] [1638] [1]\nclone at [6269] [1721] [1]\nclone at [6269] [1804] [1]\nclone at [6269] [1887] [1]\nclone at [6269] [1970] [1]\nclone at [6269] [2053] [1]\nclone at [6269] [2136] [1]\nclone at [6269] [2219] [1]\nclone at [6269] [2302] [1]\nclone at [5828] [2503] [1]\nclone at [5890] [2589] [1]\nclone at [1329] [145] [2]\nset [x v] to [-9999999999999999]\n\n@enemies\n\nwhen I receive [position v]\nposition (round (((x) - (SCROLLX)) + (([sin v] of ((timer) * (100)) ) * (100)))) (round ((y) - (SCROLLY)))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n show\nelse\n hide\nend\n\ndefine clone at (x) (y)\nclear graphic effects\nswitch costume to (enemy v)\nset [x v] to (x)\nset [y v] to (y)\nposition ((x) - (SCROLLX)) ((y) - (SCROLLY))\ncreate clone of (_myself_ v)\n\nwhen I receive [relight v]\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen I receive [set up enemies v]\nbroadcast (delete enemy clones v) and wait\nclone\n\ngo [backward v] (20) layers\n\nwhen I receive [delete enemy clones v]\ndelete this clone\n\nwhen I receive [kill enemy v]\nif <touching (player v)?> then\n repeat (5)\n change [ghost v] effect by (20)\n change [y v] by (-5)\n end\n delete this clone\nend\n\ndefine clone\nshow\ngo to [front v] layer\nswitch costume to (enemy v)\nclone at [1490] [18]\nclone at [5298] [1935]\nset [x v] to [-9999999999999999]\n\n@moving platforms\n\nwhen I receive [position v]\nif <(costume [number v]) = [1]> then\n position (round (((x) - (SCROLLX)) + (([cos v] of ((days since 2000) * (4000000)) ) * (200)))) (round ((y) - (SCROLLY)))\nend\nif <(costume [number v]) = [2]> then\n position (round ((x) - (SCROLLX))) (round (((y) - (SCROLLY)) + (([cos v] of ((days since 2000) * (5000000)) ) * (150))))\n if <touching (player v)?> then\n broadcast (touching mv v)\n end\nend\nif <(costume [number v]) = [3]> then\n position (round (((x) - (SCROLLX)) + (([cos v] of ((days since 2000) * (4000000)) ) * (200)))) (round (((y) - (SCROLLY)) + (([cos v] of ((days since 2000) * (4000000)) ) * (150))))\n if <touching (player v)?> then\n broadcast (touching mv v)\n end\nend\n\ndefine position (x) (y)\nset size to (400) %\ngo to x: (x) y: (y)\nset size to (100) %\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n show\nelse\n hide\nend\n\ndefine clone at (x) (y) (cos)\nswitch costume to (cos)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [relight v]\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen I receive [set up v]\nset [sfx_waveplayed v] to [0]\ngo to [back v] layer\nswitch costume to (1 v)\nclone at [2150] [0] [1]\nclone at [3050] [300] [2]\nclone at [3859] [835] [3]\nclone at [4861] [1500] [2]\nset [x v] to [-9999999999999999]\n\n@checkpoints\n\nwhen I receive [position v]\ngo to [front v] layer\nset size to (400) %\ngo to x: ((x) - (SCROLLX)) y: ((y) - (SCROLLY))\nset size to (100) %\nturn right (((90) - (direction)) / (5)) degrees\n\nwhen I receive [set up v]\nclone at [1756] [130] [1]\nclone at [3309] [735] [1]\nclone at [5200] [1975] [1]\nclone at [5970] [2410] [1]\nclone at [6700] [1135] [1]\nset [x v] to [-99999999999]\n\ndefine clone at (x) (y) (type)\nswitch costume to (type)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [1]> then\n if <touching (player v)?> then\n set [res x v] to (x)\n set [res y v] to (y)\n point in direction (140)\n start sound [Water Drop v]\n clear graphic effects\n repeat (5)\n change [brightness v] effect by (20)\n change [ghost v] effect by (10)\n end\n switch costume to (grabbed_c v)\n repeat (5)\n change [brightness v] effect by (-20)\n end\n clear graphic effects\n set [ghost v] effect to (50)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [relight v]\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nset [res x v] to [6700]\nset [res y v] to [1135]\n\n@bouncy\n\nwhen I receive [position v]\ngo to [front v] layer\nposition (round ((x) - (SCROLLX))) (round ((y) - (SCROLLY)))\n\ndefine position (x) (y)\nset size to (400) %\ngo to x: (x) y: (y)\nset size to (100) %\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n show\nelse\n hide\nend\n\ndefine clone at (x) (y)\nswitch costume to (bouncy v)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [relight v]\nclear graphic effects\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen I receive [set up v]\nswitch costume to (bouncy v)\nclone at [2643] [175]\nclone at [4254] [1260]\nclone at [4496] [1260]\nclone at [5655] [1732]\nset [x v] to [-9999999999999999]\n\nwhen I receive [boing v]\nstart sound [boing v]\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (5)\nend\nrepeat (10)\n change [ghost v] effect by (-5)\nend\n\nwhen I start as a clone\nforever\n repeat (25)\n change [y v] by (0.2)\n end\n repeat (25)\n change [y v] by (-0.2)\n end\nend\n\n@end Flag\n\ndefine set end flag at (x) (y)\nswitch costume to (top2 v)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nswitch costume to (base2 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [position v]\nposition ((x) - (SCROLLX)) ((y) - (SCROLLY))\n\nwhen I receive [set up v]\nset [reached end? v] to [false]\nset end flag at [7060] [924]\nset [x v] to [-999999999]\n\ndefine position (x) (y)\ngo to x: (round (x)) y: (round (y))\npoint in direction (90)\nif <<(round (x)) = (x position)> and <(round (y)) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n set [reached end? v] to [true]\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [2]> then\n wait until <(REACHED END?) = [true]>\n set [@time@ v] to (timer)\n if <(@TIME@) < (HIGHSCORE\(value only\))> then\n broadcast (new highscore v)\n end\n start sound [Win v]\n broadcast (reached! v)\n repeat (8)\n change [y v] by (-5)\n position ((x) - (SCROLLX)) ((y) - (SCROLLY))\n end\n wait (2) seconds\n if <(@TIME@) = (HIGHSCORE\(value only\))> then\n broadcast (show end screen with higscore v)\n else\n broadcast (show end screen v)\n end\n stop [this script v]\n end\nend\n\nwhen I receive [relight v]\nclear graphic effects\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen flag clicked\nwait until <<key (any v) pressed?> or <mouse down?>>\nreset timer\n\ndefine reset highscore to (val) <lock>\nif <lock> then\n set [@time@ v] to (val)\n broadcast (new highscore v)\nend\n\nreset highscore to [500] \n\n@end message\n\nwhen flag clicked\nhide variable [@time@ v]\nhide variable [highscore\(decoded\) v]\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [show end screen v]\nset [@player slot@ v] to [0]\nswitch costume to (won v)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\nshow variable [@time@ v]\nshow variable [highscore\(decoded\) v]\n\nwhen I receive [show end screen with higscore v]\nset [@player slot@ v] to [0]\nswitch costume to (new highscore v)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\nshow variable [@time@ v]\nshow variable [highscore\(decoded\) v]\n\n@door\n\nwhen I receive [position v]\ngo to [front v] layer\ngo [backward v] (2) layers\nset size to (400) %\ngo to x: ((6810) - (SCROLLX)) y: ((1032) - (SCROLLY))\nset size to (100) %\n\nwhen flag clicked\nforever\n wait until <<(touching door?) = [1]> and <(KEY GRABBED?) = [true]>>\n start sound [Door Closing v]\n repeat (5)\n change [ghost v] effect by (20)\n end\n hide\n stop [this script v]\nend\n\nwhen flag clicked\nshow\nclear graphic effects\nset size to (400) %\ngo to x: ((6810) - (SCROLLX)) y: ((1032) - (SCROLLY))\nset size to (100) %\n\nwhen I receive [relight v]\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\n@key\n\nwhen I receive [position v]\nset size to (400) %\ngo to x: ((5982) - (SCROLLX)) y: ((2943) - (SCROLLY))\nset size to (100) %\ngo to [front v] layer\n\nwhen I receive [hide key v]\nstart sound [Collect v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen flag clicked\nshow\nclear graphic effects\n\nwhen I receive [relight v]\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\n@coins\n\nwhen I receive [set up v]\nclone at [-8] [-5]\nclone at [42] [-5]\nclone at [92] [-5]\nclone at [272] [66]\nclone at [272] [116]\nclone at [434] [199]\nclone at [484] [199]\nclone at [592] [-159]\nclone at [642] [-159]\nclone at [692] [-159]\nclone at [742] [-159]\nclone at [792] [-159]\nclone at [987] [203]\nclone at [1037] [203]\nclone at [1087] [203]\nclone at [1661] [152]\nclone at [1711] [152]\nclone at [1761] [152]\nclone at [2134] [118]\nclone at [2184] [118]\nclone at [2234] [118]\nclone at [2284] [118]\nclone at [2717] [336]\nclone at [2767] [336]\nclone at [2817] [336]\nclone at [2969] [-120]\nclone at [3019] [-120]\nclone at [3069] [-120]\nclone at [2931] [467]\nclone at [2931] [517]\nclone at [2931] [627]\nclone at [2931] [677]\nclone at [2462] [750]\nclone at [3362] [750]\nclone at [3412] [750]\nclone at [3652] [638]\nclone at [3652] [588]\nclone at [3652] [538]\nclone at [4060] [1031]\nclone at [4060] [1081]\nclone at [4060] [1131]\nclone at [4060] [1181]\nclone at [4060] [1231]\nclone at [4341] [1421]\nclone at [4391] [1421]\nclone at [4750] [1493]\nclone at [4750] [1543]\nclone at [4750] [1593]\nclone at [4750] [1643]\nclone at [4750] [1693]\nclone at [5051] [1591]\nclone at [5051] [1641]\nclone at [5061] [1839]\nclone at [5061] [1889]\nclone at [5061] [1939]\nclone at [5061] [1989]\nclone at [5345] [1771]\nclone at [5395] [1771]\nclone at [5445] [1771]\nclone at [5495] [1771]\nclone at [5545] [1771]\nclone at [5595] [1771]\nclone at [5908] [1699]\nclone at [5908] [1649]\nclone at [5908] [1599]\nclone at [5908] [1549]\nclone at [5908] [1499]\nclone at [5908] [1449]\nclone at [5908] [1399]\nclone at [5908] [1349]\nclone at [6200] [1768]\nclone at [6200] [1818]\nclone at [6200] [1868]\nclone at [6200] [1918]\nclone at [6350] [1868]\nclone at [6350] [1918]\nclone at [6350] [1968]\nclone at [6350] [2018]\nclone at [6066] [2428]\nclone at [6116] [2428]\nclone at [6166] [2428]\nclone at [5777] [2519]\nclone at [5777] [2569]\nclone at [6094] [2700]\nclone at [6144] [2700]\nclone at [1252] [219]\nclone at [1292] [219]\nclone at [1342] [219]\nclone at [6486] [1101]\nclone at [6536] [1101]\nclone at [6586] [1101]\nclone at [6636] [1101]\nclone at [6901] [923]\nclone at [6951] [923]\nclone at [6991] [923]\nclone at [6800] [1017]\nclone at [6800] [967]\nclone at [6800] [917]\nset [x v] to [-9999999999999999999]\n\ndefine clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [position v]\ngo to [front v] layer\ngo [backward v] (15) layers\nset size to (400) %\ngo to x: ((x) - (SCROLLX)) y: ((y) - (SCROLLY))\nset size to (100) %\n\nwhen I start as a clone\nwait (pick random (1) to (3)) seconds\nforever\n repeat (12)\n change [y v] by (0.5)\n wait (0.01) seconds\n end\n repeat (12)\n change [y v] by (-0.5)\n wait (0.01) seconds\n end\nend\n\nwhen I receive [relight v]\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n set volume to (30) %\n start sound [Coin v]\n repeat (12)\n change [ghost v] effect by ((100) / (12))\n end\n delete this clone\n end\nend\n\n@birds SFX\n\nwhen flag clicked\nforever\n wait (pick random (5) to (25)) seconds\n set volume to (pick random (50) to (100)) %\n play sound (pick random (1) to (2)) until done\nend\n\nwhen flag clicked\nforever\n wait (pick random (5) to (25)) seconds\n set volume to (pick random (50) to (100)) %\n play sound (pick random (1) to (2)) until done\nend\n\nwhen flag clicked\nhide\n\n@cloud\n\ndefine delete and rewrite code data list\ndelete all of [run:data v]\nset [readdata# v] to [1]\nset [datachars v] to [abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789+-*/~`!@#$%^&*\(\)_=\[\]\{}|;':",./<>?]\nrepeat (99)\n add [] to [run:data v]\nend\nrepeat (length of (datachars))\n add (letter (readdata#) of (datachars)) to [run:data v]\n change [readdata# v] by (1)\nend\nadd [ ] to [run:data v]\n\ndefine encode string (val) and add to encoded value (new encode section?) (boolean)\nswitch costume to (lowercase v)\nif <(boolean) = [true]> then\n set [encoded value v] to []\nend\nset [readdata# v] to [1]\nrepeat (length of (val))\n set [word v] to (letter (readdata#) of (val))\n switch costume to (join (word) [\)])\n set [word v] to (item # of (word) in [run:data v])\n if <(costume [name v]) = [lowercase]> then\n if <not <(word) = [0]>> then\n set [encoded value v] to (join (encoded value) (word))\n else\n set [encoded value v] to (join (encoded value) (item # of [*] in [run:data v]))\n end\n else\n if <not <(word) = [0]>> then\n set [encoded value v] to (join (encoded value) ((word) + (26)))\n else\n set [encoded value v] to (join (encoded value) (item # of [*] in [run:data v]))\n end\n end\n switch costume to (lowercase v)\n change [readdata# v] by (1)\nend\nset [encoded value v] to (join (encoded value) [000])\n\ndefine decode string (code) and add to value (new decode section?) (boolean)\nset [decoded result v] to []\nif <(boolean) = [true]> then\n set [encoded value v] to (code)\n set [readdata# v] to [1]\nend\nforever\n set [decode idx v] to (join (letter (readdata#) of (encoded value)) (join (letter ((readdata#) + (1)) of (encoded value)) (letter ((readdata#) + (2)) of (encoded value))))\n change [readdata# v] by (3)\n if <(decode IDX) < [1]> then\n stop [this script v]\n end\n set [decoded result v] to (join (decoded result) (item (decode IDX) of [run:data v]))\nend\n\nwhen flag clicked\nset [@username@ v] to (username)\nset [ghost v] effect to (10)\ngo to [front v] layer\ngo [backward v] (1) layers\nhide\nset [@player slot@ v] to [0]\nset [@connected@? v] to <(@PLAYER SLOT@) > [0]>\nclone: [7]\nbroadcast (tick v)\nbroadcast (@GET_SLOT v) and wait\n\ndefine clone: (opponents count)\nset [offline frames v] to [0]\nset [clone# v] to [1]\nrepeat ((opponents count) - (1))\n create clone of (_myself_ v)\n change [clone# v] by (1)\nend\n\ndefine send (data) to (cloud#)\nif <(cloud#) = [1]> then\n set [☁ p1 v] to (data)\nelse\n if <(cloud#) = [2]> then\n set [☁ p2 v] to (data)\n else\n if <(cloud#) = [3]> then\n set [☁ p3 v] to (data)\n else\n if <(cloud#) = [4]> then\n set [☁ p4 v] to (data)\n else\n if <(cloud#) = [5]> then\n set [☁ p5 v] to (data)\n else\n if <(cloud#) = [6]> then\n set [☁ p6 v] to (data)\n else\n if <(cloud#) = [7]> then\n set [☁ p7 v] to (data)\n end\n end\n end\n end\n end\n end\nend\n\ndefine get val (cloud#)\nif <(cloud#) = [1]> then\n set [decoded result v] to (☁ P1)\nelse\n if <(cloud#) = [2]> then\n set [decoded result v] to (☁ P2)\n else\n if <(cloud#) = [3]> then\n set [decoded result v] to (☁ P3)\n else\n if <(cloud#) = [4]> then\n set [decoded result v] to (☁ P4)\n else\n if <(cloud#) = [5]> then\n set [decoded result v] to (☁ P5)\n else\n if <(cloud#) = [6]> then\n set [decoded result v] to (☁ P6)\n else\n if <(cloud#) = [7]> then\n set [decoded result v] to (☁ P7)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [@get_slot v]\nbroadcast (connecting v)\nget val (clone#)\nset [slot_last_val v] to (join [A] (decoded result))\nwait (3.5) seconds\nget val (clone#)\nif <(join [A] (decoded result)) = (slot_last_val)> then\n set [@player slot@ v] to (clone#)\nend\nif <(@PLAYER SLOT@) > [0]> then\n broadcast (connected v)\nelse\n broadcast (failed v)\nend\nset [@connected@? v] to [true]\n\nwhen I receive [tick v]\nforever\n if <(@PLAYER SLOT@) = (clone#)> then\n hide\n encode string ([playerx v] of [player v]) and add to encoded value (new encode section?) [true]\n encode string ([playery v] of [player v]) and add to encoded value (new encode section?) []\n encode string ([costume name v] of [player v]) and add to encoded value (new encode section?) []\n encode string (@USERNAME@) and add to encoded value (new encode section?) []\n encode string (round ((days since 2000) * (1000000))) and add to encoded value (new encode section?) []\n send (encoded value) to (@PLAYER SLOT@)\n else\n disconnection time out: [70]\n decode string (☁ C_HIGHSCORE) and add to value (new decode section?) [true]\n set [highscore\(decoded\) v] to (decoded result)\n set [highscore\(value only\) v] to (decoded result)\n decode string [] and add to value (new decode section?) []\n set [highscore\(decoded\) v] to (join (HIGHSCORE\(decoded\)) (join [ by ] (decoded result)))\n get val (clone#)\n decode string (decoded result) and add to value (new decode section?) [true]\n change [self.x v] by (((decoded result) - (self.x)) / (2.5))\n decode string [] and add to value (new decode section?) []\n change [self.y v] by (((decoded result) - (self.y)) / (2.5))\n decode string [] and add to value (new decode section?) []\n switch costume to (decoded result)\n position ((self.x) - (SCROLLX)) ((self.y) - (SCROLLY))\n end\nend\n\nwhen I receive [relight v]\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen flag clicked\nforever\n if <<key (space v) pressed?> and <(username) = [GravityV]>> then\n show variable [☁ c_highscore v]\n show variable [highscore\(value only\) v]\n show variable [☁ p1 v]\n show variable [☁ p2 v]\n show variable [☁ p3 v]\n show variable [☁ p4 v]\n show variable [☁ p5 v]\n show variable [☁ p6 v]\n show variable [☁ p7 v]\n else\n hide variable [☁ c_highscore v]\n hide variable [highscore\(value only\) v]\n hide variable [☁ p1 v]\n hide variable [☁ p2 v]\n hide variable [☁ p3 v]\n hide variable [☁ p4 v]\n hide variable [☁ p5 v]\n hide variable [☁ p6 v]\n hide variable [☁ p7 v]\n end\nend\n\nwhen I receive [new highscore v]\nrepeat (10)\n encode string (@TIME@) and add to encoded value (new encode section?) [true]\n encode string (username) and add to encoded value (new encode section?) []\n set [☁ c_highscore v] to (encoded value)\nend\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 point in direction (90)\n decode string [] and add to value (new decode section?) []\n think (decoded result)\nelse\n switch costume to (arrow v)\n point towards (screen center v)\n move (20) steps\n if <touching (mouse-pointer v)?> then\n decode string [] and add to value (new decode section?) []\n think (decoded result)\n else\n think []\n end\nend\n\ndefine disconnection time out: (frames)\nget val (clone#)\nif <(join [A] (decoded result)) = (disconnection_value)> then\n change [offline frames v] by (1)\n if <(offline frames) > (frames)> then\n hide\n end\nelse\n set [offline frames v] to [0]\n set [disconnection_value v] to (join [A] (decoded result))\n if <(@CONNECTED@?) = [true]> then\n show\n end\nend\n\n@chat\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen I receive [chat v]\ngo to [front v] layer\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (-10)\n go to [front v] layer\nend\nwait until <key (any v) pressed?>\nif <key (1 v) pressed?> then\n set [message v] to [Hey! ^_^]\nelse\n if <key (2 v) pressed?> then\n set [message v] to [:D]\n else\n if <key (3 v) pressed?> then\n set [message v] to [Let's chase!]\n else\n if <key (4 v) pressed?> then\n set [message v] to [Sure]\n else\n if <key (5 v) pressed?> then\n set [message v] to [Nope]\n else\n if <key (6 v) pressed?> then\n set [message v] to [Sorry]\n else\n if <key (7 v) pressed?> then\n set [message v] to [Let's race!]\n else\n if <key (8 v) pressed?> then\n set [message v] to [Go!]\n else\n if <key (9 v) pressed?> then\n set [message v] to [Highscore!]\n else\n if <key (0 v) pressed?> then\n set [message v] to [BYE...]\n else\n set [message v] to []\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nbroadcast (hide chat v)\nif <not <(message) = []>> then\n set [@username@ v] to (message)\n broadcast (speak v) and wait\n set [@username@ v] to (username)\nend\n\nwhen I receive [chat\(mobile\) v]\ngo to [front v] layer\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (-10)\n go to [front v] layer\nend\nask [] and wait\nif <(answer) = [1]> then\n set [message v] to [Hey! ^_^]\nelse\n if <(answer) = [2]> then\n set [message v] to [:D]\n else\n if <(answer) = [3]> then\n set [message v] to [Let's chase!]\n else\n if <(answer) = [4]> then\n set [message v] to [Sure]\n else\n if <(answer) = [5]> then\n set [message v] to [Nope]\n else\n if <(answer) = [6]> then\n set [message v] to [Sorry]\n else\n if <(answer) = [7]> then\n set [message v] to [Let's race!]\n else\n if <(answer) = [8]> then\n set [message v] to [Go!]\n else\n if <(answer) = [9]> then\n set [message v] to [Highscore!]\n else\n if <(answer) = [0]> then\n set [message v] to [BYE...]\n else\n set [message v] to []\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nbroadcast (hide chat v)\nif <not <(message) = []>> then\n set [@username@ v] to (message)\n broadcast (speak v) and wait\n set [@username@ v] to (username)\nend\n\nwhen I receive [hide chat v]\nrepeat (5)\n change [ghost v] effect by (10)\nend\n\nwhen [b v] key pressed\nif <(username) = [GravityV]> then\n set [@username@ v] to [plz reload the page for updates ^_^]\nend\n\n@sun\n\nwhen flag clicked\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nshow\nset size to (100) %\nrepeat (10)\n go to [back v] layer\nend\nswitch costume to (costume1 v)\ngo to x: (70) y: (120)\n\nwhen I start as a clone\nshow\nforever\n if <(costume [number v]) = [1]> then\n go to x: (70) y: (120)\nend\n\nwhen I receive [relight v]\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\n@messages\n\nwhen flag clicked\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nset size to (90) %\ngo to x: (0) y: (-200)\n\nwhen I receive [connected v]\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (10)\nend\ngo to x: (0) y: (-200)\nswitch costume to (connected!2 v)\nrepeat (10)\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (5))\nend\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (((-200) - (y position)) / (5))\nend\n\nwhen I receive [failed v]\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (10)\nend\ngo to x: (0) y: (-200)\nswitch costume to (fail2 v)\nrepeat (10)\n change [ghost v] effect by (-10)\n change y by (((10) - (y position)) / (5))\nend\n\nwhen I receive [connecting v]\ngo to x: (0) y: (-200)\ngo to [front v] layer\nswitch costume to (connecting2 v)\nrepeat (10)\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (5))\nend\n\nwhen I receive [reached! v]\ngo to x: (0) y: (-200)\ngo to [front v] layer\nswitch costume to (something v)\nrepeat (10)\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (5))\nend\n\n@turbo\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n set y to (0)\n repeat until <(timer) > [5]>\n change y by (1)\n end\n set [turbo? v] to <(y position) > [15]>\n set [timer v] to [0]\n if <(turbo?) = [true]> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nset [timer v] to [0]\nforever\n change [timer v] by (1)\n wait (0.001) seconds\nend\n\n
A sunny and bright Grassland with unmemorable feeling...\n=========================================\nplz leave a ❤ and fav >.< as I worked 25+ hours on this...\nMy Entry for @awesomebricks1 's game contest\n=========================================\n@0014049 loved + faved!\n@QuaXX loved!\n@awesomebricks1 loved + faved!\n@Benelem12 loved + faved!\n@the_bee_1234 loved+faved!\n=========================================\nNews:\n2019/9/22 : #47 on trending! (art improvement update)\n2020/9/19 : bug fixes and added turbo mode detector\n2020/9/19: released ^_^\n=========================================\nCredits:\nbensound.com for the music\n@griffpatch for cloud engine scripts inspiration\n@awesomebricks1 for hosting this game contest\n@GravityV for everything else(including art) ^_^\n=========================================\nplz consider proposing this to be featured on:\nhttps://scratch.mit.edu/studios/4228481/\n\n#games #games #games
Minecraft platformer
@Stage\n\nwhen flag clicked\nbroadcast (Start v)\nswitch backdrop to (img_2 v)\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen I receive [start v]\nswitch backdrop to (img_2 v)\n\n@Minecraft Main Character\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change x by (-1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [-10]\n end\n else\n repeat until <not <touching (platforms v)?>>\n change x by (1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [10]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset size to (200) %\npoint in direction (90)\nset [switch costume to v] to [2]\nset [animator v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\nRespawn [-200] [-130]\nstart sound [Minecraft-travel v]\nshow\nforever\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\nend\n\nwhen flag clicked\nhide\n\ndefine Animate <left arrow> <right arrow>\nchange [animator v] by (1)\nif <(animator) = [3]> then\n set [animator v] to [0]\n if <(switch costume to) = [6]> then\n set [switch costume to v] to [2]\n else\n change [switch costume to v] by (1)\n end\nend\nif <(touching ground) = [1]> then\n if <<left arrow> or <right arrow>> then\n start sound (pick random (4) to (9))\n switch costume to (switch costume to)\n else\n switch costume to (steve1 v)\n end\nelse\n switch costume to (steve6 v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (steve6 v)\nset rotation style [all around v]\nshow\nset [yv v] to [7]\nrepeat until <(y position) < [-180]>\n change [ghost v] effect by (5)\n change x by (-2)\n go to [front v] layer\n turn left (2) degrees\n change y by (YV)\n change [yv v] by (-1)\nend\ndelete this clone\n\nwhen I receive [skip v]\nchange [level v] by (1)\nset [deaths v] to [0]\nbroadcast (Next Level v)\nRespawn [-200] [-130]\n\n@Platforms\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (blockgrass v)\n\n@Music becuz I love making useless sprites\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nstop all sounds\nforever\n play sound [C418 - Moog City v] until done\nend\n\nwhen I receive [next level v]\nwait (0) seconds\nif <([costume # v] of [platforms v]) = [15]> then\n stop [other scripts in sprite v]\n stop all sounds\n start sound [Goal Cheer v]\n forever\n play sound [Revenge - A Minecraft Parody of Usher's DJ Got Us Fallin' In Love \(Music Video\) v] until done\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nforever\n go to x: (0) y: (-9)\n set [ghost v] effect to (100)\nend\n\n@Sprite2\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\nend\n\n@Skip\n\nwhen flag clicked\nforever\n if <(deaths) > []> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nset [deaths v] to [0]\nbroadcast (Skip v)\n\nwhen flag clicked\ngo to x: (350) y: (0)\nforever\n repeat (20)\n change y by (.5)\n end\n repeat (20)\n change y by (-.5)\n end\nend\n\n
Help Steve find his way through the unknown lands! \n\n< < < How to Play > > >\n<> WASD or Arrow Keys to move!\n<> Run against a wall and hold jump to wall jump!
100% Pen Platformer (Penformer)
@Stage\n\n@Pen\n\ndefine Platformer Engine\nchange [yv v] by (-0.5)\nTouch test\nTesting for arrow keys\nif <(Right) = [true]> then\n change [xv v] by (1)\nend\nTesting for arrow keys\nif <(Left) = [true]> then\n change [xv v] by (-1)\nend\nif <[touching v] contains [4]?> then\n set [xv v] to ((xv) * (0.6))\nelse\n set [xv v] to ((xv) * (0.84))\nend\nchange [player x v] by (xv)\nTouch test\nif <[touching v] contains [1]?> then\n change [player y v] by (1)\n Touch test\n if <[touching v] contains [1]?> then\n change [player y v] by (1)\n Touch test\n if <[touching v] contains [1]?> then\n change [player y v] by (1)\n Touch test\n if <[touching v] contains [1]?> then\n change [player y v] by (1)\n Touch test\n if <[touching v] contains [1]?> then\n change [player y v] by (1)\n Touch test\n if <[touching v] contains [1]?> then\n change [player y v] by (1)\n Touch test\n if <[touching v] contains [1]?> then\n change [player y v] by (-6)\n change [player x v] by ((xv) * (-1))\n Testing for arrow keys\n if <(Up) = [true]> then\n set [yv v] to [6]\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\nend\nTouch test\nchange [player y v] by (yv)\nTouch test\nif <[touching v] contains [1]?> then\n change [player y v] by ((yv) * (-1))\n set [yv v] to [0]\nend\nTouch test\nchange [player y v] by (-0.5)\nTouch test\nTesting for arrow keys\nif <[touching v] contains [1]?> then\n if <(Up) = [true]> then\n if <[touching v] contains [4]?> then\n set [yv v] to [8]\n else\n set [yv v] to [10]\n end\n end\nend\nTouch test\nchange [player y v] by (0.5)\nTouch test\nif <<[touching v] contains [2]?> or <<[touching v] contains [3]?> or <(Player Y) < [-220]>>> then\n change [deaths count v] by (1)\n set [player x v] to [-200]\n set [player y v] to [0]\n set [xv v] to [0]\n set [yv v] to [0]\nend\nTouch test\nif <[touching v] contains [5]?> then\n set [yv v] to [15]\nend\nTouch test\nif <[touching v] contains [6]?> then\n set [yv v] to [-10]\nend\nTouch test\nif <<(Player X) > [240]> or <<(Deaths Count) > [15]> and <<key (s v) pressed?> or <<mouse down?> and <<(mouse x) < [-210]> and <(mouse y) > [140]>>>>>> then\n if <(Level) < [14]> then\n set [deaths count v] to [0]\n change [level v] by (1)\n set [player x v] to [-200]\n set [player y v] to [0]\n set [xv v] to [0]\n set [yv v] to [0]\n end\nend\nif <(Player X) < [-270]> then\n set [player x v] to [-270]\nend\nif <key (r v) pressed?> then\n set [player x v] to [-200]\n set [player y v] to [0]\n set [xv v] to [0]\n set [yv v] to [0]\nend\n\ndefine Testing for arrow keys\nset [right v] to <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<key ((join [] [в]) v) pressed?> or <<mouse down?> and <(mouse x) > (Player X)>>>>>\nset [left v] to <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<key ((join [] [ф]) v) pressed?> or <<mouse down?> and <(mouse x) < (Player X)>>>>>\nset [up v] to <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<key ((join [] [ц]) v) pressed?> or <<mouse down?> and <(mouse y) > (Player Y)>>>>>\n\nwhen flag clicked\nerase all\npen up\nLevel\nset [player x v] to [-200]\nset [player y v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nset [pen size v] to [5]\nset [player size v] to [25]\nset [i v] to [0]\nset [dark mode v] to [0]\nset [level v] to [1]\nset [deaths count v] to [0]\nforever\n Level\n Draw\n Platformer Engine\nend\n\ndefine Touch test\ndelete all of [touching v]\nset [i v] to [0]\nrepeat (length of [level x v])\n change [i v] by (1)\n if <<<(Player X) < ((item (i) of [level x v]) + (item (i) of [level width v]))> and <((Player X) + (Player Size)) > (item (i) of [level x v])>> and <<(Player Y) < ((item (i) of [level y v]) + (item (i) of [level height v]))> and <((Player Y) + (Player Size)) > (item (i) of [level y v])>>> then\n if <not <[touching v] contains (item (i) of [level type v])?>> then\n add (item (i) of [level type v]) to [touching v]\n end\n end\nend\n\ndefine Create level line (x) (y) (width) (height) (type)\nadd (x) to [level x v]\nadd (y) to [level y v]\nadd (width) to [level width v]\nadd (height) to [level height v]\nadd (type) to [level type v]\n\ndefine Level\ndelete all of [level x v]\ndelete all of [level y v]\ndelete all of [level width v]\ndelete all of [level height v]\ndelete all of [level type v]\nif <(Level) = [1]> then\n Create level line [-220] [-160] [440] [25] [1]\nelse\n if <(Level) = [2]> then\n Create level line [-220] [-160] [202] [25] [1]\n Create level line [-20] [-160] [50] [25] [2]\n Create level line [28] [-160] [192] [25] [1]\n else\n if <(Level) = [3]> then\n Create level line [-220] [-160] [215] [25] [1]\n Create level line [-8] [-160] [25] [110] [3]\n Create level line [14] [-160] [206] [25] [1]\n else\n if <(Level) = [4]> then\n Create level line [-220] [-160] [202] [25] [1]\n Create level line [-20] [-160] [50] [25] [5]\n Create level line [28] [-138] [25] [200] [2]\n Create level line [28] [-160] [192] [25] [1]\n else\n if <(Level) = [5]> then\n Create level line [-220] [-160] [440] [25] [1]\n Create level line [-220] [135] [440] [25] [1]\n Create level line [-100] [-138] [25] [200] [1]\n Create level line [-10] [-82] [25] [220] [1]\n Create level line [80] [-138] [25] [200] [1]\n else\n if <(Level) = [6]> then\n Create level line [-220] [-160] [440] [25] [1]\n Create level line [-230] [-138] [460] [80] [4]\n else\n if <(Level) = [7]> then\n Create level line [-220] [-160] [440] [25] [1]\n Create level line [-150] [-138] [60] [80] [2]\n Create level line [-10] [-138] [40] [80] [2]\n Create level line [110] [-138] [60] [80] [2]\n else\n if <(Level) = [8]> then\n Create level line [-220] [-160] [180] [25] [1]\n Create level line [-65] [-138] [25] [200] [1]\n Create level line [-120] [-138] [58] [25] [5]\n Create level line [-42] [37] [52] [25] [1]\n Create level line [8] [37] [72] [25] [2]\n Create level line [-62] [60] [275] [18] [4]\n Create level line [78] [37] [52] [25] [1]\n Create level line [128] [37] [72] [25] [2]\n Create level line [198] [37] [20] [25] [1]\n else\n if <(Level) = [9]> then\n Create level line [-220] [-160] [440] [25] [5]\n Create level line [-220] [50] [25] [25] [1]\n Create level line [-197] [50] [150] [25] [2]\n Create level line [-49] [50] [25] [25] [1]\n Create level line [-26] [50] [150] [25] [2]\n Create level line [122] [50] [25] [25] [1]\n Create level line [145] [50] [75] [25] [2]\n else\n if <(Level) = [10]> then\n Create level line [-220] [-160] [440] [25] [5]\n Create level line [-220] [60] [440] [25] [6]\n Create level line [-150] [-100] [25] [25] [3]\n Create level line [-95] [0] [25] [25] [3]\n Create level line [-40] [-100] [25] [25] [3]\n Create level line [15] [0] [25] [25] [3]\n Create level line [70] [-100] [25] [25] [3]\n Create level line [130] [0] [25] [25] [3]\n else\n if <(Level) = [11]> then\n Create level line [-220] [-160] [60] [25] [1]\n Create level line [-162] [-160] [50] [25] [5]\n Create level line [-114] [-160] [20] [230] [2]\n Create level line [-96] [-160] [50] [25] [5]\n Create level line [-48] [-160] [20] [230] [2]\n Create level line [-30] [-160] [50] [25] [5]\n Create level line [18] [-160] [20] [230] [2]\n Create level line [36] [-160] [50] [25] [5]\n Create level line [84] [-160] [20] [230] [2]\n Create level line [102] [-160] [50] [25] [5]\n Create level line [150] [-160] [70] [25] [1]\n else\n if <(Level) = [12]> then\n Create level line [-240] [-180] [480] [360] [4]\n Create level line [-220] [-160] [440] [25] [1]\n Create level line [-150] [-138] [14] [14] [3]\n Create level line [-50] [-138] [14] [14] [3]\n Create level line [50] [-138] [14] [14] [3]\n Create level line [150] [-138] [14] [14] [3]\n else\n if <(Level) = [13]> then\n Create level line [-220] [-160] [80] [25] [1]\n Create level line [-142] [-160] [360] [25] [2]\n Create level line [193] [-138] [25] [231] [2]\n Create level line [-80] [-20] [60] [25] [1]\n Create level line [158] [90] [60] [25] [1]\n else\n Create level line [-220] [-160] [440] [25] [1]\n Create level line [-235] [-160] [25] [300] [1]\n Create level line [210] [-160] [25] [300] [1]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Draw\nerase all\npen up\nset pen size to (Pen Size)\nset [i v] to [0]\nrepeat (length of [level x v])\n change [i v] by (1)\n go to x: ((item (i) of [level x v]) + (Pen Size)) y: ((item (i) of [level y v]) + (Pen Size))\n set pen color to (#000000)\n if <(item (i) of [level type v]) = [1]> then\n if <(Dark Mode) = [1]> then\n set pen color to (#3396e2)\n else\n set pen color to (#000000)\n end\n else\n if <(item (i) of [level type v]) = [2]> then\n set pen color to (#ff0000)\n else\n if <(item (i) of [level type v]) = [3]> then\n set pen color to (#808080)\n else\n if <(item (i) of [level type v]) = [4]> then\n set pen color to (#10ff00)\n else\n set pen color to (#fff600)\n end\n end\n end\n end\n pen down\n go to x: (((item (i) of [level x v]) + (item (i) of [level width v])) - (Pen Size)) y: ((item (i) of [level y v]) + (Pen Size))\n go to x: (((item (i) of [level x v]) + (item (i) of [level width v])) - (Pen Size)) y: (((item (i) of [level y v]) + (item (i) of [level height v])) - (Pen Size))\n go to x: ((item (i) of [level x v]) + (Pen Size)) y: (((item (i) of [level y v]) + (item (i) of [level height v])) - (Pen Size))\n go to x: ((item (i) of [level x v]) + (Pen Size)) y: ((item (i) of [level y v]) + (Pen Size))\n pen up\nend\nif <(Dark Mode) = [1]> then\n set pen color to (#3396e2)\nelse\n set pen color to (#000000)\nend\ngo to x: (Player X) y: (Player Y)\npen down\ngo to x: (Player X) y: ((Player Y) + (Player Size))\ngo to x: ((Player X) + (Player Size)) y: ((Player Y) + (Player Size))\ngo to x: ((Player X) + (Player Size)) y: (Player Y)\ngo to x: (Player X) y: (Player Y)\npen up\nif <(Deaths Count) > [15]> then\n set pen color to (#008fff)\n go to x: (-218) y: (172)\n pen down\n change x by (-14)\n change y by (-12)\n change x by (14)\n change y by (-12)\n change x by (-14)\nend\n\nwhen flag clicked\nswitch backdrop to (light mode v)\nforever\n if <key (m v) pressed?> then\n if <(Dark Mode) = [1]> then\n set [dark mode v] to [0]\n switch backdrop to (light mode v)\n else\n set [dark mode v] to [1]\n switch backdrop to (dark mode v)\n end\n wait until <not <key (m v) pressed?>>\n end\nend\n\nwhen flag clicked\nset [turbo detector v] to [0]\nforever\n set [turbo detector v] to (timer)\n repeat (10)\n set size to (size) %\n end\n if <not <((timer) - (Turbo Detector)) > [0.1]>> then\n stop [all v]\n end\nend\n\nset [deaths count v] to [20]\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n
100% Pen! Dark mode supported! [M] Key.\nInstructions:\nArrow keys or WASD or tap on screen and hold.\nBlack or Blue - Ground. Red - Lava. Gray - Spikes. Yellow - Bounce. Green - Swamp.\n[M] Key to turn on/off dark mode.\n[R] Key - Respawn.\n[S] Key - Skip level. Press only when the blue letter S appears. Or, to skip a level, tap on the letter S on the screen.\nTURBO MODE IS BLOCKED!\nPlay on a small screen or the quality will be poor.\nEnjoy!
Explore - Platformer remix
@Stage\n\n@Player\n\nwhen flag clicked\nshow\ngo to x: (-216) y: (-150)\nswitch costume to (player right v)\ngo to [front v] layer\nforever\n if <(y position) = [-180]> then\n switch costume to (player v)\n broadcast (Respawn v)\n go to x: (-216) y: (-150)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (player right v)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (player left v)\n change [x v] by (-1)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change x by ((X) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(X) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (levels v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (levels v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [15]\n end\n end\n change y by (1)\n if <touching (obstacles v)?> then\n broadcast (Respawn v)\n go to x: (-210) y: (-110)\n switch costume to (player v)\n end\n if <(x position) > [227]> then\n go to x: (-216) y: (-144)\n change [level v] by (1)\n switch costume to (player right v)\n end\n if <touching (trampoline v)?> then\n set [y v] to [20]\n end\nend\n\n@Levels\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [level v] to [1]\nshow\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Background\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\nswitch costume to (sky v)\nshow\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n switch costume to (sun v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [14]> then\n switch costume to (sky v)\n end\nend\n\n@Text\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Obstacles\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Trampoline\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Shadows\n\nwhen flag clicked\nshow\ngo [backward v] (100) layers\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Music\n\nwhen flag clicked\nforever\n play sound [bensound-happiness v] until done\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n@Restart Button\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n if <mouse down?> then\n set [level v] to [1]\n end\nend\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 flag clicked\nhide\n\n
-click on the green flag\n-use the arrows or WASD\n-follow me\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nLOL\n
-Green- A Mobile Freindly Platformer #GAMES
@Stage\n\nwhen I receive [restartnewlevel v]\nif <(Level) = [2]> then\n wait (.001) seconds\n broadcast (Level2 v)\nend\nif <(Level) = [3]> then\n wait (.001) seconds\n broadcast (Level3 v)\nend\nif <(Level) = [4]> then\n wait (.001) seconds\n broadcast (Level4 v)\nend\nif <(Level) = [5]> then\n wait (.001) seconds\n broadcast (Level5 v)\nend\n\nwhen I receive [finishedleveltrans v]\nif <not <(Level) = [5]>> then\n\nwhen I receive [restartnewlevel v]\nif <(Level) = [6]> then\n repeat (10)\n change volume by (-10)\n end\n set volume to (0) %\n stop all sounds\nend\n\nwhen I receive [stop intro v]\nset volume to (10) %\nforever\n if <(Level) = [6]> then\n switch backdrop to (finishedbg v)\n else\n switch backdrop to (gamebg v)\n end\nend\n\nwhen I receive [stop intro v]\nrepeat until <(Level) = [6]>\n if <not <(Level) = [6]>> then\n play sound [MitiS - You.mp3 v] until done\n end\nend\n\n@Blank\n\n@Player\n\nwhen I start as a clone\nswitch costume to (playereye v)\ngo to [front v] layer\nforever\n go to x: (PX) y: (PY)\n change x by (((Xv) / (10)) * (-1))\n change y by (((Yv) / (10)) * (-2))\nend\n\nwhen I start as a clone\nset rotation style [left-right v]\nset size to (0) %\nforever\n point in direction (PDirection)\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n set size to ((size) + (((160) - (size)) / (4))) %\n else\n set size to ((size) + (((150) - (size)) / (3))) %\n end\nend\n\nwhen I start as a clone\nforever\n if <key (up arrow v) pressed?> then\n set size to (170) %\n repeat until <(IsGrounded) = [Y]>\n end\nend\n\nwhen I receive [finishedleveltrans v]\nset [levelloadingdone v] to [N]\nhide\nrepeat until <(LevelLoadingDone) = [Y]>\n set [xv v] to ((Xv) * (.9))\n set [yv v] to ((Yv) * (.9))\n change [camy v] by ((CamY) * (-.05))\n change [camx v] by ((CamY) * (.001))\n go to x: (0) y: (0)\n set [xv v] to [0]\n set [yv v] to [0]\nend\n\nwhen I start as a clone\nforever\n if <(x position) > [7]> then\n set x to (6.9)\n end\n if <(x position) < [-7]> then\n set x to (-6.9)\n end\n if <(y position) > [7]> then\n set y to (6.9)\n end\n if <(y position) < [-7]> then\n set y to (-6.9)\n end\nend\n\nwhen I receive [restartnewlevel v]\nset [levelloadingdone v] to [Y]\nshow\ngo to x: (0) y: (0)\nset [xv v] to [0]\nset [yv v] to [0]\nset [ghost v] effect to (100)\nwait (.3) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nclear graphic effects\nset [levelloadingdone v] to [N]\n\nwhen flag clicked\nforever\n if <mouse down?> then\n if <(mouse x) < (x position)> then\n change [xv v] by (-1)\n point in direction (-90)\n else\n if <(mouse x) > (x position)> then\n change [xv v] by (1)\n point in direction (90)\n end\n end\n end\nend\n\nwhen I receive [restart v]\ngo to x: (0) y: (0)\nset [xv v] to [0]\nset [yv v] to [0]\nset [camx v] to [0]\nset [camy v] to [0]\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nclear graphic effects\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n set [xv v] to [0]\n set [yv v] to [0]\n set [camx v] to [0]\n set [camy v] to [0]\n hide\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <(Level) = [6]> then\n delete this clone\n end\nend\n\nwhen I receive [stop intro v]\nshow\npoint in direction (90)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\nset [xv v] to [0]\nset [yv v] to [0]\nset [levelloadingdone v] to [N]\nforever\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n point in direction (-90)\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n point in direction (90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-1]\n else\n set [xv v] to [1]\n end\n set [yv v] to (Yv)\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n if <mouse down?> then\n if <(mouse y) > (y position)> then\n set [yv v] to [15]\n end\n end\n end\n if <key (r v) pressed?> then\n broadcast (Restart v)\n end\n change y by (1)\n set [isgrounded v] to [N]\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (ground v)?> then\n set [isgrounded v] to [Y]\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n if <(Level) = [1]> then\n if <(CamY) > [200]> then\n broadcast (Restart v)\n end\n else\n if <(Level) = [2]> then\n if <(CamY) > [600]> then\n broadcast (Restart v)\n end\n else\n if <(Level) = [3]> then\n if <(CamY) > [200]> then\n broadcast (Restart v)\n end\n else\n if <(Level) = [4]> then\n if <(CamY) > [170]> then\n broadcast (Restart v)\n end\n else\n if <(CamY) > [170]> then\n broadcast (Restart v)\n end\n end\n end\n end\n end\n set [xv v] to (Xv)\n set [px v] to (x position)\n set [py v] to (y position)\n set [pdirection v] to (direction)\n change [camx v] by ((x position) * (-1))\n change [camy v] by ((y position) * (-1))\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nhide\n\n@PlayerWalkEffect\n\nwhen flag clicked\nhide\nforever\n go to (player v)\n point in direction ([direction v] of [player v])\nend\n\nwhen I start as a clone\nchange y by (-15)\nset size to (pick random (86) to (200)) %\nset [ghost v] effect to (pick random (15) to (35))\nshow\nrepeat (20)\n change [ghost v] effect by (5)\n change size by (pick random (-5) to (-1))\n change y by (pick random (.7) to (1))\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n change x by ((Xv) * (-1))\n change y by ((Yv) * (-1))\nend\n\nwhen I receive [stop intro v]\nforever\n if <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> and <(IsGrounded) = [Y]>> then\n create clone of (_myself_ v)\n wait (pick random (.2) to (.4)) seconds\n end\n if <not <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>> then\n if <(IsGrounded) = [Y]> then\n if <(Xv) > [1]> then\n create clone of (_myself_ v)\n wait (pick random (.2) to (.4)) seconds\n else\n if <(Xv) < [-1]> then\n create clone of (_myself_ v)\n wait (pick random (.2) to (.4)) seconds\n end\n end\n end\n end\nend\n\n@MobileMovement\n\nwhen I start as a clone\nswitch costume to (icon2 v)\nforever\n go to (player v)\n point towards (mouse-pointer v)\nend\n\nwhen I start as a clone\nforever\n if <mouse down?> then\n repeat (10)\n change [ghost v] effect by (-2)\n end\n repeat until <not <mouse down?>>\n set [ghost v] effect to (80)\n end\n else\n repeat (10)\n change [ghost v] effect by (2)\n end\n repeat until <mouse down?>\n set [ghost v] effect to (100)\n end\n end\nend\n\nwhen I start as a clone\nrepeat (10)\n set [ghost v] effect to (100)\nend\n\nwhen I start as a clone\nforever\n if <(Level) = [6]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [stop intro v]\nshow\nswitch costume to (icon v)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\nforever\n go to (mouse-pointer v)\n point towards (mouse-pointer v)\nend\n\nwhen I receive [stop intro v]\nrepeat (10)\n set [ghost v] effect to (100)\nend\n\nwhen I receive [stop intro v]\ngo to x: (0) y: (0)\nforever\n if <mouse down?> then\n repeat (10)\n change [ghost v] effect by (-2)\n end\n repeat until <not <mouse down?>>\n set [ghost v] effect to (80)\n end\n else\n repeat (10)\n change [ghost v] effect by (2)\n end\n repeat until <mouse down?>\n set [ghost v] effect to (100)\n end\n end\nend\n\nwhen I receive [stop intro v]\nforever\n if <(Level) = [6]> then\n hide\n else\n show\n end\nend\n\n@Ground\n\nwhen I receive [gmove v]\ngo to x: (CamX) y: (CamY)\n\nwhen I receive [restartnewlevel v]\nchange [level v] by (1)\nset [camx v] to [0]\nset [camy v] to [0]\ngo to x: (0) y: (0)\n\nwhen I receive [finishedleveltrans v]\nif <(Level) = [5]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nclear graphic effects\nset [level v] to [1]\nset [camx v] to [0]\nset [camy v] to [0]\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\n broadcast (GMove v)\nend\n\nwhen I receive [stop intro v]\nforever\n if <(Level) = [6]> then\n go to x: (0) y: (0)\n hide\n else\n if <not <(Level) = [6]>> then\n show\n end\n end\nend\n\n@BG\n\nwhen I start as a clone\nswitch costume to (pick random (2) to (4))\ngo to x: (pick random (234) to (185)) y: (pick random (130) to (170))\nset size to (pick random (10) to (20)) %\nforever\n change y by ((Yv) * (pick random (-.03) to (-.05)))\n change x by (pick random (-.3) to (-1))\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (pick random (-1.5) to (-6))\nend\n\nwhen I start as a clone\nforever\n if <(x position) < [-234]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\nend\n\nwhen I receive [restartnewlevel v]\ngo to x: (0) y: (0)\ndelete this clone\n\nwhen I receive [restart v]\nif <(costume [name v]) = [BG]> then\n go to x: (0) y: (0)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(Level) = [6]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [stop intro v]\nswitch costume to (bg v)\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n if <(costume [name v]) = [BG]> then\n change x by ((Xv) * (-.2))\n change y by ((Yv) * (-.2))\n end\nend\n\nwhen I receive [stop intro v]\nforever\n if <not <(LevelLoadingDone) = [Y]>> then\n if <not <(Level) = [6]>> then\n create clone of (_myself_ v)\n wait (pick random (2.5) to (5)) seconds\n end\n end\nend\n\nwhen I receive [stop intro v]\nforever\n if <(Level) = [6]> then\n go to x: (0) y: (0)\n hide\n else\n show\n end\nend\n\n@Level1\n\ndefine LevelStuff\ngo to x: (0) y: (0)\nrepeat (6)\n create clone of (_myself_ v)\n change [levelstuffclones v] by (1)\nend\n\nwhen I start as a clone\nclear graphic effects\nset [mynumber v] to [0]\nchange [mynumber v] by (LevelStuffClones)\nif <(MyNumber) = [1]> then\n switch costume to (coin v)\n set [mypositionx v] to [240]\n set [mypositiony v] to [-120]\n repeat (5)\n set [ghost v] effect to (100)\n end\n forever\n change [size v] by (1)\n change size by ((0) - ([sin v] of ((Size) * (5)) ))\n end\nend\nif <(MyNumber) = [2]> then\n switch costume to (coin v)\n set [mypositionx v] to [300]\n set [mypositiony v] to [-120]\n repeat (5)\n set [ghost v] effect to (100)\n end\n wait (.1) seconds\n forever\n change [size v] by (1)\n change size by ((0) - ([sin v] of ((Size) * (5)) ))\n end\nend\nif <(MyNumber) = [3]> then\n switch costume to (coin v)\n set [mypositionx v] to [360]\n set [mypositiony v] to [-120]\n repeat (5)\n set [ghost v] effect to (100)\n end\n wait (.2) seconds\n forever\n change [size v] by (1)\n change size by ((0) - ([sin v] of ((Size) * (5)) ))\n end\nend\nif <(MyNumber) = [4]> then\n switch costume to (coin v)\n set [mypositionx v] to [420]\n set [mypositiony v] to [-120]\n repeat (5)\n set [ghost v] effect to (100)\n end\n wait (.3) seconds\n forever\n change [size v] by (1)\n change size by ((0) - ([sin v] of ((Size) * (5)) ))\n end\nend\nif <(MyNumber) = [5]> then\n switch costume to (sign v)\n set [mypositionx v] to [70]\n set [mypositiony v] to [-35]\nend\nif <(MyNumber) = [6]> then\n switch costume to (finishlevel v)\n set [mypositionx v] to [700]\n set [mypositiony v] to [-35]\n repeat (5)\n set [ghost v] effect to (100)\n end\n forever\n if <not <touching (player v)?>> then\n change [size v] by (1)\n change size by ((0) - ([sin v] of ((Size) * (5)) ))\n end\n end\nend\n\nwhen I start as a clone\nforever\n go to x: ((CamX) + (MyPositionX)) y: ((CamY) + (MyPositionY))\nend\n\nwhen I start as a clone\nforever\n if <(costume [name v]) = [Coin]> then\n if <touching (player v)?> then\n broadcast (CollectedCoin v)\n change [coins v] by (1)\n repeat (5)\n set size to ((size) + (((0) - (size)) / (4))) %\n end\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(costume [name v]) = [FinishLevel]> then\n if <touching (player v)?> then\n broadcast (FinishedLevelTrans v)\n set [spin v] to [0]\n set size to (100) %\n if <([x position v] of [player v]) < (x position)> then\n if <([y position v] of [player v]) > (y position)> then\n switch costume to (finishlevelselup v)\n else\n switch costume to (finishlevelselr v)\n end\n else\n if <([x position v] of [player v]) > (x position)> then\n if <([y position v] of [player v]) > (y position)> then\n switch costume to (finishlevelselup v)\n else\n switch costume to (finishlevelsell v)\n end\n end\n end\n reset timer\n repeat until <(timer) > [2]>\n change [spin v] by (1)\n change [brightness v] effect by (1.7)\n change size by (.3)\n end\n repeat (5)\n set size to ((size) + (((0) - (size)) / (4))) %\n end\n hide\n clear graphic effects\n wait (.7) seconds\n set [spin v] to [0]\n point in direction (90)\n show\n switch costume to (finishlevelpop v)\n repeat (10)\n set size to ((size) + (((120) - (size)) / (4))) %\n end\n wait (0) seconds\n repeat (5)\n set size to ((size) + (((0) - (size)) / (3))) %\n end\n hide\n wait (.3) seconds\n broadcast (FLTransition v)\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <<(costume [name v]) = [FinishLevelSelR]> or <<(costume [name v]) = [FinishLevelSelL]> or <(costume [name v]) = [FinishLevelSelUp]>>> then\n turn right (Spin) degrees\n end\nend\n\nwhen I receive [restartnewlevel v]\ndelete this clone\n\nwhen I start as a clone\nif <(costume [name v]) = [Sign]> then\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n set [ghost v] effect to (0)\nend\nforever\n if <touching (_edge_ v)?> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n repeat until <not <touching (_edge_ v)?>>\n set [ghost v] effect to (100)\n end\n else\n repeat (5)\n change [ghost v] effect by (-20)\n end\n repeat until <touching (_edge_ v)?>\n set [ghost v] effect to (0)\n end\n end\nend\n\nwhen I receive [stop intro v]\nset voice to (tenor v)::tts\nset [levelstuffclones v] to [0]\nswitch costume to (blank v)\ngo to x: (0) y: (0)\nLevelStuff\n\n@Level2\n\nwhen flag clicked\nset voice to (tenor v)::tts\nset [level2stuffclones v] to [0]\nswitch costume to (blank v)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nclear graphic effects\nset [mynumber v] to [0]\nchange [mynumber v] by (Level2StuffClones)\nif <(MyNumber) = [1]> then\n switch costume to (spike v)\n set [mypositionx v] to [240]\n set [mypositiony v] to [-313]\n repeat (5)\n set [ghost v] effect to (100)\n end\nend\nif <(MyNumber) = [2]> then\n switch costume to (spike v)\n set [mypositionx v] to [300]\n set [mypositiony v] to [-313]\n repeat (5)\n set [ghost v] effect to (100)\n end\nend\nif <(MyNumber) = [3]> then\n switch costume to (spike v)\n set [mypositionx v] to [360]\n set [mypositiony v] to [-313]\n repeat (5)\n set [ghost v] effect to (100)\n end\nend\nif <(MyNumber) = [4]> then\n switch costume to (spike v)\n set [mypositionx v] to [420]\n set [mypositiony v] to [-313]\n repeat (5)\n set [ghost v] effect to (100)\n end\nend\nif <(MyNumber) = [5]> then\n switch costume to (finishlevel v)\n set [mypositionx v] to [700]\n set [mypositiony v] to [-35]\n repeat (5)\n set [ghost v] effect to (100)\n end\n forever\n if <not <touching (player v)?>> then\n change [size v] by (1)\n change size by ((0) - ([sin v] of ((Size) * (5)) ))\n end\n end\nend\nif <(MyNumber) = [6]> then\n switch costume to (booster v)\n set [mypositionx v] to [350]\n set [mypositiony v] to [0]\n repeat (5)\n set [ghost v] effect to (100)\n end\n wait (.5) seconds\n forever\n change [size v] by (1)\n change size by ((0) - ([sin v] of ((Size) * (5)) ))\n end\nend\nif <(MyNumber) = [7]> then\n switch costume to (coin v)\n set [mypositionx v] to [270]\n set [mypositiony v] to [20]\n repeat (5)\n set [ghost v] effect to (100)\n end\n wait (.7) seconds\n forever\n change [size v] by (1)\n change size by ((0) - ([sin v] of ((Size) * (5)) ))\n end\nend\nif <(MyNumber) = [8]> then\n switch costume to (coin v)\n set [mypositionx v] to [220]\n set [mypositiony v] to [20]\n repeat (5)\n set [ghost v] effect to (100)\n end\n wait (.7) seconds\n forever\n change [size v] by (1)\n change size by ((0) - ([sin v] of ((Size) * (5)) ))\n end\nend\nif <(MyNumber) = [9]> then\n switch costume to (coin v)\n set [mypositionx v] to [420]\n set [mypositiony v] to [20]\n repeat (5)\n set [ghost v] effect to (100)\n end\n wait (.7) seconds\n forever\n change [size v] by (1)\n change size by ((0) - ([sin v] of ((Size) * (5)) ))\n end\nend\nif <(MyNumber) = [10]> then\n switch costume to (coin v)\n set [mypositionx v] to [470]\n set [mypositiony v] to [20]\n repeat (5)\n set [ghost v] effect to (100)\n end\n wait (.7) seconds\n forever\n change [size v] by (1)\n change size by ((0) - ([sin v] of ((Size) * (5)) ))\n end\nend\n\ndefine LevelStuff\ngo to x: (0) y: (0)\nrepeat (10)\n create clone of (_myself_ v)\n change [level2stuffclones v] by (1)\nend\n\nwhen I start as a clone\nforever\n go to x: ((CamX) + (MyPositionX)) y: ((CamY) + (MyPositionY))\nend\n\nwhen I start as a clone\nforever\n if <(costume [name v]) = [Coin]> then\n if <touching (player v)?> then\n start sound [Coin v]\n broadcast (CollectedCoin v)\n change [coins v] by (1)\n repeat (5)\n set size to ((size) + (((0) - (size)) / (4))) %\n end\n delete this clone\n end\n end\n if <(costume [name v]) = [Spike]> then\n if <touching (player v)?> then\n start sound [Dead v]\n broadcast (Restart v)\n end\n end\n if <(costume [name v]) = [Booster]> then\n if <touching (player v)?> then\n start sound [Booster v]\n set [xv v] to [25]\n set [yv v] to [5]\n set size to (0) %\n repeat (15)\n set size to ((size) + (((100) - (size)) / (5))) %\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(costume [name v]) = [FinishLevel]> then\n if <touching (player v)?> then\n start sound [LevelComplete v]\n broadcast (FinishedLevelTrans v)\n set [spin v] to [0]\n if <([x position v] of [player v]) < (x position)> then\n if <([y position v] of [player v]) > (y position)> then\n switch costume to (finishlevelselup v)\n else\n switch costume to (finishlevelselr v)\n end\n else\n if <([x position v] of [player v]) > (x position)> then\n if <([y position v] of [player v]) > (y position)> then\n switch costume to (finishlevelselup v)\n else\n switch costume to (finishlevelsell v)\n end\n end\n end\n reset timer\n repeat until <(timer) > [2]>\n change [spin v] by (1)\n change [brightness v] effect by (1.7)\n change size by (.3)\n end\n repeat (5)\n set size to ((size) + (((0) - (size)) / (4))) %\n end\n hide\n clear graphic effects\n wait (.7) seconds\n set [spin v] to [0]\n point in direction (90)\n show\n switch costume to (finishlevelpop v)\n repeat (10)\n set size to ((size) + (((120) - (size)) / (4))) %\n end\n wait (0) seconds\n repeat (5)\n set size to ((size) + (((0) - (size)) / (3))) %\n end\n hide\n wait (.3) seconds\n broadcast (FLTransition v)\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <<(costume [name v]) = [FinishLevelSelR]> or <<(costume [name v]) = [FinishLevelSelL]> or <(costume [name v]) = [FinishLevelSelUp]>>> then\n turn right (Spin) degrees\n end\nend\n\nwhen I receive [restartnewlevel v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (_edge_ v)?> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n repeat until <not <touching (_edge_ v)?>>\n set [ghost v] effect to (100)\n end\n else\n repeat (5)\n change [ghost v] effect by (-20)\n end\n repeat until <touching (_edge_ v)?>\n set [ghost v] effect to (0)\n end\n end\nend\n\nwhen I receive [level2 v]\nLevelStuff\n\n@Level3\n\nwhen flag clicked\nset voice to (tenor v)::tts\nset [level3stuffclones v] to [0]\nswitch costume to (blank v)\ngo to x: (0) y: (0)\n\ndefine LevelStuff\ngo to x: (0) y: (0)\nrepeat (10)\n create clone of (_myself_ v)\n change [level3stuffclones v] by (1)\nend\n\nwhen I start as a clone\nclear graphic effects\nset [mynumber v] to [0]\nchange [mynumber v] by (Level3StuffClones)\nif <(MyNumber) = [1]> then\n switch costume to (spike v)\n set [mypositionx v] to [0]\n set [mypositiony v] to [50]\n repeat (5)\n set [ghost v] effect to (100)\n end\nend\nif <(MyNumber) = [2]> then\n switch costume to (spike v)\n set [mypositionx v] to [60]\n set [mypositiony v] to [50]\n repeat (5)\n set [ghost v] effect to (100)\n end\nend\nif <(MyNumber) = [3]> then\n switch costume to (spike v)\n set [mypositionx v] to [120]\n set [mypositiony v] to [50]\n repeat (5)\n set [ghost v] effect to (100)\n end\nend\nif <(MyNumber) = [4]> then\n switch costume to (spike v)\n set [mypositionx v] to [180]\n set [mypositiony v] to [50]\n repeat (5)\n set [ghost v] effect to (100)\n end\nend\nif <(MyNumber) = [5]> then\n switch costume to (booster v)\n set [mypositionx v] to [250]\n set [mypositiony v] to [-30]\n repeat (5)\n set [ghost v] effect to (100)\n end\nend\nif <(MyNumber) = [6]> then\n switch costume to (spikeup v)\n set [mypositionx v] to [300]\n set [mypositiony v] to [-30]\n repeat (5)\n set [ghost v] effect to (100)\n end\nend\nif <(MyNumber) = [7]> then\n switch costume to (finishlevel v)\n set [mypositionx v] to [420]\n set [mypositiony v] to [-10]\n repeat (5)\n set [ghost v] effect to (100)\n end\nend\nif <(MyNumber) = [8]> then\n switch costume to (coin v)\n set [mypositionx v] to [120]\n set [mypositiony v] to [-25]\n repeat (5)\n set [ghost v] effect to (100)\n end\nend\nif <(MyNumber) = [9]> then\n switch costume to (coin v)\n set [mypositionx v] to [250]\n set [mypositiony v] to [30]\n repeat (5)\n set [ghost v] effect to (100)\n end\nend\nif <(MyNumber) = [10]> then\n switch costume to (coin v)\n set [mypositionx v] to [300]\n set [mypositiony v] to [30]\n repeat (5)\n set [ghost v] effect to (100)\n end\nend\n\nwhen I start as a clone\nforever\n go to x: ((CamX) + (MyPositionX)) y: ((CamY) + (MyPositionY))\nend\n\nwhen I start as a clone\nforever\n if <(costume [name v]) = [Coin]> then\n if <touching (player v)?> then\n start sound [Coin v]\n broadcast (CollectedCoin v)\n change [coins v] by (1)\n repeat (5)\n set size to ((size) + (((0) - (size)) / (4))) %\n end\n delete this clone\n end\n end\n if <<(costume [name v]) = [Spike]> or <(costume [name v]) = [SpikeUp]>> then\n if <touching (player v)?> then\n start sound [Dead v]\n broadcast (Restart v)\n end\n end\n if <(costume [name v]) = [Booster]> then\n if <touching (player v)?> then\n start sound [Booster v]\n set [xv v] to [22]\n set [yv v] to [5]\n set size to (0) %\n repeat (15)\n set size to ((size) + (((100) - (size)) / (5))) %\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(costume [name v]) = [FinishLevel]> then\n if <touching (player v)?> then\n start sound [LevelComplete v]\n broadcast (FinishedLevelTrans v)\n set [spin v] to [0]\n if <([x position v] of [player v]) < (x position)> then\n if <([y position v] of [player v]) > (y position)> then\n switch costume to (finishlevelselup v)\n else\n switch costume to (finishlevelselr v)\n end\n else\n if <([x position v] of [player v]) > (x position)> then\n if <([y position v] of [player v]) > (y position)> then\n switch costume to (finishlevelselup v)\n else\n switch costume to (finishlevelsell v)\n end\n end\n end\n reset timer\n repeat until <(timer) > [2]>\n change [spin v] by (1)\n change [brightness v] effect by (1.7)\n change size by (.3)\n end\n repeat (5)\n set size to ((size) + (((0) - (size)) / (4))) %\n end\n hide\n clear graphic effects\n wait (.7) seconds\n set [spin v] to [0]\n point in direction (90)\n show\n switch costume to (finishlevelpop v)\n repeat (10)\n set size to ((size) + (((120) - (size)) / (4))) %\n end\n wait (0) seconds\n repeat (5)\n set size to ((size) + (((0) - (size)) / (3))) %\n end\n hide\n wait (.3) seconds\n broadcast (FLTransition v)\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <<(costume [name v]) = [FinishLevelSelR]> or <<(costume [name v]) = [FinishLevelSelL]> or <(costume [name v]) = [FinishLevelSelUp]>>> then\n turn right (Spin) degrees\n end\nend\n\nwhen I receive [restartnewlevel v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (_edge_ v)?> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n repeat until <not <touching (_edge_ v)?>>\n set [ghost v] effect to (100)\n end\n else\n repeat (5)\n change [ghost v] effect by (-20)\n end\n repeat until <touching (_edge_ v)?>\n set [ghost v] effect to (0)\n end\n end\nend\n\nwhen I receive [level3 v]\nLevelStuff\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n if <(costume [name v]) = [Coin]> then\n end\n if <touching (player v)?> then\n if <(costume [name v]) = [Spike]> then\n end\n if <touching (player v)?> then\n if <(costume [name v]) = [Booster]> then\n end\nend\n\n@GameComplete\n\nwhen flag clicked\nset [hover v] to [0]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [restartnewlevel v]\nwait (1) seconds\nif <(Level) = [6]> then\n start sound [Avenza - Wicked \(Original Mix\)2 v]\n set size to (0) %\n show\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [stop intro v]\nforever\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((160) - (size)) / (4))) %\n else\n set size to ((size) + (((140) - (size)) / (3))) %\n end\nend\n\nwhen I receive [stop intro v]\nforever\n change [hover v] by (1)\n change y by ((0) - ([sin v] of ((Hover) * (5)) ))\nend\n\nwhen flag clicked\n\n@NotificationUI\n\ndefine Fade\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nclear graphic effects\n\nwhen I start as a clone\nshow\ngo to x: (100) y: (0)\nreset timer\nrepeat until <(timer) > [3]>\n go to x: (((x position) * (0.9)) + (0)) y: (-10)\nend\nreset timer\nrepeat until <(timer) > [1]>\n go to x: (((x position) * (0.9)) + (20)) y: (-10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nFade\n\nwhen I receive [stop intro v]\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\nhide\n\nwhen flag clicked\nhide\n\n@CoinsUI\n\nwhen I start as a clone\nset size to (0) %\nchange [mynumber v] by (UIClones)\nif <(MyNumber) = [1]> then\n change x by (30)\n change y by (-1)\n forever\n switch costume to (letter (1) of (Coins))\n end\nend\nif <(MyNumber) = [2]> then\n change x by (45)\n change y by (-1)\n forever\n switch costume to (letter (2) of (Coins))\n end\nend\nif <(MyNumber) = [3]> then\n change x by (60)\n change y by (-1)\n forever\n switch costume to (letter (2) of (Coins))\n end\nend\n\nwhen I start as a clone\nforever\n set size to ((size) + (((60) - (size)) / (3))) %\nend\n\nwhen I receive [collectedcoin v]\nstart sound [Coin v]\nif <not <(costume [name v]) = [CoinCounter]>> then\n set size to (0) %\nend\n\nwhen I receive [finishedleveltrans v]\nrepeat (10)\n set size to ((size) + (((0) - (size)) / (3))) %\n change [ghost v] effect by (12)\nend\nhide\n\nwhen I receive [restartnewlevel v]\nset [coins v] to [0]\nif <not <(Level) = [6]>> then\n show\n set [ghost v] effect to (100)\n wait (.3) seconds\n set size to (0) %\n repeat (10)\n change [ghost v] effect by (-12)\n if <(costume [name v]) = [CoinCounter]> then\n set size to ((size) + (((80) - (size)) / (3))) %\n end\n end\n clear graphic effects\nend\n\nwhen I start as a clone\nforever\n if <touching (ground v)?> then\n repeat (5)\n change [brightness v] effect by (-2)\n end\n repeat until <not <touching (ground v)?>>\n set [brightness v] effect to (-10)\n end\n else\n repeat (5)\n change [brightness v] effect by (2)\n end\n repeat until <touching (ground v)?>\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(Level) = [6]> then\n delete this clone\n end\nend\n\nwhen I receive [restartnewlevel v]\nwait (.001) seconds\nif <(Level) = [6]> then\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [stop intro v]\nshow\ngo to [front v] layer\nclear graphic effects\nset [coins v] to [0]\nset [uiclones v] to [0]\nset size to (80) %\ngo to x: (-204) y: (151)\nswitch costume to (coincounter v)\nset [ghost v] effect to (0)\ncreate clone of (_myself_ v)\nchange [uiclones v] by (1)\nrepeat until <(Coins) > [9]>\ncreate clone of (_myself_ v)\nchange [uiclones v] by (1)\nrepeat until <(Coins) > [99]>\ncreate clone of (_myself_ v)\nchange [uiclones v] by (1)\n\n@TransitionMenu\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\nwhen I receive [fltransition v]\ngo to x: (423) y: (289)\nshow\nrepeat (100)\n go to x: (((x position) * (0.9)) - (0)) y: (((y position) * (0.9)) - (0))\nend\n\nwhen I receive [fltransition v]\nswitch costume to (transition v)\nwait (2) seconds\nTittleMenu\nswitch costume to (transition v)\n\ndefine TittleMenu\nswitch costume to (tittle v)\ncreate clone of (_myself_ v)\nswitch costume to (checkmarkblank v)\ncreate clone of (_myself_ v)\nswitch costume to (nextbutton v)\ncreate clone of (_myself_ v)\nswitch costume to (bg v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nif <(costume [name v]) = [Tittle]> then\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n clear graphic effects\nend\nif <(costume [name v]) = [CheckMarkBlank]> then\n set size to (0) %\n go to x: (0) y: (45)\nend\nif <(costume [name v]) = [NextButton]> then\n go to x: (0) y: (-40)\n set size to (0) %\nend\nif <(costume [name v]) = [BG]> then\n go to x: (0) y: (-70)\n forever\n go to x: (0) y: (((y position) * (0.9)) - (0))\n end\nend\n\nwhen I start as a clone\nforever\n if <<<(costume [name v]) = [CheckMarkBlank]> or <(costume [name v]) = [CheckMark1]>> or <<(costume [name v]) = [CheckMark2]> or <(costume [name v]) = [CheckMark3]>>> then\n set size to ((size) + (((100) - (size)) / (3))) %\n end\nend\n\nwhen I start as a clone\nforever\n if <<(costume [name v]) = [NextButton]> or <(costume [name v]) = [NextButtonSel]>> then\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((130) - (size)) / (4))) %\n switch costume to (nextbuttonsel v)\n else\n set size to ((size) + (((100) - (size)) / (3))) %\n switch costume to (nextbutton v)\n end\n end\nend\n\nwhen this sprite clicked\nif <(costume [name v]) = [NextButtonSel]> then\n repeat until <not <mouse down?>>\n set size to ((size) + (((50) - (size)) / (3))) %\n end\n start sound [NextLevel v]\n repeat (5)\n set size to ((size) + (((100) - (size)) / (4))) %\n end\n broadcast (NextLevelTrans v)\n repeat (10)\n switch costume to (nextbuttonsel v)\n set size to ((size) + (((0) - (size)) / (3))) %\n change [ghost v] effect by (15)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [BG]> then\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n clear graphic effects\nend\n\nwhen I receive [nextleveltrans v]\nwait (.3) seconds\nif <not <<<(costume [name v]) = [NextButton]> or <(costume [name v]) = [NextButtonSel]>> or <(costume [name v]) = [Transition]>>> then\n clear graphic effects\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I receive [nextlevel v]\nbroadcast (RestartNewLevel v)\nrepeat (100)\n go to x: (((x position) * (0.9)) + (45)) y: (((y position) * (0.9)) + (45))\nend\nhide\n\nwhen I receive [nextleveltrans v]\nwait (2) seconds\nbroadcast (NextLevel v)\n\nwhen I start as a clone\nif <(costume [name v]) = [CheckMarkBlank]> then\n if <(Level) = [1]> then\n if <(Coins) = [4]> then\n switch costume to (checkmark3 v)\n else\n if <(Coins) = [3]> then\n switch costume to (checkmark3 v)\n else\n if <(Coins) = [2]> then\n switch costume to (checkmark2 v)\n else\n if <(Coins) = [1]> then\n switch costume to (checkmark1 v)\n end\n end\n end\n end\n else\n if <(Level) = [2]> then\n if <(Coins) = [4]> then\n switch costume to (checkmark3 v)\n else\n if <(Coins) = [3]> then\n switch costume to (checkmark3 v)\n else\n if <(Coins) = [2]> then\n switch costume to (checkmark2 v)\n else\n if <(Coins) = [1]> then\n switch costume to (checkmark1 v)\n end\n end\n end\n end\n else\n if <(Level) = [3]> then\n if <(Coins) = [4]> then\n switch costume to (checkmark3 v)\n else\n if <(Coins) = [3]> then\n switch costume to (checkmark2 v)\n else\n if <(Coins) = [2]> then\n switch costume to (checkmark2 v)\n else\n if <(Coins) = [1]> then\n switch costume to (checkmark1 v)\n end\n end\n end\n end\n else\n if <(Level) = [4]> then\n if <(Coins) = [4]> then\n switch costume to (checkmark3 v)\n else\n if <(Coins) = [3]> then\n switch costume to (checkmark2 v)\n else\n if <(Coins) = [2]> then\n switch costume to (checkmark2 v)\n else\n if <(Coins) = [1]> then\n switch costume to (checkmark1 v)\n end\n end\n end\n end\n else\n if <(Level) = [5]> then\n if <(Coins) = [4]> then\n switch costume to (checkmark3 v)\n else\n if <(Coins) = [3]> then\n switch costume to (checkmark2 v)\n else\n if <(Coins) = [2]> then\n switch costume to (checkmark2 v)\n else\n if <(Coins) = [1]> then\n switch costume to (checkmark1 v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n@Splash\n\nwhen flag clicked\nreset timer\nhide\ngo to x: (-480) y: (0)\nforever\n set [timer v] to ((timer) + (0.1))\nend\n\nwhen [timer v] > (timer)\nswitch costume to (splash v)\nshow\nrepeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (5))\nend\nset x to (0)\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@Level4Stuff2\n\nwhen flag clicked\nset voice to (tenor v)::tts\nset [level4stuffclones v] to [0]\nswitch costume to (blank v)\ngo to x: (0) y: (0)\n\ndefine LevelStuff\ngo to x: (0) y: (0)\nrepeat (9)\n create clone of (_myself_ v)\n change [level4stuffclones v] by (1)\nend\n\nwhen I start as a clone\nclear graphic effects\nset [mynumber v] to [0]\nchange [mynumber v] by (Level4StuffClones)\nif <(MyNumber) = [1]> then\n switch costume to (finishlevel v)\n set [mypositionx v] to [435]\n set [mypositiony v] to [-10]\n repeat (5)\n set [ghost v] effect to (100)\n end\nend\nif <(MyNumber) = [2]> then\n switch costume to (spike v)\n set [mypositionx v] to [245]\n set [mypositiony v] to [-15]\n repeat (5)\n set [ghost v] effect to (100)\n end\nend\nif <(MyNumber) = [3]> then\n switch costume to (spike v)\n set [mypositionx v] to [245]\n set [mypositiony v] to [67]\n repeat (5)\n set [ghost v] effect to (100)\n end\nend\nif <(MyNumber) = [4]> then\n switch costume to (spike v)\n set [mypositionx v] to [245]\n set [mypositiony v] to [164]\n repeat (5)\n set [ghost v] effect to (100)\n end\nend\nif <(MyNumber) = [5]> then\n switch costume to (spike v)\n set [mypositionx v] to [245]\n set [mypositiony v] to [255]\n repeat (5)\n set [ghost v] effect to (100)\n end\nend\nif <(MyNumber) = [6]> then\n switch costume to (coin v)\n set [mypositionx v] to [200]\n set [mypositiony v] to [-25]\n repeat (5)\n set [ghost v] effect to (100)\n end\nend\nif <(MyNumber) = [7]> then\n switch costume to (coin v)\n set [mypositionx v] to [200]\n set [mypositiony v] to [67]\n repeat (5)\n set [ghost v] effect to (100)\n end\nend\nif <(MyNumber) = [8]> then\n switch costume to (coin v)\n set [mypositionx v] to [200]\n set [mypositiony v] to [164]\n repeat (5)\n set [ghost v] effect to (100)\n end\nend\nif <(MyNumber) = [9]> then\n switch costume to (coin v)\n set [mypositionx v] to [355]\n set [mypositiony v] to [-20]\n repeat (5)\n set [ghost v] effect to (100)\n end\nend\n\nwhen I start as a clone\nforever\n go to x: ((CamX) + (MyPositionX)) y: ((CamY) + (MyPositionY))\nend\n\nwhen I start as a clone\nforever\n if <(costume [name v]) = [Coin]> then\n if <touching (player v)?> then\n start sound [Coin v]\n broadcast (CollectedCoin v)\n change [coins v] by (1)\n repeat (5)\n set size to ((size) + (((0) - (size)) / (4))) %\n end\n delete this clone\n end\n end\n if <(costume [name v]) = [Spike]> then\n if <touching (player v)?> then\n start sound [Dead v]\n broadcast (Restart v)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(costume [name v]) = [FinishLevel]> then\n if <touching (player v)?> then\n start sound [LevelComplete v]\n broadcast (FinishedLevelTrans v)\n set [spin v] to [0]\n if <([x position v] of [player v]) < (x position)> then\n if <([y position v] of [player v]) > (y position)> then\n switch costume to (finishlevelselup v)\n else\n switch costume to (finishlevelselr v)\n end\n else\n if <([x position v] of [player v]) > (x position)> then\n if <([y position v] of [player v]) > (y position)> then\n switch costume to (finishlevelselup v)\n else\n switch costume to (finishlevelsell v)\n end\n end\n end\n reset timer\n repeat until <(timer) > [2]>\n change [spin v] by (1)\n change [brightness v] effect by (1.7)\n change size by (.3)\n end\n repeat (5)\n set size to ((size) + (((0) - (size)) / (4))) %\n end\n hide\n clear graphic effects\n wait (.7) seconds\n set [spin v] to [0]\n point in direction (90)\n show\n switch costume to (finishlevelpop v)\n repeat (10)\n set size to ((size) + (((120) - (size)) / (4))) %\n end\n wait (0) seconds\n repeat (5)\n set size to ((size) + (((0) - (size)) / (3))) %\n end\n hide\n wait (.3) seconds\n broadcast (FLTransition v)\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <<(costume [name v]) = [FinishLevelSelR]> or <<(costume [name v]) = [FinishLevelSelL]> or <(costume [name v]) = [FinishLevelSelUp]>>> then\n turn right (Spin) degrees\n end\nend\n\nwhen I receive [restartnewlevel v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (_edge_ v)?> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n repeat until <not <touching (_edge_ v)?>>\n set [ghost v] effect to (100)\n end\n else\n repeat (5)\n change [ghost v] effect by (-20)\n end\n repeat until <touching (_edge_ v)?>\n set [ghost v] effect to (0)\n end\n end\nend\n\nwhen I receive [level4 v]\nLevelStuff\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n if <(costume [name v]) = [Coin]> then\n end\n end\n if <touching (player v)?> then\n if <(costume [name v]) = [Spike]> then\n end\n end\nend\n\n@Level5Stuff2\n\nwhen flag clicked\nset voice to (tenor v)::tts\nset [level5stuffclones v] to [0]\nswitch costume to (blank v)\ngo to x: (0) y: (0)\n\ndefine LevelStuff\ngo to x: (0) y: (0)\nrepeat (11)\n create clone of (_myself_ v)\n change [level5stuffclones v] by (1)\nend\n\nwhen I start as a clone\nclear graphic effects\nset [mynumber v] to [0]\nchange [mynumber v] by (Level5StuffClones)\nif <(MyNumber) = [1]> then\n switch costume to (finishlevel v)\n set [mypositionx v] to [-320]\n set [mypositiony v] to [330]\n repeat (5)\n set [ghost v] effect to (100)\n end\nend\nif <(MyNumber) = [2]> then\n switch costume to (spike v)\n set [mypositionx v] to [120]\n set [mypositiony v] to [-30]\n repeat (5)\n set [ghost v] effect to (100)\n end\nend\nif <(MyNumber) = [3]> then\n switch costume to (spike v)\n set [mypositionx v] to [220]\n set [mypositiony v] to [-30]\n repeat (5)\n set [ghost v] effect to (100)\n end\nend\nif <(MyNumber) = [4]> then\n switch costume to (spike v)\n set [mypositionx v] to [280]\n set [mypositiony v] to [-30]\n repeat (5)\n set [ghost v] effect to (100)\n end\nend\nif <(MyNumber) = [5]> then\n switch costume to (booster v)\n set [mypositionx v] to [280]\n set [mypositiony v] to [45]\n repeat (5)\n set [ghost v] effect to (100)\n end\nend\nif <(MyNumber) = [6]> then\n switch costume to (spike v)\n set [mypositionx v] to [130]\n set [mypositiony v] to [190]\n repeat (5)\n set [ghost v] effect to (100)\n end\nend\nif <(MyNumber) = [7]> then\n switch costume to (spike v)\n set [mypositionx v] to [-242]\n set [mypositiony v] to [325]\n repeat (5)\n set [ghost v] effect to (100)\n end\nend\nif <(MyNumber) = [8]> then\n switch costume to (coin v)\n set [mypositionx v] to [175]\n set [mypositiony v] to [-25]\n repeat (5)\n set [ghost v] effect to (100)\n end\nend\nif <(MyNumber) = [9]> then\n switch costume to (coin v)\n set [mypositionx v] to [197]\n set [mypositiony v] to [195]\n repeat (5)\n set [ghost v] effect to (100)\n end\nend\nif <(MyNumber) = [10]> then\n switch costume to (coin v)\n set [mypositionx v] to [80]\n set [mypositiony v] to [195]\n repeat (5)\n set [ghost v] effect to (100)\n end\nend\nif <(MyNumber) = [11]> then\n switch costume to (coin v)\n set [mypositionx v] to [-237]\n set [mypositiony v] to [370]\n repeat (5)\n set [ghost v] effect to (100)\n end\nend\n\nwhen I start as a clone\nforever\n go to x: ((CamX) + (MyPositionX)) y: ((CamY) + (MyPositionY))\nend\n\nwhen I start as a clone\nforever\n if <(costume [name v]) = [Coin]> then\n if <touching (player v)?> then\n start sound [Coin v]\n broadcast (CollectedCoin v)\n change [coins v] by (1)\n repeat (5)\n set size to ((size) + (((0) - (size)) / (4))) %\n end\n delete this clone\n end\n end\n if <(costume [name v]) = [Spike]> then\n if <touching (player v)?> then\n start sound [Dead v]\n broadcast (Restart v)\n end\n end\n if <(costume [name v]) = [Booster]> then\n if <touching (player v)?> then\n start sound [Booster v]\n set [xv v] to [0]\n set [yv v] to [17]\n set size to (0) %\n repeat (15)\n set size to ((size) + (((100) - (size)) / (5))) %\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(costume [name v]) = [FinishLevel]> then\n if <touching (player v)?> then\n start sound [LevelComplete v]\n broadcast (FinishedLevelTrans v)\n set [spin v] to [0]\n if <([x position v] of [player v]) < (x position)> then\n if <([y position v] of [player v]) > (y position)> then\n switch costume to (finishlevelselup v)\n else\n switch costume to (finishlevelselr v)\n end\n else\n if <([x position v] of [player v]) > (x position)> then\n if <([y position v] of [player v]) > (y position)> then\n switch costume to (finishlevelselup v)\n else\n switch costume to (finishlevelsell v)\n end\n end\n end\n reset timer\n repeat until <(timer) > [2]>\n change [spin v] by (1)\n change [brightness v] effect by (1.7)\n change size by (.3)\n end\n repeat (5)\n set size to ((size) + (((0) - (size)) / (4))) %\n end\n hide\n clear graphic effects\n wait (.7) seconds\n set [spin v] to [0]\n point in direction (90)\n show\n switch costume to (finishlevelpop v)\n repeat (10)\n set size to ((size) + (((120) - (size)) / (4))) %\n end\n wait (0) seconds\n repeat (5)\n set size to ((size) + (((0) - (size)) / (3))) %\n end\n hide\n wait (.3) seconds\n broadcast (FLTransition v)\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <<(costume [name v]) = [FinishLevelSelR]> or <<(costume [name v]) = [FinishLevelSelL]> or <(costume [name v]) = [FinishLevelSelUp]>>> then\n turn right (Spin) degrees\n end\nend\n\nwhen I receive [restartnewlevel v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (_edge_ v)?> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n repeat until <not <touching (_edge_ v)?>>\n set [ghost v] effect to (100)\n end\n else\n repeat (5)\n change [ghost v] effect by (-20)\n end\n repeat until <touching (_edge_ v)?>\n set [ghost v] effect to (0)\n end\n end\nend\n\nwhen I receive [level5 v]\nLevelStuff\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n if <(costume [name v]) = [Coin]> then\n end\n end\n if <touching (player v)?> then\n if <(costume [name v]) = [Spike]> then\n end\n end\n if <touching (player v)?> then\n if <(costume [name v]) = [Booster]> then\n end\n end\nend\n\n
Welcome to -Green- A Mobile Freindly Platformer!\n---------------------------------------------------------------\n#7th on Trending and #12th on English Games Trending! THANK YOU SO MUCH :D\n\nThis is the best scrolling platformer I made!\nTime spent : About 1 month\nMobile Friendly!\n\nOnly 5 Levels, trying to make more... Sorry for it :(\n\n-INSTRUCTIONS (some also in game)-\n-right arrow keys to move.\n-Get to the portal to go to the next level.\n-Try to get past all 5 levels ( It took me a huge time tho)\n-Try not to touch the spikes\n-Click on the color on the menu to change the players color\n\nGreat Scratchers Who Loved And Faved :\n@Supercube_123 Loved & Faved\n@LOLele_54 Loved & Faved\n@TurtleEntertainement Loved & Faved\n@NeelDaPeel Loved\n\n-CREDITS-\nCloud effect by @Mick \nCoin art and getting effect by @0014049 \nThe Player by @StratfordJames\nThis awesome Intro by @-SandBox-\nEverthing else by me :)\nMusic by MitiS - You\n\nHope you enjoy! Please make sure to leave a love and fav if you enjoyed! FEEDBACK ALWAYS APPRECIATED\n\n#Scrolling #Platformer #Player #Spikes #Mountain #Clouds #Mick #Wes64 #0014049 #made #it #Who #Can #Fav #This #Project
Opposite Day! ~A Platformer~
@Stage\n\ndefine Encode (letters)\nset [_chars v] to [ !"#$%&'\(\)*+,-./0123456789:;<=>?@abcdefghijklmnopqrstuvwxyz\[\\]^_`{|}~ABCDEFGHIJKLMNOPQURSTUVWXYZ]\nset [encoded v] to []\nset [ei v] to [1]\nrepeat (length of (letters))\n set [eii v] to [1]\n repeat until <<(letter (Ei) of (letters)) = (letter (Eii) of (_Chars))> or <(Eii) > (length of (_Chars))>>\n change [eii v] by (1)\n end\n if <(Eii) > (length of (_Chars))> then\n Error\n else\n if <(length of (Eii)) = [1]> then\n set [encoded v] to (join (Encoded) (join [0] (Eii)))\n else\n set [encoded v] to (join (Encoded) (Eii))\n end\n end\n change [ei v] by (1)\nend\n\ndefine Decode (numbers)\nset [_chars v] to [ !"#$%&'\(\)*+,-./0123456789:;<=>?@abcdefghijklmnopqrstuvwxyz\[\\]^_`{|}~ABCDEFGHIJKLMNOPQURSTUVWXYZ]\nset [di v] to [1]\nset [decoded v] to []\nrepeat ((length of (numbers)) / (2))\n set [decoded v] to (join (Decoded) (letter (join (letter (Di) of (numbers)) (letter ((Di) + (1)) of (numbers))) of (_Chars)))\n change [di v] by (2)\nend\n\nwhen I receive [start levels v]\nshow variable [level v]\nhide variable [☁ leastdeaths v]\nhide variable [deaths v]\nhide variable [decoded v]\nrepeat until <(Level) = [14]>\n switch backdrop to ((Level) + (1))\nend\nswitch backdrop to ((Level) + (1))\nrepeat until <(Level) = [1]>\n if <(Deaths) < (☁ LeastDeaths)> then\n set [☁ leastdeaths v] to (Deaths)\n Encode (username)\n set [☁ leastby v] to (Encoded)\n end\n Decode (☁ LeastBy)\n show variable [☁ leastdeaths v]\n show variable [deaths v]\n show variable [decoded v]\nend\nhide variable [☁ leastdeaths v]\nhide variable [deaths v]\nhide variable [decoded v]\n\nwhen I receive [go game! v]\nswitch backdrop to (title v)\nhide variable [level v]\nhide variable [☁ leastdeaths v]\nhide variable [deaths v]\nhide variable [decoded v]\n\nforever\n play sound [Cool Song by Diglett123 v] until done\nend\n\n@Not Logo\n\nwhen I receive [go game! v]\nshow\nset [sin v] to [0]\nrepeat until <(backdrop [number v]) = [2]>\n go to x: (0) y: ((100) + ((15) * ([sin v] of (Sin) )))\n change [sin v] by (5)\nend\nhide\n\nwhen flag clicked\nforever\n set [timer v] to ((timer) + (0.01))\nend\n\nwhen [timer v] > (timer)\nbroadcast (Go Game! v)\n\n@Not Play\n\nwhen this sprite clicked\nif <(timer) < (timer)> then\n stop [all v]\nend\n\nwhen I receive [start levels v]\nhide\n\nwhen I receive [go game! v]\nshow\nforever\n wait until <touching (mouse-pointer v)?>\n change size by (10)\n wait until <not <touching (mouse-pointer v)?>>\n change size by (-10)\nend\n\n@Not Exit\n\nwhen this sprite clicked\nif <(timer) < (timer)> then\n broadcast (Start Levels v)\n hide\nend\n\nwhen I receive [go game! v]\nshow\nforever\n wait until <touching (mouse-pointer v)?>\n change size by (10)\n wait until <not <touching (mouse-pointer v)?>>\n change size by (-10)\nend\n\n@Not Mobile\n\nwhen this sprite clicked\nif <(timer) < (timer)> then\n if <(costume [number v]) = [1]> then\n set [mobile? v] to [n]\n next costume\n else\n set [mobile? v] to [y]\n next costume\n end\nend\n\nwhen I receive [start levels v]\nhide\n\nwhen I receive [go game! v]\nshow\nswitch costume to (off v)\nset [mobile? v] to [n]\nforever\n wait until <touching (mouse-pointer v)?>\n change size by (5)\n wait until <not <touching (mouse-pointer v)?>>\n change size by (-5)\nend\n\n@Not Player\n\ndefine Restart\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (0)\n\ndefine Physics\nif <<<(Mobile?) = [n]> and <<key (left arrow v) pressed?> or <key (a v) pressed?>>> or <<(Mobile?) = [y]> and <(item (2) of [playermobilecontrols v]) = [1]>>> then\n point in direction (-90)\n change [x v] by (2)\nend\nif <<<(Mobile?) = [n]> and <<key (right arrow v) pressed?> or <key (d v) pressed?>>> or <<(Mobile?) = [y]> and <(item (4) of [playermobilecontrols v]) = [1]>>> then\n point in direction (90)\n change [x v] by (-2)\nend\nchange x by (x)\nif <<touching color (#cd7700)?> or <<touching color (#00faff)?> or <<touching color (#0057ff)?> or <touching color (#bc6e00)?>>>> then\n change [deaths v] by (1)\n start sound [Roblox OOF v]\n Restart\nend\nSlope\nif <touching (not level v)?> then\n change x by ((x) * (-1))\n if <<<(Mobile?) = [n]> and <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> or <<(Mobile?) = [y]> and <not <(item (1) of [playermobilecontrols v]) = [1]>>>> then\n if <(x) > [0]> then\n set [x v] to [-10]\n set [y v] to [10]\n else\n set [x v] to [10]\n set [y v] to [10]\n end\n else\n set [x v] to [0]\n end\nelse\n set [x v] to ((x) * (0.8))\nend\nchange y by (y)\nif <<touching color (#cd7700)?> or <<touching color (#00faff)?> or <<touching color (#0057ff)?> or <touching color (#bc6e00)?>>>> then\n change [deaths v] by (1)\n start sound [Roblox OOF v]\n Restart\nend\nif <touching (not level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n if <<<(Mobile?) = [n]> and <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> or <<(Mobile?) = [y]> and <not <(item (1) of [playermobilecontrols v]) = [1]>>>> then\n if <(Jumping?) = [y]> then\n set [y v] to [12]\n set [jumping? v] to [n]\n end\n end\nelse\n change [y v] by (-1)\n set [jumping? v] to [y]\nend\nif <<(x position) > [225]> or <<(y position) < [-179]> and <(Level) = [11]>>> then\n if <(Level) = [14]> then\n set [level v] to [1]\n broadcast (Start Levels v)\n else\n change [level v] by (1)\n end\n Restart\nend\nif <<<(y position) < [-179]> and <not <(Level) = [11]>>> or <<touching (not geyser v)?> or <<touching color (#cd7700)?> or <<touching color (#00faff)?> or <touching color (#0057ff)?>>>>> then\n change [deaths v] by (1)\n start sound [Roblox OOF v]\n Restart\nend\n\nwhen I receive [start levels v]\nset rotation style [left-right v]\nRestart\nshow\nset [level v] to [1]\nforever\n Physics\nend\n\ndefine Slope\nset [slope v] to [0]\nrepeat until <<(Slope) = [8]> or <not <touching (not level v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <touching (not level v)?> then\n change y by (-8)\nend\n\nwhen I receive [go game! v]\ndelete all of [playermobilecontrols v]\nrepeat (4)\n add [0] to [playermobilecontrols v]\nend\nset [deaths v] to [0]\nhide\nforever\n switch costume to (open v)\n wait (pick random (4) to (8)) seconds\n switch costume to (closed v)\n wait (0.078) seconds\nend\n\n@Not Level\n\nwhen I receive [start levels v]\nswitch costume to (l1 v)\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Not Geyser\n\nwhen I receive [start levels v]\nhide\nwait until <not <(Level) = [12]>>\nwait until <(Level) = [12]>\nrepeat until <not <(Level) = [12]>>\n wait (pick random (2) to (5)) seconds\n switch costume to (pick random (1) to (2))\n show\n go to x: (0) y: (-398)\n repeat (15)\n change y by (20)\n end\n wait (0.5) seconds\n repeat (15)\n change y by (-20)\n end\n hide\nend\n\nwhen I receive [go game! v]\nhide\n\n@Not Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\nwhen I receive [go game! v]\nhide\n\n@Not Mobile Controls!\n\nwhen I receive [go game! v]\nhide\nswitch costume to (left v)\ngo to x: (-172) y: (-110)\ncreate clone of (_myself_ v)\nchange x by (45)\nnext costume\ncreate clone of (_myself_ v)\ngo to x: (127) y: (-110)\nnext costume\ncreate clone of (_myself_ v)\nchange x by (45)\nnext costume\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n set [ghost v] effect to (25)\n if <(Mobile?) = [y]> then\n show\n else\n hide\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(costume [number v]) = [1]> then\n replace item (2) of [playermobilecontrols v] with [1]\n else\n if <(costume [number v]) = [2]> then\n replace item (4) of [playermobilecontrols v] with [1]\n else\n if <(costume [number v]) = [3]> then\n replace item (3) of [playermobilecontrols v] with [1]\n else\n replace item (1) of [playermobilecontrols v] with [1]\n end\n end\n end\n else\n if <(costume [number v]) = [1]> then\n replace item (2) of [playermobilecontrols v] with [0]\n else\n if <(costume [number v]) = [2]> then\n replace item (4) of [playermobilecontrols v] with [0]\n else\n if <(costume [number v]) = [3]> then\n replace item (3) of [playermobilecontrols v] with [0]\n else\n replace item (1) of [playermobilecontrols v] with [0]\n end\n end\n end\n end\nend\n\n
-Use WASD or Arrow keys to move, but beware, it is opposite day! The grass is dirt and it kills you, but fear not! You have to jump on the spikes!\n-Green flag to start! Oh wait, or maybe it's the stop button!\n-If you want you can also check out the most complicated project that I am working on, the most advanced player inventory on Scratch! https://scratch.mit.edu/projects/439673531/\n\nAll levels are possible, though some are annoyingly hard.