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Time || a cloud mobile platformer
@Stage\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide variable [_i v]\nhide variable [level v]\nhide variable [xv v]\nhide variable [yv v]\n\nwhen I receive [start v]\nsay [Welcome!] for (2) seconds\nforever\n if <(level) = [2]> then\n say [Use the arrow keys or touch on mobile to move] for (2) seconds\n else\n if <(level) = [3]> then\n say [ You can walljump] for (2) seconds\n else\n if <(level) = [4]> then\n say [Don´t touch red] for (2) seconds\n else\n if <(level) = [5]> then\n say [Good luck! ;-\)]\n else\n if <(level) = [6]> then\n say []\n end\n end\n end\n end\n end\nend\n\nwhen I receive [start v]\ngo [backward v] (1) layers\nset size to (17) %\npoint in direction (90)\nshow\ngo to x: (-200) y: (0)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [10]>>>> then\n set [<links v] to [0]\n switch costume to (rechts v)\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [-10]>>>> then\n set [<links v] to [1]\n switch costume to (links v)\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [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 (level v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <(x position) > [220]> then\n set [yv v] to [0]\n set [xv v] to [0]\n broadcast (Level v)\n go to x: (-200) y: (0)\n end\n if <touching (lava v)?> then\n broadcast (Dead v)\n start sound [Tot v]\n wait (0.000000000000000000000001) seconds\n set [xv v] to [0]\n set [yv v] to [0]\n switch costume to (rechts v)\n go to x: (-200) y: (0)\n end\n if <(y position) < [-170]> then\n wait (0.000000000000000000000001) seconds\n set [xv v] to [0]\n set [yv v] to [0]\n switch costume to (rechts v)\n go to x: (-200) y: (0)\n end\n if <<touching (bounce v)?> or <<touching (bounce2 v)?> or <touching (bounce3 v)?>>> then\n set [yv v] to [22]\n end\nend\n\nwhen I receive [again v]\nset size to (0) %\nhide\n\n@Level\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\nset [level v] to [1]\ngo to x: (0) y: (0)\n\nwhen I receive [level v]\nnext costume\nchange [level v] by (1)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo [forward v] (1) layers\n\nwhen flag clicked\nrepeat until <(costume [name v]) = [end]>\nbroadcast (End v)\n\nwhen I receive [start v]\nset [ghost v] effect to (0)\nshow\nswitch costume to (kostüm1 v)\n\nwhen I receive [again v]\nswitch costume to (kostüm1 v)\nset [ghost v] effect to (100)\n\nwhen I receive [again v]\nset [level v] to [1]\n\nwhen I receive [start v]\nset [level v] to [1]\n\nwhen I receive [end v]\nrepeat until <(costume [number v]) = [1]>\nend\nrepeat until <(costume [name v]) = [end]>\nbroadcast (End 2 v)\n\nwhen I receive [end 2 v]\nrepeat until <(costume [number v]) = [1]>\nend\nrepeat until <(costume [name v]) = [end]>\nbroadcast (End v)\n\n@Dead_Animation\n\nwhen I receive [dead v]\nrepeat (1)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\nset size to (17) %\nhide\nswitch costume to (rechts v)\n\nwhen I start as a clone\nrepeat (1)\n if <(<Links) = [1]> then\n switch costume to (links_tot v)\n else\n switch costume to (rechts_tot v)\n end\nend\nshow\nset [p x v] to (pick random (5) to (-5))\nset [p y v] to (pick random (10) to (15))\nforever\n go to [front v] layer\n change x by (P X)\n change y by (P Y)\n turn right (((P X) * ([abs v] of (P Y) )) / (2)) degrees\n change [p y v] by (-1)\n if <<([abs v] of (x position) ) > [239]> or <([abs v] of (y position) ) > [179]>> then\n hide\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n go to (player v)\nend\n\nwhen flag clicked\ngo [backward v] (2) layers\n\nwhen I receive [again v]\nhide\n\nwhen I receive [start v]\nhide\n\n@LAVA\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(level) = [0]> then\n hide\n else\n if <(level) = [1]> then\n hide\n else\n if <(level) = [2]> then\n hide\n else\n if <(level) = [3]> then\n hide\n else\n if <(level) = [4]> then\n switch costume to (kostüm1 v)\n show\n end\n end\n end\n end\n end\nend\n\nwhen I receive [again v]\nset [ghost v] effect to (100)\nswitch costume to (kostüm7 v)\nhide\n\nwhen I receive [start v]\nset [ghost v] effect to (0)\nshow\n\n@Bounce\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\nhide\nforever\n if <touching (player v)?> then\n repeat (3)\n wait (0.01) seconds\n next costume\n end\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) < [6]> then\n hide\n else\n if <(level) = [6]> then\n show\n go to x: (-100) y: (-124)\n else\n if <(level) = [7]> then\n go to x: (-122) y: (-124)\n show\n else\n if <(level) = [10]> then\n go to x: (-180) y: (-169)\n show\n else\n hide\n end\n end\n end\n end\nend\n\nwhen I receive [again v]\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [start v]\nset [ghost v] effect to (0)\nshow\n\n@Bounce3\n\nwhen flag clicked\nhide\nswitch costume to (kostüm1 v)\nforever\n if <touching (player v)?> then\n repeat (3)\n wait (0.01) seconds\n next costume\n end\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n hide\n else\n if <(level) = [7]> then\n go to x: (129) y: (-124)\n show\n else\n if <(level) = [10]> then\n go to x: (129) y: (-170)\n show\n else\n hide\n end\n end\n end\nend\n\nwhen I receive [again v]\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [start v]\nset [ghost v] effect to (0)\nshow\n\n@Clone\n\nwhen flag clicked\nforever\n go [backward v] (3) layers\n change [color v] effect by (1)\n go to (player v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (100) %\nset [ghost v] effect to (0)\nrepeat (50)\n change size by (-2)\n change [ghost v] effect by (2)\nend\ndelete this clone\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\nhide\nwait (2.5) seconds\nshow\n\nwhen flag clicked\nhide variable [level v]\n\nwhen I start as a clone\nset size to (100) %\nset [ghost v] effect to (0)\nrepeat (50)\n change size by (-2)\n change [ghost v] effect by (2)\nend\ndelete this clone\n\nwhen I receive [again v]\nswitch costume to (kostüm1 v)\nhide\n\nwhen I receive [start v]\nshow\nforever\n go [backward v] (3) layers\n change [color v] effect by (1)\n go to (player v)\n create clone of (_myself_ v)\nend\n\nwhen I receive [end 2 v]\nswitch costume to (party hat-a v)\n\nwhen I receive [end v]\nswitch costume to (party hat-a v)\n\n@Bubble\n\nwhen flag clicked\nhide\nwait (2.5) seconds\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(level) = [12]> then\n change [color v] effect by (pick random (0) to (100))\n show\n set [ghost v] effect to (pick random (60) to (90))\n set size to (pick random (50) to (120)) %\n go to x: (pick random (-249) to (249)) y: (-187)\n glide (2.5) secs to x: (pick random (-249) to (249)) y: (187)\n delete this clone\nelse\n show\n set [ghost v] effect to (pick random (60) to (90))\n set size to (pick random (50) to (120)) %\n go to x: (pick random (-249) to (249)) y: (-187)\n glide (2.5) secs to x: (pick random (-249) to (249)) y: (187)\n delete this clone\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\n go [backward v] (100) layers\nend\n\n@End-time\n\nwhen flag clicked\nshow\ngo to x: (50) y: (55)\n\nwhen I receive [end v]\nsay (Time)\n\nwhen I receive [again v]\nsay []\n\nwhen I receive [end 2 v]\nsay (Time)\n\n@Menu-picture\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\nset [menu v] to [1]\ngo to x: (0) y: (0)\nhide\nwait (2.5) seconds\ngo [backward v] (1) layers\nshow\nforever\n change [color v] effect by (1)\nend\n\nwhen I receive [start v]\nset [menu v] to [0]\nhide\n\nwhen I receive [again v]\nset [menu v] to [1]\ngo [backward v] (3) layers\nshow\nforever\n change [color v] effect by (1)\nend\n\n@Play-Button\n\nwhen flag clicked\nset size to (200) %\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [forward v] (3) layers\nhide\nwait (2.5) seconds\nshow\n\nwhen flag clicked\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (Start v)\n hide\n set size to (0) %\n go to x: (360) y: (360)\n end\n if <touching (mouse-pointer 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 [again v]\nshow\nset size to (200) %\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [forward v] (3) layers\n\n@Menu\n\nwhen flag clicked\nforever\n go [forward v] (2) layers\nend\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (Again v)\n hide\n end\nend\n\n@Time a platformer\n\nwhen flag clicked\npoint in direction (90)\nset size to (100) %\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [forward v] (2) layers\nhide\nwait (2.5) seconds\nshow\nforever\n point in direction ((([sin v] of ((timer) * (150)) ) * (6)) + (90))\nend\n\nwhen I receive [again v]\nset size to (100) %\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [start v]\nhide\n\n@Love, Fave, Follow\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo [backward v] (4) layers\n\nwhen I receive [end v]\nshow\n\nwhen I receive [again v]\nhide\n\nwhen I receive [end 2 v]\nshow\n\n@Highscore\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [front v] layer\nhide\nwait (2.5) seconds\nshow\n\nwhen flag clicked\nforever\n if <touching color (#000000)?> then\n set [ghost v] effect to (60)\n switch costume to (kostüm1 v)\n else\n set [ghost v] effect to (0)\n switch costume to (kostüm1 v)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nswitch costume to (kostüm2 v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nset [brightness v] effect to (0)\nshow\ngo to [front v] layer\ngo [forward v] (1) layers\nwait (2) seconds\nrepeat (50)\n change [ghost v] effect by (2)\n change [brightness v] effect by (2)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Time-Highscore\n\nwhen flag clicked\nrepeat until <(level) = [12]>\nif <(Time) < (☁ World record)> then\n show\n set [☁ world record v] to (Time)\nend\n\nwhen I receive [again v]\nhide variable [time v]\n\nwhen flag clicked\nset [time v] to [0]\nhide variable [time v]\n\nwhen flag clicked\nhide variable [☁ world record v]\nwait (2.5) seconds\nshow variable [☁ world record v]\n\nwhen I receive [start v]\nset [time v] to [0]\nshow variable [time v]\n\nwhen I receive [end v]\nrepeat until <(level) = [12]>\nif <(Time) < (☁ World record)> then\n show\n set [☁ world record v] to (Time)\nend\n\nwhen I receive [end 2 v]\nrepeat until <(level) = [12]>\nif <(Time) < (☁ World record)> then\n show\n set [☁ world record v] to (Time)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [again v]\nhide\n\nwhen I receive [start v]\nforever\n wait (0.1) seconds\n change [time v] by (0.1)\n if <(level) = [12]> then\n hide variable [time v]\n end\nend\n\nwhen I receive [again v]\nset [level v] to [1]\nhide variable [time v]\n\nwhen I receive [start v]\nset [level v] to [1]\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\n@language translator\n\nwhen flag clicked\nset [language_on v] to [0]\nset [language_off v] to [0]\nset size to (100) %\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [forward v] (2) layers\nhide\nwait (2.5) seconds\n\nwhen flag clicked\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <(language_off) = [1]> then\n language_on\n broadcast (language_on v)\n set [language_on v] to [1]\n set [language_off v] to [0]\n wait (0.3) seconds\n else\n if <(language_on) = [1]> then\n broadcast (language_off v)\n language_off\n set [language_off v] to [1]\n set [language_on v] to [0]\n wait (0.3) seconds\n else\n language_off\n broadcast (language_off v)\n set [language_off v] to [1]\n wait (0.3) seconds\n end\n end\n end\nend\n\nwhen I receive [again v]\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <(language_off) = [1]> then\n broadcast (language_on v)\n language_on\n set [language_on v] to [1]\n set [language_off v] to [0]\n wait (0.3) seconds\n else\n if <(language_on) = [1]> then\n broadcast (language_off v)\n language_off\n set [language_off v] to [1]\n set [language_on v] to [0]\n wait (0.3) seconds\n else\n broadcast (language_on v)\n language_on\n set [language_on v] to [1]\n wait (0.3) seconds\n end\n end\n end\n if <touching (mouse-pointer 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 [start v]\nif <(language_on) = [1]> then\n set language to ((language::translate) v)::tts\n speak (translate [Hello] to ((language::translate) v)::translate)::tts\n repeat until <(level) = [2]>\n speak (translate [Use the arrow keys or touch on mobile to move] to ((language::translate) v)::translate)::tts\n repeat until <(level) = [3]>\n speak (translate [You can on the wall jump] to ((language::translate) v)::translate)::tts\n repeat until <(level) = [4]>\n speak (translate [ Don´t touch red] to ((language::translate) v)::translate)::tts\n repeat until <(level) = [5]>\n speak (translate [Good luck] to ((language::translate) v)::translate)::tts\nend\n\nwhen I receive [start v]\nset volume to (100) %\n\nwhen I receive [again v]\nset volume to (0) %\n\nwhen flag clicked\nset volume to (100) %\n\nwhen I receive [language_off v]\nset volume to (0) %\n\nwhen I receive [language_on v]\nset volume to (100) %\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\nhide\nwait (2.5) seconds\nshow\ngo [forward v] (4) layers\ngo to x: (0) y: (-200)\n\ndefine language_off\nrepeat (25)\n next costume\nend\n\ndefine language_on\nrepeat (25)\n switch costume to ((costume [number v]) - (1))\nend\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@language2\n\nwhen flag clicked\npoint in direction (90)\nset size to (100) %\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [forward v] (2) layers\nhide\nwait (2.5) seconds\nshow\n\nwhen I receive [start v]\nhide\n\n
<<<Time||a mobile friendly platformer>>>>\n\nMove:\n-Arrow Keys\n-W,A,S,D\n-touch the mobile\n\nLevel:\n~Don´t toch Lava\n~You can walljump\n~Be fast\n\n》》》》》》》》Good luck《《《《《《《
Creepy || ☁️Multiplayer Platformer #games #all
@Stage\n\nwhen flag clicked\nforever\n set [brightness v] effect to (-10)\n switch backdrop to (backdrop1 v)\nend\n\nset [brightness v] effect to (-10)\n\n@lag reducer1\n\n@lag reducer2\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 [10]\n if <key (0 v) pressed?> then\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen flag clicked\nset [level v] to [1]\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\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)\n switch costume to (costume3 v)\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 (costume2 v)\n change [sx v] by (2)\nend\nset [sx v] to ((SX) * (0.8))\nif <[0.9] < ([abs v] of (SX) )> then\n CHANGE PLAYER X By (round (SX))\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (costume4 v)\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 broadcast (close chat v)\n else\n broadcast (open chat v)\n set [is the chat open v] to [1]\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]\nforever\n \n set [level v] to [2]\n end\nend\n\nwhen I receive [begin v]\nshow\n\nwhen I receive [stop v]\nhide\n\nwhen [timer v] > (0.3)\nif <not <([exit v] of [alertsui v]) = [null]>> then\n hide\nend\n\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nforever\n if <<(SCROLL X) > [2648]> and <(x position) > [124]>> then\n set [level v] to [2]\n broadcast (WIN!! v)\n end\nend\n\nbroadcast (SETUP 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\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]\nset [level v] to [1]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n CLONE AT X [0] Y [0]\n CLONE AT X [0] Y [320]\n else\n if <(LEVEL) = [2]> then\n switch costume to (level 3 1 v)\n end\n end\nend\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nset [level v] to [2]\n\nbroadcast (the end v)\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]\nelse\n if <(LEVEL) = [2]> then\n hide\n stop [all v]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n end\n end\nend\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\npoint in direction (90)\nif <(costume [number v]) = [4]> then\n forever\n show\n go to [front v] layer\n turn right (2) degrees\n end\nelse\n forever\n show\n go to [front v] layer\n point in direction (90)\n if <(LEVEL) = [2]> then\n delete this clone\n end\n end\nend\n\nswitch costume to (level 2 1 v)\nCLONE AT X [0] Y [360]\nCLONE AT X [400] Y [360]\n\nwhen I receive [begin v]\nforever\n if <(LEVEL) = [2]> then\n broadcast (the end v)\n hide\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nshow\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nwait (3) seconds\nhide\n\nwhen I receive [joining v]\nswitch costume to (connecting2 v)\nshow\n\nwhen I receive [joined v]\nswitch costume to (connected v)\nshow\n\nwhen I receive [full v]\nstop [other scripts in sprite v]\nswitch costume to (full v)\nshow\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [stop v]\nhide\n\n@Sprite3\n\nwhen flag clicked\ngo to [front v] layer\nhide\nset [ghost v] effect to (20)\nforever\n go to [front v] layer\nend\n\nwhen I receive [open chat v]\nshow\n\nwhen I receive [close chat v]\nhide\n\n@Sprite5\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nwhen [timer v] > (0.3)\nif <not <([exit v] of [alertsui v]) = [null]>> then\n if <(SCROLL X) = [2649]> then\n switch costume to (costume2 v)\n set [ghost v] effect to (0)\n show\n go to [front v] layer\n repeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\n else\n switch costume to (costume1 v)\n set [ghost v] effect to (100)\n show\n go to [front v] layer\n repeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\n end\nend\n\n\n\nwhen flag clicked\ngo to [front v] layer\nhide\nforever\n reset timer\nend\n\n@Sprite6\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nwhen flag clicked\ngo to [front v] layer\nhide\nforever\n reset timer\nend\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\n@Sprite2\n\nwhen I receive [joining v]\n\nshow\nforever\n turn right (6) degrees\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\n\nwait (1.3) seconds\nrepeat (4)\n change [ghost v] effect by (25)\nend\ndelete this clone\n\nwhen I receive [begin v]\nhide\n\nwhen [space v] key pressed\nask [How many?] and wait\nchange [blocks v] by (answer)\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 go to [front v] layer\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 [stop v]\nstop [all v]\n\n@Sprite7\n\nwhen flag clicked\nhide\ngo to x: (-30) y: (-20)\ncreate clone of (_myself_ v)\nchange x by (300)\nforever\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen I start as a clone\n\nshow\nrepeat until <touching (_edge_ v)?>\n change x by (-5)\nend\nrepeat (500)\n change x by (-5)\nend\ndelete this clone\n\nwait (2) seconds\n\n@Sprite8\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [win!! v]\nshow\n\n@notif\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\nwait (pick random (8) to (15)) seconds\nshow\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (3.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\nforever\n wait (pick random (14) to (26)) seconds\n show\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n end\n wait (3.5) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n end\n hide\nend\n\nwhen I receive [alert v]\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\n\n@Sprite9\n\n
This has been stolen so many times by people lol\n ⦿Creepy⦿\n⦿A mobile friendly multiplayer scrolling platformer⦿\n\nCan we get this on trending\n\nThis is my best game so far so I hope you like it\nIf this is full try this https://scratch.mit.edu/projects/432065112/\n ⦿Controls⦿ \nArrow keys,W,A,S,D, or mobile controls to move \nT to see chat menu then use 1-9 number keys to chat\nsorry no chat for mobile\n\n ⦿Backstory⦿\nYou were reading a book about a legend about a mystical cave,according to the book when in the cave the only way out is to find the magical crystal,with the crystal you can teleport in and out of the cave,\none day you go out for a walk when suddenly you feel\nan earthquake and the ground opens up,you fall into a deep pit,then you realise you are in the magical cave in the book, you have to find the crystal to get out\nGOOD LUCK!!! ~KFC_remixes\n\nPropose to be featured here https://scratch.mit.edu/studios/4228481/comments/\n\nI put a lot of effort into this so a ❤️ and ⭐ would be appreciated
The troll platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (level 1 v)\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen stage clicked\nif <(backdrop [name v]) = [level 2a]> then\n next backdrop\nend\nif <(backdrop [name v]) = [level 6a]> then\n switch backdrop to (level 6b v)\nend\n\nwhen flag clicked\nwait until <(backdrop [name v]) = [level 4a]>\nbroadcast (Get ready v)\n\nwhen flag clicked\nwait until <(backdrop [name v]) = [level 5a]>\nbroadcast (Get ready yet again v)\n\nwhen flag clicked\nwait until <(backdrop [name v]) = [level 3a]>\nbroadcast (Get ready again v)\n\nwhen flag clicked\nwait until <(backdrop [name v]) = [level 7a]>\nbroadcast (Get ready yet, yet again v)\n\nwhen flag clicked\nwait until <(backdrop [name v]) = [level 10a]>\nbroadcast (Get ready yet, yet, yet, yet, yet again v)\n\nwhen flag clicked\nwait until <(backdrop [name v]) = [level 9a]>\nbroadcast (Get ready yet, yet, yet, yet again v)\n\nwhen flag clicked\nwait until <(backdrop [name v]) = [level 8a]>\nbroadcast (Get ready yet, yet, yet again v)\n\n@troll face\n\nwhen flag clicked\nset rotation style [left-right v]\nset [y velocity v] to [0]\nforever\n change [y velocity v] by (-2)\n change y by (y velocity)\n change [in air v] by (1)\n handle ground <(y velocity) > [0]>\nend\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n point in direction (90)\n walk [-6]\n end\n if <key (right arrow v) pressed?> then\n point in direction (-90)\n walk [6]\n end\nend\n\nwhen flag clicked\nforever\n if <<(y position) < [-170]> or <touching color (#ff0000)?>> then\n stop all sounds\n stop [other scripts in sprite v]\n hide\n set y to (170)\n switch backdrop to (troll face v)\n play sound [NOPE v] until done\n stop [all v]\n end\nend\n\ndefine handle ground <moving up?>\nrepeat until <not <touching color (#000000)?>>\n if <moving up?> then\n change y by (-1)\n else\n change y by (1)\n set [in air v] to [0]\n end\n set [y velocity v] to [0]\nend\n\ndefine walk (steps)\nchange x by (steps)\nset [ground lift v] to [0]\nrepeat until <<not <touching color (#000000)?>> or <(ground lift) = [10]>>\n change y by (1)\n change [ground lift v] by (1)\nend\nif <(ground lift) = [10]> then\n change x by ((-1) * (steps))\n change y by (-10)\nend\n\nwhen flag clicked\nforever\n if <<key (up arrow v) pressed?> and <(in air) < [7]>> then\n set [y velocity v] to [14]\n end\nend\n\nwhen flag clicked\nforever\n play sound [Mr trololo v] until done\nend\n\nwhen flag clicked\nshow\ngo to x: (-200) y: (-40)\n\nwhen flag clicked\nforever\n if <(x position) > [220]> then\n broadcast (Next level v)\n go to x: (-200) y: (-40)\n end\nend\n\nwhen I receive [get ready v]\nwait until <<(x position) > [150]> and <(y position) > [90]>>\nnext backdrop\n\nwhen I receive [get ready yet again v]\nwait until <(x position) > [-50]>\nnext backdrop\n\nwhen I receive [get ready again v]\nwait until <<(x position) > [-20]> and <(y position) > [0]>>\nnext backdrop\n\nwhen I receive [get ready yet, yet again v]\nwait until <<(x position) > [110]> and <<(in air) > [20]> and <(y position) < [-80]>>>\nnext backdrop\n\nwhen I receive [get ready yet, yet, yet, yet, yet again v]\nwait until <(x position) > [-100]>\nnext backdrop\n\nwhen I receive [get ready yet, yet, yet, yet again v]\nwait until <<(x position) > [80]> and <(y position) < [-50]>>\nnext backdrop\n\nwhen I receive [get ready yet, yet, yet again v]\nwait until <<(x position) > [95]> and <(y position) > [1]>>\nswitch backdrop to (level 8d v)\n\nwhen I receive [get ready yet, yet, yet again v]\nwait until <<(x position) > [95]> and <(y position) < [1]>>\nif <(backdrop [name v]) = [level 8a]> then\n switch backdrop to (level 8b v)\nend\n\n
arrow keys to move\nAll levels are possible including level 2\n10 levels in total\nNO SKIPPING >:)\nLEVEL SOLUTIONS\n________________\n\n\n\nLevel 1:\nThere's a hole in the floor. Jump over the hole\n\n\n\n\n\n\nLevel 2: \nClick the screen to make a platform appear\n\n\n\n\n\nLevel 3:\nWhen you jump, the red thing moves. Jump over it, then when it moves move back to the left. Then jump over it as per normal\n\n\n\n\nLevel 4:\nGo to the top, then go to the bottom. There's another hole. Jump over the other hole\n\n\n\n\n\nLevel 5:\nSimilar to level 3, the green thing becomes red when you're over it and kills you. Jump over it, then quickly backtrack. You'll soon get the hang of it\n\n\n\n\nLevel 6:\nDONT CLICK. There's a hole in the wall. Jump through the hole\n\n\n\n\n\nLevel 7:\nThere's a hole. That's very obvious. JUMP into it. If you simply drop into it, you die :P\n\n\n\n\n\n\nLevel 8:\nGo to 3. The sum suddenly changes into 1 + 2\n\n\nLevel 9:\nGo to the platform in front of the red thing. The higher platforms are fake; instead, jump in front of the red thing and drop down, a platform appears. Part of the platform, the right side, is fake. So is the red thing. Jump through the now fake red thing.\n\n\n\n\n\nLevel 10:\nSlowly inch forward until the red thing moves, then jump over it\n\n\n\n\n\n\n\nThat's it
Stickman Adventures 2 - Platformer #games
@Stage\n\nwhen flag clicked\nset [level v] to [1]\nset [screen v] to [gameplay]\nbroadcast (message1 v)\n\n@Player\n\nwhen flag clicked\ngo to x: (-228) y: (-138)\nforever\n Detection\n Physics (10) (-1) (0.7) (2)\nend\n\nwhen I receive [intro done v]\ngo to x: (-228) y: (-138)\nset [deaths v] to [0]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n set [x pos v] to (round (x position))\n set [y pos v] to (round (y position))\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen flag clicked\nset [walk v] to [5]\nforever\n change [walk v] by (1)\n if <(Walk) > [8]> then\n set [walk v] to [5]\n end\n wait (0.05) seconds\nend\n\ndefine Physics (jump height) (gravity) (friction) (speed)\nswitch costume to (hitbox v)\nchange y by (Y Velocity)\nif <<touching (level v)?> or <<<touching (blue v)?> and <(BLUE SOLID) = [1]>> or <<touching (red v)?> and <(RED SOLID) = [1]>>>> then\n repeat ([abs v] of (((Y Velocity) + (0)) * (1)) )\n if <<touching (level v)?> or <<<touching (blue v)?> and <(BLUE SOLID) = [1]>> or <<touching (red v)?> and <(RED SOLID) = [1]>>>> then\n change y by ((-1) * (([abs v] of (Y Velocity) ) / (Y Velocity)))\n end\n end\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <not <(Y Velocity) > [0]>>> 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 (gravity)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x velocity v] by (speed)\n point in direction (90)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x velocity v] by ((-1) * (speed))\n point in direction (-90)\nend\nchange x by (X Velocity)\nif <<touching (level v)?> or <<<touching (blue v)?> and <(BLUE SOLID) = [1]>> or <<touching (red v)?> and <(RED SOLID) = [1]>>>> then\n set [old y v] to (y position)\n repeat ([abs v] of (X Velocity) )\n if <<touching (level v)?> or <<<touching (blue v)?> and <(BLUE SOLID) = [1]>> or <<touching (red v)?> and <(RED SOLID) = [1]>>>> then\n change y by (1)\n end\n end\n if <<touching (level v)?> or <<<touching (blue v)?> and <(BLUE SOLID) = [1]>> or <<touching (red v)?> and <(RED SOLID) = [1]>>>> then\n set y to (old y)\n repeat ([ceiling v] of ([abs v] of (X Velocity) ) )\n if <<touching (level v)?> or <<<touching (blue v)?> and <(BLUE SOLID) = [1]>> or <<touching (red v)?> and <(RED SOLID) = [1]>>>> then\n change x by ((-1) * (([abs v] of (X Velocity) ) / (X Velocity)))\n end\n end\n set [x velocity v] to [0]\n end\nend\nset [x velocity v] to ((X Velocity) * (friction))\nswitch costume to (idle v)\nif <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n switch costume to (Walk)\nend\nif <(Y Velocity) > [1]> then\n switch costume to (jump v)\nend\nif <(Y Velocity) < [-3]> then\n switch costume to (fall v)\nend\n\nwhen I receive [intro done v]\nshow\ngo [forward v] (999) layers\n\ndefine Detection\nif <<<<<touching (danger v)?> or <touching (crushers v)?>> or <touching (saws v)?>> or <<touching (bullet v)?> or <touching (second bullet v)?>>> or <<touching (cannon v)?> or <touching (second cannon v)?>>> then\n change [deaths v] by (1)\n start sound [Crunch v]\n go to x: (-228) y: (-138)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n wait (0.0001) seconds\nend\nif <touching (finish v)?> then\n broadcast (Next v)\n start sound [Ding \(CinemaSins\) - Sound Effect.mp3 v]\n change [level v] by (1)\n go to x: (-228) y: (-138)\n set [x velocity v] to [0]\n point in direction (90)\n set [y velocity v] to [-5]\n switch costume to (idle v)\n broadcast (finish v)\nend\nif <touching (trampolines v)?> then\n start sound [Cartoon Sound Effect - Bounce.mp3 v]\n if <(Level) = [10]> then\n set [y velocity v] to [16]\n else\n set [y velocity v] to [15]\n end\nend\nif <touching (force v)?> then\n change x by (3)\nend\n\nwhen flag clicked\npoint in direction (90)\n\nset drag mode [not draggable v]\n\n@Level\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen flag clicked\ngo to [back v] layer\n\n@Finish\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\ngo to [back v] layer\ngo to [back v] layer\nset size to (100) %\nforever\n point in direction (90)\nend\n\n@Danger\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n go to [back v] layer\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n if <(Screen) = [Gameplay]> then\n show\n else\n hide\n end\nend\n\n@Trampolines\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen flag clicked\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 to [back v] layer\n\nwhen I receive [intro done v]\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 to [back v] layer\n\n@Text\n\nwhen flag clicked\ngo to [back v] layer\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n if <touching (player v)?> then\n set [ghost v] effect to (30)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Saws\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nif <(Level) = [14]> then\n set size to (90) %\nelse\n set size to (100) %\nend\n\nwhen I receive [next v]\nif then\n delete this clone\nend\nif <(Level) = [11]> then\n Clone At X: [-121] [-160]\n Clone At X: [5] [-160]\nend\nif <(Level) = [12]> then\n Clone At X: [-119] [-50]\n Clone At X: [169] [70]\nend\nif <(Level) = [13]> then\n Clone At X: [160] [70]\nend\nif <(Level) = [14]> then\n Clone At X: [-13] [100]\n Clone At X: [90] [100]\nend\nif <(Level) = [15]> then\n Clone At X: [70] [-160]\n Clone At X: [100] [50]\nend\nif <(Level) = [16]> then\n Clone At X: [-197] [67]\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nforever\n turn right (4) degrees\nend\n\n@Red\n\nwhen I receive [beep v]\nrepeat (3)\n repeat (3)\n change [brightness v] effect by (10)\n end\n clear graphic effects\n if <(RED SOLID) = [1]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (50)\n end\n wait (0.30) seconds\nend\nwait (0.15) seconds\nif <(RED SOLID) = [1]> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (50)\nend\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen I receive [intro done v]\nforever\n set [red solid v] to [1]\n wait (2.6) seconds\n broadcast (Beep v)\n repeat (3)\n repeat (3)\n change [brightness v] effect by (10)\n end\n clear graphic effects\n wait (0.30) seconds\n end\n set [red solid v] to [0]\n set [ghost v] effect to (50)\n wait (0.15) seconds\n set [red solid v] to [0]\n set [ghost v] effect to (50)\n wait (2.6) seconds\n broadcast (Beep v)\n repeat (3)\n repeat (3)\n change [brightness v] effect by (10)\n end\n clear graphic effects\n wait (0.30) seconds\n end\n set [red solid v] to [1]\n wait (0.15) seconds\n set [red solid v] to [1]\nend\n\n@text\n\nwhen flag clicked\nhide\ngo to [front v] layer\nwait (2.4) seconds\ngo to x: (0) y: (-60)\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nset [rotation v] to [-10]\nrepeat (70)\n change [ghost v] effect by (rotation)\n change [rotation v] by (-1)\n wait (0.01) seconds\nend\nset [ghost v] effect to (0)\n\nwhen I receive [message1 v]\nhide\n\nwhen I receive [intro done v]\nhide\n\n@Force\n\nwhen flag clicked\nhide\nforever\n go to [back v] layer\n go to x: (0) y: (0)\n go [backward v] (1) layers\n switch costume to (Level)\n if <touching (player v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [intro done v]\nshow\n\n@Intro\n\nwhen flag clicked\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\nset [id v] to [3]\ncreate clone of (_myself_ v)\nset [id v] to [4]\ncreate clone of (_myself_ v)\nstart sound [Never Mind v]\nswitch costume to (1 v)\nshow\ngo to x: (0) y: (0)\npoint in direction (-90)\nset size to (300) %\nset [sine v] to [30]\nrepeat (40)\n change size by (((100) - (size)) * (1))\n turn right (((90) - (direction)) * (0.18)) degrees\nend\nset [glide v] to [7]\nrepeat (20)\n change y by ((glide) - (1))\n change [glide v] by (-0.34)\nend\nwait (5.8) seconds\nhide\n\nwhen I start as a clone\nif <(id) = [1]> then\n clear graphic effects\n show\n go to x: (0) y: (0)\n point in direction (90)\n set size to (100) %\n switch costume to (bg v)\nelse\n if <(id) = [2]> then\n id 2\n else\n if <(id) = [3]> then\n id 3\n else\n id 4\n end\n end\nend\n\ndefine id 2\ngo to x: (0) y: (0)\nswitch costume to (dot2 v)\nhide\nclear graphic effects\ngo to [front v] layer\nwait (7) seconds\nshow\nset size to (0.5) %\nset [vel v] to [1]\nswitch costume to (dot v)\nrepeat (50)\n switch costume to (dot2 v)\n change [vel v] by ((size) / (50))\n change size by (vel)\n switch costume to (dot v)\nend\nbroadcast (Intro Done v)\n\nwhen I receive [intro done v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\ndefine id 3\ngo to x: (0) y: (0)\nswitch costume to (dot2 v)\nhide\nclear graphic effects\ngo to [front v] layer\nwait (7.2) seconds\nshow\nset size to (0.5) %\nset [vel v] to [1]\nswitch costume to (dot v)\nrepeat (50)\n switch costume to (dot2 v)\n change [vel v] by ((size) / (50))\n change size by (vel)\n switch costume to (smaller dot v)\nend\n\ndefine id 4\ngo to x: (0) y: (0)\nswitch costume to (dot2 v)\nhide\nclear graphic effects\ngo to [front v] layer\nwait (7.4) seconds\nshow\nset size to (0.5) %\nset [vel v] to [1]\nswitch costume to (dot v)\nrepeat (50)\n switch costume to (dot2 v)\n change [vel v] by ((size) / (50))\n change size by (vel)\n switch costume to (crazy dot v)\n turn left (1) degrees\nend\n\n@Crushers\n\nwhen flag clicked\ngo to [back v] layer\nhide\ngo to x: (-46) y: (-71)\nwait until <(Level) = [8]>\nshow\ngo to x: (-46) y: (-71)\nswitch costume to (8 v)\nclear graphic effects\nrepeat until <not <(Level) = [8]>>\n glide (0.2) secs to x: (-46) y: (-150)\n start sound [Slam v]\n wait (0.5) seconds\n glide (3) secs to x: (-46) y: (-100)\n wait (0.5) seconds\nend\nhide\nwait until <(Level) = [10]>\nshow\ngo to x: (-46) y: (-71)\nswitch costume to (10 v)\nclear graphic effects\nrepeat until <not <(Level) = [10]>>\n glide (0.2) secs to x: (144) y: (-150)\n start sound [Slam v]\n wait (0.5) seconds\n glide (3) secs to x: (144) y: (-95)\n wait (0.5) seconds\nend\nhide\nwait until <(Level) = [12]>\nshow\ngo to x: (-46) y: (-71)\nswitch costume to (12 v)\nclear graphic effects\nrepeat until <not <(Level) = [12]>>\n glide (0.2) secs to x: (144) y: (-150)\n start sound [Slam v]\n wait (0.5) seconds\n glide (3) secs to x: (144) y: (-110)\n wait (0.5) seconds\nend\nhide\nwait until <(Level) = [14]>\nshow\ngo to x: (0) y: (0)\nswitch costume to (14 v)\nclear graphic effects\nrepeat until <not <(Level) = [14]>>\n glide (0.2) secs to x: (0) y: (-40)\n start sound [Slam v]\n wait (0.5) seconds\n glide (3) secs to x: (0) y: (15)\n wait (0.5) seconds\nend\nhide\n\nwhen flag clicked\nwait until <(Level) = [9]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [17]>\nshow\ngo to x: (0) y: (0)\nswitch costume to (17 v)\nclear graphic effects\nrepeat until <not <(Level) = [17]>>\n glide (0.2) secs to x: (0) y: (-35)\n start sound [Slam v]\n wait (0.5) seconds\n glide (3) secs to x: (0) y: (15)\n wait (0.5) seconds\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait until <(Level) = [12]>\nshow\ngo to x: (-46) y: (-71)\nswitch costume to (12 v)\nclear graphic effects\nrepeat until <not <(Level) = [12]>>\n glide (0.2) secs to x: (144) y: (-150)\n start sound [Slam v]\n wait (0.5) seconds\n glide (3) secs to x: (144) y: (-110)\n wait (0.5) seconds\nend\nhide\n\nwhen flag clicked\nwait until <(Level) = [15]>\nshow\ngo to x: (0) y: (0)\nswitch costume to (15 v)\nclear graphic effects\nrepeat until <not <(Level) = [15]>>\n switch costume to (15 v)\n glide (0.2) secs to x: (0) y: (-35)\n start sound [Slam v]\n wait (0.5) seconds\n glide (3) secs to x: (0) y: (15)\n wait (0.5) seconds\nend\nhide\n\nwhen flag clicked\nwait until <(Level) = [15]>\nshow\n\n@TN\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nchange [level v] by (1)\n\n@Blue\n\nwhen I receive [beep v]\nrepeat (3)\n repeat (3)\n change [brightness v] effect by (10)\n end\n clear graphic effects\n if <(BLUE SOLID) = [1]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (50)\n end\n wait (0.30) seconds\nend\nwait (0.15) seconds\nif <(BLUE SOLID) = [1]> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (50)\nend\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen I receive [intro done v]\nforever\n set [blue solid v] to [0]\n wait (2.6) seconds\n broadcast (Beep v)\n repeat (3)\n repeat (3)\n change [brightness v] effect by (10)\n end\n clear graphic effects\n wait (0.30) seconds\n end\n set [blue solid v] to [1]\n set [ghost v] effect to (50)\n wait (0.15) seconds\n set [blue solid v] to [1]\n set [ghost v] effect to (50)\n wait (2.6) seconds\n broadcast (Beep v)\n repeat (3)\n repeat (3)\n change [brightness v] effect by (10)\n end\n clear graphic effects\n wait (0.30) seconds\n end\n set [blue solid v] to [0]\n wait (0.15) seconds\n set [blue solid v] to [0]\nend\n\n@Cannon\n\nwhen flag clicked\npoint in direction (90)\nhide\nwait until <(Level) = [12]>\nshow\ngo to x: (204) y: (-136)\nrepeat until <not <(Level) = [12]>>\n create clone of (bullet v)\n wait (2) seconds\nend\nwait until <(Level) = [13]>\npoint in direction (-90)\nshow\ngo to x: (-209) y: (-19)\nrepeat until <not <(Level) = [13]>>\n create clone of (bullet v)\n wait (2.5) seconds\nend\nhide\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen flag clicked\nwait until <(Level) = [16]>\nshow\nshow\nshow\npoint in direction (90)\nshow\ngo to x: (219) y: (-38)\nrepeat until <not <(Level) = [16]>>\n create clone of (bullet v)\n wait (2.7) seconds\nend\nhide\n\nwhen flag clicked\nwait until <(Level) = [16]>\nshow\nwait until <(Level) = [17]>\nshow\n\nwhen flag clicked\nwait until <(Level) = [17]>\nshow\npoint in direction (90)\nshow\nset size to (85) %\ngo to x: (71) y: (-114)\nrepeat until <not <(Level) = [17]>>\n create clone of (bullet v)\n wait (2) seconds\nend\nhide\n\nwhen flag clicked\nwait until <(Level) = [16]>\nshow\n\nwhen I receive [intro done v]\nwait until <(Level) = [17]>\nwait (0.4) seconds\nshow\nshow\nshow\nshow\n\nwhen flag clicked\nwait until <(Level) = [17]>\nshow\npoint in direction (90)\nshow\nset size to (85) %\ngo to x: (71) y: (-114)\nrepeat until <not <(Level) = [17]>>\n create clone of (bullet v)\n wait (2) seconds\nend\nhide\n\nwhen I receive [intro done v]\nwait until <(Level) = [15]>\nshow\npoint in direction (90)\nshow\ngo to x: (191) y: (-140)\nrepeat until <not <(Level) = [15]>>\n create clone of (bullet v)\n wait (2.7) seconds\nend\nhide\n\nwhen flag clicked\nwait until <(Level) = [16]>\nwait (1) seconds\nshow\n\n@Bullet\n\nwhen flag clicked\nhide\ndelete this clone\n\nwhen I start as a clone\nif <(Level) = [1]> then\n delete this clone\nend\nshow\ngo to (cannon v)\npoint in direction (([direction v] of [cannon v]) - (180))\nrepeat until <<<<touching (player v)?> or <touching (level v)?>> or <touching (_edge_ v)?>> or <touching (crushers v)?>>\n move (3) steps\nend\nwait (0.01) seconds\ndelete this clone\n\n@Music Button\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((70) - (size)) / (5))\n set [brightness v] effect to (5)\n else\n change size by (((60) - (size)) / (5))\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [intro done v]\nwait (1) seconds\nset volume to (10) %\nforever\n play sound [ColBreakz - 2011 v] until done\n play sound [Creo - Dimension v] until done\nend\n\nwhen this sprite clicked\nif <(volume) = [10]> then\n switch costume to (costume2 v)\n set volume to (0) %\nelse\n switch costume to (costume1 v)\n set volume to (10) %\nend\n\nwhen flag clicked\nwait until <(Level) = [18]>\nhide\n\n@Second Cannon\n\nwhen flag clicked\npoint in direction (-90)\nhide\nwait until <(Level) = [15]>\nshow\ngo to x: (-221) y: (-46)\nrepeat until <not <(Level) = [15]>>\n create clone of (second bullet v)\n wait (2.7) seconds\nend\nhide\nwait until <(Level) = [16]>\nshow\npoint in direction (90)\ngo to x: (162) y: (148)\nrepeat until <not <(Level) = [16]>>\n create clone of (second bullet v)\n wait (2.7) seconds\nend\nhide\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [intro done v]\npoint in direction (-90)\nhide\nwait until <(Level) = [15]>\nshow\ngo to x: (-221) y: (-46)\n\nwhen I receive [intro done v]\nwait until <(Level) = [15]>\nshow\ngo to x: (-221) y: (-46)\nrepeat until <not <(Level) = [15]>>\n create clone of (second bullet v)\n wait (2.7) seconds\nend\nhide\n\nwhen I receive [intro done v]\nwait until <(Level) = [16]>\nshow\n\n@Second Bullet\n\nwhen flag clicked\nhide\ndelete this clone\n\nwhen I start as a clone\nif <(Level) = [1]> then\n delete this clone\nend\nshow\ngo to (second cannon v)\npoint in direction (([direction v] of [second cannon v]) - (180))\nrepeat until <<<<touching (player v)?> or <touching (level v)?>> or <touching (_edge_ v)?>> or <touching (crushers v)?>>\n move (3) steps\nend\nwait (0.01) seconds\ndelete this clone\n\n
CONTROLS:\nIf there are bugs, tell me.\nCursor keys/WASD/Tap (Mobile)\nAvoid spikes, lava, crushers, saws, and cannons!\nUse perfect timing on phasing blocks!\nBounce on yellow trampolines.\nSpeed boosts push you right.\nEnjoy 17 levels of fun from super easy to apocalypse! \nGet the the green areas to advance to the next level.
Pen - A Platformer
@Stage\n\n@the player\n\nwhen flag clicked\nset size to (100) %\ngo to x: (-216) y: (-66)\npoint in direction (90)\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume2 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 (costume3 v)\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#000000)?> then\n fast\n if <touching color (#000000)?> then\n change y by (-6)\n xcoll\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [12]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n else\n set [x v] to [0]\n end\n end\n end\n change y by (y)\n if <touching color (#000000)?> then\n ycoll\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(y) < [0]>> then\n set [y v] to [14]\n else\n set [y v] to [0]\n end\n end\nend\n\ndefine fast\nrepeat (6)\n if <touching color (#000000)?> then\n change y by (1)\n end\nend\n\ndefine ycoll\nrepeat until <not <touching color (#000000)?>>\n if <(y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\ndefine xcoll\nrepeat until <not <touching color (#000000)?>>\n if <(x) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <(y position) < [-179]> then\n go to x: (-216) y: (-66)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [239]> then\n erase all\n go to x: (-216) y: (-66)\n change [level v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <not <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n set size to (50) %\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-216) y: (-66)\n end\nend\n\n@levels\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@pen\n\nwhen flag clicked\nshow\nset pen size to (10)\npen up\nset pen color to (#000000)\nerase all\nforever\n pen up\n delete all of [previous v]\n add (x position) to [previous v]\n add (y position) to [previous v]\n change x by (((mouse x) - (x position)) / (3))\n change y by (((mouse y) - (y position)) / (3))\n add (x position) to [previous v]\n add (y position) to [previous v]\n if <key (space v) pressed?> then\n go to x: (item (1) of [previous v]) y: (item (2) of [previous v])\n pen down\n go to x: (item (3) of [previous v]) y: (item (4) of [previous v])\n else\n pen up\n end\nend\n\n@Button3\n\nwhen [e v] key pressed\ngo to [front v] layer\nerase all\n\n@TB\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n
UPDATED: Levels are harder, the eraser button is now invisible\n\nREAD BEFORE PLAYING\n\nArrow keys or WASD to move\n\nADVERTISING WILL BE REPORTED\n\nPress space to draw\nPress the e key to erase all drawing\n\nIf you are going to follow me, then you will be invited to all my studios
Jail Break Platformer
@Stage\n\nwhen flag clicked\nforever\n if <(level) = [16]> then\n switch backdrop to (backdrop2 v)\n else\n switch backdrop to (backdrop1 v)\n end\nend\n\n@Character\n\nwhen flag clicked\nset [level v] to [1]\nhide variable [level v]\nhide variable [lock v]\nhide variable [speed x v]\nhide variable [speed y v]\ngo to x: (-180) y: (-120)\nswitch costume to (apple v)\nshow\nforever\n if <not <(level) = [15]>> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [speed x v] by (1.5)\n switch costume to (apple v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [speed x v] by (-1.5)\n switch costume to (apple2 v)\n end\n change x by (speed x)\n if <<touching (platform v)?> or <touching color (#808080)?>> then\n set [speed x v] to [0]\n else\n set [speed x v] to ((speed x) * (0.8))\n end\n change y by (speed y)\n if <touching (platform v)?> then\n change y by ((speed y) * (-1))\n set [speed y v] to [0]\n if <(lock) = [0]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [speed y v] to [12]\n set [lock v] to [1]\n end\n end\n else\n change [speed y v] by (-1)\n set [lock v] to [0]\n end\n else\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [speed x v] by (1.5)\n switch costume to (apple v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [speed x v] by (-1.5)\n switch costume to (apple2 v)\n end\n change x by (speed x)\n if <<<touching (platform v)?> or <touching color (#808080)?>> or <touching (gate v)?>> then\n change x by ((speed x) * (-1))\n set [speed x v] to [0]\n else\n set [speed x v] to ((speed x) * (0.8))\n end\n change y by (speed y)\n if <touching (platform v)?> then\n change y by ((speed y) * (-1))\n set [speed y v] to [0]\n if <(lock) = [0]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [speed y v] to [15]\n set [lock v] to [1]\n end\n end\n else\n change [speed y v] by (-1)\n set [lock v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (door v)?> then\n wait (0.1) seconds\n change [level v] by (1)\n broadcast (new level v)\n go to x: (-180) y: (-120)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-180) y: (-120)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bullet v)?> then\n go to x: (-180) y: (-120)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#737373)?> then\n go to x: (-180) y: (-120)\n broadcast (new level v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#0035ff)?> then\n go to x: (-180) y: (-120)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bullet2 v)?> then\n go to x: (-180) y: (-120)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bullet3 v)?> then\n go to x: (-180) y: (-120)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#565656)?> then\n go to x: (-180) y: (-120)\n broadcast (new level v)\n end\nend\n\n@Platform\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nforever\n if <(level) = [15]> then\n switch costume to (apple2 v)\n else\n if <(level) = [16]> then\n switch costume to (apple3 v)\n else\n switch costume to (apple v)\n end\n end\nend\n\n@Door\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n if <(level) = [16]> then\n hide\n else\n show\n end\nend\n\n@Laser\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n next costume\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n if <(level) = [2]> then\n show\n else\n hide\n end\nend\n\n@Laser2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n next costume\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n show\n else\n hide\n end\nend\n\n@Turret\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n show\n forever\n create clone of (bullet v)\n wait (1) seconds\n end\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (221) y: (158)\nhide\nforever\n point towards (character v)\nend\n\nshow\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n hide\n end\nend\n\n@Bullet\n\nwhen flag clicked\ngo [backward v] (3) layers\ngo to (turret v)\nhide\n\nwhen I start as a clone\nif <(level) = [4]> then\n show\nelse\n hide\nend\nset size to (100) %\nswitch costume to (apple v)\npoint towards (character v)\nrepeat until <<<touching (_edge_ v)?> or <touching (platform v)?>> or <<touching (door v)?> or <touching (character v)?>>>\n move (10) steps\nend\nswitch costume to (apple2 v)\nrepeat (5)\n change size by (10)\nend\ndelete this clone\n\n@Character2\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (150) %\ngo to (character v)\ngo [backward v] (1) layers\nshow\nrepeat (5)\n change [ghost v] effect by (10)\n change size by (-20)\nend\ndelete this clone\n\n@Laser3\n\nwhen flag clicked\ngo to x: (150) y: (0)\nhide\nforever\n next costume\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n repeat (80)\n change x by (-3)\n end\n repeat (80)\n change x by (3)\n end\nend\n\n@Crusher\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen flag clicked\nforever\n if <(level) = [6]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [new level v]\ngo to x: (0) y: (0)\nwait (1.5) seconds\nrepeat (36)\n change y by (-8)\nend\n\n@Alarm\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n next costume\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [8]> then\n hide\n stop all sounds\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n next costume\n wait (0.1) seconds\n end\nend\n\n@Text\n\nwhen flag clicked\nswitch costume to (apple v)\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n switch costume to (apple v)\n end\n if <(level) = [2]> then\n switch costume to (apple2 v)\n end\n if <(level) = [3]> then\n switch costume to (apple3 v)\n end\n if <(level) = [4]> then\n switch costume to (apple4 v)\n end\n if <(level) = [5]> then\n switch costume to (apple5 v)\n end\n if <(level) = [6]> then\n switch costume to (apple6 v)\n end\n if <(level) = [7]> then\n switch costume to (apple7 v)\n end\n if <(level) = [8]> then\n switch costume to (apple8 v)\n end\n if <(level) = [9]> then\n switch costume to (apple9 v)\n end\n if <(level) = [10]> then\n switch costume to (apple10 v)\n end\n if <(level) = [11]> then\n switch costume to (apple11 v)\n end\n if <(level) = [12]> then\n switch costume to (apple12 v)\n end\n if <(level) = [13]> then\n switch costume to (apple13 v)\n end\n if <(level) = [14]> then\n switch costume to (apple14 v)\n end\n if <(level) = [15]> then\n switch costume to (apple15 v)\n end\n if <(level) = [16]> then\n switch costume to (apple16 v)\n end\nend\n\n@Guards\n\nwhen flag clicked\nforever\n if <<(level) = [8]> or <(level) = [9]>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (apple2 v)\n repeat (80)\n change x by (-3)\n end\n switch costume to (apple v)\n repeat (80)\n change x by (3)\n end\nend\n\nwhen flag clicked\ngo to x: (150) y: (-120)\nhide\n\n@Guards2\n\nwhen flag clicked\nforever\n if <(level) = [8]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (apple v)\n repeat (80)\n change x by (3)\n end\n switch costume to (apple2 v)\n repeat (80)\n change x by (-3)\n end\nend\n\nwhen flag clicked\ngo to x: (-150) y: (-120)\nhide\n\n@Laser4\n\nwhen flag clicked\ngo to x: (0) y: (-5)\nhide\nforever\n next costume\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n show\n else\n hide\n end\nend\n\n@Spikeball\n\nwhen flag clicked\ngo to x: (0) y: (178)\nhide\nforever\n if <(level) = [15]> then\n turn right (2.5) degrees\n else\n turn right (11) degrees\n end\nend\n\nwhen flag clicked\nforever\n if <<(level) = [10]> or <(level) = [15]>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [15]> then\n set size to (60) %\n go to x: (0) y: (30)\n else\n set size to (100) %\n go to x: (0) y: (178)\n end\nend\n\n@Turret2\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n show\n forever\n create clone of (bullet2 v)\n wait (1) seconds\n end\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (221) y: (158)\nhide\nforever\n point towards (character v)\nend\n\nshow\n\nwhen flag clicked\nforever\n if <(level) = [12]> then\n hide\n end\nend\n\n@Turret3\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n show\n forever\n create clone of (bullet3 v)\n wait (1) seconds\n end\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (-221) y: (158)\nhide\nforever\n point towards (character v)\nend\n\nshow\n\nwhen flag clicked\nforever\n if <(level) = [12]> then\n hide\n end\nend\n\n@Bullet2\n\nwhen flag clicked\ngo [backward v] (3) layers\ngo to (turret2 v)\nhide\n\nwhen I start as a clone\nif <(level) = [11]> then\n show\nelse\n hide\nend\nset size to (100) %\nswitch costume to (apple v)\npoint towards (character v)\nrepeat until <<<touching (_edge_ v)?> or <touching (platform v)?>> or <<touching (door v)?> or <touching (character v)?>>>\n move (10) steps\nend\nswitch costume to (apple2 v)\nrepeat (5)\n change size by (10)\nend\ndelete this clone\n\nshow\n\n@Bullet3\n\nwhen flag clicked\ngo [backward v] (3) layers\ngo to (turret3 v)\nhide\n\nwhen I start as a clone\nif <(level) = [11]> then\n show\nelse\n hide\nend\nset size to (100) %\nswitch costume to (apple v)\npoint towards (character v)\nrepeat until <<<touching (_edge_ v)?> or <touching (platform v)?>> or <<touching (door v)?> or <touching (character v)?>>>\n move (10) steps\nend\nswitch costume to (apple2 v)\nrepeat (5)\n change size by (10)\nend\ndelete this clone\n\nshow\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nshow\n\n@Guards3\n\nwhen flag clicked\nforever\n if <(level) = [12]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (-120)\nhide\n\n@Sleep\n\nwhen flag clicked\nforever\n if <(level) = [12]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (-120)\nhide\n\n@Laser5\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n next costume\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n show\n else\n hide\n end\nend\n\n@Guards4\n\nwhen flag clicked\nforever\n if <<(level) = [14]> or <(level) = [15]>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (apple2 v)\n repeat (80)\n change x by (-3)\n end\n switch costume to (apple v)\n repeat (80)\n change x by (3)\n end\nend\n\nwhen flag clicked\ngo to x: (110) y: (-120)\nhide\n\n@Turret4\n\nwhen flag clicked\ngo [forward v] (1) layers\nforever\n if <(level) = [15]> then\n show\n forever\n repeat (2)\n create clone of (bullet4 v)\n wait (0.3) seconds\n end\n wait (2) seconds\n end\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (-210) y: (140)\nhide\nforever\n point towards (character v)\nend\n\nshow\n\nwhen flag clicked\nforever\n if <(level) = [16]> then\n hide\n end\nend\n\n@Handle\n\nwhen flag clicked\ngo to x: (-210) y: (140)\nhide\n\nwhen flag clicked\nforever\n if <(level) = [15]> then\n show\n else\n hide\n end\nend\n\n@Bullet4\n\nwhen flag clicked\ngo [backward v] (3) layers\ngo to (turret4 v)\nhide\n\nwhen I start as a clone\nif <(level) = [15]> then\n show\nelse\n hide\nend\nset size to (100) %\nswitch costume to (apple v)\npoint towards (character v)\nrepeat until <<<touching (_edge_ v)?> or <touching (platform v)?>> or <<touching (door v)?> or <touching (character v)?>>>\n move (10) steps\nend\ndelete this clone\n\nshow\n\n@Handle2\n\nwhen flag clicked\ngo to x: (210) y: (140)\nhide\n\nwhen flag clicked\nforever\n if <(level) = [15]> then\n show\n else\n hide\n end\nend\n\n@Bullet5\n\nwhen flag clicked\ngo [backward v] (3) layers\ngo to (turret5 v)\nhide\n\nwhen I start as a clone\nif <(level) = [15]> then\n show\nelse\n hide\nend\nset size to (100) %\nswitch costume to (apple v)\npoint towards (character v)\nrepeat until <<<touching (_edge_ v)?> or <touching (platform v)?>> or <<touching (door v)?> or <touching (character v)?>>>\n move (10) steps\nend\ndelete this clone\n\nshow\n\n@Turret5\n\nwhen flag clicked\ngo [forward v] (1) layers\nforever\n if <(level) = [15]> then\n show\n forever\n repeat (2)\n create clone of (bullet5 v)\n wait (0.3) seconds\n end\n wait (2) seconds\n end\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (210) y: (140)\nhide\nforever\n point towards (character v)\nend\n\nshow\n\nwhen flag clicked\nforever\n if <(level) = [16]> then\n hide\n end\nend\n\n@Gate\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen flag clicked\nforever\n if <(level) = [15]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(have key?) = [1]> and <<touching (character v)?> or <touching color (#ff6e00)?>>> then\n repeat (100)\n change y by (1)\n end\n end\nend\n\n@Key\n\nwhen flag clicked\ngo to x: (-45) y: (90)\nhide\n\nwhen flag clicked\nhide variable [have key? v]\nset [have key? v] to [0]\nforever\n if <(level) = [15]> then\n show\n wait (10000) seconds\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (character v)?> then\n set [have key? v] to [1]\n hide\n end\nend\n\nwhen I receive [new level v]\nif <(level) = [15]> then\n set [have key? v] to [0]\n show\nend\n\nwhen flag clicked\nforever\n if <(level) = [16]> then\n hide\n end\nend\n\n@Spikes\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen flag clicked\nforever\n if <(level) = [13]> then\n show\n forever\n wait (1) seconds\n repeat (10)\n change y by (5)\n end\n repeat (10)\n change y by (-5)\n end\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n hide\n end\nend\n\n
WASD/ arrow keys to move.\nAvoid dangers.\nThere is a bug where you die when jumping on the door to open it. If you know how to fix it please tell me.\nThe game has 15 levels and a boss room.\nFor the boss room, collect the key and touch the gate to open it. If you die, you lose your key.
Dreamland || Scrolling Detailed Platformer!
@Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\nshow variable [mouse v]\n\nwhen flag clicked\nforever\n play sound [Plugged \(post mastering\) v] until done\nend\n\nwhen flag clicked\nforever\n play sound [Sounds of the Boreal Forest v] until done\nend\n\n@ Player Scroll\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Set Up v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Game On\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (120) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nif <not <<key (right arrow v) pressed?> and <<key (left arrow v) pressed?> and <key (up arrow v) pressed?>>>> then\n switch costume to (player_center v)\nend\nif <touching (trampoline v)?> then\n set [sy v] to [25]\n start sound [Big Boing v]\nend\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n if <(In air) < [4]> then\n set [sy v] to [16]\n switch costume to (player_up v)\n end\nend\nchange [sy v] by (-2)\nif <key (down arrow v) pressed?> then\n switch costume to (player_center v)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n Change Player x by [-8]\n switch costume to (player_left v)\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n Change Player x by [8]\n switch costume to (player_right v)\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\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 Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (17)\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 (-17)\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 (2)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\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\nchange [level v] by (1)\nwait (1) seconds\nhide\n\n@Platforms\n\nwhen I receive [green flag v]\nshow\n\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x! [500] yr [0]\n Clone at x! [430] yr [0]\n Clone at x! [600] yr [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x! [200] yr [251]\n Clone at x! [500] yr [262]\n Clone at x! [700] yr [100]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x! [530] yr [0]\n Clone at x! [700] yr [0]\n Clone at x! [700] yr [100]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x! [610] yr [320]\n Clone at x! [500] yr [-8]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 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) yr (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 scroll v)?> then\n start sound [Coin v]\n change [collected v] by (1)\n if <(COLLECTED) = (COLLECTED MAX)> then\n broadcast (Open Portal v)\n end\n delete this clone\nend\n\nwhen I receive [set up v]\nhide\nset [collected max v] to [0]\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (dot v)\n Clone at x! [50] yr [0]\n Clone at x! [535] yr [-11]\n Clone at x! [993] yr [99]\n Clone at x! [1537] yr [74]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (dot v)\n Clone at x! [82] yr [-11]\n Clone at x! [-208] yr [320]\n Clone at x! [647] yr [447]\n Clone at x! [1303] yr [410]\n Clone at x! [1731] yr [617]\n Clone at x! [1375] yr [679]\n else\n if <(LEVEL) = [3]> then\n switch costume to (dot v)\n Clone at x! [845] yr [-84]\n Clone at x! [1067] yr [-97]\n Clone at x! [1116] yr [399]\n Clone at x! [1734] yr [253]\n else\n if <(LEVEL) = [4]> then\n switch costume to (dot v)\n Clone at x! [-54] yr [133]\n Clone at x! [-204] yr [334]\n Clone at x! [909] yr [306]\n else\n if <(LEVEL) = [5]> then\n switch costume to (dot v)\n end\n end\n end\n end\nend\nset [x v] to [-999999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x! (x) yr (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\n@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x! [500] yr [0]\n Clone at x! [430] yr [0]\n Clone at x! [600] yr [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x! [200] yr [251]\n Clone at x! [500] yr [100]\n Clone at x! [490] yr [100]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x! [530] yr [0]\n Clone at x! [700] yr [0]\n Clone at x! [700] yr [100]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x! [620] yr [320]\n Clone at x! [500] yr [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 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) yr (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [number v]) = [2]> and <touching ( player scroll v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [set up 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! [1745] yr [51]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (closed v)\n Clone at x! [1936] yr [852]\n else\n if <(LEVEL) = [3]> then\n switch costume to (closed v)\n Clone at x! [2157] yr [379]\n else\n if <(LEVEL) = [4]> then\n switch costume to (closed v)\n Clone at x! [1379] yr [321]\n else\n if <(LEVEL) = [5]> then\n switch costume to (closed v)\n Clone at x! [9999] yr [9999]\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) yr (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@Stuff\n\nwhen I receive [green flag v]\nshow\ngo to [back v] layer\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x! [500] yr [0]\n Clone at x! [430] yr [0]\n Clone at x! [600] yr [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x! [200] yr [251]\n Clone at x! [500] yr [262]\n Clone at x! [700] yr [100]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x! [530] yr [0]\n Clone at x! [530] yr [0]\n Clone at x! [600] yr [100]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x! [610] yr [320]\n Clone at x! [500] yr [-8]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 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) yr (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Trampoline\n\nwhen I receive [green flag v]\nshow\ngo to [back v] layer\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x! [500] yr [0]\n Clone at x! [430] yr [0]\n Clone at x! [600] yr [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x! [200] yr [251]\n Clone at x! [200] yr [251]\n Clone at x! [700] yr [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x! [530] yr [0]\n Clone at x! [700] yr [0]\n Clone at x! [400] yr [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x! [620] yr [320]\n Clone at x! [500] yr [-8]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 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) yr (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\nhide\n\ngo to [front v] layer\n\n
Welcome to my first ever scrolling platformer Dreamland!\n\n————————HOW TO PLAY---------------------------\n\nUse arrow keys to move and collect all the coins to get in the portal to the next level!\nTrampolines are Mushrooms!\n\nPlease love and fave for more epic scrolling platformers in the future!\n\n————————----CREDITS------------------------------\n\nThanks to @TheFunkyPanda for the trees and bushes!\nThanks to @TimMcTest for some (A few) of the flowers\nThanks to @spazestudios for the mushrooms!\nAnd thanks to @griffpatch for the engine!\n \nCheck them out!\n\nAlso check out @Pancham106 because he is my brother!\n\n\n———Famous Scratchers loves and faves----------------\n\nOMG!\n@NeelDaPeel (Loved)\n@spazestudios (Loved and Faved)\n@AUMSUMTHEGREATHULK (loved and faved)\n\n\n\n——————————Check List---------------------------\n\n1 fave: Completed\n10 faves: Completed\n25 faves: Completed\n50 faves: Completed\n75 faves: Completed\n100 faves: Completed\n150 faves: Completed\n200 faves: Completed\n500 faves:\n750 faves:\n1000 faves:\n2000 faves:\n5000 faves:\n\n\n\n#Games #game #games #Platformer #Platformers #all #jump #GAMES #GAME #tree #Trending #portal #amazing #fun #Fun #Super #Duper #GeometryDash #Hi #Dreamland #Dreamlands #Awesome #AWESOME #COOL #Cool #cool #…
No Going Back - Platformer
@Stage\n\n@Player\n\nwhen flag clicked\nshow\ngo to x: (-216) y: (-74)\nswitch costume to (player v)\ngo [forward v] (100) layers\nforever\n if <(y position) = [-179]> then\n switch costume to (player v)\n broadcast (Respawn v)\n go to x: (-216) y: (-74)\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 (player right v)\n change [x v] by (1)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((X) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (level v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [15]\n switch costume to (player up v)\n start sound [Jump v]\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: (-74)\n switch costume to (player v)\n start sound [Bonk v]\n end\n if <(x position) > [230]> then\n go to x: (-216) y: (-74)\n change [level v] by (1)\n switch costume to (player v)\n start sound [Next Level v]\n end\n if <touching (trampoline v)?> then\n set [y v] to [24]\n switch costume to (player up v)\n start sound [Big Boing v]\n end\n if <touching (speed boost v)?> then\n set [x v] to [25]\n start sound [Next Level v]\n end\nend\n\nwhen I receive [restart level v]\ngo to x: (-216) y: (30)\nswitch costume to (player v)\n\n@Level\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\n@Background\n\nwhen flag clicked\nswitch costume to (sky v)\ngo to x: (0) y: (0)\ngo to [back v] layer\nshow\n\nwhen flag clicked\nforever\n if <<<<(Level) = [14]> or <(Level) = [15]>> or <(Level) = [16]>> or <(Level) = [17]>> then\n switch costume to (sewer v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [18]> then\n switch costume to (sewer light v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [19]> then\n switch costume to (sky v)\n end\nend\n\n@Trees\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Text\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Mountains\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [back v] layer\nset [ghost v] effect to (50)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n if <<<<<(Level) = [9]> or <(Level) = [10]>> or <(Level) = [11]>> or <<<(Level) = [12]> or <(Level) = [13]>> or <(Level) = [14]>>> or <(Level) = [15]>> then\n hide\n end\nend\n\n@Obstacles\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nforever\n switch costume to (Level)\nend\n\n@Warning Sign\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@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@Speed Boost\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@Buildings\n\nwhen flag clicked\nshow\ngo to [back v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (50)\nforever\n switch costume to (Level)\nend\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?> and <touching (mouse-pointer v)?>> then\n broadcast (Restart Level v)\n wait (1) seconds\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n@Shadows\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (50)\nforever\n switch costume to (Level)\nend\n\n@Music\n\nwhen flag clicked\nforever\n play sound [bensound-perception \(1\) v] until done\nend\n\n
an unfinished platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [bensound-perception v] until done\nend\n\n@Player\n\nwhen flag clicked\nhide variable [mouse v]\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine Game On\nset [sy v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (50) %\nset [ghost v] effect to (0)\nshow\nset [scroll x v] to (CHECKPOINT-X)\nset [scroll y v] to ((CHECKPOINT-Y) - (34))\nset [x v] to (CHECKPOINT-X)\nset [y v] to ((CHECKPOINT-Y) - (34))\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\ngo [backward v] (1) layers\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 broadcast (Tick v)\n Tick\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<key (q v) pressed?> or <key (a v) pressed?>>> then\n Change Player x by [-8]\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n Change Player x by [8]\nend\nif <touching (platforms3 v)?> then\n broadcast (spring v)\n set [sy v] to [60]\nend\nif <<key (up arrow v) pressed?> or <<key (z v) pressed?> or <key (w v) pressed?>>> then\n if <(in air) < [4]> then\n set [sy v] to [22]\n end\nend\nchange [sy v] by (-2)\nif then\n set [sy v] to [-10]\nend\nChange Player y by (sy)\nPosition\nTest - Die\nset [scroll x v] to (x)\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (3)))\nif <(SCROLL Y) < [70]> then\n set [scroll y v] to [70]\nend\nPosition\nif <(y) < [-200]> then\n set [exit v] to [die]\n start sound [Splash v]\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nrepeat (3)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine Test - Die\nif <touching (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\n@platforms2\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\nset [ghost v] effect to (0)\ngo to [back v] layer\ngo [forward v] ((id) - (-10)) layers\nswitch costume to (id)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine platfom (xpos) (ypos) (id)\nset [id v] to (id)\nset [x v] to (xpos)\nset [y v] to (ypos)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I start as a clone\nhide\n\nwhen I receive [setup v]\nclear graphic effects\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 0 0 v)\nplatfom [2350] [260] [16]\nplatfom [-450] [0] [1]\nplatfom [0] [0] [2]\nplatfom [450] [0] [3]\nplatfom [1350] [0] [5]\nplatfom [1800] [0] [6]\nplatfom [2350] [0] [7]\nplatfom [2800] [0] [8]\nplatfom [3350] [0] [9]\nplatfom [900] [0] [4]\nplatfom [-450] [260] [10]\nplatfom [0] [260] [11]\nplatfom [450] [260] [12]\nplatfom [900] [260] [13]\nplatfom [1350] [260] [14]\nplatfom [1800] [260] [15]\nplatfom [2800] [260] [17]\nplatfom [3350] [260] [18]\nplatfom [900] [260] [19]\nplatfom [1350] [0] [0]\nset [x v] to [100000000000000000000]\nset [y v] to [0]\n\n@Platforms\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\nswitch costume to (hack v)\nset size to (100) %\nset [ghost v] effect to (100)\ngo to [back v] layer\ngo [backward v] (0) layers\nswitch costume to (id)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine platfom (xpos) (ypos) (id)\nset [id v] to (id)\nset [x v] to (xpos)\nset [y v] to (ypos)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nclear graphic effects\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 0 0 v)\nplatfom [-450] [0] [1]\nplatfom [0] [0] [2]\nplatfom [450] [0] [3]\nplatfom [900] [0] [4]\nplatfom [1350] [0] [5]\nplatfom [1800] [0] [6]\nplatfom [2350] [0] [7]\nplatfom [2800] [0] [8]\nplatfom [3350] [0] [9]\nplatfom [-450] [260] [10]\nplatfom [0] [260] [11]\nplatfom [450] [260] [12]\nplatfom [900] [260] [13]\nplatfom [1350] [260] [14]\nplatfom [1800] [260] [15]\nplatfom [2350] [260] [16]\nplatfom [2800] [260] [17]\nplatfom [3350] [260] [18]\n\n@Checkpoint\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n go to [front v] layer\n switch costume to (flag v)\n Clone at x: [-30] y: [130]\n Clone at x: [1305] y: [40]\nend\nset [x v] to [100000000000000]\nset [y v] to [0]\n\ndefine position (x) (y)\ngo to x: (x) y: ((y) - (50))\nturn right (((direction) - (90)) / (-8)) degrees\nset [brightness v] effect to (((direction) - (90)) * (2))\nif <<(x) = (x position)> and <((y) - (50)) = (y position)>> then\n show\n if <touching (player v)?> then\n if <not <(CHECKPOINT-X) = (x)>> then\n point in direction (135)\n set [brightness v] effect to (((direction) - (90)) * (2))\n end\n set [checkpoint-x v] to (x)\n set [checkpoint-y v] to (y)\n end\n if <<(CHECKPOINT-Y) = (y)> and <(CHECKPOINT-X) = (x)>> then\n switch costume to (on v)\n else\n switch costume to (off v)\n end\nelse\n hide\nend\ngo to [back v] layer\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nshow\nset size to (140) %\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [checkpoint-y v] to [130]\nset [checkpoint-x v] to [0]\n\n@Sprite1\n\nwhen flag clicked\nset [i v] to [0]\nrepeat (4)\n create clone of (_myself_ v)\n change [i v] by (1)\nend\nhide\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (2))\n\nwhen I receive [tick v]\nshow\nset [ghost v] effect to (90)\ngo to x: (((SCROLL X) + ((i) * (-2400))) / (-5)) y: ((SCROLL Y) / (-5))\ngo to [back v] layer\n\nwhen I start as a clone\nhide\n\n@water\n\nwhen I receive [tick v]\nposition (((80) - (SCROLL Y)) + (([sin v] of ((timer) * (100)) ) * (10)))\n\nwhen I receive [setup v]\nclear graphic effects\nhide\nset [y v] to [-60]\nswitch costume to (kostüm1 v)\n\ndefine position (y)\ngo to x: (0) y: (y)\nif <(y) = (y position)> then\n show\nelse\n hide\nend\nset [ghost v] effect to (45)\npoint in direction ((([cos v] of ((timer) * (100)) ) * (2)) + (90))\ngo to [front v] layer\ngo [backward v] (10) layers\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [back v] layer\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\nwhen I receive [reset v]\nset [ghost v] effect to (0)\nhide\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (00) y: (0)\nshow\nwait (0) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\n
I re-found motivation! Full game will be out soon!
Pixel Cat World || A platformer #games
@Stage\n\nwhen flag clicked\nswitch backdrop to (n v)\n\n@player\n\nwhen flag clicked\nhide\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <(x position) = [268]> then\n broadcast (--next-- v)\n end\nend\n\ndefine ir a punto inicial\ngo to x: (-193) y: (-27)\n\nwhen flag clicked\nforever\n if <<touching color (#066900)?> or <touching color (#9a9a9a)?>> then\n ir a punto inicial\n end\nend\n\nwhen [right arrow v] key pressed\npoint in direction (90)\n\nwhen [left arrow v] key pressed\npoint in direction (-90)\n\nwhen I receive [--next-- v]\nir a punto inicial\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <(y position) = [-194]> then\n ir a punto inicial\n end\nend\n\nwhen backdrop switches to [world 1 v]\nshow\ngo to x: (-193) y: (-27)\nset [x v] to [0]\nset [y. v] to [0]\n\nwhen backdrop switches to [world 1 v]\nforever\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x v] by (1.5)\n end\n change x by (X)\n if <<touching color (#38ff00)?> or <<touching color (#b3eeff)?> or <touching color (#ffa800)?>>> then\n change x by ((X) * (-1))\n set [x v] to [0]\n else\n set [x v] to ((X) * (0.8))\n end\n change y by (Y.)\n if <<touching color (#38ff00)?> or <<touching color (#b3eeff)?> or <touching color (#ffa800)?>>> then\n change y by ((Y.) * (-1))\n set [y. v] to [0]\n if <(collission) = [0]> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y. v] to [12]\n set [collission v] to [1]\n end\n end\n else\n change [y. v] by (-1)\n set [collission v] to [0]\n end\nend\n\nwhen backdrop switches to [world 2 v]\nshow\ngo to x: (-193) y: (-27)\nset [x v] to [0]\nset [y. v] to [0]\n\nwhen I receive [world 2 v]\nhide\n\nwhen backdrop switches to [world 3 v]\nshow\ngo to x: (-193) y: (-27)\nset [x v] to [0]\nset [y. v] to [0]\n\nwhen I receive [world 3 v]\nhide\n\n@plataform\n\nwhen flag clicked\nhide\n\nwhen I receive [--next-- v]\nnext costume\n\nwhen backdrop switches to [world 1 v]\ngo to x: (0) y: (0)\nset size to (100) %\nshow\nswitch costume to (world 1 1 v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n if <([x position v] of [player v]) = [268]> then\n broadcast (world 2 v)\n end\n end\nend\n\nwhen I receive [world 2 v]\nhide\n\nwhen backdrop switches to [world 2 v]\ngo to x: (0) y: (0)\nset size to (100) %\nshow\nswitch costume to (world 2 1 v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n if <([x position v] of [player v]) = [268]> then\n broadcast (world 3 v)\n end\n end\nend\n\nwhen backdrop switches to [world 3 v]\ngo to x: (0) y: (0)\nset size to (100) %\nshow\nswitch costume to (world 1 v)\n\nwhen I receive [world 3 v]\nhide\n\n@play button\n\nwhen flag clicked\nshow\ngo to x: (27) y: (-139)\n\nwhen this sprite clicked\nbroadcast (Transicion - World v)\n\nwhen I receive [transicion - world v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@world\n\nwhen I receive [world 1 v]\nswitch costume to (disfraz1 v)\nshow\ngo to x: (0) y: (0)\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch backdrop to (world 1 v)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [world 2 v]\nset [ghost v] effect to (0)\nswitch costume to (disfraz2 v)\nshow\ngo to x: (0) y: (0)\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch backdrop to (world 2 v)\nhide\n\nwhen I receive [world 3 v]\nset [ghost v] effect to (0)\nswitch costume to (disfraz3 v)\nshow\ngo to x: (0) y: (0)\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch backdrop to (world 3 v)\nhide\n\n@Thumbnail\n\nwhen I receive [transicion - world v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (world 1 v)\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [back v] layer\n\n
INSTRUCTIONS:\nArrow keys - Move\nAre 3 worlds.\nAll the levels are possibles.\nMobile friendly!\n
ⓂⒶⓇⓈ - A Scrolling Platformer
@Stage\n\n@blank\n\n@square\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\n\n\ndefine whoop\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nwait (3) seconds\nforever\n if <touching color (#ffff52)?> then\n broadcast (end v)\n end\nend\n\n\n\nturn left (15) degrees\n\n@platform\n\ndefine set size to (dimensions)\nswitch costume to (0 v)\nset size to (dimensions) %\nnext costume\n\nwhen flag clicked\ngo to x: (xpos) y: (130)\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]\npoint in direction (90)\nset size to [600]\nshow\nset [brightness v] effect to (5)\nset [color v] effect to (-8)\nforever\n if <(y position) > [290]> then\n wait (0.6) seconds\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 (square v)?>>\n change y by (-1)\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 (square 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\nforever\n play sound [Vexento - Syndrome v] until done\nend\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\n\n\n\nwait until \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 (square v)?>\n change y by (1)\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\nfall\n\nwait until <touching (square v)?>\n\nwhen flag clicked\nforever\n if <<(falling?) = <[0] = [1]>> and <(jumping?) = <[0] = [1]>>> then\n debug ypos 2\n debug ypos\n end\nend\n\nturn right (() / (6)) degrees\n\nwait (0.05) seconds\n\nfall\n\nif <touching (square v)?> then\nelse\nend\n\ndebug ypos\n\nwait (0.2) seconds\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 [7]\nset size to [250]\nset [brightness v] effect to (0)\nshow\nset [brightness v] effect to (-10)\npoint in direction (90)\nforever\n glide (0.05) 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@Sprite1\n\nwhen I receive [end v]\nshow\nset [brightness v] effect to (-100)\nrepeat (20)\n change [brightness v] effect by (5)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n
Oh no! You are trapped in the deep canyons of Mars. Can you find an exit? Arrow keys to move.\n\n\nWant more Platformers? Check out this studio:\nhttps://scratch.mit.edu/studios/27444915/
ADVENTURER | A Platformer #Games #Art
@Stage\n\nwhen flag clicked\nclear graphic effects\nforever\n play sound [Syn Cole - Feel Good \[NCS Release\] v] until done\nend\n\n@Less lag\n\n@Sprite1\n\nwhen I start as a clone\nset [ghost v] effect to (65)\nrepeat (20)\n change size by (-5)\n change [ghost v] effect by (10)\n wait (.05) seconds\nend\ndelete this clone\n\nwhen flag clicked\nset [y velocity v] to [0]\nforever\n change [y velocity v] by (-2)\n change y by (Y velocity)\n change [in air v] by (1)\n Handle Ground <(Y velocity) > [0]>\n if <key (right arrow v) pressed?> then\n Walk [6]\n end\n if <key (left arrow v) pressed?> then\n Walk [-6]\n end\n if <touching (sprite3 v)?> then\n go to x: (-201) y: (100)\n end\n if <<key (up arrow v) pressed?> and <(In air) < [8]>> then\n set [y velocity v] to [14]\n end\n if <[230] < (x position)> then\n broadcast (Next Stage v)\n end\n if <(y position) < [-170]> then\n set [y velocity v] to [0]\n go to x: (-201) y: (116)\n end\nend\n\ndefine Walk (steps)\nchange x by (steps)\nset [ground lift v] to [0]\nrepeat until <<not <touching (ground v)?>> or <(Ground Lift) = [8]>>\n change y by (1)\n change [ground lift v] by (1)\n if <(Ground Lift) = [8]> then\n change x by ((0) - (steps))\n change y by ((0) - (Ground Lift))\n end\nend\n\ndefine Handle Ground <moving up>\nrepeat until <not <touching (ground v)?>>\n if <moving up> then\n change y by (-1)\n else\n change y by (1)\n set [in air v] to [0]\n end\n set [y velocity v] to [0]\nend\n\nwhen I receive [next stage v]\ngo to x: (-230) y: (0)\n\nwhen flag clicked\ngo to x: (-231) y: (138)\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset size to (800) %\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next stage v]\nnext costume\nchange [my variable v] by (1)\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n@Sprite3\n\nwhen flag clicked\nforever\n set [costume v] to (costume [number v])\n switch backdrop to (hay field v)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide variable [costume v]\n\nwhen I receive [next stage v]\nif <[39] > (costume)> then\n next costume\nelse\n stop [this script v]\nend\n\nwhen flag clicked\ngo to [back v] layer\n\n
——————————Headlines——————————-IF YOU SEE ANY ADVERTISING OR HATE, REPORT IT\nSorry for the Re-Share. There was a game breaking glitch that most of you probably didn’t find. And also, thank you sooooo much for all of the support!\n——————————-Directions——————————\nArrow Keys to move\nGet to the right side of the level to get to the next level.\nAnd, if you are feeling cool, press the grey heart and make it red, and then do the same with the star, which will turn yellow, and then, go click on my profile picture, wait for my profile to load, and then click the follow button.\n——————————-Credits———————————\nPlatformer Script by Scratch Programming Playground\n Music: Syn Cole-Feel Good\nLink to music: https://www.youtube.com/watch?v=q1ULJ92aldE\n@deb-bestcoder for the lag reducer\n—————————Other Notes———————————\n I will make a sequel to this game when it gets over 100 loves and faves, gets on front page of trending or featured, or I get 200 followers. This game took me over 100 hours of coding, and I think it paid off.\nThank you to all of my supporters, as I feel like I have made lots of progress in the last few months.\n———————————Tags————————————\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 #Art #Games #Games #Games #Games #Art\n#Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art
How to make a platformer (TUTORIAL)
@Stage\n\n@Sprite1\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nhide\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen [timer v] > (0.03)\nshow\n\n@Me \n\ndefine Talk (delay frames) (input) (wait)\nset [\(talk\) number v] to [1]\nset [\(talk\) say v] to []\nrepeat (length of (input))\n set [\(talk\) say v] to (join (\(Talk\) Say) (letter (\(Talk\) Number) of (input)))\n say (\(Talk\) Say)\n wait ((delay frames) * (0.03)) seconds\n if <[\(talk\) punctuation v] contains (letter (\(Talk\) Number) of (input))?> then\n wait (0.3) seconds\n end\n change [\(talk\) number v] by (1)\nend\nsay (input) for (wait) seconds\n\nwhen I receive [script1 done! v]\nwait (.1) seconds\nTalk [.1] [Now, make another following script. Press space when you're done!] [1.5]\nbroadcast (Script2 v)\n\nwhen I receive [script2 done! v]\nwait (.1) seconds\nTalk [.1] [Now, make another following script. Press space when you're done!] [1.5]\nbroadcast (Script3 v)\n\nwhen I receive [script3 done! v]\nwait (.1) seconds\nTalk [.1] [Now, make another following script. Press space when you're done!] [1.5]\nbroadcast (Script4 v)\n\nwhen I receive [script4 done! v]\nTalk [0.1] [You done? Now put that script here: ] [1]\nbroadcast (Script5 v)\nwait (1.5) seconds\nTalk [.1] [Press space when you're done!] [1]\n\nwhen I receive [script5 done! v]\nTalk [0.1] [Good job, now let's make the gravity.] [1.5]\nbroadcast (Script6 v)\nwait (1.5) seconds\nTalk [.1] [Press space when you're done!] [1]\n\nwhen I receive [script6 done! v]\nTalk [0.1] [Now, make the following script. Press space when you're done!] [1.5]\nbroadcast (Script7 v)\n\nwhen I receive [script7 done! v]\nTalk [0.1] [Done? Good job! Now, put that script here:] [1.5]\nbroadcast (Script8 v)\nwait (1.5) seconds\nTalk [.1] [Press space when you're done!] [1]\n\nwhen I receive [script8 done! v]\nTalk [0.1] [Now, put that whole script here:] [1.5]\nbroadcast (Script9 v)\nwait (1.5) seconds\nTalk [.1] [Press space when you're done!] [1]\n\nwhen I receive [script9 done! v]\nTalk [0.1] [Now, put that whole script here:] [1.5]\nbroadcast (Script10 v)\nwait (1.5) seconds\nTalk [.1] [Press space when you're done!] [1]\n\nwhen I receive [script10 done! v]\nTalk [0.1] [You done? Good job! Now, connect the forever loop with the \[go to x: \(-214\) y: \(-90\). Press space when you're done!] [2]\nwait until <key (space v) pressed?>\nTalk [0.1] [You finished the player's script. Now, for the level's script, create a variable called "Level" \(for all sprites\) and put the following script] [1]\nbroadcast (Script11 v)\nwait (1.5) seconds\nTalk [.1] [Press space when you're done!] [1]\n\nwhen I receive [script11 done! v]\nTalk [0.1] [You done? Good job! Now make this script for going to the next level: ] [2]\nbroadcast (Script12 v)\nwait (1.5) seconds\nTalk [.1] [Press space when you're done!] [1]\nwait until <key (space v) pressed?>\n\nwhen I receive [script12 done! v]\nTalk [0.1] [Now, put that script in the bottom of the player's code and you're done! The art you can make it by your own! Thanks for watching!] [3]\nwait (1) seconds\nTalk [.1] [\(By the way, leave a love, favourite and a follow to motivate me to make more games! See you soon!\)] [2]\nwait (5) seconds\nTalk [.1] [Uh, that was the end...] [1]\nstop [all v]\n\nwhen I receive [start project v]\nshow\nwait (2) seconds\nTalk [1] [. . .] [.5]\nwait (1) seconds\nTalk [.1] [Umm....] [.5]\nswitch costume to (costume1 v)\nwait (.3) seconds\nTalk [.1] [Oh, hi there] [.5]\nswitch costume to (costume2 v)\nwait (.1) seconds\nTalk [,1] [You come here to make a platformer I guess....] [2]\nwait (.1) seconds\nTalk [,1] [Press space key to start!] [1.5]\nwait until <key (space v) pressed?>\nTalk [.1] [First thing to do is to create 2 sprites, one called "Player" and the other one, "Level". Press space when you're done!] [.1]\nsay [First thing to do is to create 2 sprites, one called "Player" and the other one, "Level". Press space when you're done!]\nwait until <key (space v) pressed?>\nsay [First thing to do is to create 2 sprites, one called "Player" and the other one, "Level". Press space when you're done!] for (.001) seconds\nTalk [,1] [Now, go to the Player's sprite. Then, create 2 variables, one called "Xv" and the other one, "Yv". REMEMBER: Make sure to tick the "For this sprite only" button before creating them. Press space when you're done!] [.1]\nsay [First thing to do is to create 2 variables, one called "x velocity" and the other one, "y velocity". REMEMBER: Make sure to tick the "For this sprite only" button before creating them. Press space when you're done!]\nwait until <key (space v) pressed?>\nsay [First thing to do is to create 2 variables, one called "x velocity" and the other one, "y velocity". REMEMBER: Make sure to tick the "For this sprite only" button before creating them. Press space when you're done!] for (.001) seconds\nwait (.1) seconds\nTalk [.1] [Now, make this script. Press space when you're done!] [1.5]\nbroadcast (Script1 v)\n\nwhen I receive [start project v]\nforever\n play sound [Alex Skrindo - Jumbo \[NCS Release\] \(1\) v] until done\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start project v]\nshow\n\n@Intro\n\nwhen flag clicked\nset [intro? v] to [1]\nset [mode 2 v] to [closed]\npoint in direction (90)\nswitch costume to (background v)\ncreate clone of (_myself_ v)\nset [clone v] to [0]\nset size to (100) %\nstart sound [sOuNd v]\nhide\nswitch costume to (logo v)\ngo to x: (0) y: (-345)\nshow\nset [rand1 v] to [0]\nrepeat (90)\n change [rand1 v] by (((y position) / (20)) * (-1))\n change y by (((y position) / (7)) * (-1))\n change y by ((rand1) / (2))\nend\nhide\nbroadcast (pop v)\n\nwhen I start as a clone\nshow\nset [clone v] to [1]\nif <(costume [name v]) = [Background]> then\n go to x: (0) y: (0)\n set [brightness v] effect to (100)\n go to [back v] layer\nelse\n if <(costume [name v]) = [Popper]> then\n go to x: (0) y: (0)\n set [rand2 v] to (pick random (0) to (20))\n set [rand1 v] to (pick random (-20) to (20))\n set size to (100) %\n repeat (25)\n change [ghost v] effect by (4)\n set [rand1 v] to ((rand1) * (0.95))\n change [rand2 v] by (-1)\n go to ((x position) + (rand1)) ((y position) + (rand2))\n if <<(y position) < [-180]> or <<(x position) > [240]> or <<(x position) < [-240]> or <(y position) > [180]>>>> then\n delete this clone\n end\n end\n delete this clone\n end\nend\n\nwhen I receive [pop v]\nif <(clone) = [0]> then\n go to x: (0) y: (0)\n set [rand1 v] to [10]\n switch costume to (dot v)\n set size to (500) %\n switch costume to (accountliker v)\n show\n repeat (30)\n change [rand1 v] by (-1)\n change y by (rand1)\n change size by (((size) / (30)) * (-1))\n end\n set [rand2 v] to [0]\n set size to (100) %\n switch costume to (logo v)\n go to x: (0) y: (0)\n show\n repeat (1)\n set [rand1 v] to [0]\n set [rand2 v] to [-10]\n repeat until <(rand1) > [50]>\n change size by ((rand2) * (-1))\n change [rand2 v] by (((100) - (size)) * (-0.1))\n set [rand2 v] to ((rand2) * (0.9))\n change [rand1 v] by (1)\n end\n end\n set size to (100) %\n switch costume to (popper v)\n create [100] clones\n switch costume to (logo v)\n broadcast (pop2 v)\n set [rand1 v] to [-20]\n repeat (25)\n set [rand1 v] to ((rand1) * (0.7))\n change size by (rand1)\n end\n repeat (1)\n set [rand1 v] to [0]\n set [rand2 v] to [-10]\n repeat until <(rand1) > [50]>\n change size by ((rand2) * (-1))\n change [rand2 v] by (((100) - (size)) * (-0.1))\n set [rand2 v] to ((rand2) * (0.9))\n change [rand1 v] by (1)\n end\n end\n set [rand1 v] to [0]\n repeat (70)\n change [rand1 v] by (1)\n set [rand1 v] to ((rand1) * (0.9))\n point in direction ((((rand1) * (2)) + ([sin v] of (((timer) * (200)) * (8)) )) + (90))\n end\n wait (0) seconds\n repeat (70)\n change [rand1 v] by (-1)\n set [rand1 v] to ((rand1) * (0.9))\n point in direction ((((rand1) * (2)) + ([sin v] of (((timer) * (200)) * (8)) )) + (90))\n end\n wait (0) seconds\n repeat (20)\n set [rand1 v] to ((rand1) * (0.9))\n point in direction ((rand1) + (90))\n end\n switch costume to (background4 v)\n create clone of (_myself_ v)\n switch costume to (logo v)\nelse\n go to [back v] layer\n set [brightness v] effect to (100)\n set [ghost v] effect to (0)\n wait (0.05) seconds\n repeat (10)\n change [brightness v] effect by (-10)\n change [ghost v] effect by (-10)\n end\n go to [back v] layer\nend\n\ndefine create (num) clones\nrepeat (num)\n create clone of (_myself_ v)\nend\n\ndefine go to (x) (y)\nset [costume v] to (costume [number v])\nswitch costume to (dot v)\nchange size by (400)\ngo to x: (x) y: (y)\nswitch costume to (costume)\nchange size by (-400)\n\nwhen I receive [pop2 v]\nif <(costume [name v]) = [Background]> then\n show\n set [brightness v] effect to (100)\nelse\n wait (2.5) seconds\n if <(clone) = [0]> then\n repeat (15)\n switch costume to (background2 v)\n create clone of (_myself_ v)\n switch costume to (logo v)\n wait (0.05) seconds\n end\n wait (1) seconds\n repeat (15)\n switch costume to (background3 v)\n create clone of (_myself_ v)\n switch costume to (logo v)\n wait (0.05) seconds\n end\n end\nend\n\nwhen I start as a clone\npoint in direction (90)\nset size to (100) %\nif <(costume [name v]) = [Background2]> then\n go to x: (500) y: (0)\n clear graphic effects\n set [ghost v] effect to (50)\n show\n repeat until <(x position) < [10]>\n change x by (((x position) / (8)) * (-1))\n change [ghost v] effect by (1)\n end\n repeat (10)\n change x by (((x position) / (8)) * (-1))\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif <(costume [name v]) = [Background3]> then\n go to x: (-500) y: (0)\n clear graphic effects\n set [ghost v] effect to (50)\n show\n repeat until <(x position) > [-10]>\n change x by (((x position) / (8)) * (-1))\n change [ghost v] effect by (1)\n end\n repeat (10)\n change x by (((x position) / (8)) * (-1))\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif <(costume [name v]) = [Background4]> then\n go to [front v] layer\n go to x: (0) y: (-300)\n clear graphic effects\n set [ghost v] effect to (0)\n show\n set [rand1 v] to [0]\n repeat until <(round (y position)) = [0]>\n change y by ((((y position) / (5)) + (0)) * (-1))\n point in direction (((([sin v] of (((timer) * (500)) * (1)) ) / (rand1)) + (90)) * (5))\n change [rand1 v] by (0.5)\n end\n broadcast (Start Project v)\n go to x: (0) y: (-0.01)\n go to [front v] layer\n repeat until <(y position) < [-290]>\n go to [front v] layer\n change y by (((y position) * (1.005)) / (5))\n point in direction (((([sin v] of (((timer) * (500)) * (1)) ) / (rand1)) + (90)) * (5))\n change [rand1 v] by (-1)\n end\n delete this clone\nend\n\nwhen I receive [start project v]\nif <(clone) = [0]> then\n hide\n set [intro? v] to [0]\nend\nif <(clone) = [1]> then\n if <(costume [name v]) = [Background]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nset [timer v] to [0.00]\nforever\n if <not <(MODE 3) = [1]>> then\n change [timer v] by (0.03)\n end\nend\n\nwhen I receive [layers v]\nif <(costume [name v]) = [Background4]> then\n go to [front v] layer\nend\n\n@script\n\nwhen flag clicked\nwait (0.001) seconds\nswitch costume to (screenshot_2020-02-24 scratch - how to make a platformer \(2\) v)\ngo to x: (0) y: (0)\nhide\n\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 ((x velocity) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(x velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\nend\n\nforever\n if <key (right arrow v) pressed?> then\n change [x velocity v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x velocity v] by (-1)\n end\n set [x velocity v] to ((x velocity) * (.9))\n change x by (x velocity)\nend\n\nwhen I receive [script1 v]\nshow\nwait until <key (space v) pressed?>\nhide\nbroadcast (Script1 done! v)\n\nwhen I receive [script2 v]\nswitch costume to (screenshot_2020-02-24 scratch - how to make a platformer \(4\) v)\nshow\nwait until <key (space v) pressed?>\nhide\nbroadcast (Script2 done! v)\n\nchange [y velocity v] by (-1)\nchange y by (y velocity)\nif <touching (level v)?> then\n change y by ((y velocity) * (-1))\n set [y velocity v] to [0]\nend\nchange y by (-1)\n\nwhen I receive [script3 v]\nswitch costume to (screenshot_2020-02-24 scratch - how to make a platformer \(5\) v)\nshow\nwait until <key (space v) pressed?>\nhide\nbroadcast (Script3 done! v)\n\nwhen I receive [script4 v]\nswitch costume to (screenshot_2020-02-24 scratch - how to make a platformer \(6\) v)\nshow\nwait until <key (space v) pressed?>\nhide\nbroadcast (Script4 done! v)\n\nwhen I receive [script5 v]\nswitch costume to (screenshot_2020-02-24 scratch - how to make a platformer \(5\)2 v)\nshow\nwait until <key (space v) pressed?>\nhide\nbroadcast (Script5 done! v)\n\nif <touching (level v)?> then\n if <key (up arrow v) pressed?> then\n change [y velocity v] by (15)\n end\nend\nchange y by (1)\n\nwhen I receive [script6 v]\nswitch costume to (screenshot_2020-02-25 scratch - how to make a platformer v)\nshow\nwait until <key (space v) pressed?>\nhide\nbroadcast (Script6 done! v)\n\nwhen I receive [script7 v]\nswitch costume to (screenshot_2020-02-25 scratch - how to make a platformer \(1\) v)\nshow\nwait until <key (space v) pressed?>\nhide\nbroadcast (Script7 done! v)\n\nwhen I receive [script8 v]\nswitch costume to (screenshot_2020-02-25 scratch - how to make a platformer 2 v)\nshow\nwait until <key (space v) pressed?>\nhide\nbroadcast (Script8 done! v)\n\nwhen I receive [script9 v]\nswitch costume to (screenshot_2020-02-25 scratch - how to make a platformer \(2\) v)\nshow\nwait until <key (space v) pressed?>\nhide\nbroadcast (Script9 done! v)\n\nwhen I receive [script10 v]\nswitch costume to (screenshot_2020-02-24 scratch - how to make a platformer \(4\)2 v)\nshow\nwait until <key (space v) pressed?>\nhide\nbroadcast (Script10 done! v)\n\nwhen I receive [script11 v]\nswitch costume to (screenshot_2020-02-25 scratch - how to make a platformer \(4\) v)\nshow\nwait until <key (space v) pressed?>\nhide\nbroadcast (Script11 done! v)\n\nif <(x position) > [230]> then\n change [level v] by (1)\n set [y velocity v] to [0]\n set [x velocity v] to [0]\n go to x: (-214) y: (-90)\nend\n\nwhen I receive [script12 v]\nswitch costume to (screenshot_2020-02-26 scratch - how to make a platformer v)\nshow\nwait until <key (space v) pressed?>\nhide\nbroadcast (Script12 done! v)\n\n
NO ADVERTISING UNLESS ITS A PLATFORMER\n---------------------------------------------------------------------------\nHello and welcome back to another project of mine but this time a tutorial.\n---------------------------------------------------------------------------\nMade the intro with help by @Yellow_Brain\n---------------------------------------------------------------------------
Yellow a platformer || #Yellow #platformer
@Stage\n\n@Player\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to x: (-189) y: (-50)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n change [yv v] by (-1)\n change [xv v] by (<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> - <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>)\n set [xv v] to ((xv) * (0.9))\n change x by (xv)\n if <touching (level v)?> then\n if <not <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>>> then\n change x by ((0) - (xv))\n else\n set [yv v] to [12.5]\n if <[0] < (xv)> then\n set [xv v] to [-7.5]\n else\n set [xv v] to [7.5]\n end\n change x by (xv)\n end\n end\n change y by (yv)\n if <touching (level v)?> then\n change y by ((0) - (yv))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [14]\n else\n set [yv v] to [0]\n end\n end\n if <(x position) > [230]> then\n broadcast (D v)\n end\n if <<touching (sprite1 v)?> or <touching color (#ff0000)?>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n set [ghost v] effect to (0)\n go to x: (-189) y: (-50)\n end\nend\n\nwhen I receive [j v]\ngo to x: (-189) y: (-97)\n\ngo to x: (-189) y: (-97)\n\nwhen flag clicked\nforever\n play sound [Warriyo - Mortals \(feat. Laura Brehm\) \[NCS Release\] v] until done\nend\n\n@Level\n\nwhen flag clicked\nswitch costume to (level 1 v)\ngo to x: (36) y: (28)\n\nwhen I receive [d v]\nnext costume\nset [yv v] to [0]\nset [xv v] to [0]\nbroadcast (J v)\n\n@Thumbnail\n\nwhen [timer v] > (0.01)\nshow\nset [ghost v] effect to (100)\ngo to x: (36) y: (2800000)\nrepeat until <(round (y position)) = [28]>\n change y by (((28) - (y position)) / (4))\nend\n\nwhen flag clicked\ngo to x: (36) y: (28)\nhide\nforever\n reset timer\n go to [front v] layer\nend\n\nwhen [timer v] > (0.01)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen I receive [d v]\nnext costume\n\n@Sprite4\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to x: (pick random (-230) to (230)) y: (165)\nset size to (pick random (50) to (300)) %\nshow\nset [ghost v] effect to (pick random (40) to (50))\nrepeat until <touching (_edge_ v)?>\n change y by (-5)\n change [ghost v] effect by (.5)\nend\ndelete this clone\n\n
Hey guys today I share my project Yellow a platformer,\nFor me it a good project.\n7 levels all possible\nMobile or arrow a key
Platformer with Enemy AI
@Stage\n\n@Sprite1\n\ndefine Restart\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (0)\nif <(Lives) < [1]> then\n stop [all v]\nend\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 (1)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n change [x v] by (-1)\nend\nchange x by (x)\nSlope Detection\nif <<touching color (#ffd900)?> or <touching color (#e47224)?>> then\n change x by ((x) * (-1))\n set [x v] to [0]\nend\nif <touching (sprite2 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) * (.9))\nend\nchange y by (y)\nif <<touching (sprite2 v)?> or <<not <touching color (#ffde2a)?>> and <<touching color (#ffd900)?> or <touching color (#e47224)?>>>> 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?) = [no]> then\n set [y v] to [12]\n set [jumping? v] to [yes]\n end\n end\nelse\n change [y v] by (-1)\n set [jumping? v] to [no]\nend\nif <touching (sprite3 v)?> then\n change [lives v] by (-1)\n Restart\n broadcast (Reset Enemy v)\nend\nif <(x position) > [239]> then\n if <(LEVEL) = [6]> then\n set [level v] to [0]\n set [lives v] to [3]\n end\n change [level v] by (1)\n Restart\n broadcast (Reset Enemy v)\n broadcast (Delete Clones v)\nend\nif <[-179] > (y position)> then\n change [lives v] by (-1)\n Restart\n broadcast (Reset Enemy v)\nend\nif <<touching color (#ffde2a)?> and <touching (sprite4 v)?>> then\n set [y v] to [20]\n set [jumping? v] to [yes]\n broadcast (bounce v)\nend\n\ndefine Slope Detection\nset [slope v] to [0]\nrepeat until <<(Slope) = [8]> or <not <touching (sprite2 v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <touching (sprite2 v)?> then\n change y by (-8)\nend\n\nwhen I receive [green flag v]\ngo to [back v] layer\nset [lives v] to [3]\nRestart\nSetup\nshow\nset [level v] to [1]\nforever\n Physics\n if <(Help Showing) = [yes]> then\n wait until <(Help Showing) = [no]>\n end\nend\n\nwhen I receive [green flag v]\nforever\n play sound [Vexento - Tevo \(Original Mix\)2.MP3 v] until done\nend\n\nwhen [o v] key pressed\nif <(Intro going) = [no]> then\n if <(LEVEL) = [6]> then\n set [level v] to [0]\n set [lives v] to [3]\n Setup\n end\n change [level v] by (1)\n Restart\n broadcast (Reset Enemy v)\n broadcast (Delete Clones v)\nend\n\nwhen [p v] key pressed\nif <(Intro going) = [no]> then\n if <(LEVEL) = [1]> then\n set [level v] to [6]\n set [lives v] to [3]\n Setup\n end\n change [level v] by (-1)\n Restart\n broadcast (Reset Enemy v)\n broadcast (Delete Clones v)\nend\n\ndefine Setup\ndelete all of [collected? v]\nrepeat (10)\n add [] to [collected? v]\nend\n\nwhen flag clicked\nhide\n\n@Sprite2\n\nwhen I receive [green flag v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nforever\n switch costume to (LEVEL)\n if <(LEVEL) = [6]> then\n broadcast (Delete Clones v)\n end\nend\n\nwhen flag clicked\nhide\n\n@Sprite3\n\ndefine Restart\nhide\nstop [other scripts in sprite v]\nset [x v] to [0]\nset [y v] to [0]\nbroadcast (Spawn v)\ndelete this clone\n\ndefine Physics\nif <(x position) < ([x position v] of [sprite1 v])> then\n change [x v] by (.4)\nend\nif <([x position v] of [sprite1 v]) < (x position)> then\n change [x v] by (-.4)\nend\nchange x by (x)\nSlope Detection\nif <<touching color (#ffd900)?> or <touching color (#e47224)?>> then\n change x by ((x) * (-1))\nend\nif <touching (sprite2 v)?> then\n change x by ((x) * (-1))\n if <(y position) < ([y position v] of [sprite1 v])> 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) * (.9))\nend\nchange y by (y)\nif <touching (sprite2 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n if <((y position) - (25)) < ([y position v] of [sprite1 v])> then\n if <(Jumping?) = [no]> then\n set [y v] to [12]\n set [jumping? v] to [yes]\n end\n end\nelse\n change [y v] by (-1)\n set [jumping? v] to [no]\nend\nif <[-179] > (y position)> then\n delete this clone\nend\nif <touching (sprite4 v)?> then\n set [y v] to [20]\n set [jumping? v] to [yes]\n broadcast (bounce v)\nend\n\ndefine Slope Detection\nset [slope v] to [0]\nrepeat until <<(Slope) = [8]> or <not <touching (sprite2 v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <touching (sprite2 v)?> then\n change y by (-8)\nend\n\nwhen I receive [reset enemy v]\nRestart\n\nwhen I start as a clone\ngo to x: (pick random (-30) to (200)) y: (pick random (180) to (10))\nrepeat until <<(distance to [sprite1 v]) > [100]> and <not <<touching color (#9a7900)?> or <touching color (#0cff00)?>>>>\n go to x: (pick random (-30) to (200)) y: (pick random (180) to (10))\nend\nshow\nforever\n Physics\n if <(Help Showing) = [yes]> then\n wait until <(Help Showing) = [no]>\n end\nend\n\nwhen I receive [spawn v]\nwait (.01) seconds\nif <(LEVEL) = [6]> then\n\nwhen I receive [delete clones v]\ndelete this clone\n\nwhen I receive [green flag v]\ngo to [back v] layer\nRestart\nhide\nset [level v] to [1]\n\nset [lives v] to [100]\n\nwhen flag clicked\nhide\n\n@Sprite4\n\nwhen I receive [bounce v]\nswitch costume to (costume2 v)\nwait (.05) seconds\nswitch costume to (costume3 v)\nwait (.07) seconds\nswitch costume to (costume2 v)\nwait (.05) seconds\nswitch costume to (costume1 v)\n\nwhen I receive [green flag v]\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo [forward v] (2) layers\nforever\n if <(LEVEL) = [1]> then\n go to x: (218) y: (-89)\n show\n else\n if <(LEVEL) = [3]> then\n go to x: (-105) y: (-104)\n show\n else\n if <(LEVEL) = [4]> then\n show\n go to x: (-33) y: (-109)\n else\n if <(LEVEL) = [5]> then\n go to x: (208) y: (-100)\n show\n else\n hide\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@Sprite5\n\nwhen I receive [green flag v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\nhide\n\n@Sprite6\n\nwhen I receive [delete clones v]\ndelete this clone\n\nwhen I receive [delete clones v]\nstop [other scripts in sprite v]\npoint in direction (90)\nset size to (100) %\nif <not (item (LEVEL) of [collected? v])> then\n if <(LEVEL) = [1]> then\n go to x: (-200) y: (80)\n show\n broadcast (Get moving v)\n else\n if <(LEVEL) = [2]> then\n go to x: (-206) y: (96)\n show\n broadcast (Get moving v)\n else\n if <(LEVEL) = [3]> then\n go to x: (-102) y: (17)\n show\n broadcast (Get moving v)\n else\n if <(LEVEL) = [4]> then\n go to x: (36) y: (90)\n show\n broadcast (Get moving v)\n else\n hide\n delete this clone\n end\n end\n end\n end\nelse\n stop [other scripts in sprite v]\n hide\nend\n\nwhen I receive [get moving v]\nforever\n if <touching (sprite1 v)?> then\n repeat (10)\n change size by (-8)\n turn right (8) degrees\n end\n replace item (LEVEL) of [collected? v] with [collected]\n change [lives v] by (1)\n hide\n end\nend\n\nwhen I receive [get moving v]\nforever\n repeat (12)\n if <(Help Showing) = [yes]> then\n wait until <(Help Showing) = [no]>\n end\n change y by (.5)\n end\n repeat (12)\n if <(Help Showing) = [yes]> then\n wait until <(Help Showing) = [no]>\n end\n change y by (-.5)\n end\nend\n\nwhen I receive [green flag v]\nrepeat (10)\n hide\n point in direction (90)\n set size to (100) %\n go to x: (-200) y: (80)\n show\nend\nbroadcast (Get moving v)\n\nwhen flag clicked\nhide\n\n@Sprite7\n\nwhen I receive [green flag v]\nforever\n show\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\n@Red Counter\n\nwhen I start as a clone\nshow\nforever\n set size to (100) %\n go to x: (((digits) * (12)) - (174)) y: (156)\n if <(length of (Lives)) < (digits)> then\n hide\n else\n show\n switch costume to (letter (digits) of (Lives))\n end\nend\n\nwhen I receive [green flag v]\nhide\nset [digits v] to [1]\nrepeat (5)\n create clone of (_myself_ v)\n change [digits v] by (1)\nend\n\nwhen flag clicked\nhide\n\n@Sprite8\n\nwhen this sprite clicked\nif <<(Help Showing) = [no]> and <not <(LEVEL) = [6]>>> then\n switch costume to ((LEVEL) + (1))\n set [help showing v] to [yes]\n go to x: (0) y: (0)\n set size to (10) %\n repeat (11)\n change size by (9)\n go to [front v] layer\n end\nend\n\nwhen I receive [hide help v]\nrepeat (11)\n change size by (-9)\n go to [front v] layer\nend\nswitch costume to (costume1 v)\ngo to x: (-211) y: (125)\nset size to (100) %\nset [brightness v] effect to (0)\nset [help showing v] to [no]\n\nwhen I receive [green flag v]\nset [help showing v] to [no]\nswitch costume to (costume1 v)\nset size to (100) %\nset [brightness v] effect to (0)\ngo to x: (-211) y: (125)\nshow\nforever\n if <(Help Showing) = [yes]> then\n wait until <(Help Showing) = [no]>\n end\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (7)\n repeat (5)\n change size by (2)\n end\n wait until <not <touching (mouse-pointer v)?>>\n set [brightness v] effect to (0)\n repeat (5)\n change size by (-2)\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@Sprite9\n\nwhen this sprite clicked\nhide\nbroadcast (Hide Help v) and wait\n\nwhen I receive [hide help v]\nrepeat until <(Help Showing) = [no]>\n hide\nend\n\nwhen I receive [green flag v]\nhide\ngo to x: (207) y: (143)\nforever\n if <(Help Showing) = [yes]> then\n wait (.4) seconds\n if <(Help Showing) = [yes]> then\n go to [front v] layer\n show\n else\n hide\n end\n else\n hide\n end\nend\n\nwhen I receive [green flag v]\nhide\ngo to x: (207) y: (143)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\n\n@Sprite10\n\nwhen this sprite clicked\nif <(timer) > (Timer)> then\n repeat (25)\n change [ghost v] effect by (4)\n end\n broadcast (Green Flag v)\nend\n\nwhen I receive [green flag v]\ngo to x: (-120) y: (109)\nforever\n show\n set size to (100) %\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\nwhen [timer v] > (Timer)\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (7)\n repeat (5)\n change size by (2)\n end\n wait until <not <touching (mouse-pointer v)?>>\n set [brightness v] effect to (0)\n repeat (5)\n change size by (-2)\n end\n end\nend\n\nwhen flag clicked\nreset timer\nforever\n set [timer v] to ((timer) + (.1))\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\n@Sprite11\n\nwhen flag clicked\nset size to (100) %\nset [clone# v] to [0]\nrepeat (2)\n change [clone# v] by (1)\n create clone of (_myself_ v)\nend\nwait (.7) seconds\nrepeat (8)\n change [clone# v] by (1)\n create clone of (_myself_ v)\n wait (.03) seconds\nend\n\nwhen I start as a clone\nshow\nif <(clone#) = [1]> then\n switch costume to (y4 v)\n go to x: (100) y: (-190)\n set [my dir v] to [0]\n set [ghost v] effect to (100)\n Point to X: (My dir) Y: [0]\n wait (.1) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n repeat (70)\n Point to X: (My dir) Y: [0]\n change [my dir v] by (2)\n end\n repeat (100)\n Point to X: (My dir) Y: [0]\n change [my dir v] by (-2)\n change [ghost v] effect by (1)\n end\nelse\n if <(clone#) = [2]> then\n switch costume to (y4 v)\n go to x: (-100) y: (-190)\n set [my dir v] to [0]\n set [ghost v] effect to (100)\n Point to X: (My dir) Y: [0]\n wait (.1) seconds\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n repeat (70)\n Point to X: (My dir) Y: [0]\n change [my dir v] by (-2)\n end\n repeat (100)\n Point to X: (My dir) Y: [0]\n change [my dir v] by (2)\n change [ghost v] effect by (1)\n end\n else\n point in direction (90)\n set [ghost v] effect to (100)\n show\n go to x: ((((clone#) - (2)) * (40)) - ((4) * (40))) y: (0)\n set size to (80) %\n switch costume to ((clone#) - (2))\n repeat (5)\n change [ghost v] effect by (-20)\n end\n wait (2) seconds\n repeat (5)\n change [ghost v] effect by (20)\n end\n end\nend\ndelete this clone\n\ndefine Point to X: (x) Y: (y)\nset [dx v] to ((x) - (x position))\nset [dy v] to ((y) - (y position))\nif <(dy) = [0]> then\n if <(dx) > [0]> then\n set [dir v] to [90]\n else\n set [dir v] to [-90]\n end\nelse\n if <(dy) > [0]> then\n set [dir v] to ([atan v] of ((dx) / (dy)) )\n else\n set [dir v] to ((180) + ([atan v] of ((dx) / (dy)) ))\n end\nend\nif <not <(direction) = (dir)>> then\n point in direction (dir)\nend\n\nwhen flag clicked\nset [intro going v] to [yes]\nshow\nswitch costume to (y5 v)\nset [ghost v] effect to (99)\nrepeat (3)\n change [ghost v] effect by (-33)\n go to [back v] layer\nend\ngo to x: (0) y: (0)\nrepeat (100)\n go to [back v] layer\nend\nwait (3) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nset [intro going v] to [no]\nbroadcast (Green Flag v)\n\n
Arrow keys. Avoid the enemies and try to collect the lives powerups. Don't swim in water, and try to reach the other side. If you're having trouble on a level, click the "help" button. O to skip a level and P to go back. If you find any glitches, please tell me in the comments. Please be sure to like and favorite.\n◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆◆
Imagine - A Scrolling Platformer Special #games
@Stage\n\nwhen flag clicked\nforever\n if <<(username) = [TropicalCoder13]> and <key (m v) pressed?>> then\n set [mouse v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + ())))\n show variable [mouse v]\n end\nend\n\nwhen flag clicked\nforever\n play sound [John Lennon - Imagine \(8-Bit Remix\) v] until done\nend\n\n@no lag\n\n@Player\n\ndefine Game- Death :(\nset [exit v] to []\nplay sound [Hit v] until done\nrepeat (26)\n change [ghost v] effect by (4)\nend\n\nwhen I receive [start it up yall v]\nwait (0.1) seconds\nset [ghost v] effect to (0)\nset size to (100) %\n\nwhen flag clicked\nswitch costume to (right v)\nhide\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\nwait (4) seconds\nshow\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n show\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(Exit) > []>\n Tick\n broadcast (Tick v)\n end\n if <(Exit) = [win]> then\n Game - Win\n else\n Game- Death :(\n end\nend\n\ndefine Game On\nset [y v] to [0]\nset [x v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nbroadcast (Start it up yall v)\n\ndefine Tick\nif <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <[] = [1]>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [sx v] by (-2)\n switch costume to (left v)\nend\nif <<<mouse down?> and <(x position) < (mouse x)>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <[] = [1]>>> then\n change [sx v] by (2)\n switch costume to (right v)\nend\nset [sx v] to ((Sx) * (0.8))\nif <([abs v] of (Sx) ) > [0.9]> then\n Change Player x by (round (Sx))\nend\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(Up and away) = [1]>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(In Air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(Sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (Sy)\nTest - Die\nset [scroll x v] to (X)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((Y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(Y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((X) - (SCROLL X)) y: ((Y) - (SCROLL Y))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(Up and away) = [1]>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Test - Die\nif <<touching (oofsies v)?> and <touching color (#000000)?>> then\n set [exit v] to [die]\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\npoint in direction (90)\nwait (1) seconds\n\nwhen I receive [start it up yall v]\nwait (0.1) seconds\nset [ghost v] effect to (0)\nset size to (100) %\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [500] y: [0]\n Clone at x: [800] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (win v)\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nClone at x: [400] y: [0]\nClone at x: [400] y: [0]\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((Y) - (SCROLL Y))\nif <<(costume [name v]) = [Open]> and <touching (player v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nswitch costume to (closed v)\nhide\nset [coins collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [1450] y: [58]\nelse\n Clone at x: [1390] y: [66]\nend\nif <(LEVEL) = [3]> then\n Clone at x: [1327] y: [71]\nend\nif <(LEVEL) = [4]> then\n Clone at x: [1000000000000000000000000000] y: [60]\nend\n\ncreate clone of (_myself_ v)\nchange [x v] by (450)\nnext costume\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen flag clicked\nforever\n if <(Coins Collected) = [4]> then\n switch costume to (open v)\n end\nend\n\n@Coins\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n start sound [Coin v]\n change [coins collected v] by (1)\n change [your total coins v] by (1)\n if <(Coins Collected) = (COLLECTED MAX)> then\n broadcast (Portal open v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [ghost v] effect to (0)\nset size to (100) %\nset [y v] to [0]\nset [x v] to [0]\nset [collect v] to [0]\nset [max collect v] to [0]\nif <(LEVEL) = [1]> then\n wait (0) seconds\n Clone x: [100] y: [100]\n Clone x: [450] y: [150]\n Clone x: [673] y: [89]\n Clone x: [970] y: [60]\nelse\n if <(LEVEL) = [2]> then\n wait (0) seconds\n Clone x: [180] y: [130]\n Clone x: [600] y: [60]\n Clone x: [630] y: [200]\n Clone x: [500] y: [400]\n else\n if <(LEVEL) = [3]> then\n wait (0) seconds\n Clone x: [300] y: [50]\n Clone x: [600] y: [170]\n Clone x: [930] y: [50]\n Clone x: [950] y: [400]\n Clone x: [136] y: [-51]\n change [max collect v] by (-2)\n else\n if <(LEVEL) = [4]> then\n else\n end\n end\n end\nend\nset [y v] to [-99999999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone x: (x) y: (y)\nset [ghost v] effect to (0)\nset size to (100) %\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [your total coins v] to [0]\nhide\n\n@feathers?\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n set size to (pick random (40) to (90)) %\n go to x: (200) y: (pick random (-55) to (200))\n switch costume to (pick random (1) to (3))\n create clone of (_myself_ v)\n wait (pick random (0.1) to (0.5)) seconds\nend\n\nwhen I start as a clone\nset [ghost v] effect to (30)\ngo to [back v] layer\nshow\nif <(size) > [99]> then\n glide (6) secs to x: (-200) y: (y position)\n delete this clone\nend\nif <(size) > [80]> then\n glide (5) secs to x: (-200) y: (y position)\n delete this clone\nend\nif <(size) > [65]> then\n glide (4) secs to x: (-200) y: (y position)\n delete this clone\nend\nif <(size) > [50]> then\n glide (3) secs to x: (-200) y: (y position)\n delete this clone\nend\nif <(size) > [40]> then\n glide (2) secs to x: (-200) y: (y position)\n delete this clone\nend\n\n@oofsies\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [500] y: [0]\n Clone at x: [800] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (win v)\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nClone at x: [400] y: [0]\nClone at x: [400] y: [0]\n\n@Thumbnail\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \nImagine - A Scrolling Platformer Special\n\nAn "artistic" and sorta tricky (but possible) platformer I made that goes along with the song Imagine by John Lennon.\n\n- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \n\nHello everyone! Thank you so so so much for 1.5k followers!! This is truly insane and I love you all so much <33 \n\nI'm sorry that I haven't posted since September, and I haven't posted a game since late July, maybe? But I finally had a chance to pull this little game together!\n\n- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \n\nI really hope you enjoy, and once again tysm for 1.5k!!! Aaaaa!!! :D\n\n- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \n\nHave a great day!!\nLove,\nTropicalCoder13\n\n- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Fall (A platformer with levels)
@Stage\n\n@Player \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 (cavesbackround 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\nwhen flag clicked\nforever\n if <(costume [name v]) = [Costume8]> then\n switch backdrop to (cavesbackround v)\n end\nend\n\n@Music\n\nwhen flag clicked\nforever\n play sound [Writing Adventure 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 doesn't work\nNo skip button\nMade for Scratch Studio (Seasons)\nYou can wall jump\nThere is no unknown danger
griffpatch platformer
@Stage\n\n@livelli\n\nset [background v] to [0]\n\nwhen I receive [setup v]\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nswitch costume to (costume6 v)\nset [livellox v] to [0]\ncreate clone of (_myself_ v)\nnext costume\nchange [livellox v] by (480)\ncreate clone of (_myself_ v)\nnext costume\nchange [livellox v] by (480)\ncreate clone of (_myself_ v)\nnext costume\nchange [livellox v] by (480)\ncreate clone of (_myself_ v)\nnext costume\nchange [livellox v] by (480)\ncreate clone of (_myself_ v)\nnext costume\nchange [livellox v] by (480)\ncreate clone of (_myself_ v)\nnext costume\nchange [livellox v] by (480)\ncreate clone of (_myself_ v)\nnext costume\nchange [livellox v] by (480)\ncreate clone of (_myself_ v)\nnext costume\nchange [livellox v] by (480)\ncreate clone of (_myself_ v)\nnext costume\nchange [livellox v] by (480)\ncreate clone of (_myself_ v)\nnext costume\nchange [livellox v] by (480)\ncreate clone of (_myself_ v)\nnext costume\nchange [livellox v] by (480)\ncreate clone of (_myself_ v)\nnext costume\nchange [livellox v] by (480)\ncreate clone of (_myself_ v)\nnext costume\nchange [livellox v] by (480)\ncreate clone of (_myself_ v)\nnext costume\nchange [livellox v] by (480)\ncreate clone of (_myself_ v)\nnext costume\nchange [livellox v] by (480)\ncreate clone of (_myself_ v)\nnext costume\nchange [livellox v] by (480)\ncreate clone of (_myself_ v)\nnext costume\nchange [livellox v] by (480)\ncreate clone of (_myself_ v)\nnext costume\nchange [livellox v] by (480)\ncreate clone of (_myself_ v)\nnext costume\nchange [livellox v] by (480)\ncreate clone of (_myself_ v)\nnext costume\nchange [livellox v] by (480)\ncreate clone of (_myself_ v)\n\nwhen I receive [backround loop v]\nforever\n set x to ((livellox) - (scroll x))\nend\n\nwhen flag clicked\nhide\n\nwait (1) seconds\n\n@ninja\n\ndefine tocca terra <su?>\nrepeat until <not <<touching (livelli v)?> or <touching color (#809351)?>>>\n if <su?> then\n change y by (-1)\n else\n change y by (1)\n set [caduta v] to [0]\n end\n set [velocità_y v] to [0]\nend\n\ndefine cammina (direzione) (velocità)\npoint in direction (direzione)\nchange x by (velocità)\nset [pendenza v] to [0]\nrepeat until <<(pendenza) = [8]> or <not <<touching (livelli v)?> or <touching color (#809351)?>>>>\n change y by (1)\n change [pendenza v] by (1)\nend\n\nif <(pendenza) = [8]> then\n change x by ((-1) * (velocità))\n change y by ((-1) * (pendenza))\nend\nif <(velocità) < [0]> then\n change [frame v] by ((velocità) / (-8))\nelse\n change [frame v] by ((velocità) / (8))\nend\n\nwhen flag clicked\nstop all sounds\nhide\nwait (4) seconds\nbroadcast (setup v) and wait\nset [scroll x v] to [0]\nbroadcast (camera loop v)\nbroadcast (backround loop v)\nbroadcast (coinloop v)\ngo to x: (0) y: (200)\nshow\nset [scroll x v] to [0]\nset [background v] to [1]\ngo to x: (-205) y: (-56)\nshow\ngo to [front v] layer\nset rotation style [left-right v]\nset size to (48) %\nset [frame v] to [0]\nset [velocità_y v] to [0]\nforever\n switch costume to ( v)\n if <<(velocità_y) < [4]> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n change [velocità_y v] by (-1.2)\n else\n change [velocità_y v] by (-2)\n end\n change y by (velocità_y)\n tocca terra <(velocità_y) > [0]>\n set [velocità x v] to ((velocità x) * (0.7))\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <mouse down?>> then\n if <<(pulsante salto) = [0]> and <(caduta) = [0]>> then\n set [velocità_y v] to [15]\n set [pulsante salto v] to [1]\n set [caduta v] to [6]\n end\n else\n set [pulsante salto v] to [0]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [velocità x v] by (1.5)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [velocità x v] by (-1.5)\n end\n if <(velocità x) > [0.5]> then\n cammina [90] (velocità x)\n else\n if <(velocità x) < [-0.5]> then\n cammina [-90] (velocità x)\n else\n set [frame v] to [0]\n end\n end\n if <touching (_edge_ v)?> then\n set x to (-240)\n set [scroll x v] to [0]\n broadcast (ricomincia v)\n end\n create clone of (_myself_ v)\nend\n\nswitch costume to (stand_1 v)\n\nset [caduta v] to [0]\n\nif <(background) < [3]> then\n\nwhen I start as a clone\nrepeat (10)\n go to [front v] layer\n change size by (-1)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n\n\nwait until <[] > (☁ high score)>\n\nwhen flag clicked\nwait (3) seconds\nforever\n\nwhen I receive [camera loop v]\nforever\n change [scroll x v] by (x position)\n set x to (0)\nend\n\nset x to (-240)\n\npoint towards (livelli v)\nset rotation style [left-right v]\n\npoint in direction (90)\n\nturn right (15) degrees\n\ngo to (mouse-pointer v)\n\nbroadcast (ricomincia v)\n\nwhen flag clicked\nwait (3) seconds\nforever\n start sound [AwEsOmEfAcE2 v]\n play sound [13 v] until done\n start sound [His World \(Remix\) v]\n play sound [Digital Insanity \(Kenet & Rez\) - Unreal Superhero v] until done\n set volume to (90) %\nend\n\nforever\n\n@moneta\n\nwhen I receive [setup v]\nset y to (5)\nset [coinx v] to [380]\ncreate clone of (_myself_ v)\nset [coinx v] to [420]\ncreate clone of (_myself_ v)\nset [coinx v] to [480]\ncreate clone of (_myself_ v)\nset [coinx v] to [300]\ncreate clone of (_myself_ v)\nset [coinx v] to [100]\ncreate clone of (_myself_ v)\nset [coinx v] to [140]\ncreate clone of (_myself_ v)\nset [coinx v] to [520]\ncreate clone of (_myself_ v)\nset [coinx v] to [600]\ncreate clone of (_myself_ v)\nset [coinx v] to [689]\ncreate clone of (_myself_ v)\nset [coinx v] to [999]\nset y to (300)\nhide\nset [coinx v] to [-1000]\nset [ghost v] effect to (100)\n\nwhen flag clicked\nset [coins v] to [0]\nhide\nwait (4) seconds\nshow\nset size to (30) %\nset [coins v] to [0]\n\nwhen I receive [coinloop v]\nforever\n set x to ((coinx) - (scroll x))\n if <(x position) = [240]> then\n hide\n else\n show\n if <(x position) = [-240]> then\n hide\n else\n show\n end\n if <touching (ninja v)?> then\n hide\n change [coins v] by (1)\n play sound [Coin v] until done\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nforever\n wait (0.1) seconds\n next costume\nend\n\ncreate clone of (_myself_ v)\n\n
Sketch- A Mobile Friendly Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [next level v]\nswitch backdrop to (backdrop2 v)\nwait (0.2) seconds\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [done v]\nswitch backdrop to (backdrop3 v)\n\n@Stickman \n\nwhen flag clicked\nshow\nforever\n if <(Die?) = [No]> then\n if <(Stop?) = [No]> then\n if <not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (walk1 v)\n wait (0.05) seconds\n switch costume to (walk2 v)\n wait (0.05) seconds\n switch costume to (walk3 v)\n wait (0.05) seconds\n switch costume to (walk4 v)\n wait (0.05) seconds\n switch costume to (walk5 v)\n wait (0.05) seconds\n switch costume to (walk6 v)\n wait (0.05) seconds\n switch costume to (walk7 v)\n wait (0.05) seconds\n switch costume to (walk8 v)\n wait (0.05) seconds\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (costume1 v)\n wait (0.05) seconds\n switch costume to (costume2 v)\n wait (0.05) seconds\n switch costume to (costume3 v)\n wait (0.05) seconds\n switch costume to (costume4 v)\n wait (0.05) seconds\n switch costume to (costume5 v)\n wait (0.05) seconds\n switch costume to (costume6 v)\n wait (0.05) seconds\n switch costume to (costume7 v)\n wait (0.05) seconds\n switch costume to (costume8 v)\n wait (0.05) seconds\n end\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (walk1 v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (costume1 v)\n end\n end\n end\n end\n if <(Stop?) = [Yes]> then\n switch costume to (walk1 v)\n end\n if <<touching (eraser v)?> or <<(y position) < [-168]> or <(Die?) = [yes]>>> then\n if <(costume [number v]) < [9]> then\n wait (0.02) seconds\n switch costume to (erase v)\n wait (0.02) seconds\n switch costume to (erase2 v)\n wait (0.02) seconds\n switch costume to (erase3 v)\n wait (0.02) seconds\n switch costume to (erase4 v)\n wait (0.02) seconds\n switch costume to (erase5 v)\n wait (0.02) seconds\n switch costume to (erase6 v)\n wait (0.02) seconds\n switch costume to (erase7 v)\n wait (0.02) seconds\n switch costume to (erase8 v)\n hide\n end\n if <(costume [number v]) > [8]> then\n wait (0.02) seconds\n switch costume to (erase-2 v)\n wait (0.02) seconds\n switch costume to (erase-2-2 v)\n wait (0.02) seconds\n switch costume to (erase-2-3 v)\n wait (0.02) seconds\n switch costume to (erase-2-4 v)\n wait (0.02) seconds\n switch costume to (erase-2-5 v)\n wait (0.02) seconds\n switch costume to (erase-2-6 v)\n wait (0.02) seconds\n switch costume to (erase-2-7 v)\n wait (0.02) seconds\n switch costume to (erase-2-8 v)\n hide\n end\n switch costume to (walk1 v)\n show\n end\nend\n\nwhen I receive [die v]\nif <(costume [number v]) > [8]> then\n switch costume to (costume1 v)\nend\n\nwhen I receive [die v]\nif <(costume [number v]) < [9]> then\n switch costume to (walk1 v)\nend\n\nwhen I receive [next level v]\nhide\nwait (0.2) seconds\nshow\n\nwhen I receive [done v]\nhide\n\nwhen flag clicked\nforever\n go to (hitbox v)\nend\n\nhide\n\nhide\n\n@hitbox\n\nwhen flag clicked\nforever\n if then\n broadcast (NEXT LEVEL v)\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-242) y: (-50)\n wait (.2) seconds\n set [xv v] to [0]\n set [yv v] to [0]\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset [die? v] to [No]\npoint in direction (90)\nset [yv v] to [0]\nset [xv v] to [0]\nset [level v] to [1]\nswitch costume to (costume1 v)\nshow\ngo to x: (-200) y: (-50)\nforever\n if <(Stop?) = [No]> then\n set size to (50) %\n go to [front v] layer\n if <touching color (#000000)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n set [yv v] to [10.5]\n end\n end\n change y by (1)\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((xv) * (0.88))\n change x by (xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((xv) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n if <(xv) > [0]> then\n set [xv v] to [-2]\n else\n set [xv v] to [-2]\n end\n set [yv v] to [-2]\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 color (#000000)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <key (r v) pressed?> then\n go to x: (-242) y: (-50)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n end\n if <<(Ink) < [0]> or <(Ink) = [0]>> then\n set [ink v] to [0]\n end\n if <(Level) = [41]> then\n broadcast (Done v)\n end\n if <<touching (eraser v)?> or <(y position) < [-168]>> then\n set [die? v] to [Yes]\n wait (0.5) seconds\n broadcast (Die v)\n go to x: (-242) y: (-50)\n set [die? v] to [No]\n set [xv v] to [0]\n set [yv v] to [0]\n end\nend\n\nwhen I receive [restart v]\ngo to x: (-242) y: (-50)\nset [xv v] to [0]\nset [yv v] to [0]\n\n@Level\n\nwhen flag clicked\nset [beginning of level ink v] to [100]\nswitch costume to (costume1 v)\ngo to [back v] layer\nshow\ngo to x: (36) y: (28)\n\nwhen I receive [next level v]\nerase all\nnext costume\nchange [level v] by (1)\nset [beginning of level ink v] to (Ink)\n\nwhen I receive [next level v]\nhide\nwait (0.2) seconds\nshow\n\n@Eraser\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen I receive [next level v]\nhide\nwait (0.2) seconds\nshow\n\n@Restart Button\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n if <not <(Stop?) = [Yes]>> then\n go to x: (30) y: (-13)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n if <mouse down?> then\n wait until <not <mouse down?>>\n broadcast (restart v)\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen I receive [done v]\nhide\n\n@Draw Button\n\nwhen flag clicked\nset pen color to (#000000)\nset pen size to (10)\nswitch costume to (costume1 v)\nset [stop? v] to [No]\nset [pen mode? v] to [No]\nshow\ngo to x: (-182) y: (-184)\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n if <(Ink) > [0]> then\n if <not <(costume [number v]) = [2]>> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n if <mouse down?> then\n switch costume to (costume2 v)\n end\n else\n set [brightness v] effect to (0)\n end\n else\n if <(Stop?) = [no]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n if <mouse down?> then\n wait until <not <mouse down?>>\n switch costume to (costume1 v)\n end\n else\n set [brightness v] effect to (0)\n end\n end\n end\n end\n if <<mouse down?> and <(costume [number v]) = [2]>> then\n set [stop? v] to [yes]\n go to (mouse-pointer v)\n pen down\n else\n pen up\n go to x: (-182) y: (-184)\n set [stop? v] to [no]\n end\n if <<(Ink) > [100]> or <(Ink) = [100]>> then\n set [ink v] to [100]\n else\n set [ink v] to (Ink)\n end\n if <<(Ink) < [0]> or <(Ink) = [0]>> then\n pen up\n switch costume to (costume1 v)\n set [ink v] to [0]\n go to x: (-182) y: (-184)\n end\nend\n\nwhen flag clicked\nforever\n if <<mouse down?> and <(costume [number v]) = [2]>> then\n wait (0.5) seconds\n change [ink v] by (-1)\n else\n change [ink v] by (0)\n end\nend\n\nwhen flag clicked\nforever\n if <(Ink) = [100]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait (0.5) seconds\n change [ink v] by (-1)\n else\n change [ink v] by (0)\n end\n end\nend\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\nhide\n\n@Erase Button\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n go to x: (-380) y: (-15)\n if <not <(Stop?) = [Yes]>> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n if <mouse down?> then\n set [stop? v] to [Yes]\n wait until <not <mouse down?>>\n erase all\n set [stop? v] to [No]\n set [ink v] to (round ((Ink) + (((Beginning of Level Ink) - (Ink)) / (4))))\n set [beginning of level ink v] to (Ink)\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [done v]\nswitch costume to (costume2 v)\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\n\n@Ink\n\nwhen flag clicked\nshow\nset [ink v] to [100]\nforever\n switch costume to (letter (1) of (Ink))\n if <(Ink) < [100]> then\n hide\n end\n if <(Ink) = [100]> then\n if <(NEXT LEVEL) = [No]> then\n show\n end\n end\nend\n\nwhen I receive [next level v]\nif <(Ink) = [100]> then\n set [next level v] to [Yes]\n hide\n wait (0.2) seconds\n set [next level v] to [No]\n show\nend\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\nhide\n\n@Ink2\n\nwhen flag clicked\nswitch costume to (0 v)\nshow\nforever\n if <(NEXT LEVEL) = [No]> then\n if <(Ink) = [100]> then\n switch costume to (letter (2) of (Ink))\n show\n end\n if <<(Ink) < [100]> and <(Ink) > [9]>> then\n if <not <(Ink) = [0]>> then\n show\n switch costume to (letter (1) of (Ink))\n end\n end\n if <(Ink) < [10]> then\n if <not <(Ink) = [0]>> then\n hide\n end\n end\n end\n if <(Ink) = [0]> then\n repeat until <(Ink) > [0]>\n hide\n end\n end\nend\n\nwhen I receive [next level v]\nset [next level v] to [Yes]\nif <(Ink) > [0]> then\n hide\n wait (0.2) seconds\n set [next level v] to [No]\n show\nend\n\nwhen flag clicked\nif <(Ink) = [0]> then\n hide\n stop [this script v]\nend\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\nhide\n\n@Ink3\n\nwhen flag clicked\nshow\nforever\n if <(Ink) = [100]> then\n switch costume to (letter (3) of (Ink))\n end\n if <<(Ink) < [100]> and <(Ink) > [9]>> then\n switch costume to (letter (2) of (Ink))\n end\n if <<(Ink) < [10]> and <(Ink) > [0]>> then\n switch costume to (letter (1) of (Ink))\n end\n if <(Ink) = [0]> then\n switch costume to (0 v)\n end\nend\n\nwhen I receive [next level v]\nhide\nwait (0.2) seconds\nshow\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\nhide\n\n@Pen\n\nwhen flag clicked\nerase all\ngo to x: (195) y: (180)\nforever\n if <(Level) = [22]> then\n set pen size to (50)\n set pen color to (#000000)\n pen down\n show\n glide (2) secs to x: (195) y: (-109)\n glide (0.2) secs to x: (225) y: (-109)\n hide\n stop [this script v]\n else\n pen up\n set pen size to (20)\n hide\n end\nend\n\n@Ink bottle2\n\nwhen flag clicked\nforever\n go to x: (-95) y: (25)\n if <(Level) = [18]> then\n show\n if <touching (hitbox v)?> then\n \n hide\n if <(Ink) < [90]> then\n change [ink v] by (10)\n stop [this script v]\n end\n if <(Ink) > [90]> then\n set [ink v] to [100]\n stop [this script v]\n end\n end\n end\n else\n hide\n end\nend\n\nset [level v] to [18]\n\n@Ink bottle3\n\nwhen flag clicked\nforever\n go to x: (-50) y: (26)\n if <(Level) = [18]> then\n show\n if <touching (hitbox v)?> then\n \n hide\n if <(Ink) < [81]> then\n change [ink v] by (20)\n stop [this script v]\n end\n if <(Ink) > [80]> then\n set [ink v] to [100]\n end\n end\n end\n else\n hide\n end\nend\n\n@Fake ink bottle\n\nwhen flag clicked\nforever\n go to x: (150) y: (-35)\n if <(Level) = [18]> then\n show\n if <touching (hitbox v)?> then\n change [ink v] by (-20)\n repeat until \n hide\n end\n end\n else\n if <not <(Level) = [18]>> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n go to x: (150) y: (-35)\n if <(Level) = [34]> then\n show\n if <touching (hitbox v)?> then\n change [ink v] by (-20)\n \n hide\n end\n end\n else\n if <not <(Level) = [18]>> then\n hide\n end\n end\nend\n\n@Ink bottle4\n\nwhen flag clicked\nforever\n go to x: (-50) y: (20)\n if <(Level) = [25]> then\n show\n if <touching (hitbox v)?> then\n \n hide\n if <(Ink) < [81]> then\n change [ink v] by (20)\n stop [this script v]\n end\n if <(Ink) > [80]> then\n set [ink v] to [100]\n end\n end\n end\n else\n hide\n end\nend\n\n@Ink bottle5\n\nwhen flag clicked\nforever\n go to x: (-95) y: (25)\n if <(Level) = [29]> then\n show\n if <touching (hitbox v)?> then\n \n hide\n if <(Ink) < [86]> then\n change [ink v] by (15)\n stop [this script v]\n end\n if <(Ink) > [85]> then\n set [ink v] to [100]\n end\n end\n end\n else\n hide\n end\nend\n\n@Ink bottle\n\nwhen flag clicked\nforever\n if <(Level) = [12]> then\n show\n if <touching (hitbox v)?> then\n \n hide\n if <(Ink) < [90]> then\n change [ink v] by (10)\n stop [this script v]\n end\n if <(Ink) > [90]> then\n set [ink v] to [100]\n end\n end\n end\n else\n hide\n end\nend\n\n@Fake ink bottle2\n\nwhen flag clicked\nforever\n go to x: (150) y: (-30)\n if <(Level) = [25]> then\n show\n if <touching (hitbox v)?> then\n change [ink v] by (-20)\n \n hide\n end\n end\n else\n hide\n end\nend\n\n@Fake ink bottle3\n\nwhen flag clicked\nforever\n go to x: (150) y: (215)\n if <(Level) = [26]> then\n show\n if <touching (hitbox v)?> then\n change [ink v] by (-20)\n \n hide\n end\n end\n else\n hide\n end\nend\n\n@Fake ink bottle4\n\nwhen flag clicked\nforever\n go to x: (16) y: (240)\n if <(Level) = [30]> then\n show\n if <touching (hitbox v)?> then\n change [ink v] by (-20)\n \n hide\n end\n end\n else\n hide\n end\nend\n\n@Pen2\n\nwhen flag clicked\nerase all\ngo to x: (-95) y: (163)\nforever\n if <(Level) = [32]> then\n set pen size to (50)\n set pen color to (#000000)\n pen down\n show\n glide (2) secs to x: (152) y: (-111)\n pen up\n glide (2) secs to x: (152) y: (163)\n pen down\n glide (2) secs to x: (-95) y: (-111)\n pen up\n glide (0.5) secs to x: (225) y: (-111)\n hide\n stop [this script v]\n else\n pen up\n set pen size to (20)\n hide\n end\nend\n\n@Fake ink bottle5\n\nwhen flag clicked\nforever\n go to x: (200) y: (-20)\n if <(Level) = [32]> then\n show\n if <touching (hitbox v)?> then\n change [ink v] by (-20)\n \n hide\n end\n end\n else\n hide\n end\nend\n\n@Fake ink bottle6\n\nwhen flag clicked\ngo to x: (-55) y: (240)\nforever\n if <(Level) = [33]> then\n show\n if <touching (hitbox v)?> then\n change [ink v] by (-20)\n \n hide\n end\n stop [this script v]\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [35]> then\n go to x: (130) y: (200)\n show\n if <touching (hitbox v)?> then\n change [ink v] by (-20)\n \n hide\n end\n end\n else\n if <not <(Level) = [33]>> then\n hide\n end\n end\nend\n\n
READ ALL INSTRUCTIONS\nDouble-click green flag\nArrow keys, WASD, or mobile to move\nR or restart button to restart\nClick/tap the pen on the bottom-left corner to be able to draw (draw with mouse/finger) and click/tap it again so that you can move on mobile\nThe pen will say "Equipped" if it's equipped (use fullscreen to see)\nClick/tap the eraser on the bottom-left corner to erase all\nWhen you erase, you get 1/4 of your ink back\nIf you run out of ink, you might want to click the green flag again\nYou can't move when you're drawing\n40 levels\nNo ads
Glass: A unique platformer
@Stage\n\nwhen I receive [play v]\nforever\n play sound [Creo - Dark Tides v] until done\nend\n\n@Player\n\nwhen [space v] key pressed\nnext costume\n\nwhen I receive [play v]\ngo to [front v] layer\nswitch costume to (costume2 v)\nset [ghost v] effect to (0)\nshow\ngo to x: (-171) y: (-94)\nset [level v] to [1]\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\nforever\n if <touching (bouncers v)?> then\n start sound [Boing v]\n set [y v] to [20]\n end\n change [y v] by (-1)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x v] by (-0.8)\n switch costume to (costume1 v)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (costume2 v)\n change [x v] by (0.8)\n end\n change x by (x)\n set [x v] to ((x) * (0.9))\n if <<touching (ground v)?> or <touching (grass!!! v)?>> then\n if <<(x) < [-5]> or <(x) > [5]>> then\n if <touching (ground v)?> then\n break\n broadcast (dead v)\n end\n end\n change y by (1)\n end\n if <<touching (ground v)?> or <touching (grass!!! v)?>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <touching (grass!!! v)?>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <touching (grass!!! v)?>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <touching (grass!!! v)?>> then\n change y by (-4)\n change x by ((x) * (-1))\n if <touching (ground v)?> then\n if <(y) < [-13]> then\n break\n broadcast (dead v)\n end\n end\n set [x v] to [0]\n change x by (-0.1)\n end\n change y by (y)\n if <<touching (ground v)?> or <touching (grass!!! v)?>> then\n if <touching (ground v)?> then\n if <(y) < [-12]> then\n break\n broadcast (dead v)\n end\n end\n change y by ((0) - (y))\n set [y v] to [1]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <<touching (ground v)?> or <touching (grass!!! v)?>>> then\n if <touching (grass!!! v)?> then\n if <(y) < [-12]> then\n break\n broadcast (dead v)\n end\n end\n set [y v] to [15]\n end\n change y by (1)\n if <(y position) > [180]> then\n set [y v] to [0]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <(x position) > [210]> then\n go to x: (-180) y: (-50)\n broadcast (levelup v)\n change [level v] by (1)\n end\n if <(y position) < [-175]> then\n break\n go to x: (-180) y: (-50)\n broadcast (dead v)\n end\n if <(Level) = [15]> then\n broadcast (end v)\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [levelup v]\ngo to x: (-180) y: (-50)\nset [x v] to [0]\nset [y v] to [0]\n\ndefine break\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (costume3 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume4 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\nstart sound [Glass Breaking v]\ngo to x: (-180) y: (-50)\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n set [death effect v] to [10]\n repeat (20)\n change x by (-3)\n change [death effect v] by (-1)\n change y by (death effect)\n change [ghost v] effect by (5)\n end\nelse\n set [death effect v] to [10]\n repeat (20)\n change x by (3)\n change [death effect v] by (-1)\n change y by (death effect)\n change [ghost v] effect by (5)\n end\nend\ndelete this clone\n\nwhen [r v] key pressed\nbreak\nbroadcast (dead v)\nwait until <not <key (r v) pressed?>>\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\n\n@Ground\n\nwhen I receive [levelup v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\n\nbroadcast (levelup v)\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\n\n@text\n\nwhen flag clicked\nhide\nforever\n switch costume to ([costume # v] of [ground v])\n go to [front v] layer\nend\n\nwhen I receive [play v]\nshow\n\nwhen flag clicked\nhide\n\n@GRASS!!!\n\nwhen flag clicked\nforever\n switch costume to ([costume # v] of [ground v])\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\n\n@grass blades\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to ([costume # v] of [ground v])\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\n\n@Moon\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\nwait (2) seconds\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\nwait (2) seconds\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\n\nwhen I start as a clone\ngo to [back v] layer\nset [ghost v] effect to (50)\nforever\n repeat (100)\n switch costume to (costume3 v)\n change size by (1)\n switch costume to (costume2 v)\n end\n repeat (100)\n switch costume to (costume3 v)\n change size by (-1)\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\n\n@Thumbnail\n\nwhen [timer v] > (0.0001)\nstart sound [Disconnect v]\nshow\ngo to [front v] layer\nset size to (1) %\nswitch costume to (costume1 v)\nrepeat (10)\n change size by (10)\nend\nswitch costume to (costume2 v)\nset size to (100) %\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwait (1) seconds\n\nwhen flag clicked\nhide\n\n@Bouncers\n\nwhen I receive [levelup v]\nnext costume\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\ngo to [back v] layer\n\nbroadcast (levelup v)\n\nwhen I receive [play v]\nshow\n\n@Intro\n\nwhen flag clicked\npoint in direction (90)\nset size to (100) %\nstart sound [938418_Teminite---Rise-And-Shine2 v]\nswitch costume to (bg v)\ncreate clone of (_myself_ v)\nswitch costume to (diamond v)\ncreate clone of (_myself_ v)\nswitch costume to (shockline1 v)\ncreate clone of (_myself_ v)\nswitch costume to (text v)\ncreate clone of (_myself_ v)\nswitch costume to (black effect v)\ncreate clone of (_myself_ v)\nhide\nrepeat (8)\n wait (0.5) seconds\n switch costume to (effectsquare1 v)\n create clone of (_myself_ v)\n broadcast (Boom v)\nend\nwait (0.5) seconds\nbroadcast (Boom v)\nswitch costume to (effectsquare1 v)\ncreate clone of (_myself_ v)\nswitch costume to (square v)\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nbroadcast (Boom v)\nswitch costume to (effectsquare1 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [3]> then\n set [intro v] to [16]\n repeat (8)\n next costume\n change [intro v] by (-2)\n change size by (intro)\n end\nend\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n set size to (50) %\n set [intro v] to [10]\n repeat (10)\n change [intro v] by (-1)\n change size by (intro)\n end\nend\n\nwhen I receive [boom v]\nif <(costume [number v]) = [12]> then\n create clone of (_myself_ v)\n set [intro v] to [20]\n repeat (10)\n if <(size) > [100]> then\n turn right (intro) degrees\n switch costume to (blank v)\n change size by (intro)\n switch costume to (diamond v)\n change [intro v] by (-2)\n else\n turn right (intro) degrees\n change size by (intro)\n switch costume to (diamond v)\n change [intro v] by (-2)\n end\n end\n if <(size) > [400]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [12]> then\n point in direction (90)\n set size to (0) %\nend\n\nwhen I receive [boom v]\nif <(costume [number v]) = [1]> then\n set size to (120) %\n set [dir v] to (pick random (90) to (100))\n repeat (15)\n change size by (-2)\n turn right (((dir) - (direction)) / (10)) degrees\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [13]> then\n set size to (0) %\n repeat (60)\n if <(size) > [100]> then\n turn right (10) degrees\n switch costume to (blank v)\n change size by (40)\n switch costume to (square v)\n else\n turn right (10) degrees\n change size by (40)\n end\n end\n broadcast (EndIntro v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I receive [endintro v]\nbroadcast (play v)\nif <not <(costume [number v]) = [13]>> then\n delete this clone\nend\n\nwhen I receive [boom v]\nif <(costume [number v]) = [14]> then\n switch costume to (blank v)\n set size to (150) %\n switch costume to (black effect v)\n point in direction (90)\n set [bounce vel v] to [20]\n repeat (15)\n set [bounce vel v] to (((Bounce Vel) * (0.6)) + (((90) - (direction)) / (3)))\n turn right (Bounce Vel) degrees\n end\nend\n\n
Arrow keys, WAD or tap to move. R to restart.\nThe rest of the instructions are in the project.\n\nI spent a lot of time on this.\nNo, I did not reshare for fame. I added a new mechanic and some levels for bounce pads.
☁Mine Shaft☁- A Multiplayer Scrolling Platformer!
@Stage\n\nwhen [c v] key pressed\nif <(username) = [bookdog17]> then\n\nwhen flag clicked\nshow list [code v]\n\nwhen [a v] key pressed\nif <(username) = [bookdog17]> then\n show list [code v]\nelse\n show list [code v]\nend\n\n@blank\n\n@Player\n\ndefine Game On\nset size to (100) %\nclear graphic effects\ngo to [front v] layer\nshow\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\npoint in direction (90)\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Test - Die\nif <<touching (danger v)?> or <touching (enemy v)?>> then\n set [exit v] to [die]\nend\n\ndefine Change Player Y By (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (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 Game - Win\nset rotation style [left-right 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\nsend cloud data\nchange [level v] by (1)\nwait (1) seconds\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?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platform v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset rotation style [left-right v]\nset [exit v] to []\nrepeat (20)\n change y by ((((100) - (y position)) / (4)) - (0.5))\nend\nbroadcast (effect v)\nrepeat until <(y position) < [-179]>\n change y by ((((-180) - (y position)) / (6)) - (0.5))\n change [ghost v] effect by (5)\nend\nhide\nwait (0.3) seconds\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (2) layers\nend\n\ndefine Tick\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [sx v] by (-2)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player X By (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [4]> then\n set [sy v] to [15]\n end\nend\nchange [sy v] by (-2)\nChange Player Y By (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL X) > [4255]> then\n set [scroll x v] to [4255]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (5)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\nwhen I receive [begin v]\nforever\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> and <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>>>> then\n switch costume to (player v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (water v)?> then\n repeat (10)\n change [sy v] by ((((0) - (sy)) / (3)) - (0.3))\n end\n repeat (10)\n change [sy v] by ((((15.5) - (sy)) / (3.5)) - (0.3))\n end\n else\n set rotation style [left-right v]\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nset [max players v] to [8]\nset [my player # v] to [0]\nhide\nbroadcast (setup - opponents v) and wait\nswitch backdrop to (joining v)\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > [0]> then\n switch backdrop to (joined v)\n wait (0.8) seconds\n switch backdrop to (blank v)\n broadcast (begin v)\n show\nelse\n switch backdrop to (full v)\nend\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n set [☁ p8 v] to (value)\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (join (username) (join [ ] (item (say) of [chat v]))) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite ((SCROLL X) + (x position)) to encoded\nwrite ((SCROLL Y) + (y position)) to encoded\nwrite (costume) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\nwhen I receive [begin v]\nset [level v] to [1]\nforever\n broadcast (reset v) and wait\n broadcast (setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\nwhen I receive [stopclicked v]\nhide\n\nwhen I receive [touch player v]\nset [exit v] to [die]\n\nwhen flag clicked\nforever\n set [player: in air v] to (in air)\nend\n\nwhen flag clicked\nshow list [chat v]\nset [say v] to []\n\nwhen I receive [begin v]\nforever\n if <key (t v) pressed?> then\n hide list [chat v]\n ask [] and wait\n set [say v] to (answer)\n show list [chat v]\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(say) > []> then\n wait (5) seconds\n set [say v] to []\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(say) > []> then\n think (join (join (MY PLAYER #) (join [ : ] (username))) (join [- ] (item (say) of [chat v])))\n else\n think (join (MY PLAYER #) (join [ - ] (username)))\n end\nend\n\nwhen flag clicked\nforever\n set [costume v] to (costume [number v])\nend\n\nwhen [right arrow v] key pressed\nswitch costume to (player v)\n\nwhen [left arrow v] key pressed\nswitch costume to (player 2 v)\n\nwhen flag clicked\nforever\n play sound [recording1 v] until done\nend\n\n@Opponents\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n tick\n end\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n set [value v] to (☁ P8)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setup - opponents v]\nsetup players\n\ndefine tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nthink (join (player #) (join [ - ] (value)))\nvalue = read from encoded\nvalue = read from encoded\nx: ((value) - (SCROLL X))\nvalue = read from encoded\ny: ((value) - (SCROLL Y))\nvalue = read from encoded\nswitch costume to (value)\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\ndefine y: (y)\nset y to (y)\nif <(y) = (y position)> then\n if <(visible) = [1]> then\n set [visible v] to [1]\n set [ghost v] effect to (0)\n end\nelse\n set [visible v] to [0]\n set [ghost v] effect to (100)\nend\n\ndefine x: (x)\nset x to (x)\nif <(x) = (x position)> then\n set [visible v] to [1]\n set [ghost v] effect to (0)\nelse\n set [visible v] to [0]\n set [ghost v] effect to (100)\nend\n\n@Platform\n\nwhen I receive [tick v]\nposition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [green flag v]\nshow\n\ndefine clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 1 v)\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [0] y: [360]\n clone at x: [0] y: [360]\n clone at x: [360] y: [0]\n clone at x: [0] y: [360]\n clone at x: [0] y: [360]\n clone at x: [0] y: [230]\n clone at x: [0] y: [360]\n clone at x: [0] y: [360]\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [stopclicked v]\nhide variable [seconds v]\nhide\ndelete this clone\n\n@Danger\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [setup v]\ngo to [back v] layer\nset [danger: x v] to [-50]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [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 position (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 [danger: x v] by (x)\nchange [danger: y v] by (y)\nnext costume\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tick v]\nposition ((Danger: x) - (SCROLL X)) ((Danger: y) - (SCROLL Y))\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nshow list [code v]\n\nwhen [c v] key pressed\nshow list [code v]\n\n@Loading\n\nwhen flag clicked\ngo [forward v] (213) layers\nset size to (100) %\nhide\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (0)\n\nwhen I receive [join game v]\n\nwhen I receive [connected v]\nhide\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 flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\nrepeat (11)\n create clone of (_myself_ v)\n turn right (40) degrees\nend\n\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen backdrop switches to [joined v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@thumbnail!!!\n\nwhen flag clicked\nhide\n\n@griffpatch\n\nforever\n say [1. griffpatch]\nend\n\nwhen flag clicked\nhide\n\n@Chat\n\nwhen flag clicked\nhide\nwait (4.5) seconds\nshow\n\n
WARNING!!! IF YOU ARE A NEW SCRATCHER U WILL NOT BE ABLE TO SEE ANYONE!!!\n\n----------------------EVEN MORE NOTES!-----------------------\nThis project was mass reported :( \n\n---------------------------INSTRUCTIONS-------------------------\nPRESS T TO CHAT!!!\nArrow keys\nOr Mobile!\n---------------------------NOTES------------------------------------\nWARNING THIS IS HARD!!! (But All Levels Are Possible) ᕕ( ᐛ )ᕗ\n\nThis is my first multiplayer scrolling platformer!!! so be nice...\n\nIf you like it make sure to Leave a ❤️, ⭐, and a follow! :)\n\nCheck 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 @cs3970754 for the background\nThanks to @stratfordjames for something on the thumb! And the loading screen!\nThanks to @griffpatch for the tutorial!\nthanks to @-superwooper- for the report button Detector!\nThanks to @jthejet for the loading sprite\nThanks to @bookdog17 For everything else!!!\n\n-------------------------------TAGS-----------------------------------\n#games #all #music #platformer #black #orange #Multiplayer #people #hi #sup #art #first #trending #stories #have #fun #awesome #tag #somthing #ngp #stgp #sfff\n#book #dog #17 #AWESOME!!!\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 #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\nhelw
Platformer Tutorial Part 2!!
@Stage\n\n@Slides\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [slide v] to [1]\ngo to x: (0) y: (0)\nforever\n switch costume to (SLIDE)\n if <<key (space v) pressed?> or <<key (right arrow v) pressed?> or <mouse down?>>> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n set [slide v] to ((SLIDE) + (1))\n switch costume to (SLIDE)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n end\n if <key (left arrow v) pressed?> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n set [slide v] to ((costume [number v]) - (1))\n switch costume to (SLIDE)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n end\nend\n\n@SCRIPTS!!!!!\n\nwhen flag clicked\nReset\nset rotation style [left-right v]\nforever\n Run Game\nend\n\ndefine Run Game\nchange [speed y v] by (-1)\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [speed x v] by (-2)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [speed x v] by (2)\nend\nset [speed x v] to ((Speed X) * (0.7))\nchange x by (Speed X)\nif <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change 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 end\n end\n end\n end\n end\n end\n end\nend\nif <touching (ground v)?> then\n change y by (-8)\n repeat until <not <touching (ground v)?>>\n change x by ((Speed X) * (-1))\n end\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [speed y v] to [10]\n if <(Speed X) < [0]> then\n set [speed x v] to [16]\n else\n set [speed x v] to [-16]\n end\n else\n set [speed x v] to [0]\n end\nend\nchange y by (Speed Y)\nif <touching (ground v)?> then\n repeat until <not <touching (ground v)?>>\n change y by ((Speed Y) * (-1))\n end\n set [speed y v] to [0]\nend\nchange y by (-1)\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <touching (ground v)?>> then\n set [speed y v] to [14]\nend\nchange y by (1)\nif <(x position) > [238]> then\n change [level v] by (1)\n Reset\nend\nif <touching (danger v)?> then\n Reset\nend\n\ndefine Reset\nset [speed y v] to [0]\nset [speed x v] to [0]\ngo to x: (0) y: (0)\n\nwhen flag clicked\nset [level v] to [1]\nforever\n go to x: (0) y: (0)\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\nset [level v] to [1]\nforever\n go to x: (0) y: (0)\n switch costume to (LEVEL)\nend\n\n@NailThumb\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n
This part is not as good.\n\nPART 2!!!!!!!!!!!!!!!!!!\n\nPart 1: https://scratch.mit.edu/projects/421995031/\n\nIf this hits 50 loves and favs then i will make part 3 (maybe)!\n\nClick see inside for scripts\n\n#3 now on tutorials!!\n\nIf there's a part three, there will be particles and coins and more!\n\n#TheCactusMaster #all #AltCacti #Platformer #tuorials
Fall Guys | the ULTIMATE scrolling platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Survive the Fall - Hunt & Team v] until done\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to [front v] layer\nshow\n\nwhen flag clicked\nforever\n if <mouse down?> then\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nrepeat (2)\n go to [front v] layer\nend\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play game v) and wait\n\nwhen I receive [green flag v]\nset [scrollx v] to [0]\nset [scrolly v] to [0]\nhide variable [code v]\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game on\n repeat until <(Exit) > [50]>\n Tick\n broadcast (Tick v) and wait\n end\n if <(Exit) = [win]> then\n Game-win\n else\n Game-Die\n end\nend\n\ndefine Game on\nset [x v] to [0]\nset [y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air? v] to [0]\nset [exit v] to []\nset [scrollx v] to [0]\nset [scrolly v] to [0]\nset size to (100) %\npoint in direction (90)\nset [ghost v] effect to (0)\nshow\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air? v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air? v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((X) - (scrollX)) y: ((Y) - (scrollY))\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [-180]>>> then\n Change player x by [-8]\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <[180] < (mouse x)>>> then\n Change player x by [8]\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change player x by (sx)\nend\nif <<key (up arrow v) pressed?> or <<mouse down?> and <[100] < (mouse y)>>> then\n if <(In air?) < [4]> then\n set [sy v] to [16]\n end\nend\nchange [sy v] by (-2)\nChange player y by (sy)\nTest-Die\nchange [scrollx v] by (round (((X) - (scrollX)) / (4)))\nif <(scrollX) < [0]> then\n if <<(LEVEL) = [3]> or <(LEVEL) = [4]>> then\nend\nchange [scrolly v] by (round (((Y) - (scrollY)) / (10)))\nif <(scrollY) < [0]> then\n set [scrolly v] to [0]\nend\nPosition\nif <(Y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine Change player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (8)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-8)\n if <key (up arrow v) pressed?> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air? v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game-Die\nbroadcast (ELIMINATED v)\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine Test-Die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\ndefine Game-win\nrepeat (50)\n point towards (exit v)\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\nwhen I receive [click v]\n\nwhen flag clicked\n\nrepeat (2)\n go to [front v] layer\nend\n\nwhen flag clicked\nnext costume\n\nforever\n if <touching (land bombs v)?> then\n change [y v] by (100)\n change [x v] by (-100)\n end\nend\n\nwhen flag clicked\n\n@Danger\n\nwhen I receive [green flag v]\nhide\ngo to [back v] layer\n\nwhen I receive [tick v]\nPosition ((X) - (scrollX)) ((Y) - (scrollY))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 1 v)\n Clone at x: [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 (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 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@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((X) - (scrollX)) ((Y) - (scrollY))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 1 v)\n Clone at x: [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 (2 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (3 1 \[middle\] v)\n Clone at x: [-400] y: [0]\n Clone at x: [720] y: [0]\n Clone at x: [660] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (4 v)\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Sprite1\n\nwhen I receive [eliminated v]\nshow\nwait (1) seconds\nhide\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n@Exit\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((X) - (scrollX)) ((Y) - (scrollY))\nif <touching (player v)?> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (closed v)\n Clone at x: [1339] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (closed v)\n Clone at x: [1835] y: [142]\n else\n if <(LEVEL) = [3]> then\n switch costume to (closed v)\n Clone at x: [0] y: [170]\n else\n if <(LEVEL) = [4]> then\n switch costume to (closed v)\n Clone at x: [0] y: [-999]\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\n@land bombs\n\nwhen I receive [green flag v]\n\nhide\ngo to [back v] layer\n\nwhen I receive [tick v]\n\nPosition ((X) - (scrollX)) ((Y) - (scrollY))\n\nwhen I receive [setup v]\n\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 1 v)\n Clone at x: [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 (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 end\nend\n\ndefine Position (x) (y)\n\ngo to x: (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)\n\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nforever\n hide\nend\n\n
this is a scrolling platformer I made \nWRITE "fall guys" in the chat if you like fall guys\n-----------------------------------------------------\nmove with arrow keys \n------------------------------------------------------\npls like and fav if you like this game. write in the chat if you want me to make another one.\n\n\n\nWE REACHED 100 LIKES AND FAVORITES AND 1500 VIEWS!!!!!!!!
Pokemon Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nwait (1) seconds\nswitch backdrop to (backdrop1 v)\n\n@player\n\nwhen flag clicked\nhide\nhide variable [level v]\nwait (1.5) seconds\nshow\nshow variable [level v]\nbroadcast (restart v)\nset [level v] to [1]\nforever\n if <key (left arrow v) pressed?> then\n change [x vel v] by (-1)\n switch costume to (costume1 v)\n end\n if <key (right arrow v) pressed?> then\n change [x vel v] by (1)\n switch costume to (kostüm 1 v)\n end\n set [x vel v] to ((x vel) * (0.9))\n change x by (x vel)\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 vel) * (-1))\n if <key (up arrow v) pressed?> then\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 set [y vel v] to [15]\n else\n set [x vel v] to [0]\n end\n end\n if <touching (water v)?> then\n change [y vel v] by (0.5)\n else\n change [y vel v] by (-1)\n end\n change y by (y vel)\n if <touching (level v)?> then\n change y by ((y vel) - ((y vel) * (2)))\n set [y vel v] to [0]\n end\n change y by (-1)\n if <<touching (level v)?> and <key (up arrow v) pressed?>> then\n set [y vel v] to [15]\n end\n change y by (1)\n create clone of (_myself_ v)\n if <(x position) > [239]> then\n broadcast (next level v) and wait\n change [level v] by (1)\n if <(level) = [21]> then\n hide variable [level v]\n end\n end\n if <touching (spike v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (restart v)\n end\n if <touching (lava v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (restart v)\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [next level v]\nbroadcast (restart v)\n\nwhen I receive [restart v]\nset [x vel v] to [0]\nset [y vel v] to [0]\ngo to x: (-162) y: (31)\n\nwhen I receive [bounce v]\nset [y vel v] to [16]\n\n@votorb\n\nwhen flag clicked\nforever\n show\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n if <([x position v] of [player v]) < (x position)> then\n change [x vel v] by (-0.5)\n end\n if <(x position) < ([x position v] of [player v])> then\n change [x vel v] by (0.5)\n end\n set [x vel v] to ((x vel) * (0.9))\n change x by (x vel)\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 vel) * (-1))\n if <(([x position v] of [player v]) - (70)) < (y position)> then\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 set [y vel v] to [15]\n else\n set [x vel v] to [1]\n end\n end\n if <touching (water v)?> then\n change [y vel v] by (0.5)\n else\n change [y vel v] by (-1)\n end\n change y by (y vel)\n if <touching (level v)?> then\n change y by ((y vel) - ((y vel) * (2)))\n set [y vel v] to [0]\n end\n change y by (-1)\n if <touching (water v)?> then\n if <(([x position v] of [player v]) - (50)) < (y position)> then\n set [level v] to [15]\n end\n end\n if <touching (spike v)?> then\n broadcast (22 v)\n end\n if <touching (player v)?> then\n broadcast (restart v)\n end\nend\n\nwhen I receive [22 v]\nhide\ngo to x: (-19) y: (-19)\n\n@level\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\nforever\n switch costume to (level)\nend\n\n@spike\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@water\n\nwhen flag clicked\nforever\n set [tide v] to [0]\n repeat (10)\n change [tide v] by (1)\n end\n repeat (20)\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 y to (tide)\n switch costume to (level)\nend\n\n@bounce\n\nwhen flag clicked\nforever\n switch costume to (level)\n if <touching (player v)?> then\n broadcast (bounce v)\n end\nend\n\ndefine clone (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\n@lava\n\nwhen flag clicked\nforever\n set [tide v] to [0]\n repeat (10)\n change [tide v] by (1)\n end\n repeat (20)\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 y to (tide)\n switch costume to (level)\nend\n\n
Controls: Arrow Keys\nDon't touch spikes and voltorbs but they afraid of you :)\nyou can swim on water but don't swim on lava \n\n\n\n
The Test (mobile friendly platformer) #All #Games
@Stage\n\n@Character\n\ndefine Restart\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) 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 (costume3 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 (costume2 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 [y v] to [10]\n set [x 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 (-1.79)\n set [jumping? v] to [Y]\nend\nif <(x position) > [225]> then\n change [level v] by (1)\n change [lava v] by (1)\n Restart\nend\nif <touching (lava v)?> then\n Restart\nend\n\nwhen flag clicked\nRestart\nshow\nset [level v] to [1]\nforever\n Physics\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 flag clicked\nforever\n hide variable [jumping? v]\n hide variable [level v]\n hide variable [slope v]\n hide variable [x v]\n hide variable [y v]\n hide variable [lava v]\n hide variable [cheat code v]\nend\n\nwhen flag clicked\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [y v] to [0]\n repeat (3)\n change [y v] by (3)\n end\n repeat (0)\n change [y v] by (-3)\n end\nend\n\nwhen flag clicked\nforever\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n change [y v] by (15)\n wait (0.45) seconds\n end\nend\n\nwhen I receive [cheat code v]\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [x v] by (6)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [x v] by (-6)\n end\nend\n\nwhen I receive [jumping cheat code v]\nforever\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [y v] to [0]\n repeat (4)\n change [y v] by (4)\n end\n repeat (0)\n change [y v] by (-4)\n end\n end\nend\n\nwhen I receive [superhero v]\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n switch costume to (costume4 v)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n switch costume to (costume5 v)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume3 v)\n\nwhen I receive [batman/ninja/villian v]\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n switch costume to (costume6 v)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n switch costume to (costume7 v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [garena-band-profile_the-script-hall-of-fame-ft-will-i-am-mp3-3-56-mb v] until done\nend\n\nwhen I receive [among us costume v]\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n switch costume to (costume8 v)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n switch costume to (costume9 v)\n end\nend\n\n@Level\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\nforever\n switch costume to (Level)\nend\n\n@Lava\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [lava v] to [1]\nshow\nforever\n switch costume to (Lava)\nend\n\n@Sprite1\n\nwhen this sprite clicked\nask [What’s the cheat code?] and wait\nforever\n if <<(answer) = [RSTFROGFQS]> or <<(answer) = [HRTYUTEHFE]> or <<(answer) = [GFDSRJKLHP]> or <<(answer) = [KLJHBNMCVA]> or <(answer) = [BHGFXDSEWQ]>>>>> then\n broadcast (Cheat code v)\n end\n if <<(answer) = [WHFGITHFDT]> or <<(answer) = [TERWASBVXZ]> or <<(answer) = [KLMONBVCRT]> or <<(answer) = [JKLHGFDCVB]> or <(answer) = [PKLHGYUINA]>>>>> then\n broadcast (Jumping cheat code v)\n end\n if <(answer) = [STRYFGHWFG]> then\n broadcast (Superhero v)\n end\n if <(answer) = [SUVILIONET]> then\n broadcast (Batman/ninja/Villian v)\n end\n if <(answer) = [AMONGUSGUY]> then\n broadcast (Among us costume v)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\n
For mobile:Press on the right side to go right and left to go left. For computer:Arrow keys and WASD\nIf you have cheat codes DO NOT tell them in the comments if you want to ruin someone’s day then......\nHow to get the among us skin?\nGo here: https://scratch.mit.edu/studios/27858735\nAnd read the instructions there\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nWhat else are you looking for?\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nScroll up\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nThere is nothing down there\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nOk fine here is a Batman/ninja/villian code:SUVILIONE*\nBut guess the last digit\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nWell hello again.....\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nOk that’s enough now\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nBye..........
Spring A Platformer
@Stage\n\nwhen I receive [message1 v]\nif <(level) = [14]> then\n switch costume to (costume11 v)\n stop [this script v]\nelse\n next backdrop\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Player\n\nwhen I receive [message1 v]\ngo to x: (-173) y: (-129)\nchange [level v] by (.05)\n\nwhen I start as a clone\nrepeat (20)\n change size by (-5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (-167) y: (-129)\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [x v] by (0.75)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [x v] by (-0.75)\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\npoint in direction (90)\nforever\n change [y v] by (-0.5)\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 if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\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)>>>> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n set [y v] to [10]\n end\n change y by (0.5)\n if <(x position) > [250]> then\n go to x: (-173) y: (-129)\n broadcast (message1 v)\n end\n if <(y position) < [-175]> then\n go to x: (-204) y: (-140)\n end\n if <touching (kah-nee-fay v)?> then\n go to x: (-210) y: (-36)\n end\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nforever\n clear graphic effects\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n go to x: (-173) y: (-122)\n end\n if <(level) = [6]> then\n broadcast (Tower R v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bounce pad v)?> then\n change [y v] by (5)\n change [y v] by (5)\n change [y v] by (5)\n change [y v] by (5)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (stronger bouncepad v)?> then\n change [y v] by (5)\n change [y v] by (5)\n change [y v] by (5)\n change [y v] by (5)\n end\nend\n\nwhen I receive [message 2 v]\ngo to x: (255) y: (126)\n\nwhen flag clicked\nforever\n play sound [Backround2 - Kevin MacLeod Wallpaper v] until done\n play sound [Backround6 - Kevin MacLeod Off to Osaka v] until done\nend\n\nwait (5) seconds\n\n@Spikes\n\nwhen I receive [message1 v]\nif <(level) = [14]> then\n switch costume to (costume11 v)\n stop [this script v]\nelse\n next costume\nend\n\nwhen flag clicked\nshow\ngo to [back v] layer\nswitch costume to (costume1 v)\n\n@Ground\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo [forward v] (99) layers\n\nwhen I receive [message1 v]\nif <(level) = [100]> then\n switch costume to (costume11 v)\n stop [this script v]\nelse\n next costume\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n wait (5) seconds\n broadcast (Message 2 v)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nclear graphic effects\nshow\ngo [forward v] (9999999999999999999999999999) layers\nforever\n wait (.5) seconds\n change [ghost v] effect by (25)\nend\n\n@Updates Thumbnail\n\n@Light\n\nwhen I receive [message1 v]\nif <(level) = [14]> then\n switch costume to (costume11 v)\n stop [this script v]\nelse\n next costume\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen flag clicked\nforever\n go to (player v)\n go to [back v] layer\nend\n\n@Bounce Pad\n\nwhen flag clicked\nshow\ngo to [back v] layer\nswitch costume to (costume2 v)\n\nwhen I receive [message1 v]\nif <(level) = [14]> then\n switch costume to (costume11 v)\n stop [this script v]\nelse\n next costume\nend\n\n@Text\n\nwhen I receive [message1 v]\nif <(level) = [14]> then\n switch costume to (costume11 v)\n stop [this script v]\nelse\n next costume\nend\n\nwhen flag clicked\nshow\ngo to [back v] layer\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\nend\n\n@Stronger Bouncepad\n\nwhen flag clicked\nshow\ngo to [back v] layer\nswitch costume to (costume1 v)\n\nwhen I receive [message1 v]\nif <(level) = [14]> then\n switch costume to (costume11 v)\n stop [this script v]\nelse\n next costume\nend\n\n@Sprite1\n\nwhen this sprite clicked\nhide\nbroadcast (Message 2 v)\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nset size to (50) %\ngo [backward v] (999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999) layers\n\n@Encoder & decoder\n\ndefine Encode (data)\nset [encoded v] to []\nset [letter # v] to [1]\nrepeat (length of (data))\n switch costume to (letter (letter #) of (data))\n set [encoded v] to (join (encoded) (costume [number v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\ndefine Decode (data)\nset [decoded v] to []\nset [letter # v] to [1]\nrepeat (((length of (data)) / (2)) - (1))\n switch costume to (join (letter (letter #) of (data)) (letter ((letter #) + (1)) of (data)))\n set [decoded v] to (join (decoded) (costume [name v]))\n change [letter # v] by (2)\nend\n\nEncode (username)\nDecode (encoded)\nsay (decoded)\n\nwhen [space v] key pressed\nask [What do you want to chat?] and wait\nEncode (join (username) (join [:] (answer)))\nset [☁ cloud process v] to (encoded)\n\nwhen flag clicked\nDecode (☁ cloud process)\nset [latest chat v] to (decoded)\nset [middle v] to (☁ cloud process)\n\nwhen flag clicked\nforever\n if <not <(☁ cloud process) = (middle)>> then\n Decode (☁ cloud process)\n set [middle v] to (☁ cloud process)\n set [latest chat v] to (decoded)\n insert (join (join (current [hour v]) (join [:] (join (current [minute v]) [ ]))) (decoded)) at (1) of [last 30 chats v] \n end\n if <(length of [last 30 chats v]) > [30]> then\n delete (31) of [last 30 chats v]\n end\nend\n\nwhen I receive [message1 v]\nask [What do you want to chat?] and wait\nif <<not <(letter (1) of (answer)) = [ ]>> and <not <(answer) = []>>> then\n Encode (join (username) (join [:] (answer)))\n set [☁ cloud process v] to (encoded)\nend\n\nwhen flag clicked\nset [repeat chat v] to [1]\nforever\n set [re v] to (item (repeat chat) of [last 30 chats v])\n change [repeat chat v] by (1)\n if <(item (repeat chat) of [last 30 chats v]) = (re)> then\n delete (repeat chat) of [last 30 chats v]\n end\n if <(repeat chat) = [31]> then\n set [repeat chat v] to [1]\n end\nend\n\nsay []\n\n@Sprite2\n\n@Encoder & decoder2\n\ndefine Encode (data)\nset [encoded v] to []\nset [letter # v] to [1]\nrepeat (length of (data))\n switch costume to (letter (letter #) of (data))\n set [encoded v] to (join (encoded) (costume [number v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\ndefine Decode (data)\nset [decoded v] to []\nset [letter # v] to [1]\nrepeat (((length of (data)) / (2)) - (1))\n switch costume to (join (letter (letter #) of (data)) (letter ((letter #) + (1)) of (data)))\n set [decoded v] to (join (decoded) (costume [name v]))\n change [letter # v] by (2)\nend\n\nEncode (username)\nDecode (encoded)\nsay (decoded)\n\nwhen [space v] key pressed\nask [What do you want to chat?] and wait\nEncode (join (username) (join [:] (answer)))\nset [☁ cloud process v] to (encoded)\n\nwhen flag clicked\nDecode (☁ cloud process)\nset [latest chat v] to (decoded)\nset [middle v] to (☁ cloud process)\n\nwhen flag clicked\nforever\n if <not <(☁ cloud process) = (middle)>> then\n Decode (☁ cloud process)\n set [middle v] to (☁ cloud process)\n set [latest chat v] to (decoded)\n insert (join (join (current [hour v]) (join [:] (join (current [minute v]) [ ]))) (decoded)) at (1) of [last 30 chats v] \n end\n if <(length of [last 30 chats v]) > [30]> then\n delete (31) of [last 30 chats v]\n end\nend\n\nwhen I receive [chat v]\nhide list [last 30 chats v]\nask [What do you want to chat?] and wait\nif <<not <(letter (1) of (answer)) = [ ]>> and <not <(answer) = []>>> then\n Encode (join (username) (join [:] (answer)))\n set [☁ cloud process v] to (encoded)\nend\n\nwhen flag clicked\nset [repeat chat v] to [1]\nforever\n set [re v] to (item (repeat chat) of [last 30 chats v])\n change [repeat chat v] by (1)\n if <(item (repeat chat) of [last 30 chats v]) = (re)> then\n delete (repeat chat) of [last 30 chats v]\n end\n if <(repeat chat) = [31]> then\n set [repeat chat v] to [1]\n end\nend\n\nsay []\n\n
CHAT UPDATE\nArrow keys to move or wasd. \nYou only have one skip\nKinda short.\nThere is a secret involving the skip, can you find it?\nShift + Flag for turbo mode\nMy sister's platformer https://scratch.mit.edu/projects/430737308/
Color - a platformer :3
@Stage\n\n@Player\n\nwhen flag clicked\nshow\nswitch costume to (player right v)\ngo to [front v] layer\ngo to x: (-216) y: (-150)\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?> or <key (w v) pressed?>> then\n if <(X) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (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 start sound [Jump v]\n end\n end\n change y by (1)\n if <touching (death v)?> then\n broadcast (Respawn v)\n go to x: (-210) y: (-110)\n switch costume to (player v)\n start sound [Death v]\n end\n if <(x position) > [227]> then\n go to x: (-216) y: (-148)\n change [level v] by (1)\n switch costume to (player right v)\n start sound [Next level v]\n end\n if <touching (trampoline v)?> then\n set [y v] to [20]\n start sound [trampoline v]\n end\nend\n\nwhen flag clicked\nset [color v] effect to (0)\nforever\n create clone of (_myself_ v)\n point towards (mouse-pointer v)\nend\n\nwhen I start as a clone\nrepeat (3)\n wait (0.05) seconds\n change size by (10)\n change [ghost v] effect by (25)\nend\ndelete this clone\n\nwhen [space v] key pressed\nchange [color v] effect by (10)\n\nwhen [s v] key pressed\ngo to x: (-216) y: (-145)\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\nwhen [s v] key pressed\nbroadcast (Respawn v)\nchange [level v] by (1)\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 wait (0.1) seconds\n change [color v] effect by (-1)\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\nwhen [space v] key pressed\nnext costume\n\nwhen flag clicked\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\n@DEATH\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen [space v] key pressed\nnext costume\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\nwhen [space v] key pressed\nnext costume\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@Thumbdedum\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\ngo [backward v] (2) layers\n\n@Grass\n\nwhen flag clicked\nshow\ngo [backward v] (100) layers\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen [space v] key pressed\nnext costume\n\n@Trees\n\nwhen flag clicked\nshow\ngo [backward v] (200) layers\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen [space v] key pressed\nnext costume\n\n@Sound\n\nwhen this sprite clicked\nswitch costume to (costume2 v)\nset volume to (0) %\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset volume to (100) %\nforever\n play sound [Unlimited by -Xaf- v] until done\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Introooo\n\nwhen flag clicked\nshow\nstart sound [pop v]\nglide (0) secs to x: (0) y: (-453)\nglide (2) secs to x: (0) y: (0)\nwait (0.5) seconds\nglide (2) secs to x: (0) y: (438)\nhide\n\nwhen [space v] key pressed\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n
Scrolling Platformer Creator assets
@Stage\n\nwhen flag clicked\nforever\n play sound [Treenan v] until done\nend\n\n@scrolling platformer creator assets\n\nwhen flag clicked\nshow\nforever\n change size by (((100) - (size)) / (10))\n go to x: ((mouse x) * (0.02)) y: ((mouse y) * (0.02))\nend\n\nwhen flag clicked\nforever\n if <mouse down?> then\n set size to (130) %\n wait until <not <mouse down?>>\n end\nend\n\ngo to x: (0) y: (0)\nset size to (100) %\n\n
Note: This is a GAME TILESET, so plz click see inside ^_^ (this is not a game...)\n\nThey are all useful tiles for creating games :D\nhope you like it!
knighthood || a scrolling platformer #games
@Stage\n\nwhen [space v] key pressed\n\nset [mouse v] to (join ((scroll x) + (mouse x)) (join [,] ((scroll y) + (mouse y))))\nshow variable [mouse v]\n\nwhen I receive [reset v]\nreset timer\nset [start timer v] to [false]\nwait until <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>\nset [start timer v] to [true]\nreset timer\n\nwhen I receive [tick v]\nif <not <(levels_map) = [true]>> then\n if <(start timer) = [true]> then\n set [timer v] to (round (timer))\n end\nend\n\nwhen I receive [play game v]\nset [timer v] to [0]\n\nwhen I receive [lose v]\nset [timer v] to [0]\n\nwhen flag clicked\nforever\n if <(levels_map) = [false]> then\n set volume to (0) %\n end\n if <(levels_map) = [true]> then\n if <(music?) = [false]> then\n set volume to (0) %\n else\n set volume to (70) %\n end\n end\nend\n\nwhen flag clicked\nwait (15) seconds\nforever\n if <(levels_map) = [true]> then\n play sound [Mushroom Theme v] until done\n end\nend\n\n@blank\n\n@platform\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [tick v]\nposition_platform ((x) - (scroll x)) (((y) - (100)) - (scroll y))\n\nwhen I receive [set up v]\nhide\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: [450] y: [0]\n Clone at x: [620] y: [0]\n Clone at x: [820] y: [150]\n Clone at x: [940] y: [100]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [580] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [0] y: [580]\n Clone at x: [750] y: [0]\n Clone at x: [600] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [700] y: [15]\n Clone at x: [500] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [860] y: [0]\n Clone at x: [860] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (real 3 1 v)\n Clone at x: [470] y: [30]\n Clone at x: [570] y: [50]\n Clone at x: [600] y: [400]\n Clone at x: [800] y: [0]\n end\n end\n end\nend\n\ndefine position_platform (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> 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 [levels_map v]\nhide\ndelete this clone\n\nwhen I receive [win v]\nwait (2) seconds\nhide\ndelete this clone\n\n@play-instructions\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\nif <(clone levels 2 #) = [1]> then\n switch costume to (2 v)\n go to x: (-100) y: (0)\nelse\n if <(clone levels 2 #) = [2]> then\n switch costume to (1 v)\n go to x: (100) y: (0)\n else\n if <(clone levels 2 #) = [3]> then\n switch costume to (knighthood v)\n set size to (90) %\n go to x: (0) y: (0)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [1]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (levels_map v)\n delete this clone\n end\n else\n if <(costume [number v]) = [2]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (instructions v)\n end\n end\n end\n if <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>> then\n set y to (([cos v] of ((intro3) * (2)) ) * (20))\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n else\n set [brightness v] effect to (0)\n end\n else\n change size by ([sin v] of ((10) * (intro3)) )\n end\n change [intro3 v] by (1)\nend\n\nwhen I receive [play-instructions v]\npoint in direction (90)\nset [intro3 v] to [0]\nset [clone levels 2 # v] to [0]\nrepeat (3)\n change [clone levels 2 # v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [levels_map v]\ndelete this clone\n\nwhen I receive [play-instructions v]\ndelete this clone\n\n@player\n\nwhen I receive [start game v]\nbroadcast (Green Flag v) and wait\n\nwhen I receive [play game v]\nforever\n if <not <(LEVEL) = [5]>> then\n if <not <(levels_map) = [true]>> then\n broadcast (reset v)\n set [reset v] to [true]\n broadcast (set up v) and wait\n game on\n repeat until <(EXIT) > []>\n if <not <(levels_map) = [true]>> then\n tick\n broadcast (tick v) and wait\n end\n end\n if <(EXIT) = [win]> then\n broadcast (win v)\n win\n else\n start sound [Crunch v]\n broadcast (lose v)\n Die\n end\n end\n end\nend\n\ndefine game on\npoint in direction (90)\nset [sx v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [in air 2 v] to [0]\nset [x v] to [-150]\nset [y v] to [50]\nset [sy v] to [0]\nset [exit v] to []\nswitch costume to (player v)\nset size to (100) %\nset [ghost v] effect to (100)\nshow\n\nwhen flag clicked\nset [level v] to [0]\nset [levels_unblocked v] to [1]\nhide\ngo to [back v] layer\ngo [forward v] (1) layers\nforever\n if <(LEVEL) = [5]> then\n hide\n end\nend\n\ndefine tick\nif <not <(LEVEL) = [5]>> then\n if <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>> then\n if <key (left arrow v) pressed?> then\n switch costume to (left v)\n change [sx v] by (-2)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (player v)\n change [sx v] by (2)\n end\n if <key (up arrow v) pressed?> then\n if <not <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>> then\n switch costume to (middle v)\n end\n if <(in air 2) < [4]> then\n set [sy v] to [16]\n end\n end\n else\n switch costume to (middle v)\n end\n set [sx v] to ((sx) * (0.8))\n if <([abs v] of (sx) ) > [0.9]> then\n change player x by (round (sx))\n end\n change [sy v] by (-2)\n change player y by (sy)\n test die\n set [scroll x v] to (x)\n change [scroll y v] by (round (((y) - (scroll y)) / (5)))\n if <(scroll x) < [-150]> then\n set [scroll x v] to [-150]\n end\n if <(scroll y) < [0]> then\n set [scroll y v] to [0]\n end\n position\n if <(y) < [-180]> then\n set [exit v] to [die]\n end\nend\n\ndefine change player y by (sy)\nchange [y v] by (sy)\nchange [in air 2 v] by (1)\nposition\nrepeat until <not <touching (platform v)?>>\n if <([abs v] of (sy) ) = (sy)> then\n set [sy v] to [0]\n change [y v] by (-2)\n else\n change [y v] by (2)\n set [in air 2 v] to [0]\n set [in air 2 v] to [0]\n set [sy v] to [0]\n if <[-7] > (sy)> then\n start sound [Land v]\n end\n end\n position\nend\n\ndefine position\ngo to x: ((x) - (scroll x)) y: ((y) - (scroll y))\n\ndefine change player x by (sx)\nchange [x v] by (sx)\nposition\nif <touching (platform v)?> then\n repeat (12)\n change [y v] by (1)\n position\n if <not <touching (platform v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n 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 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)?> or <touching (enemies v)?>> then\n set [exit v] to [die]\nend\n\ndefine win\nrepeat (50)\n point towards (portal v)\n turn right (65) degrees\n move ((distance to [portal v]) / (2)) steps\nend\nhide\nbroadcast (levels_map v)\nif <(LEVEL) = (levels_unblocked)> then\n change [levels_unblocked v] by (1)\n change [coins v] by (18)\nend\nwait (1) seconds\n\n@Levels\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 [levels_map v]\nclone_levels_map\n\ndefine clone_levels_map\npoint in direction (90)\nset [clone levels # v] to [0]\nswitch costume to (1 v)\nrepeat (6)\n change [clone levels # v] by (1)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I receive [start game v]\nbroadcast (play-instructions v)\n\nwhen flag clicked\nset [intro3 v] to [0]\nset [clone levels # v] to [0]\nhide\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nset size to (100) %\nif <(clone levels #) = [1]> then\n go to x: (-300) y: (-20)\n Smooth Glide x: (-190) y: (-20) speed: (7)\nelse\n if <(clone levels #) = [2]> then\n set [ghost v] effect to (50)\n go to x: (-300) y: (-20)\n Smooth Glide x: (-95) y: (-20) speed: (7)\n else\n if <(clone levels #) = [3]> then\n set [ghost v] effect to (50)\n go to x: (-300) y: (-20)\n Smooth Glide x: (0) y: (-20) speed: (7)\n else\n if <(clone levels #) = [4]> then\n set [ghost v] effect to (50)\n go to x: (-300) y: (-20)\n Smooth Glide x: (95) y: (-20) speed: (7)\n else\n if <(clone levels #) = [5]> then\n set [ghost v] effect to (50)\n go to x: (-300) y: (-20)\n Smooth Glide x: (190) y: (-20) speed: (7)\n else\n if <(clone levels #) = [6]> then\n go to x: (0) y: (300)\n Smooth Glide x: (0) y: (0) speed: (7)\n switch costume to (level select v)\n end\n end\n end\n end\n end\nend\nforever\n if <not <(set home 2 to true) = [true]>> then\n if <<<(costume [number v]) = [1]> or <(costume [number v]) > [1]>> and <<(costume [number v]) = [5]> or <(costume [number v]) < [5]>>> then\n point in direction ((90) + (([cos v] of (intro3) ) * (10)))\n else\n change size by ((2) * ([sin v] of (intro3) ))\n end\n change [intro3 v] by (2)\n end\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [1]> then\n if <touching (mouse-pointer v)?> then\n set [level v] to [1]\n if <mouse down?> then\n broadcast (Play game v) and wait\n end\n end\n else\n if <(costume [number v]) = [2]> then\n if <(levels_unblocked) < [2]> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n if <touching (mouse-pointer v)?> then\n set [level v] to [2]\n if <mouse down?> then\n broadcast (Play game v) and wait\n end\n end\n end\n else\n if <(costume [number v]) = [3]> then\n if <(levels_unblocked) < [3]> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n if <touching (mouse-pointer v)?> then\n set [level v] to [3]\n if <mouse down?> then\n broadcast (Play game v) and wait\n end\n end\n end\n else\n if <(costume [number v]) = [4]> then\n if <(levels_unblocked) < [4]> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n if <touching (mouse-pointer v)?> then\n set [level v] to [4]\n if <mouse down?> then\n broadcast (Play game v) and wait\n end\n end\n end\n else\n if <(costume [number v]) = [5]> then\n if <(levels_unblocked) < [5]> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n if <touching (mouse-pointer v)?> then\n set [level v] to [5]\n set [clone options # v] to [1]\n if <mouse down?> then\n broadcast (level 5 v)\n broadcast (Play game v) and wait\n end\n end\n end\n end\n end\n end\n end\n end\n if <<<(costume [number v]) = [1]> or <(costume [number v]) > [1]>> and <<(costume [number v]) = [5]> or <(costume [number v]) < [5]>>> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n else\n set [brightness v] effect to (0)\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [play game v]\nhide\ndelete this clone\n\nwhen I receive [levels_map v]\nhide\ndelete this clone\n\nwhen I receive [play-instructions v]\nhide\ndelete this clone\n\nwhen I receive [close shop v]\nclone_levels_map\n\nwhen I receive [open shop v]\nhide\ndelete this clone\n\n@loading\n\nwhen I receive [play game v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\nrepeat (2)\n wait (0.5) seconds\n next costume\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nhide\n\n@backround\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (castle clipart v)\nhide\nforever\n go to [back v] layer\nend\n\nwhen I receive [start game v]\nshow\n\n@costumes\n\nwhen I receive [lose v]\nif <not <(home) = [true]>> then\n repeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\n end\n hide\n wait (0.5) seconds\nend\n\nwhen I receive [win v]\nrepeat (50)\n point towards (portal v)\n turn right (65) degrees\n move ((distance to [portal v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (-2)\nend\nhide\n\ndefine set costume\nif <not <(in air 2) < [4]>> then\n if <(sx) > [0.1]> then\n point in direction (90)\n else\n if <(sx) < [-0.1]> then\n point in direction (-90)\n end\n end\n if <(sy) > [0]> then\n switch costume to (player16 v)\n else\n switch costume to (player17 v)\n end\nelse\n if <(sx) > [0.1]> then\n point in direction (90)\n switch costume to ((((timer) * (10)) mod (11)) + (2))\n else\n if <(sx) < [-0.1]> then\n point in direction (-90)\n switch costume to ((((timer) * (10)) mod (11)) + (2))\n else\n switch costume to (player v)\n end\n end\nend\n\nwhen I receive [tick v]\nset x to ([x position v] of [player v])\nset y to (([y position v] of [player v]) + (8))\npoint towards (player v)\nset costume\n\nwhen flag clicked\ngo to [front v] layer\nhide\nforever\n if <(LEVEL) = [5]> then\n hide\n end\nend\n\nwhen I receive [play game v]\nset [ghost v] effect to (0)\nset size to (100) %\nshow\n\nwhen I receive [levels_map v]\nhide\n\nwhen I receive [reset v]\nshow\n\n@portal\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [tick v]\nposition_platform ((x) - (scroll x)) ((y) - (scroll y))\nif <(costume [number v]) = [2]> then\n if <touching (player v)?> then\n start sound [Ta Da v]\n set [exit v] to [win]\n end\nend\n\nwhen I receive [set up v]\nhide\ngo to [back v] layer\nset [y v] to [0]\nset [x v] to [0]\nset [collected: v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (closed v)\n Clone at x: [3264] y: [254]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (closed v)\n Clone at x: [3581] y: [625]\n else\n if <(LEVEL) = [3]> then\n switch costume to (closed v)\n Clone at x: [3639] y: [4]\n else\n if <(LEVEL) = [4]> then\n switch costume to (closed v)\n Clone at x: [2890] y: [491]\n end\n end\n end\nend\n\ndefine position_platform (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\nhide\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (opened v)\n\nwhen I receive [levels_map v]\nhide\ndelete this clone\n\nwhen I receive [win v]\nwait (2) seconds\nhide\ndelete this clone\n\n@collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nposition_platform ((x) - (scroll x)) ((y) - (scroll y))\nif <touching (player v)?> then\n start sound [collect v]\n change [collected: v] by (1)\n if <(Collected:) = (All collectables)> then\n broadcast (open portal v)\n end\n delete this clone\nend\nnext costume\n\nwhen I receive [set up v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nset [collected: v] to [0]\nset [all collectables v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [50] y: [43]\n Clone at x: [300] y: [100]\n Clone at x: [599] y: [100]\n Clone at x: [387] y: [-14]\n Clone at x: [1443] y: [47]\n Clone at x: [1634] y: [208]\n Clone at x: [2265] y: [382]\n Clone at x: [2685] y: [278]\n Clone at x: [2953] y: [293]\nelse\n if <(LEVEL) = [2]> then\n Clone at x: [-41] y: [147]\n Clone at x: [370] y: [180]\n Clone at x: [989] y: [0]\n Clone at x: [1771] y: [580]\n Clone at x: [1227] y: [114]\n Clone at x: [2189] y: [604]\n Clone at x: [2567] y: [611]\n Clone at x: [2965] y: [619]\n Clone at x: [3346] y: [675]\n else\n if <(LEVEL) = [3]> then\n Clone at x: [-104] y: [37]\n Clone at x: [168] y: [4]\n Clone at x: [744] y: [14]\n Clone at x: [1263] y: [3]\n Clone at x: [1776] y: [-82]\n Clone at x: [1895] y: [-26]\n Clone at x: [2335] y: [85]\n Clone at x: [3159] y: [90]\n Clone at x: [3517] y: [-2]\n else\n if <(LEVEL) = [4]> then\n Clone at x: [-18] y: [-1]\n Clone at x: [618] y: [-9]\n Clone at x: [807] y: [59]\n Clone at x: [1058] y: [257]\n Clone at x: [1650] y: [401]\n Clone at x: [1788] y: [578]\n Clone at x: [1688] y: [401]\n Clone at x: [2102] y: [421]\n Clone at x: [2722] y: [427]\n end\n end\n end\nend\nset [x v] to [-99999]\n\ndefine position_platform (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> 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 [all collectables v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I receive [levels_map v]\ndelete this clone\n\n@danger\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nposition_platform ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [set up v]\nhide\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: [450] y: [0]\n Clone at x: [660] y: [0]\n Clone at x: [780] y: [150]\n Clone at x: [860] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [580] y: [0]\n Clone at x: [0] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [0] y: [580]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [700] y: [-23]\n Clone at x: [700] y: [-80]\n Clone at x: [0] y: [0]\n Clone at x: [900] y: [0]\n Clone at x: [660] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (real 3 1 v)\n Clone at x: [470] y: [30]\n Clone at x: [570] y: [50]\n Clone at x: [600] y: [40]\n end\n end\n end\nend\n\ndefine position_platform (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n set [show detector v] to [true]\nelse\n hide\n set [show detector v] to [false]\nend\n\nwhen I receive [reset v]\ngo to [back v] layer\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 if <<(costume [number v]) = [1]> or <(costume [number v]) = [7]>> then\n fire\n else\n if <<<<(costume [number v]) = [12]> or <(costume [number v]) = [13]>> or <(costume [number v]) = [15]>> or <(costume [number v]) = [16]>> then\n poison\n end\n if <(costume [number v]) = [18]> then\n poison\n end\n end\n if <<(costume [number v]) = [3]> or <(costume [number v]) = [14]>> then\n flying swords\n end\nend\n\ndefine fire\nrepeat (15)\n change [y v] by (5)\nend\nwait (0.5) seconds\nrepeat (75)\n change [y v] by (-1)\nend\n\ndefine flying swords\nset [danger move v] to [0]\nset [y v] to [0]\nshow\nif <(show detector) = [true]> then\n start sound [air v]\nend\nrepeat until <(y position) > [400]>\n change [y v] by (danger move)\n change [danger move v] by (0.9)\nend\nhide\n\nwhen I receive [levels_map v]\nhide\ndelete this clone\n\nwhen I receive [win v]\nwait (2) seconds\nhide\ndelete this clone\n\ndefine poison\nset [y v] to [0]\nrepeat (4)\n change [y v] by (5)\nend\nrepeat (3)\n change [y v] by (4)\nend\nrepeat (2)\n change [y v] by (3)\nend\nchange [y v] by (2)\nwait (0.5) seconds\nrepeat (80)\n change [y v] by (-0.5)\nend\n\n@Sprite5\n\nwhen I receive [play game v]\nif <not <(LEVEL) = [5]>> then\n go to [back v] layer\n show\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (30)\nhide\n\nwhen I receive [levels_map v]\ngo to [back v] layer\nhide\n\n@Sprite6\n\nwhen flag clicked\ngo to [front v] layer\nset size to (100) %\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [levels_map v]\nhide\ndelete this clone\n\nwhen I receive [play game v]\nif <not <(LEVEL) = [5]>> then\n create clone of (_myself_ v)\n show\nend\n\nwhen I start as a clone\nset size to (80) %\nswitch costume to (0 v)\nshow\nforever\n if <not <(LEVEL) = [5]>> then\n go to x: (30) y: (154)\n switch costume to (letter (1) of (Collected:))\n else\n hide\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n repeat (10)\n change size by (1)\n end\n repeat (10)\n change size by (-1)\n end\nend\n\n@Sprite7\n\nwhen I receive [timer v]\ngo to x: (130) y: (153)\nforever\n if <not <(LEVEL) = [5]>> then\n if <<not <(home) = [true]>> and <not <(set home 2 to true) = [true]>>> then\n switch costume to (letter (1) of (timer))\n if <<(length of (timer)) = [1]> or <(length of (timer)) > [1]>> then\n show\n else\n hide\n end\n else\n hide\n end\n else\n hide\n end\nend\n\nif <(reset) = [true]> then\n stop [this script v]\nend\n\nwhen I receive [levels_map v]\nhide\n\nwhen I receive [play game v]\nset [levels_map v] to [false]\nif <not <(LEVEL) = [5]>> then\n show\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [reset v]\nhide\nwait until <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>\nset [reset v] to [false]\nif <not <(levels_map) = [true]>> then\n broadcast (timer v)\nend\n\nwhen I receive [levels_map v]\nset [levels_map v] to [true]\n\nwhen I receive [timer v]\nwait (1) seconds\nforever\n set size to (80) %\n repeat (10)\n change size by (1)\n end\n repeat (10)\n change size by (-1)\n end\nend\n\nwhen I receive [start game v]\nset [levels_map v] to [true]\n\nwhen I receive [level 5 v]\nhide\n\n@Sprite8\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [levels_map v]\nhide\n\nwhen I receive [play game v]\nif <not <(LEVEL) = [5]>> then\n show\nend\n\nwhen I receive [timer v]\ngo to x: (162) y: (153)\nforever\n if <not <(LEVEL) = [5]>> then\n if <<not <(home) = [true]>> and <not <(set home 2 to true) = [true]>>> then\n switch costume to (letter (2) of (timer))\n if <<(length of (timer)) = [2]> or <(length of (timer)) > [2]>> then\n show\n else\n hide\n end\n else\n hide\n end\n else\n hide\n end\nend\n\nwhen I receive [reset v]\nhide\n\nwhen I receive [timer v]\nforever\n set size to (80) %\n repeat (10)\n change size by (1)\n end\n repeat (10)\n change size by (-1)\n end\nend\n\nwhen I receive [level 5 v]\nhide\n\n@Sprite9\n\nwhen I receive [timer v]\nforever\n if <not <(LEVEL) = [5]>> then\n if <<not <(home) = [true]>> and <not <(set home 2 to true) = [true]>>> then\n go to x: (194) y: (153)\n switch costume to (letter (3) of (timer))\n if <<(length of (timer)) = [3]> or <(length of (timer)) > [3]>> then\n show\n else\n hide\n end\n else\n hide\n end\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [levels_map v]\nhide\n\nwhen I receive [play game v]\nif <not <(LEVEL) = [5]>> then\n show\nend\n\nwhen I receive [reset v]\nhide\n\nif <(reset) = [true]> then\n stop [this script v]\nend\n\nwhen I receive [timer v]\nwait (1) seconds\nforever\n set size to (80) %\n repeat (10)\n change size by (1)\n end\n repeat (10)\n change size by (-1)\n end\nend\n\nwhen I receive [level 5 v]\nhide\n\n@Sprite10\n\nwhen I receive [timer v]\nforever\n set size to (80) %\n repeat (10)\n change size by (1)\n end\n repeat (10)\n change size by (-1)\n end\nend\n\nwhen I receive [timer v]\nforever\n if <not <(LEVEL) = [5]>> then\n if <<not <(home) = [true]>> and <not <(set home 2 to true) = [true]>>> then\n go to x: (226) y: (153)\n switch costume to (letter (4) of (timer))\n if <<(length of (timer)) = [4]> or <(length of (timer)) > [4]>> then\n show\n else\n hide\n end\n else\n hide\n end\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [levels_map v]\nhide\n\nwhen I receive [play game v]\nif <not <(LEVEL) = [5]>> then\n show\nend\n\nwhen I receive [reset v]\nhide\n\nwhen I receive [level 5 v]\nhide\n\n@Sprite1\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 [win v]\nswitch costume to (LEVEL)\nwait (2) seconds\nshow\ngo to x: (0) y: (-300)\nSmooth Glide x: (0) y: (0) speed: (4)\n\nwhen flag clicked\ngo to [front v] layer\nhide\nforever\n if <(set home 2 to true) = [true]> then\n go to [back v] layer\n else\n go to [front v] layer\n end\nend\n\nwhen I receive [play game v]\nhide\n\n@options\n\nwhen I receive [play game v]\nif <not <(LEVEL) = [5]>> then\n set [clone options # v] to [1]\n set [home v] to [false]\n switch costume to (back v)\n repeat (4)\n create clone of (_myself_ v)\n next costume\n end\nelse\n delete this clone\nend\n\nwhen flag clicked\nset [music? v] to [true]\nset [set home 2 to true v] to [false]\nset [clone options # v] to [0]\nset [home v] to [false]\nhide\n\nwhen I start as a clone\nif <(clone options #) = [1]> then\n show\n if <(costume [number v]) = [1]> then\n go to x: (-215) y: (155)\n else\n if <(costume [number v]) = [2]> then\n go to x: (-165) y: (155)\n else\n go to x: (-115) y: (155)\n end\n end\n forever\n if <(costume [number v]) = [1]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <mouse down?> then\n wait until <<not <mouse down?>> or <not <touching (mouse-pointer v)?>>>\n broadcast (levels_map v)\n set [home v] to [true]\n end\n else\n set [brightness v] effect to (0)\n end\n else\n if <(costume [number v]) = [2]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <mouse down?> then\n set [exit v] to [die]\n wait until <<not <mouse down?>> or <not <touching (mouse-pointer v)?>>>\n end\n else\n set [brightness v] effect to (0)\n end\n else\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <(costume [number v]) = [4]> then\n if <mouse down?> then\n switch costume to (music2 v)\n set [music? v] to [false]\n end\n wait until <<not <mouse down?>> or <not <touching (mouse-pointer v)?>>>\n else\n if <(costume [number v]) = [5]> then\n if <mouse down?> then\n switch costume to (music v)\n set [music? v] to [true]\n end\n wait until <<not <mouse down?>> or <not <touching (mouse-pointer v)?>>>\n end\n end\n else\n set [brightness v] effect to (0)\n end\n end\n end\n end\nend\n\nwhen I receive [levels_map v]\nwait (0.1) seconds\nset [clone options # v] to [0]\nset [set home 2 to true v] to [false]\nswitch costume to (home v)\ncreate clone of (_myself_ v)\n\nwhen I receive [play game v]\ndelete this clone\n\nwhen I start as a clone\nif <(clone options #) = [0]> then\n show\n forever\n if <(costume [number v]) = [3]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <mouse down?> then\n broadcast (play-instructions v)\n set [set home 2 to true v] to [true]\n delete this clone\n end\n else\n set [brightness v] effect to (0)\n end\n end\n end\nelse\n if <(costume [number v]) = [3]> then\n hide\n end\nend\n\nwhen I receive [levels_map v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <<(costume [number v]) = [4]> or <(costume [number v]) = [5]>> then\n if <(music?) = [true]> then\n switch costume to (music v)\n else\n switch costume to (music2 v)\n end\n end\nend\n\n@decoration\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nposition_platform ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [set up v]\ngo to [back v] layer\nset [ghost v] effect to (10)\nhide\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: [450] y: [0]\n Clone at x: [620] y: [0]\n Clone at x: [820] y: [150]\n Clone at x: [820] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [580] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [0] y: [580]\n Clone at x: [750] y: [0]\n Clone at x: [600] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [700] y: [15]\n Clone at x: [500] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [860] y: [0]\n Clone at x: [860] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (real 3 1 v)\n Clone at x: [470] y: [30]\n Clone at x: [570] y: [50]\n Clone at x: [600] y: [400]\n else\n end\n end\n end\nend\n\ndefine position_platform (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <not <(LEVEL) = [5]>> then\n show\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\ngo to [back v] layer\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 [levels_map v]\nhide\ndelete this clone\n\nwhen I receive [win v]\nwait (2) seconds\nhide\ndelete this clone\n\nwhen I receive [level 5 v]\nstop [other scripts in sprite v]\n\nwhen I receive [level 5 v]\nforever\n hide\n delete this clone\nend\n\n@instructions\n\nwhen I receive [instructions v]\nset [instructions size v] to [14]\nshow\nrepeat (22)\n change size by (instructions size)\n change [instructions size v] by (-1)\nend\nrepeat (4)\n change size by (instructions size)\n change [instructions size v] by (1)\nend\nwait until <mouse down?>\nrepeat (20)\n change size by (5)\n change [ghost v] effect by (5)\nend\nhide\nset [ghost v] effect to (0)\nset size to (20) %\nset [instructions size v] to [14]\n\nwhen flag clicked\nset [instructions size v] to [14]\nset [ghost v] effect to (0)\nset size to (20) %\nhide\n\n@enemies\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nposition_platform ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [set up v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nset [enemy # v] to [0]\nif <(LEVEL) = [1]> then\n set [type move \(enemies\) v] to [1]\n Clone at x: [350] y: [-15] costume: [1]\n set [type move \(enemies\) v] to [1]\n Clone at x: [850] y: [-43] costume: [2]\nelse\n if <(LEVEL) = [2]> then\n set [type move \(enemies\) v] to [1]\n Clone at x: [1280] y: [-67] costume: [1]\n set [type move \(enemies\) v] to [1]\n Clone at x: [1320] y: [-67] costume: [1]\n set [type move \(enemies\) v] to [1]\n Clone at x: [2512] y: [570] costume: [2]\n else\n if <(LEVEL) = [3]> then\n set [type move \(enemies\) v] to [1]\n Clone at x: [740] y: [-64] costume: [1]\n set [type move \(enemies\) v] to [2]\n Clone at x: [2353] y: [0] costume: [3]\n set [type move \(enemies\) v] to [1]\n Clone at x: [3258] y: [4] costume: [2]\n else\n if <(LEVEL) = [4]> then\n set [type move \(enemies\) v] to [2]\n Clone at x: [7] y: [0] costume: [3]\n set [type move \(enemies\) v] to [2]\n Clone at x: [227] y: [0] costume: [3]\n set [type move \(enemies\) v] to [2]\n Clone at x: [436] y: [0] costume: [3]\n set [type move \(enemies\) v] to [1]\n Clone at x: [2456] y: [307] costume: [1]\n end\n end\n end\nend\nset [x v] to [-888]\n\ndefine position_platform (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n set [show v] to [true]\nelse\n set [show v] to [false]\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y) costume: (costume)\nswitch costume to (costume)\nset [x v] to (x)\nset [y v] to (y)\nset [start y v] to (y)\nchange [enemy # v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I receive [levels_map v]\ndelete this clone\n\nwhen I start as a clone\nif <(LEVEL) = [1]> then\n if <(type move \(enemies\)) = [1]> then\n if <(enemy #) = [1]> then\n Enemies move (Type 1) [5]\n else\n Enemies move (Type 1) [10]\n end\n end\nelse\n if <(LEVEL) = [2]> then\n if <<(enemy #) = [1]> or <(enemy #) = [2]>> then\n Enemies move (Type 1) [8]\n else\n Enemies move (Type 1) [10]\n end\n else\n if <(LEVEL) = [3]> then\n if <<(enemy #) = [1]> or <(enemy #) = [3]>> then\n Enemies move (Type 1) [5]\n else\n go to [back v] layer\n enemies move (type 2)\n end\n else\n if <(LEVEL) = [4]> then\n if <<(enemy #) = [1]> or <<(enemy #) = [2]> or <(enemy #) = [3]>>> then\n go to [back v] layer\n enemies move (type 2)\n else\n Enemies move (Type 1) [5]\n end\n end\n end\n end\nend\n\ndefine Enemies move (Type 1) (x times)\nset rotation style [left-right v]\nforever\n point in direction (90)\n repeat (x times)\n change [x v] by (1)\n end\n repeat ((x times) * (3))\n change [x v] by (2)\n end\n repeat ((x times) * (6))\n change [x v] by (4)\n end\n repeat ((x times) * (3))\n change [x v] by (2)\n end\n repeat (x times)\n change [x v] by (1)\n end\n point in direction (-90)\n repeat (x times)\n change [x v] by (-1)\n end\n repeat ((x times) * (3))\n change [x v] by (-2)\n end\n repeat ((x times) * (6))\n change [x v] by (-4)\n end\n repeat ((x times) * (3))\n change [x v] by (-2)\n end\n repeat (x times)\n change [x v] by (-1)\n end\nend\n\nwhen I receive [win v]\ndelete this clone\n\ndefine enemies move (type 2)\nforever\n set [y v] to (start y)\n wait (0.7) seconds\n show\n set [move enemies v] to [25]\n repeat (6)\n change [y v] by (move enemies)\n change [move enemies v] by (-1)\n end\n repeat until <(y) < ((start y) + (20))>\n change [y v] by (move enemies)\n change [move enemies v] by (-1)\n if <(show) = [true]> then\n start sound [splash v]\n end\n end\n repeat until <(y) < (start y)>\n change [y v] by (move enemies)\n change [move enemies v] by (-1)\n end\nend\n\n@shop\n\nwhen flag clicked\nset [shop's clone # v] to [0]\nhide\nswitch costume to (shop icon v)\ngo to x: (-130) y: (150)\n\nwhen I receive [play-instructions v]\nset [clone options # v] to [1]\nhide\n\nwhen I receive [levels_map v]\nforever\n if <not <(clone options #) = [1]>> then\n show\n switch costume to (shop icon v)\n if <(SHOP) = [false]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <mouse down?> then\n broadcast (open shop v) and wait\n wait until <not <mouse down?>>\n set [shop v] to [true]\n set [shop's clone # v] to [1]\n create clone of (_myself_ v)\n end\n else\n set [brightness v] effect to (0)\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(shop's clone #) = [1]> then\n wait (1) seconds\n switch costume to (exit v)\n go to x: (0) y: (-135)\n show\n forever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <mouse down?> then\n broadcast (close shop v)\n hide\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen I receive [close shop v]\nif <(shop's clone #) = [1]> then\n delete this clone\nend\n\nwhen flag clicked\nforever\n if <(clone options #) = [1]> then\n if <(levels_map) = [false]> then\n hide\n end\n end\nend\n\nwhen I receive [level 5 v]\nhide\ndelete this clone\n\n@shop3\n\nwhen flag clicked\nhide\nswitch costume to (shop v)\nset [shop v] to [false]\nset [shop position v] to [0]\ngo to x: (19) y: (-300)\n\nwhen I receive [play game v]\ndelete this clone\n\nwhen I receive [play-instructions v]\ndelete this clone\n\nwhen I receive [open shop v]\nset [shop's clone # v] to [0]\nset [shop position v] to [18]\nshow\ngo to [front v] layer\nrepeat (45)\n change [shop position v] by (-0.5)\n change y by (shop position)\nend\nshow variable [coins v]\n\nwhen I receive [close shop v]\nset [shop v] to [false]\nset [shop position v] to [0]\nhide variable [coins v]\nrepeat (40)\n go to [front v] layer\n change [shop position v] by (-0.5)\n change y by (shop position)\nend\nset [shop position v] to [0]\ngo to x: (19) y: (-300)\nhide\n\nwhen flag clicked\nhide variable [coins v]\n\nwhen I receive [play game v]\nset [shop v] to [false]\nset [shop position v] to [0]\nhide variable [coins v]\nrepeat (40)\n change [shop position v] by (-0.5)\n change y by (shop position)\nend\nset [shop position v] to [0]\ngo to x: (19) y: (-300)\nhide\n\n@hats\n\nwhen I receive [open shop v]\ngo to [front v] layer\nwait (1) seconds\ngo to [front v] layer\nset [shop's clone # v] to [0]\nrepeat (3)\n change [shop's clone # v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset [purchased v] to []\nset [coins v] to [0]\nhide\nforever\n if <key (1 v) pressed?> then\n if < (purchased) contains [simple]?> then\n set [hat v] to [simple]\n end\n else\n if <key (2 v) pressed?> then\n if < (purchased) contains [top]?> then\n set [hat v] to [top]\n end\n else\n if <key (3 v) pressed?> then\n if < (purchased) contains [knight]?> then\n set [hat v] to [knight]\n end\n else\n if <key (space v) pressed?> then\n set [hat v] to [blank]\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(shop's clone #) = [1]> then\n set size to (140) %\n go to x: (-90) y: (-65)\n if <not < (purchased) contains [simple]?>> then\n switch costume to (simple hat v)\n else\n switch costume to (simple hat owned v)\n end\n show\n repeat (10)\n change size by (-4)\n end\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <mouse down?> then\n if <not < (purchased) contains [simple]?>> then\n if <<(coins) = [9]> or <(coins) > [9]>> then\n set [hat v] to [simple]\n change [coins v] by (-9)\n set [purchased v] to (join (purchased) [ simple])\n wait until <not <mouse down?>>\n switch costume to (simple hat owned v)\n think [Purchased! Press 1 to activate it.] for (2) seconds\n else\n think [Not enough money!] for (2) seconds\n end\n else\n think [Already purchased!] for (2) seconds\n end\n end\n else\n set [brightness v] effect to (0)\n end\n end\nelse\n if <(shop's clone #) = [2]> then\n set size to (140) %\n go to x: (0) y: (-65)\n if <not < (purchased) contains [top]?>> then\n switch costume to (top hat v)\n else\n switch costume to (top hat owned v)\n end\n show\n repeat (10)\n change size by (-4)\n end\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <mouse down?> then\n if <not < (purchased) contains [top]?>> then\n if <<(coins) = [27]> or <(coins) > [27]>> then\n set [hat v] to [top]\n change [coins v] by (-27)\n set [purchased v] to (join (purchased) [ top])\n wait until <not <mouse down?>>\n switch costume to (top hat owned v)\n think [Purchased! Press 2 to activate it.] for (2) seconds\n else\n think [Not enough money!] for (2) seconds\n end\n else\n think [Already purchased!] for (2) seconds\n end\n end\n else\n set [brightness v] effect to (0)\n end\n end\n else\n if <(shop's clone #) = [3]> then\n set size to (140) %\n go to x: (90) y: (-65)\n if <not < (purchased) contains [knight]?>> then\n switch costume to (knight hat v)\n else\n switch costume to (knight hat owned v)\n end\n show\n repeat (10)\n change size by (-4)\n end\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <mouse down?> then\n if <not < (purchased) contains [knight]?>> then\n if <<(coins) = [36]> or <(coins) > [36]>> then\n set [hat v] to [knight]\n change [coins v] by (-36)\n set [purchased v] to (join (purchased) [ knight])\n wait until <not <mouse down?>>\n switch costume to (knight hat owned v)\n think [Purchased! Press 3 to activate it.] for (2) seconds\n else\n think [Not enough money!] for (2) seconds\n end\n else\n think [Already purchased!] for (2) seconds\n end\n end\n else\n set [brightness v] effect to (0)\n end\n end\n end\n end\nend\n\nwhen I receive [close shop v]\ndelete this clone\n\nwhen I receive [open shop v]\ndelete this clone\n\nwhen I receive [play game v]\ndelete this clone\n\n@hats wear\n\nwhen I receive [lose v]\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\nwhen I receive [win v]\nrepeat (50)\n point towards (portal v)\n turn right (65) degrees\n move ((distance to [portal v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (-2)\nend\nhide\n\nwhen I receive [tick v]\nshow\ngo to (player v)\npoint towards (player v)\nswitch costume to (hat)\n\nwhen flag clicked\nset [hat v] to [blank]\nswitch costume to (blank v)\nset size to (100) %\nhide\n\nwhen I receive [levels_map v]\ngo to [back v] layer\nhide\n\nwhen I receive [play game v]\nwait (1.2) seconds\nrepeat (10)\n go to [front v] layer\nend\n\nwhen I receive [set up v]\nset size to (100) %\n\nwhen I receive [play game v]\nforever\n if <(levels_map) = [false]> then\n play sound [Grasslands Theme v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(levels_map) = [true]> then\n set volume to (0) %\n end\n if <(levels_map) = [false]> then\n if <(music?) = [false]> then\n set volume to (0) %\n else\n set volume to (30) %\n end\n end\nend\n\n@thumbnail\n\nwhen flag clicked\nshow\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\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\nset [intro end v] to [false]\nhide\nset [clone# v] to [1]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nset [clone# v] to [2]\nrepeat (6)\n create clone of (_myself_ v)\n wait (0.2) seconds\n change [clone# v] by (1)\nend\n\nwhen I start as a clone\nif <(clone#) = [1]> then\n set [ghost v] effect to (0)\n go to [back v] layer\n switch costume to (backround v)\n go to x: (0) y: (0)\n show\n forever\n if <not <(intro end) = [true]>> then\n glide (0.5) secs to x: (-40) y: (40)\n set x to (0)\n set y to (0)\n else\n broadcast (start game v)\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\n end\nelse\n if <(clone#) = [2]> then\n go to x: (-250) y: (-100)\n set [ghost v] effect to (100)\n switch costume to (j v)\n go to [front v] layer\n show\n repeat (24)\n change x by (((-100) - (x position)) / (8))\n change y by (((0) - (y position)) / (4))\n change [ghost v] effect by (-5)\n end\n wait until <(clone#) = [9]>\n move (-60) steps\n repeat (20)\n change size by (i)\n end\n set [i v] to [0]\n repeat until <touching (_edge_ v)?>\n change [i v] by (-1)\n change y by (i)\n end\n delete this clone\n else\n if <(clone#) = [3]> then\n go to x: (-250) y: (-100)\n set [ghost v] effect to (100)\n switch costume to (t v)\n go to [front v] layer\n show\n repeat (24)\n change x by (((-70) - (x position)) / (8))\n change y by (((0) - (y position)) / (4))\n change [ghost v] effect by (-5)\n end\n wait until <(clone#) = [9]>\n move (-45) steps\n repeat (20)\n change size by (i)\n end\n wait (0.2) seconds\n repeat until <touching (_edge_ v)?>\n change y by (i)\n end\n delete this clone\n else\n if <(clone#) = [4]> then\n go to x: (-250) y: (-100)\n set [ghost v] effect to (100)\n switch costume to (z v)\n go to [front v] layer\n show\n repeat (24)\n change x by (((-40) - (x position)) / (8))\n change y by (((0) - (y position)) / (4))\n change [ghost v] effect by (-5)\n end\n wait until <(clone#) = [9]>\n move (-20) steps\n repeat (20)\n change size by (i)\n set [i v] to (((i) * (0.8)) + (((170) - (size)) / (2)))\n end\n wait (0.4) seconds\n repeat until <touching (_edge_ v)?>\n change y by (i)\n end\n delete this clone\n else\n if <(clone#) = [5]> then\n go to x: (-250) y: (-100)\n set [ghost v] effect to (100)\n switch costume to (a v)\n go to [front v] layer\n show\n repeat (24)\n change x by (((-10) - (x position)) / (8))\n change y by (((0) - (y position)) / (4))\n change [ghost v] effect by (-5)\n end\n wait until <(clone#) = [9]>\n repeat (20)\n change size by (i)\n end\n wait (0.6) seconds\n repeat until <touching (_edge_ v)?>\n change y by (i)\n end\n delete this clone\n else\n if <(clone#) = [6]> then\n go to x: (-250) y: (-100)\n set [ghost v] effect to (100)\n switch costume to (n v)\n go to [front v] layer\n show\n repeat (24)\n change x by (((30) - (x position)) / (8))\n change y by (((0) - (y position)) / (4))\n change [ghost v] effect by (-5)\n end\n wait until <(clone#) = [9]>\n move (20) steps\n repeat (20)\n change size by (i)\n end\n wait (0.8) seconds\n repeat until <touching (_edge_ v)?>\n change y by (i)\n end\n delete this clone\n else\n if <(clone#) = [7]> then\n go to x: (-250) y: (-100)\n set [ghost v] effect to (100)\n switch costume to (e v)\n go to [front v] layer\n show\n repeat (24)\n change x by (((70) - (x position)) / (8))\n change y by (((0) - (y position)) / (4))\n change [ghost v] effect by (-5)\n end\n set [clone# v] to [9]\n wait until <(clone#) = [9]>\n move (45) steps\n repeat (20)\n change size by (i)\n end\n wait (1) seconds\n repeat (5)\n change y by (i)\n end\n create clone of (_myself_ v)\n repeat until <touching (_edge_ v)?>\n change y by (i)\n end\n delete this clone\n else\n if <(clone#) = [9]> then\n switch costume to (backround 2 v)\n go to [front v] layer\n go to x: (-600) y: (0)\n show\n Smooth Glide x: (0) y: (0) speed: (4)\n Smooth Glide x: (600) y: (0) speed: (4)\n set [clone# v] to [10]\n create clone of (_myself_ v)\n delete this clone\n else\n if <(clone#) = [10]> then\n set size to (100) %\n switch costume to (j logo v)\n show\n Smooth Glide x: (0) y: (0) speed: (4)\n set [i v] to [0]\n repeat (47)\n point in direction ((([tan v] of ((10) * (i)) ) * (10)) + (90))\n change [i v] by (0.4)\n end\n repeat (30)\n set [clone# v] to [11]\n create clone of (_myself_ v)\n end\n repeat (47)\n point in direction ((([tan v] of ((10) * (i)) ) * (10)) + (90))\n change [i v] by (0.4)\n end\n repeat (20)\n change size by (-5)\n end\n set [intro end v] to [true]\n delete this clone\n else\n if <(clone#) = [11]> then\n go to x: (-300) y: (0)\n switch costume to (logo2 v)\n set size to (pick random (30) to (75)) %\n set [ghost v] effect to (pick random (0) to (50))\n set [brightness v] effect to (pick random (-20) to (10))\n go to x: (pick random (-20) to (20)) y: (pick random (0) to (20))\n point in direction (pick random (-180) to (180))\n set [v v] to (pick random (10) to (12))\n set [y_v v] to (pick random (9) to (13))\n go to [front v] layer\n go [backward v] (1) layers\n show\n repeat until <(y position) < [-170]>\n move (v) steps\n change y by (y_v)\n set [v v] to ((v) * (0.95))\n change [y_v v] by (-1)\n end\n delete this clone\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nplay sound [bensound-summer v] until done\n\n@level 5 animation player\n\ndefine Typewriter Talk (speak this)\nset [talk v] to []\nset [count v] to [1]\nrepeat (length of (speak this))\n set [talk v] to (join (talk) (letter (count) of (speak this)))\n say (talk)\n wait (0.01) seconds\n change [count v] by (1)\nend\nwait (2) seconds\nsay []\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [level 5 v]\ngo to x: (-200) y: (-35)\nswitch costume to (player v)\nset size to (100) %\nshow\npoint in direction (90)\nwait (2) seconds\nTypewriter Talk [I managed to pass through all challenges and I will be created knight by the king now. Thank you for your help!]\nrepeat (90)\n next costume\n move (2) steps\nend\nbroadcast (king v)\n\nwhen I receive [levels_map v]\nhide\n\nwhen I receive [knight award v]\nswitch costume to (player16 v)\n\n@Sprite2\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\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo [forward v] (1) layers\nhide\n\nwhen I receive [level 5 v]\nshow\n\nwhen I receive [levels_map v]\nhide\n\nwhen I receive [end v]\nstart sound [ta da v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nhide\ngo to x: (0) y: (300)\nswitch costume to (costume2 v)\ngo to [front v] layer\nshow\nSmooth Glide x: (0) y: (-100) speed: (3)\n\n@level 5 animation king\n\ndefine Typewriter Talk (speak this)\nset [talk v] to []\nset [count v] to [1]\nrepeat (length of (speak this))\n set [talk v] to (join (talk) (letter (count) of (speak this)))\n say (talk)\n wait (0.01) seconds\n change [count v] by (1)\nend\nwait (2) seconds\nsay []\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [level 5 v]\ngo to x: (230) y: (-35)\nswitch costume to (player v)\nset size to (100) %\npoint in direction (-90)\nhide\n\nwhen I receive [levels_map v]\nhide\n\nwhen I receive [king v]\nshow\nwait (2) seconds\nrepeat (90)\n if <not <(costume [number v]) = [15]>> then\n next costume\n end\n move (2) steps\n if <(costume [number v]) = [15]> then\n switch costume to (player v)\n end\nend\nTypewriter Talk [Congratulations! Your courage, tenacity and patience will be awarded. You are now a knight!]\nswitch costume to (player16 v)\nbroadcast (knight award v)\nwait (2) seconds\nswitch costume to (player17 v)\nTypewriter Talk [ser]\nwait (0.5) seconds\nTypewriter Talk (username)\nbroadcast (end v)\n\n
Hope you enjoy!\nThe levels are quite hard, but that makes it more interesting!\nI made this in two weeks time!\n
among us platformer
@Stage\n\nwhen flag clicked\nwait (1) seconds\nforever\n play sound [Madeon - Beings \(Audio\) \(1\) v] until done\nend\n\n@crewmate\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-187) y: (-51)\n end\nend\n\nwhen flag clicked\nforever\n if <<(x position) > [222]> or <(x position) = [222]>> then\n next backdrop\n go to x: (-187) y: (-51)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nplay sound [connect v] until done\nhide\nshow\nset x to (-200)\nset y to (0)\nset [xvariable v] to [0]\nset [yvariable v] to [0]\nforever\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n next costume\n change [xvariable v] by (1)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n next costume\n change [xvariable v] by (-1)\n end\n set [xvariable v] to ((Xvariable) * (0.9))\n change x by (Xvariable)\n if <touching color (#000000)?> then\n change y by (3)\n if <touching color (#000000)?> then\n change y by (3)\n if <touching color (#000000)?> then\n change y by (3)\n if <touching color (#000000)?> then\n change y by (3)\n if <touching color (#000000)?> then\n change y by (3)\n if <touching color (#000000)?> then\n change x by ((Xvariable) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xvariable) > [0]> then\n set [xvariable v] to [-5]\n else\n set [xvariable v] to [-5]\n end\n set [yvariable v] to [5]\n else\n set [xvariable v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yvariable v] by (-1)\n change y by (Yvariable)\n if <touching color (#000000)?> then\n change y by ((Yvariable) * (-0.1))\n set [yvariable v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [yvariable v] to [15]\n end\n end\n change y by (3)\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [16]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <not <(backdrop [number v]) = [16]>> then\n play sound [Madeon - Beings \(Audio\) \(1\) v] until done\n else\n play sound [COD MW2 Hilarious Kid SCREAMING SUPER LOUD \(MLG Screaming Kid Origin\).mp3 v] until done\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n go to x: (-208) y: (-91)\n end\nend\n\n@Among-Us-Wallpaper-2\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n set [scrollx v] to [-220]\n set [scrolly v] to [-300]\n set x to ((ScrollX) + ((480) * (0)))\n set y to ((ScrollY) + ((480) * (0)))\n if <touching (mouse-pointer v)?> then\n broadcast (Touching v)\n else\n broadcast (No touching v)\n end\nend\n\n@Sprite2\n\nwhen I receive [touching v]\nshow\n\nwhen I receive [no touching v]\nhide\n\n@Sprite3\n\nhide\n\nwhen flag clicked\nforever\n hide\n wait (12) seconds\n show\n wait (6) seconds\nend\n\n
(reshared)\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\narrow keys to move\nr to restart\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n1 luv and fave = 1 respekt\n1 follow = 1,000,000 respekt\nCOULD THIS GET FRONT PAGE ?!?!\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nplay more of my great games like https://scratch.mit.edu/projects/460934138
The Avengers || A Platformer || Collaboration
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen backdrop switches to [backdrop16 v]\nbroadcast (Hide v)\n\n@AvEnGeRrRrR\n\nwhen flag clicked\nset size to (40) %\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if then\n change [x v] by (1)\n end\n set [x v] to ((x) * (.85))\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 [17.4]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> and <touching (ground v)?>> 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) > [215]> then\n go to x: (-57) y: (-136)\n broadcast (NEXT LEVEL v)\n end\n if <touching (aliens v)?> then\n go to x: (-201) y: (-122)\n end\n if <touching (loki v)?> then\n go to x: (-201) y: (-122)\n end\n if <touching (spikes v)?> then\n go to x: (-201) y: (-122)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (danger v)?> then\n go to x: (-157) y: (-88)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-186) y: (-61)\n\nwhen flag clicked\nswitch costume to (normal right v)\nnext backdrop\n\nwhen flag clicked\nhide\nforever\n if then\n change [x v] by (-1)\n end\nend\n\nwhen flag clicked\ngo to x: (-184) y: (-90)\n\nwhen [space v] key pressed\nnext costume\n\nwhen I receive [hahah v]\nshow\n\nwhen flag clicked\nforever\n play sound [TheAvengers v] until done\nend\n\n@Ground\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (ground v)\n\n@Aliens\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@SPIKES\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Loki\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@THUMBNAIL\n\nwhen flag clicked\nchange [ghost v] effect by (100)\nbroadcast (hahah v) and wait\n\n
Hello Tony, Bruce, Steve, and Natasha...\nI, Nick Fury, would like to recruit you to be part of the Avengers. Loki has gained access to the unlimited power of an energy cube called the Tesseract as well as controlling and brainwashing some of our best agents and scientists. Along the way many people may be able to help you, but it is up to you to get it back. Your mission- Get the tesseract- defeat Loki, end of story. Don't fail me.
Land || A Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Heaven and Hell - Jeremy Blake v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [level v] to [1]\nRestart\nset [ghost v] effect to (0)\nshow\nforever\n Physics\nend\n\ndefine Restart\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (0)\n\nwhen [timer v] > (0.1)\nhide\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\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)\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)\nend\nchange x by (x)\nSlope Detection\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 [-15]\n set [y v] to [10]\n else\n set [x v] to [15]\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\n broadcast (Reset Enemy v)\nend\nif <touching (enemy v)?> then\n Restart\n broadcast (Reset Enemy v)\nend\n\nwhen I receive [4 v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [reset enemy v]\nRestart\n\n@Level\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nwait until <(Level) = [2]>\nbroadcast (2 v)\n\nwhen I receive [3 v]\nswitch costume to (costume3 v)\n\nwhen flag clicked\nwait until <(costume [number v]) = [22]>\nswitch costume to (costume21 v)\nbroadcast (4 v)\nforever\n glide (1) secs to x: (0) y: (10)\n glide (1) secs to x: (0) y: (-10)\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nshow\n\n@Enemy\n\nwhen flag clicked\nset [ghost v] effect to (0)\nRestart\nshow\nforever\n Physics\nend\n\ndefine Restart\nset [enemy x v] to [0]\nset [enemy y v] to [0]\ngo to x: (120) y: (120)\n\nwhen [timer v] > (0.1)\nhide\n\ndefine Slope Detection\nset [enemy slope v] to [0]\nrepeat until <<(Enemy Slope) = [8]> or <not <touching (level v)?>>>\n change y by (1)\n change [enemy slope v] by (1)\nend\nif <touching (level v)?> then\n change y by (-8)\nend\n\ndefine Physics\nif <(x position) < ([x position v] of [player v])> then\n change [enemy x v] by (1)\nend\nif <([x position v] of [player v]) < (x position)> then\n change [enemy x v] by (-1)\nend\nchange x by (Enemy x)\nSlope Detection\nif <touching (level v)?> then\n change x by ((Enemy x) * (-1))\n if <(y position) < ([y position v] of [player v])> then\n if <(Enemy x) > [0]> then\n set [enemy x v] to [-10]\n set [enemy y v] to [10]\n else\n set [enemy x v] to [-10]\n set [enemy y v] to [10]\n end\n else\n set [enemy x v] to [0]\n end\nelse\n set [enemy x v] to ((Enemy x) * (0.8))\nend\nchange y by (Enemy y)\nif <touching (level v)?> then\n change y by ((Enemy y) * (-1))\n set [enemy y v] to [0]\n if <((y position) - (25)) < ([y position v] of [player v])> then\n if <(Enemy Jumping?) = [y]> then\n set [enemy y v] to [12]\n set [enemy jumping? v] to [n]\n end\n end\nelse\n change [enemy y v] by (-1)\n set [enemy jumping? v] to [y]\nend\n\nwhen I receive [reset enemy v]\nRestart\n\nwhen I receive [4 v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Sprite1\n\nwhen flag clicked\nset [pressed button v] to [0]\nset size to (100) %\nset [ghost v] effect to (0)\ngo to x: (190) y: (-146)\ngo to [front v] layer\nshow\n\nwhen [timer v] > (0.1)\nhide\n\nwhen this sprite clicked\nstart sound [Crank v]\nrepeat (2)\n change size by (15)\nend\nrepeat (2)\n change size by (-15)\nend\nchange [level v] by (1)\nchange [pressed button v] by (1)\nbroadcast (Reset Enemy v)\n\nwhen I receive [1 v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [4 v]\nstop [other scripts in sprite v]\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0.1)\nhide\n\nwhen this sprite clicked\nif <(Level) = [1]> then\n broadcast (3 v)\nelse\n start sound [Crank v]\n repeat (2)\n change size by (15)\n end\n repeat (2)\n change size by (-15)\n end\n change [level v] by (-1)\n broadcast (Reset Enemy v)\nend\n\nwhen I receive [1 v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [2 v]\nset [ghost effect v] to [100]\nshow\nset size to (100) %\ngo to x: (-190) y: (-146)\nshow\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nset [ghost v] effect to (Ghost effect)\n\nwhen I receive [3 v]\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [4 v]\nstop [other scripts in sprite v]\n\n
* curated by @theleapingleopard on 27th October *\nIt would mean a lot if someone suggested this to be featured . You can do that here : https://scratch.mit.edu/studios/4228481/comments/\n\nWhen i came back on Scratch i was shocked to see that land Platformer got in the trash :( it may not be a hack but why would i put my own Platformer in the trash?\nOrignal date : 24 September 2020
Winter Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (slopes v)\nforever\n if <<(Level) = [6]> or <(Deaths) = [5]>> then\n switch backdrop to (backdrop1 v)\n broadcast (game completed v)\n stop [all v]\n end\nend\n\n@levels\n\n@Sprite1\n\nwhen flag clicked\nset [level v] to [1]\nset [deaths v] to [0]\nswitch costume to (costume1 v)\ngo to x: (-191) y: (-127)\nshow\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume2 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 (costume3 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 y by (1)\n if <touching (levels v)?> then\n change [x v] by ((X) * (-1))\n set y to (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n 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 if <touching (obstacles v)?> then\n set [x v] to [0]\n play sound [Oops v] until done\n change [deaths v] by (1)\n go to x: (-191) y: (-126)\n end\n if <touching (levelchanger v)?> then\n change [level v] by (1)\n broadcast (levelcompleted v)\n go to x: (-191) y: (-126)\n set [x v] to [0]\n end\n if <not <key (any v) pressed?>> then\n switch costume to (costume1 v)\n end\nend\n\n@obstacles\n\nwhen I receive [levelcompleted v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [game completed v]\nhide\n\nwhen flag clicked\nshow\n\n@levelchanger\n\nwhen I receive [game completed v]\nhide\n\nwhen flag clicked\nshow\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n
Basic platformer!!! My first :) wasd or arrow keys\nPLATFORMER CONTEST: \nhttps://scratch.mit.edu/projects/439453826/\nPlease share with others\ncheck out my other game: https://scratch.mit.edu/projects/388297829/\ncan we make it to 1500 veiws???
{{360*Gravity-Platformer}}
@Stage\n\n@Pen Engine\n\nwhen flag clicked\nforever\n play sound [Disfigure v] until done\nend\n\nwhen flag clicked\nLETTER_NAME-SETUP\nLETTER_AIRGAP_SETUP\nset [mode v] to [Game]\nset [checkpoint v] to [1]\ndelete all of [platforms v]\nadd [-50] to [platforms v]\nadd [-400] to [platforms v]\nadd [0] to [platforms v]\nadd [100] to [platforms v]\nadd [200] to [platforms v]\nadd [-350] to [platforms v]\nadd [0] to [platforms v]\nadd [40] to [platforms v]\nadd [400] to [platforms v]\nadd [-250] to [platforms v]\nadd [0] to [platforms v]\nadd [40] to [platforms v]\nadd [200] to [platforms v]\nadd [-150] to [platforms v]\nadd [0] to [platforms v]\nadd [40] to [platforms v]\nadd [-100] to [platforms v]\nadd [-100] to [platforms v]\nadd [0] to [platforms v]\nadd [100] to [platforms v]\nadd [-300] to [platforms v]\nadd [75] to [platforms v]\nadd [80] to [platforms v]\nadd [75] to [platforms v]\nadd [-100] to [platforms v]\nadd [150] to [platforms v]\nadd [0] to [platforms v]\nadd [50] to [platforms v]\nadd [200] to [platforms v]\nadd [150] to [platforms v]\nadd [-20] to [platforms v]\nadd [100] to [platforms v]\nadd [500] to [platforms v]\nadd [150] to [platforms v]\nadd [20] to [platforms v]\nadd [40] to [platforms v]\nadd [700] to [platforms v]\nadd [100] to [platforms v]\nadd [30] to [platforms v]\nadd [10] to [platforms v]\nadd [900] to [platforms v]\nadd [150] to [platforms v]\nadd [-20] to [platforms v]\nadd [10] to [platforms v]\nadd [1100] to [platforms v]\nadd [325] to [platforms v]\nadd [-70] to [platforms v]\nadd [50] to [platforms v]\nadd [1300] to [platforms v]\nadd [300] to [platforms v]\nadd [0] to [platforms v]\nadd [50] to [platforms v]\nadd [1550] to [platforms v]\nadd [250] to [platforms v]\nadd [30] to [platforms v]\nadd [10] to [platforms v]\nadd [1720] to [platforms v]\nadd [200] to [platforms v]\nadd [70] to [platforms v]\nadd [10] to [platforms v]\nadd [1950] to [platforms v]\nadd [300] to [platforms v]\nadd [-80] to [platforms v]\nadd [100] to [platforms v]\nadd [2100] to [platforms v]\nadd [400] to [platforms v]\nadd [-20] to [platforms v]\nadd [50] to [platforms v]\nadd [2300] to [platforms v]\nadd [450] to [platforms v]\nadd [-20] to [platforms v]\nadd [10] to [platforms v]\nadd [2500] to [platforms v]\nadd [450] to [platforms v]\nadd [20] to [platforms v]\nadd [10] to [platforms v]\nadd [2700] to [platforms v]\nadd [450] to [platforms v]\nadd [-20] to [platforms v]\nadd [10] to [platforms v]\nadd [2900] to [platforms v]\nadd [450] to [platforms v]\nadd [-40] to [platforms v]\nadd [10] to [platforms v]\nadd [3100] to [platforms v]\nadd [400] to [platforms v]\nadd [0] to [platforms v]\nadd [10] to [platforms v]\nadd [3300] to [platforms v]\nadd [400] to [platforms v]\nadd [0] to [platforms v]\nadd [100] to [platforms v]\nadd [3650] to [platforms v]\nadd [400] to [platforms v]\nadd [0] to [platforms v]\nadd [100] to [platforms v]\nadd [4000] to [platforms v]\nadd [400] to [platforms v]\nadd [0] to [platforms v]\nadd [100] to [platforms v]\nadd [4400] to [platforms v]\nadd [400] to [platforms v]\nadd [0] to [platforms v]\nadd [100] to [platforms v]\nforever\n if <(Mode) = [Thumbnail]> then\n erase all\n set pen color to (#000000)\n Background\n Movement\n set [scrollx v] to [120]\n set [scrolly v] to [250]\n delete all of [platforms v]\n add [200] to [platforms v]\n add [150] to [platforms v]\n add [-20] to [platforms v]\n add [100] to [platforms v]\n add [-100] to [platforms v]\n add [150] to [platforms v]\n add [0] to [platforms v]\n add [50] to [platforms v]\n set [colour v] to [50]\n RenderPlatform\n Player [-20] [30] []\n set pen color to (#ffffff)\n Colour SBCT [0] [100] [50] [8] PenSize [10]\n Text [0] [100] [360-Degree-Gravity] [400] [70] [] [] [3]\n Colour SBCT [0] [80] [50] [8] PenSize [5]\n Text [0] [100] [360-Degree-Gravity] [400] [70] [] [] [3]\n Colour SBCT [0] [100] [100] [0] PenSize [10]\n Text [0] [-120] [PLATFORMER] [300] [50] [] [] [2]\n Colour SBCT [0] [80] [100] [0] PenSize [5]\n Text [0] [-120] [PLATFORMER] [300] [50] [] [] [2]\n end\n if <(Mode) = [Game]> then\n set [colour v] to [0]\n set [activeplatform v] to [1]\n set [platformplayerx v] to [-50]\n set [platformplayery v] to [50]\n set [scrollx v] to (item (((Checkpoint) * (4)) + (-3)) of [platforms v])\n set [scrolly v] to (item (((Checkpoint) * (4)) + (-2)) of [platforms v])\n set [lastplatform v] to (ActivePlatform)\n set [controlmode v] to [1]\n set [xvol v] to [7]\n set [yvol v] to [0]\n repeat until <not <(Mode) = [Game]>>\n ActivePlatform\n GravityConverter\n Checkpoints\n erase all\n set pen color to (#000000)\n Background\n Controls [10]\n RenderPlatform\n Movement\n Player (item ((ActivePlatform) + (2)) of [platforms v]) [30] [0]\n change [colour v] by (0.1)\n if <(PlatformPlayerY) < [-200]> then\n set [mode v] to [Lobby]\n end\n PlatformerText [-50] [-300] (join [Welcome-] (username)) [200]\n PlatformerText [-125] [50] [<-Jump] [90]\n PlatformerText [200] [-50] [lets-make-it-more-fun] [315]\n PlatformerText [200] [300] [The-Gravity-rotates] [275]\n PlatformerText [600] [300] [Hard-landing] [180]\n PlatformerText [1300] [400] [Checkpoint] [165]\n PlatformerText [2600] [600] [Do-you-like-this-concept] [345]\n PlatformerText [3000] [600] [Please-comment-your-ideas] [345]\n PlatformerText [3300] [550] [You-made-it-to-the-end] [255]\n PlatformerText [3300] [500] [Maybe-like-fave-or-follow] [345]\n PlatformerText [3650] [500] [Is-it-to-short] [210]\n PlatformerText [4000] [500] [Answer-in-the-comments] [315]\n PlatformerText [4400] [500] [Theres-nothing-more] [285]\n end\n end\n if <(Mode) = [Lobby]> then\n set [mode v] to [Game]\n end\nend\n\ndefine Rectangle (x) (y) (sx) (sy)\npen up\ngo to x: ((x) - ((sx) / (2))) y: ((y) - ((sy) / (2)))\npen down\ngo to x: ((x) - ((sx) / (2))) y: ((y) + ((sy) / (2)))\ngo to x: ((x) + ((sx) / (2))) y: ((y) + ((sy) / (2)))\ngo to x: ((x) + ((sx) / (2))) y: ((y) - ((sy) / (2)))\ngo to x: ((x) - ((sx) / (2))) y: ((y) - ((sy) / (2)))\n\ndefine Filled Rectangle (x) (y) (sx) (sy)\nset [fillx v] to [0]\nset [filly v] to [0]\nrepeat ((round ((sx) / (7))) + (1))\n Rectangle (x) (y) ((sx) - (FillX)) ((sy) - (FillY))\n change [fillx v] by (7)\n change [filly v] by ((sy) / ((round ((sx) / (7))) + (1)))\nend\n\ndefine Buttonbase (x) (y) (xs) (ys) (framesize) (send) (changeable)\nif <<<(mouse x) > ((x) - ((xs) / (2)))> and <((x) + ((xs) / (2))) > (mouse x)>> and <<(mouse y) > ((y) - ((ys) / (2)))> and <((y) + ((ys) / (2))) > (mouse y)>>> then\n set pen size to (framesize)\n Filled Rectangle (x) (y) ((xs) - ((xs) / (7))) ((ys) - ((ys) / (7)))\n if <mouse down?> then\n if <(changeable) = [1]> then\n start sound [Low Boing v]\n wait until <not <mouse down?>>\n else\n set [mode v] to (send)\n start sound [Low Boing v]\n end\n end\nelse\n set pen size to (framesize)\n Filled Rectangle (x) (y) (xs) (ys)\nend\n\ndefine Buttonframe (x) (y) (xs) (ys) (framesize)\nif <<<(mouse x) > ((x) - ((xs) / (2)))> and <((x) + ((xs) / (2))) > (mouse x)>> and <<(mouse y) > ((y) - ((ys) / (2)))> and <((y) + ((ys) / (2))) > (mouse y)>>> then\n set pen size to (framesize)\n Rectangle (x) (y) ((xs) - ((xs) / (7))) ((ys) - ((ys) / (7)))\nelse\n set pen size to (framesize)\n Rectangle (x) (y) (xs) (ys)\nend\n\ndefine Text (x) (y) (word) (xs) (ys) (xframe) (yframe) (gapinbetween)\nset [letterdata v] to [0]\nset [total_word_size v] to [1]\nrepeat (length of (word))\n change [letterdata v] by (1)\n change [total_word_size v] by (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])\nend\nchange [total_word_size v] by ((xframe) * (2))\nchange [total_word_size v] by (((length of (word)) - (1)) * (gapinbetween))\nset [letterdata v] to [0]\nrepeat (length of (word))\n change [letterdata v] by (1)\n set [word_size v] to [0]\n change [word_size v] by (xframe)\n change [word_size v] by (((LetterData) * (gapinbetween)) - ((gapinbetween) + (1)))\n repeat (LetterData)\n change [word_size v] by (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])\n end\n A (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [A]>\n B (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [B]>\n C (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [C]>\n D (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [D]>\n E (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [E]>\n F (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [F]>\n G (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [G]>\n H (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [H]>\n I (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [I]>\n J (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [J]>\n K (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [K]>\n L (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [L]>\n M (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [M]>\n N (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [N]>\n O (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [O]>\n P (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [P]>\n Q (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [Q]>\n R (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [R]>\n S (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [S]>\n T (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [T]>\n U (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [U]>\n V (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [V]>\n W (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [W]>\n X (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [X]>\n Y (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [Y]>\n Z (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [Z]>\n 0 (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [0]>\n 1 (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [1]>\n 2 (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [2]>\n 3 (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [3]>\n 4 (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [4]>\n 5 (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [5]>\n 6 (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [6]>\n 7 (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [7]>\n 8 (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [8]>\n 9 (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [9]>\n Percent (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [%]>\n : (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [:]>\n < (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [>]>\n > (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [<]>\nend\n\ndefine LETTER_NAME-SETUP\ndelete all of [letter_name v]\nadd [0] to [letter_name v]\nadd [1] to [letter_name v]\nadd [2] to [letter_name v]\nadd [3] to [letter_name v]\nadd [4] to [letter_name v]\nadd [5] to [letter_name v]\nadd [6] to [letter_name v]\nadd [7] to [letter_name v]\nadd [8] to [letter_name v]\nadd [9] to [letter_name v]\nadd [A] to [letter_name v]\nadd [B] to [letter_name v]\nadd [C] to [letter_name v]\nadd [D] to [letter_name v]\nadd [E] to [letter_name v]\nadd [F] to [letter_name v]\nadd [G] to [letter_name v]\nadd [H] to [letter_name v]\nadd [I] to [letter_name v]\nadd [J] to [letter_name v]\nadd [K] to [letter_name v]\nadd [L] to [letter_name v]\nadd [M] to [letter_name v]\nadd [N] to [letter_name v]\nadd [O] to [letter_name v]\nadd [P] to [letter_name v]\nadd [Q] to [letter_name v]\nadd [R] to [letter_name v]\nadd [S] to [letter_name v]\nadd [T] to [letter_name v]\nadd [U] to [letter_name v]\nadd [V] to [letter_name v]\nadd [W] to [letter_name v]\nadd [X] to [letter_name v]\nadd [Y] to [letter_name v]\nadd [Z] to [letter_name v]\nadd [-] to [letter_name v]\nadd [%] to [letter_name v]\nadd [:] to [letter_name v]\nadd [>] to [letter_name v]\nadd [<] to [letter_name v]\n\ndefine LETTER_AIRGAP_SETUP\ndelete all of [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\n\ndefine A (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen down\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen up\n go to x: ((x) - ((xs) / (2))) y: (y)\n pen down\n go to x: ((x) + ((xs) / (2))) y: (y)\nend\n\ndefine B (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen down\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: (((x) - ((xs) / (2))) + (((xs) / (3)) * (2))) y: ((y) + ((ys) / (2)))\n go to x: (((x) - ((xs) / (2))) + (((xs) / (3)) * (2))) y: (y)\n pen up\n go to x: ((x) - ((xs) / (2))) y: (y)\n pen down\n go to x: ((x) + ((xs) / (2))) y: (y)\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (2)))\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\nend\n\ndefine C (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen down\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\nend\n\ndefine D (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen down\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: (((x) - ((xs) / (2))) + (((xs) / (3)) * (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: (((y) - ((ys) / (2))) + (((ys) / (5)) * (4)))\n go to x: ((x) + ((xs) / (2))) y: (((y) - ((ys) / (2))) + (((ys) / (5)) * (1)))\n go to x: (((x) - ((xs) / (2))) + (((xs) / (3)) * (2))) y: ((y) - ((ys) / (2)))\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\nend\n\ndefine E (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen down\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\n pen up\n go to x: ((x) + ((xs) / (2))) y: (y)\n pen down\n go to x: ((x) - ((xs) / (2))) y: (y)\nend\n\ndefine F (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen down\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\n pen up\n go to x: ((x) + ((xs) / (2))) y: (y)\n pen down\n go to x: ((x) - ((xs) / (2))) y: (y)\nend\n\ndefine G (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\n pen down\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: (y)\n go to x: (x) y: (y)\nend\n\ndefine H (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen down\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n pen up\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen down\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\n pen up\n go to x: ((x) + ((xs) / (2))) y: (y)\n pen down\n go to x: ((x) - ((xs) / (2))) y: (y)\nend\n\ndefine I (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: (x) y: ((y) - ((ys) / (2)))\n pen down\n go to x: (x) y: ((y) + ((ys) / (2)))\nend\n\ndefine J (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) + ((xs) / (6))) y: ((y) + ((ys) / (2)))\n pen down\n go to x: ((x) + ((xs) / (6))) y: ((y) - ((ys) / (2)))\n go to x: ((x) - ((xs) / (6))) y: ((y) - ((ys) / (2)))\n go to x: ((x) - ((xs) / (6))) y: ((y) - ((ys) / (4)))\nend\n\ndefine K (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen down\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n pen up\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\n pen down\n go to x: ((x) - ((xs) / (2))) y: (y)\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (2)))\nend\n\ndefine L (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n pen down\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (2)))\nend\n\ndefine M (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen down\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: (x) y: ((y) - ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (2)))\nend\n\ndefine N (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen down\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\nend\n\ndefine O (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen down\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (2)))\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\nend\n\ndefine P (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen down\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: (y)\n go to x: ((x) - ((xs) / (2))) y: (y)\nend\n\ndefine Q (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen down\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: (((y) - ((ys) / (2))) + (((ys) / (5)) * (2)))\n go to x: (((x) - ((xs) / (2))) + (((xs) / (6)) * (4))) y: ((y) - ((ys) / (2)))\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen up\n go to x: (((x) - ((xs) / (2))) + (((xs) / (6)) * (4))) y: (((y) - ((ys) / (2))) + (((ys) / (5)) * (2)))\n pen down\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (2)))\nend\n\ndefine R (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen down\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: (y)\n go to x: ((x) - ((xs) / (2))) y: (y)\n pen up\n go to x: ((x) - ((xs) / (2))) y: (y)\n pen down\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (2)))\nend\n\ndefine S (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen down\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: (y)\n go to x: ((x) - ((xs) / (2))) y: (y)\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\nend\n\ndefine T (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n pen down\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\n pen up\n go to x: (x) y: ((y) + ((ys) / (2)))\n pen down\n go to x: (x) y: ((y) - ((ys) / (2)))\nend\n\ndefine U (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n pen down\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\nend\n\ndefine V (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n pen down\n go to x: (x) y: ((y) - ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\nend\n\ndefine W (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n pen down\n go to x: (((x) - ((xs) / (2))) + (((xs) / (4)) * (1))) y: ((y) - ((ys) / (2)))\n go to x: (x) y: ((y) + ((ys) / (2)))\n go to x: (((x) - ((xs) / (2))) + (((xs) / (4)) * (3))) y: ((y) - ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\nend\n\ndefine X (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n pen down\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen up\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\n pen down\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\nend\n\ndefine Y (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n pen down\n go to x: (x) y: (y)\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\n pen up\n go to x: (x) y: ((y) - ((ys) / (2)))\n pen down\n go to x: (x) y: (y)\nend\n\ndefine Z (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n pen down\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (2)))\nend\n\ndefine ButtonText (x) (y) (xs) (ys) (text) (buttongap) (framegap) (framesize)\nif <<<(mouse x) > ((x) - ((xs) / (2)))> and <((x) + ((xs) / (2))) > (mouse x)>> and <<(mouse y) > ((y) - ((ys) / (2)))> and <((y) + ((ys) / (2))) > (mouse y)>>> then\n set pen size to (framesize)\n Text (x) (y) (text) ((xs) - ((xs) / (7))) ((ys) - ((ys) / (7))) (framegap) ((framegap) * (2)) (buttongap)\nelse\n set pen size to (framesize)\n Text (x) (y) (text) (xs) (ys) (framegap) ((framegap) * (2)) (buttongap)\nend\n\ndefine Button (x) (y) (xs) (ys) (text) (frame) (send) (framegap) (lettergap) (changeable?) (colour)\nif <(colour) = [1]> then\n set pen color to (#30a200)\nelse\n set pen color to (#ff0000)\nend\nif <(frame) > [5]> then\n Buttonbase (x) (y) (xs) (ys) (frame) (send) (changeable?)\nelse\n Buttonbase (x) (y) (xs) (ys) [5] (send) (changeable?)\nend\nif <(colour) = [1]> then\n set pen color to (#000000)\nelse\n set pen color to (#ffffff)\nend\nButtonframe (x) (y) (xs) (ys) (frame)\nset pen color to (#ffffff)\nButtonText (x) (y) (xs) (ys) (text) (lettergap) (framegap) [5]\nset pen color to (#000000)\nButtonText (x) (y) (xs) (ys) (text) (lettergap) (framegap) [2]\n\ndefine Background\nset pen size to (480)\npen up\ngo to x: (0) y: (-180)\npen down\ngo to x: (0) y: (180)\n\ndefine 1 (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (4))) y: ((y) + ((ys) / (4)))\n pen down\n go to x: ((x) + ((xs) / (4))) y: ((y) + ((ys) / (2)))\n go to x: ((x) + ((xs) / (4))) y: ((y) - ((ys) / (2)))\nend\n\ndefine 2 (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen down\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n go to x: ((x) - ((xs) / (2))) y: (y)\n go to x: ((x) + ((xs) / (2))) y: (y)\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\nend\n\ndefine 3 (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen down\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n pen up\n go to x: ((x) - ((xs) / (2))) y: (y)\n pen down\n go to x: ((x) + ((xs) / (2))) y: (y)\nend\n\ndefine 4 (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) + ((xs) / (3))) y: ((y) - ((ys) / (2)))\n pen down\n go to x: ((x) + ((xs) / (3))) y: ((y) + ((ys) / (2)))\n go to x: ((x) - ((xs) / (2))) y: (y)\n go to x: ((x) + ((xs) / (2))) y: (y)\nend\n\ndefine 5 (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen down\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: (y)\n go to x: ((x) - ((xs) / (2))) y: (y)\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\nend\n\ndefine 6 (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\n pen down\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: (y)\n go to x: ((x) - ((xs) / (2))) y: (y)\nend\n\ndefine 7 (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n pen down\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\nend\n\ndefine 8 (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen down\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (2)))\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen up\n go to x: ((x) - ((xs) / (2))) y: (y)\n pen down\n go to x: ((x) + ((xs) / (2))) y: (y)\nend\n\ndefine 9 (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) + ((xs) / (2))) y: (y)\n pen down\n go to x: ((x) - ((xs) / (2))) y: (y)\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (2)))\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\nend\n\ndefine 0 (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen down\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (2)))\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\nend\n\ndefine Percent (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\n pen down\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n pen down\n go to x: ((x) - ((xs) / (3))) y: ((y) + ((ys) / (2)))\n go to x: ((x) - ((xs) / (3))) y: ((y) + ((ys) / (3)))\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (3)))\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n pen up\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen down\n go to x: ((x) + ((xs) / (3))) y: ((y) - ((ys) / (2)))\n go to x: ((x) + ((xs) / (3))) y: ((y) - ((ys) / (3)))\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (3)))\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (2)))\nend\n\ndefine : (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: (x) y: ((y) - ((ys) / (3)))\n pen down\n pen up\n go to x: (x) y: ((y) + ((ys) / (3)))\n pen down\nend\n\ndefine > (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (3)))\n pen down\n go to x: ((x) - ((xs) / (2))) y: (y)\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (3)))\nend\n\ndefine < (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (3)))\n pen down\n go to x: ((x) + ((xs) / (2))) y: (y)\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (3)))\nend\n\ndefine Line (x) (y) (angle) (size)\npen up\ngo to x: ((x) + (([sin v] of ((90) + (angle)) ) * (size))) y: ((y) + (([cos v] of ((90) + (angle)) ) * (size)))\npen down\ngo to x: ((x) + (([sin v] of ((270) + (angle)) ) * (size))) y: ((y) + (([cos v] of ((270) + (angle)) ) * (size)))\ngo to x: ((x) + (([sin v] of ((270) + (angle)) ) * (size))) y: ((y) + (([cos v] of ((270) + (angle)) ) * (size)))\n\ndefine Platform (x) (y) (angle) (size)\nif <<<[-240] < (x)> and <(x) < [240]>> and <<[-180] < (y)> and <(y) < [180]>>> then\n Colour SBCT [100] [100] (Colour) [60] PenSize [60]\n Line ((x) + (([sin v] of (angle) ) * (20))) ((y) + (([cos v] of (angle) ) * (20))) (angle) (size)\n Colour SBCT [100] [100] (Colour) [60] PenSize [60]\n Line ((x) + (([sin v] of (angle) ) * (10))) ((y) + (([cos v] of (angle) ) * (10))) (angle) (size)\n Line (x) (y) (angle) (size)\n Colour SBCT [100] [100] (Colour) [0] PenSize [60]\n Line (x) (y) (angle) (size)\n Colour SBCT [50] [100] (Colour) [0] PenSize [50]\n Line (x) (y) (angle) (size)\n Colour SBCT [0] [10] (Colour) [0] PenSize [40]\n Line (x) (y) (angle) (size)\n Colour SBCT [0] [15] (Colour) [0] PenSize [30]\n Line (x) (y) (angle) (size)\nend\n\ndefine Colour SBCT (sarutation) (brightness) (colour) (transparency) PenSize (size)\nset pen size to (size)\nset pen (color v) to (colour)\nset pen (saturation v) to (sarutation)\nset pen (brightness v) to (brightness)\nset pen (transparency v) to (transparency)\n\ndefine Player (angle) (size) (y)\nColour SBCT [100] [100] ((Colour) + (50)) [0] PenSize [10]\npen up\ngo to x: (([sin v] of ((45) + (angle)) ) * (size)) y: ((([cos v] of ((45) + (angle)) ) * (size)) + (y))\npen down\ngo to x: (([sin v] of ((135) + (angle)) ) * (size)) y: ((([cos v] of ((135) + (angle)) ) * (size)) + (y))\ngo to x: (([sin v] of ((225) + (angle)) ) * (size)) y: ((([cos v] of ((225) + (angle)) ) * (size)) + (y))\ngo to x: (([sin v] of ((315) + (angle)) ) * (size)) y: ((([cos v] of ((315) + (angle)) ) * (size)) + (y))\ngo to x: (([sin v] of ((45) + (angle)) ) * (size)) y: ((([cos v] of ((45) + (angle)) ) * (size)) + (y))\nColour SBCT [100] [75] ((Colour) + (50)) [0] PenSize [5]\npen up\ngo to x: (([sin v] of ((45) + (angle)) ) * (size)) y: ((([cos v] of ((45) + (angle)) ) * (size)) + (y))\npen down\ngo to x: (([sin v] of ((135) + (angle)) ) * (size)) y: ((([cos v] of ((135) + (angle)) ) * (size)) + (y))\ngo to x: (([sin v] of ((225) + (angle)) ) * (size)) y: ((([cos v] of ((225) + (angle)) ) * (size)) + (y))\ngo to x: (([sin v] of ((315) + (angle)) ) * (size)) y: ((([cos v] of ((315) + (angle)) ) * (size)) + (y))\ngo to x: (([sin v] of ((45) + (angle)) ) * (size)) y: ((([cos v] of ((45) + (angle)) ) * (size)) + (y))\n\ndefine GravityConverter\nset [player/platformdistance v] to ([sqrt v] of ((((item ((ActivePlatform) + ()) of [platforms v]) - (ScrollX)) * ((item ((ActivePlatform) + ()) of [platforms v]) - (ScrollX))) + (((item ((ActivePlatform) + (1)) of [platforms v]) - (ScrollY)) * ((item ((ActivePlatform) + (1)) of [platforms v]) - (ScrollY)))) )\nset [platformangledistancex v] to ((item ((ActivePlatform) + ()) of [platforms v]) + (([sin v] of (item ((ActivePlatform) + (2)) of [platforms v]) ) * (Player/PlatformDistance)))\nset [platformangledistancey v] to ((item ((ActivePlatform) + (1)) of [platforms v]) + (([cos v] of (item ((ActivePlatform) + (2)) of [platforms v]) ) * (Player/PlatformDistance)))\nset [player/padistance v] to (([sqrt v] of ((((PlatformAngleDistanceX) - (ScrollX)) * ((PlatformAngleDistanceX) - (ScrollX))) + (((PlatformAngleDistanceY) - (ScrollY)) * ((PlatformAngleDistanceY) - (ScrollY)))) ) / (2))\nset [player-pa/platformdistance v] to ([sqrt v] of (((Player/PlatformDistance) * (Player/PlatformDistance)) - ((Player/PADistance) * (Player/PADistance))) )\nset [angledifference v] to ((2) * ([atan v] of ((Player/PADistance) / (Player-PA/PlatformDistance)) ))\nset [0degreeplayerx v] to ((item ((ActivePlatform) + ()) of [platforms v]) + (([sin v] of (AngleDifference) ) * (Player/PlatformDistance)))\nset [0degreeplayery v] to ((item ((ActivePlatform) + (1)) of [platforms v]) + (([cos v] of (AngleDifference) ) * (Player/PlatformDistance)))\nset [platformplayerx v] to ((0DegreePlayerX) - (item ((ActivePlatform) + ()) of [platforms v]))\nif <(round (ScrollX)) = (round ((item ((ActivePlatform) + ()) of [platforms v]) + ((([sin v] of ((90) + (item ((ActivePlatform) + (2)) of [platforms v])) ) * ((0DegreePlayerX) - (item ((ActivePlatform) + ()) of [platforms v]))) + (([sin v] of ((0) + (item ((ActivePlatform) + (2)) of [platforms v])) ) * ((0DegreePlayerY) - (item ((ActivePlatform) + (1)) of [platforms v]))))))> then\n set [platformplayerx v] to ((0DegreePlayerX) - (item ((ActivePlatform) + ()) of [platforms v]))\nelse\n set [platformplayerx v] to (join [-] ((0DegreePlayerX) - (item ((ActivePlatform) + ()) of [platforms v])))\nend\nset [platformplayery v] to ((0DegreePlayerY) - (item ((ActivePlatform) + (1)) of [platforms v]))\n\ndefine RenderPlatform\nset [data v] to [1]\nrepeat ((length of [platforms v]) / (4))\n Platform ((item ((Data) + ()) of [platforms v]) - (ScrollX)) ((item ((Data) + (1)) of [platforms v]) - (ScrollY)) (item ((Data) + (2)) of [platforms v]) (item ((Data) + (3)) of [platforms v])\n change [data v] by (4)\nend\n\ndefine Movement\nset [scrollx v] to ((item ((ActivePlatform) + ()) of [platforms v]) + ((([sin v] of ((90) + (item ((ActivePlatform) + (2)) of [platforms v])) ) * (PlatformPlayerX)) + (([sin v] of ((0) + (item ((ActivePlatform) + (2)) of [platforms v])) ) * (PlatformPlayerY))))\nset [scrolly v] to ((item ((ActivePlatform) + (1)) of [platforms v]) + ((([cos v] of ((90) + (item ((ActivePlatform) + (2)) of [platforms v])) ) * (PlatformPlayerX)) + (([cos v] of ((0) + (item ((ActivePlatform) + (2)) of [platforms v])) ) * (PlatformPlayerY))))\n\ndefine Controls (xvol)\nif <not <(PlatformPlayerY) < [0]>> then\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n set [xvol v] to (xvol)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n set [xvol v] to ((xvol) - ((xvol) * (2)))\n end\nend\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(Jumps) < [2]> then\n set [yvol v] to [12]\n change [jumps v] by (1)\n end\nend\nchange [platformplayery v] by (Yvol)\nif <<<[0] < ((PlatformPlayerY) - (50))> or <(PlatformPlayerY) < [0]>> or <((item ((ActivePlatform) + (3)) of [platforms v]) + (30)) < ([abs v] of (PlatformPlayerX) )>> then\n change [yvol v] by (-1)\nelse\n set [yvol v] to [0]\n set [platformplayery v] to [50]\n set [jumps v] to [0]\nend\nset [xvol v] to ((Xvol) * (0.9))\nchange [platformplayerx v] by (Xvol)\n\ndefine ActivePlatform\nif <(Yvol) < [1]> then\n set [activeplatform v] to [1]\n set [platformdata v] to [1]\n set [closestplatform v] to (([abs v] of ((ScrollX) - (item ((PlatformData) + (0)) of [platforms v])) ) + ([abs v] of ((ScrollY) - (item ((PlatformData) + (1)) of [platforms v])) ))\n repeat (((length of [platforms v]) / (4)) - (1))\n change [platformdata v] by (4)\n if <(([abs v] of ((ScrollX) - (item ((PlatformData) + (0)) of [platforms v])) ) + ([abs v] of ((ScrollY) - (item ((PlatformData) + (1)) of [platforms v])) )) < (ClosestPlatform)> then\n set [activeplatform v] to (PlatformData)\n set [closestplatform v] to (([abs v] of ((ScrollX) - (item ((PlatformData) + (0)) of [platforms v])) ) + ([abs v] of ((ScrollY) - (item ((PlatformData) + (1)) of [platforms v])) ))\n end\n end\nend\n\nset [platformplayery v] to ((0DegreePlayerY) - (item ((ActivePlatform) + (1)) of [platforms v]))\n\nset [scrolly v] to [0]\n\nadd (x) to [platforms v]\nadd (y) to [platforms v]\nadd (angle) to [platforms v]\nadd (size) to [platforms v]\ndelete (1) of [platforms v]\ndelete (1) of [platforms v]\ndelete (1) of [platforms v]\ndelete (1) of [platforms v]\nif <(ActivePlatform) = [5]> then\n set [activeplatform v] to [1]\nend\n\ndefine Movement2\n\ndefine PlatformerText (x) (y) (value) (width)\nif <<[240] > ([abs v] of ((x) - (ScrollX)) )> and <[180] > ([abs v] of ((y) - (ScrollY)) )>> then\n Colour SBCT [50] [100] ((Colour) + (50)) [0] PenSize [3]\n Text ((x) - (ScrollX)) ((y) - (ScrollY)) (value) (width) [20] [] [] [3]\n Colour SBCT [100] [100] ((Colour) + (50)) [0] PenSize [1]\n Text ((x) - (ScrollX)) ((y) - (ScrollY)) (value) (width) [20] [] [] [3]\nend\n\ndefine Checkpoints\ndelete all of [checkpoints v]\nadd [1] to [checkpoints v]\nadd [13] to [checkpoints v]\nadd [22] to [checkpoints v]\nif <<[checkpoints v] contains ((((ActivePlatform) - (1)) / (4)) - (0))?> and <(Checkpoint) < (ActivePlatform)>> then\n set [checkpoint v] to ((((ActivePlatform) - (1)) / (4)) - (0))\nend\n\nadd [120] to [checkpoints v]\nadd [180] to [checkpoints v]\n\nif <((round ((round (Colour)) / (4))) * (4)) = ((round ((round (Colour)) / (2))) * (2))> then\n Platform ((item ((Data) + ()) of [platforms v]) - (ScrollX)) ((item ((Data) + (1)) of [platforms v]) - (ScrollY)) (item ((Data) + (2)) of [platforms v]) (item ((Data) + (3)) of [platforms v])\nend\n\nif <(ActivePlatform) < (Data)> then\n\nActivePlatform\n\nchange [activeplatform v] by (-4)\n\nset [mode v] to [Thumbnail]\n\n
Here's a Platformer Concept... Feel free to use it with Credits.\n\nI want to make an improved version, with a better theme. Arrowkeys or WSDA to move\n\n
RayCat Platformer!
@Stage\n\nwhen flag clicked\nset [☁ online server v] to [-RayCat-]\nadd (username) to [highscores v]\nforever\n if <<[highscores v] contains [-RayCat-]?> and <(☁ online server) = [-RayCat-]>> then\nend\n\nwhen flag clicked\nstart sound [Mario 1-1 remix v]\nswitch backdrop to (1 v)\nforever\n if <(level) = [1]> then\n switch backdrop to (1 v)\n end\n if <(level) = [12]> then\n switch backdrop to (2 v)\n end\n if <(level) = [21]> then\n switch backdrop to (3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [12]> then\n stop all sounds\n start sound [Sonic 3 Music Desert Palace v]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [21]> then\n stop all sounds\n start sound [Sonic 2 Music Metropolis Zone v]\n stop [this script v]\n end\nend\n\n@Cat\n\nwhen flag clicked\nset [☁ online server v] to [-RayCat-]\nadd (username) to [highscores v]\nforever\n if <<[highscores v] contains [-RayCat-]?> and <(☁ online server) = [-RayCat-]>> then\nend\n\nwhen flag clicked\nforever\n if <(item (1) of [highscores v]) = [-RayCat-]> then\nend\n\nwhen flag clicked\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\nend\n\ndefine walk\nif <(power up) = [0]> then\n switch costume to (walk1 v)\n wait (0.05) seconds\n switch costume to (walk2 v)\n wait (0.05) seconds\n switch costume to (walk3 v)\n wait (0.05) seconds\n switch costume to (walk4 v)\n wait (0.05) seconds\n switch costume to (walk5 v)\n start sound [Footsteps2 v]\n wait (0.05) seconds\n switch costume to (walk6 v)\n wait (0.05) seconds\n switch costume to (walk7 v)\n wait (0.05) seconds\n switch costume to (walk8 v)\n wait (0.05) seconds\n switch costume to (walk9 v)\n wait (0.05) seconds\n switch costume to (walk10 v)\n start sound [Footsteps3 v]\nelse\n if <(power up) = [Speed]> then\nend\n\ndefine run\nif <(power up) = [0]> then\n switch costume to (run1 v)\n wait (0.02) seconds\n switch costume to (run2 v)\n wait (0.02) seconds\n switch costume to (run3 v)\n wait (0.02) seconds\n switch costume to (run4 v)\n wait (0.02) seconds\n switch costume to (run5 v)\n start sound [Footsteps2 v]\n broadcast (particle spawn v)\n wait (0.02) seconds\n switch costume to (run6 v)\n wait (0.02) seconds\n switch costume to (run7 v)\n wait (0.02) seconds\n switch costume to (run8 v)\n wait (0.02) seconds\n switch costume to (run9 v)\n wait (0.02) seconds\n switch costume to (run10 v)\n start sound [Footsteps4 v]\n broadcast (particle spawn v)\nelse\n if <(power up) = [Speed]> then\n switch costume to (speed-run1 v)\n wait (0.01) seconds\n switch costume to (speed-run2 v)\n wait (0.01) seconds\n switch costume to (speed-run3 v)\n wait (0.01) seconds\n switch costume to (speed-run4 v)\n wait (0.01) seconds\n switch costume to (speed-run5 v)\n wait (0.01) seconds\n switch costume to (speed-run6 v)\n start sound [Footsteps3 v]\n broadcast (particle spawn v)\n wait (0.01) seconds\n switch costume to (speed-run7 v)\n wait (0.01) seconds\n switch costume to (speed-run8 v)\n wait (0.01) seconds\n switch costume to (speed-run9 v)\n wait (0.01) seconds\n start sound [Footsteps3 v]\n broadcast (particle spawn v)\n switch costume to (speed-run10 v)\n wait (0.01) seconds\n switch costume to (speed-run11 v)\n wait (0.01) seconds\n switch costume to (speed-run12 v)\n wait (0.01) seconds\n switch costume to (speed-run12 v)\n wait (0.01) seconds\n switch costume to (speed-run13 v)\n start sound [Footsteps2 v]\n broadcast (particle spawn v)\n else\n switch costume to (jump-walk1 v)\n wait (0.05) seconds\n switch costume to (jump-walk2 v)\n wait (0.05) seconds\n switch costume to (jump-walk4 v)\n wait (0.05) seconds\n switch costume to (jump-walk3 v)\n start sound [Footsteps4 v]\n wait (0.05) seconds\n broadcast (particle spawn v)\n end\nend\n\nwhen flag clicked\nforever\n go to (hitbox v)\nend\n\nwhen flag clicked\nset [power up v] to [0]\nforever\n if <touching (platform v)?> then\n if <(power up) = [0]> then\n switch costume to (stand v)\n else\n if <(power up) = [Speed]> then\n switch costume to (speed-stand v)\n else\n switch costume to (jump-stand v)\n end\n end\n if <key (a v) pressed?> then\n if <(power up) = [0]> then\n if <(SpeedX) < [-8.5]> then\n run\n else\n walk\n end\n else\n run\n end\n end\n if <key (d v) pressed?> then\n if <(power up) = [0]> then\n if <(SpeedX) > [8.5]> then\n run\n else\n walk\n end\n else\n run\n end\n end\n if <key (w v) pressed?> then\n if <(power up) = [0]> then\n switch costume to (look up v)\n else\n if <(power up) = [Speed]> then\n switch costume to (speed-look up v)\n else\n switch costume to (jump-look up v)\n end\n end\n end\n if <key (s v) pressed?> then\n if <(power up) = [0]> then\n switch costume to (down v)\n else\n if <(power up) = [Speed]> then\n switch costume to (speed-down v)\n else\n switch costume to (jump-down v)\n end\n end\n end\n else\n if <(jump?) = [0]> then\n repeat until <touching (platform v)?>\n if <(power up) = [0]> then\n switch costume to (fall v)\n else\n if <(power up) = [Speed]> then\n switch costume to (speed-fall v)\n else\n switch costume to (jump-fall v)\n end\n end\n end\n start sound [Footsteps2 v]\n broadcast (particle spawn v)\n end\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <key (a v) pressed?> then\n point in direction (-90)\n end\n if <key (d v) pressed?> then\n point in direction (90)\n end\nend\n\nwhen flag clicked\nset [jump? v] to [0]\nforever\n if <key (space v) pressed?> then\n set [jump? v] to [Y]\n repeat (3)\n if <(power up) = [0]> then\n switch costume to (jump v)\n else\n if <(power up) = [Speed]> then\n switch costume to (speed-jump v)\n else\n switch costume to (jump-jump v)\n end\n end\n end\n repeat until <touching (platform v)?>\n if <(power up) = [0]> then\n switch costume to (jump v)\n else\n if <(power up) = [Speed]> then\n switch costume to (speed-jump v)\n else\n switch costume to (jump-jump v)\n end\n end\n end\n broadcast (particle spawn v)\n set [jump? v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(slime dead?) = [0]> then\n if <touching (slime v)?> then\n if <(jump?) = [Y]> then\n set [speedy v] to [8]\n else\n broadcast (respawn v)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <[] = [1456xx]> then\nend\n\nwhen flag clicked\nforever\n if <(username) = [-RayCat-]> then\nend\n\nwhen flag clicked\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\nend\n\nwhen flag clicked\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\nend\n\nwhen flag clicked\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\nend\n\nwhen flag clicked\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\nend\n\nwhen flag clicked\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\nend\n\nwhen flag clicked\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\nend\n\nwhen flag clicked\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\nend\n\nwhen flag clicked\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\nend\n\nwhen flag clicked\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\nend\n\nwhen flag clicked\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\nend\n\nwhen flag clicked\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\nend\n\nwhen flag clicked\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\nend\n\nwhen flag clicked\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\nend\n\n@Hitbox\n\nwhen flag clicked\nset [☁ online server v] to [-RayCat-]\nadd (username) to [highscores v]\nforever\n if <<[highscores v] contains [-RayCat-]?> and <(☁ online server) = [-RayCat-]>> then\nend\n\nwhen flag clicked\nforever\n if <(username) = [-RayCat-]> then\n set [☁ username v] to [1456xx]\n end\nend\n\nwhen flag clicked\nforever\n if <(☁ username) = [1456xx]> then\nend\n\nwhen flag clicked\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\nend\n\nwhen flag clicked\nforever\n if <(item (1) of [highscores v]) = [-RayCat-]> then\nend\n\ndefine platformer engine\nchange [speedy v] by (-0.5)\nif <key (d v) pressed?> then\n if <(power up) = [Speed]> then\n change [speedx v] by (2)\n else\n change [speedx v] by (1)\n end\nend\nif <key (a v) pressed?> then\n if <(power up) = [Speed]> then\n change [speedx v] by (-2)\n else\n change [speedx v] by (-1)\n end\nend\nset [speedx v] to ((SpeedX) * (0.9))\nchange x by (SpeedX)\nif <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (-6)\n change x by ((SpeedX) * (-1))\n \n set [speedy v] to [10]\n if <(SpeedX) > [0]> then\n set [speedx v] to [-10]\n else\n set [speedx v] to [10]\n end\n else\n set [speedx v] to [0]\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (SpeedY)\nif <touching (platform v)?> then\n change y by ((SpeedY) * (-1))\n set [speedy v] to [0]\nend\nchange y by (-0.5)\nif <<touching (platform v)?> and <key (space v) pressed?>> then\n broadcast (particle spawn v)\n start sound [Mario Jump v]\n if <(power up) = [0]> then\n set [speedy v] to [10]\n else\n if <(power up) = [Speed]> then\n set [speedy v] to [10]\n else\n set [speedy v] to [13]\n end\n end\nend\nchange y by (0.5)\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n platformer engine\nend\n\nset [power up v] to [0]\n\nset [power up v] to [Speed]\n\nset [power up v] to [Jump]\n\nwhen flag clicked\nset [speedy v] to [0]\nset [speedx v] to [0]\ngo to x: (-167) y: (0)\n\nwhen I receive [next v]\nset [speedx v] to [0]\ngo to x: (-167) y: (0)\n\nwhen flag clicked\nshow\nforever\n if <touching (death zone v)?> then\n go to x: (-167) y: (0)\n end\nend\n\nwhen I receive [respawn v]\ngo to x: (-167) y: (0)\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\nend\n\n@platform\n\nwhen flag clicked\nset [☁ online server v] to [-RayCat-]\nadd (username) to [highscores v]\nforever\n if <<[highscores v] contains [-RayCat-]?> and <(☁ online server) = [-RayCat-]>> then\nend\n\nwhen flag clicked\nforever\n if <(username) = [-RayCat-]> then\n set [☁ username v] to [1456xx]\n end\nend\n\nwhen flag clicked\nforever\n if <(☁ username) = [1456xx]> then\nend\n\nwhen flag clicked\nforever\n if <(item (1) of [highscores v]) = [-RayCat-]> then\nend\n\nwhen flag clicked\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\nend\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\n\nwhen flag clicked\nset [level v] to [1]\nforever\n set [level v] to (costume [name v])\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\n@particle\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nwhen flag clicked\nset [☁ online server v] to [-RayCat-]\nadd (username) to [highscores v]\nforever\n if <<[highscores v] contains [-RayCat-]?> and <(☁ online server) = [-RayCat-]>> then\nend\n\nwhen flag clicked\nforever\n if <(username) = [-RayCat-]> then\n set [☁ username v] to [1456xx]\n end\nend\n\nwhen flag clicked\nforever\n if <(☁ username) = [1456xx]> then\nend\n\nwhen flag clicked\nforever\n if <(item (1) of [highscores v]) = [-RayCat-]> then\nend\n\nwhen flag clicked\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\nend\n\nwhen I receive [particle spawn v]\ngo to (hitbox v)\nswitch costume to (traje 1 v)\nshow\nrepeat (3)\n next costume\n wait (0.04) seconds\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [kill v]\ngo to (slime v)\nchange y by (30)\nswitch costume to (traje 1 v)\nshow\nrepeat (3)\n next costume\n wait (0.04) seconds\nend\nhide\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\n@next level marge\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nwhen flag clicked\nset [☁ online server v] to [-RayCat-]\nadd (username) to [highscores v]\nforever\n if <<[highscores v] contains [-RayCat-]?> and <(☁ online server) = [-RayCat-]>> then\nend\n\nwhen flag clicked\nforever\n if <(username) = [-RayCat-]> then\n set [☁ username v] to [1456xx]\n end\nend\n\nwhen flag clicked\nforever\n if <(☁ username) = [1456xx]> then\nend\n\nwhen flag clicked\nforever\n if <(item (1) of [highscores v]) = [-RayCat-]> then\nend\n\nwhen flag clicked\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nforever\n if <touching (hitbox v)?> then\n broadcast (next v)\n wait (0.05) seconds\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\n@Speed Boost\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nwhen flag clicked\nset [☁ online server v] to [-RayCat-]\nadd (username) to [highscores v]\nforever\n if <<[highscores v] contains [-RayCat-]?> and <(☁ online server) = [-RayCat-]>> then\nend\n\nwhen flag clicked\nforever\n if <(username) = [-RayCat-]> then\n set [☁ username v] to [1456xx]\n end\nend\n\nwhen flag clicked\nforever\n if <(☁ username) = [1456xx]> then\nend\n\nwhen flag clicked\nforever\n if <(item (1) of [highscores v]) = [-RayCat-]> then\nend\n\nwhen flag clicked\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n repeat (10)\n wait (0.01) seconds\n change y by (1)\n end\n repeat (10)\n wait (0.01) seconds\n change y by (-1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (cat v)?> then\n hide\n broadcast (particle spawn v)\n set [power up v] to [Speed]\n end\nend\n\nwhen I receive [next v]\nrepeat (3)\n if <(level) = [1]> then\n hide\n end\n if <(level) = [6]> then\n go to x: (-123) y: (174)\n show\n end\n if <(level) = [7]> then\n hide\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\n@Jump Boost\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nwhen flag clicked\nset [☁ online server v] to [-RayCat-]\nadd (username) to [highscores v]\nforever\n if <<[highscores v] contains [-RayCat-]?> and <(☁ online server) = [-RayCat-]>> then\nend\n\nwhen flag clicked\nforever\n if <(username) = [-RayCat-]> then\n set [☁ username v] to [1456xx]\n end\nend\n\nwhen flag clicked\nforever\n if <(☁ username) = [1456xx]> then\nend\n\nwhen flag clicked\nforever\n if <(item (1) of [highscores v]) = [-RayCat-]> then\nend\n\nwhen flag clicked\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\nend\n\nwhen flag clicked\nforever\n repeat (10)\n wait (0.01) seconds\n change y by (1)\n end\n repeat (10)\n wait (0.01) seconds\n change y by (-1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (cat v)?> then\n hide\n broadcast (particle spawn v)\n set [power up v] to [Jump]\n end\nend\n\nwhen I receive [next v]\nrepeat (3)\n if <(level) = [1]> then\n hide\n end\n if <(level) = [17]> then\n go to x: (191) y: (185)\n show\n end\n if <(level) = [18]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\n@Speed Bar\n\nwhen flag clicked\nset [☁ online server v] to [-RayCat-]\nadd (username) to [highscores v]\nforever\n if <<[highscores v] contains [-RayCat-]?> and <(☁ online server) = [-RayCat-]>> then\nend\n\nwhen flag clicked\nforever\n if <(username) = [-RayCat-]> then\n set [☁ username v] to [1456xx]\n end\nend\n\nwhen flag clicked\nforever\n if <(☁ username) = [1456xx]> then\nend\n\nwhen flag clicked\nforever\n if <(item (1) of [highscores v]) = [-RayCat-]> then\nend\n\nwhen flag clicked\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\nend\n\nwhen flag clicked\nrepeat (10)\n hide\nend\nforever\n if <(power up) = [0]> then\n hide\n end\n if <(power up) = [Speed]> then\n show\n switch costume to (1 v)\n repeat (14)\n wait (1) seconds\n next costume\n end\n set [power up v] to [0]\n broadcast (particle spawn v)\n if <(power up) = [0]> then\n hide\n end\n if <(power up) = [Jump]> then\n hide\n end\n hide\n end\n if <(power up) = [Jump]> then\n show\n switch costume to (16 v)\n repeat (14)\n wait (1) seconds\n next costume\n end\n set [power up v] to [0]\n broadcast (particle spawn v)\n if <(power up) = [0]> then\n hide\n end\n if <(power up) = [Speed]> then\n hide\n end\n hide\n end\nend\n\n@death zone\n\nwhen flag clicked\nset [☁ online server v] to [-RayCat-]\nadd (username) to [highscores v]\nforever\n if <<[highscores v] contains [-RayCat-]?> and <(☁ online server) = [-RayCat-]>> then\nend\n\nwhen flag clicked\nforever\n if <(username) = [-RayCat-]> then\n set [☁ username v] to [1456xx]\n end\nend\n\nwhen flag clicked\nforever\n if <(☁ username) = [1456xx]> then\nend\n\nwhen flag clicked\nforever\n if <(item (1) of [highscores v]) = [-RayCat-]> then\nend\n\nwhen flag clicked\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\n\n@ilumination\n\nwhen flag clicked\nset [☁ online server v] to [-RayCat-]\nadd (username) to [highscores v]\nforever\n if <<[highscores v] contains [-RayCat-]?> and <(☁ online server) = [-RayCat-]>> then\nend\n\nwhen flag clicked\nforever\n if <(username) = [-RayCat-]> then\n set [☁ username v] to [1456xx]\n end\nend\n\nwhen flag clicked\nforever\n if <(☁ username) = [1456xx]> then\nend\n\nwhen flag clicked\nforever\n if <(item (1) of [highscores v]) = [-RayCat-]> then\nend\n\nwhen flag clicked\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\nend\n\nwhen flag clicked\nset size to (100) %\nshow\nforever\n if <(level) = [1]> then\n set size to (100) %\n go to x: (-232) y: (127)\n end\n if <(level) = [12]> then\n go to x: (-219) y: (81)\n set size to (200) %\n end\n if <(level) = [21]> then\n hide\n end\nend\n\n@slime\n\nwhen flag clicked\nset [☁ online server v] to [-RayCat-]\nadd (username) to [highscores v]\nforever\n if <<[highscores v] contains [-RayCat-]?> and <(☁ online server) = [-RayCat-]>> then\nend\n\nwhen flag clicked\nforever\n if <(username) = [-RayCat-]> then\n set [☁ username v] to [1456xx]\n end\nend\n\nwhen flag clicked\nforever\n if <(☁ username) = [1456xx]> then\nend\n\nwhen flag clicked\nforever\n if <(item (1) of [highscores v]) = [-RayCat-]> then\nend\n\nwhen flag clicked\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\nend\n\nwhen flag clicked\nrepeat (10)\n hide\nend\n\nwhen flag clicked\nset [ghost v] effect to (25)\nswitch costume to (traje 1 v)\nshow\n\nforever\n if <<touching color (#007dff)?> and <(jump?) = [Y]>> then\n set [slime dead? v] to [Y]\n switch costume to (traje 2 v)\n set [ghost v] effect to (50)\n wait (1) seconds\n set [ghost v] effect to (100)\n broadcast (kill v)\n hide\n end\nend\n\nwhen I receive [reset slime v]\nset [slime dead? v] to [0]\nset [ghost v] effect to (25)\nswitch costume to (traje 1 v)\n\nset [slime dead? v] to [0]\ngo to x: (64) y: (-76)\nset rotation style [left-right v]\nforever\n if <(level) = [1]> then\n go to x: (64) y: (-76)\n if <(slime dead?) = [0]> then\n point in direction (90)\n end\n repeat (50)\n if <(slime dead?) = [0]> then\n change x by (2)\n else\n change x by (0)\n end\n if <(slime dead?) = [0]> then\n change x by (1)\n else\n change x by (0)\n end\n end\n if <(slime dead?) = [0]> then\n point in direction (-90)\n end\n repeat (50)\n if <(slime dead?) = [0]> then\n change x by (-2)\n else\n change x by (0)\n end\n if <(slime dead?) = [0]> then\n change x by (-1)\n else\n change x by (0)\n end\n end\n end\n if <(level) = [2]> then\n go to x: (167) y: (55)\n broadcast (reset slime v)\n hide\n end\n if <(level) = [3]> then\n if <(level) = [4]> then\n go to x: (205) y: (-27)\n broadcast (reset slime v)\n hide\n end\n if <(level) = [5]> then\n point in direction (90)\n if <(slime dead?) = [0]> then\n glide (3) secs to x: (205) y: (-27)\n else\n repeat (10)\n go to x: (last slime position: X) y: (last slime position: Y)\n end\n end\n point in direction (-90)\n if <(slime dead?) = [0]> then\n glide (3) secs to x: (-41) y: (-79)\n else\n repeat (10)\n go to x: (last slime position: X) y: (last slime position: Y)\n end\n end\n end\n if <(level) = [9]> then\n go to x: (138) y: (-78)\n broadcast (reset slime v)\n show\n end\n if <(level) = [10]> then\n set [ghost v] effect to (25)\n if <(slime dead?) = [0]> then\n repeat (45)\n point in direction (-90)\n change x by (-3)\n end\n end\n if <(slime dead?) = [0]> then\n repeat (45)\n point in direction (90)\n change x by (3)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n set [last slime position: x v] to (x position)\n set [last slime position: y v] to (y position)\nend\n\nset [slime dead? v] to [0]\ngo to x: (64) y: (-76)\nset rotation style [left-right v]\nforever\n if <(level) = [1]> then\n go to x: (64) y: (-76)\n if <(slime dead?) = [0]> then\n point in direction (90)\n end\n repeat (50)\n if <(slime dead?) = [0]> then\n change x by (2)\n else\n change x by (0)\n end\n if <(slime dead?) = [0]> then\n change x by (1)\n else\n change x by (0)\n end\n end\n if <(slime dead?) = [0]> then\n point in direction (-90)\n end\n repeat (50)\n if <(slime dead?) = [0]> then\n change x by (-2)\n else\n change x by (0)\n end\n if <(slime dead?) = [0]> then\n change x by (-1)\n else\n change x by (0)\n end\n end\n end\n if <(level) = [2]> then\n go to x: (167) y: (55)\n broadcast (reset slime v)\n hide\n end\n if <(level) = [3]> then\n if <(level) = [4]> then\n go to x: (205) y: (-27)\n broadcast (reset slime v)\n hide\n end\n if <(level) = [5]> then\n point in direction (90)\n if <(slime dead?) = [0]> then\n glide (3) secs to x: (205) y: (-27)\n else\n repeat (10)\n go to x: (last slime position: X) y: (last slime position: Y)\n end\n end\n point in direction (-90)\n if <(slime dead?) = [0]> then\n glide (3) secs to x: (-41) y: (-79)\n else\n repeat (10)\n go to x: (last slime position: X) y: (last slime position: Y)\n end\n end\n end\n if <(level) = [9]> then\n go to x: (138) y: (-78)\n broadcast (reset slime v)\n show\n end\n if <(level) = [10]> then\n set [ghost v] effect to (25)\n if <(slime dead?) = [0]> then\n repeat (45)\n point in direction (-90)\n change x by (-3)\n end\n end\n if <(slime dead?) = [0]> then\n repeat (45)\n point in direction (90)\n change x by (3)\n end\n end\n end\nend\n\nset [slime dead? v] to [0]\ngo to x: (64) y: (-76)\nset rotation style [left-right v]\nforever\n if <(level) = [1]> then\n go to x: (64) y: (-76)\n if <(slime dead?) = [0]> then\n point in direction (90)\n end\n repeat (50)\n if <(slime dead?) = [0]> then\n change x by (2)\n else\n change x by (0)\n end\n if <(slime dead?) = [0]> then\n change x by (1)\n else\n change x by (0)\n end\n end\n if <(slime dead?) = [0]> then\n point in direction (-90)\n end\n repeat (50)\n if <(slime dead?) = [0]> then\n change x by (-2)\n else\n change x by (0)\n end\n if <(slime dead?) = [0]> then\n change x by (-1)\n else\n change x by (0)\n end\n end\n end\n if <(level) = [2]> then\n go to x: (167) y: (55)\n broadcast (reset slime v)\n hide\n end\n if <(level) = [3]> then\n if <(level) = [4]> then\n go to x: (205) y: (-27)\n broadcast (reset slime v)\n hide\n end\n if <(level) = [5]> then\n point in direction (90)\n if <(slime dead?) = [0]> then\n glide (3) secs to x: (205) y: (-27)\n else\n repeat (10)\n go to x: (last slime position: X) y: (last slime position: Y)\n end\n end\n point in direction (-90)\n if <(slime dead?) = [0]> then\n glide (3) secs to x: (-41) y: (-79)\n else\n repeat (10)\n go to x: (last slime position: X) y: (last slime position: Y)\n end\n end\n end\n if <(level) = [9]> then\n go to x: (138) y: (-78)\n broadcast (reset slime v)\n show\n end\n if <(level) = [10]> then\n set [ghost v] effect to (25)\n if <(slime dead?) = [0]> then\n repeat (45)\n point in direction (-90)\n change x by (-3)\n end\n end\n if <(slime dead?) = [0]> then\n repeat (45)\n point in direction (90)\n change x by (3)\n end\n end\n end\nend\n\nset [slime dead? v] to [0]\ngo to x: (64) y: (-76)\nset rotation style [left-right v]\nforever\n if <(level) = [1]> then\n go to x: (64) y: (-76)\n if <(slime dead?) = [0]> then\n point in direction (90)\n end\n repeat (50)\n if <(slime dead?) = [0]> then\n change x by (2)\n else\n change x by (0)\n end\n if <(slime dead?) = [0]> then\n change x by (1)\n else\n change x by (0)\n end\n end\n if <(slime dead?) = [0]> then\n point in direction (-90)\n end\n repeat (50)\n if <(slime dead?) = [0]> then\n change x by (-2)\n else\n change x by (0)\n end\n if <(slime dead?) = [0]> then\n change x by (-1)\n else\n change x by (0)\n end\n end\n end\n if <(level) = [2]> then\n go to x: (167) y: (55)\n broadcast (reset slime v)\n hide\n end\n if <(level) = [3]> then\n if <(level) = [4]> then\n go to x: (205) y: (-27)\n broadcast (reset slime v)\n hide\n end\n if <(level) = [5]> then\n point in direction (90)\n if <(slime dead?) = [0]> then\n glide (3) secs to x: (205) y: (-27)\n else\n repeat (10)\n go to x: (last slime position: X) y: (last slime position: Y)\n end\n end\n point in direction (-90)\n if <(slime dead?) = [0]> then\n glide (3) secs to x: (-41) y: (-79)\n else\n repeat (10)\n go to x: (last slime position: X) y: (last slime position: Y)\n end\n end\n end\n if <(level) = [9]> then\n go to x: (138) y: (-78)\n broadcast (reset slime v)\n show\n end\n if <(level) = [10]> then\n set [ghost v] effect to (25)\n if <(slime dead?) = [0]> then\n repeat (45)\n point in direction (-90)\n change x by (-3)\n end\n end\n if <(slime dead?) = [0]> then\n repeat (45)\n point in direction (90)\n change x by (3)\n end\n end\n end\nend\n\nset [slime dead? v] to [0]\ngo to x: (64) y: (-76)\nset rotation style [left-right v]\nforever\n if <(level) = [1]> then\n go to x: (64) y: (-76)\n if <(slime dead?) = [0]> then\n point in direction (90)\n end\n repeat (50)\n if <(slime dead?) = [0]> then\n change x by (2)\n else\n change x by (0)\n end\n if <(slime dead?) = [0]> then\n change x by (1)\n else\n change x by (0)\n end\n end\n if <(slime dead?) = [0]> then\n point in direction (-90)\n end\n repeat (50)\n if <(slime dead?) = [0]> then\n change x by (-2)\n else\n change x by (0)\n end\n if <(slime dead?) = [0]> then\n change x by (-1)\n else\n change x by (0)\n end\n end\n end\n if <(level) = [2]> then\n go to x: (167) y: (55)\n broadcast (reset slime v)\n hide\n end\n if <(level) = [3]> then\n if <(level) = [4]> then\n go to x: (205) y: (-27)\n broadcast (reset slime v)\n hide\n end\n if <(level) = [5]> then\n point in direction (90)\n if <(slime dead?) = [0]> then\n glide (3) secs to x: (205) y: (-27)\n else\n repeat (10)\n go to x: (last slime position: X) y: (last slime position: Y)\n end\n end\n point in direction (-90)\n if <(slime dead?) = [0]> then\n glide (3) secs to x: (-41) y: (-79)\n else\n repeat (10)\n go to x: (last slime position: X) y: (last slime position: Y)\n end\n end\n end\n if <(level) = [9]> then\n go to x: (138) y: (-78)\n broadcast (reset slime v)\n show\n end\n if <(level) = [10]> then\n set [ghost v] effect to (25)\n if <(slime dead?) = [0]> then\n repeat (45)\n point in direction (-90)\n change x by (-3)\n end\n end\n if <(slime dead?) = [0]> then\n repeat (45)\n point in direction (90)\n change x by (3)\n end\n end\n end\nend\n\nset [slime dead? v] to [0]\ngo to x: (64) y: (-76)\nset rotation style [left-right v]\nforever\n if <(level) = [1]> then\n go to x: (64) y: (-76)\n if <(slime dead?) = [0]> then\n point in direction (90)\n end\n repeat (50)\n if <(slime dead?) = [0]> then\n change x by (2)\n else\n change x by (0)\n end\n if <(slime dead?) = [0]> then\n change x by (1)\n else\n change x by (0)\n end\n end\n if <(slime dead?) = [0]> then\n point in direction (-90)\n end\n repeat (50)\n if <(slime dead?) = [0]> then\n change x by (-2)\n else\n change x by (0)\n end\n if <(slime dead?) = [0]> then\n change x by (-1)\n else\n change x by (0)\n end\n end\n end\n if <(level) = [2]> then\n go to x: (167) y: (55)\n broadcast (reset slime v)\n hide\n end\n if <(level) = [3]> then\n if <(level) = [4]> then\n go to x: (205) y: (-27)\n broadcast (reset slime v)\n hide\n end\n if <(level) = [5]> then\n point in direction (90)\n if <(slime dead?) = [0]> then\n glide (3) secs to x: (205) y: (-27)\n else\n repeat (10)\n go to x: (last slime position: X) y: (last slime position: Y)\n end\n end\n point in direction (-90)\n if <(slime dead?) = [0]> then\n glide (3) secs to x: (-41) y: (-79)\n else\n repeat (10)\n go to x: (last slime position: X) y: (last slime position: Y)\n end\n end\n end\n if <(level) = [9]> then\n go to x: (138) y: (-78)\n broadcast (reset slime v)\n show\n end\n if <(level) = [10]> then\n set [ghost v] effect to (25)\n if <(slime dead?) = [0]> then\n repeat (45)\n point in direction (-90)\n change x by (-3)\n end\n end\n if <(slime dead?) = [0]> then\n repeat (45)\n point in direction (90)\n change x by (3)\n end\n end\n end\nend\n\nset [slime dead? v] to [0]\ngo to x: (64) y: (-76)\nset rotation style [left-right v]\nforever\n if <(level) = [1]> then\n go to x: (64) y: (-76)\n if <(slime dead?) = [0]> then\n point in direction (90)\n end\n repeat (50)\n if <(slime dead?) = [0]> then\n change x by (2)\n else\n change x by (0)\n end\n if <(slime dead?) = [0]> then\n change x by (1)\n else\n change x by (0)\n end\n end\n if <(slime dead?) = [0]> then\n point in direction (-90)\n end\n repeat (50)\n if <(slime dead?) = [0]> then\n change x by (-2)\n else\n change x by (0)\n end\n if <(slime dead?) = [0]> then\n change x by (-1)\n else\n change x by (0)\n end\n end\n end\n if <(level) = [2]> then\n go to x: (167) y: (55)\n broadcast (reset slime v)\n hide\n end\n if <(level) = [3]> then\n if <(level) = [4]> then\n go to x: (205) y: (-27)\n broadcast (reset slime v)\n hide\n end\n if <(level) = [5]> then\n point in direction (90)\n if <(slime dead?) = [0]> then\n glide (3) secs to x: (205) y: (-27)\n else\n repeat (10)\n go to x: (last slime position: X) y: (last slime position: Y)\n end\n end\n point in direction (-90)\n if <(slime dead?) = [0]> then\n glide (3) secs to x: (-41) y: (-79)\n else\n repeat (10)\n go to x: (last slime position: X) y: (last slime position: Y)\n end\n end\n end\n if <(level) = [9]> then\n go to x: (138) y: (-78)\n broadcast (reset slime v)\n show\n end\n if <(level) = [10]> then\n set [ghost v] effect to (25)\n if <(slime dead?) = [0]> then\n repeat (45)\n point in direction (-90)\n change x by (-3)\n end\n end\n if <(slime dead?) = [0]> then\n repeat (45)\n point in direction (90)\n change x by (3)\n end\n end\n end\nend\n\nset [slime dead? v] to [0]\ngo to x: (64) y: (-76)\nset rotation style [left-right v]\nforever\n if <(level) = [1]> then\n go to x: (64) y: (-76)\n if <(slime dead?) = [0]> then\n point in direction (90)\n end\n repeat (50)\n if <(slime dead?) = [0]> then\n change x by (2)\n else\n change x by (0)\n end\n if <(slime dead?) = [0]> then\n change x by (1)\n else\n change x by (0)\n end\n end\n if <(slime dead?) = [0]> then\n point in direction (-90)\n end\n repeat (50)\n if <(slime dead?) = [0]> then\n change x by (-2)\n else\n change x by (0)\n end\n if <(slime dead?) = [0]> then\n change x by (-1)\n else\n change x by (0)\n end\n end\n end\n if <(level) = [2]> then\n go to x: (167) y: (55)\n broadcast (reset slime v)\n hide\n end\n if <(level) = [3]> then\n if <(level) = [4]> then\n go to x: (205) y: (-27)\n broadcast (reset slime v)\n hide\n end\n if <(level) = [5]> then\n point in direction (90)\n if <(slime dead?) = [0]> then\n glide (3) secs to x: (205) y: (-27)\n else\n repeat (10)\n go to x: (last slime position: X) y: (last slime position: Y)\n end\n end\n point in direction (-90)\n if <(slime dead?) = [0]> then\n glide (3) secs to x: (-41) y: (-79)\n else\n repeat (10)\n go to x: (last slime position: X) y: (last slime position: Y)\n end\n end\n end\n if <(level) = [9]> then\n go to x: (138) y: (-78)\n broadcast (reset slime v)\n show\n end\n if <(level) = [10]> then\n set [ghost v] effect to (25)\n if <(slime dead?) = [0]> then\n repeat (45)\n point in direction (-90)\n change x by (-3)\n end\n end\n if <(slime dead?) = [0]> then\n repeat (45)\n point in direction (90)\n change x by (3)\n end\n end\n end\nend\n\nset [slime dead? v] to [0]\ngo to x: (64) y: (-76)\nset rotation style [left-right v]\nforever\n if <(level) = [1]> then\n go to x: (64) y: (-76)\n if <(slime dead?) = [0]> then\n point in direction (90)\n end\n repeat (50)\n if <(slime dead?) = [0]> then\n change x by (2)\n else\n change x by (0)\n end\n if <(slime dead?) = [0]> then\n change x by (1)\n else\n change x by (0)\n end\n end\n if <(slime dead?) = [0]> then\n point in direction (-90)\n end\n repeat (50)\n if <(slime dead?) = [0]> then\n change x by (-2)\n else\n change x by (0)\n end\n if <(slime dead?) = [0]> then\n change x by (-1)\n else\n change x by (0)\n end\n end\n end\n if <(level) = [2]> then\n go to x: (167) y: (55)\n broadcast (reset slime v)\n hide\n end\n if <(level) = [3]> then\n if <(level) = [4]> then\n go to x: (205) y: (-27)\n broadcast (reset slime v)\n hide\n end\n if <(level) = [5]> then\n point in direction (90)\n if <(slime dead?) = [0]> then\n glide (3) secs to x: (205) y: (-27)\n else\n repeat (10)\n go to x: (last slime position: X) y: (last slime position: Y)\n end\n end\n point in direction (-90)\n if <(slime dead?) = [0]> then\n glide (3) secs to x: (-41) y: (-79)\n else\n repeat (10)\n go to x: (last slime position: X) y: (last slime position: Y)\n end\n end\n end\n if <(level) = [9]> then\n go to x: (138) y: (-78)\n broadcast (reset slime v)\n show\n end\n if <(level) = [10]> then\n set [ghost v] effect to (25)\n if <(slime dead?) = [0]> then\n repeat (45)\n point in direction (-90)\n change x by (-3)\n end\n end\n if <(slime dead?) = [0]> then\n repeat (45)\n point in direction (90)\n change x by (3)\n end\n end\n end\nend\n\n@coin 1\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nwhen flag clicked\nset [☁ online server v] to [-RayCat-]\nadd (username) to [highscores v]\nforever\n if <<[highscores v] contains [-RayCat-]?> and <(☁ online server) = [-RayCat-]>> then\nend\n\nwhen flag clicked\nforever\n if <(username) = [-RayCat-]> then\n set [☁ username v] to [1456xx]\n end\nend\n\nwhen flag clicked\nforever\n if <(☁ username) = [1456xx]> then\nend\n\nwhen flag clicked\nforever\n if <(item (1) of [highscores v]) = [-RayCat-]> then\nend\n\nwhen flag clicked\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\nend\n\nwhen flag clicked\nforever\n wait (0.1) seconds\n next costume\nend\n\nwhen flag clicked\ngo to x: (21) y: (-37)\nshow\n\nwhen flag clicked\nforever\n if <touching (cat v)?> then\n change [coins v] by (1)\n broadcast (particle spawn v)\n start sound [Coin v]\n hide\n end\nend\n\nwhen I receive [next v]\nrepeat (3)\n if <(level) = [2]> then\n show\n go to x: (9) y: (34)\n end\n if <(level) = [3]> then\n show\n go to x: (-95) y: (37)\n end\n if <(level) = [4]> then\n show\n go to x: (-64) y: (7)\n end\n if <(level) = [5]> then\n go to x: (-22) y: (-43)\n show\n end\n if <(level) = [6]> then\n go to x: (14) y: (30)\n show\n end\n if <(level) = [7]> then\n go to x: (-99) y: (-21)\n show\n end\n if <(level) = [8]> then\n go to x: (-80) y: (35)\n show\n end\n if <(level) = [9]> then\n go to x: (-58) y: (10)\n show\n end\n if <(level) = [10]> then\n go to x: (-65) y: (43)\n show\n end\n if <(level) = [11]> then\n go to x: (-9) y: (-24)\n show\n end\n if <(level) = [12]> then\n go to x: (13) y: (-19)\n show\n end\n if <(level) = [13]> then\n go to x: (-39) y: (79)\n show\n end\n if <(level) = [14]> then\n go to x: (-31) y: (87)\n show\n end\n if <(level) = [15]> then\n go to x: (-95) y: (-28)\n show\n end\n if <(level) = [16]> then\n go to x: (-94) y: (29)\n show\n end\n if <(level) = [17]> then\n go to x: (-63) y: (63)\n show\n end\n if <(level) = [18]> then\n go to x: (-94) y: (-17)\n show\n end\n if <(level) = [19]> then\n go to x: (-94) y: (-17)\n show\n end\n if <(level) = [20]> then\n go to x: (1) y: (7)\n show\n end\n if <(level) = [21]> then\n go to x: (-1) y: (-3)\n show\n end\n if <(level) = [22]> then\n show\n go to x: (-48) y: (52)\n end\n if <(level) = [23]> then\n show\n go to x: (-89) y: (0)\n end\n if <(level) = [24]> then\n show\n go to x: (-110) y: (63)\n end\n if <(level) = [25]> then\n hide\n end\n if <(level) = [26]> then\n show\n go to x: (-76) y: (-10)\n end\nend\n\nbroadcast (next v)\n\nwhen I receive [next v]\nif <(level) > [2]> then\n change [coins v] by (-1)\nend\n\nbroadcast (next v)\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\n@coin 2\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nwhen flag clicked\nset [☁ online server v] to [-RayCat-]\nadd (username) to [highscores v]\nforever\n if <<[highscores v] contains [-RayCat-]?> and <(☁ online server) = [-RayCat-]>> then\nend\n\nwhen flag clicked\nforever\n if <(username) = [-RayCat-]> then\n set [☁ username v] to [1456xx]\n end\nend\n\nwhen flag clicked\nforever\n if <(☁ username) = [1456xx]> then\nend\n\nwhen flag clicked\nforever\n if <(item (1) of [highscores v]) = [-RayCat-]> then\nend\n\nwhen flag clicked\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\nend\n\nwhen I receive [next v]\nrepeat (10)\n if <(level) = [2]> then\n show\n go to x: (139) y: (94)\n end\n if <(level) = [3]> then\n show\n go to x: (15) y: (111)\n end\n if <(level) = [4]> then\n show\n go to x: (64) y: (86)\n end\n if <(level) = [5]> then\n show\n go to x: (108) y: (-12)\n end\n if <(level) = [6]> then\n show\n go to x: (164) y: (103)\n end\n if <(level) = [7]> then\n show\n go to x: (16) y: (-2)\n end\n if <(level) = [8]> then\n show\n go to x: (59) y: (79)\n end\n if <(level) = [9]> then\n show\n go to x: (86) y: (51)\n end\n if <(level) = [10]> then\n show\n go to x: (73) y: (-49)\n end\n if <(level) = [11]> then\n show\n go to x: (58) y: (-2)\n end\n if <(level) = [12]> then\n go to x: (-11) y: (-27)\n show\n end\n if <(level) = [13]> then\n go to x: (43) y: (-32)\n show\n end\n if <(level) = [14]> then\n go to x: (65) y: (-30)\n show\n end\n if <(level) = [15]> then\n go to x: (17) y: (31)\n show\n end\n if <(level) = [16]> then\n go to x: (58) y: (60)\n show\n end\n if <(level) = [17]> then\n go to x: (21) y: (-23)\n show\n end\n if <(level) = [18]> then\n go to x: (8) y: (90)\n show\n end\n if <(level) = [19]> then\n go to x: (11) y: (145)\n show\n end\n if <(level) = [20]> then\n go to x: (109) y: (37)\n show\n end\n if <(level) = [21]> then\n show\n go to x: (108) y: (-12)\n end\n if <(level) = [22]> then\n show\n go to x: (97) y: (94)\n end\n if <(level) = [23]> then\n show\n go to x: (63) y: (121)\n end\n if <(level) = [24]> then\n show\n go to x: (23) y: (110)\n end\n if <(level) = [25]> then\n show\n go to x: (38) y: (81)\n end\n if <(level) = [26]> then\n show\n go to x: (33) y: (86)\n end\nend\n\nwhen flag clicked\nforever\n wait (0.1) seconds\n next costume\nend\n\nwhen flag clicked\ngo to x: (100) y: (-37)\nshow\n\nwhen flag clicked\nforever\n if <touching (cat v)?> then\n change [coins v] by (1)\n broadcast (particle spawn v)\n start sound [Coin v]\n hide\n end\nend\n\nbroadcast (next v)\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\n@coin 3\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nwhen flag clicked\nset [☁ online server v] to [-RayCat-]\nadd (username) to [highscores v]\nforever\n if <<[highscores v] contains [-RayCat-]?> and <(☁ online server) = [-RayCat-]>> then\nend\n\nwhen flag clicked\nforever\n if <(username) = [-RayCat-]> then\n set [☁ username v] to [1456xx]\n end\nend\n\nwhen flag clicked\nforever\n if <(☁ username) = [1456xx]> then\nend\n\nwhen flag clicked\nforever\n if <(item (1) of [highscores v]) = [-RayCat-]> then\nend\n\nwhen flag clicked\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\nend\n\nwhen I receive [next v]\nrepeat (10)\n if <(level) = [2]> then\n hide\n end\n if <(level) = [3]> then\n go to x: (185) y: (80)\n show\n end\n if <(level) = [4]> then\n go to x: (183) y: (149)\n show\n end\n if <(level) = [5]> then\n go to x: (200) y: (3)\n show\n end\n if <(level) = [6]> then\n hide\n end\n if <(level) = [7]> then\n go to x: (210) y: (19)\n show\n end\n if <(level) = [8]> then\n go to x: (196) y: (196)\n show\n end\n if <(level) = [9]> then\n go to x: (200) y: (-10)\n show\n end\n if <(level) = [10]> then\n go to x: (203) y: (144)\n show\n end\n if <(level) = [11]> then\n go to x: (163) y: (33)\n show\n end\n if <(level) = [12]> then\n go to x: (153) y: (-27)\n show\n end\n if <(level) = [13]> then\n go to x: (113) y: (144)\n show\n end\n if <(level) = [14]> then\n go to x: (155) y: (116)\n show\n end\n if <(level) = [15]> then\n go to x: (148) y: (67)\n show\n end\n if <(level) = [16]> then\n go to x: (198) y: (133)\n show\n end\n if <(level) = [17]> then\n go to x: (79) y: (146)\n show\n end\n if <(level) = [18]> then\n go to x: (116) y: (11)\n show\n end\n if <(level) = [19]> then\n show\n go to x: (119) y: (-17)\n end\n if <(level) = [20]> then\n go to x: (204) y: (32)\n show\n end\n if <(level) = [22]> then\n hide\n end\n if <(level) = [23]> then\n show\n go to x: (205) y: (4)\n end\n if <(level) = [24]> then\n show\n go to x: (175) y: (89)\n end\n if <(level) = [25]> then\n show\n go to x: (193) y: (141)\n end\n if <(level) = [26]> then\n show\n go to x: (205) y: (-11)\n end\nend\n\nwhen flag clicked\nforever\n wait (0.1) seconds\n next costume\nend\n\nwhen flag clicked\ngo to x: (174) y: (-37)\nshow\n\nwhen flag clicked\nforever\n if <touching (cat v)?> then\n change [coins v] by (1)\n broadcast (particle spawn v)\n start sound [Coin v]\n hide\n end\nend\n\nbroadcast (next v)\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\n@Coin count\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nwhen flag clicked\nset [☁ online server v] to [-RayCat-]\nadd (username) to [highscores v]\nforever\n if <<[highscores v] contains [-RayCat-]?> and <(☁ online server) = [-RayCat-]>> then\nend\n\nwhen flag clicked\nforever\n if <(username) = [-RayCat-]> then\n set [☁ username v] to [1456xx]\n end\nend\n\nwhen flag clicked\nforever\n if <(☁ username) = [1456xx]> then\nend\n\nwhen flag clicked\nforever\n if <(item (1) of [highscores v]) = [-RayCat-]> then\nend\n\nwhen flag clicked\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\nend\n\nwhen flag clicked\nswitch costume to (0 v)\nset [coins v] to [0]\nforever\n switch costume to (coins)\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\n@starter coin\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nwhen flag clicked\nset [☁ online server v] to [-RayCat-]\nadd (username) to [highscores v]\nforever\n if <<[highscores v] contains [-RayCat-]?> and <(☁ online server) = [-RayCat-]>> then\nend\n\nwhen flag clicked\nforever\n if <(username) = [-RayCat-]> then\n set [☁ username v] to [1456xx]\n end\nend\n\nwhen flag clicked\nforever\n if <(☁ username) = [1456xx]> then\nend\n\nwhen flag clicked\nforever\n if <(item (1) of [highscores v]) = [-RayCat-]> then\nend\n\nwhen flag clicked\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\nend\n\nwhen flag clicked\nforever\n wait (0.1) seconds\n next costume\nend\n\nwhen flag clicked\nshow\ngo to (hitbox v)\n\nwhen flag clicked\nforever\n if <touching (cat v)?> then\n change [coins v] by (1)\n broadcast (particle spawn v)\n start sound [Coin v]\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nbroadcast (next v)\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\n@close\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nwhen flag clicked\nset [☁ online server v] to [-RayCat-]\nadd (username) to [highscores v]\nforever\n if <<[highscores v] contains [-RayCat-]?> and <(☁ online server) = [-RayCat-]>> then\nend\n\nwhen flag clicked\nset [☁ online server v] to [-RayCat-]\nadd (username) to [highscores v]\nforever\n if <<[highscores v] contains [-RayCat-]?> and <(☁ online server) = [-RayCat-]>> then\nend\n\nwhen flag clicked\nforever\n if <(username) = [-RayCat-]> then\n set [☁ username v] to [1456xx]\n end\nend\n\nwhen flag clicked\nforever\n if <(☁ username) = [1456xx]> then\nend\n\nwhen flag clicked\nforever\n if <(item (1) of [highscores v]) = [-RayCat-]> then\nend\n\nwhen flag clicked\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\nend\n\nwhen flag clicked\nswitch costume to (traje 2 v)\nrepeat (10)\n hide\nend\nforever\n if <(level) = [27]> then\n show\n stop [all v]\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n add (username) to [highscores v]\n wait (1) seconds\n forever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\n end\n end\n end\nend\n\n@thumbnail\n\nwhen flag clicked\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\nend\n\nwhen flag clicked\nforever\n if <(username) = [-RayCat-]> then\n set [☁ username v] to [1456xx]\n end\nend\n\nwhen flag clicked\nforever\n if <(☁ username) = [1456xx]> then\nend\n\nwhen flag clicked\nforever\n if <(item (1) of [highscores v]) = [-RayCat-]> then\nend\n\nwhen flag clicked\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nshow\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\nend\n\nwhen flag clicked\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\nend\n\nwhen flag clicked\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\nend\n\nwhen flag clicked\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\nend\n\nwhen flag clicked\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\nend\n\nwhen flag clicked\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\nend\n\nwhen flag clicked\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\nend\n\nwhen flag clicked\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\nend\n\nwhen flag clicked\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\nend\n\nwhen flag clicked\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\nend\n\nwhen flag clicked\nadd (username) to [highscores v]\nwait (1) seconds\nforever\n if <<(platformsystem2) = (☁ id)> and <not <(username) = [50]>>> then\n broadcast (allow acess v)\n else\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n broadcast (stop debug v)\n wait (1) seconds\n set [speedz v] to [-65]\n repeat (10)\n if <(debug?) = [0]> then\n change [speedz v] by (-0.99)\n else\n set [slope sensor deleted? v] to [Y]\n wait until <(slope system on?) > (pick random (0.22) to (56.7))>\n broadcast (load screen v)\n repeat (10)\n clear graphic effects\n repeat (10)\n set [pixelate v] effect to (11)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n if <(item (1) of [highscores v]) = (☁ id)> then\nend\n\n
OOPSIE, IT DIDN'T WORK\n\nThere is my own game, RayCat Platformer, and well, it looks beautiful, it isn't?\nI was losting motivation so for now this game only have 22 levels, the rest it wasn't started yet...\n~\nYes, it was a hard work making these power ups and the vector sprites, the hardest one was making the coin count, if you see when you go to the next level laggycaly you get 1...free....coin...???\n~\nMaking the particles was ultra easy.\nIt was easy... it was easy!\n~\nYes, I mixed Mario with Sonic (and Rayman)\n~\nThis still in beta, ok?\nI can't make that ANTI-REMIXABLE-ENGINE because I don't have cloud variables, so will be hard stop these kids trying to steal my stuff....\nDon't remix please, or I will report you (if you don't change nothing)\n\n~\n"Wait why do u hate remixes?"\nActually that annoy everyone... or not????\nI hate because... Actually I don't know the reason...\n~\nOriginal by @-RayCat-\n~\nSo, thats it, well, have a nice day and... Like and Favourite this game... \n~\nWarning: I will not only make Anti-Remixable engine but also Enemy-detector!\nYes, I have enemys who play scratch, and they will not touch on my master piece!\n~\nOriginal by @-RayCat-
Two Paths - A Platformer (DEMO)
@Stage\n\nwhen flag clicked\nset [level v] to [1]\n\n@Player\n\ndefine Platform (jump height) (gravity) (friction) (running speed)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (running speed)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\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 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 switch costume to (player 2 v)\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\n\nwhen flag clicked\ngo to x: (-223) y: (-121)\nset [y velocity v] to [0]\nset [x velocity v] to [0]\nforever\n Platform [12] [-1] [0.7] [2.356]\n if <touching (spikes v)?> then\n go to x: (-223) y: (-121)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n if <touching (finish v)?> then\n change [level v] by (1)\n go to x: (-223) y: (-121)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\nend\n\nwhen flag clicked\nset [walk v] to [5]\nforever\n change [walk v] by (1)\n if <(Walk) > [8]> then\n set [walk v] to [5]\n end\n wait (0.07) seconds\nend\n\nswitch costume to (idle v)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (Walk)\nend\nif <(Y Velocity) > [2]> then\n switch costume to (jump v)\nend\nif <(Y Velocity) < [-2]> then\n switch costume to (fall v)\nend\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n play sound [Disconnect v] until done\n end\nend\n\n@Level\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen backdrop switches to [backdrop2 v]\nshow\nswitch costume to (spikes 1 v)\n\nwhen I receive [nextlevel v]\nnext costume\n\nwhen backdrop switches to [backdrop2 v]\nshow\nswitch costume to (spikes 1 v)\n\nwhen backdrop switches to [backdrop2 v]\nshow\nswitch costume to (spikes 1 v)\n\n@Finish\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n go to x: (208) y: (-68)\n end\n if <(Level) = [2]> then\n go to x: (208) y: (-70)\n end\nend\n\nwhen flag clicked\nforever\n next costume\n wait (0.05) seconds\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nshow\n\n
In this platformer every level has 2 different paths to choose from to pass each level \nUsually the long path is easier and the short path is harder\nWASD/ Arrow Keys to Move/Navigate\n(If we get 75 loves and favs then I'll consider making a full game) \n:)\n
ⓒ Blue A Platformer V.6 #games #all #platformer
@Stage\n\nwhen I receive [help screen v]\nswitch backdrop to (backdrop2 v)\n\n@levels\n\nwhen I receive [message1 v]\nnext costume\nchange [level v] by (1)\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\ngo to x: (37) y: (27)\nwait (.1) seconds\ngo to [back v] layer\n\nwhen I receive [someone pressed s key v]\nif <not <(costume [number v]) = [15]>> then\n next costume\n change [level v] by (1)\nend\n\nwhen I receive [someone pressed skip button v]\nif <not <(costume [number v]) = [15]>> then\n next costume\n change [level v] by (1)\nend\n\nwhen flag clicked\nset drag mode [not draggable v]\n\nwhen I receive [help screen v]\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n go to x: (37) y: (27)\n end\nend\n\nwhen I receive [restart v]\nswitch costume to (1 v)\n\nwhen I receive [help hide v]\ngo to [front v] layer\n\nwhen I receive [help hide v]\nshow\n\n@bounce pad\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [message1 v]\nnext costume\n\nwhen I receive [someone pressed s key v]\nif <not <(costume [number v]) = [15]>> then\n next costume\nend\n\nwhen I receive [someone pressed skip button v]\nif <not <(costume [number v]) = [15]>> then\n next costume\nend\n\nwhen I receive [restart v]\nswitch costume to (costume1 v)\n\nwhen I receive [help screen v]\ngo to [back v] layer\n\nwhen I receive [help hide v]\ngo to [front v] layer\n\nwhen I receive [bounce pad v]\ngo to x: (36) y: (23)\nrepeat (15)\n change y by (-2)\nend\nrepeat (15)\n change y by (2)\nend\nset size to (100) %\n\nchange [color v] effect by (25)\n\n@spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [message1 v]\nnext costume\n\nwhen I receive [someone pressed s key v]\nif <not <(costume [number v]) = [15]>> then\n next costume\nend\n\nwhen I receive [someone pressed skip button v]\nif <not <(costume [number v]) = [15]>> then\n next costume\nend\n\nwhen I receive [restart v]\nswitch costume to (costume1 v)\n\nwhen I receive [help screen v]\ngo to [back v] layer\n\nwhen I receive [help hide v]\ngo to [front v] layer\n\n@Close\n\nwhen flag clicked\nhide\nwait (9) seconds\nshow\ngo to [front v] layer\n\nwhen this sprite clicked\nswitch costume to (button5-b v)\nwait (.1) seconds\nswitch costume to (button5-a v)\nbroadcast (Help Hide v)\n\nwhen I receive [help hide v]\nhide\n\nwhen I receive [help screen v]\nshow\nwait (.00000000000000001) seconds\ngo to [front v] layer\n\n@Instructions\n\nwhen I receive [help hide v]\nswitch costume to (costume3 v)\n\nwhen I receive [help screen v]\nswitch costume to (costume2 v)\ngo to [back v] layer\nwait (5) seconds\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\ngo to [front v] layer\nswitch costume to (costume1 v)\nwait (9) seconds\nshow\n\n@Restart\n\nwhen I receive [help screen v]\ngo to [back v] layer\n\nwhen I receive [help hide v]\nshow\nwait (1) seconds\ngo to [front v] layer\n\nwhen this sprite clicked\nbroadcast (Restart v)\nstart sound [Pop v]\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen I receive [help hide v]\nshow\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(LEVEL) = [15]> then\n hide\n end\nend\n\n@detector\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nwait (.01) seconds\nset [actions \(love/fave\) v] to [0]\nforever\n set [touching v] to [none]\n Detect [love] at [-201] [-220]\n Detect [fave] at [-201] [-220]\nend\n\ndefine Detect (thing) at (x) (y)\nswitch costume to (empty v)\nset size to (27000) %\ngo to x: (x) y: (y)\nset size to (100) %\nswitch costume to (thing)\nif <touching (mouse-pointer v)?> then\n set [touching v] to (costume [name v])\nend\n\nwhen flag clicked\nforever\n wait until <(touching) = [love]>\n wait (0.2) seconds\n if <(touching) = [love]> then\n change [actions \(love/fave\) v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n wait until <(touching) = [fave]>\n wait (0.2) seconds\n if <(touching) = [fave]> then\n change [actions \(love/fave\) v] by (1)\n stop [this script v]\n end\nend\n\n@Love and fave reminder\n\nwhen flag clicked\nwait (2.5) seconds\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [help hide v]\nhide\nwait (1) seconds\nforever\n if <(Actions \(love/fave\)) < [2]> then\n switch costume to (costume1 v)\n go to x: (0) y: (150)\n show\n go to [front v] layer\n start sound [High Whoosh v]\n repeat (11)\n change y by (-6)\n end\n repeat (7)\n change y by (3)\n end\n repeat (6)\n change y by (-2)\n end\n wait (5) seconds\n start sound [High Whoosh v]\n repeat (17)\n change y by (7)\n end\n hide\n wait (pick random (10) to (20)) seconds\n else\n stop [this script v]\n end\nend\n\n@Thanks\n\nwhen flag clicked\ngo to x: (-7) y: (-47)\nwait (0) seconds\nhide\ngo to [front v] layer\nswitch costume to (costume1 v)\nwait (3) seconds\nhide\nwait (1) seconds\nwait until <(Actions \(love/fave\)) = [2]>\nwait (.1) seconds\nshow\ngo to x: (-7) y: (-47)\ngo to [front v] layer\nswitch costume to (3 v)\nset [ghost v] effect to (100)\nwait (2) seconds\nrepeat (15)\n change y by ((y position) / (-15))\n change [ghost v] effect by (-5)\nend\nwait (1) seconds\nrepeat (10)\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\nhide\n\n@Skip\n\nwhen this sprite clicked\nplay sound [pop v] until done\nbroadcast (someone pressed skip button v)\n\nwhen I receive [help screen v]\ngo to [back v] layer\n\nwhen flag clicked\nset [actions \(love/fave\) v] to [1]\nhide\ngo to [back v] layer\n\nwhen flag clicked\nwait until <(Actions \(love/fave\)) = [2]>\ngo to [front v] layer\nshow\nwait (3) seconds\ngo to [front v] layer\nwait until <(Like and Love off) = [2]>\nhide\n\n@Music\n\nwhen flag clicked\nwait (.00001) seconds\nhide\ngo to [back v] layer\nswitch costume to (costume2 v)\nset volume to (0) %\ngo to [back v] layer\nwait (9) seconds\nplay sound [Elektronomia - Superhero \[NomiaTunes Release\] v] until done\nwait (.0000000001) seconds\ngo to [back v] layer\nhide\nforever\n play sound [Elektronomia - Superhero \[NomiaTunes Release\] v] until done\n go to [front v] layer\n show\nend\n\nwhen this sprite clicked\nplay sound [pop v] until done\nif <(costume [number v]) = [1]> then\n set volume to (0) %\nelse\n set volume to (100) %\nend\nnext costume\n\nwhen I receive [help hide v]\ngo to [front v] layer\n\nwhen I receive [help hide v]\nshow\nwait (.00001) seconds\ngo to [front v] layer\n\nwhen flag clicked\nwait (.01) seconds\nhide\n\n@player\n\nwhen flag clicked\nset [my variable v] to [0]\nforever\n if <<touching (spikes v)?> or <touching (lava v)?>> then\n set rotation style [all around v]\n repeat (3)\n change size by (-7)\n change [ghost v] effect by (20)\n turn right (30) degrees\n change [whirl v] effect by (40)\n change [color v] effect by (20)\n wait (0) seconds\n end\n clear graphic effects\n set rotation style [left-right v]\n point in direction (90)\n set [my variable v] to [1]\n set [my variable v] to [0]\n point in direction (90)\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen flag clicked\nforever\n if <(y position) < [-183]> then\n set x to (-217)\n end\nend\n\nwhen flag clicked\nset size to (50) %\ngo to x: (-216) y: (-68)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <not <(my variable) = [1]>> then\n if <<<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> or <key (a v) pressed?>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n if <<key (right arrow v) pressed?> or <<<mouse down?> and <(mouse x) > (x position)>> or <key (d v) pressed?>>> then\n change [x v] by (1)\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (levels v)?> then\n change y by (1)\n end\n if <touching (levels v)?> then\n change y by (1)\n end\n if <touching (levels v)?> then\n change y by (1)\n end\n if <touching (levels v)?> then\n change y by (1)\n end\n if <touching (levels v)?> then\n change y by (-2)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<<mouse down?> and <(mouse y) > (y position)>> or <key (w v) pressed?>>> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (levels 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)>> or <key (w v) pressed?>>> and <touching (levels v)?>> then\n set [y v] to [14]\n end\n change y by (1)\n if <<(x position) > [222]> and <touching (_edge_ v)?>> then\n set y to (0)\n set x to (-217)\n broadcast (message1 v)\n play sound [Coin v] until done\n end\n if <touching (bounce pad v)?> then\n set [y v] to [20]\n broadcast (Bounce Pad v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(y position) < [-153]> and <touching (_edge_ v)?>> then\n set x to (-217)\n set y to (0)\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n change [brightness v] effect by (3)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(x position) > [237]> then\n broadcast (message1 v)\n go to x: (-223) y: (-100)\n end\nend\n\nwhen I receive [message1 v]\nchange [level v] by (1)\n\nwhen flag clicked\nwait until <(Actions \(love/fave\)) = [2]>\ngo to x: (-200) y: (-81)\nswitch costume to (right2 v)\nset size to (40) %\n\nwhen I receive [someone pressed s key v]\nchange [level v] by (1)\n\nwhen I receive [someone pressed skip button v]\ngo to x: (-218) y: (-106)\n\nwhen flag clicked\nswitch costume to (right v)\n\nwhen flag clicked\nforever\n if <<key (p v) pressed?> and <not <(level) = [15]>>> then\n wait until <not <key (p v) pressed?>>\n broadcast (someone pressed S key v)\n go to x: (-218) y: (-90)\n end\nend\n\nwhen flag clicked\nset drag mode [not draggable v]\n\nwhen flag clicked\nforever\n if <<key (p v) pressed?> and <not <(level) = [15]>>> then\n wait until <not <key (p v) pressed?>>\n broadcast (someone pressed S key v)\n go to x: (-218) y: (-90)\n end\nend\n\nwhen flag clicked\nwait until <(Like and Love off) = [2]>\ngo to x: (-200) y: (-81)\nswitch costume to (right v)\nset size to (50) %\n\nwhen flag clicked\nforever\n if <<(Actions \(love/fave\)) = [2]> and <not <(Like and Love off) = [2]>>> then\n set size to (40) %\n else\n set size to (50) %\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (spikes v)?> or <touching (lava v)?>> then\n wait (.1) seconds\n go to x: (-213) y: (-101)\n end\nend\n\nwhen flag clicked\nwait (.0000000000000001) seconds\ngo to [back v] layer\nhide\n\nwhen I receive [help hide v]\nshow\n\n@Backrground\n\nwhen flag clicked\nset [ghost v] effect to (60)\nset drag mode [not draggable v]\nforever\n go to [back v] layer\n next costume\n wait (.00000000000000000000000000000001) seconds\nend\n\n@Cheater\n\nwhen flag clicked\nset [like and love off v] to [0]\nhide\ngo to [front v] layer\nwait (1) seconds\nwait until <(Like and Love off) = [2]>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\ngo to [front v] layer\nswitch costume to (3 v)\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\nhide\n\n@detector2\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nwait (.01) seconds\nforever\n set [touching v] to [none]\n Detect [love] at [-201] [-220]\n Detect [fave] at [-201] [-220]\nend\n\ndefine Detect (thing) at (x) (y)\nswitch costume to (empty v)\nset size to (27000) %\ngo to x: (x) y: (y)\nset size to (100) %\nswitch costume to (thing)\nif <touching (mouse-pointer v)?> then\n set [touching v] to (costume [name v])\nend\n\nwhen flag clicked\nforever\n if <(Actions \(love/fave\)) = [2]> then\n wait until <(touching) = [love]>\n wait (0.2) seconds\n if <(touching) = [love]> then\n change [like and love off v] by (1)\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Actions \(love/fave\)) = [2]> then\n wait until <(touching) = [fave]>\n wait (0.2) seconds\n if <(touching) = [fave]> then\n change [like and love off v] by (1)\n stop [this script v]\n end\n end\nend\n\n@Cursor\n\nwhen I start as a clone\ngo [backward v] (5) layers\ngo to (mouse-pointer v)\nset [ghost v] effect to (pick random (0) to (5))\nshow\nrepeat (100)\n change [ghost v] effect by (5)\n change [color v] effect by (pick random (0.5) to (9.5))\n move (-3) steps\n turn right (pick random (1) to (20)) degrees\n change size by (-5)\n change [brightness v] effect by (1.1)\nend\ndelete this clone\n\nwhen flag clicked\nshow\nset size to (75) %\nset [brightness v] effect to (20)\nset [ghost v] effect to (20)\npoint in direction (90)\nforever\n go to [front v] layer\n change [color v] effect by (0.5)\n go to (mouse-pointer v)\n turn right (pick random (1) to (360)) degrees\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\n go [forward v] (3) layers\nend\n\nwhen [c v] key pressed\nbroadcast (Cursor off v)\nhide\n\nwhen I receive [cursor off v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n if <<(x position) < [-165]> and <(y position) = [180]>> then\n broadcast (Stop v)\n end\nend\n\nwhen flag clicked\nforever\n set [ghost v] effect to (99.99999999)\nend\n\n@Thumbnail\n\nwhen [timer v] > (0)\n\nshow\n\ngo to x: (0) y: (-1000)\n\nrepeat until <(round (y position)) = [0]>\nset y to (0)\n\ngo to [back v] layer\ngo to x: (0) y: (0)\n\nchange [ghost v] effect by (-10)\nchange y by (((0) - (y position)) / (3))\n\nwhen flag clicked\n\nforever\n go to [front v] layer\n reset timer\n set size to (100) %\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nrepeat (10)\n go to [front v] layer\n set size to (100) %\n change [ghost v] effect by (10)\n change y by (((-1) - (y position)) / (-1.5))\nend\nhide\n\nwhen flag clicked\ngo to x: (-7) y: (-47)\nwait (0) seconds\nhide\ngo to [front v] layer\nswitch costume to (thumbnail v)\nwait (3) seconds\nhide\nwait (1) seconds\nwait until <(Actions Stop) = [1]>\n\nwhen I receive [stop v]\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nset [ghost v] effect to (60)\nset drag mode [not draggable v]\nforever\n go to [front v] layer\n next costume\n wait (.00000000000000000000000000000001) seconds\nend\n\nclear graphic effects\nset size to (100) %\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nwait (.1) seconds\nforever\n go to [front v] layer\nend\n\n@Intro\n\ndefine Clone Particles\nset [clone id v] to [Particle]\nrepeat (75)\n create clone of (_myself_ v)\n turn right (15) degrees\nend\npoint in direction (90)\n\ndefine Clone Row of Boxes\nset [brightness v] effect to (10)\nrepeat (9)\n create clone of (_myself_ v)\n change [var 2 v] by (-1)\n change [brightness v] effect by (-2)\nend\n\ndefine Bounce with (bounciness) , (speed) and (finishing size)\nset [var 1 v] to [0]\nrepeat until <<(finishing size) = (size)> and <(Var 1) = (size)>>\n set [var 2 v] to (((Var 2) * ((bounciness) / (100))) + (((finishing size) - (size)) * ((speed) / (20))))\n set [var 1 v] to (size)\n change size by (Var 2)\nend\nset size to (finishing size) %\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed) (size)\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))\n change size by (((size) - (size)) / (speed))\nend\ngo to x: (x) y: (y)\nrepeat until <(round (size)) = (round (size))>\n change size by (((size) - (size)) / (speed))\nend\nset size to (size) %\n\ndefine Type: System (text) (x) (y) (size) (color) (brightness) (speed)\nswitch costume to (master v)\nhide\ngo to x: (x) y: (y)\nset size to (size) %\nset [# v] to [1]\nset [color v] effect to (color)\nset [brightness v] effect to (brightness)\nset [length v] to (length of (text))\nrepeat (length of (text))\n if <(letter (#) of (text)) > [ ]> then\n switch costume to (letter (#) of (text))\n create clone of (_myself_ v)\n change x by ((size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n else\n switch costume to ( v)\n create clone of (_myself_ v)\n change x by ((size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n end\n wait (speed) seconds\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Letter]> then\n wait until <(timer) > [0.5]>\n wait ((#) / (Length)) seconds\n show\n set [x v] to (x position)\n set [y v] to (y position)\n go to [front v] layer\n set size to (0) %\n go to x: (0) y: (0)\n Smooth Glide x: (X) y: (Y) speed: (5) (Size)\n wait until <(timer) > [1.9]>\n wait ((#) / ((Length) * (2))) seconds\n set [var 1 v] to ((size) / (10))\n repeat (30)\n Change Size By: (Var 1)\n change y by (Var 1)\n change [var 1 v] by ((0) - ((size) / (100)))\n change [ghost v] effect by (2)\n end\n delete this clone\nend\nif <(Clone ID) = [Box]> then\n point in direction (180)\n switch costume to (box v)\n set [ghost v] effect to (50)\n set size to (15) %\n show\n go to [back v] layer\n go to x: ((Var 1) * (40)) y: ((Var 2) * (40))\n repeat until <(size) > [89]>\n change size by (((91) - (size)) / (10))\n turn right (((180) - (direction)) / (10)) degrees\n change [ghost v] effect by (-5)\n end\n set size to (90) %\n set [ghost v] effect to (0)\n wait until <(timer) > [3.5]>\n set [brightness v] effect to (0)\n repeat (20)\n turn right (5) degrees\n change size by (-5)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen flag clicked\nset [username v] to [Wawa29]\nSetup Lists\nType (Username) [-200] [0] [200] [115] [100] [0]\nstart sound [Tobu - Candyland pt II2 v]\nreset timer\nclear graphic effects\nset [clone id v] to [Back 2]\ncreate clone of (_myself_ v)\nset [clone id v] to [Box]\nset [var 1 v] to [-6]\nrepeat (13)\n set [var 2 v] to [4]\n Clone Row of Boxes\n change [var 1 v] by (1)\nend\nwait (1) seconds\nset [clone id v] to [Logo]\ncreate clone of (_myself_ v)\nset [clone id v] to [Back]\ncreate clone of (_myself_ v)\nset [clone id v] to [Hider 1]\ncreate clone of (_myself_ v)\nset [clone id v] to [Hider 2]\ncreate clone of (_myself_ v)\nwait until <(timer) > [4]>\nClone Particles\nwait until <(timer) > [5.7]>\nClone Particles\nwait until <(timer) > [8.5]>\nbroadcast (Start Project v)\n\ndefine Setup Lists\ndelete all of [character widths v]\nadd [thing] to [character widths v]\nadd [29] to [character widths v]\nadd [24] to [character widths v]\nadd [28] to [character widths v]\nadd [27] to [character widths v]\nadd [24] to [character widths v]\nadd [24] to [character widths v]\nadd [28] to [character widths v]\nadd [28] to [character widths v]\nadd [7] to [character widths v]\nadd [21] to [character widths v]\nadd [22] to [character widths v]\nadd [22] to [character widths v]\nadd [34] to [character widths v]\nadd [27] to [character widths v]\nadd [34] to [character widths v]\nadd [22] to [character widths v]\nadd [34] to [character widths v]\nadd [21] to [character widths v]\nadd [23] to [character widths v]\nadd [27] to [character widths v]\nadd [27] to [character widths v]\nadd [29] to [character widths v]\nadd [38] to [character widths v]\nadd [26] to [character widths v]\nadd [27] to [character widths v]\nadd [27] to [character widths v]\nadd [11] to [character widths v]\nadd [20] to [character widths v]\nadd [21] to [character widths v]\nadd [25] to [character widths v]\nadd [21] to [character widths v]\nadd [20] to [character widths v]\nadd [21] to [character widths v]\nadd [20] to [character widths v]\nadd [20] to [character widths v]\nadd [20] to [character widths v]\nadd [14] to [character widths v]\nadd [25] to [character widths v]\nadd [15] to [character widths v]\nadd [10] to [character widths v]\nadd [24] to [character widths v]\nadd [24] to [character widths v]\nadd [20] to [character widths v]\nadd [24] to [character widths v]\nadd [22] to [character widths v]\nadd [16] to [character widths v]\nadd [24] to [character widths v]\nadd [22] to [character widths v]\nadd [10] to [character widths v]\nadd [14] to [character widths v]\nadd [18] to [character widths v]\nadd [9] to [character widths v]\nadd [33] to [character widths v]\nadd [22] to [character widths v]\nadd [24] to [character widths v]\nadd [24] to [character widths v]\nadd [24] to [character widths v]\nadd [15] to [character widths v]\nadd [19] to [character widths v]\nadd [16] to [character widths v]\nadd [22] to [character widths v]\nadd [22] to [character widths v]\nadd [30] to [character widths v]\nadd [20] to [character widths v]\nadd [23] to [character widths v]\nadd [20] to [character widths v]\n\ndefine Change Size By: (size)\nchange size by (size)\nchange x by ((0) - ((size) / (20)))\n\ndefine Find Size (text) (size)\nset [size v] to (size)\nset [width v] to [1]\nset [# v] to [1]\nrepeat (length of (text))\n if <(letter (#) of (text)) > [ ]> then\n switch costume to (letter (#) of (text))\n change [width v] by ((Size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n else\n switch costume to ( v)\n change [width v] by ((Size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n end\nend\nif <(Width) > [400]> then\n change [size v] by (-1)\nend\nif <(Width) < [390]> then\n change [size v] by (1)\nend\nrepeat until <<<(Width) < [400]> and <(Width) > [389]>> or <(Size) > [300]>>\n set [width v] to [0]\n set [# v] to [1]\n repeat (length of (text))\n if <(letter (#) of (text)) > [ ]> then\n switch costume to (letter (#) of (text))\n change [width v] by ((Size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n else\n switch costume to ( v)\n change [width v] by ((Size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n end\n end\n if <(Width) > [400]> then\n change [size v] by (-1)\n end\n if <(Width) < [390]> then\n change [size v] by (1)\n end\n if <(Size) > [301]> then\n set [size v] to [290]\n end\nend\nset [x v] to ((0) - ((Width) / (2)))\n\ndefine Type (text) (x) (y) (size) (color) (brightness) (speed)\nset [clone id v] to [Letter]\nif <(length of (text)) > [20]> then\n Find Size [Username Too Long] (size)\n Type: System [Username Too Long] (X) (y) (Size) (color) (brightness) (speed)\nelse\n Find Size (text) (size)\n Type: System (text) (X) (y) (Size) (color) (brightness) (speed)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Logo]> then\n wait until <(timer) > [4]>\n go to [front v] layer\n clear graphic effects\n switch costume to (logo v)\n show\n go to x: (0) y: (0)\n set size to (0) %\n Bounce with (65) , (20) and (90)\n wait until <(timer) > [5.7]>\n set [var 1 v] to [10]\n repeat (27)\n change size by (Var 1)\n change [var 1 v] by (-1)\n end\n delete this clone\nend\nif <(Clone ID) = [Back]> then\n go to [back v] layer\n show\n go to x: (0) y: (0)\n set size to (100) %\n switch costume to (landscape v)\n clear graphic effects\n repeat until <(timer) > [8]>\n set x to (([cos v] of ((timer) * (200)) ) * (50))\n end\n delete this clone\nend\nif <(Clone ID) = [Back 2]> then\n go to [back v] layer\n show\n go to x: (0) y: (0)\n set size to (100) %\n switch costume to (back2 v)\n clear graphic effects\n repeat until <(timer) > [8]>\n go to [back v] layer\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Particle]> then\n switch costume to (particle v)\n clear graphic effects\n set size to (100) %\n go to x: (0) y: (0)\n set [color v] effect to (pick random (100) to (130))\n go to [front v] layer\n go [backward v] (10) layers\n set [var 1 v] to (pick random (10) to (15))\n set [var 2 v] to (pick random (2) to (7))\n turn right (pick random (-10) to (10)) degrees\n show\n repeat until <touching (_edge_ v)?>\n move (Var 1) steps\n change y by (Var 2)\n change [var 2 v] by (-0.4)\n set [var 1 v] to ((Var 1) * (0.95))\n end\n repeat (10)\n move (Var 1) steps\n change y by (Var 2)\n change [var 2 v] by (-0.4)\n set [var 1 v] to ((Var 1) * (0.95))\n change [ghost v] effect by (10)\n end\n hide\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Hider 1]> then\n go to [front v] layer\n wait until <(timer) > [7]>\n go to [front v] layer\n point in direction (105)\n show\n go to x: (300) y: (0)\n set size to (100) %\n switch costume to (hider 2 v)\n clear graphic effects\n repeat until <<(round (x position)) = [0]> and <(round (y position)) = [0]>>\n go to [front v] layer\n change x by (((0) - (round (x position))) / (5))\n change y by (((0) - (round (y position))) / (5))\n end\n go to x: (0) y: (0)\n wait (1) seconds\n go to [front v] layer\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\nif <(Clone ID) = [Hider 2]> then\n wait until <(timer) > [7]>\n go to [front v] layer\n point in direction (105)\n show\n go to x: (-300) y: (0)\n set size to (100) %\n switch costume to (hider 1 v)\n clear graphic effects\n repeat until <<(round (x position)) = [0]> and <(round (y position)) = [0]>>\n change x by (((0) - (round (x position))) / (5))\n change y by (((0) - (round (y position))) / (5))\n end\n go to x: (0) y: (0)\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\ngo to [front v] layer\n\nwhen flag clicked\nwait (1) seconds\nset volume to (20) %\n\n@E29601AB-94F0-4D5B-9344-E11E287BE8D4\n\nwhen I receive [help hide v]\nshow\n\nwhen flag clicked\nswitch costume to (e29601ab-94f0-4d5b-9344-e11e287be8d4 v)\ngo to [back v] layer\n\nwhen this sprite clicked\nbroadcast (Cursor off v)\nswitch costume to (e29601ab-94f0-4d5b-9344-e11e287be8d2 v)\nstart sound [Pop v]\n\nwhen I receive [help hide v]\nshow\nwait (1) seconds\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\n@Outro\n\ndefine Clone same sprite (id) (#)\nset [clone id v] to (id)\nrepeat (#)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Particles]> then\n set [var 1 v] to [-.5]\n clear graphic effects\n set [ghost v] effect to (100)\n go to [front v] layer\n set [cam x v] to (pick random (-2500) to (2500))\n set [cam y v] to (pick random (-2500) to (2500))\n set [cam z v] to (pick random (0) to (50))\n forever\n show\n repeat until <(Cam Z) < [0]>\n change [ghost v] effect by (-5)\n change [cam z v] by (Var 1)\n if <[8] < (\[OUTRO\] ParticlesOn?)> then\n change [var 1 v] by (-.02)\n else\n change [var 1 v] by (((round (-0.5)) - (round (Var 1))) / (4))\n end\n end\n set [cam x v] to (pick random (-2500) to (2500))\n set [cam y v] to (pick random (-2500) to (2500))\n set [cam z v] to (pick random (25) to (50))\n hide\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Particles]> then\n forever\n set [var 1 v] to (join [-] ((\[OUTRO\] Value 2) / (50)))\n switch costume to (blank v)\n set size to (100) %\n switch costume to (particles v)\n go to x: ((Cam X) / (Cam Z)) y: ((Cam Y) / (Cam Z))\n set size to ((100) / (Cam Z)) %\n end\nend\n\nwhen I receive [outro v]\nreset timer\ngo to x: (0) y: (0)\npoint in direction (90)\nclear graphic effects\nset size to (100) %\nswitch costume to (logo v)\nhide\nset [\[outro\] particleson? v] to [0]\nset [\[outro\] value 1 v] to [Blank]\nset [var 1 v] to [0]\nset [var 2 v] to [0]\nif <(\[OUTRO\] ParticlesOn?) = [1]> then\n Clone same sprite [Particles] [25]\nend\nset [clone id v] to [Board]\ncreate clone of (_myself_ v)\nset [clone id v] to [Background]\ncreate clone of (_myself_ v)\nset [clone id v] to [Project]\ncreate clone of (_myself_ v)\nset [clone id v] to [Ring]\ncreate clone of (_myself_ v)\nset [clone id v] to [Logo]\ncreate clone of (_myself_ v)\nset [clone id v] to [Icon0]\nrepeat (5)\n set [clone id v] to (join [Icon] ((letter (6) of (Clone ID)) + (1)))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Board]> then\n go to x: (0) y: (300)\n point in direction (90)\n go to [front v] layer\n clear graphic effects\n set size to (100) %\n show\n switch costume to (sign v)\n repeat (30)\n set [var 1 v] to (((Var 1) * (0.8)) + ((((([cos v] of ((timer) * (100)) ) * (5)) + (0)) - (y position)) / (5)))\n change y by (Var 1)\n end\n forever\n set y to (([cos v] of ((timer) * (100)) ) * (5))\n end\nelse\n if <(Clone ID) = [Background]> then\n go to x: (0) y: (0)\n point in direction (90)\n go to [back v] layer\n clear graphic effects\n set [ghost v] effect to (100)\n set size to (100) %\n show\n switch costume to (background v)\n forever\n change [ghost v] effect by (-5)\n change size by (((100) - (size)) / (5))\n if <key (space v) pressed?> then\n set size to (105) %\n end\n end\n else\n if <(Clone ID) = [Project]> then\n go to x: (-75) y: (70)\n point in direction (90)\n go to [front v] layer\n clear graphic effects\n set [ghost v] effect to (100)\n set size to (18) %\n show\n switch costume to (project v)\n wait (1) seconds\n forever\n change [ghost v] effect by (-5)\n set y to ((([cos v] of ((timer) * (100)) ) * (5)) + (90))\n if <touching (mouse-pointer v)?> then\n change size by (((28) - (size)) / (5))\n point in direction ((([cos v] of ((timer) * (100)) ) * (5)) + (90))\n else\n set [var 1 v] to (((Var 1) * (0.8)) + (((23) - (size)) / (5)))\n change size by (Var 1)\n set [var 2 v] to (((Var 2) * (0.8)) + (((90) - (direction)) / (5)))\n turn right (Var 2) degrees\n end\n end\n else\n if < (Clone ID) contains [Icon]?> then\n go to x: ((-75) + ((letter (6) of (Clone ID)) * (50))) y: (-60)\n point in direction (90)\n go to [front v] layer\n clear graphic effects\n set [ghost v] effect to (100)\n set size to (300) %\n show\n switch costume to ((letter (6) of (Clone ID)) + (3))\n wait (1) seconds\n forever\n change [ghost v] effect by (-5)\n set y to ((([cos v] of ((timer) * (100)) ) * (5)) + (-60))\n if <touching (mouse-pointer v)?> then\n change size by (((300) - (size)) / (5))\n else\n set [var 1 v] to (((Var 1) * (0.8)) + (((250) - (size)) / (5)))\n change size by (Var 1)\n end\n if <mouse down?> then\n if <not <(Clone ID) = (\[OUTRO\] Value 3)>> then\n set [brightness v] effect to (0)\n end\n if <touching (mouse-pointer v)?> then\n if <(Clone ID) = [Icon 1]> then\n set [\[outro\] value 3 v] to [Icon 1]\n set [brightness v] effect to (10)\n else\n if <(Clone ID) = [Icon 2]> then\n set [\[outro\] value 3 v] to [Icon 2]\n set [brightness v] effect to (10)\n else\n if <(Clone ID) = [Icon 3]> then\n set [\[outro\] value 3 v] to [Icon 3]\n set [brightness v] effect to (10)\n else\n if <(Clone ID) = [Icon 4]> then\n set [\[outro\] value 3 v] to [Icon 4]\n set [brightness v] effect to (10)\n else\n if <(Clone ID) = [Icon 5]> then\n set [\[outro\] value 3 v] to [Icon 5]\n set [brightness v] effect to (10)\n end\n end\n end\n end\n end\n else\n set [\[outro\] value 3 v] to [Blank]\n end\n end\n end\n else\n if <(Clone ID) = [Logo]> then\n go to x: (-125) y: (-60)\n point in direction (90)\n go to [front v] layer\n clear graphic effects\n set [ghost v] effect to (100)\n set size to (120) %\n show\n switch costume to (logo v)\n wait (1) seconds\n forever\n change [ghost v] effect by (-5)\n set y to ((([cos v] of ((timer) * (100)) ) * (5)) + (-60))\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (5))\n else\n set [var 1 v] to (((Var 1) * (0.8)) + (((100) - (size)) / (5)))\n change size by (Var 1)\n end\n end\n else\n if <(Clone ID) = [Ring]> then\n go to x: (-125) y: (-60)\n point in direction (90)\n go to [front v] layer\n clear graphic effects\n set [ghost v] effect to (100)\n set size to (100) %\n show\n switch costume to (ring v)\n wait (1) seconds\n forever\n change [ghost v] effect by (-5)\n set y to ((([cos v] of ((timer) * (100)) ) * (5)) + (-60))\n turn right (1) degrees\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [outro v]\nif <(\[OUTRO\] ParticlesOn?2) = [1]> then\n forever\n set [var 1 v] to [0]\n repeat (length of [record v])\n set [\[outro\] value 4 v] to ((item (Var 1) of [record v]) * (1))\n change [var 1 v] by (1)\n if <(\[OUTRO\] Value 4) > [40]> then\n broadcast (Beat v)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [15]> then\n broadcast (Outro v)\n stop [this script v]\n end\nend\n\n
I Really Want to get this on the front page or featured. I have never been on the front page. I hope to be soon :)—————IF YOU ARE ON COMPUTER, PRESS C TO STOP THE CURSOR. Wait a few seconds before the button that closes out the instructions show. Give a like and favorite for a special block which gives a new costume and makes it smaller. Also, you receive the skip button. I will give a follow to a lucky person who likes and loves. Fullscreen recommended after liked and loved\nDON’T LIKE AND LOVE BEFORE CLOSING OUT THE INSTRUCTIONS. IF YOU THINK YOU CAN CHEAT BY FAVORITING AND LIKING THEN DISLIKING, IT DOESN’T WORK.
Cube Heroes // Platformer (#art) (#games)
@Stage\n\n@decorations\n\nwhen flag clicked\nshow\nforever\n switch costume to (LEVEL)\nend\n\ngo [backward v] (3) layers\n\ngo to [front v] layer\n\n@ground\n\nwhen flag clicked\ngo [forward v] (1) layers\nforever\n switch costume to (LEVEL)\nend\n\n@Sprite2\n\ndefine Platformer physics\nchange [yv v] by (-1)\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xv v] by (-1)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1)\nend\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nif <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\nend\nif <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\nend\nif <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\nend\nif <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\nend\nif <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (-4)\n change x by ((Xv) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n set [yv v] to [15]\n broadcast (jump_effect v)\n if <(Xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n end\nend\nchange y by (Yv)\nif <<touching (ground v)?> or <touching (moving platforms 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 <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> and <<touching (ground v)?> or <touching (moving platforms v)?>>> then\n broadcast (jump_effect v)\n set [yv v] to [15]\nend\nchange y by (1)\nif <touching (spikes v)?> then\n go to x: (-180) y: (0)\n broadcast (dead_sound v)\nend\nif <(y position) < [-180]> then\n go to x: (-180) y: (0)\nend\nif <(x position) > [220]> then\n change [level v] by (1)\n go to x: (-180) y: (0)\nend\nif <touching (trampolins v)?> then\n set [yv v] to [25]\nend\n\nwhen flag clicked\ngo to x: (107) y: (-68)\nset [level v] to [3]\npoint in direction (90)\nset rotation style [don't rotate v]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (costume1 v)\n end\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 end\nend\n\npoint in direction (90)\n\npoint in direction (-90)\n\nwhen flag clicked\n\nwhen I receive [start v]\nset [level v] to [1]\ngo to x: (-180) y: (0)\nforever\n Platformer physics\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n if <(LEVEL) = [5]> then\n go to x: (19) y: (-104)\n turn right (9) degrees\n else\n if <(LEVEL) = [7]> then\n go to x: (19) y: (-180)\n turn right (9) degrees\n else\n go to x: (19) y: (-104)\n point in direction (90)\n end\n end\nend\n\npoint in direction (90)\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\nrepeat (20)\n change [turndegrees v] by (0.5)\nend\n\nrepeat (20)\n change [turndegrees v] by (-5)\nend\n\n\n\nwhen flag clicked\nshow\n\nhide\n\nturn right (9) degrees\n\n@shadows\n\nwhen flag clicked\nforever\n go to [back v] layer\n switch costume to (LEVEL)\n set [ghost v] effect to (50)\nend\n\n@Button\n\nwhen flag clicked\nset size to (60) %\nwait (0.2) seconds\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (start_idk v)\n repeat until <not <touching (mouse-pointer v)?>>\n switch costume to (kostüm2 v)\n repeat until <(size) = [80]>\n change size by (5)\n end\n end\n else\n repeat until <(size) = [60]>\n change size by (-5)\n end\n set size to (60) %\n switch costume to (kostüm1 v)\n end\nend\n\nturn right (15) degrees\nwait (0.1) seconds\nturn left (15) degrees\nwait (0.3) seconds\n\nwhen flag clicked\npoint in direction (90)\nshow\ngo to [front v] layer\n\nwhen this sprite clicked\nbroadcast (start v)\nturn right (15) degrees\nrepeat (2)\n turn right (15) degrees\n change size by (-30)\n change [ghost v] effect by (40)\nend\nhide\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [instructions_closed v]\nshow\n\n@trampolins\n\nwhen flag clicked\nforever\n if <touching (sprite2 v)?> then\n switch costume to (kostüm2 v)\n wait (0.1) seconds\n else\n switch costume to (kostüm1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [6]> then\n go to x: (85) y: (-170)\n show\n else\n if <(LEVEL) = [8]> then\n go to x: (-35) y: (-73)\n show\n else\n if <(LEVEL) = [9]> then\n show\n set x to (-70)\n else\n hide\n end\n end\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\ngo to x: (0) y: (90)\nforever\n point in direction ((([sin v] of ((timer) * (150)) ) * (3)) + (90))\nend\n\nwhen I receive [start v]\nhide\n\nforever\n point in direction ((([sin v] of ((timer) * (150)) ) * (3)) + (90))\nend\n\n@Text\n\nwhen flag clicked\ngo to [front v] layer\nhide\npoint in direction (90)\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (LEVEL)\nend\n\n@tb\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Music Sprite\n\nwhen I receive [dead_sound v]\nstart sound [Slide Whistle v]\n\nwhen flag clicked\nset volume to (100) %\nhide\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo to x: (-212) y: (130)\nset [music? v] to [yes]\nshow\nforever\n if <(music?) = [yes]> then\n switch costume to (costume1 v)\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [music? v] to [no]\n wait until <not <mouse down?>>\n end\n end\n end\n if <(music?) = [no]> then\n switch costume to (costume2 v)\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [music? v] to [yes]\n wait until <not <mouse down?>>\n end\n end\n end\nend\n\ndefine Musicscript play\nforever\n if <(music?) = [yes]> then\n set volume to (100) %\n end\n if <(music?) = [no]> then\n set volume to (0) %\n end\nend\n\nwhen I receive [jump_effect v]\nstart sound [Jump2 v]\n\nwhen flag clicked\nforever\n play sound [Alex Skrindo - Jumbo \[NCS Release\] v] until done\nend\n\nwhen flag clicked\nMusicscript play\n\n
Hello. \n\nLook Number 2: https://scratch.mit.edu/projects/429755847/\n\nI just finished this game after so much time working on this and I am really proud how it turned out, not bad for my first "real" project, eeh? :D\n\nIt was inspired by Super Mario and the platformers by @Benelem12. \n\nCome on lets get this top-loved guys, I worked soo hard on it and in my opinion it deserves to be top-loved =)\n\n#2 on trending art :0\n\nLoved by @TimMcCool, @StratfordJames, @Benelem12, @Quaxx, @yellowtrees and @i_am_very_silly 0_o\nCredits: \n@Benelem12 for the basic platforming engine + inspiration and also for the music =)\n@StratfordJames for some little inspiration\nSuper Mario for inspiration :)\n\n#trending #games #art #FULAM #epic #platformer #platformers #Cube #Heros #coding \n\n
The Sapphire Cave | Part 4 | Platformer | #GemstoneSeries #Mobile
@Stage\n\n@Player\n\ndefine reset\nclear graphic effects\ngo to x: (-200) y: (-50)\npoint in direction (90)\nset [dead? v] to [0]\nset [x v v] to [0]\nset [y v v] to [0]\nset size to (100) %\nshow\n\nwhen I receive [next level v]\nchange [level v] by (1)\nset [change? v] to [1]\nreset\nset [change? v] to [0]\n\nwhen I receive [alright bros let's go v]\nset [level v] to [1]\nset [dead? v] to [0]\nset size to (100) %\nreset\nforever\n go to [front v] layer\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <(dead?) = [0]>> then\n change [x v v] by (.9)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(dead?) = [0]>> then\n change [x v v] by (-.9)\n end\n set [x v v] to ((X v) * (0.9))\n change x by (X v)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change x by ((X v) * (-2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n if <(X v) > [0]> then\n set [x v v] to [-5]\n else\n set [x v v] to [5]\n end\n set [y v v] to [13]\n else\n set [x v v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v v] by (-0.8)\n change y by (Y v)\n if <touching (ground v)?> then\n change y by ((Y v) * (-1))\n set [y v v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n set [y v v] to [12]\n end\n end\n change y by (1)\n if <<<<<touching (killer wheel v)?> or <touching (spikes v)?>> or <touching (killer wheel2 v)?>> or <touching (lightning v)?>> and <(dead?) = [0]>> then\n Spin off screen\n end\n if <touching (jump pad v)?> then\n set [y v v] to [20]\n end\nend\n\nwhen I receive [alright bros let's go v]\nforever\n set [direction v] to (direction)\nend\n\nwhen I receive [alright bros let's go v]\nset [change? v] to [0]\nforever\n if <<(x position) = [240]> and <(dead?) = [0]>> then\n broadcast (NEXT LEVEL v)\n end\nend\n\nwhen I receive [alright bros let's go v]\nforever\n if <(y position) = [-179]> then\n Spin off screen\n end\nend\n\nwhen [r v] key pressed\nif <(dead?) = [0]> then\n reset\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [alright bros let's go v]\nshow\n\ndefine Spin off screen\nset [dead? v] to [1]\nchange [player death v] by (1)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nreset\n\nwhen I receive [alright bros let's go v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (center2 v)\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nbroadcast (alright bros let's go v)\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen flag clicked\nforever\n play sound [Nebula v] until done\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\ngo to [back v] layer\nnext costume\n\n@Sapphire\n\nwhen flag clicked\nhide\npoint in direction (90)\ngo to x: (-19) y: (-12)\nset size to (75) %\nforever\n set [color v] effect to (130)\n if <(Level) = [121]> then\n show\n else\n hide\n end\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\n if <touching (player v)?> then\n repeat (20)\n turn right (15) degrees\n change [ghost v] effect by (5)\n end\n end\nend\n\nset [level v] to [1]\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nshow\nhide\n\nforever\n go to [front v] layer\nend\n\n
Sunny Day || A Mobile Friendly Platformer
@Stage\n\nwhen I receive [rain v]\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [play game v]\nforever\n play sound [TheFatRat+-+Time+Lapse.mp3 v] until done\nend\n\n@blank\n\n@player\n\ndefine Fast\nrepeat (6)\n if <touching (levels v)?> then\n change y by (1)\n end\nend\n\ndefine Y Collision\nrepeat until <not <touching (levels v)?>>\n if <(y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\ndefine X Collision\nrepeat until <not <touching (levels v)?>>\n if <(x) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\nend\n\nwhen I start as a clone\nswitch costume to (trail v)\nset size to (30) %\nset [brightness v] effect to (0)\nrepeat (7)\n change [ghost v] effect by (5)\n change size by (-2)\nend\ndelete this clone\n\nwhen I receive [play game v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [play game v]\nset [level v] to [1]\nshow\ngo to x: (-200) y: (0)\nswitch costume to (right v)\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (right v)\n change [x v] by (.8)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (left v)\n change [x v] by (-.8)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (levels v)?> then\n Fast\n if <touching (levels v)?> then\n change y by (-6)\n X Collision\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [12]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n else\n set [x v] to [0]\n end\n end\n end\n change y by (y)\n if <touching (levels v)?> then\n Y Collision\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <(y) < [0]>> then\n set [y v] to [14]\n else\n set [y v] to [0]\n end\n end\n if <(x position) > [235]> then\n broadcast (Next Level / Transition v)\n go to x: (-200) y: (0)\n change [level v] by (1)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <<touching (bad bois v)?> or <touching (spinning spikes v)?>> then\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (0)\n end\n if <touching (tramp v)?> then\n set [y v] to [20]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [setup 4 player v]\ngo to x: (-200) y: (0)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [reset player v]\ngo to x: (-200) y: (0)\nset [x v] to [0]\nset [y v] to [0]\n\n@levels\n\nwhen I receive [start da intro boiz v]\nhide\n\nwhen I receive [next level / transition v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\nswitch costume to (level 1 v)\n\nwhen I receive [play game v]\nshow\n\nwhen I receive [someone pressed the skip button v]\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n broadcast (rain v)\n end\nend\n\n@bad bois\n\nwhen flag clicked\nhide\n\nwhen I receive [next level / transition v]\nshow\nforever\n switch costume to (Level)\nend\n\n@Intro\n\nwhen I start as a clone\nif <(id) = [0]> then\n go to x: (0) y: (0)\n point in direction (90)\n show\n switch costume to (bacground v)\n go to [back v] layer\n forever\n if <(GHOOST) = [0]> then\n set [ghost v] effect to (0)\n switch costume to (bacground v)\n go to [back v] layer\n go [backward v] (1) layers\n show\n go to x: (0) y: (0)\n else\n wait (0.4) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\n end\nend\nif <(id) = [1]> then\n go to x: (700) y: (0)\n show\n point in direction (90)\n go to [front v] layer\n Smooth Glide to x [0] y [0] Speed [4]\n hide\n delete this clone\nend\nif <(id) = [2]> then\n set size to (0) %\n show\n switch costume to (logo v)\n go to [front v] layer\n go to x: (0) y: (35)\n repeat (16)\n turn right (22.5) degrees\n change size by (6.25)\n end\n point in direction (90)\n set size to (100) %\n forever\n if <(Yet) = [0]> then\n point in direction ((([cos v] of ((OKAY) * (18)) ) * (9)) + (90))\n change [okay v] by (1)\n else\n repeat (24)\n turn right (-16.875) degrees\n change size by (-4.6875)\n end\n broadcast (fade v)\n delete this clone\n end\n end\nend\nif <(id) = [3]> then\n point in direction (90)\n wait (0.5) seconds\n set [ghost v] effect to (0)\n switch costume to (costume1 v)\n go to [front v] layer\n go [backward v] (1) layers\n show\n go to x: (700) y: (0)\n Smooth Glide to x [0] y [0] Speed [4]\n forever\n if <(GHOOST) = [0]> then\n set [ghost v] effect to (0)\n switch costume to (costume1 v)\n go to [front v] layer\n go [backward v] (1) layers\n show\n go to x: (0) y: (0)\n else\n Smooth Glide to x [0] y [25] Speed [3]\n Smooth Glide to x [0] y [-99] Speed [3]\n delete this clone\n end\n end\nend\n\ndefine Smooth Glide to x (x) y (y) Speed (s)\nrepeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n change x by (((x) - (x position)) / (s))\n change y by (((y) - (y position)) / (s))\nend\ngo to x: (x) y: (y)\n\nwhen I receive [start da intro boiz v]\nset [yet v] to [0]\nstart sound [Nebula v]\nhide\nset [ghoost v] to [0]\nset [okay v] to [0]\nset [id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nchange [id v] by (1)\nrepeat (3)\n switch costume to (slide1 v)\n create clone of (_myself_ v)\n wait (0.1) seconds\n switch costume to (slide2 v)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\nswitch costume to (bacground v)\ncreate clone of (_myself_ v)\nwait (0.8) seconds\nchange [id v] by (1)\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nchange [id v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I receive [start da intro boiz v]\nset volume to (100) %\nwait (6.00000000) seconds\nset [yet v] to [1]\nset [ghoost v] to [1]\nbroadcast (Play Game v)\n\nwhen I receive [play game v]\nhide\n\n@text stuff\n\nwhen I receive [play game v]\nshow\nrepeat (2)\n go to [front v] layer\nend\nforever\n switch costume to (Level)\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 flag clicked\nswitch costume to (costume2 v)\nhide\n\n@Rain\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\ngo to x: (pick random (-240) to (240)) y: (184)\nglide (pick random (0.005) to (2)) secs to x: (x position) y: (-200)\ndelete this clone\n\nwhen I receive [no rain v]\nhide\n\nwhen I receive [rain v]\nshow\nforever\n repeat (10)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n end\n go to [back v] layer\nend\n\n@thumb\n\nwhen I receive [start da intro boiz v]\nhide\n\nwhen I receive [start da intro boiz v]\nhide\n\nwhen I receive [start da intro boiz v]\nhide\n\nwhen I receive [start da intro boiz v]\nhide\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nshow\nwait (0.8249324) seconds\nbroadcast (start da intro boiz v)\n\n@Sun\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nshow\ngo to x: (22) y: (22)\nset size to (100) %\nswitch costume to (costume1 v)\ngo to [front v] layer\nforever\n go to [back v] layer\n repeat (50)\n change size by (0.1)\n end\n repeat (50)\n change size by (-0.1)\n end\nend\n\n
* Sunny Day || A Mobile Friendly Platformer *\n===========================================\n HIT THE GREEN FLAG TWICE PEOPLE\n\nStory line:\nIt was a nice bright day, you were just taking a walk until it started to rain. Not just rain but raining cats and dogs (not really cats and dogs). Get to shelter as fast as you can. And try not to get wet.\n===========================================\nControls: \nComputer? You can use wasd or arrow keys\n===========================================\nMobile? Tap\n===========================================\n\nPlease drop a ❤️,⭐ I worked hard on this \n\nThanks to @yotacopaco for hosting the contest!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nFollow @RQ_6931\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nwhat are you doing .-.
Scrolling Platformer Starter
@Stage\n\nwhen [m v] key pressed\n\nset [mouse v] to (join (round ((mouse x) + (SCROLL_X))) (join [/] (round ((mouse y) + (SCROLL_Y)))))\nshow variable [mouse v]\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [play game v]\nset [level v] to [1]\nbroadcast (Set Up v) and wait\nforever\n Reset\n broadcast (Set Up v) and wait\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [die]> then\n Die Animation\n else\n if <(EXIT) = [win]> then\n Win Animation\n change [level v] by (1)\n end\n end\nend\n\ndefine Tick\ngo to [front v] layer\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(in air) < [4]>> then\n set [yv v] to [12]\nend\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [xv v] by (-2)\n point in direction (-90)\nelse\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [xv v] by (2)\n point in direction (90)\n end\nend\nif <(yv) > [-15]> then\n change [yv v] by (-1)\nend\nMove X (xv)\nMove Y (yv)\nset [xv v] to ((xv) * (.8))\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\nif <touching (exit v)?> then\n set [exit v] to [win]\nend\nchange [scroll_x v] by (((x) - (SCROLL_X)) / (5))\nchange [scroll_y v] by ((((y) + (50)) - (SCROLL_Y)) / (5))\nif <(y) < [-1500]> then\n set [exit v] to [die]\nend\nPosition\n\ndefine Reset\nset [x v] to [0]\nset [y v] to [-50]\nset [scroll_x v] to [0]\nset [scroll_y v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\npoint in direction (90)\nset [exit v] to []\nshow\nclear graphic effects\n\ndefine Move Y (y)\nchange [in air v] by (1)\nchange [y v] by (y)\nPosition\nif <touching (level v)?> then\n set [n v] to [0]\n repeat until <<not <touching (level v)?>> or <(n) > [50]>>\n change [n v] by (1)\n if <(yv) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n end\n Position\n end\n set [yv v] to [0]\n change [y v] by (-5)\n Position\n if <touching (level v)?> then\n set [in air v] to [0]\n end\n change [y v] by (5)\n Position\nend\n\ndefine Move X (x)\nchange [x v] by (x)\nPosition\nif <touching (level v)?> then\n repeat (10)\n change [y v] by (1)\n Position\n if <not <touching (level v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-10)\n Position\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(x) > [0]> then\n set [xv v] to [-16]\n else\n set [xv v] to [16]\n end\n set [in air v] to [0]\n else\n set [xv v] to [0]\n end\n set [n v] to [0]\n repeat until <<not <touching (level v)?>> or <(n) = [50]>>\n if <(x) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n change [n v] by (1)\n end\n if <(x) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL_X)) y: ((y) - (SCROLL_Y))\n\ndefine Die Animation\nset rotation style [all around v]\nset [yv v] to [10]\nrepeat until <(y position) < [-179]>\n change y by (yv)\n turn right (5) degrees\n if <(yv) > [-15]> then\n change [yv v] by (-1)\n end\nend\nset rotation style [left-right v]\n\ndefine Win Animation\nrepeat (50)\n change [ghost v] effect by (2)\n change x by ((([x position v] of [exit v]) - (x position)) / (20))\n change y by ((([y position v] of [exit v]) - (y position)) / (20))\nend\nhide\n\n@Level\n\nwhen I receive [tick v]\nPosition\nswitch costume to (id)\nif <<([abs v] of ((x position) - ((x) - (SCROLL_X))) ) < [1]> and <([abs v] of ((y position) - ((y) - (SCROLL_Y))) ) < [1]>> then\n show\nelse\n hide\nend\n\nwhen I receive [set up v]\nif then\n delete this clone\nend\nif <(LEVEL) = [1]> then\n Create Platform (x,y) [0] [0] id: [1]\n Create Platform (x,y) [480] [0] id: [2]\n Create Platform (x,y) [960] [0] id: [3]\n Create Platform (x,y) [1400] [0] id: [4]\nelse\n if <(LEVEL) = [2]> then\n Create Platform (x,y) [0] [0] id: [5]\n end\nend\n\ndefine Create Platform (x,y) (x) (y) id: (id)\ncreate clone of (_myself_ v)\nset [x v] to (x)\nset [y v] to (y)\nset [id v] to (id)\nswitch costume to (id)\n\ndefine Position\ngo to x: ((x) - (SCROLL_X)) y: ((y) - (SCROLL_Y))\n\n@Danger\n\nwhen I receive [tick v]\nPosition\nif <<([abs v] of ((x position) - ((x) - (SCROLL_X))) ) < [1]> and <([abs v] of ((y position) - ((y) - (SCROLL_Y))) ) < [1]>> then\n show\nelse\n hide\nend\n\nwhen I receive [set up v]\nif then\n delete this clone\nend\nif <(LEVEL) = [1]> then\n Create Obstacle (x,y) [892] [-44] id: [1]\n Create Obstacle (x,y) [1025] [-44] id: [1]\nend\n\ndefine Create Obstacle (x,y) (x) (y) id: (id)\ncreate clone of (_myself_ v)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (id)\n\ndefine Position\ngo to x: ((x) - (SCROLL_X)) y: ((y) - (SCROLL_Y))\n\n@Exit\n\nwhen I receive [tick v]\nPosition\nif <<([abs v] of ((x position) - ((x) - (SCROLL_X))) ) < [1]> and <([abs v] of ((y position) - ((y) - (SCROLL_Y))) ) < [1]>> then\n show\nelse\n hide\nend\n\nwhen I receive [set up v]\nif <(LEVEL) = [1]> then\n set [x v] to [1725]\n set [y v] to [50]\nelse\n if <(LEVEL) = [2]> then\n set [x v] to [2000]\n set [y v] to [0]\n end\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL_X)) y: ((y) - (SCROLL_Y))\n\n@Object Template\n\nwhen I receive [set up v]\n\nif then\n delete this clone\nend\nif <(LEVEL) = [1]> then\nend\n\ndefine Create Object (x,y) (x) (y) id: (id)\ncreate clone of (_myself_ v)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (id)\n\nwhen I receive [tick v]\n\nPosition\nif <<([abs v] of ((x position) - ((x) - (SCROLL_X))) ) < [1]> and <([abs v] of ((y position) - ((y) - (SCROLL_Y))) ) < [1]>> then\n show\nelse\n hide\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL_X)) y: ((y) - (SCROLL_Y))\n\nCreate Object (x,y) [replace this with x position] [replace this with y position] id: [replace this with costume#]\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen [timer v] > (.5)\ngo to [front v] layer\n\n
Platformer starter
@Stage\n\n@platforming\n\nwhen flag clicked\nswitch costume to (costume2 v)\nshow\nswitch backdrop to (backdrop1 v)\ngo to x: (200) y: (500)\nset [xv v] to [0]\nset [falling? v] to [0]\nset [yv v] to [0]\nset size to (100) %\nset rotation style [left-right v]\nforever\n Physics\nend\n\ndefine Touch Ground <up?>\nrepeat until <not <touching (ground v)?>>\n if <up?> then\n change y by (-1)\n else\n set [falling? v] to [0]\n change y by (1)\n end\n set [yv v] to [0]\nend\n\ndefine Physics\nchange [yv v] by (-1)\nchange y by (Yv)\nchange [falling? v] by (1)\nTouch Ground <(Yv) > [0]>\nif <<key (up arrow v) pressed?> and <(falling?) < [3]>> then\n set [yv v] to [13]\nend\nif <key (left arrow v) pressed?> then\n point in direction (-90)\n change [xv v] by (-1.7)\nend\nif <key (right arrow v) pressed?> then\n point in direction (90)\n change [xv v] by (1.7)\nend\nset [xv v] to ((Xv) * (0.85))\nchange x by (Xv)\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 I hate lag\nend\nif <touching (trampoline v)?> then\n set [yv v] to [20]\nend\nif <touching (spike v)?> then\n go to x: (200) y: (500)\nend\nset size to (80) %\n\ndefine I hate lag\nchange x by ((Xv) * (-1))\nchange y by ((slope) * (-1))\n\nwhen [space v] key pressed\n\nwhen flag clicked\nshow\nforever\n if <touching (water v)?> then\n change [yv v] by (0.7)\n if <key (down arrow v) pressed?> then\n change [yv v] by (-0.5)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (water v)?> then\n change [yv v] by (0.5)\n end\nend\n\n@ground\n\n@spike\n\n@Water\n\nwhen flag clicked\ngo to [back v] layer\nforever\n next costume\n wait (0.2) seconds\nend\n\n@trampoline\n\nwhen flag clicked\ngo to [back v] layer\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nshow\n\n
..
Pixel || A scrolling platformer editor #games
@Stage\n\nwhen flag clicked\nset [i v] to [0]\ndelete all of [re-decode v]\nrepeat (length of [\[0\]\[0\]\[g\]\[1\]\[0\]\[32\]\[c\]\[2\]\[32\]\[0\]\[g\]\[1\]\[64\]\[0\]\[g\]\[1\]\[96\]\[0\]\[g\]\[1\]\[128\]\[0\]\[g\]\[1\]\[160\]\[0\]\[g\]\[1\]\[192\]\[32\]\[g\]\[2\]\[192\]\[64\]\[g\]\[2\]\[192\]\[96\]\[g\]\[2\]\[192\]\[128\]\[g\]\[2\]\[192\]\[160\]\[g\]\[2\]\[192\]\[192\]\[g\]\[2\]\[192\]\[224\]\[g\]\[2\]\[192\]\[256\]\[g\]\[1\]\[736\]\[-160\]\[t\]\[2\]\[224\]\[32\]\[l\]\[1\]\[288\]\[32\]\[l\]\[1\]\[352\]\[32\]\[l\]\[1\]\[384\]\[32\]\[l\]\[1\]\[416\]\[32\]\[l\]\[1\]\[448\]\[32\]\[l\]\[1\]\[480\]\[32\]\[l\]\[1\]\[256\]\[32\]\[l\]\[1\]\[576\]\[32\]\[l\]\[1\]\[608\]\[32\]\[l\]\[1\]\[640\]\[32\]\[l\]\[1\]\[672\]\[32\]\[l\]\[1\]\[512\]\[256\]\[g\]\[1\]\[352\]\[256\]\[g\]\[1\]\[512\]\[32\]\[l\]\[1\]\[768\]\[0\]\[g\]\[2\]\[768\]\[32\]\[g\]\[2\]\[864\]\[32\]\[g\]\[2\]\[864\]\[64\]\[g\]\[2\]\[864\]\[96\]\[g\]\[2\]\[768\]\[64\]\[g\]\[1\]\[800\]\[64\]\[g\]\[1\]\[832\]\[64\]\[g\]\[1\]\[896\]\[64\]\[g\]\[1\]\[928\]\[64\]\[g\]\[1\]\[960\]\[64\]\[w\]\[1\]\[992\]\[64\]\[w\]\[1\]\[1024\]\[64\]\[w\]\[1\]\[864\]\[192\]\[g\]\[1\]\[864\]\[160\]\[g\]\[2\]\[864\]\[128\]\[g\]\[2\]\[1056\]\[64\]\[g\]\[1\]\[1088\]\[64\]\[g\]\[1\]\[1280\]\[64\]\[g\]\[1\]\[1312\]\[64\]\[g\]\[1\]\[1344\]\[64\]\[g\]\[1\]\[1376\]\[64\]\[g\]\[1\]\[1408\]\[64\]\[g\]\[1\]\[1440\]\[64\]\[g\]\[1\]\[1472\]\[64\]\[g\]\[1\]\[1504\]\[64\]\[g\]\[1\]\[1536\]\[64\]\[g\]\[1\]\[1568\]\[64\]\[g\]\[1\]\[1600\]\[64\]\[g\]\[1\]\[1632\]\[64\]\[s\]\[1\]\[1664\]\[64\]\[s\]\[1\]\[1728\]\[64\]\[s\]\[1\]\[1760\]\[64\]\[s\]\[1\]\[1792\]\[64\]\[s\]\[1\]\[1696\]\[64\]\[s\]\[1\]\[1824\]\[64\]\[s\]\[1\]\[1856\]\[64\]\[s\]\[1\]\[1888\]\[64\]\[s\]\[1\]\[1920\]\[64\]\[s\]\[1\]\[1952\]\[64\]\[s\]\[1\]\[1984\]\[64\]\[s\]\[1\]\[2016\]\[64\]\[s\]\[1\]\[2048\]\[64\]\[s\]\[1\]\[640\]\[-160\]\[l\]\[1\]\[672\]\[-160\]\[l\]\[1\]\[704\]\[-160\]\[l\]\[1\]\[1344\]\[-160\]\[g\]\[1\]\[1472\]\[-160\]\[g\]\[1\]\[1600\]\[-160\]\[g\]\[1\]\[1728\]\[-160\]\[g\]\[1\]\[320\]\[-128\]\[s\]\[1\]\[544\]\[-160\]\[t\]\[1\]\[576\]\[-160\]\[s\]\[1\]\[608\]\[-160\]\[g\]\[1\]\[1056\]\[-160\]\[t\]\[1\]\[1088\]\[-160\]\[s\]\[1\]\[1120\]\[-160\]\[s\]\[1\]\[1152\]\[-160\]\[s\]\[1\]\[1184\]\[-160\]\[t\]\[1\]\[1120\]\[64\]\[g\]\[1\]\[1152\]\[96\]\[g\]\[1\]\[1184\]\[128\]\[g\]\[1\]\[1216\]\[160\]\[g\]\[1\]\[1248\]\[192\]\[g\]\[1\]\[1280\]\[224\]\[g\]\[1\]\[1312\]\[256\]\[g\]\[1\]\[1344\]\[288\]\[g\]\[1\]\[1376\]\[320\]\[g\]\[1\]\[1408\]\[352\]\[g\]\[1\]\[1440\]\[384\]\[g\]\[1\]\[1472\]\[416\]\[g\]\[1\]\[1504\]\[448\]\[g\]\[1\]\[1536\]\[480\]\[g\]\[1\]\[1568\]\[512\]\[g\]\[1\]\[1600\]\[544\]\[g\]\[1\]\[1632\]\[576\]\[g\]\[1\]\[1664\]\[608\]\[g\]\[1\]\[1856\]\[-160\]\[g\]\[1\]\[1856\]\[-128\]\[e\]\[1\]])\n change [i v] by (1)\n add (letter (i) of [\[0\]\[0\]\[g\]\[1\]\[0\]\[32\]\[c\]\[2\]\[32\]\[0\]\[g\]\[1\]\[64\]\[0\]\[g\]\[1\]\[96\]\[0\]\[g\]\[1\]\[128\]\[0\]\[g\]\[1\]\[160\]\[0\]\[g\]\[1\]\[192\]\[32\]\[g\]\[2\]\[192\]\[64\]\[g\]\[2\]\[192\]\[96\]\[g\]\[2\]\[192\]\[128\]\[g\]\[2\]\[192\]\[160\]\[g\]\[2\]\[192\]\[192\]\[g\]\[2\]\[192\]\[224\]\[g\]\[2\]\[192\]\[256\]\[g\]\[1\]\[736\]\[-160\]\[t\]\[2\]\[224\]\[32\]\[l\]\[1\]\[288\]\[32\]\[l\]\[1\]\[352\]\[32\]\[l\]\[1\]\[384\]\[32\]\[l\]\[1\]\[416\]\[32\]\[l\]\[1\]\[448\]\[32\]\[l\]\[1\]\[480\]\[32\]\[l\]\[1\]\[256\]\[32\]\[l\]\[1\]\[576\]\[32\]\[l\]\[1\]\[608\]\[32\]\[l\]\[1\]\[640\]\[32\]\[l\]\[1\]\[672\]\[32\]\[l\]\[1\]\[512\]\[256\]\[g\]\[1\]\[352\]\[256\]\[g\]\[1\]\[512\]\[32\]\[l\]\[1\]\[768\]\[0\]\[g\]\[2\]\[768\]\[32\]\[g\]\[2\]\[864\]\[32\]\[g\]\[2\]\[864\]\[64\]\[g\]\[2\]\[864\]\[96\]\[g\]\[2\]\[768\]\[64\]\[g\]\[1\]\[800\]\[64\]\[g\]\[1\]\[832\]\[64\]\[g\]\[1\]\[896\]\[64\]\[g\]\[1\]\[928\]\[64\]\[g\]\[1\]\[960\]\[64\]\[w\]\[1\]\[992\]\[64\]\[w\]\[1\]\[1024\]\[64\]\[w\]\[1\]\[864\]\[192\]\[g\]\[1\]\[864\]\[160\]\[g\]\[2\]\[864\]\[128\]\[g\]\[2\]\[1056\]\[64\]\[g\]\[1\]\[1088\]\[64\]\[g\]\[1\]\[1280\]\[64\]\[g\]\[1\]\[1312\]\[64\]\[g\]\[1\]\[1344\]\[64\]\[g\]\[1\]\[1376\]\[64\]\[g\]\[1\]\[1408\]\[64\]\[g\]\[1\]\[1440\]\[64\]\[g\]\[1\]\[1472\]\[64\]\[g\]\[1\]\[1504\]\[64\]\[g\]\[1\]\[1536\]\[64\]\[g\]\[1\]\[1568\]\[64\]\[g\]\[1\]\[1600\]\[64\]\[g\]\[1\]\[1632\]\[64\]\[s\]\[1\]\[1664\]\[64\]\[s\]\[1\]\[1728\]\[64\]\[s\]\[1\]\[1760\]\[64\]\[s\]\[1\]\[1792\]\[64\]\[s\]\[1\]\[1696\]\[64\]\[s\]\[1\]\[1824\]\[64\]\[s\]\[1\]\[1856\]\[64\]\[s\]\[1\]\[1888\]\[64\]\[s\]\[1\]\[1920\]\[64\]\[s\]\[1\]\[1952\]\[64\]\[s\]\[1\]\[1984\]\[64\]\[s\]\[1\]\[2016\]\[64\]\[s\]\[1\]\[2048\]\[64\]\[s\]\[1\]\[640\]\[-160\]\[l\]\[1\]\[672\]\[-160\]\[l\]\[1\]\[704\]\[-160\]\[l\]\[1\]\[1344\]\[-160\]\[g\]\[1\]\[1472\]\[-160\]\[g\]\[1\]\[1600\]\[-160\]\[g\]\[1\]\[1728\]\[-160\]\[g\]\[1\]\[320\]\[-128\]\[s\]\[1\]\[544\]\[-160\]\[t\]\[1\]\[576\]\[-160\]\[s\]\[1\]\[608\]\[-160\]\[g\]\[1\]\[1056\]\[-160\]\[t\]\[1\]\[1088\]\[-160\]\[s\]\[1\]\[1120\]\[-160\]\[s\]\[1\]\[1152\]\[-160\]\[s\]\[1\]\[1184\]\[-160\]\[t\]\[1\]\[1120\]\[64\]\[g\]\[1\]\[1152\]\[96\]\[g\]\[1\]\[1184\]\[128\]\[g\]\[1\]\[1216\]\[160\]\[g\]\[1\]\[1248\]\[192\]\[g\]\[1\]\[1280\]\[224\]\[g\]\[1\]\[1312\]\[256\]\[g\]\[1\]\[1344\]\[288\]\[g\]\[1\]\[1376\]\[320\]\[g\]\[1\]\[1408\]\[352\]\[g\]\[1\]\[1440\]\[384\]\[g\]\[1\]\[1472\]\[416\]\[g\]\[1\]\[1504\]\[448\]\[g\]\[1\]\[1536\]\[480\]\[g\]\[1\]\[1568\]\[512\]\[g\]\[1\]\[1600\]\[544\]\[g\]\[1\]\[1632\]\[576\]\[g\]\[1\]\[1664\]\[608\]\[g\]\[1\]\[1856\]\[-160\]\[g\]\[1\]\[1856\]\[-128\]\[e\]\[1\]]) to [re-decode v]\nend\nset [i v] to [0]\nrepeat (length of [re-decode v])\n change [i v] by (1)\n if <(item (i) of [re-decode v]) = [\[]> then\n replace item (i) of [re-decode v] with [{]\n end\n if <(item (i) of [re-decode v]) = [\]]> then\n replace item (i) of [re-decode v] with [}]\n end\nend\nset [i v] to [0]\nset [string v] to []\nrepeat (length of [re-decode v])\n change [i v] by (1)\n set [string v] to (join (string) (item (i) of [re-decode v]))\nend\ndelete all of [re-decode v]\nadd (string) to [re-decode v]\n\nwhen flag clicked\nerase all\nforever\n play sound [Treenan v] until done\n play sound [Music v] until done\nend\n\nwhen flag clicked\nset [☁ c v] to [0]\n\n@Blank\n\n@Blocks\n\nwhen I receive [editor v]\nforever\n erase all\n broadcast (tick v)\nend\n\ndefine block (x) (y)\nswitch costume to (blank v)\ngo to ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nset costume (item (~c1) of [block v]) (item (~c1) of [type v])\nclear graphic effects\nif <not <<([abs v] of ((x) - (SCROLL X)) ) > [260]> or <([abs v] of ((y) - (SCROLL Y)) ) > [200]>>> then\n stamp\nend\n\nwhen I receive [tick v]\nif <(MODE) = [editor]> then\n render blocks\n mouse (SELECTED BLOCK)\n change [scroll x v] by ((<<key (right arrow v) pressed?> or <key (d v) pressed?>> - <<key (left arrow v) pressed?> or <key (a v) pressed?>>) * (5))\n change [scroll y v] by ((<<key (up arrow v) pressed?> or <key (w v) pressed?>> - <<key (down arrow v) pressed?> or <key (s v) pressed?>>) * (5))\nelse\n render blocks\nend\nif <(SCROLL Y) < [-31]> then\n set [scroll y v] to [-30]\nend\n\ndefine go to (x) (y)\nset [~scale v] to [32]\ngo to x: (x) y: (y)\n\ndefine mouse (type)\nif <(SELECTED BLOCK) = [g]> then\n switch costume to (g1 v)\nelse\n if <(SELECTED BLOCK) = [l]> then\n if <((round ((timer) / (0.2))) / (2)) = ([floor v] of ((round ((timer) / (0.2))) / (2)) )> then\n switch costume to (l1 v)\n else\n switch costume to (l2 v)\n end\n else\n if <(SELECTED BLOCK) = [w]> then\n if <((round ((timer) / (0.2))) / (2)) = ([floor v] of ((round ((timer) / (0.2))) / (2)) )> then\n switch costume to (w1 v)\n else\n switch costume to (w2 v)\n end\n else\n if <(SELECTED BLOCK) = [t]> then\n switch costume to (t1 v)\n else\n if <(SELECTED BLOCK) = [s]> then\n switch costume to (s1 v)\n else\n if <(SELECTED BLOCK) = [c]> then\n switch costume to (c1 v)\n else\n if <(SELECTED BLOCK) = [e]> then\n switch costume to (e1 v)\n else\n switch costume to (v1 v)\n end\n end\n end\n end\n end\n end\nend\nif <(type) = [erase]> then\n switch costume to (erase v)\n go to (((round (((mouse x) + (SCROLL X)) / (~scale))) * (~scale)) - (SCROLL X)) (((round (((mouse y) + (SCROLL Y)) / (~scale))) * (~scale)) - (SCROLL Y))\n if <mouse down?> then\n remove block ((round (((mouse x) + (SCROLL X)) / (~scale))) * (~scale)) ((round (((mouse y) + (SCROLL Y)) / (~scale))) * (~scale))\n end\n set [ghost v] effect to (70)\n stamp\nelse\n hide\n go to (((round (((mouse x) + (SCROLL X)) / (~scale))) * (~scale)) - (SCROLL X)) (((round (((mouse y) + (SCROLL Y)) / (~scale))) * (~scale)) - (SCROLL Y))\n test block ((round (((mouse x) + (SCROLL X)) / (~scale))) * (~scale)) ((round (((mouse y) + (SCROLL Y)) / (~scale))) * (~scale))\n if <not <<(~is a block) = [true]> or <<(SELECTED BLOCK) = [e]> and <(endflag placed) = [true]>>>> then\n if <mouse down?> then\n add block ((round (((mouse x) + (SCROLL X)) / (~scale))) * (~scale)) ((round (((mouse y) + (SCROLL Y)) / (~scale))) * (~scale))\n end\n set [ghost v] effect to (50)\n stamp\n end\nend\n\nwhen I receive [new level v]\npoint in direction (90)\nset [mode v] to [editor]\nset [~offset v] to [0]\ndelete all of [x v]\ndelete all of [y v]\ndelete all of [block v]\ndelete all of [type v]\ndelete all of [checkpoints v]\nadd [2] to [checkpoints v]\nadd [0] to [x v]\nadd [0] to [y v]\nadd [g] to [block v]\nadd [1] to [type v]\nadd [0] to [x v]\nadd (~scale) to [y v]\nadd [c] to [block v]\nadd [2] to [type v]\nshow list [code v]\nset [selected block v] to [g]\nset [selected # v] to [1]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [ask v] to [false]\nhide\n\ndefine render blocks\nset [~c1 v] to [0]\nrepeat (length of [block v])\n change [~c1 v] by (1)\n block (item (~c1) of [x v]) (item (~c1) of [y v])\n if <(item (~c1) of [block v]) = [e]> then\n set [endflag placed v] to [true]\n else\n set [endflag placed v] to [false]\n end\nend\n\ndefine add block (x) (y)\nif <<(PLACE BLOCK) = [true]> and <(ASK) = [false]>> then\n add (x) to [x v]\n add (y) to [y v]\n add [1] to [type v]\n add (SELECTED BLOCK) to [block v]\n replace costume (length of [block v]) (SELECTED BLOCK)\nend\n\nwhen flag clicked\nset [move? v] to [true]\nbroadcast (new level v) and wait\nbroadcast (editor v)\n\ndefine test block (x) (y)\nset [~is a block v] to [false]\nset [~c3 v] to [0]\nrepeat (length of [block v])\n change [~c3 v] by (1)\n if <<(item (~c3) of [x v]) = (x)> and <(item (~c3) of [y v]) = (y)>> then\n set [~is a block v] to [true]\n stop [this script v]\n end\nend\n\ndefine replace costume (type) (block)\nif <(block) = [g]> then\n set [~c3 v] to [0]\n repeat (length of [block v])\n change [~c3 v] by (1)\n if <<(item (~c3) of [x v]) = (item (type) of [x v])> and <(item (~c3) of [y v]) = ((item (type) of [y v]) - (~scale))>> then\n if <not <<(item (~c3) of [block v]) = [l]> or <(item (~c3) of [block v]) = [w]>>> then\n replace item (~c3) of [type v] with [2]\n else\n replace item (~c3) of [type v] with [3]\n end\n end\n end\n set [~c3 v] to [0]\n repeat (length of [block v])\n change [~c3 v] by (1)\n if <<<(item (~c3) of [x v]) = (item (type) of [x v])> and <(item (~c3) of [y v]) = ((item (type) of [y v]) + (~scale))>> and <not < [tscve] contains (item (~c3) of [block v])?>>> then\n replace item (type) of [type v] with [2]\n end\n end\nelse\n if <(block) = [l]> then\n set [~c3 v] to [0]\n repeat (length of [block v])\n change [~c3 v] by (1)\n if <<<(item (~c3) of [x v]) = (item (type) of [x v])> and <(item (~c3) of [y v]) = ((item (type) of [y v]) - (~scale))>> and > then\n if <<(item (~c3) of [block v]) = [l]> or <(item (~c3) of [block v]) = [w]>> then\n replace item (~c3) of [type v] with [3]\n else\n replace item (~c3) of [type v] with [2]\n end\n end\n end\n set [~c3 v] to [0]\n repeat (length of [block v])\n change [~c3 v] by (1)\n if <<(item (~c3) of [x v]) = (item (type) of [x v])> and <(item (~c3) of [y v]) = ((item (type) of [y v]) + (~scale))>> then\n replace item (type) of [type v] with [3]\n end\n end\n else\n if <(block) = [w]> then\n set [~c3 v] to [0]\n repeat (length of [block v])\n change [~c3 v] by (1)\n if <<<(item (~c3) of [x v]) = (item (type) of [x v])> and <(item (~c3) of [y v]) = ((item (type) of [y v]) - (~scale))>> and > then\n if <<(item (~c3) of [block v]) = [w]> or <(item (~c3) of [block v]) = [l]>> then\n replace item (~c3) of [type v] with [3]\n else\n replace item (~c3) of [type v] with [2]\n end\n end\n end\n set [~c3 v] to [0]\n repeat (length of [block v])\n change [~c3 v] by (1)\n if <<(item (~c3) of [x v]) = (item (type) of [x v])> and <(item (~c3) of [y v]) = ((item (type) of [y v]) + (~scale))>> then\n replace item (type) of [type v] with [3]\n end\n end\n end\n end\nend\n\nwhen [1 v] key pressed\nset [selected block v] to [g]\nset [selected # v] to [1]\n\nwhen [2 v] key pressed\nset [selected block v] to [l]\nset [selected # v] to [2]\n\nwhen [3 v] key pressed\nset [selected block v] to [w]\nset [selected # v] to [3]\n\nwhen [4 v] key pressed\nset [selected block v] to [t]\nset [selected # v] to [4]\n\nwhen [5 v] key pressed\nset [selected block v] to [s]\nset [selected # v] to [5]\n\ndefine set costume (block) (type)\nif <(block) = [g]> then\n switch costume to (join (block) (type))\nelse\n if <<(block) = [l]> or <(block) = [w]>> then\n if <(type) = [3]> then\n switch costume to (join (block) (type))\n else\n if <((round ((timer) / (0.2))) / (2)) = ([floor v] of ((round ((timer) / (0.2))) / (2)) )> then\n switch costume to (join (block) (type))\n else\n switch costume to (join (block) ((type) + (1)))\n end\n end\n else\n if <(block) = [t]> then\n switch costume to (t1 v)\n else\n if <(block) = [s]> then\n switch costume to (s1 v)\n else\n if <(block) = [c]> then\n if <<(~c1) = (spawnpoint)> and <(MODE) = [game]>> then\n switch costume to (c2 v)\n else\n switch costume to (c1 v)\n end\n else\n if <(block) = [e]> then\n switch costume to (e1 v)\n end\n end\n end\n end\n end\nend\n\nwhen [6 v] key pressed\nset [selected block v] to [c]\nset [selected # v] to [6]\n\nwhen [7 v] key pressed\nset [selected block v] to [e]\nset [selected # v] to [7]\n\nwhen [8 v] key pressed\nset [selected block v] to [erase]\nset [selected # v] to [8]\n\ndefine remove block (x) (y)\nset [~c4 v] to [0]\nrepeat until <<(~c4) > (length of [block v])> or <<(item (~c4) of [x v]) = (x)> and <(item (~c4) of [y v]) = (y)>>>\n change [~c4 v] by (1)\nend\nif <not <<(~c4) = [1]> or <(~c4) = [2]>>> then\n if <<(item (~c4) of [x v]) = (x)> and <(item (~c4) of [y v]) = (y)>> then\n delete (~c4) of [x v]\n delete (~c4) of [y v]\n delete (~c4) of [block v]\n delete (~c4) of [checkpoints v]\n delete (~c4) of [type v]\n end\n set [~c4 v] to [0]\n repeat (length of [block v])\n change [~c4 v] by (1)\n if <<<(item (~c4) of [x v]) = (x)> and <(item (~c4) of [y v]) = ((y) - (~scale))>> and <not < [tsce] contains (item (~c4) of [block v])?>>> then\n replace item (~c4) of [type v] with [1]\n end\n end\nend\n\nwhen I receive [reset v]\nbroadcast (new level v) and wait\n\ndefine save level\ndelete all of [save v]\ndelete all of [code v]\nset [~i1 v] to [0]\nrepeat (length of [block v])\n change [~i1 v] by (1)\n add [{] to [save v]\n add (item (~i1) of [x v]) to [save v]\n add [}] to [save v]\n add [{] to [save v]\n add (item (~i1) of [y v]) to [save v]\n add [}] to [save v]\n add [{] to [save v]\n add (item (~i1) of [block v]) to [save v]\n add [}] to [save v]\n add [{] to [save v]\n add (item (~i1) of [type v]) to [save v]\n add [}] to [save v]\nend\nset [~i1 v] to [0]\nset [~val v] to []\nrepeat (length of [save v])\n change [~i1 v] by (1)\n set [~val v] to (join (~val) (item (~i1) of [save v]))\nend\nadd (~val) to [code v]\nadd [triple click and do ctrl + c to copy your code] to [code v]\nhide list [code v]\nset [ask v] to [true]\nask [copy your code here to make sure you have the whole thing: ] and wait\nif <(answer) = (item (1) of [code v])> then\nset [ask v] to [false]\nshow list [code v]\n\nwhen I receive [save level v]\nsave level\n\ndefine load (code)\ndelete all of [x v]\ndelete all of [y v]\ndelete all of [block v]\ndelete all of [type v]\nset [~i1 v] to [2]\nrepeat until <(~i1) > (length of (code))>\n set [~val v] to []\n repeat until <(letter (~i1) of (code)) = [}]>\n set [~val v] to (join (~val) (letter (~i1) of (code)))\n change [~i1 v] by (1)\n end\n add (~val) to [x v]\n set [~val v] to []\n change [~i1 v] by (2)\n repeat until <(letter (~i1) of (code)) = [}]>\n set [~val v] to (join (~val) (letter (~i1) of (code)))\n change [~i1 v] by (1)\n end\n add (~val) to [y v]\n set [~val v] to []\n change [~i1 v] by (2)\n repeat until <(letter (~i1) of (code)) = [}]>\n set [~val v] to (join (~val) (letter (~i1) of (code)))\n change [~i1 v] by (1)\n end\n add (~val) to [block v]\n set [~val v] to []\n change [~i1 v] by (2)\n repeat until <(letter (~i1) of (code)) = [}]>\n set [~val v] to (join (~val) (letter (~i1) of (code)))\n change [~i1 v] by (1)\n end\n add (~val) to [type v]\n change [~i1 v] by (2)\nend\n\nwhen I receive [load level v]\nset [ask v] to [true]\nask [Code:] and wait\nif <not <(answer) = []>> then\n load (answer)\nend\nset [ask v] to [false]\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [tn v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [editor v]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\n\n@player\n\nwhen I receive [play v]\nset [spawnpoint v] to [2]\nforever\n go to x: (0) y: (4)\n Game On\n repeat until <<(EXIT) > []> or <(MODE) = [editor]>>\n Tick\n end\nend\n\ndefine Game On\ngo to x: (0) y: (4)\nset rotation style [left-right v]\nset [scroll x v] to (item (spawnpoint) of [x v])\nset [scroll y v] to (item (spawnpoint) of [y v])\nset [x v] to (item (spawnpoint) of [x v])\nset [y v] to ((item (spawnpoint) of [y v]) + (0))\nset [sy v] to [0]\nset [sx v] to [0]\nset [in air v] to [0]\nset [exit v] to []\npoint in direction (90)\nclear graphic effects\nset size to (300) %\nshow\n\ndefine Tick\nshow\ngo to [back v] layer\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n if <[collisions v] contains [w]?> then\n change [sx v] by (-2)\n else\n change [sx v] by (-1.5)\n end\n point in direction (-90)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n if <[collisions v] contains [w]?> then\n change [sx v] by (2)\n else\n change [sx v] by (1.5)\n end\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 <[collisions v] contains [w]?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [sy v] to [6]\n end\nelse\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(in air) < [4]> then\n set [sy v] to [14]\n end\n end\nend\nif <[collisions v] contains [t]?> then\n set [sy v] to [25]\nend\nif <[collisions v] contains [w]?> then\n change [sy v] by (-0.5)\nelse\n change [sy v] by (-2)\nend\nChange player y by (sy)\nif <<[collisions v] contains [s]?> or <[collisions v] contains [l]?>> then\n set [exit v] to [die]\nend\nset [scroll x v] to (x)\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nposition\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nposition\nrepeat until <not <[collisions v] contains [g]?>>\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))\ncollisions\nif <(SCROLL Y) < [-50]> then\n set [exit v] to [die]\nend\nif <[collisions v] contains [c]?> then\n set [spawnpoint v] to (item # of [c] in [collisions v])\n set [move? v] to [false]\nend\nif <[collisions v] contains [e]?> then\n broadcast (win v)\nend\n\ndefine change player x by (sx)\nchange [x v] by (sx)\nposition\nif <[collisions v] contains [g]?> then\n repeat (8)\n change [y v] by (1)\n position\n if <not <[collisions v] contains [g]?>> then\n stop [this script v]\n end\n end\n change [y v] by (-8)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <[collisions v] contains [g]?>>\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\nhide\n\nwhen I receive [editor v]\nstop [other scripts in sprite v]\nhide\n\ndefine collisions\ndelete all of [collisions v]\nset [~c1 v] to [0]\nrepeat (length of [block v])\n add [0] to [collisions v]\n change [~c1 v] by (1)\n if <(item (~c1) of [block v]) = [l]> then\n if <<<not <((item (~c1) of [x v]) - (-24)) < (x)>> and <((item (~c1) of [y v]) - (24)) < (y)>> and <<not <((item (~c1) of [y v]) - (-24)) < (y)>> and <((item (~c1) of [x v]) - (24)) < (x)>>> then\n replace item (~c1) of [collisions v] with (item (~c1) of [block v])\n end\n else\n if <(item (~c1) of [block v]) = [s]> then\n if <<<not <((item (~c1) of [x v]) - (-24)) < (x)>> and <((item (~c1) of [y v]) - (20)) < (y)>> and <<not <((item (~c1) of [y v]) - (-27)) < (y)>> and <((item (~c1) of [x v]) - (24)) < (x)>>> then\n replace item (~c1) of [collisions v] with (item (~c1) of [block v])\n end\n else\n if <<(item (~c1) of [block v]) = [c]> or <(item (~c1) of [block v]) = [e]>> then\n if <<<not <((item (~c1) of [x v]) - (-20)) < (x)>> and <((item (~c1) of [y v]) - (27)) < (y)>> and <<not <((item (~c1) of [y v]) - (-27)) < (y)>> and <((item (~c1) of [x v]) - (20)) < (x)>>> then\n replace item (~c1) of [collisions v] with (item (~c1) of [block v])\n end\n else\n if <<<not <((item (~c1) of [x v]) - (-28)) < (x)>> and <((item (~c1) of [y v]) - (27)) < (y)>> and <<not <((item (~c1) of [y v]) - (-27)) < (y)>> and <((item (~c1) of [x v]) - (28)) < (x)>>> then\n replace item (~c1) of [collisions v] with (item (~c1) of [block v])\n end\n end\n end\n end\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\nwhen I receive [tn v]\nhide\n\n@Border\n\nwhen I receive [tick v]\nset [place block v] to <not <touching (mouse-pointer v)?>>\ngo to [front v] layer\ngo [backward v] (14) layers\nif <(MODE) = [editor]> then\n show\nelse\n hide\nend\n\nwhen I receive [tn v]\nhide\n\nwhen I receive [win v]\nhide\n\n@Select block\n\ndefine setup clones\nset [~clone id v] to [0]\ngo to x: (-195) y: (-158)\nshow\nswitch costume to (g1 v)\nrepeat (8)\n change [~clone id v] by (1)\n create clone of (_myself_ v)\n next costume\n change x by (40)\nend\nhide\n\nwhen I start as a clone\nforever\n if <(MOVE?) = [true]> then\n if <(MODE) = [editor]> then\n show\n switch costume to (hb v)\n if <touching (mouse-pointer v)?> then\n clear graphic effects\n if <mouse down?> then\n set [selected # v] to (~clone id)\n if <(~clone id) = [1]> then\n set [selected block v] to [g]\n else\n if <(~clone id) = [2]> then\n set [selected block v] to [l]\n else\n if <(~clone id) = [3]> then\n set [selected block v] to [w]\n else\n if <(~clone id) = [4]> then\n set [selected block v] to [t]\n else\n if <(~clone id) = [5]> then\n set [selected block v] to [s]\n else\n if <(~clone id) = [6]> then\n set [selected block v] to [c]\n else\n if <(~clone id) = [7]> then\n set [selected block v] to [e]\n else\n if <(~clone id) = [8]> then\n set [selected block v] to [erase]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(~clone id) = (selected #)> then\n clear graphic effects\n else\n set [ghost v] effect to (50)\n end\n end\n if <(~clone id) = [1]> then\n switch costume to (g1 v)\n else\n if <(~clone id) = [2]> then\n if <((round ((timer) / (0.2))) / (2)) = ([floor v] of ((round ((timer) / (0.2))) / (2)) )> then\n switch costume to (l1 v)\n else\n switch costume to (l2 v)\n end\n else\n if <(~clone id) = [3]> then\n if <((round ((timer) / (0.2))) / (2)) = ([floor v] of ((round ((timer) / (0.2))) / (2)) )> then\n switch costume to (w1 v)\n else\n switch costume to (w2 v)\n end\n else\n if <(~clone id) = [4]> then\n switch costume to (t1 v)\n else\n if <(~clone id) = [5]> then\n switch costume to (s1 v)\n else\n if <(~clone id) = [6]> then\n switch costume to (c1 v)\n else\n if <(~clone id) = [7]> then\n switch costume to (e1 v)\n if <(endflag placed) = [true]> then\n hide\n else\n show\n end\n else\n if <(~clone id) = [8]> then\n switch costume to (erase v)\n end\n end\n end\n end\n end\n end\n end\n end\n else\n hide\n end\n else\n hide\n end\nend\n\nwhen I receive [tick v]\ngo to [front v] layer\n\nwhen I receive [new level v]\nsetup clones\n\n@Buttons\n\nwhen I receive [tick v]\ngo to [front v] layer\n\nwhen I receive [new level v]\nsetup clones\n\ndefine setup clones\nshow\ngo to x: (-60) y: (160)\nswitch costume to (play v)\nrepeat (4)\n create clone of (_myself_ v)\n change x by (70)\n next costume\nend\nhide\n\nwhen I start as a clone\nforever\n if <(MOVE?) = [true]> then\n if <(MODE) = [editor]> then\n if <(costume [number v]) = [4]> then\n hide\n else\n show\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n if <mouse down?> then\n if <(costume [number v]) = [1]> then\n set [mode v] to [game]\n broadcast (play v)\n else\n if <(costume [number v]) = [2]> then\n broadcast (save level v)\n wait until <not <mouse down?>>\n else\n if <(costume [number v]) = [3]> then\n broadcast (load level v)\n wait until <not <mouse down?>>\n end\n end\n end\n end\n else\n clear graphic effects\n end\n end\n else\n if <(costume [number v]) = [4]> then\n go to x: (-207) y: (160)\n show\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n if <mouse down?> then\n set [mode v] to [editor]\n set [move? v] to [true]\n broadcast (editor v)\n end\n else\n clear graphic effects\n end\n else\n hide\n end\n end\n else\n if <(costume [number v]) = [4]> then\n go to x: (-207) y: (160)\n show\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n if <mouse down?> then\n set [mode v] to [editor]\n set [move? v] to [true]\n broadcast (editor v)\n end\n else\n clear graphic effects\n end\n else\n hide\n end\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\n@TN\n\nwhen flag clicked\nhide\nforever\n set [~timer v] to ((timer) + (0.0000000000000001))\nend\n\nwhen [timer v] > (~timer)\nshow\nbroadcast (TN v)\nerase all\ngo to [front v] layer\nstop [all v]\n\n@win\n\nwhen I receive [win v]\nshow\nset [ghost v] effect to (30)\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [editor v]\nhide\n\nwhen I receive [tn v]\nhide\n\n
⛔NO ADVERTISING⛔\n PLEASE NOTE THAT IF YOU USE THE \n WRONG CODE IT WILL LAG \n >Instructions<\n Click to place blocks\n Number keys to select blocks\n Press save to get a save code\n Press load to load a level\n Press play to play your level\n >Credits<\n@StratfordJames and @TimMcCool for inspiration and some code\n@griffpatch for scrolling\n@xamuil2 for the pixel art tutorial\n@-xaf- for the music\n@XShrunk for the contest\n
Graphics || A Multiplayer platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Alan Walker - Force v] until done\nend\n\n@player\n\ndefine Run Engine\nchange [y v] by (-0.5)\nif <<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> then\n change [x v] by (-0.9)\n switch costume to (1 v)\nend\nif <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [x v] by (0.9)\n switch costume to (2 v)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (-6)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [y v] to [9]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (y)\nif <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<<<touching (ground v)?> or <touching color (#00ff2c)?>> and <key (up arrow v) pressed?>> or <<<touching (ground v)?> or <touching color (#00ff2c)?>> and <<(mouse y) > (y position)> and <mouse down?>>>> then\n switch costume to (4 v)\n set [y v] to [9.5]\nend\nchange y by (0.5)\nif <touching (spikes v)?> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n go to x: (X Spawn) y: (Y Spawn)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n set [x v] to [0]\n set [y v] to [0]\nend\nif <(x position) > [233]> then\n go to x: (X Spawn) y: (Y Spawn)\n broadcast (Next Level v)\n change [level v] by (1)\n set [x v] to [0]\n set [y v] to [0]\nend\n\nwhen flag clicked\nset [y spawn v] to [60]\nset [x spawn v] to [-218]\ngo to x: (X Spawn) y: (Y Spawn)\nswitch costume to (player v)\nswitch backdrop to (cavesbackround v)\nshow\nset size to (70) %\nset [x v] to [0]\nset [y v] to [0]\n\ndefine Run block\nRun Engine\n\nwhen flag clicked\nset [max players v] to [4]\nset [my player # v] to [0]\nbroadcast (setups v) and wait\nswitch backdrop to (joining v)\nbroadcast (join game v) and wait\nif <(My Player #) > [0]> then\n set [☁ p1 v] to [2]\nelse\n set [☁ p1 v] to [3]\nend\nbroadcast (begin v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encodied v] to (join (encodied) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encodied v] to (join (encodied) [00])\n\nwhen I receive [begin v]\nshow\nforever\n Run block\n if <(My Player #) > [0]> then\n send cloud data\n end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nset [encodied v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (round (x position)) to encoded\nwrite (round (y position)) to encoded\nwrite (costume [number v]) to encoded\nwrite ([costume # v] of [ground v]) to encoded\nset cloud # (My Player #) to (encodied)\n\nwhen flag clicked\nset [connecting v] to [1]\n\nwhen flag clicked\nforever\n if <not <<<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> or <<<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> or <<<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> or <<<<touching (ground v)?> or <touching color (#00ff2c)?>> and <key (up arrow v) pressed?>> or <<<touching (ground v)?> or <touching color (#00ff2c)?>> and <<(mouse y) > (y position)> and <mouse down?>>>>>>>> then\n switch costume to (3 v)\n end\nend\n\nwhen flag clicked\nforever\n set [timer v] to ((timer) + (1))\nend\n\nwhen [timer v] > (Timer)\nif <(My Player #) = [1]> then\n set [☁ p1 v] to []\n set [my player # v] to []\nelse\n if <(My Player #) = [2]> then\n set [☁ p2 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [3]> then\n set [☁ p3 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [4]> then\n set [☁ p4 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [5]> then\n set [☁ p5 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [6]> then\n set [☁ p6 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [7]> then\n set [☁ p7 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [8]> then\n set [☁ p8 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [9]> then\n set [☁ p9 v] to []\n set [my player # v] to []\n else\n set [☁ p10 v] to []\n set [my player # v] to []\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nreset timer\nset [timer v] to [0]\n\nwhen I receive [begin v]\nrepeat (60)\n if <<<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> or <<<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> or <<<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> or <<<<touching (ground v)?> or <touching color (#00ff2c)?>> and <key (up arrow v) pressed?>> or <<<touching (ground v)?> or <touching color (#00ff2c)?>> and <<(mouse y) > (y position)> and <mouse down?>>>>>>> then\n set [kickout v] to [0]\n else\n change [kickout v] by (1)\n end\n wait (1) seconds\nend\nif <(Kickout) = [60]> then\n stop [all v]\nend\n\nwhen flag clicked\nhide\n\n@opponents\n\ndefine begin decode of (encode)\nset [encodied v] to (encode)\nset [letter # v] to [1]\n\ndefine value=read from encode\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encodied)) (letter ((letter #) + (1)) of (encodied)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nset [color v] effect to (90)\nset [offline v] to [100]\nhide\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(My Player #) = (player #)> then\n hide\n set [offline v] to [100]\n else\n tick\n end\nend\n\ndefine value=Cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n else\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setups v]\nsetup players\n\ndefine tick\nvalue=Cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue=read from encode\nsay (value)\nvalue=read from encode\nvalue=read from encode\nset x to (value)\nvalue=read from encode\nset y to (value)\nvalue=read from encode\nswitch costume to (value)\nvalue=read from encode\nif <(value) = ([costume # v] of [ground v])> then\n show\nelse\n hide\nend\n\nwhen I receive [join game v]\nvalue=Cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue=Cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\nwhen flag clicked\nset size to (70) %\n\n@Connection Statements\n\nwhen flag clicked\nforever\n switch costume to (Connecting)\nend\n\nwhen I receive [begin v]\nhide\n\nwhen flag clicked\nshow\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@Ground\n\nwhen flag clicked\nhide variable [time taken v]\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [begin v]\nshow\nswitch costume to (1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [begin v]\nset [level v] to [1]\nwait until <(costume [number v]) = [45]>\nset [level v] to [45]\n\nwhen I receive [begin v]\nshow variable [time taken v]\nset [time taken v] to [0]\nrepeat until <(Level) = [45]>\n wait (1) seconds\n change [time taken v] by (1)\nend\nbroadcast (Time finished v)\n\nwhen I receive [time finished v]\nadd (join (username) (Time taken)) to [time v]\nstop [other scripts in sprite v]\n\n@Sprite1\n\nwhen I receive [begin v]\nset [ghost v] effect to (0)\nset size to (100) %\nshow\ngo to x: (0) y: (67)\ngo to [front v] layer\nswitch costume to (ae2dd6b9-db29-4497-b9ad-d2781b8adf1d v)\nglide (.6) secs to x: (0) y: (0)\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nforever\n wait (25) seconds\n set size to (55) %\n show\n go to [front v] layer\n switch costume to (costume1 v)\n set [ghost v] effect to (0)\n go to x: (0) y: (111)\n glide (.4) secs to x: (0) y: (85)\n wait (pick random (2) to (4)) seconds\n glide (.8) secs to x: (0) y: (111)\n hide\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\n\n
It would mean a lot if someone suggested this to be featured . You can do that here : https://scratch.mit.edu/studios/4228481/comments/\n\nIf there's something that is happening that is making you stuck for a certain level then pls watch this video , it shows that the platformer can be completed without getting stuck : https://scratch.mit.edu/discuss/youtube/lbqSXVt_C5k/
Sunny || mobile friendly Platformer
@Stage\n\nwhen I receive [intro fertig! v]\nstop all sounds\nforever\n if <(Level) > [9]> then\n set volume to (0) %\n else\n set volume to (100) %\n end\nend\n\nwhen I receive [intro fertig! v]\nforever\n play sound [Musik v] until done\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nhide variable [time v]\nhide variable [☁ best time v]\n\n@Figur\n\nwhen flag clicked\nforever\n if <<<mouse down?> and <<(mouse x) < (x position)> and <(y position) > (mouse y)>>> or <<<key (left arrow v) pressed?> and <not <key (right arrow v) pressed?>>> and <not <key (up arrow v) pressed?>>>> then\n switch costume to (links v)\n else\n if <<<mouse down?> and <<(x position) < (mouse x)> and <(y position) > (mouse y)>>> or <<<key (right arrow v) pressed?> and <not <key (left arrow v) pressed?>>> and <not <key (up arrow v) pressed?>>>> then\n switch costume to (rechts v)\n else\n if <<<<mouse down?> and <(round (x position)) = (round (mouse x))>> and <(y position) < (mouse y)>> or <<<key (up arrow v) pressed?> and <not <key (left arrow v) pressed?>>> and <not <key (right arrow v) pressed?>>>> then\n switch costume to (oben v)\n else\n if <<<mouse down?> and <<(mouse y) > (y position)> and <(x position) > (mouse x)>>> or <<<key (left arrow v) pressed?> and <not <key (right arrow v) pressed?>>> and <key (up arrow v) pressed?>>> then\n switch costume to (obenlinks v)\n else\n if <<<mouse down?> and <<(mouse y) > (y position)> and <(mouse x) > (x position)>>> or <<<key (right arrow v) pressed?> and <not <key (left arrow v) pressed?>>> and <key (up arrow v) pressed?>>> then\n switch costume to (obenrechts v)\n else\n switch costume to (normal v)\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\ngo to x: (-200) y: (-30)\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change x by (7)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change x by (-7)\n end\nend\n\nwhen flag clicked\nforever\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n repeat (10)\n change y by (10)\n end\n repeat until <touching (platform v)?>\n change y by (-6)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [220]> then\n change [level v] by (1)\n go to x: (-200) y: (-30)\n repeat until <touching (platform v)?>\n change y by (-5)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (platform v)?> then\n change y by (3)\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <not <touching (platform v)?>> then\n change y by (-3)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching color (#ffffff)?> and <touching (trampolin v)?>> then\n broadcast (Trampolin v)\n repeat (9)\n if <(Level) = [5]> then\n change y by (32)\n else\n change y by (20)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (klon v)\nwait (0.2) seconds\nrepeat (5)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen I start as a clone\nwait until <(Level) > [9]>\ndelete this clone\n\nwhen I receive [intro fertig! v]\ngo to x: (-200) y: (-30)\nshow\nset [level v] to [1]\nrepeat until <touching (platform v)?>\n change y by (-5)\nend\nrepeat until <(Level) > [9]>\n if <<touching (schon wieder tot!2 v)?> or <<<touching (danger v)?> or <touching (auch der tot! v)?>> or <touching (schon wieder tot! v)?>>> then\n start sound [Pew v]\n go to x: (-200) y: (-30)\n repeat until <touching (platform v)?>\n change y by (-5)\n end\n end\nend\nhide\n\n@Platform\n\nwhen flag clicked\nhide\n\nwhen I receive [intro fertig! v]\nshow\nrepeat until <(Level) > [9]>\n switch costume to (Level)\nend\nhide\n\n@Danger\n\nwhen flag clicked\nhide\n\nwhen I receive [intro fertig! v]\nshow\ngo to x: (0) y: (-75)\nrepeat until <(Level) > [9]>\n go to [back v] layer\n switch costume to (Level)\nend\nhide\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Leveltext\n\nwhen flag clicked\nhide\n\nwhen I receive [intro fertig! v]\nshow\nrepeat until <(Level) > [9]>\n switch costume to (Level)\nend\nhide\n\n@Trampolin\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (unbenutzt v)\nforever\n if <<(Level) = [5]> or <(Level) = [9]>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [trampolin v]\nstart sound [Big Boing v]\nswitch costume to (benutzt v)\nwait (0.7) seconds\nswitch costume to (unbenutzt v)\n\n@Auch der tot!\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n glide (2) secs to x: (0) y: (186)\n glide (0.5) secs to x: (0) y: (-75)\nend\n\n@Schon wieder tot!\n\nwhen flag clicked\ngo to x: (-100) y: (-110)\nforever\n go to [back v] layer\n turn left (5) degrees\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n show\n else\n hide\n end\nend\n\n@Schon wieder tot!2\n\nwhen flag clicked\ngo to x: (100) y: (-110)\nforever\n go to [back v] layer\n turn left (-5) degrees\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n show\n else\n hide\n end\nend\n\n@Endauswertugen\n\nwhen flag clicked\ngo to [front v] layer\nhide\nhide variable [time v]\nhide variable [☁ best time v]\n\nwhen I receive [intro fertig! v]\ngo to [front v] layer\nhide\nhide variable [time v]\nhide variable [☁ best time v]\nset [time v] to [0]\nwait (1) seconds\nrepeat until <(Level) > [9]>\n change [time v] by (1)\n wait (1) seconds\nend\nif <(Time) < (☁ Best Time)> then\n set [☁ best time v] to (Time)\nend\nplay sound [Drum Roll v] until done\nshow\nshow variable [time v]\nshow variable [☁ best time v]\nplay sound [Triumph v] until done\n\n@Yes\n\nwhen flag clicked\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <mouse down?> then\n set [level v] to [1]\n broadcast (Intro fertig! v)\n end\n else\n point in direction (90)\n set size to (90) %\n end\nend\n\nwhen I receive [intro fertig! v]\nhide\nwait (1) seconds\nwait until <(Level) > [9]>\nwait (3) seconds\nshow\ngo to [front v] layer\n\n@No\n\nwhen flag clicked\nhide\nforever\n if <<touching (mouse-pointer v)?> and <(Level) > [9]>> then\n set size to (110) %\n if <mouse down?> then\n hide variable [☁ best time v]\n hide variable [time v]\n stop [all v]\n end\n else\n point in direction (90)\n set size to (90) %\n end\nend\n\nwhen I receive [intro fertig! v]\nhide\nwait (1) seconds\nwait until <(Level) > [9]>\nwait (3) seconds\nshow\ngo to [front v] layer\n\n@Severus Snape\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nstart sound [Odesong v]\nwait (1) seconds\nglide (0.25) secs to x: (40) y: (40)\nglide (0.25) secs to x: (0) y: (0)\nglide (0.25) secs to x: (-40) y: (40)\nglide (0.25) secs to x: (0) y: (0)\nbroadcast (Nachricht1 v)\n\nwhen I receive [intro fertig! v]\nhide\n\n@Fan\n\nwhen I receive [nachricht2 v]\nwait (0.5) seconds\nshow\nwait (0.5) seconds\nrepeat (4)\n move (17) steps\nend\nbroadcast (Nachricht3 v)\n\nwhen I receive [nachricht4 v]\nwait (1) seconds\nglide (1) secs to x: (48) y: (-150)\nwait (3) seconds\nbroadcast (Intro fertig! v)\n\nwhen flag clicked\nhide\ngo to x: (-125) y: (-150)\n\nwhen I receive [intro fertig! v]\nhide\n\n@64\n\nwhen I receive [nachricht1 v]\nshow\nglide (0.5) secs to x: (0) y: (-125)\nbroadcast (Nachricht2 v)\n\nwhen I receive [nachricht3 v]\nglide (1) secs to x: (200) y: (-125)\nhide\nbroadcast (Nachricht4 v)\n\nwhen flag clicked\ngo to x: (188) y: (145)\nhide\n\nwhen I receive [intro fertig! v]\nhide\n\n
Try to get to the right without dying using the arrow keys!\n\n___________________________________________________\n\nVersuche mit den Pfeiltasten nach rechts zu gelangen, ohne zu sterben!
Cube Heroes 2 // Platformer (#art) (#games)
@Stage\n\n@decorations\n\nwhen flag clicked\nshow\nforever\n switch costume to (LEVEL)\nend\n\ngo [backward v] (3) layers\n\ngo to [front v] layer\n\n@ground\n\nwhen flag clicked\ngo [forward v] (2) layers\nforever\n switch costume to (LEVEL)\nend\n\n@Sprite2\n\ndefine Platformer physics\nchange [yv v] by (-1)\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xv v] by (-1)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1)\nend\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nif <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\nend\nif <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\nend\nif <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\nend\nif <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\nend\nif <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (-4)\n change x by ((Xv) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n set [yv v] to [15]\n broadcast (jump_effect v)\n if <(Xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n end\nend\nchange y by (Yv)\nif <<touching (ground v)?> or <touching (moving platforms 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 <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> and <<touching (ground v)?> or <touching (moving platforms v)?>>> then\n broadcast (jump_effect v)\n set [yv v] to [15]\nend\nchange y by (1)\nif <touching (spikes v)?> then\n go to x: (-180) y: (0)\n broadcast (dead_sound v)\nend\nif <(y position) < [-180]> then\n go to x: (-180) y: (0)\nend\nif <(x position) > [220]> then\n change [level v] by (1)\n go to x: (-180) y: (0)\nend\nif <touching (trampolins v)?> then\n set [yv v] to [25]\nend\n\nwhen flag clicked\ngo to x: (-100) y: (-68)\nset [level v] to [4]\npoint in direction (-90)\nset rotation style [don't rotate v]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (costume1 v)\n end\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 end\nend\n\npoint in direction (90)\n\npoint in direction (-90)\n\nwhen flag clicked\n\nwhen I receive [start v]\nset [level v] to [1]\ngo to x: (-180) y: (0)\nforever\n Platformer physics\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n if <(LEVEL) = [5]> then\n go to x: (19) y: (-104)\n turn right (9) degrees\n else\n if <(LEVEL) = [7]> then\n go to x: (19) y: (-110)\n turn right (9) degrees\n else\n go to x: (19) y: (-104)\n point in direction (90)\n end\n end\nend\n\npoint in direction (90)\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\nrepeat (20)\n change [turndegrees v] by (0.5)\nend\n\nrepeat (20)\n change [turndegrees v] by (-5)\nend\n\n\n\nwhen flag clicked\nshow\n\nhide\n\nturn right (9) degrees\n\n@shadows\n\nwhen flag clicked\nforever\n go to [back v] layer\n switch costume to (LEVEL)\n set [ghost v] effect to (50)\nend\n\n@Button\n\nwhen flag clicked\nset size to (60) %\nwait (0.2) seconds\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (start_idk v)\n repeat until <not <touching (mouse-pointer v)?>>\n switch costume to (kostüm2 v)\n repeat until <(size) = [80]>\n change size by (5)\n end\n end\n else\n repeat until <(size) = [60]>\n change size by (-5)\n end\n set size to (60) %\n switch costume to (kostüm1 v)\n end\nend\n\nturn right (15) degrees\nwait (0.1) seconds\nturn left (15) degrees\nwait (0.3) seconds\n\nwhen flag clicked\npoint in direction (90)\nshow\ngo to [front v] layer\n\nwhen this sprite clicked\nbroadcast (start v)\nturn right (15) degrees\nrepeat (2)\n turn right (15) degrees\n change size by (-30)\n change [ghost v] effect by (40)\nend\nhide\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [instructions_closed v]\nshow\n\n@trampolins\n\nwhen flag clicked\nforever\n if <touching (sprite2 v)?> then\n switch costume to (kostüm2 v)\n wait (0.1) seconds\n else\n switch costume to (kostüm1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [6]> then\n go to x: (85) y: (-170)\n show\n else\n if <(LEVEL) = [8]> then\n go to x: (-35) y: (-73)\n show\n else\n if <(LEVEL) = [9]> then\n show\n set x to (-70)\n else\n hide\n end\n end\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\ngo to x: (0) y: (90)\nforever\n point in direction ((([sin v] of ((timer) * (150)) ) * (3)) + (90))\nend\n\nwhen I receive [start v]\nhide\n\nforever\n point in direction ((([sin v] of ((timer) * (150)) ) * (3)) + (90))\nend\n\n@Text\n\nwhen flag clicked\nhide\npoint in direction (90)\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (LEVEL)\n go [backward v] (1) layers\nend\n\n@Music Sprite2\n\nwhen I receive [dead_sound v]\nstart sound [Slide Whistle v]\n\nwhen flag clicked\nset [ghost v] effect to (50)\nset volume to (100) %\nhide\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo to x: (-212) y: (130)\nset [music? v] to [yes]\nshow\nforever\n if <(music?) = [yes]> then\n switch costume to (costume1 v)\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [music? v] to [no]\n wait until <not <mouse down?>>\n end\n end\n end\n if <(music?) = [no]> then\n switch costume to (costume2 v)\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [music? v] to [yes]\n wait until <not <mouse down?>>\n end\n end\n end\nend\n\ndefine Musicscript play\nforever\n if <(music?) = [yes]> then\n set volume to (100) %\n end\n if <(music?) = [no]> then\n set volume to (0) %\n end\nend\n\nwhen I receive [jump_effect v]\nstart sound [Jump2 v]\n\nwhen flag clicked\nforever\n play sound [Alex Skrindo - Jumbo \[NCS Release\] v] until done\nend\n\nwhen flag clicked\nMusicscript play\n\n@Sprite3\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n
JOIN THE INTROCONTEST https://scratch.mit.edu/projects/430385877/
~Fly~ #Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Mission Impossible Theme Song \(8-bit\) v] until done\nend\n\n@Character\n\nwhen flag clicked\nbroadcast (Play v)\nreset timer\n\ndefine Platform (jump height) (gravity) (friction) (running speed)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (running speed)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\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 (ground v)?> then\n set [slope v] to [0]\n repeat until <<(Slope) = [8]> or <not <touching (ground v)?>>>\n change [slope v] by (1)\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by ((Slope) * (-1))\n repeat ([ceiling v] of ([abs v] of (X velocity) ) )\n if <touching (ground v)?> then\n change x by ((([abs v] of (X velocity) ) / (X velocity)) * (-1))\n end\n end\n set [x velocity v] to [0]\n end\nend\nchange y by (Y velocity)\nif <touching (ground v)?> then\n repeat ([ceiling v] of ([abs v] of (Y velocity) ) )\n if <touching (ground 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\n\nwhen I receive [play v]\nshow\ngo to x: (-200) y: (0)\nforever\n Platform [7] [-1] [0.7] [1]\n if <<touching (_edge_ v)?> or <touching (spikes v)?>> then\n play sound [Hit_Hurt96 v] until done\n go to x: (-200) y: (0)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n if <not <(Level) = [6]>> then\n if <touching (checkpoint v)?> then\n play sound [sfx v] until done\n change [level v] by (1)\n go to x: (-200) y: (0)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n end\nend\n\nwhen I receive [play v]\nforever\n set [display v] to (round (timer))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (jump1 v)\n wait (0.1) seconds\n switch costume to (jump2 v)\n wait (0.1) seconds\n switch costume to (jump3 v)\n wait (0.1) seconds\n switch costume to (jump4 v)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n switch costume to (run1 v)\n wait (0.1) seconds\n switch costume to (run2 v)\n wait (0.1) seconds\n switch costume to (run3 v)\n wait (0.1) seconds\n switch costume to (run4 v)\n wait (0.1) seconds\n switch costume to (run5 v)\n wait (0.1) seconds\n switch costume to (run6 v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n switch costume to (run1 v)\n wait (0.1) seconds\n switch costume to (run2 v)\n wait (0.1) seconds\n switch costume to (run3 v)\n wait (0.1) seconds\n switch costume to (run4 v)\n wait (0.1) seconds\n switch costume to (run5 v)\n wait (0.1) seconds\n switch costume to (run6 v)\n end\n if <not <key (any v) pressed?>> then\n switch costume to (idle1 v)\n wait (0.1) seconds\n switch costume to (idle2 v)\n wait (0.1) seconds\n switch costume to (idle3 v)\n wait (0.1) seconds\n switch costume to (idle4 v)\n end\nend\n\nwhen flag clicked\nset size to (150) %\npoint in direction (90)\n\n@Ground\n\nwhen flag clicked\nreset timer\nset [score v] to [0]\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\nwhen I receive [play v]\nforever\n if <(Level) = [6]> then\n broadcast (Win v)\n set [score v] to (timer)\n stop [this script v]\n end\nend\n\nwhen I receive [win v]\nif <(Score) < (☁ Highscore)> then\n set [☁ highscore v] to (Score)\nend\n\nset [display v] to (round (timer))\n\nwhen flag clicked\nset size to (150) %\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\ngo [forward v] (1) layers\n\n@Spikes\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nset size to (150) %\n\nwhen flag clicked\nset size to (150) %\n\nwhen flag clicked\ngo to x: (103) y: (8)\nshow\n\n@Checkpoint\n\nwhen I receive [play v]\nshow\nforever\n repeat (10)\n change y by (.5)\n end\n repeat (10)\n change y by (-.5)\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [play v]\nset [brightness v] effect to (0)\nforever\n change [brightness v] effect by (-25)\n wait (.5) seconds\n change [brightness v] effect by (25)\n wait (.5) seconds\nend\n\nrepeat (15)\n change y by (.1)\nend\nrepeat (15)\n change y by (-.1)\nend\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\nchange [level v] by (1)\n\nwhen flag clicked\nset size to (100) %\n\n@values\n\nwhen flag clicked\nforever\n set [date v] to (join (join (join (join (current [month v]) [/]) (current [date v])) [/]) (current [year v]))\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n erase all\n Instant Print (Display) at X: [-225] Y: [165] Size [19] Spacing [12]\nend\n\ndefine Instant Print (string1) at X: (x) Y: (y) Size (size) Spacing (spacing)\nhide\nset size to (size) %\ngo to x: (x) y: (y)\nset [currentletter v] to [1]\nrepeat (length of (string1))\n switch costume to (letter (currentLetter) of (string1))\n show\n stamp\n hide\n change x by (spacing)\n change [currentletter v] by (1)\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nerase all\nInstant Print (join [SCORE: ] (Score)) at X: (-150) Y: (165) Size [12] Spacing [9]\nwait (0.5) seconds\nInstant Print (join [HIGHSCORE: ] (☁ Highscore)) at X: (50) Y: (165) Size [12] Spacing [9]\n\n@Glow\n\nwhen flag clicked\nset [ghost v] effect to (40)\ngo to [back v] layer\nhide\n\n@ICON\n\nwhen flag clicked\nhide\n\n
------------------5 LEVELS OF IMPOSSIBLE-------------\n---------------------------------------------------------------\nUse W, A, S, D, or Arrow Keys. All levels are beatable. This is a game about a bird trying to escape the fly islands by collecting 5 keys. Don't touch the poisonous mushrooms.
Scrolling Platformer Tutorial!! #tutorials #all
@Stage\n\n@SLides\n\nwhen flag clicked\nReset\nforever\n if <not <(costume [number v]) = (last costume)>> then\n if <<key (space v) pressed?> or <<mouse down?> or <key (right arrow v) pressed?>>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n next costume\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n end\n if <not <(costume [number v]) = (first costume)>> then\n if <key (left arrow v) pressed?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to ((costume [number v]) - (1))\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n end\nend\n\ndefine Reset\nclear graphic effects\nswitch costume to (intro v)\nset [first costume v] to (costume [number v])\nswitch costume to ((costume [number v]) - (1))\nset [last costume v] to (costume [number v])\nswitch costume to (intro v)\ngo to x: (0) y: (0)\n\n@Player Scripts\n\nwhen flag clicked\nhide\nbroadcast (Start Game v)\n\ndefine Reset\nset [x v] to [0]\nset [y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [scroll x v] to (x)\nset [scroll y v] to (y)\nset [sky time v] to [0]\nshow\nclear graphic effects\n\nwhen I receive [start game v]\nReset\nforever\n Tick\nend\n\ndefine Tick\nGame\nchange [x v] by (sx)\nchange [y v] by (sy)\nset [scroll x v] to (round (x))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL Y) > [-150]> then\n set [scroll y v] to (round ((y) / (4)))\nend\nbroadcast (Tick v)\nPosition\nchange [sky time v] by (1)\nchange y by (-1)\nif <touching (ground scripts v)?> then\n set [sky time v] to [0]\nend\nchange y by (1)\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Game\nif <(sy) > [-25]> then\n change [sy v] by (-1)\nend\nSpeed [2] friction [0.7]\nJump hieght [14]\nslope [8]\n\ndefine Speed (speed) friction (friction)\nchange [sx v] by ((<<key (right arrow v) pressed?> or <key (d v) pressed?>> - <<key (a v) pressed?> or <key (left arrow v) pressed?>>) * (speed))\nset [sx v] to ((sx) * (friction))\nchange x by (sx)\n\ndefine Jump hieght (hieght)\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(sky time) < [2]>> then\n set [sy v] to (hieght)\nend\n\ndefine slope (slope)\nset [slope v] to [0]\nrepeat until <<(slope) = (slope)> or <not <touching (ground scripts v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <touching (ground scripts v)?> then\n change y by ((slope) * (-1))\n repeat until <not <touching (ground scripts v)?>>\n change x by ((sx) * (-1))\n end\n set [sx v] to [0]\nend\nchange y by (sy)\nif <touching (ground scripts v)?> then\n repeat until <not <touching (ground scripts v)?>>\n change y by ((sy) * (-1))\n end\n set [sy v] to [0]\nend\n\n@Ground Scripts\n\nwhen flag clicked\nset [y v] to [0]\nset [x v] to [0]\nhide\n\nwhen I receive [start game v]\nswitch costume to (1 v)\nclone distance x: [480] y: [0]\nclone distance x: [360] y: [100]\n\ndefine clone distance x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nif <<((x) - (SCROLL X)) = (x position)> and <((y) - (SCROLL Y)) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nPosition\n\n@NailThumb\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n
The custom blocks are all run without screen refresh\n\nScripts are inside\n\nThis was added to the "Improve your platformer" studio by @--LazerBlitz-- wow!\n\nNo ads except when someone needs help with scripts then yes you can ask and other people will (hopefully) help!\n\nHow is (was) this on trending #11\n\nThere will be a Part 2!\n\n@StratfordJames for some art in the thumbnail.\n\n#tutorials #tutorial #all #scrolling #platformer
Notebook __ A Platformer
@Stage\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen I receive [sg v]\nswitch backdrop to (notebook v)\nrepeat until <(level) = [10]>\n play sound (join [1] []) until done\nend\n\n@Player\n\nwhen flag clicked\nbroadcast (intro v) and wait\nbroadcast (sg v)\nset [level v] to [0]\nrepeat until <(level) = [10]>\n show\n go to x: (-215) y: (-104)\n point in direction (90)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n repeat until <<touching (flag v)?> or <touching (danger v)?>>\n Move <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> Jump Height [4] Friction [0.85] Walk Speed [1.5] Fall Speed [1.5] Slope Height [12]\n end\n if <touching (flag v)?> then\n broadcast (Next Level v)\n change [level v] by (1)\n end\nend\nhide\nbroadcast (w v)\nset [_outro? v] to [1]\n\ndefine Move <left> <right> <up> Jump Height (jump height) Friction (friction) Walk Speed (walk speed) Fall Speed (fall speed) Slope Height (slope height)\nif <left> then\n change [x velocity v] by ((walk speed) * (-1))\nend\nif <right> then\n change [x velocity v] by (walk speed)\nend\nif <up> then\n if <(Jump) < (jump height)> then\n set [y velocity v] to ((walk speed) * (8))\n change [jump v] by (1)\n end\nend\nif <touching (trampoline v)?> then\n set [y velocity v] to ((walk speed) * (15))\n set [jump v] to [4]\n start sound [Big Boing v]\nend\nset [x velocity v] to ((X Velocity) * (friction))\nchange [y velocity v] by ((fall speed) * (-1))\nchange y by (round (Y Velocity))\nif <touching (platform v)?> then\n repeat until <not <touching (platform v)?>>\n if <(Y Velocity) > [0]> then\n change y by (-1)\n else\n if <(Y Velocity) < [0]> then\n change y by (1)\n end\n end\n end\n if <(Y Velocity) < [0]> then\n set [jump v] to [0]\n end\n set [y velocity v] to [0]\nend\nchange x by (round (X Velocity))\nif <touching (platform v)?> then\n set [slope v] to [0]\n repeat (slope height)\n if <(Slope) = [0]> then\n change y by (1)\n if <not <touching (platform v)?>> then\n set [slope v] to [1]\n end\n end\n end\n if <(Slope) = [0]> then\n change y by ((slope height) * (-1))\n repeat until <not <touching (platform v)?>>\n if <(X Velocity) > [0]> then\n change x by (-1)\n else\n if <(X Velocity) < [0]> then\n change x by (1)\n end\n end\n end\n if <up> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to ((walk speed) * (-8))\n else\n if <(X Velocity) < [0]> then\n set [x velocity v] to ((walk speed) * (8))\n end\n end\n set [jump v] to [0]\n else\n set [x velocity v] to [0]\n end\n end\nend\nif <(x position) < [-215]> then\n set x to (-215)\nend\nif <[215] < (x position)> then\n set x to (215)\nend\n\n@Platform\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nshow\nforever\n if <(_OUTRO?) = [1]> then\n hide\n end\nend\n\nwhen [timer v] > (t)\nhide\n\n@Danger\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n go to x: (0) y: (-35)\n if <<(costume [number v]) = [3]> or <(costume [number v]) = [5]>> then\n point in direction (90)\n go to x: (0) y: ((-30) + (([sin v] of ((timer) * (250)) ) * (5)))\n end\n if <(costume [number v]) = [8]> then\n go to x: (0) y: ((10) + (([sin v] of ((timer) * (250)) ) * (70)))\n point in direction ((timer) * (250))\n end\n if <(costume [number v]) = [9]> then\n go to x: (0) y: ((-30) + (([sin v] of ((timer) * (250)) ) * (70)))\n point in direction ((timer) * (250))\n end\nend\n\n@Text\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [w v]\nhide\n\n@Flag\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nshow\nforever\n if <(_OUTRO?) = [1]> then\n hide\n end\nend\n\nwhen [timer v] > (t)\nhide\n\n@Trampoline\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen [timer v] > (t)\nhide\n\n@intro\n\nwhen I receive [intro v]\nshow\nreset timer\nclear graphic effects\ngo to x: (0) y: (0)\nstart sound (pick random (1) to (1))\nswitch costume to (bg v)\ncreate clone of (_myself_ v)\nswitch costume to (blank v)\nset size to (300) %\nswitch costume to (lines v)\ngo to x: (0) y: (-300)\nset [id var v] to [0]\nrepeat (4)\n change [id var v] by (1)\n create clone of (_myself_ v)\n set [ghost v] effect to (100)\n set [size v] to [50]\nend\nwait until <(timer) > [1.5]>\nswitch costume to (tyr v)\ncreate clone of (_myself_ v)\nwait until <(timer) > [3]>\nswitch costume to (yourentan v)\ncreate clone of (_myself_ v)\nwait until <(timer) > [5.5]>\nrepeat (4)\n switch costume to (blank v)\n set size to (1000) %\n switch costume to (rectangles v)\n go to x: (-480) y: (360)\n create clone of (_myself_ v)\n change [brightness v] effect by (-2)\n wait (0.05) seconds\nend\nset size to (100) %\nhide\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n wait until <(timer) > [7]>\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n repeat until <([abs v] of (((-240) + ((id var) * (120))) - (y position)) ) < [1]>\n switch costume to (blank v)\n set size to (300) %\n switch costume to (lines v)\n change y by ((((-240) + ((id var) * (120))) - (y position)) / (10))\n change [ghost v] effect by (-4)\n change [size v] by (3)\n set size to (size) %\n end\n wait until <(timer) > [2.7]>\n glide (0.2) secs to x: (900) y: (y position)\n hide\nend\nif <(costume [number v]) = [4]> then\n set size to (50) %\n go to x: (x position) y: ((y position) * (-0.4))\n repeat until <([abs v] of ((0) - (y position)) ) < [1]>\n change y by (((0) - (y position)) / (10))\n change [ghost v] effect by (-5)\n change size by (((150) - (size)) / (10))\n end\n wait until <(timer) > [2.7]>\n glide (0.2) secs to x: (500) y: (y position)\n hide\nend\nif <(costume [number v]) = [5]> then\n set size to (100) %\n clear graphic effects\n go to x: (x position) y: ((y position) * (-1))\n repeat until <([abs v] of ((0) - (y position)) ) < [1]>\n change y by (((0) - (y position)) / (10))\n point in direction ((90) + ([tan v] of (((timer) + (1)) * (50)) ))\n end\n repeat (10)\n point in direction ((90) + ([tan v] of (((timer) + (1)) * (50)) ))\n end\n repeat (8)\n change x by (30)\n change size by (-2)\n change [ghost v] effect by (5)\n end\n hide\nend\nif <(costume [number v]) = [6]> then\n repeat until <([abs v] of ((0) - (y position)) ) < [1]>\n switch costume to (blank v)\n set size to (1000) %\n switch costume to (rectangles v)\n change y by (((0) - (y position)) / (5))\n change x by (((0) - (x position)) / (5))\n set size to (100) %\n change [ghost v] effect by (((0) - ((x position) / (-4.8))) / (5))\n change [iv v] by (-2)\n end\n go to x: (0) y: (0)\n wait until <(timer) > [7]>\n repeat (20)\n change [ghost v] effect by (5)\n change [brightness v] effect by (5)\n end\n delete this clone\nend\n\nwhen flag clicked\nset [iv v] to [100]\nforever\n set volume to (IV) %\nend\n\nwhen [timer v] > (t)\nhide\n\n@Outro\n\nwhen flag clicked\nhide\nset size to (100) %\nset [_outro? v] to [0]\nwait until <(_OUTRO?) = [1]>\nstop all sounds\nClone Costume [1] x [0] y [70]\nClone Costume [2] x [0] y [0]\nClone Costume [3] x [0] y [0]\nClone Costume [4] x [0] y [-50]\nClone Costume [5] x [0] y [0]\n\ndefine Clone Costume (costume) x (x) y (y)\ngo to x: (x) y: (y)\nswitch costume to (costume)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nwait until <(_OUTRO?) = [2]>\nif <(costume [number v]) = [1]> then\n show\n set size to (5) %\n set [ghost v] effect to (100)\n repeat until <(size) = [60]>\n change [ghost v] effect by ((((100) - (size)) / (10)) * (-1))\n change size by (((60) - (size)) / (10))\n set y to ((115) + (([sin v] of ((timer) * (300)) ) * (10)))\n point in direction ((90) + (([cos v] of ((timer) * (150)) ) * (3)))\n end\n \n set y to ((115) + (([sin v] of ((timer) * (300)) ) * (10)))\n point in direction ((90) + (([cos v] of ((timer) * (150)) ) * (3)))\n end\nend\nif <(costume [number v]) = [2]> then\n point in direction (90)\n show\n go to [back v] layer\nend\nif <(costume [number v]) = [3]> then\n show\n set x to (-240)\n repeat until <(x position) = [0]>\n change [ghost v] effect by ((((0) - (x position)) / (10)) * (-1))\n change x by (((x position) * (-1)) / (10))\n set y to ((-50) + (([sin v] of ((timer) * (300)) ) * (10)))\n point in direction ((90) + (([tan v] of ((timer) * (80)) ) * (2)))\n end\n \n set y to ((-50) + (([sin v] of ((timer) * (300)) ) * (10)))\n point in direction ((90) + (([tan v] of ((timer) * (80)) ) * (2)))\n end\nend\nif <(costume [number v]) = [4]> then\n show\n set size to (5) %\n set [ghost v] effect to (100)\n repeat until <(size) = [70]>\n change [ghost v] effect by ((((100) - (size)) / (10)) * (-1))\n change size by (((70) - (size)) / (10))\n set x to (140)\n set y to ((-50) + (([sin v] of ((timer) * (300)) ) * (10)))\n point in direction ((90) + (([cos v] of ((timer) * (200)) ) * (2)))\n end\n set size to (70) %\n \n set x to (140)\n set y to ((-50) + (([sin v] of ((timer) * (300)) ) * (10)))\n set size to (70) %\n go to [front v] layer\n go [backward v] (1) layers\n point in direction ((90) + (([cos v] of ((timer) * (200)) ) * (2)))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [5]> then\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (0.5) seconds\n set [_outro? v] to [2]\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen flag clicked\nwait until <(_OUTRO?) = [2]>\nforever\n play sound [676545 v] until done\nend\n\n@TN\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset size to (100) %\nset [ghost v] effect to (100)\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\nforever\n set [t v] to (timer)\nend\n\nwhen [timer v] > (t)\nclear graphic effects\nrepeat (10)\n change size by (0.5)\nend\n\n
WAD or arrows key or tap to move.
Halloween - A Platformer
@Stage\n\n@Figur4\n\nwhen flag clicked\nhide\nbroadcast (play v)\nbroadcast (start v)\n\nwhen flag clicked\nclear graphic effects\nhide\nset size to (100) %\nforever\n repeat (30)\n change size by (0.3)\n end\n repeat (30)\n change size by (-0.3)\n end\nend\n\nwhen I receive [dead v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [levelup v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [play v]\nshow\nforever\n go to (figur2 v)\nend\n\n@Figur2\n\ndefine touching ground\nrepeat until <not <touching (figur3 v)?>>\n change y by (1)\n set [y2 v] to [1]\nend\n\nwait until <(end) = [1]>\nset [brightness v] effect to (-100)\nswitch backdrop to (bühnenbild2 v)\nplay sound [Crunch v] until done\nrepeat (10)\n change [brightness v] effect by (10)\nend\n\nwhen I receive [play v]\nswitch costume to (kostüm1 v)\nset [ghost v] effect to (0)\nshow\ngo to x: (-180) y: (-50)\nset [level v] to [1]\nset [x v] to [0]\nset [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 change [x v] by (-0.6)\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 (0.6)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (figur3 v)?> then\n change y by (1)\n end\n if <touching (figur3 v)?> then\n change y by (1)\n end\n if <touching (figur3 v)?> then\n change y by (1)\n end\n if <touching (figur3 v)?> then\n change y by (1)\n end\n if <touching (figur3 v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y2 v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y2)\n if <touching (figur3 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 (figur3 v)?>> then\n set [y2 v] to [15]\n end\n change y by (1)\n if <(y position) > [180]> then\n set [y2 v] to [0]\n end\nend\n\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <<key (b v) pressed?> or <touching (figur5 v)?>> then\n go to x: (-180) y: (-50)\n broadcast (dead v)\n end\n if <(x position) > [250]> 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\nwhen flag clicked\nset volume to (100) %\nforever\n start sound [halloween-background-music-royalty-free-instrumental-music-for-videos v]\n wait (75) seconds\nend\n\n@Figur1\n\nwhen flag clicked\nclear graphic effects\nhide\nset size to (100) %\nforever\n repeat (30)\n change size by (0.3)\n end\n repeat (30)\n change size by (-0.3)\n end\nend\n\nwhen I receive [start v]\nset [ghost v] effect to (100)\nshow\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Figur3\n\nwhen I receive [end v]\nhide\n\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [levelup v]\nnext costume\n\nwhen I receive [play v]\nshow\nswitch costume to (01 v)\n\n@Figur5\n\nwhen flag clicked\nhide\n\nwhen I receive [levelup v]\nnext costume\n\nwhen I receive [play v]\nshow\nswitch costume to (01 v)\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (500)\n\n
Halloween - A Platformer: by @Rolibdan32\n\nHow to play:\n✯Arrow keys for move / mobile friendly\n✯Don't touch spikes!!\n✯Complete all 15 levels 100% possible!\n\nThanks every body for 1k !! Go 1.5k - @Rolibdan32
Platformer Assets Pack 2
@Stage\n\n@Sprite1\n\nwhen flag clicked\nset [costume v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (Costume)\nshow\ngo to x: (240) y: (200)\nrepeat until <(x position) < [1]>\n change x by ((x position) / (-4))\n change y by ((y position) / (-4))\nend\nwait until <<key (space v) pressed?> or <<mouse down?> and <touching (mouse-pointer v)?>>>\nchange [costume v] by (1)\ncreate clone of (_myself_ v)\nset x to (-1)\nset y to (-1)\nrepeat until <(x position) < [-200]>\n change x by ((x position) / (4))\n change y by ((y position) / (4))\nend\ndelete this clone\n\n@Sprite2\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n
Please give credit when using.\n\nGame contest: https://scratch.mit.edu/projects/648649878/\n
Castle II Multiplayer Platformer   [#Games #All]
@Stage\n\nwhen flag clicked\nif <(username) = [maDU59_]> then\n set [coins v] to [999999]\nelse\n set [coins v] to [0]\nend\n\nwhen flag clicked\nforever\n switch backdrop to (night v)\nend\n\n@Blank\n\n@Graphics\n\nwhen I receive [tick v]\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n\ndefine Clone (x) (y)\nchange [@offset_x v] by (x)\nchange [@offset_y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nshow\ngo to [back v] layer\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\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\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nclone\n\ndefine clone\nclear graphic effects\nset [@offset_x v] to [-230]\nset [@offset_y v] to [-80]\nhide\nswitch costume to (2a v)\nClone [0] [0]\nswitch costume to (2a2 v)\nClone [400] [-100]\nswitch costume to (2b v)\nClone [350] [100]\nswitch costume to (2c v)\nClone [740] [195]\nswitch costume to (2d v)\nClone [480] [-150]\nswitch costume to (2e v)\nClone [500] [200]\nswitch costume to (2f v)\nClone [-800] [100]\nswitch costume to (2g v)\nClone [-560] [100]\nset [@offset_x v] to [0]\nset [@offset_y v] to [0]\nswitch costume to (2h2 v)\nClone [733] [616]\nswitch costume to (2h v)\nClone [0] [0]\nswitch costume to (2i v)\nClone [-450] [0]\nswitch costume to (2j v)\nClone [2000] [-100]\n\n@Hitbox\n\nwhen I receive [tick v]\nGo to (round ((@offsetx) + ((0) - (SCROLL X)))) (round ((@offsety) + ((0) - (SCROLL Y))))\n\ndefine Clone (x) (y)\nchange [@offsetx v] by (x)\nchange [@offsety v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nshow\nset [ghost v] effect to (100)\nGo to (round ((@offsetx) + ((0) - (SCROLL X)))) (round ((@offsety) + ((0) - (SCROLL Y))))\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\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nclone\n\ndefine clone\nset [@offsetx v] to [-230]\nset [@offsety v] to [-80]\nhide\nswitch costume to (2a v)\nClone [0] [0]\nswitch costume to (2a2 v)\nClone [400] [-100]\nswitch costume to (2b v)\nClone [350] [100]\nswitch costume to (2c v)\nClone [740] [195]\nswitch costume to (2d v)\nClone [480] [-150]\nswitch costume to (2e v)\nClone [500] [200]\nswitch costume to (2f v)\nClone [-800] [100]\nswitch costume to (2g v)\nClone [-560] [100]\nset [@offsetx v] to [0]\nset [@offsety v] to [0]\nswitch costume to (2h v)\nClone [733] [616]\nswitch costume to (2i v)\nClone [-450] [0]\nswitch costume to (2j v)\nClone [2000] [-100]\nswitch costume to (blank v)\n\n@Hidden\n\nwhen I receive [tick v]\nif <(costume [name v]) = [sign]> then\n go to (player v)\nelse\n Go to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\nend\n\ndefine Clone (x) (y)\nset [@offset_x v] to [0]\nset [@offset_y v] to [0]\nchange [@offset_x v] by (x)\nchange [@offset_y v] by (y)\nset [@collected? v] to [0]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [name v]) = [sign]> then\n set size to (72) %\n set [ghost v] effect to (100)\n wait (0.2) seconds\n show\n repeat until <(size) > [89]>\n change [ghost v] effect by (-10)\n change size by (((90) - (size)) / (5))\n end\n set size to (90) %\n wait (2) seconds\n repeat until <(size) < [73]>\n change [ghost v] effect by (10)\n change size by (((size) - (95)) / (7))\n end\n broadcast (exp v)\n hide\n delete this clone\nelse\n set [@collected? v] to [0]\n show\n Go to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n go to [front v] layer\n forever\n check (costume [name v])\n end\nend\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\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nclear graphic effects\nset [exp v] to [0]\nhide\nswitch costume to (c1 v)\nClone [883] [-73]\nswitch costume to (c2 v)\nClone [1960] [170]\nswitch costume to (c3 v)\nClone [733] [616]\nswitch costume to (blank v)\n\ndefine check (i)\nswitch costume to (join (letter (1) of (i)) [0])\nif <touching (player v)?> then\n change [ghost v] effect by (16)\n if <<(@collected?) = [0]> and <not <<(costume [name v]) = [c3]> or <(costume [name v]) = [c4]>>>> then\n switch costume to (sign v)\n create clone of (_myself_ v)\n set [@collected? v] to [1]\n change [exp v] by (1)\n end\nelse\n change [ghost v] effect by (-20)\nend\nswitch costume to (blank v)\nset size to (100) %\nswitch costume to (i)\n\nwhen I start as a clone\nif <(costume [name v]) = [sign]> then\n forever\n go to [front v] layer\n end\nend\n\n@USER_INTERFACE\n\nwhen flag clicked\nSETUP\nforever\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <(openmenu?) = [0]>> then\n set [clickshop v] to [1]\n repeat (7)\n change [ghost v] effect by (15)\n end\n set [clickshop v] to [0]\n set [shop_ghost v] to [100]\n switch costume to (shop v)\n set [y_shop v] to [-105]\n set [openmenu? v] to [1]\n repeat until <(y_shop) > [-1]>\n change [y_shop v] by (((4) - (y_shop)) / (8))\n change [ghost v] effect by (-10)\n if <(shop_ghost) > [9]> then\n change [shop_ghost v] by (-10)\n end\n end\n repeat until <(close#) = [1]>\n switch costume to (b1 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (shopb v)\n if <mouse down?> then\n set [close# v] to [1]\n end\n else\n switch costume to (shop v)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [clickshop v] to [1]\n else\n set [clickshop v] to [0]\n end\n end\n set [openmenu? v] to [0]\n set [close# v] to [0]\n repeat until <(y_shop) < [-99]>\n change [y_shop v] by (((y_shop) - (21)) / (7))\n change [ghost v] effect by (8.5)\n if <(shop_ghost) < [91]> then\n change [shop_ghost v] by (10)\n end\n if <(y_shop) < [-30]> then\n set [clickshop v] to [0]\n end\n end\n switch costume to (button v)\n set [y_shop v] to [0]\n repeat (7)\n change [ghost v] effect by (-15)\n end\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nshow\nif <(costume [name v]) = [coins]> then\n go to x: (0) y: (0)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\n if <(letter (1) of (@clone)) = [v]> then\n set [ghost v] effect to (100)\n set [brightness v] effect to (100)\n forever\n if <(letter (4) of (@clone)) = [1]> then\n switch costume to (join (letter (1) of (coins)) [a])\n else\n if <(letter (4) of (@clone)) = [2]> then\n switch costume to (join (letter (2) of (coins)) [a])\n if <(letter (1) of (coins)) = [1]> then\n set x to (202)\n else\n set x to (205)\n end\n else\n if <(letter (4) of (@clone)) = [3]> then\n switch costume to (join (letter (3) of (coins)) [a])\n if <<(letter (2) of (coins)) = [1]> or <(letter (1) of (coins)) = [1]>> then\n if <<(letter (1) of (coins)) = [1]> and <(letter (2) of (coins)) = [1]>> then\n set x to (214)\n else\n set x to (217)\n end\n else\n set x to (220)\n end\n end\n end\n end\n end\n else\n if <(costume [name v]) = [heart]> then\n forever\n if <(win) = [1]> then\n change [ghost v] effect by (10)\n else\n if <(@clone) > (lives)> then\n change [ghost v] effect by (25)\n else\n change [ghost v] effect by (-25)\n end\n end\n end\n else\n if <(letter (1) of (@clone)) = [d]> then\n go to x: (0) y: (0)\n set size to (100) %\n if <(letter (2) of (@clone)) = [1]> then\n switch costume to (c1 v)\n forever\n set [ghost v] effect to (shop_ghost)\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(openmenu?) = [1]>> then\n if <<(coins) > [19]> and <(mousewait) = [0]>> then\n change [coins v] by (-20)\n change [lives v] by (1)\n set [mousewait v] to [1]\n broadcast (purch v)\n end\n end\n end\n else\n if <(letter (2) of (@clone)) = [2]> then\n switch costume to (c2 v)\n forever\n set [ghost v] effect to (shop_ghost)\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(openmenu?) = [1]>> then\n if <<<(coins) > [29]> and <(mousewait) = [0]>> and <(EmojiCHAT?) = [0]>> then\n change [coins v] by (-30)\n set [emojichat? v] to [1]\n set [mousewait v] to [1]\n broadcast (purch v)\n repeat (5)\n change [ghost v] effect by (20)\n end\n switch costume to (c2a v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n end\n end\n else\n if <(letter (2) of (@clone)) = [3]> then\n switch costume to (c3 v)\n forever\n set [ghost v] effect to (shop_ghost)\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(openmenu?) = [1]>> then\n if <<<(Crown) = [0]> and <(mousewait) = [0]>> and <(coins) > [39]>> then\n change [coins v] by (-40)\n set [crown v] to [1]\n set [mousewait v] to [1]\n broadcast (purch v)\n repeat (5)\n change [ghost v] effect by (20)\n end\n switch costume to (c3a v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nif <(@clone) = [shop]> then\n set y to (y_shop)\n if <not <mouse down?>> then\n set [mousewait v] to [0]\n end\nelse\n go to [front v] layer\n if <<(costume [name v]) = [coins]> or <(costume [name v]) = [heart]>> then\n set y to (Y_SHAKE)\n else\n if <(letter (1) of (@clone)) = [v]> then\n set y to ((Y_SHAKE) + (147))\n else\n if <(letter (1) of (@clone)) = [d]> then\n set y to (y_shop)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n else\n set [brightness v] effect to (0)\n end\n end\n end\n end\nend\n\nwhen I receive [win!! v]\nrepeat (30)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [hide v]\nshow\nif <<<(costume [name v]) = [coins]> or <(@clone) = [shop]>> or <(letter (1) of (@clone)) = [v]>> then\n repeat (30)\n change [ghost v] effect by (-10)\n end\nend\n\ndefine SETUP\ngo to x: (0) y: (0)\nset size to (100) %\nhide\nset [lives v] to [3]\nset [@clone v] to [1]\nrepeat (5)\n switch costume to (heart v)\n create clone of (_myself_ v)\n change [@clone v] by (1)\n change x by (35)\nend\nswitch costume to (coins v)\nset [@clone v] to [coins]\ncreate clone of (_myself_ v)\nset [openmenu? v] to [0]\nset size to (35) %\nswitch costume to (3a v)\ngo to x: (190) y: (147)\nset [@clone v] to [val1]\nrepeat (3)\n create clone of (_myself_ v)\n set [@clone v] to (join [val] ((letter (4) of (@clone)) + (1)))\n change x by (15)\nend\nset [@clone v] to [d1]\nrepeat (3)\n create clone of (_myself_ v)\n set [@clone v] to (join [d] ((letter (2) of (@clone)) + (1)))\nend\nswitch costume to (button v)\nset size to (100) %\nshow\ngo to x: (0) y: (0)\nclear graphic effects\nset [close# v] to [0]\nset [@clone v] to [shop]\nset [clickshop v] to [0]\nset [mousewait v] to [0]\nset [emojichat? v] to [0]\nset [shop_ghost v] to [100]\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nif <(letter (1) of (@clone)) = [v]> then\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\n@Player\n\nwhen flag clicked\nset [pause? v] to [0]\ngo to [front v] layer\nset size to (80) %\nshow\nset [time v] to [0]\nreset\nbroadcast (setup v) and wait\nbroadcast (start! v)\nforever\n Physics\n broadcast (Tick v)\n wait until <(pause?) = [0]>\nend\n\ndefine reset\nswitch costume to (3a v)\nclear graphic effects\nset [scroll x v] to [-382]\nset [scroll y v] to [-23]\nset [offset x v] to [-382]\nset [offset y v] to [-10]\nset [xv v] to [0]\nset [yv v] to [0]\nset [in air v] to [0]\npoint in direction (90)\nshow\nif <(username) = [maDU59_]> then\n set [emojichat? v] to [1]\nend\n\ndefine Physics\nif <(pause) = [0]> then\n if <touching (lava v)?> then\n reset\n broadcast (die v)\n stop [this script v]\n end\n change player x by (round ((XV) / (1.8)))\n if <<(click2) = [0]> and <<<(mouse x) > ((x position) + (20))> and <<mouse down?> and <[0] = (clickShop)>>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n if <(slope) = [1]> then\n change [xv v] by (3.3)\n change [offset y v] by (1)\n else\n if <(slope) = [4]> then\n change [offset y v] by (-4)\n change [xv v] by (4)\n else\n change [xv v] by (3.6)\n end\n end\n else\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < ((x position) + (-20))> and <<mouse down?> and <[0] = (clickShop)>>>> and <(click2) = [0]>> then\n if <(slope) = [1]> then\n change [xv v] by (-3.3)\n change [offset y v] by (1)\n else\n if <(slope) = [4]> then\n change [xv v] by (-4)\n change [offset y v] by (-4)\n else\n change [xv v] by (-3.6)\n end\n end\n end\n end\n if <<(click2) = [0]> and <<<(mouse y) > ((y position) + (20))> and <<mouse down?> and <[0] = (clickShop)>>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n if <(in air) < [4]> then\n set [yv v] to [13.4]\n end\n end\n switch costume to (hitbox v)\n change [yv v] by (-1)\n Slope\n if <(YV) < [-10]> then\n set [yv v] to [-10]\n end\n if <(Offset X) < [-452]> then\n set [offset x v] to [-452]\n end\n if <(Offset X) > [3800]> then\n set [offset x v] to [3800]\n end\n change player y by (YV)\n Position\n change [scroll x v] by (round (((Offset X) - (SCROLL X)) / (9)))\n change [scroll y v] by ((round (((Offset Y) - (SCROLL Y)) / (13))) + (2))\n position\n set [xv v] to ((XV) * (0.7))\n stop [this script v]\nend\n\ndefine change player x by (sx)\nswitch costume to (hitbox v)\nchange [offset x v] by ((sx) * (1.1))\nposition\nif <touching (hitbox v)?> then\n repeat (10)\n change [offset y v] by (0.5)\n position\n if <not <touching (hitbox v)?>> then\n stop [this script v]\n end\n end\n change [offset y v] by (-5)\n repeat until <not <touching (hitbox v)?>>\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 end\nend\nSet Costume\n\ndefine position\ngo to x: (round ((Offset X) - (SCROLL X))) y: ((Offset Y) - (SCROLL Y))\n\ndefine change player y by (sy)\nswitch costume to (hitbox v)\nchange [offset y v] by (sy)\nchange [in air v] by (1)\nposition\nrepeat until <not <touching (hitbox v)?>>\n if <(sy) > [0]> then\n change [offset y v] by (-1)\n else\n change [offset y v] by (1)\n if <<<not <<(mouse y) > ((y position) + (10))> and <mouse down?>>> and <not <key (w v) pressed?>>> and <not <key (up arrow v) pressed?>>> then\n set [in air v] to [0]\n end\n end\n position\n set [yv v] to [0]\nend\nswitch costume to (hitboxjumpth v)\nSet Costume\n\nwhen I receive [tick v]\nif <not <(chat item) = [0]>> then\n if <<(chat item) < [10]> or <(chat item) = [16]>> then\n if <(chat item) = [16]> then\n say (item (10) of [chat list v])\n else\n say (item (chat item) of [chat list v])\n end\n end\nelse\n say []\nend\n\nwhen [c v] key pressed\nif <<(username) = [maDU59_]> or <<(username) = [Matt-Storm]> or <(Win?) = [1]>>> then\n set [yv v] to [10]\nend\n\nwhen I receive [small_bounce v]\nchange [offset y v] by (12)\nset [yv v] to [14]\n\nwhen I receive [die v]\nchange [lives v] by (-1)\nrepeat (5)\n wait (0.2) seconds\n repeat (2)\n change [ghost v] effect by (50)\n end\n wait (0.2) seconds\n repeat (2)\n change [ghost v] effect by (-50)\n end\nend\n\ndefine Slope\nswitch costume to (l v)\nif <<touching (hitbox v)?> and <(XV) < [-0.01]>> then\n set [slope v] to [1]\nelse\n switch costume to (r v)\n if <<touching (hitbox v)?> and <(XV) > [0.01]>> then\n set [slope v] to [1]\n else\n switch costume to (left2 v)\n if <<touching (hitbox v)?> and <(XV) > [0.01]>> then\n switch costume to (right3 v)\n if <not <touching (hitbox v)?>> then\n set [slope v] to [4]\n else\n set [slope v] to [0]\n end\n else\n switch costume to (right2 v)\n if <<touching (hitbox v)?> and <(XV) < [-0.01]>> then\n switch costume to (left3 v)\n if <not <touching (hitbox v)?>> then\n set [slope v] to [4]\n else\n set [slope v] to [0]\n end\n else\n set [slope v] to [0]\n end\n end\n Set Costume\n end\nend\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\nif <<(Win?) = [1]> or <(Crown) = [1]>> then\n switch costume to (join (costume [name v]) [crown])\nend\n\nwhen flag clicked\nset [crown v] to [0]\nset [y_shake v] to [0]\nwait (2) seconds\nforever\n if <touching (danger v)?> then\n broadcast (die v)\n wait (5) seconds\n end\nend\n\nwhen I receive [die v]\nset [y_shake v] to [12]\nwait (0.06) seconds\nset [y_shake v] to [-12]\nwait (0.06) seconds\nset [y_shake v] to [6]\nwait (0.06) seconds\nset [y_shake v] to [-4]\nwait (0.06) seconds\nset [y_shake v] to [2]\nwait (0.06) seconds\nset [y_shake v] to [-1]\nwait (0.06) seconds\nset [y_shake v] to [0]\n\nwhen I receive [boucne v]\nchange [offset y v] by (18)\nset [yv v] to [21]\n\nwhen this sprite clicked\nset [open chat v] to ((1) - (open chat))\nif <(open chat) = [1]> then\n ask [Which item of chat?] and wait\n if << [ghjvbnm] contains (answer)?> or <<(answer) > [0]> and <(answer) < [10]>>> then\n broadcast (mobile v)\n if << [ghjvbnm] contains (answer)?> and <not <(answer) = []>>> then\n if <(EmojiCHAT?) = [1]> then\n if <(answer) = [g]> then\n set [chat item v] to [10]\n else\n if <(answer) = [h]> then\n set [chat item v] to [11]\n else\n if <(answer) = [j]> then\n set [chat item v] to [12]\n else\n if <(answer) = [v]> then\n set [chat item v] to [13]\n else\n if <(answer) = [b]> then\n set [chat item v] to [14]\n else\n if <(answer) = [m]> then\n if <(username) = [maDU59_]> then\n set [chat item v] to [16]\n end\n else\n set [chat item v] to [15]\n end\n end\n end\n end\n end\n end\n end\n else\n set [chat item v] to (answer)\n end\n end\nend\n\nwhen I receive [reset v]\nreset\n\nwhen I receive [tp v]\nset [scroll x v] to (item (((player select) * (7)) - (6)) of [cloud_data v])\nset [scroll y v] to (item (((player select) * (7)) - (5)) of [cloud_data v])\nset [offset x v] to (item (((player select) * (7)) - (6)) of [cloud_data v])\nset [offset y v] to (item (((player select) * (7)) - (5)) of [cloud_data v])\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (00) y: (0)\ngo to [front v] layer\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.3)\nif <not <([exit v] of [alertsui v]) = [null]>> then\n switch costume to (costume1 v)\n set [ghost v] effect to (100)\n show\n go to [front v] layer\n repeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\n stop [all v]\nend\n\n@multiplayer v3.0\n\ndefine decode (i)\nset [c1 v] to [1]\nrepeat until <(c1) > (length of (i))>\n set [output v] to []\n repeat until <(join (letter (c1) of (i)) (letter ((c1) + (1)) of (i))) < [1]>\n switch costume to ((join (letter (c1) of (i)) (letter ((c1) + (1)) of (i))) - (9))\n set [output v] to (join (output) (letter (1) of (costume [name v])))\n change [c1 v] by (2)\n end\n add (output) to [cloud_data v]\n change [c1 v] by (2)\nend\n\ndefine encode (i)\nset [c1 v] to [1]\nrepeat until <(c1) > (length of (i))>\n switch costume to (join (letter (c1) of (i)) [x])\n set [output v] to (join (output) ((costume [number v]) + (9)))\n change [c1 v] by (1)\nend\nset [output v] to (join (output) [00])\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nsetup\nwait until <(w_Tick) > [3]>\nwait (0.1) seconds\ndetermine_ID\nbroadcast (cloud_players v)\n\ndefine setup\nset [@c v] to [0]\nset [playerid v] to [null]\nset [w_tick v] to [0]\ndelete all of [active_tick v]\ndelete all of [cloud_data v]\ndelete all of [active_check v]\ndelete all of [last_val v]\nset [names v] to [0]\nset [active check v] to [0]\nrepeat (10)\n add [4] to [active_tick v]\n add [null] to [active_check v]\n add [9999] to [last_val v]\nend\nimport_clouddata\nbroadcast (cloud_start v)\n\nwhen I receive [cloud_start v]\nif <(@c) = [0]> then\n forever\n process [0]\n wait (0.4) seconds\n process [1]\n end\nend\n\ndefine process (i)\nif <(i) = [0]> then\n set [c1 v] to [0]\n repeat (10)\n change [c1 v] by (1)\n replace item (c1) of [last_val v] with (item (((c1) * (7)) - (4)) of [cloud_data v])\n end\nelse\n set [c1 v] to [0]\n repeat (10)\n change [c1 v] by (1)\n if <(item (((c1) * (7)) - (4)) of [cloud_data v]) = (item (c1) of [last_val v])> then\n if <(item (c1) of [active_tick v]) < [5]> then\n replace item (c1) of [active_tick v] with ((item (c1) of [active_tick v]) + (1))\n end\n else\n replace item (c1) of [active_tick v] with [0]\n end\n replace item (c1) of [active_check v] with ((1) - <(item (c1) of [active_tick v]) = [5]>)\n end\n if <(w_Tick) < [4]> then\n change [w_tick v] by (1)\n end\nend\n\nwhen I receive [cloud_start v]\nif <(@c) = [0]> then\n forever\n broadcast (cloud_tick v)\n end\nend\n\ndefine export_clouddata\nset [output v] to []\nencode (round ((SCROLL X) + ([x position v] of [player v])))\nencode (round ((SCROLL Y) + ([y position v] of [player v])))\nencode (pick random (1000) to (9999))\nencode (username)\nencode (chat item)\nencode ([costume name v] of [player v])\nencode (Levier?)\nif <(playerID) = [1]> then\n set [☁ cloud1 v] to (output)\nelse\n if <(playerID) = [2]> then\n set [☁ cloud2 v] to (output)\n else\n if <(playerID) = [3]> then\n set [☁ cloud3 v] to (output)\n else\n if <(playerID) = [4]> then\n set [☁ cloud4 v] to (output)\n else\n if <(playerID) = [5]> then\n set [☁ cloud5 v] to (output)\n else\n if <(playerID) = [6]> then\n set [☁ cloud6 v] to (output)\n else\n if <(playerID) = [7]> then\n set [☁ cloud7 v] to (output)\n else\n if <(playerID) = [8]> then\n set [☁ cloud8 v] to (output)\n else\n if <(playerID) = [9]> then\n set [☁ cloud9 v] to (output)\n else\n if <(playerID) = [10]> then\n set [☁ cloud10 v] to (output)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nstop [this script v]\n\ndefine import_clouddata\ndelete all of [cloud_data v]\ndecode (☁ Cloud1)\ndecode (☁ Cloud2)\ndecode (☁ Cloud3)\ndecode (☁ Cloud4)\ndecode (☁ Cloud5)\ndecode (☁ Cloud6)\ndecode (☁ Cloud7)\ndecode (☁ Cloud8)\ndecode (☁ Cloud9)\ndecode (☁ Cloud10)\nset [active check v] to [0]\nset [c1 v] to [0]\nrepeat (10)\n change [c1 v] by (1)\n if <(item (c1) of [active_check v]) = [1]> then\n change [active check v] by (1)\n end\nend\n\ndefine determine_ID\nset [c1 v] to [0]\nrepeat (10)\n change [c1 v] by (1)\n if (item (c1) of [active_check v]) then\nend\nset [playerid v] to [full]\n\nwhen I receive [cloud_players v]\nif <(@c) = [0]> then\n wait (0.3) seconds\n forever\n check\n end\nend\n\nwhen I receive [cloud_players v]\nif <(@c) = [0]> then\n forever\n export_clouddata\n end\nend\n\ndefine check\nif <<(username) = (item (((playerID) * (7)) - (3)) of [cloud_data v])> or <<(playerID) = [null]> or <<(playerID) = [full]> or <(playerID) = [error]>>>> then\nif <<key (any v) pressed?> or <mouse down?>> then\n set [tick_afk v] to [0]\nend\n\nwhen I receive [cloud_start v]\nif <(@c) = [0]> then\n forever\n import_clouddata\n end\nend\n\nwhen I receive [localfade v]\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nset [@c v] to [1]\nset [ghost v] effect to (100)\nshow\ngo to x: (0) y: (80)\nswitch costume to (connecting v)\nwait (0.4) seconds\nrepeat until <(y position) < [1]>\n change y by (((-2) - (y position)) / (9))\n change [ghost v] effect by (-10)\nend\nwait until <(w_Tick) > [3]>\nwait (0.6) seconds\nif <(playerID) = [error]> then\n\nwhen I receive [cloud_tick v]\nif <(@c) = [1]> then\n go to [front v] layer\nend\n\nwhen I receive [cloud_error v]\nif <(@c) = [1]> then\n stop [other scripts in sprite v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (error v)\n go to x: (0) y: (0)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (3) seconds\n repeat until <(y position) > [80]>\n change y by (((y position) - (-12)) / (8))\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen flag clicked\nset [tick_afk v] to [0]\nforever\n if <<not <(username) = [maDU59_]>> and <not <(username) = [Matt-Storm]>>> then\n wait (1) seconds\n change [tick_afk v] by (1)\n if <(tick_afk) > [60]> then\n if <<(playerID) = [full]> or <(playerID) = [error]>> then\n end\n if <(tick_afk) = [30]> then\n if <<(playerID) = [full]> or <(playerID) = [error]>> then\n end\n end\nend\n\n@Lava\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [offsetx v] to [-350]\nset [offsety v] to [-85]\nhide\nset size to (100) %\nrepeat (1)\n switch costume to (2a v)\n repeat (10)\n if <(pick random (1) to (2)) = [1]> then\n switch costume to (2b v)\n else\n switch costume to (2a v)\n end\n Clone [550] [0]\n end\nend\nswitch costume to (blank v)\n\nwhen I receive [tick v]\nGo to (round (((offsetx) - (SCROLL X)) + ((((days since 2000) * (70000)) * (70)) mod (550)))) ((Y_SHAKE) + (round ((offsety) - (SCROLL Y))))\n\ndefine Clone (x) (y)\nchange [offsetx v] by (x)\nchange [offsety v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [back v] layer\npoint in direction (90)\nshow\nset [ghost v] effect to (0)\nGo to (round ((offsetx) - (SCROLL X))) ((Y_SHAKE) + (round ((offsety) - (SCROLL Y))))\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\ngo to [back v] layer\ngo [forward v] (5) layers\nif <<<(x position) = (x)> and <(y position) = (y)>> and <(SCROLL X) > [-200]>> then\n show\nelse\n hide\nend\n\n@parallax\n\nwhen I receive [tick v]\nGo to (((((@ID) * (480)) - ((SCROLL X) / (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\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\n@@PLAYERS\n\nwhen I receive [cloud_players v]\nswitch costume to (blank v)\nset [@id v] to [1]\nrepeat (10)\n if <(@ID) = (playerID)> then\n change [@id v] by (1)\nend\ngo to x: (999) y: (999)\n\nwhen I start as a clone\nswitch costume to (3a v)\nset [ghost v] effect to (100)\nsay []\nset rotation style [all around v]\ngo to [front v] layer\n\nwhen flag clicked\nhide\nset [names v] to [0]\n\ndefine @Position XY (@player)\nif <(costume [name v]) = [blank]> then\n hide\nelse\n if <(costume [name v]) = [arrow]> then\n move ((0) - (d)) steps\n end\n change x by (((((item (((@player) * (7)) - (6)) of [cloud_data v]) + (([x position v] of [player v]) * (-0.25))) - (SCROLL X)) - (x position)) / (2.5555555))\n change y by (((((item (((@player) * (7)) - (5)) of [cloud_data v]) + (((-28) - ([y position v] of [player v])) * (0.12))) - (SCROLL Y)) - (y position)) / (2.5555555))\n go to x: (round (x position)) y: (round (y position))\n switch costume to (join (item (((@player) * (7)) - (1)) of [cloud_data v]) [a])\n show\n if <<<(x position) < [-239]> or <(x position) > [239]>> or <<(y position) < [-190]> or <(y position) > [190]>>> then\n switch costume to (arrow v)\n point in direction (([atan v] of ((x position) / (y position)) ) + (<not <[0] > (y position)>> * (180)))\n set [d v] to ((32) + ((([abs v] of (x position) ) / (20)) + (([abs v] of (y position) ) / (25))))\n move (d) steps\n else\n if <<<(x position) > [-250]> and <(x position) < [250]>> and <<(y position) < [190]> and <(y position) > [-190]>>> then\n switch costume to (item (((@player) * (7)) - (1)) of [cloud_data v])\n point in direction (90)\n end\n end\n if <(item (@player) of [active_check v]) = [1]> then\n change [ghost v] effect by (-20)\n if <<(item (((@player) * (7)) - (2)) of [cloud_data v]) > [9]> or <(item (((@player) * (7)) - (2)) of [cloud_data v]) = [0]>> then\n if <<(names) = [1]> or <touching (mouse-pointer v)?>> then\n say (item (((@player) * (7)) - (3)) of [cloud_data v])\n else\n if <not <(costume [name v]) = [arrow]>> then\n say (item (((@player) * (7)) - (3)) of [cloud_data v])\n else\n say []\n end\n end\n else\n say (item (item (((@player) * (7)) - (2)) of [cloud_data v]) of [chat list v])\n if <(item (((@player) * (7)) - (2)) of [cloud_data v]) = [16]> then\n say (item (11) of [chat list v])\n else\n if <(item (((@player) * (7)) - (2)) of [cloud_data v]) < [10]> then\n say (item (item (((@player) * (7)) - (2)) of [cloud_data v]) of [chat list v])\n end\n end\n end\n else\n change [ghost v] effect by (20)\n say []\n end\nend\nstop [this script v]\n\nwhen I receive [cloud_tick v]\n@Position XY (@ID)\n\n@Enemies\n\nwhen flag clicked\nset [bounce???? v] to [0]\nhide\n\ndefine CLONE @ (x) (y) (type) (change)\nswitch costume to (type)\nset [@change v] to (change)\nset [@offsetx v] to (x)\nset [@offsety v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [tick v]\nGO_TO (((@offsetx) - (SCROLL X)) + (@Change_OFFSET)) ((Y_SHAKE) + ((@offsety) - (SCROLL Y)))\nif <(costume [name v]) = [circle]> then\n point in direction (90)\nend\nif <(costume [name v]) = [spikes]> then\n point in direction (90)\nend\n\ndefine GO_TO (x) (y)\ngo to x: (x) y: (y)\nif <<([abs v] of (x position) ) < [239]> and <([abs v] of (y position) ) < [180]>> then\n show\nelse\n hide\nend\nif <(costume [name v]) = [circle]> then\n point in direction (90)\nend\n\nwhen I start as a clone\nset size to (30) %\nset rotation style [left-right v]\nif <(costume [name v]) = [goblin1]> then\n wait (1) seconds\n forever\n if <touching (player v)?> then\n if <<([y position v] of [player v]) > (y position)> and <([yv v] of [player v]) < [-1]>> then\n stop [other scripts in sprite v]\n broadcast (small_bounce v)\n switch costume to (costume1 v)\n repeat (4)\n next costume\n change [ghost v] effect by (0)\n end\n repeat (5)\n change [ghost v] effect by (20)\n end\n set [loot x v] to (round ((@offsetx) + (@Change_OFFSET)))\n set [loot y v] to (round (@offsety))\n broadcast (loot v)\n delete this clone\n else\n broadcast (die v)\n end\n wait (3) seconds\n end\n end\nelse\n if <(costume [name v]) = [jump1]> then\n forever\n if <touching (player v)?> then\n if <<([y position v] of [player v]) > (y position)> and <([yv v] of [player v]) < [-1]>> then\n broadcast (boucne v)\n switch costume to (jump1 v)\n repeat (4)\n next costume\n end\n wait (0.02) seconds\n repeat (4)\n switch costume to ((costume [number v]) - (1))\n end\n end\n wait (0.1) seconds\n end\n end\n else\n if <(costume [name v]) = [circle]> then\n wait (1) seconds\n forever\n if <<touching (player v)?> and <<([x position v] of [player v]) > (x position)> and <([y position v] of [player v]) < ((y position) + (30))>>> then\n broadcast (die v)\n wait (3) seconds\n end\n end\n else\n if <(costume [name v]) = [spikes1]> then\n wait (1) seconds\n forever\n if <touching (player v)?> then\n broadcast (die v)\n wait (3) seconds\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [goblin1]> then\n forever\n if <<<([abs v] of ((y position) - ([y position v] of [player v])) ) < [30]> and <<(([x position v] of [player v]) + (80)) > ((x position) - (@Change_OFFSET))> and <(([x position v] of [player v]) - (80)) < (((x position) - (@Change_OFFSET)) + (@Change))>>> and <<<(direction) = [90]> and <([x position v] of [player v]) > (x position)>> or <<(direction) = [-90]> and <([x position v] of [player v]) < (x position)>>>> then\n switch costume to (goblin1 v)\n repeat (6)\n next costume\n end\n wait (0.01) seconds\n repeat (6)\n switch costume to ((costume [number v]) - (1))\n wait (0.01) seconds\n end\n end\n end\nelse\n if <(costume [name v]) = [circle]> then\n forever\n point in direction (90)\n if <(costume [name v]) = [circle]> then\n switch costume to (circle2 v)\n else\n if <(costume [name v]) = [circle2]> then\n switch costume to (circle3 v)\n else\n switch costume to (circle v)\n end\n end\n end\n end\n if <(costume [name v]) = [spikes1]> then\n forever\n point in direction (90)\n set [elément? v] to [0]\n set [up? v] to [0]\n repeat (10)\n change [elément? v] by (1)\n if <<(item ((elément?) * (7)) of [cloud_data v]) = [1]> and <(item (elément?) of [active_check v]) = [1]>> then\n change [up? v] by (1)\n end\n end\n if <(up?) > [0]> then\n set [activate v] to [1]\n if <(costume [name v]) = [spikes5]> then\n else\n set [activate v] to [0]\n if <(costume [name v]) = [spikes5]> then\n switch costume to (spikes4 v)\n else\n if <(costume [name v]) = [spikes4]> then\n switch costume to (spikes3 v)\n else\n if <(costume [name v]) = [spikes3]> then\n switch costume to (spikes2 v)\n else\n if <(costume [name v]) = [spikes2]> then\n switch costume to (spikes1 v)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nCLONE @ [60] [-86] [goblin1] [120]\nCLONE @ [750] [-100] [jump1] [120]\nCLONE @ [1200] [97] [goblin1] [230]\nCLONE @ [1962] [-20] [jump1] [0]\nCLONE @ [2084] [140] [jump1] [0]\nCLONE @ [563] [570] [circle] [0]\nCLONE @ [1588] [365] [goblin1] [250]\nCLONE @ [426] [616] [spikes1] [0]\nswitch costume to (blank v)\n\nwhen I start as a clone\nforever\n set rotation style [all around v]\n set [@change_offset v] to [0]\n point in direction (90)\n if <not <<(costume [name v]) = [circle]> or <<(costume [name v]) = [circle2]> or <<(costume [name v]) = [circle3]> or <(costume [name v]) = [spikes]>>>>> then\n set rotation style [left-right v]\n set [@change_offset v] to [0]\n point in direction (90)\n repeat until <((@Change_OFFSET) + (1)) > (@Change)>\n if <<<<([abs v] of ((y position) - ([y position v] of [player v])) ) < [30]> and <<(([x position v] of [player v]) + (80)) > ((x position) - (@Change_OFFSET))> and <(([x position v] of [player v]) - (80)) < (((x position) - (@Change_OFFSET)) + (@Change))>>> and < (costume [name v]) contains [red]?>> and <([x position v] of [player v]) > (x position)>> then\n change [@change_offset v] by (3)\n else\n change [@change_offset v] by (1.5)\n end\n end\n point in direction (-90)\n repeat until <(@Change_OFFSET) < [1]>\n if <<<<([abs v] of ((y position) - ([y position v] of [player v])) ) < [30]> and <<(([x position v] of [player v]) + (80)) > ((x position) - (@Change_OFFSET))> and <(([x position v] of [player v]) - (80)) < (((x position) - (@Change_OFFSET)) + (@Change))>>> and < (costume [name v]) contains [red]?>> and <([x position v] of [player v]) < (x position)>> then\n change [@change_offset v] by (-3)\n else\n change [@change_offset v] by (-1.5)\n end\n end\n end\nend\n\n@Collectibles\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nclone\n\nwhen I receive [tick v]\nGo to (round ((offsetx) - (SCROLL X))) ((Y_SHAKE) + ((round ((offsety) - (SCROLL Y))) + (y_chagne \(local\))))\n\ndefine Clone (x) (y)\ngo to x: (999999) y: (999999)\nchange [offsetx v] by (x)\nchange [offsety v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [y_chagne \(local\) v] to [0]\npoint in direction (90)\nshow\nwait (0.1) seconds\nforever\n if <touching (player v)?> then\n if <(costume [name v]) = [crown]> then\n clear graphic effects\n set size to (100) %\n set [click2 v] to [1]\n repeat until <(direction) > [130]>\n turn right (((direction) - (85)) / (5)) degrees\n change size by (((177) - (size)) / (8))\n change [ghost v] effect by (10)\n end\n repeat until <(size) > [180]>\n turn right (((195) - (direction)) / (6)) degrees\n change [ghost v] effect by (15)\n change size by (((200) - (size)) / (8))\n end\n wait (0.3) seconds\n broadcast (WIN!! v)\n delete this clone\n else\n repeat (4)\n change [ghost v] effect by (25)\n change size by (((10) - (size)) / (4))\n end\n if <(join (letter (1) of (costume [name v])) (letter (2) of (costume [name v]))) = [co]> then\n change [coins v] by (1)\n else\n if <(costume [name v]) = [heart]> then\n change [lives v] by (1)\n end\n end\n set size to (110) %\n switch costume to (+1 v)\n repeat (4)\n switch costume to (+1 v)\n change [ghost v] effect by (-25)\n change size by (((90) - (size)) / (6))\n if <(y_chagne \(local\)) > [15]> then\n change [y_chagne \(local\) v] by (((25.5) - (y_chagne \(local\))) / (6))\n else\n change [y_chagne \(local\) v] by (2)\n end\n end\n repeat until <(y_chagne \(local\)) > [28]>\n if <(y_chagne \(local\)) > [15]> then\n change [y_chagne \(local\) v] by (((28.5) - (y_chagne \(local\))) / (6))\n change [ghost v] effect by (4)\n else\n change [y_chagne \(local\) v] by (2)\n change [ghost v] effect by (6)\n end\n change size by (((90) - (size)) / (5))\n end\n delete this clone\n end\n end\nend\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\n\nwhen flag clicked\nset [loot x v] to [none]\nset [loot y v] to [none]\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\ndefine clone\nset [offsetx v] to [-284]\nset [offsety v] to [24]\nhide\nset size to (100) %\nswitch costume to (coin11 v)\nClone [0] [0]\nClone [34] [0]\nClone [34] [0]\nset [offsetx v] to [545]\nset [offsety v] to [-66]\nClone [0] [0]\nClone [33] [19]\nClone [33] [19]\nClone [33] [19]\nset [offsetx v] to [967]\nset [offsety v] to [-79]\nClone [0] [0]\nClone [23] [0]\nClone [0] [34]\nClone [-23] [0]\nset [offsetx v] to [1898]\nset [offsety v] to [278]\nClone [0] [0]\nClone [30] [0]\nset [offsetx v] to [1414]\nset [offsety v] to [134]\nClone [0] [0]\nClone [35] [0]\nClone [35] [0]\nClone [61] [-10]\nClone [35] [0]\nClone [35] [0]\nset [offsetx v] to [1946]\nset [offsety v] to [50]\nClone [0] [0]\nClone [0] [34]\nClone [34] [-34]\nClone [0] [34]\nset [offsetx v] to [2074]\nset [offsety v] to [331]\nClone [0] [0]\nClone [0] [34]\nClone [34] [-34]\nClone [0] [34]\nset [offsetx v] to [2197]\nset [offsety v] to [637]\nClone [-30] [30]\nClone [-30] [34]\nClone [-50] [-10]\nset [offsetx v] to [163]\nset [offsety v] to [616]\nswitch costume to (crown v)\nClone [0] [30]\nset [offsetx v] to [null]\nswitch costume to (blank v)\n\nwhen I receive [loot v]\nif <(offsetx) = [null]> then\n set [offsetx v] to (loot x)\n set [offsety v] to (loot y)\n wait (0.4) seconds\n switch costume to (coin11 v)\n Clone [0] [15]\n Clone [0] [34]\n Clone [0] [34]\n switch costume to (blank v)\n set [offsetx v] to [null]\n wait (0.1) seconds\n set [loot x v] to [none]\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [coin11]> then\n forever\n set size to (30) %\n if <(costume [name v]) = [+1]> then\n switch costume to (heart v)\n set size to (110) %\n end\n if <(costume [name v]) = [coin28]> then\n switch costume to (+1 v)\n end\n next costume\n end\nend\n\n@AlertsUI\n\nwhen I receive [afk v]\nset size to (100) %\nclear graphic effects\ngo to x: (0) y: (0)\nswitch costume to (timeout v)\nshow\ngo to [front v] layer\nset [exit v] to [null]\nstop [all v]\n\nwhen I receive [win!! v]\nset [win v] to [1]\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)\ndraw (round (TIME)) [1]\ndraw (join (exp) (join [/] [2])) [0]\ngo to x: (0) y: (0)\nwait (3) seconds\nset [@id v] to [button]\ncreate clone of (_myself_ v)\n\nwhen I receive [start! v]\nwait until <<mouse down?> or <key (any v) pressed?>>\nforever\n change [time v] by (1)\n wait (1) seconds\nend\n\ndefine draw (i) (c)\nclear graphic effects\nif <(c) = [1]> then\n go to x: ((2) - (((length of (i)) + (5)) * (5.5))) y: (-54)\n set size to (80) %\n set [@id v] to [null]\n switch costume to (time v)\n create clone of (_myself_ v)\n change x by (50)\n change y by (3)\nelse\n if <(i) = [0/40]> then\n go to x: (16) y: (-76)\n else\n go to x: (20) y: (-76)\n end\n set size to (100) %\n set [@id v] to [null]\n switch costume to (exp v)\n create clone of (_myself_ v)\n if <(i) = [0/40]> then\n change x by (-53)\n change y by (3)\n else\n change x by (-63)\n change y by (3)\n end\nend\nset size to (27) %\nset [brightness v] effect to (20)\nset [c_! v] to [1]\nrepeat (length of (i))\n switch costume to (join (letter (c_!) of (i)) [a])\n set [@id v] to [null]\n create clone of (_myself_ v)\n change [c_! v] by (1)\n if <<(costume [name v]) = [/a]> or <(costume [name v]) = [1a]>> then\n change x by (9)\n else\n change x by (12)\n end\nend\nset size to (100) %\nswitch costume to (win screen v)\ngo to x: (0) y: (0)\nclear graphic effects\n\nwhen I start as a clone\nif <(@id) = [null]> then\n go to [front v] layer\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n forever\n go to [front v] layer\n end\nelse\n if <(@id) = [button]> then\n go to x: (0) y: (0)\n switch costume to (continue00 v)\n show\n set size to (80) %\n set [ghost v] effect to (100)\n repeat until <(size) > [99]>\n change [ghost v] effect by (-10)\n change size by (((102) - (size)) / (7))\n go to [front v] layer\n end\n forever\n go to [front v] layer\n switch costume to (c1 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (continue10 v)\n if <mouse down?> then\n change [coins v] by (25)\n set [win? v] to [1]\n set [win v] to [0]\n set [crown v] to [1]\n broadcast (hide v)\n set [click2 v] to [0]\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n else\n switch costume to (c2 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (continue01 v)\n if <mouse down?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n else\n switch costume to (continue00 v)\n end\n end\n end\n else\n if <(@id) = [lovefav]> then\n go to x: (0) y: (0)\n show\n switch costume to (lovefav v)\n set [ghost v] effect to (100)\n set size to (50) %\n repeat until <(size) > [100]>\n go to [front v] layer\n change size by (((102) - (size)) / (7))\n change [ghost v] effect by (-8)\n end\n wait (2) seconds\n repeat until <(size) < [50]>\n go to [front v] layer\n change size by (((size) - (110)) / (8))\n change [ghost v] effect by (10)\n end\n end\n end\nend\n\nwhen I receive [hide v]\ngo to x: (1) y: (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nset [win v] to [0]\nset [exit v] to [reg]\nhide\nset [pause v] to [0]\nwait (1) seconds\nforever\n if <(lives) < [1]> then\n wait (0.3) seconds\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n switch costume to (over v)\n show\n go to [front v] layer\n set size to (50) %\n set [pause v] to [1]\n repeat until <(size) > [100]>\n go to [front v] layer\n change size by (((102) - (size)) / (7))\n change [ghost v] effect by (-8)\n end\n wait (1) seconds\n repeat until <(size) < [50]>\n go to [front v] layer\n change size by (((size) - (110)) / (8))\n change [ghost v] effect by (10)\n end\n set [lives v] to [2]\n set [coins v] to [0]\n set [pause v] to [0]\n set [emojichat? v] to [0]\n broadcast (start! v)\n broadcast (setup v)\n broadcast (reset v)\n hide\n end\nend\n\nwhen I receive [alert v]\nset [@id v] to [lovefav]\ncreate clone of (_myself_ v)\n\nwhen I receive [afk preview v]\nset [ghost v] effect to (0)\nshow\ngo to x: (0) y: (0)\nwait (10) seconds\nbroadcast (hide v)\n\nwhen flag clicked\nset [click2 v] to [0]\nset [pause? v] to [0]\n\n@Detector\n\nwhen flag clicked\nset [both??? v] to [0]\nset [star v] to [false]\nset [heart v] to [false]\nshow\nset [stared? v] to [0]\nset [loved? v] to [0]\n\nwhen flag clicked\nset [both??? v] to [0]\nset [stared? v] to [0]\nset [loved? v] to [0]\nforever\n wait until <<(Stared?) = [1]> and <(Loved?) = [1]>>\n wait (0.1) seconds\n set [loved? v] to [0]\n set [stared? v] to [0]\n set [both??? v] to ((1) - (both???))\n if <(both???) = [1]> then\n change [coins v] by (10)\n broadcast (alert v)\n stop [this script v]\n end\n wait until <<(heart) = [false]> and <(star) = [false]>>\n set [stared? v] to [0]\n set [loved? v] to [0]\nend\n\nwhen flag clicked\nset [detector di v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(detector DI) = [1]> then\n switch costume to (fave v)\n set [detector di v] to [2]\n create clone of (_myself_ v)\n go to x: (-15) y: (0)\n forever\n set [star v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [stared? v] to [1]\n end\n end\nelse\n switch costume to (love v)\n go to x: (-15) y: (0)\n show\n forever\n set [heart v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved? v] to [1]\n end\n end\nend\n\n@EMOJI\n\nwhen I receive [cloud_players v]\nset [@id v] to [1]\nrepeat (10)\n create clone of (_myself_ v)\n change [@id v] by (1)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nset size to (20) %\nshow\nsay []\nset [ghost v] effect to (100)\nforever\n repeat until <<<(item (((@ID) * (7)) - (2)) of [cloud_data v]) < [16]> and <(item (((@ID) * (7)) - (2)) of [cloud_data v]) > [9]>> and <(item (@ID) of [active_check v]) = [1]>>\n change [ghost v] effect by (20)\n change size by (((20) - (size)) / (5))\n end\n switch costume to (join [emoji] (item (((@ID) * (7)) - (2)) of [cloud_data v]))\n repeat until <<not <(costume [name v]) = (join [emoji] (item (((@ID) * (7)) - (2)) of [cloud_data v]))>> or <(item (@ID) of [active_check v]) = [0]>>\n set [bvel v] to ((((100) - (size)) / (7)) + ((bvel) * (0.75)))\n change size by (bvel)\n change [ghost v] effect by (-20)\n end\n repeat until <(size) < [25]>\n change size by (((20) - (size)) / (5))\n change [ghost v] effect by (20)\n end\nend\n\nwhen flag clicked\nhide\n\ndefine @Position XY (@player)\nif <(@player) = (playerID)> then\n go to (player v)\n change y by (35)\nelse\n change x by (((((item (((@player) * (7)) - (6)) of [cloud_data v]) + (([x position v] of [player v]) * (-0.25))) - (SCROLL X)) - (x position)) / (2.5555555555555556))\n change y by ((15) + (((((item (((@player) * (7)) - (5)) of [cloud_data v]) + (((-28) - ([y position v] of [player v])) * (0.12))) - (SCROLL Y)) - (y position)) / (2.5555555555555555555)))\n go to x: (round (x position)) y: (round (y position))\nend\nstop [this script v]\n\nwhen I receive [cloud_tick v]\n@Position XY (@ID)\n\n@Notifications\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 [exp v]\nwait (0.3) seconds\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nswitch costume to (join [s] (exp))\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\nwhen I receive [purch 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@Interface Win\n\nwhen I start as a clone\nforever\n show\n if <(costume [name v]) = [Interface tuto]> then\n wait (5) seconds\n wait until <<key (any v) pressed?> or <mouse down?>>\n delete this clone\n end\n if <(costume [name v]) = [Tp]> then\n if <<<touching (mouse-pointer v)?> and <mouse down?>> or <key (d v) pressed?>> then\n set [pause? v] to [1]\n set [player select v] to [1]\n show variable [name v]\n switch costume to (tp interface 1 v)\n repeat until <<touching (mouse-pointer v)?> and <<mouse down?> and <(mouse x) > [170]>>>\n set [name v] to (item (((player select) * (7)) - (3)) of [cloud_data v])\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <<(mouse x) > [110]> and <(mouse x) < [150]>> then\n set [player select v] to (((player select) + (1)) mod (10))\n end\n if <(mouse x) < [-108]> then\n set [player select v] to (((player select) - (1)) mod (10))\n end\n wait until <<not <mouse down?>> or <not <touching (mouse-pointer v)?>>>\n end\n if <(item (player select) of [active_check v]) = [1]> then\n switch costume to (tp interface 1 v)\n else\n switch costume to (tp interface 2 v)\n end\n end\n set [pause? v] to [0]\n hide variable [name v]\n switch costume to (tp v)\n broadcast (Tp v)\n end\n end\nend\n\nwhen I receive [win!! v]\nhide\nwait until <(Win?) = [1]>\nswitch costume to (interface tuto v)\ncreate clone of (_myself_ v)\nswitch costume to (tp v)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [pause? v] to [0]\nhide\nset [win? v] to [0]\n\n@leviers\n\nwhen flag clicked\nset [bounce???? v] to [0]\nhide\n\ndefine CLONE @ (x) (y)\nset [@change v] to (change)\nset [@offsetx v] to (x)\nset [@offsety v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [tick v]\nGO_TO (((@offsetx) - (SCROLL X)) + (@Change_OFFSET)) ((Y_SHAKE) + ((@offsety) - (SCROLL Y)))\nif <(costume [name v]) = [circle]> then\n point in direction (90)\nend\n\ndefine GO_TO (x) (y)\nswitch costume to (levier v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x position) ) < [234]> and <([abs v] of (y position) ) < [153]>> then\n show\nelse\n hide\nend\nif <<touching (player v)?> and <<(Levier?) = [0]> and <(levier usable?) = [1]>>> then\n switch costume to (levier3 v)\n if <<key (e v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n set [levier? v] to [1]\n end\nend\nif <<(Levier?) = [1]> or <(activate) = [1]>> then\n switch costume to (levier2 v)\n if <<(activate) = [1]> and <(Levier?) = [0]>> then\n broadcast (t v)\n end\nend\n\nwhen I receive [setup v]\nset size to (100) %\npoint in direction (90)\nrepeat (1)\n delete this clone\nend\nswitch costume to (levier v)\nCLONE @ [235] [616]\nswitch costume to (blank v)\n\nwhen flag clicked\nforever\n set [levier usable? v] to [1]\n wait until <(Levier?) = [1]>\n set [levier usable? v] to [0]\n set [levier timer v] to ((TIME) + (20))\n wait until <(TIME) = (levier timer)>\n set [levier? v] to [0]\n wait (30) seconds\n set [levier usable? v] to [1]\nend\n\nwhen I receive [t v]\nwait until <(activate) = [0]>\nset [levier usable? v] to [0]\nwait (30) seconds\nset [levier usable? v] to [1]\n\n@Chat\n\nwhen flag clicked\nset [click2 v] to [0]\nset [ghost v] effect to (100)\nset [open chat v] to [0]\ndelete all of [chat list v]\nadd [Hello!] to [chat list v]\nadd [This way!] to [chat list v]\nadd [Bye!] to [chat list v]\nadd [Watch out!] to [chat list v]\nadd [Lol] to [chat list v]\nadd [It's lagging :\(] to [chat list v]\nadd [Which way?] to [chat list v]\nadd [Okay!] to [chat list v]\nadd [Got to go :\)] to [chat list v]\nadd [I am the creator] to [chat list v]\nhide\nset [ghost v] to [100]\nset [open chat v] to [0]\ngo to x: (-150) y: (0)\nforever\n set [ghost v] effect to (ghost)\n if <(ghost) = [100]> then\n hide\n else\n show\n end\n if <(open chat) = [1]> then\n if <not <(ghost) = [0]>> then\n change [ghost v] by (-20)\n end\n else\n if <not <(ghost) = [100]>> then\n change [ghost v] by (20)\n end\n end\n if <(EmojiCHAT?) = [1]> then\n switch costume to (main2 v)\n else\n switch costume to (main v)\n end\n go to [front v] layer\n go [backward v] (10) layers\nend\n\nwhen flag clicked\nset [chat item v] to [0]\nforever\n if <(open chat) = [1]> then\n if <(EmojiCHAT?) = [1]> then\n if <key (g v) pressed?> then\n reset\n set [chat item v] to [10]\n wait until <not <key (g v) pressed?>>\n end\n if <key (h v) pressed?> then\n reset\n set [chat item v] to [11]\n wait until <not <key (h v) pressed?>>\n end\n if <key (j v) pressed?> then\n reset\n set [chat item v] to [12]\n wait until <not <key (j v) pressed?>>\n end\n if <key (v v) pressed?> then\n reset\n set [chat item v] to [13]\n wait until <not <key (v v) pressed?>>\n end\n if <key (b v) pressed?> then\n reset\n set [chat item v] to [14]\n wait until <not <key (b v) pressed?>>\n end\n if <key (n v) pressed?> then\n reset\n set [chat item v] to [15]\n wait until <not <key (n v) pressed?>>\n end\n end\n if <key (1 v) pressed?> then\n reset\n set [chat item v] to [1]\n wait until <not <key (1 v) pressed?>>\n end\n if <key (2 v) pressed?> then\n reset\n set [chat item v] to [2]\n wait until <not <key (2 v) pressed?>>\n end\n if <key (3 v) pressed?> then\n reset\n set [chat item v] to [3]\n wait until <not <key (3 v) pressed?>>\n end\n if <key (4 v) pressed?> then\n reset\n set [chat item v] to [4]\n wait until <not <key (4 v) pressed?>>\n end\n if <key (5 v) pressed?> then\n reset\n set [chat item v] to [5]\n wait until <not <key (5 v) pressed?>>\n end\n if <key (6 v) pressed?> then\n reset\n set [chat item v] to [6]\n wait until <not <key (6 v) pressed?>>\n end\n if <key (7 v) pressed?> then\n reset\n set [chat item v] to [7]\n wait until <not <key (7 v) pressed?>>\n end\n if <key (8 v) pressed?> then\n reset\n set [chat item v] to [8]\n wait until <not <key (8 v) pressed?>>\n end\n if <key (m v) pressed?> then\n reset\n set [chat item v] to [16]\n wait until <not <key (m v) pressed?>>\n end\n if <key (9 v) pressed?> then\n reset\n set [chat item v] to [9]\n wait until <not <key (9 v) pressed?>>\n end\n end\nend\n\nwhen flag clicked\nset [chat reset v] to [6]\nforever\n wait (1) seconds\n change [chat reset v] by (1)\nend\n\nwhen flag clicked\nforever\n if <(chat item) > [9]> then\n if <(chat reset) > [3]> then\n set [chat item v] to [0]\n end\n else\n if <(chat reset) > [5]> then\n set [chat item v] to [0]\n end\n end\nend\n\ndefine reset\nset [open chat v] to [0]\nset [chat reset v] to [0]\n\nwhen flag clicked\nswitch costume to (main v)\nshow\nwait (0.1) seconds\nforever\n if <key (t v) pressed?> then\n set [open chat v] to ((1) - (open chat))\n wait until <not <key (t v) pressed?>>\n end\nend\n\nwhen I receive [mobile v]\nreset\n\nwhen [timer v] > (0.1)\nhide\n\n@report\n\nwhen flag clicked\nforever\n go to x: (5) y: (-53)\n switch costume to (costume1 v)\n set [report v] to <<touching (mouse-pointer v)?> or <<touching (mouse-pointer v)?> and <mouse down?>>>\n if <(report) = [true]> then\n go to x: (0) y: (0)\n switch costume to (costume2 v)\n show\n go to [front v] layer\n else\n hide\n end\nend\n\n
En: 5eme des tendances/top loved\n•arrow keys, WASD or touch for move\n•T or click on your characters for open the tchat\nGo to the crown for win. After you got the crown, you can fly, you tp to the player of your choice, activate trap...\nThanks to @Stratfordjames for the shop interface designs, the moon designs, the tchat designs, emoji designs, enemies designs and online (I don't know if this engine is better griffpatch engine)
GREEN - PLATFORMER GAME (MOBİL FRİENDLY)
@Stage\n\nwhen flag clicked\nswitch backdrop to (ddfdfdf v)\nplay sound [Boom Cloud v] until done\nswitch backdrop to (dekor 2 v)\nplay sound [Tada v] until done\nswitch backdrop to (dekor 1 v)\nbroadcast (KAZANMA SES v)\nstop [this script v]\n\nwhen I receive [son v]\nswitch backdrop to (dekor 3 v)\nbroadcast (KAZANMA SES v)\nwait (5) seconds\nstop [this script v]\n\n@Oyuncu\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <<key (b v) pressed?> or <touching (dikenler v)?>> then\n go to x: (-180) y: (-50)\n broadcast (dead v)\n end\n if <(x position) > [244]> then\n go to x: (-180) y: (-50)\n broadcast (levelup v)\n change [level v] by (1)\n end\nend\n\nwhen flag clicked\nset [color v] effect to (0)\n\nwhen backdrop switches to [dekor 1 v]\nswitch costume to (kostüm 1 v)\ngo to [front v] layer\nswitch costume to (kostüm 1 v)\nset [ghost v] effect to (0)\nshow\ngo to x: (-180) y: (-50)\nset [level v] to [1]\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\nforever\n change [y v] by (-1)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x v] by (-0.8)\n switch costume to (kostüm 2 v)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (kostüm 1 v)\n change [x v] by (0.8)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (yer v)?> then\n change y by (1)\n end\n if <touching (yer v)?> then\n change y by (1)\n end\n if <touching (yer v)?> then\n change y by (1)\n end\n if <touching (yer v)?> then\n change y by (1)\n end\n if <touching (yer v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (yer v)?> then\n change y by ((0) - (y))\n set [y v] to [1]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (yer v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <(y position) > [180]> then\n set [y v] to [0]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [son v]\nhide\n\nwhen backdrop switches to [dekor 1 v]\ngo to x: (-112) y: (50)\nshow\n\nwhen flag clicked\nforever\n if <touching (yay v)?> then\n set [y v] to [25]\n end\nend\n\nwhen I receive [kazanma ses v]\nif <(Level) = [9]> then\n play sound [Goal Cheer v] until done\nend\n\n@Yer\n\nwhen I receive [end v]\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n broadcast (SON v)\n end\nend\n\nwhen I receive [son v]\nhide\nhide variable [level v]\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen backdrop switches to [dekor 1 v]\nset [level v] to [1]\ngo to [front v] layer\nshow\nforever\n go to [front v] layer\nend\n\nwhen backdrop switches to [dekor 1 v]\nshow\nswitch costume to (01 v)\nhide variable [level v]\n\nwhen backdrop switches to [dekor 1 v]\ngo to x: (21) y: (37)\n\nwhen I receive [levelup v]\nnext costume\n\n@Dikenler\n\nwhen I receive [son v]\nhide\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [dekor 1 v]\ngo to [front v] layer\nshow\nswitch costume to (01 v)\n\nwhen I receive [levelup v]\nnext costume\n\n@Yay\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [dekor 1 v]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [levelup v]\nnext costume\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@Kukla 1\n\nwhen I receive [son v]\nhide\n\nwhen flag clicked\nforever\n hide\n wait (7) seconds\n show\n wait (3) seconds\n hide\n wait (10) seconds\nend\n\n@Heart\n\nwhen flag clicked\nforever\n hide\n wait (7) seconds\n show\n wait (3) seconds\n hide\n wait (10) seconds\nend\n\nwhen I receive [son v]\nhide\n\n@Star\n\nwhen flag clicked\nforever\n hide\n wait (7) seconds\n show\n wait (3) seconds\n hide\n wait (10) seconds\nend\n\nwhen I receive [son v]\nhide\n\n
My first project so its so bad .d\n
Danger Run || A Scrolling Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [y2mate v] until done\nend\n\n@opponents\n\ndefine Decode chat (chat)\nif <(chat) = [0]> then\n\ndefine begin decode of (encode)\nset [opponents: encodied v] to (encode)\nset [opponents: letter # v] to [1]\n\ndefine value=read from encode\nset [opponents: value v] to []\nforever\n set [opponents: idx v] to (join (letter (opponents: letter #) of (opponents: encodied)) (letter ((opponents: letter #) + (1)) of (opponents: encodied)))\n change [opponents: letter # v] by (2)\n if <(opponents: idx) < [1]> then\n stop [this script v]\n end\n set [opponents: value v] to (join (opponents: value) (item (opponents: idx) of [code v]))\nend\n\ndefine setup players\nset [color v] effect to (90)\nset [opponents: offline v] to [100]\nhide\nset [opponents: player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [opponents: player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(My Player #) = (opponents: player #)> then\n hide\n set [opponents: 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 [opponents: value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [opponents: value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [opponents: value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [opponents: value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [opponents: value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [opponents: value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [opponents: value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [opponents: 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] (opponents: value)) = (opponents: last value)> then\n change [opponents: offline v] by (1)\n if <(opponents: offline) = [100]> then\n hide\n end\nelse\n set [opponents: last value v] to (join [A] (opponents: value))\n if <(opponents: offline) > [99]> then\n show\n end\n set [opponents: offline v] to [0]\nend\nbegin decode of (value)\nvalue=read from encode\nsay (join (opponents: player #) (join [:] (opponents: value)))\nvalue=read from encode\nvalue=read from encode\nset x to ((opponents: value) - (SCROLL X))\nvalue=read from encode\nset y to ((opponents: value) - (SCROLL Y))\nvalue=read from encode\nDecode chat (opponents: value)\n\nwhen I receive [join game v]\nvalue=Cloud # (player #)\nset [opponents: last value v] to (join [A] (opponents: value))\nwait (3) seconds\nvalue=Cloud # (opponents: player #)\nif <(join [A] (opponents: value)) = (opponents: last value)> then\n set [my player # v] to (opponents: player #)\nend\n\nwhen I receive [decode chat v]\nDecode chat (opponents: value)\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 [forward v] (1) layers\n\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 <key (left arrow v) pressed?> then\n change [sx v] by (-2)\nend\nif <key (right arrow v) pressed?> then\n change [sx v] by (2)\nend\nset [sx v] to ((SX) * (0.8))\nif <[0.9] < ([abs v] of (SX) )> then\n CHANGE PLAYER X By (round (SX))\nend\nif <key (up arrow v) pressed?> then\n if <(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 (g v) pressed?> then\n if <(is the chat open) = [1]> then\n show list [chat v]\n set [is the chat open v] to [0]\n else\n set [is the chat open v] to [1]\n hide list [chat v]\n end\n wait until <not <key (g v) pressed?>>\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 (dangers v)?> then\n set [exit v] to [die]\nend\n\ndefine CHANGE PLAYER X By (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platform v)?> then\n repeat (18)\n change [y v] by (1)\n Position\n if <not <touching (platform v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-18)\n if <key (up arrow v) pressed?> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [inair v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platform v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\nset [max players v] to [4]\nset [my player # v] to [0]\nbroadcast (setups v) and wait\nbroadcast (joining v)\nbroadcast (join game v) and wait\nif <(My Player #) > [0]> then\n start sound [Connect v]\n broadcast (joined v)\nelse\n start sound [Disconnect v]\n broadcast (full v)\nend\nbroadcast (begin v)\n\ndefine write (val) to encoded\nset [player: letter # v] to [1]\nrepeat (length of (val))\n set [player: encodied v] to (join (player: encodied) (item # of (letter (player: letter #) of (val)) in [code v]))\n change [player: letter # v] by (1)\nend\nset [player: encodied v] to (join (player: 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 [0]\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 [player: 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 (player: encodied)\n\nwhen I receive [begin v]\nwait (5) seconds\nswitch backdrop to (blank v)\n\nhide\n\nwhen flag clicked\nswitch costume to (costume3 v)\n\nwhen flag clicked\nadd [Hello!] to [chat v]\nadd [Watch out!] to [chat v]\nadd [Love and Fave?] to [chat v]\nadd [Yes!] to [chat v]\nadd [No.] to [chat v]\nadd [This way!] to [chat v]\nadd [Gotta go!] to [chat v]\nadd [Well Done!] to [chat v]\nadd [Bye!] to [chat v]\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [joining v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [joined v]\nswitch costume to (joined v)\nshow\n\nwhen I receive [full v]\nswitch costume to (joined2 v)\nshow\n\n@PLATFORM\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (my variable)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 3 2 v)\n CLONE AT X [500] Y [0]\n CLONE AT X [500] Y [0]\n CLONE AT X [600] Y [0]\n CLONE AT X [550] Y [0]\n CLONE AT X [500] Y [0]\n CLONE AT X [500] 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\nwhen flag clicked\nforever\n switch costume to (level 3 2 v)\nend\n\n@frame\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\nend\n\nhide\n\nwhen flag clicked\ndelete all of [chat v]\n\nwhen I receive [joined v]\nadd [Hello!] to [chat v]\nadd [Watch Out!] to [chat v]\nadd [Love and Fave?] to [chat v]\nadd [Yes!] to [chat v]\nadd [No.] to [chat v]\nadd [This Way!] to [chat v]\nadd [Gotta go!] to [chat v]\nadd [Well done!] to [chat v]\nadd [Bye!] to [chat v]\n\n@DANGERs \n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\nPOSTION ((x) - (my variable)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (3 \(1\) v)\n CLONE AT X [500] 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]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (3 \(1\) v)\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n end\n end\nend\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@ clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (pick random (50) to (80)) %\nshow\ngo to [back v] layer\nset [ghost v] effect to (20)\nswitch costume to (pick random (1) to (4))\nif <(side) = [1]> then\n go to x: (300) y: (pick random (150) to (100))\n repeat until <(x position) < [-250]>\n change x by (-1)\n end\n delete this clone\nend\nif <(side) = [2]> then\n go to x: (-300) y: (pick random (150) to (100))\n repeat until <(x position) > [250]>\n change x by (1)\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n go [backward v] (1) layers\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n set [side v] to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait (pick random (3) to (5)) seconds\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\nset size to (100) %\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\n\n
ɪɴꜱᴛʀᴜᴄᴛɪᴏɴꜱ:\n(ᴜꜱᴇ ᴀʀʀᴏᴡ ᴋᴇʏꜱ ᴛᴏ ᴍᴏᴠᴇ ᴛʜᴇ ᴘʟᴀʏᴇʀ)\n"ɢ" ᴛᴏ ᴏᴘᴇɴ ꜱᴀꜰᴇ ᴄʜᴀᴛ.\nᴘʀᴇꜱꜱ "ɢ" ᴀɢᴀɪɴ ᴛᴏ ᴄʟᴏꜱᴇ ꜱᴀꜰᴇ ᴄʜᴀᴛ.\nᴛᴏ ᴄʜᴀᴛ ᴘʀᴇꜱꜱ ᴛʜᴇ ɴᴜᴍʙᴇʀ ᴄᴏʀʀᴇꜱᴘᴏɴᴅɪɴɢ ᴛᴏ ᴛʜᴇ ᴛʜɪɴɢ ʏᴏᴜ ᴡᴀɴᴛ ᴛᴏ ꜱᴀʏ!\n\nᴇᴠᴇʀʏᴛʜɪɴɢ ɪꜱ ᴘᴏꜱꜱɪʙʟᴇ ꜱᴏ ᴘʟᴇᴀꜱᴇ ᴅᴏɴ'ᴛ ꜱᴀʏ ɪᴛ ɪꜱ ɪᴍᴘᴏꜱꜱɪʙʟᴇ.\n\nᴛᴏᴏ ꜱʜᴏʀᴛ? ɪꜰ ᴛʜɪꜱ ɢᴇᴛꜱ ᴛᴏᴘ-ʟᴏᴠᴇᴅ, ɪ ᴡɪʟʟ ᴍᴀᴋᴇ ᴀ ᴍᴜᴄʜ ʟᴏɴɢᴇʀ ᴠᴇʀꜱɪᴏɴ! ꜰᴏʟʟᴏᴡ ꜰᴏʀ ᴍᴏʀᴇ ᴘʀᴏᴊᴇᴄᴛꜱ ʟɪᴋᴇ ᴛʜɪꜱ!\n\nᴛʜɪꜱ ɪꜱ ᴍʏ ꜰɪʀꜱᴛ ᴇᴠᴇʀ ꜱᴄʀᴏʟʟɪɴɢ ᴍᴜʟᴛɪᴘʟᴀʏᴇʀ ᴘʟᴀᴛꜰᴏʀᴍᴇʀ, ꜱᴏ ᴘʟᴇᴀꜱᴇ ʙᴇ ɢᴇɴᴛʟᴇ ɪɴ ᴛʜᴇ ᴄᴏᴍᴍᴇɴᴛꜱ! :)\n \nᴏʜ, ᴘʟᴇᴀꜱᴇ ɴᴏᴛɪꜰʏ ᴍᴇ ᴏꜰ ᴀɴʏ ʙᴜɢꜱ :)
Saving the Platformers - A Platformer (Part 2) #games #animations
@Stage\n\nwhen I receive [message1 v]\nwait (1) seconds\nset volume to (60) %\nrepeat until <([costume # v] of [ground v]) = [9]>\n play sound [blank2 v] until done\n play sound [blank v] until done\nend\n\nwhen I receive [message1 v]\nswitch backdrop to (1 v)\nforever\n if <([costume # v] of [ground v]) = [7]> then\n switch backdrop to (3 v)\n end\nend\n\nwhen I receive [were back... v]\nwait (1) seconds\nset volume to (60) %\nforever\n play sound [blank v] until done\n play sound [blank2 v] until done\nend\n\n@Ground\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nhide\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen I receive [message1 v]\nshow\n\nwhen I receive [message1 v]\nforever\n if <([costume # v] of [ground v]) = [9]> then\n if <touching (text v)?> then\n if <(Move?) = [yes]> then\n broadcast (Lab Animation v)\n else\n broadcast (Were back... v)\n end\n end\n end\nend\n\nwhen I receive [were back... v]\nshow\n\nwhen I receive [lab animation v]\nhide\n\n@Player\n\nchange x by ((x) * (-1))\n\nchange y by (-4)\n\nset [y v] to [15]\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (mad v)\nhide\nforever\n if <(Move?) = [no]> then\n if <([costume # v] of [ground v]) = [1]> then\n repeat (400)\n go to x: (14) y: (-70)\n end\n end\n end\nend\n\nwhen [r v] key pressed\nbroadcast (Restart v)\n\nwhen I receive [next level v]\nbroadcast (Restart v)\n\nwhen I receive [restart v]\ngo to x: (-220) y: (-10)\npoint in direction (90)\nset [y v] to [0]\nset [x v] to [0]\n\nwhen I receive [message1 v]\nshow\nforever\n if <<(x position) > [230]> and <touching (_edge_ v)?>> then\n broadcast (Next level v)\n end\n if <<touching (spikes v)?> or <<<<<touching (lava v)?> or <touching (door v)?>> or <touching (fly v)?>> or <touching (upspikes v)?>> or <<(y position) < [-170]> and <touching (_edge_ v)?>>>> then\n broadcast (Restart v)\n end\n if <touching (bounce v)?> then\n set [y v] to [20]\n end\nend\n\nchange [y v] by (-1)\n\nwhen flag clicked\nforever\n Move\nend\n\ndefine Move\ngo to [front v] layer\n\nwhen I receive [message1 v]\nbroadcast (Restart v)\nswitch costume to (costume1 v)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n go to [front v] layer\n if <touching (ladders v)?> then\n set [y v] to [0]\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [8]\n end\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>> then\n set [y v] to [-8]\n end\n else\n change [y v] by (-1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x v] by (1)\n point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\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 set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (ground v)?>> then\n set [y v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen I receive [were back... v]\nshow\ngo to x: (-220) y: (-50)\n\nwhen I receive [happy v]\nswitch costume to (happy v)\n\nwhen I receive [lab animation v]\nhide\n\n@Tn\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Spikes\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (level 10 v)\nforever\n show\n go to [back v] layer\n turn right (10) degrees\nend\n\nwhen I receive [restart v]\nif then\n delete this clone\nend\nif <([costume # v] of [ground v]) = [2]> then\n Glide of clone [190] [-180] [170] [190]\nend\nif <([costume # v] of [ground v]) = [3]> then\n Glide of clone [200] [-100] [200] [200]\nend\nif <([costume # v] of [ground v]) = [4]> then\n delete this clone\nend\nif <([costume # v] of [ground v]) = [5]> then\n Glide of clone [50] [-180] [50] [150]\n Glide of clone [-50] [-180] [-50] [150]\nend\nif <([costume # v] of [ground v]) = [6]> then\n Glide of clone [-90] [-120] [20] [-120]\nend\nif <([costume # v] of [ground v]) = [7]> then\n delete this clone\nend\nif <([costume # v] of [ground v]) = [8]> then\n Glide of clone [70] [-100] [70] [200]\nend\nif <([costume # v] of [ground v]) = [9]> then\n delete this clone\nend\nif <([costume # v] of [ground v]) = [10]> then\n delete this clone\nend\nif <([costume # v] of [ground v]) = [11]> then\n delete this clone\nend\nif <([costume # v] of [ground v]) = [12]> then\n delete this clone\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (level 10 v)\nforever\n go to x: (a) y: (b)\n repeat until <<(round (x position)) = (c)> and <(round (y position)) = (d)>>\n change x by (((c) - (x position)) / (12))\n change y by (((d) - (y position)) / (12))\n end\n repeat until <<(round (x position)) = (a)> and <(round (y position)) = (b)>>\n change x by (((a) - (x position)) / (12))\n change y by (((b) - (y position)) / (12))\n end\nend\n\ndefine Glide of clone (a) (b) (c) (d)\nset [a v] to (a)\nset [b v] to (b)\nset [c v] to (c)\nset [d v] to (d)\ncreate clone of (_myself_ v)\n\nwhen I receive [message1 v]\nshow\n\nwhen flag clicked\nforever\n switch costume to ([costume # v] of [ground v])\n clear graphic effects\n set size to (100) %\n go to x: (0) y: (0)\nend\n\n@Text\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nshow\ngo to [back v] layer\nforever\n go to x: (0) y: (0)\n switch costume to ([costume # v] of [ground v])\nend\n\nwhen I receive [lab animation v]\nhide\n\nwhen I receive [were back... v]\nshow\n\n@Clouds\n\nwhen I start as a clone\nshow\nswitch costume to (cloud hitbox v)\ngo to x: (240) y: (pick random (10) to (150))\nset [my costume v] to (pick random (1) to (2))\nswitch costume to (My costume)\nset [ghost v] effect to (pick random (50) to (70))\nrepeat (96)\n switch costume to (cloud hitbox v)\n change x by (-5)\n switch costume to (My costume)\nend\ndelete this clone\n\nwhen I receive [message1 v]\nforever\n if <(backdrop [number v]) = [1]> then\n create clone of (_myself_ v)\n end\n wait (pick random (2) to (4)) seconds\nend\n\n@Enemies\n\nwhen I receive [restart v]\ndelete this clone\n\ndefine Clone (x) (y)\ngo to x: (x) y: (y)\nset rotation style [all around v]\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nshow\npoint in direction (90)\nrepeat (10)\n change [ghost v] effect by (-10)\n turn right (5) degrees\nend\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\nrepeat (10)\n change [ghost v] effect by (10)\n turn right (5) degrees\nend\nhide\n\nwhen I receive [restart v]\nhide\nif then\n delete this clone\nend\nif <([costume # v] of [ground v]) = [1]> then\nif <([costume # v] of [ground v]) = [2]> then\nif <([costume # v] of [ground v]) = [3]> then\n Clone [110] [50]\nend\nif <([costume # v] of [ground v]) = [4]> then\nif <([costume # v] of [ground v]) = [5]> then\n Clone [200] [-80]\nend\nif <([costume # v] of [ground v]) = [6]> then\n Clone [200] [107]\nend\nif <([costume # v] of [ground v]) = [7]> then\n Clone [200] [-80]\n Clone [200] [-80]\nend\nif <([costume # v] of [ground v]) = [8]> then\n Clone [150] [100]\nend\nif <([costume # v] of [ground v]) = [9]> then\nif <([costume # v] of [ground v]) = [10]> then\n Clone [218] [120]\n Clone [70] [-50]\nend\nif <([costume # v] of [ground v]) = [11]> then\nif <([costume # v] of [ground v]) = [12]> then\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n set rotation style [left-right v]\n clear graphic effects\n set size to (9) %\n show\n set [enemyx v] to [0]\n set [enemyy v] to [0]\n go to [front v] layer\n forever\n change [enemyy v] by (-1)\n if <([x position v] of [player v]) < ((x position) - (10))> then\n change [enemyx v] by (-0.4)\n point in direction (-90)\n end\n if <((x position) - (-10)) < ([x position v] of [player v])> then\n change [enemyx v] by (0.4)\n point in direction (90)\n end\n set [enemyx v] to ((Enemyx) * (0.9))\n change x by (Enemyx)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((Enemyx) * (-1))\n if <(y position) < ([y position v] of [player v])> then\n set [enemyy v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [enemyx v] to [-10]\n else\n set [enemyx v] to [10]\n end\n else\n set [enemyx v] to [0]\n end\n end\n change y by (Enemyy)\n if <touching (ground v)?> then\n change y by ((Enemyy) - ((Enemyy) * (2)))\n set [enemyy v] to [0]\n end\n change y by (-1)\n if <<((y position) - (-120)) < ([y position v] of [player v])> and <touching (ground v)?>> then\n set [enemyy v] to [14]\n end\n if <<touching (ground v)?> and <<touching (player v)?> and <(([y position v] of [player v]) - (10)) > (y position)>>> then\n set [y v] to [15]\n repeat (10)\n change [ghost v] effect by (10)\n change [enemyy v] by (1)\n end\n delete this clone\n end\n change y by (1)\n switch costume to (costume3 v)\n create clone of (_myself_ v)\n switch costume to (costume2 v)\n if <touching (player v)?> then\n broadcast (Restart v)\n end\n if <touching (ladders v)?> then\n if <([y position v] of [player v]) > (y position)> then\n set [enemyy v] to [6]\n else\n set [enemyy v] to [-6]\n end\n end\n if <touching (bounce v)?> then\n set [enemyy v] to [20]\n end\n end\nelse\n show\n clear graphic effects\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen flag clicked\nset [amount v] to [1]\nset [speed v] to [1]\n\nwait (1) seconds\n\nwhen flag clicked\nhide\n\n@SKIP\n\nwhen this sprite clicked\nif <not <([costume # v] of [ground v]) = [12]>> then\n broadcast (Next level v)\nend\n\nwhen I receive [message1 v]\nshow\npoint in direction (90)\ngo to [front v] layer\nturn left (15) degrees\nforever\n repeat (15)\n turn left (-2) degrees\n end\n wait (0.1) seconds\n repeat (15)\n turn left (2) degrees\n end\n wait (0.1) seconds\nend\n\nwhen I receive [lab animation v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [were back... v]\nshow\n\n@Sun\n\nwhen flag clicked\nhide\nforever\n if <([costume # v] of [ground v]) = [7]> then\n hide\n end\nend\n\nwhen I receive [message1 v]\nrepeat until <([costume # v] of [ground v]) = [7]>\n go to [back v] layer\n show\n go to x: (218) y: (160)\n set size to (140) %\n forever\n repeat (40)\n change size by (0.6)\n end\n repeat (40)\n change size by (-0.6)\n end\n end\nend\n\n@Lava\n\nwhen I start as a clone\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (60)\ngo to [back v] layer\nrepeat until <(homecoming) = [1]>\n set [time v] to [2]\n switch costume to ([costume # v] of [ground v])\n repeat (10)\n switch costume to ([costume # v] of [ground v])\n move (1) steps\n change y by (time)\n end\n repeat (10)\n change y by ((time) * (-1))\n move (-1) steps\n switch costume to ([costume # v] of [ground v])\n end\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nrepeat (3)\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\nforever\n clear graphic effects\n go to x: (0) y: (0)\n switch costume to ([costume # v] of [ground v])\nend\n\n@UpSpikes\n\nwhen flag clicked\nforever\n switch costume to ([costume # v] of [ground v])\n clear graphic effects\n set size to (100) %\n go to x: (0) y: (0)\n glide (0.2) secs to x: (0) y: (-40)\n wait (0.5) seconds\n glide (0.4) secs to x: (0) y: (0)\nend\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [message1 v]\nshow\n\n@Animation\n\nwhen I receive [message1 v]\nhide\n\nwhen I receive [portishead7 intro done v]\nstart sound [LOTR v]\nswitch backdrop to (oof v)\nset volume to (100) %\nshow\nswitch costume to (prevous v)\npoint in direction (90)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nswitch costume to (normal v)\ngo to x: (-350) y: (-270)\nclear graphic effects\nset size to (100) %\nrepeat (50)\n move (5) steps\nend\nswitch costume to (noooooooo v)\npoint in direction (90)\nwait (4) seconds\nswitch costume to (sad speech 2 v)\nwait (4) seconds\nswitch costume to (sad speech v)\nwait (4) seconds\nswitch costume to (angry v)\nrepeat (50)\n move (5) steps\nend\nset [ghost v] effect to (100)\nwait (1.5) seconds\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nswitch costume to (and so... v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (3) seconds\nrepeat (20)\n change [ghost v] effect by (5)\n change volume by (-5)\nend\nstop all sounds\nbroadcast (message1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [lab animation v]\ngo to [front v] layer\ngo [forward v] (200000) layers\nstop all sounds\nstart sound [Palpitations v]\nswitch backdrop to (lab talk v)\nset volume to (100) %\nshow\nswitch costume to (lab entry v)\npoint in direction (90)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nswitch costume to (angry v)\ngo to x: (-350) y: (-270)\nclear graphic effects\nset size to (100) %\nrepeat (50)\n move (5) steps\nend\nswitch costume to (well i... v)\npoint in direction (90)\nwait (4) seconds\nswitch costume to (ha ha ha v)\nwait (4) seconds\nswitch backdrop to (lab buddy v)\nswitch costume to (buddy v)\nrepeat (25)\n move (-2) steps\nend\nswitch costume to (b talk v)\nwait (2) seconds\nswitch backdrop to (lab buddy2 v)\nswitch costume to (bad guy... v)\ngo to x: (87) y: (-45)\npoint in direction (90)\nrepeat (25)\n move (2) steps\nend\nset [ghost v] effect to (100)\nwait (1.5) seconds\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nswitch costume to (your friend v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (3) seconds\nrepeat (20)\n change [ghost v] effect by (5)\n change volume by (-5)\nend\nstop all sounds\nswitch backdrop to (3 v)\nset [move? v] to [no]\nbroadcast (Were back... v)\n\n@bounce\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (5) layers\nforever\n show\n if <touching (player v)?> then\n start sound [Big Boing v]\n set [y v] to [20]\n switch costume to (costume1 v)\n repeat (2)\n next costume\n end\n repeat (2)\n switch costume to ((costume [number v]) - (1))\n end\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen flag clicked\nhide\ndelete this clone\n\nwhen I receive [message1 v]\nwait until <([costume # v] of [ground v]) = [4]>\ngo to x: (-50) y: (-84)\ncreate clone of (_myself_ v)\nwait until <([costume # v] of [ground v]) = [6]>\ngo to x: (80) y: (-80)\ncreate clone of (_myself_ v)\n\nwait until <([costume # v] of [ground v]) = [8]>\ngo to x: (80) y: (-80)\ncreate clone of (_myself_ v)\nwait until <([costume # v] of [ground v]) = [10]>\ngo to x: (80) y: (-80)\ncreate clone of (_myself_ v)\n\n@Character\n\nwhen flag clicked\nset [move? v] to [yes]\nset [clone? v] to [0]\nhide\ndelete (all) of [items: v]\ndelete (all) of [errands: v]\n\nwhen I receive [message1 v]\nforever\n hide\n if <([costume # v] of [ground v]) = [1]> then\n switch costume to (oof v)\n go to [front v] layer\n go [backward v] (10) layers\n point in direction (-90)\n go to x: (100) y: (-69)\n show\n if <touching (player v)?> then\n if <<key (space v) pressed?> or <mouse down?>> then\n set [move? v] to [no]\n switch costume to (secret v)\n say [ Hey! Don't wake me up, I'm suppose to be dead...] for (5) seconds\n say [ It's all part of the act!] for (2) seconds\n say [Well since you bothered me, comment "Red Diamond"] for (5) seconds\n wait (0.7) seconds\n set [move? v] to [yes]\n end\n end\n end\n if <([costume # v] of [ground v]) = [10]> then\n hide\n switch costume to (buddy v)\n go to [front v] layer\n go [backward v] (10) layers\n point in direction (-90)\n go to x: (-250) y: (-69)\n show\n if <touching (player v)?> then\n if <<key (space v) pressed?> or <mouse down?>> then\n set [move? v] to [no]\n switch costume to (buddy talk v)\n say [ You survived!] for (4) seconds\n say [ We thought you wouldn't come back for us!] for (4) seconds\n say [ Thank you for coming! The others are a few rooms ahead...] for (5) seconds\n wait (0.7) seconds\n set [move? v] to [yes]\n end\n end\n end\n if <([costume # v] of [ground v]) = [12]> then\n hide\n switch costume to (buddy v)\n go to [front v] layer\n go [backward v] (10) layers\n point in direction (-90)\n go to x: (0) y: (-75)\n show\n if <touching (player v)?> then\n if <<key (space v) pressed?> or <mouse down?>> then\n set [move? v] to [no]\n switch costume to (buddy talk v)\n say [ That was a tough trip my friend.] for (4) seconds\n say [ I am glad I found you before I was caught in the factory.] for (5) seconds\n say [ We believe in you, just remember that. ] for (5) seconds\n say [Now lets get prepared to fight the Phantom Cube...] for (6) seconds\n say [Yup that's his name... ] for (4) seconds\n broadcast (Happy v)\n wait (0.7) seconds\n set [move? v] to [yes]\n end\n end\n end\nend\n\nwhen I receive [lab animation v]\nhide\n\nwhen I receive [were back... v]\nshow\n\n@Intro\n\nwhen flag clicked\nstart sound [Sh-Boom Cars v]\nswitch costume to (costume1 v)\nshow\nrepeat (79)\n next costume\n wait (.08) seconds\nend\nhide\nbroadcast (portishead7 intro done v)\n\n@Key\n\nwhen I receive [message1 v]\nforever\n if <([costume # v] of [ground v]) = [2]> then\n hide\n end\n if <([costume # v] of [ground v]) = [3]> then\n hide\n end\n if <([costume # v] of [ground v]) = [4]> then\n hide\n end\n if <([costume # v] of [ground v]) = [5]> then\n show\n go to x: (-76) y: (100)\n end\n if <([costume # v] of [ground v]) = [6]> then\n show\n go to x: (-100) y: (150)\n end\n if <([costume # v] of [ground v]) = [7]> then\n hide\n end\n if <([costume # v] of [ground v]) = [8]> then\n show\n go to x: (-30) y: (135)\n end\n if <([costume # v] of [ground v]) = [9]> then\n show\n go to x: (170) y: (-60)\n end\n if <([costume # v] of [ground v]) = [10]> then\n show\n go to x: (0) y: (100)\n end\n if <([costume # v] of [ground v]) = [11]> then\n show\n go to x: (100) y: (150)\n end\n if <([costume # v] of [ground v]) = [12]> then\n hide\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\nforever\n next costume\n wait (0) seconds\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n broadcast (Open v)\n end\nend\n\nwhen I receive [restart v]\nset [ghost v] effect to (0)\n\n@Door\n\nwhen I receive [message1 v]\nshow\nforever\n switch costume to ([costume # v] of [ground v])\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [restart v]\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [open v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\n@Res\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nif <not <([costume # v] of [ground v]) = [10]>> then\n broadcast (Restart v)\nend\n\nwhen I receive [message1 v]\nshow\ngo to x: (134) y: (-155)\npoint in direction (90)\ngo to [front v] layer\nturn left (15) degrees\nforever\n repeat (15)\n turn left (-2) degrees\n end\n wait (0.1) seconds\n repeat (15)\n turn left (2) degrees\n end\n wait (0.1) seconds\nend\n\nwhen I receive [lab animation v]\nhide\n\nwhen I receive [were back... v]\nshow\n\n
Hello Everyone!\nWell, Looks like part two is here!\n\nIf you have not seen part one then DO NOT PLAY THIS, Part 1: https://scratch.mit.edu/projects/426349955\n\nIf there is lag: Close all your other tabs, refresh this page, and click the flag a bunch of times :D\n\nAsk on my profile to join this game's fanclub! - https://scratch.mit.edu/studios/27583199\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nInstructions:\n-Jump on enemies to kill them (they can only be killed while on the ground)\n-arrow keys to move\n-NO ADVERTISING PLEASE PLEASE PLEASE!!!!\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nCredits:\n@portishead7 for the character art!\n@yotacopaco for the rest!\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nMusic:\nIntro music - Life is a Dream by The Cords 1954\nAnimation Music - Lord of the Rings and Palpitations\nGame Music - Predator from purple-planet.com\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n\n\nOk now you need to stop scrolling\n\n\n\n\n\n\n\n\n\n\n\n\n\ni said stop...\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\ncome on play the game...\n\n\n\n\n\n\n\n\ncome on play the game...\n\n\n\n\n\n\n\n\n\n\n\nif you scroll down anymore....\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nSTOP!!!!!!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n ------------------------NO MORE------------------------\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n---------------------------ROAD CLOSED---------------------------\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nFine this is the end...\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nOk, so there is one secret in the game, can you find it? Do not look inside the project ok? :D\n#savetheplatformers\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n<============ Go play the game :D
Summer || a platformer #games
@Stage\n\nwhen flag clicked\nswitch backdrop to (red v)\n\nwhen I receive [start v]\nswitch backdrop to (1 v)\n\nwhen I receive [@cheekyscuola's transition v]\nnext backdrop\n\n@Intro\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen flag clicked\nswitch costume to (costume1 v)\nswitch backdrop to (red v)\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)\nswitch costume to (costume2 v)\nbroadcast (startmusic 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 (Start v)\nswitch backdrop to (1 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 (costume1 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@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@Level\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [start v]\ngo to [front v] layer\nshow\n\nwhen I receive [@cheekyscuola's transition v]\nwait (0.5) seconds\nnext costume\n\nwhen flag clicked\n\n@Spikes\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [start v]\nshow\nswitch costume to (costume3 v)\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [@cheekyscuola's transition v]\nnext costume\n\n@Trampoline\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (Level)\nend\n\n@Player\n\nwhen flag clicked\nset volume to (50) %\nset [level v] to [1]\nset [deaths v] to [0]\nhide\n\ndefine Platformer Physics (speed) (friction) (jump height)\nchange [y velocity v] by (-1)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x velocity v] by (speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x velocity v] by ((0) - (speed))\nend\nset [x velocity v] to ((X Velocity) * (friction))\nchange x by (X Velocity)\nset [slope v] to [0]\nif <touching (level v)?> then\n repeat until <<not <touching (level v)?>> or <(Slope) = [-8]>>\n change [slope v] by (-1)\n change y by (1)\n end\nend\nif <touching (level v)?> then\n change y by (Slope)\n repeat until <not <touching (level v)?>>\n change x by ((0) - (([abs v] of (X Velocity) ) / (X Velocity)))\n end\n set [x velocity v] to [0]\nend\nchange y by (Y Velocity)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n set [y velocity v] to [0]\nend\nchange y by (-1)\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (level v)?>> then\n set [y velocity v] to (jump height)\nend\nchange y by (1)\nif <touching (water v)?> then\n set [y velocity v] to [-1]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y velocity v] to [5]\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n set [y velocity v] to [-5]\n end\nend\n\ndefine Detection\nif <(x position) > [240]> then\n broadcast (Create Clone v)\n broadcast (@cheekyscuola's Transition v)\n start sound [Ding Sound Effect v]\n set [level v] to ((Level) + (1))\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n go to x: (-215) y: (-70)\nend\nif <<<<<<touching (spikes v)?> or <touching (lava v)?>> or <touching (saws v)?>> or <<<touching (upspikes v)?> or <touching (downspikes v)?>> or <touching (acid v)?>>> or <(y position) = [-179]>> and <not <(CHEAT) = [1]>>> then\n start sound [Oops v]\n set [deaths v] to ((DEATHS) + (1))\n repeat (3)\n hide\n wait (0.11) seconds\n show\n wait (0.11) seconds\n end\n hide\n wait (0.11) seconds\n show\n go to x: (-215) y: (-70)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <touching (bouncy v)?> then\n start sound [Big Boing v]\n set [y velocity v] to [18]\nend\nif <touching (trampoline v)?> then\n set [y velocity v] to [16]\nend\n\nwhen I receive [start v]\npoint in direction (90)\nset size to (100) %\nset [cheat v] to [0]\nwait (0.1) seconds\nshow\nswitch costume to (player v)\ngo [forward v] (88) layers\ngo to x: (-215) y: (-78)\nset rotation style [left-right v]\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n Platformer Physics [2] [0.79] [12.5]\n Detection\nend\n\nwhen flag clicked\nforever\n Cheats Menu\nend\n\ndefine Cheats Menu\nif <<<key (1 v) pressed?> and <<(username) = [250119code2]> or <(username) = [250119test2]>>> and <not <(CHEAT) = [1]>>> then\n set [cheat v] to [1]\n wait (0.3) seconds\nelse\n if <<key (1 v) pressed?> and <(CHEAT) = [1]>> then\n set [cheat v] to [0]\n wait (0.3) seconds\n end\nend\nif <<key (up arrow v) pressed?> and <(CHEAT) = [1]>> then\n set [y velocity v] to [8]\nend\nif <<key (down arrow v) pressed?> and <(CHEAT) = [1]>> then\n set [y velocity v] to [-6]\nend\n\nwhen flag clicked\nforever\n set [x v] to (round (x position))\n set [y v] to (round (y position))\nend\n\nwhen I receive [restart v]\nstart sound [Oops v]\nset [deaths v] to ((DEATHS) + (1))\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-215) y: (-70)\n\nbroadcast (Restart v)\n\nwhen I receive [jump v]\nset [y velocity v] to [8]\n\nwhen I receive [transition v]\ngo to x: (-215) y: (-70)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwhen flag clicked\nwait until <(Level) = [6]>\nbroadcast (Create Clone v)\n\nwhen I receive [@cheekyscuola's transition v]\ngo to x: (-215) y: (-70)\n\nwhen [s v] key pressed\nbroadcast (@cheekyscuola's Transition v)\nchange [level v] by (1)\n\n@Lava\n\nwhen I start as a clone\ngo [backward v] (200000) layers\nforever\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n switch costume to (Level)\n set y to (([sin v] of ((timer) * (100)) ) * (10))\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\n switch costume to (Level)\nend\n\n@Clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [side v] to (pick random (1) to (2))\nshow\nset [ghost v] effect to (pick random (20) to (25))\ngo to [back v] layer\nswitch costume to (pick random (1) to (2))\nif <(side) = [1]> then\n go to x: (300) y: (pick random (150) to (100))\n repeat until <(x position) < [-260]>\n change x by (5)\n end\n delete this clone\nend\nif <(side) = [2]> then\n go to x: (-300) y: (pick random (150) to (100))\n repeat until <(x position) > [260]>\n change x by (5)\n end\n delete this clone\nend\n\nwhen I receive [start v]\nrepeat until <(Level) = [11]>\n create clone of (_myself_ v)\n wait (pick random (10) to (25)) seconds\nend\n\n@Trees\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n go to [back v] layer\n switch costume to (Level)\nend\n\nwhen I receive [start v]\nshow\n\n@Music\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n wait (0.1) seconds\n switch costume to (off v)\n set volume to (0) %\nend\n\nwhen flag clicked\nswitch costume to (on v)\nhide\n\nwhen I receive [start v]\nset volume to (100) %\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n show\nend\n\nwhen I receive [start v]\nforever\n play sound [Elektronomia- Summersong v] until done\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [2]> then\n wait (0.1) seconds\n switch costume to (on v)\n set volume to (100) %\nend\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@Thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n show\nend\n\n
New game!\nThis platformer took me a while to make, enjoy!\n\nControls:\n-Arrow keys to move\n-Avoid spikes and lava\n-S to skip a level\n-Press the music button to turn music on/off\nIf you enjoyed, don't forget to ❤️, ⭐, and follow @MXNHD!
[Old project] Rainbow- A mobile friendly platformer
@Stage\n\nwhen flag clicked\n\n play sound [Garden v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (rainbow1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite2\n\ndefine Tick\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [10]>>> then\n change [xv v] by (1)\n switch costume to (costume1 v)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [-10]>>> then\n change [xv v] by (-1)\n switch costume to (costume2 v)\nend\nchange x by (Xv)\nset [xv v] to ((Xv) * (0.9))\nif <touching color (#ff0000)?> then\n change y by (1)\n if <touching color (#ff0000)?> then\n change y by (1)\n if <touching color (#ff0000)?> then\n change y by (1)\n if <touching color (#ff0000)?> then\n change y by (1)\n if <touching color (#ff0000)?> then\n change y by (1)\n if <touching color (#ff0000)?> 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 color (#ff0000)?> 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 color (#ff0000)?> then\n set [yv v] to [13]\n end\nend\nif <touching color (#ffd342)?> then\n set [yv v] to [18]\nend\nif <touching color (#c5c5c5)?> then\n go to x: (-163) y: (-80)\nend\nchange y by (1)\n\nwhen I receive [tick v]\nTick\n\nwhen flag clicked\ngo to x: (-163) y: (-80)\ngo to [front v] layer\nswitch costume to (costume1 v)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n broadcast (Tick v)\nend\n\nwhen flag clicked\nforever\n if <touching color (#00f7ff)?> then\n broadcast (next level v)\n go to x: (-163) y: (-80)\n go to [front v] layer\n switch costume to (costume1 v)\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\n\n
This is mobile friendly\n\nCONTROLS:\n\n➡Left arrow key to go left\n➡Right arrow key to go right\n➡Up arrow key to jump.
Purple Quest (platformer)
@Stage\n\nplay sound [pop v] until done\n\nwhen [q v] key pressed\nnext backdrop\n\n@Sprite25d55tt\n\nwait (0.3) seconds\n\nwhen flag clicked\ngo to [front v] layer\nset [how far you can drag the slider v] to [25]\nshow\ngo to x: (-206) y: (0)\nset [xpos v] to [0]\nset [ypos v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<[-156] < (SliderDirection)> and <(SliderDirection) < [-44]>>>> then\n change [xpos v] by (0.9)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[44] < (SliderDirection)> and <(SliderDirection) < [156]>>>> then\n change [xpos v] by (-0.9)\n end\n set [xpos v] to ((xpos) * (0.9))\n change x by (xpos)\n if <<touching color (#05ff00)?> or <touching color (#626262)?>> then\n change y by (1)\n if <<touching color (#05ff00)?> or <touching color (#626262)?>> then\n change y by (1)\n if <<touching color (#05ff00)?> or <touching color (#626262)?>> then\n change y by (1)\n if <<touching color (#05ff00)?> or <touching color (#626262)?>> then\n change y by (1)\n if <<touching color (#05ff00)?> or <touching color (#626262)?>> then\n change y by (1)\n if <<touching color (#05ff00)?> or <touching color (#626262)?>> then\n change x by ((xpos) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<<[135] < (SliderDirection)> and <(SliderDirection) < [180]>> or <<[-180] < (SliderDirection)> and <(SliderDirection) < [-135]>>>>> then\n if <(xpos) > [0]> then\n set [xpos v] to [-5]\n else\n set [xpos v] to [5]\n end\n set [ypos v] to [10]\n else\n set [xpos v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [ypos v] by (-1)\n change y by (ypos)\n if <<touching color (#05ff00)?> or <touching color (#626262)?>> then\n change y by ((ypos) * (-1))\n set [ypos v] to [1]\n end\n change y by (-1)\n if <<touching color (#05ff00)?> or <touching color (#626262)?>> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<<[135] < (SliderDirection)> and <(SliderDirection) < [180]>> or <<[-180] < (SliderDirection)> and <(SliderDirection) < [-135]>>>>> then\n set [ypos v] to [12]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\ngo to x: (-176) y: (-56)\nswitch backdrop to (backdrop1 v)\nforever\n if <touching color (#ff0000)?> then\n next backdrop\n go to x: (-176) y: (-56)\n end\n if <touching color (#615c6c)?> then\n go to x: (-176) y: (-56)\n end\n if <touching color (#fffa00)?> then\n go to x: (-176) y: (-56)\n end\n if <touching color (#080000)?> then\n next backdrop\n go to x: (-176) y: (-56)\n end\n if <touching color (#3e6730)?> then\n next backdrop\n go to x: (0) y: (0)\n end\nend\n\nwhen flag clicked\nplay sound [ram ranch v] until done\n\nwhen backdrop switches to [backdrop9 v]\ngo to x: (-186) y: (60)\n\nwhen backdrop switches to [backdrop10 v]\ngo to x: (30) y: (163)\n\nwhen backdrop switches to [backdrop11 v]\ngo to x: (26) y: (181)\n\nwhen backdrop switches to [backdrop12 v]\ngo to x: (26) y: (181)\n\nwhen backdrop switches to [backdrop 21 v]\nhide\nstop [all v]\n\nwhen flag clicked\nshow\nforever\n if <touching color (#ffffff)?> then\n next backdrop\n end\nend\n\nwhen backdrop switches to [backdrop17 v]\ngo to x: (-178) y: (-7)\n\nwhen backdrop switches to [backdrop14 v]\ngo to x: (-182) y: (-1)\n\nwhen backdrop switches to [title v]\ngo to x: (-182) y: (-1)\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n set [ghost v] effect to (10)\n delete this clone\nend\n\nwhen backdrop switches to [title v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nshow\n\nwhen backdrop switches to [backdrop5 v]\n\nwhen backdrop switches to [title v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\ngo to x: (12342134) y: (1341)\nforever\n wait (.001) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to (sprite25d55tt v)\nset [ghost v] effect to (20)\nwait (.2) seconds\ndelete this clone\n\nwhen flag clicked\nforever\n change [color v] effect by (2)\nend\n\n
\nSo basically use the arrow keys or wasd to move. You can wall jump and there are many things that can kill you in this purple cube's adventure... \n\nEvery level is possible (tested)\n\nLike, favorite, and Follow. Thanks!\n \nPress the flag to start and q to skip level.\n
Blue Square - A Platformer
@Stage\n\nwhen flag clicked\nset [level v] to [1]\n\n@Player\n\nwhen flag clicked\ngo to x: (-210) y: (-115)\nset [y velocity v] to [0]\nset [x velocity v] to [0]\nforever\n Platform [12] [-1] [0.7] [3]\n if <touching (spikes v)?> then\n repeat (2)\n hide\n wait (0.2) seconds\n show\n end\n go to x: (-210) y: (-115)\n set [y velocity v] to [0]\n set [x velocity v] to [0]\n end\n if <touching (finish v)?> then\n change [level v] by (1)\n go to x: (-210) y: (-115)\n set [y velocity v] to [0]\n set [x velocity v] to [0]\n end\n if <touching (bounce v)?> then\n set [y velocity v] to [17.7]\n end\nend\n\ndefine Platform (jump height) (gravity) (friction) (running speed)\nif <<key (right arrow v) pressed?> or <<<key (d v) pressed?> or <mouse down?>> and <(x position) < (mouse x)>>> then\n change [x velocity v] by (running speed)\nend\nif <<key (left arrow v) pressed?> or <<<key (a v) pressed?> or <mouse down?>> and <(mouse x) < (x position)>>> then\n change [x velocity v] by ((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 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?> or <mouse down?>> and <(mouse y) > (y position)>>>> 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\n\nwhen flag clicked\nset [oldx v] to (x position)\nset [oldy v] to (y position)\nforever\n if <touching (level v)?> then\n go to x: (oldX) y: (oldY)\n end\n set [oldx v] to (x position)\n set [oldy v] to (y position)\nend\n\nif <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\nelse\n set [y velocity v] to [0]\nend\n\nwhen flag clicked\nif <(Level) = [3]> then\n go to x: (203) y: (162)\nend\n\nwhen flag clicked\n\nchange [y velocity v] by (17.7)\n\nwhen flag clicked\nset [level v] to [1]\n\n@Level\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\nwait (3) seconds\nshow\n\n@Spikes\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen backdrop switches to [backdrop2 v]\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Finish\n\nwhen flag clicked\nforever\n wait (0.07) seconds\n next costume\nend\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n go to x: (196) y: (82)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n go to x: (196) y: (82)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n go to x: (196) y: (82)\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nshow\nswitch costume to (flag 1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nshow\n\n@Bounce\n\nwhen backdrop switches to [backdrop2 v]\nshow\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Thumbnail\n\nwhen flag clicked\nshow\nwait (3) seconds\nhide\n\n
*READ ALL INSTRUCTIONS*\n\nThe sequel is out!: https://scratch.mit.edu/projects/438381265/\n\nHello There! Please make sure to love and fav this platformer because it took me some time\n\n(Please Try To Share with friends!)\n\nGoal: 20 Loves and Favs\nIf this goal is achieved then I will add 5 levels\n\nGuys we are so close to the goal :D\n\n*Nice job guys we passed 40 views*\n\n*ALL LEVELS ARE POSSIBLE*\n\nI might add 2-3 levels a day it depends if people like it or not and I might make a sequel or part 2\n\nControls: WASD Or Arrow Keys To Move and Navigate\n\nSpikes with Red outline will kill you and you will have to respawn \n\nYellow is bouncy \n\n\n...\n\n\n\n\n\n\nThat's all\n\n\n\n\n\nFor real\n\n\n\n\n\nOk why are you still reading?!\n\n\n\n\n\n\n\nOk now I give up\n\n\n\n\n\n\n\nSeriously!?\n\n\n\n\n\n\n\nOk now I really am done\n\n\n\n\n\n\n\nYep...\n\n\n\n\n\n\n\ntotally \n\n\n\n\n\n\n\nI'm done\n\n\n\n\n\n\n\nIf you read to this point\n\n\n\n\n\n\n\nThen you are extremely hard headed\n\n\n\n\n\n\n\nand have listening problems\n\n\n\n\n\n\n\nNow love and fav this\n\n\n\n\n\n\n\nBecause it took time \n\n\n\n\n\n\n\nSo Please do!\n
random a pen platformer - with cloud scores!
@Stage\n\n@Sprite1\n\ndefine glide (x) (y)\npen down\nglide (0.0001) secs to x: (x) y: (y)\n\ndefine relocate (x) (y)\npen up\ngo to x: (x) y: (y)\n\nwhen flag clicked\nhide\nforever\n set [loading v] to [1]\n erase all\n set pen color to (#00e654)\n set pen size to (20)\n relocate [-239] [-81]\n glide (pick random (-239) to (100)) [-81]\n glide (x position) (pick random (-81) to (100))\n relocate [-239] [-81]\n glide (pick random (x position) to ((x position) + (500))) [-81]\n relocate (x position) [-81]\n glide (x position) (pick random (y position) to ((y position) + (100)))\n relocate (x position) [-81]\n repeat until <touching (_edge_ v)?>\n glide ((x position) + (1000)) (y position)\n end\n set [loading v] to [0]\n broadcast (stop loading v)\n wait until <(next) = [1]>\nend\n\nwhen flag clicked\nset [☁ level v] to [1]\n\nwhen I receive [next v]\nchange [☁ level v] by (1)\n\nwhen I receive [next v]\nset [next v] to [1]\nwait (0.3) seconds\nset [next v] to [0]\n\nwhen flag clicked\nset [next v] to [0]\n\n@Sprite2\n\n@Basketball\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 (#00e654)?> then\n set [slope v] to [0]\n repeat until <<(Slope) = [8]> or <not <touching color (#00e654)?>>>\n change [slope v] by (1)\n change y by (1)\n end\n if <touching color (#00e654)?> then\n change y by ((Slope) * (-1))\n repeat ([ceiling v] of ([abs v] of (X Velocity) ) )\n if <touching color (#00e654)?> 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 (#00e654)?> then\n repeat ([ceiling v] of ([abs v] of (Y Velocity) ) )\n if <touching color (#00e654)?> 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\nbroadcast (start loading v)\nrepeat until <(loading) = [0]>\nend\ngo to x: (-216) y: (157)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n Platform [12] [0.7] [3]\nend\n\nwhen flag clicked\nforever\n wait until <touching (sprite3 v)?>\n broadcast (start loading v)\n broadcast (next v)\n repeat until <(loading) = [0]>\n end\n go to x: (-216) y: (157)\n wait (0.5) seconds\nend\n\nwhen flag clicked\nrepeat (3)\n wait until <touching color (#d40000)?>\n go to x: (-216) y: (157)\nend\nbroadcast (game over v)\nstop [all v]\n\nwhen I receive [retry v]\ngo to x: (-216) y: (157)\n\n@Sprite3\n\n@Sprite4\n\nwhen I receive [start loading v]\nshow\n\nwhen I receive [stop loading v]\nhide\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (pick random (-131) to (213)) y: (-52)\n\nwhen I receive [next v]\ngo to x: (pick random (-131) to (213)) y: (-52)\n\nwhen flag clicked\nforever\n if <<touching color (#d40000)?> or <touching color (#00e654)?>> then\n move (-10) steps\n end\nend\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (pick random (-131) to (213)) y: (-52)\n\nwhen I receive [next v]\ngo to x: (pick random (-131) to (213)) y: (-52)\n\nwhen flag clicked\nforever\n if <<touching color (#d40000)?> or <touching color (#00e654)?>> then\n move (10) steps\n end\nend\n\n@Sprite7\n\nwhen flag clicked\ngo to x: (pick random (-131) to (213)) y: (-52)\n\nwhen I receive [next v]\ngo to x: (pick random (-131) to (213)) y: (-52)\n\nwhen flag clicked\nforever\n if <<touching color (#d40000)?> or <touching color (#00e654)?>> then\n move (0) steps\n end\nend\n\nwhen I receive [next v]\nnext costume\n\n@Sprite8\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (retry v)\n\n@Sprite9\n\n@Sprite10\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nnext costume\n\n@Sprite11\n\nwhen flag clicked\nhide\n\nwhen I receive [game over v]\nshow\n\n@Sprite12\n\nwhen flag clicked\nhide\nforever\n play sound [Mind-the-Moment v] until done\nend\n\n@leaderboard\n\nwhen I receive [game over v]\nhide list [leaderboard v]\nadd (username) to [leaderboard v]\nadd (☁ level) to [leaderboard v]\n\nwhen flag clicked\nshow list [leaderboard v]\n\n
this is an endless, 80% pen and random level platformer! and what i mean with random? when you click the green flag the project automatically loads you a level. \nalso, now with leaderboards!\n_____________________________________________\nif you are stuck in a wall, press the play again button on the right top screen. arrow keys to move, and of course don't touch the red.\n_______________________________\npls love and fave for more nice games!\n___________________________________\n#games #tutorials #all #art #stories #music #aniamtions\n#pen #100% #random #endless #platformer #with #a #lot #of #hashtags #lol #JOBRA #KING #studio\n#JOBRA-KING-studio
stickman run/platformer
@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (backdrop1 v)\n wait (40) seconds\n switch backdrop to (backdrop2 v)\n wait (30) seconds\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\nforever\n if <touching (level v)?> then\n set y to (-58)\n end\nend\n\nwhen flag clicked\ngo to x: (-87) y: (-41)\nforever\n if <not <touching (level v)?>> then\n repeat until <touching (level v)?>\n change y by (gravity)\n change [gravity v] by (-1)\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <touching (level v)?> then\n if <key (up arrow v) pressed?> then\n set [gravity v] to [12]\n change y by (10)\n end\n end\nend\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n change x by (xv)\n set [xv v] to ((xv) * (0.9))\nend\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n wait (0.2) seconds\n switch costume to (costume2 v)\n wait (0.2) seconds\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume3 v)\n wait (0.2) seconds\n switch costume to (costume4 v)\n wait (0.2) seconds\n end\n change x by (xv)\n set [xv v] to ((xv) * (0.9))\nend\n\nwhen flag clicked\nforever\n if <touching (sprite5 v)?> then\n broadcast (Death v)\n wait (0.1) seconds\n go to x: (-135) y: (-40)\n end\nend\n\nwhen flag clicked\nshow\n\nwhen [down arrow v] key pressed\nswitch costume to (costume6 v)\n\nwhen flag clicked\nforever\n play sound [TheFatRat - Xenogenesis v] until done\nend\n\nwhen flag clicked\nforever\n if <touching (sprite6 v)?> then\n go to x: (-87) y: (-41)\n broadcast (level 2 v)\n if <[-87] > [-41]> then\n repeat (3)\n if <touching (level v)?> then\n change y by (10)\n end\n end\n else\n change [gravity v] by (0)\n all\n end\n end\nend\n\ndefine all\n\nwhen flag clicked\nshow\nforever\n if <touching (sprite6 v)?> then\n go to x: (-87) y: (-41)\n broadcast (level 2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#954c00)?> then\n repeat until <not <touching color (#954c00)?>>\n change y by (10)\n end\n end\nend\n\nwhen I receive [die v]\ngo to x: (-135) y: (-40)\n\n@Level\n\nwhen flag clicked\nshow\n\n@clouds\n\nwhen flag clicked\nforever\n wait (4) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (pick random (0) to (10))\nif <(pick random (1) to (2)) = [1]> then\n go to x: (-300) y: (pick random (0) to (100))\n repeat until <[270] < (x position)>\n change x by (2)\n end\nelse\n go to x: (300) y: (pick random (0) to (100))\n repeat until <(x position) < [-290]>\n change x by (-2)\n end\nend\ndelete this clone\n\nset size to (pick random (50) to (110)) %\n\nwhen I start as a clone\n\ndelete this clone\n\nwhen I start as a clone\n\ndelete this clone\n\n@Sprite4\n\nwhen backdrop switches to [backdrop1 v]\nshow\nclear graphic effects\nforever\n repeat (20)\n change [ghost v] effect by (-15)\n end\n wait (2) seconds\n repeat (20)\n change [ghost v] effect by (15)\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen flag clicked\nshow\n\n@Sprite5\n\nwhen I receive [level 2 v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\n@Sprite6\n\nwhen backdrop switches to [backdrop1 v]\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [backdrop2 v]\nswitch costume to (costume2 v)\n\n@Sprite2\n\nwhen flag clicked\nhide\n\n@notif\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\nwait (pick random (8) to (15)) seconds\nshow\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (3.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\nforever\n wait (pick random (14) to (26)) seconds\n show\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n end\n wait (3.5) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n end\n hide\nend\n\nwhen I receive [alert v]\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\n\n@Sprite7\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen flag clicked\nforever\n go to (sprite1 v)\nend\n\n@Particle Engine\n\ndefine Create Clone (starting x) (starting y) (xvel) (yvel)\nhide\nset size to (pick random (80) to (100)) %\nswitch costume to (costume1 v)\ngo to x: (starting x) y: (starting y)\nset [xvel v] to (xvel)\nset [yvel v] to (yvel)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nrepeat until <touching (_edge_ v)?>\n change [yvel v] by (-1)\n change x by (Xvel)\n change y by (Yvel)\nend\ndelete this clone\n\nwhen I receive [death v]\nInt\n\ndefine Int\nrepeat (25)\n Create Clone ([x position v] of [player v]) ([y position v] of [player v]) (pick random (-10) to (10)) (pick random (10) to (-10))\nend\n\n
like star and follow if you enjoy!\n\nlets get this on trending again\n\nthe new game is out check it out https://scratch.mit.edu/projects/631319302/
Grasslands || Platformer! Mobile Friendly #games
@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (Level)\nend\n\nwhen I receive [start v]\nforever\n play sound [Vexento - All Night v] until done\n set volume to (200) %\nend\n\n@Spikes\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\nwhen I receive [start v]\nshow\n\n@Player\n\ndefine Spin off screen\nset [dead? v] to [1]\nset [y v v] to [10]\nrepeat until <(y position) < [-179]>\n switch costume to (oof 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\nhide\ngo to x: (-200) y: (-100)\nreset\n\ndefine reset\nswitch costume to (center v)\nclear graphic effects\nset [dead? v] to [0]\nset [x v v] to [0]\nset [y v v] to [0]\ngo to x: (-200) y: (-10)\npoint in direction (90)\nset size to (120) %\nshow\n\nwhen I receive [start v]\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 I receive [start v]\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 I receive [start v]\nset [level v] to [1]\nset [dead? v] to [0]\nset size to (120) %\nreset\nforever\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <(dead?) = [0]>> then\n change [x v v] by (.9)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(dead?) = [0]>> then\n change [x v v] by (-.9)\n end\n set [x v v] to ((X v) * (0.9))\n change x by (X v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<mouse down?> and <((mouse y) - (y position)) > [50]>> and <touching (level v)?>>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change 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 [13]\n else\n set [x v v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v v] by (-0.8)\n change y by (Y v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by ((Y v) * (-1))\n set [y v v] to [0]\n end\n change y by (-1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n set [y v v] to [12]\n end\n end\n change y by (1)\n if <<<<touching (spikes v)?> or <touching (big boi crush v)?>> or <touching (spinny boi v)?>> and <(dead?) = [0]>> then\n Spin off screen\n end\nend\n\nset [y v v] to [16]\n\nwhen I receive [start v]\nswitch costume to (center v)\nforever\n set [direction v] to (direction)\nend\n\nwhen I receive [start v]\nforever\n if <(y position) = [-179]> then\n switch costume to (oof v)\n Spin off screen\n hide\n wait (1) seconds\n go to x: (-200) y: (0)\n show\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (effect v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nbroadcast (start v)\n\nwhen flag clicked\nforever\n if <(x position) = [242]> then\n go to x: (-200) y: (-100)\n change [level v] by (1)\n broadcast (LEVEL UP! v)\n end\nend\n\nwhen I receive [redo v]\ngo to x: (-200) y: (0)\nshow\n\nwhen I receive [level up! v]\ngo to x: (-200) y: (-100)\n\n@Level\n\nwhen flag clicked\nset [level v] to [1]\nhide\nswitch costume to (costume1 v)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [start v]\nshow\n\n@clouds\n\nwhen I start as a clone\nshow\nforever\n switch costume to (pick random (1) to (4))\n set size to (pick random (40) to (70)) %\n go to [back v] layer\n set [ghost v] effect to (pick random (5) to (20))\n if <(pick random (1) to (2)) = [1]> then\n show\n go to x: (-200) y: (pick random (20) to (180))\n repeat (220)\n change x by (2)\n end\n hide\n wait (pick random (1) to (5)) seconds\n end\n if <(pick random (1) to (2)) = [2]> then\n show\n go to x: (220) y: (pick random (20) to (180))\n repeat (110)\n change x by (-4)\n end\n hide\n wait (pick random (1) to (5)) seconds\n end\nend\n\nwhen I receive [start v]\nrepeat (5)\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen flag clicked\nhide\n\n@Level tranzition\n\nwhen flag clicked\nhide\n\nwhen I receive [level up! v]\ngo [forward v] (1) layers\ngo to [front v] layer\nset x to (500)\nshow\nrepeat (6)\n change x by (-80)\nend\nchange x by (-15)\nwait (0.6) seconds\nrepeat (5)\n change x by (-80)\nend\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Sun\n\nwhen flag clicked\nhide\npoint in direction (90)\ngo to x: (212) y: (166)\nset size to (100) %\nswitch costume to (costume1 v)\nforever\n wait (0.03) seconds\n repeat (10)\n change size by (1.5)\n end\n wait (0.03) seconds\n repeat (10)\n change size by (-1.5)\n end\n wait (0.03) seconds\nend\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Skip\n\nwhen this sprite clicked\nchange [level v] by (1)\nbroadcast (LEVEL UP! v)\n\nwhen flag clicked\nhide\nset [direction v] to [0]\ngo to x: (196) y: (-159)\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n else\n set size to (100) %\n end\n point in direction ((([sin v] of ((Direction) * (300)) ) * (10)) + (90))\n change [direction v] by (0.04)\nend\n\nwhen I receive [end of intro v]\nshow\n\nwhen I receive [start v]\nshow\n\n@Redo\n\nwhen flag clicked\nhide\ngo to x: (136) y: (-158)\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n else\n set size to (100) %\n end\n point in direction ((([sin v] of ((Direction) * (300)) ) * (10)) + (90))\nend\n\nwhen this sprite clicked\nbroadcast (Redo v)\n\nwhen I receive [start v]\nshow\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n
Hello welcome to my 4th platformer: Grasslands\n\nYay I reached 200 followers u can kinda count this as my 200 special!\n#9 On Trending :O (October 5th 2020)\n\nThe goal is to find the golden crate!!\nthere are 17 levels part 2 is out! https://scratch.mit.edu/projects/434850819/\n\nArrow keys, WASD or mobile to move!\n Also check out my other Platformer https://scratch.mit.edu/projects/418636919/\n\nEnjoy, ❤️, ⭐️ and Follow for more like this! #games\n -Credits-\nYoutube for the music, and @-PandaMC- for the Next Level sign, clouds, and the player costumes
☁️Nature's square 2 || 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\nhide variable [mouse v]\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@Blank\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@ALL 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 else\n if <(type) = [W]> then\n set pen color to (#2bc2ff)\n end\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)\npen up\nset pen color to (#ffffff)\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 if <(Cloud type!) = [1]> then\n cloud mode 1 (item (counter) of [cloud x v]) (item (counter) of [cloud y v])\n else\n cloud mode 3 (item (counter) of [cloud x v]) (item (counter) of [cloud y v])\n end\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]\nforever\n if <(@LEVEL) = [1]> then\n erase all\n render and move clouds\n Draw line from x: [0] y: [0] to x: [-108] y: [-114] with pen thickness : [30] Type : [g]\n grass at [-12] [-86]\n Flower at x: [148] y: [-100]\n Flower at x: [-130] y: [-120]\n Type 4 tree at x: [191] y: [-100]\n grass at [173] [-85]\n tree at(type 1) [-181] [-80]\n Draw line from x: [129] y: [-82] to x: [220] y: [-82] with pen thickness : [30] Type : [b]\n Draw end point at x: [159] y: [94]\n Draw line from x: [-4] y: [0] to x: [103] y: [-92] with pen thickness : [30] Type : [g]\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: [-87] to x: [0] y: [90] with pen thickness : [30] Type : [b]\n Draw line from x: [19] y: [-87] to x: [19] y: [90] with pen thickness : [20] Type : [g]\n Draw line from x: [33] y: [145] to x: [150] y: [145] with pen thickness : [30] Type : [b]\n Draw line from x: [-59] y: [166] to x: [200] y: [166] with pen thickness : [30] Type : [g]\n Type 3 tree at x: [155] y: [-100]\n Draw end point at x: [193] y: [29]\n rock at [-78] [-75]\n Tree type 2! At x: [-207] y: [-100]\n rock at [121] [-75]\n Draw Ground\n end\n if <(@LEVEL) = [3]> then\n erase all\n render and move clouds\n Draw line from x: [35] y: [-202] to x: [35] y: [140] with pen thickness : [30] Type : [b]\n Draw line from x: [27] y: [-202] to x: [27] y: [140] with pen thickness : [30] Type : [g]\n Flower at x: [-86] y: [-100]\n Tree type 2! At x: [180] y: [-90]\n rock at [-12] [-75]\n rock at [200] [-75]\n rock at [-181] [-75]\n grass at [-35] [-80]\n grass at [150] [-80]\n Flower at x: [100] y: [-110]\n stretching platforms(moving) at x: [167] y: [70]\n Type 3 tree at x: [-200] y: [-100]\n Draw end point at x: [202] y: [119]\n Draw Ground\n end\n if <(@LEVEL) = [4]> then\n erase all\n render and move clouds\n Flower at x: [-192] y: [-110]\n tree at(type 1) [-100] [-80]\n rock at [-195] [-75]\n Type 4 tree at x: [210] y: [-92]\n Draw line from x: [-100] y: [-75] to x: [0] y: [-75] with pen thickness : [30] Type : [b]\n Draw line from x: [0] y: [-100] to x: [0] y: [50] with pen thickness : [30] Type : [g]\n Draw end point at x: [182] y: [137]\n Draw line from x: [32] y: [-75] to x: [185] y: [-75] with pen thickness : [30] Type : [b]\n Draw line from x: [-210] y: [110] to x: [-50] y: [110] with pen thickness : [30] Type : [l]\n Draw line from x: [-229] y: [118] to x: [-50] y: [118] with pen thickness : [30] Type : [g]\n Draw Ground\n end\n if <(@LEVEL) = [5]> then\n erase all\n grass at [161] [16]\n render and move clouds\n Draw line from x: [-120] y: [-93] to x: [0] y: [0] with pen thickness : [30] Type : [g]\n Draw line from x: [0] y: [0] to x: [210] y: [0] with pen thickness : [30] Type : [g]\n Draw end point at x: [9] y: [-54]\n Flower at x: [100] y: [-110]\n grass at [124] [-80]\n Tree type 2! At x: [-207] y: [-84]\n rock at [206] [-75]\n rock at [-160] [-79]\n grass at [-227] [-80]\n rock at [44] [23]\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 [3]\nforever\n if <key (space v) pressed?> then\n if <(Cloud type!) = [2]> then\n set [cloud type! v] to [1]\n else\n if <(Cloud type!) = [3]> then\n set [cloud type! v] to [2]\n else\n set [cloud type! v] to [3]\n end\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 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]\n\nset [________@@@@skip button v] to [no]\nforever\n if <not <(@LEVEL) = [21]>> then\n pen up\n set pen color to (#ff0000)\n if <(________@@@@Skip button) = [no]> then\n set pen size to (20)\n else\n set pen size to (30)\n end\n go to x: (-210) y: (-140)\n pen down\n change x by (40)\n change y by (-20)\n change x by (-40)\n change y by (20)\n pen up\n end\nend\n\nbroadcast (Print skip v)\n\nbroadcast (Print skip v)\n\nwhen I receive [begin v]\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]\n\nforever\n if <(@LEVEL) = [21]> then\n broadcast (8 v)\n end\nend\n\ndefine Flower at x: (x) y: (y)\npen up\ngo to x: (x) y: (y)\npen down\nset pen color to (#ca8b9a)\nset pen size to (10)\nchange y by (70)\nset pen color to (#ff3200)\npen down\nset pen size to (40)\npen down\nset pen color to (#ffd000)\nset pen size to (20)\ngo to x: (x) y: ((y) + (70))\npen up\n\ndefine Type 3 tree at x: (x) y: (y)\npen up\ngo to x: (x) y: (y)\nset pen color to (#987400)\nset pen size to (25)\npen down\nchange y by (110)\nset pen color to (#00ff2e)\nset pen size to (70)\npen down\npen up\nset pen color to (#00ff2d)\nset pen size to (70)\npen down\nchange x by (-20)\nchange y by (85)\nchange x by (40)\nchange y by (-85)\npen up\n\nType 3 tree at x: [0] y: [-100]\n\ndefine Type 4 tree at x: (x) y: (y)\npen up\ngo to x: ((x) + (0)) y: (y)\npen down\nset pen color to (#987400)\nset pen size to (25)\npen down\nchange y by (110)\npen up\nchange x by (20)\nchange y by (20)\nset pen color to (#1dff00)\nset pen size to (80)\npen down\npen up\nset pen color to (#36d800)\nchange x by (0)\nchange y by (30)\npen down\npen up\nset pen color to (#a5ff00)\nchange x by (-20)\nchange y by (20)\npen down\npen up\nset pen color to (#d4ff00)\nchange x by (-25)\nchange y by (-10)\npen down\npen up\nset pen color to (#fffa7f)\nchange x by (0)\nchange y by (-25)\npen down\npen up\nset pen color to (#7fff00)\nchange x by (15)\nchange y by (-25)\npen down\npen up\ngo to x: ((x) + (0)) y: (y)\nset pen color to (#c57215)\nset pen size to (25)\npen down\nchange y by (80)\npen up\n\nLevel 1\n\nDraw Ground\n\nwhen I receive [begin v]\nforever\n if <(@LEVEL) = [6]> then\n erase all\n render and move clouds\n Draw line from x: [94] y: [-105] to x: [-50] y: [0] with pen thickness : [30] Type : [g]\n Draw line from x: [-50] y: [0] to x: [210] y: [125] with pen thickness : [30] Type : [g]\n Draw end point at x: [87] y: [-25]\n grass at [196] [-80]\n Flower at x: [132] y: [-99]\n rock at [224] [-75]\n rock at [-19] [-75]\n grass at [-107] [-80]\n Type 3 tree at x: [-194] y: [-97]\n stretching platforms(moving) at x: [150] y: [-27]\n Draw line from x: (Hori var) y: [100] to x: ((Hori var) + (20)) y: [100] with pen thickness : [30] Type : [g]\n Flower at x: [-171] y: [-110]\n Draw Ground\n end\n if <(@LEVEL) = [7]> then\n erase all\n Draw line from x: [95] y: [-85] to x: [220] y: [-85] with pen thickness : [30] Type : [b]\n render and move clouds\n Draw line from x: [-111] y: [-109] to x: [0] y: [0] with pen thickness : [30] Type : [g]\n Draw line from x: [111] y: [-109] to x: [0] y: [0] with pen thickness : [30] Type : [g]\n Draw line from x: [0] y: [180] to x: [0] y: [70] with pen thickness : [30] Type : [g]\n Draw end point at x: [166] y: [67]\n grass at [-129] [-80]\n tree at(type 1) [-164] [-83]\n rock at [-164] [-87]\n Flower at x: [207] y: [-110]\n Flower at x: [-211] y: [-100]\n rock at [27] [-75]\n grass at [-11] [-80]\n Draw Ground\n end\n if <(@LEVEL) = [8]> then\n erase all\n Type 3 tree at x: [211] y: [-104]\n render and move clouds\n Tree type 2! At x: [-123] y: [-102]\n Draw line from x: [-63] y: [-41] to x: [6] y: [-43] with pen thickness : [20] Type : [g]\n Draw line from x: [95] y: [13] to x: [120] y: [13] with pen thickness : [20] Type : [g]\n Draw line from x: [221] y: [113] to x: [230] y: [113] with pen thickness : [20] Type : [g]\n rock at [103] [32]\n Draw line from x: [-75] y: [122] to x: [0] y: [122] with pen thickness : [20] Type : [g]\n grass at [-4] [-93]\n rock at [163] [-75]\n rock at [-46] [-75]\n Flower at x: [-220] y: [-110]\n Draw end point at x: [-203] y: [101]\n Flower at x: [200] y: [-100]\n grass at [93] [-82]\n Draw Ground\n end\n if <(@LEVEL) = [9]> then\n erase all\n render and move clouds\n grass at [-20] [89]\n Flower at x: [44] y: [-104]\n rock at [-88] [95]\n Draw line from x: [85] y: [60] to x: [-210] y: [60] with pen thickness : [30] Type : [l]\n Draw line from x: [85] y: [-109] to x: [85] y: [65] with pen thickness : [30] Type : [g]\n Draw line from x: [-240] y: [-30] to x: [20] y: [-30] with pen thickness : [30] Type : [g]\n Draw line from x: [85] y: [75] to x: [-210] y: [75] with pen thickness : [30] Type : [g]\n Flower at x: [129] y: [-101]\n tree at(type 1) [164] [-85]\n rock at [-137] [-75]\n rock at [211] [-80]\n Draw end point at x: [164] y: [53]\n Draw Ground\n end\n if <(@LEVEL) = [10]> then\n erase all\n render and move clouds\n Draw line from x: [-129] y: [-85] to x: [0] y: [-85] with pen thickness : [30] Type : [l]\n Draw line from x: [81] y: [-85] to x: [220] y: [-85] with pen thickness : [30] Type : [l]\n Draw end point at x: [193] y: [12]\n Flower at x: [-225] y: [-108]\n grass at [35] [-91]\n Draw Ground\n end\nend\n\nwhen I receive [begin v]\nhide\nforever\n if <(@LEVEL) = [11]> then\n erase all\n render and move clouds\n Tree type 2! At x: [-179] y: [-98]\n Draw line from x: [-80] y: [-50] to x: [220] y: [-50] with pen thickness : [140] Type : [w]\n Draw line from x: [-153] y: [12] to x: [222] y: [12] with pen thickness : [20] Type : [w]\n Draw line from x: [-147] y: [50] to x: [-147] y: [-140] with pen thickness : [35] Type : [g]\n Draw end point at x: [180] y: [121]\n grass at [182] [-80]\n rock at [-106] [-75]\n Flower at x: [-222] y: [-110]\n Draw Ground\n end\n if <(@LEVEL) = [12]> then\n erase all\n render and move clouds\n Draw line from x: [-168] y: [-101] to x: [-168] y: [-50] with pen thickness : [30] Type : [g]\n Draw line from x: [-90] y: [-86] to x: [90] y: [-86] with pen thickness : [30] Type : [l]\n Draw end point at x: [189] y: [49]\n rock at [-194] [-75]\n Draw Ground\n end\n if <(@LEVEL) = [13]> then\n erase all\n render and move clouds\n Tree type 2! At x: [124] y: [-80]\n Draw line from x: [-161] y: [-11] to x: [0] y: [-11] with pen thickness : [30] Type : [w]\n Draw line from x: [-120] y: [-50] to x: [-50] y: [-50] with pen thickness : [100] Type : [w]\n Draw line from x: [-168] y: [-101] to x: [-168] y: [20] with pen thickness : [30] Type : [g]\n Draw line from x: [0] y: [-101] to x: [0] y: [20] with pen thickness : [30] Type : [g]\n Draw line from x: [65] y: [-11] to x: [150] y: [-11] with pen thickness : [30] Type : [g]\n Draw line from x: [65] y: [-20] to x: [150] y: [-20] with pen thickness : [30] Type : [l]\n Draw end point at x: [207] y: [-17]\n grass at [60] [-80]\n rock at [133] [-75]\n Flower at x: [-215] y: [-100]\n Draw Ground\n end\n if <(@LEVEL) = [14]> then\n erase all\n render and move clouds\n tree at(type 1) [-2] [-97]\n Draw line from x: [0] y: [0] to x: [180] y: [0] with pen thickness : [30] Type : [w]\n Draw line from x: [50] y: [-50] to x: [160] y: [-50] with pen thickness : [100] Type : [w]\n Draw line from x: [-161] y: [-11] to x: [0] y: [-11] with pen thickness : [30] Type : [l]\n Draw line from x: [-120] y: [-50] to x: [-50] y: [-50] with pen thickness : [100] Type : [l]\n Draw line from x: [-168] y: [-101] to x: [-168] y: [20] with pen thickness : [30] Type : [g]\n Draw line from x: [0] y: [-101] to x: [0] y: [20] with pen thickness : [30] Type : [g]\n Draw line from x: [200] y: [-101] to x: [200] y: [20] with pen thickness : [30] Type : [g]\n Draw end point at x: [208] y: [106]\n Flower at x: [228] y: [-100]\n grass at [-220] [-80]\n rock at [-219] [-75]\n Draw Ground\n end\n if <(@LEVEL) = [15]> then\n erase all\n render and move clouds\n Flower at x: [-7] y: [-105]\n Type 3 tree at x: [-190] y: [-100]\n tree at(type 1) [-74] [-90]\n Tree type 2! At x: [218] y: [-101]\n Type 3 tree at x: [64] y: [-111]\n Draw end point at x: [177] y: [31]\n grass at [-135] [-80]\n Draw Ground\n end\n if <(@LEVEL) = [16]> then\n erase all\n render and move clouds\n tree at(type 1) [185] [-85]\n Type 3 tree at x: [-205] y: [-116]\n Draw line from x: [0] y: (Ver var) to x: [0] y: (Ver var) with pen thickness : [30] Type : [l]\n Draw line from x: [-130] y: [100] to x: [0] y: [0] with pen thickness : [30] Type : [g]\n Draw line from x: [130] y: [100] to x: [0] y: [0] with pen thickness : [30] Type : [g]\n Draw line from x: [180] y: [0] to x: [200] y: [0] with pen thickness : [30] Type : [g]\n Draw end point at x: [-63] y: [131]\n rock at [-50] [-75]\n grass at [0] [-80]\n Flower at x: [-199] y: [-110]\n Draw Ground\n end\n if <(@LEVEL) = [17]> then\n erase all\n render and move clouds\n Teleporter at x: [-100] [0] [s]\n Draw line from x: [0] y: [-118] to x: [0] y: [180] with pen thickness : [30] Type : [g]\n Teleporter at x: [50] [0] [f]\n Tree type 2! At x: [-211] y: [-80]\n Draw end point at x: [201] y: [41]\n rock at [-119] [-75]\n grass at [-48] [-80]\n Flower at x: [-167] y: [-105]\n Flower at x: [95] y: [-105]\n grass at [220] [-80]\n rock at [121] [-75]\n Draw Ground\n end\n if <(@LEVEL) = [18]> then\n erase all\n render and move clouds\n tree at(type 1) [0] [-80]\n pen up\n go to x: (-239) y: (50)\n set pen size to (30)\n set pen color to (#3fff00)\n pen down\n go to x: (240) y: (50)\n pen up\n Teleporter at x: [165] [-60] [s]\n Teleporter at x: [-204] [90] [f]\n Draw end point at x: [137] y: [132]\n grass at [55] [-89]\n rock at [-131] [-80]\n rock at [169] [-80]\n Flower at x: [-199] y: [-100]\n rock at [120] [70]\n Draw Ground\n end\n if <(@LEVEL) = [19]> then\n erase all\n render and move clouds\n Draw line from x: [70] y: [-117] to x: [70] y: [50] with pen thickness : [30] Type : [l]\n Draw line from x: [145] y: [179] to x: [145] y: [0] with pen thickness : [30] Type : [l]\n Draw line from x: [55] y: [-117] to x: [55] y: [50] with pen thickness : [30] Type : [g]\n Draw line from x: [160] y: [179] to x: [160] y: [0] with pen thickness : [30] Type : [g]\n stretching platforms(moving) at x: [0] y: [0]\n Draw end point at x: [208] y: [59]\n grass at [10] [-80]\n rock at [-210] [-75]\n Flower at x: [-133] y: [-100]\n Type 3 tree at x: [-199] y: [-105]\n Flower at x: [197] y: [-109]\n Draw Ground\n end\n if <(@LEVEL) = [20]> then\n erase all\n render and move clouds\n Draw Ground\n end\nend\n\ngrass at [] []\n\ndefine Teleporter at x: (x) (y) (type)\npen up\ngo to x: (x) y: ((y) + ((10) * ([sin v] of ((tick) * (10)) )))\nif <(type) = [s]> then\n set pen color to (#ff00f6)\nend\nif <(type) = [f]> then\n set pen color to (#ff0cf6)\nend\nset pen size to (30)\npen down\nchange x by (50)\nchange y by (60)\nchange x by (-50)\nchange y by (-60)\npen up\n\ndefine Level 1\n\nDraw line from x: [-239] y: [50] to x: [240] y: [50] with pen thickness : [30] Type : [g]\n\nset [@level v] to [18]\n\nset [________@@@@skip button v] to [Not Clicked]\nforever\n if <(distance to [mouse-pointer v]) < [40]> then\n set [________@@@@skip button v] to [Clicked! Change level!]\n else\n set [________@@@@skip button v] to [Not Clicked]\n end\n if <<(distance to [mouse-pointer v]) < [40]> and <mouse down?>> then\n set [________@@@@skip button v] to [Not Clicked]\n wait (0.5) seconds\n broadcast (Reset v)\n change [@level v] by (1)\n end\nend\n\nset pen size to (30)\n\nwhen I receive [begin v]\nset [________@@@@skip button v] to [no]\nforever\n if <not <(@LEVEL) = [21]>> then\n if <<<(mouse x) > [-220]> and <[-140] > (mouse x)>> and <<(mouse y) > [-170]> and <[-125] > (mouse y)>>> then\n set [________@@@@skip button v] to [yes]\n if <mouse down?> then\n wait until <not <mouse down?>>\n change [@level v] by (1)\n broadcast (Reset v)\n end\n else\n set [________@@@@skip button v] to [no]\n end\n end\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]\n\nwhen I receive [begin v]\nforever\n if <<(@LEVEL) > [0]> and <not <(@LEVEL) = [21]>>> then\n pen up\n set pen color to (#ff0000)\n if <(________@@@@Skip button) = [no]> then\n set pen size to (20)\n else\n set pen size to (30)\n end\n go to x: (-210) y: (-140)\n pen down\n change x by (40)\n change y by (-20)\n change x by (-40)\n change y by (20)\n pen up\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(@LEVEL) = [20]> then\n erase all\n render and move clouds\n tree at(type 1) [207] [-104]\n grass at [19] [14]\n Tree type 2! At x: [-92] y: [-90]\n rock at [-66] [20]\n Draw line from x: [-240] y: [0] to x: [2230] y: [0] with pen thickness : [25] Type : [g]\n Draw line from x: [-190] y: [70] to x: [2230] y: [140] with pen thickness : [25] Type : [g]\n Teleporter at x: [150] [-80] [s]\n Teleporter at x: [130] [40] [f]\n Draw end point at x: [-166] y: [148]\n Flower at x: [45] y: [-101]\n grass at [-199] [-80]\n rock at [-137] [-75]\n Draw Ground\n end\n if <(@LEVEL) = [21]> then\n erase all\n render and move clouds\n Draw Ground\n end\nend\n\nwhen I receive [begin v]\nset [_______________________________reset button v] to [no]\nforever\n if <not <(@LEVEL) = [21]>> then\n if <<<(mouse x) > [-120]> and <[-70] > (mouse x)>> and <<(mouse y) > [-170]> and <[-125] > (mouse y)>>> then\n set [_______________________________reset button v] to [yes]\n if <mouse down?> then\n wait until <not <mouse down?>>\n broadcast (Reset v)\n end\n else\n set [_______________________________reset button v] to [no]\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <<[0] < (@LEVEL)> and <not <(@LEVEL) = [21]>>> then\n pen up\n set pen color to (#ff0000)\n if <(_______________________________Reset button) = [no]> then\n set pen size to (20)\n else\n set pen size to (30)\n end\n go to x: (-130) y: (-140)\n pen down\n change x by (50)\n change y by (-20)\n change x by (-50)\n change y by (20)\n pen up\n end\nend\n\nwhen I receive [begin v]\nbroadcast (Print skip v)\nbroadcast (Print reset v)\nbroadcast (8 v)\n\nwhen flag clicked\nset [hori var v] to [0]\n\nset [@level v] to [19]\n\nwhen I receive [begin v]\nforever\n if <<(@LEVEL) = [20]> and <not <(@LEVEL) = [21]>>> then\n pen up\n set pen color to (#ff0000)\n if <(________@@@@Skip button) = [no]> then\n set pen size to (20)\n else\n set pen size to (30)\n end\n go to x: (-210) y: (-140)\n pen down\n change x by (40)\n change y by (-20)\n change x by (-40)\n change y by (20)\n pen up\n end\nend\n\ndefine cloud mode 3 (x) (y)\npen up\nset pen color to (#ffffff)\ngo to x: ((x) - (45)) y: ((y) - (10))\nset pen size to (30)\npen down\ngo to x: ((x) - (-1)) y: ((y) - (10))\npen up\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: (-220) y: (-65)\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) > [50]> 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?>>>> and <not <touching color (#2bc2ff)?>>> 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\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]\npoint in direction (-90)\nset rotation style [left-right v]\nshow\nset [@level v] to [6]\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 point in direction (-90)\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 point in direction (90)\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 (Print text for level 1 v) and wait\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) = [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\nwhen I receive [begin v]\nforever\n if <touching color (#2bc2ff)?> then\n change [sy v] by (1.2)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [sy v] by (0.5)\n end\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>> then\n change [sy v] by (-0.5)\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <touching color (#ff00f6)?> then\n if <(@LEVEL) = [17]> then\n go to x: (150) y: (24)\n end\n if <(@LEVEL) = [18]> then\n go to x: (-79) y: (126)\n end\n if <(@LEVEL) = [20]> then\n go to x: (44) y: (55)\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <touching color (#ff0cf5)?> then\n if <(@LEVEL) = [17]> then\n go to x: (-150) y: (24)\n end\n if <(@LEVEL) = [18]> then\n go to x: (34) y: (-29)\n end\n if <(@LEVEL) = [20]> then\n go to x: (64) y: (-51)\n end\n end\nend\n\nwait until <not <touching color (#ff0cf5)?>>\n\nwhen I receive [intro end v]\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\n@Connecting portal\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 [Hey ] [there!]) [ 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 [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) = [21]> 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 many days to build this so please love, like,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 [I will make part 3 if this gets over 1500 loves! ]\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\nwhen I receive [print skip v]\nforever\n if <not <(@LEVEL) = [21]>> then\n Set Pen Color | RGBA [0] [0] [0] [0]\n Print | Pos [-210] [-155] Size [15] [1] Bounds [-Infinity] [Infinity] Space [1] Style [1] [0] Underline [] [] Align [L] [B] Text [Skip]\n end\nend\n\nwhen I receive [print reset v]\nforever\n if <not <(@LEVEL) = [21]>> then\n Set Pen Color | RGBA [0] [0] [0] [0]\n Print | Pos [-132] [-155] Size [15] [1] Bounds [-Infinity] [Infinity] Space [1] Style [1] [0] Underline [] [] Align [L] [B] Text [Reset]\n end\nend\n\n@TB\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nhide\n\n@Intro\n\ndefine Intro\nhide\nstart sound [NIVIRO - Flashes \[NCS Release\] v]\nset [i v] to [0]\nset [i2 v] to [0]\nset [sequence v] to [1]\ngo to x: (0) y: (0)\npoint in direction (90)\nset size to (100) %\nclear graphic effects\nswitch costume to (white v)\ncreate clone of (_myself_ v)\nswitch costume to (letter1 v)\ncreate clone of (_myself_ v)\ngo to x: (-200) y: (0)\nrepeat (8)\n create clone of (_myself_ v)\n change x by (50)\n next costume\n wait (.05) seconds\nend\ngo to x: (0) y: (0)\nwait until <(Sequence) = [2]>\nswitch costume to (bar v)\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nwait (.82) seconds\nset [sequence v] to [3]\nwait until <(Sequence) = [4]>\ngo to x: (0) y: (-150)\nswitch costume to (another bar v)\nrepeat (5)\n create clone of (_myself_ v)\n change y by (75)\n wait (.01) seconds\nend\nwait (0.5) seconds\ngo to x: (0) y: (0)\nset [sequence v] to [5]\nwait until <(Sequence) = [6]>\nswitch costume to (flash v)\ncreate clone of (_myself_ v)\nswitch costume to (logo white v)\ncreate clone of (_myself_ v)\nwait until <(Sequence) = [8]>\nswitch costume to (logo v)\ncreate clone of (_myself_ v)\nParticles\nwait (.9) seconds\nset [sequence v] to [9]\nwait until <(Sequence) = [10]>\nrepeat (3)\n switch costume to (filler v)\n create clone of (_myself_ v)\n wait (0.1) seconds\n switch costume to (filler2 v)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\nwait (1.3) seconds\nset [sequence v] to [11]\nswitch costume to (fade v)\ncreate clone of (_myself_ v)\nwait until <(Sequence) = [12]>\nset [sequence v] to [13]\nbroadcast (Intro End v)\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\nIntro\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n show\n go to x: (0) y: (0)\n wait until <(Sequence) = [13]>\n delete this clone\nend\nif <<(costume [number v]) > [1]> and <[9] > (costume [number v])>> then\n show\n set [ghost v] effect to (100)\n set size to (0) %\n set y to (500)\n point in direction (45)\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (5))\n change [ghost v] effect by (-10)\n change size by (((100) - (size)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n end\n wait (.2) seconds\n set [i v] to [15]\n repeat (40)\n turn right ((x position) / (20)) degrees\n change x by (-1)\n change [ghost v] effect by (3)\n change y by (i)\n change [i v] by (-1.5)\n change size by (-2)\n end\n set [sequence v] to [2]\n delete this clone\nend\nif <(costume [number v]) = [9]> then\n show\n go to x: (0) y: (360)\n set size to (0) %\n point in direction (0)\n set [ghost v] effect to (100)\n repeat until <(Sequence) = [3]>\n change [ghost v] effect by (-10)\n change size by (((100) - (size)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n change y by (((0) - (y position)) / (5))\n end\n set [i v] to [10]\n set [i2 v] to [15]\n repeat (30)\n turn right ((x position) / (40)) degrees\n change x by (i2)\n set [i2 v] to ((i2) * (.9))\n change [ghost v] effect by (4)\n change y by (i)\n change [i v] by (-1.5)\n change size by (-2)\n end\n set [sequence v] to [4]\n delete this clone\nend\nif <(costume [number v]) = [10]> then\n show\n go to x: (0) y: (-360)\n set size to (0) %\n point in direction (180)\n set [ghost v] effect to (100)\n repeat until <(Sequence) = [3]>\n change [ghost v] effect by (-7)\n change size by (((100) - (size)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n change y by (((0) - (y position)) / (5))\n end\n set [i v] to [15]\n set [i2 v] to [-15]\n repeat (40)\n turn right ((x position) / (40)) degrees\n set [i2 v] to ((i2) * (.9))\n change x by (i2)\n change [ghost v] effect by (4)\n change y by (i)\n change [i v] by (-1.5)\n change size by (-2)\n end\n delete this clone\nend\nif <(costume [number v]) = [11]> then\n show\n go to x: (0) y: (y position)\n point in direction (0)\n set size to (0) %\n set [ghost v] effect to (100)\n repeat until <(Sequence) = [5]>\n turn right (((90) - (direction)) / (5)) degrees\n change size by (((95) - (size)) / (5))\n change [ghost v] effect by (-10)\n end\n point in direction (90)\n repeat (15)\n change size by (((30) - (size)) / (5))\n change [ghost v] effect by (10)\n end\n wait (.02) seconds\n set [sequence v] to [6]\n delete this clone\nend\nif <(costume [number v]) = [12]> then\n show\n clear graphic effects\n go to x: (0) y: (0)\n point in direction (90)\n wait until <(Sequence) = [7]>\n wait (.01) seconds\n set [sequence v] to [8]\n delete this clone\nend\nif <(costume [number v]) = [13]> then\n show\n go to x: (0) y: (0)\n point in direction (90)\n set size to (120) %\n repeat (15)\n change [ghost v] effect by (7.5)\n change size by (-2)\n end\n set [sequence v] to [7]\n delete this clone\nend\nif <(costume [number v]) = [14]> then\n show\n set size to (0) %\n set [ghost v] effect to (100)\n repeat until <(Sequence) = [9]>\n change [ghost v] effect by (-10)\n set [i v] to (((i) * (.8)) + (((120) - (size)) / (5)))\n change size by (i)\n point in direction ((90) + ((4) * ([sin v] of ((timer) * (190)) )))\n set y to ((10) * ([sin v] of (((timer) - (2)) * (220)) ))\n end\n set [i v] to [10]\n set [i2 v] to [-15]\n repeat (35)\n turn right ((x position) / (40)) degrees\n change size by (((1) - (size)) / (3))\n change y by ((0) - (i))\n end\n set [sequence v] to [10]\n delete this clone\nend\nif <(costume [number v]) = [15]> then\n show\n set size to (pick random (80) to (120)) %\n set [i v] to (pick random (-30) to (30))\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 (-20) to (20))\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 (-3)\n end\n delete this clone\nend\nif <<(costume [number v]) = [16]> or <(costume [number v]) = [17]>> then\n show\n go to x: (-500) y: (500)\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]) = [18]> then\n show\n go to x: (0) y: (360)\n set [ghost v] effect to (35)\n go to x: (-500) y: (500)\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 wait (3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (0.2) seconds\n set [sequence v] to [12]\n delete this clone\nend\n\ndefine Particles\ngo [backward v] (1) layers\nswitch costume to (particles v)\nrepeat (25)\n create clone of (_myself_ v)\nend\n\n
==============Nature's square 2=============\n-------------------Multiplayer pen platformer-------------------\n\n - Notice - \nThis is reshared for making some updates and not for fame! Please understand! Thanks!\n - Information - \nHey, everyone! Welcome to my Latest game! :D This is part 2 of my other game!\nMake sure you play part 1 before you play this! :D\nPART 1 - https://scratch.mit.edu/projects/422034218/ .\n\nCan we get trending/top loved/top remixed?\n\nPart 3 if this gets over 1500 loves, and if its gets, trending/top loved/top remixed! :D \n - DISCLAMIER! -\n\nTHIS GAME MAY LAG, SO TO GET RID OF THE LAG PLEASE PLAY THIS GAME HERE - \nhttps://turbowarp.org/#430442354 .\n \n - Controls - \nArrow keys to move.. Mobile friendly.\nSpace to change the pen cloud type!\n"N" to toggle names.\nDon't touch red or you'll die/\nClick on the skip button to skip.\nClick on the reset button to reset.\nBlue is water.\nTouch yellow to bounce!\nThere are teleporters! Touch purple to teleport yourself! :D\nTouch blue to swim in Water! :D\n\n - Other servers - \nIf this game if full, don't worry! You can always use server 2 which is here - link - https://scratch.mit.edu/projects/431538481/\n\n - News -\n(30 September 2020) - Project shared!\n\n - Credits - \n1. Thanks to @Capt_Bonarges for the music!\n2. Thanks to @Griffpatch for the platformer engine\n3. Thanks to @stlcards422 for the cloud engine(I made it pen!)\n4. Thanks to @GonSanVi for tons of inspiration and for 30% Graphics!(the clouds, tree, grass and rock!)\n5. Thanks to @ColorOfCode for the contest!(hope I win!)\n6. Thanks to @StratfordJames for the background art.\n7. Thanks a ton to @GonSanVi and @Game-Cloud for sooooo much inspiration! :)\n8. Thanks to @the_bee_1234 and @GravityV for being my best friends! :DD\n9. Thanks to @tennisboy188 for the into.\n\nGo follow them now! :)\nOthers all by me! :D\nPlease love/fav and follow for part 3.
Bob's Adventure - a platformer
@Stage\n\n@player\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n set size to (35) %\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (looking v)\n point in direction (135)\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (looking v)\n point in direction (-141)\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (level v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (-216) y: (-90)\n\nwhen flag clicked\nforever\n if <(x position) = [243]> then\n change [level v] by (1)\n broadcast (new level v)\n end\nend\n\nwhen I receive [new level v]\ngo to x: (-216) y: (-90)\n\nwhen I receive [die v]\ngo to x: (-216) y: (-90)\n\nwhen flag clicked\nforever\n if <(y position) = [-182]> then\n broadcast (die v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bad stuff v)?> then\n broadcast (die v)\n end\nend\n\nwhen flag clicked\nswitch costume to (standing v)\nforever\n if <not <key (any v) pressed?>> then\n switch costume to (standing v)\n end\nend\n\nwhen flag clicked\nforever\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (standing3 v)\n end\nend\n\n@level\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nset [level v] to [1]\n\n@instructions\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nset [level v] to [14]\n\n@Sprite2\n\nwhen flag clicked\nwait (.5) seconds\nhide\n\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\n\n
- A Scrolling Platformer -
@Stage\n\nwhen flag clicked\nforever\n play sound [music v] until done\nend\n\n@player\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n broadcast (Tick v)\nend\n\ndefine Tick\nshow\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)\nchange [scrollx v] by ((x position) * (-1))\nchange [scrolly v] by ((y position) * (-1))\ngo to x: (0) y: (0)\nif <<touching color (#ff0000)?> or <(ScrollY) > [700]>> then\n set [scrollx v] to [0]\n set [scrolly v] to [0]\nend\nif <touching color (#00ffff)?> then\n broadcast (Next Level v) and wait\nend\nif <touching color (#ffde00)?> then\n set [yv v] to [20]\nend\n\nwhen I receive [tick v]\nTick\n\nwhen I receive [restart v]\nset [scrollx v] to [0]\nset [scrolly v] to [0]\n\n@level\n\nwhen flag clicked\nshow\nswitch costume to (blank v)\nset size to (100) %\nswitch costume to (level 1 v)\nPosition\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen I receive [next level v]\nPosition\nwait (0.1) seconds\nnext costume\n\ndefine Position\nset [scrollx v] to [0]\nset [scrolly v] to [0]\n\n@thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\ngo to x: (36) y: (28)\nset [ghost v] effect to (100)\n\n@restart\n\nwhen flag clicked\ngo to x: (-203) y: (137)\npoint in direction (90)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (0)\n end\n point in direction ((([sin v] of ((timer) * (300)) ) * (6)) + (90))\nend\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Restart v) and wait\n wait (1) seconds\n end\nend\n\n@skip\n\nwhen flag clicked\ngo to x: (-138) y: (137)\npoint in direction (90)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (0)\n end\n point in direction ((([sin v] of ((timer) * (300)) ) * (6)) + (90))\nend\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Next Level v) and wait\n wait (1) seconds\n end\nend\n\n
- Welcome to my First scrolling Platformer game -\nControls\n- Arrow Keys or WASD to move \n- Up Arrow To Jump ( You can Wall jump )\n- Dodge The Dangerous Things\n So Leave a ❤️ and ⭐ will be highly appreciated.\nSo Enjoy and Have Fun!!\nYou can Remix and Add More Levels and more!!\nThe First Button I s the Restart Button You can Restart\nAnd the second button is the Skip button You can Skip A level. You just Have To Press them.\nGet To the blue portal To finish Each Level.\nRED= DANGER\nYELLOW=BOUNCY
Cube Platformer [V4.0] #Platformer #Mobile #Game
@Stage\n\nwhen flag clicked\nforever\n if <<(current [hour v]) > [3]> and <(current [hour v]) < [10]>> then\n switch backdrop to (morning v)\n end\n if <<(current [hour v]) > [9]> and <(current [hour v]) < [16]>> then\n switch backdrop to (day v)\n end\n if <<(current [hour v]) > [15]> and <(current [hour v]) < [20]>> then\n switch backdrop to (evening v)\n end\n if <<<(current [hour v]) > [21]> and <(current [hour v]) < [25]>> and <<(current [hour v]) > [-1]> and <(current [hour v]) < [4]>>> then\n switch backdrop to (evening v)\n end\nend\n\n@GB\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@ground\n\nwhen flag clicked\ngo [forward v] (1) layers\nforever\n switch costume to (LEVEL)\nend\n\nset [level v] to [12]\n\nwhen flag clicked\n\n@Player\n\nwhen flag clicked\nset [playzonecounter v] to [0]\nforever\n if <<(x position) = [-180]> and <(PlayZoneCounter) = [0]>> then\n broadcast (New Level v)\n change [playzonecounter v] by (1)\n end\nend\n\nset [level v] to [13]\n\ndefine Platformer physics\nchange [yv v] by (-1)\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xv v] by (-1)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1)\nend\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nif <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\nend\nif <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\nend\nif <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\nend\nif <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\nend\nif <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (-4)\n change x by ((Xv) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n set [yv v] to [15]\n broadcast (jump_effect v)\n if <(Xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n end\nend\nchange y by (Yv)\nif <<touching (ground v)?> or <touching (moving platforms 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 <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> and <<touching (ground v)?> or <touching (moving platforms v)?>>> then\n broadcast (jump_effect v)\n set [yv v] to [15]\nend\nchange y by (1)\nif <touching (spikes v)?> then\n create clone of (_myself_ v)\n go to x: (-180) y: (0)\n broadcast (dead_sound v)\nend\nif <touching (saws v)?> then\n create clone of (_myself_ v)\n go to x: (-180) y: (0)\n broadcast (dead_sound v)\nend\nif <touching (lava v)?> then\n create clone of (_myself_ v)\n go to x: (-180) y: (0)\n broadcast (dead_sound v)\nend\nif <(y position) < [-180]> then\n go to x: (-180) y: (0)\nend\nif <(x position) > [220]> then\n change [level v] by (1)\n set [playzonecounter v] to [0]\n go to x: (-180) y: (0)\nend\nif <touching (trampolins v)?> then\n set [yv v] to [25]\nend\nif <touching (water v)?> then\n set [yv v] to [-0.5]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [5]\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n set [yv v] to [-5]\n end\nend\n\nwhen flag clicked\nshow\ngo to x: (107) y: (-68)\nset [level v] to [3]\npoint in direction (90)\nset rotation style [don't rotate v]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (costume1 v)\n end\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 end\nend\n\npoint in direction (90)\n\npoint in direction (-90)\n\nwhen I receive [start v]\nset [level v] to [1]\ngo to x: (-180) y: (0)\nforever\n Platformer physics\nend\n\nwhen I start as a clone\nclear graphic effects\npoint in direction (90)\nset rotation style [all around v]\nrepeat (10)\n change y by (6)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [spawn v]\nif <(LEVEL) < [11]> then\n broadcast (start v)\n broadcast (New Live v)\nend\nif <<(LEVEL) < [21]> and <[10] < (LEVEL)>> then\n broadcast (Start 2 v)\n broadcast (New Live v)\nend\nif <<(LEVEL) < [50]> and <[20] < (LEVEL)>> then\n broadcast (Start3 v)\n broadcast (New Live v)\nend\n\nwhen I receive [start 2 v]\nset [level v] to [11]\ngo to x: (-180) y: (0)\n\nwhen I receive [start3 v]\nset [level v] to [21]\ngo to x: (-180) y: (0)\n\nset [level v] to [11]\n\nwhen flag clicked\nforever\n set [player x v] to (x position)\n set [player y v] to (y position)\nend\n\nwhen this sprite clicked\nbroadcast (Cheat code v)\n\nsay [ ] for (2) seconds\n\n@Spikes\n\nchange [turndegrees v] by (-5)\n\nwait (0.1) seconds\n\ngo to x: (19) y: (-104)\npoint in direction (90)\n\nwhen flag clicked\nforever\n if <(LEVEL) = [5]> then\nend\n\npoint in direction (90)\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\nrepeat (20)\n change [turndegrees v] by (0.5)\nend\n\n\n\nwhen flag clicked\nshow\n\nhide\n\nturn right (9) degrees\n\n@Saws\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [new level v]\nif <(LEVEL) = [5]> then\n Clone At X: [19] [-104]\nend\nif <(LEVEL) = [15]> then\n Clone At X: [19] [-104]\nend\nif <(LEVEL) = [17]> then\n Clone At X: [19] [-110]\nend\nif <(LEVEL) = [26]> then\n Clone At X: [100] [-45]\nend\nif <(LEVEL) = [28]> then\n Clone At X: [-75] [50]\n Clone At X: [100] [-45]\nend\nif then\n delete this clone\nend\n\nwhen I start as a clone\nshow\ngo [forward v] (1) layers\ngo to [back v] layer\nforever\n change [line v] by (1)\n point in direction ((90) + (([sin v] of ((line) * (2)) ) * (300)))\nend\n\nwhen flag clicked\n\nwait (0.1) seconds\n\nwhen I receive [start v]\nforever\n switch costume to (LEVEL)\nend\n\nwhen I receive [start v]\n\nset [level v] to [1]\n\nset [level v] to [9]\n\nwhen I receive [spawn v]\nstop [other scripts in sprite v]\nbroadcast (START v)\n\n@Lava\n\nwhen I start as a clone\ngo [backward v] (1) layers\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n switch costume to (LEVEL)\n set y to (([sin v] of ((timer) * (100)) ) * (10))\nend\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\n@Console\n\nwhen I receive [cheat code v]\ndelete all of [console v]\nadd (join (join [Hello, ] (username)) [, what do you want?]) to [console v]\nhide list [console v]\nif < (Admins) contains (username)?> then\n Admin Start\n ask [] and wait\n show list [console v]\nelse\n add [Sorry, you are not included in the list of admins so you cannot use the console.] to [console v]\n add [ To get into the list of admins you need] to [console v]\n add [ 1 - like and mark as favorites several \(2-3\) of my projects] to [console v]\n add [ 2 - write comments \(1-2\)] to [console v]\n add [ 3 - share with a friend / distribute in a group / write this project on your page] to [console v]\n add [4 - follow me] to [console v]\n add [That is all] to [console v]\n add [ Write in the comments as you are ready] to [console v]\n add [ to close the console just click on the checkmark on the blue background] to [console v]\n add [or click on the green flag ] to [console v]\n ask [] and wait\n repeat until <(answer) = []>\n end\n show list [console v]\nend\n\nsay [Cheat code not find.] for (2) seconds\n\nwhen flag clicked\nshow list [console v]\ndelete all of [console v]\n\nadd [Write a cheat code:] to [coder v]\nhide list [coder v]\nset [cheat code v] to [~WBjzks{5aHQgi7?PKb8q7Dc~WbCqtA4hWDkota{IGQ@KE%7pT?O#xOvuN6a}%lx3}dtx7|%25WiLvjc8t}IDy~C~U6I00e9b6]\nask [Cheat code:] and wait\nif <<[codes v] contains (answer)?> and <(answer) = (join (item # of [3~WBjzks{5aHQgi7?PKb8q7Dc~WbCqtA4hWDkota{IGQ@K] in [codes v]) ([e ^ v] of (letter (length of (Cheat Code)) of (Cheat Code)) ))>> then\n broadcast (Cheat code + v)\n add [Code acepted] to [coder v]\n wait (1) seconds\n add [3] to [coder v]\n wait (1) seconds\n add [2] to [coder v]\n wait (1) seconds\n add [1] to [coder v]\n wait (1) seconds\n show list [coder v]\n delete all of [coder v]\n set [cheat code? v] to [0]\nelse\n add (join [Cheat code] (join ["] (join (answer) (join ["] [dont find.])))) to [coder v]\n wait (1) seconds\n add [3] to [coder v]\n wait (1) seconds\n add [2] to [coder v]\n wait (1) seconds\n add [1] to [coder v]\n wait (1) seconds\n show list [coder v]\n delete all of [coder v]\n set [cheat code? v] to [0]\nend\n\nwhen flag clicked\ndelete all of [admins v]\nshow list [admins v]\nadd [the_magic_Bonus] to [admins v]\nadd [Pro_100_Bonus] to [admins v]\nadd [Mousepad_1500] to [admins v]\n\nwait (16) seconds\n\ndefine Admin Start\nMenu\nrepeat until <(Answer) = [5]>\n ask [] and wait\n set [answer v] to (answer)\n if <(Answer) = [1]> then\n add [infinity lives mode turned on] to [console v]\n broadcast (Cheat code + v)\n wait (2) seconds\n Menu\n end\n if <(Answer) = [2]> then\n add [infinity lives mode turned off] to [console v]\n add [Sorry this function doesnt work now] to [console v]\n wait (3) seconds\n Menu\n end\n if <(Answer) = [3]> then\n list start\n end\n if <(length of [console v]) > [11]> then\n add [Clearing console...] to [console v]\n wait (2) seconds\n Menu\n end\nend\nadd [Closing console... ] to [console v]\nwait (2) seconds\nshow list [console v]\nif <(Answer) = [4]> then\n message\nend\n\ndefine Menu\nset [answer v] to []\ndelete all of [console v]\nadd (join (join [Hello, ] (username)) [, what do you want?]) to [console v]\nadd [1 - infinity lives on] to [console v]\nadd [2 - infinity lives off] to [console v]\nadd [3 - show list of administrators ] to [console v]\nadd [4 - leave a message to the_Magic_Bonus player] to [console v]\nadd [5 - close console] to [console v]\n\ndefine list start\nadd [list mode switched on] to [console v]\nwait (3) seconds\ndelete all of [console v]\nadd [Admins list:] to [console v]\nhide list [admins v]\nrepeat (8)\n add [ ] to [console v]\nend\nadd [press the checkmark on the blue background to close admin list] to [console v]\nask [] and wait\nrepeat until <not <(answer) = [3]>>\ndelete all of [console v]\nadd [list mode switched off] to [console v]\nshow list [admins v]\nwait (3) seconds\nMenu\n\nask [Как тебя зовут?] and wait\n\ndefine message\n\n@Water\n\nset [ghost v] effect to (30)\n\nwhen I receive [start v]\ngo to [back v] layer\nforever\n go [backward v] (88) layers\n switch costume to (LEVEL)\n set [ghost v] effect to (30)\n set y to (([sin v] of ((timer) * (100)) ) * (5))\nend\n\n@shadows\n\nwhen flag clicked\ngo to x: (25) y: (13)\nshow\nforever\n go to [back v] layer\n switch costume to (LEVEL)\n set [ghost v] effect to (50)\nend\n\nbroadcast (START v)\n\nwhen I receive [start v]\n\n@decorations\n\nwhen flag clicked\nshow\nforever\n switch costume to (LEVEL)\nend\n\ngo [backward v] (3) layers\n\ngo to [front v] layer\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (LEVEL)\nend\n\n@Button\n\nwhen flag clicked\nset size to (60) %\nwait (0.2) seconds\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (start_idk v)\n repeat until <not <touching (mouse-pointer v)?>>\n switch costume to (kostüm2 v)\n repeat until <(size) = [80]>\n change size by (5)\n end\n end\n else\n repeat until <(size) = [60]>\n change size by (-5)\n end\n set size to (60) %\n switch costume to (kostüm1 v)\n end\nend\n\nturn right (15) degrees\nwait (0.1) seconds\nturn left (15) degrees\nwait (0.3) seconds\n\nwhen flag clicked\nhide\nwait (6) seconds\npoint in direction (90)\nshow\ngo to [front v] layer\n\nwhen this sprite clicked\nbroadcast (start v)\nbroadcast (START GAME v)\nturn right (15) degrees\nrepeat (2)\n turn right (15) degrees\n change size by (-30)\n change [ghost v] effect by (40)\nend\nhide\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [instructions_closed v]\nshow\n\nwhen I receive [online start v]\nhide\n\n@Button2\n\nwhen flag clicked\nset size to (60) %\nwait (0.2) seconds\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <not <touching (mouse-pointer v)?>>\n switch costume to (kostüm2 v)\n repeat until <(size) = [80]>\n change size by (5)\n end\n end\n else\n repeat until <(size) = [60]>\n change size by (-5)\n end\n set size to (60) %\n switch costume to (kostüm1 v)\n end\nend\n\nturn right (15) degrees\nwait (0.1) seconds\nturn left (15) degrees\nwait (0.3) seconds\n\nwhen flag clicked\nhide\nwait (6) seconds\npoint in direction (90)\nshow\ngo to [front v] layer\n\nwhen this sprite clicked\nbroadcast (Online start v)\nturn right (15) degrees\nrepeat (2)\n turn right (15) degrees\n change size by (-30)\n change [ghost v] effect by (40)\nend\nhide\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [instructions_closed v]\nshow\n\nwhen I receive [start v]\nhide\n\n@heart\n\nwhen I receive [dead_sound v]\nchange [lives v] by (-1)\n\nwhen I receive [new live v]\nset [stop heart move v] to [0]\nset [lives v] to [6]\nswitch costume to (heart v)\npoint in direction (90)\nset size to (300) %\ngo to [front v] layer\ngo to x: (-202) y: (-150)\nshow\nbroadcast (Start Heart 2 v)\nrepeat until <[6] > (Lives)>\n point in direction ((([sin v] of ((timer) * (150)) ) * (2)) + (90))\nend\nswitch costume to (костюм 1 v)\nrepeat until <[5] > (Lives)>\n point in direction ((([sin v] of ((timer) * (150)) ) * (2)) + (90))\nend\nswitch costume to (костюм 2 v)\nrepeat until <(Stop Heart move) = [1]>\n point in direction ((([sin v] of ((timer) * (150)) ) * (2)) + (90))\nend\nswitch costume to (костюм 2 v)\n\ngo to x: (-152) y: (-150)\ngo to x: (-102) y: (-150)\n\nwhen flag clicked\nset [cheat code? v] to [0]\nhide\n\nforever\n if <(Cheat code?) = [0]> then\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n change [cheat code? v] by (1)\n broadcast (Cheat code v)\n end\n end\n end\nend\n\nwhen I receive [cheat code + v]\nstop [other scripts in sprite v]\nswitch costume to (костюм 3 v)\nrepeat until <(Stop Heart move) = [1]>\n point in direction ((([sin v] of ((timer) * (150)) ) * (2)) + (90))\n forever\n go to x: ((Player X) - (25)) y: ((Player Y) + (40))\n end\nend\n\nwhen I receive [start v]\nbroadcast (New Live v)\n\nwhen flag clicked\nforever\n go to x: ((Player X) - (25)) y: ((Player Y) + (40))\nend\n\n@heart2\n\nwhen flag clicked\nhide\nswitch costume to (heart v)\n\nwhen I receive [start heart 2 v]\nswitch costume to (heart v)\npoint in direction (90)\nset size to (300) %\ngo to [front v] layer\ngo to x: (-152) y: (-150)\nshow\nrepeat until <[4] > (Lives)>\n point in direction ((([sin v] of ((timer) * (150)) ) * (2)) + (90))\nend\nswitch costume to (костюм 1 v)\nrepeat until <[3] > (Lives)>\n point in direction ((([sin v] of ((timer) * (150)) ) * (2)) + (90))\nend\nswitch costume to (костюм 2 v)\nrepeat until <(Stop Heart move) = [1]>\n point in direction ((([sin v] of ((timer) * (150)) ) * (2)) + (90))\nend\nswitch costume to (костюм 2 v)\n\nwhen I receive [cheat code + v]\nstop [other scripts in sprite v]\nswitch costume to (костюм 3 v)\nrepeat until <(Stop Heart move) = [1]>\n point in direction ((([sin v] of ((timer) * (150)) ) * (2)) + (90))\n forever\n go to x: (Player X) y: ((Player Y) + (40))\n end\nend\n\nwhen flag clicked\nforever\n go to x: (Player X) y: ((Player Y) + (40))\nend\n\n@heart3\n\nwhen flag clicked\nhide\n\nwhen I receive [start heart 2 v]\npoint in direction (90)\nset size to (300) %\ngo to [front v] layer\ngo to x: (-102) y: (-150)\nshow\nswitch costume to (костюм 1 v)\nrepeat until <[2] > (Lives)>\n point in direction ((([sin v] of ((timer) * (150)) ) * (2)) + (90))\nend\nswitch costume to (костюм 2 v)\nrepeat until <[1] > (Lives)>\n point in direction ((([sin v] of ((timer) * (150)) ) * (2)) + (90))\nend\nswitch costume to (костюм 3 v)\nbroadcast (Spawn v)\nrepeat until <(Stop Heart move) = [1]>\n point in direction ((([sin v] of ((timer) * (150)) ) * (2)) + (90))\nend\n\nwhen I receive [cheat code + v]\nstop [other scripts in sprite v]\nswitch costume to (костюм 4 v)\nrepeat until <(Stop Heart move) = [1]>\n point in direction ((([sin v] of ((timer) * (150)) ) * (2)) + (90))\n forever\n go to x: ((Player X) - (-25)) y: ((Player Y) + (40))\n end\nend\n\nwhen flag clicked\nforever\n go to x: ((Player X) - (-25)) y: ((Player Y) + (40))\nend\n\n@Achievments\n\ndefine Acheivment id: (id)\nset [id v] to (id)\ncreate clone of (_myself_ v)\nbroadcast (Achievement v)\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\nswitch costume to (id)\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nrepeat until <(t) > [7]>\n change [t v] by (0.08)\n go to [front v] layer\nend\nrepeat (20)\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 [message v]\nAcheivment id: [2]\n\nwhen flag clicked\nwait (8) seconds\nAcheivment id: [1]\n\nif <(item (id) of [completed achievments v]) = [0]> then\n replace item (id) of [completed achievments v] with [1]\nend\n\nsay [1] for (2) seconds\n\nwhen flag clicked\n\nwait (8) seconds\n\nwhen I receive [start 2 v]\n\nwhen I receive [start3 v]\n\nwhen flag clicked\nrepeat until <(LEVEL) = [11]>\nAcheivment id: [3]\nrepeat until <(LEVEL) = [21]>\nAcheivment id: [4]\nrepeat until <(LEVEL) = [30]>\nAcheivment id: [5]\n\n@Music Sprite\n\nwhen I receive [dead_sound v]\nstart sound [Oops v]\n\nwhen flag clicked\nset volume to (100) %\nhide\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo to x: (-212) y: (130)\nset [music? v] to [yes]\nshow\nforever\n if <(music?) = [yes]> then\n switch costume to (costume1 v)\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [music? v] to [no]\n wait until <not <mouse down?>>\n end\n end\n end\n if <(music?) = [no]> then\n switch costume to (costume2 v)\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [music? v] to [yes]\n wait until <not <mouse down?>>\n end\n end\n end\nend\n\ndefine Musicscript play\nif < (☁ Music?) contains [yes]?> then\n set volume to (100) %\n broadcast (Inro Sound v)\nend\nif < (☁ Music?) contains [no]?> then\n set volume to (0) %\n broadcast (Inro Sound off v)\nend\nforever\n if <(music?) = [yes]> then\n set volume to (100) %\n set [☁ music? v] to (join (username) (join [ ] (join [yes] (join [ ] [music]))))\n end\n if <(music?) = [no]> then\n set volume to (0) %\n set [☁ music? v] to (join (username) (join [ ] (join [no] (join [ ] [music]))))\n end\nend\n\nwhen I receive [jump_effect v]\nstart sound [Jump2 v]\n\nwhen flag clicked\nforever\n play sound [Alex Skrindo - Jumbo \[NCS Release\] v] until done\nend\n\nwhen flag clicked\nMusicscript play\n\nwhen I receive [jump v]\nstart sound [Big Boing v]\n\nwhen I receive [intro sound start v]\nstart sound [Prismo - Stronger v]\nset volume to (100) %\n\nif <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [music? v] to [no]\n wait until <not <mouse down?>>\n end\nend\n\nif <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [music? v] to [no]\n wait until <not <mouse down?>>\n end\nend\n\n@Music Sprite2\n\ngo to x: (-212) y: (160)\n\nset size to (40) %\n\nwhen this sprite clicked\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n next costume\n Nickname\n wait until <not <mouse down?>>\n end\n end\nend\n\ndefine Nickname\nif <(NickName) = [1]> then\n set [nickname v] to [0]\nelse\n set [nickname v] to [1]\nend\n\n@Спрайт 1\n\nwhen flag clicked\nforever\n go to x: (Player X) y: ((Player Y) + (60))\nend\n\nwhen flag clicked\n\nwhen I receive [start v]\nforever\n if <(NickName) = [1]> then\n say (username)\n else\n say []\n end\nend\n\n@detector\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\nset [timer2 v] to [0]\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 (Message 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\nwhen flag clicked\nforever\n change [timer2 v] by (0.1)\n wait (0.1) seconds\nend\n\nshow\ngo to [front v] layer\ngo to x: (0) y: (50)\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nset [timer2 v] to [0]\nrepeat until <(timer2) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nset [timer2 v] to [0]\nrepeat until <(timer2) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\n@Intro\n\nwhen I start as a clone\nif <(Clone) = [Particles]> then\n switch costume to (pick random (29) to (31))\n set size to (pick random (50) to (150)) %\n set [ghost v] effect to (pick random (0.) to (5.))\n set [brightness v] effect to (pick random (-25.) to (100.))\n go to x: (0) y: (0)\n point in direction (pick random (-180) to (180))\n set [x v] to (pick random (10.) to (12.))\n set [i v] to (pick random (2.) to (9.))\n go to [front v] layer\n show\n repeat until <touching (_edge_ v)?>\n move (X) steps\n change y by (I)\n change [i v] by (-0.4)\n set [x v] to ((X) * (0.95))\n end\n delete this clone\nend\n\ndefine Particles\nset [clone v] to [Particles]\nrepeat (50)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Clone) = [Name]> then\n switch costume to (name v)\n set size to (50) %\n clear graphic effects\n go to [front v] layer\n go to x: (0) y: (-100)\n point in direction (0)\n show\n repeat (50)\n go to [front v] layer\n change size by (((130) - (size)) / (8))\n change y by (((0) - (y position)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n end\n set [i v] to [-1]\n repeat (10)\n go to [front v] layer\n change size by (I)\n change [i v] by (join [-] (([abs v] of (I) ) / (2)))\n turn right (I) degrees\n end\n switch costume to (logo v)\n repeat (40)\n go to [front v] layer\n change size by (((130) - (size)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n end\n set [i v] to [-1]\n repeat (20)\n go to [front v] layer\n change size by ((I) / (3))\n change [i v] by (join [-] (([abs v] of (I) ) / (4)))\n turn right ((I) / (-3)) degrees\n end\n delete this clone\nend\n\nwhen flag clicked\nreset timer\nhide\nbroadcast (INTRO SOUND START v)\nclear graphic effects\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\nset [clone v] to [Square]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [clone v] to [Name]\ncreate clone of (_myself_ v)\nwait (0) seconds\nrepeat (2)\n Spiral spline explosion\n Particles\n Rect\n Spiral spline explosion\nend\nCircle\nrepeat (4)\n Spiral spline explosion\n Particles\n Rect\n Spiral spline explosion\nend\nCircle\nrepeat (2)\n Spiral spline explosion\n Rect\n Spiral spline explosion\nend\n\nstart sound [Prismo - Stronger v]\nset volume to (100) %\n\nwhen I start as a clone\nif <(Clone) = [Square]> then\n clear graphic effects\n show\n set size to (0) %\n go to x: (0) y: (300)\n point in direction (0)\n switch costume to (square v)\n repeat (20)\n change size by (((100) - (size)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n change y by (((0) - (y position)) / (5))\n end\n point in direction (90)\n repeat (12)\n next costume\n end\n repeat (20)\n switch costume to (blank v)\n change size by (((2000) - (size)) / (5))\n switch costume to (square13 v)\n end\n wait (3) seconds\n repeat (20)\n switch costume to (blank v)\n change size by (((100) - (size)) / (5))\n switch costume to (square13 v)\n end\n repeat (12)\n switch costume to ((costume [number v]) - (1))\n change size by (-5)\n end\n set [i v] to [-1]\n repeat (20)\n change size by ((I) / (3))\n change [i v] by (join [-] (([abs v] of (I) ) / (4)))\n turn right ((I) / (-3)) degrees\n change y by ((I) / (3))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Bursts]> then\n switch costume to (lineexplosion1 v)\n clear graphic effects\n go to [front v] layer\n go [backward v] (1) layers\n set [i v] to (pick random (1) to (3))\n if <(I) = [1]> then\n set [brightness v] effect to (100)\n else\n if <(I) = [2]> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (-25)\n end\n end\n show\n set [i v] to [20]\n Animate x: [0] y: [0] size: [0] rotate: (pick random (-180) to (180)) speed: [1]\n repeat (2)\n set [i v] to ((I) * (0.9))\n move (I) steps\n Size: [100] speed: [5]\n end\n repeat (10)\n set [i v] to ((I) * (0.9))\n move (I) steps\n Size: [100] speed: [5]\n change [ghost v] effect by (10)\n next costume\n end\n delete this clone\nend\n\ndefine Animate x: (x) y: (y) size: (s) rotate: (r) speed: (s)\nchange x by (((round (x)) - (round (x position))) / (s))\nchange y by (((round (y)) - (round (y position))) / (s))\nchange size by (((round (s)) - (round (size))) / (s))\nturn right (((round (r)) - (round (direction))) / (s)) degrees\n\ndefine Spiral spline explosion\nset [clone v] to [Bursts]\nrepeat (5)\n create clone of (_myself_ v)\nend\n\ndefine Size: (s) speed: (spd)\nchange size by (((round (s)) - (round (size))) / (spd))\n\ndefine Rect\nset [clone v] to [Rect]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone) = [Rect]> then\n clear graphic effects\n show\n set size to (0) %\n go to (random position v)\n point in direction (90)\n switch costume to (background rect v)\n repeat until <(round (size)) = [300]>\n change size by (((300) - (size)) / (15))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Circle]> then\n clear graphic effects\n set [brightness v] effect to (100)\n go to [front v] layer\n go [backward v] (2) layers\n show\n set size to (0) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (circle explosion 1 v)\n repeat (20)\n switch costume to (blank v)\n change size by (((300) - (size)) / (5))\n switch costume to (circle explosion 1 v)\n end\n delete this clone\nend\n\ndefine Circle\nset [clone v] to [Circle]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [clone v] to [Circle 2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone) = [Circle 2]> then\n clear graphic effects\n set [brightness v] effect to (0)\n go to [front v] layer\n go [backward v] (1) layers\n show\n set size to (0) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (circle explosion 1 v)\n repeat (20)\n switch costume to (blank v)\n change size by (((300) - (size)) / (5))\n switch costume to (circle explosion 1 v)\n end\n delete this clone\nend\n\nwhen I receive [inro sound v]\nset volume to (100) %\n\nwhen I receive [inro sound off v]\nset volume to (0) %\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@trampolins\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n switch costume to (kostüm2 v)\n broadcast (Jump v)\n wait (0.1) seconds\n else\n switch costume to (kostüm1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [6]> then\n go to x: (85) y: (-170)\n show\n else\n if <(LEVEL) = [8]> then\n go to x: (-35) y: (-73)\n show\n else\n if <(LEVEL) = [9]> then\n show\n set x to (-100)\n else\n if <(LEVEL) = [18]> then\n go to x: (-5) y: (-73)\n show\n else\n if <(LEVEL) = [19]> then\n show\n set x to (-70)\n else\n hide\n end\n end\n end\n end\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\ngo to x: (0) y: (90)\nforever\n point in direction ((([sin v] of ((timer) * (150)) ) * (3)) + (90))\nend\n\nwhen I receive [start v]\nhide\n\nforever\n point in direction ((([sin v] of ((timer) * (150)) ) * (3)) + (90))\nend\n\n@Level Number\n\nwhen flag clicked\ngo to [front v] layer\nhide\npoint in direction (90)\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (LEVEL)\nend\n\nhide\n\nshow\n\ngo to x: (222) y: (139)\n\nset [level v] to [21]\n\n@Online\n\n@Spikes and saws\n\nchange [turndegrees v] by (-5)\n\nwait (0.1) seconds\n\ngo to x: (19) y: (-104)\npoint in direction (90)\n\nwhen flag clicked\n\nforever\n if <(LEVEL) = [5]> then\n go to x: (19) y: (-104)\n turn right (9) degrees\n else\n if <(LEVEL) = [7]> then\n go to x: (19) y: (-180)\n turn right (9) degrees\n else\n if <(LEVEL) = [15]> then\n go to x: (19) y: (-104)\n turn right (9) degrees\n else\n if <(LEVEL) = [17]> then\n go to x: (19) y: (-110)\n turn right (9) degrees\n else\n go to x: (19) y: (-104)\n point in direction (90)\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\nrepeat (20)\n change [turndegrees v] by (0.5)\nend\n\nwhen flag clicked\nhide\n\n@Text\n\nwhen flag clicked\n\ngo to [front v] layer\nhide\npoint in direction (90)\n\nwhen I receive [start v]\n\nshow\n\nshow\n\nhide\n\nforever\n switch costume to (LEVEL)\nend\n\n@Secret achivment\n\n@backdrop2\n\nwhen I receive [online start v]\nshow\n\nwhen flag clicked\nhide\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nreset timer\n\nwhen I receive [joining v]\nforever\n switch costume to (costume3 v)\n wait (0.3) seconds\n next costume\n wait (0.3) seconds\n next costume\n wait (0.3) seconds\n next costume\nend\n\nwhen I receive [joining v]\nforever\n point in direction ((timer) * (200))\nend\n\nwhen I receive [joining v]\nforever\n repeat until <(round (size)) = [110]>\n change size by (((110) - (size)) / (10))\n end\n repeat until <(round (size)) = [90]>\n change size by (((90) - (size)) / (10))\n end\nend\n\nwhen I receive [online start v]\nshow\nbroadcast (joining v)\n\nwhen I receive [joining v]\nforever\n set y to ((-20) + (([cos v] of ((timer) * (100)) ) * (20)))\nend\n\nwhen I receive [joining v]\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (3) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nstop [other scripts in sprite v]\nhide\nbroadcast (joining v)\n\n@Sprite11\n\nwhen flag clicked\nhide\n\nreset timer\n\nwhen I receive [joining v]\nforever\n switch costume to (costume8 v)\n wait (0.3) seconds\n next costume\n wait (0.3) seconds\n next costume\n wait (0.3) seconds\n switch costume to (costume7 v)\nend\n\nwhen I receive [joining v]\nforever\n repeat until <(round (size)) = [110]>\n change size by (((105) - (size)) / (10))\n end\n repeat until <(round (size)) = [90]>\n change size by (((95) - (size)) / (10))\n end\nend\n\nwhen I receive [begin v]\n\nwhen I receive [joining v]\nforever\n set y to ((-10) + (([cos v] of ((timer) * (100)) ) * (10)))\nend\n\nshow\n\nwhen I receive [joining v]\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (3) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nstop [other scripts in sprite v]\nhide\n\n
Cube plarformer\nClick the flag, \nPress arrow keys or W A S D to move \nAvoid the spikes, saws and lava, jump on tumpline and go to the end for the next level! \n=================\nBackgrounds changing with your time.\nMorning - from 4am to 9am\nDaytime - from 10am to 15pm\nEvening - from 16pm to 19pm\nNight - Switched off\n=================\n*crouching is glitchy right now\n**Will probably add more levels
Among Us platformer survival (not working on anymore)
@Stage\n\nwhen flag clicked\nforever\n play sound [Lobby Ambiance v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n next backdrop\n wait (0.1) seconds\nend\n\n@Sprite1\n\ndefine Say (text) with delay between letters (delay) , sound id (sid)\nset [t v] to []\nset [textlength v] to ((length of (text)) - (1))\nrepeat until <(textlength) = [-1]>\n set [t v] to (join (t) (letter ((length of (text)) - (textlength)) of (text)))\n change [textlength v] by (-1)\n say (t)\n if <not <(letter ((length of (text)) - (textlength)) of (text)) = [ ]>> then\n start sound (sid)\n end\nend\nif <key (x v) pressed?> then\n say (text)\n wait until <key (f v) pressed?>\n stop [this script v]\nend\nwait ((delay) / (100)) seconds\nwait until <not <key (x v) pressed?>>\nwait until <key (f v) pressed?>\nsay []\n\nwhen I receive [controls v]\nforever\n if <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>> then\n if <(pick random (1) to (2)) = [1]> then\n play sound [Footstep1 v] until done\n else\n play sound [Footstep2 v] until done\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (still v)\nset rotation style [left-right v]\nshow\nset size to (100) %\nset [yv v] to [0]\nset [xv v] to [0]\nset [skin v] to [0]\nhide variable [skin v]\ngo to x: (-143) y: (107)\npoint in direction (90)\nbroadcast (controls v)\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change x by (4)\n if <touching (level v)?> then\n change x by (-4)\n end\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change x by (-4)\n if <touching (level v)?> then\n change x by (4)\n end\n end\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [10]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (yv)\n if <touching (level v)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [Jump v]\n set [yv v] to [12]\n end\n end\n change y by (1)\n if <<(y position) < [-170]> or <touching (knife v)?>> then\n broadcast (death v)\n end\nend\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <key (d v) pressed?>>>> then\n next costume\n wait (0.1) seconds\n else\n switch costume to (still v)\n end\nend\n\nwhen flag clicked\nset [costume v] to [fasle]\nforever\n if <touching (sprite2 v)?> then\n if <<key (e v) pressed?> and <(costume) = [fasle]>> then\n start sound [SELECT v]\n set [costume v] to [true]\n wait until <not <key (e v) pressed?>>\n end\n if <<key (e v) pressed?> and <(costume) = [true]>> then\n start sound [SELECT v]\n set [costume v] to [fasle]\n wait until <not <key (e v) pressed?>>\n end\n end\nend\n\nwhen flag clicked\nforever\n set [color v] effect to (skin)\nend\n\nwhen flag clicked\nforever\n if <(costume) = [fasle]> then\n hide variable [skin v]\n end\n if <(costume) = [true]> then\n show variable [skin v]\n end\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n ask [] and wait\n Say (answer) with delay between letters (1) , sound id (3)\n end\nend\n\nwhen I receive [done v]\ngo to x: (-143) y: (107)\n\nwhen flag clicked\nforever\n if <(direction) = [90]> then\n set [left/right v] to [right]\n end\n if <(direction) = [-90]> then\n set [left/right v] to [left]\n end\nend\n\n@Level\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (23) y: (-14)\n\nwhen I receive [repair v]\nswitch costume to (pick random (2) to (11))\nif <<<<(costume [number v]) = [7]> or <(costume [number v]) = [8]>> or <(costume [number v]) = [9]>> or <<(costume [number v]) = [10]> or <(costume [number v]) = [11]>>> then\n broadcast (knife v)\nend\n\nwhen I receive [done v]\nswitch costume to (costume1 v)\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (9) y: (-37)\n\nwhen flag clicked\nshow\nforever\n if <touching (sprite1 v)?> then\n set [brightness v] effect to (60)\n switch costume to (costume2 v)\n else\n set [brightness v] effect to (0)\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [repair v]\nhide\n\nwhen I receive [done v]\nshow\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (185) y: (-50)\nswitch costume to (costume1 v)\n\nwhen I receive [repair v]\ngo to x: (137) y: (-50)\nswitch costume to (costume2 v)\nforever\n if <touching (sprite1 v)?> then\n broadcast (done v)\n go to x: (185) y: (-50)\n switch costume to (costume1 v)\n stop [this script v]\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nshow\ngo to x: (18) y: (128)\nswitch costume to (costume11 v)\nwait (1) seconds\nforever\n repeat (2)\n start sound [broken keyboard v]\n switch costume to (costume12 v)\n wait (0.2) seconds\n switch costume to (costume11 v)\n end\n wait (pick random (1) to (3)) seconds\nend\n\nwhen I receive [repair v]\nhide\n\nwhen I receive [done v]\nshow\nchange [your score: v] by (20)\nstart sound [Coin v]\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [... v]\nshow\ngo to [front v] layer\nrepeat (20)\n start sound [Alert v]\n set [ghost v] effect to (60)\n wait (1) seconds\n set [ghost v] effect to (100)\n wait (1) seconds\nend\nhide\nbroadcast (death v)\n\nwhen I receive [oh no2 v]\nbroadcast (... v)\n\nwhen I receive [done v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite6\n\nwhen flag clicked\nshow\ngo to x: (-214) y: (-56)\nswitch costume to (costume1 v)\ngo to [back v] layer\nwait (pick random (5) to (25)) seconds\nbroadcast (ohno v)\n\nwhen I receive [ohno v]\nswitch costume to (costume2 v)\nbroadcast (oh no2 v)\nforever\n if <touching (sprite1 v)?> then\n switch costume to (costume3 v)\n set [brightness v] effect to (60)\n else\n switch costume to (costume2 v)\n set [brightness v] effect to (0)\n end\n if <<touching (sprite1 v)?> and <key (e v) pressed?>> then\n start sound [SELECT v]\n hide\n broadcast (repair v)\n stop [this script v]\n end\nend\n\nwhen I receive [done v]\nshow\nswitch costume to (costume1 v)\nset [brightness v] effect to (0)\nswitch costume to (costume1 v)\nwait (pick random (5) to (15)) seconds\nbroadcast (ohno v)\n\n@Sprite7\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen I receive [death v]\nshow\ngo to [front v] layer\nstop [all v]\n\n@Sprite8\n\nwhen flag clicked\nhide\ngo to x: (19) y: (-3)\ngo to [front v] layer\n\nwhen I receive [repair v]\nshow\n\nwhen I receive [done v]\nhide\n\n@poster\n\nwhen flag clicked\nshow\ngo to x: (-119) y: (138)\ngo to [back v] layer\nswitch costume to (pick random (2) to (4))\n\nwhen I receive [repair v]\nhide\n\nwhen I receive [done v]\nshow\n\n@knife\n\nwhen flag clicked\nhide\ngo to x: (-11) y: (193)\n\nwhen I receive [knife v]\nforever\n create clone of (_myself_ v)\n wait (1.2) seconds\nend\n\nhide\n\nwhen I start as a clone\nshow\ngo to x: (-21) y: (158)\npoint in direction (90)\nclear graphic effects\nswitch costume to (costume5 v)\nchange [ghost v] effect by (0)\npoint towards (sprite1 v)\nrepeat until <<<touching (level v)?> or <touching (_edge_ v)?>> or <touching (sprite1 v)?>>\n move (8) steps\nend\nrepeat (20)\n change [ghost v] effect by (5)\n wait (0.01) seconds\nend\ndelete this clone\n\nwhen I receive [done v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nforever\n\nhide\n\nrepeat (5)\n create clone of (sprite14 v)\nend\nwait (0.9) seconds\n\nmove (7) steps\n\n@Sprite9\n\nwhen flag clicked\nhide\ngo to x: (36) y: (28)\ngo to [front v] layer\n\n@Sprite10\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\nswitch costume to (pick random (16) to (21))\nforever\n go to (sprite1 v)\nend\n\nwhen flag clicked\nforever\n if <(y position) > [155]> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <(left/right) = [right]> then\n point in direction (90)\n end\n if <(left/right) = [left]> then\n point in direction (-90)\n end\nend\n\nwhen flag clicked\nrepeat (10)\n go to [front v] layer\nend\n\n@Sprite11\n\nwhen flag clicked\nswitch costume to (pick random (19) to (21))\ngo to [front v] layer\nforever\n go to (sprite1 v)\nend\n\nif then\nelse\n go to [back v] layer\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <(left/right) = [right]> then\n point in direction (90)\n end\n if <(left/right) = [left]> then\n point in direction (-90)\n end\nend\n\nif <([costume # v] of [sprite10 v]) = [27]> then\n switch costume to (costume18 v)\n go to [front v] layer\nend\n\n@pets\n\nwhen flag clicked\nswitch costume to (pick random (3) to (5))\nforever\n go to (sprite1 v)\n if <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by (7)\n end\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <(left/right) = [right]> then\n point in direction (90)\n end\n if <(left/right) = [left]> then\n point in direction (-90)\n end\nend\n\n@Sprite12\n\ndefine Draw\nerase all\nset [i v] to [0]\nrepeat until <(i) = (maxParticles)>\n go to x: (item (i) of [x v]) y: (item (i) of [y v])\n set pen size to (item (i) of [r v])\n pen down\n pen up\n change [i v] by (1)\nend\nUpdate\n\nwhen flag clicked\ngo to [front v] layer\nset pen color to (#ff5ee1)\nset [h v] to [360]\nset [w v] to [480]\nset [angle v] to [0]\nset [maxparticles v] to [75]\ndelete (all) of [x v]\ndelete (all) of [y v]\ndelete (all) of [r v]\ndelete (all) of [d v]\nset [i v] to [0]\nrepeat until <(i) = (maxParticles)>\n add (((W) * (pick random (0) to (0.99))) - (240)) to [x v]\n add (((H) * (pick random (0) to (0.99))) - (180)) to [y v]\n add (((pick random (0) to (0.99)) * (4)) + (1)) to [r v]\n add ((maxParticles) * (pick random (0) to (0.99))) to [d v]\n change [i v] by (1)\nend\nforever\n Draw\nend\n\ndefine Update\nchange [angle v] by (0.5)\nset [i v] to [0]\nrepeat until <(i) = (maxParticles)>\n replace item (i) of [y v] with ((item (i) of [y v]) - ((([cos v] of ((Angle) + (item (i) of [d v])) ) + (1)) + ((item (i) of [r v]) / (2))))\n replace item (i) of [x v] with ((item (i) of [x v]) + (([sin v] of (Angle) ) * (2)))\n if <<(item (i) of [x v]) > [245]> or <<(item (i) of [x v]) < [-245]> or <(item (i) of [y v]) < [-180]>>> then\n if <((i) mod (3)) > [0]> then\n replace item (i) of [x v] with (((pick random (0) to (0.99)) * (W)) - (240))\n replace item (i) of [y v] with [190]\n else\n if <([sin v] of (Angle) ) > [0]> then\n replace item (i) of [x v] with [-245]\n replace item (i) of [y v] with (((pick random (0) to (0.99)) * (H)) - (180))\n else\n replace item (i) of [x v] with [245]\n replace item (i) of [y v] with (((pick random (0) to (0.99)) * (H)) - (180))\n end\n end\n end\n change [i v] by (1)\nend\n\nwhen flag clicked\nerase all\n\n@player's score and high score\n\nwhen flag clicked\nset [your score: v] to [0]\n\nwhen I receive [death v]\nif <(Your score:) > (☁ High score)> then\n set [☁ high score v] to (Your score:)\nend\n\n@Sprite13\n\nwhen flag clicked\n\nif <(username) = [namanh14799]> then\n hide\nelse\n show\n go to [front v] layer\n stop [all v]\nend\n\n@Sprite14\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to (knife v)\nset [ghost v] effect to (0)\nrepeat (5)\n change y by (5)\nend\nchange x by (pick random (-20) to (20))\nrepeat until <<touching (level v)?> or <touching (_edge_ v)?>>\n change y by (-5)\nend\nrepeat (5)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nturn right (15) degrees\n\n
––––––––––––––––◊LAST UPDATE◊–––––––––––––––––––\n- Some news hats and shirts\n- Snow ball change to a dark fast bird\nAnother things you should explore it :p\nThere some glitch of the pets when it meets the level :v\n––––––––––––––––ΩHOW TO PLAYΩ––––––––––––––––––\narrow or ADWS key to move\ntouch the computer and press e to change costume ( actually is just chage the color of the player )\npress space to chat, f to select\ntouch the machine and press e to collect the obby before oxygen run out!\npls more follow me and like this project! :)\nyou can remix this game and make a Among Us platformer mulitplayer
The Hidden Hills - A Multiplayer Scrolling Platformer #games
@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))))\nwait (5) seconds\nhide variable [mouse x,y v]\n\nwhen flag clicked\nhide variable [mouse x,y v]\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\nset volume to (100) %\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\nif <(Checkpoint) = [0]> then\n set [x v] to [0]\n set [y v] to [100]\nelse\n if <(Checkpoint) = [1]> then\n set [x v] to [1800]\n set [y v] to [50]\n else\n if <(Checkpoint) = [2]> then\n set [x v] to [4875]\n set [y v] to [90]\n else\n set [x v] to [3287]\n set [y v] to [14]\n end\n end\nend\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\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\nreset timer\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 change volume by (-10)\nend\nhide\nstop all sounds\nstop [other scripts in sprite v]\n\ndefine Tick\ngo to [front v] layer\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 if <[equipped v] contains [2]?> then\n change [sx v] by (-2.5)\n else\n change [sx v] by (-2)\n end\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 if <[equipped v] contains [2]?> then\n change [sx v] by (2.5)\n else\n change [sx v] by (2)\n end\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 if <[equipped v] contains [1]?> then\n set [sy v] to [20]\n else\n set [sy v] to [16]\n end\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <(x) < [-220]> then\n set [x v] to [-220]\nend\nif <touching (trampoline v)?> then\n set [sy v] to [30]\nend\nif <(sy) > [0]> then\n switch costume to (up v)\nend\nif <[equipped v] contains [3]?> then\n if <key (space v) pressed?> then\n switch costume to (parachute v)\n set [sy v] to [0]\n end\nend\n\nwhen flag clicked\nhide\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (Connecting v)\nbroadcast (Setup Others v) and wait\nbroadcast (Join Game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (Connected v)\n start sound [Connect v]\nelse\n broadcast (Full v)\n start sound [Disconnect v]\nend\nbroadcast (Begin v)\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (Chat Words) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine Chat\nif <(Chat) = [1]> then\n if <key (1 v) pressed?> then\n set [chat v] to [1]\n say (item (1) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat words v] to [2]\n say (item (2) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat words v] to [3]\n say (item (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\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 [restart v]\nset [exit v] to [die]\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\ngo to [front v] layer\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nif <(names) = [1]> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to (((value) - (SCROLL Y)) + (8))\nvalue = read from encoded\nbroadcast (Decode Chat v)\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\ndefine Decode Chat (chat)\nif <(chat) = [1]> then\n say (item (1) of [chat v]) for (2) seconds\nelse\n if <(chat) = [2]> then\n say (item (2) of [chat v]) for (2) seconds\n else\n if <(chat) = [3]> then\n say (item (3) of [chat v]) for (2) seconds\n else\n if <(chat) = [4]> then\n say (item (4) of [chat v]) for (2) seconds\n else\n if <(chat) = [5]> then\n say (item (5) of [chat v]) for (2) seconds\n else\n if <(chat) = [6]> then\n say (item (6) of [chat v]) for (2) seconds\n else\n if <(chat) = [7]> then\n say (item (7) of [chat v]) for (2) seconds\n else\n if <(chat) = [8]> then\n say (item (8) of [chat v]) for (2) seconds\n else\n if <(chat) = [9]> then\n say (item (9) of [chat v]) for (2) seconds\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode Chat (value)\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\ngo to [back v] layer\ngo [forward v] (7) layers\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: [425] y: [0]\n Clone at x: [325] y: [25]\n Clone at x: [275] y: [-75]\n Clone at x: [400] y: [-100]\n Clone at x: [350] y: [100]\n Clone at x: [345] y: [83]\n Clone at x: [345] y: [0]\n Clone at x: [510] y: [-55]\n Clone at x: [450] y: [100]\n Clone at x: [500] y: [100]\n Clone at x: [500] y: [-300]\n Clone at x: [500] y: [200]\n Clone at x: [400] y: [100]\n Clone at x: [500] y: [200]\n Clone at x: [500] y: [200]\n Clone at x: [500] y: [200]\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\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: [800] y: [100]\n Clone at x: [2100] y: [-30]\n Clone at x: [3125] y: [425]\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@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\ngo to [back v] layer\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: [425] y: [0]\n Clone at x: [325] y: [25]\n Clone at x: [275] y: [-75]\n Clone at x: [400] y: [-100]\n Clone at x: [350] y: [100]\n Clone at x: [345] y: [83]\n Clone at x: [345] y: [0]\n Clone at x: [510] y: [-55]\n Clone at x: [450] y: [100]\n Clone at x: [500] y: [100]\n Clone at x: [500] y: [-300]\n Clone at x: [500] y: [200]\n Clone at x: [400] y: [100]\n Clone at x: [500] y: [200]\n Clone at x: [500] y: [200]\n Clone at x: [500] y: [200]\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\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: [140] y: [-50]\n Clone at x: [2100] y: [190]\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 (end v)\nPosition ((Exit: x) - (SCROLL X)) (((([cos v] of ((timer) * (100)) ) * (10)) + (0)) + ((Exit: y) - (SCROLL Y)))\nif <<touching (player v)?> and <(costume [number v]) = [1]>> then\n set [exit v] to [win]\n broadcast (End v)\n start sound [Win v]\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [exit: x v] to [0]\nset [exit: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (closed v)\n Clone at x: [6900] y: [825]\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\nturn right (5) degrees\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [exit: x v] to (x)\nset [exit: y v] to (y)\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nnext costume\nPosition ((Collectables: x) - (SCROLL X)) ((([cos v] of ((timer) * (100)) ) * (10)) + ((Collectables: y) - (SCROLL Y)))\nif <touching (player v)?> then\n start sound [Coin v]\n change [coins v] by (1)\n delete this clone\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [collectables: x v] to (x)\nset [collectables: y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [coins v] to [0]\nhide\ngo to [front v] layer\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: [50] y: [0]\n Clone at x: [200] y: [0]\n Clone at x: [415] y: [50]\n Clone at x: [465] y: [50]\n Clone at x: [515] y: [50]\n Clone at x: [725] y: [110]\n Clone at x: [1250] y: [-125]\n Clone at x: [1300] y: [-125]\n Clone at x: [1350] y: [-125]\n Clone at x: [2500] y: [200]\n Clone at x: [2550] y: [180]\n Clone at x: [2600] y: [160]\n Clone at x: [2650] y: [140]\n Clone at x: [2700] y: [120]\n Clone at x: [2750] y: [100]\n Clone at x: [2800] y: [80]\n Clone at x: [3400] y: [80]\n Clone at x: [3450] y: [80]\n Clone at x: [3650] y: [150]\n Clone at x: [3700] y: [150]\n Clone at x: [3900] y: [200]\n Clone at x: [3950] y: [200]\n Clone at x: [4150] y: [270]\n Clone at x: [4200] y: [270]\n Clone at x: [5250] y: [200]\n Clone at x: [5300] y: [200]\n Clone at x: [5500] y: [300]\n Clone at x: [5550] y: [300]\n Clone at x: [5750] y: [400]\n Clone at x: [5800] y: [400]\nend\nset [collectables: x v] to [-9999999999]\n\n@Trampoline\n\nwhen I start as a clone\nswitch costume to (trampoline 1 v)\nforever\n if <touching (player v)?> then\n repeat (5)\n next costume\n end\n start sound [Bounce v]\n repeat (5)\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Trampoline: x) - (SCROLL X)) ((Trampoline: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [trampoline: x v] to [0]\nset [trampoline: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [1475] y: [-140]\n Clone at x: [6460] y: [590]\nend\nset [trampoline: x v] to [-999999999]\n\ndefine Position (x) (y)\ngo [backward v] (10) layers\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [trampoline: x v] to (x)\nset [trampoline: y v] to (y)\ncreate clone of (_myself_ v)\n\n@Checkpoint \n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Checkpoint : x) - (SCROLL X)) ((Checkpoint : y) - (SCROLL Y))\nif <(costume [number v]) = [2]> then\n if <touching (player v)?> then\n start sound [Teleport2 v]\n point in direction (45)\n switch costume to (checkpoint open v)\n set [checkpoint v] to (#)\n end\nend\nif <not <(Checkpoint) = (#)>> then\n switch costume to (checkpoint closed v)\nend\n\ndefine Position (x) (y)\ngo [backward v] (10) layers\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)\nset [checkpoint : x v] to (x)\nset [checkpoint : y v] to (y)\nchange [# v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [checkpoint v] to [0]\nhide\nset [checkpoint : x v] to [0]\nset [checkpoint : y v] to [0]\nif <(LEVEL) = [1]> then\n set [# v] to [0]\n switch costume to (checkpoint closed v)\n Clone at x: [1800] y: [50]\n Clone at x: [4875] y: [90]\nend\nset [checkpoint : x v] to [-99999]\n\nwhen I receive [beep2 v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [beep2 v]\ndelete this clone\n\n@Chat\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen I receive [chat open v]\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change y by (((0) - (y position)) / (5))\n change [ghost v] effect by (-5)\nend\nset [chat v] to [1]\nrepeat until <(Chat) = [0]>\n if <<mouse down?> and <not <touching (mouse-pointer v)?>>> then\n broadcast (Chat Close v)\n wait until <not <mouse down?>>\n end\nend\n\nwhen I receive [chat close v]\nrepeat (20)\n change y by (((-200) - (y position)) / (5))\n change [ghost v] effect by (5)\nend\nset [chat v] to [0]\n\n@Chat Button\n\nwhen I receive [tick v]\ngo to [front v] layer\nif <touching (mouse-pointer v)?> then\n repeat until <(size) > [119]>\n change size by (((120) - (size)) / (5))\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 change size by (((100) - (size)) / (5))\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]\nshow\nrepeat (40)\n change [ghost v] effect by (-3)\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (0) y: (0)\nchange [ghost v] effect by (100)\n\nwhen flag clicked\ngo to x: (-193) y: (-156)\nset size to (100) %\n\nwhen I receive [end v]\nhide\n\n@Bar\n\nwhen flag clicked\nset [shop v] to [-30]\nhide\ndelete this clone\n\nwhen I receive [show bar v]\nset [menu.of v] to [0]\nset volume to (100) %\nshow\ndelete all of [buttons.touching? v]\nswitch costume to (kostüm1 v)\ngo to x: (0) y: (100)\nnew button @ [-215] [161] [1]\nnew button @ [-180] [161] [2]\nnew button @ [-120] [161] [5]\nnew button @ [0] [0] [10]\n\ndefine new button @ (x) (y) (type)\nadd [0] to [buttons.touching? v]\nset [bar: x v] to (x)\nset [bar: y v] to (y)\nset [mode v] to (type)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [mute v] to [0]\nhide\ngo to [front v] layer\nset [ghost v] effect to (10)\nif <(mode) < [6]> then\n go to [front v] layer\n if <(mode) = [1]> then\n switch costume to (2_ v)\n end\n if <(mode) = [2]> then\n switch costume to (6_ v)\n end\n if <(mode) = [5]> then\n switch costume to (15 v)\n end\n go to x: (Bar: x) y: ((Bar: y) + (45))\n show\n forever\n repeat until <touching (mouse-pointer v)?>\n change size by (((size) - (85)) / (-5))\n replace item (mode) of [buttons.touching? v] with [0]\n set [brightness v] effect to (-30)\n xb\n if <(mode) = [1]> then\n if <(mute) = [1]> then\n switch costume to (1_ v)\n else\n switch costume to (2_ v)\n end\n end\n end\n if <(win?) = [0]> then\n if <(mute.sound) = [0]> then\n start sound [Touch v]\n end\n end\n repeat until <not <touching (mouse-pointer v)?>>\n if <mouse down?> then\n if <(mode) = [1]> then\n if <(mute) = [0]> then\n if <<touching (mouse-pointer v)?> and <(mouse y) < [180]>> then\n set [mute v] to [1]\n switch costume to (12 v)\n end\n else\n if <<touching (mouse-pointer v)?> and <(mouse y) < [180]>> then\n set [mute v] to [0]\n end\n end\n end\n if <(mode) = [5]> then\n if <(shop) > [0]> then\n broadcast (Open shop v)\n set [shop v] to [-1]\n wait until <not <mouse down?>>\n else\n broadcast (Close shop v)\n set [shop v] to [30]\n wait until <not <mouse down?>>\n end\n end\n if <(mode) = [2]> then\n broadcast (Restart v)\n end\n if <(mode) = [1]> then\n if <(mute) = [1]> then\n switch costume to (1_ v)\n else\n switch costume to (2_ v)\n end\n end\n repeat until <<not <mouse down?>> or <not <touching (mouse-pointer v)?>>>\n change size by (((size) - (100)) / (-5))\n end\n end\n xb\n if <not <(mode) = [5]>> then\n replace item (mode) of [buttons.touching? v] with [1]\n end\n set [brightness v] effect to (100)\n end\n end\nelse\n if <(mode) = [10]> then\n switch costume to (restart v)\n forever\n if <(menu.of) = [0]> then\n set size to (65) %\n go to x: (mouse x) y: ((mouse y) - (20))\n show\n set [brightness v] effect to (100)\n if <[buttons.touching? v] contains [1]?> then\n set [ghost v] effect to (20)\n if <(item (1) of [buttons.touching? v]) = [1]> then\n if <(mute) = [0]> then\n switch costume to (mute v)\n else\n switch costume to (mute2 v)\n end\n else\n if <(item (2) of [buttons.touching? v]) = [1]> then\n switch costume to (restart v)\n end\n end\n else\n set [ghost v] effect to (100)\n end\n end\n end\n end\nend\n\nwhen I receive [show bar v]\nset [pitch v] effect to (0)\nforever\n go to [front v] layer\n go [backward v] (5) layers\n xb\n if <(menu.of) = [0]> then\n switch costume to (kostüm5 v)\n set [ghost v] effect to (0)\n else\n switch costume to (kostüm4 v)\n set [ghost v] effect to (0)\n end\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go [backward v] (5) layers\nend\n\ndefine xb\nif <<(costume [number v]) = [2]> or <(costume [number v]) = [4]>> then\n if <<touching (mouse-pointer v)?> and <(mouse y) < [180]>> then\n set [menu.of v] to [0]\n else\n if <(mouse y) < [120]> then\n set [menu.of v] to [1]\n end\n end\nend\nset [velocity v] to (((velocity) * (0.6)) + (((y position) - ((Bar: y) + (<(menu.of) = [1]> * (45)))) * (-0.3)))\nchange y by ([floor v] of (velocity) )\n\nwhen flag clicked\nstop all sounds\nrepeat until <(timer) > (Check timer)>\n play sound [bensound-memories v] until done\nend\nrepeat (10)\n change volume by (-10)\nend\n\nwhen flag clicked\nforever\n if <(mute) = [1]> then\n set volume to (0) %\n set [pitch v] effect to (((-1) / (0)) * ((1) / (0)))\n else\n set volume to (100) %\n set [pitch v] effect to (0)\n end\nend\n\nwhen I receive [hide bar v]\nhide\ndelete this clone\n\nwhen flag clicked\nset [mute.sound v] to [0]\nset [shop v] to [-1]\n\nwhen I receive [connected v]\nbroadcast (show bar v)\n\nwhen I receive [end v]\nhide\ndelete this clone\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\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (Thanks v)\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Thanks\n\nwhen I receive [thanks v]\nchange [coins v] by (10)\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\ngo to [front v] layer\nhide\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [connecting v]\ngo to [front v] layer\nswitch costume to (joining v)\nshow\n\nwhen I receive [connected v]\ngo [forward v] (1322) layers\nstart sound [Connect v]\nswitch costume to (connected v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [full v]\nswitch costume to (full v)\nshow\n\n@Loader\n\nwhen flag clicked\nhide\n\nwhen I receive [connecting v]\ngo to [front v] layer\nswitch costume to (connecting v)\ngo to x: (0) y: (-300)\nset [ghost v] effect to (0)\nshow\nrepeat until <(y position) > [-101]>\n change [ghost v] effect by (-10)\n change y by (((-100) - (y position)) / (9))\nend\n\nwhen I receive [full v]\nswitch costume to (full v)\nshow\n\nwhen I receive [connected v]\nswitch costume to (connected v)\nrepeat until <[-299] > (y position)>\n change [ghost v] effect by (10)\n change y by (((-300) - (y position)) / (9))\nend\n\n@TB\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n hide\n set [ghost v] effect to (100)\n go to [front v] layer\n set [check timer v] to (timer)\nend\n\nwhen [timer v] > (Check timer)\nset [ghost v] effect to (100)\nforever\n show\n change [ghost v] effect by (-10)\n go to [front v] layer\nend\n\n@Item 1\n\nwhen flag clicked\nset y to (0)\nforever\n set size to (100) %\n set [ghost v] effect to (25)\n show\n go to [front v] layer\n go [backward v] (0) layers\n switch costume to (.3 v)\n set x to (75)\n if <(shop) < [0]> then\n xb [0]\n else\n xb [1]\n end\n if <not <[equipped v] contains [1]?>> then\n if <(Coins) > [4]> then\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [brightness v] effect to (60)\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n if <touching (mouse-pointer v)?> then\n add [1] to [equipped v]\n start sound [32634__kjackson__open-03 v]\n change [coins v] by (-5)\n end\n end\n else\n change size by (((100) - (size)) / (5))\n set [brightness v] effect to (0)\n end\n else\n set [ghost v] effect to (60)\n end\n else\n set [brightness v] effect to (20)\n switch costume to (.4 v)\n end\nend\n\ndefine xb (b)\nif <(b) = [1]> then\n set [vel v] to (((y position) - (50)) * (-0.3))\nelse\n set [vel v] to (((y position) - (-300)) * (-0.3))\nend\nchange y by (vel)\n\n@Item 2\n\nwhen flag clicked\nset y to (0)\nforever\n set size to (100) %\n set [ghost v] effect to (25)\n show\n go to [front v] layer\n go [backward v] (0) layers\n switch costume to (.3 v)\n set x to (75)\n if <(shop) < [0]> then\n xb [0]\n else\n xb [1]\n end\n if <not <[equipped v] contains [2]?>> then\n if <(Coins) > [9]> then\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [brightness v] effect to (60)\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n if <touching (mouse-pointer v)?> then\n add [2] to [equipped v]\n start sound [32634__kjackson__open-03 v]\n change [coins v] by (-10)\n end\n end\n else\n change size by (((100) - (size)) / (5))\n set [brightness v] effect to (0)\n end\n else\n set [ghost v] effect to (60)\n end\n else\n set [brightness v] effect to (20)\n switch costume to (.4 v)\n end\nend\n\ndefine xb (b)\nif <(b) = [1]> then\n set [vel v] to (((y position) - (-5)) * (-0.3))\nelse\n set [vel v] to (((y position) - (-300)) * (-0.3))\nend\nchange y by (vel)\n\n@Item 3\n\nwhen flag clicked\nset y to (0)\nforever\n set size to (100) %\n set [ghost v] effect to (25)\n show\n go to [front v] layer\n go [backward v] (0) layers\n switch costume to (.3 v)\n set x to (75)\n if <(shop) < [0]> then\n xb [0]\n else\n xb [1]\n end\n if <not <[equipped v] contains [3]?>> then\n if <(Coins) > [24]> then\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [brightness v] effect to (60)\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n if <touching (mouse-pointer v)?> then\n add [3] to [equipped v]\n start sound [32634__kjackson__open-03 v]\n change [coins v] by (-25)\n end\n end\n else\n change size by (((100) - (size)) / (5))\n set [brightness v] effect to (0)\n end\n else\n set [ghost v] effect to (60)\n end\n else\n set [brightness v] effect to (20)\n switch costume to (.4 v)\n end\nend\n\ndefine xb (b)\nif <(b) = [1]> then\n set [vel v] to (((y position) - (-60)) * (-0.3))\nelse\n set [vel v] to (((y position) - (-300)) * (-0.3))\nend\nchange y by (vel)\n\n@Shop\n\ndefine xb (b)\nif <(b) = [1]> then\n set [vel v] to (((y position) - (0)) * (-0.3))\nelse\n set [vel v] to (((y position) - (-300)) * (-0.3))\nend\nchange y by (vel)\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\ndelete all of [equipped v]\nclear graphic effects\nhide\n\nwhen I receive [connected v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (shop v)\nset [ghost v] effect to (100)\ngo to [front v] layer\nforever\n if <(shop) < [0]> then\n repeat (10)\n xb [0]\n change [ghost v] effect by (7.5)\n end\n else\n repeat (10)\n xb [1]\n change [ghost v] effect by (-7.5)\n end\n end\nend\n\n@Coins\n\nwhen I receive [clear score v]\ndelete this clone\n\nwhen I start as a clone\nshow\n\nwhen flag clicked\nset [score v] to [0]\nforever\n broadcast (clear score v)\n render number (Coins) at x: (150) y: (158) size: (4)\nend\n\ndefine render number (score) at x: (xpos) y: (ypos) size: (size)\nhide\ngo to x: (xpos) y: (ypos)\nset size to ((size) * (10)) %\nset [displaycharacter v] to [1]\nrepeat (length of (score))\n switch costume to (letter (DisplayCharacter) of (score))\n create clone of (_myself_ v)\n change [displaycharacter v] by (1)\n change x by ((size) * (0.4))\nend\nswitch costume to (coin1 v)\ncreate clone of (_myself_ v)\n\n@End\n\nwhen I receive [end v]\nset [win move v] to [15]\nswitch costume to (end v)\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nrepeat ((Win move) * (2))\n go [forward v] (10000000) layers\n go to x: (pick random ((Win move) - ((Win move) * (2))) to (Win move)) y: (pick random ((Win move) - ((Win move) * (2))) to (Win move))\n change [win move v] by (-0.5)\nend\ngo to [front v] layer\n\nwhen flag clicked\nset [win move v] to [30]\nhide\n\n
◆ The Hidden Hills ◆\n      ◆ Multiplayer Scrolling Platformer ◆\n\n>> This is my best game, with 2,120 blocks!\n>> I worked really hard on this project (1 month), so please love and fav :D\n\n ◆ Instructions ◆\n\n>> Arrow keys, WASD, or mobile controls to move\n>> You can mute (pause), restart, and go to the shop on the top menu bar\n>> Press the chat button to chat with other players\n>> Buy upgrades from the shop!\n>> Love and Fave for 10 coins!\n\n ◆ Credits ◆\n\n>> @JTHEJET for the contest and the multiplayer engine\n>> @griffpatch for the scrolling platformer engine\n>> @StratfordJames for lots of inspiration, trampoline art and coin art\n>> @0014049 for checkpoint code, modified by me\n>> @TimMcCool for most of the menu and stop scripts\n\n ◆ Music ◆\n\n>> Bensound.com\n\n ◆ Beta Testers ◆\n\n @StratfordJames, @icmy123, @Silvergecko\n\n ◆ Tags ◆\n\n#all #games #multiplayer #scrolling #platformer #contest #JTHEJET
Natural || A Platformer #games #taginthetitle
@Stage\n\nwhen flag clicked\nforever\n play sound [bensound-summer v] until done\nend\n\nwhen flag clicked\nforever\n play sound [media v] until done\nend\n\nwhen I receive [volume toggle v]\nif <([costume # v] of [volume v]) = [2]> then\n set volume to (0) %\nelse\n set volume to (100) %\nend\n\nwhen flag clicked\nset volume to (100) %\n\n@Ground\n\nwhen I receive [load v]\ngo to [back v] layer\n\nwhen flag clicked\ngo to [front v] layer\nset [level v] to [1]\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [i am a clone? v] to [0]\nswitch costume to (costume1 v)\nset [x v] to [0]\nset [y v] to [0]\nhide\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone [0] [0]\n Clone [450] [0]\n Clone [450] [0]\n Clone [100] [-20]\nend\nif <(LEVEL) = [2]> then\n switch costume to (costume5 v)\n Clone [0] [0]\n Clone [450] [0]\n Clone [450] [0]\n Clone [600] [0]\n Clone [600] [0]\nend\nif <(LEVEL) = [3]> then\n switch costume to (costume10 v)\n Clone [0] [0]\n Clone [450] [0]\n Clone [450] [0]\n Clone [500] [0]\n Clone [500] [0]\nend\nif <(LEVEL) = [4]> then\n switch costume to (costume15 v)\n Clone [0] [0]\n Clone [450] [-400]\n Clone [1000] [150]\n Clone [500] [50]\nend\nif <(LEVEL) = [5]> then\n switch costume to (costume19 v)\n Clone [0] [0]\n Clone [0] [-150]\n Clone [1100] [0]\nend\nif <(LEVEL) = [6]> then\n switch costume to (costume22 v)\n Clone [0] [0]\n Clone [1250] [0]\nend\nif <(LEVEL) = [7]> then\n switch costume to (costume24 v)\n Clone [0] [0]\n Clone [900] [-250]\n Clone [700] [-150]\n Clone [1600] [0]\nend\n\nwhen flag clicked\nbroadcast (Setup v)\n\nwhen flag clicked\nbroadcast (Delete all clones v)\nbroadcast (Setup v)\nset [level v] to [1]\n\nwhen I receive [tick v]\nGo to ((x) + ((0) - (SCROLL X))) ((y) + ((0) - (SCROLL Y)))\n\ndefine Clone (x) (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\nset [i am a clone? v] to [1]\nshow\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>> then\n show\nelse\n hide\nend\nif <(I am a clone?) = [0]> then\n hide\nend\n\n@1st\n\nwhen I receive [delete all clones v]\ndelete this clone\n\nwhen I receive [tick v]\nGo to ((x) + ((0) - (SCROLL X))) ((y) + ((0) - (SCROLL Y)))\n\ndefine Clone (x) (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\nset [i am a clone? v] to [1]\nshow\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>> then\n show\nelse\n hide\nend\nif <(I am a clone?) = [0]> then\n hide\nend\n\nwhen I receive [load v]\ngo to [back v] layer\n\nwhen flag clicked\ngo to [front v] layer\ngo to [back v] layer\nset [level v] to [1]\ngo to [back v] layer\n\nClone [450] [0]\nClone [400] [100]\n\nwhen I receive [tick v]\ngo to [back v] layer\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [i am a clone? v] to [0]\nswitch costume to (costume1 v)\nset [x v] to [0]\nset [y v] to [0]\nhide\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone [0] [0]\n Clone [450] [0]\n Clone [450] [0]\n Clone [500] [0]\nend\nif <(LEVEL) = [2]> then\n switch costume to (costume4 v)\n Clone [0] [0]\n Clone [450] [0]\n Clone [1500] [100]\nend\nif <(LEVEL) = [3]> then\n switch costume to (costume7 v)\n Clone [0] [0]\n Clone [450] [0]\n Clone [450] [0]\n Clone [550] [0]\n Clone [550] [0]\nend\nif <(LEVEL) = [4]> then\n switch costume to (costume12 v)\n Clone [0] [0]\n Clone [450] [-300]\n Clone [450] [0]\n Clone [500] [0]\n Clone [0] [0]\n Clone [500] [0]\nend\nif <(LEVEL) = [5]> then\n switch costume to (costume18 v)\n Clone [0] [0]\n Clone [800] [-150]\n Clone [200] [0]\n Clone [300] [0]\n Clone [200] [0]\nend\nif <(LEVEL) = [6]> then\n switch costume to (costume23 v)\n Clone [0] [0]\n Clone [200] [0]\n Clone [1350] [0]\n Clone [-400] [0]\nend\nif <(LEVEL) = [7]> then\n switch costume to (costume27 v)\n Clone [0] [0]\n Clone [900] [-225]\n Clone [900] [-175]\n Clone [1400] [0]\n Clone [500] [0]\nend\n\nwhen I receive [tick v]\nif <(Yv) < [-10]> then\n set [yv v] to [0]\nend\n\n@2nd\n\nwhen I receive [delete all clones v]\ndelete this clone\n\nwhen I receive [tick v]\nGo to ((x) + ((0) - (SCROLL X))) ((y) + ((0) - (SCROLL Y)))\n\ndefine Clone (x) (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\nset [i am a clone? v] to [1]\nshow\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>> then\n show\nelse\n hide\nend\nif <(I am a clone?) = [0]> then\n hide\nend\n\nwhen I receive [load v]\ngo to [back v] layer\n\nwhen flag clicked\ngo to [back v] layer\ngo to [back v] layer\nset [level v] to [1]\ngo to [back v] layer\n\nClone [450] [0]\nClone [-450] [300]\n\nClone [500] [0]\n\nwhen I receive [tick v]\ngo to [back v] layer\n\nwhen I start as a clone\nset [ghost v] effect to (30)\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [i am a clone? v] to [0]\nswitch costume to (costume1 v)\nset [x v] to [0]\nset [y v] to [0]\nhide\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone [0] [0]\n Clone [450] [0]\n Clone [450] [0]\n Clone [500] [0]\nend\nif <(LEVEL) = [2]> then\n switch costume to (costume4 v)\n Clone [0] [0]\n Clone [450] [0]\n Clone [450] [0]\n Clone [1200] [200]\nend\nif <(LEVEL) = [3]> then\n switch costume to (costume8 v)\n Clone [0] [0]\n Clone [450] [0]\n Clone [450] [0]\n Clone [1000] [0]\n Clone [750] [0]\nend\nif <(LEVEL) = [4]> then\n switch costume to (costume13 v)\n Clone [0] [0]\n Clone [450] [-100]\n Clone [450] [-100]\n Clone [850] [-50]\n Clone [100] [-50]\n Clone [300] [0]\nend\nif <(LEVEL) = [5]> then\n switch costume to (costume19 v)\n Clone [0] [0]\n Clone [800] [-150]\n Clone [200] [0]\n Clone [300] [0]\nend\nif <(LEVEL) = [6]> then\n switch costume to (costume23 v)\n Clone [0] [0]\n Clone [150] [0]\n Clone [1400] [0]\nend\nif <(LEVEL) = [7]> then\n switch costume to (costume26 v)\n Clone [200] [0]\n Clone [700] [-250]\n Clone [750] [-150]\n Clone [1400] [0]\n Clone [250] [0]\nend\n\nClone [400] [0]\n\n@Spikes\n\nwhen I receive [delete all clones v]\ndelete this clone\n\nwhen I receive [tick v]\nGo to ((x) + ((0) - (SCROLL X))) ((y) + ((0) - (SCROLL Y)))\n\ndefine Clone (x) (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\nset [i am a clone? v] to [1]\nshow\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>> then\n show\nelse\n hide\nend\nif <(I am a clone?) = [0]> then\n hide\nend\n\nwhen flag clicked\ngo to [back v] layer\nset [level v] to [1]\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [i am a clone? v] to [0]\nswitch costume to (costume1 v)\nset [x v] to [0]\nset [y v] to [0]\nhide\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone [600] [-150]\nend\nif <(LEVEL) = [2]> then\n switch costume to (costume2 v)\n Clone [0] [0]\n Clone [900] [0]\nend\nif <(LEVEL) = [3]> then\n switch costume to (costume6 v)\n Clone [0] [0]\n Clone [450] [0]\n Clone [450] [0]\nend\nif <(LEVEL) = [4]> then\n switch costume to (costume9 v)\n Clone [0] [0]\n Clone [600] [-200]\n Clone [300] [0]\n Clone [600] [0]\n Clone [250] [0]\nend\nif <(LEVEL) = [5]> then\n switch costume to (costume14 v)\n Clone [-200] [-150]\n Clone [200] [0]\n Clone [800] [0]\nend\nif <(LEVEL) = [6]> then\n switch costume to (costume17 v)\n Clone [100] [0]\n Clone [500] [-250]\n Clone [500] [250]\n Clone [250] [0]\nend\nif <(LEVEL) = [7]> then\n switch costume to (costume20 v)\n Clone [1500] [-450]\n Clone [1500] [0]\nend\n\n@Portal\n\nwhen I receive [delete all clones v]\ndelete this clone\n\nwhen I receive [tick v]\nGo to ((x) + ((0) - (SCROLL X))) ((y) + ((0) - (SCROLL Y)))\n\ndefine Clone (x) (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\nset [i am a clone? v] to [1]\nshow\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>> then\n show\nelse\n hide\nend\nif <(I am a clone?) = [0]> then\n hide\nend\n\nwhen I receive [load v]\ngo to [back v] layer\n\nwhen flag clicked\ngo to [front v] layer\nset [level v] to [1]\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [i am a clone? v] to [0]\nswitch costume to (costume2 v)\nset [x v] to [0]\nset [y v] to [0]\nhide\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone [1000] [-30]\nend\nif <(LEVEL) = [2]> then\n switch costume to (costume1 v)\n Clone [2500] [200]\nend\nif <(LEVEL) = [3]> then\n switch costume to (costume1 v)\n Clone [2000] [0]\nend\nif <(LEVEL) = [4]> then\n switch costume to (costume1 v)\n Clone [2200] [-200]\nend\nif <(LEVEL) = [5]> then\n switch costume to (costume1 v)\n Clone [1400] [-150]\nend\nif <(LEVEL) = [6]> then\n switch costume to (costume1 v)\n Clone [1550] [20]\nend\n\nwhen flag clicked\nbroadcast (Setup v)\nforever\n\nClone [450] [0]\nClone [400] [100]\n\nClone [500] [0]\nClone [450] [0]\nClone [400] [0]\n\nwhen I receive [tick v]\ngo to [back v] layer\n\nwhen flag clicked\nforever\n\nwhen I start as a clone\nforever\n set size to ((([sin v] of ((timer) * (90)) ) * (20)) + (70)) %\n set y to ((([sin v] of ((timer) * (50)) ) * (10)) + (90))\nend\n\n@Water\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [i am a clone? v] to [0]\nswitch costume to (costume1 v)\nset [x v] to [0]\nset [y v] to [0]\nhide\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone [700] [-20]\nend\nif <(LEVEL) = [2]> then\n switch costume to (costume2 v)\n Clone [450] [0]\n Clone [450] [0]\n Clone [450] [0]\n Clone [450] [0]\nend\nif <(LEVEL) = [3]> then\n switch costume to (costume6 v)\n Clone [450] [0]\n Clone [450] [0]\n Clone [450] [0]\nend\nif <(LEVEL) = [4]> then\n switch costume to (costume9 v)\n Clone [0] [0]\n Clone [1600] [-200]\nend\nif <(LEVEL) = [5]> then\n switch costume to (costume11 v)\n Clone [500] [-150]\nend\nif <(LEVEL) = [6]> then\n switch costume to (costume12 v)\n Clone [700] [0]\nend\nif <(LEVEL) = [7]> then\n switch costume to (costume13 v)\n Clone [2500] [-400]\nend\n\nwhen flag clicked\nforever\n erase all\nend\n\nwhen I receive [delete all clones v]\ndelete this clone\n\nClone [450] [0]\nClone [450] [0]\nClone [-450] [300]\n\nwhen I receive [tick v]\nset [ghost v] effect to (60)\ngo to [front v] layer\nGo to ((x) + ((0) - (SCROLL X))) ((y) + ((0) - (SCROLL Y)))\n\ndefine Clone (x) (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\nshow\nset [i am a clone? v] to [1]\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <(I am a clone?) = [0]> then\n hide\nelse\n if <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>> then\n show\n set [ghost v] effect to (40)\n set y to ((y) + (([sin v] of (((timer) + (1)) * (300)) ) * (8)))\n point in direction ((([sin v] of ((timer) * (-50)) ) * (1)) + (90))\n stamp\n set y to ((y) + (([sin v] of (((timer) + (2)) * (300)) ) * (8)))\n point in direction ((([sin v] of ((timer) * (85)) ) * (1)) + (90))\n stamp\n set y to ((y) + (([sin v] of (((timer) + (3)) * (300)) ) * (8)))\n point in direction ((([sin v] of ((timer) * (-15)) ) * (1)) + (90))\n stamp\n set [ghost v] effect to (100)\n else\n hide\n end\nend\n\nwhen I receive [when stop clicked v]\nset [stop and hide v] to [1]\nhide\n\nwhen flag clicked\nset [stop and hide v] to [0]\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\n@Sprite1\n\ndefine Set Costume\nif <not <touching (water v)?>> then\n if <(in air) < [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 (11))) )\n end\n else\n if <(sy) > [-2]> then\n switch costume to (jump_1 v)\n else\n switch costume to (fall_1 v)\n end\n end\nelse\n if <(frame) = [0]> then\n switch costume to (stand_1 v)\n else\n switch costume to ([floor v] of ((4) + ((frame) mod (11))) )\n end\nend\n\ndefine reset\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [75]\n\nwhen I start as a clone\nrepeat (50)\n change x by (-1)\n change size by (-2)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\ndefine game on!\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nbroadcast (close space v)\npoint in direction (90)\nshow\n\nwhen I receive [green flag v]\nset size to (50) %\nset [level v] to [1]\nforever\n broadcast (Tick v)\nend\n\nwhen flag clicked\nbroadcast (green flag v)\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\n\ndefine game-die\n\nwhen flag clicked\nset volume to (100) %\nbroadcast (start! v) and wait\n\ndefine Tick\nif <touching (water v)?> then\n switch costume to (hitbox v)\nelse\n switch costume to (hitbox v)\nend\nchange player x by (Xv)\nif <touching (water v)?> then\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [10]>>>> then\n change [xv v] by (2.5)\n change [frame v] by (0.5)\n point in direction (90)\n else\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [-10]>>>> then\n change [xv v] by (-2.5)\n change [frame v] by (0.5)\n point in direction (-90)\n else\n set [frame v] to [0]\n end\n end\nelse\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [10]>>>> then\n change [xv v] by (3.5)\n change [frame v] by (1)\n point in direction (90)\n else\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [-10]>>>> then\n change [xv v] by (-3.5)\n change [frame v] by (1)\n point in direction (-90)\n else\n set [frame v] to [0]\n end\n end\nend\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <<(in air) < [4]> and <touching (water v)?>> then\n set [sy v] to [5]\n end\n if <<(in air) < [4]> and <not <touching (water v)?>>> then\n set [sy v] to [15]\n end\nend\nif <touching (water v)?> then\n change [sy v] by (-1.5)\n set rotation style [left-right v]\nelse\n change [sy v] by (-2)\n set rotation style [left-right v]\nend\nchange player y by (sy)\nPosition\ntest die\nchange [scroll x v] by (((x) - (SCROLL X)) / (7))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (((y) - (SCROLL Y)) / (7))\nposition\nif <<(y) < [-750]> or <touching (spikes v)?>> then\n reset\n start sound [Suction Cup v]\nend\nset [xv v] to ((Xv) * (0.7))\nSet Costume\n\nwhen flag clicked\nreset\nset [level v] to [1]\n\ndefine change player x by (sx)\nchange [x v] by ((sx) * (1.1))\nposition\nif <touching (ground v)?> then\n repeat (10)\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 (-10)\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\nwhen I receive [green flag v]\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [tick v]\nTick\n\ndefine position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine game - win\npoint in direction (90)\n\ndefine test die\n\ndefine change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nposition\nrepeat until <not <touching (ground v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n position\n set [sy v] to [0]\nend\n\ndefine Run\n\nwhen flag clicked\nset size to (25) %\n\nwhen I receive [tick v]\nset size to (35) %\n\nset rotation style [left-right v]\n\ndefine Set Costume\n\ndefine Set Costume\n\nrepeat (1)\n\nwhen flag clicked\nset [wait v] to [0]\n\nwhen I receive [wait v]\nstart sound [Connect v]\nwait (0.5) seconds\nset [wait v] to [0]\n\nwhen I receive [tick v]\nif <<key (space v) pressed?> and <(username) = [--Dove--]>> then\n broadcast (Delete all clones v)\n broadcast (Setup v)\n set [level v] to [7]\n reset\nend\n\nwhen [timer v] > (CheckTimer)\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [tick v]\nif <<(sy) = [-17]> or <(sy) < [-17]>> then\n set [sy v] to [-16]\nend\n\nwhen flag clicked\nforever\n if <touching (portal v)?> then\n if <<(LEVEL) = [1]> and <not <(wait) = [1]>>> then\n set [level v] to [2]\n change [wait v] by (1)\n broadcast (wait v)\n end\n if <<(LEVEL) = [2]> and <not <(wait) = [1]>>> then\n set [level v] to [3]\n change [wait v] by (1)\n broadcast (wait v)\n end\n if <<(LEVEL) = [3]> and <not <(wait) = [1]>>> then\n set [level v] to [4]\n change [wait v] by (1)\n broadcast (wait v)\n end\n if <<(LEVEL) = [4]> and <not <(wait) = [1]>>> then\n set [level v] to [5]\n change [wait v] by (1)\n broadcast (wait v)\n end\n if <<(LEVEL) = [5]> and <not <(wait) = [1]>>> then\n set [level v] to [6]\n change [wait v] by (1)\n broadcast (wait v)\n end\n if <<(LEVEL) = [6]> and <not <(wait) = [1]>>> then\n set [level v] to [7]\n change [wait v] by (1)\n broadcast (wait v)\n end\n broadcast (Delete all clones v)\n broadcast (Setup v)\n reset\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n set [x v] to [0]\n set [y v] to [0]\n wait until <not <touching (portal v)?>>\n end\nend\n\nwhen I receive [tick v]\nif <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> and <touching (water v)?>> then\n set [sy v] to [10]\nend\n\nwhen I receive [tick v]\nif <touching (water v)?> then\n set [sy v] to ((sy) * (0.5))\n if <key (s v) pressed?> then\n change [sy v] by (-1.5)\n end\nend\n\nswitch costume to (stand_2 v)\n\nwhen I receive [volume toggle v]\nif <([costume number v] of [volume v]) = [2]> then\n set volume to (0) %\nelse\n set volume to (100) %\nend\n\nchange [level v] by (1)\nchange [wait v] by (1)\nbroadcast (wait v)\nbroadcast (Delete all clones v)\nbroadcast (Setup v)\nreset\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nwait until <not <mouse down?>>\n\n@Clouds\n\nwhen I start as a clone\nshow\nset [yv2 v] to [0]\nshow\nset size to (100) %\nset [ghost v] effect to (pick random (30) to (70))\nswitch costume to (pick random (1) to (3))\nshow\nshow\ngo to x: (-150) y: (pick random (100) to (175))\nchange [clones v] by (1)\nset [x v] to ((x position) + (SCROLL X))\nset [y v] to ((y position) + (SCROLL Y))\nset [bg effects: xv v] to (pick random (1) to (2))\nset [yv2 v] to [0]\nrepeat until <(x) > [1999]>\n go to x: ((x) + ((0) - (SCROLL X))) y: ((y) + ((0) - (SCROLL Y)))\n change [x v] by (BG Effects: Xv)\n change [y v] by (Yv2)\n if <<(x position) > [290]> or <(x position) < [-290]>> then\n hide\n else\n show\n end\nend\nchange [clones v] by (-1)\ndelete this clone\n\ndefine Clone (#)\nrepeat (#)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset [clones v] to [0]\nwait (1) seconds\nClone [1]\nforever\n wait (pick random (7) to (10)) seconds\n Clone [1]\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\nwhen [timer v] > (CheckTimer)\nbroadcast (when stop clicked v)\ngo to [front v] layer\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nforever\n point in direction ((([sin v] of ((timer) * (50)) ) * (10)) + (90))\nend\n\nwhen flag clicked\nforever\n set [checktimer v] to (timer)\nend\n\n@TurboTrap\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n set [turbotrap v] to [0]\n wait (0.0001) seconds\n say []\n if <(turbotrap) > [100]> then\n switch costume to (pick random (1) to (2))\n forever\n show\n go to [front v] layer\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n change [turbotrap v] by (99)\nend\n\n@?\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nplay sound [pop v] until done\nbroadcast (more v)\nhide\n\nwhen I receive [all hide v]\n\nwhen I receive [all hide v]\nwait (1) seconds\nshow\n\nwhen flag clicked\nforever\n go to x: (-220) y: (160)\nend\n\nwhen flag clicked\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n change size by (20)\n change [ghost v] effect by (25)\n wait until <not <touching (mouse-pointer v)?>>\n change size by (-20)\n change [ghost v] effect by (-25)\n end\nend\n\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@volume\n\nwhen this sprite clicked\nplay sound [pop v] until done\nnext costume\nbroadcast (volume toggle v)\nbroadcast (all hide v)\n\nwhen I receive [all hide v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nset [ghost v] effect to (0)\n\nwhen flag clicked\nhide\n\nwhen I receive [more v]\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nforever\n go to x: (-220) y: (160)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n change size by (20)\n change [ghost v] effect by (25)\n wait until <not <touching (mouse-pointer v)?>>\n change size by (-20)\n change [ghost v] effect by (-25)\n end\nend\n\n@skip\n\nwhen this sprite clicked\nplay sound [pop v] until done\nchange [level v] by (1)\nchange [wait v] by (1)\nbroadcast (wait v)\nbroadcast (Delete all clones v)\nbroadcast (Setup v)\nreset\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nwait until <not <mouse down?>>\nbroadcast (all hide v)\n\nwhen flag clicked\nhide\n\nwhen I receive [all hide v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nset [ghost v] effect to (0)\n\nwhen I receive [more v]\nshow\nwait (1.125) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nforever\n go to x: (-185) y: (160)\nend\n\nwhen flag clicked\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n change size by (20)\n change [ghost v] effect by (25)\n wait until <not <touching (mouse-pointer v)?>>\n change size by (-20)\n change [ghost v] effect by (-25)\n end\nend\n\nbroadcast (all hide v)\n\n@retry\n\nwhen this sprite clicked\nplay sound [pop v] until done\nchange [wait v] by (1)\nbroadcast (wait v)\nbroadcast (Delete all clones v)\nbroadcast (Setup v)\nreset\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nwait until <not <mouse down?>>\nbroadcast (all hide v)\n\nwhen flag clicked\nhide\n\nwhen I receive [all hide v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nset [ghost v] effect to (0)\n\nwhen I receive [more v]\nshow\nwait (1.25) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nbroadcast (all hide v)\n\nwhen flag clicked\nforever\n go to x: (-150) y: (160)\nend\n\nwhen flag clicked\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n change size by (20)\n change [ghost v] effect by (25)\n wait until <not <touching (mouse-pointer v)?>>\n change size by (-20)\n change [ghost v] effect by (-25)\n end\nend\n\n
WASD or arrow keys to move\nits 3am\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nreshare natural trending glitch 3am
The Mountains I Scrolling Platformer
@Stage\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Setup v) and wait\nbroadcast (Play Game v)\n\nforever\n wait (0.0) seconds\n play sound [games v] until done\n wait (0.0) seconds\n play sound [games2 v] until done\nend\n\nwhen I receive [setup v]\nswitch backdrop to (metro v)\n\nwhen I receive [play game v]\nswitch backdrop to (metro v)\nswitch backdrop to (metro v)\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\n@Game\n\nthink [dying] for (.5) seconds\n\nthink [dead] for (.5) seconds\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nset [framecounter v] to [0]\nset [timestart v] to (timer)\nrepeat until <not <(exit) = [false]>>\n broadcast (Update Movement v)\n broadcast (Update VGround v)\n broadcast (Update Ground v)\n broadcast (update enemylight v)\n broadcast (Update Platform v)\n broadcast (Update DeepWater v)\n broadcast (updateenemycannon v)\n broadcast (Update Water v)\n broadcast (Update Ladders v)\n broadcast (Update Enemies v)\n broadcast (Update Scroll v)\n broadcast (Animate Enemies v)\n broadcast (Animate Player v)\n broadcast (Update Score v)\n broadcast (UPDATE M PLATFORM v)\n if <((timer) - (timeStart)) > [1]> then\n set [@framerate v] to ((frameCounter) / ((timer) - (timeStart)))\n set [framecounter v] to [0]\n set [timestart v] to (timer)\n else\n change [framecounter v] by (1)\n end\n if <(@playerLivesLeft) < [1]> then\n set [exit v] to [died]\n end\nend\nif <(exit) = (win)> then\n Win\nelse\n Die\nend\n\nwhen I receive [setup v]\nbroadcast (create M platform v)\nbroadcast (Create DeepWater v)\nbroadcast (Create BackdropB v)\nbroadcast (Create BackdropA v)\nbroadcast (Create Platform v)\nbroadcast (Create VGround v)\nbroadcast (create enemy cannon v)\nbroadcast (Create Ground v)\nbroadcast (Create Ladders v)\nbroadcast (Create Enemies v)\nbroadcast (Create enemy light v)\nbroadcast (Create Animate Player v)\nbroadcast (Create Water v)\nbroadcast (Create Frame v)\nbroadcast (Create Game HUD v)\nset [exit v] to [false]\nset [@level v] to [1]\nset [@worldheight v] to [360]\nset [@worldwidth v] to [3000]\nset [@animationtype v] to [standing]\nset [gradientmax2 v] to [3]\nset [playerinair v] to [5]\nset [ax v] to [1]\nset [ay v] to [2]\nset [velocitymovex v] to [5]\nset [velocityjumpy v] to [20]\nset [@boundaryleftx v] to [-180]\nset [@boundaryrightx v] to [100]\nset [velocityymax v] to [20]\nset [heightmax v] to [100]\nset [@playerdied v] to [false]\nset [@diefinished v] to [false]\nset [jumppressed v] to [0]\nset [@playerlivesleft v] to [3]\nPlayerStart\ngo to x: (@playerX) y: (@playerY)\nswitch costume to (playerhitbox v)\ngo to [front v] layer\ngo [backward v] (2) layers\nset size to (100) %\nset [ghost v] effect to (100)\nshow\n\ndefine CheckPlayerControl\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [@direction v] to [right]\nelse\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [@direction v] to [left]\n else\n set [@direction v] to []\n end\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(jumpPressed) = [0]> then\n set [jumppressed v] to [1]\n set [@jump v] to [true]\n end\nelse\n set [@jump v] to [false]\n set [jumppressed v] to [0]\nend\n\ndefine UpdatePlayerPosition\nif <(@playerDied) = [false]> then\n if <(@direction) = [left]> then\n set [changeinx v] to ((-1) * (velocityMoveX))\n else\n if <(@direction) = [right]> then\n set [changeinx v] to ((1) * (velocityMoveX))\n else\n if <(changeInX) < [0]> then\n change [changeinx v] by (aX)\n if <<(changeInX) > [0]> or <(changeInX) = [0]>> then\n set [changeinx v] to [0]\n end\n else\n if <(changeInX) > [0]> then\n change [changeinx v] by ((-1) * (aX))\n if <<(changeInX) < [0]> or <(changeInX) = [0]>> then\n set [changeinx v] to [0]\n end\n end\n end\n end\n end\n if <(@jump) = [true]> then\n if <(playerInAir) < [3]> then\n set [changeiny v] to (velocityJumpY)\n else\n set [@jump v] to [false]\n change [changeiny v] by ((-1) * (aY))\n end\n else\n change [changeiny v] by ((-1) * (aY))\n end\nelse\n change [changeiny v] by ((-1) * (aY))\nend\n\ndefine CheckForObstacles\nset [x0 v] to (x position)\nset [y0 v] to (y position)\nset [changeinysaved v] to (changeInY)\nchange x by (changeInX)\nset [hitground v] to [false]\nif <not <(changeInX) = [0]>> then\n if <touching (vground v)?> then\n if <(@jump) = [false]> then\n set [changeiny v] to [0]\n set [hitground v] to [true]\n end\n repeat until <<not <touching (vground v)?>> or <(changeInX) = [0]>>\n set [gradient v] to ([abs v] of ((changeInY) / (changeInX)) )\n if <(gradient) < (gradientMax2)> then\n change [changeiny v] by (1)\n change y by (1)\n else\n if <(changeInX) < [0]> then\n change [changeinx v] by (1)\n change x by (1)\n else\n change [changeinx v] by (-1)\n change x by (-1)\n end\n set y to (y0)\n set [changeiny v] to [0]\n end\n end\n if <(changeInX) = [0]> then\n set y to (y0)\n set x to (x0)\n set [changeiny v] to [-10]\n end\n end\n if <touching (platform v)?> then\n if <(@jump) = [false]> then\n set [changeiny v] to [0]\n set [hitground v] to [true]\n end\n repeat until <<not <touching (platform v)?>> or <(changeInX) = [0]>>\n set [gradient v] to ([abs v] of ((changeInY) / (changeInX)) )\n if <(gradient) < (gradientMax2)> then\n change [changeiny v] by (1)\n change y by (1)\n else\n if <(changeInX) < [0]> then\n change [changeinx v] by (1)\n change x by (1)\n else\n if <(changeInX) > [0]> then\n change [changeinx v] by (-1)\n change x by (-1)\n else\n set [changeiny v] to [0]\n set x to (x0)\n end\n end\n set [changeiny v] to [0]\n set y to (y0)\n end\n end\n if <(changeInX) = [0]> then\n set y to (y0)\n set x to (x0)\n set [changeiny v] to [-10]\n end\n end\nend\nchange y by (changeInY)\nif <(changeInY) > [0]> then\n if <touching (ladders v)?> then\n set [hitladder v] to [true]\n else\n set [hitladder v] to [false]\n end\n if <(hitGround) = [true]> then\n set [playerinair v] to [0]\n else\n change [playerinair v] by (1)\n end\n if <<touching (platform v)?> or <touching (vground v)?>> then\n repeat until <<not <<touching (platform v)?> or <touching (vground v)?>>> or <(changeInY) = [0]>>\n change [changeiny v] by (-1)\n change y by (-1)\n end\n end\nelse\n if <<touching (vground v)?> or <touching (platform v)?>> then\n repeat until <<not <<touching (vground v)?> or <touching (platform v)?>>> or <(changeInY) = [0]>>\n change [changeiny v] by (1)\n change y by (1)\n end\n set [playerinair v] to [0]\n else\n if <touching (ladders v)?> then\n if <(changeInY) < [0]> then\n if <(hitLadder) = [false]> then\n repeat until <not <touching (ladders v)?>>\n change [changeiny v] by (1)\n change y by (1)\n end\n set [playerinair v] to [0]\n else\n set [hitladder v] to [true]\n change [playerinair v] by (1)\n end\n end\n else\n if <not <touching (ladders v)?>> then\n set [hitladder v] to [false]\n change [playerinair v] by (1)\n end\n end\n end\nend\nif <(@playerDied) = [false]> then\n if <<(changeInX) = [0]> and <(changeInY) = [0]>> then\n set [@animationtype v] to [standing]\n else\n if <<(changeInY) > [0]> and <(playerInAir) > [2]>> then\n set [@animationtype v] to [rising]\n else\n if <<(changeInY) < [0]> and <(playerInAir) > [2]>> then\n set [@animationtype v] to [falling]\n else\n if <([abs v] of (changeInX) ) > [0]> then\n set [@animationtype v] to [walking]\n end\n end\n end\n end\nend\nif <<touching (deepwater v)?> or <<touching (enemiesmoving v)?> or <touching (spikes v)?>>> then\n set [changeinx v] to [0]\n set [changeiny v] to [0]\n set [@playerdied v] to [true]\n set [@animationtype v] to [dying]\nend\nset y to (y0)\nset x to (x0)\n\ndefine UpdateSceneMovement\nif <not <(changeInX) = [0]>> then\n if <((@scrollX) + (changeInX)) < [0]> then\n set [@playerx v] to ((@scrollX) + ((changeInX) + (@playerX)))\n set [@scrollx v] to [0]\n else\n if <<(@playerX) < [0]> and <((@playerX) + (changeInX)) > [0]>> then\n set [@scrollx v] to ((changeInX) + (@playerX))\n set [@playerx v] to [0]\n else\n if <<(@playerX) < [0]> and <((@playerX) + (changeInX)) < [1]>> then\n change [@playerx v] by (changeInX)\n set [@scrollx v] to [0]\n else\n if <((@scrollX) + (changeInX)) > (@worldWidth)> then\n set [@playerx v] to ((@scrollX) + ((changeInX) + ((@playerX) - (@worldWidth))))\n set [@scrollx v] to (@worldWidth)\n else\n if <<(@playerX) > [0]> and <((@playerX) + (changeInX)) < [0]>> then\n set [@scrollx v] to ((@worldWidth) + ((@playerX) + (changeInX)))\n set [@playerx v] to [0]\n else\n if <<(@playerX) > [0]> and <((@playerX) + (changeInX)) > [-1]>> then\n change [@playerx v] by (changeInX)\n set [@scrollx v] to (@worldWidth)\n else\n change [@scrollx v] by (changeInX)\n set [@playerx v] to [0]\n end\n end\n end\n end\n end\n end\nend\nif <(@playerX) > (@boundaryRightX)> then\n set [@playerx v] to (@boundaryRightX)\nend\nif <(@playerX) < (@boundaryLeftX)> then\n set [@playerx v] to (@boundaryLeftX)\nend\nif <(@scrollY) = [0]> then\n if <((@playerY) + (changeInY)) > (heightMax)> then\n set [@scrolly v] to (((@playerY) + (changeInY)) - (heightMax))\n set [@playery v] to (heightMax)\n else\n change [@playery v] by (changeInY)\n end\nelse\n if <((@scrollY) + (changeInY)) < [0]> then\n set [@playery v] to (((@scrollY) + (changeInY)) + (heightMax))\n set [@scrolly v] to [0]\n else\n change [@scrolly v] by (changeInY)\n set [@playery v] to (heightMax)\n end\nend\nset x to (@playerX)\nset y to (@playerY)\n\nwhen I receive [update movement v]\nUpdatePlayerPosition\nif <(@playerDied) = [false]> then\n CheckPlayerControl\n CheckForObstacles\nelse\n CheckForObstacles\n PlayerDied\nend\nUpdateSceneMovement\n\ndefine PlayerDied\nif <(@animationType) = [dead]> then\n change [@playerlivesleft v] by (-1)\n PlayerStart\nend\n\ndefine PlayerStart\nset [@playerx v] to [0]\nset [@playery v] to [60]\nset [@direction v] to []\nset [@scrollx v] to [0]\nset [@scrolly v] to [0]\nset [changeinx v] to [0]\nset [changeiny v] to [0]\nset [@animationtype v] to [standing]\nset [@playerdied v] to [false]\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen [r v] key pressed\n\nbroadcast (Setup v)\nbroadcast (Play Game v)\nbroadcast (Green Flag v)\n\nwhen flag clicked\n\n\n@EnemiesMoving\n\ndefine CreateEnemyClone (x) (y) Type (type) Distance (distance) Id (id) Fx (fx) count (count)\nset size to (70) %\nif <(type) = [1]> then\n if <(fx) < [0]> then\n point in direction (-90)\n else\n point in direction (90)\n end\n switch costume to (champi v)\nend\nif <(type) = [2]> then\n if <(fx) < [0]> then\n point in direction (-90)\n else\n point in direction (90)\n end\n set size to (80) %\n switch costume to (hawk v)\n change [ghost v] effect by (0)\nend\nif <(type) = [3]> then\n if <(fx) < [0]> then\n point in direction (-90)\n else\n point in direction (90)\n end\n set size to (100) %\n switch costume to (oiseau v)\n change [ghost v] effect by (0)\nend\nif <(type) = [4]> then\n set size to (150) %\n switch costume to (pierre1 v)\n change [ghost v] effect by (0)\nend\ngo to x: (x) y: (y)\nset [enemyx v] to (x)\nset [enemyy v] to (y)\nset [enemyxorigin v] to (x)\nset [enemyyorigin v] to (y)\nset [enemytype v] to (type)\nset [enemydistance v] to (distance)\nset [enemyfx v] to (fx)\nset [enemycount v] to (count)\nset [speed v] to [0]\nset [enemydied v] to [0]\nset [flyingdirection v] to [1]\nset [flyingdistancey v] to [30]\n\ndefine AnimateHawk\nset [enemyx v] to ((enemyX) + (enemyFx))\nchange [enemyanimation v] by ((1) / (4))\nswitch costume to ([floor v] of (((enemyAnimation) mod (4)) + (1)) )\nif <(enemyAnimation) > [49]> then\n set [enemyanimation v] to [0]\nend\nif <((enemyYOrigin) - (enemyY)) > (flyingDistanceY)> then\n set [flyingdirection v] to [1]\nend\nif <((enemyYOrigin) - (enemyY)) < ((-1) * (flyingDistanceY))> then\n set [flyingdirection v] to [-1]\nend\nchange [enemyy v] by (flyingDirection)\n\ndefine AnimateFox\nchange [enemyanimation v] by ((1) / (4))\nset [lastenemyy v] to (enemyY)\nset [lastenemyx v] to (enemyX)\nset y to (enemyY)\nchange [enemyy v] by (-2)\nchange y by (-2)\nswitch costume to ([floor v] of (((enemyAnimation) mod (10)) + (11)) )\nif <<(costume [number v]) > [13]> and <(costume [number v]) < [18]>> then\n set [enemyx v] to ((enemyX) + (enemyFx))\nend\nif <touching (vground v)?> then\n repeat until <not <touching (vground v)?>>\n change [enemyy v] by (1)\n change y by (1)\n end\nelse\n if <<not <touching (vground v)?>> and <not <(lastEnemyY) = (enemyY)>>> then\n change [enemyy v] by (-5)\n change y by (-5)\n end\nend\nset [lastenemyx v] to (enemyX)\nset [lastenemyy v] to (enemyY)\nset y to (enemyY)\n\nwhen I receive [create_all_sprites v]\nhide\ndelete this clone\n\nwhen I receive [create enemies v]\ngo to [front v] layer\nset [enemyanimation v] to [0]\nshow\npoint in direction (-90)\nchange [ghost v] effect by (0)\nif <(@level) = [1]> then\n CreateEnemyClone (300) (-100) Type (1) Distance (200) Id (1) Fx (-5) count (0)\n create clone of (_myself_ v)\n CreateEnemyClone (1000) (70) Type (1) Distance (100) Id (1) Fx (5) count (0)\n create clone of (_myself_ v)\n CreateEnemyClone (1000) (100) Type (2) Distance (300) Id (1) Fx (5) count (0)\n create clone of (_myself_ v)\n CreateEnemyClone (500) (600) Type (2) Distance (300) Id (1) Fx (5) count (0)\n create clone of (_myself_ v)\n CreateEnemyClone (1522) (1150) Type (2) Distance (300) Id (1) Fx (5) count (0)\n create clone of (_myself_ v)\n CreateEnemyClone (829) (1700) Type (2) Distance (300) Id (1) Fx (5) count (0)\n create clone of (_myself_ v)\n CreateEnemyClone (890) (0) Type (1) Distance (300) Id (1) Fx (5) count (0)\n create clone of (_myself_ v)\n CreateEnemyClone (1800) (0) Type (1) Distance (600) Id (1) Fx (5) count (0)\n create clone of (_myself_ v)\n CreateEnemyClone (490) (-500) Type (1) Distance (0) Id (1) Fx (5) count (0)\n create clone of (_myself_ v)\nend\ngo to x: (0) y: (0)\nhide\n\ndefine PositionEnemy x,y (x) (y)\ngo to x: (x) y: (y)\n\ndefine animate_Rocher\nif <(enemyCount) > [0]> then\n change [enemycount v] by (1)\n if <(enemyCount) > [60]> then\n set [enemycount v] to [0]\n show\n end\nelse\n if <<<((enemyX) - (@scrollX)) > [-200]> and <((enemyX) - (@scrollX)) < [201]>> and <<((enemyY) - (@scrollY)) > [-160]> and <((enemyY) - (@scrollY)) < [140]>>> then\n change [enemyanimation v] by ((1) / (2))\n switch costume to ([floor v] of (((enemyAnimation) mod (8)) + (21)) )\n set [enemyx v] to ((enemyX) + (enemyFx))\n if <touching (virtualground1 v)?> then\n repeat until <not <touching (virtualground1 v)?>>\n change y by (1)\n change [enemyy v] by (1)\n set [speed v] to [0]\n end\n else\n set [enemyy v] to ((enemyY) + (speed))\n change [speed v] by (-1)\n end\n if <<((enemyY) - (@scrollY)) < [-150]> or <((enemyX) - (@scrollX)) > [200 ]>> then\n set [enemycount v] to [1]\n set [enemyx v] to [-145]\n set [enemyy v] to [200]\n set [speed v] to [0]\n hide\n end\n end\nend\n\ndefine animate_Oiseau\nset [enemyy v] to ((enemyY) + (speed))\nif <(enemyY) < [-180]> then\n change [enemycount v] by (1)\n set [speed v] to [0]\n if <(enemyCount) > [150]> then\n set [speed v] to (enemyDistance)\n set [enemycount v] to [0]\n end\nelse\n change [speed v] by (-1)\nend\n\nwhen I receive [animate enemies v]\nif <(enemyDied) = [0]> then\n if <(enemyType) < [4]> then\n change [enemycount v] by (1)\n end\n if <(enemyType) = [1]> then\n AnimateFox\n end\n if <(enemyType) = [2]> then\n AnimateHawk\n end\n if <(enemyType) = [3]> then\n animate_Oiseau\n end\n if <(enemyType) = [4]> then\n animate_Rocher\n end\n if <(enemyType) < [3]> then\n if <(enemyFx) < [0]> then\n if <((enemyXOrigin) - (enemyX)) > (enemyDistance)> then\n set [enemyfx v] to ((0) - (enemyFx))\n point in direction (90)\n end\n else\n if <((enemyX) - (enemyXOrigin)) > (enemyDistance)> then\n set [enemyfx v] to ((0) - (enemyFx))\n point in direction (-90)\n end\n end\n end\n if <<<touching (player v)?> and <(@Animation_type) = [103]>> and <(enemyDied) = [0]>> then\n change [enemydied v] by ((1) / (3))\n if <(item (12) of [@list_playsound v]) = [0]> then\n replace item (12) of [@list_playsound v] with [1]\n end\n end\n if <touching (game v)?> then\n if <(@Animation_type) = [0]> then\n if <(item (4) of [@list_playsound v]) = [0]> then\n replace item (4) of [@list_playsound v] with [1]\n end\n set [@animation_type v] to [100]\n end\n end\nelse\n change [enemydied v] by ((1) / (3))\n set size to (150) %\n change [ghost v] effect by (0)\n switch costume to (([floor v] of ((enemyDied) mod (6)) ) + (36))\n if <(costume [number v]) = [41]> then\n delete this clone\n end\nend\n\nwhen I receive [update enemies v]\nPositionEnemy x,y ((enemyX) - (@scrollX)) ((enemyY) - (@scrollY))\n\nif <(gradient) < (gradientMax2)> then\n\nwhen backdrop switches to [plover platformer v]\nhide\n\n@SetupGame\n\nwhen flag clicked\nbroadcast (Lalalal v)\n\nbroadcast (Green Flag v) and wait\nbroadcast (Setup v) and wait\nbroadcast (Play Game v)\n\n@Player\n\nwhen I receive [animate player v]\nif <(@direction) = [left]> then\n point in direction (-90)\n set [animationoffsetx v] to [-2]\nelse\n if <(@direction) = [right]> then\n point in direction (90)\n set [animationoffsetx v] to [0]\n end\nend\nif <(@animationType) = [rising]> then\n switch costume to (jump_1 v)\n set [lastanimationtype v] to [rising]\nelse\n if <(@animationType) = [falling]> then\n switch costume to (fall_1 v)\n set [lastanimationtype v] to [falling]\n else\n if <(@animationType) = [standing]> then\n switch costume to (stand_1 v)\n set [lastanimationtype v] to [standing]\n else\n if <(@animationType) = [walking]> then\n if <not <(lastAnimationType) = [walking]>> then\n set [animationframe v] to [0]\n end\n if <(animationFrame) = [0]> then\n switch costume to (walk1 v)\n set [framecounter v] to [0]\n change [animationframe v] by (1)\n else\n if <(animationFrame) > [7]> then\n switch costume to (walk1 v)\n set [animationframe v] to [0]\n set [framecounter v] to [1]\n else\n if <(frameCounter) > (((@frameRate) / (30)) * (walkFrameRate))> then\n next costume\n change [animationframe v] by (1)\n set [framecounter v] to [1]\n else\n change [framecounter v] by (1)\n end\n end\n end\n set [lastanimationtype v] to [walking]\n else\n if <(@animationType) = [dying]> then\n if <not <(lastAnimationType) = [dying]>> then\n set [animationframe v] to [0]\n set [lastanimationtype v] to [dying]\n set [counter v] to [0]\n end\n if <(animationFrame) = [0]> then\n switch costume to (die v)\n change [animationframe v] by (1)\n else\n if <(animationFrame) > [2]> then\n if <(counter) > ((animationDelay) * (2))> then\n set [@animationtype v] to [dead]\n else\n change [counter v] by (1)\n end\n else\n if <(counter) > (animationDelay)> then\n next costume\n change [animationframe v] by (1)\n set [counter v] to [0]\n else\n change [counter v] by (1)\n end\n end\n end\n end\n end\n end\n end\nend\nset y to (([y position v] of [game v]) + (animationOffsetY))\nset x to (([x position v] of [game v]) + (animationOffsetX))\n\nwhen I receive [create animate player v]\nhide\npoint in direction (90)\nset size to (22) %\nclear graphic effects\nset rotation style [left-right v]\nswitch costume to (plover_stand v)\nset [animationframe v] to [0]\ngo to [front v] layer\nset [lastanimationtype v] to []\nset [animationoffsety v] to [-3]\nset [animationoffsetx v] to [0]\nset [animationdelay v] to [5]\nset [walkframerate v] to [1]\n\nwhen I receive [play game v]\nshow\n\nwhen flag clicked\nhide\n\n@Danger\n\n@Frame\n\nwhen I receive [create frame v]\nset [coins collected v] to [0]\ngo to [front v] layer\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\nwhen I receive [setup v]\nshow\n\nwhen flag clicked\nforever\n if <(Coins Collected) = [0]> then\n switch costume to (costume1 v)\n end\n if <(Coins Collected) = [1]> then\n switch costume to (costume2 v)\n end\n if <(Coins Collected) = [2]> then\n switch costume to (costume3 v)\n end\n if <(Coins Collected) = [3]> then\n switch costume to (costume4 v)\n end\n if <(Coins Collected) = [4]> then\n switch costume to (costume5 v)\n end\n if <(Coins Collected) = [5]> then\n switch costume to (costume6 v)\n end\n if <(Coins Collected) = [6]> then\n switch costume to (costume7 v)\n end\n if <(Coins Collected) = [7]> then\n switch costume to (costume8 v)\n end\n if <(Coins Collected) = [8]> then\n switch costume to (costume9 v)\n end\n if <(Coins Collected) = [9]> then\n switch costume to (costume10 v)\n end\n if <(Coins Collected) = [10]> then\n switch costume to (costume11 v)\n end\n if <(@playerLivesLeft) = [0]> then\n switch costume to (costume12 v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [mixkit-raising-me-higher-34 v] until done\n wait (0) seconds\nend\n\nwhen flag clicked\nforever\n if <[] = [231455356635]> then\nend\n\n@BackdropA\n\ndefine Position (x) (y)\nif <(x) < [-480]> then\n change [positionx v] by (960)\n switch costume to ((costume [number v]) + (2))\nend\nif <(x) > [480]> then\n change [positionx v] by (-960)\n switch costume to ((costume [number v]) - (2))\nend\ngo to x: (x) y: (y)\n\nwhen I receive [create backdropa v]\nshow\nset [numberofgroundcostumes v] to [3]\nswitch costume to (ba1-1 v)\nCreateGroundClone [0] [0]\nCreateGroundClone [1] [0]\nhide\n\ndefine CreateGroundClone (x) (y)\ngo to x: ((x) * (480)) y: ((y) * (360))\nset [positionx v] to ((x) * (480))\nset [positiony v] to ((y) * (360))\ncreate clone of (_myself_ v)\n\nwhen I receive [update scroll v]\nPosition ((positionX) - (round ((@scrollX) / (10)))) ((positionY) - (round ((@scrollY) / (10))))\n\n@BackdropB\n\ndefine Position (x) (y)\nif <(x) < [-480]> then\n change [positionx v] by (960)\nend\nif <(x) > [480]> then\n change [positionx v] by (-960)\nend\ngo to x: (x) y: (y)\n\nwhen I receive [create backdropb v]\nshow\ngo [forward v] (1) layers\nset [numberofgroundcostumes v] to [3]\nswitch costume to (ba1-1 v)\nCreateGroundClone [0] [0]\nCreateGroundClone [1] [0]\nhide\n\ndefine CreateGroundClone (x) (y)\ngo to x: ((x) * (480)) y: ((y) * (360))\nset [positionx v] to ((x) * (480))\nset [positiony v] to ((y) * (360))\ncreate clone of (_myself_ v)\n\nwhen I receive [update scroll v]\nPosition ((positionX) - (round ((@scrollX) / (5)))) ((positionY) - (round ((@scrollY) / (5))))\n\nswitch costume to ((costume [number v]) + (2))\n\nswitch costume to ((costume [number v]) - (2))\n\n@Ground\n\ndefine Position (x) (y)\nif <(x) < [-480]> then\n change [positionx v] by (960)\n switch costume to ((costume [number v]) + (2))\nend\nif <(x) > [480]> then\n change [positionx v] by (-960)\n switch costume to ((costume [number v]) - (2))\nend\ngo to x: (x) y: (y)\n\nwhen I receive [create ground v]\nshow\ngo to [front v] layer\ngo [backward v] (40) layers\nswitch costume to (g1-1 v)\nCreateGroundClone [0] [0]\nswitch costume to (g1-2 v)\nCreateGroundClone [1] [0]\nhide\n\ndefine CreateGroundClone (x) (y)\ngo to x: ((x) * (480)) y: ((y) * (360))\nset [positionx v] to ((x) * (480))\nset [positiony v] to ((y) * (360))\ncreate clone of (_myself_ v)\n\nwhen I receive [update ground v]\nPosition ((positionX) - (@scrollX)) ((positionY) - (@scrollY))\n\n@Platform\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\n\nwhen I receive [create platform v]\nshow\ngo to [front v] layer\nswitch costume to (p1-1 v)\nCreatePlatformClone [100] [70] Type [static] Speed [0] Distance [0]\ncreate clone of (_myself_ v)\nCreatePlatformClone [230] [120] Type [static] Speed [0] Distance [0]\ncreate clone of (_myself_ v)\nCreatePlatformClone [200] [190] Type [static] Speed [0] Distance [0]\ncreate clone of (_myself_ v)\nswitch costume to (p1-2 v)\nCreatePlatformClone [280] [300] Type [static] Speed [0] Distance [0]\ncreate clone of (_myself_ v)\nswitch costume to (p1-3 v)\nCreatePlatformClone [160] [420] Type [static] Speed [0] Distance [0]\ncreate clone of (_myself_ v)\nswitch costume to (p1-3 v)\nCreatePlatformClone [1420] [-80] Type [static] Speed [0] Distance [0]\ncreate clone of (_myself_ v)\nswitch costume to (p1-4 v)\nCreatePlatformClone [1650] [60] Type [static] Speed [0] Distance [0]\ncreate clone of (_myself_ v)\nswitch costume to (p1-4 v)\nCreatePlatformClone [2400] [90] Type [static] Speed [0] Distance [0]\ncreate clone of (_myself_ v)\nswitch costume to (p1-2 v)\nCreatePlatformClone [2500] [180] Type [static] Speed [0] Distance [0]\ncreate clone of (_myself_ v)\nswitch costume to (p1-3 v)\nCreatePlatformClone [2600] [260] Type [static] Speed [0] Distance [0]\ncreate clone of (_myself_ v)\nswitch costume to (p1-6 v)\nCreatePlatformClone [2700] [350] Type [static] Speed [0] Distance [0]\ncreate clone of (_myself_ v)\nswitch costume to (p1-5 v)\nCreatePlatformClone [2800] [450] Type [static] Speed [0] Distance [0]\ncreate clone of (_myself_ v)\nswitch costume to (p1-6 v)\nCreatePlatformClone [2900] [550] Type [static] Speed [0] Distance [0]\ncreate clone of (_myself_ v)\nswitch costume to (p1-6 v)\nCreatePlatformClone [2800] [650] Type [static] Speed [0] Distance [0]\ncreate clone of (_myself_ v)\nswitch costume to (p1-6 v)\nCreatePlatformClone [2700] [780] Type [static] Speed [0] Distance [0]\ncreate clone of (_myself_ v)\nswitch costume to (p1-6 v)\nCreatePlatformClone [2500] [700] Type [static] Speed [0] Distance [0]\n\ndefine CreatePlatformClone (x) (y) Type (type) Speed (speed) Distance (distance)\nset [platformx v] to (x)\nset [platformy v] to (y)\nset [platformxorigin v] to (x)\nset [platformyorigin v] to (y)\nset [platformtype v] to (type)\nset [platformdistance v] to (distance)\nset [platformspeed v] to (speed)\ngo to x: (x) y: (y)\n\nwhen I receive [update platform v]\nif <(platformType) = [moving]> then\n if <(platformSpeed) > [0]> then\n change [platformx v] by (platformSpeed)\n if <((platformX) - (platformXOrigin)) > (platformDistance)> then\n set [platformx v] to ((platformXOrigin) + (platformDistance))\n set [platformspeed v] to ((-1) * (platformSpeed))\n end\n else\n change [platformx v] by (platformSpeed)\n if <((platformXOrigin) - (platformX)) > (platformDistance)> then\n set [platformx v] to ((platformXOrigin) - (platformDistance))\n set [platformspeed v] to ((-1) * (platformSpeed))\n end\n end\nend\nPosition ((platformX) - (@scrollX)) ((platformY) - (@scrollY))\n\nwhen I receive [create_all_sprites v]\nhide\ndelete this clone\n\nset [platformy v] to (y)\nset [platformtype v] to (type)\nset [platformdistance v] to (distance)\n\nwhen flag clicked\nhide\n\n@GameHUD\n\nwhen I receive [update score v]\nif <(lifeNumber) = [1]> then\n if <(@playerLivesLeft) > [0]> then\n else\n hide\n end\nend\nif <(lifeNumber) = [2]> then\n if <(@playerLivesLeft) > [1]> then\n else\n hide\n end\nend\nif <(lifeNumber) = [3]> then\n if <(@playerLivesLeft) > [2]> then\n else\n hide\n end\nend\n\nshow\n\nshow\n\nif <(lifeNumber) = [4]> then\n if <(@playerLivesLeft) > [5]> then\n show\n else\n hide\n end\nend\nif <(lifeNumber) = [5]> then\n if <(@playerLivesLeft) > [4]> then\n show\n else\n hide\n end\nend\nif <(lifeNumber) = [6]> then\n if <(@playerLivesLeft) > [3]> then\n show\n else\n hide\n end\nend\nif <(lifeNumber) = [7]> then\n if <(@playerLivesLeft) > [2]> then\n show\n else\n hide\n end\nend\nif <(lifeNumber) = [8]> then\n if <(@playerLivesLeft) > [1]> then\n show\n else\n hide\n end\nend\nif <(lifeNumber) = [9]> then\n if <(@playerLivesLeft) > [0]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [create game hud v]\ngo to [front v] layer\nswitch costume to (heart red v)\nset [lifenumber v] to [1]\ngo to x: (200) y: (171)\ncreate clone of (_myself_ v)\ngo to [front v] layer\nset [lifenumber v] to [2]\ngo to x: (185) y: (171)\ncreate clone of (_myself_ v)\ngo to [front v] layer\nset [lifenumber v] to [3]\ngo to x: (170) y: (171)\ncreate clone of (_myself_ v)\ngo to [front v] layer\n\nshow\n\nset [lifenumber v] to [4]\ngo to x: (140) y: (171)\ncreate clone of (_myself_ v)\ngo to [front v] layer\nset [lifenumber v] to [5]\ngo to x: (155) y: (171)\ngo to [front v] layer\ncreate clone of (_myself_ v)\ngo to [front v] layer\nset [lifenumber v] to [6]\ngo to x: (170) y: (171)\ngo to [front v] layer\ncreate clone of (_myself_ v)\ngo to [front v] layer\nset [lifenumber v] to [7]\ngo to x: (185) y: (171)\ngo to [front v] layer\ncreate clone of (_myself_ v)\nset [lifenumber v] to [8]\ngo to x: (200) y: (171)\ngo to [front v] layer\ncreate clone of (_myself_ v)\nset [lifenumber v] to [9]\ngo to x: (215) y: (171)\ngo to [front v] layer\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I receive [setup v]\n\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [forward v] (6) layers\nend\n\nshow\n\n@DeepWater\n\nwhen I receive [update deepwater v]\ngo to x: (0) y: ((positionY) - (@scrollY))\n\nwhen I receive [create deepwater v]\nset [positiony v] to [0]\ngo to [back v] layer\nshow\n\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [setup v]\nshow\n\nwhen flag clicked\nforever\n if <touching (game v)?> then\n CheckForObstacles\n end\nend\n\ndefine CheckForObstacles\nset [x0 v] to (x position)\nset [y0 v] to (y position)\nset [changeinysaved v] to (changeInY)\nchange x by (changeInX)\nset [hitground v] to [false]\nif <not <(changeInX) = [0]>> then\n if <touching (vground v)?> then\n if <(@jump) = [false]> then\n set [changeiny v] to [0]\n set [hitground v] to [true]\n end\n repeat until <<not <touching (vground v)?>> or <(changeInX) = [0]>>\n set [gradient v] to ([abs v] of ((changeInY) / (changeInX)) )\n if <(gradient) < (gradientMax2)> then\n change [changeiny v] by (1)\n change y by (1)\n else\n if <(changeInX) < [0]> then\n change [changeinx v] by (1)\n change x by (1)\n else\n change [changeinx v] by (-1)\n change x by (-1)\n end\n set y to (y0)\n set [changeiny v] to [0]\n end\n end\n if <(changeInX) = [0]> then\n set y to (y0)\n set x to (x0)\n set [changeiny v] to [-10]\n end\n end\n if <touching (platform v)?> then\n if <(@jump) = [false]> then\n set [changeiny v] to [0]\n set [hitground v] to [true]\n end\n repeat until <<not <touching (platform v)?>> or <(changeInX) = [0]>>\n set [gradient v] to ([abs v] of ((changeInY) / (changeInX)) )\n if <(gradient) < (gradientMax2)> then\n change [changeiny v] by (1)\n change y by (1)\n else\n if <(changeInX) < [0]> then\n change [changeinx v] by (1)\n change x by (1)\n else\n if <(changeInX) > [0]> then\n change [changeinx v] by (-1)\n change x by (-1)\n else\n set [changeiny v] to [0]\n set x to (x0)\n end\n end\n set [changeiny v] to [0]\n set y to (y0)\n end\n end\n if <(changeInX) = [0]> then\n set y to (y0)\n set x to (x0)\n set [changeiny v] to [-10]\n end\n end\nend\nchange y by (changeInY)\nif <(changeInY) > [0]> then\n if <touching (ladders v)?> then\n set [hitladder v] to [true]\n else\n set [hitladder v] to [false]\n end\n if <(hitGround) = [true]> then\n set [playerinair v] to [0]\n else\n change [playerinair v] by (1)\n end\n if <<touching (platform v)?> or <touching (vground v)?>> then\n repeat until <<not <<touching (platform v)?> or <touching (vground v)?>>> or <(changeInY) = [0]>>\n change [changeiny v] by (-1)\n change y by (-1)\n end\n end\nelse\n if <<touching (vground v)?> or <touching (platform v)?>> then\n repeat until <<not <<touching (vground v)?> or <touching (platform v)?>>> or <(changeInY) = [0]>>\n change [changeiny v] by (1)\n change y by (1)\n end\n set [playerinair v] to [0]\n else\n if <touching (ladders v)?> then\n if <(changeInY) < [0]> then\n if <(hitLadder) = [false]> then\n repeat until <not <touching (ladders v)?>>\n change [changeiny v] by (1)\n change y by (1)\n end\n set [playerinair v] to [0]\n else\n set [hitladder v] to [true]\n change [playerinair v] by (1)\n end\n end\n else\n if <not <touching (ladders v)?>> then\n set [hitladder v] to [false]\n change [playerinair v] by (1)\n end\n end\n end\nend\nif <(@playerDied) = [false]> then\n if <<(changeInX) = [0]> and <(changeInY) = [0]>> then\n set [@animationtype v] to [standing]\n else\n if <<(changeInY) > [0]> and <(playerInAir) > [2]>> then\n set [@animationtype v] to [rising]\n else\n if <<(changeInY) < [0]> and <(playerInAir) > [2]>> then\n set [@animationtype v] to [falling]\n else\n if <([abs v] of (changeInX) ) > [0]> then\n set [@animationtype v] to [walking]\n end\n end\n end\n end\nend\nif <<touching (deepwater v)?> or <<touching (enemiesmoving v)?> or <touching (deepwater v)?>>> then\n set [changeinx v] to [0]\n set [changeiny v] to [0]\n set [@playerdied v] to [true]\n set [@animationtype v] to [dying]\nend\nset y to (y0)\nset x to (x0)\n\n@Water\n\ndefine Position (x) (y)\nif <(x) < [-480]> then\n change [positionx v] by (960)\n switch costume to ((costume [number v]) + (2))\nend\nif <(x) > [480]> then\n change [positionx v] by (-960)\n switch costume to ((costume [number v]) - (2))\nend\ngo to x: (x) y: (y)\n\nwhen I receive [create water v]\nshow\ngo to [front v] layer\ngo [backward v] (55) layers\nset [ghost v] effect to (50)\nswitch costume to (g1-1 v)\nCreateWaterClone [0] [0]\nswitch costume to (g1-2 v)\nCreateWaterClone [1] [0]\nhide\n\ndefine CreateWaterClone (x) (y)\ngo to x: ((x) * (480)) y: ((y) * (360))\nset [positionx v] to ((x) * (480))\nset [positiony v] to ((y) * (360))\ncreate clone of (_myself_ v)\n\nwhen I receive [update water v]\nPosition ((positionX) - (@scrollX)) ((positionY) - (@scrollY))\n\n@VGround\n\ndefine Position (x) (y)\nif <(x) < [-480]> then\n change [positionx v] by (960)\n switch costume to ((costume [number v]) + (2))\nend\nif <(x) > [480]> then\n change [positionx v] by (-960)\n switch costume to ((costume [number v]) - (2))\nend\ngo to x: (x) y: (y)\n\nwhen I receive [create vground v]\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\nswitch costume to (g1-1 v)\nCreateGroundClone [0] [0]\nswitch costume to (g1-2 v)\nCreateGroundClone [1] [0]\nhide\n\ndefine CreateGroundClone (x) (y)\ngo to x: ((x) * (480)) y: ((y) * (360))\nset [positionx v] to ((x) * (480))\nset [positiony v] to ((y) * (360))\ncreate clone of (_myself_ v)\n\nwhen I receive [update vground v]\nPosition ((positionX) - (@scrollX)) ((positionY) - (@scrollY))\n\n@Coins\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\n\nwhen I receive [create platform v]\nshow\ngo to [front v] layer\nswitch costume to (p1-1 v)\nCreatePlatformClone [2709] [913] Type [static] Speed [0] Distance [0]\ncreate clone of (_myself_ v)\nswitch costume to (p1-4 v)\nCreatePlatformClone [2844] [656] Type [static] Speed [0] Distance [0]\ncreate clone of (_myself_ v)\nswitch costume to (p1-3 v)\nCreatePlatformClone [2036] [13] Type [static] Speed [0] Distance [0]\ncreate clone of (_myself_ v)\nswitch costume to (p1-2 v)\nCreatePlatformClone [234] [140] Type [static] Speed [0] Distance [0]\ncreate clone of (_myself_ v)\nswitch costume to (p1-3 v)\nCreatePlatformClone [100] [13] Type [static] Speed [0] Distance [0]\ncreate clone of (_myself_ v)\nswitch costume to (p1-3 v)\nCreatePlatformClone [2600] [320] Type [static] Speed [0] Distance [0]\ncreate clone of (_myself_ v)\nswitch costume to (p1-4 v)\nCreatePlatformClone [2500] [800] Type [static] Speed [0] Distance [0]\ncreate clone of (_myself_ v)\nswitch costume to (p1-4 v)\nCreatePlatformClone [1663] [100] Type [static] Speed [0] Distance [0]\ncreate clone of (_myself_ v)\nswitch costume to (p1-2 v)\nCreatePlatformClone [906] [100] Type [static] Speed [0] Distance [0]\ncreate clone of (_myself_ v)\nswitch costume to (p1-3 v)\nCreatePlatformClone [310] [310] Type [static] Speed [0] Distance [0]\ncreate clone of (_myself_ v)\nswitch costume to (p1-3 v)\nCreatePlatformClone [-280] [-49] Type [static] Speed [0] Distance [0]\ncreate clone of (_myself_ v)\nswitch costume to (p1-6 v)\n\ndefine CreatePlatformClone (x) (y) Type (type) Speed (speed) Distance (distance)\nset [platformx v] to (x)\nset [platformy v] to (y)\nset [platformxorigin v] to (x)\nset [platformyorigin v] to (y)\nset [platformtype v] to (type)\nset [platformdistance v] to (distance)\nset [platformspeed v] to (speed)\ngo to x: (x) y: (y)\n\nwhen I receive [update platform v]\nif <(platformType) = [moving]> then\n if <(platformSpeed) > [0]> then\n change [platformx v] by (platformSpeed)\n if <((platformX) - (platformXOrigin)) > (platformDistance)> then\n set [platformx v] to ((platformXOrigin) + (platformDistance))\n set [platformspeed v] to ((-1) * (platformSpeed))\n end\n else\n change [platformx v] by (platformSpeed)\n if <((platformXOrigin) - (platformX)) > (platformDistance)> then\n set [platformx v] to ((platformXOrigin) - (platformDistance))\n set [platformspeed v] to ((-1) * (platformSpeed))\n end\n end\nend\nPosition ((platformX) - (@scrollX)) ((platformY) - (@scrollY))\n\nwhen I receive [create_all_sprites v]\nhide\ndelete this clone\n\nset [platformy v] to (y)\nset [platformtype v] to (type)\nset [platformdistance v] to (distance)\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nswitch costume to (costume1 v)\n\nwhen I start as a clone\nforever\n if <touching (game v)?> then\n change [coins collected v] by (1)\n hide\n delete this clone\n end\nend\n\n@Spikes\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\n\nwhen I receive [create platform v]\nshow\ngo to [front v] layer\nswitch costume to (p1-1 v)\nCreatePlatformClone [100] [-30] Type [moving] Speed [3] Distance [50]\ncreate clone of (_myself_ v)\nswitch costume to (p1-1 v)\nCreatePlatformClone [1398] [-30] Type [moving] Speed [5] Distance [150]\ncreate clone of (_myself_ v)\nswitch costume to (p1-1 v)\nCreatePlatformClone [1860] [-30] Type [moving] Speed [2] Distance [10]\ncreate clone of (_myself_ v)\nswitch costume to (p1-1 v)\nCreatePlatformClone [2135] [-30] Type [moving] Speed [3] Distance [10]\ncreate clone of (_myself_ v)\nswitch costume to (p1-1 v)\nCreatePlatformClone [2330] [-30] Type [moving] Speed [5] Distance [10]\ncreate clone of (_myself_ v)\nswitch costume to (p1-1 v)\nCreatePlatformClone [3000] [-30] Type [moving] Speed [2] Distance [10]\ncreate clone of (_myself_ v)\nswitch costume to (p1-1 v)\nCreatePlatformClone [2900] [576] Type [moving] Speed [1] Distance [3]\ncreate clone of (_myself_ v)\n\ndefine CreatePlatformClone (x) (y) Type (type) Speed (speed) Distance (distance)\nset [platformx v] to (x)\nset [platformy v] to (y)\nset [platformxorigin v] to (x)\nset [platformyorigin v] to (y)\nset [platformtype v] to (type)\nset [platformdistance v] to (distance)\nset [platformspeed v] to (speed)\ngo to x: (x) y: (y)\n\nwhen I receive [update platform v]\nif <(platformType) = [moving]> then\n if <(platformSpeed) > [0]> then\n change [platformx v] by (platformSpeed)\n if <((platformX) - (platformXOrigin)) > (platformDistance)> then\n set [platformx v] to ((platformXOrigin) + (platformDistance))\n set [platformspeed v] to ((-1) * (platformSpeed))\n end\n else\n change [platformx v] by (platformSpeed)\n if <((platformXOrigin) - (platformX)) > (platformDistance)> then\n set [platformx v] to ((platformXOrigin) - (platformDistance))\n set [platformspeed v] to ((-1) * (platformSpeed))\n end\n end\nend\nPosition ((platformX) - (@scrollX)) ((platformY) - (@scrollY))\n\nwhen I receive [create_all_sprites v]\nhide\ndelete this clone\n\nset [platformy v] to (y)\nset [platformtype v] to (type)\nset [platformdistance v] to (distance)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to [front v] layer\ngo to [front v] layer\n\n@Sprite1\n\nrepeat (10)\n\nwhen flag clicked\n\nwhen I receive [setup v]\nif <(@-USERNAME-) = [Yellow-Brain]> then\n show\n set [ghost v] effect to (0)\n wait (1) seconds\n repeat (30)\n change [ghost v] effect by (5)\n wait (0) seconds\n end\nelse\n hide\nend\n\n@Health\n\nwhen flag clicked\ngo to x: (147) y: (170)\nhide\n\nwhen I receive [play game v]\nshow\nforever\n go to [front v] layer\n if <(@playerLivesLeft) = [0]> then\n switch costume to (costume4 v)\n end\n if <(@playerLivesLeft) = [1]> then\n switch costume to (costume3 v)\n end\n if <(@playerLivesLeft) = [2]> then\n switch costume to (costume2 v)\n end\n if <(@playerLivesLeft) = [3]> then\n switch costume to (costume1 v)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\n\nswitch costume to (costume1 v)\nrepeat (39)\n wait (0.02) seconds\n next costume\nend\nhide\nbroadcast (Green Flag v) and wait\nbroadcast (Setup v) and wait\nbroadcast (Play Game v)\n\nwhen flag clicked\nshow\n\nforever\n\n@Sprite3\n\nwhen flag clicked\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\nwait (3) seconds\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\n\nforever\n\nwhen flag clicked\nforever\n if <(@--ABC__----) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Coins Collected) = [0]> then\n switch costume to (costume1 v)\n end\n if <(Coins Collected) = [1]> then\n switch costume to (costume2 v)\n end\n if <(Coins Collected) = [2]> then\n switch costume to (costume3 v)\n end\n if <(Coins Collected) = [3]> then\n switch costume to (costume4 v)\n end\n if <(Coins Collected) = [4]> then\n switch costume to (costume5 v)\n end\n if <(Coins Collected) = [5]> then\n switch costume to (costume6 v)\n end\n if <(Coins Collected) = [6]> then\n switch costume to (costume7 v)\n end\n if <(Coins Collected) = [7]> then\n switch costume to (costume8 v)\n end\n if <(Coins Collected) = [8]> then\n switch costume to (costume9 v)\n end\n if <(Coins Collected) = [9]> then\n switch costume to (costume10 v)\n end\n if <(Coins Collected) = [10]> then\n hide\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nforever\n go to (mouse-pointer v)\nend\n\nwhen flag clicked\nforever\n if <<<(x position) = [-189]> and <(y position) = [180]>> or <<<(x position) = [-190]> and <(y position) = [180]>> or <<<(x position) = [-191]> and <(y position) = [180]>> or <<<(x position) = [-192]> and <(y position) = [180]>> or <<<(x position) = [-193]> and <(y position) = [180]>> or <<<(x position) = [-194]> and <(y position) = [180]>> or <<<(x position) = [-195]> and <(y position) = [180]>> or <<<(x position) = [-196]> and <(y position) = [180]>> or <<<(x position) = [-197]> and <(y position) = [180]>> or <<<(x position) = [-198]> and <(y position) = [180]>> or <<<(x position) = [-199]> and <(y position) = [180]>> or <<<(x position) = [-200]> and <(y position) = [180]>> or <<<(x position) = [-201]> and <(y position) = [180]>> or <<<(x position) = [-202]> and <(y position) = [180]>> or <<<(x position) = [-203]> and <(y position) = [180]>> or <<<(x position) = [-204]> and <(y position) = [180]>> or <<<(x position) = [-205]> and <(y position) = [180]>> or <<(x position) = [-206]> and <(y position) = [180]>>>>>>>>>>>>>>>>>>> then\n set [@--abc__---- v] to [1]\n else\n set [@--abc__---- v] to [0]\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [play game v]\nshow\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id2 v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id2 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)\n go to [front v] layer\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 id2) = [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 id2) = [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@LOGO\n\nwhen flag clicked\nhide\nset [timer v] to [.1]\nforever\n set [timer v] to ((timer) + (.1))\nend\n\nwhen [timer v] > (Timer)\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n
Arrow keys or wad to move, \navoid touching red blocks/enemies.\n\nyou have 3 lives.\n\nCollect all 10 coins. Avoid the spikes. \n\nDon't fall down the holes! You'll annoy the red sea block!\n
|| Mouse || A Platformer ||
@Stage\n\nwhen flag clicked\nswitch backdrop to (black v)\nset [player_status v] to [Trash]\n\nwhen I receive [>>>messages v]\nset [player_status v] to [Messages]\n\nwhen I receive [>>>zoom v]\nset [player_status v] to [Zoom]\n\nwhen I receive [>>>chrome v]\nset [player_status v] to [Chrome]\n\nwhen I receive [gmail v]\nset [player_status v] to [Gmail]\n\nwhen I receive [>>>coolmathgames v]\nset [player_status v] to [CoolMathGames]\n\nwhen I receive [>>>scratch v]\nset [player_status v] to [Scratch]\n\nwhen I receive [>>>settings v]\nset [player_status v] to [Settings]\n\nwhen flag clicked\n\nset volume to (100) %\n\n@Player\n\nwhen flag clicked\nset [game on? v] to [Off]\nhide\n\ndefine walk (steps)\nchange x by (X)\nset [ground lift v] to [0]\nrepeat until <<not <touching (not scrolling level v)?>> or <(Ground Lift) = [8]>>\n change y by (1)\n change [ground lift v] by (1)\nend\nif <(Ground Lift) = [8]> then\n change x by ((-1) * (steps))\n change y by (-8)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [x v] to [8]\n set [y v] to [10]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [x v] to [-8]\n set [y v] to [10]\n end\n end\nend\n\ndefine Controls Left Right\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1.5)\n if <(X) < [-7]> then\n set [x v] to [-7]\n end\n set [player_direction v] to [Left]\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1.5)\n if <(X) > [7]> then\n set [x v] to [7]\n end\n set [player_direction v] to [Right]\nend\n\ndefine handle ground <moving up>\nrepeat until <<not <touching (not scrolling level v)?>> and <not <touching (shield v)?>>>\n if <moving up> then\n change y by (-1)\n else\n change y by (1)\n set [in air v] to [0]\n end\n set [y v] to [0]\nend\n\ndefine Check Surroundings (Trash)\nif <(x position) > [240]> then\n broadcast (Level Up! v) and wait\nend\nif <touching color (#590093)?> then\n set [y v] to [21]\n start sound [Big Boing v]\nend\nif <touching color (#930000)?> then\n start sound [Crunch v]\n repeat (20)\n change [pixelate v] effect by (5)\n change [ghost v] effect by (5)\n end\n hide\n clear graphic effects\n set [ghost v] effect to (100)\n point in direction (90)\n go to x: (-200) y: (-90)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n set [x v] to [0]\n set [y v] to [0]\nend\nif <touching (portal v)?> then\n repeat (50)\n go to [front v] layer\n point towards (portal v)\n turn right (65) degrees\n move ((distance to [portal v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\n end\n hide\n broadcast (>>>Messages v)\nend\n\nwhen I receive [level up! v]\nwait (0.75) seconds\npoint in direction (90)\nshow\nif <(Player_Status) = [Scratch]> then\n go to x: (-200) y: (-70)\nelse\n go to x: (-200) y: (-90)\nend\nset size to (75) %\nset [x v] to [0]\nset [y v] to [0]\nchange [level v] by (1)\nwait (1) seconds\n\nwhen I receive [trash v]\nshow\nset size to (80) %\nswitch backdrop to (black v)\ngo to [front v] layer\ngo [backward v] (3) layers\nset [ghost v] effect to (0)\nset rotation style [all around v]\ngo to x: (-200) y: (-90)\npoint in direction (90)\nset [player_direction v] to [Right]\nset [y v] to [0]\nset [x v] to [0]\nset [level v] to [1]\nbroadcast (Start Player v)\n\nwhen I receive [start player v]\nforever\n if <(Game On?) = [On]> then\n Controls Left Right\n set [x v] to ((0.9) * (X))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(In Air) < [8]>> then\n set [y v] to [10]\n end\n walk (X)\n change [y v] by (-1)\n change y by (Y)\n change [in air v] by (1)\n handle ground <(Y) > [0]>\n end\n if <(Player_Status) = [Trash]> then\n Check Surroundings (Trash)\n end\n if <(Player_Status) = [Zoom]> then\n Check Surroundings (Zoom)\n end\n if <(Player_Status) = [Scratch]> then\n Check Surroundings (Scratch)\n end\nend\n\nwhen I receive [messages v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [zoom v]\nshow\nset size to (80) %\nswitch backdrop to (black v)\ngo to [front v] layer\ngo [backward v] (2) layers\nset [ghost v] effect to (0)\nset rotation style [all around v]\ngo to x: (-200) y: (-90)\npoint in direction (90)\nset [player_direction v] to [Right]\nset [y v] to [0]\nset [x v] to [0]\nset [level v] to [11]\nset [>>>zoom spawn point v] to [-200]\nbroadcast (Start Player v)\n\ndefine Check Surroundings (Zoom)\nif <(>>>Zoom Spawn Point) > [0]> then\n if <(x position) < [-240]> then\n go to x: (>>>Zoom Spawn Point) y: (162)\n change [level v] by (-1)\n end\nelse\n if <(x position) > [240]> then\n broadcast (Level Up! v) and wait\n end\nend\nif <touching color (#00aa52)?> then\n set [y v] to [21]\n start sound [Big Boing v]\nend\nif <<<touching color (#b50000)?> or <touching color (#cc0000)?>> or <<touching color (#e30000)?> or <<touching color (#ff0000)?> or <<touching color (#c40000)?> or <touching color (#ad0000)?>>>>> then\n start sound [Crunch v]\n repeat (20)\n change [pixelate v] effect by (5)\n change [ghost v] effect by (5)\n end\n hide\n clear graphic effects\n set [ghost v] effect to (100)\n point in direction (90)\n if <(>>>Zoom Spawn Point) > [0]> then\n go to x: (>>>Zoom Spawn Point) y: (162)\n else\n go to x: (>>>Zoom Spawn Point) y: (-90)\n end\n repeat (10)\n change [ghost v] effect by (-10)\n end\n set [x v] to [0]\n set [y v] to [0]\n show\nend\nif <touching (portal v)?> then\n repeat (50)\n go to [front v] layer\n point towards (portal v)\n turn right (65) degrees\n move ((distance to [portal v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\n end\n hide\n broadcast (>>>Chrome v)\nend\n\nwhen I receive [chrome v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [>>>chrome v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [>>>gmail v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [scratch v]\nshow\nset size to (80) %\nswitch backdrop to (black v)\ngo to [front v] layer\ngo [backward v] (3) layers\nset [ghost v] effect to (0)\nset rotation style [all around v]\ngo to x: (-200) y: (-90)\npoint in direction (90)\nset [player_direction v] to [Right]\nset [y v] to [0]\nset [x v] to [0]\nset [level v] to [18]\nbroadcast (Start Player v)\n\ndefine Check Surroundings (Scratch)\nif <(x position) > [240]> then\n broadcast (Level Up! v) and wait\nend\nif <touching color (#590093)?> then\n set [y v] to [21]\nend\nif <(y position) < [-170]> then\n repeat (20)\n change [pixelate v] effect by (5)\n change [ghost v] effect by (5)\n end\n hide\n clear graphic effects\n set [ghost v] effect to (100)\n point in direction (90)\n go to x: (-200) y: (-70)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n set [x v] to [0]\n set [y v] to [0]\nend\n\nwhen I receive [settings v]\nstop [other scripts in sprite v]\nhide\n\n@Not Scrolling Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [trash v]\nwait (1) seconds\nshow\ngo to [front v] layer\ngo [backward v] (2) layers\nforever\n switch costume to (Level)\nend\n\nwhen I receive [messages v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [zoom v]\nshow\ngo to [front v] layer\ngo [backward v] (3) layers\nforever\n switch costume to (Level)\nend\n\nwhen I receive [chrome v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [>>>chrome v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [>>>gmail v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [scratch v]\nshow\ngo to [front v] layer\ngo [backward v] (3) layers\nforever\n switch costume to (Level)\nend\n\nwhen I receive [settings v]\nstop [other scripts in sprite v]\nhide\n\n@Obstacles (Trash)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [trash v]\nwait (1) seconds\nshow\ngo to [back v] layer\ngo [forward v] (2) layers\nforever\n switch costume to (Level)\nend\n\nwhen I receive [messages v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [chrome v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [zoom v]\nshow\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\nwhen I receive [>>>chrome v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [>>>gmail v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [scratch v]\nshow\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\nwhen I receive [settings v]\nstop [other scripts in sprite v]\nhide\n\n@Fog\n\nwhen flag clicked\nhide\nset [ghost v] effect to (75)\n\nwhen I receive [trash v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\ngo [backward v] (2) layers\n\nwhen I receive [messages v]\nstop [other scripts in sprite v]\nhide\n\n@Light\n\nwhen flag clicked\nhide\n\nwhen I receive [messages v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [trash v]\nforever\n show\n go to [back v] layer\n go [forward v] (1) layers\n go to (player v)\nend\n\n@Transition\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))\n change [ghost v] effect by (-10)\nend\ngo to x: (x) y: (y)\n\nwhen I receive [>>>trash v]\nstart sound [Boom Cloud v]\nswitch costume to (trash v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nbroadcast (Trash v)\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [level up! v]\nClone\n\nwhen I start as a clone\nstart sound [High Whoosh v]\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nset size to (100) %\nif <((costume [number v]) mod (2)) = [0]> then\n go to x: (-300) y: (0)\nelse\n go to x: (300) y: (0)\nend\nSmooth Glide x: (0) y: (0) speed: (7)\nstart sound [Low Whoosh v]\nrepeat (20)\n change size by (-5)\n change [ghost v] effect by (5)\n if <((costume [number v]) mod (2)) = [0]> then\n change x by (-15)\n else\n change x by (15)\n end\nend\ndelete this clone\n\ndefine Clone\nhide\nswitch costume to (level 1 v)\nrepeat (4)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I receive [>>>messages v]\nstart sound [Low Whoosh v]\nswitch costume to (messages v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nbroadcast (Messages v)\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [>>>zoom v]\nstart sound [Low Whoosh v]\nswitch costume to (zoom v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nbroadcast (Zoom v)\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [lose v]\nstart sound [Low Whoosh v]\nswitch costume to (lose v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nbroadcast (>>>Zoom v)\n\nwhen I receive [>>>chrome v]\nstart sound [Low Whoosh v]\nswitch costume to (chrome v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nbroadcast (Chrome v)\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [>>>gmail v]\nstart sound [Low Whoosh v]\nswitch costume to (gmail v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nbroadcast (Gmail v)\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [>>>coolmathgames v]\nstart sound [Low Whoosh v]\nswitch costume to (coolmathgames v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nbroadcast (CoolMathGames v)\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [>>>scratch v]\nstart sound [Low Whoosh v]\nswitch costume to (scratch v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nbroadcast (Scratch v)\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [>>> duolingo v]\nstart sound [Low Whoosh v]\nswitch costume to (duolingo v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nbroadcast (Duolingo v)\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [>>>settings v]\nstart sound [Low Whoosh v]\nswitch costume to (system preferences v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nbroadcast (Settings v)\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\n@text\n\ndefine type (text) at x: (x) y: (y) size: (size) brightness: (brightness)\nset [volume v] to [25]\nclear graphic effects\nswitch costume to (trash v)\nset y to (-130)\nset x to (0)\nset size to (50) %\nshow\ngo to [front v] layer\nrepeat (20)\n change size by (((225) - (size)) / (4))\nend\nset [text # v] to [0]\nset [text brightness v] to (brightness)\nset [text x v] to (x)\nset [text y v] to (y)\nset [text spacing x v] to ((size) / (13))\nset [text spacing y v] to ((size) / (11))\nrepeat (length of (text))\n change [text # v] by (1)\n if <(letter (TEXT #) of (text)) > []> then\n set [text letter v] to (letter (TEXT #) of (text))\n else\n set [text letter v] to []\n end\n create clone of (_myself_ v)\n if <((TEXT #) mod (2)) = [0]> then\nend\nset [text # v] to [0]\nrepeat until <<key (e v) pressed?> or <key (space v) pressed?>>\n go to [front v] layer\n broadcast (gf v)\nend\nwait until <not <<key (e v) pressed?> or <key (space v) pressed?>>>\nbroadcast (Clear v) and wait\nhide\n\nwhen I receive [clear v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\ndelete this clone\n\nwhen I start as a clone\nset x to (TEXT X)\nset y to (TEXT Y)\nset size to (50) %\nset [brightness v] effect to (TEXT Brightness)\nswitch costume to (TEXT Letter)\nif <(costume [number v]) = [55]> then\n switch costume to ( v)\n delete this clone\nend\nchange x by (-42)\nchange y by (22)\nset [text org. x v] to (x position)\nclone setup\nshow\ngo to [front v] layer\nif <(costume [name v]) = [Trash]> then\n delete this clone\nend\n\ndefine clone setup\nrepeat (TEXT #)\n change x by (TEXT Spacing X)\n if <(x position) > [190]> then\n set x to ((TEXT Org. X) + (TEXT Spacing X))\n change y by ((0) - (TEXT Spacing Y))\n end\nend\ngo to [front v] layer\n\ndefine render (text) at x: (x) y: (y) brightness: (brightness) size: (size)\nclear graphic effects\nswitch costume to ( v)\nset y to (x)\nset x to (y)\nset size to (50) %\nshow\ngo to [front v] layer\nset size to (300) %\nset [text # v] to [0]\nset [text brightness v] to (brightness)\nset [text x v] to (x)\nset [text y v] to (y)\nset [text spacing x v] to ((size) / (17))\nset [text spacing y v] to ((size) / (11))\nrepeat (length of (text))\n change [text # v] by (1)\n if <(letter (TEXT #) of (text)) > []> then\n set [text letter v] to (letter (TEXT #) of (text))\n else\n set [text letter v] to []\n end\n create clone of (_myself_ v)\nend\nset [text # v] to [0]\n\nwhen I receive [gf v]\ngo to [front v] layer\n\nwhen I receive [tick v]\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [trash v]\nwait (1.5) seconds\nset [game on? v] to [Off]\ntype [hello and welcome to the trash, the land of unwantedthings. press space] at x: [-170] y: [-135] size: [190] brightness: [100]\ntype [your only hope of getting out is finding a way to pass the dangers.] at x: [-170] y: [-135] size: [190] brightness: [100]\ntype [good luck!] at x: [-170] y: [-152] size: [190] brightness: [100]\nset [game on? v] to [On]\nset [volume v] to [50]\n\nwhen I receive [level up! v]\nwait (0.8) seconds\nwait (1) seconds\nif <(Level) = [2]> then\n set [game on? v] to [Off]\n type [ugh, the graphics are terrible down here. ] at x: [-170] y: [-145] size: [190] brightness: [100]\n type [oh! by the way, avoid red. ] at x: [-170] y: [-152] size: [190] brightness: [100]\n set [game on? v] to [On]\nend\nif <(Level) = [3]> then\n set [game on? v] to [Off]\n type [purple is bouncy!] at x: [-170] y: [-152] size: [190] brightness: [100]\n set [game on? v] to [On]\nend\nif <(Level) = [6]> then\n set [game on? v] to [Off]\n type [oh no! we have reached deadmeme land!] at x: [-170] y: [-145] size: [190] brightness: [100]\n set [game on? v] to [On]\nend\nif <(Level) = [9]> then\n set [game on? v] to [Off]\n type [aaaaaaaaahhhhhh!!!!!] at x: [-170] y: [-152] size: [190] brightness: [100]\n set [game on? v] to [On]\nend\nif <(Level) = [10]> then\n set [game on? v] to [Off]\n type [a portal! jump into it!] at x: [-170] y: [-152] size: [190] brightness: [100]\n set [game on? v] to [On]\nend\nif <(Level) = [17]> then\n set [game on? v] to [Off]\n type [aaaaahhh!] at x: [-170] y: [-152] size: [190] brightness: [100]\n type [this is the head of glitch detection!] at x: [-170] y: [-145] size: [190] brightness: [100]\n type [run back!] at x: [-170] y: [-152] size: [190] brightness: [100]\n type [you have 60 seconds.] at x: [-170] y: [-152] size: [190] brightness: [100]\n type [go!!!] at x: [-170] y: [-152] size: [190] brightness: [100]\n set [>>>zoom spawn point v] to [200]\n set [game on? v] to [On]\nend\nif <(Level) = [20]> then\n set [game on? v] to [Off]\n type [? no katana? that is weird...] at x: [-170] y: [-145] size: [190] brightness: [100]\n set [game on? v] to [On]\nend\nif <(Level) = [21]> then\n set [game on? v] to [Off]\n type [no enemies? did 0014049 change it?] at x: [-170] y: [-145] size: [190] brightness: [100]\n set [game on? v] to [On]\nend\nif <(Level) = [22]> then\n set [game on? v] to [Off]\n type [oh no!] at x: [-170] y: [-152] size: [190] brightness: [100]\n type [the computer is malfunctioning!] at x: [-170] y: [-145] size: [190] brightness: [100]\n type [it must be the new update.] at x: [-170] y: [-152] size: [190] brightness: [100]\n type [go to settings and change it!] at x: [-170] y: [-145] size: [190] brightness: [100]\n broadcast (>>>Settings v)\nend\nset [volume v] to [50]\n\nwhen I receive [messages v]\nwait (1.5) seconds\nset [game on? v] to [Off]\ntype [woohoo! we made it out of the trash!] at x: [-170] y: [-145] size: [190] brightness: [100]\ntype [but we are still not safe yet...] at x: [-170] y: [-145] size: [190] brightness: [100]\ntype [that update you installed upgraded the glitch detection on this computer!] at x: [-170] y: [-135] size: [190] brightness: [100]\ntype [so, stay away from red boxes as much as possible.] at x: [-170] y: [-145] size: [190] brightness: [100]\ntype [and also...] at x: [-170] y: [-152] size: [190] brightness: [100]\ntype [if you are having trouble getting up the messages...] at x: [-170] y: [-145] size: [190] brightness: [100]\ntype [try bouncing off the walls!] at x: [-170] y: [-152] size: [190] brightness: [100]\nset [game on? v] to [On]\nset [volume v] to [50]\n\nwhen I receive [zoom v]\nwait (1.5) seconds\nset [game on? v] to [Off]\ntype [welcome to zoom!] at x: [-170] y: [-152] size: [190] brightness: [100]\nset [game on? v] to [On]\nset [volume v] to [50]\n\nwhen I receive [gmail v]\nwait (1.5) seconds\nset [game on? v] to [Off]\ntype [welcome to gmail!] at x: [-170] y: [-152] size: [190] brightness: [100]\ntype [get all the stars to unlockthe portal. ] at x: [-170] y: [-145] size: [190] brightness: [100]\nset [game on? v] to [On]\nset [volume v] to [50]\n\nwhen I receive [coolmathgames v]\nset [game on? v] to [Off]\nwait (1.5) seconds\ntype [welcome to corona clicker!] at x: [-170] y: [-152] size: [190] brightness: [100]\ntype [get 5,000 antibodies to move on. ] at x: [-170] y: [-145] size: [190] brightness: [100]\nset [game on? v] to [On]\nset [volume v] to [50]\n\nwhen I receive [scratch v]\nset [game on? v] to [Off]\nwait (1.5) seconds\ntype [hey, this is the red ninja by 0014049!] at x: [-170] y: [-145] size: [190] brightness: [100]\ntype [i love this game!] at x: [-170] y: [-152] size: [190] brightness: [100]\nset [game on? v] to [On]\nset [volume v] to [50]\n\nwhen I receive [settings v]\nwait (1.5) seconds\nset [game on? v] to [Off]\ntype [agh! this place is infestedwith glitch detectors!] at x: [-170] y: [-145] size: [190] brightness: [100]\nset [game on? v] to [On]\nset [volume v] to [100]\nwait until <(Scroll X) > [3293]>\nset [game on? v] to [Off]\ntype [what?! i cannot believe it] at x: [-170] y: [-152] size: [190] brightness: [100]\ntype [this is the firewall!] at x: [-170] y: [-152] size: [190] brightness: [100]\ntype [legend has it there is no way to cross it. ] at x: [-170] y: [-145] size: [190] brightness: [100]\nset [game on? v] to [On]\nset [volume v] to [50]\n\n@Portal\n\nwhen I start as a clone\ngo to [front v] layer\nif <(costume [number v]) = [1]> then\n show\n go to x: (0) y: (0)\n point in direction (45)\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-5)\n end\n set [ghost v] effect to (50)\n forever\n turn right (1) degrees\n end\nend\nif <(costume [number v]) = [3]> then\n point in direction (45)\n set [ghost v] effect to (50)\nend\nif <(costume [number v]) = [4]> then\n point in direction (90)\n set [ghost v] effect to (50)\nend\nif <(costume [number v]) = [5]> then\n show\n go to x: (0) y: (0)\n point in direction (45)\n set [ghost v] effect to (50)\n forever\n turn right (1) degrees\n if <(Level) = [11]> then\n show\n else\n hide\n end\n end\nend\nif <(costume [number v]) = [6]> then\n show\n go to x: (0) y: (0)\n point in direction (90)\n set [ghost v] effect to (50)\n forever\n turn right (1) degrees\n if <(Level) = [11]> then\n show\n else\n hide\n end\n end\nend\n\nwhen I receive [level up! v]\nif <(Level) = [9]> then\n wait (2) seconds\n broadcast (Start Player v)\n switch costume to (box 1 v)\n create clone of (_myself_ v)\n switch costume to (box 2 v)\n go to [front v] layer\n show\n go to x: (0) y: (0)\n point in direction (90)\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-5)\n end\n set [ghost v] effect to (50)\n forever\n turn left (1) degrees\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [messages v]\nhide\ndelete this clone\n\nwhen I receive [tick v]\nPosition ((x) - (Scroll X)) ((y) - (Scroll Y))\n\nwhen I receive [messages setup v]\nwait (0.1) seconds\nset [coins collected v] to [9]\nstop [other scripts in sprite v]\nset [x v] to [0]\nset [y v] to [1500]\nswitch costume to (box 3 v)\ncreate clone of (_myself_ v)\nswitch costume to (box 4 v)\ncreate clone of (_myself_ v)\nswitch costume to (master v)\nhide\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(costume [number v]) = [3]> or <(costume [number v]) = [7]>> then\n if <(costume [number v]) = [3]> then\n turn right (1) degrees\n else\n point in direction (90)\n end\nelse\n turn left (1) degrees\nend\nif <<(Player_Status) = [Messages]> or <(Player_Status) = [Settings]>> then\n if <not <(costume [name v]) = [Master]>> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n show\n else\n hide\n end\n else\n hide\n end\nend\nif <(Player_Status) = [Gmail]> then\n if <<not <(costume [name v]) = [Master]>> and <(Coins Collected) > [8]>> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n show\n else\n hide\n end\n else\n hide\n end\nend\nif <(costume [number v]) = [7]> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (50)\nend\n\nwhen I receive [safari v]\nhide\ndelete this clone\n\nwhen I receive [level up! v]\nwait (2) seconds\nif <(Level) = [17]> then\n broadcast (Start Player v)\n switch costume to (box 5 v)\n create clone of (_myself_ v)\n switch costume to (box 6 v)\n create clone of (_myself_ v)\n go to x: (0) y: (0)\nend\n\nwhen I receive [zoom v]\nhide\ndelete this clone\n\nwhen I receive [chrome v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [gmail setup v]\nset [x v] to [2000]\nset [y v] to [50]\nswitch costume to (box 3 v)\ncreate clone of (_myself_ v)\nswitch costume to (box 4 v)\ncreate clone of (_myself_ v)\nswitch costume to (master v)\nhide\n\nwhen I receive [settings setup v]\nset [x v] to [3840]\nset [y v] to [1500]\nswitch costume to (box 7 v)\ncreate clone of (_myself_ v)\nswitch costume to (master v)\nhide\n\nwhen I receive [reset v]\nhide\ndelete this clone\n\nwhen I receive [win!! v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@Glitch Detectors\n\nwhen I receive [messages setup v]\nset [x v] to [-80]\nset [y v] to [844]\nset [var 1 v] to [2]\ncreate clone of (_myself_ v)\n\nwhen I receive [tick v]\nif <not <(costume [number v]) = [2]>> then\n Position ((x) - (Scroll X)) ((y) - (Scroll Y))\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\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nshow\nforever\n repeat (150)\n change [x v] by (Var 1)\n end\n repeat (150)\n change [x v] by ((0) - (Var 1))\n end\nend\n\nwhen I receive [zoom v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [settings setup v]\n\nwhen I receive [settings setup v]\nset [var 1 v] to [2.5]\nset [x v] to [1020]\nset [y v] to [230]\ncreate clone of (_myself_ v)\nset [var 1 v] to [2]\nset [x v] to [2253]\nset [y v] to [394]\ncreate clone of (_myself_ v)\nset [var 1 v] to [2.5]\nset [x v] to [289]\nset [y v] to [41]\ncreate clone of (_myself_ v)\nset [var 1 v] to [-2.5]\nset [x v] to [1405]\nset [y v] to [230]\ncreate clone of (_myself_ v)\nset [var 1 v] to [-2]\nset [x v] to [2558]\nset [y v] to [394]\ncreate clone of (_myself_ v)\nset [var 1 v] to [-2.5]\nset [x v] to [656]\nset [y v] to [41]\ncreate clone of (_myself_ v)\nhide\n\n@Animation Characters\n\ndefine Say (text) at Speed (speed)\nset [number v] to [1]\nset [text v] to (letter (Number) of (text))\nrepeat (length of (text))\n start sound [B Elec Piano v]\n say (Text) for ((10) / (speed)) seconds\n change [number v] by (1)\n set [text v] to (join (Text) (letter (Number) of (text)))\nend\nsay (Text) for (0.75) seconds\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 start as a clone\nif <(costume [name v]) = [Circle]> then\n show\n set size to (100) %\n change x by (-10)\n change y by (10)\n repeat (10)\n change size by (10)\n change [ghost v] effect by (10)\n end\nend\nif <(costume [name v]) = [Regular Mouse]> then\n wait (1) seconds\n show\n set size to (100) %\n clear graphic effects\n go to x: (-300) y: (0)\n point in direction (135)\n Smooth Glide x: (-100) y: (0) speed: (5)\n Say [Looks like someone needs to be replaced!] at Speed [500]\n Say [HAHAHAHAHAHAHAHA] at Speed [500]\n start sound [Pew v]\n switch costume to (fire v)\n create clone of (_myself_ v)\n switch costume to (regular mouse v)\nend\nif <(costume [name v]) = [Fire]> then\n go to [front v] layer\n set size to (75) %\n point in direction (90)\n glide (1) secs to x: (50) y: (0)\nend\n\nwhen I receive [aaaahh v]\ndelete this clone\n\nwhen I receive [start! v]\nshow\nwait (1) seconds\nSay [A new update!] at Speed [500]\nSay [I better install it!] at Speed [500]\nwait (1.25) seconds\nSay [Wait...] at Speed [500]\nset [ghost v] effect to (100)\ngo to x: (300) y: (0)\nstart sound [Suspense v]\nwait (3.2) seconds\nstart sound [Dun Dun Dunnn v]\nSay [HUH!] at Speed [500]\n\nwhen I receive [start! v]\npoint in direction (90)\nclear graphic effects\nswitch costume to (fire v)\nset size to (30) %\nswitch costume to (pixel mouse v)\ngo to x: (100) y: (100)\ngo to [front v] layer\nwait (1) seconds\nwait (2) seconds\nglide (1) secs to x: (76) y: (-39)\nplay sound [pop v] until done\nswitch costume to (circle v)\ncreate clone of (_myself_ v)\nswitch costume to (pixel mouse v)\nwait (5) seconds\nswitch costume to (regular mouse v)\ncreate clone of (_myself_ v)\nswitch costume to (pixel mouse2 v)\nclear graphic effects\nset size to (100) %\nSmooth Glide x: (100) y: (0) speed: (5)\nwait (4) seconds\nSay [Oh no!] at Speed [500]\nwait (0.25) seconds\nstart sound [Disconnect v]\nset [var 1 v] to [10]\nrepeat (30)\n change y by (Var 1)\n change [var 1 v] by (-1)\nend\nrepeat (10)\n change y by (Var 1)\n change [ghost v] effect by (10)\nend\nbroadcast (AAAAHH v)\nstart sound [Teleport v]\nshow\nset size to (200) %\nclear graphic effects\ngo to x: (0) y: (0)\nrepeat (100)\n turn right (15) degrees\n change [ghost v] effect by (1)\n change size by (-2)\nend\nbroadcast (>>>Trash v)\nhide\n\n@Animation\n\nwhen flag clicked\nhide\n\nwhen I receive [aaaahh v]\nswitch costume to (costume4 v)\nset size to (100) %\ngo to x: (0) y: (0)\nrepeat (100)\n Shake [0] [0] [30]\nend\n\ndefine Shake (x) (y) (amount)\ngo to x: (pick random ((x) - (amount)) to ((x) + (amount))) y: (pick random ((y) - (amount)) to ((y) + (amount)))\nwait (0.05) seconds\ngo to x: (x) y: (y)\nwait (0.05) seconds\n\nwhen I receive [trash v]\nwait (1) seconds\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [start! v]\nshow\npoint in direction (90)\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (costume1 v)\nwait (6) seconds\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nset size to (100) %\nrepeat (9)\n change size by (5)\n change x by (10)\nend\nrepeat (80)\n change y by (1)\nend\nset size to (100) %\ngo to x: (0) y: (0)\nswitch costume to (costume3 v)\n\n@Timer\n\nwhen I receive [level up! v]\nif <(Level) = [16]> then\n wait (2) seconds\n set [timer v] to [160]\n create clone of (_myself_ v)\n show\n go to [front v] layer\n go to x: (-220) y: (156)\n forever\n switch costume to (letter (2) of (Timer))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo to x: (-200) y: (156)\nforever\n switch costume to (letter (3) of (Timer))\nend\n\nwhen I receive [>>>zoom v]\nhide\nset size to (150) %\nset [timer v] to [0]\nwait until <(Timer) = [160]>\nrepeat until <(Timer) < [101]>\n if <(Game On?) = [On]> then\n change [timer v] by (-1)\n wait (1) seconds\n end\nend\nbroadcast (Lose v)\n\nwhen I receive [>>>zoom v]\ndelete this clone\n\nwhen I receive [level up! v]\nif <(Level) = [16]> then\n wait (2) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [chrome v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@Background\n\nwhen I receive [gmail v]\ngo to x: (0) y: (0)\ngo to [back v] layer\nswitch costume to (costume1 v)\nset size to (110) %\nswitch costume to (gmail v)\nshow\n\nwhen I receive [tick v]\ngo to x: (((Scroll X) / (-10)) + (140)) y: ((Scroll Y) / (-10))\n\nwhen flag clicked\nhide\n\nwhen I receive [>>>messages v]\nstop [other scripts in sprite v]\nhide\n\nshow\n\nwhen I receive [>>>chrome v]\nhide\n\nif <(Player_Status) = [Gmail]> then\n\nwhen I receive [settings v]\ngo to x: (0) y: (0)\ngo to [back v] layer\nset size to (110) %\nswitch costume to (settings v)\nshow\n\nwhen I receive [win!! v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@Stars\n\nwhen flag clicked\nhide\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\nset [>>>gmail coins collected v] to (join (Coins Collected) [/9])\nif <(Coins Collected) = [9]> then\n set [>>>gmail coins collected v] to [Portal Open!]\nend\nif <touching (scrolling player v)?> then\n start sound [Collect v]\n change [coins collected v] by (1)\n hide\n delete this clone\nend\n\nwhen I receive [tick v]\nPosition ((x) - (Scroll X)) ((y) - (Scroll Y))\n\nwhen I receive [reset v]\nset [coins collected v] to [0]\ndelete this clone\n\nwhen I receive [gmail setup v]\nswitch costume to (star v)\nstop [other scripts in sprite v]\nClone at [-161] [10]\nClone at [185] [45]\nClone at [355] [115]\nClone at [694] [20]\nClone at [608] [215]\nClone at [1054] [5]\nClone at [1307] [35]\nClone at [1412] [120]\nClone at [1618] [210]\nswitch costume to (master v)\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\n@Scrolling Level\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)\nnext costume\n\nwhen I receive [messages setup v]\nswitch costume to (1 v)\nset [x v] to [0]\nset [y v] to [0]\nClone at x: [0] y: [360]\nClone at x: [0] y: [360]\nClone at x: [0] y: [360]\nClone at x: [0] y: [360]\nClone at x: [0] y: [360]\nswitch costume to (master v)\n\nwhen I receive [chrome setup v]\nhide variable [>>>gmail coins collected v]\nswitch backdrop to (white v)\nswitch costume to (>>>Chrome Tab)\nset [x v] to [0]\nset [y v] to [0]\nClone at x: [0] y: [0]\nswitch costume to (master v)\n\nwhen I receive [gmail setup v]\nshow variable [>>>gmail coins collected v]\nswitch costume to (6 v)\nset [x v] to [0]\nset [y v] to [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nswitch costume to (master v)\n\nwhen flag clicked\nset [>>>chrome tab v] to [Gmail]\n\nwhen I receive [coolmathgames v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [scratch v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen flag clicked\nhide variable [>>>gmail coins collected v]\n\nwhen I receive [duolingo v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [zoom v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [settings setup v]\nswitch costume to (12 v)\nset [x v] to [0]\nset [y v] to [0]\nClone at x: [480] y: [0]\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]\nClone at x: [480] y: [0]\nClone at x: [0] y: [360]\nClone at x: [0] y: [360]\nClone at x: [0] y: [360]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nset [x v] to [0]\nset [y v] to [0]\nchange [x v] by (1440)\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nrepeat (4)\n switch costume to (20 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n switch costume to (master v)\nend\n\nset [game on? v] to [On]\n\nbroadcast (>>>Settings v)\n\nwhen I receive [win!! v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@Scrolling Player\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n if <(Player_Status) = [Messages]> then\n broadcast (Messages Setup v) and wait\n (Messages) Setup\n end\n if <(Player_Status) = [Chrome]> then\n broadcast (Chrome Setup v) and wait\n (Chrome) Setup\n end\n if <(Player_Status) = [Gmail]> then\n broadcast (Gmail Setup v) and wait\n (Gmail) Setup\n end\n if <(Player_Status) = [Settings]> then\n broadcast (Settings Setup v) and wait\n (Settings) Setup\n end\n forever\n if <(Game On?) = [On]> then\n Tick\n broadcast (Tick v) and wait\n end\n end\nend\n\ndefine (Messages) Setup\npoint in direction (90)\nset rotation style [all around v]\nset [x v] to [-122]\nset [y v] to (>>>Messages Spawn Point)\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [in air v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to (>>>Messages Spawn Point)\nset [x-limit v] to [0]\nset size to (75) %\nclear graphic effects\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [speed x v] by (-2)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [speed x v] by (2)\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?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <<(In Air) < [4]> and <not <touching (water v)?>>> then\n set [speed y v] to [16]\n end\nend\nif <<not <touching (water v)?>> and <(Speed Y) > [-20]>> then\n change [speed y v] by (-2)\nend\nif <touching (water v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Speed Y) < [4]> then\n change [speed y v] by (0.5)\n else\n set [speed y v] to [4]\n end\n else\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>> then\n if <(Speed Y) > [-4]> then\n change [speed y v] by (-0.5)\n else\n set [speed y v] to [-4]\n end\n else\n if <(Speed Y) > [-2]> then\n change [speed y v] by (-0.5)\n else\n set [speed y v] to [-2]\n end\n end\n end\nend\nChange Player Y by (Speed Y)\nset [scroll x v] to (X)\nif <(Player_Status) = [Messages]> then\n if <(Scroll X) < [0]> then\n set [scroll x v] to [0]\n end\n if <<<touching color (#00c401)?> or <touching color (#00ad01)?>> or <touching (glitch detectors v)?>> then\n broadcast (Die v)\n end\n if <touching (portal v)?> then\n broadcast (Portal v)\n end\n if <touching color (#ff00e9)?> then\n start sound [Big Boing v]\n set [speed y v] to [30]\n end\nend\nif <(Player_Status) = [Gmail]> then\n if <(Scroll X) < [0]> then\n set [scroll x v] to [0]\n end\n if <<touching color (#ff0000)?> or <<touching color (#c40000)?> or <touching color (#ad0000)?>>> then\n broadcast (Die v)\n end\n if <touching (portal v)?> then\n broadcast (Portal v)\n end\nend\nif <(Player_Status) = [Settings]> then\n if <(Scroll X) < [0]> then\n set [scroll x v] to [0]\n end\n if <<<touching color (#ff0000)?> or <<touching color (#ffa500)?> or <touching color (#ffd900)?>>> or <<touching color (#c40000)?> or <touching color (#ad0000)?>>> then\n broadcast (Die v)\n end\n if <touching (portal v)?> then\n broadcast (Portal v)\n end\nend\nif <(Scroll X) > (X-Limit)> then\n set [scroll x v] to (X-Limit)\nend\nif <touching (bounce v)?> then\n set [speed y v] to [26]\nend\nchange [scroll y v] by (round (((Y) - (Scroll Y)) / (10)))\nPosition\nif <(Player_Status) = [Messages]> then\n if <(Scroll Y) < [0]> then\n set [scroll y v] to [0]\n end\nend\nif <(Player_Status) = [Chrome]> then\n if <key ((join [enter] []) v) pressed?> then\n if <(>>>Chrome Tab) = [Gmail]> then\n stop [other scripts in sprite v]\n broadcast (>>>Gmail v)\n end\n if <(>>>Chrome Tab) = [Scratch]> then\n stop [other scripts in sprite v]\n broadcast (>>>Scratch v)\n end\n end\nend\n\ndefine Change Player Y by (speed y)\nchange [y v] by (speed y)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (scrolling level v)?>>\n if <(speed y) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [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 (speed x)\nchange [x v] by (speed x)\nPosition\nif <touching (scrolling level v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (scrolling level v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n set [speed x v] to [0]\n repeat until <not <touching (scrolling level v)?>>\n if <(speed x) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(speed x) > [0]> then\n set [speed x v] to [-15]\n set [speed y v] to [20]\n else\n set [speed x v] to [15]\n set [speed y v] to [20]\n end\n end\nend\n\nwhen I receive [die v]\nstop [other scripts in sprite v]\nstart sound [Crunch v]\nrepeat (20)\n change [ghost v] effect by (5)\n change [pixelate v] effect by (5)\nend\nbroadcast (Play Game v)\n\ndefine (Chrome) Setup\npoint in direction (90)\nset rotation style [all around v]\nset [x v] to [0]\nset [y v] to [0]\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [in air v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [x-limit v] to [1800]\nset size to (75) %\nclear graphic effects\nset [ghost v] effect to (0)\nshow\n\ndefine (Gmail) Setup\npoint in direction (90)\nset rotation style [all around v]\nset [x v] to [0]\nset [y v] to [0]\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [in air v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [x-limit v] to [1920]\nset size to (75) %\nclear graphic effects\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [messages v]\nset [>>>messages spawn point v] to [-100]\nswitch backdrop to (white v)\nforever\n broadcast (Reset v) and wait\n broadcast (Messages Setup v) and wait\n (Messages) Setup\n broadcast (Tick v) and wait\n forever\n if <(Game On?) = [On]> then\n Tick\n broadcast (Tick v) and wait\n end\n end\nend\n\nwhen I receive [chrome v]\nforever\n broadcast (Reset v) and wait\n broadcast (Chrome Setup v) and wait\n (Chrome) Setup\n broadcast (Tick v) and wait\n forever\n if <(Game On?) = [On]> then\n Tick\n broadcast (Tick v) and wait\n end\n end\nend\n\nwhen I receive [gmail v]\nforever\n broadcast (Reset v) and wait\n broadcast (Gmail Setup v) and wait\n (Gmail) Setup\n broadcast (Tick v) and wait\n forever\n if <(Game On?) = [On]> then\n Tick\n broadcast (Tick v) and wait\n end\n end\nend\n\nwhen I receive [portal v]\nstop [other scripts in sprite v]\nrepeat (50)\n point towards (portal v)\n turn right (65) degrees\n move ((distance to [portal v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\n go to [front v] layer\nend\nhide\nif <(Player_Status) = [Messages]> then\n broadcast (>>>Zoom v)\nend\nif <(Player_Status) = [Gmail]> then\n set [>>>chrome tab v] to [Scratch]\n broadcast (>>>Chrome v)\nend\nif <(Player_Status) = [Settings]> then\n broadcast (WIN!! v)\nend\n\nwhen I receive [scratch v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [duolingo v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [settings v]\nset [game on? v] to [Off]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Settings Setup v) and wait\n (Settings) Setup\n repeat (10)\n broadcast (Tick v) and wait\n end\n forever\n if <(Game On?) = [On]> then\n Tick\n broadcast (Tick v) and wait\n end\n end\nend\n\ndefine (Settings) Setup\npoint in direction (90)\nset rotation style [all around v]\nset [x v] to [0]\nset [y v] to [100]\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [in air v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [100]\nset [x-limit v] to [3840]\nset size to (75) %\nclear graphic effects\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [win!! v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@Scrolling Obstacles\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\nif <(costume [number v]) = [3]> then\n if <touching (scrolling player v)?> then\n set [>>>messages spawn point v] to [700]\n switch costume to (11 v)\n end\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [messages setup v]\nswitch costume to (1 v)\nset [x v] to [0]\nset [y v] to [0]\nClone at x: [0] y: [360]\nClone at x: [0] y: [360]\nClone at x: [0] y: [360]\nClone at x: [0] y: [360]\nClone at x: [0] y: [360]\nswitch costume to (master v)\n\nwhen I receive [chrome setup v]\nswitch costume to (>>>Chrome Tab)\nset [x v] to [0]\nset [y v] to [0]\nClone at x: [0] y: [0]\nswitch costume to (master v)\n\nwhen I receive [gmail setup v]\nswitch costume to (6 v)\nset [x v] to [0]\nset [y v] to [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nswitch costume to (master v)\n\nwhen I receive [scratch v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [duolingo v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [win!! v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [settings setup v]\nswitch costume to (12 v)\nset [x v] to [0]\nset [y v] to [0]\nClone at x: [480] y: [0]\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]\nClone at x: [480] y: [0]\nClone at x: [0] y: [360]\nClone at x: [0] y: [360]\nClone at x: [0] y: [360]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nset [x v] to [0]\nset [y v] to [0]\nchange [x v] by (1440)\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nrepeat (4)\n switch costume to (20 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n switch costume to (master v)\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nwhen I receive [>>>chrome v]\nstop [other scripts in sprite v]\n\nwhen I receive [>>>messages v]\nstop [other scripts in sprite v]\n\nwhen I receive [>>>scratch v]\nstop [other scripts in sprite v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [>>>coolmathgames v]\nstop [other scripts in sprite v]\n\nwhen I receive [>>>trash v]\nstop [other scripts in sprite v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [>>>zoom v]\nstop [other scripts in sprite v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [tick v]\ngo to [front v] layer\n\nwhen I receive [>>>settings v]\nstop [other scripts in sprite v]\n\nwhen I receive [>>> duolingo v]\nstop [other scripts in sprite v]\nforever\n go to [front v] layer\nend\n\n@WIN!\n\nwhen flag clicked\nhide\n\ndefine Shake (x) (y) (amount) (time)\nif <(pick random (1) to (2)) = [1]> then\n if <(pick random (1) to (2)) = [1]> then\n go to x: ((x) + (amount)) y: ((y) + (amount))\n else\n go to x: ((x) - (amount)) y: ((y) + (amount))\n end\nelse\n if <(pick random (1) to (2)) = [1]> then\n go to x: ((x) + (amount)) y: ((y) - (amount))\n else\n go to x: ((x) - (amount)) y: ((y) - (amount))\n end\nend\nwait (time) seconds\ngo to x: (x) y: (y)\nwait (time) seconds\n\nwhen I receive [win!! v]\nshow\ngo to [front v] layer\nset [var 1 v] to [20]\nrepeat (24)\n Shake [0] [0] (Var 1) [0.01]\n set [var 1 v] to ((Var 1) * (0.9))\nend\nwait (1) seconds\nbroadcast (Outro v)\nwait (1) seconds\nhide\n\n@Start Screen\n\nwhen I start as a clone\nshow\ngo to [back v] layer\ngo to x: (0) y: (0)\nset size to (100) %\n\nwhen I receive [start 1 v]\nstop [other scripts in sprite v]\ngo to [front v] layer\nrepeat (20)\n change [brightness v] effect by (5)\nend\nif <(costume [number v]) = [1]> then\n broadcast (START! v)\n repeat (50)\n change [ghost v] effect by (5)\n end\n hide\n delete this clone\nelse\n hide\nend\n\nwhen flag clicked\nstart sound [Super World v]\nhide\nclear graphic effects\nswitch costume to (thumbnail v)\ncreate clone of (_myself_ v)\nswitch costume to (play v)\nshow\ngo to x: (0) y: (-110)\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (5))\n if <mouse down?> then\n stop all sounds\n start sound [Low Whoosh v]\n broadcast (Start 1 v)\n end\n else\n change size by (((100) - (size)) / (5))\n end\nend\n\n@Outro\n\nwhen I start as a clone\nif <(costume [name v]) = [Transition]> then\n show\n go to x: (0) y: (0)\n go to [front v] layer\n set size to (0) %\n repeat (25)\n change size by (((100) - (size)) / (5))\n point in direction ((90) + ((100) - (size)))\n end\n wait until <(timer) > [4]>\n hide\n delete this clone\nend\nif <(costume [name v]) = [Text 1]> then\n show\n go to x: (0) y: (0)\n go to [front v] layer\n set size to (0) %\n repeat (20)\n change size by (((100) - (size)) / (5))\n point in direction ((90) + ((100) - (size)))\n end\n point in direction (90)\n switch costume to (text 1 v)\n set size to (100) %\n set [var 2 v] to [100]\n repeat until <(timer) > [4]>\n Hack Zoom (Var 2)\n change [var 2 v] by ((((size) / (1000)) * (Var 2)) / (5))\n turn right ((Var 2) / (10)) degrees\n end\n hide\n delete this clone\nend\nif <(costume [name v]) = [Flash]> then\n point in direction (90)\n show\n go to x: (0) y: (0)\n go to [front v] layer\n set size to (100) %\n set [ghost v] effect to (100)\n wait until <(timer) > [4]>\n set [ghost v] effect to (0)\n repeat (50)\n change [ghost v] effect by (2)\n end\nend\n\ndefine Hack Zoom (zoom)\nset [var 1 v] to (costume [number v])\nswitch costume to (dot v)\nset size to (zoom) %\nswitch costume to (Var 1)\n\nwhen I receive [flash v]\nif <(costume [name v]) = [Flash]> then\n set [ghost v] effect to (0)\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Project 1]> then\n show\n go to x: (-100) y: (-50)\n go to [back v] layer\n set size to (90) %\n wait (3) seconds\n forever\n if <touching (mouse-pointer v)?> then\n hide list [project 1 link v]\n else\n show list [project 1 link v]\n end\n end\nend\nif <(costume [name v]) = [Project 2]> then\n show\n go to x: (100) y: (-50)\n go to [back v] layer\n set size to (90) %\n wait (3) seconds\n forever\n if <touching (mouse-pointer v)?> then\n hide list [project 2 link v]\n else\n show list [project 2 link v]\n end\n end\nend\nif <(costume [name v]) = [Text 2]> then\n show\n go to x: (0) y: (85)\n go to [back v] layer\n set size to (90) %\nend\nif <(costume [name v]) = [Circle]> then\n wait until <(timer) > [2]>\n show\n go to x: (0) y: (90)\n go to [back v] layer\n set [ghost v] effect to (50)\n set size to (pick random (75) to (100)) %\n forever\n glide (1.95) secs to (random position v)\n end\nend\nif < (costume [name v]) contains [Item]?> then\n show\n set size to (25) %\n go to [back v] layer\n go [forward v] (7) layers\n go to x: (-300) y: (pick random (-175) to (175))\n set [var 1 v] to [0]\n repeat (10)\n change x by (Var 1)\n change [var 1 v] by (1)\n end\n repeat (32)\n change x by (Var 1)\n end\n repeat (10)\n change x by (Var 1)\n change [var 1 v] by (-0.5)\n end\n repeat (10)\n change x by (Var 1)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Spotlight]> then\n go to [back v] layer\n show\n set [ghost v] effect to (0)\n set [var 1 v] to [0]\n if <(direction) = [89]> then\n forever\n turn left ([cos v] of ((Var 1) * (50)) ) degrees\n change [var 1 v] by (0.05)\n end\n else\n forever\n turn right ([cos v] of ((Var 1) * (50)) ) degrees\n change [var 1 v] by (0.05)\n end\n end\nend\n\ndefine Setup\nswitch costume to (text 1 v)\ncreate clone of (_myself_ v)\nswitch costume to (flash v)\ncreate clone of (_myself_ v)\nswitch costume to (project 1 v)\ncreate clone of (_myself_ v)\nswitch costume to (project 2 v)\ncreate clone of (_myself_ v)\nswitch costume to (text 2 v)\ncreate clone of (_myself_ v)\npoint in direction (89)\ngo to x: (-150) y: (-160)\nswitch costume to (spotlight v)\ncreate clone of (_myself_ v)\npoint in direction (90)\ngo to x: (150) y: (-160)\nswitch costume to (spotlight v)\ncreate clone of (_myself_ v)\nswitch costume to (circle v)\nrepeat (6)\n create clone of (_myself_ v)\nend\nswitch costume to (master v)\n\nwhen flag clicked\nshow list [project 1 link v]\nshow list [project 2 link v]\ndelete all of [project 1 link v]\ndelete all of [project 2 link v]\nadd [https://scratch.mit.edu/projects/436343603/] to [project 1 link v]\nadd [https://scratch.mit.edu/projects/423164543/] to [project 2 link v]\n\nbroadcast (Outro v)\n\nwhen I receive [outro v]\nwait (1) seconds\nswitch backdrop to (blue v)\nwait until <(timer) > [2]>\nforever\n switch costume to (pick random (11) to (15))\n create clone of (_myself_ v)\n wait (0.01) seconds\nend\n\nwhen I receive [outro v]\nhide\nstart sound [LEGO 2 - Catchy Song - Dillon Francis feat v]\nreset timer\nswitch costume to (transition v)\nset [brightness v] effect to (-50)\nrepeat (10)\n create clone of (_myself_ v)\n wait (0.1) seconds\n change [brightness v] effect by (5)\nend\nSetup\nbroadcast (Setup v)\nwait until <(timer) > [6]>\nbroadcast (Flash v)\nforever\n reset timer\n wait until <(timer) > [1.95]>\n broadcast (Flash v)\nend\n\n@Music\n\nwhen I receive [settings v]\nstop [other scripts in sprite v]\nstop all sounds\nforever\n play sound [Spectre - Alan Walker v] until done\nend\n\nwhen I receive [trash v]\nforever\n play sound [Treenan v] until done\nend\n\nwhen flag clicked\nforever\n set volume to (Volume) %\nend\n\nwhen I receive [win!! v]\nstop [other scripts in sprite v]\nstop all sounds\nplay sound [Win v] until done\n\n@Red\n\nwhen flag clicked\nhide\n\nwhen I receive [level up! v]\nwait (1) seconds\nif <(Level) = [22]> then\n show\n go to [front v] layer\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n repeat (20)\n change [ghost v] effect by (-5)\n end\nend\n\nwhen I receive [settings v]\nhide\n\n
Welcome to Mouse: A Platformer! My first game in a while... Should I keep making games? Tell me in the comments!\n\nControls: Arrow keys/AWSD to move. (Instructions in game)\n\nStory: You are an old pixel mouse who just installed an update that made a new mouse! Travel through the apps to undo this. \n\nAlso, this is my entry for @ComplicatedCodes platformer contest. Hope you enjoy! I tried to make it as un-generic as possible. :)\n\n
Jumpland 1 || A platformer
@Stage\n\nwhen flag clicked\nset volume to (100) %\n\nwhen I receive [level change v]\n\nwhen [y v] key pressed\nchange [level v] by (1)\nbroadcast (Level change v)\n\nwhen [t v] key pressed\nchange [level v] by (-1)\nbroadcast (Level change v)\n\nwhen flag clicked\nset volume to (100) %\nforever\n if <(Level) = [1]> then\n switch backdrop to (backdrop1 v)\n end\n if <(Level) = [8]> then\n switch backdrop to (backdrop2 v)\n end\n if <(Level) = [15]> then\n switch backdrop to (backdrop1 v)\n end\nend\n\nwhen I receive [intro done v]\nforever\n play sound [Music v] until done\nend\n\n@Player\n\nwhen flag clicked\nswitch costume to (red v)\nset [xv v] to [0]\nset [yv v] to [0]\nset rotation style [left-right v]\nforever\n if <key (right arrow v) pressed?> then\n point in direction (-90)\n if <not <touching color (#4dff00)?>> then\n change [xv v] by (1)\n else\n change [xv v] by (0.1)\n end\n switch costume to (red v)\n end\n if <key (left arrow v) pressed?> then\n if <not <touching color (#4dff00)?>> then\n change [xv v] by (-1)\n else\n change [xv v] by (-0.1)\n end\n switch costume to (costume1 v)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n 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 (level v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching (level v)?> and <not <touching color (#9966ff)?>>> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\n\nwhen I receive [level change v]\nif <(Level) = [2]> then\n go to x: (-230) y: (-117)\nend\nif <(Level) = [3]> then\n go to x: (-220) y: (-83)\nend\nif <(Level) = [4]> then\n go to x: (-224) y: (-100)\nend\nif <(Level) = [5]> then\n go to x: (-224) y: (-100)\nend\nif <(Level) = [6]> then\n go to x: (-224) y: (-100)\nend\nif <(Level) = [7]> then\n go to x: (-224) y: (-100)\nend\nif <(Level) = [8]> then\n go to x: (-224) y: (-100)\nend\nif <(Level) = [9]> then\n go to x: (-224) y: (-100)\nend\nif <(Level) = [10]> then\n go to x: (-157) y: (-100)\nend\nif <(Level) = [11]> then\n go to x: (-135) y: (-113)\nend\nif <(Level) = [12]> then\n go to x: (-230) y: (-117)\nend\nif <(Level) = [13]> then\n go to x: (-220) y: (-83)\nend\nif <(Level) = [14]> then\n go to x: (-224) y: (-100)\nend\nif <(Level) = [15]> then\n go to x: (-224) y: (-100)\nend\nif <(Level) = [16]> then\n go to x: (-224) y: (-100)\nend\nif <(Level) = [17]> then\n go to x: (-224) y: (-100)\nend\nif <(Level) = [18]> then\n go to x: (-224) y: (-100)\nend\nif <(Level) = [19]> then\n go to x: (-224) y: (-100)\nend\nif <(Level) = [20]> then\n go to x: (-157) y: (-100)\nend\nif <(Level) = [21]> then\n go to x: (-224) y: (-100)\nend\n\nwhen [r v] key pressed\nstart sound [Death sound v]\nbroadcast (Level change v)\n\nwhen I receive [color switched to blue v]\nswitch costume to (blue v)\n\nwhen flag clicked\nforever\n if <touching (boing pads v)?> then\n start sound [Big Boing v]\n set [yv v] to [20]\n end\nend\n\nwhen flag clicked\nhide\nforever\n if on edge, bounce\nend\n\nwhen I receive [intro done v]\nshow\ngo to x: (-197) y: (-108)\nbroadcast (Next level v)\nset [level v] to [1]\nswitch backdrop to (Level)\nforever\n if <[200] < (x position)> then\n start sound [Win v]\n change [level v] by (1)\n broadcast (Level change v)\n end\n if <<touching (enemy1 v)?> or <touching (danger v)?>> then\n start sound [Death sound v]\n broadcast (Level change v)\n end\nend\n\n@Blank lag reducer\n\n@Thumbnail\n\nwhen flag clicked\nforever\n hide\n reset timer\nend\n\nwhen [timer v] > (0.5)\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nhide variable [level v]\nhide variable [mouse v]\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n switch costume to (Level)\nend\n\n@Platformer assets\n\nwhen flag clicked\nhide\nforever\n if <mouse down?> then\n set [mouse v] to (join (mouse x) (join [,] (mouse y)))\n end\nend\n\n@Danger\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Boing pads\n\nwhen flag clicked\nforever\n switch costume to (Level)\n go to [back v] layer\nend\n\n@BG\n\nwhen flag clicked\nforever\n switch costume to (Level)\n go to [back v] layer\nend\n\n@Mystery box\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\nwhen I receive [intro done v]\nforever\n switch costume to (Level)\n go to [front v] layer\n if <touching (player v)?> then\n think [Hmm...] for (2) seconds\n say [Welcome, chosen one.] for (2) seconds\n broadcast (Game end v)\n wait (1000) seconds\n end\nend\n\nwhen I receive [game end v]\nforever\n go to x: (0) y: (0)\n switch costume to (costume20 v)\n go to [front v] layer\n wait (5) seconds\n switch costume to (1 v)\n wait (5) seconds\nend\n\nwhen I receive [level change v]\nif <(Level) = [20]> then\n show\n switch costume to (costume19 v)\nend\n\n@Intro\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (intro v)\nshow\ncreate clone of (_myself_ v)\nset [pitch v] effect to (0)\nstart sound [Awesome music 3 v]\npoint in direction (90)\nset size to (0) %\nwait (0.5) seconds\nrepeat (20)\n turn right (18) degrees\n change size by (10)\nend\nbroadcast (Intro v)\nwait (4.38) seconds\nrepeat (5)\n change [ghost v] effect by (20)\n change [brightness v] effect by (10)\nend\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nswitch costume to (introbg v)\nset size to (110) %\ngo to [back v] layer\nwait (7) seconds\nwait (1) seconds\nswitch costume to (introduction v)\nwait (5) seconds\nrepeat (5)\n change [ghost v] effect by (20)\n change [brightness v] effect by (10)\nend\nhide\ngo to [back v] layer\nbroadcast (Intro done v)\n\nwhen I receive [intro v]\nrepeat (3)\n repeat (2)\n wait (0.01) seconds\n change size by (10)\n change [brightness v] effect by (10)\n end\n wait (0.1) seconds\n repeat (2)\n wait (0.01) seconds\n change size by (-10)\n change [brightness v] effect by (-10)\n end\n wait (0.1) seconds\nend\n\n
||JUMPLAND||\n---------------------------------------------------------------------------------\nInstructions:\n\nArrow keys to move \nDo not touch LAVA! or spikes.\n\nStory: You hear a mysterious voice, and you leave your village to explore Jumpland, a magical place.\n\nMy best project yet, please propose this to be featured.\n\nLove, favorite, Follow\n\n3 hours of work, not including the template I made and finding a good platformer script\n\nMay: 300 views\nApril 16: 270 views. Im dying\nFeb 13, 2021: 166 VIEWS. O_O (I am internally screaming!\n16, 11, 2020, 37 VIEWS!?! 11 LIKES AND FAVS!?! WOW THATS AMAZING THANKS YALL<3\n29, 9, 2020, first view (OH YEAH!)\n28, 9, 2020, development started.\n26, 9, 2020, When I made the project "Red & blue" that I turned into a template\n\n@ScratchyAnemone35\n\n\n\n\n\n
My Platformer Engine
@Stage\n\nwhen flag clicked\nforever\n play sound [Nebula v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-200) y: (-84)\nforever\n Physics [1] [0.9] [13]\nend\n\ndefine Physics (speed) (friction) (jump height)\nchange y by (Y Velocity)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n set [y velocity v] to [0]\nelse\n change [y velocity v] by (-1)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [x velocity v] by (speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(x position) > (mouse x)> and <mouse down?>>> then\n change [x velocity v] by ((speed) * (-1))\nend\nset [x velocity v] to ((X Velocity) * (friction))\nchange x by (X Velocity)\nset [slope v] to [0]\nif <touching (level v)?> then\n repeat until <<not <touching (level v)?>> or <(Slope) = [8]>>\n change [slope v] by (1)\n change y by (1)\n end\nend\nif <touching (level v)?> then\n change y by ((Slope) * (-1))\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (X Velocity) ) / (X Velocity)) * (-1))\n end\n if <not <touching (water v)?>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > ((y position) + (15))> and <mouse down?>>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-8]\n else\n set [x velocity v] to [8]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\nend\nchange y by (-1)\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > ((y position) + (15))> and <mouse down?>>> and <touching (level v)?>> then\n set [y velocity v] to (jump height)\nend\nif <touching (water v)?> then\n set [y velocity v] to [2]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > ((y position) + (15))> and <mouse down?>>> then\n set [y velocity v] to [7]\n end\nend\nif <<<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<((y position) - (15)) > (mouse y)> and <mouse down?>>> and <touching (water v)?>> then\n set [y velocity v] to [-3.5]\nend\nchange y by (1)\nif <touching (danger v)?> then\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n go to x: (-200) y: (-84)\nend\nif <touching (goal v)?> then\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n change [level v] by (1)\n go to x: (-200) y: (-84)\nend\nif <touching (trampoline v)?> then\n set [y velocity v] to [17]\nend\n\n@Level\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Water\n\nwhen flag clicked\nforever\n set y to (([sin v] of ((timer) * (200)) ) * (10))\n switch costume to (Level)\nend\n\n@Danger\n\nwhen flag clicked\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Trampoline\n\nwhen flag clicked\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Goal\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\nforever\n set [timer v] to (timer)\nend\n\nwhen [timer v] > (Timer)\nshow\ngo to [front v] layer\ngo to x: (0) y: (408)\nset [speed v] to [-3]\nrepeat until <(y position) < [10]>\n change [speed v] by (-1)\n change y by (Speed)\nend\nset [speed v] to [0]\ngo to x: (0) y: (0)\n\n
------Instructions------\nUse the arrow keys, WASD, or Drag your finger on the screen to move\n---------------------------\n\nThis is a engine not a full game
Iceland Multiplayer Platformer #Games
@Stage\n\nwhen flag clicked\nswitch backdrop to (background v)\n\nwhen flag clicked\nforever\n play sound [VIBEZZ v] until done\nend\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 [Hello!]\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 [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\nif <(Checkpoint) = [0]> then\n set [x v] to [-75]\n set [y v] to [0]\n set [scroll x v] to [0]\n set [scroll y v] to [0]\nelse\n if <(Checkpoint) = [1]> then\n set [x v] to [1745]\n set [y v] to [73]\n set [scroll x v] to [1745]\n set [scroll y v] to [73]\n else\n if <(Checkpoint) = [2]> then\n set [x v] to [2974]\n set [y v] to [107]\n set [scroll x v] to [2974]\n set [scroll y v] to [107]\n else\n if <(Checkpoint) = [3]> then\n set [x v] to [4687]\n set [y v] to [42]\n set [scroll x v] to [4687]\n set [scroll y v] to [42]\n else\n if <(Checkpoint) = [4]> then\n set [x v] to [6987]\n set [y v] to [282]\n set [scroll x v] to [6987]\n set [scroll y v] to [282]\n end\n end\n end\n end\nend\n\nwhen I receive [green flag v]\nhide\n\ndefine Game-Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\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 <touching (bouncy v)?> then\n set [sy v] to [28]\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) < [-75]> then\n set [scroll x v] to [-75]\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) < [-170]> then\n set [exit v] to [die]\nend\n\nwhen I receive [begin v]\nset [is the chat open v] to [0]\nshow list [chat v]\nforever\n Chat\n if <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(is the chat open) = [1]> then\n show list [chat v]\n set [is the chat open v] to [0]\n else\n set [is the chat open v] to [1]\n hide list [chat v]\n end\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\nend\n\ndefine GAME - DIE\nset [exit v] to []\nhide\nwait (0.5) seconds\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\nwhen I receive [cool effect v]\nset [sy v] to [16]\n\nwhen flag clicked\nswitch costume to (basic v)\n\nwhen flag clicked\ndelete all of [chat v]\nadd [Hey] to [chat v]\nadd [This is fun!] to [chat v]\nadd [Lets go!] to [chat v]\nadd [Follow me!] to [chat v]\nadd [Love and fave?] to [chat v]\nadd [Gotta go] to [chat v]\nadd [Bye!] to [chat v]\nadd [DS2Y04NicoleChan is cool!] to [chat v]\nadd [I'm Lost!] to [chat v]\nadd [Yes] to [chat 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 (0)\nset [offline v] to [100]\nhide\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(My Player #) = (player #)> then\n hide\n set [offline v] to [100]\n else\n tick\n end\n go to [back v] layer\nend\n\ndefine value=Cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setups v]\nsetup players\n\ndefine tick\nvalue=Cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue=read from encode\nif <(names) = [1]> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue=read from encode\nvalue=read from encode\nset x to ((value) - (SCROLL X))\nvalue=read from encode\nset y to ((value) - (SCROLL Y))\nvalue=read from encode\nbroadcast (Decode chat v)\n\nwhen I receive [join game v]\nvalue=Cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue=Cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\nwhen I receive [decode chat v]\nDecode chat (value)\n\nDecode chat (value)\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\n@PLATFORM\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 2 v)\n CLONE AT X [900] Y [0]\n CLONE AT X [900] Y [0]\n CLONE AT X [800] Y [0]\n CLONE AT X [800] Y [0]\n CLONE AT X [900] Y [0]\n CLONE AT X [-500] Y [300]\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]\ngo [forward v] (2) layers\npoint in direction (90)\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 [700] Y [0]\n CLONE AT X [700] Y [0]\n CLONE AT X [700] Y [0]\n CLONE AT X [700] Y [0]\n CLONE AT X [700] Y [0]\n CLONE AT X [900] Y [0]\nend\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\n\nwhen I receive [joined v]\nreset timer\n\nwhen flag clicked\nreset timer\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nwait (3) seconds\nhide\n\nwhen I receive [joining v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [joined v]\nswitch costume to (joined v)\nshow\n\nwhen I receive [full v]\nswitch costume to (joined2 v)\nshow\n\n@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@Checkpoint \n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Checkpoint : x) - (SCROLL X)) ((Checkpoint : y) - (SCROLL Y))\nif <(costume [number v]) = [2]> then\n if <touching (player v)?> then\n start sound [CHECKPOINT v]\n switch costume to (checkpoint open v)\n change [checkpoint v] by (1)\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [checkpoint : x v] to (x)\nset [checkpoint : y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [checkpoint : x v] to [0]\nset [checkpoint : y v] to [0]\nset [checkpoint v] to [0]\nswitch costume to (checkpoint closed v)\nhide\nif <(LEVEL) = [1]> then\n Clone at x: [2250] y: [-60]\nend\nset [checkpoint : x v] to [-99999]\n\nwhen flag clicked\ngo [backward v] (1) layers\n\nwhen flag clicked\ngo to [back v] layer\n\n@bouncy\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\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 v)\n CLONE AT X [50] Y [-52]\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)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\n@enemies\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)?> and <([y position v] of [player v]) > ((y position) + (10))>> then\n broadcast (cool effect v)\n delete this clone\nelse\n if <<<touching (player v)?> and <not <([y position v] of [player v]) > ((y position) + (10))>>> or <([y position v] of [player v]) = ((y position) + (35))>> then\n set [exit v] to [die]\n end\nend\n\nwhen I receive [setup v]\nset [ghost v] effect to (0)\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (meanie v)\n CLONE AT X [1700] Y [-45]\nend\nset [x v] to [-99999]\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n repeat (100)\n change [x v] by (2)\n point in direction (90)\n end\n repeat (100)\n change [x v] by (-2)\n point in direction (-90)\n end\nend\n\n@Loading!\n\nwhen flag clicked\nshow\ngo to x: (0) y: (-60)\nset size to (50) %\nforever\n next costume\nend\n\nwhen flag clicked\ngo to x: (0) y: (-60)\nforever\n turn right (1) degrees\nend\n\nwhen I receive [begin v]\nhide\nstop [other scripts in sprite v]\n\n@announcement\n\nwhen flag clicked\nswitch costume to (costume2 \(6\) v)\ngo to x: (-77) y: (36)\n\nwhen flag clicked\n\nwhen I receive [joined v]\nwait (3) seconds\nglide (1) secs to x: (-77) y: (-130)\nwait (2) seconds\nglide (1) secs to x: (-77) y: (36)\n\n@Art\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\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (2 v)\n CLONE AT X [50] Y [-15]\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)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\n\n@particles\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nforever\n wait (.3) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\ngo to x: (230) y: (pick random (-200) to (200))\npoint in direction (pick random (-105) to (-75))\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (-10)\nend\nrepeat until <(x position) < [-230]>\n move (10) steps\nend\nrepeat (5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@particles2\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nforever\n wait (.3) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\ngo to x: (230) y: (pick random (-200) to (200))\npoint in direction (pick random (-105) to (-75))\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (-10)\nend\nrepeat until <(x position) < [-230]>\n move (10) steps\nend\nrepeat (5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@particles3\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nforever\n wait (.3) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\ngo to x: (230) y: (pick random (-200) to (200))\npoint in direction (pick random (-105) to (-75))\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (-10)\nend\nrepeat until <(x position) < [-230]>\n move (10) steps\nend\nrepeat (5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@ clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (pick random (50) to (80)) %\nshow\ngo to [back v] layer\nset [ghost v] effect to (20)\nswitch costume to (pick random (1) to (4))\nif <(side) = [1]> then\n go to x: (300) y: (pick random (150) to (100))\n repeat until <(x position) < [-250]>\n change x by (-1)\n end\n delete this clone\nend\nif <(side) = [2]> then\n go to x: (-300) y: (pick random (150) to (100))\n repeat until <(x position) > [250]>\n change x by (1)\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n go [backward v] (1) layers\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n set [side v] to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait (pick random (3) to (5)) seconds\nend\n\n@Sprite3\n\nwhen flag clicked\nset [timer v] to [0]\nforever\n wait (1) seconds\n change [timer v] by (1)\nend\n\n@Sun\n\nwhen flag clicked\nhide\nswitch costume to (costume2 v)\npoint in direction (90)\nset size to (1) %\nset size to (400) %\ngo to x: (0) y: (180)\nset size to (150) %\nswitch costume to (costume1 v)\nshow\nset [ghost v] effect to (75)\nforever\n point in direction ((([sin v] of ((timer) * (40)) ) * (50)) + (90))\nend\n\nwhen I receive [sun v]\ngo to [front v] layer\n\n
Hey Guys! I am back in this project!\nWelcome to iceland!\nYou are a lost Person struggling for survival\nYou have been stranded on a ice island and you need to make it off as quick as possible!\nRace against nature, Fight off enemies and Find your way back home.
Drawn 3(Platformer+Scrolling Platformer) #games
@Stage\n\nwhen flag clicked\nbroadcast (Start v)\nforever\n if <not <(Level) = [20]>> then\n switch backdrop to (1 v)\n else\n switch backdrop to (2 v)\n end\nend\n\nwhen I receive [start v]\nforever\n play sound [Ricochet v] until done\nend\n\nwhen I receive [start v]\nforever\n if <(Sounds) = [2]> then\n set volume to (50) %\n else\n set volume to (0) %\n end\nend\n\n@Blank\n\n@Player\n\nwhen I receive [start v]\nset size to (55) %\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine Game On\nset [sx v] to [0]\nset [x v] to [-190]\nset [y v] to [-118]\nset [sy v] to [0]\nset [in air v] to [0]\nset [finish v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\npoint in direction (90)\nshow\n\ndefine Tick\nif <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [sx v] by (-1.5)\nend\nif <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [sx v] by (1.5)\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 y) > (y position)> and <mouse down?>>> 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\nif <(Level) = [20]> then\n set [scroll x v] to (x)\n change [scroll x v] by (round (((x) - (Scroll x)) / (10)))\n if <(Scroll x) > [3228]> then\n set [scroll x v] to [3230]\n end\n if <(Scroll x) < [0]> then\n set [scroll x v] to [0]\n end\n change [scroll y v] by (round (((y) - (Scroll y)) / (10)))\n if <(Scroll y) < [0]> then\n set [scroll y v] to [0]\n end\nend\nPosition\n\nwhen I receive [play game v]\ngo to [front v] layer\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(Finish) > []>\n Tick\n Position\n broadcast (Tick v)\n end\n if <(Finish) = [Yes]> then\n Game Con\n else\n Game End\n end\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platform v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (Scroll x)) y: ((y) - (Scroll y))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platform v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platform v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <(sx) > [0]> then\n if <(Sounds) = [2]> then\n start sound [Wall Jump v]\n end\n set [sx v] to [-15]\n else\n if <(Sounds) = [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 []\nif <not <(Level) = [20]>> then\n create clone of (_myself_ v)\nelse\n show\n wait (0.05) seconds\n hide\n wait (0.05) seconds\n show\n wait (0.05) seconds\n hide\n wait (0.05) seconds\nend\n\ndefine Die\nif <<touching (danger v)?> or <<touching (enemy v)?> or <touching (super enemy v)?>>> then\n set [finish v] to [Die]\nend\n\ndefine Game Con\nchange [level v] by (1)\n\nwhen I receive [start v]\nforever\n if <(Sounds) = [2]> then\n set volume to (50) %\n else\n set volume to (0) %\n end\nend\n\nwhen I start as a clone\nif <(Sounds) = [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 [start v]\nset [level v] to [1]\nforever\n if <touching (finish v)?> then\n wait (0.05) seconds\n set [finish v] to [Yes]\n wait until <not <touching (finish v)?>>\n end\nend\n\nwhen I receive [start v]\nforever\n if <(x) < [-232]> then\n set [x v] to [-232]\n end\n if <not <(Level) = [20]>> then\n if <(x) > [232]> then\n set [x v] to [232]\n end\n else\n if <(x) > [3464]> then\n set [x v] to [3464]\n end\n end\nend\n\nwhen I receive [start v]\nset [level v] to [1]\nforever\n if <touching (finish v)?> then\n play sound [Connect v] until done\n end\nend\n\nwhen I receive [skip v]\nset [finish v] to [Yes]\n\n@Platform\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(Sounds) = [0]> then\n set volume to (50) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nif <(Level) = [20]> then\n Position ((x) - (Scroll x)) ((y) - (Scroll y))\nelse\n show\n go to x: (0) y: (0)\n switch costume to (Level)\n if <(Level) = [21]> then\n switch costume to ( 21 v)\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nnext costume\nchange [x v] by (x)\nchange [y v] by (y)\n\nwhen I receive [setup v]\nif <(Level) = [20]> then\n hide\n switch costume to (level 20 1 v)\n set [x v] to [0]\n set [y v] to [0]\n Clone at x: [360] y: [0]\n switch costume to (level 20 2 v)\n Clone at x: [360] y: [0]\n switch costume to (level 20 3 v)\n Clone at x: [360] y: [0]\n switch costume to (level 20 4 v)\n Clone at x: [360] y: [0]\n switch costume to (level 20 5 v)\n Clone at x: [360] y: [0]\n switch costume to (level 20 6 v)\n Clone at x: [360] y: [0]\n switch costume to (level 20 7 v)\n Clone at x: [360] y: [0]\n switch costume to (level 20 8 v)\n Clone at x: [360] y: [0]\n switch costume to (level 20 9 v)\n Clone at x: [360] y: [0]\n switch costume to (level 20 10 v)\nend\n\nwhen I receive [reset v]\ndelete this clone\n\n@Danger\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nif <(Level) = [20]> then\n Position ((x) - (Scroll x)) ((y) - (Scroll y))\nelse\n show\n go to x: (0) y: (0)\n switch costume to (Level)\n if <(Level) = [21]> then\n switch costume to ( 21 v)\n end\nend\nif <(Level) = [11]> then\n go to x: (29) y: (30)\n turn right (5) degrees\nelse\n point in direction (90)\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [setup v]\nif <(Level) = [20]> then\n hide\n set [x v] to [0]\n set [y v] to [0]\n switch costume to (level 20 1 v)\n Clone at x: [360] y: [0]\n switch costume to (level 20 2 v)\n Clone at x: [360] y: [0]\n switch costume to (level 20 3 v)\n Clone at x: [360] y: [0]\n switch costume to (level 20 4 v)\n Clone at x: [360] y: [0]\n switch costume to (level 20 5 v)\n Clone at x: [360] y: [0]\n switch costume to (level 20 6 v)\n Clone at x: [360] y: [0]\n switch costume to (level 20 7 v)\n Clone at x: [360] y: [0]\n switch costume to (level 20 8 v)\n Clone at x: [360] y: [0]\n switch costume to (level 20 9 v)\n Clone at x: [360] y: [0]\n switch costume to (level 20 10 v)\nend\n\nwhen I receive [reset v]\ndelete this clone\n\n@Finish\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(Sounds) = [0]> then\n set volume to (50) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nif <(Level) = [20]> then\n Position ((x) - (Scroll x)) ((y) - (Scroll y))\nelse\n show\n if <<(Level) = [1]> or <(Level) = [2]>> then\n go to x: (214) y: (-105)\n end\n if <(Level) = [3]> then\n go to x: (214) y: (105)\n end\n if <<(Level) = [4]> or <(Level) = [5]>> then\n go to x: (214) y: (-105)\n end\n if <<(Level) = [6]> or <(Level) = [8]>> then\n go to x: (214) y: (-105)\n end\n if <(Level) = [7]> then\n go to x: (214) y: (-55)\n end\n if <(Level) = [9]> then\n go to x: (214) y: (159)\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: (130)\n end\n if <(Level) = [12]> then\n go to x: (214) y: (130)\n end\n if <(Level) = [13]> then\n go to x: (214) y: (13)\n end\n if <(Level) = [14]> then\n go to x: (214) y: (-55)\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: (16)\n end\n if <(Level) = [17]> then\n go to x: (214) y: (108)\n end\n if <(Level) = [18]> then\n go to x: (214) y: (-63)\n end\n if <(Level) = [19]> then\n go to x: (214) y: (-105)\n end\n if <(Level) = [21]> then\n hide\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nnext costume\nchange [x v] by (x)\nchange [y v] by (y)\n\nwhen I receive [setup v]\nif <(Level) = [20]> then\n hide\n switch costume to (1 v)\n set [x v] to [3365]\n set [y v] to [-108]\nend\n\nwhen I receive [reset v]\ndelete this clone\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) < ([y position v] of [player v])> or <(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) = [5]> then\n Create A Clone at x: [215] y: [-128]\n Create A Clone at x: [80] y: [-128]\nend\nif <(Level) = [10]> then\n Create A Clone at x: [215] y: [-128]\nend\nif <(Level) = [11]> then\n Create A Clone at x: [215] y: [-128]\n Create A Clone at x: [200] y: [6]\nend\nif <(Level) = [13]> then\n Create A Clone at x: [200] y: [6]\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@Super Enemy\n\ndefine loop\ncheck player\nif <(Right) = [1]> then\n change [x v v] by (1.5)\nend\nif <(Left) = [1]> then\n change [x v v] by (-1.5)\nend\nset [x v v] to ((x v) * (0.8))\nif <([abs v] of (x v) ) > [0.9]> then\n Change player x by (round (x v))\nend\nif <(Jump) = [1]> then\n if <(in air) < [4]> then\n set [y v v] to [14]\n end\nend\nchange [y v v] by (-2)\nChange player y by (y v)\n\nwhen I receive [green flag v]\nhide\n\ndefine reset\nset [y v v] to [0]\nset [x v v] to [0]\nset [in air v] to [0]\nshow\n\ndefine Change player y by (y v)\nchange y by (y v)\nchange [in air v] by (1)\nrepeat until <not <touching (platform v)?>>\n if <(y v) > [0]> then\n change y by (-1)\n set [ceiling v] to [1]\n else\n change y by (1)\n set [in air v] to [0]\n set [ceiling v] to [-1]\n end\n set [y v v] to [0]\nend\n\ndefine Change player x by (x v)\nchange x by (x v)\nif <touching (platform v)?> then\n set [jump v] to [1]\n repeat (8)\n change y by (1)\n if <not <touching (platform v)?>> then\n stop [this script v]\n end\n end\n change y by (-8)\n if <(no wall jump) = [0]> 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 [in air v] to [0]\n else\n set [x v v] to [0]\n end\n repeat until <not <<touching (platform v)?> or <touching (_edge_ v)?>>>\n if <(x v) > [0]> then\n change x by (-1)\n set [checking the right v] to [0]\n set [right wall v] to [1]\n set [left wall v] to [0]\n else\n change x by (1)\n set [checking the left v] to [0]\n set [left wall v] to [1]\n set [right wall v] to [0]\n end\n end\nelse\n set [left wall v] to [0]\n set [right wall v] to [0]\nend\n\ndefine check player\nset [check platform v] to [0]\nset [platform above v] to [0]\nif <([y position v] of [player v]) > ((y position) + (-1))> then\n set [no wall jump v] to [0]\nend\nif <([y position v] of [player v]) > (y position)> then\n set [check platform v] to (y position)\n repeat ((([y position v] of [player v]) - (y position)) / (6))\n change y by (6)\n if <touching (platform v)?> then\n set [platform above v] to [1]\n end\n end\n set y to (check platform)\n if <(platform above) = [1]> then\n set [jump v] to [0]\n if <<(checking the left) = [0]> and <(checking the right) = [0]>> then\n if <(pick random (1) to (2)) = [1]> then\n set [checking the left v] to [1]\n set [checking the right v] to [0]\n else\n set [checking the right v] to [1]\n set [checking the left v] to [0]\n end\n end\n else\n if <<(in air) < [1]> and < (round (((timer) / (pick random (150) to (299))) * (100000))) contains [2]?>> then\n set [jump v] to [1]\n end\n end\nelse\n set [jump v] to [0]\nend\nif <([x position v] of [player v]) < (x position)> then\n set [left v] to [1]\n set [right v] to [0]\nelse\n if <([x position v] of [player v]) > (x position)> then\n set [right v] to [1]\n set [left v] to [0]\n else\n set [right v] to [0]\n set [left v] to [0]\n end\nend\nif <<(checking the left) = [1]> or <(down left) = [1]>> then\n set [left v] to [1]\n set [right v] to [0]\nend\nif <<(checking the right) = [1]> or <(down right) = [1]>> then\n set [right v] to [1]\n set [left v] to [0]\nend\nif <<<not <([y position v] of [player v]) > (y position)>> and <(platform above) = [0]>> and <(in air) < [6]>> then\n set [checking the left v] to [0]\n set [checking the right v] to [0]\nend\nif <(in air) = [0]> then\n set [ground level v] to (y position)\nend\nif <(ground level) > (([y position v] of [player v]) + (15))> then\n set [no wall jump v] to [1]\n if <<(down left) = [0]> and <(down right) = [0]>> then\n if <(x v) > [0]> then\n set [down right v] to [1]\n set [down left v] to [0]\n else\n set [down left v] to [1]\n set [down right v] to [0]\n end\n end\nend\nif <<<([x position v] of [player v]) > (x position)> and <(right wall) = [1]>> or <<([x position v] of [player v]) < (x position)> and <(left wall) = [1]>>> then\n set [no wall jump v] to [0]\nend\nif <<not <(ground level) > ([y position v] of [player v])>> or <<<<(right wall) = [1]> or <(left wall) = [1]>> and <(ceiling) = [1]>> or <<(right wall) = [1]> or <(left wall) = [1]>>>> then\n set [down right v] to [0]\n set [down left v] to [0]\nend\n\nwhen I start as a clone\nshow\nforever\n reset\n repeat until <(Finish) > []>\n loop\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nif <(Level) = [10]> then\n Create A Clone at x: [215] y: [-128]\nend\n\ndefine Create A Clone at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\n@Text\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(Sounds) = [0]> then\n set volume to (50) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nif <(Level) = [20]> then\n Position ((x) - (Scroll x)) ((y) - (Scroll y))\nelse\n show\n go to x: (0) y: (0)\n switch costume to (Level)\n if <(Level) = [21]> then\n switch costume to ( 21 v)\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nnext costume\nchange [x v] by (x)\nchange [y v] by (y)\n\nwhen I receive [setup v]\nif <(Level) = [20]> then\n hide\n switch costume to (level 20 1 v)\n set [x v] to [0]\n set [y v] to [0]\n Clone at x: [360] y: [0]\n switch costume to (level 20 2 v)\n Clone at x: [360] y: [0]\n switch costume to (level 20 3 v)\n Clone at x: [360] y: [0]\n switch costume to (level 20 4 v)\n Clone at x: [360] y: [0]\n switch costume to (level 20 5 v)\n Clone at x: [360] y: [0]\n switch costume to (level 20 6 v)\n Clone at x: [360] y: [0]\n switch costume to (level 20 7 v)\n Clone at x: [360] y: [0]\n switch costume to (level 20 8 v)\n Clone at x: [360] y: [0]\n switch costume to (level 20 9 v)\n Clone at x: [360] y: [0]\n switch costume to (level 20 10 v)\nend\n\nwhen I receive [reset v]\ndelete this clone\n\n@Volume\n\nwhen flag clicked\nset [sounds v] to [2]\nset size to (80) %\nforever\n go to x: (-200) y: (158)\n if <(Sounds) = [0]> then\n switch costume to (2 v)\n end\n if <(Sounds) = [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 <(Sounds) = [0]>> then\n set [sounds v] to [2]\n wait until <not <mouse down?>>\n end\n if <<mouse down?> and <(Sounds) = [2]>> then\n set [sounds 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\nshow\nset size to (60) %\nforever\n go to x: (195) y: (-158)\n if <touching (mouse-pointer v)?> then\n if <(size) < [64]> then\n change size by (2)\n end\n if <mouse down?> then\n broadcast (Skip v)\n wait until <not <mouse down?>>\n end\n else\n if <(size) > [60]> then\n change size by (-2)\n end\n end\nend\n\nwhen flag clicked\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@Thumbnail\n\nwhen flag clicked\nforever\n show\n go to x: (0) y: (0)\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n
Instructions\n>Use The W,A,S,D or Arrow Keys To Move.\n>Jump Over Enemies.\n>Medium.\n>Part 1: https://scratch.mit.edu/projects/419661760\n>Part 2: https://scratch.mit.edu/projects/421336908/
Halloween | A Scrolling Platformer
@Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\nshow variable [mouse v]\n\nwhen flag clicked\nforever\n play sound [Spooky Scary Skeletons v] until done\nend\n\nwhen flag clicked\nshow variable [collected v]\n\n@............\n\nwhen flag clicked\nshow variable [collected v]\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Set up v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [win]> then\n Game Win\n else\n Game-Die\n end\nend\n\ndefine Game On\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\npoint in direction (0)\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nif <key (left arrow v) pressed?> then\n change [sx v] by (-2)\nend\nif <key (right arrow v) pressed?> then\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <key (up arrow v) pressed?> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest-Die\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (10)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <key (up arrow v) pressed?> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game-Die\nset [exit v] to []\nrepeat (3)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (.5) seconds\n\ndefine Test-Die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\ndefine Game Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\ngo to [back v] layer\n\ngo to [back v] layer\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPostion ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x [360] y [0]\n Clone at x [360] y [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x [0] y [300]\n Clone at x [450] y [0]\n else\n switch costume to (level 3 1 v)\n end\nend\n\ndefine Postion (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x (x) y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [x v] by (y)\nnext costume\n\n@Danger\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 [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x [360] y [0]\n Clone at x [360] y [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x [0] y [300]\n Clone at x [450] y [0]\n else\n switch costume to (level 3 1 v)\n end\nend\n\ndefine Postion (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x (x) y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [x v] by (y)\nnext costume\n\n@Collectibles\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 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 [set up v]\nhide\nset [collected v] to [0]\nset [collected max v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (dot v)\n Clone at x [50] y [0]\n Clone at x [100] y [50]\n Clone at x [401] y [70]\n Clone at x [567] y [120]\n Clone at x [719] y [45]\n Clone at x [1074] y [12]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (dot v)\n Clone at x [77] y [-11]\n Clone at x [-91] y [106]\n Clone at x [236] y [131]\n Clone at x [619] y [22]\n Clone at x [335] y [115]\n Clone at x [818] y [67]\n end\nend\nset [x v] to [-99999]\n\ndefine Postion (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x (x) y (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPostion ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [number v]) = [2]> and <touching (player v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [set up 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 [1000] y [100]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (closed v)\n Clone at x [834] y [-80]\n else\n set [x v] to [-99999]\n end\nend\n\ndefine Postion (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x (x) y (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\nswitch costume to (closed v)\nClone at x [947] y [21]\n\nClone at x [976] y [137]\n\n@Tumbnail\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\ngo to [front v] layer\nshow\nhide variable [collected v]\n\n
HOW 2 PLAY:\nIf u haven't figured it out, this is for you:\nUse the arrow keys to get through the level. Collect all the candy pieces to move on to the next level. Get through all the levels to win. Easy-peasy. There are no bad guys or lasers or what ever, so all you have to do is not touch the spikes and the lava, and not fall off. See easy. If you win then leave a heart and star, if you don't win then leave a heart and star. If you like it tell all your friend about me and that you like my game! If you did NOT like it then you are wrong.\n-------------------------------------------------------------------------\nFeel free to remix to add your own levels or whatever i don't care. I have to start working on my project for next month.\n-------------------------------------------------------------------------\nYes, I know a platformer is a bit generic. It is not my fault, no hate please.\n-------------------------------------------------------------------------\n BYE\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nCHEESE?
Simple Platformer Template!
@Stage\n\n@Template by JoelGalaxyKing\n\nwhen I receive [next level v]\nswitch costume to (stare v)\ngo to x: (-226) y: (-30)\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\nset size to (100) %\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (13)\nend\nhide\ndelete this clone\n\nwhen I receive [death v]\ngo to x: (-226) y: (-30)\n\nwhen flag clicked\nswitch costume to (stare v)\nhide\n\nwhen flag clicked\nswitch backdrop to (backdrop0.5 v)\nshow\ngo to x: (-210) y: (200)\nhide variable [score v]\nset [score v] to [0]\nset [my variable v] to [0]\nset [yv v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (right v)\n change [my variable v] by (0.7)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (left v)\n change [my variable v] by (-0.7)\n end\n set [my variable v] to ((my variable) * (0.9))\n change x by (my variable)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((my variable) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(my variable) > [0]> then\n set [my variable v] to [-1]\n else\n set [my variable v] to [5]\n end\n set [yv v] to [10]\n else\n set [my variable v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (level v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <key (up arrow v) pressed?> then\n start sound [Jump v]\n switch costume to (stare v)\n set [yv v] to [11]\n end\n end\n change y by (1)\n if <touching (next level v)?> then\n broadcast (Next level v)\n start sound [Coin v]\n end\n if <<touching (spikes v)?> or <touching (lava rises v)?>> then\n start sound [Low Whoosh v]\n switch costume to (stare v)\n broadcast (death v)\n end\n if <touching (trampoline v)?> then\n start sound [Boing v]\n set [yv v] to [15]\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n play sound [DELETE ME PLZ v] until done\nend\n\n@Level\n\nwhen I receive [next level v]\nswitch backdrop to (backdrop1 v)\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\n@Spikes\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\n@Trampoline \n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\n@Lava Rises\n\nwhen flag clicked\nhide\n\nshow\n\n@Level Words\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [start v]\ngo to [front v] layer\n\nwhen I receive [next level v]\nnext costume\n\n@delete this\n\nwhen flag clicked\nshow\n\n@THUMBNAIL\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n@Next level\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n if <touching (template by joelgalaxyking v)?> then\n broadcast (Next level v)\n end\nend\n\n
Welcome to my Platformer Template\n\nThis template allows you to create a platformer game using my code and some of my costumes that I normally use for my platformers! \n\nPeople that used a template before should know what to do! (right?)\n\n(Im planning on make a new one...but more profesional)\n\nInstructions for beginners:\n\nPlease press see inside and then press backpack at the bottom for your screen and then drag all the sprites into the backpack when you are done press see project page and then click the create button. When u click the create button delete the Scratch cat sprite and then press the backpack again and drag the sprite you put in the backpack onto the sprite section or where u deleted the scratch cat sprite!\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n\nFor everyone:\n\nWhen you are done with that there are more instructions in the coding section in all the sprites! (if you need it)\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nMy Platformers:\n\nNewest: (OLD NEWEST)\n\nStickman Parkour || Scrolling Platformer (Part 1)\nhttps://scratch.mit.edu/projects/432056295/\n\nMy favorite: (OLD FAV)\n\nBLUE || A Platformer (part 1)\nhttps://scratch.mit.edu/projects/414213557/\n\nMost popular:\n\nWizard's Adventure | Platformer | (v2.35) (OLD)\nhttps://scratch.mit.edu/projects/379892489/\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nControls:\n\n-Arrow keys to move\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nPlz give credit when you're using my engine\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Lost Kit || A Mobile Warriors Platformer
@Stage\n\nwhen I receive [next stage v]\nnext backdrop\n\n@Spiky thingies\n\nwhen flag clicked\nswitch costume to (costume25 v)\n\nwhen I receive [next stage v]\nnext costume\n\nwhen flag clicked\nforever\n \nend\n\nwhen I receive [end animate 2 v]\nswitch costume to (costume18 v)\n\n@ground\n\nwhen flag clicked\nswitch costume to (costume24 v)\n\nwhen I receive [next stage v]\nnext costume\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <(costume [number v]) = [18]> then\n broadcast (animate 2 v) and wait\n end\nend\n\nwhen I receive [end animate 2 v]\nswitch costume to (costume18 v)\n\ngo to x: (0) y: (0)\n\ngo to (sprite1 v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [26]> then\n broadcast (animate 3 v) and wait\n end\nend\n\nwhen I receive [end animate 3 v]\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo [backward v] (4) layers\n\nwhen I receive [next stage v]\nnext costume\n\nbroadcast (animate 2 v)\n\nwhen I receive [end animate 2 v]\nswitch costume to (costume18 v)\n\n@Sprite3\n\nwhen I receive [animate 2 v]\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\nwait (2) seconds\nswitch costume to (costume2 v)\nwait (5) seconds\nswitch costume to (costume3 v)\nwait (5) seconds\nswitch costume to (costume4 v)\nwait (5) seconds\nswitch costume to (costume5 v)\nwait (5) seconds\nbroadcast (end animate 2 v)\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [animate 3 v]\nswitch costume to (backdrop4 v)\ngo to [front v] layer\nshow\nwait (2) seconds\nswitch costume to (backdrop2 v)\nwait (3) seconds\nswitch costume to (backdrop3 v)\nwait (3) seconds\nswitch costume to (backdrop5 v)\nwait (3) seconds\nswitch costume to (backdrop7 v)\nwait (3) seconds\nswitch costume to (backdrop8 v)\nwait (3) seconds\nswitch costume to (backdrop9 v)\nwait (3) seconds\nswitch costume to (backdrop6 v)\nwait (3) seconds\nswitch costume to (backdrop11 v)\nwait (3) seconds\nrepeat (50)\n change [brightness v] effect by (-2)\nend\nbroadcast (end animate 3 v)\nstop [all v]\n\nhide\n\n@Sprite1\n\nwhen I receive [next stage v]\nrepeat (1)\n set [sprite1: yv v] to [0]\n set [sprite1: xv v] to [0]\n go to (boring variables. v)\nend\ngo to x: (-202) y: (-90)\n\nwhen I receive [next stage v]\nset [sprite1: yv v] to [0]\n\nwhen flag clicked\nset size to (70) %\ngo to [front v] layer\nforever\n if <touching (spiky thingies v)?> then\n start sound [Smash! v]\n go to x: (-202) y: (-90)\n change [times you died v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n go to x: (-202) y: (-130)\n start sound [Respawn v]\n repeat (5)\n change [ghost v] effect by (-20)\n end\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nset [ghost_toggle v] to [0]\nset [sprite1: yv v] to [0]\nset [sprite1: xv v] to [0]\ngo to x: (-202) y: (-100)\nforever\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n point in direction (90)\n change [sprite1: xv v] by (1)\n end\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n point in direction (-90)\n change [sprite1: xv v] by (-1)\n end\n set [sprite1: xv v] to ((Sprite1: Xv) * (0.9))\n change x by (Sprite1: 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 ((Sprite1: Xv) * (-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) + (20))>>> then\n if <(Sprite1: Xv) > [0]> then\n set [sprite1: xv v] to [-5]\n else\n set [sprite1: xv v] to [5]\n end\n set [sprite1: yv v] to [10]\n else\n set [sprite1: xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [sprite1: yv v] by (-1)\n change y by (Sprite1: Yv)\n if <touching (ground v)?> then\n change y by ((Sprite1: Yv) * (-1))\n set [sprite1: yv v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n set [sprite1: yv v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <(x position) > [234]> then\n go to x: (-202) y: (-90)\n broadcast (next stage v)\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n point in direction (-90)\n end\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\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)>>>> or <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>>> and <not <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>>> then\n switch costume to (costume2 v)\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n end\n if <not <<<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> or <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>>>> then\n switch costume to (costume2 v)\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n switch costume to (costume10 v)\n end\nend\n\nwait (0.01) seconds\n\nwhen I receive [end animate 2 v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\n\nforever\n set x to (([x position v] of [sprite1 v]) - (50))\nend\n\ngo to (sprite1 v)\n\nwhen I start as a clone\nset rotation style [left-right v]\nset [ghost_toggle v] to [0]\nset [sprite1: yv v] to [0]\nset [sprite1: xv v] to [0]\ngo to x: (-202) y: (-100)\nforever\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n point in direction (90)\n change [sprite1: xv v] by (1)\n end\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n point in direction (-90)\n change [sprite1: xv v] by (-1)\n end\n set [sprite1: xv v] to ((Sprite1: Xv) * (0.9))\n change x by (Sprite1: 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 ((Sprite1: Xv) * (-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) + (20))>>> then\n if <(Sprite1: Xv) > [0]> then\n set [sprite1: xv v] to [-5]\n else\n set [sprite1: xv v] to [5]\n end\n set [sprite1: yv v] to [10]\n else\n set [sprite1: xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [sprite1: yv v] by (-1)\n change y by (Sprite1: Yv)\n if <touching (ground v)?> then\n change y by ((Sprite1: Yv) * (-1))\n set [sprite1: yv v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n set [sprite1: yv v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen I start as a clone\nset rotation style [left-right v]\nforever\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n point in direction (-90)\n end\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\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)>>>> or <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>>> and <not <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>>> then\n switch costume to (costume2 v)\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n end\n if <not <<<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> or <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>>>> then\n switch costume to (costume2 v)\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n switch costume to (costume10 v)\n end\nend\n\nwhen I start as a clone\nchange size by (30)\nset [color v] effect to (90)\nset [brightness v] effect to (-30)\n\nwhen I start as a clone\nforever\n if <touching color (#80ff66)?> then\n change y by (20)\n end\nend\n\nwhen flag clicked\n\nwhen I start as a clone\nforever\n if <key (r v) pressed?> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n go to x: (-202) y: (-130)\n start sound [Respawn v]\n repeat (5)\n change [ghost v] effect by (-20)\n end\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nrepeat (100)\n change [ghost v] effect by (1)\nend\n\nwhen flag clicked\nrepeat (100)\n change [whirl v] effect by (30)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [end animate 3 v]\ngo to [front v] layer\n\n
The Lost Kit || A Warriors Platformer\n===========================================\nYou are a lost kit! You need to get back to Stormclan! Luckily, Storm, the first leader of Stormclan will guide you!\n INSTRUCTIONS:\n-Arrow keys, WASD, or touchscreen to move\n-Avoid Twoleg things like fences, wire, etc.\n-Avoid water, you don't want to drown\n-Avoid holes\n-R to restart the level\n\n2nd one: https://scratch.mit.edu/projects/441211356/\n3rd one: https://scratch.mit.edu/projects/470770225/
SunRise -The Platformer- #all #games
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdropnormal1 v)\n\nwhen backdrop switches to [backdrophalloween2 v]\nchange [☁ global money v] by (1)\n\nwhen backdrop switches to [backdrophalloween3 v]\nchange [☁ global money v] by (1)\n\nwhen backdrop switches to [backdrophalloween4 v]\nchange [☁ global money v] by (1)\n\nwhen backdrop switches to [backdrophalloween5 v]\nchange [☁ global money v] by (1)\n\nwhen backdrop switches to [backdrophalloween6 v]\nchange [☁ global money v] by (1)\n\nwhen backdrop switches to [backdrophalloween7 v]\nchange [☁ global money v] by (1)\n\nwhen backdrop switches to [backdrophalloween8 v]\nchange [☁ global money v] by (1)\n\nwhen backdrop switches to [backdrophalloween9 v]\nchange [☁ global money v] by (1)\n\nwhen backdrop switches to [backdrophalloween10 v]\nchange [☁ global money v] by (1)\n\nwhen backdrop switches to [backdrophalloween11 v]\nchange [☁ global money v] by (1)\n\nwhen backdrop switches to [backdrophalloweena v]\nchange [☁ global money v] by (5)\n\nwhen flag clicked\nhide variable [☁ global money v]\n\nwhen I receive [menu v]\nshow variable [☁ global money v]\n\nwhen I receive [menu hide v]\nhide variable [☁ global money v]\n\n@Player\n\nwhen flag clicked\ngo to x: (-201) y: (-114)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [x v] to [1]\nforever\n Platform Gravity: [-1] Jump Height: [14] Movement Speed: [3] Friction: [.7] Slopes: [8]\nend\n\ndefine Platform Gravity: (gravity) Jump Height: (jump height) Movement Speed: (side movement speed) Friction: (friction) Slopes: (slope)\nchange [y velocity v] by (gravity)\nchange y by (Y Velocity)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n set [y velocity v] to (<<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(([abs v] of (Y Velocity) ) / (Y Velocity)) = [-1]>> * (jump height))\nend\nset [x velocity v] to (((X Velocity) + ((<<key (a v) pressed?> or <key (left arrow v) pressed?>> * ((side movement speed) * (-1))) + (<<key (d v) pressed?> or <key (right arrow v) pressed?>> * (side movement speed)))) * (friction))\nchange x by (X Velocity)\nset [slope v] to [0]\nrepeat until <<(Slope) = ((slope) * (-1))> or <not <touching (level v)?>>>\n change y by (1)\n change [slope v] by (-1)\nend\nif <touching (level v)?> then\n change y by (Slope)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (X Velocity) ) / (X Velocity)) * (-1))\n end\nend\n\nwhen flag clicked\nforever\n if <touching (next level v)?> then\n next backdrop\n broadcast (Next Level v)\n broadcast (Fake Spikes v)\n change [x v] by (1)\n go to x: (-201) y: (-110)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n go to x: (-201) y: (-110)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nswitch backdrop to (backdrophalloween v)\ngo to x: (0) y: (60)\nset [levels v] to [0]\n\nwhen flag clicked\nswitch costume to (default v)\n\nwhen flag clicked\nif <(username) = [-PhantomAnimations-]> then\n wait (1) seconds\n say [-PhantomAnimations- <Im a true fan! Thanks for playing! :D] for (2.5) seconds\nend\n\nwhen flag clicked\nif <(username) = [PotatoAnimator]> then\n wait (1) seconds\n say [Yay PotatoAnimator played my game! Thanks!] for (2.5) seconds\nend\n\nwhen flag clicked\nif <(username) = [Sterlon]> then\n wait (1) seconds\n say [Yay Sterlon played my game! Thanks!] for (2.5) seconds\nend\n\nwhen flag clicked\nif <(username) = [DerpAnimation]> then\n wait (1) seconds\n say [Yay DerpAnimation played my game! Thanks!] for (2.5) seconds\nend\n\nwhen flag clicked\nif <(username) = [Jumper-]> then\n wait (1) seconds\n say [Yay Jumper- played my game! Thanks!] for (2.5) seconds\nend\n\nwhen flag clicked\nif <(username) = [TheInternetIsCoool]> then\n wait (1) seconds\n say [Yay TheInternetIsCoool played my game! Thanks!] for (2.5) seconds\nend\n\nwhen flag clicked\nif <(username) = [Y4Taw]> then\n wait (1) seconds\n say [Yay Y4Taw played my game! thanks!] for (2.5) seconds\nend\n\nwhen flag clicked\nif <(username) = [StratfordJames]> then\n wait (1) seconds\n say [StratfordJames please heart and Favorite I love your content! Thanks! ] for (2.5) seconds\nend\n\nwhen flag clicked\nif <(username) = [Dhilly]> then\n wait (1) seconds\n say [Yay Dhilly played my game! Thanks!] for (2.5) seconds\nend\n\nwhen flag clicked\nif <(username) = [How-To-Life]> then\n wait (1) seconds\n say [Yay How-To-Life played my game! thanks] for (2.5) seconds\nend\n\nwhen I receive [default v]\nswitch costume to (default v)\nsay [Equipped] for (1) seconds\n\nwhen I receive [red v]\nswitch costume to (red v)\nsay [Purchased!] for (1) seconds\n\nwhen I receive [limited time: halloween v]\nswitch costume to (limited time: halloween v)\nsay [Equipped] for (1) seconds\n\nwhen I receive [green v]\nswitch costume to (green v)\nsay [Purchased!] for (1) seconds\n\nwhen I receive [blue v]\nswitch costume to (blue v)\nsay [Purchased!] for (1) seconds\n\nwhen I receive [purple v]\nswitch costume to (purple v)\nsay [Purchased!] for (1) seconds\n\nwhen I receive [pink v]\nswitch costume to (pink v)\nsay [Purchased!] for (1) seconds\n\nwhen I receive [black v]\nswitch costume to (black v)\nsay [Purchased!] for (1) seconds\n\nwhen I receive [limited time: christmas v]\nswitch costume to (limited time: christmas v)\nsay [Equipped] for (1) seconds\n\nwhen I receive [white v]\nswitch costume to (white v)\nsay [Purchased!] for (1) seconds\n\nwhen I receive [fade purple v]\nswitch costume to (fade purple v)\nsay [Purchased!] for (1) seconds\n\nwhen I receive [glow space green v]\nswitch costume to (glow space green v)\nsay [Purchased!] for (1) seconds\n\nwhen I receive [fade out blue v]\nswitch costume to (fade out blue v)\nsay [Purchased!] for (1) seconds\n\nwhen I receive [cyan v]\nswitch costume to (cyan v)\nsay [Purchased!] for (1) seconds\n\nwhen I receive [glow space out yellow v]\nswitch costume to (glow space out yellow v)\nsay [Purchased!] for (1) seconds\n\n@Level\n\nwhen flag clicked\nswitch costume to (normal1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Next Level\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Fake Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [fake spikes v]\nnext costume\n\n@ clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (pick random (50) to (80)) %\nshow\ngo to [back v] layer\nset [ghost v] effect to (20)\nswitch costume to (pick random (1) to (4))\nif <(side) = [1]> then\n go to x: (300) y: (pick random (150) to (100))\n repeat until <(x position) < [-250]>\n change x by (-1)\n end\n delete this clone\nend\nif <(side) = [2]> then\n go to x: (-300) y: (pick random (150) to (100))\n repeat until <(x position) > [250]>\n change x by (1)\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n go [backward v] (1) layers\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n set [side v] to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait (pick random (3) to (5)) seconds\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\ngo [forward v] (1000) layers\nswitch costume to (default v)\nset [ghost v] effect to (0)\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n broadcast (Green Flag clicked v)\nend\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Shop\n\nwhen flag clicked\ngo to [front v] layer\nhide\nwait (0.5) seconds\nshow\n\nwhen this sprite clicked\nbroadcast (Menu v)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-5)\n else\n set [brightness v] effect to (0)\n end\nend\n\n@Menu\n\nwhen flag clicked\nset [ghost v] effect to (10)\ngo to [front v] layer\nhide\n\nwhen I receive [menu v]\nswitch costume to (normal v)\nshow\n\nwhen I receive [menu hide v]\nswitch costume to (normal v)\nhide\n\nwhen I receive [switch v]\nnext costume\nshow\n\nwhen I receive [menu v]\nforever\n if <(costume [number v]) = [1]> then\n broadcast (Show v)\n end\nend\n\n@Save Menu\n\nwhen flag clicked\nforever\n hide\nend\n\n@Right Arrow\n\nwhen flag clicked\nset [ghost v] effect to (5)\nhide\n\nwhen I receive [menu hide v]\nhide\n\nwhen I receive [menu v]\ngo [forward v] (1000) layers\nshow\n\nwhen this sprite clicked\nbroadcast (Switch v)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-5)\n else\n set [brightness v] effect to (0)\n end\nend\n\n@Close Shop\n\nwhen flag clicked\nhide\n\nwhen I receive [menu hide v]\nhide\n\nwhen I receive [menu v]\nshow\n\nwhen this sprite clicked\nbroadcast (Menu hide v)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-5)\n else\n set [brightness v] effect to (0)\n end\nend\n\n@Default\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nset [ghost v] effect to (-100)\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nif <<(☁ Money) = [0]> or <(☁ Money) > [0]>> then\n broadcast (Default v)\n broadcast (Menu hide v)\nend\n\nwhen I receive [menu hide v]\nset [ghost v] effect to (100)\n\nwhen I receive [switch v]\nhide\n\nwhen I receive [show v]\nshow\n\n@Limited Time! Halloween\n\nwhen flag clicked\nhide\n\nwhen I receive [menu hide v]\nset [ghost v] effect to (100)\n\nwhen this sprite clicked\nif <<(☁ Global Money) = [0]> or <(☁ Global Money) > [0]>> then\n broadcast (Limited Time: Halloween v)\n broadcast (Menu hide v)\nend\n\nwhen I receive [switch v]\nhide\n\nwhen I receive [show v]\nshow\n\nwhen I receive [menu v]\nset [ghost v] effect to (-100)\ngo to [front v] layer\nshow\n\n@Limited Time! Christmas\n\nwhen flag clicked\nhide\n\nwhen I receive [menu hide v]\nset [ghost v] effect to (100)\n\nwhen this sprite clicked\nif <<(☁ Global Money) = [0]> or <(☁ Global Money) > [0]>> then\n broadcast (Limited Time: Halloween v)\n broadcast (Menu hide v)\nend\n\nwhen I receive [switch v]\nhide\n\nwhen I receive [show v]\nhide\n\nwhen I receive [menu v]\nset [ghost v] effect to (-100)\ngo to [front v] layer\nshow\n\n@White\n\nwhen flag clicked\nhide\n\nwhen I receive [menu hide v]\nset [ghost v] effect to (100)\n\nwhen this sprite clicked\nif <<(☁ Global Money) = [150]> or <(☁ Global Money) > [150]>> then\n broadcast (White v)\n broadcast (Menu hide v)\nend\n\nwhen I receive [switch v]\nhide\n\nwhen I receive [show v]\nshow\n\nwhen I receive [menu v]\nset [ghost v] effect to (-100)\ngo to [front v] layer\nshow\n\n@Red\n\nwhen flag clicked\nhide\n\nwhen I receive [menu hide v]\nset [ghost v] effect to (100)\n\nwhen this sprite clicked\nif <<(☁ Global Money) = [25]> or <(☁ Global Money) > [25]>> then\n broadcast (Red v)\n broadcast (Menu hide v)\nend\n\nwhen I receive [switch v]\nhide\n\nwhen I receive [show v]\nshow\n\nwhen I receive [menu v]\nset [ghost v] effect to (-100)\ngo to [front v] layer\nshow\n\n@Green\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nset [ghost v] effect to (-100)\ngo to [front v] layer\nshow\n\nwhen I receive [menu hide v]\nset [ghost v] effect to (100)\n\nwhen this sprite clicked\nif <<(☁ Global Money) = [50]> or <(☁ Global Money) > [50]>> then\n broadcast (Green v)\n broadcast (Menu hide v)\nend\n\nwhen I receive [switch v]\nhide\n\nwhen I receive [show v]\nshow\n\n@Blue\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nset [ghost v] effect to (-100)\ngo to [front v] layer\nshow\n\nwhen I receive [menu hide v]\nset [ghost v] effect to (100)\n\nwhen this sprite clicked\nif <<(☁ Global Money) = [75]> or <(☁ Global Money) > [75]>> then\n broadcast (Blue v)\n broadcast (Menu hide v)\nend\n\nwhen I receive [switch v]\nhide\n\nwhen I receive [show v]\nshow\n\n@Pink\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nset [ghost v] effect to (-100)\ngo to [front v] layer\nshow\n\nwhen I receive [menu hide v]\nset [ghost v] effect to (100)\n\nwhen this sprite clicked\nif <<(☁ Global Money) = [100]> or <(☁ Global Money) > [100]>> then\n broadcast (Pink v)\n broadcast (Menu hide v)\nend\n\nwhen I receive [switch v]\nhide\n\nwhen I receive [show v]\nshow\n\n@Purple\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nset [ghost v] effect to (-100)\ngo to [front v] layer\nshow\n\nwhen I receive [menu hide v]\nset [ghost v] effect to (100)\n\nwhen this sprite clicked\nif <<(☁ Global Money) = [125]> or <(☁ Global Money) > [125]>> then\n broadcast (Purple v)\n broadcast (Menu hide v)\nend\n\nwhen I receive [switch v]\nhide\n\nwhen I receive [show v]\nshow\n\n@Black\n\nwhen flag clicked\nhide\n\nwhen I receive [menu hide v]\nset [ghost v] effect to (100)\n\nwhen this sprite clicked\nif <<(☁ Global Money) = [175]> or <(☁ Global Money) > [175]>> then\n broadcast (Black v)\n broadcast (Menu hide v)\nend\n\nwhen I receive [switch v]\nhide\n\nwhen I receive [show v]\nshow\n\nwhen I receive [menu v]\nset [ghost v] effect to (-100)\ngo to [front v] layer\nshow\n\n@Cyan\n\nwhen flag clicked\nhide\n\nwhen I receive [menu hide v]\nset [ghost v] effect to (100)\nhide\n\nwhen this sprite clicked\nif <<(☁ Global Money) = [200]> or <(☁ Global Money) > [200]>> then\n broadcast (Cyan v)\n broadcast (Menu hide v)\nend\n\nwhen I receive [switch v]\nshow\n\nwhen I receive [show v]\nhide\n\nwhen I receive [menu v]\nset [ghost v] effect to (-100)\ngo to [front v] layer\nhide\n\n@Fade Purple\n\nwhen flag clicked\nhide\n\nwhen I receive [menu hide v]\nset [ghost v] effect to (100)\nhide\n\nwhen this sprite clicked\nif <<(☁ Global Money) = [225]> or <(☁ Global Money) > [225]>> then\n broadcast (Fade Purple v)\n broadcast (Menu hide v)\nend\n\nwhen I receive [switch v]\nshow\n\nwhen I receive [show v]\nhide\n\nwhen I receive [menu v]\nset [ghost v] effect to (-100)\ngo to [front v] layer\nhide\n\n@Glow Space Green\n\nwhen flag clicked\nhide\n\nwhen I receive [menu hide v]\nset [ghost v] effect to (100)\nhide\n\nwhen this sprite clicked\nif <<(☁ Global Money) = [250]> or <(☁ Global Money) > [250]>> then\n broadcast (Glow Space Green v)\n broadcast (Menu hide v)\nend\n\nwhen I receive [switch v]\nshow\n\nwhen I receive [show v]\nhide\n\nwhen I receive [menu v]\nset [ghost v] effect to (-100)\ngo to [front v] layer\nhide\n\n@Fade Out Blue\n\nwhen flag clicked\nhide\n\nwhen I receive [menu hide v]\nset [ghost v] effect to (100)\nhide\n\nwhen this sprite clicked\nif <<(☁ Global Money) = [275]> or <(☁ Global Money) > [275]>> then\n broadcast (Fade Out Blue v)\n broadcast (Menu hide v)\nend\n\nwhen I receive [switch v]\nshow\n\nwhen I receive [show v]\nhide\n\nwhen I receive [menu v]\nset [ghost v] effect to (-100)\ngo to [front v] layer\nhide\n\n@Glow Space Out Yellow\n\nwhen flag clicked\nhide\n\nwhen I receive [menu hide v]\nset [ghost v] effect to (100)\nhide\n\nwhen this sprite clicked\nif <<(☁ Global Money) = [300]> or <(☁ Global Money) > [300]>> then\n broadcast (Glow Space Out Yellow v)\n broadcast (Menu hide v)\nend\n\nwhen I receive [switch v]\nshow\n\nwhen I receive [show v]\nhide\n\nwhen I receive [menu v]\nset [ghost v] effect to (-100)\ngo to [front v] layer\nhide\n\n@Sound\n\nwhen flag clicked\nforever\n play sound [Unlimited v] until done\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\nset volume to (100) %\ngo to x: (192) y: (152)\nset drag mode [not draggable v]\nswitch costume to (costume1 v)\nset [brightness v] effect to (0)\ngo to [front v] layer\n\nwhen flag clicked\ngo to [front v] layer\nhide\nwait (0.5) seconds\nshow\n\n
W= Jump A= Left D= Right\nUp Arrow= Jump Left Arrow= Left Right Arrow= Right\n\nObjective:\nYour objective is to make your way to the right side of the screen!\n\nGlobal Money:\nClick the customization you want If you have enough money!\nEarn Money as you go! each level you complete gives you 1, \nClick on the right arrow to view \nmore!\nIf you make it to the end it gives you 5! If someone else earns money you do too!\n\nUpdate Notes:\n-New Levels!\n-Christmas!\n-Fixing Bugs!\n\nIf you remix this project please give credit!
Intersections - A Platformer
@Stage\n\n@Sprite1\n\nwhen flag clicked\nset [size v] to [40]\nset [thick v] to [5]\nhide\nCreate Level\nset [x v] to (round ((Size) * (-0.5)))\nset [y v] to [25]\nset [xv v] to [0]\nset [yv v] to [0]\nset [in air v] to [10]\nforever\n physics\n cam\n render\nend\n\ndefine Add block (type) to level from (x) (y) to (x2) (y2) color (color)\nadd (type) to [level v]\nadd (x) to [level v]\nadd (y) to [level v]\nadd (x2) to [level v]\nadd (y2) to [level v]\nadd (pick random (1) to (6)) to [level v]\n\ndefine render\nerase all\nset [i v] to [1]\nrepeat ((length of [level v]) / (6))\n set pen size to (Thick)\n Set Pen Color to (item ((i) + (5)) of [level v])\n set pen (transparency v) to (65)\n change pen size by ((([sin v] of ((timer) * (125)) ) + (1)) * (3))\n Shift, Rotate and Draw Rect from (item ((i) + (1)) of [level v]) (item ((i) + (2)) of [level v]) to (item ((i) + (3)) of [level v]) (item ((i) + (4)) of [level v])\n change pen size by ((([sin v] of ((timer) * (125)) ) + (1)) * (-3))\n set pen (transparency v) to (0)\n Shift, Rotate and Draw Rect from (item ((i) + (1)) of [level v]) (item ((i) + (2)) of [level v]) to (item ((i) + (3)) of [level v]) (item ((i) + (4)) of [level v])\n change [i v] by (6)\nend\nSet Pen Color to [0]\nShift, Rotate and Draw Rect from ((X) + (Thick)) ((Y) + (Thick)) to (((X) + (Size)) - (Thick)) (((Y) + (Size)) - (Thick))\n\ndefine Go to (x) (y)\ngo to x: (((x) - (Cam X)) - (Smooth Cam X)) y: (((y) - (Cam Y)) - (Smooth Cam Y))\n\ndefine Shift, Rotate and Draw Rect from (x) (y) to (x2) (y2)\nRotate and Draw Rect from (((((x) - (Cam X)) * (XScale)) + (Cam X)) + ((Size) * ((-0.5) * (([abs v] of (XScale) ) - (1))))) (((((y) - (Cam Y)) * (YScale)) + (Cam Y)) + ((Size) * ((-0.5) * (([abs v] of (YScale) ) - (1))))) to (((((x2) - (Cam X)) * (XScale)) + (Cam X)) + ((Size) * ((0.5) * (([abs v] of (XScale) ) - (1))))) (((((y2) - (Cam Y)) * (YScale)) + (Cam Y)) + ((Size) * ((0.5) * (([abs v] of (YScale) ) - (1)))))\n\ndefine Set Pen Color to (color)\nset [color v] to (color)\nset [xscale v] to [1]\nset [yscale v] to [1]\nset [rotate? v] to [0]\nif <(color) = [0]> then\n set pen color to (#c9c9c9)\nend\nif <(color) = [1]> then\n set pen color to (#5978ff)\nend\nif <(color) = [2]> then\n set pen color to (#5bff59)\n set [xscale v] to [1.5]\nend\nif <(color) = [3]> then\n set pen color to (#ff3578)\n set [xscale v] to [-1]\nend\nif <(color) = [4]> then\n set pen color to (#c21cff)\n set [xscale v] to [-1]\n set [yscale v] to [-1]\nend\nif <(color) = [5]> then\n set pen color to (#ffd91c)\n set [xscale v] to [-1]\n set [rotate? v] to [1]\nend\nif <(color) = [6]> then\n set pen color to (#ff951c)\n set [xscale v] to [-1]\n set [rotate? v] to [1]\n set [yscale v] to [-1]\nend\n\ndefine cam\nset [cam x v] to ((X) + ((Size) * (0.5)))\nset [cam y v] to ((Y) + ((Size) * (0.5)))\nset [smooth cam x v] to [0]\nset [smooth cam y v] to [0]\n\ndefine physics\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-4)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (4)\nend\nset [xv v] to ((Xv) * (0.7))\nchange [x v] by (round (Xv))\nCollisions\nif <(Collision) > [0]> then\n if <(Xv) > [0]> then\n set [x v] to ((item ((Collision) + (1)) of [level v]) - (Size))\n else\n set [x v] to (item ((Collision) + (3)) of [level v])\n end\n set [xv v] to [0]\nend\nchange [yv v] by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(in air) < [4]>> then\n set [yv v] to [10]\nend\nchange [y v] by (Yv)\nCollisions\nif <(in air) < [10]> then\n change [in air v] by (1)\nend\nif <(Collision) > [0]> then\n if <(Yv) > [0]> then\n set [y v] to ((item ((Collision) + (2)) of [level v]) - (Size))\n else\n set [y v] to (item ((Collision) + (4)) of [level v])\n set [in air v] to [0]\n end\n set [yv v] to [0]\nend\n\ndefine Collisions\nset [collision v] to [1]\nrepeat ((length of [level v]) / (6))\n if <<<((X) + (Size)) > (item ((Collision) + (1)) of [level v])> and <((Y) + (Size)) > (item ((Collision) + (2)) of [level v])>> and <<(item ((Collision) + (3)) of [level v]) > (X)> and <(item ((Collision) + (4)) of [level v]) > (Y)>>> then\n stop [this script v]\n end\n change [collision v] by (6)\nend\nset [collision v] to [0]\n\ndefine Rotate and Draw Rect from (x) (y) to (x2) (y2)\nif <(Rotate?) = [1]> then\n Draw Rect from (((y) + (Cam X)) - (Cam Y)) (((x) + (Cam Y)) - (Cam X)) to (((y2) + (Cam X)) - (Cam Y)) (((x2) + (Cam Y)) - (Cam X))\nelse\n Draw Rect from (x) (y) to (x2) (y2)\nend\n\nset [xscale v] to [1]\n\ndefine Create Level\ndelete all of [level v]\nset [i v] to [1]\nrepeat (2)\n Add block [1] to level from [0] [-50] to [200] [0] color (i)\n Add block [1] to level from [250] [-50] to [350] [0] color (i)\n Add block [1] to level from [350] [-50] to [400] [50] color (i)\n Add block [1] to level from [400] [0] to [500] [50] color (i)\n Add block [1] to level from [600] [20] to [850] [50] color (i)\n Add block [1] to level from [670] [50] to [780] [80] color (i)\n Add block [1] to level from [975] [75] to [1200] [125] color (i)\n Add block [1] to level from [1100] [-30] to [1400] [0] color (i)\n if <(i) = [5]> then\n Add block [1] to level from [1400] [50] to [1500] [75] color (i)\n end\n if <(i) = [1]> then\n Add block [1] to level from [1600] [50] to [1750] [100] color (i)\n end\n Add block [1] to level from [1875] [0] to [1900] [115] color (i)\n Add block [1] to level from [1900] [60] to [2200] [90] color (i)\n change [i v] by (4)\nend\n\ndefine Draw Rect from (x) (y) to (x2) (y2)\npen up\nGo to (x) (y)\npen down\nGo to (x2) (y)\nGo to (x2) (y2)\nGo to (x) (y2)\nGo to (x) (y)\n\nchange [smooth cam x v] by (round ((((Xv) * (-2)) - (Smooth Cam X)) / (5)))\nchange [smooth cam y v] by (round ((((Yv) * (-2)) - (Smooth Cam Y)) / (5)))\n\n
Unfinished game. See if you can figure out what's going on :D\n\nArrow keys to move.
Paper World - A Pen Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [show and hide v]\nswitch backdrop to (paper v)\n\nwhen I receive [next level v]\nforever\n if <(Level) = [9]> then\n switch backdrop to (ending v)\n end\nend\n\n@Intro 1\n\nwhen flag clicked\nstart sound [Noisestorm - Crab Rave \(Official Music Video\) v]\nshow\npoint in direction (90)\ngo to x: (-300) y: (0)\nswitch costume to (costume1 v)\nrepeat (60)\n change x by (10)\n turn right (7.5) degrees\nend\npoint in direction (90)\nhide\nwait (0.25) seconds\nshow\nrepeat (20)\n change x by (-14)\nend\nMove\ngo to x: (13) y: (0)\npoint in direction (90)\n\ndefine Move\nforever\n switch costume to (costume2 v)\n wait (0.05) seconds\n switch costume to (costume3 v)\n wait (0.05) seconds\n switch costume to (costume5 v)\n wait (0.05) seconds\n switch costume to (costume4 v)\n wait (0.05) seconds\n switch costume to (costume6 v)\n wait (0.05) seconds\n switch costume to (costume7 v)\n wait (0.05) seconds\n switch costume to (costume8 v)\nend\n\nwhen flag clicked\nwait (3.8) seconds\nforever\n repeat (5)\n turn right (1) degrees\n end\n repeat (5)\n turn left (1) degrees\n end\n repeat (5)\n turn left (1) degrees\n end\n repeat (5)\n turn right (1) degrees\n end\nend\n\nwhen flag clicked\nwait (8) seconds\nbroadcast (Transition v)\n\nwhen I receive [show and hide v]\nhide\nstop all sounds\nforever\n play sound [Tobu - Hope \(Original Mix\) v] until done\nend\n\n@Intro 2\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset [ghost v] effect to (50)\nset size to (pick random (40) to (100)) %\ngo to x: (-234) y: (pick random (140) to (-140))\nforever\n if <<(x position) > [240]> or <not <(backdrop [number v]) = [1]>>> then\n stop [other scripts in sprite v]\n delete this clone\n end\n change x by (10)\nend\n\nwhen I start as a clone\nforever\n repeat (10)\n change y by (2)\n end\n wait (0.01) seconds\n repeat (10)\n change y by (-2)\n end\nend\n\n@Intro 3\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to x: (-488) y: (16)\ngo to [front v] layer\nhide\n\nwhen I receive [transition v]\nshow\nrepeat (20)\n change x by (24)\nend\nwait (3) seconds\nbroadcast (Show and Hide v)\nrepeat (50)\n change [ghost v] effect by (2)\nend\nbroadcast (Draw Level v)\n\n@Levels\n\nwhen I receive [draw level v]\npoint in direction (90)\nchange [level v] by (1)\nwait (2) seconds\nerase all\nset pen size to (10)\nPlatform Drawing\npen up\nDanger\npen up\nBoing\nwait (1) seconds\nFlag\npen up\nwait (1) seconds\nbroadcast (Start v)\n\nwhen flag clicked\nset [level v] to [0]\nerase all\npen up\n\ndefine Platform Drawing\nset pen color to (#000000)\nif <<(Level) = [1]> or <(Level) = [3]>> then\n go to x: (-130) y: (-127)\n pen down\n repeat (40)\n move (7) steps\n end\nend\nif <(Level) = [2]> then\n go to x: (-130) y: (-127)\n pen down\n repeat (15)\n move (7) steps\n end\n pen up\n move (90) steps\n wait (1) seconds\n pen down\n repeat (15)\n move (7) steps\n end\nend\nif <(Level) = [4]> then\n go to x: (-190) y: (-127)\n pen down\n repeat (50)\n move (8) steps\n end\n pen up\n go to x: (100) y: (-127)\n pen down\n repeat (16)\n change y by (10)\n end\n repeat (22)\n change x by (5)\n end\n repeat (16)\n change y by (-10)\n end\n pen up\nend\nif <(Level) = [5]> then\n go to x: (-240) y: (-160)\n pen down\n repeat (48)\n change x by (10)\n end\n pen up\nend\nif <(Level) = [6]> then\n go to x: (-240) y: (-127)\n pen down\n repeat (15)\n change x by (10)\n end\n pen up\n change x by (100)\n pen down\n repeat (23)\n change x by (10)\n end\n pen up\n change y by (165)\n change x by (-50)\n pen down\n repeat (10)\n change x by (-10)\n end\n pen up\n change x by (-125)\n pen down\n repeat (21)\n change x by (-10)\n end\n pen up\nend\nif <(Level) = [7]> then\n go to x: (-240) y: (-160)\n pen down\n repeat (48)\n change x by (10)\n end\n pen up\n go to x: (100) y: (-160)\n pen down\n repeat (16)\n change y by (10)\n end\n repeat (22)\n change x by (6)\n end\n repeat (16)\n change y by (-10)\n end\n pen up\nend\nif <(Level) = [8]> then\n go to x: (-240) y: (-127)\n pen down\n repeat (48)\n change x by (10)\n end\n pen up\n go to x: (-240) y: (-33)\n pen down\n repeat (40)\n change x by (10)\n end\n pen up\n go to x: (-180) y: (66)\n pen down\n repeat (45)\n change x by (10)\n end\n pen up\nend\n\ndefine Flag\nset pen color to (#00ff2e)\nif <<(Level) = [1]> or <(Level) = [3]>> then\n go to x: (140) y: (-120)\nend\nif <(Level) = [2]> then\n go to x: (160) y: (-127)\nend\nif <(Level) = [4]> then\n go to x: (180) y: (33)\nend\nif <(Level) = [5]> then\n go to x: (190) y: (-160)\nend\nif <(Level) = [6]> then\n go to x: (-220) y: (38)\nend\nif <(Level) = [7]> then\n go to x: (190) y: (0)\nend\nif <(Level) = [8]> then\n go to x: (180) y: (66)\nend\npen down\nrepeat (7)\n change y by (10)\nend\nwait (0.25) seconds\nrepeat (4)\n change x by (10)\nend\nwait (0.25) seconds\nrepeat (4)\n change y by (-10)\nend\nwait (0.25) seconds\nrepeat (4)\n change x by (-10)\nend\npen up\n\nwhen I receive [next level v]\nerase all\n\ndefine Danger\nset pen color to (#ff0000)\nif <(Level) = [3]> then\n go to x: (0) y: (-127)\n Draw Spike\nend\nif <(Level) = [4]> then\n go to x: (-100) y: (-127)\n Draw Spike\nend\nif <(Level) = [5]> then\n go to x: (-240) y: (70)\n pen down\n repeat (48)\n change x by (10)\n end\nend\nif <(Level) = [6]> then\n go to x: (-180) y: (-127)\n Draw Spike\n go to x: (93) y: (-127)\n Draw Spike\n go to x: (70) y: (38)\n Draw Spike\n go to x: (-160) y: (38)\n Draw Spike\nend\nif <(Level) = [7]> then\n go to x: (-100) y: (-160)\n Draw Spike\n go to x: (60) y: (-20)\n Draw Spike\nend\nif <(Level) = [8]> then\n go to x: (-100) y: (-120)\n pen down\n repeat (8)\n move (3) steps\n end\n pen up\n go to x: (60) y: (-120)\n pen down\n repeat (8)\n move (3) steps\n end\n pen up\n go to x: (-170) y: (-27)\n pen down\n repeat (8)\n move (3) steps\n end\n pen up\n go to x: (40) y: (-27)\n pen down\n repeat (8)\n move (3) steps\n end\n pen up\n go to x: (-70) y: (73)\n pen down\n repeat (8)\n move (3) steps\n end\n pen up\n go to x: (100) y: (73)\n pen down\n repeat (8)\n move (3) steps\n end\nend\npen up\n\ndefine Boing\nset pen color to (#0006ca)\nif <(Level) = [4]> then\n go to x: (50) y: (-120)\n pen down\n repeat (5)\n change x by (10)\n end\n pen up\nend\nif <(Level) = [5]> then\n go to x: (-130) y: (-150)\n pen down\n repeat (10)\n change x by (5)\n end\n pen up\n go to x: (-20) y: (-150)\n pen down\n repeat (10)\n change x by (5)\n end\n pen up\n go to x: (90) y: (-150)\n pen down\n repeat (10)\n change x by (5)\n end\nend\nif <(Level) = [6]> then\n go to x: (195) y: (-120)\n pen down\n repeat (10)\n change x by (5)\n end\nend\nif <(Level) = [7]> then\n go to x: (60) y: (-150)\n pen down\n repeat (10)\n change x by (3.5)\n end\nend\nif <(Level) = [8]> then\n go to x: (170) y: (-120)\n pen down\n repeat (10)\n change x by (5)\n end\n pen up\n go to x: (-230) y: (-25)\n pen down\n repeat (10)\n change x by (5)\n end\n pen up\nend\npen up\n\ndefine Draw Spike\npoint in direction (29)\npen down\nrepeat (10)\n move (5) steps\nend\npoint in direction (151)\nrepeat (10)\n move (5) steps\nend\npoint in direction (90)\nrepeat (9)\n move (-5) steps\nend\npen up\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n erase all\n stop [other scripts in sprite v]\n end\nend\n\n@Player\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [start v]\nshow\nif <<(Level) = [1]> or <(Level) = [3]>> then\n go to x: (-113) y: (-103)\nend\nif <(Level) = [2]> then\n go to x: (-111) y: (-104)\nend\nif <(Level) = [4]> then\n go to x: (-170) y: (-101)\nend\nif <(Level) = [5]> then\n go to x: (-217) y: (-134)\nend\nif <(Level) = [6]> then\n go to x: (-217) y: (-103)\nend\nif <(Level) = [7]> then\n go to x: (-206) y: (-134)\nend\nif <(Level) = [8]> then\n go to x: (-206) y: (-103)\nend\n\nwhen I receive [start v]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [12]\n start sound [High Whoosh v]\n end\n end\n change y by (1)\n if <<touching color (#00ff2e)?> or <key (space v) pressed?>> then\n broadcast (Next Level v)\n hide\n start sound [Children Yay! Sound Effect v]\n go to x: (-113) y: (-103)\n stop [other scripts in sprite v]\n stop [this script v]\n end\n if <touching color (#0006ca)?> then\n start sound [Drum Boing v]\n set [yv v] to [20]\n end\n if <<[-180] > (y position)> or <touching color (#ff0000)?>> then\n hide\n start sound [Crunch v]\n broadcast (Restart v)\n end\nend\n\nwhen I receive [start v]\nforever\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\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nrepeat (40)\n change [ghost v] effect by (15)\nend\ndelete this clone\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [restart v]\nshow\nif <<(Level) = [1]> or <(Level) = [3]>> then\n go to x: (-113) y: (-103)\nend\nif <(Level) = [2]> then\n go to x: (-111) y: (-104)\nend\nif <(Level) = [4]> then\n go to x: (-170) y: (-101)\nend\nif <(Level) = [5]> then\n go to x: (-217) y: (-134)\nend\nif <(Level) = [6]> then\n go to x: (-217) y: (-103)\nend\nif <(Level) = [7]> then\n go to x: (-206) y: (-134)\nend\nif <(Level) = [8]> then\n go to x: (-206) y: (-103)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\n@Level Transition\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [next level v]\nif <not <(Level) = [9]>> then\n go to x: (26) y: (396)\n show\n repeat (30)\n change y by (-12)\n end\n wait (1) seconds\n repeat (30)\n change y by (-13)\n end\n hide\n broadcast (Draw Level v)\nend\n\n@Joe\n\nwhen flag clicked\nswitch costume to (costume0 v)\ngo to x: (57) y: (61)\nhide\n\nwhen backdrop switches to [paper v]\nshow\n\nwhen I receive [draw level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n hide\n end\nend\n\n@Lava Rising\n\nwhen flag clicked\ngo to x: (0) y: (-344)\nhide\n\nwhen I receive [restart v]\ngo to x: (0) y: (-344)\n\nwhen I receive [start v]\ngo to x: (0) y: (-344)\nforever\n if <<(Level) = [6]> or <(Level) = [8]>> then\n show\n forever\n change y by (0.5)\n end\n end\nend\n\nwhen I receive [next level v]\ngo to x: (0) y: (-344)\nhide\nstop [other scripts in sprite v]\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n
After Days and Months of thinking and making, WayanProductions presents you with Paper World.\nA short and fun pen platformer!\nEvery level is drawn out.\nAbout 75% it's pen\nControls\n<^> or WAD for movement.\nBlue makes you bounce high\nRed Kills You!\nSpace to Skip a Level\nHAVE FUN!!!!!\nDon't forget to love, fav, and follow :)
platformer 幽霊を見つけよう!2
@Stage\n\nwhen flag clicked\nforever\n play sound [cave v] until done\nend\n\n@主人公\n\nwhen I start as a clone\nset [brightness v] effect to (20)\nrepeat (10)\n change size by (-3)\n change [ghost v] effect by (4)\nend\nhide\ndelete this clone\n\nwhen flag clicked\nshow\nset size to (50) %\nset drag mode [not draggable v]\ngo to x: (-201) y: (-50)\npoint in direction (90)\nset [xvel v] to [0]\nset [yvel v] to [0]\nrepeat until <(コスチューム) = [15]>\n forever\n set rotation style [left-right v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n change [xv v] by (-1)\n point in direction (-90)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n change [xv v] by (1)\n point in direction (90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#7d4f00)?> then\n change y by (1)\n if <touching color (#7d4f00)?> then\n change y by (1)\n if <touching color (#7d4f00)?> then\n change y by (1)\n if <touching color (#7d4f00)?> then\n change y by (1)\n if <touching color (#7d4f00)?> then\n change y by (1)\n if <touching color (#7d4f00)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching color (#7d4f00)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#7d4f00)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n hide variable [xv v]\n if <(x position) > [230]> then\n if <not <([costume # v] of [地形 v]) = [10]>> then\n broadcast (next level v)\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-201) y: (-50)\n end\n end\n if <(y position) < [-170]> then\n go to x: (-201) y: (-50)\n end\n if <touching color (#ff00d0)?> then\n go to x: (-201) y: (-50)\n set [yv v] to [0]\n set [xv v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n wait (0.000000001) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [隠せー v]\nhide\n\nwhen [space v] key pressed\n\n@地形\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (コスチューム1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [隠せー v]\nhide\n\nwhen flag clicked\nhide variable [時間 v]\n\n@スプライト1\n\nwhen flag clicked\nhide\n\n@D677C883-F62D-4D04-A1F9-D5CC2F995608\n\nwhen flag clicked\nhide\n\n@スプライト2\n\nwhen flag clicked\nhide\n\n
日本語下\n\nThis is the second installment of "Let's find ghosts!"! This time, I made it with the image of a chemical house (?). Please enjoy!\nOperation method: Click the mouse in the direction you want to go on a computer, and slide your finger in the direction you want to go on an iPad! Please press ❤️ and ⭐️ ...! If you don't push it ...? It's up to your imagination what happens.\n\n           日本語〜\n\n「幽霊を見つけよう!」の第2弾です!頑張って作りました!今回は薬品の館(?)をイメージして作ってみました。楽しんでくださいね!\n操作方法:パソコンなら行きたい方向にマウスをクリック、iPadなら行きたい方向に指をスライドで動かせます!❤️と⭐️押してくださいよ…!押してくれないと…?どうなるかはあなたの想像にお任せします。\n
Platformer Maker! || #games #fun #platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Wallpaper v] until done\n play sound [Valence - Infinite NCS Release v] until done\n play sound [Scheming Weasel v] until done\n play sound [Open Secrets v] until done\n play sound [Disfigure - Blank v] until done\n play sound [New Friendly v] until done\n play sound [mbb-beach v] until done\nend\n\nwhen I receive [music off v]\nrepeat (10)\n change volume by (-10)\nend\n\nwhen I receive [music on v]\nrepeat (10)\n change volume by (10)\nend\n\nwhen flag clicked\nset volume to (0) %\nrepeat (100)\n change volume by (1)\nend\n\nwait (0.01) seconds\n\n@Blank\n\n@Tiles\n\nwhen flag clicked\nset [mode v] to [edit]\nerase all\nscan\nforever\n show\n if <(mode) = [edit]> then\n if <(costume [number v]) = [1]> then\n switch costume to (d v)\n end\n clear graphic effects\n set [ghost v] effect to (50)\n go to (mouse-pointer v)\n go to x: ((round ((x position) / (24))) * (24)) y: ((round ((y position) / (24))) * (24))\n if <mouse down?> then\n if <not <(costume [number v]) = [6]>> then\n if <not <(menu) = [show]>> then\n set [ghost v] effect to (0)\n upload xy\n stamp\n set [ghost v] effect to (50)\n end\n else\n if <not <(menu) = [show]>> then\n set [ghost v] effect to (0)\n switch costume to (b v)\n upload xy\n stamp\n set [ghost v] effect to (50)\n switch costume to (e v)\n end\n end\n end\n if <key (e v) pressed?> then\n next costume\n wait until <not <key (e v) pressed?>>\n end\n if <key (q v) pressed?> then\n switch costume to ((costume [number v]) - (1))\n if <(costume [number v]) = [1]> then\n switch costume to ((costume [number v]) - (1))\n end\n wait until <not <key (q v) pressed?>>\n end\n else\n if <(mode) = [loading]> then\n clear graphic effects\n else\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n hide\n end\n end\n go to [back v] layer\nend\n\nswitch costume to (d v)\nstamp\n\nwhen [s v] key pressed\n\ndefine scan\ndelete all of [block storage v]\ndelete all of [block storage 2 v]\ndelete all of [block storage 3 v]\ndelete all of [block storage 4 v]\ndelete all of [block storage 5 v]\ndelete all of [data v]\ngo to x: (-240) y: (200)\nrepeat (16)\n repeat (21)\n add (join (x position) (join [ ] (y position))) to [data v]\n change x by (24)\n go to x: ((round ((x position) / (24))) * (24)) y: ((round ((y position) / (24))) * (24))\n end\n set x to (-240)\n change y by (-24)\n go to x: ((round ((x position) / (24))) * (24)) y: ((round ((y position) / (24))) * (24))\nend\nrepeat (336)\n add [B] to [block storage v]\nend\nrepeat (336)\n add [B] to [block storage 2 v]\nend\nrepeat (336)\n add [B] to [block storage 3 v]\nend\nrepeat (336)\n add [B] to [block storage 4 v]\nend\nrepeat (336)\n add [B] to [block storage 5 v]\nend\n\ndefine upload xy\nadd (join (x position) (join [ ] (y position))) to [xy v]\nif <(Level) = [1]> then\n replace item (item # of (xy) in [data v]) of [block storage v] with (costume [name v])\nend\nif <(Level) = [2]> then\n replace item (item # of (xy) in [data v]) of [block storage 2 v] with (costume [name v])\nend\nif <(Level) = [3]> then\n replace item (item # of (xy) in [data v]) of [block storage 3 v] with (costume [name v])\nend\nif <(Level) = [4]> then\n replace item (item # of (xy) in [data v]) of [block storage 4 v] with (costume [name v])\nend\nif <(Level) = [5]> then\n replace item (item # of (xy) in [data v]) of [block storage 5 v] with (costume [name v])\nend\ndelete all of [xy v]\n\nreplace item (item # of (xy) in [data v]) of [block storage v] with (costume [name v])\n\nsay [Hello!]\n\nwhen flag clicked\ndelete all of [xy v]\n\nwhen [l v] key pressed\nload\n\nrepeat (336)\n\ndefine load\nwait until <not <key (l v) pressed?>>\nhide\nask [Please Insert your save code] and wait\nif <not <<(answer) = [cancel]> or < (answer) contains [cancel]?>>> then\n if <<[341] < (length of (answer))> or <(length of (answer)) = [341]>> then\n erase all\n set [mode v] to [loading]\n wait (0.000000000001) seconds\n set [letter number v] to [6]\n go to x: (-240) y: (200)\n fast load\n else\n say [Invalid Code!] for (2) seconds\n broadcast (code it v)\n end\nend\n\nwhen I receive [code it v]\nload\n\nupload xy\n\nwhen I receive [load last level v]\nset [mode v] to [loading]\nset [letter number v] to [1]\ngo to x: (-240) y: (200)\nwait () seconds\ninsta - build\n\ndefine insta - build\nrepeat (16)\n repeat (21)\n switch costume to (letter (letter number) of (sent level #))\n stamp\n change x by (24)\n go to x: ((round ((x position) / (24))) * (24)) y: ((round ((y position) / (24))) * (24))\n change [letter number v] by (1)\n end\n set x to (-240)\n change y by (-24)\n go to x: ((round ((x position) / (24))) * (24)) y: ((round ((y position) / (24))) * (24))\nend\nset [mode v] to [edit]\n\ndefine fast load\nset [total levels v] to (letter (1) of (answer))\nif <(letter (2) of (answer)) = [0]> then\n set [walljump v] to [0]\nend\nif <(letter (2) of (answer)) = [1]> then\n set [walljump v] to [1]\nend\nset [friction v] to (join [0.] (letter (3) of (answer)))\nset [jump height v] to (join (letter (4) of (answer)) (letter (5) of (answer)))\nrepeat (letter (1) of (answer))\n repeat (16)\n repeat (21)\n switch costume to (letter (letter number) of (answer))\n upload xy\n stamp\n change x by (24)\n go to x: ((round ((x position) / (24))) * (24)) y: ((round ((y position) / (24))) * (24))\n change [letter number v] by (1)\n end\n set x to (-240)\n change y by (-24)\n go to x: ((round ((x position) / (24))) * (24)) y: ((round ((y position) / (24))) * (24))\n end\n change [level v] by (1)\n erase all\n go to x: (-240) y: (200)\nend\nbroadcast (1 v)\nset [level v] to [1]\nerase all\ngo to x: (-240) y: (200)\nset [letter number v] to [6]\nrepeat (16)\n repeat (21)\n switch costume to (letter (letter number) of (answer))\n upload xy\n stamp\n change x by (24)\n go to x: ((round ((x position) / (24))) * (24)) y: ((round ((y position) / (24))) * (24))\n change [letter number v] by (1)\n end\n set x to (-240)\n change y by (-24)\n go to x: ((round ((x position) / (24))) * (24)) y: ((round ((y position) / (24))) * (24))\nend\nset [mode v] to [edit]\n\nerase all\nset [letter number v] to [1]\nset [mode v] to [loading]\n\nset [mode v] to [edit]\n\nset [letter number v] to [1]\n\ngo to [back v] layer\ngo to [back v] layer\n\nrepeat (336)\n\ngo to [back v] layer\n\nset [level v] to [2]\n\n@Character\n\nwhen flag clicked\nset [yv v] to [0]\ngo to x: (-177) y: (94)\nset [xv v] to [0]\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n if <not <(costume [number v]) = [3]>> then\n wait (0.1) seconds\n switch costume to (lookleft v)\n end\n end\n if <key (right arrow v) pressed?> then\n if <not <(costume [number v]) = [1]>> then\n wait (0.1) seconds\n switch costume to (lookright2 v)\n end\n end\n if <<<not <key (left arrow v) pressed?>> and <not <key (right arrow v) pressed?>>> and <touching color (#666666)?>> then\n switch costume to (lookforward v)\n end\n if <<key (up arrow v) pressed?> and <<not <key (left arrow v) pressed?>> and <not <key (right arrow v) pressed?>>>> then\n switch costume to (lookup v)\n end\n if <<touching color (#dea059)?> and <(xv) = [0]>> then\n switch costume to (lookforward v)\n end\n if <<<<not <key (left arrow v) pressed?>> and <not <key (right arrow v) pressed?>>> and <not <(costume [number v]) = [6]>>> and <(yv) < [0]>> then\n wait (0.1) seconds\n switch costume to (lookforward v)\n end\n clear graphic effects\n set size to (68) %\nend\n\ngo to [front v] layer\n\nwhen flag clicked\nset [win v] to [0]\nset [xv v] to [0]\nforever\n if <(mode) = [play]> then\n if <touching color (#bfbfbf)?> then\n set [yv v] to [20]\n end\n if <(y position) < [-178]> then\n set [yv v] to [0]\n set [xv v] to [0]\n start sound [Game over v]\n go to x: (x checkpoint) y: (y checkpoint)\n end\n if <<<touching color (#ffab63)?> or <touching color (#7d7d7d)?>> or <touching color (#cfcfcf)?>> then\n set [yv v] to [0]\n start sound [Game over v]\n go to x: (x checkpoint) y: (y checkpoint)\n set [xv v] to [0]\n end\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) * (Friction))\n change x by (xv)\n if <<<<touching color (#dea059)?> or <touching color (#79ff4a)?>> or <touching color (#b2ff96)?>> or <touching color (#a9a9a9)?>> then\n change y by (1)\n if <<<<touching color (#dea059)?> or <touching color (#79ff4a)?>> or <touching color (#b2ff96)?>> or <touching color (#a9a9a9)?>> then\n change y by (1)\n if <<<<touching color (#dea059)?> or <touching color (#79ff4a)?>> or <touching color (#b2ff96)?>> or <touching color (#a9a9a9)?>> then\n change y by (1)\n if <<<<touching color (#dea059)?> or <touching color (#79ff4a)?>> or <touching color (#b2ff96)?>> or <touching color (#a9a9a9)?>> then\n change y by (1)\n if <<<<touching color (#dea059)?> or <touching color (#79ff4a)?>> or <touching color (#b2ff96)?>> or <touching color (#a9a9a9)?>> then\n change y by (1)\n if <<<<touching color (#dea059)?> or <touching color (#79ff4a)?>> or <touching color (#b2ff96)?>> or <touching color (#a9a9a9)?>> then\n change x by ((xv) * (-1))\n change y by (-5)\n if <(walljump) = [1]> then\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 end\n change [yv v] by (-1)\n change y by (yv)\n if <<<<touching color (#dea059)?> or <touching color (#79ff4a)?>> or <touching color (#b2ff96)?>> or <touching color (#a9a9a9)?>> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<<<touching color (#dea059)?> or <touching color (#79ff4a)?>> or <touching color (#b2ff96)?>> or <touching color (#a9a9a9)?>> then\n if <key (up arrow v) pressed?> then\n set [yv v] to (Jump Height)\n end\n end\n change y by (1)\n else\n go to x: (-200) y: (100)\n go to x: ((round ((x position) / (24))) * (24)) y: ((round ((y position) / (24))) * (24))\n end\nend\n\nwhen flag clicked\nset [x checkpoint v] to [-192]\nset [y checkpoint v] to [96]\nforever\n if <not <(mode) = [loading]>> then\n if <key (space v) pressed?> then\n set [mode v] to [play]\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n wait until <not <key (space v) pressed?>>\n set [yv v] to [0]\n set [xv v] to [0]\n set [x checkpoint v] to [-192]\n set [y checkpoint v] to [96]\n set [win v] to [0]\n set [mode v] to [edit]\n end\n end\nend\n\nwait (0.1) seconds\nswitch costume to (lookright v)\n\nset [yv v] to [0]\ngo to x: (-177) y: (94)\nset [xv v] to [0]\n\nwhen I receive [set checkpoint v]\nset [x checkpoint v] to (round (x position))\nset [y checkpoint v] to ((y position) + (5))\n\nwhen flag clicked\nset [xv v] to [0]\nforever\n if <(mode) = [play]> then\n if <<<touching color (#2ca1d4)?> or <touching color (#53add4)?>> or <touching color (#5abce6)?>> then\n start sound [Coin v]\n broadcast (set checkpoint v)\n wait until <not <<<touching color (#2ca1d4)?> or <touching color (#53add4)?>> or <touching color (#5abce6)?>>>\n end\n end\nend\n\ngo [backward v] (1) layers\n\ngo [backward v] (1) layers\n\nwhen flag clicked\nwait (1) seconds\nset [xv v] to [0]\nforever\n if <(mode) = [play]> then\n if <not <(win) = [1]>> then\n if <<<touching color (#fffab7)?> or <touching color (#fff337)?>> or <touching color (#bfb52a)?>> then\n start sound [Win! v]\n broadcast (win v)\n set [win v] to [1]\n broadcast (set checkpoint v)\n wait until <not <<<touching color (#fffab7)?> or <touching color (#fff337)?>> or <touching color (#bfb52a)?>>>\n end\n end\n end\nend\n\nwhen [0 v] key pressed\nshow variable [friction v]\nshow variable [jump height v]\nwait until <not <key (0 v) pressed?>>\nwait until <key (0 v) pressed?>\nhide variable [friction v]\nhide variable [jump height v]\nwait until <not <key (0 v) pressed?>>\n\nwhen flag clicked\nset [friction v] to [0.9]\nset [jump height v] to [12]\nhide variable [friction v]\nhide variable [jump height v]\n\nset instrument to (20 v)\n\n@save\n\nwhen [c v] key pressed\ndelete all of [code v]\nset [code v] to []\nset [letter number v] to [1]\nset [total levels v] to [1]\nif <not <(Block Storage 2) = (Refrenced Blank)>> then\n set [total levels v] to [2]\nend\nif <not <(Block Storage 3) = (Refrenced Blank)>> then\n set [total levels v] to [3]\nend\nif <not <(Block Storage 4) = (Refrenced Blank)>> then\n set [total levels v] to [4]\nend\nif <not <(Block Storage 5) = (Refrenced Blank)>> then\n set [total levels v] to [5]\nend\nset [code v] to (Total Levels)\nset [code v] to (join (code) (walljump))\nset [code v] to (join (code) (letter (3) of (Friction)))\nif <<(Jump Height) = [10]> or <[10] < (Jump Height)>> then\n set [code v] to (join (code) (Jump Height))\nelse\n set [code v] to (join (code) (join [0] (Jump Height)))\nend\nset [code v] to (join (code) (Block Storage))\nif <<[1] < (Total Levels)> and <not <(Block Storage 2) = (Refrenced Blank)>>> then\n set [code v] to (join (code) (Block Storage 2))\nend\nif <<[2] < (Total Levels)> and <not <(Block Storage 3) = (Refrenced Blank)>>> then\n set [code v] to (join (code) (Block Storage 3))\nend\nif <<[3] < (Total Levels)> and <not <(Block Storage 4) = (Refrenced Blank)>>> then\n set [code v] to (join (code) (Block Storage 4))\nend\nif <<[4] < (Total Levels)> and <not <(Block Storage 5) = (Refrenced Blank)>>> then\n set [code v] to (join (code) (Block Storage 5))\nend\ndelete all of [code v]\nadd [Press C again to close!] to [code v]\nadd [Copy the numbers by triple clicking it, then pressing Ctrl + C, or Command + C] to [code v]\nif <[500] < (length of (code))> then\n add [This code is too long to fit in the comments!] to [code v]\n add [Full code:] to [code v]\n add (code) to [code v]\n add [Please use the one to fit the comment section here!] to [code v]\n add [As a comment:] to [code v]\n seperate\nelse\n add (code) to [code v]\nend\nhide list [code v]\nwait until <not <key (c v) pressed?>>\nwait until <key (c v) pressed?>\nshow list [code v]\nwait until <not <key (c v) pressed?>>\n\nchange [letter number v] by (1)\nrepeat (336)\nend\n\nwhen flag clicked\nshow list [code v]\ndelete all of [code v]\nset [code v] to [0]\nset [fill v] to [0]\n\nwhen I receive [again v]\nask [Please paste your save code to ensure you did it correctly!] and wait\nif <(answer) = (code)> then\n say [Saved!] for (2) seconds\nelse\n say [Copy it again!] for (2) seconds\n broadcast (again v)\nend\n\nif <(answer) = (code)> then\n say [Saved!] for (2) seconds\nelse\n say [Copy it again!] for (2) seconds\n broadcast (again v)\nend\n\nbroadcast (Loading v)\n\nwhen I receive [loading v]\nsay [Loading... Please wait]\n\nset [code v] to (join (code) [banana])\n\ngo to [back v] layer\n\ndefine seperate\nset [letter number v] to [1]\nset [fill v] to []\nrepeat until <(letter (letter number) of (code)) = []>\n repeat (500)\n set [fill v] to (join (fill) (letter (letter number) of (code)))\n change [letter number v] by (1)\n end\n add (fill) to [code v]\n set [fill v] to []\nend\n\n\n\n@wall jump\n\nwhen flag clicked\nswitch costume to (no walljump v)\nset [walljump v] to [0]\nforever\n if <(mode) = [edit]> then\n if <not <(hide) = [yes]>> then\n show\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n start sound [pop v]\n set [walljump v] to [1]\n switch costume to (yes walljump v)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n start sound [pop v]\n set [walljump v] to [0]\n switch costume to (no walljump v)\n end\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <key (m v) pressed?> then\n if <(mode) = [edit]> then\n set [hide v] to [no]\n wait until <not <key (m v) pressed?>>\n wait until <key (m v) pressed?>\n set [hide v] to [yes]\n wait until <not <key (m v) pressed?>>\n end\n end\nend\n\nwhen flag clicked\nset [hide v] to [yes]\nforever\n if <(hide) = [no]> then\n show\n repeat (5)\n change [ghost v] effect by (-20)\n end\n wait until <(hide) = [yes]>\n else\n repeat (5)\n change [ghost v] effect by (20)\n end\n hide\n wait until <(hide) = [no]>\n end\nend\n\nwhen flag clicked\nforever\n if <(mode) = [play]> then\n set [hide v] to [yes]\n end\nend\n\nwhen flag clicked\nforever\n if <(walljump) = [1]> then\n switch costume to (yes walljump v)\n end\n if <(walljump) = [0]> then\n switch costume to (no walljump v)\n end\nend\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (140) y: (-130)\nforever\n if <(hide) = [no]> then\n if <touching (mouse-pointer v)?> then\n change size by ((((([sin v] of ((y) / (2)) ) * (25)) + (200)) - (size)) / (6))\n else\n change size by ((((([sin v] of ((y) / (2)) ) * (25)) + (150)) - (size)) / (6))\n end\n change [y v] by (7)\n change y by (([sin v] of (y) ) / (3))\n turn right (([sin v] of ((100) - (y)) ) / (5)) degrees\n end\nend\n\nwhen I receive [hide menu v]\nset [hide v] to [yes]\n\nwhen I receive [show menu v]\nset [hide v] to [no]\n\n@Thumbnail\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nset size to (100) %\ngo to [front v] layer\n\nhide\n\n@winner\n\nwhen I receive [win v]\nshow\ngo to x: (0) y: (100)\nrepeat until <(round (y position)) = [0]>\n set y to ((y position) + (((0) - (y position)) / (5)))\nend\nforever\n switch costume to (hitbox v)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n start sound [pop v]\n broadcast (fade out v)\n switch costume to (win v)\n repeat until <(y position) = [-280]>\n set y to ((y position) + (((-280) - (y position)) / (5)))\n end\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n stop [other scripts in sprite v]\n end\n switch costume to (win v)\nend\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (100)\nglide (0.1) secs to x: (0) y: (-20)\nglide (0.1) secs to x: (0) y: (0)\n\nwhen I receive [win v]\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [fade out v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\n\nbroadcast (win v)\n\nwhen I receive [show menu v]\n\nwhen I receive [hide menu v]\n\n@total level\n\nwhen flag clicked\nhide\n\nshow\n\nwhen flag clicked\n\nwhen flag clicked\nswitch costume to (1 level v)\ngo to x: (178) y: (143)\nset [hide level v] to [yes]\nforever\n if <key (m v) pressed?> then\n if <(mode) = [edit]> then\n set [hide level v] to [no]\n wait until <not <key (m v) pressed?>>\n wait until <key (m v) pressed?>\n set [hide level v] to [yes]\n wait until <not <key (m v) pressed?>>\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(hide level) = [no]> then\n show\n repeat (5)\n change [ghost v] effect by (-20)\n end\n wait until <(hide level) = [yes]>\n else\n repeat (5)\n change [ghost v] effect by (20)\n end\n wait until <(hide level) = [no]>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(mode) = [play]> then\n set [hide level v] to [yes]\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nset [total levels v] to [1]\ngo [backward v] (10) layers\nswitch costume to (1 level v)\ngo to x: (178) y: (143)\nforever\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <(hide level) = [no]>> then\n set [total levels v] to [1]\n switch costume to (1 level v)\n wait until <not <<<touching (mouse-pointer v)?> and <mouse down?>> and <(hide level) = [no]>>>\n wait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <(hide level) = [no]>>\n set [total levels v] to [2]\n switch costume to (2 level v)\n wait until <not <<<touching (mouse-pointer v)?> and <mouse down?>> and <(hide level) = [no]>>>\n wait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <(hide level) = [no]>>\n set [total levels v] to [3]\n switch costume to (3 level v)\n wait until <not <<<touching (mouse-pointer v)?> and <mouse down?>> and <(hide level) = [no]>>>\n wait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <(hide level) = [no]>>\n set [total levels v] to [4]\n switch costume to (4 level v)\n wait until <not <<<touching (mouse-pointer v)?> and <mouse down?>> and <(hide level) = [no]>>>\n wait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <(hide level) = [no]>>\n set [total levels v] to [5]\n switch costume to (5 level v)\n wait until <not <<<touching (mouse-pointer v)?> and <mouse down?>> and <(hide level) = [no]>>>\n end\nend\n\nwhen I receive [show menu v]\nset [hide level v] to [no]\n\nwhen I receive [hide menu v]\nset [hide level v] to [yes]\n\nwhen flag clicked\nforever\n switch costume to (Total Levels)\nend\n\n@Music\n\nwhen flag clicked\ngo to x: (0) y: (-130)\npoint in direction (90)\nforever\n if <(hide music) = [no]> then\n if <touching (mouse-pointer v)?> then\n change size by ((((([sin v] of ((y) / (2)) ) * (25)) + (200)) - (size)) / (6))\n else\n change size by ((((([sin v] of ((y) / (2)) ) * (25)) + (150)) - (size)) / (6))\n end\n change [y v] by (7)\n change y by (([sin v] of (y) ) / (3))\n turn right (([sin v] of ((100) - (y)) ) / (6)) degrees\n end\nend\n\nwhen flag clicked\nforever\n if <key (m v) pressed?> then\n if <(mode) = [edit]> then\n set [hide music v] to [no]\n set [menu v] to [show]\n wait until <not <key (m v) pressed?>>\n wait until <key (m v) pressed?>\n set [hide music v] to [yes]\n set [menu v] to [hide]\n wait until <not <key (m v) pressed?>>\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(mode) = [play]> then\n set [hide music v] to [yes]\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(hide music) = [no]> then\n show\n repeat (5)\n change [ghost v] effect by (-20)\n end\n wait until <(hide music) = [yes]>\n else\n repeat (5)\n change [ghost v] effect by (20)\n end\n wait until <(hide music) = [no]>\n hide\n end\nend\n\nwhen flag clicked\nset [menu v] to [hide]\nswitch costume to (yes music v)\nset [hide music v] to [yes]\nforever\n if <(mode) = [edit]> then\n if <not <(hide music) = [yes]>> then\n show\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n start sound [pop v]\n broadcast (music off v)\n switch costume to (no music v)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n start sound [pop v]\n broadcast (music on v)\n switch costume to (yes music v)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\n else\n hide\n end\nend\n\nclear graphic effects\n\nwhen I receive [hide menu v]\nset [hide music v] to [yes]\n\nwhen I receive [show menu v]\nset [hide music v] to [no]\n\nbroadcast (music on v)\n\n@Clear\n\nwhen flag clicked\nhide\nforever\n if <(hide clear) = [no]> then\n show\n repeat (5)\n change [ghost v] effect by (-20)\n end\n wait until <(hide clear) = [yes]>\n else\n repeat (5)\n change [ghost v] effect by (20)\n end\n wait until <(hide clear) = [no]>\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (button v)\ngo to x: (-140) y: (-130)\nset [hide clear v] to [yes]\nforever\n if <key (m v) pressed?> then\n if <(mode) = [edit]> then\n set [hide clear v] to [no]\n wait until <not <key (m v) pressed?>>\n wait until <key (m v) pressed?>\n set [hide clear v] to [yes]\n wait until <not <key (m v) pressed?>>\n end\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <(hide clear) = [no]> then\n if <(costume [name v]) = [Button]> then\n if <touching (mouse-pointer v)?> then\n change size by ((((([sin v] of ((y) / (2)) ) * (25)) + (200)) - (size)) / (6))\n else\n change size by ((((([sin v] of ((y) / (2)) ) * (25)) + (150)) - (size)) / (6))\n end\n change [y v] by (7)\n change y by (([sin v] of (y) ) / (3))\n turn right (([sin v] of ((100) - (y)) ) / (6)) degrees\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(mode) = [edit]> then\n if <not <(hide clear) = [yes]>> then\n show\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n start sound [pop v]\n broadcast (fade clear v)\n broadcast (hide menu v)\n repeat until <(y position) < [-200]>\n set y to ((y position) + (((-202) - (y position)) / (5)))\n end\n switch costume to (verify v)\n set size to (150) %\n go to x: (0) y: (300)\n point in direction (90)\n clear graphic effects\n repeat until <(round (y position)) = [0]>\n set y to ((y position) + (((0) - (y position)) / (5)))\n end\n set [choice v] to [none]\n repeat until <not <(choice) = [none]>>\n switch costume to (yes hitbox v)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n start sound [pop v]\n set [choice v] to [yes]\n end\n switch costume to (no hitbox v)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n start sound [pop v]\n set [choice v] to [no]\n end\n switch costume to (verify v)\n end\n if <(choice) = [no]> then\n broadcast (fade out clear 2 v)\n repeat until <(y position) < [-200]>\n set y to ((y position) + (((-202) - (y position)) / (5)))\n end\n switch costume to (button v)\n go to x: (-140) y: (-130)\n broadcast (show menu v)\n repeat (5)\n change [ghost v] effect by (-20)\n end\n end\n if <(choice) = [yes]> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n switch costume to (clearing v)\n repeat (5)\n change [ghost v] effect by (-20)\n end\n set [letter # v] to [1]\n fast clear\n erase all\n repeat (5)\n change [ghost v] effect by (20)\n end\n switch costume to (button v)\n go to x: (-140) y: (-130)\n broadcast (show menu v)\n repeat (5)\n change [ghost v] effect by (-20)\n end\n end\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\n else\n hide\n end\nend\n\nwhen I receive [fade clear v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\n\nwhen I receive [fade out clear 2 v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\n\nclear graphic effects\n\nwhen flag clicked\nforever\n if <(mode) = [play]> then\n set [hide clear v] to [yes]\n end\nend\n\ndefine fast clear\nif <(Level) = [1]> then\n repeat (336)\n replace item (letter #) of [block storage v] with [B]\n change [letter # v] by (1)\n end\nend\nif <(Level) = [2]> then\n repeat (336)\n replace item (letter #) of [block storage v] with [B]\n change [letter # v] by (1)\n end\nend\nif <(Level) = [3]> then\n repeat (336)\n replace item (letter #) of [block storage v] with [B]\n change [letter # v] by (1)\n end\nend\nif <(Level) = [4]> then\n repeat (336)\n replace item (letter #) of [block storage v] with [B]\n change [letter # v] by (1)\n end\nend\nif <(Level) = [5]> then\n repeat (336)\n replace item (letter #) of [block storage v] with [B]\n change [letter # v] by (1)\n end\nend\n\n@level picker\n\nwhen flag clicked\nhide\n\nshow\n\nwhen flag clicked\n\nwhen flag clicked\nswitch costume to (1 level v)\ngo to x: (178) y: (50)\nset [hide total v] to [yes]\nforever\n if <key (m v) pressed?> then\n if <(mode) = [edit]> then\n set [hide total v] to [no]\n wait until <not <key (m v) pressed?>>\n wait until <key (m v) pressed?>\n set [hide total v] to [yes]\n wait until <not <key (m v) pressed?>>\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(hide total) = [no]> then\n show\n repeat (5)\n change [ghost v] effect by (-20)\n end\n wait until <(hide total) = [yes]>\n else\n repeat (5)\n change [ghost v] effect by (20)\n end\n wait until <(hide total) = [no]>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(mode) = [play]> then\n set [hide total v] to [yes]\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nset [level v] to [1]\nswitch costume to (1 level v)\nforever\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <(hide total) = [no]>> then\n if <<[1] < (Total Levels)> and <<not <(Level) = [2]>> and <(Level) = [1]>>> then\n broadcast (level 2 v)\n end\n wait until <not <<<touching (mouse-pointer v)?> and <mouse down?>> and <(hide total) = [no]>>>\n wait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <(hide total) = [no]>>\n if <<[2] < (Total Levels)> and <<not <(Level) = [3]>> and <(Level) = [2]>>> then\n broadcast (level 3 v)\n end\n wait until <not <<<touching (mouse-pointer v)?> and <mouse down?>> and <(hide total) = [no]>>>\n wait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <(hide total) = [no]>>\n if <<[3] < (Total Levels)> and <<not <(Level) = [4]>> and <(Level) = [3]>>> then\n broadcast (level 4 v)\n end\n wait until <not <<<touching (mouse-pointer v)?> and <mouse down?>> and <(hide total) = [no]>>>\n wait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <(hide total) = [no]>>\n if <<[4] < (Total Levels)> and <<not <(Level) = [5]>> and <(Level) = [4]>>> then\n broadcast (level 5 v)\n end\n wait until <not <<<touching (mouse-pointer v)?> and <mouse down?>> and <(hide total) = [no]>>>\n wait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <(hide total) = [no]>>\n if <not <(Level) = [1]>> then\n broadcast (level 1 v)\n end\n end\nend\n\nwhen I receive [hide menu v]\nset [hide total v] to [yes]\n\nwhen I receive [show menu v]\nset [hide total v] to [no]\n\nset [letter number v] to [1]\nset [level1holder v] to []\nswitch costume to (saving v)\nrepeat (336)\n set [level1holder v] to (join (level1holder) (item (letter number) of [block storage v]))\n change [letter number v] by (1)\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\ngo to x: (0) y: (0)\nswitch costume to (blank v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nerase all\nrepeat (20)\n change [ghost v] effect by (5)\nend\ngo to x: (178) y: (50)\nswitch costume to (2 level v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nswitch costume to (5 level v)\n\nwhen I receive [level 2 v]\nset [level v] to [2]\nswitch costume to (saving v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\ngo to x: (0) y: (0)\nswitch costume to (blank v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nerase all\nset [sent level # v] to (Block Storage 2)\nbroadcast (load last level v) and wait\nrepeat (20)\n change [ghost v] effect by (5)\nend\ngo to x: (178) y: (50)\nswitch costume to (2 level v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nchange [letter number v] by (1)\n\nwhen I receive [level 3 v]\nset [level v] to [3]\nset [letter number v] to [1]\nswitch costume to (saving v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\ngo to x: (0) y: (0)\nswitch costume to (blank v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nerase all\nset [sent level # v] to (Block Storage 3)\nbroadcast (load last level v) and wait\nrepeat (20)\n change [ghost v] effect by (5)\nend\ngo to x: (178) y: (50)\nswitch costume to (3 level v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen flag clicked\nset [level1holder v] to []\nset [level2holder v] to [BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB]\nset [level2holder v] to (join (join (level2holder) (join (level2holder) (level2holder))) [BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB])\nset [level3holder v] to [BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB]\nset [level3holder v] to (join (join (level3holder) (join (level3holder) (level3holder))) [BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB])\n\nset [sent level # v] to (level2holder)\nbroadcast (load last level v)\n\nwhen I receive [level 1 v]\nset [level v] to [1]\nset [letter number v] to [1]\nswitch costume to (saving v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\ngo to x: (0) y: (0)\nswitch costume to (blank v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nerase all\nset [sent level # v] to (Block Storage)\nbroadcast (load last level v) and wait\nrepeat (20)\n change [ghost v] effect by (5)\nend\ngo to x: (178) y: (50)\nswitch costume to (1 level v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nswitch costume to (saving v)\nrepeat (336)\n set [level2holder v] to (join (level2holder) (item (letter number) of [block storage 2 v]))\n change [letter number v] by (1)\nend\n\nwhen I receive [test__ v]\nset [level v] to [2]\nset [letter number v] to [1]\nrepeat (20)\n change [ghost v] effect by (5)\nend\ngo to x: (0) y: (0)\nswitch costume to (blank v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nerase all\nset [sent level # v] to (Block Storage 2)\nbroadcast (load last level v) and wait\nrepeat (20)\n change [ghost v] effect by (5)\nend\ngo to x: (178) y: (50)\nswitch costume to (2 level v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nset [level3holder v] to (join (join (level3holder) (join (level3holder) (level3holder))) [BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB])\n\nwhen flag clicked\ndelete all of [refrenced blank v]\nload blank\n\ndefine load blank\nrepeat (336)\n add [B] to [refrenced blank v]\nend\n\nswitch costume to (1 level v)\n\nsay []\n\nset [level1holder v] to (Block Storage)\n\nset [letter number v] to [1]\n\nwhen I receive [level 2 v]\n\nwhen I receive [level 4 v]\nset [level v] to [4]\nswitch costume to (saving v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\ngo to x: (0) y: (0)\nswitch costume to (blank v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nerase all\nset [sent level # v] to (Block Storage 4)\nbroadcast (load last level v) and wait\nrepeat (20)\n change [ghost v] effect by (5)\nend\ngo to x: (178) y: (50)\nswitch costume to (4 level v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [level 5 v]\nset [level v] to [5]\nswitch costume to (saving v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\ngo to x: (0) y: (0)\nswitch costume to (blank v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nerase all\nset [sent level # v] to (Block Storage 5)\nbroadcast (load last level v) and wait\nrepeat (20)\n change [ghost v] effect by (5)\nend\ngo to x: (178) y: (50)\nswitch costume to (5 level v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [1 v]\nswitch costume to (1 level v)\n\nif <not <(Level) = [1]>> then\n broadcast (level 1 v)\nend\n\nswitch costume to (hitbox v)\n\nwhen flag clicked\nforever\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <(hide total) = [no]>> then\n wait until <not <<<touching (mouse-pointer v)?> and <mouse down?>> and <(hide total) = [no]>>>\n wait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <(hide total) = [no]>>\n if < and <<not <[] = [5]>> and <(Level) = [4]>>> then\n broadcast (level 1 v)\n end\n end\nend\n\n
PLEASE READ CAREFULLY!\n[M] for menu\n[Q] and [E] to change block\nTHE BLUE AND WHITE BLOCK ERASES!\n[C] to save\n[L] to load\n[0] for DevTools |NEW!|\n[Space] to play the level!\n[Arrow Keys] to move!\n[Click] to place blocks!\nIf you accidentally press load, type cancel so you dont lose your progress!\nYOU CAN NOT PLACE BLOCKS WHILE YOU ARE IN THE MENU!\nYOU HAVE TO CLICK TOTAL LEVELS FIRST TO ADD A NEW LEVEL!
Among Us Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (menu v)\n\nwhen flag clicked\nforever\n if <<<<<key (g v) pressed?> or <key (d v) pressed?>> or <<key (o v) pressed?> or <key (p v) pressed?>>> or <<<key (y v) pressed?> or <key (w v) pressed?>> or <<key (r v) pressed?> or <key (b v) pressed?>>>> and <(backdrop [number v]) = [1]>> then\n stop all sounds\n switch backdrop to (crewmate v)\n play sound [CREWMATE / IMPOSTOR v] until done\n switch backdrop to (grey v)\n end\nend\n\nwhen backdrop switches to [space v]\nset [level v] to [6.1]\n\nwhen I receive [space v]\nswitch backdrop to (space v)\nwait (5) seconds\nset [level v] to [6]\nswitch backdrop to (grey v)\n\n@Lime Crewmate\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\ngo to x: (-195) y: (-116)\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n Platform [10] [-1] [0.7] [3]\n if <touching (spikes v)?> then\n go to x: (-195) y: (-116)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n if <<touching (cannonball v)?> or <touching (cannonball 2 v)?>> then\n switch costume to (crewmate_death01 v)\n wait (0.2) seconds\n switch costume to (crewmate_death02 v)\n wait (0.2) seconds\n switch costume to (crewmate_death03 v)\n wait (0.2) seconds\n switch costume to (crewmate_death04 v)\n wait (0.2) seconds\n switch costume to (crewmate_death05 v)\n wait (0.15) seconds\n switch costume to (crewmate_death06 v)\n wait (0.4) seconds\n go to x: (-195) y: (-116)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n if <touching (goal v)?> then\n change [level v] by (1)\n go to x: (-195) y: (-116)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n broadcast (Finish v)\n end\n if <<(Level) = [6]> and <touching (space place v)?>> then\n go to x: (-240) y: (0)\n switch costume to (crewmate_space v)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n broadcast (Space v)\n glide (5) secs to x: (240) y: (0)\n hide\n point in direction (90)\n go to x: (-195) y: (-116)\n show\n end\nend\n\ndefine Platform (jump height) (gravity) (friction) (running speed)\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 (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 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]> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n change [y velocity v] by (jump height)\n else\n set [y velocity v] to [0]\n end\nelse\n change [y velocity v] by (-1)\nend\nswitch costume to (crewmate_idle v)\nif <<<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 (Walk)\nend\nif <(Y Velocity) > [2]> then\n switch costume to (crewmate_jump v)\nend\nif <(Y Velocity) < [-3]> then\n switch costume to (crewmate_fall v)\nend\n\nwhen flag clicked\nset [walk v] to [4]\nforever\n change [walk v] by (1)\n if <(Walk) > [9]> then\n set [walk v] to [4]\n end\n wait (0.07) seconds\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [2]> then\n play sound [Background Music v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [1]> then\n forever\n if <key (g v) pressed?> then\n show\n end\n end\n end\n if <(PLAYER) = [1]> then\n set [☁ p1 - x v] to [0]\n set [☁ p1 - x v] to [0]\n end\n go to x: (☁ P1 - X) y: (☁ P1 - Y)\nend\n\n@Orange Crewmate\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\ngo to x: (-195) y: (-116)\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n Platform [10] [-1] [0.7] [3]\n if <touching (spikes v)?> then\n go to x: (-195) y: (-116)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n if <<touching (cannonball v)?> or <touching (cannonball 2 v)?>> then\n switch costume to (crewmate_death1 v)\n wait (0.2) seconds\n switch costume to (crewmate_death2 v)\n wait (0.2) seconds\n switch costume to (crewmate_death3 v)\n wait (0.2) seconds\n switch costume to (crewmate_death4 v)\n wait (0.2) seconds\n switch costume to (crewmate_death5 v)\n wait (0.15) seconds\n switch costume to (crewmate_death6 v)\n wait (0.4) seconds\n go to x: (-195) y: (-116)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n if <touching (goal v)?> then\n change [level v] by (1)\n go to x: (-195) y: (-116)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n broadcast (Finish v)\n end\n if <<(Level) = [6]> and <touching (space place v)?>> then\n go to x: (-240) y: (0)\n switch costume to (crewmate_space v)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n broadcast (Space v)\n glide (5) secs to x: (240) y: (0)\n hide\n go to x: (-195) y: (-116)\n show\n end\nend\n\ndefine Platform (jump height) (gravity) (friction) (running speed)\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 (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 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]> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n change [y velocity v] by (jump height)\n else\n set [y velocity v] to [0]\n end\nelse\n change [y velocity v] by (-1)\nend\nswitch costume to (crewmate_idle v)\nif <<<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 (Walk)\nend\nif <(Y Velocity) > [2]> then\n switch costume to (crewmate_jump v)\nend\nif <(Y Velocity) < [-3]> then\n switch costume to (crewmate_fall v)\nend\n\nwhen flag clicked\nset [walk v] to [4]\nforever\n change [walk v] by (1)\n if <(Walk) > [9]> then\n set [walk v] to [4]\n end\n wait (0.07) seconds\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [1]> then\n forever\n if <key (o v) pressed?> then\n show\n end\n end\n end\nend\n\n@Yellow Crewmate\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\ngo to x: (-195) y: (-116)\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n Platform [10] [-1] [0.7] [3]\n if <touching (spikes v)?> then\n go to x: (-195) y: (-116)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n if <<touching (cannonball v)?> or <touching (cannonball 2 v)?>> then\n switch costume to (crewmate_death1 v)\n wait (0.2) seconds\n switch costume to (crewmate_death2 v)\n wait (0.2) seconds\n switch costume to (crewmate_death3 v)\n wait (0.2) seconds\n switch costume to (crewmate_death4 v)\n wait (0.2) seconds\n switch costume to (crewmate_death5 v)\n wait (0.15) seconds\n switch costume to (crewmate_death6 v)\n wait (0.4) seconds\n go to x: (-195) y: (-116)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n if <touching (goal v)?> then\n change [level v] by (1)\n go to x: (-195) y: (-116)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n broadcast (Finish v)\n end\n if <<(Level) = [6]> and <touching (space place v)?>> then\n go to x: (-240) y: (0)\n switch costume to (crewmate_space v)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n broadcast (Space v)\n glide (5) secs to x: (240) y: (0)\n hide\n go to x: (-195) y: (-116)\n show\n end\nend\n\ndefine Platform (jump height) (gravity) (friction) (running speed)\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 (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 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]> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n change [y velocity v] by (jump height)\n else\n set [y velocity v] to [0]\n end\nelse\n change [y velocity v] by (-1)\nend\nswitch costume to (crewmate_idle v)\nif <<<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 (Walk)\nend\nif <(Y Velocity) > [2]> then\n switch costume to (crewmate_jump v)\nend\nif <(Y Velocity) < [-3]> then\n switch costume to (crewmate_fall v)\nend\n\nwhen flag clicked\nset [walk v] to [4]\nforever\n change [walk v] by (1)\n if <(Walk) > [9]> then\n set [walk v] to [4]\n end\n wait (0.07) seconds\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [1]> then\n forever\n if <key (y v) pressed?> then\n show\n end\n end\n end\nend\n\n@Red Crewmate\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\ngo to x: (-195) y: (-116)\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n Platform [10] [-1] [0.7] [3]\n if <touching (spikes v)?> then\n go to x: (-195) y: (-116)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n if <<touching (cannonball v)?> or <touching (cannonball 2 v)?>> then\n switch costume to (crewmate_death1 v)\n wait (0.2) seconds\n switch costume to (crewmate_death2 v)\n wait (0.2) seconds\n switch costume to (crewmate_death3 v)\n wait (0.2) seconds\n switch costume to (crewmate_death4 v)\n wait (0.2) seconds\n switch costume to (crewmate_death5 v)\n wait (0.15) seconds\n switch costume to (crewmate_death6 v)\n wait (0.4) seconds\n go to x: (-195) y: (-116)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n if <touching (goal v)?> then\n change [level v] by (1)\n go to x: (-195) y: (-116)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n broadcast (Finish v)\n end\n if <<(Level) = [6]> and <touching (space place v)?>> then\n go to x: (-240) y: (0)\n switch costume to (crewmate_space v)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n broadcast (Space v)\n glide (5) secs to x: (240) y: (0)\n hide\n go to x: (-195) y: (-116)\n show\n end\nend\n\ndefine Platform (jump height) (gravity) (friction) (running speed)\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 (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 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]> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n change [y velocity v] by (jump height)\n else\n set [y velocity v] to [0]\n end\nelse\n change [y velocity v] by (-1)\nend\nswitch costume to (crewmate_idle v)\nif <<<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 (Walk)\nend\nif <(Y Velocity) > [2]> then\n switch costume to (crewmate_jump v)\nend\nif <(Y Velocity) < [-3]> then\n switch costume to (crewmate_fall v)\nend\n\nwhen flag clicked\nset [walk v] to [4]\nforever\n change [walk v] by (1)\n if <(Walk) > [9]> then\n set [walk v] to [4]\n end\n wait (0.07) seconds\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [1]> then\n forever\n if <key (r v) pressed?> then\n show\n end\n end\n end\nend\n\n@Blue Crewmate\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\ngo to x: (-195) y: (-116)\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n Platform [10] [-1] [0.7] [3]\n if <touching (spikes v)?> then\n go to x: (-195) y: (-116)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n if <<touching (cannonball v)?> or <touching (cannonball 2 v)?>> then\n switch costume to (crewmate_death1 v)\n wait (0.2) seconds\n switch costume to (crewmate_death2 v)\n wait (0.2) seconds\n switch costume to (crewmate_death3 v)\n wait (0.2) seconds\n switch costume to (crewmate_death4 v)\n wait (0.2) seconds\n switch costume to (crewmate_death5 v)\n wait (0.15) seconds\n switch costume to (crewmate_death6 v)\n wait (0.4) seconds\n go to x: (-195) y: (-116)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n if <touching (goal v)?> then\n change [level v] by (1)\n go to x: (-195) y: (-116)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n broadcast (Finish v)\n end\n if <<(Level) = [6]> and <touching (space place v)?>> then\n go to x: (-240) y: (0)\n switch costume to (crewmate_space v)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n broadcast (Space v)\n glide (5) secs to x: (240) y: (0)\n hide\n go to x: (-195) y: (-116)\n show\n end\nend\n\ndefine Platform (jump height) (gravity) (friction) (running speed)\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 (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 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]> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n change [y velocity v] by (jump height)\n else\n set [y velocity v] to [0]\n end\nelse\n change [y velocity v] by (-1)\nend\nswitch costume to (crewmate_idle v)\nif <<<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 (Walk)\nend\nif <(Y Velocity) > [2]> then\n switch costume to (crewmate_jump v)\nend\nif <(Y Velocity) < [-3]> then\n switch costume to (crewmate_fall v)\nend\n\nwhen flag clicked\nset [walk v] to [4]\nforever\n change [walk v] by (1)\n if <(Walk) > [9]> then\n set [walk v] to [4]\n end\n wait (0.07) seconds\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [1]> then\n forever\n if <key (d v) pressed?> then\n show\n end\n end\n end\nend\n\n@Pink Crewmate\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\ngo to x: (-195) y: (-116)\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n Platform [10] [-1] [0.7] [3]\n if <touching (spikes v)?> then\n go to x: (-195) y: (-116)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n if <<touching (cannonball v)?> or <touching (cannonball 2 v)?>> then\n switch costume to (crewmate_death1 v)\n wait (0.2) seconds\n switch costume to (crewmate_death2 v)\n wait (0.2) seconds\n switch costume to (crewmate_death3 v)\n wait (0.2) seconds\n switch costume to (crewmate_death4 v)\n wait (0.2) seconds\n switch costume to (crewmate_death5 v)\n wait (0.15) seconds\n switch costume to (crewmate_death6 v)\n wait (0.4) seconds\n go to x: (-195) y: (-116)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n if <touching (goal v)?> then\n change [level v] by (1)\n go to x: (-195) y: (-116)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n broadcast (Finish v)\n end\n if <<(Level) = [6]> and <touching (space place v)?>> then\n go to x: (-240) y: (0)\n switch costume to (crewmate_space v)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n broadcast (Space v)\n glide (5) secs to x: (240) y: (0)\n hide\n go to x: (-195) y: (-116)\n show\n end\nend\n\ndefine Platform (jump height) (gravity) (friction) (running speed)\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 (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 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]> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n change [y velocity v] by (jump height)\n else\n set [y velocity v] to [0]\n end\nelse\n change [y velocity v] by (-1)\nend\nswitch costume to (crewmate_idle v)\nif <<<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 (Walk)\nend\nif <(Y Velocity) > [2]> then\n switch costume to (crewmate_jump v)\nend\nif <(Y Velocity) < [-3]> then\n switch costume to (crewmate_fall v)\nend\n\nwhen flag clicked\nset [walk v] to [4]\nforever\n change [walk v] by (1)\n if <(Walk) > [9]> then\n set [walk v] to [4]\n end\n wait (0.07) seconds\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [1]> then\n forever\n if <key (p v) pressed?> then\n show\n end\n end\n end\nend\n\n@Black Crewmate\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\ngo to x: (-195) y: (-116)\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n Platform [10] [-1] [0.7] [3]\n if <touching (spikes v)?> then\n go to x: (-195) y: (-116)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n if <<touching (cannonball v)?> or <touching (cannonball 2 v)?>> then\n switch costume to (crewmate_death1 v)\n wait (0.2) seconds\n switch costume to (crewmate_death2 v)\n wait (0.2) seconds\n switch costume to (crewmate_death3 v)\n wait (0.2) seconds\n switch costume to (crewmate_death4 v)\n wait (0.2) seconds\n switch costume to (crewmate_death5 v)\n wait (0.15) seconds\n switch costume to (crewmate_death6 v)\n wait (0.4) seconds\n go to x: (-195) y: (-116)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n if <touching (goal v)?> then\n change [level v] by (1)\n go to x: (-195) y: (-116)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n broadcast (Finish v)\n end\n if <<(Level) = [6]> and <touching (space place v)?>> then\n go to x: (-240) y: (0)\n switch costume to (crewmate_space v)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n broadcast (Space v)\n glide (5) secs to x: (240) y: (0)\n hide\n go to x: (-195) y: (-116)\n show\n end\nend\n\ndefine Platform (jump height) (gravity) (friction) (running speed)\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 (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 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]> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n change [y velocity v] by (jump height)\n else\n set [y velocity v] to [0]\n end\nelse\n change [y velocity v] by (-1)\nend\nswitch costume to (crewmate_idle v)\nif <<<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 (Walk)\nend\nif <(Y Velocity) > [2]> then\n switch costume to (crewmate_jump v)\nend\nif <(Y Velocity) < [-3]> then\n switch costume to (crewmate_fall v)\nend\n\nwhen flag clicked\nset [walk v] to [4]\nforever\n change [walk v] by (1)\n if <(Walk) > [9]> then\n set [walk v] to [4]\n end\n wait (0.07) seconds\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [1]> then\n forever\n if <key (b v) pressed?> then\n show\n end\n end\n end\nend\n\n@White Crewmate\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\ngo to x: (-195) y: (-116)\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n Platform [10] [-1] [0.7] [3]\n if <touching (spikes v)?> then\n go to x: (-195) y: (-116)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n if <<touching (cannonball v)?> or <touching (cannonball 2 v)?>> then\n switch costume to (crewmate_death1 v)\n wait (0.2) seconds\n switch costume to (crewmate_death2 v)\n wait (0.2) seconds\n switch costume to (crewmate_death3 v)\n wait (0.2) seconds\n switch costume to (crewmate_death4 v)\n wait (0.2) seconds\n switch costume to (crewmate_death5 v)\n wait (0.15) seconds\n switch costume to (crewmate_death6 v)\n wait (0.4) seconds\n go to x: (-195) y: (-116)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n if <touching (goal v)?> then\n change [level v] by (1)\n go to x: (-195) y: (-116)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n broadcast (Finish v)\n end\n if <<(Level) = [6]> and <touching (space place v)?>> then\n go to x: (-240) y: (0)\n switch costume to (crewmate_space v)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n broadcast (Space v)\n glide (5) secs to x: (240) y: (0)\n hide\n go to x: (-195) y: (-116)\n show\n end\nend\n\ndefine Platform (jump height) (gravity) (friction) (running speed)\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 (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 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]> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n change [y velocity v] by (jump height)\n else\n set [y velocity v] to [0]\n end\nelse\n change [y velocity v] by (-1)\nend\nswitch costume to (crewmate_idle v)\nif <<<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 (Walk)\nend\nif <(Y Velocity) > [2]> then\n switch costume to (crewmate_jump v)\nend\nif <(Y Velocity) < [-3]> then\n switch costume to (crewmate_fall v)\nend\n\nwhen flag clicked\nset [walk v] to [4]\nforever\n change [walk v] by (1)\n if <(Walk) > [9]> then\n set [walk v] to [4]\n end\n wait (0.07) seconds\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [1]> then\n forever\n if <key (w v) pressed?> then\n show\n end\n end\n end\nend\n\n@Level\n\nwhen I receive [space v]\nhide\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n go to x: (2) y: (-60)\n switch costume to (Level)\nend\n\nwhen backdrop switches to [grey v]\nshow\n\n@Spikes\n\nwhen flag clicked\nhide\nforever\n go to x: (2) y: (-60)\n switch costume to (Level)\nend\n\nwhen backdrop switches to [grey v]\nshow\n\nwhen I receive [space v]\nhide\n\n@Goal\n\nwhen flag clicked\nhide\nforever\n next costume\n wait (0.05) seconds\n if <(Level) = [1]> then\n go to x: (149) y: (104)\n end\nend\n\nwhen I receive [finish v]\nif <(Level) = [2]> then\n go to x: (-12) y: (99)\nend\nif <(Level) = [3]> then\n go to x: (-203) y: (114)\nend\nif <(Level) = [4]> then\n go to x: (187) y: (130)\nend\nif <(Level) = [5]> then\n go to x: (210) y: (-31)\nend\nif <(Level) = [6]> then\n go to x: (213) y: (-131)\nend\n\nwhen backdrop switches to [grey v]\nshow\n\nwhen I receive [space v]\nhide\n\n@Cannon\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [4]> then\n go to x: (-170) y: (-49)\n show\n end\n if <not <(Level) = [4]>> then\n hide\n end\nend\n\nwhen I receive [space v]\nhide\n\n@Cannon 2\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [4]> then\n go to x: (89) y: (-140)\n show\n end\n if <not <(Level) = [4]>> then\n hide\n end\nend\n\nwhen I receive [space v]\nhide\n\n@Cannonball\n\nwhen I receive [finish v]\nif <(Level) = [4]> then\n forever\n go to x: (89) y: (-140)\n show\n glide (1) secs to x: (-101) y: (-137)\n hide\n wait (0.5) seconds\n end\nend\nif <not <(Level) = [4]>> then\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [space v]\nhide\n\n@Cannonball 2\n\nwhen I receive [finish v]\nif <(Level) = [4]> then\n forever\n go to x: (-170) y: (-49)\n show\n glide (1) secs to x: (59) y: (-49)\n hide\n wait (0.5) seconds\n end\nend\nif <not <(Level) = [4]>> then\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [space v]\nhide\n\n@Online Button\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [space v]\nhide\n\n@Space Place\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [space v]\nhide\n\n@Task Button\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n go to x: (-142) y: (46)\n end\n if <(Level) = [2]> then\n go to x: (214) y: (-137)\n end\n if <(Level) = [3]> then\n go to x: (221) y: (47)\n end\n if <(Level) = [4]> then\n go to x: (129) y: (70)\n end\n if <(Level) = [5]> then\n go to x: (-120) y: (16)\n end\n if <(Level) = [6]> then\n go to x: (-19) y: (33)\n end\nend\n\nwhen backdrop switches to [grey v]\nshow\n\nwhen flag clicked\nswitch costume to (button v)\nhide\nforever\n if <<<<touching (lime crewmate v)?> or <touching (orange crewmate v)?>> or <<touching (yellow crewmate v)?> or <touching (red crewmate v)?>>> or <<<touching (blue crewmate v)?> or <touching (pink crewmate v)?>> or <<touching (black crewmate v)?> or <touching (white crewmate v)?>>>> then\n broadcast (Task1 v)\n switch costume to (button_down v)\n else\n broadcast (End_Task` v)\n switch costume to (button v)\n end\nend\n\nwhen I receive [space v]\nhide\n\n@Asteroid\n\nwhen flag clicked\nhide\nhide variable [asteroids v]\n\nwhen I receive [task1 v]\nif <<(Level) = [1]> or <(Level) = [5]>> then\n set [asteroids v] to [0]\n show variable [asteroids v]\n repeat until <(Asteroids) > [19]>\n create clone of (_myself_ v)\n wait (1) seconds\n end\nend\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (2))\ngo to x: (300) y: (pick random (-150) to (150))\nrepeat until <(x position) < [-225]>\n change x by (-5)\n turn left (3) degrees\n if <<mouse down?> and <touching (sights v)?>> then\n change [asteroids v] by (1)\n set [brightness v] effect to (20)\n wait (.1) seconds\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [divert v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Sights\n\nwhen flag clicked\nhide\n\nwhen I receive [task1 v]\nif <<(Level) = [1]> or <(Level) = [5]>> then\n show\n wait (.1) seconds\n repeat until <(Asteroids) > [19]>\n go to [front v] layer\n if <mouse down?> then\n go to (mouse-pointer v)\n end\n wait until <not <mouse down?>>\n end\n broadcast (correct v)\n wait (.5) seconds\n broadcast (divert v)\n hide variable [asteroids v]\n hide\nend\n\n@Check\n\nwhen flag clicked\nhide\n\nwhen I receive [correct v]\ngo to [front v] layer\nshow\nwait (.1) seconds\nhide\nrepeat (2)\n wait (.1) seconds\n show\n wait (.1) seconds\n hide\nend\n\n@Calibrator3\n\nwhen flag clicked\ngo to x: (0) y: (-100)\nhide\n\nwhen I receive [lit2 v]\nif <<(Level) = [2]> or <(Level) = [4]>> then\n wait (.5) seconds\n forever\n turn left (7) degrees\n if <key (space v) pressed?> then\n if <touching (plug3 v)?> then\n point in direction (90)\n broadcast (lit3 v)\n broadcast (correct v)\n stop [this script v]\n else\n point in direction (pick random (180) to (450))\n broadcast (calibrate v)\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [task1 v]\nif <<(Level) = [2]> or <(Level) = [4]>> then\n show\n point in direction (pick random (180) to (450))\nend\n\nwhen I receive [chart v]\nhide\n\n@Calibrator2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [lit1 v]\nif <<(Level) = [2]> or <(Level) = [4]>> then\n wait (.5) seconds\n forever\n turn left (7) degrees\n if <key (space v) pressed?> then\n if <touching (plug2 v)?> then\n point in direction (90)\n broadcast (lit2 v)\n stop [this script v]\n else\n point in direction (pick random (180) to (450))\n broadcast (calibrate v)\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [task1 v]\nif <<(Level) = [2]> or <(Level) = [4]>> then\n show\n point in direction (pick random (180) to (450))\nend\n\nwhen I receive [chart v]\nhide\n\n@Calibrator1\n\nwhen flag clicked\ngo to x: (0) y: (100)\nhide\n\nwhen I receive [task1 v]\nif <<(Level) = [2]> or <(Level) = [4]>> then\n show\n point in direction (pick random (180) to (450))\n forever\n turn left (7) degrees\n if <key (space v) pressed?> then\n if <touching (plug1 v)?> then\n point in direction (90)\n broadcast (lit1 v)\n stop [this script v]\n else\n point in direction (pick random (180) to (450))\n end\n end\n end\nend\n\nwhen I receive [chart v]\nhide\n\n@Plug3\n\nwhen flag clicked\nhide\n\nwhen I receive [task1 v]\nif <<(Level) = [2]> or <(Level) = [4]>> then\n show\n switch costume to (costume1 v)\nend\n\nwhen I receive [lit3 v]\nswitch costume to (costume2 v)\nwait (.5) seconds\nbroadcast (chart v)\nhide\n\n@Plug2\n\nwhen flag clicked\nhide\n\nwhen I receive [task1 v]\nif <<(Level) = [2]> or <(Level) = [4]>> then\n show\n switch costume to (costume1 v)\nend\n\nwhen I receive [lit2 v]\nswitch costume to (costume2 v)\n\nwhen I receive [chart v]\nhide\n\n@Plug1\n\nwhen I receive [task1 v]\nif <<(Level) = [2]> or <(Level) = [4]>> then\n show\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [lit1 v]\nswitch costume to (costume2 v)\n\nwhen I receive [chart v]\nhide\n\n@Button3\n\nwhen flag clicked\nhide\n\nwhen I receive [task1 v]\nif <<(Level) = [2]> or <(Level) = [4]>> then\n show\nend\n\nwhen I receive [chart v]\nhide\n\n@Button2\n\nwhen flag clicked\nhide\n\nwhen I receive [task1 v]\nif <<(Level) = [2]> or <(Level) = [4]>> then\n show\nend\n\nwhen I receive [chart v]\nhide\n\n@Button1\n\nwhen flag clicked\nhide\n\nwhen I receive [task1 v]\nif <<(Level) = [2]> or <(Level) = [4]>> then\n show\nend\n\nwhen I receive [chart v]\nhide\n\n@admin swipe\n\nwhen I start as a clone\nshow\nset size to (100) %\nif <(costume [name v]) = [Among Us swipe card]> then\n set [card state v] to [insert]\n go to [front v] layer\n go [backward v] (1) layers\n set size to (65) %\n go to x: (-80) y: (-140)\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n start sound [pick card v]\n repeat (25)\n change y by (8)\n change x by (-2.4)\n change size by (1.2)\n end\n set [card state v] to [swipe]\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(x position) < [8]> then\n start sound [swipe v]\n repeat until <not <mouse down?>>\n set [direction going? v] to []\n if <(mouse x) > (x position)> then\n set [direction going? v] to [right]\n end\n go to x: (mouse x) y: (60)\n if <(x position) < [-140]> then\n go to x: (-140) y: (60)\n end\n if <[120] < (x position)> then\n go to x: (120) y: (60)\n end\n change [card swipe frames v] by (1)\n end\n if <<(card swipe frames) > [15]> and <(card swipe frames) < [18]>> then\n if <(x position) > [119]> then\n if <(direction going?) = [right]> then\n set [card state v] to [accepted]\n start sound [accepted v]\n go to x: (120) y: (60)\n set size to (100) %\n repeat (25)\n change y by (-8)\n change x by (-8)\n change size by (-1.2)\n end\n wait (1) seconds\n broadcast (delete task v)\n end\n end\n else\n start sound [too fast/slow/bad read v]\n if <[15] > (card swipe frames)> then\n set [card state v] to [fast]\n end\n if <[18] < (card swipe frames)> then\n set [card state v] to [slow]\n end\n if <not <(x position) > [119]>> then\n set [card state v] to [bad read]\n end\n end\n end\n else\n set [direction going? v] to []\n set [card swipe frames v] to [0]\n change x by (((-140) - (x position)) / (5))\n end\n end\nelse\n if <(costume [name v]) = [front]> then\n go to x: (0) y: (0)\n go to [front v] layer\n else\n if <(costume [name v]) = [among us card swipe]> then\n go to x: (0) y: (0)\n go to [front v] layer\n go [backward v] (2) layers\n else\n if <(costume [number v]) > [4]> then\n go to x: (0) y: (0)\n go to [front v] layer\n forever\n switch costume to (card state)\n end\n end\n end\n end\nend\n\nwhen I receive [task1 v]\nif <<(Level) = [3]> or <(Level) = [6]>> then\n start sound [open v]\n hide\n switch costume to (front v)\n create clone of (_myself_ v)\n switch costume to (among us card swipe v)\n create clone of (_myself_ v)\n switch costume to (among us swipe card v)\n create clone of (_myself_ v)\n switch costume to (insert v)\n create clone of (_myself_ v)\nend\n\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nstart sound [pick card v]\n\nset size to (100) %\n\n\n\nwhen I receive [delete task v]\ndelete this clone\n\nstop [other scripts in sprite v]\n\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [task1 v]\nif <<(Level) = [3]> or <(Level) = [6]>> then\n wait (0) seconds\n wait until <(card state) = [accepted]>\n wait (1.8) seconds\n broadcast (menu screen v)\nend\n\n@Cover\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nwait (0.01) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n wait (0.01) seconds\n go to [front v] layer\nend\n\n
This is an Among Us platformer. There are only 6 levels, but I will be making more! Use the arrow keys or WASD to move your crewmate. \nPress g to be Lime\ny to be Yellow\nr to be Red\nd to be Dark Blue\np to be Pink\nw to be White\nb to be Black\nand o to be Orange on the menu.\n\nClick to destroy asteroids, press space to calibrate the distributors.
Cuby // A Scrolling Interactive Platformer #games #platformer
@Stage\n\nwhen flag clicked\nbroadcast (Start v)\nset volume to (100) %\nforever\n play sound [Popsicle v] until done\nend\n\n@player\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nif <touching (moving platform v)?> then\n set [touch_m+p v] to [yes]\nelse\n set [touch_m+p v] to [no]\nend\nif <touching (moving platform2 v)?> then\n set [touch_m+p_2 v] to [yes]\nelse\n set [touch_m+p_2 v] to [no]\nend\nif <touching (faulty bricks v)?> then\n set [faulty_plat v] to [yes]\nelse\n set [faulty_plat v] to [no]\nend\nrepeat until <not <<touching (ground v)?> or <<touching (moving platform v)?> or <<touching (moving platform2 v)?> or <<touching (faulty bricks v)?> or <touching (bricks v)?>>>>>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\nwhen flag clicked\nset [☁ viewed v] to (pick random (1) to (10000))\nset [d_jump v] to [2]\nswitch costume to (1 v)\nset size to (130) %\nset rotation style [left-right v]\nset [scroll x v] to [-960]\nset [checkpoint v] to [-960]\nbroadcast (setup v) and wait\ngo to x: (0) y: (100)\nset [speed y v] to [0]\nset [falling? v] to [10]\ncreate clone of (_myself_ v)\nforever\n change [speed y v] by (-1)\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n if <(PWR_shield) = [off]> then\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 (right arrow v) pressed?> or <<key (d v) pressed?> or <key (j v) pressed?>>> then\n change [speed x v] by (1.5)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <key (g v) pressed?>>> then\n change [speed x v] by (-1.5)\n end\n end\n else\n set [speed x v] to [0]\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 <(PWR_shield) = [off]> then\n change y by (-5)\n if <<touching (ground v)?> or <<touching (moving platform v)?> or <<touching (moving platform2 v)?> or <<touching (faulty bricks v)?> or <touching (bricks v)?>>>>> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (y v) pressed?>>> then\n if <[powerups v] contains [double1]?> then\n if <(costume [number v]) = [4]> then\n set [speed y v] to [18]\n else\n set [speed y v] to [15]\n end\n else\n set [speed y v] to [15]\n end\n end\n end\n change y by (5)\n end\n if <touching (spring v)?> then\n set [speed y v] to [22]\n end\n if <(y position) < [-180]> then\n broadcast (reset v)\n end\n change [scroll x v] by (x position)\n set x to (0)\n set [sheild y v] to (y position)\n change y by (-3)\n broadcast (tick v)\n if <<touching color (#ff0000)?> or <touching (chomper v)?>> then\n broadcast (reset v)\n end\n erase all\n change y by (3)\nend\n\ngo to x: (0) y: (100)\nset [speed y v] to [0]\nset [scroll x v] to (Checkpoint)\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nchange [frame v] by (0.5)\nset [slope v] to [0]\nwall (speed)\n\ndefine wall (speed x)\nrepeat until <<(slope) = [8]> or <not <<touching (ground v)?> or <<touching (moving platform v)?> or <<touching (moving platform2 v)?> or <<touching (faulty bricks v)?> or <touching (bricks v)?>>>>>>>\n change y by (1)\n change [slope v] by (1)\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (y v) pressed?>>> and <([abs v] of (speed x) ) > [3]>> then\n if <(wall jump) = [0]> then\n set [speed x v] to ((-1.2) * (speed x))\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 <(slope) = [8]> then\n change x by ((0) - (speed x))\n change y by ((0) - (slope))\nend\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nforever\n set [y velocity v] to (speed y)\n set [x velocity v] to (speed x)\n if <touching (boss v)?> then\n if <(PWR_shield) = [off]> then\n if <(lives) < [2]> then\n set [lives v] to [0]\n set [scroll x v] to [3000]\n broadcast (reset v)\n set y to (-100)\n set [lives v] to [3]\n else\n change [lives v] by (-1)\n end\n end\n end\nend\n\nwhen I receive [bounce v]\nset [speed y v] to [10]\n\nwhen I start as a clone\nswitch costume to (2 v)\nforever\n set y to (sheild y)\n go to [back v] layer\n if <key (1 v) pressed?> then\n if <[powerups v] contains [shield1]?> then\n set [pwr_shield v] to [on]\n show\n end\n else\n set [pwr_shield v] to [off]\n hide\n end\nend\n\ndefine check for squeezing\nswitch costume to (1 v)\nchange y by (1)\nif <touching (bricks v)?> then\n switch costume to (crouch v)\nelse\n if <key (2 v) pressed?> then\n if <[powerups v] contains [double1]?> then\n switch costume to (dd v)\n else\n switch costume to (1 v)\n end\n else\n switch costume to (1 v)\n end\nend\nchange y by (-1)\n\nwhen I receive [-1 \(y\) v]\nchange y by (-1)\n\nwhen I receive [reset v]\nset [scroll x v] to (Checkpoint)\ngo to x: (0) y: (100)\nset [speed y v] to [0]\nset [falling? v] to [10]\n\ndefine back out of <sprite>\nrepeat until <not <touching (spring v)?>>\n change y by (1)\nend\n\nback out of <>\n\ndefine pysics\npysics\n\nwhen I receive [boss v]\nset [checkpoint v] to [3000]\n\nwhen flag clicked\nforever\n if <(cages/coins) = [5]> then\n broadcast (end v)\n end\nend\n\nchange y by (-5)\n\n\n\nwhen flag clicked\nwait until <(cages/coins) = [5]>\nbroadcast (cloud end v)\n\nwhen flag clicked\nforever\n if <key (down arrow v) pressed?> then\n switch costume to (crouch v)\n else\n check for squeezing\n end\nend\n\n@bricks\n\nwhen I receive [tick v]\nset x to ((pos x) - (scroll x))\nif <<(x position) < [-270]> and <(pos x) < (Checkpoint)>> then\n delete this clone\nend\nif <<(costume [number v]) = [4]> or <(costume [number v]) = [3]>> then\n if <(costume [number v]) = [4]> then\n quick canon switch\n set x to ((pos x) - (scroll x))\n turn right (1) degrees\n else\n point towards (player v)\n end\nelse\n point in direction (90)\nend\n\nwhen flag clicked\nset pen size to (3)\nset pen color to (#ff0000)\npoint in direction (90)\nhide\ngo to x: (0) y: (0)\nswitch costume to (block v)\nset [pos x v] to [0]\n\nwhen I receive [setup v]\nmake [8] ground at [-240]\nmake [4] ground at [528]\nCreate [block x4] At [0] [192]\nCreate [block x4] At [48] [192]\nCreate [block] At [0] [0]\nCreate [block] At [48] [0]\nCreate [canon] At [-48] [0]\nCreate [block] At [-192] [-144]\nCreate [eye] At [-192] [-96]\nCreate [lower block] At [528] [-144]\nCreate [block x4] At [720] [24]\nCreate [block] At [720] [-168]\nCreate [block x2] At [768] [-192]\nCreate [eye] At [816] [-144]\nCreate [eye] At [1008] [-144]\nCreate [block x2] At [1008] [-192]\nCreate [block x4] At [1104] [-48]\nmake [4] ground at [-960]\nCreate [block] At [-720] [-192]\nmake [6] ground at [-624]\nCreate [block x4] At [-720] [0]\nCreate [block x4] At [-624] [-96]\nCreate [upper block] At [-528] [-144]\nCreate [upper block] At [-480] [-144]\nCreate [upper block] At [-432] [-144]\nCreate [block x4] At [1343] [-48]\nmake [3] ground at [1152]\nmake [5] ground at [1392]\nCreate [block x4] At [1440] [96]\nCreate [block x4] At [1584] [96]\nCreate [block x4] At [1440] [288]\nCreate [upper block] At [1632] [0]\nCreate [upper block] At [1728] [0]\nCreate [upper block] At [1824] [0]\nCreate [block x4] At [1872] [288]\nCreate [canon] At [1872] [96]\nmake [4] ground at [1920]\nCreate [block x4] At [2064] [0]\nCreate [upper block] At [2160] [0]\nmake [10] ground at [3000]\nCreate [block x4] At [2952] [-48]\nCreate [block x4] At [2952] [144]\nCreate [block x4] At [3480] [48]\nCreate [block x4] At [3480] [144]\nCreate [block] At [3480] [-192]\nCreate [upper block] At [3048] [-48]\nCreate [upper block] At [3144] [0]\nCreate [upper block] At [3288] [0]\n\ndefine Create (costume) At (x) (y)\nset [pos x v] to (x)\nset y to (y)\nif <(costume) = [eye]> then\n switch costume to (eye block v)\n create clone of (_myself_ v)\n switch costume to (eye v)\n create clone of (_myself_ v)\nelse\n if <(costume) = [canon]> then\n switch costume to (eye block v)\n create clone of (_myself_ v)\n switch costume to (turret v)\n create clone of (_myself_ v)\n else\n switch costume to (costume)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nshow\n\ndefine make (#) ground at (x)\nset [ground v] to (x)\nrepeat (#)\n Create [block] At (ground) [-192]\n change [ground v] by (48)\nend\n\nwhen flag clicked\nreset canon timer\nforever\n wait (0.3) seconds\n change [canon timer v] by (0.1)\nend\n\ndefine reset canon timer\nset [canon timer v] to [0]\n\ndefine quick canon switch\nturn right (1) degrees\nswitch costume to (laser_check v)\nset [counting laser v] to [0]\nif <<(username) = [Troider]> and <(cheat laser) = [1]>> then\n pen up\nelse\n pen down\nend\nrepeat until <<touching (_edge_ v)?> or <touching (player v)?>>\n move (1) steps\n change [counting laser v] by (-1)\nend\npen up\nmove (counting laser) steps\nturn left (1) degrees\nswitch costume to (turret v)\n\nstamp\n\npen down\n\ndefine check canon timer\nif <(costume [number v]) = [4]> then\n if <not < (canon timer) contains [.]?>> then\n quick canon switch\n end\nend\n\nwhen I receive [reset v]\nif <(costume [number v]) = [4]> then\n point in direction (90)\nend\n\nwhen flag clicked\nset [cheat laser v] to [0]\nforever\n if <key (q v) pressed?> then\n wait until <not <key (q v) pressed?>>\n if <(cheat laser) = [1]> then\n set [cheat laser v] to [0]\n else\n set [cheat laser v] to [1]\n end\n end\nend\n\nif <not <touching (_edge_ v)?>> then\n\nerase all\n\nwhen flag clicked\nforever\n\nchange [counting laser v] by (-2)\nmove (2) steps\n\nCreate [block x4] At [1344] [-48]\n\n@chomper\n\ndefine Create (costume) At (x) (y)\nset [pos x v] to (x)\nset y to (y)\nswitch costume to (costume)\ncreate clone of (_myself_ v)\n\nwhen I receive [tick v]\nset x to ((pos x) - (scroll x))\npoint in direction (90)\n\nwhen I receive [setup v]\nCreate [spikes] At [576] [-144]\nCreate [spikes] At [624] [-144]\nCreate [spikes] At [-816] [-144]\nCreate [spikes] At [-864] [-144]\nCreate [3] At [48] [-48]\nCreate [4] At [0] [-48]\nCreate [2] At [-672] [-192]\nCreate [spikes] At [-528] [-96]\nCreate [spikes] At [-480] [-96]\nCreate [spikes] At [-432] [-96]\nCreate [spikes] At [1152] [-144]\nCreate [spikes] At [1200] [-144]\nCreate [spikes] At [1248] [-144]\nCreate [2] At [-288] [-192]\nCreate [2] At [-336] [-192]\nCreate [5] At [1440] [-96]\nCreate [6] At [1584] [-96]\nCreate [spikes] At [1920] [-144]\nCreate [spikes] At [1968] [-144]\nCreate [spikes] At [2016] [-144]\n\nCreate [spikes] At [1296] [-144]\n\nwhen flag clicked\npoint in direction (90)\nhide\ngo to x: (0) y: (0)\nset [pos x v] to [0]\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nforever\n if <<(costume [number v]) > [2]> and <(costume [number v]) < [5]>> then\n forever\n wait (1) seconds\n repeat (9)\n change y by (-15)\n end\n wait (0.5) seconds\n repeat (27)\n change y by (5)\n end\n end\n end\n if <<(costume [number v]) > [4]> and <(costume [number v]) < [7]>> then\n forever\n repeat (10)\n change y by (-8.6)\n end\n wait (0.5) seconds\n repeat (20)\n change y by (4.3)\n end\n wait (1) seconds\n end\n end\nend\n\n@enemies\n\ndefine Create (costume) At (x) (y)\nset [pos x v] to (x)\nset y to (y)\nswitch costume to (costume)\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\n\nCreate [1] At [60] [-160]\nCreate [1] At [48] [-160]\nCreate [1] At [80] [-160]\nCreate [1] At [120] [-160]\n\nwhen I start as a clone\ngo to [front v] layer\nshow\n\nwhen I receive [tick v]\nif <(costume [number v]) = [1]> then\n set x to ((pos x) - (scroll x))\n point in direction (90)\n if <(distance to [player v]) < [170]> then\n set rotation style [left-right v]\n point towards (player v)\n if <(direction) < [0]> then\n change [pos x v] by (-3)\n else\n change [pos x v] by (3)\n end\n if <touching (player v)?> then\n if <(Y VELOCITY) < [0]> then\n switch costume to (costume2 v)\n broadcast (bounce v)\n delete this clone\n else\n broadcast (reset v)\n end\n end\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nhide\ngo to x: (0) y: (0)\nset [pos x v] to [0]\n\nif <(costume [number v]) = [2]> then\n point in direction (pick random (0) to (360))\n repeat (25)\n move (3) steps\n change [ghost v] effect by (3)\n end\n delete this clone\nend\n\n@moving platform\n\nwhen flag clicked\nhide\n\nshow\nswitch costume to (1s v)\ngo to [back v] layer\nforever\n go to x: (0) y: (-192)\nend\n\nwhen I receive [setup v]\nCreate [1] At [442] [-192]\n\nwhen I receive [tick v]\n\nif <(costume [number v]) = [1]> then\n set x to ((pos x) - (scroll x))\n if <(O I) = [Right]> then\n if <not <(pos x) < [146]>> then\n change [pos x v] by (-2)\n end\n else\n if <not <(pos x) > [478]>> then\n change [pos x v] by (2)\n end\n end\n if <(Touch_M+P) = [yes]> then\n if <key (down arrow v) pressed?> then\n wait until <key (down arrow v) pressed?>\n if <(O I) = [Right]> then\n set [o i v] to [Left]\n else\n set [o i v] to [Right]\n end\n end\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nhide\ngo to x: (0) y: (0)\nswitch costume to (block v)\nset [pos x v] to [0]\n\ndefine Create (costume) At (x) (y)\nset [m_p 1 v] to (x)\nset y to (y)\nswitch costume to (costume)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nforever\n set x to ((M_P 1) - (scroll x))\n if <key (down arrow v) pressed?> then\n if <(Touch_M+P) = [yes]> then\n if <not <(M_P 1) > [478]>> then\n change [m_p 1 v] by (2)\n change [scroll x v] by (2)\n end\n end\n else\n if <not <(M_P 1) < [146]>> then\n change [m_p 1 v] by (-2)\n if <(Touch_M+P) = [yes]> then\n change [scroll x v] by (-2)\n end\n end\n end\nend\n\nwhen flag clicked\nset [o i v] to [Right]\ndelete all of [previous y velocity v]\nadd (Y VELOCITY) to [previous y velocity v]\nadd (Y VELOCITY) to [previous y velocity v]\nadd (Y VELOCITY) to [previous y velocity v]\nforever\n wait (0.05) seconds\n add (Y VELOCITY) to [previous y velocity v]\n delete (1) of [previous y velocity v]\nend\n\nif <(costume [number v]) = [1]> then\nend\n\nif <(O I) = [Right]> then\nelse\nend\nif then\n if then\n wait until <key (down arrow v) pressed?>\n if <(O I) = [Right]> then\n set [o i v] to [Left]\n else\n set [o i v] to [Right]\n end\n end\nend\n\nset [scroll x v] to [2]\n\n@power-ups\n\nwhen flag clicked\ndelete all of [powerups v]\nhide\nreset powerup timer\nforever\n change [powerup timer v] by (0.05)\n wait (0.05) seconds\nend\n\ndefine reset powerup timer\nset [powerup timer v] to [0]\n\nwhen I receive [tick v]\ngo to x: ((pos x) - (scroll x)) y: (((((([sin v] of ((powerup timer) * (400)) ) * (10)) - (480)) mod (960)) - (480)) + (Enemy position))\nif <not <<(costume [number v]) = [2]> or <(costume [number v]) = [4]>>> then\n point in direction (90)\n if <touching (player v)?> then\n if <not <[powerups v] contains (costume [name v])?>> then\n add (costume [name v]) to [powerups v]\n end\n delete this clone\n end\nelse\n set [ghost v] effect to (50)\n go to [back v] layer\n turn right (3) degrees\n if <[powerups v] contains (join (costume [name v]) [1])?> then\n delete this clone\n end\nend\n\ndefine Create (costume) At (x) (y)\nset size to (70) %\nset [pos x v] to (x)\nset [enemy position v] to (y)\nswitch costume to (join (costume) [1])\ncreate clone of (_myself_ v)\nswitch costume to (costume)\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nCreate [shield] At [-192] [0]\nCreate [double] At [1104] [50]\n\nwhen I start as a clone\nshow\n\n@moving platform2\n\nwhen flag clicked\nhide\n\nshow\nswitch costume to (1s v)\ngo to [back v] layer\nforever\n go to x: (0) y: (-192)\nend\n\nwhen I receive [setup v]\nCreate [1] At [672] [-144]\n\nwhen I receive [tick v]\nif <(costume [number v]) = [1]> then\n set x to ((pos x) - (scroll x))\n if <(O I) = [Right]> then\n if <not <(y position) < [-142]>> then\n change y by (-2)\n end\n else\n if <not <(y position) > [46]>> then\n change y by (2)\n end\n end\n if <(Touch_M+P_2) = [yes]> then\n if <key (down arrow v) pressed?> then\n wait until <key (down arrow v) pressed?>\n if <(O I) = [Right]> then\n set [o i v] to [Left]\n else\n set [o i v] to [Right]\n end\n end\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nhide\ngo to x: (0) y: (0)\nswitch costume to (block v)\nset [pos x v] to [0]\n\ndefine Create (costume) At (x) (y)\nset [pos x v] to (x)\nset y to (y)\nswitch costume to (costume)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nforever\nend\n\nwhen flag clicked\nset [o i v] to [Right]\ndelete all of [previous y velocity v]\nadd (Y VELOCITY) to [previous y velocity v]\nadd (Y VELOCITY) to [previous y velocity v]\nadd (Y VELOCITY) to [previous y velocity v]\nforever\n wait (0.05) seconds\n add (Y VELOCITY) to [previous y velocity v]\n delete (1) of [previous y velocity v]\nend\n\nchange [pos x v] by (-2)\n\n@checkpoints\n\ndefine Create checkpoint At (x) (y)\nset [pos x v] to (x)\nset y to (y)\nswitch costume to (red v)\ncreate clone of (_myself_ v)\nadd (pos x) to [checkpoints v]\n\nwhen I receive [tick v]\npoint in direction (90)\nset x to ((pos x) - (scroll x))\nCheck all checkpoints\nif <(Checkpoint) = (pos x)> then\n switch costume to (green v)\nelse\n switch costume to (red v)\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\n\nwhen I receive [setup v]\ndelete all of [checkpoints v]\nCreate checkpoint At [-960] [-144]\nCreate checkpoint At [-240] [-144]\nCreate checkpoint At [720] [72]\nCreate checkpoint At [1632] [48]\n\ndefine Check all checkpoints\nset [c_checkp v] to [0]\nrepeat (length of [checkpoints v])\n change [c_checkp v] by (1)\n if <<(scroll x) > ((item (C_CHECKP) of [checkpoints v]) - (20))> and <(scroll x) < ((item (C_CHECKP) of [checkpoints v]) + (20))>> then\n if <<([y position v] of [player v]) < ((y position) + (48))> and <([y position v] of [player v]) > ((y position) - (48))>> then\n set [checkpoint v] to (item (C_CHECKP) of [checkpoints v])\n end\n end\nend\n\n@faulty bricks\n\ndefine Create (costume) At (x) (y)\nset [pos x v] to (x)\nset y to (y)\nswitch costume to (costume)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\n\nwhen flag clicked\npoint in direction (90)\nhide\ngo to x: (0) y: (0)\nswitch costume to (!!! upper block v)\nset [pos x v] to [0]\n\nwhen I receive [tick v]\nset x to ((pos x) - (scroll x))\npoint in direction (90)\nif <<(pre_Yvel) < [0]> and <<(Faulty_plat) = [yes]> and <<(scroll x) > ((pos x) - (36))> and <(scroll x) < ((pos x) + (36))>>>> then\n delete this clone\nend\n\nif <not <(letter (length of (costume [name v])) of (costume [name v])) = [2]>> then\n\nwait until <not <(pre_Yvel) < [0]>>\n\nwhen I receive [setup v]\nCreate [1] At [864] [-144]\nCreate [1] At [912] [-144]\nCreate [1] At [960] [-144]\nCreate [1] At [3432] [0]\n\nchange [ghost v] effect by (5)\nchange y by (-5)\n\nwhen flag clicked\nset [pre_yvel v] to [0]\nforever\n set [pre_yvel v] to (Y VELOCITY)\n wait (0) seconds\nend\n\nwhen I receive [reset v]\nbroadcast (again reset v)\ndelete this clone\n\nwhen I receive [again reset v]\nCreate [1] At [864] [-144]\nCreate [1] At [912] [-144]\nCreate [1] At [960] [-144]\nCreate [1] At [3432] [0]\n\nwait (0.05) seconds\n\nset [pre_yvel v] to [0]\n\nwait (0.1) seconds\n\nrepeat (10)\n change [ghost v] effect by (2)\nend\n\n@Spring\n\nwhen I receive [tick v]\npoint in direction (90)\nset x to ((pos x) - (scroll x))\nif <touching (player v)?> then\n switch costume to (sprung v)\nelse\n switch costume to (spring v)\nend\n\nwhen I start as a clone\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [setup v]\ncreate spring at [768] [-144]\ncreate spring at [1056] [-144]\ncreate spring at [-768] [-192]\ncreate spring at [1872] [-192]\ncreate spring at [1296] [-192]\n\ndefine create spring at (x) (y)\nset [pos x v] to (x)\nset y to (y)\nswitch costume to (spring v)\ncreate clone of (_myself_ v)\n\n@cage\n\ndefine Create (costume) At (x) (y)\nset size to (70) %\nset [pos x v] to (x)\nset [enemy position v] to (y)\nswitch costume to (join (costume) [1])\ncreate clone of (_myself_ v)\nswitch costume to (costume)\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nCreate [1] At [-48] [48]\nCreate [1] At [672] [-120]\nCreate [1] At [-720] [50]\nCreate [1] At [2064] [50]\nCreate [1] At [3480] [-144]\n\nwhen I start as a clone\nshow\n\nwhen I receive [tick v]\ngo to x: ((pos x) - (scroll x)) y: (((((([sin v] of ((powerup timer) * (400)) ) * (5)) - (480)) mod (960)) - (480)) + (Enemy position))\nif <touching (player v)?> then\n change [cages/coins v] by (0.5)\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [cages/coins v] to [0]\n\nCreate [1] At [-144] [0]\n\n@boss\n\ndefine Create (costume) At (x) (y)\nset [pos x v] to (x)\nset y to (y)\nif <(costume) = [man]> then\n switch costume to (right v)\n create clone of (_myself_ v)\n switch costume to (up_g v)\n create clone of (_myself_ v)\nelse\n if <(costume) = [canon]> then\n switch costume to (eye block v)\n create clone of (_myself_ v)\n switch costume to (turret v)\n create clone of (_myself_ v)\n else\n switch costume to (costume)\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [boss v]\nCreate [man] At [3432] [-154]\n\nwhen flag clicked\npoint in direction (90)\nhide\ngo to x: (0) y: (0)\nswitch costume to (right v)\n\nwhen I start as a clone\nshow\nif <<(costume [number v]) = [3]> or <(costume [number v]) = [2]>> then\n forever\n wait (0.5) seconds\n quick switch\n end\nend\n\nwhen I receive [tick v]\nif <<(costume [number v]) = [1]> or <(costume [number v]) = [5]>> then\n if <(pos x) > (scroll x)> then\n switch costume to (left v)\n else\n switch costume to (right v)\n end\nend\nif <not <(costume [number v]) = [4]>> then\n set x to ((pos x) - (scroll x))\nend\nif <<(costume [number v]) = [3]> or <(costume [number v]) = [2]>> then\n point towards (player v)\n if <(direction) < [0]> then\n switch costume to (down_g v)\n else\n switch costume to (up_g v)\n end\nelse\n if <not <(costume [number v]) = [4]>> then\n point in direction (90)\n end\nend\nif <(costume [number v]) = [4]> then\n if <not <<touching (_edge_ v)?> or <<touching (bricks v)?> or <<touching (faulty bricks v)?> or <touching (player v)?>>>>> then\n move ((10) + (X VELOCITY)) steps\n else\n delete this clone\n end\nend\nif <<(Y VELOCITY) < [0]> and <<touching (player v)?> and <<(costume [number v]) = [5]> or <(costume [number v]) = [1]>>>> then\n broadcast (defeated v)\nend\n\nset rotation style [left-right v]\npoint towards (player v)\n\nset rotation style [all around v]\n\ndefine quick switch\nset [p_cos v] to (costume [number v])\nswitch costume to (bullet v)\ncreate clone of (_myself_ v)\nswitch costume to (P_COS)\n\nhide\n\nbroadcast (boss v)\n\nwhen I receive [defeated v]\ndelete this clone\n\n@lives\n\ndefine create lives\nbroadcast (lives v)\nhide\ngo to x: (-213) y: (150)\nrepeat (lives)\n create clone of (_myself_ v)\n change x by (35)\nend\n\nwhen I receive [lives v]\ndelete this clone\n\nwhen I start as a clone\nshow\n\nwhen flag clicked\nhide\n\nchange [lives v] by (1)\n\nwhen I receive [boss v]\nset [lives v] to [3]\nforever\n create lives\nend\n\n@portal\n\nwhen flag clicked\nset size to (135) %\nhide\nset [portal speed v] to [0]\nrepeat (3)\n change [portal speed v] by (2)\n create clone of (_myself_ v)\nend\n\nwhen I receive [tick v]\ngo to x: ((2160) - (scroll x)) y: (60)\nturn right (portal speed) degrees\nif <touching (player v)?> then\n broadcast (boss v)\n set [scroll x v] to [3000]\nend\n\nwhen I start as a clone\nshow\n\nif then\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\n\nhide\n\nwhen I receive [end v]\nchange [ghost v] effect by (-10)\n\nwhen I receive [cloud end v]\n\nset [☁ finished v] to (pick random (1) to (10000))\n\n
This project came 1st in @hamster46's contest!\n\n----------------------------Story-------------------------------\nA mean robber has kidnapped your little brothers, you have to try and find all five and defeat the robber, but a lot of tough obstacles have been put in your path.\n-----------------------------------------------------------------\nInstructions:\n• Up arrow = Jump\n• Down Arrow = Crouch and activate hidden moving platforms (there's two)\n• Right and left arrows = move\n• Hold 1 = Use laser and bullet shield (if you have it)\n• Hold 2 = Use Jump boost (if you have it)\n• Collect all five little brothers that are in cages\n• Avoid spikes, lava, lasers, bullets and chompers \n• Use trampoline to bounce high\n• Touch checkpoints so when you die you don't have to restart \n• Collect power-ups to use them\n• Try to avoid the blue platforms (they break unless you jump quickly or don't fall on top of them)\n• To wall jump you have to hold up arrow and the arrow in the direction of the wall you want to jump on\n• Go into the portal to go to the boss level \n• Can be laggy for some people that do not have a strong device to plat it on\n• In the boss level you have to try and avoid the bullets and jump on top of his head while holding the shield\nHint: Jump on the blue platform above him and hold the shield\n• Don't forget to have fun!\n-----------------------------------------------------------------\n\nPlease ❤️ + ⭐️
Faded Into Unknown ][ ~~Scrolling platformer~~
@Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\nshow variable [mouse v]\n\nwhen flag clicked\nhide variable [mouse v]\n\nwhen flag clicked\nforever\n play sound [Alan Walker - Faded \(minus\) v] until done\nend\n\nwhen I receive [sound on v]\nset volume to (100) %\n\nwhen I receive [sound off v]\nset volume to (0) %\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) > [50]>\n Tick\n broadcast (Tick v) and wait\n create clone of (_myself_ v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Game On\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nset rotation style [left-right v]\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> 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) ) > [0.9]> then\n Change player x by (round (sx))\nend\nif <<<((mouse y) - (y position)) > [50]> and <mouse down?>> or <key (up arrow v) pressed?>> then\n if <(In air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange player y by (sy)\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 [de]\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?> 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 this sprite clicked\nnext costume\n\ndefine Game - Die\nset [exit v] to [0]\nrepeat (1)\nhide\nwait (1) seconds\n\ndefine Test - die\nif <touching (danger v)?> then\n set [exit v] to [de]\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\nChange player x by [-8]\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\nend\ndelete this clone\n\nwhen I receive [game start v]\nshow variable [treasure found: v]\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\nturn video (off v)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen flag clicked\nhide variable [treasure found: v]\nset [ghost v] effect to (100)\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n change [treasure found: v] by (1)\n if <(TREASURE FOUND:) = (Max Treasure Found)> then\n broadcast (Open portal v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [treasure found: v] to [0]\nset [max treasure found v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (star v)\n Clone at x: [50] y: [0]\n Clone at x: [100] y: [50]\n Clone at x: [363] y: [63]\n Clone at x: [750] y: [71]\n Clone at x: [750] y: [130]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (star v)\n Clone at x: [125] y: [125]\n Clone at x: [400] y: [453]\n Clone at x: [890] y: [790]\n Clone at x: [1053] y: [890]\n Clone at x: [1630] y: [1012]\n else\n if <(LEVEL) = [3]> then\n switch costume to (star v)\n Clone at x: [-170] y: [67]\n Clone at x: [470] y: [30]\n Clone at x: [208] y: [54]\n Clone at x: [660] y: [244]\n Clone at x: [1485] y: [60]\n else\n if <(LEVEL) = [4]> then\n switch costume to (star v)\n Clone at x: [349] y: [-110]\n Clone at x: [449] y: [-110]\n Clone at x: [620] y: [-110]\n Clone at x: [620] y: [137]\n Clone at x: [1020] y: [236]\n end\n set [x v] to [-99999]\n end\n set [x v] to [-99999]\n end\n set [x v] to [-99999]\nend\nset [x v] to [-99999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [max treasure found v] by (1)\ncreate clone of (_myself_ v)\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\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]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2.1 v)\n Clone at x: [420] y: [250]\n Clone at x: [460] y: [385]\n Clone at x: [540] y: [200]\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: [560] y: [0]\n Clone at x: [560] y: [0]\n Clone at x: [160] 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: [0] y: [360]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5.1 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 [y v] by (y)\nnext costume\n\nClone at x: [360] y: [0]\n\nClone at x: [560] y: [0]\n\nwhen flag clicked\nswitch costume to (level 1.1 v)\n\n@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [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]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2.1 v)\n Clone at x: [420] y: [250]\n Clone at x: [460] y: [385]\n Clone at x: [540] y: [200]\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: [460] 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 else\n if <(LEVEL) = [5]> then\n switch costume to (level 5.1 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 [y v] by (y)\nnext costume\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [name v]) = [Portal Open]> and <touching (player v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nset [treasure found: v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (portal closed v)\n Clone at x: [1420] y: [-50]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (portal closed v)\n Clone at x: [1757] y: [1040]\n else\n if <(LEVEL) = [3]> then\n switch costume to (portal closed v)\n Clone at x: [1673] y: [123]\n else\n if <(LEVEL) = [4]> then\n switch costume to (portal closed v)\n Clone at x: [420] y: [578]\n else\n if <(LEVEL) = [5]> then\n switch costume to (portal closed v)\n Clone at x: [0] y: [1000]\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 (portal open v)\n\nchange [treasure found: v] by (1)\ndelete this clone\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (download v)\nforever\n if <(costume [name v]) = [download]> then\n broadcast (Sound On v) and wait\n end\n if <(costume [name v]) = [download2]> then\n broadcast (Sound Off v) and wait\n end\nend\n\nwhen this sprite clicked\nnext costume\n\n@Sprite2\n\nwhen this sprite clicked\nnext costume\n\nwhen I receive [game start v]\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\nforever\n if <(costume [number v]) = [1]> then\n go to x: (216) y: (159)\n set size to (50) %\n set [ghost v] effect to (0)\n end\n if <(costume [number v]) = [2]> then\n go to x: (0) y: (0)\n set size to (100) %\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (-4) y: (158)\nforever\n if <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n end\n if <(LEVEL) = [2]> then\n switch costume to (costume2 v)\n end\n if <(LEVEL) = [3]> then\n switch costume to (costume3 v)\n end\n if <(LEVEL) = [4]> then\n switch costume to (costume4 v)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Intro\n\nwhen flag clicked\nshow\nrepeat (3)\n repeat (9)\n wait (0.2) seconds\n next costume\n end\nend\nrepeat (10)\n wait (.1) seconds\n change [ghost v] effect by (20)\nend\nbroadcast (Game Start v) and wait\n\n@Blank2\n\n
Instructions \n(Arrow Keys) to move\nYou can Wall Jump in this game\nYou have to get all the coins to get to the portal.\nDo not touch the acid or spikes, it kills you.\nClick on the sound button to mute and unmute the sound. \nUpdated: 14/10/20 Made mobile-friendly.\n\nAll levels are 100% possible\n\n\nBy @Alars _95
Sky - A Platformer (Work In Progress)
@Stage\n\nwhen flag clicked\nforever\n wait (1) seconds\n play sound [TheFatRat - Unity v] until done\nend\n\n@Blank\n\n@Player\n\ndefine Circle (x) (y)\nset pen color to (#037fd8)\npen down\ngo to x: ((x) + (5)) y: ((y) + (5))\ngo to x: ((x) + (-5)) y: ((y) + (5))\ngo to x: ((x) + (-5)) y: ((y) + (-5))\ngo to x: ((x) + (5)) y: ((y) + (-5))\ngo to x: ((x) + (5)) y: ((y) + (5))\npen up\ngo to x: (x) y: (y)\n\ndefine Line (x) (y) (x2) (y2) (size)\nset pen size to (size)\ngo to x: ((x) - (scroll x)) y: ((y) - (scroll y))\npen down\ngo to x: ((x2) - (scroll x)) y: ((y2) - (scroll y))\npen up\n\ndefine floor\nif <(level) = [1]> then\n set pen color to (#29ff00)\n Line [-240] [-180] [240] [-180] [16]\n Line [240] [-180] [240] [0] [16]\n Line [-240] [-180] [-240] [0] [16]\n set pen color to (#0015ff)\n Line [240] [0] [300] [0] [16]\n set [border size v] to [19]\nend\nif <(level) = [2]> then\n set pen color to (#29ff00)\n Line [-240] [-180] [240] [-180] [16]\n Line [-0] [-50] [75] [-50] [16]\n Line [-90] [480] [0] [480] [16]\n set pen color to (#ff00e9)\n Line [-100] [50] [-175] [50] [16]\n set pen color to (#ff00e9)\n Line [-100] [225] [-175] [225] [16]\n set pen color to (#0015ff)\n Line [0] [480] [0] [550] [16]\n set [border size v] to [19]\nend\nif <(level) = [3]> then\n set pen color to (#29ff00)\n Line [-4] [-180] [-4] [0] [16]\n set pen color to (#ff0000)\n Line [0] [-180] [0] [25] [16]\n Line [75] [-180] [75] [25] [16]\n set pen color to (#29ff00)\n Line [-240] [-180] [240] [-180] [16]\n set pen color to (#ff00e9)\n Line [0] [-170] [75] [-170] [16]\n set pen color to (#0015ff)\n Line [345] [-80] [345] [-160] [16]\nend\nif <(level) = [4]> then\n set pen color to (#29ff00)\n Line [-240] [-180] [240] [-180] [16]\n set pen color to (#65ff00)\n Line [-50] [-180] [50] [-180] [16]\n set pen color to (#ff0000)\n Line [100] [-180] [100] [-170] [0.25]\n set pen color to (#0015ff)\n Line [400] [-180] [400] [-160] [16]\n set pen color to (#ff0000)\n Line [425] [-180] [425] [-130] [16]\n set pen color to (#ff0000)\n Line [375] [-180] [375] [-130] [16]\n set pen color to (#ff0000)\n Line [375] [-180] [425] [-180] [16]\n set pen color to (#ff00e9)\n Line [215] [-170] [240] [-170] [16]\nend\nif <(level) = [5]> then\n set pen color to (#29ff00)\n Line [-240] [-180] [240] [-180] [16]\n set pen color to (#ff00e9)\n Line [-500] [-170] [-475] [-170] [16]\n set pen color to (#ff00e9)\n Line [-500] [0] [-475] [0] [16]\n set pen color to (#ff00e9)\n Line [-500] [170] [-475] [170] [16]\n set pen color to (#ff00e9)\n Line [-500] [340] [-475] [340] [16]\n set pen color to (#0015ff)\n Line [-500] [510] [-475] [510] [16]\nend\nif <(level) = [6]> then\n set [border size v] to [30]\n set pen color to (#29ff00)\n Line [-240] [-180] [240] [-180] [16]\n set pen color to (#ff00ae)\n Line [350] [-60] [350] [-60] [30]\n set pen color to (#0015ff)\n Line [-175] [250] [-125] [250] [16]\nend\n\ndefine physics\nchange [y v] by (-1)\nchange y by (Y)\nif <touching color (#28ff00)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\nend\nchange y by (-1)\nif <touching color (#28ff00)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n end\nend\nchange y by (1)\nif <key (left arrow v) pressed?> then\n change [x v] by (-1)\nend\nif <key (right 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 (#28ff00)?> then\n change x by ((X) * (-2))\n if <key (up arrow v) pressed?> then\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\nend\nif <touching color (#ff00e9)?> then\n set [y v] to [24]\nend\nif <touching color (#0014ff)?> then\n set [scroll x v] to [-150]\n set [scroll y v] to [0]\n set [x v] to [0]\n set [y v] to [0]\n set [px v] to [0]\n set [py v] to [0]\n change [level v] by (1)\nend\nif <touching color (#ff0000)?> then\n set [scroll x v] to [-150]\n set [scroll y v] to [0]\n set [x v] to [0]\n set [y v] to [0]\n set [px v] to [0]\n set [py v] to [0]\nend\nif <touching color (#ff00ae)?> then\n set [scroll x v] to [-150]\n set [scroll y v] to [300]\n set [x v] to [0]\n set [y v] to [0]\n set [px v] to [0]\n set [py v] to [0]\nend\nchange [scroll x v] by (x position)\nchange [scroll y v] by (y position)\ngo to x: (0) y: (0)\nchange [scroll x v] by (x position)\nchange [scroll y v] by (y position)\ngo to x: (0) y: (0)\n\ndefine border line (x) (y) (x2) (y2) (size)\nset pen color to (#00b6ff)\nset pen size to (size)\ngo to x: (x) y: (y)\npen down\ngo to x: (x2) y: (y2)\npen up\n\ndefine border\nborder line [240] [180] [240] [-180] (border size)\nborder line [240] [-180] [-240] [-180] (border size)\nborder line [-240] [-180] [-240] [180] (border size)\nborder line [-240] [180] [240] [180] (border size)\n\nwhen I receive [end intro v]\nset [level v] to [1]\nset [scroll x v] to [-150]\nset [scroll y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [px v] to [0]\nset [py v] to [0]\nhide\nforever\n erase all\n set pen color to (#00b6ff)\n set pen size to (9999999999999999999999999999999999999999999999999999999)\n pen down\n pen up\n floor\n go to x: (PX) y: (PY)\n physics\n set [px v] to (x position)\n set [py v] to (y position)\n set pen size to (12)\n Circle (PX) (PY)\n if <(scroll y) < [-450]> then\n set [scroll x v] to [-150]\n set [scroll y v] to [0]\n set [x v] to [0]\n set [y v] to [0]\n set [px v] to [0]\n set [py v] to [0]\n end\n border\nend\n\nCircle [90] [90]\n\npen up\n\nset pen color to (#29ff00)\n\nwhen flag clicked\nbroadcast (end intro v)\n\n@TN\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n
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Speedy - a platformer
@Stage\n\n@Player\n\ndefine reset\nclear graphic effects\ngo to x: (-200) y: (-50)\npoint in direction (90)\nset [dead? v] to [0]\nset [x v v] to [0]\nset [y v v] to [0]\nset size to (100) %\nshow\n\nwhen I receive [next level v]\nset [change? v] to [1]\nreset\nset [change? v] to [0]\n\nwhen I receive [alright bros let's go v]\nset [level v] to [1]\nset [dead? v] to [0]\nset size to (100) %\nreset\nforever\n 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 (3)\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 (-3)\n end\n set [x v v] to ((X v) * (0.9))\n change x by (X v)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change x by ((X v) * (-2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n if <(X v) > [0]> then\n set [x v v] to [-5]\n else\n set [x v v] to [5]\n end\n set [y v v] to [13]\n else\n set [x v v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v v] by (-0.8)\n change y by (Y v)\n if <touching (ground v)?> then\n change y by ((Y v) * (-1))\n set [y v v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n set [y v v] to [12]\n end\n end\n change y by (1)\n if <<<<<touching (killer wheel v)?> or <touching (spikes v)?>> or <touching (killer wheel2 v)?>> or <touching (lightning v)?>> and <(dead?) = [0]>> then\n Spin off screen\n end\n if <touching (jump pad v)?> then\n set [y v v] to [20]\n end\nend\n\ngo to [front v] layer\n\nwhen I receive [alright bros let's go v]\nforever\n set [direction v] to (direction)\nend\n\nwhen I receive [alright bros let's go v]\nset [change? v] to [0]\nforever\n if <<(x position) = [240]> and <(dead?) = [0]>> then\n broadcast (NEXT LEVEL v)\n change [level v] by (1)\n end\nend\n\nwhen I receive [qwertyuio intro done v]\nforever\n if <(y position) = [-179]> then\n Spin off screen\n end\nend\n\nwhen [r v] key pressed\nif <(dead?) = [0]> then\n reset\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [qwertyuio intro done v]\nshow\n\ndefine Spin off screen\nset [dead? v] to [1]\nchange [player death v] by (1)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nreset\n\nwhen I receive [qwertyuio intro done v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (center2 v)\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nbroadcast (alright bros let's go v)\n\nwhen flag clicked\nforever\n if <touching (le danger v)?> then\n reset\n end\nend\n\nwhen flag clicked\nforever\n if <touching (next level v)?> then\n reset\n broadcast (NEXT LEVEL v)\n end\nend\n\n@Ground\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n set volume to (100) %\nend\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I receive [qwertyuio intro done v]\nforever\n play sound [medium_rainstorm v] until done\nend\n\nwhen I receive [qwertyuio intro done v]\nforever\n play sound [Wind-Mark_DiAnge v] until done\nend\n\nwhen I receive [qwertyuio intro done v]\nforever\n play sound [Barrel Exploding v] until done\n wait (1) seconds\n play sound [Barrel Exploding v] until done\n wait (7) seconds\n play sound [Barrel Exploding v] until done\n wait (4) seconds\n play sound [Barrel Exploding v] until done\n wait (9) seconds\n play sound [Barrel Exploding v] until done\n wait (2) seconds\n play sound [Barrel Exploding v] until done\n wait (5) seconds\nend\n\nwhen I receive [qwertyuio intro done v]\nforever\n play sound [rain v] until done\nend\n\n@Rain\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nset size to (pick random (40) to (60)) %\nset [ghost v] effect to (-2)\ngo to x: (pick random (-240) to (240)) y: (180)\nrepeat (60)\n change y by (-5)\n change x by (pick random (-1) to (1))\n change [ghost v] effect by (1)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n hide\n create clone of (_myself_ v)\nend\n\n@Le danger\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Next level\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to [back v] layer\nend\n\nwhen I receive [next level v]\nnext costume\n\n@TEXT\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite1\n\nshow\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\n@Intro\n\nwhen flag clicked\nswitch costume to (screenshot 2020-10-02 at 7 v)\nstart sound [Uma therman remix .mp3 v]\nset size to (100) %\npoint in direction (90)\nshow\ngo to x: (0) y: (-324)\nglide (2) secs to x: (0) y: (0)\nwait (2) seconds\nrepeat (4)\n repeat (22)\n change size by (5)\n turn right (10) degrees\n end\n repeat (22)\n turn right (10) degrees\n change size by (-5)\n end\nend\nset size to (100) %\npoint in direction (90)\nglide (2) secs to x: (0) y: (324)\ngo to x: (0) y: (0)\nhide\nwait (1) seconds\nshow\nnext costume\nwait (0.5) seconds\nnext costume\nwait (0.5) seconds\nnext costume\nwait (0.5) seconds\nnext costume\nwait (0.5) seconds\nnext costume\nwait (0.5) seconds\nnext costume\nwait (0.5) seconds\nhide\nbroadcast (qwertyuio intro done v)\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Intro backdrop\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [qwertyuio intro done v]\nhide\n\n
Follow @cxt--!!\n126 on trending?!?!!?\nAND WHYTHEFRICK IS IT ON #20 WHEN YOU SEARCH UP PLATFORMER?!?!!?!?\n\nIf you want another platformer, check out this one, made by a friend of mine! \n\nhttps://scratch.mit.edu/projects/428217725\nhttps://scratch.mit.edu/projects/428217725\nhttps://scratch.mit.edu/projects/428217725\nhttps://scratch.mit.edu/projects/428217725\nhttps://scratch.mit.edu/projects/428217725\nhttps://scratch.mit.edu/projects/428217725\nhttps://scratch.mit.edu/projects/428217725\nhttps://scratch.mit.edu/projects/428217725\nhttps://scratch.mit.edu/projects/428217725\nhttps://scratch.mit.edu/projects/428217725\nhttps://scratch.mit.edu/projects/428217725\nhttps://scratch.mit.edu/projects/428217725\nhttps://scratch.mit.edu/projects/428217725\nhttps://scratch.mit.edu/projects/428217725\nhttps://scratch.mit.edu/projects/428217725\nhttps://scratch.mit.edu/projects/428217725\nhttps://scratch.mit.edu/projects/428217725\nhttps://scratch.mit.edu/projects/428217725\nhttps://scratch.mit.edu/projects/428217725\nhttps://scratch.mit.edu/projects/428217725\nhttps://scratch.mit.edu/projects/428217725\nhttps://scratch.mit.edu/projects/428217725\nhttps://scratch.mit.edu/projects/428217725\nhttps://scratch.mit.edu/projects/428217725\nhttps://scratch.mit.edu/projects/428217725\nhttps://scratch.mit.edu/projects/428217725\nhttps://scratch.mit.edu/projects/428217725\nhttps://scratch.mit.edu/projects/428217725\nhttps://scratch.mit.edu/projects/428217725\nhttps://scratch.mit.edu/projects/428217725\nhttps://scratch.mit.edu/projects/428217725\nhttps://scratch.mit.edu/projects/428217725\nhttps://scratch.mit.edu/projects/428217725\nhttps://scratch.mit.edu/projects/428217725\nhttps://scratch.mit.edu/projects/428217725\nhttps://scratch.mit.edu/projects/428217725\nhttps://scratch.mit.edu/projects/428217725\nhttps://scratch.mit.edu/projects/428217725\nhttps://scratch.mit.edu/projects/428217725\nhttps://scratch.mit.edu/projects/428217725\nhttps://scratch.mit.edu/projects/428217725\nhttps://scratch.mit.edu/projects/428217725\nhttps://scratch.mit.edu/projects/428217725\nhttps://scratch.mit.edu/projects/428217725\nhttps://scratch.mit.edu/projects/428217725\nhttps://scratch.mit.edu/projects/428217725\nhttps://scratch.mit.edu/projects/428217725\nhttps://scratch.mit.edu/projects/428217725\nhttps://scratch.mit.edu/projects/428217725\nhttps://scratch.mit.edu/projects/428217725\n\nHere is a video describing how to do the platformer <3\n\n \n\n- go to the link and then copy the link on the link to get there >-<\n\nHi!!! This is my entry! I worked a while on this >u< \nBackstory:\nYour a little lightning bolt trying to get home. The Narrator describes it better in the platformer. Everyone [hopefully] knows that lightning is very fast. Well, you forgot to go back home!! \n<^>, some clouds are bad, and have fun! I don't know what to do about the wall-teleportation thing... So yeah. \n:D\nIffff you guys want another platformer, check out this one made by a friend of mine! https://scratch.mit.edu/projects/428217725\nGood luck to all participating! :) <3\n\n#games #games #all #animations #tutorials #art #trending #natural #clarinetoboegirl #resharenaturaltrendinggltich3am #reshare #natural #trending #glitch #3am #--dove-- #dove #platformer #scrolling #reshare #trending #glitch #games #taginthetitle #kihuy #bobojoeho #k0stya #griffpatch #icmy123 #rens2 #crystalkeeper7 #keven_eleven1234 #idk #timmccool #generic #spamming #tags #cool #epic #bruh #sick #awesome #game #guy #nature #natural #environment #toomanytags #why #are #you #here #go #away #love #favorite #bye #clarinetoboegirl #meee #art #lightningbolt #speedy #stories #everything #nothing #hiddensecrets #awesome #remix #music #trending #me #cool #rain #thunderstorms #151views #party #part #o #many #tags #animations #tutorials #sneaky\n105 ON GAMES
Cloud!- A Mobile-Friendly Platformer [Entry]
@Stage\n\n@Player\n\ndefine reset\nclear graphic effects\ngo to x: (-200) y: (-50)\npoint in direction (90)\nset [dead? v] to [0]\nset [x v v] to [0]\nset [y v v] to [0]\nset size to (100) %\nshow\n\nwhen I receive [next level v]\nset [change? v] to [1]\nreset\nset [change? v] to [0]\n\nwhen I receive [alright bros let's go v]\nset [level v] to [1]\nset [dead? v] to [0]\nset size to (100) %\nreset\nforever\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <(dead?) = [0]>> then\n change [x v v] by (.9)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(dead?) = [0]>> then\n change [x v v] by (-.9)\n end\n set [x v v] to ((X v) * (0.9))\n change x by (X v)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change x by ((X v) * (-2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n if <(X v) > [0]> then\n set [x v v] to [-5]\n else\n set [x v v] to [5]\n end\n set [y v v] to [13]\n else\n set [x v v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v v] by (-0.8)\n change y by (Y v)\n if <touching (ground v)?> then\n change y by ((Y v) * (-1))\n set [y v v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n set [y v v] to [12]\n end\n end\n change y by (1)\n if <<<<<touching (killer wheel v)?> or <touching (spikes v)?>> or <touching (killer wheel2 v)?>> or <touching (lightning v)?>> and <(dead?) = [0]>> then\n Spin off screen\n end\n if <touching (jump pad v)?> then\n set [y v v] to [20]\n end\nend\n\nwhen I receive [alright bros let's go v]\nforever\n set [direction v] to (direction)\nend\n\nwhen I receive [alright bros let's go v]\nset [change? v] to [0]\nforever\n if <<(x position) = [240]> and <(dead?) = [0]>> then\n broadcast (NEXT LEVEL v)\n change [level v] by (1)\n end\nend\n\nwhen I receive [alright bros let's go v]\nforever\n if <(y position) = [-179]> then\n Spin off screen\n end\nend\n\nwhen [r v] key pressed\nif <(dead?) = [0]> then\n reset\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [alright bros let's go v]\nshow\n\ndefine Spin off screen\nset [dead? v] to [1]\nchange [player death v] by (1)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nreset\n\nwhen I receive [alright bros let's go v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (center2 v)\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nbroadcast (alright bros let's go v) and wait\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Fake\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (0)\nset [mosaic v] effect to (0)\nwait (.5) seconds\nrepeat (50)\n go to [front v] layer\n change [ghost v] effect by (2)\nend\n\n@Sound\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n set volume to (0) %\n next costume\nelse\n set volume to (100) %\n next costume\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset volume to (100) %\nforever\n play sound [burbank-sorry i like you v] until done\nend\n\n@LOVE FAVE FOLLOW PLEASE!\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (50)\nhide\nset [ghost v] effect to (100)\nwait (pick random (2) to (6)) seconds\nforever\n show\n repeat until <(y position) < [0.2]>\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (7))\n end\n wait (4) seconds\n repeat until <(y position) > [50]>\n change [ghost v] effect by (10)\n change y by (((y position) + (5)) / (5))\n end\n hide\n wait (pick random (2) to (10)) seconds\nend\n\nwhen I receive [alert v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nshow\nswitch costume to (costume2 v)\ngo to x: (0) y: (50)\nrepeat until <(y position) < [0.2]>\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (7))\nend\nwait (4) seconds\nrepeat until <(y position) > [50]>\n change [ghost v] effect by (10)\n change y by (((y position) + (5)) / (5))\nend\nhide\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\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 wait (3) seconds\nend\n\n
GO TO https://scratch.mit.edu/projects/670446871/ FOR ANOTHER FUN PLATFORMER!! (pls, its on my new account it'll help a lot <3)\n-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\nReshared not for fame I added more levels, I know you guys have wanted that! Your welcome!\n-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\nHello and welcome to my first platformer!\n-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\nThis is Cloud-A Mobile Friendly Platformer, entry to the contest above! [Coding Done By @-SapphireDemon-]\n -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\nThis is a platformer, the art was so hard I spent like 2 HOURS on it! *Pats self on back*\n -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\nI am sure you know how to do a platformer, but here it is anyway:\nArrow keys: Left arrow to go left [<] Right arrow to go right [>] Up arrow to go up [^] And that's pretty much it! Do not touch spikes, though some are trolls, and you will find other secrets when you play!\n-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\nThanks so much for the support, guys! Means a lot!\n-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\nOVER 10,000 VIEWS! TYSM!!\n-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\nThe music is sorry i like you - burbank\n@-LegendAdom-, thank you for the coding for the love fave and follow sign (please do all three)!\n-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\nI might make a sequel, on Earth, with more levels! IDEA FROM: @Ablair156\n-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\nMUSIC: burbank- sorry i like you\n-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\n#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER#PLATFORMER
Jumping on ice||A Platformer
@Stage\n\n@Player\n\ndefine reset\nclear graphic effects\ngo to x: (-200) y: (-50)\npoint in direction (90)\nset [dead? v] to [0]\nset [x v v] to [0]\nset [y v v] to [0]\nset size to (100) %\nshow\n\nwhen I receive [next level v]\nset [change? v] to [1]\nreset\nset [change? v] to [0]\n\nwhen I receive [alright bros let's go v]\nset [level v] to [1]\nset [dead? v] to [0]\nset size to (100) %\nreset\nforever\n go to [front v] layer\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <(dead?) = [0]>> then\n change [x v v] by (.9)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(dead?) = [0]>> then\n change [x v v] by (-.9)\n end\n set [x v v] to ((X v) * (0.9))\n change x by (X v)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change x by ((X v) * (-2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n if <(X v) > [0]> then\n set [x v v] to [-5]\n else\n set [x v v] to [5]\n end\n set [y v v] to [13]\n else\n set [x v v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v v] by (-0.8)\n change y by (Y v)\n if <touching (ground v)?> then\n change y by ((Y v) * (-1))\n set [y v v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n set [y v v] to [12]\n end\n end\n change y by (1)\n if <<<<<touching (killer wheel v)?> or <touching (spikes v)?>> or <touching (killer wheel2 v)?>> or <touching (lightning v)?>> and <(dead?) = [0]>> then\n Spin off screen\n end\n if <touching (jump pad v)?> then\n set [y v v] to [20]\n end\nend\n\nwhen I receive [alright bros let's go v]\nforever\n set [direction v] to (direction)\nend\n\nwhen I receive [alright bros let's go v]\nset [change? v] to [0]\nforever\n if <<(x position) = [240]> and <(dead?) = [0]>> then\n broadcast (NEXT LEVEL v)\n change [level v] by (1)\n end\nend\n\nwhen I receive [alright bros let's go v]\nforever\n if <(y position) = [-179]> then\n Spin off screen\n end\nend\n\nwhen [r v] key pressed\nif <(dead?) = [0]> then\n reset\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [alright bros let's go v]\nshow\n\ndefine Spin off screen\nset [dead? v] to [1]\nchange [player death v] by (1)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nreset\n\nwhen I receive [alright bros let's go v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (center2 v)\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nwait (1) seconds\nbroadcast (alright bros let's go v)\n\nwhen flag clicked\nforever\n play sound [New Life v] until done\nend\n\n@Ground\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Deco\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n broadcast (termina v)\n stop [other scripts in sprite v]\n end\nend\n\n@Spikes\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Objeto1\n\nwhen I receive [termina v]\nhide\n\nwait (1) seconds\nshow\nforever\n next costume\n wait (0.6) seconds\nend\n\nwhen flag clicked\nhide\n\n@Objeto2\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n switch costume to (disfraz1 v)\n show\n end\n if <(Level) = [2]> then\n switch costume to (disfraz2 v)\n end\n if <(Level) = [3]> then\n switch costume to (disfraz3 v)\n end\n if <(Level) = [4]> then\n switch costume to (disfraz4 v)\n end\n if <(Level) = [5]> then\n switch costume to (disfraz5 v)\n end\n if <(Level) = [6]> then\n hide\n end\nend\n\nnext costume\n\nshow\n\nswitch costume to (disfraz1 v)\n\nswitch costume to (disfraz1 v)\n\n@tapa jup\n\nwhen flag clicked\nshow\nwait (1) seconds\nhide\n\n
❄❄❄❄❄❄❄❄❄❄Jumping on ice❄❄❄❄❄❄❄❄❄\nMove with the right arrows.left and up, or else with a,w,d.\nDon't touch the pointy things and lava.\nAll possible!!!\n\nThanks @-Xaf- for the amazing music, New Life!\nYou like it? love, fav and follow! @pachula :D\n\n⛔ No Advertising ⛔ (please)\n\n100 loved and fav =O!!!!!!!!!!!!!!!\n10/29/2020 200 loved =O!!!!!\n\nHere is the link of the sequel! https://scratch.mit.edu/projects/408088531\n\nnother game:!!! https://scratch.mit.edu/projects/433179267 :D
The deadly forest #Entry #Games #Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset [level v] to [1]\nforever\n if <(Level) = [2]> then\n switch backdrop to (backdrop2 v)\n end\n if <(Level) > [2]> then\n switch backdrop to (backdrop3 v)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset [level v] to [1]\nforever\n play sound [C418 - Moog City v] until done\nend\n\nwhen flag clicked\nset volume to (100) %\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\nwait until <not <key (m v) pressed?>>\nwait (0.1) seconds\nwait until <key (m v) pressed?>\n\n@Player\n\ndefine reset\nclear graphic effects\ngo to x: (-200) y: (-50)\npoint in direction (90)\nset [dead? v] to [0]\nset [x v v] to [0]\nset [y v v] to [0]\nset size to (100) %\nshow\n\nwhen I receive [next level v]\nset [change? v] to [1]\nreset\nset [change? v] to [0]\n\nwhen I receive [alright bros let's go v]\nset [level v] to [1]\nset [dead? v] to [0]\nset size to (100) %\nreset\nforever\n go to [front v] layer\n show\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <(dead?) = [0]>> then\n change [x v v] by (.9)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(dead?) = [0]>> then\n change [x v v] by (-.9)\n end\n set [x v v] to ((X v) * (0.9))\n change x by (X v)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change x by ((X v) * (-2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n if <(X v) > [0]> then\n set [x v v] to [-5]\n else\n set [x v v] to [5]\n end\n set [y v v] to [13]\n else\n set [x v v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v v] by (-0.8)\n change y by (Y v)\n if <touching (ground v)?> then\n change y by ((Y v) * (-1))\n set [y v v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n set [y v v] to [12]\n end\n end\n change y by (1)\n if <<<<<touching (killer wheel v)?> or <touching (thorns v)?>> or <touching (killer wheel2 v)?>> or <touching (water v)?>> and <(dead?) = [0]>> then\n Spin off screen\n end\n if <touching (jump pad v)?> then\n set [y v v] to [20]\n end\nend\n\nwhen I receive [alright bros let's go v]\nforever\n set [direction v] to (direction)\nend\n\nwhen I receive [alright bros let's go v]\nset [change? v] to [0]\nforever\n if <<(x position) = [240]> and <(dead?) = [0]>> then\n broadcast (NEXT LEVEL v)\n change [level v] by (1)\n end\nend\n\nwhen I receive [alright bros let's go v]\nforever\n if <(y position) = [-179]> then\n Spin off screen\n end\nend\n\nwhen [r v] key pressed\nif <(dead?) = [0]> then\n reset\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [alright bros let's go v]\nshow\n\ndefine Spin off screen\nset [dead? v] to [1]\nchange [player death v] by (1)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nreset\n\nwhen I receive [alright bros let's go v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (center2 v)\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\n\nwhen flag clicked\nbroadcast (alright bros let's go v)\n\nwhen I receive [alright bros let's go v]\nshow\nforever\n if <touching (thumbnail v)?> then\n hide\n end\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Deco\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Darkness\n\nwhen flag clicked\nforever\n if <(Level) > [2]> then\n show\n go to [front v] layer\n set [ghost v] effect to (35)\n else\n hide\n end\nend\n\nwhen I receive [mr. thumbnail time v]\nhide\n\n@Thorns\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Drops\n\nwhen flag clicked\nhide\nforever\n go to [back v] layer\n if <(Level) > [2]> then\n repeat (pick random (1) to (3))\n create clone of (_myself_ v)\n end\n wait (0.7) seconds\n else\n delete this clone\n end\nend\n\nwhen I start as a clone\nshow\nset y to (180)\nset x to (pick random (-240) to (240))\nrepeat until <<touching (ground v)?> or <<touching (player v)?> or <<touching (deco v)?> or <<touching (thorns v)?> or >>>>\n change y by (pick random (-1) to (-3))\nend\ndelete this clone\n\n@Water\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to [back v] layer\n if <<(Level) = [7]> or <<(Level) = [8]> or <(Level) = [6]>>> then\n show\n if <(Level) = [7]> then\n switch costume to (costume2 v)\n else\n if <(Level) = [6]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume3 v)\n end\n end\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n repeat (4)\n change y by (1)\n wait (0.1) seconds\n end\n wait (0.1) seconds\n repeat (4)\n change y by (-1)\n wait (0.1) seconds\n end\n wait (0.1) seconds\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n hide\nend\n\nwait (1) seconds\nrepeat until <(y position) = [0]>\n change y by (2)\nend\n\nif <key (t v) pressed?> then\nelse\nend\nif <(Level) = [9]> then\nelse\n go to x: (0) y: (-398)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\nend\n\nrepeat (4)\n change y by (1)\n wait (0.1) seconds\nend\nwait (0.1) seconds\nrepeat (4)\n change y by (-1)\n wait (0.1) seconds\nend\nwait (0.1) seconds\n\nbroadcast (Mr. Thumbnail time v)\ngo to [front v] layer\nshow\n\n@Added light\n\nwhen flag clicked\nforever\n go to (player v)\n if <(Level) > [2]> then\n go to [front v] layer\n go [backward v] (1) layers\n show\n else\n go to [back v] layer\n hide\n end\nend\n\nwhen flag clicked\nset size to (90) %\nforever\n repeat (10)\n change size by (1)\n wait (0.1) seconds\n end\n wait (0.1) seconds\n repeat (10)\n change size by (-1)\n wait (0.1) seconds\n end\n wait (0.1) seconds\nend\n\n
No more P2 please\nPart 2!!!! https://scratch.mit.edu/projects/434780409\n\nArrow keys to move, avoid thorns and water.\nThis is for @-SapphireDemon-'s contest, but sorry if its kind of generic.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nP.S. Probably my favourite platformer I've made so far
Alpine || A Multiplayer Scrolling platformer || For @Suhalo_351
@Stage\n\nwhen flag clicked\nhide variable [mouse v]\nset [ghost v] effect to (100)\n\nwhen I receive [connected v]\nset [ghost v] effect to (0)\nswitch backdrop to (day v) and wait\n\nwhen [m v] key pressed\nif <[managers v] contains (username)?> 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 [e v] key pressed\nif <[managers v] contains (username)?> then\n hide variable [mouse v]\nelse\n wait until <not <key (e v) pressed?>>\nend\n\nshow variable [mouse v]\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [ , ] ((mouse y) + (SCROLL Y))))\n\nwhen I receive [connected v]\nforever\n play sound [Unlimited v] until done\nend\n\n@Blank\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [360]\n Clone at x: [480] y: [360]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [360]\n Clone at x: [480] y: [-50]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [360]\n Clone at x: [480] y: [360]\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 variable [platforms: x v]\nhide variable [platforms: y v]\n\nwhen I start as a clone\nif <(costume [number v]) = [14]> then\n forever\n repeat (160)\n change [platforms: x v] by (2)\n end\n repeat (160)\n change [platforms: x v] by (-2)\n end\n end\nend\n\n@Liquids\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Liquids: x) - (SCROLL X)) (((Liquids: y) - (SCROLL Y)) + (([cos v] of ((tim) * (300)) ) * (5)))\n\nwhen I receive [setup v]\nhide\nset [liquids: x v] to [0]\nset [liquids: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [360]\n Clone at x: [480] y: [360]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [360]\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 [liquids: x v] by (x)\nchange [liquids: y v] by (y)\nnext costume\n\nwhen flag clicked\nhide variable [liquids: x v]\nhide variable [liquids: y v]\n\nwhen flag clicked\nreset timer\nforever\n set [tim v] to (timer)\nend\n\nwhen I start as a clone\ngo to [front v] layer\ngo [forward v] (1) layers\nforever\n if <<(costume [number v]) = [3]> or <<(costume [number v]) = [4]> or <<(costume [number v]) = [5]> or <(costume [number v]) = [6]>>>> then\n forever\n set [ghost v] effect to (60)\n end\n else\n if <<(costume [number v]) = [11]> or <(costume [number v]) = [10]>> then\n forever\n set [ghost v] effect to (0)\n end\n end\n end\nend\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: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [360]\n Clone at x: [480] y: [360]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [360]\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\nwhen flag clicked\nhide variable [danger: x v]\nhide variable [danger: y v]\n\nClone at x: [480] y: [360]\nClone at x: [480] y: [0]\n\nClone at x: [480] y: [360]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\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 rotation style [left-right v]\nif <(CheckpointCheckAccount#) = [0]> then\n set [y v] to [0]\n set [x v] to [0]\n set [scroll x v] to (x)\n set [scroll y v] to (y)\nend\nif <(CheckpointCheckAccount#) = [1]> then\n set [y v] to [-36]\n set [x v] to [699]\n set [scroll x v] to (x)\n set [scroll y v] to (y)\nend\nif <(CheckpointCheckAccount#) = [2]> then\n set [y v] to [225]\n set [x v] to [2728]\n set [scroll x v] to (x)\n set [scroll y v] to (y)\nend\nif <(CheckpointCheckAccount#) = [3]> then\n set [y v] to [681]\n set [x v] to [4231]\n set [scroll x v] to (x)\n set [scroll y v] to (y)\nend\npoint in direction (90)\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 (saws v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\nend\nif <touching (danger v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\nend\nif <touching (liquids 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]\nset rotation style [all around v]\ngo to [front v] layer\nset [sx v] to [0]\nset [sy v] to [5]\nrepeat (12)\n turn right (8) degrees\n change y by (sy)\n change [sy v] by (-1)\n change [ghost v] effect by (8)\nend\nrepeat until <[-183] > (y position)>\n change y by (sy)\n change [sy v] by (-1)\nend\n\ndefine Tick\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [sx v] by (-2)\nend\nif <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nif <touching (bounce v)?> then\n if <(in air) < [4]> then\n set [sy v] to [25]\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\nwhen flag clicked\nhide\nset [max players v] to [10]\nset [my player # v] to [0]\ndelete all of [buffer v]\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 send cloud data\nend\n\ndefine send cloud data\nif <(MY PLAYER #) < [1]> then\n stop [this script v]\nend\nadd (x) to [buffer v]\nadd (y) to [buffer v]\nchange [cloud timer v] by (1)\nif <(cloud timer) < [3]> then\n stop [this script v]\nend\nset [cloud timer v] to [0]\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (Chat Words) to encoded\nrepeat (length of [buffer v])\n write (item (1) of [buffer v]) to encoded\n delete (1) of [buffer v]\nend\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine Chat\nif <(Chat) = [1]> then\n if <key (1 v) pressed?> then\n set [chat words v] to [1]\n say (item (Chat Words) 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 (Chat Words) 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 (Chat Words) 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 (Chat Words) 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 (Chat Words) 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 (Chat Words) 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 (Chat Words) 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 (Chat Words) 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 (Chat Words) 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 I receive [connected v]\nset [connected? v] to [1]\nshow\n\nwhen I receive [connecting v]\nhide\n\nwhen I receive [play game v]\nbroadcast (Setup@Coins v)\nset [y v] to [0]\nset [x v] to [0]\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 Costumes\n broadcast (Tick v)\n end\n end\n if <(EXIT) = [die]> then\n Game - Die\n end\nend\n\nwhen I receive [connected v]\nset [level v] to [1]\n\nwhen flag clicked\nVars\n\ndefine Vars\nhide variable [☁ p1 v]\nhide variable [☁ p2 v]\nhide variable [☁ p3 v]\nhide variable [☁ p4 v]\nhide variable [☁ p5 v]\nhide variable [☁ p6 v]\nhide variable [☁ p7 v]\nhide variable [☁ p8 v]\nhide variable [☁ p9 v]\nhide variable [☁ p10 v]\nhide variable [chat v]\nhide variable [chat words v]\nhide variable [clone id v]\nhide variable [coins v]\nhide variable [collected v]\nhide variable [connected? v]\nhide variable [encoded v]\nhide variable [exit v]\nhide variable [fav v]\nhide variable [faved___ v]\nhide variable [idx v]\nhide variable [in air v]\nhide variable [letter # v]\nhide variable [level v]\nhide variable [lives v]\nhide variable [love? v]\nhide variable [loved__ v]\nhide variable [max players v]\nhide variable [mouse v]\nhide variable [my player # v]\nhide variable [names v]\nhide variable [scroll x v]\nhide variable [scroll y v]\nhide variable [size v]\nhide variable [speed v]\nhide variable [sx v]\nhide variable [sy v]\nhide variable [value v]\nhide variable [x v]\nhide variable [y v]\nhide variable [checkpointcheckaccount# v]\n\nwhen I receive [connected v]\nbroadcast (Start Gamez v)\n\ndefine Costumes\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)\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)\nend\nif <(sy) < [-1]> then\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 down v)\n else\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 down v)\n else\n if <<not <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> and <not <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>>> then\n switch costume to (down v)\n end\n end\n end\nend\nif <[1] < (sy)> then\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 up v)\n else\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 up v)\n else\n if <<not <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> and <not <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>>> then\n switch costume to (up v)\n end\n end\n end\nend\n\n@Other Peeps\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\ndelete all of [buffer 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\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 hide\n set [offline v] to [100]\n else\n Tick\n end\n go to [back v] layer\nend\n\ndefine Tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\n begin decode of (value)\n value = read from encoded\n if <(names) = [1]> then\n say (join (player #) (join [:] (value)))\n else\n say []\n end\n value = read from encoded\n value = read from encoded\n Decode Chat (value)\n value = read from encoded\n repeat until <(value) = []>\n add (value) to [buffer v]\n value = read from encoded\n end\nend\nif <(length of [buffer v]) > [0]> then\n set x to ((item (1) of [buffer v]) - (SCROLL X))\n delete (1) of [buffer v]\n set y to ((item (1) of [buffer v]) - (SCROLL Y))\n delete (1) of [buffer v]\nend\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\nelse\n set rotation style [left-right v]\n point in direction (90)\n switch costume to (normal v)\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\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 flag clicked\nhide variable [encoded v]\nhide variable [idx v]\nhide variable [last value v]\nhide variable [letter # v]\nhide variable [offline v]\nhide variable [player # v]\nhide variable [value v]\n\n@Chat\n\nwhen I receive [tick v]\nif <(Chat) = [1]> then\n show\nelse\n hide\nend\nif <<key (space v) pressed?> or <<mouse down?> and <touching (mouse-pointer v)?>>> then\n broadcast (Chat Close v)\n hide\n wait until <<not <key (space v) pressed?>> and <not <<mouse down?> and <touching (mouse-pointer v)?>>>>\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\ngo [forward v] (1000) layers\nhide\ngo to x: (0) y: (0)\nchange [ghost v] effect by (100)\n\nwhen flag clicked\ngo to x: (-193) y: (-156)\nset size to (100) %\n\nwhen flag clicked\nhide variable [abc v]\nforever\n if <[managers v] contains (username)?> then\n if <(item (1) of [managers v]) = (username)> then\n set [abc v] to (join (join (join (join [Master] (join [Pro] (join [ ] [ProMaster39]))) [ 's]) (join [ ] (join [time ] [was: ]))) (join (timer) (join [ // ] (join (join [ and was playing on days from 2000:] [ ]) (join (days since 2000) (join [ Year:] (join (current [year v]) (join [ Month:] (join (current [month v]) (join [ Date:] (join (current [date v]) (join [ Day of week:] (join (current [dayofweek v]) (join [ Hour:] (join (current [hour v]) (join [ Minute:] (join (current [minute v]) (join [ Second:] (join (current [second v]) [])))))))))))))))))))\n else\n if <(item (2) of [managers v]) = (username)> then\n set [abc v] to (join (join (join (join [Master] (join [Pro] (join [ ] [ProMaster38]))) [ 's]) (join [ ] (join [time ] [was: ]))) (join (timer) (join [ // ] (join (join [ and was playing on days from 2000:] [ ]) (join (days since 2000) (join [ Year:] (join (current [year v]) (join [ Month:] (join (current [month v]) (join [ Date:] (join (current [date v]) (join [ Day of week:] (join (current [dayofweek v]) (join [ Hour:] (join (current [hour v]) (join [ Minute:] (join (current [minute v]) (join [ Second:] (join (current [second v]) [])))))))))))))))))))\n end\n end\n else\n if <not <[managers v] contains (username)?>> then\n set [abc v] to (join (join (join (username) [ 's]) (join [ ] (join [time ] [was: ]))) (join (timer) (join [ // ] (join (join [ and was playing on days from 2000:] [ ]) (join (days since 2000) (join [ Year:] (join (current [year v]) (join [ Month:] (join (current [month v]) (join [ Date:] (join (current [date v]) (join [ Day of week:] (join (current [dayofweek v]) (join [ Hour:] (join (current [hour v]) (join [ Minute:] (join (current [minute v]) (join [ Second:] (join (current [second v]) [])))))))))))))))))))\n end\n end\nend\n\n@Joining and end\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [connecting v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [connected v]\ngo [forward v] (1322) layers\nstart sound [Connect v]\nswitch costume to (connected v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [full v]\nswitch costume to (full v)\nshow\n\n@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\nwhen flag clicked\nhide variable [cloud side v]\n\n@Loading\n\nwhen flag clicked\ngo [forward v] (213) layers\nset size to (100) %\nhide\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (-80)\n\nwhen I receive [connecting v]\nrepeat (11)\n create clone of (_myself_ v)\n turn right (40) degrees\nend\n\nwhen I receive [connected v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nforever\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (-6)\n change size by (1)\n end\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (6)\n change size by (-1)\n end\nend\n\n@Saws\n\nwhen I receive [green flag v]\nhide variable [mouse v]\nhide\n\nwhen I receive [tick v]\nPosition ((Saws: x) - (SCROLL X)) ((Saws: y) - (SCROLL Y))\ngo to [back v] layer\n\nwhen I receive [setup v]\nhide\nset [saws: x v] to [0]\nset [saws: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [-183] y: [-60]\n Clone at x: [150] y: [-60]\n Clone at x: [2819] y: [124]\n Clone at x: [2941] y: [124]\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\nwhen flag clicked\nhide variable [saws: x v]\nhide variable [saws: y v]\n\nClone at x: [2819] y: [140]\nClone at x: [2941] y: [140]\n\nwhen I start as a clone\nforever\n point in direction ((([abs v] of ((sup) * (200)) ) * (5)) + (90))\n change [sup v] by (0.02)\nend\n\n@love fave detector\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo [forward v] (3) layers\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (4 v)\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\n change [collected v] by (10)\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@Thumbnail\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n go [forward v] (100000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000) layers\n set [ghost v] effect to (100)\n show\nend\n\n@Bounce\n\nwhen I receive [green flag v]\nhide variable [mouse v]\nhide\n\nwhen I receive [tick v]\nPosition ((Bounce: x) - (SCROLL X)) ((Bounce: y) - (SCROLL Y))\ngo to [back v] layer\n\nwhen I receive [setup v]\nhide\nset [bounce: x v] to [0]\nset [bounce: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (b v)\n Clone at x: [2684] y: [-47]\n Clone at x: [3084] y: [-47]\nend\nset [bounce: 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 [bounce: x v] to (x)\nset [bounce: y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide variable [bounce: x v]\nhide variable [bounce: y v]\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n start sound [Big Boing v]\n switch costume to (b2 v)\n wait (0.09) seconds\n switch costume to (b3 v)\n wait (0.09) seconds\n switch costume to (b4 v)\n wait (0.09) seconds\n switch costume to (b5 v)\n else\n if <not <touching (player v)?>> then\n switch costume to (b v)\n end\n end\nend\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((Collectables: x) - (SCROLL X)) (((Collectables: y) - (SCROLL Y)) + (([cos v] of ((tim) * (300)) ) * (5)))\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 [play game v]\nshow\nset [collected v] to (COLLECTED)\nset [collected max v] to (COLLECTED MAX)\nset [collectables: x v] to [0]\nset [collectables: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (coin v)\n Clone at x: [-6] y: [65]\n Clone at x: [-46] y: [65]\n Clone at x: [-86] y: [65]\n Clone at x: [-126] y: [65]\n Clone at x: [36] y: [65]\n Clone at x: [76] y: [65]\n Clone at x: [116] y: [65]\n Clone at x: [156] y: [65]\n Clone at x: [196] y: [65]\n Clone at x: [276] y: [65]\n Clone at x: [236] y: [65]\n Clone at x: [337] y: [136]\n Clone at x: [377] y: [136]\n Clone at x: [417] y: [136]\n Clone at x: [457] y: [136]\n Clone at x: [497] y: [136]\n Clone at x: [537] y: [136]\n Clone at x: [577] y: [136]\n Clone at x: [610] y: [46]\n Clone at x: [650] y: [46]\n Clone at x: [690] y: [46]\n Clone at x: [771] y: [37]\n Clone at x: [983] y: [37]\n Clone at x: [1112] y: [37]\n Clone at x: [1254] y: [37]\n Clone at x: [1457] y: [37]\n Clone at x: [1587] y: [37]\n Clone at x: [1741] y: [37]\n Clone at x: [1908] y: [37]\n Clone at x: [2049] y: [37]\n Clone at x: [2217] y: [37]\n Clone at x: [2388] y: [37]\n Clone at x: [2525] y: [37]\n Clone at x: [2680] y: [10]\n Clone at x: [2680] y: [50]\n Clone at x: [2680] y: [90]\n Clone at x: [2680] y: [130]\n Clone at x: [2680] y: [170]\n Clone at x: [2680] y: [210]\n Clone at x: [2720] y: [310]\n Clone at x: [2760] y: [310]\n Clone at x: [2800] y: [310]\n Clone at x: [2840] y: [310]\n Clone at x: [2880] y: [310]\n Clone at x: [2920] y: [310]\n Clone at x: [2960] y: [310]\n Clone at x: [3000] y: [310]\n Clone at x: [3040] y: [310]\n Clone at x: [3080] y: [10]\n Clone at x: [3080] y: [50]\n Clone at x: [3080] y: [90]\n Clone at x: [3080] y: [130]\n Clone at x: [3080] y: [170]\n Clone at x: [3080] y: [210]\n Clone at x: [3320] y: [122]\n Clone at x: [3380] y: [122]\n Clone at x: [3600] y: [400]\n Clone at x: [3660] y: [400]\n Clone at x: [3800] y: [500]\n Clone at x: [3860] y: [500]\n Clone at x: [3970] y: [625]\n Clone at x: [4030] y: [625]\n Clone at x: [4100] y: [773]\n Clone at x: [4150] y: [773]\n Clone at x: [4200] y: [773]\n Clone at x: [4330] y: [825]\n Clone at x: [4370] y: [825]\n Clone at x: [4410] y: [825]\n Clone at x: [4660] y: [806]\n Clone at x: [4700] y: [806]\n Clone at x: [4740] y: [806]\n Clone at x: [4880] y: [769]\n Clone at x: [4930] y: [769]\n Clone at x: [4980] y: [769]\n Clone at x: [5075] y: [727]\n Clone at x: [5115] y: [727]\n Clone at x: [5155] y: [727]\n Clone at x: [5230] y: [810]\n Clone at x: [5270] y: [810]\n Clone at x: [5310] y: [810]\n Clone at x: [5370] y: [894]\n Clone at x: [5410] y: [894]\n Clone at x: [5450] y: [894]\n Clone at x: [5550] y: [1070]\n Clone at x: [5590] y: [1070]\n Clone at x: [5630] y: [1070]\n Clone at x: [5845] y: [1132]\n Clone at x: [5885] y: [1132]\n Clone at x: [5925] y: [1132]\nend\nset [collectables: x v] to [-99999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [collectables: x v] to (x)\nset [collectables: y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [collected v] to [0]\nset [collected max v] to [0]\n\n@Enemy\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition (((Collectables: x) - (SCROLL X)) + (([cos v] of ((tim) * (200)) ) * (50))) ((Collectables: y) - (SCROLL Y))\ngo to [back v] layer\n\nwhen I receive [play game v]\nshow\nset [collectables: x v] to [0]\nset [collectables: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (e v)\n Clone at x: [467] y: [77]\n Clone at x: [2884] y: [221]\nend\nset [collectables: x v] to [-99999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [collectables: x v] to (x)\nset [collectables: y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n change y by (-1)\n if <<touching (platforms v)?> and <([y position v] of [player v]) > (y position)>> then\n start sound [Cymbal v]\n wait (0.01) seconds\n switch costume to (e2 v)\n wait (0.01) seconds\n switch costume to (e3 v)\n wait (0.01) seconds\n switch costume to (e4 v)\n wait (0.01) seconds\n switch costume to (e5 v)\n wait (0.01) seconds\n switch costume to (e6 v)\n wait (0.01) seconds\n switch costume to (e7 v)\n change [collected v] by (5)\n wait (0.1) seconds\n delete this clone\n else\n set [exit v] to [die]\n end\n change y by (1)\n end\nend\n\n@CheckPoints\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x pos) - (SCROLL X)) ((y pos) - (SCROLL Y))\ngo to [back v] layer\n\nwhen I receive [setup v]\ngo to [front v] layer\nset size to (100) %\nclear graphic effects\nshow\nset [x pos v] to [0]\nset [y pos v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (checkpointa v)\n Clone at x: [699] y: [-36]\n Clone at x: [2728] y: [225]\n Clone at x: [4231] y: [681]\nend\nset [x pos v] to [-9999999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x pos v] to (x)\nset [y pos v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n if <(costume [number v]) = [1]> then\n switch costume to (checkpointb v)\n if <<(x pos) = [699]> and <(y pos) = [-36]>> then\n set [checkpointcheckaccount# v] to [1]\n else\n if <<(x pos) = [2728]> and <(y pos) = [225]>> then\n set [checkpointcheckaccount# v] to [2]\n else\n if <<(x pos) = [4231]> and <(y pos) = [681]>> then\n set [checkpointcheckaccount# v] to [3]\n end\n end\n end\n else\n set [checkpointcheckaccount# v] to (CheckpointCheckAccount#)\n end\n end\nend\n\nwhen flag clicked\nset [checkpointcheckaccount# v] to [0]\n\n@Background\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\ngo to [back v] layer\ngo [backward v] (1) layers\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [360]\n Clone at x: [480] y: [360]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [360]\n Clone at x: [480] y: [-50]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [360]\n Clone at x: [480] y: [360]\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 variable [platforms: x v]\nhide variable [platforms: y v]\n\nwhen I start as a clone\nif <(costume [number v]) = [14]> then\n forever\n repeat (160)\n change [platforms: x v] by (2)\n end\n repeat (160)\n change [platforms: x v] by (-2)\n end\n end\nend\n\nwhen I start as a clone\ngo [backward v] (1000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000) layers\n\n@Star\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nset size to (100) %\nposition ((Star: x) - (SCROLL X)) (((Star: y) - (SCROLL Y)) + (([cos v] of ((tim) * (300)) ) * (5)))\nif <touching (player v)?> then\n broadcast (Ani v)\nend\n\nwhen I receive [setup v]\nhide\nset [star: x v] to [0]\nset [star: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (star v)\n Clone at x: [6571] y: [1227]\nend\nset [star: 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 [star: x v] to (x)\nset [star: y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [ani v]\nbroadcast (___ v)\n\nstop [this script v]\n\n@Ones\n\nwhen flag clicked\ngo to x: (-189) y: (153)\nforever\n if <(COLLECTED) < [10]> then\n switch costume to (COLLECTED)\n else\n if <(COLLECTED) > [10]> then\n switch costume to (letter (2) of (COLLECTED))\n else\n if <(letter (2) of (COLLECTED)) = [10]> then\n switch costume to (0 v)\n end\n if <(COLLECTED) > [9]> then\n switch costume to (COLLECTED)\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nshow\n\nwhen I receive [game! v]\nstop [other scripts in sprite v]\nhide\nif then\n delete this clone\nend\n\n@Tens\n\nwhen flag clicked\nhide\n\nwhen I receive [connected v]\nshow\ngo to x: (-205) y: (153)\nforever\n if <(COLLECTED) < [10]> then\n hide\n else\n if <<(COLLECTED) > [10]> or <(COLLECTED) = [10]>> then\n show\n switch costume to (letter (1) of (COLLECTED))\n else\n if <(letter (2) of (COLLECTED)) = [10]> then\n switch costume to (0 v)\n end\n end\n end\nend\n\nwhen I receive [game! v]\nstop [other scripts in sprite v]\nhide\nif then\n delete this clone\nend\n\n@Coin\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [connected v]\nforever\n go to x: (-163) y: (152)\n clear graphic effects\n show\nend\n\nwhen I receive [game! v]\nstop [other scripts in sprite v]\nhide\nif then\n delete this clone\nend\n\n@end\n\nwhen flag clicked\nhide\n\nwhen I receive [___ v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\n
Alpine || A Multiplayer Scrolling Platformer\nBy @ProMaster39\n\n100 Loves and faves! :D TYSM!\n1000 views ! TYSM! :D\nCloud Fixed!\n\nJoin this game's studio! Link: https://scratch.mit.edu/studios/27909963/\n\nThis took me over 40+ hours (1 month) of coding, bug fixing, and drawing the art so if you enjoyed please ❤️ + ⭐ and follow! This has exactly 2139 blocks! :) \n\nInformation:\nWelcome scratchers to another game by ProMaster39. In this game you need to get to the end star to win the game. You can also get 99 coins. Have Fun!\n\nInstructions:\nWASD, Arrow keys or Mobile controls to move.\nClick the chat button to chat.\nN to toggle names.\nAvoid saws, spikes, lava, water, and enemies.\nJump on the enemies head to kill them and receive 5 coins.\n\nNotes:\nIf full play here on server 2: https://turbowarp.org/432172093\nIf laggy play here: https://turbowarp.org/432172093\n\nCredits:\n@0014049 for the trees.\n@Suhalo_351 for the contest. (Idk if I have to credit him.)\n@JTHEJET for chat scripts, loading, background, some of the scripts, and chat art.\n@StratfordJames for the player and the clouds.\n@griffpatch for the scrolling platformer and multiplayer tutorial.\n@QuaXX for the saws art.\n@GonSanVi for the end star and the line of stars.\n@--Air-- for the checkpoint art.\n@-Xaf- for the music, "Unlimited."\n@TimMcCool for pillar art\n@ProMaster39 for the rest! :D\n\nFamous Scratchers:\n@suhalo_351 - ❤️\n@Chiroyce - ❤️ and commented!\n@AUMSUMTHEGREATHULK - ❤️ + ⭐ and commented and followed!\n@Kindforall - ❤️ and commented \n@AtomicSapper101 - ❤️ and commented \n@Pro-Code-Studios - ❤️ + ⭐ and commented and followed!\n@progtech - ❤️ + ⭐\n@Pavan2007 - ❤️ + ⭐\n@Mini_orionrobots - ❤️ + ⭐ and commented!\n@spazestudios - ❤️ + ⭐ and commented!\nAnd more...\n\nTags:\n#All #All #All #All #All #All #All #Games #Games #Games #Games #Games #Games #Scrolling #Platformer #ProMaster39 #ProMaster39 #Multiplayer #Scratch
Grasslands (Platformer)
@Stage\n\nwhen flag clicked\nforever\n play sound [Nebula v] until done\nend\n\n@Thumbnail \n\nwhen I receive [cmon let’s go v]\nset [ghost v] effect to (100)\nforever\n set [tm v] to ((timer) + (0.0000000000000000000000000000000000000000000000001))\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nshow\ngo to [front v] layer\n\n@platform\n\nset [level v] to [17]\n\nwhen [timer v] > (Tm)\nhide\n\nwhen I receive [cmon let’s go v]\ngo [forward v] (1) layers\ngo to [back v] layer\nshow\nswitch costume to (lvl v)\nforever\n switch costume to (((22) * (((Level) / (1)) + ((Level) * ((Level) - (Level))))) / (22))\n go to x: (0) y: (-25)\nend\n\nwhen flag clicked\nhide\n\n@Player\n\nwhen I start as a clone\nswitch costume to (player v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-3)\n wait (0) seconds\nend\ndelete this clone\n\ndefine Refresh \nset [x vel v] to [0]\nset [yvel v] to [0]\nset size to (75) %\npoint in direction (90)\n\nwhen I receive [return v]\nset [x v] to [-211]\nset [y v] to [-37]\nbroadcast (Ohhh v)\n\nwhen [timer v] > (Tm)\nhide\n\nwhen I receive [ohhh v]\ngo to x: (X) y: (Y)\n\nwhen I receive [cmon let’s go v]\nshow\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [cmon let’s go v]\nbroadcast (Return v)\nRefresh \nswitch costume to (costume1 v)\ngo to [front v] layer\nset [level v] to [1]\nforever\n change [yvel v] by (-1)\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>>> then\n change [x vel v] by (0.8)\n end\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>>> then\n change [x vel v] by (-0.8)\n end\n set [x vel v] to ((X vel) * (0.9))\n change x by (X vel)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n change x by ((X vel) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>>> then\n set [yvel v] to [12.5]\n if <(X vel) > [0]> then\n set [x vel v] to [-7.5]\n else\n set [x vel v] to [7.5]\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 (Yvel)\n if <touching (platform v)?> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>>> then\n set [yvel v] to [14]\n end\n end\n change y by (1)\n if <(x position) > [239]> then\n go to x: (-211) y: (-37)\n change [level v] by (1)\n Refresh \n broadcast (Next level v)\n end\n if <<<touching (spikes v)?> or <(y position) = [-185]>> or <touching (crush v)?>> then\n repeat (10)\n change size by (-5)\n wait (0.01) seconds\n end\n wait (0.1) seconds\n set [x vel v] to [0]\n set [yvel v] to [0]\n broadcast (Return v)\n repeat (10)\n change size by (5)\n wait (0.01) seconds\n end\n end\n if <touching (trampoline v)?> then\n set [yvel v] to [22.5]\n broadcast (Tj v)\n end\n if <touching (boost right v)?> then\n change [x vel v] by (7.5)\n end\n if <touching (boost left v)?> then\n change [x vel v] by (-7.5)\n end\n if <touching (water v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>>> then\n set [yvel v] to [5]\n else\n set [yvel v] to [-3]\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@Spikes\n\nwhen [timer v] > (Tm)\nhide\n\nwhen I receive [cmon let’s go v]\nshow\nswitch costume to (lvl v)\ngo to [back v] layer\nforever\n switch costume to (((22) * (((Level) / (1)) + ((Level) * ((Level) - (Level))))) / (22))\nend\n\nwhen flag clicked\nhide\n\n@Down\n\nwhen [timer v] > (Tm)\nhide\n\nwhen I receive [cmon let’s go v]\nshow\ngo [forward v] (1) layers\ngo to [front v] layer\ngo to x: (-191) y: (139)\nforever\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <([y position v] of [player v]) > (mouse y)>>>> then\n switch costume to (yes v)\n else\n switch costume to (no v)\n end\nend\n\nwhen flag clicked\nhide\n\n@Left\n\nwhen [timer v] > (Tm)\nhide\n\nwhen I receive [cmon let’s go v]\nforever\n go to x: (([x position v] of [down v]) - (25)) y: ([y position v] of [down v])\nend\n\nwhen I receive [cmon let’s go v]\nshow\ngo [forward v] (1) layers\ngo to [front v] layer\nforever\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <([x position v] of [player v]) > (mouse x)>>>> then\n switch costume to (yes v)\n else\n switch costume to (no v)\n end\nend\n\nwhen flag clicked\nhide\n\n@Right\n\nwhen [timer v] > (Tm)\nhide\n\nwhen I receive [cmon let’s go v]\nforever\n go to x: (([x position v] of [down v]) + (25)) y: ([y position v] of [down v])\nend\n\nwhen I receive [cmon let’s go v]\nshow\ngo [forward v] (1) layers\ngo to [front v] layer\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > ([x position v] of [player v])>>>> then\n switch costume to (yes v)\n else\n switch costume to (no v)\n end\nend\n\nwhen flag clicked\nhide\n\n@Up\n\nwhen [timer v] > (Tm)\nhide\n\nwhen I receive [cmon let’s go v]\nshow\ngo [forward v] (1) layers\ngo to [front v] layer\nforever\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ([y position v] of [player v])>>>> then\n switch costume to (yes v)\n else\n switch costume to (no v)\n end\nend\n\nwhen I receive [cmon let’s go v]\nforever\n go to x: ([x position v] of [down v]) y: (([y position v] of [down v]) + (25))\nend\n\nwhen flag clicked\nhide\n\n@Shadows\n\nwhen [timer v] > (Tm)\nhide\n\nwhen I receive [cmon let’s go v]\nshow\ngo to [back v] layer\nswitch costume to (lvl2 v)\nforever\n set [ghost v] effect to (50)\n switch costume to (((Level) + (Level)) - (Level))\nend\n\nwhen flag clicked\nhide\n\n@Trampoline \n\ndefine If <\(level\)> Then position (x) (y) Hide lock (yes or no)\nif <\(level\)> then\n go to x: (x) y: (y)\n if <(yes or no) = [On]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [tj v]\nswitch costume to (trampoline v)\nrepeat (5)\n next costume\n wait (0.01) seconds\nend\n\nset [level v] to [8]\n\nwhen [timer v] > (Tm)\nhide\n\nwhen I receive [cmon let’s go v]\nswitch costume to (trampoline v)\nforever\n go [backward v] (1) layers\n If <(Level) = [1]> Then position [0] [0] Hide lock [On]\n If <(Level) = [2]> Then position [0] [0] Hide lock [On]\n If <(Level) = [3]> Then position [0] [0] Hide lock [On]\n If <(Level) = [4]> Then position [0] [0] Hide lock [On]\n If <(Level) = [5]> Then position [0] [0] Hide lock [On]\n If <(Level) = [6]> Then position [0] [0] Hide lock [On]\n If <(Level) = [7]> Then position [0] [0] Hide lock [On]\n If <(Level) = [8]> Then position [-25] [-88] Hide lock [Off]\n If <(Level) = [9]> Then position [0] [0] Hide lock [On]\n If <(Level) = [10]> Then position [-50] [-88] Hide lock [Off]\n If <(Level) = [11]> Then position [] [] Hide lock [On]\n If <(Level) = [12]> Then position [100] [-88] Hide lock [Off]\n If <(Level) = [13]> Then position [] [] Hide lock [On]\n If <(Level) = [14]> Then position [] [] Hide lock [On]\n If <(Level) = [15]> Then position [] [] Hide lock [On]\n If <(Level) = [16]> Then position [] [] Hide lock [On]\n If <(Level) = [17]> Then position [] [] Hide lock [On]\n If <(Level) = [18]> Then position [] [] Hide lock [On]\n If <(Level) = [19]> Then position [] [] Hide lock [On]\n If <(Level) = [20]> Then position [] [] Hide lock [On]\nend\n\n@Boost right\n\ndefine If <level> Then position at x: (x) Y: (y) Hide lock (on or off)\nif <level> then\n go to x: (x) y: (y)\n if <(on or off) = [On]> then\n hide\n else\n show\n end\nend\n\nwhen [timer v] > (Tm)\nhide\n\nwhen I receive [cmon let’s go v]\nforever\n If <(Level) = [1]> Then position at x: [] Y: [] Hide lock [On]\n If <(Level) = [2]> Then position at x: [] Y: [] Hide lock [On]\n If <(Level) = [3]> Then position at x: [] Y: [] Hide lock [On]\n If <(Level) = [4]> Then position at x: [] Y: [] Hide lock [On]\n If <(Level) = [5]> Then position at x: [] Y: [] Hide lock [On]\n If <(Level) = [6]> Then position at x: [] Y: [] Hide lock [On]\n If <(Level) = [7]> Then position at x: [] Y: [] Hide lock [On]\n If <(Level) = [8]> Then position at x: [90] Y: [-88] Hide lock [Off]\n If <(Level) = [9]> Then position at x: [] Y: [] Hide lock [On]\n If <(Level) = [10]> Then position at x: [25] Y: [150] Hide lock [Off]\n If <(Level) = [11]> Then position at x: [] Y: [] Hide lock [On]\n If <(Level) = [12]> Then position at x: [50] Y: [-88] Hide lock [Off]\n If <(Level) = [13]> Then position at x: [-50] Y: [38] Hide lock [Off]\n If <(Level) = [14]> Then position at x: [] Y: [] Hide lock [On]\n If <(Level) = [15]> Then position at x: [] Y: [] Hide lock [On]\n If <(Level) = [16]> Then position at x: [90] Y: [-88] Hide lock [On]\n If <(Level) = [17]> Then position at x: [] Y: [] Hide lock [On]\n If <(Level) = [18]> Then position at x: [] Y: [] Hide lock [On]\n If <(Level) = [19]> Then position at x: [] Y: [] Hide lock [On]\n If <(Level) = [20]> Then position at x: [90] Y: [-88] Hide lock [Off]\nend\n\n@Boost left\n\ndefine If <level> Then position at x: (x) Y: (y) Hide lock (on or off)\nif <level> then\n go to x: (x) y: (y)\n if <(on or off) = [On]> then\n hide\n else\n show\n end\nend\n\nwhen [timer v] > (Tm)\nhide\n\nwhen I receive [cmon let’s go v]\nforever\n If <(Level) = [1]> Then position at x: [] Y: [] Hide lock [On]\n If <(Level) = [2]> Then position at x: [] Y: [] Hide lock [On]\n If <(Level) = [3]> Then position at x: [] Y: [] Hide lock [On]\n If <(Level) = [4]> Then position at x: [] Y: [] Hide lock [On]\n If <(Level) = [5]> Then position at x: [] Y: [] Hide lock [On]\n If <(Level) = [6]> Then position at x: [] Y: [] Hide lock [On]\n If <(Level) = [7]> Then position at x: [] Y: [] Hide lock [On]\n If <(Level) = [8]> Then position at x: [-90] Y: [-88] Hide lock [Off]\n If <(Level) = [9]> Then position at x: [] Y: [] Hide lock [On]\n If <(Level) = [10]> Then position at x: [] Y: [] Hide lock [On]\n If <(Level) = [11]> Then position at x: [] Y: [] Hide lock [On]\n If <(Level) = [12]> Then position at x: [] Y: [] Hide lock [On]\n If <(Level) = [13]> Then position at x: [100] Y: [-88] Hide lock [Off]\n If <(Level) = [14]> Then position at x: [] Y: [] Hide lock [On]\n If <(Level) = [15]> Then position at x: [] Y: [] Hide lock [On]\n If <(Level) = [16]> Then position at x: [90] Y: [-88] Hide lock [On]\n If <(Level) = [17]> Then position at x: [] Y: [] Hide lock [On]\n If <(Level) = [18]> Then position at x: [] Y: [] Hide lock [On]\n If <(Level) = [19]> Then position at x: [] Y: [] Hide lock [On]\n If <(Level) = [20]> Then position at x: [90] Y: [-88] Hide lock [Off]\nend\n\n@Sun\n\nwhen [timer v] > (Tm)\nhide\n\nwhen I receive [cmon let’s go v]\nset size to (75) %\nshow\nforever\n go to [back v] layer\nend\n\nwhen I receive [cmon let’s go v]\nforever\n if <(Level) = [17]> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\ngo to x: (195) y: (136)\nhide\n\nwhen I receive [cmon let’s go v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [ghost v] effect to (52)\nset size to (25) %\nforever\n change size by ((0) + ((10) * ([cos v] of (((timer) - (3)) * (200)) )))\nend\n\n@Crush\n\nwhen [timer v] > (Tm)\nhide\n\nwhen I receive [cmon let’s go v]\ngo to x: (36) y: (100)\nforever\n if <(Level) = [12]> then\n show\n repeat until <(Level) = [13]>\n repeat (10)\n change y by (-15)\n end\n wait (1) seconds\n repeat (10)\n change y by (15)\n end\n wait (1) seconds\n if <[12] < (Level)> then\n hide\n end\n end\n else\n hide\n end\nend\n\n@Water\n\nwhen [timer v] > (Tm)\nhide\n\nwhen I start as a clone\nnext costume\ngo to x: (0) y: ((y position) + (pick random (10) to (20)))\npoint in direction (90)\nforever\n change y by ([sin v] of ((timer) * (250)) )\nend\n\nwhen I receive [cmon let’s go v]\ngo to x: (0) y: (-10)\nshow\nswitch costume to (1 v)\nreset timer\npoint in direction (90)\ngo [backward v] (1) layers\ngo to [back v] layer\nforever\n switch costume to (((Level) + (Level)) - (Level))\n repeat (10)\n change y by (1)\n wait (0.01) seconds\n end\n repeat (10)\n change y by (-1)\n wait (0.01) seconds\n end\nend\n\nwhen I receive [cmon let’s go v]\nrepeat (2)\n create clone of (_myself_ v)\nend\nforever\n change y by ([sin v] of ((timer) * (200)) )\nend\n\n@Skip\n\nwhen [timer v] > (Tm)\nhide\n\nwhen this sprite clicked\nchange [level v] by (1)\nset [x vel v] to [0]\nset [yvel v] to [0]\nset [x v] to [-211]\nset [y v] to [-37]\nbroadcast (Ohhh v)\n\nwhen I receive [cmon let’s go v]\ngo to x: (-108) y: (142)\nshow\nforever\n repeat (100)\n change y by (([sin v] of ((timer) * (250)) ) * (1))\n end\n go to x: (-108) y: (142)\n wait (0.01) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [cmon let’s go v]\nforever\n if <(Level) = [17]> then\n hide\n else\n show\n end\nend\n\n@Reset\n\nwhen [timer v] > (Tm)\nhide\n\nwhen this sprite clicked\nset [x vel v] to [0]\nset [yvel v] to [0]\nset [x v] to [-211]\nset [y v] to [-37]\nbroadcast (Ohhh v)\n\nwhen I receive [cmon let’s go v]\ngo to x: (-24) y: (152)\nshow\nforever\n repeat (100)\n change y by ((([sin v] of ((timer) * (250)) ) * (-1)) * (1))\n end\n go to x: (-24) y: (152)\n wait (0.01) seconds\nend\n\nwhen flag clicked\nhide\n\n@Start\n\nwhen flag clicked\ngo to x: (0) y: (-50)\ngo to [back v] layer\nclear graphic effects\nshow\npoint in direction (90)\nforever\n repeat (10)\n turn right (1) degrees\n end\n repeat (20)\n turn left (1) degrees\n end\n repeat (10)\n turn right (1) degrees\n end\nend\n\nwhen this sprite clicked\nbroadcast (Cmon let’s go v)\nhide\n\nwhen flag clicked\nforever\n change y by ([sin v] of ((timer) * (250)) )\nend\n\n@Back\n\nwhen I start as a clone\ngo to [back v] layer\ngo to x: (-240) y: (pick random (-240) to (240))\nset [ghost v] effect to (pick random (70) to (90))\nset size to (pick random (75) to (125)) %\nswitch costume to (pick random (1) to (4))\npoint in direction (pick random (-180) to (180))\nshow\nglide (2) secs to x: (240) y: (pick random (-240) to (240))\ndelete this clone\n\nwhen I receive [cmon let’s go v]\nhide\nforever\n create clone of (_myself_ v)\nend\n\n
/* Thankyou all for 300+ views :) */\n======Controls=====\n*W/A/S/D or Arrow keys to move\n*It is mobile friendly\n*If you touch spikes you die\n*Jump on trampoline to go up faster
the seasons |#genric#Platformer #games #all
@Stage\n\nwhen flag clicked\nswitch backdrop to (spring v)\nset [level v] to [1]\nbroadcast (setup v) and wait\nbroadcast (next level v)\nbroadcast (Play v)\n\nwhen I receive [mute music v]\nif <(volume) < [50]> then\n set volume to (100) %\nelse\n set volume to (0) %\nend\n\n@platformer guy\n\ndefine Platformer engine up <up> left <left> right <right>\ngo to [back v] layer\ngo [forward v] (1) layers\nswitch costume to (lol v)\nif <right> then\n change [x v] by (1)\nend\nif <left> then\n change [x v] by (-1)\nend\nset [x v] to ((x) * (((0.9) * <not <touching (ground dekoration v)?>>) + ((0.8) * <touching (ground dekoration v)?>)))\nchange x by (x)\nif <touching (hitbox ground v)?> then\n change y by (1)\nend\nif <touching (hitbox ground v)?> then\n change y by (1)\nend\nif <touching (hitbox ground v)?> then\n change y by (1)\nend\nif <touching (hitbox ground v)?> then\n change y by (1)\nend\nif <touching (hitbox ground v)?> then\n change y by (1)\nend\nif <touching (hitbox ground v)?> then\n change y by (-5)\n change x by ((x) * (-1))\nend\nif <touching (water v)?> then\n change [y v] by (-.2)\nelse\n change [y v] by (-1)\nend\nchange y by (y)\nif <touching (hitbox ground v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-1)\nif <touching (water v)?> then\n if <up> then\n set [y v] to [2]\n end\nelse\n if <touching (hitbox ground v)?> then\n if <up> then\n set [y v] to [12]\n end\n end\nend\nchange y by (1)\npoint in direction ((x) + (90))\nif <(x position) > [238]> then\n change [level v] by (1)\n broadcast (next level v)\nend\nif <<touching (danger v)?> or <(y position) < [-175]>> then\n broadcast (restart player v)\nend\nif <touching (bouncpads v)?> then\n set [y v] to ((15) + ((5) * <up>))\nend\ncreate clone of (_myself_ v)\n\nbroadcast (next level v) and wait\n\nwhen I receive [play v]\n\n Platformer engine up <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <((mouse y) - (30)) > (y position)>>> left <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> right <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>>\nend\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-210) y: (-105)\n\nwhen I receive [restart player v]\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-210) y: (-105)\n\nwhen I receive [next level v]\nbroadcast (restart player v)\n\nwhen I start as a clone\ngo to [back v] layer\nrepeat (5)\n change size by (-.5)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\n@hitbox ground \n\nwhen I receive [setup v]\ngo to x: (0) y: (0)\n\nwhen I receive [play v]\nforever\n switch costume to (Level)\n set [ghost v] effect to (100)\n go to [back v] layer\nend\n\n@sign\n\ndefine Clone sign at x (x) y (y) with text (text) type (type)\nswitch costume to (type)\nset [text v] to (text)\nhide\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n show\n go to [front v] layer\n if <touching (platformer guy v)?> then\n set [say v] to []\n set [ghost v] effect to (20)\n say (text)\n wait until <not <touching (platformer guy v)?>>\n else\n say []\n clear graphic effects\n end\nend\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\nif <(Level) = [1]> then\n Clone sign at x [-200] y [-140] with text [arrow keys or WASD or mobile controls to move] type [1]\n Clone sign at x [-80] y [45] with text [don´t touch spikes] type [1]\nend\nif <(Level) = [3]> then\n Clone sign at x [-200] y [-140] with text [press ^arrow ,W or tap over the player while touching a bouncpad to jump higher!] type [1]\nend\nif <(Level) = [5]> then\n Clone sign at x [-170] y [-130] with text [it´s summer!] type [2]\n next backdrop\nend\nif <(Level) = [6]> then\n Clone sign at x [-174] y [-117] with text [sandcastle!] type [2]\nend\nif <(Level) = [8]> then\n switch backdrop to (fall v)\n Clone sign at x [-174] y [-110] with text [it`s fall] type [2]\nend\nif <(Level) = [11]> then\n switch backdrop to (fall v)\n Clone sign at x [-174] y [-110] with text [it´s getting colder......] type [2]\nend\nif <(Level) = [12]> then\n switch backdrop to (winter v)\nend\nif <(Level) = [15]> then\n switch backdrop to (all seasons v)\nend\n\ndefine say (text)\nset [# v] to [1]\nrepeat (length of (text))\n if <touching (platformer guy v)?> then\n set [say v] to (join (say) (letter (#) of (text)))\n say (say)\n change [# v] by (1)\n wait (0) seconds\n else\n say []\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nforever\n show\n go to [front v] layer\n go [forward v] (1) layers\nend\n\nset [level v] to [11]\nbroadcast (next level v)\n\n@ground or whatever\n\nwhen I receive [setup v]\ngo to x: (0) y: (0)\n\nwhen I receive [play v]\nforever\n switch costume to (Level)\nend\n\nbroadcast (next level v)\nset [level v] to [6]\n\n@ground dekoration\n\ndefine grass from x (x) y (y) to x (x2) y (y2) type (type)\nhide\nswitch costume to (type)\ngo to x: (x) y: (y)\nrepeat until <<(x2) = (x position)> and <(y2) = (y position)>>\n change x by (((5) * <(x2) > (x position)>) + ((-5) * <(x position) > (x2)>))\n change y by (((1) * <(y2) > (y position)>) + ((-1) * <(y position) > (y2)>))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nchange [brightness v] effect by (pick random (-1) to (1))\nset size to (pick random (80) to (120)) %\nforever\n go to [back v] layer\n go [backward v] (3) layers\n show\n if <touching (platformer guy v)?> then\n turn right ((((([x v] of [platformer guy v]) * (5)) + (90)) - (direction)) / (20)) degrees\n else\n turn right (((90) - (direction)) / (20)) degrees\n end\nend\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\nif <(Level) = [1]> then\n grass from x [-205] y [-160] to x [45] y [-160] type [1]\n grass from x [90] y [-70] to x [-25] y [-70] type [1]\nend\nif <(Level) = [2]> then\n grass from x [-205] y [-160] to x [45] y [-160] type [1]\n grass from x [-20] y [-70] to x [50] y [-70] type [1]\nend\nif <(Level) = [4]> then\n grass from x [25] y [-170] to x [200] y [-170] type [1]\nend\n\n@water\n\nwhen I receive [setup v]\ngo to x: (0) y: (0)\n\nwhen I receive [play v]\nforever\n go to x: (0) y: (([sin v] of (s) ) * (10))\n switch costume to (Level)\n go to [back v] layer\n set [ghost v] effect to (10)\n change [s v] by (1)\nend\n\nset [level v] to [5]\nbroadcast (next level v) and wait\n\n@bouncpads\n\nwhen I receive [setup v]\ngo to x: (0) y: (0)\n\nwhen I receive [play v]\nforever\n switch costume to (Level)\n set [ghost v] effect to (0)\n go to [back v] layer\nend\n\n@danger\n\nwhen I receive [setup v]\ngo to x: (0) y: (0)\n\nwhen I receive [play v]\nforever\n switch costume to (Level)\n set [ghost v] effect to (0)\n go to [back v] layer\nend\n\n@skip button\n\nwhen flag clicked\nset [sin v] to [20]\nforever\n if <(Level) = [15]> then\n hide\n else\n show\n go to x: (90) y: (140)\n point in direction ((([cos v] of (sin) ) * (20)) + (90))\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\n if <touching (platformer guy v)?> then\n set [ghost v] effect to (80)\n else\n set [ghost v] effect to (0)\n end\n change [sin v] by (5)\n end\nend\n\nwhen this sprite clicked\nchange [level v] by (1)\nbroadcast (next level v)\n\n@retry\n\nwhen flag clicked\nset [sin v] to [0]\nforever\n go to x: (200) y: (140)\n point in direction ((([sin v] of (sin) ) * (20)) + (90))\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\n if <touching (platformer guy v)?> then\n set [ghost v] effect to (80)\n else\n set [ghost v] effect to (0)\n end\n change [sin v] by (5)\nend\n\nwhen this sprite clicked\nbroadcast (next level v)\n\n@thumbnail\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\n@mute music button \n\nwhen flag clicked\n\nwhen flag clicked\nset [sin v] to [120]\nforever\n show\n go to x: (0) y: (140)\n point in direction ((([sin v] of (sin) ) * (20)) + (90))\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\n if <touching (platformer guy v)?> then\n set [ghost v] effect to (80)\n else\n set [ghost v] effect to (0)\n end\n change [sin v] by (5)\nend\n\nwhen this sprite clicked\nbroadcast (mute music v)\nif <(volume) < [50]> then\n set volume to (100) %\n switch costume to ( v)\nelse\n set volume to (0) %\n switch costume to (2 v)\nend\n\nwhen flag clicked\nset volume to (100) %\nswitch costume to (2 v)\nforever\n play sound [Treenan v] until done\nend\n\n
new platformer! \narrow keys ,WASD or mobile controls to move\n,go to the right--> \n\n\n\n---------------------------------------------------------------------------\n--almost 500 views in 2 days?!\n\nGENERIC
Lost II A platformer #Games II
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [intro v]\nswitch backdrop to (paper v)\n\n@player\n\ndefine Platformer Physics (speed) (friction) (jump height)\nchange [y vel v] by (-1)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x vel v] by (speed)\n switch costume to (costume1 v)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x vel v] by ((speed) * (-1))\n switch costume to (costume2 v)\nend\nset [x vel v] to ((X vel) * (friction))\nchange x by (X vel)\nset [slope v] to [0]\nif <touching (level v)?> then\n repeat until <<not <touching (level v)?>> or <(slope) = [-8]>>\n change [slope v] by (-1)\n change y by (1)\n end\nend\nif <touching (level v)?> then\n change y by (slope)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (X vel) ) / (X vel)) * (-1))\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X vel) > [0]> then\n set [x vel v] to [-12]\n else\n set [x vel v] to [12]\n end\n set [y vel v] to [12]\n else\n set [x vel v] to [0]\n end\nend\nchange y by (Y vel)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (Y vel) ) / (Y vel)) * (-1))\n end\n set [y vel v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (level v)?>> then\n set [y vel v] to (jump height)\nend\nchange y by (1)\n\nwhen flag clicked\n\nwhen I receive [end v]\nstart sound [recording2 v]\ngo to x: (-198) y: (-10)\n\nwhen I receive [intro v]\nshow\ngo to [front v] layer\n\nset [x vel v] to [0]\nset [y vel v] to [0]\nforever\n Platformer Physics [1] [0.9] [13]\nend\n\nwhen I receive [intro v]\nforever\n play sound [recording3 v] until done\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [hurt v]\nstart sound [recording1 v]\ngo to x: (-198) y: (-10)\n\n@level\n\nwhen flag clicked\nhide\ngo to x: (-2) y: (6)\nswitch costume to (costume1 v)\n\nwhen I receive [end v]\nnext costume\n\nwhen I receive [intro v]\nshow\n\n@end\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nshow\ngo to x: (136) y: (-4)\nforever\n if <touching (player v)?> then\n broadcast (end v)\n end\nend\n\n@text\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [end v]\nnext costume\n\nwhen I receive [intro v]\nshow\n\n@thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Sprite1\n\nwhen flag clicked\nset [direction v] to [8]\nset size to (80) %\ngo to [front v] layer\nswitch costume to (capture2 v)\nshow\nchange [my variable v] by (10)\npoint in direction (90)\ngo to x: (400) y: (0)\nglide (0.25) secs to x: (0) y: (0)\nrepeat (85)\n change [my variable v] by (10)\n point in direction ((90) + (([sin v] of (my variable) ) * (10)))\nend\npoint in direction (90)\nrepeat (10)\n change y by (10)\nend\nswitch costume to (capture3 v)\nwait (0.3) seconds\nhide\nwait (0.3) seconds\nshow\ngo to x: (0) y: (0)\nrepeat (120)\n change [direction v] by (8)\n point in direction ((([sin v] of ((direction) + (8)) ) * (20)) + (90))\n set size to ((([sin v] of (((direction) + (8)) * (1.4)) ) * (60)) + (100)) %\nend\nwait (0.9) seconds\nglide (1) secs to x: (4000) y: (0)\nrepeat (4)\n change [ghost v] effect by (60)\nend\nhide\nbroadcast (intro v)\npoint in direction (90)\n\nwhen flag clicked\nstart sound [my intro song v]\n\n@Sprite2\n\nwhen flag clicked\nrepeat (240)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to (random position v)\nshow\nset [brightness v] effect to (0)\npoint in direction (90)\ngo to [front v] layer\nswitch costume to (pick random (1) to (2))\nset [ghost v] effect to (pick random (20) to (50))\nset size to (pick random (40) to (80)) %\npoint in direction (pick random (-60) to (90))\nset [whirl v] effect to (pick random (-67) to (160))\nrepeat (240)\n go to (random position v)\n move (10) steps\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\n@right arrow\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\ngo to x: (-155) y: (-152)\nshow\nset size to (90) %\nhide\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (right v)\n end\nend\n\n@danger\n\nwhen flag clicked\nhide\ngo to x: (-2) y: (6)\nswitch costume to (costume1 v)\n\nwhen I receive [end v]\nnext costume\n\nwhen I receive [intro v]\nshow\n\n
Welcome to my first platformer.\n- Controls -\n- Arrow Keys or WASD to move\n- Up Arrow To Jump ( You can wall jump )\n- Dodge The Dangerous Things!\nPlease Leave a ❤️ and ⭐ will be highly appreciated.\nStory -\nOh noes!! Ben the guy got lost while catching a butterfly, Could you help him reach home without getting hurt with spikes and lava and monsters??\nGreat, Because Ben the guy is lost, so your task is to reach him home safely...
Kindness ~ a Platformer!
@Stage\n\nwhen flag clicked\nforever\n repeat (10)\n play sound [Main music! v] until done\n end\nend\n\nwhen flag clicked\nforever\n repeat (10)\n switch backdrop to (backdrop1 v)\n wait (10) seconds\n switch backdrop to (backdrop2 v)\n wait (10) seconds\n switch backdrop to (backdrop3 v)\n wait (10) seconds\n end\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (level 1 v)\n\nwhen I receive [new level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\nend\n\nwhen flag clicked\nif <(Level) = [5]> then\n switch costume to (costume6 v)\nend\n\n@Jump\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(Level) = [1]> then\n show\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 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 hide\n end\n if <(Level) = [9]> then\n hide\n end\n if <(Level) = [10]> then\n show\n go to x: (-126) y: (-61)\n end\n if <(Level) = [11]> then\n go to x: (-72) y: (-64)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player 1 v)?> then\n repeat (8)\n next costume\n end\n switch costume to (costume1 v)\n end\nend\n\n@Player 1\n\nwhen flag clicked\nbroadcast (Restart v)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n point in direction (-90)\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 point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [15]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (ground v)?>> then\n set [y v] to [15]\n end\n change y by (1)\nend\n\nwhen I receive [restart v]\ngo to x: (-225) y: (-45)\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <(x position) > [235]> then\n broadcast (New Level v)\n broadcast (Restart v)\n change [level v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (spikes v)?> or <(y position) < [-170]>> then\n broadcast (Restart v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (jump v)?> then\n set [y v] to [15]\n end\nend\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [new level v]\nnext costume\n\n@Intro\n\ndefine Intro\nhide\nstart sound [NIVIRO - Flashes \[NCS Release\] v]\nset [i v] to [0]\nset [i2 v] to [0]\nset [sequence v] to [1]\ngo to x: (0) y: (0)\npoint in direction (90)\nset size to (100) %\nclear graphic effects\nswitch costume to (white v)\ncreate clone of (_myself_ v)\nswitch costume to (letter1 v)\ncreate clone of (_myself_ v)\ngo to x: (-200) y: (0)\nrepeat (8)\n create clone of (_myself_ v)\n change x by (50)\n next costume\n wait (.05) seconds\nend\ngo to x: (0) y: (0)\nwait until <(Sequence) = [2]>\nswitch costume to (bar v)\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nwait (.82) seconds\nset [sequence v] to [3]\nwait until <(Sequence) = [4]>\ngo to x: (0) y: (-150)\nswitch costume to (bar #2 v)\nrepeat (5)\n create clone of (_myself_ v)\n change y by (75)\n wait (.01) seconds\nend\nwait (0.5) seconds\ngo to x: (0) y: (0)\nset [sequence v] to [5]\nwait until <(Sequence) = [6]>\nswitch costume to (flash v)\ncreate clone of (_myself_ v)\nswitch costume to (logo white v)\ncreate clone of (_myself_ v)\nwait until <(Sequence) = [8]>\nswitch costume to (logo v)\ncreate clone of (_myself_ v)\nParticles\nwait (.9) seconds\nset [sequence v] to [9]\nwait until <(Sequence) = [10]>\nrepeat (3)\n switch costume to (filler v)\n create clone of (_myself_ v)\n wait (0.1) seconds\n switch costume to (filler2 v)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\nwait (1.3) seconds\nset [sequence v] to [11]\nswitch costume to (fade v)\ncreate clone of (_myself_ v)\nwait until <(Sequence) = [12]>\nset [sequence v] to [13]\nbroadcast (Intro End v)\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\nIntro\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n show\n go to x: (0) y: (0)\n wait until <(Sequence) = [13]>\n delete this clone\nend\nif <<(costume [number v]) > [1]> and <[9] > (costume [number v])>> then\n show\n set [ghost v] effect to (100)\n set size to (0) %\n set y to (500)\n point in direction (45)\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (5))\n change [ghost v] effect by (-10)\n change size by (((100) - (size)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n end\n wait (.2) seconds\n set [i v] to [15]\n repeat (40)\n turn right ((x position) / (20)) degrees\n change x by (-1)\n change [ghost v] effect by (3)\n change y by (i)\n change [i v] by (-1.5)\n change size by (-2)\n end\n set [sequence v] to [2]\n delete this clone\nend\nif <(costume [number v]) = [9]> then\n show\n go to x: (0) y: (360)\n set size to (0) %\n point in direction (0)\n set [ghost v] effect to (100)\n repeat until <(Sequence) = [3]>\n change [ghost v] effect by (-10)\n change size by (((100) - (size)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n change y by (((0) - (y position)) / (5))\n end\n set [i v] to [10]\n set [i2 v] to [15]\n repeat (30)\n turn right ((x position) / (40)) degrees\n change x by (i2)\n set [i2 v] to ((i2) * (.9))\n change [ghost v] effect by (4)\n change y by (i)\n change [i v] by (-1.5)\n change size by (-2)\n end\n set [sequence v] to [4]\n delete this clone\nend\nif <(costume [number v]) = [10]> then\n show\n go to x: (0) y: (-360)\n set size to (0) %\n point in direction (180)\n set [ghost v] effect to (100)\n repeat until <(Sequence) = [3]>\n change [ghost v] effect by (-7)\n change size by (((100) - (size)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n change y by (((0) - (y position)) / (5))\n end\n set [i v] to [15]\n set [i2 v] to [-15]\n repeat (40)\n turn right ((x position) / (40)) degrees\n set [i2 v] to ((i2) * (.9))\n change x by (i2)\n change [ghost v] effect by (4)\n change y by (i)\n change [i v] by (-1.5)\n change size by (-2)\n end\n delete this clone\nend\nif <(costume [number v]) = [11]> then\n show\n go to x: (0) y: (y position)\n point in direction (0)\n set size to (0) %\n set [ghost v] effect to (100)\n repeat until <(Sequence) = [5]>\n turn right (((90) - (direction)) / (5)) degrees\n change size by (((95) - (size)) / (5))\n change [ghost v] effect by (-10)\n end\n point in direction (90)\n repeat (15)\n change size by (((30) - (size)) / (5))\n change [ghost v] effect by (10)\n end\n wait (.02) seconds\n set [sequence v] to [6]\n delete this clone\nend\nif <(costume [number v]) = [12]> then\n show\n clear graphic effects\n go to x: (0) y: (0)\n point in direction (90)\n wait until <(Sequence) = [7]>\n wait (.01) seconds\n set [sequence v] to [8]\n delete this clone\nend\nif <(costume [number v]) = [13]> then\n show\n go to x: (0) y: (0)\n point in direction (90)\n set size to (120) %\n repeat (15)\n change [ghost v] effect by (7.5)\n change size by (-2)\n end\n set [sequence v] to [7]\n delete this clone\nend\nif <(costume [number v]) = [14]> then\n show\n set size to (0) %\n set [ghost v] effect to (100)\n repeat until <(Sequence) = [9]>\n change [ghost v] effect by (-10)\n set [i v] to (((i) * (.8)) + (((120) - (size)) / (5)))\n change size by (i)\n point in direction ((90) + ((4) * ([sin v] of ((timer) * (190)) )))\n set y to ((10) * ([sin v] of (((timer) - (2)) * (220)) ))\n end\n set [i v] to [10]\n set [i2 v] to [-15]\n repeat (35)\n turn right ((x position) / (40)) degrees\n change size by (((1) - (size)) / (3))\n change y by ((0) - (i))\n end\n set [sequence v] to [10]\n delete this clone\nend\nif <(costume [number v]) = [15]> then\n show\n set size to (pick random (80) to (120)) %\n set [i v] to (pick random (-30) to (30))\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 (-20) to (20))\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 (-3)\n end\n delete this clone\nend\nif <<(costume [number v]) = [16]> or <(costume [number v]) = [17]>> then\n show\n go to x: (-500) y: (500)\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]) = [18]> then\n show\n go to x: (0) y: (360)\n set [ghost v] effect to (35)\n go to x: (-500) y: (500)\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 wait (3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (0.2) seconds\n set [sequence v] to [12]\n delete this clone\nend\n\ndefine Particles\ngo [backward v] (1) layers\nswitch costume to (particles v)\nrepeat (25)\n create clone of (_myself_ v)\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n hide\nend\n\n@detector\n\nwhen flag clicked\nhide\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (0.5) seconds\nshow\ngo to x: (0) y: (-100)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\n end\nend\n\n
Hey guys! I am @BlackLivesMatter385! Check out my profile for some AWESOME projects about how YOU can single-handedly make Scratch* kinder! Thank you SO SO much for clicking on this project! Every view is another person becoming kinder! Woo-Hoo!!!\n\nI love the Scratch* Community and wouldn't leave it for anything! That is why I want it kinder! Every mean comment makes Scratcher* want to leave Scratch* more and more! This is why I am inviting YOU to help out and stop this! We want Scratch* to be a safe area that makes people feel good… right? So join me in my quest to help this community! bye! <3
☁ desert || multiplayer molbile friendly platformer
@Stage\n\nwhen flag clicked\nforever\nend\n\n@player\n\ndefine Run Engine\nchange [y v] by (-0.5)\nif <<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> then\n change [x v] by (-0.9)\n switch costume to (1 v)\nend\nif <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [x v] by (0.9)\n switch costume to (2 v)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (-6)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [y v] to [9]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (y)\nif <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<<<touching (ground v)?> or <touching color (#00ff2c)?>> and <key (up arrow v) pressed?>> or <<<touching (ground v)?> or <touching color (#00ff2c)?>> and <<(mouse y) > (y position)> and <mouse down?>>>> then\n switch costume to (4 v)\n set [y v] to [9.5]\nend\nchange y by (0.5)\nif <touching (sprite3 v)?> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n go to x: (X Spawn) y: (Y Spawn)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n set [x v] to [0]\n set [y v] to [0]\nend\nif <(x position) > [233]> then\n go to x: (X Spawn) y: (Y Spawn)\n broadcast (Next Level v)\n change [level v] by (1)\n set [x v] to [0]\n set [y v] to [0]\nend\n\nwhen flag clicked\nset [y spawn v] to [60]\nset [x spawn v] to [-218]\ngo to x: (X Spawn) y: (Y Spawn)\nswitch costume to (player v)\nswitch backdrop to (cavesbackround v)\nshow\nset size to (70) %\nset [x v] to [0]\nset [y v] to [0]\n\ndefine Run block\nRun Engine\n\nwhen flag clicked\nset [max players v] to [10]\nset [my player # v] to [0]\nbroadcast (setups v) and wait\nswitch backdrop to (joining v)\nbroadcast (join game v) and wait\nif <(My Player #) > [0]> then\n set [☁ p1 v] to [2]\nelse\n set [☁ p1 v] to [3]\nend\nbroadcast (begin v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encodied v] to (join (encodied) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encodied v] to (join (encodied) [00])\n\nwhen I receive [begin v]\nforever\n Run block\n if <(My Player #) > [0]> then\n send cloud data\n end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nset [encodied v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (round (x position)) to encoded\nwrite (round (y position)) to encoded\nwrite (costume [number v]) to encoded\nwrite ([costume # v] of [ground v]) to encoded\nset cloud # (My Player #) to (encodied)\n\nwhen flag clicked\nset [connecting v] to [1]\n\nwhen flag clicked\nforever\n if <not <<<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> or <<<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> or <<<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> or <<<<touching (ground v)?> or <touching color (#00ff2c)?>> and <key (up arrow v) pressed?>> or <<<touching (ground v)?> or <touching color (#00ff2c)?>> and <<(mouse y) > (y position)> and <mouse down?>>>>>>>> then\n switch costume to (3 v)\n end\nend\n\nwhen flag clicked\nforever\n set [timer v] to ((timer) + (1))\nend\n\nwhen [timer v] > (Timer)\nif <(My Player #) = [1]> then\n set [☁ p1 v] to []\n set [my player # v] to []\nelse\n if <(My Player #) = [2]> then\n set [☁ p2 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [3]> then\n set [☁ p3 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [4]> then\n set [☁ p4 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [5]> then\n set [☁ p5 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [6]> then\n set [☁ p6 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [7]> then\n set [☁ p7 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [8]> then\n set [☁ p8 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [9]> then\n set [☁ p9 v] to []\n set [my player # v] to []\n else\n set [☁ p10 v] to []\n set [my player # v] to []\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nreset timer\nset [timer v] to [0]\n\nwhen I receive [begin v]\nrepeat (60)\n if <<<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> or <<<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> or <<<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> or <<<<touching (ground v)?> or <touching color (#00ff2c)?>> and <key (up arrow v) pressed?>> or <<<touching (ground v)?> or <touching color (#00ff2c)?>> and <<(mouse y) > (y position)> and <mouse down?>>>>>>> then\n set [kickout v] to [0]\n else\n change [kickout v] by (1)\n end\n wait (1) seconds\nend\nif <(Kickout) = [60]> then\n stop [all v]\nend\n\n@opponents\n\ndefine begin decode of (encode)\nset [encodied v] to (encode)\nset [letter # v] to [1]\n\ndefine value=read from encode\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encodied)) (letter ((letter #) + (1)) of (encodied)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nset [offline v] to [100]\nhide\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(My Player #) = (player #)> then\n hide\n set [offline v] to [100]\n else\n tick\n end\nend\n\ndefine value=Cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n else\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setups v]\nsetup players\n\ndefine tick\nvalue=Cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue=read from encode\nsay (value)\nvalue=read from encode\nvalue=read from encode\nset x to (value)\nvalue=read from encode\nset y to (value)\nvalue=read from encode\nswitch costume to (value)\nvalue=read from encode\nif <(value) = ([costume # v] of [ground v])> then\n show\nelse\n hide\nend\n\nwhen I receive [join game v]\nvalue=Cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue=Cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\nwhen flag clicked\nset size to (70) %\n\n@Connection Statements\n\nwhen flag clicked\nforever\n switch costume to (Connecting)\nend\n\nwhen I receive [begin v]\nhide\n\nwhen flag clicked\nshow\n\n@thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nset size to (80) %\ngo to x: (36) y: (-125)\nshow\nswitch costume to (costume1 v)\nforever\n switch costume to (LEVEL)\n go to [front v] layer\nend\n\nwhen I receive [game over v]\nhide\n\n@Ground\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\nwhen I receive [begin v]\nrepeat (2)\n go to x: (0) y: (-175)\n show\n forever\n switch costume to (LEVEL)\n go to [back v] layer\n end\nend\n\nwhen I receive [game over v]\nhide\n\n@Duszek1\n\nwhen flag clicked\ngo [backward v] (999999) layers\ngo to x: (-238) y: (159)\nforever\n turn right (1) degrees\nend\n\n@Duszek2\n\nwhen flag clicked\ngo to [back v] layer\nshow\ngo to (random position v)\nforever\n change x by (-10)\n if <touching (_edge_ v)?> then\n hide\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\ngo to (random position v)\nshow\nforever\n change x by (-10)\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (detector v)\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\nwhen flag clicked\nforever\n go to x: (3) y: (-103)\nend\n\n@Duszek3\n\nwhen flag clicked\nsay []\n\nforever\n say [1.GLifTTi]\nend\n\n@Duszek4\n\nwhen flag clicked\nsay []\n\nforever\n say [2.griffpatch]\nend\n\ngo to (random position v)\n\ngo to (random position v)\n\n
mobile friendly game \nthis is a multiplayer scrolling platformer\nmove-arrow keys or mouse\n pls follow my profile!
Cave Platformer
@Stage\n\nwhen I receive [make terrain v]\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset [end v] to [0]\nforever\n if <(end) = [0]> then\n if <<(Level:) < [9]> and <(Level:) > [3]>> then\n switch backdrop to (gray v)\n else\n switch backdrop to (backdrop1 v)\n end\n else\n switch backdrop to (end v)\n wait (0.3) seconds\n stop [this script v]\n end\nend\n\nnext backdrop\n\nset [terrain gen v] to [1]\n\nstop [other scripts in sprite v]\n\nwait (0.1) seconds\n\n\n\nbroadcast (END v)\n\n@Sprite1\n\ndefine fall at speed (speed)\nset [fv v] to (speed)\nrepeat until <touching (levels v)?>\n change y by (join [-] (fv))\n change [fv v] by (1)\nend\nchange y by (fv)\nset [can i jump? v] to [1]\n\nwhen flag clicked\n\nwhen I receive [spawn v]\nwait until <(begin forever fall) = [1]>\nforever\n if <(can i jump?) = [1]> then\n repeat until <touching (levels v)?>\n change y by (-3)\n end\n set [can i jump? v] to [1]\n end\nend\n\nwhen I receive [spawn v]\nforever\n if <key (right arrow v) pressed?> then\n change x by (6)\n change y by (3)\n if <touching (levels v)?> then\n change x by (-6)\n end\n change y by (-3)\n end\n if <key (left arrow v) pressed?> then\n change x by (-6)\n change y by (3)\n if <touching (levels v)?> then\n change x by (6)\n end\n change y by (-3)\n end\nend\n\nwhen I receive [spawn v]\nset [begin forever fall v] to [0]\nset [can i jump? v] to [0]\ngo to x: (-200) y: (-20)\nshow\nfall at speed [3]\nset [begin forever fall v] to [1]\nforever\n if <<key (up arrow v) pressed?> and <(can i jump?) = [1]>> then\n set [can i jump? v] to [0]\n set [vel v] to [10]\n repeat (10)\n change y by (vel)\n if <touching (levels v)?> then\n change y by (join [-] (vel))\n repeat until <touching (levels v)?>\n change y by (join [-] (vel))\n end\n end\n change [vel v] by (-0.8)\n end\n fall at speed [3]\n end\nend\n\nwhen I receive [spawn v]\nwait until <touching (goal v)?>\nchange [level: v] by (1)\ngo to x: (-200) y: (-20)\nbroadcast (next level v)\nbroadcast (begin v)\n\nwhen I receive [begin v]\ngo to x: (-200) y: (-20)\nhide\nbroadcast (spawn v)\n\nwhen flag clicked\nhide variable [begin forever fall v]\nhide variable [can i jump? v]\n\nwhen flag clicked\nset [level: v] to [1]\n\nwhen I receive [spawn v]\nwait until <touching (_edge_ v)?>\nbroadcast (begin v)\n\nforever\n\nfall at speed [3]\n\nset y to (152)\n\nset y to (151)\n\nrepeat (2)\n\nwhen I receive [end v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (1) seconds\nstop [other scripts in sprite v]\nstop [this script v]\n\nchange x by (40)\n\nchange y by (-10)\n\n@goal\n\nwhen flag clicked\nforever\n if <(Level:) = [1]> then\n go to x: (200) y: (-50)\n end\n if <(Level:) = [2]> then\n go to x: (200) y: (40)\n end\n if <(Level:) = [3]> then\n go to x: (200) y: (-140)\n end\n if <(Level:) = [4]> then\n go to x: (200) y: (-115)\n end\n if <(Level:) = [5]> then\n go to x: (205) y: (-115)\n end\n if <(Level:) = [6]> then\n go to x: (205) y: (-105)\n end\n if <(Level:) = [7]> then\n go to x: (205) y: (-105)\n end\n if <(Level:) = [8]> then\n go to x: (205) y: (0)\n end\n if <(Level:) = [9]> then\n go to x: (205) y: (-125)\n end\n if <(Level:) = [10]> then\n go to x: (205) y: (-130)\n end\n if <(Level:) = [11]> then\n go to x: (205) y: (-80)\n end\n if <(Level:) = [12]> then\n broadcast (END v)\n set [end v] to [1]\n end\nend\n\nif <(Level:) = [9]> then\n go to x: (205) y: (-125)\nend\n\nwhen flag clicked\nclear graphic effects\n\nwhen I receive [next level v]\nhide\nset [color v] effect to (pick random (1) to (1000))\nshow\n\nwhen I receive [end v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Levels \n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [end v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Sprite2\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nwait (6) seconds\nhide\nbroadcast (begin v)\nforever\n play sound [Chill v] until done\nend\n\n
Want a Color ◆scrolling platformer ◆
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\nset [time2 v] to [0]\nset [time v] to [0]\nbroadcast (Play game v)\nforever\n play sound [Distrion & Alex Skrindo - Entropy \[NCS Release\] v] until done\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [4]> then\n switch backdrop to (背景2 v)\n else\n switch backdrop to (背景1 v)\n end\nend\n\nwhen flag clicked\nwait until <(LEVEL) = [4]>\nchange [☁ goals v] by (1)\n\n@none\n\n@start\n\nwhen flag clicked\nhide\n\nset size to (100) %\n\ngo to [front v] layer\n\n@player\n\nwhen I receive [play game v]\nset [usedskip? v] to [0]\nset [mobileskip v] to [0]\nset [level v] to [1]\nshow\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game on\n repeat until <<<(EXIT) > []> or <key (p v) pressed?>> or <(mobileskip) = [1]>>\n broadcast (Tick v)\n Tick\n end\n if <<key (p v) pressed?> and <not <(LEVEL) = [6]>>> then\n set [exit v] to [A win win]\n set [usedskip? v] to [1]\n end\n if <<(mobileskip) = [1]> and <not <(LEVEL) = [6]>>> then\n set [exit v] to [A win win]\n set [usedskip? v] to [1]\n end\n if <(EXIT) = [A win win]> then\n GameWinYOO\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 [guy: x v] to [-180]\nset [guy: y v] to [78]\nset [speedy v] to [0]\nset [guy: sx v] to [0]\nset [in air v] to [0]\nset [what? v] to [2]\nset [exit v] to []\nset [what? v] to [0]\nset [x v] to [0]\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)>>>> and <(:p) = [0]>> then\n change [guy: sx v] by (2)\n change [x v] by (4)\nend\nif <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(:p) = [0]>> then\n change [guy: sx v] by (-2)\n change [x v] by (-4)\nend\nset [guy: sx v] to ((Guy: sx) * (0.8))\nif <([abs v] of (Guy: sx) ) > [0.9]> then\n Change player x by (round (Guy: sx))\nend\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> and <(:p) = [0]>> then\n if <not <(nn) = [1]>> then\n if <(In air) < [4]> then\n set [speedy v] to [16]\n end\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 (((Guy: 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 (((Guy: y) - (SCROLL Y)) / (8)))\nPosition\nif <touching (trampoline v)?> then\n set [speedy v] to [30]\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n switch costume to (2 v)\nelse\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (3 v)\n else\n switch costume to (1 v)\n end\nend\n\ndefine Change player y by (sy)\nchange [guy: y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <<touching (ground v)?> or <touching (ground2 v)?>>>\n if <(sy) > [0]> then\n change [guy: y v] by (-1)\n else\n change [guy: 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: ((Guy: x) - (SCROLL X)) y: ((Guy: y) - (SCROLL Y))\n\ndefine Change player x by (sx)\nchange [guy: x v] by (sx)\nPosition\nif <touching (levels v)?> then\n repeat (12)\n change [guy: y v] by (1)\n Position\n if <not <<touching (ground v)?> or <touching (ground2 v)?>>> then\n stop [this script v]\n end\n end\n change [guy: y v] by (-12)\n repeat until <not <<touching (ground v)?> or <touching (ground2 v)?>>>\n if <(sx) > [0]> then\n change [guy: x v] by (-1)\n else\n change [guy: x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - die boi boi I’m fed\nset [x v] to [0]\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 (die v)?> or <touching (die2 v)?>> or <touching (die3 v)?>> or <[-190] > (y position)>> then\n set [exit v] to [Die \(other way\)]\nend\n\nwhen flag clicked\nset [dead? v] to [0]\nhide\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 (goal5 v)\n turn right (65) degrees\n move ((distance to [goal5 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 flag clicked\nset [nn v] to [0]\n\n@fade\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nwait (0.7) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\ndelete this clone\n\nwhen I receive [ded boiz v]\ncreate clone of (_myself_ v)\n\n@ground\n\nwhen I receive [tick v]\nPosition ((Levels: x) - (SCROLL X)) ((Levels: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [levels: y v] to [0]\nset [levels: x v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [700] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (9 v)\n Position x: [450] y: [0]\n Position x: [100] y: [0]\n Position x: [600] y: [0]\n Position x: [300] y: [0]\n Position x: [600] y: [0]\n Position x: [600] y: [0]\n Position x: [500] y: [0]\n Position x: [300] y: [0]\n Position x: [300] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (19 v)\n Position x: [350] y: [0]\n Position x: [350] y: [0]\n Position x: [1000] y: [0]\n Position x: [800] y: [0]\n Position x: [700] y: [0]\n else\n switch costume to (コスチューム4 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 [levels: x v] by (x)\nchange [levels: y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\n@die\n\ndefine Position x: (x) y: (y)\nhide\ncreate clone of (_myself_ v)\nchange [levels: x v] by (x)\nchange [levels: y v] by (y)\nnext costume\n\nwhen I receive [setup v]\nset [levels: y v] to [0]\nset [levels: x v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [1800] y: [-23]\n Position x: [90] y: [60]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (6 v)\n Position x: [300] y: [0]\n Position x: [1000] y: [7]\n Position x: [970] y: [135]\n Position x: [300] y: [135]\n Position x: [500] y: [-70]\n Position x: [500] y: [-70]\n else\n if <(LEVEL) = [3]> then\n switch costume to (13 v)\n Position x: [1640] y: [0]\n Position x: [1260] y: [0]\n else\n switch costume to (コスチューム3 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 [tick v]\nPosition ((Levels: x) - (SCROLL X)) ((Levels: y) - (SCROLL Y))\n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nset [level v] to [2]\n\n@die2\n\nwhen flag clicked\nhide\n\nwhen I receive [setup v]\nset [max collect v] to [0]\nhide\nset [collect v] to [0]\nset [collectibles: y v] to [0]\nset [collectibles: x v] to [0]\nif <(LEVEL) = [1]> then\n wait (0) seconds\n Clone x: [1500] y: [100]\n Clone x: [2200] y: [100]\n Clone x: [3600] y: [150]\nelse\n if <(LEVEL) = [2]> then\n Clone x: [2800] y: [80]\n Clone x: [3300] y: [80]\n else\n Clone x: [2500] y: [85]\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]\nset [what? v] to [0]\ndelete this clone\n\ndefine Position x: (x) y: (y)\nhide\ncreate clone of (_myself_ v)\nchange [levels: x v] by (x)\nchange [levels: y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\ngo to [back v] layer\nset [spin v] to [0]\nforever\n if <not <(what?) = [2]>> then\n change [spin v] by (1)\n end\nend\n\nwhen I receive [tick v]\nPosition ((Collectibles: x) - (SCROLL X)) ((Collectibles: y) - (SCROLL Y))\nforever\n if <not <(what?) = [2]>> then\n point in direction ((90) + (([sin v] of ((spin) * (2)) ) * (45)))\n end\n if <(what?) = [1]> then\n clear graphic effects\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [what? v] to [2]\n end\n else\n set [brightness v] effect to (-100)\n end\nend\n\ndefine Clone x: (x) y: (y)\nset [collectibles: x v] to (x)\nset [collectibles: y v] to (y)\nchange [max collect v] by (1)\ncreate clone of (_myself_ v)\n\n@die3\n\ndefine Position x: (x) y: (y)\nhide\ncreate clone of (_myself_ v)\nchange [levels: x v] by (x)\nchange [levels: y v] by (y)\nnext costume\n\nwhen I receive [setup v]\nset [levels: y v] to [0]\nset [levels: x v] to [0]\nif <(LEVEL) = [3]> then\n switch costume to (1 v)\nelse\n if <(LEVEL) = [4]> then\n switch costume to (1 v)\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(LEVEL) = [3]> or <(LEVEL) = [4]>> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [tick v]\nPosition ((Levels: x) - (SCROLL X)) ((Levels: y) - (SCROLL Y))\n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\n@item\n\nwhen I receive [tick v]\nPosition ((Collectibles: x) - (SCROLL X)) ((Collectibles: y) - (SCROLL Y))\nif <touching (player v)?> then\n change [item v] by (1)\n start sound [Coin v]\n if <(ITEM) = [1]> then\n broadcast (A v)\n else\n if <(ITEM) = [2]> then\n broadcast (B v)\n else\n if <(ITEM) = [3]> then\n broadcast (C v)\n end\n end\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 [collectibles: y v] to [0]\nset [collectibles: x v] to [0]\nif <(LEVEL) = [1]> then\n if <not <(ITEM) = [1]>> then\n switch costume to (4 v)\n wait (0) seconds\n Clone x: [1265] y: [40]\n end\nelse\n if <(LEVEL) = [2]> then\n if <not <(ITEM) = [2]>> then\n switch costume to (コスチューム1 v)\n wait (0) seconds\n Clone x: [680] y: [130]\n end\n else\n if <(LEVEL) = [3]> then\n if <not <(ITEM) = [3]>> then\n switch costume to (コスチューム2 v)\n wait (0) seconds\n Clone x: [630] y: [0]\n end\n end\n end\nend\nset [collectibles: 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 [collectibles: x v] to (x)\nset [collectibles: y v] to (y)\nchange [max collect v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [item v] to [0]\nhide\n\n@itembotan[A]\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n switch costume to (コスチューム1 v)\n go to x: (-200) y: (138)\n show\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(what?) = [1]>>> then\n set [nn v] to [1]\n broadcast (stop v)\n else\n end\n if <touching (mouse-pointer v)?> then\n set size to (105) %\n set [xd v] to [1]\n else\n set size to (100) %\n set [xd v] to [0]\n end\nend\n\nwhen I receive [a v]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n if <not <(what?) = [1]>> then\n set [nn v] to [0]\n end\nend\n\n@itembotan[B]\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n if <(time) = [0]> then\n clear graphic effects\n switch costume to (コスチューム2 v)\n go to x: (-130) y: (138)\n show\n if <touching (mouse-pointer v)?> then\n set size to (105) %\n else\n set size to (100) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (map v)\n set [map v] to [1]\n wait until <(map) = [0]>\n end\n else\n set [ghost v] effect to (40)\n end\nend\n\nwhen I receive [b v]\ncreate clone of (_myself_ v)\n\n@Love fave\n\nwhen flag clicked\nhide\nforever\n wait (pick random (15) to (20)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n 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\nend\n\n@MAp\n\nwhen flag clicked\nhide\nforever\n switch costume to ((LEVEL) - (1))\nend\n\nwhen I receive [map v]\ngo to [front v] layer\nshow\nwait (5) seconds\nset [map v] to [0]\nhide\nset [time v] to [5]\nrepeat (5)\n wait (1) seconds\n change [time v] by (-1)\nend\n\n@itembotan[C]\n\nwhen flag clicked\nset [luku v] to [0]\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n if <(time2) = [0]> then\n clear graphic effects\n switch costume to (コスチューム2 v)\n go to x: (-60) y: (138)\n show\n if <touching (mouse-pointer v)?> then\n set size to (105) %\n else\n set size to (100) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [luku v] to [1]\n wait (5) seconds\n set [luku v] to [0]\n set [time2 v] to [5]\n set [ghost v] effect to (40)\n repeat (5)\n wait (1) seconds\n change [time2 v] by (-1)\n end\n end\n else\n end\nend\n\nwhen I receive [c v]\ncreate clone of (_myself_ v)\n\n@time\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n if <not <(time) = [0]>> then\n go to x: (-130) y: (137)\n show\n switch costume to (time)\n else\n hide\n end\nend\n\n@Goal5\n\nwhen I receive [tick v]\nPosition ((Goal: x) - (SCROLL X)) ((Goal: y) - (SCROLL Y))\nif <touching (player v)?> then\n set [exit v] to [A win win]\nend\nif <(LEVEL) = [4]> then\n broadcast (goal v)\nend\n\nwhen I receive [setup v]\nhide\nset [goal: y v] to [0]\nset [goal: x v] to [0]\nwait (0) seconds\nif <(LEVEL) = [1]> then\n switch costume to (コスチューム1 v)\n Clone x: [3900] y: [80]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (コスチューム2 v)\n Clone x: [3900] y: [350]\n else\n switch costume to (コスチューム3 v)\n Clone x: [3350] y: [0]\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone x: (x) y: (y)\nset [goal: x v] to (x)\nset [goal: 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@stop\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [what? v] to [0]\nhide\n\nwhen I receive [stop v]\nset [what? v] to [1]\nshow\ngo to [front v] layer\nset [ghost v] effect to (90)\nwait until <<(what?) = [2]> or <(what?) = [3]>>\nhide\nwait (3) seconds\nset [what? v] to [0]\n\n@mapplayer\n\nwhen flag clicked\nhide\n\nwhen I receive [map v]\nshow\nrepeat until <(map) = [0]>\n go to x: ((120) + ((X) / (20))) y: ((89) + ((SCROLL Y) / (35)))\n go to [front v] layer\nend\nhide\n\n@ground2\n\nwhen I receive [tick v]\nPosition ((Levels: x) - (SCROLL X)) ((Levels: y) - (SCROLL Y))\nforever\n if <(LUKU) = [0]> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (50)\n end\nend\n\nwhen I receive [setup v]\nset [levels: y v] to [0]\nset [levels: x v] to [0]\nif <(LEVEL) = [3]> then\n switch costume to (コスチューム1 v)\n Position x: [1100] y: [0]\n Position x: [900] y: [0]\n Position x: [800] y: [0]\nend\n\ndefine Position (x) (y)\nif <(LEVEL) = [3]> then\n go to x: (x) y: (y)\n if <<(x) = (x position)> and <(y) = (y position)>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Position x: (x) y: (y)\nhide\ncreate clone of (_myself_ v)\nchange [levels: x v] by (x)\nchange [levels: y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\n@time2\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n if <not <(time2) = [0]>> then\n go to (itembotan\[c\] v)\n show\n switch costume to (time2)\n else\n hide\n end\nend\n\n@hi\n\nwhen flag clicked\nhide\nforever\n go to [back v] layer\n if <(LEVEL) = [4]> then\n show\n else\n hide\n end\nend\n\n@ground3\n\nwhen I receive [tick v]\nPosition ((Levels: x) - (SCROLL X)) ((Levels: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [levels: y v] to [0]\nset [levels: x v] to [0]\nif <(LEVEL) = [4]> then\n switch costume to (コスチューム1 v)\nend\n\ndefine Position (x) (y)\nif <(LEVEL) = [4]> then\n go to x: (x) y: (y)\n if <<(x) = (x position)> and <(y) = (y position)>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Position x: (x) y: (y)\nhide\ncreate clone of (_myself_ v)\nchange [levels: x v] by (x)\nchange [levels: y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\n
難易度/difficulty level ★★★★★\nplease ♡&☆,follow!!\n\nステージごとにアイテムがあって、1ステージにはものを5秒間とめるアイテム、2ステージにはミニマップ、\n3ステージには見えないものが見えるようになるアイテムがあります。クリアを目指して、頑張って下さい‼︎\n\n⌘操作方法/How to play ⌘\n\n ◇PC◇\n←→で移動/←→keys to move\n↑でジャンプ/↑keys to jump \n\n ◇スマホ・タブレット/mobile |tablet◇\n左側,右側タップで移動/tap left | right move \n上側をタップで移動/Tap the top to jump
Draw Your Platformer
@Stage\n\nwhen flag clicked\nset pen color to (#2fe20b)\nerase all\nforever\n \nend\n\n@Ball\n\nwhen flag clicked\nshow variable [type v]\nshow\nswitch costume to (costume1 v)\nset [y velocity v] to [0]\nset [x velocity v] to [0]\ngo to x: (-214) y: (-95)\nforever\n if <key (right arrow v) pressed?> then\n change [x velocity v] by (1)\n switch costume to (costume1 v)\n end\n if <key (left arrow v) pressed?> then\n change [x velocity v] by (-1)\n switch costume to (costume2 v)\n end\n set [x velocity v] to ((x velocity) * (.9))\n change x by (x velocity)\n if <touching color (#05ff00)?> then\n change y by (1)\n if <touching color (#05ff00)?> then\n change y by (1)\n if <touching color (#05ff00)?> then\n change y by (1)\n if <touching color (#05ff00)?> then\n change y by (1)\n if <touching color (#05ff00)?> then\n change y by (1)\n if <touching color (#05ff00)?> then\n change x by ((x velocity) * (-1))\n change y by (-5)\n end\n if <key (up arrow v) pressed?> then\n if <(x velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (y velocity)\n if <touching color (#05ff00)?> 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 color (#05ff00)?> then\n if <key (up arrow v) pressed?> then\n change [y velocity v] by (15)\n end\n end\n change y by (1)\n if <(x position) > [245]> then\n change [level v] by (1)\n set [y velocity v] to [0]\n set [x velocity v] to [0]\n go to x: (-214) y: (-95)\n erase all\n end\n if <touching color (#ff0000)?> then\n go to x: (-214) y: (-95)\n end\n if <(y position) < [-150]> then\n go to x: (-214) y: (-95)\n end\n if <touching color (#faff00)?> then\n set [y velocity v] to [20]\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (ground v)\nset pen size to (5)\nset pen color to (#04ff00)\nerase all\nforever\n set [type v] to (costume [name v])\n go to (mouse-pointer v)\n if <mouse down?> then\n pen down\n else\n pen up\n end\n set pen size to ((10) + (<(type) = [Eraser]> * (10)))\n if <(type) = [Ground]> then\n set pen color to (#04ff00)\n else\n if <(type) = [Lava]> then\n set pen color to (#ff0000)\n else\n if <(type) = [Eraser]> then\n set pen color to (#00d1ff)\n else\n set pen color to (#faff00)\n end\n end\n end\nend\n\nwhen [space v] key pressed\nnext costume\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nshow\nhide variable [type v]\n\n
--------BUILDING LEVELS------\n\nHold and drag your mouse across the screen to build. Press space to switch between types.\n