title
stringlengths 5
100
| content
stringlengths 10
791k
| instructions
stringlengths 0
8.7k
|
---|---|---|
Colour - A platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [song \(1\) v] until done\nend\n\n@Sprite1\n\ndefine y\nchange y by (y)\nif <touching color (#000000)?> then\n if <(y) < [0]> then\n if <(y) < [-2]> then\n set [y v] to ((0) - ((y) * (0.2)))\n else\n set [y v] to [0]\n end\n repeat until <not <touching color (#000000)?>>\n change y by (1)\n end\n change y by (0)\n if <key (up arrow v) pressed?> then\n if <(y) < [15]> then\n change [y v] by (15)\n end\n end\n else\n set [y v] to [0]\n repeat until <not <touching color (#000000)?>>\n change y by (-1)\n end\n end\nelse\n change [y v] by (-1)\nend\n\ndefine x\nchange x by (x)\nif <touching color (#000000)?> then\n change x by ((0) - ((x) * (1.2)))\n set [x v] to ((0) - (x))\n set [y v] to [15]\nend\nif <key (right arrow v) pressed?> then\n change [x v] by (1.5)\nend\nif <key (left arrow v) pressed?> then\n change [x v] by (-1.5)\nend\nset [x v] to ((x) * (0.88))\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset [y v] to [0]\ngo to x: (-200) y: (-100)\nforever\n x\n y\n if <<(y position) < [-179]> or <<touching color (#ffffff)?> or <touching color (#ff0000)?>>> then\n go to x: (-200) y: (-100)\n broadcast (delete AI clones v)\n end\n if <(x position) > [239]> then\n go to x: (-200) y: (-100)\n next backdrop\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop4 v]\nswitch costume to (costume1 v)\nshow\ngo to x: (-5) y: (0)\nset size to (100) %\nset [sin v] to [0]\nrepeat until <touching (sprite1 v)?>\n change [sin v] by (7)\n change size by ([cos v] of (sin) )\n change y by ([sin v] of (sin) )\n turn right (5) degrees\nend\nrepeat (10)\n change [sin v] by (7)\n change size by ([cos v] of (sin) )\n change y by ([sin v] of (sin) )\n turn right (5) degrees\n change [brightness v] effect by (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\n\nwhen backdrop switches to [backdrop9 v]\nswitch costume to (costume2 v)\nshow\ngo to x: (5) y: (0)\nset size to (75) %\nset [sin v] to [0]\nrepeat until <touching (sprite1 v)?>\n change [sin v] by (7)\n change size by ([cos v] of (sin) )\n change y by ([sin v] of (sin) )\n turn right (5) degrees\nend\nrepeat (10)\n change [sin v] by (7)\n change size by ([cos v] of (sin) )\n change y by ([sin v] of (sin) )\n turn right (5) degrees\n change [brightness v] effect by (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop18 v]\ngo to x: (135) y: (-104)\nrepeat until <not <(backdrop [number v]) = [18]>>\n wait (pick random (0.1) to (0.5)) seconds\n go to x: (pick random (130) to (140)) y: (-104)\n create clone of (_myself_ v)\n set size to (pick random (10) to (100)) %\nend\nbroadcast (delete fire clones v)\n\nwhen I start as a clone\nshow\npoint in direction (0)\nrepeat (20)\n move (2) steps\n turn right (pick random (-3) to (3)) degrees\n change [brightness v] effect by (5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen backdrop switches to [backdrop19 v]\ngo to x: (135) y: (-104)\nrepeat until <not <(backdrop [number v]) = [19]>>\n wait (pick random (0.1) to (0.5)) seconds\n go to x: (pick random (130) to (140)) y: (-104)\n create clone of (_myself_ v)\n set size to (pick random (10) to (100)) %\nend\nbroadcast (delete fire clones v)\n\nwhen I receive [delete fire clones v]\ndelete this clone\n\nwhen backdrop switches to [backdrop20 v]\ngo to x: (147) y: (46)\nrepeat until <not <(backdrop [number v]) = [20]>>\n wait (pick random (0.1) to (0.5)) seconds\n go to x: (pick random (140) to (150)) y: (46)\n create clone of (_myself_ v)\n set size to (pick random (10) to (200)) %\nend\nbroadcast (delete fire clones v)\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop21 v]\ngo to x: (0) y: (-130)\nshow\nwait until <touching (sprite1 v)?>\nhide\nbroadcast (halo v)\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [halo v]\nshow\nset [sin v] to [0]\nswitch costume to (costume2 v)\nset size to (300) %\nswitch costume to (costume1 v)\nrepeat until <(backdrop [number v]) = [31]>\n go to (sprite1 v)\nend\nhide\n\n@Sprite6\n\ndefine y\nchange y by (AI y)\nif <touching color (#000000)?> then\n if <(AI y) < [0]> then\n if <(AI y) < [-2]> then\n set [ai y v] to ((0) - ((AI y) * (0.2)))\n else\n set [ai y v] to [0]\n end\n repeat until <not <touching color (#000000)?>>\n change y by (1)\n end\n change y by (1)\n if <<[0] = [0]> and <([y position v] of [sprite1 v]) > (y position)>> then\n set [ai y v] to [10]\n end\n else\n set [ai y v] to [0]\n repeat until <not <touching color (#000000)?>>\n change y by (-1)\n end\n end\nelse\n change [ai y v] by (-1)\nend\n\ndefine x\nchange x by (AI x)\nif <touching color (#000000)?> then\n change x by ((0) - ((AI x) * (1.2)))\n set [ai x v] to ((0) - (AI x))\n set [ai y v] to [15]\nend\nif <([x position v] of [sprite1 v]) > ((x position) + (pick random (-100) to (0)))> then\n change [ai x v] by (pick random (0.1) to (0.6))\nend\nif <([x position v] of [sprite1 v]) < ((x position) + (pick random (0) to (100)))> then\n change [ai x v] by (pick random (-0.1) to (-0.6))\nend\nset [ai x v] to ((AI x) * (0.92))\nif <([y position v] of [sprite1 v]) < (y position)> then\n if <([x position v] of [sprite1 v]) > ((x position) + (pick random (-100) to (0)))> then\n change [ai x v] by (pick random (0.4) to (0.8))\n end\n if <([x position v] of [sprite1 v]) < ((x position) + (pick random (0) to (100)))> then\n change [ai x v] by (pick random (-0.4) to (-0.8))\n end\nend\n\nwhen I start as a clone\nshow\nset [ai y v] to [0]\nset [ai x v] to [0]\nrepeat until <not <touching color (#000000)?>>\n change y by (1)\nend\nrepeat until <not <([backdrop # v] of [_stage_ v]) = (level ID)>>\n y\n x\nend\ndelete this clone\n\nwhen backdrop switches to [backdrop32 v]\ngo to x: (183) y: (0)\nset [level id v] to ([backdrop # v] of [_stage_ v])\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop33 v]\ngo to x: (35) y: (-122)\nset [level id v] to ([backdrop # v] of [_stage_ v])\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop34 v]\ngo to x: (150) y: (-40)\nset [level id v] to ([backdrop # v] of [_stage_ v])\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop35 v]\nset [level id v] to ([backdrop # v] of [_stage_ v])\ngo to x: (104) y: (-7)\ncreate clone of (_myself_ v)\ngo to x: (101) y: (-107)\ncreate clone of (_myself_ v)\ngo to x: (-11) y: (-113)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop36 v]\nset [level id v] to ([backdrop # v] of [_stage_ v])\ngo to x: (181) y: (107)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop37 v]\ngo to x: (10) y: (0)\nset [level id v] to ([backdrop # v] of [_stage_ v])\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop38 v]\nset [level id v] to ([backdrop # v] of [_stage_ v])\nrepeat (10)\n wait (3) seconds\n go to x: (-50) y: (106)\n create clone of (_myself_ v)\nend\n\nwhen I receive [delete ai clones v]\nif <(backdrop [number v]) = [38]> then\n delete this clone\nend\n\nwhen backdrop switches to [backdrop39 v]\nstop [other scripts in sprite v]\nset [level id v] to ([backdrop # v] of [_stage_ v])\nrepeat (75)\n wait (0.1) seconds\n go to x: (pick random (10) to (40)) y: (pick random (-150) to (-179))\n create clone of (_myself_ v)\nend\n\n | Arrow keys to move, and try to get to the end! |
Day and Night || A Platformer | @Stage\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nswitch costume to (costume1 v)\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n play sound [Inferno v] until done\nend\n\n@thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\n go to x: (0) y: (0)\nend\n\n@light\n\nwhen flag clicked\nforever\n go to [back v] layer\n point towards (player v)\n move ((distance to [player v]) / (2)) steps\nend\n\nwhen flag clicked\nforever\n set size to (((8) * ([cos v] of ((timer) * (150)) )) + (65)) %\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 point in direction (-90)\n change [x v] by (-0.7)\nend\nif <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n point in direction (90)\n change [x v] by (0.7)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (-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 [-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 end\n end\n end\n end\nend\nchange y by (y)\nif <touching (level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<<touching (level v)?> and <key (up arrow v) pressed?>> or <<touching (level v)?> and <<(mouse y) > (y position)> and <mouse down?>>>> then\n set [y v] to [9]\nend\nchange y by (0.5)\nif <touching (death v)?> then\n go to x: (X position) y: (Y Position)\n set [x v] to [0]\n set [y v] to [0]\nend\nif <touching (trampoline v)?> then\n set [y v] to [14]\nend\nif <touching (speed boost v)?> then\n set [x v] to [20]\nend\nif <(x position) > [233]> then\n go to x: (X position) y: (Y Position)\n set [x v] to [0]\n set [y v] to [0]\n change [level v] by (1)\nend\n\nwhen flag clicked\nset [y position v] to [-50]\nset [x position v] to [-218]\nset rotation style [left-right v]\ngo to x: (X position) y: (Y Position)\nset [level v] to [1]\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n Run Engine\nend\n\n@level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n switch costume to (level)\nend\n\n@death\n\nwhen flag clicked\ngo to x: (36) y: (28)\ngo to [back v] layer\nforever\n switch costume to (level)\nend\n\n@speed boost\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nforever\n switch costume to (level)\nend\n\n@trampoline\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nswitch costume to (costume1 v)\nforever\n switch costume to (level)\nend\n\n | Instructions:\nArrow keys to move, trampolines make you jump higher, speed boosts make you faster.\n_________________________________________________\nStory:\nYou are an ordinary cube, but you want to be unique. So you take this challenge, where you have to overcome obstacles. You take day and night to do it.\n\n_________________________________________________\nSequel is out!\nhttps://scratch.mit.edu/projects/440175048/ |
The Blue Palette // Multiplayer Platformer | @Stage\n\nwhen [m v] key pressed\nshow variable [mouse x,y v]\nset [mouse x,y v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\n\nwhen I receive [connected v]\nhide variable [mouse x,y v]\nclear sound effects\nset volume to (20) %\nforever\n play sound [Alan Walker - Spectre v] until done\nend\n\n@Blank\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)\nset [last checkpoint x v] to [0]\nset [last checkpoint y v] to [0]\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\ngo to [front v] layer\nset [y v] to (Last checkpoint Y)\nset [x v] to (Last checkpoint X)\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]\n set [x v] to (Last checkpoint X)\n set [y v] to (Last checkpoint Y)\n Position\nend\nif <touching (saws v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\n set [x v] to (Last checkpoint X)\n set [y v] to (Last checkpoint Y)\n Position\nend\n\ndefine Game - Die\nset [exit v] to []\nstart sound [Hurt v]\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Tick\nif <<<(mouse x) < [0]> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [sx v] by (-2)\nend\nif <<<[0] < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <(x) < [-220]> then\n set [x v] to [-220]\nend\n\nwhen flag clicked\nhide\nset [total spawned coins v] to [0]\nset [collected v] to [0]\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (Connecting v)\nbroadcast (Setup Others v) and wait\nbroadcast (Join Game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (Connected v)\n start sound [Connect v]\nelse\n broadcast (Full v)\n start sound [Disconnect v]\nend\nbroadcast (Begin v)\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (Chat Words) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine Chat\nif <(Chat) = [1]> then\n if <key (1 v) pressed?> then\n set [chat v] to [1]\n say (item (1) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat words v] to [2]\n say (item (2) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat words v] to [3]\n say (item () of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat words v] to [4]\n say (item (4) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat words v] to [5]\n say (item (5) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat words v] to [6]\n say (item (6) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat words v] to [7]\n say (item (7) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat words v] to [8]\n say (item (8) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat words v] to [9]\n say (item (9) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n set [chat words v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\ngo to [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]\nset [x v] to (Last checkpoint X)\nset [y v] to (Last checkpoint Y)\nforever\n if <(Connected?) = [1]> then\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\n end\nend\n\nwhen I receive [connected v]\nset [level v] to [1]\n\n@Others\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\nwhen I receive [setup others v]\nsetup players\n\ndefine setup players\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n Tick\n end\nend\n\ndefine Tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nif <(names) = [1]> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue = read from encoded\nvalue = read from encoded\nset [decoded x v] to ((value) - (SCROLL X))\nvalue = read from encoded\npostiton (decoded X) (((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\ndefine postiton (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n clear graphic effects\n switch costume to (other players v)\nelse\n set [ghost v] effect to (100)\nend\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]\nswitch costume to (level 1 1 v)\nClone at x: [480] y: [0]\nClone at x: [700] y: [0]\nClone at x: [720] y: [0]\nClone at x: [710] y: [0]\nClone at x: [600] y: [0]\nClone at x: [550] y: [0]\nClone at x: [550] y: [0]\nClone at x: [600] y: [0]\nClone at x: [750] y: [0]\nClone at x: [150] y: [250]\nClone at x: [200] y: [400]\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)\nchange [cloned v] by (1)\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: [360] y: [0]\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [danger: x v] by (x)\nchange [danger: y v] by (y)\nnext costume\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n show\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nforever\n set [coll v] to (join (COLLECTED) (join [/] [31]))\nend\n\n@Chat\n\nwhen I receive [tick v]\nif <(Chat) = [1]> then\n go to [front v] layer\n show\nelse\n hide\nend\nif <mouse down?> then\n hide\n set [chat v] to [0]\n wait until <not <mouse down?>>\n broadcast (Chat Close 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]\nshow\n\nwhen I receive [chat close v]\nset [chat v] to [0]\nhide\n\n@Chat Button\n\nwhen I receive [tick v]\nif <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (3))\n if <mouse down?> then\n broadcast (Chat Open v)\n set [chat v] to [1]\n hide\n wait until <not <mouse down?>>\n end\nelse\n change size by (((100) - (size)) / (3))\nend\n\nwhen I receive [chat close v]\nshow\n\nwhen I receive [begin v]\nset [size v] to [.8]\nshow\nrepeat (40)\n change [ghost v] effect by (-3)\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (0) y: (0)\nchange [ghost v] effect by (100)\n\nwhen flag clicked\ngo to x: (-193) y: (-156)\nset size to (100) %\n\nwhen flag clicked\nforever\n if <(Chat) = [0]> then\n show\n end\nend\n\nwhen I receive [tick v]\nif <key (t v) pressed?> then\n broadcast (Chat Open v)\n set [chat v] to [1]\n hide\n wait until <not <key (t v) pressed?>>\nend\n\n@Joining\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset size to (100) %\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]\nclear graphic effects\ngo [forward v] (1322) layers\nstart sound [Connect v]\nswitch costume to (connected v)\nshow\nwait (1) seconds\nrepeat (10)\n wait (0.01) seconds\n change [ghost v] effect by (10)\nend\n\nwhen I receive [full v]\nswitch costume to (full v)\nshow\n\n@Mouse Trail\n\nwhen flag clicked\nforever\n set size to (100) %\n clear graphic effects\n go to (mouse-pointer v)\n show\n if <mouse down?> then\n create clone of (_myself_ v)\n else\n hide\n end\nend\n\nwhen I start as a clone\nrepeat (75)\n change size by (-5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n set [collected?? v] to (join (COLLECTED) (join [ / ] (total spawned coins)))\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))\nif <touching (player v)?> then\n set [last checkpoint x v] to (x pos)\n set [last checkpoint y v] to (y pos)\n switch costume to (checkpointb v)\nend\n\nwhen I receive [setup v]\ngo to [front v] layer\nset size to (100) %\nclear graphic effects\nhide\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: [987] y: [-81]\n Clone at x: [2077] y: [-79]\n Clone at x: [3808] y: [135]\n Clone at x: [4526] y: [115]\nend\nset [x pos v] to [-9999999999]\n\ncreate clone of (_myself_ v)\n\nnext costume\nnext costume\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x pos v] to (x)\nset [y pos v] to (y)\ncreate clone of (_myself_ v)\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nnext costume\nPosition ((Collectables: x) - (SCROLL X)) ((Collectables: y) - (SCROLL Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n delete this clone\nend\n\nwhen I receive [setup v]\nset size to (100) %\nclear graphic effects\nhide\nset [collectables: x v] to [0]\nset [collectables: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (collectables v)\n Clone at x: [51] y: [0]\n Clone at x: [128] y: [0]\n Clone at x: [266] y: [-78]\n Clone at x: [369] y: [-78]\n Clone at x: [550] y: [-78]\n Clone at x: [639] y: [-78]\n Clone at x: [825] y: [-14]\n Clone at x: [1050] y: [-78]\n Clone at x: [1180] y: [-78]\n Clone at x: [1363] y: [-78]\n Clone at x: [1639] y: [-78]\n Clone at x: [1861] y: [-9]\n Clone at x: [2076] y: [-34]\n Clone at x: [2222] y: [8]\n Clone at x: [2419] y: [-35]\n Clone at x: [2499] y: [-63]\n Clone at x: [2606] y: [-89]\n Clone at x: [2758] y: [-75]\n Clone at x: [2975] y: [-69]\n Clone at x: [3175] y: [13]\n Clone at x: [3386] y: [-15]\n Clone at x: [3627] y: [70]\n Clone at x: [3837] y: [144]\n Clone at x: [2579] y: [91]\n Clone at x: [4053] y: [18]\n Clone at x: [4289] y: [78]\n Clone at x: [4890] y: [140]\n Clone at x: [5020] y: [260]\n Clone at x: [5238] y: [60]\n Clone at x: [5570] y: [60]\n Clone at x: [5891] y: [795]\nend\nset [collectables: x v] to [-9999999999]\n\ncreate clone of (_myself_ v)\n\nnext costume\nnext costume\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\nset [collected v] to [0]\nset [total spawned coins v] to [0]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [collectables: x v] to (x)\nset [collectables: y v] to (y)\ncreate clone of (_myself_ v)\nchange [total spawned coins v] by (1)\n\n@WIN\n\nwhen flag clicked\nhide\nclear graphic effects\n\nwhen flag clicked\nset [collected v] to [0]\nforever\n go to [front v] layer\n if <(COLLECTED) = [31]> then\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n set [ghost v] effect to (0)\n wait (1) seconds\n stop [all v]\n end\nend\n\n | Server 2 : https://scratch.mit.edu/projects/431392156/ |
☃︎ Snow A Platformer (Mobile Friendly) #Games #All ☃︎ | @Stage\n\nwhen flag clicked\nswitch backdrop to (mountain v)\nforever\n if <(level) = [10]> then\n switch backdrop to (arctic v)\n end\nend\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]\nnext costume\n\nwhen I receive [someone pressed skip button v]\nnext costume\n\nwhen flag clicked\nforever\n go to x: (36) y: (27)\nend\n\n@Cool stuff\n\nwhen I start as a clone\nset [brightness v] effect to (20)\ngo to [back v] layer\nset size to (pick random (20) to (60)) %\ngo to x: (pick random (220) to (-220)) y: (230)\nshow\nrepeat (100)\n change [brightness v] effect by (-0.3)\n change y by (-3)\nend\ndelete this clone\n\nset [color v] effect to (pick random (0) to (2))\n\nchange [ghost v] effect by (1)\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait () seconds\nend\n\nset [ghost v] effect to (40)\n\nset [stuffspeed v] to (pick random (5) to (12))\n\nwhen flag clicked\nforever\nend\n\n@levels\n\nwhen I receive [message1 v]\nnext costume\n\nwhen flag clicked\nhide variable [level v]\nswitch costume to (1 v)\n\nwhen I receive [someone pressed s key v]\nnext costume\n\nwhen I receive [someone pressed skip button v]\nnext costume\n\nwhen flag clicked\n\nforever\n if <(level) = [15]> then\nend\n\nshow variable [level v]\n\n@Platform guy\n\nwhen flag clicked\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (0)\nforever\n change [y v] by (-1)\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n switch costume to (costume1 v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n switch costume to (costume2 v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (levels v)?> then\n fast\n if <touching (levels v)?> then\n change y by (-6)\n xcoll\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [y v] to [13]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-7]\n else\n set [x v] to [8]\n end\n else\n set [x v] to [0]\n end\n end\n end\n change y by (y)\n if <touching (levels v)?> then\n ycoll\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <(y) < [0]>> then\n set [y v] to [13]\n else\n set [y v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<key (p v) pressed?> and <not <(level) = [15]>>> then\n wait until <not <key (p v) pressed?>>\n broadcast (someone pressed S key v)\n go to x: (-218) y: (-90)\n end\nend\n\ndefine fast\nrepeat (6)\n if <touching (levels v)?> then\n change y by (1)\n end\nend\n\ndefine xcoll\nrepeat until <not <touching (levels v)?>>\n if <(x) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\nend\n\ndefine ycoll\nrepeat until <not <touching (levels v)?>>\n if <(y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [237]> then\n broadcast (message1 v)\n go to x: (-223) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (spikes v)?> or <touching (sprite1 v)?>> then\n go to x: (-223) y: (-100)\n play sound [Death v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bounce pad v)?> then\n set [y v] to [21]\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n play sound [Treenan v] until done\nend\n\nwhen I receive [someone pressed s key v]\nchange [level v] by (1)\n\nwhen I receive [message1 v]\nchange [level v] by (1)\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I receive [someone pressed skip button v]\ngo to x: (-218) y: (-106)\n\nchange [pixelate v] effect by (25)\n\n@thumnail\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n show\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\nend\n\nturn right (90) degrees\n\ngo to (random position v)\n\ngo to x: (36) y: (28)\n\n@skip\n\nwhen flag clicked\nshow\nset size to (100) %\nset [zine v] to [0]\ngo to x: (217) y: (157)\nforever\n change [zine v] by (1)\n point in direction ((90) + (([sin v] of ((zine) * (8)) ) * (3)))\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (2))\n else\n change size by (((100) - (size)) / (4))\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat until <<not <touching (mouse-pointer v)?>> or <not <mouse down?>>>\n change [zine v] by (1)\n point in direction ((90) + (([sin v] of ((zine) * (5)) ) * (3)))\n change size by (((90) - (size)) / (2))\n end\n set size to (100) %\n wait (0) seconds\n if <<touching (mouse-pointer v)?> and <not <([costume # v] of [levels v]) = [15]>>> then\n broadcast (someone pressed skip button v)\n end\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I receive [someone pressed skip button v]\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n if <(level) = [15]> then\n forever\n hide\n stop [other scripts in sprite v]\n end\n end\nend\n\nwait (9) seconds\n\nhide\n\nshow\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n if <(level) = [11]> then\n show\n end\nend\n\n | ☃︎ Snow A Platformer ☃︎\n\nPlease ❤️⭐️ & Follow me For More ☻ \n \n_Instructions_\n\nUse ⬆⬅➡ and don't touch the spikes \n14 levels 100 % Possible \nHave Fun ! |
multiplayer platformer engine | @Stage\n\nwhen I receive [begin v]\nswitch backdrop to (game v)\n\n@Player\n\nwhen flag clicked\ngo to [front v] layer\nset [pixelate v] effect to (0)\npoint in direction (90)\nset [lvl v] to [1]\nshow\ngo to x: (-188) y: (64)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (-5)\n change x by ((X) * (-1))\n if <key (up arrow v) pressed?> then\n if <(X) < [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching color (#000000)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nset [☁ p1 v] to [0]\nset [☁ p2 v] to [0]\nset [☁ p3 v] to [0]\nset [☁ p4 v] to [0]\nset [max players v] to [4]\nset [my player # v] to [0]\nbroadcast (setup - opponents v) and wait\nswitch backdrop to (joining game v)\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > [0]> then\n switch backdrop to (joined v)\nelse\n switch backdrop to (full game v)\nend\nbroadcast (begin v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n set [☁ p4 v] to (value)\n end\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x position) to encoded\nwrite (y position) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\n@Opponents\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine values = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n tick\n end\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n set [value v] to (☁ P4)\n end\n end\nend\n\ndefine setup players\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [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)\nvalues = read from encoded\nsay (join (player #) (join [: ] (value)))\nvalues = read from encoded\nvalues = read from encoded\nset x to (value)\nvalues = read from encoded\nset y to (value)\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\nwhen [r v] key pressed\nif <(username) = [GLifTTi]> then\n set [☁ p1 v] to [0]\n set [☁ p2 v] to [0]\n set [☁ p3 v] to [0]\n set [☁ p4 v] to [0]\nend\n\n@Duszek1\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n | this is multiplayer engine \nno levels :( |
Orange - A Platformer (MOBILE FRIENDLY) | @Stage\n\n@Kukla1\n\nwhen I receive [başla v]\nshow\ngo to x: (-188) y: (113)\nswitch costume to (kostüm 1 v)\nswitch backdrop to (level1 v)\nset [y v] to [0]\nforever\n change [y v] by (-0.3)\n change y by (y)\n if <touching (yer v)?> then\n set [y v] to [0]\n change y by (1)\n if <touching (yer v)?> then\n change y by (1)\n if <touching (yer v)?> then\n change y by (1)\n if <touching (yer v)?> then\n change y by (1)\n if <touching (yer v)?> then\n change y by (1)\n if <touching (yer v)?> then\n change y by (1)\n if <touching (yer v)?> then\n change y by (1)\n end\n end\n end\n end\n end\n end\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 [8]\n end\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 (0.9)\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 (kostüm 2 v)\n change [x v] by (-0.9)\n end\n change x by (x)\n set [x v] to ((x) * (0.9))\n if <touching (yer v)?> then\n set [x v] to ((x) * (-1.5))\n set [y v] to [5]\n change x by (x)\n change y by (1)\n end\n if <touching (yer v)?> then\n change x by (x)\n end\nend\n\nwhen I receive [başla v]\nforever\n if <touching (dikenler v)?> then\n go to x: (-188) y: (-120)\n start sound [pop v]\n end\n if <(x position) > [222]> then\n broadcast (diğerbölüm v)\n end\nend\n\nwhen I receive [başla v]\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide variable [volume v]\nset [volume v] to [50]\nforever\n set volume to (Volume) %\nend\n\nwhen I receive [skip v]\nswitch costume to (kostüm 1 v)\ngo to x: (-188) y: (-120)\nnext backdrop\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n play sound [Dance Monkey \(Instrumental\) v] until done\nend\n\nwhen I receive [tekrar v]\nswitch costume to (kostüm 1 v)\ngo to x: (-188) y: (-120)\n\nwhen I receive [başla v]\nshow variable [volume v]\n\nwhen I receive [diğerbölüm v]\ngo to x: (-183) y: (-104)\n\nwhen I receive [başla v]\nforever\n if <touching (zıplamaaleti v)?> then\n set [y v] to [12]\n end\nend\n\nwhen I receive [diğerbölüm v]\nchange [level v] by (1)\n\nwhen flag clicked\nset [level v] to [1]\n\n@Kukla 1\n\nwhen flag clicked\nhide variable [level v]\n\nwhen I receive [başla v]\nhide\n\nwhen flag clicked\nshow\n\n@Kukla 2\n\nwhen this sprite clicked\nbroadcast (başla v)\n\nwhen I receive [başla v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (105) %\n else\n set size to (100) %\n end\nend\n\nwhen flag clicked\nshow\n\n@Kukla 3\n\nwhen flag clicked\nhide\ngo to x: (211) y: (-226)\n\nwhen I receive [başla v]\nshow\ngo to [front v] layer\n\nwhen this sprite clicked\nbroadcast (diğerbölüm v)\n\nwhen flag clicked\nforever\n if <[14] = (level)> then\n hide\n end\nend\n\n@Kukla 4\n\nwhen flag clicked\nhide\ngo to x: (129) y: (-226)\n\nwhen I receive [başla v]\nshow\ngo to [front v] layer\n\nwhen this sprite clicked\nbroadcast (tekrar v)\n\nwhen flag clicked\nforever\n if <[14] = (level)> then\n hide\n end\nend\n\n@Yer\n\nwhen flag clicked\nswitch costume to (kostüm 1 v)\nhide\n\nwhen I receive [başla v]\nshow\n\nwhen I receive [diğerbölüm v]\nnext costume\n\n@dikenler\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\nhide\n\nwhen I receive [başla v]\nshow\n\nwhen I receive [diğerbölüm v]\nnext costume\n\n@zıplamaaleti\n\nwhen flag clicked\nhide\n\nwhen I receive [başla v]\nswitch costume to (kostüm1 v)\nshow\n\nwhen I receive [diğerbölüm v]\nnext costume\n\n@Pen\n\ndefine render\nerase all\nset [i v] to [1]\nrepeat (length of [x v])\n pen up\n set pen size to (40)\n set pen color to (#ffda66)\n go to x: (item (i) of [x v]) y: (item (i) of [y v])\n pen down\n pen up\n go to x: (item (i) of [x v]) y: (item (i) of [y v])\n pen down\n replace item (i) of [x v] with ((item (i) of [x v]) + (item (i) of [xv v]))\n replace item (i) of [y v] with ((item (i) of [y v]) + (item (i) of [yv v]))\n replace item (i) of [yv v] with ((item (i) of [yv v]) - (0.3))\n set [i2 v] to [1]\n if <(item (i) of [y v]) < [-250]> then\n delete dot\n end\n change [i v] by (i2)\nend\n\nset pen (color v) to (10)\n\ndefine spawn dots\nadd [0] to [x v]\nadd [-180] to [y v]\nadd (pick random (-5) to (5)) to [xv v]\nadd (pick random (9) to (12)) to [yv v]\nadd (pick random (1) to (200)) to [color v]\n\nwhen flag clicked\ndelete all of [x v]\ndelete all of [xv v]\ndelete all of [y v]\ndelete all of [yv v]\ndelete all of [color v]\nforever\n spawn dots\n render\nend\n\ndefine delete dot\nset [i2 v] to [0]\ndelete (i) of [x v]\ndelete (i) of [xv v]\ndelete (i) of [y v]\ndelete (i) of [yv v]\ndelete (i) of [color v]\n\n | **INSTRUCTIONS**\n→ Use arrow keys or W,A,D to move the character.\n→ Don't touch the spikes.\n→ You can also enjoy this game on your mobile phone!!\n\nI'll add new levels. |
Paper Platformer | @Stage\n\nwhen I receive [end v]\nforever\n switch backdrop to (backdrop1 v)\n wait (10) seconds\n stop [all v]\nend\n\nif <key (n v) pressed?> then\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [introdone v]\nwait (2.5) seconds\nswitch backdrop to (paper bacground v)\nforever\n play sound [hello v] until done\nend\n\nwhen I receive [soundintro v]\nplay sound [\[MP3DOWNLOAD v] until done\n\nwait (1) seconds\n\n@LevelSprite\n\nwhen I receive [level numbers v]\nnext costume\n\nwhen I receive [end v]\nhide\n\nwhen I receive [end v]\n\nwhen I receive [introdone v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [startgame v]\nshow\nswitch costume to (costume1 v)\nforever\n go to x: (-199) y: (168)\nend\n\n@Spikes\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [startgame v]\ngo to [front v] layer\nshow\nswitch costume to (01 v)\n\nwhen I receive [levelup v]\nnext costume\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nwhen I receive [introdone v]\nswitch costume to (costume2 v)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-12)\nend\nswitch costume to (costume2 v)\nset size to (100) %\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (12)\nend\nswitch costume to (costume1 v)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-12)\nend\nswitch costume to (costume1 v)\nset size to (100) %\nwait (2) seconds\nbroadcast (play v)\nrepeat (10)\n change [ghost v] effect by (12)\nend\nhide\n\n@Ground\n\nwhen I receive [end v]\nswitch backdrop to (end thumbnail v)\nbroadcast (Time set WR v)\n\nwhen flag clicked\nhide variable [deaths v]\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen flag clicked\nforever\n set volume to (0) %\nend\n\nwhen I receive [introdone v]\nforever\n if <(Level) = [30]> then\n switch backdrop to (paper bacground v)\n show\n hide variable [deaths v]\n broadcast (end v)\n end\nend\n\nwhen I receive [levelup v]\nbroadcast (Level numbers v)\nnext costume\n\nwhen I receive [startgame v]\nshow\nswitch costume to (01 v)\n\n@Player\n\nwhen [space v] key pressed\nnext costume\n\nwhen flag clicked\nswitch backdrop to (paper bacground v)\nset [deaths v] to [0]\nset [level v] to [1]\nforever\n\nwhen I receive [end v]\nforever\n hide\nend\n\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [startgame v]\ngo to [front v] layer\nswitch costume to (costume2 v)\nset [ghost v] effect to (0)\nshow\ngo to x: (-180) y: (-50)\nset [level v] to [1]\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\nforever\n change [y v] by (-1)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x v] by (-0.8)\n switch costume to (left v)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (right v)\n change [x v] by (0.8)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((0) - (y))\n set [y v] to [1]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (ground v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <(y position) > [180]> then\n set [y v] to [0]\n end\n if <<key (r v) pressed?> or <touching (spikes v)?>> then\n go to x: (-180) y: (-50)\n broadcast (dead v)\n change [deaths v] by (1)\n end\n if <(x position) > [226]> then\n go to x: (-180) y: (-50)\n broadcast (levelup v)\n change [level v] by (1)\n end\n if <(Level) = [27]> then\n broadcast (end v)\n stop [other scripts in sprite v]\n hide variable [deaths v]\n end\nend\n\n@Bottom S\n\nwhen I receive [returninitialstate v]\nrepeat (17)\n next costume\nend\n\nwhen flag clicked\nbroadcast (soundintro v)\nswitch costume to (17 v)\nshow\ngo to [front v] layer\nrepeat (33)\n next costume\nend\nwait (1) seconds\nbroadcast (returninitialstate v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nwait (1) seconds\nbroadcast (introdone v)\n\n@Top S\n\nwhen flag clicked\nswitch costume to (17 v)\nshow\ngo to [front v] layer\nrepeat (33)\n next costume\nend\nwait (1) seconds\nbroadcast (returninitialstate v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [returninitialstate v]\nrepeat (17)\n next costume\nend\n\n@LoadingANMTN\n\nwhen I receive [play v]\nshow\nswitch costume to (1st load v)\nwait (0.7) seconds\nnext costume\nwait (0.4) seconds\nnext costume\nwait (0.3) seconds\nnext costume\nwait (0.6) seconds\nnext costume\nwait (0.9) seconds\nnext costume\nwait (0.6) seconds\nnext costume\nwait (0.8) seconds\nnext costume\nwait (0.7) seconds\nhide\nbroadcast (startgame v)\n\nwhen flag clicked\nhide\n\n@Ground2\n\nwhen I receive [end v]\nswitch backdrop to (end thumbnail v)\nbroadcast (Time set WR v)\n\nwhen flag clicked\nhide variable [deaths v]\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen flag clicked\nforever\n set volume to (0) %\nend\n\nwhen I receive [introdone v]\nforever\n if <(Level) = [30]> then\n switch backdrop to (paper bacground v)\n show\n hide variable [deaths v]\n broadcast (end v)\n end\nend\n\nwhen I receive [levelup v]\nbroadcast (Level numbers v)\nnext costume\n\nwhen flag clicked\nset [ghost v] effect to (75)\n\nwhen I receive [startgame v]\nshow\nswitch costume to (01 v)\n\n | ----------------------------Iɴsᴛʀᴜᴄᴛɪᴏɴs--------------------------\nAs ɴᴏʀᴍᴀʟ, ᴀʀʀᴏᴡ ᴋᴇʏs ᴏʀ WASD. Oғ ᴡʜᴀᴛ ɪᴍ ᴀssᴜʀᴇ ɪs ᴛʜᴀᴛ ᴛʜᴇʀᴇ ᴀʀᴇ ɴᴏ ʙᴜɢs, ᴀɴᴅ ɪғ ғᴏᴜɴᴅ ᴘʟᴇᴀsᴇ ɪɴғᴏʀᴍ ᴍᴇ.\nAɴᴅ ᴛʜɪs ɢᴀᴍᴇ ɪs ᴏ̨ᴜɪᴛᴇ ᴇᴀsʏ, ʙᴜᴛ sᴏᴍᴇ ʟᴇᴠᴇʟs ᴀʀᴇ ᴀɴɴᴏʏɪɴɢ. ɪғ ʏᴏᴜ'ᴠᴇ ᴊᴜsᴛ ʀᴇᴀᴅ ᴛʜɪs, ɪ sᴜɢɢᴇsᴛ ʏᴏᴜ ᴛʀʏ ᴘʟᴀʏɪɴɢ, ᴀɴᴅ ɪᴍ ɴᴏᴛ ᴏɴᴇ ᴏғ ᴛʜᴏsᴇ ᴘᴇᴏᴘʟᴇ ᴛʜᴀᴛ ᴀsᴋ ғᴏʀ ʟᴏᴠᴇs ᴀɴᴅ ғᴀᴠs ᴄᴏɴsᴛᴀɴᴛʟʏ, ʙᴜᴛ ɪғ ʏᴏᴜ ʟɪᴋᴇᴅ ᴛʜᴇ ɢᴀᴍᴇ, ᴘʟᴇᴀsᴇ ʟᴏᴠᴇ ᴀɴᴅ ғᴀv |
Platformer Engine/Tutorial | @Stage\n\n@player\n\nwhen flag clicked\nshow\nhide variable [y v]\nhide variable [x v]\nswitch costume to (front v)\nset size to (100) %\ngo to x: (-195) y: (-61)\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n go to x: (-195) y: (-61)\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (front v)\n if <<mouse down?> and <(mouse x) > (x position)>> then\n switch costume to (right v)\n change [x v] by (0.8)\n end\n if <<mouse down?> and <(mouse x) < (x position)>> then\n switch costume to (left v)\n change [x v] by (-0.8)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (right v)\n change [x v] by (0.8)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (left 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 (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 (-5)\n change x by ((X) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(X) > [0]> then\n set [x v] to [-4]\n else\n set [x v] to [4]\n end\n set [y v] to [8.7]\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 (platform v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y v] by (11)\n end\n end\n change y by (1)\nend\n\nchange y by (1)\n\n@Platform \n\nwhen flag clicked\nhide variable [level v]\nshow\nset [level v] to [1]\nforever\n go to x: (50) y: (-132)\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n switch costume to (level 3 v)\nend\n\nwhen flag clicked\nshow\n\n@spikes\n\nwhen flag clicked\nshow\ngo to x: (44) y: (-61)\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n | This is a platformer Engine and a tutorial use the arrow keys to move around and it is also available for mobile\n\nTo see the Tutorial click the see inside button on the top/middle left corner\n\n\n |
Darkness a 3D Platformer #games | @Stage\n\nwhen flag clicked\nforever\n play sound [Dance Funky v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nwait (1) seconds\nforever\n if <(Level) = [11]> then\n switch backdrop to (backdrop2 v)\n end\nend\n\n@3D\n\ndefine Sort Lists\nset [passes v] to [0]\nset [switches v] to [0]\nrepeat until <<(Passes) > [0]> and <(Switches) = [0]>>\n set [list_item v] to [0]\n change [passes v] by (1)\n set [switches v] to [0]\n repeat ((length of [block distances v]) - (1))\n change [list_item v] by (1)\n if <(item ((List_Item) + (1)) of [block distances v]) > (item (List_Item) of [block distances v])> then\n set [value v] to (item ((List_Item) + (1)) of [block distances v])\n replace item ((List_Item) + (1)) of [block distances v] with (item (List_Item) of [block distances v])\n replace item (List_Item) of [block distances v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [cube y pos v])\n replace item ((List_Item) + (1)) of [cube y pos v] with (item (List_Item) of [cube y pos v])\n replace item (List_Item) of [cube y pos v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [cube x pos v])\n replace item ((List_Item) + (1)) of [cube x pos v] with (item (List_Item) of [cube x pos v])\n replace item (List_Item) of [cube x pos v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [cube z pos v])\n replace item ((List_Item) + (1)) of [cube z pos v] with (item (List_Item) of [cube z pos v])\n replace item (List_Item) of [cube z pos v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [platform type v])\n replace item ((List_Item) + (1)) of [platform type v] with (item (List_Item) of [platform type v])\n replace item (List_Item) of [platform type v] with (value)\n change [switches v] by (1)\n end\n end\nend\n\ndefine Distance\ndelete all of [block distances v]\nset [iii v] to [0]\nrepeat (length of [cube x pos v])\n change [iii v] by (1)\n add (round ([sqrt v] of ((((cam z) - (item (iii) of [cube z pos v])) * ((cam z) - (item (iii) of [cube z pos v]))) + ((((cam y) - (item (iii) of [cube y pos v])) * ((cam y) - (item (iii) of [cube y pos v]))) + (((cam x) - (item (iii) of [cube x pos v])) * ((cam x) - (item (iii) of [cube x pos v]))))) )) to [block distances v]\nend\n\ndefine Set Point 1: (x1) (y1) (z1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\nset [z1 v] to (z1)\n\ndefine Set Point 2: (x2) (y2) (z2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\nset [z2 v] to (z2)\n\ndefine Draw Line (x1) (y1) (z1) to (x2) (y2) (z2)\nSet Point 1: ((x1) - (cam x)) ((y1) - (cam y)) ((z1) - (cam z))\nSet Point 2: ((x2) - (cam x)) ((y2) - (cam y)) ((z2) - (cam z))\nSet Point 1: (((z1) * (sin Y)) + ((x1) * (cos Y))) (y1) (((z1) * (cos Y)) - ((x1) * (sin Y)))\nSet Point 2: (((z2) * (sin Y)) + ((x2) * (cos Y))) (y2) (((z2) * (cos Y)) - ((x2) * (sin Y)))\nSet Point 1: (x1) (((y1) * (cos X)) - ((z1) * (sin X))) (((y1) * (sin X)) + ((z1) * (cos X)))\nSet Point 2: (x2) (((y2) * (cos X)) - ((z2) * (sin X))) (((y2) * (sin X)) + ((z2) * (cos X)))\nif <not <<(z1) < (near plane)> and <(z2) < (near plane)>>> then\n Z Clipping\n Set Screen Point 1: ((view factor) * ((x1) / (z1))) ((view factor) * ((y1) / (z1)))\n Set Screen Point 2: ((view factor) * ((x2) / (z2))) ((view factor) * ((y2) / (z2)))\n go to x: (x1) y: (y1)\n pen down\n go to x: (x2) y: (y2)\n pen up\nend\n\ndefine Set Screen Point 1: (x1) (y1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\n\ndefine Set Screen Point 2: (x2) (y2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\n\ndefine Put Cube at (x) (y) (z) (platform type)\nCalculate Trig Values\nSelect color (platform type)\nset pen (brightness v) to (((1000) - (item (ii) of [block distances v])) / (4))\nDraw Square (x) (y) ((50) + (z))\nDraw Line ((50) + (x)) ((50) + (y)) ((50) + (z)) to ((50) + (x)) ((50) + (y)) ((-50) + (z))\nDraw Line ((50) + (x)) ((-50) + (y)) ((50) + (z)) to ((50) + (x)) ((-50) + (y)) ((-50) + (z))\nDraw Line ((-50) + (x)) ((-50) + (y)) ((50) + (z)) to ((-50) + (x)) ((-50) + (y)) ((-50) + (z))\nDraw Line ((-50) + (x)) ((50) + (y)) ((50) + (z)) to ((-50) + (x)) ((50) + (y)) ((-50) + (z))\nDraw Square (x) (y) ((-50) + (z))\n\ndefine Calculate Trig Values\nset [sin x v] to ([sin v] of (rot Y) )\nset [cos x v] to ([cos v] of (rot Y) )\nset [sin y v] to ([sin v] of (rot X) )\nset [cos y v] to ([cos v] of (rot X) )\n\ndefine Z Clipping\nif <<(z1) < (near plane)> or <(z2) < (near plane)>> then\n set [percent v] to (((near plane) - (z1)) / ((z2) - (z1)))\n if <(z1) < (near plane)> then\n Set Point 1: ((x1) + (((x2) - (x1)) * (percent))) ((y1) + (((y2) - (y1)) * (percent))) (near plane)\n else\n if <(z2) < (near plane)> then\n Set Point 2: ((x1) + (((x2) - (x1)) * (percent))) ((y1) + (((y2) - (y1)) * (percent))) (near plane)\n end\n end\nend\n\ndefine Turn and Move\nif <key (up arrow v) pressed?> then\n change [rot y v] by (4)\nend\nif <key (left arrow v) pressed?> then\n change [rot x v] by (4)\nend\nif <key (right arrow v) pressed?> then\n change [rot x v] by (-4)\nend\nif <key (down arrow v) pressed?> then\n change [rot y v] by (-4)\nend\nif <key (w v) pressed?> then\n change [zvel v] by ((2) * (cos Y))\n change [xvel v] by ((-2) * (sin Y))\nend\nif <key (s v) pressed?> then\n change [zvel v] by ((-2) * (cos Y))\n change [xvel v] by ((2) * (sin Y))\nend\nif <key (a v) pressed?> then\n change [zvel v] by ((-2) * (sin Y))\n change [xvel v] by ((-2) * (cos Y))\nend\nif <key (d v) pressed?> then\n change [zvel v] by ((2) * (sin Y))\n change [xvel v] by ((2) * (cos Y))\nend\nif <(rot Y) < [-90]> then\n set [rot y v] to [-90]\nend\nif <[90] < (rot Y)> then\n set [rot y v] to [90]\nend\nPhysics\n\ndefine Collisions!\nset [touching platform? v] to [no]\nset [touching end v] to [no]\nset [i v] to [0]\nrepeat (length of [cube x pos v])\n change [i v] by (1)\n if <<<not <(cam y) < ((item (i) of [cube y pos v]) - (90))>> and <not <(cam y) > ((item (i) of [cube y pos v]) + (130))>>> and <<<not <(cam z) < ((item (i) of [cube z pos v]) - (60))>> and <not <(cam z) > ((item (i) of [cube z pos v]) + (60))>>> and <<not <(cam x) < ((item (i) of [cube x pos v]) - (60))>> and <not <(cam x) > ((item (i) of [cube x pos v]) + (60))>>>>> then\n if <(item (i) of [platform type v]) = [Platform]> then\n set [touching platform? v] to [yes]\n else\n if <(item (i) of [platform type v]) = [Lava]> then\n Reset\n else\n if <(item (i) of [platform type v]) = [Trampoline]> then\n set [y vel v] to [40]\n else\n set [touching end v] to [yes]\n end\n end\n end\n stop [this script v]\n end\nend\n\ndefine Physics\nchange [falling? v] by (1)\nchange [y vel v] by (-1)\nchange [cam y v] by (Y vel)\nCollisions!\nif <(Touching platform?) = [yes]> then\n Y collision (Y vel)\nend\nchange [cam z v] by (Zvel)\nCollisions!\nif <(Touching platform?) = [yes]> then\n Z Collision (Zvel)\nend\nchange [cam x v] by (Xvel)\nCollisions!\nif <(Touching platform?) = [yes]> then\n X Collisions (Xvel)\nend\nset [zvel v] to ((Zvel) * (0.7))\nset [xvel v] to ((Xvel) * (0.7))\nif <<key (space v) pressed?> and <(Falling?) < [5]>> then\n set [y vel v] to [14]\nend\nif <(cam y) < [-500]> then\n Reset\nend\nRender\n\ndefine Y collision (y)\nrepeat until <not <(Touching platform?) = [yes]>>\n if <(y) > [0]> then\n change [cam y v] by (-1)\n else\n change [cam y v] by (1)\n set [falling? v] to [0]\n end\n set [y vel v] to [0]\n Collisions!\nend\n\ndefine Z Collision (z)\nrepeat until <not <(Touching platform?) = [yes]>>\n if <(z) > [0]> then\n change [cam z v] by (-1)\n else\n change [cam z v] by (1)\n end\n set [zvel v] to [0]\n Collisions!\nend\n\ndefine X Collisions (x)\nrepeat until <not <(Touching platform?) = [yes]>>\n if <(x) > [0]> then\n change [cam x v] by (-1)\n else\n change [cam x v] by (1)\n end\n set [xvel v] to [0]\n Collisions!\nend\n\ndefine Reset\nset [view factor v] to [150]\nset [cam speed v] to [6]\nset [cam x v] to [0]\nset [cam y v] to [150]\nset [cam z v] to [0]\nset [near plane v] to [1]\nset [y vel v] to [0]\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset size to (9999999999999999999) %\nswitch costume to (costume1 v)\nreset timer\nerase all\nset [level v] to [1]\nLevel\nReset\nforever\n erase all\n Turn and Move\n if <(Touching end) = [yes]> then\n change [level v] by (1)\n Level\n Reset\n end\nend\n\ndefine Level\ndelete all of [cube y pos v]\ndelete all of [cube x pos v]\ndelete all of [cube z pos v]\ndelete all of [platform type v]\nif <(Level) = [1]> then\n Level design [0] [0] [0] [Platform]\n Level design [1] [0] [1] [Lava]\n Level design [-1] [0] [1] [Lava]\n Level design [0] [0] [1] [Lava]\n Level design [0] [0] [2] [Trampoline]\n Level design [0] [4] [7] [Platform]\n Level design [0] [4] [8] [Platform]\n Level design [0] [4] [9] [End]\nelse\n if <(Level) = [2]> then\n Level design [0] [0] [0] [Platform]\n Level design [1] [0] [0] [Platform]\n Level design [-1] [0] [0] [Platform]\n Level design [-1] [0] [1] [Trampoline]\n Level design [0] [0] [1] [Trampoline]\n Level design [1] [0] [1] [Trampoline]\n Level design [3] [4] [3] [Platform]\n Level design [3] [4] [4] [Platform]\n Level design [3] [4] [5] [Platform]\n Level design [3] [4] [5] [Lava]\n Level design [3] [4] [6] [End]\n else\n if <(Level) = [3]> then\n Level design [0] [0] [0] [Platform]\n Level design [0] [0] [1] [Platform]\n Level design [0] [0] [2] [Trampoline]\n Level design [0] [3] [4] [Platform]\n Level design [-1] [3] [4] [Platform]\n Level design [1] [3] [4] [Platform]\n Level design [0] [3] [5] [Platform]\n Level design [-1] [3] [5] [Platform]\n Level design [1] [3] [5] [Platform]\n Level design [0] [6] [5] [Platform]\n Level design [-1] [6] [5] [Platform]\n Level design [1] [6] [5] [Platform]\n Level design [-1] [5] [5] [Platform]\n Level design [1] [5] [5] [Platform]\n Level design [-1] [4] [5] [Platform]\n Level design [1] [4] [5] [Platform]\n Level design [0] [3] [6] [Platform]\n Level design [-1] [3] [6] [Platform]\n Level design [1] [3] [6] [Platform]\n Level design [0] [6] [6] [Platform]\n Level design [-1] [6] [6] [Platform]\n Level design [1] [6] [6] [Platform]\n Level design [-1] [5] [6] [Platform]\n Level design [1] [5] [6] [Platform]\n Level design [-1] [4] [6] [Platform]\n Level design [1] [4] [6] [Platform]\n Level design [0] [3] [7] [End]\n Level design [-1] [3] [7] [Platform]\n Level design [1] [3] [7] [Platform]\n Level design [0] [6] [7] [Platform]\n Level design [-1] [6] [7] [Platform]\n Level design [1] [6] [7] [Platform]\n Level design [-1] [5] [7] [Platform]\n Level design [1] [5] [7] [Platform]\n Level design [-1] [4] [7] [Platform]\n Level design [1] [4] [7] [Platform]\n else\n if <(Level) = [4]> then\n Level design [0] [0] [0] [Platform]\n Level design [0] [0] [1] [Trampoline]\n Level design [0] [0] [5] [Trampoline]\n Level design [0] [0] [10] [End]\n else\n if <(Level) = [5]> then\n Level design [0] [0] [0] [Platform]\n Level design [0] [1] [1] [Platform]\n Level design [0] [2] [2] [Platform]\n Level design [0] [3] [3] [Platform]\n Level design [0] [4] [4] [Platform]\n Level design [0] [5] [5] [End]\n else\n if <(Level) = [6]> then\n Level design [0] [0] [0] [Platform]\n Level design [0] [0] [1] [Lava]\n Level design [1] [0] [1] [Lava]\n Level design [1] [0] [0] [Lava]\n Level design [1] [0] [-1] [Lava]\n Level design [0] [0] [-1] [End]\n Level design [-1] [0] [-1] [Lava]\n Level design [-1] [0] [0] [Lava]\n Level design [-1] [0] [1] [Lava]\n Level design [0] [0] [1] [Lava]\n Level design [0] [0] [2] [Trampoline]\n else\n if <(Level) = [7]> then\n set [tempoary value v] to [0]\n repeat (3)\n Level design [0] [0] (tempoary value) [Trampoline]\n change [tempoary value v] by (1)\n repeat (3)\n Level design [0] [0] (tempoary value) [Lava]\n change [tempoary value v] by (1)\n end\n end\n change [tempoary value v] by (1)\n Level design [0] [0] (tempoary value) [End]\n else\n if <(Level) = [8]> then\n Level design [0] [0] [0] [Platform]\n Level design [0] [-5] [1] [Platform]\n Level design [0] [-5] [0] [End]\n else\n if <(Level) = [9]> then\n Level design [0] [0] [0] [Trampoline]\n Level design [0] [5] [-1] [Trampoline]\n Level design [0] [10] [0] [End]\n else\n if <(Level) = [10]> then\n Level design [0] [0] [0] [Trampoline]\n Level design [0] [0] [1] [Platform]\n Level design [0] [0] [2] [Platform]\n Level design [0] [0] [3] [Trampoline]\n Level design [0] [0] [8] [Trampoline]\n Level design [-5] [0] [8] [Trampoline]\n Level design [-6] [5] [8] [End]\n else\n if <(Level) = [11]> then\n Level design [0] [0] [0] [Platform]\n Level design [1] [0] [0] [Platform]\n Level design [-1] [0] [0] [Platform]\n Level design [1] [0] [1] [Platform]\n Level design [-1] [0] [1] [Trampoline]\n Level design [0] [0] [1] [Platform]\n Level design [1] [0] [-1] [Trampoline]\n Level design [-1] [0] [-1] [Tramoline]\n Level design [0] [0] [-1] [Platform]\n Level design [0] [-5] [0] [Lava]\n Level design [0] [5] [3] [Trampoline]\n Level design [0] [7] [3] [Lava]\n Level design [0] [5] [4] [Platform]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nstop [all v]\n\ndefine Render\nDistance\nSort Lists\nset pen size to (8)\nset [ii v] to [0]\nrepeat (length of [cube x pos v])\n change [ii v] by (1)\n if <(item (ii) of [block distances v]) < [1100]> then\n Put Cube at (item (ii) of [cube x pos v]) (item (ii) of [cube y pos v]) (item (ii) of [cube z pos v]) (item (ii) of [platform type v])\n end\nend\nset pen color to (#ffffff)\nset pen size to (5)\ngo to x: (-10) y: (0)\npen down\ngo to x: (10) y: (0)\npen up\ngo to x: (0) y: (-10)\npen down\ngo to x: (0) y: (10)\npen up\n\nwhen flag clicked\nforever\n if <mouse down?> then\n set [old mouse x v] to (mouse x)\n set [old mouse y v] to (mouse y)\n wait (0.000001) seconds\n if <not <<<(mouse y) < [-80]> and <(mouse x) < [-140]>> and <(mouse y) < [-80]>>> then\n change [rot y v] by (((mouse y) - (Old Mouse Y)) / (0.7))\n change [rot x v] by (((Old Mouse X) - (mouse x)) / (0.7))\n end\n end\nend\n\ndefine Select color (current platform type)\nif <(current platform type) = [Platform]> then\n set pen color to (#33f7db)\nelse\n if <(current platform type) = [Lava]> then\n set pen color to (#ff3333)\n else\n if <(current platform type) = [Trampoline]> then\n set pen color to (#fff830)\n else\n set pen color to (#33ff30)\n end\n end\nend\n\ndefine Level design (x) (y) (z) (type)\nadd ((x) * (100)) to [cube x pos v]\nadd ((y) * (100)) to [cube y pos v]\nadd ((z) * (100)) to [cube z pos v]\nadd (type) to [platform type v]\n\ndefine Draw Square (x) (y) (z)\nDraw Line ((50) + (x)) ((50) + (y)) (z) to ((50) + (x)) ((-50) + (y)) (z)\nDraw Line ((50) + (x)) ((-50) + (y)) (z) to ((-50) + (x)) ((-50) + (y)) (z)\nDraw Line ((-50) + (x)) ((-50) + (y)) (z) to ((-50) + (x)) ((50) + (y)) (z)\nDraw Line ((-50) + (x)) ((50) + (y)) (z) to ((50) + (x)) ((50) + (y)) (z)\n\nLevel design [] [] [] [Platform]\nLevel design [] [] [] [Lava]\nLevel design [] [] [] [Trampoline]\nLevel design [] [] [] [End]\n\nLevel design [] [] [] [Lava]\nLevel design [] [] [] [Trampoline]\nLevel design [] [] [] [End]\n\nLevel design [0] [0] [1] [Platform]\nLevel design [0] [0] [2] [Trampoline]\n\nLevel design [0] [6] [5] [Platform]\n\nwhen flag clicked\nforever\n if <<key (1 v) pressed?> and <<(username) = [triangle5820]> or <<(username) = [triangle_test]> or <(username) = [The_Mad_Punter]>>>> then\n set [level v] to [11]\n end\nend\n\nLevel design [0] [0] [2] [Trampoline]\nLevel design [0] [6] [6] [Trampoline]\n\n@Your Hand\n\n | hello and welcome to my newest game, darkness!!! it is a 3D platformer that i made and my cousin @the_mad_punter helped\n\nuse arrow keys to turn, WASD to move, and SPACE to jump. all levels are possible by the way |
残念なプラットフォーマー Disappointing Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [笛の音楽 v] until done\nend\n\n@四角君\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\nbroadcast (i v)\nshow\nset size to (50) %\ngo to x: (-200) y: (0)\nset [x v] to [0.1]\nset [y v] to [0]\nforever\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n change [x v] by (1)\n end\n if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n start sound [ジャンプ v]\n if <[0] < (x)> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n start sound [ジャンプ v]\n set [y v] to [15]\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <touching color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n point in direction ((90) + (x))\n if <[238] < (x position)> then\n set [x v] to [0.1]\n set [x v] to [0]\n go to x: (-200) y: (0)\n next backdrop\n stop [other scripts in sprite v]\n broadcast (i v)\n end\n if <<touching color (#858585)?> or <[-178] > (y position)>> then\n start sound [シュバッ v]\n set [y v] to [10]\n repeat until <touching (_edge_ v)?>\n turn right (10) degrees\n change y by (y)\n change [y v] by (-1)\n end\n go to x: (-200) y: (0)\n point in direction (90)\n set [x v] to [0.1]\n set [y v] to [0]\n stop [other scripts in sprite v]\n broadcast (i v)\n end\n if <touching color (#79ffa4)?> then\n set [y v] to [15]\n end\n if <not <(x) = [0]>> then\n if <[0] < (x)> then\n switch costume to (コスチューム1 v)\n else\n switch costume to (コスチューム2 v)\n end\n end\nend\n\nwhen I receive [切り替え2 v]\ngo to x: (-200) y: (0)\npoint in direction (90)\n\nset [x v] to [0.1]\nset [x v] to [0]\ngo to x: (-200) y: (0)\nnext backdrop\nbroadcast (i v)\n\nsay (y position) for (1) seconds\n\nwhen flag clicked\n\n@スプライト1\n\nwhen I receive [i v]\nif <(backdrop [number v]) = [1]> then\n wait until <[-130] < ([x position v] of [四角君 v])>\n set [s v] to [11]\n point in direction (90)\n set [i v] to [0]\n go to x: (-105) y: (-180)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n wait until <[100] < ([x position v] of [四角君 v])>\n set [s v] to [20]\n point in direction (-90)\n set [i v] to [1]\n go to x: (125) y: (180)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\nend\nif <(backdrop [number v]) = [2]> then\n wait until <[-130] < ([x position v] of [四角君 v])>\n set [s v] to [20]\n point in direction (-90)\n set [i v] to [1]\n go to x: (-105) y: (180)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n wait until <[-30] < ([x position v] of [四角君 v])>\n set [s v] to [5]\n point in direction (90)\n set [i v] to [0]\n go to x: (3) y: (27)\n create clone of (_myself_ v)\nend\nif <(backdrop [number v]) = [3]> then\n wait until <[-100] < ([x position v] of [四角君 v])>\n set [s v] to [20]\n point in direction (-90)\n set [i v] to [1]\n go to x: (-85) y: (180)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\nend\nif <(backdrop [number v]) = [4]> then\n wait until <[-100] < ([x position v] of [四角君 v])>\n set [s v] to [13]\n point in direction (90)\n set [i v] to [0]\n go to x: (-85) y: (-180)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\nend\nif <(backdrop [number v]) = [5]> then\n wait until <[-80] < ([x position v] of [四角君 v])>\n set [s v] to [13]\n point in direction (90)\n set [i v] to [0]\n go to x: (-50) y: (-180)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n wait until <[20] < ([x position v] of [四角君 v])>\n switch costume to (コスチューム2 v)\n set [s v] to [13]\n point in direction (90)\n set [i v] to [0]\n go to x: (50) y: (-180)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n switch costume to (コスチューム1 v)\nend\nif <(backdrop [number v]) = [6]> then\n wait until <[-130] < ([x position v] of [四角君 v])>\n set [s v] to [11]\n point in direction (90)\n set [i v] to [0]\n go to x: (-105) y: (-180)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\nend\n\nwhen I start as a clone\nset [s v] to (S)\nshow\nif <(I) = [0]> then\n repeat until <[170] < (y position)>\n change y by (s)\n end\n delete this clone\nelse\n repeat until <[-170] > (y position)>\n change y by ((s) * (-1))\n end\n delete this clone\nend\ndelete this clone\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [i v]\ndelete this clone\n\nwait until <[100] < ([x position v] of [四角君 v])>\n\npoint in direction (90)\n\n | ==================遊び方==================\n矢印キーで移動\n\nそれだけ\n================How to play================\nUse the arrow keys to move\n\nThat's it.\n========================================= |
Friends- a platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n switch backdrop to (backdrop2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n switch backdrop to (backdrop3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n switch backdrop to (backdrop1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n switch costume to (backdrop2 v)\n end\nend\n\n@Sprite6\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 [button down. v] to [0]\nset [y v v] to [0]\nset [dead v] to [0]\nset size to (100) %\nplay sound [Zoop v] until done\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 (25)\n change [ghost v] effect by (4)\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\nforever\n if <(dead) = [1]> then\n reset\n end\nend\n\nwhen flag clicked\nforever\nend\n\nwhen flag clicked\nforever\n if <(reset) = [1]> then\n reset\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n if <key (1 v) pressed?> then\n set [level v] to [11]\n reset\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Restart the plattformer) = [1]> then\n reset\n end\nend\n\n@Ground\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n switch costume to (costume3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n switch costume to (costume4 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n switch costume to (costume5 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n switch costume to (costume6 v)\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n switch costume to (costume7 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n switch costume to (costume8 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n switch costume to (costume9 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n switch costume to (costume10 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n switch costume to (costume11 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n switch costume to (costume11 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [12]> then\n switch costume to (costume12 v)\n end\nend\n\nwhen flag clicked\nforever\n go to x: (1) y: (-31)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n switch costume to (costume13 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [14]> then\n switch costume to (costume14 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [15]> then\n switch costume to (costume15 v)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [16]> then\n switch costume to (costume16 v)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [17]> then\n if <(Button down.) = [0]> then\n switch costume to (costume17 v)\n else\n switch costume to (costume18 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [18]> then\n show\n switch costume to (costume19 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [19]> then\n show\n switch costume to (costume20 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [21]> then\n switch costume to (costume22 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [20]> then\n switch costume to (costume21 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n if <key (1 v) pressed?> then\n set [level v] to [11]\n end\n end\nend\n\nset [level v] to [12]\n\n@Deco\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n show\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n show\n switch costume to (costume3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n switch costume to (costume4 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n switch backdrop to (backdrop2 v)\n end\nend\n\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n switch costume to (costume1 v)\n end\nend\n\n@spike.\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n show\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n set [dead v] to [1]\n end\nend\n\nwhen flag clicked\nset [dead v] to [0]\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n switch costume to (costume3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n show\n switch costume to (costume4 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n switch costume to (costume5 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n switch costume to (costume6 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n show\n switch costume to (costume7 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [14]> then\n switch costume to (costume8 v)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [15]> then\n switch costume to (costume9 v)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [16]> then\n switch costume to (costume9 v)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [16]> then\n switch costume to (costume10 v)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [17]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [18]> then\n show\n switch costume to (costume12 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [19]> then\n show\n switch costume to (costume12 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [18]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [20]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [21]> then\n hide\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nshow\nforever\n if <touching (player v)?> then\n wait (1) seconds\n if <touching (player v)?> then\n say [You found the hidden easter egg! \(the sun XD\)] for (4) seconds\n if <touching (player v)?> then\n ask [Do you want to go to a certain level? y/n] and wait\n if <(answer) = [y]> then\n ask [Which level do you want to go to? ] and wait\n set [level v] to (answer)\n set [reset v] to [1]\n wait (0.1) seconds\n set [reset v] to [0]\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [reset v] to [0]\n\n@Sprite3\n\nwhen flag clicked\nshow\nsay [Hello! if you want to hide me press h, s to show me again. XD] for (5) seconds\n\nwhen [h v] key pressed\nset [condition v] to [0]\nhide\n\nwhen [s v] key pressed\nset [condition v] to [1]\nshow\n\nwhen flag clicked\nforever\n go to (mouse-pointer v)\nend\n\nwhen flag clicked\nset size to (100) %\nforever\n if <(condition) = [1]> then\n if <mouse down?> then\n set size to (50) %\n play sound [A Elec Bass v] until done\n wait (0.1) seconds\n else\n set size to (100) %\n end\n end\nend\n\nif then\n\nwhen flag clicked\nset [condition v] to [1]\n\n@Sprite4\n\nwhen flag clicked\nforever\n if <(Button down.) = [0]> then\n switch costume to (costume1 v)\n else\n if <(Button down.) = [1]> then\n switch costume to (costume3 v)\n show\n wait (1) seconds\n switch costume to (costume4 v)\n wait (1) seconds\n switch costume to (costume5 v)\n wait (1) seconds\n switch costume to (costume6 v)\n wait (1) seconds\n switch costume to (costume7 v)\n wait (1) seconds\n forever\n hide\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Button down.) = [0]> then\n if <(Level) = [17]> then\n show\n end\n end\nend\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen flag clicked\nset [button down. v] to [0]\n\nwhen flag clicked\nforever\n if <(Level) = [17]> then\n if <touching (player v)?> then\n set [button down. v] to [1]\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nswitch costume to (costume1 v)\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [21]> then\n go to x: (114) y: (-69)\n show\n wait (1) seconds\n glide (3) secs to (player v)\n forever\n glide (0.1) secs to (player v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n say [Hi, my friend.] for (4) seconds\n stop [this script v]\n end\nend\n\nsay [Hi, my friend.]\n\nwhen flag clicked\n\nturn right (15) degrees\n\nturn left (10) degrees\n\nwhen flag clicked\nforever\n if <(Show him) = [0]> then\n if <(Level) = [20]> then\n hide\n end\n else\n show\n end\nend\n\nif then\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <(Level) = [21]> then\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n hide\n set [level v] to [1]\n set [restart the plattformer v] to [1]\n set [show him v] to [1]\n wait (0.1) seconds\n set [restart the plattformer v] to [0]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [21]> then\n show\n end\nend\n\nwhen flag clicked\nset [restart the plattformer v] to [0]\n\nwhen flag clicked\nforever\n if <(Restart the plattformer) = [1]> then\nend\n\nwhen flag clicked\nset [show him v] to [0]\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n | Go here too: https://scratch.mit.edu/projects/435670854/ Arrow keys or wasd to move r to restart. Advertising allowed. Try to rescue your friend at the end of the platformer. Pls love and fave I spent a lot of time in this platformer. It took me like a week! Mobile friendly!!! Spam green flag! Try to find the easter egg! Read notes and credits. |
Radioactive A Platformer | @Stage\n\nwhen flag clicked\nset volume to (80) %\nforever\n play sound [Imagine Dragons - Radioactive-\[www_flvto_com\] v] until done\nend\n\n@oyuncu\n\nwhen flag clicked\nset volume to (150) %\n\nwhen flag clicked\nset [git v] to [0]\ngo to x: (-210) y: (-79)\n\nwhen I receive [play v]\nset [oyuncu x v] to [0]\nset [oyuncu y v] to [0]\nforever\n change [oyuncu y v] by (-1)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [oyuncu x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [oyuncu x v] by (1)\n end\n set [oyuncu x v] to ((OYUNCU X) * (0.9))\n change x by (OYUNCU X)\n if <touching (floor v)?> then\n change y by (1)\n if <touching color (#01ff00)?> then\n go to x: (-210) y: (-79)\n end\n end\n if <touching (floor v)?> then\n change y by (1)\n if <touching color (#01ff00)?> then\n go to x: (-210) y: (-79)\n end\n end\n if <touching (floor v)?> then\n change y by (1)\n if <touching color (#01ff00)?> then\n go to x: (-210) y: (-79)\n end\n end\n if <touching (floor v)?> then\n change y by (1)\n if <touching color (#01ff00)?> then\n go to x: (-210) y: (-79)\n end\n end\n if <touching (floor v)?> then\n change y by (-4)\n change x by ((OYUNCU X) * (-1))\n switch costume to (hitbox v)\n if <touching color (#01ff00)?> then\n go to x: (-210) y: (-79)\n end\n end\n change y by (oyuncu Y)\n if <touching (floor v)?> then\n change y by ((0) - (oyuncu Y))\n set [oyuncu y v] to [0]\n if <touching color (#01ff00)?> then\n go to x: (-210) y: (-79)\n end\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<key (space v) pressed?> or <key (w v) pressed?>>> and <touching (floor v)?>> then\n start sound [すんどめ.mp3 v]\n set [oyuncu y v] to [11]\n if <touching color (#01ff00)?> then\n go to x: (-210) y: (-79)\n end\n end\n if <touching (radioactive v)?> then\n go to x: (-210) y: (-79)\n end\n change y by (1)\nend\n\nwhen I receive [play v]\nforever\n if <<key (right arrow v) pressed?> or <<<key (a v) pressed?> or <key (d v) pressed?>> or <key (left arrow v) pressed?>>> then\n switch costume to (oyuncu4 v)\n wait (0.1) seconds\n if <<key (right arrow v) pressed?> or <<<key (a v) pressed?> or <key (d v) pressed?>> or <key (left arrow v) pressed?>>> then\n switch costume to (oyuncu3 v)\n wait (0.1) seconds\n if <<key (right arrow v) pressed?> or <<<key (a v) pressed?> or <key (d v) pressed?>> or <key (left arrow v) pressed?>>> then\n switch costume to (oyuncu2 v)\n wait (0.1) seconds\n if <<key (right arrow v) pressed?> or <<<key (a v) pressed?> or <key (d v) pressed?>> or <key (left arrow v) pressed?>>> then\n switch costume to (oyuncu1 v)\n wait (0.1) seconds\n end\n end\n end\n else\n if <<key (up arrow v) pressed?> or <<key (space v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (oyuncu7 v)\n else\n switch costume to (oyuncu v)\n end\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <touching (line v)?> then\n stop [other scripts in sprite v]\n change [level v] by (1)\n set [git v] to [31]\n broadcast (harika v)\n end\nend\n\nwhen I receive [harika v]\nrepeat until <(git) < [0.1]>\n change [git v] by (-1)\nend\n\nbroadcast (play v)\n\nwhen I receive [harika v]\nrepeat until <(git) = [0]>\n change x by (join [-] (git))\nend\nbroadcast (play v)\n\nwhen I receive [jump v]\nswitch costume to (oyuncu7 v)\n\nbroadcast (dekor kaysın v)\n\nwhen I receive [play v]\nset [move v] to [0]\nforever\n if <(y position) = [-177]> then\n go to x: (-210) y: (-79)\n repeat (40)\n change [color v] effect by (5)\n end\n set [move v] to [1]\n broadcast (ses v)\n end\nend\n\nwhen I receive [ses v]\nforever\n stop all sounds\nend\n\nclear sound effects\n\n@floor\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (kostüm 1 v)\n\nwhen I receive [harika v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to x: (475) y: (0)\nnext costume\nbroadcast (dekor kaysın v)\n\nwhen I receive [dekor kaysın v]\nrepeat until <(git) = [0]>\n change x by (join [-] (git))\nend\nbroadcast (dekor tmm v)\n\nwhen I receive [dekor tmm v]\ndelete this clone\n\nwhen I receive [dekor tmm v]\ndelete this clone\n\nwhen I receive [dekor tmm v]\nnext costume\ngo to x: (0) y: (0)\n\n@iz\n\nwhen flag clicked\ngo to x: ([x position v] of [floor v]) y: (0)\nswitch costume to (dekor 1 v)\n\nwhen I receive [dekor tmm v]\nnext costume\n\nwhen I receive [dekor kaysın v]\nrepeat until <(git) = [0]>\n change x by (join [-] (git))\nend\nswitch costume to ([costume # v] of [floor v])\nif <([costume # v] of [floor v]) = [0]> then\n go to x: (0) y: (0)\n repeat (9)\n change y by (5)\n end\nend\nif <([costume # v] of [floor v]) = [1]> then\n go to x: (0) y: (0)\n repeat (9)\n change y by (5)\n end\nend\nif <([costume # v] of [floor v]) = [5]> then\n go to x: (0) y: (0)\n repeat (9)\n change y by (5)\n end\nend\n\n@Line\n\n@radioactive\n\nwhen I receive [dekor kaysın v]\nset rotation style [all around v]\nrepeat until <(git) = [0]>\n change x by (join [-] (git))\nend\nswitch costume to ([costume # v] of [floor v])\ngo to [front v] layer\npoint in direction (90)\ngo to x: (0) y: (0)\nwait (0.1) seconds\nif <(costume [number v]) = [4]> then\n go to x: (-60) y: (-136)\n go to [back v] layer\n repeat until <not <(costume [number v]) = [4]>>\n turn right (15) degrees\n end\nend\nif <(costume [number v]) = [7]> then\n go to x: (0) y: (0)\n go to [back v] layer\n repeat until <not <(costume [number v]) = [7]>>\n turn right (7) degrees\n end\nend\n\nwhen flag clicked\npoint in direction (90)\ngo to x: ([x position v] of [floor v]) y: (0)\ngo to [front v] layer\nswitch costume to (kostüm 1 v)\n\nwhen I receive [dekor tmm v]\nnext costume\n\n@Kukla 1\n\nwhen flag clicked\nshow\nset size to (100) %\ngo to x: (0) y: (-307)\nglide (1) secs to x: (0) y: (0)\nforever\n repeat (2)\n change size by (4)\n end\n wait (1) seconds\n repeat (2)\n change size by (-4)\n end\n wait (1) seconds\nend\n\nwhen I receive [ileri v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nbroadcast (play v)\n\n@Button2\n\nwhen flag clicked\nshow\nclear graphic effects\ngo to x: (1) y: (-214)\nglide (1) secs to x: (1) y: (-19)\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 (ileri v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nbroadcast (play v)\n\nbroadcast (harika v)\n\n@Kukla 2\n\nwhen flag clicked\nhide\n\nwhen I receive [ileri v]\nswitch costume to (kostüm 1 v)\nshow\nforever\n go to [back v] layer\n if <(level) = [1]> then\n set [ghost v] effect to ((70) + ([x position v] of [oyuncu v]))\n else\n hide\n end\nend\n\n@Kukla 3\n\nwhen flag clicked\nhide\n\nwhen I receive [ileri v]\nswitch costume to (kostüm 1 v)\nshow\nforever\n go to [back v] layer\n if <(level) = [1]> then\n set [ghost v] effect to ((10) + ((0) - ([x position v] of [oyuncu v])))\n else\n hide\n end\nend\n\n@Kukla 4\n\nwhen flag clicked\nhide\n\nwhen I receive [dekor tmm v]\nswitch costume to (kostüm 1 v)\nif <(level) = [3]> then\n forever\n go to [back v] layer\n if <(level) = [3]> then\n show\n set [ghost v] effect to ((77) + ([x position v] of [oyuncu v]))\n else\n hide\n end\n end\nelse\n hide\nend\n\n@dfhbgxdrtgb\n\nwhen flag clicked\nforever\n if <(level) = [2]> then\n go to [back v] layer\n show\n else\n hide\n end\nend\n\n | Reklam YOK!\nThis project is %100 my!\nINorth liked and made a favorite!\n\nİsteyen Müziği Kullanabilir\nYeni bölüm! Yeni tuzak! |
☁ The Mountain || Multiplayer Platformer #games #all | @Stage\n\nwhen [m v] key pressed\nif <(username) = [Ufhire]> then\n show variable [mouse v]\n set [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\nend\n\nwhen flag clicked\nhide variable [mouse v]\n\n@Blank\n\n@Player\n\ndefine Test - Die\nif <touching (lava v)?> then\n if <(Life2) = [0]> then\n set [exit v] to [die]\n end\nend\n\ndefine Game - Die\nbroadcast (Die v) and wait\nhide\nwait (0.5) seconds\nset [exit v] to []\n\nwhen I receive [green flag v]\ngo to [front v] layer\nset size to (100) %\nhide\n\nwhen I receive [play game v]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine game on\nset [x v] to [-100]\nset [lava touch v] to [0]\nset [y v] to [1100]\nset [scroll x v] to [0]\nset [scroll y v] to [1055]\nset [sy v] to [0]\nset [sx v] to [0]\nset [in air v] to [0]\nset [life2 v] to [3]\nset [costumesused v] to []\nset [exit v] to []\nset [show names v] to [0]\nset [costume_number v] to [1]\nset [flip v] to [0]\npoint in direction (90)\nset size to (50) %\nswitch costume to (o_c v)\nshow\nset [ghost v] effect to (0)\nset [player ghost effect v] to [0]\n\ndefine Tick\ngo to [front v] layer\ngo [backward v] (50) layers\ngo to x: (0) y: (0)\nswitch costume to (hitbox??? v)\nif <(Costume_Number) = [9]> then\n set [costume_number v] to [1]\nend\nif <(MPTouch) = [1]> then\n if <(MPlr) = [R]> then\n change [sx v] by (0.8)\n else\n if <(MPlr) = [L]> then\n change [sx v] by (-0.8)\n end\n end\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n if <(shop) = [0]> then\n set [left or right v] to [Left]\n if <not < (CostumesUsed) contains [S]?>> then\n change [sx v] by (-1.7)\n else\n change [sx v] by (-2)\n end\n end\nend\nchange [costume_number v] by (1)\nset [sx v] to ((sx) * (0.8))\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n if <(shop) = [0]> then\n set [left or right v] to [Right]\n if <not < (CostumesUsed) contains [S]?>> then\n change [sx v] by (1.7)\n else\n change [sx v] by (2)\n end\n end\nend\nif <([abs v] of (sx) ) > [0.9]> then\n Cange player x by (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <<key (space v) pressed?> or <key (w v) pressed?>>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <(shop) = [0]> then\n if <(in air) < [4]> then\n if <not < (CostumesUsed) contains [B]?>> then\n set [sy v] to [18]\n else\n set [sy v] to [20]\n end\n end\n if <key (f v) pressed?> then\n if <(Flip) = [0]> then\n broadcast (Flip v)\n end\n end\n if <key (g v) pressed?> then\n if <(Flip) = [0]> then\n broadcast (Dubble v)\n end\n end\n if <key (b v) pressed?> then\n if <(Flip) = [0]> then\n if <not <touching (ladder v)?>> then\n broadcast (Backflip v)\n end\n end\n end\n if <key (v v) pressed?> then\n if <(Flip) = [0]> then\n if <not <touching (ladder v)?>> then\n broadcast (Dubble backflip v)\n end\n end\n end\n end\nend\nif <(sy) > [-10]> then\n change [sy v] by (-2)\nend\nchange player y by (sy)\nTest - Die\nif <<(x) > [-125]> and <(x) < [7950]>> then\n change [scroll x v] by (round (((x) - (SCROLL X)) / (11)))\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (11)))\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 <(Flip) = [0 ]> then\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> or <mouse down?>> then\n switch costume to (join (letter (1) of (Left or Right)) (Costume_Number))\n else\n switch costume to (join [N_] (letter (1) of (Left or Right)))\n end\nelse\n switch costume to (join (join (letter (1) of (Left or Right)) [_]) [F])\nend\n\nset [left or right v] to [Center]\n\ndefine change player y by (sy)\nif <(Ladder) = [0]> then\n if <not <touching (water v)?>> then\n change [y v] by (sy)\n change [in air v] by (1)\n else\n change [y v] by ((sy) / (5))\n set [in air v] to [0]\n end\nelse\n if <(Ladder) = [1]> then\n if <not <<<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<(mouse y) < (y position)> and <mouse down?>>> or <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>>>> then\n set [in air v] to [0]\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n change [y v] by ((sy) / (2))\n set [in air v] to [0]\n else\n change [y v] by ((sy) / (2))\n set [in air v] to [0]\n end\n end\n end\nend\nPosition\nrepeat until <not <<<touching (platform v)?> or <touching (sand v)?>> or <touching (moving platform v)?>>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Cange player x by (sx)\nchange [x v] by (sx)\nPosition\nif <<<touching (platform v)?> or <touching (sand v)?>> or <touching (moving platform v)?>> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <<<touching (platform v)?> or <touching (sand v)?>> or <touching (moving platform v)?>>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-12]\n else\n set [sx v] to [12]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <<<touching (platform v)?> or <touching (sand v)?>> or <touching (moving platform v)?>>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Win\nrepeat (10)\n change [ghost v] effect by (10)\n change [player ghost effect v] by (10)\nend\nhide\nwait (1) seconds\n\nwhen I receive [tick v]\nset [player x v] to (x)\nset [player y v] to (y)\n\nwhen flag clicked\nset [timer2 v] to [0.1]\nforever\n set [timer2 v] to (timer)\nend\n\nwhen I receive [play game v]\nset [pitch v] effect to (0)\nset [pan left/right v] effect to (0)\nset volume to (round (((Volume) / (10)) * (8))) %\nwait (0.3) seconds\nforever\n play sound [275807__tyops__adventure-fantasy-theme v] until done\nend\n\nwhen flag clicked\nswitch costume to (o_c v)\nset [costumesused v] to []\nhide variable [timer v]\nforever\n if <(start timer) = [1]> then\n set [timer v] to [0]\n forever\n wait (0.1) seconds\n change [timer v] by (0.1)\n end\n end\nend\n\nwhen I receive [tick v]\nif <touching (bounce v)?> then\n if <touching color (#000000)?> then\n set [sy v] to [33]\n set [bounce v] to [1]\n end\nelse\n set [bounce v] to [0]\nend\n\nwhen I receive [joined v]\nforever\n if <key (n v) pressed?> then\n broadcast (show names v) and wait\n end\nend\n\nwhen I receive [show names v]\nif <(show names) = [0]> then\n wait until <not <key (n v) pressed?>>\n set [show names v] to [1]\nelse\n if <(show names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [show names v] to [0]\n end\nend\n\nwhen I receive [join game v]\nstop all sounds\n\ndefine send cloud data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (Message) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (costume [number v]) to encoded\nwrite (direction) to encoded\nwrite (size) to encoded\nwrite (Player ghost effect) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [start v]\nset [my player # v] to [0]\nset [max players v] to [10]\nbroadcast (setup-opponents v) and wait\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (joined v)\nelse\n broadcast (server full v)\nend\nbroadcast (begin v)\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\nwhen I receive [green flag v]\nforever\n think (item (Message) of [chat v])\nend\n\nwhen I receive [win v]\nset volume to (0) %\n\nwhen I receive [continue v]\nset volume to (round (((Volume) / (10)) * (8))) %\n\nwhen flag clicked\nbroadcast (Green Flag v)\nbroadcast (Play Game v)\nbroadcast (Start v)\n\nswitch costume to (n_r v)\n\nif <(Costume_Number) < [10]> then\n change [costume_number v] by (1)\nelse\n set [costume_number v] to [1]\nend\n\n\n\nbroadcast (Walljump v)\n\nwhen I receive [dubble backflip v]\nif <(Flip?) = [0]> then\n if < (costume [name v]) contains [R]?> then\n set [flip v] to [1]\n set rotation style [all around v]\n point in direction (90)\n switch costume to (r_f v)\n repeat (20)\n turn right (-36) degrees\n end\n wait until <not <key (v v) pressed?>>\n set [flip v] to [0]\n else\n if < (costume [name v]) contains [L]?> then\n set [flip v] to [1]\n set rotation style [all around v]\n point in direction (90)\n switch costume to (l_f v)\n repeat (20)\n turn right (36) degrees\n end\n wait until <not <key (v v) pressed?>>\n set [flip v] to [0]\n end\n end\nelse\n point in direction (90)\nend\n\nturn right (15) degrees\n\nwhen I receive [die v]\nif < (costume [name v]) contains [R]?> then\n switch costume to (n_r v)\nelse\n switch costume to (n_l v)\nend\nrepeat (20)\n change size by (5)\n change [ghost v] effect by (5)\n change [player ghost effect v] by (5)\nend\n\nwrite [] to encoded\n\nwhen I receive [backflip v]\nif <(Flip?) = [0]> then\n if < (costume [name v]) contains [R]?> then\n set [flip v] to [1]\n set rotation style [all around v]\n point in direction (90)\n switch costume to (r_f v)\n repeat (10)\n turn right (-36) degrees\n end\n wait until <not <key (b v) pressed?>>\n set [flip v] to [0]\n else\n if < (costume [name v]) contains [L]?> then\n set [flip v] to [1]\n set rotation style [all around v]\n point in direction (90)\n switch costume to (l_f v)\n repeat (10)\n turn right (36) degrees\n end\n wait until <not <key (b v) pressed?>>\n set [flip v] to [0]\n end\n end\nelse\n point in direction (90)\nend\n\nwhen I receive [dubble v]\nif <(Flip?) = [0]> then\n if < (costume [name v]) contains [R]?> then\n set [flip v] to [1]\n set rotation style [all around v]\n point in direction (90)\n switch costume to (r_f v)\n repeat (20)\n turn right (36) degrees\n end\n wait until <not <key (g v) pressed?>>\n set [flip v] to [0]\n else\n if < (costume [name v]) contains [L]?> then\n set [flip v] to [1]\n set rotation style [all around v]\n point in direction (90)\n switch costume to (l_f v)\n repeat (20)\n turn right (-36) degrees\n end\n wait until <not <key (g v) pressed?>>\n set [flip v] to [0]\n end\n end\nelse\n point in direction (90)\nend\n\nchange [y v] by (sy)\nchange [in air v] by (1)\n\nwhen I receive [tick v]\nif <touching (ladder v)?> then\n set [ladder v] to [1]\nelse\n set [ladder v] to [0]\nend\n\nwhen I receive [flip v]\nif <(Flip?) = [0]> then\n if < (costume [name v]) contains [R]?> then\n set [flip v] to [1]\n set rotation style [all around v]\n point in direction (90)\n switch costume to (r_f v)\n repeat (10)\n turn right (36) degrees\n end\n wait until <not <key (f v) pressed?>>\n set [flip v] to [0]\n else\n if < (costume [name v]) contains [L]?> then\n set [flip v] to [1]\n set rotation style [all around v]\n point in direction (90)\n switch costume to (l_f v)\n repeat (10)\n turn right (-36) degrees\n end\n wait until <not <key (f v) pressed?>>\n set [flip v] to [0]\n end\n end\nelse\n point in direction (90)\nend\n\n\n\nwait until <not <<touching (lava v)?> or <touching (enemies v)?>>>\n\nwhen flag clicked\nforever\n if <touching (lava v)?> then\n wait (0.25) seconds\n set [ghost v] effect to (100)\n wait (0.25) seconds\n set [ghost v] effect to (0)\n end\nend\n\n@cloud player\n\ndefine tick\nif <(Turbo mode) = [0]> then\n set size to (135) %\n value = cloud # (Player #)\n if <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n change [players v] by (-1)\n end\n else\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n set [players v] to [1]\n end\n set [offline v] to [0]\n end\n begin decode of (value)\n value = read from encoded\n if <(show names) = [1]> then\n think (value)\n else\n if <(show names) = [0]> then\n think []\n end\n end\n value = read from encoded\n if <not <(value) = []>> then\n think (item (value) of [chat v])\n end\n value = read from encoded\n value = read from encoded\n set x to ((value) - (SCROLL X))\n value = read from encoded\n set y to ((value) - (SCROLL Y))\n value = read from encoded\n switch costume to (value)\n value = read from encoded\n point in direction (value)\n value = read from encoded\n set size to (value) %\n value = read from encoded\n set [ghost v] effect to (value)\nend\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine players setup\nset [color v] effect to (0)\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((Max Players) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (Player #)> then\n set [offline v] to [100]\n hide\n else\n tick\n end\nend\n\nwhen I receive [setup-opponents v]\nplayers setup\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [join game v]\nvalue = cloud # (Player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (Player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (Player #)\nend\n\nwhen flag clicked\nset [players v] to [0]\nforever\n set [active players v] to ((Players) + (1))\nend\n\n@Platform\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [ghost v] effect to (0)\ngo to [back v] layer\ngo [forward v] (20) layers\nset size to (100) %\nhide\nset [x v] to [-335]\nset [y v] to [1000]\nswitch costume to (level 1 1 v)\nClone at x: [500] y: [1000]\nClone at x: [335] y: [1000]\nClone at x: [1000] y: [1000]\nClone at x: [400] y: [1100]\nClone at x: [400] y: [1350]\nClone at x: [400] y: [1600]\nClone at x: [400] y: [1600]\nClone at x: [520] y: [1600]\nClone at x: [-400] y: [1900]\nset [ghost v] effect to (100)\nClone at x: [300] y: [1950]\nClone at x: [-200] y: [2170]\nClone at x: [-300] y: [2300]\nClone at x: [-300] y: [2400]\nClone at x: [300] y: [2600]\nClone at x: [300] y: [2800]\nClone at x: [700] y: [1500]\nset [ghost v] effect to (0)\nClone at x: [500] y: [1450]\nClone at x: [-400] y: [2100]\nClone at x: [405] y: [2300]\nClone at x: [300] y: [1450]\nClone at x: [400] y: [1675]\nClone at x: [-150] y: [2200]\nClone at x: [-230] y: [2700]\nClone at x: [300] y: [2700]\nClone at x: [400] y: [2250]\nClone at x: [400] y: [2400]\nClone at x: [400] y: [2600]\nClone at x: [350] y: [2700]\nClone at x: [350] y: [2850]\nClone at x: [350] y: [3000]\nClone at x: [350] y: [3200]\n\nClone at x: [425] y: [2200]\nClone at x: [325] y: [2150]\nClone at x: [325] y: [2100]\nClone at x: [400] y: [2100]\nhide\n\ndefine position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nset [y v] to (y)\nnext costume\n\nset [y v] to [1675]\n\nset [y v] to [2250]\n\nchange [x v] by (-100)\n\n@Background\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [ghost v] effect to (0)\ngo to [back v] layer\nset size to (100) %\nhide\ngo to [back v] layer\nset [x v] to [-335]\nset [y v] to [1200]\nswitch costume to (level 1 1 v)\nClone at x: [500] y: [1000]\nClone at x: [335] y: [1000]\nClone at x: [1000] y: [1000]\nClone at x: [400] y: [1100]\nClone at x: [400] y: [1350]\nClone at x: [400] y: [1600]\nClone at x: [400] y: [1600]\n\nClone at x: [425] y: [2200]\nClone at x: [325] y: [2150]\nClone at x: [325] y: [2100]\nClone at x: [400] y: [2100]\nhide\n\ndefine position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nset [y v] to (y)\nnext costume\n\nset [y v] to [1900]\n\n@Moving Platform\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [tick v]\nposition ((Moving platform x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [ghost v] effect to (0)\nset size to (100) %\nhide\nset [moving platform x v] to [4020]\nset [y v] to [120]\nbroadcast (Move platform v)\n\nClone at x: [425] y: [2200]\nClone at x: [325] y: [2150]\nClone at x: [325] y: [2100]\nClone at x: [400] y: [2100]\nhide\n\ndefine position (x) (y)\nset size to (100) %\ngo to [front v] layer\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [moving platform x v] to (x)\nset [y v] to (y)\nnext costume\n\nwhen I receive [move platform v]\nforever\n set [moving platform x v] to [4520]\n set [y v] to [120]\n repeat (90)\n set [mplr v] to [R]\n change [moving platform x v] by (3)\n end\n set [mplr v] to [C]\n wait (0.1) seconds\n repeat (90)\n set [mplr v] to [L]\n change [moving platform x v] by (-3)\n end\n set [mplr v] to [C]\n wait (0.1) seconds\nend\n\n@Collectables\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n start sound [Magic Spell v]\n change [coins together v] by (1)\n change [points v] by (1)\n broadcast (Show coin v)\n delete this clone\nend\n\nwhen I receive [setup v]\nset volume to (Volume) %\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [collected max v] to [0]\nset [coins together v] to [0]\nswitch costume to (collectable v)\nset [points v] to [0]\nClone at x: [530] y: [835]\nClone at x: [3333] y: [2925]\nClone at x: [4300] y: [2360]\nClone at x: [5540] y: [1625]\nset [y v] to [-10000]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n repeat (10)\n change [y v] by (1)\n end\n repeat (10)\n change [y v] by (-1)\n end\nend\n\n@Lava\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [ghost v] effect to (0)\ngo to [back v] layer\nset size to (100) %\nhide\nset [x v] to [-335]\nset [y v] to [1000]\nswitch costume to (level 1 1 v)\nClone at x: [500] y: [1000]\nClone at x: [335] y: [1000]\nClone at x: [1000] y: [1000]\nClone at x: [400] y: [1100]\nClone at x: [400] y: [1350]\nClone at x: [400] y: [1600]\nClone at x: [400] y: [1600]\nClone at x: [520] y: [1600]\nClone at x: [-400] y: [1900]\nClone at x: [300] y: [1950]\nClone at x: [-200] y: [2170]\nClone at x: [-300] y: [2300]\nClone at x: [-300] y: [2400]\nClone at x: [300] y: [2600]\nClone at x: [300] y: [2800]\nClone at x: [700] y: [1500]\nClone at x: [500] y: [1450]\nClone at x: [-400] y: [2100]\nClone at x: [405] y: [2300]\n\nClone at x: [425] y: [2200]\nClone at x: [325] y: [2150]\nClone at x: [325] y: [2100]\nClone at x: [400] y: [2100]\nhide\n\ndefine position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nset [y v] to (y)\nnext costume\n\nset [y v] to [1900]\n\n@Signs\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\ngo to [front v] layer\ngo [backward v] (90) layers\nset [ghost v] effect to (0)\nset size to (100) %\npoint in direction (90)\nhide\nset [x v] to [11111111]\nset [y v] to [11111111]\nswitch costume to (level 1 1 v)\nClone at x: [175] y: [1000] say: [Welcome to the camp here at the bottom of the mountain! You're now going to climb this big mountain. Good luck!]\nClone at x: [3000] y: [1660] say: [Now you have come to a point where it's getting harder for grass and trees to grow!]\nClone at x: [6940] y: [2855] say: [You're now so high up that it's snowing!]\npoint in direction (93)\n\nClone at x: [425] y: [2200] say: []\nClone at x: [325] y: [2150] say: []\nClone at x: [325] y: [2100] say: []\nClone at x: [400] y: [2100] say: []\nhide\n\ndefine position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <touching (player v)?> then\n say (Say)\nelse\n say []\nend\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y) say: (say)\ncreate clone of (_myself_ v)\nset [say v] to (say)\nset [x v] to (x)\nset [y v] to (y)\n\nset [y v] to [1900]\n\nset [y v] to [2855]\n\n@Time\n\nwhen I receive [tick v]\ngo to x: (0) y: (0)\n\nwhen I receive [win v]\nset [your time v] to (Timer)\n\nwhen I receive [start screen v]\nhide\nset [win v] to [0]\nset [your time v] to [0]\nhide variable [your time v]\n\nwhen flag clicked\nset [high score? v] to [0]\nswitch costume to (costume1 v)\n\n@Thumbnail\n\nwhen [timer v] > (Timer2)\nswitch costume to (costume3 v)\ngo to x: (-240) y: (180)\nset size to (100) %\nshow\nwait (0.001) seconds\ngo to [front v] layer\nglide (0.2) secs to x: (0) y: (0)\n\nwhen I receive [join game v]\nhide\n\nwhen flag clicked\nhide\nset [continue v] to [0]\n\nwhen I receive [win v]\nstart sound [Tada v]\nset [continue v] to [0]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\nforever\n if <key (space v) pressed?> then\n hide\n broadcast (Continue v)\n set [continue v] to [1]\n end\nend\n\nwhen I receive [tick v]\nset size to (100) %\ngo to [front v] layer\ngo [forward v] (10) layers\nif <(Stop all after win) > [300]> then\n stop [all v]\nend\ngo to [front v] layer\n\nwhen I receive [win v]\nset [stop all after win v] to [0]\nforever\n if <(Continue) = [0]> then\n repeat until <(Continue) = [1]>\n change [stop all after win v] by (1)\n end\n end\nend\n\nwhen I receive [setup v]\nset [continue v] to [0]\nset [stop all after win v] to [0]\n\nwhen I receive [continue v]\nset [stop all after win v] to [0]\n\n@Server messages\n\nwhen I receive [joined v]\nstart sound [Connect v]\nswitch costume to (connected v)\nwait (1) seconds\nhide\n\nwhen I receive [join game v]\nshow\ngo to [front v] layer\nswitch costume to (connecting v)\nwait (3) seconds\nset [timer v] to [0]\nset [timer v] to [0]\n\nwhen flag clicked\nhide\nclear graphic effects\n\nwhen I receive [server full v]\nshow\ngo to [front v] layer\nswitch costume to (server full v)\nwait (2) seconds\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\n\n@Life\n\nwhen I receive [life up v]\nif <(Life2) < [4]> then\n change [life2 v] by (1)\nend\n\nwhen I receive [reset life v]\nset [life2 v] to [3]\n\nwhen I receive [tick v]\nif <(Life2) > [2]> then\n set x to (-27)\nelse\n if <(Life2) > [1]> then\n set x to (-13.5)\n else\n set x to (0)\n end\nend\ngo to [front v] layer\nClone (Life2) times\n\nwhen I start as a clone\nwait (0.01) seconds\ndelete this clone\n\ndefine Clone (#) times\nif <(menu show) = [1]> then\n if <(shop2) = [0]> then\n show\n else\n hide\n end\nelse\n hide\nend\ngo to [front v] layer\nrepeat ((#) - (1))\n create clone of (_myself_ v)\n set y to (165)\n change x by (27)\nend\n\nwhen flag clicked\nhide\n\n@Text\n\nwhen I receive [text v]\nwait until <not <key (t v) pressed?>>\nset [text v] to [Start screen text]\nif <(show) = [0]> then\n switch costume to (start screen text v)\n show\n set [ghost v] effect to (0)\n go to [front v] layer\n set [show v] to [1]\n broadcast (Setup text v)\nelse\n if <(show) = [1]> then\n hide\n set [show v] to [0]\n end\nend\n\nwhen flag clicked\nhide\nset [show v] to [0]\nset [text v] to [Start screen text]\n\nwhen I receive [tick v]\nswitch costume to (text)\nif <key (t v) pressed?> then\n broadcast (Text v)\nend\n\nbroadcast (Write v)\n\nwhen I receive [write v]\nset [message v] to (text)\nset [text v] to [Start screen text]\nhide\nset [show v] to [0]\nwait (2) seconds\nset [message v] to []\n\nwhen I receive [setup text v]\nforever\n if <(show) = [1]> then\n if <(text) = [Start screen text]> then\n if <key (1 v) pressed?> then\n wait until <not <key (1 v) pressed?>>\n broadcast (process text v)\n set [text v] to [Hi!]\n end\n if <key (2 v) pressed?> then\n wait until <not <key (2 v) pressed?>>\n broadcast (process text v)\n set [text v] to [Bye!]\n end\n if <key (3 v) pressed?> then\n wait until <not <key (3 v) pressed?>>\n broadcast (process text v)\n set [text v] to [Where is...]\n end\n if <key (4 v) pressed?> then\n wait until <not <key (4 v) pressed?>>\n broadcast (process text v)\n set [text v] to [Thanks!]\n end\n if <key (5 v) pressed?> then\n wait until <not <key (5 v) pressed?>>\n broadcast (process text v)\n set [text v] to [Sorry!]\n end\n if <key (6 v) pressed?> then\n wait until <not <key (6 v) pressed?>>\n broadcast (process text v)\n set [text v] to [No!]\n end\n if <key (7 v) pressed?> then\n wait until <not <key (7 v) pressed?>>\n broadcast (process text v)\n set [text v] to [Yes!]\n end\n if <key (8 v) pressed?> then\n wait until <not <key (8 v) pressed?>>\n broadcast (process text v)\n set [text v] to [I can help you!]\n end\n if <key (9 v) pressed?> then\n wait until <not <key (9 v) pressed?>>\n broadcast (process text v)\n set [text v] to [How do you play?]\n end\n end\n end\nend\n\nwhen I receive [process text v]\nif <(show) = [1]> then\n forever\n if <(text) = [Hi!]> then\n if <key (1 v) pressed?> then\n set [text v] to [1]\n broadcast (Write v)\n end\n if <key (2 v) pressed?> then\n set [text v] to [2]\n broadcast (Write v)\n end\n if <key (3 v) pressed?> then\n set [text v] to [3]\n broadcast (Write v)\n end\n if <key (4 v) pressed?> then\n set [text v] to [4]\n broadcast (Write v)\n end\n if <key (5 v) pressed?> then\n set [text v] to [5]\n broadcast (Write v)\n end\n if <key (6 v) pressed?> then\n set [text v] to [6]\n broadcast (Write v)\n end\n if <key (7 v) pressed?> then\n set [text v] to [7]\n broadcast (Write v)\n end\n if <key (8 v) pressed?> then\n set [text v] to [8]\n end\n if <key (9 v) pressed?> then\n set [text v] to [9]\n broadcast (Write v)\n end\n else\n if <(text) = [Bye!]> then\n if <key (1 v) pressed?> then\n set [text v] to [10]\n broadcast (Write v)\n end\n if <key (2 v) pressed?> then\n set [text v] to [11]\n broadcast (Write v)\n end\n if <key (3 v) pressed?> then\n set [text v] to [12]\n broadcast (Write v)\n end\n if <key (4 v) pressed?> then\n set [text v] to [13]\n broadcast (Write v)\n end\n if <key (5 v) pressed?> then\n set [text v] to [14]\n broadcast (Write v)\n end\n if <key (6 v) pressed?> then\n set [text v] to [15]\n broadcast (Write v)\n end\n if <key (7 v) pressed?> then\n set [text v] to [16]\n broadcast (Write v)\n end\n if <key (8 v) pressed?> then\n set [text v] to [17]\n broadcast (Write v)\n end\n else\n if <(text) = [Where is...]> then\n if <key (1 v) pressed?> then\n set [text v] to [18]\n broadcast (Write v)\n end\n if <key (2 v) pressed?> then\n set [text v] to [19]\n broadcast (Write v)\n end\n if <key (3 v) pressed?> then\n set [text v] to [20]\n broadcast (Write v)\n end\n if <key (4 v) pressed?> then\n set [text v] to [21]\n broadcast (Write v)\n end\n if <key (5 v) pressed?> then\n set [text v] to [22]\n broadcast (Write v)\n end\n if <key (6 v) pressed?> then\n set [text v] to [23]\n broadcast (Write v)\n end\n if <key (7 v) pressed?> then\n set [text v] to [24]\n broadcast (Write v)\n end\n if <key (8 v) pressed?> then\n set [text v] to [25]\n broadcast (Write v)\n end\n if <key (9 v) pressed?> then\n set [text v] to [26]\n broadcast (Write v)\n end\n else\n if <(text) = [Thanks!]> then\n if <key (1 v) pressed?> then\n set [text v] to [27]\n broadcast (Write v)\n end\n if <key (2 v) pressed?> then\n set [text v] to [28]\n broadcast (Write v)\n end\n if <key (3 v) pressed?> then\n set [text v] to [29]\n broadcast (Write v)\n end\n if <key (4 v) pressed?> then\n set [text v] to [30]\n broadcast (Write v)\n end\n if <key (5 v) pressed?> then\n set [text v] to [31]\n broadcast (Write v)\n end\n if <key (6 v) pressed?> then\n set [text v] to [32]\n broadcast (Write v)\n end\n if <key (7 v) pressed?> then\n set [text v] to [33]\n broadcast (Write v)\n end\n if <key (8 v) pressed?> then\n set [text v] to [34]\n broadcast (Write v)\n end\n else\n if <(text) = [Sorry!]> then\n if <key (1 v) pressed?> then\n set [text v] to [35]\n broadcast (Write v)\n end\n if <key (2 v) pressed?> then\n set [text v] to [36]\n broadcast (Write v)\n end\n if <key (3 v) pressed?> then\n set [text v] to [37]\n broadcast (Write v)\n end\n if <key (4 v) pressed?> then\n set [text v] to [38]\n broadcast (Write v)\n end\n if <key (5 v) pressed?> then\n set [text v] to [39]\n broadcast (Write v)\n end\n if <key (6 v) pressed?> then\n set [text v] to [40]\n broadcast (Write v)\n end\n if <key (7 v) pressed?> then\n set [text v] to [41]\n broadcast (Write v)\n end\n else\n if <(text) = [No!]> then\n if <key (1 v) pressed?> then\n set [text v] to [42]\n broadcast (Write v)\n end\n if <key (2 v) pressed?> then\n set [text v] to [43]\n broadcast (Write v)\n end\n if <key (3 v) pressed?> then\n set [text v] to [44]\n broadcast (Write v)\n end\n if <key (4 v) pressed?> then\n set [text v] to [45]\n broadcast (Write v)\n end\n if <key (5 v) pressed?> then\n set [text v] to [46]\n broadcast (Write v)\n end\n if <key (6 v) pressed?> then\n set [text v] to [47]\n broadcast (Write v)\n end\n if <key (7 v) pressed?> then\n set [text v] to [48]\n broadcast (Write v)\n if <key (8 v) pressed?> then\n set [text v] to [49]\n broadcast (Write v)\n end\n end\n else\n if <(text) = [Yes!]> then\n if <key (1 v) pressed?> then\n set [text v] to [50]\n broadcast (Write v)\n end\n if <key (2 v) pressed?> then\n set [text v] to [51]\n broadcast (Write v)\n end\n if <key (3 v) pressed?> then\n set [text v] to [52]\n broadcast (Write v)\n end\n if <key (4 v) pressed?> then\n set [text v] to [53]\n broadcast (Write v)\n end\n if <key (5 v) pressed?> then\n set [text v] to [54]\n broadcast (Write v)\n end\n if <key (6 v) pressed?> then\n set [text v] to [55]\n broadcast (Write v)\n end\n if <key (7 v) pressed?> then\n set [text v] to [56]\n broadcast (Write v)\n if <key (8 v) pressed?> then\n set [text v] to [57]\n broadcast (Write v)\n end\n if <key (9 v) pressed?> then\n set [text v] to [58]\n broadcast (Write v)\n end\n end\n else\n if <(text) = [I can help you!]> then\n if <key (1 v) pressed?> then\n set [text v] to [59]\n broadcast (Write v)\n end\n if <key (2 v) pressed?> then\n set [text v] to [60]\n broadcast (Write v)\n end\n if <key (3 v) pressed?> then\n set [text v] to [61]\n broadcast (Write v)\n end\n if <key (4 v) pressed?> then\n set [text v] to [62]\n broadcast (Write v)\n end\n if <key (5 v) pressed?> then\n set [text v] to [63]\n broadcast (Write v)\n end\n if <key (6 v) pressed?> then\n set [text v] to [64]\n broadcast (Write v)\n end\n else\n if <(text) = [How do you play?]> then\n if <key (1 v) pressed?> then\n set [text v] to [65]\n broadcast (Write v)\n end\n if <key (2 v) pressed?> then\n set [text v] to [66]\n broadcast (Write v)\n end\n if <key (3 v) pressed?> then\n set [text v] to [67]\n broadcast (Write v)\n end\n if <key (4 v) pressed?> then\n set [text v] to [68]\n broadcast (Write v)\n end\n if <key (5 v) pressed?> then\n set [text v] to [69]\n broadcast (Write v)\n end\n if <key (6 v) pressed?> then\n set [text v] to [70]\n broadcast (Write v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n@Sans Serif Engine\n\nwhen I start as a clone\nif <(menu show) = [1]> then\n if <(shop2) = [1]> then\n hide\n else\n show\n end\nelse\n hide\nend\nforever\n set x to ((x) + (offset x))\n set y to ((y) + (offset y))\n set size to ((offset size) + (Sans Serif Engine: size)) %\nend\n\ndefine type (text) at size (size) at x (x) y (y) bright (bright)\nset [sans serif engine: size v] to (size)\ngo to [front v] layer\nclear graphic effects\nswitch costume to (a v)\nset size to (size) %\nset [brightness v] effect to (bright)\ngo to x: (x) y: (y)\nset [count v] to [0]\nhide\nrepeat (length of (text))\n if <(x position) > ((240) - ((size) * (0.2)))> then\n set x to (x)\n change y by ((Sans Serif Engine: size) * (-0.3))\n end\n change [count v] by (1)\n if <<(letter (count) of (text)) = [ ]> and <not <(x) = (x position)>>> then\n change x by ((size) * (0.1))\n else\n switch costume to (cs v)\n switch costume to (letter (count) of (text))\n if <(costume [number v]) = [90]> then\n switch costume to (join (letter (count) of (text)) [2])\n end\n set [x v] to (x position)\n set [y v] to (y position)\n create clone of (_myself_ v)\n change x by (((() * (size)) / (100)) + ((size) * (0.1)))\n end\nend\nhide\n\nwhen I start as a clone\nwait (0.001) seconds\ndelete this clone\n\nwhen I receive [green flag v]\nforever\n type (join [@ ] (POINTS)) at size (120) at x (177) y (164) bright (0)\nend\n\nwhen I receive [tick v]\ngo to [front v] layer\n\n@Shop Button\n\nwhen I receive [setup v]\ngo to x: (-190) y: (160)\ngo to [front v] layer\nshow\n\nwhen I receive [tick v]\nif <touching (mouse-pointer v)?> then\n set size to ((size) + (((105) - (size)) / (3))) %\n set [ghost v] effect to (3)\n set [shop v] to [1]\nelse\n set size to ((size) + (((99) - (size)) / (3))) %\n set [ghost v] effect to (0)\n set [shop v] to [0]\nend\n\nwhen flag clicked\nhide\nset [shop v] to [0]\n\nwhen I receive [tick v]\ngo to [front v] layer\ngo [backward v] (3) layers\nif <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Show shop v)\n set [shop2 v] to [1]\nend\ngo to x: (-190) y: (163)\nif <(menu show) = [1]> then\n if <(shop2) = [1]> then\n hide\n go to x: (1000000) y: (100000000)\n else\n show\n end\nelse\n hide\nend\n\n@S_B_1\n\nwhen I receive [show shop v]\nwait until <not <mouse down?>>\nset drag mode [not draggable v]\ngo to x: (-160) y: (240)\nshow\ngo to [front v] layer\nglide (1) secs to x: (-160) y: (-10)\n\nwhen flag clicked\nhide\ngo to x: (-160) y: (240)\n\nwhen I receive [setup v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [hide shop v]\nglide (1) secs to x: (-160) y: (240)\nhide\nwait (0.1) seconds\n\nwhen I receive [tick v]\nif <touching (mouse-pointer v)?> then\n set size to ((size) + (((125) - (size)) / (4))) %\n set [ghost v] effect to (3)\nelse\n set size to ((size) + (((99) - (size)) / (3))) %\n set [ghost v] effect to (0)\nend\n\nwhen I receive [tick v]\nCostumes\nShop: Prize: [1] letter: [B]\ngo to [front v] layer\n\ndefine Shop: Prize: (prize) letter: (letter)\nif <(shop2) = [1]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <not < (CostumesUsed) contains (letter)?>> then\n if <(POINTS) > ((prize) - (1))> then\n set [costumesused v] to (join (CostumesUsed) (letter))\n change [points v] by (join [-] (prize))\n else\n broadcast (not enough money v)\n end\n else\n switch costume to (costume3 v)\n end\n end\nend\n\nwhen flag clicked\nbroadcast (Show shop v)\nbroadcast (hide shop v)\n\ndefine Costumes\nif < (CostumesUsed) contains [B]?> then\n switch costume to (costume3 v)\nelse\n switch costume to (costume2 v)\nend\n\n@S_B_2\n\nwhen I receive [show shop v]\nwait until <not <mouse down?>>\nset drag mode [not draggable v]\ngo to x: (-50) y: (240)\nshow\ngo to [front v] layer\nglide (1) secs to x: (-50) y: (-10)\n\nwhen flag clicked\nhide\n\nwhen I receive [setup v]\nhide\n\nwhen I receive [hide shop v]\nglide (1) secs to x: (-50) y: (240)\nhide\nwait (0.1) seconds\n\nwhen I receive [tick v]\nif <touching (mouse-pointer v)?> then\n set size to ((size) + (((125) - (size)) / (4))) %\n set [ghost v] effect to (3)\nelse\n set size to ((size) + (((99) - (size)) / (3))) %\n set [ghost v] effect to (0)\nend\n\nwhen I receive [tick v]\nCostumes\nShop: Prize: [1] letter: [S]\ngo to [front v] layer\n\ndefine Shop: Prize: (prize) letter: (letter)\nif <(shop2) = [1]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <not < (CostumesUsed) contains (letter)?>> then\n if <(POINTS) > ((prize) - (1))> then\n set [costumesused v] to (join (CostumesUsed) (letter))\n change [points v] by (join [-] (prize))\n else\n broadcast (not enough money v)\n end\n else\n switch costume to (costume3 v)\n end\n end\nend\n\ndefine Costumes\nif < (CostumesUsed) contains [S]?> then\n switch costume to (costume3 v)\nelse\n switch costume to (costume2 v)\nend\n\n@S_B_3\n\nwhen I receive [show shop v]\nwait until <not <mouse down?>>\nset drag mode [not draggable v]\ngo to x: (50) y: (240)\nshow\ngo to [front v] layer\nglide (1) secs to x: (50) y: (-10)\n\nwhen flag clicked\nhide\n\nwhen I receive [hide shop v]\nglide (1) secs to x: (50) y: (240)\nhide\nwait (0.1) seconds\n\nwhen I receive [setup v]\nhide\n\nwhen I receive [tick v]\nif <touching (mouse-pointer v)?> then\n set size to ((size) + (((125) - (size)) / (4))) %\n set [ghost v] effect to (3)\nelse\n set size to ((size) + (((99) - (size)) / (3))) %\n set [ghost v] effect to (0)\nend\n\nwhen I receive [tick v]\nCostumes\nShop: Prize: [2] letter: [H]\ngo to [front v] layer\n\ndefine Shop: Prize: (prize) letter: (letter)\nif <(shop2) = [1]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <not < (CostumesUsed) contains (letter)?>> then\n if <(POINTS) > ((prize) - (1))> then\n set [costumesused v] to (join (CostumesUsed) (letter))\n change [points v] by (join [-] (prize))\n broadcast (Life up v)\n else\n broadcast (not enough money v)\n end\n else\n switch costume to (costume3 v)\n end\n end\nend\n\nwhen I receive [setup v]\nswitch costume to (costume2 v)\n\ndefine Costumes\nif < (CostumesUsed) contains [H]?> then\n switch costume to (costume3 v)\nelse\n switch costume to (costume2 v)\nend\n\n@S_B_4\n\nwhen I receive [show shop v]\nwait until <not <mouse down?>>\nset drag mode [not draggable v]\ngo to x: (160) y: (240)\nshow\ngo to [front v] layer\nglide (1) secs to x: (160) y: (-10)\n\nwhen flag clicked\nhide\n\nwhen I receive [hide shop v]\nglide (1) secs to x: (160) y: (240)\nhide\nwait (0.1) seconds\n\nwhen I receive [setup v]\nhide\n\nwhen I receive [tick v]\nif <touching (mouse-pointer v)?> then\n set size to ((size) + (((125) - (size)) / (4))) %\n set [ghost v] effect to (3)\nelse\n set size to ((size) + (((99) - (size)) / (3))) %\n set [ghost v] effect to (0)\nend\n\nwhen I receive [tick v]\nCostumes\nShop: Prize: [3] letter: [R]\ngo to [front v] layer\ngo [backward v] (3) layers\n\ndefine Shop: Prize: (prize) letter: (letter)\nif <(shop2) = [1]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <not < (CostumesUsed) contains (letter)?>> then\n if <(POINTS) > ((prize) - (1))> then\n set [costumesused v] to (join (CostumesUsed) (letter))\n change [points v] by (join [-] (prize))\n broadcast (Reset life v)\n else\n broadcast (not enough money v)\n end\n else\n switch costume to (costume3 v)\n end\n end\nend\n\nwhen I receive [setup v]\nswitch costume to (costume2 v)\n\ndefine Costumes\nif < (CostumesUsed) contains [R]?> then\n switch costume to (costume3 v)\nelse\n switch costume to (costume2 v)\nend\n\n@Water\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [ghost v] effect to (10)\nhide\nswitch costume to (level 1 1 v)\nset [x v] to [0]\nset [y v] to [1000000]\nClone at x: [1100] y: [930]\nClone at x: [1000] y: [700]\n\ndefine position (x) (y)\ngo to [back v] layer\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nset [y v] to (y)\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n set volume to (round ((Volume) / (3))) %\n play sound [Splash v] until done\n wait until <not <touching (player v)?>>\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n set volume to (round ((Volume) / (3))) %\n play sound [Splash v] until done\n wait until <not <touching (player v)?>>\n end\nend\n\nwhen flag clicked\ngo to x: (-500) y: (2000)\n\n@Sand\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [ghost v] effect to (0)\nhide\nswitch costume to (level 1 1 v)\nset [x v] to [600]\nset [y v] to [850]\nClone at x: [720] y: [850]\n\ndefine position (x) (y)\ngo [forward v] (2) layers\ngo to [front v] layer\ngo [backward v] (3) layers\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nset [y v] to (y)\nnext costume\n\nchange [x v] by (-30)\n\n@Exit\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n set [win v] to [1]\n broadcast (Win v) and wait\nend\n\nwhen I receive [setup v]\nset [win v] to [0]\nhide\nswitch costume to (exit v)\nset [x v] to [8000]\nset [y v] to [3170]\n\ndefine position (x) (y)\ngo to [back v] layer\ngo [forward v] (33) layers\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(win) = [0]> then\n show\n else\n hide\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [x v] to (x)\nset [y v] to (y)\n\n@Start\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [ghost v] effect to (0)\ngo to [back v] layer\nset size to (100) %\nhide\nset [x v] to [0]\nset [y v] to [1080]\nswitch costume to (level 1 1 v)\n\nClone at x: [425] y: [2200]\nClone at x: [325] y: [2150]\nClone at x: [325] y: [2100]\nClone at x: [400] y: [2100]\nhide\n\ndefine position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <touching (player v)?> then\n switch costume to (level 1 3 v)\nelse\n switch costume to (level 1 2 v)\nend\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nset [y v] to (y)\nnext costume\n\nset [y v] to [1900]\n\n@Sprite2\n\nwhen flag clicked\nforever\n change [ghost v] effect by (100)\n go to (player v)\nend\n\nwhen flag clicked\nforever\n if <touching (platform v)?> then\n set [flip? v] to [1]\n else\n set [flip? v] to [0]\n end\nend\n\n@Bsckground2\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [tick v]\nposition (((x) - (SCROLL X)) / (4)) (((y) - (SCROLL Y)) / (4))\n\nwhen I receive [setup v]\nhide\nset [x v] to [-300]\nset [y v] to [1200]\nset rotation style [left-right v]\nswitch costume to (paper background3 v)\nClone at x: [1640] y: [1200]\nClone at x: [1640] y: [1200]\nClone at x: [1640] y: [1200]\nClone at x: [1640] y: [1200]\n\ndefine position (x) (y)\ngo to [back v] layer\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nset [y v] to (y)\n\nset [y v] to [3189]\n\nwhen flag clicked\n\nset [x v] to [0]\n\nturn right (180) degrees\n\nturn right (180) degrees\n\n@Menu\n\nwhen I receive [tick v]\nforever\n if <touching (mouse-pointer v)?> then\n if <(shop2) = [0]> then\n set [menu show v] to [1]\n switch costume to (costume1 v)\n go to x: (0) y: (330)\n wait until <not <touching (mouse-pointer v)?>>\n end\n else\n if <(shop2) = [0]> then\n set [menu show v] to [0]\n go to x: (0) y: (360)\n end\n end\nend\n\nwhen flag clicked\nset [menu show v] to [0]\n\nwhen I receive [show shop v]\ngo to [front v] layer\nswitch costume to (costume2 v)\nwait until <not <mouse down?>>\nglide (1) secs to x: (0) y: (100)\nforever\n if <(shop2) = [1]> then\n if <<not <touching (mouse-pointer v)?>> and <mouse down?>> then\n broadcast (hide shop v)\n glide (1) secs to x: (0) y: (330)\n set [shop2 v] to [0]\n set [menu show v] to [0]\n end\n end\nend\n\nwhen I receive [setup v]\nset [shop2 v] to [0]\n\nwhen I receive [tick v]\ngo to [front v] layer\ngo [backward v] (30) layers\n\nwhen I receive [not enough money v]\nswitch costume to (costume3 v)\nwait (2) seconds\nswitch costume to (costume2 v)\n\n@Sprite3\n\nwhen flag clicked\nforever\n change [ghost v] effect by (100)\n go to (player v)\n if <touching (lava v)?> then\n change [life2 v] by (-1)\n wait (2) seconds\n end\nend\n\n@Cloud\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [ghost v] effect to (0)\ngo to [back v] layer\nset size to (100) %\nhide\nset [x v] to [-335]\nset [y v] to [1000]\nswitch costume to (level 1 1 v)\nClone at x: [500] y: [1000]\nClone at x: [335] y: [1000]\nClone at x: [1000] y: [1000]\nClone at x: [400] y: [1100]\nClone at x: [400] y: [1350]\nClone at x: [400] y: [1600]\nClone at x: [400] y: [1600]\nClone at x: [520] y: [1600]\nClone at x: [-400] y: [1900]\nClone at x: [300] y: [1950]\nClone at x: [-200] y: [2170]\nClone at x: [-300] y: [2300]\nClone at x: [-300] y: [2400]\nClone at x: [300] y: [2600]\nClone at x: [300] y: [2800]\n\nClone at x: [425] y: [2200]\nClone at x: [325] y: [2150]\nClone at x: [325] y: [2100]\nClone at x: [400] y: [2100]\nhide\n\ndefine position (x) (y)\nset size to (100) %\ngo to [front v] layer\ngo [backward v] (35) layers\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nset [y v] to (y)\nnext costume\n\nset [y v] to [2170]\n\n@Snow\n\ndefine clone\ngo to [back v] layer\ncreate clone of (_myself_ v)\nset y to (180)\nset x to (pick random (-240) to (240))\ncreate clone of (_myself_ v)\nset y to (180)\nset x to (pick random (-240) to (240))\n\nwhen I start as a clone\nset [ghost v] effect to (pick random (18) to (85))\nforever\n change y by (-10)\n if <touching (bottom v)?> then\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n if <(player x) > [6465]> then\n show\n clone\n else\n hide\n end\nend\n\n@Bottom\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@Sprite1\n\nwhen [timer v] > (Timer2)\nset size to (100) %\nshow\ngo to [front v] layer\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\n | -------------------⛰️ тнє мσυηтαιη ⛰️-----------------------\n\nʜᴇʟʟᴏ ᴀɴᴅ ᴡᴇʟᴄᴏᴍᴇ ᴛᴏ ᴍʏ ʟᴀᴛᴇꜱᴛ ᴘʀᴏᴊᴇᴄᴛ! ɪᴛ'ꜱ ᴄᴀʟʟᴇᴅ ᴛʜᴇ ᴍᴏᴜɴᴛᴀɪɴ ᴀɴᴅ ʏᴏᴜʀ ɢᴏᴀʟ ɪꜱ ᴛᴏ ᴄʟɪᴍʙ ᴀ ʙɪɢ ᴍᴏᴜɴᴛᴀɪɴ. ᴛʜᴇ ᴘʀᴏᴊᴇᴄᴛ ɪꜱ ᴍᴜʟᴛɪᴘʟᴀʏᴇʀ, ꜱᴏ ɪꜰ ʏᴏᴜ ᴀʀᴇ ᴀ ꜱᴄʀᴀᴛᴄʜᴇʀ ʏᴏᴜ ᴄᴀɴ ꜱᴇ ᴏᴛʜᴇʀꜱ ᴘʟᴀʏ ɪɴ ᴛʜᴇ ʙᴀᴄᴋɢʀᴏᴜɴᴅ ᴀɴᴅ ᴄʜᴀᴛ ᴡɪᴛʜ ᴛʜᴇᴍ. \n\nNew Project: https://scratch.mit.edu/projects/432690428/\n\nʜᴏᴡ ᴛᴏ ᴘʟᴀʏ:\nᴜꜱᴇ ᴡᴀꜱᴅ, ᴀʀʀᴏᴡꜱ ᴏʀ ᴛᴀᴘ ᴛᴏ ᴍᴏᴠᴇ. ʏᴏᴜʀ ɢᴏᴀʟ ɪꜱ ᴛᴏ ᴄʟɪᴍʙ ᴛʜᴇ ᴍᴏᴜɴᴛᴀɪɴ ᴀɴᴅ ꜰɪɴᴅ ᴛʜᴇ ɢᴏᴀʟ. ᴏɴ ᴛʜᴇ ᴡᴀʏ, ᴛʜᴇʀᴇ'ꜱ ʜɪᴅᴅᴇɴ ᴄᴏɪɴꜱ ᴡʜɪᴄʜ ʏᴏᴜ ᴄᴀɴ ʙᴜʏ ᴛʜɪɴɢꜱ ɪɴ ᴛʜᴇ ꜱʜᴏᴘ ᴡɪᴛʜ. ᴄᴀɴ ʏᴏᴜ ᴄᴏʟʟᴇᴄᴛ ᴛʜᴇᴍ ᴀʟʟ?\n\nᴄʀᴇᴅɪᴛꜱ:\n@griffpatch ꜰᴏʀ ᴛʜᴇ ᴍᴜʟᴛɪᴘʟᴀʏᴇʀ ᴀɴᴅ ꜱᴄʀᴏʟʟɪɴɢ ᴇɴɢɪɴᴇ\n@Ufhire (ᴍᴇ) ꜰᴏʀ ᴇᴠᴇʀʏᴛʜɪɴɢ ᴇʟꜱᴇ\n@321321em ꜰᴏʀ ʙᴇɪɴɢ ᴍʏ ʙʀᴏᴛʜᴇʀ\nᴍᴜꜱɪᴄ ꜰʀᴏᴍ ꜰʀᴇᴇꜱᴏᴜɴᴅ.ᴏʀɢ\n\nShared 05/10/2020\nReshared 06/10/2020 for a bug fix |
Notebook 2 - Platformer - Hacked | @Stage\n\nwhen flag clicked\nswitch backdrop to (page v)\nwait until <(Level) = [15]>\nswitch backdrop to (page2 v)\n\nwhen I receive [intro done v]\nswitch backdrop to (page v)\nwait until <(Level) = [15]>\nswitch backdrop to (page2 v)\n\n@Blank\n\n@Player\n\nwhen flag clicked\nset volume to (50) %\nset [left? v] to [0]\nset [right? v] to [0]\nset [level v] to [1]\nhide\n\ndefine Platformer Physics (speed) (friction) (jump height)\nchange [y velocity v] by (-1)\nif <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <<not <(Right?) = [1]>> or <not <(Left?) = [1]>>>> 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)>>> and <<not <(Right?) = [1]>> or <not <(Left?) = [1]>>>> 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 <(Right?) = [1]> then\n if <(size) = [70]> then\n change [x velocity v] by (1.3)\n else\n change [x velocity v] by (1.5)\n end\nend\nif <(Left?) = [1]> then\n if <(size) = [70]> then\n change [x velocity v] by (-1.3)\n else\n change [x velocity v] by (-1.5)\n end\nend\n\ndefine Detection\nif <touching (flag v)?> then\n broadcast (Next 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 set [left? v] to [0]\n set [right? v] to [0]\n go to x: (-205) y: (-82)\nend\nif <key (r v) pressed?> then\n set [left? v] to [0]\n set [right? v] to [0]\n start sound [Oops v]\n repeat (3)\n hide\n wait (0.11) seconds\n show\n wait (0.11) seconds\n end\n hide\n wait (0.11) seconds\n show\n go to x: (-205) y: (-82)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <touching (bouncy v)?> then\n start sound [Big Boing v]\n if <(size) = [100]> then\n set [y velocity v] to [18]\n else\n set [y velocity v] to [14]\n end\nend\nif <touching color (#ff3b3b)?> then\n set size to (70) %\nend\nif <touching color (#60d55a)?> then\n set size to (100) %\nend\nif <touching (super right v)?> then\n set [right? v] to [1]\n set [left? v] to [0]\nend\nif <touching (super left v)?> then\n set [left? v] to [1]\n set [right? v] to [0]\nend\nif <touching (left v)?> then\n set [right? v] to [0]\nend\nif <touching (right v)?> then\n set [left? v] to [0]\nend\n\nwhen I receive [intro done v]\nset size to (100) %\nset [cheat v] to [0]\nwait (0.1) seconds\nshow\ngo [forward v] (88) layers\ngo to x: (-205) y: (-82)\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n if <touching (activate v)?> then\n Platformer Physics [2] [0.8] [16]\n Detection\n else\n if <(size) = [70]> then\n Platformer Physics [2] [0.79] [9.99]\n Detection\n else\n if <(size) = [100]> then\n Platformer Physics [1.99] [0.798] [11.5]\n Detection\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n Cheats Menu\n set [x v] to (round (x position))\n set [y v] to (round (y position))\nend\n\ndefine Cheats Menu\nif <<<key (1 v) pressed?> and <<(username) = [YeetBoiExtreme]> or <(username) = [YeetBoiExtreme]>>> and <not <(CHEAT) = [1]>>> then\n set [cheat v] to [1]\n wait (1) seconds\nelse\n if <<key (1 v) pressed?> and <(CHEAT) = [1]>> then\n set [cheat v] to [0]\n wait (1) seconds\n end\nend\nif <<key (up arrow v) pressed?> and <(CHEAT) = [1]>> then\n set [y velocity v] to [7]\nend\nif <<key (down arrow v) pressed?> and <(CHEAT) = [1]>> then\n set [y velocity v] to [-6]\nend\n\nset [right? v] to [0]\n\ndelete this clone\n\nwhen I receive [transition v]\ngo to x: (-205) y: (-82)\n\nwhen [e v] key pressed\ngo to (mouse-pointer v)\n\nwhen flag clicked\n\nwhen flag clicked\nset drag mode [not draggable v]\n\n@Level\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Danger\n\nwhen flag clicked\nforever\n switch costume to (Level)\n go to [back v] layer\nend\n\n@Text\n\nwhen flag clicked\nclear graphic effects\nforever\n switch costume to (Level)\n if <touching (player v)?> then\n set [ghost v] effect to (45)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Bouncy\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Flag\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Turret\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nhide\nwait until <(Level) = [2]>\npoint in direction (-90)\ngo to x: (203) y: (-111)\nshow\nrepeat until <not <(Level) = [2]>>\n create clone of (bullet v)\n wait (3) seconds\nend\nhide\nwait until <(Level) = [4]>\npoint in direction (90)\ngo to x: (-211) y: (33)\nshow\nrepeat until <not <(Level) = [4]>>\n create clone of (bullet v)\n wait (3) seconds\nend\nhide\nwait until <(Level) = [6]>\npoint in direction (180)\ngo to x: (-199) y: (141)\nshow\nrepeat until <not <(Level) = [6]>>\n create clone of (bullet v)\n wait (2) seconds\nend\nhide\nwait until <(Level) = [7]>\npoint towards (player v)\ngo to x: (-199) y: (141)\nshow\nrepeat until <not <(Level) = [7]>>\n create clone of (bullet v)\n wait (3) seconds\nend\nhide\nwait until <(Level) = [8]>\npoint in direction (180)\ngo to x: (-202) y: (108)\nshow\nrepeat until <not <(Level) = [8]>>\n create clone of (bullet v)\n wait (2) seconds\nend\nhide\nwait until <(Level) = [9]>\npoint in direction (180)\ngo to x: (210) y: (146)\nshow\nrepeat until <not <(Level) = [9]>>\n create clone of (bullet v)\n wait (3) seconds\nend\nhide\nwait until <(Level) = [12]>\npoint towards (player v)\ngo to x: (-194) y: (141)\nshow\nrepeat until <not <(Level) = [12]>>\n create clone of (bullet v)\n wait (4) seconds\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nwait until <(Level) = [3]>\nhide\n\nwhen I receive [intro done v]\nwait until <(Level) = [5]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [7]>\nforever\n point towards (player v)\n if <not <(Level) = [7]>> then\n stop [this script v]\n end\nend\n\nwhen I receive [intro done v]\nwait until <(Level) = [8]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [12]>\nforever\n point towards (player v)\n if <not <(Level) = [12]>> then\n stop [this script v]\n end\nend\n\n@Bullet\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [back v] layer\ngo to (turret v)\npoint in direction ([direction v] of [turret v])\nrepeat until <<<touching (player v)?> or <touching (level v)?>> or <touching (_edge_ v)?>>\n move (4.5) steps\nend\ndelete this clone\n\n@Activate\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@text\n\nwhen flag clicked\nhide\ngo to [front v] layer\nwait (2.4) seconds\ngo to x: (0) y: (-60)\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nset [rotation v] to [-10]\nrepeat (70)\n change [ghost v] effect by (rotation)\n change [rotation v] by (-1)\n wait (0.01) seconds\nend\nset [ghost v] effect to (0)\n\nwhen I receive [message1 v]\nhide\n\nwhen I receive [intro done v]\nhide\n\n@Intro\n\nwhen flag clicked\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\nset [id v] to [3]\ncreate clone of (_myself_ v)\nset [id v] to [4]\ncreate clone of (_myself_ v)\nstart sound [Never Mind v]\nswitch costume to (1 v)\nshow\ngo to x: (0) y: (0)\npoint in direction (-90)\nset size to (300) %\nset [sine v] to [30]\nrepeat (40)\n change size by (((100) - (size)) * (1))\n turn right (((90) - (direction)) * (0.18)) degrees\nend\nset [glide v] to [7]\nrepeat (20)\n change y by ((glide) - (1))\n change [glide v] by (-0.34)\nend\nwait (5.8) seconds\nhide\n\nwhen I start as a clone\nif <(id) = [1]> then\n clear graphic effects\n show\n go to x: (0) y: (0)\n point in direction (90)\n set size to (100) %\n switch costume to (bg v)\nelse\n if <(id) = [2]> then\n id 2\n else\n if <(id) = [3]> then\n id 3\n else\n id 4\n end\n end\nend\n\ndefine id 2\ngo to x: (0) y: (0)\nswitch costume to (dot2 v)\nhide\nclear graphic effects\ngo to [front v] layer\nwait (7) seconds\nshow\nset size to (0.5) %\nset [vel v] to [1]\nswitch costume to (dot v)\nrepeat (50)\n switch costume to (dot2 v)\n change [vel v] by ((size) / (50))\n change size by (vel)\n switch costume to (dot v)\nend\nbroadcast (Intro Done v)\n\nwhen I receive [intro done v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\ndefine id 3\ngo to x: (0) y: (0)\nswitch costume to (dot2 v)\nhide\nclear graphic effects\ngo to [front v] layer\nwait (7.2) seconds\nshow\nset size to (0.5) %\nset [vel v] to [1]\nswitch costume to (dot v)\nrepeat (50)\n switch costume to (dot2 v)\n change [vel v] by ((size) / (50))\n change size by (vel)\n switch costume to (smaller dot v)\nend\n\ndefine id 4\ngo to x: (0) y: (0)\nswitch costume to (dot2 v)\nhide\nclear graphic effects\ngo to [front v] layer\nwait (7.4) seconds\nshow\nset size to (0.5) %\nset [vel v] to [1]\nswitch costume to (dot v)\nrepeat (50)\n switch costume to (dot2 v)\n change [vel v] by ((size) / (50))\n change size by (vel)\n switch costume to (crazy dot v)\n turn left (1) degrees\nend\n\n@Small\n\nwhen flag clicked\nhide\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 I receive [intro done v]\nshow\nshow\n\n@Music\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nif <(volume) = [50]> then\n set volume to (0) %\n switch costume to (costume2 v)\nelse\n switch costume to (costume1 v)\n set volume to (50) %\nend\n\nwhen I receive [intro done v]\nshow\nswitch costume to (costume1 v)\ngo to x: (-219) y: (-160)\nset volume to (50) %\nset size to (70) %\nforever\n play sound [Universe In A Nutshell Soundtrack \(2020\) v] until done\n play sound [Termination Shock v] until done\nend\n\n@TN\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Normal\n\nwhen flag clicked\nhide\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 I receive [intro done v]\nshow\nshow\n\n@Saws\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size: (size)\nset size to (size) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [next v]\nif then\n delete this clone\nend\nif <(Level) = [6]> then\n Clone At X: [-2] [-92] At Size: [80]\n Clone At X: [119] [-88] At Size: [80]\n Clone At X: [-12] [42] At Size: [80]\nend\nif <(Level) = [7]> then\n Clone At X: [-59] [30] At Size: [80]\n Clone At X: [9] [-94] At Size: [60]\nend\nif <(Level) = [9]> then\n Clone At X: [-67] [-103] At Size: [70]\nend\nif <(Level) = [10]> then\n Clone At X: [220] [-17] At Size: [90]\nend\nif <(Level) = [11]> then\n Clone At X: [15] [20] At Size: [80]\nend\nif <(Level) = [12]> then\n Clone At X: [120] [0] At Size: [75]\nend\nif <(Level) = [13]> then\n Clone At X: [199] [-176] At Size: [80]\nend\nif <(Level) = [14]> then\n Clone At X: [184] [-84] At Size: [70]\n Clone At X: [-149] [19] At Size: [70]\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nforever\n turn right (4) degrees\nend\n\nbroadcast (Next v)\n\nClone At X: [103] [22] At Size: [70]\n\nbroadcast (Next v)\n\n@Super Right\n\nwhen flag clicked\nhide\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 I receive [intro done v]\nshow\nshow\n\n@Left\n\nwhen flag clicked\nhide\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 I receive [intro done v]\nshow\nshow\n\n@Super Left\n\nwhen flag clicked\nhide\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 I receive [intro done v]\nshow\nshow\n\n@Right\n\nwhen flag clicked\nhide\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 I receive [intro done v]\nshow\nshow\n\n@Skip\n\nwhen flag clicked\nwait until <(Level) = [21]>\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\ngo to x: (169) y: (-160)\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [intro done v]\nwait (0.8) seconds\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [intro done v]\nwait until <(Level) = [21]>\nhide\n\nwhen [s v] key pressed\nbroadcast (Transition v)\nbroadcast (Next v)\nchange [level v] by (1)\n\n@Transition\n\nwhen I receive [transition v]\nshow\ngo to [front v] layer\ngo to [front v] layer\nwait (0.8) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n | MORE:\n15 more levels to challenge your skills!\nTell me if there are any bugs.\nCONTROLS:\nArrow Keys/WASD/Mobile to move around.\nAvoid spikes, liquid fire, saws and turrets.\nThe arrows force you until you reach another arrow (opposite)\nBounce on trampolines to get to high places.\nGet to the flag to advance.\nGo into the red and green portals to become a different size. |
Recovery Scrolling Platformer #Games #All | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop666 v)\n\n@Less lag\n\n@Player\n\nwhen flag clicked\nhide\nset [blocks collected v] to [0]\nset [level v] to [1]\nset [ghost v] effect to (0)\npoint in direction (90)\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nforever\n broadcast (Reset v) and wait\n broadcast (Setip v) and wait\n Game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Game on\nif <(Checkpoint) = [0]> then\n set [x v] to [0]\n set [y v] to [0]\n switch backdrop to (backdrop2 v)\nelse\n if <(Checkpoint) = [1]> then\n set [x v] to [2096]\n set [y v] to [189]\n else\n if <(Checkpoint) = [2]> then\n set [x v] to [2233]\n set [y v] to [144]\n else\n if <(Checkpoint) = [3]> then\n set [x v] to [3090]\n set [y v] to [0]\n else\n if <(Checkpoint) = [4]> then\n set [x v] to [4307]\n set [y v] to [-80]\n else\n set [x v] to [5347]\n set [y v] to [226]\n end\n end\n end\n end\nend\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset size to (10) %\nclear graphic effects\nshow\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [speed x v] by (-2)\n point in direction (-90)\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [speed x v] by (2)\n point in direction (90)\nend\nset [speed x v] to ((Speed x) * (0.8))\nif <([abs v] of (Speed x) ) > [0.9]> then\n Change player x by (round (Speed x))\nend\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [4]> then\n set [speed y v] to [16]\n end\nend\nif <(Speed y) > [-20]> then\n change [speed y v] by (-2)\nend\nChange player y by (Speed y)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL X) > [5761]> then\n set [scroll x v] to [5761]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-178]> then\n set [exit v] to [Die]\nend\nif <touching (obstacles v)?> then\n if <(LEVEL) = [1]> then\n broadcast (Play Game v)\n else\n broadcast (Reset v)\n broadcast (Setip v)\n broadcast (Lvl2 v)\n end\nend\nif <touching (jump pad v)?> then\n if <(sx) > [0]> then\n set [speed y v] to [-35]\n else\n set [speed y v] to [35]\n end\n set [in air v] to [0]\nend\nif <touching (finish v)?> then\n change [level v] by (1)\n broadcast (Reset v)\n broadcast (Setip v)\n broadcast (Lvl2 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 [speed y v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(sx) > [0]> then\n set [speed x v] to [-16]\n else\n set [speed x v] to [16]\n end\n set [in air v] to [0]\n else\n set [speed x v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-0.25)\n change [ghost v] effect by (2)\nend\nclear graphic effects\nwait (1) seconds\nbroadcast (END v)\nhide\n\ndefine Test - Die\n\nwhen I receive [lvl2 v]\nset [level v] to [2]\nshow\nforever\n broadcast (Reset v) and wait\n broadcast (Setip v) and wait\n Game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\nset [x v] to [2096]\nset [y v] to [189]\n\nif <(sx) > [0]> then\n set [speed x v] to [-16]\nelse\n set [speed x v] to [16]\nend\nset [in air v] to [0]\n\nshow\n\nwhen I receive [intro done v]\nswitch costume to (player2 v)\nset size to (10) %\nshow\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop666 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\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\nhide\nif <(costume [number v]) = [1]> then\n wait until <(Blocks Collected) = [0]>\nend\nif <(costume [number v]) = [2]> then\n wait until <(Blocks Collected) = [1]>\nend\nif <(costume [number v]) = [3]> then\n wait until <(Blocks Collected) = [2]>\nend\nif <(costume [number v]) = [4]> then\n wait until <(Blocks Collected) = [3]>\nend\nif <(costume [number v]) = [5]> then\n wait until <(Blocks Collected) = [4]>\nend\nif <(costume [number v]) = [6]> then\n wait until <(Blocks Collected) = [5]>\nend\nif <(costume [number v]) = [7]> then\n wait until <(Blocks Collected) = [6]>\nend\nif <(costume [number v]) = [8]> then\n wait until <(Blocks Collected) = [7]>\nend\nif <(costume [number v]) = [9]> then\n wait until <(Blocks Collected) = [8]>\nend\nif <(costume [number v]) = [10]> then\n wait until <(Blocks Collected) = [9]>\nend\nshow\n\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nhide\nif <(costume [number v]) = [1]> then\n wait until <(Blocks Collected) = [0]>\nend\nif <(costume [number v]) = [2]> then\n wait until <(Blocks Collected) = [1]>\nend\nif <(costume [number v]) = [3]> then\n wait until <(Blocks Collected) = [2]>\nend\nif <(costume [number v]) = [4]> then\n wait until <(Blocks Collected) = [3]>\nend\nif <(costume [number v]) = [5]> then\n wait until <(Blocks Collected) = [4]>\nend\nif <(costume [number v]) = [6]> then\n wait until <(Blocks Collected) = [5]>\nend\nif <(costume [number v]) = [7]> then\n wait until <(Blocks Collected) = [6]>\nend\nif <(costume [number v]) = [8]> then\n wait until <(Blocks Collected) = [7]>\nend\nif <(costume [number v]) = [9]> then\n wait until <(Blocks Collected) = [8]>\nend\nif <(costume [number v]) = [10]> then\n wait until <(Blocks Collected) = [9]>\nend\nshow\n\n@title screen thingy\n\nwhen flag clicked\nhide\n\n@Obstacles\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop666 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\n\nif <<(x) = (x position)> and <(y) = (y position)>> 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\nhide\nif <(costume [number v]) = [1]> then\n wait until <(Blocks Collected) = [0]>\nend\nif <(costume [number v]) = [2]> then\n wait until <(Blocks Collected) = [1]>\nend\nif <(costume [number v]) = [3]> then\n wait until <(Blocks Collected) = [2]>\nend\nif <(costume [number v]) = [4]> then\n wait until <(Blocks Collected) = [3]>\nend\nif <(costume [number v]) = [5]> then\n wait until <(Blocks Collected) = [4]>\nend\nif <(costume [number v]) = [6]> then\n wait until <(Blocks Collected) = [5]>\nend\nif <(costume [number v]) = [7]> then\n wait until <(Blocks Collected) = [6]>\nend\nif <(costume [number v]) = [8]> then\n wait until <(Blocks Collected) = [7]>\nend\nif <(costume [number v]) = [9]> then\n wait until <(Blocks Collected) = [8]>\nend\nif <(costume [number v]) = [10]> then\n wait until <(Blocks Collected) = [9]>\nend\nshow\n\n@Jump Pad\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop666 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nelse\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\n\nif <<(x) = (x position)> and <(y) = (y position)>> 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\nhide\nif <(costume [number v]) = [1]> then\n wait until <(Blocks Collected) = [0]>\nend\nif <(costume [number v]) = [2]> then\n wait until <(Blocks Collected) = [1]>\nend\nif <(costume [number v]) = [3]> then\n wait until <(Blocks Collected) = [2]>\nend\nif <(costume [number v]) = [4]> then\n wait until <(Blocks Collected) = [3]>\nend\nif <(costume [number v]) = [5]> then\n wait until <(Blocks Collected) = [4]>\nend\nif <(costume [number v]) = [6]> then\n wait until <(Blocks Collected) = [5]>\nend\nif <(costume [number v]) = [7]> then\n wait until <(Blocks Collected) = [6]>\nend\nif <(costume [number v]) = [8]> then\n wait until <(Blocks Collected) = [7]>\nend\nif <(costume [number v]) = [9]> then\n wait until <(Blocks Collected) = [8]>\nend\nif <(costume [number v]) = [10]> then\n wait until <(Blocks Collected) = [9]>\nend\nshow\n\n@Blocks\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [blocks collected v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop666 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\n\nif <<(x) = (x position)> and <(y) = (y position)>> 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\nhide\nif <(costume [number v]) = [1]> then\n wait until <(Blocks Collected) = [0]>\nend\nif <(costume [number v]) = [2]> then\n wait until <(Blocks Collected) = [1]>\nend\nif <(costume [number v]) = [3]> then\n wait until <(Blocks Collected) = [2]>\nend\nif <(costume [number v]) = [4]> then\n wait until <(Blocks Collected) = [3]>\nend\nif <(costume [number v]) = [5]> then\n wait until <(Blocks Collected) = [4]>\nend\nif <(costume [number v]) = [6]> then\n wait until <(Blocks Collected) = [5]>\nend\nif <(costume [number v]) = [7]> then\n wait until <(Blocks Collected) = [6]>\nend\nif <(costume [number v]) = [8]> then\n wait until <(Blocks Collected) = [7]>\nend\nif <(costume [number v]) = [9]> then\n wait until <(Blocks Collected) = [8]>\nend\nif <(costume [number v]) = [10]> then\n wait until <(Blocks Collected) = [9]>\nend\nshow\nforever\n if <touching (player v)?> then\n change [blocks collected v] by (1)\n delete this clone\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\nwait until <(Blocks Collected) = [10]>\nbroadcast (Yew Won v)\n\nwhen I receive [yew won v]\ngo to [front v] layer\nshow\nwait until <key (space v) pressed?>\nhide\n\n@intro part 3\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset [my variable v] to [0]\nhide\ngo to x: (0) y: (0)\nswitch costume to (1 v)\npoint in direction (90)\ncreate clone of (_myself_ v)\npoint in direction (-90)\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\nwait (3) seconds\nbroadcast (intro v)\n\nwhen I start as a clone\nshow\nif <[0] = (my variable)> then\n go to [back v] layer\n wait (3) seconds\n if <<[1] = (costume [number v])> or <[3] = (costume [number v])>> then\n repeat (20)\n change x by (10)\n change y by (-10)\n end\n delete this clone\n end\n if <<[2] = (costume [number v])> or <[4] = (costume [number v])>> then\n repeat (20)\n change x by (-10)\n change y by (10)\n end\n delete this clone\n end\nelse\n if <[1] = (my variable)> then\n if <[1] = (costume [number v])> then\n go to x: (100) y: (-100)\n repeat (10)\n change x by (-10)\n change y by (10)\n end\n broadcast (d v)\n wait (1) seconds\n delete this clone\n end\n if <[2] = (costume [number v])> then\n go to x: (-100) y: (100)\n repeat (10)\n change x by (10)\n change y by (-10)\n end\n wait (1) seconds\n delete this clone\n end\n end\nend\n\nbroadcast (d v)\n\nwhen I receive [d v]\nset [my variable v] to [0]\nwait (1.5) seconds\nswitch costume to (3 v)\npoint in direction (90)\ncreate clone of (_myself_ v)\npoint in direction (-90)\nswitch costume to (4 v)\ncreate clone of (_myself_ v)\nbroadcast (Intro Done v)\n\nwhen I receive [end intro v]\nset [my variable v] to [1]\nwait (0.05) seconds\nswitch costume to (1 v)\npoint in direction (90)\ncreate clone of (_myself_ v)\npoint in direction (-90)\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\n\n@intro part 2\n\nwhen flag clicked\nset [my variable v] to [0]\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [d v]\nset [my variable v] to [0]\nwait (1) seconds\nswitch costume to (1 v)\npoint in direction (-90)\ncreate clone of (_myself_ v)\npoint in direction (90)\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\n\nbroadcast (end intro v)\n\nwhen I start as a clone\nshow\nwait (3) seconds\nif <[1] = (costume [number v])> then\n repeat (23)\n change x by (10)\n change y by (10)\n end\n delete this clone\nend\nif <[2] = (costume [number v])> then\n repeat (23)\n change y by (-10)\n change x by (-10)\n end\n delete this clone\nend\n\n@intro part 1\n\nwhen flag clicked\nhide\nwait (0.1) seconds\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [intro v]\npoint in direction (90)\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nwait (5) seconds\npoint in direction (90)\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\npoint in direction (-90)\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\nwait (0.5) seconds\npoint in direction (90)\nswitch costume to (3 v)\ncreate clone of (_myself_ v)\nwait (1) seconds\nswitch costume to (4 v)\ncreate clone of (_myself_ v)\nwait (1) seconds\nswitch costume to (5 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n point in direction (-165)\n set size to (0) %\n repeat (50)\n change size by (((100) - (size)) * (0.1))\n turn right (((90) - (direction)) * (0.1)) degrees\n end\n point in direction (90)\n wait (1) seconds\n repeat (10)\n change size by (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n set size to (10) %\n repeat (10)\n change size by (((200) - (size)) * (0.1))\n end\n if <(direction) = [90]> then\n repeat (10)\n change y by (-10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n if <(direction) = [-90]> then\n repeat (10)\n change y by (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\nif <(costume [number v]) = [3]> then\n set size to (100) %\n repeat (20)\n change size by (((600) - (size)) * (0.1))\n end\nend\nif <(costume [number v]) = [4]> then\n go to x: (0) y: (-5)\n set size to (10) %\n repeat (20)\n change size by (((100) - (size)) * (0.1))\n change y by (0.25)\n end\nend\nif <(costume [number v]) = [5]> then\n set size to (10) %\n repeat (20)\n change size by (((100) - (size)) * (0.1))\n end\n wait (2) seconds\n broadcast (end intro v)\nend\nif <(costume [number v]) = [6]> then\n set size to (10) %\n repeat (10)\n change size by (((200) - (size)) * (1))\n end\n if <(direction) = [90]> then\n repeat (10)\n change y by (-10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n if <(direction) = [-90]> then\n repeat (10)\n change y by (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\n\nwhen I receive [end intro v]\nrepeat (10)\n change size by (((0) - (size)) * (0.5))\nend\ndelete this clone\n\n | Recovery Scrolling Platformer\n\nThe world Has Been either corrupted or accidentally trashed recover it by collecting the Recover Code Blocks Watch out for spikes!\n\nIt took Me two months figuring out how to make the script for the "Recover Code" Blocks.\n\nMobile friendly\nFeatures:\nSpikes\nand Bounce Pads!!\n\nRecovery 2\nhttps://scratch.mit.edu/projects/434647993/\n\nPropose this to be featured here\nhttps://scratch.mit.edu/studios/4228481/\n\nCredits\n@Griffpatch for the tutorial\nand @ratship100 for the art and Music\n\n\n\n#Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All \n\n\n\n\nPlease Love and Favorite |
Purple Platformer | @Stage\n\n@bounce pad\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nnext costume\n\nwhen I receive [someone pressed s key v]\nnext costume\n\nwhen I receive [someone pressed skip button v]\nnext costume\n\nwhen I receive [start project v]\nswitch costume to (costume1 v)\nshow\n\n@Cool stuff\n\nwhen I start as a clone\nset [brightness v] effect to (20)\nset [ghost v] effect to (40)\ngo to [back v] layer\nset [color v] effect to (pick random (-10) to (5))\nset size to (pick random (20) to (60)) %\ngo to x: (pick random (-220) to (220)) y: (-230)\nset [stuffspeed v] to (pick random (5) to (12))\nshow\nrepeat (30)\n change [ghost v] effect by (2)\n change [brightness v] effect by (-0.3)\n change y by (stuffspeed)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [start project v]\nshow\nforever\n create clone of (_myself_ v)\n wait () seconds\nend\n\n@Love fave\n\nwhen flag clicked\nhide\n\nwhen I receive [start project v]\nset [love fave: costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (25) to (35)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Love fave: Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@levels\n\nwhen I receive [message1 v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [someone pressed s key v]\nnext costume\n\nwhen I receive [someone pressed skip button v]\nnext costume\n\nwhen I receive [start project v]\nswitch costume to (1 v)\nshow\n\n@skip\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen I receive [someone pressed skip button v]\nchange [level v] by (1)\n\nwhen flag clicked\n\nwait (9) seconds\n\nshow\n\nwhen I receive [start project v]\nshow\nset size to (100) %\nset [zine v] to [0]\ngo to x: (205) y: (-162)\nforever\n change [zine v] by (1)\n point in direction ((90) + (([sin v] of ((zine) * (8)) ) * (3)))\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (2))\n else\n change size by (((100) - (size)) / (4))\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat until <<not <touching (mouse-pointer v)?>> or <not <mouse down?>>>\n change [zine v] by (1)\n point in direction ((90) + (([sin v] of ((zine) * (5)) ) * (3)))\n change size by (((90) - (size)) / (2))\n end\n set size to (100) %\n wait (0) seconds\n if <<touching (mouse-pointer v)?> and <not <([costume # v] of [levels v]) = [15]>>> then\n broadcast (someone pressed skip button v)\n end\n end\nend\n\nwhen I receive [start project v]\nset [level v] to [1]\n\nwhen I receive [start project v]\nforever\n if <(level) = [15]> then\n forever\n hide\n stop [other scripts in sprite v]\n end\n end\nend\n\n@spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nnext costume\n\nwhen I receive [someone pressed s key v]\nnext costume\n\nwhen I receive [someone pressed skip button v]\nnext costume\n\nwhen I receive [start project v]\nswitch costume to (costume1 v)\nshow\n\n@thumnail\n\nwhen flag clicked\nforever\n go to x: (36) y: (28)\n set [ghost v] effect to (100)\n show\n go to [front v] layer\nend\n\n@Intro for @345969\n\nwhen flag clicked\nset rotation style [left-right v]\nset [erase v] to [0]\nswitch costume to (logo v)\ncreate clone of (_myself_ v)\nswitch costume to (background v)\ncreate clone of (_myself_ v)\nswitch costume to (nvm because cool v)\nforever\n create clone of (_myself_ v)\n wait (0.2) seconds\n point in direction (90)\nend\n\nwhen I start as a clone\nset volume to (1) %\nshow\nif <(costume [number v]) = [1]> then\n set rotation style [all around v]\n start sound [Restart-Subtract v]\n go to [front v] layer\n go to x: (0) y: (0)\n set size to (1) %\n set volume to (1) %\n repeat until <<(size) = [300]> or <(size) > [300]>>\n change volume by (volume)\n change size by (size)\n wait (0.01) seconds\n end\n wait (2.74) seconds\n set [repeat v] to [0]\n repeat (9)\n change [repeat v] by (1)\n repeat until <<(size) = [250]> or <(size) < [250]>>\n change size by ((4) * (((10) / (size)) - (4)))\n end\n repeat until <<(size) = [300]> or <(size) > [300]>>\n change size by ((-4) * (((10) / (size)) - (4)))\n end\n if <(repeat) = [1]> then\n wait (0.478) seconds\n else\n if <(repeat) = [2]> then\n wait (0.1195) seconds\n else\n if <(repeat) = [3]> then\n wait (0.1195) seconds\n else\n if <(repeat) = [4]> then\n wait (0.478) seconds\n else\n if <(repeat) = [5]> then\n wait (0.1195) seconds\n else\n if <(repeat) = [6]> then\n wait (0.1195) seconds\n else\n if <(repeat) = [7]> then\n wait (0.478) seconds\n else\n if <(repeat) = [8]> then\n wait (0.1195) seconds\n else\n if <(repeat) = [9]> then\n wait (0.1195) seconds\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n wait (0.1) seconds\n repeat until <(size) < [20]>\n change size by (-10)\n end\n hide\n wait (2) seconds\n set [erase v] to [1]\n broadcast (Start Project v)\n delete this clone\nelse\n if <(costume [number v]) = [2]> then\n set rotation style [all around v]\n go to x: (0) y: (0)\n go to [back v] layer\n forever\n if <(erase) = [1]> then\n delete this clone\n end\n end\n else\n if <(costume [number v]) = [3]> then\n set rotation style [all around v]\n go [forward v] (1) layers\n set y to (pick random (-240) to (240))\n set x to (-275)\n forever\n change x by (15)\n if <(x position) > [230]> then\n hide\n end\n if <(erase) = [1]> then\n delete this clone\n end\n end\n end\n end\nend\n\n@Platform guy\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <<key (p v) pressed?> and <not <(level) = [15]>>> then\n wait until <not <key (p v) pressed?>>\n broadcast (someone pressed S key v)\n go to x: (-218) y: (-90)\n end\nend\n\ndefine fast\nrepeat (6)\n if <touching (levels v)?> then\n change y by (1)\n end\nend\n\ndefine xcoll\nrepeat until <not <touching (levels v)?>>\n if <(x) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\nend\n\ndefine ycoll\nrepeat until <not <touching (levels v)?>>\n if <(y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I receive [someone pressed s key v]\nchange [level v] by (1)\n\nwhen I receive [message1 v]\nchange [level v] by (1)\n\nwhen flag clicked\n\nwhen I receive [someone pressed skip button v]\ngo to x: (-218) y: (-106)\n\nwhen I receive [start project v]\nforever\n if <touching (bounce pad v)?> then\n set [y v] to [21]\n play sound [Big Boing v] until done\n end\nend\n\nwhen I receive [start project v]\nshow\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (0)\nforever\n change [y v] by (-1)\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n switch costume to (costume1 v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n switch costume to (costume2 v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (levels v)?> then\n fast\n if <touching (levels v)?> then\n change y by (-6)\n xcoll\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [y v] to [13]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-7]\n else\n set [x v] to [8]\n end\n else\n set [x v] to [0]\n end\n end\n end\n change y by (y)\n if <touching (levels v)?> then\n ycoll\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <(y) < [0]>> then\n set [y v] to [13]\n else\n set [y v] to [0]\n end\n end\nend\n\nwhen I receive [start project v]\nforever\n if <(x position) > [237]> then\n broadcast (message1 v)\n go to x: (-223) y: (-100)\n end\nend\n\nwhen I receive [start project v]\nset [level v] to [1]\n\nwhen I receive [start project v]\nforever\n if <touching (spikes v)?> then\n go to x: (-223) y: (-100)\n play sound [Crunch \(1\) v] until done\n end\nend\n\nwhen I receive [start project v]\nswitch costume to (costume1 v)\nforever\n play sound [The Fat Rat-Unity \(Without female voice\) v] until done\nend\n\nplay sound [The Fat Rat-Unity \(Without female voice\) v] until done\n\nplay sound [The Fat Rat-Unity \(Without female voice\) v] until done\n\n | ✨This project is a mobile-friendly platform game. These computers are played with right arrow-left arrow-down and up arrow, w-a-s-d keys. This game consists of 14 chapters and if you have difficulty in some levels, you can click the 'skip' option in the lower right corner. So you will go to the next level. The aim of the game is to complete the chapters without touching the spikes. There is also a trampoline to jump higher. When this project gets 300 likes, a different platform game will be released from this platform game. If you want to see that project, help it get 300 likes;) Yes, I know it passed 300 likes, but the project I'm working on will arrive on October 30th. Until then, could my project get 2000 likes? lol. I will leave likes to 2 projects of the owners of the first 3 comments made to my new project.\n |
Thanksgiving dinner - A Scrolling Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Unlimited v] until done\nend\n\n@Player\n\nwhen [timer v] > (Timer)\nhide\n\nwhen flag clicked\nreset timer\nset [my variable v] to [0]\nforever\n set [my variable v] to ((timer) + (0.1))\nend\n\nwhen flag clicked\nbroadcast (Green flag v) and wait\nbroadcast (Play game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (tick v) and wait\n end\n if <(EXIT) = [win]> then\n Game - WIN\n else\n Game - DIE\n end\nend\n\ndefine Game on\npoint in direction (90)\nset size to (100) %\nset [in air v] to [0]\nset [sy v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [exit v] to []\nshow\n\ndefine Tick\nif <key (left arrow v) pressed?> then\n Change Player x by [-8]\nend\nif <key (right arrow v) pressed?> then\n Change Player x by [8]\nend\nif <key (up arrow v) pressed?> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nchange [sy v] by (-2)\nChange Player y by (sy)\nset [scroll x v] to (X)\nPosition\nif <(Y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nTest - DIE\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((X) - (Scroll X)) y: ((Y) - (Scroll Y))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nTest - DIE\nif <touching (platforms v)?> then\n repeat (20)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-20)\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nchange [x v] by (-8)\n\nchange [x v] by (8)\n\nset [sy v] to [0]\n\ndefine Game - DIE\nset [exit v] to []\nrepeat (5)\n change size by (20)\n wait (0.1) seconds\n change size by (-20)\n wait (0.1) seconds\nend\nset size to (100) %\nhide\nwait (0.5) seconds\n\nshow\n\ndefine Test - DIE\nif <touching color (#ff0000)?> then\n set [exit v] to [die]\nend\n\ndefine Game - WIN\ngo to (exit v)\nrepeat (50)\n turn right (15) degrees\n change size by (-1)\nend\nhide\nchange [level v] by (1)\npoint in direction (90)\nwait (1) seconds\n\n@Exit\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nPosition ((X) - (Scroll X)) ((Y) - (Scroll Y))\nif <touching (player v)?> then\n set [exit v] to [win]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\n\ndefine Clone at x: (x) y: (y)\nset [y v] to (y)\nset [x v] to (x)\n\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nset [y v] to [0]\nset [x v] to [0]\nif <(Level) = [1]> then\n Clone at x: [3224] y: [15]\nelse\n if <(Level) = [2]> then\n Clone at x: [3233] y: [132]\n else\n if <(Level) = [3]> then\n Clone at x: [3274] y: [72]\n else\n if <(Level) = [4]> then\n Clone at x: [1778] y: [53]\n else\n if <<(Level) > [5]> or <(Level) = [5]>> then\n Clone at x: [1778] y: [53]\n end\n end\n end\n end\nend\n\nhide\n\nset [x v] to [-99999]\n\nClone at x: [1778] y: [53]\n\n@Platforms\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nPosition ((X) - (Scroll X)) ((Y) - (Scroll Y))\n\nwhen I receive [setup v]\nset [y v] to [0]\nset [x v] to [0]\nif <(Level) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nelse\n if <(Level) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(Level) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(Level) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(Level) = [5]> then\n switch costume to (level done! v)\n Clone at x: [360] y: [0]\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\ncreate clone of (_myself_ v)\n\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\n@Sprite2\n\nwhen flag clicked\nchange [ghost v] effect by (100)\n\n | Hi. so um, for me, thanksgiving was actually yesterday and i know for some people its not thanksgiving until November but uh- i decided to make this to celebrate thanksgiving. So arrows keys to move, dont touch red. \n\n\nNo ads!\nAnd pls don’t spam in the comments <3\n\n |
Puzzle Platformer (Mobile) | @Stage\n\n@Player\n\nwhen flag clicked\nset drag mode [not draggable v]\nforever\n if <<<<<touching color (#ff0000)?> and <not <touching (spikes v)?>>> or <touching (hiddenleveldeath v)?>> or <<touching (spikes v)?> and <(Visible) = [0]>>> and <not <(Level) = [Level27]>>> then\n if <<not <(Level) = [Level33]>> or <not <touching (hiddenleveldeath v)?>>> then\n broadcast (Oof v)\n go to x: (-204) y: (-147)\n set [xvalue v] to [0]\n set [yvelocity v] to [0]\n else\n broadcast (Oof v)\n go to x: (-204) y: (-10)\n set [xvalue v] to [0]\n set [yvelocity v] to [0]\n end\n end\n if <<touching color (#ff0000)?> and <(Level) = [Level27]>> then\n broadcast (Oof v)\n go to x: (-204) y: (-100)\n set [xvalue v] to [0]\n set [yvelocity v] to [0]\n end\n if <touching (lavarain v)?> then\n broadcast (Oof v)\n go to x: (-204) y: (-147)\n set [xvalue v] to [0]\n set [yvelocity v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <<<key (r v) pressed?> and <key (e v) pressed?>> and <not <(Level) = [Level27]>>> then\n go to x: (-204) y: (-147)\n set [xvalue v] to [0]\n set [yvelocity v] to [0]\n end\n if <<<key (r v) pressed?> and <key (e v) pressed?>> and <(Level) = [Level27]>> then\n go to x: (-204) y: (-100)\n set [xvalue v] to [0]\n set [yvelocity v] to [0]\n end\nend\n\nwhen I receive [mobile v]\nset [touching v] to [ ]\nshow\npoint in direction (90)\ngo to x: (-204) y: (-147)\nforever\n if <<mouse down?> and <(x position) < (mouse x)>> then\n broadcast (Move v)\n point in direction (90)\n change [xvalue v] by (0.5)\n end\n if <<mouse down?> and <(x position) > (mouse x)>> then\n broadcast (MoveLeft v)\n point in direction (-90)\n change [xvalue v] by (-0.5)\n end\n change x by (XValue)\n if <<touching (snow v)?> or <<<<touching (levels v)?> or <touching (hidden level2 v)?>> or <touching (text v)?>> or <<touching (red thingy v)?> and <(Level) = [Level14]>>>> then\n change y by (1)\n if <<touching (snow v)?> or <<<<touching (levels v)?> or <touching (hidden level2 v)?>> or <touching (text v)?>> or <<touching (red thingy v)?> and <(Level) = [Level14]>>>> then\n change y by (1)\n if <<touching (snow v)?> or <<<<touching (levels v)?> or <touching (hidden level2 v)?>> or <touching (text v)?>> or <<touching (red thingy v)?> and <(Level) = [Level14]>>>> then\n change y by (1)\n if <<touching (snow v)?> or <<<<touching (levels v)?> or <touching (hidden level2 v)?>> or <touching (text v)?>> or <<touching (red thingy v)?> and <(Level) = [Level14]>>>> then\n change y by (1)\n if <<touching (snow v)?> or <<<<touching (levels v)?> or <touching (hidden level2 v)?>> or <touching (text v)?>> or <<touching (red thingy v)?> and <(Level) = [Level14]>>>> then\n change y by (1)\n if <<touching (snow v)?> or <<<<touching (levels v)?> or <touching (hidden level2 v)?>> or <touching (text v)?>> or <<touching (red thingy v)?> and <(Level) = [Level14]>>>> then\n change x by ((XValue) * (-1))\n change y by (-5)\n if <<mouse down?> and <[-50] < (mouse y)>> then\n broadcast (MoveUp v)\n if <(XValue) > [0]> then\n set [xvalue v] to [-5]\n else\n set [xvalue v] to [5]\n end\n set [yvelocity v] to [12]\n else\n set [xvalue v] to [0]\n end\n end\n end\n end\n end\n end\n end\n switch costume to (player2 v)\n change [yvelocity v] by (-1)\n change y by (YVelocity)\n if <<touching (snow v)?> or <<<<touching (levels v)?> or <touching (hidden level2 v)?>> or <touching (text v)?>> or <<touching (red thingy v)?> and <(Level) = [Level14]>>>> then\n change y by ((YVelocity) * (-1))\n set [yvelocity v] to [0]\n switch costume to (player v)\n end\n change y by (-1)\n if <<<touching (snow v)?> or <<<<touching (levels v)?> or <touching (hidden level2 v)?>> or <touching (text v)?>> or <<touching (red thingy v)?> and <(Level) = [Level14]>>>> and <<mouse down?> and <[-50] < (mouse y)>>> then\n broadcast (MoveUp v)\n set [yvelocity v] to [15]\n end\n change y by (1)\n set [xvalue v] to ((XValue) * (0.95))\nend\n\nwhen I receive [pc v]\nset [touching v] to [ ]\nshow\npoint in direction (90)\ngo to x: (-204) y: (-147)\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [xvalue v] by (0.5)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [xvalue v] by (-0.5)\n end\n change x by (XValue)\n if <<touching (snow v)?> or <<<<touching (levels v)?> or <touching (hidden level2 v)?>> or <touching (text v)?>> or <<touching (red thingy v)?> and <(Level) = [Level14]>>>> then\n change y by (1)\n if <<touching (snow v)?> or <<<<touching (levels v)?> or <touching (hidden level2 v)?>> or <touching (text v)?>> or <<touching (red thingy v)?> and <(Level) = [Level14]>>>> then\n change y by (1)\n if <<touching (snow v)?> or <<<<touching (levels v)?> or <touching (hidden level2 v)?>> or <touching (text v)?>> or <<touching (red thingy v)?> and <(Level) = [Level14]>>>> then\n change y by (1)\n if <<touching (snow v)?> or <<<<touching (levels v)?> or <touching (hidden level2 v)?>> or <touching (text v)?>> or <<touching (red thingy v)?> and <(Level) = [Level14]>>>> then\n change y by (1)\n if <<touching (snow v)?> or <<<<touching (levels v)?> or <touching (hidden level2 v)?>> or <touching (text v)?>> or <<touching (red thingy v)?> and <(Level) = [Level14]>>>> then\n change y by (1)\n if <<touching (snow v)?> or <<<<touching (levels v)?> or <touching (hidden level2 v)?>> or <touching (text v)?>> or <<touching (red thingy v)?> and <(Level) = [Level14]>>>> then\n change x by ((XValue) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (space v) pressed?> or <key (w v) pressed?>>> then\n if <(XValue) > [0]> then\n set [xvalue v] to [-5]\n else\n set [xvalue v] to [5]\n end\n set [yvelocity v] to [12]\n else\n set [xvalue v] to [0]\n end\n end\n end\n end\n end\n end\n end\n broadcast (Player2 v)\n switch costume to (player2 v)\n change [yvelocity v] by (-1)\n change y by (YVelocity)\n if <<touching (snow v)?> or <<<<touching (levels v)?> or <touching (hidden level2 v)?>> or <touching (text v)?>> or <<touching (red thingy v)?> and <(Level) = [Level14]>>>> then\n change y by ((YVelocity) * (-1))\n set [yvelocity v] to [0]\n broadcast (Player v)\n switch costume to (player v)\n end\n change y by (-3)\n if <<<touching (snow v)?> or <<<<touching (levels v)?> or <touching (hidden level2 v)?>> or <touching (text v)?>> or <<touching (red thingy v)?> and <(Level) = [Level14]>>>> and <<key (up arrow v) pressed?> or <<key (space v) pressed?> or <key (w v) pressed?>>>> then\n set [yvelocity v] to [15]\n end\n change y by (3)\n set [xvalue v] to ((XValue) * (0.95))\nend\n\nwhen I receive [dead v]\nif <(Level) = [Level34]> then\n go to x: (-204) y: (-50)\n set [xvalue v] to [0]\n set [yvelocity v] to [0]\nelse\n go to x: (-204) y: (-147)\n set [xvalue v] to [0]\n set [yvelocity v] to [0]\nend\n\nwhen flag clicked\nset [secretdone v] to [0]\ngo to [front v] layer\nhide\nswitch backdrop to (backdrop1 v)\nforever\n if <<(x position) > [239]> and <(Level) = [Level33]>> then\n broadcast (Next v)\n repeat (10)\n go to x: (-204) y: (-147)\n set [xvalue v] to [0]\n set [yvelocity v] to [0]\n end\n wait (1.5) seconds\n end\n if <<<(x position) > [239]> and <not <(Level) = [SecretThing]>>> and <not <(Level) = [Level26]>>> then\n wait (0.01) seconds\n broadcast (Next v)\n go to x: (-204) y: (-147)\n set [xvalue v] to [0]\n set [yvelocity v] to [0]\n wait (1.5) seconds\n end\n if <<[-238] > (x position)> and <(Level) = [Level9]>> then\n broadcast (Next v)\n go to x: (-204) y: (-147)\n set [xvalue v] to [0]\n set [yvelocity v] to [0]\n wait (1.5) seconds\n end\n if <<[-230] > (x position)> and <<(y position) > [173]> and <(Level) = [Level11]>>> then\n broadcast (SecretThing v)\n go to x: (-204) y: (100)\n set [xvalue v] to [0]\n set [yvelocity v] to [0]\n if <(SecretDone) = [0]> then\n change [time v] by (-20)\n set [secretdone v] to [1]\n end\n wait (1.5) seconds\n end\n if <<[-174] > (y position)> and <(Level) = [SecretThing]>> then\n broadcast (ByeSecret v)\n go to x: (-204) y: (-147)\n set [xvalue v] to [0]\n set [yvelocity v] to [0]\n wait (1.5) seconds\n end\n if <<(x position) > [239]> and <(Level) = [Level26]>> then\n broadcast (Next v)\n go to x: (-204) y: (-100)\n set [xvalue v] to [0]\n set [yvelocity v] to [0]\n wait (1.5) seconds\n end\nend\n\nwhen flag clicked\nset [sun v] to [0]\nforever\n if <<touching (the right button v)?> and <(Level) = [Level14]>> then\n broadcast (Touched v)\n end\n if <<touching (the right button v)?> and <(Level) = [Level22]>> then\n broadcast (Touched2 v)\n set size to (50) %\n wait until <not <(Level) = [Level22]>>\n set size to (100) %\n end\n if <(Level) = [Level37]> then\n repeat until <(Sun) = [1]>\n wait (1) seconds\n go to x: (-204) y: (-147)\n end\n end\n if <(Level) = [Level38]> then\n hide\n wait until <not <(Level) = [Level38]>>\n show\n end\nend\n\nwhen I receive [2 v]\ngo to x: (-45) y: (-70)\n\nwhen I receive [teleport v]\ngo to x: (0) y: (-131)\n\nwhen I receive [3 v]\ngo to x: (83) y: (-74)\n\nwhen this sprite clicked\nif <(Level) = [Level26]> then\n broadcast (Clone v)\nend\nif <(Level) = [Level3]> then\n repeat until <<<not <mouse down?>> or <not <(Level) = [Level3]>>> or <[200] < (x position)>>\n go to (mouse-pointer v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [Level34]> then\n if <<key (e v) pressed?> and <key (r v) pressed?>> then\n go to x: (-204) y: (-50)\n set [xvalue v] to [0]\n set [yvelocity v] to [0]\n end\n end\nend\n\nwhen I receive [sun v]\nset [sun v] to [1]\ngo to x: (-204) y: (-147)\nshow\n\n@Time\n\nwhen flag clicked\ngo to x: (20) y: (161)\nset drag mode [not draggable v]\nhide\nforever\n if <(Level) = [Level2]> then\n show\n set drag mode [draggable v]\n wait until <not <(Level) = [Level2]>>\n hide\n set drag mode [not draggable v]\n hide variable [timer v]\n end\nend\n\nwhen flag clicked\nforever\n if <<(x position) > [127]> and <<(x position) < [226]> and <<(y position) > [131]> and <(y position) < [156]>>>> then\n hide\n set drag mode [not draggable v]\n repeat (25)\n change [timer v] by (1)\n end\n set [timer v] to [1000]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset drag mode [not draggable v]\nhide variable [timer v]\nforever\n if <(Level) = [Level2]> then\n repeat until <not <(Level) = [Level2]>>\n set [timer v] to [3]\n show variable [timer v]\n repeat until <<(Timer) < [0]> or <(Timer) = [0]>>\n wait (1) seconds\n change [timer v] by (-1)\n end\n broadcast (Dead v)\n end\n end\nend\n\n@Red Thingy\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (8) y: (21)\nhide\nforever\n if <(Level) = [Level4]> then\n switch costume to (costume1 v)\n show\n repeat until <<not <(Level) = [Level4]>> or << (answer) contains [echo]?> or << (answer) contains [ECHO]?> or < (answer) contains [Echo]?>>>>\n ask [What can’t talk but will reply when spoken to?] and wait\n if <not << (answer) contains [echo]?> or << (answer) contains [ECHO]?> or < (answer) contains [Echo]?>>>> then\n say [Try again] for (2) seconds\n end\n end\n say [Correct] for (2) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n set [ghost v] effect to (0)\n wait until <not <(Level) = [Level4]>>\n end\n if <(Level) = [Level5]> then\n switch costume to (costume1 v)\n show\n repeat until <<not <(Level) = [Level5]>> or <<< (answer) contains [The password]?> or < (answer) contains [the password]?>> or < (answer) contains [The Password]?>>>\n ask [What is the password?] and wait\n if <not <<< (answer) contains [The password]?> or < (answer) contains [the password]?>> or < (answer) contains [The Password]?>>> then\n say [Try again] for (2) seconds\n end\n end\n say [Correct] for (2) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n set [ghost v] effect to (0)\n go to x: (8) y: (22)\n switch costume to (costume2 v)\n wait until <not <(Level) = [Level5]>>\n end\n if <(Level) = [Level14]> then\n switch costume to (costume2 v)\n show\n wait until <not <(Level) = [Level14]>>\n hide\n end\n if <(Level) = [Level16]> then\n switch costume to (costume3 v)\n show\n set drag mode [draggable v]\n wait until <not <(Level) = [Level16]>>\n set drag mode [not draggable v]\n hide\n end\n if <(Level) = [Level17]> then\n switch costume to (costume1 v)\n go to x: (8) y: (21)\n show\n repeat until <(answer) = [999]>\n ask [How fun?] and wait\n if <not <(answer) = [999]>> then\n say [Try again] for (2) seconds\n end\n end\n say [Correct] for (2) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n set [ghost v] effect to (0)\n wait until <not <(Level) = [Level17]>>\n end\n if <(Level) = [Level18]> then\n switch costume to (costume1 v)\n go to x: (0) y: (21)\n show\n repeat until <(answer) = [2]>\n ask [How many apples do I have now?] and wait\n if <not <(answer) = [2]>> then\n say [Try again] for (2) seconds\n end\n end\n say [Correct] for (2) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n set [ghost v] effect to (0)\n wait until <not <(Level) = [Level18]>>\n end\n if <(Level) = [Level32]> then\n switch costume to (costume1 v)\n show\n repeat until <<(answer) = [54]> or <<(answer) = (join (current [hour v]) (join [:] (current [minute v])))> or <(answer) = (join (current [hour v]) (join [:0] (current [minute v])))>>>\n ask [What is the time?] and wait\n wait (0.1) seconds\n if <<not <(answer) = [54]>> or <<not <(answer) = (join (current [hour v]) (join [:0] (current [minute v])))>> or <not <(answer) = (join (current [hour v]) (join [:] (current [minute v])))>>>> then\n say [Try again] for (2) seconds\n end\n end\n say [Correct] for (2) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n set [ghost v] effect to (0)\n wait until <not <(Level) = [Level32]>>\n end\n if <(Level) = [Level35]> then\n switch costume to (costume1 v)\n go to x: (0) y: (21)\n show\n repeat until <(answer) = [674573]>\n ask [What's the password?] and wait\n if <not <(answer) = [674573]>> then\n say [Try again] for (2) seconds\n end\n end\n say [Correct] for (2) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n set [ghost v] effect to (0)\n wait until <not <(Level) = [Level35]>>\n end\nend\n\nwhen I receive [touched v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nset [ghost v] effect to (0)\nswitch costume to (costume3 v)\ngo to x: (0) y: (0)\ngo to x: (0) y: (-16)\n\n@Hints\n\nwhen flag clicked\nset size to (100) %\ngo to [front v] layer\nswitch backdrop to (blank v)\nhide\ngo to x: (0) y: (0)\nforever\n if <<key (h v) pressed?> and <key (i v) pressed?>> then\n go to x: (0) y: (0)\n switch costume to (Level)\n show\n go to [front v] layer\n if <<(Level) = [Level24]> or <(Level) = [Level]>> then\n go to x: (100) y: (0)\n end\n end\nend\n\nwhen flag clicked\nset [debounce v] to [0]\nforever\n if <<mouse down?> and <(Debounce) = [0]>> then\n hide\n end\nend\n\nwhen I receive [hint v]\nset [debounce v] to [1]\nswitch costume to (Level)\ngo to [front v] layer\nshow\nwait (1) seconds\nset [debounce v] to [0]\n\n@Text\n\nwhen flag clicked\nhide\nset drag mode [not draggable v]\ngo to x: (2) y: (158)\nwait until <(Level) = [Level12]>\nswitch costume to (costume1 v)\nset drag mode [draggable v]\nshow\nwait until <not <(Level) = [Level12]>>\nhide\nset drag mode [not draggable v]\n\nwhen flag clicked\nforever\n if <<key (r v) pressed?> and <key (e v) pressed?>> then\nend\n\nwhen flag clicked\nforever\n if <<key (r v) pressed?> and <key (e v) pressed?>> then\nend\n\nwhen flag clicked\nforever\n if <<key (r v) pressed?> and <key (e v) pressed?>> then\nend\n\nwhen flag clicked\nforever\n if <(Level) = [Level24]> then\n switch costume to (costume2 v)\n go to x: (0) y: (-16)\n show\n repeat until <not <(Level) = [Level24]>>\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n change y by (3)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change x by (-3)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change x by (3)\n end\n end\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<key (r v) pressed?> and <<key (e v) pressed?> and <(Level) = [Level24]>>> then\n go to x: (0) y: (-16)\n end\nend\n\nwhen I receive [move v]\nif <(Level) = [Level24]> then\n change x by (3)\nend\n\nwhen I receive [moveleft v]\nif <(Level) = [Level24]> then\n change x by (-3)\nend\n\nwhen I receive [moveup v]\nif <(Level) = [Level24]> then\n change y by (3)\nend\n\nwhen I receive [dead v]\nif <(Level) = [Level24]> then\n go to x: (0) y: (-16)\nend\n\n@Patience\n\nwhen flag clicked\nset [ghost v] effect to (0)\nset [timer v] to [0]\nhide\ngo to x: (23) y: (23)\nwait until <(Level) = [Level13]>\nshow\nset [timer v] to [20]\nrepeat until <<(Timer) < [0]> or <(Timer) = [0]>>\n wait (1) seconds\n change [timer v] by (-1)\nend\nset [timer v] to [0]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nset [ghost v] effect to (0)\n\nwhen I receive [oof v]\nif <(Level) = [Level13]> then\n set [timer v] to [20]\nend\n\n@Thing\n\nwhen flag clicked\nset [ghost v] effect to (0)\nset [whirl v] effect to (0)\nshow\ngo to [front v] layer\nwait (2) seconds\nrepeat (100)\n change [whirl v] effect by (10)\n change [ghost v] effect by (1)\nend\nhide\nset [whirl v] effect to (0)\nset [ghost v] effect to (0)\n\nshow\ngo to [front v] layer\n\nhide\n\n@the right button\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [Level14]> then\n switch costume to (costume1 v)\n go to x: (-23) y: (160)\n show\n repeat until <<touching (player v)?> or <not <(Level) = [Level14]>>>\n if <touching (player v)?> then\n broadcast (Touched v)\n hide\n end\n end\n hide\n wait until <not <(Level) = [Level14]>>\n end\n if <(Level) = [Level22]> then\n switch costume to (costume2 v)\n set drag mode [draggable v]\n go to x: (107) y: (159)\n show\n end\n repeat until <<touching (player v)?> or <not <(Level) = [Level22]>>>\n if <touching (player v)?> then\n broadcast (Touched2 v)\n hide\n end\n end\n wait until <not <(Level) = [Level22]>>\n hide\n set drag mode [not draggable v]\nend\n\nwhen I receive [touched v]\nhide\n\nwhen I receive [touched2 v]\nset drag mode [not draggable v]\nhide\n\n@F\n\nwhen flag clicked\nforever\n go to x: (241) y: (-62)\n switch costume to (costume1 v)\n hide\n wait until <(Level) = [Level17]>\n set drag mode [draggable v]\n show\n wait until <not <(Level) = [Level17]>>\n hide\nend\n\nwhen flag clicked\nforever\n if <<not <[241] = (x position)>> or <not <[-62] = (y position)>>> then\n switch costume to (costume2 v)\n end\nend\n\nwhen this sprite clicked\nswitch costume to (costume2 v)\n\n@Hidden level\n\nwhen flag clicked\ngo to x: (-17) y: (-30)\nhide\ngo to [back v] layer\nwait until <(Level) = [Secret]>\nshow\nrepeat until <not <(Level) = [Secret]>>\n if <touching (player v)?> then\n broadcast (Next v)\n wait (0.1) seconds\n end\nend\nhide\n\nwhen this sprite clicked\nbroadcast (Next v)\n\n@Trail\n\nwhen flag clicked\nswitch costume to (player v)\nset [color v] effect to (0)\nset [ghost v] effect to (20)\nhide\ngo to (player v)\nwait until <(Level) = [Intro]>\nforever\n create clone of (_myself_ v)\nend\n\nwait (0.005) seconds\n\nwhen I start as a clone\ngo [backward v] (5) layers\nshow\ngo to (player v)\nset [ghost v] effect to (10)\nrepeat (18)\n change [ghost v] effect by (5)\n change size by (-3)\nend\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n if <<key (t v) pressed?> and <key (r v) pressed?>> then\n if <(costume [name v]) = [Player]> then\n switch costume to (question marks v)\n wait (0.2) seconds\n else\n next costume\n wait (0.2) seconds\n end\n end\n if <<key (n v) pressed?> and <key (r v) pressed?>> then\n switch costume to (none v)\n end\nend\n\nwhen I receive [switchtrail v]\nnext costume\n\nwhen I receive [player v]\nif <(costume [name v]) = [Player2]> then\n switch costume to (player v)\nend\n\nwhen I receive [player2 v]\nif <(costume [name v]) = [Player]> then\n switch costume to (player2 v)\nend\n\n@Star\n\nwhen flag clicked\nset drag mode [not draggable v]\ngo to x: (0) y: (0)\nhide\nforever\n if <(Level) = [Secret]> then\n switch costume to (costume1 v)\n show\n set drag mode [draggable v]\n wait until <not <(Level) = [Secret]>>\n hide\n set drag mode [not draggable v]\n end\n if <(Level) = [Level37]> then\n wait (0.1) seconds\n go to [front v] layer\n show\n switch costume to (costume2 v)\n wait until <not <(Level) = [Level37]>>\n hide\n end\nend\n\nwhen I receive [sun v]\nhide\n\nbroadcast (Next v)\n\n@Hidden level2\n\nhide\n\nwhen I start as a clone\nif <(Level) = [Level20]> then\n show\n go to x: (-283) y: (pick random (-79) to (166))\n repeat until <(x position) > [278]>\n change x by (2)\n end\n delete this clone\nend\n\nwhen I receive [clone v]\nif <(Level) = [Level26]> then\n hide\n switch costume to (costume4 v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Level) = [Level26]> then\n go to x: (156) y: (-138)\n set drag mode [draggable v]\n show\n wait until <not <(Level) = [Level26]>>\n delete this clone\nend\n\nwhen I start as a clone\nif <(Level) = [Level26]> then\n forever\n if <<key (e v) pressed?> and <key (r v) pressed?>> then\n delete this clone\n end\n end\nend\n\nwhen I receive [pos v]\nswitch costume to (costume6 v)\n\nwhen I receive [sun v]\nhide\n\nwhen I receive [hidden v]\nset [ghost v] effect to (0)\nwait (1) seconds\nset [ghost v] effect to (100)\nwait (3) seconds\n\nwhen flag clicked\nhide\nswitch costume to (costume2 v)\nforever\n if <(Level) = [Level20]> then\n switch costume to (costume2 v)\n go to [back v] layer\n hide\n repeat until <not <(Level) = [Level20]>>\n create clone of (_myself_ v)\n wait (pick random (3) to (5)) seconds\n end\n switch costume to (costume1 v)\n go to x: (34) y: (7)\n hide\n go to [back v] layer\n end\n if <(Level) = [Hidden]> then\n switch costume to (costume1 v)\n go to x: (34) y: (7)\n hide\n go to [back v] layer\n set [ghost v] effect to (100)\n show\n repeat until <not <(Level) = [Hidden]>>\n if <key (s v) pressed?> then\n set [ghost v] effect to (0)\n wait (1) seconds\n set [ghost v] effect to (100)\n wait (3) seconds\n end\n end\n set [ghost v] effect to (0)\n hide\n end\n if <(Level) = [Level21]> then\n switch costume to (costume3 v)\n go to x: (0) y: (0)\n go to [back v] layer\n set drag mode [draggable v]\n show\n wait until <not <(Level) = [Level21]>>\n set drag mode [not draggable v]\n hide\n end\n if <(Level) = [Level33]> then\n switch costume to (costume5 v)\n go to x: (0) y: (-16)\n go to [front v] layer\n show\n wait until <not <(Level) = [Level33]>>\n hide\n end\n if <(Level) = [Level37]> then\n go to [front v] layer\n switch costume to (costume3 v)\n go to x: (0) y: (-16)\n show\n wait until <not <(Level) = [Level37]>>\n hide\n end\n if <(Level) = [Level40]> then\n set drag mode [draggable v]\n switch costume to (costume3 v)\n go to x: (0) y: (0)\n go to [front v] layer\n show\n wait until <not <(Level) = [Level40]>>\n set drag mode [not draggable v]\n hide\n end\nend\n\n@HiddenLevelDeath\n\nwhen I receive [pos v]\nswitch costume to (costume2 v)\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [Hidden]> then\n switch costume to (hiddenleveldeath v)\n go to x: (34) y: (7)\n hide\n go to [back v] layer\n set [ghost v] effect to (100)\n show\n repeat until <not <(Level) = [Hidden]>>\n if <key (s v) pressed?> then\n set [ghost v] effect to (0)\n wait (1) seconds\n set [ghost v] effect to (100)\n wait (3) seconds\n end\n end\n set [ghost v] effect to (0)\n hide\n end\n if <(Level) = [Level33]> then\n go to x: (0) y: (-16)\n switch costume to (costume1 v)\n go to [front v] layer\n show\n set [ghost v] effect to (0)\n wait until <not <(Level) = [Level33]>>\n hide\n end\nend\n\nwhen I receive [hidden v]\nset [ghost v] effect to (0)\nwait (1) seconds\nset [ghost v] effect to (100)\nwait (3) seconds\n\n@Mobile\n\nwhen this sprite clicked\nbroadcast (Mobile v)\nbroadcast (Start v)\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\ngo to x: (36) y: (28)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\nwhen I receive [pc v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Menu\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nif <(Open) = [0]> then\n broadcast (Open Menu v)\nelse\n broadcast (Close Menu v)\nend\n\n@Menu2\n\nwhen flag clicked\nhide variable [☁ high score v]\nhide variable [time v]\nhide\nset [open v] to [0]\n\nwhen I receive [open menu v]\nshow variable [☁ high score v]\nshow variable [time v]\nset [open v] to [1]\ngo to [front v] layer\nshow\n\nwhen I receive [close menu v]\nhide variable [☁ high score v]\nhide variable [time v]\nset [open v] to [0]\nhide\n\n@PC\n\nwhen this sprite clicked\nbroadcast (PC v)\nbroadcast (Start v)\nhide\n\nwhen I receive [mobile v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\nwait (1) seconds\nswitch costume to (costume1 v)\nshow\ngo to x: (36) y: (28)\nwait (0.1) seconds\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\n@SwitchTrail\n\nwhen I receive [close menu v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [open menu v]\nwait (0.1) seconds\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nbroadcast (SwitchTrail v)\nbroadcast (Close Menu v)\n\n@Restart Level\n\nwhen I receive [open menu v]\nwait (0.1) seconds\ngo to [front v] layer\nshow\n\nwhen I receive [close menu v]\nhide\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (Dead v)\nbroadcast (Close Menu v)\n\n@Hiddenlevelbutton\n\nwhen flag clicked\nhide\ngo to x: (228) y: (180)\nwait until <(Level) = [Hidden]>\nshow\nwait until <not <(Level) = [Hidden]>>\nhide\n\nwhen this sprite clicked\nbroadcast (Hidden v)\n\n@Hint\n\nwhen flag clicked\nhide\n\nwhen I receive [open menu v]\nwait (0.1) seconds\ngo to [front v] layer\nshow\n\nwhen I receive [close menu v]\nhide\n\nwhen this sprite clicked\nbroadcast (Hint v)\nbroadcast (Close Menu v)\n\n@Clouds\n\nwhen flag clicked\nhide\nwait (0.1) seconds\ngo to [back v] layer\nforever\n if <not <(Level) = [Level20]>> then\n create clone of (_myself_ v)\n wait (pick random (3) to (5)) seconds\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (-283) y: (pick random (-79) to (166))\nrepeat until <(x position) > [278]>\n change x by (2)\nend\ndelete this clone\n\n@Levels2\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [start v]\nshow\n\nwhen I receive [byesecret v]\nswitch costume to (level11 v)\n\nwhen I receive [secretthing v]\nswitch costume to (secretthing v)\n\nwhen flag clicked\nhide\nwait (0.01) seconds\ngo to [back v] layer\nswitch costume to (intro v)\ngo to x: (0) y: (-16)\n\n@Levels\n\nwhen flag clicked\nset [level v] to [?]\nhide\nswitch costume to (blank v)\ngo to [back v] layer\ngo to x: (0) y: (-15)\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [start v]\nnext costume\nshow\nforever\n set [level v] to (costume [name v])\nend\n\nwhen I receive [secretthing v]\nswitch costume to (secretthing v)\n\nwhen I receive [byesecret v]\nswitch costume to (level11 v)\n\n@Portal\n\nwhen flag clicked\npoint in direction (90)\nset [clone v] to [0]\nhide\nforever\n if <(Level) = [Level25]> then\n go to x: (-122) y: (-63)\n repeat (7)\n create clone of (_myself_ v)\n change [clone v] by (1)\n end\n wait until <not <(Level) = [Level25]>>\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [0]> then\n turn left (90) degrees\n go to x: (0) y: (-129)\n show\n wait until <not <(Level) = [Level25]>>\nend\nif <(Clone) = [1]> then\n go to x: (-99) y: (-58)\n show\n repeat until <not <(Level) = [Level25]>>\n if <touching (player v)?> then\n broadcast (Teleport v)\n end\n end\nend\nif <(Clone) = [2]> then\n go to x: (-99) y: (7)\n show\n repeat until <not <(Level) = [Level25]>>\n if <touching (player v)?> then\n broadcast (2 v)\n end\n end\nend\nif <(Clone) = [3]> then\n go to x: (-99) y: (67)\n show\n repeat until <not <(Level) = [Level25]>>\n if <touching (player v)?> then\n broadcast (Teleport v)\n end\n end\nend\nif <(Clone) = [4]> then\n go to x: (33) y: (-58)\n show\n repeat until <not <(Level) = [Level25]>>\n if <touching (player v)?> then\n broadcast (Teleport v)\n end\n end\nend\nif <(Clone) = [5]> then\n go to x: (33) y: (7)\n show\n repeat until <not <(Level) = [Level25]>>\n if <touching (player v)?> then\n broadcast (Teleport v)\n end\n end\nend\nif <(Clone) = [6]> then\n go to x: (33) y: (67)\n show\n repeat until <not <(Level) = [Level25]>>\n if <touching (player v)?> then\n broadcast (Teleport v)\n end\n end\nend\nif <(Clone) = [7]> then\n point in direction (180)\n go to x: (80) y: (-131)\n show\n repeat until <not <(Level) = [Level25]>>\n if <touching (player v)?> then\n broadcast (3 v)\n end\n end\nend\ndelete this clone\n\nshow\nwait until <not <(Level) = [Level25]>>\n\nshow\n\n@Spikes\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to x: (0) y: (-16)\nset [visible v] to [1]\nhide\nforever\n if <(Level) = [Level10]> then\n switch costume to (costume1 v)\n go to x: (0) y: (-16)\n show\n wait until <not <(Level) = [Level10]>>\n hide\n end\n if <(Level) = [Level29]> then\n set [visible v] to [0]\n go to x: (0) y: (-16)\n go to [back v] layer\n switch costume to (costume2 v)\n show\n repeat until <not <(Level) = [Level29]>>\n if <touching (invisible v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n set [visible v] to [1]\n end\n end\n end\n end\n set [visible v] to [1]\n hide\n set [ghost v] effect to (0)\nend\n\nshow\n\n@Invisible\n\nwhen flag clicked\nset drag mode [not draggable v]\nhide\nforever\n if <(Level) = [Level29]> then\n switch costume to (costume1 v)\n go to x: (26) y: (58)\n set drag mode [draggable v]\n show\n wait until <not <(Level) = [Level29]>>\n set drag mode [not draggable v]\n hide\n end\n if <(Level) = [Level37]> then\n switch costume to (costume2 v)\n go to x: (194) y: (153)\n set drag mode [draggable v]\n show\n go to [front v] layer\n wait (1) seconds\n go to [front v] layer\n wait until <<not <(Level) = [Level37]>> or <not <touching (hidden level2 v)?>>>\n broadcast (Sun v)\n wait until <not <(Level) = [Level37]>>\n set drag mode [not draggable v]\n hide\n end\nend\n\nwhen I receive [start v]\nset [time v] to [0]\nrepeat until <(Level) = [Final]>\n wait (1) seconds\n change [time v] by (1)\nend\nif <<(☁ High Score) > (Time)> or <(☁ High Score) = [0]>> then\n set [☁ high score v] to (Time)\nend\n\n@LavaRain\n\nwhen I start as a clone\nif <[Level30] = (Level)> then\n go to x: (pick random (240) to (-200)) y: (240)\n show\n repeat until <<touching (levels v)?> or <touching (drag v)?>>\n change y by (-3)\n end\n delete this clone\nend\nif <[Level31] = (Level)> then\n turn right (90) degrees\n go to x: (154) y: (-93)\n show\n point towards (player v)\n repeat until <not <[Level31] = (Level)>>\n move (10) steps\n if <<<touching (player v)?> or <touching (text2 v)?>> or <[-230] > (x position)>> then\n wait (0.1) seconds\n delete this clone\n end\n end\n delete this clone\nend\n\nwhen flag clicked\nhide\nforever\n if <[Level30] = (Level)> then\n repeat until <not <[Level30] = (Level)>>\n create clone of (_myself_ v)\n end\n end\n if <[Level31] = (Level)> then\n repeat until <not <[Level31] = (Level)>>\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\n end\nend\n\n@Drag\n\nwhen flag clicked\ngo to x: (0) y: (-16)\nhide\nset drag mode [not draggable v]\nforever\n if <[Level30] = (Level)> then\n set drag mode [draggable v]\n show\n wait until <not <[Level30] = (Level)>>\n hide\n set drag mode [not draggable v]\n end\nend\n\n@Cannon\n\nwhen flag clicked\npoint in direction (90)\nhide\ngo to x: (125) y: (-108)\nforever\n if <(Level) = [Level31]> then\n show\n repeat until <not <(Level) = [Level31]>>\n point towards (player v)\n end\n hide\n end\nend\n\n@Text2\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-16)\nforever\n if <(Level) = [Level31]> then\n go to x: (0) y: (-16)\n switch costume to (costume1 v)\n show\n set drag mode [draggable v]\n wait until <not <(Level) = [Level31]>>\n set drag mode [not draggable v]\n hide\n end\n if <(Level) = [Level33]> then\n go to x: (0) y: (-16)\n switch costume to (costume2 v)\n show\n set drag mode [draggable v]\n repeat until <not <(Level) = [Level33]>>\n if <<<[-28] < (y position)> and <[0] > (y position)>> and <<[164] < (x position)> and <[283] > (x position)>>> then\n broadcast (Pos v)\n end\n end\n wait until <not <(Level) = [Level33]>>\n set drag mode [not draggable v]\n hide\n end\nend\n\nwhen I receive [pos v]\ngo to x: (230) y: (-16)\nset drag mode [not draggable v]\n\n@Text3\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-16)\nforever\n if <(Level) = [Level33]> then\n go to x: (0) y: (-16)\n show\n set drag mode [draggable v]\n repeat until <not <(Level) = [Level33]>>\n if <<<[-28] < (y position)> and <[0] > (y position)>> and <<[-273] < (x position)> and <[-164] > (x position)>>> then\n broadcast (Pos v)\n end\n end\n wait until <not <(Level) = [Level33]>>\n set drag mode [not draggable v]\n hide\n end\nend\n\nwhen I receive [pos v]\ngo to x: (-227) y: (-16)\nset drag mode [not draggable v]\n\n@Snow\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\nforever\n if <(Level) = [Level40]> then\n go to [front v] layer\n show\n repeat until <not <(Level) = [Level40]>>\n if <touching (hidden level2 v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n set [ghost v] effect to (0)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [Level40]> then\n if <touching (player v)?> then\n set [touching v] to [T]\n wait until <not <touching (player v)?>>\n set [touching v] to [ ]\n end\n end\nend\n\n | -SPAM THE GREEN FLAG BEFORE PLAYING-\n-SPAM THE GREEN FLAG BEFORE PLAYING-\n-SPAM THE GREEN FLAG BEFORE PLAYING-\n\nPC:\nUse arrow keys or WASD to move.\nSolve the puzzles each level.\nDon't touch spikes.\nThere is a timer in the menu.\nR and E to restart the level.\nPress H and I at the same time for a hint.\nPress T and R to switch trail. Press RN for no trail.\nMobile:\nTap to move.\nSolve the puzzles each level.\nDon't touch spikes.\nGo on menu to switch trail, get a hint, see your time, or restart the level.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nThe password for level 35 is: 674573 |
☁ Cloud multiplayer platformer engine | @Stage\n\nwhen I receive [begin v]\nwait (1.5) seconds\nswitch backdrop to (blank v)\n\nwhen flag clicked\nforever\n play sound [Unlimited v] until done\nend\n\n@Player\n\nwhen flag clicked\nhide\nset [max players v] to [4]\nset [my player # v] to [0]\nbroadcast (Setup - Opponents v) and wait\nswitch backdrop to (connecting... v)\nbroadcast (Join Game v) and wait\nif <(My player #) > [0]> then\n switch backdrop to (connected v)\nelse\n switch backdrop to (full v)\nend\nbroadcast (Begin v)\n\ndefine Write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (Letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nset [level v] to [1]\nsay (join (My player #) (join [: ] (username)))\nshow\ngo to x: (-175) y: (-20)\nswitch costume to (costume1 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 change [x velocity v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n switch costume to (costume2 v)\n change [x velocity v] by (-1)\n end\n set [x velocity v] to ((X velocity) * (0.9))\n change x by (X velocity)\n if <<touching color (#00ef05)?> or <<touching color (#00cb03)?> or <touching color (#00ab03)?>>> then\n change y by (1)\n if <<touching color (#00ef05)?> or <<touching color (#00cb03)?> or <touching color (#00ab03)?>>> then\n change y by (1)\n if <<touching color (#00ef05)?> or <<touching color (#00cb03)?> or <touching color (#00ab03)?>>> then\n change y by (1)\n if <<touching color (#00ef05)?> or <<touching color (#00cb03)?> or <touching color (#00ab03)?>>> then\n change y by (1)\n if <<touching color (#00ef05)?> or <<touching color (#00cb03)?> or <touching color (#00ab03)?>>> then\n change y by (1)\n if <<touching color (#00ef05)?> or <<touching color (#00cb03)?> or <touching color (#00ab03)?>>> then\n change y by (-5)\n change x by ((X velocity) * (-1))\n Walljump <(X velocity) > [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 (#00ef05)?> or <<touching color (#00cb03)?> or <touching color (#00ab03)?>>> 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 (#00ef05)?> or <<touching color (#00cb03)?> or <touching color (#00ab03)?>>> 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 [15]\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n go to x: (-175) y: (-20)\n end\n if <touching color (#e5ff00)?> then\n set [y velocity v] to [20]\n end\n if <<(round (x position)) = [250]> or <(round (x position)) = [251]>> then\n if <not <(Level) > [9]>> then\n change [level v] by (1)\n go to x: (-175) y: (-20)\n end\n end\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 [☁ player 1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ player 2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ player 3 v] to (value)\n else\n set [☁ player 4 v] to (value)\n end\n end\nend\n\ndefine Send cloud data\nset [encoded v] to []\nWrite (username) to encoded\nWrite (round ((timer) * (10))) to encoded\nWrite (x position) to encoded\nWrite (y position) to encoded\nSet cloud # (My player #) to (encoded)\n\nwhen backdrop switches to [connected v]\nshow\n\ndefine Walljump <right?>\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <right?> 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]\nelse\n set [x velocity v] to [0]\nend\n\n@Opponents\n\ndefine Begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine Value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (Letter #) of (encoded)) (letter ((Letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(Idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (Value) (item (Idx) of [code v]))\nend\n\ndefine Setup Players\nset [color v] effect to (90)\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((Max Players) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(My player #) = (Player #)> then\n set [offline v] to [100]\n hide\n else\n Tick\n end\nend\n\ndefine Value = Cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ Player 1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ Player 2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ Player 3)\n else\n set [value v] to (☁ Player 4)\n end\n end\nend\n\nwhen I receive [setup - opponents v]\nSetup Players\n\ndefine Tick\nValue = Cloud # (Player #)\nif <(join [A] (Value)) = (Last Value)> then\n change [offline v] by (1)\n if <(Offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (Value))\n if <(Offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nBegin decode of (Value)\nValue = read from encoded\nsay (join (Player #) (join [: ] (Value)))\nValue = read from encoded\nValue = read from encoded\nset x to (Value)\nValue = read from encoded\nset y to (Value)\n\nwhen I receive [join game v]\nValue = Cloud # (Player #)\nset [last value v] to (join [A] (Value))\nwait (3) seconds\nValue = Cloud # (Player #)\nif <(join [A] (Value)) = (Last Value)> then\n set [my player # v] to (Player #)\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (10)\nhide variable [level v]\nhide\nswitch costume to (level 1 v)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [begin v]\nshow variable [level v]\nshow\n\n@Sprite2\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n | Arrow keys, wasd, or mobile controls.\nYou can use this to make a cloud multiplayer platformer, but you can't backpack it, you can only remix it because if you backpack it the cloud variables would only turn into the variable but with a cloud emoji. I am not kidding you.\nThis has 10 levels you can make. If you want more, you can change it. |
Pumpkin Valley || Platformer #Games | @Stage\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen I receive [start v]\nset [ghost v] effect to (0)\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Music v] until done\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@Player\n\ndefine Platform Physics (speed) (friction) (jump height)\nset rotation style [left-right v]\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)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x vel v] by ((speed) * (-1))\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 set [y vel v] to [10]\n if <(X Vel) > [0]> then\n set [x vel v] to [-6]\n else\n set [x vel v] to [6]\n end\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 I receive [start v]\nshow\nset [level v] to [1]\npoint in direction (90)\nswitch costume to (pumpkin boy v)\nset [x vel v] to [0]\nset [y vel v] to [0]\ngo to x: (-166) y: (-95)\nrepeat until <(costume [number v]) = [2]>\n Platform Physics [1] [0.9] [11]\nend\nforever\n Platform Physics [2] [0.9] [22]\nend\n\nwhen I receive [start v]\nforever\n if <(x position) > [210]> then\n go to x: (-166) y: (-95)\n change [level v] by (1)\n broadcast (Next v)\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching (spikes v)?> then\n set [x vel v] to [0]\n set [y vel v] to [0]\n go to x: (-166) y: (-95)\n end\nend\n\nwhen flag clicked\nhide\n\n@level\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\ngo to [front v] layer\nforever\n switch costume to (Level)\nend\n\nwhen I receive [start v]\nshow\n\n@clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n switch costume to (pick random (1) to (3))\n set size to (80) %\n go to (random position v)\n set x to (-300)\n repeat (620)\n change x by (1)\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n show\n set [ghost v] effect to (60)\nend\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (3) layers\n\nwhen I receive [start v]\nrepeat (10)\n switch costume to (costume1 v)\nend\nforever\n set size to (30) %\n create clone of (_myself_ v)\n wait (5) seconds\nend\n\n@spikes\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nforever\n switch costume to (Level)\nend\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@intro\n\ndefine bounce finished size (size)\nset [s v] to [0]\nrepeat (40)\n set [s v] to (((S) * (0.7)) + (((size) - (size)) / (5)))\n change size by (S)\nend\n\nwhen flag clicked\nhide\nswitch costume to (ball v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n show\n switch costume to (ball v)\n set size to (100) %\n set [brightness v] effect to (0)\n go to x: (0) y: (-300)\n set [bally v] to [20]\n repeat (30)\n change y by (BallY)\n change [bally v] by (-1)\n end\n repeat (15)\n switch costume to (blank or sizehack v)\n change size by (((2500) - (size)) / (3))\n switch costume to (ball v)\n end\n switch costume to (oc v)\n create clone of (_myself_ v)\n switch costume to (text v)\n create clone of (_myself_ v)\n switch costume to (ball v)\n wait (6) seconds\n broadcast (IntroStuff v)\n bounce finished size [100]\n set [bally v] to [0]\n repeat until <touching (_edge_ v)?>\n change y by (BallY)\n change [bally v] by (-2)\n change [ghost v] effect by (2)\n end\n broadcast (Start v)\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n set [sequence v] to [0]\n set size to (100) %\n go to [front v] layer\n set [only ebicc people can love/fave this proj ;\) v] to [0]\n repeat until <(Sequence) = [1]>\n change size by (([sin v] of (Only Ebicc People Can Love/Fave This Proj ;\)) ) * (1))\n change y by (([cos v] of (Only Ebicc People Can Love/Fave This Proj ;\)) ) * (5))\n point in direction ((([cos v] of (Only Ebicc People Can Love/Fave This Proj ;\)) ) * (20)) + (90))\n change [only ebicc people can love/fave this proj ;\) v] by (5)\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nwait (.6) seconds\nstart sound [IntroMusic v]\n\ndefine Flash\nswitch costume to (flash v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [number v]) = [4]> then\n show\n switch costume to (flash v)\n set size to (100) %\n set [ghost v] effect to (0)\n point in direction (90)\n go to x: (0) y: (0)\n go to [front v] layer\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen flag clicked\nrepeat (8)\n wait (1) seconds\n Flash\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n set size to (100) %\n go to [front v] layer\n point in direction (90)\n go to x: (0) y: (0)\n repeat until <(Sequence) = [1]>\n go to x: (([tan v] of ((timer) * (125)) ) * (20)) y: (0)\n go to [front v] layer\n end\nend\n\nwhen I receive [introstuff v]\nif <(costume [number v]) = [2]> then\n go to x: (0) y: (-40)\n point in direction (90)\n set size to (100) %\n change [sequence v] by (1)\n bounce finished size [20]\n set [ocy v] to [0]\n repeat until <touching (_edge_ v)?>\n change y by (OCy)\n change [ocy v] by (-2)\n change [ghost v] effect by (2)\n end\n delete this clone\nend\n\nwhen I receive [introstuff v]\nif <(costume [number v]) = [3]> then\n go to x: (0) y: (0)\n point in direction (90)\n set size to (100) %\n change [sequence v] by (1)\n bounce finished size [10]\n set [ocy v] to [0]\n repeat until <touching (_edge_ v)?>\n change y by (OCy)\n change [ocy v] by (-2)\n change [ghost v] effect by (2)\n end\n delete this clone\nend\n\n | ItS TiME tO gEt SpOoKy!!\nWelcome to Pumpkin valley!\nLets get this on trending!!\nThe goal is to find your other pumpkin friends!\nThere are 9 levels new levels will no longer be added :(\nI'm also working on some zombies!! >:)\n -How to play-\nArrow Keys, or WASD to move i'm working on mobile!\nEnjoy ❤️ and ⭐ for more!!\n -Credits-\nYoutube for the music, @geckos121 for the pumpkin art,\n@TurtleEntertainment for part of the player code, New Intro by @EbiccIntroMaker, and everything else bye me! |
90% Pen Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [\[Drumstep\] - Tristam \[Mpgun v] until done\nend\n\n@Sprite1\n\nwhen I receive [the end v]\npoint in direction (90)\nshow\ngo to x: (0) y: (25)\nset size to (100) %\nforever\n repeat (10)\n change size by (3)\n end\n repeat (10)\n change size by (-3)\n end\n repeat (18)\n turn right (20) degrees\n end\n repeat (10)\n change size by (3)\n end\n repeat (10)\n change size by (-3)\n end\n repeat (18)\n turn left (20) degrees\n end\nend\n\nwhen flag clicked\nhide\n\n@Intro \n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (-16) y: (5)\nshow\npoint in direction (90)\nshow\nfade, glide and grow\nwait (1) seconds\nspin out\nwait (0.2) seconds\nbroadcast (intro done v)\n\ndefine fade, glide and grow\ngo to x: (0) y: (-180)\nset size to (1) %\nset [ghost v] effect to (100)\nrepeat (25)\n change y by (((0) - (y position)) * (0.25))\n change size by (((100) - (size)) * (0.25))\n change [ghost v] effect by (-10)\nend\n\ndefine spin out\nrepeat (10)\n turn right ((3.45) - ((direction) * (0.2))) degrees\n change size by ((-2) - ((size) / (5)))\n change [ghost v] effect by (10)\nend\nhide\npoint in direction (90)\n\n@Thumbnail\n\nwhen flag clicked\nshow\nforever\n reset timer\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Player\n\nwhen flag clicked\nswitch costume to (costume2 v)\nforever\n if <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <key (up arrow v) pressed?>> then\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\ngo to x: (-216) y: (-141)\nset [level v] to [1]\nshow\nforever\n go to [back v] layer\n set [y v] to [0]\n set [x v] to [0]\n forever\n change [y v] by (-1)\n set [x v] to ((x) * (0.9))\n if <key (left arrow v) pressed?> then\n switch costume to (left v)\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (right v)\n change [x v] by (1)\n end\n change x by (x)\n if <touching color (#00e03d)?> then\n change y by (1)\n end\n if <touching color (#00e03d)?> then\n change y by (1)\n end\n if <touching color (#00e03d)?> then\n change y by (1)\n end\n if <touching color (#00e03d)?> then\n change y by (1)\n end\n if <touching color (#00e03d)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-4]\n else\n set [x v] to [4]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching color (#00e03d)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching color (#00e03d)?>> then\n set [y v] to [15]\n end\n change y by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-216) y: (-141)\n end\n if <(x position) = [239]> then\n broadcast (Next Level v)\n change [level v] by (1)\n go to x: (-216) y: (-141)\n end\nend\n\nwhen I start as a clone\nrepeat (100)\n change [ghost v] effect by (15)\n change size by (-15)\nend\ndelete this clone\n\nwhen flag clicked\nhide\nwait (2) seconds\nshow\n\nwhen I receive [the end v]\nhide\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n wait (0.1) seconds\n next costume\n end\nend\n\nwhen flag clicked\nforever\n if <key (1 v) pressed?> then\n forever\n wait (0.1) seconds\n next costume\n end\n end\nend\n\n@Pen\n\ndefine draw line from (x) (y) to (x2) (y2) set pen size to (pen size)\ngo to x: (x) y: (y)\nset pen color to (#00e03d)\nset pen size to (pen size)\npen down\ngo to x: (x2) y: (y2)\npen up\n\nwhen flag clicked\ngo to [back v] layer\nerase all\nhide\ndraw line from [-238] [-179] to [240] [-179] set pen size to [50]\n\nwhen I receive [next level v]\nerase all\nif <not <(level) = [800]>> then\n draw line from [-238] [-179] to [240] [-179] set pen size to [50]\nend\nif <(level) = [1]> then\n draw line from [-238] [-179] to [240] [-179] set pen size to [30]\nelse\n if <(level) = [2]> then\n draw line from [9] [-170] to [9] [100] set pen size to [30]\n else\n if <(level) = [3]> then\n draw lava from [9] [-170] to [9] [-80] set pen size to [30]\n else\n if <(level) = [4]> then\n draw line from [70] [-60] to [-70] [-60] set pen size to [30]\n draw lava from [70] [-179] to [-70] [-179] set pen size to [50]\n else\n if <(level) = [5]> then\n draw lava from [-70] [-170] to [-70] [-80] set pen size to [30]\n draw lava from [70] [-170] to [70] [-80] set pen size to [30]\n draw line from [70] [-10] to [-70] [-10] set pen size to [30]\n else\n if <(level) = [6]> then\n draw lava from [-61] [-173] to [-61] [26] set pen size to [30]\n draw line from [-80] [-173] to [-80] [26] set pen size to [30]\n draw lava from [49] [181] to [49] [-59] set pen size to [30]\n draw line from [70] [181] to [70] [-59] set pen size to [30]\n draw lava from [152] [-155] to [237] [-155] set pen size to [30]\n draw line from [-238] [-179] to [240] [-179] set pen size to [30]\n else\n if <(level) = [7]> then\n draw line from [20] [-179] to [20] [-40] set pen size to [30]\n draw line from [20] [-40] to [-200] [-40] set pen size to [30]\n draw line from [-50] [-100] to [-250] [-100] set pen size to [30]\n draw lava from [60] [-160] to [220] [-160] set pen size to [30]\n draw line from [160] [-100] to [160] [50] set pen size to [30]\n draw lava from [160] [130] to [160] [200] set pen size to [30]\n else\n if <(level) = [8]> then\n draw lava from [-200] [-179] to [240] [-179] set pen size to [50]\n draw line from [-140] [-110] to [-115] [-110] set pen size to [30]\n draw line from [130] [-60] to [110] [-60] set pen size to [30]\n else\n broadcast (The End v)\n end\n end\n end\n end\n end\n end\n end\nend\n\nif <(level) = [9]> then\n\ndefine draw lava from (x) (y) to (x2) (y2) set pen size to (pen size)\ngo to x: (x) y: (y)\nset pen color to (#ff0000)\nset pen size to (pen size)\npen down\ngo to x: (x2) y: (y2)\npen up\n\nwhen flag clicked\nforever\n play sound [Xaf - Kaled v] until done\nend\n\n | This is still a work in progress\n---------------------------------------------------------------\nThis is my first use of pen ever, and it turned out pretty well.\nEverything is pen except the player itself. I made all the code myself.\nTo change the player color just press space.\n\nEnjoy!! |
Neon Glow || 100% 3D Pen Platformer | @Stage\n\n@blank\n\nwhen flag clicked\nreset timer\nhide variable [☁ highscore v]\nforever\n play sound [music v] until done\nend\n\n@render\n\ndefine Set Pen Color | RGB (r) (g) (b) (alpha)\nset pen color to ((round (b)) + ((256) * ((round (g)) + ((256) * ((round (r)) + ((256) * (alpha)))))))\n\ndefine Sort (value) into List\nset [sorted position v] to []\nif <[0] = (length of [sorted v])> then\n set [sorted position v] to [1]\nelse\n set [lower limit v] to [1]\n set [upper limit v] to (length of [sorted v])\n if <(value) < (item (Lower Limit) of [sorted v])> then\n set [sorted position v] to (Lower Limit)\n else\n if <(value) > (item (Upper Limit) of [sorted v])> then\n set [sorted position v] to ((1) + (Upper Limit))\n else\n repeat until <[1] = ((Upper Limit) - (Lower Limit))>\n if <(value) > (item (round (((Upper Limit) + (Lower Limit)) / (2))) of [sorted v])> then\n set [lower limit v] to (round (((Upper Limit) + (Lower Limit)) / (2)))\n else\n set [upper limit v] to (round (((Upper Limit) + (Lower Limit)) / (2)))\n if <(value) = (item (Upper Limit) of [sorted v])> then\n set [lower limit v] to ((-1) + (Upper Limit))\n end\n end\n end\n set [sorted position v] to (Upper Limit)\n end\n end\nend\ninsert (value) at (Sorted Position) of [sorted v] \ninsert (item (Counter) of [which one v]) at (Sorted Position) of [sorted order v] \n\nwhen flag clicked\nhide\nset pen size to (8)\nset pen color to (#7192ff)\nset [view factor v] to [150]\nset [level v] to [1]\nDesign\nReset\nforever\n erase all\n Render\n if <(Touching End?) = [yes]> then\n change [level v] by (1)\n Design\n Reset\n end\nend\n\ndefine Render\nDesign\nMove\nPhysics With Collisions [-1] [0.7] [5]\nset size to (100) %\nswitch costume to (costume3 v)\nGo To [0] [0] [0] With Translation At [10000000000] [20000000000] [10000000000]\nif <not <(Z) < [1]>> then\n go to x: ((View Factor) * ((X) / (Z))) y: ((View Factor) * ((Y) / (Z)))\n set [ghost v] effect to (70)\n if <<[140] > (y position)> or <[-140] < (y position)>> then\n stamp\n end\nend\nswitch costume to (costume2 v)\nset size to (9999999999999999999999999999) %\nswitch costume to (costume1 v)\nCalculate Distance\nSort\nset [counter v] to (length of [platform x pos v])\nrepeat (length of [platform x pos v])\n set [i v] to (item # of (Counter) in [sorted order v])\n Draw Platform At (item (i) of [platform x pos v]) (item (i) of [platform y pos v]) (item (i) of [platform z pos v])\n change [counter v] by (-1)\nend\nSet Pen Color | RGB [200] [200] [200] [150]\ngo to x: (-10) y: (0)\npen down\ngo to x: (10) y: (0)\ngo to x: (0) y: (0)\ngo to x: (0) y: (10)\ngo to x: (0) y: (-10)\npen up\n\ndefine Go To (x) (y) (z) With Translation At (x1) (y1) (z1)\nP (x) (y) (z)\nThis rotates Platform around cam Cube Pos (x1) (y1) (z1)\n\ndefine P=Translate (x) (y) (z) By (tx) (ty) (tz)\nset [x v] to ((x) - (tx))\nset [y v] to ((y) - (ty))\nset [z v] to ((z) - (tz))\n\ndefine P = Rotate (y) (z) Around +X Axis By (angle) degrees\nset [y v] to (((y) * ([cos v] of (angle) )) - ((z) * ([sin v] of (angle) )))\nset [z v] to (((y) * ([sin v] of (angle) )) + ((z) * ([cos v] of (angle) )))\n\ndefine P = Rotate (x) (z) Around +Y axis by (angle) Degrees\nset [x v] to (((z) * ([sin v] of (angle) )) + ((x) * ([cos v] of (angle) )))\nset [z v] to (((z) * ([cos v] of (angle) )) - ((x) * ([sin v] of (angle) )))\n\ndefine P = Perspective projection of (x) (y) (z) With FOV (fov)\nset [x v] to ((x) * ((fov) / (z)))\nset [y v] to ((y) * ((fov) / (z)))\n\ndefine Draw Platform At (x) (y) (z)\nif < (item (i) of [platform type v]) contains [cube]?> then\n if < (item (i) of [platform type v]) contains [platform]?> then\n Set Pen Color | RGB [0] [220] [255] [256]\n else\n if << (item (i) of [platform type v]) contains [lava]?> or < (item (i) of [platform type v]) contains [spike]?>> then\n Set Pen Color | RGB [255] [100] [100] [256]\n else\n if < (item (i) of [platform type v]) contains [ice]?> then\n Set Pen Color | RGB [0] [255] [230] [100]\n else\n if < (item (i) of [platform type v]) contains [slowness]?> then\n Set Pen Color | RGB [220] [130] [0] [256]\n else\n if < (item (i) of [platform type v]) contains [water]?> then\n Set Pen Color | RGB [0] [100] [255] [256]\n else\n if < (item (i) of [platform type v]) contains [trampoline]?> then\n Set Pen Color | RGB [255] [255] [0] [256]\n else\n if < (item (i) of [platform type v]) contains [bounce]?> then\n Set Pen Color | RGB [255] [255] [0] [256]\n else\n if < (item (Counter) of [platform type v]) contains [invisible]?> then\n Set Pen Color | RGB [0] [220] [255] [256]\n else\n if < (item (i) of [platform type v]) contains [end]?> then\n Set Pen Color | RGB [0] [255] [0] [256]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n Draw Line [-50] [50] [50] To [50] [50] [50] At (x) (y) (z)\n Draw Line [-50] [50] [-50] To [50] [50] [-50] At (x) (y) (z)\n Draw Line [50] [50] [50] To [50] [50] [-50] At (x) (y) (z)\n Draw Line [-50] [50] [50] To [-50] [50] [-50] At (x) (y) (z)\n Draw Line [-50] [-50] [50] To [50] [-50] [50] At (x) (y) (z)\n Draw Line [-50] [-50] [-50] To [50] [-50] [-50] At (x) (y) (z)\n Draw Line [50] [-50] [50] To [50] [-50] [-50] At (x) (y) (z)\n Draw Line [-50] [-50] [50] To [-50] [-50] [-50] At (x) (y) (z)\n Draw Line [-50] [-50] [50] To [-50] [50] [50] At (x) (y) (z)\n Draw Line [-50] [-50] [-50] To [-50] [50] [-50] At (x) (y) (z)\n Draw Line [50] [-50] [50] To [50] [50] [50] At (x) (y) (z)\n Draw Line [50] [-50] [-50] To [50] [50] [-50] At (x) (y) (z)\nelse\n if < (item (i) of [platform type v]) contains [Platform]?> then\n Set Pen Color | RGB [0] [220] [255] [256]\n Draw Line [-50] [50] [50] To [50] [50] [50] At (x) (y) (z)\n Draw Line [-50] [50] [-50] To [50] [50] [-50] At (x) (y) (z)\n Draw Line [50] [50] [50] To [50] [50] [-50] At (x) (y) (z)\n Draw Line [-50] [50] [50] To [-50] [50] [-50] At (x) (y) (z)\n else\n if < (item (i) of [platform type v]) contains [Spike]?> then\n Set Pen Color | RGB [255] [100] [100] [256]\n Draw Line [-50] [-50] [50] To [50] [-50] [50] At (x) (y) (z)\n Draw Line [-50] [-50] [-50] To [50] [-50] [-50] At (x) (y) (z)\n Draw Line [50] [-50] [50] To [50] [-50] [-50] At (x) (y) (z)\n Draw Line [-50] [-50] [50] To [-50] [-50] [-50] At (x) (y) (z)\n Draw Line [-50] [-50] [-50] To [0] [50] [0] At (x) (y) (z)\n Draw Line [50] [-50] [-50] To [0] [50] [0] At (x) (y) (z)\n Draw Line [50] [-50] [50] To [0] [50] [0] At (x) (y) (z)\n Draw Line [-50] [-50] [50] To [0] [50] [0] At (x) (y) (z)\n else\n if < (item (i) of [platform type v]) contains [Lava]?> then\n Set Pen Color | RGB [255] [100] [100] [256]\n Draw Line [-50] [50] [50] To [50] [50] [50] At (x) (y) (z)\n Draw Line [-50] [50] [-50] To [50] [50] [-50] At (x) (y) (z)\n Draw Line [50] [50] [50] To [50] [50] [-50] At (x) (y) (z)\n Draw Line [-50] [50] [50] To [-50] [50] [-50] At (x) (y) (z)\n else\n if < (item (i) of [platform type v]) contains [Ice]?> then\n Set Pen Color | RGB [0] [255] [230] [100]\n Draw Line [-50] [50] [50] To [50] [50] [50] At (x) (y) (z)\n Draw Line [-50] [50] [-50] To [50] [50] [-50] At (x) (y) (z)\n Draw Line [50] [50] [50] To [50] [50] [-50] At (x) (y) (z)\n Draw Line [-50] [50] [50] To [-50] [50] [-50] At (x) (y) (z)\n else\n if < (item (i) of [platform type v]) contains [Slowness]?> then\n Set Pen Color | RGB [220] [130] [0] [256]\n Draw Line [-50] [50] [50] To [50] [50] [50] At (x) (y) (z)\n Draw Line [-50] [50] [-50] To [50] [50] [-50] At (x) (y) (z)\n Draw Line [50] [50] [50] To [50] [50] [-50] At (x) (y) (z)\n Draw Line [-50] [50] [50] To [-50] [50] [-50] At (x) (y) (z)\n else\n if < (item (i) of [platform type v]) contains [Water]?> then\n Set Pen Color | RGB [0] [100] [255] [256]\n Draw Line [-50] [50] [50] To [50] [50] [50] At (x) (y) (z)\n Draw Line [-50] [50] [-50] To [50] [50] [-50] At (x) (y) (z)\n Draw Line [50] [50] [50] To [50] [50] [-50] At (x) (y) (z)\n Draw Line [-50] [50] [50] To [-50] [50] [-50] At (x) (y) (z)\n else\n if < (item (i) of [platform type v]) contains [Trampoline]?> then\n Set Pen Color | RGB [255] [255] [0] [256]\n Draw Line [-50] [0] [50] To [50] [0] [50] At (x) (y) (z)\n Draw Line [-50] [0] [-50] To [50] [0] [-50] At (x) (y) (z)\n Draw Line [50] [0] [50] To [50] [0] [-50] At (x) (y) (z)\n Draw Line [-50] [0] [50] To [-50] [0] [-50] At (x) (y) (z)\n Draw Line [-50] [0] [50] To [-50] [-50] [50] At (x) (y) (z)\n Draw Line [-50] [0] [-50] To [-50] [-50] [-50] At (x) (y) (z)\n Draw Line [50] [0] [50] To [50] [-50] [50] At (x) (y) (z)\n Draw Line [50] [0] [-50] To [50] [-50] [-50] At (x) (y) (z)\n else\n if < (item (i) of [platform type v]) contains [bounce]?> then\n Set Pen Color | RGB [255] [255] [0] [256]\n Draw Line [-50] [50] [50] To [50] [50] [50] At (x) (y) (z)\n Draw Line [-50] [50] [-50] To [50] [50] [-50] At (x) (y) (z)\n Draw Line [50] [50] [50] To [50] [50] [-50] At (x) (y) (z)\n Draw Line [-50] [50] [50] To [-50] [50] [-50] At (x) (y) (z)\n else\n if < (item (i) of [platform type v]) contains [End]?> then\n Set Pen Color | RGB [0] [255] [0] [256]\n Draw Line [-50] [50] [50] To [50] [50] [50] At (x) (y) (z)\n Draw Line [-50] [50] [-50] To [50] [50] [-50] At (x) (y) (z)\n Draw Line [50] [50] [50] To [50] [50] [-50] At (x) (y) (z)\n Draw Line [-50] [50] [50] To [-50] [50] [-50] At (x) (y) (z)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Move\nchange [rot x v] by ((<key (up arrow v) pressed?> - <key (down arrow v) pressed?>) * (Rot Speed))\nif <[90] < (Rot X)> then\n set [rot x v] to [90]\nend\nif <(Rot X) < [-90]> then\n set [rot x v] to [-90]\nend\nchange [rot y v] by ((<key (left arrow v) pressed?> - <key (right arrow v) pressed?>) * (Rot Speed))\nchange [z vel v] by (((<key (w v) pressed?> - <key (s v) pressed?>) * ([cos v] of (Rot Y) )) * (Speed))\nchange [x vel v] by (((<key (s v) pressed?> - <key (w v) pressed?>) * ([sin v] of (Rot Y) )) * (Speed))\nchange [z vel v] by (((<key (d v) pressed?> - <key (a v) pressed?>) * ([sin v] of (Rot Y) )) * (Speed))\nchange [x vel v] by (((<key (d v) pressed?> - <key (a v) pressed?>) * ([cos v] of (Rot Y) )) * (Speed))\n\ndefine P (x) (y) (z)\nset [x v] to (x)\nset [y v] to (y)\nset [z v] to (z)\n\ndefine This rotates Platform around cam Cube Pos (x) (y) (z)\nP=Translate ((X) + (x)) ((Y) + (y)) ((Z) + (z)) By (my variable) (Ty) (Tz)\nP = Rotate (X) (Z) Around +Y axis by (Rot Y) Degrees\nP = Rotate (Y) (Z) Around +X Axis By (Rot X) degrees\nP = Rotate (X) (Y) Around +Z axis by (Rot Z) degrees\n\ndefine Draw Line (x) (y) (z) To (x1) (y1) (z1) At (x2) (y2) (z2)\nGo To (x) (y) (z) With Translation At (x2) (y2) (z2)\nset [x1 v] to (X)\nset [y1 v] to (Y)\nset [z1 v] to (Z)\nGo To (x1) (y1) (z1) With Translation At (x2) (y2) (z2)\nset [x2 v] to (X)\nset [y2 v] to (Y)\nset [z2 v] to (Z)\nif <not <<(Z1) < [1]> and <(Z2) < [1]>>> then\n Z CLIP\n set [z1 v] to ((View Factor) / (Z1))\n set [z2 v] to ((View Factor) / (Z2))\n go to x: ((X1) * (Z1)) y: ((Y1) * (Z1))\n pen down\n go to x: ((X2) * (Z2)) y: ((Y2) * (Z2))\n pen up\nend\n\ndefine Z CLIP\nif <(Z1) < [1]> then\n set [z1 v] to [1]\nend\nif <(Z2) < [1]> then\n set [z2 v] to [1]\nend\n\ndefine P = Rotate (x) (y) Around +Z axis by (angle) degrees\nset [x v] to (((y) * ([sin v] of (angle) )) + ((x) * ([cos v] of (angle) )))\nset [y v] to (((y) * ([cos v] of (angle) )) - ((x) * ([sin v] of (angle) )))\n\ndefine Physics With Collisions (gravity) (friction) (max jump height)\nset [friction v] to (friction)\nchange [falling v] by (1)\nchange [y vel v] by (gravity)\nY Collisions (Y Vel)\nZ Collisions (Z Vel)\nX Collisions (X Vel)\nset [x vel v] to ((X Vel) * (Friction))\nset [z vel v] to ((Z Vel) * (Friction))\nif <<key (space v) pressed?> and <(Falling) < (max jump height)>> then\n set [y vel v] to [14]\nend\nif <(Ty) < [-600]> then\n Reset\nend\n\ndefine Y Collisions (y vel)\nchange [ty v] by (Y Vel)\nTest For Collisions [50] [90] [50]\nwhile <(Touching?) = [yes]>\n if <(y vel) > [0]> then\n change [ty v] by (-1)\n else\n change [ty v] by (1)\n set [falling v] to [0]\n end\n set [y vel v] to [0]\n Test For Collisions [50] [90] [50]\nend\n\ndefine Test For Collisions (x hitbox) (y hitbox) (z hitbox)\nset [touching? v] to [no]\nset [touching end? v] to [no]\nfor each [counter v] in (length of [platform x pos v])\n if <<<not <(my variable) < ((item (Counter) of [platform x pos v]) - (x hitbox))>> and <not <(my variable) > ((item (Counter) of [platform x pos v]) + (x hitbox))>>> and <<<not <(Ty) < ((item (Counter) of [platform y pos v]) - (y hitbox))>> and <not <(Ty) > ((item (Counter) of [platform y pos v]) + (y hitbox))>>> and <<not <(Tz) < ((item (Counter) of [platform z pos v]) - (z hitbox))>> and <not <(Tz) > ((item (Counter) of [platform z pos v]) + (z hitbox))>>>>> then\n if < (item (Counter) of [platform type v]) contains [Platform]?> then\n set [touching? v] to [yes]\n else\n if < (item (Counter) of [platform type v]) contains [Lava]?> then\n Reset\n else\n if < (item (Counter) of [platform type v]) contains [Spike]?> then\n if <not <(Ty) > ((item (Counter) of [platform y pos v]) + ((y hitbox) - (15)))>> then\n Reset\n end\n else\n if << (item (Counter) of [platform type v]) contains [Bounce]?> or < (item (Counter) of [platform type v]) contains [Trampoline]?>> then\n set [y vel v] to [30]\n else\n if < (item (Counter) of [platform type v]) contains [Ice]?> then\n set [touching? v] to [yes]\n set [friction v] to [1]\n else\n if < (item (Counter) of [platform type v]) contains [Water]?> then\n change [y vel v] by (0.3)\n if <key (space v) pressed?> then\n change [y vel v] by (0.25)\n end\n else\n if < (item (Counter) of [platform type v]) contains [Slowness]?> then\n set [touching? v] to [yes]\n set [friction v] to [0.2]\n else\n if < (item (Counter) of [platform type v]) contains [invisible]?> then\n set [touching? v] to [yes]\n else\n if < (item (Counter) of [platform type v]) contains [End]?> then\n set [touching end? v] to [yes]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n stop [this script v]\n end\nend\n\ndefine X Collisions (x vel)\nchange [my variable v] by (X Vel)\nTest For Collisions [50] [90] [50]\nwhile <(Touching?) = [yes]>\n if <(x vel) > [0]> then\n change [my variable v] by (-1)\n else\n change [my variable v] by (1)\n end\n set [x vel v] to [0]\n Test For Collisions [50] [90] [50]\nend\n\ndefine Z Collisions (z vel)\nchange [tz v] by (Z Vel)\nTest For Collisions [50] [90] [50]\nwhile <(Touching?) = [yes]>\n if <(z vel) > [0]> then\n change [tz v] by (-1)\n else\n change [tz v] by (1)\n end\n set [z vel v] to [0]\n Test For Collisions [50] [90] [50]\nend\n\ndefine Reset\nset [x vel v] to [0]\nset [y vel v] to [0]\nset [z vel v] to [0]\nset [rot x v] to [0]\nset [rot y v] to [0]\nset [rot z v] to [0]\nset [rot speed v] to [4]\nset [speed v] to [2]\nset [my variable v] to [0]\nset [ty v] to [200]\nset [tz v] to [0]\n\ndefine Design\ndelete all of [platform x pos v]\ndelete all of [platform y pos v]\ndelete all of [platform z pos v]\ndelete all of [platform type v]\nif <(Level) = [1]> then\n Add Platform At [0] [0] [0] [platform cube]\n Add Platform At [0] [0] [1] [platform cube]\n Add Platform At [0] [0] [2] [platform cube]\n Add Moving Platform From [0] [0] [4] To [0] [10.01] [4] Type [platform] Speed [20]\n Add Platform At [0] [10] [5] [platform cube]\n Add Platform At [0] [10] [6] [platform cube]\n Add Platform At [0] [10] [7] [platform cube]\n Add Moving Platform From [0] [10.01] [9] To [0] [20.01] [9] Type [platform] Speed [20]\n Add Platform At [0] [20] [10] [platform cube]\n Add Platform At [0] [20] [11] [platform cube]\n Add Platform At [0] [20] [12] [platform cube]\n Add Platform At [0] [1] [1] [spike]\n Add Platform At [0] [11] [6] [spike]\n Add Platform At [0] [21] [11] [spike]\n Add Platform At [0] [20] [13] [end cube]\nelse\n if <(Level) = [2]> then\n Add Platform At [0] [0] [0] [platform cube]\n Add Platform At [0] [0] [1] [bounce cube]\n Add Platform At [0] [3] [2] [bounce cube]\n Add Platform At [0] [6] [3] [bounce cube]\n Add Platform At [0] [9] [4] [bounce cube]\n Add Platform At [0] [12] [5] [bounce cube]\n Add Platform At [1] [15] [6] [bounce cube]\n Add Platform At [1] [18] [7] [bounce cube]\n Add Platform At [1] [21] [8] [bounce cube]\n Add Platform At [1] [24] [9] [bounce cube]\n Add Platform At [1] [26] [10] [bounce cube]\n Add Platform At [2] [29] [12] [bounce cube]\n Add Platform At [2] [32] [13] [bounce cube]\n Add Platform At [2] [35] [14] [bounce cube]\n Add Platform At [2] [38] [15] [bounce cube]\n Add Platform At [2] [41] [16] [bounce cube]\n Add Platform At [3] [44] [17] [bounce cube]\n Add Platform At [3] [47] [18] [bounce cube]\n Add Platform At [3] [50] [19] [bounce cube]\n Add Platform At [3] [53] [20] [bounce cube]\n Add Platform At [3] [56] [21] [bounce cube]\n Add Platform At [4] [59] [22] [end cube]\n else\n if <(Level) = [3]> then\n Add Platform At [0] [0] [0] [platform cube]\n Add Platform At [0] [0] [1] [water cube]\n Add Platform At [0] [0] [2] [water cube]\n Add Platform At [0] [0] [3] [water cube]\n Add Platform At [0] [0] [4] [water cube]\n Add Platform At [0] [0] [5] [water cube]\n Add Platform At [0] [0] [6] [lava cube]\n Add Platform At [1] [0] [6] [water cube]\n Add Platform At [2] [0] [6] [water cube]\n Add Platform At [3] [0] [6] [water cube]\n Add Platform At [4] [0] [6] [water cube]\n Add Platform At [5] [0] [6] [water cube]\n Add Platform At [6] [0] [6] [end cube]\n else\n if <(Level) = [4]> then\n Add Platform At [0] [0] [0] [platform cube]\n Add Platform At [0] [0] [-1] [platform cube]\n Add Platform At [0] [0] [-2] [platform cube]\n Add Platform At [0] [0] [-3] [platform cube]\n Add Platform At [0] [0] [-4] [end cube]\n Add Platform At [0] [0] [1] [lava cube]\n Add Platform At [0] [0] [2] [lava cube]\n Add Platform At [0] [0] [3] [lava cube]\n Add Platform At [0] [0] [4] [lava cube]\n Add Platform At [0] [0] [5] [lava cube]\n Add Platform At [0] [0] [6] [lava cube]\n Add Platform At [0] [0] [7] [lava cube]\n Add Platform At [0] [0] [8] [lava cube]\n Add Platform At [0] [0] [9] [end cube]\n else\n if <(Level) = [5]> then\n Add Platform At [0] [-2] [0] [water cube]\n Add Platform At [0] [-1] [0] [water cube]\n Add Platform At [0] [0] [0] [water cube]\n Add Platform At [0] [1] [0] [water cube]\n Add Platform At [0] [2] [0] [water cube]\n Add Platform At [0] [3] [0] [water cube]\n Add Platform At [0] [4] [0] [water cube]\n Add Platform At [0] [5] [0] [water cube]\n Add Platform At [0] [6] [0] [water cube]\n Add Platform At [0] [7] [0] [water cube]\n Add Platform At [0] [8] [0] [water cube]\n Add Platform At [0] [9] [0] [water cube]\n Add Platform At [0] [10] [0] [water cube]\n Add Platform At [0] [11] [0] [water cube]\n Add Platform At [0] [12] [0] [water cube]\n Add Platform At [0] [13] [0] [water cube]\n Add Platform At [0] [14] [0] [water cube]\n Add Platform At [0] [15] [0] [water cube]\n Add Platform At [0] [16] [0] [end cube]\n else\n if <(Level) = [6]> then\n Add Platform At [0] [0] [0] [platform]\n Add Platform At [0] [0] [1] [ice]\n Add Platform At [0] [0] [2] [ice]\n Add Platform At [0] [0] [3] [ice]\n Add Platform At [0] [0] [7] [ice]\n Add Platform At [0] [0] [8] [ice]\n Add Platform At [0] [0] [9] [ice]\n Add Platform At [0] [0] [13] [ice]\n Add Platform At [0] [0] [14] [ice]\n Add Platform At [0] [0] [15] [ice]\n Add Platform At [0] [-1] [19] [end cube]\n Add Platform At [0] [0] [19] [end cube]\n Add Platform At [0] [1] [19] [end cube]\n else\n if <(Level) = [7]> then\n Add Platform At [-1] [0] [0] [platform]\n Add Platform At [0] [0] [0] [platform]\n Add Platform At [1] [0] [0] [platform]\n Add Platform At [0] [0] [1] [invisible]\n Add Platform At [0] [0] [2] [invisible]\n Add Platform At [0] [0] [3] [invisible]\n Add Platform At [0] [0] [4] [invisible]\n Add Platform At [0] [0] [5] [invisible]\n Add Platform At [0] [5] [1] [platform]\n Add Platform At [0] [5] [2] [platform]\n Add Platform At [0] [5] [3] [platform]\n Add Platform At [0] [5] [4] [platform]\n Add Platform At [0] [5] [5] [platform]\n Add Platform At [1] [0] [5] [invisible]\n Add Platform At [2] [0] [5] [invisible]\n Add Platform At [3] [0] [5] [invisible]\n Add Platform At [4] [0] [5] [invisible]\n Add Platform At [5] [0] [5] [invisible]\n Add Platform At [1] [5] [5] [platform]\n Add Platform At [2] [5] [5] [platform]\n Add Platform At [3] [5] [5] [platform]\n Add Platform At [4] [5] [5] [platform]\n Add Platform At [5] [5] [5] [platform]\n Add Platform At [5] [5] [6] [end]\n Add Platform At [5] [0] [6] [end]\n else\n if <(Level) = [8]> then\n Add Platform At [0] [0] [0] [platform]\n Add Platform At [-1] [0] [0] [platform]\n Add Platform At [1] [0] [0] [platform]\n Add Platform At [-1] [0] [1] [platform]\n Add Platform At [1] [0] [1] [platform]\n Add Platform At [0] [0] [2] [platform]\n Add Platform At [-1] [0] [3] [platform]\n Add Platform At [1] [0] [3] [platform]\n Add Platform At [0] [0] [4] [platform]\n Add Platform At [-1] [0] [5] [platform]\n Add Platform At [1] [0] [5] [platform]\n Add Platform At [0] [0] [6] [platform]\n Add Platform At [-1] [0] [7] [platform]\n Add Platform At [1] [0] [7] [platform]\n Add Platform At [0] [0] [8] [platform]\n Add Platform At [-1] [0] [9] [platform]\n Add Platform At [1] [0] [9] [platform]\n Add Platform At [0] [0] [10] [platform]\n Add Platform At [-1] [0] [11] [platform]\n Add Platform At [1] [0] [11] [platform]\n Add Platform At [0] [0] [12] [platform]\n Add Platform At [0] [1] [1] [spike]\n Add Platform At [-1] [1] [2] [spike]\n Add Platform At [1] [1] [2] [spike]\n Add Platform At [0] [1] [3] [spike]\n Add Platform At [-1] [1] [4] [spike]\n Add Platform At [1] [1] [4] [spike]\n Add Platform At [0] [1] [5] [spike]\n Add Platform At [-1] [1] [6] [spike]\n Add Platform At [1] [1] [6] [spike]\n Add Platform At [0] [1] [7] [spike]\n Add Platform At [-1] [1] [8] [spike]\n Add Platform At [1] [1] [8] [spike]\n Add Platform At [0] [1] [9] [spike]\n Add Platform At [-1] [1] [10] [spike]\n Add Platform At [1] [1] [10] [spike]\n Add Platform At [0] [1] [11] [spike]\n Add Platform At [-1] [1] [12] [spike]\n Add Platform At [1] [1] [12] [spike]\n Add Moving Platform From [0] [0] [14] To [0] [10.01] [14] Type [end cube] Speed [20]\n else\n if <(Level) = [9]> then\n Add Platform At [0] [0] [0] [platform cube]\n Add Platform At [0] [0] [1] [platform cube]\n Add Platform At [0] [0] [2] [platform cube]\n Add Platform At [0] [0] [3] [platform cube]\n Add Platform At [0] [0] [4] [platform cube]\n Add Platform At [0] [0] [5] [bounce cube]\n Add Platform At [0] [4] [0] [bounce cube]\n Add Platform At [0] [4] [1] [platform cube]\n Add Platform At [0] [4] [2] [platform cube]\n Add Platform At [0] [4] [3] [platform cube]\n Add Platform At [0] [4] [4] [platform cube]\n Add Platform At [0] [8] [1] [platform cube]\n Add Platform At [0] [8] [2] [platform cube]\n Add Platform At [0] [8] [3] [platform cube]\n Add Platform At [0] [8] [4] [bounce cube]\n Add Platform At [0] [12] [3] [platform cube]\n Add Platform At [0] [12] [2] [platform cube]\n Add Platform At [0] [12] [1] [end cube]\n else\n if <(Level) = [10]> then\n Add Platform At [0] [0] [0] [platform]\n Add Platform At [0] [0] [1] [ice]\n Add Platform At [0] [0] [2] [ice]\n Add Platform At [0] [0] [3] [ice]\n Add Platform At [0] [0] [4] [ice]\n Add Platform At [0] [0] [5] [ice]\n Add Platform At [0] [0] [6] [ice]\n Add Platform At [0] [0] [7] [ice]\n Add Platform At [0] [0] [8] [ice]\n Add Platform At [0] [0] [9] [platform]\n Add Platform At [1] [0] [9] [ice]\n Add Platform At [2] [0] [9] [ice]\n Add Platform At [3] [0] [9] [ice]\n Add Platform At [4] [0] [9] [ice]\n Add Platform At [5] [0] [9] [ice]\n Add Platform At [6] [0] [9] [ice]\n Add Platform At [7] [0] [9] [ice]\n Add Platform At [8] [0] [9] [ice]\n Add Platform At [9] [0] [9] [platform]\n Add Platform At [9] [0] [9] [ice]\n Add Platform At [9] [0] [8] [ice]\n Add Platform At [9] [0] [7] [ice]\n Add Platform At [9] [0] [6] [ice]\n Add Platform At [9] [0] [5] [ice]\n Add Platform At [9] [0] [4] [ice]\n Add Platform At [9] [0] [3] [ice]\n Add Platform At [9] [0] [2] [ice]\n Add Platform At [9] [0] [1] [ice]\n Add Platform At [9] [0] [0] [end]\n else\n if <(Level) = [11]> then\n Add Platform At [0] [0] [0] [platform]\n Add Platform At [1] [0] [0] [invisible]\n Add Platform At [2] [0] [0] [invisible]\n Add Platform At [3] [0] [0] [invisible]\n Add Platform At [4] [0] [0] [invisible]\n Add Platform At [5] [0] [0] [end]\n Add Platform At [-5] [0] [0] [end]\n Add Platform At [0] [0] [5] [end]\n Add Platform At [0] [0] [-5] [end]\n else\n if <(Level) = [12]> then\n Add Platform At [0] [0] [0] [platform]\n Add Platform At [0] [0] [1] [platform]\n Add Platform At [0] [0] [2] [platform]\n Add Platform At [0] [0] [3] [platform]\n Add Platform At [0] [0] [4] [platform]\n Add Platform At [0] [0] [5] [platform]\n Add Platform At [0] [0] [-1] [platform]\n Add Platform At [0] [1] [5] [invisible cube]\n Add Platform At [0] [2] [5] [invisible cube]\n Add Platform At [0] [0] [6] [end]\n Add Platform At [0] [0] [-1] [end]\n else\n if <(Level) = [13]> then\n Add Platform At [0] [0] [0] [platform cube]\n Add Platform At [0] [0] [2] [platform cube]\n Add Platform At [0] [0] [4] [platform cube]\n Add Platform At [0] [0] [6] [platform cube]\n Add Platform At [0] [0] [8] [platform cube]\n Add Platform At [0] [0] [10] [platform cube]\n Add Platform At [0] [0] [12] [platform cube]\n Add Platform At [0] [0] [14] [platform cube]\n Add Moving Platform From [0] [0] [15] To [0] [0] [19] Type [platform] Speed [20]\n Add Platform At [0] [0] [20] [platform]\n Add Platform At [0] [0] [22] [platform]\n Add Platform At [0] [0] [24] [end]\n else\n if <(Level) = [14]> then\n Add Platform At [0] [0] [0] [platform cube]\n Add Platform At [0] [4] [0] [platform cube]\n Add Platform At [1] [1] [0] [platform cube]\n Add Platform At [1] [2] [0] [platform cube]\n Add Platform At [1] [3] [0] [platform cube]\n Add Platform At [1] [4] [0] [platform cube]\n Add Platform At [0] [1] [1] [platform cube]\n Add Platform At [0] [2] [1] [platform cube]\n Add Platform At [0] [3] [1] [platform cube]\n Add Platform At [0] [4] [1] [platform cube]\n Add Platform At [0] [1] [-1] [platform cube]\n Add Platform At [0] [2] [-1] [platform cube]\n Add Platform At [0] [3] [-1] [platform cube]\n Add Platform At [0] [4] [-1] [platform cube]\n Add Platform At [-1] [1] [0] [platform cube]\n Add Platform At [-1] [2] [0] [platform cube]\n Add Platform At [-1] [3] [0] [platform cube]\n Add Platform At [-1] [4] [0] [platform cube]\n show variable [☁ highscore v]\n if <(☁ Highscore) > (timer)> then\n set [☁ highscore v] to (timer)\n stop [all v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Add Platform At (x) (y) (z) (type)\nadd ((x) * (100)) to [platform x pos v]\nadd ((y) * (100)) to [platform y pos v]\nadd ((z) * (100)) to [platform z pos v]\nadd (type) to [platform type v]\n\ndefine Calculate Distance\ndelete all of [block distance v]\nfor each [counter v] in (length of [platform x pos v])\n add (round ([sqrt v] of ((((my variable) - (item (Counter) of [platform x pos v])) * ((my variable) - (item (Counter) of [platform x pos v]))) + ((((Ty) - (item (Counter) of [platform y pos v])) * ((Ty) - (item (Counter) of [platform y pos v]))) + (((Tz) - (item (Counter) of [platform z pos v])) * ((Tz) - (item (Counter) of [platform z pos v]))))) )) to [block distance v]\nend\n\ndefine Sort\ndelete all of [sorted v]\ndelete all of [sorted order v]\ndelete all of [which one v]\nfor each [counter v] in (length of [block distance v])\n add (Counter) to [which one v]\nend\nfor each [counter v] in (length of [block distance v])\n Sort (item (Counter) of [block distance v]) into List\nend\n\ndefine Add Moving Platform From (x) (y) (z) To (x1) (y1) (z1) Type (type) Speed (speed)\nset [coefficient v] to ((([sin v] of ((timer) * (speed)) ) + (1)) / (2))\nAdd Platform At ((x) + ((Coefficient) * ((x1) - (x)))) ((y) + ((Coefficient) * ((y1) - (y)))) ((z) + ((Coefficient) * ((z1) - (z)))) (type)\n\nchange [level v] by (1)\n\n@tb\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n | ----------------------------Controls---------------------------\nThis project is participating in @5wonders's contest!\nALL ADS, SPAM, COPIES, AND CHAINMAIL WILL BE DELETED!!!\nSCROLL ALL THE WAY DOWN UNTIL THE TAGS PLEASE AND THANK YOU! :)\n\nThere are currently 14 levels!\nChromebooks will lag :/\nNo mobile controls :/\nIf you fall through the moving platform, reload the page :)\n\nArrow Keys to look around\nW,A,S,D to move\nSpace to jump\n\n-When your stuck in a blue box that is the end... for now.\n\n-Fullscreen Recommended\n\nCyan = Platform\nGreen = End\nYellow = Trampoline\nRed = Lava\Spike\nBlue = Water\nTransparent Cyan = Ice\n-----------------------------Credits----------------------------\n@k0stya for the 3D engine (Edited By Me)\n@-FlyingPig- for creating this\n@Bubblebee3 for the music\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 #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #3D \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n@Thecatsear |
Snowy II A platformer. | @Stage\n\nwhen flag clicked\nswitch backdrop to (arctic v)\n\nwhen I receive [change season v]\nswitch backdrop to (desert v)\n\nwhen flag clicked\nstart sound [Hello v]\n\n@player\n\nwhen flag clicked\nforever\n if <key (any v) pressed?> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nrepeat (5)\n change size by (-5)\n change [color v] effect by (-20)\nend\ndelete this clone\n\nwhen flag clicked\nshow\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-159) y: (-67)\nforever\n if <not <key (any v) pressed?>> then\n switch costume to (costume3 v)\n end\n if <key (right arrow v) pressed?> then\n change [x velocity v] by (1)\n if <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n else\n switch costume to (costume3 v)\n end\n end\n if <key (left arrow v) pressed?> then\n change [x velocity v] by (-1)\n if <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume3 v)\n end\n end\n set [x velocity v] to ((x velocity) * (0.9))\n change x by (x velocity)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((x velocity) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(x velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (y velocity)\n if <touching (level v)?> then\n change y by ((y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <key (up arrow v) pressed?> then\n 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: (-159) y: (-67)\n end\nend\n\nwhen I receive [restart v]\ngo to x: (-159) y: (-18)\n\nwhen flag clicked\nswitch costume to (costume3 v)\n\nwhen I receive [teleport v]\ngo to x: (195) y: (74)\n\nwhen I receive [teleport 2 v]\ngo to x: (-63) y: (16)\n\nwhen I receive [say v]\nsay [Thanks a lot.] for (1.5) seconds\nbroadcast (Change season v)\nbroadcast (Restart v)\n\n@level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n switch costume to (Level)\n if <(Level) = [16]> then\n stop [this script v]\n end\nend\n\nwhen I receive [change season v]\nswitch costume to (costume17 v)\n\n@Fall\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (Restart v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (Restart v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n hide\n end\nend\n\n@Snowfall\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nset [ghost v] effect to (pick random (25) to (40))\nset size to (pick random (50) to (90)) %\nset y to (pick random (156) to (-156))\nglide (1) secs to x: (-153) y: (pick random (156) to (-156))\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (0) seconds\nend\n\nwhen I receive [change season v]\nhide\nstop [other scripts in sprite v]\n\n@Spike\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (Restart v)\n end\nend\n\nwhen flag clicked\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [change season v]\nhide\n\n@SAW\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (Restart v)\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@ICE POND\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (Restart v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to [back v] layer\nforever\n if <(Level) = [9]> then\n show\n repeat (5)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\n repeat (5)\n change y by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n hide\n end\nend\n\n@Sprite8\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (Teleport v)\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Sprite9\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (Teleport 2 v)\n end\nend\n\n@SAW2\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (Restart v)\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@SAW3\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (Restart v)\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@ICE POND2\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (Restart v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to [back v] layer\nforever\n if <(Level) = [12]> then\n show\n repeat (5)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\n repeat (5)\n change y by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n hide\n end\nend\n\n@ICE POND3\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (Restart v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to [back v] layer\nforever\n if <(Level) = [12]> then\n show\n repeat (5)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\n repeat (5)\n change y by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n hide\n end\nend\n\n@Ruby\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [16]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <<key (space v) pressed?> and <touching (player v)?>> then\n say [Amazing, you actually beat my curse. You can have your parents now! Plus, I will change the season.] for (7) seconds\n broadcast (Say v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [17]> then\n hide\n end\nend\n\nwhen I receive [change season v]\nforever\n hide\nend\n\n@Text\n\n@cooltext364913183542453\n\n | You are a normal person, you lost your parents and the season changed when you touched a ruby that fell from the sky. You have to find the ruby to change the season and find your parents.\nGood Luck!!!\nPlease love and favourite. It improves my confidence. I might make a second sequel. So love and favourite are truly appreciated.\nCONTROLS:\nArrow keys.\nI will be making it mobile friendly later. |
Grasslands | A platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\n\nwhen I receive [player v]\nswitch backdrop to (2 v)\n\nwhen I receive [play v]\nswitch backdrop to (backdrop1 v)\n\nswitch backdrop to (backdrop1 v)\n\n@Player\n\nwhen flag clicked\nhide\n\ndefine Physics\nset size to (80) %\npoint in direction (90)\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x velocity v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x velocity v] by (-1)\nend\nset [x velocity v] to ((X velocity) * (0.9))\nchange x by (X velocity)\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 (-4)\n change x by ((X velocity) * (-1))\n if <key (up arrow v) pressed?> then\n if <(X velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [13]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\nend\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)\nif <<<touching (level v)?> and <key (up arrow v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [y velocity v] to [13]\nend\nif <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n change [scroll x v] by ((x position) * (-1))\nend\nif <key (up arrow v) pressed?> then\n change [scroll y v] by ((y position) * (-1))\nend\nchange y by (1)\nif <touching (spikes v)?> then\n Die\nend\nif <touching (exit v)?> then\n Next Level\n broadcast (Reset v)\nend\nif <not <touching (flag v)?>> then\n broadcast (Flag - 1 v)\nend\nif <(y position) = [-184]> then\n Die\nend\nif <touching (lava v)?> then\n Die\nend\nif <touching (key v)?> then\n broadcast (Key taken v)\nend\n\nwhen I receive [play v]\nshow\nset [level v] to [1]\nbroadcast (Reset v)\nforever\n Physics\nend\n\nwhen I receive [black v]\nif <key (any v) pressed?> then\n switch costume to (black v)\nend\n\nwhen I receive [blue v]\nif <key (any v) pressed?> then\n switch costume to (blue v)\nend\n\nwhen I receive [red v]\nif <key (any v) pressed?> then\n switch costume to (red v)\nend\n\nwhen I receive [pink v]\nif <key (any v) pressed?> then\n switch costume to (pink v)\nend\n\nwhen I receive [reset v]\nclear graphic effects\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-293) y: (0)\npoint in direction (90)\n\ndefine Next Level\nstart sound [Coin v]\nbroadcast (LevelUp v)\n\ndefine Die\nstart sound [Pew v]\nrepeat (10)\n change x by (5)\n change [ghost v] effect by (10)\nend\nbroadcast (Reset v)\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (26)\n\nwhen flag clicked\nswitch costume to (2 v)\n\nwhen I receive [levelup v]\nnext costume\n\nwhen flag clicked\nrepeat (10)\n wait (10) seconds\n start sound [Vexento - Pixel Party v]\n wait (168) seconds\n start sound [Vexento - Pixel Party v]\n wait (168) seconds\n start sound [Vexento - Pixel Party v]\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [play v]\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\nwhen flag clicked\ngo to [front v] layer\nshow\n\nhide\n\nwhen flag clicked\n\nwhen flag clicked\n\n\nwhen flag clicked\n\nwhen flag clicked\n\ndefine Level Physics\nforever\n if <(costume [number v]) = [6]> then\n broadcast (lava v)\n end\n if <(costume [number v]) = <(costume [number v]) > [6]>> then\n broadcast (unlava v)\n end\n if <(costume [number v]) = [4]> then\n broadcast (Key v)\n end\nend\n\nforever\n go to [front v] layer\nend\n\n@Exit\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nswitch costume to (flag - 1 v)\nshow\n\nwhen I receive [key v]\nswitch costume to (flag blocked v)\n\nwhen I receive [key taken v]\nswitch costume to (flag - 1 v)\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n@Nothing\n\n@Skip\n\nwhen this sprite clicked\nbroadcast (LevelUp v)\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\n\n@Player button\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nwait (9) seconds\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\nwhen I receive [play v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\nwhen this sprite clicked\nstart sound [Rip v]\nbroadcast (player v)\n\nwhen I receive [player v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (button v)\nwait (0.000001) seconds\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n show\n repeat (5)\n change y by (2)\n end\n repeat (5)\n change y by (-2)\n end\nend\n\n@Player1\n\nwhen flag clicked\nhide\n\nwhen I receive [player v]\nshow\nrepeat (65)\n change size by (2)\nend\n\nwhen flag clicked\nset size to (10) %\n\nwhen flag clicked\ngo to x: (45) y: (67)\n\nwhen this sprite clicked\nstart sound [Rip v]\nbroadcast (red v)\nbroadcast (play v)\n\nwhen I receive [play v]\nrepeat (65)\n change size by (-2)\nend\nhide\n\n@Player2\n\nwhen flag clicked\nhide\n\nwhen I receive [player v]\nshow\nrepeat (65)\n change size by (2)\nend\n\nwhen flag clicked\nset size to (10) %\n\nwhen flag clicked\ngo to x: (166) y: (68)\n\nwhen this sprite clicked\nstart sound [Rip v]\nbroadcast (black v)\nbroadcast (play v)\n\nwhen I receive [play v]\nrepeat (65)\n change size by (-2)\nend\nhide\n\n@Player3\n\nwhen flag clicked\nhide\n\nwhen I receive [player v]\nshow\nrepeat (65)\n change size by (2)\nend\n\nwhen flag clicked\nset size to (10) %\n\nwhen this sprite clicked\nstart sound [Rip v]\nbroadcast (pink v)\nbroadcast (play v)\n\nwhen I receive [play v]\nrepeat (65)\n change size by (-2)\nend\nhide\n\nwhen flag clicked\ngo to x: (36) y: (28)\n\n@Player4\n\nwhen flag clicked\nhide\n\nwhen I receive [player v]\ngo to x: (36) y: (28)\nshow\nrepeat (65)\n change size by (2)\nend\n\nwhen flag clicked\nset size to (10) %\n\nwhen this sprite clicked\nstart sound [Rip v]\nbroadcast (blue v)\nbroadcast (play v)\n\nwhen I receive [play v]\nrepeat (65)\n change size by (-2)\nend\nhide\n\n@Text\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen I receive [play v]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [levelup v]\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\n\n@Lava\n\nwhen flag clicked\nhide\n\nwhen I receive [lava v]\nforever\n show\n go to x: (-28) y: (-36)\n repeat (100)\n repeat until <(y position) = [-28]>\n change y by (1)\n end\n repeat until <(y position) = [-36]>\n change y by (-1)\n end\n end\nend\n\nwait (.25) seconds\nnext costume\n\nwhen I receive [unlava v]\nforever\n hide\n stop [this script v]\nend\n\nhide\n\n@Particle\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\ngo to [back v] layer\ngo to (random position v)\nforever\n create clone of (_myself_ v)\n wait (20) seconds\nend\n\nwhen I start as a clone\nforever\n go to x: (pick random (-250) to (250)) y: (pick random (-250) to (250))\n glide (pick random (4) to (10)) secs to x: (pick random (-250) to (250)) y: (177)\n if <(y position) = (pick random (-250) to (250))> then\n repeat (50)\n change [ghost v] effect by (2)\n end\n end\nend\n\nhide\n\ndelete this clone\n\n@Love, Favorite, Follow\n\nwhen flag clicked\nhide\nforever\n wait (pick random (40) to (45)) seconds\n switch costume to (costume2 v)\n go to x: (7) y: (46)\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@Sun\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\npoint in direction (90)\nset [ghost v] effect to (5)\nset [color v] effect to (0)\nforever\n go to x: (229) y: (154)\n turn left (0.2) degrees\n go to [back v] layer\nend\n\n@Intro\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nclear graphic effects\nswitch costume to (right v)\nset [c_id v] to [0]\nset [value v] to [0]\nhide\nrepeat (2)\n repeat (8)\n create clone of (_myself_ v)\n set [c_id v] to [Right]\n change [value v] by (2.5)\n end\n wait (0.1) seconds\n repeat (8)\n create clone of (_myself_ v)\n set [c_id v] to [Left]\n change [value v] by (2.5)\n end\n wait (0.1) seconds\nend\nwait (1) seconds\nset [c_id v] to [Slide Up]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [c_id v] to [Circle]\ncreate clone of (_myself_ v)\nwait (1.5) seconds\nset [c_id v] to [Up "T']\ncreate clone of (_myself_ v)\nset [c_id v] to [Down "T']\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(C_id) = [Right]> then\n clear graphic effects\n set size to (100) %\n show\n set size to (150) %\n point in direction (90)\n set [brightness v] effect to (value)\n go to x: (245) y: (-180)\n point in direction (-135)\n switch costume to (right v)\n repeat until <(round (direction)) = [90]>\n show\n go to [front v] layer\n turn right (((90) - (direction)) / (5)) degrees\n end\n point in direction (90)\n wait (1) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(C_id) = [Left]> then\n set size to (100) %\n clear graphic effects\n show\n set size to (150) %\n point in direction (90)\n set [brightness v] effect to (value)\n go to x: (-245) y: (-180)\n point in direction (-135)\n switch costume to (left v)\n repeat until <(round (direction)) = [90]>\n show\n go to [front v] layer\n turn right (((90) - (direction)) / (5)) degrees\n end\n point in direction (90)\n wait (1) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(C_id) = [Slide Up]> then\n set size to (100) %\n go to [front v] layer\n go to x: (0) y: (-560)\n switch costume to (slideup v)\n show\n clear graphic effects\n repeat (100)\n change y by (((0) - (y position)) / (5))\n end\n wait (5) seconds\n clear graphic effects\n set [ghost v] effect to (0)\n point in direction (90)\n go to x: (0) y: (0)\n repeat until <(round (direction)) = [180]>\n go to [front v] layer\n turn right (((180) - (direction)) / (5)) degrees\n change x by (((-200) - (x position)) / (3))\n end\n point in direction (90)\n go to x: (0) y: (0)\n repeat until <(round (x position)) = [465]>\n change x by (((465) - (x position)) / (3))\n change [ghost v] effect by (10)\n end\nend\n\nwhen I start as a clone\nif <(C_id) = [Circle]> then\n set size to (1) %\n go to [front v] layer\n go to x: (0) y: (0)\n switch costume to (costume1 v)\n show\n clear graphic effects\n go to [front v] layer\n repeat (40)\n set [size_vel v] to (((size_vel) * (.8)) + (((10) - (size)) / (5)))\n change size by (size_vel)\n end\n repeat until <(size) = [91]>\n change size by (((91) - (size)) / (3.5))\n change [ghost v] effect by (15)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(C_id) = [Up "T']> then\n show\n clear graphic effects\n switch costume to (down 't' v)\n go to x: (300) y: (0)\n repeat (30)\n go to [front v] layer\n set [size_vel v] to (((size_vel) * (.7)) + (((0) - (x position)) / (5)))\n change x by (size_vel)\n end\n Diamond\n wait (0.2) seconds\n Circle\n repeat (10)\n go to [front v] layer\n set [size_vel v] to (((size_vel) * (.7)) + (((300) - (y position)) / (5)))\n change y by (size_vel)\n change [ghost v] effect by (10)\n end\n go to x: (0) y: (-300)\n Diamond\n repeat (40)\n change [ghost v] effect by (-10)\n go to [front v] layer\n set [size_vel v] to (((size_vel) * (.8)) + (((0) - (y position)) / (10)))\n change y by (size_vel)\n end\n repeat (25)\n change x by (((300) - (x position)) / (5))\n change size by (((1) - (size)) / (5))\n end\n go to x: (-300) y: (0)\n Diamond\n repeat (40)\n set [size_vel v] to (((size_vel) * (.8)) + (((0) - (x position)) / (5)))\n change x by (size_vel)\n set [size_vel 2 v] to (((Size_Vel 2) * (.8)) + (((100) - (size)) / (5)))\n change size by (Size_Vel 2)\n end\n repeat (40)\n set [size_vel 2 v] to (((Size_Vel 2) * (.8)) + (((200) - (size)) / (5)))\n change size by (Size_Vel 2)\n end\n repeat (40)\n set [size_vel v] to (((size_vel) * (.8)) + (((1) - (size)) / (5)))\n change size by (size_vel)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(C_id) = [Down "T']> then\n hide\n wait (0.1) seconds\n show\n clear graphic effects\n switch costume to (up't' v)\n go to x: (-300) y: (0)\n repeat (30)\n go to [front v] layer\n set [size_vel v] to (((size_vel) * (.7)) + (((0) - (x position)) / (5)))\n change x by (size_vel)\n end\n wait (0.2) seconds\n repeat (10)\n go to [front v] layer\n set [size_vel v] to (((size_vel) * (.7)) + (((300) - (y position)) / (5)))\n change y by (size_vel)\n change [ghost v] effect by (10)\n end\n go to x: (0) y: (-300)\n set [size_vel v] to [0]\n repeat (40)\n change [ghost v] effect by (-10)\n go to [front v] layer\n set [size_vel v] to (((size_vel) * (.8)) + (((0) - (y position)) / (10)))\n change y by (size_vel)\n end\n repeat (25)\n change x by (((300) - (x position)) / (5))\n change size by (((1) - (size)) / (5))\n end\n go to x: (-300) y: (0)\n repeat (40)\n set [size_vel v] to (((size_vel) * (.8)) + (((0) - (x position)) / (5)))\n change x by (size_vel)\n set [size_vel 2 v] to (((Size_Vel 2) * (.8)) + (((100) - (size)) / (5)))\n change size by (Size_Vel 2)\n end\n Diamond\n repeat (40)\n set [size_vel 2 v] to (((Size_Vel 2) * (.8)) + (((200) - (size)) / (5)))\n change size by (Size_Vel 2)\n end\n Diamond\n repeat (40)\n change [ghost v] effect by (10)\n set [size_vel 2 v] to (((Size_Vel 2) * (.8)) + (((1) - (size)) / (5)))\n change size by (Size_Vel 2)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (0.3) seconds\nstart sound [Elektronomia - Summersong v]\n\ndefine Diamond\nset [c_id v] to [Diamond]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(C_id) = [Diamond]> then\n set size to (1) %\n go to [front v] layer\n go to x: (0) y: (0)\n switch costume to (diamond v)\n show\n clear graphic effects\n repeat until <(round (size)) = [200]>\n change size by (((200) - (size)) / (5))\n change [ghost v] effect by (10)\n next costume\n end\n delete this clone\nend\n\ndefine Circle\nset [c_id v] to [Circle 2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(C_id) = [Circle 2]> then\n show\n clear graphic effects\n go to [front v] layer\n switch costume to (circle blast v)\n set size to (20) %\n repeat until <(round (size)) = [140]>\n change size by (((140) - (size)) / (5))\n change [ghost v] effect by (8)\n end\n delete this clone\nend\n\n@Key\n\nrepeat (10)\n\nwhen flag clicked\nhide\n\ndefine Key Physics\nforever\n set size to (80) %\n turn right (1) degrees\n turn right (2) degrees\nend\n\nwhen I receive [key v]\ngo to x: (-15) y: (-75)\nshow\nforever\n repeat (100)\n change y by (2)\n end\nend\n\nwhen I receive [key taken v]\nforever\n hide\nend\n\n | @rolibdan32 ❤️and⭐ :0\n@-NerdAnimator- commented\n@CMlukian commented \n\nthis is t r a s h \nwow 700 views (._.')\nLove, Fav, and follow please\n\n#7 in #Save the planet !!!!! :DDDDD\n\nMy animation :\nhttps://scratch.mit.edu/projects/446570259/\n\n\n-800+ blocks \n-70+ costumes\n-100+ hours spent on it\n===========================================\n⤷Arrow keys to move.\n⤷N key to know your name \n-----------------------------------UPDATES---------------------------\nv1.0 : Creation of the game\nv1.1 : New Serif \nv1.2 : Mouse effect\nv1.3 : Deleted Intro with T and replaced by Pikachu\nv1.4 : Replaced Pikachu standing by Pikachu eating an apple\nv1.5 : Deleted intro sound and replaced by Pika \nv1.6 : Deleted Pikachu and replaced by introduction\nv1.7 : Added skip button, and subscribe arrows\nv1.8 : Added music : 'Never Give Up' and changed thumbnail.\nv1.9 : Added music 'Play' by @-Xaf-\nv2.0 : Changed thumbnail, added skins, fixed bugs, changed music.\nv2.1 : Added leaf effect and changed music. \nv2.2 : Changed thumbnail, changed grass, changed music. \nv2.3 : Changed intro\n===========================================\nThanks for all the support guys, thanks for viewing, following, liking and favoriting :))\n===========================================\n@Faiz_LOLexe for the Intro :\nhttps://scratch.mit.edu/projects/459053938/\n@Firedrake712 for leaves\n@t_le_meilleur for all the code \n@t_le_meilleur for being alive\n===========================================\n#all \n#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all #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#platformer#platformer#platformer#platformer#platformer#platformer#platformer \n\n\nsorry for resharing there were too many bugs |
pixel platformer | @Stage\n\n@Speler\n\nwhen flag clicked\nshow\nswitch costume to (costume2 v)\nset rotation style [left-right v]\ngo to x: (-215) y: (-116)\nset [level v] to [0]\nforever\n if <touching (teleportatie machine v)?> then\n go to x: (-215) y: (-116)\n change [level v] by (1)\n broadcast (teleportatie machine volgend uiterlijk v)\n end\n if <touching (rand 1 v)?> then\n change x by (4.8)\n end\n if <touching (spike v)?> then\n go to x: (-215) y: (-116)\n end\n if <touching (spike2 v)?> then\n go to x: (-215) y: (-116)\n end\n if <touching (spike3 v)?> then\n go to x: (-215) y: (-116)\n end\n if <touching (rand 2 v)?> then\n change x by (-4.8)\n end\n if <touching (spike4 v)?> then\n go to x: (-215) y: (-116)\n end\n if <touching (level 6 muur v)?> then\n change x by (-4.8)\n end\n if <<(level) = [5]> and <touching (spike3 v)?>> then\n broadcast (haha v)\n end\n if <touching (lava v)?> then\n go to x: (-215) y: (-116)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [0]> then\n broadcast (klaarzetten v)\n end\n if <(level) = [1]> then\n broadcast (spike level 2 v)\n end\n if <(level) = [2]> then\n broadcast (spikiiiiii v)\n end\n if <(level) = [3]> then\n broadcast (level 4 v)\n end\n if <(level) = [4]> then\n broadcast (spike level 3 v)\n end\n if <(level) = [5]> then\n broadcast (level 5 v)\n end\n if <(level) = [6]> then\n broadcast (level 6 v)\n end\n if <(level) = [7]> then\n broadcast (level 7 v)\n end\n if <(level) = [8]> then\n broadcast (you win v)\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.8)\n switch costume to (costume2 v)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.8)\n switch costume to (costume1 v)\n end\n set [xv v] to ((xv) * (0.9))\n change x by (xv)\n if <<touching color (#767676)?> or <touching color (#00ff54)?>> then\n change y by (1)\n if <<touching color (#767676)?> or <touching color (#00ff54)?>> then\n change y by (1)\n if <<touching color (#767676)?> or <touching color (#00ff54)?>> then\n change y by (1)\n if <<touching color (#767676)?> or <touching color (#00ff54)?>> then\n change y by (1)\n if <<touching color (#767676)?> or <touching color (#00ff54)?>> then\n change y by (1)\n if <<touching color (#767676)?> or <touching color (#00ff54)?>> then\n change x by ((xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <key (up arrow v) pressed?> then\n if <(xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [12]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (yv)\n if <<touching color (#767676)?> or <touching color (#00ff54)?>> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#767676)?> or <touching color (#00ff54)?>> then\n if <key (up arrow v) pressed?> then\n change [yv v] by (8.8)\n end\n end\n change y by (1)\nend\n\nwhen I start as a clone\nswitch costume to (uiterlijk1 v)\nforever\n wait (0) seconds\n change [ghost v] effect by (15)\n change size by (-2)\nend\n\nwhen I start as a clone\nwait (0.5) seconds\ndelete this clone\n\nwhen flag clicked\nforever\n wait (0.05) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n set size to (25) %\nend\n\n@ground\n\nwhen flag clicked\ngo to x: (-2) y: (-60)\n\n@rand 1\n\nwhen I receive [klaarzetten v]\nshow\n\n@spike\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\ngo to x: (-20) y: (-116)\n\nwhen I receive [spikiiiiii v]\ngo to x: (-68) y: (-116)\nshow\n\nwhen I receive [spike level 2 v]\nshow\ngo to x: (-68) y: (-116)\n\nwhen I receive [you win v]\nhide\n\nwhen I receive [level 4 v]\nshow\ngo to x: (-68) y: (-116)\n\nwhen I receive [level 5 v]\nshow\ngo to x: (-68) y: (-116)\n\nwhen I receive [level 6 v]\ngo to x: (-23) y: (-14)\nshow\n\nwait (3) seconds\n\nwhen I receive [level 7 v]\nhide\n\nwhen I receive [level 7 v]\nshow\ngo to x: (-37) y: (-56)\n\n@spike2\n\nwhen flag clicked\nhide\ngo to x: (75) y: (-116)\n\nwhen I receive [spikiiiiii v]\ngo to x: (26) y: (-116)\nshow\n\nwhen I receive [spike level 2 v]\nshow\ngo to x: (-23) y: (-116)\n\nwhen I receive [you win v]\nhide\n\nwhen I receive [level 4 v]\nshow\ngo to x: (-23) y: (-116)\n\nwhen I receive [level 5 v]\nshow\ngo to x: (-23) y: (-116)\n\nwhen I receive [level 6 v]\nhide\n\nwhen I receive [level 6 v]\nshow\ngo to x: (19) y: (-14)\n\nwhen I receive [level 7 v]\nshow\ngo to x: (7) y: (-56)\n\n@spike3\n\nwhen flag clicked\nhide\ngo to x: (75) y: (-116)\nforever\n if <<(level) = [5]> and <touching (speler v)?>> then\n broadcast (haha v)\n wait (4) seconds\n broadcast (verdwijn haha v)\n end\nend\n\nwhen I receive [spike level 3 v]\nshow\ngo to x: (82) y: (-115)\n\nwhen I receive [you win v]\nhide\n\nwhen I receive [level 4 v]\nshow\ngo to x: (20) y: (-116)\n\nwhen I receive [level 4 v]\ngo to x: (20) y: (-116)\nforever\n hide\n wait (1) seconds\n show\n wait (1) seconds\nend\n\nwhen I receive [level 6 v]\nhide\n\nwhen I receive [spikiiiiii v]\nshow\ngo to x: (70) y: (-116)\n\nwhen I receive [level 7 v]\nshow\ngo to x: (-81) y: (-56)\n\nhide\n\n@Sprite2\n\nwhen I receive [you win v]\nshow\n\nwhen I receive [klaarzetten v]\nhide\n\n@rand 2\n\nwhen I receive [you win v]\nshow\n\nwhen I receive [klaarzetten v]\nhide\n\n@platform level 6 .1\n\nwhen I receive [spikiiiiii v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [level 6 v]\ngo to [front v] layer\ngo to x: (-23) y: (-41)\nshow\n\nwhen I receive [you win v]\nhide\n\nwhen I receive [level 7 v]\nshow\ngo to x: (-56) y: (-85)\n\nwhen I receive [level 5 v]\nshow\ngo to x: (211) y: (70)\n\n@level 6 muur\n\nwhen flag clicked\nhide\n\nwhen I receive [level 6 v]\ngo to x: (258) y: (-117)\nshow\n\nwhen I receive [you win v]\nhide\n\nwhen I receive [level 7 v]\nhide\n\nwhen I receive [level 5 v]\ngo to x: (258) y: (-117)\nshow\n\n@teleportatie machine\n\nwhen I receive [klaarzetten v]\nshow\ngo to x: (270) y: (-157)\n\nwhen I receive [spike level 2 v]\nshow\ngo to x: (270) y: (-157)\n\nwhen I receive [spikiiiiii v]\nshow\ngo to x: (270) y: (-157)\n\nwhen I receive [level 4 v]\nshow\ngo to x: (270) y: (-157)\n\nwhen I receive [spike level 3 v]\nshow\ngo to x: (270) y: (-157)\n\nwhen I receive [level 5 v]\nshow\ngo to x: (273) y: (54)\n\nwhen I receive [level 6 v]\ngo to x: (268) y: (41)\nshow\n\nwhen I receive [you win v]\nhide\n\nwhen I receive [teleportatie machine volgend uiterlijk v]\nnext costume\n\nwhen flag clicked\nswitch costume to (uiterlijk1 v)\n\nwhen I receive [level 7 v]\nshow\ngo to x: (272) y: (-43)\n\n@Sprite1\n\nwhen I receive [klaarzetten v]\nshow\ngo to x: (36) y: (28)\n\nwhen I receive [spike level 2 v]\nhide\n\n@Sprite3\n\nwhen I receive [haha v]\ngo [backward v] (2) layers\ngo to x: (136) y: (-116)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [level 6 v]\nhide\n\nwhen I receive [verdwijn haha v]\nhide\n\n@lava\n\nwhen flag clicked\nhide\n\nwhen I receive [you win v]\nhide\n\nwhen I receive [level 7 v]\nshow\ngo to x: (-19) y: (-186)\n\n@platform level 6 .3\n\nwhen flag clicked\nhide\n\nwhen I receive [level 7 v]\nshow\ngo to x: (170) y: (-31)\n\nwhen I receive [spikiiiiii v]\nhide\n\nwhen I receive [level 6 v]\ngo to x: (169) y: (58)\nshow\n\nwhen I receive [you win v]\nhide\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [level 5 v]\nshow\ngo to x: (89) y: (4)\n\nwhen I receive [level 6 v]\nhide\n\n@Sprite5\n\nwhen flag clicked\nshow\ngo to x: (-150) y: (198)\n\nwhen I receive [you win v]\nhide\n\n@Sprite6\n\nwhen I receive [you win v]\ngo to x: (-24) y: (-96)\nshow\n\nwhen I receive [klaarzetten v]\nhide\n\n@tumbnail\n\nwhen flag clicked\nhide\n\n@spike4\n\nwhen flag clicked\nhide\ngo to x: (75) y: (-116)\n\nwhen I receive [spike level 3 v]\nhide\n\nwhen I receive [level 4 v]\nshow\ngo to x: (64) y: (-116)\n\n | use the arrow keys to move .\navoid spikes and go to the portal to go to the next level. |
Sonic - A Platformer #platformer #games | @Stage\n\nwhen I receive [screeeechhh v]\nif <(level) = [7]> then\n switch backdrop to (blue sky v)\nend\n\nwhen I receive [rip v]\nif <(level) < [10]> then\n change [deaths v] by (1)\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n stop all sounds\n play sound [Tobu - Candyland \[NCS Release\] v] until done\n set volume to (50) %\n end\nend\n\nwhen flag clicked\nset [start v] to [0]\n\nwhen I receive [game start v]\nset [start v] to [1]\n\nwhen I receive [game start v]\nforever\n if <(outro) = [1]> then\n switch backdrop to (outro v)\n else\n if <(level) = [1]> then\n switch backdrop to (blue sky3 v)\n else\n if <(level) = [2]> then\n switch backdrop to (blue sky4 v)\n else\n if <(level) = [3]> then\n switch backdrop to (blue sky5 v)\n else\n if <(level) = [7]> then\n switch backdrop to (blue sky2 v)\n else\n if <(level) = [9]> then\n switch backdrop to (blue sky6 v)\n else\n switch backdrop to (blue sky v)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [game start v]\nforever\n if <key (1 v) pressed?> then\n show variable [deaths v]\n end\nend\n\nwhen I receive [game start v]\nwait until <(level) = [10]>\nbroadcast (LAST LEVEL v)\n\nwhen I receive [game start v]\nset [username v] to (username)\n\nwhen I receive [game start v]\nswitch backdrop to (blue sky v)\n\nwhen flag clicked\nswitch backdrop to (blue sky v)\n\nwhen flag clicked\nset [deaths v] to [0]\nhide variable [deaths v]\n\nwhen flag clicked\nset [outro v] to [0]\n\nwhen I receive [outro v]\nset [outro v] to [1]\n\nwhen I receive [game start v]\nforever\n if <not <(easter egg) = [1]>> then\n if <not <(outro) = [1]>> then\n play sound [Tobu - Candyland \[NCS Release\] v] until done\n end\n end\nend\n\nwhen I receive [game start v]\nforever\n if <(outro) = [1]> then\n hide variable [deaths v]\n end\nend\n\nwhen I receive [outro v]\nstop all sounds\n\nwhen I receive [last level v]\nwait (8) seconds\nbroadcast (Outro v)\nset [outro v] to [1]\nwait (3.5) seconds\nhide list [url v]\n\nwhen flag clicked\nshow list [url v]\ndelete all of [url v]\nadd [Select a project to view its URL.] to [url v]\n\nset [outro v] to [1]\nbroadcast (Outro v)\n\n@BLANK\n\n@bridge\n\nwhen I receive [game start v]\nswitch costume to (costume1 v)\nforever\n if <(level) = [7]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [game start v]\nforever\n if <<(level) = [7]> and <key (e v) pressed?>> then\n ask [2\(2+6\)] and wait\n end\n if <(answer) = [16]> then\n switch costume to (costume6 v)\n broadcast (SCREEEECHHH v)\n end\nend\n\n@ground\n\nwhen I receive [game start v]\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n if <(outro) = [1]> then\n hide\n end\nend\n\nwhen I receive [outro v]\nhide\n\n@Lava/Ice Water\n\nwhen I receive [game start v]\nshow\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n repeat (10)\n change y by (-0.5)\n end\n repeat (10)\n change y by (0.5)\n end\nend\n\nwhen I receive [game start v]\nset [brightness v] effect to (-10)\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n if <(outro) = [1]> then\n hide\n end\nend\n\nwhen I receive [outro v]\nhide\n\n@Spikes\n\nwhen I receive [game start v]\nshow\nforever\n go to [back v] layer\n go to x: (0) y: (0)\n switch costume to (level)\nend\n\nwhen I receive [outro v]\nhide\n\n@player\n\ndefine platform physics (jump height) (gravity) (friction) (movement speed) (wall jump vm) (wall jump hm)\nset rotation style [left-right v]\nswitch costume to (hitbox v)\nchange y by (y vel)\nif <touching (ground v)?> then\n repeat ([abs v] of (y vel) )\n if <touching (ground v)?> then\n change y by ((-1) * (([abs v] of (y vel) ) / (y vel)))\n end\n if <touching (ground v)?> then\n change y by ((-1) * (([abs v] of (y vel) ) / (y vel)))\n end\n end\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(y position) < (mouse y)> and <mouse down?>>> and <not <(y vel) > [0]>>> then\n set [y vel v] to (jump height)\n else\n set [y vel v] to [0]\n end\nelse\n change [y vel v] by (gravity)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(x position) < (mouse x)> and <mouse down?>>> then\n point in direction (90)\n change [x vel v] by (movement speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n point in direction (-90)\n change [x vel v] by ((-1) * (movement speed))\nend\nchange x by (x vel)\nif <touching (ground v)?> then\n set [old y v] to (y position)\n repeat (([abs v] of (x vel) ) + (1))\n if <touching (ground v)?> then\n change y by (1)\n end\n end\n if <touching (ground v)?> then\n set y to (old y)\n repeat ([ceiling v] of ([abs v] of (x vel) ) )\n if <touching (ground v)?> then\n change x by ((-1) * (([abs v] of (x vel) ) / (x vel)))\n end\n end\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(y position) < (mouse y)> and <mouse down?>>> and <not <(y vel) > [0]>>> then\n if <(x vel) < [0]> then\n set [x vel v] to [0]\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n set [x vel v] to (wall jump hm)\n set [y vel v] to (wall jump vm)\n end\n else\n set [x vel v] to [0]\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(x position) < (mouse x)> and <mouse down?>>> then\n set [x vel v] to ((-1) * (wall jump hm))\n set [y vel v] to (wall jump vm)\n end\n end\n end\n end\nend\nset [x vel v] to ((x vel) * (friction))\nif <<<touching (spikes v)?> or <touching (gears v)?>> or <touching (lava/ice water v)?>> then\n set [x vel v] to [0]\n go to x: (-212) y: (0)\n broadcast (rip v)\nend\nif <<((x position) * (-1)) < [-246]> and <(level) < [10]>> then\n go to x: (-212) y: (0)\n change [level v] by (1)\nend\nif <touching (sand v)?> then\n change x by (-0.7)\nend\nif <touching (bridge v)?> then\n repeat ([abs v] of (y vel) )\n if <touching (bridge v)?> then\n change y by ((-1) * (([abs v] of (y vel) ) / (y vel)))\n end\n if <touching (bridge v)?> then\n change y by ((-1) * (([abs v] of (y vel) ) / (y vel)))\n end\n end\nend\nchange x by (x vel)\nif <touching (bridge v)?> then\n set [old y v] to (y position)\n repeat (([abs v] of (x vel) ) + (1))\n if <touching (bridge v)?> then\n change y by (1)\n end\n end\n if <touching (bridge v)?> then\n set y to (old y)\n repeat ([ceiling v] of ([abs v] of (x vel) ) )\n if <touching (bridge v)?> then\n change x by ((-1) * (([abs v] of (x vel) ) / (x vel)))\n end\n end\n end\nend\nset [x vel v] to ((x vel) * (friction))\n\nwhen I receive [go to v]\ngo to x: (-212) y: (0)\n\nchange [y vel v] by (gravity)\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (-212) y: (0)\nshow\nset [y vel v] to [0]\nset [x vel v] to [0]\nforever\n platform physics (10) (-1) (0.9) (.8) (8) (8)\nend\n\nwhen I receive [game start v]\nforever\n if <key (r v) pressed?> then\n broadcast (go to v)\n end\nend\n\nwhen flag clicked\nset voice to (tenor v)::tts\n\nwhen flag clicked\nwait (0.2) seconds\nforever\n if <(start) = [1]> then\n speak [ Welcome To Sonic - A Platformer!!! Use W A S D or The Arrow Keys To Move]::tts\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (0.2) seconds\nforever\n if <(level) = [2]> then\n speak [Watch Out For Lava, Ice, and Spikes!!]::tts\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (0.2) seconds\nforever\n if <(level) = [3]> then\n speak [You Can Wall Climb!!]::tts\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (0.2) seconds\nforever\n if <(level) = [7]> then\n speak [Press E And Answer The Question To Cross]::tts\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (0.2) seconds\nforever\n if <(level) = [9]> then\n speak [This Level Is Possible!!]::tts\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (0.2) seconds\nforever\n if <(level) = [10]> then\n speak [Comment "Victory". You have finished the game! If you liked it please give a star and a heart. Thank You So Much!!]::tts\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(outro) = [1]> then\n hide\n end\nend\n\nwhen I receive [game start v]\nshow\n\nwhen I receive [outro v]\nhide\n\n@trail\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 I receive [end v]\nhide\n\nwhen I receive [play v]\ngo to x: (-210) y: (-75)\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n go to (player v)\nend\n\nwhen flag clicked\nforever\n if <(outro) = [1]> then\n hide\n end\nend\n\nwhen I receive [game start v]\nshow\n\nwhen I receive [outro v]\nhide\n\n@TN\n\nwhen flag clicked\nwait (0.5) seconds\nhide\n\nwhen I receive [game start v]\nforever\n if <<key (space v) pressed?> and <(username) = [UnspeakableDud]>> then\n show\n else\n if <(outro) = [1]> then\n wait (20.74) seconds\n show\n else\n hide\n end\n end\nend\n\n@Sprite1\n\nwhen I receive [yeettt101 v]\nset [ghost v] effect to (0)\nstop all sounds\nswitch costume to (costume1 v)\nrepeat (11)\n wait (1) seconds\n next costume\nend\nstart sound [Music v]\n\nwhen I receive [go to v]\nset [easter egg v] to [0]\nhide\n\nwhen I receive [yeettt101 v]\nset [easter egg v] to [1]\n\nwhen flag clicked\nhide\nset [easter egg v] to [0]\nforever\n if <(easter egg) = [1]> then\n show\n go to [front v] layer\n end\nend\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (20) to (30)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(outro) = [1]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\n@Intro\n\nwhen I start as a clone\nif <(id) = [Rect]> then\n set size to [100] %\n go to [back v] layer\n switch costume to (rect v)\n set [ghost v] effect to (0)\n point in direction (0)\n go to x: (-1000) y: (0)\n set [brightness v] effect to ((xnew) * (5))\n go to [front v] layer\n show\n repeat (65)\n turn right ((((xnew) + (50)) - (direction)) * (.2)) degrees\n change x by (((((xnew) + (.5)) * (130)) - (x position)) * (.2))\n end\n wait (6) seconds\n repeat (1000)\n change [xnew v] by (-2)\n change [ghost v] effect by ((xnew) * (-.1))\n change x by ((xnew) * (2))\n end\n delete this clone\nend\nif <(id) = [2]> then\n set [brightness v] effect to (100)\n show\n set size to (100) %\n go to [front v] layer\n set [snew v] to [2]\n go to x: (-280) y: (0)\n switch costume to (ball v)\n repeat until <<(y position) > [-20]> and <(x position) > [-50]>>\n change [snew v] by ((snew) / (20))\n change x by (snew)\n set y to (([sin v] of (x position) ) * (100))\n end\n delete this clone\nend\nif <(id) = [1]> then\n switch costume to (ball v)\n set [brightness v] effect to (0)\n show\n set size to (100) %\n go to [front v] layer\n set [snew v] to [-2]\n go to x: (280) y: (0)\n switch costume to (ball v)\n repeat until <<[20] > (y position)> and <[50] > (x position)>>\n change [snew v] by ((snew) / (20))\n change x by (snew)\n set y to (([sin v] of (x position) ) * (100))\n end\n switch costume to (logo v)\n show\n go to x: (0) y: (0)\n point in direction (-150)\n set size to (0) %\n go to [front v] layer\n repeat until <(stuff) = [end]>\n set [snew v] to (((snew) * (0.8)) + (((120) - (size)) * (0.7)))\n change size by (snew)\n turn right (((90) - (direction)) * (0.3)) degrees\n end\n broadcast (sound end v)\n set [snew v] to [-1]\n repeat (20)\n change [ghost v] effect by ((0) - (Snew))\n change x by (Snew)\n change y by ((Snew) * (0.2))\n change [snew v] by (join [-] (([abs v] of (Snew) ) / (5)))\n end\n delete this clone\nend\nif <(id) = [circlesandsquares]> then\n hide\n go to [front v] layer\n switch costume to (join [tile] (pick random (1) to (4)))\n set size to (0) %\n set [ghost v] effect to (0)\n go to x: (pick random (-200) to (200)) y: (pick random (-200) to (200))\n point in direction (pick random (0) to (180))\n set [i v] to (pick random (10) to (100))\n set [v v] to (pick random (-2) to (2))\n show\n repeat (200)\n change size by (((i) - (size)) / (8))\n change x by ((v) / (4))\n change y by ((v) / (4))\n turn right ((v) * (3)) degrees\n end\n set [snew v] to [-1]\n repeat (20)\n change [ghost v] effect by ((0) - (Snew))\n change x by (Snew)\n change y by ((Snew) * (0.2))\n change [snew v] by (join [-] (([abs v] of (Snew) ) / (5)))\n end\n delete this clone\nend\n\nwhen I receive [sound start v]\nset volume to (0) %\nrepeat (50)\n change volume by (2)\nend\n\nwhen I receive [sound end v]\nrepeat (50)\n change volume by (-2)\nend\nset volume to (0) %\nbroadcast (game start v)\n\ndefine quick\nset [id v] to [Rect]\nset [xnew v] to [-4]\nrepeat (6)\n change [xnew v] by (1)\n create clone of (_myself_ v)\nend\n\ndefine set size to (%) %\nswitch costume to (dot v)\nset size to (%) %\nswitch costume to (rect v)\n\nset [snew v] to [-1]\n\nwhen flag clicked\nbroadcast (sound start v)\nstart sound [NIVIRO - Flashes v]\nswitch backdrop to (backdrop1 v)\nhide\nset [stuff v] to [0]\nquick\nwait (1) seconds\nset [id v] to [0]\nrepeat (2)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\nset [id v] to [circlesandsquares]\nrepeat (15)\n create clone of (_myself_ v)\nend\nwait (6) seconds\nset [stuff v] to [end]\n\n@Outro\n\nwhen flag clicked\nshow list [url v]\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n go to x: (-700) y: (-700)\n show\n go to [back v] layer\n repeat until <<(round (x position)) = [0]> and <(round (y position)) = [0]>>\n change x by (((0) - (x position)) / (5))\n change y by (((0) - (y position)) / (5))\n end\n go to x: (0) y: (0)\n set [i v] to [15]\n repeat until <(y position) < [-179]>\n change size by (-1)\n turn left (2) degrees\n change [ghost v] effect by (5)\n change y by (I)\n change [i v] by (-2)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n go to x: (700) y: (-700)\n show\n go to [front v] layer\n repeat until <<(round (x position)) = [0]> and <(round (y position)) = [0]>>\n change x by (((0) - (x position)) / (5))\n change y by (((0) - (y position)) / (5))\n end\n go to x: (0) y: (0)\n set [i v] to [15]\n repeat until <(y position) < [-179]>\n change size by (-1)\n turn right (2) degrees\n change [ghost v] effect by (5)\n change y by (I)\n change [i v] by (-2)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n go to x: (700) y: (-700)\n show\n go to [front v] layer\n repeat until <<(round (x position)) = [0]> and <(round (y position)) = [0]>>\n change x by (((0) - (x position)) / (5))\n change y by (((0) - (y position)) / (5))\n end\n go to x: (0) y: (0)\n set [i v] to [15]\n repeat until <(y position) < [-179]>\n change size by (-1)\n turn right (2) degrees\n change [ghost v] effect by (5)\n change y by (I)\n change [i v] by (-2)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n go to x: (-700) y: (700)\n show\n go to [back v] layer\n repeat until <<(round (x position)) = [0]> and <(round (y position)) = [0]>>\n change x by (((0) - (x position)) / (5))\n change y by (((0) - (y position)) / (5))\n end\n go to x: (0) y: (0)\n point in direction ((([sin v] of ((easter egg) / (3)) ) * (10)) - (90))\n forever\n point in direction ((([sin v] of ((easter egg) / (3)) ) * (10)) - (90))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [4]> then\n go to x: (0) y: (-700)\n show\n go to [front v] layer\n repeat until <<(round (x position)) = [-150]> and <(round (y position)) = [30]>>\n change x by (((-150) - (x position)) / (5))\n change y by (((30) - (y position)) / (5))\n end\n go to x: (-150) y: (30)\n forever\n if <touching (mouse-pointer v)?> then\n set [bounce size v] to (((bounce size) * (.8)) + (((130) - (size)) / (5)))\n change size by (bounce size)\n set [brightness v] effect to (25)\n else\n set [bounce size v] to (((bounce size) * (.8)) + (((100) - (size)) / (5)))\n change size by (bounce size)\n set [brightness v] effect to (0)\n end\n point in direction ((([sin v] of (((easter egg) * (3)) / (2)) ) * (10)) - (-90))\n change [easter egg v] by (6)\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [5]> then\n go to x: (0) y: (-700)\n show\n go to [front v] layer\n repeat until <<(round (x position)) = [-90]> and <(round (y position)) = [30]>>\n change x by (((-90) - (x position)) / (5))\n change y by (((30) - (y position)) / (5))\n end\n go to x: (-90) y: (30)\n forever\n if <touching (mouse-pointer v)?> then\n set [bounce size v] to (((bounce size) * (.8)) + (((130) - (size)) / (5)))\n change size by (bounce size)\n set [brightness v] effect to (25)\n else\n set [bounce size v] to (((bounce size) * (.8)) + (((100) - (size)) / (5)))\n change size by (bounce size)\n set [brightness v] effect to (0)\n end\n point in direction ((([sin v] of (((easter egg) * (3)) / (2)) ) * (10)) - (-90))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [6]> then\n go to x: (0) y: (-700)\n show\n go to [front v] layer\n repeat until <<(round (x position)) = [-150]> and <(round (y position)) = [-35]>>\n change x by (((-150) - (x position)) / (5))\n change y by (((-35) - (y position)) / (5))\n end\n go to x: (-150) y: (-35)\n forever\n if <touching (mouse-pointer v)?> then\n set [bounce size v] to (((bounce size) * (.8)) + (((130) - (size)) / (5)))\n change size by (bounce size)\n set [brightness v] effect to (25)\n else\n set [bounce size v] to (((bounce size) * (.8)) + (((100) - (size)) / (5)))\n change size by (bounce size)\n set [brightness v] effect to (0)\n end\n point in direction ((([sin v] of (((easter egg) * (3)) / (2)) ) * (10)) - (-90))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [7]> then\n go to x: (0) y: (-700)\n show\n go to [front v] layer\n repeat until <<(round (x position)) = [-90]> and <(round (y position)) = [-40]>>\n change x by (((-90) - (x position)) / (5))\n change y by (((-40) - (y position)) / (5))\n end\n go to x: (-90) y: (-40)\n forever\n if <touching (mouse-pointer v)?> then\n set [bounce size v] to (((bounce size) * (.8)) + (((130) - (size)) / (5)))\n change size by (bounce size)\n set [brightness v] effect to (25)\n else\n set [bounce size v] to (((bounce size) * (.8)) + (((100) - (size)) / (5)))\n change size by (bounce size)\n set [brightness v] effect to (0)\n end\n point in direction ((([sin v] of (((easter egg) * (3)) / (2)) ) * (10)) - (-90))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [8]> then\n go to x: (130) y: (100)\n show\n set size to (25) %\n go to [front v] layer\n set [brightness v] effect to (0)\n repeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (5))\n end\n forever\n if <touching (mouse-pointer v)?> then\n set [bounce size v] to (((bounce size) * (.8)) + (((130) - (size)) / (5)))\n change size by (bounce size)\n set [brightness v] effect to (25)\n replace item (1) of [url v] with [youtube.com/watch?v=UTwsdzTGnuE]\n else\n set [bounce size v] to (((bounce size) * (.8)) + (((100) - (size)) / (5)))\n change size by (bounce size)\n set [brightness v] effect to (0)\n end\n point in direction ((([sin v] of ((easter egg) / (2)) ) * (10)) - (-90))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [9]> then\n go to x: (130) y: (-100)\n show\n set size to (25) %\n go to [front v] layer\n set [brightness v] effect to (0)\n repeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (5))\n end\n forever\n if <touching (mouse-pointer v)?> then\n set [bounce size v] to (((bounce size) * (.8)) + (((130) - (size)) / (5)))\n change size by (bounce size)\n set [brightness v] effect to (25)\n replace item (1) of [url v] with [scratch.mit.edu/projects/442124944]\n else\n set [bounce size v] to (((bounce size) * (.8)) + (((100) - (size)) / (5)))\n change size by (bounce size)\n set [brightness v] effect to (0)\n end\n point in direction ((([sin v] of ((easter egg) / (2)) ) * (10)) - (-90))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [10]> then\n go to x: (-100) y: (-125)\n show\n set size to (25) %\n go to [front v] layer\n set [brightness v] effect to (0)\n repeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (5))\n end\n forever\n point in direction ((([sin v] of ((easter egg) / (4)) ) * (10)) - (-90))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [11]> then\n go to x: (-100) y: (125)\n show\n set size to (25) %\n go to [front v] layer\n set [brightness v] effect to (0)\n repeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (5))\n end\n forever\n point in direction ((([sin v] of ((easter egg) / (4)) ) * (10)) - (-90))\n end\nend\n\nwhen I receive [outro v]\nwait (0.2) seconds\nset volume to (100) %\nstart sound (pick random (1) to (3))\nwait (20.72) seconds\nshow list [url v]\nstop [all v]\n\ndefine Outro\nhide\npoint in direction (90)\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\nwait (2) seconds\nswitch costume to (filler v)\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nswitch costume to (heart v)\ncreate clone of (_myself_ v)\nswitch costume to (star v)\ncreate clone of (_myself_ v)\nswitch costume to (remix v)\ncreate clone of (_myself_ v)\nswitch costume to (follow v)\ncreate clone of (_myself_ v)\nwait (1) seconds\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 (comment v)\ncreate clone of (_myself_ v)\nswitch costume to (text v)\ncreate clone of (_myself_ v)\n\nwhen I receive [outro v]\nOutro\n\nwhen I receive [outro v]\nreplace item (1) of [url v] with [Select a project to view its URL.]\nwait (3.5) seconds\nhide list [url v]\n\n@sun\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nshow\ngo to x: (-5) y: (-25)\nset size to (100) %\nset [sun suze v] to [100]\nforever\n change size by ([cos v] of (Sun Suze) )\n change [sun suze v] by (7)\nend\n\nwhen [space v] key pressed\nhide\n\nwhen I receive [outro v]\nhide\n\n@b\n\nwhen flag clicked\nhide\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [start project v]\ngo to [back v] layer\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [1920] [0] [5]\nステージ配置 [2400] [0] [6]\nステージ配置 [2880] [0] [7]\nステージ配置 [3360] [0] [8]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\n | Welcome To Sonic - A Platformer... this is a mobile-friendly platformer. Every level is completely possible... every level has been tested!!!\n( Look For The Easter Egg ._. Maybe this could be of interest... ^^VV<><> )\n\nMy YouTube Channel: https://www.youtube.com/channel/UC2uGwPnwHeTe8qwdrH4Uo9Q\n\nControls:\nTo Move: WASD, Arrow Keys, or Tap\nTo Reset: R\nTo Interact: E\nTo Show Deaths: 1\n\nThis is a platformer made for YEETTT101's platformer contest. Also, it is only 10 levels but I will add more soon... if you can't figure out the question use a calculator!! \n\n1237 Blocks :>\n\n#platformer #games |
Seasons a 360 platformer #games | @Stage\n\nwhen flag clicked\nforever\n switch backdrop to (LEVEL)\nend\n\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n play sound [Treenan v] until done\nend\n\nwhen flag clicked\nset volume to (100) %\nforever\n if <key (m v) pressed?> then\n if <(volume) = [100]> then\n set volume to (0) %\n else\n set volume to (100) %\n end\n wait until <not <key (m v) pressed?>>\n end\nend\n\n@Ground\n\ndefine Set size hack to (size hack)\nswitch costume to (size hack v)\nset size to (size hack) %\nswitch costume to (LEVEL)\n\nwhen I receive [respawn v]\nStuff\n\nwhen flag clicked\nset [level v] to [1]\nbroadcast (Respawn v) and wait\nforever\n switch costume to (LEVEL)\n if <(LEVEL) = [5]> then\n hide\n end\n change [y vel v] by (1)\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > ([x position v] of [player v])> and <mouse down?>>> then\n change [d vel v] by ((speed) * (-1))\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < ([x position v] of [player v])> and <mouse down?>>> then\n change [d vel v] by (speed)\n end\n set [d vel v] to ((D VEL) * (0.8))\n turn right (D VEL) degrees\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (4)\n turn right ((D VEL) * (-1)) degrees\n set [d vel v] to [0]\n end\n end\n end\n end\n end\n change [sky time v] by (1)\n change y by (Y VEL)\n if <touching (player v)?> then\n change y by ((Y VEL) * (-1))\n set [y vel v] to [0]\n end\n change y by (1)\n if <touching (player v)?> then\n set [sky time v] to [0]\n if <(sky time) < [2]> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (15)) > ([y position v] of [player v])> and <mouse down?>>> then\n set [y vel v] to [-12]\n end\n end\n end\n change y by (-1)\n set [rot y v] to (y position)\nend\n\ngo to [front v] layer\n\nrepeat until <not <touching (player v)?>>\n\nset [level v] to [3]\ngo to x: (-10) y: (-666)\npoint in direction (-164)\n\nset [level v] to [2]\ngo to x: (-10) y: (-491)\npoint in direction (-174)\n\nset [level v] to [1]\ngo to x: (-10) y: (-491)\npoint in direction (55)\n\nset [level v] to [4]\ngo to x: (-10) y: (-494)\npoint in direction (165)\nset [d vel v] to [0]\nset [y vel v] to [0]\n\nset [level v] to [4]\n\nset [level v] to [4]\ngo to x: (-10) y: (-494)\npoint in direction (-166)\nset [d vel v] to [0]\nset [y vel v] to [0]\n\nchange [level v] by (1)\n\ndefine Stuff\nset [size hack v] to [6]\nset [size hack v] to ((SIZE HACK) * (100))\nset [speed v] to [0.15]\nSet size hack to (SIZE HACK)\npoint in direction (90)\ngo to x: (-10) y: (-520)\nset [d vel v] to [0]\nset [y vel v] to [0]\nset [tw v] to [0]\nshow\n\n@Player\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n change y by (-5)\n if <touching color (#ff9e00)?> then\n change [level v] by (1)\n broadcast (Respawn v) and wait\n end\n if <touching (danger v)?> then\n broadcast (Respawn v) and wait\n end\n if <touching (bouncy v)?> then\n set [y vel v] to [0]\n change [y vel v] by (-18)\n end\n change y by (5)\nend\n\nset [level v] to [1]\n\nwhen flag clicked\nset size to (80) %\nforever\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (15)) > ([y position v] of [player v])> and <mouse down?>>> and <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > ([x position v] of [player v])> and <mouse down?>>>> then\n switch costume to (right up v)\n else\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (15)) > ([y position v] of [player v])> and <mouse down?>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < ([x position v] of [player v])> and <mouse down?>>>> then\n switch costume to (left up v)\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (15)) > ([y position v] of [player v])> and <mouse down?>>> then\n switch costume to (up v)\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > ([x position v] of [player v])> and <mouse down?>>> then\n switch costume to (right v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < ([x position v] of [player v])> and <mouse down?>>> then\n switch costume to (left v)\n else\n switch costume to (middle v)\n end\n end\n end\n end\n end\n if <(LEVEL) = [5]> then\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n\nchange x by ((((mouse x) / (27)) - (x position)) * (0.1))\nchange y by ((((mouse y) / (27)) - (y position)) * (0.1))\n\nwhen I receive [respawn v]\nshow\n\n@Danger\n\ndefine Set size hack to (size hack)\nswitch costume to (size hack v)\nset size to (size hack) %\nswitch costume to (LEVEL)\n\nwhen I receive [respawn v]\nshow\npoint in direction (90)\ngo to x: (-10) y: (-500)\nset [d vel v] to [0]\nset [y vel v] to [0]\nSet size hack to (SIZE HACK)\n\nwhen flag clicked\nbroadcast (Respawn v)\nSet size hack to (SIZE HACK)\nforever\n go to [back v] layer\n switch costume to (LEVEL)\n if <(LEVEL) = [5]> then\n hide\n end\n go to (ground v)\n point in direction ([direction v] of [ground v])\nend\n\ndefine Game\n\nset [level v] to [3]\n\nGame\n\n@Bouncy\n\ndefine Set size hack to (size hack)\nswitch costume to (size hack v)\nset size to (size hack) %\nswitch costume to (LEVEL)\n\nwhen I receive [respawn v]\nshow\npoint in direction (90)\ngo to x: (-10) y: (-500)\nset [d vel v] to [0]\nset [y vel v] to [0]\n\nwhen flag clicked\nbroadcast (Respawn v)\nSet size hack to (SIZE HACK)\nforever\n go to [back v] layer\n switch costume to (LEVEL)\n if <(LEVEL) = [5]> then\n hide\n end\n go to (ground v)\n point in direction ([direction v] of [ground v])\nend\n\ndefine Game\n\nGame\n\n@Particles\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nGO\n\ndefine GO\ngo to x: (230) y: (pick random (-160) to (170))\npoint in direction (pick random (-70) to (-105))\nset size to (pick random (150) to (200)) %\nset [ghost v] to (pick random (6) to (16))\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nif <(LEVEL) = [1]> then\n switch costume to (pick random (1) to (2))\nelse\n if <(LEVEL) = [2]> then\n switch costume to (pick random (3) to (4))\n else\n if <(LEVEL) = [3]> then\n switch costume to (pick random (5) to (6))\n else\n if <(LEVEL) = [4]> then\n switch costume to (pick random (7) to (8))\n end\n end\n end\nend\nrepeat (5)\n change [ghost v] effect by ((ghost) * (-1))\nend\nrepeat until <<(x position) < [-230]> or <<(y position) > [175]> or <(y position) < [-175]>>>\n move (pick random (7) to (13)) steps\n go to [front v] layer\n turn left (pick random (-1) to (1)) degrees\n if <(LEVEL) = [5]> then\n hide\n end\nend\nrepeat (5)\n change [ghost v] effect by (ghost)\nend\n\nwhen flag clicked\nforever\n if <not <(LEVEL) = [5]>> then\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\nend\n\nchange [level v] by (1)\n\n@Thing\n\nwhen flag clicked\nset [click v] to [0]\nforever\n if <(LEVEL) = [5]> then\n if <(click) = [0]> then\n show\n set [ghost v] effect to (100)\n repeat (50)\n change [ghost v] effect by (-2)\n end\n change [click v] by (1)\n end\n else\n hide\n end\nend\n\nset [level v] to [5]\n\n@Thumb\n\nwhen flag clicked\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\n go to [front v] layer\n repeat (10)\n go [forward v] (10) layers\n end\nend\n\n@Clouds\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n hide\n if <(PAUSE) = [0]> then\n create clone of (_myself_ v)\n wait (pick random (0.5) to (2)) seconds\n end\nend\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (5))\ngo to x: (-250) y: (pick random (-60) to (160))\nset [ghost v] effect to (pick random (40) to (70))\nrepeat until <(x position) > [267]>\n if <(PAUSE) = [0]> then\n change x by (pick random (2) to (5))\n go to [back v] layer\n go to [back v] layer\n go [backward v] (999) layers\n end\nend\ndelete this clone\n\nwhen I receive [setup v]\ndelete this clone\n\n | To start it, spam the flag or else it might not work\nFinally it's done in a month (I hate level designs)!\n\nCursor keys, WAD, or mobile! \nM to mute/unmute\n\nHope you like it!\n\n1K followers for a sequel!\n\n\nBlue = Winter = easy\nGreen = Spring = medium\nGreen (2) = Summer = hard\nOrange = Fall/Autumn = challenge\n\nALL LEVELS ARE POSSIBLE (update: or are they?)\n\n@KingQuacks part of the thumbnail and a lot of support :)\n@pranavhaha for the amazing tutorial :)\n@kool_kodes and @_SCRATCHY_LAZAR and @StratfordJames for inspiration\n@-Xaf- for the awesome music!\n@TheCactusMaster (Me) for the art and the rest.\n\n#games #all #360 #platformer #Seasons #al |
Platformer v.1.24 (v.1.24 is BETA) | @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 [h v] key pressed\nhide variable [mouse v]\n\n@Blank\n\n@player\n\nwhen flag clicked\nbroadcast (Green flag v) and wait\nbroadcast (Play game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nhide variable [☁ world record v]\nhide variable [personal best v]\nset [personal best v] to [9999999999999999999999999]\nhide variable [your score was: v]\nhide variable [your score was: v]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Game on\nhide variable [your score was: v]\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 [sx v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nshow variable [collected v]\nset [ghost v] effect to (0)\nset size to (100) %\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 y v] by (round (((x) - (SCROLL X)) / (10)))\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 (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\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\nwhen flag clicked\nreset timer\nforever\n if <(LEVEL) = [1]> then\n hide variable [your score was: v]\n end\n if <(LEVEL) = [2]> then\n hide variable [your score was: v]\n end\n if <(LEVEL) = [3]> then\n set [your score was: v] to (timer)\n forever\n show variable [your score was: v]\n reset timer\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [3]> then\n broadcast (Game Win v) and wait\n show variable [☁ world record v]\n show variable [personal best v]\n show variable [your score was: v]\n if <(Personal Best) > (YOUR SCORE WAS:)> then\n set [personal best v] to (YOUR SCORE WAS:)\n if <(☁ World Record) > (Personal Best)> then\n set [☁ world record v] to (Personal Best)\n end\n stop [this script v]\n end\n end\nend\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [name v]) = [Open]> and <touching (player v)?>> then\n set [exit v] to [Win]\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [-50]\nif <(LEVEL) = [1]> then\n switch costume to (closed v)\n Clone at x: [1294] y: [-53]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (closed v)\n Clone at x: [444] y: [1072]\n else\n set [x v] to [-99999999999999]\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [0] y: [200]\n Clone at x: [0] y: [250]\n Clone at x: [0] y: [250]\n Clone at x: [200] y: [250]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [0] y: [200]\n Clone at x: [0] y: [250]\n Clone at x: [0] y: [250]\n Clone at x: [200] y: [250]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n if <(COLLECTED) = (COLLECTED MAX)> then\n broadcast (Open Portal v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [collected max v] to [0]\nset [x v] to [0]\nset [y v] to [-50]\nif <(LEVEL) = [1]> then\n switch costume to (dot v)\n Clone at x: [819] y: [83]\n Clone at x: [360] y: [3]\n Clone at x: [649] y: [-9]\n Clone at x: [1124] y: [10]\n Clone at x: [-121] y: [-59]\n Clone at x: [129] y: [-46]\n Clone at x: [548] y: [-64]\n Clone at x: [911] y: [-43]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (dot v)\n Clone at x: [140] y: [-82]\n Clone at x: [-222] y: [140]\n Clone at x: [-16] y: [427]\n Clone at x: [211] y: [508]\n Clone at x: [-88] y: [686]\n Clone at x: [-80] y: [830]\n Clone at x: [88] y: [956]\n Clone at x: [246] y: [1041]\n else\n if <(LEVEL) = [3]> then\n switch costume to (costume1 v)\n Clone at x: [0] y: [100]\n end\n end\nend\nset [x v] to [-99999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\n | =================Instruction=================\n# right arrow - right\n# if lag click flag\n# left arrow - left\n# jump - up arrow\n# aim of the game is to finish all of levels\n# green flag to reset\n# do not fall into a lava (red)\n# do not fall\n# h - hide position of mouse\n# collect all the points to open portal\n# did not touch purple and pink\n# write your time in comment\n# my best is 27,918 seconds\n==========================================\nMy youtube channel https://www.youtube.com/channel/UCRFUxdesO8BKU-sTdEdhUPA?view_as=subscriber |
Platformer Creator #games #scrolling #platformer | @Stage\n\nwhen flag clicked\nforever\n switch backdrop to (theme)\nend\n\n@Lag Reduction\n\n@Intro\n\nwhen flag clicked\nhide\nswitch costume to (background v)\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nswitch costume to (dot1 v)\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nswitch costume to (dot2 v)\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nswitch costume to (dot3 v)\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nswitch costume to (circle1 v)\ncreate clone of (_myself_ v)\nswitch costume to (circle2 v)\ncreate clone of (_myself_ v)\nswitch costume to (master v)\nwait (2) seconds\nbroadcast (initialize project v)\n\nwhen I start as a clone\nif <(costume [name v]) = [background]> then\n go to x: (0) y: (0)\n set size to (100) %\n show\nend\nif < (costume [name v]) contains [dot]?> then\n point in direction (0)\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n set size to (0) %\n show\n repeat (15)\n turn right (((90) - (direction)) / (5)) degrees\n change size by (((100) - (size)) / (5))\n change [ghost v] effect by (-10)\n end\nend\nif < (costume [name v]) contains [circle]?> then\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n set size to (100) %\n if <(costume [name v]) = [circle1]> then\n point in direction (-90)\n wait (0.1) seconds\n else\n point in direction (0)\n end\n show\n repeat (15)\n turn right (((90) - (direction)) / (5)) degrees\n change [ghost v] effect by (-20)\n end\nend\n\nwhen I receive [initialize project v]\nif <not <(costume [name v]) = [master]>> then\n if <(costume [name v]) = [background]> then\n wait (1) seconds\n repeat (20)\n switch costume to (dummy v)\n set size to (400) %\n switch costume to (background v)\n change x by (((-500) - (x position)) / (5))\n set size to (100) %\n go to [front v] layer\n end\n delete this clone\n else\n repeat (20)\n turn right (((180) - (direction)) / (5)) degrees\n change size by (((0) - (size)) / (5))\n change [ghost v] effect by (-20)\n go to [front v] layer\n end\n delete this clone\n end\nend\n\n@UI\n\nwhen flag clicked\nhide\n\nwhen I receive [initialize project v]\nset [theme v] to [light]\nset [ui: selected? v] to [0]\nset [ui: select y v] to [0]\nset [ui: overlay size v] to [0]\nset [tile index v] to [0]\nset [mode v] to [editor]\nswitch costume to (overlay game dark v)\nrepeat (8)\n next costume\n if <(costume [name v]) = [pause]> then\n next costume\n end\n create clone of (_myself_ v)\nend\nswitch costume to (^end v)\nrepeat (8)\n next costume\n create clone of (_myself_ v)\nend\nswitch costume to (selector v)\ncreate clone of (_myself_ v)\nswitch costume to (light v)\ncreate clone of (_myself_ v)\nswitch costume to (overlay light v)\ncreate clone of (_myself_ v)\nswitch costume to (master v)\n\nwhen I start as a clone\nif <(costume [name v]) = [overlay light]> then\n go to x: (0) y: (0)\n set size to (100) %\n go to [back v] layer\n set [effect v] to [0]\n show\n forever\n if <(mode) = [editor]> then\n if < (costume [name v]) contains [overlay game]?> then\n change [effect v] by (((100) - (effect)) / (3))\n set [ghost v] effect to (effect)\n end\n if <<(round (effect)) = [100]> or <not < (costume [name v]) contains [overlay game]?>>> then\n switch costume to (join [overlay ] (theme))\n change [effect v] by (((0) - (effect)) / (3))\n set [ghost v] effect to (effect)\n end\n if <(costume [name v]) = (join [overlay ] (theme))> then\n if <<touching (mouse-pointer v)?> and <(UI: selected?) = [1]>> then\n change [effect v] by (((90) - (effect)) / (5))\n set [ghost v] effect to (effect)\n else\n change [effect v] by (((0) - (effect)) / (5))\n set [ghost v] effect to (effect)\n end\n end\n else\n if <not < (costume [name v]) contains [overlay game]?>> then\n change [effect v] by (((100) - (effect)) / (3))\n set [ghost v] effect to (effect)\n end\n if <<(round (effect)) = [100]> or < (costume [name v]) contains [overlay game]?>> then\n switch costume to (join [overlay game ] (theme))\n change [effect v] by (((0) - (effect)) / (3))\n set [ghost v] effect to (effect)\n end\n end\n end\nend\nif < (costume [name v]) contains [^]?> then\n go to x: (0) y: (0)\n set size to (100) %\n go to [back v] layer\n set [effect v] to [0]\n show\n forever\n if <(mode) = [editor]> then\n change [effect v] by (((0) - (effect)) / (3))\n set [ghost v] effect to (effect)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-15)\n else\n set [brightness v] effect to (0)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(costume [name v]) = [^play]> then\n switch costume to (pause v)\n set [mode v] to [game]\n set [ui: selected? v] to [0]\n wait until <not <mouse down?>>\n end\n if <(costume [name v]) = [^save]> then\n broadcast (save v)\n wait until <not <mouse down?>>\n end\n if <(costume [name v]) = [^load]> then\n broadcast (load v)\n wait until <not <mouse down?>>\n end\n if <(costume [name v]) = [^player]> then\n if <<(UI: selected?) = [1]> and <(UI: select y) = [1000]>> then\n set [ui: selected? v] to [0]\n else\n set [ui: selected? v] to [1]\n set [ui: select y v] to [1000]\n set [tile index v] to [9]\n end\n wait until <not <mouse down?>>\n end\n if <(costume [name v]) = [^checkpoint]> then\n if <<(UI: selected?) = [1]> and <(UI: select y) = [3000]>> then\n set [ui: selected? v] to [0]\n else\n set [ui: selected? v] to [1]\n set [ui: select y v] to [3000]\n set [tile index v] to [10]\n end\n wait until <not <mouse down?>>\n end\n if <(costume [name v]) = [^end]> then\n if <<(UI: selected?) = [1]> and <(UI: select y) = [4000]>> then\n set [ui: selected? v] to [0]\n else\n set [ui: selected? v] to [1]\n set [ui: select y v] to [4000]\n set [tile index v] to [11]\n end\n wait until <not <mouse down?>>\n end\n end\n if <(costume [name v]) = [^rotate]> then\n if <<<touching (mouse-pointer v)?> and <mouse down?>> or <key (r v) pressed?>> then\n change [tile direction v] by (90)\n if <(tile direction) > [449]> then\n set [tile direction v] to [90]\n end\n wait until <not <<mouse down?> or <key (r v) pressed?>>>\n end\n end\n if <(costume [name v]) = [^erase]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <<(UI: selected?) = [1]> and <(UI: select y) = [2000]>> then\n set [ui: selected? v] to [0]\n else\n set [ui: selected? v] to [1]\n set [ui: select y v] to [2000]\n set [tile index v] to [12]\n end\n wait until <not <mouse down?>>\n end\n end\n else\n if <(costume [name v]) = [^play]> then\n change [effect v] by (((100) - (effect)) / (3))\n set [ghost v] effect to (effect)\n if <(round (effect)) = [100]> then\n switch costume to (pause v)\n end\n else\n if <(costume [name v]) = [pause]> then\n change [effect v] by (((0) - (effect)) / (3))\n set [ghost v] effect to (effect)\n else\n change [effect v] by (((100) - (effect)) / (3))\n set [ghost v] effect to (effect)\n end\n end\n end\n if <(costume [name v]) = [pause]> then\n if <<<touching (mouse-pointer v)?> and <mouse down?>> or <(mode) = [editor]>> then\n switch costume to (^play v)\n set [mode v] to [editor]\n wait until <not <mouse down?>>\n end\n end\n end\nend\nif < (costume [name v]) contains [>]?> then\n go to x: (0) y: (0)\n set size to (100) %\n go to [back v] layer\n set [effect v] to [0]\n show\n forever\n if <(mode) = [editor]> then\n change [effect v] by (((0) - (effect)) / (3))\n set [ghost v] effect to (effect)\n if <(costume [name v]) = [>enemy]> then\n set [brightness v] effect to (-30)\n else\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-15)\n if <mouse down?> then\n if <<(UI: select y) = (item ((costume [number v]) - (13)) of [select y v])> and <(UI: selected?) = [1]>> then\n set [ui: selected? v] to [0]\n else\n set [ui: select y v] to (item ((costume [number v]) - (13)) of [select y v])\n set [ui: selected? v] to [1]\n set [tile index v] to ((costume [number v]) - (13))\n end\n wait until <not <mouse down?>>\n end\n else\n set [brightness v] effect to (0)\n end\n end\n else\n change [effect v] by (((100) - (effect)) / (3))\n set [ghost v] effect to (effect)\n end\n end\nend\nif <(costume [name v]) = [light]> then\n go to x: (0) y: (0)\n set size to (100) %\n go to [back v] layer\n show\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-15)\n if <mouse down?> then\n if <(costume [name v]) = [light]> then\n switch costume to (dark v)\n set [theme v] to [dark]\n else\n switch costume to (light v)\n set [theme v] to [light]\n end\n wait until <not <mouse down?>>\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\nif <(costume [name v]) = [selector]> then\n go to x: (0) y: (0)\n set size to (100) %\n go to [back v] layer\n set [effect v] to [100]\n show\n forever\n if <(UI: selected?) = [1]> then\n change y by (((UI: select y) - (y position)) / (3))\n change [effect v] by (((0) - (effect)) / (3))\n else\n change [effect v] by (((100) - (effect)) / (3))\n end\n set [ghost v] effect to (effect)\n end\nend\nif <(costume [name v]) = (join [victory ] (theme))> then\n go to x: (0) y: (0)\n set size to (0) %\n go to [front v] layer\n set [effect v] to [0]\n show\n repeat (50)\n switch costume to (join [victory ] (theme))\n set [effect v] to (((effect) * (0.7)) + (((100) - (size)) / (5)))\n change size by (effect)\n end\n repeat (10)\n switch costume to (join [victory ] (theme))\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I receive [victory v]\nif <(costume [name v]) = [master]> then\n switch costume to (join [victory ] (theme))\n create clone of (_myself_ v)\n switch costume to (master v)\nend\n\nwhen I receive [initialize project v]\nset volume to (80) %\nforever\n play sound [Alan Walker - Force \[NCS Release\] v] until done\n play sound [Alan Walker - Fade \[NCS Release\] v] until done\n play sound [Alan Walker - Spectre \[NCS Release\] v] until done\nend\n\n@Grid\n\nwhen flag clicked\nhide\n\ndefine generate grid x: (x) y: (y)\nset [x v] to (((0) - (((x) / (2)) + (0.5))) * (34))\nset [y v] to ((((y) / (2)) + (0.5)) * (34))\nrepeat (y)\n change [y v] by (-34)\n repeat (x)\n change [x v] by (34)\n set size to ((65) * (4)) %\n go to x: ((x) - (scroll x)) y: ((y) - (scroll y))\n set size to (65) %\n if <<((x) - (scroll x)) = (x position)> and <((y) - (scroll y)) = (y position)>> then\n stamp\n end\n end\n set [x v] to (((0) - (((x) / (2)) + (0.5))) * (34))\nend\n\nwhen I receive [initialize project v]\nset size to (65) %\nset [scroll x v] to [-265]\nset [scroll y v] to [-325]\nforever\n erase all\n set [ghost v] effect to (70)\n switch costume to (theme)\n if <(mode) = [editor]> then\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [scroll x v] by (5)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [scroll x v] by (-5)\n end\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n change [scroll y v] by (5)\n end\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n change [scroll y v] by (-5)\n end\n find map borders x: [1290] y: [330]\n generate grid x: [90] y: [30]\n end\nend\n\ndefine find map borders x: (x) y: (y)\nif <(scroll x) < ((0) - (x))> then\n set [scroll x v] to ((0) - (x))\nend\nif <(scroll y) < ((0) - (y))> then\n set [scroll y v] to ((0) - (y))\nend\nif <(scroll x) > (x)> then\n set [scroll x v] to (x)\nend\nif <(scroll y) > (y)> then\n set [scroll y v] to (y)\nend\n\n@Tiles\n\ndefine decode (data)\nset [i v] to [0]\ndelete all of [data v]\nadd [] to [data v]\nrepeat ((length of (data)) / (2))\n change [i v] by (1)\n set [char v] to (item ((join (letter (((i) * (2)) - (1)) of (data)) (letter ((i) * (2)) of (data))) - (10)) of [chars v])\n if <(char) = [next]> then\n add [] to [data v]\n else\n replace item (length of [data v]) of [data v] with (join (item (length of [data v]) of [data v]) (char))\n end\nend\n\ndefine encode (data)\nset [i v] to [0]\nrepeat (length of (data))\n change [i v] by (1)\n set [data v] to (join (data) ((item # of (letter (i) of (data)) in [chars v]) + (10)))\nend\nset [data v] to (join (data) ((item # of [next] in [chars v]) + (10)))\n\nwhen flag clicked\nhide\nshow list [code: v]\n\nwhen I receive [initialize project v]\ndelete all of [x v]\ndelete all of [y v]\ndelete all of [tile types v]\ndelete all of [tile directions v]\ndelete all of [missile stages v]\ndelete all of [missile last x v]\ndelete all of [missile last y v]\ndelete all of [xv v]\ndelete all of [yv v]\ndelete all of [turret projectiles v]\nforever\n set size to (65) %\n go to [back v] layer\n hide\n set [ghost v] effect to (0)\n stamp\n if <(UI: selected?) = [1]> then\n set [ghost v] effect to (50)\n set [tile type v] to (item (tile index) of [tiles v])\n if <<(tile type) = [ground]> or <<(tile type) = [water]> or <(tile type) = [lava]>>> then\n switch costume to (join (tile type) [4])\n else\n if <(tile type) = [jump]> then\n if <<(tile direction) = [90]> or <(tile direction) = [270]>> then\n switch costume to (join (tile type) [1])\n else\n switch costume to (join (tile type) [2])\n end\n else\n if <(tile type) = [turret]> then\n switch costume to (turret full v)\n else\n switch costume to (tile type)\n end\n end\n end\n set [x v] to (((round (((mouse x) + (scroll x)) / (34))) * (34)) + (17))\n set [y v] to (((round (((mouse y) + (scroll y)) / (34))) * (34)) + (17))\n go to x: ((x) - (scroll x)) y: ((y) - (scroll y))\n if <<(tile type) = [jump]> or <(tile type) = [spike]>> then\n point in direction (tile direction)\n else\n point in direction (90)\n end\n show\n if <<mouse down?> and <not <touching (ui v)?>>> then\n if <not <<(tile type) = [player]> and <[tile types v] contains [player]?>>> then\n check overlap positioning\n if <(overlap?) = [1]> then\n find index of x: (x) y: (y)\n if <(item (i4) of [tile types v]) = [turret]> then\n replace item (i4) of [tile types v] with (tile type)\n replace item (i4) of [missile stages v] with [idle]\n replace item (i4) of [missile last x v] with (x)\n replace item (i4) of [missile last y v] with (y)\n replace item (i4) of [xv v] with [0]\n replace item (i4) of [yv v] with [0]\n replace item (i4) of [turret projectiles v] with [0]\n delete ((i4) + (1)) of [tile types v]\n delete ((i4) + (1)) of [missile stages v]\n delete ((i4) + (1)) of [missile last x v]\n delete ((i4) + (1)) of [missile last y v]\n delete ((i4) + (1)) of [xv v]\n delete ((i4) + (1)) of [yv v]\n delete ((i4) + (1)) of [tile directions v]\n delete ((i4) + (1)) of [x v]\n delete ((i4) + (1)) of [y v]\n delete ((i4) + (1)) of [turret projectiles v]\n end\n replace item (i4) of [tile types v] with (tile type)\n replace item (i4) of [missile stages v] with [idle]\n replace item (i4) of [missile last x v] with (x)\n replace item (i4) of [missile last y v] with (y)\n replace item (i4) of [xv v] with [0]\n replace item (i4) of [yv v] with [0]\n replace item (i4) of [turret projectiles v] with [0]\n if <(tile type) = [turret]> then\n add (x) to [x v]\n add (y) to [y v]\n add [turret base] to [tile types v]\n add [idle] to [missile stages v]\n add (x) to [missile last x v]\n add (y) to [missile last y v]\n add [0] to [xv v]\n add [0] to [yv v]\n add [90] to [tile directions v]\n add [0] to [turret projectiles v]\n end\n if <<(tile type) = [jump]> or <(tile type) = [spike]>> then\n replace item (i4) of [tile directions v] with (tile direction)\n if <<(tile type) = [jump]> and <<(tile direction) = [90]> or <(tile direction) = [270]>>> then\n replace item (i4) of [tile types v] with [jump1]\n else\n replace item (i4) of [tile types v] with [jump2]\n end\n else\n replace item (i4) of [tile directions v] with [90]\n end\n if <(tile type) = [erase]> then\n delete (i4) of [tile types v]\n delete (i4) of [tile directions v]\n delete (i4) of [x v]\n delete (i4) of [y v]\n delete (i4) of [missile stages v]\n delete (i4) of [missile last x v]\n delete (i4) of [missile last y v]\n delete (i4) of [turret projectiles v]\n delete (i4) of [xv v]\n delete (i4) of [yv v]\n if <(item (i4) of [tile types v]) = [turret base]> then\n delete (i4) of [tile types v]\n delete (i4) of [tile directions v]\n delete (i4) of [x v]\n delete (i4) of [y v]\n delete (i4) of [missile stages v]\n delete (i4) of [missile last x v]\n delete (i4) of [missile last y v]\n delete (i4) of [xv v]\n delete (i4) of [yv v]\n delete (i4) of [turret projectiles v]\n end\n end\n else\n add (x) to [x v]\n add (y) to [y v]\n add (tile type) to [tile types v]\n add [idle] to [missile stages v]\n add (x) to [missile last x v]\n add (y) to [missile last y v]\n add [0] to [xv v]\n add [0] to [yv v]\n add [0] to [turret projectiles v]\n if <(tile type) = [turret]> then\n add (x) to [x v]\n add (y) to [y v]\n add [turret base] to [tile types v]\n add [idle] to [missile stages v]\n add (x) to [missile last x v]\n add (y) to [missile last y v]\n add [0] to [xv v]\n add [0] to [yv v]\n add [90] to [tile directions v]\n add [0] to [turret projectiles v]\n end\n if <<(tile type) = [jump]> or <(tile type) = [spike]>> then\n add (tile direction) to [tile directions v]\n if <<(tile type) = [jump]> and <<(tile direction) = [90]> or <(tile direction) = [270]>>> then\n set [i4 v] to (item # of [jump] in [tile types v])\n replace item (i4) of [tile types v] with [jump1]\n else\n set [i4 v] to (item # of [jump] in [tile types v])\n replace item (i4) of [tile types v] with [jump2]\n end\n else\n add [90] to [tile directions v]\n end\n if <(tile type) = [erase]> then\n delete (length of [tile types v]) of [tile types v]\n delete (length of [tile directions v]) of [tile directions v]\n delete (length of [x v]) of [x v]\n delete (length of [y v]) of [y v]\n delete (length of [missile stages v]) of [missile stages v]\n delete (length of [missile last x v]) of [missile last x v]\n delete (length of [missile last y v]) of [missile last y v]\n delete (length of [turret projectiles v]) of [turret projectiles v]\n delete (length of [xv v]) of [xv v]\n delete (length of [yv v]) of [yv v]\n end\n end\n repeat until <not <mouse down?>>\n set [x v] to (((round (((mouse x) + (scroll x)) / (34))) * (34)) + (17))\n set [y v] to (((round (((mouse y) + (scroll y)) / (34))) * (34)) + (17))\n go to x: ((x) - (scroll x)) y: ((y) - (scroll y))\n set [ghost v] effect to (0)\n stamp\n end\n end\n end\n end\n if <<key (c v) pressed?> and <<key ((join [enter] []) v) pressed?> and <(mode) = [editor]>>> then\n delete all of [tile types v]\n delete all of [tile directions v]\n delete all of [x v]\n delete all of [y v]\n delete all of [missile stages v]\n delete all of [missile last x v]\n delete all of [missile last y v]\n end\nend\n\ndefine stamp\nset [i1 v] to [0]\nrepeat ((length of [x v]) - <(mode) = [game]>)\n change [i1 v] by (1)\n if <<(mode) = [game]> and <(item (i1) of [tile types v]) = [player]>> then\n change [i1 v] by (1)\n end\n if <(item (i1) of [tile types v]) = [missile]> then\n if <(mode) = [editor]> then\n replace item (i1) of [missile stages v] with [idle]\n replace item (i1) of [tile directions v] with [90]\n replace item (i1) of [x v] with (item (i1) of [missile last x v])\n replace item (i1) of [y v] with (item (i1) of [missile last y v])\n set size to ((270) * (4)) %\n go to x: ((item (i1) of [x v]) - (scroll x)) y: ((item (i1) of [y v]) - (scroll y))\n set size to (270) %\n switch costume to (range v)\n set [ghost v] effect to (60)\n if <<((item (i1) of [x v]) - (scroll x)) = (x position)> and <((item (i1) of [y v]) - (scroll y)) = (y position)>> then\n stamp\n end\n end\n if <(mode) = [game]> then\n go to x: ((item (i1) of [x v]) - (scroll x)) y: ((item (i1) of [y v]) - (scroll y))\n if <<([sqrt v] of (((([x v] of [player v]) - (item (i1) of [x v])) * (([x v] of [player v]) - (item (i1) of [x v]))) + ((([y v] of [player v]) - (item (i1) of [y v])) * (([y v] of [player v]) - (item (i1) of [y v])))) ) < [187]> and <not <(player x) = []>>> then\n if <(item (i1) of [missile stages v]) = [idle]> then\n replace item (i1) of [missile stages v] with [launch]\n point towards (player v)\n replace item (i1) of [tile directions v] with ((direction) + (pick random (-2) to (2)))\n replace item (i1) of [xv v] with [5]\n end\n end\n if <(item (i1) of [missile stages v]) = [launch]> then\n set [ghost v] effect to (100)\n if <<((item (i1) of [x v]) - (scroll x)) = (x position)> and <((item (i1) of [y v]) - (scroll y)) = (y position)>> then\n show\n end\n if <not <<touching color (#8b8b8b)?> or <touching color (#ff0000)?>>> then\n replace item (i1) of [xv v] with ((item (i1) of [xv v]) + (1))\n replace item (i1) of [x v] with ((item (i1) of [x v]) + (([sin v] of (item (i1) of [tile directions v]) ) * (item (i1) of [xv v])))\n replace item (i1) of [y v] with ((item (i1) of [y v]) + (([cos v] of (item (i1) of [tile directions v]) ) * (item (i1) of [xv v])))\n if <touching color (#4a86e8)?> then\n replace item (i1) of [xv v] with ((item (i1) of [xv v]) * (0.7))\n replace item (i1) of [y v] with ((item (i1) of [y v]) - ((item (i1) of [xv v]) / (7)))\n else\n replace item (i1) of [xv v] with ((item (i1) of [xv v]) * (0.9))\n end\n if <<touching color (#00ff00)?> or <touching color (#00d900)?>> then\n replace item (i1) of [tile directions v] with ((item (i1) of [xv v]) + (90))\n end\n else\n replace item (i1) of [missile stages v] with [dead]\n end\n hide\n end\n if <(item (i1) of [missile stages v]) = [dead]> then\n replace item (i1) of [xv v] with ((item (i1) of [xv v]) * (-1))\n replace item (i1) of [yv v] with ((item (i1) of [xv v]) * (-1))\n replace item (i1) of [missile stages v] with [die]\n end\n if <<(item (i1) of [missile stages v]) = [die]> and <(item (i1) of [y v]) > [-900]>> then\n replace item (i1) of [x v] with ((item (i1) of [x v]) + (item (i1) of [xv v]))\n replace item (i1) of [y v] with ((item (i1) of [y v]) + (item (i1) of [yv v]))\n replace item (i1) of [xv v] with ((item (i1) of [xv v]) * (0.9))\n replace item (i1) of [yv v] with ((item (i1) of [yv v]) - (1))\n replace item (i1) of [tile directions v] with ([atan v] of ((item (i1) of [xv v]) / (item (i1) of [yv v])) )\n end\n end\n end\n set [ghost v] effect to (100)\n if <<((item (i1) of [x v]) - (scroll x)) = (x position)> and <((item (i1) of [y v]) - (scroll y)) = (y position)>> then\n show\n end\n go to x: ((item (i1) of [x v]) - (scroll x)) y: ((item (i1) of [y v]) - (scroll y))\n if <(item (i1) of [tile types v]) = [turret]> then\n if <(mode) = [editor]> then\n set size to ((270) * (4)) %\n go to x: ((item (i1) of [x v]) - (scroll x)) y: ((item (i1) of [y v]) - (scroll y))\n set size to (270) %\n switch costume to (range v)\n set [ghost v] effect to (60)\n if <<((item (i1) of [x v]) - (scroll x)) = (x position)> and <((item (i1) of [y v]) - (scroll y)) = (y position)>> then\n stamp\n end\n end\n if <(mode) = [game]> then\n point towards (player v)\n if <<([sqrt v] of (((([x v] of [player v]) - (item (i1) of [x v])) * (([x v] of [player v]) - (item (i1) of [x v]))) + ((([y v] of [player v]) - (item (i1) of [y v])) * (([y v] of [player v]) - (item (i1) of [y v])))) ) < [187]> and <not <(player x) = []>>> then\n replace item (i1) of [tile directions v] with ((direction) + (180))\n if <(item (i1) of [turret projectiles v]) = [0]> then\n add [bullet] to [tile types v]\n add ((item (i1) of [x v]) + (([sin v] of (direction) ) * (25))) to [x v]\n add ((item (i1) of [y v]) + (([cos v] of (direction) ) * (25))) to [y v]\n add (direction) to [tile directions v]\n replace item (i1) of [turret projectiles v] with ((item (i1) of [turret projectiles v]) + (1))\n end\n if <<(item (i1) of [turret projectiles v]) = [0]> or <(item (i1) of [turret projectiles v]) > [50]>> then\n replace item (i1) of [turret projectiles v] with [0]\n else\n replace item (i1) of [turret projectiles v] with ((item (i1) of [turret projectiles v]) + (1))\n end\n end\n else\n replace item (i1) of [tile directions v] with [90]\n end\n end\n if <(item (i1) of [tile types v]) = [bullet]> then\n if <<(mode) = [game]> and <not <<touching color (#8b8b8b)?> or <<touching color (#ff0000)?> or <<<(item (i1) of [x v]) > (([x v] of [player v]) + (400))> and <(item (i1) of [y v]) > (([y v] of [player v]) + (400))>> or <<(item (i1) of [x v]) < (([x v] of [player v]) - (400))> and <(item (i1) of [y v]) < (([y v] of [player v]) - (400))>>>>>>> then\n replace item (i1) of [x v] with ((item (i1) of [x v]) + (([sin v] of (item (i1) of [tile directions v]) ) * (5)))\n replace item (i1) of [y v] with ((item (i1) of [y v]) + (([cos v] of (item (i1) of [tile directions v]) ) * (5)))\n else\n delete (i1) of [tile types v]\n delete (i1) of [tile directions v]\n delete (i1) of [x v]\n delete (i1) of [y v]\n end\n end\n set size to ((65) * (4)) %\n go to x: ((item (i1) of [x v]) - (scroll x)) y: ((item (i1) of [y v]) - (scroll y))\n set size to (65) %\n point in direction (90)\n if <<(item (i1) of [tile types v]) = [ground]> or <<(item (i1) of [tile types v]) = [water]> or <<(item (i1) of [tile types v]) = [lava]> or <(item (i1) of [tile types v]) = [turret base]>>>> then\n find direction\n else\n switch costume to (item (i1) of [tile types v])\n point in direction (item (i1) of [tile directions v])\n end\n set [ghost v] effect to (100)\n if <<((item (i1) of [x v]) - (scroll x)) = (x position)> and <((item (i1) of [y v]) - (scroll y)) = (y position)>> then\n show\n end\n if <<(item (i1) of [tile types v]) = [checkpoint]> and <<touching (player v)?> and <(mode) = [game]>>> then\n set [player x v] to (item (i1) of [x v])\n set [player y v] to (item (i1) of [y v])\n end\n if <<(item (i1) of [tile types v]) = [end]> and <<touching (player v)?> and <<(mode) = [game]> and <not <(player x) = []>>>>> then\n set [mode v] to [editor]\n broadcast (victory v)\n end\n clear graphic effects\n hide\n if <<((item (i1) of [x v]) - (scroll x)) = (x position)> and <((item (i1) of [y v]) - (scroll y)) = (y position)>> then\n stamp\n end\nend\n\ndefine find direction\ndelete all of [directions v]\nrepeat (4)\n add [0] to [directions v]\nend\nset [i2 v] to [0]\nrepeat ((length of [x v]) - (1))\n change [i2 v] by (1)\n if <<(item (i2) of [x v]) = (item (i1) of [x v])> and <(item (i2) of [y v]) = (item (i1) of [y v])>> then\n change [i2 v] by (1)\n end\n if <<(item (i1) of [x v]) = ((item (i2) of [x v]) + (34))> and <(item (i1) of [y v]) = (item (i2) of [y v])>> then\n if <(item (i1) of [tile types v]) = (item (i2) of [tile types v])> then\n replace item (1) of [directions v] with [1]\n end\n end\n if <<(item (i1) of [y v]) = ((item (i2) of [y v]) - (34))> and <(item (i1) of [x v]) = (item (i2) of [x v])>> then\n if <(item (i1) of [tile types v]) = (item (i2) of [tile types v])> then\n replace item (2) of [directions v] with [1]\n end\n end\n if <<(item (i1) of [x v]) = ((item (i2) of [x v]) - (34))> and <(item (i1) of [y v]) = (item (i2) of [y v])>> then\n if <(item (i1) of [tile types v]) = (item (i2) of [tile types v])> then\n replace item (3) of [directions v] with [1]\n end\n end\n if <<(item (i1) of [y v]) = ((item (i2) of [y v]) + (34))> and <(item (i1) of [x v]) = (item (i2) of [x v])>> then\n if <(item (i1) of [tile types v]) = (item (i2) of [tile types v])> then\n replace item (4) of [directions v] with [1]\n end\n end\nend\nset [i2 v] to [0]\nset [touching v] to [0]\nrepeat (4)\n change [i2 v] by (1)\n if <(item (i2) of [directions v]) = [1]> then\n change [touching v] by (1)\n end\nend\nif <(item (i1) of [tile types v]) = [turret base]> then\n set [i2 v] to [0]\n repeat ((length of [x v]) - (1))\n change [i2 v] by (1)\n if <<(item (i2) of [x v]) = (item (i1) of [x v])> and <(item (i2) of [y v]) = (item (i1) of [y v])>> then\n change [i2 v] by (1)\n end\n if <<(item (i1) of [x v]) = ((item (i2) of [x v]) + (34))> and <(item (i1) of [y v]) = (item (i2) of [y v])>> then\n if <(item (i2) of [tile types v]) = [ground]> then\n replace item (1) of [directions v] with [1]\n end\n end\n if <<(item (i1) of [y v]) = ((item (i2) of [y v]) - (34))> and <(item (i1) of [x v]) = (item (i2) of [x v])>> then\n if <(item (i2) of [tile types v]) = [ground]> then\n replace item (2) of [directions v] with [1]\n end\n end\n if <<(item (i1) of [x v]) = ((item (i2) of [x v]) - (34))> and <(item (i1) of [y v]) = (item (i2) of [y v])>> then\n if <(item (i2) of [tile types v]) = [ground]> then\n replace item (3) of [directions v] with [1]\n end\n end\n if <<(item (i1) of [y v]) = ((item (i2) of [y v]) + (34))> and <(item (i1) of [x v]) = (item (i2) of [x v])>> then\n if <(item (i2) of [tile types v]) = [ground]> then\n replace item (4) of [directions v] with [1]\n end\n end\n end\n set [i2 v] to [0]\n set [touching v] to [0]\n repeat (4)\n change [i2 v] by (1)\n if <(item (i2) of [directions v]) = [1]> then\n change [touching v] by (1)\n end\n end\n if <(item (i1) of [tile types v]) = [turret base]> then\n switch costume to (turret base v)\n if <(item (1) of [directions v]) = [1]> then\n point in direction (180)\n end\n if <(item (2) of [directions v]) = [1]> then\n point in direction (-90)\n end\n if <(item (3) of [directions v]) = [1]> then\n point in direction (0)\n end\n if <(item (4) of [directions v]) = [1]> then\n point in direction (90)\n end\n else\n if <(touching) > [2]> then\n switch costume to (join (item (i1) of [tile types v]) [1])\n else\n if <(touching) = [2]> then\n if <<<(item (1) of [directions v]) = [1]> and <(item (3) of [directions v]) = [1]>> or <<(item (2) of [directions v]) = [1]> and <(item (4) of [directions v]) = [1]>>> then\n switch costume to (join (item (i1) of [tile types v]) [1])\n else\n switch costume to (join (item (i1) of [tile types v]) [2])\n if <<(item (1) of [directions v]) = [1]> and <(item (2) of [directions v]) = [1]>> then\n point in direction (90)\n else\n if <<(item (2) of [directions v]) = [1]> and <(item (3) of [directions v]) = [1]>> then\n point in direction (180)\n else\n if <<(item (3) of [directions v]) = [1]> and <(item (4) of [directions v]) = [1]>> then\n point in direction (-90)\n else\n point in direction (0)\n end\n end\n end\n end\n else\n if <(touching) = [1]> then\n switch costume to (join (item (i1) of [tile types v]) [3])\n if <(item (1) of [directions v]) = [1]> then\n point in direction (90)\n end\n if <(item (2) of [directions v]) = [1]> then\n point in direction (180)\n end\n if <(item (3) of [directions v]) = [1]> then\n point in direction (-90)\n end\n if <(item (4) of [directions v]) = [1]> then\n point in direction (0)\n end\n else\n switch costume to (join (item (i1) of [tile types v]) [4])\n end\n end\n end\n end\n switch costume to (turret base v)\n if <(item (1) of [directions v]) = [1]> then\n point in direction (180)\n end\n if <(item (2) of [directions v]) = [1]> then\n point in direction (-90)\n end\n if <(item (3) of [directions v]) = [1]> then\n point in direction (0)\n end\n if <(item (4) of [directions v]) = [1]> then\n point in direction (90)\n end\nelse\n if <(touching) > [2]> then\n switch costume to (join (item (i1) of [tile types v]) [1])\n else\n if <(touching) = [2]> then\n if <<<(item (1) of [directions v]) = [1]> and <(item (3) of [directions v]) = [1]>> or <<(item (2) of [directions v]) = [1]> and <(item (4) of [directions v]) = [1]>>> then\n switch costume to (join (item (i1) of [tile types v]) [1])\n else\n switch costume to (join (item (i1) of [tile types v]) [2])\n if <<(item (1) of [directions v]) = [1]> and <(item (2) of [directions v]) = [1]>> then\n point in direction (90)\n else\n if <<(item (2) of [directions v]) = [1]> and <(item (3) of [directions v]) = [1]>> then\n point in direction (180)\n else\n if <<(item (3) of [directions v]) = [1]> and <(item (4) of [directions v]) = [1]>> then\n point in direction (-90)\n else\n point in direction (0)\n end\n end\n end\n end\n else\n if <(touching) = [1]> then\n switch costume to (join (item (i1) of [tile types v]) [3])\n if <(item (1) of [directions v]) = [1]> then\n point in direction (90)\n end\n if <(item (2) of [directions v]) = [1]> then\n point in direction (180)\n end\n if <(item (3) of [directions v]) = [1]> then\n point in direction (-90)\n end\n if <(item (4) of [directions v]) = [1]> then\n point in direction (0)\n end\n else\n switch costume to (join (item (i1) of [tile types v]) [4])\n end\n end\n end\nend\n\ndefine check overlap positioning\nset [i3 v] to [0]\nset [overlap? v] to [0]\nrepeat (length of [x v])\n change [i3 v] by (1)\n if <<(item (i3) of [x v]) = (x)> and <(item (i3) of [y v]) = (y)>> then\n set [overlap? v] to [1]\n end\nend\n\ndefine find index of x: (x) y: (y)\nset [i4 v] to [0]\nrepeat until <<(item (i4) of [x v]) = (x)> and <(item (i4) of [y v]) = (y)>>\n change [i4 v] by (1)\nend\n\nwhen I receive [initialize project v]\nforever\n set [player x v] to []\n set [player y v] to []\n wait until <<(mode) = [game]> and <[tile types v] contains [player]?>>\n set [i4 v] to (item # of [player] in [tile types v])\n set [player x v] to (item (i4) of [x v])\n set [player y v] to (item (i4) of [y v])\n wait until <(mode) = [editor]>\nend\n\nwhen I receive [reset v]\nwait (0.01) seconds\nreset stuff\n\ndefine reset stuff\nset [i4 v] to [0]\nrepeat (length of [tile types v])\n change [i4 v] by (1)\n if <(item (i4) of [tile types v]) = [missile]> then\n replace item (i4) of [missile stages v] with [idle]\n replace item (i4) of [tile directions v] with [90]\n replace item (i4) of [x v] with (item (i4) of [missile last x v])\n replace item (i4) of [y v] with (item (i4) of [missile last y v])\n end\n if <(item (i4) of [tile types v]) = [bullet]> then\n delete (i4) of [tile types v]\n delete (i4) of [tile directions v]\n delete (i4) of [x v]\n delete (i4) of [y v]\n end\nend\n\nwhen I receive [save v]\ndelete all of [code: v]\nset [data v] to []\nencode save data\nadd (data) to [code: v]\nhide list [code: v]\nrepeat until <key ((join [enter] []) v) pressed?>\n replace item (1) of [code: v] with (data)\nend\nshow list [code: v]\n\ndefine encode save data\nset [i5 v] to [0]\nrepeat (length of [tile types v])\n change [i5 v] by (1)\n encode (item (i5) of [tile types v])\n encode (item (i5) of [tile directions v])\n encode (item (i5) of [x v])\n encode (item (i5) of [y v])\n encode (item (i5) of [xv v])\n encode (item (i5) of [yv v])\n encode (item (i5) of [missile stages v])\n encode (item (i5) of [missile last x v])\n encode (item (i5) of [missile last y v])\n encode (item (i5) of [turret projectiles v])\nend\n\nwhen I receive [load v]\nask [] and wait\nif <not <(answer) = []>> then\n delete all of [x v]\n delete all of [y v]\n delete all of [tile types v]\n delete all of [tile directions v]\n delete all of [missile stages v]\n delete all of [missile last x v]\n delete all of [missile last y v]\n delete all of [xv v]\n delete all of [yv v]\n delete all of [turret projectiles v]\n decode (answer)\n decode save data\nend\n\ndefine decode save data\nset [i5 v] to [-9]\nrepeat ([floor v] of ((length of [data v]) / (10)) )\n change [i5 v] by (10)\n add (item (i5) of [data v]) to [tile types v]\n add (item ((i5) + (1)) of [data v]) to [tile directions v]\n add (item ((i5) + (2)) of [data v]) to [x v]\n add (item ((i5) + (3)) of [data v]) to [y v]\n add (item ((i5) + (4)) of [data v]) to [xv v]\n add (item ((i5) + (5)) of [data v]) to [yv v]\n add (item ((i5) + (6)) of [data v]) to [missile stages v]\n add (item ((i5) + (7)) of [data v]) to [missile last x v]\n add (item ((i5) + (8)) of [data v]) to [missile last y v]\n add (item ((i5) + (9)) of [data v]) to [turret projectiles v]\nend\n\nif <(item (i5) of [data v]) = [turret]> then\n\n@Player\n\ndefine turn\nchange [x v] by (10)\nposition\nif <not <touching color (#8b8b8b)?>> then\n change [direction v] by (3)\n change [xv v] by (0.3)\nend\nchange [x v] by (-20)\nposition\nif <not <touching color (#8b8b8b)?>> then\n change [direction v] by (-3)\n change [xv v] by (-0.3)\nend\nchange [x v] by (10)\nposition\nturn right (2) degrees\nif <not <touching color (#8b8b8b)?>> then\n change [direction v] by (1)\nend\nturn left (4) degrees\nif <not <touching color (#8b8b8b)?>> then\n change [direction v] by (-1)\nend\nturn right (2) degrees\nturn right (10) degrees\nif <not <touching color (#8b8b8b)?>> then\n change [direction v] by (2)\nend\nturn left (20) degrees\nif <not <touching color (#8b8b8b)?>> then\n change [direction v] by (-2)\nend\nturn right (10) degrees\n\ndefine physics friction: (friction) stiffness: (stiffness)\nif <not <touching color (#8b8b8b)?>> then\n change [yv v] by (-1)\nend\nchange [y v] by (yv)\nposition\nif <touching color (#8b8b8b)?> then\n repeat ([abs v] of ([ceiling v] of (yv) ) )\n if <touching color (#8b8b8b)?> then\n change [y v] by ((([abs v] of (yv) ) / (yv)) * (-1))\n position\n end\n end\n set [yv v] to [0]\nelse\n if <touching color (#4a86e8)?> then\n set [yv v] to (((0) - (yv)) / (5))\n change [y v] by (yv)\n position\n end\nend\nif <touching color (#00ff00)?> then\n set [yv v] to ((([abs v] of (yv) ) / (yv)) * (-20))\nend\nif <touching color (#00d900)?> then\n set [xv v] to ((([abs v] of (xv) ) / (xv)) * (-20))\nend\nchange [x v] by (xv)\nposition\nif <touching color (#8b8b8b)?> then\n set [slope v] to [0]\n repeat until <<(slope) = [-8]> or <not <touching color (#8b8b8b)?>>>\n change [slope v] by (-1)\n change [y v] by (1)\n position\n end\n if <(slope) = [-8]> then\n change [y v] by (slope)\n position\n end\n repeat ([abs v] of ([ceiling v] of (xv) ) )\n change [x v] by ((([abs v] of (xv) ) / (xv)) * (-1.5))\n position\n end\n set [xv v] to [0]\nend\nturn right (direction) degrees\nset [direction v] to ((direction) * (stiffness))\nset [xv v] to ((xv) * (friction))\nif <not <touching color (#8b8b8b)?>> then\n turn\nend\nchange [scroll x v] by (round (((x) - (scroll x)) / (10)))\nchange [scroll y v] by (round (((y) - (scroll y)) / (10)))\nposition\n\nwhen flag clicked\npoint in direction (90)\nset size to (65) %\nhide\n\nwhen I receive [initialize project v]\ncreate clone of (_myself_ v)\nforever\n wait until <<(mode) = [game]> and <not <(player x) = []>>>\n broadcast (reset v)\n switch costume to (player v)\n set [x v] to (player x)\n set [y v] to (player y)\n set [xv v] to [0]\n set [yv v] to [0]\n set [direction v] to [0]\n set [slope v] to [0]\n change [scroll x v] by (((x) - (scroll x)) / (1.3))\n change [scroll y v] by (((y) - (scroll y)) / (1.3))\n point in direction (90)\n position\n show\n repeat until <<(mode) = [editor]> or <<(y) < [-900]> or <<touching color (#ff0000)?> or <touching color (#ffff00)?>>>>\n controls\n physics friction: [0.93] stiffness: [0.6]\n set [player: x v] to (x)\n set [player: y v] to (y)\n end\n if <<touching color (#ff0000)?> or <touching color (#ffff00)?>> then\n set [xv v] to ((xv) * (-2))\n set [yv v] to [10]\n repeat until <(y) < [-900]>\n change [x v] by (xv)\n change [y v] by (yv)\n position\n set [xv v] to ((xv) * (0.9))\n change [yv v] by (-1)\n point in direction ([atan v] of ((xv) / (yv)) )\n end\n end\n hide\nend\n\ndefine position\nset size to ((size) * (4)) %\ngo to x: ((x) - (scroll x)) y: ((y) - (scroll y))\nset size to ((size) / (4)) %\nif <<((x) - (scroll x)) = (x position)> and <((y) - (scroll y)) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine controls\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <<(player: touching ground?) = [1]> and <(round (direction)) = [0]>>> then\n set [yv v] to [15]\nend\nif <touching color (#4a86e8)?> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [yv v] to [5]\n end\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n set [yv v] to [-3]\n end\nend\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [xv v] by (-1)\nend\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [xv v] by (1)\nend\n\nwhen I start as a clone\nswitch costume to (ground check v)\nset [ghost v] effect to (100)\nshow\nforever\n point in direction (90)\n set [x v] to (player: x)\n set [y v] to (player: y)\n position\n if <touching color (#8b8b8b)?> then\n set [player: touching ground? v] to [1]\n else\n set [player: touching ground? v] to [0]\n end\nend\n\n@Thumb\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (png v)\ngo to [front v] layer\nshow\n\n | Play on turbowarp for higher quality and performance: https://turbowarp.org/434160871/fullscreen?hqpen\n\nMultiplayer scrolling platformer: https://scratch.mit.edu/projects/463302065/\n\n--Instructions--\nEditor mode:\nWASD or arrow keys to scroll\nTop left: play / pause\n2nd to top left: save(copy code then press "enter" to close)\n3rd to top left: load(paste code or leave blank to cancel)\n4th to top left: erase("c" + "enter" to clear entire level)\n5th to top left: rotate tile(you can also use "r")\n\nTop 3 tiles: player, checkpoint, end flag\n\nRight tiles: figure them out yourself\nEnemy currently unavailable\n\nBottom left: change theme\n\nPlayer mode:\nWASD or arrow keys to move the player\n\n--Updates--\nv1.1 - Player can only jump when direction is straight\nv1.2 - Turret can only shoot when player is in range\nv1.3 - Fixed flashing/disappearing block glitch | player script adjustments |
platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [TheFatRat - Monody v] until done\nend\n\n@hero\n\nwhen I start as a clone\nset [whirl 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\nset [☁ タイム v] to [0]\nforever\n repeat until <([backdrop # v] of [_stage_ v]) = [10]>\n wait (1) seconds\n change [☁ タイム v] by (1)\n end\n if <(☁ タイム) < (☁ 世界記録)> then\n set [☁ タイム v] to (☁ タイム)\n end\nend\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 (#0e0e0e)?> then\n change y by (1)\n if <touching color (#0e0e0e)?> then\n change y by (1)\n if <touching color (#0e0e0e)?> then\n change y by (1)\n if <touching color (#0e0e0e)?> then\n change y by (1)\n if <touching color (#0e0e0e)?> then\n change y by (1)\n if <touching color (#0e0e0e)?> 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 (#0e0e0e)?> 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 (#0e0e0e)?> 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 [terrain 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 (#f15959)?> then\n play sound [Rip v] until done\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\nplay sound [ニュッ2 v] until done\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@terrain\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@sand\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nset size to (pick random (40) to (70)) %\nset [ghost v] effect to (2)\ngo to (random position v)\nrepeat (50)\n change y by (-8)\n change x by (pick random (-20) to (1))\n change [ghost v] effect by (2)\n point in direction (-90)\nend\ndelete this clone\n\nwhen flag clicked\nwait (2.1) seconds\nforever\n create clone of (_myself_ v)\n hide\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\n\n@スプライト2\n\nwhen flag clicked\nhide\n\n@スプライト3\n\nwhen flag clicked\nhide\n\n@C9A29C16-4BEF-4793-AAAF-BAD48432D57A\n\nwhen flag clicked\nhide\n\n@スプライト4\n\nwhen flag clicked\nhide\nrepeat until <(変数) = [1]>\n wait (pick random (0.1) to (0.5)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-230) to (230)) y: (-153)\nset size to (pick random (75) to (125)) %\nrepeat until <touching (_edge_ v)?>\n change y by (10)\nend\ndelete this clone\n\n | Please attach serious platformer ❤️ and ⭐️! Please!\nOperation method: For PC Click the direction you want to go with the mouse. For iPad, slide in the direction you want to go.\n\nPlease spread it out! !! !! !! I want it to spread in America! Please press ❤️ and ⭐️ ...! |
5 colors! || A 100% pen platformer | @Stage\n\nwhen [space v] key pressed\nset [mouse v] to (join ((mouse x) + (CamX)) (join [, ] ((mouse y) + (CamY))))\n\n@pen\n\nAdd Cube [-100] [-100] [200] [80] type [1]\nAdd Cube [-529] [30] [20] [20] type [1]\nAdd Cube [100] [-100] [20] [200] type [1]\nAdd Cube [-200] [-100] [50] [20] type [3]\n\ndefine Win or die check\ncollisions\nif <(Collisions) = [4]> then\n Reset\n change [__level v] by (1)\nend\nif <<(Collisions) = [2]> or <(CamY) < [-700]>> then\n Reset\nend\n\nwhen flag clicked\nset [__level v] to [1]\nReset\nforever\n erase all\n Make Level\n Render\n update\n Render Player at ((X) - (CamX)) ((Y) - (CamY)) size [20]\nend\n\ndefine Reset\nset [#penradius v] to [10]\nset [camy v] to (Y)\nset [camx v] to (X)\nset [collisions v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [x v] to [0]\nset [y v] to [100]\n\ndefine update\nchange [camx v] by (((X) - (CamX)) / (10))\nchange [camy v] by (((Y) - (CamY)) / (10))\nchange [sx v] by (((<key (left arrow v) pressed?> * (-1)) + <key (right arrow v) pressed?>) - ((Sx) * (.1)))\nchange [x v] by (Sx)\ncollisions\nif <(Collisions) = [1]> then\n change [x v] by (() - (Sx))\n set [sx v] to [0]\nend\nchange [sy v] by (-1)\nchange [y v] by (Sy)\ncollisions\nif <(Collisions) = [1]> then\n repeat until <not <(Collisions) = [1]>>\n change [y v] by (() - ((Sy) / ([abs v] of (Sy) )))\n collisions\n end\n set [sy v] to (<key (up arrow v) pressed?> * (15))\nend\nWin or die check\n\ndefine Render\nset [_i v] to [0]\nrepeat ((length of [points v]) / (5))\n pen up\n set pen size to (#PenRadius)\n get colour (type (item ((_i) + (5)) of [points v]) )\n Go To ( X (item ((_i) + (1)) of [points v]) Y (item ((_i) + (2)) of [points v]) )\n pen down\n Go To ( X ((item ((_i) + (1)) of [points v]) + (item ((_i) + (3)) of [points v])) Y (item ((_i) + (2)) of [points v]) )\n Go To ( X ((item ((_i) + (1)) of [points v]) + (item ((_i) + (3)) of [points v])) Y ((item ((_i) + (2)) of [points v]) + (item ((_i) + (4)) of [points v])) )\n Go To ( X (item ((_i) + (1)) of [points v]) Y ((item ((_i) + (2)) of [points v]) + (item ((_i) + (4)) of [points v])) )\n Go To ( X (item ((_i) + (1)) of [points v]) Y (item ((_i) + (2)) of [points v]) )\n change [_i v] by (5)\nend\n\ndefine Make Level\ndelete all of [points v]\nif <(__Level) = [1]> then\n Add Cube [-100] [-100] [200] [80] type [1]\n Add Cube [-200] [-100] [50] [20] type [3]\n Add Cube [100] [-100] [20] [200] type [1]\n Add Cube [-529] [30] [20] [20] type [4]\n Add Cube [-400] [-100] [20] [200] type [1]\nend\nif <(__Level) = [2]> then\n Add Cube [-100] [-100] [200] [80] type [1]\n Add Cube [186] [30] [100] [50] type [1]\n Add Cube [295] [30] [100] [50] type [2]\n Add Cube [405] [30] [100] [50] type [3]\n Add Cube [550] [300] [50] [50] type [1]\n Add Cube [700] [300] [50] [20] type [1]\n Add Cube [800] [300] [50] [20] type [4]\nend\nif <(__Level) = [3]> then\n Add Cube [-100] [0] [500] [50] type [1]\n Add Cube [150] [0] [50] [150] type [1]\n Add Cube [350] [0] [50] [150] type [1]\n Add Cube [200] [50] [150] [80] type [2]\n Add Cube [500] [0] [100] [50] type [1]\n Add Cube [750] [0] [100] [50] type [1]\n Add Cube [850] [10] [100] [50] type [2]\n Add Cube [950] [0] [100] [50] type [3]\n Add Cube [1050] [280] [100] [50] type [1]\n Add Cube [1300] [170] [100] [50] type [4]\nend\nif <(__Level) = [4]> then\n Add Cube [-50] [0] [150] [50] type [3]\n Add Cube [-50] [300] [150] [50] type [3]\n Add Cube [-50] [600] [150] [50] type [3]\n Add Cube [-50] [900] [150] [50] type [3]\n Add Cube [-200] [1000] [150] [50] type [1]\n Add Cube [90] [1000] [150] [50] type [1]\n Add Cube [-200] [1300] [150] [50] type [1]\n Add Cube [90] [1300] [150] [50] type [1]\n Add Cube [-50] [1290] [140] [50] type [2]\n Add Cube [300] [1100] [140] [50] type [1]\n Add Cube [600] [1100] [100] [30] type [4]\nend\nif <(__Level) = [5]> then\n Add Cube [-50] [0] [700] [50] type [1]\n Add Cube [50] [0] [100] [100] type [2]\n Add Cube [180] [0] [100] [60] type [3]\n Add Cube [300] [0] [200] [100] type [2]\n Add Cube [750] [0] [100] [40] type [4]\nend\nif <(__Level) = [6]> then\n Add Cube [-50] [0] [100] [50] type [1]\n Add Cube [50] [-50] [50] [85] type [2]\n Add Cube [100] [-30] [50] [50] type [3]\n Add Cube [170] [50] [50] [150] type [2]\n Add Cube [200] [250] [50] [50] type [1]\n Add Cube [350] [250] [50] [50] type [3]\n Add Cube [600] [250] [50] [50] type [3]\n Add Cube [900] [250] [50] [50] type [3]\n Add Cube [1050] [250] [100] [50] type [1]\n Add Cube [1300] [250] [50] [50] type [4]\nend\nif <(__Level) = [7]> then\n Add Cube [-50] [0] [400] [50] type [1]\n Add Cube [50] [0] [300] [50] type [3]\n Add Cube [50] [300] [400] [50] type [2]\n Add Cube [170] [100] [100] [50] type [1]\n Add Cube [500] [100] [100] [50] type [1]\n Add Cube [400] [0] [1000] [70] type [2]\n Add Cube [800] [100] [100] [50] type [1]\n Add Cube [1100] [100] [100] [50] type [1]\n Add Cube [1400] [100] [100] [50] type [3]\n Add Cube [1500] [380] [100] [50] type [1]\n Add Cube [1700] [250] [100] [50] type [3]\n Add Cube [2000] [380] [100] [50] type [1]\n Add Cube [2200] [380] [50] [20] type [4]\nend\nif <(__Level) = [8]> then\n Add Cube [-50] [0] [100] [50] type [1]\n Add Cube [100] [100] [50] [50] type [1]\n Add Cube [-100] [200] [100] [50] type [1]\n Add Cube [110] [300] [100] [50] type [3]\n Add Cube [200] [590] [100] [50] type [1]\n Add Cube [50] [590] [50] [50] type [2]\n Add Cube [-100] [590] [140] [50] type [1]\n Add Cube [-250] [500] [100] [50] type [2]\n Add Cube [-150] [500] [50] [50] type [3]\n Add Cube [-350] [590] [100] [50] type [1]\n Add Cube [-550] [590] [50] [50] type [1]\n Add Cube [-740] [670] [100] [50] type [1]\n Add Cube [-800] [770] [40] [50] type [1]\n Add Cube [-750] [900] [200] [25] type [1]\n Add Cube [-450] [800] [25] [50] type [1]\n Add Cube [-400] [800] [25] [50] type [2]\n Add Cube [-300] [800] [50] [70] type [4]\nend\nif <(__Level) = [9]> then\n Add Cube [-50] [0] [100] [50] type [1]\n Add Cube [150] [0] [20] [50] type [1]\n Add Cube [50] [200] [400] [50] type [2]\n Add Cube [200] [0] [67] [50] type [3]\n Add Cube [410] [0] [70] [50] type [1]\n Add Cube [750] [0] [50] [50] type [4]\nend\nif <(__Level) = [10]> then\n Add Cube [-100] [0] [200] [50] type [1]\nend\n\ndefine Add Cube (x) (y) (length) (height) type (type)\nadd (x) to [points v]\nadd (y) to [points v]\nadd (length) to [points v]\nadd (height) to [points v]\nadd (type) to [points v]\n\ndefine Go To ( X (x) Y (y) )\ngo to x: ((x) - (CamX)) y: ((y) - (CamY))\n\ndefine get colour (type (type) )\nif <(type) = [1]> then\n set pen color to (#22a000)\nend\nif <(type) = [2]> then\n set pen color to (#ff0000)\nend\nif <(type) = [3]> then\n set pen color to (#fff600)\nend\nif <(type) = [4]> then\n set pen color to (#3cb4ff)\nend\n\ndefine collisions\nset [_i v] to [0]\nset [collisions v] to [0]\nrepeat ((length of [points v]) / (5))\n if <((X) + ((#PlayerSize) + (#PenRadius))) > (item ((_i) + (1)) of [points v])> then\n if <((Y) + ((#PlayerSize) + (#PenRadius))) > (item ((_i) + (2)) of [points v])> then\n if <((X) - (#PenRadius)) < ((item ((_i) + (1)) of [points v]) + (item ((_i) + (3)) of [points v]))> then\n if <((Y) - (#PenRadius)) < ((item ((_i) + (2)) of [points v]) + (item ((_i) + (4)) of [points v]))> then\n set [collisions v] to (item ((_i) + (5)) of [points v])\n if <(Collisions) = [3]> then\n set [sy v] to ((25) + (<key (up arrow v) pressed?> * (5)))\n end\n end\n end\n end\n end\n change [_i v] by (5)\nend\n\ndefine Render Player at (x) (y) size (size)\nset [#playersize v] to (size)\nset pen color to (#ffa947)\npen up\ngo to x: (x) y: (y)\npen down\ngo to x: ((x) + (size)) y: (y)\ngo to x: ((x) + (size)) y: ((y) + (size))\ngo to x: (x) y: ((y) + (size))\ngo to x: (x) y: (y)\n\nset [__level v] to [5]\n\nset [__level v] to [9]\n\n@TB\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nhide\n\n | ✿ 5 colors! ✿\n - 100% pen platformer -\n \n - Information - \nHey, everyone! Welcome to my first 100% pen platformer! I tried my best for making my first 100% pen platformer! Please leave a love/fav/follow! :D\n\n - DISCLAMIER! -\n\nTHIS GAME MAY LAG, SO TO GET RID OF THE LAG PLEASE PLAY THIS GAME HERE - \nhttps://turbowarp.org/#431982918 .\n\n - Controls - \nArrow keys to move.. Not Mobile friendly.\nDon't touch red or you'll die\nTouch yellow to bounce! \nTouch blue to go to the next level.\n - Credits - \nThanks to @EpicPro_36 for the tutorial\nThanks to @SqaureLemonStudios for helping me add features!\nThanks to @EpicPro_36 for inspiration.\n - Tags - \n#pen #games #pen platformer #suhalo_351 #5 colors \n#pen #games #pen platformer #suhalo_351 #5 colors \n#pen #games #pen platformer #suhalo_351 #5 colors \n#pen #games #pen platformer #suhalo_351 #5 colors \n#pen #games #pen platformer #suhalo_351 #5 colors \n#pen #games #pen platformer #suhalo_351 #5 colors \n#pen #games #pen platformer #suhalo_351 #5 colors \n#pen #games #pen platformer #suhalo_351 #5 colors \n#pen #games #pen platformer #suhalo_351 #5 colors \n#pen #games #pen platformer #suhalo_351 #5 colors \n#pen #games #pen platformer #suhalo_351 #5 colors \n#pen #games #pen platformer #suhalo_351 #5 colors \n#pen #games #pen platformer #suhalo_351 #5 colors \n#pen #games #pen platformer #suhalo_351 #5 colors \n#pen #games #pen platformer #suhalo_351 #5 colors \n#pen #games #pen platformer #suhalo_351 #5 colors \n#pen #games #pen platformer #suhalo_351 #5 colors \n#pen #games #pen platformer #suhalo_351 #5 colors \n#pen #games #pen platformer #suhalo_351 #5 colors \n#pen #games #pen platformer #suhalo_351 #5 colors \n#pen #games #pen platformer #suhalo_351 #5 colors \n#100% pen #100% pen #100% pen #100% pen #100% pen #100% pen #100% pen #100% pen #100% pen #100% pen #100% pen #100% pen #100% pen #100% pen #100% pen #100% pen #100% pen #100% pen #100% pen #100% pen 100% pen #100% #100% pen #100% pen #100% pen #100% |
My Valley(Scrolling Platformer) #games | @Stage\n\nwhen flag clicked\nbroadcast (Start v)\n\nwhen I receive [start v]\nswitch backdrop to (backdrop v)\nset [timer v] to [0]\nforever\n change [timer v] by (1)\n if <(timer) > [50]> then\n set [timer v] to [0]\n end\nend\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (Scroll x)) (join [,] ((mouse y) + (Scroll y))))\n\nwhen I receive [start v]\nset volume to (50) %\nforever\n play sound [Itty Bitty 8 Bit v] until done\nend\n\nwhen I receive [start v]\nforever\n if <(Music) = [0]> then\n set volume to (50) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [start v]\nset [timer v] to [0]\nforever\n if <(Shop) = [No]> then\n wait (1) seconds\n change [timer v] by (1)\n end\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\nset [☁ highscore v] to [6000]\n\n@Blank\n\n@Player\n\nwhen I receive [start v]\nset [checkpoint x v] to [-199]\nset [checkpoint y v] to [-118]\nset [speed x v] to [1.5]\nset [speed y v] to [16]\nset [flash v] to [no]\nset size to (50) %\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine Game On\nset [sx v] to [0]\nset [x v] to (Checkpoint x)\nset [y v] to (Checkpoint y)\nset [sy v] to [0]\nset [in air v] to [0]\nset [finish v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\npoint in direction (90)\nset rotation style [left-right v]\nshow\n\ndefine Tick\nswitch costume to (hitbox v)\nif <(Shop) = [No]> then\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n point in direction (-90)\n change [sx v] by ((Speed x) * (-1))\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n point in direction (90)\n change [sx v] by (Speed x)\n end\nend\nif <(Shop) = [No]> then\n set [sx v] to ((sx) * (0.8))\n if <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\n end\nend\nif <(Shop) = [No]> then\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <(in air) < [4]> then\n set [sy v] to (Speed y)\n end\n end\nend\nif <(Shop) = [No]> then\n if <(sy) > [-20]> then\n change [sy v] by (-2)\n end\n Change Player y by (sy)\n set [scroll x v] to (x)\n change [scroll x v] by (round (((x) - (Scroll x)) / (10)))\n if <(Scroll x) > [7290]> then\n set [scroll x v] to [7295]\n end\n if <(Scroll x) < [0]> then\n set [scroll x v] to [0]\n end\n change [scroll y v] by (round (((y) - (Scroll y)) / (10)))\n if <(Scroll y) < [0]> then\n set [scroll y v] to [0]\n end\n Position\n if <touching (danger v)?> then\n set [sy v] to [3]\n if <<<key (s v) pressed?> or <key (down arrow v) pressed?>> or <<(mouse y) < (y position)> and <mouse down?>>> then\n change [sy v] by (-4)\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n change [sy v] by (4)\n end\n end\nend\nswitch costume to (2 v)\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(Finish) > []>\n Tick\n Position\n broadcast (Tick v)\n end\n if <(Finish) = [Yes]> then\n Game Con\n else\n Game End\n end\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platform v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (Scroll x)) y: ((y) - (Scroll y))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platform v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platform v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-15]\n else\n set [sx v] to [15]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platform v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game End\nif <(Shop) = [No]> then\n go to [front v] layer\n set rotation style [all around v]\n set [fall v] to (pick random (5) to (10))\n repeat until <(y position) < [-180]>\n set size to (100) %\n change y by (Fall)\n change [fall v] by (-2)\n turn right (15) degrees\n set size to (50) %\n end\n hide\nend\n\ndefine Game Con\nbroadcast (Win v)\n\nwhen I receive [bounce v]\nif <touching (enemy v)?> then\n set [sy v] to [18]\nend\n\nwhen I receive [bounce v]\nif <touching (trampoline v)?> then\n set [sy v] to [30]\nend\n\nwhen I receive [start v]\nset [swim v] to [No]\nforever\n if <(Sounds) = [0]> then\n set volume to (50) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nrepeat (5)\n change [ghost v] effect by (12)\nend\n\nwhen I receive [start v]\nforever\n if <(x) < [-240]> then\n set [x v] to [-240]\n end\nend\n\nwhen I receive [start v]\nbroadcast (DeleteClones v) and wait\nbroadcast (CreateClones v) and wait\n\n@Platform\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(Sounds) = [0]> then\n set volume to (50) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nPosition ((x) - (Scroll x)) ((y) - (Scroll y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nnext costume\nchange [x v] by (x)\nchange [y v] by (y)\n\nwhen I receive [setup v]\nhide\nswitch costume to (1 v)\nset [x v] to [0]\nset [y v] to [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [800] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nwhen I receive [reset v]\ndelete this clone\n\n@Enemy\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\ndefine Clone at x: (x) y: (y) Change: (change) Side: (side)\nset [change v] to (change)\nset [x v] to (x)\nset [y v] to (y)\nset [side v] to (side)\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nset [x v] to [-99999]\n\nwhen I receive [tick v]\nPosition (((x) - (Scroll x)) + (offset)) ((y) - (Scroll y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<([abs v] of (x position) ) < [250]> and <([abs v] of (y position) ) < [190]>> then\n show\nelse\n hide\nend\nif <(Shop) = [No]> then\n if <(die) = [0]> then\n if <(timer) > [25]> then\n set [offset v] to ((((((100) - ((timer) * (side))) * ((change) / (50))) - (offset)) / (7)) + (offset))\n end\n if <(timer) < [26]> then\n set [offset v] to ((offset) + (((((timer) * (side)) * ((change) / (50))) - (offset)) / (7)))\n end\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (2) layers\nset size to (50) %\nset rotation style [left-right v]\nwait (1) seconds\nforever\n if <touching (player v)?> then\n if <<([y position v] of [player v]) > (y position)> and <([sy v] of [player v]) < [-1]>> then\n set [die v] to [2]\n broadcast (Bounce v)\n if <(Shop) = [No]> then\n if <(Sounds) = [0]> then\n start sound [Death v]\n end\n end\n stop [other scripts in sprite v]\n broadcast (Bounce v)\n repeat (5)\n broadcast (Bounce v)\n change [ghost v] effect by (20)\n end\n switch costume to (2 v)\n set [ghost v] effect to (0)\n repeat (8)\n change [y v] by (4)\n change [ghost v] effect by (5)\n end\n switch costume to (2 v)\n set [xy v] to (join (round (((x) + (offset)) + (5000))) (round ((y) + (5000))))\n broadcast (Bounce v)\n change [coins v] by (4)\n delete this clone\n else\n set [finish v] to [Die]\n end\n end\nend\n\nwhen I receive [deleteclones v]\ndelete this clone\n\nwhen I receive [start v]\nset [die v] to [0]\nforever\n if <(Sounds) = [0]> then\n set volume to (50) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [createclones v]\nClone at x: [289] y: [-120] Change: [150] Side: [1.5]\nClone at x: [1093] y: [-120] Change: [150] Side: [1.5]\nClone at x: [2008] y: [34] Change: [220] Side: [2]\nClone at x: [2426] y: [-126] Change: [220] Side: [2]\nClone at x: [2875] y: [30] Change: [220] Side: [2]\nClone at x: [3085] y: [30] Change: [200] Side: [1.5]\nClone at x: [4373] y: [-48] Change: [200] Side: [2]\nClone at x: [6375] y: [130] Change: [0] Side: [0]\nClone at x: [6546] y: [132] Change: [0] Side: [0]\nClone at x: [6719] y: [134] Change: [0] Side: [0]\nClone at x: [6902] y: [136] Change: [0] Side: [0]\nClone at x: [7180] y: [-122] Change: [220] Side: [2]\n\n@Danger\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(Sounds) = [0]> then\n set volume to (50) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [green flag v]\nshow\n\nwhen I start as a clone\nforever\n if < (costume [name v]) contains [Water]?> then\n set [ghost v] effect to (20)\n set [y v] to (([cos v] of ((cos) * (300)) ) * (5))\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [tick v]\nPosition ((x) - (Scroll x)) ((y) - (Scroll y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [800] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I start as a clone\nset [cos v] to [0]\nforever\n if <(Shop) = [No]> then\n change [cos v] by (0.02)\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n if <not << (costume [name v]) contains [Water]?> and <(Swim) = [Yes]>>> then\n set [finish v] to [No]\n end\n end\nend\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (Scroll x)) ((y) - (Scroll y))\nif <(Shop) = [No]> then\n if <<touching (player v)?> and <(costume [number v]) = [2]>> then\n if <(Sounds) = [0]> then\n start sound [coin v]\n end\n change [coins v] by (1)\n delete this clone\n end\n if <<touching (player v)?> and <(costume [number v]) = [1]>> then\n if <(Sounds) = [0]> then\n start sound [coin v]\n end\n change [coins v] by (10)\n delete this clone\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y) Type: (1/2)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (1/2)\ncreate clone of (_myself_ v)\nset [x v] to [-99999]\n\nwhen I receive [createclones v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nClone at x: [67] y: [-63] Type: [2]\nClone at x: [135] y: [-63] Type: [2]\nClone at x: [198] y: [-63] Type: [2]\nClone at x: [104] y: [-15] Type: [2]\nClone at x: [263] y: [-63] Type: [2]\nClone at x: [168] y: [-15] Type: [2]\nClone at x: [231] y: [-15] Type: [2]\nClone at x: [722] y: [-63] Type: [2]\nClone at x: [722] y: [-19] Type: [2]\nClone at x: [722] y: [29] Type: [2]\nClone at x: [1450] y: [-107] Type: [2]\nClone at x: [1342] y: [-107] Type: [2]\nClone at x: [1394] y: [-107] Type: [2]\nClone at x: [4416] y: [222] Type: [1]\nClone at x: [1673] y: [11] Type: [2]\nClone at x: [1673] y: [-27] Type: [2]\nClone at x: [1673] y: [-67] Type: [2]\nClone at x: [2003] y: [144] Type: [2]\nClone at x: [2003] y: [42] Type: [2]\nClone at x: [2003] y: [90] Type: [2]\nClone at x: [2736] y: [169] Type: [1]\nClone at x: [3593] y: [-56] Type: [2]\nClone at x: [3593] y: [-90] Type: [2]\nClone at x: [3593] y: [-23] Type: [2]\nClone at x: [4354] y: [185] Type: [2]\nClone at x: [4478] y: [185] Type: [2]\nClone at x: [4510] y: [74] Type: [2]\nClone at x: [4411] y: [24] Type: [2]\nClone at x: [4255] y: [24] Type: [2]\nClone at x: [4336] y: [74] Type: [2]\nClone at x: [4976] y: [204] Type: [2]\nClone at x: [4976] y: [168] Type: [2]\nClone at x: [4976] y: [130] Type: [2]\nClone at x: [5009] y: [130] Type: [2]\nClone at x: [5009] y: [168] Type: [2]\nClone at x: [5009] y: [204] Type: [2]\nClone at x: [5795] y: [22] Type: [2]\nClone at x: [5795] y: [-20] Type: [2]\nClone at x: [6329] y: [58] Type: [2]\nClone at x: [6329] y: [21] Type: [2]\nClone at x: [6329] y: [-15] Type: [2]\nClone at x: [3115] y: [78] Type: [2]\nClone at x: [3301] y: [78] Type: [2]\nClone at x: [3493] y: [78] Type: [2]\nClone at x: [3549] y: [78] Type: [2]\n\nwhen I receive [deleteclones v]\ndelete this clone\n\nwhen flag clicked\nset [coins v] to [0]\nhide\n\nwhen I start as a clone\nset [cos v] to [0]\nforever\n if <(Shop) = [No]> then\n change [cos v] by (0.02)\n set size to ((([cos v] of ((cos) * (400)) ) * (5)) + (50)) %\n end\nend\n\nwhen I start as a clone\nforever\n if <(Sounds) = [0]> then\n set volume to (50) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Deco\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nPosition ((x) - (Scroll x)) ((y) - (Scroll y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ngo to [back v] layer\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\ngo to [back v] layer\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [800] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nwhen I receive [reset v]\ndelete this clone\n\n@Trampoline\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nposition ((x) - (Scroll x)) ((y) - (Scroll y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nClone at x: [2568] y: [-103]\nset [x v] to [-99999]\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nshow\nforever\n if <touching (player v)?> then\n if <([sy v] of [player v]) < [0]> then\n broadcast (bounce v)\n if <(Sounds) = [0]> then\n start sound [Big Boing v]\n end\n switch costume to (1 v)\n broadcast (bounce v)\n repeat (6)\n broadcast (bounce v)\n next costume\n end\n broadcast (bounce v)\n if <(costume [number v]) > [7]> then\n broadcast (bounce v)\n switch costume to (1 v)\n end\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Sounds) = [0]> then\n set volume to (50) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Coin\n\nwhen flag clicked\nshow\nswitch costume to (coin1 v)\nforever\n next costume\n wait (0.05) seconds\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Checkpoint\n\nwhen I receive [tick v]\nposition ((x) - (Scroll x)) ((y) - (Scroll y))\nif <touching (player v)?> then\n if <(checkpoint#) = [1]> then\n if <not <(costume [number v]) = [2]>> then\n if <(Sounds) = [0]> then\n start sound [Checkpoint v]\n broadcast (Checkpoint v)\n end\n end\n switch costume to (2 v)\n set [checkpoint x v] to [1882]\n set [checkpoint y v] to [-17]\n end\n if <(checkpoint#) = [2]> then\n if <not <(costume [number v]) = [2]>> then\n if <(Sounds) = [0]> then\n start sound [Checkpoint v]\n broadcast (Checkpoint v)\n end\n end\n switch costume to (2 v)\n set [checkpoint x v] to [4696]\n set [checkpoint y v] to [-50]\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ngo to [back v] layer\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [checkpoint# v] to [1]\nClone at x: [1877] y: [10]\nset [checkpoint# v] to [2]\nClone at x: [4714] y: [-22]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [start v]\nforever\n if <(Sounds) = [0]> then\n set volume to (50) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Spikes\n\nwhen I receive [green flag v]\nhide\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ngo to [front v] layer\ngo [backward v] (20) layers\ngo to [back v] layer\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nClone at x: [1795] y: [-32]\nClone at x: [2289] y: [-32]\nClone at x: [3689] y: [-124]\nClone at x: [3810] y: [-124]\nClone at x: [3932] y: [-124]\nClone at x: [4064] y: [-124]\nClone at x: [7103] y: [-49]\nClone at x: [6974] y: [33]\nset [x v] to [-99999]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tick v]\nPosition ((x) - (Scroll x)) ((y) - (Scroll y))\nif <touching (player v)?> then\n set [finish v] to [No]\nend\n\nwhen I receive [start v]\nforever\n if <(Sounds) = [0]> then\n set volume to (50) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(Shop) = [No]> then\n turn right (8) degrees\n end\nend\n\n@Numbers\n\nwhen flag clicked\nset [digits v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [digits v] by (1)\nend\nhide\n\nwhen flag clicked\nforever\n set size to (0) %\nend\n\nwhen I receive [time v]\nset [digits v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [digits v] by (1)\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nforever\n set size to (45) %\n go to x: (((digits) * (16)) - (225)) y: (146)\n if <(length of (Coins)) < (digits)> then\n hide\n else\n show\n switch costume to (letter (digits) of (Coins))\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [win v]\n\n@Finish\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [tick v]\nposition ((x) - (Scroll x)) ((y) - (Scroll y))\nif <touching (player v)?> then\n set [finish v] to [Yes]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ngo to [back v] layer\ngo [forward v] (5) layers\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nClone at x: [7444] y: [-104]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [start v]\nforever\n if <(Sounds) = [0]> then\n set volume to (50) %\n else\n set volume to (0) %\n end\nend\n\n@Buttons\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nswitch costume to (shop v)\nset [shop v] to [No]\nshow\nforever\n go to x: (-198) y: (-162)\n if <touching (mouse-pointer v)?> then\n repeat until <(size) > [95]>\n change size by (2)\n end\n if <mouse down?> then\n if <(Shop) = [No]> then\n set [shop v] to [Yes]\n broadcast (Shop v)\n create clone of (_myself_ v)\n end\n wait until <not <mouse down?>>\n end\n else\n repeat until <(size) < [92]>\n change size by (-2)\n end\n end\nend\n\nwhen I receive [start v]\ngo to [front v] layer\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nswitch costume to (close v)\nshow\nforever\n go to x: (111) y: (98)\n if <touching (mouse-pointer v)?> then\n repeat until <(size) > [95]>\n change size by (2)\n end\n if <mouse down?> then\n if <(Shop) = [Yes]> then\n set [shop v] to [No]\n broadcast (No Shop v)\n delete this clone\n end\n wait until <not <mouse down?>>\n end\n else\n repeat until <(size) < [92]>\n change size by (-2)\n end\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Shop\n\nwhen flag clicked\nhide\nforever\n go to x: (0) y: (0)\n switch costume to (1 v)\n go to [front v] layer\nend\n\nwhen I receive [shop v]\nshow\nset [clone# v] to [1]\ncreate clone of (_myself_ v)\nset [clone# v] to [2]\ncreate clone of (_myself_ v)\nset [clone# v] to [3]\ncreate clone of (_myself_ v)\n\nwhen I receive [no shop v]\nhide\ndelete this clone\n\nwhen I start as a clone\nforever\n go to [front v] layer\n if <(clone#) = [1]> then\n go to x: (90) y: (28)\n if <(Speed x) = [2]> then\n switch costume to (bougth v)\n else\n switch costume to (buy v)\n end\n end\n if <(clone#) = [2]> then\n go to x: (90) y: (-30)\n if <(Speed y) = [18]> then\n switch costume to (bougth v)\n else\n switch costume to (buy v)\n end\n end\n if <(clone#) = [3]> then\n go to x: (90) y: (-90)\n if <(Swim) = [Yes]> then\n switch costume to (bougth v)\n else\n switch costume to (buy v)\n end\n end\nend\n\nwhen I start as a clone\nset size to (90) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) > [95]>\n change size by (2)\n end\n if <mouse down?> then\n if <<(clone#) = [1]> and <(costume [number v]) = [2]>> then\n if <<(Coins) = [25]> or <(Coins) > [25]>> then\n set [speed x v] to [2]\n change [coins v] by (-25)\n switch costume to (bougth v)\n end\n end\n if <<(clone#) = [2]> and <(costume [number v]) = [2]>> then\n if <<(Coins) = [30]> or <(Coins) > [30]>> then\n change [coins v] by (-30)\n set [speed y v] to [18]\n switch costume to (bougth v)\n end\n end\n if <<(clone#) = [3]> and <(costume [number v]) = [2]>> then\n if <<(Coins) = [40]> or <(Coins) > [40]>> then\n change [coins v] by (-40)\n set [swim v] to [Yes]\n switch costume to (bougth v)\n end\n end\n wait until <not <mouse down?>>\n end\n else\n repeat until <(size) < [92]>\n change size by (-2)\n end\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Screen\n\nwhen I receive [win v]\nshow\ngo to [front v] layer\nforever\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nhide\n\n@Timer\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nforever\n set size to (45) %\n go to x: (((digits) * (16)) - (100)) y: (-80)\n if <(length of (OutputTime)) < (digits)> then\n hide\n else\n show\n switch costume to (letter (digits) of (OutputTime))\n end\nend\n\nwhen I receive [start v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [win v]\nset [digits v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [digits v] by (1)\nend\nhide\n\nwhen I receive [win v]\nforever\n set [outputtime v] to (join [Time:] (join (Timer) [s]))\nend\n\n@Thumbnail\n\nwhen [timer v] > (0.05)\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\ngo to x: (00) y: (0)\ngo to [front v] layer\nhide\n\nwhen flag clicked\nforever\n reset timer\nend\n\n@Sounds\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [sounds v] to [0]\nset [music v] to [0]\ncreate clone of (_myself_ v)\nshow\nforever\n if <(Music) = [0]> then\n switch costume to (music v)\n else\n switch costume to (mute v)\n end\nend\n\nwhen I start as a clone\nshow\nforever\n if <(Sounds) = [0]> then\n switch costume to (sounds on v)\n else\n switch costume to (sounds off v)\n end\nend\n\nwhen I start as a clone\nshow\nforever\n go to x: (208) y: (161)\n if <(Shop) = [No]> then\n if <touching (mouse-pointer v)?> then\n repeat until <(size) > [95]>\n change size by (2)\n end\n if <mouse down?> then\n if <(Sounds) = [0]> then\n set [sounds v] to [2]\n wait until <not <mouse down?>>\n else\n if <(Sounds) = [2]> then\n set [sounds v] to [0]\n wait until <not <mouse down?>>\n end\n end\n end\n else\n repeat until <(size) < [92]>\n change size by (-2)\n end\n end\n end\nend\n\nwhen I receive [start v]\nshow\nforever\n go to x: (172) y: (161)\n if <(Shop) = [No]> then\n if <touching (mouse-pointer v)?> then\n repeat until <(size) > [95]>\n change size by (2)\n end\n if <mouse down?> then\n if <(Music) = [0]> then\n set [music v] to [2]\n wait until <not <mouse down?>>\n else\n if <(Music) = [2]> then\n set [music v] to [0]\n wait until <not <mouse down?>>\n end\n end\n end\n else\n repeat until <(size) < [92]>\n change size by (-2)\n end\n end\n end\nend\n\n@HighScore\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nforever\n set size to (45) %\n go to x: (((digits) * (16)) - (118)) y: (-130)\n if <(length of (OutputHighScore)) < (digits)> then\n hide\n else\n show\n switch costume to (letter (digits) of (OutputHighScore))\n end\nend\n\nwhen I receive [start v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [win v]\nset [digits v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [digits v] by (1)\nend\nhide\n\nwhen I receive [win v]\nforever\n set [outputhighscore v] to (join [Highscore:] (join (☁ Highscore) [#]))\nend\n\nwhen I receive [win v]\nforever\n if <(Timer) < (☁ Highscore)> then\n set [☁ highscore v] to (Timer)\n end\nend\n\n | ^Use the W,A,S,D or Arrow Keys To Move The Player.\n^Try To Beat My Score:53s.\n^If This Game Is Running Slow Play In Full Screen. |
Platformer制作セット!! | @Stage\n\nwhen flag clicked\nforever\n play sound [うきうき v] until done\nend\n\n@キューブ君\n\nwhen flag clicked\n初期設定\nforever\n if then\n change [x座標の動き v] by (-1)\n point in direction (-90)\n end\n if then\n change [x座標の動き v] by (1)\n point in direction (90)\n end\n change x by (x座標の動き)\n set [x座標の動き v] to ((x座標の動き) * (0.9))\n if then\n change y by (1)\n if then\n change y by (1)\n if then\n change y by (1)\n if then\n change y by (1)\n if then\n change y by (1)\n if then\n change x by ((x座標の動き) * (-1))\n change y by (-5)\n if then\n if <[0] < (x座標の動き)> then\n set [x座標の動き v] to [-8]\n start sound [壁キックのやつ v]\n else\n set [x座標の動き v] to [8]\n start sound [壁キックのやつ v]\n end\n set [y座標の動き v] to [13]\n start sound [壁キックのやつ v]\n else\n set [x座標の動き v] to [0]\n start sound [壁キックのやつ v]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if then\n if then\n set [y座標の動き v] to [13]\n start sound [ジャンプ音 v]\n end\n end\n change y by (y座標の動き)\n change [y座標の動き v] by (-1)\n if then\n change y by ((y座標の動き) * (-1))\n set [y座標の動き v] to [0]\n end\n if then\n switch costume to (しゃがむ v)\n else\n switch costume to (普通 v)\n end\n if <touching color (#ff2d2d)?> then\n start sound [アウト v]\n change [ghost v] effect by (50)\n change [ghost v] effect by (50)\n hide\n set [x座標の動き v] to [0]\n set [y座標の動き v] to [0]\n go to x: (-205) y: (90)\n clear graphic effects\n show\n end\n if <(costume [number v]) = [1]> then\n if <(y position) < [-175]> then\n start sound [アウト v]\n change [ghost v] effect by (50)\n change [ghost v] effect by (50)\n hide\n set [x座標の動き v] to [0]\n set [y座標の動き v] to [0]\n go to x: (-205) y: (90)\n clear graphic effects\n show\n end\n else\n if <(y position) < [-160]> then\n start sound [アウト v]\n change [ghost v] effect by (50)\n change [ghost v] effect by (50)\n hide\n set [x座標の動き v] to [0]\n set [y座標の動き v] to [0]\n go to x: (-205) y: (90)\n clear graphic effects\n show\n end\n end\n if <touching (ばね v)?> then\n start sound [ジャンプ音 v]\n set [y座標の動き v] to [21]\n end\nend\n\ndefine 初期設定\nclear graphic effects\nswitch costume to (普通 v)\npoint in direction (90)\nset size to (50) %\ngo to x: (-205) y: (90)\nset rotation style [left-right v]\nset drag mode [not draggable v]\nset [x座標の動き v] to [0]\nset [y座標の動き v] to [0]\nset [背景の番号 v] to [1]\nshow\n\nwhen flag clicked\nrepeat until <(背景の番号) = [1]>\n if <[235] < (x position)> then\n change [ghost v] effect by (50)\n change [ghost v] effect by (50)\n hide\n set [x座標の動き v] to [0]\n set [y座標の動き v] to [0]\n change [背景の番号 v] by (1)\n go to x: (-205) y: (90)\n clear graphic effects\n show\n end\nend\n\n@ステージ\n\nwhen flag clicked\nforever\n switch costume to (背景の番号)\nend\n\n@ばね\n\nwhen flag clicked\nswitch costume to (普通 v)\nforever\n if <touching (キューブ君 v)?> then\n switch costume to (ばねに乗った時のやつ v)\n else\n switch costume to (普通 v)\n end\nend\n\n | Platformerを作れるセットです。\nプログラム済みなのでステージを作るだけでPlatformerが制作できます。\n使う場合はremixして使ってください。\n使うときはキューブ君と背景(水色と青のやつ)\nはクレジット表記お願いします |
Squishmallow Platformer | @Stage\n\nwhen I receive [message1 v]\nswitch backdrop to (backdrop2 v)\nwait until <([costume # v] of [platform v]) = [9]>\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nset [peeps! v] to [18]\nset [done v] to [0]\nswitch backdrop to (backdrop1 v)\nforever\n if <(Done) = (Peeps!)> then\n broadcast (Done v)\n wait (0.0001) seconds\n set [done v] to [0]\n end\nend\n\n@Nothing \n\n@thumbnail\n\nwhen flag clicked\nswitch costume to (real thumb4 v)\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Platform\n\nwhen I receive [done v]\nnext costume\n\nwhen flag clicked\nswitch costume to (bed v)\ngo to [front v] layer\nforever\n if <(costume [number v]) = [8]> then\n broadcast (message1 v)\n end\nend\n\n@Bad stuff >:(\n\nwhen I receive [done v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\n@Unicat\n\nwhen flag clicked\nshow\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-230) y: (111)\nforever\n if <<key (r v) pressed?> or <<(y position) < [-160]> or <touching (bad stuff >:\( v)?>>> then\n go to x: (-230) y: (111)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x velocity v] by (1.1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x velocity v] by (-1.1)\n end\n set [x velocity v] to ((x velocity) * (.9))\n change x by (x velocity)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change x by ((x velocity) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(x velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (y velocity)\n if <touching (platform v)?> then\n change y by ((y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y velocity v] by (8)\n end\n end\n change y by (1)\n if <(x position) > [230]> then\n hide\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n change [done v] by (1)\n wait until <(Done) = (Peeps!)>\n show\n go to x: (-230) y: (111)\n end\nend\n\n@Pink Owl\n\nwhen flag clicked\nshow\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-230) y: (111)\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x velocity v] by (1.13)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x velocity v] by (-1.13)\n end\n set [x velocity v] to ((x velocity) * (.9))\n change x by (x velocity)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change x by ((x velocity) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(x velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (y velocity)\n if <touching (platform v)?> then\n change y by ((y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y velocity v] by (9)\n end\n end\n change y by (1)\n if <(x position) > [230]> then\n hide\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n change [done v] by (1)\n wait until <(Done) = (Peeps!)>\n show\n go to x: (-230) y: (111)\n end\n if <<key (r v) pressed?> or <<(y position) < [-160]> or <touching (bad stuff >:\( v)?>>> then\n go to x: (-230) y: (111)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\nend\n\n@flying unicorn\n\nwhen flag clicked\nshow\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-230) y: (111)\nforever\n if <<key (r v) pressed?> or <<(y position) < [-160]> or <touching (bad stuff >:\( v)?>>> then\n go to x: (-230) y: (111)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x velocity v] by (1.2)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x velocity v] by (-1.2)\n end\n set [x velocity v] to ((x velocity) * (.9))\n change x by (x velocity)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change x by ((x velocity) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(x velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (y velocity)\n if <touching (platform v)?> then\n change y by ((y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y velocity v] by (10)\n end\n end\n change y by (1)\n if <(x position) > [230]> then\n hide\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n change [done v] by (1)\n wait until <(Done) = (Peeps!)>\n show\n go to x: (-230) y: (111)\n end\nend\n\n@unicorn\n\nwhen flag clicked\nshow\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-230) y: (111)\nforever\n if <<key (r v) pressed?> or <<(y position) < [-160]> or <touching (bad stuff >:\( v)?>>> then\n go to x: (-230) y: (111)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x velocity v] by (1.23)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x velocity v] by (-1.23)\n end\n set [x velocity v] to ((x velocity) * (.9))\n change x by (x velocity)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change x by ((x velocity) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(x velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (y velocity)\n if <touching (platform v)?> then\n change y by ((y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y velocity v] by (11)\n end\n end\n change y by (1)\n if <(x position) > [230]> then\n hide\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n change [done v] by (1)\n wait until <(Done) = (Peeps!)>\n show\n go to x: (-230) y: (111)\n end\nend\n\n@Red-panada\n\nwhen flag clicked\nshow\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-230) y: (111)\nforever\n if <<key (r v) pressed?> or <<(y position) < [-160]> or <touching (bad stuff >:\( v)?>>> then\n go to x: (-230) y: (111)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x velocity v] by (1.25)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x velocity v] by (-1.25)\n end\n set [x velocity v] to ((x velocity) * (.9))\n change x by (x velocity)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change x by ((x velocity) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(x velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (y velocity)\n if <touching (platform v)?> then\n change y by ((y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y velocity v] by (12)\n end\n end\n change y by (1)\n if <(x position) > [230]> then\n hide\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n change [done v] by (1)\n wait until <(Done) = (Peeps!)>\n show\n go to x: (-230) y: (111)\n end\nend\n\n@Penguin\n\nwhen flag clicked\nshow\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-230) y: (111)\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x velocity v] by (1.27)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x velocity v] by (-1.27)\n end\n set [x velocity v] to ((x velocity) * (.9))\n change x by (x velocity)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change x by ((x velocity) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(x velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (y velocity)\n if <touching (platform v)?> then\n change y by ((y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y velocity v] by (13)\n end\n end\n change y by (1)\n if <(x position) > [230]> then\n hide\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n change [done v] by (1)\n wait until <(Done) = (Peeps!)>\n show\n go to x: (-230) y: (111)\n end\n if <<key (r v) pressed?> or <<(y position) < [-160]> or <touching (bad stuff >:\( v)?>>> then\n go to x: (-230) y: (111)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\nend\n\n@dog\n\nwhen flag clicked\nshow\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-230) y: (111)\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x velocity v] by (1.3)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x velocity v] by (-1.3)\n end\n set [x velocity v] to ((x velocity) * (.9))\n change x by (x velocity)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change x by ((x velocity) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(x velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (y velocity)\n if <touching (platform v)?> then\n change y by ((y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y velocity v] by (14)\n end\n end\n change y by (1)\n if <(x position) > [230]> then\n hide\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n change [done v] by (1)\n wait until <(Done) = (Peeps!)>\n show\n go to x: (-230) y: (111)\n end\n if <<key (r v) pressed?> or <<(y position) < [-160]> or <touching (bad stuff >:\( v)?>>> then\n go to x: (-230) y: (111)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\nend\n\n@lion\n\nwhen flag clicked\nshow\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-230) y: (111)\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x velocity v] by (1.33)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x velocity v] by (-1.33)\n end\n set [x velocity v] to ((x velocity) * (.9))\n change x by (x velocity)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change x by ((x velocity) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(x velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (y velocity)\n if <touching (platform v)?> then\n change y by ((y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y velocity v] by (18)\n end\n end\n change y by (1)\n if <(x position) > [230]> then\n hide\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n change [done v] by (1)\n wait until <(Done) = (Peeps!)>\n show\n go to x: (-230) y: (111)\n end\n if <<key (r v) pressed?> or <<(y position) < [-160]> or <touching (bad stuff >:\( v)?>>> then\n go to x: (-230) y: (111)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\nend\n\n@Red-Fox \n\nwhen flag clicked\nshow\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-230) y: (111)\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x velocity v] by (1.35)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x velocity v] by (-1.35)\n end\n set [x velocity v] to ((x velocity) * (.9))\n change x by (x velocity)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change x by ((x velocity) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(x velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (y velocity)\n if <touching (platform v)?> then\n change y by ((y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y velocity v] by (17)\n end\n end\n change y by (1)\n if <(x position) > [230]> then\n hide\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n change [done v] by (1)\n wait until <(Done) = (Peeps!)>\n show\n go to x: (-230) y: (111)\n end\n if <<key (r v) pressed?> or <<(y position) < [-160]> or <touching (bad stuff >:\( v)?>>> then\n go to x: (-230) y: (111)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\nend\n\n@panada\n\nwhen flag clicked\nshow\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-230) y: (111)\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x velocity v] by (1.37)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x velocity v] by (-1.37)\n end\n set [x velocity v] to ((x velocity) * (.9))\n change x by (x velocity)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change x by ((x velocity) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(x velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (y velocity)\n if <touching (platform v)?> then\n change y by ((y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y velocity v] by (16)\n end\n end\n change y by (1)\n if <(x position) > [230]> then\n hide\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n change [done v] by (1)\n wait until <(Done) = (Peeps!)>\n show\n go to x: (-230) y: (111)\n end\n if <<key (r v) pressed?> or <<(y position) < [-160]> or <touching (bad stuff >:\( v)?>>> then\n go to x: (-230) y: (111)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\nend\n\n@Bunny\n\nwhen flag clicked\nshow\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-230) y: (111)\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x velocity v] by (1.4)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x velocity v] by (-1.4)\n end\n set [x velocity v] to ((x velocity) * (.9))\n change x by (x velocity)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change x by ((x velocity) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(x velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (y velocity)\n if <touching (platform v)?> then\n change y by ((y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y velocity v] by (20)\n end\n end\n change y by (1)\n if <(x position) > [230]> then\n hide\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n change [done v] by (1)\n wait until <(Done) = (Peeps!)>\n show\n go to x: (-230) y: (111)\n end\n if <<key (r v) pressed?> or <<(y position) < [-160]> or <touching (bad stuff >:\( v)?>>> then\n go to x: (-230) y: (111)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\nend\n\n@koloa\n\nwhen flag clicked\nshow\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-230) y: (111)\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x velocity v] by (1.43)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x velocity v] by (-1.43)\n end\n set [x velocity v] to ((x velocity) * (.9))\n change x by (x velocity)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change x by ((x velocity) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(x velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (y velocity)\n if <touching (platform v)?> then\n change y by ((y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y velocity v] by (19)\n end\n end\n change y by (1)\n if <(x position) > [230]> then\n hide\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n change [done v] by (1)\n wait until <(Done) = (Peeps!)>\n show\n go to x: (-230) y: (111)\n end\n if <<key (r v) pressed?> or <<(y position) < [-160]> or <touching (bad stuff >:\( v)?>>> then\n go to x: (-230) y: (111)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\nend\n\n@Chick\n\nwhen flag clicked\nshow\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-230) y: (111)\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x velocity v] by (1.45)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x velocity v] by (-1.45)\n end\n set [x velocity v] to ((x velocity) * (.9))\n change x by (x velocity)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change x by ((x velocity) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(x velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (y velocity)\n if <touching (platform v)?> then\n change y by ((y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y velocity v] by (15.5)\n end\n end\n change y by (1)\n if <(x position) > [230]> then\n hide\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n change [done v] by (1)\n wait until <(Done) = (Peeps!)>\n show\n go to x: (-230) y: (111)\n end\n if <<key (r v) pressed?> or <<(y position) < [-160]> or <touching (bad stuff >:\( v)?>>> then\n go to x: (-230) y: (111)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\nend\n\n@Mouse\n\nwhen flag clicked\nshow\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-230) y: (111)\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x velocity v] by (1.47)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x velocity v] by (-1.47)\n end\n set [x velocity v] to ((x velocity) * (.9))\n change x by (x velocity)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change x by ((x velocity) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(x velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (y velocity)\n if <touching (platform v)?> then\n change y by ((y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y velocity v] by (14.5)\n end\n end\n change y by (1)\n if <(x position) > [230]> then\n hide\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n change [done v] by (1)\n wait until <(Done) = (Peeps!)>\n show\n go to x: (-230) y: (111)\n end\n if <<key (r v) pressed?> or <<(y position) < [-160]> or <touching (bad stuff >:\( v)?>>> then\n go to x: (-230) y: (111)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\nend\n\n@Cat\n\nwhen flag clicked\nshow\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-230) y: (111)\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x velocity v] by (1.5)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x velocity v] by (-1.5)\n end\n set [x velocity v] to ((x velocity) * (.9))\n change x by (x velocity)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change x by ((x velocity) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(x velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (y velocity)\n if <touching (platform v)?> then\n change y by ((y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y velocity v] by (7)\n end\n end\n change y by (1)\n if <(x position) > [230]> then\n hide\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n change [done v] by (1)\n wait until <(Done) = (Peeps!)>\n show\n go to x: (-230) y: (111)\n end\n if <<key (r v) pressed?> or <<(y position) < [-160]> or <touching (bad stuff >:\( v)?>>> then\n go to x: (-230) y: (111)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\nend\n\n@Sheep\n\nwhen flag clicked\nshow\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-230) y: (111)\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x velocity v] by (0.87)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x velocity v] by (-0.87)\n end\n set [x velocity v] to ((x velocity) * (.9))\n change x by (x velocity)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change x by ((x velocity) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(x velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (y velocity)\n if <touching (platform v)?> then\n change y by ((y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y velocity v] by (13.5)\n end\n end\n change y by (1)\n if <(x position) > [230]> then\n hide\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n change [done v] by (1)\n wait until <(Done) = (Peeps!)>\n show\n go to x: (-230) y: (111)\n end\n if <<key (r v) pressed?> or <<(y position) < [-160]> or <touching (bad stuff >:\( v)?>>> then\n go to x: (-230) y: (111)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\nend\n\n@Penguin \n\nwhen flag clicked\nshow\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-230) y: (111)\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x velocity v] by (1.53)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x velocity v] by (-1.53)\n end\n set [x velocity v] to ((x velocity) * (.9))\n change x by (x velocity)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change x by ((x velocity) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(x velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (y velocity)\n if <touching (platform v)?> then\n change y by ((y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y velocity v] by (16.5)\n end\n end\n change y by (1)\n if <(x position) > [230]> then\n hide\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n change [done v] by (1)\n wait until <(Done) = (Peeps!)>\n show\n go to x: (-230) y: (111)\n end\n if <<key (r v) pressed?> or <<(y position) < [-160]> or <touching (bad stuff >:\( v)?>>> then\n go to x: (-230) y: (111)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\nend\n\n@purple unicorn\n\nwhen flag clicked\nshow\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-230) y: (111)\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x velocity v] by (0.93)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x velocity v] by (-0.93)\n end\n set [x velocity v] to ((x velocity) * (.9))\n change x by (x velocity)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change x by ((x velocity) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(x velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (y velocity)\n if <touching (platform v)?> then\n change y by ((y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y velocity v] by (17.5)\n end\n end\n change y by (1)\n if <(x position) > [230]> then\n hide\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n change [done v] by (1)\n wait until <(Done) = (Peeps!)>\n show\n go to x: (-230) y: (111)\n end\n if <<key (r v) pressed?> or <<(y position) < [-160]> or <touching (bad stuff >:\( v)?>>> then\n go to x: (-230) y: (111)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\nend\n\n@Gray Owl\n\nwhen flag clicked\nset [on v] to [0]\nhide\nforever\n if <<([costume # v] of [bad stuff >:\( v]) = [12]> and <not <(On) = [1]>>> then\n broadcast (Join the game v)\n stop [this script v]\n end\n hide\nend\n\nwhen I receive [join the game v]\nshow\nset [peeps! v] to [19]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-230) y: (111)\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x velocity v] by (0.89)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x velocity v] by (-0.89)\n end\n set [x velocity v] to ((x velocity) * (.9))\n change x by (x velocity)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change x by ((x velocity) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(x velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (y velocity)\n if <touching (platform v)?> then\n change y by ((y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y velocity v] by (13.75)\n end\n end\n change y by (1)\n if <(x position) > [230]> then\n hide\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n change [done v] by (1)\n wait until <(Done) = (Peeps!)>\n show\n go to x: (-230) y: (111)\n end\n if <<key (r v) pressed?> or <<(y position) < [-160]> or <touching (bad stuff >:\( v)?>>> then\n go to x: (-230) y: (111)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\nend\n\n | Press the flag.\n\nArrow keys, W, A, D, or mobile controls to move.\n\nThat's about it...\n |
Recovery Two Scrolling Platformer #Games #All | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop666 v)\n\n@Less lag\n\n@Player\n\nwhen flag clicked\nhide\nhide variable [☁ fastest time v]\nhide variable [☁ by v]\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nGame on\nwait (0.01) seconds\nforever\n broadcast (Reset v) and wait\n broadcast (Setip v) and wait\n Game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Game on\nif <(Checkpoint) = [0]> then\n set [x v] to [0]\n set [y v] to [0]\n switch backdrop to (backdrop2 v)\n set [blocks collected v] to [0]\nelse\n if <(Checkpoint) = [1]> then\n set [x v] to [924]\n set [y v] to [6]\n set [blocks collected v] to [2]\n switch backdrop to (backdrop2 v)\n set [blocks collected v] to [1]\n set [blocks collected v] to [2]\n else\n if <(Checkpoint) = [2]> then\n set [x v] to [4533]\n set [y v] to [-63]\n switch backdrop to (backdrop2 v)\n set [blocks collected v] to [10]\n wait (0.2) seconds\n set [x v] to [4533]\n set [y v] to [-63]\n else\n if <(Checkpoint) = [3]> then\n set [x v] to [3090]\n set [y v] to [0]\n switch backdrop to (backdrop2 v)\n else\n if <(Checkpoint) = [4]> then\n set [x v] to [4307]\n set [y v] to [-80]\n switch backdrop to (backdrop2 v)\n else\n set [x v] to [5347]\n set [y v] to [226]\n switch backdrop to (backdrop2 v)\n end\n end\n end\n end\nend\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset size to (10) %\nclear graphic effects\nshow\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [speed x v] by (-2)\n point in direction (-90)\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [speed x v] by (2)\n point in direction (90)\nend\nset [speed x v] to ((Speed x) * (0.8))\nif <([abs v] of (Speed x) ) > [0.9]> then\n Change player x by (round (Speed x))\nend\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [4]> then\n set [speed y v] to [16]\n end\nend\nif <(Speed y) > [-20]> then\n change [speed y v] by (-2)\nend\nChange player y by (Speed y)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL X) > [5761]> then\n set [scroll x v] to [5761]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <<(y) < [-178]> or <[5000] < (y)>> then\n set [exit v] to [Die]\nend\nif <touching (obstacles v)?> then\n if <(LEVEL) = [1]> then\n broadcast (Play Game v)\n else\n broadcast (Reset v)\n broadcast (Setip v)\n broadcast (Lvl2 v)\n end\nend\nif <touching (jump pad v)?> then\n if <(sx) > [0]> then\n set [speed y v] to [-35]\n else\n set [speed y v] to [35]\n end\n set [in air v] to [0]\nend\nif <touching (finish v)?> then\n change [level v] by (1)\n broadcast (Reset v)\n broadcast (Setip v)\n broadcast (Lvl2 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 [speed y v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(sx) > [0]> then\n set [speed x v] to [-16]\n else\n set [speed x v] to [16]\n end\n set [in air v] to [0]\n else\n set [speed x v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-0.25)\n change [ghost v] effect by (2)\nend\nclear graphic effects\nwait (1) seconds\nbroadcast (END v)\nhide\n\ndefine Test - Die\n\nwhen I receive [lvl2 v]\nset [level v] to [2]\nshow\nforever\n broadcast (Reset v) and wait\n broadcast (Setip v) and wait\n Game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\nset [x v] to [2096]\nset [y v] to [189]\n\nif <(sx) > [0]> then\n set [speed x v] to [-16]\nelse\n set [speed x v] to [16]\nend\nset [in air v] to [0]\n\nshow\n\nwhen I receive [intro done v]\nswitch costume to (player2 v)\nset size to (10) %\nshow\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nset [blocks collected v] to [1]\n\nif <(y) > [5000]> then\n set [y v] to [-55]\nend\n\nhide variable [☁ fastest time v]\nhide variable [☁ by v]\nset [blocks collected v] to [0]\nset [level v] to [1]\nset [ghost v] effect to (0)\npoint in direction (90)\nset [checkpoint v] to [0]\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop666 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nshow\n\nif <(Checkpoint) < [2]> then\n forever\n wait (0.05) seconds\n end\nelse\n if <(Checkpoint) = [2]> then\nend\n\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nhide\nif <(costume [number v]) = [1]> then\n wait until <(Blocks Collected) = [0]>\nend\nif <(costume [number v]) = [2]> then\n wait until <(Blocks Collected) = [1]>\nend\nif <(costume [number v]) = [3]> then\n wait until <(Blocks Collected) = [2]>\nend\nif <(costume [number v]) = [4]> then\n wait until <(Blocks Collected) = [3]>\nend\nif <(costume [number v]) = [5]> then\n wait until <(Blocks Collected) = [4]>\nend\nif <(costume [number v]) = [6]> then\n wait until <(Blocks Collected) = [5]>\nend\nif <(costume [number v]) = [7]> then\n wait until <(Blocks Collected) = [6]>\nend\nif <(costume [number v]) = [8]> then\n wait until <(Blocks Collected) = [7]>\nend\nif <(costume [number v]) = [9]> then\n wait until <(Blocks Collected) = [8]>\nend\nif <(costume [number v]) = [10]> then\n wait until <(Blocks Collected) = [9]>\nend\nif <(costume [number v]) = [11]> then\n wait until <(Blocks Collected) = [10]>\nend\nif <(costume [number v]) = [12]> then\n wait until <(Blocks Collected) = [11]>\nend\nif <(costume [number v]) = [13]> then\n wait until <(Blocks Collected) = [12]>\nend\nif <(costume [number v]) = [14]> then\n wait until <(Blocks Collected) = [13]>\nend\nif <(costume [number v]) = [15]> then\n wait until <(Blocks Collected) = [14]>\nend\nif <(costume [number v]) = [16]> then\n wait until <(Blocks Collected) = [15]>\nend\nif <(costume [number v]) = [17]> then\n wait until <(Blocks Collected) = [16]>\nend\nif <(costume [number v]) = [18]> then\n wait until <(Blocks Collected) = [17]>\nend\nif <(costume [number v]) = [19]> then\n wait until <(Blocks Collected) = [18]>\nend\nshow\n\n@title screen thingy\n\nwhen flag clicked\nhide\n\nwhen I receive [titl screen v]\nhide variable [☁ fastest time v]\nhide variable [by v]\nhide variable [time v]\ngo to [front v] layer\nshow\nwait (0.000000000001) seconds\nstop [all v]\n\n@Obstacles\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop666 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\n\nif <<(x) = (x position)> and <(y) = (y position)>> 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\nhide\nif <(costume [number v]) = [1]> then\n wait until <(Blocks Collected) = [0]>\nend\nif <(costume [number v]) = [2]> then\n wait until <(Blocks Collected) = [1]>\nend\nif <(costume [number v]) = [3]> then\n wait until <(Blocks Collected) = [2]>\nend\nif <(costume [number v]) = [4]> then\n wait until <(Blocks Collected) = [3]>\nend\nif <(costume [number v]) = [5]> then\n wait until <(Blocks Collected) = [4]>\nend\nif <(costume [number v]) = [6]> then\n wait until <(Blocks Collected) = [5]>\nend\nif <(costume [number v]) = [7]> then\n wait until <(Blocks Collected) = [6]>\nend\nif <(costume [number v]) = [8]> then\n wait until <(Blocks Collected) = [7]>\nend\nif <(costume [number v]) = [9]> then\n wait until <(Blocks Collected) = [8]>\nend\nif <(costume [number v]) = [10]> then\n wait until <(Blocks Collected) = [9]>\nend\nif <(costume [number v]) = [11]> then\n wait until <(Blocks Collected) = [10]>\nend\nif <(costume [number v]) = [12]> then\n wait until <(Blocks Collected) = [11]>\nend\nif <(costume [number v]) = [13]> then\n wait until <(Blocks Collected) = [12]>\nend\nif <(costume [number v]) = [14]> then\n wait until <(Blocks Collected) = [13]>\nend\nif <(costume [number v]) = [15]> then\n wait until <(Blocks Collected) = [14]>\nend\nif <(costume [number v]) = [16]> then\n wait until <(Blocks Collected) = [15]>\nend\nif <(costume [number v]) = [17]> then\n wait until <(Blocks Collected) = [16]>\nend\nif <(costume [number v]) = [18]> then\n wait until <(Blocks Collected) = [17]>\nend\nif <(costume [number v]) = [19]> then\n wait until <(Blocks Collected) = [18]>\nend\nshow\n\n@Jump Pad\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop666 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nelse\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\n\nif <<(x) = (x position)> and <(y) = (y position)>> 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\nhide\nif <(costume [number v]) = [1]> then\n wait until <(Blocks Collected) = [0]>\nend\nif <(costume [number v]) = [2]> then\n wait until <(Blocks Collected) = [1]>\nend\nif <(costume [number v]) = [3]> then\n wait until <(Blocks Collected) = [2]>\nend\nif <(costume [number v]) = [4]> then\n wait until <(Blocks Collected) = [3]>\nend\nif <(costume [number v]) = [5]> then\n wait until <(Blocks Collected) = [4]>\nend\nif <(costume [number v]) = [6]> then\n wait until <(Blocks Collected) = [5]>\nend\nif <(costume [number v]) = [7]> then\n wait until <(Blocks Collected) = [6]>\nend\nif <(costume [number v]) = [8]> then\n wait until <(Blocks Collected) = [7]>\nend\nif <(costume [number v]) = [9]> then\n wait until <(Blocks Collected) = [8]>\nend\nif <(costume [number v]) = [10]> then\n wait until <(Blocks Collected) = [9]>\nend\nif <(costume [number v]) = [11]> then\n wait until <(Blocks Collected) = [10]>\nend\nif <(costume [number v]) = [12]> then\n wait until <(Blocks Collected) = [11]>\nend\nif <(costume [number v]) = [13]> then\n wait until <(Blocks Collected) = [12]>\nend\nif <(costume [number v]) = [14]> then\n wait until <(Blocks Collected) = [13]>\nend\nif <(costume [number v]) = [15]> then\n wait until <(Blocks Collected) = [14]>\nend\nif <(costume [number v]) = [16]> then\n wait until <(Blocks Collected) = [15]>\nend\nif <(costume [number v]) = [17]> then\n wait until <(Blocks Collected) = [16]>\nend\nif <(costume [number v]) = [18]> then\n wait until <(Blocks Collected) = [17]>\nend\nif <(costume [number v]) = [19]> then\n wait until <(Blocks Collected) = [18]>\nend\nshow\n\n@Blocks\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Checkpoint) = [0]> then\n set [blocks collected v] to [0]\nend\nwait (0.05) seconds\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop666 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\n\nif <<(x) = (x position)> and <(y) = (y position)>> 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\nhide\nif <(costume [number v]) = [1]> then\n wait until <(Blocks Collected) = [0]>\nend\nif <(costume [number v]) = [2]> then\n wait until <(Blocks Collected) = [1]>\nend\nif <(costume [number v]) = [3]> then\n wait until <(Blocks Collected) = [2]>\nend\nif <(costume [number v]) = [4]> then\n wait until <(Blocks Collected) = [3]>\nend\nif <(costume [number v]) = [5]> then\n wait until <(Blocks Collected) = [4]>\nend\nif <(costume [number v]) = [6]> then\n wait until <(Blocks Collected) = [5]>\nend\nif <(costume [number v]) = [7]> then\n wait until <(Blocks Collected) = [6]>\nend\nif <(costume [number v]) = [8]> then\n wait until <(Blocks Collected) = [7]>\nend\nif <(costume [number v]) = [9]> then\n wait until <(Blocks Collected) = [8]>\nend\nif <(costume [number v]) = [10]> then\n wait until <(Blocks Collected) = [9]>\nend\nif <(costume [number v]) = [11]> then\n wait until <(Blocks Collected) = [10]>\nend\nif <(costume [number v]) = [12]> then\n wait until <(Blocks Collected) = [11]>\nend\nif <(costume [number v]) = [13]> then\n wait until <(Blocks Collected) = [12]>\nend\nif <(costume [number v]) = [14]> then\n wait until <(Blocks Collected) = [13]>\n broadcast (Yew Won v)\nend\nshow\nforever\n if <touching (player v)?> then\n hide\n change [blocks collected v] by (1)\n delete this clone\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nset [blocks collected v] to [0]\nset [time v] to [0]\nhide\nrepeat until <(Blocks Collected) = [13]>\n wait (0.1) seconds\n change [time v] by (0.1)\nend\nbroadcast (Yew Won v)\n\nwait until \n\nwhen I receive [yew won v]\nshow variable [☁ fastest time v]\nshow variable [time v]\nif <(Time) < (☁ Fastest time)> then\n set [☁ fastest time v] to (Time)\nend\ngo to [front v] layer\nshow\nwait (15) seconds\nhide\nbroadcast (titl screen v)\n\nset [by v] to (username)\n\nshow variable [by v]\n\n@intro part 3\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset [my variable v] to [0]\nhide\ngo to x: (0) y: (0)\nswitch costume to (1 v)\npoint in direction (90)\ncreate clone of (_myself_ v)\npoint in direction (-90)\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\nwait (3) seconds\nbroadcast (intro v)\n\nwhen I start as a clone\nshow\nif <[0] = (my variable)> then\n go to [back v] layer\n wait (3) seconds\n if <<[1] = (costume [number v])> or <[3] = (costume [number v])>> then\n repeat (20)\n change x by (10)\n change y by (-10)\n end\n delete this clone\n end\n if <<[2] = (costume [number v])> or <[4] = (costume [number v])>> then\n repeat (20)\n change x by (-10)\n change y by (10)\n end\n delete this clone\n end\nelse\n if <[1] = (my variable)> then\n if <[1] = (costume [number v])> then\n go to x: (100) y: (-100)\n repeat (10)\n change x by (-10)\n change y by (10)\n end\n broadcast (d v)\n wait (1) seconds\n delete this clone\n end\n if <[2] = (costume [number v])> then\n go to x: (-100) y: (100)\n repeat (10)\n change x by (10)\n change y by (-10)\n end\n wait (1) seconds\n delete this clone\n end\n end\nend\n\nbroadcast (d v)\n\nwhen I receive [d v]\nset [my variable v] to [0]\nwait (1.5) seconds\nswitch costume to (3 v)\npoint in direction (90)\ncreate clone of (_myself_ v)\npoint in direction (-90)\nswitch costume to (4 v)\ncreate clone of (_myself_ v)\nbroadcast (Intro Done v)\n\nwhen I receive [end intro v]\nset [my variable v] to [1]\nwait (0.05) seconds\nswitch costume to (1 v)\npoint in direction (90)\ncreate clone of (_myself_ v)\npoint in direction (-90)\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\n\n@intro part 2\n\nwhen flag clicked\nset [my variable v] to [0]\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [d v]\nset [my variable v] to [0]\nwait (1) seconds\nswitch costume to (1 v)\npoint in direction (-90)\ncreate clone of (_myself_ v)\npoint in direction (90)\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\n\nbroadcast (end intro v)\n\nwhen I start as a clone\nshow\nwait (3) seconds\nif <[1] = (costume [number v])> then\n repeat (23)\n change x by (10)\n change y by (10)\n end\n delete this clone\nend\nif <[2] = (costume [number v])> then\n repeat (23)\n change y by (-10)\n change x by (-10)\n end\n delete this clone\nend\n\n@intro part 1\n\nwhen flag clicked\nhide\nwait (0.1) seconds\nswitch backdrop to (backdrop1 v)\nplay sound [Intro Music \(Shortened\) v] until done\n\nwhen I receive [intro v]\npoint in direction (90)\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nwait (5) seconds\npoint in direction (90)\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\npoint in direction (-90)\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\nwait (0.5) seconds\npoint in direction (90)\nswitch costume to (3 v)\ncreate clone of (_myself_ v)\nwait (1) seconds\nswitch costume to (4 v)\ncreate clone of (_myself_ v)\nwait (1) seconds\nswitch costume to (5 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n point in direction (-165)\n set size to (0) %\n repeat (50)\n change size by (((100) - (size)) * (0.1))\n turn right (((90) - (direction)) * (0.1)) degrees\n end\n point in direction (90)\n wait (1) seconds\n repeat (10)\n change size by (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n set size to (10) %\n repeat (10)\n change size by (((200) - (size)) * (0.1))\n end\n if <(direction) = [90]> then\n repeat (10)\n change y by (-10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n if <(direction) = [-90]> then\n repeat (10)\n change y by (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\nif <(costume [number v]) = [3]> then\n set size to (100) %\n repeat (20)\n change size by (((600) - (size)) * (0.1))\n end\nend\nif <(costume [number v]) = [4]> then\n go to x: (0) y: (-5)\n set size to (10) %\n repeat (20)\n change size by (((100) - (size)) * (0.1))\n change y by (0.25)\n end\nend\nif <(costume [number v]) = [5]> then\n set size to (10) %\n repeat (20)\n change size by (((100) - (size)) * (0.1))\n end\n wait (2) seconds\n broadcast (end intro v)\nend\nif <(costume [number v]) = [6]> then\n set size to (10) %\n repeat (10)\n change size by (((200) - (size)) * (1))\n end\n if <(direction) = [90]> then\n repeat (10)\n change y by (-10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n if <(direction) = [-90]> then\n repeat (10)\n change y by (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\n\nwhen I receive [end intro v]\nrepeat (10)\n change size by (((0) - (size)) * (0.5))\nend\ndelete this clone\n\n | Recovery Two Scrolling Platformer\n#26 on #Games! 10/25/2020\nThe world Has Been either corrupted or accidentally trashed recover it by collecting the Recover Code Blocks Watch out for spikes! PS: if you get stuck you just have to restart i am working on that glitch.\nIt took Me two months figuring out how to make the script for the "Recover Code" Blocks and dont ask why I did not add checkpoints it is because I spent a month trying to figure it out so it does not work.\nAdvertising will be deleted then reported without warning\n\n@0014049 loved and faved\n\nMobile friendly\nFeatures:\nSpikes\nand Bounce Pads!!\n\nRecovery three\nhttps://scratch.mit.edu/projects/442745618/\nPropose this to be featured here\nhttps://scratch.mit.edu/studios/4228481/\nRecovery 1\nhttps://scratch.mit.edu/projects/432841766\n\nCredits\n@Griffpatch for the tutorial\nand @ratship100 for the art and Music\n\n\n\n#Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All \n\n\n\n\nPlease Love and Favorite |
Red Ninja(discontinued) Platformer | @Stage\n\n@Ninja\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\n\ndefine reset\nclear graphic effects\ngo to x: (-200) y: (-50)\npoint in direction (90)\nset [dead? v] to [0]\nset [x v v] to [0]\nset [y v v] to [0]\nset size to (100) %\nshow\n\nwhen I receive [next level v]\nset [change? v] to [1]\nreset\nset [change? v] to [0]\n\nwhen flag clicked\nbroadcast (start game v)\n\nwhen I receive [start game 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?>> then\n switch costume to (right v)\n change [x v v] by (.9)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (left v)\n change [x v v] by (-.9)\n end\n set [x v v] to ((X v) * (0.9))\n change x by (X v)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change x by ((X v) * (-2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> 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?>> then\n set [y v v] to [12]\n end\n end\n change y by (1)\n if <touching (spikes v)?> then\n Spin off screen\n reset\n end\n if <touching (bouncy pads v)?> then\n set [y v v] to [20]\n end\nend\n\nwhen I receive [start game v]\nforever\n set [direction v] to (direction)\nend\n\nwhen I receive [start game v]\nset [change? v] to [0]\nforever\n if <<(x position) = [241]> and <(dead?) = [0]>> then\n broadcast (NEXT LEVEL v)\n change [level v] by (1)\n end\nend\n\nwhen I receive [start game v]\nforever\n if <(y position) = [-179]> then\n Spin off screen\n end\nend\n\nwhen [f v] key pressed\nif <(dead?) = [0]> then\n reset\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [start game v]\nshow\n\nwhen I receive [start game v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (blur v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\n@Ground\n\nwhen flag clicked\nswitch costume to (lev1 v)\ngo to x: (29) y: (16)\n\nwhen I receive [next level v]\nnext costume\n\n@Spikes\n\nwhen I receive [start game v]\nswitch costume to (spikes v)\ngo to x: (-53) y: (-94)\nforever\n if <([costume # v] of [ground v]) = [2]> then\n go to [back v] layer\n switch costume to (spikes2 v)\n go to x: (-27) y: (-97)\n else\n if <([costume # v] of [ground v]) = [3]> then\n go to [back v] layer\n switch costume to (lev3 v)\n else\n if <([costume # v] of [ground v]) = [4]> then\n go to [back v] layer\n switch costume to (lev4 v)\n else\n if <([costume # v] of [ground v]) = [5]> then\n go to [back v] layer\n switch costume to (lev5 v)\n else\n if <([costume # v] of [ground v]) = [6]> then\n go to [back v] layer\n switch costume to (lev6 v)\n else\n if <([costume # v] of [ground v]) = [7]> then\n go to [back v] layer\n switch costume to (lev7 v)\n else\n if <([costume # v] of [ground v]) = [8]> then\n go to [back v] layer\n switch costume to (lev8 v)\n else\n if <([costume # v] of [ground v]) = [9]> then\n go to [back v] layer\n switch costume to (lev9 v)\n else\n if <([costume # v] of [ground v]) = [10]> then\n go to [back v] layer\n switch costume to (lev10 v)\n else\n if <([costume # v] of [ground v]) = [11]> then\n go to [back v] layer\n switch costume to (lev11 v)\n else\n if <([costume # v] of [ground v]) = [12]> then\n go to [back v] layer\n switch costume to (costume1 v)\n else\n if <([costume # v] of [ground v]) = [13]> then\n go to [back v] layer\n switch costume to (lev13 v)\n else\n if <([costume # v] of [ground v]) = [14]> then\n go to [back v] layer\n switch costume to (lev14 v)\n else\n if <([costume # v] of [ground v]) = [15]> then\n go to [back v] layer\n switch costume to (lev15 v)\n else\n if <([costume # v] of [ground v]) = [16]> then\n go to [back v] layer\n switch costume to (costume2 v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ngo to x: (-33) y: (-93)\ncreate clone of (_myself_ v)\ngo to x: (45) y: (-93)\n\n@Bouncy Pads\n\nwhen flag clicked\nhide\nswitch costume to (costume2 v)\ngo to x: (-24) y: (-72)\nforever\n go to x: (-24) y: (-72)\n hide\n if <([costume # v] of [ground v]) = [9]> then\n go to x: (-24) y: (-72)\n show\n else\n if <([costume # v] of [ground v]) = [10]> then\n switch costume to (costume1 v)\n show\n else\n if <([costume # v] of [ground v]) = [14]> then\n switch costume to (costume3 v)\n show\n end\n end\n end\nend\n\n@Thumbnail\n\nwhen I receive [start game v]\nhide\n\nwhen flag clicked\nshow\n\n@Monsters\n\nwhen I receive [next level v]\nset [health v] to [10]\ndelete this clone\n\nwhen I receive [start game v]\ngo to x: (173) y: (-93)\ngo to [back v] layer\nhide\nforever\n if <([costume # v] of [ground v]) = [17]> then\n show\n repeat (100)\n move (-2) steps\n end\n repeat (100)\n move (2) steps\n end\n else\n if <([costume # v] of [ground v]) = [20]> then\n show\n repeat (100)\n move (-2) steps\n end\n repeat (100)\n move (2) steps\n end\n end\n end\nend\n\nwhen I receive [monster dead v]\nchange [ghost v] effect by (25)\nhide\ndelete this clone\n\nwhen flag clicked\nforever\n if <touching (ninja stars v)?> then\n change [health v] by (-1)\n if <(health) = [0]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\nend\n\n@ninja stars\n\nwhen I receive [start game v]\nforever\n go to [back v] layer\n go to (ninja v)\n point in direction ([direction v] of [ninja v])\n point towards (mouse-pointer v)\n if <<key (space v) pressed?> or <mouse down?>> then\n create clone of (_myself_ v)\n wait until <not <<key (space v) pressed?> or <mouse down?>>>\n end\n if <touching (monsters v)?> then\n change [health v] by (-1)\n if <(health) = [0]> then\n broadcast (Monster dead v)\n end\n end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nrepeat until <<touching (_edge_ v)?> or <<touching (ground v)?> or <<touching (spikes v)?> or <touching (monsters v)?>>>>\n move (10) steps\n if <touching (_edge_ v)?> then\n delete this clone\n end\n if <touching (monsters v)?> then\n wait until <not <touching (monsters v)?>>\n delete this clone\n end\nend\n\n | Arrow keys or WASD to move. Do not touch spikes, cacti, or lava. currently there are 2 complete stages, grasslands and desert, Adding more soon. comment any bugs if you find any. Plz read all the way down :)\n\nOct 13 2020: Lava islands in progress!\n\nOct 15 2020: reshared to add ninja stars! working on monsters. mouse to aim, space to fire.\n\nOct 16 2020: Monsters don't take damage from ninja stars yet.\n\nOct 23 2020: Will still update every once in a while(sorry for the reshare you can kill monsters now). Check out @AstronautJogi’s blue ninja master!\n\nJun 19 2021: I am back on scratch guys! It’s been a while |
Steve's Adventure || a platformer #Minecraft #platformer #games #all | @Stage\n\nwhen I receive [play platformer v]\nwait (0.01) seconds\nstop all sounds\nforever\n play sound [Summertime - K-2 v] until done\nend\n\nwhen I receive [intro end animation v]\nset volume to (100) %\n\nif <(Level) = [1]> then\n set [music v] to [3]\n stop all sounds\n wait until <not <(Level) = [1]>>\nend\nif <(Level) = [8]> then\n repeat (20)\n change volume by (-5)\n end\n set [music v] to [4]\n stop all sounds\n repeat (20)\n change volume by (5)\n end\n wait until <not <(Level) = [8]>>\nend\nif <(Level) = [18]> then\n repeat (20)\n change volume by (-5)\n end\n set [music v] to [2]\n stop all sounds\n repeat (20)\n change volume by (5)\n end\n wait until <not <(Level) = [18]>>\nend\nif <(Level) = [20]> then\n repeat (20)\n change volume by (-5)\n end\n set [music v] to [4]\n stop all sounds\n repeat (20)\n change volume by (5)\n end\n wait until <not <(Level) = [20]>>\nend\nif <(Level) = [22]> then\n repeat (20)\n change volume by (-5)\n end\n set [music v] to [3]\n stop all sounds\n repeat (20)\n change volume by (5)\n end\n wait until <not <(Level) = [22]>>\nend\n\nforever\n\n@blank\n\n@Player\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset size to (90) %\nrepeat (10)\n change size by (-3)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nclear sound effects\nset [level v] to [1]\nhide variable [end v]\nset [end v] to [0]\nforever\n if <(y position) < [-178]> then\n start sound [Wilhelm Scream v]\n go to x: (-180) y: (0)\n broadcast (die v)\n broadcast (enemy die v)\n broadcast (restart v)\n set [xvelocity v] to [0.01]\n end\nend\n\ndefine Platform Gravity: (gravity) Jump Height: (jump height) Side Movement Speed: (side movement) Friction: (friction) Slope: (slope)\nswitch costume to (hitbox v)\nchange [y velocity v] by (gravity)\nchange y by (Y Velocity)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n set [y velocity v] to (<<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <(([abs v] of (Y Velocity) ) / (Y Velocity)) = [-1]>> * (jump height))\nend\nset [xvelocity v] to ((friction) * ((Xvelocity) + ((<<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> * ((side movement) * (-1))) + (<<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> * (side movement)))))\nchange x by (Xvelocity)\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 (Xvelocity) ) / (Xvelocity)) * (-1))\n end\nend\npoint in direction ((([abs v] of (Xvelocity) ) / (Xvelocity)) * (-1))\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <touching (bounce pad v)?> then\n set [y velocity v] to [20]\n play sound [Jump2 v] until done\n end\nend\n\nwhen I receive [play platformer v]\n\nwhen flag clicked\nforever\n if <(Y Velocity) < [-22]> then\n set [y velocity v] to [-22]\n end\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\n\nwhen I receive [restart v]\ngo to x: (-180) y: (10)\nset [xvelocity v] to [0.01]\n\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <key (l v) pressed?> then\n show variable [level v]\n else\n hide variable [level v]\n end\nend\n\nwhen I receive [intro end animation v]\nbroadcast (restart v)\nshow\nset size to (90) %\nswitch backdrop to (platform v)\nset rotation style [left-right v]\nset [y velocity v] to [0]\nset [xvelocity v] to [0]\nset [nextlevel v] to [0]\nset [level v] to [1]\nbroadcast (Play Platformer v)\nshow\nforever\n Platform Gravity: [-1] Jump Height: [12] Side Movement Speed: [2] Friction: [0.8] Slope: [8]\n if <<<<<<touching (spike v)?> or <touching (zombie v)?>> or <<(Enraged) = [1]> and <touching (enderman v)?>>> or <touching (armored zombie v)?>> or <touching (slime/magma cube v)?>> or <<<touching (warden v)?> or <touching (explode v)?>> or <<touching (big boom v)?> or <touching (phantom v)?>>>> then\n broadcast (die v)\n broadcast (enemy die v)\n hide\n start sound [oof v]\n broadcast (restart v)\n wait (.3) seconds\n set [y velocity v] to [0]\n set [xvelocity v] to [0.01]\n show\n end\n if <(x position) > [225]> then\n broadcast (restart v)\n broadcast (enemy die v)\n change [level v] by (1)\n end\n if <key (r v) pressed?> then\n broadcast (restart v)\n broadcast (enemy die v)\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\nwhen I receive [play platformer v]\nforever\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n play sound [Jump v] until done\n wait until <(Y Velocity) = [0]>\n end\nend\n\nwhen I receive [play platformer v]\nforever\n wait until <key (s v) pressed?>\n change [level v] by (1)\n broadcast (restart v)\n wait until <not <key (s v) pressed?>>\nend\n\nchange [level v] by (-1)\n\n@Level\n\nwhen flag clicked\ngo to x: (10) y: (36)\nhide\n\nwhen I receive [play platformer v]\nshow\nforever\n switch costume to (join [Level ] (Level))\nend\n\n@Spike\n\nwhen flag clicked\nhide\n\nwhen I receive [play platformer v]\ngo to [back v] layer\nset [pixelate v] effect to (25)\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (join [Level ] (Level))\nend\n\nwhen I receive [play platformer v]\nrepeat (10)\n go to [back v] layer\nend\n\n@bounce pad\n\nwhen flag clicked\nhide\n\nwhen I receive [play platformer v]\ngo to [back v] layer\nshow\nforever\n switch costume to (join [Level ] (Level))\nend\n\nwhen flag clicked\nset [pixelate v] effect to (25)\nhide\n\n@background\n\nwhen flag clicked\ngo to x: (24) y: (-4)\nhide\n\nwhen I receive [play platformer v]\nshow\nset [pixelate v] effect to (2)\nforever\n switch costume to (join [Level ] (Level))\n go to [back v] layer\nend\n\n@TNT\n\nwhen flag clicked\nhide\n\nwhen I receive [play platformer v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (join [Level ] (Level))\n if <touching (player v)?> then\n broadcast (explode v)\n end\nend\n\nwhen I receive [play platformer v]\nrepeat (10)\n go to [back v] layer\nend\n\n@Creeper\n\nwhen I receive [play platformer v]\nshow variable [hp v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (join [Level ] (Level))\n set x to ((0) + (([cos v] of (((timer) - (1)) * (100)) ) * (100)))\n if <touching (player v)?> then\n broadcast (explode v)\n wait (0.4) seconds\n end\nend\n\nwhen I receive [play platformer v]\nrepeat (10)\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n wait until <<touching (sword v)?> and <(attacking) = [1]>>\n if <(Y Velocity) < [-1]> then\n start sound [minecraft_hit_soundmp3converter2 v]\n change [hp v] by (-10.5)\n else\n start sound [minecraft_hit_soundmp3converter v]\n change [hp v] by (-7)\n end\n wait (0.6) seconds\nend\n\nwhen flag clicked\nset [hp v] to [20]\nhide variable [hp v]\nhide\n\nwhen flag clicked\nforever\n if <(HP) < [0.1]> then\n hide\n hide variable [hp v]\n set volume to (999999999999999) %\n start sound [Wilhelm Scream v]\n set volume to (100) %\n end\n wait until <not <(HP) < [0.1]>>\n show variable [hp v]\nend\n\nwhen I receive [restart v]\nset [hp v] to [20]\nshow\n\nwhen flag clicked\nforever\n if <touching (scanner v)?> then\n show variable [hp v]\n else\n hide variable [hp v]\n end\nend\n\n@Charged Creeper\n\nwhen I receive [play platformer v]\nshow variable [hp v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (join [Level ] (Level))\n set x to ((0) + (([cos v] of (((timer) - (1)) * (115)) ) * (150)))\n if <touching (player v)?> then\n broadcast (BIGBOOM v)\n wait (0.4) seconds\n end\nend\n\nwhen I receive [play platformer v]\nrepeat (10)\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n wait until <<touching (sword v)?> and <(attacking) = [1]>>\n if <(Y Velocity) < [-1]> then\n start sound [minecraft_hit_soundmp3converter2 v]\n change [hp v] by (-10.5)\n else\n start sound [minecraft_hit_soundmp3converter v]\n change [hp v] by (-7)\n end\n wait (0.6) seconds\nend\n\nwhen flag clicked\nset [hp v] to [20]\nhide variable [hp v]\nhide\n\nwhen flag clicked\nforever\n if <(HP) < [0.1]> then\n hide\n hide variable [hp v]\n start sound [Wilhelm Scream v]\n end\n wait until <not <(HP) < [0.1]>>\n show variable [hp v]\nend\n\nwhen I receive [restart v]\nset [hp v] to [20]\nshow\n\nwhen flag clicked\nforever\n if <touching (scanner v)?> then\n show variable [hp v]\n else\n hide variable [hp v]\n end\nend\n\n@Zombie\n\npoint in direction (90)\n\nwhen flag clicked\nset [hp v] to [20]\nhide variable [hp v]\nhide\n\nwhen I receive [play platformer v]\nshow variable [hp v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (join [Level ] (Level))\n set x to ((0) + (([cos v] of (((timer) - (1)) * (65)) ) * (100)))\nend\n\nwhen I receive [play platformer v]\nrepeat (10)\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n wait until <<touching (sword v)?> and <(attacking) = [1]>>\n if <(Y Velocity) < [-1]> then\n start sound [minecraft_hit_soundmp3converter2 v]\n change [hp v] by (-10.5)\n else\n start sound [minecraft_hit_soundmp3converter v]\n change [hp v] by (-7)\n end\n wait (0.6) seconds\nend\n\nwhen I receive [restart v]\nset [hp v] to [20]\nshow\n\nwhen flag clicked\nforever\n if <(HP) < [0.1]> then\n hide\n hide variable [hp v]\n start sound [Wilhelm Scream v]\n end\n wait until <not <(HP) < [0.1]>>\n show variable [hp v]\nend\n\nwhen flag clicked\nforever\n if <touching (scanner v)?> then\n show variable [hp v]\n else\n hide variable [hp v]\n end\nend\n\n@Armored zombie\n\npoint in direction (90)\n\nwhen flag clicked\nset [hp v] to [20]\nhide variable [hp v]\nhide\n\nwhen I receive [play platformer v]\nshow variable [hp v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (join [Level ] (Level))\n set x to ((0) + (([cos v] of (((timer) - (1)) * (50)) ) * (100)))\nend\n\nwhen I receive [play platformer v]\nrepeat (10)\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n wait until <<touching (sword v)?> and <(attacking) = [1]>>\n if <(Y Velocity) < [-1]> then\n start sound [minecraft_hit_soundmp3converter2 v]\n change [hp v] by (-7)\n else\n start sound [minecraft_hit_soundmp3converter v]\n change [hp v] by (-4.5)\n end\n wait (0.6) seconds\nend\n\nwhen I receive [restart v]\nset [hp v] to [20]\nshow\n\nwhen flag clicked\nforever\n if <(HP) < [0.1]> then\n hide\n hide variable [hp v]\n start sound [Wilhelm Scream v]\n end\n wait until <not <(HP) < [0.1]>>\n show variable [hp v]\nend\n\nwhen flag clicked\nforever\n if <touching (scanner v)?> then\n show variable [hp v]\n else\n hide variable [hp v]\n end\nend\n\n@Slime/Magma cube\n\npoint in direction (90)\n\nwhen flag clicked\nset [hp v] to [15]\nhide variable [hp v]\nhide\n\nwhen I receive [play platformer v]\nshow variable [hp v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (join [Level ] (Level))\n set x to ((0) + (([cos v] of (((timer) - (1)) * (75)) ) * (100)))\n set y to ((0) + ([abs v] of (([cos v] of (((timer) - (1)) * (250)) ) * (100)) ))\nend\n\nwhen I receive [play platformer v]\nrepeat (10)\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n wait until <<touching (sword v)?> and <(attacking) = [1]>>\n if <(Y Velocity) < [-1]> then\n start sound [minecraft_hit_soundmp3converter2 v]\n change [hp v] by (-10.5)\n else\n start sound [minecraft_hit_soundmp3converter v]\n change [hp v] by (-7)\n end\n wait (0.6) seconds\nend\n\nwhen I receive [restart v]\nset [hp v] to [15]\nshow\n\nwhen flag clicked\nforever\n if <(HP) < [0.1]> then\n hide\n hide variable [hp v]\n start sound [Wilhelm Scream v]\n end\n wait until <not <(HP) < [0.1]>>\n show variable [hp v]\nend\n\nwhen flag clicked\nforever\n if <touching (scanner v)?> then\n show variable [hp v]\n else\n hide variable [hp v]\n end\nend\n\n@Warden\n\npoint in direction (90)\n\nwhen flag clicked\nset [hp v] to [85]\nhide variable [hp v]\nhide\n\nwhen I receive [play platformer v]\nshow variable [hp v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (join [Level ] (Level))\n set x to ((0) + (([cos v] of (((timer) - (1)) * (60)) ) * (100)))\nend\n\nwhen I receive [play platformer v]\nrepeat (10)\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n wait until <<touching (sword v)?> and <(attacking) = [1]>>\n if <(Y Velocity) < [-1]> then\n start sound [minecraft_hit_soundmp3converter2 v]\n change [hp v] by (-10.5)\n else\n start sound [minecraft_hit_soundmp3converter v]\n change [hp v] by (-7)\n end\n wait (0.6) seconds\nend\n\nwhen I receive [restart v]\nset [hp v] to [85]\nshow\n\nwhen flag clicked\nforever\n if <(HP) < [0.1]> then\n hide\n hide variable [hp v]\n start sound [Wilhelm Scream v]\n end\n wait until <not <(HP) < [0.1]>>\n show variable [hp v]\nend\n\nwhen flag clicked\nforever\n wait (2) seconds\n if <not <(HP) < [0.1]>> then\n change [hp v] by (1.5)\n end\nend\n\nwhen flag clicked\nforever\n if <[85] < (HP)> then\n set [hp v] to [85]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (scanner v)?> then\n show variable [hp v]\n else\n hide variable [hp v]\n end\nend\n\n@Enderman\n\nwhen flag clicked\nset [enraged v] to [0]\nhide\n\nwhen I receive [play platformer v]\ngo to [back v] layer\nset [hp v] to [40]\nset [enraged v] to [0]\nset [enderman in level? v] to [0]\nforever\n if <<<<(Level) = [11]> and <not <(HP) < [0.1]>>> or <<(Level) = [12]> and <not <(HP) < [0.1]>>>> or > then\n set [enderman in level? v] to [1]\n else\n set [enderman in level? v] to [0]\n end\nend\n\nwhen I receive [restart v]\nset [enraged v] to [0]\nset [hp v] to [40]\nrepeat (25)\n set [enraged v] to [0]\nend\n\nwhen I receive [play platformer v]\nforever\n if <(Enderman In Level?) = [1]> then\n show variable [hp v]\n show\n switch costume to (hitbox v)\n if <touching (player v)?> then\n set [enraged v] to [1]\n end\n switch costume to (Costume)\n else\n hide\n hide variable [hp v]\n end\nend\n\nwhen flag clicked\nforever\n if <(HP) < [0.1]> then\n start sound [ENDERMAN DEATH SOUND \(128 kbps\) v]\n set [enraged v] to [0]\n end\n wait until <not <(HP) < [0.1]>>\nend\n\nwhen flag clicked\nforever\n wait until <<touching (sword v)?> and <(attacking) = [1]>>\n set [enraged v] to [1]\n if <(Y Velocity) < [-1]> then\n start sound [minecraft_hit_soundmp3converter2 v]\n change [hp v] by (-10.5)\n else\n start sound [minecraft_hit_soundmp3converter v]\n change [hp v] by (-7)\n end\n wait (0.6) seconds\nend\n\nwhen flag clicked\nforever\n if <(Enraged) = [1]> then\n set [costume v] to [2]\n else\n set [costume v] to [1]\n end\nend\n\nwhen I receive [play platformer v]\nforever\n wait (pick random (2.5) to (5.2)) seconds\n if <<(HP) > [0.1]> and <(Enderman In Level?) = [1]>> then\n if <(Enraged) = [1]> then\n start sound [Enderman Teleport - Minecraft Gaming Sound Effect \(HD\) \(128 kbps\) v]\n go to x: (([x position v] of [player v]) + (pick random (-15) to (15))) y: (0)\n else\n start sound [Enderman Teleport - Minecraft Gaming Sound Effect \(HD\) \(128 kbps\) v]\n go to x: (pick random (200) to (-200)) y: (0)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (scanner v)?> then\n show variable [hp v]\n else\n hide variable [hp v]\n end\nend\n\n@Phantom\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (150)\nset rotation style [left-right v]\npoint in direction (90)\nhide\nforever\n if <(Phantom in level) = [1]> then\n set rotation style [left-right v]\n repeat (pick random (4) to (6))\n point in direction (-90)\n glide (0.7) secs to x: (-150) y: (150)\n point in direction (90)\n glide (0.7) secs to x: (150) y: (150)\n end\n set rotation style [all around v]\n point towards (player v)\n glide (0.7) secs to (player v)\n point in direction (45)\n glide (0.7) secs to x: (150) y: (150)\n end\nend\n\nwhen I receive [play platformer v]\ngo to [back v] layer\nset [hp v] to [26]\nforever\n if <<<(Level) = [23]> and <not <(HP) < [0.1]>>> or <<(Level) = [24]> and <not <(HP) < [0.1]>>>> then\n set [phantom in level v] to [1]\n else\n set [phantom in level v] to [0]\n end\nend\n\nwhen I receive [play platformer v]\nforever\n if <(Phantom in level) = [1]> then\n show variable [hp v]\n show\n else\n hide\n hide variable [hp v]\n end\nend\n\nwhen flag clicked\nforever\n if <(HP) < [0.1]> then\n wait until <not <(HP) < [0.1]>>\nend\n\nwhen flag clicked\nforever\n wait until <<touching (sword v)?> and <(attacking) = [1]>>\n if <(Y Velocity) < [-1]> then\n start sound [minecraft_hit_soundmp3converter2 v]\n change [hp v] by (-10.5)\n else\n start sound [minecraft_hit_soundmp3converter v]\n change [hp v] by (-7)\n end\n wait (0.6) seconds\nend\n\nwhen flag clicked\nforever\n if <touching (scanner v)?> then\n show variable [hp v]\n else\n hide variable [hp v]\n end\nend\n\nwhen I receive [restart v]\nset [hp v] to [26]\n\n@Phantom trail\n\nwhen I start as a clone\nif <(Phantom in level) = [0]> then\n delete this clone\nend\nshow\ngo to [back v] layer\nswitch costume to (costume1 v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [play platformer v]\nhide\nclear graphic effects\nset [phantom in level v] to [0]\nforever\n if <(Phantom in level) = [1]> then\n go to (phantom v)\n create clone of (_myself_ v)\n end\nend\n\n@Phantom trail2\n\nwhen I start as a clone\nif <(Phantom in level) = [0]> then\n delete this clone\nend\nshow\ngo to [back v] layer\nswitch costume to (costume1 v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [play platformer v]\nhide\nclear graphic effects\nset [phantom in level v] to [0]\nforever\n if <(Phantom in level) = [1]> then\n go to (phantom v)\n create clone of (_myself_ v)\n end\nend\n\n@Phantom trail3\n\nwhen I start as a clone\nif <(Phantom in level) = [0]> then\n delete this clone\nend\nshow\ngo to [back v] layer\nswitch costume to (costume1 v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [play platformer v]\nhide\nclear graphic effects\nset [phantom in level v] to [0]\nforever\n if <(Phantom in level) = [1]> then\n go to (phantom v)\n create clone of (_myself_ v)\n end\nend\n\n@sword\n\nwhen I receive [play platformer v]\nset [attacking v] to [0]\ngo to x: (([x position v] of [player v]) + (-15)) y: (([y position v] of [player v]) + (-3))\nrepeat until <<([direction v] of [player v]) > [0]> or <[0] > ([direction v] of [player v])>>\n go to (player v)\nend\nforever\n if <([direction v] of [player v]) > [0]> then\n go to x: (([x position v] of [player v]) + (-15)) y: (([y position v] of [player v]) + (-3))\n end\n if <[0] > ([direction v] of [player v])> then\n go to x: (([x position v] of [player v]) + (15)) y: (([y position v] of [player v]) + (-3))\n end\n if <touching (_edge_ v)?> then\n hide\n else\n show\n end\nend\n\nwhen I receive [play platformer v]\nshow\nset [attacking v] to [0]\nforever\n if <([direction v] of [player v]) > [0]> then\n point in direction (-90)\n switch costume to (sharp stick2 v)\n end\n if <[0] > ([direction v] of [player v])> then\n point in direction (90)\n switch costume to (sharp stick v)\n end\n if <key (space v) pressed?> then\n set [attacking v] to [1]\n repeat (5)\n if <([direction v] of [player v]) > [0]> then\n show\n turn right (-13) degrees\n end\n if <[0] > ([direction v] of [player v])> then\n show\n turn left (-13) degrees\n end\n end\n repeat (5)\n if <([direction v] of [player v]) > [0]> then\n show\n turn left (-13) degrees\n wait (0.01) seconds\n end\n if <[0] > ([direction v] of [player v])> then\n show\n turn right (-13) degrees\n wait (0.01) seconds\n end\n end\n set [attacking v] to [0]\n end\nend\n\nwhen flag clicked\nhide\n\n@Big Boom\n\nwhen I receive [bigboom v]\nswitch costume to (big boom-0 v)\nset [stop v] to [0]\ngo to x: (0) y: (-40)\nset size to (180) %\nshow\nset [pitch v] effect to (50)\nstart sound [BOOM!!!!!!#@%k v]\nrepeat (32)\n go to [front v] layer\n next costume\n go to x: (pick random (-7) to (7)) y: (pick random (-35) to (-30))\nend\nhide\nswitch costume to (big boom-0 v)\nset [pitch v] effect to (0)\nset [stop v] to [1]\nwait (0.0001) seconds\nset [stop v] to [0]\n\nbroadcast (big boom thing v)\n\nwait () seconds\n\nwhen flag clicked\nset [stop v] to [0]\ngo to x: (0) y: (-40)\nswitch costume to (big boom-0 v)\ngo to [front v] layer\nhide\n\nwhen I receive [bigboom v]\nrepeat until <(stop) = [1]>\n go to x: (pick random (-7) to (7)) y: (pick random (-35) to (-30))\nend\n\n@scanner\n\nwhen flag clicked\nrepeat (5)\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@explode\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nswitch costume to (explode-05-june\[2 v)\n\nwhen I receive [explode v]\nset size to (100) %\ngo to (player v)\nswitch costume to (explode-05-june\[2 v)\ngo to [front v] layer\nshow\nstart sound [explbomb v]\nrepeat (25)\n next costume\n wait (0.02) seconds\nend\nhide\n\n@Intro\n\nwhen flag clicked\nhide\nReset\nset [waiting v] to [0]\nset [clonenumber v] to [0]\nset [sides v] to [0]\nset [value v] to [0]\nset [velocity v] to [0]\ncreate clone of (_myself_ v)\nswitch costume to (name v)\nwait (1.82) seconds\nset [clonenumber v] to [1]\nset [i v] to [5]\nrepeat (10)\n create clone of (_myself_ v)\n if <(sides) = [1]> then\n set [sides v] to [0]\n change [value v] by (10)\n change [i v] by (-.4)\n else\n set [sides v] to [1]\n end\nend\nset [clonenumber v] to [2]\nwait (.3) seconds\nrepeat (4)\n create clone of (_myself_ v)\n change [value v] by (10)\n wait (0.1) seconds\nend\nclear graphic effects\nswitch costume to (name v)\ngo [forward v] (99) layers\ngo to [front v] layer\nset size to (0) %\nshow\nrepeat until <(round (size)) = [50]>\n change size by (((50) - (size)) / (3))\nend\ncreate clone of (_myself_ v)\nwait until <touching color (#fbffe6)?>\nrepeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (5))\nend\nset [velocity v] to [17]\nset [waiting v] to [1]\nset [clonenumber v] to [3]\ncreate clone of (_myself_ v)\nset [clonenumber v] to [4]\ncreate clone of (_myself_ v)\nset [waiting v] to [2]\nrepeat (25)\n go [forward v] (99) layers\n set [velocity v] to ((velocity) * (.95))\n set size to ((100) + (velocity)) %\nend\nreset timer\nrepeat until <(timer) > [3]>\n go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\n change size by (((150) - (size)) / (3))\nend\npoint in direction (90)\nset [value v] to [5]\nrepeat (16)\n turn right (value) degrees\n change [value v] by (1)\nend\nrepeat until <(round (direction)) = [90]>\n turn right (((90) - (direction)) / (5)) degrees\nend\nrepeat until <(timer) > [6]>\n go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\n change size by (((175) - (size)) / (3))\nend\nset [velocity v] to [12]\nrepeat (30)\n change size by (velocity)\n change [velocity v] by (-1)\n change [ghost v] effect by (3.3)\n go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\nend\nbroadcast (Intro End Animation v)\nhide\n\nwhen I start as a clone\nif <(clonenumber) = [0]> then\n Reset\n show\n set size to (0) %\n point in direction (-15)\n switch costume to (square v)\n set [velocity v] to [0]\n set [value v] to [0]\n repeat (15)\n change [value v] by (1)\n turn right (value) degrees\n change [velocity v] by (1)\n change size by (velocity)\n end\n set [value v] to [8]\n repeat (30)\n set [value v] to (((value) * (0.69)) + ((90) - (direction)))\n turn right (value) degrees\n end\n repeat (12)\n next costume\n end\n repeat until <(round (size)) = [2000]>\n switch costume to (blank v)\n change size by (((2000) - (size)) / (5))\n switch costume to (square13 v)\n end\nend\n\ndefine Reset\nclear graphic effects\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(clonenumber) = [1]> then\n Reset\n show\n switch costume to (blank v)\n set size to (150) %\n point in direction (90)\n switch costume to (square13 v)\n set [brightness v] effect to (value)\n go to x: (0) y: (0)\n set [i v] to (i)\n if <(sides) = [1]> then\n repeat until <(round (y position)) = [180]>\n change y by (((180) - (y position)) / (i))\n change [ghost v] effect by (5)\n end\n else\n repeat until <(round (y position)) = [-180]>\n change y by (((-180) - (y position)) / (i))\n change [ghost v] effect by (5)\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clonenumber) = [2]> then\n Reset\n show\n switch costume to (blank v)\n set size to (150) %\n point in direction (90)\n set [brightness v] effect to (value)\n go to x: (240) y: (-180)\n point in direction (-135)\n switch costume to (screen v)\n repeat until <(round (direction)) = [90]>\n turn right (((90) - (direction)) / (5)) degrees\n end\n point in direction (90)\n wait until <(waiting) = [1]>\n delete this clone\nend\n\nwhen I start as a clone\nif <(clonenumber) = [3]> then\n Reset\n show\n go to [front v] layer\n switch costume to (screennormal v)\n set size to (100) %\n point in direction (90)\n set [brightness v] effect to (100)\n go to x: (0) y: (0)\n repeat (5)\n change [brightness v] effect by (-20)\n end\nend\n\nwhen I start as a clone\nif <(clonenumber) = [4]> then\n Reset\n clear graphic effects\n show\n go to [front v] layer\n go [forward v] (999) layers\n switch costume to (screennormal v)\n set size to (100) %\n point in direction (90)\n set [brightness v] effect to (100)\n go to x: (0) y: (0)\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\ndefine Move and Clones\nset [clonenumber v] to [5]\ncreate clone of (_myself_ v)\ngo to x: (-150) y: (80)\ncreate clone of (_myself_ v)\ngo to x: (150) y: (80)\ncreate clone of (_myself_ v)\ngo to x: (-150) y: (-80)\ncreate clone of (_myself_ v)\ngo to x: (150) y: (-80)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(clonenumber) = [5]> then\n show\n clear graphic effects\n set size to (10) %\n point in direction (90)\n switch costume to (sidesquareline v)\n set [velocity v] to [0]\n set [value v] to [0]\n go to [front v] layer\n repeat until <(round (size)) = [300]>\n change size by (((300) - (size)) / (15))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait until <(waiting) = [2]>\nreset timer\nrepeat until <(timer) > [6]>\n Move and Clones\n wait (1) seconds\nend\n\nwhen I receive [intro end animation v]\nif <not <(costume [number v]) = [14]>> then\n repeat (20)\n change size by (((0) - (size)) / (5))\n change [ghost v] effect by (5)\n end\nelse\n repeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (5))\n switch costume to (blank v)\n switch costume to (square v)\n end\n set [velocity v] to [12]\n repeat (30)\n change size by (velocity)\n change [velocity v] by (-1)\n change [ghost v] effect by (3.3)\n turn right (([abs v] of (velocity) ) / (2)) degrees\n end\n delete this clone\nend\n\nwhen flag clicked\nrepeat (10)\n go to [front v] layer\nend\n\nwhen flag clicked\nplay sound [Amadeus - Euphoria v] until done\nstop [other scripts in sprite v]\nwait (1) seconds\nbroadcast (Intro End Animation v)\nhide\n\nset [i v] to [5]\nrepeat (10)\n create clone of (_myself_ v)\n if <(sides) = [1]> then\n set [sides v] to [0]\n change [value v] by (10)\n change [i v] by (-.4)\n else\n set [sides v] to [1]\n end\nend\nset [clonenumber v] to [2]\nwait (.3) seconds\nrepeat (4)\n create clone of (_myself_ v)\n change [value v] by (10)\n wait (0.1) seconds\nend\nclear graphic effects\nswitch costume to (name v)\ngo [forward v] (99) layers\ngo to [front v] layer\nset size to (0) %\nshow\nrepeat until <(round (size)) = [50]>\n change size by (((50) - (size)) / (3))\nend\ncreate clone of (_myself_ v)\nwait until <touching color (#fbffe6)?>\nrepeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (5))\nend\nset [velocity v] to [17]\nset [waiting v] to [1]\nset [clonenumber v] to [3]\ncreate clone of (_myself_ v)\nset [clonenumber v] to [4]\ncreate clone of (_myself_ v)\nset [waiting v] to [2]\nrepeat (25)\n go [forward v] (99) layers\n set [velocity v] to ((velocity) * (.95))\n set size to ((100) + (velocity)) %\nend\nreset timer\nrepeat until <(timer) > [3]>\n go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\n change size by (((150) - (size)) / (3))\nend\npoint in direction (90)\nset [value v] to [5]\nrepeat (16)\n turn right (value) degrees\n change [value v] by (1)\nend\nrepeat until <(round (direction)) = [90]>\n turn right (((90) - (direction)) / (5)) degrees\nend\nrepeat until <(timer) > [6]>\n go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\n change size by (((175) - (size)) / (3))\nend\nset [velocity v] to [12]\nrepeat (30)\n change size by (velocity)\n change [velocity v] by (-1)\n change [ghost v] effect by (3.3)\n go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\nend\nbroadcast (Intro End Animation v)\nhide\n\n@thumbnail\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nset [ghost v] effect to (100)\nset [pixelate v] effect to (100)\nshow\nstart sound [Wilhelm Scream v]\nrepeat (20)\n change [pixelate v] effect by (-5)\n change [ghost v] effect by (-5)\nend\n\nwhen flag clicked\nforever\n change [timer v] by (0.035)\nend\n\nwait (0.01) seconds\n\n@cloud\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (2))\ngo to [back v] layer\nset [ghost v] effect to (25)\nset [pixelate v] effect to (50)\ngo to x: (-306) y: (pick random (158) to (85))\nshow\nrepeat until <(x position) = [296]>\n change x by (pick random (0.5) to (1))\n go to [back v] layer\nend\ndelete this clone\n\nwhen I receive [intro end animation v]\ngo to x: (-306) y: (158)\nhide\nforever\n wait (pick random (3) to (7)) seconds\n create clone of (_myself_ v)\nend\n\n | READ ALL INSTRUCTIONS\n~~~~~~~~~~~~~~~~~~~~~~~\n❤, ⭐ and follow if you like it. \nArrow keys to move. \nAvoid spikes and mobs. \nSlime blocks make you bounce. \nPress R to restart. \nPress L to see what level you are on. \nPress S to skip. \nPress space to attack. \nAttack while moving down to do a critical hit. \n(1.5x damage)\nAll mobs kill you in one hit. \nThe warden has natural regen. (1.5 HP per 2 sec)\nEndermen can teleport but you wont die from them unless they are enraged. \nEndermen get enraged if you get to their eye level or attack them. \nOn level 16, you can ONLY enrage the Enderman by attacking it. \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nNothing down here. \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\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 scrolling. \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nWHY?\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nIt's a waste of time. \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nJust stop. \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nSeriously, there's nothing down here. \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n ...................\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n |
The jungle || a platformer #games #platformers | @Stage\n\nwhen flag clicked\nforever\n play sound [Nebula v] until done\nend\n\n@Player\n\nwhen flag clicked\nhide\nshow\nGo follow minion_100!\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_velocity v] to [0]\nset [y_velocity v] to [0]\ngo to x: (-213) y: (-59)\n\ndefine Respawn\nbroadcast (restart v)\n\ndefine Go follow minion_100!\nhide variable [deaths v]\nset [deaths v] to [0]\nset [l_eve_l v] to [1]\nbroadcast (restart v)\nforever\n if <key (left arrow v) pressed?> then\n switch costume to (left costume v)\n change [x_velocity v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x_velocity v] by (1)\n switch costume to (right costume v)\n end\n set [x_velocity v] to ((X_VELOCITY) * (0.9))\n change x by (X_VELOCITY)\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (-4)\n change x by ((X_VELOCITY) * (-1))\n if <key (up arrow v) pressed?> then\n if <(X_VELOCITY) > [0]> then\n set [x_velocity v] to [-10]\n else\n set [x_velocity v] to [10]\n end\n set [y_velocity v] to [15]\n else\n set [x_velocity v] to [0]\n end\n end\n change [y_velocity v] by (-1)\n change y by (Y_VELOCITY)\n if <touching (platform v)?> then\n change y by ((Y_VELOCITY) - ((Y_VELOCITY) * (2)))\n set [y_velocity v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (platform v)?>> then\n set [y_velocity v] to [15]\n switch costume to (up costume v)\n end\n change y by (1)\n create clone of (_myself_ v)\n if <(x position) > [239]> then\n change [l_eve_l v] by (1)\n broadcast (next level v) and wait\n end\n if <touching (da spikes v)?> then\n Respawn\n change [deaths v] by (1)\n end\n if <(y position) = [-179]> then\n Respawn\n change [deaths v] by (1)\n end\n if <(L_eve_l) = [11]> then\n show variable [deaths v]\n end\nend\n\nwhen flag clicked\nset [time_tester v] to [0]\nforever\n wait (1) seconds\n change [time_tester v] by (1)\nend\n\nwhen [timer v] > (0.1)\nhide\nhide variable [deaths v]\n\n@platform\n\nwhen flag clicked\nhide\nshow\nforever\n switch costume to (L_eve_l)\nend\n\nwhen [timer v] > (0.1)\nhide\n\n@detector\n\nwhen flag clicked\nhide\nset [f_a_v_e_d_? 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 <(F_A_V_E_D_?) = [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 [f_a_v_e_d_? v] to [0]\n forever\n set [f_a_v__ v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [f_a_v_e_d_? v] to [1]\n end\n end\nend\n\nwhen [timer v] > (0.1)\nhide\nhide variable [deaths v]\n\n@Da spikes\n\nwhen flag clicked\nshow\nforever\n switch costume to (L_eve_l)\nend\n\nwhen [timer v] > (0.1)\nhide\n\n@This causes less lag\n\n@Blank\n\n@clouds\n\nwhen flag clicked\nrepeat (5)\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen I start as a clone\nforever\n switch costume to (pick random (1) to (2))\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 [timer v] > (Time_TESTER)\nhide\n\n@Thumbnail \n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (14) y: (13)\nforever\n go to [front v] layer\n reset timer\nend\n\nwhen [timer v] > (0.04)\ngo to x: (14) y: (13)\nTHUMB_ACT\n\ndefine STEP#1\ngo to x: (21) y: (333)\nrepeat (10)\n change y by (-4)\n change x by (1)\n wait (0.0000000001) seconds\n change x by (-1)\nend\nwait (0.0001) seconds\n\ndefine STEP#2\nrepeat (4)\n change y by (-10)\nend\nrepeat (10)\n change y by (-10)\n change x by (4)\n wait (0.0000000001) seconds\n change x by (-4)\nend\nwait (0.0001) seconds\n\ngo to x: (21) y: (333)\ngo to x: (14) y: (13)\n\ndefine STEP#3\nrepeat (4)\n change y by (-5)\nend\nrepeat (10)\n change y by (-15)\n change x by (8)\n wait (0.0000000001) seconds\n change x by (-8)\nend\nwait (0.0001) seconds\n\ndefine FINISH\nrepeat (10)\n change y by (5)\nend\nwait (0.01) seconds\nrepeat (4)\n change y by (-14)\nend\n\ndefine THUMB_ACT\nSTEP#1\nSTEP#2\nSTEP#3\nFINISH\n\n | Welcome to my first project!!!\nSTORY: You are a color cube separated from your family. You ended up in a jungle!!! get back to your family!!!\n\nMaking a sequel!!!\n#9 on popular!!! 12/3/20\nPls tell me if it lags. I am not sure yet.\nAlso, be sure to check the game often. I am still adding more levels.\n\nIf the player falls through the platform, reload it.\n |
Nature a platformer (sequel) || #nature #a #platformer | @Stage\n\nwhen I receive [new costume v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (1 v)\n\n@Player\n\nwhen flag clicked\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (costume2 v)\ngo to x: (-193) y: (161)\nset [ghost v] effect to (0)\nset size to (200) %\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\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 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 set [x v] to ((X) * (.9))\n change x by (X)\n if <<touching color (#00ff18)?> or <<touching color (#009b0f)?> or <touching color (#b46c00)?>>> then\n change y by (1)\n if <<touching color (#00ff18)?> or <<touching color (#009b0f)?> or <touching color (#b46c00)?>>> then\n change y by (1)\n if <<touching color (#00ff18)?> or <<touching color (#009b0f)?> or <touching color (#b46c00)?>>> then\n change y by (1)\n if <<touching color (#00ff18)?> or <<touching color (#009b0f)?> or <touching color (#b46c00)?>>> then\n change y by (1)\n if <<touching color (#00ff18)?> or <<touching color (#009b0f)?> or <touching color (#b46c00)?>>> then\n if <<touching color (#00ff18)?> or <<touching color (#009b0f)?> or <touching color (#b46c00)?>>> then\n change x by ((X) * (-1))\n change x by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(X) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n change y by (1)\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <<touching color (#00ff18)?> or <<touching color (#009b0f)?> or <touching color (#b46c00)?>>> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching color (#00ff18)?> or <<touching color (#009b0f)?> or <touching color (#b46c00)?>>> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y v] by (12)\n end\n end\n change y by (1)\n if <(x position) > [240]> then\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-193) y: (161)\n broadcast (New costume v)\n end\n if <<touching color (#0c00ff)?> or <touching color (#0a00d1)?>> then\n broadcast (Dead v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [DEAF KEV - Invincible \[NCS Release\].mp3 v] until done\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nrepeat (10)\n change size by (-3)\n change [ghost v] effect by (15)\nend\ndelete this clone\n\nwhen I receive [dead v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-193) y: (161)\n\n@The sun \n\nwhen flag clicked\nset size to (100) %\nforever\n repeat (25)\n change size by (-1)\n end\n repeat (25)\n change size by (1)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (36) y: (28)\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\nend\n\n | Helllllooo, today’s I share the sequel of nature a platformer ;)\nPLEASE LOVE FAVE AND FOLLLOW ME !! ;)\n<————————————————————————\n HOW TO PLAY \n—————————————————————————\nto play this game you would have to play with the keys ⬅️⬆️➡️or mobile if you have a phone ...\n—————————————————————————\n MY OPINION \n—————————————————————————\n\nI have never seen this game, so for me it is new and if you have already seen this game other go tell me\n————————————————————————— |
Platformer v2.4 (Mobile Friendly). | @Stage\n\nwhen I receive [startgame v]\nswitch backdrop to (background v)\n\nwhen I receive [are you sure? v]\nshow\nswitch backdrop to (are you sure? v)\nforever\n if <key (y v) pressed?> then\n broadcast (Yes v)\n hide\n switch backdrop to (background v)\n end\n if <key (n v) pressed?> then\n broadcast (No v)\n hide\n switch backdrop to (background v)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (◀skins▶ v)\n\n@ThumbNail\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nhide variable [music + - v]\nhide variable [music v]\ngo to x: (0) y: (0)\nset size to (150) %\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\n\n@Player\n\nwhen flag clicked\nset size to (70) %\nrepeat until <(backdrop [number v]) = [1]>\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nforever\n if <touching color (#0dbf00)?> then\n hide\n go to x: (-214) y: (-137)\n show\n end\n if <touching color (#ff0000)?> then\n hide\n go to x: (-214) y: (-137)\n show\n end\n if <touching color (#ca00ff)?> then\n set [y velocity v] to [20]\n end\nend\n\nwhen I receive [yes v]\ngo to x: (-214) y: (-90)\n\nwhen I receive [csr v]\nnext costume\n\nwhen I receive [csl v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen backdrop switches to [◀skins▶ v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (skin1 v)\n\nwhen I receive [nextlvl v]\ngo to x: (-214) y: (-117)\n\nwhen backdrop switches to [background v]\nshow\n\ndefine StartGame\nset size to (40) %\nshow\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-214) y: (-90)\nforever\n if <(x position) > [230]> then\n broadcast (NextLvl v)\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)\n end\n if <<<<mouse down?> and <(mouse x) > (x position)>> or <key (right arrow v) pressed?>> or <key (d v) pressed?>> then\n change [x velocity v] by (1)\n end\n if <<<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> or <key (a v) pressed?>> then\n change [x velocity v] by (-1)\n end\n set [x velocity v] to ((x velocity) * (.9))\n change x by (x velocity)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((x velocity) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> or <key (w v) pressed?>> then\n if <(x velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (y velocity)\n if <touching (level v)?> then\n change y by ((y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> or <key (w v) pressed?>> then\n change [y velocity v] by (15)\n end\n end\n change y by (1)\nend\n\nwhen backdrop switches to [background v]\nStartGame\n\nwhen backdrop switches to [are you sure? v]\nhide\n\n@Trail\n\nwhen I start as a clone\ngo to (player v)\nshow\nset size to (40) %\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (3)\n change size by (-1)\nend\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to ([costume # v] of [player v])\nend\n\n@Level\n\nwhen I receive [nextlvl v]\nnext costume\n\nwhen I receive [startgame v]\nforever\n if <key (r v) pressed?> then\n broadcast (Are You Sure? v)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen flag clicked\nif <(level) > [15]> then\n broadcast (StopTimer v)\nend\n\nwhen I receive [startgame v]\nset [level v] to [1]\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [background v]\nshow\n\nwhen backdrop switches to [are you sure? v]\nhide\n\n@Lava\n\nwhen flag clicked\nhide\n\nwhen I receive [nextlvl v]\nnext costume\nshow\n\nwhen I receive [startgame v]\nswitch costume to (lvl1 v)\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen backdrop switches to [background v]\nshow\n\nwhen backdrop switches to [are you sure? v]\nhide\n\n@Poison\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [startgame v]\nswitch costume to (lvl1 v)\nshow\n\nwhen I receive [nextlvl v]\nnext costume\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [background v]\nshow\n\nwhen backdrop switches to [are you sure? v]\nhide\n\n@Left\n\nwhen this sprite clicked\nbroadcast (CSL v)\n\nwhen flag clicked\ngo to x: (-100) y: (0)\nshow\n\nwhen I receive [startgame v]\nhide\n\nwhen flag clicked\nset [color v] effect to (0)\nforever\n if <touching (mouse-pointer v)?> then\n change [color v] effect by (-2)\n end\nend\n\nwhen backdrop switches to [are you sure? v]\nhide\n\n@Right\n\nwhen this sprite clicked\nbroadcast (CSR v)\n\nwhen I receive [startgame v]\nhide\n\nwhen flag clicked\ngo to x: (100) y: (0)\nshow\n\nwhen flag clicked\nset [color v] effect to (0)\nforever\n if <touching (mouse-pointer v)?> then\n change [color v] effect by (-2)\n end\nend\n\nwhen backdrop switches to [are you sure? v]\nhide\n\n@StartGame\n\nwhen flag clicked\ngo to x: (0) y: (-100)\nset [level v] to [0]\nhide variable [level v]\nstop [this script v]\n\nwhen this sprite clicked\nbroadcast (StartGame v)\nhide\nshow variable [level v]\nbroadcast (StartTimer v)\nstop [this script v]\n\nwhen I receive [starttimer v]\nrepeat until <(level) > [15]>\n wait (0.1) seconds\nend\n\nwhen backdrop switches to [are you sure? v]\nhide variable [level v]\n\nwhen backdrop switches to [background v]\nshow variable [level v]\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (((125) + (size)) / (2)) %\n set [brightness v] effect to (5)\n else\n set size to (((100) + (size)) / (2)) %\n set [brightness v] effect to (0)\n end\nend\n\nwhen backdrop switches to [◀skins▶ v]\nshow\n\nwhen [s v] key pressed\nshow variable [level v]\n\nwhen [h v] key pressed\nhide variable [level v]\n\nwhen backdrop switches to [are you sure? v]\nhide\n\n@Music&Names\n\nwhen [m v] key pressed\nset volume to (0) %\n\nwhen [u v] key pressed\nset volume to (100) %\n\nwhen flag clicked\nset [music + - v] to [50]\nshow variable [music + - v]\nset [music v] to [1]\nshow variable [music v]\n\nwhen flag clicked\nset volume to (100) %\nforever\n set volume to (Music + -) %\nend\n\nwhen backdrop switches to [background v]\nhide variable [music + - v]\nhide variable [music v]\n\nwhen flag clicked\nshow\ngo to [back v] layer\nforever\n switch costume to ([costume # v] of [player v])\nend\n\nwhen backdrop switches to [background v]\nhide\n\nwhen flag clicked\nforever\n if <(Music) = [1]> then\n stop all sounds\n play sound [Alan Walker - Force v] until done\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(Music) = [2]> then\n stop all sounds\n play sound [Lost Sky - Dreams v] until done\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(Music) = [3]> then\n stop all sounds\n play sound [JJD - Adventure v] until done\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(Music) = [4]> then\n stop all sounds\n play sound [Vicetone - United We Dance v] until done\n wait (1) seconds\n end\nend\n\n@Skip-Button\n\nwhen flag clicked\nhide\ngo to x: (190) y: (-165)\n\nwhen this sprite clicked\nbroadcast (NextLvl v)\nchange [level v] by (1)\n\nwhen backdrop switches to [background v]\nshow\n\nwhen backdrop switches to [background v]\nshow\nforever\n point in direction ((([sin v] of ((timer) * (100)) ) * (5)) + (90))\nend\n\nwhen flag clicked\nforever\n if <(level) = [16]> then\n hide\n end\nend\n\n@Bounce\n\nwhen flag clicked\nhide\n\nwhen I receive [nextlvl v]\nnext costume\nshow\n\nwhen I receive [startgame v]\nswitch costume to (lvl1 v)\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen backdrop switches to [background v]\nshow\n\nwhen backdrop switches to [are you sure? v]\nhide\n\n | Hello this is my first platformer.\n\nStats:\n#96720 most love's on Scratch\n#91601 most fave's on Scratch\n#197404 most views on Scratch\n\n-------------------------------------------------------------------------\nLights version:\nhttps://scratch.mit.edu/projects/483082315\n\nMini version:\nhttps://scratch.mit.edu/projects/448698938\n\nPlatformer2:\nhttps://scratch.mit.edu/projects/478104399\n-------------------------------------------------------------------------\n\nRed = Lava\nGreen = Poison \nBlack = Ground\n\nPress M to Mute|Press U to unmute.\n\nPress R to restart the level.\nAll levels are possible.\n\n10-Sprites\n3-Backdrops\n\nHAVE FUN/ENJOY :) |
LOST - A 3D PLATFORMER | @Stage\n\nwhen flag clicked\nforever\n play sound [Vicetone_-_United_We_Dance v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nwait until <(Level) = [7]>\nbroadcast (down note v)\n\n@blank\n\n@3D\n\ndefine Sort Lists\nset [passes v] to [0]\nset [switches v] to [0]\nrepeat until <<(Passes) > [0]> and <(Switches) = [0]>>\n set [list_item v] to [0]\n change [passes v] by (1)\n set [switches v] to [0]\n repeat ((length of [block distances v]) - (1))\n change [list_item v] by (1)\n if <(item ((List_Item) + (1)) of [block distances v]) > (item (List_Item) of [block distances v])> then\n set [value v] to (item ((List_Item) + (1)) of [block distances v])\n replace item ((List_Item) + (1)) of [block distances v] with (item (List_Item) of [block distances v])\n replace item (List_Item) of [block distances v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [cube y pos v])\n replace item ((List_Item) + (1)) of [cube y pos v] with (item (List_Item) of [cube y pos v])\n replace item (List_Item) of [cube y pos v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [cube x pos v])\n replace item ((List_Item) + (1)) of [cube x pos v] with (item (List_Item) of [cube x pos v])\n replace item (List_Item) of [cube x pos v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [cube z pos v])\n replace item ((List_Item) + (1)) of [cube z pos v] with (item (List_Item) of [cube z pos v])\n replace item (List_Item) of [cube z pos v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [platform type v])\n replace item ((List_Item) + (1)) of [platform type v] with (item (List_Item) of [platform type v])\n replace item (List_Item) of [platform type v] with (value)\n change [switches v] by (1)\n end\n end\nend\n\ndefine Distance\ndelete all of [block distances v]\nset [iii v] to [0]\nrepeat (length of [cube x pos v])\n change [iii v] by (1)\n add (round ([sqrt v] of ((((cam z) - (item (iii) of [cube z pos v])) * ((cam z) - (item (iii) of [cube z pos v]))) + ((((cam y) - (item (iii) of [cube y pos v])) * ((cam y) - (item (iii) of [cube y pos v]))) + (((cam x) - (item (iii) of [cube x pos v])) * ((cam x) - (item (iii) of [cube x pos v]))))) )) to [block distances v]\nend\n\ndefine Set Point 1: (x1) (y1) (z1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\nset [z1 v] to (z1)\n\ndefine Set Point 2: (x2) (y2) (z2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\nset [z2 v] to (z2)\n\ndefine Draw Line (x1) (y1) (z1) to (x2) (y2) (z2)\nSet Point 1: ((x1) - (cam x)) ((y1) - (cam y)) ((z1) - (cam z))\nSet Point 2: ((x2) - (cam x)) ((y2) - (cam y)) ((z2) - (cam z))\nSet Point 1: (((z1) * (sin Y)) + ((x1) * (cos Y))) (y1) (((z1) * (cos Y)) - ((x1) * (sin Y)))\nSet Point 2: (((z2) * (sin Y)) + ((x2) * (cos Y))) (y2) (((z2) * (cos Y)) - ((x2) * (sin Y)))\nSet Point 1: (x1) (((y1) * (cos X)) - ((z1) * (sin X))) (((y1) * (sin X)) + ((z1) * (cos X)))\nSet Point 2: (x2) (((y2) * (cos X)) - ((z2) * (sin X))) (((y2) * (sin X)) + ((z2) * (cos X)))\nif <not <<(z1) < (near plane)> and <(z2) < (near plane)>>> then\n Z Clipping\n Set Screen Point 1: ((view factor) * ((x1) / (z1))) ((view factor) * ((y1) / (z1)))\n Set Screen Point 2: ((view factor) * ((x2) / (z2))) ((view factor) * ((y2) / (z2)))\n go to x: (x1) y: (y1)\n pen down\n go to x: (x2) y: (y2)\n pen up\nend\n\ndefine Set Screen Point 1: (x1) (y1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\n\ndefine Set Screen Point 2: (x2) (y2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\n\ndefine Put Cube at (x) (y) (z) (platform type)\nCalculate Trig Values\nSelect color (platform type)\nset pen (brightness v) to (((1000) - (item (ii) of [block distances v])) / (4))\nDraw Square (x) (y) ((50) + (z))\nDraw Line ((50) + (x)) ((50) + (y)) ((50) + (z)) to ((50) + (x)) ((50) + (y)) ((-50) + (z))\nDraw Line ((50) + (x)) ((-50) + (y)) ((50) + (z)) to ((50) + (x)) ((-50) + (y)) ((-50) + (z))\nDraw Line ((-50) + (x)) ((-50) + (y)) ((50) + (z)) to ((-50) + (x)) ((-50) + (y)) ((-50) + (z))\nDraw Line ((-50) + (x)) ((50) + (y)) ((50) + (z)) to ((-50) + (x)) ((50) + (y)) ((-50) + (z))\nDraw Square (x) (y) ((-50) + (z))\n\ndefine Calculate Trig Values\nset [sin x v] to ([sin v] of (rot Y) )\nset [cos x v] to ([cos v] of (rot Y) )\nset [sin y v] to ([sin v] of (rot X) )\nset [cos y v] to ([cos v] of (rot X) )\n\ndefine Z Clipping\nif <<(z1) < (near plane)> or <(z2) < (near plane)>> then\n set [percent v] to (((near plane) - (z1)) / ((z2) - (z1)))\n if <(z1) < (near plane)> then\n Set Point 1: ((x1) + (((x2) - (x1)) * (percent))) ((y1) + (((y2) - (y1)) * (percent))) (near plane)\n else\n if <(z2) < (near plane)> then\n Set Point 2: ((x1) + (((x2) - (x1)) * (percent))) ((y1) + (((y2) - (y1)) * (percent))) (near plane)\n end\n end\nend\n\ndefine Turn and Move\nset [rot y v] to ((mouse y) + ((mouse y) - (mouse y)))\nset [rot x v] to ((mouse x) - ((mouse x) + (mouse x)))\nif <key (w v) pressed?> then\n change [zvel v] by ((2) * (cos Y))\n change [xvel v] by ((-2) * (sin Y))\nend\nif <key (s v) pressed?> then\n change [zvel v] by ((-2) * (cos Y))\n change [xvel v] by ((2) * (sin Y))\nend\nif <key (a v) pressed?> then\n change [zvel v] by ((-2) * (sin Y))\n change [xvel v] by ((-2) * (cos Y))\nend\nif <key (d v) pressed?> then\n change [zvel v] by ((2) * (sin Y))\n change [xvel v] by ((2) * (cos Y))\nend\nif <(rot Y) < [-90]> then\n set [rot y v] to [-90]\nend\nif <[90] < (rot Y)> then\n set [rot y v] to [90]\nend\nPhysics\n\ndefine Collisions!\nset [touching platform? v] to [no]\nset [touching end v] to [no]\nset [i v] to [0]\nrepeat (length of [cube x pos v])\n change [i v] by (1)\n if <<<not <(cam y) < ((item (i) of [cube y pos v]) - (90))>> and <not <(cam y) > ((item (i) of [cube y pos v]) + (130))>>> and <<<not <(cam z) < ((item (i) of [cube z pos v]) - (60))>> and <not <(cam z) > ((item (i) of [cube z pos v]) + (60))>>> and <<not <(cam x) < ((item (i) of [cube x pos v]) - (60))>> and <not <(cam x) > ((item (i) of [cube x pos v]) + (60))>>>>> then\n if <(item (i) of [platform type v]) = [Platform]> then\n set [touching platform? v] to [yes]\n else\n if <(item (i) of [platform type v]) = [Lava]> then\n Reset\n else\n if <(item (i) of [platform type v]) = [Trampoline]> then\n set [y vel v] to [40]\n else\n set [touching end v] to [yes]\n end\n end\n end\n stop [this script v]\n end\nend\n\ndefine Physics\nchange [falling? v] by (1)\nchange [y vel v] by (-1)\nchange [cam y v] by (Y vel)\nCollisions!\nif <(Touching platform?) = [yes]> then\n Y collision (Y vel)\nend\nchange [cam z v] by (Zvel)\nCollisions!\nif <(Touching platform?) = [yes]> then\n Z Collision (Zvel)\nend\nchange [cam x v] by (Xvel)\nCollisions!\nif <(Touching platform?) = [yes]> then\n X Collisions (Xvel)\nend\nset [zvel v] to ((Zvel) * (0.7))\nset [xvel v] to ((Xvel) * (0.7))\nif <<key (space v) pressed?> and <(Falling?) < [5]>> then\n set [y vel v] to [14]\nend\nif <(cam y) < [-500]> then\n Reset\nend\nRender\n\ndefine Y collision (y)\nrepeat until <not <(Touching platform?) = [yes]>>\n if <(y) > [0]> then\n change [cam y v] by (-1)\n else\n change [cam y v] by (1)\n set [falling? v] to [0]\n end\n set [y vel v] to [0]\n Collisions!\nend\n\ndefine Z Collision (z)\nrepeat until <not <(Touching platform?) = [yes]>>\n if <(z) > [0]> then\n change [cam z v] by (-1)\n else\n change [cam z v] by (1)\n end\n set [zvel v] to [0]\n Collisions!\nend\n\ndefine X Collisions (x)\nrepeat until <not <(Touching platform?) = [yes]>>\n if <(x) > [0]> then\n change [cam x v] by (-1)\n else\n change [cam x v] by (1)\n end\n set [xvel v] to [0]\n Collisions!\nend\n\ndefine Reset\nset [view factor v] to [150]\nset [cam speed v] to [6]\nset [cam x v] to [0]\nset [cam y v] to [150]\nset [cam z v] to [0]\nset [near plane v] to [1]\nset [y vel v] to [0]\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset size to (9999999999999999999) %\nswitch costume to (costume1 v)\nreset timer\nerase all\nset [level v] to [1]\nLevel\nReset\nforever\n erase all\n Turn and Move\n if <(Touching end) = [yes]> then\n change [level v] by (1)\n Level\n Reset\n end\nend\n\ndefine Level\ndelete all of [cube y pos v]\ndelete all of [cube x pos v]\ndelete all of [cube z pos v]\ndelete all of [platform type v]\nif <(Level) = [1]> then\n broadcast (message1 v)\n Level design [0] [0] [0] [Platform]\n Level design [0] [0] [1] [Platform]\n Level design [0] [0] [2] [Platform]\n Level design [0] [0] [3] [End]\nelse\n if <(Level) = [2]> then\n broadcast (message1 v)\n Level design [0] [0] [0] [Platform]\n Level design [0] [1] [1] [Platform]\n Level design [0] [2] [2] [Platform]\n Level design [0] [3] [3] [End]\n else\n if <(Level) = [3]> then\n broadcast (message1 v)\n Level design [0] [0] [0] [Platform]\n Level design [0] [0] [1] [Trampoline]\n Level design [0] [6.5] [2] [Platform]\n Level design [0] [6.5] [3] [End]\n else\n if <(Level) = [4]> then\n broadcast (message1 v)\n Level design [0] [0] [0] [Platform]\n Level design [0] [0] [1] [Lava]\n Level design [0] [0] [2] [Platform]\n Level design [0] [0] [3] [Lava]\n Level design [0] [0] [4] [Platform]\n Level design [0] [0] [5] [Lava]\n Level design [0] [0] [6] [Platform]\n Level design [0] [0] [7] [End]\n else\n if <(Level) = [5]> then\n broadcast (message1 v)\n Level design [0] [0] [0] [Platform]\n Level design [0] [0] [1] [Lava]\n Level design [0] [0] [2] [Platform]\n Level design [0] [0] [3] [Lava]\n Level design [0] [0] [4] [Trampoline]\n Level design [0] [6.5] [5] [Platform]\n Level design [0] [6.5] [6] [Lava]\n Level design [0] [6.5] [7] [Platform]\n Level design [0] [6.5] [8] [Lava]\n Level design [0] [6.5] [9] [Platform]\n Level design [0] [6.5] [10] [End]\n else\n if <(Level) = [6]> then\n broadcast (message1 v)\n Level design [0] [0] [0] [Platform]\n Level design [0] [0] [1] [Platform]\n Level design [1] [0] [1] [Platform]\n Level design [2] [0] [1] [Platform]\n Level design [3] [0] [1] [Platform]\n Level design [3] [0] [2] [Platform]\n Level design [3] [0] [3] [Platform]\n Level design [3] [0] [4] [Platform]\n Level design [3] [0] [5] [Platform]\n Level design [6] [0] [5] [Platform]\n Level design [7] [0] [5] [End]\n else\n if <(Level) = [7]> then\n broadcast (message1 v)\n Level design [0] [0] [0] [Platform]\n Level design [1] [0] [0] [Platform]\n Level design [2] [0] [0] [Platform]\n Level design [3] [0] [0] [Platform]\n Level design [4] [1] [0] [Platform]\n Level design [5] [1] [0] [Lava]\n Level design [6] [1] [0] [Trampoline]\n Level design [7] [1] [0] [Lava]\n Level design [8] [2] [0] [Lava]\n Level design [9] [2] [0] [Platform]\n Level design [11] [2] [0] [Trampoline]\n Level design [12] [8] [0] [Platform]\n Level design [14] [8] [0] [Platform]\n Level design [16] [8] [0] [Platform]\n Level design [18] [8] [0] [Platform]\n Level design [19] [8] [0] [End]\n else\n if <(Level) = [8]> then\n broadcast (message1 v)\n Level design [0] [0] [0] [Platform]\n Level design [0] [3] [0] [Trampoline]\n Level design [0] [5] [0] [Trampoline]\n Level design [0] [7] [0] [Trampoline]\n Level design [0] [9] [0] [Trampoline]\n Level design [0] [11] [0] [Trampoline]\n Level design [0] [13] [0] [Trampoline]\n Level design [0] [15] [0] [Trampoline]\n Level design [0] [17] [0] [Trampoline]\n Level design [0] [19] [0] [Trampoline]\n Level design [0] [21] [0] [Trampoline]\n Level design [0] [23] [0] [Trampoline]\n Level design [0] [25] [0] [Trampoline]\n Level design [0] [27] [0] [Trampoline]\n Level design [0] [29] [0] [Trampoline]\n Level design [0] [31] [0] [Trampoline]\n Level design [0] [33] [0] [Trampoline]\n Level design [5] [34] [0] [End]\n else\n if <(Level) = [9]> then\n broadcast (message1 v)\n Level design [0] [0] [0] [Platform]\n Level design [1] [0] [0] [Platform]\n Level design [2] [0] [0] [Platform]\n Level design [3] [0] [0] [Lava]\n Level design [4] [0] [0] [Trampoline]\n Level design [9] [0] [0] [Trampoline]\n Level design [13] [0] [0] [Trampoline]\n Level design [17] [0] [0] [Trampoline]\n Level design [18] [0] [0] [Lava]\n Level design [20] [0] [0] [Platform]\n Level design [21] [1] [0] [Platform]\n Level design [22] [2] [0] [Platform]\n Level design [23] [3] [0] [Platform]\n Level design [24] [3] [0] [Trampoline]\n Level design [29] [3] [0] [End]\n else\n if <(Level) = [10]> then\n broadcast (message1 v)\n Level design [0] [0] [0] [Trampoline]\n else\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Render\nDistance\nSort Lists\nset pen size to (8)\nset [ii v] to [0]\nrepeat (length of [cube x pos v])\n change [ii v] by (1)\n if <(item (ii) of [block distances v]) < [1100]> then\n Put Cube at (item (ii) of [cube x pos v]) (item (ii) of [cube y pos v]) (item (ii) of [cube z pos v]) (item (ii) of [platform type v])\n end\nend\nset pen color to (#07dff7)\nset pen size to (5)\ngo to x: (-10) y: (0)\npen down\ngo to x: (10) y: (0)\npen up\ngo to x: (0) y: (-10)\npen down\ngo to x: (0) y: (10)\npen up\n\nwhen flag clicked\nforever\n if <mouse down?> then\n set [old mouse x v] to (mouse x)\n set [old mouse y v] to (mouse y)\n wait (0.000001) seconds\n if <not <<<(mouse y) < [-80]> and <(mouse x) < [-140]>> and <(mouse y) < [-80]>>> then\n change [rot y v] by (((mouse y) - (Old Mouse Y)) / (0.7))\n change [rot x v] by (((Old Mouse X) - (mouse x)) / (0.7))\n end\n end\nend\n\ndefine Select color (current platform type)\nif <(current platform type) = [Platform]> then\n set pen color to (#2ff12d)\nelse\n if <(current platform type) = [Lava]> then\n set pen color to (#ff3333)\n else\n if <(current platform type) = [Trampoline]> then\n set pen color to (#fff830)\n else\n set pen color to (#34f4ff)\n end\n end\nend\n\ndefine Level design (x) (y) (z) (type)\nadd ((x) * (100)) to [cube x pos v]\nadd ((y) * (100)) to [cube y pos v]\nadd ((z) * (100)) to [cube z pos v]\nadd (type) to [platform type v]\n\ndefine Draw Square (x) (y) (z)\nDraw Line ((50) + (x)) ((50) + (y)) (z) to ((50) + (x)) ((-50) + (y)) (z)\nDraw Line ((50) + (x)) ((-50) + (y)) (z) to ((-50) + (x)) ((-50) + (y)) (z)\nDraw Line ((-50) + (x)) ((-50) + (y)) (z) to ((-50) + (x)) ((50) + (y)) (z)\nDraw Line ((-50) + (x)) ((50) + (y)) (z) to ((50) + (x)) ((50) + (y)) (z)\n\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@overlay\n\nwhen flag clicked\nshow\ngo to [front v] layer\n\n@sign\n\ndefine smooth glide to x position: (x) y position: (y) size: (size) direction: (direction) smoothness: (speed)\nrepeat until <<(round (x position)) = (x)> and <<(round (y position)) = (y)> and <<(round (size)) = (size)> and <(round (direction)) = (direction)>>>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n change size by (((size) - (size)) / (speed))\n turn right (((direction) - (direction)) / (speed)) degrees\nend\n\nwhen flag clicked\nhide\nwait (0.2) seconds\nwait until <(Level) = [10]>\nshow\ngo to x: (0) y: (-206)\ndown\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nup\nhide\n\ndefine down\nsmooth glide to x position: [0] y position: [0] size: [100] direction: [90] smoothness: [9.5]\n\ndefine up\ngo to x: (0) y: (0)\nset [y-vel-sign v] to [2]\nrepeat (12)\n change y by (y-vel-sign)\n change [y-vel-sign v] by (2.75)\nend\n\n | Use your mouse to control your direction\nWASD to move\nSpace to jump\nGreen platforms are ground\nRed platforms are lava\nYellow platforms are bouncy\nBlue platforms are the end of the level |
Grasslands || Platformer 2! 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 (100) %\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 Grassland part 2 if you haven't seen the first part be sure to play it first https://scratch.mit.edu/projects/430391546/\n\nOMG Trending and Top loved TYSM!! You have no idea how happy i am right now! Tysm Scratch team you have no idea how happy you have made me!\n\nThe goal is to find out who destroyed the golden crate in part 1\nthere are 10 levels so far! The last levels will be out on October 21st or 22nd \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 |
Scrolling Platformer Tutorial Part 2!! #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@NailThumb\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Coin Scripts\n\nwhen flag clicked\nhide\nset [coins v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nswitch costume to (coin v)\nclone at x: [584] y: [-68]\nset [x v] to [-99999]\n\nwhen I receive [setup v]\nset [coins v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nswitch costume to (coin v)\nclone at x: [584] y: [-68]\nset [x v] to [-99999]\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nset size to (100) %\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player scripts v)?> then\n change [coins v] by (1)\n delete this clone\nend\n\nwhen I receive [reset v]\ndelete this clone\n\n@Checkpoint Scripts\n\nwhen flag clicked\nhide\nset [checkpoint v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nswitch costume to (closed v)\nclone at x: [685] y: [-70]\nset [x v] to [-99999]\n\nwhen I receive [start game v]\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\ndefine Position (x) (y)\ngo 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]\nset size to (400) %\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(costume [number v]) = [2]> then\n if <touching (player scripts v)?> then\n switch costume to (open v)\n change [checkpoint v] by (1)\n end\nend\ngo to [back v] layer\n\nwhen [p v] key pressed\nset [mouse scroll v] to (join ((SCROLL X) + (mouse x)) (join [, ] ((SCROLL Y) + (mouse y))))\n\n@Danger 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@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 (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\n@Player Scripts\n\nwhen flag clicked\nhide\nbroadcast (Start Game v)\n\ndefine Reset\nif <(CHECKPOINT) = [0]> then\n set [x v] to [0]\n set [y v] to [0]\nelse\n if <(CHECKPOINT) = [1]> then\n set [x v] to [683]\n set [y v] to [-70]\n end\nend\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\n if <touching (danger v)?> then\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n end\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) > [-80]> then\n set [scroll y v] to (round ((y) / (4)))\nelse\n Reset\nend\nbroadcast (Tick v)\nPosition\nchange [sky time v] by (1)\nchange y by (-1)\nif <touching (ground v)?> then\n set [sky time v] to [0]\nend\nif <touching (danger v)?> then\n Reset\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 [10]\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 v)?>>>\n change y by (1)\n change [slope v] by (1)\n if <touching (ground v)?> then\n change y by ((slope) * (-1))\n repeat until <not <touching (ground v)?>>\n change x by ((sx) * (-1))\n end\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [sy v] to [10]\n if <(sx) < [0]> then\n set [sx v] to [16]\n else\n set [sx v] to [-16]\n end\n else\n set [sx v] to [0]\n end\n end\nend\nchange y by (sy)\nif <touching (ground v)?> then\n change y by ((sy) * (-1))\n set [sy v] to [0]\nend\n\nrepeat until <not <touching (ground v)?>>\n\n | Part 1!: https://scratch.mit.edu/projects/429821607/\n\nActually sure you can comment this is like griffpatch's but no hate please.\n\nNO HATE I know this isn't good but yeah NO HATE :(\n\nI noticed that slopes don't work ;-;\n\nIn this part, we will be covering how to make danger, checkpoints, and coins! Sorry if it's confusing.\n\n\n\n\n@StratfordJames for some art in the thumbnail.\n\n#tutorials #all #scrolling #platformer #tutorial #part #2 |
Platformer - Space Dash - 2 Player | @Stage\n\nwhen flag clicked\nforever\n switch backdrop to (MAP)\nend\n\nset [map v] to [12]\n\nwhen I receive [menu3 v]\nset [map v] to [1]\n\n@Player\n\nwhen flag clicked\ngo to x: (-88) y: (50)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nhide\ndelete all of [characters v]\nadd [1] to [characters v]\nadd [2] to [characters v]\nadd [3] to [characters v]\nadd [4] to [characters v]\nadd [5] to [characters v]\nadd [6] to [characters v]\nadd [7] to [characters v]\nadd [8] to [characters v]\n\nbroadcast (gamestart v)\n\nforever\n erase all\nend\n\nwhen I receive [menu1 v]\nset [clonetype v] to [player]\nset [clone# v] to [0]\ndelete all of [x's v]\ndelete all of [y's v]\nset [color v] effect to (0)\nrepeat (1)\n change [clone# v] by (1)\n create clone of (_myself_ v)\n change [color v] effect by (25)\n add [0] to [x's v]\n add [0] to [y's v]\nend\n\nwhen I start as a clone\nif <(clonetype) = [player]> then\n set [x v] to [0]\n set [y v] to [0]\n set [x_cord v] to [0]\n set [y_cord v] to [0]\n set [pitch v] effect to ((clone#) * (20))\n set [speed v] to [2]\n show\n set volume to (100) %\n forever\n set rotation style [don't rotate v]\n go to x: (item (clone#) of [x's v]) y: (item (clone#) of [y's v])\n if <(y position) < [-100]> then\n go to x: (item (MAP) of [respawn x v]) y: (0)\n end\n set rotation style [don't rotate v]\n switch costume to ((((character#) * (6)) - (6)) + (1))\n set size to (50) %\n set [ghost v] effect to (100)\n stamp\n set [ghost v] effect to (0)\n change y by (y)\n change x by (x)\n set size to (50) %\n if <touching (map v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n change y by (3)\n set size to (50) %\n if <touching (map v)?> then\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n change y by (-3)\n else\n change [y v] by (item (MAP) of [gravitty v])\n end\n if <<key ((item ((((clone#) * (5)) - (5)) + (4)) of [z-keybinds v]) v) pressed?> or <<(clone#) = [1]> and <key (right arrow v) pressed?>>> then\n point in direction (90)\n switch costume to ((((character#) * (6)) - (6)) + (costume))\n change x by (3)\n change y by (3)\n if <touching (map v)?> then\n change x by (-3)\n change y by (-3)\n else\n if <<key ((item ((((clone#) * (5)) - (5)) + (2)) of [z-keybinds v]) v) pressed?> or <<(clone#) = [1]> and <key (left arrow v) pressed?>>> then\n point in direction (-90)\n switch costume to ((((character#) * (6)) - (6)) + (costume))\n change x by (-3)\n change y by (3)\n if <touching (map v)?> then\n change x by (3)\n change y by (-3)\n end\n end\n if <<key ((item ((((clone#) * (5)) - (5)) + (1)) of [z-keybinds v]) v) pressed?> or <<(clone#) = [1]> and <key (up arrow v) pressed?>>> then\n change y by (-9)\n if <touching (map v)?> then\n start sound [Jump v]\n set [y v] to [9]\n end\n change y by (9)\n end\n change [x v] by ((x) * (-0.25))\n set [x_cord v] to (x position)\n set [y_cord v] to (y position)\n replace item (clone#) of [x's v] with (x_cord)\n replace item (clone#) of [y's v] with (y_cord)\n tests\n set rotation style [left-right v]\n go to x: (((x_cord) * (ZOOM)) + ((average-x) * ((ZOOM) * (-1)))) y: ((((y_cord) - (4)) * (ZOOM)) + ((average-y) * ((ZOOM) * (-1))))\n set size to (((ZOOM) / (2)) * (100)) %\n set rotation style [left-right v]\n if < (costume [name v]) contains [hitbox]?> then\n if <[3] < (y)> then\n switch costume to ((((character#) * (6)) - (6)) + (6))\n else\n switch costume to ((((character#) * (6)) - (6)) + (2))\n end\n end\n if <touching (_edge_ v)?> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\n if <key ((item ((((clone#) * (5)) - (5)) + (5)) of [z-keybinds v]) v) pressed?> then\n change [color v] effect by (5)\n end\n end\nend\n\nwhen I start as a clone\nif <(clonetype) = [player]> then\n wait (pick random (0.01) to (0.2)) seconds\n forever\n set [walk-anim-time v] to [0.01]\n set [costume v] to [3]\n wait (walk-anim-time) seconds\n set [costume v] to [4]\n wait (walk-anim-time) seconds\n set [costume v] to [3]\n wait (walk-anim-time) seconds\n set [costume v] to [2]\n wait (walk-anim-time) seconds\n set [costume v] to [5]\n wait (walk-anim-time) seconds\n set [costume v] to [6]\n wait (walk-anim-time) seconds\n set [costume v] to [5]\n wait (walk-anim-time) seconds\n set [costume v] to [2]\n wait (walk-anim-time) seconds\n end\nend\n\ndefine tests\nif <(MAP) = [2]> then\n if <[20] > (distance to [interactor v])> then\n start sound [button v]\n set [map v] to [3]\n set [set camera-x v] to (x_cord)\n set [set-camera-y v] to (y_cord)\n end\nelse\n if <(MAP) = [5]> then\n if <[10] > (distance to [interactor v])> then\n start sound [portal v]\n set [map v] to [6]\n set [z-counter v] to [1]\n repeat (length of [x's v])\n replace item (z-counter) of [x's v] with [0]\n replace item (z-counter) of [y's v] with [0]\n change [z-counter v] by (1)\n end\n end\n else\n if <(MAP) = [6]> then\n if <[20] > (distance to [interactor v])> then\n start sound [button v]\n set [map v] to [7]\n end\n else\n if <(MAP) = [7]> then\n if <[10] > (distance to [interactor v])> then\n start sound [portal v]\n set [map v] to [8]\n set [z-counter v] to [1]\n repeat (length of [x's v])\n replace item (z-counter) of [x's v] with [-200]\n replace item (z-counter) of [y's v] with [0]\n change [z-counter v] by (1)\n end\n end\n else\n if <(MAP) = [8]> then\n if <[17] > (distance to [interactor v])> then\n start sound [portal v]\n set [map v] to [9]\n set [z-counter v] to [1]\n repeat (length of [x's v])\n replace item (z-counter) of [x's v] with [-200]\n replace item (z-counter) of [y's v] with [0]\n change [z-counter v] by (1)\n end\n end\n else\n if <(MAP) = [9]> then\n if <[17] > (distance to [interactor v])> then\n start sound [portal v]\n set [map v] to [10]\n set [z-counter v] to [1]\n repeat (length of [x's v])\n replace item (z-counter) of [x's v] with (item (MAP) of [respawn x v])\n replace item (z-counter) of [y's v] with [50]\n change [z-counter v] by (1)\n end\n end\n else\n if <(MAP) = [10]> then\n if <[17] > (distance to [interactor v])> then\n start sound [portal v]\n set [map v] to [11]\n set [z-counter v] to [1]\n repeat (length of [x's v])\n replace item (z-counter) of [x's v] with (item (MAP) of [respawn x v])\n replace item (z-counter) of [y's v] with [50]\n change [z-counter v] by (1)\n end\n end\n else\n if <(MAP) = [11]> then\n if <[17] > (distance to [interactor v])> then\n start sound [portal v]\n set [map v] to [12]\n set [z-counter v] to [1]\n repeat (length of [x's v])\n replace item (z-counter) of [x's v] with (item (MAP) of [respawn x v])\n replace item (z-counter) of [y's v] with [50]\n change [z-counter v] by (1)\n end\n end\n else\n if <(MAP) = [12]> then\n if <[17] > (distance to [interactor v])> then\n start sound [keypad v]\n set [map v] to [13]\n broadcast (keypad v)\n end\n else\n if <(MAP) = [14]> then\n if <[17] > (distance to [interactor v])> then\n start sound [portal v]\n set [map v] to [15]\n set [z-counter v] to [1]\n repeat (length of [x's v])\n replace item (z-counter) of [x's v] with (item (MAP) of [respawn x v])\n replace item (z-counter) of [y's v] with [-70]\n change [z-counter v] by (1)\n end\n end\n else\n if <(MAP) = [15]> then\n if <[17] > (distance to [interactor v])> then\n start sound [keypad v]\n set [map v] to [16]\n broadcast (keypad v)\n end\n else\n if <(MAP) = [17]> then\n if <[17] > (distance to [interactor v])> then\n start sound [portal v]\n set [map v] to [18]\n set [z-counter v] to [1]\n repeat (length of [x's v])\n replace item (z-counter) of [x's v] with (item (MAP) of [respawn x v])\n replace item (z-counter) of [y's v] with [15]\n change [z-counter v] by (1)\n end\n end\n else\n if <(MAP) = [18]> then\n if <[20] > (distance to [interactor v])> then\n start sound [button v]\n set [map v] to [19]\n end\n else\n if <(MAP) = [19]> then\n if <[17] > (distance to [interactor v])> then\n start sound [keypad v]\n set [map v] to [20]\n broadcast (keypad v)\n end\n else\n if <(MAP) = [21]> then\n if <[17] > (distance to [interactor v])> then\n hide\n play sound [portal v] until done\n replace item (clone#) of [x's v] with []\n replace item (clone#) of [y's v] with []\n delete this clone\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [menu2 v]\nset [clonetype v] to [player]\nset [clone# v] to [0]\ndelete all of [x's v]\ndelete all of [y's v]\nset [color v] effect to (0)\nrepeat (2)\n change [clone# v] by (1)\n create clone of (_myself_ v)\n change [color v] effect by (25)\n add [0] to [x's v]\n add [0] to [y's v]\nend\n\nwhen I receive [end_screen v]\nstop [other scripts in sprite v]\nset size to (500) %\ngo to x: (0) y: (0)\n\nwhen I receive [intro v]\ndelete this clone\n\nwhen I receive [menu3 v]\nset [character# v] to (item (1) of [characters v])\nshow\npoint in direction (90)\ngo to x: (0) y: (-25)\nset size to (400) %\nset [selector v] to [1]\nforever\n if <<touching (mouse-pointer v)?> and <(MAP) = [1]>> then\n set size to (330) %\n if <mouse down?> then\n if <touching (mouse-pointer v)?> then\n change [selector v] by (1)\n if <(SELECTOR) > (length of [characters v])> then\n set [selector v] to [1]\n end\n wait (0.01) seconds\n end\n wait until <not <mouse down?>>\n end\n else\n set size to (300) %\n end\n set [character# v] to (item (SELECTOR) of [characters v])\n switch costume to ((((item (SELECTOR) of [characters v]) * (6)) - (6)) + (2))\n change [color v] effect by (1)\nend\n\nwhen I receive [intro v]\nhide\n\nwhen I receive [intro v]\nstop [other scripts in sprite v]\n\n@Map\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n set [ghost v] effect to (MAP SHOW)\n set [brightness v] effect to (25)\n switch costume to (MAP)\nend\n\nset [map v] to [11]\n\n@Visual\n\ndefine total-averages\nset [average-x v] to [0]\nset [#-sorter1 v] to [1]\nrepeat (length of [x's v])\n change [average-x v] by (item (#-sorter1) of [x's v])\n change [#-sorter1 v] by (1)\nend\nset [average-x v] to ((average-x) / (length of [x's v]))\nset [average-y v] to [0]\nset [#-sorter1 v] to [1]\nrepeat (length of [y's v])\n change [average-y v] by (item (#-sorter1) of [y's v])\n change [#-sorter1 v] by (1)\nend\nset [average-y v] to ((average-y) / (length of [y's v]))\n\ndefine distances\nif <(length of [x's v]) = [1]> then\n set [zoom v] to [2.25]\nelse\n set [#-sorter1 v] to [1]\n set [zoom-finder v] to ([sqrt v] of ((((item (#-sorter1) of [x's v]) - (item ((#-sorter1) + (1)) of [x's v])) * ((item (#-sorter1) of [x's v]) - (item ((#-sorter1) + (1)) of [x's v]))) + (((item (#-sorter1) of [y's v]) - (item ((#-sorter1) + (1)) of [y's v])) * ((item (#-sorter1) of [y's v]) - (item ((#-sorter1) + (1)) of [y's v])))) )\n set [zoom v] to ([abs v] of (((1200) - (zoom-finder)) / (700)) )\nend\n\nset [map v] to [12]\n\nwhen I receive [end_screen v]\nhide\nstop [other scripts in sprite v]\nif <(timer) < (BEST-TIME)> then\n set [best-time v] to (timer)\nend\nshow variable [best-time v]\n\nwhen I receive [menu1 v]\nreset timer\n\nwhen I receive [menu2 v]\nreset timer\n\nwhen flag clicked\nforever\nend\n\nset [map v] to [19]\n\nwhen I receive [intro v]\nset [map v] to [2]\nclear graphic effects\n\nset [map v] to [12]\n\nwhen I receive [intro v]\nhide\n\nwhen I receive [menu1 v]\nshow\n\nwhen I receive [menu2 v]\nshow\n\nwhen I receive [menu1 v]\nset [zoom v] to [2]\nset [map v] to [2]\nhide variable [best-time v]\nforever\n wait until <(MAP) = [3]>\n wait (1) seconds\n set [set camera-x v] to [100]\n set [set-camera-y v] to [120]\n set [map v] to [4]\n wait (2) seconds\n set [map v] to [5]\n wait until <<(MAP) = [21]> and <<(item (2) of [x's v]) = []> and <(item (1) of [x's v]) = []>>>\n clear graphic effects\n repeat (100)\n change [whirl v] effect by (5)\n change [fisheye v] effect by (-5)\n change [brightness v] effect by (-1)\n end\n broadcast (intro v)\nend\n\nwhen I receive [intro v]\nstop [other scripts in sprite v]\n\nwhen I receive [menu2 v]\nset [zoom v] to [2]\nset [map v] to [2]\nhide variable [best-time v]\nforever\n wait until <(MAP) = [3]>\n wait (1) seconds\n set [set camera-x v] to [100]\n set [set-camera-y v] to [120]\n set [map v] to [4]\n wait (2) seconds\n set [map v] to [5]\n wait until <<(MAP) = [21]> and <<(item (2) of [x's v]) = []> and <(item (1) of [x's v]) = []>>>\n clear graphic effects\n repeat (100)\n change [whirl v] effect by (5)\n change [fisheye v] effect by (-5)\n change [brightness v] effect by (-1)\n end\n broadcast (intro v)\nend\n\nwhen I receive [menu2 v]\nshow\nswitch costume to (2 v)\nset [zoom_vel v] to [0]\ngo to [back v] layer\nforever\n if <<(MAP) = [3]> or <(MAP) = [4]>> then\n set [average-x v] to (SET CAMERA-X)\n set [average-y v] to (SET-CAMERA-Y)\n set [set-zoom v] to (MAP)\n change [zoom_vel v] by (((SET-ZOOM) - (ZOOM)) * (.9))\n set [zoom_vel v] to ((zoom_vel) * (.2))\n change [zoom v] by (zoom_vel)\n else\n total-averages\n distances\n end\n switch costume to (sizer v)\n set size to ((ZOOM) * (100)) %\n set [ghost v] effect to (0)\n switch costume to (MAP)\n go to x: (((average-x) * ((ZOOM) * (-1))) + (0)) y: (((average-y) * ((ZOOM) * (-1))) + (0))\nend\n\nwhen I receive [menu1 v]\nshow\nswitch costume to (2 v)\nset [zoom_vel v] to [0]\ngo to [back v] layer\nforever\n if <<(MAP) = [3]> or <(MAP) = [4]>> then\n set [average-x v] to (SET CAMERA-X)\n set [average-y v] to (SET-CAMERA-Y)\n set [set-zoom v] to (MAP)\n change [zoom_vel v] by (((SET-ZOOM) - (ZOOM)) * (.9))\n set [zoom_vel v] to ((zoom_vel) * (.2))\n change [zoom v] by (zoom_vel)\n else\n total-averages\n distances\n end\n switch costume to (sizer v)\n set size to ((ZOOM) * (100)) %\n set [ghost v] effect to (0)\n switch costume to (MAP)\n go to x: (((average-x) * ((ZOOM) * (-1))) + (0)) y: (((average-y) * ((ZOOM) * (-1))) + (0))\nend\n\n@Interactor\n\nwhen flag clicked\nforever\n set [ghost v] effect to (MAP SHOW)\n if <(item (MAP) of [interactor_x v]) = []> then\n else\n go to x: (item (MAP) of [interactor_x v]) y: (item (MAP) of [interactor_y v])\n end\nend\n\n@Intro\n\nwhen I start as a clone\nhide\nwait (0.000001) seconds\nshow\nset size to (100) %\nclear graphic effects\nif <(costume [number v]) = [3]> then\nif <[5] < (costume [number v])> then\n forever\n if <touching (mouse-pointer v)?> then\n start sound [select v]\n repeat until <not <touching (mouse-pointer v)?>>\n set [brightness v] effect to (25)\n if <mouse down?> then\n broadcast (join [menu] ((costume [number v]) - (5)))\n broadcast (hidemenu v)\n end\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\ndefine clones\ngo to x: (0) y: (0)\nswitch costume to (singleplayer v)\nrepeat (3)\n create clone of (_myself_ v)\n next costume\nend\ngo to x: (0) y: (0)\n\nwhen I receive [hidemenu v]\nstop all sounds\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [intro v]\nhide variable [best-time v]\nclear graphic effects\nshow\ngo to x: (0) y: (0)\nset [fisheye v] effect to (0)\nset size to (100) %\nswitch costume to (space2 v)\ncreate clone of (_myself_ v)\nrepeat (30)\n switch costume to (sizer v)\n change size by (5)\n switch costume to (space v)\n change [fisheye v] effect by (-2.5)\n change [whirl v] effect by (2.5)\n change [color v] effect by (25)\nend\nforever\n set [ghost v] effect to (50)\n switch costume to (sizer v)\n change size by (15)\n switch costume to (space v)\n change [fisheye v] effect by (-2.5)\n change [whirl v] effect by (1)\n change [color v] effect by (1)\nend\n\nwhen I receive [intro v]\nstart sound [396239__romariogrande__alien-dream v]\nwait (1) seconds\nswitch costume to (space3 v)\ncreate clone of (_myself_ v)\nclones\n\nwhen flag clicked\nbroadcast (intro v)\n\n@Tutorial\n\nwhen I receive [menu1 v]\nbroadcast (UI v)\n\nwhen I receive [menu2 v]\nbroadcast (UI v)\n\nwhen I receive [ui v]\nforever\n go to [front v] layer\n go to x: (0) y: (-100)\n set [ghost v] effect to (25)\n if <<(item (1) of [x's v]) = []> and <(item (2) of [x's v]) = []>> then\n hide\n else\n show\n end\n switch costume to (MAP)\nend\n\nwhen flag clicked\nhide\n\nif <<(item (1) of [x's v]) = []> and <(item (2) of [x's v]) = []>> then\n hide\nelse\n show\nend\n\nset [average-x v] to [0]\n\n@Task\n\nwhen I receive [keypad v]\nif <<(MAP) = [12]> or <(MAP) = [13]>> then\n delete all of [z-1210 v]\n fast\n wait until <not <(z-1210) = [1 2 3 4 5 6 7 8 9 10]>>\n wait until <[9] < (length of [z-1210 v])>\n broadcast (keypadclose v)\n if <(z-1210) = [1 2 3 4 5 6 7 8 9 10]> then\n set [map v] to [14]\n wait (0.25) seconds\n start sound [good v]\n else\n wait until <not <mouse down?>>\n set [map v] to [12]\n start sound [bad v]\n end\nelse\n if <<(MAP) = [15]> or <(MAP) = [16]>> then\n delete all of [z-1210 v]\n fast\n wait until <not <(z-1210) = [1 2 3 4 5 6 7 8 9 10]>>\n wait until <[9] < (length of [z-1210 v])>\n broadcast (keypadclose v)\n if <(z-1210) = [1 2 3 4 5 6 7 8 9 10]> then\n set [map v] to [17]\n wait (0.25) seconds\n start sound [good v]\n else\n wait until <not <mouse down?>>\n set [map v] to [15]\n start sound [bad v]\n end\n else\n if <<(MAP) = [19]> or <(MAP) = [20]>> then\n delete all of [z-1210 v]\n fast\n wait until <not <(z-1210) = [1 2 3 4 5 6 7 8 9 10]>>\n wait until <[9] < (length of [z-1210 v])>\n broadcast (keypadclose v)\n if <(z-1210) = [1 2 3 4 5 6 7 8 9 10]> then\n set [map v] to [21]\n wait (0.25) seconds\n start sound [good v]\n else\n wait until <not <mouse down?>>\n set [map v] to [19]\n start sound [bad v]\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n set [ghost v] effect to (25)\n go to [front v] layer\n if <<(costume [number v]) = [11]> or <(costume [number v]) = [12]>> then\n else\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n if <mouse down?> then\n add (costume [number v]) to [z-1210 v]\n set instrument to (20 v)\n play note ((((costume [number v]) * (-1)) + (58))) for (0.1) beats\n switch costume to (black v)\n set [brightness v] effect to (0)\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\ndefine fast\nhide\ngo to x: (0) y: (0)\nswitch costume to (11 v)\ncreate clone of (_myself_ v)\ngo to x: (-100) y: (20)\nswitch costume to (pick random (1) to (10))\nrepeat (2)\n repeat (5)\n repeat until <not <[z-1210 v] contains (costume [number v])?>>\n switch costume to (pick random (1) to (10))\n end\n add (costume [number v]) to [z-1210 v]\n create clone of (_myself_ v)\n change x by (48)\n end\n change x by ((48) * (-5))\n change y by (-48)\nend\ndelete all of [z-1210 v]\n\nwhen I receive [keypadclose v]\nhide\ndelete this clone\n\nset [map v] to [12]\n\nchange [map v] by (10)\n\nset [map v] to [12]\n\n@Sprite1\n\nwhen I receive [intro v]\ndelete all of [x's v]\ndelete all of [y's v]\n\nwhen flag clicked\nhide\ngo to x: (230) y: (170)\nset [ghost v] effect to (50)\nset size to (75) %\nforever\n go to [front v] layer\n show\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait (0.1) seconds\n if <(costume [number v]) = [2]> then\n switch costume to (3 v)\n else\n if <(costume [number v]) = [3]> then\n switch costume to (4 v)\n else\n if <(costume [number v]) = [4]> then\n switch costume to (5 v)\n else\n switch costume to (2 v)\n end\n end\n end\n if <(costume [number v]) = [5]> then\n wait (0.1) seconds\n broadcast (intro v)\n end\n else\n switch costume to (1 v)\n end\nend\n\n@Text Engine\n\nwhen flag clicked\nhide\nset pen (saturation v) to (100)\nset [# of alphabet? v] to ((length of [letters v]) + (1))\n\ndefine PEN: (length) (width) WRITE: (text) X: (x) Y: (y) COLOR: (color) SLOW? <slow?> italic? <italic?> bold? <highlight>\nset size to (25) %\ngo to x: (x) y: (y)\nset [\(delete\)testvar-2 v] to [1]\nset pen size to (length)\nif <highlight> then\n set pen color to (#212121)\n set pen size to (length)\n change pen size by ((length) * (2))\n if <slow?> then\n repeat (length of (text))\n single-letter-draw (length) (width) (color) <slow?> text: (text) <italic?> <highlight>\n end\n else\n single-letter-draw (length) (width) (color) <slow?> text: (text) <italic?> <highlight>\n end\n go to x: (x) y: (y)\n set [\(delete\)testvar-2 v] to [1]\n set pen size to ((length) * (1.25))\n set pen (color v) to (color)\n set pen (saturation v) to (0)\n set pen (brightness v) to (100)\n if <slow?> then\n repeat (length of (text))\n single-letter-draw (length) (width) (color) <slow?> text: (text) <italic?> <highlight>\n end\n else\n single-letter-draw (length) (width) (color) <slow?> text: (text) <italic?> <highlight>\n end\nelse\n set pen (color v) to (color)\n set pen (saturation v) to (100)\n set pen (brightness v) to (100)\n if <slow?> then\n repeat (length of (text))\n single-letter-draw (length) (width) (color) <slow?> text: (text) <italic?> <highlight>\n end\n else\n single-letter-draw (length) (width) (color) <slow?> text: (text) <italic?> <highlight>\n end\nend\n\nwhen flag clicked\nset [alphabet v] to [ABCDEFGHIJKLMNOPQRSTUVWXYZ,<.>/?"';:\[{\]}\|`~1!2@3#4$5%6^7&8*9\(0\)-_=+ ]\n\ndefine letter-match-fast (text)\nset [letter-match-# v] to [1]\nrepeat until <(letter (letter-match-#) of (alphabet)) = (letter (\(DELETE\)TESTVAR-2) of (text))>\n change [letter-match-# v] by (1)\n if <(length of [letters v]) < (letter-match-#)> then\n set [letter-match-# v] to [32]\n stop [this script v]\n end\nend\n\ndefine single-letter-draw (length) (width) (color) <slow?> text: (texxxxt) <italic> <highlight>\nif <slow?> then\n letter-match-fast (texxxxt)\n set [\(delete\)testvar1### v] to [1]\n repeat (5)\n repeat (5)\n if <(letter (\(DELETE\)TESTVAR1###) of (item (letter-match-#) of [letters v])) = [1]> then\n pen down\n pen up\n end\n change x by (width)\n change [\(delete\)testvar1### v] by (1)\n end\n if <italic> then\n change x by ((width) * (-5.4))\n else\n change x by ((width) * (-5))\n end\n change y by ((length) * (-1))\n end\n change [\(delete\)testvar-2 v] by (1)\n if <italic> then\n change x by ((length) * (6))\n else\n change x by ((length) * (5))\n end\n change y by ((length) * (5))\n if <[220] < (x position)> then\n set x to (-220)\n change y by ((length) * (-6))\n end\nelse\n repeat (length of (texxxxt))\n letter-match-fast (texxxxt)\n set [\(delete\)testvar1### v] to [1]\n repeat (5)\n repeat (5)\n if <(letter (\(DELETE\)TESTVAR1###) of (item (letter-match-#) of [letters v])) = [1]> then\n pen down\n pen up\n end\n change x by (width)\n change [\(delete\)testvar1### v] by (1)\n end\n if <italic> then\n change x by ((width) * (-5.4))\n else\n change x by ((width) * (-5))\n end\n change y by ((length) * (-1))\n end\n change [\(delete\)testvar-2 v] by (1)\n if <italic> then\n change x by ((length) * (6))\n else\n change x by ((length) * (5))\n end\n change y by ((length) * (5))\n if <[220] < (x position)> then\n set x to (-220)\n change y by ((length) * (-6))\n end\n end\nend\n\nwhen I receive [menu1 v]\nerase all\nstop [other scripts in sprite v]\n\nwhen I receive [menu2 v]\nerase all\nstop [other scripts in sprite v]\n\nwhen I receive [menu3 v]\nerase all\nforever\n erase all\n PEN: [3] [2] WRITE: (join [You have ] (join (length of [characters v]) [ characters unlocked])) X: [-220] Y: [100] COLOR: [0] SLOW? <> italic? <> bold? \n PEN: [3] [2] WRITE: (item (((([costume # v] of [player v]) - (2)) / (6)) + (1)) of [z-character-names v]) X: [-220] Y: [-90] COLOR: [0] SLOW? <> italic? <> bold? \n wait until <mouse down?>\n wait until <not <mouse down?>>\n wait (0) seconds\nend\n\n@Screenshot 2020-11-03 at 1\n\nset size to (200) %\ngo to [front v] layer\nshow\nset [color v] effect to (0)\n\nwhen flag clicked\nhide\n\n | My new platformer game in scratch! Allows 2 players to play from one computer\n\nPLAYER 1- WASD\nPLAYER 2- IJKL\n\nLevel editor soon? |
Jump.io || Rotateable Platformer || 100% Pen #Games #Pen #Platformer | @Stage\n\n@Pen Engine\n\nwhen flag clicked\nLETTER_NAME-SETUP\nLETTER_AIRGAP_SETUP\nset [mode v] to [Game]\nset [checkpoint v] to [1]\nhide\nLVL1\nforever\n if <(Mode) = [Thumbnail]> then\n erase all\n go to x: (0) y: (0)\n point in direction (90)\n show\n set size to (105) %\n end\n if <(Mode) = [Game]> then\n hide\n set [colour v] to [0]\n set [activeplatform v] to [1]\n set [platformplayerx v] to [-50]\n set [platformplayery v] to [100]\n set [scrollx v] to (item (((Checkpoint) * (4)) + (-3)) of [platforms v])\n set [scrolly v] to ((50) + (item (((Checkpoint) * (4)) + (-2)) of [platforms v]))\n set [lastplatform v] to (ActivePlatform)\n set [controlmode v] to [1]\n set [xvol v] to [0]\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 (#e6e6e6)\n Background\n Controls [10]\n Movement\n RenderSaw [] [] []\n RenderPlatform\n Player ((item ((ActivePlatform) + (2)) of [platforms v]) + (Angle)) [25] [0] []\n change [colour v] by (1)\n set [angle v] to ((Angle) + (((() - (item ((ActivePlatform) + (2)) of [platforms v])) - (Angle)) / (10)))\n if <(PlatformPlayerY) < [-200]> then\n set [mode v] to [Restart]\n end\n end\n if <(Checkpoint) = [29]> then\n Colour SBCT [100] [0] [100] [] PenSize [20]\n Text [0] [-100] [The-End] [400] [50] [] [3] [2]\n Colour SBCT [0] [0] [100] [] PenSize [15]\n Text [0] [-100] [The-End] [400] [50] [] [3] [2]\n Colour SBCT [100] [0] [100] [] PenSize [5]\n Text [0] [-150] [Like-Fave-and-follow-for-more] [400] [20] [] [3] [2]\n Colour SBCT [100] [100] [0] [] PenSize [2]\n Text [0] [-150] [Like-------------------------] [400] [20] [] [3] [2]\n Colour SBCT [100] [100] [15] [] PenSize [2]\n Text [0] [-150] [-----Fave--------------------] [400] [20] [] [3] [2]\n Colour SBCT [50] [100] [50] [] PenSize [2]\n Text [0] [-150] [--------------Follow---------] [400] [20] [] [3] [2]\n end\n end\n if <(Mode) = [Restart]> then\n set [data v] to [0]\n start sound [Whiz v]\n wait (0.5) seconds\n set [mode v] to [Game]\n end\nend\n\nadd [400] to [platforms v]\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) <checkpoint> <active>\nif <<<[-240] < (x)> and <(x) < [240]>> and <<[-180] < (y)> and <(y) < [180]>>> then\n if <checkpoint> then\n if <active> then\n Colour SBCT [100] [70] [15] [0] PenSize [15]\n else\n Colour SBCT [100] [70] [50] [0] PenSize [15]\n end\n Line ((x) + ((([sin v] of ((90) + (angle)) ) * (20)) + (([sin v] of ((0) + (angle)) ) * (100)))) ((y) + ((([cos v] of ((90) + (angle)) ) * (20)) + (([cos v] of ((0) + (angle)) ) * (100)))) ((angle) + (30)) [30]\n Line ((x) + ((([sin v] of ((90) + (angle)) ) * (20)) + (([sin v] of ((0) + (angle)) ) * (70)))) ((y) + ((([cos v] of ((90) + (angle)) ) * (20)) + (([cos v] of ((0) + (angle)) ) * (70)))) ((angle) + (-30)) [30]\n if <active> then\n Colour SBCT [100] [100] [15] [0] PenSize [7]\n else\n Colour SBCT [100] [100] [50] [0] PenSize [7]\n end\n Line ((x) + ((([sin v] of ((90) + (angle)) ) * (20)) + (([sin v] of ((0) + (angle)) ) * (100)))) ((y) + ((([cos v] of ((90) + (angle)) ) * (20)) + (([cos v] of ((0) + (angle)) ) * (100)))) ((angle) + (30)) [30]\n Line ((x) + ((([sin v] of ((90) + (angle)) ) * (20)) + (([sin v] of ((0) + (angle)) ) * (70)))) ((y) + ((([cos v] of ((90) + (angle)) ) * (20)) + (([cos v] of ((0) + (angle)) ) * (70)))) ((angle) + (-30)) [30]\n Colour SBCT [100] [70] [60] [0] PenSize [15]\n Line ((x) + (([sin v] of ((0) + (angle)) ) * (60))) ((y) + (([cos v] of ((0) + (angle)) ) * (60))) ((angle) + (90)) [60]\n end\n if <checkpoint> then\n Colour SBCT [100] [100] [60] [0] PenSize [7]\n Line ((x) + (([sin v] of ((0) + (angle)) ) * (60))) ((y) + (([cos v] of ((0) + (angle)) ) * (60))) ((angle) + (90)) [60]\n end\n Colour SBCT [100] [70] [70] [0] PenSize [50]\n Line (x) (y) (angle) (size)\n Colour SBCT [100] [100] [70] [0] PenSize [40]\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) (colour)\nColour SBCT [50] ((95) - ((colour) / (2))) [10] [30] PenSize [32]\npen up\ngo to x: (([sin v] of ((45) + (angle)) ) * ((size) - (30))) y: ((([cos v] of ((45) + (angle)) ) * ((size) - (30))) + (y))\npen down\ngo to x: (([sin v] of ((135) + (angle)) ) * ((size) - (30))) y: ((([cos v] of ((135) + (angle)) ) * ((size) - (30))) + (y))\ngo to x: (([sin v] of ((225) + (angle)) ) * ((size) - (30))) y: ((([cos v] of ((225) + (angle)) ) * ((size) - (30))) + (y))\ngo to x: (([sin v] of ((315) + (angle)) ) * ((size) - (30))) y: ((([cos v] of ((315) + (angle)) ) * ((size) - (30))) + (y))\ngo to x: (([sin v] of ((45) + (angle)) ) * ((size) - (30))) y: ((([cos v] of ((45) + (angle)) ) * ((size) - (30))) + (y))\nColour SBCT [100] ((100) - ((colour) / (2))) [10] [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))\nColour SBCT [50] [100] [10] [100] PenSize [30]\npen up\ngo to x: (([sin v] of ((60) + (angle)) ) * ()) y: ((([cos v] of ((60) + (angle)) ) * ()) + (y))\npen down\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 [platform-x v] to ([abs v] of ((ScrollX) - ((item ((ActivePlatform) + ()) of [platforms v]) + ((([sin v] of ((270) + (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])))))) )\nset [platform+x v] to ([abs v] of ((ScrollX) - ((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])))))) )\nif <(Platform-X) > (Platform+X)> then\n set [platformplayerx v] to ((0DegreePlayerX) - (item ((ActivePlatform) + ()) of [platforms v]))\nend\nif <(Platform+X) > (Platform-X)> then\n set [platformplayerx v] to ((0) - ((0DegreePlayerX) - (item ((ActivePlatform) + ()) of [platforms v])))\nend\nif <(item ((ActivePlatform) + (2)) of [platforms v]) = [90]> then\n if <(ScrollY) > (item ((ActivePlatform) + (1)) of [platforms v])> then\n set [platformplayerx v] to ((0) - ((0DegreePlayerX) - (item ((ActivePlatform) + ()) of [platforms v])))\n else\n set [platformplayerx v] to ((0DegreePlayerX) - (item ((ActivePlatform) + ()) of [platforms v]))\n end\nend\nif <(item ((ActivePlatform) + (2)) of [platforms v]) = [-90]> then\n if <(ScrollY) > (item ((ActivePlatform) + (1)) of [platforms v])> then\n set [platformplayerx v] to ((0DegreePlayerX) - (item ((ActivePlatform) + ()) of [platforms v]))\n else\n set [platformplayerx v] to ((0) - ((0DegreePlayerX) - (item ((ActivePlatform) + ()) of [platforms v])))\n end\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 (((([sin v] of ((Angle) + (90)) ) * (item ((Data) + (0)) of [platforms v])) + (([sin v] of (Angle) ) * (item ((Data) + (1)) of [platforms v]))) - (ScrollX2)) (((([cos v] of ((Angle) + (90)) ) * (item ((Data) + (0)) of [platforms v])) + (([cos v] of (Angle) ) * (item ((Data) + (1)) of [platforms v]))) - (ScrollY2)) ((item ((Data) + (2)) of [platforms v]) + (Angle)) (item ((Data) + (3)) of [platforms v]) <[checkpoints v] contains (((Data) + (-1)) / (4))?> <(Checkpoint) = (((Data) + (3)) / (4))>\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))))\nset [scrollx2 v] to ((([sin v] of ((Angle) + (90)) ) * (ScrollX)) + (([sin v] of ((Angle) + ()) ) * (ScrollY)))\nset [scrolly2 v] to ((([cos v] of ((Angle) + (90)) ) * (ScrollX)) + (([cos v] of ((Angle) + ()) ) * (ScrollY)))\n\ndefine Controls (xvol)\nif <key (right arrow v) pressed?> then\n change [angle v] by (3)\nend\nif <key (left arrow v) pressed?> then\n change [angle v] by (-3)\nend\nif <not <(PlatformPlayerY) < [0]>> then\n if <key (d v) pressed?> then\n set [xvol v] to (xvol)\n end\n if <key (a v) pressed?> then\n set [xvol v] to ((xvol) - ((xvol) * (2)))\n end\nend\nif <key (w v) pressed?> then\n if <(Jumps) < [2]> then\n set [yvol v] to [12]\n change [jumps v] by (1)\n start sound [Low Boing v]\n end\nend\nif <[-0.1] < (Yvol)> then\n change [platformplayery v] by (Yvol)\nelse\n change [platformplayery v] by (Yvol)\nend\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)\n set [jumps v] to [5]\nelse\n set [yvol v] to [0]\n set [platformplayery v] to [45]\n set [jumps v] to [0]\nend\nset [xvol v] to ((Xvol) * (0.9))\nchange [platformplayerx v] by (Xvol)\n\ndefine ActivePlatform\nif <(Yvol) < [0]> 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\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 [0] to [checkpoints v]\nadd [11] to [checkpoints v]\nadd [19] to [checkpoints v]\nadd [27] to [checkpoints v]\nif <<[checkpoints v] contains ((((ActivePlatform) - (1)) / (4)) - (0))?> and <(Checkpoint) < (ActivePlatform)>> then\n set [checkpoint v] to ((((ActivePlatform) - (1)) / (4)) - (-1))\nend\n\nset [mode v] to [Thumbnail]\n\ndelete all of [platforms v]\nadd [200] to [platforms v]\nadd [0] to [platforms v]\nadd [90] to [platforms v]\nadd [50] to [platforms v]\nadd [400] to [platforms v]\nadd [0] to [platforms v]\nadd [-45] to [platforms v]\nadd [50] to [platforms v]\n\ndefine LVL1\ndelete all of [spikes v]\nadd [1] to [spikes v]\nadd [50] to [spikes v]\nadd [25] to [spikes v]\nadd [2] to [spikes v]\nadd [70] to [spikes v]\nadd [25] to [spikes v]\nadd [2] to [spikes v]\nadd [70] to [spikes v]\nadd [25] to [spikes v]\nadd [5] to [spikes v]\nadd [0] to [spikes v]\nadd [-50] to [spikes v]\nadd [8] to [spikes v]\nadd [0] to [spikes v]\nadd [25] to [spikes v]\nadd [11] to [spikes v]\nadd [100] to [spikes v]\nadd [0] to [spikes v]\nadd [11] to [spikes v]\nadd [30] to [spikes v]\nadd [0] to [spikes v]\nadd [11] to [spikes v]\nadd [-120] to [spikes v]\nadd [25] to [spikes v]\nadd [12] to [spikes v]\nadd [-120] to [spikes v]\nadd [25] to [spikes v]\nadd [14] to [spikes v]\nadd [25] to [spikes v]\nadd [0] to [spikes v]\nadd [17] to [spikes v]\nadd [60] to [spikes v]\nadd [0] to [spikes v]\nadd [20] to [spikes v]\nadd [-60] to [spikes v]\nadd [-25] to [spikes v]\nadd [20] to [spikes v]\nadd [-60] to [spikes v]\nadd [-100] to [spikes v]\nadd [26] to [spikes v]\nadd [60] to [spikes v]\nadd [-25] to [spikes v]\nadd [26] to [spikes v]\nadd [60] to [spikes v]\nadd [-100] to [spikes v]\nadd [26] to [spikes v]\nadd [60] to [spikes v]\nadd [50] to [spikes v]\nadd [26] to [spikes v]\nadd [60] to [spikes v]\nadd [125] to [spikes v]\nadd [21] to [spikes v]\nadd [0] to [spikes v]\nadd [25] to [spikes v]\nadd [28] to [spikes v]\nadd [100] to [spikes v]\nadd [0] to [spikes v]\ndelete all of [platforms v]\nadd [0] to [platforms v]\nadd [0] to [platforms v]\nadd [0] to [platforms v]\nadd [150] to [platforms v]\nadd [400] to [platforms v]\nadd [0] to [platforms v]\nadd [0] to [platforms v]\nadd [100] to [platforms v]\nadd [550] to [platforms v]\nadd [150] to [platforms v]\nadd [-90] to [platforms v]\nadd [100] to [platforms v]\nadd [550] to [platforms v]\nadd [400] to [platforms v]\nadd [-120] to [platforms v]\nadd [40] to [platforms v]\nadd [400] to [platforms v]\nadd [600] to [platforms v]\nadd [-150] to [platforms v]\nadd [20] to [platforms v]\nadd [600] to [platforms v]\nadd [650] to [platforms v]\nadd [-150] to [platforms v]\nadd [20] to [platforms v]\nadd [500] to [platforms v]\nadd [800] to [platforms v]\nadd [180] to [platforms v]\nadd [40] to [platforms v]\nadd [300] to [platforms v]\nadd [900] to [platforms v]\nadd [180] to [platforms v]\nadd [100] to [platforms v]\nadd [0] to [platforms v]\nadd [900] to [platforms v]\nadd [180] to [platforms v]\nadd [20] to [platforms v]\nadd [-250] to [platforms v]\nadd [900] to [platforms v]\nadd [180] to [platforms v]\nadd [100] to [platforms v]\nadd [-350] to [platforms v]\nadd [700] to [platforms v]\nadd [0] to [platforms v]\nadd [50] to [platforms v]\nadd [-600] to [platforms v]\nadd [700] to [platforms v]\nadd [0] to [platforms v]\nadd [50] to [platforms v]\nadd [-850] to [platforms v]\nadd [700] to [platforms v]\nadd [0] to [platforms v]\nadd [60] to [platforms v]\nadd [-1100] to [platforms v]\nadd [750] to [platforms v]\nadd [50] to [platforms v]\nadd [40] to [platforms v]\nadd [-1100] to [platforms v]\nadd [900] to [platforms v]\nadd [120] to [platforms v]\nadd [40] to [platforms v]\nadd [-1000] to [platforms v]\nadd [1100] to [platforms v]\nadd [90] to [platforms v]\nadd [40] to [platforms v]\nadd [-1100] to [platforms v]\nadd [1100] to [platforms v]\nadd [0] to [platforms v]\nadd [40] to [platforms v]\nadd [-1300] to [platforms v]\nadd [1100] to [platforms v]\nadd [50] to [platforms v]\nadd [20] to [platforms v]\nadd [-1450] to [platforms v]\nadd [1200] to [platforms v]\nadd [30] to [platforms v]\nadd [5] to [platforms v]\nadd [-1600] to [platforms v]\nadd [1200] to [platforms v]\nadd [0] to [platforms v]\nadd [50] to [platforms v]\nadd [-1730] to [platforms v]\nadd [900] to [platforms v]\nadd [0] to [platforms v]\nadd [100] to [platforms v]\nadd [-2000] to [platforms v]\nadd [900] to [platforms v]\nadd [0] to [platforms v]\nadd [50] to [platforms v]\nadd [-2260] to [platforms v]\nadd [900] to [platforms v]\nadd [45] to [platforms v]\nadd [10] to [platforms v]\nadd [-2300] to [platforms v]\nadd [1200] to [platforms v]\nadd [100] to [platforms v]\nadd [50] to [platforms v]\nadd [-2100] to [platforms v]\nadd [1200] to [platforms v]\nadd [0] to [platforms v]\nadd [30] to [platforms v]\nadd [-1860] to [platforms v]\nadd [1200] to [platforms v]\nadd [0] to [platforms v]\nadd [50] to [platforms v]\nadd [-1835] to [platforms v]\nadd [1400] to [platforms v]\nadd [-90] to [platforms v]\nadd [100] to [platforms v]\nadd [-2050] to [platforms v]\nadd [1400] to [platforms v]\nadd [0] to [platforms v]\nadd [50] to [platforms v]\nadd [-2300] to [platforms v]\n\nadd [-350] to [platforms v]\nadd [180] to [platforms v]\nadd [40] to [platforms v]\n\ndefine Saw (x) (y) (angle) (size)\nif <<<[-240] < (x)> and <(x) < [240]>> and <<[-180] < (y)> and <(y) < [180]>>> then\n set [radius v] to (angle)\n set [radius2 v] to [5]\n pen up\n go to x: ((x) + (([sin v] of (Radius) ) * ((size) + (Radius2)))) y: ((y) + (([cos v] of (Radius) ) * ((size) + (Radius2))))\n pen down\n repeat (4)\n change [radius v] by (10)\n change [radius2 v] by (5)\n go to x: ((x) + (([sin v] of (Radius) ) * ((size) + (Radius2)))) y: ((y) + (([cos v] of (Radius) ) * ((size) + (Radius2))))\n end\n set [radius2 v] to [0]\n change [radius v] by (-10)\n repeat (9)\n repeat (5)\n change [radius v] by (10)\n change [radius2 v] by (5)\n go to x: ((x) + (([sin v] of (Radius) ) * ((size) + (Radius2)))) y: ((y) + (([cos v] of (Radius) ) * ((size) + (Radius2))))\n end\n set [radius2 v] to [0]\n change [radius v] by (-10)\n end\n set [radius2 v] to [5]\n go to x: ((x) + (([sin v] of (Radius) ) * ((size) + (Radius2)))) y: ((y) + (([cos v] of (Radius) ) * ((size) + (Radius2))))\n set [radius v] to (angle)\n set [radius2 v] to (angle)\nend\n\ndefine RenderSaw (x) (y) (size)\nset [radius2 v] to [0]\nset [data v] to [1]\nrepeat ((length of [spikes v]) / (3))\n set [anglespike v] to (item (((item ((Data) + (0)) of [spikes v]) * (4)) - (1)) of [platforms v])\n set [spikelocplatform v] to (((item ((Data) + (0)) of [spikes v]) * (4)) - (3))\n set [sawx v] to ((([sin v] of ((Angle) + (90)) ) * ((item (SpikeLocPlatform) of [platforms v]) + ((([sin v] of ((AngleSpike) + (90)) ) * (item ((Data) + (1)) of [spikes v])) + (([sin v] of (AngleSpike) ) * (item ((Data) + (1)) of [spikes v]))))) + (([sin v] of (Angle) ) * ((item ((SpikeLocPlatform) + (1)) of [platforms v]) + ((([cos v] of ((AngleSpike) + (90)) ) * (item ((Data) + (2)) of [spikes v])) + (([cos v] of (AngleSpike) ) * (item ((Data) + (2)) of [spikes v]))))))\n set [sawy v] to ((([cos v] of ((Angle) + (90)) ) * ((item (SpikeLocPlatform) of [platforms v]) + ((([sin v] of ((AngleSpike) + (90)) ) * (item ((Data) + (1)) of [spikes v])) + (([sin v] of (AngleSpike) ) * (item ((Data) + (1)) of [spikes v]))))) + (([cos v] of (Angle) ) * ((item ((SpikeLocPlatform) + (1)) of [platforms v]) + ((([cos v] of ((AngleSpike) + (90)) ) * (item ((Data) + (2)) of [spikes v])) + (([cos v] of (AngleSpike) ) * (item ((Data) + (2)) of [spikes v]))))))\n Colour SBCT [80] [70] [] [0] PenSize [10]\n Saw ((SawX) - (ScrollX2)) ((SawY) - (ScrollY2)) ((Colour) * (8)) [5]\n Colour SBCT [90] [100] [] [0] PenSize [5]\n Saw ((SawX) - (ScrollX2)) ((SawY) - (ScrollY2)) ((Colour) * (8)) [5]\n Colour SBCT [80] [100] [] [0] PenSize [6]\n Saw ((SawX) - (ScrollX2)) ((SawY) - (ScrollY2)) ((Colour) * (8)) [1]\n change [data v] by (3)\n set [sawplayerdiagonal v] to ([sqrt v] of ((((SawX) - (ScrollX2)) * ((SawX) - (ScrollX2))) + (((SawY) - (ScrollY2)) * ((SawY) - (ScrollY2)))) )\n if <(Mode) = [Game]> then\n if <[60] > (SawPlayerDiagonal)> then\n set [mode v] to [Restart]\n end\n end\nend\n\nPlayer ((item ((ActivePlatform) + (2)) of [platforms v]) + (Angle)) [25] [0] []\n\nwhen flag clicked\nforever\n play sound [Disfigure v] until done\nend\n\nColour SBCT [0] [0] [30] [0] PenSize [15]\n\n\n\nchange [angle v] by (-10)\n\nset [colour v] to [0]\n\nwait (0.1) seconds\n\nset [colour v] to [0]\n\nset [checkpoint v] to [22]\n\nset [checkpoint v] to [22]\n\nset [mode v] to [Thumbnail]\n\nColour SBCT [100] [0] [100] [] PenSize [20]\nText [0] [-100] [The-End] [400] [50] [] [3] [2]\nColour SBCT [0] [0] [100] [] PenSize [15]\nText [0] [-100] [The-End] [400] [50] [] [3] [2]\nColour SBCT [100] [0] [100] [] PenSize [5]\nText [0] [-150] [Like-Fave-and-follow-for-more] [400] [20] [] [3] [2]\nColour SBCT [100] [100] [0] [] PenSize [2]\nText [0] [-150] [Like-------------------------] [400] [20] [] [3] [2]\nColour SBCT [100] [100] [15] [] PenSize [2]\nText [0] [-150] [-----Fave--------------------] [400] [20] [] [3] [2]\nColour SBCT [50] [100] [50] [] PenSize [2]\nText [0] [-150] [--------------Follow---------] [400] [20] [] [3] [2]\n\n | Welcome to my new Rotateable Platformer! Warning: Quite Hard...\n\nInstructions: \n- WSDA to move\n- Arrowkeys to look around\n- Greenflag to start the game\n- Like and Star for more games like this |
Platformer Contest! [Read Description] remix | @Stage\n\nwhen I receive [restaet v]\nerase all\nforever\n if <(backdrop [number v]) = [1]> then\n set [build lives v] to [0]\n set [dig lives v] to [1]\n stop [this script v]\n end\n if <(backdrop [number v]) = [2]> then\n set [dig lives v] to [2]\n stop [this script v]\n end\n if <(backdrop [number v]) = [3]> then\n set [build lives v] to [2]\n set [dig lives v] to [0]\n stop [this script v]\n end\n if <(backdrop [number v]) = [4]> then\n set [build lives v] to [2]\n set [dig lives v] to [1]\n stop [this script v]\n end\n if <(backdrop [number v]) = [5]> then\n set [dig lives v] to [0]\n set [build lives v] to [1]\n stop [this script v]\n end\n if <(backdrop [number v]) = [6]> then\n set [dig lives v] to [0]\n set [build lives v] to [0]\n set [ladder lives v] to [3]\n stop [this script v]\n end\n if <(backdrop [number v]) = [7]> then\n set [dig lives v] to [1]\n set [build lives v] to [1]\n set [ladder lives v] to [1]\n stop [this script v]\n end\n if <(backdrop [number v]) = [8]> then\n set [dig lives v] to [1]\n set [build lives v] to [1]\n set [ladder lives v] to [1]\n stop [this script v]\n end\n if <(backdrop [number v]) = [9]> then\n set [dig lives v] to [1]\n set [build lives v] to [1]\n set [ladder lives v] to [0]\n stop [this script v]\n end\n if <(backdrop [number v]) = [10]> then\n set [dig lives v] to [1]\n set [build lives v] to [0]\n set [ladder lives v] to [1]\n stop [this script v]\n end\n if <(backdrop [number v]) = [11]> then\n set [dig lives v] to [2]\n set [build lives v] to [1]\n set [ladder lives v] to [0]\n stop [this script v]\n end\n if <(backdrop [number v]) = [12]> then\n set [dig lives v] to [0]\n set [build lives v] to [2]\n set [ladder lives v] to [0]\n stop [this script v]\n end\n if <(backdrop [number v]) = [13]> then\n set [dig lives v] to [1]\n set [build lives v] to [0]\n set [ladder lives v] to [2]\n stop [this script v]\n end\nend\n\nwhen I receive [next v]\nnext backdrop\nerase all\n\nwhen [r v] key pressed\nbroadcast (restaet v)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset [build lives v] to [0]\nset [dig lives v] to [1]\n\nwhen [s v] key pressed\nbroadcast (next v)\n\nwhen I receive [next v]\nforever\n if <(backdrop [number v]) = [1]> then\n set [build lives v] to [0]\n set [dig lives v] to [1]\n stop [this script v]\n end\n if <(backdrop [number v]) = [2]> then\n set [dig lives v] to [2]\n stop [this script v]\n end\n if <(backdrop [number v]) = [3]> then\n broadcast (building unlocked v)\n set [build lives v] to [2]\n set [dig lives v] to [0]\n stop [this script v]\n end\n if <(backdrop [number v]) = [4]> then\n set [build lives v] to [2]\n set [dig lives v] to [1]\n stop [this script v]\n end\n if <(backdrop [number v]) = [5]> then\n set [dig lives v] to [0]\n set [build lives v] to [1]\n stop [this script v]\n end\n if <(backdrop [number v]) = [6]> then\n broadcast (ladder unlocked v)\n set [dig lives v] to [0]\n set [build lives v] to [0]\n set [ladder lives v] to [3]\n stop [this script v]\n end\n if <(backdrop [number v]) = [7]> then\n set [dig lives v] to [1]\n set [build lives v] to [1]\n set [ladder lives v] to [1]\n stop [this script v]\n end\n if <(backdrop [number v]) = [8]> then\n set [dig lives v] to [1]\n set [build lives v] to [1]\n set [ladder lives v] to [1]\n stop [this script v]\n end\n if <(backdrop [number v]) = [9]> then\n set [dig lives v] to [1]\n set [build lives v] to [1]\n set [ladder lives v] to [0]\n stop [this script v]\n end\n if <(backdrop [number v]) = [10]> then\n set [dig lives v] to [1]\n set [build lives v] to [0]\n set [ladder lives v] to [1]\n stop [this script v]\n end\n if <(backdrop [number v]) = [11]> then\n set [dig lives v] to [2]\n set [build lives v] to [1]\n set [ladder lives v] to [0]\n stop [this script v]\n end\n if <(backdrop [number v]) = [12]> then\n set [dig lives v] to [0]\n set [build lives v] to [2]\n set [ladder lives v] to [0]\n stop [this script v]\n end\n if <(backdrop [number v]) = [13]> then\n set [dig lives v] to [1]\n set [build lives v] to [0]\n set [ladder lives v] to [2]\n stop [this script v]\n end\n if <(backdrop [number v]) = [14]> then\n set [dig lives v] to [0]\n set [build lives v] to [0]\n set [ladder lives v] to [0]\n broadcast (end of game v)\n stop [this script v]\n end\nend\n\n@Sprite17\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [start v]\nhide\n\n@Sprite18\n\nwhen flag clicked\nhide\nwait (1) seconds\ngo to x: (300) y: (0)\nshow\nglide (1) secs to x: (0) y: (0)\nwait until <<mouse down?> and <touching (mouse-pointer v)?>>\nbroadcast (Start v)\nhide\n\n@Sprite16\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (restaet v)\n\nwhen I receive [end of game v]\nhide\n\nwhen I receive [start v]\ngo to x: (68) y: (0)\nshow\n\n@Sprite15\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (next v)\n\nwhen I receive [end of game v]\nhide\n\nwhen I receive [start v]\ngo to x: (158) y: (0)\nshow\n\n@Sprite13\n\nwhen I receive [digging unlocked v]\nclear graphic effects\nset size to (100) %\nswitch costume to (costume1 v)\nshow\ngo to x: (0) y: (0)\nwait (3) seconds\nswitch costume to (costume2 v)\nset size to (80) %\nbroadcast (d v)\ngo to [front v] layer\nglide (1) secs to x: (-287) y: (115)\nrepeat (10)\n change [brightness v] effect by (5)\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\nerase all\n\nwhen flag clicked\nhide\n\nwhen I receive [end of game v]\nhide\n\n@Sprite12\n\nwhen flag clicked\nhide\n\nwhen I receive [end of game v]\nshow\n\n@Sprite11\n\nwhen flag clicked\nhide\n\nwhen I receive [stamp ladder v]\ncreate clone of (_myself_ v)\n\nwhen I receive [next v]\ndelete this clone\n\ndefine snap to grid\nset x to ((round ((x position) / (48))) * (48))\nset y to ((round ((y position) / (48))) * (48))\n\nwhen I start as a clone\nchange [brightness v] effect by (-10)\nsnap to grid\ngo to (tiles v)\nshow\ngo to [front v] layer\n\nwhen I receive [restaet v]\ndelete this clone\n\nwhen I receive [end of game v]\nhide\n\n@Sprite10\n\nwhen flag clicked\nhide\nset size to (60) %\ngo to x: (98) y: (62)\nforever\n go to [front v] layer\n if <(ladder lives) = [2]> then\n switch costume to (2 v)\n end\n if <(ladder lives) = [1]> then\n switch costume to (1 v)\n end\n if <(ladder lives) = [0]> then\n switch costume to (0 v)\n end\n if <(ladder lives) = [3]> then\n switch costume to (3 v)\n end\nend\n\nwhen I receive [ladder unlocked v]\nhide\nwait (4) seconds\nshow\n\nwhen I receive [end of game v]\nhide\n\n@Sprite9\n\nwhen I receive [ladder unlocked v]\nclear graphic effects\nset size to (100) %\nswitch costume to (costume1 v)\nshow\ngo to x: (0) y: (0)\nwait (3) seconds\nswitch costume to (costume2 v)\nset size to (80) %\nbroadcast (done v)\nglide (1) secs to x: (-102) y: (115)\nrepeat (10)\n change [brightness v] effect by (5)\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\nerase all\n\nwhen flag clicked\nhide\n\nwhen I receive [end of game v]\nhide\n\n@Sprite8\n\nwhen flag clicked\nset size to (80) %\ngo to x: (45) y: (104)\nhide\n\nwhen this sprite clicked\nset [power v] to [Ladder]\n\nwhen I receive [ladder unlocked v]\nshow\n\nwhen I receive [end of game v]\nhide\n\n@Sprite7\n\nwhen I receive [building unlocked v]\nclear graphic effects\nset size to (100) %\nswitch costume to (costume1 v)\nshow\ngo to x: (0) y: (0)\nwait (3) seconds\nswitch costume to (costume2 v)\nset size to (80) %\nbroadcast (done v)\nglide (1) secs to x: (-192) y: (115)\nrepeat (10)\n change [brightness v] effect by (5)\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\nerase all\n\nwhen flag clicked\nhide\n\nwhen I receive [end of game v]\nhide\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen I receive [building unlocked v]\nhide\n\nwhen I receive [done v]\nshow\n\nwhen I receive [ladder unlocked v]\nhide\n\nwhen I receive [end of game v]\nhide\n\nwhen I receive [digging unlocked v]\nhide\n\nwhen I receive [d v]\nshow\n\nwhen I receive [start v]\nbroadcast (digging unlocked v)\nshow\nset size to (60) %\ngo to x: (-87) y: (62)\nforever\n go to [front v] layer\n if <(Dig lives) = [2]> then\n switch costume to (2 v)\n end\n if <(Dig lives) = [1]> then\n switch costume to (1 v)\n end\n if <(Dig lives) = [0]> then\n switch costume to (0 v)\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [stamp blank v]\ncreate clone of (_myself_ v)\n\nwhen I receive [next v]\ndelete this clone\n\ndefine snap to grid\nset x to ((round ((x position) / (48))) * (48))\nset y to ((round ((y position) / (48))) * (48))\n\nwhen I start as a clone\nsnap to grid\ngo to (tiles v)\nshow\ngo to [front v] layer\n\nwhen I receive [restaet v]\ndelete this clone\n\nwhen I receive [end of game v]\nhide\n\n@Tens\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\ngo to x: (-17) y: (0)\nrepeat until <key (space v) pressed?>\n switch costume to (Tens)\n if <<[9] < (Tens)> and <[9] < (Units)>> then\n set [tens v] to [0]\n change [hundreds v] by (1)\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nset size to (60) %\nhide\ngo to x: (6) y: (62)\nforever\n if <(Build Lives) = [2]> then\n switch costume to (2 v)\n end\n if <(Build Lives) = [1]> then\n switch costume to (1 v)\n end\n if <(Build Lives) = [0]> then\n switch costume to (0 v)\n end\nend\n\nwhen I receive [building unlocked v]\nshow\n\nwhen I receive [ladder unlocked v]\nhide\n\nwhen I receive [done v]\nshow\n\nwhen I receive [end of game v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nset size to (80) %\ngo to x: (-45) y: (104)\nhide\n\nwhen this sprite clicked\nset [power v] to [Build]\n\nwhen I receive [building unlocked v]\n\nshow\n\nwhen I receive [ladder unlocked v]\nhide\n\nwhen I receive [done v]\nshow\ngo to [back v] layer\n\nwhen I receive [end of game v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nset [power v] to [Dig]\n\nwhen I receive [building unlocked v]\nhide\n\nwhen I receive [done v]\nshow\n\nwhen I receive [ladder unlocked v]\nhide\n\nwhen I receive [end of game v]\nhide\n\nwhen I receive [digging unlocked v]\nhide\n\nwhen I receive [d v]\nshow\n\nwhen I receive [start v]\nset size to (80) %\ngo to x: (-138) y: (104)\nshow\n\n@player\n\ndefine walls\nif <not <(t) = [s]>> then\n if <<(t) < [4]> and <<touching color (#c99869)?> or <touching color (#80be1f)?>>> then\n change [t v] by (1)\n change y by (1)\n walls\n else\n if <(t) = [4]> then\n change y by (-4)\n change x by ((-1) * (x_vel))\n set [x_vel v] to [0]\n end\n set [t v] to [s]\n end\nend\n\nwhen flag clicked\ngo to x: (-210) y: (0)\nset [x_vel v] to [0]\nset [y_vel v] to [0]\n\nwhen I receive [you won v]\nstop [other scripts in sprite v]\n\nwhen I receive [next v]\ngo to x: (-210) y: (0)\nset [x_vel v] to [0]\nset [y_vel v] to [0]\nbroadcast (platform v)\n\nset [y_vel v] to [8]\n\nwhen I receive [platform v]\nforever\n if <(x position) > [239]> then\n broadcast (next v)\n end\n go to [front v] layer\n if <key (right arrow v) pressed?> then\n change [x_vel v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x_vel v] by (-1)\n end\n set [x_vel v] to ((0.9) * (x_vel))\n change x by (x_vel)\n set [t v] to [0]\n walls\n if <not <(t) = [s]>> then\n add (t) to [bugs v]\n end\n change [y_vel v] by (-0.8)\n change y by (y_vel)\n if <<touching color (#c99869)?> or < or <touching color (#80be1f)?>>> then\n change y by ((-1) * (y_vel))\n if <<key (up arrow v) pressed?> and <(y_vel) < [0]>> then\n set [y_vel v] to [10]\n else\n set [y_vel v] to [0]\n end\n end\n broadcast (message1 v)\n check\nend\n\nwhen I receive [restart v]\n\nstop [other scripts in sprite v]\ngo to x: (-210) y: (0)\nset [x_vel v] to [0]\nset [y_vel v] to [0]\nbroadcast (platform v)\n\ndefine check\nif <touching color (#e86a17)?> then\n broadcast (restaet v)\n wait (0.1) seconds\nend\n\ncheck\n\nset size to (130) %\nset size to (100) %\n\nwhen I receive [building unlocked v]\nhide\n\nwhen I receive [done v]\nshow\n\nwhen I receive [next v]\nforever\n go to [front v] layer\n if <(x position) > [239]> then\n broadcast (next v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nforever\n go to [front v] layer\n if <touching (sprite11 v)?> then\n end\nend\n\nset [x_vel v] to [0]\nset [y_vel v] to [0]\nstop [this script v]\n\nwhen I receive [restaet v]\ngo to x: (-210) y: (0)\n\nwhen I receive [next v]\nforever\n go to [front v] layer\n if <(x position) > [239]> then\n broadcast (next v)\n end\nend\n\nwhen I receive [restaet v]\nforever\n go to [front v] layer\n if <(x position) > [239]> then\n broadcast (next v)\n end\nend\n\nwhen I receive [next v]\nforever\n go to [front v] layer\n if <touching (sprite11 v)?> then\n end\nend\n\nwhen I receive [platform v]\nforever\n go to [front v] layer\n if <touching (sprite11 v)?> then\n end\nend\n\nwhen I receive [restaet v]\nforever\n go to [front v] layer\n if <touching (sprite11 v)?> then\n end\nend\n\nwhen I receive [start v]\nforever\n go to [front v] layer\n if <(x position) > [239]> then\n broadcast (next v)\n end\nend\n\nwhen I receive [start v]\nshow\nset [edge v] to [1]\ndelete (all) of [bugs v]\nbroadcast (platform v)\n\nwhen I receive [start v]\nforever\n go to [front v] layer\n if <touching (sprite11 v)?> then\n if <key (up arrow v) pressed?> then\n change y by (10)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (tiles v)?> then\n set [y_vel v] to [-10]\n end\nend\n\n@Tiles\n\ndefine Snap To Grid\nset x to ((round ((x position) / (48))) * (48))\nset y to ((round ((y position) / (48))) * (48))\n\nwhen this sprite clicked\nif <(Power) = [Build]> then\n switch costume to (grassmid v)\n if <<(Build Lives) > [0]> and <not <touching (player v)?>>> then\n stamp\n change [build lives v] by (-1)\n end\nend\nif <(Power) = [Dig]> then\n switch costume to (blank2 v)\n if <<(Dig lives) > [0]> and <not <touching (player v)?>>> then\n broadcast (stamp blank v)\n change [dig lives v] by (-1)\n end\nend\nswitch costume to (blank v)\nif <(Power) = [Ladder]> then\n if <(ladder lives) > [0]> then\n broadcast (stamp ladder v)\n change [ladder lives v] by (-1)\n end\nend\nswitch costume to (blank v)\n\nwhen flag clicked\nhide\n\nstop [all v]\n\ngo to [front v] layer\nstamp\n\nwhen I receive [end of game v]\nhide\n\nswitch costume to (blank v)\nshow\n\nwhen I receive [start v]\nswitch costume to (blank v)\nshow\nerase all\nforever\n go to (mouse-pointer v)\n Snap To Grid\nend\n\nwhen I receive [start v]\nforever\n if <<touching (sprite2 v)?> or <<touching (sprite8 v)?> or <<touching (sprite15 v)?> or <<touching (sprite16 v)?> or <touching (sprite1 v)?>>>>> then\n go to [back v] layer\n else\n show\n go to [front v] layer\n end\nend\n\n@level\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [start v]\nshow\nswitch costume to (costume1 v)\nset [power v] to [Dig]\nforever\n go to x: (21) y: (18)\n go to [back v] layer\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [end of game v]\nhide\nstop all sounds\nstop all sounds\nstop all sounds\nplay sound [Music1 v] until done\n\nwhen flag clicked\nforever\n play sound [Vicetone - United We Dance v] until done\n play sound [Vicetone - United We Dance3 \(1\) v] until done\nend\n\nwhen I receive [building unlocked v]\nplay sound [Magic Spell v] until done\n\nwhen I receive [ladder unlocked v]\nplay sound [Magic Spell v] until done\n\nwhen I receive [digging unlocked v]\nplay sound [Magic Spell v] until done\n\nwhen I receive [start v]\nshow\ngo to x: (213) y: (152)\nswitch costume to (costume1 v)\nforever\n if <(Power) = [Build]> then\n switch costume to (costume1 v)\n end\n if <(Power) = [Dig]> then\n switch costume to (costume2 v)\n end\n if <(Power) = [Ladder]> then\n switch costume to (costume3 v)\n end\nend\n\n@Sprite14\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n | Love and Fave for a part 2\n\n-------------------------------Builder--------------------------------\n\nUse your tool wisely to dig build and climb your way threw the levels.\n\n----------------------------How to play---------------------------\n-Arrow keys to move\n-r to restart\n-s to skip\n-Select your tool in the top left corner\n-The numbers beside them indicate how many you have left.\n-click on a block to use your power\n-get to the right side to win\n-your current tool is shown in the top right.\n\nIf you like it LOVE AND FAVIOURATE\nif you want a sequel comment and follow me so i can tell you if its done.\n\n----------------------------------Credits-----------------------------\n@TacoGiant\n@Grifpatch\nand you for liking it.\n\nThanks!!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#Games #All #Games #all #Games #All #Games #all #Games #All #Games #all #Games #All #Games #all #Games #All #Games #all #Games #All #Games #all #Games #All #Games #all #Games #All #Games #all #Games #All #Games #all #Games #All #Games #all #Games #All #Games #all #Games #All #Games #all #Games #All #Games #all #Games #All #Games #all #Games #All #Games #all #Games #All #Games #all #Games #All #Games #all #Games #All #Games #all #Games #All #Games #all #Games #All #Games #all |
World of Elements- A platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n if <([costume # v] of [ground v]) = [6]> then\n switch backdrop to (backdrop2 v)\n end\n if <([costume # v] of [ground v]) = [12]> then\n switch backdrop to (backdrop3 v)\n end\n if <([costume # v] of [ground v]) = [22]> then\n switch backdrop to (backdrop4 v)\n end\n if <([costume # v] of [ground v]) = [27]> then\n switch backdrop to (backdrop5 v)\n end\nend\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 [game begin 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)>>> then\n change [x v v] by (.9)\n broadcast (right v)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(dead?) = [0]>> then\n change [x v v] by (-.9)\n broadcast (left v)\n end\n set [x v v] to ((X v) * (0.9))\n change x by (X v)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change x by ((X v) * (-2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n if <(X v) > [0]> then\n set [x v v] to [-5]\n else\n set [x v v] to [5]\n end\n set [y v v] to [13]\n else\n set [x v v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v v] by (-0.8)\n change y by (Y v)\n if <touching (ground v)?> then\n change y by ((Y v) * (-1))\n set [y v v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n set [y v v] to [12]\n end\n end\n change y by (1)\n if <<<<<touching (killer wheel v)?> or <touching (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 [game begin v]\nforever\n set [direction v] to (direction)\nend\n\nwhen I receive [game begin 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 [game begin 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 [game begin 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 [game begin 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 I receive [game begin v]\nforever\n if <touching (spikes v)?> then\n reset\n end\nend\n\nwhen I receive [game begin v]\nforever\n if <key (n v) pressed?> then\n broadcast (NEXT LEVEL v)\n end\nend\n\nwhen flag clicked\nbroadcast (Game begin v)\nforever\n switch costume to (center v)\n if <([costume # v] of [ground v]) = [6]> then\n switch costume to (fire v)\n end\n if <([costume # v] of [ground v]) = [7]> then\n switch costume to (fire v)\n end\n if <([costume # v] of [ground v]) = [8]> then\n switch costume to (fire v)\n end\n if <([costume # v] of [ground v]) = [9]> then\n switch costume to (fire v)\n end\n if <([costume # v] of [ground v]) = [10]> then\n switch costume to (fire v)\n end\n if <([costume # v] of [ground v]) = [11]> then\n switch costume to (fire v)\n end\n if <([costume # v] of [ground v]) = [12]> then\n switch costume to (water v)\n end\n if <([costume # v] of [ground v]) = [13]> then\n switch costume to (water v)\n end\n if <([costume # v] of [ground v]) = [14]> then\n switch costume to (water v)\n end\n if <([costume # v] of [ground v]) = [15]> then\n switch costume to (water v)\n end\n if <([costume # v] of [ground v]) = [16]> then\n switch costume to (water v)\n end\n if <([costume # v] of [ground v]) = [17]> then\n switch costume to (rock v)\n end\n if <([costume # v] of [ground v]) = [18]> then\n switch costume to (rock v)\n end\n if <([costume # v] of [ground v]) = [19]> then\n switch costume to (rock v)\n end\n if <([costume # v] of [ground v]) = [20]> then\n switch costume to (rock v)\n end\n if <([costume # v] of [ground v]) = [21]> then\n switch costume to (rock v)\n end\n if <([costume # v] of [ground v]) = [22]> then\n switch costume to (lightning v)\n end\n if <([costume # v] of [ground v]) = [23]> then\n switch costume to (lightning v)\n end\n if <([costume # v] of [ground v]) = [24]> then\n switch costume to (lightning v)\n end\n if <([costume # v] of [ground v]) = [25]> then\n switch costume to (lightning v)\n end\n if <([costume # v] of [ground v]) = [26]> then\n switch costume to (lightning v)\n end\n if <([costume # v] of [ground v]) = [27]> then\n switch costume to (lightning v)\n end\nend\n\nwhen I receive [game begin v]\nforever\n if <touching (enemy v)?> then\n reset\n end\nend\n\nwhen flag clicked\nplay sound [Cosmosys - Seismic Wave v] until done\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nwait (0.01) seconds\nnext costume\n\n@deco\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nwait (0.01) seconds\nnext costume\n\n@Spikes\n\nwhen flag clicked\ngo [backward v] (1) layers\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nwait (0.01) seconds\nnext costume\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@attacks\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\n hide\n if <([costume # v] of [ground v]) = [6]> then\n go to (player v)\n end\n if <([costume # v] of [ground v]) = [7]> then\n go to (player v)\n end\n if <([costume # v] of [ground v]) = [8]> then\n go to (player v)\n end\n if <([costume # v] of [ground v]) = [9]> then\n go to (player v)\n end\n if <([costume # v] of [ground v]) = [12]> then\n switch costume to (costume2 v)\n go to (player v)\n end\n if <([costume # v] of [ground v]) = [13]> then\n switch costume to (costume2 v)\n go to (player v)\n end\n if <([costume # v] of [ground v]) = [14]> then\n switch costume to (costume2 v)\n go to (player v)\n end\n if <([costume # v] of [ground v]) = [15]> then\n switch costume to (costume2 v)\n go to (player v)\n end\n if <([costume # v] of [ground v]) = [16]> then\n switch costume to (costume2 v)\n go to (player v)\n end\n if <([costume # v] of [ground v]) = [17]> then\n switch costume to (costume3 v)\n go to (player v)\n end\n if <([costume # v] of [ground v]) = [18]> then\n switch costume to (costume3 v)\n go to (player v)\n end\n if <([costume # v] of [ground v]) = [19]> then\n switch costume to (costume3 v)\n go to (player v)\n end\n if <([costume # v] of [ground v]) = [20]> then\n switch costume to (costume3 v)\n go to (player v)\n end\n if <([costume # v] of [ground v]) = [21]> then\n switch costume to (costume3 v)\n go to (player v)\n end\n if <([costume # v] of [ground v]) = [22]> then\n switch costume to (costume4 v)\n go to (player v)\n end\n if <([costume # v] of [ground v]) = [23]> then\n switch costume to (costume4 v)\n go to (player v)\n end\n if <([costume # v] of [ground v]) = [24]> then\n switch costume to (costume4 v)\n go to (player v)\n end\n if <([costume # v] of [ground v]) = [25]> then\n switch costume to (costume4 v)\n go to (player v)\n end\n if <([costume # v] of [ground v]) = [26]> then\n switch costume to (costume4 v)\n go to (player v)\n end\n if <key (space v) pressed?> then\n show\n repeat (10)\n move (16) steps\n end\n go to (player v)\n end\nend\n\nwhen I receive [left v]\npoint in direction (-90)\n\nwhen I receive [right v]\npoint in direction (90)\n\nwhen flag clicked\nforever\n if <touching (enemy v)?> then\n broadcast (Enemy hit v)\n end\nend\n\n@enemy\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <([costume # v] of [ground v]) = [9]> then\n show\n glide (1) secs to x: (169) y: (-80)\n glide (1) secs to x: (-134) y: (-80)\n glide (1) secs to x: (169) y: (-80)\n glide (1) secs to x: (-134) y: (-80)\n end\n if <([costume # v] of [ground v]) = [10]> then\n show\n go to x: (-134) y: (-80)\n glide (1) secs to x: (-46) y: (-80)\n glide (1) secs to x: (-134) y: (-80)\n end\n if <([costume # v] of [ground v]) = [13]> then\n show\n glide (1) secs to x: (169) y: (-105)\n glide (1) secs to x: (-134) y: (-105)\n glide (1) secs to x: (169) y: (-105)\n glide (1) secs to x: (-134) y: (-105)\n end\n if <([costume # v] of [ground v]) = [14]> then\n show\n glide (1) secs to x: (169) y: (-105)\n glide (1) secs to x: (-134) y: (-105)\n glide (1) secs to x: (169) y: (-105)\n glide (1) secs to x: (-134) y: (-105)\n end\n if <([costume # v] of [ground v]) = [21]> then\n show\n glide (1) secs to x: (169) y: (-38)\n glide (1) secs to x: (-134) y: (-38)\n glide (1) secs to x: (169) y: (-38)\n glide (1) secs to x: (-134) y: (-38)\n end\n if <([costume # v] of [ground v]) = [25]> then\n show\n go to x: (-50) y: (-95)\n glide (1) secs to x: (-140) y: (-95)\n glide (1) secs to x: (-92) y: (-10)\n glide (1) secs to x: (-74) y: (26)\n glide (1) secs to x: (-56) y: (38)\n glide (1) secs to x: (41) y: (36)\n glide (1) secs to x: (-56) y: (38)\n glide (1) secs to x: (-74) y: (26)\n glide (1) secs to x: (-92) y: (10)\n glide (1) secs to x: (-140) y: (-95)\n glide (1) secs to x: (-50) y: (-95)\n end\nend\n\nwhen I receive [enemy hit v]\nswitch costume to (costume2 v)\n\nif <touching (attacks v)?> then\n hide\nend\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [next level v]\nswitch costume to (costume1 v)\n\n@Jump Pad\n\nwhen flag clicked\nhide\nforever\n if <([costume # v] of [ground v]) = [1]> then\n hide\n end\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 hide\n end\n if <([costume # v] of [ground v]) = [6]> then\n hide\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 hide\n end\n if <([costume # v] of [ground v]) = [9]> then\n hide\n end\n if <([costume # v] of [ground v]) = [10]> then\n hide\n end\n if <([costume # v] of [ground v]) = [11]> then\n hide\n end\n if <([costume # v] of [ground v]) = [12]> then\n hide\n end\n if <([costume # v] of [ground v]) = [13]> then\n hide\n end\n if <([costume # v] of [ground v]) = [14]> then\n hide\n end\n if <([costume # v] of [ground v]) = [15]> then\n hide\n end\n if <([costume # v] of [ground v]) = [16]> then\n hide\n end\n if <([costume # v] of [ground v]) = [17]> then\n hide\n end\n if <([costume # v] of [ground v]) = [18]> then\n show\n go to x: (-27) y: (-20)\n end\n if <([costume # v] of [ground v]) = [19]> then\n show\n go to x: (-27) y: (-1)\n end\n if <([costume # v] of [ground v]) = [20]> then\n hide\n end\nend\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\nshow\nforever\n if <touching (player v)?> then\n repeat (6)\n next costume\n wait (.05) seconds\n end\n end\nend\n\n | Welcome to World of Elements- A platformer my best project yet\nlink to part four: https://scratch.mit.edu/projects/707688802/\nInstructions\n------------------------------------\narrow keys, wad or swipe to move\npress n to skip a level\ndon't touch enemies, lava or spikes\n\n\nCredits\n------------------------\n@XXtra_Burn for Thumbnail \n\n |
Tropical Essence || Scrolling Platformer #games #all v2.0 | @Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\n\nwhen flag clicked\nhide variable [mouse v]\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)?> or <touching (open doors 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)?> or <touching (open doors v)?>> then\n repeat (17)\n change [y v] by (1)\n Position\n if <not <<touching (platforms v)?> or <touching (open doors v)?>>> then\n stop [this script v]\n end\n end\n change [y v] by (-17)\n repeat until <not <<touching (platforms v)?> or <touching (open doors 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@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! [820] yr [0]\n Clone at x! [650] yr [0]\n Clone at x! [700] yr [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x! [775] yr [0]\n Clone at x! [750] yr [0]\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! [900] yr [0]\n Clone at x! [500] yr [0]\n Clone at x! [500] yr [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x! [600] yr [0]\n Clone at x! [700] yr [0]\n Clone at x! [900] 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@Platforms\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nPOSITION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [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 [820] Y [0]\n CLONE AT X [650] Y [0]\n CLONE AT X [700] Y [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n CLONE AT X [775] Y [0]\n CLONE AT X [750] Y [0]\n CLONE AT X [700] Y [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n CLONE AT X [900] Y [0]\n CLONE AT X [500] Y [0]\n CLONE AT X [500] Y [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n CLONE AT X [600] Y [0]\n CLONE AT X [700] Y [0]\n CLONE AT X [900] Y [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n CLONE AT X [700] Y [0]\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x! (x) yr (y)\n\ndefine CLONE AT X (x) Y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\ndefine POSITION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\n@Water\n\nwhen I receive [green flag v]\nhide\nchange [ghost v] effect by (25)\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! [820] yr [0]\n Clone at x! [650] yr [0]\n Clone at x! [1000] yr [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x! [775] yr [0]\n Clone at x! [750] yr [0]\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! [900] yr [0]\n Clone at x! [500] yr [0]\n Clone at x! [700] yr [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x! [600] yr [0]\n Clone at x! [700] yr [0]\n Clone at x! [900] yr [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x! [700] yr [0]\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x! (x) yr (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\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! [820] yr [0]\n Clone at x! [650] yr [0]\n Clone at x! [700] yr [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x! [775] yr [0]\n Clone at x! [750] yr [0]\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! [900] yr [0]\n Clone at x! [500] yr [0]\n Clone at x! [500] yr [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x! [600] yr [0]\n Clone at x! [700] yr [0]\n Clone at x! [900] yr [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x! [700] yr [0]\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x! (x) yr (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Start\n\nwhen I receive [game on v]\nforever\n wait (4) seconds\n play sound [The Beatles - Here Comes the Sun v] until done\n wait (2) seconds\n play sound [Plugged \(post mastering\) v] until done\nend\n\nwhen I receive [introover v]\ngo to [front v] layer\nshow\nswitch costume to (costume1 v)\nwait (2) seconds\nswitch costume to (0 v)\nwait (1) seconds\nswitch costume to (1 v)\nwait (2) seconds\nswitch costume to (2 v)\nrepeat (100)\n change [ghost v] effect by (1)\nend\nbroadcast (Game on v)\nset volume to (50) %\nforever\n play sound [Ocean Wave v] until done\n wait (10) seconds\nend\n\nwhen flag clicked\nhide\n\n@Sun\n\nwhen flag clicked\nshow\npoint in direction (90)\ngo to x: (-215) y: (153)\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 flag clicked\nforever\n go to [back v] layer\nend\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! [-119] yr [33]\n Clone at x! [635] yr [254]\n Clone at x! [2310] yr [21]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (dot v)\n Clone at x! [1590] yr [-18]\n Clone at x! [-213] yr [43]\n Clone at x! [833] yr [82]\n Clone at x! [2455] yr [100]\n Clone at x! [2545] yr [-28]\n else\n if <(LEVEL) = [3]> then\n switch costume to (dot v)\n Clone at x! [2114] yr [26]\n Clone at x! [1595] yr [7]\n Clone at x! [-122] yr [-35]\n else\n if <(LEVEL) = [4]> then\n switch costume to (dot v)\n Clone at x! [37] yr [216]\n Clone at x! [-21] yr [170]\n Clone at x! [101] yr [183]\n Clone at x! [-185] yr [169]\n Clone at x! [812] yr [18]\n Clone at x! [2442] yr [261]\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@Exit\n\nwhen I receive [green flag v]\nhide\ngo to [back v] layer\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! [2630] yr [40]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (closed v)\n Clone at x! [2697] yr [15]\n else\n if <(LEVEL) = [3]> then\n switch costume to (closed v)\n Clone at x! [2360] yr [27]\n else\n if <(LEVEL) = [4]> then\n switch costume to (closed v)\n Clone at x! [2684] yr [301]\n else\n if <(LEVEL) = [5]> then\n switch costume to (closed v)\n Clone at x! [999999999] yr [999999999]\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@Intro2\n\nwhen flag clicked\ngo to x: (-195) y: (-135)\nswitch costume to (username v)\ncreate clone of (_myself_ v)\nswitch costume to (backgroundblock v)\ncreate clone of (_myself_ v)\nrepeat (5)\n switch costume to (backgroundblock v)\n change x by (90)\n create clone of (_myself_ v)\nend\nrepeat (3)\n change y by (90)\n set x to (-195)\n repeat (6)\n switch costume to (backgroundblock v)\n create clone of (_myself_ v)\n change x by (90)\n end\nend\n\nwhen I start as a clone\nshow\nif <(costume [name v]) = [BackgroundBlock]> then\n set size to (0) %\n point in direction (-90)\n repeat (40)\n change size by (((101) - (size)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n end\nend\nif <(costume [name v]) = [Username]> then\n go to x: (0) y: (0)\n go to [front v] layer\n set size to (0) %\n point in direction (90)\n repeat (25)\n change size by (((150) - (size)) / (5))\n end\n \n point in direction ((90) + (([sin v] of (((timer) * (5)) * (50)) ) * (5)))\n switch costume to (empty v)\n change size by (((introNameSize) - (size)) / (5))\n switch costume to (username v)\n set [color v] effect to (CloneColorEffect)\n end\nend\nif <(costume [name v]) = [Cool Square]> then\n go to x: (0) y: (0)\n go to [front v] layer\n set size to (0) %\n point in direction (90)\n set [color v] effect to (CloneColorEffect)\n \n repeat (33)\n switch costume to (empty v)\n change size by (((350) - (size)) / (5))\n switch costume to (cool square v)\n end\n delete this clone\n end\nend\n\nwhen flag clicked\nset [intronamesize v] to [150]\nwait (0.001) seconds\nrepeat until <(IntroOver) = [1]>\n change [clonecoloreffect v] by (20)\n switch costume to (cool square v)\n create clone of (_myself_ v)\n switch costume to (end v)\n repeat (33)\n change [intronamesize v] by (((150) - (introNameSize)) / (5))\n end\n set [intronamesize v] to [500]\nend\n\nwhen flag clicked\nreset timer\nplay sound [Kisma - Fingertips \[Edited\] v] until done\n\nwhen flag clicked\nset [introover v] to [0]\nclear graphic effects\nhide\nwait (6.96) seconds\nset [introover v] to [1]\nshow\nswitch costume to (end v)\ngo to x: (1000000000000000000) y: (10000000000)\ngo to [front v] layer\nrepeat (80)\n change x by (((0) - (x position)) / (15))\n change y by (((0) - (y position)) / (15))\nend\nbroadcast (IntroOver v)\n\nwhen I receive [introover v]\nif <not <(costume [number v]) = [5]>> then\n delete this clone\nend\nrepeat (25)\n change [ghost v] effect by (5)\nend\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (95) y: (-27)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\n reset timer\nend\n\nwhen [timer v] > (0.03)\ngo to x: (95) y: (-1000)\nrepeat until <(round (y position)) = [-27]>\n go to [front v] layer\n change [ghost v] effect by (-10)\n change y by (((1) - (y position)) / (5))\nend\nset y to (-27)\n\n@Hat\n\nwhen flag clicked\nhide\n\nwhen I receive [game on v]\nshow\nforever\n go to ( player scroll v)\nend\n\nwhen [h v] key pressed\nnext costume\n\n@Assets\n\nwhen flag clicked\nforever\n hide\nend\n\n | Hello Everyone! Welcome to-\nTropical Essence!\nPLEASE READ EVERYTHING!\n#8 on #Trending! (October 19th 2020)\n----------------------INSTRUCTIONS------------------------\n\nUse the arrow keys to move.\nH to take off hat.\nCollect all of the walnuts to open the portal to the next level!\nLove and Fave for more awesome games!\n------------------------CREDITS------------------------------\n\nThanks to @griffpatch for the amazing scrolling tutorial!\nThanks to @TheFunkyPanda for the sun!\nThanks to @-ElectricShock- for the intro!\nThanks to @Irogef for the boat at the end!\n\nCheck them out!\nAnd check out @OwenGrady99204, @Pancham106 and me! @HenryWolfe!\n\n---------------------Famous Scratchers likes----------------\n\n@Super_Scratcher07 (Loved and Faved!)\n@OverHeatedStudios (Loved)\n@spazestudios (loved)\n@ElixirCrafter3000 (Loved)\n@-superwooper- (loved and faved)\n@Scratchy-LAZAR- (loved)\n\n\n------------------------CHECK LIST---------------------------\n\n1 love: Completed\n10 loves: Completed\n25 loves: Completed\n50 loves: Completed\n100 loves: Completed\n250 loves: Completed\n500 loves: Completed\n1000 loves: Completed\n2000 loves: Completed\n\n\n\n\n#games #game #Tropical #Essence #Awesome #1 #Platformer #cube #Hashtag #Clouds #Dope #Cool #Best #Fun #Beatles #Chicken #You #Iamgettingsilly #Sun #Herecomesthesun #Music #Hat #Ground #Eye #HenryWolfe #Love #Fave #Follow #Bye |
Pirate, a platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [intro is over v]\nswitch backdrop to (backdrop2 v)\n\n@Water\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo to x: (0) y: (-226)\nforever\n if <<<(costume [number v]) = [2]> or <(costume [number v]) = [4]>> or <(costume [number v]) = [10]>> then\n set x to (0)\n repeat until <(x position) = [130]>\n change x by (10)\n end\n end\n if <(costume [number v]) = [6]> then\n glide (1) secs to x: (125) y: (-170)\n glide (1) secs to x: (-96) y: (-170)\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [davy jones locker v]\nstart sound [more birds v]\nstart sound [birds v]\n\n\n\nrepeat until <(costume [number v]) = [7]>\n\n@intro\n\nwhen flag clicked\ngo to x: (0) y: (-300)\nset size to (100) %\nset [size v] to [0]\nset [my variable v] to [0]\nforever\n set [my variable v] to ((my variable) * (.88))\n change y by (my variable)\nend\n\nwhen flag clicked\nset [brightness v] effect to (100)\nset [my variable v] to [25.15]\nwait (.9) seconds\nset [size v] to [15]\nwait (.8) seconds\nset [size v] to [-15]\nwait (.9) seconds\nset [my variable v] to [25.15]\n\nwhen flag clicked\nswitch costume to (costume1 v)\nstart sound [invisible v]\nshow\nset [ghost v] effect to (100)\nrepeat (25)\n change [brightness v] effect by (-4)\n change [ghost v] effect by (-4)\nend\nwait (1.5) seconds\nrepeat (25)\n change [brightness v] effect by (4)\n change [ghost v] effect by (4)\nend\nhide\nwait (.4) seconds\nbroadcast (intro is over v)\n\nwhen flag clicked\nforever\n set [size v] to ((size) * (.66))\n change size by (size)\nend\n\nwhen flag clicked\nrepeat (20000000)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (2) to (3))\ngo to [back v] layer\nset size to (pick random (70) to (90)) %\ngo to x: (221) y: (pick random (-116) to (153))\nrepeat until <touching (_edge_ v)?>\n change x by (pick random (-5) to (-8))\nend\ndelete this clone\n\nwhen I receive [intro is over v]\ndelete this clone\n\nwhen I receive [intro is over v]\nstop all sounds\nstop [other scripts in sprite v]\n\nwhen flag clicked\nplay sound [Pompeii v] until done\n\n@Sprite1\n\ndefine Gravity, Platform Detection, Physics....\ngo to x: (-180) y: (0)\nforever\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> and <touching (level v)?>> then\n switch costume to (up v)\n set [y v] to [15]\n end\n change y by (1)\n if <<<touching (water v)?> or <(y position) < [-175]>> or <key (r v) pressed?>> then\n go to x: (-180) y: (0)\n end\n if <(x position) > [230]> then\n broadcast (next level v)\n end\n if <touching (cave hehehehehehe v)?> then\n broadcast (next level v)\n end\n if <touching (trampoline v)?> then\n set [y v] to [22]\n end\n change [y v] by (-1)\nend\n\ngo to x: (-180) y: (0)\nbroadcast (next level v)\n\nwhen I receive [were all out of rum too v]\nGravity, Platform Detection, Physics....\n\nwhen I receive [intro is over v]\nbroadcast (Davy Jones Locker v)\n\nbroadcast (WeRE alL OuT of RuM ToO v)\n\nforever\n if <touching (water v)?> then\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [were all out of rum too v]\nshow\n\n\n\nswitch costume to (up is down v)\n\nswitch costume to ("our debt is settled" v)\n\nwhen I receive [next level v]\nset x to (-200)\nset y to (200)\n\n@level\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [were all out of rum too v]\nswitch costume to (costume1 v)\n\n@Sprite2\n\nwhen I receive [yarrrrrrrrrrrrrrr v]\nbroadcast (WeRE alL OuT of RuM ToO v)\nplay sound [You Can't not Love this! lol v] until done\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [davy jones locker v]\nswitch costume to (land ho v)\nwait (3) seconds\nbroadcast (YARRRRRRRRRRRRRRR v)\n\nwhen I receive [were all out of rum too v]\nhide\n\n@CaVe hehehehehehe\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [were all out of rum too v]\ngo to [back v] layer\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@detail variable\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\nhide\n\nwhen I receive [were all out of rum too v]\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [13]> then\n switch backdrop to (backdrop3 v)\n end\nend\n\n@Sprite3\n\nwhen I receive [intro is over v]\nhide\ngo to x: (-12) y: (102)\nwait (7) seconds\nshow\nglide (0.7) secs to x: (-12) y: (0)\nwait (2) seconds\nglide (1) secs to x: (-12) y: (102)\nhide\n\nwhen flag clicked\nhide\n\n | arrows to move/mobile YES, I love good feedback\n\nif you don't like it, don't comment...\n❤ and ⭐\nif it gets 60 loves, I will make a sequel\n\nps: this project is filled with weird names, comment one if you know what movie it is from. ez |
Spooky Scary Platformer | @Stage\n\nwhen flag clicked\nforever\n if <(Scared Meter) > [25]> then\n set [fisheye v] effect to ((-25) + (Scared Meter))\n else\n set [fisheye v] effect to (0)\n end\n if <(Lightning On) = [1]> then\n set [brightness v] effect to (40)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n switch backdrop to (Level)\nend\n\n@LOGIC\n\nwhen flag clicked\nwait (0.5) seconds\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nshow\nset [all resets v] to [2]\nset [you health v] to [100]\nset [scared meter v] to [0]\nset [spooked v] to [1]\nset [spooking v] to [0]\nset [lightning on v] to [0]\nset [reset v] to (All Resets)\nset [level v] to [1]\nbroadcast (Pause v) and wait\nbroadcast (Reset All v)\n\nwhen I receive [reset all v]\nset [reset v] to (All Resets)\nbroadcast (ChangeLevel v)\nbroadcast (Reset YOU v)\n\nwhen I receive [died v]\nset [you health v] to [100]\nset [scared meter v] to [0]\nset [spooked v] to [1]\nset [reset v] to (All Resets)\nstart sound [Scream1 v]\nwait (0.1) seconds\nstart sound [Scream2 v]\nswitch costume to (2 v)\nset [paused v] to [1]\nwait until <mouse down?>\nset [paused v] to [0]\nswitch costume to (1 v)\nbroadcast (Reset All v)\n\nwhen I receive [pause v]\nset [paused v] to [1]\nswitch costume to (3 v)\ngo to [front v] layer\nwait until <mouse down?>\nswitch costume to (1 v)\nset [paused v] to [0]\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@YOU\n\nwhen flag clicked\nforever\n if <(Scared Meter) > [25]> then\n set [fisheye v] effect to ((-25) + ((Scared Meter) / (2)))\n else\n set [fisheye v] effect to (0)\n end\nend\n\ndefine YOU Reset to (x) (y) Size (size) Color (color)\ngo to x: (x) y: (y)\nset size to (size) %\nset [color v] effect to (color)\nset [sizeyou v] to (size)\nset [coloryou v] to (color)\nset [x v] to [0]\nset [y v] to [0]\nset [you xmoved v] to [0]\nset [youxpos5 v] to (x position)\nset [youxpos4 v] to (x position)\nset [youxpos3 v] to (x position)\nset [youxpos2 v] to (x position)\nset [youypos5 v] to (y position)\nset [youypos4 v] to (y position)\nset [youypos3 v] to (y position)\nset [youypos2 v] to (y position)\n\nwhen flag clicked\nforever\n if <<(Reset) < [1]> and <(Paused) = [0]>> then\n Moving\n end\n switch costume to (Spooked)\nend\n\ndefine Moving\nchange [y v] by (-1)\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <key (r v) pressed?>>> then\n change [x v] by (-3)\n change [scared meter v] by (1)\n else\n change [x v] by (-1.5)\n end\n set [you facing v] to [LEFT]\n point in direction (-90)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <key (r v) pressed?>>> then\n change [x v] by (3)\n change [scared meter v] by (1)\n else\n change [x v] by (1.5)\n end\n set [you facing v] to [RIGHT]\n point in direction (90)\nend\nset [x v] to (((x) * (0.6)) + (YOU xMoved))\nchange x by (x)\nTest Collisions [0] [0]\nif <(YOU Collision Tested) = [1]> then\n change y by (1)\nend\nTest Collisions [0] [0]\nif <(YOU Collision Tested) = [1]> then\n change y by (1)\nend\nTest Collisions [0] [0]\nif <(YOU Collision Tested) = [1]> then\n change y by (1)\nend\nTest Collisions [0] [0]\nif <(YOU Collision Tested) = [1]> then\n change y by (1)\nend\nTest Collisions [0] [0]\nif <(YOU Collision Tested) = [1]> 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 <key (space v) pressed?>> then\n set [y v] to [4]\n if <(x) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n else\n set [x v] to [0]\n end\nend\nchange y by (y)\nTest Collisions [0] [0]\nif <(YOU Collision Tested) = [1]> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\nend\nchange y by (-1)\nTest Collisions [0] [0]\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> and <(YOU Collision Tested) = [1]>> then\n set [y v] to [9]\nend\nchange y by (1)\nTest Fatal Collision\nif <(x position) > [240]> then\n change [level v] by (1)\n broadcast (Reset All v)\nend\n\ndefine Test Collisions (min) (max)\nset [you collision tested v] to [0]\nif <touching (ground v)?> then\n set [you collision tested v] to [1]\nend\n\nwhen flag clicked\nset [you facing v] to [RIGHT]\nset [tail wag counter v] to [1]\nset [tail y dir 2 v] to [1]\nset [tail y dir 3 v] to [2]\nset [tail y dir 4 v] to [3]\nset [tail y dir 5 v] to [4]\nforever\n if <<(x) = [0]> and <(y) = [0]>> then\n WagTail\n wait (0.05) seconds\n else\n set x tails\n set [youypos5 v] to (YOUyPOS4)\n set [youypos4 v] to (YOUyPOS3)\n set [youypos3 v] to (YOUyPOS2)\n set [youypos2 v] to (YOUyPos)\n set [youxpos v] to (x position)\n set [youypos v] to (y position)\n end\n if <<(x) < [0.05]> and <(x) > [-0.05]>> then\n set [x v] to [0]\n end\nend\n\nwhen I receive [reset you v]\nhide\nYOU Reset to [-200] [-110] Size [100] Color [0]\nif <(Level) = [5]> then\n YOU Reset to [-215] [135] Size [100] Color [0]\nend\nif <(Level) = [6]> then\n YOU Reset to [-220] [21] Size [100] Color [0]\nend\nif <(Level) = [7]> then\n YOU Reset to [-220] [-129] Size [100] Color [0]\nend\nif <(Level) = [8]> then\n YOU Reset to [-215] [135] Size [100] Color [0]\nend\nif <(Level) = [10]> then\n YOU Reset to [-215] [-90] Size [100] Color [0]\nend\nchange [reset v] by (-1)\nif <(Level) < [15]> then\n show\nend\nif <(Level) = [1]> then\n broadcast (Speak v)\nend\nif <(Level) = [12]> then\n broadcast (Speak v)\nend\nif <(Level) = [14]> then\n broadcast (Speak v)\nend\nset x tails\n\ndefine Test Fatal Collision\nif <touching (fatal objects v)?> then\n set [youdamaged v] to [-5]\nend\n\nwhen flag clicked\nforever\n if <(Scared Meter) > [0]> then\n change [scared meter v] by (-0.4)\n end\n if <(Spooking) > [0]> then\n set [brightness v] effect to (10)\n set [spooked v] to [2]\n else\n set [brightness v] effect to (0)\n set [spooked v] to [1]\n end\nend\n\ndefine WagTail\nchange [tail wag counter v] by (1)\nif <(Tail Wag Counter) > [5]> then\n set [tail wag counter v] to [2]\nend\nif <(Tail Wag Counter) = [2]> then\n set [tail y dir 2 v] to ((Tail Y Dir 2) * (-1))\nend\nif <(Tail Wag Counter) = [3]> then\n set [tail y dir 3 v] to ((Tail Y Dir 3) * (-1))\nend\nif <(Tail Wag Counter) = [4]> then\n set [tail y dir 4 v] to ((Tail Y Dir 4) * (-1))\nend\nif <(Tail Wag Counter) = [5]> then\n set [tail y dir 5 v] to ((Tail Y Dir 5) * (-1))\nend\nchange [youypos2 v] by (Tail Y Dir 2)\nchange [youypos3 v] by (Tail Y Dir 3)\nchange [youypos4 v] by (Tail Y Dir 4)\nchange [youypos5 v] by (Tail Y Dir 5)\n\ndefine set x tails\nif <(YOU Facing) = [RIGHT]> then\n set [youxpos5 v] to ((YOUxPOS4) - (4))\n set [youxpos4 v] to ((YOUxPOS3) - (4))\n set [youxpos3 v] to ((YOUxPOS2) - (4))\n set [youxpos2 v] to ((YOUxPos) - (10))\nelse\n set [youxpos5 v] to ((YOUxPOS4) + (4))\n set [youxpos4 v] to ((YOUxPOS3) + (4))\n set [youxpos3 v] to ((YOUxPOS2) + (4))\n set [youxpos2 v] to ((YOUxPos) + (10))\nend\n\nwhen flag clicked\nforever\n if <(Paused) = [0]> then\n if <not <(YouDamaged) = [0]>> then\n change [you health v] by (YouDamaged)\n set [y v] to [10]\n start sound [Scream2 v]\n set [brightness v] effect to (50)\n wait (0.5) seconds\n set [brightness v] effect to (0)\n wait (0.5) seconds\n set [youdamaged v] to [0]\n end\n end\nend\n\nwhen I receive [speak v]\nwait (2) seconds\nif <(Level) = [1]> then\n say [I have to get back home!] for (3) seconds\nend\nif <(Level) = [12]> then\n say [Almost there!] for (3) seconds\nend\nif <(Level) = [14]> then\n say [My House! I made it!] for (3) seconds\nend\n\nif <touching (mouse-pointer v)?> then\n set [y v] to [15]\nend\n\n@TAIL FOLLOW\n\nwhen flag clicked\nhide\nset [tail id v] to [2]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nset [tail id v] to [3]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nset [tail id v] to [4]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nset [tail id v] to [5]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [mytailid v] to (Tail ID)\nshow\nforever\n if <(MyTailID) = [2]> then\n go to x: (YOUxPOS2) y: (YOUyPOS2)\n end\n if <(MyTailID) = [3]> then\n go to x: (YOUxPOS3) y: (YOUyPOS3)\n end\n if <(MyTailID) = [4]> then\n go to x: (YOUxPOS4) y: (YOUyPOS4)\n end\n if <(MyTailID) = [5]> then\n go to x: (YOUxPOS5) y: (YOUyPOS5)\n end\n if <(Level) > [13]> then\n hide\n else\n show\n end\nend\n\ngo to [front v] layer\n\nset [spooked v] to [2]\nwait (1) seconds\nset [spooked v] to [1]\n\nwhen I start as a clone\nwait (0.5) seconds\nif <(MyTailID) = [2]> then\n set size to (100) %\nend\nif <(MyTailID) = [3]> then\n set size to (115) %\nend\nif <(MyTailID) = [4]> then\n set size to (130) %\nend\nif <(MyTailID) = [5]> then\n set size to (145) %\nend\nforever\n if <not <(Spooked) = [1]>> then\n change size by (60)\n wait (1) seconds\n change size by (-60)\n end\nend\n\n@GROUND\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n if <(Scared Meter) > [25]> then\n set [pixelate v] effect to ((-25) + ((Scared Meter) / (2)))\n else\n set [pixelate v] effect to (0)\n end\n if <(Lightning On) = [1]> then\n set [brightness v] effect to (40)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [changelevel v]\nset [spooking v] to [0]\nif <(Level) = [1]> then\n Place Grass [-170] [-148] [8] [32] [0]\n Place Grass [175] [-148] [3] [32] [0]\n Place Slenderman [172] [-69]\n Place Ghostly1 [-141] [-68]\nend\nif <(Level) = [2]> then\n Place Grass [-230] [-150] [3] [30] [0]\n Place Grass [100] [-150] [5] [30] [0]\n Place Slenderman [-115] [-58]\n Place Wolf Eyes [120] [-40]\nend\nif <(Level) = [3]> then\n Place Grass [-230] [-145] [8] [30] [-2]\n Place Grass [30] [-150] [4] [30] [-2]\n Place Grass [200] [-150] [2] [30] [0]\n Place Ghostly1 [120] [-80]\n Place Lighning Flash [1]\n Place Candy [41] [-151]\nend\nif <(Level) = [4]> then\n Place Grass [-230] [-145] [5] [30] [0]\n Place Statue Scare [135] [61]\n Place Spider Legs 1\nend\nif <(Level) = [5]> then\n Place Bone Head [-13] [-58]\n Place Bone Head [202] [-102]\n Place Bone Head [194] [33]\n Place Bone Head [-197] [-147]\n Place Candy [11] [111]\n create clone of (banshee v)\nend\nif <(Level) = [6]> then\n Place Spider Drop [-22] [137] [100]\n Place Rat [-69] [-143] [100] [200]\n Place Rat [-69] [-143] [100] [200]\nend\nif <(Level) = [7]> then\n Place Spider Drop [220] [45] [20]\n Place Rat [-154] [-143] [70] [145]\n Place Rat [81] [-143] [70] [150]\n Place Mirror [-75] [-2]\n Place Candy [-215] [-40]\nend\nif <(Level) = [8]> then\n Place Shadow Girl [-128] [-130]\n Place Rat [-154] [-143] [50] [200]\n Place Rat [-154] [-143] [50] [300]\n create clone of (rocking chair v)\nend\nif <(Level) = [9]> then\n Place Rat [-109] [120] [50] [200]\n Place Rat [-109] [120] [50] [200]\n Place Statue Scare [-28] [-141]\n Place Candy [217] [-32]\n create clone of (window figure v)\n create clone of (banshee v)\nend\nif <(Level) = [10]> then\n Place Grass [-210] [-152] [15] [32] [0]\n Place Rat [-163] [-143] [70] [350]\n Place Rat [-163] [-143] [50] [350]\n Place Rat [-163] [-143] [100] [400]\n Place Lighning Flash [1]\n Place Shadow Girl [-128] [-130]\n create clone of (banshee v)\nend\nif <(Level) = [11]> then\n Place Grass [-220] [-152] [1] [0] [0]\n Place Grass [130] [-152] [3] [32] [0]\n Place Bone Head [-36] [-169]\n Place Bone Head [12] [-170]\n Place Wolf Eyes [10] [-22]\n Place Wolf Eyes [91] [-57]\n Place Candy [116] [-144]\n create clone of (banshee v)\nend\nif <(Level) = [12]> then\n Place Grass [-220] [-152] [8] [32] [0]\n Place Ghostly1 [-67] [-80]\n Place Slenderman [10] [-74]\n create clone of (banshee v)\n create clone of (banshee v)\nend\nif <(Level) = [13]> then\n Place Grass [-220] [-152] [16] [32] [0]\n Place Rat [-80] [-143] [100] [290]\n Place Lighning Flash [1]\n Place Lighning Flash [1]\n Place Candy [-138] [-141]\n create clone of (banshee v)\n create clone of (banshee v)\n create clone of (banshee v)\nend\nif <(Level) = [14]> then\n Place Candy [67] [-139]\n Place Candy [-30] [-140]\n Place Grass [-220] [-150] [10] [32] [0]\nend\nchange [reset v] by (-1)\n\ndefine Place Grass (x) (y) (howmany) (xdir) (ydir)\nset [placex v] to (x)\nset [placey v] to (y)\nrepeat (howmany)\n create clone of (grass v)\n wait (0) seconds\n change [placex v] by (xdir)\n change [placey v] by (ydir)\nend\nwait (0.01) seconds\n\ndefine Place Slenderman (x) (y)\nset [placex v] to (x)\nset [placey v] to (y)\ncreate clone of (slenderman v)\nwait (0.01) seconds\n\ndefine Place Ghostly1 (x) (y)\nset [placex v] to (x)\nset [placey v] to (y)\nset [place costume v] to [3]\ncreate clone of (ghostly1 v)\nset [place costume v] to [1]\ncreate clone of (ghostly1 v)\nwait (0.01) seconds\n\ndefine Place Wolf Eyes (x) (y)\nset [placex v] to (x)\nset [placey v] to (y)\ncreate clone of (wolf eyes v)\nwait (0.01) seconds\n\ndefine Place Lighning Flash (costume)\nset [place costume v] to (costume)\ncreate clone of (lightning flash v)\nwait (0.01) seconds\n\ndefine Place Candy (x) (y)\nset [placex v] to (x)\nset [placey v] to (y)\ncreate clone of (candy v)\nwait (0.01) seconds\n\ndefine Place Statue Scare (x) (y)\nset [placex v] to (x)\nset [placey v] to (y)\ncreate clone of (statue scare v)\nwait (0.01) seconds\n\ndefine Place Spider Legs 1\ncreate clone of (spider legs v)\n\ndefine Place Bone Head (x) (y)\nset [placex v] to (x)\nset [placey v] to (y)\ncreate clone of (bone head v)\nwait (0.01) seconds\n\ndefine Place Spider Drop (x) (y) (size)\nset [placex v] to (x)\nset [placey v] to (y)\nset [place size v] to (size)\ncreate clone of (spider drop v)\nwait (0.01) seconds\n\ndefine Place Rat (x) (y) (size) (range)\nset [placex v] to (x)\nset [placey v] to (y)\nset [place size v] to (size)\nset [place range v] to (range)\ncreate clone of (rat v)\nwait (0.01) seconds\n\ndefine Place Mirror (x) (y)\nset [placex v] to (x)\nset [placey v] to (y)\ncreate clone of (mirror v)\nwait (0.01) seconds\n\ndefine Place Shadow Girl (x) (y)\nset [placex v] to (x)\nset [placey v] to (y)\ncreate clone of (shadow girl v)\nwait (0.01) seconds\n\ngo to x: (0) y: (0)\n\n@FATAL OBJECTS\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@HEART PUMPING\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n if <(Paused) = [0]> then\n set [heartbeat timer v] to ((0.4) - ((Scared Meter) / (250)))\n wait (HeartBeat Timer) seconds\n next costume\n end\nend\n\nwhen flag clicked\nforever\n if <(Paused) = [0]> then\n if <(Level) < [14]> then\n wait ((HeartBeat Timer) * (4)) seconds\n set volume to ((40) + (Scared Meter)) %\n set [pitch v] effect to (20)\n play sound [HeartBeat v] until done\n set [pitch v] effect to (0)\n start sound [HeartBeat v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Paused) = [0]> then\n if <(Level) > [13]> then\n set [scared meter v] to [0]\n hide\n else\n show\n if <(Scared Meter) > [100]> then\n change [you health v] by (-1)\n wait (0.1) seconds\n end\n if <(Scared Meter) > [150]> then\n set [scared meter v] to [150]\n end\n end\n if <(YOU Health) < [1]> then\n broadcast (Died v)\n end\n end\nend\n\n@REAPER\n\nwhen flag clicked\nforever\n go to [front v] layer\n next costume\n wait (0.1) seconds\nend\n\nwhen flag clicked\nset [reaper y dir v] to [1]\nset [reaper y adjust v] to [-3]\nforever\n repeat (8)\n change [reaper y adjust v] by (Reaper Y Dir)\n wait (0.1) seconds\n end\n set [reaper y dir v] to ((Reaper Y Dir) * (-1))\nend\n\nwhen flag clicked\nforever\n go to x: (((YOUxPos) - ((YOU Health) * (4))) - (63)) y: ((YOUyPos) + (Reaper Y Adjust))\n if <(x position) < [-210]> then\n hide\n else\n show\n set [ghost v] effect to (YOU Health)\n end\nend\n\nset [you health v] to [100]\n\n@GRASS\n\nwhen flag clicked\ngo to x: (320) y: (320)\nhide\n\nwhen I start as a clone\ngo to x: (PlaceX) y: (PlaceY)\nshow\nforever\n if <<<touching (you v)?> or <touching (mouse-pointer v)?>> or <touching (rat v)?>> then\n repeat (8)\n next costume\n wait (0.05) seconds\n end\n wait until <not <touching (you v)?>>\n end\nend\n\ngo to [front v] layer\n\nwhen I receive [changelevel v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(Scared Meter) > [25]> then\n set [pixelate v] effect to ((-25) + (Scared Meter))\n else\n set [pixelate v] effect to (0)\n end\nend\n\n@SLENDERMAN\n\nwhen flag clicked\ngo to x: (320) y: (320)\nswitch costume to (1 v)\nhide\n\nwhen I start as a clone\nset [my showing v] to [0]\ngo to x: (PlaceX) y: (PlaceY)\ngo to [back v] layer\nshow\nforever\n if <(Paused) = [0]> then\n wait (pick random (5) to (10)) seconds\n start sound [Static v]\n switch costume to (2 v)\n change [spooking v] by (1)\n set [my showing v] to [1]\n wait (pick random (3) to (6)) seconds\n set [my showing v] to [0]\n change [spooking v] by (-1)\n switch costume to (1 v)\n wait (6) seconds\n end\nend\n\nwhen I receive [changelevel v]\ndelete this clone\n\nwhen I start as a clone\nwait (1) seconds\nforever\n if <(Paused) = [0]> then\n if <(My Showing) = [1]> then\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n change [scared meter v] by (2)\n end\n end\n end\nend\n\ngo to x: (0) y: (0)\nshow\n\n@GHOSTLY1\n\nwhen I start as a clone\nwait (1) seconds\nforever\n if <(Paused) = [0]> then\n if <(My Showing) = [1]> then\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n change [scared meter v] by (3)\n end\n end\n end\nend\n\nwhen flag clicked\ngo to x: (320) y: (320)\nhide\n\nwhen I start as a clone\ngo to x: (PlaceX) y: (PlaceY)\nswitch costume to (Place Costume)\nset [ghost v] effect to (100)\nshow\nset rotation style [left-right v]\nforever\n if <(Paused) = [0]> then\n set [ghost v] effect to (100)\n wait (7) seconds\n change [spooking v] by (1)\n point in direction (90)\n start sound [Singer1 v]\n repeat (10)\n change [ghost v] effect by (-2)\n change x by (-2)\n wait (0.1) seconds\n end\n set [my showing v] to [1]\n repeat (10)\n change [ghost v] effect by (-3)\n change x by (-2)\n wait (0.1) seconds\n end\n wait (1) seconds\n point in direction (-90)\n repeat (10)\n change [ghost v] effect by (5)\n change x by (4)\n wait (0.1) seconds\n end\n set [my showing v] to [0]\n change [spooking v] by (-1)\n end\nend\n\nwhen I start as a clone\nset [my showing v] to [0]\nforever\n if <(Paused) = [0]> then\n next costume\n wait (0.1) seconds\n end\nend\n\nwhen I receive [changelevel v]\ndelete this clone\n\nset [ghost v] effect to (0)\nshow\ngo to x: (0) y: (0)\n\n@WOLF EYES\n\nwhen I start as a clone\nwait (1) seconds\nforever\n if <(Paused) = [0]> then\n if <(My Showing) = [1]> then\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n change [scared meter v] by (2)\n end\n end\n end\nend\n\nwhen flag clicked\nset [my showing v] to [0]\ngo to x: (320) y: (320)\nhide\n\nwhen I start as a clone\ngo to x: (PlaceX) y: (PlaceY)\nswitch costume to (1 v)\nshow\nforever\n if <(Paused) = [0]> then\n wait (pick random (5) to (10)) seconds\n change [spooking v] by (1)\n set [my showing v] to [1]\n broadcast (Wolf Howl v)\n repeat (20)\n next costume\n wait (0.3) seconds\n end\n set [my showing v] to [0]\n change [spooking v] by (-1)\n wait (3) seconds\n end\nend\n\nwhen I receive [changelevel v]\ndelete this clone\n\nwhen I receive [wolf howl v]\nrepeat (3)\n set [pitch v] effect to (pick random (-20) to (30))\n start sound [Wolf 1 v]\n wait (pick random (0.4) to (0.8)) seconds\n set [pitch v] effect to (pick random (-20) to (30))\n start sound [Wolf 2 v]\n wait (pick random (0.2) to (0.5)) seconds\nend\n\ngo to x: (0) y: (0)\nshow\n\n@LIGHTNING FLASH\n\nwhen I start as a clone\nwait (1) seconds\nforever\n if <(Paused) = [0]> then\n if <(My Showing) = [1]> then\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n change [scared meter v] by (4)\n end\n end\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nswitch costume to (1 v)\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nswitch costume to (Place Costume)\ngo to [back v] layer\nhide\nif <(Place Costume) = [1]> then\n set [ghost v] effect to (70)\nend\nforever\n if <(Paused) = [0]> then\n wait (pick random (6) to (10)) seconds\n change [spooking v] by (1)\n wait (0.5) seconds\n set [lightning on v] to [1]\n set [my showing v] to [1]\n start sound [Thunder v]\n repeat (pick random (3) to (5))\n set [lightning on v] to [1]\n show\n wait (0.05) seconds\n set [lightning on v] to [0]\n hide\n wait (pick random (0.1) to (0.3)) seconds\n end\n set [my showing v] to [0]\n set [lightning on v] to [0]\n change [spooking v] by (-1)\n end\nend\n\nwhen I receive [changelevel v]\nset [lightning on v] to [0]\ndelete this clone\n\ngo to x: (0) y: (0)\nshow\n\n@CANDY\n\nwhen flag clicked\ngo to x: (320) y: (320)\nswitch costume to (1 v)\nhide\n\nwhen I start as a clone\ngo to x: (PlaceX) y: (PlaceY)\nset [my costume v] to [1]\nshow\nforever\n if <(Paused) = [0]> then\n if <<touching (you v)?> and <(My Costume) < [14]>> then\n if <(YOU Health) < [100]> then\n start sound [Bite v]\n change [you health v] by (5)\n change [my costume v] by (1)\n wait (0.4) seconds\n else\n if <(YOU Health) > [100]> then\n set [you health v] to [100]\n end\n end\n end\n end\nend\n\nwhen I receive [changelevel v]\ndelete this clone\n\nwhen I start as a clone\nforever\n switch costume to (My Costume)\nend\n\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nshow\n\nwhen I start as a clone\nforever\n if <(Level) = [14]> then\n if <(My Costume) > [13]> then\n wait (5) seconds\n set [ghost v] effect to (100)\n set [my costume v] to [1]\n repeat (50)\n change [ghost v] effect by (-2)\n wait (0.1) seconds\n end\n end\n end\nend\n\n@STATUE SCARE\n\nwhen I start as a clone\nset [my showing v] to [0]\ngo to x: (PlaceX) y: (PlaceY)\ngo to [back v] layer\nshow\nforever\n if <(Paused) = [0]> then\n wait (pick random (5) to (12)) seconds\n switch costume to (2 v)\n change [spooking v] by (1)\n set [my showing v] to [1]\n start sound [ScreamOldSchool v]\n wait (pick random (3) to (6)) seconds\n set [my showing v] to [0]\n change [spooking v] by (-1)\n switch costume to (1 v)\n wait (6) seconds\n end\nend\n\nwhen I start as a clone\nwait (1) seconds\nforever\n if <(Paused) = [0]> then\n if <(My Showing) = [1]> then\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n change [scared meter v] by (2)\n end\n end\n end\nend\n\nwhen flag clicked\ngo to x: (320) y: (320)\nswitch costume to (1 v)\nhide\n\nwhen I receive [changelevel v]\ndelete this clone\n\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nshow\n\n@SPIDER LEGS\n\nwhen I start as a clone\nwait (1) seconds\nforever\n if <(Paused) = [0]> then\n if <(My Showing) = [1]> then\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n change [scared meter v] by (2)\n end\n end\n end\nend\n\nwhen flag clicked\ngo to x: (320) y: (320)\nswitch costume to (1 v)\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nshow\nforever\n if <(Paused) = [0]> then\n wait (pick random (3) to (7)) seconds\n change [spooking v] by (1)\n set [my showing v] to [1]\n start sound [Bugs v]\n repeat (13)\n next costume\n wait (0.1) seconds\n end\n wait (1) seconds\n repeat (11)\n next costume\n wait (0.1) seconds\n end\n switch costume to (1 v)\n set [my showing v] to [0]\n change [spooking v] by (-1)\n wait (2) seconds\n end\nend\n\nwhen I receive [changelevel v]\ndelete this clone\n\n@BONE HEAD\n\nwhen flag clicked\ngo to x: (320) y: (320)\nswitch costume to (1 v)\nhide\n\nwhen I start as a clone\nwait (1) seconds\nforever\n if <(Paused) = [0]> then\n if <(My Showing) = [1]> then\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n change [scared meter v] by (1)\n end\n end\n end\nend\n\nwhen I start as a clone\nset [my showing v] to [0]\ngo to x: (PlaceX) y: (PlaceY)\nshow\nwait (3) seconds\nforever\n if <(Paused) = [0]> then\n wait (pick random (5) to (10)) seconds\n change [spooking v] by (1)\n set [my showing v] to [1]\n set [pitch v] effect to ((pick random (-3) to (3)) * (20))\n start sound [MaleLaugh v]\n repeat (12)\n wait (0.3) seconds\n next costume\n end\n switch costume to (1 v)\n set [my showing v] to [0]\n change [spooking v] by (-1)\n wait (5) seconds\n end\nend\n\nwhen I receive [changelevel v]\ndelete this clone\n\ngo to x: (0) y: (0)\nshow\n\n@BANSHEE\n\nwhen flag clicked\ngo to x: (320) y: (320)\nhide\n\nwhen I start as a clone\nset [my showing v] to [0]\nset [banshee counter v] to [0]\nwait (pick random (1) to (3)) seconds\nforever\n if <(Paused) = [0]> then\n set [ghost v] effect to (100)\n wait (pick random (5) to (9)) seconds\n if <(pick random (1) to (2)) = [1]> then\n go to x: ((YOUxPos) - ((pick random (5) to (7)) * (30))) y: ((YOUyPos) + (pick random (-20) to (20)))\n else\n go to x: ((YOUxPos) + ((pick random (5) to (7)) * (30))) y: ((YOUyPos) + (pick random (-20) to (20)))\n end\n show\n set [banshee counter v] to (pick random (10) to (30))\n set [my showing v] to [1]\n start sound [Banshee v]\n repeat (Banshee Counter)\n change [ghost v] effect by (((100) / (Banshee Counter)) * (-1))\n move (8) steps\n wait (0.2) seconds\n end\n repeat (Banshee Counter)\n change [ghost v] effect by ((100) / (Banshee Counter))\n wait (0.03) seconds\n end\n set [my showing v] to [0]\n end\nend\n\nswitch costume to (1 v)\n\nwhen I receive [changelevel v]\ndelete this clone\n\nwhen I start as a clone\nset rotation style [left-right v]\nforever\n point towards (you v)\nend\n\nwhen I start as a clone\nforever\n if <(Paused) = [0]> then\n if <<(My Showing) = [1]> and <touching (you v)?>> then\n change [scared meter v] by (50)\n hide\n go to x: (320) y: (320)\n play sound [FemaleScream v] until done\n end\n end\nend\n\n@SPIDER DROP\n\nwhen I start as a clone\nwait (1) seconds\nforever\n if <(Paused) = [0]> then\n if <(My Showing) = [1]> then\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n change [scared meter v] by (2)\n end\n end\n end\nend\n\nwhen flag clicked\ngo to x: (320) y: (320)\nswitch costume to (1 v)\nhide\n\nwhen I receive [changelevel v]\ndelete this clone\n\nwhen I start as a clone\ngo to x: (PlaceX) y: (PlaceY)\nset [my size v] to (Place Size)\nset size to (My Size) %\nset [my showing v] to [0]\nforever\n if <(Paused) = [0]> then\n wait (pick random (4) to (8)) seconds\n change [spooking v] by (1)\n set [my showing v] to [1]\n switch costume to (1 v)\n show\n start sound [Bugs v]\n repeat (9)\n next costume\n wait (0.3) seconds\n end\n wait (0.5) seconds\n repeat (6)\n next costume\n wait (0.1) seconds\n end\n hide\n set [my showing v] to [0]\n change [spooking v] by (-1)\n if <<(Level) = [7]> and <(YOUyPos) < [150]>> then\n wait (8) seconds\n end\n end\nend\n\ngo to x: (0) y: (0)\nswitch costume to (2 v)\nshow\n\n@RAT\n\nwhen I start as a clone\nforever\n if <(Paused) = [0]> then\n if <touching (you v)?> then\n change [scared meter v] by (30)\n start sound [Scream2 v]\n wait (1) seconds\n end\n end\nend\n\nwhen flag clicked\ngo to x: (320) y: (320)\nhide\n\nwhen I start as a clone\nset rotation style [left-right v]\ngo to x: (PlaceX) y: (PlaceY)\nset [my rat size v] to (Place Size)\nset [rat x start v] to (PlaceX)\nset [my rat range v] to (Place Range)\nset size to (My Rat Size) %\ngo to [back v] layer\nswitch costume to (1 v)\nshow\nset [ratxdir v] to [1]\nforever\n if <(Paused) = [0]> then\n change x by ((RATxDIR) * (pick random (8) to (12)))\n if <(RATxDIR) = [1]> then\n if <(x position) > ((RAT x Start) + (My Rat Range))> then\n set x to ((RAT x Start) + (My Rat Range))\n set [ratxdir v] to [-1]\n end\n else\n if <(x position) < (RAT x Start)> then\n set x to (RAT x Start)\n set [ratxdir v] to [1]\n end\n end\n if <(pick random (1) to (25)) = [1]> then\n switch costume to (2 v)\n wait (pick random (1) to (2)) seconds\n switch costume to (1 v)\n end\n wait (0.01) seconds\n end\nend\n\nwhen I receive [changelevel v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(RATxDIR) = [1]> then\n point in direction (90)\n else\n point in direction (-90)\n end\nend\n\nwhen I start as a clone\nforever\n if <(Paused) = [0]> then\n if <(pick random (1) to (30)) = [1]> then\n start sound [Rat v]\n end\n end\nend\n\ngo to x: (0) y: (0)\nshow\n\n@MIRROR\n\nwhen I start as a clone\nwait (1) seconds\nforever\n if <(Paused) = [0]> then\n if <(My Showing) = [1]> then\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n change [scared meter v] by (2)\n end\n end\n end\nend\n\nwhen flag clicked\ngo to x: (320) y: (320)\nhide\n\nwhen I start as a clone\ngo to x: (PlaceX) y: (PlaceY)\nswitch costume to (1 v)\nshow\nset [my showing v] to [0]\nforever\n if <(Paused) = [0]> then\n wait (pick random (9) to (13)) seconds\n change [spooking v] by (1)\n set [my showing v] to [1]\n if <(pick random (1) to (2)) = [1]> then\n start sound [CryingGirl v]\n switch costume to (2 v)\n wait (2) seconds\n else\n start sound [ScaryScreem v]\n switch costume to (3 v)\n end\n wait (3) seconds\n switch costume to (1 v)\n set [my showing v] to [0]\n change [spooking v] by (-1)\n end\nend\n\nwhen I receive [changelevel v]\ndelete this clone\n\n@SHADOW GIRL\n\nwhen I start as a clone\nwait (1) seconds\nforever\n if <(Paused) = [0]> then\n if <(My Showing) = [1]> then\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n change [scared meter v] by (2)\n end\n end\n end\nend\n\nwhen flag clicked\ngo to x: (320) y: (320)\nswitch costume to (1 v)\nhide\n\nwhen I receive [changelevel v]\ndelete this clone\n\nwhen I start as a clone\ngo to x: (PlaceX) y: (PlaceY)\nset [my speed v] to [0.08]\nset rotation style [left-right v]\nset [ghost v] effect to (50)\nhide\nset [my showing v] to [0]\nforever\n if <(Paused) = [0]> then\n wait (pick random (8) to (15)) seconds\n change [spooking v] by (1)\n set [my showing v] to [1]\n Run Back and Forth\n point in direction (90)\n repeat (7)\n next costume\n end\n hide\n set [my showing v] to [0]\n change [spooking v] by (-1)\n end\nend\n\npoint in direction (90)\n\ndefine Run Back and Forth\npoint in direction (90)\nstart sound [BabyLaughing v]\nrepeat (8)\n show\n switch costume to (1 v)\n change x by (15)\n wait (My Speed) seconds\n switch costume to (2 v)\n change x by (15)\n wait (My Speed) seconds\n switch costume to (3 v)\n change x by (15)\n wait (My Speed) seconds\nend\npoint in direction (-90)\nrepeat (8)\n show\n switch costume to (1 v)\n change x by (-15)\n wait (My Speed) seconds\n switch costume to (2 v)\n change x by (-15)\n wait (My Speed) seconds\n switch costume to (3 v)\n change x by (-15)\n wait (My Speed) seconds\nend\npoint in direction (90)\nstart sound [BabyLaughing v]\nrepeat (6)\n show\n switch costume to (1 v)\n change x by (15)\n wait (My Speed) seconds\n switch costume to (2 v)\n change x by (15)\n wait (My Speed) seconds\n switch costume to (3 v)\n change x by (15)\n wait (My Speed) seconds\nend\npoint in direction (-90)\nrepeat (pick random (4) to (8))\n show\n switch costume to (1 v)\n change x by (-15)\n wait (My Speed) seconds\n switch costume to (2 v)\n change x by (-15)\n wait (My Speed) seconds\n switch costume to (3 v)\n change x by (-15)\n wait (My Speed) seconds\nend\n\nwhen I start as a clone\nwait (1) seconds\nforever\n if <(Paused) = [0]> then\n if <(pick random (1) to (300)) = [1]> then\n play sound [BabyCrying v] until done\n end\n end\nend\n\n@ROCKING CHAIR\n\nwhen I start as a clone\nwait (1) seconds\nforever\n if <(Paused) = [0]> then\n if <(My Showing) = [1]> then\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n change [scared meter v] by (2)\n end\n end\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nhide\n\nwhen I start as a clone\nset [my showing v] to [0]\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nshow\nwait (4) seconds\nforever\n if <(Paused) = [0]> then\n wait (pick random (7) to (10)) seconds\n change [spooking v] by (1)\n set [my showing v] to [1]\n start sound [BabyTalk1 v]\n repeat (3)\n switch costume to (2 v)\n repeat (16)\n next costume\n wait (0.1) seconds\n end\n end\n set [my showing v] to [0]\n change [spooking v] by (-1)\n end\nend\n\nwhen I receive [changelevel v]\ndelete this clone\n\n@WINDOW FIGURE\n\nwhen I start as a clone\nwait (1) seconds\nforever\n if <(Paused) = [0]> then\n if <(My Showing) = [1]> then\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n change [scared meter v] by (3)\n end\n end\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I start as a clone\nset [my showing v] to [0]\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nshow\nforever\n if <(Paused) = [0]> then\n wait (pick random (8) to (12)) seconds\n change [spooking v] by (1)\n set [my showing v] to [1]\n repeat (3)\n switch costume to (1 v)\n repeat (3)\n start sound [Banging v]\n next costume\n wait (0.05) seconds\n end\n end\n start sound [ScaryScreem v]\n switch costume to (5 v)\n wait (1) seconds\n switch costume to (1 v)\n set [my showing v] to [0]\n change [spooking v] by (-1)\n end\nend\n\nwhen I receive [changelevel v]\ndelete this clone\n\n@DOOR\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nhide\nforever\n if <(Level) = [14]> then\n show\n else\n hide\n end\n if <touching (you v)?> then\n switch costume to (2 v)\n wait (0.5) seconds\n set [level v] to [15]\n broadcast (Reset All v)\n end\nend\n\nhide\n\n@MUSIC\n\nwhen flag clicked\nstop all sounds\nwait (10) seconds\nforever\n if <(Level) < [14]> then\n play sound [ScaryMusic v] until done\n wait (5) seconds\n play sound [Tention v] until done\n wait (5) seconds\n end\nend\n\nwhen flag clicked\nset [endmusic v] to [0]\nforever\n if <<(Level) > [13]> and <(EndMusic) = [0]>> then\n set [endmusic v] to [1]\n stop all sounds\n play sound [SweetDreams v] until done\n end\nend\n\n@LOAD SCREEN\n\nwhen flag clicked\ngo to x: (0) y: (0)\nwait (1) seconds\ngo to [front v] layer\nforever\n if <(Reset) = [0]> then\n hide\n else\n show\n end\nend\n\n@SPLASH SCREEN\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\ngo to [front v] layer\nshow\n\n | ***************************************************************\n**WARNING!! This game may be too scary for some!**\n** DO NOT PLAY if you are 15 or younger please. **\n***************************************************************\nRight Arrow or 'D' = Go Right\nLeft Arrow or 'A = Go Left\nUp Arrow or 'W' or Spacebar = Jump\nDown Arrow or 'S' = Run (with movement keys)\n\nGoal: You got lost trick-or-treating and you must find your way home.\n\nDON'T GET SCARED TO DEATH!\n - If you see something spooky, your hair will poof up. DON'T MOVE! If you move while your hair is poofed up your heart will beat faster and reality twists. Your health will go down if your heart beats too fast. As your health gets lower, Death will get closer to you.\n - Find and eat candy if you need to heal.\n - Some spooky things will scare you if they touch you.\n - Running will make your heart beat faster too!\n - 13 Scary levels of intense fun! |
Stranded | Platformer | Collab! | @Stage\n\nwhen flag clicked\nwait (13) seconds\nforever\n play sound [Alan Walker - Force v] until done\nend\n\n@Blank\n\n@Player\n\ndefine Position\ngo to x: (x) y: (y)\n\ndefine Game On\nset [sx v] to [0]\nset [x v] to [-222]\nset [y v] to [-104]\nset [sy v] to [0]\nset [in air v] to [0]\nset [finish v] to []\npoint in direction (90)\nshow\n\ndefine Movement\nif <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [sx v] by (-1.2)\n switch costume to (Walk)\nend\nif <<<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 [sx v] by (1.2)\n switch costume to (Walk)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [4]> then\n set [sy v] to [13]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nDie\nPosition\nif <<touching (flag v)?> and <not <(Level) = [21]>>> then\n start sound [Connect v]\n set [finish v] to [Yes]\nend\nif <not <key (any v) pressed?>> then\n switch costume to (stand v)\nend\n\nwhen I receive [start v]\ngo to [front v] layer\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(Finish) > []>\n Movement\n end\n if <(Finish) = [Yes]> then\n Game Con\n else\n Game End\n end\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platform v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platform v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platform v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <touching (platform v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game End\nset [finish v] to []\nswitch costume to (die v)\nrepeat (5)\n next costume\n wait (0.05) seconds\nend\nwait (0.5) seconds\n\ndefine Die\nif <touching (danger v)?> then\n set [finish v] to [No]\nend\nif <touching (danger2 v)?> then\n set [finish v] to [No]\nend\nif <key (r v) pressed?> then\n set [finish v] to [No]\nend\n\ndefine Game Con\nchange [level v] by (1)\nbroadcast (Text v)\n\nwhen I receive [start v]\nset [walk v] to [1]\nforever\n if <key (any v) pressed?> then\n change [walk v] by (1)\n end\n if <(Walk) > [8]> then\n set [walk v] to [1]\n end\nend\n\nwhen I receive [start v]\n\ngo to [front v] layer\n\nwhen flag clicked\nbroadcast (Text v)\nforever\n if <(x) < [-239]> then\n set [x v] to [-239]\n end\n if <(x) > [234]> then\n set [finish v] to [Yes]\n end\nend\n\n@Platform\n\nwhen I receive [start v]\nshow\nforever\n if <(Level) = [20]> then\n stop [other scripts in sprite v]\n else\n go to x: (0) y: (0)\n switch costume to (Level)\n end\nend\n\nwhen flag clicked\nbroadcast (Start v)\nswitch costume to (1 v)\n\n@Danger\n\nwhen I receive [start v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Background\n\nwhen I receive [start v]\nshow\nforever\n go to [back v] layer\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Danger2\n\nwhen I receive [start v]\nshow\nset y to (-26)\nforever\n repeat (50)\n change y by (0.3)\n end\n wait (.2) seconds\n repeat (50)\n change y by (-0.3)\n end\n wait (.2) seconds\nend\n\nwhen I receive [start v]\n\nforever\n\nwhen flag clicked\nforever\n if <(Level) = [12]> then\n show\n else\n hide\n end\n if <(Level) = [14]> then\n show\n else\n if <(Level) = [12]> then\n show\n else\n hide\n end\n end\nend\n\n@Helper\n\nwhen I receive [start v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen I receive [text v]\nhide\nset [ghost v] effect to (100)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen flag clicked\nshow\nwait (2) seconds\nhide\n\n@Intro by derpmii\n\nwhen I start as a clone\nif <(IntroSprite) = [Square]> then\n go [backward v] (8) layers\n set size to (100) %\n show\n if <(y position) > [0]> then\n set y to (1000)\n repeat (30)\n change y by (((125) - (y position)) / (5))\n end\n else\n set y to (-1000)\n repeat (30)\n change y by (((-125) - (y position)) / (5))\n end\n end\n repeat (20)\n change size by (((size) - (101)) / (5))\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I receive [intro v]\nstart sound [yugi boi - want you w DILIP & KEV v]\nwait until <(IntroEnd) = [1]>\nrepeat (100)\n change volume by (-1)\nend\n\nwhen flag clicked\nset volume to (100) %\nset [introdrop v] to [0]\nset [introend v] to [0]\nhide\nbroadcast (Intro v)\n\nwhen I start as a clone\nswitch costume to (IntroSprite)\n\nwhen I receive [intro v]\nset [introspritetype v] to [Background]\nset [introsprite v] to [Background1]\ncreate clone of (_myself_ v)\nwait (0.4) seconds\nset [introsprite v] to [Background2]\ncreate clone of (_myself_ v)\nwait (0.4) seconds\nset [introsprite v] to [Background3]\ncreate clone of (_myself_ v)\nwait (0.4) seconds\nset [introspritetype v] to [Logo]\nset [introsprite v] to [LogoBack1]\ncreate clone of (_myself_ v)\nwait (0.4) seconds\nset [introsprite v] to [LogoBack2]\ncreate clone of (_myself_ v)\nwait (0.4) seconds\nset [introsprite v] to [LogoBack3]\ncreate clone of (_myself_ v)\nwait (0.4) seconds\nset [introsprite v] to [LogoBack4]\ncreate clone of (_myself_ v)\nwait (0.4) seconds\nset [introsprite v] to [LogoBack5]\ncreate clone of (_myself_ v)\nwait (0.4) seconds\nset [introsprite v] to [LogoBack6]\ncreate clone of (_myself_ v)\nwait (0.4) seconds\nset [introsprite v] to [Shadow]\ncreate clone of (_myself_ v)\nwait (1) seconds\n\nwhen I start as a clone\nif <(IntroSprite) = [Background1]> then\n go to x: (0) y: (1000)\n point in direction (90)\n set [ghost v] effect to (0)\n set size to (100) %\n show\n repeat (30)\n change y by (((0) - (y position)) / (5))\n end\nend\n\nwhen I start as a clone\nif <(IntroSprite) = [Background2]> then\n go to x: (0) y: (-1000)\n point in direction (90)\n set [ghost v] effect to (0)\n set size to (100) %\n show\n repeat (30)\n change y by (((0) - (y position)) / (5))\n end\nend\n\nwhen I start as a clone\nif <(IntroSprite) = [Background3]> then\n go to x: (0) y: (-1000)\n point in direction (90)\n set [ghost v] effect to (0)\n set size to (100) %\n show\n repeat (30)\n change y by (((0) - (y position)) / (5))\n end\nend\n\nwhen I start as a clone\nif < (IntroSprite) contains [LogoBack]?> then\n go to x: (0) y: (-1000)\n point in direction (90)\n set [ghost v] effect to (100)\n set size to (80) %\n show\n repeat (30)\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (5))\n end\nend\n\nwhen I start as a clone\nif <(IntroSprite) = [Shadow]> then\n go [backward v] (6) layers\n go to x: (0) y: (0)\n point in direction (90)\n set [brightness v] effect to (-100)\n set [ghost v] effect to (50)\n set size to (80) %\n show\n repeat (30)\n change y by (((-20) - (y position)) / (5))\n change x by (((-20) - (x position)) / (5))\n end\nend\n\nwhen I receive [intro v]\nwait (4.5) seconds\nset [introdrop v] to [1]\nset [introsprite v] to [LogoJ]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [introspritetype v] to [Square]\nset [introsprite v] to [Square]\ngo to x: (-180) y: (125)\nrepeat (5)\n create clone of (_myself_ v)\n change x by (90)\n wait (0.01) seconds\nend\ngo to x: (-180) y: (-125)\nrepeat (5)\n create clone of (_myself_ v)\n change x by (90)\n wait (0.01) seconds\nend\nwait (2) seconds\nset [introspritetype v] to [Top/Bottom]\nset [introsprite v] to [Top]\ncreate clone of (_myself_ v)\nwait (0.4) seconds\nset [introsprite v] to [Bottom]\ncreate clone of (_myself_ v)\nwait (0.4) seconds\nset [introsprite v] to [Name]\ncreate clone of (_myself_ v)\nwait (0.4) seconds\nset [introsprite v] to [Presents]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [introspritetype v] to [End]\nset [introsprite v] to [End]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(IntroSprite) = [LogoJ]> then\n go to x: (0) y: (0)\n point in direction (0)\n set [ghost v] effect to (0)\n set size to (10000) %\n show\n repeat (40)\n set [introsize1 v] to (((IntroSize1) * (0.6)) + (((80) - (size)) / (8)))\n change size by (IntroSize1)\n set [introsize2 v] to (((IntroSize2) * (0.6)) + (((90) - (direction)) / (8)))\n turn right (IntroSize2) degrees\n end\nend\n\nwhen I start as a clone\nif <(IntroSpriteType) = [Logo]> then\n if <(IntroSprite) = [Shadow]> then\n wait until <(IntroDrop) = [1]>\n forever\n set y to ((-20) + (([sin v] of ((timer) * (200)) ) * (-10)))\n end\n else\n wait until <(IntroDrop) = [1]>\n forever\n set y to ((0) + (([sin v] of ((timer) * (200)) ) * (-10)))\n end\n end\nend\n\nwhen I start as a clone\nif <not <(IntroSpriteType) = [End]>> then\n wait until <(IntroEnd) = [1]>\n delete this clone\nend\n\nwhen I start as a clone\nif <(IntroSprite) = [End]> then\n go to x: (-1000) y: (-1000)\n point in direction (90)\n set [ghost v] effect to (0)\n set size to (100) %\n show\n repeat (50)\n change y by (((0) - (y position)) / (5))\n change x by (((0) - (x position)) / (5))\n end\n set [introend v] to [1]\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(IntroSpriteType) = [Background]> then\n wait until <(IntroDrop) = [1]>\n set [brightness v] effect to (50)\n repeat (25)\n change [brightness v] effect by (-2)\n end\nend\n\nwhen I start as a clone\nif <(IntroSprite) = [Top]> then\n go to x: (0) y: (1000)\n point in direction (90)\n set [ghost v] effect to (0)\n set size to (100) %\n show\n repeat (30)\n change y by (((0) - (y position)) / (5))\n end\nend\n\nwhen I start as a clone\nif <(IntroSprite) = [Bottom]> then\n go to x: (0) y: (-1000)\n point in direction (90)\n set [ghost v] effect to (0)\n set size to (100) %\n show\n repeat (30)\n change y by (((0) - (y position)) / (5))\n end\nend\n\nwhen I start as a clone\nif <(IntroSprite) = [Name]> then\n go to x: (-1000) y: (100)\n point in direction (90)\n set [ghost v] effect to (0)\n set size to (100) %\n show\n repeat (30)\n change x by (((0) - (x position)) / (5))\n end\nend\n\nwhen I start as a clone\nif <(IntroSprite) = [Presents]> then\n go to x: (1000) y: (-100)\n point in direction (90)\n set [ghost v] effect to (0)\n set size to (100) %\n show\n repeat (30)\n change x by (((0) - (x position)) / (5))\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n | Collab between @Jbone_for_president and @Jranknom \n\nw-a-d or arrow keys to move | avoid spikes | avoid lava | can climb walls | get to the end | press "R" to reset/restart |\n\nIt's been a while since I have made a game so I thought it would be great to make a game with one of my great friends on scratch. This is what we made!\n |
The Darklands - A Platformer | @Stage\n\n@Player\n\nwhen flag clicked\nset rotation style [left-right v]\nset [up v] to [0]\nset [left v] to [0]\nset [right v] to [0]\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [v1 v] to [1]\ngo to x: (-200) y: (50)\nforever\n change [v1 v] by (([abs v] of (xvel) ) / (2))\n if <(Right) = [0]> then\n change [xvel v] by (1)\n end\n if <(Left) = [0]> then\n change [xvel v] by (-1)\n end\n set [xvel v] to ((xvel) * (0.88))\n change x by (xvel)\n change y by (yvel)\n change x by ((0) - (xvel))\n if <not <touching color (#080808)?>> then\n change [yvel v] by (-1)\n end\n change x by (xvel)\n if <touching color (#000008)?> then\n change y by ((yvel) * (-1))\n if <touching color (#000008)?> then\n change y by (yvel)\n change x by ((xvel) * (-1))\n if <touching color (#000008)?> then\n change y by ((yvel) * (-1))\n set [yvel v] to [0]\n set [xvel v] to [0]\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n end\n end\n end\n end\n end\n change y by (1)\n else\n set [xvel v] to [0]\n end\n else\n set [yvel v] to [0]\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n end\n end\n end\n end\n end\n change y by (1)\n end\n end\n change y by (-1)\n if <<(Up) = [0]> and <touching color (#000008)?>> then\n set [yvel v] to [14]\n end\n change y by (1)\n if <touching color (#000008)?> then\n change y by (2)\n if <touching color (#000008)?> then\n change y by (2)\n if <touching color (#000008)?> then\n change y by (2)\n if <touching color (#000008)?> then\n change y by (-6)\n change x by ((0) - (xvel))\n set [xvel v] to [0]\n end\n end\n end\n end\n if <<key (a v) pressed?> or <key (d v) pressed?>> then\n switch costume to (round ((V1) / (10)))\n end\nend\n\nwhen flag clicked\nhide\nshow\npoint in direction (90)\nforever\n if <<<(mouse x) > (x position)> and <mouse down?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n set [right v] to [0]\n point in direction (90)\n else\n set [right v] to [5]\n end\n if <<<(mouse x) < (x position)> and <mouse down?>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n set [left v] to [0]\n point in direction (-90)\n else\n set [left v] to [5]\n end\n if <<<(mouse y) > (x position)> and <mouse down?>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [up v] to [0]\n else\n set [up v] to [5]\n end\nend\n\nwhen flag clicked\nforever\n set [d v] to (direction)\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [next v]\nnext backdrop\ngo to x: (-200) y: (50)\nwait (1) seconds\n\nwhen flag clicked\nshow\nforever\n if <touching color (#ff0000)?> then\n go to x: (-200) y: (50)\n broadcast (meh v)\n end\n if <<touching (_edge_ v)?> and <(y position) < [100]>> then\n next backdrop\n go to x: (-200) y: (50)\n wait (1) seconds\n end\nend\n\nwhen I receive [meh v]\nplay sound [Die v] until done\n\nwhen flag clicked\nforever\n play sound [New Heights v] until done\nend\n\n | WASD, arrows, or mobile to move, avoid spikes and lava. \n\nJUMP IN PITS, OK?\n\nCan we make this my first game to get on trending? Pls? |
Seasons: A platformer part 3 | @Stage\n\nwhen flag clicked\nswitch backdrop to (game v)\n\nwhen flag clicked\nforever\n play sound [TheFatRat+-+Time+Lapse v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n create clone of (_myself_ v)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n create clone of (_myself_ v)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((X) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n create clone of (_myself_ v)\n if <([abs v] of (X) ) = (X)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (Y)\n if <touching (level v)?> then\n change y by ((Y) - ((Y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (level v)?>> then\n set [y v] to [15]\n end\n change y by (1)\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-3)\nend\ndelete this clone\n\nwhen flag clicked\nhide\nwait (3) seconds\ngo to x: (-185) y: (32)\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\n if <touching (end v)?> then\n go to x: (-181) y: (42)\n broadcast (NEXT LEVEL v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (obstacles v)?> then\n go to x: (-181) y: (-11)\n end\nend\n\n@End\n\nwhen flag clicked\ngo to [back v] layer\nshow\n\n@Level \n\nwhen flag clicked\nswitch costume to (level 1 v)\nhide\n\nwhen flag clicked\nwait (3) seconds\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@Obstacles\n\nwhen flag clicked\nswitch costume to (level 1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nhide\nwait (3) seconds\nshow\n\n@Menu\n\nwhen flag clicked\nshow\nforever\n go to x: (0) y: (0)\n go to [front v] layer\nend\n\nwhen flag clicked\nwait (3) seconds\nset [ghost v] effect to (75)\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\n\n@Deco\n\nwhen flag clicked\nhide\nwait (3) seconds\nshow\n\nwhen flag clicked\nswitch costume to (level 1 v)\ngo to [back v] layer\n\nwhen I receive [next level v]\nnext costume\n\n | Part 1:\nhttps://scratch.mit.edu/projects/429289499\nPart 2:\nhttps://scratch.mit.edu/projects/430471461\nArrow keys to move. Avoid Spikes, Lava and falling off the platformers. \n\nAll levels are possible. I always check them before sharing. :)\nIf there are any glitches, please let me know.\nIf you think this is easy...........\nThat's because it is! So, there is no need to tell that in the comments. |
Lava Escape -A Platformer #Platformer | @Stage\n\n@Player\n\nwhen flag clicked\nshow\ngo to x: (-169) y: (-78)\nset [vel y v] to [0]\nset [vel x v] to [0]\nforever\n if <(play/pause) = [play]> then\n gravedad [-1] saltar [15] movimiento horizontal [1.2] fricción [0.8] rampa [8]\n end\nend\n\nwhen I receive [pl v]\ngo to x: (-169) y: (-78)\n\nwhen I receive [nl v]\ngo to x: (-169) y: (-78)\n\ndefine gravedad (gravedad y) saltar (saltar) movimiento horizontal (movimiento horizontal) fricción (fricción) rampa (rampa)\nchange [vel y v] by (gravedad y)\nchange y by (vel y)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (vel y) ) / (vel y)) * (-1))\n end\n set [vel y v] to (<<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <(([abs v] of (vel y) ) / (vel y)) = [-1]>> * (saltar))\nend\nset [vel x v] to (((vel x) + ((<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> * ((movimiento horizontal) * (-1))) + (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> * (movimiento horizontal)))) * (fricción))\nchange x by (vel x)\nset [rampa \(objeto que sube\) v] to [0]\nrepeat until <<(rampa \(objeto que sube\)) = ((rampa) * (-1))> or <not <touching (level v)?>>>\n change y by (1)\n change [rampa \(objeto que sube\) v] by (-1)\nend\nif <touching (level v)?> then\n change y by (rampa \(objeto que sube\))\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (vel x) ) / (vel x)) * (-1))\n end\nend\nif <not <([costume # v] of [level v]) = [12]>> then\n if <(x position) > [236]> then\n broadcast (NL v)\n go to x: (-169) y: (-78)\n end\nend\nif <touching (lava v)?> then\n broadcast (RL v)\n go to x: (-169) y: (-78)\nend\nif <(y position) < [-176]> then\n broadcast (RL v)\n go to x: (-169) y: (-78)\nend\n\n@Level\n\nwhen I receive [nl v]\nnext costume\n\nwhen flag clicked\nshow\ngo to x: (16) y: (12)\nswitch costume to (1 v)\n\nwhen I receive [pl v]\nswitch costume to ((costume [number v]) - (1))\n\n@Lava\n\nwhen flag clicked\nshow\ngo to x: (-559) y: (9)\ngo to x: (-559) y: (9)\nforever\n if <not <([costume # v] of [level v]) = [12]>> then\n if <(play/pause) = [play]> then\n if <not <(x position) = [-91]>> then\n change x by (2.5)\n go to [back v] layer\n end\n if <(x position) = [-91]> then\n go to x: (-559) y: (9)\n if <not <(x position) = [-91]>> then\n change x by (2.5)\n go to [back v] layer\n end\n end\n end\n end\nend\n\nwhen I receive [nl v]\ngo to x: (-559) y: (9)\n\nwhen I receive [rl v]\ngo to x: (-559) y: (9)\n\nwhen I receive [pl v]\ngo to x: (-559) y: (9)\n\n@Play/pause\n\nwhen flag clicked\ngo to x: (-188) y: (161)\nset [y v] to [nor]\nswitch costume to (play v)\nforever\n go to [front v] layer\n if <(costume [number v]) = [1]> then\n set [play/pause v] to [pause]\n end\n if <(costume [number v]) = [2]> then\n set [play/pause v] to [play]\n end\n if <touching (mouse-pointer v)?> then\n set size to (40) %\n set [ghost v] effect to (25)\n else\n set size to (30) %\n set [ghost v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n if <(costume [name v]) = [pause]> then\n set [reader v] to [Play]\n end\n if <(costume [name v]) = [play]> then\n set [reader v] to [Stop]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <touching (mouse-pointer v)?>> then\n set [my variable v] to [Not]\n else\n set [my variable v] to []\n end\nend\n\n@PL\n\nwhen flag clicked\ngo to x: (-222) y: (161)\nswitch costume to (play v)\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set size to (40) %\n set [ghost v] effect to (25)\n else\n set size to (30) %\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <not <([costume # v] of [level v]) = [1]>> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (PL v)\n wait (0.5) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [reader v] to [Previous Level]\n end\nend\n\nwhen flag clicked\nforever\n if <not <touching (mouse-pointer v)?>> then\n set [my variable 2 v] to [Not]\n else\n set [my variable 2 v] to []\n end\nend\n\n@NL\n\nwhen flag clicked\ngo to x: (-152) y: (160)\nswitch costume to (play v)\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set size to (40) %\n set [ghost v] effect to (25)\n else\n set size to (30) %\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <not <([costume # v] of [level v]) = [12]>> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (NL v)\n wait (0.5) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [reader v] to [Next Level]\n end\nend\n\nwhen flag clicked\nforever\n if <not <touching (mouse-pointer v)?>> then\n set [my variable 3 v] to [Not]\n else\n set [my variable 3 v] to []\n end\nend\n\n@Love,fave,follow\n\nwhen flag clicked\nforever\n show\n if <touching (mouse-pointer v)?> then\n go to x: (171) y: (-89)\n else\n go to x: (171) y: (-167)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Reader\n\nwhen flag clicked\nforever\n set size to (10) %\n if <(Reader) = [Play]> then\n Go to "mouse pointer"\n switch costume to (play v)\n show\n end\n if <(Reader) = [Stop]> then\n Go to "mouse pointer"\n switch costume to (stop v)\n show\n end\n if <(Reader) = [Previous Level]> then\n Go to "mouse pointer"\n switch costume to (previous level v)\n show\n end\n if <(Reader) = [Next Level]> then\n Go to "mouse pointer"\n switch costume to (skip level v)\n show\n end\nend\n\ndefine Go to "mouse pointer"\ngo to (mouse-pointer v)\nchange y by (-40)\nchange x by (10)\n\nwhen flag clicked\nforever\n if <<<(my variable) = [Not]> and <(my variable 2) = [Not]>> and <(my variable 3) = [Not]>> then\n hide\n else\n show\n end\nend\n\n | Hi again, I'm abuelomateo and welcome to a new game called "Lava escape". It is a platformer in wich you have to escape from lava across a pipe. And complete the 11 levels to escape from the lava. This is project 100% code by me and 100% art by me and 100% idea by me.\n\n Instructions are very easy...\n\n...Arow keys or WASD or mobile to move and...\n\n...¡ESCAPE FROM LAVA! Go, Go, Go GOOO! |
⬆ Space A Platformer (Mobile Friendly) ⬆ #Games #All | @Stage\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]\nnext costume\n\nwhen I receive [someone pressed skip button v]\nnext costume\n\nwhen flag clicked\nforever\n go to x: (36) y: (27)\nend\n\n@levels\n\nwhen I receive [message1 v]\nnext costume\n\nwhen flag clicked\nhide variable [level v]\nswitch costume to (1 v)\n\nwhen I receive [someone pressed s key v]\nnext costume\n\nwhen I receive [someone pressed skip button v]\nnext costume\n\nwhen flag clicked\n\nforever\n if <(level) = [15]> then\nend\n\nshow variable [level v]\n\n@Platform guy\n\nwhen flag clicked\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (0)\nforever\n change [y v] by (-1)\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n switch costume to (costume1 v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n switch costume to (costume2 v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (levels v)?> then\n fast\n if <touching (levels v)?> then\n change y by (-6)\n xcoll\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [y v] to [13]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-7]\n else\n set [x v] to [8]\n end\n else\n set [x v] to [0]\n end\n end\n end\n change y by (y)\n if <touching (levels v)?> then\n ycoll\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <(y) < [0]>> then\n set [y v] to [21]\n else\n set [y v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<key (p v) pressed?> and <not <(level) = [15]>>> then\n wait until <not <key (p v) pressed?>>\n broadcast (someone pressed S key v)\n go to x: (-218) y: (-90)\n end\nend\n\ndefine fast\nrepeat (6)\n if <touching (levels v)?> then\n change y by (1)\n end\nend\n\ndefine xcoll\nrepeat until <not <touching (levels v)?>>\n if <(x) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\nend\n\ndefine ycoll\nrepeat until <not <touching (levels v)?>>\n if <(y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [237]> then\n broadcast (message1 v)\n go to x: (-223) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (spikes v)?> or <<touching (sprite1 v)?> or <touching (danger v)?>>> then\n go to x: (-223) y: (-100)\n play sound [Death v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (levels v)?> then\n set [y v] to [21]\n end\nend\n\nwhen flag clicked\nwait (10) seconds\nswitch costume to (costume1 v)\nforever\n play sound [Vexento - Tevo \(Original Mix\) v] until done\nend\n\nwhen I receive [someone pressed s key v]\nchange [level v] by (1)\n\nwhen I receive [message1 v]\nchange [level v] by (1)\n\nwhen flag clicked\nset [level v] to [1]\nhide\nwait (10) seconds\nshow\ngo to x: (-218) y: (-90)\n\nwhen I receive [someone pressed skip button v]\ngo to x: (-218) y: (-106)\n\nchange [pixelate v] effect by (25)\n\n@thumnail\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n show\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n go to x: (1) y: (0)\nend\n\nturn right (90) degrees\n\ngo to (random position v)\n\ngo to x: (36) y: (28)\n\n@skip\n\nwhen flag clicked\nshow\nset size to (100) %\nset [zine v] to [0]\ngo to x: (217) y: (157)\nforever\n change [zine v] by (1)\n point in direction ((90) + (([sin v] of ((zine) * (8)) ) * (3)))\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (2))\n else\n change size by (((100) - (size)) / (4))\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat until <<not <touching (mouse-pointer v)?>> or <not <mouse down?>>>\n change [zine v] by (1)\n point in direction ((90) + (([sin v] of ((zine) * (5)) ) * (3)))\n change size by (((90) - (size)) / (2))\n end\n set size to (100) %\n wait (0) seconds\n if <<touching (mouse-pointer v)?> and <not <([costume # v] of [levels v]) = [15]>>> then\n broadcast (someone pressed skip button v)\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (guy v)\nset [level v] to [1]\n\nwhen I receive [someone pressed skip button v]\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n if <(level) = [15]> then\n forever\n hide\n stop [other scripts in sprite v]\n end\n end\nend\n\nwait (9) seconds\n\nhide\n\nshow\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n if <(level) = [11]> then\n show\n end\n if <(level) = [3]> then\n show\n end\nend\n\n@Intro\n\nwhen flag clicked\nwait (2) seconds\nhide\nwait (1.99) seconds\ndelete this clone\n\nwhen I start as a clone\nhide\nif <(cloneID) = [0]> then\n set size to (100) %\n go to [front v] layer\n switch costume to (costume1 v)\n show\n go to x: (-200) y: (200)\n set [cloneid v] to [45]\n start sound [Whoosh Pack #1.mp3 v]\n repeat until <(cloneID) = [0]>\n change x by (cloneID)\n change y by ((cloneID) * (-1))\n set [cloneid v] to ((cloneID) * (0.9))\n end\nelse\n if <(cloneID) = [1]> then\n go to x: (0) y: (0)\n switch costume to (costume2 v)\n wait (2) seconds\n set size to (2) %\n go to [front v] layer\n show\n start sound [Whoosh Pack #1.mp4 v]\n repeat (50)\n set [zv v] to ((((100) - (size)) * (0.6)) + ((zv) * (0.7)))\n change size by (zv)\n end\n else\n if <(cloneID) = [2]> then\n go to x: (0) y: (0)\n wait (3) seconds\n set size to (100) %\n show\n switch costume to (costume3 v)\n repeat (10)\n go to [front v] layer\n end\n else\n if <(cloneID) = [3]> then\n go to x: (0) y: (0)\n set size to (100) %\n switch costume to (costume4 v)\n hide\n wait (3.5) seconds\n set [ghost v] effect to (60)\n show\n go to [front v] layer\n go [backward v] (2) layers\n go to x: (-217) y: (25)\n set [cloneid v] to [60]\n start sound [Whoosh Pack #1.mp5 v]\n repeat until <(cloneID) = [0]>\n change x by (cloneID)\n set [cloneid v] to ((cloneID) * (0.9))\n end\n else\n if <(cloneID) = [4]> then\n wait (0.5) seconds\n go to x: (0) y: (0)\n switch costume to (costume6 v)\n set size to (2) %\n go to [front v] layer\n show\n set [cloneid v] to [50]\n repeat until <(cloneID) < [1]>\n turn right (cloneID) degrees\n set [cloneid v] to ((cloneID) * (0.9))\n switch costume to (costume7 v)\n change size by (7)\n switch costume to (costume6 v)\n end\n hide\n delete this clone\n else\n if <(cloneID) = [5]> then\n go to x: (0) y: (0)\n switch costume to (costume5 v)\n wait (1.2) seconds\n go to [front v] layer\n show\n set size to (2) %\n set [cloneid v] to [0.2]\n repeat until <(size) > [300]>\n go to [front v] layer\n switch costume to (costume7 v)\n change size by (cloneID)\n switch costume to (costume5 v)\n set [cloneid v] to ((cloneID) * (1.5))\n end\n delete this clone\n else\n if <(cloneID) = [6]> then\n wait (1.7) seconds\n set [ghost v] effect to (100)\n switch costume to (costume8 v)\n set size to (100) %\n show\n repeat (10)\n change [ghost v] effect by (-10)\n go to [front v] layer\n end\n repeat (10)\n change [ghost v] effect by (10)\n go to [front v] layer\n end\n else\n if <(cloneID) = [7]> then\n go to [front v] layer\n switch costume to (costume7 v)\n set size to (100) %\n switch costume to (costume9 v)\n wait (6) seconds\n go to [front v] layer\n show\n go to x: (-200) y: (200)\n set [cloneid v] to [45]\n start sound [Whoosh Pack #1.mp3 v]\n repeat until <(cloneID) = [0]>\n change x by (cloneID)\n change y by ((cloneID) * (-1))\n set [cloneid v] to ((cloneID) * (0.9))\n end\n delete this clone\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [0]> then\n wait (1.5) seconds\n switch backdrop to (backdrop2 v)\n hide\n delete this clone\nend\n\nwhen I start as a clone\nwait (8) seconds\nbroadcast (intro END v)\nhide\nstop [this script v]\n\ndelete this clone\n\nwhen flag clicked\nforever\n if <([costume # v] of [intro v]) = [9]> then\n broadcast (this v) and wait\n end\nend\n\nwhen I receive [this v]\nwait (5) seconds\nhide\n\nwhen flag clicked\nswitch costume to (costume7 v)\nset size to (100) %\npoint in direction (90)\nclear graphic effects\nshow\nswitch costume to (bzckground 1 v)\ngo to x: (0) y: (0)\nwait (1) seconds\nstart sound [Music 1 v]\nset [cloneid v] to [0]\ncreate clone of (_myself_ v)\nset [cloneid v] to [1]\ncreate clone of (_myself_ v)\nset [cloneid v] to [2]\ncreate clone of (_myself_ v)\nset [cloneid v] to [3]\ncreate clone of (_myself_ v)\nset [cloneid v] to [4]\ncreate clone of (_myself_ v)\nset [cloneid v] to [6]\ncreate clone of (_myself_ v)\nset [cloneid v] to [7]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [C418 - Stranger Think.mp3 v] until done\nend\n\nwhen flag clicked\nwait (8) seconds\ndelete this clone\n\nwhen flag clicked\nwait (8) seconds\nswitch costume to (costume9 v)\ngo to [front v] layer\ngo to x: (225) y: (-219)\nwait (0.5) seconds\nset volume to (0) %\nrepeat (100)\n show\n change [ghost v] effect by (1)\n change volume by (1)\nend\nshow\nbroadcast (intro v)\n\nwhen flag clicked\ngo to [front v] layer\n\nwait (1) seconds\n\nwhen flag clicked\nset volume to (70) %\nwait (6) seconds\nforever\n change volume by (-10)\n wait () seconds\nend\n\n@danger\n\nwhen flag clicked\ngo to x: (13) y: (7)\nhide\nforever\n if <(level) = [12]> then\n show\n end\n if <(level) = [13]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (13) y: (7)\nforever\n turn right (15) degrees\nend\n\n | ⬆ Space A Platformer ⬆ || A Platformer by @clemJ72\n\nPlease ❤️⭐️ & Follow me For More ☻ \n \n_Instructions_\n\nUse ⬆⬅➡ and don't touch the spikes, saws and don't swim in the lava !\n14 levels 100 % Possible \nHave Fun ! |
Midnight Monsters || A Platformer | @Stage\n\n@Sprite1\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (pick random (1) to (10))\ngo to [front v] layer\nshow\nset [color v] effect to (0)\nset rotation style [left-right v]\ngo to x: (-203) y: (-29)\nset [pixelate v] effect to (0)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (0)\n change [x v] by (pick random (-0.3) to (-1))\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (180)\n change [x v] by (pick random (0.3) to (1))\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (ground v)?>> then\n change [y v] by (pick random (10) to (17))\n end\n change y by (1)\n if <(x position) > [222]> then\n change [scored? v] by (1)\n hide\n repeat until <(scored?) = [0]>\n go to x: (-217) y: (-20)\n end\n end\n if <<(y position) < [-170]> or <touching (evil v)?>> then\n broadcast (oof v)\n end\nend\n\nwhen I receive [next level v]\nshow\ngo to x: (-203) y: (-29)\nswitch costume to (pick random (1) to (10))\n\nwhen I receive [oof v]\ngo to x: (-217) y: (-20)\nwait (1) seconds\n\nwhen I receive [oof v]\nstart sound [Roblox Death Sound Effect.mp3 v]\n\n@ground\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\n@Sprite2\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (pick random (1) to (10))\ngo to [front v] layer\nshow\nset [color v] effect to (0)\nset rotation style [left-right v]\ngo to x: (-203) y: (-29)\nset [pixelate v] effect to (0)\nshow\nset [x2 v] to [0]\nset [y2 v] to [0]\nforever\n change [y2 v] by (-1)\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (0)\n change [x2 v] by (pick random (-0.3) to (-1))\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (180)\n change [x2 v] by (pick random (0.3) to (1))\n end\n set [x2 v] to ((x2) * (0.9))\n change x by (x2)\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 ((x2) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n set [y2 v] to [17]\n if <(x2) > [0]> then\n set [x2 v] to [-10]\n else\n set [x2 v] to [10]\n end\n else\n set [x2 v] to [0]\n end\n end\n change y by (y2)\n if <touching (ground v)?> then\n change y by ((y2) - ((y2) * (2)))\n set [y2 v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (ground v)?>> then\n change [y2 v] by (pick random (10) to (17))\n end\n change y by (1)\n if <(x position) > [222]> then\n change [scored? v] by (1)\n hide\n repeat until <(scored?) = [0]>\n go to x: (-203) y: (-29)\n end\n end\n if <<(y position) < [-170]> or <touching (evil v)?>> then\n broadcast (oof v)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-203) y: (-29)\nshow\nswitch costume to (pick random (1) to (10))\n\nwhen I receive [oof v]\ngo to x: (-203) y: (-29)\nwait (1) seconds\n\n@Sprite3\n\nwhen I receive [next level v]\ngo to x: (-203) y: (-29)\nswitch costume to (pick random (1) to (10))\nshow\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (pick random (1) to (10))\ngo to [front v] layer\nshow\nset [color v] effect to (0)\nset rotation style [left-right v]\ngo to x: (-203) y: (-29)\nset [pixelate v] effect to (0)\nshow\nset [x3 v] to [0]\nset [y3 v] to [0]\nforever\n change [y3 v] by (-1)\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (0)\n change [x3 v] by (pick random (-0.3) to (-1))\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (180)\n change [x3 v] by (pick random (0.3) to (1))\n end\n set [x3 v] to ((X3) * (0.9))\n change x by (X3)\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 ((X3) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n set [y3 v] to [17]\n if <(X3) > [0]> then\n set [x3 v] to [-10]\n else\n set [x3 v] to [10]\n end\n else\n set [x3 v] to [0]\n end\n end\n change y by (Y3)\n if <touching (ground v)?> then\n change y by ((Y3) - ((Y3) * (2)))\n set [y3 v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (ground v)?>> then\n change [y3 v] by (pick random (10) to (17))\n end\n change y by (1)\n if <(x position) > [222]> then\n change [scored? v] by (1)\n hide\n repeat until <(scored?) = [0]>\n go to x: (-203) y: (-29)\n end\n end\n if <<(y position) < [-170]> or <touching (evil v)?>> then\n broadcast (oof v)\n end\nend\n\nwhen I receive [oof v]\nshow\ngo to x: (-203) y: (-29)\nwait (1) seconds\n\n@Sprite4\n\nwhen I receive [next level v]\ngo to x: (-203) y: (-29)\nswitch costume to (pick random (1) to (10))\nshow\n\nwhen flag clicked\nset size to (100) %\ngo to [front v] layer\nswitch costume to (pick random (1) to (10))\nshow\nset [color v] effect to (0)\nset rotation style [left-right v]\ngo to x: (-203) y: (-29)\nset [pixelate v] effect to (0)\nshow\nset [x4 v] to [0]\nset [y4 v] to [0]\nforever\n change [y4 v] by (-1)\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (0)\n change [x4 v] by (pick random (-0.3) to (-1))\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (180)\n change [x4 v] by (pick random (0.3) to (1))\n end\n set [x4 v] to ((X4) * (0.9))\n change x by (X4)\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 ((X4) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n set [y4 v] to [17]\n if <(X4) > [0]> then\n set [x4 v] to [-10]\n else\n set [x4 v] to [10]\n end\n else\n set [x4 v] to [0]\n end\n end\n change y by (Y4)\n if <touching (ground v)?> then\n change y by ((Y4) - ((Y4) * (2)))\n set [y4 v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (ground v)?>> then\n change [y4 v] by (pick random (10) to (17))\n end\n change y by (1)\n if <(x position) > [222]> then\n change [scored? v] by (1)\n hide\n repeat until <(scored?) = [0]>\n go to x: (-203) y: (-29)\n end\n end\n if <<(y position) < [-170]> or <touching (evil v)?>> then\n broadcast (oof v)\n end\nend\n\nwhen I receive [oof v]\ngo to x: (-203) y: (-29)\nwait (1) seconds\n\n@LAST BOI\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (pick random (1) to (10))\ngo to [front v] layer\nshow\nset [color v] effect to (0)\nset rotation style [left-right v]\ngo to x: (-203) y: (-29)\nset [pixelate v] effect to (0)\nshow\nset [x5 v] to [0]\nset [y5 v] to [0]\nforever\n change [y5 v] by (-1)\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (0)\n change [x5 v] by (pick random (-0.3) to (-1))\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (180)\n change [x5 v] by (pick random (0.3) to (1))\n end\n set [x5 v] to ((X5) * (0.9))\n change x by (X5)\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 ((X5) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n set [y5 v] to [17]\n if <(X5) > [0]> then\n set [x5 v] to [-10]\n else\n set [x5 v] to [10]\n end\n else\n set [x5 v] to [0]\n end\n end\n change y by (Y5)\n if <touching (ground v)?> then\n change y by ((Y5) - ((Y5) * (2)))\n set [y5 v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (ground v)?>> then\n change [y5 v] by (pick random (10) to (17))\n end\n change y by (1)\n if <(x position) > [222]> then\n change [scored? v] by (1)\n hide\n repeat until <(scored?) = [0]>\n go to x: (-203) y: (-29)\n end\n end\n if <<(y position) < [-170]> or <touching (evil v)?>> then\n broadcast (oof v)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-203) y: (-29)\nshow\nswitch costume to (pick random (1) to (10))\n\nwhen flag clicked\nforever\n if <(scored?) > [4]> then\n broadcast (NEXT LEVEL v)\n set [scored? v] to [0]\n end\nend\n\nwhen I receive [oof v]\ngo to x: (-203) y: (-29)\nwait (1) seconds\n\n@moosic/back\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to x: ((mouse x) / (10)) y: ((mouse y) / (10))\nend\n\nwhen flag clicked\nshow\nwait (1) seconds\nset volume to (50) %\nforever\n play sound [Purple Planet Music - Halloween Pumpkin \(1_34\) 75bpm v] until done\nend\n\n@evil\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n go to x: ((mouse x) / (15)) y: ((mouse y) / (15))\nend\n\n@Sprite6\n\n@Sprite7\n\nwhen flag clicked\nforever\n switch costume to (pick random (1) to (10))\n hide\n create clone of (_myself_ v)\n wait (pick random (1) to (7)) seconds\nend\n\nwhen I start as a clone\ngo to (random position v)\nset [ghost v] effect to (pick random (10) to (60))\nset size to (pick random (60) to (30)) %\nchange x by (10000000)\nshow\nrepeat until <(x position) < [-220]>\n change x by (pick random (-7) to (-10))\n switch costume to (pick random (1) to (10))\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n repeat (3)\n change y by (1.5)\n end\n repeat (6)\n change y by (-1.5)\n end\n repeat (3)\n change y by (1.5)\n end\nend\n\n@Sprite8\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\nforever\n go to x: ((mouse x) / (20)) y: ((mouse y) / (20))\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite9\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\n@Sprite10\n\nwhen flag clicked\nforever\n hide\n create clone of (_myself_ v)\n wait (pick random (1) to (7)) seconds\nend\n\nwhen I start as a clone\ngo to x: (98) y: (pick random (141) to (101))\nset [ghost v] effect to (pick random (10) to (60))\nset size to (pick random (90) to (50)) %\nchange x by (10000000)\nshow\nrepeat until <(x position) < [-220]>\n change x by (pick random (-3) to (-5))\nend\ndelete this clone\n\n@evil2\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\n@Sprite11\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\n\n | NEW MONSTERS!\nArrow keys In the comments, rate this 1-10\nMonsters = awesome\nheart and star\nControl 5 monsters at a time! :) if one gets froze\nFeature studio here: https://scratch.mit.edu/studios/4228481/\n\n@clarinetoboegirl loved and faved! |
Guinea Pig Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (blue sky 2 v)\n\nwhen I receive [change_obstacle_costume #1 v]\nnext backdrop\n\nwhen backdrop switches to [the end v]\nforever\n switch backdrop to (the end v)\nend\n\n@fire\n\nwhen flag clicked\nset size to (84) %\nswitch costume to (1 fire v)\ngo to x: (23) y: (-49)\nshow\n\nwhen flag clicked\nforever\n wait until <touching (guinea pig v)?>\n broadcast (Bubble_go_to_spawning_point_ v)\nend\n\nwhen flag clicked\nset [level\(s\) v] to [1]\n\nwhen I receive [change_obstacle_costume #1 v]\nhide\n\nwhen I receive [show_fire_again v]\nswitch costume to (1 fire2 v)\nshow\n\n@Levels\n\nwhen flag clicked\nset [level\(s\) v] to [1]\n\nwhen flag clicked\ngo to x: (67) y: (74)\nhide\n\nwhen backdrop switches to [blue sky 2 2 v]\nswitch costume to (wall jump \(sorta\) v)\nshow\n\nwhen backdrop switches to [blue sky 2 3 v]\nswitch costume to (level#2 v)\n\nwhen backdrop switches to [blue sky 2 4 v]\nswitch costume to (level#3 v)\n\nwhen backdrop switches to [blue sky 2 5 v]\nswitch costume to (level#4 v)\n\nwhen backdrop switches to [blue sky 2 6 v]\nswitch costume to (level#5 v)\n\nwhen backdrop switches to [blue sky 2 7 v]\nswitch costume to (level#6 v)\n\nwhen backdrop switches to [blue sky 2 8 v]\nwait (1) seconds\nswitch costume to (level#8 v)\nwait (1) seconds\nswitch costume to (level#7 v)\n\nwhen backdrop switches to [blue sky 2 9 v]\nswitch costume to (level#9 v)\nshow\n\nwhen backdrop switches to [blue sky 2 10 v]\nswitch costume to (level#10 v)\n\nwhen backdrop switches to [blue sky 2 11 v]\nswitch costume to (level#11 v)\n\nwhen backdrop switches to [blue sky 2 12 v]\nswitch costume to (level#12 v)\nbroadcast (change_backdrop_to_12 v)\n\nwhen backdrop switches to [the end v]\nforever\n switch costume to (ending v)\nend\n\nwhen backdrop switches to [blue sky 2 13 v]\nswitch costume to (level#13 v)\n\nwhen backdrop switches to [blue sky 2 15 v]\nswitch costume to (level#14 v)\n\nwhen backdrop switches to [blue sky 2 16 v]\nswitch costume to (level#15 v)\n\n@button\n\nwhen flag clicked\ngo to x: (-17) y: (55)\nhide\n\nwhen backdrop switches to [blue sky 2 4 v]\ngo to [back v] layer\nshow\n\nwhen flag clicked\nforever\n wait until <touching (guinea pig v)?>\n broadcast (cage down v)\nend\n\nwhen backdrop switches to [blue sky 2 5 v]\nforever\n hide\nend\n\n@cage_trap\n\nwhen flag clicked\ngo to x: (37) y: (174)\nhide\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [cage down v]\nforever\n show\n go to (guinea pig v)\nend\n\n@guinea pig\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (guinea pig1 v)\nset [x spawn v] to [-195]\nset [y spawn v] to [-90]\ngo to x: (X spawn) y: (Y spawn)\nshow\nset size to (60) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n Platformer Engine\nend\n\ndefine Platformer Engine\nchange [y v] by (-0.5)\nif <key (left arrow v) pressed?> then\n change [x v] by (-0.49)\nend\nif <key (right arrow v) pressed?> then\n change [x v] by (0.49)\nend\nset [x v] to ((X) * (0.9))\nchange x by (X)\nif <<touching color (#00d618)?> or <touching color (#a17575)?>> then\n change y by (1)\n if <<touching color (#00d618)?> or <touching color (#a17575)?>> then\n change y by (1)\n if <<touching color (#00d618)?> or <touching color (#a17575)?>> then\n change y by (1)\n if <<touching color (#00d618)?> or <touching color (#a17575)?>> then\n change y by (1)\n if <<touching color (#00d618)?> or <touching color (#a17575)?>> then\n change y by (1)\n if <<touching color (#00d618)?> or <touching color (#a17575)?>> then\n change y by (1)\n if <<touching color (#00d618)?> or <touching color (#a17575)?>> then\n change y by (1)\n if <<touching color (#00d618)?> or <touching color (#a17575)?>> then\n change y by (1)\n change y by (-6)\n change x by ((X) * (-1))\n if <key (up arrow v) pressed?> then\n if <(X) > [0]> then\n set [y v] to [7]\n set [x v] to [-4]\n else\n set [x v] to [4]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (Y)\nif <<touching color (#00d618)?> or <touching color (#a17575)?>> then\n change y by ((Y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<<touching color (#00d618)?> or <touching color (#a17575)?>> and <key (up arrow v) pressed?>> then\n set [y v] to [10]\nend\nchange y by (0.5)\nif <(x position) > [215]> then\n change [level\(s\) v] by (1)\n go to x: (X spawn) y: (Y spawn)\n broadcast (CHANGE_OBSTACLE_COSTUME #1 v)\nend\n\nwhen I receive [bubble_go_to_spawning_point_ v]\nstart sound [Crunch v]\ngo to x: (X spawn) y: (Y spawn)\n\nwhen flag clicked\nforever\n wait until <touching color (#aeaeae)?>\n go to (cage_trap v)\n say [You lose... Want to play again?]\nend\n\nwhen flag clicked\nforever\n wait until <<touching color (#abafff)?> or <touching color (#d7c3ff)?>>\n start sound [Crunch v]\n go to x: (X spawn) y: (Y spawn)\nend\n\nwhen flag clicked\nforever\n play sound [Vexento - Glow v] until done\nend\n\nwhen flag clicked\nforever\n wait until <touching color (#ff7979)?>\n start sound [Crunch v]\n go to x: (X spawn) y: (Y spawn)\nend\n\nwhen [right arrow v] key pressed\nswitch costume to (guinea pig1 v)\n\nwhen [left arrow v] key pressed\nswitch costume to (guinea pig2 v)\n\nwhen flag clicked\nforever\n wait until <<key (c v) pressed?> and <key (right arrow v) pressed?>>\n switch costume to (guinea pig3 v)\nend\n\nwhen flag clicked\nforever\n wait until <<key (c v) pressed?> and <key (left arrow v) pressed?>>\n switch costume to (guinea pig4 v)\nend\n\nwhen backdrop switches to [blue sky 2 15 v]\nbroadcast (show_fire_again v)\n\n | see inside for code :3\n500+ views! \n\n\n10 / 15 / 2020 :\n*Double click the green flag*\n\nStory:\nYou are a guinea pig that got lost and separated from your friend, Mochi. You will need to encounter obstacles to get back to your friend!\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nControls :\n- Arrow keys to move\n- [C] to crouch\n---------btw you might need to {press arrow key} and {hold} to jump farther----------\n\nEnemies:\n- Fire, lava, red\n- Purple and pink lines\n- And, obviously, traps >:)\n\nGlitches / Tricks:\n- [C] and right / left arrow keys to jump really fast\n- up and right / left arrow key (hold) to wall jump\n- [C] and right arrow key to move extra fast\n- right / left arrow key (hold) to increase speed\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n<> ALL LEVELS ARE TESTED AND POSSIBLE\n<> 17 levels\n<> Comment #GUINEAPIGS \n if you like / love guinea pigs\n<> If you found a different way to get across a level \n please don't spoil it :3\n<> Edits everyday!! \n<> Feedback <33\n<> If you enjoyed please \n #LikeLoveFollowRemixComment\n\n\n-------------------Credits--------------------\n~ @Amethyst_Heart for everything \n~ Music : Vexendo\n~ Scratch and ST\n~ Bubble (my guinea pig)\n~ @Nekoyo_ for giving me feedback and letting me \n use her guinea pig, Mochi :3\n~ All other platformers for inspiring me <3\n~ YOU for playing ^-^\n\nTags:\n#GUINEAPIGS #Bubble #Amethyst_Heart #animations #platformers #Nekoyo_ #art #all\n#LikeLoveFollowRemixComment\n\n\n ( •̀ ω •́ )✧\n- @Amethyst_Heart\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n-----------NEW PLATFORMER COMING SOON----------- |
ハロウィンパーティーに行こう!【Platformer】 | @Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\nwhen I receive [さいご v]\nswitch backdrop to (背景12 v)\nwait (2) seconds\nstart sound [Magic Spell v]\n\nwhen I receive [メッセージ1 v]\nswitch backdrop to (背景1 v)\n\n@サキット\n\nwhen flag clicked\ngo to [back v] layer\nset volume to (100) %\nwait (5) seconds\nforever\n play sound [ハロウィン \(online-audio-converter v] until done\nend\n\nwhen I receive [メッセージ1 v]\nswitch costume to (幽霊 v)\ngo to x: (-200) y: (-60)\nset rotation style [left-right v]\npoint in direction (90)\nset size to (100) %\nclear graphic effects\nshow\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n move (5) steps\n if <<touching color (#ffa966)?> or <touching (スプライト6 v)?>> then\n move (-5) steps\n end\n if <touching color (#c2804d)?> then\n move (-5) steps\n if <key (space v) pressed?> then\n move (5) steps\n end\n end\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n move (5) steps\n if <<touching color (#ffa966)?> or <touching (スプライト6 v)?>> then\n move (-5) steps\n end\n if <touching color (#c2804d)?> then\n move (-5) steps\n if <key (space v) pressed?> then\n move (5) steps\n end\n end\n end\n if <key (up arrow v) pressed?> then\n change y by (5)\n if <<touching color (#ffa966)?> or <touching (スプライト6 v)?>> then\n change y by (-5)\n end\n if <touching color (#c2804d)?> then\n change y by (-5)\n if <key (space v) pressed?> then\n change y by (5)\n end\n end\n end\n if <key (down arrow v) pressed?> then\n change y by (-5)\n if <<touching color (#ffa966)?> or <touching (スプライト6 v)?>> then\n change y by (5)\n end\n if <touching color (#c2804d)?> then\n change y by (5)\n if <key (space v) pressed?> then\n change y by (-5)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n repeat (15)\n change y by (0.5)\n end\n repeat (15)\n change y by (-0.5)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (_edge_ v)?> then\n if <(x position) = [255]> then\n if <not <(backdrop [number v]) = [11]>> then\n start sound [papa1 v]\n set x to (-250)\n point in direction (90)\n next backdrop\n end\n end\n if <not <(backdrop [number v]) = [1]>> then\n if <(x position) = [-255]> then\n start sound [papa2 v]\n set x to (250)\n point in direction (-90)\n switch backdrop to ((backdrop [number v]) - (1))\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n start sound [horror-title1 v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-200) y: (-60)\n point in direction (90)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n set [ghost v] effect to (70)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [やりなおし v]\nstart sound [horror-title1 v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ngo to x: (-200) y: (-60)\npoint in direction (90)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [さいご v]\nstop [other scripts in sprite v]\nset size to (150) %\nswitch costume to (幽霊2 v)\ngo to x: (-300) y: (-15)\nwait (1) seconds\nglide (1) secs to x: (-160) y: (-15)\nforever\n repeat (15)\n change y by (0.5)\n end\n repeat (15)\n change y by (-0.5)\n end\nend\n\nwhen I receive [くりあ v]\nrepeat (50)\n change volume by (-2)\nend\n\n@さむね\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [メッセージ1 v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\n@タイトル1\n\nwhen flag clicked\ngo to x: (-240) y: (180)\nshow\ngo to [front v] layer\nglide (1) secs to x: (-68) y: (49)\nset [brightness v] effect to (10)\nrepeat (100)\n change [color v] effect by (5)\nend\n\nwhen flag clicked\n\nforever\n if <touching (タイトル2 v)?> then\n change [color v] effect by (2)\n set [brightness v] effect to (20)\n end\n if <touching (タイトル3 v)?> then\n change [color v] effect by (3)\n set [brightness v] effect to (20)\n end\nend\n\nwhen flag clicked\nwait (4) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\n@タイトル2\n\nwhen flag clicked\ngo to x: (240) y: (180)\nshow\ngo to [front v] layer\nglide (1) secs to x: (82) y: (63)\nset [brightness v] effect to (10)\nrepeat (100)\n change [color v] effect by (5)\nend\n\nwhen flag clicked\nwait (4) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\n@タイトル3\n\nwhen flag clicked\ngo to x: (3) y: (-180)\nshow\ngo to [front v] layer\nglide (1) secs to x: (2) y: (-74)\nset [brightness v] effect to (10)\nrepeat (100)\n change [color v] effect by (5)\nend\n\nwhen flag clicked\nstart sound [kira2.mp3 v]\n\nwhen flag clicked\nwait (4) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\n@真っ暗\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo [backward v] (3) layers\nwait (4) seconds\nforever\n change [ghost v] effect by (2)\nend\n\nwhen flag clicked\nwait (6) seconds\nhide\n\n@スプライト1\n\nwhen flag clicked\nwait (4) seconds\ngo to x: (85) y: (-65)\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <mouse down?> then\n broadcast (メッセージ1 v)\n repeat (50)\n change [ghost v] effect by (2)\n end\n hide\n stop [this script v]\n end\n else\n set size to (100) %\n end\nend\n\n@スプライト2\n\nwhen flag clicked\ngo to x: (-50) y: (-60)\nhide\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [9]> then\n show\n if <touching (サキット v)?> then\n broadcast (やりなおし v)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n glide (2) secs to x: (-50) y: (115)\n wait (1) seconds\n glide (2) secs to x: (-50) y: (-60)\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n repeat (15)\n change y by (0.5)\n end\n repeat (15)\n change y by (-0.5)\n end\nend\n\n@スプライト3\n\nwhen flag clicked\ngo to x: (125) y: (115)\nhide\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [9]> then\n show\n if <touching (サキット v)?> then\n broadcast (やりなおし v)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n glide (2) secs to x: (125) y: (-60)\n wait (1) seconds\n glide (2) secs to x: (125) y: (115)\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n repeat (15)\n change y by (0.5)\n end\n repeat (15)\n change y by (-0.5)\n end\nend\n\n@スプライト4\n\nwhen flag clicked\ngo to x: (180) y: (-60)\nhide\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [10]> then\n show\n if <touching (サキット v)?> then\n broadcast (やりなおし v)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n glide (1) secs to x: (180) y: (115)\n wait (0.5) seconds\n glide (1) secs to x: (180) y: (-60)\n wait (0.5) seconds\nend\n\nwhen flag clicked\nforever\n repeat (15)\n change y by (0.5)\n end\n repeat (15)\n change y by (-0.5)\n end\nend\n\n@スプライト5\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [11]> then\n go to [front v] layer\n go [backward v] (1) layers\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (サキット v)?> then\n broadcast (くりあ v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [さいご v]\nhide\n\n@スプライト6\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [11]> then\n go to [front v] layer\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [くりあ v]\nstop [other scripts in sprite v]\n\nwhen I receive [さいご v]\nhide\n\n@スプライト7\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [くりあ v]\ngo to [front v] layer\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nbroadcast (さいご v)\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\n | 【傾向入り!!!】2020/10/25\n\n【操作方法】\n・矢印で上下左右の移動!\n・スペースキーで透明になる!\n\n【ストーリー】\n今日は約束のハロウィンパーティーの日!幽霊のサキットを操作して、みんな(ロッド、天かす、カス天、uugamesくん)が待っている、ロッドの家に向かおう!\n\n【@uugamesから】\n今回は、@wolfanimalさん、@kasutennさん主催の、ハロウィーンイベントということで、この作品を作りました!正直ゲーム作りは苦手なんですが、たまには、ってことで頑張りました!アドバイスなどぜひぜひお願いします!\n\n【イベントのスタジオはこちら】\nhttps://scratch.mit.edu/studios/27744409/\n\n#uugames #games |
Diamond A Platformer | @Stage\n\n@Player\n\nwhen flag clicked\nswitch costume to (right v)\nset size to (100) %\nshow\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-216) y: (-50)\nforever\n change [yv v] by (-1)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-.8)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (.8)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (w v) pressed?> or <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 [9]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching (ground v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [yv v] to [13.5]\n end\n end\n change y by (1)\n if <(x position) > [237]> then\n broadcast (Next v)\n go to x: (-237) y: (-43)\n change [level v] by (1)\n end\n if <touching (danger v)?> then\n go to x: (-237) y: (-43)\n if <(Mute) = [1]> then\n start sound [Pew v]\n end\n end\n if <<touching (bounce2 v)?> or <<touching (bounce3 v)?> or <<touching (bounce4 v)?> or <touching (bounce v)?>>>> then\n if <touching color (#f7ff00)?> then\n set [yv v] to [20]\n end\n end\n if <[-175] > (y position)> then\n go to x: (-237) y: (-50)\n if <(Mute) = [1]> then\n start sound [Pew v]\n end\n end\nend\n\nbroadcast (Next v)\n\nplay sound [Pew v] until done\n\n\nplay sound [Pew v] until done\n\nwhen flag clicked\n\nstart sound [Chill v]\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (right2 v)\nset size to (100) %\nshow\nrepeat (10)\n change [ghost v] effect by (15)\n change size by (-10)\nend\nwait (1) seconds\ndelete this clone\n\nhide\n\nmove (10) steps\n\n@Ground\n\nwhen flag clicked\nshow\nset [level v] to [1]\nswitch costume to (1 v)\nforever\n\nwhen I receive [next v]\nnext costume\n\n@Danger\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\ngo to [back v] layer\ngo [forward v] (1) layers\nforever\n\n@BOunce\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\nforever\n hide\n if <(LEvel) = [7]> then\n go to x: (-135) y: (-45)\n show\n switch costume to (1 v)\n end\n if <touching (player v)?> then\n bounce\n end\n if <(LEvel) = [9]> then\n go to x: (-150) y: (-45)\n show\n switch costume to (1 v)\n end\n if <touching (player v)?> then\n bounce\n end\n if <(LEvel) = [10]> then\n go to x: (-135) y: (-45)\n show\n switch costume to (1 v)\n end\n if <touching (player v)?> then\n bounce\n end\n if <(LEvel) = [11]> then\n go to x: (-135) y: (-45)\n show\n switch costume to (1 v)\n create clone of (_myself_ v)\n set [clones v] to [1]\n end\n if <touching (player v)?> then\n bounce\n end\n if <(LEvel) = [12]> then\n go to x: (90) y: (-160)\n show\n switch costume to (1 v)\n end\n if <touching (player v)?> then\n bounce\n end\n if <(LEvel) = [13]> then\n go to x: (0) y: (-115)\n show\n switch costume to (1 v)\n end\n if <touching (player v)?> then\n bounce\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (-135) y: (-45)\nchange x by ((clones) * (110))\nswitch costume to (1 v)\nif <(clones) < [3]> then\n change [clones v] by (1)\n create clone of (_myself_ v)\nend\nrepeat until <(LEvel) = [12]>\n if <touching (player v)?> then\n bounce\n end\nend\ndelete this clone\n\nforever\n\nwait (9999) seconds\n\n\n\nwhen flag clicked\nforever\n show variable [level v]\n hide variable [level v]\n if <(LEvel) = [13]> then\n hide variable [level v]\n end\nend\n\nstart sound [Low Boing v]\n\nwhen flag clicked\nforever\n if <(Mute) = [1]> then\n set volume to (100) %\n end\n if <(Mute) = [0]> then\n set volume to (0) %\n stop all sounds\n end\nend\n\nwait (1) seconds\n\ndefine bounce\nswitch costume to (2 v)\nstart sound [Low Boing v]\nwait (.2) seconds\nswitch costume to (1 v)\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nset [level v] to [0]\n\nstop all sounds\n\nglide (1) secs to (random position v)\n\nswitch costume to (costume3 v)\nhide variable [level v]\ngo to [front v] layer\nshow\n\n@Cloud effects\n\nwhen flag clicked\nshow\ngo to [back v] layer\nshow\nswitch costume to (costume9 v)\nforever\n go to x: (280) y: (50)\n set [ghost v] effect to (25)\n repeat (840)\n change x by (-1)\n end\n repeat (3)\n change [ghost v] effect by (25)\n wait (.1) seconds\n end\nend\n\nhide\n\nshow\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (3 v)\nshow\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nhide variable [mute v]\nset [mute v] to [1]\nforever\n if <(costume [number v]) = [1]> then\n set [mute v] to [0]\n set volume to (0) %\n stop all sounds\n end\n if <(costume [name v]) = [3]> then\n set volume to (100) %\n set [mute v] to [1]\n stop all sounds\n set volume to (100) %\n start sound [Vexento - Tevo \(Original Mix\) v]\n wait until <not <(costume [name v]) = [3]>>\n end\nend\n\nchange [mute v] by (1)\n\n | --------------------------- CONTROLS---------------------------\n\n-WASD or ARROW KEYS. \n-12 levels\n-Please Love and Favorite\n-This took me a very long time so please make it worth the work\n |
Really Strange Platformer | @Stage\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@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@Text\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Obstacles\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\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@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@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 | You can't use youre left arrow...\nI know its strange but....that's the point.\n\nLove❤️,Fav⭐️, and Follow? for some more ;) |
not a platformer - a platformer | @Stage\n\nwhen backdrop switches to [backdrop26 v]\nforever\n if <key (space v) pressed?> then\n broadcast (switch v)\n wait until <not <key (space v) pressed?>>\n end\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (-212) y: (105)\nswitch backdrop to (backdrop1 v)\nforever\n if <key (r v) pressed?> then\n go to x: (-212) y: (105)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [xv v] by (1)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching 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 (w v) pressed?> or <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 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 (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n go to x: (-212) y: (105)\n end\n if <(x position) > [236]> then\n go to x: (-212) y: (105)\n switch backdrop to (next backdrop v)\n end\n if <(y position) < [-178]> then\n go to x: (-212) y: (105)\n end\nend\n\nwhen backdrop switches to [backdrop12 v]\nwait (0.01) seconds\ngo to x: (-165) y: (-26)\n\nwhen backdrop switches to [backdrop22 v]\nforever\n if <key (space v) pressed?> then\n broadcast (shoot v)\n switch backdrop to (backdrop23 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [yes v]\ngo to x: (75) y: (-119)\n\nwhen backdrop switches to [backdrop30 v]\ngo to x: (-15) y: (-114)\n\nwhen flag clicked\nforever\n set [y v] to (y position)\n set [x v] to (x position)\nend\n\nwhen I receive [die v]\ngo to x: (-212) y: (105)\n\n@Sprite2\n\nwhen flag clicked\npoint in direction (90)\n\ngo to x: (-248) y: (33)\nhide\n\nwhen backdrop switches to [backdrop23 v]\ngo to x: (-248) y: (33)\nshow\nglide (1) secs to x: (-28) y: (-19)\nturn right (45) degrees\nwait (1) seconds\nswitch costume to (costume2 v)\nwait (0.3) seconds\nswitch costume to (costume1 v)\nglide (1) secs to x: (-248) y: (33)\nhide\n\nturn left (45) degrees\n\nturn right (45) degrees\n\nturn right (15) degrees\n\nturn left (15) degrees\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [shoot v]\nshow\nforever\n if <touching color (#d62424)?> then\n hide\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop26 v]\nswitch costume to (costume2 v)\nshow\ngo to x: (82) y: (-108)\n\nwhen I receive [switch v]\nnext costume\n\nwhen backdrop switches to [backdrop27 v]\nhide\n\n@Sprite7\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen backdrop switches to [backdrop27 v]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [switch v]\nnext costume\n\nwhen backdrop switches to [backdrop28 v]\nhide\n\n@Sprite6\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen backdrop switches to [backdrop28 v]\nswitch costume to (costume2 v)\nshow\n\nwhen I receive [switch v]\nnext costume\n\nwhen backdrop switches to [backdrop29 v]\nhide\n\n@Sprite8\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen backdrop switches to [backdrop29 v]\nshow\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [backdrop30 v]\nhide\n\nwhen I receive [switch v]\nnext costume\n\n@Sprite9\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen backdrop switches to [backdrop30 v]\nshow\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [backdrop31 v]\nhide\n\nwhen I receive [switch v]\nnext costume\n\n@Sprite10\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nhide\n\nwhen backdrop switches to [backdrop31 v]\nshow\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [backdrop32 v]\nhide\n\nwhen I receive [switch v]\nnext costume\n\n@Sprite11\n\nwhen backdrop switches to [backdrop32 v]\nshow\nforever\n go to x: (x) y: ((y) - ((y) * (2)))\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to [back v] layer\n if <touching color (#ff0000)?> then\n broadcast (die v)\n end\nend\n\n | bruh 1000 views what the heck\n\nmore levels added! Even more coming soon (no)\n\n\nMy first platformer! I may add more levels eventually, but here it is. 31 levels to be beaten.\n\nuse w a d to move and r to restart the level.\n\nAdded arrow keys!!\n\n\n\n |
Halloween: a 100% pen platformer - 1k Special | @Stage\n\n@Game\n\ndefine LIGHTNING\npen up\ngo to x: (pick random (-235) to (235)) y: (175)\npen down\nrepeat until <(y position) < [-170]>\n go to x: ((x position) + (pick random (-40) to (40))) y: ((y position) - (pick random (10) to (45)))\n if <(pick random (1) to (3)) = [3]> then\n pen up\n pen down\n repeat (pick random (1) to (5))\n go to x: ((x position) + (pick random (-20) to (-3))) y: ((y position) + (pick random (-15) to (5)))\n end\n pen up\n pen down\n repeat (pick random (1) to (5))\n go to x: ((x position) - (pick random (-20) to (-3))) y: ((y position) + (pick random (-15) to (5)))\n end\n end\nend\n\ndefine Tri Fill (x1) (y1) (x2) (y2) (x3) (y3) (outline)\nset [_tri2 v] to ([sqrt v] of ((((x2) - (x3)) * ((x2) - (x3))) + (((y2) - (y3)) * ((y2) - (y3)))) )\nset [_tri3 v] to ([sqrt v] of ((((x1) - (x3)) * ((x1) - (x3))) + (((y1) - (y3)) * ((y1) - (y3)))) )\nset [_tri4 v] to ([sqrt v] of ((((x1) - (x2)) * ((x1) - (x2))) + (((y1) - (y2)) * ((y1) - (y2)))) )\nset [_tri1 v] to (((_tri2) + ((_tri3) + (_tri4))) / (2))\nset [_tri0 v] to ((2) * ([sqrt v] of ((((_tri1) - (_tri2)) * (((_tri1) - (_tri3)) * ((_tri1) - (_tri4)))) / (_tri1)) ))\nchange [_tri1 v] by (_tri1)\ngo to x: (((((_tri2) * (x1)) + ((_tri3) * (x2))) + ((_tri4) * (x3))) / (_tri1)) y: (((((_tri2) * (y1)) + ((_tri3) * (y2))) + ((_tri4) * (y3))) / (_tri1))\nset pen size to (_tri0)\npen down\nif <(_tri0) > [0]> then\n if <<(_tri3) < (_tri2)> or <(_tri4) < (_tri2)>> then\n if <<(_tri2) < (_tri3)> or <(_tri4) < (_tri3)>> then\n set [_tri1 v] to ((x position) - (x3))\n set [_tri2 v] to ((y position) - (y3))\n else\n set [_tri1 v] to ((x position) - (x2))\n set [_tri2 v] to ((y position) - (y2))\n end\n else\n set [_tri1 v] to ((x position) - (x1))\n set [_tri2 v] to ((y position) - (y1))\n end\n set [_tri1 v] to (([sqrt v] of (((_tri1) * (_tri1)) + ((_tri2) * (_tri2))) ) / ((_tri0) / (2)))\n set [_tri8 v] to (((_tri1) * (outline)) / ((_tri1) - (1)))\n set [_tri1 v] to ((0.5) - ((0.5) / (_tri1)))\n set [_tri2 v] to (((x position) - (x1)) / (_tri0))\n set [_tri3 v] to (((y position) - (y1)) / (_tri0))\n set [_tri4 v] to (((x position) - (x2)) / (_tri0))\n set [_tri5 v] to (((y position) - (y2)) / (_tri0))\n set [_tri6 v] to (((x position) - (x3)) / (_tri0))\n set [_tri7 v] to (((y position) - (y3)) / (_tri0))\n repeat ([floor v] of (([log v] of ((1) / (_tri0)) ) / ([log v] of (_tri1) )) )\n set [_tri0 v] to ((_tri1) * (_tri0))\n set pen size to ((_tri0) + (.5))\n go to x: ((x1) + ((_tri0) * (_tri2))) y: ((y1) + ((_tri0) * (_tri3)))\n go to x: ((x2) + ((_tri0) * (_tri4))) y: ((y2) + ((_tri0) * (_tri5)))\n go to x: ((x3) + ((_tri0) * (_tri6))) y: ((y3) + ((_tri0) * (_tri7)))\n go to x: ((x1) + ((_tri0) * (_tri2))) y: ((y1) + ((_tri0) * (_tri3)))\n end\nend\nset pen size to (outline)\ngo to x: (x1) y: (y1)\ngo to x: (x2) y: (y2)\ngo to x: (x3) y: (y3)\ngo to x: (x1) y: (y1)\npen up\n\ndefine Bend Line in half (ax) (ay) (bx) (by) (len) (pos or neg)\nset [half of len v] to ((len) / (2))\ngo to x: (ax) y: (ay)\nset [delta x v] to ((bx) - (x position))\nset [delta y v] to ((by) - (y position))\nset [angle alpha v] to ([atan v] of ((Delta X) / (Delta Y)) )\nset [angle beta v] to ([acos v] of (([sqrt v] of (((Delta X) * (Delta X)) + ((Delta Y) * (Delta Y))) ) / (len)) )\nset [direction v] to ((<(y position) > (by)> * (180)) + ((Angle Alpha) - ((Angle Beta) * (pos or neg))))\nif <not <(Angle Beta) = [NaN]>> then\n pen down\n go to x: ((x position) + ((Half of len) * ([sin v] of (Direction) ))) y: ((y position) + ((Half of len) * ([cos v] of (Direction) )))\n go to x: (bx) y: (by)\n pen up\nend\n\ndefine Draw Player at: (x) (y) Height (height) Leg Length (len) Swing Radius (swing radius) Head Size (head size) Body Thickness (body thickness) Arm length (arm length) Rotation (rot) Arm Swing (arm swing) Neck Length (neck length) Leg Difference (leg d) Forward or Back (back or forward)\nset pen size to (body thickness)\nif <(back or forward) = [0]> then\n set [y shift v] to ((y) + (([cos v] of ((timer) * (70)) ) + (2.5)))\n Bend Line in half (x) (Y shift) ((x) + (swing radius)) ((y) - ((2) * (swing radius))) (len) [1]\n Bend Line in half (x) (Y shift) ((x) - (swing radius)) ((y) - ((2) * (swing radius))) (len) [-1]\n Body (x) (Y shift) (height)\n set [dummy3 v] to (((((180) * <[-1.1] < (Y Vel)>) - (Dummy3)) / (4)) + (Dummy3))\n set [dummy 2 v] to ((arm length) - (0.1))\n set [dummy v] to (([cos v] of ((timer) * (100)) ) * (5))\n Bend Line in half ((x) + ((Dummy 2) * ([sin v] of (((15) + (Dummy3)) + (Dummy)) ))) (((Y shift) + (height)) + ((Dummy 2) * ([cos v] of (((15) + (Dummy3)) + (Dummy)) ))) (x position) (y position) (arm length) [1]\n Bend Line in half ((x) + ((Dummy 2) * ([sin v] of (((-15) - (Dummy3)) + (Dummy)) ))) (((Y shift) + (height)) + ((Dummy 2) * ([cos v] of (((-15) - (Dummy3)) + (Dummy)) ))) (x position) (y position) (arm length) [-1]\nelse\n reset timer\n Bend Line in half (x) (y) ((x) + (((swing radius) * (back or forward)) * ([sin v] of (rot) ))) (((swing radius) * ([cos v] of (rot) )) + ((y) - (leg d))) (len) (back or forward)\n Bend Line in half (x) (y) ((x) + ((() - ((swing radius) * (back or forward))) * ([sin v] of (rot) ))) (((() - (swing radius)) * ([cos v] of (rot) )) + ((y) - (leg d))) (len) (back or forward)\n Body (x) (y) (height)\n Bend Line in half ((x) + ((() - ((arm swing) * (back or forward))) * ([sin v] of ((rot) + (15)) ))) ((y position) - ([abs v] of ((() - (arm swing)) * ([cos v] of (rot) )) )) (x) (y position) (arm length) (back or forward)\n Bend Line in half ((x) + (((arm swing) * (back or forward)) * ([sin v] of ((rot) + (15)) ))) ((y position) - ([abs v] of ((arm swing) * ([cos v] of (rot) )) )) (x) (y position) (arm length) (back or forward)\nend\npen down\nchange y by (((neck length) / (2)) + ((head size) / (2)))\nchange pen size by (2)\nchange y by ((neck length) / (2))\nset pen size to (head size)\npen down\npen up\n\ndefine Body (x) (y) (len)\ngo to x: (x) y: (y)\npen down\nchange y by ((len) / (2))\nchange pen size by (2)\nchange y by ((len) / (2))\npen up\nchange pen size by (-2)\n\ndefine Triangle Collisions (ax) (ay) (bx) (by) (cx) (cy) And point (dx) (dy)\nset [ay-by v] to ((ay) - (by))\nset [by-cy v] to ((by) - (cy))\nset [cy-ay v] to ((cy) - (ay))\nset [cy-dy v] to ((cy) - (dy))\nset [touching? v] to <([abs v] of ((((ax) * (By-cy)) + ((bx) * (Cy-Ay))) + ((cx) * (Ay-By))) ) = (([abs v] of ((((dx) * (By-cy)) + ((bx) * ((cy) - (dy)))) + ((cx) * ((dy) - (by)))) ) + (([abs v] of ((((ax) * ((dy) - (cy))) + ((dx) * (Cy-Ay))) + ((cx) * ((ay) - (dy)))) ) + ([abs v] of ((((ax) * ((by) - (dy))) + ((bx) * ((dy) - (ay)))) + ((dx) * (Ay-By))) )))>\n\ndefine Line to Rect Collisions( Line (x1) (y1) (x2) (y2) Rect (ax) (ay) (bx) (by) )\nPoint in Rectangle collisions (Rect Point 1 xy and point 2 xy (ax) (ay) (bx) (by) Point (x1) (y1)\nif <(Touching?) = [true]> then\n stop [this script v]\nend\nPoint in Rectangle collisions (Rect Point 1 xy and point 2 xy (ax) (ay) (bx) (by) Point (x2) (y2)\nif <(Touching?) = [true]> then\n stop [this script v]\nend\nLine to Line Collisions(Line 1 (x1) (y1) (x2) (y2) Line 2 (ax) (ay) (ax) (by) )\nif <(Touching?) = [true]> then\n stop [this script v]\nend\nLine to Line Collisions(Line 1 (x1) (y1) (x2) (y2) Line 2 (ax) (by) (bx) (by) )\nif <(Touching?) = [true]> then\n stop [this script v]\nend\nLine to Line Collisions(Line 1 (x1) (y1) (x2) (y2) Line 2 (bx) (by) (bx) (ay) )\nif <(Touching?) = [true]> then\n stop [this script v]\nend\nLine to Line Collisions(Line 1 (x1) (y1) (x2) (y2) Line 2 (bx) (ay) (ax) (ay) )\n\ndefine Triangle to Rect Collisions( Tri (x1) (y1) (x2) (y2) (x3) (y3) Rect (ax) (ay) (bx) (by) )\nset [touching? v] to [false]\nTriangle Collisions (x1) (y1) (x2) (y2) (x3) (y3) And point (ax) (ay)\nif <(Touching?) = [true]> then\n stop [this script v]\nend\nTriangle Collisions (x1) (y1) (x2) (y2) (x3) (y3) And point (ax) (by)\nif <(Touching?) = [true]> then\n stop [this script v]\nend\nTriangle Collisions (x1) (y1) (x2) (y2) (x3) (y3) And point (bx) (by)\nif <(Touching?) = [true]> then\n stop [this script v]\nend\nTriangle Collisions (x1) (y1) (x2) (y2) (x3) (y3) And point (bx) (ay)\nif <(Touching?) = [true]> then\n stop [this script v]\nend\nLine to Rect Collisions( Line (x1) (y1) (x2) (y2) Rect (ax) (ay) (bx) (by) )\nif <(Touching?) = [true]> then\n stop [this script v]\nend\nLine to Rect Collisions( Line (x2) (y2) (x3) (y3) Rect (ax) (ay) (bx) (by) )\nif <(Touching?) = [true]> then\n stop [this script v]\nend\nLine to Rect Collisions( Line (x3) (y3) (x1) (y1) Rect (ax) (ay) (bx) (by) )\n\ndefine Point in Rectangle collisions (Rect Point 1 xy and point 2 xy (x1) (y1) (x2) (y2) Point (px) (py)\nset [touching? v] to <<not <([abs v] of ((px) - (((x1) + (x2)) / (2))) ) > (([abs v] of ((x1) - (x2)) ) / (2))>> and <not <([abs v] of ((py) - (((y1) + (y2)) / (2))) ) > (([abs v] of ((y1) - (y2)) ) / (2))>>>\n\ndefine Line to Line Collisions(Line 1 (x1) (y1) (x2) (y2) Line 2 (x3) (y3) (x4) (y4) )\nset [ua v] to (((((x4) - (x3)) * ((y1) - (y3))) - (((y4) - (y3)) * ((x1) - (x3)))) / ((((y4) - (y3)) * ((x2) - (x1))) - (((x4) - (x3)) * ((y2) - (y1)))))\nset [ub v] to (((((x2) - (x1)) * ((y1) - (y3))) - (((y2) - (y1)) * ((x1) - (x3)))) / ((((y4) - (y3)) * ((x2) - (x1))) - (((x4) - (x3)) * ((y2) - (y1)))))\nset [touching? v] to <<<not <(uA) > [1]>> and <not <[0] > (uA)>>> and <<not <(uB) > [1]>> and <not <[0] > (uB)>>>>\n\ndefine Create Triangle (x1) (y1) (x2) (y2) (x3) (y3) Type (type) Filled? 1 for fill and 0 wireframe (fill?)\nadd (x1) to [triangle x point 1 v]\nadd (x2) to [triangle x point 2 v]\nadd (x3) to [triangle x point 3 v]\nadd (y1) to [triangle y point 1 v]\nadd (y2) to [triangle y point 2 v]\nadd (y3) to [triangle y point 3 v]\nadd (join (type) (item (item # of (type) in [type names v]) of [platform type v])) to [type v]\nadd (fill?) to [fill? v]\nadd (item (item # of (type) in [type names v]) of [color type v]) to [color v]\n\ndefine Collisions and movement: Player Speed (player speed) Friction (friction) Jump Height (jump height) Slope (slope)\nchange [y vel v] by (-1)\nchange [y v] by (Y Vel)\nCollisions\nif <(Touching?) = [true]> then\n repeat until <(Touching?) = [false]>\n change [y v] by ((0) - (([abs v] of (Y Vel) ) / (Y Vel)))\n Collisions\n end\n set [y vel v] to (<<key (up arrow v) pressed?> and <(Y Vel) < [0]>> * (jump height))\nend\nset [x vel v] to (((X Vel) + ((<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) * (player speed))) * (friction))\nchange [x v] by (X Vel)\nif <[0.5] < (X Vel)> then\n set [looking right or left v] to [1]\nelse\n if <(X Vel) < [-0.5]> then\n set [looking right or left v] to [-1]\n else\n set [looking right or left v] to [0]\n end\nend\nchange [rot v] by (X Vel)\nset [slope v] to [0]\nset [dumdum v] to ((0) - (([abs v] of (X Vel) ) / (X Vel)))\nCollisions\nrepeat until <<(Slope) = (slope)> or <(Touching?) = [false]>>\n change [slope v] by (1)\n change [y v] by (1)\n Collisions\nend\nCollisions\nif <(Touching?) = [true]> then\n change [y v] by ((0) - (Slope))\n repeat until <(Touching?) = [false]>\n change [x v] by (DumDUm)\n Collisions\n end\nend\nif <(Y) < [-240]> then\n Reset(respawn X Y (RespawnX) (RespawnY) Respawn vel [0] [0]\nend\n\ndefine Comment: (yeet)\n\ndefine Clear Levels\nComment: [Clears all triangles]\ndelete all of [triangle x point 1 v]\ndelete all of [triangle x point 2 v]\ndelete all of [triangle x point 3 v]\ndelete all of [triangle y point 1 v]\ndelete all of [triangle y point 2 v]\ndelete all of [triangle y point 3 v]\ndelete all of [type v]\ndelete all of [fill? v]\ndelete all of [color v]\n\ndefine Collisions\nset [counter v] to [0]\nrepeat (length of [triangle x point 1 v])\n change [counter v] by (1)\n Triangle to Rect Collisions( Tri (item (Counter) of [triangle x point 1 v]) (item (Counter) of [triangle y point 1 v]) (item (Counter) of [triangle x point 2 v]) (item (Counter) of [triangle y point 2 v]) (item (Counter) of [triangle x point 3 v]) (item (Counter) of [triangle y point 3 v]) Rect ((X) - (10)) ((Y) - (20)) ((X) + (10)) ((Y) + (40)) )\n if <(Touching?) = [true]> then\n Check Type\n stop [this script v]\n end\nend\nset [counter v] to [0]\n\ndefine Render\nset pen size to (10)\nset [counter v] to [0]\nrepeat (length of [triangle x point 1 v])\n change [counter v] by (1)\n set pen color to (item (Counter) of [color v])\n if <(item (Counter) of [fill? v]) = [0]> then\n go to x: (item (Counter) of [triangle x point 1 v]) y: (item (Counter) of [triangle y point 1 v])\n pen down\n go to x: (item (Counter) of [triangle x point 2 v]) y: (item (Counter) of [triangle y point 2 v])\n go to x: (item (Counter) of [triangle x point 3 v]) y: (item (Counter) of [triangle y point 3 v])\n go to x: (item (Counter) of [triangle x point 1 v]) y: (item (Counter) of [triangle y point 1 v])\n pen up\n else\n Tri Fill (item (Counter) of [triangle x point 1 v]) (item (Counter) of [triangle y point 1 v]) (item (Counter) of [triangle x point 2 v]) (item (Counter) of [triangle y point 2 v]) (item (Counter) of [triangle x point 3 v]) (item (Counter) of [triangle y point 3 v]) [10]\n end\nend\n\ndefine Reset(respawn X Y (rx) (ry) Respawn vel (xv) (yv)\nset [x v] to (rx)\nset [y v] to (ry)\nset [x vel v] to (xv)\nset [y vel v] to (yv)\n\ndefine Launch( X vel (xv) Y vel (yv) )\nset [x vel v] to (xv)\nset [dumdum v] to (yv)\n\ndefine Load Type(Name (type) Color:RGBA (r) (g) (b) (a) Safe, Danger, Bounce or End else no collisions (yeet) )\nadd ((b) + ((256) * ((g) + ((256) * ((r) + ((256) * (a))))))) to [color type v]\nadd (type) to [type names v]\nadd (yeet) to [platform type v]\n\ndefine Clear all lists\ndelete all of [triangle x point 1 v]\ndelete all of [triangle x point 2 v]\ndelete all of [triangle x point 3 v]\ndelete all of [triangle y point 1 v]\ndelete all of [triangle y point 2 v]\ndelete all of [triangle y point 3 v]\ndelete all of [type v]\ndelete all of [color v]\ndelete all of [fill? v]\ndelete all of [platform type v]\ndelete all of [color type v]\ndelete all of [type names v]\n\ndefine Load all types of platforms\nLoad Type(Name [Purple Grass] Color:RGBA [200] [10] [225] [0] Safe, Danger, Bounce or End else no collisions [Safe] )\nLoad Type(Name [Purple Dirt] Color:RGBA [150] [5] [175] [0] Safe, Danger, Bounce or End else no collisions [Safe] )\nLoad Type(Name [Orange Flag] Color:RGBA [255] [140] [0] [0] Safe, Danger, Bounce or End else no collisions [End] )\nLoad Type(Name [Flag Pole] Color:RGBA [125] [50] [0] [0] Safe, Danger, Bounce or End else no collisions [Uhh, No collisions] )\nLoad Type(Name [Fly Agaric Cap] Color:RGBA [255] [50] [0] [0] Safe, Danger, Bounce or End else no collisions [Bounce] )\nLoad Type(Name [Fly Agaric Stem] Color:RGBA [255] [200] [150] [0] Safe, Danger, Bounce or End else no collisions [Uhh, No collisions] )\nLoad Type(Name [Slime] Color:RGBA [146] [255] [71] [0] Safe, Danger, Bounce or End else no collisions [Danger] )\n\ndefine Set Level (level)\ndelete all of [x v]\ndelete all of [y v]\nrepeat (15)\n add (pick random (-240) to (240)) to [x v]\n add (pick random (-180) to (180)) to [y v]\nend\nClear Levels\nReset(respawn X Y (RespawnX) (RespawnY) Respawn vel [0] [0]\nif <(Level) = [1]> then\n Create Triangle [-200] [-25] [200] [-25] [0] [-160] Type [Purple Dirt] Filled? 1 for fill and 0 wireframe [1]\n Create Triangle [-200] [-25] [200] [-25] [0] [-26] Type [Purple Grass] Filled? 1 for fill and 0 wireframe [0]\n Create Triangle [150] [20] [150] [50] [180] [35] Type [Orange Flag] Filled? 1 for fill and 0 wireframe [1]\n Create Triangle [150] [20] [150] [50] [150.01] [-25] Type [Flag Pole] Filled? 1 for fill and 0 wireframe [0]\nelse\n if <(Level) = [2]> then\n Create Triangle [-200] [-25] [200] [-25] [0] [-160] Type [Purple Dirt] Filled? 1 for fill and 0 wireframe [1]\n Create Triangle [-200] [-25] [200] [-25] [0] [-26] Type [Purple Grass] Filled? 1 for fill and 0 wireframe [0]\n Create Triangle [100] [-25] [100] [70] [150] [70] Type [Purple Dirt] Filled? 1 for fill and 0 wireframe [1]\n Create Triangle [100] [-25] [150] [-25] [150] [70] Type [Purple Dirt] Filled? 1 for fill and 0 wireframe [1]\n Create Triangle [80] [-25] [80] [-25] [80.01] [0] Type [Fly Agaric Stem] Filled? 1 for fill and 0 wireframe [0]\n Create Triangle [70] [0] [80] [10] [90] [0] Type [Fly Agaric Cap] Filled? 1 for fill and 0 wireframe [0]\n Create Triangle [125] [120] [125] [150] [155] [135] Type [Orange Flag] Filled? 1 for fill and 0 wireframe [1]\n Create Triangle [125] [90] [125] [150] [125.01] [70] Type [Flag Pole] Filled? 1 for fill and 0 wireframe [0]\n Create Triangle [150] [70] [125] [69.99] [100] [70] Type [Purple Grass] Filled? 1 for fill and 0 wireframe [0]\n else\n if <(Level) = [3]> then\n Create Triangle [-200] [-125] [200] [-125] [0] [-210] Type [Purple Dirt] Filled? 1 for fill and 0 wireframe [1]\n Create Triangle [-200] [-125] [150] [-125] [0] [-125] Type [Purple Grass] Filled? 1 for fill and 0 wireframe [0]\n Create Triangle [150] [-125] [200] [-125] [150] [100] Type [Purple Dirt] Filled? 1 for fill and 0 wireframe [1]\n Create Triangle [150] [100] [200] [-125] [200] [100] Type [Purple Dirt] Filled? 1 for fill and 0 wireframe [1]\n Create Triangle [110] [-125] [110] [-125] [110.01] [-100] Type [Fly Agaric Stem] Filled? 1 for fill and 0 wireframe [0]\n Create Triangle [100] [-100] [110] [-90] [120] [-100] Type [Fly Agaric Cap] Filled? 1 for fill and 0 wireframe [0]\n Create Triangle [50] [-20] [55] [50] [90] [-20] Type [Purple Dirt] Filled? 1 for fill and 0 wireframe [1]\n Create Triangle [10] [50] [55] [50] [50] [-20] Type [Purple Dirt] Filled? 1 for fill and 0 wireframe [1]\n Create Triangle [130] [100] [150] [100] [150] [80] Type [Purple Dirt] Filled? 1 for fill and 0 wireframe [1]\n Create Triangle [130] [100] [150] [100] [200] [100.01] Type [Purple Grass] Filled? 1 for fill and 0 wireframe [0]\n Create Triangle [10] [50] [55] [50] [50] [50.01] Type [Purple Grass] Filled? 1 for fill and 0 wireframe [0]\n Create Triangle [175] [170] [175] [140] [200] [155] Type [Orange Flag] Filled? 1 for fill and 0 wireframe [1]\n Create Triangle [175] [150] [175] [170] [175.01] [100] Type [Flag Pole] Filled? 1 for fill and 0 wireframe [0]\n else\n if <(Level) = [4]> then\n Create Triangle [-200] [-100] [200] [-100] [0] [-175] Type [Purple Dirt] Filled? 1 for fill and 0 wireframe [1]\n Create Triangle [-200] [-100] [200] [-100] [0] [-100] Type [Purple Grass] Filled? 1 for fill and 0 wireframe [0]\n Create Triangle [110] [-100] [110] [-100] [110.01] [-75] Type [Fly Agaric Stem] Filled? 1 for fill and 0 wireframe [0]\n Create Triangle [100] [-75] [110] [-65] [120] [-75] Type [Fly Agaric Cap] Filled? 1 for fill and 0 wireframe [0]\n Create Triangle [80] [81] [110] [61] [140] [81] Type [Purple Dirt] Filled? 1 for fill and 0 wireframe [1]\n Create Triangle [80] [80] [110] [60] [140] [80] Type [Slime] Filled? 1 for fill and 0 wireframe [1]\n Create Triangle [280] [50] [240] [40] [200] [50] Type [Purple Dirt] Filled? 1 for fill and 0 wireframe [1]\n Create Triangle [110] [160] [110] [130] [135] [145] Type [Orange Flag] Filled? 1 for fill and 0 wireframe [1]\n Create Triangle [110] [140] [110] [160] [110.01] [90] Type [Flag Pole] Filled? 1 for fill and 0 wireframe [0]\n else\n if <(Level) = [5]> then\n Create Triangle [-200] [140] [-175] [120] [-150] [140] Type [Purple Dirt] Filled? 1 for fill and 0 wireframe [1]\n Create Triangle [-200] [140] [-175] [140.01] [-150] [140] Type [Purple Grass] Filled? 1 for fill and 0 wireframe [0]\n Create Triangle [-100] [250] [0] [250] [-50] [-80] Type [Slime] Filled? 1 for fill and 0 wireframe [1]\n Create Triangle [-50] [-160] [-25] [-180] [0] [-160.01] Type [Purple Dirt] Filled? 1 for fill and 0 wireframe [1]\n Create Triangle [50] [-140] [75] [-160] [100] [-140] Type [Purple Dirt] Filled? 1 for fill and 0 wireframe [1]\n Create Triangle [50] [-140] [75] [-140.01] [100] [-140] Type [Purple Grass] Filled? 1 for fill and 0 wireframe [0]\n Create Triangle [75] [-140] [75] [-140] [75.01] [-120] Type [Fly Agaric Stem] Filled? 1 for fill and 0 wireframe [0]\n Create Triangle [60] [-120] [75] [-100] [90] [-120] Type [Fly Agaric Cap] Filled? 1 for fill and 0 wireframe [1]\n Create Triangle [100] [0] [125] [-20] [150] [0] Type [Purple Dirt] Filled? 1 for fill and 0 wireframe [1]\n Create Triangle [100] [0] [125] [0.01] [150] [0] Type [Purple Grass] Filled? 1 for fill and 0 wireframe [0]\n Create Triangle [125] [70] [125] [40] [160] [55] Type [Orange Flag] Filled? 1 for fill and 0 wireframe [1]\n Create Triangle [125] [50] [125] [70] [125.01] [0] Type [Flag Pole] Filled? 1 for fill and 0 wireframe [0]\n else\n stop [other scripts in sprite v]\n broadcast (message1 v)\n broadcast (Yoot v)\n end\n end\n end\n end\nend\n\ndefine Main Loop\nCollisions and movement: Player Speed [1.5] Friction [0.8] Jump Height [10] Slope [5]\ngo to x: (0) y: (0)\nset pen size to (650)\nset pen color to (join [1703962] [])\npen down\npen up\nset [counter v] to [0]\nrepeat (length of [x v])\n change [counter v] by (1)\n go to x: (item (Counter) of [x v]) y: (item (Counter) of [y v])\n set pen size to ((20) + ((([cos v] of (((Tick) * (Counter)) * (34)) ) * ([sin v] of ((Tick) * (48)) )) * (5)))\n set pen color to (join [2016448210] [])\n pen down\n set pen size to (10)\n set pen color to (join [16775066] [])\n pen down\n pen up\nend\nif <(((Tick) * (30)) mod (150)) < [7]> then\n set pen color to (join [20310569890] [])\n set pen size to (650)\n go to x: (0) y: (0)\n pen down\n pen up\n if <(((Tick) * (30)) mod (150)) < [5]> then\n set pen color to (join [16775066] [])\n set pen size to (8)\n LIGHTNING\n pen up\n end\nend\ngo to x: (-180) y: (120)\nset pen size to ((80) + ((([cos v] of (((Tick) * (Counter)) * (10)) ) * ([sin v] of ((Tick) * (76)) )) * (12)))\nset pen color to (join [25310569890] [])\npen down\nset pen size to ((60) + ((([cos v] of (((Tick) * (Counter)) * (13)) ) * ([sin v] of ((Tick) * (67)) )) * (7)))\nset pen color to (join [2531056987598] [])\npen down\npen up\nRender\nset pen color to (join [15527148] [])\nDraw Player at: (X) (Y) Height [20] Leg Length [20] Swing Radius [7.5] Head Size [10] Body Thickness [3] Arm length [20] Rotation (((Rot) * (6)) * (<[0] < (X Vel)> - (0.5))) Arm Swing [17] Neck Length [4] Leg Difference [10] Forward or Back (Looking right or left)\n\ndefine Check Type\nif < (item (Counter) of [type v]) contains [Safe]?> then\n\nwhen flag clicked\nset rotation style [don't rotate v]\nset [level v] to [1]\nset [respawnx v] to [-175]\nset [respawny v] to [160]\nset size to (Infinity) %\nClear all lists\nLoad all types of platforms\nSet Level [1]\nReset(respawn X Y (RespawnX) (RespawnY) Respawn vel [0] [0]\nhide\nforever\n erase all\n switch costume to (costume1 v)\n set size to (Infinity) %\n Main Loop\n change [tick v] by ((1) / (20))\nend\n\ndefine Rgba (r) (g) (b) (a)\nset pen color to ((b) + ((256) * ((g) + ((256) * ((r) + ((256) * (a)))))))\n\nwhen flag clicked\nrepeat (100)\n play sound [Spooky Scary Skeletons \(Remix\) - Extended Mix.mp3 v] until done\n play sound [Spooky Scary Skeletons \(Remix\) - Extended Mix.mp3 v] until done\n play sound [Spooky Scary Skeletons \(Remix\) - Extended Mix.mp3 v] until done\n play sound [Spooky Scary Skeletons \(Remix\) - Extended Mix.mp3 v] until done\n play sound [Spooky Scary Skeletons \(Remix\) - Extended Mix.mp3 v] until done\n play sound [Spooky Scary Skeletons \(Remix\) - Extended Mix.mp3 v] until done\n play sound [Spooky Scary Skeletons \(Remix\) - Extended Mix.mp3 v] until done\n play sound [Spooky Scary Skeletons \(Remix\) - Extended Mix.mp3 v] until done\n play sound [Spooky Scary Skeletons \(Remix\) - Extended Mix.mp3 v] until done\n play sound [Spooky Scary Skeletons \(Remix\) - Extended Mix.mp3 v] until done\nend\n\nwhen I receive [message1 v]\nrepeat (100)\n play sound [Spooky Scary Skeletons \(Remix\) - Extended Mix.mp3 v] until done\n play sound [Spooky Scary Skeletons \(Remix\) - Extended Mix.mp3 v] until done\n play sound [Spooky Scary Skeletons \(Remix\) - Extended Mix.mp3 v] until done\n play sound [Spooky Scary Skeletons \(Remix\) - Extended Mix.mp3 v] until done\n play sound [Spooky Scary Skeletons \(Remix\) - Extended Mix.mp3 v] until done\n play sound [Spooky Scary Skeletons \(Remix\) - Extended Mix.mp3 v] until done\n play sound [Spooky Scary Skeletons \(Remix\) - Extended Mix.mp3 v] until done\n play sound [Spooky Scary Skeletons \(Remix\) - Extended Mix.mp3 v] until done\n play sound [Spooky Scary Skeletons \(Remix\) - Extended Mix.mp3 v] until done\n play sound [Spooky Scary Skeletons \(Remix\) - Extended Mix.mp3 v] until done\nend\n\nwhen I receive [yoot v]\nswitch costume to (costume2 v)\nset size to (100) %\ngo to x: (0) y: (0)\nshow\nchange [color v] effect by (25)\nset rotation style [all around v]\nforever\n change [color v] effect by ((([sin v] of ((timer) * (21)) ) * ([sin v] of ((timer) * (4)) )) * (20))\n point in direction ((90) + ((([sin v] of ((timer) * (61)) ) * ([cos v] of ((timer) * (43)) )) * (20)))\n set size to ((100) + (([sin v] of ((timer) * (234)) ) * (15))) %\nend\n\n@download (8)\n\nwhen flag clicked\nhide\n\nshow\n\n | NOTE: I AM @IAMNOTSCRATCHCAT! I MADE THIS MYSELF! \n\n\nHalloween is coming! \nSo I decided to make a one of a kind 100% Platformer!\n\n__________________Instruction___________________\n-Arrow keys to move\n-Get to the flag\n-Avoid Slime\n__________________Updates____________________\n- Shared - October 29th 2020\n- 15 mins in and 51 views and 27 faves, wow!\nAbout 30 minutes in and wow 100 views.\n_______________famous loves/faves?______________\n@k0stya Nice Job.\n@-SuperWooper-\n@Scratching--post\n_________________Credits______________________\n-@Bobojoeho for Making the fastest triangle filler, yes faster than @TheLogFather's.\n- @k0stya made everything else, collisions, rendering, platformer engine, UI and so on.\n__________________Other_______________________\n-Feel free to ask questions about how I made this :) \nTags:\n#Pen #Games #k0stya #Bobojoeho #100 #Percent #Platformer #Original #Inverse #Kinematics #Stickman #Run #Walk #Moons #HAlloween #October #Spooky #Scary #Skeletons #Sans #undertale #31 #Fun #All\n |
Sunshine(Scrolling Platformer)Collab | @Stage\n\nwhen flag clicked\nbroadcast (Start v)\n\nwhen I receive [start v]\nhide variable [mouse v]\nswitch backdrop to (backdrop v)\nset [timer v] to [0]\nforever\n change [timer v] by (1)\n if <(timer) > [50]> then\n set [timer v] to [0]\n end\nend\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (Scroll x)) (join [,] ((mouse y) + (Scroll y))))\nshow variable [mouse v]\n\n@Blank\n\n@Player\n\nwhen I receive [start v]\nset [checkpoint x v] to [-199]\nset [checkpoint y v] to [-118]\nset size to (50) %\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine Game On\nset [x v] to (Checkpoint x)\nset [y v] to (Checkpoint y)\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [finish v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\npoint in direction (90)\nshow\n\ndefine Tick\nswitch costume to (hitbox v)\nif <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n point in direction (-90)\n change [sx v] by (-1.5)\nend\nif <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n point in direction (90)\n change [sx v] by (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 [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nDie\nset [scroll x v] to (x)\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\nswitch costume to (stand v)\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(Finish) > []>\n Tick\n Position\n broadcast (Tick v)\n end\n if <(Finish) = [Yes]> then\n Game Con\n else\n Game End\n end\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platform v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (Scroll x)) y: ((y) - (Scroll y))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platform v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platform v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-15]\n else\n set [sx v] to [15]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platform v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game End\nrepeat (2)\n hide\n wait (0.05) seconds\n show\n wait (0.05) seconds\nend\nhide\n\ndefine Die\nif <<touching (danger v)?> or <touching (spikes v)?>> then\n set [finish v] to [Die]\nend\n\ndefine Game Con\nbroadcast (Win v)\n\nwhen I receive [bounce v]\nif <touching (enemy v)?> then\n set [sy v] to [18]\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [start v]\nbroadcast (DeleteClone v) and wait\nbroadcast (CreateClone v) and wait\n\n@Platform\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(Sounds) = [0]> then\n set volume to (50) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nPosition ((x) - (Scroll x)) ((y) - (Scroll y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nnext costume\nchange [x v] by (x)\nchange [y v] by (y)\n\nwhen I receive [setup v]\nhide\nswitch costume to (1 v)\nset [x v] to [0]\nset [y v] to [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nwhen I receive [reset v]\ndelete this clone\n\n@Enemy\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\ndefine Clone at x: (x) y: (y) Change: (change) Side: (side)\nset [change v] to (change)\nset [x v] to (x)\nset [y v] to (y)\nset [side v] to (side)\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nset [x v] to [-99999]\n\nwhen I receive [tick v]\nPosition (((x) - (Scroll x)) + (offset)) ((y) - (Scroll y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<([abs v] of (x position) ) < [250]> and <([abs v] of (y position) ) < [190]>> then\n show\nelse\n hide\nend\nif <(die) = [0]> then\n if <(timer) > [25]> then\n set [offset v] to ((((((100) - ((timer) * (side))) * ((change) / (50))) - (offset)) / (7)) + (offset))\n end\n if <(timer) < [26]> then\n set [offset v] to ((offset) + (((((timer) * (side)) * ((change) / (50))) - (offset)) / (7)))\n end\nend\n\nwhen I start as a clone\nset [die v] to [0]\ngo to [front v] layer\ngo [backward v] (2) layers\nset size to (50) %\nset rotation style [left-right v]\nwait (1) seconds\nforever\n if <touching (player v)?> then\n if <<([y position v] of [player v]) > (y position)> and <([sy v] of [player v]) < [-1]>> then\n set [die v] to [2]\n stop [other scripts in sprite v]\n broadcast (Bounce v)\n repeat (5)\n broadcast (Bounce v)\n change [ghost v] effect by (20)\n end\n switch costume to (2 v)\n set [ghost v] effect to (0)\n repeat (8)\n change [y v] by (4)\n change [ghost v] effect by (5)\n end\n switch costume to (2 v)\n set [xy v] to (join (round (((x) + (offset)) + (5000))) (round ((y) + (5000))))\n broadcast (Bounce v)\n change [coins v] by (3)\n delete this clone\n else\n set [finish v] to [Die]\n end\n end\nend\n\nwhen I receive [deleteclone v]\ndelete this clone\n\nwhen I receive [start v]\nset [die v] to [0]\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [createclone v]\nClone at x: [246] y: [-29] Change: [100] Side: [2]\nClone at x: [358] y: [40] Change: [90] Side: [2.4]\nClone at x: [503] y: [125] Change: [200] Side: [2]\nClone at x: [767] y: [40] Change: [90] Side: [2.4]\nClone at x: [855] y: [-29] Change: [100] Side: [2]\nClone at x: [1415] y: [-121] Change: [100] Side: [2]\nClone at x: [1689] y: [154] Change: [0] Side: [0]\nClone at x: [1833] y: [154] Change: [0] Side: [0]\nClone at x: [1972] y: [120] Change: [0] Side: [0]\nClone at x: [2118] y: [120] Change: [0] Side: [0]\nClone at x: [2256] y: [154] Change: [0] Side: [0]\nClone at x: [2280] y: [-8] Change: [100] Side: [2]\nClone at x: [2540] y: [-92] Change: [100] Side: [2]\nClone at x: [2912] y: [-92] Change: [180] Side: [2]\nClone at x: [3256] y: [-92] Change: [210] Side: [2]\n\n@Danger\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nPosition ((x) - (Scroll x)) ((y) - (Scroll y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nwhen I receive [reset v]\ndelete this clone\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (Scroll x)) ((y) - (Scroll y))\nif <touching (player v)?> then\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 [x v] to (x)\nset [y v] to (y)\nswitch costume to (1/2)\ncreate clone of (_myself_ v)\nset [x v] to [-99999]\n\nwhen I receive [createclone v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nClone at x: [-112] y: [-99]\nClone at x: [-57] y: [-99]\nClone at x: [-84] y: [-54]\nClone at x: [112] y: [-99]\nClone at x: [57] y: [-99]\nClone at x: [86] y: [-54]\nClone at x: [486] y: [187]\nClone at x: [551] y: [187]\nClone at x: [757] y: [187]\nClone at x: [616] y: [187]\nClone at x: [687] y: [187]\nClone at x: [1024] y: [-52]\nClone at x: [1024] y: [-92]\nClone at x: [1118] y: [-52]\nClone at x: [1118] y: [-92]\nClone at x: [1210] y: [-52]\nClone at x: [1210] y: [-92]\nClone at x: [1575] y: [83]\nClone at x: [1621] y: [83]\nClone at x: [1665] y: [83]\nClone at x: [1575] y: [44]\nClone at x: [1621] y: [44]\nClone at x: [1665] y: [44]\nClone at x: [2278] y: [68]\nClone at x: [2311] y: [68]\nClone at x: [2346] y: [68]\nClone at x: [2378] y: [68]\n\nwhen I receive [deleteclone v]\ndelete this clone\n\nwhen flag clicked\nset [coins v] to [0]\nhide\n\nwhen I start as a clone\nset [sine v] to [0]\nforever\n change [sine v] by (7.5)\n set size to ((([sin v] of ((sine) * (2)) ) * (3)) + (50)) %\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Deco\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nPosition ((x) - (Scroll x)) ((y) - (Scroll y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nwhen I receive [reset v]\ndelete this clone\n\n@Coin\n\nwhen flag clicked\nshow\nswitch costume to (coin1 v)\nforever\n next costume\n wait (0.05) seconds\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Checkpoint\n\nwhen I receive [tick v]\nposition ((x) - (Scroll x)) ((y) - (Scroll y))\nif <touching (player v)?> then\n if <(checkpoint#) = [1]> then\n set y to (-95)\n if <not <(costume [number v]) = [2]>> then\n if <[] = [0]> then\n broadcast (Checkpoint v)\n end\n end\n switch costume to (2 v)\n set [checkpoint x v] to [1383]\n set [checkpoint y v] to [-118]\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ngo to [back v] layer\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [checkpoint# v] to [1]\nClone at x: [1381] y: [-95]\nset [checkpoint# v] to [2]\nClone at x: [4606] y: [140]\nset [x v] to [-99999]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Numbers\n\nwhen flag clicked\nset [digits v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [digits v] by (1)\nend\nhide\n\nwhen flag clicked\nforever\n set size to (0) %\nend\n\nwhen I receive [time v]\nset [digits v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [digits v] by (1)\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nforever\n set size to (45) %\n go to x: (((digits) * (16)) - (225)) y: (146)\n if <(length of (Coins)) < (digits)> then\n hide\n else\n show\n switch costume to (letter (digits) of (Coins))\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [win v]\n\n@Thumbnail\n\nwhen [timer v] > (0.05)\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\nwhen flag clicked\nforever\n reset timer\nend\n\n | This Is A Collab Project. |
The Hobbit - A Scrolling Platformer (Full Version) #games #animations | @Stage\n\nwhen flag clicked\nswitch backdrop to (white v)\n\nwhen I receive [play game v]\nclear graphic effects\nswitch backdrop to (1 v)\nrepeat (20)\n change volume by (-5)\nend\nstop all sounds\nset volume to (70) %\nforever\n play sound [2 v] until done\n play sound [3 v] until done\nend\n\nwhen I receive [before start v]\nswitch backdrop to (backdrop2 v)\nwait (1) seconds\nset volume to (70) %\nstart sound [1 v]\n\nwhen I receive [troll animate v]\nset volume to (0) %\n\nwhen I receive [troll talk v]\nset volume to (100) %\n\n@Blank\n\n@poison\n\nwhen I start as a clone\ngo [backward v] (1) layers\nforever\n set [y v] to (([sin v] of ((timer) * (100)) ) * (10))\nend\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nset [y v] to [0]\nset [x v] to [0]\nrepeat (20)\n Position x: [450] y: [0]\nend\n\ndefine Position x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [reset v]\ndelete this clone\n\n@Background\n\ndefine heyo\nrepeat (2)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\n\nwhen I start as a clone\nshow\nforever\n go to [back v] layer\n go to x: ((((costume [number v]) - (1)) * (480)) + ((SCROLL X) / (-5))) y: ((SCROLL Y) / (-5))\n Position ((((costume [number v]) - (1)) * (480)) + ((SCROLL X) / (-5))) ((SCROLL Y) / (-5))\nend\n\nwhen I receive [play game v]\nswitch costume to (1 v)\nheyo\nforever\n go to [back v] layer\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\n@Transition Screen\n\nwhen I receive [play game v]\nset [situation v] to [1]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n broadcast (go to the front boiz v)\nend\n\nwhen I receive [ded boiz v]\nset [situation v] to [2]\ncreate clone of (_myself_ v)\n\nwhen I receive [win yoo xd v]\nset [situation v] to [3]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(SITUATION) = [1]> then\n set [clickpossible v] to [0]\n show\n wait (0.8) seconds\n set [clickpossible v] to [1]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n broadcast (coin reveal v)\n delete this clone\nelse\n if <(SITUATION) = [2]> then\n set [clickpossible v] to [0]\n show\n wait (0.7) seconds\n set [clickpossible v] to [1]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n delete this clone\n else\n if <(SITUATION) = [3]> then\n if <(usedskip?) = [0]> then\n set [clickpossible v] to [0]\n wait (0.7) seconds\n show\n wait (0.8) seconds\n set [clickpossible v] to [0]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n set [usedskip? v] to [0]\n delete this clone\n else\n show\n set [clickpossible v] to [0]\n wait (0.8) seconds\n set [clickpossible v] to [1]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n set [usedskip? v] to [0]\n delete this clone\n end\n end\n end\nend\n\nwhen I receive [go to the front boiz v]\ngo to [front v] layer\n\n@title\n\nwhen flag clicked\nhide\n\nwhen I receive [back v]\nshow\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [play game v]\nstop [other scripts in sprite v]\nrepeat until <(y position) > [320]>\n change y by (((400) - (y position)) / (4))\n change [ghost v] effect by (((0) - (size)) / (8))\nend\nhide\nstop [this script v]\n\nwhen I receive [before start v]\nshow\nset size to (100) %\ngo to x: (0) y: (0)\n\n@ur money\n\nwhen flag clicked\nset [your total coins v] to [0]\nset [equipped v] to [none]\nhide\n\nwhen I start as a clone\nif <(size) = [100]> then\n forever\n go to [front v] layer\n go to x: (193) y: (156)\n set size to (35) %\n if <<((round ((YOUR TOTAL COINS) * (100))) / (100)) = [10]> or <((round ((YOUR TOTAL COINS) * (100))) / (100)) > [10]>> then\n show\n switch costume to (letter (1) of (YOUR TOTAL COINS))\n else\n hide\n end\n set [brightness v] effect to (100)\n end\nend\n\nwhen I start as a clone\nif <(size) = [99]> then\n wait () seconds\n go to [front v] layer\n set size to (35) %\n switch costume to (0 v)\n set [brightness v] effect to (100)\n go to x: (263) y: (156)\n show\n repeat (10)\n change x by (((193) - (x position)) / (3))\n end\n forever\n go to [front v] layer\n set size to (35) %\n show\n if <(YOUR TOTAL COINS) < [10]> then\n go to x: (193) y: (156)\n switch costume to (letter (1) of (YOUR TOTAL COINS))\n else\n go to x: (207) y: (156)\n switch costume to (letter (2) of (YOUR TOTAL COINS))\n end\n set [brightness v] effect to (100)\n end\nend\n\nwhen I receive [coin reveal v]\nset size to (100) %\ncreate clone of (_myself_ v)\nset size to (99) %\ncreate clone of (_myself_ v)\nset size to (98) %\ncreate clone of (_myself_ v)\nset size to (97) %\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(size) = [98]> then\n wait () seconds\n set size to (100) %\n go to [front v] layer\n switch costume to (money v)\n go to x: (263) y: (157)\n show\n repeat (10)\n change x by (((165) - (x position)) / (3))\n end\n forever\n go to x: (165) y: (157)\n set size to (100) %\n show\n switch costume to (money v)\n end\nend\n\nwhen I start as a clone\nif <(size) = [97]> then\n go to [front v] layer\n go [backward v] (1) layers\n wait () seconds\n set size to (100) %\n switch costume to (shading v)\n go to x: (100) y: (0)\n show\n repeat (10)\n change x by (((0) - (x position)) / (3))\n end\n forever\n go to x: (0) y: (0)\n set size to (100) %\n show\n switch costume to (shading v)\n set [ghost v] effect to (0)\n end\nend\n\n@tn\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n go to [front v] layer\n show\n set [ghost v] effect to (100)\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [before start v]\nwait (3) seconds\nshow\ngo to x: (-629) y: (80)\ngo to [front v] layer\ngo [backward v] (20) layers\nstart sound [sword clank v]\nglide (0.15555) secs to x: (-158) y: (80)\n\nwhen I receive [play game v]\nhide\n\n@Play button\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [before start v]\nforever\n if <touching (mouse-pointer v)?> then\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen I receive [before start v]\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (4))\n else\n change size by (((100) - (size)) / (4))\n end\nend\n\nwhen I receive [before start v]\nreset timer\ngo to [front v] layer\ngo to x: (7) y: (-107)\nwait (3.6) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nshow\n\nwhen I receive [before start v]\nset size to (100) %\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n repeat until <not <mouse down?>>\n change size by (((70) - (size)) / (4))\n end\n if <touching (mouse-pointer v)?> then\n broadcast (Play game v)\n stop [other scripts in sprite v]\n repeat until <(size) < [6]>\n change size by (((0) - (size)) / (4))\n change [ghost v] effect by (((0) - (size)) / (8))\n hide\n end\n end\n end\nend\n\ngo to x: (6746574657) y: (7456745674567)\n\n@Backgroun 1\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: <<(x) = (x position)> and <(y) = (y position)>> y: (y)\n\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 v)\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n clone [450] [0]\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 flag clicked\nset volume to (100) %\nhide\ngo to [back v] layer\ngo [backward v] (10) layers\n\ndefine clone (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nswitch costume to (11 v)\n\n@Signs\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\ngo [backward v] (50) layers\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nset [y v] to [0]\nset [x v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (sign v)\n Position x: [450] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (2 2 v)\n Position x: [900] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (3 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (4 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (5 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [6]> then\n switch costume to (6 v)\n Position x: [450] y: [0]\n end\n end\n end\n end\n end\nend\n\ndefine Position x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\nset [ghost v] effect to (0)\ngo to [back v] layer\ngo [forward v] (20) layers\n\n@People\n\nwhen I receive [tick v]\nset size to (100) %\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and > then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 v)\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n clone [450] [0]\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 flag clicked\ngo [backward v] (200) layers\nhide\n\ndefine clone (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nswitch costume to (11 v)\n\nwhen I receive [nighty night v]\nsay [Come my young Adventurer, we must start our Journey! Go!] for (4) seconds\nforever\n if <<(costume [name v]) = [5]> or <<(costume [name v]) = [7]> or <(costume [name v]) = [8]>>> then\n say [Attack!!] for (1000) seconds\n end\nend\n\nwhen I receive [mountain v]\nforever\n if <(costume [name v]) = [10]> then\n say [ Our journey is not over yet. Come shelter in the mountains.] for (1000) seconds\n end\nend\n\nwhen I receive [second speech v]\nforever\n if <<(costume [name v]) = [13]> or <(costume [name v]) = [15]>> then\n say [Bilbo Get down!! Kill them!] for (1000) seconds\n end\nend\n\n@Trolls\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nset [badguysded v] to [0]\nset [badguymax v] to [0]\nwait (0) seconds\nif <(LEVEL) = [3]> then\n set [badguysded v] to [0]\n set [badguymax v] to [0]\nelse\n if <(LEVEL) = [4]> then\n Clone x: [600] y: [-50]\n Clone x: [1290] y: [148]\n else\n end\nend\nset [y v] to [-99999999999]\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [reset v]\nchange [your total coins v] by ((guyskilledthislevel) * (-1))\nset [guyskilledthislevel v] to [0]\ndelete this clone\n\nwhen flag clicked\nhide\ngo to [back v] layer\nset [invincible v] to [0]\n\ndefine Clone x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [badguymax v] by (1)\nset [badguycos v] to [0]\ncreate clone of (_myself_ v)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nif <(size) = [100]> then\n show\n set rotation style [left-right v]\n forever\n point in direction (90)\n set [badguycos v] to [1]\n wait (1) seconds\n set [badguycos v] to [2]\n repeat (10)\n if <not <touching (sword v)?>> then\n change [x v] by (7)\n end\n end\n set [badguycos v] to [1]\n wait (1) seconds\n set [badguycos v] to [3]\n repeat (10)\n if <not <touching (sword v)?>> then\n change [x v] by (-10)\n end\n end\n set [badguycos v] to [1]\n wait (1) seconds\n set [badguycos v] to [3]\n repeat (10)\n if <not <touching (sword v)?>> then\n change [x v] by (3)\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(size) = [100]> then\n forever\n switch costume to (hitbox v)\n if <touching (sword v)?> then\n set [invincible v] to [1]\n change [badguysded v] by (1)\n if <<(Collect) = (Max Collect)> and <(badguysded) = (badguymax)>> then\n broadcast (OPEN PORtAL v)\n end\n switch costume to (badguycos)\n start sound [Coin v]\n set size to (50) %\n create clone of (_myself_ v)\n set size to (100) %\n change [guyskilledthislevel v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [invincible v] to [0]\n delete this clone\n end\n switch costume to (badguycos)\n end\nend\n\nwhen I start as a clone\nif <(size) = [50]> then\n change [your total coins v] by (1)\n switch costume to (coin v)\n set size to (100) %\n repeat (10)\n change [y v] by (10)\n change [ghost v] effect by (10)\n change size by (((140) - (size)) / (2))\n end\n change [y v] by (-100)\n delete this clone\nend\n\n@Peeps\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\ngo [backward v] (50) layers\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nset [y v] to [0]\nset [x v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (2 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (3 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (4 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (5 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [6]> then\n switch costume to (6 v)\n Position x: [450] y: [0]\n end\n end\n end\n end\n end\nend\n\ndefine Position x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\nset [ghost v] effect to (0)\ngo to [back v] layer\ngo [forward v] (20) layers\n\n@Sun\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nswitch costume to (sun v)\nforever\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\nwhen I receive [troll animate v]\nswitch costume to (moon v)\n\n@Intro\n\nwhen flag clicked\nstart sound [Sh-Boom Cars v]\nswitch backdrop to (white v)\nerase all\nset size to (100) %\ngo to x: (0) y: (0)\nswitch costume to (intro-01 v)\nhide\nwait (0.5) seconds\nshow\nrepeat (9)\n next costume\nend\nstamp\nswitch costume to (text v)\nset size to (100) %\ngo to x: (0) y: (-230)\nrepeat (20)\n change y by (((-80) - (y position)) * (0.2))\nend\nerase all\nstamp\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (intro-10 v)\nwait (0.8) seconds\nstop all sounds\nstart sound [thunder v]\nswitch backdrop to (thunder v)\nswitch costume to (halloween v)\nwait (0.4) seconds\nswitch backdrop to (white v)\nswitch costume to (intro-10 v)\nwait (1.2) seconds\nrepeat (9)\n switch costume to ((costume [number v]) - (1))\nend\nerase all\ngo to x: (0) y: (-81)\nset size to (100) %\nswitch costume to (text v)\nrepeat (20)\n change y by (((y position) + (78)) * (0.2))\nend\nswitch backdrop to (black v)\nbroadcast (before start v)\nhide\n\n@Sword\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [play game v]\nhide\nswitch costume to (1 v)\nset [sword v] to []\nforever\n if <not <(Switch In Progress) = [yes]>> then\n set y to ((([sin v] of ((200) * (timer)) ) * (5)) + (-30))\n if <(LEVEL) = [4]> then\n show\n end\n end\nend\n\nwhen I receive [tick v]\ngo to (player v)\n\nwhen [space v] key pressed\nif <(lastkeypressed) = [right]> then\n point in direction (90)\n go to [front v] layer\n go [backward v] (20) layers\n switch costume to (1 v)\n start sound [slash v]\n repeat (7)\n next costume\n end\n repeat (5)\n change [ghost v] effect by (20)\n end\n switch costume to (1 v)\n set [ghost v] effect to (0)\n wait until <not <key (space v) pressed?>>\nend\n\nwhen [space v] key pressed\nif <(lastkeypressed) = [left]> then\n point in direction (-90)\n go to [front v] layer\n go [backward v] (20) layers\n switch costume to (1 v)\n start sound [slash v]\n repeat (7)\n next costume\n end\n repeat (5)\n change [ghost v] effect by (20)\n end\n switch costume to (1 v)\n set [ghost v] effect to (0)\n wait until <not <key (space v) pressed?>>\nend\n\n@Levels\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [y v] to [0]\nset [x v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n wait (0.5) seconds\n broadcast (Win Talk v)\nelse\n if <(LEVEL) = [2]> then\n switch costume to (2 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n wait (0.7) seconds\n broadcast (Gandalf lev 2 v)\n switch backdrop to (2 v)\n else\n if <(LEVEL) = [3]> then\n switch costume to (3 1 v)\n switch backdrop to (3 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n wait (0.7) seconds\n broadcast (Thorin lev3 v)\n else\n if <(LEVEL) = [4]> then\n broadcast (Troll animate v)\n switch costume to (4 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n switch backdrop to (3 v)\n else\n if <(LEVEL) = [5]> then\n switch costume to (5 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n broadcast (Mn Talk v)\n else\n if <(LEVEL) = [6]> then\n switch costume to (6 v)\n Position x: [450] y: [0]\n broadcast (enjoy v)\n end\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Position x: (x) y: (y)\nhide\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\n@Text\n\ndefine type (text) at x: (x) y: (y) size: (size)\nclear graphic effects\nswitch costume to (text box v)\nset size to (size) %\nshow\nset [# v] to [0]\nset [x v] to (x)\nset [y v] to (y)\nset [spacingx v] to ((size) / (14.28))\nset [spacingy v] to ((size) / (11.112))\nrepeat (length of (text))\n change [# v] by (1)\n if <(letter (#) of (text)) > []> then\n set [asset v] to (letter (#) of (text))\n start sound [C Elec Piano v]\n else\n set [asset v] to [TEXT BOX]\n end\n create clone of (_myself_ v)\nend\nset [# v] to [0]\nif <not < (text) contains [\(z\)]?>> then\n wait until <key (z v) pressed?>\n wait until <not <key (z v) pressed?>>\nelse\n wait until <<key (z v) pressed?> or <<<key (x v) pressed?> or <key (c v) pressed?>> or <mouse down?>>>\n if <<key (z v) pressed?> or <mouse down?>> then\n set [output v] to [1]\n else\n if <<key (z v) pressed?> or <mouse down?>> then\n set [output v] to [2]\n else\n set [output v] to [3]\n end\n end\n wait until <not <<key (z v) pressed?> or <<<key (x v) pressed?> or <key (c v) pressed?>> or <mouse down?>>>>\nend\nbroadcast (Clear v) and wait\n\nwhen I start as a clone\ngo to x: (x) y: (y)\nswitch costume to (asset)\nif <(costume [number v]) = [1]> then\n switch costume to ( v)\nend\nchange x by (-42)\nchange y by (22)\nset [org. x v] to (x position)\nclone setup\nshow\ngo to [front v] layer\n\nwhen I receive [clear v]\ndelete this clone\n\ndefine clone setup\nrepeat (#)\n change x by (spacingX)\n if <(x position) > [225]> then\n set x to ((org. x) + (spacingX))\n change y by ((0) - (spacingY))\n end\nend\n\nwhen flag clicked\nhide\n\ndefine Intro\nset [move? v] to [0]\nclear graphic effects\nswitch costume to (text box v)\nset y to (-205)\nset size to (190) %\nshow\nrepeat (9)\n change y by (6)\nend\nchange y by (1)\n\ndefine outro\nset [move? v] to [1]\nshow\nrepeat (9)\n change y by (-6)\nend\nhide\n\nwhen I receive [old lady v]\nIntro\nif <[items v] contains [squirrel]?> then\n type [You found my squirrel! Here, take this eye of newt. You'll need it!] at x: [-192] y: [-154] size: [190]\n if <not <[items v] contains [eye of newt]?>> then\n add [eye of newt] to [items v]\n end\n type [Good luck!] at x: [-192] y: [-162] size: [190]\nelse\n type [Have you seen my squirrel?] at x: [-192] y: [-162] size: [190]\nend\noutro\n\nwhen I receive [statue v]\nIntro\nif <[items v] contains [rusty sword]?> then\n delete (item # of [rusty sword] in [items v]) of [items v]\n type [The statue started to talk!] at x: [-192] y: [-162] size: [190]\n type [\(oh my, could it really be?\)] at x: [-192] y: [-162] size: [190]\n type [\(my long lost sword! oh, thank you so much!\)] at x: [-192] y: [-154] size: [190]\n type [\(How can I ever repay you?\)] at x: [-192] y: [-162] size: [190]\n type [\( Oh, I know! Wait here.\)] at x: [-192] y: [-162] size: [190]\n broadcast (Move Da Statue v) and wait\n type [\(This is an ancient staff my grandmother used to have.\)] at x: [-192] y: [-154] size: [190]\n type [\(it'll certainly be more powerful than your fists!\)] at x: [-192] y: [-154] size: [190]\n type [\(I hope you like it. Now I must return to my statuely duties.\)] at x: [-192] y: [-154] size: [190]\n add [staff] to [items v]\nelse\n type [What a rusty old statue...] at x: [-192] y: [-162] size: [190]\n type [the nameplate reads: mr. swordsman] at x: [-192] y: [-162] size: [190]\nend\noutro\n\nwhen I receive [tablet 2 v]\nIntro\ntype [You are approaching the master of dreams.] at x: [-192] y: [-154] size: [190]\ntype [If you wish to fight him there will be no turning back.] at x: [-192] y: [-154] size: [190]\ntype [If you don't think you are strong enough, go back and buff up your stats.] at x: [-192] y: [-146] size: [190]\noutro\n\nwhen flag clicked\nhide\n\ndefine ENEMY TURN\n\nwhen I receive [win talk v]\nwait (1.5) seconds\nIntro\ntype [Hello, young hobbit! click z ] at x: [-192] y: [-162] size: [190]\ntype [Ready to go on an adventure?] at x: [-192] y: [-162] size: [190]\ntype [Arrow Keys to Move!] at x: [-192] y: [-162] size: [190]\ntype [Watch out for Goblins, Trolls, Mushrooms, so much more...] at x: [-192] y: [-162] size: [190]\ntype [You will not be able to move when the chat bar is talking!] at x: [-192] y: [-162] size: [190]\ntype [Collect all the coins to go to the next level!] at x: [-192] y: [-162] size: [190]\ntype [Lets Start! :D ] at x: [-192] y: [-162] size: [190]\noutro\n\nwhen I receive [sign talk v]\nIntro\ntype [It's a sign from Gandalf the Grey! \[Click z\]] at x: [-192] y: [-162] size: [190]\ntype [Hmm... It says to meet him at the forest!] at x: [-192] y: [-162] size: [190]\ntype [Lets go to Gandalf!] at x: [-192] y: [-162] size: [190]\noutro\n\nwhen I receive [lady 1 1 v]\nIntro\ntype [Bilbo Baggins! What do you think your doing?] at x: [-192] y: [-162] size: [190]\ntype [You can not go on an adventure!] at x: [-192] y: [-162] size: [190]\ntype [If you're still going, make sure you don't die...] at x: [-192] y: [-162] size: [190]\noutro\n\nwhen I receive [gandalf lev 2 v]\nIntro\ntype [Come my young Adventurer, we must start our Journey!] at x: [-192] y: [-162] size: [190]\ntype [The dwarves will meet you soon!] at x: [-192] y: [-162] size: [190]\ntype [Good luck, my young Bilbo...] at x: [-192] y: [-162] size: [190]\noutro\n\nwhen I receive [gandalf secret v]\nIntro\ntype [What are you doing? Stop talking to me and go!] at x: [-192] y: [-162] size: [190]\ntype [But...] at x: [-192] y: [-162] size: [190]\ntype [There are some secrets...] at x: [-192] y: [-162] size: [190]\ntype [Comment Bilbo Baggins in the chat...] at x: [-192] y: [-162] size: [190]\ntype [Go!] at x: [-192] y: [-162] size: [190]\noutro\n\nwhen I receive [ooo a rock v]\nIntro\ntype [Oh look! It's a rock...] at x: [-192] y: [-162] size: [190]\ntype [Hmm...] at x: [-192] y: [-162] size: [190]\ntype [We must be getting close to the Mountains!] at x: [-192] y: [-162] size: [190]\ntype [Comment I reached the Forest!] at x: [-192] y: [-162] size: [190]\noutro\n\nwhen I receive [thorin lev3 v]\nIntro\ntype [Thorin: Welcome Bilbo Baggins to the company of Thorin Oakenshield.] at x: [-192] y: [-162] size: [190]\ntype [We are very tired and we need to find shelter soon...] at x: [-192] y: [-162] size: [190]\ntype [There is a campfire up ahead, so lets see they're a friend or foe...] at x: [-192] y: [-162] size: [190]\ntype [Onwards!] at x: [-192] y: [-162] size: [190]\noutro\n\nwhen I receive [kili/fili lev 3 v]\nIntro\ntype [Kili: Hello Bilbo Baggins!] at x: [-192] y: [-162] size: [190]\ntype [Kili: This is my brother Fili.] at x: [-192] y: [-162] size: [190]\ntype [Fili: Lets go Fili!] at x: [-192] y: [-162] size: [190]\ntype [Fili: We have to see who is at the campfire!] at x: [-192] y: [-162] size: [190]\noutro\n\nwhen I receive [troll talk v]\nIntro\ntype [The trolls are coming!] at x: [-192] y: [-162] size: [190]\ntype [Click space to use your weapon!] at x: [-192] y: [-162] size: [190]\ntype [Attack!] at x: [-192] y: [-162] size: [190]\noutro\n\nwhen I receive [troll thorin! v]\nIntro\ntype [Thorin: They're the trolls Bilbo!] at x: [-192] y: [-162] size: [190]\ntype [Thorin: Here is a sword, young one.] at x: [-192] y: [-162] size: [190]\ntype [Thorin: Try to run! We'll handle the other trolls!] at x: [-192] y: [-162] size: [190]\ntype [Thorin: Go!] at x: [-192] y: [-162] size: [190]\noutro\n\nwhen I receive [mn talk v]\nIntro\ntype [We are getting close to the mountains!] at x: [-192] y: [-162] size: [190]\ntype [We must find a resting point soon!] at x: [-192] y: [-162] size: [190]\ntype [Maybe there will be shelter in the mountains?] at x: [-192] y: [-162] size: [190]\ntype [\(Totally not gonna go in the goblin caves...\) ] at x: [-192] y: [-162] size: [190]\noutro\n\nwhen I receive [enjoy v]\nIntro\ntype [Hope You Enjoyed!] at x: [-192] y: [-162] size: [190]\ntype [Part Two Coming soon!] at x: [-192] y: [-162] size: [190]\ntype [That is...] at x: [-192] y: [-162] size: [190]\ntype [If you want a part two? :D] at x: [-192] y: [-162] size: [190]\ntype [-yotacopaco out-] at x: [-192] y: [-162] size: [190]\noutro\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 (0 v) pressed?>> or <(mobileskip) = [1]>>\n Tick\n broadcast (Tick v)\n end\n if <<key (0 v) pressed?> and <not <(LEVEL) = [6]>>> then\n set [exit v] to [A win win]\n set [usedskip? v] to [1]\n end\n if <<(mobileskip) = [1]> and <not <(LEVEL) = [6]>>> then\n set [exit v] to [A win win]\n set [usedskip? v] to [1]\n end\n if <(EXIT) = [A win win]> then\n broadcast (win YOO XD v)\n GameWinYOO\n set [mobileskip v] to [0]\n else\n Game - die boi boi I’m fed\n end\nend\n\ndefine Game on\nswitch costume to (1 v)\nset rotation style [left-right v]\npoint in direction (-90)\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [x v] to [-180]\nset [y v] to [78]\nset [speedy v] to [0]\nset [sx v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nswitch costume to (hitbox v)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<<mouse down?> and <(mouse x) > (x position)>> and <<(touchingattack?) = [0]> and <(moveable) = [1]>>>> then\n if <(Move?) = [1]> then\n set [lastkeypressed v] to [right]\n change [sx v] by (2)\n end\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<mouse down?> and <(mouse x) < (x position)>> and <(moveable) = [1]>>> then\n if <(Move?) = [1]> then\n set [lastkeypressed v] to [left]\n change [sx v] by (-2)\n end\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change player x by (round (sx))\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(In air) < [4]> then\n set [speedy v] to [16]\n end\nend\nif <<<mouse down?> and <(y position) < (mouse y)>> and <(Move?) = [1]>> then\n if <(In air) < [4]> then\n set [speedy v] to [16]\n end\nend\nif <(Speedy) > [-20]> then\n change [speedy v] by (-1.5)\nend\nChange player y by (Speedy)\nDie? I think so\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (8)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (6)))\nPosition\nif <touching (trampoline v)?> then\n set [speedy v] to [30]\nend\npoint in direction (90)\nif <(Equipped) = [none]> then\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<<mouse down?> and <(mouse x) > (x position)>> and <(moveable) = [1]>>>> then\n if <<(lastkeypressed) = [left]> and <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (normalleft v)\n else\n switch costume to (normalright v)\n end\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<mouse down?> and <(mouse x) < (x position)>> and <(moveable) = [1]>>> then\n switch costume to (normalleft v)\n else\n switch costume to (normalfront v)\n end\n end\nend\nif <(Equipped) = [hat]> then\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<<mouse down?> and <(mouse x) > (x position)>> and <(moveable) = [1]>>>> then\n switch costume to (hatr v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<mouse down?> and <(mouse x) < (x position)>> and <(moveable) = [1]>>> then\n switch costume to (hatl v)\n else\n switch costume to (hat v)\n end\n end\nend\nif <(Equipped) = [agent]> then\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<<mouse down?> and <(mouse x) > (x position)>> and <(moveable) = [1]>>>> then\n switch costume to (agentr v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<mouse down?> and <(mouse x) < (x position)>> and <(moveable) = [1]>>> then\n switch costume to (agentl v)\n else\n switch costume to (agent v)\n end\n end\nend\nif <(Equipped) = [dwarf]> then\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<<mouse down?> and <(mouse x) > (x position)>> and <(moveable) = [1]>>>> then\n switch costume to (dwarfr v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<mouse down?> and <(mouse x) < (x position)>> and <(moveable) = [1]>>> then\n switch costume to (dwarfl v)\n else\n switch costume to (dwarf v)\n end\n end\nend\nif <(Equipped) = [elf]> then\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<<mouse down?> and <(mouse x) > (x position)>> and <(moveable) = [1]>>>> then\n switch costume to (elfr v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<mouse down?> and <(mouse x) < (x position)>> and <(moveable) = [1]>>> then\n switch costume to (elfl v)\n else\n switch costume to (elf v)\n 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 (levels v)?> or <touching (moving platforms v)?>>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [speedy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change player x by (sx)\nchange [x v] by (sx)\nPosition\nif <<touching (levels v)?> or <touching (moving platforms v)?>> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <<touching (levels v)?> or <touching (moving platforms v)?>>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <<touching (levels v)?> or <touching (moving platforms v)?>>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - die boi boi I’m fed\nset [dead? v] to [1]\nset [ghost v] effect to (0)\nstart sound [Bonk v]\nset [y v v] to [15]\nif <(Equipped) = [none]> then\n switch costume to (normalfront v)\nend\nif <(Equipped) = [hat]> then\n switch costume to (hat v)\nend\nif <(Equipped) = [agent]> then\n switch costume to (agent v)\nend\nif <(Equipped) = [dwarf]> then\n switch costume to (dwarf v)\nend\nif <(Equipped) = [elf]> then\n switch costume to (elf v)\nend\nrepeat until <(y position) < [-90]>\n set rotation style [all around v]\n change [ghost v] effect by (5)\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 change y by (Y v)\n change [y v v] by (-1)\nend\nset [dead? v] to [0]\nbroadcast (ded boiz v)\nhide\nchange [your total coins v] by ((Collect) * (-1))\n\ndefine Die? I think so\nif <<touching (ouch v)?> or <<touching (poison v)?> or <<touching (trolls v)?> and <(invincible) = [0]>>>> then\n broadcast (HIDEWHIP v)\n set [exit v] to [Die \(other way\)]\nend\n\ndefine GameWinYOO\nif <<<key (p v) pressed?> or <(mobileskip) = [1]>> and <not <(LEVEL) = [6]>>> then\n change [level v] by (1)\nelse\n set rotation style [all around v]\n repeat (20)\n point towards (portal v)\n turn right (65) degrees\n move ((distance to [portal v]) / (2)) steps\n change size by (-2)\n change [ghost v] effect by (5)\n end\n change [level v] by (1)\n set [guyskilledthislevel v] to [0]\n hide\n set [ghost v] effect to (0)\n set size to (100) %\nend\n\nwhen flag clicked\nset [dead? v] to [0]\nhide\n\nwhen I receive [play game v]\nforever\n if <<<([costume name v] of [signs v]) = [Sign2]> and <touching (signs v)?>> and <key (x v) pressed?>> then\n broadcast (Sign talk v) and wait\n else\n if <<<([costume name v] of [peeps v]) = [2 1]> and <touching (peeps v)?>> and <key (x v) pressed?>> then\n broadcast (Lady 1 1 v) and wait\n else\n if <<<([costume name v] of [peeps v]) = [2 4]> and <touching (peeps v)?>> and <key (x v) pressed?>> then\n broadcast (Gandalf Secret v) and wait\n else\n if <<<([costume name v] of [signs v]) = [3 1]> and <touching (signs v)?>> and <key (x v) pressed?>> then\n broadcast (OoO a rock v) and wait\n else\n if <<<([costume name v] of [signs v]) = [4 1]> and <touching (signs v)?>> and <key (x v) pressed?>> then\n broadcast (Kili/Fili lev 3 v) and wait\n else\n if <<<([costume # v] of [peeps v]) = [17]> and <touching (peeps v)?>> and <key (x v) pressed?>> then\n broadcast (troll thorin! v) and wait\n end\n end\n end\n end\n end\n end\nend\n\nhide\n\n@Shop\n\nwhen flag clicked\nset [shopshown? v] to [0]\nforever\n if <<touching (mouse-pointer v)?> and <(costume [number v]) = [2]>> then\n change size by (((90) - (size)) / (4))\n else\n change size by (((80) - (size)) / (4))\n end\nend\n\nwhen I start as a clone\nif <(shopID) = [1]> then\n set [suceededgetout v] to [0]\n set [shopshown? v] to [1]\n go [forward v] (1) layers\n set size to (100) %\n point in direction (90)\n go to x: (0) y: (-150)\n switch costume to (shop v)\n repeat until <(y position) > [-1]>\n change y by (((0) - (y position)) / (3))\n end\n go to x: (0) y: (0)\n repeat until <<not <touching (mouse-pointer v)?>> and <mouse down?>>\n set [moveable v] to [0]\n end\n wait until <not <mouse down?>>\n if <not <touching (mouse-pointer v)?>> then\n set [moveable v] to [1]\n broadcast (shopclear v)\n repeat until <(y position) < [-280]>\n change y by (((-300) - (y position)) / (6))\n end\n set [shopshown? v] to [0]\n broadcast (shopbacktogame v)\n set [suceededgetout v] to [1]\n delete this clone\n else\n repeat until <(suceededgetout) = [1]>\n wait until <mouse down?>\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set [suceededgetout v] to [0]\n wait until <not <mouse down?>>\n else\n if <not <touching (mouse-pointer v)?>> then\n set [moveable v] to [1]\n broadcast (shopclear v)\n repeat until <(y position) < [-280]>\n change y by (((-300) - (y position)) / (6))\n end\n set [shopshown? v] to [0]\n broadcast (shopbacktogame v)\n set [suceededgetout v] to [1]\n delete this clone\n end\n end\n end\n end\nend\n\nwhen I receive [shopbacktogame v]\nswitch costume to (shopbutton v)\npoint in direction (90)\nshow\ngo to x: (-200) y: (150)\n\nwhen I receive [play game v]\nset size to (100) %\ngo to x: (-195) y: (150)\nshow\nswitch costume to (shopbutton v)\nforever\n point in direction ((([sin v] of ((timer) * (200)) ) * (5)) + (90))\nend\n\nwhen flag clicked\ndelete all of [skins you have v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nforever\n if <<touching (mouse-pointer v)?> and <(clickpossible) = [1]>> then\n start sound [Wood Tap v]\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen I start as a clone\nif <(shopID) = [2]> then\n go to [front v] layer\n set size to (100) %\n point in direction (90)\n switch costume to (hat v)\n forever\n go to x: (-130) y: (0)\n if <not <[skins you have v] contains [hat]?>> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [brightness v] effect to (0)\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n if <(YOUR TOTAL COINS) > [3]> then\n start sound [REGISTER v]\n add [hat] to [skins you have v]\n change [your total coins v] by (-4)\n switch costume to (wearinghat v)\n set [equipped v] to [hat]\n else\n start sound [Clang v]\n end\n end\n end\n else\n if <(Equipped) = [hat]> then\n switch costume to (wearinghat v)\n set [brightness v] effect to (15)\n else\n switch costume to (havehat v)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [brightness v] effect to (0)\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set [equipped v] to [hat]\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(shopID) = [3]> then\n go to [front v] layer\n set size to (100) %\n point in direction (90)\n switch costume to (agent v)\n forever\n go to x: (40) y: (0)\n if <not <[skins you have v] contains [agent]?>> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [brightness v] effect to (0)\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n if <(YOUR TOTAL COINS) > [5]> then\n start sound [REGISTER v]\n add [agent] to [skins you have v]\n change [your total coins v] by (-6)\n switch costume to (wearingagent v)\n set [equipped v] to [agent]\n else\n start sound [Clang v]\n end\n end\n end\n else\n if <(Equipped) = [agent]> then\n switch costume to (wearingagent v)\n set [brightness v] effect to (15)\n else\n switch costume to (haveagent v)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [brightness v] effect to (0)\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set [equipped v] to [agent]\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(shopID) = [4]> then\n go to [front v] layer\n set size to (100) %\n point in direction (90)\n switch costume to (dwarf v)\n forever\n go to x: (-130) y: (-100)\n if <not <[skins you have v] contains [dwarf]?>> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [brightness v] effect to (0)\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n if <(YOUR TOTAL COINS) > [7]> then\n start sound [REGISTER v]\n add [dwarf] to [skins you have v]\n change [your total coins v] by (-8)\n switch costume to (wearingdwarf v)\n set [equipped v] to [dwarf]\n else\n start sound [Clang v]\n end\n end\n end\n else\n if <(Equipped) = [dwarf]> then\n switch costume to (wearingdwarf v)\n set [brightness v] effect to (15)\n else\n switch costume to (havedwarf v)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [brightness v] effect to (0)\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set [equipped v] to [dwarf]\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(shopID) = [5]> then\n go to [front v] layer\n set size to (100) %\n point in direction (90)\n switch costume to (elf v)\n forever\n go to x: (40) y: (-100)\n if <not <[skins you have v] contains [elf]?>> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [brightness v] effect to (0)\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n if <(YOUR TOTAL COINS) > [9]> then\n start sound [REGISTER v]\n add [elf] to [skins you have v]\n change [your total coins v] by (-10)\n switch costume to (wearingagent v)\n set [equipped v] to [elf]\n else\n start sound [Clang v]\n end\n end\n end\n else\n if <(Equipped) = [elf]> then\n switch costume to (wearingelf v)\n set [brightness v] effect to (15)\n else\n switch costume to (haveelf v)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [brightness v] effect to (0)\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set [equipped v] to [elf]\n end\n end\n end\n end\n end\nend\n\nwhen I receive [shopclear v]\nif <not <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>>> then\n delete this clone\nend\n\nwhen I receive [reset v]\nbroadcast (shopbacktogame v)\ndelete this clone\n\ndefine shopfast\nset [shopid v] to [1]\nrepeat (4)\n change [shopid v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset [shopbeingtouched v] to [0]\nforever\n if <touching (mouse-pointer v)?> then\n set [shopbeingtouched v] to [1]\n set [moveable v] to [0]\n else\n set [shopbeingtouched v] to [0]\n if <<(shopshown?) = [0]> and <(skipbeingtouched) = [0]>> then\n set [moveable v] to [1]\n end\n end\nend\n\nwhen I receive [play game v]\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n repeat until <not <mouse down?>>\n change size by (((70) - (size)) / (4))\n end\n if <touching (mouse-pointer v)?> then\n set [shopid v] to [1]\n create clone of (_myself_ v)\n broadcast (shop boiz v)\n repeat until <(x position) < [-240]>\n change x by (((-260) - (x position)) / (2))\n end\n shopfast\n hide\n go to x: (-24352345234) y: (-243524351)\n end\n end\nend\n\nwhen I receive [troll animate v]\nhide\n\nwhen I receive [troll talk v]\nshow\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 [collect v] by (1)\n change [your total coins v] by (1)\n if <<(Collect) = (Max Collect)> and <(badguysded) = (badguymax)>> then\n broadcast (OPEN PORtAL v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [ghost v] effect to (0)\nset size to (100) %\nset [y v] to [0]\nset [x v] to [0]\nset [collect v] to [0]\nset [max collect v] to [0]\nif <(LEVEL) = [1]> then\n wait (0) seconds\n Clone x: [-20] y: [150]\n Clone x: [-20] y: [360]\n Clone x: [650] y: [100]\nelse\n if <(LEVEL) = [2]> then\n wait (0) seconds\n Clone x: [180] y: [130]\n Clone x: [1500] y: [150]\n else\n if <(LEVEL) = [3]> then\n wait (0) seconds\n Clone x: [740] y: [150]\n change [max collect v] by (0)\n else\n if <(LEVEL) = [4]> then\n wait (0) seconds\n Clone x: [60] y: [180]\n Clone x: [195] y: [75]\n Clone x: [450] y: [-35]\n Clone x: [-30] y: [-30]\n Clone x: [1343] y: [-30]\n Clone x: [1030] y: [-30]\n else\n if <(LEVEL) = [5]> then\n wait (0) seconds\n Clone x: [600] y: [300]\n Clone x: [450] y: [300]\n Clone x: [900] y: [0]\n Clone x: [1400] y: [50]\n change [max collect v] by (0)\n else\n if <(LEVEL) = [6]> then\n end\n end\n end\n end\nend\nset [y v] to [-99999999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone x: (x) y: (y)\nset [ghost v] effect to (0)\nset size to (100) %\nset [x v] to (x)\nset [y v] to (y)\nchange [max collect v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [your total coins v] to [0]\nhide\n\n@Animation\n\nwhen I receive [troll animate v]\nset [move? v] to [no]\nset [sound v] to [0]\nset volume to (100) %\nshow\nswitch costume to (1 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 (7) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nswitch costume to (2 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nstart sound [Trolls Captured Dwarfs ''The Hobbit An Unexpected Journey'' \(12\) \(2012\) v]\nrepeat (2)\n repeat until <(costume [number v]) = [6]>\n wait (0.2) seconds\n next costume\n end\nend\nrepeat until <(costume [number v]) = [10]>\n wait (0.2) seconds\n next costume\nend\nwait (2) seconds\nrepeat until <(costume [number v]) = [26]>\n wait (0.2) seconds\n next costume\nend\nwait (1) seconds\nrepeat until <(costume [number v]) = [34]>\n wait (0.2) seconds\n next costume\nend\nwait (1) seconds\nrepeat until <(costume [number v]) = [41]>\n wait (0.2) seconds\n next costume\nend\nwait (1.8) seconds\nrepeat until <(costume [number v]) = [58]>\n wait (0.3) seconds\n next costume\nend\nrepeat (2)\n repeat until <(costume [number v]) = [78]>\n wait (0.2) seconds\n next costume\n end\nend\nrepeat until <(costume [number v]) = [88]>\n wait (0.35) seconds\n next costume\nend\nwait (2.7) seconds\nrepeat until <(costume [number v]) = [92]>\n wait (0.4) seconds\n next costume\nend\nrepeat until <(costume [number v]) = [94]>\n wait (0.3) seconds\n next costume\nend\nrepeat (5)\n switch costume to (93 v)\n wait (0.4) seconds\n switch costume to (94 v)\nend\nwait (0.5) seconds\nrepeat (5)\n switch costume to (95 v)\n wait (0.3) seconds\n switch costume to (98 v)\nend\nwait (0.5) seconds\nrepeat (6)\n switch costume to (100 v)\n wait (0.3) seconds\n switch costume to (99 v)\nend\nrepeat (5)\n switch costume to (101 v)\n wait (0.2) seconds\n switch costume to (102 v)\nend\nwait (0.5) seconds\nrepeat (6)\n switch costume to (100 v)\n wait (0.3) seconds\n switch costume to (99 v)\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nbroadcast (troll talk v)\nset [sound v] to [1]\n\nwhen flag clicked\nhide\n\n@Deco\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\ngo [backward v] (50) layers\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nset [y v] to [0]\nset [x v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (2 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (3 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (4 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (5 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [6]> then\n switch costume to (6 v)\n Position x: [450] y: [0]\n end\n end\n end\n end\n end\nend\n\ndefine Position x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\nset [ghost v] effect to (0)\ngo to [back v] layer\n\n@Ouch\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo [backward v] (21) layers\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nset [y v] to [0]\nset [x v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (2 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (3 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (4 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (5 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [6]> then\n switch costume to (6 v)\n Position x: [450] y: [0]\n end\n end\n end\n end\n end\nend\n\ndefine Position x: (x) y: (y)\nhide\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Portal\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [name v]) = [1]> and <touching (player v)?>> then\n set [exit v] to [A win win]\nend\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nwait (0) seconds\nif <(LEVEL) = [1]> then\n switch costume to (2 v)\n Portal x: [1500] y: [50]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (2 v)\n Portal x: [1700] y: [100]\n else\n if <(LEVEL) = [3]> then\n switch costume to (2 v)\n Portal x: [1100] y: [50]\n else\n if <(LEVEL) = [4]> then\n switch costume to (2 v)\n Portal x: [1485] y: [200]\n else\n if <(LEVEL) = [5]> then\n switch costume to (2 v)\n Portal x: [1750] y: [170]\n else\n switch costume to (2 v)\n Portal x: [5634563456456345] y: [57345634563]\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Portal x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\ngo to [back v] layer\nshow\n\n | Hello Everyone! It's Out! [EVERYTHING IS POSSIBLE]\n\nStory - Bilbo Bagains(you) is going on an adventure with the dwarves and Gandalf the wizard. (I know I did not include all the dwarves from the movie/book.)\n\nHow To Play:\n-Arrow Keys to move\n-Z to continue the chat.\n-X to interact (You can interact with a lot of things)\n-Click the shop to buy things\n\nSorry about the bad quality animation! ;D\n\nImportant:\n-You can not advance to the next level if you do not collect all the coins and defeat the bad guys\n\nLag reducing:\nThis game is huge! To reduce lag:\n-Close all other tabs\n-Click that flag a bunch!\n\nNO ADVERTISING\n\nFirst Comment: @-Obelisk- (Artist!)\n\nPart two will be in the Goblin Cave! ;D\n\nCheck out this Among Us Animation: https://scratch.mit.edu/projects/437905693/ ;D\n\nMusic Credits:\n[House] Concerning Hobbits by Elvendork Music\nHobbit beginning music (from the movie)\nMisty mountains [no voices] (from the movie)\n\nCredits:\n@scratch_coco for the inspiration and forest trees\n@Griffpatch for the engine\n@HaltsApprentice12 for character art\n@xamuil2 for the text engine\n@Plant2 for the shop mechanics ;D\n\n\nI really suggest reading or watching the movie and book about this game! It is a great book/movie. \n(I read the book) \n\nHere is a link about the movie if you want to watch it! - https://www.youtube.com/watch?v=WGCGpOqEBTY\n\n\n\n\n\n\n\n\n\nOk stop scrolling...\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\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\nNOW....\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nO-O\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nPLS 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\nDon't let the urge take over!!!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nNOOOOOOOOOOOO\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nOk fin...\n\n\n\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 are some secrets! (well duh)\nCan you find them? ;D\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nHope you Enjoy!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n<======I'm going to fix the chat thing in part two... |
Platformer Engine | @Stage\n\n@level\n\n@player\n\nwhen flag clicked\nset [wall jumping v] to [1]\nreset\n\ndefine Touch ground <something above>\nchange [in air? v] by (1)\nif <touching color (#323232)?> then\n repeat until <not <touching color (#323232)?>>\n if <something above> then\n change y by (-1)\n else\n change y by (1)\n set [in air? v] to [0]\n end\n set [yv v] to [0]\n end\nelse\n if <(yv) < [0]> then\n repeat until <not <touching color (#ffff00)?>>\n change y by (1)\n set [yv v] to [22]\n set [in air? v] to [0]\n end\n end\nend\n\ndefine reset\ngo to x: (0) y: (0)\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n change [xv v] by (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\n set [xv v] to ((xv) * (0.88))\n change x by (xv)\n if <touching color (#323232)?> then\n change x by ((0) - (xv))\n if <(Wall jumping) = [1]> then\n if <key (up arrow v) pressed?> then\n if <(xv) > [0]> then\n set [xv v] to [-12]\n else\n set [xv v] to [12]\n end\n set [yv v] to [12]\n else\n set [xv v] to [0]\n end\n end\n end\n if <touching color (#57a1ff)?> then\n if <key (up arrow v) pressed?> then\n change [yv v] by (0.5)\n else\n change [yv v] by (-.05)\n end\n else\n change [yv v] by (-1)\n end\n if <key (up arrow v) pressed?> then\n if <touching color (#57a1ff)?> then\n else\n if <(in air?) < [4]> then\n set [yv v] to [12]\n end\n end\n end\n change y by (yv)\n if <touching color (#ff4b4b)?> then\n go to [back v] layer\n reset\n else\n go to [front v] layer\n end\n Touch ground <(yv) > [0]>\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\n | Hello, @vivmsquash here, with a platformer engine! This platformer engine includes:\n• Wall detection\n• Ceiling detection\n• Wall jumping\n• Water detection\n• Trampoline detection\n• Lava/spike detection\n• Velocity movement\n100% by me! Feel free to remix without credit or use code with credit! |
Portal by lilgreenland (fixed by 1DS1DS) | @Stage\n\nwhen flag clicked\nbroadcast (initialization v)\nset volume to (10) %\nwait (8) seconds\nset [music v] to [0]\nbroadcast (music v)\n\ndefine player settings\nset [x v] to [2700]\nset [y v] to [-100]\nset [last x v] to (X)\nset [last y v] to (Y)\nset [alive v] to [1]\nset [vx v] to [0]\nset [vy v] to [0]\n\nwhen I receive [player alive v]\nset [health v] to [100]\nset [alive v] to [1]\nset [vx v] to [0]\nset [vy v] to [0]\nstart sound [player spawn v]\n\nwhen I receive [player dead v]\nset [alive v] to [0]\nset [vx v] to [0]\nset [vy v] to [0]\nstart sound [player death v]\n\ndefine pause check\nif <key (p v) pressed?> then\n set [pause v] to [1]\n add [pause] to [graphics type v]\n create clone of (graphics v)\n wait until <not <key (p v) pressed?>>\n wait until <key (p v) pressed?>\n wait until <not <key (p v) pressed?>>\n set [pause v] to [0]\nend\n\ndefine setup\nerase all\nswitch backdrop to (day v)\nclear graphic effects\ndelete (all) of [x-spawn v]\ndelete (all) of [y-spawn v]\ndelete (all) of [type-spawn v]\ndelete (all) of [info-spawn v]\nset [m fire v] to [b]\nset [m look v] to [1]\nset [level v] to [1]\nset [cycle fire cd v] to [25]\nset [broadcast cd v] to [0]\nset [pause v] to [0]\nset [cycle v] to [0]\nset [portal? v] to [0]\nset [p gun? v] to [0]\nset [health v] to [100]\nset [rotate v] to [0]\nset [xc v] to [0]\nset [yc v] to [0]\nbroadcast (new level v)\nbroadcast (level name v)\nplayer settings\nphysics constants\nhide settings\n\ndefine physics constants\nset [elasticity v] to [0.1]\nset [g v] to [-0.4]\nset [ax v] to [0.4]\nset [jump v] to [-5]\nset [vx< v] to [6]\nset [friction v] to [0.75]\nset [min v v] to [0.07]\n\nwhen [h v] key pressed\nbroadcast (display v)\nif <(show settings?) = [1]> then\n hide settings\n wait (0.1) seconds\nelse\n show settings\n wait (0.1) seconds\nend\n\ndefine None\nif <(x1) > [0]> then\n set [angle v] to ([atan v] of ((y1) / (x1)) )\nelse\n if <<<(y1) > [0]> or <(y1) = [0]>> and <(x1) < [0]>> then\n set [angle v] to (([atan v] of ((y1) / (x1)) ) + (180))\n else\n if <<(y1) < [0]> and <(x1) < [0]>> then\n set [angle v] to (([atan v] of ((y1) / (x1)) ) - (180))\n else\n if <<(y1) > [0]> and <(x1) = [0]>> then\n set [angle v] to [90]\n else\n if <<(y1) < [0]> and <(x1) = [0]>> then\n set [angle v] to [-90]\n else\n if <<(y1) = [0]> and <(x1) = [0]>> then\n set [angle v] to [0]\n end\n end\n end\n end\n end\nend\n\ndefine check execute order, sort layers\nset [cycle v] to [0]\ndelete (all) of [layers v]\nshow list [layers v]\nbroadcast (layers v)\nrepeat (110)\n wait (0) seconds\n change [cycle v] by (1)\nend\nhide list [layers v]\n\nwhen I receive [play sound v]\nset [talking v] to [1]\nplay sound (sound file) until done\nset [talking v] to [0]\n\nwhen I receive [portal v]\nrepeat (10)\n set [detect up v] to [0]\n set [detect down v] to [0]\n set [detect left v] to [0]\n set [detect right v] to [0]\nend\n\nwhen [l v] key pressed\nask [enter level] and wait\nif <<(answer) > [0]> and <[18] > (answer)>> then\n set [level v] to ((answer) - (1))\n add [next level] to [graphics type v]\n create clone of (graphics v)\nelse\nend\n\nwhen I receive [physics v]\nphysics constants\n\ndefine None\na2tan ((Y) - (y)) ((X) - (x))\nset [vx v] to (() - (((2) + ((0.015) * (([abs v] of ((X) - (x)) ) + ([abs v] of ((Y) - (y)) )))) * ([sin v] of (Angle) )))\nset [vy v] to (() - (((2) + ((0.015) * (([abs v] of ((X) - (x)) ) + ([abs v] of ((Y) - (y)) )))) * ([cos v] of (Angle) )))\nchange [x v] by (Vx)\nchange [y v] by (Vy)\nif <<([abs v] of ((X) - (x)) ) < [2]> and <([abs v] of ((Y) - (y)) ) < [2]>> then\n if <(detect down) = [1]> then\n change [y v] by (-1)\n change [x v] by (() - (Vx))\n change [save point y v] by (-1)\n else\n broadcast (player alive v)\n end\nend\n\nwhen I receive [initialization v]\nsetup\nwait (0.2) seconds\nforever\n pause check\n change [cycle v] by (1)\n set [last x v] to (X)\n set [last y v] to (Y)\n mouse look\n if <(alive) = [1]> then\n crouch\n if <(detect down) = [1]> then\n if <(crouch) = [0]> then\n Lf-Rt controls (ground) (Vx)\n Up-Dn controls\n else\n set [vx v] to ((Vx) * (friction))\n end\n else\n change [vy v] by (() - (G))\n Lf-Rt controls (air)\n end\n player max speed (15)\n map collision (detect up) (detect down) (detect left) (detect right) (Vx) (Vy)\n else\n respawn to x= ((save point x) + (Xc)) , y= ((save point y) + (Yc))\n end\n broadcast (cycle: position v)\n fire portals\n broadcast (fix cycle v)\nend\n\ndefine None\nif <key (a v) pressed?> then\n if <(vx) < (Vx<)> then\n if <(vx) < [0]> then\n set [vx v] to ((vx) * (friction))\n end\n change [vx v] by (Ax)\n else\n set [vx v] to ((vx) * (0.95))\n end\nelse\n if <key (d v) pressed?> then\n if <(vx) > (() - (Vx<))> then\n if <(vx) > [0]> then\n set [vx v] to ((vx) * (friction))\n end\n change [vx v] by ((Ax) * (-1))\n else\n set [vx v] to ((vx) * (0.95))\n end\n else\n set [vx v] to ((vx) * (friction))\n end\nend\n\nwhen I receive [rotate v]\nset [detect up v] to [0]\nset [detect down v] to [0]\nset [detect left v] to [0]\nset [detect right v] to [0]\n\ndefine crouch\nif <key (s v) pressed?> then\n if <(crouch) = [0]> then\n set [crouch v] to [-6]\n else\n set [crouch v] to [-11]\n end\nelse\n if <(crouch) = [-11]> then\n set [crouch v] to [-6]\n else\n set [crouch v] to [0]\n end\nend\n\ndefine None\nif <(Vx) > (max speed)> then\n set [vx v] to (max speed)\nelse\n if <(Vx) < (() - (max speed))> then\n set [vx v] to (() - (max speed))\n end\nend\nif <(Vy) > (max speed)> then\n set [vy v] to (max speed)\nelse\n if <(Vy) < (() - (max speed))> then\n set [vy v] to (() - (max speed))\n end\nend\n\nset [elasticity v] to [0.1]\nset [g v] to [-0.4]\nset [ax v] to [0.325]\nset [jump v] to [-5]\nset [vx< v] to [6]\nset [friction v] to [0.75]\nset [min v v] to [0.07]\n\ndefine None\nif <<<(u) = [1]> and <(d) = [1]>> and <<(r) = [1]> and <(l) = [1]>>> then\n if <(rotate) = [yes]> then\n broadcast (player dead v)\n end\nend\nif <<(l) = [1]> and <(vx) > [0]>> then\n set [vx v] to (([abs v] of (vx) ) * ((-1) * (elasticity)))\nelse\n if <<(r) = [1]> and <(vx) < [0]>> then\n set [vx v] to (([abs v] of (vx) ) * (elasticity))\n else\n change [x v] by (vx)\n end\nend\nif <<(u) = [1]> and <(vy) < [0]>> then\n set [vy v] to (([abs v] of (vy) ) * ((elasticity) * (0.4)))\nelse\n if <<(d) = [1]> and <(vy) > [0]>> then\n set [vy v] to [0]\n else\n change [yc v] by (() - (vy))\n end\nend\n\nwhen I receive [layers v]\nwait until <(cycle) = [0]>\ngo to [front v] layer\nadd [stage] to [layers v]\n\ncheck execute order, sort layers\n\ndefine fire portals\nif <mouse down?> then\n if <(m fire) = [b]> then\n broadcast (Fire blue portal v)\n else\n broadcast (Fire red portal v)\n end\nend\nif <key (e v) pressed?> then\n broadcast (Fire blue portal v)\nend\nif <key (q v) pressed?> then\n broadcast (Fire red portal v)\nend\n\ndefine mouse look\nif <key (f v) pressed?> then\n if <(cycle fire CD) < (cycle)> then\n set [cycle fire cd v] to ((cycle) + (15))\n if <(font message?) = [0]> then\n broadcast (toggle mouse look message v)\n end\n if <(m look) = [1]> then\n start sound [button_synth_negative_02 v]\n set [m look v] to [0]\n else\n start sound [button press positive v]\n set [m look v] to [1]\n end\n end\nend\nif <(m look) = [1]> then\n mouse look ([floor v] of (((mouse x) * (0.08)) - ((Xc) * (0.92))) ) ([floor v] of (((mouse y) * (0.08)) - ((Yc) * (0.92))) )\nelse\n mouse look ([floor v] of ((Xc) * (-0.95)) ) ([floor v] of ((Yc) * ((((Yc) * (Yc)) / (30000)) - (1))) )\nend\n\nmouse look ([floor v] of (((mouse x) * (0.06)) - ((Xc) * (0.94))) ) ([floor v] of (((mouse y) * (0.06)) - ((Yc) * (0.94))) )\n\ndefine None\nif <([abs v] of (xm) ) < [180]> then\n change [x v] by ((() - (xm)) - (Xc))\n set [xc v] to (() - (xm))\nelse\n if <(xm) > [0]> then\n change [x v] by ((-180) - (Xc))\n set [xc v] to [-180]\n else\n change [x v] by ((180) - (Xc))\n set [xc v] to [180]\n end\nend\nif <([abs v] of (ym) ) < [120]> then\n change [y v] by ((() - (ym)) - (Yc))\n set [yc v] to (() - (ym))\nelse\n if <(ym) > [0]> then\n change [y v] by ((-120) - (Yc))\n set [yc v] to [-120]\n else\n change [y v] by ((120) - (Yc))\n set [yc v] to [120]\n end\nend\n\ndefine show settings\nshow variable [vx v]\nshow variable [vy v]\nshow variable [x v]\nshow variable [y v]\nshow variable [elasticity v]\nshow variable [fy v]\nshow variable [detect down v]\nshow variable [detect up v]\nshow variable [detect left v]\nshow variable [detect right v]\nshow variable [g v]\nshow variable [level v]\nshow variable [jump v]\nshow variable [friction v]\nshow variable [health v]\nshow variable [cycle v]\nshow variable [vx< v]\nshow variable [ax v]\nshow variable [xc v]\nshow variable [yc v]\nset [show settings? v] to [1]\n\ndefine hide settings\nhide variable [vx v]\nhide variable [vy v]\nhide variable [x v]\nhide variable [y v]\nhide variable [elasticity v]\nhide variable [fy v]\nhide variable [detect left v]\nhide variable [detect right v]\nhide variable [detect down v]\nhide variable [detect up v]\nhide variable [g v]\nhide variable [level v]\nhide variable [jump v]\nhide variable [friction v]\nhide variable [health v]\nhide variable [cycle v]\nhide variable [vx< v]\nhide variable [ax v]\nhide variable [xc v]\nhide variable [yc v]\nshow list [layers v]\nset [show settings? v] to [0]\n\ndefine Up-Dn controls\nif <<key (space v) pressed?> or <key (w v) pressed?>> then\n if <(Vy) < [0]> then\n set [vy v] to (((Vy) * (0.5)) + (jump))\n else\n set [vy v] to (jump)\n end\nend\n\ndefine Lf-Rt controls (air)\nif <key (a v) pressed?> then\n if <(Vx) < [2]> then\n if <(Vx) < [0]> then\n change [vx v] by ((0.2) * (Ax))\n end\n change [vx v] by (Ax)\n end\nelse\n if <key (d v) pressed?> then\n if <(Vx) > [-2]> then\n if <(Vx) > [0]> then\n change [vx v] by ((-0.2) * (Ax))\n end\n change [vx v] by (() - (Ax))\n end\n end\nend\n\nwhen I receive [fix cycle v]\nforever\n broadcast (cycle v)\nend\n\n@graphics\n\nwhen I receive [initialization v]\ngo to x: (0) y: (0)\nset rotation style [all around v]\npoint in direction (90)\ndelete (all) of [graphics type v]\nset size to (100) %\nset volume to (20) %\nhide\n\ndefine portal fail red\nshow\nswitch costume to (pfr v)\ngo to x: ([portal fail x v] of [portal red v]) y: ([portal fail y v] of [portal red v])\nrepeat (5)\n change [ghost v] effect by (20)\nend\n\nwhen I receive [end v]\nshow\nswitch costume to (thumbnail grey simple end v)\ngo to [front v] layer\nset size to (100) %\nwait (0) seconds\nstop [all v]\n\ndefine p1\nshow\nswitch costume to (p1 v)\npoint in direction ([direction v] of [player v])\nrepeat (10)\n go to x: (Xc) y: ((Yc) + (crouch))\n change [ghost v] effect by (10)\nend\n\ndefine p2\nshow\nswitch costume to (p2 v)\npoint in direction ([direction v] of [player v])\nrepeat (10)\n go to x: (Xc) y: ((Yc) + (crouch))\n change [ghost v] effect by (10)\nend\n\ndefine pause\nshow\nswitch costume to (pause 3d v)\nwait until <(pause) = [0]>\n\ndefine graphics chooser\nif <(.type) = [p1]> then\n p1\nelse\n if <(.type) = [p2]> then\n p2\n else\n if <(.type) = [pause]> then\n pause\n else\n if <(.type) = [pfb]> then\n portal fail blue\n else\n if <(.type) = [pfr]> then\n portal fail red\n else\n if <(.type) = [next level]> then\n next level\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nset [.type v] to (item (last) of [graphics type v])\ndelete (last) of [graphics type v]\ngraphics chooser\ndelete this clone\n\ndefine portal fail blue\nshow\nswitch costume to (pfb v)\ngo to x: ([portal fail x v] of [portal blue v]) y: ([portal fail y v] of [portal blue v])\nrepeat (5)\n change [ghost v] effect by (20)\nend\n\ndefine flash light\nset [ghost v] effect to (5)\nshow\nswitch costume to (size trick v)\nset size to (230) %\nswitch costume to (flashlight v)\nforever\n point towards (mouse-pointer v)\nend\n\ndefine next level\nset [ghost v] effect to (100)\nshow\nswitch costume to (level transition v)\nwait (0.4) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [ghost v] effect to (0)\nchange [level v] by (1)\nbroadcast (new level v)\nwait (1) seconds\nstart sound [door_close v]\nwait (0.5) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nbroadcast (level name v)\n\nwhen I receive [layers v]\nwait until <(cycle) = [100]>\ngo to [front v] layer\nadd [graphics] to [layers v]\n\nif <(portal blue on) = [1]> then\n if <(portal red on) = [1]> then\nelse\n if <(portal red on) = [1]> then\n if <(m look) = [1]> then\n if <not <(costume [number v]) = [1]>> then\n switch costume to (mlook v)\n end\n else\n if <not <(costume [number v]) = [1]>> then\n switch costume to (mlook v)\n end\n end\n else\n if <(m look) = [1]> then\n if <not <(costume [number v]) = [1]>> then\n switch costume to (mlook v)\n end\n else\n if <not <(costume [number v]) = [1]>> then\n switch costume to (mlook v)\n end\n end\n end\nend\n\ndefine HUD\nshow\nforever\n if <(m look) = [1]> then\n if <not <(costume [number v]) = [1]>> then\n switch costume to (mlook on v)\n end\n else\n if <not <(costume [number v]) = [2]>> then\n switch costume to (mlook off v)\n end\n end\n wait (0.3) seconds\nend\n\ndefine thumbnail\nshow\nswitch costume to (thumbnail grey large v)\n\nwhen flag clicked\n\nbroadcast (layers v)\n\n@BSH1's Font Engine\n\nwhen I receive [initialization v]\nset rotation style [don't rotate v]\nclear graphic effects\nset [ghost v] effect to (40)\nhide\nset [font message? v] to [0]\n\nCheck Length [do not use] (text) (size) (x)\n\nwhen I receive [layers v]\nwait until <(cycle) = [94]>\ngo to [front v] layer\nadd [font] to [layers v]\n\nwhen I receive [clear vector v]\ndelete this clone\n\ndefine Calculate Spacing! [do not use]\ndelete (all) of [spacing v]\nswitch costume to (case_sense v)\nadd [0] to [spacing v]\nrepeat (95)\n next costume\n go to x: (0) y: (0)\n repeat until <touching (_edge_ v)?>\n change x by (1)\n end\n add (((100) - (x position)) + (181)) to [spacing v]\nend\nadd [46] to [spacing v]\n\nwhen I start as a clone\nshow\nset [costume v] to (costume [number v])\nswitch costume to (o v)\nset size to (GS) %\nswitch costume to (costume)\n\ndefine None\nset [gs v] to (size)\nswitch costume to (o v)\nhide\nset size to (size) %\ngo to x: (x) y: (y)\nset [counter! v] to [0]\nrepeat (length of (text))\n if <(x position) > ((240) - ((0.1) * (size)))> then\n set x to (x)\n change y by ((-0.65) * (size))\n end\n change [counter! v] by (1)\n if <(letter (Counter!) of (text)) = [ ]> then\n if <not <(x position) = (x)>> then\n change x by ((0.5) * (size))\n end\n else\n switch costume to (case_sense v)\n switch costume to (letter (Counter!) of (text))\n if <(costume [number v]) = [1]> then\n switch costume to (join (letter (Counter!) of (text)) [2])\n end\n create clone of (_myself_ v)\n change x by ((((item (costume [number v]) of [spacing v]) * (0.01)) * (size)) + ((0.05) * (size)))\n end\n wait (0) seconds\nend\nhide\n\ndefine None\nset [counter2! v] to ((Counter!) + (1))\nset [temp length v] to [0]\nrepeat until <<(Counter2!) > (length of (text))> or <(letter (Counter2!) of (text)) = [ ]>>\n switch costume to (case_sense v)\n switch costume to (letter (Counter!) of (text))\n if <(costume [number v]) = [1]> then\n switch costume to (join (letter (Counter!) of (text)) [2])\n end\n change [temp length v] by (((item (costume [number v]) of [spacing v]) / (100)) * (size))\n change [counter2! v] by (1)\nend\nif <((x position) + (Temp Length)) > ((240) - (((15) / (100)) * (size)))> then\n set x to (x)\n change y by (((-65) / (100)) * (size))\nend\n\ndefine Paragraph!\nchange y by ((-1) * (GS))\n\nwhen I receive [level name v]\nif <(font message?) = [0]> then\n set [font message? v] to [1]\n broadcast (Clear Vector v)\n Animate Text: [Test Chamber ] At [ (-215) (160) ] In font size (17)\n change y by (-20)\n wait (0.5) seconds\n if <(level) > [9]> then\n Animate Text: (level) At [ (-178) (y position) ] In font size (100)\n else\n Animate Text: (join [0] (level)) At [ (-178) (y position) ] In font size (100)\n end\n wait (0.5) seconds\n change y by (-55)\n Animate Text: ([costume name v] of [map v]) At [ (-206) (y position) ] In font size (40)\n wait (3) seconds\n broadcast (Clear Vector v)\n set [font message? v] to [0]\nend\n\nwhen I receive [toggle mouse look message v]\nif <(font message?) = [0]> then\n set [font message? v] to [1]\n broadcast (Clear Vector v)\n if <(m look) = [1]> then\n Animate Text: [mouse look on] At [ (-100) (160) ] In font size (50)\n else\n Animate Text: [mouse look off] At [ (-100) (160) ] In font size (50)\n end\n wait (1) seconds\n broadcast (Clear Vector v)\n set [font message? v] to [0]\nend\n\n@no portals\n\nwhen I receive [initialization v]\nset [ghost v] effect to (100)\nset volume to (20) %\nhide\nset rotation style [all around v]\npoint in direction (90)\nswitch costume to (size trick v)\nset size to (500) %\nswitch costume to (level)\nwait (0.5) seconds\nshow\n\nwhen I receive [layers v]\nwait until <(cycle) = [90]>\ngo to [front v] layer\nadd [background] to [layers v]\n\nwhen I receive [new level v]\npoint in direction (90)\nswitch costume to (level)\n\nwhen I receive [cycle: position v]\ngo to x: ([floor v] of (X) ) y: ([floor v] of (Y) )\n\ndefine None\nset [save point x v] to (((sx) * ([cos v] of (degrees) )) + ((sy) * ([sin v] of (degrees) )))\nset [save point y v] to (((sy) * ([cos v] of (degrees) )) - ((sx) * ([sin v] of (degrees) )))\nset [x v] to (((x) * ([cos v] of (degrees) )) + ((y) * ([sin v] of (degrees) )))\nset [y v] to (((y) * ([cos v] of (degrees) )) - ((x) * ([sin v] of (degrees) )))\n\nwhen I receive [rotate v]\nturn right (rotate) degrees\ngo to x: ([floor v] of (X) ) y: ([floor v] of (Y) )\n\nwhen I receive [display v]\nif <(show settings?) = [1]> then\n set [ghost v] effect to (50)\nelse\n set [ghost v] effect to (100)\nend\n\n@damage\n\nwhen I receive [initialization v]\ngo to x: (0) y: (0)\nswitch costume to (red damage v)\nset size to (100) %\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [layers v]\nwait until <(cycle) = [88]>\ngo to [front v] layer\nadd [damage] to [layers v]\n\nwhen I receive [player dead v]\nshow\nset [ghost v] effect to (50)\n\nwhen I receive [player alive v]\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [damage v]\nshow\nset [ghost v] effect to (((0.5) * (health)) + (50))\nif <(health) < [1]> then\n set [alive v] to [0]\n broadcast (player dead v)\n set [ghost v] effect to (0)\nelse\n wait (0.5) seconds\n repeat until <(health) > [100]>\n if <(pause) = [0]> then\n wait (0.2) seconds\n change [health v] by (10)\n set [ghost v] effect to (((0.5) * (health)) + (50))\n end\n end\n set [health v] to [100]\n set [ghost v] effect to (((0.5) * (health)) + (50))\n hide\nend\n\n@portal blue\n\ndefine None\nif <(x1) > [0]> then\n set [angle v] to ([atan v] of ((y1) / (x1)) )\nelse\n if <<<(y1) > [0]> or <(y1) = [0]>> and <(x1) < [0]>> then\n set [angle v] to (([atan v] of ((y1) / (x1)) ) + (180))\n else\n if <<(y1) < [0]> and <(x1) < [0]>> then\n set [angle v] to (([atan v] of ((y1) / (x1)) ) - (180))\n else\n if <<(y1) > [0]> and <(x1) = [0]>> then\n set [angle v] to [90]\n else\n if <<(y1) < [0]> and <(x1) = [0]>> then\n set [angle v] to [-90]\n else\n if <<(y1) = [0]> and <(x1) = [0]>> then\n set [angle v] to [0]\n end\n end\n end\n end\n end\nend\n\nwhen I receive [initialization v]\nset volume to (20) %\nset rotation style [all around v]\nhide\nset [.show? v] to [0]\nclear graphic effects\nset [ghost v] effect to (10)\nswitch costume to (light blue v)\nset size to (153) %\nset [portal fail x v] to [0]\nset [portal fail y v] to [0]\nset [portal blue on v] to [0]\nwait (1) seconds\nset [portal blue on v] to [1]\n\nwhen I receive [fizzler v]\nclose portal\n\nwhen I receive [portal blue goto v]\nset size to (153) %\nset [ghost v] effect to (0)\nset [portal blue on v] to [1]\nset [.x v] to (item (last) of [x-spawn v])\nset [.y v] to (item (last) of [y-spawn v])\nset [.dir v] to (item (last) of [info-spawn v])\npoint in direction (.dir)\ndelete (last) of [x-spawn v]\ndelete (last) of [y-spawn v]\ndelete (last) of [info-spawn v]\nif <<([abs v] of ((Y) + (.y)) ) > [180]> or <([abs v] of ((X) + (.x)) ) > [240]>> then\n hide\n set [.show? v] to [0]\nelse\n show\n set [.show? v] to [1]\n go to x: ([floor v] of ((X) + (.x)) ) y: ([floor v] of ((Y) + (.y)) )\nend\n\nwhen I receive [cycle v]\nif <(portal blue on) = [1]> then\n if <<([abs v] of ((Y) + (.y)) ) > [180]> or <([abs v] of ((X) + (.x)) ) > [240]>> then\n if <(.show?) = [1]> then\n hide\n set [.show? v] to [0]\n end\n else\n if <(.show?) = [0]> then\n show\n set [.show? v] to [1]\n end\n go to x: ([floor v] of ((X) + (.x)) ) y: ([floor v] of ((Y) + (.y)) )\n end\nend\n\nwhen I receive [player dead v]\nclose portal\n\nwhen I receive [p fire r v]\ncostume open closed\n\ndefine None\nset [.x v] to (((x) * ([cos v] of (degrees) )) + ((y) * ([sin v] of (degrees) )))\nset [.y v] to (((y) * ([cos v] of (degrees) )) - ((x) * ([sin v] of (degrees) )))\n\ndefine move until hit map (turbo)\nset [.dir v] to [off]\nif <touching (map v)?> then\n hide\n set [.show? v] to [0]\n start sound [portal_invalid_surface3 v]\nelse\n repeat until <<touching (map v)?> or <<touching (_edge_ v)?> or <<touching (door v)?> or <touching (fizzler v)?>>>>\n change x by (.Vx)\n if <touching (map v)?> then\n if <(.Vx) > [0]> then\n set [.dir v] to [-90]\n else\n set [.dir v] to [90]\n end\n else\n change y by (.Vy)\n if <touching (map v)?> then\n if <(.Vy) > [0]> then\n set [.dir v] to [180]\n else\n set [.dir v] to [0]\n end\n end\n end\n end\n fire or fizzle\n if <(portal color) = [r]> then\n set [portal color v] to [b]\n broadcast (portal gun v)\n end\nend\n\nwhen I receive [layers v]\nwait until <(cycle) = [84]>\ngo to [front v] layer\nadd [portal 1] to [layers v]\n\nwhen I receive [p fire b v]\nrepeat (4)\n change size by (30)\nend\nif <touching (fizzler v)?> then\n set [xfizzf v] to (.x)\n set [yfizzf v] to (.y)\n broadcast (fizzler flash v)\n hide\n set [.show? v] to [0]\n start sound [portal_invalid_surface3 v]\n set [portal blue on v] to [0]\nend\n\nwhen I receive [new level v]\npoint in direction (90)\nset [portal blue on v] to [0]\nhide\nset [.show? v] to [0]\n\nwhen I receive [fire blue portal v]\nif <(cycle fire CD) < (cycle)> then\n if <<(alive) = [1]> and <(p gun?) = [1]>> then\n set [cycle fire cd v] to ((cycle) + (15))\n set size to (1) %\n show\n set [.show? v] to [1]\n set [.vy v] to ([cos v] of ([direction v] of [player v]) )\n set [.vx v] to ([sin v] of ([direction v] of [player v]) )\n go to x: (Xc) y: ((Yc) + (crouch))\n move until hit map (turbo)\n add [p1] to [graphics type v]\n create clone of (graphics v)\n end\nend\n\nif <(.dir) = [off]> then\nend\n\nwhen I receive [rotate v]\nrotate (rotate) degrees (.x) (.y)\nturn right (rotate) degrees\ngo to x: ([floor v] of ((X) + (.x)) ) y: ([floor v] of ((Y) + (.y)) )\n\ndefine None\nif <(speed) > [10]> then\n start sound [portalexit v]\nend\nif <(dir) = [-90]> then\n set [vx v] to ((speed) + (2))\n set [vy v] to [-2]\nelse\n if <(dir) = [90]> then\n set [vx v] to ((-2) - (10))\n set [vy v] to [-2]\n else\n if <(dir) = [180]> then\n set [vx v] to [0]\n if <(speed) > [9]> then\n set [vy v] to [9]\n else\n if <(speed) < [-9]> then\n set [vy v] to [-9]\n else\n set [vy v] to (speed)\n end\n end\n else\n if <(dir) = [0]> then\n if <(speed) > [3]> then\n set [vy v] to ((-1.1) - (speed))\n else\n set [vy v] to [-2]\n change [y v] by (-25)\n end\n set [vx v] to [0]\n else\n set [vx v] to ((0) - (((2) + (speed)) * ([sin v] of (dir) )))\n set [vy v] to ((0) - (((2) + (speed)) * ([cos v] of (dir) )))\n end\n end\n end\nend\n\nwhen I receive [touch blue portal v]\nif <<(alive) = [1]> and <<(portal?) = [0]> and <(portal red on) = [1]>>> then\n set [portal? v] to [1]\n if <([abs v] of ((X) - ((Xc) - ([.x v] of [portal red v]))) ) < [180]> then\n change [xc v] by ((X) - ((Xc) - ([.x v] of [portal red v])))\n else\n broadcast (teleport v)\n if <((X) - ((Xc) - ([.x v] of [portal red v]))) > [0]> then\n set [x v] to ((() - (([.x v] of [portal red v]) - (Xc))) + (180))\n change [xc v] by (180)\n else\n set [x v] to ((() - (([.x v] of [portal red v]) - (Xc))) - (180))\n change [xc v] by (-180)\n end\n end\n if <([abs v] of ((Y) - ((Yc) - ([.y v] of [portal red v]))) ) < [140]> then\n change [yc v] by ((Y) - ((Yc) - ([.y v] of [portal red v])))\n else\n broadcast (teleport v)\n if <((Y) - ((Yc) - ([.y v] of [portal red v]))) > [0]> then\n set [y v] to ((() - (([.y v] of [portal red v]) - (Yc))) + (180))\n change [yc v] by (180)\n else\n set [y v] to ((() - (([.y v] of [portal red v]) - (Yc))) - (180))\n change [yc v] by (-180)\n end\n end\n exiting the portal with a direction = ([.dir v] of [portal red v]) , speed= ([sqrt v] of (((Vx) * (Vx)) + ((Vy) * (Vy))) )\n broadcast (portal v)\nend\n\ndefine fire or fizzle\nif <<<touching (no portals v)?> or <touching (_edge_ v)?>> or <<<touching (door v)?> or <touching (fizzler v)?>> or <touching (portal red v)?>>> then\n set size to (153) %\n set [xfizzf v] to ([floor v] of ((x position) - (X)) )\n set [yfizzf v] to ([floor v] of ((y position) - (Y)) )\n broadcast (fizzler flash v)\n start sound [portal_invalid_surface3 v]\n set [.dir v] to (direction)\n set [portal fail x v] to (x position)\n set [portal fail y v] to (y position)\n add [pfb] to [graphics type v]\n create clone of (graphics v)\n if <(portal blue on) = [0]> then\n hide\n set [.show? v] to [0]\n end\nelse\n start sound [portal blue fire v]\n angle check\n set [portal blue on v] to [1]\n set [m fire v] to [r]\n costume open closed\n broadcast (P fire B v)\nend\n\ndefine angle check\nset [.x v] to ([floor v] of ((x position) - (X)) )\nset [.y v] to ([floor v] of ((y position) - (Y)) )\nset [portal blue on v] to [0]\nrepeat (length of [z panel angle v])\n change [portal blue on v] by (1)\n if <<<(.y) > ((item (portal blue on) of [y panel v]) - (50))> and <(.y) < ((item (portal blue on) of [y panel v]) + (50))>> and <<(.x) > ((item (portal blue on) of [x panel v]) - (50))> and <(.x) < ((item (portal blue on) of [x panel v]) + (50))>>> then\n set [.dir v] to (item (portal blue on) of [z panel angle v])\n set [.x v] to ([floor v] of (item (portal blue on) of [x panel v]) )\n set [.y v] to ([floor v] of (item (portal blue on) of [y panel v]) )\n end\nend\npoint in direction (.dir)\n\ndefine close portal\nif <(portal blue on) = [1]> then\n set [portal blue on v] to [0]\n repeat (4)\n change size by (-30)\n go to x: ([floor v] of ((X) + (.x)) ) y: ([floor v] of ((Y) + (.y)) )\n end\n hide\n set [.show? v] to [0]\nend\n\ndefine costume open closed\nif <(portal red on) = [1]> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (70)\nend\n\n@portal red\n\nwhen I receive [initialization v]\nset volume to (20) %\nset rotation style [all around v]\nhide\nset [.show? v] to [0]\nclear graphic effects\nset [ghost v] effect to (10)\nswitch costume to (orangerd v)\nset size to (153) %\nset [portal red on v] to [0]\n\nwhen I receive [new level v]\npoint in direction (90)\nset [portal red on v] to [0]\nhide\n\nwhen I receive [p fire b v]\ncostume open closed\n\nwhen I receive [layers v]\nwait until <(cycle) = [83]>\ngo to [front v] layer\nadd [portal 2] to [layers v]\n\ndefine None\nif <(x1) > [0]> then\n set [angle v] to ([atan v] of ((y1) / (x1)) )\nelse\n if <<<(y1) > [0]> or <(y1) = [0]>> and <(x1) < [0]>> then\n set [angle v] to (([atan v] of ((y1) / (x1)) ) + (180))\n else\n if <<(y1) < [0]> and <(x1) < [0]>> then\n set [angle v] to (([atan v] of ((y1) / (x1)) ) - (180))\n else\n if <<(y1) > [0]> and <(x1) = [0]>> then\n set [angle v] to [90]\n else\n if <<(y1) < [0]> and <(x1) = [0]>> then\n set [angle v] to [-90]\n else\n if <<(y1) = [0]> and <(x1) = [0]>> then\n set [angle v] to [0]\n end\n end\n end\n end\n end\nend\n\ndefine close portal\nif <(portal red on) = [1]> then\n set [portal red on v] to [0]\n repeat (4)\n change size by (-30)\n go to x: ([floor v] of ((X) + (.x)) ) y: ([floor v] of ((Y) + (.y)) )\n end\n hide\n set [.show? v] to [0]\nend\n\nwhen I receive [fizzler v]\nclose portal\n\nwhen I receive [player dead v]\nclose portal\n\ndefine costume open closed\nif <(portal blue on) = [1]> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (70)\nend\n\nwhen I receive [cycle v]\nif <(portal red on) = [1]> then\n if <<([abs v] of ((Y) + (.y)) ) > [180]> or <([abs v] of ((X) + (.x)) ) > [240]>> then\n if <(.show?) = [1]> then\n hide\n set [.show? v] to [0]\n end\n else\n if <(.show?) = [0]> then\n show\n set [.show? v] to [1]\n end\n go to x: ([floor v] of ((X) + (.x)) ) y: ([floor v] of ((Y) + (.y)) )\n end\nend\n\ndefine map edge?\nif <<<touching (no portals v)?> or <touching (_edge_ v)?>> or <<touching (door v)?> or <<touching (fizzler v)?> or <touching (portal blue v)?>>>> then\n set size to (153) %\n set [xfizzf v] to ([floor v] of ((x position) - (X)) )\n set [yfizzf v] to ([floor v] of ((y position) - (Y)) )\n broadcast (fizzler flash v)\n start sound [portal_invalid_surface3 v]\n set [.dir v] to (direction)\n set [portal fail x v] to (x position)\n set [portal fail y v] to (y position)\n add [pfr] to [graphics type v]\n create clone of (graphics v)\n if <(portal red on) = [0]> then\n hide\n set [.show? v] to [0]\n end\nelse\n angle check\n start sound [portal red fire v]\n set [portal red on v] to [1]\n set [m fire v] to [b]\n costume open closed\n broadcast (P fire R v)\nend\n\ndefine angle check\nset [.x v] to ([floor v] of ((x position) - (X)) )\nset [.y v] to ([floor v] of ((y position) - (Y)) )\nset [portal red on v] to [0]\nrepeat (length of [z panel angle v])\n change [portal red on v] by (1)\n if <<<(.y) > ((item (portal red on) of [y panel v]) - (50))> and <(.y) < ((item (portal red on) of [y panel v]) + (50))>> and <<(.x) > ((item (portal red on) of [x panel v]) - (50))> and <(.x) < ((item (portal red on) of [x panel v]) + (50))>>> then\n set [.dir v] to (item (portal red on) of [z panel angle v])\n set [.x v] to ([floor v] of (item (portal red on) of [x panel v]) )\n set [.y v] to ([floor v] of (item (portal red on) of [y panel v]) )\n end\nend\npoint in direction (.dir)\n\nwhen I receive [p fire r v]\nrepeat (4)\n change size by (30)\nend\nif <touching (fizzler v)?> then\n set [xfizzf v] to (.x)\n set [yfizzf v] to (.y)\n broadcast (fizzler flash v)\n hide\n set [.show? v] to [0]\n start sound [portal_invalid_surface3 v]\n set [portal red on v] to [0]\nend\n\ndefine None\nset [.x v] to (((x) * ([cos v] of (degrees) )) + ((y) * ([sin v] of (degrees) )))\nset [.y v] to (((y) * ([cos v] of (degrees) )) - ((x) * ([sin v] of (degrees) )))\n\nwhen I receive [rotate v]\nrotate (rotate) degrees (.x) (.y)\nturn right (rotate) degrees\ngo to x: ([floor v] of ((X) + (.x)) ) y: ([floor v] of ((Y) + (.y)) )\n\nwhen I receive [portal red goto v]\nset size to (153) %\nset [ghost v] effect to (0)\nset [portal red on v] to [1]\nset [.x v] to (item (last) of [x-spawn v])\nset [.y v] to (item (last) of [y-spawn v])\nset [.dir v] to (item (last) of [info-spawn v])\npoint in direction (.dir)\ndelete (last) of [x-spawn v]\ndelete (last) of [y-spawn v]\ndelete (last) of [info-spawn v]\nif <<([abs v] of ((Y) + (.y)) ) > [180]> or <([abs v] of ((X) + (.x)) ) > [240]>> then\n hide\n set [.show? v] to [0]\nelse\n show\n set [.show? v] to [1]\n go to x: ([floor v] of ((X) + (.x)) ) y: ([floor v] of ((Y) + (.y)) )\nend\n\nwhen I receive [fire red portal v]\nif <(cycle fire CD) < (cycle)> then\n if <<(alive) = [1]> and <(p gun?) = [1]>> then\n set [cycle fire cd v] to ((cycle) + (15))\n set size to (1) %\n show\n set [.show? v] to [1]\n set [.vy v] to ([cos v] of ([direction v] of [player v]) )\n set [.vx v] to ([sin v] of ([direction v] of [player v]) )\n go to x: (Xc) y: ((Yc) + (crouch))\n move until hit map (turbo)\n add [p2] to [graphics type v]\n create clone of (graphics v)\n end\nend\n\ndefine None\nif <(Vx) > (max speed)> then\n set [vx v] to (max speed)\nelse\n if <(Vx) < (() - (max speed))> then\n set [vx v] to (() - (max speed))\n end\nend\nif <(Vy) > (max speed)> then\n set [vy v] to (max speed)\nelse\n if <(Vy) < (() - (max speed))> then\n set [vy v] to (() - (max speed))\n end\nend\n\ndefine None\nif <(speed) > [10]> then\n start sound [portalexit v]\nend\nif <(dir) = [-90]> then\n set [vx v] to ((speed) + (2))\n set [vy v] to [-3]\nelse\n if <(dir) = [90]> then\n set [vx v] to ((-2) - (speed))\n set [vy v] to [-3]\n else\n if <(dir) = [180]> then\n set [vx v] to [0]\n if <(speed) > [9]> then\n set [vy v] to [9]\n else\n if <(speed) < [-9]> then\n set [vy v] to [-9]\n else\n set [vy v] to (speed)\n end\n end\n else\n if <(dir) = [0]> then\n if <(speed) > [3]> then\n set [vy v] to ((-1.1) - (speed))\n else\n set [vy v] to [-2]\n change [y v] by (-25)\n end\n set [vx v] to [0]\n else\n set [vx v] to ((0) - (((2) + (speed)) * ([sin v] of (dir) )))\n set [vy v] to ((0) - (((2) + (speed)) * ([cos v] of (dir) )))\n end\n end\n end\nend\n\ndefine move until hit map (turbo)\nset [.dir v] to [off]\nif <touching (map v)?> then\n hide\n set [.show? v] to [0]\n start sound [portal_invalid_surface3 v]\nelse\n repeat until <<touching (map v)?> or <<touching (_edge_ v)?> or <<touching (door v)?> or <touching (fizzler v)?>>>>\n change x by (.Vx)\n if <touching (map v)?> then\n if <(.Vx) > [0]> then\n set [.dir v] to [-90]\n else\n set [.dir v] to [90]\n end\n else\n change y by (.Vy)\n if <touching (map v)?> then\n if <(.Vy) > [0]> then\n set [.dir v] to [180]\n else\n set [.dir v] to [0]\n end\n end\n end\n end\n map edge?\n if <(portal color) = [b]> then\n set [portal color v] to [r]\n broadcast (portal gun v)\n end\nend\n\nwhen I receive [touch red portal v]\nif <<(alive) = [1]> and <<(portal?) = [0]> and <(portal blue on) = [1]>>> then\n set [portal? v] to [1]\n if <([abs v] of ((X) - ((Xc) - ([.x v] of [portal blue v]))) ) < [180]> then\n change [xc v] by ((X) - ((Xc) - ([.x v] of [portal blue v])))\n else\n broadcast (teleport v)\n if <((X) - ((Xc) - ([.x v] of [portal blue v]))) > [0]> then\n set [x v] to ((() - (([.x v] of [portal blue v]) - (Xc))) + (180))\n change [xc v] by (180)\n else\n set [x v] to ((() - (([.x v] of [portal blue v]) - (Xc))) - (180))\n change [xc v] by (-180)\n end\n end\n if <([abs v] of ((Y) - ((Yc) - ([.y v] of [portal blue v]))) ) < [140]> then\n change [yc v] by ((Y) - ((Yc) - ([.y v] of [portal blue v])))\n else\n broadcast (teleport v)\n if <((Y) - ((Yc) - ([.y v] of [portal blue v]))) > [0]> then\n set [y v] to ((() - (([.y v] of [portal blue v]) - (Yc))) + (180))\n change [yc v] by (180)\n else\n set [y v] to ((() - (([.y v] of [portal blue v]) - (Yc))) - (180))\n change [yc v] by (-180)\n end\n end\n exiting the portal with a direction = ([.dir v] of [portal blue v]) , speed= ([sqrt v] of (((Vx) * (Vx)) + ((Vy) * (Vy))) )\n broadcast (portal v)\nend\n\nplayer max speed (12)\n\n@Map\n\ndefine None\nif <(color) = [blue]> then\n add (x) to [x-spawn v]\n add (y) to [y-spawn v]\n add (dir) to [info-spawn v]\n broadcast (Portal Blue goto v)\nelse\n add (x) to [x-spawn v]\n add (y) to [y-spawn v]\n add (dir) to [info-spawn v]\n broadcast (Portal Red goto v)\nend\n\ndefine None\nadd (x) to [x-spawn v]\nadd (y) to [y-spawn v]\nadd (type) to [type-spawn v]\nadd (rotation) to [info-spawn v]\ncreate clone of (door v)\n\ndefine None\nadd (x) to [x-spawn v]\nadd (y) to [y-spawn v]\nadd (dir) to [type-spawn v]\ncreate clone of (turret v)\n\ndefine None\nadd (x) to [x-spawn v]\nadd (y) to [y-spawn v]\nadd (type) to [type-spawn v]\ncreate clone of (items v)\n\ndefine None\nadd (x) to [x-spawn v]\nadd (y) to [y-spawn v]\nadd (track) to [type-spawn v]\nadd (lock) to [info-spawn v]\ncreate clone of (platform v)\n\ndefine None\nadd (x) to [x-spawn v]\nadd (y) to [y-spawn v]\nadd (lock) to [type-spawn v]\nadd (costume) to [info-spawn v]\ncreate clone of (fizzler v)\n\ndefine None\nadd (x) to [x-spawn v]\nadd (y) to [y-spawn v]\nadd (lock) to [type-spawn v]\ncreate clone of (button v)\n\nwhen I receive [initialization v]\nhide\nset volume to (20) %\nset rotation style [all around v]\ngo to x: (2500) y: (180)\npoint in direction (90)\nclear graphic effects\nswitch costume to (size trick v)\nset size to (500) %\nswitch costume to (aperture science v)\nwait (0.5) seconds\nshow\n\nwhen I receive [layers v]\nwait until <(cycle) = [80]>\ngo to [front v] layer\nadd [Map] to [layers v]\n\ndefine level the end\nset [x v] to [1200]\nset [y v] to [213]\nset [save point x v] to (X)\nset [save point y v] to (Y)\nspawn turret: direction= (-90) , x= (-950) , y= (-231)\nspawn turret: direction= (-90) , x= (-650) , y= (-231)\nspawn turret: direction= (-90) , x= (-370) , y= (-231)\nspawn turret: direction= (-90) , x= (-370) , y= (-191)\nspawn turret: direction= (-90) , x= (-370) , y= (-151)\nspawn turret: direction= (-90) , x= (-370) , y= (-111)\nspawn turret: direction= (-90) , x= (-370) , y= (-71)\nspawn turret: direction= (90) , x= (-820) , y= (-122)\nforever\n check if below (600)\nend\n\ndefine level doors, switches, and turrets\nset [x v] to [742]\nset [y v] to [214]\nset [save point x v] to (X)\nset [save point y v] to (Y)\ndelete (all) of [locks v]\nadd [1] to [locks v]\nadd [1] to [locks v]\nadd [1] to [locks v]\nadd [0] to [locks v]\nspawn turret: direction= (90) , x= (-577) , y= (-232)\nwait (1) seconds\nspawn switch: x= (-493) , y= (-358) , lock type= (1) rotation= (1)\nspawn switch: x= (872) , y= (-372) , lock type= (2) rotation= (1)\nspawn switch: x= (455) , y= (-275) , lock type= (3) rotation= (1)\nwait (1) seconds\nspawn door: x= (-400) , y= (-340) , lock type= (1) rotation= (1)\nspawn door: x= (1004) , y= (-213) , lock type= (2) rotation= (1)\nwait (1) seconds\nspawn item: type= [3] at x= (-235) , y= (-339)\nwait (1) seconds\nspawn platform, x= (557) , y= (-289) , track= (4) , lock= (-3)\nwait (1) seconds\nspawn turret: direction= (-90) , x= (783) , y= (-393)\nwait (1) seconds\nspawn fizzler, x= (87) , y= (-340) , lock= (4) , costume= (1)\nforever\n check if below (800)\nend\n\ndefine level aperture science\nset [p gun? v] to [0]\nset [portal color v] to [p]\nbroadcast (portal gun v)\nset [x v] to [1200]\nset [y v] to [-100]\nset [save point x v] to (X)\nset [save point y v] to (Y)\ndelete (all) of [locks v]\nadd [1] to [locks v]\nadd [1] to [locks v]\nportal goto: x= (-834) , y= (-160) , direction= (-90) , color= [blue]\nwait (1) seconds\nportal goto: x= (-678) , y= (-160) , direction= (90) , color= [red]\nwait (1) seconds\nspawn item: type= [1] at x= (276) , y= (176)\nspawn item: type= [2] at x= (867) , y= (176)\nwait (1) seconds\nspawn platform, x= (873) , y= (141) , track= (3) , lock= (-1)\nwait (1) seconds\nspawn fizzler, x= (837) , y= (171) , lock= (-2) , costume= (2)\nforever\n if <<<[484] > ((X) - (Xc))> and <((X) - (Xc)) > [430]>> and <<[231] > ((Y) - (Yc))> and <((Y) - (Yc)) > [120]>>> then\n if <[1] > (Vy)> then\n set [vy v] to [-15]\n end\n end\nend\n\ndefine level conservation of momentum\nset [x v] to [405]\nset [y v] to [62]\nset [save point x v] to (X)\nset [save point y v] to (Y)\ndelete (all) of [locks v]\nadd [1] to [locks v]\nspawn platform, x= (-284) , y= (-182) , track= (5) , lock= (1)\nforever\n check if below (600)\n if <key (s v) pressed?> then\n portal goto: x= (-237) , y= (-190) , direction= (0) , color= [blue]\n portal goto: x= (-68) , y= (-90) , direction= (0) , color= [red]\n end\nend\n\ndefine level just a fling\nset [x v] to [1074]\nset [y v] to [213]\nset [save point x v] to (X)\nset [save point y v] to (Y)\nadd angled panel: x= (-372) , y= (-220) , angle= (45)\ndelete (all) of [locks v]\nadd [1] to [locks v]\nadd [1] to [locks v]\nspawn fizzler, x= (-917) , y= (-213) , lock= (-2) , costume= (1)\nwait (1) seconds\nspawn door: x= (808) , y= (-213) , lock type= (1) rotation= (1)\nspawn door: x= (14) , y= (-200) , lock type= (2) rotation= (1)\nwait (1) seconds\nspawn switch: x= (715) , y= (-231) , lock type= (1) rotation= (1)\nspawn switch: x= (63) , y= (-118) , lock type= (2) rotation= (1)\nwait (1) seconds\nspawn turret: direction= (-90) , x= (-590) , y= (-141)\nspawn turret: direction= (-90) , x= (1008) , y= (-264)\nspawn turret: direction= (90) , x= (216) , y= (-472)\nforever\n check if below (600)\nend\n\ndefine level: cubes squared\nset [x v] to [742]\nset [y v] to [214]\nset [save point x v] to (X)\nset [save point y v] to (Y)\nadd angled panel: x= (-368) , y= (-389) , angle= (50)\ndelete (all) of [locks v]\nadd [1] to [locks v]\nadd [1] to [locks v]\nadd [1] to [locks v]\nspawn cube: x= (-676) , y= (-213)\nspawn cube: x= (170) , y= (-288)\nwait (1) seconds\nspawn button: x= (-493) , y= (-340) , lock type= (1)\nspawn button: x= (25) , y= (-310) , lock type= (2)\nspawn button: x= (250) , y= (-288) , lock type= (3)\nwait (1) seconds\nspawn fizzler, x= (-405) , y= (-340) , lock= (-1) , costume= (1)\nspawn fizzler, x= (100) , y= (-273) , lock= (-3) , costume= (2)\nwait (1) seconds\nspawn door: x= (342) , y= (-288) , lock type= (2) rotation= (1)\nforever\n check if below (600)\nend\n\ndefine level ballistic trajectory\nset [x v] to [399]\nset [y v] to [112]\nset [save point x v] to (X)\nset [save point y v] to (Y)\nadd angled panel: x= (-296) , y= (-108) , angle= (35)\ndelete (all) of [locks v]\nadd [1] to [locks v]\nspawn platform, x= (-639) , y= (-200) , track= (7) , lock= (1)\nforever\n if <<<[283] > ((X) - (Xc))> and <((X) - (Xc)) > [90]>> and <[145] < ((Y) - (Yc))>> then\n if <(alive) = [1]> then\n broadcast (player dead v)\n end\n end\n check if below (600)\nend\n\ndefine level Weighted Storage Cube\nset [x v] to [399]\nset [y v] to [112]\nset [save point x v] to (X)\nset [save point y v] to (Y)\ndelete (all) of [locks v]\nadd [1] to [locks v]\nadd [1] to [locks v]\nadd [1] to [locks v]\nspawn button: x= (-279) , y= (-112) , lock type= (1)\nspawn button: x= (152) , y= (-112) , lock type= (2)\nwait (1) seconds\nspawn door: x= (-191) , y= (-109) , lock type= (1) rotation= (1)\nspawn door: x= (289) , y= (-112) , lock type= (2) rotation= (1)\nwait (1) seconds\nspawn cube: x= (61) , y= (-112)\nwait (1) seconds\nspawn fizzler, x= (289) , y= (-112) , lock= (-3) , costume= (1)\nforever\n check if below (600)\nend\n\ndefine None\nadd (x) to [x-spawn v]\nadd (y) to [y-spawn v]\nadd (type) to [type-spawn v]\nadd (rotation) to [info-spawn v]\ncreate clone of (switch v)\n\ndefine level: upside down\nset [p gun? v] to [0]\nset [portal color v] to [p]\nbroadcast (portal gun v)\nset [x v] to [568]\nset [y v] to [112]\nset [save point x v] to (X)\nset [save point y v] to (Y)\ndelete (all) of [locks v]\nadd [1] to [locks v]\nadd [1] to [locks v]\nset [rotate v] to [0]\nspawn switch: x= (-253) , y= (-27) , lock type= (1) rotation= (1)\nspawn switch: x= (137) , y= (-278) , lock type= (2) rotation= (1)\nwait (1) seconds\nspawn door: x= (-171) , y= (-13) , lock type= (1) rotation= (1)\nspawn door: x= (141) , y= (-113) , lock type= (2) rotation= (1)\nwait (1) seconds\nspawn item: type= [3] at x= (17) , y= (-373)\nforever\n rotate\nend\n\ndefine level asteroid\nset [p gun? v] to [0]\nset [portal color v] to [p]\nbroadcast (portal gun v)\nset [x v] to [109]\nset [y v] to [-234]\nset [save point x v] to (X)\nset [save point y v] to (Y)\ndelete (all) of [locks v]\nadd [1] to [locks v]\nset [rotate v] to [0]\nforever\n rotate\nend\n\nwhen I receive [cycle: position v]\ngo to x: ([floor v] of (X) ) y: ([floor v] of (Y) )\n\nwhen I receive [new level v]\nwait (0.1) seconds\nset [talking v] to [1]\nplay sound ([costume name v] of [map v]) until done\nset [talking v] to [0]\n\ndefine level out of reach\nset [x v] to [568]\nset [y v] to [112]\nset [save point x v] to (X)\nset [save point y v] to (Y)\ndelete (all) of [locks v]\nadd [1] to [locks v]\nadd [1] to [locks v]\nadd [1] to [locks v]\nspawn button: x= (-226) , y= (-112) , lock type= (1)\nspawn button: x= (-337) , y= (-8) , lock type= (2)\nwait (1) seconds\nspawn fizzler, x= (-408) , y= (-43) , lock= (-2) , costume= (5)\nspawn fizzler, x= (-129) , y= (-112) , lock= (-3) , costume= (1)\nwait (1) seconds\nspawn door: x= (-129) , y= (-112) , lock type= (1) rotation= (1)\nwait (5) seconds\nspawn cube: x= (-472) , y= (-7)\nforever\n if <<<[733] > ((X) - (Xc))> and <((X) - (Xc)) > [695]>> and <((Y) - (Yc)) > [100]>> then\n set [vy v] to [-15]\n end\nend\n\ndefine level material emancipation grid\nset [x v] to [612]\nset [y v] to [136]\nset [save point x v] to (X)\nset [save point y v] to (Y)\nadd angled panel: x= (-213) , y= (-155) , angle= (50)\ndelete (all) of [locks v]\nadd [0] to [locks v]\nadd [0] to [locks v]\nspawn fizzler, x= (-13) , y= (48) , lock= (2) , costume= (5)\nspawn fizzler, x= (-105) , y= (13) , lock= (1) , costume= (1)\nspawn fizzler, x= (-120) , y= (-60) , lock= (2) , costume= (1)\nspawn fizzler, x= (-120) , y= (-120) , lock= (2) , costume= (1)\nwait (1) seconds\nspawn switch: x= (200) , y= (-204) , lock type= (1) rotation= (1)\nwait (1) seconds\nspawn platform, x= (93) , y= (-220) , track= (6) , lock= (1)\nforever\n check if below (700)\nend\n\ndefine None\nadd (x) to [x panel v]\nadd (y) to [y panel v]\nadd (a) to [z panel angle v]\n\ndefine level platformer\nset [x v] to [1236]\nset [y v] to [213]\nset [save point x v] to (X)\nset [save point y v] to (Y)\ndelete (all) of [locks v]\nadd [1] to [locks v]\nadd [1] to [locks v]\nspawn fizzler, x= (-921) , y= (-200) , lock= (-2) , costume= (2)\nwait (1) seconds\nspawn turret: direction= (-90) , x= (-858) , y= (-231)\nspawn turret: direction= (90) , x= (-71) , y= (61)\nwait (1) seconds\nspawn platform, x= (-647) , y= (-66) , track= (2) , lock= (-2)\nspawn platform, x= (-597) , y= (-66) , track= (1) , lock= (-2)\nwait (1) seconds\nspawn switch: x= (136) , y= (7) , lock type= (1) rotation= (1)\nspawn switch: x= (-586) , y= (-231) , lock type= (2) rotation= (1)\nwait (1) seconds\nspawn door: x= (181) , y= (24) , lock type= (1) rotation= (1)\nspawn door: x= (344) , y= (24) , lock type= (-1) rotation= (1)\nforever\n check if below (600)\nend\n\ndefine level construction work\nset [x v] to [330]\nset [y v] to [338]\nset [save point x v] to (X)\nset [save point y v] to (Y)\ndelete (all) of [locks v]\nadd [1] to [locks v]\nforever\n check if below (600)\nend\n\nwhen I receive [rotate v]\nturn right (rotate) degrees\ngo to x: ([floor v] of (X) ) y: ([floor v] of (Y) )\n\ndefine None\nset [save point x v] to (((sx) * ([cos v] of (degrees) )) + ((sy) * ([sin v] of (degrees) )))\nset [save point y v] to (((sy) * ([cos v] of (degrees) )) - ((sx) * ([sin v] of (degrees) )))\nset [x v] to (((x) * ([cos v] of (degrees) )) + ((y) * ([sin v] of (degrees) )))\nset [y v] to (((y) * ([cos v] of (degrees) )) - ((x) * ([sin v] of (degrees) )))\nset [vx v] to (((vx) * ([cos v] of (degrees) )) + ((vy) * ([sin v] of (degrees) )))\nset [vy v] to (((vy) * ([cos v] of (degrees) )) - ((vx) * ([sin v] of (degrees) )))\n\ndefine rotate\nif <(rotate) = [0]> then\n if <key (q v) pressed?> then\n set [rotate v] to [-30]\n repeat (3)\n change [x v] by ((0) - (Xc))\n set [xc v] to [0]\n change [y v] by ((0) - (Yc))\n set [yc v] to [0]\n rotate (rotate) degrees (X) (Y) (save point x) (save point y) (Vx) (Vy)\n broadcast (rotate v)\n end\n wait (0) seconds\n set [rotate v] to [0]\n else\n if <key (e v) pressed?> then\n set [rotate v] to [30]\n repeat (3)\n change [x v] by ((0) - (Xc))\n set [xc v] to [0]\n change [y v] by ((0) - (Yc))\n set [yc v] to [0]\n rotate (rotate) degrees (X) (Y) (save point x) (save point y) (Vx) (Vy)\n broadcast (rotate v)\n end\n wait (0) seconds\n set [rotate v] to [0]\n end\n end\nend\n\ndefine portal maps\nif <(level) = [1]> then\n level aperture science\nend\nif <(level) = [2]> then\n level doors, switches, and turrets\nend\nif <(level) = [3]> then\n level conservation of momentum\nend\nif <(level) = [4]> then\n level ballistic trajectory\nend\nif <(level) = [5]> then\n level just a fling\nend\nif <(level) = [6]> then\n level Weighted Storage Cube\nend\nif <(level) = [7]> then\n cube2\nend\nif <(level) = [8]> then\n level out of reach\nend\nif <(level) = [9]> then\n level material emancipation grid\nend\nif <(level) = [10]> then\n level platformer\nend\nif <(level) = [11]> then\n level: cubes squared\nend\nif <(level) = [12]> then\n skyscrape\nend\nif <(level) = [13]> then\n level uprising\nend\nif <(level) = [14]> then\n level construction work\nend\n\nwhen I receive [new level v]\nall levels setup\nif <(level) < [15]> then\n portal maps\nelse\n ref frame maps\nend\nif <<(level) < [1]> or <(level) > [17]>> then\n broadcast (end v)\nend\n\ndefine all levels setup\nswitch costume to (level)\npoint in direction (90)\nset [p gun? v] to [1]\nset [portal color v] to [b]\nbroadcast (portal gun v)\nset [xc v] to [0]\nset [yc v] to [0]\ndelete (all) of [x panel v]\ndelete (all) of [y panel v]\ndelete (all) of [z panel angle v]\n\ndefine None\nif <((Y) - (Yc)) > (y min)> then\n if <(alive) = [1]> then\n set [alive v] to [0]\n broadcast (player dead v)\n end\nend\n\ndefine ref frame maps\nif <(level) = [15]> then\n level the end\nend\nif <(level) = [16]> then\n level: upside down\nend\nif <(level) = [17]> then\n level asteroid\nend\n\ndefine cube2\nset [x v] to [399]\nset [y v] to [112]\nset [save point x v] to (X)\nset [save point y v] to (Y)\ndelete (all) of [locks v]\nadd [1] to [locks v]\nadd [1] to [locks v]\nspawn cube: x= (-325) , y= (-112)\nspawn cube: x= (61) , y= (-63)\nwait (1) seconds\nspawn fizzler, x= (-119) , y= (-63) , lock= (-1) , costume= (1)\nspawn fizzler, x= (214) , y= (-10) , lock= (-2) , costume= (1)\nspawn fizzler, x= (438) , y= (-10) , lock= (-3) , costume= (1)\nwait (1) seconds\nspawn button: x= (242) , y= (-10) , lock type= (2)\nwait (1) seconds\nspawn door: x= (438) , y= (-10) , lock type= (2) rotation= (1)\nwait (1) seconds\nforever\n check if below (135)\nend\n\ndefine skyscrape\nset [x v] to [630]\nset [y v] to [-118]\nset [save point x v] to (X)\nset [save point y v] to (Y)\nadd angled panel: x= (-746) , y= (-129) , angle= (-50)\nadd angled panel: x= (-638) , y= (-129) , angle= (50)\ndelete (all) of [locks v]\nadd [1] to [locks v]\nadd [1] to [locks v]\nspawn fizzler, x= (-337) , y= (-30) , lock= (-1) , costume= (3)\nspawn fizzler, x= (13) , y= (-41) , lock= (-1) , costume= (1)\nspawn fizzler, x= (-920) , y= (-25) , lock= (-1) , costume= (3)\nwait (1) seconds\nspawn cube: x= (-284) , y= (-49)\nwait (1) seconds\nspawn button: x= (-24) , y= (-50) , lock type= (2)\nwait (1) seconds\nspawn door: x= (13) , y= (-41) , lock type= (-2) rotation= (1)\nspawn door: x= (-921) , y= (-35) , lock type= (2) rotation= (1)\nwait (1) seconds\nspawn turret: direction= (-90) , x= (52) , y= (-59)\nforever\n check if below (660)\nend\n\ndefine level uprising\nset [x v] to [1054]\nset [y v] to [-828]\nset [save point x v] to (X)\nset [save point y v] to (Y)\ndelete (all) of [locks v]\nadd [0] to [locks v]\nadd [0] to [locks v]\nadd [1] to [locks v]\nadd [1] to [locks v]\nadd [1] to [locks v]\nspawn platform, x= (-290) , y= (6) , track= (8) , lock= (1)\nspawn platform, x= (487) , y= (-300) , track= (9) , lock= (3)\nwait (1) seconds\nspawn switch: x= (-65) , y= (46) , lock type= (1) rotation= (1)\nwait (1) seconds\nspawn turret: direction= (-90) , x= (-158) , y= (60)\nspawn turret: direction= (-90) , x= (280) , y= (2)\nwait (1) seconds\nspawn cube: x= (670) , y= (21)\nwait (1) seconds\nspawn button: x= (351) , y= (88) , lock type= (2)\nspawn button: x= (198) , y= (-56) , lock type= (4)\nwait (1) seconds\nspawn fizzler, x= (487) , y= (-25) , lock= (-3) , costume= (5)\nspawn fizzler, x= (187) , y= (-25) , lock= (2) , costume= (5)\nwait (1) seconds\nspawn door: x= (-23) , y= (68) , lock type= (4) rotation= (1)\nforever\n if <<<[411] > ((X) - (Xc))> and <((X) - (Xc)) > [355]>> and <((Y) - (Yc)) > [220]>> then\n if <[1] > (Vy)> then\n set [vy v] to [-15]\n end\n end\nend\n\ndefine None\nadd (x) to [x-spawn v]\nadd (y) to [y-spawn v]\ncreate clone of (cube v)\n\ndefine None\nadd (x) to [x-spawn v]\nadd (y) to [y-spawn v]\nadd (color) to [type-spawn v]\nadd (angle) to [info-spawn v]\ncreate clone of (panel v)\n\n@fizzler\n\nwhen I receive [initialization v]\nset volume to (20) %\nset rotation style [all around v]\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (1 v)\nset size to (100) %\nclear graphic effects\nhide\nset [.show? v] to [0]\nset [.on? v] to [x]\nset [.type v] to [0]\n\nwhen I receive [layers v]\nwait until <(cycle) = [71]>\ngo to [front v] layer\nadd [fizzler] to [layers v]\n\nwhen I receive [rotate v]\nrotate (rotate) degrees (.x) (.y)\nturn right (rotate) degrees\ngo to x: ([floor v] of ((X) + (.x)) ) y: ([floor v] of ((Y) + (.y)) )\n\ndefine None\nset [.x v] to (((x) * ([cos v] of (degrees) )) + ((y) * ([sin v] of (degrees) )))\nset [.y v] to (((y) * ([cos v] of (degrees) )) - ((x) * ([sin v] of (degrees) )))\n\ndefine touching player\nif <touching (player v)?> then\n set [xfizzf v] to (.x)\n set [yfizzf v] to (.y)\n set size to (100) %\n set [ghost v] effect to (0)\n broadcast (fizzler flash v)\n if <<(portal blue on) = [1]> or <(portal red on) = [1]>> then\n start sound [fizzle v]\n broadcast (fizzler v)\n end\nend\n\nwhen I receive [switch v]\nif <not <(.on?) = [x]>> then\n if <(item ([abs v] of (.type) ) of [locks v]) = [0]> then\n if <(.type) > [0]> then\n open\n else\n close\n end\n else\n if <(.type) > [0]> then\n close\n else\n open\n end\n end\nend\n\ndefine open\nif <(.on?) = [0]> then\n hide\n set [.show? v] to [0]\n set [.on? v] to [1]\n go to x: ([floor v] of ((X) + (.x)) ) y: ([floor v] of ((Y) + (.y)) )\n set [ghost v] effect to (100)\n wait (0) seconds\n repeat (5)\n change [ghost v] effect by (-20)\n end\n wait (0) seconds\n set [ghost v] effect to (0)\nend\n\ndefine close\nif <(.on?) = [1]> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n wait (0) seconds\n set [.on? v] to [0]\n hide\n set [.show? v] to [0]\nend\n\nwhen I start as a clone\npoint in direction (90)\nset [.x v] to (item (last) of [x-spawn v])\nset [.y v] to (item (last) of [y-spawn v])\nset [.type v] to (item (last) of [type-spawn v])\nswitch costume to (item (last) of [info-spawn v])\ndelete (last) of [x-spawn v]\ndelete (last) of [y-spawn v]\ndelete (last) of [type-spawn v]\ndelete (last) of [info-spawn v]\nif <(item ([abs v] of (.type) ) of [locks v]) = [0]> then\n set [.on? v] to [1]\nelse\n set [.on? v] to [0]\nend\nif <(.type) < [0]> then\n if <(.on?) = [1]> then\n set [.on? v] to [0]\n else\n set [.on? v] to [1]\n end\nend\nif <(.on?) = [1]> then\n go to x: ([floor v] of ((X) + (.x)) ) y: ([floor v] of ((Y) + (.y)) )\nelse\n hide\n set [.show? v] to [0]\nend\n\nwhen I receive [cycle v]\nif <(.on?) = [1]> then\n if <<([abs v] of ((Y) + (.y)) ) > [180]> or <([abs v] of ((X) + (.x)) ) > [240]>> then\n if <(.show?) = [1]> then\n hide\n set [.show? v] to [0]\n end\n else\n go to x: ([floor v] of ((X) + (.x)) ) y: ([floor v] of ((Y) + (.y)) )\n if <(.show?) = [0]> then\n show\n set [.show? v] to [1]\n end\n touching player\n end\nend\n\nwhen I receive [new level v]\ndelete this clone\n\nwhen I receive [fizzler flash v]\nif <<<(.x) > ((Xfizzf) - (50))> and <(.x) < ((Xfizzf) + (50))>> and <<(.y) > ((Yfizzf) - (50))> and <(.y) < ((Yfizzf) + (50))>>> then\n repeat (4)\n change [ghost v] effect by (40)\n change size by (40)\n wait (0) seconds\n change [ghost v] effect by (-40)\n change size by (-40)\n end\n set size to (100) %\n set [ghost v] effect to (0)\nend\n\ndefine track camera\nrepeat (10)\n if <(.show?) = [1]> then\n set [xc v] to (.x)\n set [yc v] to (.y)\n end\nend\n\ntrack camera\n\n@foreground\n\nwhen I receive [initialization v]\nset volume to (20) %\nhide\nset rotation style [all around v]\npoint in direction (90)\nswitch costume to (size trick v)\nset size to (500) %\nswitch costume to (level)\nwait (0.5) seconds\nshow\n\nwhen I receive [layers v]\nwait until <(cycle) = [70]>\ngo to [front v] layer\nadd [background] to [layers v]\n\nwhen I receive [new level v]\npoint in direction (90)\nswitch costume to (level)\n\nwhen I receive [cycle: position v]\ngo to x: ([floor v] of (X) ) y: ([floor v] of (Y) )\n\ndefine None\nset [save point x v] to (((sx) * ([cos v] of (degrees) )) + ((sy) * ([sin v] of (degrees) )))\nset [save point y v] to (((sy) * ([cos v] of (degrees) )) - ((sx) * ([sin v] of (degrees) )))\nset [x v] to (((x) * ([cos v] of (degrees) )) + ((y) * ([sin v] of (degrees) )))\nset [y v] to (((y) * ([cos v] of (degrees) )) - ((x) * ([sin v] of (degrees) )))\n\nwhen I receive [rotate v]\nturn right (rotate) degrees\ngo to x: ([floor v] of (X) ) y: ([floor v] of (Y) )\n\n@platform\n\nwhen I receive [initialization v]\nset rotation style [all around v]\npoint in direction (90)\nset size to (100) %\nswitch costume to (base on v)\nclear graphic effects\nhide\nset [.show? v] to [x]\nset [.contact v] to [0]\nset [.on? v] to [x]\n\ndefine None\nadd (cycles) to [.track v]\nadd (vx) to [.track v]\nadd (vy) to [.track v]\n\ndefine load track\ndelete (all) of [.track v]\nif <(item (last) of [type-spawn v]) = [1]> then\n track 1\nelse\n if <(item (last) of [type-spawn v]) = [2]> then\n track 2\n else\n if <(item (last) of [type-spawn v]) = [3]> then\n track 3\n else\n if <(item (last) of [type-spawn v]) = [4]> then\n track 4\n else\n if <(item (last) of [type-spawn v]) = [5]> then\n track 5\n else\n if <(item (last) of [type-spawn v]) = [6]> then\n track 6\n else\n if <(item (last) of [type-spawn v]) = [7]> then\n track 7\n else\n if <(item (last) of [type-spawn v]) = [8]> then\n track 8\n else\n if <(item (last) of [type-spawn v]) = [9]> then\n track 9\n else\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine track 2\npath: Vx= (0) , Vy= (-2) , cycles= (88)\npath: Vx= (0) , Vy= (0) , cycles= (40)\npath: Vx= (0) , Vy= (2) , cycles= (88)\npath: Vx= (0) , Vy= (0) , cycles= (40)\n\ndefine track 4\npath: Vx= (2) , Vy= (0) , cycles= (115)\npath: Vx= (0) , Vy= (0) , cycles= (40)\npath: Vx= (-2) , Vy= (0) , cycles= (115)\npath: Vx= (0) , Vy= (0) , cycles= (40)\n\ndefine track 1\npath: Vx= (2) , Vy= (0) , cycles= (88)\npath: Vx= (0) , Vy= (0) , cycles= (40)\npath: Vx= (-2) , Vy= (0) , cycles= (88)\npath: Vx= (0) , Vy= (0) , cycles= (40)\n\ndefine check if on\nif <(.lock) = [0]> then\n set [.on? v] to [1]\nelse\n if <(item ([abs v] of (.lock) ) of [locks v]) = [0]> then\n set [.on? v] to [0]\n switch costume to (base off v)\n else\n set [.on? v] to [1]\n switch costume to (base on v)\n end\n if <(.lock) < [0]> then\n if <(.on?) = [1]> then\n set [.on? v] to [0]\n switch costume to (base off v)\n else\n set [.on? v] to [1]\n switch costume to (base on v)\n end\n end\nend\n\ndefine track 5\npath: Vx= (0) , Vy= (2) , cycles= (42)\npath: Vx= (0) , Vy= (0) , cycles= (40)\npath: Vx= (0) , Vy= (-2) , cycles= (42)\npath: Vx= (0) , Vy= (0) , cycles= (40)\n\nwhen I receive [switch v]\nif <not <(.show?) = [x]>> then\n check if on\nend\n\nwhen I receive [layers v]\nwait until <(cycle) = [65]>\ngo to [front v] layer\nadd [platform] to [layers v]\n\nwhen I receive [cycle: position v]\nif <not <(.show?) = [x]>> then\n if <(.on?) = [1]> then\n get node\n change [.x v] by (.Vx)\n change [.y v] by (.Vy)\n end\n if <<([abs v] of ((Y) + (.y)) ) > [180]> or <([abs v] of ((X) + (.x)) ) > [240]>> then\n if <(.show?) = [1]> then\n hide\n set [.show? v] to [0]\n end\n else\n if <(.show?) = [0]> then\n show\n set [.show? v] to [1]\n end\n go to x: ([floor v] of ((X) + (.x)) ) y: ([floor v] of ((Y) + (.y)) )\n touching player\n end\nend\n\nwhen I receive [new level v]\ndelete this clone\n\nwhen I receive [rotate v]\nrotate (rotate) degrees (.x) (.y)\nturn right (rotate) degrees\ngo to x: ([floor v] of ((X) + (.x)) ) y: ([floor v] of ((Y) + (.y)) )\n\ndefine None\nset [.x v] to (((x) * ([cos v] of (degrees) )) + ((y) * ([sin v] of (degrees) )))\nset [.y v] to (((y) * ([cos v] of (degrees) )) - ((x) * ([sin v] of (degrees) )))\n\nwhen I start as a clone\npoint in direction (90)\nset [.x v] to (item (last) of [x-spawn v])\nset [.y v] to (item (last) of [y-spawn v])\nset [.lock v] to (item (last) of [info-spawn v])\nload track\ndelete (last) of [x-spawn v]\ndelete (last) of [y-spawn v]\ndelete (last) of [type-spawn v]\ndelete (last) of [info-spawn v]\nset [.show? v] to [0]\nset [.count v] to [0]\nset [.max count v] to [-1]\nset [.node v] to [-2]\nset [.contact2 v] to [0]\nget node\ncheck if on\n\ndefine touching player\nif <<<((Xc) - (X)) > (((.x) - (.Vx)) - (27))> and <((Xc) - (X)) < ((.x) + ((27) - (.Vx)))>> and <<((Yc) - (Y)) > ((.y) + (25))> and <((Yc) - (Y)) < ((.y) + (37))>>> then\n if <(.on?) = [1]> then\n set [.player vx v] to (.Vx)\n set [.player vy v] to (.Vy)\n else\n set [.player vx v] to [0]\n set [.player vy v] to [0]\n end\n if <(.contact) = [0]> then\n set [.contact v] to [1]\n change [vx v] by (.player Vx)\n change [vy v] by (.player Vy)\n end\n Player move\n set [.contact2 v] to [0]\nelse\n if <(.contact) = [1]> then\n change [.contact2 v] by (1)\n if <(.contact2) > [3]> then\n change [vx v] by (() - (.player Vx))\n change [vy v] by (() - (.player Vy))\n set [.player vx v] to [0]\n set [.player vy v] to [0]\n set [.contact v] to [0]\n else\n Player move\n end\n end\nend\n\ndefine track 6\npath: Vx= (0) , Vy= (0) , cycles= (60)\npath: Vx= (-1) , Vy= (1) , cycles= (100)\npath: Vx= (0) , Vy= (0) , cycles= (20)\npath: Vx= (-2) , Vy= (0) , cycles= (108)\npath: Vx= (0) , Vy= (0) , cycles= (40)\npath: Vx= (2) , Vy= (0) , cycles= (108)\npath: Vx= (0) , Vy= (0) , cycles= (20)\npath: Vx= (1) , Vy= (-1) , cycles= (100)\n\ndefine Player move\nif <<<(.Vx) < [0]> and <(detect left) = [0]>> or <<(.Vx) > [0]> and <(detect right) = [0]>>> then\n change [xc v] by (.player Vx)\nelse\n set [.player vx v] to [0]\nend\nchange [yc v] by (.player Vy)\n\ndefine get node\nif <(.count) > (.max count)> then\n set [.count v] to [0]\n change [.node v] by (3)\n if <(.node) > (length of [.track v])> then\n set [.node v] to [1]\n end\n set [.max count v] to (item (.node) of [.track v])\n set [.vx v] to (item ((.node) + (1)) of [.track v])\n set [.vy v] to (item ((.node) + (2)) of [.track v])\nelse\n change [.count v] by (1)\nend\n\ndefine track 7\npath: Vx= (0) , Vy= (0) , cycles= (50)\npath: Vx= (0) , Vy= (5) , cycles= (40)\npath: Vx= (0) , Vy= (0) , cycles= (50)\npath: Vx= (0) , Vy= (-5) , cycles= (40)\n\npath: Vx= (0) , Vy= (0) , cycles= (50)\npath: Vx= (0) , Vy= (2) , cycles= (1)\npath: Vx= (0) , Vy= (6) , cycles= (30)\npath: Vx= (0) , Vy= (2) , cycles= (1)\npath: Vx= (0) , Vy= (0) , cycles= (50)\npath: Vx= (0) , Vy= (-2) , cycles= (1)\npath: Vx= (0) , Vy= (-6) , cycles= (30)\npath: Vx= (0) , Vy= (-2) , cycles= (1)\n\npath: Vx= (0) , Vy= (2) , cycles= (1)\npath: Vx= (0) , Vy= (2) , cycles= (1)\npath: Vx= (0) , Vy= (-2) , cycles= (1)\npath: Vx= (0) , Vy= (-2) , cycles= (1)\n\ndefine track 3\npath: Vx= (0) , Vy= (0) , cycles= (25)\npath: Vx= (0) , Vy= (-3) , cycles= (117)\npath: Vx= (0) , Vy= (0) , cycles= (50)\npath: Vx= (0) , Vy= (3) , cycles= (117)\npath: Vx= (0) , Vy= (0) , cycles= (50)\npath: Vx= (0) , Vy= (3) , cycles= (143)\npath: Vx= (0) , Vy= (0) , cycles= (50)\npath: Vx= (0) , Vy= (-3) , cycles= (143)\npath: Vx= (0) , Vy= (0) , cycles= (25)\n\ndefine track 8\npath: Vx= (0) , Vy= (0) , cycles= (100)\npath: Vx= (0) , Vy= (3) , cycles= (150)\npath: Vx= (0) , Vy= (0) , cycles= (100)\npath: Vx= (0) , Vy= (-3) , cycles= (150)\n\ndefine track 9\npath: Vx= (0) , Vy= (0) , cycles= (75)\npath: Vx= (0) , Vy= (4) , cycles= (70)\npath: Vx= (0) , Vy= (0) , cycles= (75)\npath: Vx= (0) , Vy= (-4) , cycles= (70)\n\n@player\n\nwhen I receive [initialization v]\nhide\nswitch costume to (p v)\nset size to (28) %\npoint in direction (90)\ngo to x: (0) y: (0)\nset rotation style [all around v]\nset volume to (10) %\nwait (0.7) seconds\nshow\n\nwhen I receive [player dead v]\nset [ghost v] effect to (96)\n\nwhen I receive [player alive v]\nclear graphic effects\n\nwhen I receive [layers v]\nwait until <(cycle) = [59]>\ngo to [front v] layer\nadd [player] to [layers v]\n\nwhen I receive [cycle: position v]\ngo to x: (Xc) y: ((Yc) + (crouch))\npoint towards (mouse-pointer v)\n\nwhen I receive [portal gun v]\nif <(portal color) = [b]> then\n switch costume to (bot+gun b v)\nelse\n if <(portal color) = [r]> then\n switch costume to (bot+gun r v)\n else\n if <(portal color) = [p]> then\n switch costume to (p v)\n end\n end\nend\n\nwhen I receive [portal v]\nportal sound\nwait (0.1) seconds\nwait until <<not <<touching (portal blue v)?> or <touching (portal red v)?>>> and <(p legs?) = [0]>>\nwait (0.1) seconds\nset [portal? v] to [0]\n\ndefine portal sound\nif <(((Vx) * (Vx)) + ((Vy) * (Vy))) > [100]> then\n start sound [portalexit v]\nend\n\n@legs\n\nwhen I receive [initialization v]\nhide\nset volume to (4) %\nset rotation style [left-right v]\ngo to x: (0) y: (-7)\nswitch costume to (bot rest v)\nset [.count v] to [1]\nset size to (18) %\nclear graphic effects\nwait (0.7) seconds\nshow\n\ndefine walk backwards\nfootsteps\nswitch costume to (join [mech legs] (.count))\nchange [.count v] by (-1)\nif <(.count) < [1]> then\n set [.count v] to [13]\nend\n\ndefine walk forwards\nfootsteps\nswitch costume to (join [mech legs] (.count))\nchange [.count v] by (1)\nif <(.count) > [13]> then\n set [.count v] to [1]\nend\n\ndefine touching portals\nif <<touching (portal blue v)?> or <touching (portal red v)?>> then\n set [p legs? v] to [1]\nelse\n set [p legs? v] to [0]\nend\n\nwhen I receive [player alive v]\nclear graphic effects\n\nwhen I receive [player dead v]\nset [ghost v] effect to (80)\n\nwhen I receive [layers v]\nwait until <(cycle) = [58]>\ngo to [front v] layer\nadd [legs] to [layers v]\n\nwhen I receive [cycle: position v]\ngo to x: (Xc) y: (((Yc) - (7)) + (crouch))\n\nwhen I receive [cycle v]\nif <(alive) = [1]> then\n point towards (mouse-pointer v)\n if <(crouch) = [0]> then\n if <(detect down) = [1]> then\n if <(Vx) > [0.5]> then\n if <(direction) > [0]> then\n walk backwards\n else\n walk forwards\n end\n else\n if <(Vx) < [-0.5]> then\n if <(direction) > [0]> then\n walk forwards\n else\n walk backwards\n end\n else\n if <not <(costume [number v]) = [1]>> then\n switch costume to (mech legs rest v)\n set [.count v] to [0]\n end\n end\n end\n else\n if <not <(costume [number v]) = [2]>> then\n switch costume to (mech legs jump v)\n end\n end\n else\n if <(crouch) = [-11]> then\n if <not <(costume [number v]) = [4]>> then\n switch costume to (mech legs crouch v)\n end\n else\n switch costume to (mech legs crouch2 v)\n end\n end\n touching portals\nend\n\ndefine footsteps\nif <<(.count) = [1]> or <(.count) = [7]>> then\n start sound (join [fs_fm_black_tile_0] (pick random (1) to (9)))\nend\n\n@bullet\n\nwhen I receive [initialization v]\nset rotation style [don't rotate v]\nset volume to (20) %\nswitch costume to (size trick v)\nset size to (2) %\nclear graphic effects\nset [.show? v] to [0]\nhide\nset [.timer v] to [x]\nset [.portal v] to [0]\nset [.temp v] to [0]\ndelete (all) of [b x-spawn v]\ndelete (all) of [b y-spawn v]\ndelete (all) of [b angle-spawn v]\ndelete (all) of [b speed-spawn v]\n\ndefine delete if slow\nif <<((.Vx) * (.Vx)) < [3]> and <((.Vy) * (.Vy)) < [3]>> then\n delete this clone\nend\n\ndefine collision w player\nif <<touching (player v)?> or <touching (legs v)?>> then\n if <(alive) = [1]> then\n set [.temp v] to (() - ([sqrt v] of ((((Vx) - (.Vx)) * ((Vx) - (.Vx))) + (((Vy) - (.Vy)) * ((Vy) - (.Vy)))) ))\n a2tan (([y position v] of [player v]) - (y position)) (([x position v] of [player v]) - (x position))\n change [vx v] by ((-0.5) * (.Vx))\n change [vy v] by ((-0.5) * (.Vy))\n change [health v] by (-34)\n broadcast (damage v)\n set volume to ((-20) * (.temp)) %\n start sound (join [pin] (pick random (1) to (4)))\n delete this clone\n end\nend\n\ndefine collision w NPC\nif <touching (npc1 v)?> then\n set [.timer v] to [-10]\n set [.vx v] to [0]\n set [.vy v] to [0]\n set size to ((30) * (size)) %\n switch costume to (collision v)\nend\n\ndefine None\nif <(x1) > [0]> then\n set [angle v] to ([atan v] of ((y1) / (x1)) )\nelse\n if <<<(y1) > [0]> or <(y1) = [0]>> and <(x1) < [0]>> then\n set [angle v] to (([atan v] of ((y1) / (x1)) ) + (180))\n else\n if <<(y1) < [0]> and <(x1) < [0]>> then\n set [angle v] to (([atan v] of ((y1) / (x1)) ) - (180))\n else\n if <<(y1) > [0]> and <(x1) = [0]>> then\n set [angle v] to [90]\n else\n if <<(y1) < [0]> and <(x1) = [0]>> then\n set [angle v] to [-90]\n else\n if <<(y1) = [0]> and <(x1) = [0]>> then\n set [angle v] to [0]\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nswitch costume to (b v)\nset [.timer v] to [0]\nset [.vx v] to ((item (last) of [b speed-spawn v]) * ([sin v] of (item (last) of [b angle-spawn v]) ))\nset [.vy v] to ((item (last) of [b speed-spawn v]) * ([cos v] of (item (last) of [b angle-spawn v]) ))\nset [.x v] to ((item (last) of [b x-spawn v]) + (.Vx))\nset [.y v] to ((item (last) of [b y-spawn v]) + ((.Vy) + (G)))\ndelete (last) of [b x-spawn v]\ndelete (last) of [b y-spawn v]\ndelete (last) of [b speed-spawn v]\ndelete (last) of [b angle-spawn v]\n\nwhen I receive [layers v]\nwait until <(cycle) = [49]>\ngo to [front v] layer\nadd [bullet] to [layers v]\n\ndefine collision with map, ...\nif <touching (map v)?> then\n delete this clone\nelse\n change x by (.Vx)\n if <<touching (map v)?> or <<touching (cube v)?> or <<touching (door v)?> or <touching (turret v)?>>>> then\n set [.vx v] to (() - (.Vx))\n set [.vx v] to ((0.4) * (.Vx))\n set [.vy v] to ((0.4) * (.Vy))\n delete if slow\n change x by (.Vx)\n else\n change x by (() - (.Vx))\n end\n change y by (.Vy)\n if <<touching (map v)?> or <<touching (cube v)?> or <<touching (door v)?> or <touching (turret v)?>>>> then\n set [.vy v] to (() - (.Vy))\n set [.vx v] to ((0.4) * (.Vx))\n set [.vy v] to ((0.4) * (.Vy))\n delete if slow\n change y by (.Vy)\n else\n change y by (() - (.Vy))\n end\nend\n\nwhen I receive [new level v]\ndelete this clone\n\ndefine collision with portals\nif <(.portal) = [1]> then\n if <not <<touching (portal blue v)?> or <touching (portal red v)?>>> then\n set [.portal v] to [0]\n end\nelse\n if <<touching (portal blue v)?> and <(portal red on) = [1]>> then\n set [.portal v] to [1]\n exiting the portal with a direction = ([.dir v] of [portal red v])\n set [.x v] to ([.x v] of [portal red v])\n set [.y v] to ([.y v] of [portal red v])\n else\n if <<touching (portal red v)?> and <(portal blue on) = [1]>> then\n set [.portal v] to [1]\n exiting the portal with a direction = ([.dir v] of [portal blue v])\n set [.x v] to ([.x v] of [portal blue v])\n set [.y v] to ([.y v] of [portal blue v])\n else\n collision with map, ...\n end\n end\nend\n\nset [.temp v] to (() - ([sqrt v] of ((((Vx) - (.Vx)) * ((Vx) - (.Vx))) + (((Vy) - (.Vy)) * ((Vy) - (.Vy)))) ))\na2tan (([y position v] of [player v]) - (y position)) (([x position v] of [player v]) - (x position))\nchange [vx v] by (((0.5) * (.temp)) * ([sin v] of (angle) ))\nchange [vy v] by (((0.5) * (.temp)) * ([cos v] of (angle) ))\nchange [.vx v] by (((1) * (.temp)) * ([sin v] of ((angle) + (180)) ))\nchange [.vy v] by (((1) * (.temp)) * ([cos v] of ((angle) + (180)) ))\nchange [.x v] by (.Vx)\nchange [.y v] by (.Vy)\nchange [health v] by (-34)\nbroadcast (damage v)\nset volume to ((-20) * (.temp)) %\nstart sound (join [pin] (pick random (1) to (4)))\ndelete this clone\n\nwhen I receive [cycle v]\nif <not <(.timer) = [x]>> then\n change [.timer v] by (1)\n if <(.timer) > [100]> then\n delete this clone\n end\n change [.vy v] by (G)\n change [.x v] by (.Vx)\n change [.y v] by (.Vy)\n if <<([abs v] of ((Y) + (.y)) ) > [180]> or <([abs v] of ((X) + (.x)) ) > [240]>> then\n if <(.show?) = [1]> then\n hide\n set [.show? v] to [0]\n end\n else\n if <(.show?) = [0]> then\n show\n set [.show? v] to [1]\n end\n go to x: ([floor v] of ((X) + (.x)) ) y: ([floor v] of ((Y) + (.y)) )\n collision with portals\n collision w player\n end\nend\n\nchange [.x v] by (.Vx)\nchange [.y v] by (.Vy)\ngo to x: ([floor v] of ((X) + (.x)) ) y: ([floor v] of ((Y) + (.y)) )\ncollision with portals\ncollision w player\n\ndefine None\nif <(dir) = [-90]> then\n set [.vx v] to (() - ([sqrt v] of (((.Vx) * (.Vx)) + ((.Vy) * (.Vy))) ))\n set [.vy v] to [0]\nelse\n if <(dir) = [90]> then\n set [.vx v] to ([sqrt v] of (((.Vx) * (.Vx)) + ((.Vy) * (.Vy))) )\n set [.vy v] to [0]\n else\n if <(dir) = [180]> then\n set [.vy v] to (() - ([sqrt v] of (((.Vx) * (.Vx)) + ((.Vy) * (.Vy))) ))\n set [.vx v] to [0]\n else\n if <(dir) = [0]> then\n set [.vy v] to ([sqrt v] of (((.Vx) * (.Vx)) + ((.Vy) * (.Vy))) )\n set [.vx v] to [0]\n end\n end\n end\nend\n\n@turret\n\ndefine calculate angle and fire: speed= (gbs) abs(gravity)= (g) dx= (x) dy= (y)\nset [a v] to ((((gbs) * (gbs)) * ((gbs) * (gbs))) - ((g) * (((g) * ((x) * (x))) + (((2) * (y)) * ((gbs) * (gbs))))))\nif <<not <((g) * (x)) = [0]>> and <(A) > [0]>> then\n set [a v] to ([atan v] of (((((gbs) * (gbs)) - ([sqrt v] of (A) )) / ((g) * (x))) * (-1)) )\n if <(x) > [0]> then\n change [a v] by (90)\n else\n change [a v] by (-90)\n end\n if <<(A) > (.range)> and <(A) < ((.range) + (90))>> then\n Fire from x= (.x) , y= (.y) , angle= (A) , speed= (gbs)\n mode = active\n else\n set [a v] to ((A) mod (360))\n if <<(A) > (.range)> and <(A) < ((.range) + (90))>> then\n Fire from x= (.x) , y= (.y) , angle= (A) , speed= (gbs)\n mode = active\n else\n mode = searching\n end\n end\nelse\n mode = searching\nend\n\ndefine exiting the portal with a direction = (dir)\nif <(dir) = [-90]> then\n set [.vx v] to ((-4) - ([sqrt v] of (((.Vx) * (.Vx)) + ((.Vy) * (.Vy))) ))\n set [.vy v] to [2]\nelse\n if <(dir) = [90]> then\n set [.vx v] to ((4) + ([sqrt v] of (((.Vx) * (.Vx)) + ((.Vy) * (.Vy))) ))\n set [.vy v] to [2]\n else\n if <(dir) = [180]> then\n set [.vy v] to ((-4) - ([sqrt v] of (((.Vx) * (.Vx)) + ((.Vy) * (.Vy))) ))\n set [.vx v] to [0]\n else\n if <(dir) = [0]> then\n set [.vy v] to ((4) + ([sqrt v] of (((.Vx) * (.Vx)) + ((.Vy) * (.Vy))) ))\n set [.vx v] to [0]\n end\n end\n end\nend\nif <(.state) = [alive]> then\n set [.state v] to [2]\n mode = death\nend\n\ndefine a2tan (x1) (y1)\nif <(x1) > [0]> then\n set [.angle v] to ([atan v] of ((y1) / (x1)) )\nelse\n if <<<(y1) > [0]> or <(y1) = [0]>> and <(x1) < [0]>> then\n set [.angle v] to (([atan v] of ((y1) / (x1)) ) + (180))\n else\n if <<(y1) < [0]> and <(x1) < [0]>> then\n set [.angle v] to (([atan v] of ((y1) / (x1)) ) - (180))\n else\n if <<(y1) > [0]> and <(x1) = [0]>> then\n set [.angle v] to [90]\n else\n if <<(y1) < [0]> and <(x1) = [0]>> then\n set [.angle v] to [-90]\n else\n if <<(y1) = [0]> and <(x1) = [0]>> then\n set [.angle v] to [0]\n end\n end\n end\n end\n end\nend\n\ndefine move out of map\nif <touching (map v)?> then\n change y by (2)\n change [.y v] by (2)\n if <touching (map v)?> then\n change y by (2)\n change [.y v] by (2)\n if <touching (map v)?> then\n change y by (2)\n change [.y v] by (2)\n if <touching (map v)?> then\n change y by (2)\n change [.y v] by (2)\n end\n end\n end\nend\n\ndefine mode = searching\nif <not <(.mode) = [s]>> then\n set [.mode v] to [s]\n if <(talking) = [0]> then\n if <not <(pick random (1) to (3)) = [1]>> then\n set [sound file v] to (join [Tsearch] (pick random (1) to (5)))\n broadcast (play sound v)\n end\n end\nend\n\nwhen I receive [new level v]\ndelete this clone\n\nwhen I receive [layers v]\nwait until <(cycle) = [48]>\ngo to [front v] layer\nadd [turret] to [layers v]\n\ndefine Fire from x= (x) , y= (y) , angle= (a) , speed= (s)\nstart sound [Portal2_sfx_turret_machine_gun.mp3 v]\nadd (x) to [b x-spawn v]\nadd ((y) + (3)) to [b y-spawn v]\nadd (a) to [b angle-spawn v]\nadd (s) to [b speed-spawn v]\ncreate clone of (bullet v)\n\ndefine touching portals\nif <(portal?) = [0]> then\n if <touching (portal blue v)?> then\n if <<(.portal) = [0]> and <(portal red on) = [1]>> then\n exiting the portal with a direction = ([.dir v] of [portal red v])\n set [.x v] to ([.x v] of [portal red v])\n set [.y v] to ([.y v] of [portal red v])\n set [.portal v] to [1]\n end\n else\n if <touching (portal red v)?> then\n if <<(.portal) = [0]> and <(portal blue on) = [1]>> then\n set [.portal v] to [1]\n exiting the portal with a direction = ([.dir v] of [portal blue v])\n set [.x v] to ([.x v] of [portal blue v])\n set [.y v] to ([.y v] of [portal blue v])\n end\n else\n if <(.portal) = [1]> then\n set [.portal v] to [0]\n end\n end\n end\nend\n\ndefine blast\nchange [.state v] by (1)\nif <(.state) = [-1]> then\n delete this clone\nend\nif <<([abs v] of ((Y) + (.y)) ) > [180]> or <([abs v] of ((X) + (.x)) ) > [240]>> then\n if <(.show?) = [1]> then\n hide\n set [.show? v] to [0]\n end\nelse\n if <(.show?) = [0]> then\n show\n set [.show? v] to [1]\n end\n go to x: ([floor v] of ((X) + (.x)) ) y: ([floor v] of ((Y) + (.y)) )\nend\n\ndefine player max speed (max speed)\nif <(Vx) > (max speed)> then\n set [vx v] to (max speed)\nelse\n if <(Vx) < (() - (max speed))> then\n set [vx v] to (() - (max speed))\n end\nend\nif <(Vy) > (max speed)> then\n set [vy v] to (max speed)\nelse\n if <(Vy) < (() - (max speed))> then\n set [vy v] to (() - (max speed))\n end\nend\n\ndefine rotate (degrees) degrees (x) (y)\nset [.x v] to (((x) * ([cos v] of (degrees) )) + ((y) * ([sin v] of (degrees) )))\nset [.y v] to (((y) * ([cos v] of (degrees) )) - ((x) * ([sin v] of (degrees) )))\n\nwhen I receive [initialization v]\nset rotation style [all around v]\npoint in direction (90)\nset volume to (70) %\nset size to (20) %\nswitch costume to (base v)\nclear graphic effects\nhide\nset [.show? v] to [0]\nset [.state v] to [X]\nset [.spin v] to ((pick random (1) to (-1)) * (pick random (3) to (15)))\nset [.vx v] to [0]\nset [.vy v] to [0]\nset [.portal v] to [0]\nset [talking v] to [0]\nset [.mode v] to [s]\n\nwhen I start as a clone\npoint in direction (90)\nset [.state v] to [alive]\nset [.x v] to (item (last) of [x-spawn v])\nset [.y v] to (item (last) of [y-spawn v])\nset [.range v] to ((item (last) of [type-spawn v]) - (45))\nif <<(.range) > [0]> and <(.range) < [180]>> then\n switch costume to (turretr v)\nelse\n switch costume to (turretl v)\nend\ndelete (last) of [x-spawn v]\ndelete (last) of [y-spawn v]\ndelete (last) of [type-spawn v]\nswitch costume to (turret v)\n\ndefine should I fire?\nif <((cycle) mod (7)) = [0]> then\n if <<(alive) = [1]> and <([abs v] of (((X) - (Xc)) + (.x)) ) < [245]>> then\n calculate angle and fire: speed= (14) abs(gravity)= ((-1) * (G)) dx= (((-5) * (Vx)) - (((X) - (Xc)) + (.x))) dy= (((-5) * (Vy)) - (((Y) - (Yc)) + ((.y) + (5))))\n end\nend\n\nwhen I receive [rotate v]\nrotate (rotate) degrees (.x) (.y)\nturn right (rotate) degrees\ngo to x: ([floor v] of ((X) + (.x)) ) y: ([floor v] of ((Y) + (.y)) )\n\ndefine normal\nif <<([abs v] of ((Y) + (.y)) ) > [180]> or <([abs v] of ((X) + (.x)) ) > [240]>> then\n if <(.show?) = [1]> then\n hide\n mode = searching\n set [.show? v] to [0]\n end\nelse\n if <(.show?) = [0]> then\n show\n set [.show? v] to [1]\n end\n go to x: ([floor v] of ((X) + (.x)) ) y: ([floor v] of ((Y) + (.y)) )\n touching player\n player pick up\n touching portals\n touching fizzler\n touching bullet\nend\nshould I fire?\n\ndefine mode = death\nif <(talking) = [0]> then\n death fix\n if <not <(deathfix) = [1]>> then\n set [sound file v] to (join [Tdeath] (pick random (1) to (4)))\n broadcast (play sound v)\n wait (1) seconds\n delete this clone\n end\nend\n\ndefine mode = active\nif <not <(.mode) = [a]>> then\n set [.mode v] to [a]\n if <(talking) = [0]> then\n if <not <(pick random (1) to (3)) = [1]>> then\n set [sound file v] to (join [Tactive] (pick random (1) to (3)))\n broadcast (play sound v)\n end\n end\nend\n\ndefine mode = shot at\nif <(talking) = [0]> then\n set [sound file v] to [Tnoshoot1]\n broadcast (play sound v)\nend\n\ndefine bounce map\nchange x by (.Vx)\nif <touching (map v)?> then\n set [.vx v] to ((-0.7) * (.Vx))\n change x by (.Vx)\n set [.spin v] to ((pick random (1) to (-1)) * (pick random (3) to (15)))\nelse\n change x by (() - (.Vx))\nend\nchange y by (.Vy)\nif <touching (map v)?> then\n set [.vy v] to (((-0.7) * (.Vy)) + (1))\n change y by (.Vy)\n set [.spin v] to ((pick random (1) to (-1)) * (pick random (3) to (15)))\nelse\n change y by (() - (.Vy))\nend\n\ndefine speed control\nset [.vx v] to ((.Vx) * (0.95))\nif <(.Vx) > [8]> then\n set [.vx v] to [8]\nelse\n if <(.Vx) < [-8]> then\n set [.vx v] to [-8]\n end\nend\nset [.vy v] to ((.Vy) * (0.95))\nif <(.Vy) > [8]> then\n set [.vy v] to [8]\nelse\n if <(.Vy) < [-8]> then\n set [.vy v] to [-8]\n end\nend\n\ndefine falling\nif <(.portal) = [0]> then\n if <<touching (map v)?> and <not <<touching (portal blue v)?> or <touching (portal red v)?>>>> then\n move out of map\n else\n turn right (.spin) degrees\n change [.vy v] by (G)\n bounce map\n change [.x v] by (.Vx)\n change [.y v] by (.Vy)\n end\nelse\n change [.x v] by (.Vx)\n change [.y v] by (.Vy)\nend\n\ndefine touching bullet\nif <touching (bullet v)?> then\n if <(.portal) = [0]> then\n set [.vx v] to (pick random (pick random (-4) to (-2)) to (pick random (2) to (4)))\n set [.vy v] to (pick random (2) to (4))\n if <(.state) = [alive]> then\n set [.state v] to [40]\n mode = shot at\n end\n set [.spin v] to [2]\n end\nend\n\ndefine touching fizzler\nif <touching (fizzler v)?> then\n set [.state v] to [91]\n set [xfizzf v] to (.x)\n set [yfizzf v] to (.y)\n broadcast (fizzler flash v)\nend\n\ndefine player holding\nif <(alive) = [1]> then\n show\n go to x: (((20) * ([cos v] of (([direction v] of [player v]) - (90)) )) + (Xc)) y: ((((20) * ([sin v] of (([direction v] of [player v]) + (90)) )) + (Yc)) + (crouch))\n set [.x v] to ([floor v] of ((x position) - (X)) )\n set [.y v] to ([floor v] of ((y position) - (Y)) )\n touching fizzler\n player drop\nelse\n set [.state v] to [2]\nend\n\ndefine death\nif <(.state) > [0]> then\n change [.state v] by (1)\n speed control\n falling\n if <<([abs v] of ((Y) + (.y)) ) > [180]> or <([abs v] of ((X) + (.x)) ) > [240]>> then\n if <(.show?) = [1]> then\n hide\n set [.show? v] to [0]\n end\n else\n if <(.show?) = [0]> then\n show\n set [.show? v] to [1]\n end\n go to x: ([floor v] of ((X) + (.x)) ) y: ([floor v] of ((Y) + (.y)) )\n touching player\n touching portals\n touching fizzler\n if <((cycle) mod (10)) = [0]> then\n if <(costume [number v]) = [1]> then\n Fire from x= (.x) , y= (.y) , angle= (direction) , speed= (7)\n else\n Fire from x= (.x) , y= (.y) , angle= ((direction) - (180)) , speed= (7)\n end\n end\n end\n if <(.state) > [90]> then\n broadcast (kill turret v)\n switch costume to (blast v)\n end\n player pick up\nelse\n blast\nend\n\ndefine player pick up\nif <<key (s v) pressed?> and <(distance to [player v]) < [50]>> then\n if <(cycle fire CD) < (cycle)> then\n if <(alive) = [1]> then\n set [cycle fire cd v] to ((cycle) + (15))\n set [.state v] to [hold]\n set [vx v] to ((0.5) * ((Vx) + (.Vy)))\n set [vy v] to ((0.5) * ((Vy) + (.Vx)))\n end\n end\nend\n\ndefine player drop\nif <key (s v) pressed?> then\n change size by (10)\n if <not <<touching (map v)?> or <touching (door v)?>>> then\n if <(cycle fire CD) < (cycle)> then\n set [cycle fire cd v] to ((cycle) + (15))\n set [.state v] to [2]\n end\n end\n change size by (-10)\nend\n\ndefine touching player\nif <<(distance to [player v]) < [25]> or <touching (legs v)?>> then\n if <(alive) = [1]> then\n if <(.state) = [alive]> then\n set [.state v] to [2]\n mode = death\n end\n calculate collision with player (Vx) (Vy) (4)\n set [.spin v] to ((pick random (1) to (-1)) * (pick random (3) to (15)))\n falling\n end\nend\n\ndefine calculate collision with player (p vx) (p vy) (knock)\na2tan ((x position) - ([x position v] of [player v])) ((y position) - (([y position v] of [player v]) - (7)))\nset [vx v] to ((.Vx) + ((knock) * ([cos v] of (.angle) )))\nset [vy v] to ((.Vy) + ((knock) * ([sin v] of (.angle) )))\nplayer max speed (5)\nset [.vx v] to ((() - (p vx)) + ((knock) * ([cos v] of (.angle) )))\nset [.vy v] to ((() - (p vy)) + ((knock) * ([sin v] of (.angle) )))\n\nwhen I receive [cycle v]\nif <not <(.state) = [X]>> then\n if <(.state) = [hold]> then\n player holding\n else\n if <(.state) = [alive]> then\n normal\n else\n set [talking v] to [0]\n death\n end\n end\nend\n\nsay [dead]\n\nsay [Hello!] for (2) seconds\n\ndefine death fix\nset [deathfix v] to (pick random (1) to (4))\n\nset [sound file v] to (join [Tdeath] (pick random (1) to (4)))\nbroadcast (play sound v)\nwait (1) seconds\ndelete this clone\n\nset [sound file v] to (join [Tdeath] (pick random (1) to (4)))\nbroadcast (play sound v)\n\nwait (1) seconds\n\ndelete this clone\n\nblast\n\nwhen I receive [kill turret v]\nif <(costume [name v]) = [blast]> then\n set [sound file v] to (join [Tdeath] (pick random (1) to (4)))\n broadcast (play sound v)\n if <(.show?) = [1]> then\n set volume to (70) %\n else\n set volume to (25) %\n end\n start sound [short boom v]\n set [.state v] to [-6]\n wait (1) seconds\n delete this clone\nend\n\nwait (1) seconds\ndelete this clone\n\nset [.state v] to [89]\nwait (1) seconds\n\n@items\n\nwhen I receive [initialization v]\nset rotation style [all around v]\npoint in direction (90)\nset volume to (20) %\nset [.type v] to [0]\nset [.timer v] to [0]\nset size to (80) %\nswitch costume to (size trick v)\nclear graphic effects\nhide\nset [.show? v] to [0]\n\nwhen I start as a clone\nsetup clone\n\ndefine setup clone\npoint in direction (90)\nset [.x v] to (item (last) of [x-spawn v])\nset [.y v] to (item (last) of [y-spawn v])\nset [.type v] to (item (last) of [type-spawn v])\ndelete (last) of [x-spawn v]\ndelete (last) of [y-spawn v]\ndelete (last) of [type-spawn v]\nswitch costume to (.type)\nif <<<(.type) = [2]> or <(.type) = [3]>> and <(show settings?) = [0]>> then\n set [ghost v] effect to (100)\nelse\n if <(.type) = [1]> then\n forever\n change [ghost v] effect by ((5) * ([sin v] of ((300) * (timer)) ))\n end\n end\nend\n\ndefine touching player\nif <<touching (player v)?> or <touching (legs v)?>> then\n if <(alive) = [1]> then\n type selection\n end\nend\n\nwhen I receive [layers v]\nwait until <(cycle) = [47]>\ngo to [front v] layer\nadd [items] to [layers v]\n\nwhen I receive [cycle v]\nif <not <(.type) = [0]>> then\n if <<([abs v] of ((Y) + (.y)) ) > [180]> or <([abs v] of ((X) + (.x)) ) > [240]>> then\n if <(.show?) = [1]> then\n hide\n set [.show? v] to [0]\n end\n else\n go to x: ([floor v] of ((X) + (.x)) ) y: ([floor v] of ((Y) + (.y)) )\n if <(.show?) = [0]> then\n show\n set [.show? v] to [1]\n end\n touching player\n end\nend\n\nwhen I receive [rotate v]\nrotate (rotate) degrees (.x) (.y)\nturn right (rotate) degrees\ngo to x: ([floor v] of ((X) + (.x)) ) y: ([floor v] of ((Y) + (.y)) )\n\nwhen I receive [new level v]\ndelete this clone\n\nwhen I receive [display v]\nif <<(.type) = [2]> or <(.type) = [3]>> then\n if <(show settings?) = [1]> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (100)\n end\nend\n\ndefine None\nset [.x v] to (((x) * ([cos v] of (degrees) )) + ((y) * ([sin v] of (degrees) )))\nset [.y v] to (((y) * ([cos v] of (degrees) )) - ((x) * ([sin v] of (degrees) )))\n\ndefine None\nreplace item (1) of [locks v] with (lock value)\nbroadcast (switch v)\nset [save point x v] to (X)\nset [save point y v] to (Y)\ndelete this clone\n\ndefine P gun\nset [p gun? v] to [1]\nset [portal color v] to [b]\nstart sound [portalgun_powerup1 v]\nstart sound [GLaDOS_01_part1_get_portal_gun v]\nbroadcast (portal gun v)\nset [portal blue on v] to [0]\nset [portal red on v] to [0]\nset [save point x v] to (X)\nset [save point y v] to (Y)\ndelete this clone\n\ndefine type selection\nif <(.type) = [1]> then\n P gun\nelse\n if <(.type) = [2]> then\n switch trigger (0)\n else\n if <(.type) = [3]> then\n switch trigger (1)\n else\n end\n end\nend\n\ndefine player death\nset [alive v] to [0]\nbroadcast (player dead v)\n\nplayer death\n\n@exit\n\nwhen I receive [initialization v]\nset rotation style [all around v]\nset size to (88) %\nswitch costume to (25 v)\nclear graphic effects\nhide\nset volume to (50) %\nset [.show? v] to [0]\nset [.open? v] to [0]\n\nwhen I receive [cycle v]\nif <<([abs v] of ((Y) + (.y)) ) > [180]> or <([abs v] of ((X) + (.x)) ) > [240]>> then\n if <(.show?) = [1]> then\n hide\n set [.show? v] to [0]\n end\nelse\n go to x: ([floor v] of ((X) + (.x)) ) y: ([floor v] of ((Y) + (.y)) )\n if <(.show?) = [0]> then\n show\n set [.show? v] to [1]\n end\n touching player\n animate\nend\n\nwhen I receive [layers v]\nwait until <(cycle) = [46]>\ngo to [front v] layer\nadd [exit] to [layers v]\n\nwhen I receive [new level v]\npoint in direction (90)\nswitch costume to (25 v)\nhide\nset [.show? v] to [0]\nset [.open? v] to [0]\nset [.x v] to (item (level) of [.x pos v])\nset [.y v] to (item (level) of [.y pos v])\nchange [.y v] by (-8)\n\ndefine animate\nif <(.open?) = [1]> then\n switch costume to ((costume [number v]) - (1))\n if <(costume [number v]) = [12]> then\n start sound [door_open v]\n end\n if <(costume [number v]) = [1]> then\n set [.open? v] to [-1]\n add [next level] to [graphics type v]\n create clone of (graphics v)\n end\nend\n\ndefine touching player\nif <touching (player v)?> then\n if <(alive) = [1]> then\n if <(.open?) = [0]> then\n set [rotate v] to [no]\n set [.open? v] to [1]\n end\n end\nend\n\nwhen I receive [rotate v]\nrotate (rotate) degrees (.x) (.y)\nturn right (rotate) degrees\ngo to x: ([floor v] of ((X) + (.x)) ) y: ([floor v] of ((Y) + (.y)) )\n\ndefine None\nset [.x v] to (((x) * ([cos v] of (degrees) )) + ((y) * ([sin v] of (degrees) )))\nset [.y v] to (((y) * ([cos v] of (degrees) )) - ((x) * ([sin v] of (degrees) )))\n\ndelete (all) of [.x pos v]\ndelete (all) of [.y pos v]\nset [.x v] to [-1054]\nadd (.x) to [.x pos v]\nset [.y v] to [-213]\nadd (.y) to [.y pos v]\n\ndelete (all) of [.x pos v]\nadd [1150] to [.x pos v]\nadd [1069] to [.x pos v]\nadd [247] to [.x pos v]\nadd [48] to [.x pos v]\nadd [1130] to [.x pos v]\nadd [376] to [.x pos v]\nadd [763] to [.x pos v]\nadd [93] to [.x pos v]\nadd [-339] to [.x pos v]\nadd [959] to [.x pos v]\nwait (0) seconds\nadd [400] to [.x pos v]\nadd [-1029] to [.x pos v]\nadd [-116] to [.x pos v]\nadd [-106] to [.x pos v]\nadd [173] to [.x pos v]\nadd [334] to [.x pos v]\nadd [-87] to [.x pos v]\n\ndelete (all) of [.y pos v]\nadd [-213] to [.y pos v]\nadd [-213] to [.y pos v]\nadd [-64] to [.y pos v]\nadd [12] to [.y pos v]\nadd [-248] to [.y pos v]\nadd [-112] to [.y pos v]\nadd [-67] to [.y pos v]\nadd [-112] to [.y pos v]\nadd [112] to [.y pos v]\nadd [-230] to [.y pos v]\nwait (0) seconds\nadd [-288] to [.y pos v]\nadd [-106] to [.y pos v]\nadd [494] to [.y pos v]\nadd [289] to [.y pos v]\nadd [-213] to [.y pos v]\nadd [-112] to [.y pos v]\nadd [90] to [.y pos v]\n\n@door\n\nwhen I receive [initialization v]\nset volume to (20) %\nset rotation style [all around v]\npoint in direction (90)\ngo to x: (0) y: (0)\nswitch costume to (size trick v)\nset size to (500) %\nclear graphic effects\nhide\nset [.show? v] to [0]\nset [.on? v] to [x]\nset [.type v] to [0]\nset [.opening? v] to [0]\n\nwhen I receive [layers v]\nwait until <(cycle) = [44]>\ngo to [front v] layer\nadd [door] to [layers v]\n\nwhen I receive [cycle v]\nif <(.on?) = [1]> then\n if <<([abs v] of ((Y) + (.y)) ) > [180]> or <([abs v] of ((X) + (.x)) ) > [240]>> then\n if <(.show?) = [1]> then\n hide\n set [.show? v] to [0]\n end\n else\n go to x: ([floor v] of ((X) + (.x)) ) y: ([floor v] of ((Y) + (.y)) )\n if <(.show?) = [0]> then\n show\n set [.show? v] to [1]\n end\n end\nend\n\ndefine close door\nif <(.on?) = [0]> then\n hide\n set [.show? v] to [0]\n set [.on? v] to [1]\n go to x: ([floor v] of ((X) + (.x)) ) y: ([floor v] of ((Y) + (.y)) )\n start sound [door_close v]\n switch costume to (door7 open v)\n wait (0) seconds\n repeat (5)\n switch costume to ((costume [number v]) - (1))\n end\n wait (0) seconds\n switch costume to (door1 closed v)\nend\n\ndefine open door\nif <(.on?) = [1]> then\n start sound [door_open v]\n switch costume to (door1 closed v)\n wait (0) seconds\n repeat (5)\n next costume\n end\n wait (0) seconds\n switch costume to (door7 open v)\n set [.on? v] to [0]\n hide\n set [.show? v] to [0]\nend\n\nwhen I receive [switch v]\nif <not <(.on?) = [x]>> then\n if <(item ([abs v] of (.type) ) of [locks v]) = [0]> then\n if <(.type) > [0]> then\n open door\n else\n close door\n end\n else\n if <(.type) > [0]> then\n close door\n else\n open door\n end\n end\nend\n\nwhen I start as a clone\nif <(item (last) of [info-spawn v]) = [0]> then\n point in direction (0)\nelse\n if <(item (last) of [info-spawn v]) = [180]> then\n point in direction (180)\n else\n if <(item (last) of [info-spawn v]) = [-90]> then\n point in direction (-90)\n else\n point in direction (90)\n end\n end\nend\nset [.x v] to (item (last) of [x-spawn v])\nset [.y v] to ((item (last) of [y-spawn v]) + (2))\nset [.type v] to (item (last) of [type-spawn v])\ndelete (last) of [x-spawn v]\ndelete (last) of [y-spawn v]\ndelete (last) of [type-spawn v]\ndelete (last) of [info-spawn v]\nif <(item ([abs v] of (.type) ) of [locks v]) = [0]> then\n if <(.type) > [0]> then\n switch costume to (door7 open v)\n set [.on? v] to [0]\n hide\n set [.show? v] to [0]\n else\n switch costume to (door1 closed v)\n set [.on? v] to [1]\n hide\n set [.show? v] to [0]\n end\nelse\n if <(.type) > [0]> then\n switch costume to (door1 closed v)\n set [.on? v] to [1]\n hide\n set [.show? v] to [0]\n else\n switch costume to (door7 open v)\n set [.on? v] to [0]\n hide\n set [.show? v] to [0]\n end\nend\n\ndefine None\nset [.x v] to (((x) * ([cos v] of (degrees) )) + ((y) * ([sin v] of (degrees) )))\nset [.y v] to (((y) * ([cos v] of (degrees) )) - ((x) * ([sin v] of (degrees) )))\n\nwhen I receive [rotate v]\nrotate (rotate) degrees (.x) (.y)\nturn right (rotate) degrees\ngo to x: ([floor v] of ((X) + (.x)) ) y: ([floor v] of ((Y) + (.y)) )\n\nwhen I receive [new level v]\ndelete this clone\n\n@switch\n\nwhen I receive [initialization v]\ngo to x: (0) y: (0)\nset rotation style [all around v]\npoint in direction (90)\nswitch costume to (size trick v)\nset size to (90) %\nclear graphic effects\nhide\nset volume to (20) %\nset [.show? v] to [0]\nset [.on? v] to [x]\nset [.type v] to [0]\n\nwhen I receive [new level v]\ndelete this clone\n\nwhen I receive [cycle v]\nif <not <(.on?) = [x]>> then\n if <<([abs v] of ((Y) + (.y)) ) > [180]> or <([abs v] of ((X) + (.x)) ) > [240]>> then\n if <(.show?) = [1]> then\n hide\n set [.show? v] to [0]\n end\n else\n go to x: ([floor v] of ((X) + (.x)) ) y: ([floor v] of ((Y) + (.y)) )\n if <(.show?) = [0]> then\n show\n set [.show? v] to [1]\n end\n touching player\n end\nend\n\nwhen I receive [rotate v]\nrotate (rotate) degrees (.x) (.y)\nturn right (rotate) degrees\ngo to x: ([floor v] of ((X) + (.x)) ) y: ([floor v] of ((Y) + (.y)) )\n\nwhen I start as a clone\nif <(item (last) of [info-spawn v]) = [0]> then\n point in direction (0)\nelse\n if <(item (last) of [info-spawn v]) = [180]> then\n point in direction (180)\n else\n if <(item (last) of [info-spawn v]) = [-90]> then\n point in direction (-90)\n else\n point in direction (90)\n end\n end\nend\nset [.x v] to (item (last) of [x-spawn v])\nset [.y v] to (item (last) of [y-spawn v])\nset [.type v] to (item (last) of [type-spawn v])\ndelete (last) of [x-spawn v]\ndelete (last) of [y-spawn v]\ndelete (last) of [type-spawn v]\ndelete (last) of [info-spawn v]\nif <(item (.type) of [locks v]) > [0]> then\n set [.on? v] to [1]\n switch costume to (.on?)\nelse\n set [.on? v] to [0]\n switch costume to (.on?)\nend\n\ndefine None\nset [.x v] to (((x) * ([cos v] of (degrees) )) + ((y) * ([sin v] of (degrees) )))\nset [.y v] to (((y) * ([cos v] of (degrees) )) - ((x) * ([sin v] of (degrees) )))\n\ndefine touching player\nif <key (s v) pressed?> then\n if <<<((Xc) - (X)) > (((.x) - (.Vx)) - (27))> and <((Xc) - (X)) < ((.x) + ((27) - (.Vx)))>> and <<((Yc) - (Y)) > ((.y) + (-50))> and <((Yc) - (Y)) < ((.y) + (50))>>> then\n if <(cycle fire CD) < (cycle)> then\n if <(alive) = [1]> then\n set [save point x v] to ((X) - (Xc))\n set [save point y v] to ((Y) - (Yc))\n set [cycle fire cd v] to ((cycle) + (15))\n if <(.on?) = [1]> then\n set [.on? v] to [0]\n switch costume to (0 v)\n replace item (.type) of [locks v] with ((item (.type) of [locks v]) - (1))\n start sound [button press positive v]\n else\n set [.on? v] to [1]\n switch costume to (1 v)\n replace item (.type) of [locks v] with ((item (.type) of [locks v]) + (1))\n start sound [button_synth_negative_02 v]\n end\n broadcast (switch v)\n end\n end\n end\nend\n\nwhen I receive [layers v]\nwait until <(cycle) = [42]>\ngo to [front v] layer\nadd [switch] to [layers v]\n\n@button\n\nwhen I receive [initialization v]\ngo to x: (0) y: (-50)\nset rotation style [all around v]\npoint in direction (90)\nswitch costume to (size trick v)\nset size to (100) %\nclear graphic effects\nhide\nset volume to (10) %\nset [.show? v] to [0]\nset [.on? v] to [x]\nset [.type v] to [0]\n\nwhen I receive [new level v]\ndelete this clone\n\nwhen I receive [layers v]\nwait until <(cycle) = [41]>\ngo to [front v] layer\nadd [button] to [layers v]\n\nwhen I receive [rotate v]\nrotate (rotate) degrees (.x) (.y)\nturn right (rotate) degrees\ngo to x: ([floor v] of ((X) + (.x)) ) y: ([floor v] of ((Y) + (.y)) )\n\nwhen I start as a clone\npoint in direction (90)\nset [.x v] to (item (last) of [x-spawn v])\nset [.y v] to ((item (last) of [y-spawn v]) - (23))\nset [.type v] to (item (last) of [type-spawn v])\ndelete (last) of [x-spawn v]\ndelete (last) of [y-spawn v]\ndelete (last) of [type-spawn v]\nset [.on? v] to [0]\nswitch costume to (.on?)\n\ndefine None\nset [.x v] to (((x) * ([cos v] of (degrees) )) + ((y) * ([sin v] of (degrees) )))\nset [.y v] to (((y) * ([cos v] of (degrees) )) - ((x) * ([sin v] of (degrees) )))\n\ndefine touching player or cube\nif <((Y) + (.y)) < [160]> then\n if <<<<touching (legs v)?> or <touching (player v)?>> and <(alive) = [1]>> or <touching (cube v)?>> then\n if <(.on?) = [0]> then\n if <(broadcast CD) < (cycle)> then\n set [broadcast cd v] to ((cycle) + (9))\n set [.on? v] to [1]\n switch costume to (1 v)\n start sound [portal_button_up_01 v]\n replace item (.type) of [locks v] with ((item (.type) of [locks v]) - (1))\n broadcast (switch v)\n set [save point x v] to (() - (.x))\n set [save point y v] to (() - ((.y) + (27)))\n if <touching (cube v)?> then\n broadcast (cube on button v)\n end\n end\n end\n else\n if <(.on?) = [1]> then\n if <(broadcast CD) < (cycle)> then\n set [broadcast cd v] to ((cycle) + (9))\n set [.on? v] to [0]\n switch costume to (0 v)\n start sound [portal_button_down_01 v]\n replace item (.type) of [locks v] with ((item (.type) of [locks v]) + (1))\n broadcast (switch v)\n end\n end\n end\nend\n\nwhen I receive [cycle: position v]\ngo to x: ([floor v] of ((X) + (.x)) ) y: ([floor v] of ((Y) + (.y)) )\n\nwhen I receive [cycle v]\nif <not <(.on?) = [x]>> then\n if <<([abs v] of ((Y) + (.y)) ) > [180]> or <([abs v] of ((X) + (.x)) ) > [240]>> then\n if <(.show?) = [1]> then\n hide\n set [.show? v] to [0]\n end\n else\n if <(.show?) = [0]> then\n show\n set [.show? v] to [1]\n set [broadcast cd v] to ((cycle) + (15))\n else\n touching player or cube\n end\n end\nend\n\n@up bumper\n\nwhen I receive [layers v]\nwait until <(cycle) = [26]>\ngo to [front v] layer\nadd [up bumper] to [layers v]\n\nwhen I receive [cycle: position v]\ngo to x: (Xc) y: ((Yc) + ([abs v] of (Vy) ))\n\nwhen I receive [cycle v]\nif <touching (portal blue v)?> then\n broadcast (touch blue portal v)\nelse\n if <touching (portal red v)?> then\n broadcast (touch red portal v)\n end\nend\nif <<touching (map v)?> or <touching (door v)?>> then\n set [detect up v] to [1]\nelse\n set [detect up v] to [0]\nend\n\nwhen I receive [display v]\nif <(show settings?) = [1]> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (100)\nend\n\nwhen I receive [initialization v]\nset [ghost v] effect to (100)\npoint in direction (90)\ngo to (player v)\nset size to (100) %\nshow\n\n@left bumper\n\nwhen I receive [initialization v]\nset [ghost v] effect to (100)\npoint in direction (90)\nset size to (100) %\nshow\ngo to (player v)\n\nwhen I receive [layers v]\nwait until <(cycle) = [25]>\ngo to [front v] layer\nadd [left bumper] to [layers v]\n\nwhen I receive [display v]\nif <(show settings?) = [1]> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (100)\nend\n\nwhen I receive [cycle v]\nif <<touching (map v)?> or <touching (door v)?>> then\n set [detect left v] to [1]\nelse\n set [detect left v] to [0]\nend\nif <touching (portal blue v)?> then\n broadcast (touch blue portal v)\nelse\n if <touching (portal red v)?> then\n broadcast (touch red portal v)\n end\nend\n\nwhen I receive [cycle: position v]\ngo to x: ((Xc) - ([abs v] of ((Vx) * (0.5)) )) y: (Yc)\n\n@right bumper\n\nwhen I receive [initialization v]\nset [ghost v] effect to (100)\npoint in direction (90)\nset size to (100) %\nshow\ngo to (player v)\n\nwhen I receive [layers v]\nwait until <(cycle) = [24]>\ngo to [front v] layer\nadd [right bumper] to [layers v]\n\nwhen I receive [display v]\nif <(show settings?) = [1]> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (100)\nend\n\nwhen I receive [cycle v]\nif <<touching (map v)?> or <touching (door v)?>> then\n set [detect right v] to [1]\nelse\n set [detect right v] to [0]\nend\nif <touching (portal blue v)?> then\n broadcast (touch blue portal v)\nelse\n if <touching (portal red v)?> then\n broadcast (touch red portal v)\n end\nend\n\nwhen I receive [cycle: position v]\ngo to x: ((Xc) + ([abs v] of ((Vx) * (0.5)) )) y: (Yc)\n\n@down bumper\n\nwhen I receive [initialization v]\nset [ghost v] effect to (100)\npoint in direction (90)\nset size to (100) %\nshow\nswitch costume to (down b v)\ngo to (player v)\n\nwhen I receive [display v]\nif <(show settings?) = [1]> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (100)\nend\n\nwhen I receive [layers v]\nwait until <(cycle) = [23]>\ngo to [front v] layer\nadd [down bumper] to [layers v]\n\nwhen I receive [rotate v]\nif <<touching (map v)?> or <touching (door v)?>> then\n change [y v] by (-6)\nend\n\ndefine sound: landing\nif <(Vy) > [3]> then\n if <<(alive) = [1]> and <<(rotate) = [no]> or <(rotate) = [0]>>> then\n if <not <<touching (portal blue v)?> or <touching (portal red v)?>>> then\n set volume to ((2) * ((Vy) - (3))) %\n start sound (join [fs_fm_black_tile_0] (pick random (1) to (9)))\n end\n end\nend\n\nwhen I receive [cycle: position v]\ngo to x: (Xc) y: (Yc)\n\ndefine unlevel ground adjust\nif <(alive) = [1]> then\n set [.adjust v] to [0]\n change y by (1)\n move up if touching ground\n if <not <<touching (map v)?> or <touching (platform v)?>>> then\n change [yc v] by (.adjust)\n if <([abs v] of (Vx) ) > [7]> then\n if <(Vx) > [0]> then\n change [vy v] by (((-0.06) * (7)) * (.adjust))\n else\n change [vy v] by (((-0.06) * (-7)) * (.adjust))\n end\n else\n change [vy v] by (((-0.06) * ([abs v] of (Vx) )) * (.adjust))\n set [vx v] to ((Vx) * ((1) - ((0.02) * (.adjust))))\n end\n end\nend\n\nwhen I receive [cycle v]\nif <touching (portal blue v)?> then\n broadcast (touch blue portal v)\nelse\n if <touching (portal red v)?> then\n broadcast (touch red portal v)\n end\nend\n\ndefine move up if touching ground\nif <<touching (map v)?> or <touching (platform v)?>> then\n change [.adjust v] by (1)\n change y by (1)\n if <(.adjust) < [30]> then\n move up if touching ground\n end\nend\n\nif <<touching (map v)?> or <<touching (door v)?> or <touching (platform v)?>>> then\n set [detect down v] to [1]\nelse\nend\n\nwhen flag clicked\nforever\n if <<touching (map v)?> or <<touching (door v)?> or <touching (platform v)?>>> then\n sound: landing\n unlevel ground adjust\n set [detect down v] to [1]\n else\n set [detect down v] to [0]\n end\nend\n\n@cube\n\nwhen I receive [layers v]\nwait until <(cycle) = [19]>\ngo to [front v] layer\nadd [cube] to [layers v]\n\nwhen I receive [initialization v]\nset rotation style [don't rotate v]\npoint in direction (90)\nset volume to (20) %\nswitch costume to (cube v)\nset size to (80) %\nclear graphic effects\nhide\nset [.show? v] to [0]\nset [.portal v] to [0]\nset [.x v] to [-2701]\nset [.y v] to [231]\nset [.vx v] to [0]\nset [.vy v] to [0]\nset [.state v] to [x]\n\ndefine delete if off screen and falling\nif <(.state) = [fall]> then\n start sound [fizzle v]\n set [.state v] to [respawn]\nend\n\ndefine exiting the portal with a direction = (dir) , speed= (speed)\nif <(dir) = [-90]> then\n set [.vx v] to ((-2) - (speed))\n set [.vy v] to [3]\nelse\n if <(dir) = [90]> then\n set [.vx v] to ((2) + (speed))\n set [.vy v] to [3]\n else\n if <(dir) = [180]> then\n set [.vy v] to ((0) - (speed))\n set [.vx v] to [0]\n else\n if <(dir) = [0]> then\n set [.vy v] to ((3) + (speed))\n set [.vx v] to [0]\n else\n set [.vx v] to (((2) + (speed)) * ([sin v] of (dir) ))\n set [.vy v] to (((2) + (speed)) * ([cos v] of (dir) ))\n end\n end\n end\nend\n\ndefine move out of map X (dx)\nif <touching (map v)?> then\n change x by (dx)\n change [.x v] by (dx)\n if <touching (map v)?> then\n change x by (dx)\n change [.x v] by (dx)\n if <touching (map v)?> then\n change x by (dx)\n change [.x v] by (dx)\n if <touching (map v)?> then\n change x by (dx)\n change [.x v] by (dx)\n if <touching (map v)?> then\n change x by (dx)\n change [.x v] by (dx)\n if <touching (map v)?> then\n change x by (dx)\n change [.x v] by (dx)\n if <touching (map v)?> then\n change x by (dx)\n change [.x v] by (dx)\n if <touching (map v)?> then\n change x by (dx)\n change [.x v] by (dx)\n if <touching (map v)?> then\n change x by (dx)\n change [.x v] by (dx)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine move out of map Y (dy)\nif <touching (map v)?> then\n change y by (dy)\n change [.y v] by (dy)\n if <touching (map v)?> then\n change y by (dy)\n change [.y v] by (dy)\n if <touching (map v)?> then\n change y by (dy)\n change [.y v] by (dy)\n if <touching (map v)?> then\n change y by (dy)\n change [.y v] by (dy)\n if <touching (map v)?> then\n change y by (dy)\n change [.y v] by (dy)\n if <touching (map v)?> then\n change y by (dy)\n change [.y v] by (dy)\n if <touching (map v)?> then\n change y by (dy)\n change [.y v] by (dy)\n if <touching (map v)?> then\n change y by (dy)\n change [.y v] by (dy)\n if <touching (map v)?> then\n change y by (dy)\n change [.y v] by (dy)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [new level v]\ndelete this clone\n\nwhen I receive [player dead v]\nif <not <(.state) = [x]>> then\n set [.state v] to [respawn]\nend\n\nbroadcast (player dead v)\n\ndefine player collision\nif <touching (right bumper v)?> then\n set [detect right v] to [1]\nend\nif <touching (left bumper v)?> then\n set [detect left v] to [1]\nend\nif <touching (down bumper v)?> then\n repeat (10)\n set [detect down v] to [1]\n end\nend\n\ndefine Y wall check\nchange [.vy v] by (G)\nchange [.y v] by (.Vy)\nset y to ([floor v] of ((Y) + (.y)) )\nif <<touching (map v)?> and <(.portal) = [0]>> then\n move back 1 cycle and floor position\n if <(.Vy) > [0]> then\n move out of map Y (-1)\n set [.vy v] to ((-0.4) * (.Vy))\n set [.vx v] to ((0.4) * (.Vx))\n else\n change y by (-6)\n change [.y v] by (-6)\n move out of map Y (1)\n set mode to sitting\n end\nend\n\ndefine X wall check\nchange [.x v] by (.Vx)\nset x to ([floor v] of ((X) + (.x)) )\nif <<<touching (map v)?> or <touching (door v)?>> and <(.portal) = [0]>> then\n move back 1 cycle and floor position\n if <(.Vx) > [0]> then\n move out of map X (-1)\n else\n move out of map X (1)\n end\n set [.vx v] to ((-0.4) * (.Vx))\nend\n\nwhen I receive [cycle: position v]\nif <(.state) = [sit]> then\n go to x: ([floor v] of ((X) + (.x)) ) y: ([floor v] of ((Y) + (.y)) )\nend\n\ndefine pick up?\nif <<key (s v) pressed?> and <(distance to [player v]) < [40]>> then\n if <(cycle fire CD) < (cycle)> then\n if <(alive) = [1]> then\n set [cycle fire cd v] to ((cycle) + (15))\n set [.state v] to [hold]\n set [vx v] to ((0.5) * ((Vx) + (.Vy)))\n set [vy v] to ((0.5) * ((Vy) + (.Vx)))\n end\n end\nend\n\ndefine touching map\nif <touching (map v)?> then\n start sound [fizzle v]\n set [.state v] to [respawn]\nend\n\ndefine touching fizzler?\nif <touching (fizzler v)?> then\n start sound [fizzle v]\n set [.state v] to [respawn]\n set [xfizzf v] to (.x)\n set [yfizzf v] to (.y)\n broadcast (fizzler flash v)\nend\n\ndefine drop?\nif <key (s v) pressed?> then\n change size by (10)\n if <not <<<touching (map v)?> or <touching (door v)?>> or <touching (turret v)?>>> then\n if <(cycle fire CD) < (cycle)> then\n if <(alive) = [1]> then\n set [cycle fire cd v] to ((cycle) + (15))\n set [.state v] to [fall]\n set [.x v] to ([floor v] of ((() - (X)) + (x position)) )\n set [.y v] to ([floor v] of ((() - (Y)) + (y position)) )\n set [.vx v] to (() - (Vx))\n set [.vy v] to (() - (Vy))\n end\n end\n end\n change size by (-10)\nend\n\ndefine rotate (degrees) degrees (x) (y)\nset [.x v] to (((x) * ([cos v] of (degrees) )) + ((y) * ([sin v] of (degrees) )))\nset [.y v] to (((y) * ([cos v] of (degrees) )) - ((x) * ([sin v] of (degrees) )))\n\ndefine state = respawn\nchange [.show? v] by (1)\nhide\nif <(.show?) > [80]> then\n spawn cube: x= (.x start) , y= ((.y start) + (17))\nend\n\ndefine spawn cube: x= (x) , y= (y)\nadd (x) to [x-spawn v]\nadd (y) to [y-spawn v]\nset [.show? v] to [0]\nset [.portal v] to [0]\nset [.vx v] to [0]\nset [.vy v] to [0]\nset [.state v] to [x]\ncreate clone of (_myself_ v)\ndelete this clone\n\nwhen I start as a clone\npoint in direction (90)\nset [.x v] to (item (last) of [x-spawn v])\nset [.y v] to ((item (last) of [y-spawn v]) - (17))\ndelete (last) of [x-spawn v]\ndelete (last) of [y-spawn v]\nset [.x start v] to (.x)\nset [.y start v] to (.y)\nif <([costume name v] of [map v]) = [out of reach]> then\n switch costume to (companion cube v)\nend\nspawning graphics\n\ndefine spawning graphics\nset [.portal v] to [100]\nset [ghost v] effect to (100)\nrepeat (10)\n if <<([abs v] of ((Y) + (.y)) ) > [180]> or <([abs v] of ((X) + (.x)) ) > [240]>> then\n if <(.show?) = [1]> then\n hide\n set [.show? v] to [0]\n end\n else\n go to x: ([floor v] of ((X) + (.x)) ) y: ([floor v] of ((Y) + ((.y) + (.portal))) )\n if <(.show?) = [0]> then\n show\n set [.show? v] to [1]\n end\n end\n change [.portal v] by (-10)\n change [ghost v] effect by (-10)\nend\nclear graphic effects\nset [.portal v] to [0]\nset mode to sitting\n\nstart sound [portal_close2 v]\n\nwhen I receive [rotate v]\nif <not <(.state) = [hold]>> then\n rotate (rotate) degrees (.x) (.y)\n go to x: ([floor v] of ((X) + (.x)) ) y: ([floor v] of ((Y) + (.y)) )\nend\n\nwhen I receive [cycle v]\nif <not <(.state) = [x]>> then\n if <(.state) = [respawn]> then\n state = respawn\n else\n if <(.state) = [hold]> then\n state = hold\n else\n if <<([abs v] of ((Y) + (.y)) ) > [180]> or <([abs v] of ((X) + (.x)) ) > [240]>> then\n if <(.show?) = [1]> then\n hide\n set [.show? v] to [0]\n end\n delete if off screen and falling\n else\n if <(.show?) = [0]> then\n show\n set [.show? v] to [1]\n end\n if <(.state) = [fall]> then\n falling\n else\n player collision\n end\n touching portals\n touching fizzler?\n pick up?\n end\n end\n end\nend\n\nif <touching (map v)?> then\n if <(.state) = [respawn?]> then\n set [.state v] to [respawn]\n else\n set [.state v] to [respawn?]\n end\nend\n\ndefine state = hold\nif <(alive) = [1]> then\n show\n go to x: (((20) * ([cos v] of (([direction v] of [player v]) - (90)) )) + (Xc)) y: ((((20) * ([sin v] of (([direction v] of [player v]) + (90)) )) + (Yc)) + (crouch))\n set [.x v] to ([floor v] of ((x position) - (X)) )\n set [.y v] to ([floor v] of ((y position) - (Y)) )\n drop?\n touching fizzler?\nelse\n set [.state v] to [respawn]\nend\n\ndefine move back 1 cycle and floor position\nset [.x v] to ([floor v] of ((.x) - (.Vx)) )\nset [.y v] to ([floor v] of ((.y) - (.Vy)) )\nchange [.vy v] by (() - (G))\ngo to x: ([floor v] of ((X) + (.x)) ) y: ([floor v] of ((Y) + (.y)) )\n\nwhen I receive [cube on button v]\nif <<(.state) = [fall]> or <(.state) = [sit]>> then\n if <((((.x) + (save point x)) * ((.x) + (save point x))) + (((.y) + (save point y)) * ((.y) + (save point y)))) < [1000]> then\n if <touching (button v)?> then\n set [.x v] to ((0) - (save point x))\n set [.y v] to ((0) - ((save point y) + (20)))\n set mode to sitting\n end\n end\nend\n\ndefine falling\nmax speed (7)\nX wall check\nY wall check\nif <touching (button v)?> then\n if <(.portal) = [0]> then\n if <((((.x) + (save point x)) * ((.x) + (save point x))) + (((.y) + (save point y)) * ((.y) + (save point y)))) < [1000]> then\n set [.vx v] to [0]\n set [.vy v] to [0]\n broadcast (cube on button v)\n end\n end\nend\n\ndefine max speed (max)\nif <(.Vx) > (max)> then\n set [.vx v] to (max)\nelse\n if <(.Vx) < (() - (max))> then\n set [.vx v] to (() - (max))\n end\nend\nif <(.Vy) > (max)> then\n set [.vy v] to (max)\nelse\n if <(.Vy) < (() - (max))> then\n set [.vy v] to (() - (max))\n end\nend\n\ndefine set mode to sitting\nset [.state v] to [sit]\nset [.vx v] to [0]\nset [.vy v] to [0]\nset [.x v] to ([floor v] of (.x) )\nset [.y v] to ([floor v] of (.y) )\nif <(.show?) = [1]> then\n if <not <<touching (portal blue v)?> or <touching (portal red v)?>>> then\n set volume to ((15) - ((0.05) * (distance to [player v]))) %\n start sound (join [phys_cube_md_0] (pick random (1) to (4)))\n end\nend\n\ndefine touching portals\nif <(portal?) = [0]> then\n if <touching (portal blue v)?> then\n set [.state v] to [fall]\n if <<(.portal) = [0]> and <(portal red on) = [1]>> then\n exiting the portal with a direction = ([.dir v] of [portal red v]) , speed= ([sqrt v] of (((.Vx) * (.Vx)) + ((.Vy) * (.Vy))) )\n set [.x v] to ([floor v] of ([.x v] of [portal red v]) )\n set [.y v] to ([floor v] of ([.y v] of [portal red v]) )\n set [.portal v] to [1]\n end\n else\n if <touching (portal red v)?> then\n set [.state v] to [fall]\n if <<(.portal) = [0]> and <(portal blue on) = [1]>> then\n exiting the portal with a direction = ([.dir v] of [portal blue v]) , speed= ([sqrt v] of (((.Vx) * (.Vx)) + ((.Vy) * (.Vy))) )\n set [.x v] to ([floor v] of ([.x v] of [portal blue v]) )\n set [.y v] to ([floor v] of ([.y v] of [portal blue v]) )\n set [.portal v] to [1]\n end\n else\n if <(.portal) = [1]> then\n set [.portal v] to [0]\n end\n end\n end\nend\n\nforever\nend\n\nforever\nend\n\n@background\n\nwhen I receive [initialization v]\nset volume to (20) %\nhide\nset rotation style [all around v]\npoint in direction (90)\nswitch costume to (size trick v)\nset size to (500) %\nswitch costume to (level)\nwait (0.5) seconds\nshow\n\nwhen I receive [layers v]\nwait until <(cycle) = [9]>\ngo to [front v] layer\nadd [background] to [layers v]\n\nwhen [m v] key pressed\nbroadcast (music v)\n\nwhen I receive [music v]\nif <(music) = [1]> then\n set [music v] to [0]\n stop all sounds\nelse\n set [music v] to [1]\n forever\n if <(level) < [16]> then\n play sound [There_She_Is v] until done\n else\n stop all sounds\n play sound [Technical_difficulties v] until done\n end\n end\nend\n\nwhen I receive [new level v]\nrepeat (5)\n wait (0) seconds\n change volume by (-4)\nend\nset volume to (0) %\nwait (2) seconds\nwait until <(talking) = [0]>\nwait (0.5) seconds\nrepeat (20)\n wait (0.1) seconds\n change volume by (1)\nend\n\nwhen I receive [new level v]\npoint in direction (90)\nswitch costume to (level)\n\ndefine rotate (degrees) degrees (x) (y) (sx) (sy)\nset [save point x v] to (((sx) * ([cos v] of (degrees) )) + ((sy) * ([sin v] of (degrees) )))\nset [save point y v] to (((sy) * ([cos v] of (degrees) )) - ((sx) * ([sin v] of (degrees) )))\nset [x v] to (((x) * ([cos v] of (degrees) )) + ((y) * ([sin v] of (degrees) )))\nset [y v] to (((y) * ([cos v] of (degrees) )) - ((x) * ([sin v] of (degrees) )))\n\nwhen I receive [rotate v]\nturn right (rotate) degrees\ngo to x: ([floor v] of (X) ) y: ([floor v] of (Y) )\n\nwhen [right arrow v] key pressed\n\nwhen [left arrow v] key pressed\n\nrepeat (3)\n set [rotate v] to [30]\n rotate (rotate) degrees (X) (Y) (save point x) (save point y)\n broadcast (rotate v)\nend\nwait (0) seconds\nset [rotate v] to [0]\n\nrepeat (3)\n set [rotate v] to [-30]\n rotate (rotate) degrees (X) (Y) (save point x) (save point y)\n broadcast (rotate v)\nend\nwait (0) seconds\nset [rotate v] to [0]\n\nwhen I receive [cycle: position v]\ngo to x: ([floor v] of (X) ) y: ([floor v] of (Y) )\n\n@fullscreen hack\n\nwhen I receive [initialization v]\nset volume to (20) %\nhide\nset rotation style [all around v]\npoint in direction (90)\nswitch costume to (size trick v)\nset size to (500) %\nswitch costume to (level)\nwait (0.5) seconds\nshow\n\nwhen I receive [layers v]\nwait until <(cycle) = [8]>\ngo to [front v] layer\nadd [background] to [layers v]\n\nwhen I receive [cycle: position v]\n\ngo to x: ([floor v] of (X) ) y: ([floor v] of (Y) )\n\nwhen I receive [rotate v]\n\nturn right (rotate) degrees\ngo to x: ([floor v] of (X) ) y: ([floor v] of (Y) )\n\nwhen I receive [new level v]\npoint in direction (90)\nswitch costume to (level)\n\n@weather\n\nwhen I receive [initialization v]\nset rotation style [all around v]\npoint in direction (90)\nclear graphic effects\nswitch costume to (size trick v)\nhide\nset [weather v] to [on]\n\nwhen I receive [layers v]\nwait until <(cycle) = [5]>\ngo to [front v] layer\nadd [weather] to [layers v]\n\nwhen I receive [cycle: position v]\nchange x by ((([floor v] of (X) ) - ([floor v] of (last x) )) + (.Vx))\nchange y by ((([floor v] of (Y) ) - ([floor v] of (last y) )) + (.Vy))\ntouching edge\n\nwhen I start as a clone\nshow\nset size to (30) %\nswitch costume to (weather)\ngo to x: (pick random (-235) to (235)) y: (pick random (-175) to (175))\n\nwhen I receive [teleport v]\nwait (0.05) seconds\ngo to x: (pick random (-235) to (235)) y: (pick random (-175) to (175))\n\nwhen I receive [rotate v]\nturn right (rotate) degrees\nrotate (rotate) degrees (.Vx) (.Vy)\ngo to x: (pick random (-235) to (235)) y: (pick random (-175) to (175))\n\ndefine None\nset [.vx v] to (((x) * ([cos v] of (degrees) )) + ((y) * ([sin v] of (degrees) )))\nset [.vy v] to (((y) * ([cos v] of (degrees) )) - ((x) * ([sin v] of (degrees) )))\n\ndefine touching edge\nif <(y position) < [-179]> then\n set y to (179)\n set x to (pick random (-239) to (239))\nelse\n if <(y position) > [179]> then\n set y to (-179)\n set x to (pick random (-239) to (239))\n end\nend\nif <(x position) < [-239]> then\n set x to (239)\n set y to (pick random (-179) to (179))\nelse\n if <(x position) > [239]> then\n set x to (-239)\n set y to (pick random (-179) to (179))\n end\nend\n\ndefine None\nset [.vx v] to [0]\nset [.vy v] to (speed)\nset [weather v] to [snow]\nrepeat (flakes)\n wait (0) seconds\n create clone of (_myself_ v)\nend\n\ndefine None\nset [.vx v] to [0]\nset [.vy v] to (speed)\nset [weather v] to [rain long]\nrepeat (drops)\n wait (0) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [new level v]\nwait (1) seconds\nset up weather for level ([costume name v] of [map v])\n\ndefine set up weather for level []\nif <not <(weather) = [off]>> then\n point in direction (90)\n switch backdrop to (day v)\n if <(map) = [Aperture Science]> then\n rain (25) (-3)\n else\n if <(map) = [doors, switches, and turrets]> then\n rain (30) (-4)\n else\n if <(map) = [just a fling]> then\n rain (25) (-3)\n else\n if <(map) = [platformer]> then\n rain (35) (-5)\n else\n if <(map) = [skyscrape]> then\n night rain (35) (-5)\n else\n if <(map) = [asteroid]> then\n rain (30) (-4)\n else\n if <(map) = [uprising]> then\n night rain (30) (-5)\n else\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen [r v] key pressed\nshow variable [weather v]\nif <(weather) = [off]> then\n set [weather v] to [on]\n set up weather for level ([costume name v] of [map v])\nelse\n set [weather v] to [off]\n broadcast (end weather v)\nend\nwait (1) seconds\nhide variable [weather v]\n\nwhen I receive [end weather v]\ndelete this clone\n\nwhen I receive [new level v]\ndelete this clone\n\ndefine None\nset [.vx v] to [0]\nset [.vy v] to (speed)\nset [weather v] to [rain]\nrepeat (drops)\n wait (0) seconds\n create clone of (_myself_ v)\nend\n\ndefine None\nset [.x v] to (((x) * ([cos v] of (degrees) )) + ((y) * ([sin v] of (degrees) )))\nset [.y v] to (((y) * ([cos v] of (degrees) )) - ((x) * ([sin v] of (degrees) )))\n\nwait (0.1) seconds\n\ndefine None\nswitch backdrop to (night v)\nset [.vx v] to [0]\nset [.vy v] to (speed)\nset [weather v] to [rain night]\nrepeat (drops)\n wait (0) seconds\n create clone of (_myself_ v)\nend\nforever\n wait (pick random (1) to (17)) seconds\n switch backdrop to (day v)\n wait (0) seconds\n switch backdrop to (night v)\nend\n\n@unused graphics\n\nhide\n\n | 2-D side scrolling puzzler 17 levels\n Instructions are also in game,\n \nmove = WASD F = mouse look off/on\nportals = mouse or Q,E (once you find the portal gun)\nP = pause M = music off/on\nR = rain on/off H = physics engine L = level select |
» Simple | A Platformer | @Stage\n\ndefine Data To Compute: (#datainput1) (#datainput2) (#datainput3) (#datainput4)\nData To Compute: [999] [999] [999] [999]\n\nwhen flag clicked\nswitch backdrop to (1 v)\n\nwhen I receive [startproject v]\n\nswitch backdrop to (2 v)\nwait (1) seconds\nforever\n play sound [Chain Beat v] until done\nend\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I receive [startproject v]\ngo to [front v] layer\nswitch backdrop to (backdrop1 v)\ngo to x: (-220) y: (0)\ngo to [front v] layer\nshow\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#ffe013)?> then\n change y by (1)\n if <touching color (#ffe013)?> then\n change y by (1)\n if <touching color (#ffe013)?> then\n change y by (1)\n if <touching color (#ffe013)?> then\n change y by (1)\n end\n if <touching color (#ffe013)?> then\n change y by (1)\n if <touching color (#ffe013)?> 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 [12]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#ffe013)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#ffe013)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [12]\n end\n end\n change y by (1)\nend\n\nwhen I receive [startproject v]\nforever\n if <touching color (#ce7dff)?> then\n set [yv v] to [20]\n end\n if <touching color (#ffa446)?> then\n set [xv v] to [15]\n end\n if <touching color (#000000)?> then\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-220) y: (0)\n end\n if <(y position) < [-180]> then\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-220) y: (0)\n end\n if <(x position) > [240]> then\n broadcast (Next Level v)\n go to x: (-220) y: (0)\n set [yv v] to [0]\n set [xv v] to [0]\n end\nend\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [startproject v]\nshow\nswitch costume to (1 v)\n\n@Thumbnail\n\nwhen I receive [startproject v]\nforever\n show\n go to [front v] layer\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\n@Intro\n\ndefine Data To Compute: (#datainput1) (#datainput2) (#datainput3) (#datainput4)\nData To Compute: [999] [999] [999] [999]\n\ndefine Size up with speed (s)\nrepeat (10)\n change size by ([abs v] of (((0) - (size)) / (3)) )\nend\nrepeat (30)\n set [size_int v] to ((((size_int) * (.65)) + (((250) - (size)) / (6))) + (s))\n change size by (size_int)\nend\n\ndefine Smooth Glide to x (x) y (y) at speed (s)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (s))\n change y by (((round (y)) - (round (y position))) / (s))\nend\ngo to x: (x position) y: (y position)\n\nwhen flag clicked\nsetup\n\nwhen I start as a clone\npoint in direction (90)\nif <(clone_id) = [1]> then\n go to x: (-114) y: (121)\n switch costume to (tran_1 v)\n Smooth Glide to x (0) y (0) at speed (7)\n wait (.6) seconds\n glide (.2) secs to x: (-114) y: (121)\n delete this clone\nelse\n if <(clone_id) = [2]> then\n go to x: (114) y: (-121)\n switch costume to (tran1_2 v)\n Smooth Glide to x (0) y (0) at speed (7)\n wait (.6) seconds\n glide (.2) secs to x: (114) y: (-121)\n delete this clone\n else\n if <(clone_id) = [3]> then\n wait (.2) seconds\n go to x: (-114) y: (121)\n switch costume to (tran2_1 v)\n Smooth Glide to x (0) y (0) at speed (7)\n wait (.2) seconds\n glide (.2) secs to x: (-114) y: (121)\n delete this clone\n else\n if <(clone_id) = [4]> then\n wait (.2) seconds\n go to x: (114) y: (-121)\n switch costume to (tran2_2 v)\n Smooth Glide to x (0) y (0) at speed (7)\n wait (.2) seconds\n glide (.2) secs to x: (114) y: (-121)\n delete this clone\n else\n if <(clone_id) = [5]> then\n go to [back v] layer\n switch costume to (logo v)\n set size to (1) %\n Size up with speed (-6)\n wait (.6) seconds\n Smooth Glide to x (-140) y (0) at speed (6)\n else\n if <(clone_id) = [6]> then\n wait (.5) seconds\n switch costume to (t1 v)\n go to x: (-215) y: (-156)\n set size to (100) %\n Smooth Glide to x (-91) y (-55) at speed (6)\n else\n if <(clone_id) = [7]> then\n wait (.7) seconds\n switch costume to (u1 v)\n go to x: (-206) y: (-104)\n set size to (85) %\n Smooth Glide to x (-130) y (-61) at speed (7)\n else\n if <(clone_id) = [10]> then\n go to [front v] layer\n Transition with delay: [0] and x: [0] y: [0] [line1] [line25] [200]\n else\n if <(clone_id) = [11]> then\n Transition with delay: [.3] and x: [0] y: [20] [line1] [line25] [200]\n else\n if <(clone_id) = [12]> then\n Transition with delay: [.45] and x: [0] y: [-20] [line1] [line25] [200]\n else\n if <(clone_id) = [13]> then\n set size to (50) %\n Transition with delay: [.6] and x: [-191] y: [-142] [v1] [v12] [20]\n else\n if <(clone_id) = [14]> then\n Transition with delay: [.5] and x: [-191] y: [-162] [line1] [line5] [200]\n else\n if <(clone_id) = [15]> then\n wait (.5) seconds\n set size to (50) %\n go to x: (116) y: (100)\n point in direction (90)\n Costume start [bend1] costume end [bend10]\n Smooth Rotate to (-179) degrees at speed (3)\n Costume start [bend10] costume end [bend20]\n delete this clone\n else\n if <(clone_id) = [16]> then\n set size to (150) %\n wait (2) seconds\n switch costume to (retro1 v)\n go to x: (0) y: (-240)\n Smooth Glide to x (0) y (0) at speed (6)\n repeat until <(beat cal) = [1]>\n go to x: (0) y: (((([sin v] of ((timer) * (100)) ) * (10)) * (.7)) - (0))\n end\n else\n if <(clone_id) = [17]> then\n go [backward v] (1) layers\n set size to (150) %\n wait (2.2) seconds\n switch costume to (retro2 v)\n go to x: (0) y: (-240)\n Smooth Glide to x (0) y (0) at speed (6)\n repeat until <(beat cal) = [1]>\n go to x: (0) y: (((([sin v] of ((timer) * (100)) ) * (10)) * (.7)) - (0))\n end\n else\n if <(clone_id) = [18]> then\n go [backward v] (1) layers\n set size to (150) %\n wait (2.4) seconds\n switch costume to (retro3 v)\n go to x: (0) y: (-240)\n Smooth Glide to x (0) y (0) at speed (6)\n repeat until <(beat cal) = [1]>\n go to x: (0) y: (((([sin v] of ((timer) * (100)) ) * (10)) * (.7)) - (0))\n end\n else\n if <(clone_id) = [19]> then\n go [backward v] (1) layers\n go to [back v] layer\n set size to (150) %\n wait (2.4) seconds\n switch costume to (retro4 v)\n go to x: (0) y: (-240)\n Smooth Glide to x (0) y (0) at speed (6)\n repeat until <(beat cal) = [1]>\n go to x: (0) y: (((([sin v] of ((timer) * (100)) ) * (10)) * (.7)) - (0))\n end\n else\n if <(clone_id) = [20]> then\n set [ghost v] effect to (0)\n set [color v] effect to (50)\n go to [back v] layer\n switch costume to (hex1 v)\n Smooth Size to (2000) % at speed (20)\n else\n if <(clone_id) = [21]> then\n go to [back v] layer\n set [ghost v] effect to (50)\n switch costume to (back1 v)\n point in direction (45)\n go to x: (178) y: (-134)\n repeat until <(beat cal) = [1]>\n turn right (.1) degrees\n change x by (-.2)\n change y by (.2)\n end\n else\n if <(clone_id) = [22]> then\n go to [back v] layer\n set [ghost v] effect to (50)\n switch costume to (back2 v)\n point in direction (96)\n go to x: (-213) y: (49)\n repeat until <(beat cal) = [1]>\n turn right (.15) degrees\n change x by (.2)\n change y by (.2)\n end\n else\n if <(clone_id) = [23]> then\n go to [front v] layer\n Transition with delay: [2.6] and x: [0] y: [0] [wind1] [wind28] [100]\n else\n if <(clone_id) = [24]> then\n go to [front v] layer\n Transition with delay: [2.8] and x: [0] y: [20] [wind1] [wind28] [100]\n else\n if <(clone_id) = [25]> then\n go to [front v] layer\n Transition with delay: [3] and x: [0] y: [-20] [wind1] [wind28] [100]\n else\n if <(clone_id) = [26]> then\n go to x: (11) y: (-85)\n wait (4) seconds\n switch costume to (title1 v)\n repeat until <(costume [name v]) = [Title15]>\n next costume\n end\n else\n if <(clone_id) = [27]> then\n set [ghost v] effect to (100)\n switch costume to (projtitle v)\n go to x: (-180) y: (-85)\n wait (4.2) seconds\n set [ghost v] effect to (0)\n Smooth Glide to x (-15) y (-85) at speed (10)\n else\n if <(clone_id) = [28]> then\n set [ghost v] effect to (100)\n switch costume to (costume1 v)\n go to x: (0) y: (0)\n wait (5.4) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n stop [this script v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <<(clone_id) > [5]> and <(clone_id) < [10]>> then\n set [ghost v] effect to (100)\n wait (pick random (.5) to (.7)) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen I start as a clone\nif <(clone_id) = [6]> then\n wait (.9) seconds\n switch costume to (t1 v)\n repeat until <(costume [name v]) = [t5]>\n next costume\n end\nend\n\nwhen I start as a clone\nif <(clone_id) = [7]> then\n wait (.9) seconds\n switch costume to (u1 v)\n repeat until <(costume [name v]) = [u5]>\n next costume\n end\nend\n\ndefine Transition with delay: (sec) and x: (x) y: (y) (costume start?) (costume end?) (size)\nset size to (size) %\ngo to x: (x) y: (y)\nwait (sec) seconds\nswitch costume to (costume start?)\nrepeat until <(costume [name v]) = (costume end?)>\n next costume\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <<(clone_id) = [13]> or <(clone_id) = [15]>> then\n set size to (50) %\n end\nend\n\ndefine setup\nset volume to (100) %\nstart sound [ Shadows - Witchout v]\nset size to (100) %\nset [size_int v] to [0]\nset [beat cal v] to [0]\nset [tran speed v] to [0]\nset [x v] to [0]\nset [y v] to [-240]\nset [clone_id v] to [0]\ngo to x: (0) y: (0)\nswitch costume to (null v)\nrepeat (28)\n change [clone_id v] by (1)\n create clone of (_myself_ v)\nend\n\ndefine Costume start (cs) costume end (ce)\nswitch costume to (cs)\nrepeat until <(costume [name v]) = (ce)>\n next costume\nend\nstop [this script v]\n\nwhen I start as a clone\nforever\n if <(clone_id) = [5]> then\n repeat (100)\n point in direction ((([tan v] of ((timer) * (100)) ) * (8)) + (90))\n end\n forever\n point in direction ((([sin v] of ((timer) * (100)) ) * (8)) + (90))\n end\n end\nend\n\nwhen flag clicked\nshow\nstop all sounds\nclear sound effects\nclear graphic effects\nset volume to (100) %\nwait (6) seconds\nrepeat (10)\n change volume by (-10)\n change [ghost v] effect by (10)\nend\nhide\nset size to (0) %\nset [ghost v] effect to (100)\nbroadcast (StartProject v)\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nif <(clone_id) = [20]> then\n wait (.1) seconds\n Costume start [hex1] costume end [hex12]\n delete this clone\nend\n\ndefine Smooth Size to (%) % at speed (s)\nrepeat until <(round (size)) = (round (%))>\n change size by (((round (%)) - (round (size))) / (s))\nend\nset size to (%) %\n\ndefine Smooth Rotate to (d) degrees at speed (s)\nrepeat until <(round (direction)) = (round (d))>\n turn right (((round (d)) - (round (direction))) / (s)) degrees\nend\npoint in direction (d)\n\ndefine Data To Compute: (#datainput1) (#datainput2) (#datainput3) (#datainput4)\nData To Compute: [999] [999] [999] [999]\n\n | |
platformer 2020 | @Stage\n\nwhen flag clicked\nset volume to (100) %\nswitch backdrop to (背景1 v)\nbroadcast (初期化 v) and wait\nbroadcast (スタート v)\n\n@ \n\n@波\n\nwhen I start as a clone\ngo to [back v] layer\nset [ghost v] effect to (40)\nforever\n change x by (([sin v] of (sin) ) * (-1))\nend\n\nwhen I receive [スタート v]\nset [sin v] to [0]\ngo to [back v] layer\ngo [forward v] (1) layers\ncreate clone of (_myself_ v)\ngo to x: (0) y: (-20)\nforever\n change x by (([cos v] of (sin) ) * (1))\n change [sin v] by (1)\nend\n\n@ステージ\n\nwhen I receive [スタート v]\nswitch costume to (コスチューム4 v)\ngo to [back v] layer\ngo [forward v] (3) layers\n\nwhen I receive [ステージ v]\nif <(costume [number v]) = [14]> then\n broadcast (END v)\nelse\n wait (2.4) seconds\n next costume\nend\n\n@サウンド\n\nwhen I receive [スタート v]\nshow\nset volume to (100) %\nforever\n if <(mute) = [1]> then\n set volume to (0) %\n else\n set volume to (100) %\n end\nend\n\nwhen I receive [スタート v]\nforever\n set [曲 v] to (pick random (1) to (3))\n play sound (曲) until done\nend\n\nwhen I receive [スタート v]\nshow\nforever\n if <(曲) = [1]> then\n wait (0.45) seconds\n set size to (150) %\n else\n if <(曲) = [2]> then\n wait (pick random (1) to (0.5)) seconds\n set size to (150) %\n else\n wait (0.4) seconds\n set size to (150) %\n end\n end\nend\n\nwhen flag clicked\nset [mute v] to [0]\nhide\n\nwhen I receive [スタート v]\ngo to [front v] layer\nshow\nforever\n change [sin v] by (1)\n if <(mute) = [1]> then\n switch costume to (出さない v)\n else\n switch costume to (出す v)\n end\n set [ghost v] effect to (70)\n if <(status) = [1]> then\n go to x: (-220) y: (160)\n else\n go to x: (-220) y: (140)\n end\n if <touching (mouse-pointer v)?> then\n change size by (((size) - (124)) / (-5))\n set [ghost v] effect to (20)\n point in direction ((90) + ((16) * ([sin v] of ((sin) * (10)) )))\n if <mouse down?> then\n if <(mute) = [0]> then\n set [mute v] to [1]\n else\n set [mute v] to [0]\n end\n end\n if <(mute) = [1]> then\n switch costume to (出さない v)\n else\n switch costume to (出す v)\n end\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n else\n turn right (((direction) - (90)) / (-5)) degrees\n change size by (((size) - (100)) / (-5))\n end\nend\n\nwhen [timer v] > (0)\ngo to [back v] layer\n\nwhen I receive [end v]\nset [mute v] to [1]\nstop all sounds\n\nwhen I receive [end v]\n\n@ED\n\nwhen I start as a clone\nif <(番号) = [1]> then\n clear graphic effects\n point in direction (90)\n switch costume to (pick random (1) to (3))\n set size to (pick random (50) to (150)) %\n set [brightness v] effect to (pick random (-25) to (25))\n go to [front v] layer\n show\n set [s v] to (pick random (1) to (2))\n if <(S) = [1]> then\n go to x: (-240) y: (-1000)\n set [v v] to (pick random (5) to (10))\n set [d v] to [5]\n else\n if <(S) = [2]> then\n set [v v] to (pick random (-5) to (-10))\n go to x: (240) y: (-1000)\n set [d v] to [-5]\n end\n end\n set [i v] to (pick random (15) to (30))\n change y by (I)\n repeat until <(y position) < [-179]>\n turn right (D) degrees\n change [ghost v] effect by (2)\n change y by (I)\n change [i v] by (-1)\n change x by (V)\n set [v v] to ((V) * (.995))\n end\n delete this clone\nelse\n if <(番号) = [2]> then\n go to x: (0) y: (1000)\n switch costume to (幕 v)\n set size to (100) %\n point in direction (90)\n show\n repeat (40)\n change y by (((0) - (y position)) / (4))\n end\n wait until <(STOP) = [1]>\n delete this clone\n else\n if <(番号) = [3]> then\n go to x: (0) y: (-1000)\n set size to (100) %\n point in direction (90)\n show\n set size to (50) %\n repeat (20)\n change y by (((0) - (y position)) / (4))\n end\n change y by (1)\n repeat until <touching (_edge_ v)?>\n change y by ((y position) / (2))\n end\n if <(costume [number v]) = [10]> then\n set [番号 v] to [4]\n create clone of (_myself_ v)\n end\n delete this clone\n else\n if <(番号) = [4]> then\n set [stop v] to [1]\n delete this clone\n else\n if <(番号) = [5]> then\n hide\n wait until <(STOP) = [1]>\n go to x: (0) y: (-10)\n set size to (100) %\n point in direction (90)\n switch costume to (url v)\n show\n forever\n if <touching (mouse-pointer v)?> then\n set [cc v] to (((cc) * (0.75)) + (((60) - (y position)) / (5)))\n change y by (cc)\n go to [front v] layer\n hide list [自分のscratchアカウント v]\n else\n change y by (((0) - (y position)) / (4))\n show list [自分のscratchアカウント v]\n go to [front v] layer\n end\n end\n else\n if <(番号) = [6]> then\n hide\n wait until <(STOP) = [1]>\n go to x: (0) y: (-200)\n set size to (100) %\n point in direction (90)\n switch costume to (slogo2 v)\n show\n forever\n change size by (((100) - (size)) / (7))\n change [ghost v] effect by (-10)\n point in direction (90)\n turn right (([cos v] of (((timer) - (2)) * (250)) ) * (25)) degrees\n go to x: (0) y: (0)\n change y by (([cos v] of (((timer) - (1)) * (250)) ) * (20))\n go to [front v] layer\n end\n else\n \n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nshow list [自分のscratchアカウント v]\nset [stop v] to [0]\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nforever\n play sound [Raven & Kreyn - Bubble \[NCS Release\] v] until done\nend\n\nwhen [timer v] > (0)\nset [番号 v] to [6]\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [番号 v] to [2]\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [番号 v] to [5]\ncreate clone of (_myself_ v)\nwait (1.3) seconds\nset [番号 v] to [3]\nswitch costume to (3 v)\nrepeat (4)\n create clone of (_myself_ v)\n wait (0.45) seconds\n next costume\nend\n\nwhen [timer v] > (0)\nwait until <(STOP) = [1]>\nset [番号 v] to [1]\nforever\n create clone of (_myself_ v)\nend\n\nwait (2) seconds\n\nswitch costume to (3 v)\nrepeat (3)\n\ngo to x: (0) y: (0)\n\nset [stop v] to [1]\nrepeat (30)\n change [ghost v] effect by (3.4)\n go to [front v] layer\nend\ndelete this clone\n\nset [ghost v] effect to (0)\nset [brightness v] effect to (100)\n\ngo to x: (0) y: (0)\n\n@フラッシュ\n\nwhen [timer v] > (0)\ngo to [front v] layer\ngo [backward v] (2) layers\nwait until <(STOP) = [1]>\nset [フラッシュ番号 v] to [1]\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [フラッシュ番号 v] to [2]\ncreate clone of (_myself_ v)\nwait (0) seconds\nforever\n go [forward v] (1) layers\n クローン [3.7]\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(フラッシュ番号) = [1]> then\n go to x: (0) y: (0)\n switch costume to (コスチューム1 v)\n set size to (100) %\n point in direction (90)\n set [ghost v] effect to (0)\n set [brightness v] effect to (100)\n show\n repeat (30)\n change [ghost v] effect by (3.4)\n go to [front v] layer\n end\n delete this clone\nelse\n if <(フラッシュ番号) = [2]> then\n go to x: (0) y: (0)\n switch costume to (pick random (2) to (6))\n point in direction (90)\n set [sin v] to [0]\n show\n forever\n change y by (([cos v] of (sin) ) * (2))\n change [sin v] by (5)\n end\n end\nend\n\ndefine クローン ( )\nwait ( ) seconds\nwait (0) seconds\nset [フラッシュ番号 v] to [1]\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [フラッシュ番号 v] to [2]\ncreate clone of (_myself_ v)\n\n@パーティークル\n\ndefine particles\nwait (0) seconds\nrepeat (20)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nclear graphic effects\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (0)\nset [brightness v] effect to (pick random (0) to (20))\nswitch costume to (particle v)\nset size to (pick random (20) to (80)) %\npoint in direction (pick random (180) to (-180))\nset [v v] to (pick random (15) to (20))\nset [i2 v] to [0]\nshow\nrepeat (60)\n change [ghost v] effect by (3.4)\n move (v) steps\n change y by (I2)\n set [v v] to ((v) * (0.95))\n if on edge, bounce\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0)\nwait until <(STOP) = [1]>\nparticles\nforever\n wait (3.7) seconds\n particles\nend\n\n@切替\n\nwhen I start as a clone\nset size to (100) %\nshow\nif <(番号) = [1]> then\n switch costume to (costume2 v)\n go to x: (-30) y: (30)\n repeat (25)\n change x by (((30) - (x position)) * (0.2))\n end\n repeat (25)\n change y by (((-30) - (y position)) * (0.2))\n change x by (((0) - (x position)) * (0.2))\n end\n repeat (20)\n change y by (((0) - (y position)) * (0.2))\n change x by (((0) - (x position)) * (0.2))\n end\n set [番号 v] to [2]\n create clone of (_myself_ v)\n wait (0) seconds\n set [番号 v] to [3]\n create clone of (_myself_ v)\n wait (0) seconds\n set [番号 v] to [4]\n create clone of (_myself_ v)\n wait (0) seconds\n particles\n delete this clone\nelse\n if <(番号) = [2]> then\n switch costume to (costume4 v)\n set size to (0) %\n repeat (10)\n change size by (((150) - (size)) / (5))\n end\n repeat (9)\n change size by (((150) - (size)) / (5))\n next costume\n end\n delete this clone\n else\n if <(番号) = [3]> then\n switch costume to (コスチューム1 v)\n point in direction (-90)\n go to x: (0) y: (0)\n repeat (30)\n set [cc v] to (((cc) * (0.6)) + (((90) - (direction)) / (8)))\n turn right (cc) degrees\n end\n set [cc v] to [-1]\n repeat until <(size) < [20]>\n change [cc v] by ((cc) / (4))\n change y by (cc)\n change size by (cc)\n end\n delete this clone\n else\n if <(番号) = [4]> then\n switch costume to (コスチューム2 v)\n set [brightness v] effect to (100)\n go to x: (0) y: (0)\n point in direction (90)\n repeat (30)\n change [ghost v] effect by (3.4)\n go to [front v] layer\n end\n delete this clone\n else\n clear graphic effects\n go to x: (0) y: (0)\n go to [front v] layer\n set [ghost v] effect to (0)\n set [brightness v] effect to (pick random (0) to (20))\n switch costume to (particle v)\n set size to (pick random (20) to (80)) %\n point in direction (pick random (180) to (-180))\n set [v v] to (pick random (10) to (15))\n set [i2 v] to [0]\n show\n repeat until <<<(x position) < [-170]> or <[170] < (x position)>> or <<(y position) < [-120]> or <[120] < (y position)>>>\n move (v) steps\n set [v v] to ((v) * (.95))\n end\n repeat (5)\n change [ghost v] effect by (20)\n move (v) steps\n change y by (I2)\n set [v v] to ((v) * (0.95))\n end\n delete this clone\n end\n end\n end\nend\n\nforever\n\nwhen I receive [ステージ v]\nset size to (100) %\nswitch costume to (costume1 v)\nset [番号 v] to [1]\ncreate clone of (_myself_ v)\nwait (0) seconds\nshow\ngo to x: (30) y: (-30)\nrepeat (25)\n change x by (((-30) - (x position)) * (0.2))\nend\nrepeat (25)\n change y by (((30) - (y position)) * (0.2))\n change x by (((0) - (x position)) * (0.2))\nend\nrepeat (20)\n change y by (((0) - (y position)) * (0.2))\n change x by (((0) - (x position)) * (0.2))\nend\nstart sound [Intro v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [ステージ v]\n\ndefine particles\nwait (0) seconds\nrepeat (20)\n set [番号 v] to [5]\n create clone of (_myself_ v)\nend\n\n@clear\n\nwhen I receive [初期化 v]\nhide\n\nwhen I receive [end v]\nset volume to (100) %\nstart sound (pick random (1) to (3))\nset [番号 v] to [1]\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [番号 v] to [2]\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [番号 v] to [3]\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nshow\nswitch costume to ( v)\nset size to (150) %\nswitch costume to (clear! v)\nrepeat until <(size) < [101]>\n go to [front v] layer\n switch costume to ( v)\n change size by (((100) - (size)) / (7))\n switch costume to (clear! v)\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))\n change [ghost v] effect by (-5)\nend\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(番号) = [1]> then\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n show\n switch costume to (光 v)\n set size to (0) %\n switch costume to ( v)\n go [forward v] (1) layers\n set [ghost v] effect to (60)\n forever\n go to [front v] layer\n switch costume to ( v)\n change size by (((100) - (size)) / (7))\n switch costume to (光 v)\n turn right (5) degrees\n end\nelse\n if <(番号) = [2]> then\n go to x: (0) y: (0)\n show\n switch costume to (stop v)\n set size to (0) %\n switch costume to ( v)\n go [forward v] (1) layers\n set [ghost v] effect to (0)\n go to [front v] layer\n repeat (40)\n switch costume to ( v)\n change size by (((100) - (size)) / (7))\n switch costume to (stop v)\n go to [front v] layer\n end\n forever\n wait (0.45) seconds\n set [cc v] to [60]\n end\n else\n go to x: (0) y: (0)\n show\n switch costume to ( v)\n set size to (100) %\n go to [front v] layer\n set [cc v] to [0]\n forever\n change [cc v] by (0.05)\n change [ghost v] effect by (-10)\n point in direction (90)\n turn right (([cos v] of (((cc) - (2)) * (250)) ) * (25)) degrees\n go to x: (0) y: (0)\n change y by (([cos v] of (((cc) - (1)) * (250)) ) * (20))\n go to [front v] layer\n end\n end\nend\n\nwhen [timer v] > (0)\nhide\ndelete this clone\n\nwhen I start as a clone\nif <(番号) = [2]> then\n forever\n change [cc v] by (((0) - (cc)) / (4))\n set [pixelate v] effect to (cc)\n end\nend\n\nwhen I receive [end v]\n\n@操作説明\n\nwhen I receive [スタート v]\nswitch costume to (コスチューム1 \(3\) v)\nrepeat (3)\n create clone of (_myself_ v)\n next costume\n wait (0) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0)\nhide\n\nwhen I start as a clone\npoint in direction (90)\nshow\nif <(costume [number v]) = [1]> then\n go to x: (-50) y: (1000)\n set [cc v] to [0]\n repeat (49)\n set [cc v] to (((cc) * (0.6)) + (((50) - (y position)) / (4)))\n change y by (cc)\n end\n set [cc v] to [0]\n set [ghost v] effect to (cc)\n forever\n if <key (left arrow v) pressed?> then\n change [cc v] by (((50) - (cc)) / (4))\n set [ghost v] effect to (cc)\n end\n change [cc v] by (((0) - (cc)) / (4))\n set [ghost v] effect to (cc)\n end\nelse\n if <(costume [number v]) = [2]> then\n go to x: (0) y: (-1000)\n set [cc v] to [0]\n repeat (49)\n set [cc v] to (((cc) * (0.6)) + (((50) - (y position)) / (4)))\n change y by (cc)\n end\n set [cc v] to [0]\n set [ghost v] effect to (cc)\n forever\n if <key (right arrow v) pressed?> then\n change [cc v] by (((50) - (cc)) / (4))\n set [ghost v] effect to (cc)\n end\n change [cc v] by (((0) - (cc)) / (4))\n set [ghost v] effect to (cc)\n end\n else\n go to x: (50) y: (1000)\n set [cc v] to [0]\n repeat (49)\n set [cc v] to (((cc) * (0.6)) + (((50) - (y position)) / (4)))\n change y by (cc)\n end\n set [cc v] to [0]\n set [ghost v] effect to (cc)\n forever\n if <key (up arrow v) pressed?> then\n change [cc v] by (((50) - (cc)) / (4))\n set [ghost v] effect to (cc)\n end\n change [cc v] by (((0) - (cc)) / (4))\n set [ghost v] effect to (cc)\n end\n end\nend\n\n@宣伝\n\nwhen I receive [初期化 v]\nhide\n\nwhen I receive [スタート v]\nforever\n go to x: (150) y: (1000)\n point in direction (-90)\n hide\n set size to (0) %\n set [i v] to [-1]\n show\n repeat (40)\n change y by (((0) - (y position)) / (8))\n change size by (((100) - (size)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n end\n wait (1) seconds\n set y to (-1)\n repeat until <(size) < [20]>\n change [i v] by (join [-] (([abs v] of (i) ) / (4)))\n change size by (i)\n change y by (i)\n end\n go to x: (150) y: (1000)\n hide\n wait (pick random (10) to (5)) seconds\nend\n\nwhen [timer v] > (0)\nhide\n\n@敵\n\nwhen I receive [初期化 v]\ngo to x: (204) y: (-92)\nset rotation style [all around v]\nset size to (100) %\nhide\n\nwhen I receive [スタート v]\nwait until <([costume # v] of [ステージ v]) = [14]>\nwait (1) seconds\ngo to x: (204) y: (180)\nshow\nset [重力(相手) v] to [0]\nset [速さ\(相手) v] to [0]\nrepeat until <(ステージ) = [16]>\n if <([abs v] of (重力(相手)) ) < [3]> then\n turn right (((90) - (direction)) / (3)) degrees\n else\n if <[0] < (速さ\(相手))> then\n point in direction ((90) - ((重力(相手)) * (1.5)))\n end\n if <(速さ\(相手)) < [0]> then\n point in direction ((90) + ((重力(相手)) * (1.5)))\n end\n end\n change [重力(相手) v] by (-1)\n set [どっち? v] to (pick random (1) to (10))\n if <((どっち?) mod (2)) = [0]> then\n switch costume to (1 v)\n change [速さ\(相手) v] by (1)\n else\n switch costume to (2 v)\n change [速さ\(相手) v] by (-1)\n end\n set [速さ\(相手) v] to ((速さ\(相手)) * (0.9))\n change x by (速さ\(相手))\n if <touching color (#84b5ed)?> then\n change y by (1)\n if <touching color (#84b5ed)?> then\n change y by (1)\n if <touching color (#84b5ed)?> then\n change y by (1)\n if <touching color (#84b5ed)?> then\n change y by (1)\n end\n end\n end\n end\n if <touching color (#84b5ed)?> then\n change y by (-4)\n change x by ((速さ\(相手)) * (-1))\n set [どっち? v] to (pick random (1) to (12))\n if <((どっち?) mod (4)) = [0]> then\n start sound [High Whoosh v]\n point in direction (90)\n set [重力(相手) v] to [10]\n if <([abs v] of (速さ\(相手)) ) = (速さ\(相手))> then\n set [速さ\(相手) v] to [-7]\n else\n set [速さ\(相手) v] to [7]\n end\n else\n set [速さ\(相手) v] to [0]\n end\n end\n change y by (重力(相手))\n if <touching color (#84b5ed)?> then\n change y by ((0) - (重力(相手)))\n set [重力(相手) v] to [0]\n end\n change y by (-1)\n set [どっち? v] to (pick random (1) to (8))\n if <<((どっち?) mod (4)) = [0]> and <touching color (#84b5ed)?>> then\n set [重力(相手) v] to [15]\n start sound [High Whoosh v]\n set [pitch v] effect to (pick random (10) to (5))\n end\n change y by (1)\nend\nhide\n\nwhen [timer v] > (0)\nhide\n\n@ストーン\n\nwhen I receive [スタート v]\nset [ステージ v] to [1]\nset size to (70) %\nshow\nset [速さ v] to [0]\nset [重力 v] to [0]\nset y to (RETRY位置)\nset x to (-200)\nbroadcast (本当スタート v)\n\ndefine ジャンプ\nrepeat (5)\n create clone of (effect v)\nend\n\nwhen I receive [本当スタート v]\nset y to (RETRY位置)\nset x to (-200)\nrepeat until <[240] < (x position)>\n if <([abs v] of (重力) ) < [3]> then\n turn right (((90) - (direction)) / (3)) degrees\n else\n if <[0] < (速さ)> then\n point in direction ((90) - ((重力) * (1.5)))\n end\n if <(速さ) < [0]> then\n point in direction ((90) + ((重力) * (1.5)))\n end\n end\n change [重力 v] by (-1)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (1 v)\n change [速さ v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (2 v)\n change [速さ v] by (-1)\n end\n set [速さ v] to ((速さ) * (0.9))\n change x by (速さ)\n if <touching color (#84b5ed)?> then\n change y by (1)\n if <touching color (#84b5ed)?> then\n change y by (1)\n if <touching color (#84b5ed)?> then\n change y by (1)\n if <touching color (#84b5ed)?> then\n change y by (1)\n end\n end\n end\n end\n if <touching color (#84b5ed)?> then\n change y by (-4)\n change x by ((速さ) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [High Whoosh v]\n point in direction (90)\n set [重力 v] to [10]\n if <([abs v] of (速さ) ) = (速さ)> then\n set [速さ v] to [-7]\n else\n set [速さ v] to [7]\n end\n else\n set [速さ v] to [0]\n end\n end\n change y by (重力)\n if <touching color (#84b5ed)?> then\n change y by ((0) - (重力))\n set [重力 v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching color (#84b5ed)?>> then\n broadcast (クローン v)\n set [重力 v] to [15]\n start sound [High Whoosh v]\n set [pitch v] effect to (pick random (10) to (5))\n end\n change y by (1)\n if <<<<key (space v) pressed?> or <touching (波 v)?>> or <touching color (#ccfbff)?>> or <touching (敵 v)?>> then\n start sound [crashed oof v]\n change y by (10)\n set [ジャンプ制御 v] to [10]\n repeat until <touching (_edge_ v)?>\n turn right (10) degrees\n change [ジャンプ制御 v] by (-1)\n change y by (ジャンプ制御)\n end\n set [速さ v] to [0]\n set [重力 v] to [0]\n set y to (RETRY位置)\n set x to (-200)\n end\nend\nchange [ステージ v] by (1)\nset y to (RETRY位置)\nset x to (-200)\nbroadcast (ステージ v) and wait\nbroadcast (本当スタート v)\n\nwhen I receive [クローン v]\nジャンプ\n\nwhen I receive [end v]\nhide\nstop [this script v]\n\n@看板\n\nwhen I receive [初期化 v]\ndelete all of [説明 v]\nadd [さあ..行こう!!] to [説明 v]\nadd [山を上り..] to [説明 v]\nadd [飛び越えよう!] to [説明 v]\nadd [ジャンプ!!] to [説明 v]\nadd [高さを調節して..] to [説明 v]\nadd [気をつけながらジャンプ!] to [説明 v]\nadd [落ちないように..] to [説明 v]\nadd [ジャンプ!2] to [説明 v]\nadd [登ってジャンプ!!] to [説明 v]\nadd [上がったり..下がったり..] to [説明 v]\nadd [高くジャンプ!!] to [説明 v]\nadd [氷を使ってジャンプ!] to [説明 v]\nadd [もう少しだ!] to [説明 v]\nadd [最後の敵だ!ファイト!] to [説明 v]\n\nwhen I receive [スタート v]\ngo to [back v] layer\nset [a v] to [0]\ngo to x: (-200) y: (1000)\nrepeat until <touching color (#84b5ed)?>\n change [a v] by (-1)\n change y by (a)\nend\nstart sound [Hit2 v]\nset [a v] to [10]\nrepeat (19)\n change [a v] by (-1)\n change y by (a)\nend\nset [a v] to [5]\nstart sound [Hit2 v]\nrepeat (3)\n change [a v] by (-1)\n change y by (a)\nend\nstart sound [Hit2 v]\nset y to (-89)\nforever\n if <touching (ストーン v)?> then\n say (item (ステージ) of [説明 v])\n change size by (((80) - (size)) / (4))\n else\n say []\n change size by (((70) - (size)) / (4))\n end\nend\n\n@effect\n\nwhen I start as a clone\nswitch costume to (コスチューム1 v)\nset [c v] to (pick random (5) to (10))\nset [cc v] to (pick random (-5) to (5))\nclear graphic effects\nshow\nset size to (cc) %\nset y to (([y position v] of [ストーン v]) - (30))\nset x to ([x position v] of [ストーン v])\ngo to [front v] layer\nrepeat until <touching (_edge_ v)?>\n set [ghost v] effect to (0)\n change size by (c)\n change x by (cc)\n change y by (c)\n if <(cc) < [0.5]> then\n change [cc v] by (-0.1)\n end\n if <(cc) < [-0.5]> then\n change [cc v] by (0.1)\n end\n if <[-85] < (y position)> then\n change [ghost v] effect by (2)\n end\n change [c v] by (-1)\nend\ndelete this clone\n\nwhen I receive [初期化 v]\nhide\n\n@雪\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\ngo to x: (pick random (240) to (-240)) y: (160)\nset size to (pick random (100) to (150)) %\nswitch costume to (コスチューム2 v)\nset [c v] to [0]\nset [cc v] to (pick random (1) to (5))\ngo to [front v] layer\nrepeat until <touching (_edge_ v)?>\n change y by (join [-] (cc))\n change x by ([cos v] of (c) )\n change [c v] by (4)\n if <(y position) < [-150]> then\n change [ghost v] effect by (5)\n end\n if <[150] < (y position)> then\n change [ghost v] effect by (-5)\n end\nend\ndelete this clone\n\nwhen I receive [スタート v]\nforever\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nrepeat (10)\n\nwhen I receive [初期化 v]\nhide\n\n@太陽\n\nwhen I receive [スタート v]\nset size to (120) %\ngo to x: (211) y: (141)\nshow\ngo [backward v] (3) layers\nset [作業 v] to [5]\nforever\n change size by ([sin v] of (作業) )\n change [作業 v] by (7)\nend\n\nset size to (120) %\n\ngo to [back v] layer\n\nwhen I receive [初期化 v]\nhide\n\n@samune\n\nwhen flag clicked\nhide\n\n | ~~platformer 2020~~\nルール説明プログラム↓\nhttps://scratch.mit.edu/projects/459253738/\n\nロード遅くても我慢してください((怒\n |
Vortex Crystal- A Platformer #games #all | @Stage\n\nwhen flag clicked\nforever\n switch backdrop to (Level)\nend\n\n@Player\n\ndefine platformer physics (speed) (friction) (jump height)\nswitch costume to (passive v)\nchange [y vel. v] by (-1)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (right v)\n change [x vel. v] by (speed)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (left v)\n change [x vel. v] by ((speed) * (-1))\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?> then\n set [y vel. v] to [13]\n if <(x vel.) > [0]> then\n set [x vel. v] to [-15]\n else\n set [x vel. v] to [15]\n end\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 [12]\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (up v)\nend\nchange y by (1)\nif <(x position) > [215]> then\n change [level v] by (1)\n go to x: (X Spawn) y: (Y Spawn)\n broadcast (Next Level v)\nend\nif <<touching (danger v)?> or <touching (saws v)?>> then\n go to x: (X Spawn) y: (Y Spawn)\n broadcast (You Died v)\nend\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (upper left v)\nend\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (upper right v)\nend\n\nwhen I start as a clone\nswitch costume to (trail v)\nrepeat (4)\n change size by (-15)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [start game v]\nshow\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [start game v]\nshow\nset [x spawn v] to [-221]\nset [y spawn v] to [-36]\nset [x vel. v] to [0]\nset [y vel. v] to [0]\ngo to x: (X Spawn) y: (Y Spawn)\nforever\n platformer physics [1.2] [0.9] [12]\nend\n\nwhen flag clicked\nhide\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\nforever\n switch costume to (Level)\nend\n\n@Danger\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\nforever\n switch costume to (Level)\nend\n\n@Music\n\nwhen I receive [start game v]\nset [mute v] to [1]\n\nwhen this sprite clicked\nif <(Mute) = [1]> then\n set [mute v] to [0]\n switch costume to (music off v)\nelse\n set [mute v] to [1]\n switch costume to (music on v)\nend\n\nwhen I receive [start project v]\nwait (1) seconds\nforever\n if <(Mute) = [1]> then\n play sound [Alan Walker - Fade \[NCS Release\].mp3 v] until done\n end\nend\n\nwhen I receive [start game v]\nforever\n if <(Mute) = [0]> then\n stop all sounds\n end\nend\n\nwhen flag clicked\ngo to x: (209) y: (143)\nhide\nswitch costume to (music on v)\ngo to [front v] layer\n\nwhen I receive [start game v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [120]>\n change size by (5)\n end\n else\n repeat until <(size) = [100]>\n change size by (-5)\n end\n end\nend\n\nwhen this sprite clicked\nrepeat until <(size) = [100]>\n change size by (-10)\nend\n\nwhen I receive [start game v]\nshow\nforever\n point in direction ((90) + (([sin v] of ((timer) * (500)) ) * (5)))\nend\n\n@Skip\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (149) y: (142)\nhide\nswitch costume to (skip v)\nforever\n if <(Level) = [10]> then\n hide\n end\nend\n\nwhen I receive [start game v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [120]>\n change size by (5)\n end\n else\n repeat until <(size) = [100]>\n change size by (-5)\n end\n end\nend\n\nwhen this sprite clicked\nbroadcast (Next Level v)\nchange [level v] by (1)\nrepeat until <(size) = [100]>\n change size by (-10)\nend\nwait (3) seconds\n\nwhen I receive [start game v]\nshow\nforever\n point in direction ((90) + (([sin v] of ((timer) * (500)) ) * (5)))\nend\n\n@Saws\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\ngo to [back v] layer\nshow\nset [d v] to [0]\npoint in direction (d)\nforever\n change [d v] by (10)\n point in direction (d)\nend\n\nwhen I receive [start game v]\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen flag clicked\nif <(Level) = [2]> then\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nwhen I receive [start project v]\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [start game v]\nhide\n\n@Start Button\n\nwhen flag clicked\nhide\ngo to x: (1) y: (109)\n\nwhen I receive [start project v]\nwait (1) seconds\ngo [forward v] (3) layers\nshow\nforever\n point in direction ((90) + (([sin v] of ((timer) * (500)) ) * (5)))\nend\n\nwhen I receive [start project v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [120]>\n change size by (5)\n end\n else\n repeat until <(size) = [100]>\n change size by (-5)\n end\n end\nend\n\nwhen this sprite clicked\nrepeat until <(size) = [100]>\n change size by (-10)\nend\nbroadcast (Start game v)\n\nwhen I receive [start game v]\nhide\n\n@Transition\n\nwhen flag clicked\nhide\ngo to x: (33) y: (-5)\n\nwhen I receive [next level v]\nset [ghost v] effect to (0)\ngo to [front v] layer\nshow\nswitch costume to (next level v)\nglide (0.2) secs to x: (750) y: (-5)\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.05) seconds\nend\ngo to x: (33) y: (-5)\nhide\n\n@Intro2\n\nwhen flag clicked\nset [end v] to [0]\npoint in direction (-90)\nstart sound [Alan Walker - Spectre \[NCS Release\].mp3 v]\nswitch costume to (l1 v)\nset [cloneid v] to [2]\ncreate clone of (_myself_ v)\nchange [cloneid v] by (1)\ncreate clone of (_myself_ v)\nwait (1.5) seconds\nset [cloneid v] to [3]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nset [cloneid v] to [6]\ncreate clone of (_myself_ v)\nset [cloneid v] to [7]\ncreate clone of (_myself_ v)\nrepeat (7)\n wait (0.75) seconds\n change [size2 v] by (10)\n set [cloneid v] to [8]\n create clone of (_myself_ v)\n set [cloneid v] to [9]\n create clone of (_myself_ v)\nend\nset [cloneid v] to [10]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [end v] to [1]\nbroadcast (Start Project v)\n\ndefine Set y goal\nset [ygoal v] to (I)\nrepeat until <(I) = [0]>\n change y by (I)\n change [i v] by (-0.5)\nend\nset [i v] to (Ygoal)\nset [ygoal v] to (y position)\ngo to x: (x position) y: (-555)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset volume to (100) %\nset [size2 v] to [0]\nset [end v] to [0]\nhide\nFz-1\ngo to x: (0) y: (0)\nwait until <(End) = [1]>\nrepeat (10)\n change volume by (-10)\nend\n\nwhen I start as a clone\nif <(CloneID) = [1]> then\n set [color v] effect to (0)\n go to [front v] layer\n show\n go to x: (x position) y: (-555)\n set [i v] to [17]\n clear graphic effects\n Set y goal\n switch costume to (costume14 v)\n set [costume v] to ((14) - ((((1) / (I)) / (2)) * (10)))\n point in direction (90)\n repeat until <<(y position) < [-179]> and <(I) < [0]>>\n change [i v] by (-0.5)\n change y by (I)\n switch costume to (Costume)\n go to [front v] layer\n if <[0] < (I)> then\n set [costume v] to ((Costume) + (((1) - (Costume)) / (round ((Ygoal) * (0.75)))))\n else\n change [costume v] by (0.085)\n change [ghost v] effect by ((Costume) * (0.25))\n end\n end\n repeat (3)\n change [i v] by (-0.5)\n change y by (I)\n if <[0] < (I)> then\n set [costume v] to ((Costume) + (((1) - (Costume)) / (round ((Ygoal) * (0.75)))))\n else\n change [costume v] by (0.085)\n change [ghost v] effect by ((Costume) * (0.25))\n end\n end\n delete this clone\nelse\n if <(CloneID) = [2]> then\n wait (0.5) seconds\n switch costume to (costume15 v)\n show\n go to [front v] layer\n switch costume to (sizehack-1 v)\n set size to (0) %\n switch costume to (costume15 v)\n set [brightness v] effect to (-60)\n repeat (10)\n if <(size) < [100]> then\n switch costume to (sizehack-1 v)\n else\n switch costume to (sizehack-2 v)\n end\n change size by (((2000) - (size)) / (12))\n switch costume to (costume15 v)\n end\n Gc-1\n turn right (22.5) degrees\n repeat (2)\n if <(size) < [100]> then\n switch costume to (sizehack-1 v)\n else\n switch costume to (sizehack-2 v)\n end\n change size by (((2000) - (size)) / (9))\n switch costume to (costume15 v)\n end\n set [brightness v] effect to (-80)\n Gc-1\n turn left (22.5) degrees\n set [brightness v] effect to (-60)\n repeat (10)\n if <(size) < [100]> then\n switch costume to (sizehack-1 v)\n else\n switch costume to (sizehack-2 v)\n end\n change size by (((2000) - (size)) / (9))\n switch costume to (costume15 v)\n end\n Gc-3\n repeat (5)\n if <(size) < [100]> then\n switch costume to (sizehack-1 v)\n else\n switch costume to (sizehack-2 v)\n end\n change size by (((2000) - (size)) / (9))\n switch costume to (costume15 v)\n end\n Gc-2\n repeat until <(round (size)) = [2000]>\n if <(size) < [100]> then\n switch costume to (sizehack-1 v)\n else\n switch costume to (sizehack-2 v)\n end\n change size by (((2000) - (size)) / (9))\n switch costume to (costume15 v)\n end\n else\n if <(CloneID) = [3]> then\n go to [front v] layer\n show\n switch costume to (costume15 v)\n switch costume to (sizehack-1 v)\n set size to (0) %\n set [brightness v] effect to (100)\n switch costume to (costume15 v)\n repeat until <(round (size)) = [2000]>\n if <(size) < [100]> then\n switch costume to (sizehack-1 v)\n else\n switch costume to (sizehack-2 v)\n end\n change size by (((2000) - (size)) / (12))\n switch costume to (costume15 v)\n end\n delete this clone\n else\n if <(CloneID) = [4]> then\n go to [front v] layer\n show\n set size to (100) %\n switch costume to (l1 v)\n turn right (90) degrees\n set [i v] to [30]\n repeat (19)\n turn left (90) degrees\n move (I) steps\n set [i v] to ((I) * (0.89))\n turn right (90) degrees\n next costume\n end\n hide\n delete this clone\n else\n if <(CloneID) = [5]> then\n go to [front v] layer\n show\n set [brightness v] effect to (20)\n set size to (100) %\n switch costume to (l1 v)\n set [i v] to [15]\n repeat (19)\n go to [front v] layer\n turn right (-90) degrees\n move (I) steps\n turn right (90) degrees\n next costume\n change [i v] by (-1)\n end\n hide\n delete this clone\n else\n if <(CloneID) = [6]> then\n set [brightness v] effect to (-40)\n go to [front v] layer\n show\n switch costume to (costume16 v)\n repeat until <(round (size)) = [2000]>\n if <(size) < [100]> then\n switch costume to (sizehack-1 v)\n else\n switch costume to (sizehack-2 v)\n end\n change size by (((2000) - (size)) / (12))\n switch costume to (costume15 v)\n end\n switch costume to (sizehack-2 v)\n set size to (2000) %\n switch costume to (costume15 v)\n else\n if <(CloneID) = [7]> then\n switch costume to (costume17 v)\n show\n go to [front v] layer\n repeat until <(End) = [1]>\n point in direction ((90) + ((5) * ([sin v] of ((110) * (timer)) )))\n go to [front v] layer\n change size by ((((500) - (size)) / (12)) + (Size2))\n change [size2 v] by (((0) - (Size2)) / (12))\n end\n repeat (20)\n turn right (((180) - (direction)) / (12)) degrees\n change [ghost v] effect by (5)\n change size by (-10)\n end\n else\n if <(CloneID) = [8]> then\n go to [front v] layer\n go [backward v] (1) layers\n show\n set [i v] to [9]\n switch costume to (sizehack-1 v)\n set size to (50) %\n switch costume to (cool square2 v)\n repeat until <(x position) < [-239]>\n switch costume to (sizehack-1 v)\n change x by ((0) - (I))\n change [i v] by (((2) - (I)) / (30))\n change size by (((100) - (size)) / (12))\n switch costume to (cool square2 v)\n end\n delete this clone\n else\n if <(CloneID) = [9]> then\n go to [front v] layer\n go [backward v] (1) layers\n show\n set [i v] to [9]\n switch costume to (sizehack-1 v)\n set size to (50) %\n switch costume to (cool square v)\n repeat until <(x position) < [-239]>\n switch costume to (sizehack-1 v)\n change x by (I)\n change [i v] by (((2) - (I)) / (30))\n change size by (((100) - (size)) / (12))\n switch costume to (cool square v)\n end\n delete this clone\n else\n switch costume to (sizehack-1 v)\n go to x: (555) y: (0)\n point in direction (90)\n switch costume to (costume18 v)\n show\n repeat until <(round (x position)) = [-30]>\n switch costume to (sizehack-1 v)\n go to [front v] layer\n change x by (((-30) - (x position)) / (12))\n switch costume to (costume18 v)\n end\n wait (0.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Fz-1\nset [cloneid v] to [1]\nset size to (100) %\ngo to x: (200) y: (y position)\nset [i v] to [15]\ncreate clone of (_myself_ v)\nset size to (50) %\nset [i v] to [17]\ngo to x: (-20) y: (-181)\ncreate clone of (_myself_ v)\nset size to (125) %\ngo to x: (-180) y: (-181)\nset [i v] to [13]\ncreate clone of (_myself_ v)\nset size to (175) %\ngo to x: (75) y: (-181)\nset [i v] to [10]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\nend\n\ndefine Gc-1\nset [cloneid v] to [4]\npoint in direction (direction)\nswitch costume to (sizehack-2 v)\nchange [brightness v] effect by (30)\nrepeat (8)\n turn right (45) degrees\n set [cloneid v] to [4]\n create clone of (_myself_ v)\nend\nset [cloneid v] to [2]\nswitch costume to (costume15 v)\nchange [brightness v] effect by (-30)\n\ndefine Gc-2\nset [brightness v] effect to (0)\nset [cloneid v] to [4]\nrepeat (4)\n turn right (90) degrees\n set [cloneid v] to [4]\n create clone of (_myself_ v)\nend\nset [cloneid v] to [2]\nset [brightness v] effect to (-60)\n\ndefine Gc-3\nset [cloneid v] to [5]\nturn right (135) degrees\ncreate clone of (_myself_ v)\nturn right (180) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\nset [cloneid v] to [2]\n\nwhen I start as a clone\nwait until <(End) = [1]>\nif <not <<(CloneID) = [8]> or <<(CloneID) = [9]> or <(CloneID) = [10]>>>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\nforever\n if <touching (player v)?> then\n think (Wordz)\n else\n think []\n end\nend\n\nwhen I receive [start game v]\nforever\n if <(Level) = [1]> then\n set [wordz v] to [Hello! You must help me retrieve the Vortex Crystal.]\n end\n if <(Level) = [2]> then\n set [wordz v] to [It has many strange powers... It has conjured these red spikes!]\n end\n if <(Level) = [3]> then\n set [wordz v] to [Floating platforms?]\n end\n if <(Level) = [4]> then\n set [wordz v] to [Enter the cave!]\n end\n if <(Level) = [5]> then\n set [wordz v] to [Woah...]\n end\n if <(Level) = [6]> then\n set [wordz v] to [Lava!?]\n end\n if <(Level) = [7]> then\n set [wordz v] to [Look! The exit!]\n end\n if <(Level) = [8]> then\n set [wordz v] to [A hill?]\n end\n if <(Level) = [9]> then\n set [wordz v] to [I see it!]\n end\n if <(Level) = [10]> then\n set [wordz v] to [THE VORTEX CRYSTAL!]\n end\nend\n\n | >>V o r t e x C r y s t a l<<\n >>I M P O R T A N T<< \n TWO HUNDRED VIEWS?! LETS GET 20 \n LOVES AND FAVES!! I KNOW WE CAN DO \n THIS!!!!! We got 100+ loves and 90+ favorites! \n 1000+ views?? #76 on trending for games! \n >>B a c k s t o r y<<\n You were minding your own business, when \n you saw a strange sign, with old writing. You \n kept \n following the signs to find something that was \n lost \n ages ago. The V o r t e x C r y s t a l...\n >> H o w T o P l a y<<\n Use the W,A,S,D keys or the arrow keys to \n move. Avoid lava, spikes and saws\n >>O t h e r S t u f f<<\n If you enjoyed this, a heart and a star \n would be appreciated! \n11/30/2020\n@-TIN- loved and faved!?\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n >>T a g s<<\n#All #Platformers #Games #Art #Vortex #Stories #VortexCodez\n |
Rogue Knight // Pixel Art Platformer #games | @Stage\n\nwhen flag clicked\nset volume to (50) %\nforever\n play sound [621600_Bluebird-of-Friendliness v] until done\nend\n\n@Blank\n\n@Assets\n\n@Player\n\nwhen flag clicked\nset [level v] to [1]\nset rotation style [left-right v]\nbroadcast (Reset v)\nforever\n if <(Player Alive?) = [0]> then\n platform physics (13.5) (-1) (0.7) (2.1)\n end\n if <touching (end v)?> then\n change [level v] by (1)\n broadcast (Reset v)\n end\nend\n\ndefine platform physics (jump height) (gravity) (friction) (movement speed)\nswitch costume to (hitbbox v)\nif <<(y position) < [-160]> or <touching (spikes v)?>> then\n broadcast (Die v)\nend\nchange y by (Y Velocity)\nif <<touching (ground v)?> or <touching (strange door v)?>> then\n repeat ([abs v] of (Y Velocity) )\n if <<touching (ground v)?> or <touching (strange door v)?>> 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?>> and <not <(Y Velocity) > [0]>>> then\n start sound [Jump 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 (gravity)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (movement speed)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by ((-1) * (movement speed))\n point in direction (-90)\nend\nchange x by (X Velocity)\nif <<touching (ground v)?> or <touching (strange door v)?>> then\n set [old y v] to (y position)\n repeat ([abs v] of (X Velocity) )\n if <<touching (ground v)?> or <touching (strange door v)?>> then\n change y by (1)\n end\n end\n if <<touching (ground v)?> or <touching (strange door v)?>> then\n set y to (Old Y)\n repeat ([ceiling v] of ([abs v] of (X Velocity) ) )\n if <<touching (ground v)?> or <touching (strange door v)?>> 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))\nchange [frame v] by (1)\nif <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> and <(Attacking?) = [0]>> then\n switch costume to ((((Frame) / (4)) mod (4)) + (6))\nelse\n if <(Attacking?) = [0]> then\n switch costume to ((((Frame) / (4)) mod (3)) + (2))\n end\nend\nif <(Attacking?) = [1]> then\n switch costume to (AttackingCostume)\nend\n\nwhen I receive [reset v]\nset size to (250) %\nif <not <(Level) = [4]>> then\n go to x: (-221) y: (-59)\nelse\n go to x: (-221) y: (140)\nend\nclear graphic effects\nshow\n\nwhen flag clicked\nforever\n if <<key (space v) pressed?> and <(Attacking?) = [0]>> then\n start sound [swing3 v]\n set [attacking? v] to [1]\n wait (0.75) seconds\n end\nend\n\nwhen flag clicked\nset [attacking? v] to [0]\nforever\n wait until <(Attacking?) = [1]>\n set [attackingcostume v] to [12]\n wait (0.035) seconds\n repeat (3)\n change [attackingcostume v] by (1)\n wait (0.03) seconds\n end\n set [attacking? v] to [0]\n change [attackingcostume v] by (13)\nend\n\nwhen I receive [die v]\nstart sound [Ouch v]\nset [player alive? v] to [1]\nbroadcast (Reset v)\n\nwhen I receive [reset v]\nset [player alive? v] to [0]\nclear graphic effects\n\nchange [level v] by (1)\nbroadcast (Reset v)\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (Level)\n go to x: (15) y: (54)\nend\n\n@Art\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@End\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\ngo to [front v] layer\n\n@Box\n\n@Clones\n\nwhen I start as a clone\nif <[7] > (costume [number v])> then\n show\n forever\n repeat (Enemy 1 Distance)\n if <(Enemy Alive?) = [0]> then\n point in direction (-90)\n change x by (([abs v] of (Enemy 1 Speed) ) * (-1))\n end\n end\n repeat (Enemy 1 Distance)\n if <(Enemy Alive?) = [0]> then\n point in direction (90)\n change x by ([abs v] of (Enemy 1 Speed) )\n end\n end\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nset [level v] to [1]\nhide\n\nwhen I receive [reset v]\nset [trigger v] to [0]\ndelete this clone\n\nwhen I receive [reset v]\nwait (0.05) seconds\nif <(Level) = [1]> then\n Create Enemy Type: [1] A: [77] B: [-150] C: [51] D: [2.5]\n Create Enemy Type: [2] A: [60] B: [4] C: [75] D: [2.5]\nend\nif <(Level) = [2]> then\n Create Enemy Type: [3] A: [70] B: [-36] C: [90] D: [0]\n Create Enemy Type: [2] A: [-8] B: [43] C: [95] D: [2.5]\nend\nif <(Level) = [3]> then\n Create Enemy Type: [4] A: [-131] B: [87] C: [] D: []\n Create Enemy Type: [1] A: [-96] B: [35] C: [50] D: [2.5]\n Create Enemy Type: [5] A: [20] B: [-127] C: [] D: []\nend\nif <(Level) = [4]> then\n Create Enemy Type: [3] A: [82] B: [19] C: [180] D: []\n Create Enemy Type: [3] A: [-43] B: [19] C: [0] D: []\n Create Enemy Type: [4] A: [219] B: [-70] C: [0] D: []\n Create Enemy Type: [7] A: [221 ] B: [-120] C: [72.5] D: [2.5]\n Create Enemy Type: [6] A: [233] B: [164] C: [10] D: [2.5]\nend\nif <(Level) = [5]> then\n Create Enemy Type: [4] A: [-218] B: [167] C: [] D: []\n Create Enemy Type: [1] A: [-116] B: [86] C: [43] D: [2.5]\n Create Enemy Type: [8] A: [106] B: [-29] C: [10] D: [1]\nend\n\ndefine Create Enemy Type: (type) A: (var a) B: (var b) C: (var c) D: (var d)\nif <(type) = [1]> then\n switch costume to (goblin_run_anim v)\n go to x: (var a) y: (var b)\n set [enemy 1 distance v] to (var c)\n set [enemy 1 speed v] to (var d)\n create clone of (_myself_ v)\nend\nif <(type) = [2]> then\n switch costume to (blue_fly_idle_or_flying_anim v)\n go to x: (var a) y: (var b)\n set [enemy 1 distance v] to (var c)\n set [enemy 1 speed v] to (var d)\n create clone of (_myself_ v)\nend\nif <(type) = [3]> then\n switch costume to (trap_suspended_anim v)\n go to x: (var a) y: (var b)\n point in direction (var c)\n create clone of (_myself_ v)\n point in direction (90)\nend\nif <(type) = [4]> then\n switch costume to (costume2 v)\n go to x: (var a) y: (var b)\n create clone of (_myself_ v)\nend\nif <(type) = [5]> then\n switch costume to (mushroom_crushed_anim v)\n go to x: (var a) y: (var b)\n create clone of (_myself_ v)\nend\nif <(type) = [6]> then\n switch costume to (orange_fly_idle_or_flying_anim v)\n go to x: (var a) y: (var b)\n create clone of (_myself_ v)\nend\nif <(type) = [7]> then\n switch costume to (slime_walk_anim v)\n go to x: (var a) y: (var b)\n create clone of (_myself_ v)\nend\nif <(type) = [8]> then\n switch costume to (worm_walk_anim v)\n go to x: (var a) y: (var b)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <[7] > (costume [number v])> then\n set [enemy alive? v] to [0]\n forever\n if <touching (bottom detection v)?> then\n start sound [Crunch v]\n set [enemy alive? v] to [1]\n repeat (15)\n change size by (4)\n change [ghost v] effect by (6.6666666667)\n end\n delete this clone\n end\n if <<touching (sword detection v)?> and <(Attacking?) = [1]>> then\n start sound [Crunch v]\n set [enemy alive? v] to [1]\n repeat (15)\n change size by (4)\n change [ghost v] effect by (6.6666666667)\n end\n delete this clone\n end\n if <<<touching (player v)?> and <not <(Enemy Alive?) = [1]>>> and <(Attacking?) = [0]>> then\n broadcast (Die v)\n end\n end\nend\n\nwhen I start as a clone\nif <[7] > (costume [number v])> then\n forever\n if <not <(Enemy Alive?) = [1]>> then\n switch costume to (goblin_run_anim v)\n wait (0.05) seconds\n end\n repeat (5)\n if <not <(Enemy Alive?) = [1]>> then\n next costume\n wait (0.05) seconds\n end\n end\n end\nend\n\nwhen I start as a clone\nif <<(costume [number v]) > [6]> and <[10] > (costume [number v])>> then\n forever\n if <not <(Enemy Alive?) = [1]>> then\n switch costume to (blue_fly_idle_or_flying_anim v)\n wait (0.04) seconds\n end\n repeat (2)\n if <not <(Enemy Alive?) = [1]>> then\n next costume\n wait (0.04) seconds\n end\n end\n end\nend\n\nwhen I start as a clone\nif <<(costume [number v]) > [6]> and <[10] > (costume [number v])>> then\n set [enemy alive? v] to [0]\n forever\n if <touching (bottom detection v)?> then\n start sound [Crunch v]\n set [enemy alive? v] to [1]\n repeat (15)\n change size by (4)\n change [ghost v] effect by (6.6666666667)\n end\n delete this clone\n end\n if <<touching (sword detection v)?> and <(Attacking?) = [1]>> then\n start sound [Crunch v]\n set [enemy alive? v] to [1]\n repeat (15)\n change size by (4)\n change [ghost v] effect by (6.6666666667)\n end\n delete this clone\n end\n if <<<touching (player v)?> and <not <(Enemy Alive?) = [1]>>> and <(Attacking?) = [0]>> then\n broadcast (Die v)\n end\n end\nend\n\nwhen I start as a clone\nif <<(costume [number v]) > [6]> and <[10] > (costume [number v])>> then\n show\n forever\n repeat (Enemy 1 Distance)\n if <(Enemy Alive?) = [0]> then\n point in direction (90)\n change x by (([abs v] of (Enemy 1 Speed) ) * (-1))\n end\n end\n repeat (Enemy 1 Distance)\n if <(Enemy Alive?) = [0]> then\n point in direction (-90)\n change x by ([abs v] of (Enemy 1 Speed) )\n end\n end\n end\nend\n\nwhen I start as a clone\nif <<(costume [number v]) > [9]> and <[28] > (costume [number v])>> then\n set rotation style [all around v]\n forever\n show\n switch costume to (trap_suspended_anim v)\n wait (0.07) seconds\n repeat (17)\n next costume\n wait (0.07) seconds\n end\n end\nend\n\nwhen I start as a clone\nif <[7] > (costume [number v])> then\n set [enemy alive? v] to [0]\n forever\n if <touching (bottom detection v)?> then\n start sound [Crunch v]\n set [enemy alive? v] to [1]\n repeat (15)\n change size by (4)\n change [ghost v] effect by (6.6666666667)\n end\n delete this clone\n end\n if <<touching (sword detection v)?> and <(Attacking?) = [1]>> then\n start sound [Crunch v]\n set [enemy alive? v] to [1]\n repeat (15)\n change size by (4)\n change [ghost v] effect by (6.6666666667)\n end\n delete this clone\n end\n if <<<touching (player v)?> and <not <(Enemy Alive?) = [1]>>> and <(Attacking?) = [0]>> then\n broadcast (Die v)\n end\n end\nend\n\nwhen I start as a clone\nif <<(costume [number v]) > [9]> and <[28] > (costume [number v])>> then\n forever\n if <touching (player v)?> then\n broadcast (Die v)\n end\n end\nend\n\nwhen I start as a clone\nif <[7] > (costume [number v])> then\n\nwhen I start as a clone\nif <(costume [number v]) = [28]> then\n show\n clear graphic effects\n forever\n if <touching (player v)?> then\n set [trigger v] to [1]\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nif <<(costume [number v]) > [28]> and <[35] > (costume [number v])>> then\n show\n forever\n switch costume to (mushroom_crushed_anim v)\n wait (0.05) seconds\n repeat (5)\n next costume\n wait (0.05) seconds\n end\n end\nend\n\nwhen I start as a clone\nif <<(costume [number v]) > [28]> and <[35] > (costume [number v])>> then\n forever\n if <touching (player v)?> then\n set [y velocity v] to [18]\n wait until <not <touching (player v)?>>\n end\n end\nend\n\nwhen I start as a clone\nif <<(costume [number v]) > [34]> and <[38] > (costume [number v])>> then\n show\n forever\n repeat (Enemy 1 Distance)\n if <(Enemy Alive?) = [0]> then\n point in direction (90)\n change x by (([abs v] of (Enemy 1 Speed) ) * (-1))\n end\n end\n repeat (Enemy 1 Distance)\n if <(Enemy Alive?) = [0]> then\n point in direction (-90)\n change x by ([abs v] of (Enemy 1 Speed) )\n end\n end\n end\nend\n\nwhen I start as a clone\nif <<(costume [number v]) > [34]> and <[38] > (costume [number v])>> then\n forever\n if <not <(Enemy Alive?) = [1]>> then\n switch costume to (orange_fly_idle_or_flying_anim v)\n wait (0.04) seconds\n end\n repeat (2)\n if <not <(Enemy Alive?) = [1]>> then\n next costume\n wait (0.04) seconds\n end\n end\n end\nend\n\nwhen I start as a clone\nif <<(costume [number v]) > [37]> and <[53] > (costume [number v])>> then\n forever\n if <not <(Enemy Alive?) = [1]>> then\n switch costume to (slime_walk_anim v)\n wait (0.02) seconds\n end\n repeat (14)\n if <not <(Enemy Alive?) = [1]>> then\n next costume\n wait (0.02) seconds\n end\n end\n end\nend\n\nwhen I start as a clone\nif <<(costume [number v]) > [37]> and <[53] > (costume [number v])>> then\n show\n forever\n repeat (Enemy 1 Distance)\n if <(Enemy Alive?) = [0]> then\n point in direction (90)\n change x by (([abs v] of (Enemy 1 Speed) ) * (-1))\n end\n end\n repeat (Enemy 1 Distance)\n if <(Enemy Alive?) = [0]> then\n point in direction (-90)\n change x by ([abs v] of (Enemy 1 Speed) )\n end\n end\n end\nend\n\nwhen I start as a clone\nif <<<(costume [number v]) > [37]> and <[53] > (costume [number v])>> or <<(costume [number v]) > [34]> and <[38] > (costume [number v])>>> then\n set [enemy alive? v] to [0]\n forever\n if <<touching (sword detection v)?> and <(Attacking?) = [1]>> then\n start sound [Crunch v]\n set [enemy alive? v] to [1]\n repeat (15)\n change size by (4)\n change [ghost v] effect by (6.6666666667)\n end\n delete this clone\n end\n if <<<touching (player v)?> and <not <(Enemy Alive?) = [1]>>> and <(Attacking?) = [0]>> then\n broadcast (Die v)\n end\n end\nend\n\nwhen I start as a clone\nif <<(costume [number v]) > [52]> and <[59] > (costume [number v])>> then\n forever\n if <not <(Enemy Alive?) = [1]>> then\n switch costume to (worm_walk_anim v)\n wait (0.04) seconds\n end\n repeat (5)\n if <not <(Enemy Alive?) = [1]>> then\n next costume\n wait (0.04) seconds\n end\n end\n end\nend\n\nwhen I start as a clone\nif <<(costume [number v]) > [52]> and <[59] > (costume [number v])>> then\n set [enemy alive? v] to [0]\n forever\n if <touching (bottom detection v)?> then\n start sound [Crunch v]\n set [enemy alive? v] to [1]\n repeat (15)\n change size by (4)\n change [ghost v] effect by (6.6666666667)\n end\n delete this clone\n end\n if <<touching (sword detection v)?> and <(Attacking?) = [1]>> then\n start sound [Crunch v]\n set [enemy alive? v] to [1]\n repeat (15)\n change size by (4)\n change [ghost v] effect by (6.6666666667)\n end\n delete this clone\n end\n if <<<touching (player v)?> and <not <(Enemy Alive?) = [1]>>> and <(Attacking?) = [0]>> then\n broadcast (Die v)\n end\n end\nend\n\nwhen I start as a clone\nif <<(costume [number v]) > [52]> and <[59] > (costume [number v])>> then\n show\n forever\n repeat (Enemy 1 Distance)\n if <(Enemy Alive?) = [0]> then\n point in direction (90)\n change x by (([abs v] of (Enemy 1 Speed) ) * (-1))\n end\n end\n repeat (Enemy 1 Distance)\n if <(Enemy Alive?) = [0]> then\n point in direction (-90)\n change x by ([abs v] of (Enemy 1 Speed) )\n end\n end\n end\nend\n\n@Sword Detection\n\nwhen flag clicked\nset rotation style [left-right v]\nset [ghost v] effect to (100)\nforever\n broadcast (Tick v)\nend\n\nwhen I receive [tick v]\ngo to x: ([x position v] of [player v]) y: ([y position v] of [player v])\npoint in direction ([direction v] of [player v])\n\n@Clouds\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nset size to (pick random (750) to (1000)) %\nset [ghost v] effect to (pick random (60) to (90))\ngo to x: (300) y: (pick random (160) to (-160))\nrepeat until <(x position) < [-245]>\n move (-1) steps\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (pick random (5) to (12)) seconds\nend\n\n@Coins\n\nwhen I start as a clone\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nset [level v] to [1]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [reset v]\nwait (0.05) seconds\nif <(Level) = [1]> then\n Create Coin X: [-180] Y: [-105]\n Create Coin X: ((-180) + (30)) Y: [-105]\n Create Coin X: ((-180) + (60)) Y: [-105]\n Create Coin X: [104] Y: [-49]\n Create Coin X: ((104) + (30)) Y: [-49]\n Create Coin X: ((104) + (60)) Y: [-49]\n Create Coin X: ((-35) + (0)) Y: [55]\n Create Coin X: ((-35) + (30)) Y: [55]\nend\nif <(Level) = [2]> then\n Create Coin X: [45] Y: [-133]\n Create Coin X: [-70] Y: [-102]\n Create Coin X: ((-70) + (25)) Y: [-102]\n Create Coin X: ((145) + (0)) Y: [-102]\n Create Coin X: ((145) + (0)) Y: [-102]\n Create Coin X: ((-184) + (0)) Y: [-68]\n Create Coin X: ((-184) + (25)) Y: [-68]\nend\nif <(Level) = [3]> then\n Create Coin X: [18] Y: [-101]\n Create Coin X: [18] Y: ((-101) + ((35) * (1)))\n Create Coin X: [18] Y: ((-101) + ((35) * (2)))\n Create Coin X: [18] Y: ((-101) + ((35) * (3)))\n Create Coin X: [-105] Y: [-130]\n Create Coin X: ((-105) + ((15) * (2))) Y: [-130]\n Create Coin X: ((-105) + ((15) * (-2))) Y: [-130]\n Create Coin X: [97] Y: [73]\n Create Coin X: [97] Y: ((73) - (33))\nend\nif <(Level) = [4]> then\n Create Coin X: [133] Y: [-72]\n Create Coin X: [160] Y: [-72]\n Create Coin X: ((160) + ((160) - (133))) Y: [-72]\n Create Coin X: [-178] Y: [121]\n Create Coin X: ((-178) + ((30) * (1))) Y: [121]\n Create Coin X: ((-178) + ((30) * (2))) Y: [121]\nend\nif <(Level) = [5]> then\n Create Coin X: [1] Y: [83]\n Create Coin X: [-181] Y: [165]\n Create Coin X: ((-181) + ((30) * (1))) Y: [165]\n Create Coin X: ((-181) + ((30) * (2))) Y: [165]\n Create Coin X: [226] Y: [-102]\n Create Coin X: ((226) + ((-30) * (1))) Y: [-102]\n Create Coin X: ((226) + ((-30) * (2))) Y: [-102]\nend\n\ndefine Create Coin X: (x) Y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n if <touching (player v)?> then\n start sound [Coin v]\n delete this clone\n end\nend\n\n@Bottom Detection\n\nwhen I receive [tick v]\ngo to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n\nwhen flag clicked\nset rotation style [left-right v]\nset [ghost v] effect to (100)\n\n@Strange Door\n\nwhen flag clicked\nset rotation style [left-right v]\nset [level v] to [1]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [reset v]\nwait (0.05) seconds\nif <(Level) = [3]> then\n Create Door X: [139] Y: [54]\nend\nif <(Level) = [4]> then\n Create Door X: [-100] Y: [-97]\nend\nif <(Level) = [5]> then\n Create Door X: [64] Y: [152]\nend\n\ndefine Create Door X: (x) Y: (y)\nset [attacking? v] to [0]\nswitch costume to (strange_door_closed_anim v)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nclear graphic effects\nif <not <(Level) = [5]>> then\n switch costume to (strange_door_closed_anim v)\nend\nif <(Level) = [5]> then\n switch costume to (strange_door_closed_anim2 v)\nend\n\nwhen I start as a clone\nset [strange door ghost fx v] to [0]\nforever\n go to [back v] layer\n set [ghost v] effect to (Strange Door Ghost FX)\n if <(Trigger) = [1]> then\n change [strange door ghost fx v] by (5)\n end\n if <(Strange Door Ghost FX) = [100]> then\n delete this clone\n end\n if <(Level) = [3]> then\n point in direction (90)\n end\n if <(Level) = [4]> then\n point in direction (-90)\n end\nend\n\n@fog \n\nwhen flag clicked\nshow\nset [ghost v] effect to (97.5)\ngo to x: (0) y: (0)\n\n@Thumbnail\n\nwhen flag clicked\nhide\nforever\n set [timer v] to (timer)\nend\n\nwhen [timer v] > (Timer)\ngo to [front v] layer\nshow\n\n | Hi And Welcome To My Newest Game: Rogue Knight\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n▶ Advertising Will Be Reported haha lol\n▶ Arrow Keys To Move.\n▶ Space To Attack\n▶ Attack Or Jump To Kill enemies\n▶ Watch Out For Spikes And Holes And Enemies\n▶ Go To The Door To Complete The Level\n★ ALL LEVELS ARE POSSIBLE\n▬▬▬▬▬▬▬▬▬▬▬Info▬▬▬▬▬▬▬▬▬▬▬\nMade In 7 hours\nOver 1029 Blocks\nSlime And Orange Bat Can't Be Killed Via Jump\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\nSuggest It To Get Featured Here:\nhttps://scratch.mit.edu/studios/4228481/comments\n\nreport bugs and faults in the comments\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#Rogue #Knight #Enemies #Attack #Jump #platformer #worm #mushroom #goblin #key #door #levels @hours #hard #To #make #popular @naterose1 @popuiar @flippy445 #lol #money #heart #star #epic #great #good\n#Out # Side #Outside #Adventurer #xamuil2 #game #rat #fly #mushroom #cactus #star #bee #sign #flower #colors #blue #Lag #Wall #Slope #Art #Grass #Monster #griffpatch #spike #sequel #lava #remix #heart #star #famous #why #are #u #reading #this #Hi #I #God #kay #cool #money #snow #trend #Gravity #dash #I #see #you #xd #space #Darkness #Gravity #darkness\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 \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 \n\n\n |
◽ Darkside ◽ -A Pen Platformer V1.1 | @Stage\n\nwhen flag clicked\nforever\n play sound [Darkside v] until done\nend\n\nswitch backdrop to (join [backdrop] [2])\n\nwhen flag clicked\nset volume to (100) %\nforever\n wait until <key (m v) pressed?>\n if <(volume) = [0]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\n wait until <not <key (m v) pressed?>>\nend\n\nwhen flag clicked\nforever\n if <key (f v) pressed?> then\n show variable [-fps v]\n else\n hide variable [-fps v]\n end\nend\n\nwhen flag clicked\nforever\n wait until <key (p v) pressed?>\n if <(_Pause?) = [0]> then\n set [_pause? v] to [1]\n else\n set [_pause? v] to [0]\n end\n wait until <not <key (p v) pressed?>>\nend\n\nwhen I receive [you win v]\nwait (0.3) seconds\nrepeat (100)\n change volume by (-1)\n wait (0.01) seconds\nend\n\n@blank\n\nwhen flag clicked\nset [_username v] to [0]\n\nwhen [z v] key pressed\nset [_username v] to (username)\n\nwhen [1 v] key pressed\nif <(_Username) = [biggboss01]> then\n change [__level__ v] by (1)\nend\n\nwhen [3 v] key pressed\nif <(_Username) = [biggboss01]> then\n set [_username v] to [0]\nend\n\nwhen [2 v] key pressed\nif <(_Username) = [biggboss01]> then\n change [__level__ v] by (-1)\nend\n\n@pen\n\ndefine init\nhide\nset [rotation v] to [-0]\nset [px v] to [0]\nset [py v] to [0]\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [jump v] to [5]\nset [player size v] to [20]\nset [z rising lava time v] to [-5]\nset pen size to (2)\ndelete all of [colllision v]\n\ndefine tick\nif <(_Pause?) = [0]> then\n erase all\n gird\n level\n physics\n camera\nend\n\ndefine build rect (x) (y) (lx) (ly) (type) speed (speed) fill (f)\nblock in screen? (x) (y) (lx) (ly)\nif <(draw block?) = [1]> then\n if <<(lx) > [12]> and <(ly) > [12]>> then\n if <(f) = [1]> then\n draw-rect(filled) (x) (y) (lx) (ly)\n else\n if <(f) = [2]> then\n draw rect(tsp) (x) (y) (lx) (ly)\n else\n if <(f) = [3]> then\n draw-rect(small) (x) (y) (lx) (ly) [] [20]\n else\n if <(f) = [/]> then\n else\n draw-rect(normal) (x) (y) (lx) (ly) []\n end\n end\n end\n end\n else\n if <(f) = [//]> then\n set pen color to (#6f6f6f)\n end\n if <not <(f) = [/]>> then\n draw-rect(small) (x) (y) (lx) (ly) [] []\n end\n end\n if <not <(type) = [1]>> then\n add (x) to [x v]\n add (y) to [y v]\n add (lx) to [lx v]\n add (ly) to [ly v]\n add (type) to [type v]\n if <(speed) = []> then\n add [0] to [speed of moving pfms v]\n else\n add (speed) to [speed of moving pfms v]\n end\n end\nend\n\ndefine go to (x) (y) (z)\ngo to x: (((((x) - (@Scroll X)) * ([cos v] of (rotation) )) - (((y) - (@Scroll Y)) * ([sin v] of (rotation) ))) / (z)) y: (((((x) - (@Scroll X)) * ([sin v] of (rotation) )) + (((y) - (@Scroll Y)) * ([cos v] of (rotation) ))) / (z))\n\ndefine level\ndelete all of [x v]\ndelete all of [y v]\ndelete all of [lx v]\ndelete all of [ly v]\ndelete all of [type v]\ndelete all of [speed of moving pfms v]\nset pen size to (2)\nportal\nset platforms\nset pen color to (#258aff)\nset pen (transparency v) to (player tsp)\nif <(player size) > [15]> then\n draw-rect(normal) (px) (py) (player size) (player size) [1]\nelse\n draw-rect(small) (px) (py) (player size) (player size) [1] []\nend\n\ndefine collision\ndelete all of [colllision v]\nset [i v] to [0]\nset [_hint v] to []\nrepeat (length of [x v])\n change [i v] by (1)\n set [collision v] to [0]\n if <(px) < ((item (i) of [x v]) + (item (i) of [lx v]))> then\n if <((px) + (player size)) > (item (i) of [x v])> then\n if <(py) < ((item (i) of [y v]) + (item (i) of [ly v]))> then\n if <((py) + (player size)) > (item (i) of [y v])> then\n if <(item (i) of [type v]) = [0]> then\n set [collision v] to [1]\n end\n if <(item (i) of [type v]) = [2]> then\n init\n end\n if <(item (i) of [type v]) = [3]> then\n change [py v] by (20)\n set [speed y v] to [24]\n end\n if <(item (i) of [type v]) = [4]> then\n if <(__LEVEL__) = [0]> then\n set [_entering level v] to (item (length of [your level v]) of [your level v])\n broadcast (play v)\n stop [this script v]\n end\n set [_winning? v] to [1]\n change [__level__ v] by (1)\n start sound [传送瞬移音效_耳聆网_\[声音ID:17976\] v]\n if <not <[your level v] contains (__LEVEL__)?>> then\n add (__LEVEL__) to [your level v]\n end\n broadcast (level intro v)\n init\n set [@scroll x v] to (() - ((mouse x) / (-6)))\n set [@scroll y v] to (() - ((mouse y) / (-6)))\n end\n if <(item (i) of [type v]) = [5]> then\n set [collision v] to [1]\n set [toching moving v] to [1]\n set [speedx plus v] to (item (i) of [speed of moving pfms v])\n end\n if <(item (i) of [type v]) = [6]> then\n set [player size v] to [10]\n end\n if <(item (i) of [type v]) = [7]> then\n set [player size v] to [20]\n end\n if <(item (i) of [type v]) = [8]> then\n if <([abs v] of (speed x) ) > [3]> then\n set [jump v] to [2]\n end\n end\n if <(item (i) of [type v]) = [11]> then\n set [_final win v] to [1]\n broadcast (You win v)\n end\n if <(item (i) of [type v]) = [101]> then\n set [px v] to [3020]\n set [@scroll x v] to [3020]\n set [py v] to [1140]\n set [@scroll y v] to [1140]\n end\n if <<[50] < (item (i) of [type v])> and <(item (i) of [type v]) < [54]>> then\n replace item (letter (2) of (item (i) of [type v])) of [keys钥匙 v] with [1]\n end\n if <(item (i) of [type v]) > [99999]> then\n set [_hint v] to (item (i) of [type v])\n end\n end\n end\n end\n end\n add (collision) to [colllision v]\nend\nif <(toching moving) = [0]> then\n set [speedx plus v] to [0]\nend\n\ndefine physics\nif <(_Username) = [biggboss01]> then\n change [px v] by ((<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) * (10))\n change [py v] by ((<key (up arrow v) pressed?> - <key (down arrow v) pressed?>) * (10))\n change [px v] by ((<key (6 v) pressed?> - <key (4 v) pressed?>) * (100))\n change [py v] by ((<key (8 v) pressed?> - <key (5 v) pressed?>) * (100))\n stop [this script v]\nend\nif <(_Final Win) = [1]> then\n change [px v] by (((145) - (px)) / (5))\n change [py v] by (((-25) - (py)) / (5))\n change [player tsp v] by (3)\n stop [this script v]\nend\nset [player tsp v] to [0]\ndelete all of [last tick v]\nchange [speed x v] by (((1.7) * <key (right arrow v) pressed?>) * ((1) - (_Winning?)))\nchange [speed x v] by (((-1.7) * <key (left arrow v) pressed?>) * ((1) - (_Winning?)))\nrepeat (1)\n change [rotation v] by (((-0.2) * <key (right arrow v) pressed?>) * ((1) - (_Winning?)))\n change [rotation v] by (((0.2) * <key (left arrow v) pressed?>) * ((1) - (_Winning?)))\nend\nif <<key (up arrow v) pressed?> and <<(jump) < [4]> and <(_Winning?) = [0]>>> then\n set [speed y v] to [14]\nend\nmove ((speed x) + (speedx plus))\nset [speed x v] to ((speed x) * (0.8))\nif <(speed y) > [-30]> then\n change [speed y v] by (-1)\nend\nchange [py v] by (speed y)\nchange [jump v] by (1)\nset [toching moving v] to [0]\ncollision\nif <[colllision v] contains [1]?> then\n if <(speed y) > [0]> then\n repeat until <not <[colllision v] contains [1]?>>\n set [speed y v] to [0]\n change [py v] by (-1)\n collision\n end\n else\n repeat until <not <[colllision v] contains [1]?>>\n set [speed y v] to [0]\n change [py v] by (1)\n set [jump v] to [0]\n collision\n end\n end\nend\nplayer tail\nset [rotation v] to ((rotation) * (0.95))\nif <<key (r v) pressed?> and <(z rising lava time) > [30]>> then\n init\nend\n\ndefine move (speed)\nchange [px v] by (speed)\nset [slope v] to [0]\ncollision\nif <[colllision v] contains [1]?> then\n repeat until <(slope) = [10]>\n change [py v] by (1)\n change [slope v] by (1)\n collision\n if <not <[colllision v] contains [1]?>> then\n stop [this script v]\n end\n end\n change [py v] by (-10)\n repeat until <not <[colllision v] contains [1]?>>\n if <(speed) < [0]> then\n change [px v] by (1)\n else\n change [px v] by (-1)\n end\n set [speed x v] to [0]\n collision\n end\nend\n\ndefine --- (label)\n--- (join ((x) - (@Scroll X)) ((y) - (@Scroll Y)))\n--- (((x) - (@Scroll X)) * ([cos v] of (rotation) ))\n--- (((y) - (@Scroll Y)) * ([sin v] of (rotation) ))\n\ndefine draw rect (x) (y) (lx) (ly) (z)\npen up\ngo to (x) (y) (z)\npen down\ngo to ((x) + (lx)) (y) (z)\ngo to ((x) + (lx)) ((y) + (ly)) (z)\ngo to (x) ((y) + (ly)) (z)\ngo to (x) (y) (z)\npen up\n\ndefine gird\nset pen size to ((4) + ((1) * ([sin v] of (timer) )))\nset pen color to (#101013)\nset pen (transparency v) to (50)\nset [gird_stratx v] to ((240) - (((@Scroll X) / (3)) mod (80)))\nset [gird_starty v] to ((180) - (((@Scroll Y) / (3)) mod (80)))\nset [i v] to [0]\nrepeat (9)\n draw line ((gird_stratx) - ((80) * (i))) [-180] ((gird_stratx) - ((80) * (i))) [180]\n change [i v] by (1)\nend\nset pen color to (#05132b)\nset pen (transparency v) to (60)\nset [i v] to [0]\nrepeat (9)\n draw line [-240] ((gird_starty) - ((80) * (i))) [240] ((gird_starty) - ((80) * (i)))\n change [i v] by (1)\nend\nset pen size to (2)\nset pen color to (#258aff)\nset pen (transparency v) to ((50) + (player tsp))\nset pen (brightness v) to (20)\nset [i v] to [0]\nrepeat (6)\n change [i v] by (1)\n if <<[0.1] < ([abs v] of ((px) - (item (i) of [last px v])) )> or <[0.1] < ([abs v] of ((py) - (item (i) of [last py v])) )>> then\n draw rect ((item (i) of [last px v]) + (2)) ((item (i) of [last py v]) + (2)) ((player size) - (4)) ((player size) - (4)) [1]\n if <(player size) > [15]> then\n draw rect ((item (i) of [last px v]) + (6)) ((item (i) of [last py v]) + (6)) ((player size) - (12)) ((player size) - (12)) [1]\n end\n end\n change pen (brightness v) by (17)\nend\n\ndefine draw line (x1) (y1) (x2) (y2)\npen up\ngo to x: (x1) y: (y1)\npen down\ngo to x: (x2) y: (y2)\npen up\n\ngo to (x1) [] []\n\n--- [colors]\nset pen color to (#640000)\nset pen color to (#ff0000)\nset pen color to (#283346)\nset pen color to (#ffbb00)\nset pen color to (#5a0752)\nset pen color to (#ff14eb)\nset pen color to (#114179)\nset pen color to (#258aff)\nset pen color to (#6edaff)\nset pen color to (#ff8800)\nset pen color to (#8c00ff)\n--- []\n\ndefine level 1\nset pen color to (#ffbb00)\nbuild rect [-200] [-100] [400] [50] [0] speed [] fill []\nbuild rect [-250] [-100] [50] [250] [0] speed [] fill []\nbuild rect [-250] [150] [150] [50] [0] speed [] fill []\nbuild rect [200] [-50] [50] [100] [0] speed [] fill []\nbuild rect [250] [50] [50] [100] [0] speed [] fill []\nbuild rect [350] [160] [300] [40] [0] speed [] fill []\nbuild rect [750] [120] [50] [50] [0] speed [] fill []\nbuild rect [900] [90] [50] [50] [0] speed [] fill []\nbuild rect [1050] [110] [50] [50] [0] speed [] fill []\nbuild rect [1200] [50] [400] [120] [0] speed [] fill []\nbuild rect [1600] [50] [80] [300] [0] speed [] fill []\nset pen color to (#65ff00)\nbuild rect [1500] [200] [30] [30] [4] speed [] fill []\nset pen color to (#35b1ff)\nbuild board [150] [-50] [You fell into the Darkside... ] []\nset pen color to (#35b1ff)\nbuild board [430] [200] [To get out of Darkside, you must collect three keys and open the portal] []\nsimple write [darkside ] [100] [-160] [-70] [1] [2]\nsimple write [@] [150] [-240] [120] [1] [7]\n\ndefine level 2\nset pen color to (#283346)\nbuild rect [-220] [-170] [80] [55] [0] speed [] fill []\nbuild rect [-187] [-40] [50] [50] [0] speed [] fill []\nbuild rect [-450] [-170] [45] [70] [0] speed [] fill []\nbuild rect [-550] [-150] [45] [70] [0] speed [] fill []\nbuild rect [-450] [200] [50] [50] [0] speed [] fill []\nbuild rect [-350] [400] [40] [200] [0] speed [] fill []\nbuild rect [-350] [600] [200] [50] [0] speed [] fill []\nset pen color to (#ffbb00)\nbuild rect [-200] [-100] [200] [50] [0] speed [] fill []\nbuild rect [-137] [-50] [30] [150] [0] speed [] fill []\nbuild rect [0] [-120] [100] [40] [0] speed [] fill []\nbuild rect [15] [-75] [70] [30] [0] speed [] fill []\nbuild rect [300] [-120] [80] [50] [0] speed [] fill []\nbuild rect [280] [130] [50] [30] [0] speed [] fill []\nbuild rect [180] [130] [50] [30] [0] speed [] fill []\nbuild rect [80] [130] [50] [30] [0] speed [] fill []\nbuild rect [-400] [-180] [45] [70] [0] speed [] fill []\nbuild rect [-500] [-160] [45] [70] [0] speed [] fill []\nbuild rect [-550] [150] [50] [50] [0] speed [] fill []\nbuild rect [-350] [250] [200] [50] [0] speed [] fill []\nbuild rect [-190] [300] [40] [200] [0] speed [] fill []\nset pen color to (#ff0000)\nbuild rect [100] [-120] [20] [38] [2] speed [] fill []\nbuild rect [230] [130] [50] [100] [2] speed [] fill []\nbuild rect [130] [130] [50] [100] [2] speed [] fill []\nbuild rect [-340] [-180] [100] [30] [2] speed [] fill []\nset pen color to (#ff14eb)\nbuild rect [340] [-70] [40] [15] [3] speed [] fill []\nbuild rect [-600] [-140] [45] [70] [3] speed [] fill []\nbuild rect [-240] [300] [50] [25] [3] speed [] fill []\nset pen color to (#65ff00)\nbuild rect [-185] [535] [30] [30] [4] speed [] fill []\nset pen color to (#35b1ff)\nbuild board [-75] [-50] [Dangers and darkness are approaching...] []\n\ndefine level 3\nset pen color to (#8c00ff)\nbuild rect [1400] [58] [25] [25] [7] speed [] fill []\nset pen color to (#ff8800)\nbuild rect [30] [470] [25] [25] [6] speed [] fill []\nset pen color to (#ff0000)\nbuild rect [823] [-188] [68] [30] [2] speed [] fill []\nbuild rect [680] [323] [24] [36] [2] speed [] fill []\nset pen color to (#ffbb00)\nbuild rect [-25] [-100] [50] [50] [0] speed [] fill []\nbuild rect [-80] [-125] [40] [225] [0] speed [] fill []\nbuild rect [375] [-100] [50] [50] [0] speed [] fill []\nbuild rect [960] [220] [60] [35] [0] speed [] fill []\nbuild rect [719] [280] [49] [25] [0] speed [] fill []\nbuild rect [555] [293] [101] [34] [0] speed [] fill []\nbuild rect [1492] [-48] [119] [63] [0] speed [] fill []\nset pen color to (#283346)\nbuild rect [800] [-150] [200] [125] [0] speed [] fill []\nbuild rect [1000] [-150] [120] [200] [0] speed [] fill []\nbuild rect [1020] [60] [80] [700] [0] speed [] fill []\nbuild rect [830] [113] [60] [35] [0] speed [] fill []\nbuild rect [830] [327] [60] [35] [0] speed [] fill []\nbuild rect [795] [113] [35] [300] [0] speed [] fill []\nbuild rect [290] [363] [500] [50] [0] speed [] fill []\nbuild rect [-10] [363] [300] [75] [0] speed [] fill []\nbuild rect [-110] [363] [100] [250] [0] speed [] fill []\nbuild rect [1132] [-100] [200] [70] [0] speed [] fill []\nbuild rect [1332] [-100] [130] [150] [0] speed [] fill []\nbuild rect [1250] [-20] [70] [250] [0] speed [] fill []\nbuild rect [1322] [60] [50] [100] [0] speed [] fill []\nbuild rect [1372] [100] [100] [60] [0] speed [] fill []\nbuild rect [1950] [-48] [200] [63] [0] speed [] fill []\nset pen color to (#6edaff)\nbuild rect ((175) + ((100) * ([sin v] of (timer) ))) [-100] [50] [50] [5] speed (((100) * ([sin v] of (timer) )) - ((100) * ([sin v] of ((timer) - (2)) ))) fill []\nbuild rect ((575) + ((125) * ([cos v] of (timer) ))) [-100] [50] [50] [5] speed (((125) * ([cos v] of (timer) )) - ((125) * ([cos v] of ((timer) - (2)) ))) fill []\nset pen color to (#640000)\nbuild rect [600] [413] [40] [90] [2] speed [] fill []\nbuild rect ((445) + ((80) * ([sin v] of ((timer) * (2)) ))) [413] [22] [22] [2] speed [] fill []\nbuild rect [130] ((490) + ((50) * ([sin v] of ((timer) * (4)) ))) [40] [40] [2] speed [] fill []\nbuild rect [210] ((490) + ((50) * ([cos v] of ((timer) * (3)) ))) [40] [40] [2] speed [] fill []\nset pen color to (#65ff00)\nbuild rect [1940] [-108] [80] [30] [4] speed [] fill []\nset pen color to (#35b1ff)\nbuild board [950] [-25] [You can't go through the "wall"? Go up and try to get smaller.] []\nbuild board [1440] [590] [Congrats you find a key!] []\nif <(player size) = [20]> then\n build board [1176] [-20] [Why did you fall here? Press R and play again.] [/]\nend\nset pen color to (#0c0c0c)\nbuild rect [1300] [320] [80] [40] [0] speed [] fill []\nbuild rect [1350] [445] [80] [40] [0] speed [] fill []\nset pen color to (#261982)\nbuild rect [1400] [550] [150] [40] [0] speed [] fill []\nif <not <(item (1) of [keys钥匙 v]) = [1]>> then\n set pen color to (#ff5400)\n build rect [1500] ((605) + ((10) * ([sin v] of (timer) ))) [10] [18] [51] speed [] fill []\nend\nsimple write ["Take me through the night,] [150] [1660] [70] [1] [1.5]\nsimple write [fall into the darkside"] [150] [1665] [45] [1] [1.5]\n\nwhen flag clicked\nset [_final win v] to [0]\nforever\n change [timer v] by (2)\nend\n\ndefine dist (x1) (y1) (x2) (y2)\nset [dist v] to ([sqrt v] of ((((x1) - (x2)) * ((x1) - (x2))) + (((y1) - (y2)) * ((y1) - (y2)))) )\n\ndefine edit\ndelete all of [edit result v]\nwait until <mouse down?>\nadd (round ((px) + (mouse x))) to [edit result v]\nadd (round ((py) + (mouse y))) to [edit result v]\nwait until <not <mouse down?>>\nadd ((round ((px) + (mouse x))) - (item (1) of [edit result v])) to [edit result v]\nadd ((round ((py) + (mouse y))) - (item (2) of [edit result v])) to [edit result v]\n\ndefine block in screen? (x) (y) (lx) (ly)\nset [draw block? v] to [0]\ndelete all of [edges v]\nadd ((@Scroll X) + (270)) to [edges v]\nadd ((@Scroll X) + (-270)) to [edges v]\nadd ((@Scroll Y) + (220)) to [edges v]\nadd ((@Scroll Y) + (-220)) to [edges v]\nif <(x) < (item (1) of [edges v])> then\n if <((x) + (lx)) > (item (2) of [edges v])> then\n if <(y) < (item (3) of [edges v])> then\n if <((y) + (ly)) > (item (4) of [edges v])> then\n set [draw block? v] to [1]\n stop [this script v]\n end\n end\n end\nend\ndelete all of [edges v]\nadd ((px) + (60)) to [edges v]\nadd ((px) + (-60)) to [edges v]\nadd ((py) + (60)) to [edges v]\nadd ((py) + (-60)) to [edges v]\nif <(x) < (item (1) of [edges v])> then\n if <((x) + (lx)) > (item (2) of [edges v])> then\n if <(y) < (item (3) of [edges v])> then\n if <((y) + (ly)) > (item (4) of [edges v])> then\n set [draw block? v] to [1]\n end\n end\n end\nend\n\ndefine draw-rect(normal) (x) (y) (lx) (ly) (single?)\nif <(single?) = [1]> then\n draw rect ((x) + (2)) ((y) + (2)) ((lx) - (4)) ((ly) - (4)) [1]\n draw rect ((x) + (6)) ((y) + (6)) ((lx) - (12)) ((ly) - (12)) [1]\nelse\n change pen (transparency v) by (80)\n draw rect ((x) + (2)) ((y) + (2)) ((lx) - (4)) ((ly) - (4)) [1.2]\n draw rect ((x) + (6)) ((y) + (6)) ((lx) - (12)) ((ly) - (12)) [1.2]\n change pen (transparency v) by (-30)\n draw rect ((x) + (2)) ((y) + (2)) ((lx) - (4)) ((ly) - (4)) [1.1]\n draw rect ((x) + (6)) ((y) + (6)) ((lx) - (12)) ((ly) - (12)) [1.1]\n change pen (transparency v) by (-50)\n draw rect ((x) + (2)) ((y) + (2)) ((lx) - (4)) ((ly) - (4)) [1]\n draw rect ((x) + (6)) ((y) + (6)) ((lx) - (12)) ((ly) - (12)) [1]\nend\n\ndefine draw-rect(small) (x) (y) (lx) (ly) (single?) (tsp)\nif <(single?) = [1]> then\n draw rect ((x) + (2)) ((y) + (2)) ((lx) - (4)) ((ly) - (4)) [1]\nelse\n change pen (transparency v) by (80)\n draw rect ((x) + (2)) ((y) + (2)) ((lx) - (4)) ((ly) - (4)) [1.2]\n change pen (transparency v) by ((-30) + (tsp))\n draw rect ((x) + (2)) ((y) + (2)) ((lx) - (4)) ((ly) - (4)) [1.1]\n change pen (transparency v) by ((-50) + (tsp))\n draw rect ((x) + (2)) ((y) + (2)) ((lx) - (4)) ((ly) - (4)) [1]\nend\n\nlevel 1\nlevel 2\nlevel 1\n\nwhen flag clicked\nhide\nset [counter v] to [0]\nforever\n change [counter v] by (1)\n if <(timer) > [1]> then\n reset timer\n set [-fps v] to (counter)\n set [counter v] to [0]\n end\nend\n\nwhen I receive [play v]\ninit\nset [@scroll x v] to (() - ((mouse x) / (-6)))\nset [@scroll y v] to (() - ((mouse y) / (-6)))\nset [__level__ v] to (_Entering Level)\nset [_winning? v] to [1]\nbroadcast (level intro v)\nforever\n tick\n if <(py) < [-1000]> then\n init\n end\n if <(__LEVEL__) < [1]> then\n stop [this script v]\n end\nend\n\ndefine Write (string) at x, y: (x) (y) color (RGBA): (r) (g) (b) (a) size: (s) boldness: (bold) spacing: (sp) z: (z)\nset pen color to ((((a) * (16777216)) + ((r) * (65536))) + (((g) * (256)) + (b)))\nset pen size to (2)\nset [pte letter v] to [1]\nrepeat (length of (string))\n set [pte i v] to [1]\n repeat until <<(letter (pte i) of (pte chars)) = (letter (pte letter) of (string))> or <(pte i) > (length of (pte chars))>>\n change [pte i v] by (1)\n end\n if <(pte i) > (length of (pte chars))> then\n set [pte i v] to [0]\n end\n if <not <(pte i) = [0]>> then\n set [pte j v] to [0]\n repeat ([ceiling v] of ((length of (item (pte i) of [letter_data v])) / (5)) )\n set [pte p1 v] to (join (letter ((pte j) + (1)) of (item (pte i) of [letter_data v])) (letter ((pte j) + (2)) of (item (pte i) of [letter_data v])))\n set [pte p2 v] to (join (letter ((pte j) + (3)) of (item (pte i) of [letter_data v])) (letter ((pte j) + (4)) of (item (pte i) of [letter_data v])))\n go to ((((s) * (((pte p1) - (1)) mod (5))) + (x)) + (((pte letter) - (1)) * ((s) * ((sp) * (6))))) ((((s) * (-2)) * ([floor v] of (((pte p1) - (1)) / (5)) )) + (y)) (z)\n pen down\n go to ((((s) * (((pte p2) - (1)) mod (5))) + (x)) + (((pte letter) - (1)) * ((s) * ((sp) * (6))))) ((((s) * (-2)) * ([floor v] of (((pte p2) - (1)) / (5)) )) + (y)) (z)\n pen up\n change [pte j v] by (5)\n end\n end\n change [pte letter v] by (1)\nend\n\ndefine simple write (string) (a) (x) (y) (z) (size)\nblock in screen? (x) (y) [200] [50]\nif <(draw block?) = [1]> then\n Write (string) at x, y: (x) (y) color (RGBA): [255] [255] [255] (a) size: (size) boldness: [1] spacing: [1] z: (z)\n set pen size to (2)\nend\n\ndefine level 4\nset pen color to (#283346)\nbuild rect [-300] [-400] [400] [300] [0] speed [] fill []\nbuild rect [-300] [-100] [200] [500] [0] speed [] fill []\nbuild rect [160] [-400] [100] [300] [0] speed [] fill []\nbuild rect [320] [-400] [200] [300] [0] speed [] fill []\nbuild rect [90] [0] [300] [60] [0] speed [] fill []\nbuild rect [-100] [-100] [50] [50] [0] speed [] fill []\nbuild rect [-100] [180] [300] [200] [0] speed [] fill []\nbuild rect [215] [140] [100] [40] [0] speed [] fill []\nbuild rect [385] [-50] [170] [95] [0] speed [] fill []\nbuild rect [520] [-400] [200] [320] [0] speed [] fill []\nbuild rect [555] [-60] [120] [80] [0] speed [] fill []\nbuild rect [720] [-400] [67] [800] [0] speed [] fill []\nbuild rect [690] [-35] [30] [200] [0] speed [] fill []\nbuild rect [635] [20] [25] [100] [0] speed [] fill []\nbuild rect [630] [130] [60] [35] [0] speed [] fill []\nbuild rect [315] [180] [50] [100] [0] speed [] fill []\nbuild rect [90] [380] [70] [200] [0] speed [] fill []\nbuild rect [340] [280] [20] [170] [0] speed [] fill []\nbuild rect [165] [585] [600] [100] [0] speed [] fill []\nbuild rect [360] [400] [50] [50] [0] speed [] fill []\nbuild rect [410] [300] [50] [150] [0] speed [] fill []\nbuild rect [790] [320] [60] [35] [0] speed [] fill []\nbuild rect [1000] [600] [60] [35] [0] speed [] fill []\nset pen color to (#ff0000)\nbuild rect [460] [320] [260] ((100) + ((15) * ([cos v] of (timer) ))) [2] speed [] fill [0]\nbuild rect [720] [400] [65] ((20) + ((15) * ([cos v] of (timer) ))) [2] speed [] fill [0]\nbuild rect [580] [575] [25] [10] [2] speed [] fill [0]\nbuild rect [585] ((575) + ((-10000) * ([sin v] of (timer) ))) [10] [10] [2] speed [] fill [0]\nset pen color to (#640000)\nbuild rect [100] [-400] [60] ((280) + ((20) * ([cos v] of (timer) ))) [2] speed [] fill []\nbuild rect [260] [-400] [60] ((280) + ((20) * ([sin v] of (timer) ))) [2] speed [] fill []\nbuild rect [120] [165] [50] [15] [2] speed [] fill []\nbuild rect [20] [165] [50] [15] [2] speed [] fill []\nbuild rect [-80] [165] [50] [15] [2] speed [] fill []\nset pen color to (#5a0752)\nbuild rect [170] [60] [50] [15] [3] speed [] fill []\nbuild rect [850] [320] [60] [35] [3] speed [] fill []\nset pen color to (#ff8800)\nbuild rect [683] [-75] [25] [25] [6] speed [] fill []\nset pen color to (#6edaff)\nbuild rect ((610) + ((140) * ([sin v] of (timer) ))) [410] [70] [35] [5] speed (((140) * ([sin v] of (timer) )) - ((140) * ([sin v] of ((timer) - (2)) ))) fill []\nbuild rect ((1330) + ((200) * ([sin v] of (timer) ))) [600] [35] [35] [5] speed (((200) * ([sin v] of (timer) )) - ((200) * ([sin v] of ((timer) - (2)) ))) fill []\nset pen color to (#65ff00)\nbuild rect [1600] [620] [30] [30] [4] speed [] fill []\nif <not <(item (2) of [keys钥匙 v]) = [1]>> then\n set pen color to (#00a9ff)\n build rect [-200] ((420) + ((10) * ([sin v] of (timer) ))) [10] [18] [52] speed [] fill []\nend\nset pen color to (#35b1ff)\nbuild board [60] [-100] [It is so dark here!] []\nbuild board [-60] [380] [Wait...How did you found there?] []\nsimple write ["I see it, I feel it,] [100] [475] [390] [1] [1.3]\nsimple write [We're still young and fearless"] [100] [475] [370] [1] [1.3]\n\n--- [colors]\nset pen color to (#640000)\n\ndefine draw-rect(filled) (x) (y) (lx) (ly)\nset pen size to (7)\nif <(lx) > (ly)> then\n set [j v] to ((ly) / (12))\nelse\n set [j v] to ((lx) / (12))\nend\nset [i v] to [0]\nrepeat ([floor v] of (j) )\n draw rect ((x) + (((6) * (i)) + (3))) ((y) + (((6) * (i)) + (3))) ((lx) - (((12) * (i)) + (6))) ((ly) - (((12) * (i)) + (6))) [1]\n change [i v] by (1)\nend\nset pen size to (2)\n\nset [@scroll x v] to [0]\nset [@scroll y v] to [0]\n\ndefine player tail\nadd (px) to [last px v]\nadd (py) to [last py v]\nif <(length of [last px v]) > [6]> then\n delete (1) of [last px v]\n delete (1) of [last py v]\nend\n\ndelete all of [last px v]\ndelete all of [last py v]\n\ndefine camera\nchange [@scroll x v] by ((((px) - (@Scroll X)) - ((mouse x) / (-6))) / (8))\nchange [@scroll y v] by ((((py) - (@Scroll Y)) - ((mouse y) / (-6))) / (8))\nchange [z rising lava time v] by (1)\n\ndefine level 5\nset pen color to (#00ff21)\nbuild rect [-10] [1300] [30] [30] [4] speed [] fill []\nset pen color to (#0a2b61)\nbuild rect [-300] [-240] [600] [200] [0] speed [] fill []\nbuild rect [-250] [-220] [500] [100] [0] speed [] fill []\nbuild rect [-300] [-40] [50] [1000] [0] speed [] fill []\nbuild rect [250] [-40] [50] [1200] [0] speed [] fill []\nbuild rect [-180] [-40] [40] [500] [0] speed [] fill []\nbuild rect [140] [-40] [40] [500] [0] speed [] fill []\nbuild rect [-140] [40] [50] [30] [0] speed [] fill []\nbuild rect [70] [130] [70] [30] [0] speed [] fill []\nbuild rect [-50] [240] [100] [30] [0] speed [] fill []\nbuild rect [-160] [860] [50] [30] [0] speed [] fill []\nset pen color to (#283346)\nbuild rect [60] [380] [80] [40] [0] speed [] fill []\nbuild rect [30] [300] [30] [120] [0] speed [] fill []\nbuild rect [-140] [360] [30] [30] [0] speed [] fill []\nbuild rect [-20] [550] [40] [280] [0] speed [] fill []\nbuild rect [20] [680] [50] [25] [0] speed [] fill []\nset pen color to (#5a0752)\nbuild rect [100] [155] [35] [10] [3] speed [] fill []\nset pen color to (#640000)\nbuild rect [-15] [1035] [30] ((70) + ((20) * ([sin v] of (timer) ))) [2] speed [] fill []\nbuild rect [-140] [1035] [30] ((70) + ((20) * ([cos v] of (timer) ))) [2] speed [] fill []\nbuild rect [110] [1035] [30] ((70) + ((20) * ([sin v] of (timer) ))) [2] speed [] fill []\nbuild rect [60] [360] [80] [20] [2] speed [] fill []\nbuild rect [20] [640] ((80) + ((80) * ([cos v] of (timer) ))) [20] [2] speed [] fill []\nbuild rect ((160) + ((80) * ([cos v] of (timer) ))) [640] ((250) - ((160) + ((80) * ([cos v] of (timer) )))) [20] [2] speed [] fill []\nbuild rect [20] [748] ((80) + ((80) * ([sin v] of (timer) ))) [20] [2] speed [] fill []\nbuild rect ((160) + ((80) * ([sin v] of (timer) ))) [748] ((250) - ((160) + ((80) * ([sin v] of (timer) )))) [20] [2] speed [] fill []\nset pen color to (#6edaff)\nbuild rect ((110) + ((80) * ([sin v] of (timer) ))) [550] [40] [40] [5] speed (((80) * ([sin v] of (timer) )) - ((80) * ([sin v] of ((timer) - (2)) ))) fill []\nbuild rect ((-50) + ((150) * ([sin v] of (timer) ))) [1000] [100] [35] [5] speed (((150) * ([sin v] of (timer) )) - ((150) * ([sin v] of ((timer) - (2)) ))) fill []\nbuild rect ((-50) + ((150) * ([cos v] of (timer) ))) [1200] [100] [35] [5] speed (((150) * ([cos v] of (timer) )) - ((150) * ([cos v] of ((timer) - (2)) ))) fill []\nset pen color to (#ff0000)\nbuild rect [-400] [-300] [800] ((90) + ((z rising lava time) * (1.3))) [2] speed [] fill []\nset pen color to (#35b1ff)\nbuild board [-30] [-40] [Watch out! Rising lava!] []\n\nbuild rect [60] [360] [80] [20] [2] speed [] fill []\n\ndefine level 6\nset pen color to (#10ff00)\nbuild rect [3450] [1140] [30] [30] [4] speed [] fill []\nset pen color to (#ff8800)\nbuild rect [890] [700] [26] [26] [6] speed [] fill []\nbuild rect [2550] [-258] [30] [30] [101] speed [] fill [3]\nset pen color to (#8c00ff)\nbuild rect [1510] [358] [26] [26] [7] speed [] fill []\nbuild rect [3020] [1140] [30] [30] [7] speed [] fill [3]\nset pen color to (#000000)\nbuild board [2508] [617] [When you touch the yellow block, just try to double jump] [/]\nset pen color to (#2d30a2)\nset pen color to (#0a2b61)\nbuild rect [-260] [-200] [500] [100] [0] speed [] fill []\nbuild rect [240] [-200] [150] [20] [0] speed [] fill []\nbuild rect [390] [-200] [165] [100] [0] speed [] fill []\nbuild rect [575] [-200] [165] [100] [0] speed [] fill []\nbuild rect [740] [-200] [150] [80] [0] speed [] fill []\nbuild rect [890] [-200] [150] [400] [0] speed [] fill []\nbuild rect [1040] [-20] [300] [80] [0] speed [] fill []\nbuild rect [1340] [-20] [160] [380] [0] speed [] fill []\nbuild rect [1340] [375] [160] [380] [0] speed [] fill []\nbuild rect [1200] [330] [50] [30] [0] speed [] fill []\nbuild rect [1100] ((450) + ((20) * ([cos v] of (timer) ))) [50] [30] [0] speed [] fill []\nbuild rect [1000] ((550) + ((20) * ([sin v] of (timer) ))) [50] [30] [0] speed [] fill []\nbuild rect [860] [650] [80] [30] [0] speed [] fill []\nbuild rect [1500] [220] [100] [40] [0] speed [] fill []\nbuild rect [1800] [550] [80] [40] [0] speed [] fill []\nbuild rect [2000] [500] [80] [40] [0] speed [] fill []\nbuild rect [1980] [690] [140] [50] [0] speed [] fill []\nbuild rect [2160] [580] [80] [50] [0] speed [] fill []\nbuild rect [2350] ((520) + ((25) * ([sin v] of (timer) ))) [30] [30] [0] speed [] fill []\nbuild rect [2500] ((600) + ((25) * ([cos v] of (timer) ))) [30] [30] [0] speed [] fill []\nbuild rect [2300] [720] [100] [50] [0] speed [] fill []\nbuild rect [3080] [600] [100] [50] [0] speed [] fill []\nset pen color to (#ffbb00)\nbuild rect [3000] [900] [130] [50] [0] speed [] fill []\nbuild rect [2950] [900] [50] [300] [0] speed [] fill []\nbuild rect [3200] [900] [150] [50] [0] speed [] fill []\nbuild rect [2950] [1200] [600] [50] [0] speed [] fill []\nbuild rect [3300] [950] [100] [50] [0] speed [] fill []\nbuild rect [3350] [1000] [100] [50] [0] speed [] fill []\nbuild rect [3400] [1050] [100] [50] [0] speed [] fill []\nbuild rect [3500] [1050] [50] [150] [0] speed [] fill []\nset pen color to (#6edaff)\nbuild rect [785] ((20) + ((120) * ([sin v] of (timer) ))) [60] [30] [0] speed [] fill []\nbuild rect ((1750) + ((120) * ([sin v] of (timer) ))) ((400) + ((120) * ([cos v] of (timer) ))) [60] [30] [5] speed (((120) * ([sin v] of (timer) )) - ((120) * ([sin v] of ((timer) - (2)) ))) fill []\nbuild rect ((1550) + ((120) * ([sin v] of (timer) ))) ((-350) + ((120) * ([cos v] of (timer) ))) [60] [30] [5] speed (((120) * ([sin v] of (timer) )) - ((120) * ([sin v] of ((timer) - (2)) ))) fill []\nset pen color to (#5a0752)\nbuild rect [3140] [650] [40] [15] [3] speed [] fill []\nbuild rect [1290] [60] [50] [15] [3] speed [] fill []\nset pen color to (#640000)\nbuild rect [960] ((570) + ((100) * ([cos v] of (timer) ))) [30] [30] [2] speed [] fill []\nbuild rect [1060] ((470) + ((100) * ([sin v] of (timer) ))) [30] [30] [2] speed [] fill []\nbuild rect [240] [-180] [150] ((65) + ((18) * ([cos v] of (timer) ))) [2] speed [] fill []\nbuild rect [1600] [220] [2000] [40] [2] speed [] fill []\nbuild rect ((1120) + ((80) * ([cos v] of (timer) ))) [60] ((50) + ((30) * ([cos v] of (timer) ))) ((50) + ((30) * ([cos v] of (timer) ))) [2] speed [] fill []\nbuild rect [1980] [675] [80] [15] [2] speed [] fill []\nbuild rect [2040] [740] [80] [15] [2] speed [] fill []\nbuild rect [2030] [540] [15] [30] [2] speed [] fill []\nbuild rect [2280] ((550) + ((50) * ([cos v] of (timer) ))) [30] [30] [2] speed [] fill []\nbuild rect [2430] ((620) + ((50) * ([sin v] of (timer) ))) [30] [30] [2] speed [] fill []\nbuild rect [2360] [770] [40] [15] [2] speed [] fill []\nbuild rect [710] ((-510) + ((50) * ([sin v] of (timer) ))) [60] [60] [2] speed [] fill []\nbuild rect [890] ((-510) + ((50) * ([cos v] of (timer) ))) [60] [60] [2] speed [] fill []\nbuild rect [1070] ((-510) + ((50) * ([sin v] of (timer) ))) [60] [60] [2] speed [] fill []\nbuild rect [1250] ((-510) + ((50) * ([cos v] of (timer) ))) [60] [60] [2] speed [] fill []\nset pen color to (#ffbb00)\nbuild rect [2730] [630] [30] [30] [8] speed [] fill [1]\nbuild rect [2970] [630] [30] [30] [8] speed [] fill [1]\nbuild rect [2050] [-270] [30] [30] [8] speed [] fill [1]\nbuild rect [2250] [-270] [30] [30] [8] speed [] fill [1]\nset pen color to (#2d30a2)\nset pen color to (#0a2b61)\nbuild rect [500] [-500] [200] [100] [0] speed [] fill []\nbuild rect [800] [-550] [60] [60] [0] speed [] fill []\nbuild rect [980] [-480] [60] [60] [0] speed [] fill []\nbuild rect [1160] [-550] [60] [60] [0] speed [] fill []\nbuild rect [1340] [-480] [60] [60] [0] speed [] fill []\nbuild rect [1800] [-320] [60] [60] [0] speed [] fill []\nbuild rect [2450] [-320] [150] [60] [0] speed [] fill []\nsimple write ["fall into the darkside"] [150] [2060] [-330] [1] [1.5]\nsimple write ["give into the darkside"] [150] [2760] [580] [1] [1.5]\nsimple write [The last level,] [100] [-80] [-130] [1] [1.5]\nsimple write [Can you do it?] [100] [-80] [-150] [1] [1.5]\nset pen color to (#35b1ff)\nbuild board [2480] [-260] [Teleport to the end...] []\nbuild board [530] [-400] [You found the secret path! Only 10% players can find there.] []\nbuild board [1825] [-260] [When you touch the yellow block, just try to double jump. Keep going, we are close to the end!] []\nif <not <(item (3) of [keys钥匙 v]) = [1]>> then\n set pen color to (#eeff00)\n build rect [3060] ((1130) + ((10) * ([sin v] of (timer) ))) [10] [18] [53] speed [] fill []\n set pen color to (#35b1ff)\n build board [3050] [950] [Another key! ...But can you get that?] []\n stop [this script v]\nend\nset pen color to (#35b1ff)\nbuild board [3050] [950] [Nice job! You got the key!] []\n\ndefine level 7\nset pen color to (#114179)\n\nbuild rect [] [] [] [] [] speed [] fill []\n\nwhen I receive [flag v]\nset [__level__ v] to [0]\n\nwhen I receive [ready v]\ninit\nset [@scroll x v] to (() - ((mouse x) / (-6)))\nset [@scroll y v] to (() - ((mouse y) / (-6)))\nforever\n tick\n if <(py) < [-1000]> then\n init\n end\n if <[0] < (__LEVEL__)> then\n stop [this script v]\n end\nend\n\ndefine level0\nset pen color to (#ffbb00)\nbuild rect [-200] [-150] [300] [80] [0] speed [] fill []\nbuild rect [120] [-150] [80] [80] [0] speed [] fill []\nbuild rect [-200] [-70] [40] [180] [0] speed [] fill []\nbuild rect [200] [-150] [40] [260] [0] speed [] fill []\nbuild rect [-160] [110] [50] [50] [0] speed [] fill []\nbuild rect [-110] [160] [50] [50] [0] speed [] fill []\nbuild rect [100] [160] [50] [50] [0] speed [] fill []\nbuild rect [150] [110] [50] [50] [0] speed [] fill []\nbuild rect [-60] [210] [160] [50] [0] speed [] fill []\nset pen color to (#ff0000)\nbuild rect [100] [-150] [20] ((70) + ((10) * ([sin v] of (timer) ))) [2] speed [] fill []\nif <(item (length of [your level v]) of [your level v]) = [7]> then\n set pen color to (#31b0ff)\nelse\n set pen color to (#37ff00)\nend\nbuild rect [150] ((-65) + ((5) * ([cos v] of (timer) ))) [40] [40] [4] speed [] fill [0]\nsimple write [@] [160] [-180] [-85] [1] [5]\nif <(item (length of [your level v]) of [your level v]) = [7]> then\n simple write [The] [200] [130] [-90] [1] [1.5]\n simple write [Portal] [200] [130] [-110] [1] [1.5]\nelse\n simple write (join [level ] (item (length of [your level v]) of [your level v])) [160] [130] [-90] [1] [1.4]\n simple write [Go!] [160] [130] [-110] [1] [1.5]\nend\nset pen color to (#35bbff)\nbuild board [-120] [-70] [Love, Fave and Follow!] []\n\nsimple write [Home] [150] [-20] [-100] [1] []\n\ndraw-rect(small) [] [] [] [] [] []\n\nlevel 6\n\ndefine build board (x) (y) (input) (fill?)\nif <(fill?) = [/]> then\n build rect (x) (y) [10] [15] (input) speed [] fill [/]\n build rect ((x) - (15)) ((y) + (15)) [40] [20] (input) speed [] fill [/]\nelse\n build rect (x) (y) [10] [15] (input) speed [] fill [2]\n build rect ((x) - (15)) ((y) + (15)) [40] [20] (input) speed [] fill [2]\nend\n\ndefine draw rect(tsp) (x) (y) (lx) (ly)\nchange pen (transparency v) by (80)\ndraw rect ((x) + (2)) ((y) + (2)) ((lx) - (4)) ((ly) - (4)) [1.2]\ndraw rect ((x) + (6)) ((y) + (6)) ((lx) - (12)) ((ly) - (12)) [1.2]\nchange pen (transparency v) by (-20)\ndraw rect ((x) + (2)) ((y) + (2)) ((lx) - (4)) ((ly) - (4)) [1.1]\ndraw rect ((x) + (6)) ((y) + (6)) ((lx) - (12)) ((ly) - (12)) [1.1]\nchange pen (transparency v) by (-30)\ndraw rect ((x) + (2)) ((y) + (2)) ((lx) - (4)) ((ly) - (4)) [1]\ndraw rect ((x) + (6)) ((y) + (6)) ((lx) - (12)) ((ly) - (12)) [1]\n\ndefine portal\nif <<(z rising lava time) < [0]> and <(__LEVEL__) > [00]>> then\n set pen color to (#e8f0ff)\n draw-rect(small) [-30] [-30] [80] [80] [] [20]\n stop [this script v]\nend\nif <<(z rising lava time) < [10]> and <(__LEVEL__) > [00]>> then\n set pen color to (#e8f0ff)\n draw-rect(small) [-30] ((-30) + ((z rising lava time) * (3.5))) [80] ((80) - ((7) * (z rising lava time))) [] [20]\n stop [this script v]\nend\nif <<(z rising lava time) < [20]> and <(__LEVEL__) > [0]>> then\n set pen color to (#f0f5ff)\n draw-rect(small) ((-65) + ((z rising lava time) * (3.5))) [5] ((150) - ((7) * (z rising lava time))) [10] [] [20]\n stop [this script v]\nend\nif <<(z rising lava time) < [22]> and <(__LEVEL__) > [0]>> then\n set pen color to (#ecf3ff)\n draw-rect(small) [5] [5] [10] [10] [] []\nend\n\nif <(_Winning?) = [1]> then\n set [z rising lava time v] to [0]\nend\n\ndefine level last\nset pen color to (#ffbb00)\nbuild rect [-200] [-150] [450] [80] [0] speed [] fill []\nset pen (color v) to (50)\nbuild rect [-300] [-150] [100] ((120) + ((15) * ([sin v] of (z rising lava time) ))) [0] speed [] fill []\nbuild rect [250] [-150] [100] ((120) + ((15) * ([sin v] of (z rising lava time) ))) [0] speed [] fill []\nif <[keys钥匙 v] contains [0]?> then\n set pen color to (#7e7e7e)\n draw-rect(small) [120] [-50] [70] [70] [] [20]\nelse\n set pen color to (#f9f9f9)\n draw-rect(small) [120] ((-50) + ((10) * ([sin v] of (timer) ))) [70] [70] [] []\n build rect [120] ((-50) + ((10) * ([sin v] of (timer) ))) [70] [70] [11] speed [] fill [/]\n simple write [@] [220] [145] [-90] [1] [5]\nend\nset pen color to (#ff3f00)\nbuild rect [130] ((35) + (<not <[keys钥匙 v] contains [0]?>> * ((10) * ([sin v] of (timer) )))) [10] [18] [1] speed [] fill (join (letter (item (1) of [keys钥匙 v]) of [apple]) [//])\nset pen color to (#00a9ff)\nbuild rect [150] ((35) + (<not <[keys钥匙 v] contains [0]?>> * ((10) * ([sin v] of (timer) )))) [10] [18] [1] speed [] fill (join (letter (item (2) of [keys钥匙 v]) of [apple]) [//])\nset pen color to (#eeff00)\nbuild rect [170] ((35) + (<not <[keys钥匙 v] contains [0]?>> * ((10) * ([sin v] of (timer) )))) [10] [18] [1] speed [] fill (join (letter (item (3) of [keys钥匙 v]) of [apple]) [//])\nset pen color to (#43c0ff)\nif <[keys钥匙 v] contains [0]?> then\n build board [65] [-70] [You didn't collect all the keys, so the portal didn't open. You must go back and find them!] []\nelse\n build board [65] [-70] [Now, we can leave the Darkside...] []\nend\n\ndefine set platforms\nif <(__LEVEL__) = [0]> then\n level0\nend\nif <(__LEVEL__) = [1]> then\n level 1\nend\nif <(__LEVEL__) = [2]> then\n level 2\nend\nif <(__LEVEL__) = [3]> then\n level 3\nend\nif <(__LEVEL__) = [4]> then\n level 4\nend\nif <(__LEVEL__) = [5]> then\n level 5\nend\nif <(__LEVEL__) = [6]> then\n level 6\nend\nif <(__LEVEL__) = [7]> then\n level last\nend\n\nWrite [] at x, y: [] [] color (RGBA): [] [] [] [] size: [] boldness: [] spacing: [] z: []\n\nset pen color to (#faff00)\n\nset pen color to (#bf00ff)\n\nwait until \n\nbuild board [-60] [380] [Wait...How did you found there?] []\n\nset pen color to (#35b1ff)\nbuild board [550] [-380] [Teleport to the end...] []\n\nsimple write [The last level,] [150] [-80] [-150] [1] [1.5]\nsimple write [Can you do it?] [150] [-80] [-170] [1] [1.5]\n\nchange [player size v] by (1)\n\n@fade\n\nwhen flag clicked\ngo to [back v] layer\nforever\n tick\nend\n\ndefine tick\nif < [0 ] contains (__LEVEL__)?> then\n switch costume to (fade v)\n set [ghost v] effect to (40)\n go to x: (0) y: (0)\n stop [this script v]\nend\nset [ghost v] effect to (0)\nif < [ 1 2 37] contains (__LEVEL__)?> then\n switch costume to (costume1 v)\n go to x: (0) y: (0)\nend\nif < [4 5 6] contains (__LEVEL__)?> then\n go to x: (0) y: (0)\n if < [4] contains (__LEVEL__)?> then\n switch costume to (造型1 v)\n if <(([py v] of [pen v]) - (@Scroll Y)) < [-50]> then\n go to x: (0) y: (-50)\n else\n if <[50] < (([py v] of [pen v]) - (@Scroll Y))> then\n go to x: (0) y: (50)\n else\n go to x: (0) y: (([py v] of [pen v]) - (@Scroll Y))\n end\n end\n else\n switch costume to (costume2 v)\n end\nend\n\ngo to [back v] layer\n\n@buttons\n\nwhen I receive [ready v]\nhide\nset [i v] to [0]\nset [self.counuter v] to [0]\nclone as num# [1] x [-170] y [-50] costume [3]\nclone as num# [2] x [-170] y [-110] costume [4]\n\ndefine clone as num# (#) x (x) y (y) costume (cost)\nset [# v] to (#)\ngo to x: (x) y: (y)\nset [self.x v] to (x)\nset [self.y v] to (y)\nswitch costume to (cost)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nset [self.counuter v] to [0]\nif << (#) contains [a]?> or < (#) contains [b]?>> then\n if < (#) contains [b]?> then\n set [brightness v] effect to (-30)\n end\n if < (#) contains [a]?> then\n set [brightness v] effect to ((30) * ([sin v] of (self.counuter) ))\n end\n set [ghost v] effect to (100)\n repeat (5)\n change [ghost v] effect by (-18)\n end\nend\nforever\n if <touching (mouse-pointer v)?> then\n if <(#) = [2]> then\n replace item (2) of [clicks v] with [1]\n end\n if <(#) = [1]> then\n set [_entering level v] to (item (length of [your level v]) of [your level v])\n if <(_Entering Level) > [1]> then\n if <(_Entering Level) < [7]> then\n say (join [Level ] (_Entering Level))\n else\n say [The Portal]\n end\n end\n end\n if <not <(#) = [2]>> then\n if <mouse down?> then\n click test (#)\n end\n end\n if <(self.counuter) < [90]> then\n change [self.counuter v] by (18)\n end\n else\n say []\n if <(#) = [2]> then\n replace item (2) of [clicks v] with [0]\n end\n if <[0] < (self.counuter)> then\n change [self.counuter v] by (-30)\n end\n if <(self.counuter) < [0]> then\n set [self.counuter v] to [0]\n end\n end\n if <not << (#) contains [a]?> or < (#) contains [b]?>>> then\n set size to ((90) + ((10) * ([cos v] of (self.counuter) ))) %\n point in direction ((90) + ((3) * ([sin v] of (self.counuter) )))\n set x to (self.x)\n set y to ((self.y) + ((10) * ([cos v] of ([timer v] of [pen v]) )))\n else\n say []\n point in direction ((90) + ())\n go to x: (self.x) y: (self.y)\n if < (#) contains [a]?> then\n set size to ((62) + ((8) * ([sin v] of (self.counuter) ))) %\n set [brightness v] effect to ((30) * ([sin v] of (self.counuter) ))\n end\n end\nend\n\ndefine click test (#)\nif <(#) = [1]> then\n broadcast (play v)\nend\nif <(#) = [2]> then\n if <(i) = [0]> then\n set size to (62) %\n repeat (6)\n change [i v] by (1)\n if <[your level v] contains (i)?> then\n clone as num# (join [a] (i)) x ((-230) + ((35) * (i))) y [-160] costume (join [a] (i))\n else\n clone as num# (join [b] (i)) x ((-230) + ((35) * (i))) y [-160] costume (join [b] (i))\n end\n end\n set [self.x v] to [-170]\n set [self.y v] to [-110]\n go to x: (self.x) y: ((self.y) + ((10) * ([cos v] of ([timer v] of [pen v]) )))\n set size to ((90) + ((10) * ([cos v] of (self.counuter) ))) %\n set [# v] to [2]\n switch costume to (造型4 v)\n else\n broadcast (delete level buttons v)\n set [i v] to [0]\n end\nend\nif < (#) contains [a]?> then\n set [_entering level v] to (letter (2) of (#))\n set [i v] to [0]\n stop [other scripts in sprite v]\n broadcast (play v)\nend\n\nwhen I receive [play v]\nstart sound [传送瞬移音效_耳聆网_\[声音ID:17976\] v]\ndelete this clone\n\ndefine recording\ndelete all of [recording v]\nwait until <key (r v) pressed?>\nrepeat until <<key (r v) pressed?> and <(length of [recording v]) > [100]>>\n add [] to [recording v]\n for each [tick # v] in (length of [keys # v])\n if <key ((item (tick #) of [keys # v]) v) pressed?> then\n replace item (length of [recording v]) of [recording v] with (join (item (length of [recording v]) of [recording v]) (tick #))\n end\n end\nend\n\nwhen flag clicked\ndelete all of [your level v]\nadd [1] to [your level v]\ndelete all of [keys钥匙 v]\nrepeat (3)\n add [0] to [keys钥匙 v]\nend\n\nwhen I receive [delete level buttons v]\nif << (#) contains [a]?> or < (#) contains [b]?>> then\n delete this clone\nend\n\nwait until <not <mouse down?>>\n\nwhen I start as a clone\nif <(#) = [2]> then\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n click test (#)\n wait until <not <mouse down?>>\n end\n end\nend\n\nswitch costume to (造型4 v)\n\ngo to x: (self.x) y: (self.y)\n\n@[font]Bump It Up\n\n@menu/main\n\nwhen flag clicked\nbroadcast (flag v)\n\nwhen I receive [ready v]\ngo to x: (0) y: (0)\nshow\nforever\n if <<<[-200] < (mouse x)> and <(mouse x) < [200]>> and <<[70] < (mouse y)> and <(mouse y) < [160]>>> then\n if <(self.counuter) < [90]> then\n change [self.counuter v] by (18)\n end\n else\n if <[0] < (self.counuter)> then\n change [self.counuter v] by (-30)\n end\n if <(self.counuter) < [0]> then\n set [self.counuter v] to [0]\n end\n end\n set size to ((100) + ((10) * ([sin v] of (self.counuter) ))) %\n point in direction ((90) + ((5) * ([sin v] of (self.counuter) )))\nend\n\nwhen I receive [play v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [flag v]\nbroadcast (ready v)\nset [_entering level v] to [1]\n\nif <mouse down?> then\nend\n\nwhen this sprite clicked\nif <(pick random (1) to (9)) = [1]> then\n say (join [Hi, ] (username)) for (1) seconds\n stop [this script v]\nend\nif <(pick random (1) to (70)) = [1]> then\n say [The keys are in level 3,level 4 and level 6] for (1) seconds\nend\n\n@level intro\n\nwhen flag clicked\nhide\nset [clone v] to [0]\n\ndefine intro\nswitch costume to (__LEVEL__)\nset [ghost v] effect to (50)\nshow\nrepeat (10)\n change [ghost v] effect by (-5)\nend\nwait (2.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nset [_winning? v] to [0]\n\nwhen I receive [level intro v]\nif <(clone) = [0]> then\n intro\nend\nif <(clone) = [1]> then\n switch costume to (black v)\n go to [back v] layer\n set [ghost v] effect to (100)\n show\n repeat (3)\n change [ghost v] effect by (34)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\n\nwhen I receive [ready v]\nhide\n\n@Pen Text Engine - @-ShadowOfTheFuture-\n\nwhen flag clicked\n\nPTE - Add list\nforever\n erase all\n Write (join (join [hello, ] (username)) [!]) at x, y: (0122 2208 0824 2405) (0321 0325 1214) color (RGBA): (0) (125) (175) (0) size: (2) boldness: (1) spacing: (1)\nend\n\ndefine PTE - Add list\nset [pte chars v] to [abcdefghijklmnopqrstuvwxyz1234567890.,?!:;'"/\-_\(\)=+|<>\[\]]\ndelete (all) of [letter_data v]\nadd [0321 0325 1214] to [letter_data v]\nadd [0121 0104 0410 1014 1114 1420 2024 2124] to [letter_data v]\nadd [0205 0211 1122 2225] to [letter_data v]\nadd [0121 0104 0415 1524 2421] to [letter_data v]\nadd [0121 0105 1114 2125] to [letter_data v]\nadd [0121 0105 1114] to [letter_data v]\nadd [0211 0205 1122 2225 1525 1415] to [letter_data v]\nadd [0121 0525 1115] to [letter_data v]\nadd [0204 0323 2224] to [letter_data v]\nadd [0205 0419 1923 2322 2216] to [letter_data v]\nadd [0121 0511 1119 1925] to [letter_data v]\nadd [0121 2125] to [letter_data v]\nadd [0121 0118 1805 0525] to [letter_data v]\nadd [0121 0125 0525] to [letter_data v]\nadd [0206 0621 0205 0520 2024 2124] to [letter_data v]\nadd [0121 0104 0410 1014 1114] to [letter_data v]\nadd [0206 0621 0205 0515 1523 2125] to [letter_data v]\nadd [0121 0104 0410 1014 1114 1325] to [letter_data v]\nadd [0205 0206 0612 1214 1420 2024 2421] to [letter_data v]\nadd [0105 0323] to [letter_data v]\nadd [0116 1622 2224 2420 2005] to [letter_data v]\nadd [0123 0523] to [letter_data v]\nadd [0122 2208 0824 2405] to [letter_data v]\nadd [0125 0521] to [letter_data v]\nadd [0113 1305 1323] to [letter_data v]\nadd [0105 0521 2125] to [letter_data v]\nadd [0703 0323 2224] to [letter_data v]\nadd [0602 0204 0410 1021 2125] to [letter_data v]\nadd [0602 0204 0410 1014 1420 2024 2422 2216] to [letter_data v]\nadd [0311 1115 0924] to [letter_data v]\nadd [0401 0111 1114 1420 2024 2421] to [letter_data v]\nadd [1214 1420 2024 2422 2216 1604] to [letter_data v]\nadd [0105 0523] to [letter_data v]\nadd [1214 1420 2024 2422 2216 1612 0204 0206 0410 0612 1410] to [letter_data v]\nadd [1214 0204 0206 0410 0612 2210] to [letter_data v]\nadd [0206 0204 0410 0616 1020 1622 2224 2420 1016] to [letter_data v]\nadd [2323] to [letter_data v]\nadd [2223 2318] to [letter_data v]\nadd [0602 0204 0410 1018 2323] to [letter_data v]\nadd [0318 2323] to [letter_data v]\nadd [1313 2323] to [letter_data v]\nadd [1313 2223 2318] to [letter_data v]\nadd [0308] to [letter_data v]\nadd [0207 0409] to [letter_data v]\nadd [0422] to [letter_data v]\nadd [0224] to [letter_data v]\nadd [1214] to [letter_data v]\nadd [2125] to [letter_data v]\nadd [0408 0818 1824] to [letter_data v]\nadd [0208 0818 1822] to [letter_data v]\nadd [1214 1719] to [letter_data v]\nadd [0818 1115] to [letter_data v]\nadd [0323] to [letter_data v]\nadd [1210 1220] to [letter_data v]\nadd [0614 1416] to [letter_data v]\nadd [0403 0323 2324] to [letter_data v]\nadd [0203 0323 2223] to [letter_data v]\n\ndefine None\nset pen color to ((((a) * (16777216)) + ((r) * (65536))) + (((g) * (256)) + (b)))\nset pen size to ((s) * (bold))\nset [pte letter v] to [1]\nrepeat (length of (string))\n set [pte i v] to [1]\n repeat until <<(letter (pte i) of (pte chars)) = (letter (pte letter) of (string))> or <(pte i) > (length of (pte chars))>>\n change [pte i v] by (1)\n end\n if <(pte i) > (length of (pte chars))> then\n set [pte i v] to [0]\n end\n if <not <(pte i) = [0]>> then\n set [pte j v] to [0]\n repeat ([ceiling v] of ((length of (item (pte i) of [letter_data v])) / (5)) )\n set [pte p1 v] to (join (letter ((pte j) + (1)) of (item (pte i) of [letter_data v])) (letter ((pte j) + (2)) of (item (pte i) of [letter_data v])))\n set [pte p2 v] to (join (letter ((pte j) + (3)) of (item (pte i) of [letter_data v])) (letter ((pte j) + (4)) of (item (pte i) of [letter_data v])))\n go to x: ((((s) * (((pte p1) - (1)) mod (5))) + (x)) + (((pte letter) - (1)) * ((s) * ((sp) * (6))))) y: ((((s) * (-2)) * ([floor v] of (((pte p1) - (1)) / (5)) )) + (y))\n pen down\n go to x: ((((s) * (((pte p2) - (1)) mod (5))) + (x)) + (((pte letter) - (1)) * ((s) * ((sp) * (6))))) y: ((((s) * (-2)) * ([floor v] of (((pte p2) - (1)) / (5)) )) + (y))\n pen up\n change [pte j v] by (5)\n end\n end\n change [pte letter v] by (1)\nend\n\n@home\n\nwhen flag clicked\ngo to x: (-215) y: (157)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n else\n set [brightness v] effect to (0)\n end\n if <not <(__LEVEL__) = [0]>> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (ready v)\n set [__level__ v] to [0]\n end\n end\nend\n\ngo to [front v] layer\n\n@rain\n\nwhen flag clicked\nhide\ngo to [back v] layer\nforever\n wait (0.07) seconds\n create clone of (_myself_ v)\nend\n\ndefine clone (size) (speed) (x) (tsp) (cost) (direct)\nset [self.speed v] to (speed)\nset [self.cost v] to (cost)\nset [self.size v] to (size)\nset [self.tsp v] to (tsp)\nset [self.x v] to (x)\npoint in direction (direct)\n\nwhen I start as a clone\nclone (pick random (10) to (100)) (pick random (23) to (33)) (pick random (-220) to (220)) (pick random (60) to (90)) (pick random (1) to (5)) (pick random (-175) to (-179))\nswitch costume to (self.cost)\nset size to (self.size) %\nset [ghost v] effect to (self.tsp)\ngo to x: (self.x) y: (180)\nshow\nrepeat until <<(x position) < [-230]> or <(y position) < [-179]>>\n move (self.speed) steps\nend\ndelete this clone\n\nwhen I receive [you win v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@hint\n\nsay []\n\nwhen flag clicked\ngo to x: (240) y: (-180)\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nset [clone id v] to [0]\nset [_hint v] to []\nforever\n say (_Hint)\nend\n\nwhen I start as a clone\ngo to x: (-240) y: (-130)\n\nwhen I receive [load v]\nif <not <(clone id) = [0]>> then\n ask [Enter your level codes here:] and wait\nend\n\n@save/load\n\nwhen flag clicked\nshow list [save codes v]\nforever\n if <key (s v) pressed?> then\n broadcast (save v) and wait\n end\n if <key (l v) pressed?> then\n broadcast (load v) and wait\n loading (answer)\n end\n set [_my game codes v] to (item (item (length of [your level v]) of [your level v]) of [code for each level v])\n delete all of [save codes v]\n add [Copy the codes below ] to [save codes v]\n add (join (_My Game Codes) (join (Keys钥匙) (join [505] (join (pick random (100000) to (999999)) [\]])))) to [save codes v]\n add [Press C to close] to [save codes v]\nend\n\nwhen I receive [save v]\nhide list [save codes v]\nwait until <key (c v) pressed?>\nshow list [save codes v]\n\ndefine string.cut (str) (\[) (\])\nset [j v] to (\[)\nset [_cutting v] to []\nrepeat (((\]) - (\[)) + (1))\n set [_cutting v] to (join (_cutting) (letter (j) of (str)))\n change [j v] by (1)\nend\n\ndefine loading (string)\nstring.cut (string) (length of (string)) (length of (string))\nif <(_cutting) = [\]]> then\n string.cut (string) [1] [6]\n if <[code for each level v] contains (_cutting)?> then\n delete all of [your level v]\n set [i v] to [0]\n repeat (item # of (_cutting) in [code for each level v])\n change [i v] by (1)\n add (i) to [your level v]\n end\n else\n stop [this script v]\n end\n string.cut (string) [7] [9]\n delete all of [keys钥匙 v]\n set [i v] to [0]\n repeat (3)\n change [i v] by (1)\n add (letter (i) of (_cutting)) to [keys钥匙 v]\n end\nend\n\nwhen [space v] key pressed\nif <(username) = [biggboss01]> then\n loading [233219111\]]\nend\n\n@MyKeys\n\nwhen flag clicked\ninit\n\nwhen I start as a clone\nshow\nforever\n if <(item (#) of [keys钥匙 v]) = [1]> then\n switch costume to (#)\n set [ghost v] effect to (0)\n else\n switch costume to (/ v)\n set [ghost v] effect to (50)\n end\nend\n\ndefine init\ngo to x: (190) y: (158)\nhide\nset [ghost v] effect to (50)\nset [# v] to [0]\nrepeat (3)\n change [# v] by (1)\n create clone of (_myself_ v)\n change x by (15)\nend\n\n@outro\n\nwhen flag clicked\nhide\n\nwhen I receive [you win v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [clone id v] to [1]\nrepeat (4)\n create clone of (_myself_ v)\n change [clone id v] by (1)\nend\nforever\n wait until <(Outro timer) > [30]>\n clone (pick random (2) to (3))\n wait (0) seconds\nend\n\nwhen I start as a clone\nswitch costume to (clone id)\nshow\nif <(clone id) = [4]> then\n show\n set [ghost v] effect to (100)\n repeat (15)\n change [ghost v] effect by (-7)\n end\nend\nif <(clone id) = [1]> then\n show\n set [ghost v] effect to (100)\n wait until <(Outro timer) > [15]>\n go to [front v] layer\n repeat (16)\n change [ghost v] effect by (-6)\n end\nend\nif <(clone id) = [2]> then\n show\n set [ghost v] effect to (100)\n wait until <(Outro timer) > [18]>\n go to [front v] layer\n repeat (16)\n change [ghost v] effect by (-6)\n go to x: (160) y: ((-70) + ((20) * ([sin v] of ([timer v] of [pen v]) )))\n end\n forever\n go to x: (160) y: ((-70) + ((20) * ([sin v] of ([timer v] of [pen v]) )))\n end\nend\nif <(clone id) = [3]> then\n hide\n wait until <(Outro timer) > [160]>\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n repeat (20)\n change [ghost v] effect by (-5)\n end\nend\nif <(clone id) = [5]> then\n if <(Outro timer) < [160]> then\n go to [front v] layer\n go to x: (150) y: (pick random (-170) to (170))\n set [ghost v] effect to (20)\n set size to (pick random (80) to (150)) %\n repeat (60)\n change [ghost v] effect by (1.5)\n change x by (() - (self.speed))\n end\n else\n go to [front v] layer\n go to x: (240) y: (pick random (-170) to (150))\n set [ghost v] effect to (20)\n set size to (pick random (80) to (120)) %\n repeat (20)\n change [ghost v] effect by (5)\n change x by (() - (self.speed))\n end\n end\n delete this clone\nend\n\ndefine clone (n)\nrepeat (n)\n set [self.speed v] to (pick random (3) to (5))\n create clone of (_myself_ v)\nend\n\nwhen I receive [you win v]\nset [outro timer v] to [0]\nforever\n change [outro timer v] by (1)\nend\n\nwait until <(Outro timer) > [20]>\n\nwait until <(Outro timer) > [20]>\n\n@thb2\n\nwhen flag clicked\nswitch costume to (dksdthb v)\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\n\ngo to [front v] layer\n\nwhen I receive [you win v]\nchange [☁ so cool! you win! v] by (1)\nwait (1) seconds\nwait until <(Outro timer) > [300]>\ngo to [front v] layer\nswitch costume to (dksdthb2 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nstop [all v]\n\n | ________________◽ Dαrkside ◽______________\n<Readme>\n---If the game is lag, please go to :\nhttps://turbowarp.org/437531540\n---Propose project to be featured.\n\nOne day, you fell in to the darkside. To get out of darkside, you must pass all the 6 levels, collect all the keys and open the portal back to your world.\nSum up, what you need to do is:\n1.pass all levels\n2.collect all the 3 keys(This is hard)\n3.Enjoy it! \n\nOperation(important):\n-[Mouse]: click buttons and look around\n-[Arrow keys]: move\n-[R]:restart\n-[P]:pause\n-[M]:mute/unmute\n-[F]:show FPS\n-[S]:save your game(triple click and ctrl+v to save your codes)(your levels and keys will be saved)\n-[L]:load your level(enter your codes)\n*Don't share your codes in comments!\n*If you didn't finish the game, you can save your game and play it next time.\n_________________________________________\n---If the game is so hard for you but you want to try all the levels or want to win, just visit my remix:\nhttps://scratch.mit.edu/projects/488404478 |
A Space Ninja's Quest (Platformer) #games | @Stage\n\nwhen flag clicked\nbroadcast (Intro v)\n\nwhen [m v] key pressed\nset [mouse v] to (join (mouse x) (join [,] (mouse y)))\n\n@Blank\n\n@Player\n\ndefine Game On\nset [sx v] to [0]\nset [x v] to [-222]\nset [y v] to [-124]\nset [sy v] to [0]\nset [in air v] to [0]\nset [finish v] to []\nset rotation style [don't rotate v]\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (100) %\nshow\n\ndefine Movement\nif <(Shop) = [No]> then\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> 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?>> then\n point in direction (90)\n change [sx v] by (1)\n end\n set [sx v] to ((sx) * (0.8))\n if <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\n end\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(in air) < [4]> then\n set [sy v] to [10]\n end\n end\n if <(sy) > [-20]> then\n change [sy v] by (-1)\n end\n Change Player y by (sy)\n Die\n Position\n if <<(x) > [240]> and <not <(Level) = [31]>>> then\n set [finish v] to [Yes]\n end\n if <<(Tool) = [1]> and <[weapons v] contains [Sticky Hat]?>> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\n if <<touching (text v)?> and <(Level) = [31]>> then\n broadcast (Win v)\n end\nend\n\nwhen I receive [start v]\ngo to [front v] layer\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(Finish) > []>\n Movement\n end\n if <(Finish) = [Yes]> then\n Game Con\n else\n Game End\n end\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platform v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n if <not <(costume [name v]) = [2]>> then\n set [in air v] to [0]\n end\n end\n Position\n set [sy v] to [0]\n if <(costume [name v]) = [2]> then\n set [in air v] to [0]\n end\nend\n\ndefine Position\ngo to x: (x) y: (y)\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platform v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platform v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(sx) > [0]> then\n set [sx v] to [-8]\n else\n set [sx v] to [8]\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 []\nset [ghost v] effect to (0)\nset rotation style [all around v]\ngo to [front v] layer\nset [sx v] to [0]\nset [sy v] to [8]\nrepeat (12)\n change [ghost v] effect by (7)\n turn right (15) degrees\n change y by (sy)\n change [sy v] by (-1)\nend\nrepeat until <[-178] > (y position)>\n change y by (sy)\n change [sy v] by (-1)\nend\nchange [health v] by (-1)\nhide\n\ndefine Die\nif <touching (enemy weapons v)?> then\n set [finish v] to [No]\nend\n\nwhen flag clicked\nforever\n if <(x) < [-240]> then\n set [x v] to [-240]\n end\n if <(x) > [240]> then\n set [x v] to [240]\n end\nend\n\ndefine Game Con\nset [ghost v] effect to (100)\nif <not <(Level) = [30]>> then\n broadcast (PlatformEffect v)\nend\nchange [level v] by (1)\nbroadcast (DeleteClones v)\nbroadcast (Create Clones v)\n\nwhen [3 v] key pressed\nset [tool v] to [1]\n\nwhen [4 v] key pressed\nset [tool v] to [0]\n\nwhen flag clicked\nhide\n\nwhen I receive [lose v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [start v]\nforever\n if <touching (coins v)?> then\n play sound [Collect v] until done\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching (collectables v)?> then\n play sound [star v] until done\n end\nend\n\n@Platform\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [lose v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Danger\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n go to [back v] layer\n if <touching (player v)?> then\n set [finish v] to [No]\n end\nend\n\nwhen I receive [lose v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Weapon \n\nwhen I receive [start v]\nhide\ngo to [back v] layer\nforever\n switch costume to (sword v)\n set size to (115) %\n if <<<<key (space v) pressed?> and <(Finish) = []>> and <[weapons v] contains [Sword]?>> and <(Weapon) = [1]>> then\n if <([direction v] of [player v]) = [90]> then\n point in direction (90)\n show\n repeat (7)\n turn right (15) degrees\n end\n hide\n end\n if <([direction v] of [player v]) = [-90]> then\n point in direction (90)\n show\n repeat (7)\n turn left (15) degrees\n end\n hide\n wait until <not <key (space v) pressed?>>\n end\n end\nend\n\nwhen I receive [start v]\nhide\ngo to [back v] layer\nforever\n if <<<<key (space v) pressed?> and <(Finish) = []>> and <(Weapon) = [2]>> and <<[weapons v] contains [Shurikens]?> and <(Throwable) > [0]>>> then\n change [throwable v] by (-1)\n create clone of (_myself_ v)\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen I start as a clone\nset size to (45) %\nswitch costume to ( v)\nshow\ngo to (player v)\npoint in direction ([direction v] of [player v])\nrepeat until <<touching (_edge_ v)?> or <<<touching color (#3b3b3b)?> or <touching (enemy v)?>> or <touching (enemy weapons v)?>>>\n move (10) steps\nend\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (1 v)\nforever\n next costume\n wait (0.05) seconds\n if <(costume [number v]) > [2]> then\n switch costume to (1 v)\n end\nend\n\nwhen [1 v] key pressed\nset [weapon v] to [1]\n\nwhen [2 v] key pressed\nset [weapon v] to [2]\n\nwhen I receive [start v]\nforever\n if <<<<key (space v) pressed?> and <(Finish) = []>> and <[weapons v] contains [Sword]?>> and <(Weapon) = [1]>> then\n play sound [woosh1 v] until done\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen I receive [lose v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [start v]\nforever\n if <<<<key (space v) pressed?> and <(Finish) = []>> and <[weapons v] contains [Shurikens]?>> and <(Weapon) = [2]>> then\n play sound [woosh1 v] until done\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen I receive [start v]\nforever\n go to (player v)\nend\n\n@Collectables\n\nwhen I receive [start v]\ndelete all of [weapons v]\nset [throwable v] to [0]\nhide\n\nwhen I receive [create clones v]\nif <(Level) = [9]> then\n switch costume to (sword v)\n Create A Clone At x: [181] y: [48]\nend\nif <(Level) = [14]> then\n switch costume to (shurikens v)\n Create A Clone At x: [-150] y: [14]\nend\nif <(Level) = [21]> then\n switch costume to (sticky hat v)\n Create A Clone At x: [29] y: [94]\nend\n\nwhen I receive [deleteclones v]\ndelete this clone\n\ndefine Create A Clone At x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n if <touching (player v)?> then\n add (costume [name v]) to [weapons v]\n if <(costume [number v]) = [1]> then\n set [weapon v] to [1]\n end\n if <(costume [number v]) = [2]> then\n set [weapon v] to [2]\n change [throwable v] by (10)\n end\n if <(costume [number v]) = [3]> then\n set [tool v] to [1]\n end\n delete this clone\n end\nend\n\nwhen I receive [lose v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Enemy\n\nwhen I start as a clone\nset size to (100) %\nswitch costume to (costume)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [x v] to [0]\nset [y v] to [0]\nset [die v] to [0]\ngo to [front v] layer\nforever\n if <<<(die) = [0]> and <not <(costume) = [2]>>> and <(Shop) = [No]>> then\n switch costume to (hitbox v)\n point in direction (90)\n change [y v] by (-1)\n if <([x position v] of [player v]) < ((x position) - (10))> then\n change [x v] by (-.3)\n end\n if <((x position) - (-10)) < ([x position v] of [player v])> then\n change [x v] by (.3)\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 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)\n if <touching (player v)?> then\n set [finish v] to [No]\n end\n switch costume to (costume)\n end\nend\n\nwhen flag clicked\nhide\n\ndefine Create A Clone at x: (x) y: (y) Type: (1-2)\ngo to x: (x) y: (y)\nset [costume v] to (1-2)\ncreate clone of (_myself_ v)\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: [207] y: [-124] Type: [1]\n Create A Clone at x: [135] y: [4] Type: [1]\n Create A Clone at x: [-228] y: [103] Type: [1]\nend\nif <(Level) = [11]> then\n Create A Clone at x: [210] y: [86] Type: [1]\n Create A Clone at x: [39] y: [24] Type: [1]\n Create A Clone at x: [-69] y: [-40] Type: [1]\nend\nif <(Level) = [13]> then\n Create A Clone at x: [235] y: [-123] Type: [1]\n Create A Clone at x: [230] y: [0] Type: [1]\n Create A Clone at x: [200] y: [96] Type: [1]\nend\nif <(Level) = [14]> then\n Create A Clone at x: [-226] y: [-10] Type: [1]\n Create A Clone at x: [214] y: [-10] Type: [1]\n Create A Clone at x: [220] y: [130] Type: [1]\n Create A Clone at x: [-220] y: [85] Type: [1]\nend\nif <(Level) = [15]> then\n Create A Clone at x: [226] y: [-13] Type: [2]\n Create A Clone at x: [226] y: [-12] Type: [1]\n Create A Clone at x: [200] y: [-123] Type: [1]\nend\nif <(Level) = [16]> then\n Create A Clone at x: [-223] y: [77] Type: [1]\n Create A Clone at x: [226] y: [78] Type: [1]\n Create A Clone at x: [220] y: [-22] Type: [2]\n Create A Clone at x: [-220] y: [-22] Type: [1]\nend\nif <(Level) = [17]> then\n Create A Clone at x: [223] y: [-124] Type: [1]\n Create A Clone at x: [29] y: [-124] Type: [1]\nend\nif <(Level) = [19]> then\n Create A Clone at x: [219] y: [-124] Type: [1]\n Create A Clone at x: [-229] y: [56] Type: [1]\n Create A Clone at x: [228] y: [134] Type: [1]\n Create A Clone at x: [216] y: [-41] Type: [2]\n Create A Clone at x: [27] y: [56] Type: [1]\nend\nif <(Level) = [23]> then\n Create A Clone at x: [-226] y: [2] Type: [1]\nend\nif <(Level) = [24]> then\n Create A Clone at x: [226] y: [-74] Type: [2]\n Create A Clone at x: [82] y: [4] Type: [1]\nend\nif <(Level) = [25]> then\n Create A Clone at x: [22] y: [-125] Type: [2]\nend\nif <(Level) = [26]> then\n Create A Clone at x: [228] y: [80] Type: [2]\n Create A Clone at x: [55] y: [80] Type: [1]\n Create A Clone at x: [228] y: [-122] Type: [1]\nend\nif <(Level) = [27]> then\n Create A Clone at x: [228] y: [-124] Type: [2]\nend\nif <(Level) = [28]> then\n Create A Clone at x: [200] y: [-122] Type: [1]\n Create A Clone at x: [-228] y: [-15] Type: [1]\n Create A Clone at x: [-228] y: [66] Type: [1]\n Create A Clone at x: [229] y: [67] Type: [2]\nend\nif <(Level) = [30]> then\n Create A Clone at x: [160] y: [-12] Type: [2]\n Create A Clone at x: [-228] y: [85] Type: [1]\nend\n\nwhen I start as a clone\nwait (1) seconds\nforever\n if <touching (danger v)?> then\n wait (0.05) seconds\n delete this clone\n end\n if <touching (weapon v)?> then\n set [die v] to [2]\n if <<(costume) = [2]> and <not <[collected v] contains (Level)?>>> then\n set size to (80) %\n switch costume to (costume1 v)\n else\n if <<(costume) = [2]> and <[collected v] contains (Level)?>> then\n set [ghost v] effect to (0)\n set rotation style [all around v]\n go to [front v] layer\n repeat (12)\n change [ghost v] effect by (7)\n turn right (15) degrees\n change y by (y)\n change [y v] by (-1)\n end\n repeat until <[-178] > (y position)>\n change y by (y)\n change [y v] by (-1)\n end\n delete this clone\n end\n end\n if <not <(costume) = [2]>> then\n if <(pick random (1) to (2)) = [1]> then\n set size to (45) %\n switch costume to (+1 v)\n set [ghost v] effect to (0)\n repeat (10)\n change [ghost v] effect by (10)\n change y by (3)\n end\n change [coins v] by (1)\n delete this clone\n else\n set [ghost v] effect to (0)\n set rotation style [all around v]\n go to [front v] layer\n repeat (12)\n change [ghost v] effect by (7)\n turn right (15) degrees\n change y by (y)\n change [y v] by (-1)\n end\n repeat until <[-178] > (y position)>\n change y by (y)\n change [y v] by (-1)\n end\n delete this clone\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <<touching (player v)?> and <(costume) = [2]>> then\n if <(die) = [0]> then\n set [finish v] to [No]\n else\n add (Level) to [collected v]\n change [throwable v] by (10)\n delete this clone\n end\n end\n if <<<(die) = [0]> and <(costume) = [2]>> and <(Shop) = [No]>> then\n change [counter v] by (1)\n add (x position) to [xpositioned v]\n add (y position) to [ypositioned v]\n create clone of (enemy weapons v)\n wait (1) seconds\n end\nend\n\nwhen I receive [start v]\nset [counter v] to [0]\ndelete all of [direction v]\ndelete all of [xpositioned v]\ndelete all of [ypositioned v]\ndelete all of [collected v]\n\nwhen I receive [lose v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Enemy Weapons\n\nwhen I start as a clone\nset size to (60) %\nshow\ngo to x: (item (Counter) of [xpositioned v]) y: (item (Counter) of [ypositioned v])\nrepeat until <<touching (_edge_ v)?> or <<touching (weapon v)?> or <touching (platform v)?>>>\n if <(Shop) = [No]> then\n change x by (-10)\n end\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n next costume\n wait (0.05) seconds\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [lose v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Coins\n\nwhen I receive [start v]\nset [coins v] to [0]\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 [create clones v]\nif <(Level) = [1]> then\n Create A Clone At x: [-133] y: [-90]\n Create A Clone At x: [-92] y: [-90]\n Create A Clone At x: [-111] y: [-56]\n Create A Clone At x: [121] y: [-90]\n Create A Clone At x: [167] y: [-90]\n Create A Clone At x: [145] y: [-56]\nelse\n if <(Level) = [2]> then\n Create A Clone At x: [-46] y: [-15]\n Create A Clone At x: [-18] y: [-15]\n Create A Clone At x: [8] y: [-15]\n Create A Clone At x: [34] y: [-15]\n else\n if <(Level) = [3]> then\n Create A Clone At x: [90] y: [-111]\n Create A Clone At x: [160] y: [-111]\n Create A Clone At x: [125] y: [-111]\n Create A Clone At x: [90] y: [-75]\n Create A Clone At x: [160] y: [-75]\n Create A Clone At x: [125] y: [-75]\n else\n if <(Level) = [4]> then\n Create A Clone At x: [-34] y: [128]\n Create A Clone At x: [-34] y: [95]\n Create A Clone At x: [160] y: [128]\n Create A Clone At x: [160] y: [95]\n else\n if <(Level) = [5]> then\n Create A Clone At x: [-42] y: [68]\n Create A Clone At x: [-42] y: [35]\n Create A Clone At x: [-4] y: [-70]\n Create A Clone At x: [-4] y: [-106]\n else\n if <(Level) = [6]> then\n Create A Clone At x: [-75] y: [-34]\n Create A Clone At x: [-75] y: [3]\n Create A Clone At x: [-41] y: [-34]\n Create A Clone At x: [-41] y: [3]\n else\n if <(Level) = [7]> then\n Create A Clone At x: [-65] y: [43]\n Create A Clone At x: [-65] y: [11]\n Create A Clone At x: [124] y: [43]\n Create A Clone At x: [124] y: [11]\n else\n if <(Level) = [8]> then\n Create A Clone At x: [-91] y: [-18]\n Create A Clone At x: [35] y: [22]\n Create A Clone At x: [170] y: [68]\n else\n if <(Level) = [9]> then\n Create A Clone At x: [-49] y: [-70]\n Create A Clone At x: [-49] y: [-104]\n Create A Clone At x: [-12] y: [58]\n Create A Clone At x: [-12] y: [87]\n Create A Clone At x: [13] y: [-79]\n else\n if <(Level) = [10]> then\n Create A Clone At x: [-107] y: [-66]\n Create A Clone At x: [-172] y: [-66]\n Create A Clone At x: [-140] y: [-83]\n else\n if <(Level) = [11]> then\n Create A Clone At x: [37] y: [66]\n Create A Clone At x: [-90] y: [8]\n else\n if <(Level) = [12]> then\n Create A Clone At x: [-90] y: [21]\n Create A Clone At x: [36] y: [70]\n else\n if <(Level) = [13]> then\n Create A Clone At x: [-225] y: [64]\n Create A Clone At x: [-225] y: [34]\n Create A Clone At x: [-225] y: [4]\n else\n if <(Level) = [14]> then\n Create A Clone At x: [-31] y: [-40]\n Create A Clone At x: [-31] y: [-70]\n else\n if <(Level) = [19]> then\n Create A Clone At x: [-128] y: [-83]\n Create A Clone At x: [-99] y: [-83]\n Create A Clone At x: [-71] y: [-83]\n Create A Clone At x: [-45] y: [-83]\n else\n if <(Level) = [20]> then\n Create A Clone At x: [-92] y: [-99]\n Create A Clone At x: [-60] y: [-99]\n Create A Clone At x: [-30] y: [-99]\n Create A Clone At x: [-92] y: [-61]\n Create A Clone At x: [-60] y: [-61]\n Create A Clone At x: [-30] y: [-61]\n else\n if <(Level) = [22]> then\n Create A Clone At x: [-49] y: [-69]\n Create A Clone At x: [-20] y: [-69]\n Create A Clone At x: [7] y: [-69]\n Create A Clone At x: [32] y: [-69]\n else\n if <(Level) = [23]> then\n Create A Clone At x: [-212] y: [40]\n Create A Clone At x: [-175] y: [40]\n else\n if <(Level) = [24]> then\n Create A Clone At x: [-30] y: [-65]\n Create A Clone At x: [-6] y: [-65]\n Create A Clone At x: [18] y: [-65]\n Create A Clone At x: [120] y: [-96]\n Create A Clone At x: [120] y: [-117]\n else\n if <(Level) = [26]> then\n Create A Clone At x: [-69] y: [-111]\n Create A Clone At x: [-69] y: [-54]\n Create A Clone At x: [-69] y: [-82]\n else\n if <(Level) = [29]> then\n Create A Clone At x: [-62] y: [-96]\n Create A Clone At x: [3] y: [-96]\n Create A Clone At x: [-30] y: [-96]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [deleteclones v]\ndelete this clone\n\nwhen I start as a clone\nset size to (45) %\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nforever\n if <touching (player v)?> then\n change [coins v] by (1)\n delete this clone\n end\nend\n\nwhen I receive [lose v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n end\nend\n\n@Text\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to ((Level) - (1))\nrepeat (10)\n change x by (((-345) - (x position)) / (3))\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\n go to [back v] layer\nend\n\nwhen I receive [platformeffect v]\ngo to x: (460) y: (0)\nswitch costume to (Level)\ncreate clone of (_myself_ v)\nrepeat (20)\n change x by (((0) - (x position)) / (3))\nend\n\nwhen I receive [lose v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Health\n\nwhen I receive [start v]\nset [health v] to [3]\nforever\n if <(Health) = [0]> then\n broadcast (Lose v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [digits v] to [0]\nrepeat (10)\n change [digits v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nforever\n set size to (45) %\n go to x: (((digits) * (11)) - (235)) y: (160)\n if <(length of (Show Health)) < (digits)> then\n hide\n else\n show\n switch costume to (letter (digits) of (Show Health))\n end\nend\n\nwhen I receive [start v]\nforever\n set [show health v] to (join [H:] (Health))\nend\n\nwhen I receive [lose v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Show Coins\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [digits v] to [0]\nrepeat (10)\n change [digits v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nforever\n set size to (45) %\n go to x: (((digits) * (10)) - (235)) y: (135)\n if <(length of (Show Coins)) < (digits)> then\n hide\n else\n show\n switch costume to (letter (digits) of (Show Coins))\n end\nend\n\nwhen I receive [start v]\nforever\n set [show coins v] to (join [C:] (Coins))\nend\n\nwhen I receive [lose v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Shurikens\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ndelete all of [weapons v]\nset [digits v] to [0]\nwait until <[weapons v] contains [Shurikens]?>\nrepeat (10)\n change [digits v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nforever\n set size to (45) %\n go to x: (((digits) * (10)) - (160)) y: (160)\n if <(length of (Shurikens)) < (digits)> then\n hide\n else\n show\n switch costume to (letter (digits) of (Shurikens))\n end\nend\n\nwhen I receive [start v]\nforever\n set [shurikens v] to (join [S:] (Throwable))\nend\n\nwhen I receive [lose v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Buttons\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [shop v] to [No]\nshow\nforever\n switch costume to (shop v)\n go to x: (-198) y: (-162)\n if <touching (mouse-pointer v)?> then\n repeat until <(size) > [95]>\n change size by (2)\n end\n if <mouse down?> then\n if <(Shop) = [No]> then\n set [shop v] to [Yes]\n broadcast (Shop v)\n create clone of (_myself_ v)\n end\n wait until <not <mouse down?>>\n end\n else\n repeat until <(size) < [92]>\n change size by (-2)\n end\n end\nend\n\nwhen I receive [start v]\ngo to [front v] layer\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nshow\nforever\n switch costume to (close v)\n go to [front v] layer\n go to x: (111) y: (98)\n if <touching (mouse-pointer v)?> then\n repeat until <(size) > [95]>\n change size by (2)\n end\n if <mouse down?> then\n if <(Shop) = [Yes]> then\n set [shop v] to [No]\n broadcast (No Shop v)\n delete this clone\n end\n wait until <not <mouse down?>>\n end\n else\n repeat until <(size) < [92]>\n change size by (-2)\n end\n end\nend\n\nwhen I receive [lose v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Shop\n\nwhen flag clicked\nhide\nforever\n go to x: (0) y: (0)\n switch costume to (1 v)\n go to [front v] layer\nend\n\nwhen I receive [shop v]\nshow\nset [clone# v] to [1]\ncreate clone of (_myself_ v)\nset [clone# v] to [2]\ncreate clone of (_myself_ v)\nforever\n switch costume to (1 v)\n go [backward v] (1) layers\n go to [front v] layer\nend\n\nwhen I receive [no shop v]\nhide\ndelete this clone\n\nwhen I start as a clone\nforever\n go to [front v] layer\n if <(clone#) = [1]> then\n go to x: (90) y: (14)\n switch costume to (buy v)\n end\n if <(clone#) = [2]> then\n go to x: (90) y: (-62)\n if <[weapons v] contains [Shurikens]?> then\n switch costume to (buy v)\n else\n switch costume to (locked v)\n end\n end\nend\n\nwhen I start as a clone\nset size to (90) %\nshow\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n repeat until <(size) > [95]>\n change size by (2)\n end\n if <mouse down?> then\n if <(clone#) = [1]> then\n if <<(Coins) = [10]> or <(Coins) > [10]>> then\n change [health v] by (1)\n change [coins v] by (-10)\n end\n end\n if <<(clone#) = [2]> and <not <(costume [name v]) = [Locked]>>> then\n if <<(Coins) = [10]> or <(Coins) > [10]>> then\n change [throwable v] by (10)\n change [coins v] by (-10)\n end\n end\n wait until <not <mouse down?>>\n end\n else\n repeat until <(size) < [92]>\n change size by (-2)\n end\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [lose v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Intro\n\nwhen I receive [intro v]\nset [clone# v] to [8]\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\nswitch costume to (back v)\nset [who? v] to [0]\nshow\nset size to (0) %\nset [imp v] to [-179]\npoint in direction (imp)\nset [imp v] to [0]\nrepeat until <(Who?) = [1]>\n go to [back v] layer\n go [forward v] (1) layers\n set [imp v] to (((imp) * (.8)) + (((100) - (size)) / (10)))\n turn right (((90) - (direction)) / (5)) degrees\n change size by (imp)\nend\nset [clone# v] to [1]\ncreate clone of (_myself_ v)\nset [clone# v] to [2]\ncreate clone of (_myself_ v)\nset [clone# v] to [3]\ncreate clone of (_myself_ v)\nset [clone# v] to [4]\ncreate clone of (_myself_ v)\nset [clone# v] to [5]\ncreate clone of (_myself_ v)\nset [clone# v] to [6]\ncreate clone of (_myself_ v)\nset [clone# v] to [7]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\nif <(clone#) = [1]> then\n switch costume to (1 v)\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n set [who? v] to [2]\n start sound [Low Whoosh v]\nend\n\nwhen I start as a clone\nif <(clone#) = [2]> then\n switch costume to (2 v)\n set [ghost v] effect to (100)\n show\n wait until <(Who?) = [2]>\n repeat (10)\n change [ghost v] effect by (-10)\n end\n set [who? v] to [3]\n start sound [Low Whoosh v]\nend\n\nwhen I start as a clone\nif <(clone#) = [3]> then\n switch costume to (3 v)\n set [ghost v] effect to (100)\n wait until <(Who?) = [3]>\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n set [who? v] to [4]\n start sound [Low Whoosh v]\nend\n\nwhen I start as a clone\nif <(clone#) = [4]> then\n switch costume to (4 v)\n set [ghost v] effect to (100)\n wait until <(Who?) = [4]>\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n set [who? v] to [5]\n start sound [Low Whoosh v]\nend\n\nwhen I start as a clone\nif <(clone#) = [5]> then\n switch costume to (5 v)\n set [ghost v] effect to (100)\n wait until <(Who?) = [5]>\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n set [who? v] to [6]\n start sound [Low Whoosh v]\nend\n\nwhen I start as a clone\nif <(clone#) = [6]> then\n switch costume to (6 v)\n set [ghost v] effect to (100)\n wait until <(Who?) = [6]>\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n set [who? v] to [7]\n start sound [Low Whoosh v]\nend\n\nwhen I start as a clone\nif <(clone#) = [7]> then\n switch costume to (7 v)\n set [ghost v] effect to (100)\n wait until <(Who?) = [7]>\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (1.5) seconds\n set [who? v] to [8]\nend\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nforever\n if <(Who?) = [8]> then\n if <not <(costume [name v]) = [Background]>> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n end\n end\nend\n\nwhen I receive [intro v]\nforever\n if <(Who?) = [8]> then\n switch costume to (logo v)\n repeat until <(y position) < [-266]>\n turn right (15) degrees\n change y by (-10)\n end\n hide\n broadcast (EndIntro v)\n end\nend\n\nwhen I receive [intro v]\nwait (2) seconds\nset [who? v] to [1]\n\nwhen I receive [intro v]\nplay sound [Music v] until done\n\nwhen I start as a clone\npoint in direction (90)\nshow\nset [i v] to [0]\nset size to (i) %\ngo to [front v] layer\nrepeat until <(Who?) = [8]>\n set [i v] to (((i) * (.8)) + (((100) - (size)) / (5)))\n change size by (i)\nend\n\nwhen I start as a clone\nif <(clone#) = [8]> then\n switch costume to (background v)\n go to [back v] layer\nend\n\nwhen I receive [endintro v]\nstop all sounds\nhide\nstop [other scripts in sprite v]\nbroadcast (Start v)\nbroadcast (Create Clones v)\n\nwhen I receive [intro v]\nwait until <key (space v) pressed?>\nbroadcast (EndIntro v)\n\n@Splash\n\nwhen I receive [win v]\nstart sound [Triumph v]\nswitch costume to (mission completed v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nforever\n switch costume to (mission completed v)\n go to x: (0) y: (0)\n go to [front v] layer\nend\n\nwhen I receive [lose v]\nstart sound [Lose v]\nswitch costume to (mission failed v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nforever\n switch costume to (mission failed v)\n go to x: (0) y: (0)\n go to [front v] layer\n if <mouse down?> then\n broadcast (Start v)\n end\nend\n\nwhen I receive [start v]\nstop all sounds\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\nhide\n\n@Thumbnail\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.05)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\nwhen I receive [start v]\nforever\n if <<(Coins) > [4]> and <key (n v) pressed?>> then\n change [coins v] by (-5)\n set [finish v] to [Yes]\n wait until <not <<(Coins) > [4]> and <key (n v) pressed?>>>\n end\nend\n\n | Instructions\n*Use the W,A,S,D or Arrow Keys To Move The Player.\n*Press Space To Use Weapons.\n*Press N to Skip If You Have 5 Coins To Spare.\n |
[Entry] Halloween || A 360 Platformer #games #art #music | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [green flag v]\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\n\nforever\n play sound [halloween-background-music-royalty-free-instrumental-music-for-videos v] until done\nend\n\n@Intro\n\nwhen I start as a clone\nif <(cloneid) = [7]> then\n\nwhen I start as a clone\nif <(ID) = [8]> then\n forever\n go to [back v] layer\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\npoint in direction (90)\nhide\nswitch costume to (filler v)\nset [id v] to [5]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nswitch costume to (filler2 v)\nset [id v] to [6]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nswitch costume to (filler3 v)\nset [id v] to [5]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nswitch costume to (filler4 v)\nset [id v] to [6]\ncreate clone of (_myself_ v)\nwait (1) seconds\nhide\npoint in direction (-90)\nset rotation style [all around v]\nset [id v] to [8]\ngo to x: (-240) y: (180)\nrepeat (6)\n repeat (8)\n set [id v] to [8]\n create clone of (_myself_ v)\n change x by (71)\n end\n set x to (-240)\n change y by (-72)\nend\ngo to x: (0) y: (0)\npoint in direction (90)\nwait (7) seconds\nbroadcast (Green flag v)\n\nwhen I start as a clone\n\nwhen I start as a clone\nif <(ID) = [2]> then\n set size to (100) %\n switch costume to (filler 1 v)\n clear graphic effects\n go to x: (-480) y: (0)\n show\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (12))\n end\nend\n\nwhen I start as a clone\nif <(ID) = [3]> then\n set size to (100) %\n switch costume to (filler 2 v)\n clear graphic effects\n go to x: (480) y: (0)\n show\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (12))\n end\nend\n\nwhen flag clicked\nwait (3.5) seconds\npoint in direction (90)\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\nset [id v] to [3]\ncreate clone of (_myself_ v)\nset [id v] to [4]\ncreate clone of (_myself_ v)\nset [id v] to [9]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(ID) = [4]> then\n point in direction (0)\n set size to (0) %\n switch costume to (pfp full v)\n clear graphic effects\n set [ghost v] effect to (100)\n go to x: (0) y: (-360)\n show\n repeat until <<(round (size)) = [100]> and <<(round (direction)) = [90]> and <(round (y position)) = [80]>>>\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (4))\n change size by (((100) - (size)) / (4))\n end\nend\n\nwhen I start as a clone\nif <(ID) = [5]> then\n set size to (100) %\n clear graphic effects\n go to x: (480) y: (360)\n show\n repeat until <<(round (y position)) = [0]> and <(round (x position)) = [0]>>\n change y by (((0) - (y position)) / (4))\n change x by (((0) - (x position)) / (4))\n end\n wait (0.1) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [6]> then\n set size to (100) %\n clear graphic effects\n go to x: (-480) y: (-360)\n show\n repeat until <<(round (y position)) = [0]> and <(round (x position)) = [0]>>\n change y by (((0) - (y position)) / (4))\n change x by (((0) - (x position)) / (4))\n end\n wait (0.1) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [7]> then\n set size to (100) %\n clear graphic effects\n go to x: (-480) y: (-360)\n show\n repeat until <<(round (y position)) = [0]> and <(round (x position)) = [0]>>\n change y by (((0) - (y position)) / (4))\n change x by (((0) - (x position)) / (4))\n end\n wait (0.32) seconds\n delete this clone\nend\n\nswitch costume to (filler v)\n\nswitch costume to (filler2 v)\n\nswitch costume to (filler2 v)\n\nwhen I start as a clone\nif <(ID) = [8]> then\n show\n switch costume to (filler5 v)\n set size to (0) %\n repeat (28)\n turn right (((90) - (direction)) / (3)) degrees\n change size by (((205) - (size)) / (5))\n end\n wait (1) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [1]> then\n set size to (100) %\n clear graphic effects\n go to x: (0) y: (0)\n show\n forever\n switch costume to (blank v)\n set size to (150) %\n switch costume to (slide v)\n repeat (8)\n change x by (-6)\n change y by (6)\n end\n go to x: (0) y: (0)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [4]> then\n forever\n point in direction ((([tan v] of ((turn) * (150)) ) * (5)) + (90))\n change [turn v] by (0.04)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [9]> then\n point in direction (0)\n set size to (0) %\n switch costume to (untitled drawing \(2\) v)\n clear graphic effects\n set [ghost v] effect to (100)\n go to x: (0) y: (360)\n show\n repeat until <<(round (size)) = [100]> and <<(round (direction)) = [90]> and <(round (y position)) = [80]>>>\n change [ghost v] effect by (-10)\n turn right (((90) - (direction)) / (4)) degrees\n change y by (((80) - (y position)) / (4))\n change size by (((100) - (size)) / (4))\n end\nend\n\nwhen flag clicked\nplay sound (pick random (1) to (2)) until done\nbroadcast (Delete v)\nset [id v] to [10]\ncreate clone of (_myself_ v)\n\nwhen I receive [delete v]\nwait (0.6) seconds\ndelete this clone\n\nwhen I start as a clone\nif <(ID) = [10]> then\n set size to (100) %\n switch costume to (filler v)\n clear graphic effects\n go to x: (-480) y: (0)\n show\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (4))\n end\n delete this clone\nend\n\n@Platform\n\ndefine SET HACK SIZE TO (number or text)\nswitch costume to (size hack v)\nset size to (number or text) %\nswitch costume to (costume1 v)\n\nwhen I receive [respawn v]\npoint in direction (90)\ngo to x: (-10) y: (-500)\nset [d vel v] to [0]\nset [y vel v] to [0]\nstop all sounds\n\nplay sound [Sunshine v] until done\n\nwhen I receive [green flag v]\ngo to [front v] layer\nshow\nbroadcast (respawn v)\nSET HACK SIZE TO [200]\nforever\n change [y vel v] by (1)\n if <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [d vel v] by (-0.2)\n end\n if <<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> then\n change [d vel v] by (0.2)\n end\n set [d vel v] to ((d vel) * (0.8))\n turn right (d vel) degrees\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (4)\n turn right ((d vel) * (-1)) degrees\n set [d vel v] to [0]\n end\n end\n end\n end\n end\n change y by (y vel)\n if <touching (player v)?> then\n change y by ((y vel) * (-1))\n set [y vel v] to [0]\n end\n if <key (r v) pressed?> then\n broadcast (respawn v)\n end\n change y by (1)\n if <touching (player v)?> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > [50]> and <mouse down?>>> then\n set [y vel v] to [-12]\n end\n end\n change y by (-1)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nforever\n play sound [halloween-background-music-royalty-free-instrumental-music-for-videos v] until done\nend\n\nwhen I receive [win v]\npoint in direction (90)\ngo to x: (-10) y: (-500)\nset [d vel v] to [0]\nset [y vel v] to [0]\nstop all sounds\n\nplay sound [Sunshine v] until done\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nplay sound [Sunshine v] until done\n\nwhen flag clicked\nif <(lvl) = [1]> then\n switch costume to (costume1 v)\nend\n\nwhen I receive [lvl2 v]\nswitch costume to (costume2 v)\nset [d vel v] to [0]\nset [y vel v] to [0]\nbroadcast (respawn v)\n\nwhen I receive [lvl2 v]\n\nnext costume\n\nforever\n\nnext costume\n\n\n\nswitch costume to (costume2 v)\n\n@player\n\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> and <touching (level v)?>> then\n set [y v] to [15]\n switch costume to (costume4 v)\n start sound [Jump v]\nend\n\nwhen flag clicked\ngo to x: (0) y: (-1)\nhide\n\nwhen I receive [respawn v]\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nforever\n change y by (-5)\n if <touching color (#013750)?> then\n set [y vel v] to [-20]\n end\n if <touching color (#57d0ff)?> then\n broadcast (respawn v)\n end\n if <touching color (#429fc3)?> then\n broadcast (respawn v)\n end\n if <touching color (#44ff00)?> then\n broadcast (lvl2 v)\n set [lvl v] to [2]\n end\n if <touching color (#1f7600)?> then\n broadcast (Win v)\n stop [other scripts in sprite v]\n end\n if <touching color (#ff0c0c)?> then\n broadcast (respawn v)\n end\n change y by (5)\nend\n\nwhen I receive [green flag v]\nshow\n\nwhen flag clicked\nforever\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n switch costume to (costume3 v)\n else\n switch costume to (costume1 v)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n switch costume to (costume2 v)\n end\nend\n\n@ clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (pick random (50) to (80)) %\nshow\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 I receive [green flag v]\nforever\n set [side v] to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait (pick random (1) to (2)) seconds\nend\n\n@Win\n\nwhen flag clicked\ngo to x: (1) y: (113)\nhide\n\nwhen I receive [win v]\nshow\n\n@Spikes\n\nwhen I receive [green flag v]\nshow\ngo to [back v] layer\npoint in direction (90)\nSet hack size to ([size v] of [platform v])\nforever\n go to (platform v)\n point in direction ([direction v] of [platform v])\nend\n\ndefine Set hack size to (size)\nswitch costume to (size hack v)\nset size to (size) %\nswitch costume to (costume1 v)\n\nwhen I receive [green flag v]\nforever\n change y by (1)\n if <touching (player v)?> then\n broadcast (respawn v)\n end\n change y by (-1)\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(lvl) = [1]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\n@Fog\n\nwhen I start as a clone\nset x to (554)\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-2)\n go to [back v] layer\n go [forward v] (9) layers\n change x by (-1)\n if <(x position) = [0]> then\n create clone of (_myself_ v)\n end\n if <(x position) = [-554]> then\n delete this clone\n end\nend\nforever\n set [ghost v] effect to (80)\n go to [back v] layer\n go [forward v] (9) layers\n change x by (-1)\n if <(x position) = [0]> then\n create clone of (_myself_ v)\n end\n if <(x position) = [-554]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\n\nwhen I receive [green flag v]\nset [ghost v] effect to (80)\ngo to x: (0) y: (0)\nshow\ncreate clone of (_myself_ v)\nforever\n change x by (-1)\n if <(x position) = [-554]> then\n hide\n end\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\ndelete this clone\n\nwhen I receive [stoap v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@TN\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n | Happy Halloween!!! Part 2 #20\n\nCredits - Major thanks to @Kool_Kodes for 360 engine!!! Also @TimMcCool For fog. And @CoderMcCode for my amazing Intro\n\nControls - WASD/Keys/Mobile to move the player. Press R to restart.\n\nPlease love and fave for more\n\n#games #art #music |
Burger Spirited Away platformer Multiplayer #Games #Famous #Multiplayer #All #Music #Platformer #1 | @Stage\n\n@Blank\n\n@Player\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n change [tick v] by (1)\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Game On\npoint in direction (87)\nset [x v] to [-145]\nset [y v] to [10]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (90) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (left v)\n point in direction (90)\n change [sx v] by (-2)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume2 v)\n change [sx v] by (2)\nend\nif <not <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>>> then\n switch costume to (idle v)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (left up v)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (right up v)\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <not <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>>> then\n switch costume to (up v)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nstart sound [Crunch v]\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\nwhen flag clicked\nhide\npoint in direction (87)\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (Connecting v)\nbroadcast (setup others v) and wait\nbroadcast (Join Game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (Connected v)\n start sound [Connect v]\nelse\n broadcast (Full v)\n start sound [Disconnect v]\nend\nbroadcast (Begin v)\n\nwhen I receive [begin v]\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [tick v]\nif <(MY PLAYER #) > [0]> then\n send cloud data\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n set size to (85) %\n if <key (right arrow v) pressed?> then\n repeat until <not <key (right arrow v) pressed?>>\n wait (0.01) seconds\n next costume\n end\n end\n if <not <key (right arrow v) pressed?>> then\n switch costume to (costume1 v)\n end\nend\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [460] y: [0]\n Clone at x: [500] y: [0]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (1) layers\n\n@Danger\n\nwhen I receive [green flag v]\nset size to (80) %\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [460] y: [0]\n Clone at x: [500] y: [0]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n start sound [Collect v]\n change [collected v] by (1)\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nshow variable [collected v]\nif <(LEVEL) = [1]> then\n switch costume to (dot v)\n Clone at x: [200] y: [0]\n Clone at x: [410] y: [-30]\n Clone at x: [745] y: [3]\n Clone at x: [1030] y: [20]\nend\nset [x v] to [-99999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen [m v] key pressed\nif <(username) = [DM_Coder27]> then\n show variable [mouse v]\n set [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\nend\n\nwhen flag clicked\nhide variable [mouse v]\nhide variable [collected v]\nset [collected v] to [0]\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (open v)\n Clone at x: [9999999999] y: [0]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\n@Others\n\nwhen I receive [setup others v]\nsetup others\n\ndefine setup others\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nif <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\nelse\n Tick\nend\n\ndefine Tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nif <(names) = [1]> then\n say (join (player #) (join [: ] (value)))\nelse\n say []\nend\nvalue = read from encoded\nvalue = read from encoded\nset size to (400) %\nset x to ((value) - (SCROLL X))\nset size to (115) %\nvalue = read from encoded\nset size to (400) %\nset y to ((value) - (SCROLL Y))\nset size to (115) %\nvalue = read from encoded\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\nwhen flag clicked\nforever\n set size to (85) %\nend\n\n@Joining\n\nwhen I receive [connected v]\ngo to [front v] layer\ngo [backward v] (1) layers\nswitch costume to (connected v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [connecting v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [full v]\nswitch costume to (full v)\nshow\n\nwhen I receive [begin v]\nhide\n\n@Loading\n\nwhen flag clicked\ngo to [front v] layer\nset size to (100) %\nhide\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (-80)\n\nwhen I receive [connecting v]\nrepeat (11)\n create clone of (_myself_ v)\n turn right (40) degrees\nend\n\nwhen I receive [connected v]\nhide\ndelete this clone\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nforever\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (-6)\n change size by (1)\n end\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (6)\n change size by (-1)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@spirited-away-miyazaki-jiufen-taiwan\n\nwhen flag clicked\ngo to [back v] layer\nforever\n\nwhen flag clicked\nforever\n wait (0.02) seconds\n next costume\nend\n\nwhen flag clicked\nforever\n play sound [One Summer's Day - Spirited Away2 v] until done\nend\n\n@Thumbnail2\n\nwhen flag clicked\nhide\n\n | Burger Spirited away Platformer Multiplayer :D!\n\nBurger was caught in spirited away so people chased him...\n------------------------------------------------------------------------\nfeatures-\n\nrunning burger\nmultiplayer\nscrolling\ndanger\ncollectables\nbased on the film!\nLET'S GET THIS TOP LOVED/ 1ST ON TRENDING ALL!!!\n#games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #griffpatch #griffpatch #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all |
Platform, the platformer 2 | @Stage\n\nwhen flag clicked\ndelete all of [data v]\nadd [222222222222002000000000000002000000000000002200000000000002200000000000002200000000000002200000000000002200000000000000200000000000000211111111111111222222222222222] to [data v]\nadd [222222222222222200000000000002200000000000002200000000000002200000000000002200000000000002200000000000002000000000000000000000000000000111111001111111222222002222222] to [data v]\nadd [222222222222222200000000000002200000000000002200000000000002200000000000002200000000000002200000000000002000000000000002000000000000002111111111111112222222222222222] to [data v]\nadd [222222222222222200000000000000200000000000000200000000000002200000000000002200000000000002200000000000002200000000000002000000000000002000000000000002111111111111002] to [data v]\nadd [222222222222222000000000000000000000000000000111111111111111222222222222222222222222222222222222222222222222222222222222222222222222222222222222222222222222222222222] to [data v]\nadd [222222222222222000000000000002000000000000002100000000000002200000000000002200000000000002200000000000002200000000000002200000000000002211111111111112222222222222222] to [data v]\nadd [222222222222222000000000000000000000000000000100000000000001210000000000012221000000000122222100000001222222210000012222222221000122222222222101222222222222212222222] to [data v]\nadd [200222222222002200000000000002200000000000002200000000000002200000000000002200000000000002200000000000002200000000000002200000000000000200000000000000211111111111111] to [data v]\nadd [222222222222222000000000000002000000000000002200000000000000200000000000000200000000111111200000000200002200000000200002200000000200002200000000200002200111111211002] to [data v]\nadd [222222222222222222222222222222222222222222222000000000000000000000000000000111111111111111222222222222222222222222222222222222222222222222222222222222222222222222222] to [data v]\nadd [222222222222222200000000000002200000000000002000000000000002000000000000002100000000000002200000000000002200000000000002200000000000000200000000000000211111111111111] to [data v]\nadd [222222222222222000000000000000000000000000000100000000000001210000000000012221000000000122222100000001222222210000012222222221000122222222222101222222222222212222222] to [data v]\nadd [222222222222222000000000000000000000000000000100000000000001210000000000012221000000000122222100000001222222210000012222222221000122222222222101222222222222212222222] to [data v]\nadd [222222222222222000000000000000000000000000000100000000000001210000000000012221000000000122222100000001222222210000012222222221000122222222222101222222222222212222222] to [data v]\nadd [222222222222222222222222222000222222222222000222222222222111222222222222222222222222222222222222222222222222222222222222222222222222222222222222222222222222222222222] to [data v]\nadd [222222222222222200000000000002200000000000000200000000000000200000000000002200000000000000200000000000000200000000000002000000000000000000000000000000111111111111111] to [data v]\nadd [222222222222222200000000000002000000000000002000000000000002111111111111112000000000000000000000000000000111111111111111000000000000002000000000000002111111111111112] to [data v]\nadd [222222222222222222222222222222222222222222222222222222222222222222222222222000000000000002000000000000002111111111111112222222222222222222222222222222222222222222222] to [data v]\nadd [222222222222222000000000000000000000000000000200000000000001200000000000002200000000000002200000000000002200000000000002000000000000002000000000000002111111111111112] to [data v]\nadd [222222222222222000000000000000000000000000000111111111111111222222222222222222222222222222222222222222222222222222200002222222222200000222222222200000222222222211111] to [data v]\nadd [222222222222222000000000000000000000000000000100000000000001200000000000002200000000000002200000000000002200000000000002000000000000002000000000000002111111111111112] to [data v]\nadd [222222222222222000000000000000000000000000000111111111111111222222222222222222222222222222222222222222222222222222200002222222222200000222222222200000222222222211111] to [data v]\nadd [222222222222222000000000000000000000000000000100000000000001200000000000002200000000000002200000000000002200000000000002200000000000002200000000000002211111111111112] to [data v]\nadd [222222222222222000000000000000000000000000000111111111111111222222222222222222222222222222222222222222222222222222222222222222222222222222222222222222222222222222222] to [data v]\nadd [222222222222222200000020000000200000020000000200000020000001200000020000002200000020000002200000020000002200000020000002000000000000002000000000000002111111111111112] to [data v]\nadd [222222222222222200000000000002200000000000002200000000000002200000000000002200000000000002200000000000002200000000000002200000000000000200000000000000200111111111111] to [data v]\nadd [222222222222222200000000000002200000000000000200000000000000200000000000111200000110001222200001221012222200012222122222000122222222222001222222222222111222222222222] to [data v]\nadd [222222222222222200000000000002000000000000000000000000000000100000000000001200000000000002200000000000002200000000000002200000000000000200000000000000211111111111111] to [data v]\nadd [222222222222222200000000000002000000000000000000000000000000100000000000001200000000000000200000000000000211111111000000000002000000000000002000000000111111111111111] to [data v]\nadd [222222222222222200000000000002000000000000000000000000000000111111111111111000000000000002000000000000002000000000000002000000000000000000000000000000111111111111111] to [data v]\nadd [222220020000002200000020000002000000020000002000000021111112111111122222222222222222222222222222222222222200000000000002000000000000002000000000000002111111111111112] to [data v]\nadd [200222222222222200000000000002200000000000002200000000000002200000000000002200000000000002200000000000002200000000000002200000000000002200000000000002222222222222222] to [data v]\nadd [200000000000002200000000000002200000000000002200000000000002200000000000002211111110011112200000000000002200000000000002200000000000002200000000000002111110010000002] to [data v]\nadd [222222222222222000000000000002000000000000002111001111111112200000000000002200000000000002200000000000002200000000000002200000000000002200000000000002200000000000002] to [data v]\nadd [222222222222222000000000000000000000000000000000000000000001111111111100002000000000000002000000000000002000000000000002000000000000002000000000000002111111111111112] to [data v]\nadd [222222222222222000000000000000000000000000000000000000000000111000000000111000000000000000000000000000000000000000000000000000000000000000000000000000111111111111111] to [data v]\nadd [222222222222222000000000000000000000000000000000000000000000110000000000011000000000000000000000000000000000000000000000000000000000000000000000000000111111111111111] to [data v]\nadd [222222222222222200000000000000000000000000000000000000000000110000000000011000000000000000000000000000000000000000000000000000000000000000000000000000111111111111111] to [data v]\nadd [200222222222222200000000000002200000000000000200000000000000211111111111111222222222220000222222222220000222222222220000222222222220000222222222220000222222222221111] to [data v]\nadd [200222222222222200000000000002200000000000002200000000000002211111110011112200000000000002200000000000002200000000000002200000000000002200000000000002200111111111112] to [data v]\nadd [222222222000022200000020000002200000020000002200000020000002200000020000002200000020000002200000020000002200000020000002200000000000002200000000000002200111111111112] to [data v]\nadd [222222222222222200000000000002200000000000002200000000000002200000000000002200000000000002200000000000002200000000000002000000000000000000000000000000111111111111111] to [data v]\nadd [222222002222222200000000000002200000000000002200111111111112200000000000002200000000000002200000000000002200000000000002200000000000002200000000000002211111111111112] to [data v]\ndelete all of [areas explored v]\nadd [0,0] to [areas explored v]\nadd [1,0] to [areas explored v]\nadd [2,0] to [areas explored v]\nadd [0,1] to [areas explored v]\nadd [1,1] to [areas explored v]\nadd [2,1] to [areas explored v]\nadd [-1,0] to [areas explored v]\nadd [-1,1] to [areas explored v]\nadd [-1,2] to [areas explored v]\nadd [0,2] to [areas explored v]\nadd [1,2] to [areas explored v]\nadd [-2,0] to [areas explored v]\nadd [-3,0] to [areas explored v]\nadd [-4,0] to [areas explored v]\nadd [-5,0] to [areas explored v]\nadd [2,2] to [areas explored v]\nadd [3,2] to [areas explored v]\nadd [4,2] to [areas explored v]\nadd [-2,2] to [areas explored v]\nadd [-3,2] to [areas explored v]\nadd [-4,2] to [areas explored v]\nadd [-5,2] to [areas explored v]\nadd [-6,2] to [areas explored v]\nadd [-7,2] to [areas explored v]\nadd [-8,2] to [areas explored v]\nadd [-8,-3] to [areas explored v]\nadd [-7,-3] to [areas explored v]\nadd [-6,-3] to [areas explored v]\nadd [-5,-3] to [areas explored v]\nadd [-4,-3] to [areas explored v]\nadd [-3,-3] to [areas explored v]\nadd [-8,-4] to [areas explored v]\nadd [-3,-2] to [areas explored v]\nadd [-3,-1] to [areas explored v]\nadd [-4,-1] to [areas explored v]\nadd [-5,-1] to [areas explored v]\nadd [-6,-1] to [areas explored v]\nadd [-7,-1] to [areas explored v]\nadd [-8,-1] to [areas explored v]\nadd [-8,0] to [areas explored v]\nadd [-8,1] to [areas explored v]\nadd [-9,2] to [areas explored v]\nadd [1,-1] to [areas explored v]\n\nwhen flag clicked\n\n if <key (p v) pressed?> then\n if <[w] = (item (1) of [controls v])> then\n delete all of [controls v]\n add [up arrow] to [controls v]\n add [left arrow] to [controls v]\n add [down arrow] to [controls v]\n add [right arrow] to [controls v]\n add [w] to [controls v]\n add [s] to [controls v]\n add [space] to [controls v]\n add [a] to [controls v]\n add [d] to [controls v]\n else\n delete all of [controls v]\n add [w] to [controls v]\n add [a] to [controls v]\n add [s] to [controls v]\n add [d] to [controls v]\n add [up arrow] to [controls v]\n add [down arrow] to [controls v]\n add [space] to [controls v]\n add [left arrow] to [controls v]\n add [right arrow] to [controls v]\n end\n end\nend\n\n@Character\n\nswitch costume to (3 v)\n\nif <not <key (c v) pressed?>> then\n\nwhen I receive [game start v]\nset [holding dave? v] to [0]\nset [next to dave? v] to [0]\nif <(length of (Code)) = [0]> then\n set [!cannon v] to [0]\nelse\n Find place\nend\nforever\n if <[-10,2] = (Area ID)> then\n glide (1) secs to x: (0) y: (-100)\n switch costume to (s v)\n broadcast (ENDING v) and wait\n stop [all v]\n else\n broadcast (Tick v)\n if <<[1] = (Place)> or <[0] = (dialogue showing)>> then\n go to [front v] layer\n hide\n else\n show\n end\n if <<[0] = (Place)> and <<[0] = (Cutscene)> and <[0] = (dialogue showing)>>> then\n if <(Fight?) = [1]> then\n broadcast (Internal tick v)\n if <(Area ID) = [-9,2]> then\n if <(Player health) < [1]> then\n hide\n go to x: (-152) y: (-115)\n set [areax v] to [-8]\n set [areay v] to [2]\n wait until <(Fight?) = [0]>\n show\n broadcast (Area switch v)\n end\n end\n end\n if <not <(Area ID) = [-9,2]>> then\n set [fight? v] to [0]\n end\n show\n point in direction (90)\n clear graphic effects\n switch costume to (h v)\n if <<key ((item (2) of [controls v]) v) pressed?> or <key ((item (4) of [controls v]) v) pressed?>> then\n change [frame v] by (.5)\n if <key ((item (4) of [controls v]) v) pressed?> then\n set [direction v] to [1]\n if <(Xv) < [8]> then\n change [xv v] by (1)\n end\n set [xv v] to ((Xv) * (.9))\n end\n if <key ((item (2) of [controls v]) v) pressed?> then\n set [direction v] to [0]\n if <[-8] < (Xv)> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (.9))\n end\n else\n set [frame v] to [0]\n set [xv v] to ((Xv) * (.7))\n end\n change x by (Xv)\n if <<<touching (dave, but he's in a thingy v)?> and <(Holding Dave?) = [0]>> or <<touching (creator v)?> or <<touching (gate v)?> or <touching (cannon \(real\) v)?>>>> then\n change y by ((gravity) * (1))\n if <<<touching (dave, but he's in a thingy v)?> and <(Holding Dave?) = [0]>> or <<touching (creator v)?> or <<touching (gate v)?> or <touching (cannon \(real\) v)?>>>> then\n change y by ((gravity) * (1))\n if <<<touching (dave, but he's in a thingy v)?> and <(Holding Dave?) = [0]>> or <<touching (creator v)?> or <<touching (gate v)?> or <touching (cannon \(real\) v)?>>>> then\n change y by ((gravity) * (1))\n if <<<touching (dave, but he's in a thingy v)?> and <(Holding Dave?) = [0]>> or <<touching (creator v)?> or <<touching (gate v)?> or <touching (cannon \(real\) v)?>>>> then\n change y by ((gravity) * (1))\n if <<<touching (dave, but he's in a thingy v)?> and <(Holding Dave?) = [0]>> or <<touching (creator v)?> or <<touching (gate v)?> or <touching (cannon \(real\) v)?>>>> then\n change y by ((gravity) * (1))\n if <<<touching (dave, but he's in a thingy v)?> and <(Holding Dave?) = [0]>> or <<touching (creator v)?> or <<touching (gate v)?> or <touching (cannon \(real\) v)?>>>> then\n set [?cannon v] to [0]\n change x by ((Xv) * (-1))\n change y by ((gravity) * (-5))\n if <key ((item (1) of [controls v]) v) pressed?> then\n if <[1] = (Wall jump)> 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 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) * (gravity))\n if <<<touching (dave, but he's in a thingy v)?> and <(Holding Dave?) = [0]>> or <<touching (creator v)?> or <<touching (gate v)?> or <touching (cannon \(real\) v)?>>>> then\n change y by (((Yv) * (-1)) * (gravity))\n set [?cannon v] to [0]\n set [yv v] to [0]\n end\n change y by ((-1) * (gravity))\n if <<<touching (dave, but he's in a thingy v)?> and <(Holding Dave?) = [0]>> or <<touching (creator v)?> or <<touching (gate v)?> or <touching (cannon \(real\) v)?>>>> then\n if <key ((item (1) of [controls v]) v) pressed?> then\n set [yv v] to [10]\n end\n end\n change y by ((1) * (gravity))\n broadcast (I moved v)\n if <key (space v) pressed?> then\n if <(?Cannon) = [0]> then\n set [!cannon v] to [1]\n set [?cannon v] to [1]\n end\n else\n if <(!Cannon) = [1]> then\n set [!cannon v] to [0]\n broadcast (Cannon v)\n end\n end\n Set costume\n if <touching (border v)?> then\n set [gravity v] to [1]\n set [xv v] to [0]\n set [yv v] to [0]\n broadcast (Area switch v)\n if <(y position) > [140]> then\n change [areay v] by (1)\n set [yv v] to [10]\n go to x: (x position) y: (-140)\n else\n if <[-210] > (x position)> then\n change [areax v] by (-1)\n go to x: (200) y: (y position)\n else\n if <(x position) > [210]> then\n change [areax v] by (1)\n go to x: (-200) y: (y position)\n else\n if <[-140] > (y position)> then\n change [areay v] by (-1)\n go to x: (x position) y: (140)\n end\n end\n end\n end\n set [area id v] to (join (AreaX) (join [,] (AreaY)))\n set [spawnx v] to (x position)\n set [spawny v] to (y position)\n broadcast (Area move v)\n wait until <not <touching (border v)?>>\n if <[-140] = (y position)> then\n set [yv v] to [10]\n end\n end\n end\n if <(Cutscene?) = [1]> then\n go to x: (150) y: (-115)\n wait (1) seconds\n set rotation style [all around v]\n point in direction (90)\n repeat (10)\n change y by (-5)\n turn right (-3) degrees\n end\n set [cutscene? v] to [2]\n go to x: (150) y: (140)\n repeat (56)\n change y by (-5)\n turn right (-3) degrees\n end\n go to x: (150) y: (140)\n repeat (40)\n change y by (-7)\n turn right (-4) degrees\n end\n go to x: (150) y: (140)\n repeat (28)\n change y by (-10)\n turn right (-5) degrees\n end\n go to x: (150) y: (140)\n repeat (24)\n change y by (-12)\n turn right (-6) degrees\n end\n go to x: (150) y: (140)\n repeat (14)\n change y by (-20)\n turn right (-7) degrees\n end\n set rotation style [left-right v]\n set [areay v] to [-3]\n set [area id v] to [-8,-3]\n hide\n broadcast (Reload v)\n go to x: (-150) y: (-115)\n wait (5) seconds\n set [cutscene? v] to [0]\n end\n broadcast (Tock v)\n end\nend\n\ndefine Set costume\nchange [brightness v] effect by (5)\nif <(Direction) = [1]> then\n point in direction (90)\nend\nif <(Direction) = [0]> then\n point in direction (-90)\nend\nif <<[-2] < (Yv)> and <(Yv) < [1]>> then\n if <<(Xv) = [0]> or <[0] = (frame)>> then\n switch costume to (s v)\n if <(Holding Dave?) = [1]> then\n switch costume to (22 v)\n end\n else\n switch costume to ([floor v] of ((4) + ((frame) mod (8))) )\n if <(Holding Dave?) = [1]> then\n switch costume to ((10) + ([floor v] of ((4) + ((frame) mod (8))) ))\n end\n end\nelse\n if <(Yv) < [-2]> then\n switch costume to (fall v)\n else\n switch costume to (jump v)\n end\nend\n\nwhen flag clicked\ndelete all of [moves v]\nadd [a] to [moves v]\nadd [w] to [moves v]\nadd [d] to [moves v]\nadd [left arrow] to [moves v]\nadd [up arrow] to [moves v]\nadd [right arrow] to [moves v]\nset rotation style [left-right v]\ngo to x: (-160) y: (-85)\nset [place v] to [0]\nset [cutscene v] to [0]\nset [areax v] to [0]\nset [areay v] to [0]\nset [area id v] to [0,0]\nset [area x2 v] to [0]\nset [area y2 v] to [0]\nset [wall jump v] to [1]\nset [spawnx v] to [-200]\nset [gravity v] to [1]\nset [spawny v] to [-155]\nset [xv v] to [0]\nset [yv v] to [0]\nset [part v] to [1]\ndelete all of [bosses defeated v]\nhide\n\nset [area id v] to [0,0]\n\npoint in direction (90)\n\nset [areax v] to [1]\nset [areay v] to [0]\n\nwhen flag clicked\nset [cutscene? v] to [0]\n\nset [fight? v] to [1]\n\nshow\n\nset [area id v] to [8,-3]\n\nset [areax v] to [-9]\nset [areay v] to [2]\n\ndelete all of [bosses defeated v]\n\nset rotation style [left-right v]\n\ndefine Find place\nif <[000111] = (Code)> then\n set [areax v] to [-5]\n set [areay v] to [0]\n go to x: (146) y: (95)\n broadcast (Area switch v)\nelse\n add [2,0.0,0] to [areas hit v]\n add [0,0] to [areas opened v]\n add [0,1.0,0] to [areas hit v]\n add [0,1] to [areas opened v]\n add [1,1.1,0] to [areas hit v]\n add [1,1] to [areas opened v]\n add [-1,1.0,1] to [areas hit v]\n add [-1,1.1] to [areas opened v]\n add [0,2.0,1] to [areas hit v]\n add [0,2.0,0] to [areas hit v]\n add [0,2] to [areas opened v]\n add [1,2.0,1] to [areas hit v]\n add [1,2.0,0] to [areas hit v]\n add [1,2.0,3] to [areas hit v]\n add [1,2] to [areas opened v]\n add [2,2.0,2] to [areas hit v]\n add [2,2.2] to [areas opened v]\n add [3,2.0,1] to [areas hit v]\n add [3,2.0,0] to [areas hit v]\n add [3,2] to [areas opened v]\n add [2,1.0,0] to [areas hit v]\n add [0,1.1] to [areas opened v]\n if <[146567] = (Code)> then\n set [areax v] to [4]\n set [areay v] to [2]\n go to x: (-154) y: (-25)\n broadcast (Area switch v)\n else\n if <[135790] = (Code)> then\n add [.5] to [bosses defeated v]\n set [areax v] to [4]\n set [areay v] to [2]\n go to x: (-154) y: (-25)\n broadcast (Area switch v)\n else\n add [1] to [bosses defeated v]\n if <[278465] = (Code)> then\n add [1,0.B] to [areas hit v]\n add [1,0] to [areas opened v]\n set [areax v] to [1]\n set [areay v] to [-1]\n go to x: (-154) y: (-115)\n broadcast (Dave! v)\n broadcast (Area switch v)\n else\n if <[243267] = (Code)> then\n add [.5] to [bosses defeated v]\n add [1,0.B] to [areas hit v]\n add [1,0] to [areas opened v]\n set [areax v] to [1]\n set [areay v] to [-1]\n go to x: (-154) y: (-115)\n broadcast (Dave! v)\n broadcast (Area switch v)\n else\n add [-1,2.B] to [areas hit v]\n add [-1,2] to [areas opened v]\n add [-3,2.0,0] to [areas hit v]\n add [-2,2] to [areas opened v]\n add [-4,2.B] to [areas hit v]\n add [-6,2.0,0] to [areas hit v]\n add [-4,2] to [areas opened v]\n add [-6,2.B] to [areas hit v]\n add [-6,2] to [areas opened v]\n add [1] to [bosses defeated v]\n if <[363456] = (Code)> then\n add [1.5] to [bosses defeated v]\n add [.5] to [bosses defeated v]\n set [areax v] to [-8]\n set [areay v] to [2]\n go to x: (150) y: (-115)\n broadcast (Area switch v)\n else\n if <[324357] = (Code)> then\n add [.5] to [bosses defeated v]\n set [areax v] to [-8]\n set [areay v] to [2]\n go to x: (150) y: (-115)\n broadcast (Area switch v)\n else\n if <[376464] = (Code)> then\n add [1.5] to [bosses defeated v]\n set [areax v] to [-8]\n set [areay v] to [2]\n go to x: (150) y: (-115)\n broadcast (Area switch v)\n else\n if <[375456] = (Code)> then\n set [areax v] to [-8]\n set [areay v] to [2]\n go to x: (150) y: (-115)\n broadcast (Area switch v)\n else\n set [cannon? v] to [1]\n set [lights v] to [1]\n add [C] to [areas hit v]\n add [-8,2.0,0] to [areas hit v]\n add [-8,-3.B] to [areas hit v]\n add [-8,-3] to [areas opened v]\n replace item (25) of [data v] with [222222222222222200000020000000200000020000000200000020000001200000020000002200000020000002200000020000002200000020000002000000000000002000000000000002111111111000012]\n if <[431678] = (Code)> then\n add [1.5] to [bosses defeated v]\n add [.5] to [bosses defeated v]\n set [areax v] to [-8]\n set [areay v] to [-4]\n go to x: (150) y: (-115)\n broadcast (Area switch v)\n else\n if <[456332] = (Code)> then\n add [.5] to [bosses defeated v]\n set [areax v] to [-8]\n set [areay v] to [-4]\n go to x: (150) y: (-115)\n broadcast (Area switch v)\n else\n if <[498654] = (Code)> then\n add [1.5] to [bosses defeated v]\n set [areax v] to [-8]\n set [areay v] to [-4]\n go to x: (150) y: (-115)\n broadcast (Area switch v)\n else\n if <[498654] = (Code)> then\n set [areax v] to [-8]\n set [areay v] to [-4]\n go to x: (150) y: (-115)\n broadcast (Area switch v)\n else\n add [2] to [bosses defeated v]\n if <[567021] = (Code)> then\n add [2.5] to [bosses defeated v]\n add [1.5] to [bosses defeated v]\n add [.5] to [bosses defeated v]\n set [areax v] to [-8]\n set [areay v] to [2]\n go to x: (20) y: (-115)\n broadcast (Area switch v)\n else\n if <[532409] = (Code)> then\n add [2.5] to [bosses defeated v]\n add [1.5] to [bosses defeated v]\n set [areax v] to [-8]\n set [areay v] to [2]\n go to x: (20) y: (-115)\n broadcast (Area switch v)\n else\n if <[509432] = (Code)> then\n add [.5] to [bosses defeated v]\n add [2.5] to [bosses defeated v]\n set [areax v] to [-8]\n set [areay v] to [2]\n go to x: (20) y: (-115)\n broadcast (Area switch v)\n else\n if <[576829] = (Code)> then\n add [.5] to [bosses defeated v]\n add [1.5] to [bosses defeated v]\n set [areax v] to [-8]\n set [areay v] to [2]\n go to x: (20) y: (-115)\n broadcast (Area switch v)\n else\n if <[590821] = (Code)> then\n add [.5] to [bosses defeated v]\n set [areax v] to [-8]\n set [areay v] to [2]\n go to x: (20) y: (-115)\n broadcast (Area switch v)\n else\n if <[512345] = (Code)> then\n add [1.5] to [bosses defeated v]\n set [areax v] to [-8]\n set [areay v] to [2]\n go to x: (20) y: (-115)\n broadcast (Area switch v)\n else\n if <[548520] = (Code)> then\n add [2.5] to [bosses defeated v]\n set [areax v] to [-8]\n set [areay v] to [2]\n go to x: (20) y: (-115)\n broadcast (Area switch v)\n else\n if <[513209] = (Code)> then\n set [areax v] to [-8]\n set [areay v] to [2]\n go to x: (20) y: (-115)\n broadcast (Area switch v)\n else\n stop [all v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nbroadcast (Reload v)\n\nif <[-9,2.0,0] = (Full ID)> then\n if then\n else\n if then\n else\n if then\n else\n end\n end\n end\n broadcast (Return later v)\nend\n\nif <[bosses defeated v] contains [1.5]?> then\n set [code v] to [512345]\nelse\nend\n\nbroadcast (Reload v)\n\nbroadcast (Reload v)\n\nbroadcast (Reload v)\n\nwhen flag clicked\n\nset [☁ cloud data v] to []\n\n@Creator\n\nwhen flag clicked\n\ndefine Create grid\nset [level v] to (item # of (Area ID) in [areas explored v])\ndelete all of [current level data v]\nshow\ngo to x: (-240) y: (150)\nset [# v] to [0]\nrepeat until <(y position) = [-180]>\n repeat until <[210] = (x position)>\n change [# v] by (1)\n change x by (30)\n if <not <[areas explored v] contains (Area ID)?>> then\n add [0] to [current level data v]\n replace item (Level) of [data v] with (join (item (Level) of [data v]) [0])\n else\n add (letter (#) of (item (Level) of [data v])) to [current level data v]\n end\n change [cloness v] by (1)\n create clone of (_myself_ v)\n end\n set x to (-240)\n change y by (-30)\nend\nhide\n\nwhen I receive [message1 v]\nchange [cloness v] by (-1)\ndelete this clone\n\nwhen I start as a clone\nforever\n if <[0] = (Place)> then\n switch costume to (item (#) of [current level data v])\n show\n if <(item (#) of [current level data v]) = [0]> then\n hide\n end\n else\n hide\n end\nend\n\nclear graphic effects\nswitch costume to (item (#) of [current level data v])\nif <(item (#) of [current level data v]) = []> then\n switch costume to (0 v)\n replace item (#) of [current level data v] with [0]\nend\nif <(item (#) of [current level data v]) = [4]> then\n set [spawn x v] to (x position)\n set [spawn y v] to (y position)\nend\nif <touching (mouse-pointer v)?> then\nend\n\nswitch costume to (0 v)\n\ndefine change data\nset [### v] to [0]\nreplace item (Level) of [data v] with []\nrepeat (length of [current level data v])\n change [### v] by (1)\n replace item (Level) of [data v] with (join (item (Level) of [data v]) (item (###) of [current level data v]))\nend\n\ndefine Change area\nif <(#) = [0]> then\n delete all of [current level data v]\n set [level v] to (item # of (Area ID) in [areas explored v])\n if <not <[areas explored v] contains (Area ID)?>> then\n add [] to [data v]\n end\n if <[areas explored v] contains (Area ID)?> then\n set [# v] to [0]\n repeat (165)\n change [# v] by (1)\n add (letter (#) of (item (Level) of [data v])) to [current level data v]\n end\n end\nend\n\nset [area id v] to (join (Area X) (join [,] (Area Y)))\n\nwhen I receive [area move v]\nChange area\n\nset x to (-240)\nchange y by (-30)\n\ndefine delete all\ndelete all of [current level data v]\nrepeat (165)\n add [0] to [current level data v]\nend\n\nreplace item (2) of [current level data v] with [0]\n\nwhen I receive [delete level v]\ndelete all\n\ndelete all of [data v]\nadd [222222222222002000000000000002000000000000002200000000000002200000000000002200000000000002200000000000002200000000000000200000000000000211111111111111222222222222222] to [data v]\nadd [222222222222222200000000000002200000000000002200000000000002200000000000002200000000000002200000000000002000000000000000000000000000000111111111111111222222222222222] to [data v]\nadd [222222222222222200000000000002200000000000002200000000000002200000000000002200000000000002200000000000002000000000000002000000000000002111111111111112222222222222222] to [data v]\nadd [222222222222222200000000000000200000000000000200000000000002200000000000002200000000000002200000000000002200000000000002000000000000002000000000000002111111111111002] to [data v]\nadd [222222222222222000000000000000000000000000000111111111111111222222222222222222222222222222222222222222222222222222222222222222222222222222222222222222222222222222222] to [data v]\nadd [222222222222222000000000000002000000000000002100000000000002200000000000002200000000000002200000000000002200000000000002200000000000002211111111111112222222222222222] to [data v]\nadd [222222222222222200000000000000200000000000000200000000000001210000000000012221000000000122222100000001222222210000012222222221000122222222222101222222222222212222222] to [data v]\ndelete all of [areas explored v]\nadd [0,0] to [areas explored v]\nadd [1,0] to [areas explored v]\nadd [2,0] to [areas explored v]\nadd [0,1] to [areas explored v]\nadd [1,1] to [areas explored v]\nadd [2,1] to [areas explored v]\nadd [-1,0] to [areas explored v]\n\nwhen I receive [game start v]\nset [playing? v] to [1]\nset [area x v] to [0]\nset [area y v] to [0]\nset [area id v] to (join (Area X) (join [,] (Area Y)))\nbroadcast (message1 v)\nCreate grid\nforever\n set [# v] to [0]\n if <key (0 v) pressed?> then\n set [## v] to [0]\n end\n if <key (1 v) pressed?> then\n set [## v] to [1]\n end\n if <key (2 v) pressed?> then\n set [## v] to [2]\n end\n if <key (3 v) pressed?> then\n set [## v] to [3]\n end\n if <key (4 v) pressed?> then\n set [## v] to [4]\n end\n if <key (5 v) pressed?> then\n set [## v] to [5]\n end\n if <key (6 v) pressed?> then\n set [## v] to [9]\n end\n if <key (7 v) pressed?> then\n set [## v] to [7]\n end\n if <key (8 v) pressed?> then\n set [## v] to [8]\n end\n if <key (9 v) pressed?> then\n set [## v] to [6]\n end\n if <[0] = (Playing?)> then\n set [level v] to (item # of (Area ID) in [areas explored v])\n if <key (up arrow v) pressed?> then\n change [area y v] by (1)\n Change area\n wait until <not <key (up arrow v) pressed?>>\n end\n if <key (down arrow v) pressed?> then\n change [area y v] by (-1)\n Change area\n wait until <not <key (down arrow v) pressed?>>\n end\n if <key (right arrow v) pressed?> then\n change [area x v] by (1)\n Change area\n wait until <not <key (right arrow v) pressed?>>\n end\n if <key (left arrow v) pressed?> then\n change [area x v] by (-1)\n Change area\n wait until <not <key (left arrow v) pressed?>>\n end\n if <key (l v) pressed?> then\n wait until <not <key (l v) pressed?>>\n delete all\n end\n change data\n end\nend\n\nset [place v] to [0]\n\nwhen I receive [reload v]\nChange area\n\nwhen I start as a clone\nforever\n if <[-10,2] = (Area ID)> then\n delete this clone\n end\nend\n\nif <[-10,2] = (Area ID)> then\n delete this clone\nend\n\n@Stuff to interact w/\n\nwhen I receive [area switch v]\nFigure out area (Area ID)\n\ndefine Figure out area (area id)\nswitch costume to (computer v)\nset [! v] to [1]\nhide\nif <(area id) = [-1,1]> then\n create clone of (_myself_ v)\nelse\n if <(area id) = [0,2]> then\n create clone of (_myself_ v)\n else\n if <(area id) = [1,2]> then\n set [! v] to [1]\n create clone of (_myself_ v)\n change [! v] by (1)\n create clone of (_myself_ v)\n change [! v] by (1)\n create clone of (_myself_ v)\n set [! v] to [1]\n else\n if <(area id) = [2,2]> then\n set [! v] to [1]\n create clone of (_myself_ v)\n change [! v] by (1)\n create clone of (_myself_ v)\n set [! v] to [1]\n else\n if <(area id) = [3,2]> then\n create clone of (_myself_ v)\n end\n end\n end\n end\nend\nrepeat until <<(?) = [1]> or <<(Place) = [1]> or <not <(Area ID) = (area id)>>>>\n clear graphic effects\n if <(area id) = [2,0]> then\n go to x: (150) y: (-100)\n show\n else\n if <(area id) = [0,1]> then\n go to x: (-100) y: (-130)\n show\n else\n if <(area id) = [1,1]> then\n go to x: (-100) y: (80)\n show\n else\n if <(area id) = [2,1]> then\n go to x: (150) y: (-100)\n show\n else\n if <(area id) = [-1,1]> then\n go to x: (100) y: (-130)\n show\n else\n if <(area id) = [0,2]> then\n go to x: (100) y: (20)\n show\n else\n if <(area id) = [1,2]> then\n go to x: (60) y: (-130)\n show\n else\n if <(area id) = [-5,0]> then\n go to x: (180) y: (80)\n show\n else\n if <(area id) = [2,2]> then\n go to x: (60) y: (-130)\n show\n else\n if <(area id) = [3,2]> then\n go to x: (150) y: (-130)\n show\n else\n if <(area id) = [4,2]> then\n go to x: (0) y: (-40)\n show\n else\n if <(area id) = [-3,2]> then\n go to x: (150) y: (-130)\n show\n else\n if <(area id) = [-6,2]> then\n go to x: (50) y: (-130)\n show\n else\n if <(area id) = [-8,2]> then\n if <not <[areas hit v] contains [-8,2.0,0]?>> then\n go to x: (100) y: (-130)\n show\n else\n if <not <[areas hit v] contains [C]?>> then\n set [cutscene? v] to [1]\n wait until <(Cutscene?) = [0]>\n add [C] to [areas hit v]\n end\n end\n else\n if <(area id) = [-8,-4]> then\n switch costume to (computer2 v)\n go to x: (100) y: (-140)\n show\n else\n if <(area id) = [1,-1]> then\n switch costume to (computer v)\n if <<(In machine?) = [0]> and <not <[bosses defeated v] contains [1.5]?>>> then\n go to x: (50) y: (-240)\n wait until <<(In machine?) = [1]> or <not <(area id) = [1,-1]>>>\n if <(In machine?) = [1]> then\n glide (1) secs to x: (50) y: (-130)\n end\n end\n go to x: (50) y: (-130)\n show\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n if <touching (character v)?> then\n if <not <<<[bosses defeated v] contains [.5]?> and <(Area ID) = [-5,0]>> or <<<[bosses defeated v] contains [1]?> and <(Area ID) = [4,2]>> or <<<[bosses defeated v] contains [1.5]?> and <(Full ID) = [1,-1.0,0]>> or <<[bosses defeated v] contains [2.5]?> and <(Area ID) = [-8,-4]>>>>>> then\n if <(Next to dave?) = [0]> then\n change [brightness v] effect by (-20)\n if <key (x v) pressed?> then\n wait until <not <key (x v) pressed?>>\n if <<(Next to dave?) = [0]> or <(In machine?) = [1]>> then\n set [area y2 v] to [0]\n set [area x2 v] to [0]\n set [place v] to [1]\n broadcast (Very epic switch v)\n hide\n wait until <[0] = (Place)>\n end\n end\n end\n end\n end\nend\nhide\nif <[1] = (Place)> then\n wait until <[0] = (Place)>\n Figure out area (Area ID)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\n\n\nwhen I start as a clone\nset [? v] to [1]\nFigure out clone area (Area ID)\n\ndefine Figure out clone area (area)\nrepeat until <<(Place) = [1]> or <not <(Area ID) = (area)>>>\n show\n clear graphic effects\n if <(Area ID) = [-1,1]> then\n go to x: (-100) y: (-130)\n else\n if <(Area ID) = [0,2]> then\n go to x: (-100) y: (20)\n else\n if <(Area ID) = [1,2]> then\n if <(!) = [1]> then\n go to x: (-130) y: (-130)\n else\n if <(!) = [2]> then\n go to x: (-60) y: (-130)\n else\n go to x: (130) y: (-130)\n end\n end\n else\n if <(Area ID) = [2,2]> then\n if <(!) = [1]> then\n go to x: (-130) y: (-130)\n else\n go to x: (-60) y: (-130)\n end\n else\n if <(Area ID) = [3,2]> then\n go to x: (150) y: (50)\n end\n end\n end\n end\n end\n if <touching (character v)?> then\n if <(Next to dave?) = [0]> then\n change [brightness v] effect by (-20)\n if <key (x v) pressed?> then\n wait until <not <key (x v) pressed?>>\n if <(Next to dave?) = [0]> then\n set [place v] to [1]\n broadcast (Very epic switch v)\n hide\n set [area y2 v] to (!)\n wait until <[0] = (Place)>\n end\n end\n end\n end\nend\ndelete this clone\n\nwhen I receive [area switch v]\ndelete this clone\n\nwhen I receive [very epic switch v]\nhide\nwait until <[0] = (Place)>\nFigure out area (Area ID)\n\nwhen I receive [very epic switch v]\ndelete this clone\n\ncreate clone of (_myself_ v)\n\nbroadcast (Very epic switch v)\n\ngo to x: (180) y: (80)\n\nset [place v] to [1]\n\n\n\n@Buttons (real)\n\nwhen I receive [area switch v]\nFigure out area (Area ID)\n\ndefine Figure out area (area id)\nset [! v] to [1]\nset [type v] to [0]\nhide\nif <(area id) = [-1,2]> then\n go to x: (105) y: (-129)\n show\nelse\n if <(area id) = [-2,2]> then\n set [type v] to [1]\n go to x: (50) y: (-129)\n show\n else\n if <(area id) = [-4,2]> then\n go to x: (50) y: (-129)\n show\n else\n if <(area id) = [-5,2]> then\n set [type v] to [1]\n go to x: (150) y: (-129)\n show\n else\n if <(area id) = [-6,2]> then\n go to x: (-50) y: (-129)\n show\n else\n if <(area id) = [-8,-3]> then\n go to x: (-50) y: (-129)\n show\n else\n if <(area id) = [-7,-1]> then\n set [type v] to [1]\n go to x: (0) y: (-129)\n show\n else\n if <(area id) = [1,0]> then\n go to x: (100) y: (-99)\n show\n end\n end\n end\n end\n end\n end\n end\nend\nrepeat until <not <(Area ID) = (area id)>>\n switch costume to (button 1 v)\n if <(Type) = [1]> then\n switch costume to (button 2 v)\n end\n if <<touching (dave, but he's in a thingy v)?> or <touching (cannon \(real\) v)?>> then\n if <not <[areas hit v] contains (join (Area ID) [.B])?>> then\n add (join (Area ID) [.B]) to [areas hit v]\n broadcast (Reload v)\n end\n end\n if <not <<touching (dave, but he's in a thingy v)?> or <touching (cannon \(real\) v)?>>> then\n if <[areas hit v] contains (join (Area ID) [.B])?> then\n if <(Type) = [1]> then\n delete (item # of (join (Area ID) [.B]) in [areas hit v]) of [areas hit v]\n broadcast (Reload v)\n end\n end\n end\n if <[areas hit v] contains (join (Area ID) [.B])?> then\n switch costume to (button 1d v)\n if <(Type) = [1]> then\n switch costume to (button 2d v)\n end\n end\nend\nhide\n\nwhen flag clicked\nhide\n\n\n\nwhen I start as a clone\nset [? v] to [1]\nFigure out clone area (Area ID)\n\ndefine Figure out clone area (area)\n\nwhen I receive [area switch v]\ndelete this clone\n\nwhen I receive [very epic switch v]\ndelete this clone\n\ncreate clone of (_myself_ v)\n\nbroadcast (Very epic switch v)\n\ngo to x: (180) y: (80)\n\nset [place v] to [1]\n\nset [place v] to [1]\n\nswitch costume to (button 1d v)\n\nadd [2,1.0,0] to [areas hit v]\n\nrepeat until <<(Place) = [1]> or <not <(Area ID) = (area)>>>\n show\n clear graphic effects\n if <(Area ID) = [-1,1]> then\n go to x: (-100) y: (-130)\n else\n if <(Area ID) = [0,2]> then\n go to x: (-100) y: (20)\n else\n if <(Area ID) = [1,2]> then\n if <(!) = [1]> then\n go to x: (-130) y: (-130)\n else\n if <(!) = [2]> then\n go to x: (-60) y: (-130)\n else\n go to x: (130) y: (-130)\n end\n end\n else\n if <(Area ID) = [2,2]> then\n if <(!) = [1]> then\n go to x: (-130) y: (-130)\n else\n go to x: (-60) y: (-130)\n end\n else\n if <(Area ID) = [3,2]> then\n go to x: (150) y: (50)\n end\n end\n end\n end\n end\nend\ndelete this clone\n\ncreate clone of (_myself_ v)\n\nswitch costume to (button 1d v)\n\nset [type v] to [1]\n\nadd (join (Area ID) [.B]) to [areas hit v]\nbroadcast (Reload v)\n\nset [type v] to [1]\n\nwhen I receive [very epic switch v]\nhide\nwait until <[0] = (Place)>\nFigure out area (Area ID)\n\n@Border\n\nwhen I receive [area switch v]\ngo to [front v] layer\nswitch costume to (border2 v)\nwait (.1) seconds\nswitch costume to (border v)\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nshow\nswitch costume to (border v)\nforever\n if <(Place) = [0]> then\n show\n else\n hide\n end\n if <(Cutscene?) = [2]> then\n switch costume to (border2 v)\n wait until <(Cutscene?) = [0]>\n switch costume to (border v)\n end\nend\n\ngo to x: (0) y: (0)\n\n@Menu\n\nwhen flag clicked\nset [menu v] to [Menu]\nset [fight? v] to [0]\nI wanna be the very [fast ] like no one ever was\nhide\n\ndefine I wanna be the very [fast ] like no one ever was\nset [# v] to [0]\nrepeat (6)\n change [# v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n show\n clear graphic effects\n set size to (100) %\n if <[1] = (#)> then\n go to x: (0) y: (0)\n switch costume to (Menu)\n if <[players v] contains (username)?> then\n switch costume to (menu2 v)\n end\n if <not <[Menu] = (Menu)>> then\n go to [front v] layer\n else\n go to [back v] layer\n end\n else\n set size to (90) %\n if <[2] = (#)> then\n go to x: (0) y: (-50)\n switch costume to (play v)\n if <[players v] contains (username)?> then\n replace item (1) of [data v] with [222222222222222200000000000002200000000000002200000000000002200000000000002200000000000002200000000000002200000000000002200000000000002200000000000002211111111111112]\n switch costume to (play2 v)\n go to x: (0) y: (0)\n end\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (25)\n if <mouse down?> then\n wait until <not <mouse down?>>\n set [code v] to []\n broadcast (Game start v)\n end\n end\n else\n if <[players v] contains (username)?> then\n delete this clone\n end\n if <[3] = (#)> then\n go to x: (0) y: (10)\n switch costume to (how to play v)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (25)\n if <mouse down?> then\n wait until <not <mouse down?>>\n set [menu v] to [How_to_play]\n wait until <key (any v) pressed?>\n set [menu v] to [Menu]\n end\n end\n else\n if <[4] = (#)> then\n go to x: (150) y: (-50)\n switch costume to (about v)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (25)\n if <mouse down?> then\n wait until <not <mouse down?>>\n set [menu v] to [About2]\n wait until <key (any v) pressed?>\n set [menu v] to [Menu]\n end\n end\n else\n if <[5] = (#)> then\n go to x: (-150) y: (-50)\n switch costume to (tips v)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (25)\n if <mouse down?> then\n wait until <not <mouse down?>>\n set [menu v] to [Tips2]\n wait until <key (any v) pressed?>\n set [menu v] to [Menu]\n end\n end\n else\n if <[6] = (#)> then\n go to x: (0) y: (-110)\n switch costume to (load save v)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (25)\n if <mouse down?> then\n ask [Enter your six digit save code] and wait\n set [code v] to (answer)\n if <[6] = (length of (answer))> then\n broadcast (Game start v)\n else\n say [That is not a valid save code.] for (2) seconds\n end\n end\n end\n else\n if <[0] = (Fight?)> then\n delete this clone\n end\n if <[-2] = (#)> then\n go to [front v] layer\n go to x: (-50) y: (10)\n switch costume to (yes2 v)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (25)\n if <mouse down?> then\n stop [all v]\n end\n end\n else\n if <[-1] = (#)> then\n go to [front v] layer\n go to x: (50) y: (10)\n switch costume to (yes v)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (25)\n if <mouse down?> then\n set [fight? v] to [0]\n end\n end\n else\n if <[0] = (#)> then\n go to [front v] layer\n go to x: (0) y: (-130)\n if <<[bosses defeated v] contains [1.5]?> and <<[bosses defeated v] contains [2.5]?> and <[bosses defeated v] contains [.5]?>>> then\n switch costume to (2.5 1.5 .5 v)\n else\n if <<[bosses defeated v] contains [2.5]?> and <[bosses defeated v] contains [.5]?>> then\n switch costume to (2.5, .5 v)\n else\n if <<[bosses defeated v] contains [2.5]?> and <[bosses defeated v] contains [1.5]?>> then\n switch costume to (1.5, 2.5 v)\n else\n if <<[bosses defeated v] contains [.5]?> and <[bosses defeated v] contains [1.5]?>> then\n switch costume to (.5, 1.5 v)\n else\n if <[bosses defeated v] contains [2.5]?> then\n switch costume to (2.5 v)\n else\n if <[bosses defeated v] contains [.5]?> then\n switch costume to (.5 v)\n else\n if <[bosses defeated v] contains [1.5]?> then\n switch costume to (1.5 v)\n else\n switch costume to (0 v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [game start v]\ndelete this clone\n\nshow\nclear graphic effects\nswitch costume to (thumbnail v)\ngo to [front v] layer\ngo to x: (0) y: (0)\n\nwhen I receive [game over v]\ngo to x: (0) y: (0)\nreplace item (42) of [data v] with [222222222222222200000000000002200000000000002200000000000002200000000000002200000000000002200000000000002200000000000002000000000000000000000000000000111111111111111]\nset [# v] to [-3]\nrepeat (3)\n change [# v] by (1)\n create clone of (_myself_ v)\nend\nshow\nswitch costume to (game over v)\ngo to [front v] layer\nwait until <[0] = (Fight?)>\nhide\n\ndelete this clone\n\nreplace item (42) of [data v] with [222222222222222200000000000002200000000000002200000000000002200000000000002200000000000002200000000000002200000000000002000000000000000000000000000000111111111111111]\nbroadcast (Reload v)\n\nswitch costume to (2.5 1.5 .5 v)\n\nglide (1) secs to (random position v)\n\nbroadcast (Add username v)\n\nif <[players v] contains (username)?> then\n\n@PA's and computers\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nLocate (Area ID)\n\nwhen I receive [area switch v]\nLocate (Area ID)\n\ndefine Locate (area id)\nset size to (250) %\nswitch costume to (intercom v)\nshow\ngo to x: (0) y: (-85)\nif <[1,1] = (area id)> then\n set y to (100)\nelse\n if <[-1,0] = (area id)> then\n set y to (-110)\n else\n if <[0,2] = (area id)> then\n set y to (40)\n else\n if <[-5,0] = (area id)> then\n hide\n else\n if <[3,2] = (area id)> then\n set y to (-15)\n else\n if <[4,2] = (area id)> then\n set y to (-15)\n set x to (-100)\n else\n if <[-3,2] = (area id)> then\n set y to (100)\n set x to (-100)\n else\n if <[-8,2] = (area id)> then\n set x to (-100)\n else\n if <[-7,-3] = (area id)> then\n set y to (70)\n else\n if <[-10,2] = (area id)> then\n hide\n else\n if <[-5,2] = (area id)> then\n set y to (100)\n else\n if <[-7,2] = (area id)> then\n set y to (100)\n else\n if <[-5,-3] = (area id)> then\n set y to (0)\n else\n if <[-4,-3] = (area id)> then\n set x to (50)\n else\n if <[-3,-2] = (area id)> then\n set y to (50)\n else\n if <[-3,-1] = (area id)> then\n set y to (100)\n else\n if <[-5,-1] = (area id)> then\n go to x: (200) y: (90)\n else\n if <[-6,-1] = (area id)> then\n go to x: (200) y: (90)\n else\n if <[-7,-1] = (area id)> then\n go to x: (-180) y: (80)\n else\n if <[-8,-1] = (area id)> then\n set x to (150)\n else\n if <[-8,1] = (area id)> then\n set x to (100)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nrepeat until <<(Place) = [1]> or <not <(area id) = (Area ID)>>>\n if <(Next to dave?) = [0]> then\n go to [front v] layer\n clear graphic effects\n if <touching (character v)?> then\n change [brightness v] effect by (-25)\n if <key (x v) pressed?> then\n wait until <not <key (x v) pressed?>>\n if <([x position v] of [character v]) < [0]> then\n set [dialogue showing v] to [3]\n else\n set [dialogue showing v] to [2]\n end\n broadcast (Dialogue v) and wait\n wait until <(dialogue showing) = [0]>\n if <[-4,-3] = (Area ID)> then\n set [lights v] to [1]\n end\n if <(Special dialogue) = [1]> then\n wait until <(dialogue showing) = [3]>\n wait until <(dialogue showing) = [0]>\n set [special dialogue v] to [0]\n hide\n end\n end\n end\n end\nend\nwait until <(Place) = [0]>\nLocate (Area ID)\n\nif <key (x v) pressed?> then\n wait until <not <key (x v) pressed?>>\n if <(Next to dave?) = [0]> then\n if <([y position v] of [character v]) < [0]> then\n set [dialogue showing v] to [3]\n else\n set [dialogue showing v] to [2]\n end\n broadcast (Dialogue v) and wait\n end\nend\n\nbroadcast (Dialogue v)\n\n\n\nwhen I receive [very epic switch v]\nwait (.1) seconds\nFind (Full ID)\n\ndefine Find (area id2)\nset [special dialogue v] to [0]\nset size to (300) %\nswitch costume to (monitor v)\nshow\ngo to x: (0) y: (-147)\nif <[0,1.0,0] = (Full ID)> then\n set x to (100)\nelse\n if <[1,1.1,0] = (Full ID)> then\n set x to (-75)\n else\n if <[1,2.0,3] = (Full ID)> then\n set x to (75)\n else\n if <[-5,0.0,0] = (Full ID)> then\n set [code v] to [000111]\n broadcast (Return later v)\n else\n if <[4,2.0,0] = (Full ID)> then\n if <[bosses defeated v] contains [.5]?> then\n set [code v] to [135790]\n else\n set [code v] to [146567]\n end\n broadcast (Return later v)\n else\n if <[1,-1.0,0] = (Full ID)> then\n if <[bosses defeated v] contains [.5]?> then\n set [code v] to [243267]\n else\n set [code v] to [278465]\n end\n broadcast (Return later v)\n else\n if <[-8,2.0,0] = (Full ID)> then\n if <<[bosses defeated v] contains [.5]?> and <[bosses defeated v] contains [1.5]?>> then\n set [code v] to [363456]\n else\n if <[bosses defeated v] contains [.5]?> then\n set [code v] to [324357]\n else\n if <[bosses defeated v] contains [1.5]?> then\n set [code v] to [376464]\n else\n set [code v] to [375456]\n end\n end\n end\n broadcast (Return later v)\n else\n if <[-8,-4.0,0] = (Full ID)> then\n if <<[bosses defeated v] contains [.5]?> and <[bosses defeated v] contains [1.5]?>> then\n set [code v] to [431678]\n else\n if <[bosses defeated v] contains [.5]?> then\n set [code v] to [456332]\n else\n if <[bosses defeated v] contains [1.5]?> then\n set [code v] to [498654]\n else\n set [code v] to [442670]\n end\n end\n end\n broadcast (Return later v)\n else\n if <[-8,-4.0,0] = (Full ID)> then\n if <<[bosses defeated v] contains [.5]?> and <[bosses defeated v] contains [1.5]?>> then\n set [code v] to [431678]\n else\n if <[bosses defeated v] contains [.5]?> then\n set [code v] to [456332]\n else\n if <[bosses defeated v] contains [1.5]?> then\n set [code v] to [498654]\n else\n set [code v] to [442670]\n end\n end\n end\n broadcast (Return later v)\n else\n if <[-9,2.0,0] = (Full ID)> then\n if <<[bosses defeated v] contains [.5]?> and <<[bosses defeated v] contains [1.5]?> and <[bosses defeated v] contains [2.5]?>>> then\n set [code v] to [567021]\n else\n if <<[bosses defeated v] contains [1.5]?> and <[bosses defeated v] contains [2.5]?>> then\n set [code v] to [532409]\n else\n if <<[bosses defeated v] contains [.5]?> and <[bosses defeated v] contains [2.5]?>> then\n set [code v] to [509432]\n else\n if <<[bosses defeated v] contains [.5]?> and <[bosses defeated v] contains [1.5]?>> then\n set [code v] to [576829]\n else\n if <[bosses defeated v] contains [.5]?> then\n set [code v] to [590821]\n else\n if <[bosses defeated v] contains [1.5]?> then\n set [code v] to [512345]\n else\n if <[bosses defeated v] contains [2.5]?> then\n set [code v] to [548520]\n else\n set [code v] to [513209]\n end\n end\n end\n end\n end\n end\n end\n broadcast (Return later v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nrepeat until <<(Place) = [0]> or <not <(area id2) = (Full ID)>>>\n clear graphic effects\n switch costume to (monitor v)\n if <touching ("platform" v)?> then\n switch costume to (monitor active v)\n if <key (x v) pressed?> then\n wait until <not <key (x v) pressed?>>\n if <([y position v] of ["platform" v]) < [0]> then\n set [dialogue showing v] to [3]\n else\n set [dialogue showing v] to [2]\n end\n broadcast (Dialogue v) and wait\n if <(Special dialogue) = [0]> then\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [dialogue showing v] to [0]\n else\n set [special dialogue v] to [0]\n hide\n end\n end\n end\nend\n\ngo to x: (0) y: (-80)\n\ngo to x: (0) y: (-89)\n\ngo to [front v] layer\n\nwhen I receive [area move v]\nif <[1] = (Place)> then\n Find (Full ID)\nend\n\nwhen I receive [area down v]\nhide\n\nwhen I receive [area left v]\nhide\n\nwhen I receive [area right v]\nhide\n\nwhen I receive [area up v]\nhide\n\nset y to (-15)\n\nset [cannon? v] to [1]\n\nset [dialogue showing v] to [3]\nbroadcast (Dialogue v) and wait\nset [special dialogue v] to [0]\n\nwhen flag clicked\nset [special dialogue v] to [0]\n\nset [cannon? v] to [1]\n\nset [☁ cloud data v] to []\n\n@"Platform"\n\nif <[3] = (Cannon type)> then\n\n\n\n\n\nforever\n\n\n\nswitch costume to (g v)\n\nwhen flag clicked\ngo to [back v] layer\nset [gravity v] to [1]\ndelete all of [controls v]\nadd [w] to [controls v]\nadd [a] to [controls v]\nadd [s] to [controls v]\nadd [d] to [controls v]\nadd [up arrow] to [controls v]\nadd [down arrow] to [controls v]\nadd [space] to [controls v]\nadd [left arrow] to [controls v]\nadd [right arrow] to [controls v]\nhide\n\nchange y by (-1)\n\nchange y by (1)\n\nset [yv v] to ((-1.5) * (Yv))\n\nswitch costume to (costume5 v)\n\nswitch costume to (costume1 v)\n\nset rotation style [left-right v]\n\nbroadcast (Area Left v)\n\n\n\n\n\nchange [g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝ v] by (-2)\n\nswitch costume to (costume1 v)\n\nchange [#2 v] by (-1)\n\ndelete all of [areas explored v]\n\nset x to (-140)\n\nwait (1) seconds\n\nchange [#2 v] by (-1)\n\ndefine Remake Area X/Y\n\nset [encode v] to [2]\n\ngo to x: (0) y: (0)\n\nwhen I receive [game start v]\ngo to [back v] layer\nforever\n if <(Place) = [1]> then\n if <key ((item (7) of [controls v]) v) pressed?> then\n if <key ((item (5) of [controls v]) v) pressed?> then\n set [x v] to [0]\n set [y v] to [20]\n else\n if <key ((item (6) of [controls v]) v) pressed?> then\n set [x v] to [0]\n set [y v] to [-20]\n else\n set [y v] to [0]\n if <[90] = (direction)> then\n set [x v] to [15]\n end\n if <[-90] = (direction)> then\n set [x v] to [-15]\n end\n end\n end\n broadcast (Platform v)\n end\n end\nend\n\nwhen I receive [game start v]\ngo to x: (0) y: (-150)\nforever\n switch costume to (2 v)\n go to [back v] layer\n if <(Place) = [1]> then\n if <[0] = (dialogue showing)> then\n show\n broadcast (I moved v)\n if <key ((item (4) of [controls v]) v) pressed?> then\n change [xv v] by (1)\n point in direction (90)\n end\n if <key ((item (2) of [controls v]) v) pressed?> then\n change [xv v] by (-1)\n point in direction (-90)\n end\n set [xv v] to ((Xv) * (.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by ((gravity) * (1))\n if <touching color (#000000)?> then\n change y by ((gravity) * (1))\n if <touching color (#000000)?> then\n change y by ((gravity) * (1))\n if <touching color (#000000)?> then\n change y by ((gravity) * (1))\n if <touching color (#000000)?> then\n change y by ((gravity) * (1))\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change y by ((gravity) * (-5))\n if <key ((item (1) of [controls v]) 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) * (gravity))\n if <touching color (#000000)?> then\n change y by (((Yv) * (-1)) * (gravity))\n set [yv v] to [0]\n end\n change y by ((-1) * (gravity))\n if <touching color (#000000)?> then\n if <key ((item (1) of [controls v]) v) pressed?> then\n set [yv v] to [10]\n end\n end\n change y by ((1) * (gravity))\n if <touching color (#2700ff)?> then\n set [yv v] to [20]\n end\n if <touching color (#00ff12)?> then\n set [yv v] to [15]\n end\n if <touching color (#c000ff)?> then\n set [yv v] to [-15]\n end\n if <touching color (#fff300)?> then\n set [place v] to [0]\n end\n if <key (r v) pressed?> then\n if <[areas hit v] contains (Full ID)?> then\n delete (item # of (Full ID) in [areas hit v]) of [areas hit v]\n end\n set [place v] to [0]\n end\n if <touching color (#ff0000)?> then\n if <(Fight?) = [0]> then\n broadcast (Death v)\n go to x: (Spawn X) y: (Spawn Y)\n set [xv v] to [0]\n set [yv v] to [0]\n else\n if <(?) = [0]> then\n change [player health v] by (-1)\n set [? v] to [1]\n if <(Player health) = [0]> then\n set [place v] to [0]\n end\n end\n end\n end\n if <not <touching color (#ff0000)?>> then\n set [? v] to [0]\n end\n if <touching (_edge_ v)?> then\n if <(y position) > [160]> then\n change [area y2 v] by (1)\n set [area id v] to (join (AreaX) (join [,] (AreaY)))\n broadcast (Area Up v)\n glide (.9) secs to x: (x position) y: (-150)\n set [xv v] to [0]\n set [yv v] to [10]\n else\n if <[-220] > (x position)> then\n change [area x2 v] by (-1)\n set [area id v] to (join (AreaX) (join [,] (AreaY)))\n broadcast (Area Left v)\n glide (1) secs to x: (185) y: (y position)\n set [xv v] to [0]\n set [yv v] to [0]\n else\n if <(x position) > [220]> then\n change [area x2 v] by (1)\n set [area id v] to (join (AreaX) (join [,] (AreaY)))\n broadcast (Area Right v)\n glide (1) secs to x: (-185) y: (y position)\n set [xv v] to [0]\n set [yv v] to [0]\n else\n if <[-150] > (y position)> then\n change [area y2 v] by (-1)\n set [area id v] to (join (AreaX) (join [,] (AreaY)))\n broadcast (Area Down v)\n glide (.8) secs to x: (x position) y: (150)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n end\n end\n end\n set [spawn x v] to (x position)\n set [spawn y v] to (y position)\n broadcast (Area move v)\n end\n end\n go to [back v] layer\n if <(Fight?) = [1]> then\n go to [front v] layer\n end\n else\n set [xv v] to [0]\n set [yv v] to [0]\n set [spawn x v] to [-100]\n set [spawn y v] to [-151]\n go to x: (-100) y: (-151)\n hide\n wait until <(Place) = [1]>\n set [xv v] to [0]\n set [yv v] to [0]\n end\n switch costume to (1 v)\nend\n\nswitch costume to (Cannon type)\n\nset [? v] to [1]\n\nrepeat until <not <[Fight] = (Menu)>>\n\ndelete all of [controls v]\nadd [w] to [controls v]\nadd [a] to [controls v]\nadd [s] to [controls v]\nadd [d] to [controls v]\nadd [up arrow] to [controls v]\nadd [down arrow] to [controls v]\nadd [space] to [controls v]\nadd [left arrow] to [controls v]\nadd [right arrow] to [controls v]\n\n@Platform\n\nwhen I receive [platform v]\nshow\ngo to ("platform" v)\nchange y by (10)\nif <<not <touching (cannon v)?>> and <<not <touching (him. v)?>> and <<not <touching (monitor v)?>> and <<not <touching (face v)?>> and <<not <touching (map v)?>> and <<not <touching (you v)?>> and <not <touching (hehe v)?>>>>>>>> then\n go to ("platform" v)\n switch costume to (0 v)\n show\n if <[0] = (Platform type)> then\n set size to (100) %\n end\n if <[1] = (Platform type)> then\n set size to (75) %\n end\n if <[2] = (Platform type)> then\n set size to (150) %\n end\n repeat until <<<<touching (map v)?> or <<<touching (button v)?> or <<touching (hahahahaha v)?> or <touching (dave. v)?>>> or <<touching (monitor v)?> or <<touching (face v)?> or <<touching (him. v)?> or <touching (him. returned. v)?>>>>>> and <not <key ((item (7) of [controls v]) v) pressed?>>> or <touching (_edge_ v)?>>\n change x by (x)\n change y by (y)\n end\n \n switch costume to (1 v)\n if <<<<touching (him. v)?> or <touching (him. returned. v)?>> or <touching (face v)?>> or <<touching (hahahahaha v)?> or <touching (dave. v)?>>> then\n if <(Special dialogue) = [0]> then\n hide\n change [health v] by (-1)\n end\n end\n if <<touching (him. v)?> or <touching (him. returned. v)?>> then\n hide\n end\n if <[1] = (Blue platform?)> then\n switch costume to (2 v)\n end\n if <[2] = (Blue platform?)> then\n switch costume to (3 v)\n end\n if <touching (character v)?> then\n hide\n end\n set [8 canon? v] to [0]\nelse\n hide\nend\n\n\n repeat until <touching (map v)?>\n set size to (100) %\n if <(y) < [1]> then\n set [x v] to ((x) * (.9))\n end\n change [y v] by (-1)\n change x by (x)\n change y by (y)\n end\n switch costume to (1 v)\nend\n\nwhen I receive [area up v]\nhide\n\nchange [y v] by (-1)\n\nif <(y) < [1]> then\n\nset [x v] to ((x) * (0.9))\n\nchange [y v] by (-1)\n\nwait until <not <key (space v) pressed?>>\n\ngo to (character v)\n\nwhen flag clicked\nforever\n if <(Place) = [0]> then\n hide\n end\nend\n\nwhen I receive [area move v]\nhide\n\nwhen I receive [death v]\nhide\n\n@Map\n\ngo to [back v] layer\n\ngo to [back v] layer\n\nglide (1) secs to x: (0) y: (0)\n\nswitch costume to (join (AreaX) (join [,] (AreaY)))\ngo to x: (0) y: (-465)\nglide (.8) secs to x: (0) y: (0)\n\nwait until <<not <<(AreaX) = [0]> and <(AreaY) = [2]>>> or <[areas hit v] contains [0,2]?>>\n\nwhen I receive [area left v]\nif <[0] = (Map Open?)> then\n set [direction v] to [1]\n create clone of (_myself_ v)\n switch costume to (Full ID)\n go to x: (-465) y: (0)\n glide (1) secs to x: (0) y: (0)\nend\n\nwhen I receive [area right v]\nif <[0] = (Map Open?)> then\n set [direction v] to [0]\n create clone of (_myself_ v)\n switch costume to (Full ID)\n go to x: (465) y: (0)\n glide (1) secs to x: (0) y: (0)\nend\n\nif <[1,0] = (costume [name v])> then\n broadcast (Cannon 1 v)\nend\n\nwhen I receive [area up v]\nif <[0] = (Map Open?)> then\n set [direction v] to [2]\n create clone of (_myself_ v)\n switch costume to (Full ID)\n go to x: (0) y: (465)\n glide (.8) secs to x: (0) y: (0)\nend\n\nwhen I receive [area down v]\nif <[0] = (Map Open?)> then\n set [direction v] to [3]\n create clone of (_myself_ v)\n switch costume to (Full ID)\n go to x: (0) y: (-465)\n glide (.8) secs to x: (0) y: (0)\nend\n\nwhen flag clicked\n\nwhen I start as a clone\nif <(Map Open?) = [0]> then\n if <[0] = (Direction)> then\n if <[areas hit v] contains (Full ID)?> then\n switch costume to (join (Area ID) (join [.] (join ((Area X2) + (-1)) (join [.] (Area Y2)))))\n else\n switch costume to (join (Area ID) (join [.] (join ((Area X2) + (-1)) (join [,] (Area Y2)))))\n end\n go to x: (0) y: (0)\n glide (1) secs to x: (-465) y: (0)\n else\n if <[1] = (Direction)> then\n if <[areas hit v] contains (Full ID)?> then\n switch costume to (join (join (Area ID) [.]) (join ((Area X2) - (-1)) (join [.] (Area Y2))))\n else\n switch costume to (join (join (Area ID) [.]) (join ((Area X2) - (-1)) (join [,] (Area Y2))))\n end\n go to x: (0) y: (0)\n glide (1) secs to x: (465) y: (0)\n else\n if <[2] = (Direction)> then\n if <[areas hit v] contains (Full ID)?> then\n switch costume to (join (join (Area ID) [.]) (join (Area X2) (join [.] ((Area Y2) - (1)))))\n else\n switch costume to (join (join (Area ID) [.]) (join (Area X2) (join [,] ((Area Y2) - (1)))))\n end\n go to x: (0) y: (0)\n glide (1.05) secs to x: (0) y: (-465)\n else\n if <[3] = (Direction)> then\n if <[areas hit v] contains (Full ID)?> then\n switch costume to (join (join (Area ID) [.]) (join (Area X2) (join [.] ((Area Y2) - (-1)))))\n else\n switch costume to (join (join (Area ID) [.]) (join (Area X2) (join [,] ((Area Y2) - (-1)))))\n end\n go to x: (0) y: (0)\n glide (1.05) secs to x: (0) y: (465)\n end\n end\n end\n end\n delete this clone\nend\n\ngo to x: (465) y: (0)\n\nif <[1,0] = (costume [name v])> then\n broadcast (Cannon 1 v)\nend\n\nwhen flag clicked\nhide\n\n\n switch costume to (join (AreaY) (join [,] (AreaX)))\nend\n\ndefine Add Mini Map\nif <not <[areas explored v] contains (join (AreaX) (join [,] (AreaY)))?>> then\n add (join (AreaX) (join [,] (AreaY))) to [areas explored v]\nend\n\nwhen I receive [area down v]\nAdd Mini Map\n\nwhen I receive [area left v]\nAdd Mini Map\n\nwhen I receive [area up v]\nAdd Mini Map\n\nwhen I receive [area right v]\nAdd Mini Map\n\nwhen [r v] key pressed\ndelete this clone\n\nhide\n\nhide\n\nshow\n\nset [direction v] to [3]\ncreate clone of (_myself_ v)\nswitch costume to (join (AreaX) (join [,] (AreaY)))\ngo to x: (0) y: (-465)\nglide (.8) secs to x: (0) y: (0)\n\nif <[0] = (Direction)> then\n go to x: (0) y: (0)\n glide (1) secs to x: (-465) y: (0)\nelse\n if <[1] = (Direction)> then\n go to x: (0) y: (0)\n glide (1) secs to x: (465) y: (0)\n else\n if <[2] = (Direction)> then\n go to x: (0) y: (0)\n glide (1.05) secs to x: (0) y: (-465)\n else\n if <[3] = (Direction)> then\n go to x: (0) y: (0)\n glide (1.05) secs to x: (0) y: (465)\n end\n end\n end\nend\ndelete this clone\n\nswitch costume to (join (AreaX) (join [,] (AreaY)))\n\nwhen I receive [game start v]\nset [map open? v] to [0]\nset size to (1000) %\nforever\n set [area id2 v] to (join (Area X2) (join [,] (Area Y2)))\n set [full id v] to (join (Area ID) (join [.] (Area ID2)))\n if <[1] = (Place)> then\n show\n if <<(Map Open?) = [0]> and <not <<(costume [name v]) = (join (AreaX) (join [,] (AreaY)))> or <(costume [name v]) = (join (AreaX) (join [.] (AreaY)))>>>> then\n switch costume to (Full ID)\n if <[areas hit v] contains (Full ID)?> then\n switch costume to (join (Area ID) (join [.] (join (Area X2) (join [.] (Area Y2)))))\n end\n end\n else\n hide\n end\nend\n\nwhen I receive [game start v]\ngo to x: (0) y: (0)\nswitch costume to (2,0.0,0 v)\n\nswitch costume to (join (join (Area ID) [.]) (join ((Area X2) - (1)) (join [,] (Area Y2))))\n\nswitch costume to (2,0 v)\n\nif <[1] = (Place)> then\n set [y position v] to [135]\nelse\n if <([y position v] of [character v]) < [0]> then\n set [y position v] to [135]\n else\n set [y position v] to [-5]\n end\nend\n\nwhen I receive [monitor v]\nadd (Full ID) to [areas hit v]\n\n@Gate\n\nwhen flag clicked\ndelete all of [areas opened v]\nhide\n\nwhen I receive [game start v]\nFind location\n\ndefine Find location\nif <[players v] contains (username)?> then\n hide\nelse\n set [? v] to [0]\n switch costume to (1 v)\n clear graphic effects\n hide\n \n if <[0,0] = (Area ID)> then\n show\n go to x: (146) y: (150)\n point in direction (90)\n if <[areas hit v] contains [2,0.0,0]?> then\n if <not <[areas opened v] contains [0,0]?>> then\n Bye mate\n end\n hide\n end\n else\n if <[0,1] = (Area ID)> then\n show\n go to x: (210) y: (124)\n point in direction (180)\n set [? v] to [1]\n create clone of (_myself_ v)\n set [? v] to [0]\n if <[areas hit v] contains [0,1.0,0]?> then\n if <not <[areas opened v] contains [0,1]?>> then\n Bye mate\n end\n hide\n end\n else\n if <[1,1] = (Area ID)> then\n show\n go to x: (210) y: (86)\n point in direction (0)\n if <[areas hit v] contains [1,1.1,0]?> then\n if <not <[areas opened v] contains [1,1]?>> then\n Bye mate\n end\n hide\n end\n else\n if <[-1,1] = (Area ID)> then\n show\n go to x: (146) y: (150)\n point in direction (90)\n set [? v] to [1]\n create clone of (_myself_ v)\n set [? v] to [0]\n if <[areas hit v] contains [-1,1.0,0]?> then\n if <not <[areas opened v] contains [-1,1]?>> then\n Bye mate\n end\n hide\n end\n else\n if <[0,2] = (Area ID)> then\n show\n go to x: (210) y: (26)\n point in direction (0)\n if <<[areas hit v] contains [0,2.0,1]?> and <[areas hit v] contains [0,2.0,0]?>> then\n if <not <[areas opened v] contains [0,2]?>> then\n Bye mate\n end\n hide\n end\n else\n if <[1,2] = (Area ID)> then\n show\n go to x: (210) y: (-124)\n point in direction (0)\n if <<not <[areas hit v] contains [1,2.0,2]?>> and <<<[areas hit v] contains [1,2.0,1]?> and <[areas hit v] contains [1,2.0,0]?>> and <[areas hit v] contains [1,2.0,3]?>>> then\n if <not <[areas opened v] contains [1,2]?>> then\n Bye mate\n end\n hide\n end\n else\n if <[2,2] = (Area ID)> then\n show\n go to x: (210) y: (-124)\n point in direction (0)\n set [? v] to [1]\n create clone of (_myself_ v)\n set [? v] to [2]\n create clone of (_myself_ v)\n set [? v] to [0]\n if <[areas hit v] contains [2,2.0,0]?> then\n if <not <[areas opened v] contains [2,2]?>> then\n Bye mate\n end\n hide\n end\n else\n if <[3,2] = (Area ID)> then\n show\n go to x: (210) y: (-34)\n point in direction (0)\n if <<[areas hit v] contains [3,2.0,1]?> and <[areas hit v] contains [3,2.0,0]?>> then\n if <not <[areas opened v] contains [3,2]?>> then\n Bye mate\n end\n hide\n end\n else\n if <[4,2] = (Area ID)> then\n show\n go to x: (60) y: (-34)\n point in direction (0)\n if <[bosses defeated v] contains [1]?> then\n if <not <[areas opened v] contains [4,2]?>> then\n Bye mate\n end\n hide\n end\n else\n if <[-1,2] = (Area ID)> then\n show\n go to x: (-210) y: (86)\n point in direction (0)\n if <[areas hit v] contains [-1,2.B]?> then\n if <not <[areas opened v] contains [-1,2]?>> then\n Bye mate\n end\n hide\n end\n else\n if <[-2,2] = (Area ID)> then\n show\n go to x: (-210) y: (-124)\n set [? v] to [1]\n create clone of (_myself_ v)\n set [? v] to [0]\n point in direction (0)\n if <[areas hit v] contains [-2,2.B]?> then\n if <not <[areas opened v] contains [-2,2]?>> then\n Bye mate\n end\n hide\n end\n else\n if <[-4,2] = (Area ID)> then\n show\n go to x: (-210) y: (-124)\n set [? v] to [1]\n create clone of (_myself_ v)\n set [? v] to [0]\n point in direction (0)\n if <[areas hit v] contains [-4,2.B]?> then\n if <not <[areas opened v] contains [-4,2]?>> then\n Bye mate\n end\n hide\n end\n else\n if <[-6,2] = (Area ID)> then\n show\n go to x: (-210) y: (86)\n point in direction (0)\n if <[areas hit v] contains [-6,2.B]?> then\n if <not <[areas opened v] contains [-6,2]?>> then\n Bye mate\n end\n hide\n end\n else\n if <[-8,2] = (Area ID)> then\n show\n go to x: (0) y: (-124)\n point in direction (0)\n if <[areas hit v] contains [-8,2.0,0]?> then\n if <not <[areas opened v] contains [-8,2]?>> then\n replace item (25) of [data v] with [222222222222222200000020000000200000020000000200000020000001200000020000002200000020000002200000020000002200000020000002000000000000002000000000000002111111111000012]\n broadcast (Reload v)\n Bye mate\n end\n hide\n end\n else\n if <[-8,-3] = (Area ID)> then\n show\n go to x: (-184) y: (-150)\n point in direction (90)\n if <[areas hit v] contains [-8,-3.B]?> then\n if <not <[areas opened v] contains [-8,-3]?>> then\n Bye mate\n end\n hide\n end\n else\n if <[-7,-1] = (Area ID)> then\n show\n go to x: (-210) y: (56)\n point in direction (0)\n if <<[areas hit v] contains [-7,-1.B]?> or <[areas hit v] contains [-8,-1]?>> then\n if <not <[areas opened v] contains [-7,-1]?>> then\n Bye mate\n end\n hide\n end\n else\n if <[-8,-1] = (Area ID)> then\n if <[64] < ([y position v] of [character v])> then\n add [-8,-1] to [areas hit v]\n end\n else\n if <[-9,2] = (Area ID)> then\n show\n go to x: (-210) y: (-124)\n point in direction (0)\n if <<[bosses defeated v] contains [3]?> or <[bosses defeated v] contains [4]?>> then\n if <not <[areas opened v] contains [-9,2]?>> then\n Bye mate\n end\n hide\n end\n else\n if <[1,0] = (Area ID)> then\n show\n go to x: (-34) y: (-120)\n point in direction (90)\n if <[areas hit v] contains [1,0.B]?> then\n if <not <[areas opened v] contains [1,0]?>> then\n Bye mate\n end\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [area switch v]\nFind location\n\ndefine Bye mate\nrepeat (10)\nswitch costume to (2 v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nif <(?) = [0]> then\n add (Area ID) to [areas opened v]\nelse\n add (join (Area ID) (join [.] (?))) to [areas opened v]\nend\n\ngo to x: (146) y: (0)\n\ngo to [front v] layer\n\nshow\n\nwhen I receive [very epic switch v]\nhide\nwait until <[0] = (Place)>\nFind location\n\nwhen I start as a clone\nFind clone location\n\ndefine Find clone location\nshow\nswitch costume to (1 v)\nclear graphic effects\nif <[0,1] = (Area ID)> then\n show\n go to x: (-210) y: (-124)\n point in direction (0)\n if <[areas hit v] contains [2,1.0,0]?> then\n if <not <[areas opened v] contains [0,1.1]?>> then\n Bye mate\n end\n delete this clone\n end\nelse\n if <[-1,1] = (Area ID)> then\n show\n go to x: (-184) y: (150)\n point in direction (90)\n if <[areas hit v] contains [-1,1.0,1]?> then\n if <not <[areas opened v] contains [-1,1.1]?>> then\n Bye mate\n end\n delete this clone\n end\n else\n if <[2,2] = (Area ID)> then\n if <[1] = (?)> then\n show\n go to x: (210) y: (56)\n point in direction (0)\n if <[areas hit v] contains [2,2.0,1]?> then\n if <not <[areas opened v] contains [2,2.1]?>> then\n Bye mate\n end\n delete this clone\n end\n else\n show\n go to x: (210) y: (-34)\n point in direction (0)\n if <[areas hit v] contains [2,2.0,2]?> then\n if <not <[areas opened v] contains [2,2.2]?>> then\n Bye mate\n end\n delete this clone\n end\n end\n else\n if <[-2,2] = (Area ID)> then\n show\n go to x: (-210) y: (86)\n point in direction (0)\n if <[areas hit v] contains [-3,2.0,0]?> then\n if <not <[areas opened v] contains [-2,2.1]?>> then\n Bye mate\n end\n delete this clone\n end\n else\n if <[-4,2] = (Area ID)> then\n show\n go to x: (-210) y: (86)\n point in direction (0)\n if <<[areas hit v] contains [-6,2.0,0]?> or <[areas hit v] contains [-5,2.B]?>> then\n if <not <[areas opened v] contains [-4,2.1]?>> then\n Bye mate\n end\n delete this clone\n end\n end\n end\n end\n end\nend\n\nhide\n\nwhen I receive [area switch v]\ndelete this clone\n\ncreate clone of (_myself_ v)\n\ncreate clone of (_myself_ v)\n\nsay []\n\nsay [Hello!]\n\nadd [4,2.0,0] to [areas hit v]\n\nset [? v] to [1]\ncreate clone of (_myself_ v)\nset [? v] to [0]\n\nwhen I start as a clone\nshow\n\nbroadcast (Area switch v)\n\nwhen I receive [reload v]\nFind location\n\nset [? v] to [1]\ncreate clone of (_myself_ v)\nset [? v] to [0]\n\nadd [-8,2.0,0] to [areas hit v]\n\nadd [2,0.0,0] to [areas hit v]\n\nadd [2,1.0,0] to [areas hit v]\n\nbroadcast (Reload v)\n\nif <[0,0] = (Area ID)> then\n show\n go to x: (146) y: (150)\n point in direction (90)\n if <[areas hit v] contains [2,0.0,0]?> then\n if <not <[areas opened v] contains [0,0]?>> then\n Bye mate\n end\n hide\n end\nelse\n if <[0,1] = (Area ID)> then\n show\n go to x: (210) y: (124)\n point in direction (180)\n set [? v] to [1]\n create clone of (_myself_ v)\n set [? v] to [0]\n if <[areas hit v] contains [0,1.0,0]?> then\n if <not <[areas opened v] contains [0,1]?>> then\n Bye mate\n end\n hide\n end\n else\n if <[1,1] = (Area ID)> then\n show\n go to x: (210) y: (86)\n point in direction (0)\n if <[areas hit v] contains [1,1.1,0]?> then\n if <not <[areas opened v] contains [1,1]?>> then\n Bye mate\n end\n hide\n end\n else\n if <[-1,1] = (Area ID)> then\n show\n go to x: (146) y: (150)\n point in direction (90)\n set [? v] to [1]\n create clone of (_myself_ v)\n set [? v] to [0]\n if <[areas hit v] contains [-1,1.0,0]?> then\n if <not <[areas opened v] contains [-1,1]?>> then\n Bye mate\n end\n hide\n end\n else\n if <[0,2] = (Area ID)> then\n show\n go to x: (210) y: (26)\n point in direction (0)\n if <<[areas hit v] contains [0,2.0,1]?> and <[areas hit v] contains [0,2.0,0]?>> then\n if <not <[areas opened v] contains [0,2]?>> then\n Bye mate\n end\n hide\n end\n else\n if <[1,2] = (Area ID)> then\n show\n go to x: (210) y: (-124)\n point in direction (0)\n if <<not <[areas hit v] contains [1,2.0,2]?>> and <<<[areas hit v] contains [1,2.0,1]?> and <[areas hit v] contains [1,2.0,0]?>> and <[areas hit v] contains [1,2.0,3]?>>> then\n if <not <[areas opened v] contains [1,2]?>> then\n Bye mate\n end\n hide\n end\n else\n if <[2,2] = (Area ID)> then\n show\n go to x: (210) y: (-124)\n point in direction (0)\n set [? v] to [1]\n create clone of (_myself_ v)\n set [? v] to [2]\n create clone of (_myself_ v)\n set [? v] to [0]\n if <[areas hit v] contains [2,2.0,0]?> then\n if <not <[areas opened v] contains [2,2]?>> then\n Bye mate\n end\n hide\n end\n else\n if <[3,2] = (Area ID)> then\n show\n go to x: (210) y: (-34)\n point in direction (0)\n if <<[areas hit v] contains [3,2.0,1]?> and <[areas hit v] contains [3,2.0,0]?>> then\n if <not <[areas opened v] contains [3,2]?>> then\n Bye mate\n end\n hide\n end\n else\n if <[4,2] = (Area ID)> then\n show\n go to x: (60) y: (-34)\n point in direction (0)\n if <[areas hit v] contains [4,2.0,0]?> then\n if <not <[areas opened v] contains [4,2]?>> then\n Bye mate\n end\n hide\n end\n else\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nif <[-1,2] = (Area ID)> then\n show\n go to x: (-210) y: (86)\n point in direction (0)\n if <[areas hit v] contains [-1,2.B]?> then\n if <not <[areas opened v] contains [-1,2]?>> then\n Bye mate\n end\n hide\n end\nelse\n if <[-2,2] = (Area ID)> then\n show\n go to x: (-210) y: (-124)\n set [? v] to [1]\n create clone of (_myself_ v)\n set [? v] to [0]\n point in direction (0)\n if <[areas hit v] contains [-2,2.B]?> then\n if <not <[areas opened v] contains [-2,2]?>> then\n Bye mate\n end\n hide\n end\n else\n if <[-4,2] = (Area ID)> then\n show\n go to x: (-210) y: (-124)\n set [? v] to [1]\n create clone of (_myself_ v)\n set [? v] to [0]\n point in direction (0)\n if <[areas hit v] contains [-4,2.B]?> then\n if <not <[areas opened v] contains [-4,2]?>> then\n Bye mate\n end\n hide\n end\n else\n if <[-6,2] = (Area ID)> then\n show\n go to x: (-210) y: (86)\n point in direction (0)\n if <[areas hit v] contains [-6,2.B]?> then\n if <not <[areas opened v] contains [-6,2]?>> then\n Bye mate\n end\n hide\n end\n else\n if <[-8,2] = (Area ID)> then\n show\n go to x: (0) y: (-124)\n point in direction (0)\n if <[areas hit v] contains [-8,2.0,0]?> then\n if <not <[areas opened v] contains [-8,2]?>> then\n replace item (25) of [data v] with [222222222222222200000020000000200000020000000200000020000001200000020000002200000020000002200000020000002200000020000002000000000000002000000000000002111111111000012]\n broadcast (Reload v)\n Bye mate\n end\n hide\n end\n else\n if <[-8,-3] = (Area ID)> then\n show\n go to x: (-184) y: (-150)\n point in direction (90)\n if <[areas hit v] contains [-8,-3.B]?> then\n if <not <[areas opened v] contains [-8,-3]?>> then\n Bye mate\n end\n hide\n end\n else\n if <[-7,-1] = (Area ID)> then\n show\n go to x: (-210) y: (56)\n point in direction (0)\n if <<[areas hit v] contains [-7,-1.B]?> or <[areas hit v] contains [-8,-1]?>> then\n if <not <[areas opened v] contains [-7,-1]?>> then\n Bye mate\n end\n hide\n end\n else\n if <[-8,-1] = (Area ID)> then\n if <[64] < ([y position v] of [character v])> then\n add [-8,-1] to [areas hit v]\n end\n else\n if <[-9,2] = (Area ID)> then\n show\n go to x: (-210) y: (-124)\n point in direction (0)\n if <<[bosses defeated v] contains [3]?> or <[bosses defeated v] contains [4]?>> then\n if <not <[areas opened v] contains [-9,2]?>> then\n Bye mate\n end\n hide\n end\n else\n if <[1,0] = (Area ID)> then\n show\n go to x: (-34) y: (-120)\n point in direction (90)\n if <[areas hit v] contains [1,0.B]?> then\n if <not <[areas opened v] contains [1,0]?>> then\n Bye mate\n end\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nreplace item (25) of [data v] with [222222222222222200000020000000200000020000000200000020000001200000020000002200000020000002200000020000002200000020000002000000000000002000000000000002111111111000012]\n\n@HIM. RETURNED.\n\nwhen flag clicked\nhide\nforever\n if <(Place) = [0]> then\n broadcast (Bye v)\n hide\n end\nend\n\nwhen I receive [computer boss v]\nset [health v] to [30]\nset [fight? v] to [1]\nswitch costume to (computer v)\nshow\ngo to x: (0) y: (200)\nglide (1) secs to x: (0) y: (0)\nset [dialogue showing v] to [3]\nwait until <(dialogue showing) = [0]>\nIMMA FIGHT THIS GUY\n\ndefine IMMA FIGHT THIS GUY\nset [player health v] to [5]\nswitch costume to (computer v)\nset [boss health v] to [25]\nset [! v] to [3]\ncreate clone of (_myself_ v)\nrepeat (60)\nrepeat until <<(Player health) < [1]> or <(health) < [1]>>\n set [! v] to (pick random (2) to (5))\n create clone of (_myself_ v)\n repeat (60)\nend\nset [fight? v] to [0]\nhide\nif <(health) < [1]> then\n broadcast (Special 1 v)\nend\n\nwhen I start as a clone\nif <(!) = [2]> then\n switch costume to (give up v)\n set [! v] to [6]\n create clone of (_myself_ v)\n repeat (10)\n change x by (20)\n end\n repeat (15)\n change y by (-10)\n end\n repeat (20)\n change x by (-20)\n end\n delete this clone\nelse\n if <(!) = [3]> then\n switch costume to (i'll defeat you v)\n go to [front v] layer\n repeat (30)\n point towards ("platform" v)\n repeat (15)\n repeat until <<touching ("platform" v)?> or <<touching (map v)?> or <touching (platform v)?>>>\n move (20) steps\n end\n delete this clone\n else\n if <(!) = [4]> then\n switch costume to (everything has ended v)\n repeat (10)\n turn right (15) degrees\n end\n if <([x position v] of ["platform" v]) < (x position)> then\n repeat until <(x position) < ([x position v] of ["platform" v])>\n change x by (-5)\n turn right (15) degrees\n end\n else\n repeat until <([x position v] of ["platform" v]) < (x position)>\n change x by (5)\n turn right (15) degrees\n end\n end\n repeat until <touching (map v)?>\n change y by (-10)\n turn right (15) degrees\n end\n delete this clone\n else\n if <(!) = [5]> then\n switch costume to (it's all fake v)\n if <([x position v] of ["platform" v]) < (x position)> then\n repeat until <(x position) < ([x position v] of ["platform" v])>\n change x by (-5)\n turn right (15) degrees\n end\n else\n repeat until <([x position v] of ["platform" v]) < (x position)>\n change x by (5)\n turn right (15) degrees\n end\n end\n repeat until <touching (map v)?>\n change y by (-10)\n turn right (15) degrees\n end\n repeat (60)\n end\n delete this clone\n else\n switch costume to (give up v)\n repeat (10)\n change x by (-20)\n end\n repeat (15)\n change y by (-10)\n end\n repeat (20)\n change x by (20)\n end\n delete this clone\n end\n end\n end\nend\n\npoint towards (mouse-pointer v)\n\nwhen I receive [bye v]\ndelete this clone\n\n@Health\n\ndefine sppppppeeeeedddd\nset [id v] to [0]\nrepeat (5)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\nhide\n\nwhen I start as a clone\nforever\n show\n go to x: (((ID) * (50)) - (240)) y: (140)\n if <(ID) < ((Player health) + (1))> then\n switch costume to (costume1 v)\n if <[0] = (Place)> then\n change x by (20)\n switch costume to (costume3 v)\n end\n else\n switch costume to (costume2 v)\n if <[0] = (Place)> then\n switch costume to (costume4 v)\n change x by (20)\n end\n end\n if <<(Player health) < [1]> or <(Fight?) = [0]>> then\n delete this clone\n end\nend\n\nwhen I receive [computer boss v]\nwait until <(Player health) = [5]>\nsppppppeeeeedddd\n\nwhen I receive [monitor v]\nwait until <(Player health) = [5]>\nsppppppeeeeedddd\n\nwhen I receive [dave v]\nwait until <(Player health) = [5]>\nsppppppeeeeedddd\n\nwhen I receive [face v]\nwait until <(Player health) = [5]>\nsppppppeeeeedddd\n\nwhen I receive [final boss v]\nwait until <(Player health) = [5]>\nsppppppeeeeedddd\n\nset [fight? v] to [0]\n\nbroadcast (FINAL BOSS v)\n\nwhen I receive [ahahahahahah v]\nwait until <(Player health) = [5]>\nsppppppeeeeedddd\n\nwhen I receive [true final boss v]\nwait until <(Player health) = [5]>\nsppppppeeeeedddd\n\n@Dave, but he's in a thingy\n\ndefine Physics (hold?)\nif <<[0] = (Place)> and <(Area ID) = (?)>> then\n Switch\n change x by (xv)\n set [xv v] to ((xv) * (.95))\n if <<<touching (creator v)?> or <touching (gate v)?>> or <touching (border v)?>> then\n change y by ((gravity) * (1))\n if <<<touching (creator v)?> or <touching (gate v)?>> or <touching (border v)?>> then\n change y by ((gravity) * (1))\n if <<<touching (creator v)?> or <touching (gate v)?>> or <touching (border v)?>> then\n change y by ((gravity) * (1))\n if <<<touching (creator v)?> or <touching (gate v)?>> or <touching (border v)?>> then\n change y by ((gravity) * (1))\n if <<<touching (creator v)?> or <touching (gate v)?>> or <touching (border v)?>> then\n change y by ((gravity) * (1))\n if <<<touching (creator v)?> or <touching (gate v)?>> or <touching (border v)?>> then\n change x by ((xv) * (-1))\n change y by ((gravity) * (-5))\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by ((yv) * (gravity))\n if <<<touching (creator v)?> or <touching (gate v)?>> or <touching (border v)?>> then\n change y by (((yv) * (-1)) * (gravity))\n set [yv v] to [0]\n set [xv v] to [0]\n end\n change y by ((-1) * (gravity))\n change y by (gravity)\n if <(hold?) = [0]> then\n if <key (x v) pressed?> then\n repeat until <not <key (x v) pressed?>>\n Physics [1]\n Switch\n end\n if <(distance to [character v]) < [77]> then\n set [holding dave? v] to [1]\n Switch\n end\n end\n end\nend\nset [! v] to [0]\n\ndefine Run\nclear graphic effects\nswitch costume to (this is a costume v)\nif <[bosses defeated v] contains [1.5]?> then\n switch costume to (this is a costume2 v)\nend\nif <(distance to [character v]) < [77]> then\n if <[1] = (Go?)> then\n set [next to dave? v] to [1]\n end\nelse\n set [next to dave? v] to [0]\nend\nif <(Cutscene?) = [1]> then\n go to x: (30) y: (-153)\n set [next to dave? v] to [0]\n set [? v] to [-10,2]\nend\nif <(Cutscene?) = [2]> then\n hide\nend\ngo to [back v] layer\ngo [forward v] (1) layers\nif <[0] = (Holding Dave?)> then\n Physics [0]\nelse\n go to [front v] layer\n set rotation style [left-right v]\n point in direction ([direction v] of [character v])\n go to (character v)\n change y by (40)\n if <key (x v) pressed?> then\n repeat until <not <key (x v) pressed?>>\n go to (character v)\n change y by (40)\n end\n set [holding dave? v] to [0]\n set down\n end\nend\n\nif <[1] < (Xv)> then\n set [xv v] to [20]\n set [yv v] to [8]\nelse\n if <(Xv) < [-1]> then\n set [xv v] to [-20]\n set [yv v] to [8]\n else\n set [xv v] to [0]\n set [yv v] to [2]\n end\nend\n\nwhen flag clicked\nset [? v] to [0]\nset [in machine? v] to [0]\nhide\nGo\n\nwhen I receive [area switch v]\nif <[1] = (Holding Dave?)> then\n set [? v] to (Area ID)\nend\n\ndefine load level\nchange y by (1)\nhide\nset [go? v] to [0]\nset [yv v] to [0]\nif <[4,2] = (Area ID)> then\n if <[0] = (?)> then\n show\n go to x: (160) y: (-63)\n set [go? v] to [1]\n set [? v] to (Area ID)\n end\nend\nif <(?) = (Area ID)> then\n show\n set [go? v] to [1]\nend\nif <(?) = (Area ID)> then\n wait until <[1] = (Place)>\n hide\n wait until <[0] = (Place)>\n show\n load level\nend\nif <[1] = (In machine?)> then\n go to x: (133) y: (-111)\nend\n\n\ndefine Go\nforever\n if <[-10,2] = (Area ID)> then\n hide\n else\n if <<not <[bosses defeated v] contains [1.5]?>> and <<(distance to [something really cool. but also really secret. hehe v]) < [100]> and <(Area ID) = [1,-1]>>> then\n set [holding dave? v] to [0]\n Glide to machine\n else\n if <(Area ID) = (?)> then\n Run\n set [_x_ v] to (x position)\n set [_y_ v] to (y position)\n else\n go to x: (_X_) y: (_Y_)\n end\n end\n end\nend\n\ndefine set down\nset [xv v] to [0]\nset [yv v] to [0]\nif <<touching (creator v)?> or <touching (gate v)?>> then\n change y by (-37)\n if <(direction) = [90]> then\n change x by (25)\n if <<touching (creator v)?> or <touching (gate v)?>> then\n change x by (-50)\n end\n else\n change x by (-25)\n if <<touching (creator v)?> or <touching (gate v)?>> then\n change x by (50)\n end\n end\nelse\n if <<(Yv) = [0]> and <<(Xv) < [1]> and <[-1] < (Xv)>>> then\n change y by (-37)\n if <(direction) = [90]> then\n change x by (25)\n if <<touching (creator v)?> or <touching (gate v)?>> then\n change x by (-50)\n end\n else\n change x by (-25)\n if <<touching (creator v)?> or <touching (gate v)?>> then\n change x by (50)\n end\n end\n else\n set [holding dave? v] to [0]\n if <(direction) = [90]> then\n set [xv v] to [20]\n else\n set [xv v] to [-20]\n end\n set [yv v] to [5]\n end\nend\n\nwhen I receive [area move v]\nload level\n\nset [? v] to [-2,2]\n\nwhen I receive [i moved v]\nif <[1] = (Holding Dave?)> then\n go to (character v)\nend\n\nshow\n\nshow\n\nset [yv v] to [0]\n\ndefine Glide to machine\nrepeat until <(distance to [something really cool. but also really secret. hehe v]) < [5]>\n change x by ((([x position v] of [something really cool. but also really secret. hehe v]) - (x position)) / (5))\n change y by ((([y position v] of [something really cool. but also really secret. hehe v]) - (y position)) / (5))\nend\ngo to (something really cool. but also really secret. hehe v)\nset [in machine? v] to [1]\nset [next to dave? v] to [0]\n\n\n Glide to machine\nend\n\ngo to x: (60) y: (-115)\n\nbroadcast (Area Down v)\n\nset [in machine? v] to [0]\n\nset [go? v] to [1]\n\nset [? v] to (Area ID)\n\ngo to x: (160) y: (-63)\n\nrepeat until <<<touching (creator v)?> or <touching (gate v)?>> or <touching (border v)?>>\n Move\nend\n\nset [holding dave? v] to [0]\nrepeat until <<<touching (creator v)?> or <touching (gate v)?>> or <touching (border v)?>>\n Move\nend\n\nset [holding dave? v] to [0]\n\nswitch costume to (box v)\n\nswitch costume to (this is a costume v)\nif <[bosses defeated v] contains [1.5]?> then\n switch costume to (this is a costume2 v)\nend\ngo to [front v] layer\nset [next to dave? v] to [0]\n\nif then\nend\n\nset [holding dave? v] to [0]\nif <key (x v) pressed?> then\n wait until <not <key (x v) pressed?>>\n if <(distance to [character v]) < [77]> then\n repeat until <key (x v) pressed?>\n if <[1] = (Go?)> then\n set [holding dave? v] to [1]\n set [in machine? v] to [0]\n end\n end\n set down\n set [holding dave? v] to [0]\n wait until <not <key (x v) pressed?>>\n end\nend\n\ndefine Move\nchange x by (!)\nset [! v] to ((!) * (.9))\nif <<<touching (creator v)?> or <touching (gate v)?>> or <touching (border v)?>> then\n change y by ((gravity) * (1))\n if <<<touching (creator v)?> or <touching (gate v)?>> or <touching (border v)?>> then\n change y by ((gravity) * (1))\n if <<<touching (creator v)?> or <touching (gate v)?>> or <touching (border v)?>> then\n change y by ((gravity) * (1))\n if <<<touching (creator v)?> or <touching (gate v)?>> or <touching (border v)?>> then\n change y by ((gravity) * (1))\n if <<<touching (creator v)?> or <touching (gate v)?>> or <touching (border v)?>> then\n change y by ((gravity) * (1))\n if <<<touching (creator v)?> or <touching (gate v)?>> or <touching (border v)?>> then\n change x by ((!) * (-1))\n change y by ((gravity) * (-5))\n set [! v] to [0]\n end\n end\n end\n end\n end\nend\nchange [@ v] by (-1)\nchange y by ((@) * (gravity))\nif <<<touching (creator v)?> or <touching (gate v)?>> or <touching (border v)?>> then\n change y by (((@) * (-1)) * (gravity))\n set [@ v] to [0]\nend\nchange y by (-1)\n\nset [yv v] to [0]\n\nset [in machine? v] to [0]\n\nstop [other scripts in sprite v]\n\ngo to x: (160) y: (-63)\n\ngo [forward v] (1) layers\n\ngo to [back v] layer\ngo [forward v] (1) layers\nset rotation style [left-right v]\npoint in direction ([direction v] of [character v])\ngo to (character v)\nchange y by (40)\nif <key (x v) pressed?> then\n repeat until <not <key (x v) pressed?>>\n go to (character v)\n change y by (40)\n end\n set [holding dave? v] to [0]\n set down\nend\n\nchange y by (10)\n\nwhen I receive [dave! v]\nset [? v] to [1,-1]\ngo to (something really cool. but also really secret. hehe v)\nset [in machine? v] to [1]\nset [next to dave? v] to [0]\n\n@Text Box\n\nwhen flag clicked\nset [dialogue showing v] to [0]\ngo to [front v] layer\nforever\n switch costume to (costume1 v)\n if <(Dark?) = [1]> then\n switch costume to (costume2 v)\n end\n hide\n if <[0] < (dialogue showing)> then\n show\n if <[1] = (Place)> then\n go to x: (36) y: (28)\n else\n if <([y position v] of [character v]) < [0]> then\n go to x: (36) y: (28)\n else\n go to x: (36) y: (-108)\n end\n end\n end\nend\n\n@Fake wall\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nFind location\n\ndefine Find location\nset [? v] to [0]\nswitch costume to (1 v)\nclear graphic effects\nhide\nif <[0,0] = (Area ID)> then\n show\n go to x: (-210) y: (86)\n point in direction (0)\nelse\n if <[-1,0] = (Area ID)> then\n show\n go to x: (-210) y: (86)\n else\n if <[-2,0] = (Area ID)> then\n show\n go to x: (-210) y: (86)\n else\n if <[-3,0] = (Area ID)> then\n show\n go to x: (-210) y: (86)\n else\n if <[-4,0] = (Area ID)> then\n show\n go to x: (-210) y: (86)\n end\n end\n end\n end\nend\n\npoint in direction (180)\n\nwhen I receive [area switch v]\nFind location\n\ngo to x: (146) y: (0)\n\ngo to [front v] layer\n\nshow\n\nwhen I receive [very epic switch v]\nhide\nwait until <[0] = (Place)>\nFind location\n\n@Button\n\nwhen flag clicked\ndelete all of [areas hit v]\nforever\n if <[0] = (Place)> then\n hide\n else\n if <(?) = [0]> then\n Find place (Full ID)\n else\n hide\n end\n end\nend\n\ndefine Find place (area id)\nset [! v] to [0]\npoint in direction (90)\ngo to x: (211) y: (-100)\nif <[2,0.0,0] = (Full ID)> then\n point in direction (90)\n go to x: (211) y: (0)\nelse\n if <[0,1.0,0] = (Full ID)> then\n point in direction (90)\n go to x: (211) y: (-100)\n else\n if <[1,1.0,0] = (Full ID)> then\n point in direction (90)\n go to x: (211) y: (-50)\n else\n if <[1,1.1,0] = (Full ID)> then\n point in direction (180)\n go to x: (190) y: (-152)\n else\n if <[2,1.0,0] = (Full ID)> then\n point in direction (90)\n go to x: (211) y: (-130)\n else\n if <[-1,1.0,0] = (Full ID)> then\n point in direction (90)\n go to x: (211) y: (-130)\n change [! v] by (1)\n else\n if <[-1,1.0,1] = (Full ID)> then\n point in direction (-90)\n go to x: (-211) y: (-130)\n change [! v] by (1)\n else\n if <[0,2.0,0] = (Full ID)> then\n point in direction (90)\n go to x: (211) y: (-130)\n else\n if <[0,2.0,1] = (Full ID)> then\n point in direction (-90)\n go to x: (-211) y: (-130)\n else\n if <[1,2.0,0] = (Full ID)> then\n point in direction (90)\n go to x: (211) y: (-130)\n else\n if <[1,2.0,1] = (Full ID)> then\n point in direction (90)\n go to x: (211) y: (-130)\n else\n if <[1,2.0,2] = (Full ID)> then\n point in direction (90)\n go to x: (211) y: (-130)\n change [! v] by (1)\n else\n if <[1,2.0,3] = (Full ID)> then\n point in direction (90)\n go to x: (211) y: (-130)\n else\n if <[-5,0.0,0] = (Full ID)> then\n hide\n stop [this script v]\n else\n if <[2,2.0,0] = (Full ID)> then\n point in direction (90)\n go to x: (211) y: (-130)\n change [! v] by (1)\n else\n if <[2,2.0,1] = (Full ID)> then\n point in direction (90)\n go to x: (211) y: (-130)\n change [! v] by (1)\n else\n if <[2,2.0,2] = (Full ID)> then\n point in direction (90)\n go to x: (211) y: (-130)\n change [! v] by (1)\n else\n if <[3,2.0,0] = (Full ID)> then\n point in direction (90)\n go to x: (211) y: (-130)\n else\n if <[3,2.0,1] = (Full ID)> then\n point in direction (90)\n go to x: (211) y: (-130)\n else\n if <[4,2.0,0] = (Full ID)> then\n hide\n stop [this script v]\n else\n if <[1,-1.0,0] = (Full ID)> then\n hide\n stop [this script v]\n else\n if <[-8,2.0,0] = (Full ID)> then\n hide\n stop [this script v]\n else\n if <[-8,-4.0,0] = (Full ID)> then\n hide\n stop [this script v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nif <[areas hit v] contains (area id)?> then\n if <[1] = (!)> then\n switch costume to (thingy2 v)\n else\n switch costume to (costume2 v)\n end\n show\nelse\n if <[1] = (!)> then\n switch costume to (thingy1 v)\n else\n switch costume to (costume1 v)\n end\n show\n wait until <<<touching ("platform" v)?> or <touching (platform v)?>> or <<[0] = (Place)> or <not <(Full ID) = (area id)>>>>\n if <<touching ("platform" v)?> or <touching (platform v)?>> then\n Check real quick\n add (area id) to [areas hit v]\n show\n if <[1] = (!)> then\n switch costume to (thingy2 v)\n else\n switch costume to (costume2 v)\n end\n end\nend\nwait until <<[0] = (Place)> or <not <(Full ID) = (area id)>>>\n\nwhen I receive [area down v]\nset [? v] to [1]\n\nwhen I receive [area left v]\nset [? v] to [1]\n\nwhen I receive [area right v]\nset [? v] to [1]\n\nwhen I receive [area up v]\nset [? v] to [1]\n\nwhen I receive [area move v]\nset [? v] to [0]\n\ndefine Check real quick\nif <[-1,1.0,0] = (Full ID)> then\n if <[areas hit v] contains [-1,1.0,1]?> then\n delete (item # of [-1,1.0,1] in [areas hit v]) of [areas hit v]\n end\nelse\n if <[-1,1.0,1] = (Full ID)> then\n if <[areas hit v] contains [-1,1.0,0]?> then\n delete (item # of [-1,1.0,0] in [areas hit v]) of [areas hit v]\n end\n else\n if <[2,2.0,0] = (Full ID)> then\n if <[areas hit v] contains [2,2.0,1]?> then\n delete (item # of [2,2.0,1] in [areas hit v]) of [areas hit v]\n end\n if <[areas hit v] contains [2,2.0,2]?> then\n delete (item # of [2,2.0,2] in [areas hit v]) of [areas hit v]\n end\n else\n if <[2,2.0,1] = (Full ID)> then\n if <[areas hit v] contains [2,2.0,0]?> then\n delete (item # of [2,2.0,0] in [areas hit v]) of [areas hit v]\n end\n if <[areas hit v] contains [2,2.0,2]?> then\n delete (item # of [2,2.0,2] in [areas hit v]) of [areas hit v]\n end\n else\n if <[2,2.0,2] = (Full ID)> then\n if <[areas hit v] contains [2,2.0,0]?> then\n delete (item # of [2,2.0,0] in [areas hit v]) of [areas hit v]\n end\n if <[areas hit v] contains [2,2.0,1]?> then\n delete (item # of [2,2.0,1] in [areas hit v]) of [areas hit v]\n end\n end\n end\n end\n end\nend\n\nhide\nstop [this script v]\n\n@Dave. The sequel. And HIM, too. And like two other characters as well. So not really Dave.\n\nwhen flag clicked\nforever\n if <(dialogue showing) = [0]> then\n broadcast (delete this clone v)\n end\nend\n\ndefine Type (information) Starting at (x1) (y1) Ending at (x2) (y2) Spacing: (s)\nbroadcast (delete this clone v)\ngo to x: (x1) y: (y1)\nset [typing: # v] to [0]\nclear graphic effects\nif <(Dark?) = [1]> then\n set [brightness v] effect to (100)\nend\nshow\nrepeat (length of (information))\n go to [front v] layer\n if <(x2) < (x position)> then\n go to x: (x1) y: ((y position) - (20))\n end\n if <(letter (Typing: #) of (information)) = [ ]> then\n set [count v] to ((1) + (Typing: #))\n repeat until <<(letter (count) of (information)) = [ ]> or <(length of (information)) = (count)>>\n change [count v] by (1)\n end\n if <(x2) < ((x position) + ((s) * ((count) - (Typing: #))))> then\n go to x: (x1) y: ((y position) - (20))\n end\n end\n change [typing: # v] by (1)\n Detect case of (letter (Typing: #) of (information))\n if <not <[space] = (case)>> then\n create clone of (_myself_ v)\n change [clones v] by (1)\n end\n if <not <<(costume [name v]) = [lt]> or <<(costume [name v]) = [it]> or <(costume [name v]) = [I]>>>> then\n change x by (s)\n else\n change x by ((s) - (7))\n end\nend\nhide\n\ndefine Detect case of (character)\nif <not <(length of (character)) = [1]>> then\n set [case v] to [error!]\n stop [this script v]\nend\nswitch costume to (null v)\nswitch costume to (character)\nif <(costume [number v]) = [1]> then\n switch costume to (join (character) [t])\nend\nif <[53] < (costume [number v])> then\n set [case v] to [other]\n switch costume to (character)\n stop [this script v]\nend\nif <[1] = (costume [number v])> then\n set [case v] to [space]\n stop [this script v]\nend\nif <((costume [number v]) mod (2)) = [0]> then\n set [case v] to [upper]\nelse\n set [case v] to [lowercase]\nend\n\nwhen I receive [delete this clone v]\ndelete this clone\n\nset [clones v] to [0]\n\nwhen I receive [dialogue v]\nbroadcast (delete this clone v)\nif <[1] = (Place)> then\n set [y position v] to [135]\nelse\n if <([y position v] of [character v]) < [0]> then\n set [y position v] to [135]\n else\n set [y position v] to [-5]\n end\nend\nif <[0] = (Place)> then\n if <<[bosses defeated v] contains [.5]?> and <(Part) = [2]>> then\n Type [\[No data found\]] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n if <<(AreaX) > [-2]> and <(Part) = [2]>> then\n Type [\[No data found\]] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n if <<<(AreaY) > [1]> and <(AreaX) > [-8]>> and <(Part) = [3]>> then\n Type [\[No data found\]] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n if <[0,0] = (Area ID)> then\n if <[players v] contains (username)?> then\n Type [eNJOY yOUR sTAY...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n if <not <[areas hit v] contains [2,0.0,0]?>> then\n if <not <[bosses defeated v] contains [.5]?>> then\n Type [Awake? Good. I've been waiting for a while.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n Type [Took a little detour, did you? Where did you head off to, anyway?] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n end\n else\n Type [You should be able to head up now.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n end\n end\n else\n if <[1,0] = (Area ID)> then\n if <not <[areas hit v] contains [2,0.0,0]?>> then\n if <not <[bosses defeated v] contains [.5]?>> then\n Type [Oh, yes! Keep heading right.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n Type [Hm. Anyway, keep heading right.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n end\n else\n Type [Continue left. This feels familiar...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n end\n else\n if <[2,0] = (Area ID)> then\n if <not <[areas hit v] contains [2,0.0,0]?>> then\n Type [Go boot up that computer. \[Press X while touching computer to use it\]] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n Type [Try heading left now. I think you've opened something up.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n end\n else\n if <[0,1] = (Area ID)> then\n if <not <[areas hit v] contains [0,1.0,0]?>> then\n Type [Here's another computer.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n Type [Okay, we can't worry about why this is all different. You still should be able to find a body for me out there. Just keep heading forward.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n end\n else\n if <[-1,0] = (Area ID)> then\n if <[bosses defeated v] contains [1]?> then\n Type [...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n if <[bosses defeated v] contains [.5]?> then\n Type [GOODBYE, FOR NOW.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n Type [...NO, THIS ISN'T RIGHT. WE SHOULDN'T BE IN THE LAB.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n end\n end\n else\n if <[-1,1] = (Area ID)> then\n if <not <<[areas hit v] contains [-1,1.0,1]?> or <[areas hit v] contains [-1,1.0,0]?>>> then\n Type [Two computers? I wonder why...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n if <[areas hit v] contains [-1,1.0,1]?> then\n Type [Try looking up there!] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n Type [You should look up there!] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n end\n end\n else\n if <[-1,2] = (Area ID)> then\n if <not <[bosses defeated v] contains [.5]?>> then\n Type [WE'RE... STILL HERE?] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n Type [Let's keep going, then.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n end\n else\n if <[0,2] = (Area ID)> then\n if <not <[bosses defeated v] contains [.5]?>> then\n Type [NO. WE SHOULDN'T BE HERE.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n Type [Always more computers, of course.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n end\n else\n if <[1,2] = (Area ID)> then\n if <not <[bosses defeated v] contains [.5]?>> then\n Type [I'M SURE OF IT. THIS IS FAKE.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n Type [Four computers? Rather monotonous, wouldn't you agree?] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n end\n else\n if <[-2,0] = (Area ID)> then\n if <[bosses defeated v] contains [1]?> then\n Type [...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n if <[bosses defeated v] contains [.5]?> then\n Type [I... I DON'T KNOW WHAT TO DO NOW.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n Type [THE SIMULATION WAS SUPPOSED TO END. THERE WAS NOTHING LEFT.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n end\n end\n else\n if <[-3,0] = (Area ID)> then\n if <[bosses defeated v] contains [1]?> then\n Type [...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n if <[bosses defeated v] contains [.5]?> then\n Type [YOU'VE HURT ME...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n Type [WHY ARE YOU STILL COMING THIS WAY? THIS ISN'T WHERE DAVE WANTED YOU TO GO.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n end\n end\n else\n if <[-4,0] = (Area ID)> then\n if <[bosses defeated v] contains [1]?> then\n Type [...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n if <[bosses defeated v] contains [.5]?> then\n Type [I FEEL... WEAK...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n Type [TURN BACK.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n end\n end\n else\n if <[2,2] = (Area ID)> then\n if <not <[bosses defeated v] contains [.5]?>> then\n Type [IF YOU CONTINUE, THIS WILL ALL RESET AGAIN.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n Type [Ah, look at this. You know, I'm really starting to wonder about what caused all of this.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n end\n else\n if <[3,2] = (Area ID)> then\n if <not <[bosses defeated v] contains [.5]?>> then\n Type [I'LL STOP YOU.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n Type [Let's do this!] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n end\n else\n if <[4,2] = (Area ID)> then\n if <not <[bosses defeated v] contains [.5]?>> then\n Type [YOU WON'T GET PAST ME.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n Type [Something is wrong with this computer. Something is... inside of it.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n end\n else\n if <[-9,2] = (Area ID)> then\n Run boss 3 (real)\n else\n if <[-2,2] = (Area ID)> then\n if <not <[bosses defeated v] contains [1.5]?>> then\n Type [YOU'RE... SO... DETERMINED...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n Type [WHERE DID HE GO?] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n end\n else\n if <[-3,2] = (Area ID)> then\n if <not <[bosses defeated v] contains [1.5]?>> then\n Type [WHY? WHY DO YOU KEEP GOING?] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n Type [DAVE. HE VANISHED. WHAT IN THE WORLD DID YOU DO?] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n end\n else\n More dialogue 1\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nelse\n if <<<[-2] < (AreaX)> and <(Part) = [2]>> and <not <[1,-1.0,0] = (Full ID)>>> then\n Type [\[No data found\]] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n if <<not <[-8,2.0,0] = (Full ID)>> and <<[bosses defeated v] contains [1.5]?> and <(Part) = [2]>>> then\n Type [\[No data found\]] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n if <[2,0.0,0] = (Full ID)> then\n if <not <[areas hit v] contains [2,0.0,0]?>> then\n Type [Hit that button--I bet that'll do something...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n Type [Now touch the yellow over there. Odd--I've never seen this program used for actual people...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n end\n else\n if <[0,1.0,0] = (Full ID)> then\n if <not <[areas hit v] contains [0,1.0,0]?>> then\n Type [Here's another button. This isn't at all the same as it was before. What happened?] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n Type [You should be able to press R on that keyboard to exit.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n end\n else\n if <[-1,1.0,0] = (Full ID)> then\n Type [According to my instruction manual, ORANGE buttons close gates as well as open them. Try hitting this one!] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n if <[-1,1.0,1] = (Full ID)> then\n Type [According to my instruction manual, ORANGE buttons close gates as well as open them. Try hitting this one!] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n if <[0,2.0,1] = (Full ID)> then\n if <not <[bosses defeated v] contains [.5]?>> then\n Type [...I can't communicate through the speakers outside. What's going on?] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n Type [You know, this is going rather smoothly.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n end\n else\n if <[0,2.0,0] = (Full ID)> then\n if <not <[bosses defeated v] contains [.5]?>> then\n Type [HE's out there, isn't he?] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n Type [I'm pleasantly surprised. I would have expected... something to stop us by now.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n end\n else\n if <[1,2.0,0] = (Full ID)> then\n Type [Careful!] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n if <[1,2.0,1] = (Full ID)> then\n if <not <[bosses defeated v] contains [.5]?>> then\n Type [We need to keep on going. HE shouldn't be able to reach you.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n Type [Alright, let's keep going.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n end\n else\n if <[1,2.0,2] = (Full ID)> then\n Type [Hmm... try not activating this one...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n if <[1,2.0,3] = (Full ID)> then\n if <not <[bosses defeated v] contains [.5]?>> then\n Type [Hopefully HE doesn't reach me...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n Type [I feel something in the code with me. Something... malevolent.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n end\n else\n if <[-5,0.0,0] = (Full ID)> then\n Run boss 1\n else\n if <[2,2.0,0] = (Full ID)> then\n if <<[areas hit v] contains [2,2.0,1]?> or <[areas hit v] contains [2,2.0,2]?>> then\n Type [I think that if you open this one it'll close another...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n if <[areas hit v] contains [2,2.0,0]?> then\n Type [Alright, let's see what that opened. We're almost there!] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n Type [Try pressing this one!] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n end\n end\n else\n if <[2,2.0,1] = (Full ID)> then\n if <<[areas hit v] contains [2,2.0,0]?> or <[areas hit v] contains [2,2.0,2]?>> then\n Type [I think that if you open this one it'll close another...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n if <[areas hit v] contains [2,2.0,1]?> then\n Type [Alright, let's see what that opened. I think we're close to my body...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n Type [Try pressing this one!] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n end\n end\n else\n if <[2,2.0,2] = (Full ID)> then\n if <<[areas hit v] contains [2,2.0,1]?> or <[areas hit v] contains [2,2.0,0]?>> then\n Type [I think that if you open this one it'll close another...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n if <[areas hit v] contains [2,2.0,2]?> then\n Type [Alright, let's see what that opened. We're almost there!] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n Type [Try pressing this one!] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n end\n end\n else\n if <[3,2.0,0] = (Full ID)> then\n if <[areas hit v] contains [3,2.0,0]?> then\n if <[areas hit v] contains [3,2.0,1]?> then\n Type [They're both activated!] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n Type [Just activate the other one now!] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n end\n else\n if <[areas hit v] contains [3,2.0,1]?> then\n Type [All you need to do is press that button!] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n Type [Let's see what this does. Past this gate is my body!] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n end\n end\n else\n if <[3,2.0,1] = (Full ID)> then\n if <[areas hit v] contains [3,2.0,1]?> then\n if <[areas hit v] contains [3,2.0,0]?> then\n Type [They're both activated! Go through that room!] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n Type [Just activate the other one now!] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n end\n else\n if <[areas hit v] contains [3,2.0,0]?> then\n Type [Alright, let's do this.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n Type [We need to finish this!] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n end\n end\n else\n if <[4,2.0,0] = (Full ID)> then\n Run boss 1 (real)\n else\n if <[1,-1.0,0] = (Full ID)> then\n Run boss 2\n else\n if <[-8,2.0,0] = (Full ID)> then\n Run boss 2 (real)\n else\n if <[-3,2.0,0] = (Full ID)> then\n if <not <[bosses defeated v] contains [.5]?>> then\n Type [I can't talk to you out there. I hope you can avoid HIM.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n Type [I can't talk to you out there. I hope you can avoid HIM. Though, he wasn't much trouble before.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n end\n else\n if <[-8,-4.0,0] = (Full ID)> then\n Run boss 3\n else\n More dialogue 2\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nwait until <not <key (x v) pressed?>>\nwait until <key (x v) pressed?>\nwait until <not <key (x v) pressed?>>\nset [dialogue showing v] to [0]\nbroadcast (delete this clone v)\n\ngo to [front v] layer\n\ndefine Run boss 1\nset [special dialogue v] to [1]\nType [HERE YOU ARE.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\nwait until <not <key (x v) pressed?>>\nwait until <key (x v) pressed?>\nwait until <not <key (x v) pressed?>>\nType [WHAT ARE YOU TRYING TO DO?] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\nwait until <key (x v) pressed?>\nwait until <not <key (x v) pressed?>>\nType [I MIGHT NOT BE ABLE TO TOUCH YOU IN THE 'REAL' WORLD, BUT HERE...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\nwait until <key (x v) pressed?>\nwait until <not <key (x v) pressed?>>\nType [I CAN BE WHATEVER I WANT.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\nwait until <key (x v) pressed?>\nwait until <not <key (x v) pressed?>>\nType [I'LL DEFEAT YOU.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\nwait until <key (x v) pressed?>\nwait until <not <key (x v) pressed?>>\nType [IF NOTHING ELSE, THAT WILL BRING ME PEACE.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\nwait until <key (x v) pressed?>\nwait until <not <key (x v) pressed?>>\nset [dialogue showing v] to [0]\nbroadcast (Computer boss v)\nwait until <(dialogue showing) = [3]>\nType [GOODBYE.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n\nset [special dialogue v] to [0]\n\ndefine Run boss 1 (real)\nset [special dialogue v] to [1]\nif <not <[bosses defeated v] contains [.5]?>> then\n Type [THE WORLD AROUND US IS NOT REAL] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [I KNEW THIS TRUTH ONCE.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [BUT THIS PLACE... THIS SHOULDN'T HAPPEN] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [PERHAPS... IF YOU FALL, THE WORLD WILL RESET.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [I WILL HAVE TO DEFEAT YOU.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [AND THEN I MIGHT FIND PEACE.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [dialogue showing v] to [0]\n broadcast (Monitor v)\n wait until <(dialogue showing) = [3]>\n Type [FAREWELL.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\nelse\n Type [I FEEL MYSELF FADING ALREADY.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [BUT YOU...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [I NEED TO STOP YOU.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [PERHAPS... IF YOU FALL, THE WORLD WILL RESET.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [AND IN THE NEXT ITERATION, I'LL SURVIVE.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [THAT'S MY HOPE.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [dialogue showing v] to [0]\n broadcast (Monitor v)\n wait until <(dialogue showing) = [3]>\n Type [FAREWELL. I CERTAINLY HOPE YOU'RE THE ONE WHO WILL BE LEAVING.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\nend\n\nwhen I receive [special 1 v]\nset [dialogue showing v] to [1]\nType [NO...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\nwait until <not <key (x v) pressed?>>\nwait until <key (x v) pressed?>\nwait until <not <key (x v) pressed?>>\nadd [.5] to [bosses defeated v]\nset [place v] to [0]\nset [dialogue showing v] to [0]\n\nwhen I receive [special 2 v]\nset [dialogue showing v] to [1]\nif <not <[bosses defeated v] contains [.5]?>> then\n Type [HA...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [OF COURSE I LOSE.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [I SUPPOSE YOU CAN... TRY TO FIND THE END TO THIS. IF IT CAN BE FOUND.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\nelse\n Type [I'M SO... WEAK...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [BUT I LIVE.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [I'LL RETURN, I ASSURE YOU.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\nend\nreplace item (1) of [data v] with [222222222222002200000000000002200000000000002200000000000002200000000000002200000000000002200000000000002200000000000000200000000000000211111111111111222222222222222]\nadd [1] to [bosses defeated v]\nadd [4,2.0,0] to [areas hit v]\nset [place v] to [0]\nset [dialogue showing v] to [0]\nset [part v] to [2]\nbroadcast (Reload v)\n\ndefine Run boss 2\nset [special dialogue v] to [1]\nif <[bosses defeated v] contains [.5]?> then\n Type [What is this?] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [This power... I've never felt it before...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [I feel like I can control... everything...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [Except you. You're outside this system.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [And I can see it. You are the only one who can strip this power from me.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [You stripped it from HIM, too didn't you?] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [You'd take us all out if you had the chance.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [I have to stop you. I'll be the one.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [You'll destroy us all.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [dialogue showing v] to [0]\n broadcast (Dave v)\n wait until <(dialogue showing) = [3]>\n Type [I'll be the one. I have to stop you.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\nelse\n Type [What is this?] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [This power... I've never felt it before...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [I feel like I can control... everything...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [Except you. You're outside this system.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [And I can see it. You are the only one who can strip this power from me.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [I'm sorry, old friend. I just can't trust you anymore, can I?] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [dialogue showing v] to [0]\n broadcast (Dave v)\n wait until <(dialogue showing) = [3]>\n Type [Truly, I apologize.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\nend\n\nwhen I receive [special 3 v]\nset [dialogue showing v] to [1]\nType [No...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\nwait until <not <key (x v) pressed?>>\nwait until <key (x v) pressed?>\nwait until <not <key (x v) pressed?>>\nType [I'm a fool, aren't I?] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\nwait until <key (x v) pressed?>\nwait until <not <key (x v) pressed?>>\nType [One taste of power, and I turn on you?] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\nwait until <key (x v) pressed?>\nwait until <not <key (x v) pressed?>>\nType [I'm sorry old friend. You'll have to continue without me.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\nwait until <key (x v) pressed?>\nwait until <not <key (x v) pressed?>>\nadd [1.5] to [bosses defeated v]\nset [place v] to [0]\nset [dialogue showing v] to [0]\nbroadcast (Reload v)\n\nadd [] to [areas hit v]\n\ndefine Run boss 2 (real)\nset [special dialogue v] to [1]\nif <<[bosses defeated v] contains [.5]?> and <[bosses defeated v] contains [1.5]?>> then\n Type [AH... MY INJURIES. I FEAR THAT I'M FADING.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [SOMETHING IS WRONG, HOWEVER.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [WHERE IS DAVE?] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [WHERE IS HE?] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [WHAT DID YOU DO...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [SO THAT IS HOW YOU WILL PLAY THIS GAME. I THINK IT'S TIME YOU LEFT.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [dialogue showing v] to [0]\n broadcast (face v)\n wait until <(dialogue showing) = [3]>\n Type [THIS IS YOUR END.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\nelse\n if <[bosses defeated v] contains [.5]?> then\n Type [AH... MY INJURIES. I FEAR THAT I'M FADING.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [I NEED YOU TO STOP.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [I NEED YOU TO RESET THE WORLD.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [COULD YOU DO SUCH A THING YOURSELF?] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [I THINK NOT.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [I'LL SEND EVERYTHING BACK MYSELF.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [I CERTAINLY HOPE I HAVE THE STRENGTH FOR IT.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [dialogue showing v] to [0]\n set [fight? v] to [1]\n broadcast (face v)\n wait until <(dialogue showing) = [3]>\n Type [THIS MUST BE RESET.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n if <[bosses defeated v] contains [1.5]?> then\n Type [I KNOW WHAT YOU DID.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [WHY? WHY WOULD YOU DO IT?] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [I CAN NOT UNDERSTAND.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [YOU MUST LEAVE. YOU HAVE TO GO.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [I'LL BE THE ONE TO SEND YOU BACK. I'LL BE THE ONE TO DO IT.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [I'LL BE THE ONE TO BRING JUSTICE.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [AFTER ALL, NOBODY ELSE APPEARS TO BE AROUND FOR IT.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [dialogue showing v] to [0]\n set [fight? v] to [1]\n broadcast (face v)\n wait until <(dialogue showing) = [3]>\n Type [YOU HAVE TO BE STOPPED. I WILL STOP YOU. I'LL BE THE ONE.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n Type [I MAY HAVE LOST ONCE...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [BUT YOU WON'T STOP.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [SO NOW I AM HERE TO STOP YOU.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [TO FORCE YOU TO TURN BACK.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [NO. TO CAUSE THIS WORLD TO RESET.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [I NEED TO KNOW THIS WORLD. AND FOR THAT TO HAPPEN, YOU MUST FALL.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [fight? v] to [1]\n set [dialogue showing v] to [0]\n broadcast (face v)\n wait until <(dialogue showing) = [3]>\n Type [THIS IS IT. THIS WILL BE THE END.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n end\n end\nend\n\nwhen I receive [special 4 v]\nset [dialogue showing v] to [1]\nif <<[bosses defeated v] contains [.5]?> and <[bosses defeated v] contains [1.5]?>> then\n Type [AH.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [ARE YOU A DESTROYER, OR A DISCOVERER?] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [I CAN'T TELL. ONLY YOU CAN DECIDE.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [FROM WHAT I CAN TELL THOUGH... YOU'VE JUST DESTROYED. I ALREADY FADE.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [WHAT WILL YOU DO WHEN IT'S ALL GONE? WHEN THERE'S NOTHING LEFT FOR YOU?] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [DISCOVERY DOESN'T HAVE TO BE EVERYTHING.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [AND YOU... YOU DESTROYED MORE THAN WAS NECESSARY.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [SO I'LL... I'LL DESTROY YOU...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\nelse\n if <[bosses defeated v] contains [.5]?> then\n Type [I MADE A LARGE MISCALCULATION.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [EVEN IF YOU DIE, YOUR TRUE BODY WON'T.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [AND I FADE.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [EVEN IF THIS RESETS, WHAT WILL I REMEMBER?] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [IF ONLY THERE WAS A WAY FOR ME TO KEEP THAT IN MIND, NEXT TIME.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [LET'S TRY TO HURRY THAT NEXT TIME ALONG, SHALL WE?] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n else\n if <[bosses defeated v] contains [1.5]?> then\n Type [YOU.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [I CAN'T STOP YOU.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [IF ONLY I COULD. ] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [I HOPE SOMETHING ELSE LIES OUT THERE. I HOPE SOMEONE ELSE COULD STOP YOU.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [I'LL DO MY BEST.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [I CAN STILL INTERACT WITH THE REAL WORLD, SOMEWHAT.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [I'LL DO MY BEST...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n else\n Type [MUST I ALWAYS PLAY THE LOSER?] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [I MADE A LARGE MISCALCULATION.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [EVEN IF YOU DIE, YOUR TRUE BODY WON'T.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [THIS REALLY IS A SIMULATION. ONLY BY HARMING YOU IN THE REAL WORLD WILL I GET ANYWHERE.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [I DON'T DARE GO THAT FAR, YET. NOT THAT I COULD.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [THOUGH I DO HAVE AN IDEA...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [FORGIVE ME IF THIS INJURES YOU.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n end\n end\nend\nadd [2] to [bosses defeated v]\nadd [-8,2.0,0] to [areas hit v]\nset [part v] to [3]\nset [place v] to [0]\nset [dialogue showing v] to [0]\nbroadcast (Reload v)\n\ndefine Run boss 3 (real)\nset [special dialogue v] to [1]\nif <<<[bosses defeated v] contains [1.5]?> and <[bosses defeated v] contains [2.5]?>> and <[bosses defeated v] contains [.5]?>> then\n Type [yOU'RE hERE.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [yOU hAVE dESTROYED eVERYTHING. eVERYONE.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [nOW yOU sEARCH fOR mE.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [i fIND tHAT... aMUSING.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [i wILL fACE yOU, wITH wHAT pHYSICAL fORM i hAVE.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [iT mAY dESTROY mE, bUT wHATVER cOMES wILL bE tEMPORARY.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [tHIS wORLD iS rECURSIVE, iN a wAY.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [i sUPPOSE wE'LL sEE hOW iT wILL gO.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [dialogue showing v] to [0]\n broadcast (True final boss v)\n wait until <(dialogue showing) = [3]>\n Type [rEADY?] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\nelse\n if <<[bosses defeated v] contains [2.5]?> and <[bosses defeated v] contains [1.5]?>> then\n Type [yOU'RE hERE.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [yOU dESTROYED tHOSE yOU fOUND wEAK.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [bUT tELL mE...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [dO yOU sEE mE aS wEAK?] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [i hOPE nOT. ] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [i wILL cONDUCT tHE tEST nOW, aS iS pROPER.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [tHERE iS a dEVICE i sHALL uSE.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [i sUPPOSE wE'LL sEE hOW iT wILL gO.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [dialogue showing v] to [0]\n broadcast (FINAL BOSS v)\n wait until <(dialogue showing) = [3]>\n Type [i wILL bE cURIOUS tO sEE wHAT hAPPENS nEXT.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n if <<[bosses defeated v] contains [.5]?> and <[bosses defeated v] contains [2.5]?>> then\n Type [yOU'RE hERE.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [yOU dESTROYED tHOSE yOU fEARED.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [bUT tELL mE...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [dO yOU fEAR mE?] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [i hOPE nOT. ] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [i wILL cONDUCT tHE tEST nOW, aS iS pROPER.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [tHERE iS a dEVICE i sHALL uSE.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [i sUPPOSE wE'LL sEE hOW iT wILL gO.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [dialogue showing v] to [0]\n broadcast (FINAL BOSS v)\n wait until <(dialogue showing) = [3]>\n Type [i wILL bE cURIOUS tO sEE wHAT hAPPENS nEXT.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n if <[bosses defeated v] contains [2.5]?> then\n Type [aHA. yOU'VE aRRIVED] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [yOU wERE sUPPOSED tO bE 'tESTED' nOW.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [bUT yOU dESTROYED tHE oNE wHO wAS sUPPOSED tO tEST yOU.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [i'M cURIOUS aS tO wHAT wILL hAPPEN nOW.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [i wILL tAKE uP tHE tEST, i sUPPOSE.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [tHERE iS sOMETHING hERE. sOMETHING i cAN uSE.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [i'LL uSE iT nOW.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [lET'S dO tHIS.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [dialogue showing v] to [0]\n broadcast (FINAL BOSS v)\n wait until <(dialogue showing) = [3]>\n Type [i cAN'T wAIT tO wATCH tHIS.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n if <<[bosses defeated v] contains [.5]?> and <[bosses defeated v] contains [1.5]?>> then\n Type [you're here.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [you've destroyed almost everything.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [everything but myself and yourself.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [but now we will face each other.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [i will destroy you.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [that cannon you have... it was a prototype for something greater...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [i guess i'll have to use it now...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [here we go.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [dialogue showing v] to [0]\n broadcast (FINAL BOSS v)\n wait until <(dialogue showing) = [3]>\n Type [i fear you. but i will defeat you.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n if <[bosses defeated v] contains [1.5]?> then\n Type [you're here.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [i am supposed to test you now. it is what my assignment is.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [i expected to dread this responsibility. ] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [i do not this time.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [i will destroy you.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [that cannon you have... it was a prototype for something greater...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [i guess i'll have to use it now...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [here we go.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [dialogue showing v] to [0]\n broadcast (FINAL BOSS v)\n wait until <(dialogue showing) = [3]>\n Type [let's do this.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n if <[bosses defeated v] contains [.5]?> then\n Type [you shouldn't go any farther.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [i find you to be an interesting specimen] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [but it's time.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [it is time for your test.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [i, for one, can't wait to see what happens.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [that cannon you have... it was a prototype for something greater...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [i guess i'll have to use it now...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [i want to see what happens.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [dialogue showing v] to [0]\n broadcast (FINAL BOSS v)\n wait until <(dialogue showing) = [3]>\n Type [let's do this.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n Type [you shouldn't go any farther.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [i find you to be an interesting specimen] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [so... you should turn back...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [no?] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [well then.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [that cannon you have... it was a prototype for something greater...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [i guess i'll have to use it now...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [sorry about this...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [dialogue showing v] to [0]\n broadcast (FINAL BOSS v)\n wait until <(dialogue showing) = [3]>\n Type [well... here we go.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [special 6 v]\nset [dialogue showing v] to [1]\nadd [3] to [bosses defeated v]\nset [place v] to [0]\nset [dialogue showing v] to [0]\nbroadcast (Reload v)\n\nwhen I receive [ending v]\nset [dialogue showing v] to [1]\nif <<<[bosses defeated v] contains [1.5]?> and <[bosses defeated v] contains [2.5]?>> and <[bosses defeated v] contains [.5]?>> then\n Type [hAHA.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [i aM dISSOLVING.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [yOU aRE sTRONG.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [bUT yOU aRE fOOLISH, aLSO.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [yOU wOULD lEAVE yOURSELF tO bE THE oNLY... tHING lEFT.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [iF tHAT iS wHAT yOU wISH, i wILL nOT sTOP yOU.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [iN fACT, i'LL mAKE sURE iT sTAYS tHIS wAY.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [yOU wILL nOT sEE uS aGAIN.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [aND, wHILE wE'RE hERE...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [i mIGHT aS wELL pUT yOU iN mY oLD pRISON, tOO.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [yOU'LL rOT tHERE, aS i oNCE dID.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [yOU wON'T bE lUCKY eNOUGH tO eSCAPE] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [gOODBYE.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n broadcast (Add username v)\nelse\n if <<[bosses defeated v] contains [2.5]?> and <[bosses defeated v] contains [1.5]?>> then\n Type [IT IS OVER. I AM PLEASED.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [yES. iT iS nICE tO hAVE eSCAPED.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [WHAT... IS THAT?] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [INTERESTING.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [I DO NOT CARE FOR WHATEVER CREATURE THAT IS.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [I WATCH YOU. YOU ARE THAT WHICH I HUNT NOW.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [GO ON. TRY TO RUN.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n else\n if <<[bosses defeated v] contains [.5]?> and <[bosses defeated v] contains [2.5]?>> then\n Type [You're here! We made it!] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [yES. iT iS nICE tO hAVE eSCAPED.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [Er... who are you?] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [Where did he go?] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [Interesting. I suppose it is just the two of us. Should we go find HIM?] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n else\n if <[bosses defeated v] contains [2.5]?> then\n Type [You're here! We made it!] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [I AM PLEASED.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [yES. iT iS nICE tO hAVE eSCAPED.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [Er... who are you?] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [I THINK HE HAS LEFT. I DO NOT KNOW WHERE TO.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [Well then, why don't we find him? Come on, let's go!] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n else\n if <<[bosses defeated v] contains [.5]?> and <[bosses defeated v] contains [1.5]?>> then\n Type [*Nobody is here*] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [*You leave alone*] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n else\n if <[bosses defeated v] contains [1.5]?> then\n Type [IT IS OVER.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [WHY?] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [WHY DID YOU DO IT?] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [WE'RE ALONE NOW. ] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [JUST... MOVE ON, WON'T YOU?] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [RESET IF YOU WANT. TRY AGAIN. DO SOMETHING DIFFERENTLY. PLEASE.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n else\n if <[bosses defeated v] contains [.5]?> then\n Type [It's over.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [But.. where is HE?] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [Oh. I see.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [Well...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [Let's get the rest of this stuff done.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [I do wish things had turned out differently.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n else\n Type [It's over.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [I don't believe it.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [We're done.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [Now... let's go! There's a lot of work left to be done.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [YOU FINISHED.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [YOU KNOW, FOR A BRIEF MOMENT THERE, I SAW EVERYTHING.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [THE WORLD RESET.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [THIS WORLD IS NOT REAL.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [SOMEHOW, I THINK THAT YOU KNEW THAT ALL ALONG.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [IF SO, THERE'S SOMETHING I WANT TO ASK OF YOU] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [THERE ARE STILL SECRETS LURKING OUT THERE, HIDING IN THIS FAKE LAB.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [WHY NOT TRY TO FIND THEM? WHO KNOWS WHAT MIGHT HAPPEN.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [UNTIL THEN, ENJOY YOUR HAPPY ENDING.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n end\n end\n end\n end\n end\n end\nend\nset [dialogue showing v] to [0]\n\ndefine More dialogue 1\nif <[1,1] = (Area ID)> then\n if <not <[areas hit v] contains [1,1.1,0]?>> then\n Type [I wonder what, or who, might have changed this lab. So many barriers...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n Type [Let's continue, shall we?] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n end\nelse\n if <[2,1] = (Area ID)> then\n if <not <[areas hit v] contains [2,1.0,0]?>> then\n Type [Remember, if the simulation gets stuck, press R to exit out of it.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n Type [That should have opened another barrier. Why don't we see where it leads?] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n end\n else\n if <[-4,2] = (Area ID)> then\n if <not <[bosses defeated v] contains [1.5]?>> then\n if <not <[areas hit v] contains [-5,2.B]?>> then\n Type [I CAN ONLY WATCH... AS YOU CONTINUE...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n Type [HOW MIGHT I STOP YOU?] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n end\n else\n Type [HE'S GONE... ISN'T HE? WHAT DID YOU DO?] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n end\n else\n if <[-5,2] = (Area ID)> then\n if <not <[bosses defeated v] contains [1.5]?>> then\n Type [I'LL THINK ON IT A WHILE LONGER.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n Type [WHAT DID YOU DO?] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n end\n else\n if <[-6,2] = (Area ID)> then\n if <not <[bosses defeated v] contains [1.5]?>> then\n Type [PERHAPS I HAVE AN IDEA.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n Type [I... I NEED TO STOP YOU. YOU NEED TO BE STOPPED.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n end\n else\n if <[-7,2] = (Area ID)> then\n if <not <[bosses defeated v] contains [1.5]?>> then\n Type [YES. I KNOW WHAT I WILL DO. PRESS FORWARD.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n Type [SOMETHING HAS TO BE DONE. I HAVE TO DO IT. YOU HAVE TO BE STOPPED. I HAVE TO STOP YOU.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n end\n else\n More dialogue 3\n end\n end\n end\n end\n end\nend\n\ndefine More dialogue 2\nif <[1,1.0,0] = (Full ID)> then\n if <not <[areas hit v] contains [1,1.0,0]?>> then\n Type [Ah, another button.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n Type [Let's see what's over there, then.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n end\nelse\n if <[1,1.1,0] = (Full ID)> then\n if <not <[areas hit v] contains [1,1.1,0]?>> then\n Type [This is nothing compared to what you did earlier! Should be simple.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n Type [Let's head back.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n end\n else\n if <[2,1.0,0] = (Full ID)> then\n if <not <[areas hit v] contains [2,1.0,0]?>> then\n Type [Let's push that thing.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n Type [Hmm... press R to exit this. Be more careful next time.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n end\n else\n if <[-6,2.0,0] = (Full ID)> then\n if <not <[bosses defeated v] contains [.5]?>> then\n Type [Okay, so you should be able to get my body back now. I hope so, at least.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n Type [Is HE gone, now? I hope so.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n end\n end\n end\n end\nend\n\nset [part v] to [2]\n\nset [part v] to [3]\n\nif then\n Type [\[No data found\]] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\nelse\nend\n\ndefine More dialogue 3\nbroadcast (Access external dialogue v) and wait\nType (External dialogue) Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n\nif <[-8,-3] = (Area ID)> then\n if <<<[bosses defeated v] contains [2.5]?> and <[bosses defeated v] contains [1.5]?>> and <[bosses defeated v] contains [.5]?>> then\n Type [~Dialogue needed~] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n else\n if <<<[bosses defeated v] contains [2.5]?> and <[bosses defeated v] contains [1.5]?>> and <[bosses defeated v] contains [.5]?>> then\n Type [~Dialogue needed~] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n end\n end\nelse\nend\n\nType [Let's continue, shall we?] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n\ndefine Run boss 3\nset [special dialogue v] to [1]\nif <<[bosses defeated v] contains [1.5]?> or <[bosses defeated v] contains [.5]?>> then\n Type [i am here to uphold this cage.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [i'd ask you to leave but i can not.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [you have to be destroyed instead.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [though, it appears you have destroyed as well. frigthtening.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [i am an aspect of the being outside, just as the being outside is an aspect of something greater.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [i have been instructed to prevent the madman from escaping.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [so i'll stop you.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [fight? v] to [1]\n set [dialogue showing v] to [0]\n broadcast (AhAhAhAhAhAh v)\n wait until <(dialogue showing) = [3]>\n Type [initiating program. using small amount of energy, primary directive to contain the madman.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\nelse\n Type [i am here to uphold this cage.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [i'd ask you to leave but i can not.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [you have to be destroyed instead.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [i am an aspect of the being outside, just as the being outside is an aspect of something greater.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [i have been instructed to prevent the madman from escaping.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [so i'll stop you.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [fight? v] to [1]\n set [dialogue showing v] to [0]\n broadcast (AhAhAhAhAhAh v)\n wait until <(dialogue showing) = [3]>\n Type [initiating program. using small amount of energy, primary directive to contain the madman.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\nend\n\nwhen I receive [special 5 v]\nset [dialogue showing v] to [1]\nif <<[bosses defeated v] contains [1.5]?> or <[bosses defeated v] contains [.5]?>> then\n Type [i... no!] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [no!] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [you've let him free!] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [the madman... he will kill me.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [not just this aspect. the bigger one as well.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [i regret this.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [so long.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [you've destroyed far too much for me...] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\nelse\n Type [i... no!] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [no!] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [you've let him free!] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [the madman... he will kill me.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [not just this aspect. the bigger one as well.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [i regret this.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n Type [so long.] Starting at [-190] (Y position) Ending at [220] [0] Spacing: [15]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\nend\nadd [2.5] to [bosses defeated v]\nadd [-8,-4.0,0] to [areas hit v]\nset [part v] to [3]\nset [place v] to [0]\nset [dialogue showing v] to [0]\nbroadcast (Reload v)\n\nwhen I receive [return later v]\nerase all\npen up\nType (join [Return later with this code:] (Code)) starting at [-190] [135] Ending at [220] [] [15]\nwait until <not <[0] = (dialogue showing)>>\nerase all\n\nset [dialogue showing v] to [0]\n\ndefine Type (info) starting at (x1) (y1) Ending at (x2) (y2) (size)\nset pen color to (#000000)\nerase all\nbroadcast (delete this clone v)\ngo to x: (x1) y: (y1)\nset [typing: # v] to [0]\nclear graphic effects\nif <(Dark?) = [1]> then\n set [brightness v] effect to (100)\nend\nshow\nrepeat (length of (info))\n go to [front v] layer\n if <(x2) < (x position)> then\n go to x: (x1) y: ((y position) - (20))\n end\n if <(letter (Typing: #) of (info)) = [ ]> then\n set [count v] to ((1) + (Typing: #))\n repeat until <<(letter (count) of (info)) = [ ]> or <(length of (info)) = (count)>>\n change [count v] by (1)\n end\n if <(x2) < ((x position) + ((size) * ((count) - (Typing: #))))> then\n go to x: (x1) y: ((y position) - (20))\n end\n end\n change [typing: # v] by (1)\n Detect case of (letter (Typing: #) of (info))\n if <not <[space] = (case)>> then\n stamp\n end\n if <not <<(costume [name v]) = [lt]> or <<(costume [name v]) = [it]> or <(costume [name v]) = [I]>>>> then\n change x by (size)\n else\n change x by ((size) - (7))\n end\nend\nhide\n\nType [;Return later with this code:] Starting at [-190] [135] Ending at [220] [0] Spacing: [15]\n\n@Cannon (real)\n\nwhen flag clicked\nset [cannon? v] to [0]\nhide\n\nwhen I receive [game start v]\nforever\n hide\n switch costume to (costume1 v)\n if <[0] = (Cannon?)> then\n if <[-3,-3] = (Area ID)> then\n show\n clear graphic effects\n go to [back v] layer\n go to x: (130) y: (-135)\n point in direction (-60)\n if <[50] > (distance to [character v])> then\n change [brightness v] effect by (25)\n if <key (x v) pressed?> then\n wait until <not <key (x v) pressed?>>\n set [cannon? v] to [1]\n set [lights v] to [1]\n end\n end\n end\n else\n if <[1] = (Cannon?)> then\n go to (character v)\n if <[1] = (!Cannon)> then\n if <[0] = (Holding Dave?)> then\n broadcast (Delete v)\n set [!cannon? v] to [1]\n Go to position\n show\n if <touching (creator v)?> then\n hide\n end\n end\n else\n if <[1] = (!Cannon?)> then\n set [!cannon? v] to [0]\n Go to position\n show\n if <not <touching (creator v)?>> then\n if <[0] = (direction)> then\n set [yv v] to [-10]\n set [!yv v] to [15]\n set [!xv v] to [0]\n end\n if <[45] = (direction)> then\n set [yv v] to [-5]\n set [xv v] to [-5]\n set [!yv v] to [15]\n set [!xv v] to [15]\n end\n if <[90] = (direction)> then\n set [xv v] to [-10]\n set [!xv v] to [10]\n set [!yv v] to [0]\n end\n if <[-45] = (direction)> then\n set [xv v] to [5]\n set [yv v] to [-5]\n set [!yv v] to [15]\n set [!xv v] to [-15]\n end\n if <[-90] = (direction)> then\n set [xv v] to [10]\n set [!xv v] to [-10]\n set [!yv v] to [0]\n end\n if <[-135] = (direction)> then\n set [xv v] to [10]\n set [yv v] to [10]\n set [!yv v] to [-5]\n set [!xv v] to [-10]\n end\n if <[135] = (direction)> then\n set [xv v] to [-10]\n set [yv v] to [10]\n set [!yv v] to [-5]\n set [!xv v] to [10]\n end\n if <[180] = (direction)> then\n set [yv v] to [10]\n set [!yv v] to [-10]\n set [!xv v] to [0]\n end\n create clone of (_myself_ v)\n else\n hide\n end\n end\n end\n end\n end\nend\n\nforever\n\ndefine Go to position\nif <key ((item (9) of [controls v]) v) pressed?> then\n change x by (30)\n point in direction (90)\n if <key ((item (5) of [controls v]) v) pressed?> then\n turn left (45) degrees\n end\n if <key ((item (6) of [controls v]) v) pressed?> then\n turn right (45) degrees\n end\nelse\n if <key ((item (8) of [controls v]) v) pressed?> then\n change x by (-30)\n point in direction (-90)\n if <key ((item (5) of [controls v]) v) pressed?> then\n turn right (45) degrees\n end\n if <key ((item (6) of [controls v]) v) pressed?> then\n turn left (45) degrees\n end\n else\n if <key ((item (5) of [controls v]) v) pressed?> then\n change y by (40)\n point in direction (0)\n else\n if <key ((item (6) of [controls v]) v) pressed?> then\n change y by (-50)\n point in direction (180)\n else\n if <(Direction) = [0]> then\n change x by (-30)\n point in direction (-90)\n if <key ((item (5) of [controls v]) v) pressed?> then\n turn right (45) degrees\n end\n if <key ((item (6) of [controls v]) v) pressed?> then\n turn left (45) degrees\n end\n end\n if <(Direction) = [1]> then\n change x by (30)\n point in direction (90)\n if <key ((item (5) of [controls v]) v) pressed?> then\n turn left (45) degrees\n end\n if <key ((item (6) of [controls v]) v) pressed?> then\n turn right (45) degrees\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nswitch costume to (costume2 v)\nrepeat until <touching (creator v)?>\n change x by (!Xv)\n change y by (!Yv)\n change [!yv v] by (-1)\n set [!xv v] to ((!Xv) * (.95))\nend\nif <touching (character v)?> then\n delete this clone\nend\n\nswitch costume to (costume2 v)\n\nwhen I receive [delete v]\ndelete this clone\n\nwhen I receive [area move v]\ndelete this clone\n\nwhen I start as a clone\nif <(Fight?) = [1]> then\n wait until <<touching (sprite1 v)?> or <[0] < ([! v] of [hahahahahahahahaha v])>>\n repeat (1)\n delete this clone\nend\n\ndelete this clone\n\nset [cannon? v] to [1]\n\n@Darkness.\n\nwhen flag clicked\nset [lights v] to [0]\nhide\n\nshow\n\nwhen I receive [game start v]\nswitch costume to (border2 v)\nforever\n set [dark? v] to [0]\n hide\n if <<<(Area ID) = [-4,-3]> or <(Area ID) = [-3,-3]>> or <<<(Area ID) = [-8,-3]> or <(Area ID) = [-7,-3]>> or <<(Area ID) = [-6,-3]> or <(Area ID) = [-5,-3]>>>> then\n if <(Lights) = [0]> then\n set [dark? v] to [1]\n show\n end\n end\nend\n\ngo to x: (0) y: (0)\n\n@HIM.\n\nwhen I receive [monitor v]\nset [player health v] to [5]\nwait (.5) seconds\nforever\n if <(health) < [1]> then\n hide\n add [1] to [bosses defeated v]\n broadcast (Special 2 v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\n if <(Player health) < [1]> then\n delete (item # of [4,2.0,0] in [areas hit v]) of [areas hit v]\n hide\n broadcast (Fight over v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [monitor v]\nlet's do this\n\ndefine let's do this\nset [fight? v] to [1]\nswitch costume to (default v)\nset [health v] to [30]\nshow\npoint in direction (90)\ngo to x: (0) y: (-147)\nglide (3) secs to x: (0) y: (0)\nset [dialogue showing v] to [3]\nwait until <(Special dialogue) = [0]>\nrepeat until <(health) < [1]>\n if <not <[bosses defeated v] contains [.5]?>> then\n if <<<[70] < ([x position v] of ["platform" v])> or <([x position v] of ["platform" v]) < [-70]>> and <[1] = (pick random (1) to (2))>> then\n wall\n else\n if <[1] = (pick random (1) to (3))> then\n Inverse wall\n else\n charge\n end\n end\n else\n wall\n end\nend\n\nwhen flag clicked\nhide\n\ndefine charge\npoint towards ("platform" v)\nrepeat (10)\n switch costume to (check out my new game! platform, the platformer! wow, it's so cool! go check it out! \(if you somehow found this, put it in the comments\) v)\nend\nrepeat until <<touching (map v)?> or <touching ("platform" v)?>>\n move (20) steps\nend\nglide (.5) secs to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (default v)\n\ndefine wall\nrepeat (10)\n change x by (5)\nend\nrepeat (20)\n change x by (-5)\nend\nrepeat (20)\n change x by (5)\nend\nrepeat (10)\n change x by (-5)\nend\nswitch costume to (walls v)\nrepeat (10)\nswitch costume to (default v)\n\ndefine Inverse wall\nrepeat (10)\n change y by (5)\nend\nrepeat (10)\n change y by (-5)\nend\nrepeat (10)\n change y by (5)\nend\nrepeat (10)\n change y by (-5)\nend\nrepeat (10)\n change y by (5)\nend\nrepeat (10)\n change y by (-5)\nend\nswitch costume to (walls2 v)\nrepeat (10)\nswitch costume to (default v)\n\nwhen I receive [delete v]\ndelete this clone\n\nbroadcast (Monitor v)\n\nset [place v] to [0]\n\nset [dialogue showing v] to [3]\n\nwait until <(Special dialogue) = [0]>\n\nset [fight? v] to [1]\nswitch costume to (default v)\nset [health v] to [30]\n\n@Boss health\n\nwhen I receive [monitor v]\nrepeat (5)\nI must accelerate rapidly\n\ndefine I must accelerate rapidly\nshow\nset [id v] to [0]\nrepeat (health)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\nhide\n\nwhen I start as a clone\nforever\n go to [front v] layer\n show\n go to x: (((ID) * (8)) - (200)) y: (-175)\n if <<not <[1] = (Place)>> or <(health) < (ID)>> then\n delete this clone\n end\nend\n\nsay [Hello!]\n\nwhen I receive [computer boss v]\nrepeat (5)\nI must accelerate rapidly\n\nwhen I receive [dave v]\nrepeat (5)\nI must accelerate rapidly\n\nwhen I receive [dave v]\nrepeat (5)\nI must accelerate rapidly\n\nwhen I receive [face v]\nrepeat (5)\nI must accelerate rapidly\n\nbroadcast (FINAL BOSS v)\n\nwhen I receive [internal tick v]\nset pen size to (10)\nif <[40] < (health)> then\n set pen color to (#00ff08)\nelse\n if <[30] < (health)> then\n set pen color to (#c7ff00)\n else\n if <[20] < (health)> then\n set pen color to (#fff600)\n else\n if <[10] < (health)> then\n set pen color to (#ffa100)\n else\n if <[0] < (health)> then\n set pen color to (#ff0000)\n else\n erase all\n end\n end\n end\n end\nend\nerase all\npen down\ngo to x: (-180) y: (110)\nmove ((health) * (7)) steps\npen up\n\nset [cannon? v] to [1]\n\nwhen flag clicked\nforever\n if <[0] = (Place)> then\n set [boss health v] to [0]\n erase all\n end\nend\n\nwhen I receive [ahahahahahah v]\nrepeat (5)\nI must accelerate rapidly\n\n@Something really cool. But also really secret. Hehe\n\nwhen flag clicked\nhide\n\ndefine Find level\nhide\nif <[1,-1] = (Area ID)> then\n show\n go to x: (135) y: (-110)\nend\n\nwhen I receive [very epic switch v]\nhide\nwait until <[0] = (Place)>\nFind level\n\nwhen I receive [area switch v]\nFind level\n\n@Dave.\n\nwhen flag clicked\nhide\n\nwhen I receive [dave v]\nRun thingy\n\ndefine Run thingy\nset rotation style [left-right v]\npoint in direction (90)\nset [fight? v] to [1]\nset [health v] to [50]\nshow\ngo to x: (0) y: (0)\nswitch costume to (center v)\nset [ghost v] effect to (100)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nset [dialogue showing v] to [3]\nwait until <(Special dialogue) = [0]>\nforever\n if <[1] = (pick random (1) to (3))> then\n if <not <[220] = (x position)>> then\n set [ghost v] effect to (100)\n point in direction (-90)\n go to x: (220) y: (-20)\n switch costume to (left/right v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n Left/Right\n end\n else\n if <[1] = (pick random (1) to (2))> then\n if <not <[0] = (x position)>> then\n set [ghost v] effect to (100)\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (center v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n Center\n end\n else\n if <not <[-220] = (x position)>> then\n point in direction (90)\n go to x: (-220) y: (-20)\n switch costume to (left/right v)\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n Left/Right\n end\n end\n end\n repeat (30)\nend\n\nswitch costume to (default v)\n\nwhen I receive [dave v]\nset [player health v] to [5]\nwait (.5) seconds\nforever\n if <(health) < [1]> then\n hide\n add [1.5] to [bosses defeated v]\n broadcast (Special 3 v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\n if <(Player health) < [1]> then\n hide\n broadcast (Fight over v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\ndefine Left/Right\nif <[1] = (pick random (1) to (2))> then\n repeat (30)\n switch costume to (left/right_c v)\n end\n set [# v] to [0]\n repeat (6)\n set [id v] to (#)\n change [# v] by (.5)\n Clone [10]\n repeat (20)\n end\n switch costume to (left/right v)\nelse\n set [id v] to [0]\n switch costume to (left/right_c v)\n repeat (3)\n repeat (60)\n create clone of (_myself_ v)\n end\n repeat (60)\nend\n\ndefine Center\nif <[1] = (pick random (1) to (2))> then\n repeat (pick random (1) to (3))\n switch costume to (ahhhh v)\n set rotation style [all around v]\n point towards ("platform" v)\n repeat (20)\n end\n repeat until <touching (map v)?>\n move (15) steps\n end\n repeat (10)\n move (10) steps\n end\n glide (1) secs to x: (0) y: (0)\n end\n set rotation style [left-right v]\n switch costume to (center v)\nelse\n set [id v] to [.1]\n switch costume to (center_c v)\n set [# v] to [.5]\n repeat (pick random (2) to (4))\n if <[1] = (pick random (1) to (2))> then\n set [# v] to [0]\n end\n Clone fast\n repeat (20)\n end\n switch costume to (center v)\n repeat (30)\nend\n\nbroadcast (Area Down v)\n\ndefine Clone (#)\nrepeat (#)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset rotation style [all around v]\nif <(ID) = [0]> then\n set size to (200) %\n point towards ("platform" v)\n switch costume to (ahh v)\n repeat (30)\n go to [back v] layer\n end\n switch costume to (death2 v)\n repeat (15)\n go to [back v] layer\n end\n delete this clone\nelse\n if <(ID) = [.1]> then\n set size to (100) %\n switch costume to (death v)\n point in direction ((#) * (60))\n move (100) steps\n repeat (10)\n repeat until <touching (map v)?>\n move (15) steps\n end\n delete this clone\n else\n move (50) steps\n switch costume to (death v)\n point in direction (((ID) * (50)) - (200))\n repeat until <touching (map v)?>\n move (10) steps\n end\n delete this clone\n end\nend\n\nwhen I receive [bye v]\nhide\ndelete this clone\n\ndefine Clone fast\nrepeat (6)\n change [# v] by (1)\n create clone of (_myself_ v)\nend\n\n\n\nset [dialogue showing v] to [3]\nwait until <(Special dialogue) = [0]>\n\nset [fight? v] to [1]\n\nset [dialogue showing v] to [3]\nwait until <(Special dialogue) = [0]>\n\n@Face\n\nwhen flag clicked\nhide\n\nwhen I receive [face v]\nbruh\n\ndefine bruh\ngo to x: (0) y: (100)\nset [health v] to [15]\npoint in direction (90)\nshow\nswitch costume to (basic v)\nclear graphic effects\nrepeat (30)\nset [dialogue showing v] to [3]\nwait until <(Special dialogue) = [0]>\ntop thing\nrepeat until <(health) < [1]>\n if <(distance to ["platform" v]) < [75]> then\n fire\n else\n if <[1] = (pick random (1) to (6))> then\n teleport\n else\n if <[1] = (pick random (1) to (3))> then\n bam\n else\n if <[1] = (pick random (1) to (2))> then\n if <[1] = (pick random (1) to (2))> then\n bottom thing\n else\n top thing\n end\n else\n kabam\n end\n end\n end\n end\nend\n\ndefine top thing\nswitch costume to (hehe v)\nrepeat (45)\nswitch costume to (basic v)\nset [id v] to [C]\ncreate clone of (_myself_ v)\nrepeat (5)\n\nwhen I start as a clone\nshow\nif <[C] = (ID)> then\n switch costume to (roof v)\n set size to (500) %\n go to x: (0) y: (0)\n wait (pick random (1) to (10)) seconds\nelse\n if <[F] = (ID)> then\n switch costume to (floor v)\n set size to (500) %\n go to x: (0) y: (0)\n wait (pick random (1) to (10)) seconds\n else\n if <[0] = (ID)> then\n switch costume to (bam v)\n point towards ("platform" v)\n repeat until <<<touching (platform v)?> or <touching (map v)?>> or <touching ("platform" v)?>>\n move (15) steps\n end\n else\n switch costume to (bam v)\n set [xxx v] to [0]\n set [yyy v] to [0]\n go to x: (0) y: (-140)\n if <[1] = (ID)> then\n repeat (3)\n change x by (2)\n end\n repeat (5)\n change x by (8)\n change y by (1)\n end\n repeat (10)\n change x by (12)\n change y by (3)\n end\n repeat (3)\n change x by (8)\n change y by (1)\n end\n repeat (2)\n change x by (2)\n end\n repeat (5)\n change x by (-8)\n change y by (2)\n end\n repeat (13)\n change x by (-12)\n end\n repeat (13)\n change x by (-12)\n change y by (3.5)\n end\n repeat (5)\n change x by (-8)\n change y by (4)\n end\n repeat (2)\n change x by (-2)\n change y by (8)\n end\n repeat (2)\n change x by (2)\n change y by (8)\n end\n repeat (5)\n change x by (8)\n end\n repeat (15)\n change x by (16)\n change y by (3)\n end\n repeat (5)\n change x by (8)\n change y by (4)\n end\n repeat (2)\n change x by (2)\n change y by (8)\n end\n repeat (2)\n change x by (-2)\n change y by (8)\n end\n repeat (5)\n change x by (-8)\n end\n repeat (20)\n change x by (-12)\n end\n set [done? v] to [1]\n else\n if <[2] = (ID)> then\n repeat (3)\n change x by (-2)\n end\n repeat (5)\n change x by (-8)\n change y by (1)\n end\n repeat (10)\n change x by (-12)\n change y by (3)\n end\n repeat (3)\n change x by (-8)\n change y by (1)\n end\n repeat (2)\n change x by (-2)\n end\n repeat (5)\n change x by (8)\n change y by (2)\n end\n repeat (13)\n change x by (12)\n end\n repeat (13)\n change x by (12)\n change y by (3.5)\n end\n repeat (5)\n change x by (8)\n change y by (4)\n end\n repeat (2)\n change x by (2)\n change y by (8)\n end\n repeat (2)\n change x by (-2)\n change y by (8)\n end\n repeat (5)\n change x by (-8)\n end\n repeat (15)\n change x by (-16)\n change y by (3)\n end\n repeat (5)\n change x by (-8)\n change y by (4)\n end\n repeat (2)\n change x by (-2)\n change y by (8)\n end\n repeat (2)\n change x by (2)\n change y by (8)\n end\n repeat (5)\n change x by (8)\n end\n repeat (20)\n change x by (12)\n end\n end\n end\n end\n end\nend\ndelete this clone\n\ngo to x: (0) y: (100)\n\nset [id v] to [F]\ncreate clone of (_myself_ v)\n\nset rotation style [left-right v]\n\ndefine bottom thing\nswitch costume to (hehe2 v)\nrepeat (45)\nswitch costume to (basic v)\nset [id v] to [F]\ncreate clone of (_myself_ v)\nrepeat (5)\n\ndefine bam\npoint towards ("platform" v)\nset [id v] to [0]\ncreate clone of (_myself_ v)\nrepeat (15)\n\ndefine teleport\nrepeat (15)\nrepeat (5)\n change [ghost v] effect by (20)\nend\nrepeat (5)\nif <[1] = (pick random (1) to (4))> then\n if <not <[100] = (y position)>> then\n go to x: (0) y: (100)\n else\n go to x: (125) y: (10)\n end\nelse\n if <[1] = (pick random (1) to (3))> then\n if <not <[125] = (x position)>> then\n go to x: (125) y: (10)\n else\n go to x: (0) y: (-80)\n end\n else\n if <[1] = (pick random (1) to (2))> then\n if <not <[-80] = (y position)>> then\n go to x: (0) y: (-80)\n else\n go to x: (-125) y: (10)\n end\n else\n if <not <[-125] = (x position)>> then\n go to x: (-125) y: (10)\n else\n go to x: (0) y: (100)\n end\n end\n end\nend\nif <touching ("platform" v)?> then\n teleport\nelse\n set [ghost v] effect to (100)\n repeat (5)\n change [ghost v] effect by (-20)\n end\n if <touching ("platform" v)?> then\n teleport\n end\nend\nrepeat (15)\n\ndefine fire\npoint towards ("platform" v)\nrepeat (3)\nswitch costume to (bahh1 v)\nrepeat (7)\n next costume\nend\nset [face: ### v] to [8]\nrepeat (7)\n change [# v] by (-1)\n switch costume to (join [bahh] (Face: ###))\nend\nswitch costume to (basic v)\nteleport\n\ndefine kabam\nrepeat (5)\n change [ghost v] effect by (20)\nend\nrepeat (5)\ngo to x: (0) y: (-140)\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\nwait (1) seconds\nteleport\n\npoint towards ("platform" v)\nrepeat until <<<touching (platform v)?> or <touching (map v)?>> or <touching ("platform" v)?>>\n move (15) steps\nend\n\nchange x by (2)\n\nchange y by (2)\n\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\n\nwait until <[1] = (done?)>\n\nset [done? v] to [0]\n\nwhen I receive [delete v]\ndelete this clone\n\nwhen I receive [face v]\nset [player health v] to [5]\nwait (.5) seconds\nforever\n if <(health) < [1]> then\n hide\n add [2] to [bosses defeated v]\n broadcast (Special 4 v)\n broadcast (delete v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\n if <(Player health) < [1]> then\n hide\n broadcast (Fight over v)\n broadcast (delete v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nset [fight? v] to [1]\n\nset [fight? v] to [1]\n\n@Sprite1\n\npoint in direction (90)\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <[1] = (!)> then\n switch costume to (head v)\n go to x: (-237) y: (36)\n repeat until <[-117] = (x position)>\n change x by (2)\n repeat (1)\n end\n repeat until <(health) < [25]>\n go to x: (-117) y: (36)\n clear graphic effects\n change [! v] by (-1)\n if <[0] < (!)> then\n change [brightness v] effect by (25)\n end\n switch costume to (head v)\n point towards (character v)\n if <(direction) < [0]> then\n switch costume to (head2 v)\n else\n if <<[0] = ([!cannon? v] of [cannon \(real\) v])> and <touching (cannon \(real\) v)?>> then\n if <(!) < [0]> then\n change [health v] by (-1)\n set [! v] to [10]\n end\n end\n end\n end\n switch costume to (turn 1 v)\n repeat (10)\n point in direction (90)\n end\n Time to fight, fooooooooool! (Part 2!)\nend\nif <[.1] = (!)> then\n Time to fight, fool! (part 1)\nelse\n if <[.2] = (!)> then\n switch costume to (cannon v)\n repeat until <touching (creator v)?>\n change x by (!Xv)\n change y by (!Yv)\n change [!yv v] by (-1)\n set [!xv v] to ((!Xv) * (.95))\n if <touching (character v)?> then\n change [player health v] by (-1)\n delete this clone\n end\n end\n delete this clone\n else\n if <[.3] = (!)> then\n switch costume to (smol cannon v)\n repeat until <touching (creator v)?>\n change x by (!Xv)\n change y by (!Yv)\n change [!yv v] by (-1)\n set [!xv v] to ((!Xv) * (.95))\n if <touching (character v)?> then\n change [player health v] by (-1)\n delete this clone\n end\n end\n delete this clone\n else\n repeat until <(health) < [1]>\n go to [back v] layer\n point in direction (90)\n go to x: (X) y: (Y)\n repeat (pick random (30) to (60))\n go to x: (X) y: (Y)\n hide\n end\n show\n repeat (pick random (10) to (20))\n go to x: (X) y: (Y)\n switch costume to (costume1 v)\n end\n repeat (pick random (10) to (15))\n switch costume to (costume2 v)\n go to x: (X) y: (Y)\n if <touching (character v)?> then\n if <[0] = (.)> then\n change [player health v] by (-1)\n set [. v] to [1]\n end\n else\n set [. v] to [0]\n end\n end\n end\n end\n end\nend\n\npoint towards (character v)\n\nwhen I receive [final boss v]\nreplace item (42) of [data v] with [222222222222222200000000000002200000000000002200000000000002200000000000002200000000000002200000000000002200000000000002000000000000002000000000000002111111111111112]\nbroadcast (Reload v)\npoint in direction (90)\nbroadcast (delete #5 v)\nset [health v] to [50]\nset [fight? v] to [1]\nset [player health v] to [5]\ngo to x: (-237) y: (-35)\nshow\nset [! v] to [1]\ncreate clone of (_myself_ v)\nrepeat until <<[-117] = (x position)> or <[-117] < (x position)>>\n change x by (2)\n Next costume\n repeat (1)\nend\nset [! v] to [.1]\nswitch costume to (s v)\nset [dialogue showing v] to [3]\nwait until <(Special dialogue) = [0]>\ncreate clone of (_myself_ v)\nwait until <(health) < [25]>\nbroadcast (delete 6 v)\nrepeat (10)\nswitch costume to (turn point s v)\ngo to x: (-117) y: (-135)\npoint in direction (90)\nrepeat (31)\n turn right (3) degrees\nend\n\ndefine Next costume\nnext costume\nif <[1] = (costume [number v])> then\n next costume\n switch costume to (s v)\nend\n\ndefine Time to fight, fool! (part 1)\nchange y by (9)\nswitch costume to (arm1 v)\nrepeat until <(health) < [25]>\n repeat (pick random (29) to (50))\n point in direction (165)\n end\n point towards (character v)\n if <[1] < (direction)> then\n if <[1] = (pick random (1) to (2))> then\n switch costume to (arm2 v)\n repeat (20)\n point in direction (90)\n go to x: (-117) y: (9)\n point towards (character v)\n end\n set [! v] to [.2]\n repeat (10)\n Find trajectory\n create clone of (_myself_ v)\n switch costume to (arm1 v)\n else\n switch costume to (arm2 v)\n repeat (20)\n point in direction (75)\n go to x: (-117) y: (9)\n end\n repeat (pick random (10) to (50))\n set [! v] to [.3]\n Find trajectory (secondary)\n create clone of (_myself_ v)\n end\n switch costume to (arm1 v)\n end\n else\n point in direction (165)\n end\nend\ndelete this clone\n\nwhen I receive [final boss v]\nset [player health v] to [5]\nwait (.5) seconds\nforever\n if <(health) < [1]> then\n hide\n add [3] to [bosses defeated v]\n broadcast (Special 6 v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\n if <(Player health) < [1]> then\n hide\n broadcast (Fight over v)\n broadcast (delete #5 v)\n broadcast (Game over v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\ngo to x: (-117) y: (36)\n\n\n\nwhen I receive [delete #5 v]\ndelete this clone\n\nswitch costume to (11 v)\n\ndefine Find trajectory\nset [!yv v] to (((90) - (direction)) / (3))\nset [!xv v] to ((30) - ([abs v] of (!Yv) ))\n\nset [! v] to [0]\n\npoint towards (character v)\n\ndefine Find trajectory (secondary)\nset [!yv v] to (pick random (0) to (5))\nset [!xv v] to (pick random (5) to (15))\n\npoint in direction (90)\n\ndefine Time to fight, fooooooooool! (Part 2!)\nset [~ v] to [0]\nrepeat until <(health) < [1]>\n if <(health) < [11]> then\n if <(~) = [0]> then\n set [~ v] to [1]\n set [! v] to [.4]\n create clone of (_myself_ v)\n end\n end\n set [x v] to (x position)\n set [y v] to (y position)\n next costume\n if <[24] = (costume [number v])> then\n switch costume to (turn 1 v)\n end\n clear graphic effects\n point towards (character v)\n move (2) steps\n point in direction (90)\n change [! v] by (-1)\n if <[0] < (!)> then\n change [brightness v] effect by (25)\n end\n if <<[0] = ([!cannon? v] of [cannon \(real\) v])> and <touching (cannon \(real\) v)?>> then\n if <(!) < [0]> then\n change [health v] by (-1)\n set [! v] to [10]\n end\n end\n if <touching (character v)?> then\n if <[0] = (.)> then\n change [player health v] by (-1)\n set [. v] to [1]\n end\n else\n set [. v] to [0]\n end\nend\nbroadcast (delete 6 v)\nturn right (pick random (15) to (-15)) degrees\nset [!yv v] to [0]\nrepeat until <touching (creator v)?>\n change [!yv v] by (-1)\n change y by (!Yv)\nend\nrepeat (10)\nset [fight? v] to [0]\nbroadcast (Special 6 v)\nwait until <not <[-9,2] = (Area ID)>>\nhide\n\nwhen I receive [delete 6 v]\nif <[.1] = (!)> then\n delete this clone\nelse\n if <[.2] = (!)> then\n delete this clone\n else\n if <[.3] = (!)> then\n delete this clone\n else\n if <[.4] = (!)> then\n delete this clone\n end\n end\n end\nend\n\ngo to [back v] layer\n\nwhen flag clicked\nhide\n\nset [cannon? v] to [1]\n\nset [areax v] to [-9]\nset [areay v] to [2]\n\nset [cannon? v] to [1]\n\nbroadcast (Special 6 v)\n\n@HaHaHaHaHa\n\nwhen I receive [very epic switch v]\nif <[-8,-4.0,0] = (Full ID)> then\n switch costume to (right v)\n go to x: (76) y: (-40)\n show\n point in direction (90)\n set [!costume v] to (costume [number v])\n set [!id v] to [0]\n repeat (2)\n change [!id v] by (1)\n create clone of (_myself_ v)\n end\n set [!id v] to [0]\n set [health v] to [50]\nelse\n hide\nend\n\nwhen I receive [ahahahahahah v]\nset [health v] to [50]\nif <(!ID) = [0]> then\n set [player health v] to [5]\n wait (.5) seconds\n forever\n set [!costume v] to (costume [number v])\n set [!x v] to (x position)\n set [!y v] to (y position)\n if <(health) < [1]> then\n hide\n add [2.5] to [bosses defeated v]\n broadcast (Special 5 v)\n broadcast (Fight over v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\n if <(Player health) < [1]> then\n hide\n broadcast (Fight over v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\n end\nend\n\ndefine Run thingy\nset [!cannon v] to [0]\nset rotation style [all around v]\npoint in direction (90)\nset [fight? v] to [1]\nset [health v] to [50]\nshow\ngo to x: (76) y: (-40)\nswitch costume to (right v)\nrepeat (5)\n switch costume to (rightin v)\n repeat (5)\n switch costume to (right v)\n repeat (5)\n switch costume to (rightout v)\n repeat (5)\n switch costume to (right v)\n repeat (5)\nend\nset [dialogue showing v] to [3]\nset [!move v] to [0]\nwait until <(Special dialogue) = [0]>\nforever\n set [!move v] to [0]\n set [xdestination v] to (pick random (76) to (-76))\n set [ydestination v] to (pick random (-40) to (40))\n set [!speed v] to (pick random (20) to (60))\n set [!startingx v] to (x position)\n set [!startingy v] to (y position)\n repeat (!Speed)\n Glide\n end\n if <[1] = (pick random (1) to (3))> then\n set [!move v] to [1]\n set [!id v] to [2]\n Clone speed\n set [!id v] to [0]\n hide\n wait (23) seconds\n show\n else\n if <[1] = (pick random (1) to (2))> then\n wait (5) seconds\n set [!move v] to [2]\n switch costume to (rightattack v)\n set [xdestination v] to ([x position v] of ["platform" v])\n set [ydestination v] to ([y position v] of ["platform" v])\n set [!speed v] to [30]\n set [!startingx v] to (x position)\n set [!startingy v] to (y position)\n repeat (!Speed)\n Glide\n end\n wait (3) seconds\n switch costume to (right v)\n else\n set [!move v] to [3]\n set [xdestination v] to [0]\n set [ydestination v] to [0]\n set [!speed v] to [15]\n set [!startingx v] to (x position)\n set [!startingy v] to (y position)\n repeat (!Speed)\n Glide\n end\n wait (3) seconds\n set [!move v] to [4]\n glide (.5) secs to x: ((x position) - (100)) y: (y position)\n Order\n wait (1) seconds\n repeat until <[1] = (item (1) of [!order v])>\n turn right (15) degrees\n end\n switch costume to (rightattack v)\n set [xdestination v] to ([x position v] of ["platform" v])\n set [ydestination v] to ([y position v] of ["platform" v])\n set [!speed v] to [15]\n set [!startingx v] to (x position)\n set [!startingy v] to (y position)\n repeat (!Speed)\n turn right (15) degrees\n Glide\n end\n delete (1) of [!order v]\n hide\n wait until <[0] = (length of [!order v])>\n show\n point in direction (90)\n switch costume to (right v)\n end\n end\nend\n\nwhen I start as a clone\nif <[1] = (!ID)> then\n switch costume to (left v)\n wait until <(Special dialogue) = [1]>\n repeat until <(Special dialogue) = [0]>\n switch costume to ((!Costume) + (5))\n end\n forever\n if <(!Move) = [0]> then\n switch costume to (left v)\n show\n set x to (!X)\n set y to (!Y)\n else\n if <(!Move) = [1]> then\n set x to (!X)\n set y to (!Y)\n set [!id v] to [24]\n Clone speed\n set [!id v] to [1]\n hide\n wait (27) seconds\n show\n else\n if <(!Move) = [2]> then\n show\n switch costume to (leftattack v)\n set x to (!X)\n set y to (!Y)\n else\n repeat until <(!Move) = [4]>\n set x to (!X)\n set y to (!Y)\n end\n glide (.5) secs to x: ((x position) - (-100)) y: (y position)\n repeat until <[2] = (item (1) of [!order v])>\n turn right (-15) degrees\n end\n set [xdestination v] to ([x position v] of ["platform" v])\n set [ydestination v] to ([y position v] of ["platform" v])\n set [!speed v] to [15]\n set [!startingx v] to (x position)\n set [!startingy v] to (y position)\n switch costume to (leftattack v)\n repeat (!Speed)\n turn right (-15) degrees\n Glide\n end\n delete (1) of [!order v]\n hide\n wait until <[0] = (length of [!order v])>\n show\n switch costume to (left v)\n end\n end\n end\n end\nelse\n if <[2] = (!ID)> then\n switch costume to (top v)\n wait until <(Special dialogue) = [1]>\n repeat until <(Special dialogue) = [0]>\n switch costume to ((!Costume) + (10))\n end\n forever\n if <(!Move) = [0]> then\n switch costume to (top v)\n show\n set x to (!X)\n set y to (!Y)\n else\n if <(!Move) = [1]> then\n hide\n else\n if <(!Move) = [2]> then\n show\n switch costume to (topattack v)\n set x to (!X)\n set y to (!Y)\n else\n repeat until <(!Move) = [4]>\n set x to (!X)\n set y to (!Y)\n end\n glide (.5) secs to x: (x position) y: ((y position) - (-100))\n repeat until <[3] = (item (1) of [!order v])>\n turn right (15) degrees\n end\n set [xdestination v] to ([x position v] of ["platform" v])\n set [ydestination v] to ([y position v] of ["platform" v])\n set [!speed v] to [15]\n set [!startingx v] to (x position)\n set [!startingy v] to (y position)\n switch costume to (topattack v)\n repeat (!Speed)\n turn right (15) degrees\n Glide\n end\n delete (1) of [!order v]\n hide\n end\n end\n end\n end\n else\n switch costume to (rightmissile v)\n if <(!ID) < [25]> then\n change x by ((5) * ((!ID) - (3)))\n change y by ((-5) * ((!ID) - (3)))\n if <touching (map v)?> then\n delete this clone\n end\n wait ((!ID) - (3)) seconds\n switch costume to (rightmissile2 v)\n change y by (50)\n change x by (-54)\n point towards ("platform" v)\n if <touching (map v)?> then\n delete this clone\n end\n wait (.5) seconds\n repeat (60)\n move (15) steps\n if <touching (map v)?> then\n delete this clone\n end\n end\n delete this clone\n else\n switch costume to (rightmissile v)\n change x by (213)\n if <[24] < (!ID)> then\n change x by ((-5) * ((!ID) - (25)))\n change y by ((-5) * ((!ID) - (25)))\n if <touching (map v)?> then\n delete this clone\n end\n wait ((!ID) - (25)) seconds\n change y by (50)\n change x by (-54)\n switch costume to (rightmissile2 v)\n point towards ("platform" v)\n if <touching (map v)?> then\n delete this clone\n end\n wait (.5) seconds\n repeat (60)\n move (15) steps\n if <touching (map v)?> then\n delete this clone\n end\n end\n delete this clone\n end\n end\n end\nend\n\nwait (1) seconds\n\nwait (1) seconds\n\nset [areax v] to [-9]\nset [areay v] to [-4]\n\nwhen flag clicked\nhide\n\ngo to x: (36) y: (-40)\n\nwhen I receive [very epic switch v]\ndelete this clone\n\nswitch costume to (right v)\n\nwhen I receive [ahahahahahah v]\nif <(!ID) = [0]> then\n Run thingy\nend\n\ndefine Clone speed\nrepeat (22)\n change [!id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [fight over v]\ndelete this clone\n\ndefine Glide\nchange x by (((XDestination) - (!StartingX)) / (!Speed))\nchange y by (((YDestination) - (!StartingY)) / (!Speed))\n\npoint in direction (90)\n\ncreate clone of (_myself_ v)\ngo to x: (76) y: (-40)\n\nset [!move v] to [0]\n\nif <[24] < (!ID)> then\n change x by ((-5) * ((!ID) - (3)))\n change y by ((-5) * ((!ID) - (3)))\n wait ((!ID) - (3)) seconds\nend\n\nset [!id v] to [1]\n\nbroadcast (Access external dialogue v)\n\nshow\n\nset x to (0)\n\nset [!id v] to [24]\nClone speed\nhide\n\ndefine Order\ndelete all of [!order v]\nrepeat until <[3] = (length of [!order v])>\n if <(pick random (1) to (3)) = [1]> then\n if <not <[!order v] contains [1]?>> then\n add [1] to [!order v]\n end\n else\n if <(pick random (1) to (2)) = [2]> then\n if <not <[!order v] contains [2]?>> then\n add [2] to [!order v]\n end\n else\n if <not <[!order v] contains [3]?>> then\n add [3] to [!order v]\n end\n end\n end\nend\n\nset [areax v] to [-9]\nset [areay v] to [-4]\n\nswitch costume to (rightattack v)\n\nswitch costume to (topattack v)\n\nshow\n\n@More Dialogue\n\nwhen I receive [access external dialogue v]\nif <[-8,-4] = (Area ID)> then\n if <[bosses defeated v] contains [2.5]?> then\n set [external dialogue v] to [...]\n else\n if <[bosses defeated v] contains [1.5]?> then\n set [external dialogue v] to [you destroy with a vengeance. you could stop, though. you could leave.]\n else\n if <[bosses defeated v] contains [.5]?> then\n set [external dialogue v] to [no. why did you have to come here?]\n else\n set [external dialogue v] to [i... i... i didn't think you would find this place.]\n end\n end\n end\nelse\n if <[-8,-3] = (Area ID)> then\n if <<<[bosses defeated v] contains [2.5]?> and <[bosses defeated v] contains [1.5]?>> and <[bosses defeated v] contains [.5]?>> then\n set [external dialogue v] to [wHAT aRE yOU?]\n else\n if <[bosses defeated v] contains [2.5]?> then\n set [external dialogue v] to [wHO aRE yOU?]\n else\n if <(Lights) = [1]> then\n if <[1] = (Cannon?)> then\n if <<[bosses defeated v] contains [.5]?> and <[bosses defeated v] contains [1.5]?>> then\n set [external dialogue v] to [you've destroyed everything. everything. you'll destroy me.]\n else\n if <[bosses defeated v] contains [1.5]?> then\n set [external dialogue v] to [of course. of course you're here.]\n else\n if <[bosses defeated v] contains [.5]?> then\n set [external dialogue v] to [no. leave. please.]\n else\n set [external dialogue v] to [stop. please. stop.]\n end\n end\n end\n else\n set [external dialogue v] to [see? there's nothing you can do here.]\n end\n else\n if <<[bosses defeated v] contains [.5]?> and <[bosses defeated v] contains [1.5]?>> then\n set [external dialogue v] to [you're here. you destroyed everything out there. will you destroy me, too?]\n else\n if <[bosses defeated v] contains [1.5]?> then\n set [external dialogue v] to [you're here. ah. HE wasn't supposed to send you down here. but you did make him angry.]\n else\n if <[bosses defeated v] contains [.5]?> then\n set [external dialogue v] to [ah. you've arrived. HE wasn't supposed to send you here. you weren't supposed to destroy HIM. none of this was supposed to happen.]\n else\n set [external dialogue v] to [oh. you're here. you're not supposed to be here.]\n end\n end\n end\n end\n end\n end\n else\n if <[-7,-3] = (Area ID)> then\n if <<<[bosses defeated v] contains [2.5]?> and <[bosses defeated v] contains [1.5]?>> and <[bosses defeated v] contains [.5]?>> then\n set [external dialogue v] to [i sEE yOU. yOU aRE lIKE mE.]\n else\n if <[bosses defeated v] contains [2.5]?> then\n set [external dialogue v] to [yOU lET mE fREE. wHY?]\n else\n if <(Lights) = [1]> then\n if <[1] = (Cannon?)> then\n if <<[bosses defeated v] contains [.5]?> and <[bosses defeated v] contains [1.5]?>> then\n set [external dialogue v] to [i'm not surprised you come this way. i've accepted it.]\n else\n if <[bosses defeated v] contains [1.5]?> then\n set [external dialogue v] to [you simply must go back right.]\n else\n if <[bosses defeated v] contains [.5]?> then\n set [external dialogue v] to [no. to the right. please.]\n else\n set [external dialogue v] to [no, go to the right. please go to the right.]\n end\n end\n end\n else\n set [external dialogue v] to [seriously--why are you coming this way?]\n end\n else\n if <<[bosses defeated v] contains [.5]?> and <[bosses defeated v] contains [1.5]?>> then\n set [external dialogue v] to [i'm scared of you. that is odd. i shouldn't be.]\n else\n if <[bosses defeated v] contains [1.5]?> then\n set [external dialogue v] to [now, you explore these dark caverns. i wish you never had come at all.]\n else\n if <[bosses defeated v] contains [.5]?> then\n set [external dialogue v] to [so much of what led you here was a mistake. i wish you hadn't come, to tell the truth.]\n else\n set [external dialogue v] to [it's dark here. watch your step, or something.]\n end\n end\n end\n end\n end\n end\n else\n if <[-6,-3] = (Area ID)> then\n if <<<[bosses defeated v] contains [2.5]?> and <[bosses defeated v] contains [1.5]?>> and <[bosses defeated v] contains [.5]?>> then\n set [external dialogue v] to [yOU aRE sOMEONE wHO iS cURIOUS. i aM tOO.]\n else\n if <<[bosses defeated v] contains [2.5]?> and <[bosses defeated v] contains [1.5]?>> then\n set [external dialogue v] to [i sUPPOSE yOU hAVE a hISTORY oF uNNEEDED dESTRUCTION.]\n else\n if <<[bosses defeated v] contains [.5]?> and <[bosses defeated v] contains [2.5]?>> then\n set [external dialogue v] to [i sUPPOSE yOU hAVE a hISTORY oF dESTRUCTION]\n else\n if <[bosses defeated v] contains [2.5]?> then\n set [external dialogue v] to [yOU hAVEN'T dESTROYED aNYTHING eLSE bEFORE...]\n else\n if <(Lights) = [1]> then\n if <[1] = (Cannon?)> then\n if <<[bosses defeated v] contains [.5]?> and <[bosses defeated v] contains [1.5]?>> then\n set [external dialogue v] to [of course you're going this way.]\n else\n if <[bosses defeated v] contains [1.5]?> then\n set [external dialogue v] to [no, not here.]\n else\n if <[bosses defeated v] contains [.5]?> then\n set [external dialogue v] to [there's... nothing back here. go back right.]\n else\n set [external dialogue v] to [no, head to the right.]\n end\n end\n end\n else\n set [external dialogue v] to [no, seriously. you can't get further unless you go to the right.]\n end\n else\n if <<[bosses defeated v] contains [.5]?> and <[bosses defeated v] contains [1.5]?>> then\n set [external dialogue v] to [HE said this world his fake. he's right. i shouldn't be afraid.]\n else\n if <[bosses defeated v] contains [1.5]?> then\n set [external dialogue v] to [tell me--if HE is so obsessed with the idea of this world being fake, why did he get so angry at you?]\n else\n if <[bosses defeated v] contains [.5]?> then\n set [external dialogue v] to [HE told you the world was fake. do you believe him?]\n else\n set [external dialogue v] to [HE has been talking to you. he thinks this is fake, no? i won't tell you if he is right or not.]\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <[-5,-3] = (Area ID)> then\n if <<<[bosses defeated v] contains [2.5]?> and <[bosses defeated v] contains [1.5]?>> and <[bosses defeated v] contains [.5]?>> then\n set [external dialogue v] to [They Imprisoned Me For My Curiosity]\n else\n if <<[bosses defeated v] contains [2.5]?> and <[bosses defeated v] contains [1.5]?>> then\n set [external dialogue v] to [sTILL, cURIOUS tHAT yOU wOULD dESTROY nOW.]\n else\n if <<[bosses defeated v] contains [.5]?> and <[bosses defeated v] contains [2.5]?>> then\n set [external dialogue v] to [i fIND yOUR dESTRUCTIONS tO bE fASCINATING.]\n else\n if <[bosses defeated v] contains [2.5]?> then\n set [external dialogue v] to [yOU hAVE aBSOLUTELY nO hISTORY oF dESTRUCTION. aND yET... i'M hERE.]\n else\n if <(Lights) = [1]> then\n if <[1] = (Cannon?)> then\n if <<[bosses defeated v] contains [.5]?> and <[bosses defeated v] contains [1.5]?>> then\n set [external dialogue v] to [go up now. to the right.]\n else\n if <[bosses defeated v] contains [1.5]?> then\n set [external dialogue v] to [go up there. you might as well.]\n else\n if <[bosses defeated v] contains [.5]?> then\n set [external dialogue v] to [try going up there. just takes a little precision.]\n else\n set [external dialogue v] to [now, use the cannon to go up there. it might take a second to get used to.]\n end\n end\n end\n else\n set [external dialogue v] to [no, go to the right!]\n end\n else\n if <<[bosses defeated v] contains [.5]?> and <[bosses defeated v] contains [1.5]?>> then\n set [external dialogue v] to [but you. you have destroyed all else thus far.]\n else\n if <[bosses defeated v] contains [1.5]?> then\n set [external dialogue v] to [dave was important to HIM. HE doesn't care if dave was fake or not.]\n else\n if <[bosses defeated v] contains [.5]?> then\n set [external dialogue v] to [it does not matter anymore. HE is gone.]\n else\n set [external dialogue v] to [i'll just help you leave.]\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <[-4,-3] = (Area ID)> then\n if <<<[bosses defeated v] contains [2.5]?> and <[bosses defeated v] contains [1.5]?>> and <[bosses defeated v] contains [.5]?>> then\n set [external dialogue v] to [Indeed, You Are Curious, If you Came Here, Seemingly For No Reason.]\n else\n if <<[bosses defeated v] contains [2.5]?> and <[bosses defeated v] contains [1.5]?>> then\n set [external dialogue v] to [nO, nO. dON'T cOME hERE.]\n else\n if <<[bosses defeated v] contains [.5]?> and <[bosses defeated v] contains [2.5]?>> then\n set [external dialogue v] to [wRONG wAY. dON'T cOME hERE.]\n else\n if <[bosses defeated v] contains [2.5]?> then\n set [external dialogue v] to [wRONG pLACE, mY fRIEND.]\n else\n if <(Lights) = [1]> then\n if <<[bosses defeated v] contains [.5]?> and <[bosses defeated v] contains [1.5]?>> then\n if <[1] = (Cannon?)> then\n set [external dialogue v] to [go left. just one room, though. one room.]\n else\n set [external dialogue v] to [this world is populated by few beings. you've destroyed around half of them, do you realize that?]\n end\n else\n if <[bosses defeated v] contains [1.5]?> then\n if <[1] = (Cannon?)> then\n set [external dialogue v] to [keep going left.]\n else\n set [external dialogue v] to [dave... i'll miss him. i know.]\n end\n else\n if <[bosses defeated v] contains [.5]?> then\n if <[1] = (Cannon?)> then\n set [external dialogue v] to [now, head further to the left.]\n else\n set [external dialogue v] to [HE is gone... how strange. there are few beings here, and losing any saddens me.]\n end\n else\n if <[1] = (Cannon?)> then\n set [external dialogue v] to [now head back to the left. this'll let us get into new places.]\n else\n set [external dialogue v] to [anyway, continue to the right.]\n end\n end\n end\n end\n else\n set [external dialogue v] to [it's dark in here, isn't it? i'll turn on the lights.]\n end\n end\n end\n end\n end\n else\n if <[-3,-3] = (Area ID)> then\n if <<<[bosses defeated v] contains [2.5]?> and <[bosses defeated v] contains [1.5]?>> and <[bosses defeated v] contains [.5]?>> then\n set [external dialogue v] to [Want To See What I Have To Say?]\n else\n if <<[bosses defeated v] contains [2.5]?> and <[bosses defeated v] contains [1.5]?>> then\n set [external dialogue v] to [nO, rEALLY. gO bACK.]\n else\n if <<[bosses defeated v] contains [.5]?> and <[bosses defeated v] contains [2.5]?>> then\n set [external dialogue v] to [nO, rEALLY. gO bACK.]\n else\n if <[bosses defeated v] contains [2.5]?> then\n set [external dialogue v] to [nO, rEALLY. gO bACK.]\n else\n if <<[bosses defeated v] contains [.5]?> and <[bosses defeated v] contains [1.5]?>> then\n if <[1] = (Cannon?)> then\n set [external dialogue v] to [now, continue. to the left.]\n else\n set [external dialogue v] to [ah, a weapon lies on the ground. will you take it up against me, somehow?]\n end\n else\n if <[1] = (Cannon?)> then\n set [external dialogue v] to [let's go. the way through it just to the left.]\n else\n set [external dialogue v] to [grab that cannon. i designed it myself, long ago.]\n end\n end\n end\n end\n end\n end\n else\n if <[-3,-2] = (Area ID)> then\n if <<<[bosses defeated v] contains [2.5]?> and <[bosses defeated v] contains [1.5]?>> and <[bosses defeated v] contains [.5]?>> then\n set [external dialogue v] to [Now, Let's Go. I Will Watch You Carefully.]\n else\n if <<[bosses defeated v] contains [2.5]?> and <[bosses defeated v] contains [1.5]?>> then\n set [external dialogue v] to [dO yOU sIMPLY dESTROY tHOSE yOU fIND wEAK?]\n else\n if <<[bosses defeated v] contains [.5]?> and <[bosses defeated v] contains [2.5]?>> then\n set [external dialogue v] to [yOU dESTROY tHOSE yOU fIND uNJUST, dON'T yOU?]\n else\n if <[bosses defeated v] contains [2.5]?> then\n set [external dialogue v] to [nOW, wHAT iS yOUR pLAN? lET'S sEE...]\n else\n if <<[bosses defeated v] contains [.5]?> and <[bosses defeated v] contains [1.5]?>> then\n set [external dialogue v] to [go up there.]\n else\n if <[bosses defeated v] contains [1.5]?> then\n set [external dialogue v] to [let's head up.]\n else\n if <[bosses defeated v] contains [.5]?> then\n set [external dialogue v] to [head up.]\n else\n set [external dialogue v] to [alright, let's head up.]\n end\n end\n end\n end\n end\n end\n end\n else\n if <[-3,-1] = (Area ID)> then\n if <<<[bosses defeated v] contains [2.5]?> and <[bosses defeated v] contains [1.5]?>> and <[bosses defeated v] contains [.5]?>> then\n set [external dialogue v] to [Keep Going. Head Left, If You Don't Know.]\n else\n if <<[bosses defeated v] contains [2.5]?> and <[bosses defeated v] contains [1.5]?>> then\n set [external dialogue v] to [i tHINK yOU nEED tO kEEP gOING.]\n else\n if <<[bosses defeated v] contains [.5]?> and <[bosses defeated v] contains [2.5]?>> then\n set [external dialogue v] to [gO oN. i wANT tO sEE yOU dO tHIS nEXT pART.]\n else\n if <[bosses defeated v] contains [2.5]?> then\n set [external dialogue v] to [i cAN nOT sAY wHY yOU aRE hERE...]\n else\n if <<[bosses defeated v] contains [.5]?> and <[bosses defeated v] contains [1.5]?>> then\n set [external dialogue v] to [left.]\n else\n if <[bosses defeated v] contains [1.5]?> then\n set [external dialogue v] to [go left.]\n else\n if <[bosses defeated v] contains [.5]?> then\n set [external dialogue v] to [head left.]\n else\n set [external dialogue v] to [head left. i'll get you out of here.]\n end\n end\n end\n end\n end\n end\n end\n else\n if <[-4,-1] = (Area ID)> then\n if <<<[bosses defeated v] contains [2.5]?> and <[bosses defeated v] contains [1.5]?>> and <[bosses defeated v] contains [.5]?>> then\n set [external dialogue v] to [Just Go. This Can't Be That Hard]\n else\n if <<[bosses defeated v] contains [2.5]?> and <[bosses defeated v] contains [1.5]?>> then\n set [external dialogue v] to [yOU'RE cLOSE. i wANT yOU tO rEACH tHE eND.]\n else\n if <<[bosses defeated v] contains [.5]?> and <[bosses defeated v] contains [2.5]?>> then\n set [external dialogue v] to [i'VE gOT aN iDEA oF wHAT tO dO aT tHE eND oF tHIS.]\n else\n if <[bosses defeated v] contains [2.5]?> then\n set [external dialogue v] to [yES. yOU aRE oDD, aREN'T yOU?]\n else\n if <<[bosses defeated v] contains [.5]?> and <[bosses defeated v] contains [1.5]?>> then\n set [external dialogue v] to [just hurry up.]\n else\n if <[bosses defeated v] contains [1.5]?> then\n set [external dialogue v] to [up and left.]\n else\n if <[bosses defeated v] contains [.5]?> then\n set [external dialogue v] to [go up there and further left.]\n else\n set [external dialogue v] to [go up there and further left. this part is pretty hard.]\n end\n end\n end\n end\n end\n end\n end\n else\n if <[-5,-1] = (Area ID)> then\n if <<<[bosses defeated v] contains [2.5]?> and <[bosses defeated v] contains [1.5]?>> and <[bosses defeated v] contains [.5]?>> then\n set [external dialogue v] to [Keep Going.]\n else\n if <<[bosses defeated v] contains [2.5]?> and <[bosses defeated v] contains [1.5]?>> then\n set [external dialogue v] to [i hAEV aN iDEA. i'M cURIOUS tO SEE wHAT mIGHT hAPPEN.]\n else\n if <<[bosses defeated v] contains [.5]?> and <[bosses defeated v] contains [2.5]?>> then\n set [external dialogue v] to [tHIS pLACE is fASCINATING. i wONDER hOW mUCH hAS cHANGED.]\n else\n if <[bosses defeated v] contains [2.5]?> then\n set [external dialogue v] to [wHY dESTROY oNLY tO lET mE fREE? vERY cURIOUS.]\n else\n if <<[bosses defeated v] contains [.5]?> and <[bosses defeated v] contains [1.5]?>> then\n set [external dialogue v] to [go.]\n else\n if <[bosses defeated v] contains [1.5]?> then\n set [external dialogue v] to [jump across.]\n else\n if <[bosses defeated v] contains [.5]?> then\n set [external dialogue v] to [just jump across.]\n else\n set [external dialogue v] to [just jump across. be careful.]\n end\n end\n end\n end\n end\n end\n end\n else\n if <[-6,-1] = (Area ID)> then\n if <<<[bosses defeated v] contains [2.5]?> and <[bosses defeated v] contains [1.5]?>> and <[bosses defeated v] contains [.5]?>> then\n set [external dialogue v] to [Go On.]\n else\n if <<[bosses defeated v] contains [2.5]?> and <[bosses defeated v] contains [1.5]?>> then\n set [external dialogue v] to [kEEP oN.]\n else\n if <<[bosses defeated v] contains [.5]?> and <[bosses defeated v] contains [2.5]?>> then\n set [external dialogue v] to [kEEP oN.]\n else\n if <[bosses defeated v] contains [2.5]?> then\n set [external dialogue v] to [kEEP oN.]\n else\n if <<[bosses defeated v] contains [.5]?> and <[bosses defeated v] contains [1.5]?>> then\n set [external dialogue v] to [keep on.]\n else\n if <[bosses defeated v] contains [1.5]?> then\n set [external dialogue v] to [keep on.]\n else\n if <[bosses defeated v] contains [.5]?> then\n set [external dialogue v] to [keep on.]\n else\n set [external dialogue v] to [you got this.]\n end\n end\n end\n end\n end\n end\n end\n else\n if <[-7,-1] = (Area ID)> then\n if <<<[bosses defeated v] contains [2.5]?> and <[bosses defeated v] contains [1.5]?>> and <[bosses defeated v] contains [.5]?>> then\n set [external dialogue v] to [Keep Going. You're Just About There.]\n else\n if <<[bosses defeated v] contains [2.5]?> and <[bosses defeated v] contains [1.5]?>> then\n set [external dialogue v] to [nOW. yOU'RE rEADY tO gO.]\n else\n if <<[bosses defeated v] contains [.5]?> and <[bosses defeated v] contains [2.5]?>> then\n set [external dialogue v] to [hEAD oNWARD. yOU'RE aLMOST tHERE.]\n else\n if <[bosses defeated v] contains [2.5]?> then\n set [external dialogue v] to [kEEP gOING.]\n else\n if <<[bosses defeated v] contains [.5]?> and <[bosses defeated v] contains [1.5]?>> then\n set [external dialogue v] to [you're almost at the end of this simulation.]\n else\n if <[bosses defeated v] contains [1.5]?> then\n set [external dialogue v] to [you're almost at the end. when you'll face my judgement.]\n else\n if <[bosses defeated v] contains [.5]?> then\n set [external dialogue v] to [you're almost at your final test.]\n else\n set [external dialogue v] to [nice job. you're just about there. you'll have your final test.]\n end\n end\n end\n end\n end\n end\n end\n else\n if <[-8,-1] = (Area ID)> then\n if <<<[bosses defeated v] contains [2.5]?> and <[bosses defeated v] contains [1.5]?>> and <[bosses defeated v] contains [.5]?>> then\n set [external dialogue v] to [Try Again. This Might Take A While.]\n else\n if <<[bosses defeated v] contains [2.5]?> and <[bosses defeated v] contains [1.5]?>> then\n set [external dialogue v] to [tRY aGAIN.]\n else\n if <<[bosses defeated v] contains [.5]?> and <[bosses defeated v] contains [2.5]?>> then\n set [external dialogue v] to [tRY aGAIN.]\n else\n if <[bosses defeated v] contains [2.5]?> then\n set [external dialogue v] to [tRY aGAIN.]\n else\n if <<[bosses defeated v] contains [.5]?> and <[bosses defeated v] contains [1.5]?>> then\n set [external dialogue v] to [maybe this will stop you, of all things.]\n else\n if <[bosses defeated v] contains [1.5]?> then\n set [external dialogue v] to [this should keep you a while.]\n else\n if <[bosses defeated v] contains [.5]?> then\n set [external dialogue v] to [try again.]\n else\n set [external dialogue v] to [you'll have to try again. you can do it.]\n end\n end\n end\n end\n end\n end\n end\n else\n if <[-8,0] = (Area ID)> then\n if <<<[bosses defeated v] contains [2.5]?> and <[bosses defeated v] contains [1.5]?>> and <[bosses defeated v] contains [.5]?>> then\n set [external dialogue v] to [You're Almost Here. I'm Almost Excited.]\n else\n if <<[bosses defeated v] contains [2.5]?> and <[bosses defeated v] contains [1.5]?>> then\n set [external dialogue v] to [tHIS iS iNTERESTING. kEEP gOING.]\n else\n if <<[bosses defeated v] contains [.5]?> and <[bosses defeated v] contains [2.5]?>> then\n set [external dialogue v] to [kEEP gOING.]\n else\n if <[bosses defeated v] contains [2.5]?> then\n set [external dialogue v] to [i'M iNTERESTED. kEEP gOING.]\n else\n if <<[bosses defeated v] contains [.5]?> and <[bosses defeated v] contains [1.5]?>> then\n set [external dialogue v] to [...]\n else\n if <[bosses defeated v] contains [1.5]?> then\n set [external dialogue v] to [go, then.]\n else\n if <[bosses defeated v] contains [.5]?> then\n set [external dialogue v] to [this is easy.]\n else\n set [external dialogue v] to [this is easy compared to what you've done.]\n end\n end\n end\n end\n end\n end\n end\n else\n if <[-8,1] = (Area ID)> then\n if <<<[bosses defeated v] contains [2.5]?> and <[bosses defeated v] contains [1.5]?>> and <[bosses defeated v] contains [.5]?>> then\n set [external dialogue v] to [Go On. Please.]\n else\n if <<[bosses defeated v] contains [2.5]?> and <[bosses defeated v] contains [1.5]?>> then\n set [external dialogue v] to [kEEP gOING.]\n else\n if <<[bosses defeated v] contains [.5]?> and <[bosses defeated v] contains [2.5]?>> then\n set [external dialogue v] to [kEEP gOING.]\n else\n if <[bosses defeated v] contains [2.5]?> then\n set [external dialogue v] to [pLEASE, kEEP gOING.]\n else\n if <<[bosses defeated v] contains [.5]?> and <[bosses defeated v] contains [1.5]?>> then\n set [external dialogue v] to [no...]\n else\n if <[bosses defeated v] contains [1.5]?> then\n set [external dialogue v] to [go.]\n else\n if <[bosses defeated v] contains [.5]?> then\n set [external dialogue v] to [go on, then.]\n else\n set [external dialogue v] to [well then, go on.]\n end\n end\n end\n end\n end\n end\n end\n else\n if <[-8,2] = (Area ID)> then\n if <<<[bosses defeated v] contains [2.5]?> and <[bosses defeated v] contains [1.5]?>> and <[bosses defeated v] contains [.5]?>> then\n set [external dialogue v] to [This Is It!]\n else\n if <<[bosses defeated v] contains [2.5]?> and <[bosses defeated v] contains [1.5]?>> then\n set [external dialogue v] to [hERE wE gO. tIME tO tEST yOU.]\n else\n if <<[bosses defeated v] contains [.5]?> and <[bosses defeated v] contains [2.5]?>> then\n set [external dialogue v] to [lET'S tEST yOU.]\n else\n if <[bosses defeated v] contains [2.5]?> then\n set [external dialogue v] to [tIME tO fIND oUT eXACTLY wHAT yOU cAN dO.]\n else\n if <<[bosses defeated v] contains [.5]?> and <[bosses defeated v] contains [1.5]?>> then\n set [external dialogue v] to [time to face me. time to end this, once and for all.]\n else\n if <[bosses defeated v] contains [1.5]?> then\n set [external dialogue v] to [it is time for judgement.]\n else\n if <[bosses defeated v] contains [.5]?> then\n set [external dialogue v] to [it is time. for your final test.]\n else\n set [external dialogue v] to [you're here. this is the end of this. the final test.]\n end\n end\n end\n end\n end\n end\n end\n else\n set [external dialogue v] to [\[if this dialogue came up, please comment where you are and which bosses you have defeated\] ]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nset [lights v] to [0]\n\nset [areax v] to [-9]\nset [areay v] to [-3]\n\nset [areax v] to [-7]\nset [areay v] to [-3]\n\n@hAhAhAhAhAhAhAhAhA\n\nwhen I receive [true final boss v]\nset [player health v] to [5]\nwait (.5) seconds\nforever\n clear graphic effects\n if <<[0] = ([!cannon? v] of [cannon \(real\) v])> and <touching (cannon \(real\) v)?>> then\n if <(!) < [1]> then\n change [health v] by (-1)\n set [! v] to [10]\n end\n end\n if <[0] < (!)> then\n change [brightness v] effect by (50)\n change [! v] by (-1)\n end\n if <(health) < [1]> then\n set [fight? v] to [0]\n hide\n add [4] to [bosses defeated v]\n broadcast (Special 7 v)\n broadcast (Reload v)\n broadcast (Delete 7 v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\n if <(Player health) < [1]> then\n hide\n broadcast (Fight over v)\n broadcast (Delete 7 v)\n broadcast (Game over v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [true final boss v]\nreplace item (42) of [data v] with [222222222222222200000000000002200000000000002200000000000002200000000000002200000000000002200000000000002200000000000002000000000000002000000000000002111111111111112]\nbroadcast (Reload v)\npoint in direction (0)\nbroadcast (Delete 7 v)\nset [health v] to [50]\nset [fight? v] to [1]\nset [player health v] to [5]\ngo to x: (0) y: (50)\nswitch costume to (cannon v)\nshow\nset size to (100) %\nset [! v] to [1]\nclear graphic effects\nset [ghost v] effect to (100)\nrepeat (78)\n change [ghost v] effect by (-2)\n turn right (15) degrees\nend\nset [dialogue showing v] to [3]\nwait until <(Special dialogue) = [0]>\n\n if <[1] = (pick random (1) to (3))> then\n Quick fire\n else\n if <[1] = (pick random (1) to (2))> then\n Point towards [0] [-240] In [.5] seconds\n Clone\n else\n set [!id v] to [2]\n create clone of (_myself_ v)\n end\n end\n wait (.5) seconds\n Point towards [0] [240] In [.5] seconds\n wait (1) seconds\nend\n\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\nset [! v] to [-5]\n\ndefine Quick fire\nset [!id v] to [1]\npoint towards (character v)\nrepeat (7)\n Point towards ([x position v] of [character v]) ([y position v] of [character v]) In [.3] seconds\n wait (.4) seconds\n set [!id v] to [1]\n create clone of (_myself_ v)\nend\n\nwait (.3) seconds\npoint towards (character v)\n\nwhen I start as a clone\nshow\nset [!xy v] to ((30) * ([cos v] of (direction) ))\nset [!xv v] to ((30) * ([sin v] of (direction) ))\nif <(!ID) = [2]> then\n point in direction (0)\n switch costume to (costume1 v)\n go to x: (-40) y: (-135)\n go to [back v] layer\n wait (1) seconds\n switch costume to (costume2 v)\n repeat (10)\nelse\n if <(!ID) = [1]> then\n switch costume to (smol cannon v)\n repeat until <touching (creator v)?>\n change x by (!Xv)\n change y by (!Xy)\n set [!xv v] to ((!Xv) * (.9))\n change [!xy v] by (-1)\n end\n else\n if <[A] = (!ID)> then\n show\n switch costume to (sawblade v)\n set size to (50) %\n go to x: (0) y: (140)\n \n repeat until <(x position) = [200]>\n turn left (5) degrees\n change x by (5)\n end\n repeat until <(y position) = [-140]>\n turn left (-5) degrees\n change y by (-5)\n end\n repeat until <(x position) = [-200]>\n turn left (-5) degrees\n change x by (-5)\n end\n repeat until <(y position) = [140]>\n turn left (5) degrees\n change y by (5)\n end\n end\n else\n if <[B] = (!ID)> then\n show\n switch costume to (sawblade v)\n set size to (50) %\n go to x: (0) y: (140)\n \n repeat until <(x position) = [-200]>\n turn left (-5) degrees\n change x by (-5)\n end\n repeat until <(y position) = [-140]>\n turn left (-5) degrees\n change y by (-5)\n end\n repeat until <(x position) = [200]>\n turn left (5) degrees\n change x by (5)\n end\n repeat until <(y position) = [140]>\n turn left (5) degrees\n change y by (5)\n end\n end\n else\n if <[2] < (!ID)> then\n if <((!ID) - (2)) = (Z)> then\n delete this clone\n end\n switch costume to (cannonball v)\n go to x: ((50) * ((!ID) - (7))) y: (240)\n repeat (120)\n change y by (-5)\n end\n end\n end\n end\n end\n delete this clone\nend\ndelete this clone\n\nwhen I receive [delete 7 v]\ndelete this clone\n\nbroadcast (Delete 7 v)\n\ndefine Point towards (x) (y) In (sec) seconds\nset [?x v] to ((x) - (x position))\nset [?y v] to ((y) - (y position))\nif <[0] = (?y)> then\n if <(?x) < [0]> then\n set [?direction v] to [-90]\n else\n set [?direction v] to [90]\n end\nelse\n if <(?y) < [0]> then\n set [?direction v] to ((180) + ([atan v] of ((?x) / (?y)) ))\n else\n set [?direction v] to ([atan v] of ((?x) / (?y)) )\n end\nend\nset [?direction2 v] to ((?direction) - (direction))\nrepeat ((30) * (sec))\n turn right ((?direction2) / ((30) * (sec))) degrees\nend\n\nturn right (15) degrees\n\ndefine Clone\nset [!id v] to [2]\nrepeat (9)\n change [!id v] by (1)\n create clone of (_myself_ v)\nend\nset [z v] to (pick random (1) to (8))\n\nwait (.3) seconds\n\nif <touching (character v)?> then\n change [player health v] by (-1)\n delete this clone\nend\n\nwhen I start as a clone\nclear graphic effects\n\n if <not <[5] = (costume [number v])>> then\n if <touching (character v)?> then\n change [player health v] by (-1)\n wait until <not <touching (character v)?>>\n end\n end\nend\n\nchange [player health v] by (-1)\n\ndelete this clone\n\n\n\nwhen I receive [true final boss v]\nwait until <(health) < [30]>\nset [!id v] to [A]\ncreate clone of (_myself_ v)\nwait until <(health) < [15]>\nset [!id v] to [B]\ncreate clone of (_myself_ v)\n\nchange x by (5)\n\nchange [player health v] by (-1)\n\nset [cannon? v] to [1]\nset [areax v] to [-9]\nset [areay v] to [2]\nadd [2] to [bosses defeated v]\nadd [1] to [bosses defeated v]\nadd [.5] to [bosses defeated v]\nadd [1.5] to [bosses defeated v]\nadd [2.5] to [bosses defeated v]\n\nset [cannon? v] to [1]\n\nset [!id v] to [A]\ncreate clone of (_myself_ v)\n\nset [health v] to [0]\n\nset [!id v] to [4]\ncreate clone of (_myself_ v)\n\n@list\n\nwhen I receive [add username v]\nadd username\n\ndefine find character (character)\nset [variable 2 v] to [1]\nrepeat until <(item (Variable 2) of [characters v]) = (character)>\n change [variable 2 v] by (1)\nend\nif <(Variable 2) < [10]> then\n set [☁ cloud data v] to (join (☁ CLOUD DATA) (join [0] (Variable 2)))\nelse\n set [☁ cloud data v] to (join (☁ CLOUD DATA) (Variable 2))\nend\n\nwhen flag clicked\nfast\ndelete all of [players v]\nset [uv1 v] to [1]\nset [uv2 v] to [2]\nset [data item v] to [01]\nrepeat (450)\n decode character\n if <[1] < (length of (build username))> then\n add (build username) to [players v]\n set [data item v] to [01]\n end\nend\n\ndefine decode character\nset [build username v] to []\nif <[] = (☁ CLOUD DATA)> then\n stop [this script v]\nend\nrepeat until <(data item) = [00]>\n set [data item v] to (join (letter (uv1) of (☁ CLOUD DATA)) (letter (uv2) of (☁ CLOUD DATA)))\n set [decoded v] to (item (data item) of [characters v])\n set [build username v] to (join (build username) (decoded))\n change [uv1 v] by (2)\n change [uv2 v] by (2)\n if <[] = (join (letter (uv1) of (☁ CLOUD DATA)) (letter (uv2) of (☁ CLOUD DATA)))> then\n stop [this script v]\n end\nend\n\nwait (.05) seconds\n\nif <[] = (data item)> then\n wait (1) seconds\nend\n\nbroadcast (Add username v)\n\nbroadcast (Add username v)\n\nset [☁ cloud data v] to []\n\nwait (1) seconds\n\ndefine fast\ndelete all of [characters v]\nset [items v] to [1]\nset [chars v] to [ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890-_/]\nrepeat ((length of (chars)) + (1))\n add (letter (Items) of (chars)) to [characters v]\n change [items v] by (1)\nend\n\nwait (1) seconds\nstop [this script v]\n\nset [uv1 v] to [1]\nset [uv2 v] to [2]\n\ndefine add username\nset [variable 1 v] to [1]\nif <not <[players v] contains (username)?>> then\n if <not <(username) = []>> then\n repeat (length of (username))\n find character (letter (Variable 1) of (username))\n change [variable 1 v] by (1)\n end\n set [☁ cloud data v] to (join (☁ CLOUD DATA) [00])\n add (username) to [players v]\n end\nend\n\ndecode character\n\nset [☁ cloud data v] to (join (☁ CLOUD DATA) [1120091223211200])\n\n | Here it is! The long-awaited sequel to Platform, the Platformer. With some 43 levels, enough dialogue that it takes up two sprites, 30 total sprites, and a total of 7 bosses (3 in the main plot, 4 secret ones). Note that while this is a sequel, you don’t need to beat (or play) the original game to play this one.\n\n(If you want can get a recap of the first game here: https://scratch.mit.edu/projects/451858916/\nIf you want to play the first game, here it is:\nhttps://scratch.mit.edu/projects/345473096/)\n\nSo, how do you play?\n\nWASD to move. (If you want arrow keys, press P.) \nX to interact.\nSpace to shoot a cannon\nArrow keys (or WASD, if you switched to arrow keys)\nR to exit a simulation. Will erase a button if it was pressed.\nTouch the yellow to the right to exit a simulation without erasing the button press.\n\nPress buttons to interact with the world. Green buttons will open gates, and orange buttons will interact with other buttons, meaning that it may close a gate or require more than one orange button to open a gate.\n\nGit gud\n\nThat’s about all for the controls.\n\nMore technical instructions\nMost sections aren’t crazy hard, and focus on puzzles. So if you take a step back and reread the instructions, as odds are you’ll realize what’s holding you back.\n\nTo return later, you have to get a save code from a boss. They’ll show up before the fight. Store it somewhere to return later. Hypothetically, that’ll save everything you had.\n\nAs mentioned above, there are 4 secret bosses. Most of them are pretty easy to find if you look closely (or remember how to get to the secret boss in the first game)\n\nIf you read this, comment “Dave reminds me of Dave”\n\nDefeating a secret boss leads to new dialogue and new endings. There are 8 total endings.\n\nThere are three sections to the game. Each ends with a boss, and has a secret boss hidden somewhere within it.\n\nThat’s the main advice I have. It shouldn’t be too difficult assuming you take it slow and think about difficult sections. |
☁️ ABSTRACT WORLD Online! ☁️ #games #multiplayer #platformer #all | @Stage\n\nwhen flag clicked\nset [moving x v] to [0]\nforever\n wait (1) seconds\n repeat (60)\n change [moving x v] by (0.5)\n end\n wait (1) seconds\n repeat (60)\n change [moving x v] by (-0.5)\n end\nend\n\nwhen flag clicked\nset [moving y v] to [0]\nforever\n wait (1) seconds\n repeat (70)\n change [moving y v] by (2)\n end\n wait (1) seconds\n repeat (70)\n change [moving y v] by (-2)\n end\nend\n\nwhen [m v] key pressed\nshow variable [mouse v]\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\nwait (2) seconds\nhide variable [mouse v]\n\nwhen flag clicked\nforever\n set [lava y v] to [-5]\n repeat (60)\n change [lava y v] by (0.25)\n end\n repeat (60)\n change [lava y v] by (-0.25)\n end\nend\n\nwhen I receive [walk v]\nrepeat until <not <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>>\n set [walking movement v] to [Player walking]\n wait (0.1) seconds\n set [walking movement v] to [Player]\n wait (0.1) seconds\nend\n\n@Player\n\nwhen I receive [intro finished! v]\nset [chat message # v] to [0]\nbroadcast (Green Flag v) and wait\nset [activated shrink? v] to [0]\nset [activated immunity? v] to [0]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [checkpoint v] to [0]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [Die]> then\n Game - Die\n end\nend\n\ndefine Game On\nset [showing win? v] to [0]\nif <(CHECKPOINT) = [0]> then\n set [player x v] to [-357]\n set [player y v] to [0]\nelse\n set [player x v] to (item (CHECKPOINT) of [checkpoint data x v])\n set [player y v] to (item (CHECKPOINT) of [checkpoint data y v])\nend\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [clone v] to [1]\ncreate clone of (_myself_ v)\nshow\nset [ghost v] effect to (0)\nswitch costume to (player v)\n\ndefine Change Player y by (sy)\nchange [player y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <<touching (platform v)?> or <<touching (moving y platforms v)?> or <touching (moving x platforms v)?>>>>\n if <(sy) > [0]> then\n change [player y v] by (-1)\n else\n change [player y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((player x) - (SCROLL X)) y: ((player y) - (SCROLL Y))\n\ndefine Change Player x by (sx)\nchange [player x v] by (sx)\nPosition\nif <<touching (platform v)?> or <<touching (moving y platforms v)?> or <touching (moving x platforms v)?>>> then\n repeat (12)\n change [player y v] by (1)\n end\n Position\n if <not <<touching (platform v)?> or <<touching (moving y platforms v)?> or <touching (moving x platforms v)?>>>> then\n stop [this script v]\n end\n change [player y v] by (-12)\n repeat until <not <<touching (platform v)?> or <<touching (moving y platforms v)?> or <touching (moving x platforms v)?>>>>\n if <(sx) > [0]> then\n change [player x v] by (-1)\n else\n change [player x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nwait (0.75) seconds\n\ndefine Test - Collision\nif <touching (bouncy v)?> then\n start sound [Big Boing v]\n set [sy v] to [30]\nend\nif <not <(username) = [bpgame]>> then\n if <(activated immunity?) = [0]> then\n if <touching color (#ff7070)?> then\n start sound [explode_11 v]\n set [exit v] to [Die]\n end\n if <touching (lava v)?> then\n start sound [explode_11 v]\n set [exit v] to [Die]\n end\n if <touching (moving y danger v)?> then\n start sound [explode_11 v]\n set [exit v] to [Die]\n end\n if <touching (danger v)?> then\n start sound [explode_11 v]\n set [exit v] to [Die]\n end\n end\nend\n\nwhen I receive [end intro v]\nbroadcast (Play Game v) and wait\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Tick\nif <(show shop?) = [0]> then\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [sx v] by (-2)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [sx v] by (2)\n end\n set [sx v] to ((sx) * (0.8))\n if <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\n end\n if <<key (up arrow v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\n end\n if <(sy) > [-20]> then\n change [sy v] by (-2)\n end\nend\nChange Player y by (sy)\nPosition\nTest - Collision\nset [scroll x v] to (player x)\nchange [scroll y v] by (round (((player y) - (SCROLL Y)) / (10)))\nPosition\nif <(y position) < [-175]> then\n set [exit v] to [Die]\nend\nif <(show shop?) = [0]> then\n if <(showing win?) = [0]> then\n show\n else\n hide\n end\nelse\n hide\nend\n\nwhen flag clicked\nforever\n if <touching (moving y platforms v)?> then\n if <(moving y) > [0]> then\n change [player y v] by (2)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (moving y platforms v)?> then\n if <[0] > (moving y)> then\n change [player y v] by (-2)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (moving x platforms v)?> then\n if <[0] > (moving x)> then\n change [scroll x v] by (-2)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(player x) < [-404]> then\n set [player x v] to [-404]\n end\nend\n\nchange [scroll x v] by (-2)\n\nwhen I start as a clone\nforever\n if <touching (moving x platforms v)?> then\n if <(moving x) > [0]> then\n change [scroll x v] by (2)\n end\n end\nend\n\ndefine Eye (range)\nif <(activated shrink?) = [1]> then\n set size to (40) %\nelse\n set size to (70) %\nend\nswitch costume to (eye v)\ngo to [front v] layer\nif <(show shop?) = [0]> then\n if <(showing win?) = [0]> then\n show\n else\n hide\n end\nelse\n hide\nend\ngo to (player v)\nif <<key (left arrow v) pressed?> or <<key (right arrow v) pressed?> or <key (up arrow v) pressed?>>> then\n if <key (left arrow v) pressed?> then\n if <not <key (right arrow v) pressed?>> then\n set x to (([x position v] of [player v]) - (range))\n if <key (up arrow v) pressed?> then\n set y to (([y position v] of [player v]) + (range))\n end\n end\n end\n if <key (right arrow v) pressed?> then\n if <not <key (left arrow v) pressed?>> then\n set x to (([x position v] of [player v]) + (range))\n if <key (up arrow v) pressed?> then\n set y to (([y position v] of [player v]) + (range))\n end\n end\n end\n if <key (up arrow v) pressed?> then\n if <not <<key (left arrow v) pressed?> and <key (right arrow v) pressed?>>> then\n set y to (([y position v] of [player v]) + (range))\n end\n end\nelse\n go to (player v)\nend\nif <not <(username) = [bpgame]>> then\n if <touching color (#ff7070)?> then\n start sound [explode_11 v]\n set [exit v] to [Die]\n end\n if <touching (lava v)?> then\n start sound [explode_11 v]\n set [exit v] to [Die]\n end\n if <touching (moving y danger v)?> then\n start sound [explode_11 v]\n set [exit v] to [Die]\n end\n if <touching (danger v)?> then\n start sound [explode_11 v]\n set [exit v] to [Die]\n end\nend\n\ndefine Blink\n\nwhen I start as a clone\nwait (0) seconds\nforever\n if <(clone) = [1]> then\n Eye [3]\n end\n if <(clone) = [2]> then\n Blink\n end\nend\n\nwhen I start as a clone\nif <(clone) = [2]> then\n go to (player v)\n go to [front v] layer\nend\n\nwhen flag clicked\n\nwhen [left arrow v] key pressed\nbroadcast (walk v)\n\nwhen flag clicked\nforever\n wait until <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>\n broadcast (walk v)\n wait until <not <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>>\nend\n\nwhen I start as a clone\nif <(clone) = [2]> then\n forever\n go to [front v] layer\n go to (player v)\n end\nend\n\nwhen I start as a clone\nif <(clone) = [2]> then\n forever\n if <(show shop?) = [1]> then\n hide\n end\n end\nend\n\nif <color (#ffffff) is touching (#4a3632)?> then\n start sound [explode_11 v]\n set [exit v] to [Die]\nend\n\nwhen I start as a clone\nforever\n if <(activated shrink?) = [1]> then\n set size to (40) %\n else\n set size to (70) %\n end\nend\n\nwhen flag clicked\nforever\n if <(activated shrink?) = [1]> then\n set size to (40) %\n else\n set size to (70) %\n end\nend\n\nwhen I receive [win! v]\nset [color v] effect to (0)\n\n@Platform\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 v)\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> 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 [clone v] to [0]\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\nif <(clone) = [Hmm]> then\n forever\n repeat (100)\n change [x v] by (2)\n end\n repeat (100)\n change [x v] by (-2)\n end\n end\nend\n\nshow\n\n@Banners\n\ndefine Turbo mode detector\nset [turbo mode? v] to [false]\n\nreset timer\nrepeat (10)\n move (0) steps\nend\nif <(timer) > [0.1]> then\n\nwhen I receive [start v]\nif <(Full?) = [True]> then\n repeat (10)\n change [brightness v] effect by (-10)\n end\n switch costume to (full v)\n repeat (10)\n change [brightness v] effect by (10)\n end\n clear graphic effects\n wait (1) seconds\n hide\nelse\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (140) y: (104)\n switch costume to (connected v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n clear graphic effects\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\n\nwhen I receive [initialise v]\nswitch costume to (connecting v)\nshow\nclear graphic effects\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [full? v] to [False]\nset [kick v] to [False]\nset [moved? v] to [800]\nchange y by (-50)\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\n change y by (5)\nend\n\nwhen I receive [you have been booted. v]\nswitch costume to (booted v)\nshow\nclear graphic effects\ngo to x: (0) y: (0)\n\nstop [all v]\n\nwhen I receive [tick v]\nif <<<<key (any v) pressed?> or <<(username) = [Supercube_123]> or <(username) = [bpgame]>>> or <mouse down?>> or <(Full?) = [True]>> then\n set [moved? v] to [800]\nend\nchange [moved? v] by (0)\nCheck (join (username) (item (chat message #) of [chats v]))\nif <(Moved?) < [1]> then\n broadcast (You have been booted. v)\n stop [all v]\nend\n\nwhen flag clicked\n\ndefine Get Player Slot\nset [@playerslot v] to [0]\nbroadcast (Get Data v) and wait\nset [moved? v] to [0]\ndelete all of [check v]\nrepeat (10)\n change [moved? v] by (1)\n add (item (((Moved?) * (4)) - (1)) of [cloud list v]) to [check v]\nend\nwait (0) seconds\nbroadcast (Get Data v) and wait\nset [moved? v] to [0]\nrepeat (10)\n change [moved? v] by (1)\n if <(item (Moved?) of [check v]) = (item (((Moved?) * (4)) - (1)) of [cloud list v])> then\n set [@playerslot v] to (Moved?)\n stop [this script v]\n end\nend\n\nwhen I receive [turbo mode v]\ngo to [front v] layer\nclear graphic effects\nswitch costume to (turbo mode v)\nshow\nchange y by (-50)\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\n change y by (5)\nend\nstop [all v]\n\nwhen I receive [start v]\nforever\n Turbo mode detector\nend\n\ndefine Check (username)\nset [i v] to [0]\ndelete all of [other check v]\nrepeat (10)\n change [i v] by (1)\n if <<not <(i) = (@PlayerSlot)>> and <not <(item (i) of [active check v]) = [Off]>>> then\n add (item ((i) * (4)) of [cloud list v]) to [other check v]\n end\nend\nset [i v] to [0]\nrepeat (length of [other check v])\n change [i v] by (1)\n if <<(item (i) of [other check v]) = (username)> and <(@PlayerSlot) < (i)>> then\n set [@playerslot v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen [timer v] > (0.01)\nforever\n go to [front v] layer\nend\n\nwhen [timer v] > (0.01)\nif <<(costume [name v]) = [Connecting]> or <(costume [name v]) = [Connected]>> then\n hide\nend\n\nwhen I receive [intro finished! v]\nbroadcast (Initialise v) and wait\nGet Player Slot\nset [moved? v] to [600]\nif <not <(@PlayerSlot) > [0]>> then\n set [full? v] to [True]\nend\nbroadcast (start v)\nforever\n broadcast (Tick v) and wait\nend\n\n@Players\n\ndefine Movement (id)\nSave My Data\nswitch costume to (join [P] (id))\nshow\nset [ghost v] effect to (99)\ngo to (player v)\nif <(show shop?) = [0]> then\n if <is compiled?> then\n say (join [You] (item (chat message #) of [chats v]))\n else\n say (join (username) (item (chat message #) of [chats v]))\n end\nelse\n say []\nend\n\nwhen I receive [initialise v]\nhide\nif <is compiled?> then\n set [username v] to (join [You] (item (chat message #) of [chats v]))\nelse\n set [username v] to (join (username) (item (chat message #) of [chats v]))\nend\nset [clone id v] to [0]\nset size to (70) %\nrepeat (11)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [tick v]\nTick\n\ndefine Player (id)\nif <not <(id) = [11]>> then\n set [ghost v] effect to (0)\n if <(item (id) of [active check v]) = [Off]> then\n hide\n else\n show\n say (item (((id) * (4)) - (0)) of [cloud list v])\n go to x: ((item (((id) * (4)) - (3)) of [cloud list v]) - (SCROLL X)) y: ((item (((id) * (4)) - (2)) of [cloud list v]) - (SCROLL Y))\n switch costume to (join [P] (id))\n end\nelse\n hide\nend\n\ndefine Save My Data\ndelete all of [my list v]\nadd (player x) to [my list v]\nadd (player y) to [my list v]\nadd (pick random (9999) to (999999)) to [my list v]\nif <is compiled?> then\n add (join (join [Player ] (@PlayerSlot)) (item (chat message #) of [chats v])) to [my list v]\nelse\n add (join (username) (item (chat message #) of [chats v])) to [my list v]\nend\n\ndefine Tick\nif <(Clone ID) = (@PlayerSlot)> then\n Movement (Clone ID)\nelse\n Player (Clone ID)\nend\n\ngo to x: ((item (((id) * (4)) - (3)) of [cloud list v]) - (SCROLL X)) y: ((item (((id) * (4)) - (2)) of [cloud list v]) - (SCROLL Y))\n\nadd [thing] to [my list v]\n\n@Cloud\n\ndefine Decode (data)\ndelete all of [cloud list v]\nset [output v] to []\nset [i v] to [0]\nrepeat ((length of (data)) / (2))\n change [i v] by (2)\n switch costume to (join (letter ((I) - (1)) of (data)) (letter (I) of (data)))\n if <(costume [name v]) = [~]> then\n add (Output) to [cloud list v]\n set [output v] to []\n else\n set [output v] to (join (Output) (costume [name v]))\n end\nend\n\ndefine Encode\nset [output v] to []\nset [n v] to [0]\nrepeat (length of [my list v])\n set [i v] to [0]\n change [n v] by (1)\n repeat (length of (item (n) of [my list v]))\n change [i v] by (1)\n switch costume to (letter (I) of (item (n) of [my list v]))\n if <(costume [number v]) < [10]> then\n set [output v] to (join (Output) (join [0] (costume [number v])))\n else\n set [output v] to (join (Output) (costume [number v]))\n end\n end\n set [output v] to (join (Output) [53])\nend\n\ndefine Update Players List (id)\nif <(id) = [1]> then\n set [player list v] to [0]\n delete all of [check v]\n repeat (10)\n change [player list v] by (1)\n add (item (((Player List) * (4)) - (1)) of [cloud list v]) to [check v]\n end\nelse\n if <(id) = [2]> then\n set [player list v] to [0]\n repeat (10)\n change [player list v] by (1)\n if <not <(@PlayerSlot) = (Player List)>> then\n if <(item (Player List) of [check v]) = (item (((Player List) * (4)) - (1)) of [cloud list v])> then\n replace item (Player List) of [active check v] with [Off]\n else\n replace item (Player List) of [active check v] with [On]\n end\n end\n end\n end\nend\n\nwhen I receive [initialise v]\ndelete all of [active check v]\nrepeat (10)\n add [off] to [active check v]\nend\n\nwhen I receive [start v]\nforever\n Update Players List [1]\n wait (1) seconds\n Update Players List [2]\nend\n\nwhen I receive [get data v]\nDecode Data\n\ndefine Save Data (id)\nEncode\nif <(id) = [1]> then\n set [☁ p1 v] to (Output)\nelse\n if <(id) = [2]> then\n set [☁ p2 v] to (Output)\n else\n if <(id) = [3]> then\n set [☁ p3 v] to (Output)\n else\n if <(id) = [4]> then\n set [☁ p4 v] to (Output)\n else\n if <(id) = [5]> then\n set [☁ p5 v] to (Output)\n else\n if <(id) = [6]> then\n set [☁ p6 v] to (Output)\n else\n if <(id) = [7]> then\n set [☁ p7 v] to (Output)\n else\n if <(id) = [8]> then\n set [☁ p8 v] to (Output)\n else\n if <(id) = [9]> then\n set [☁ p9 v] to (Output)\n else\n if <(id) = [10]> then\n set [☁ p10 v] to (Output)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nDecode Data\nSave Data (@PlayerSlot)\nDetermine Players\n\ndefine Decode Data\nDecode (join (☁ P1) (join (☁ P2) (join (☁ P3) (join (☁ P4) (join (☁ P5) (join (☁ P6) (join (☁ P7) (join (☁ P8) (join (☁ P9) (☁ P10))))))))))\n\ndefine Determine Players\nset [players v] to [1]\nset [i v] to [0]\nrepeat (10)\n change [i v] by (1)\n if <(item (I) of [active check v]) = [On]> then\n change [players v] by (1)\n end\nend\n\nwhen I receive [do thingy v]\nDecode Data\nUpdate Players List [1]\nwait (1) seconds\nDecode Data\nUpdate Players List [2]\n\n@Blank\n\nwhen flag clicked\nforever\n switch costume to (blank v)\n hide\nend\n\n@lava\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\ngo to [back v] layer\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (costume1 v)\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\ndefine position (x) (y)\ngo to x: (x) y: ((y) + (lava y))\nif <<(x) = (x position)> and <((y) + (lava y)) = (y position)>> 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@Sun / Effect\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [green flag v]\nhide\n\nwhen I start as a clone\nif <(clone) = [1]> then\n hide\n delete this clone\nend\nif <(clone) = [2]> then\n go to x: (0) y: (0)\n show\n switch costume to (red v)\n go to [front v] layer\n set [ghost v] effect to (100)\n repeat (4)\n change [ghost v] effect by (-25)\n end\n wait (0.1) seconds\n repeat (4)\n change [ghost v] effect by (25)\n end\nend\n\nwhen I start as a clone\nif <(clone) = [2]> then\n forever\n go to [front v] layer\n end\nend\n\nwhen I receive [play game v]\nset [clone v] to [0]\ngo to [back v] layer\nswitch costume to (sun inner v)\ngo to x: (220) y: (170)\nrepeat (1)\n change [clone v] by (1)\n create clone of (_myself_ v)\nend\nforever\n wait until <(EXIT) = [Die]>\n set [clone v] to [2]\n create clone of (_myself_ v)\n wait (0.9) seconds\n set [clone v] to [1]\n create clone of (_myself_ v)\nend\n\n@decorations\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (costume1 v)\ngo to [back v] layer\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\ngo to [back v] layer\n\n@Coins\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nset size to (75) %\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n start sound [Collect v]\n change [coins v] by (1)\n delete this clone\nend\n\nwhen I receive [setup v]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\n\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (coin v)\n\nwhen I receive [play game v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (collectable v)\nClone at x: [-30] y: [-56]\nClone at x: [319] y: [115]\nClone at x: [319] y: [150]\nClone at x: [319] y: [185]\nClone at x: [1439] y: [-6]\nClone at x: [1789] y: [124]\nClone at x: [1555] y: [206]\nClone at x: [1595] y: [206]\nClone at x: [1635] y: [206]\nClone at x: [1014] y: [166]\nClone at x: [1014] y: [201]\nClone at x: [1014] y: [131]\nClone at x: [816] y: [160]\nClone at x: [851] y: [160]\nClone at x: [886] y: [160]\nClone at x: [1407] y: [206]\nClone at x: [2264] y: [-41]\nClone at x: [2859] y: [180]\nClone at x: [2859] y: [110]\nClone at x: [2859] y: [145]\nClone at x: [3630] y: [-25]\nClone at x: [3665] y: [-25]\nClone at x: [3700] y: [-25]\nClone at x: [3735] y: [-25]\nClone at x: [3770] y: [-25]\nClone at x: [3805] y: [-25]\nClone at x: [3840] y: [-25]\nClone at x: [4502] y: [-2]\nClone at x: [4639] y: [-12]\nClone at x: [4783] y: [-12]\nset [x v] to [-9999999999]\n\nClone at x: [1014] y: [96]\n\nwhen flag clicked\nset [coins v] to [0]\n\nClone at x: [3840] y: [-25]\n\nClone at x: [4502] y: [-22]\n\nClone at x: [+47] y: [-12]\n\nClone at x: [4639] y: [-12]\n\n@Bouncy\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 2 1 v)\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ngo to [back v] layer\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\n\n@Intro\n\nwhen I receive [green flag v]\nhide\nwait (1) seconds\nbroadcast (End Intro v)\n\ngo to x: (0) y: (0)\nhide\nset size to (75) %\nset [ghost v] effect to (100)\nswitch costume to (logo v)\nset [size v] to [1]\nset [velocity v] to [1]\nwait (0.2) seconds\nshow\nrepeat (7)\n change size by (size)\n change [ghost v] effect by (-20)\n change [size v] by ((size) * (0.5))\nend\nrepeat (8)\n change size by (-3)\nend\nrepeat (6)\n change size by (3)\nend\nrepeat (4)\n change size by (-1)\nend\nwait (1) seconds\nrepeat (10)\n change x by (velocity)\n change [velocity v] by ((velocity) * (0.75))\nend\nhide\ngo to x: (0) y: (0)\nswitch costume to (lff v)\nset [ghost v] effect to (100)\nwait (0.25) seconds\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nwait (1) seconds\n\n@Moving x Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (21 v)\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\ndefine position (x) (y)\ngo to x: ((x) + ((moving x) * (letter (1) of (costume [name v])))) y: (y)\nif <<((x) + ((moving x) * (letter (1) of (costume [name v])))) = (x position)> and <(y) = (y position)>> 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 [clone v] to [0]\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\nif <(clone) = [Hmm]> then\n forever\n repeat (100)\n change [x v] by (2)\n end\n repeat (100)\n change [x v] by (-2)\n end\n end\nend\n\nshow\n\n@border\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen flag clicked\n\nwhen I receive [win! v]\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [continue playing v]\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [intro finished! v]\nwait (1) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Moving y Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 v)\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\ndefine position (x) (y)\ngo to x: (x) y: ((y) + (moving y))\nif <<(x) = (x position)> and <((y) + (moving y)) = (y position)>> 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 [clone v] to [0]\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\nif <(clone) = [Hmm]> then\n forever\n repeat (100)\n change [x v] by (2)\n end\n repeat (100)\n change [x v] by (-2)\n end\n end\nend\n\nshow\n\n@background\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 v)\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\ndefine position (x) (y)\ngo to [back v] layer\ngo to x: (x) y: (-2)\nif <<(x) = (x position)> and <[-2] = (y position)>> 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 [clone v] to [0]\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\nif <(clone) = [Hmm]> then\n forever\n repeat (100)\n change [x v] by (2)\n end\n repeat (100)\n change [x v] by (-2)\n end\n end\nend\n\nshow\n\n@Moving y danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\ndefine position (x) (y)\ngo to x: (x) y: ((y) + (((lava y) * (9)) + (40)))\nif <<(x) = (x position)> and <((y) + (((lava y) * (9)) + (40))) = (y position)>> 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 [clone v] to [0]\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\nif <(clone) = [Hmm]> then\n forever\n repeat (100)\n change [x v] by (2)\n end\n repeat (100)\n change [x v] by (-2)\n end\n end\nend\n\nshow\n\n@Checkpoints\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n if <(costume [name v]) = [not moved]> then\n start sound [Coin v]\n set [checkpoint v] to (clone)\n switch costume to (moved v)\n end\n if <(costume [name v]) = [win not moved]> then\n start sound [Coin v]\n switch costume to (moved v)\n broadcast (win! v)\n end\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [clone v] to [0]\ngo to [back v] layer\nswitch costume to (not moved v)\nClone at x: [809] y: [-25]\nClone at x: [1169] y: [207]\nClone at x: [2099] y: [13]\nClone at x: [2722] y: [163]\nClone at x: [4394] y: [25]\nClone at x: [5459] y: [-51]\nswitch costume to (win not moved v)\nClone at x: [4286] y: [331]\nset [x v] to [-9999999999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [clone v] by (1)\ncreate clone of (_myself_ v)\n\nset [exit v] to [Win]\n\nhide list [checkpoint data y v]\n\nshow list [checkpoint data y v]\n\n@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\ndefine position (x) (y)\ngo to x: (x) y: ((y) + ())\nif <<(x) = (x position)> and <((y) + ()) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ngo to [back v] layer\nset [clone v] to [0]\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\nif <(clone) = [Hmm]> then\n forever\n repeat (100)\n change [x v] by (2)\n end\n repeat (100)\n change [x v] by (-2)\n end\n end\nend\n\nshow\n\n@chat\n\nwhen flag clicked\nset [chat message # v] to [0]\nif <(username) = [Supercube_123]> then\n set [activated chat? v] to [1]\nelse\n set [activated chat? v] to [0]\nend\nwait until <(activated chat?) = [1]>\nforever\n if <key (1 v) pressed?> then\n set [chat message # v] to [1]\n end\n if <key (2 v) pressed?> then\n set [chat message # v] to [2]\n end\n if <key (3 v) pressed?> then\n set [chat message # v] to [3]\n end\n if <key (4 v) pressed?> then\n set [chat message # v] to [4]\n end\n if <key (5 v) pressed?> then\n set [chat message # v] to [5]\n end\n if <key (6 v) pressed?> then\n set [chat message # v] to [6]\n end\n if <key (7 v) pressed?> then\n set [chat message # v] to [7]\n end\n if <key (8 v) pressed?> then\n set [chat message # v] to [8]\n end\n if <key (9 v) pressed?> then\n set [chat message # v] to [9]\n end\n if <key (0 v) pressed?> then\n set [chat message # v] to [0]\n end\nend\n\n@shop\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nset [show shop? v] to [0]\nset [ghost v] effect to (100)\n\nwhen I receive [start v]\nwait (1) seconds\nshow\ngo to [front v] layer\nswitch costume to (shop v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n broadcast (show shop v)\n switch costume to (back v)\n set [show shop? v] to [1]\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n wait (0.5) seconds\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n broadcast (hide shop v)\n switch costume to (shop v)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n set [show shop? v] to [0]\n wait (0.5) seconds\nend\n\n@shop items\n\nwhen flag clicked\nset [activated immunity? v] to [0]\ngo to x: (0) y: (0)\nswitch costume to (0 pane v)\nhide\npoint in direction (90)\nset size to (50) %\nrepeat (4)\n create clone of (_myself_ v)\n next costume\nend\nswitch costume to (none v)\n\nwhen I start as a clone\ngo to [front v] layer\n\nwhen I receive [show shop v]\n\nwhen I receive [show shop v]\nset size to (50) %\nshow\nrepeat until <(size) > [99.5]>\n change size by (((100) - (size)) * (0.4))\nend\nset size to (100) %\n\nwhen I receive [hide shop v]\nset size to (100) %\nrepeat until <(size) < [50.5]>\n change size by (((50) - (size)) * (0.4))\nend\nset size to (50) %\nhide\n\nwhen I start as a clone\nforever\n set [ghost v] effect to (((100) - (size)) * (2))\nend\n\nwhen I start as a clone\nforever\n if <not <(costume [name v]) = [0 pane]>> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n if <mouse down?> then\n if <<(costume [name v]) = [1 shrink]> or <<(costume [name v]) = [2 time slower]> or <(costume [name v]) = [3 cloud chat]>>> then\n if <(costume [name v]) = [1 shrink]> then\n if <(coins) > [9]> then\n change [coins v] by (-10)\n set [activated shrink? v] to [1]\n next costume\n next costume\n next costume\n end\n else\n if <(costume [name v]) = [2 time slower]> then\n if <(coins) > [9]> then\n change [coins v] by (-10)\n set [activated immunity? v] to [1]\n next costume\n next costume\n next costume\n end\n else\n if <(costume [name v]) = [3 cloud chat]> then\n if <(coins) > [9]> then\n change [coins v] by (-10)\n set [activated chat? v] to [1]\n next costume\n next costume\n next costume\n end\n end\n end\n end\n end\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\n@coins pane\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I receive [intro finished! v]\nset [show shop? v] to [0]\nset [ghost v] effect to (100)\nwait (1) seconds\nshow\ngo to [front v] layer\nswitch costume to (shop v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n else\n set [brightness v] effect to (0)\n end\nend\n\n@coins\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nforever\n switch costume to (letter ((((x position) - (x position of numbers)) / (width between numbers)) + (1)) of (coins))\n if <(letter ((((x position) - (x position of numbers)) / (width between numbers)) + (1)) of (coins)) = []> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nhide\nset size to (150) %\nset [x position of numbers v] to [-165]\nset [maximum length v] to [3]\nset [width between numbers v] to [17]\ngo to x: (x position of numbers) y: (139)\n\nwhen I receive [intro finished! v]\nwait (1) seconds\nrepeat (maximum length)\n create clone of (_myself_ v)\n change x by (width between numbers)\nend\n\n@love fav follow slip\n\nwhen flag clicked\nhide\nforever\n set [ghost v] effect to ((y position) * (2))\nend\n\ndefine love fav and follow\nswitch costume to (love fav follow v)\ngo to x: (0) y: (70)\nshow\nglide (0.5) secs to x: (0) y: (0)\nwait (3) seconds\nglide (0.5) secs to x: (0) y: (50)\n\ndefine chat\nswitch costume to (chat v)\ngo to x: (0) y: (70)\nshow\nglide (0.5) secs to x: (0) y: (0)\nwait (3) seconds\nglide (0.5) secs to x: (0) y: (50)\n\nwhen flag clicked\nhide\n\nif <(pick random (1) to (7)) = [1]> then\n reload\nelse\nend\n\ndefine buy chat\nswitch costume to (buy chat v)\ngo to x: (0) y: (70)\nshow\nglide (0.5) secs to x: (0) y: (0)\nwait (3) seconds\nglide (0.5) secs to x: (0) y: (50)\n\ndefine reload\nswitch costume to (pick random (4) to (5))\ngo to x: (0) y: (70)\nshow\nglide (0.5) secs to x: (0) y: (0)\nwait (3) seconds\nglide (0.5) secs to x: (0) y: (50)\n\ndefine block name\n\nwhen I receive [intro finished! v]\nforever\n wait (5) seconds\n if <(activated chat?) = [1]> then\n if <(pick random (1) to (3)) = [1]> then\n if <(pick random (1) to (5)) = [1]> then\n love fav and follow\n else\n if <(pick random (1) to (5)) = [1]> then\n reload\n else\n love fav and follow\n end\n end\n else\n chat\n end\n else\n if <(pick random (1) to (5)) = [1]> then\n buy chat\n else\n love fav and follow\n end\n end\nend\n\n@Thumbnail2\n\nwhen I receive [win! v]\nset [showing win? v] to [1]\nswitch costume to (win v)\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nbroadcast (continue playing v)\nset [showing win? v] to [0]\n\nwhen flag clicked\ngo to x: (00) y: (0)\nhide\ngo to [front v] layer\n\nwhen [timer v] > (0.01)\n\nswitch costume to (new thumbnail v)\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [continue playing v]\nswitch costume to (win v)\nset [ghost v] effect to (0)\nshow\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nforever\n reset timer\nend\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset size to (5000) %\nswitch costume to (costume1 v)\nreset timer\nstart sound [Khamsin - Second Guess v]\nbroadcast (Update v)\nrepeat until <(timer) > [8.84]>\n go to x: (0) y: (0)\n erase all\n set pen size to ((600) * (increment))\n set pen color to (#ff6100)\n set pen (saturation v) to (saturation)\n set pen (transparency v) to (trans)\n pen down\n pen up\n Logo\n Bars\nend\n\ndefine Logo\ngo to x: (0) y: (0)\nset pen size to ((15) * (increment))\nset pen (saturation v) to ((100) - (saturation))\nset pen (transparency v) to (trans)\npoint in direction (dir)\nmove [15]\nturn right (90) degrees\nmove [10]\nturn left (90) degrees\nmove [5]\nturn left (90) degrees\npen down\nmove [20]\nturn left (90) degrees\nmove [40]\nturn left (90) degrees\nmove [20]\npen up\nturn left (90) degrees\nmove [5]\n\ndefine move (steps)\nmove ((steps) * (increment)) steps\n\ndefine set vars (increment) (dir)\nset [increment v] to (increment)\nset [dir v] to (dir)\n\nwhen I receive [update v]\nset [saturation v] to [0]\nset [trans v] to [0]\nset vars [0] [360]\nrepeat until <(timer) > [1.93]>\n change [dir v] by (((0) - (dir)) / (10))\n change [increment v] by (((1) - (increment)) / (10))\nend\nrepeat (2)\n change [saturation v] by (50)\n change [dir v] by (((20) - (dir)) / (10))\n change [increment v] by (((2) - (increment)) / (5))\nend\nrepeat until <(timer) > [2.70]>\n change [dir v] by (((20) - (dir)) / (10))\n change [increment v] by (((2) - (increment)) / (5))\nend\nrepeat (2)\n change [saturation v] by (-50)\n change [dir v] by (((0) - (dir)) / (10))\n change [increment v] by (((1) - (increment)) / (10))\nend\nrepeat until <(timer) > [3.60]>\n change [dir v] by (((0) - (dir)) / (10))\n change [increment v] by (((1) - (increment)) / (10))\nend\nrepeat (2)\n change [saturation v] by (50)\n change [dir v] by (((-20) - (dir)) / (10))\n change [increment v] by (((2) - (increment)) / (5))\nend\nrepeat until <(timer) > [4.49]>\n change [dir v] by (((-20) - (dir)) / (10))\n change [increment v] by (((2) - (increment)) / (5))\nend\nrepeat (2)\n change [saturation v] by (-50)\n change [dir v] by (((0) - (dir)) / (10))\n change [increment v] by (((1) - (increment)) / (10))\nend\nrepeat until <(timer) > [5.29]>\n change [dir v] by (((0) - (dir)) / (10))\n change [increment v] by (((1) - (increment)) / (10))\nend\nset vars [2] [-360]\nrepeat (2)\n change [saturation v] by (50)\n change [dir v] by (((0) - (dir)) / (10))\n change [increment v] by (((1) - (increment)) / (5))\nend\nrepeat until <(timer) > [6.19]>\n change [dir v] by (((0) - (dir)) / (10))\n change [increment v] by (((1) - (increment)) / (5))\nend\nset vars [2] [360]\nrepeat (2)\n change [saturation v] by (-50)\n change [dir v] by (((0) - (dir)) / (10))\n change [increment v] by (((1) - (increment)) / (10))\nend\nrepeat until <(timer) > [7.12]>\n change [dir v] by (((0) - (dir)) / (10))\n change [increment v] by (((1) - (increment)) / (10))\nend\nset vars [2] [-360]\nrepeat (2)\n change [saturation v] by (50)\n change [dir v] by (((0) - (dir)) / (10))\n change [increment v] by (((1) - (increment)) / (10))\nend\nrepeat until <(timer) > [7.54]>\n change [dir v] by (((0) - (dir)) / (10))\n change [increment v] by (((1) - (increment)) / (10))\nend\nset vars [2] (dir)\nrepeat until <(timer) > [8.84]>\n change [dir v] by (((0) - (dir)) / (10))\n change [increment v] by (((1) - (increment)) / (10))\nend\nrepeat (50)\n go to x: (0) y: (0)\n erase all\n set pen size to ((600) * (increment))\n set pen color to (#ff6100)\n set pen (saturation v) to (saturation)\n set pen (transparency v) to (trans)\n pen down\n pen up\n Logo\n Bars\n change [increment v] by (((3.6) - (increment)) / (10))\n change [dir v] by (((0) - (dir)) / (10))\n change [trans v] by (2)\nend\nerase all\nbroadcast (intro finished! v)\n\ndefine Bars\nset pen color to (#2d1100)\nset pen (transparency v) to (trans)\nset pen size to ((100) * (increment))\nHorizontal bar @ [-180]\nHorizontal bar @ [180]\n\ndefine Horizontal bar @ (y)\ngo to x: (-240) y: (y)\npen down\ngo to x: (240) y: (y)\npen up\n\n | ▶ Abstract World ◀\n ▶ Multiplayer Scrolling Platformer ◀\n\n[Note] This game seems to be shared recently as it was reuploaded by the Scratch Team after they took it down accidentally. This game was made in 2020.\n\n@TimMcCool Loved!\n@QuaXX Loved + Faved!\n@Game-Cloud Loved + Faved!\n@SCRATCH---PIXEL Loved + Faved!\n\n Make Sure To ❤️ and ⭐️ & Follow @Supercube_123\n\n ▶▶▶How to play◀◀◀\n➜ [Arrow Keys] to move player\n➜ [Tap] for mobile to move player [Cannot chat]\n➜ Collect coins. Use them to buy stuff in the shop\n➜ [0-9] to chat after you have unlocked from shop\n\n ▶▶▶Shop◀◀◀\n➜ [Shrink Boost] Shrink yourself to increase flexibility!\n➜ [50% Immunity] Survives light collision to danger!\n➜ [VIP Cloud Chat] Chat with friends by pressing 0-9!\n\n ▶▶▶Credits◀◀◀\n➜ Big thanks to kenney.nl for graphics!\n➜ Platformer engine by @icmy123\n➜ Multiplayer engine by @kismat12\n➜ Some art by @stratfordjames\n➜ Cool intro by @TotalAwesomePerson\n\n\n#games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #art #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #scrolling #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 #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 #platformer #platformer #platformer #platformer #platformer #platformer #Supercube_123 #Supercube_123 #Supercube_123 #Supercube_123 #Supercube_123 #Supercube_123 #Supercube_123 #Supercube_123 #Supercube_123 #Supercube_123 #Supercube_123 #Supercube_123 #Supercube_123 #Supercube_123 #Supercube_123 #Supercube_123 #Supercube_123 #Supercube_123 #Supercube_123 #Supercube_123 #Supercube_123 #Supercube_123 #Supercube_123 #Supercube_123 #Supercube_123\n\n#games #all #games #all #platformer #platformers\n#games #all #games #all #platformer #platformers\n#games #all #games #all #platformer #platformers\n#games #all #games #all #platformer #platformers\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#all #all #all #all #all #all #all #all #all #all #all #all #all\n#all #all #all #all #all #all #all #all #all #all #all #all #all\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#all #all #all #all #all #all #all #all #all #all #all #all #all\n#all #all #all #all #all #all #all #all #all #all #all #all #all\n#games #games #games #games #games #games\n#all #all #all #all #all #all #all #all #all #all #all #all #all \n |
Paper -a platformer- | @Stage\n\nwhen flag clicked\nforever\n play sound [bgm_maoudamashii_piano38 v] until done\nend\n\n@mask\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nstart sound [paper take v]\ngo to x: (470) y: (0)\ngo to [front v] layer\nshow\nglide (0.8) secs to x: (-470) y: (0)\nhide\n\n@player\n\ndefine reset\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-220) y: (-120)\nclear graphic effects\nshow\n\nwhen flag clicked\nreset\nforever\n change [x v] by <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>>\n change [x v] by (() - <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>>)\n set [x v] to ((x) * (.9))\n change x by (x)\n change y by <touching (ground v)?>\n change y by <touching (ground v)?>\n change y by <touching (ground v)?>\n change y by <touching (ground v)?>\n change y by <touching (ground v)?>\n if <touching (ground v)?> then\n change x by (() - (x))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(mouse y) > ((y position) + (60))> and <mouse down?>>> then\n start sound [kick v]\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 change y by (-1)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <<(mouse y) > ((y position) + (60))> and <mouse down?>>>> then\n start sound [jump v]\n set [y v] to [15]\n end\n if <touching (spring v)?> then\n set [y v] to [20]\n end\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <touching (ground v)?> then\n change y by (() - (y))\n set [y v] to [0]\n end\n if <(y position) < [-180]> then\n start sound [void v]\n repeat (5)\n change [ghost v] effect by (20)\n end\n hide\n wait (0.4) seconds\n reset\n end\n if <touching (hazard v)?> then\n start sound [sting v]\n repeat (5)\n change [ghost v] effect by (20)\n end\n hide\n wait (0.4) seconds\n reset\n end\n if <(x position) > [240]> then\n broadcast (next v)\n wait (0.4) seconds\n reset\n wait (0.4) seconds\n end\nend\n\n@ground\n\nwhen flag clicked\nhide\nswitch costume to (dummy v)\nset size to (100) %\nswitch costume to (ground1 v)\nshow\n\nwhen I receive [next v]\nwait (0.4) seconds\nnext costume\n\n@hazard\n\nwhen flag clicked\nswitch costume to (hazard1 v)\nshow\n\nwhen I receive [next v]\nwait (0.4) seconds\nnext costume\n\n@spring\n\nwhen flag clicked\nswitch costume to (spring1 v)\nhide\nwait until <([costume # v] of [ground v]) = [6]>\ngo to x: (-100) y: (-115)\ncreate clone of (_myself_ v)\nwait until <([costume # v] of [ground v]) = [7]>\ngo to x: (-120) y: (-115)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (-115)\ncreate clone of (_myself_ v)\ngo to x: (120) y: (-115)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\nforever\n wait until <touching (player v)?>\n start sound [spring v]\n switch costume to (spring2 v)\n wait (0.1) seconds\n switch costume to (spring3 v)\n wait (0.1) seconds\n switch costume to (spring1 v)\nend\n\nwhen I receive [next v]\nwait (0.4) seconds\ndelete this clone\n\n@thumbnail\n\nwhen flag clicked\nhide\n\n | EN:\nMove with the ← or → key.\nJump with the ↑ key.\nEnjoy!\n\nJP:\n左右キーで移動。\n上キーでジャンプ。\n楽しんで行ってね!\n\nCredits:\nBGM:魔王魂\nSE:効果音ラボ\n次作:Paper2\nhttps://scratch.mit.edu/projects/448032158/\n\nTags:\n#game #platformer #paper #Uuhcnadutaz |
World ll A scrolling platformer #games #all | @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\n@Blanc\n\n@player\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n set [☁ p4 v] to (value)\n end\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (X) to encoded\nwrite (y) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine setup players\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\nend\n\ndefine setup players\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nset size to (pick random (150) to (250)) %\ngo to x: (pick random (-231) to (231)) y: (173)\nrepeat until <<<touching (art v)?> or <<touching (player v)?> or <touching (platforms v)?>>> or <touching (_edge_ v)?>>\n change y by (-3)\nend\ndelete this clone\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Game On\nset [x v] to [0]\nset [y v] to [400]\nset [scroll x v] to [0]\nset [scroll y v] to [400]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>>> then\n change [sx v] by (-2)\n switch costume to (player_center2 v)\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>>> then\n change [sx v] by (2)\n switch costume to (player_center3 v)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <(in air) < [4]> then\n set [sy v] to [10]\n if <key (up arrow v) pressed?> then\n set [sy v] to [15]\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) < [-200]> then\n set [exit v] to [die]\nend\n\ndefine Change Player y by (sy)\nif <not <touching (water v)?>> then\n change [y v] by (sy)\n change [in air v] by (1)\nelse\n change [y v] by ((sy) / (5))\n set [in air v] to [0]\nend\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((X) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\nwhen I receive [tick v]\n\nwhen flag clicked\nset [timer v] to [0.1]\nforever\n set [timer v] to (timer)\nend\n\nwhen I receive [tick v]\nif <not <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <<key (d v) pressed?> or <key (a v) pressed?>>>>> then\n switch costume to (player_center 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 flag clicked\nchange [☁ demo v] by (1)\n\nwhen flag clicked\nforever\n if <touching (exit v)?> then\n switch costume to (costume2 v)\n end\nend\n\n@platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n switch costume to (level 1 2 v)\n Clone at x: [360] y: [400]\n switch costume to (level 1 3 v)\n Clone at x: [360] y: [0]\n switch costume to (level 1 4 v)\n Clone at x: [360] y: [0]\n switch costume to (level 1 5 v)\n Clone at x: [360] y: [0]\n switch costume to (level 1 7 v)\n Clone at x: [360] y: [470]\n switch costume to (level 1 8 v)\n Clone at x: [200] y: [500]\n switch costume to (level 1 9 v)\n Clone at x: [200] y: [570]\n switch costume to (level 1 10 v)\n Clone at x: [300] y: [600]\n switch costume to (level 1 11 v)\n Clone at x: [300] y: [0]\n switch costume to (level 1 12 v)\n Clone at x: [300] y: [0]\n switch costume to (level 1 13 v)\n Clone at x: [300] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 1 4 v)\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)\nset [y v] to (y)\nnext costume\n\nClone at x: [300] y: [0]\n\n@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\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 switch costume to (level 1 2 v)\n Clone at x: [360] y: [0]\n switch costume to (level 1 3 v)\n Clone at x: [360] y: [0]\n switch costume to (level 1 4 v)\n Clone at x: [360] y: [0]\n switch costume to (level 1 5 v)\n Clone at x: [360] y: [0]\n switch costume to (level 1 6 v)\n Clone at x: [360] y: [0]\n switch costume to (level 1 7 v)\n Clone at x: [360] y: [0]\n switch costume to (level 1 8 v)\n Clone at x: [560] y: [5]\n switch costume to (level 1 9 v)\n Clone at x: [560] y: [5]\n switch costume to (level 1 10 v)\n Clone at x: [560] y: [5]\n switch costume to (level 1 11 v)\n Clone at x: [560] y: [5]\n switch costume to (level 1 12 v)\n Clone at x: [560] y: [5]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [458] y: [-100]\n switch costume to (level 2 3 v)\n Clone at x: [456] y: [-103]\n switch costume to (level 2 3 v)\n Clone at x: [575] y: [-104]\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)\nset [y v] to (y)\nnext costume\n\nwhen flag clicked\nswitch costume to (level 1 1 v)\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Exit\n\nwhen flag clicked\nswitch costume to (open v)\nforever\n if <touching (player v)?> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n broadcast (Flip v)\n wait (0.1) seconds\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [name v]) = [Open]> and <touching (player v)?>> then\n set [exit v] to [Win]\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (open v)\n Clone at x: [4333] y: [170]\nelse\n if <(LEVEL) = [2]> then\n Clone at x: [677] y: [299]\n else\n set [x v] to [-99999]\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\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\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Blank\n\n@backround things\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [500]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n switch costume to (level 1 5 v)\n Clone at x: [360] y: [590]\n switch costume to (level 1 6 v)\n Clone at x: [360] y: [0]\n switch costume to (level 1 7 v)\n Clone at x: [700] y: [670]\n switch costume to (level 1 8 v)\n Clone at x: [500] y: [0]\n switch costume to (level 1 9 v)\n Clone at x: [1000] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 1 5 v)\n Clone at x: [0] y: [350]\n Clone at x: [450] y: [100]\n else\n switch costume to (level 1 7 v)\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nset [y v] to (y)\nnext costume\n\nwhen flag clicked\nif <(position) = [897,308]> then\n switch costume to (level 1 5 v)\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\ngo to [front v] layer\nshow variable [coins v]\n\nwhen [timer v] > (Timer)\nset [ghost v] effect to (0)\nshow\ngo to [front v] layer\nhide variable [coins v]\nstop [all v]\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Sprite3\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@platforms2\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nset size to (100) %\nforever\n repeat (10)\n change size by (5)\n end\n repeat (10)\n change size by (-5)\n end\nend\n\n@Water\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [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 switch costume to (level 1 2 v)\n Clone at x: [248] y: [-28]\n switch costume to (level 1 3 v)\n Clone at x: [248] y: [-28]\n switch costume to (level 1 4 v)\n Clone at x: [248] y: [-28]\n switch costume to (level 1 5 v)\n Clone at x: [248] y: [-28]\n switch costume to (level 1 6 v)\n Clone at x: [460] y: [0]\n switch costume to (level 1 7 v)\n Clone at x: [460] y: [0]\n switch costume to (level 1 8 v)\n Clone at x: [460] y: [0]\n switch costume to (level 1 9 v)\n Clone at x: [460] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 1 4 v)\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)\nset [y v] to (y)\nnext costume\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@wind\n\n@Music\n\nwhen flag clicked\nforever\n play sound [bensound-summer v] until done\nend\n\n | GENERIC\n\n-------World || Mobile friendly scrolling platformer-------\n\nA b o u t\nHello and welcome to my newest game! I'ts called world and i'ts a mobile friendly scrolling platformer. Your goal is to find the end, and it will be a journey you never forget. Hope you like it!\n\nI n s t r u c t i o n s\nUse WASD, arrow keys or tap to move, get trough the whole world to find the goal. Don't touch spikes! And don't forget, spam the green flag! |
- Feature - Platformer ( #1 ) | @Stage\n\n@Ground\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\ngo to x: (0) y: (0)\ngo [forward v] (5) layers\nforever\n switch costume to (Stage)\nend\n\nwhen flag clicked\nset [stage v] to [1]\n\nwhen I receive [goal v]\nchange [stage v] by (1)\n\n@Player\n\ndefine Spin off screen\nset rotation style [all around v]\nset [player death v] to [1]\nset [y v v] to [15]\nrepeat until <(y position) < [-178]>\n go to [front v] layer\n turn right (10) degrees\n change y by (Y v)\n change [y v v] by (-1)\nend\nset [player death v] to [0]\ngo to [back v] layer\nset rotation style [left-right v]\npoint in direction (90)\ngo [forward v] (3) layers\ngo to [front v] layer\n\nnext backdrop\n\nwhen I start as a clone\nclear graphic effects\nset size to (100) %\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\nend\ndelete this clone\n\nwhen flag clicked\ngo [forward v] (10) layers\nhide variable [☁ world record v]\nhide variable [☁ your time v]\nreset timer\nswitch costume to (1 v)\nswitch backdrop to (2 v)\nshow\nforever\n change y by (1)\n change [y v] by (-1)\n if <<key (right arrow v) pressed?> or <<(mouse x) > [1]> and <mouse down?>>> then\n change [x v] by (1)\n point in direction (90)\n create clone of (_myself_ v)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < [-1]> and <mouse down?>>> then\n change [x v] by (-1)\n point in direction (-90)\n create clone of (_myself_ v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n set [y v] to [0]\n if <<key (up arrow v) pressed?> or <<(mouse y) > [50]> and <mouse down?>>> then\n set [y v] to [15]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [y v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> and <touching (ground v)?>> or <<mouse down?> and <<touching (ground v)?> and <(mouse y) > [50]>>>> then\n start sound [ジャンプ v]\n set [y v] to [15]\n create clone of (_myself_ v)\n end\n if <touching (spike v)?> then\n Spin off screen\n else\n if <[-166] > (y position)> then\n go to x: (-199) y: (-50)\n end\n end\n if <touching color (#ffff00)?> then\n start sound [smw_spring_jump @ToadfanSchool v]\n set [y v] to [23]\n create clone of (_myself_ v)\n broadcast (アニメーション v)\n end\n if <(Stage) = [11]> then\n if <(x position) > [215]> then\n broadcast (Goal v)\n go to x: (-206) y: (-50)\n wait (1.2) seconds\n end\nend\n\nwhen flag clicked\ngo [forward v] (3) layers\ngo to x: (-206) y: (-50)\nset rotation style [left-right v]\npoint in direction (90)\nset size to (100) %\nset [x v] to [0]\nset [y v] to [0]\nshow\n\n@sun\n\nwhen flag clicked\nhide\ngo to x: (-5) y: (-25)\nset size to (100) %\nset [sun suze v] to [100]\nforever\n change size by ([cos v] of (Sun Suze) )\n change [sun suze v] by (7)\nend\n\nwhen flag clicked\nforever\n if <<<<<(Stage) = [7]> or <(Stage) = [8]>> or <(Stage) = [9]>> or <(Stage) = [10]>> or <(Stage) = [11]>> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nshow\n\n@transition\n\nwhen flag clicked\nhide\n\nwhen I receive [goal v]\nset [trans on or off v] to [On]\ngo [forward v] (1) layers\ngo to [front v] layer\nset x to (500)\nshow\nrepeat (6)\n change x by (-80)\nend\nchange x by (-15)\nwait (0.6) seconds\nset [trans on or off v] to [Off]\nrepeat (5)\n change x by (-80)\nend\nhide\n\n@Spike\n\nwhen flag clicked\nswitch costume to (コスチューム3 v)\nhide variable [☁ world record v]\nhide variable [☁ your time v]\nhide\nshow\nswitch costume to (コスチューム1 v)\n\nwhen I receive [goal v]\nwait (0.5) seconds\nnext costume\n\n@Text\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [back v] layer\nswitch costume to (1 v)\nforever\n go to [back v] layer\n if <touching (player v)?> then\n set [ghost v] effect to (40)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [goal v]\nnext costume\n\nwhen flag clicked\nforever\n play sound [まうふぃん4 v] until done\nend\n\n@スプライト1\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n | https://scratch.mit.edu/projects/438596310 |
A Space Ninja's Quest (Platformer) HACKED! | @Stage\n\nwhen flag clicked\nbroadcast (Intro v)\n\nwhen [m v] key pressed\nset [mouse v] to (join (mouse x) (join [,] (mouse y)))\n\n@Blank\n\n@Player\n\ndefine Game On\nset [sx v] to [0]\nset [x v] to [-222]\nset [y v] to [-124]\nset [sy v] to [0]\nset [in air v] to [0]\nset [finish v] to []\nset rotation style [don't rotate v]\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (100) %\nshow\n\ndefine Movement\nif <(Shop) = [No]> then\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> 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?>> then\n point in direction (90)\n change [sx v] by (1)\n end\n set [sx v] to ((sx) * (0.8))\n if <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\n end\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(in air) < [4]> then\n set [sy v] to [11]\n end\n end\n if <(sy) > [-20]> then\n change [sy v] by (-1)\n end\n Change Player y by (sy)\n Die\n Position\n if <<(x) > [240]> and <not <(Level) = [31]>>> then\n set [finish v] to [Yes]\n end\n if <<(Tool) = [1]> and <[weapons v] contains [Sticky Hat]?>> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\n if <<touching (text v)?> and <(Level) = [31]>> then\n broadcast (Win v)\n end\nend\n\nwhen I receive [start v]\ngo to [front v] layer\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(Finish) > []>\n Movement\n end\n if <(Finish) = [Yes]> then\n Game Con\n else\n Game End\n end\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platform v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n if <not <(costume [name v]) = [2]>> then\n set [in air v] to [0]\n end\n end\n Position\n set [sy v] to [0]\n if <(costume [name v]) = [2]> then\n set [in air v] to [0]\n end\nend\n\ndefine Position\ngo to x: (x) y: (y)\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platform v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platform v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(sx) > [0]> then\n set [sx v] to [-8]\n else\n set [sx v] to [8]\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 []\nset [ghost v] effect to (0)\nset rotation style [all around v]\ngo to [front v] layer\nset [sx v] to [0]\nset [sy v] to [8]\nrepeat (12)\n change [ghost v] effect by (7)\n turn right (15) degrees\n change y by (sy)\n change [sy v] by (-1)\nend\nrepeat until <[-178] > (y position)>\n change y by (sy)\n change [sy v] by (-1)\nend\nchange [health v] by (-1)\nhide\n\nwhen flag clicked\nforever\n if <(x) < [-240]> then\n set [x v] to [-240]\n end\n if <(x) > [240]> then\n set [x v] to [240]\n end\nend\n\ndefine Game Con\nset [ghost v] effect to (100)\nif <not <(Level) = [30]>> then\n broadcast (PlatformEffect v)\nend\nchange [level v] by (1)\nbroadcast (DeleteClones v)\nbroadcast (Create Clones v)\n\nwhen [3 v] key pressed\nset [tool v] to [1]\n\nwhen [4 v] key pressed\nset [tool v] to [0]\n\nwhen flag clicked\nhide\n\nwhen I receive [lose v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [start v]\nforever\n if <touching (coins v)?> then\n play sound [Collect v] until done\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching (collectables v)?> then\n play sound [star v] until done\n end\nend\n\ndefine Die\n\n@Platform\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [lose v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Danger\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n go to [back v] layer\nend\n\nwhen I receive [lose v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Weapon \n\nwhen I receive [start v]\nhide\ngo to [back v] layer\nforever\n switch costume to (sword v)\n set size to (115) %\n if <<<<key (space v) pressed?> and <(Finish) = []>> and <[weapons v] contains [Sword]?>> and <(Weapon) = [1]>> then\n if <([direction v] of [player v]) = [90]> then\n point in direction (90)\n show\n repeat (7)\n turn right (15) degrees\n end\n hide\n end\n if <([direction v] of [player v]) = [-90]> then\n point in direction (90)\n show\n repeat (7)\n turn left (15) degrees\n end\n hide\n wait until <not <key (space v) pressed?>>\n end\n end\nend\n\nwhen I receive [start v]\nhide\ngo to [back v] layer\nforever\n if <<<<key (space v) pressed?> and <(Finish) = []>> and <(Weapon) = [2]>> and <<[weapons v] contains [Shurikens]?> and <(Throwable) > [0]>>> then\n change [throwable v] by (-1)\n create clone of (_myself_ v)\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen I start as a clone\nset size to (45) %\nswitch costume to ( v)\nshow\ngo to (player v)\npoint in direction ([direction v] of [player v])\nrepeat until <<touching (_edge_ v)?> or <<<touching color (#3b3b3b)?> or <touching (enemy v)?>> or <touching (enemy weapons v)?>>>\n move (10) steps\nend\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (1 v)\nforever\n next costume\n wait (0.05) seconds\n if <(costume [number v]) > [2]> then\n switch costume to (1 v)\n end\nend\n\nwhen [1 v] key pressed\nset [weapon v] to [1]\n\nwhen [2 v] key pressed\nset [weapon v] to [2]\n\nwhen I receive [start v]\nforever\n if <<<<key (space v) pressed?> and <(Finish) = []>> and <[weapons v] contains [Sword]?>> and <(Weapon) = [1]>> then\n play sound [woosh1 v] until done\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen I receive [lose v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [start v]\nforever\n if <<<<key (space v) pressed?> and <(Finish) = []>> and <[weapons v] contains [Shurikens]?>> and <(Weapon) = [2]>> then\n play sound [woosh1 v] until done\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen I receive [start v]\nforever\n go to (player v)\nend\n\n@Collectables\n\nwhen I receive [start v]\ndelete all of [weapons v]\nset [throwable v] to [0]\nhide\n\nwhen I receive [create clones v]\nif <(Level) = [9]> then\n switch costume to (sword v)\n Create A Clone At x: [181] y: [48]\nend\nif <(Level) = [14]> then\n switch costume to (shurikens v)\n Create A Clone At x: [-150] y: [14]\nend\nif <(Level) = [21]> then\n switch costume to (sticky hat v)\n Create A Clone At x: [29] y: [94]\nend\n\nwhen I receive [deleteclones v]\ndelete this clone\n\ndefine Create A Clone At x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n if <touching (player v)?> then\n add (costume [name v]) to [weapons v]\n if <(costume [number v]) = [1]> then\n set [weapon v] to [1]\n end\n if <(costume [number v]) = [2]> then\n set [weapon v] to [2]\n change [throwable v] by (10)\n end\n if <(costume [number v]) = [3]> then\n set [tool v] to [1]\n end\n delete this clone\n end\nend\n\nwhen I receive [lose v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Enemy\n\nwhen I start as a clone\nset size to (100) %\nswitch costume to (costume)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [x v] to [0]\nset [y v] to [0]\nset [die v] to [0]\ngo to [front v] layer\nforever\n if <<<(die) = [0]> and <not <(costume) = [2]>>> and <(Shop) = [No]>> then\n switch costume to (hitbox v)\n point in direction (90)\n change [y v] by (-1)\n if <([x position v] of [player v]) < ((x position) - (10))> then\n change [x v] by (-.3)\n end\n if <((x position) - (-10)) < ([x position v] of [player v])> then\n change [x v] by (.3)\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 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)\n if <touching (player v)?> then\n set [finish v] to [No]\n end\n switch costume to (costume)\n end\nend\n\nwhen flag clicked\nhide\n\ndefine Create A Clone at x: (x) y: (y) Type: (1-2)\ngo to x: (x) y: (y)\nset [costume v] to (1-2)\ncreate clone of (_myself_ v)\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: [207] y: [-124] Type: [1]\n Create A Clone at x: [135] y: [4] Type: [1]\n Create A Clone at x: [-228] y: [103] Type: [1]\nend\nif <(Level) = [11]> then\n Create A Clone at x: [210] y: [86] Type: [1]\n Create A Clone at x: [39] y: [24] Type: [1]\n Create A Clone at x: [-69] y: [-40] Type: [1]\nend\nif <(Level) = [13]> then\n Create A Clone at x: [235] y: [-123] Type: [1]\n Create A Clone at x: [230] y: [0] Type: [1]\n Create A Clone at x: [200] y: [96] Type: [1]\nend\nif <(Level) = [14]> then\n Create A Clone at x: [-226] y: [-10] Type: [1]\n Create A Clone at x: [214] y: [-10] Type: [1]\n Create A Clone at x: [220] y: [130] Type: [1]\n Create A Clone at x: [-220] y: [85] Type: [1]\nend\nif <(Level) = [15]> then\n Create A Clone at x: [226] y: [-13] Type: [2]\n Create A Clone at x: [226] y: [-12] Type: [1]\n Create A Clone at x: [200] y: [-123] Type: [1]\nend\nif <(Level) = [16]> then\n Create A Clone at x: [-223] y: [77] Type: [1]\n Create A Clone at x: [226] y: [78] Type: [1]\n Create A Clone at x: [220] y: [-22] Type: [2]\n Create A Clone at x: [-220] y: [-22] Type: [1]\nend\nif <(Level) = [17]> then\n Create A Clone at x: [223] y: [-124] Type: [1]\n Create A Clone at x: [29] y: [-124] Type: [1]\nend\nif <(Level) = [19]> then\n Create A Clone at x: [219] y: [-124] Type: [1]\n Create A Clone at x: [-229] y: [56] Type: [1]\n Create A Clone at x: [228] y: [134] Type: [1]\n Create A Clone at x: [216] y: [-41] Type: [2]\n Create A Clone at x: [27] y: [56] Type: [1]\nend\nif <(Level) = [23]> then\n Create A Clone at x: [-226] y: [2] Type: [1]\nend\nif <(Level) = [24]> then\n Create A Clone at x: [226] y: [-74] Type: [2]\n Create A Clone at x: [82] y: [4] Type: [1]\nend\nif <(Level) = [25]> then\n Create A Clone at x: [22] y: [-125] Type: [2]\nend\nif <(Level) = [26]> then\n Create A Clone at x: [228] y: [80] Type: [2]\n Create A Clone at x: [55] y: [80] Type: [1]\n Create A Clone at x: [228] y: [-122] Type: [1]\nend\nif <(Level) = [27]> then\n Create A Clone at x: [228] y: [-124] Type: [2]\nend\nif <(Level) = [28]> then\n Create A Clone at x: [200] y: [-122] Type: [1]\n Create A Clone at x: [-228] y: [-15] Type: [1]\n Create A Clone at x: [-228] y: [66] Type: [1]\n Create A Clone at x: [229] y: [67] Type: [2]\nend\nif <(Level) = [30]> then\n Create A Clone at x: [160] y: [-12] Type: [2]\n Create A Clone at x: [-228] y: [85] Type: [1]\nend\n\nwhen I start as a clone\nwait (1) seconds\nforever\n if <touching (danger v)?> then\n wait (0.05) seconds\n delete this clone\n end\n if <touching (weapon v)?> then\n set [die v] to [2]\n if <<(costume) = [2]> and <not <[collected v] contains (Level)?>>> then\n set size to (80) %\n switch costume to (costume1 v)\n else\n if <<(costume) = [2]> and <[collected v] contains (Level)?>> then\n set [ghost v] effect to (0)\n set rotation style [all around v]\n go to [front v] layer\n repeat (12)\n change [ghost v] effect by (7)\n turn right (15) degrees\n change y by (y)\n change [y v] by (-1)\n end\n repeat until <[-178] > (y position)>\n change y by (y)\n change [y v] by (-1)\n end\n delete this clone\n end\n end\n if <not <(costume) = [2]>> then\n if <(pick random (1) to (2)) = [1]> then\n set size to (45) %\n switch costume to (+1 v)\n set [ghost v] effect to (0)\n repeat (10)\n change [ghost v] effect by (10)\n change y by (3)\n end\n change [coins v] by (1)\n delete this clone\n else\n set [ghost v] effect to (0)\n set rotation style [all around v]\n go to [front v] layer\n repeat (12)\n change [ghost v] effect by (7)\n turn right (15) degrees\n change y by (y)\n change [y v] by (-1)\n end\n repeat until <[-178] > (y position)>\n change y by (y)\n change [y v] by (-1)\n end\n delete this clone\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <<touching (player v)?> and <(costume) = [2]>> then\n if <(die) = [0]> then\n set [finish v] to [No]\n else\n add (Level) to [collected v]\n change [throwable v] by (10)\n delete this clone\n end\n end\n if <<<(die) = [0]> and <(costume) = [2]>> and <(Shop) = [No]>> then\n change [counter v] by (1)\n add (x position) to [xpositioned v]\n add (y position) to [ypositioned v]\n create clone of (enemy weapons v)\n wait (1) seconds\n end\nend\n\nwhen I receive [start v]\nset [counter v] to [0]\ndelete all of [direction v]\ndelete all of [xpositioned v]\ndelete all of [ypositioned v]\ndelete all of [collected v]\n\nwhen I receive [lose v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Enemy Weapons\n\nwhen I start as a clone\nset size to (60) %\nshow\ngo to x: (item (Counter) of [xpositioned v]) y: (item (Counter) of [ypositioned v])\nrepeat until <<touching (_edge_ v)?> or <<touching (weapon v)?> or <touching (platform v)?>>>\n if <(Shop) = [No]> then\n change x by (-10)\n end\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n next costume\n wait (0.05) seconds\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [lose v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Coins\n\nwhen I receive [start v]\nset [coins v] to [9999]\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 [create clones v]\nif <(Level) = [1]> then\n Create A Clone At x: [-133] y: [-90]\n Create A Clone At x: [-92] y: [-90]\n Create A Clone At x: [-111] y: [-56]\n Create A Clone At x: [121] y: [-90]\n Create A Clone At x: [167] y: [-90]\n Create A Clone At x: [145] y: [-56]\nelse\n if <(Level) = [2]> then\n Create A Clone At x: [-46] y: [-15]\n Create A Clone At x: [-18] y: [-15]\n Create A Clone At x: [8] y: [-15]\n Create A Clone At x: [34] y: [-15]\n else\n if <(Level) = [3]> then\n Create A Clone At x: [90] y: [-111]\n Create A Clone At x: [160] y: [-111]\n Create A Clone At x: [125] y: [-111]\n Create A Clone At x: [90] y: [-75]\n Create A Clone At x: [160] y: [-75]\n Create A Clone At x: [125] y: [-75]\n else\n if <(Level) = [4]> then\n Create A Clone At x: [-34] y: [128]\n Create A Clone At x: [-34] y: [95]\n Create A Clone At x: [160] y: [128]\n Create A Clone At x: [160] y: [95]\n else\n if <(Level) = [5]> then\n Create A Clone At x: [-42] y: [68]\n Create A Clone At x: [-42] y: [35]\n Create A Clone At x: [-4] y: [-70]\n Create A Clone At x: [-4] y: [-106]\n else\n if <(Level) = [6]> then\n Create A Clone At x: [-75] y: [-34]\n Create A Clone At x: [-75] y: [3]\n Create A Clone At x: [-41] y: [-34]\n Create A Clone At x: [-41] y: [3]\n else\n if <(Level) = [7]> then\n Create A Clone At x: [-65] y: [43]\n Create A Clone At x: [-65] y: [11]\n Create A Clone At x: [124] y: [43]\n Create A Clone At x: [124] y: [11]\n else\n if <(Level) = [8]> then\n Create A Clone At x: [-91] y: [-18]\n Create A Clone At x: [35] y: [22]\n Create A Clone At x: [170] y: [68]\n else\n if <(Level) = [9]> then\n Create A Clone At x: [-49] y: [-70]\n Create A Clone At x: [-49] y: [-104]\n Create A Clone At x: [-12] y: [58]\n Create A Clone At x: [-12] y: [87]\n Create A Clone At x: [13] y: [-79]\n else\n if <(Level) = [10]> then\n Create A Clone At x: [-107] y: [-66]\n Create A Clone At x: [-172] y: [-66]\n Create A Clone At x: [-140] y: [-83]\n else\n if <(Level) = [11]> then\n Create A Clone At x: [37] y: [66]\n Create A Clone At x: [-90] y: [8]\n else\n if <(Level) = [12]> then\n Create A Clone At x: [-90] y: [21]\n Create A Clone At x: [36] y: [70]\n else\n if <(Level) = [13]> then\n Create A Clone At x: [-225] y: [64]\n Create A Clone At x: [-225] y: [34]\n Create A Clone At x: [-225] y: [4]\n else\n if <(Level) = [14]> then\n Create A Clone At x: [-31] y: [-40]\n Create A Clone At x: [-31] y: [-70]\n else\n if <(Level) = [19]> then\n Create A Clone At x: [-128] y: [-83]\n Create A Clone At x: [-99] y: [-83]\n Create A Clone At x: [-71] y: [-83]\n Create A Clone At x: [-45] y: [-83]\n else\n if <(Level) = [20]> then\n Create A Clone At x: [-92] y: [-99]\n Create A Clone At x: [-60] y: [-99]\n Create A Clone At x: [-30] y: [-99]\n Create A Clone At x: [-92] y: [-61]\n Create A Clone At x: [-60] y: [-61]\n Create A Clone At x: [-30] y: [-61]\n else\n if <(Level) = [22]> then\n Create A Clone At x: [-49] y: [-69]\n Create A Clone At x: [-20] y: [-69]\n Create A Clone At x: [7] y: [-69]\n Create A Clone At x: [32] y: [-69]\n else\n if <(Level) = [23]> then\n Create A Clone At x: [-212] y: [40]\n Create A Clone At x: [-175] y: [40]\n else\n if <(Level) = [24]> then\n Create A Clone At x: [-30] y: [-65]\n Create A Clone At x: [-6] y: [-65]\n Create A Clone At x: [18] y: [-65]\n Create A Clone At x: [120] y: [-96]\n Create A Clone At x: [120] y: [-117]\n else\n if <(Level) = [26]> then\n Create A Clone At x: [-69] y: [-111]\n Create A Clone At x: [-69] y: [-54]\n Create A Clone At x: [-69] y: [-82]\n else\n if <(Level) = [29]> then\n Create A Clone At x: [-62] y: [-96]\n Create A Clone At x: [3] y: [-96]\n Create A Clone At x: [-30] y: [-96]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [deleteclones v]\ndelete this clone\n\nwhen I start as a clone\nset size to (45) %\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nforever\n if <touching (player v)?> then\n change [coins v] by (99)\n delete this clone\n end\nend\n\nwhen I receive [lose v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n end\nend\n\n@Text\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to ((Level) - (1))\nrepeat (10)\n change x by (((-345) - (x position)) / (3))\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\n go to [back v] layer\nend\n\nwhen I receive [platformeffect v]\ngo to x: (460) y: (0)\nswitch costume to (Level)\ncreate clone of (_myself_ v)\nrepeat (20)\n change x by (((0) - (x position)) / (3))\nend\n\nwhen I receive [lose v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Health\n\nwhen I receive [start v]\nset [health v] to [1000]\nforever\n if <(Health) = [0]> then\n broadcast (Lose v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [digits v] to [0]\nrepeat (10)\n change [digits v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nforever\n set size to (45) %\n go to x: (((digits) * (11)) - (235)) y: (160)\n if <(length of (Show Health)) < (digits)> then\n hide\n else\n show\n switch costume to (letter (digits) of (Show Health))\n end\nend\n\nwhen I receive [start v]\nforever\n set [show health v] to (join [H:] (Health))\nend\n\nwhen I receive [lose v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Show Coins\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [digits v] to [0]\nrepeat (10)\n change [digits v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nforever\n set size to (45) %\n go to x: (((digits) * (10)) - (235)) y: (135)\n if <(length of (Show Coins)) < (digits)> then\n hide\n else\n show\n switch costume to (letter (digits) of (Show Coins))\n end\nend\n\nwhen I receive [start v]\nforever\n set [show coins v] to (join [C:] (Coins))\nend\n\nwhen I receive [lose v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Shurikens\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ndelete all of [weapons v]\nset [digits v] to [0]\nwait until <[weapons v] contains [Shurikens]?>\nrepeat (10)\n change [digits v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nforever\n set size to (45) %\n go to x: (((digits) * (10)) - (160)) y: (160)\n if <(length of (Shurikens)) < (digits)> then\n hide\n else\n show\n switch costume to (letter (digits) of (Shurikens))\n end\nend\n\nwhen I receive [start v]\nforever\n set [shurikens v] to (join [S:] (Throwable))\nend\n\nwhen I receive [lose v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Buttons\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [shop v] to [No]\nshow\nforever\n switch costume to (shop v)\n go to x: (-198) y: (-162)\n if <touching (mouse-pointer v)?> then\n repeat until <(size) > [95]>\n change size by (2)\n end\n if <mouse down?> then\n if <(Shop) = [No]> then\n set [shop v] to [Yes]\n broadcast (Shop v)\n create clone of (_myself_ v)\n end\n wait until <not <mouse down?>>\n end\n else\n repeat until <(size) < [92]>\n change size by (-2)\n end\n end\nend\n\nwhen I receive [start v]\ngo to [front v] layer\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nshow\nforever\n switch costume to (close v)\n go to [front v] layer\n go to x: (111) y: (98)\n if <touching (mouse-pointer v)?> then\n repeat until <(size) > [95]>\n change size by (2)\n end\n if <mouse down?> then\n if <(Shop) = [Yes]> then\n set [shop v] to [No]\n broadcast (No Shop v)\n delete this clone\n end\n wait until <not <mouse down?>>\n end\n else\n repeat until <(size) < [92]>\n change size by (-2)\n end\n end\nend\n\nwhen I receive [lose v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Shop\n\nwhen flag clicked\nhide\nforever\n go to x: (0) y: (0)\n switch costume to (1 v)\n go to [front v] layer\nend\n\nwhen I receive [shop v]\nshow\nset [clone# v] to [1]\ncreate clone of (_myself_ v)\nset [clone# v] to [2]\ncreate clone of (_myself_ v)\nforever\n switch costume to (1 v)\n go [backward v] (1) layers\n go to [front v] layer\nend\n\nwhen I receive [no shop v]\nhide\ndelete this clone\n\nwhen I start as a clone\nforever\n go to [front v] layer\n if <(clone#) = [1]> then\n go to x: (90) y: (14)\n switch costume to (buy v)\n end\n if <(clone#) = [2]> then\n go to x: (90) y: (-62)\n if <[weapons v] contains [Shurikens]?> then\n switch costume to (buy v)\n else\n switch costume to (locked v)\n end\n end\nend\n\nwhen I start as a clone\nset size to (90) %\nshow\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n repeat until <(size) > [95]>\n change size by (2)\n end\n if <mouse down?> then\n if <(clone#) = [1]> then\n if <<(Coins) = [10]> or <(Coins) > [10]>> then\n change [health v] by (1)\n change [coins v] by (-10)\n end\n end\n if <<(clone#) = [2]> and <not <(costume [name v]) = [Locked]>>> then\n if <<(Coins) = [10]> or <(Coins) > [10]>> then\n change [throwable v] by (10)\n change [coins v] by (-10)\n end\n end\n wait until <not <mouse down?>>\n end\n else\n repeat until <(size) < [92]>\n change size by (-2)\n end\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [lose v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Intro\n\nwhen I receive [intro v]\nset [clone# v] to [8]\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\nswitch costume to (back v)\nset [who? v] to [0]\nshow\nset size to (0) %\nset [imp v] to [-179]\npoint in direction (imp)\nset [imp v] to [0]\nrepeat until <(Who?) = [1]>\n go to [back v] layer\n go [forward v] (1) layers\n set [imp v] to (((imp) * (.8)) + (((100) - (size)) / (10)))\n turn right (((90) - (direction)) / (5)) degrees\n change size by (imp)\nend\nset [clone# v] to [1]\ncreate clone of (_myself_ v)\nset [clone# v] to [2]\ncreate clone of (_myself_ v)\nset [clone# v] to [3]\ncreate clone of (_myself_ v)\nset [clone# v] to [4]\ncreate clone of (_myself_ v)\nset [clone# v] to [5]\ncreate clone of (_myself_ v)\nset [clone# v] to [6]\ncreate clone of (_myself_ v)\nset [clone# v] to [7]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\nif <(clone#) = [1]> then\n switch costume to (1 v)\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n set [who? v] to [2]\n start sound [Low Whoosh v]\nend\n\nwhen I start as a clone\nif <(clone#) = [2]> then\n switch costume to (2 v)\n set [ghost v] effect to (100)\n show\n wait until <(Who?) = [2]>\n repeat (10)\n change [ghost v] effect by (-10)\n end\n set [who? v] to [3]\n start sound [Low Whoosh v]\nend\n\nwhen I start as a clone\nif <(clone#) = [3]> then\n switch costume to (3 v)\n set [ghost v] effect to (100)\n wait until <(Who?) = [3]>\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n set [who? v] to [4]\n start sound [Low Whoosh v]\nend\n\nwhen I start as a clone\nif <(clone#) = [4]> then\n switch costume to (4 v)\n set [ghost v] effect to (100)\n wait until <(Who?) = [4]>\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n set [who? v] to [5]\n start sound [Low Whoosh v]\nend\n\nwhen I start as a clone\nif <(clone#) = [5]> then\n switch costume to (5 v)\n set [ghost v] effect to (100)\n wait until <(Who?) = [5]>\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n set [who? v] to [6]\n start sound [Low Whoosh v]\nend\n\nwhen I start as a clone\nif <(clone#) = [6]> then\n switch costume to (6 v)\n set [ghost v] effect to (100)\n wait until <(Who?) = [6]>\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n set [who? v] to [7]\n start sound [Low Whoosh v]\nend\n\nwhen I start as a clone\nif <(clone#) = [7]> then\n switch costume to (7 v)\n set [ghost v] effect to (100)\n wait until <(Who?) = [7]>\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (1.5) seconds\n set [who? v] to [8]\nend\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nforever\n if <(Who?) = [8]> then\n if <not <(costume [name v]) = [Background]>> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n end\n end\nend\n\nwhen I receive [intro v]\nforever\n if <(Who?) = [8]> then\n switch costume to (logo v)\n repeat until <(y position) < [-266]>\n turn right (15) degrees\n change y by (-10)\n end\n hide\n broadcast (EndIntro v)\n end\nend\n\nwhen I receive [intro v]\nwait (2) seconds\nset [who? v] to [1]\n\nwhen I receive [intro v]\nplay sound [Music v] until done\n\nwhen I start as a clone\npoint in direction (90)\nshow\nset [i v] to [0]\nset size to (i) %\ngo to [front v] layer\nrepeat until <(Who?) = [8]>\n set [i v] to (((i) * (.8)) + (((100) - (size)) / (5)))\n change size by (i)\nend\n\nwhen I start as a clone\nif <(clone#) = [8]> then\n switch costume to (background v)\n go to [back v] layer\nend\n\nwhen I receive [endintro v]\nstop all sounds\nhide\nstop [other scripts in sprite v]\nbroadcast (Start v)\nbroadcast (Create Clones v)\n\nwhen I receive [intro v]\nwait until <key (space v) pressed?>\nbroadcast (EndIntro v)\n\n@Thumbnail\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.05)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\nwhen I receive [start v]\nforever\n if <<(Coins) > [4]> and <key (n v) pressed?>> then\n change [coins v] by (-5)\n set [finish v] to [Yes]\n wait until <not <<(Coins) > [4]> and <key (n v) pressed?>>>\n end\nend\n\n@Sprite1\n\nwhen I receive [win v]\nshow\n\nwhen flag clicked\nhide\n\n | Instructions\n*Use the W,A,S,D or Arrow Keys To Move The Player.\n*Press Space To Use Weapons.\n*Press N to Skip If You Have 5 Coins To Spare.\nthis is my Hacked version, so, the things that changed are:\n-you can not die from shurikens or those green-pool-stuff.\n-your sword is bigger\n-you can jump a bit higher \n-your shurikens are bigger\n-you have a LOT of coins and a LOT of HP.\n-and I added text.\n-I accidentally deleted the "mission complete" and the "mission fail" sprites, so I made new ones.\n-the colors of the sword and the shurikens \n\n |
PLATFORMER XD | @Stage\n\nwhen I receive [siguiente v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (fondo15 v)\nwait (11) seconds\nswitch backdrop to (lago-moraine-parque-nacional-banff-alberta-canada v)\n\n@jugador\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume3 v)\nset [ghost v] effect to (10)\nrepeat (10)\n change size by (-1)\n set [color v] effect to (Color)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nswitch backdrop to (fondo15 v)\nhide\nwait (10) seconds\nswitch backdrop to (lago-moraine-parque-nacional-banff-alberta-canada v)\nshow\nforever\n if <(level) > [6]> then\n broadcast (thx v)\n end\n go to x: (-185) y: (-143)\n show\n forever\n go to [front v] layer\n set [y v] to [0]\n set [x v] to [0]\n forever\n change [y v] by (-1)\n set [x v] to ((x) * (0.9))\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1)\n switch costume to (disfraz2 v)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1)\n switch costume to (disfraz1 v)\n end\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 (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-4]\n else\n change [x v] by (4)\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 <key (w v) pressed?>> and <touching (levels v)?>> then\n start sound [Jump v]\n set [y v] to [14]\n end\n change y by (1)\n end\n end\nend\n\nwhen flag clicked\nset [siguiente v] to [0]\nforever\n if <(x position) = [258]> then\n broadcast (siguiente v)\n change [siguiente v] by (1)\n go to x: (-185) y: (-149)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n start sound [oof v]\n go to x: (-185) y: (-143)\n set [ghost v] effect to (0)\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nwait (10) seconds\nforever\n play sound [Vexento - Pixel Party v] until done\nend\n\nwhen flag clicked\nforever\n if <touching (murcielago raro v)?> then\n start sound [oof v]\n go to x: (-185) y: (-143)\n set [ghost v] effect to (0)\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (saltarin v)?> then\n set [y v] to [24]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#4a0000)?> then\n hide\n end\nend\n\nwhen flag clicked\nhide variable [tiempo v]\nwait (11) seconds\nrepeat until <(siguiente) = [18]>\n show variable [tiempo v]\n set [tiempo v] to [0]\n forever\n wait (1) seconds\n change [tiempo v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <touching (objeto1 v)?> then\n change [y v] by (0.7)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(siguiente) = [18]> then\n set [☁ tiempo en total v] to (tiempo)\n end\nend\n\nwhen flag clicked\nif <(siguiente) = [14]> then\n show\n go to [front v] layer\n go to x: (-185) y: (-143)\nend\n\n@levels\n\nwhen flag clicked\nhide\nwait (10) seconds\nshow\nswitch costume to (disfraz1 v)\n\nwhen I receive [siguiente v]\nnext costume\n\n@pinches\n\nwhen flag clicked\nswitch costume to (disfraz0 v)\nhide\n\nwhen I receive [siguiente v]\nshow\nnext costume\n\n@Haters\n\nwhen flag clicked\nswitch costume to (disfraz1 v)\nhide\nforever\n glide (1) secs to x: (19) y: (-136)\n glide (1) secs to x: (180) y: (-136)\n glide (1) secs to x: (19) y: (-136)\nend\n\nwhen flag clicked\nforever\n if <(siguiente) = [7]> then\n show\n else\n hide\n end\nend\n\n@murcielago raro\n\nwhen flag clicked\nshow\nswitch costume to (disfraz4 v)\ngo to x: (168) y: (132)\nforever\n glide (0.2) secs to x: (148) y: (136)\n glide (0.2) secs to x: (100) y: (138)\n glide (0.2) secs to x: (66) y: (141)\n glide (0.2) secs to x: (22) y: (140)\n glide (0.2) secs to x: (-21) y: (133)\n glide (0.2) secs to x: (-65) y: (120)\n glide (0.2) secs to x: (-90) y: (99)\n glide (0.2) secs to x: (-127) y: (57)\n glide (0.2) secs to x: (-140) y: (26)\n glide (0.2) secs to x: (-131) y: (-16)\n glide (0.2) secs to x: (-109) y: (-43)\n glide (0.2) secs to x: (-92) y: (-69)\n glide (0.2) secs to x: (-50) y: (-96)\n glide (0.2) secs to x: (-19) y: (-104)\n glide (0.2) secs to x: (25) y: (-106)\n glide (0.2) secs to x: (72) y: (-92)\n glide (0.2) secs to x: (102) y: (-65)\n glide (0.2) secs to x: (143) y: (-13)\n glide (0.2) secs to x: (153) y: (19)\n glide (0.2) secs to x: (161) y: (57)\n glide (0.2) secs to x: (171) y: (98)\n glide (0.2) secs to x: (165) y: (120)\nend\n\nwhen flag clicked\nforever\n if <(siguiente) = [9]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n wait (0.3) seconds\n switch costume to (disfraz4 v)\n wait (0.3) seconds\n switch costume to (disfraz1 v)\n wait (0.3) seconds\n switch costume to (disfraz4 v)\nend\n\n@haters revancha\n\nwhen flag clicked\nhide\nswitch costume to (disfraz2 v)\ngo to x: (21) y: (-180)\nforever\n glide (0.5) secs to x: (17) y: (-35)\n glide (0.5) secs to x: (21) y: (-180)\n glide (0.5) secs to x: (17) y: (-35)\nend\n\nwhen flag clicked\nforever\n if <(siguiente) = [11]> then\n show\n else\n hide\n end\nend\n\n@escalador 3000 xd\n\nwhen I receive [siguiente v]\nnext costume\n\nwhen flag clicked\nswitch costume to (disfraz2 v)\ngo to x: (36) y: (28)\n\n@Saltarin\n\nwhen flag clicked\nhide\nswitch costume to (disfraz2 v)\nforever\n if <touching (jugador v)?> then\n switch costume to (disfraz16 v)\n wait (0.001) seconds\n switch costume to (disfraz18 v)\n wait (0.001) seconds\n switch costume to (disfraz17 v)\n wait (0.001) seconds\n switch costume to (disfraz15 v)\n wait (1) seconds\n switch costume to (disfraz15 v)\n wait (0.001) seconds\n switch costume to (disfraz17 v)\n wait (0.001) seconds\n switch costume to (disfraz18 v)\n wait (0.001) seconds\n switch costume to (disfraz16 v)\n wait (0.001) seconds\n switch costume to (disfraz1 v)\n end\nend\n\nwhen I receive [siguiente v]\nnext costume\n\nwhen flag clicked\nforever\n if <(siguiente) = [14]> then\n show\n end\nend\n\nhide\n\nwhen flag clicked\nforever\n if <(siguiente) = [15]> then\n hide\n end\nend\n\n@Objeto1\n\nwhen flag clicked\nhide\nforever\n if <(siguiente) = [15]> then\n show\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(siguiente) = [16]> then\n hide\n end\nend\n\n@PRESENTACION\n\nwhen flag clicked\nstart sound [marcianito 100% real bailando cumbia full version.mp3 v]\nswitch backdrop to (fondo15 v)\nrepeat (50)\n wait (0.08) seconds\n next costume\nend\nset [ghost v] effect to (0)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nstop all sounds\n\n@Objeto3\n\nwhen flag clicked\ngo to x: (54) y: (25)\npoint in direction (90)\nrepeat (72)\n turn right (5) degrees\n move (-1) steps\nend\nwait (0.2) seconds\nrepeat (5)\n glide (0.1) secs to x: (44) y: (13)\n glide (0.1) secs to x: (60) y: (4)\n glide (0.1) secs to x: (50) y: (28)\n glide (0.1) secs to x: (44) y: (11)\n glide (0.1) secs to x: (50) y: (30)\nend\nset [ghost v] effect to (0)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\nwait (0.1) seconds\nchange [ghost v] effect by (5)\n\nwhen flag clicked\nwait (3) seconds\nforever\n change [color v] effect by (25)\nend\n\n | META 80 LIKES Y FAVORITO ❤️ y ⭐!!! vamos que cresemos aca!!\n\nGOAL 80 LIKES AND FAVORITE ❤️ and ⭐ !!! let's grow up here !!\nBUM YA LLEGAMOS A LOS 40 LIKES MUCHAS GRACIAS A TODOS POR LA COLABORACION PONDRE UNA NUEVA META ARRIBA.\n\nESTOS SON LO PREMIOS DEL JUEGO \nMas tiempo conectado en el juego:TELMO2K977\n\nMIS OTROS PLATAFORMER:\nhttps://scratch.mit.edu/projects/446466734/\nhttps://scratch.mit.edu/projects/444569599/\nhttps://scratch.mit.edu/projects/445859393/ |
Red Valley: A Mobile-friendly Platformer | @Stage\n\n@player\n\nwhen flag clicked\nhide\n\ndefine Tick\ngo to [front v] layer\nset rotation style [left-right v]\nif <(x position) > [233]> then\n change [level v] by (1)\n Reset\nend\nif <<touching (danger v)?> or <(y position) < [-179]>> then\n broadcast (Death v)\n hide\n wait (1) seconds\n Reset\nend\nif <touching (bounce v)?> then\n set y to (y position)\n set [y vel v] to [25]\nend\nswitch costume to (hitbox v)\n\nwhen flag clicked\nforever\n broadcast (Tick v) and wait\nend\n\ndefine Reset\ngo to x: (-183) y: (-80)\nset [x vel v] to [0]\nset [y vel v] to [0]\nshow\n\nwhen I receive [redo v]\nReset\n\nwhen I receive [skip v]\nchange [level v] by (1)\nReset\n\nwhen I receive [start v]\nhide\nReset\nforever\n platform physics (12) (-1) (.8) (1) (10) (6)\nend\n\nwhen flag clicked\nset [level v] to [1]\nforever\n Tick\nend\n\ndefine platform physics (jump height) (gravity) (friction) (movement speed) (wall jump vm) (wall jump hm)\nchange y by (y vel)\nif <touching (ground v)?> then\n repeat ([abs v] of (y vel) )\n if <touching (ground v)?> then\n change y by ((-1) * (([abs v] of (y vel) ) / (y vel)))\n end\n end\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> and <not <(y vel) > [0]>>> then\n set [y vel v] to (jump height)\n else\n set [y vel v] to [0]\n end\nelse\n change [y vel v] by (gravity)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n change [x vel v] by (movement speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [x vel v] by ((-1) * (movement speed))\nend\nchange x by (x vel)\nif <touching (ground v)?> then\n set [old y v] to (y position)\n repeat (([abs v] of (x vel) ) + (1))\n if <touching (ground v)?> then\n change y by (1)\n end\n end\n if <touching (ground v)?> then\n set y to (old y)\n repeat ([ceiling v] of ([abs v] of (x vel) ) )\n if <touching (ground v)?> then\n change x by ((-1) * (([abs v] of (x vel) ) / (x vel)))\n end\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n if <(x vel) < [0]> then\n set [x vel v] to [0]\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n set [x vel v] to (wall jump hm)\n set [y vel v] to (wall jump vm)\n end\n else\n set [x vel v] to [0]\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n set [x vel v] to ((-1) * (wall jump hm))\n set [y vel v] to (wall jump vm)\n end\n end\n end\n end\nend\nset [x vel v] to ((x vel) * (friction))\n\n@ground\n\nwhen I receive [tick v]\nswitch costume to (LEVEL)\ngo to x: (0) y: (0)\n\n@Danger\n\nwhen flag clicked\ngo to [back v] layer\nset [ghost v] effect to (100)\nset [me v] to [1]\nset [brightness v] effect to (20)\nrepeat (3)\n create clone of (_myself_ v)\n change [brightness v] effect by (-10)\n change [me v] by (1)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (60)\nforever\n set y to ((([sin v] of (((timer) + (me)) * (300)) ) * (10)) - (5))\nend\n\nwhen I receive [tick v]\nswitch costume to (LEVEL)\n\ngo to [back v] layer\n\n@grunge_surface_dark_scratches_18460_3840x2400\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo [backward v] (50) layers\nshow\nforever\n start sound [bensound-sunny v]\n play sound [bensound-sunny v] until done\n hide\n set [ghost v] effect to (97)\nend\n\n@Background particles\n\nwhen flag clicked\nhide\nforever\n switch costume to (pick random (1) to (2))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\ngo to x: (10000) y: (pick random (-180) to (180))\npoint in direction (pick random (-60) to (-135))\nset size to (pick random (40) to (130)) %\nset [ghost v] effect to (pick random (70) to (90))\nset [speed v] to (pick random (4) to (10))\n\nwhen I receive [tick v]\nmove (speed) steps\nif <(x position) < [-200]> then\n delete this clone\nend\n\n@Particle Engine\n\ndefine Create Clone (starting x) (starting y) (xvel) (yvel)\nhide\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\ngo [backward v] (1) layers\nswitch costume to (pick random (1) to (3))\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 (10)\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\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n Create Clone ([x position v] of [player v]) ([y position v] of [player v]) (pick random (-5) to (5)) (pick random (10) to (1))\nend\n\n@Back decor\n\nwhen I receive [tick v]\ngo to [back v] layer\nswitch costume to (LEVEL)\n\n@Sprite1\n\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide\n\n@Sprite2\n\nwhen flag clicked\nshow\nclear graphic effects\nwait (2) seconds\nbroadcast (Menu v)\nrepeat (50)\n hide\nend\n\n@Sprite3\n\nwhen I receive [start v]\nshow\nforever\n go to (player v)\n go to [back v] layer\nend\n\nwhen flag clicked\nhide\n\n@Menu\n\nwhen I receive [reset clones v]\ndelete this clone\n\nwhen I start as a clone\nif <(clone id) = [2]> then\n go [backward v] (1) layers\n switch costume to (costume3 v)\n glide (.5) secs to x: (-156) y: (155)\nelse\n switch costume to (costume2 v)\n glide (.5) secs to x: (-188) y: (155)\nend\n\nwhen I receive [reset menu v]\nset [open v] to [0]\nif <[0] < (clone id)> then\n glide (1) secs to x: (-218) y: (155)\nend\n\nwhen I start as a clone\nif <(clone id) = [1]> then\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n wait until <not <mouse down?>>\n play sound [Click v] until done\n broadcast (skip v) and wait\n end\n else\n clear graphic effects\n end\n end\nelse\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n wait until <not <mouse down?>>\n broadcast (redo v) and wait\n end\n else\n clear graphic effects\n end\n end\nend\n\nwhen I receive [start v]\nshow\nbroadcast (reset clones v)\ngo to x: (-218) y: (155)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n wait until <not <mouse down?>>\n if <(open) = [0]> then\n play sound [Click v] until done\n broadcast (reset clones v)\n set [clone id v] to [0]\n set [open v] to [1]\n repeat (2)\n change [clone id v] by (1)\n create clone of (_myself_ v)\n end\n set [clone id v] to [0]\n else\n broadcast (reset menu v) and wait\n end\n end\n else\n clear graphic effects\n end\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nhide\n\n@Sprite4\n\nwhen I receive [menu v]\nshow\ngo to x: (-20) y: (0)\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((130) - (size)) / (3))\n if <mouse down?> then\n broadcast (Start v) and wait\n end\n else\n change size by (((100) - (size)) / (10))\n end\nend\n\nwhen flag clicked\nshow\n\nwhen I receive [start v]\ngo to x: (-20) y: (0)\nhide\n\n@Sprite5\n\nwhen flag clicked\nshow\nforever\n point in direction ((90) + (([sin v] of (((timer) + ((#) / (10))) * (100)) ) * (10)))\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [menu v]\nshow\nforever\n point in direction ((90) + (([sin v] of (((timer) + ((#) / (10))) * (100)) ) * (10)))\nend\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)\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@Thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n | ==================Storyline=================\nSo, you are from the Red Valley. You are on a mission to get a tower of diamonds which is on the border between the Red Valley and green land. The green land people have placed some obstacles on the way. You have to get that tower to win.\n\n===============Instructions==================\nArrow keys or WASD to move on laptop/computer.\nTouchpad on mobile to move on mobiles.\nIt may take a while to load. So, wait for 2-3 seconds after clicking the flag. Music from Bensound. |
Out of Season || A Platformer | @Stage\n\nwhen I receive [game begin v]\nwait (1) seconds\nforever\n play sound [Treenan v] until done\nend\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch backdrop to (SEASON)\nend\n\n@Intro\n\nwhen flag clicked\nhide\nset [cloneid v] to [0]\nrepeat (2)\n change [cloneid v] by (1)\n create clone of (_myself_ v)\nend\nchange [cloneid v] by (1)\nrepeat (9)\n repeat (10)\n create clone of (_myself_ v)\n end\n repeat (16)\n change [sin v] by (8)\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nif <(CloneID) = [1]> then\n show\n switch costume to (costume1 v)\n set [x v] to [-320]\n set [y v] to [-220]\n forever\n change [x v] by (4.8)\n change [y v] by (3.6)\n go to x: (x) y: (y)\n end\nend\nif <(CloneID) = [2]> then\n show\n go to x: (0) y: (0)\n switch costume to (costume2 v)\n set [sin v] to [0]\n go to [front v] layer\n forever\n change [sin v] by (8)\n point in direction ((([tan v] of (sin) ) * (30)) + (90))\n end\nend\nif <(CloneID) = [3]> then\n hide\n go to [front v] layer\n go [backward v] (1) layers\n go to x: (0) y: (0)\n point in direction (pick random (1) to (360))\n set [color v] effect to (pick random (1) to (100))\n set [ghost v] effect to (pick random (60) to (80))\n set size to (pick random (150) to (350)) %\n show\n repeat until <touching (_edge_ v)?>\n move (10) steps\n end\n delete this clone\nend\n\nwhen flag clicked\nplay sound [Owl City - Unbelievable.mp2 v] until done\nbroadcast (GAME BEGIN v)\n\nwhen I receive [game begin v]\nrepeat (25)\n change [brightness v] effect by (4)\nend\ndelete this clone\n\n@Background effects\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n switch costume to (SEASON)\nend\n\nwhen I start as a clone\nset [falling vel v] to (pick random (-1) to (-2))\ngo to x: (pick random (-230) to (230)) y: (170)\nset size to (pick random (80) to (120)) %\nshow\nrepeat until <<touching (_edge_ v)?> or <touching (player v)?>>\n change y by (falling vel)\nend\ndelete this clone\n\n@Player\n\ndefine platfomer: jump height (jump height) ; friction (friction) ; speed (speed)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n point in direction (90)\n change [x velocity v] by (speed)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n point in direction (-90)\n change [x velocity v] by ((speed) * (-1))\nend\nset [x velocity v] to ((x velocity) * (friction))\nchange x by (x velocity)\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 if <touching (ground v)?> then\n change x by ((x velocity) * (-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 velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nchange [y velocity v] by (-1)\nchange y by (y velocity)\nif <touching (ground v)?> then\n change y by ((y velocity) * (-1))\n set [y velocity v] to [0]\nend\nchange y by (-1)\nif <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n change [y velocity v] by (jump height)\n end\nend\nchange y by (1)\nif <(x position) > [230]> then\n broadcast (NEW LEVEL v)\nend\nif <touching (danger v)?> then\n go to x: (-220) y: (0)\nend\nif <key (r v) pressed?> then\n go to x: (-220) y: (0)\nend\nif <<key (n v) pressed?> and <(LEVEL) < [12]>> then\n broadcast (NEW LEVEL v)\n wait until <not <key (n v) pressed?>>\nend\n\nwhen I receive [game begin v]\ngo to x: (-220) y: (0)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [level v] to [1]\nforever\n platfomer: jump height [15] ; friction [0.9] ; speed [1]\nend\n\nwhen I receive [new level v]\nchange [level v] by (1)\ngo to x: (-220) y: (0)\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\n if <[4] > (LEVEL)> then\n set [season v] to [1]\n end\n if <<[7] > (LEVEL)> and <(LEVEL) > [3]>> then\n set [season v] to [2]\n end\n if <<[10] > (LEVEL)> and <(LEVEL) > [6]>> then\n set [season v] to [3]\n end\n if <<[13] > (LEVEL)> and <(LEVEL) > [9]>> then\n set [season v] to [4]\n end\nend\n\n@Coins\n\nwhen flag clicked\nshow\nswitch costume to (coin v)\nforever\n if <touching (player v)?> then\n hide\n play sound [Collect v] until done\n end\nend\n\nwhen I receive [new level v]\nnext costume\nshow\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Danger\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 | |
Up in the Sky: Pen Platformer ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀#games #all | @Stage\n\nwhen flag clicked\nforever\n switch backdrop to (backdrop1 v)\n set [☁ wr v] to (☁ wr)\nend\n\nswitch backdrop to (backdrop2 v)\nerase all\n\nwhen flag clicked\nplay sound [Upbeat and Happy Background Music v] until done\nplay sound [Upbeat and Happy Background Music v] until done\nplay sound [Upbeat and Happy Background Music v] until done\nplay sound [Upbeat and Happy Background Music v] until done\n\n@pen\n\ndefine Go To (x) (y)\ngo to x: ((x) + (Scroll X)) y: ((y) + (Scroll Y))\n\ndefine Scrolling\nchange [scroll x v] by (() - (round ((x position) / (10))))\nchange [x position v] by (() - (round ((x position) / (10))))\nchange [scroll y v] by (() - (round ((y position) / (10))))\nchange [y position v] by (() - (round ((y position) / (10))))\n\ndefine Update\ndelete (all) of [touching v]\nset [i v] to [0]\nrepeat (length of [level xs v])\n change [i v] by (1)\n if <<<(x position) < (((item (i) of [level xs v]) + (Scroll X)) + (item (i) of [level widths v]))> and <((x position) + (20)) > ((item (i) of [level xs v]) + (Scroll X))>> and <<(y position) < (((item (i) of [level ys v]) + (Scroll Y)) + (item (i) of [level heights v]))> and <((y position) + (20)) > ((item (i) of [level ys v]) + (Scroll Y))>>> then\n if <not <[touching v] contains (item (i) of [level types v])?>> then\n add (item (i) of [level types v]) to [touching v]\n end\n end\nend\n\ndefine Create Level\nset [final time v] to [0]\ndelete (all) of [level xs v]\ndelete (all) of [level ys v]\ndelete (all) of [level widths v]\ndelete (all) of [level heights v]\ndelete (all) of [level types v]\nAdd Rectangle (-150) (-50) (300) (25) (1)\nAdd Rectangle (150) (-50) (50) (25) (2)\nAdd Rectangle (300) (50) (50) (25) (2)\nAdd Rectangle (150) (190) (50) (25) (2)\nAdd Rectangle (300) (290) (50) (25) (2)\nAdd Rectangle (125) (50) (25) (500) (1)\nAdd Rectangle (350) (-50) (25) (500) (1)\nAdd Rectangle (150) (425) (100) (25) (1)\nAdd Rectangle (375) (425) (50) (25) (1)\nAdd Rectangle (150) (525) (400) (25) (1)\nAdd Rectangle (425) (-50) (25) (500) (1)\nAdd Rectangle (300) (425) (50) (25) (1)\nAdd Rectangle (525) (0) (25) (525) (1)\nAdd Rectangle (450) (-50) (250) (25) (1)\nAdd Rectangle (700) (-50) (25) (200) (1)\nAdd Rectangle (550) (0) (125) (25) (1)\nAdd Rectangle (575) (50) (125) (25) (1)\nAdd Rectangle (550) (100) (125) (25) (1)\nAdd Rectangle (575) (150) (600) (25) (1)\nAdd Rectangle (150) (-75) (225) (25) (1)\nAdd Rectangle (700) (175) (25) (25) (3)\nAdd Rectangle (775) (175) (25) (50) (3)\nAdd Rectangle (850) (175) (25) (75) (3)\nAdd Rectangle (925) (175) (25) (50) (3)\nAdd Rectangle (1000) (175) (25) (25) (3)\nAdd Rectangle (1100) (175) (25) (75) (4)\nAdd Rectangle (1175) (151) (250) (25) (6)\nAdd Rectangle (1175) (150) (250) (25) (5)\nAdd Rectangle (1750) (151) (100) (25) (6)\nAdd Rectangle (1750) (150) (100) (25) (5)\nAdd Rectangle (2100) (151) (100) (25) (6)\nAdd Rectangle (2100) (150) (100) (25) (5)\nAdd Rectangle (2400) (150) (200) (25) (1)\nAdd Rectangle (2500) (175) (25) (75) (4)\nAdd Rectangle (2700) (151) (75) (25) (8)\nAdd Rectangle (2700) (150) (75) (25) (7)\nAdd Rectangle (2800) (175) (25) (50) (3)\nAdd Rectangle (2650) (26) (75) (25) (8)\nAdd Rectangle (2650) (25) (75) (25) (7)\nAdd Rectangle (2600) (100) (250) (25) (3)\nAdd Rectangle (3100) (75) (100) (25) (1)\nAdd Rectangle (2950) (175) (25) (200) (3)\nAdd Rectangle (3300) (175) (100) (25) (1)\nAdd Rectangle (3350) (200) (25) (75) (4)\nAdd Rectangle (3500) (250) (25) (25) (1)\nAdd Rectangle (3375) (325) (25) (25) (1)\nAdd Rectangle (3500) (400) (25) (25) (1)\nAdd Rectangle (3375) (475) (25) (25) (1)\nAdd Rectangle (3355) (275) (25) (300) (3)\nAdd Rectangle (3520) (200) (25) (375) (3)\nAdd Rectangle (3500) (550) (25) (25) (1)\nAdd Rectangle (3515) (575) (110) (25) (1)\nAdd Rectangle (3600) (600) (25) (75) (4)\nAdd Rectangle (3625) (450) (25) (150) (1)\nAdd Rectangle (3650) (450) (500) (25) (1)\nAdd Rectangle (4150) (450) (25) (150) (1)\nAdd Rectangle (3650) (475) (500) (25) (9)\nAdd Rectangle (3650) (490) (500) (25) (9)\nAdd Rectangle (3650) (505) (500) (25) (9)\nAdd Rectangle (3650) (520) (500) (25) (9)\nAdd Rectangle (3650) (535) (500) (25) (9)\nAdd Rectangle (3650) (550) (500) (25) (9)\nAdd Rectangle (3650) (565) (500) (25) (9)\nAdd Rectangle (3650) (575) (500) (25) (9)\nAdd Rectangle (3700) (600) (250) (25) (3)\nAdd Rectangle (3700) (500) (50) (25) (3)\nAdd Rectangle (3675) (475) (100) (25) (3)\nAdd Rectangle (3800) (575) (100) (25) (3)\nAdd Rectangle (3825) (550) (50) (25) (3)\nAdd Rectangle (3950) (560) (150) (25) (3)\nAdd Rectangle (3950) (475) (150) (25) (3)\nAdd Rectangle (4175) (575) (350) (25) (1)\nAdd Rectangle (4225) (600) (25) (75) (4)\nAdd Rectangle (4325) (590) (150) (15) (10)\nAdd Rectangle (4500) (700) (450) (25) (1)\nAdd Rectangle (4500) (690) (450) (15) (10)\nAdd Rectangle (4575) (700) (25) (25) (11)\nAdd Rectangle (4650) (700) (25) (25) (11)\nAdd Rectangle (4725) (700) (25) (25) (11)\nAdd Rectangle (4800) (700) (25) (25) (11)\nAdd Rectangle (4875) (700) (25) (25) (11)\nAdd Rectangle (4950) (700) (25) (25) (11)\nAdd Rectangle (4950) (500) (250) (25) (1)\nAdd Rectangle (4950) (501) (250) (25) (12)\n\ndefine Draw\npen up\nset pen size to (5)\nset [i v] to [0]\nrepeat (length of [level xs v])\n change [i v] by (1)\n if <(item (i) of [level types v]) = [11]> then\n if <(item (i) of [level ys v]) > [750]> then\n set [moving platform_y v] to [-4]\n end\n if <[650] > (item (i) of [level ys v])> then\n set [moving platform_y v] to [4]\n end\n set pen color to (#ffffff)\n replace item (i) of [level ys v] with ((item (i) of [level ys v]) + (moving platform_y))\n end\n if <<(item (i) of [level types v]) = [7]> or <(item (i) of [level types v]) = [8]>> then\n if <(item (i) of [level xs v]) > [3200]> then\n set [moving platform x_dir v] to [-2]\n end\n if <[2575] > (item (i) of [level xs v])> then\n set [moving platform x_dir v] to [2]\n end\n set pen color to (#ffffff)\n replace item (i) of [level xs v] with ((item (i) of [level xs v]) + (moving platform x_dir))\n end\n if <<<((Scroll Y) + (((item (i) of [level ys v]) + (item (i) of [level heights v])) - (5))) > [-180]> and <((Scroll Y) + ((item (i) of [level ys v]) + (5))) < [240]>> and <<((Scroll X) + (((item (i) of [level xs v]) + (item (i) of [level widths v])) - (5))) > [-240]> and <((Scroll X) + ((item (i) of [level xs v]) + (5))) < [240]>>> then\n Go To ((item (i) of [level xs v]) + (5)) ((item (i) of [level ys v]) + (5))\n set pen color to (#000000)\n if <(item (i) of [level types v]) = [2]> then\n set pen color to (#e2962b)\n end\n if <<(item (i) of [level types v]) = [1]> or <(item (i) of [level types v]) = [12]>> then\n set pen color to (#ffffff)\n if <<(item (i) of [level types v]) = [12]> and <(final time) = [0]>> then\n set [final time v] to (timer)\n end\n end\n if <<(item (i) of [level types v]) = [3]> or <(item (i) of [level types v]) = [11]>> then\n set pen color to (#ff0000)\n end\n if <(item (i) of [level types v]) = [4]> then\n set pen color to (#10ff00)\n end\n if <(item (i) of [level types v]) = [5]> then\n set pen color to (#00ffff)\n end\n if <<(item (i) of [level types v]) = [6]> or <(item (i) of [level types v]) = [8]>> then\n set pen color to (#3f8fff)\n end\n if <(item (i) of [level types v]) = [7]> then\n set pen color to (#ffffff)\n end\n if <(item (i) of [level types v]) = [9]> then\n set pen color to (#0043ff)\n end\n if <(item (i) of [level types v]) = [10]> then\n set pen color to (#e16c00)\n end\n pen down\n Go To (((item (i) of [level xs v]) + (item (i) of [level widths v])) - (5)) ((item (i) of [level ys v]) + (5))\n Go To (((item (i) of [level xs v]) + (item (i) of [level widths v])) - (5)) (((item (i) of [level ys v]) + (item (i) of [level heights v])) - (5))\n Go To ((item (i) of [level xs v]) + (5)) (((item (i) of [level ys v]) + (item (i) of [level heights v])) - (5))\n Go To ((item (i) of [level xs v]) + (5)) ((item (i) of [level ys v]) + (5))\n set pen size to (5.9)\n Go To ((item (i) of [level xs v]) + (10)) ((item (i) of [level ys v]) + (10))\n Go To (((item (i) of [level xs v]) + (item (i) of [level widths v])) - (10)) ((item (i) of [level ys v]) + (10))\n Go To (((item (i) of [level xs v]) + (item (i) of [level widths v])) - (10)) (((item (i) of [level ys v]) + (item (i) of [level heights v])) - (10))\n Go To ((item (i) of [level xs v]) + (10)) (((item (i) of [level ys v]) + (item (i) of [level heights v])) - (10))\n Go To ((item (i) of [level xs v]) + (10)) ((item (i) of [level ys v]) + (10))\n pen up\n end\nend\nset pen color to (#ee7d16)\ngo to x: (x position) y: (y position)\npen down\ngo to x: (x position) y: ((y position) + (20))\ngo to x: ((x position) + (20)) y: ((y position) + (20))\ngo to x: ((x position) + (20)) y: (y position)\ngo to x: (x position) y: (y position)\npen up\ngo to x: ((x position) - (-5)) y: ((y position) - (-5))\nset pen size to (10)\npen down\ngo to x: ((x position) - (-5)) y: ((y position) + (15))\ngo to x: ((x position) + (15)) y: ((y position) + (15))\ngo to x: ((x position) + (15)) y: ((y position) - (-5))\ngo to x: ((x position) - (-5)) y: ((y position) - (-5))\npen up\nset pen size to (5)\nset pen color to (#ffffff)\ngo to x: ((x position) - (-5)) y: ((y position) - (-7))\npen down\ngo to x: ((x position) - (-5)) y: ((y position) - (-14))\npen up\ngo to x: ((x position) - (-15)) y: ((y position) - (-7))\npen down\ngo to x: ((x position) - (-15)) y: ((y position) - (-14))\npen up\nset pen color to (#000000)\nset pen size to (3.5)\npen up\ngo to x: (((x position) + (5)) - ((Xv) * (-0.2))) y: (((y position) + (8)) - (((Yv) + (6)) * (-0.3)))\npen down\npen up\ngo to x: ((x position) - (((Xv) * (-0.2)) + (-15))) y: (((y position) - (-8)) - (((Yv) + (6)) * (-0.3)))\npen down\npen up\n\ndefine Add Rectangle (x) (y) (width) (height) (tyoe)\nadd (x) to [level xs v]\nadd (y) to [level ys v]\nadd (width) to [level widths v]\nadd (height) to [level heights v]\nadd (tyoe) to [level types v]\n\ndefine send cloud data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (Scroll X) to encoded\nwrite (Scroll Y) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine write (val) to encoded\nset [letter# v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter#) of (val)) in [code v]))\n change [letter# v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n set [☁ p9 v] to (value)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nerase all\nCreate Codes\nset [my player # v] to [0]\nset [max players v] to [9]\nbroadcast (setup - opponents v) and wait\nset [cloud v] to [2]\nPrint: [joining] X: [-120] Y: [10] Size: [20] Color RGB: [255] [255] [255] Fade: [] Thickness: [3] Spacing: [2]\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > [0]> then\n set [cloud v] to [4]\n broadcast (begin v)\nelse\n set [cloud v] to [3]\n Print: [server full :\(] X: [-200] Y: [0] Size: [14] Color RGB: [255] [0] [0] Fade: [] Thickness: [3] Spacing: [2]\nend\n\nwhen I receive [begin v]\nforever\n send cloud data\nend\n\nwhen I receive [begin v]\nforever\n Update\n hide\nend\n\nwhen I receive [begin v]\nCreate Level\nset [respawnpoint_x v] to [0]\nset [respawnpoint_y v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nset [x position v] to [0]\nset [y position v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nforever\n erase all\n Draw\n draw players\n Update\n if <[touching v] contains [6]?> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.99))\n else\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 end\n if <[touching v] contains [8]?> then\n change [x position v] by (moving platform x_dir)\n end\n change [x position v] by (Xv)\n Update\n if <<<[touching v] contains [1]?> or <[touching v] contains [5]?>> or <[touching v] contains [7]?>> then\n change [y position v] by (1)\n Update\n if <<<[touching v] contains [1]?> or <[touching v] contains [5]?>> or <[touching v] contains [7]?>> then\n change [y position v] by (1)\n Update\n if <<<[touching v] contains [1]?> or <[touching v] contains [5]?>> or <[touching v] contains [7]?>> then\n change [y position v] by (1)\n Update\n if <<<[touching v] contains [1]?> or <[touching v] contains [5]?>> or <[touching v] contains [7]?>> then\n change [y position v] by (1)\n Update\n if <<<[touching v] contains [1]?> or <[touching v] contains [5]?>> or <[touching v] contains [7]?>> then\n change [y position v] by (1)\n Update\n if <<<[touching v] contains [1]?> or <[touching v] contains [5]?>> or <[touching v] contains [7]?>> then\n change [x position v] by ((Xv) * (-1))\n change [y position v] by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(username) = [dn_scrtch]>> 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 Update\n change [yv v] by (-1)\n change [y position v] by (Yv)\n Update\n if <<<[touching v] contains [1]?> or <[touching v] contains [5]?>> or <[touching v] contains [7]?>> then\n change [y position v] by ((Yv) * (-1))\n set [yv v] to [0]\n end\n Update\n change [y position v] by (-1)\n Update\n if <<<[touching v] contains [1]?> or <[touching v] contains [5]?>> or > 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 if <[touching v] contains [9]?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [8]\n end\n end\n Update\n if <[touching v] contains [2]?> then\n set [yv v] to [20]\n end\n Update\n if <<<[touching v] contains [3]?> or <[touching v] contains [11]?>> or <(Scroll Y) > [500]>> then\n set [final time v] to [0]\n Create Level\n set [moving platform x_dir v] to [-2]\n set [xv v] to [0]\n set [yv v] to [0]\n set [x position v] to [0]\n set [y position v] to [0]\n set [scroll x v] to (respawnpoint_x)\n set [scroll y v] to (respawnpoint_y)\n end\n if <[touching v] contains [4]?> then\n set [respawnpoint_x v] to (Scroll X)\n set [respawnpoint_y v] to (Scroll Y)\n Print: [green = checkpoint] X: [-200] Y: [-150] Size: [12] Color RGB: [0] [255] [0] Fade: [90] Thickness: [8] Spacing: [2]\n Print: [green = checkpoint] X: [-200] Y: [-150] Size: [12] Color RGB: [0] [255] [0] Fade: [0] Thickness: [3] Spacing: [2]\n end\n if <[touching v] contains [9]?> then\n set [xv v] to ((Xv) / (1.5))\n set [yv v] to ((Yv) / (1.5))\n end\n if <[touching v] contains [10]?> then\n set [yv v] to [1]\n set [xv v] to ((Xv) / (1.3))\n end\n if <[touching v] contains [12]?> then\n Print: [finished :D] X: [-100] Y: [-50] Size: [12] Color RGB: [255] [255] [255] Fade: [0] Thickness: [3] Spacing: [2]\n Print: (final time) X: [-100] Y: [-100] Size: [12] Color RGB: [255] [255] [255] Fade: [0] Thickness: [3] Spacing: [2]\n Print: (join [wr: ] (☁ wr)) X: [-100] Y: [-150] Size: [12] Color RGB: [255] [255] [255] Fade: [0] Thickness: [3] Spacing: [2]\n if <(☁ wr) > (final time)> then\n set [☁ wr v] to (final time)\n end\n end\n Update\n change [y position v] by (1)\n Scrolling\nend\n\ndefine draw players\nget online players\nset [iii v] to [1]\nrepeat (online players)\n if <not <(item (iii) of [online players v]) = (MY PLAYER #)>> then\n pen up\n Print: (item (item (iii) of [online players v]) of [player names v]) X: ((item (item (iii) of [online players v]) of [player x's v]) + (-30)) Y: ((item (item (iii) of [online players v]) of [player y's v]) + (50)) Size: [8] Color RGB: [255] [255] [255] Fade: [0] Thickness: [3] Spacing: [1.5]\n set pen size to (5)\n set pen color to (#ff9400)\n go to x: (item (item (iii) of [online players v]) of [player x's v]) y: ((item (item (iii) of [online players v]) of [player y's v]) + (0))\n pen down\n go to x: ((item (item (iii) of [online players v]) of [player x's v]) - (0)) y: ((item (item (iii) of [online players v]) of [player y's v]) + (20))\n go to x: ((item (item (iii) of [online players v]) of [player x's v]) + (20)) y: ((item (item (iii) of [online players v]) of [player y's v]) + (20))\n go to x: ((item (item (iii) of [online players v]) of [player x's v]) + (20)) y: ((item (item (iii) of [online players v]) of [player y's v]) - (0))\n go to x: ((item (item (iii) of [online players v]) of [player x's v]) - (0)) y: ((item (item (iii) of [online players v]) of [player y's v]) - (0))\n pen up\n go to x: ((item (item (iii) of [online players v]) of [player x's v]) - (-5)) y: ((item (item (iii) of [online players v]) of [player y's v]) - (-5))\n set pen size to (10)\n pen down\n go to x: ((item (item (iii) of [online players v]) of [player x's v]) - (-5)) y: ((item (item (iii) of [online players v]) of [player y's v]) + (15))\n go to x: ((item (item (iii) of [online players v]) of [player x's v]) + (15)) y: ((item (item (iii) of [online players v]) of [player y's v]) + (15))\n go to x: ((item (item (iii) of [online players v]) of [player x's v]) + (15)) y: ((item (item (iii) of [online players v]) of [player y's v]) - (-5))\n go to x: ((item (item (iii) of [online players v]) of [player x's v]) - (-5)) y: ((item (item (iii) of [online players v]) of [player y's v]) - (-5))\n pen up\n set pen size to (5)\n set pen color to (#ffffff)\n go to x: ((item (item (iii) of [online players v]) of [player x's v]) - (-5)) y: ((item (item (iii) of [online players v]) of [player y's v]) - (-7))\n pen down\n go to x: ((item (item (iii) of [online players v]) of [player x's v]) - (-5)) y: ((item (item (iii) of [online players v]) of [player y's v]) - (-14))\n pen up\n go to x: ((item (item (iii) of [online players v]) of [player x's v]) - (-15)) y: ((item (item (iii) of [online players v]) of [player y's v]) - (-7))\n pen down\n go to x: ((item (item (iii) of [online players v]) of [player x's v]) - (-15)) y: ((item (item (iii) of [online players v]) of [player y's v]) - (-14))\n pen up\n set pen color to (#000000)\n set pen size to (3.5)\n pen up\n go to x: ((item (item (iii) of [online players v]) of [player x's v]) + (5)) y: ((item (item (iii) of [online players v]) of [player y's v]) + (8))\n pen down\n pen up\n go to x: ((item (item (iii) of [online players v]) of [player x's v]) - (-15)) y: ((item (item (iii) of [online players v]) of [player y's v]) - (-8))\n pen down\n pen up\n end\n change [iii v] by (1)\nend\n\ndefine get online players\ndelete all of [online players v]\nset [online players v] to [0]\nset [ii v] to [1]\nrepeat (9)\n if <(item (ii) of [player offline v]) < [100]> then\n add (ii) to [online players v]\n change [online players v] by (1)\n end\n change [ii v] by (1)\nend\n\ndefine Create Codes\ndelete (all) of [codes v]\nadd [] to [codes v]\nadd [011010505061616808010464] to [codes v]\nadd [0008085858676765655454044453535151404000] to [codes v]\nadd [6150501010010107071818585867] to [codes v]\nadd [000808585867676161505000] to [codes v]\nadd [6000000804440868] to [codes v]\nadd [600000080444] to [codes v]\nadd [615050101001010707181858586767646444] to [codes v]\nadd [000860680464] to [codes v]\nadd [105030381858] to [codes v]\nadd [00603037372828181807] to [codes v]\nadd [0008043434682450] to [codes v]\nadd [00080868] to [codes v]\nadd [0800003434606068] to [codes v]\nadd [080000686860] to [codes v]\nadd [01101050506161676758581818070701] to [codes v]\nadd [080000505061616363545404] to [codes v]\nadd [011010505061616666484818180707016846] to [codes v]\nadd [0800005050616163635454043468] to [codes v]\nadd [601010010103031414545465656767585808] to [codes v]\nadd [00603038] to [codes v]\nadd [00070718185858676760] to [codes v]\nadd [00383860] to [codes v]\nadd [0018183434585860] to [codes v]\nadd [00686008] to [codes v]\nadd [003434603438] to [codes v]\nadd [006060080868] to [codes v]\nadd [123030380868] to [codes v]\nadd [011010505061616262080868] to [codes v]\nadd [01101050506161636354542454656567675858181807] to [codes v]\nadd [505850050565] to [codes v]\nadd [600000040413135353646467675858181807] to [codes v]\nadd [5020200404070718185858676765655454242405] to [codes v]\nadd [00606018] to [codes v]\nadd [011010505061616363545414140303015465656767585818180707050514] to [codes v]\nadd [011010505061616664141403030166484818] to [codes v]\nadd [011010505061616767585818180707010167] to [codes v]\nadd [243333444453] to [codes v]\nadd [2031] to [codes v]\nadd [30364838] to [codes v]\nadd [454343232325255555646462625151111102020606171767] to [codes v]\nadd [2028404803630565] to [codes v]\nadd [5111110202030314145454656566665757173038] to [codes v]\nadd [600811115757] to [codes v]\nadd [22303042] to [codes v]\nadd [68020201011010202031313232050507071818383864] to [codes v]\nadd [32303211325132233243] to [codes v]\nadd [403232363648] to [codes v]\nadd [203232363628] to [codes v]\nadd [0868] to [codes v]\nadd [2444] to [codes v]\nadd [04643137] to [codes v]\nadd [13531555] to [codes v]\nadd [403131333324243535373748] to [codes v]\nadd [503030383858] to [codes v]\nadd [203131333344443535373728] to [codes v]\nadd [103030383818] to [codes v]\nadd [3038] to [codes v]\nadd [1058] to [codes v]\nadd [31414142423232313747474848383837] to [codes v]\nadd [31414142423232314638] to [codes v]\nadd [20224042] to [codes v]\nadd [3032] to [codes v]\nadd [30020234] to [codes v]\nadd [3628] to [codes v]\nadd [30626234] to [codes v]\nadd [2737373838282827] to [codes v]\nadd [38383634344444535351514040202011] to [codes v]\nadd [5018] to [codes v]\nset [characters v] to [ abcdefghijklmnopqrstuvwxyz1234567890~`!@#$%^&*\(\)_-+={\[}\]|\:;"'<,>.?/]\n\ndefine set pen color R: (r) G: (g) B: (b) Fade: (f)\nset pen color to ((((((([floor v] of ((255) - ((f) * (2.55))) ) * (256)) + (([floor v] of (r) ) * <(r) > [0]>)) * (256)) + (([floor v] of (g) ) * <(g) > [0]>)) * (256)) + (([floor v] of (b) ) * <(b) > [0]>))\n\ndefine Print: (text) X: (x) Y: (y) Size: (s) Color RGB: (r) (g) (b) Fade: (f) Thickness: (t) Spacing: (space)\nset pen color R: (r) G: (g) B: (b) Fade: (f)\nset [print count v] to [1]\nrepeat (length of (text))\n set [char count v] to [0]\n repeat until <(letter (Char count) of (Characters)) = (letter (Print count) of (text))>\n change [char count v] by (1)\n end\n set [char id v] to (Char count)\n set [size v] to (((s) / (8)) * (t))\n set pen size to (Size)\n set [startx v] to (x)\n set [line count v] to [1]\n repeat ((length of (item (Char ID) of [codes v])) / (4))\n go to x: (((startX) + (((Print count) - (1)) * ((s) * (space)))) + ((letter (Line count) of (item (Char ID) of [codes v])) * ((s) / (8)))) y: ((y) - ((letter ((Line count) + (1)) of (item (Char ID) of [codes v])) * ((s) / (8))))\n pen down\n go to x: (((startX) + (((Print count) - (1)) * ((s) * (space)))) + ((letter ((Line count) + (2)) of (item (Char ID) of [codes v])) * ((s) / (8)))) y: ((y) - ((letter ((Line count) + (3)) of (item (Char ID) of [codes v])) * ((s) / (8))))\n pen up\n change [line count v] by (4)\n end\n change [print count v] by (1)\nend\n\nset [final time v] to (timer)\n\n@list\n\ndelete all of [code v]\nadd [] to [code v]\nadd [] to [code v]\nadd [] to [code v]\nadd [] to [code v]\nadd [] to [code v]\nadd [] to [code v]\nadd [] to [code v]\nadd [] to [code v]\nadd [] to [code v]\nadd [a] to [code v]\nadd [b] to [code v]\nadd [c] to [code v]\nadd [d] to [code v]\nadd [e] to [code v]\nadd [f] to [code v]\nadd [g] to [code v]\nadd [h] to [code v]\nadd [i] to [code v]\nadd [j] to [code v]\nadd [k] to [code v]\nadd [l] to [code v]\nadd [m] to [code v]\nadd [n] to [code v]\nadd [o] to [code v]\nadd [p] to [code v]\nadd [q] to [code v]\nadd [r] to [code v]\nadd [s] to [code v]\nadd [t] to [code v]\nadd [u] to [code v]\nadd [v] to [code v]\nadd [w] to [code v]\nadd [x] to [code v]\nadd [y] to [code v]\nadd [z] to [code v]\nadd [0] to [code v]\nadd [1] to [code v]\nadd [2] to [code v]\nadd [3] to [code v]\nadd [4] to [code v]\nadd [5] to [code v]\nadd [6] to [code v]\nadd [7] to [code v]\nadd [8] to [code v]\nadd [9] to [code v]\nadd [+] to [code v]\nadd [-] to [code v]\nadd [.] to [code v]\nadd [] to [code v]\nadd [_] to [code v]\n\n@others\n\nwhen I receive [setup - opponents 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\ndelete all of [player names v]\ndelete all of [player x's v]\ndelete all of [player y's v]\ndelete all of [player offline v]\nrepeat (9)\n add [] to [player names v]\n add [] to [player x's v]\n add [] to [player y's v]\n add [] to [player offline v]\nend\n\nwhen I receive [begin v]\nforever\n set [counter v] to [0]\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n tick\n end\nend\n\ndefine tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nreplace item (player #) of [player offline v] with (offline)\nif <not <(offline) = [100]>> then\n begin decode of (value)\n value = read from encoded\n replace item (player #) of [player names v] with (join (player #) (join [: ] (value)))\n value = read from encoded\n value = read from encoded\n replace item (player #) of [player x's v] with ((Scroll X) - (value))\n value = read from encoded\n replace item (player #) of [player y's v] with (((Scroll Y) - (value)) - (5))\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 set [value v] to (☁ P9)\n end\n end\n end\n end\n end\n end\n end\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\nerase all\n\nif <<(offline) = [100]> and <<not <([abs v] of ((Scroll X) - (x position)) ) > [120]>> or <not <([abs v] of ((Scroll Y) - (y position)) ) > [90]>>>> then\nchange [counter v] by (1)\n\n@Sprite1\n\ndefine fill (ax) (ay) (bx) (by) (cx) (cy)\nset [lena v] to ([sqrt v] of ((((bx) - (cx)) * ((bx) - (cx))) + (((by) - (cy)) * ((by) - (cy)))) )\nset [lenb v] to ([sqrt v] of ((((ax) - (cx)) * ((ax) - (cx))) + (((ay) - (cy)) * ((ay) - (cy)))) )\nset [lenc v] to ([sqrt v] of ((((ax) - (bx)) * ((ax) - (bx))) + (((ay) - (by)) * ((ay) - (by)))) )\nset [peri v] to (((lena) + (lenb)) + (lenc))\nset [incx v] to (((((lena) * (ax)) + ((lenb) * (bx))) + ((lenc) * (cx))) / (peri))\nset [incy v] to (((((lena) * (ay)) + ((lenb) * (by))) + ((lenc) * (cy))) / (peri))\nset [inr v] to (([sqrt v] of ((((((lenb) + (lenc)) - (lena)) * (((lenc) + (lena)) - (lenb))) * (((lena) + (lenb)) - (lenc))) / (peri)) ) / (2))\ngo to x: (round (incx)) y: (round (incy))\nset pen shade to (30)\nset pen size to ((inr) * (2))\npen down\npen up\nif <<(lena) < (lenb)> and <(lena) < (lenc)>> then\n set [ta v] to (lena)\n set [tb v] to (lenb)\n set [tc v] to (lenc)\n set [tx v] to (ax)\n set [ty v] to (ay)\nelse\n set [tb v] to (lena)\n if <<(lenb) < (lena)> and <(lenb) < (lenc)>> then\n set [ta v] to (lenb)\n set [tc v] to (lenc)\n set [tx v] to (bx)\n set [ty v] to (by)\n else\n set [ta v] to (lenc)\n set [tc v] to (lenb)\n set [tx v] to (cx)\n set [ty v] to (cy)\n end\nend\nset [td v] to ([sqrt v] of ((((tx) - (incx)) * ((tx) - (incx))) + (((ty) - (incy)) * ((ty) - (incy)))) )\nset [rate v] to (((td) - (inr)) / ((td) * (2)))\nset [r v] to (inr)\nset [aox v] to (incx)\nset [aoy v] to (incy)\nset [box v] to (incx)\nset [boy v] to (incy)\nset [cox v] to (incx)\nset [coy v] to (incy)\nrepeat (level of accuracy)\n set [r v] to ((r) * (rate))\n set [aox v] to ((ax) + (((Aox) - (ax)) * (rate)))\n set [aoy v] to ((ay) + (((Aoy) - (ay)) * (rate)))\n set [box v] to ((bx) + (((Box) - (bx)) * (rate)))\n set [boy v] to ((by) + (((Boy) - (by)) * (rate)))\n set [cox v] to ((cx) + (((Cox) - (cx)) * (rate)))\n set [coy v] to ((cy) + (((Coy) - (cy)) * (rate)))\n set pen size to ((2) * (r))\n go to x: (Aox) y: (Aoy)\n pen down\n go to x: (Box) y: (Boy)\n go to x: (Cox) y: (Coy)\n go to x: (Aox) y: (Aoy)\n pen up\nend\n\nwhen flag clicked\nset [level of accuracy v] to [10]\nforever\nend\n\nfill (0) (0) (100) (0) (0) (100)\n\nerase all\n\n | arrow keys/ WASD to move and jump\n\nhave fun playing together with other Scratchers\n\njoin my DMC: https://scratch.mit.edu/projects/438576192/\n\nthx to @Hockeycat88 for music |
- Lava Dash II - Scrolling Platformer | @Stage\n\nwhen I receive [end v]\nwait (1) seconds\nbroadcast (clear v)\n\nwhen flag clicked\nforever\n set volume to (40) %\n play sound [lost-sky-dreams-ncs-release v] until done\nend\n\n@blank\n\n@effect\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to x: (0) y: (0)\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nif <(☁ BEST) > (SCORE)> then\n set [☁ best v] to (SCORE)\nend\nforever\n go to [front v] layer\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nset [score v] to [0]\nrepeat (50)\n turn right (0) degrees\nend\nforever\n wait (1) seconds\n change [score v] by (1)\nend\n\n@Player\n\ndefine Go (direction) (speed)\nif <(ded) = [0]> then\n change x by (speed)\n set [sthoppp v] to [0]\n set [slope v] to [0]\n repeat until <<(slope) = [8]> or <<not <touching (platformer v)?>> and <not <touching (bricks v)?>>>>\n change y by (1)\n change [slope v] by (1)\n set [touched? v] to [1]\n end\n if <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <(sthoppp) = [1]> then\n change x by ((scroll xvel) * (-1))\n end\n end\n if <(ded) = [0]> then\n if <(x position) < [0]> then\n if <[15] > (scroll x)> then\n set [sthoppp v] to [1]\n if <not <(slope) = [8]>> then\n if <key (down arrow v) pressed?> then\n change [scroll xvel v] by (0.5)\n else\n change [scroll xvel v] by (1)\n end\n end\n end\n end\n if <[0] < (x position)> then\n if <(scroll x) > [-7560]> then\n set [sthoppp v] to [1]\n if <not <(slope) = [8]>> then\n if <key (down arrow v) pressed?> then\n change [scroll xvel v] by (-0.5)\n else\n change [scroll xvel v] by (-1)\n end\n end\n end\n end\n end\n if <(slope) = [8]> then\n set [scroll xvel v] to [0]\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [play v]\nset [brightness v] effect to (100)\ngo to x: (0) y: (0)\nset [yvel v] to [0]\nshow\nset [xvel v] to [0]\nforever\n change [yvel v] by (-0.8)\n change y by (yvel)\n set [touched? v] to [0]\n touch ground <(yvel) > [0]>\nend\n\nwhen I receive [play v]\nforever\n set [scroll yvel v] to ((scroll yvel) * (0.8))\n change y by (scroll yvel)\n change [scroll y v] by (scroll yvel)\n if <<key (up arrow v) pressed?> and <(is it falling?) < [3]>> then\n set [yvel v] to [12]\n end\n if <(scrolling mode?) = [1]> then\n if <[70] < (y position)> then\n change [scroll yvel v] by (-3)\n end\n if <(y position) < [-70]> then\n change [scroll yvel v] by (5)\n end\n if <<(scroll y) > [50]> and <(y position) < [-70]>> then\n set [scroll yvel v] to [0]\n end\n end\n if <touching (flag v)?> then\n stop [other scripts in sprite v]\n broadcast (next v)\n broadcast (play v)\n start sound [select v]\n hide\n go to x: (0) y: (0)\n end\nend\n\nwhen I receive [play v]\nforever\n set rotation style [left-right v]\n set [xvel v] to [0]\n set [ded v] to [0]\n if <(ded) = [0]> then\n if <not <<key (left arrow v) pressed?> and <key (right arrow v) pressed?>>> then\n if <key (right arrow v) pressed?> then\n if <key (down arrow v) pressed?> then\n Go [90] [3]\n else\n Go [90] [6]\n end\n set [xvel v] to [6]\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n if <key (down arrow v) pressed?> then\n Go [90] [-3]\n else\n Go [90] [-6]\n end\n set [xvel v] to [-6]\n point in direction (-90)\n end\n end\n end\n if <<touching (platformer v)?> or <touching (bricks v)?>> then\n set [xvel v] to ((xvel) * (-1))\n change x by (xvel)\n if <key (up arrow v) pressed?> then\n set [yvel v] to [14]\n end\n set [touched? v] to [1]\n end\nend\n\ndefine touch ground <up?>\nchange [is it falling? v] by (1)\nrepeat until <<not <touching (platformer v)?>> and <not <touching (bricks v)?>>>\n if <up?> then\n change y by (-5)\n set [touched? v] to [1]\n else\n change y by (1)\n set [is it falling? v] to [0]\n set [touched? v] to [1]\n end\n set [yvel v] to [0]\n set [touched? v] to [1]\nend\n\nwhen I receive [play v]\ngo to x: (item (1) of [save x v]) y: (item (1) of [save y v])\nforever\n change [scroll x v] by (scroll xvel)\n change [e v] by (scroll xvel)\n change [ee v] by (scroll xvel)\nend\n\nwhen I receive [play v]\nset [die? v] to [0]\nset [scroll x v] to (item (1) of [save scroll x v])\nset [scroll y v] to (item (1) of [save scroll y v])\nforever\n if <[-204] > (y position)> then\n start sound [Crunch v]\n die\n end\n if <touching (obstacle v)?> then\n start sound [Crunch v]\n die\n end\n if <touching (lava v)?> then\n start sound [Crunch v]\n die\n end\n if <touching (fireball v)?> then\n start sound [Crunch v]\n die\n end\n if <touching (obstacle2 v)?> then\n start sound [Crunch v]\n die\n end\n if <touching (end flag v)?> then\n start sound [Win v]\n broadcast (end v)\n wait (1) seconds\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [play v]\nset [brightness v] effect to (100)\ngo to x: (item (1) of [save x v]) y: (item (1) of [save y v])\nshow\nset [xvel v] to [0]\nset [yvel v] to [0]\nset size to (110) %\nrepeat (10)\n change [brightness v] effect by (-10)\n change size by (-1)\nend\nset [brightness v] effect to (10)\n\nwhen I receive [play v]\nset size to (110) %\nset [brightness v] effect to (100)\n\nwhen I receive [clicc v]\nbroadcast (play v)\n\nwhen I receive [play v]\nforever\n if <<[1] > (yvel)> and <(yvel) > [-1]>> then\n if <(touched?) = [1]> then\n set volume to (100) %\n start sound [ hit v]\n wait until <not <<[1] > (yvel)> and <(yvel) > [-1]>>>\n end\n end\nend\n\nwhen I receive [play v]\nforever\n if <<key (up arrow v) pressed?> and <(is it falling?) < [3]>> then\n set volume to (100) %\n start sound [ hit v]\n wait until <not <<key (up arrow v) pressed?> and <(is it falling?) < [3]>>>\n end\nend\n\nwhen flag clicked\ndelete all of [save scroll x v]\ndelete all of [save x v]\ndelete all of [save y v]\ndelete all of [save scroll y v]\ninsert [0] at (1) of [save scroll x v] \ninsert [0] at (1) of [save x v] \ninsert [0] at (1) of [save y v] \ninsert [0] at (1) of [save scroll y v] \n\nwhen I receive [play v]\nforever\n set [scroll xvel v] to ((scroll xvel) * (0.857))\n set [nani v] to <(yvel) > [0.1]>\nend\n\nwhen flag clicked\nset [score v] to [0]\n\nwhen I receive [next v]\nset [scrolling mode? v] to [0]\n\nwhen flag clicked\nset [scrolling mode? v] to [1]\n\nwhen I receive [next v]\ndelete all of [save scroll x v]\ndelete all of [save x v]\ndelete all of [save y v]\ndelete all of [save scroll y v]\ninsert [0] at (1) of [save scroll x v] \ninsert [0] at (1) of [save x v] \ninsert [0] at (1) of [save y v] \ninsert [0] at (1) of [save scroll y v] \n\nwhen I receive [oof v]\nset volume to (0) %\n\ndefine die\nhide\nset [brightness v] effect to (100)\nbroadcast (particles v)\nrepeat (10)\n set [scroll xvel v] to [0]\n set [scroll yvel v] to [0]\n set [ded v] to [1]\nend\nset [ded v] to [1]\nset [scroll xvel v] to (((item (1) of [save scroll x v]) - (scroll x)) / (5))\nset [scroll yvel v] to (((item (1) of [save scroll y v]) - (scroll y)) / (5))\nrepeat (35)\n set [scroll xvel v] to (((item (1) of [save scroll x v]) - (scroll x)) / (5))\n set [scroll yvel v] to (((item (1) of [save scroll y v]) - (scroll y)) / (5))\n set [ded v] to [1]\nend\nbroadcast (restart v)\n\nwhen flag clicked\nset [ghost v] effect to (0)\n\nwhen I receive [play v]\nforever\n set [scrolling mode? v] to [1]\n if <touching (checkpoints v)?> then\n insert (scroll x) at (1) of [save scroll x v] \n insert [0] at (1) of [save x v] \n insert ((y position) + (50)) at (1) of [save y v] \n insert (scroll y) at (1) of [save scroll y v] \n end\nend\n\nwhen flag clicked\nrepeat (50)\n turn right (0) degrees\nend\nbroadcast (play v)\n\nwhen I receive [play v]\nforever\n change x by (scroll xvel)\n if <key (right arrow v) pressed?> then\n switch costume to (right v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (right v)\n end\n if <<not <key (left arrow v) pressed?>> and <not <key (right arrow v) pressed?>>> then\n switch costume to (huh v)\n end\n if <key (down arrow v) pressed?> then\n switch costume to (huh2 v)\n end\nend\n\nwhen I receive [particles v]\nswitch costume to (particles v)\nfaster particle effect\n\nwhen I start as a clone\nset [brightness v] effect to (10)\nswitch costume to (particles v)\nset size to (100) %\nshow\nset rotation style [don't rotate v]\nset [ghost v] effect to (0)\nrepeat (pick random (1) to (5))\n move (10) steps\nend\nrepeat (pick random (1) to (5))\n move (8) steps\nend\nrepeat (pick random (1) to (5))\n move (5) steps\nend\nrepeat (pick random (1) to (5))\n move (3) steps\nend\nrepeat (pick random (1) to (5))\n move (2) steps\nend\nrepeat (pick random (1) to (5))\n move (1) steps\nend\ndelete this clone\n\nwhen I start as a clone\nrepeat (20)\n change [ghost v] effect by (8)\n change size by (-3)\nend\n\nwhen I start as a clone\nforever\n change y by (scroll yvel)\n change x by (scroll xvel)\nend\n\nwhen I receive [restart v]\nbroadcast (play v)\n\ndefine faster particle effect\nrepeat (20)\n point in direction (pick random (180) to (-180))\n create clone of (_myself_ v)\nend\n\nwhen I receive [play v]\nforever\n if <<(scroll x) > [15]> and <(x position) < [0]>> then\n set [scroll xvel v] to [0]\n end\n if <<[-7560] > (scroll x)> and <[0] < (x position)>> then\n set [scroll xvel v] to [0]\n end\nend\n\n@Platformer\n\nwhen I receive [play v]\nbroadcast (clear v)\nhide\nwait (0) seconds\ncreate [17] platformer\n\ndefine create (#) platformer\nswitch costume to (costume1 v)\nrepeat (#)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nforever\n go to x: ((((costume [number v]) - (1)) * (480)) + (scroll x)) y: (scroll y)\n if <<[582] > (x position)> and <(x position) > [-582]>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [clear v]\ndelete this clone\n\n@light\n\nwhen I receive [play v]\nforever\n go to [back v] layer\n go to (player v)\n if <(ded) = [0]> then\n show\n else\n hide\n end\n set size to ((([cos v] of ((tick) * (8)) ) * (10)) + (75)) %\nend\n\nwhen I receive [play v]\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-1)\nend\nset [ghost v] effect to (90)\n\nwhen flag clicked\nset [tick v] to [0]\nforever\n change [tick v] by (1)\nend\n\n@Background\n\nwhen I receive [play v]\nforever\n go to [back v] layer\n go to x: ((((scroll x) / (5)) mod (480)) + (-480)) y: (0)\n set [brightness v] effect to (-15)\nend\n\n@obstacle\n\nwhen I receive [play v]\nhide\nwait (0) seconds\ncreate [10] obstacles\n\nwhen I receive [clear v]\ndelete this clone\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (4) layers\nforever\n if <<[582] > (x position)> and <(x position) > [-582]>> then\n show\n else\n hide\n end\n if <(costume [number v]) = [1]> then\n go to x: ((545) + (scroll x)) y: ((100) + (scroll y))\n turn left (3) degrees\n end\n if <(costume [number v]) = [2]> then\n go to x: ((1100) + (scroll x)) y: ((80) + (scroll y))\n turn left (2) degrees\n end\n if <(costume [number v]) = [3]> then\n go to x: ((1300) + (scroll x)) y: ((80) + (scroll y))\n turn left (2) degrees\n end\n if <(costume [number v]) = [4]> then\n go to x: ((3191) + (scroll x)) y: ((-50) + (scroll y))\n turn left (2) degrees\n end\n if <(costume [number v]) = [5]> then\n go to x: ((3327) + (scroll x)) y: ((-50) + (scroll y))\n turn left (2) degrees\n end\n if <(costume [number v]) = [6]> then\n go to x: ((3464) + (scroll x)) y: ((-50) + (scroll y))\n turn left (2) degrees\n end\n if <(costume [number v]) = [7]> then\n go to x: (((5935) + (scroll x)) + (([cos v] of ((tick) * (2)) ) * (150))) y: ((20) + (scroll y))\n turn left (2) degrees\n end\n if <(costume [number v]) = [8]> then\n go to x: ((6330) + (scroll x)) y: ((0) + (scroll y))\n turn left (2) degrees\n end\n if <(costume [number v]) = [9]> then\n go to x: ((6600) + (scroll x)) y: ((-15) + (scroll y))\n turn left (2) degrees\n end\n if <(costume [number v]) = [10]> then\n go to x: ((7100) + (scroll x)) y: ((7) + (scroll y))\n turn left (2) degrees\n end\nend\n\ndefine create (#) obstacles\nswitch costume to (costume1 v)\nrepeat (#)\n create clone of (_myself_ v)\n next costume\nend\n\n@lava\n\nwhen flag clicked\nshow\nset [ghost v] effect to (10)\nforever\n go to x: ((([cos v] of (((tick) / (20)) * (20)) ) * (150)) + (-150)) y: (((([cos v] of (((tick) / (5)) * (8)) ) * (20)) + (-50)) + (scroll y))\nend\n\n@Checkpoints\n\nwhen I receive [clear v]\ndelete this clone\n\nwhen I receive [play v]\nhide\nwait (0) seconds\ncreate [7] obstacles\n\ndefine create (#) obstacles\npoint in direction (0)\nrepeat (#)\n turn right (1) degrees\n switch costume to (costume1 v)\n create clone of (_myself_ v)\n switch costume to (costume2 v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (4) layers\nforever\n set rotation style [don't rotate v]\n if <<[582] > (x position)> and <(x position) > [-582]>> then\n show\n else\n hide\n end\n if <touching (player v)?> then\n set [active checkpoint id? v] to (direction)\n end\n if <<(costume [number v]) = [2]> or <(costume [number v]) = [3]>> then\n if <(active checkpoint ID?) = (direction)> then\n switch costume to (costume2 v)\n else\n switch costume to (costume3 v)\n end\n end\n if <(direction) = [1]> then\n go to x: ((870) + (scroll x)) y: ((5) + (scroll y))\n end\n if <(direction) = [2]> then\n go to x: ((1500) + (scroll x)) y: ((5) + (scroll y))\n end\n if <(direction) = [3]> then\n go to x: ((2304) + (scroll x)) y: ((-2) + (scroll y))\n end\n if <(direction) = [4]> then\n go to x: ((3006) + (scroll x)) y: ((-2) + (scroll y))\n end\n if <(direction) = [5]> then\n go to x: ((4292) + (scroll x)) y: ((4) + (scroll y))\n end\n if <(direction) = [6]> then\n go to x: ((5567) + (scroll x)) y: ((-55) + (scroll y))\n end\n if <(direction) = [7]> then\n go to x: ((6793) + (scroll x)) y: ((-57) + (scroll y))\n end\nend\n\nwhen flag clicked\nset [active checkpoint id? v] to [0]\n\n@fireball\n\nwhen I receive [play v]\nhide\nwait (0) seconds\ncreate [9] obstacles\n\nwhen I receive [clear v]\ndelete this clone\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (4) layers\nforever\n set rotation style [don't rotate v]\n if <<[582] > (x position)> and <(x position) > [-582]>> then\n show\n else\n hide\n end\n if <(direction) = [1]> then\n set to [1880] [-60] and this [0]\n end\n if <(direction) = [2]> then\n set to [1830] [-60] and this [90]\n end\n if <(direction) = [3]> then\n set to [1780] [-60] and this [180]\n end\n if <(direction) = [4]> then\n set to [2430] [-60] and this [180]\n end\n if <(direction) = [5]> then\n set to [2585] [-60] and this [90]\n end\n if <(direction) = [6]> then\n set to [2740] [-60] and this [0]\n end\n if <(direction) = [7]> then\n set to [5218] [-200] and this [180]\n end\n if <(direction) = [8]> then\n set to [5355] [-200] and this [90]\n end\n if <(direction) = [9]> then\n set to [5495] [-200] and this [0]\n end\nend\n\ndefine create (#) obstacles\nswitch costume to (costume1 v)\npoint in direction (0)\nrepeat (#)\n turn right (1) degrees\n create clone of (_myself_ v)\nend\n\ndefine set to (x) (y) and this (tick variable)\ngo to x: ((x) + (scroll x)) y: (((y) + (scroll y)) + (([cos v] of (((tick) * (4)) + (tick variable)) ) * (200)))\nif < (([cos v] of (((tick) * (4)) + ((tick variable) + (90))) ) * (200)) contains [-]?> then\n switch costume to (costume2 v)\nelse\n switch costume to (costume1 v)\nend\n\n@obstacle2\n\nwhen I receive [play v]\nhide\nwait (0) seconds\ncreate [5] obstacles\n\nwhen I receive [clear v]\ndelete this clone\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (2) layers\nforever\n if <<[582] > (x position)> and <(x position) > [-582]>> then\n show\n else\n hide\n end\n if <(costume [number v]) = [1]> then\n go to x: ((2082) + (scroll x)) y: ((240) + (scroll y))\n point in direction ((([cos v] of ((tick) * (3)) ) * (50)) + (90))\n end\n if <(costume [number v]) = [2]> then\n go to x: ((4600) + (scroll x)) y: ((176) + (scroll y))\n point in direction ((([cos v] of ((tick) * (3)) ) * (50)) + (90))\n end\n if <(costume [number v]) = [3]> then\n go to x: ((4750) + (scroll x)) y: ((176) + (scroll y))\n point in direction ((([cos v] of ((tick) * (3)) ) * (50)) + (90))\n end\n if <(costume [number v]) = [4]> then\n go to x: ((4900) + (scroll x)) y: ((176) + (scroll y))\n point in direction ((([cos v] of ((tick) * (3)) ) * (50)) + (90))\n end\n if <(costume [number v]) = [5]> then\n go to x: ((7350) + (scroll x)) y: ((92) + (scroll y))\n point in direction ((([cos v] of ((tick) * (3)) ) * (50)) + (90))\n end\nend\n\ndefine create (#) obstacles\nswitch costume to (costume1 v)\nrepeat (#)\n create clone of (_myself_ v)\n next costume\nend\n\n@Graphics\n\nwhen I receive [play v]\nbroadcast (clear v)\nhide\nwait (0) seconds\ncreate [17] platformer\n\ndefine create (#) platformer\nswitch costume to (costume1 v)\nrepeat (#)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nforever\n go to x: ((((costume [number v]) - (1)) * (480)) + (scroll x)) y: (scroll y)\n go to [back v] layer\n go [forward v] (1) layers\n if <<[582] > (x position)> and <(x position) > [-582]>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [clear v]\ndelete this clone\n\n@END FLAG\n\nwhen I receive [clear v]\ndelete this clone\n\nwhen I receive [play v]\nhide\nwait (0) seconds\ncreate [1] obstacles\n\ndefine create (#) obstacles\npoint in direction (0)\nrepeat (#)\n turn right (1) degrees\n switch costume to (costume1 v)\n create clone of (_myself_ v)\n switch costume to (costume2 v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (4) layers\nforever\n set rotation style [don't rotate v]\n if <<[582] > (x position)> and <(x position) > [-582]>> then\n show\n else\n hide\n end\n if <touching (player v)?> then\n set [active checkpoint id? v] to (direction)\n end\n if <<(costume [number v]) = [2]> or <(costume [number v]) = [3]>> then\n if <(active checkpoint ID?) = (direction)> then\n switch costume to (costume2 v)\n else\n switch costume to (costume3 v)\n end\n end\n if <(direction) = [1]> then\n go to x: ((7750) + (scroll x)) y: ((-27) + (scroll y))\n end\nend\n\nwhen flag clicked\nset [active checkpoint id? v] to [0]\n\n@the endd\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\ngo to x: (-464) y: (0)\nshow\nrepeat (50)\n change x by (((0) - (x position)) / (5))\nend\n\n@Visuals\n\ndefine Write (text)\nset [scroll y v] to [1]\nrepeat (length of (text))\n switch costume to (letter (scroll y) of (text))\n create clone of (_myself_ v)\n change [scroll y v] by (1)\n change x by (12)\n if <(x position) > [219]> then\n change y by (-20)\n set x to (-220)\n end\nend\nhide\n\nwhen I start as a clone\nset size to (50) %\nshow\nwait (0) seconds\ndelete this clone\n\nwhen I receive [end v]\nshow\nforever\n set size to (100) %\n go to x: (([x position v] of [the endd v]) - (30)) y: (34)\n set [brightness v] effect to (0)\n Write (SCORE)\n go to x: (([x position v] of [the endd v]) - (41)) y: (-5)\n set [brightness v] effect to (0)\n Write (☁ BEST)\nend\n\n@hmm\n\nwhen flag clicked\nhide\nforever\n go to x: (pick random (-600) to (600)) y: (pick random (250) to (-130))\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\n\nwhen I start as a clone\nshow\nforever\n change x by ((size) / (50))\n change y by (((size) / (45)) * (-1))\n change x by ((scroll xvel) * (2))\n change y by ((scroll yvel) * (2))\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nset size to (pick random (100) to (250)) %\nrepeat (50)\n change size by (-1)\n change [ghost v] effect by (-0.1)\nend\nrepeat (50)\n change size by (-1)\n change [ghost v] effect by (0.1)\nend\ndelete this clone\n\n@tn\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nrepeat (50)\n turn right (0) degrees\nend\nrepeat (50)\n change x by (((480) - (x position)) / (5))\n change [ghost v] effect by (5)\nend\nforever\n go to x: (0) y: (0)\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n | - Lava Dash II - Scrolling Platformer\n=========================================\nArrow keys to play (down arrow key to crouch) |
Halloween || A mobile Scrolling Platformer | @Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\nshow variable [mouse v]\n\nwhen flag clicked\nswitch backdrop to (bühnenbild2 v)\n\nwhen I receive [play game v]\nswitch backdrop to (bühnenbild1 v)\n\nwhen I receive [go v]\nshow variable [time: v]\nforever\n if <not <(LEVEL) = [3]>> then\n show variable [time: v]\n wait (1) seconds\n change [time: v] by (-1)\n if <(Time:) = [0]> then\n broadcast (TimeUp v)\n end\n end\nend\n\n@blank\n\n@Player\n\nwhen flag clicked\nhide variable [time: v]\nset [time: v] to [60]\nbroadcast (Green v) and wait\nset [game v] to [non]\nhide\n\nwhen I receive [go v]\nset [game v] to [on]\nbroadcast (Play Game v) and wait\n\n\n\nif <(round (sx)) = [0]> then\nif <boolean> then\nswitch costume to (run-01 v)\n\nswitch costume to (stand v)\n\nstop [this script v]\n\nwhen I receive [green v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (reset v) and wait\n broadcast (setup v) and wait\n Game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [win]> then\n Game win\n else\n Game - Die\n end\nend\n\ndefine Game on\nswitch costume to (stand v)\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 [sx v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (60) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nbroadcast (musik v)\nif <<(round (sx)) = [1]> or <(round (sx)) = [0]>> then\n switch costume to (stand v)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [sx v] by (-2)\n point in direction (-90)\n next costume\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [sx v] by (2)\n point in direction (90)\n next costume\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.8]> then\n Change Player X by (round (sx))\nend\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n switch costume to (jump2 v)\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player Y by (sy)\nTest - Die\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (10)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [-103]> then\n set [scroll y v] to [-103]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <(SCROLL X) > [28800]> then\n set [scroll x v] to [28800]\nend\nif <(LEVEL) = [2]> then\n if <(SCROLL X) > [551]> then\n set [scroll x v] to [551]\n end\nend\nif <(LEVEL) = [3]> then\n set [scroll x v] to [0]\n set [scroll y v] to [-6]\nend\nif <(Time:) = [0]> then\n stop [other scripts in sprite v]\n stop [this script 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 switch costume to (jump2 v)\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 (30)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\nif <<touching (danger2 v)?> and <not <([y position v] of [danger2 v]) > (y position)>>> then\n set [exit v] to [die]\nend\nif <key (r v) pressed?> then\n set [exit v] to [die]\nend\n\ndefine Game win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\nwhen flag clicked\nclear sound effects\nset volume to (100) %\nstop all sounds\nif <not <(Time:) = [0]>> then\n repeat until <(GAME) = [on]>\n play sound [Movie 2 v] until done\n end\n change volume by (20)\n forever\n if <(LEVEL) < [3]> then\n play sound [Movie 2 v] until done\n else\n play sound [Triumph v] until done\n end\n end\nend\n\nwhen flag clicked\nhide variable [lautstärke v]\nforever\n if <key ((join [] [+]) v) pressed?> then\n wait until <not <key ((join [] [+]) v) pressed?>>\n change volume by (20)\n broadcast (showl v)\n else\n if <key ((join [] [-]) v) pressed?> then\n wait until <not <key ((join [] [-]) v) pressed?>>\n change volume by (-20)\n broadcast (showl v)\n end\n end\nend\n\nwhen I receive [showl v]\nshow variable [lautstärke v]\nwait (3) seconds\nhide variable [lautstärke v]\n\nwhen flag clicked\nforever\n set [lautstärke v] to (join (volume) [%])\nend\n\nif <(Time:) = [0]> then\n\n@Platforms\n\nwhen I receive [green v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x [360] y [0]\n Clone at x [360] y [0]\n Clone at x [360] y [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x [360] y [0]\n Clone at x [360] y [0]\n Clone at x [360] y [0]\n switch costume to (level 2 3 v)\n Clone at x [-360] y [100]\n Clone at x [-360] y [100]\n Clone to [139] [251]\n else\n switch costume to (level 3 1 v)\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x (x) y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\n\ndefine Clone to (x) (y)\ncreate clone of (_myself_ v)\nset [x v] to (x)\nset [y v] to (y)\nnext costume\n\n@Exit\n\nwhen I receive [green v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [number v]) = [2]> and <touching (player v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\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 [1962] y [-140]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (closed v)\n Clone at x [-147] y [335]\n else\n set [x v] to [-99999]\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x (x) y (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\n@Danger\n\nwhen I receive [green v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x [360] y [0]\n Clone at x [360] y [0]\n Clone at x [360] y [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x [360] y [0]\n Clone at x [360] y [0]\n Clone at x [360] y [0]\n switch costume to (level 2 3 v)\n Clone at x [-360] y [100]\n Clone at x [-360] y [100]\n Clone to [139] [251]\n else\n switch costume to (level 3 1 v)\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x (x) y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Collectables\n\nwhen I receive [green v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n if <(COLLECTED) = (COLLECTED MAX)> then\n broadcast (Open Portal v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [collected max v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to ( v)\n Clone at x [-195] y [-6]\n Clone at x [674] y [133]\n Clone at x [1028] y [-166]\n Clone at x [1319] y [56]\n Clone at x [1610] y [42]\nelse\n if <(LEVEL) = [2]> then\n switch costume to ( v)\n Clone at x [-202] y [-10]\n Clone at x [503] y [44]\n Clone at x [692] y [353]\n Clone at x [243] y [413]\n Clone at x [9] y [371]\n end\nend\nset [x v] to [-999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x (x) y (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\n@INTRO3\n\nwhen flag clicked\nset [cstat v] to [Background]\nset [stat v] to [Background]\nhide\nset [v1 v] to [0]\nswitch costume to (1 v)\nrepeat (3)\n set [v1 v] to [0]\n create clone of (_myself_ v)\n wait (0.2) seconds\n next costume\nend\nset [cstat v] to [SideBackground]\nset [stat v] to [SideBackground]\nhide\nwait (0.2) seconds\nset [v1 v] to [0]\nswitch costume to (1b v)\nrepeat (3)\n set [v1 v] to [0]\n create clone of (_myself_ v)\n wait (0.2) seconds\n next costume\nend\nset [cstat v] to [BigBack]\nset [stat v] to [BigBack]\nhide\nwait (0.09) seconds\nset [v1 v] to [0]\nswitch costume to (back1 v)\nset [v1 v] to [0]\ncreate clone of (_myself_ v)\nset [cstat v] to [Raster]\nset [stat v] to [Raster]\nhide\nwait (0.09) seconds\nset [v1 v] to [0]\nswitch costume to (raster v)\nset [v1 v] to [0]\ncreate clone of (_myself_ v)\nset [cstat v] to [Logo]\nset [stat v] to [Logo]\nhide\nset [v1 v] to [0]\nswitch costume to (logo3 v)\nset [v1 v] to [0]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n\nset size to (100) %\n\nwhen I start as a clone\nif < (cSTAT) contains [Background]?> then\n show\n set [v1 v] to [0]\n set size to (1) %\n go to x: (0) y: (0)\n set [v1 v] to [23]\n repeat (50)\n change size by (v1)\n set [v1 v] to ((v1) * (0.8))\n if <not < (STAT) contains [Background]?>> then\n delete this clone\n end\n end\n forever\n if <not < (STAT) contains [Background]?>> then\n delete this clone\n end\n end\nend\n\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nif < (cSTAT) contains [BigBack]?> then\n go to [front v] layer\n show\n set [v2 v] to [0]\n set size to (100) %\n go to x: (0) y: (0)\n set [v2 v] to [70]\n repeat (15)\n change y by (v2)\n set [v2 v] to ((v2) * (0.8))\n end\n delete this clone\nend\n\nchange size by (10)\n\nwhen I start as a clone\nif < (cSTAT) contains [Raster]?> then\n clear graphic effects\n go to [back v] layer\n show\n set [v2 v] to [0]\n switch costume to (point v)\n set size to (200) %\n switch costume to (raster v)\n go to x: (0) y: (0)\n set [v2 v] to [70]\n forever\n change x by (-2)\n change y by (-2)\n end\nend\n\nchange y by (v2)\nset [v2 v] to ((v2) * (0.8))\n\ndelete this clone\n\nwait (0.09) seconds\n\nwhen I start as a clone\nif < (cSTAT) contains [Logo]?> then\n set size to (200) %\n clear graphic effects\n go to [front v] layer\n show\n go to x: (0) y: (0)\n forever\n point in direction ((([tan v] of ((timer) * (100)) ) * (10)) + (90))\n end\nend\n\nset [v2 v] to [70]\n\nchange x by (2)\nchange y by (-2)\n\nwhen I start as a clone\nif < (cSTAT) contains [Logo]?> then\n wait (3) seconds\n repeat (10)\n change size by (10)\n change [ghost v] effect by (10)\n change [brightness v] effect by (10)\n end\n stop [other scripts in sprite v]\n broadcast (Start v)\n delete this clone\nend\n\nwhen I start as a clone\nif < (cSTAT) contains [Raster]?> then\n wait (3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change [brightness v] effect by (10)\n end\n stop [other scripts in sprite v]\n delete this clone\nend\n\nchange size by (-10)\n\n@Story\n\nwhen I receive [start v]\nset [val v] to [0]\nset size to (1) %\nswitch costume to (1 v)\nwait (1) seconds\nshow\nforever\n if <(costume [number v]) = [4]> then\n show variable [time: v]\n end\n set [val v] to [23]\n wait until <<key (space v) pressed?> or <mouse down?>>\n set [val v] to [-23]\n if <not <(costume [number v]) = [4]>> then\n wait (1) seconds\n hide\n next costume\n show\n else\n wait (1) seconds\n hide\n broadcast (Go v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [val v] to [0]\nhide\nforever\n set [val v] to ((val) * (0.8))\n change size by (val)\nend\n\nwhen I receive [start v]\nforever\n if <key (s v) pressed?> then\n set [val v] to [-23]\n hide\n broadcast (Go v)\n end\nend\n\n@Platforms2\n\nwhen I receive [green v]\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\nPosition ((x) - ((SCROLL X) / (2))) ((y) - ((SCROLL Y) / (2)))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x [360] y [0]\n Clone at x [360] y [0]\n Clone at x [360] y [0]\n Clone at x [360] y [0]\n Clone at x [360] y [0]\n Clone at x [360] y [0]\n Clone at x [360] y [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x [360] y [0]\n Clone at x [360] y [0]\n Clone at x [360] y [0]\n Clone at x [360] 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 switch costume to (level 1 1 v)\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x (x) y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [intro? v]\nhide\n\nwhen flag clicked\nhide\n\n@Platforms3\n\nwhen I receive [green v]\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\nPosition ((x) - ((SCROLL X) / (3))) (y)\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x [360] y [0]\n Clone at x [360] y [0]\n Clone at x [360] y [0]\n Clone at x [360] y [0]\n Clone at x [360] y [0]\n Clone at x [360] y [0]\n Clone at x [360] y [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x [360] y [0]\n Clone at x [360] y [0]\n Clone at x [360] y [0]\n Clone at x [360] 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 switch costume to (level 1 1 v)\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x (x) y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [intro? v]\nhide\n\nwhen flag clicked\nhide\n\n@Info\n\nwhen I receive [green v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x [360] y [0]\n Clone at x [360] y [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x [0] y [300]\n Clone at x [460] y [0]\n else\n switch costume to (level 3 1 v)\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x (x) y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\n\n@particles\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (7))\nset [val v] to [0]\nset [val2 v] to [0]\nset [val v] to [15]\nset [val2 v] to (pick random (-100) to (100))\nrepeat (40)\n change y by (val)\n change [val v] by (-1)\n change x by (val2)\n set [val2 v] to ((val2) * (0.8))\nend\ndelete this clone\n\nwhen flag clicked\nhide\nset [game v] to [non]\nforever\n if <<(LEVEL) = [3]> and <not <(GAME) = [non]>>> then\n wait (2) seconds\n repeat (10)\n create clone of (_myself_ v)\n end\n end\nend\n\n@TimeUp\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen I receive [timeup v]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\nstop [all v]\n\n@Thumb\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\n | Halloween || A mobile Scrolling Platformer\n-------------------------------------------------------------------------\n - Happy Halloween! - \n\n Story\n ----------------\nIt's Halloween and the Scratch cat got lost in the woods! Help her find her way out of the forest! You have 60 seconds!\n\nEs ist Halloween und die Scratch Katze hat sich im Wald verlaufen! Hilf ihr, aus dem Wald herauzufinden! Du hast 60 Sekunden Zeit!\n\n Instructions \n ----------------\n- Jump over the dangers (Pumpkins) and collect the coins to open checkpoints!\n- You have 60 sec!\n- Change volume: + and -\n- Have fun!\n\n- Springe über die Gefahren (Kürbisse) und sammele die Münzen ein, um Checkpoints zu öffnen!\n- Du hast 60 sek. Zeit!\n- Lautstärke ändern: + und -\n- Viel Spaß!\n\n News\n ----------------\n17.11.20 - 200+ Likes!!!\n29.10.20 - Bug fixes and 83 Likes\n25.10.20 - 1st on German trends and 37 Likes: Yeah\n20.10.20 - share\n\n Credits\n ----------------\n- @griffpatch for the scrolling Platformer Tutorial\n\nPlease Like, Fav and Follow if you like it :)\nBitte Liken, Faven und folgen, wenn du dieses Spiel magst :)\n\n@AsterixDavid @Scrolling @Platformer @Game @Fun @Speedrun @AsterixDavid @Scrolling @Platformer @Game @Fun @Speedrun @AsterixDavid @Scrolling @Platformer @Game @Fun @Speedrun @AsterixDavid @Scrolling @Platformer @Game @Fun @Speedrun @AsterixDavid @Scrolling @Platformer @Game @Fun @Speedrun @AsterixDavid @Scrolling @Platformer @Game @Fun @Speedrun @AsterixDavid @Scrolling @Platformer @Game @Fun @Speedrun @AsterixDavid @Scrolling @Platformer @Game @Fun @Speedrun |
Aurora - A Mobile Friendly Platformer | @Stage\n\nwhen flag clicked\nset volume to (70) %\nforever\n play sound [mp3-508029435953373-160312047696530 v] until done\nend\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?> then\n switch costume to (over right v)\n end\n if <key (left arrow 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 <[239] < (x position)> then\n go to x: (-200) y: (-100)\n change [level v] by (1)\n if <[11] > (Level)> then\n broadcast (LEVEL UP! v)\n end\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\nwhen I receive [start v]\nforever\n if <key (d v) pressed?> then\n switch costume to (over right v)\n end\n if <key (a v) pressed?> then\n switch costume to (over left v)\n end\nend\n\nwhen I receive [end v]\nhide\n\ngo to (random position v)\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\nwhen I receive [end v]\nhide\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\nwhen I receive [end v]\nhide\n\n@Stars\n\nwhen flag clicked\nforever\n go to [back v] layer\n turn right (0.05) degrees\nend\n\nwhen I receive [end v]\nhide\n\nwhen I receive [start v]\nshow\n\n@Effect\n\nwhen flag clicked\nforever\n set [ghost v] effect to (70)\nend\n\nwhen I receive [start v]\nshow\n\nwhen I receive [end v]\nhide\n\n@Middleground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (costume1 v)\n go to [back v] layer\n set [brightness v] effect to (-30)\n set [ghost v] effect to (0)\nend\n\nwhen I receive [end v]\nhide\n\nwhen I receive [start v]\nshow\n\n@Landscape\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo [backward v] (5) layers\nforever\n switch costume to (Level)\n go to [back v] layer\nend\n\nwhen I receive [end v]\nhide\n\nwhen I receive [start v]\nshow\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@End Screen\n\nwhen I receive [end v]\ngo to x: (0) y: (0)\nshow\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <(Level) > [10]> then\n broadcast (End v)\n stop [this script v]\n end\nend\n\n@Mountain\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 | Laptop/Desktop: Use Arrow Keys To Move\n\nMobile: Touch Where You Want To Move\n\nAuroras, usually referred to as arctic lights, northern lights, is a natural light display in the Earth's sky. Auroras are the result of disturbances in the magnetosphere caused by solar wind.\n\nEnjoy, I spent a couple hours making this. |
- Sketch - Platformer ( #3 ) | @Stage\n\nwhen flag clicked\nforever\n play sound [れじぇくん2 v] until done\nend\n\n@Player\n\ndefine Spin off screen\nset rotation style [all around v]\nset [player death v] to [1]\nstart sound [tin1 v]\nset [y v v] to [15]\nrepeat until <(y position) < [-178]>\n go to [front v] layer\n turn right (10) degrees\n change y by (Y v)\n change [y v v] by (-1)\nend\nset [player death v] to [0]\ngo to [back v] layer\nset rotation style [left-right v]\npoint in direction (90)\ngo [forward v] (3) layers\ngo to [front v] layer\n\nnext backdrop\n\nwhen flag clicked\ngo [forward v] (10) layers\nhide variable [☁ world record v]\nhide variable [☁ your time v]\nhide\ngo [forward v] (3) layers\ngo to x: (-199) y: (-60)\nset rotation style [left-right v]\npoint in direction (90)\nset size to (100) %\nset [x v] to [0]\nset [y v] to [0]\nshow\n\nwhen I receive [start v]\n\nSpin off screen\n\nwhen flag clicked\nhide variable [☁ world record v]\nhide variable [☁ your time v]\nreset timer\nswitch costume to (1 v)\nswitch backdrop to (2 v)\nshow\nforever\n change y by (1)\n change [y v] by (-1)\n if <<key (right arrow v) pressed?> or <<(mouse x) > [1]> and <mouse down?>>> then\n change [x v] by (1)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < [-1]> and <mouse down?>>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n set [y v] to [0]\n if <<key (up arrow v) pressed?> or <<(mouse y) > [50]> and <mouse down?>>> then\n set [y v] to [15]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [y v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> and <touching (ground v)?>> or <<mouse down?> and <<touching (ground v)?> and <(mouse y) > [50]>>>> then\n start sound [ジャンプ v]\n set [y v] to [15]\n end\n if <touching (magma v)?> then\n Spin off screen\n end\n if <touching (spike v)?> then\n Spin off screen\n else\n if <[-166] > (y position)> then\n go to x: (-199) y: (-60)\n end\n end\n if <(Stage) = [11]> then\nend\n\n@Ground\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [back v] layer\ngo [forward v] (5) layers\nforever\n switch costume to (Stage)\nend\n\nwhen flag clicked\nset [stage v] to [1]\n\nwhen I receive [goal v]\nchange [stage v] by (1)\n\n@transition\n\nwhen flag clicked\nhide\n\nwhen I receive [goal v]\nset [trans on or off v] to [On]\ngo [forward v] (1) layers\ngo to [front v] layer\nset x to (500)\nshow\nrepeat (6)\n change x by (-80)\nend\nchange x by (-15)\nwait (0.6) seconds\nset [trans on or off v] to [Off]\nrepeat (5)\n change x by (-80)\nend\nhide\n\n@Spike\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム1 v)\nhide variable [☁ world record v]\nhide variable [☁ your time v]\n\nwhen I receive [goal v]\nwait (0.5) seconds\nnext costume\n\n@スプライト1\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\ngo [forward v] (100) layers\n\n@スプライト2\n\nwhen flag clicked\nshow\nset [ghost v] effect to (50)\n\n | How to move - Use arrow keys or mobile controls\n |
100% Pen Platformer Engine #games | @Stage\n\nwhen flag clicked\nset [☁ test v] to [1]\n\n@Blank\n\n@Render\n\ndefine Render\ndelete all of [platform-type v]\ndelete all of [platform-height v]\ndelete all of [platform-length v]\ndelete all of [platform-x v]\ndelete all of [platform-y v]\nRender Grid\nPlatforms\nLava\nGravitiy\nBouncy\nWin\nDraw Player // Width: (Player width) X: (Player X) Y: (Player Y) Size: [10]\nbroadcast (tick v)\n\nwhen flag clicked\nbroadcast (Scripts v)\nbroadcast (reset v) and wait\nforever\n Loop\n if <(Dead) = [1]> then\n stop [other scripts in sprite v]\n broadcast (Scripts v)\n broadcast (reset v) and wait\n end\n if <[1] = (win)> then\n repeat until <<(round (item (item # of [w] in [platform-type v]) of [platform-x v])) = (round (Player X))> and <(round (item (item # of [w] in [platform-type v]) of [platform-y v])) = (round (Player Y))>>\n change [player x v] by (((item (item # of [w] in [platform-type v]) of [platform-x v]) - (Player X)) / (5))\n change [player y v] by (((item (item # of [w] in [platform-type v]) of [platform-y v]) - (Player Y)) / (5))\n set [cam x v] to (Player X)\n set [cam y v] to (Player Y)\n change [player width v] by (-0.3)\n erase all\n Render\n end\n set [win text v] to [You Win!]\n broadcast (win v) and wait\n stop [this script v]\n end\nend\n\ndefine Draw Player // Width: (width) X: (x) Y: (y) Size: (size)\nset pen color to (#ff8800)\nLine // X: ((x) - (width)) Y: ((y) + (width)) X2: ((x) + (width)) Y2: ((y) + (width)) Size: (size)\nLine // X: ((x) + (width)) Y: ((y) + (width)) X2: ((x) + (width)) Y2: ((y) - (width)) Size: (size)\nLine // X: ((x) + (width)) Y: ((y) - (width)) X2: ((x) - (width)) Y2: ((y) - (width)) Size: (size)\nLine // X: ((x) - (width)) Y: ((y) - (width)) X2: ((x) - (width)) Y2: ((y) + (width)) Size: (size)\n\ndefine Line // X: (x) Y: (y) X2: (x2) Y2: (y2) Size: (size)\nset pen size to (size)\npen up\ngo to x: ((x) - (Cam X)) y: ((y) - (Cam Y))\npen down\ngo to x: ((x2) - (Cam X)) y: ((y2) - (Cam Y))\npen up\n\ndefine Physics // Move Speed: (speed) Jump Height: (jump)\ngo to x: ((Player X) - (Cam X)) y: ((Player Y) - (Cam Y))\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > ((x position) + (10))> and <mouse down?>>> then\n change [xvel v] by (speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < ((x position) - (10))> and <mouse down?>>> then\n change [xvel v] by ((0) - (speed))\nend\nset [xvel v] to ((xvel) * (0.9))\nif <([abs v] of (xvel) ) > [0.9]> then\n Change X // Change: (round (xvel))\nend\nchange [yvel v] by (-2)\nif <(in air) < [6]> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (x position)> and <mouse down?>>> then\n set [yvel v] to (jump)\n end\nend\nif <[collisions v] contains [b]?> then\n set [yvel v] to [30]\nend\nChange Y // Change: (yvel)\nif <<<[collisions v] contains [l]?> or <(Player Y) < [-300]>> or <(Player Y) > [800]>> then\n set [dead v] to [1]\nend\nchange [cam x v] by (((Player X) - (Cam X)) / (5))\nchange [cam y v] by (((Player Y) - (Cam Y)) / (5))\nCollisions // Width: (Collision Width)\nif <[collisions v] contains [w]?> then\n set [win v] to [1]\nend\n\ndefine Change X // Change: (change)\nchange [player x v] by (change)\nCollisions // Width: (Collision Width)\nif <[collisions v] contains [p]?> then\n repeat (8)\n change [player y v] by (1)\n Collisions // Width: (Collision Width)\n if <not <[collisions v] contains [p]?>> then\n stop [this script v]\n end\n end\n change [player y v] by (-8)\n repeat until <not <[collisions v] contains [p]?>>\n Collisions // Width: (Collision Width)\n if <(change) > [0]> then\n change [player x v] by (-1)\n else\n change [player x v] by (1)\n end\n end\nend\n\nwhen I receive [reset v]\nReset\n\ndefine Render Grid\nset pen color to (#191919)\nset pen size to (10)\ngo to x: (((-240) - (((Cam X) * (0.5)) mod (Grid Length))) + (() mod (Grid Length))) y: (-180)\nrepeat (13)\n pen down\n set y to (180)\n pen up\n change x by (40)\n set y to (-180)\nend\ngo to x: (-240) y: (((-180) - (((Cam Y) * (0.5)) mod (Grid Length))) + (() mod (Grid Length)))\nrepeat (10)\n pen down\n set x to (240)\n pen up\n change y by (40)\n set x to (-240)\nend\n\ndefine Draw Platform // X: (x) Y: (y) Length: (length) Height: (height)\nadd (x) to [platform-x v]\nadd (y) to [platform-y v]\nadd ([abs v] of (length) ) to [platform-length v]\nadd ([abs v] of (height) ) to [platform-height v]\nadd [p] to [platform-type v]\nset pen color to (#0050ff)\nset pen (brightness v) to (60)\nLine // X: ((x) - (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) + (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + (height)) Size: (Size 2)\nset pen color to (#0050ff)\nLine // X: ((x) - (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) + (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + (height)) Size: (Size 1)\n\ndefine Platforms\nDraw Platform // X: [2] Y: [-40] Length: ((3) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Platform // X: [394] Y: [-40] Length: ((2) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Platform // X: [606] Y: [60] Length: (((1) * (Grid Length)) / (2)) Height: ((3.5) * (Grid Length))\nDraw Platform // X: [706] Y: [430] Length: ((3) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Platform // X: [1130] Y: [430] Length: ((3) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Platform // X: [1400] Y: [100] Length: ((3) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Platform // X: [1792] Y: [100] Length: ((2) * (Grid Length)) Height: ((1) * (Grid Length))\n\ndefine Change Y // Change: (change)\nif <(Reverse?) = [0]> then\n change [player y v] by (change)\nelse\n change [player y v] by ((0) - (change))\nend\nchange [in air v] by (1)\nCollisions // Width: (Collision Width)\nrepeat until <not <[collisions v] contains [p]?>>\n Collisions // Width: (Collision Width)\n set [yvel v] to [0]\n if <(Reverse?) = [1]> then\n if <((0) - (change)) > [0]> then\n change [player y v] by (-1)\n set [in air v] to [0]\n else\n change [player y v] by (1)\n end\n else\n if <(change) > [0]> then\n change [player y v] by (-1)\n else\n change [player y v] by (1)\n set [in air v] to [0]\n end\n end\nend\n\ndefine Collisions // Width: (width)\ndelete all of [collisions v]\nset [i v] to [0]\nrepeat (length of [platform-x v])\n change [i v] by (1)\n if <not <(Player X) > (((item (i) of [platform-x v]) + (item (i) of [platform-length v])) + (width))>> then\n if <not <(Player Y) > (((item (i) of [platform-y v]) + (item (i) of [platform-height v])) + (width))>> then\n if <not <(Player X) < (((item (i) of [platform-x v]) - (item (i) of [platform-length v])) - (width))>> then\n if <not <(Player Y) < (((item (i) of [platform-y v]) - (item (i) of [platform-height v])) - (width))>> then\n add (item (i) of [platform-type v]) to [collisions v]\n end\n end\n end\n end\nend\n\ndefine Loop\nerase all\nRender\nPhysics // Move Speed: [1.5] Jump Height: [16]\n\ndefine Draw Bounce // X: (x) Y: (y) Length: (length) Height: (height)\nadd (x) to [platform-x v]\nadd (y) to [platform-y v]\nadd ([abs v] of (length) ) to [platform-length v]\nadd ([abs v] of (height) ) to [platform-height v]\nadd [b] to [platform-type v]\nset pen color to (#ffdd00)\nset pen (brightness v) to (80)\nLine // X: ((x) - (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) + (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + (height)) Size: (Size 2)\nset pen color to (#ffdc00)\nLine // X: ((x) - (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) + (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + (height)) Size: (Size 1)\n\ndefine Draw Lava // X: (x) Y: (y) Length: (length) Height: (height)\nadd (x) to [platform-x v]\nadd (y) to [platform-y v]\nadd ([abs v] of (length) ) to [platform-length v]\nadd (([abs v] of (height) ) + ((0) - (pen tick))) to [platform-height v]\nadd [l] to [platform-type v]\nset pen color to (#ff0000)\nset pen (brightness v) to (60)\nLine // X: ((x) - (length)) Y: ((y) + ((height) + ((0) - (pen tick)))) X2: ((x) + (length)) Y2: ((y) + ((height) + ((0) - (pen tick)))) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) + ((height) + ((0) - (pen tick)))) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + ((height) + ((0) - (pen tick)))) Size: (Size 2)\nset pen color to (#ff0000)\nLine // X: ((x) - (length)) Y: ((y) + ((height) + ((0) - (pen tick)))) X2: ((x) + (length)) Y2: ((y) + ((height) + ((0) - (pen tick)))) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) + ((height) + ((0) - (pen tick)))) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + ((height) + ((0) - (pen tick)))) Size: (Size 1)\n\nwhen I receive [scripts v]\nforever\n change [pen tick v] by (1)\n if <(pen tick) > [20]> then\n repeat until <(pen tick) < [1]>\n change [pen tick v] by (-1)\n end\n end\nend\n\nwhen I receive [scripts v]\nforever\n set [reverse? v] to [0]\n wait until <not <[collisions v] contains [r]?>>\n wait until <[collisions v] contains [r]?>\n set [reverse? v] to [1]\n wait until <not <[collisions v] contains [r]?>>\n wait until <[collisions v] contains [r]?>\n set [reverse? v] to [0]\nend\n\ndefine Draw Gravity Switch // X: (x) Y: (y) Length: (length) Height: (height)\nadd (x) to [platform-x v]\nadd (y) to [platform-y v]\nadd (length) to [platform-length v]\nadd (height) to [platform-height v]\nadd [r] to [platform-type v]\nset pen color to (#2aff00)\nset pen (brightness v) to (60)\nLine // X: ((x) - (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) + (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + (height)) Size: (Size 2)\nset pen color to (#2aff00)\nLine // X: ((x) - (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) + (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + (height)) Size: (Size 1)\n\ndefine Lava\nDraw Lava // X: [218] Y: [-40] Length: ((2) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Lava // X: [1616] Y: [100] Length: ((2) * (Grid Length)) Height: ((1) * (Grid Length))\n\ndefine Gravitiy\nDraw Gravity Switch // X: [682] Y: [160] Length: ((01) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Gravity Switch // X: [1306] Y: [430] Length: ((01) * (Grid Length)) Height: ((1) * (Grid Length))\n\ndefine Reset\ndelete all of [platform-type v]\ndelete all of [platform-height v]\ndelete all of [platform-length v]\ndelete all of [platform-x v]\ndelete all of [platform-y v]\ndelete all of [collisions v]\nset [reverse? v] to [0]\nset [dead v] to [0]\nset [collision width v] to [23]\nset [grid length v] to [40]\nset [cam x v] to [0]\nset [cam y v] to [0]\nset [player x v] to [0]\nset [player y v] to [50]\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [player width v] to [15]\nset [win v] to [0]\n\ndefine Bouncy\nDraw Bounce // X: [530] Y: [-20] Length: ((1) * (Grid Length)) Height: (((1) * (Grid Length)) / (2))\n\ndefine Win\nDraw Win // X: [1950] Y: [220] Length: ((0.5) * (Grid Length)) Height: ((0.5) * (Grid Length))\n\ndefine Draw Win // X: (x) Y: (y) Length: (length) Height: (height)\nadd (x) to [platform-x v]\nadd (y) to [platform-y v]\nadd ([abs v] of (length) ) to [platform-length v]\nadd ([abs v] of (height) ) to [platform-height v]\nadd [w] to [platform-type v]\nset pen color to (#ff00e9)\nset pen (brightness v) to (60)\nLine // X: ((x) - (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) + (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + (height)) Size: (Size 2)\nset pen color to (#ff00e7)\nLine // X: ((x) - (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) + (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + (height)) Size: (Size 1)\n\nwhen [timer v] > (0.01)\nerase all\nset [player x v] to [0]\nset [player y v] to [25]\nset [cam x v] to [0]\nset [cam y v] to [40]\nset [player width v] to [15]\nRender Grid\nPlatforms\nLava\nGravitiy\nBouncy\nWin\nDraw Player // Width: (Player width) X: (Player X) Y: (Player Y) Size: [10]\nbroadcast (tn v)\n\nwhen I receive [scripts v]\nforever\n reset timer\nend\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 I receive [win v]\n\nerase all\nset pen color to (#ffffff)\nPrint | Pos [-195] [-20] Size [60] [] Bounds [] [] Space [1.5] Style [2] [] Underline [] [] Align [] [] Text (win text)\n\nwhen I receive [tn v]\n\nset pen color to (#ffffff)\nPrint | Pos [-170] [140] Size [20] [] Bounds [] [] Space [1.5] Style [2] [] Underline [] [] Align [] [] Text [100% Pen Platformer]\nPrint | Pos [-50] [110] Size [20] [] Bounds [] [] Space [1.5] Style [2] [] Underline [] [] Align [] [] Text [Engine]\n\n@PTE\n\nwhen flag clicked\nhide\nswitch costume to ( v)\nset size to (108000) %\nswitch costume to (a v)\n\ndefine INTERNAL | printChar (index) (x) (y) (i.x) (i.y) (j.x) (j.y)\nchange [_x v] by ((i.x) * (item (index) of [_char_width v]))\nchange [_y v] by ((i.y) * (item (index) of [_char_width v]))\nset [_i3 v] to (item (index) of [_char_index v])\nrepeat (item ((_i3) - (1)) of [_font_data v])\n go to x: ((x) + (((i.x) * (item (_i3) of [_font_data v])) + ((j.x) * (item ((_i3) + (1)) of [_font_data v])))) y: ((y) + (((i.y) * (item (_i3) of [_font_data v])) + ((j.y) * (item ((_i3) + (1)) of [_font_data v]))))\n pen down\n change [_i3 v] by (3)\n repeat (item ((_i3) - (1)) of [_font_data v])\n go to x: ((x) + (((i.x) * (item (_i3) of [_font_data v])) + ((j.x) * (item ((_i3) + (1)) of [_font_data v])))) y: ((y) + (((i.y) * (item (_i3) of [_font_data v])) + ((j.y) * (item ((_i3) + (1)) of [_font_data v]))))\n change [_i3 v] by (2)\n end\n pen up\nend\nchange [_i3 v] by (1)\nchange pen size by (1)\nrepeat (item ((_i3) - (1)) of [_font_data v])\n go to x: ((x) + (((i.x) * (item (_i3) of [_font_data v])) + ((j.x) * (item ((_i3) + (1)) of [_font_data v])))) y: ((y) + (((i.y) * (item (_i3) of [_font_data v])) + ((j.y) * (item ((_i3) + (1)) of [_font_data v]))))\n pen down\n pen up\n change [_i3 v] by (2)\nend\nchange pen size by (-1)\n\ndefine Set Pen Color to RGBA (r) (g) (b) (a)\nset pen color to ((round (b)) + ((256) * ((round (g)) + ((256) * ((round (r)) + ((256) * (round (a))))))))\n\ndefine Print | Pos (x) (y) Size (size) Transform (i.x) (i.y) (j.x) (j.y) Spacing (cspace) Weight (weight) Underline (ul.left) (ul.right) (ul.weight) Align (al.x) (al.y) Text (text)\npen up\nset [_i0 v] to (((<(size) = []> * (12)) + (size)) / (100))\nset pen size to ((0.125) * ((<(weight) = []> + (weight)) * ((100) * (_i0))))\nset [_i1 v] to ((_i0) * (<(i.x) = []> + (i.x)))\nset [_i2 v] to ((_i0) * ((1) * (i.y)))\nset [_i3 v] to (<(cspace) = []> + (cspace))\nset [_i4 v] to ((-1) * ((<(al.x) = [r]> + (<(al.x) = [c]> * (0.5))) + (al.x)))\nset [_i5 v] to ((-1) * ((<(al.y) = [t]> + (<(al.y) = [c]> * (0.5))) + (al.y)))\nINTERNAL | printText (text) ((1) * (x)) ((1) * (y)) (_i1) (_i2) ((_i0) * ((1) * (j.x))) ((_i0) * (<(j.y) = []> + (j.y))) ((30) * ((_i3) * (_i1))) ((30) * ((_i3) * (_i2))) (ul.left) (ul.right) ((0.125) * ((<(ul.weight) = []> + (ul.weight)) * ((100) * (_i0)))) (_i4) (_i5)\n\ndefine INTERNAL | printText (text) (x) (y) (i.x) (i.y) (j.x) (j.y) (cs.x) (cs.y) (ul.left) (ul.right) (ul.weight) (al.x) (al.y)\nset [_x v] to ((x) + ((100) * ((al.y) * (j.x))))\nset [_y v] to ((y) + ((100) * ((al.y) * (j.y))))\nif <not <(al.x) = [0]>> then\n set [_i0 v] to [1]\n set [_i1 v] to [0]\n set [_i2 v] to [0]\n repeat (length of (text))\n switch costume to ( v)\n switch costume to (letter (_i0) of (text))\n change [_i1 v] by (((i.x) * (item (costume [number v]) of [_char_width v])) + (cs.x))\n change [_i2 v] by (((i.y) * (item (costume [number v]) of [_char_width v])) + (cs.y))\n change [_i0 v] by (1)\n end\n change [_x v] by ((al.x) * ((_i1) - (cs.x)))\n change [_y v] by ((al.x) * ((_i2) - (cs.y)))\nend\nset [_i1 v] to ((_x) + (((100) * ((ul.left) * (j.x))) - ((0.3) * (cs.x))))\nset [_i2 v] to ((_y) + (((100) * ((ul.left) * (j.y))) - ((0.3) * (cs.y))))\nset [_i0 v] to [1]\nrepeat (length of (text))\n switch costume to ( v)\n switch costume to (letter (_i0) of (text))\n INTERNAL | printChar (costume [number v]) (_x) (_y) (i.x) (i.y) (j.x) (j.y)\n change [_x v] by (cs.x)\n change [_y v] by (cs.y)\n change [_i0 v] by (1)\nend\nif <not <<(ul.left) = []> or <(ul.right) = []>>> then\n set pen size to (ul.weight)\n go to x: ((_x) + (((100) * ((ul.right) * (j.x))) - ((0.7) * (cs.x)))) y: ((_y) + (((100) * ((ul.right) * (j.y))) - ((0.7) * (cs.y))))\n pen down\n go to x: (_i1) y: (_i2)\n pen up\nend\n\ndefine INTERNAL | printWW (x) (y) (i.x) (i.y) (j.x) (j.y) (cs.x) (cs.y) (ls.x) (ls.y) (ul.left) (ul.right) (ul.weight) (al.x) (al.y)\nswitch costume to (a v)\nset [_i0 v] to [1]\nset [_i1 v] to [1]\nrepeat (length of [_tmp1 v])\n set [_x v] to (((x) + ((ls.x) * ((_i0) - (al.y)))) - ((al.x) * ((i.x) * (item (_i0) of [_tmp1 v]))))\n set [_y v] to (((y) + ((ls.y) * ((_i0) - (al.y)))) - ((al.x) * ((i.y) * (item (_i0) of [_tmp1 v]))))\n repeat (item (_i0) of [_tmp2 v])\n INTERNAL | printChar (item (_i1) of [_tmp0 v]) (_x) (_y) (i.x) (i.y) (j.x) (j.y)\n change [_x v] by (cs.x)\n change [_y v] by (cs.y)\n change [_i1 v] by (1)\n end\n change [_i0 v] by (1)\n change [_i1 v] by (1)\nend\nif <not <<(ul.left) = []> or <(ul.right) = []>>> then\n set pen size to (ul.weight)\n set [_i0 v] to [1]\n repeat (length of [_tmp1 v])\n set [_x v] to ((x) + ((ls.x) * ((_i0) - (al.y))))\n set [_y v] to ((y) + ((ls.y) * ((_i0) - (al.y))))\n set [_i1 v] to (item (_i0) of [_tmp1 v])\n go to x: (((_x) - ((al.x) * ((i.x) * (_i1)))) + (((100) * ((ul.left) * (j.x))) - ((0.3) * (cs.x)))) y: (((_y) - ((al.x) * ((i.y) * (_i1)))) + (((100) * ((ul.left) * (j.y))) - ((0.3) * (cs.y))))\n pen down\n go to x: (((_x) - (((al.x) - (1)) * ((i.x) * (_i1)))) + (((100) * ((ul.right) * (j.x))) + ((0.3) * (cs.x)))) y: (((_y) - (((al.x) - (1)) * ((i.y) * (_i1)))) + (((100) * ((ul.right) * (j.y))) + ((0.3) * (cs.y))))\n pen up\n change [_i0 v] by (1)\n end\nend\nset [_x v] to ((x) + ((ls.x) * ((_i0) - (al.y))))\nset [_y v] to ((y) + ((ls.y) * ((_i0) - (al.y))))\n\ndefine INTERNAL | calcWW (text) (length) (extlen) (cspace) (emptyline) (emptyword)\ndelete all of [_tmp0 v]\ndelete all of [_tmp1 v]\ndelete all of [_tmp2 v]\nset [_i0 v] to [1]\nset [_i1 v] to (emptyword)\nset [_i2 v] to [0]\nset [_i3 v] to (emptyline)\nset [_i4 v] to [0]\nrepeat (length of (text))\n if <(letter (_i0) of (text)) = [ ]> then\n if <((_i3) + (_i1)) > (length)> then\n if <(((_i2) - (1)) - (_i4)) > [0]> then\n add (_i3) to [_tmp1 v]\n add (((_i2) - (1)) - (_i4)) to [_tmp2 v]\n set [_i3 v] to ((_i1) + (emptyline))\n set [_i4 v] to (_i2)\n end\n else\n change [_i3 v] by (_i1)\n end\n set [_i1 v] to (emptyword)\n add [1] to [_tmp0 v]\n set [_i2 v] to (length of [_tmp0 v])\n else\n switch costume to ( v)\n switch costume to (letter (_i0) of (text))\n set [_i5 v] to ((item (costume [number v]) of [_char_width v]) + (cspace))\n if <((_i1) + (_i5)) > (extlen)> then\n if <((_i2) - (_i4)) > [0]> then\n add (_i3) to [_tmp1 v]\n add (((_i2) - (1)) - (_i4)) to [_tmp2 v]\n end\n add ((emptyline) + (_i1)) to [_tmp1 v]\n add ((length of [_tmp0 v]) - (_i2)) to [_tmp2 v]\n add [1] to [_tmp0 v]\n set [_i3 v] to (emptyline)\n set [_i1 v] to ((emptyword) + (_i5))\n set [_i2 v] to (length of [_tmp0 v])\n set [_i4 v] to (_i2)\n else\n change [_i1 v] by (_i5)\n end\n add (costume [number v]) to [_tmp0 v]\n end\n change [_i0 v] by (1)\nend\nif <not <(_i4) = (length of [_tmp0 v])>> then\n if <(_i2) = (length of [_tmp0 v])> then\n add (_i3) to [_tmp1 v]\n add ((length of [_tmp0 v]) - (_i4)) to [_tmp2 v]\n else\n if <((_i3) + (_i1)) > (length)> then\n if <(((_i2) - (1)) - (_i4)) > [0]> then\n add (_i3) to [_tmp1 v]\n add (((_i2) - (1)) - (_i4)) to [_tmp2 v]\n end\n add ((emptyline) + (_i1)) to [_tmp1 v]\n add ((length of [_tmp0 v]) - (_i2)) to [_tmp2 v]\n else\n add ((_i3) + (_i1)) to [_tmp1 v]\n add ((length of [_tmp0 v]) - (_i4)) to [_tmp2 v]\n end\n end\nend\n\ndefine WW Print | Pos (x) (y) Size (size) Length (length) Transform (i.x) (i.y) (j.x) (j.y) Spacing (cspace) (lspace.y) (lspace.x) Weight (weight) Underline (ul.left) (ul.right) (ul.weight) Align (al.x) (al.y) Text (text)\npen up\nset [_i0 v] to ((<(size) = []> * (12)) + (size))\nset pen size to ((0.125) * ((<(weight) = []> + (weight)) * (_i0)))\nset [_i1 v] to (<(cspace) = []> + (cspace))\nset [_i2 v] to ((((100) / (_i0)) * ((<(length) = []> * (460)) + (length))) / ([sqrt v] of (((<(i.x) = []> + (i.x)) * (<(i.x) = []> + (i.x))) + ((i.y) * (i.y))) ))\nINTERNAL | calcWW (text) (_i2) ((_i2) + (((30) * (_i1)) + (20))) ((30) * (_i1)) ((-1) * (((60) * (_i1)) + (20))) (((30) * (_i1)) + (20))\nset [_i0 v] to (((<(size) = []> * (12)) + (size)) / (100))\nset [_i1 v] to ((_i0) * (<(i.x) = []> + (i.x)))\nset [_i2 v] to ((_i0) * ((1) * (i.y)))\nset [_i3 v] to ((_i0) * ((1) * (j.x)))\nset [_i4 v] to ((_i0) * (<(j.y) = []> + (j.y)))\nset [_i5 v] to (<(cspace) = []> + (cspace))\nset [_i6 v] to (<(lspace.y) = []> + (lspace.y))\nset [_i0 v] to (((<(al.y) = [b]> * (length of [_tmp1 v])) + ((<(al.y) = [c]> * (((length of [_tmp1 v]) + (((0.7) * (_i6)) / ((1) + ((0.7) * (_i6))))) / (2))) + (<(al.y) = [t]> * (((0.7) * (_i6)) / ((1) + ((0.7) * (_i6))))))) + (<(al.y) = []> + (al.y)))\nset [_i6 v] to ((-100) - ((70) * (_i6)))\nINTERNAL | printWW ((1) * (x)) ((1) * (y)) (_i1) (_i2) (_i3) (_i4) ((30) * ((_i5) * (_i1))) ((30) * ((_i5) * (_i2))) (((_i3) * (_i6)) - ((_i6) * ((_i1) * (lspace.x)))) (((_i4) * (_i6)) - ((_i6) * ((_i2) * (lspace.x)))) (ul.left) (ul.right) ((0.125) * ((<(ul.weight) = []> + (ul.weight)) * ((<(size) = []> * (12)) + (size)))) ((<(al.x) = [r]> + (<(al.x) = [c]> * (0.5))) + (al.x)) (_i0)\ndelete all of [_tmp0 v]\n\ndefine Move Down | Lines (lines) Size (size) Transform (i.x) (i.y) (j.x) (j.y) Spacing (lspace.y) (lspace.x)\nset [_i0 v] to (((<(size) = []> * (12)) + (size)) / (100))\nset [_i1 v] to ((_i0) * (<(i.x) = []> + (i.x)))\nset [_i2 v] to ((_i0) * ((1) * (i.y)))\nset [_i3 v] to ((_i0) * ((1) * (j.x)))\nset [_i4 v] to ((_i0) * (<(j.y) = []> + (j.y)))\nset [_i5 v] to ((-100) - ((70) * (<(lspace.y) = []> + (lspace.y))))\nset [_i6 v] to (<(lines) = []> + (lines))\nchange [_x v] by ((_i6) * (((_i3) * (_i5)) - ((_i5) * ((_i1) * (lspace.x)))))\nchange [_y v] by ((_i6) * (((_i4) * (_i5)) - ((_i5) * ((_i2) * (lspace.x)))))\n\nwhen I receive [tn v]\nset pen color to (#ffffff)\nPrint | Pos [-170] [140] Size [20] Transform [] [] [] [] Spacing [1.5] Weight [] Underline [] [] [] Align [] [] Text [100% Pen Platformer]\nPrint | Pos [-50] [110] Size [20] Transform [] [] [] [] Spacing [1.5] Weight [] Underline [] [] [] Align [] [] Text [Engine]\n\nwhen I receive [win v]\nerase all\nset pen color to (#ffffff)\nPrint | Pos [-200] [-20] Size [60] Transform [] [] [] [] Spacing [1.5] Weight [] Underline [] [] [] Align [] [] Text (win text)\n\n | >Instructions<\nArrow keys, WASD, or tap to move\nColors:\nRed = Lava\nBlue = Platforms\nYellow = Bounce\nGreen = Gravity switch\nPink = Win\n\n>Credits<\n@04tmoody for the grid\n@123768631 for the inspiration\n@griffpatch for scrolling engine\n@-rex- for the PTE\n\n |
Garden || A platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Drip Drop v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [y vel v] to [0]\nset [x vel v] to [0]\ngo to x: (-190) y: (0)\ngo to [front v] layer\nclear graphic effects\nforever\n change [y vel v] by (-1)\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [x vel v] by (-2.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x vel v] by (2.5)\n end\n set [x vel v] to ((X vel) * (0.8))\n change x by (X vel)\n if <<touching color (#4ab85e)?> or <<touching color (#66ff82)?> or <touching color (#ffd98e)?>>> then\n change y by (1)\n end\n if <<touching color (#4ab85e)?> or <<touching color (#66ff82)?> or <touching color (#ffd98e)?>>> then\n change y by (1)\n end\n if <<touching color (#4ab85e)?> or <<touching color (#66ff82)?> or <touching color (#ffd98e)?>>> then\n change y by (1)\n end\n if <<touching color (#4ab85e)?> or <<touching color (#66ff82)?> or <touching color (#ffd98e)?>>> then\n change y by (1)\n end\n if <<touching color (#4ab85e)?> or <<touching color (#66ff82)?> or <touching color (#ffd98e)?>>> then\n change y by (1)\n end\n if <<touching color (#4ab85e)?> or <<touching color (#66ff82)?> or <touching color (#ffd98e)?>>> then\n change y by (1)\n end\n if <<touching color (#4ab85e)?> or <<touching color (#66ff82)?> or <touching color (#ffd98e)?>>> then\n change y by (1)\n end\n if <<touching color (#4ab85e)?> or <<touching color (#66ff82)?> or <touching color (#ffd98e)?>>> then\n change y by (1)\n end\n if <<touching color (#4ab85e)?> or <<touching color (#66ff82)?> or <touching color (#ffd98e)?>>> then\n change y by (-8)\n repeat until <not <<touching color (#4ab85e)?> or <<touching color (#66ff82)?> or <touching color (#ffd98e)?>>>>\n change x by ((X vel) * (-1))\n end\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [y vel v] to [10]\n if <(X vel) < [0]> then\n set [x vel v] to [16]\n else\n set [x vel v] to [-16]\n end\n else\n set [x vel v] to [0]\n end\n end\n change y by (Y vel)\n if <<touching color (#4ab85e)?> or <<touching color (#66ff82)?> or <touching color (#ffd98e)?>>> then\n repeat until <not <<touching color (#4ab85e)?> or <<touching color (#66ff82)?> or <touching color (#ffd98e)?>>>>\n change y by ((Y vel) * (-1))\n end\n set [y vel v] to [0]\n end\n change y by (-1)\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <<touching color (#4ab85e)?> or <<touching color (#66ff82)?> or <touching color (#ffd98e)?>>>> then\n set [y vel v] to [12]\n end\n change y by (1)\nend\n\nwhen flag clicked\nshow\nforever\n if <(x position) = [244]> then\n broadcast (--next-- v)\n end\nend\n\nwhen I receive [--next-- v]\ngo to x: (-190) y: (0)\n\nwhen flag clicked\nforever\n if <<touching color (#ff0000)?> or <touching color (#ff5959)?>> then\n go to x: (-190) y: (0)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#e5ff45)?> then\n set [y vel v] to [12]\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <(y position) = [-183]> then\n go to x: (-190) y: (0)\n end\nend\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\n\nwhen I receive [--next-- v]\nnext costume\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n | ---------- INSTRUCTIONS ----------\n-Arrow keys or wasd to move.\n-Have fun!\n-Don't advertise\n\n---------- CREDITS ----------\n-Art: @TrixJr\n-Code: @TrixJr\n\nPlease if you liked it, love, fave and follow me.\n\nIf this project reach the 100 loves or faves, i will add more levels! :D |
thE BesT pLatfoRmer evEr | @Stage\n\nwhen flag clicked\nshow list [deaths v]\nforever\n if <(backdrop [number v]) = [30]> then\n add (join (username) (join [ ] (dEaTHs))) to [deaths v]\n hide list [deaths v]\n set [☁ deaths v] to (dEaTHs)\n wait (0.5) seconds\n stop [this script v]\n end\nend\n\n@IntRo\n\nwhen flag clicked\nset [clonetype v] to [0]\nshow\ngo to x: (0) y: (0)\nswitch costume to (vic20 full v)\nset [ghost v] effect to (100)\nset size to (150) %\npoint in direction (0)\n\nwhen flag clicked\nstart sound [ v]\nset [clonetype v] to [0]\nset volume to (100) %\nreset timer\nswitch backdrop to (backdrop-.1 v)\nrepeat (6)\n change [clonetype v] by (1)\n create clone of (_myself_ v)\n wait (0.3) seconds\nend\nwait until <(timer) > [4]>\nrepeat (10)\n change volume by (-10)\n wait (0.3) seconds\nend\nhide\n\nwhen I start as a clone\nwait until <(timer) > [4]>\nrepeat (50)\n change size by (((200) - (size)) / (8))\n change [ghost v] effect by (4)\nend\nhide\nbroadcast (end v)\ndelete this clone\n\nwhen I start as a clone\nif <<(CloneType) > [0]> and <(CloneType) < [7]>> then\n show\n go to x: (0) y: (0)\n switch costume to ((CloneType) + (1))\n set [ghost v] effect to (100)\n point in direction (0)\n set size to (200) %\n repeat (50)\n change size by (((150) - (size)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n change [ghost v] effect by (-4)\n end\nend\n\n@bAll\n\nwhen I receive [end v]\nshow\ngo to x: (-221) y: (-40)\nset [deaths v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<(y position) < [-175]> or <touching color (#ff0000)?>> then\n go to x: (-221) y: (-40)\n set [xv v] to [0]\n set [yv v] to [0]\n change [deaths v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n set [xv v] to ((xv) * (0.85))\n change x by (xv)\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (-5)\n change x by ((-1) * (xv))\n if <<key (up arrow v) pressed?> and <not <(xv) = [0]>>> then\n set [mode v] to [walljump]\n set [yv v] to [8]\n set [xv v] to (((xv) / ([abs v] of (xv) )) * (-10))\n else\n set [mode v] to [wallslide]\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\n end\n change y by (-3)\n if <touching color (#000008)?> then\n if <(yv) = [-3]> then\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n set [mode v] to [run]\n else\n if <([abs v] of (xv) ) > [.1]> then\n set [mode v] to [skid]\n else\n set [mode v] to [stand]\n end\n end\n end\n if <key (up arrow v) pressed?> then\n set [mode v] to [jump]\n set [yv v] to [9]\n end\n end\n if <<<<(mode) = [jump]> or <(mode) = [walljump]>> and <(yv) < [0]>> or <<<(mode) = [run]> or <(mode) = [skid]>> and <(yv) < [-3]>>> then\n set [mode v] to [fall]\n end\n change y by (3)\n if <(yv) > [-15]> then\n change [yv v] by (-0.5)\n end\n change y by (-2)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (5)\n end\n end\n end\n end\n end\n end\n change y by (2)\n change y by (yv)\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change y by ((-1) * (yv))\n set [yv v] to [-3]\n end\n change y by (2)\n end\n if <(x position) = [240]> then\n go to x: (-228) y: (-57)\n switch backdrop to (next backdrop v)\n end\nend\n\n@nU thUMbNAiL\n\nwhen flag clicked\nif <(username) = [Peeta34]> then\n go to x: (0) y: (0)\n show\n wait (5) seconds\n hide\nelse\n hide\n hide\n show\n hide\n hide\n hide\nend\n\n | EveRy leVel iZ PoZibLe\n\nArROw kEyS EquAls mooV\n\nsRy bOUt rAGeNg |
Nether world platformer | @Stage\n\n@thumb\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nset [ghost effect v] to [0]\nset [ghost v] effect to (Ghost effect)\nwait (2) seconds\nrepeat until <(Ghost effect) = [100]>\n change [ghost effect v] by (10)\n set [ghost v] effect to (Ghost effect)\nend\nhide\nset [ghost v] effect to (0)\nbroadcast (Logo v)\n\n@WELCOME\n\nwhen flag clicked\nshow\nset [ghost effect v] to [100]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen I receive [logo v]\nswitch backdrop to (backdrop3 v)\nrepeat until <(Ghost effect) = [0]>\n change [ghost effect v] by (-10)\n set [ghost v] effect to (Ghost effect)\nend\nwait (1) seconds\nhide\nbroadcast (Green flag v)\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nset [lvl v] to [1]\n\n@Platform\n\ndefine SET HACK SIZE TO (number or text)\nswitch costume to (size hack v)\nset size to (number or text) %\nswitch costume to (costume1 v)\n\nwhen I receive [respawn v]\npoint in direction (90)\ngo to x: (-10) y: (-500)\nset [d vel v] to [0]\nset [y vel v] to [0]\nstop all sounds\nplay sound [TheFatRat - Prelude v] until done\n\nwhen I receive [green flag v]\ngo to [front v] layer\nshow\nbroadcast (respawn v)\nSET HACK SIZE TO [200]\nforever\n change [y vel v] by (1)\n if <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [d vel v] by (-0.2)\n end\n if <<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> then\n change [d vel v] by (0.2)\n end\n set [d vel v] to ((d vel) * (0.8))\n turn right (d vel) degrees\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (4)\n turn right ((d vel) * (-1)) degrees\n set [d vel v] to [0]\n end\n end\n end\n end\n end\n change y by (y vel)\n if <touching (player v)?> then\n change y by ((y vel) * (-1))\n set [y vel v] to [0]\n end\n change y by (1)\n if <touching (player v)?> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > [50]> and <mouse down?>>> then\n set [y vel v] to [-12]\n end\n end\n change y by (-1)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nplay sound [TheFatRat - Prelude v] until done\n\nwhen I receive [win v]\npoint in direction (90)\ngo to x: (-10) y: (-500)\nset [d vel v] to [0]\nset [y vel v] to [0]\nstop all sounds\nplay sound [TheFatRat - Prelude v] until done\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nplay sound [Sunshine v] until done\n\nwhen flag clicked\nforever\n if <(lvl) = [1]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [lvl2 v]\nswitch costume to (costume2 v)\nset [d vel v] to [0]\nset [y vel v] to [0]\nbroadcast (respawn v)\n\n@player\n\nwhen flag clicked\ngo to x: (0) y: (-1)\nhide\n\nwhen I receive [respawn v]\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nforever\n change y by (-5)\n if <touching color (#013750)?> then\n set [y vel v] to [-20]\n end\n if <touching color (#ff5757)?> then\n broadcast (respawn v)\n end\n if <touching color (#ffb357)?> then\n broadcast (respawn v)\n end\n if <touching color (#44ff00)?> then\n broadcast (lvl2 v)\n set [lvl v] to [2]\n end\n if <touching color (#1f7600)?> then\n broadcast (Win v)\n stop [other scripts in sprite v]\n end\n change y by (5)\nend\n\nwhen I receive [green flag v]\nshow\n\n@ cloud - super cool\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 I receive [green flag v]\nforever\n set [side v] to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait (pick random (1) to (2)) seconds\nend\n\n@lava cloud thing\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nshow\ngo to x: (230) y: (pick random (-200) to (200))\npoint in direction (pick random (-105) to (-75))\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (-10)\nend\nrepeat until <(x position) < [-230]>\n move (10) steps\nend\nrepeat (5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [green flag v]\nforever\n wait (.1) seconds\n create clone of (_myself_ v)\nend\n\n@Win\n\nwhen flag clicked\ngo to x: (1) y: (113)\nhide\n\nwhen I receive [win v]\nshow\n\n@lava spikes\n\nwhen I receive [green flag v]\nshow\ngo to [back v] layer\npoint in direction (90)\nSet hack size to ([size v] of [platform v])\nforever\n go to (platform v)\n point in direction ([direction v] of [platform v])\nend\n\ndefine Set hack size to (size)\nswitch costume to (size hack v)\nset size to (size) %\nswitch costume to (costume1 v)\n\nwhen I receive [green flag v]\nforever\n change y by (1)\n if <touching (player v)?> then\n broadcast (respawn v)\n end\n change y by (-1)\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(lvl) = [1]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\nend\n\n | welcome to the nether.\nyou have one mission and that is to escape the nether!\nhow to play :\n- arrow keys to move\n- up arrow to jump\n- spikes kills you\n- touch green plate to next level\n- mobile friendly\n\nsongs:\nTheFatRat - prelude\n\ngame inspiration by @Kool_Kodes\n\nEnjoy the play in nether world platformer\ni hope you like it\n\nlogs:\n-added mobile friendly |
Among us - platformer 2 | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [intro end v]\nnext backdrop\n\nwhen I receive [brod v]\nnext backdrop\n\n@extra assets\n\nwhen flag clicked\nhide\n\n@extra assets3\n\nwhen flag clicked\nhide\n\n@extra assets4\n\nwhen flag clicked\nhide\n\n@extra assets5\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [intro end v]\nwait (20) seconds\nhide\nswitch costume to (costume3 v)\n\n@post2\n\nrepeat (10)\n\nwhen flag clicked\nforever\n set [cancel v] to <touching (mouse-pointer v)?>\nend\n\n@cv\n\nrepeat (10)\n\nwhen flag clicked\nforever\n set [cv v] to <touching (mouse-pointer v)?>\nend\n\n@post\n\nrepeat (10)\n\nwhen flag clicked\nforever\n set [post v] to <touching (mouse-pointer v)?>\nend\n\n@report3\n\nrepeat (10)\n\nwhen flag clicked\nforever\n set [copy v] to <touching (mouse-pointer v)?>\nend\n\n@report2\n\nrepeat (10)\n\nwhen flag clicked\nforever\n set [add v] to <touching (mouse-pointer v)?>\nend\n\n@sb\n\nrepeat (10)\n\nwhen flag clicked\nforever\n set [sb v] to <touching (mouse-pointer v)?>\nend\n\n@gf\n\nrepeat (10)\n\nwhen flag clicked\nforever\n set [gf v] to <touching (mouse-pointer v)?>\nend\n\n@love\n\nwhen flag clicked\nforever\n set [love? v] to <touching (mouse-pointer v)?>\nend\n\n@fave\n\nrepeat (10)\n\nwhen flag clicked\nforever\n set [fav v] to <touching (mouse-pointer v)?>\nend\n\n@see inside\n\nrepeat (10)\n\nwhen flag clicked\nforever\n set [see inside v] to <touching (mouse-pointer v)?>\nend\n\n@remix\n\nrepeat (10)\n\nwhen flag clicked\nforever\n set [remix v] to <touching (mouse-pointer v)?>\nend\n\n@fulls\n\nrepeat (10)\n\nwhen flag clicked\nforever\n set [fulls v] to <touching (mouse-pointer v)?>\nend\n\n@report\n\nrepeat (10)\n\nwhen flag clicked\nforever\n set [report v] to <touching (mouse-pointer v)?>\nend\n\n@Figur2\n\nwhen flag clicked\nshow\nswitch costume to (not v)\nforever\n if <(love?) = [true]> then\n set [mode v] to [1]\n set [color v] to [0]\n costume [love]\n else\n if <(fav) = [true]> then\n set [mode v] to [1]\n set [color v] to [15]\n costume [fave]\n else\n if <(see inside) = [true]> then\n set [mode v] to [1]\n set [color v] to [120]\n costume [see inside]\n else\n if <(fulls) = [true]> then\n set [mode v] to [1]\n set [color v] to [120]\n costume [full]\n else\n if <(remix) = [true]> then\n set [mode v] to [1]\n set [color v] to [52]\n costume [re]\n else\n if <(pfp) = [true]> then\n set [mode v] to [1]\n set [color v] to [52]\n costume [lo]\n else\n if <(report) = [true]> then\n set [mode v] to [1]\n set [color v] to [120]\n costume [report]\n else\n if <(gf) = [true]> then\n set [mode v] to [1]\n set [color v] to [52]\n costume [gf]\n else\n if <(sb) = [true]> then\n set [mode v] to [1]\n set [color v] to [0]\n costume [stop]\n else\n if <(add) = [true]> then\n set [mode v] to [1]\n set [color v] to [120]\n costume [add]\n else\n if <(copy) = [true]> then\n set [mode v] to [1]\n set [color v] to [120]\n costume [copy]\n else\n if <(post) = [true]> then\n set [mode v] to [1]\n set [color v] to [120]\n costume [post]\n else\n if <(cv) = [true]> then\n set [mode v] to [1]\n set [color v] to [120]\n costume [cv]\n else\n if <(cancel) = [true]> then\n set [mode v] to [1]\n set [color v] to [120]\n costume [cancel]\n else\n set [mode v] to [0]\n set [color v] to [0]\n costume [not]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine costume (check)\nif <not <(costume [name v]) = (check)>> then\n repeat (4)\n change [ghost v] effect by (25)\n end\n switch costume to (check)\n repeat (4)\n change [ghost v] effect by (-25)\n end\nend\n\n@pfp\n\nrepeat (10)\n\nwhen flag clicked\nforever\n set [pfp v] to <touching (mouse-pointer v)?>\nend\n\n@Figur1\n\nwhen flag clicked\nset [mode v] to [0]\ncreate clone of (_myself_ v)\nset [ghost v] effect to (90)\nset size to (5) %\nwait (0) seconds\nforever\n show\n go to x: (0) y: (50)\n if <(mode) = [0]> then\n change size by (((size) - (100)) / (-10))\n switch costume to (kostüm1 v)\n end\n if <(mode) = [1]> then\n set size to ((([cos v] of ((timer) * (100)) ) * (40)) + (100)) %\n switch costume to (kostüm2 v)\n set [color v] effect to (color)\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (90)\nset size to (40) %\nwait (0) seconds\nforever\n show\n go to x: (0) y: (50)\n if <(mode) = [0]> then\n change size by (((size) - (65)) / (-10))\n switch costume to (kostüm1 v)\n end\n if <(mode) = [1]> then\n set [color v] effect to (color)\n set size to ((([sin v] of ((timer) * (100)) ) * (40)) + (100)) %\n switch costume to (kostüm2 v)\n end\nend\n\nwhen flag clicked\nset [report.yes? v] to [0]\nforever\n if <(report) = [1]> then\n show variable [☁ bad people who were about to report my project \(don't take this seriously! you are not a bad person\) v]\n if <(report.yes?) = [0]> then\n set [report.yes? v] to [1]\n change [☁ bad people who were about to report my project \(don't take this seriously! you are not a bad person\) v] by (1)\n end\n else\n hide variable [☁ bad people who were about to report my project \(don't take this seriously! you are not a bad person\) v]\n end\nend\n\n@enemy \n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [intro end v]\nshow\n\nwhen I receive [next level v]\nrepeat until <(costume [number v]) = [4]>\n next costume\nend\nif <(costume [number v]) = [4]> then\n broadcast (moving ghost v)\nend\n\nwhen flag clicked\nif <touching (improved3 v)?> then\n broadcast (dead 2 v)\n broadcast (dead v)\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nrepeat until <(costume [number v]) = [4]>\n next costume\nend\nif <(costume [number v]) = [4]> then\n broadcast (tnner v)\nend\n\nwhen flag clicked\nrepeat until <(costume [number v]) = [6]>\n next costume\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [6]> then\n broadcast (moving man v)\n end\nend\n\n@EXIT\n\nwhen I receive [intro end v]\nshow\nif <touching (improved3 v)?> then\n broadcast (nextlevel2 v)\n broadcast (next lvel 3 v)\nend\n\nwhen flag clicked\nhide\n\n@Improved3\n\ndefine Controls - Left and Right\nset [speed x v] to ((speed x) * (0.7))\nif <key (left arrow v) pressed?> then\n change [speed x v] by (-1.5)\nend\nif <key (right arrow v) pressed?> then\n change [speed x v] by (1.5)\nend\n\ndefine Walk (direction) (speed) max step (step)\npoint in direction (direction)\nchange x by (speed)\nchange [frame v] by (([abs v] of (speed) ) / (8))\nset [improved2: slope v] to [0]\nGet Touching <(in platforrm) = [1]>\nrepeat until <<(Improved2: slope) = (step)> or <(touch) = [0]>>\n change y by (1)\n change [improved2: slope v] by (1)\n Get Touching <(in platforrm) = [1]>\nend\nif <(Improved2: slope) = (step)> then\n change x by ((0) - (speed))\n change y by ((0) - (Improved2: slope))\n if <<(touch) = [1]> and <(in platforrm) = [1]>> then\n set [in platforrm v] to [2]\n Walk (direction) (speed) max step (step)\n if <(speed x) = [0]> then\n set [in platforrm v] to [1]\n end\n else\n if <<<key (up arrow v) pressed?> and <([abs v] of (speed) ) > [3.5]>> and <(touch) > [1]>> then\n set [speed x v] to ((-1.2) * (speed))\n set [improved2: speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n else\n set [speed x v] to [0]\n end\n end\nend\n\ndefine Check Hit Ceiling / Floor <up?>\nGet Touching \nif <(touch) = [0]> then\n set [in platforrm v] to [1]\nelse\n if <<up?> and <(touch) = [1]>> then\n set [in platforrm v] to [2]\n end\nend\nrepeat until <(touch) < (in platforrm)>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n Get Touching <not <up?>>\n set [improved2: speed y v] to [0]\nend\n\ndefine Get Touching <check platform?>\nif <touching (ground v)?> then\n set [touch v] to [9]\nelse\n if <<check platform?> and <touching (ground v)?>> then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Reset Level\nset size to (25) %\nset rotation style [left-right v]\ngo to x: (-197) y: (-78)\nreset timer\nshow\nset [speed x v] to [0]\nset [improved2: speed y v] to [0]\nset [falling? v] to [10]\nset [in platforrm v] to [1]\nset [frame v] to [0]\nset [wall jump v] to [0]\n\nwhen flag clicked\nif <touching (exit v)?> then\n broadcast (next level v)\nend\n\nwhen I receive [intro end v]\nshow\nif <<(Title) > [0]> and <(Full) < [12]>> then\n hide\n stop [this script v]\nend\nReset Level\nforever\n switch costume to (hitbox v)\n if <<(Improved2: speed y) < [4]> or <key (w v) pressed?>> then\n change [improved2: speed y v] by (-1)\n else\n change [improved2: speed y v] by (-2)\n end\n if <key (up arrow v) pressed?> then\n if <<(Improved2: jump key) = [0]> and <(falling?) < [3]>> then\n set [improved2: speed y v] to [21]\n set [falling? v] to [6]\n set [improved2: jump key v] to [1]\n end\n else\n set [improved2: jump key v] to [0]\n end\n if <key (down arrow v) pressed?> then\n set [in platforrm v] to [2]\n end\n change y by (Improved2: speed y)\n change [falling? v] by (1)\n Check Hit Ceiling / Floor <(Improved2: speed y) > [0]>\n if <(y position) < [-189]> then\n Reset Level\n end\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n Controls - Left and Right\n end\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n set [frame v] to [0]\n end\n end\n if <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (stand_1 v)\n else\n switch costume to ([floor v] of ((4) + ((frame) mod (8))) )\n end\n else\n if <(Improved2: speed y) > [0]> then\n switch costume to (jump_1 v)\n else\n switch costume to (fall_1 v)\n end\n end\n if <touching (exit v)?> then\n broadcast (next level v)\n go to x: (-197) y: (-78)\n end\n broadcast (tick v) and wait\nend\n\nwhen flag clicked\nset [color v] effect to (0)\nhide\n\nwhen I receive [dead 3 v]\nhide\n\nwhen flag clicked\nforever\n if <<touching (enemy v)?> or <<touching (sprite3 v)?> or <<key (r v) pressed?> or <<touching (sprite2 v)?> or <touching (sprite6 v)?>>>>> then\n broadcast (dead 3 v)\n broadcast (dead 4 v)\n go to x: (-203) y: (-128)\n end\nend\n\nwhen [c v] key pressed\nchange [color v] effect by (25)\n\nwhen I receive [r v]\nbroadcast (dead 3 v)\nbroadcast (dead 4 v)\ngo to x: (-203) y: (-128)\n\nwhen flag clicked\nadd (username) to [people who passed v]\nif <(username) = [REHAN_STICKS]> then\n hide list [people who passed v]\nend\nif <not <(username) = [REHAN_STICKS]>> then\n show list [people who passed v]\nend\n\n@ground\n\nwhen I receive [next level v]\nbroadcast (brod v)\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [intro end v]\nshow\n\nwhen flag clicked\nif <(costume [number v]) = [6]> then\n broadcast (tnner v)\n change [tanner should show!!! v] by (yes)\nend\nif <not <(costume [number v]) = [6]>> then\n broadcast (hide tanner v)\nend\n\nwhen flag clicked\nif <(costume [number v]) = [9]> then\n set [death v] to [yes]\nend\n\n@Sprite2\n\nwhen I receive [moving ghost v]\nshow\nforever\n set rotation style [left-right v]\n glide (1) secs to x: (159) y: (-71)\n point in direction (90)\n wait (1) seconds\n point in direction (-90)\n glide (1) secs to x: (-174) y: (-87)\nend\n\nwhen flag clicked\nforever\n next costume\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to x: (x position) y: (y position)\nend\n\n@Sprite3\n\nwhen flag clicked\nrepeat until <(tanner should show!!!) = [yes]>\n hide\nend\nforever\n glide (1) secs to x: (48) y: (70)\n glide (0.11) secs to x: (50) y: (-39)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [tnner v]\nswitch costume to (costume1 v)\nshow\n\nwhen flag clicked\nset [tanner should show!!! v] to [no]\nswitch costume to (costume2 v)\nhide\n\nwhen flag clicked\nforever\n if <(tanner should show!!!) = [yes]> then\n switch costume to (costume1 v)\n show\n end\nend\n\n@thumbnail\n\nwhen flag clicked\nshow\ngo to x: (11) y: (25)\ngo to [front v] layer\nset size to (100) %\nset [ghost v] effect to (100)\n\n@Sprite4\n\nwhen I receive [dead 4 v]\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\nwait (0.3) seconds\nhide\n\n@extra assets2\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [dead 3 v]\ngo to [front v] layer\nbroadcast (dead 4 v)\nshow\nswitch costume to (costume32 v)\nrepeat until <(costume [number v]) = [20]>\n next costume\nend\nhide\n\n@intro\n\nwhen flag clicked\nshow\nswitch costume to (intro v)\nstart sound [Coffin Dance Remix Bass Boost Song With Original Video v]\nrepeat (86)\n wait (0.0001) seconds\n next costume\nend\nhide\nbroadcast (intro end v)\nstop all sounds\n\n@Sprite5\n\n@Sprite6\n\n@Among Us\n\n@Sprite7\n\nwhen I receive [intro end v]\nset [already skipped once v] to [no]\nshow\nforever\n switch costume to (costume1 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n end\n if <<mouse down?> and <(already skipped once) = [no]>> then\n if <(death) = [yes ]> then\n end\nend\n\nwhen flag clicked\nhide\n\n@Sprite8\n\nwhen flag clicked\nset [acceltating v] to [0]\nforever\n change [acceltating v] by (1)\n go to (mouse-pointer v)\n turn right ((acceltating) + (1)) degrees\n point towards (direction)\n if <(acceltating) > [360]> then\n set [acceltating v] to [70]\n end\nend\n\nwhen [a v] key pressed\nset [acceltating v] to [0]\nnext costume\n\nwhen flag clicked\nrepeat until <key (1 v) pressed?>\n if <touching (sprite7 v)?> then\n hide\n end\n if <not <touching (sprite7 v)?>> then\n show\n end\nend\n\nwhen [1 v] key pressed\nforever\n hide\nend\n\n@Sprite9\n\n | --------------------------Among us --------------------------------- \nplay part 1 (https://scratch.mit.edu/projects/431170062)\n\n100X better game\nhttps://scratch.mit.edu/projects/450274704/\n\n\nIMPORTANT - Plz \n1,805 blocks \nMEANT TO BE HARD \n10000000% POSSIBLE \nyou can pass this easily if you know the tricks\nit's out guys\nNOTES: \n-This Took soo Much time so, Please Like and Fave and follow \n-If Tell Me If There Are Any Glitches\n- This ate the other Half of my brain\n- it glitches in the editor \n- the Detectors don't work in fullscreen\n- Like and fave for more \n\n\n\n\nInstructions \nArrow keys\nM to Mute music \nP to Play music \nR to Respawn\nC to change colour \nA to change hand (the weapons won't do anything)\nA to slow down spinning \n1 to stop spinning\nthat's all\n\nIntroductory-\nHey, I know I haven't posted in a while. I am doing so many collabs and I should do my own work well \n1) it's school so I am busy \n2) I do the coding and the others do the art \n3) I do my own work \n4) Don't call me a kid \n\n\n\n\n\n\n\n\n\n\n#games #fun #amongus #whyareyoureadingthis #what #yeet #thanks #thanksalot #boi #good #orginal #norepor t#icanseeyou #astro #whyamiwriting #this #no #yes #loved #trending #curated #griffpatchcomeoverhere #animación #Spanishforanimation #animation #awesome #cat #cool #fun #funny #game #jogo #waffles \n#games #trending #proposetobefeatured\n\n\n\n\n\n\n\n\n\n\n\n\nSince you came here Press W while up arrow and you jump higher-@REHAN_STICKS |
- GrassLand - Platformer ( #2 ) | @Stage\n\nwhen flag clicked\nforever\n play sound [まうふぃん3 v] until done\nend\n\n@Player\n\ndefine Spin off screen\nset rotation style [all around v]\nset [player death v] to [1]\nset [y v v] to [15]\nrepeat until <(y position) < [-178]>\n go to [front v] layer\n turn right (10) degrees\n change y by (Y v)\n change [y v v] by (-1)\nend\nset [player death v] to [0]\ngo to [back v] layer\nset rotation style [left-right v]\npoint in direction (90)\ngo [forward v] (3) layers\ngo to [front v] layer\n\nnext backdrop\n\nwhen I start as a clone\nclear graphic effects\nset size to (100) %\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\nend\ndelete this clone\n\nwhen flag clicked\ngo [forward v] (10) layers\nhide variable [☁ world record v]\nhide variable [☁ your time v]\nreset timer\nswitch costume to (1 v)\nswitch backdrop to (2 v)\nshow\nforever\n change y by (1)\n change [y v] by (-1)\n if <<key (right arrow v) pressed?> or <<(mouse x) > [1]> and <mouse down?>>> then\n change [x v] by (1)\n point in direction (90)\n create clone of (_myself_ v)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < [-1]> and <mouse down?>>> then\n change [x v] by (-1)\n point in direction (-90)\n create clone of (_myself_ v)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((X) * (-1))\n set [y v] to [0]\n if <<key (up arrow v) pressed?> or <<(mouse y) > [50]> and <mouse down?>>> then\n set [y v] to [15]\n if <(X) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [y v] to [0]\n end\n end\n change y by (Y)\n if <touching (ground v)?> then\n change y by ((0) - (Y))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> and <touching (ground v)?>> or <<mouse down?> and <<touching (ground v)?> and <(mouse y) > [50]>>>> then\n start sound [ジャンプ v]\n set [y v] to [15]\n create clone of (_myself_ v)\n end\n if <touching (spike v)?> then\n Spin off screen\n else\n if <[-166] > (y position)> then\n go to x: (-199) y: (-50)\n end\n end\n if <touching color (#ffff00)?> then\n start sound [smw_spring_jump @ToadfanSchool v]\n set [y v] to [23]\n create clone of (_myself_ v)\n broadcast (アニメーション v)\n end\n if <(Level) = [8]> then\nend\n\nwhen flag clicked\ngo [forward v] (3) layers\ngo to x: (-206) y: (-50)\nset rotation style [left-right v]\npoint in direction (90)\nset size to (100) %\nset [x v] to [0]\nset [y v] to [0]\nshow\n\n@Ground\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\ngo to x: (0) y: (0)\ngo [forward v] (5) layers\nforever\n switch costume to (Stage)\nend\n\nwhen flag clicked\nset [stage v] to [1]\n\nwhen I receive [goal v]\nchange [stage v] by (1)\n\nwhen flag clicked\nforever\n set [level v] to (costume [number v])\nend\n\n@transition\n\nwhen flag clicked\nhide\n\nwhen I receive [goal v]\nset [trans on or off v] to [On]\ngo [forward v] (1) layers\ngo to [front v] layer\nset x to (500)\nshow\nrepeat (6)\n change x by (-80)\nend\nchange x by (-15)\nwait (0.6) seconds\nset [trans on or off v] to [Off]\nrepeat (5)\n change x by (-80)\nend\nhide\n\n@sun\n\nwhen flag clicked\nhide\ngo to x: (-5) y: (-25)\nset size to (100) %\nset [sun suze v] to [100]\nforever\n change size by ([cos v] of (Sun Suze) )\n change [sun suze v] by (7)\nend\n\nwhen flag clicked\nforever\n if <<<<<(Stage) = [7]> or <(Stage) = [8]>> or <(Stage) = [9]>> or <(Stage) = [10]>> or <(Stage) = [11]>> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nshow\n\n@スプライト1\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n@Decoration\n\nwhen flag clicked\nshow\ngo to [back v] layer\nforever\n switch costume to (Level)\n go to [back v] layer\nend\n\n@Spike\n\nwhen flag clicked\nswitch costume to (コスチューム3 v)\nhide variable [☁ world record v]\nhide variable [☁ your time v]\nhide\nshow\nswitch costume to (コスチューム1 v)\n\nwhen I receive [goal v]\nwait (0.5) seconds\nnext costume\n\n | Collab with @tomato421\nhttps://scratch.mit.edu/projects/440143615\nフォロー♡☆おねがいします!^^ |
The Green Jungle a platformer || #games#platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Plugged \(post mastering\) v] until done\nend\n\n@platform\n\nwhen flag clicked\nforever\n switch costume to (LVL)\nend\n\n@player\n\nwhen flag clicked\nswitch backdrop to (tło1 v)\ngo to [front v] layer\nset [pixelate v] effect to (0)\npoint in direction (90)\nset [lvl v] to [1]\nshow\ngo to x: (-152) y: (51)\nset size to (150) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n movements\nend\n\ndefine movements\nforever\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching (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 (-5)\n change x by ((X) * (-1))\n if <key (up arrow v) pressed?> then\n if <(X) < [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (platform v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (1 v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (4 v)\n end\n if <key (up arrow v) pressed?> then\n switch costume to (6 v)\n end\n if <<not <key (right arrow v) pressed?>> and <<not <key (left arrow v) pressed?>> and <not <key (up arrow v) pressed?>>>> then\n switch costume to (2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n broadcast (Slime Particles v)\n hide\n set [dead? v] to [yes]\n wait (1) seconds\n go to x: (-152) y: (51)\n set [dead? v] to [no]\n show\n end\nend\n\nwhen flag clicked\nforever\n if <touching (level end v)?> then\n if <not <(dead?) = [yes]>> then\n go to x: (-152) y: (51)\n change [lvl v] by (1)\n end\n end\nend\n\nturn left (15) degrees\n\n@Particles\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\nset [color v] effect to (pick random (1) to (100))\nset [ghost v] effect to (50)\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@spikes\n\nwhen flag clicked\nforever\n switch costume to (LVL)\nend\n\n@level end\n\nwhen flag clicked\nchange x by (20)\ngo to x: (217) y: (11)\nset [ghost v] effect to (100)\n\n@dead particles\n\nwhen flag clicked\nhide\nset [is clone? v] to []\n\nwhen I receive [slime particles v]\nif <not <(Is clone?) = [1]>> then\n repeat (4)\n Particles\n end\nend\n\nwhen I start as a clone\nswitch costume to (SLIME TYPE)\nset [ghost v] effect to (0)\nset [color v] effect to (pick random (-5) to (5))\nset [brightness v] effect to (pick random (-40) to (0))\nset [is clone? v] to [1]\ngo to (player v)\nshow\nset [xv v] to (pick random (-12) to (12))\nset [yv v] to (pick random (5) to (20))\nrepeat until <<touching (_edge_ v)?> or <touching (platform v)?>>\n change [yv v] by (-2)\n set [xv v] to ((xv) * (0.9))\n set [yv v] to ((yv) * (0.9))\n change x by (xv)\n change y by (yv)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (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 else\n change y by (-1)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\ndefine Particles\nrepeat (5)\n create clone of (_myself_ v)\nend\n\n@letters\n\nwhen flag clicked\nforever\n switch costume to (LVL)\nend\n\n@Duszek1\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n | -------------------------Green Jungle-------------------------------------------------------------------------------------------------------\nwalking-arrows\nI made this game for 9 hours xD\nI drew all the pictures by myself except the player!\nif you liked it, be sure to leave a heart and a star!\n@-Scratchy-LAZAR loved and commented!\n@AUMSUMTHEGREATHULK loved and commented!\n@MasterAndras commented!\n@Matthew_K1 commented, loved, faved and remixed :O\n\n |
World of Elements 2- A platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n if <([costume # v] of [ground v]) = [6]> then\n switch backdrop to (backdrop2 v)\n end\n if <([costume # v] of [ground v]) = [12]> then\n switch backdrop to (backdrop3 v)\n end\n if <([costume # v] of [ground v]) = [17]> then\n switch backdrop to (backdrop6 v)\n end\n if <([costume # v] of [ground v]) = [22]> then\n switch backdrop to (backdrop4 v)\n end\n if <([costume # v] of [ground v]) = [27]> then\n switch backdrop to (backdrop5 v)\n end\nend\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 [game begin 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)>>> then\n change [x v v] by (.9)\n broadcast (right v)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(dead?) = [0]>> then\n change [x v v] by (-.9)\n broadcast (left v)\n end\n set [x v v] to ((X v) * (0.9))\n change x by (X v)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change x by ((X v) * (-2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n if <(X v) > [0]> then\n set [x v v] to [-5]\n else\n set [x v v] to [5]\n end\n set [y v v] to [13]\n else\n set [x v v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v v] by (-0.8)\n change y by (Y v)\n if <touching (ground v)?> then\n change y by ((Y v) * (-1))\n set [y v v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n set [y v v] to [12]\n end\n end\n change y by (1)\n if <<<<<touching (killer wheel v)?> or <touching (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 [game begin v]\nforever\n set [direction v] to (direction)\nend\n\nwhen I receive [game begin 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 [game begin 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 [game begin 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 [game begin 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 I receive [game begin v]\nforever\n if <touching (spikes v)?> then\n reset\n end\nend\n\nwhen I receive [game begin v]\nforever\n if <key (n v) pressed?> then\n broadcast (NEXT LEVEL v)\n end\nend\n\nwhen flag clicked\nbroadcast (Game begin v)\nforever\n switch costume to (center v)\n if <([costume # v] of [ground v]) = [6]> then\n switch costume to (leaf v)\n end\n if <([costume # v] of [ground v]) = [7]> then\n switch costume to (leaf v)\n end\n if <([costume # v] of [ground v]) = [8]> then\n switch costume to (leaf v)\n end\n if <([costume # v] of [ground v]) = [9]> then\n switch costume to (leaf v)\n end\n if <([costume # v] of [ground v]) = [10]> then\n switch costume to (leaf v)\n end\n if <([costume # v] of [ground v]) = [11]> then\n switch costume to (leaf v)\n end\n if <([costume # v] of [ground v]) = [12]> then\n switch costume to (ice v)\n end\n if <([costume # v] of [ground v]) = [13]> then\n switch costume to (ice v)\n end\n if <([costume # v] of [ground v]) = [14]> then\n switch costume to (ice v)\n end\n if <([costume # v] of [ground v]) = [15]> then\n switch costume to (ice v)\n end\n if <([costume # v] of [ground v]) = [16]> then\n switch costume to (ice v)\n end\n if <([costume # v] of [ground v]) = [17]> then\n switch costume to (wind v)\n end\n if <([costume # v] of [ground v]) = [18]> then\n switch costume to (wind v)\n end\n if <([costume # v] of [ground v]) = [19]> then\n switch costume to (wind v)\n end\n if <([costume # v] of [ground v]) = [20]> then\n switch costume to (wind v)\n end\n if <([costume # v] of [ground v]) = [21]> then\n switch costume to (wind v)\n end\n if <([costume # v] of [ground v]) = [22]> then\n switch costume to (metal v)\n end\n if <([costume # v] of [ground v]) = [23]> then\n switch costume to (metal v)\n end\n if <([costume # v] of [ground v]) = [24]> then\n switch costume to (metal v)\n end\n if <([costume # v] of [ground v]) = [25]> then\n switch costume to (metal v)\n end\n if <([costume # v] of [ground v]) = [26]> then\n switch costume to (metal v)\n end\n if <([costume # v] of [ground v]) = [27]> then\n switch costume to (metal v)\n end\nend\n\nwhen I receive [game begin v]\nforever\n if <touching (enemy v)?> then\n reset\n end\nend\n\nwhen flag clicked\nplay sound [Cosmosys - Seismic Wave v] until done\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nwait (0.01) seconds\nnext costume\n\n@deco\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nwait (0.01) seconds\nnext costume\n\n@Spikes \n\nwhen flag clicked\ngo [backward v] (1) layers\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nwait (0.01) seconds\nnext costume\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@attacks\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\n hide\n if <([costume # v] of [ground v]) = [6]> then\n go to (player v)\n end\n if <([costume # v] of [ground v]) = [7]> then\n go to (player v)\n end\n if <([costume # v] of [ground v]) = [8]> then\n go to (player v)\n end\n if <([costume # v] of [ground v]) = [9]> then\n go to (player v)\n end\n if <([costume # v] of [ground v]) = [12]> then\n switch costume to (costume2 v)\n go to (player v)\n end\n if <([costume # v] of [ground v]) = [13]> then\n switch costume to (costume2 v)\n go to (player v)\n end\n if <([costume # v] of [ground v]) = [14]> then\n switch costume to (costume2 v)\n go to (player v)\n end\n if <([costume # v] of [ground v]) = [15]> then\n switch costume to (costume2 v)\n go to (player v)\n end\n if <([costume # v] of [ground v]) = [16]> then\n switch costume to (costume2 v)\n go to (player v)\n end\n if <([costume # v] of [ground v]) = [17]> then\n switch costume to (costume3 v)\n go to (player v)\n end\n if <([costume # v] of [ground v]) = [18]> then\n switch costume to (costume3 v)\n go to (player v)\n end\n if <([costume # v] of [ground v]) = [19]> then\n switch costume to (costume3 v)\n go to (player v)\n end\n if <([costume # v] of [ground v]) = [20]> then\n switch costume to (costume3 v)\n go to (player v)\n end\n if <([costume # v] of [ground v]) = [21]> then\n switch costume to (costume3 v)\n go to (player v)\n end\n if <([costume # v] of [ground v]) = [22]> then\n switch costume to (costume4 v)\n go to (player v)\n end\n if <([costume # v] of [ground v]) = [23]> then\n switch costume to (costume4 v)\n go to (player v)\n end\n if <([costume # v] of [ground v]) = [24]> then\n switch costume to (costume4 v)\n go to (player v)\n end\n if <([costume # v] of [ground v]) = [25]> then\n switch costume to (costume4 v)\n go to (player v)\n end\n if <([costume # v] of [ground v]) = [26]> then\n switch costume to (costume4 v)\n go to (player v)\n end\n if <key (space v) pressed?> then\n show\n repeat (10)\n move (16) steps\n end\n go to (player v)\n end\nend\n\nwhen I receive [left v]\npoint in direction (-90)\n\nwhen I receive [right v]\npoint in direction (90)\n\nwhen flag clicked\nforever\n if <touching (enemy v)?> then\n broadcast (Enemy hit v)\n end\nend\n\n@enemy\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <([costume # v] of [ground v]) = [9]> then\n show\n glide (1) secs to x: (169) y: (-80)\n glide (1) secs to x: (-134) y: (-80)\n glide (1) secs to x: (169) y: (-80)\n glide (1) secs to x: (-134) y: (-80)\n end\n if <([costume # v] of [ground v]) = [10]> then\n show\n go to x: (80) y: (-59)\n glide (1) secs to x: (-25) y: (-59)\n glide (1) secs to x: (80) y: (-59)\n end\n if <([costume # v] of [ground v]) = [13]> then\n show\n glide (1) secs to x: (169) y: (-105)\n glide (1) secs to x: (-134) y: (-105)\n glide (1) secs to x: (169) y: (-105)\n glide (1) secs to x: (-134) y: (-105)\n end\n if <([costume # v] of [ground v]) = [14]> then\n show\n glide (1) secs to x: (169) y: (-105)\n glide (1) secs to x: (-134) y: (-105)\n glide (1) secs to x: (169) y: (-105)\n glide (1) secs to x: (-134) y: (-105)\n end\n if <([costume # v] of [ground v]) = [21]> then\n show\n glide (1) secs to x: (169) y: (-38)\n glide (1) secs to x: (-134) y: (-38)\n glide (1) secs to x: (169) y: (-38)\n glide (1) secs to x: (-134) y: (-38)\n end\n if <([costume # v] of [ground v]) = [25]> then\n show\n go to x: (-50) y: (-95)\n glide (1) secs to x: (-140) y: (-95)\n glide (1) secs to x: (-92) y: (-10)\n glide (1) secs to x: (-74) y: (26)\n glide (1) secs to x: (-56) y: (38)\n glide (1) secs to x: (41) y: (36)\n glide (1) secs to x: (-56) y: (38)\n glide (1) secs to x: (-74) y: (26)\n glide (1) secs to x: (-92) y: (10)\n glide (1) secs to x: (-140) y: (-95)\n glide (1) secs to x: (-50) y: (-95)\n end\nend\n\nwhen I receive [enemy hit v]\nswitch costume to (costume2 v)\n\nif <touching (attacks v)?> then\n hide\nend\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [next level v]\nswitch costume to (costume1 v)\n\n@Jump Pad\n\nwhen flag clicked\nhide\nforever\n if <([costume # v] of [ground v]) = [1]> then\n hide\n end\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 hide\n end\n if <([costume # v] of [ground v]) = [6]> then\n hide\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 hide\n end\n if <([costume # v] of [ground v]) = [9]> then\n hide\n end\n if <([costume # v] of [ground v]) = [10]> then\n hide\n end\n if <([costume # v] of [ground v]) = [11]> then\n hide\n end\n if <([costume # v] of [ground v]) = [12]> then\n hide\n end\n if <([costume # v] of [ground v]) = [13]> then\n hide\n end\n if <([costume # v] of [ground v]) = [14]> then\n hide\n end\n if <([costume # v] of [ground v]) = [15]> then\n hide\n end\n if <([costume # v] of [ground v]) = [16]> then\n hide\n end\n if <([costume # v] of [ground v]) = [17]> then\n hide\n end\n if <([costume # v] of [ground v]) = [18]> then\n show\n go to x: (-27) y: (-20)\n end\n if <([costume # v] of [ground v]) = [19]> then\n show\n go to x: (-27) y: (-1)\n end\n if <([costume # v] of [ground v]) = [20]> then\n hide\n end\nend\n\nwhen I receive [game begin v]\nswitch costume to (costume1 v)\nshow\nforever\n if <touching (player v)?> then\n repeat (6)\n next costume\n wait (.05) seconds\n end\n end\nend\n\n | Welcome to World of Elements 2- A platformer my best project yet\nPLEASE PLAY PART ONE FIRST. LINK: https://scratch.mit.edu/projects/435084867/\nWORLD OF ELEMENTS 3 IS OUT!!! Link: \nhttps://scratch.mit.edu/projects/445324234/\nInstructions\n------------------------------------\narrow keys, wad or swipe to move\npress n to skip a level\n press space to attack\ndon't touch enemies or spikes\n\n\nCredits\n------------------------\n@XXtra_Burn for Thumbnail \n\n |
[DEMO] -World 7- || Multiplayer Scrolling Platformer v1.0 #games #all | @Stage\n\nwhen [m v] key pressed\nshow variable [mouse x,y v]\nset [mouse x,y v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\n\nwhen I receive [introover v]\nforever\n play sound [bensound-summer v] until done\nend\n\n@Player\n\nwhen I receive [begin v]\nset [chat v] to [0]\nshow list [chat v]\nforever\n Chat\nend\n\nif <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(Chat) = [1]> then\n show list [chat v]\n set [chat v] to [0]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n if <(Chat) = [0]> then\n set [chat v] to [1]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\n end\nend\n\nwhen I receive [green flag v]\ngo to [back v] layer\n\nwhen flag clicked\npoint in direction (90)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen flag clicked\nhide\nset [max players v] to [10]\nset [my player # v] to [0]\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 Chat\nif <(Chat) = [1]> then\n if <key (1 v) pressed?> then\n set [chat words 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 I receive [play game v]\nset [connected? v] to [0]\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player x by (sx)\npoint in direction (90)\nchange [x v] by (sx)\nPosition\nif <<touching (platforms v)?> or <touching (clouds to jump on! v)?>> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <<touching (platforms v)?> or <touching (clouds to jump on! 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)?> or <touching (clouds to jump on! v)?>>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <<touching (platforms v)?> or <touching (clouds to jump on! v)?>>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Game On\nset [y v] to [0]\nset [x v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [ghost v] effect to (0)\nset size to (80) %\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\nif <touching (moving enemy v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\nend\nif <touching (trampoline v)?> then\n set [sy v] to [30]\n start sound [Big Boing v]\nend\n\ndefine Game - Die\nset [exit v] to []\nstart sound [Hurt v]\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Tick\nif <not <key (any v) pressed?>> then\n switch costume to (normal v)\nend\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (left v)\n change [sx v] by (-2)\nend\nif <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (right v)\n change [sx v] by (2)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n switch costume to (left up v)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (right up v)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <(x) < [-220]> then\n set [x v] to [-220]\nend\n\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\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [connected v]\nset [connected? v] to [1]\nshow\n\nwhen I receive [connecting v]\nhide\n\nwhen I receive [play game v]\nforever\n show\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 [connected v]\ngo to [back v] layer\n\nwhen I receive [c h a t v]\nhide list [chat v]\n\nwhen [space v] key pressed\nshow list [chat v]\n\nwhen flag clicked\nforever\n set [chat v] to [1]\nend\n\nwhen I receive [introover v]\nbroadcast (Connecting v)\n\nwhen flag clicked\n\n@Others\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\nwhen I receive [setup others v]\nsetup players\n\ndefine setup players\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n Tick\n end\nend\n\ndefine Tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nif <(names) = [1]> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to (((value) - (SCROLL Y)) + (8))\nvalue = read from encoded\nbroadcast (Decode Chat v)\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\ndefine Decode Chat (chat)\nif <(chat) = [1]> then\n say (item (1) of [chat v]) for (2) seconds\nelse\n if <(chat) = [2]> then\n say (item (2) of [chat v]) for (2) seconds\n else\n if <(chat) = [3]> then\n say (item (3) of [chat v]) for (2) seconds\n else\n if <(chat) = [4]> then\n say (item (4) of [chat v]) for (2) seconds\n else\n if <(chat) = [5]> then\n say (item (5) of [chat v]) for (2) seconds\n else\n if <(chat) = [6]> then\n say (item (6) of [chat v]) for (2) seconds\n else\n if <(chat) = [7]> then\n say (item (7) of [chat v]) for (2) seconds\n else\n if <(chat) = [8]> then\n say (item (8) of [chat v]) for (2) seconds\n else\n if <(chat) = [9]> then\n say (item (9) of [chat v]) for (2) seconds\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode Chat (value)\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [700] y: [0]\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\n@DANGER\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((DANGER: x) - (SCROLL X)) ((DANGER: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [700] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [danger: x v] by (x)\nchange [danger: y v] by (y)\nnext costume\n\n@Saws\n\nwhen I receive [green flag v]\nhide variable [mouse v]\nhide\n\nwhen I receive [tick v]\nturn right (10) degrees\nPosition ((Saws: x) - (SCROLL X)) ((Saws: y) - (SCROLL Y))\ngo to [back v] layer\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [saws: x v] to [0]\nset [saws: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [150] y: [-90]\nend\nset [saws: x v] to [-999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [saws: x v] to (x)\nset [saws: y v] to (y)\ncreate clone of (_myself_ v)\n\nClone at x: [340] y: [27]\nClone at x: [530] y: [27]\nClone at x: [786] y: [27]\nClone at x: [1124] y: [27]\nClone at x: [1331] y: [245]\nClone at x: [1065] y: [345]\nClone at x: [825] y: [272]\nClone at x: [392] y: [245]\nClone at x: [197] y: [335]\n\nClone at x: [631] y: [11]\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nnext costume\nPosition ((Collectables: x) - (SCROLL X)) ((Collectables: y) - (SCROLL Y))\nif <touching (player v)?> then\n start sound [Coin v]\n change [collected v] by (1)\n delete this clone\nend\n\nwhen I receive [setup v]\nset [coins v] to [0]\nhide\nset [collectables: x v] to [0]\nset [collectables: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (coin1 v)\n Clone at x: [-7] y: [45]\n Clone at x: [-80] y: [367]\n Clone at x: [521] y: [88]\n Clone at x: [1110] y: [18]\n Clone at x: [312] y: [333]\nend\nset [collectables: x v] to [-9999999999]\n\ncreate clone of (_myself_ v)\n\nnext costume\nnext costume\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [collectables: x v] to (x)\nset [collectables: y v] to (y)\ncreate clone of (_myself_ v)\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Stuff\n\nwhen I receive [green flag v]\nhide\ngo to [back v] layer\n\nwhen I receive [tick v]\nposition ((Stuff: x) - (SCROLL X)) ((Stuff: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [stuff: x v] to [0]\nset [stuff: y v] to [160]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x! [480] yr [0]\n Clone at x! [700] yr [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) yr (y)\ncreate clone of (_myself_ v)\nchange [stuff: x v] by (x)\nchange [stuff: y v] by (y)\nnext costume\n\nwhen I receive [introover v]\nshow\n\n@Moving Enemy\n\ndefine Clone at x: (x) y: (y) MAX (i)\nset [enemies max x v] to (i)\nset [enemies: x v] to (x)\nset [enemies: y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nset size to (100) %\nPosition ((enemies: X CHANGE) + ((enemies: x) - (SCROLL X))) ((enemies: y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nset [enemies: x change v] to [0]\nset rotation style [left-right v]\nforever\n repeat until <(enemies: X CHANGE) > (enemies MAX X)>\n point in direction (90)\n change [enemies: x change v] by (4)\n end\n repeat until <(enemies: X CHANGE) < [1]>\n point in direction (-90)\n change [enemies: x change v] by (-4)\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n if <<([y position v] of [player v]) > (y position)> and <(sy) < [-1]>> then\n broadcast (JUMP v)\n broadcast (Enemy Killed v)\n delete this clone\n else\n broadcast (DIE v)\n end\n end\nend\n\nwhen I receive [setup v]\nhide\nset [enemies: x v] to [0]\nset [enemies: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [400] y: [37.5] MAX [180]\nend\nset [enemies: x v] to [-999999999999999]\n\nwhen flag clicked\nhide\n\n@Clouds\n\nwhen flag clicked\nset [ghost v] effect to (34)\nforever\n go to x: (-26) y: (19)\n glide (8) secs to x: (-300) y: (13)\nend\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [introover v]\nshow\n\n@Water\n\nwhen I receive [green flag v]\nhide\ngo to [back v] layer\n\nwhen I receive [tick v]\nposition ((Stuff: x) - (SCROLL X)) ((Stuff: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [stuff: x v] to [0]\nset [stuff: y v] to [160]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x! [600] yr [-200]\n Clone at x! [500] yr [0]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x! (x) yr (y)\ncreate clone of (_myself_ v)\nchange [stuff: x v] by (x)\nchange [stuff: y v] by (y)\nnext costume\n\nwhen I receive [introover v]\nshow\nchange [ghost v] effect by (25)\n\nwhen I receive [introover v]\nforever\n repeat (10)\n change [stuff: y v] by (-1)\n end\n repeat (10)\n change [stuff: y v] by (1)\n end\nend\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((Exit: x) - (SCROLL X)) ((Exit: y) - (SCROLL Y))\nif <<(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 [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! [-9999999999] yr [-9999999999]\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 [exit: x v] to (x)\nset [exit: y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\n@Joining\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [connecting v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [introover v]\ngo to [front v] layer\nswitch costume to (joining v)\nwait (4) seconds\nswitch costume to (connected v)\ngo [forward v] (1322) layers\nwait (3) seconds\nhide\n\nwhen I receive [full v]\nswitch costume to (full v)\nshow\n\n@Trampoline\n\nwhen I receive [green flag v]\nhide\ngo to [back v] layer\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 switch costume to (level 1 1 v)\n Clone at x! [750] yr [0]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x! (x) yr (y)\ncreate clone of (_myself_ v)\nchange [trampoline: x v] by (x)\nchange [trampoline: y v] by (y)\nnext costume\n\nwhen I receive [setup v]\nshow\n\n@Intro2\n\nwhen flag clicked\ngo to x: (-195) y: (-135)\nswitch costume to (username v)\ncreate clone of (_myself_ v)\nswitch costume to (backgroundblock v)\ncreate clone of (_myself_ v)\nrepeat (5)\n switch costume to (backgroundblock v)\n change x by (90)\n create clone of (_myself_ v)\nend\nrepeat (3)\n change y by (90)\n set x to (-195)\n repeat (6)\n switch costume to (backgroundblock v)\n create clone of (_myself_ v)\n change x by (90)\n end\nend\n\nwhen I start as a clone\nshow\nif <(costume [name v]) = [BackgroundBlock]> then\n set size to (0) %\n point in direction (-90)\n repeat (40)\n change size by (((101) - (size)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n end\nend\nif <(costume [name v]) = [Username]> then\n go to x: (0) y: (0)\n go to [front v] layer\n set size to (0) %\n point in direction (90)\n repeat (25)\n change size by (((150) - (size)) / (5))\n end\n \n point in direction ((90) + (([sin v] of (((timer) * (5)) * (50)) ) * (5)))\n switch costume to (empty v)\n change size by (((introNameSize) - (size)) / (5))\n switch costume to (username v)\n set [color v] effect to (CloneColorEffect)\n end\nend\nif <(costume [name v]) = [Cool Square]> then\n go to x: (0) y: (0)\n go to [front v] layer\n set size to (0) %\n point in direction (90)\n set [color v] effect to (CloneColorEffect)\n \n repeat (33)\n switch costume to (empty v)\n change size by (((350) - (size)) / (5))\n switch costume to (cool square v)\n end\n delete this clone\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nset [intronamesize v] to [150]\nwait (0.001) seconds\nrepeat until <(IntroOver) = [1]>\n change [clonecoloreffect v] by (20)\n switch costume to (cool square v)\n create clone of (_myself_ v)\n switch costume to (end v)\n repeat (33)\n change [intronamesize v] by (((150) - (introNameSize)) / (5))\n end\n set [intronamesize v] to [500]\nend\n\nwhen flag clicked\nreset timer\nplay sound [Kisma - Fingertips \[Edited\] v] until done\n\nwhen flag clicked\nset [introover v] to [0]\nclear graphic effects\nhide\nwait (6.96) seconds\nset [introover v] to [1]\nshow\nswitch costume to (end v)\ngo to x: (1000000000000000000) y: (10000000000)\ngo to [front v] layer\nrepeat (80)\n change x by (((0) - (x position)) / (15))\n change y by (((0) - (y position)) / (15))\nend\nbroadcast (IntroOver v)\n\nwhen I receive [introover v]\nif <not <(costume [number v]) = [5]>> then\n delete this clone\nend\nrepeat (25)\n change [ghost v] effect by (5)\nend\n\n@Clouds to jump on!\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: [550] y: [300]\n Clone at x: [700] y: [0]\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\n@High stuff\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: [550] y: [300]\n Clone at x: [700] 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@Comment thing\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (20) to (30)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Chat button\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [introover v]\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nbroadcast (C H A T v)\nif <mouse down?> then\n show list [chat v]\nend\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (95) y: (-27)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\n reset timer\nend\n\nwhen [timer v] > (0.03)\ngo to x: (95) y: (-1000)\nrepeat until <(round (y position)) = [-27]>\n go to [front v] layer\n change [ghost v] effect by (-10)\n change y by (((1) - (y position)) / (5))\nend\nset y to (-27)\n\n | PLEASE READ EVERYTHING!\nTHE GAME ONLY SUPPORTS 10 PEOPLE\nWelcome to -World 7-, the first world of its series...\n-World 7- is full of nature and joy! Other worlds are different....\nI WILL BE PLAYING SO SAY HELLO WHEN YOU FIND ME!\n\nPlease can someone remix this project and add checkpoints so I can use the checkpoints?\n(I will give credit)\n----------------------INSTRUCTIONS------------------------\n\nUse arrow keys or WASD keys to move.\nIts is multiplayer and you can chat to others!\nCollect coins and go to the portal to the next level! (It hasn't come out yet...)\nI don't know how to make checkpoints so don't tell me to add them.\n\n--------------------------CREDITS----------------------------\n\nThanks to @JTHEJET for the engine and the connecting sign!\nThanks to @-superwooper- for the beautiful 5 petal flowers!\nThanks to @spazestudios for the mushrooms!\nThanks to @ivypool2 for one of the plants!\nAnd thanks to @-ElectricShock- for the intro!\n\n--------------------------CHAT---------------------------------\n\n[1] Hi!\n[2] Bye!\n[3] Yes\n[4] Help Please!\n[5] No\n[6] This Way!\n[7] lol!\n[8] Im lagging! :(\n[9] Got to go!\n\n-----------Famous Scratchers Loves and faves------------\n\n@AUMSUMTHEGREATHULK (loved)\n@Yotacopaco (loved)\n\n-------------------------Check list-----------------------------\n\n1 love: Completed!\n10 loves: Completed!\n25 loves: Completed!\n50 loves: Complered!\n100 loves: Completed!\n250 loves: close!\n500 loves: \n1000 loves: \n2000 loves: \n\n\n#games #all #art #fun #platformer #Game #Multiplayer\n#Chat #Awesome #World #World7 #Love #Fave #Follow #Bye #lol\n |
Halloween! - A Platformer Game! #All #Games | @Stage\n\nwhen I receive [hide v]\nforever\n wait (2) seconds\n play sound [Spooky Scary Skeletons v] until done\nend\n\nwhen I receive [hide v]\nswitch backdrop to (backdrop1 v)\n\n@player\n\nwhen I receive [hide v]\ngo to x: (-291) y: (-135)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [hide v]\nforever\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change x by (10)\n end\nend\n\nwhen I receive [hide v]\nforever\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change x by (-10)\n end\nend\n\nwhen I receive [hide v]\nset [gravity v] to [0]\nforever\n if <not <touching (sprite1 v)?>> then\n change [gravity v] by (-1)\n change y by (gravity)\n end\nend\n\nwhen I receive [hide v]\nset [gravity v] to [0]\nforever\n if <touching (sprite1 v)?> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [gravity v] to [10]\n change y by (gravity)\n end\n end\nend\n\nwhen I receive [hide v]\nforever\n if <touching (sprite5 v)?> then\n next backdrop\n start sound [ding-sound-effect_2 v]\n go to x: (-321) y: (-132)\n end\nend\n\nwhen I receive [hide v]\nforever\n if <touching (sprite6 v)?> then\n start sound [Oops v]\n go to x: (-321) y: (-132)\n end\nend\n\nwhen I receive [hide v]\nforever\n if <touching (sprite62 v)?> then\n start sound [Oops v]\n go to x: (-321) y: (-132)\n end\nend\n\nwhen I receive [hide v]\nforever\n if <touching (sprite7 v)?> then\n start sound [Oops v]\n go to x: (-321) y: (-132)\n end\nend\n\nwhen I receive [hide v]\nforever\n if <touching (sprite8 v)?> then\n start sound [Oops v]\n go to x: (-321) y: (-132)\n end\nend\n\nwhen I receive [hide v]\nforever\n if <touching (trampoline v)?> then\n start sound [audioblocks-futuristic-game-jump-boost-arcade-videogame-boost-arcade-videogame_BtG5-MIRwU_WM2 v]\n set [gravity v] to [15]\n change y by (gravity)\n end\nend\n\nwhen I receive [hide v]\nforever\n if <touching (sprite9 v)?> then\n start sound [Oops v]\n go to x: (-321) y: (-132)\n end\nend\n\nwhen I receive [hide v]\nforever\n if <touching (sprite11 v)?> then\n start sound [Oops v]\n go to x: (-321) y: (-132)\n end\nend\n\nwhen I receive [hide v]\nforever\n if <touching (sprite12 v)?> then\n start sound [Oops v]\n go to x: (-321) y: (-132)\n end\nend\n\nwhen I receive [hide v]\nforever\n if <touching (trampoline2 v)?> then\n start sound [audioblocks-futuristic-game-jump-boost-arcade-videogame-boost-arcade-videogame_BtG5-MIRwU_WM2 v]\n set [gravity v] to [15]\n change y by (gravity)\n end\nend\n\nwhen I receive [hide v]\nforever\n if <touching (sprite13 v)?> then\n start sound [Oops v]\n go to x: (-321) y: (-132)\n end\nend\n\nwhen I receive [hide v]\nforever\n if <touching (sprite14 v)?> then\n start sound [Oops v]\n go to x: (-321) y: (-132)\n end\nend\n\nwhen I receive [hide v]\nforever\n if <touching (sprite15 v)?> then\n start sound [Oops v]\n go to x: (-321) y: (-132)\n end\nend\n\nwhen I receive [hide v]\nforever\n if <touching (sprite16 v)?> then\n start sound [Oops v]\n go to x: (-321) y: (-132)\n end\nend\n\nwhen I receive [hide v]\nforever\n if <touching (sprite17 v)?> then\n start sound [Oops v]\n go to x: (-321) y: (-132)\n end\nend\n\nwhen I receive [hide v]\nforever\n if <touching (sprite18 v)?> then\n start sound [Oops v]\n go to x: (-321) y: (-132)\n end\nend\n\nwhen I receive [hide v]\nforever\n if <touching (sprite19 v)?> then\n start sound [Oops v]\n go to x: (-321) y: (-132)\n end\nend\n\nwhen I receive [hide v]\nforever\n if <touching (sprite20 v)?> then\n start sound [Oops v]\n go to x: (-321) y: (-132)\n end\nend\n\nwhen I receive [hide v]\nforever\n if <touching (sprite21 v)?> then\n start sound [Oops v]\n go to x: (-321) y: (-132)\n end\nend\n\nwhen I receive [hide v]\nforever\n if <touching (trampoline3 v)?> then\n start sound [audioblocks-futuristic-game-jump-boost-arcade-videogame-boost-arcade-videogame_BtG5-MIRwU_WM2 v]\n set [gravity v] to [15]\n change y by (gravity)\n end\nend\n\nwhen I receive [hide v]\nforever\n if <touching (trampoline4 v)?> then\n start sound [audioblocks-futuristic-game-jump-boost-arcade-videogame-boost-arcade-videogame_BtG5-MIRwU_WM2 v]\n set [gravity v] to [15]\n change y by (gravity)\n end\nend\n\nwhen I receive [hide v]\nforever\n if <touching (trampoline5 v)?> then\n start sound [audioblocks-futuristic-game-jump-boost-arcade-videogame-boost-arcade-videogame_BtG5-MIRwU_WM2 v]\n set [gravity v] to [15]\n change y by (gravity)\n end\nend\n\nwhen I receive [hide v]\nforever\n if <touching (trampoline6 v)?> then\n start sound [audioblocks-futuristic-game-jump-boost-arcade-videogame-boost-arcade-videogame_BtG5-MIRwU_WM2 v]\n set [gravity v] to [15]\n change y by (gravity)\n end\nend\n\nwhen I receive [hide v]\nforever\n if <touching (trampoline7 v)?> then\n start sound [audioblocks-futuristic-game-jump-boost-arcade-videogame-boost-arcade-videogame_BtG5-MIRwU_WM2 v]\n set [gravity v] to [15]\n change y by (gravity)\n end\nend\n\nwhen I receive [hide v]\nforever\n if <touching (sprite22 v)?> then\n start sound [Oops v]\n go to x: (-321) y: (-132)\n end\nend\n\nwhen I receive [hide v]\nforever\n if <touching (sprite23 v)?> then\n start sound [Oops v]\n go to x: (-321) y: (-132)\n end\nend\n\nwhen I receive [hide v]\nforever\n if <touching (sprite24 v)?> then\n start sound [Oops v]\n go to x: (-321) y: (-132)\n end\nend\n\nwhen I receive [hide v]\nforever\n if <touching (sprite25 v)?> then\n start sound [Oops v]\n go to x: (-321) y: (-132)\n end\nend\n\nwhen I receive [hide v]\nforever\n if <touching (trampoline8 v)?> then\n start sound [audioblocks-futuristic-game-jump-boost-arcade-videogame-boost-arcade-videogame_BtG5-MIRwU_WM2 v]\n set [gravity v] to [15]\n change y by (gravity)\n end\nend\n\nwhen I receive [hide v]\nforever\n if <touching (sprite26 v)?> then\n start sound [Oops v]\n go to x: (-321) y: (-132)\n end\nend\n\nwhen I receive [hide v]\nforever\n if <touching (sprite27 v)?> then\n start sound [Oops v]\n go to x: (-321) y: (-132)\n end\nend\n\nwhen I receive [hide v]\nforever\n if <touching (sprite28 v)?> then\n start sound [Oops v]\n go to x: (-321) y: (-132)\n end\nend\n\nwhen I receive [hide v]\nforever\n if <touching (sprite29 v)?> then\n start sound [Oops v]\n go to x: (-321) y: (-132)\n end\nend\n\nwhen I receive [hide v]\nforever\n if <touching (sprite30 v)?> then\n start sound [Oops v]\n go to x: (-321) y: (-132)\n end\nend\n\nwhen I receive [hide v]\nforever\n if <touching (sprite31 v)?> then\n start sound [Oops v]\n go to x: (-321) y: (-132)\n end\nend\n\nwhen I receive [hide v]\nforever\n if <touching (sprite32 v)?> then\n start sound [Oops v]\n go to x: (-321) y: (-132)\n end\nend\n\nwhen I receive [hide v]\nforever\n if <touching (sprite33 v)?> then\n start sound [Oops v]\n go to x: (-321) y: (-132)\n end\nend\n\nwhen I receive [hide v]\nforever\n if <touching (sprite34 v)?> then\n start sound [Oops v]\n go to x: (-321) y: (-132)\n end\nend\n\nwhen I receive [hide v]\nforever\n if <touching (trampoline9 v)?> then\n start sound [audioblocks-futuristic-game-jump-boost-arcade-videogame-boost-arcade-videogame_BtG5-MIRwU_WM2 v]\n set [gravity v] to [15]\n change y by (gravity)\n end\nend\n\nwhen I receive [hide v]\nforever\n if <touching (trampoline10 v)?> then\n start sound [audioblocks-futuristic-game-jump-boost-arcade-videogame-boost-arcade-videogame_BtG5-MIRwU_WM2 v]\n set [gravity v] to [15]\n change y by (gravity)\n end\nend\n\nwhen I receive [hide v]\nforever\n if <touching (sprite35 v)?> then\n start sound [Oops v]\n go to x: (-321) y: (-132)\n end\nend\n\nwhen I receive [hide v]\nforever\n if <touching (sprite36 v)?> then\n start sound [Oops v]\n go to x: (-321) y: (-132)\n end\nend\n\nwhen I receive [hide v]\nforever\n if <touching (sprite37 v)?> then\n start sound [Oops v]\n go to x: (-321) y: (-132)\n end\nend\n\nwhen I receive [hide v]\nforever\n if <touching (sprite38 v)?> then\n start sound [Oops v]\n go to x: (-321) y: (-132)\n end\nend\n\nwhen I receive [hide v]\nforever\n if <touching (sprite39 v)?> then\n start sound [Oops v]\n go to x: (-321) y: (-132)\n end\nend\n\nwhen I receive [hide v]\nforever\n if <touching (sprite40 v)?> then\n start sound [Oops v]\n go to x: (-321) y: (-132)\n end\nend\n\nwhen I receive [hide v]\nforever\n if <touching (sprite41 v)?> then\n start sound [Oops v]\n go to x: (-321) y: (-132)\n end\nend\n\nwhen I receive [hide v]\nforever\n if <touching (sprite42 v)?> then\n start sound [Oops v]\n go to x: (-321) y: (-132)\n end\nend\n\nwhen I receive [hide v]\nforever\n if <touching (sprite43 v)?> then\n start sound [Oops v]\n go to x: (-321) y: (-132)\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (-321) y: (-132)\n\nwhen backdrop switches to [backdrop3 v]\ngo to x: (-321) y: (-132)\n\nwhen backdrop switches to [backdrop4 v]\ngo to x: (-321) y: (-132)\n\nwhen backdrop switches to [backdrop5 v]\ngo to x: (-321) y: (-132)\n\nwhen backdrop switches to [backdrop6 v]\ngo to x: (-321) y: (-132)\n\nwhen backdrop switches to [backdrop7 v]\ngo to x: (-321) y: (-132)\n\nwhen backdrop switches to [backdrop8 v]\ngo to x: (-321) y: (-132)\n\nwhen backdrop switches to [backdrop9 v]\ngo to x: (-321) y: (-132)\n\nwhen backdrop switches to [backdrop10 v]\ngo to x: (-321) y: (-132)\n\nwhen backdrop switches to [backdrop11 v]\ngo to x: (-321) y: (-132)\n\nwhen backdrop switches to [backdrop12 v]\ngo to x: (-321) y: (-132)\n\nwhen backdrop switches to [backdrop13 v]\ngo to x: (-321) y: (-132)\n\nwhen backdrop switches to [backdrop14 v]\ngo to x: (-321) y: (-132)\n\nwhen backdrop switches to [backdrop15 v]\ngo to x: (-321) y: (-132)\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [hide v]\nshow\n\n@Particles\n\ndefine create (#ofclone)\nswitch costume to (costume3 v)\nhide\npoint in direction (pick random (-40) to (50))\nrepeat (#ofclone)\n turn left (pick random (-15) to (15)) degrees\n go to [front v] layer\n create clone of (_myself_ v)\n point in direction (pick random (-40) to (50))\nend\n\nwhen flag clicked\ngo to [front v] layer\nset [size v] to [30]\nset [away v] to [2]\nset [velo v] to [2]\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nset size to (pick random (25) to (115)) %\nturn right (pick random (-10) to (10)) degrees\nset [away v] to (pick random (5) to (20))\nset [velo v] to [4]\nrepeat until <(y position) < [-180]>\n change size by (-.1)\n move (away) steps\n change y by (velo)\n change [ghost v] effect by (pick random (.2) to (1))\n change [velo v] by (-1)\n change [size v] by (1)\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\nwhen I receive [particles v]\ncreate [60]\n\n@Sprite4\n\nwhen I receive [transition thing v]\ngo to [front v] layer\nrepeat (21)\n next costume\nend\nbroadcast (Particles v)\nwait (4.4) seconds\nbroadcast (HIDE v)\nrepeat (17)\n next costume\nend\nrepeat (23)\n next costume\n change [ghost v] effect by (3)\nend\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\npoint in direction (90)\ngo to [back v] layer\ngo to x: (0) y: (0)\nclear graphic effects\nshow\n\n@Sprite2\n\nwhen I receive [particles v]\nshow\nrepeat (165)\n change [direction v] by (7.5)\n go to [front v] layer\n point in direction ((([sin v] of (direction) ) * (20)) + (90))\n set size to ((([sin v] of ((direction) * (2.2)) ) * (60)) + (200)) %\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [front v] layer\npoint in direction (90)\n\nwhen I receive [hide v]\nhide\n\n@Sprite10\n\nwhen flag clicked\nstart sound [Xaf - Unlimited v]\nhide\ngo to x: (0) y: (140)\nswitch costume to (costume3 v)\nset [ghost v] effect to (100)\nset [brightness v] effect to (0)\nset size to (100) %\nrepeat (4)\n create clone of (_myself_ v)\n change y by (-100)\n wait (.2) seconds\nend\nbroadcast (Alex_Legends v)\n\nwhen I start as a clone\nshow\nrepeat (4)\n change size by (80)\n change [ghost v] effect by (-15)\nend\nrepeat (3)\n change size by (55)\n change [ghost v] effect by (-10)\nend\nrepeat (3)\n change size by (35)\n change [ghost v] effect by (-10)\nend\nrepeat (3)\n change size by (24)\nend\nrepeat (3)\n change size by (15)\nend\nrepeat (1)\n change size by (10)\nend\nrepeat (1)\n change size by (5)\nend\nrepeat (2)\n change size by (3)\nend\nrepeat (2)\n change size by (2)\nend\nrepeat (2)\n change size by (1)\nend\nwait (3.6) seconds\nbroadcast (Transition thing v)\n\nwhen I receive [transition thing v]\ndelete this clone\n\n@particles\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nshow\ngo to x: (230) y: (pick random (-200) to (200))\npoint in direction (pick random (-105) to (-75))\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (-10)\nend\nrepeat until <(x position) < [-230]>\n move (10) steps\nend\nrepeat (5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [hide v]\nforever\n wait (.2) seconds\n create clone of (_myself_ v)\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [hide v]\nshow\n\nwhen backdrop switches to [backdrop15 v]\nhide\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\n@Sprite51\n\nwhen I start as a clone\nshow\nset size to (pick random (50) to (120)) %\nset [color v] effect to (pick random (1) to (1000))\nturn right (pick random (0) to (360)) degrees\ngo to x: (pick random (-240) to (240)) y: (1000)\nglide (3) secs to x: (pick random (-200) to (200)) y: (-190)\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (2))\nif <(pick random (1) to (1)) = [1]> then\n forever\n turn right (pick random (0) to (7)) degrees\n end\nelse\n forever\n turn right (pick random (-7) to (0)) degrees\n end\nend\n\nwhen backdrop switches to [backdrop15 v]\nforever\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\n\n@Sprite62\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop4 v]\nhide\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop5 v]\nshow\n\nwhen backdrop switches to [backdrop6 v]\nhide\n\n@Sprite8\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop5 v]\nshow\n\nwhen backdrop switches to [backdrop6 v]\nhide\n\n@trampoline\n\nwhen flag clicked\nhide\n\nwhen I receive [hide v]\ngo to [back v] layer\n\nwhen backdrop switches to [backdrop4 v]\nshow\n\nwhen backdrop switches to [backdrop5 v]\nhide\n\n@Sprite9\n\nwhen backdrop switches to [backdrop6 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop7 v]\nhide\n\n@Sprite11\n\nwhen backdrop switches to [backdrop6 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop7 v]\nhide\n\n@Sprite12\n\nwhen backdrop switches to [backdrop6 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop7 v]\nhide\n\n@trampoline2\n\nwhen flag clicked\nhide\n\nwhen I receive [hide v]\ngo to [back v] layer\n\nwhen backdrop switches to [backdrop7 v]\nshow\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\n@Sprite13\n\nwhen backdrop switches to [backdrop7 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\n@Sprite14\n\nwhen backdrop switches to [backdrop7 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\n@Sprite15\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop7 v]\nshow\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\n@Sprite16\n\nwhen backdrop switches to [backdrop7 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\n@Sprite17\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop8 v]\nshow\n\nwhen backdrop switches to [backdrop9 v]\nhide\n\n@Sprite18\n\nwhen backdrop switches to [backdrop8 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop9 v]\nhide\n\n@Sprite19\n\nwhen backdrop switches to [backdrop8 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop9 v]\nhide\n\n@Sprite20\n\nwhen backdrop switches to [backdrop8 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop9 v]\nhide\n\n@Sprite21\n\nwhen backdrop switches to [backdrop8 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop9 v]\nhide\n\n@trampoline3\n\nwhen flag clicked\nhide\n\nwhen I receive [hide v]\ngo to [back v] layer\n\nwhen backdrop switches to [backdrop8 v]\nshow\n\nwhen backdrop switches to [backdrop9 v]\nhide\n\n@Sprite22\n\nwhen backdrop switches to [backdrop9 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\n@Sprite23\n\nwhen backdrop switches to [backdrop9 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\n@Sprite24\n\nwhen backdrop switches to [backdrop9 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\n@Sprite25\n\nwhen backdrop switches to [backdrop9 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\n@trampoline4\n\nwhen flag clicked\nhide\n\nwhen I receive [hide v]\ngo to [back v] layer\n\nwhen backdrop switches to [backdrop9 v]\nshow\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\n@trampoline5\n\nwhen flag clicked\nhide\n\nwhen I receive [hide v]\ngo to [back v] layer\n\nwhen backdrop switches to [backdrop9 v]\nshow\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\n@trampoline6\n\nwhen flag clicked\nhide\n\nwhen I receive [hide v]\ngo to [back v] layer\n\nwhen backdrop switches to [backdrop9 v]\nshow\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\n@trampoline7\n\nwhen flag clicked\nhide\n\nwhen I receive [hide v]\ngo to [back v] layer\n\nwhen backdrop switches to [backdrop9 v]\nshow\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\n@Sprite26\n\nwhen backdrop switches to [backdrop10 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop11 v]\nhide\n\n@Sprite27\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop10 v]\nshow\n\nwhen backdrop switches to [backdrop11 v]\nhide\n\n@Sprite28\n\nwhen backdrop switches to [backdrop10 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop11 v]\nhide\n\n@trampoline8\n\nwhen flag clicked\nhide\n\nwhen I receive [hide v]\ngo to [back v] layer\n\nwhen backdrop switches to [backdrop10 v]\nshow\n\nwhen backdrop switches to [backdrop11 v]\nhide\n\n@Sprite29\n\nwhen backdrop switches to [backdrop11 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop12 v]\nhide\n\n@Sprite30\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop11 v]\nshow\n\nwhen backdrop switches to [backdrop12 v]\nhide\n\n@Sprite31\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop11 v]\nshow\n\nwhen backdrop switches to [backdrop12 v]\nhide\n\n@Sprite32\n\nwhen backdrop switches to [backdrop12 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop13 v]\nhide\n\n@Sprite33\n\nwhen backdrop switches to [backdrop12 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop13 v]\nhide\n\n@Sprite34\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop12 v]\nshow\n\nwhen backdrop switches to [backdrop13 v]\nhide\n\n@trampoline9\n\nwhen flag clicked\nhide\n\nwhen I receive [hide v]\ngo to [back v] layer\n\nwhen backdrop switches to [backdrop12 v]\nshow\n\nwhen backdrop switches to [backdrop13 v]\nhide\n\n@Sprite35\n\nwhen backdrop switches to [backdrop13 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop14 v]\nhide\n\n@Sprite36\n\nwhen backdrop switches to [backdrop13 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop14 v]\nhide\n\n@Sprite37\n\nwhen backdrop switches to [backdrop13 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop14 v]\nhide\n\n@trampoline10\n\nwhen flag clicked\nhide\n\nwhen I receive [hide v]\ngo to [back v] layer\n\nwhen backdrop switches to [backdrop13 v]\nshow\n\nwhen backdrop switches to [backdrop14 v]\nhide\n\n@Button3\n\nwhen this sprite clicked\nchange [level v] by (1)\nstart sound [click v]\nset volume to (300) %\nnext backdrop\n\nwhen flag clicked\nhide\n\nwhen I receive [hide v]\nshow\n\nwhen backdrop switches to [backdrop15 v]\nhide\n\n@Sprite38\n\nwhen backdrop switches to [backdrop14 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop15 v]\nhide\n\n@Sprite39\n\nwhen backdrop switches to [backdrop14 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop15 v]\nhide\n\n@Sprite40\n\nwhen backdrop switches to [backdrop14 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop15 v]\nhide\n\n@Sprite41\n\nwhen backdrop switches to [backdrop14 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop15 v]\nhide\n\n@Sprite42\n\nwhen backdrop switches to [backdrop14 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop15 v]\nhide\n\n@Sprite43\n\nwhen backdrop switches to [backdrop14 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop15 v]\nhide\n\n@Untitled design\n\nshow\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen I start as a clone\nshow\nrepeat (5)\n change y by (25)\n change [ghost v] effect by (-15)\nend\nrepeat (3)\n change y by (15)\n change [ghost v] effect by (-15)\nend\nrepeat (2)\n change y by (10)\n change [ghost v] effect by (-15)\nend\nrepeat (2)\n change y by (5)\n change [ghost v] effect by (-15)\nend\nrepeat (2)\n change y by (3)\n change [ghost v] effect by (-15)\nend\nrepeat (2)\n change y by (2)\n change [ghost v] effect by (-15)\nend\nrepeat (2)\n change y by (1)\n change [ghost v] effect by (-15)\nend\nwait (.8) seconds\nrepeat (4)\n change size by (-2)\n change y by (15)\nend\nrepeat (3)\n change size by (-3)\n change y by (10)\nend\nrepeat (3)\n change size by (-3.5)\n change y by (5)\nend\nrepeat (2)\n change size by (-4)\n change y by (2)\nend\nrepeat (1)\n change size by (-4)\n change y by (1)\nend\nrepeat (1)\n change size by (-2)\n change y by (-2)\n change [ghost v] effect by (5)\nend\nrepeat (3)\n change size by (-2)\n change y by (-4)\n change [ghost v] effect by (10)\nend\nrepeat (3)\n change size by (-2)\n change y by (-8)\n change [ghost v] effect by (10)\nend\nrepeat (5)\n change size by (-1.6)\n change y by (-12)\n change [ghost v] effect by (12)\nend\n\nwhen I receive [alex_legends v]\nrepeat (12)\n next costume\n create clone of (_myself_ v)\n wait (.04) seconds\nend\n\nwhen flag clicked\nhide\ngo to x: (-16) y: (-189)\nset size to (100) %\nset [ghost v] effect to (100)\nswitch costume to (costume13 v)\n\n | Click the flag to start.\nTo move right side press the right arrow key or D.\nTo move left side press the left arrow key or A.\nTo jump press up arrow key or W.\n |
Ninja Platformer | @Stage\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [Imagine Dragons - Believer v] until done\nend\n\nwhen flag clicked\nforever\n set [volume v] to (volume)\nend\n\nwhen flag clicked\nset [volume v] to [100]\n\n@Levels\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Bounce\n\ndefine Clone at (x pos) (y pos)\ngo to x: (x pos) y: (y pos)\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\nif <(Level) = [2]> then\n Clone at [-107] [-21]\nend\n\nwhen I start as a clone\nforever\n show\n if <touching (player v)?> then\n switch costume to (crouch v)\n else\n switch costume to (idle v)\n end\nend\n\nwhen flag clicked\nhide\n\n@Lava\n\nwhen flag clicked\nforever\n go to [back v] layer\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@Sword\n\nwhen flag clicked\nhide\ngo to x: (4) y: (128)\nhide\nswitch costume to (1 v)\nforever\n if <touching (player v)?> then\n broadcast (Sword v)\n end\nend\n\nwhen I receive [sword v]\nforever\n go to (player v)\n if <key (right arrow v) pressed?> then\n change x by (1)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change x by (-1)\n set rotation style [left-right v]\n point in direction (-90)\n end\nend\n\nwhen flag clicked\nwait until <touching (player v)?>\nforever\n go to [front v] layer\n repeat (1)\n if <key (space v) pressed?> then\n switch costume to (1 v)\n wait (0.001) seconds\n switch costume to (2 v)\n wait (0.001) seconds\n switch costume to (3 v)\n wait (0.001) seconds\n switch costume to (4 v)\n wait (0.001) seconds\n switch costume to (5 v)\n wait (0.001) seconds\n switch costume to (6 v)\n wait (0.001) seconds\n switch costume to (7 v)\n wait (0.001) seconds\n switch costume to (8 v)\n wait (0.05) seconds\n switch costume to (1 v)\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n show\n end\nend\n\n@Enemy\n\nwhen flag clicked\ngo to x: (223) y: (94)\nset [x-vel v] to [0]\nforever\n if <(Level) = [4]> then\n change y by (y-vel)\n change [y-vel v] by (-1)\n change y by (-1)\n if <touching (levels v)?> then\n set [y-vel v] to ((y-vel) - ((y-vel) * (2)))\n set [y-vel v] to [0]\n end\n change y by (1)\n if <<touching (levels v)?> or <(x position) < ([x position v] of [player v])>> then\n change [x-vel v] by (0.5)\n else\n if <<not <touching (levels v)?>> or <([x position v] of [player v]) < (x position)>> then\n change [x-vel v] by (-0.5)\n end\n end\n set [x-vel v] to ((0.9) * (x-vel))\n change x by (x-vel)\n if <touching (levels v)?> then\n change x by ((0) - (x-vel))\n set [y-vel v] to [4]\n change y by (4)\n end\n if <touching (player v)?> then\n broadcast (Restart v)\n end\n if <touching color (#989898)?> then\n broadcast (ninja died v)\n end\n end\nend\n\nwhen flag clicked\nset [x v] to (x position)\nset [y v] to (y position)\nforever\n if <touching (levels v)?> then\n go to x: (X) y: (Y)\n else\n set [x v] to (x position)\n set [y v] to (y position)\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\nforever\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 (-4)\n change x by ((x-vel) * (-4))\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n broadcast (reset ai v)\n end\nend\n\nwhen I receive [restart v]\ngo to x: (223) y: (94)\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n show\n end\nend\n\nwhen I receive [ninja died v]\nforever\n hide\nend\n\nwhen I receive [reset ai v]\ngo to x: (223) y: (94)\n\n@Sprite1\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\ngo to [front v] layer\n\nwhen I receive [sword v]\nswitch costume to (costume2 v)\n\nwhen I receive [start v]\nshow\n\n@Boss\n\ndefine Restart\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (165) y: (39)\n\ndefine Phisyics\nif <(x position) < ([x position v] of [player v])> then\n change [x v] by (2)\nend\nif <([x position v] of [player v]) < (x position)> then\n change [x v] by (-2)\nend\nchange x by (x)\nif <touching (levels v)?> then\n change x by ((x) * (-1))\n if <((y position) - (25)) < ([y position v] of [player 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) * (0.8))\nend\nchange y by (y)\nif <touching (levels v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n if <key (up arrow v) pressed?> 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\n\nwhen flag clicked\ngo to x: (215) y: (40)\nRestart\nset [level v] to [1]\nforever\n if <(Boss Health) = [0]> then\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [restart danger! v]\nRestart\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n if <(Level) = [7]> then\n Phisyics\n show\n show\n if <touching color (#989898)?> then\n change [boss health v] by (-10)\n end\n end\nend\n\nwhen flag clicked\nset [boss health v] to [100]\nforever\n if <touching (player v)?> then\n broadcast (Restart v)\n end\n if <(Boss Health) = [0]> then\n hide\n end\nend\n\nwhen I receive [restart v]\ngo to x: (165) y: (39)\n\nwhen flag clicked\nset [boss health v] to [100]\nforever\n if <(Boss Health) = [0]> then\n hide\n end\nend\n\nwhen flag clicked\nset [boss health v] to [100]\nforever\n if <(Boss Health) = [0]> then\n hide\n end\nend\n\n@Sprite2\n\nwhen I receive [restart v]\ngo to x: (215) y: (0)\n\nwhen flag clicked\nhide\nset [boss health v] to [100]\nforever\n if <(Boss Health) = [100]> then\n switch costume to (costume1 v)\n end\n if <(Boss Health) = [90]> then\n switch costume to (costume2 v)\n end\n if <(Boss Health) = [70]> then\n switch costume to (costume3 v)\n end\n if <(Boss Health) = [60]> then\n switch costume to (costume4 v)\n end\n if <(Boss Health) = [50]> then\n switch costume to (costume5 v)\n end\n if <(Boss Health) = [30]> then\n switch costume to (costume6 v)\n end\n if <(Boss Health) = [20]> then\n switch costume to (costume7 v)\n end\n if <(Boss Health) = [10]> then\n switch costume to (costume7 v)\n end\n if <(Boss Health) = [5]> then\n switch costume to (costume8 v)\n end\n if <(Boss Health) = [0]> then\n switch costume to (costume9 v)\n end\nend\n\nwhen flag clicked\nforever\n go to x: (([x position v] of [boss v]) + (5)) y: (([y position v] of [boss v]) + (60))\n if <(Level) = [7]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Boss Health) = [0]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Boss Health) = [0]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Boss Health) = [0]> then\n hide\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [7]> then\n show\n end\n if <(Boss Health) = [0]> then\n hide\n end\nend\n\n@like fav and follow\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\nhide\ngo to x: (68) y: (54)\nforever\n if <(Level) = [8]> then\n show\n end\nend\n\n@Notification\n\nwhen flag clicked\nhide\ngo to x: (150) y: (50)\nforever\n wait (pick random (4) to (10)) seconds\n show\n repeat (6)\n change y by (-10)\n end\n wait (1) seconds\n repeat (6)\n change y by (10)\n end\n hide\nend\n\n@Notification2\n\nwhen flag clicked\nhide\ngo to x: (-150) y: (50)\nforever\n wait (pick random (4) to (10)) seconds\n show\n repeat (6)\n change y by (-10)\n end\n wait (1) seconds\n repeat (6)\n change y by (10)\n end\n hide\nend\n\n@Sprite4\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@thumbnail\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\ngo to [front v] layer\nshow\nforever\n set size to (100) %\nend\n\nwhen flag clicked\nforever\n point in direction (90)\n if <touching (mouse-pointer v)?> then\n set size to (200) %\n else\n set size to (150) %\n end\n if <mouse down?> then\n broadcast (start v)\n end\n change [color v] effect by (5)\nend\n\nwhen I receive [start v]\nhide\n\n@Sprite6\n\nwhen flag clicked\nhide\ngo to x: (475) y: (0)\n\nwhen I receive [next level v]\nshow\ngo to x: (475) y: (0)\nrepeat (100)\n go [forward v] (999999999999) layers\n change x by (-10)\nend\nhide\n\n@Sprite7\n\nwhen flag clicked\nhide\nwait (4) seconds\nrepeat (10)\n go to [front v] layer\n hide\n wait (0.05) seconds\n show\nend\nshow\n\nwhen flag clicked\nwait (5) seconds\nrepeat (2)\n go to [front v] layer\n repeat (10)\n go to [front v] layer\n change [mosaic v] effect by (5)\n end\n go to [front v] layer\n wait (0.05) seconds\n go to [front v] layer\n repeat (10)\n go to [front v] layer\n change [mosaic v] effect by (-5)\n end\nend\n\nwhen I receive [intro done v]\nhide\n\n@Sprite8\n\nwhen flag clicked\nhide\nwait (4) seconds\nrepeat (10)\n go to [front v] layer\n hide\n wait (0.05) seconds\n show\nend\nshow\n\nwhen flag clicked\nwait (5) seconds\nrepeat (2)\n go to [front v] layer\n repeat (10)\n go to [front v] layer\n change [mosaic v] effect by (5)\n end\n wait (0.05) seconds\n go to [front v] layer\n repeat (10)\n go to [front v] layer\n change [mosaic v] effect by (-5)\n end\nend\n\nwhen I receive [intro done v]\nhide\n\n@Sprite9\n\nwhen flag clicked\nhide\nwait (4) seconds\nrepeat (10)\n hide\n wait (0.05) seconds\n show\nend\nshow\nshow\n\nwhen flag clicked\nwait (5) seconds\nrepeat (2)\n go to [front v] layer\n go to [front v] layer\n repeat (10)\n go to [front v] layer\n change [mosaic v] effect by (5)\n end\n wait (0.05) seconds\n repeat (10)\n go to [front v] layer\n change [mosaic v] effect by (-5)\n end\nend\n\nwhen I receive [intro done v]\nhide\n\n@Sprite10\n\nwhen flag clicked\nhide\ngo to [front v] layer\nwait (4) seconds\nrepeat (10)\n go to [front v] layer\n hide\n wait (0.05) seconds\n show\nend\nshow\n\nwhen flag clicked\nwait (5) seconds\nrepeat (2)\n go to [front v] layer\n repeat (10)\n go to [front v] layer\n change [mosaic v] effect by (5)\n end\n go to [front v] layer\n wait (0.05) seconds\n go to [front v] layer\n repeat (10)\n go to [front v] layer\n change [mosaic v] effect by (-5)\n end\nend\n\nwhen I receive [intro done v]\nhide\n\n@Sprite11\n\nwhen flag clicked\nshow\n\nwhen I receive [intro done v]\nhide\n\n@HeroOfWar\n\nwhen flag clicked\npoint in direction (90)\nhide\ngo to [front v] layer\ngo to x: (-350) y: (9)\nwait (1) seconds\nshow\nrepeat (48)\n change x by (7)\nend\n\nwhen flag clicked\nwait (1) seconds\nrepeat (48)\n turn right (15) degrees\nend\n\nwhen flag clicked\nwait (4) seconds\nrepeat (2)\n repeat (25)\n change [ghost v] effect by (10)\n end\n wait (0.5) seconds\n repeat (25)\n change [ghost v] effect by (-10)\n end\nend\nbroadcast (Intro done v)\nhide\n\n@Confetti\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nclear graphic effects\npoint in direction (90)\nswitch costume to (pick random (1) to (6))\nset size to (pick random (50) to (150)) %\nset [brightness v] effect to (pick random (-25) to (25))\ngo to [front v] layer\nshow\nset [s v] to (pick random (1) to (2))\nif <(S) = [1]> then\n go to x: (-240) y: (-1000)\n set [v v] to (pick random (5) to (10))\n set [d v] to [5]\nelse\n if <(S) = [2]> then\n set [v v] to (pick random (-5) to (-10))\n go to x: (240) y: (-1000)\n set [d v] to [-5]\n end\nend\nset [i v] to (pick random (15) to (30))\nchange y by (I)\nrepeat until <(y position) < [-179]>\n turn right (D) degrees\n change [ghost v] effect by (2)\n change y by (I)\n change [i v] by (-1)\n change x by (V)\n set [v v] to ((V) * (.995))\nend\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [8]> then\n create clone of (_myself_ v)\n end\nend\n\n@Player\n\nwhen flag clicked\ngo to [back v] layer\nset [direction of player v] to [90]\npoint in direction (90)\nbroadcast (Restart v)\nset [level v] to [1]\nforever\n if <key (left arrow v) pressed?> then\n set [direction of player v] to [-90]\n change [xvel v] by (-1)\n set rotation style [left-right v]\n point in direction (-90)\n end\n if <key (right arrow v) pressed?> then\n set [direction of player v] to [90]\n change [xvel v] by (1)\n point in direction (90)\n end\n set [xvel v] to ((xvel) * (0.9))\n change x by (xvel)\n if <touching (levels v)?> then\n change y by (1)\n end\n if <<touching (levels v)?> or <touching (sprite3 v)?>> then\n change y by (1)\n end\n if <<touching (levels v)?> or <touching (sprite3 v)?>> then\n change y by (1)\n end\n if <<touching (levels v)?> or <touching (sprite3 v)?>> then\n change y by (1)\n end\n if <<touching (levels v)?> or <touching (sprite3 v)?>> then\n change y by (-4)\n change x by ((xvel) * (-1))\n if <key (up arrow v) pressed?> then\n if <(xvel) > [ 0]> then\n set [xvel v] to [-10]\n else\n set [xvel v] to [10]\n end\n set [y vel v] to [15]\n else\n set [xvel v] to [0]\n end\n end\n change [y vel v] by (-1)\n change y by (y vel)\n if <<touching (levels v)?> or <touching (sprite3 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 (levels v)?> and <key (up arrow v) pressed?>> then\n set [y vel v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [level v] by (1)\n end\n if <touching (spikes v)?> then\n broadcast (Restart v)\n end\n if <touching (bounce v)?> then\n set [y vel v] to [19]\n end\n if <touching (lava v)?> then\n broadcast (Restart v)\n end\nend\n\nwhen I receive [next level v]\nbroadcast (Restart v)\n\nwhen I receive [restart v]\nset [xvel v] to [0]\nset [y vel v] to [0]\ngo to x: (-203) y: (65)\n\n | WHAT!!! 1.6k+ view and 222 likes and 195 faves \nHello Guys. HeroOfWar here. This is a Ninja Platformer .\nPress Space to use Sword.\nUse arrow keys to move . Hope you enjoy it. It actually took a lot of time for making this . Plz like fav and follow me . Plz write how times did you die in the comments .. |
Lava platformer | @Stage\n\n@Player 1\n\nwhen flag clicked\n\ndefine moveup\nchange y by (1)\nrepeat until <not <touching (ground v)?>>\n change y by (1)\nend\nchange y by (-1)\n\nwhen flag clicked\nswitch backdrop to (lava platformer thumbial v)\nwait (10) seconds\nswitch backdrop to (main menu v)\n\nwhen flag clicked\ngo to x: (-32) y: (-173)\n\nwhen backdrop switches to [level 2 v]\ngo to x: (-33) y: (-173)\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-34) y: (-173)\n change [deaths v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <key (s v) pressed?> then\n switch costume to (shrinky v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (w v) pressed?> then\n switch costume to (player 1 v)\n end\nend\n\nwhen flag clicked\nset size to (100) %\n\nwhen backdrop switches to [level 5 v]\nforever\n if <touching color (#000000)?> then\n go to x: (-34) y: (-173)\n change [deaths v] by (1)\n end\nend\n\nwhen backdrop switches to [level 2 v]\nforever\n if <touching color (#2bff00)?> then\n switch backdrop to (level 3 v)\n end\nend\n\nwhen backdrop switches to [level 5 v]\ngo to x: (-34) y: (-173)\n\nwhen flag clicked\n\nwhen backdrop switches to [level 3 v]\ngo to x: (-57) y: (-173)\n\nwhen backdrop switches to [level 6 v]\nswitch costume to (player 1 v)\n\nwhen backdrop switches to [level 6 v]\ngo to x: (-34) y: (-173)\n\nwhen backdrop switches to [level 6 v]\nforever\n if <touching color (#ff6c00)?> then\n go to x: (-37) y: (-173)\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <touching color (#ffc600)?> then\n switch backdrop to (end game v)\n end\nend\n\nwhen backdrop switches to [level 5 v]\nforever\n if <touching color (#00fffd)?> then\n switch backdrop to (level 6 v)\n end\nend\n\nwhen flag clicked\nswitch costume to (player 1 v)\n\nwhen backdrop switches to [special power v]\nplay sound [Cheer v] until done\n\nwhen [up arrow v] key pressed\nplay sound [Jump v] until done\nwait (0.1) seconds\n\nwhen backdrop switches to [end game v]\nplay sound [Clapping v] until done\n\nwhen flag clicked\nset volume to (300) %\nclear sound effects\n\nwhen flag clicked\nshow\n\nwhen backdrop switches to [level 3 v]\nforever\n if <touching color (#ff00ba)?> then\n switch backdrop to (level 4 v)\n end\nend\n\nwhen backdrop switches to [level 4 v]\ngo to x: (-31) y: (-173)\n\nwhen backdrop switches to [level 4 v]\nforever\n if <touching color (#00ff90)?> then\n switch backdrop to (level 5 v)\n end\nend\n\nwhen backdrop switches to [start game v]\nset [stopwatch v] to [0]\n\nwhen backdrop switches to [start game v]\nset [deaths v] to [0]\n\nwhen flag clicked\nforever\n if <key (1 v) pressed?> then\n switch costume to (player 1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (1 v) pressed?> then\n switch costume to ( v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (2 v) pressed?> then\n switch costume to (camouflaged v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (3 v) pressed?> then\n switch costume to (shrinky2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (4 v) pressed?> then\n switch costume to (shrinky3 v)\n end\nend\n\nwhen flag clicked\n\nsay (username)\n\nwhen backdrop switches to [end game v]\n\nforever\n if <(Stopwatch) < [15]> then\n say [Well done you have beaten @TheCIPC best time ]\n end\nend\n\nwhen backdrop switches to [end game v]\n\nforever\n if <(Stopwatch) = (pick random (16) to (30))> then\n say [Good time!!]\n end\nend\n\nwhen backdrop switches to [end game v]\n\nforever\n if <(Stopwatch) = (pick random (31) to (50))> then\n say [Not bad getting there!!]\n end\nend\n\nwhen backdrop switches to [end game v]\n\nforever\n if <(Stopwatch) = (pick random (51) to (70))> then\n say [Thank you for playing my game! Try again for a better time!]\n end\nend\n\nwhen flag clicked\nforever\n if <(Stopwatch) = [1000]> then\n switch backdrop to (crashed v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Stopwatch) = [1000]> then\n switch backdrop to (crashed v)\n end\nend\n\nwhen flag clicked\nadd (username) to [seen v]\n\nforever\n play sound [Random music v] until done\nend\n\nwhen backdrop switches to [start game v]\nshow\ngo to x: (-37) y: (-169)\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [start game v]\nshow variable [deaths v]\nshow variable [stopwatch v]\n\nwhen flag clicked\nhide variable [deaths v]\nhide variable [stopwatch v]\n\nchange size by (20)\n\nsay (join [Hi ] (join (username) [ Welcome to Lava Platformer ])) for (2) seconds\n\nwhen backdrop switches to [start game v]\nset [vehicle speed v] to [0]\nset [gravity v] to [-1]\nforever\n if <key (right arrow v) pressed?> then\n change x by (10)\n end\n if <key (left arrow v) pressed?> then\n change x by (-10)\n end\n if <touching (ground v)?> then\n moveup\n set [vehicle speed v] to [0]\n if <key (up arrow v) pressed?> then\n set [vehicle speed v] to [15]\n end\n else\n change [vehicle speed v] by (Gravity)\n end\n change y by (Vehicle speed)\nend\n\nwhen backdrop switches to [start game v]\nforever\n change [stopwatch v] by (1)\n wait (1) seconds\nend\n\nwhen backdrop switches to [start game v]\nforever\n if <touching color (#baff00)?> then\n switch backdrop to (level 2 v)\n end\nend\n\nwhen backdrop switches to [start game v]\nforever\n play sound [Random music v] until done\n wait (1) seconds\nend\n\nwhen backdrop switches to [start game v]\nrepeat (4)\n set [ghost v] effect to (100)\n wait (0.2) seconds\n clear graphic effects\n wait (0.05) seconds\nend\n\n@Ground\n\nwhen backdrop switches to [start game v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [main menu v]\nhide\n\n@Spikes\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [Start game]> then\n hide\n end\nend\n\nwhen backdrop switches to [level 2 v]\nshow\n\nwhen backdrop switches to [level 3 v]\nhide\n\nwhen backdrop switches to [crashed v]\nforever\n hide\nend\n\nwhen backdrop switches to [lava platformer thumbial v]\nhide\n\n@Spikes 2\n\nwhen backdrop switches to [start game v]\nhide\n\nwhen backdrop switches to [level 2 v]\nshow\n\nwhen backdrop switches to [level 3 v]\nhide\n\nwhen backdrop switches to [crashed v]\nforever\n hide\nend\n\nset [stopwatch v] to [995]\n\nwhen backdrop switches to [lava platformer thumbial v]\nhide\n\n@Lava\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 5 v]\nshow\n\nwhen backdrop switches to [level 5 v]\nforever\n if <touching color (#35ff00)?> then\n go to x: (185) y: (6)\n wait (0.1) seconds\n end\nend\n\nwhen backdrop switches to [level 5 v]\ngo to x: (185) y: (6)\n\nwhen backdrop switches to [level 5 v]\nforever\n glide (0.2) secs to x: (186) y: (-147)\nend\n\nwhen backdrop switches to [level 6 v]\nhide\n\nwhen backdrop switches to [special power v]\nhide\n\nwhen backdrop switches to [special power v]\nhide\n\nwhen backdrop switches to [level 4 v]\nhide\n\n@Back\n\nwhen backdrop switches to [special power v]\nshow\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nswitch backdrop to (level 5 v)\nhide\n\n@Hidden\n\nwhen this sprite clicked\nswitch backdrop to (special power v)\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 5 v]\nshow\n\nwhen backdrop switches to [special power v]\nhide\n\nwhen backdrop switches to [level 6 v]\nhide\n\nwhen backdrop switches to [end game v]\nhide\n\nwhen backdrop switches to [level 4 v]\nhide\n\nwhen backdrop switches to [level 4 v]\ngo to x: (38) y: (80)\n\n@Moving platformer 1\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 4 v]\nshow\n\nwhen backdrop switches to [level 4 v]\nforever\n glide (0.7) secs to x: (125) y: (111)\nend\n\nwhen backdrop switches to [level 4 v]\nforever\n if <touching color (#f800ff)?> then\n glide (0.5) secs to x: (130) y: (-36)\n end\nend\n\nwhen backdrop switches to [level 5 v]\nhide\n\nwhen flag clicked\nforever\n next costume\nend\n\nwhen backdrop switches to [crashed v]\nforever\n hide\nend\n\n@Moving Platformer 2\n\nwhen backdrop switches to [level 4 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 4 v]\nforever\n glide (1) secs to x: (66) y: (34)\nend\n\nwhen backdrop switches to [level 4 v]\nforever\n if <touching color (#f800ff)?> then\n glide (1.5) secs to x: (66) y: (-28)\n end\nend\n\nwhen backdrop switches to [level 5 v]\nhide\n\nwhen flag clicked\nforever\n next costume\nend\n\nwhen backdrop switches to [crashed v]\nhide\n\n@Moving Platformer 3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 4 v]\nshow\n\nwhen backdrop switches to [level 4 v]\nforever\n glide (0.5) secs to x: (263) y: (106)\nend\n\nwhen backdrop switches to [level 4 v]\nforever\n if <touching color (#f800ff)?> then\n glide (0.5) secs to x: (273) y: (-70)\n end\nend\n\nwhen backdrop switches to [level 5 v]\nhide\n\nwhen flag clicked\nforever\n next costume\nend\n\nwhen backdrop switches to [crashed v]\nhide\n\n@LIGHT BLUE\n\nwhen this sprite clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nset size to (50) %\n\nforever\nend\n\nwhen backdrop switches to [start game v]\nshow\n\nwhen flag clicked\nhide\n\n@Camoflagage \n\nwhen flag clicked\nset size to (50) %\n\nwhen this sprite clicked\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [start game v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [main menu v]\nhide\n\n@SHRINKY 2\n\nwhen backdrop switches to [special power v]\nshow\n\nwhen flag clicked\nhide\n\nset size to (50) %\n\n@SHRINKY 3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [special power v]\nshow\n\n@Settings final design\n\nwhen this sprite clicked\nsay [Working in progress] for (2) seconds\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen backdrop switches to [start game v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [main menu v]\nhide\n\n@Mute\n\nwhen this sprite clicked\nforever\n stop all sounds\nend\n\nwhen backdrop switches to [start game v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [main menu v]\nhide\n\n@Loading\n\nwhen flag clicked\nforever\n wait (2) seconds\n next costume\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n hide\n end\nend\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nswitch costume to (loading 1\(20%\) v)\n\n@Update message\n\nwhen I receive [update message v]\nshow\ngo to x: (-83) y: (-190)\nwait (1) seconds\nglide (1) secs to x: (54) y: (-134)\n\nwhen I receive [hide update message v]\nhide\n\nwhen backdrop switches to [controls v]\nhide\n\nwhen backdrop switches to [lava platformer thumbial v]\nhide\n\n@Ok\n\nwhen I receive [update message v]\nwait (2) seconds\nshow\n\nwhen this sprite clicked\nhide\nbroadcast (Hide Update message v)\n\nwhen backdrop switches to [main menu v]\nforever\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (costume1 v)\n end\nend\n\nwhen backdrop switches to [main menu v]\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n end\nend\n\nwhen backdrop switches to [controls v]\nhide\n\nwhen backdrop switches to [lava platformer thumbial v]\nhide\n\n@Play\n\nwhen backdrop switches to [main menu v]\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (play2 v)\n end\nend\n\nwhen backdrop switches to [main menu v]\nforever\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (play v)\n end\nend\n\nwhen backdrop switches to [main menu v]\nshow\n\nwhen backdrop switches to [start game v]\nhide\n\nwhen this sprite clicked\nswitch backdrop to (start game v)\n\nwhen backdrop switches to [controls v]\nhide\n\nwhen backdrop switches to [lava platformer thumbial v]\nhide\n\n@Achievements\n\nwhen backdrop switches to [main menu v]\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (achievements2 v)\n end\nend\n\nwhen backdrop switches to [main menu v]\nforever\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (achievements v)\n end\nend\n\nwhen backdrop switches to [main menu v]\nshow\n\nwhen backdrop switches to [start game v]\nhide\n\nwhen this sprite clicked\nbroadcast (List of Achievements v)\n\nwhen backdrop switches to [controls v]\nhide\n\nwhen backdrop switches to [lava platformer thumbial v]\nhide\n\n@Controls\n\nwhen backdrop switches to [main menu v]\nforever\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (controls v)\n end\nend\n\nwhen backdrop switches to [main menu v]\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (controls2 v)\n end\nend\n\nwhen backdrop switches to [main menu v]\nshow\n\nwhen backdrop switches to [start game v]\nhide\n\nwhen this sprite clicked\nswitch backdrop to (controls v)\n\nwhen backdrop switches to [controls v]\nhide\n\nwhen backdrop switches to [lava platformer thumbial v]\nhide\n\n@Update tab\n\nwhen backdrop switches to [main menu v]\nshow\n\nwhen backdrop switches to [controls v]\nhide\n\nwhen backdrop switches to [start game v]\nhide\n\nwhen this sprite clicked\nbroadcast (Update Message v)\n\nwhen backdrop switches to [main menu v]\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (next update2 v)\n end\nend\n\nwhen backdrop switches to [main menu v]\nforever\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (next update v)\n end\nend\n\nwhen backdrop switches to [lava platformer thumbial v]\nhide\n\n@List of Achievements\n\nwhen I receive [list of achievements v]\nshow\ngo to x: (17) y: (12)\nwait (1) seconds\nglide (60) secs to x: (17) y: (-332)\n\nwhen I receive [list of achievements v]\nforever\n if <(y position) = [-332]> then\n hide\n end\nend\n\nwhen backdrop switches to [controls v]\nhide\n\nwhen backdrop switches to [main menu v]\nhide\n\nwhen backdrop switches to [start game v]\nhide\n\nwhen backdrop switches to [lava platformer thumbial v]\nhide\n\n@Back2\n\nwhen backdrop switches to [controls v]\nshow\n\nwhen backdrop switches to [main menu v]\nhide\n\nwhen this sprite clicked\nswitch backdrop to (main menu v)\n\nwhen backdrop switches to [controls v]\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (back2 v)\n end\nend\n\nwhen backdrop switches to [controls v]\nforever\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (back v)\n end\nend\n\n | The Instructions are in the project and all the controls. |
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.