title
stringlengths
5
100
content
stringlengths
10
791k
instructions
stringlengths
0
8.7k
Christmas || MULTIPLAYER Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Tranquility2 v] until done\nend\n\nwhen I receive [green flag v]\nclear graphic effects\n\nwhen I receive [lighten v]\nchange [brightness v] effect by (darken/lighten rate)\n\nwhen I receive [darken v]\nchange [brightness v] effect by ((darken/lighten rate) * (-1))\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\nset [player color v] to (pick random (0) to (75))\n\nwhen I receive [play game v]\nset [total clones v] to [0]\ndelete all of [keys v]\nadd [0] to [keys v]\nadd [0] to [keys v]\nadd [0] to [keys v]\nbroadcast (Reset v) and wait\nbroadcast (Setup v) and wait\nforever\n Get player id\n Game on\n broadcast (Secondary Loop v)\n set [player frame counter v] to [1]\n repeat until <(EXIT) > []>\n Tick\n Refresh User List\n broadcast (Tick v)\n if <(Player Frame Counter) > [3]> then\n set [player frame counter v] to [1]\n broadcast (Online v)\n else\n change [player frame counter v] by (1)\n end\n if <[0] < (PLAYER ID)> then\n Set P# Cloud Variable\n end\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\nif <not <<(x) = (SCROLL X)> and <(y) = (SCROLL Y)>>> then\n\ndefine Game on\nset [x v] to (checkpoint x)\nset [y v] to (checkpoint y)\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [in air maximum v] to [40]\nset [in air too hi v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [energy v] to [0]\nset [ability v] to [none]\nset size to (100) %\nclear graphic effects\nset [color v] effect to (player color)\nswitch costume to (player v)\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)\nSet SCROLL X\nSet SCROLL Y\nPosition\nif <(y) < [-540]> then\n set [exit v] to [Die]\nend\nif <(in air too hi) > (in air maximum)> then\n if <(in air) = [0]> then\n set [exit v] to [Die]\n end\nend\nset [in air too hi v] to (in air)\nif <touching (danger v)?> then\n set [exit v] to [Die]\nend\nif <touching (small v)?> then\n set size to (50) %\n set [ability v] to [small]\n set [energy v] to [30]\nend\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <<touching (platformshb v)?> or <touching (gates 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 (platformshb v)?> or <touching (gates v)?>> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <<touching (platformshb v)?> or <touching (gates 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 (platformshb v)?> or <touching (gates 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 wait (0.05) seconds\n hide\n wait (0.05) seconds\n show\nend\nwait (0.2) seconds\nrepeat (10)\n Position\n next costume\n change [brightness v] effect by (10)\nend\nset [x v] to (checkpoint x)\nset [y v] to (checkpoint y)\nhide\nwait (0.5) seconds\nset [darken/lighten rate v] to ((100) / (7))\nrepeat (7)\n Set SCROLL X\n Set SCROLL Y\n broadcast (Tick v)\n broadcast (darken v)\nend\nrepeat (11)\n Set SCROLL X\n Set SCROLL Y\n broadcast (Tick v)\nend\nrepeat (7)\n Set SCROLL X\n Set SCROLL Y\n broadcast (Tick v)\n broadcast (lighten v)\nend\n\ndefine Game - Win\nset [darken/lighten rate v] to ((100) / (7))\nrepeat (7)\n broadcast (darken v)\nend\nbroadcast (END v) and wait\nstop [all v]\n\nChange player y by [1000]\n\nwhen I receive [secondary loop v]\nrepeat until <(EXIT) > []>\n wait until <not <(Ability) = [none]>>\n repeat until <(Energy) < [1]>\n if <(Ability) = [small]> then\n set size to (50) %\n else\n set size to (150) %\n end\n wait (1) seconds\n change [energy v] by (-1)\n end\n set [ability v] to [none]\n set size to (100) %\n Stuck?\nend\n\ndefine Get player id\nif <(letter (1) of (☁ P1)) = [0]> then\n set [player id v] to [1]\nelse\n if <(letter (1) of (☁ P2)) = [0]> then\n set [player id v] to [2]\n else\n if <(letter (1) of (☁ P3)) = [0]> then\n set [player id v] to [3]\n else\n if <(letter (1) of (☁ P4)) = [0]> then\n set [player id v] to [4]\n else\n if <(letter (1) of (☁ P5)) = [0]> then\n set [player id v] to [5]\n else\n if <(letter (1) of (☁ P6)) = [0]> then\n set [player id v] to [6]\n else\n if <(letter (1) of (☁ P7)) = [0]> then\n set [player id v] to [7]\n else\n if <(letter (1) of (☁ P8)) = [0]> then\n set [player id v] to [8]\n else\n if <(letter (1) of (☁ P9)) = [0]> then\n set [player id v] to [9]\n else\n if <(letter (1) of (☁ P10)) = [0]> then\n set [player id v] to [10]\n else\n set [player id v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\ngenerate number (x) with pos/neg\ngenerate number (y) with pos/neg\n\ndefine Set P# Cloud Variable\nset [refreshed p# v] to [1]\ngenerate number (x) with pos/neg\ngenerate number (y) with pos/neg\nget quadruple digit (player color)\nset [refreshed p# v] to (join (REFRESHED P#) (VALUE))\nif <(Ability) = [small]> then\n set [refreshed p# v] to (join (REFRESHED P#) [1])\nelse\n set [refreshed p# v] to (join (REFRESHED P#) [0])\nend\nset [afk id v] to (join (pick random (0) to (9)) (join (pick random (0) to (9)) (join (pick random (0) to (9)) (pick random (0) to (9)))))\nset [refreshed p# v] to (join (REFRESHED P#) (AFK ID))\nIf (PLAYER ID) = number set P# to (REFRESHED P#)\n\ndefine get quadruple digit (value)\nset [value v] to (value)\nif <(value) < [10]> then\n set [value v] to (join [000] (value))\nelse\n if <(value) < [100]> then\n set [value v] to (join [00] (value))\n else\n if <(value) < [1000]> then\n set [value v] to (join [0] (value))\n end\n end\nend\n\nwhen flag clicked\nset [ended? v] to [0]\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nif <(ended?) < [1]> then\n change [ended? v] by (1)\n If (PLAYER ID) = number set P# to [0]\nend\n\nwhen I receive [secondary loop v]\nrepeat until <(EXIT) > []>\n set [responsiblility v] to (pick random (1) to (10))\n if <(letter (1) of (item (responsiblility) of [players v])) = [1]> then\n if <not <(responsiblility) = (PLAYER ID)>> then\n set [previous sp id v] to (join (letter (17) of (item (responsiblility) of [players v])) (join (letter (18) of (item (responsiblility) of [players v])) (join (letter (19) of (item (responsiblility) of [players v])) (letter (20) of (item (responsiblility) of [players v])))))\n wait (1) seconds\n if <(previous sp id) = (join (letter (17) of (item (responsiblility) of [players v])) (join (letter (18) of (item (responsiblility) of [players v])) (join (letter (19) of (item (responsiblility) of [players v])) (letter (20) of (item (responsiblility) of [players v])))))> then\n If (responsiblility) = number set P# to [0]\n end\n end\n end\nend\n\ndefine Refresh User List\ndelete all of [players v]\nadd (☁ P1) to [players v]\nadd (☁ P2) to [players v]\nadd (☁ P3) to [players v]\nadd (☁ P4) to [players v]\nadd (☁ P5) to [players v]\nadd (☁ P6) to [players v]\nadd (☁ P7) to [players v]\nadd (☁ P8) to [players v]\nadd (☁ P9) to [players v]\nadd (☁ P10) to [players v]\n\n\n\nget quadruple digit (AFK ID)\n\ndefine If (input) = number set P# to (output)\nif <(input) = [1]> then\n set [☁ p1 v] to (output)\nelse\n if <(input) = [2]> then\n set [☁ p2 v] to (output)\n else\n if <(input) = [3]> then\n set [☁ p3 v] to (output)\n else\n if <(input) = [4]> then\n set [☁ p4 v] to (output)\n else\n if <(input) = [5]> then\n set [☁ p5 v] to (output)\n else\n if <(input) = [6]> then\n set [☁ p6 v] to (output)\n else\n if <(input) = [7]> then\n set [☁ p7 v] to (output)\n else\n if <(input) = [8]> then\n set [☁ p8 v] to (output)\n else\n if <(input) = [9]> then\n set [☁ p9 v] to (output)\n else\n if <(input) = [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 [secondary loop v]\nrepeat until <(EXIT) > []>\n\nwait (0.1) seconds\n\ndefine generate number (number) with pos/neg\nif <(number) < [0]> then\n set [refreshed p# v] to (join (REFRESHED P#) [0])\nelse\n set [refreshed p# v] to (join (REFRESHED P#) [1])\nend\nget quadruple digit ([abs v] of (number) )\nset [refreshed p# v] to (join (REFRESHED P#) (VALUE))\n\nif <(PLAYER ID) = [1]> then\n set [☁ p1 v] to (REFRESHED P#)\nelse\n if <(PLAYER ID) = [2]> then\n set [☁ p2 v] to (REFRESHED P#)\n else\n if <(PLAYER ID) = [3]> then\n set [☁ p3 v] to (REFRESHED P#)\n else\n if <(PLAYER ID) = [4]> then\n set [☁ p4 v] to (REFRESHED P#)\n else\n if <(PLAYER ID) = [5]> then\n set [☁ p5 v] to (REFRESHED P#)\n else\n if <(PLAYER ID) = [6]> then\n set [☁ p6 v] to (REFRESHED P#)\n else\n if <(PLAYER ID) = [7]> then\n set [☁ p7 v] to (REFRESHED P#)\n else\n if <(PLAYER ID) = [8]> then\n set [☁ p8 v] to (REFRESHED P#)\n else\n if <(PLAYER ID) = [9]> then\n set [☁ p9 v] to (REFRESHED P#)\n else\n if <(PLAYER ID) = [10]> then\n set [☁ p10 v] to (REFRESHED P#)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Stuck?\nif <touching (platformshb v)?> then\n change [y v] by (20)\n Position\n if <touching (platformshb v)?> then\n change [x v] by (20)\n Position\n if <touching (platformshb v)?> then\n change [y v] by (-20)\n Position\n if <touching (platformshb v)?> then\n change [y v] by (-20)\n Position\n if <touching (platformshb v)?> then\n change [x v] by (-20)\n Position\n if <touching (platformshb v)?> then\n change [x v] by (-20)\n Position\n if <touching (platformshb v)?> then\n change [y v] by (20)\n Position\n if <touching (platformshb v)?> then\n change [y v] by (20)\n Position\n if <touching (platformshb v)?> then\n change [x v] by (-20)\n Position\n if <touching (platformshb v)?> then\n set [exit v] to [Die]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nbroadcast (Online v) and wait\n\nwhen I receive [green flag v]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\n\ndefine Set SCROLL X\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (10)))\nif <(SCROLL Y) < [-90]> then\n if <(SCROLL X) < [-480]> then\n set [scroll x v] to [-480]\n end\nelse\n if <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\n end\nend\nif <(SCROLL X) > ((480) * (12))> then\n set [scroll x v] to [5761]\nend\n\ndefine Set SCROLL Y\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [-360]> then\n set [scroll y v] to [-360]\nend\n\n@Others\n\nwhen flag clicked\nhide\n\ndefine Create Other Players\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 [5]\ncreate clone of (_myself_ v)\nset [id v] to [6]\ncreate clone of (_myself_ v)\nset [id v] to [7]\ncreate clone of (_myself_ v)\nset [id v] to [8]\ncreate clone of (_myself_ v)\nset [id v] to [9]\ncreate clone of (_myself_ v)\nset [id v] to [10]\ncreate clone of (_myself_ v)\nset [id v] to [0]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [online v]\nif <(id) > [0]> then\n Set Selected Player\n if <(letter (1) of (Selected Player)) = [0]> then\n hide\n else\n if <(id) = ([player id v] of [player v])> then\n delete this clone\n else\n position\n end\n end\nend\n\nwhen I receive [setup v]\nCreate Other Players\n\nwhen I start as a clone\nif <(id) = ([player id v] of [player v])> then\n delete this clone\nend\n\ndefine Set Selected Player\nif <(id) = [1]> then\n set [selected player v] to (☁ P1)\nelse\n if <(id) = [2]> then\n set [selected player v] to (☁ P2)\n else\n if <(id) = [3]> then\n set [selected player v] to (☁ P3)\n else\n if <(id) = [4]> then\n set [selected player v] to (☁ P4)\n else\n if <(id) = [5]> then\n set [selected player v] to (☁ P5)\n else\n if <(id) = [6]> then\n set [selected player v] to (☁ P6)\n else\n if <(id) = [7]> then\n set [selected player v] to (☁ P7)\n else\n if <(id) = [8]> then\n set [selected player v] to (☁ P8)\n else\n if <(id) = [9]> then\n set [selected player v] to (☁ P9)\n else\n if <(id) = [10]> then\n set [selected player v] to (☁ P10)\n else\n delete this clone\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ngo to x: () y: ()\nwait (0) seconds\n\nforever\n show\n Set Selected Player\n repeat until <(letter (1) of (Selected Player)) = [1]>\n Set Selected Player\n end\n repeat until <(letter (1) of (Selected Player)) = [0]>\n repeat until <not <(Selected Player) = []>>\n Set Selected Player\n end\n repeat (3)\n end\nend\n\ndefine position\nshow\nset [color v] effect to (join (letter (12) of (Selected Player)) (join (letter (13) of (Selected Player)) (join (letter (14) of (Selected Player)) (letter (15) of (Selected Player)))))\nif <(letter (2) of (Selected Player)) = [0]> then\n set [sel plyr x v] to [-1]\nelse\n set [sel plyr x v] to [1]\nend\nset [sel plyr x v] to ((Sel Plyr X) * (join (letter (3) of (Selected Player)) (join (letter (4) of (Selected Player)) (join (letter (5) of (Selected Player)) (letter (6) of (Selected Player))))))\nif <(letter (7) of (Selected Player)) = [0]> then\n set [sel plyr y v] to [-1]\nelse\n set [sel plyr y v] to [1]\nend\nset [sel plyr y v] to ((Sel Plyr Y) * (join (letter (8) of (Selected Player)) (join (letter (9) of (Selected Player)) (join (letter (10) of (Selected Player)) (letter (11) of (Selected Player))))))\nset [r sp x v] to (Sel Plyr X)\nset [r sp y v] to (Sel Plyr Y)\nGlide from (r sp x prev) (r sp y prev) to (r sp x) (r sp y) with [1] out of [3]\nset [r sp x prev v] to (r sp x)\nset [r sp y prev v] to (r sp y)\n\ndefine Glide from (fromx) (fromy) to (tox) (toy)\nset [plyr frac count v] to [1]\nrepeat (10)\n go to x: ((fromx) + (((tox) - (fromx)) * ((plyr frac count) / (10)))) y: ((fromy) + (((toy) - (fromy)) * ((plyr frac count) / (10))))\n change [plyr frac count v] by (1)\nend\n\nGlide from (r sp x prev) (r sp y prev) to (r sp x) (r sp y)\n\nset [plyr frac count v] to [1]\nrepeat (3)\n go to x: ((r sp x prev) + (((r sp x) - (r sp x prev)) * ((plyr frac count) / (3)))) y: ((r sp y prev) + (((r sp y) - (r sp y prev)) * ((plyr frac count) / (3))))\n change [plyr frac count v] by (1)\nend\n\ndefine Glide from (fromx) (fromy) to (tox) (toy) with (frac) out of (whole)\nset [plyr frac count v] to [1]\nrepeat (whole)\n go to x: (((fromx) + (((tox) - (fromx)) * ((frac) / (whole)))) - (SCROLL X)) y: (((fromy) + (((toy) - (fromy)) * ((frac) / (whole)))) - (SCROLL Y))\n change [plyr frac count v] by (1)\n go to [front v] layer\n go [backward v] (id) layers\n if <<[240] > ([abs v] of (x position) )> and <[180] > ([abs v] of (y position) )>> then\n point in direction (90)\n switch costume to (player v)\n if <(letter (16) of (Selected Player)) = [1]> then\n set size to (50) %\n else\n set size to (100) %\n end\n else\n switch costume to (arrow v)\n if <<(x position) < [239]> and <[-239] < (x position)>> then\n set x to ((x position) * ((220) / (240)))\n else\n set x to (((x position) / ([abs v] of (x position) )) * (220))\n end\n if <<(y position) < [179]> and <[-179] < (y position)>> then\n set y to ((y position) * ((160) / (180)))\n else\n set y to (((y position) / ([abs v] of (y position) )) * (160))\n end\n point towards (blank v)\n turn left (180) degrees\n end\nend\n\nGlide from (r sp x prev) (r sp y prev) to (r sp x) (r sp y) with [1] out of [3]\nGlide from (r sp x prev) (r sp y prev) to (r sp x) (r sp y) with [2] out of [3]\nGlide from (r sp x prev) (r sp y prev) to (r sp x) (r sp y) with [3] out of [3]\n\nset [r sp x prev v] to (r sp x)\nset [r sp y prev v] to (r sp y)\n\nset [r sp x v] to ((Sel Plyr X) - (SCROLL X))\nset [r sp y v] to ((Sel Plyr Y) - (SCROLL Y))\n\ngo to x: ((fromx) + (((tox) - (fromx)) * ((frac) / (whole)))) y: ((fromy) + (((toy) - (fromy)) * ((frac) / (whole))))\n\nGlide from (r sp x prev) (r sp y prev) to (r sp x) (r sp y) with [1] out of [3]\nGlide from (r sp x prev) (r sp y prev) to (r sp x) (r sp y) with [2] out of [3]\n\n@PlatformsHB\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nif <(is clone?) = [1]> then\n Change XY\n if <<(([x v] of [player v]) + (-720)) < (x)> and <(x) < (([x v] of [player v]) + (720))>> then\n if <<(([y v] of [player v]) + (-540)) < (y)> and <(y) < (([y v] of [player v]) + (540))>> then\n Position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n else\n hide\n end\n else\n hide\n end\nend\n\nwhen I receive [setup v]\nhide\nset [is clone? v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (lx0y0 v)\nswitch backdrop to (sky v)\nClone at x: ((480) * (-1)) y: ((360) * (-1))\nClone at x: ((480) * (-1)) y: ((360) * (0))\nClone at x: ((480) * (-1)) y: ((360) * (1))\nClone at x: ((480) * (0)) y: ((360) * (-1))\nClone at x: ((480) * (0)) y: ((360) * (0))\nClone at x: ((480) * (0)) y: ((360) * (1))\nClone at x: ((480) * (1)) y: ((360) * (-1))\nClone at x: ((480) * (1)) y: ((360) * (0))\nClone at x: ((480) * (1)) y: ((360) * (1))\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)\nswitch costume to (join [l] (join (join [x] ((x) / (480))) (join [y] ((y) / (360)))))\nif <(join [l] (join (join [x] ((x) / (480))) (join [y] ((y) / (360))))) = (costume [name v])> then\n go to x: (x) y: (y)\n set [ghost v] effect to (100)\n if <<(x) = (x position)> and <(y) = (y position)>> then\n show\n else\n hide\n end\nelse\n hide\nend\n\nwhen I start as a clone\nset [is clone? v] to [1]\n\ndefine Change XY\nrepeat until <((x) - (SCROLL X)) > ((480) * (-2))>\n change [x v] by ((480) * (3))\nend\nrepeat until <((480) * (2)) > ((x) - (SCROLL X))>\n change [x v] by ((480) * (-3))\nend\nrepeat until <((y) - (SCROLL Y)) > ((360) * (-2))>\n change [y v] by ((360) * (3))\nend\nrepeat until <((360) * (2)) > ((y) - (SCROLL Y))>\n change [y v] by ((360) * (-3))\nend\n\n@PlatformsDB\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nif <(is clone?) = [1]> then\n Change XY\n if <<(([x v] of [player v]) + (-720)) < (x)> and <(x) < (([x v] of [player v]) + (720))>> then\n if <<(([y v] of [player v]) + (-540)) < (y)> and <(y) < (([y v] of [player v]) + (540))>> then\n Position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n else\n hide\n end\n else\n hide\n end\nend\n\nwhen I receive [setup v]\nhide\nset [is clone? v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (lx0y0 v)\nswitch backdrop to (sky v)\nClone at x: ((480) * (-1)) y: ((360) * (-1))\nClone at x: ((480) * (-1)) y: ((360) * (0))\nClone at x: ((480) * (-1)) y: ((360) * (1))\nClone at x: ((480) * (0)) y: ((360) * (-1))\nClone at x: ((480) * (0)) y: ((360) * (0))\nClone at x: ((480) * (0)) y: ((360) * (1))\nClone at x: ((480) * (1)) y: ((360) * (-1))\nClone at x: ((480) * (1)) y: ((360) * (0))\nClone at x: ((480) * (1)) y: ((360) * (1))\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nchange [total clones v] by (1)\nset [x v] to (x)\nset [y v] to (y)\ngo to [front v] layer\ncreate clone of (_myself_ v)\n\ndefine Position (x) (y)\nswitch costume to (join [l] (join (join [x] ((x) / (480))) (join [y] ((y) / (360)))))\nif <(join [l] (join (join [x] ((x) / (480))) (join [y] ((y) / (360))))) = (costume [name v])> then\n go to x: (x) y: (y)\n if <<(x) = (x position)> and <(y) = (y position)>> then\n go to [back v] layer\n go [forward v] (3) layers\n show\n else\n hide\n end\nelse\n hide\nend\n\nwhen I start as a clone\nset [is clone? v] to [1]\n\nwhen I receive [darken v]\nchange [brightness v] effect by ((darken/lighten rate) * (-1))\n\nwhen I receive [lighten v]\nchange [brightness v] effect by (darken/lighten rate)\n\ndefine Change XY\nrepeat until <((x) - (SCROLL X)) > ((480) * (-2))>\n change [x v] by ((480) * (3))\nend\nrepeat until <((480) * (2)) > ((x) - (SCROLL X))>\n change [x v] by ((480) * (-3))\nend\nrepeat until <((y) - (SCROLL Y)) > ((360) * (-2))>\n change [y v] by ((360) * (3))\nend\nrepeat until <((360) * (2)) > ((y) - (SCROLL Y))>\n change [y v] by ((360) * (-3))\nend\n\n@PlatformsDF\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nif <(is clone?) = [1]> then\n Change XY\n if <<(([x v] of [player v]) + (-720)) < (x)> and <(x) < (([x v] of [player v]) + (720))>> then\n if <<(([y v] of [player v]) + (-540)) < (y)> and <(y) < (([y v] of [player v]) + (540))>> then\n Position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n else\n hide\n end\n else\n hide\n end\nend\n\nwhen I receive [setup v]\nhide\nset [is clone? v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (lx0y0 v)\nswitch backdrop to (sky v)\nClone at x: ((480) * (-1)) y: ((360) * (-1))\nClone at x: ((480) * (-1)) y: ((360) * (0))\nClone at x: ((480) * (-1)) y: ((360) * (1))\nClone at x: ((480) * (0)) y: ((360) * (-1))\nClone at x: ((480) * (0)) y: ((360) * (0))\nClone at x: ((480) * (0)) y: ((360) * (1))\nClone at x: ((480) * (1)) y: ((360) * (-1))\nClone at x: ((480) * (1)) y: ((360) * (0))\nClone at x: ((480) * (1)) y: ((360) * (1))\n\ndefine Position (x) (y)\nswitch costume to (join [l] (join (join [x] ((x) / (480))) (join [y] ((y) / (360)))))\nif <(join [l] (join (join [x] ((x) / (480))) (join [y] ((y) / (360))))) = (costume [name v])> then\n go to x: (x) y: (y)\n if <<(x) = (x position)> and <(y) = (y position)>> then\n go to [front v] layer\n go [backward v] (5) layers\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)\nset [x v] to (x)\nset [y v] to (y)\ngo to [front v] layer\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [is clone? v] to [1]\n\nwhen I receive [lighten v]\nchange [brightness v] effect by (darken/lighten rate)\n\nwhen I receive [darken v]\nchange [brightness v] effect by ((darken/lighten rate) * (-1))\n\ndefine Change XY\nrepeat until <((x) - (SCROLL X)) > ((480) * (-2))>\n change [x v] by ((480) * (3))\nend\nrepeat until <((480) * (2)) > ((x) - (SCROLL X))>\n change [x v] by ((480) * (-3))\nend\nrepeat until <((y) - (SCROLL Y)) > ((360) * (-2))>\n change [y v] by ((360) * (3))\nend\nrepeat until <((360) * (2)) > ((y) - (SCROLL Y))>\n change [y v] by ((360) * (-3))\nend\n\n@Danger\n\nwhen I start as a clone\nset [is clone? v] to [1]\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ngo to [front v] layer\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nhide\nset [is clone? v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (lx0y0 v)\nswitch backdrop to (sky v)\nClone at x: ((480) * (-1)) y: ((360) * (-1))\nClone at x: ((480) * (-1)) y: ((360) * (0))\nClone at x: ((480) * (-1)) y: ((360) * (1))\nClone at x: ((480) * (0)) y: ((360) * (-1))\nClone at x: ((480) * (0)) y: ((360) * (0))\nClone at x: ((480) * (0)) y: ((360) * (1))\nClone at x: ((480) * (1)) y: ((360) * (-1))\nClone at x: ((480) * (1)) y: ((360) * (0))\nClone at x: ((480) * (1)) y: ((360) * (1))\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nif <(is clone?) = [1]> then\n Change XY\n if <<(([x v] of [player v]) + (-720)) < (x)> and <(x) < (([x v] of [player v]) + (720))>> then\n if <<(([y v] of [player v]) + (-540)) < (y)> and <(y) < (([y v] of [player v]) + (540))>> then\n Position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n else\n hide\n end\n else\n hide\n end\nend\n\ndefine Position (x) (y)\nswitch costume to (join [l] (join (join [x] ((x) / (480))) (join [y] ((y) / (360)))))\nif <(join [l] (join (join [x] ((x) / (480))) (join [y] ((y) / (360))))) = (costume [name v])> then\n go to x: (x) y: (y)\n if <<(x) = (x position)> and <(y) = (y position)>> then\n go to [back v] layer\n go [forward v] ((total clones) + (3)) layers\n show\n else\n hide\n end\nelse\n hide\nend\n\nhide\n\nwhen I receive [lighten v]\nchange [brightness v] effect by (darken/lighten rate)\n\nwhen I receive [darken v]\nchange [brightness v] effect by ((darken/lighten rate) * (-1))\n\ndefine Change XY\nrepeat until <((x) - (SCROLL X)) > ((480) * (-2))>\n change [x v] by ((480) * (3))\nend\nrepeat until <((480) * (2)) > ((x) - (SCROLL X))>\n change [x v] by ((480) * (-3))\nend\nrepeat until <((y) - (SCROLL Y)) > ((360) * (-2))>\n change [y v] by ((360) * (3))\nend\nrepeat until <((360) * (2)) > ((y) - (SCROLL Y))>\n change [y v] by ((360) * (-3))\nend\n\n@Background1\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\ngo [forward v] (1) layers\ngo to x: (((SCROLL X) - ((480) * (1.5))) * (-0.25)) y: ((SCROLL Y) * (-0.25))\nswitch costume to (sizer v)\nset size to (150) %\nswitch costume to (background v)\n\nwhen I receive [setup v]\nshow\n\nwhen I receive [reset v]\nhide\n\nwhen I receive [lighten v]\nchange [brightness v] effect by (darken/lighten rate)\n\nwhen I receive [darken v]\nchange [brightness v] effect by ((darken/lighten rate) * (-1))\n\n@Background2\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\ngo [forward v] (0) layers\ngo to x: (((SCROLL X) - ((480) * (1.5))) * (-0.125)) y: ((SCROLL Y) * (-0.125))\nswitch costume to (sizer v)\nset size to (150) %\nswitch costume to (background v)\n\nwhen I receive [setup v]\nshow\n\nwhen I receive [reset v]\nhide\n\nwhen I receive [lighten v]\nchange [brightness v] effect by (darken/lighten rate)\n\nwhen I receive [darken v]\nchange [brightness v] effect by ((darken/lighten rate) * (-1))\n\n@Small\n\nwhen I receive [tick v]\nif <(is clone?) = [1]> then\n if <<(([x v] of [player v]) + (-720)) < (x)> and <(x) < (([x v] of [player v]) + (720))>> then\n if <<(([y v] of [player v]) + (-540)) < (y)> and <(y) < (([y v] of [player v]) + (540))>> then\n Position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n else\n hide\n end\n else\n hide\n end\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Position (x) (y)\nswitch costume to (small v)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n go to [front v] layer\n show\n set [color v] effect to ([player color v] of [player v])\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\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [is clone? v] to [1]\n\nwhen I receive [setup v]\nhide\nset [is clone? v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (small v)\nswitch backdrop to (sky v)\nClone at x: [4160] y: [780]\nClone at x: [4220] y: [300]\n\nwhen I receive [lighten v]\nchange [brightness v] effect by (darken/lighten rate)\n\nwhen I receive [darken v]\nchange [brightness v] effect by ((darken/lighten rate) * (-1))\n\n@Gates\n\nwhen I receive [setup v]\nhide\nset [is clone? v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nswitch backdrop to (sky v)\nClone at x: ((480) * (4)) y: ((360) * (0)) keyid: [1]\nClone at x: ((480) * (4)) y: ((360) * (-1)) keyid: [2]\nClone at x: ((480) * (5)) y: ((360) * (-1)) keyid: [3]\n\ndefine Clone at x: (x) y: (y) keyid: (id)\nset [id v] to (id)\nset [x v] to (x)\nset [y v] to (y)\ngo to [front v] layer\ncreate clone of (_myself_ v)\n\ndefine Position (x) (y)\nif <(item (id) of [keys v]) = [1]> then\n hide\nelse\n switch costume to (join [g] (join [x] (join ((x) / (480)) (join [y] ((y) / (360))))))\n go to x: (x) y: (y)\n if <<(x) = (x position)> and <(y) = (y position)>> then\n go to [front v] layer\n go [backward v] (4) layers\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nset [is clone? v] to [1]\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tick v]\nif <(is clone?) = [1]> then\n if <<(([x v] of [player v]) + (-720)) < (x)> and <(x) < (([x v] of [player v]) + (720))>> then\n if <<(([y v] of [player v]) + (-540)) < (y)> and <(y) < (([y v] of [player v]) + (540))>> then\n Position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n else\n hide\n end\n else\n hide\n end\nend\n\nwhen I receive [lighten v]\nchange [brightness v] effect by (darken/lighten rate)\n\nwhen I receive [darken v]\nchange [brightness v] effect by ((darken/lighten rate) * (-1))\n\nreplace item (1) of [keys v] with [0]\nreplace item (2) of [keys v] with [0]\nreplace item (3) of [keys v] with [0]\n\nreplace item (1) of [keys v] with [1]\nreplace item (2) of [keys v] with [1]\nreplace item (3) of [keys v] with [1]\n\nset [ability v] to [small]\nset [energy v] to [1000]\n\n@Keys\n\ndefine Clone at x: (x) y: (y) keyid: (id)\nset [id v] to (id)\nset [x v] to (x)\nset [y v] to (y)\ngo to [front v] layer\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nhide\nset [is clone? v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nswitch backdrop to (sky v)\nClone at x: [4220] y: [240] keyid: [1]\nClone at x: [1315] y: [1035] keyid: [2]\nClone at x: [-685] y: [-300] keyid: [3]\nClone at x: [2900] y: [-380] keyid: [0]\n\nwhen I receive [tick v]\nif <(is clone?) = [1]> then\n if <<(([x v] of [player v]) + (-720)) < (x)> and <(x) < (([x v] of [player v]) + (720))>> then\n if <<(([y v] of [player v]) + (-540)) < (y)> and <(y) < (([y v] of [player v]) + (540))>> then\n Position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n else\n hide\n end\n else\n hide\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I start as a clone\nset [is clone? v] to [1]\npoint in direction (80)\nif <(id) > [0]> then\n point in direction (135)\nend\nforever\n repeat (10)\n change [y v] by (-0.5)\n end\n repeat (10)\n change [y v] by (-1)\n end\n repeat (10)\n change [y v] by (-0.5)\n end\n wait (0.1) seconds\n repeat (10)\n change [y v] by (0.5)\n end\n repeat (10)\n change [y v] by (1)\n end\n repeat (10)\n change [y v] by (0.5)\n end\n wait (0.1) seconds\nend\n\ndefine Position (x) (y)\nif <(id) > [0]> then\n switch costume to (key v)\nelse\n switch costume to (end v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n go to [front v] layer\n go [backward v] (3) layers\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I start as a clone\nwait until <[30] > (distance to [player v])>\nif <(id) > [0]> then\n replace item (id) of [keys v] with [1]\nelse\n set [exit v] to [win]\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [lighten v]\nchange [brightness v] effect by (darken/lighten rate)\n\nwhen I receive [darken v]\nchange [brightness v] effect by ((darken/lighten rate) * (-1))\n\nwhen I start as a clone\nwait (0.5) seconds\nif <not <(id) > [0]>> then\n forever\n wait (0.1) seconds\n repeat (10)\n turn right (0.5) degrees\n end\n repeat (10)\n turn right (1) degrees\n end\n repeat (10)\n turn right (0.5) degrees\n end\n wait (0.1) seconds\n repeat (10)\n turn right (-0.5) degrees\n end\n repeat (10)\n turn right (-1) degrees\n end\n repeat (10)\n turn right (-0.5) degrees\n end\n end\nend\n\n@Online\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [secondary loop v]\nset [is clone? v] to [0]\nset [is ready? v] to [0]\nstop [other scripts in sprite v]\nwait (1.5) seconds\nset size to (100) %\nMake Sure\nswitch costume\nshow\ngo to x: (0) y: (70)\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-7.5)\n change y by (((0) - (y position)) / (5))\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (7.5)\n change y by (((70) - (y position)) / (5))\nend\nhide\ngo to x: (-220) y: (-160)\nset [is ready? v] to [1]\nset [ghost v] to [0]\ncreate clone of (_myself_ v)\nshow\nset size to (50) %\nswitch costume to (p v)\nset [ghost v] effect to (100)\nwait until <(EXIT) > []>\nrepeat (10)\n change [ghost v] effect by (7.5)\nend\n\nrepeat (10)\n change [ghost v] effect by (-7.5)\nend\n\ndefine detect user\nset [sum v] to [0]\nchange [sum v] by (letter (1) of (☁ P1))\nchange [sum v] by (letter (1) of (☁ P2))\nchange [sum v] by (letter (1) of (☁ P3))\nchange [sum v] by (letter (1) of (☁ P4))\nchange [sum v] by (letter (1) of (☁ P5))\nchange [sum v] by (letter (1) of (☁ P6))\nchange [sum v] by (letter (1) of (☁ P7))\nchange [sum v] by (letter (1) of (☁ P8))\nchange [sum v] by (letter (1) of (☁ P9))\nchange [sum v] by (letter (1) of (☁ P10))\nif <([player id v] of [player v]) = [1]> then\n change [sum v] by ((0) - (letter (1) of (☁ P1)))\nelse\n if <([player id v] of [player v]) = [2]> then\n change [sum v] by ((0) - (letter (1) of (☁ P2)))\n else\n if <([player id v] of [player v]) = [3]> then\n change [sum v] by ((0) - (letter (1) of (☁ P3)))\n else\n if <([player id v] of [player v]) = [4]> then\n change [sum v] by ((0) - (letter (1) of (☁ P4)))\n else\n if <([player id v] of [player v]) = [5]> then\n change [sum v] by ((0) - (letter (1) of (☁ P5)))\n else\n if <([player id v] of [player v]) = [6]> then\n change [sum v] by ((0) - (letter (1) of (☁ P6)))\n else\n if <([player id v] of [player v]) = [7]> then\n change [sum v] by ((0) - (letter (1) of (☁ P7)))\n else\n if <([player id v] of [player v]) = [8]> then\n change [sum v] by ((0) - (letter (1) of (☁ P8)))\n else\n if <([player id v] of [player v]) = [9]> then\n change [sum v] by ((0) - (letter (1) of (☁ P9)))\n else\n if <([player id v] of [player v]) = [10]> then\n change [sum v] by ((0) - (letter (1) of (☁ P10)))\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nadd (sum) to [user results v]\n\ndefine switch costume\nif <(sum) = [0]> then\n switch costume to (alone v)\nelse\n if <(sum) = [10]> then\n switch costume to (full v)\n else\n switch costume to (youcon v)\n end\nend\n\ndefine Make Sure\ndetect user\n\nwhen I start as a clone\nset [is clone? v] to [1]\ngo to x: (-177) y: (-160)\nshow\nset size to (50) %\nset [ghost v] effect to (100)\nwait until <(EXIT) > []>\nrepeat (10)\n change [ghost v] effect by (7.5)\nend\ndelete this clone\n\nif <(sum) = [0]> then\n detect user\n if <(sum) = [0]> then\n detect user\n if <(sum) = [0]> then\n detect user\n if <(sum) = [0]> then\n detect user\n if <(sum) = [0]> then\n detect user\n if <(sum) = [0]> then\n detect user\n if <(sum) = [0]> then\n detect user\n if <(sum) = [0]> then\n detect user\n if <(sum) = [0]> then\n detect user\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nset [previous sum v] to (sum)\nrepeat until <not <(sum) = (previous sum)>>\nif <(sum) < (previous sum)> then\n switch costume to (discon v)\nelse\n switch costume to (newcon v)\nend\nshow\ngo to x: (0) y: (70)\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-7.5)\n change y by (((0) - (y position)) / (5))\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (7.5)\n change y by (((70) - (y position)) / (5))\nend\nhide\n\nwhen I receive [tick v]\nif <(is ready?) = [1]> then\n if <(ghost) < [10]> then\n change [ghost v] effect by (-7.5)\n change [ghost v] by (1)\n end\n go to [front v] layer\n if <(is clone?) = [1]> then\n Make Sure\n switch costume to (join [p] (sum))\n go to [front v] layer\n end\nend\n\nwhen I receive [secondary loop v]\ndelete this clone\n\n@Menu\n\nwhen flag clicked\nswitch costume to (dark1 v)\nrepeat (9)\n next costume\nend\n\n@Resources\n\n@Splash\n\nwhen I receive [green flag v]\nswitch costume to (splash3 v)\nhide\n\nwhen [timer v] > (0.1)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\n go to [front v] layer\nend\n\nwhen I receive [end v]\nswitch costume to (ending v)\nhide\n\n
== Christmas ==\n Platformer Map\n\nFINISHED FINALLY\nCURATED 2/23/2021 by @015_NMJ Thank you!!!!!\n\nI worked real hard on this, plz heart and star!\nMultiplayer! Yes finally! Mobile too!\nOther cool games:\nhttps://scratch.mit.edu/projects/460099279/\nhttps://scratch.mit.edu/projects/480921225/\n\n*scroll to the bottom for hints*\n\nRemember:\nFalling from 690 pixels or farther up will result in you dying.\n\nThanks to @-Shadowlight- 's engine!\n\n== Song from ==\nL'Orchestra Cinématique (youtube)\nWritten by Trad/Arr. Otic Productions\n\n*HINTS*\nGo right until you see a big candy cane. Follow the arrow to climb up the tall tower and collect the key. Then go right until you see a hill. Walljump onto the gingerbread house and hop on the pink plant and then jump to get onto the cliff. Climb up until you see a big hole, and go inside to get the shrinker. Then fall down the cliff until you see a small hole that you passed and climb in. Collect the key and shrink again and then leave. Go left until you see the big candy cane again. Go in between the two large candy canes, there is a locked gate there that will open and only a small player will fit. Then go left, pass spikes, and collect the final key on the very left. Finally, go all the way back and the gates should be unlocked. Keep going and you will win the game.\n\n#games #game #all #platformer #art #scrolling #christmas #holiday #random #a #b #c #d #e #f #g #h #i #j #k #l #m #n #o #p #q #r #s #t #u #v #w #x #y #z #1 #2 #3 #4 #5 #6 #7 #8 #9 #0 #hear #star #view #remix #comment #scratch #multiplayer #platformers #cool #project #mobile
Online Scrolling Platformer V1.0 #games #all
@Stage\n\nwhen I receive [begin v]\nforever\n set volume to (Volume) %\nend\n\nwhen I receive [begin v]\nwait (3) seconds\nset [hiiis v] to [1]\nforever\n if <(hiiis) = [1]> then\n broadcast (music 1 v)\n play sound [AdagioInC v] until done\n set [hiiis v] to [2]\n else\n stop all sounds\n broadcast (music2 v)\n play sound [Mozart - 12 Variations in C major on Ah vous dirai-je, Maman, K v] until done\n set [hiiis v] to [1]\n end\nend\n\nbroadcast (music 1 v)\nstop all sounds\n\nset volume to (Volume) %\n\nstop all sounds\n\nstop all sounds\n\nstop all sounds\n\n\nwhen flag clicked\nswitch backdrop to (blank v)\n\n@player\n\nset volume to (((distance to [sprite2 v]) * (-1)) + (200)) %\nchange [pan left/right v] effect by (((x position) - (my x)) * (-1))\n\nwhen flag clicked\nforever\n\nset volume to (((distance to [sprite2 v]) * (-1)) + (200)) %\nchange [pan left/right v] effect by (((x position) - (my x)) * (-1))\n\nwhen flag clicked\nforever\n\nset volume to (((distance to [sprite2 v]) * (-1)) + (200)) %\nchange [pan left/right v] effect by (((x position) - (my x)) * (-1))\n\nwhen flag clicked\nhide\n\n\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 tick <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>\n send cloud data\nend\n\nplayer tick\n\ndefine Set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nset [☁ p1 v] to (value)\n\ndefine send cloud data\nset [encoded v] to []\nWrite (username) to encoded\nWrite (round ((timer) * (10))) to encoded\nWrite ((x position) + (SCROLL X)) to encoded\nWrite ((y position) + (SCROLL Y)) to encoded\nWrite (direction) to encoded\nWrite (costume [number v]) to encoded\nWrite (love and fav?) to encoded\nWrite (±Chat words) to encoded\nSet cloud # (My player#) to (encoded)\n\nrepeat (length of [buffer v])\n Write (item (1) of [buffer v]) to encoded\n delete (1) of [buffer v]\nend\n\ndefine player tick\n\ndefine die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\nend\nwait (1) seconds\n\ndefine chang plaer x by (sx)\nif <(sx) < [0]> then\n point in direction (-90)\nelse\n point in direction (90)\nend\nchange [x v] by (sx)\npos\nif <<touching (platforms v)?> or <touching (bounce pad v)?>> then\n repeat (12)\n change [y v] by (1)\n pos\n if <not <<touching (bounce pad v)?> or <touching (platforms v)?>>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <<touching (bounce pad v)?> or <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 pos\n end\nend\n\ndefine pos\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\npos\nrepeat until <not <<touching (bounce pad v)?> or <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 set [sy v] to [0]\n pos\nend\n\ndefine win\nhide\ngo to [front v] layer\nset rotation style [don't rotate v]\nstart sound [pop v]\nrepeat (50)\n wait (0.05) seconds\n point towards (portal v)\n turn right (65) degrees\n move ((distance to [portal v]) / (2)) steps\n change size by (-3)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\nclear graphic effects\nset rotation style [left-right v]\nstop all sounds\n\ndefine test dying\nif <(!!!!!!!!!!!!!cheat) = [0]> then\n if <<touching (coins3 v)?> or <touching (danger v)?>> then\n set [exit v] to [die]\n end\nend\n\ndefine game on\npoint in direction (90)\nset size to (100) %\nclear graphic effects\nset [in air v] to [0]\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [exit v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nshow\n\nwhen flag clicked\nset [level v] to [1]\nforever\n go to [front v] layer\nend\n\ndefine tick <right> <up> <left>\nif <left> then\n chang plaer x by [-8]\nend\nif <right> then\n chang plaer x by [8]\nend\nif <<up> and <(in air) < [3]>> then\n set [sy v] to [16]\nend\nchange [sy v] by (-1)\nchange player y by (sy)\ntest dying\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)) / (10)))\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (5)))\npos\nif <(y position) < [-180]> then\n set [exit v] to [die]\nend\nif <touching (coins2 v)?> then\n set [sy v] to [23]\nend\n\nstart sound [Big Boing v]\n\nwhen I receive [play game v]\nforever\n broadcast (reset v) and wait\n set [::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::hi v] to [1]\n broadcast (setup v) and wait\n set [::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::hi v] to [0]\n game on\n repeat until <(EXIT) > []>\n broadcast (tick v)\n if <(EXIT) = [win]> then\n win\n else\n test dying\n end\n end\nend\n\ndie\n\nwhen I receive [tick v]\nbroadcast (ready v)\n\nwhen flag clicked\nset [!!!!!!!!!!!!!cheat v] to [0]\nset [hi v] to []\nset [level v] to [1]\n\nwhen I receive [start game v]\nbroadcast (greenflag v) and wait\nbroadcast (play game v) and wait\n\nwhen I receive [play game v]\nforever\n if <not <key (any v) pressed?>> then\n switch costume to (1 v)\n switch costume to ((skin#) + (costume [number v]))\n end\n if <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (4 v)\n switch costume to ((skin#) + (costume [number v]))\n end\n if <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (4 v)\n switch costume to ((skin#) + (costume [number v]))\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n switch costume to (7 v)\n switch costume to ((skin#) + (costume [number v]))\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (7 v)\n switch costume to ((skin#) + (costume [number v]))\n end\nend\n\nbroadcast (play game v)\n\ndefine encode chat\n\nWrite [] to encoded\n\nWrite (item (2) of [chat v]) to encoded\n\nWrite ((x position) + (SCROLL X)) to encoded\nWrite ((y position) + (SCROLL Y)) to encoded\n\nset [encoded v] to []\n\ndefine chat\n\nwhen I receive [begin v]\nset [?time? v] to [0]\nset [∏∏∏chat v] to [0]\nshow list [greetings v]\nshow list [chat v]\nforever\n Chat\nend\n\ndefine Chat\nif <(∏∏∏Chat) = [1]> then\n ask [What one?] and wait\n if <(answer) = [1]> then\n set [±chat words v] to [1]\n say [Hi!]\n set [∏∏∏chat v] to [0]\n wait (2) seconds\n say []\n set [±chat words v] to [0]\n else\n if <(answer) = [2]> then\n set [±chat words v] to [2]\n say [How are you?]\n set [∏∏∏chat v] to [0]\n wait (2) seconds\n say []\n set [±chat words v] to [0]\n else\n if <(answer) = [3]> then\n set [±chat words v] to [3]\n say [Hello]\n set [∏∏∏chat v] to [0]\n wait (2) seconds\n say []\n set [±chat words v] to [0]\n else\n if <(answer) = [4]> then\n set [±chat words v] to [4]\n say [Hold on.]\n set [∏∏∏chat v] to [0]\n wait (2) seconds\n say []\n set [±chat words v] to [0]\n else\n if <(answer) = [5]> then\n set [±chat words v] to [5]\n say [ok]\n set [∏∏∏chat v] to [0]\n wait (2) seconds\n say []\n set [±chat words v] to [0]\n else\n if <(answer) = [6]> then\n set [±chat words v] to [6]\n say [Yes!]\n set [∏∏∏chat v] to [0]\n wait (2) seconds\n say []\n set [±chat words v] to [0]\n else\n if <(answer) = [7]> then\n set [±chat words v] to [7]\n say [No.]\n set [∏∏∏chat v] to [0]\n wait (2) seconds\n say []\n set [±chat words v] to [0]\n else\n if <(answer) = [8]> then\n set [±chat words v] to [8]\n say [Love and fav?]\n set [∏∏∏chat v] to [0]\n wait (2) seconds\n say []\n set [±chat words v] to [0]\n else\n if <(answer) = [9]> then\n set [±chat words v] to [9]\n say [Follow me!]\n set [∏∏∏chat v] to [0]\n wait (2) seconds\n say []\n set [±chat words v] to [0]\n else\n if <(answer) = [10]> then\n set [±chat words v] to [10]\n say [😀]\n set [∏∏∏chat v] to [0]\n wait (2) seconds\n say []\n set [±chat words v] to [0]\n else\n if <(answer) = [11]> then\n set [±chat words v] to [11]\n say [😂]\n set [∏∏∏chat v] to [0]\n wait (2) seconds\n say []\n set [±chat words v] to [0]\n else\n chatt\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\nend\n\n\n\n\n\nclear graphic effects\n\nset [±chat words v] to [0]\n\nset [☁ p6 v] to (value)\n\nif <(player) = [10]> then\n\nWrite (costume [number v]) to encoded\nWrite (direction) to encoded\n\nbroadcast (hi chat v)\nshow list [chat v]\nstop [this script v]\n\nwhen I receive [begin v]\n\nforever\n\nask [What's your name?] and wait\n\ngo to x: (-115) y: (-23)\n\nif <(Chat emojis) = [yes]> then\n\nif <(Chat emojis) = [yes]> then\n\ndefine skin time\nchange [?time? v] by (1)\n\nset [skin# v] to [1]\n\nhide\n\nset [ghost v] effect to (100)\n\nwhen flag clicked\nforever\n if <(love and fav?) = [1]> then\n change [color v] effect by (1)\n end\nend\n\nclear graphic effects\n\n\n\n\n\ndefine chatt\nif <(answer) = [12]> then\n set [±chat words v] to [12]\n say [How do you get rainbow?]\n set [∏∏∏chat v] to [0]\n wait (2) seconds\n say []\n set [±chat words v] to [0]\nelse\n if <(answer) = [13]> then\n if <(love and fav?) = [1]> then\n set [±chat words v] to [13]\n say [I ❤️+⭐and got 🌈🌈🌈]\n set [∏∏∏chat v] to [0]\n wait (2) seconds\n say []\n set [±chat words v] to [0]\n end\n end\n if <(answer) = [14]> then\n if <(love and fav?) = [1]> then\n set [±chat words v] to [14]\n say [Woo! I just ⭐+❤️]\n set [∏∏∏chat v] to [0]\n wait (2) seconds\n say []\n set [±chat words v] to [0]\n end\n end\n if <(answer) = [15]> then\n set [±chat words v] to [15]\n say [Great 🎮 🦌13!]\n set [∏∏∏chat v] to [0]\n wait (2) seconds\n say []\n set [±chat words v] to [0]\n end\nend\n\nwhen I receive [end intro v]\nclear graphic effects\nhide\nset [chat emojis v] to [no]\nset [max players v] to [10]\nset [my player# v] to [0]\ndelete all of [buffer v]\nbroadcast (setup-opponents v) and wait\nswitch backdrop to (joining v)\nbroadcast (join game v) and wait\nif <(My player#) > [0]> then\n switch backdrop to (joined v)\nelse\n switch backdrop to (full v)\nend\nshow\nbroadcast (Begin v)\nforever\n wait (1) seconds\n skin time\n if <<(?time?) > [300]> or <(?time?) = [300]>> then\n set [skin# v] to [1]\n else\n if <<(?time?) > [600]> or <(?time?) = [600]>> then\n set [skin# v] to [2]\n else\n set [skin# v] to [0]\n end\n end\nend\n\nset [skin# v] to [0]\n\nwhen flag clicked\nforever\n if <<key (e v) pressed?> and <(username) = [rednose13]>> then\n repeat until <not <key (e v) pressed?>>\n set [!!!!!!!!!!!!!cheat v] to [1]\n end\n set [!!!!!!!!!!!!!cheat v] to [0]\n end\nend\n\nif <(My player#) = [1]> then\n Write ((frame) + (58)) to encoded\nend\n\nset [::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::hi v] to [1]\n\nset [::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::hi v] to [0]\n\nwhen flag clicked\nset [names? v] to [1]\n\nwhen [n v] key pressed\nif <(names?) = [1]> then\n set [names? v] to [0]\nelse\n set [names? v] to [1]\nend\n\n\n\nif <touching (water v)?> then\n if <key (up arrow v) pressed?> then\n change [sy v] by (2)\n end\n if <key (down arrow v) pressed?> then\n change [sy v] by (-2)\n end\nend\n\nwhen I receive [setup v]\n\nif <(!@#Check point) = [1]> then\n\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sy v] to [0]\nif <(!@#Check point) = [2]> then\n set [x v] to [3243]\n set [scroll y v] to [0]\n set [y v] to [125]\nend\n\nwhen flag clicked\nset [!@#check point v] to [0]\n\nbroadcast (reset v)\n\nbroadcast (reset v)\n\nwait (1) seconds\n\nset [!@#check point v] to [2]\n\nturn left (15) degrees\n\n@opponents\n\ndefine Decode Chat (chat)\nif <(chat) = [1]> then\n say [Hi!] for (2) seconds\nelse\n if <(chat) = [2]> then\n say [How are you?] for (2) seconds\n else\n if <(chat) = [3]> then\n say [Hello] for (2) seconds\n else\n if <(chat) = [4]> then\n say [Hold on] for (2) seconds\n else\n if <(chat) = [5]> then\n say [ok] for (2) seconds\n else\n if <(chat) = [6]> then\n say [Yes!] for (2) seconds\n else\n if <(chat) = [7]> then\n say [No.] for (2) seconds\n else\n if <(chat) = [8]> then\n say [Love and fav?] for (2) seconds\n else\n if <(chat) = [9]> then\n say [Follow me!] for (2) seconds\n else\n if <(chat) = [10]> then\n say [😀] for (2) seconds\n else\n if <(chat) = [11]> then\n say [😂] for (2) seconds\n else\n if <(chat) = [12]> then\n say [How do you get rainbow?] for (2) seconds\n else\n if <(chat) = [13]> then\n say [I ❤️+⭐ and got 🌈🌈🌈] for (2) seconds\n else\n if <(chat) = [14]> then\n say [I just ❤️+⭐!] for (2) seconds\n else\n if <(chat) = [15]> then\n say [Woo! Great 🎮 🦌13!] for (2) seconds\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode Chat (value)\n\ndefine Start decode of (encoded)\nset [encoded v] to (encoded)\nset [letter# v] to [1]\n\ndefine val=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 set size to (100) %\n if <(My player#) = (player#)> then\n set [offline v] to [100]\n hide\n else\n set size to (400) %\n tick\n set size to (100) %\n end\nend\n\ndefine Var=cloud# (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ p7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ p8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ p9)\n else\n set [value v] to (☁ p10)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Setup Players\nclear graphic effects\ndelete all of [buffer v]\nset [offline v] to [100]\nhide\nset [player# v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player# v] by (1)\nend\n\nset [color v] effect to (0)\n\nwhen I receive [setup-opponents v]\nSetup Players\n\ndelete all of [buffer v]\n\ndefine tick\nVar=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\nStart decode of (value)\nval=read from encoded\nif <(names?) = [1]> then\n think (value)\nelse\n think []\nend\nval=read from encoded\nval=read from encoded\nset x to ((value) - (SCROLL X))\nval=read from encoded\nset y to ((value) - (SCROLL Y))\nval=read from encoded\npoint in direction (value)\nval=read from encoded\nswitch costume to (value)\nval=read from encoded\nif <(value) = [1]> then\n change [color v] effect by (1)\nelse\n set [color v] effect to (0)\nend\nif <(::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::HI) = [1]> then\n if <(My player#) > [1]> then\n val=read from encoded\n set [frame v] to (value)\n end\nend\nval=read from encoded\nbroadcast (decode chat v)\n\nval=read from encoded\nval=read from encoded\nset x to ((value) - (SCROLL X))\nval=read from encoded\nset y to ((value) - (SCROLL Y))\nval=read from encoded\npoint in direction (value)\nval=read from encoded\nswitch costume to (value)\nval=read from encoded\nif <(value) = [1]> then\n change [color v] effect by (1)\nelse\n set [color v] effect to (0)\nend\nif <(::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::HI) = [1]> then\n if <(My player#) > [1]> then\n val=read from encoded\n set [frame v] to (value)\n end\nend\nval=read from encoded\nbroadcast (decode chat v)\nif <(names?) = [1]> then\nend\n\nval=read from encoded\n\n\n\nval=read from encoded\n\nrepeat until <(value) = []>\n add (value) to [buffer v]\nend\n\nval=read from encoded\nswitch costume to (value)\nval=read from encoded\npoint in direction (value)\n\nrepeat until <(value) = []>\n add (value) to [buffer v]\n val=read from encoded\nend\n\nif <(length of [buffer v]) > [0]> then\n\nwhen I receive [join game v]\nVar=cloud# (player#)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nVar=cloud# (player#)\nif <(join [A] (value)) = (Last value)> then\n set [my player# v] to (player#)\nend\nstart sound [Connect v]\nbroadcast (Begin v)\nbroadcast (play game v)\n\nwhen I receive [decode chat v]\ndecode chat (value)\n\nif <touching (_edge_ v)?> then\n hide\nelse\n show\nend\n\ndefine decode chat (chat)\n\ndelete (1) of [buffer v]\nset y to ((item (1) of [buffer v]) - (SCROLL Y))\ndelete (1) of [buffer v]\nif <(length of [buffer v]) > [0]> then\n\nset [value v] to (☁ P6)\n\nif <(value) = [die]> then\n repeat (100)\n change [pixelate v] effect by (1)\n end\n clear graphic effects\nelse\n \nend\n\nwhen I receive [love and fav??? v]\n\ndefine check love=fav\n\ndefine yes\nforever\n change [color v] effect by (5)\nend\n\nyes\n\n\n check love=fav\nend\n\nif <(value) = [true]> then\n die\nend\nval=read from encoded\n\ndefine die\nrepeat (100)\n change [pixelate v] effect by (1)\nend\n\n\n\nif then\nend\n\n@platforms\n\ndefine pos (x) (y)\ngo 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]\npos ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [greenflag v]\nset [level v] to [1]\nshow\n\ndefine clone (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 1 v)\nclone [450] [0]\nclone [450] [0]\nclone [450] [0]\nclone [450] [0]\nclone [450] [0]\nclone [450] [0]\nclone [450] [0]\nclone [450] [0]\nclone [450] [0]\nclone [450] [0]\nclone [450] [0]\nclone [450] [0]\nclone [450] [0]\nclone [450] [0]\nclone [450] [0]\nclone [450] [0]\nclone [450] [0]\nclone [450] [0]\nclone [450] [0]\nclone [450] [0]\nclone [450] [0]\nclone [450] [0]\nclone [450] [0]\nclone [450] [0]\nclone [450] [0]\n\nif <(LEVEL) = [1]> then\nend\nclone [450] [-450]\nclone [450] [0]\n\ndefine coool\nhide\n\nrepeat (10)\n\nwhen I receive [title v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nset [level v] to [1]\n\nbroadcast (open portal v)\n\nbroadcast (reset v)\n\nwait (1) seconds\nstop [all v]\n\nif <(!@#Check point) = [2]> then\nelse\n if <(!@#Check point) = [2]> then\n set [x v] to [3243]\n set [y v] to [125]\n end\nend\n\nswitch costume to (2 1 v)\n\nswitch costume to (3 1 v)\nswitch costume to (4 1 v)\nswitch costume to (5 1 v)\n\nbroadcast (setup v)\n\nwait (1) seconds\n\n@danger\n\ndefine pos (x) (y)\ngo 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]\npos ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine clone (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\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 1 v)\n clone [450] [0]\n clone [450] [0]\n clone [450] [0]\nend\n\nif <(LEVEL) = [2]> then\n switch costume to (2 1 v)\n clone [450] [0]\n clone [450] [0]\nelse\n if <(LEVEL) = [3]> then\n switch costume to (costume1 v)\n clone [450] [0]\n clone [450] [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (4 1 v)\n clone [450] [0]\n clone [450] [0]\n clone [450] [0]\n clone [450] [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (5 1 v)\n clone [450] [0]\n clone [450] [0]\n clone [450] [0]\n clone [450] [0]\n clone [450] [0]\n else\n if <(LEVEL) = [6]> then\n switch costume to (6 1 v)\n clone [450] [0]\n clone [450] [0]\n end\n end\n end\n end\nend\n\nclone [450] [0]\nclone [450] [0]\nclone [450] [0]\n\nclone [1000000] [0]\nclone [450] [0]\nclone [450] [0]\n\nclone [450] [0]\n\nwhen flag clicked\nforever\n if <(EXIT) = [win]> then\n broadcast (next v)\n delete this clone\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [title v]\nhide\n\n@portal\n\ndefine pos (x) (y)\n\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\nend\n\ndefine place portal at (x) (y)\n\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [tick v]\nhide\n\ngo to [front v] layer\ngo [backward v] (1) layers\npos ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [number v]) = [1]> and <touching (player v)?>> then\n set [exit v] to [win]\nend\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [setup v]\n\nif then\nelse\nend\n\nswitch costume to (closed v)\nplace portal at [8874] [34]\n\nif <(LEVEL) = [2]> then\n switch costume to (closed v)\n place portal at [1016] [126]\nelse\n if <(LEVEL) = [3]> then\n switch costume to (closed v)\n place portal at [1016] [126]\n else\n if <(LEVEL) = [4]> then\n switch costume to (closed v)\n place portal at [1789] [159]\n else\n if <(LEVEL) = [5]> then\n switch costume to (closed v)\n place portal at [1789] [159]\n else\n if <(LEVEL) = [6]> then\n switch costume to (closed v)\n place portal at [2176] [100]\n end\n end\n end\n end\nend\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\nwhen flag clicked\nforever\n set [coins v] to (join (COLLECTED) (join [/] (MAX COLLECTED)))\nend\n\nwhen I receive [title v]\nhide\n\nreset timer\n\nwhen I start as a clone\n\nbroadcast (open portal v)\n\nbroadcast (open portal v)\n\nset [level v] to [6]\n\n@coins\n\ndefine pos (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine clone (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nchange [max collected v] by (1)\n\nwhen I receive [tick v]\npos ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n if <(COLLECTED) = (MAX COLLECTED)> then\n start sound [Win v]\n broadcast (open portal v)\n else\n start sound [Coin v]\n end\n delete this clone\nend\n\nchange [collected v] by (1)\n\ndelete this clone\n\nwhen I receive [greenflag v]\nhide\n\nset [collected v] to [0]\n\nset [max collected v] to [0]\n\nshow\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\n\nwhen I receive [reset v]\nset [collected v] to [0]\nset [max collected v] to [0]\ndelete this clone\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n clone [-152] [50]\n clone [287] [53]\n clone [100] [74]\n clone [716] [74]\n clone [1030] [23]\n clone [535] [165]\n clone [535] [89]\n clone [946] [101]\n clone [946] [200]\n clone [1285] [108]\n clone [1448] [179]\n clone [1610] [46]\n clone [1853] [70]\n clone [2096] [17]\n clone [2471] [1]\n clone [2360] [200]\n clone [2644] [100]\n clone [2847] [43]\n clone [2966] [170]\n clone [3122] [100]\n clone [3667] [51]\n clone [3929] [89]\n clone [4433] [120]\n clone [4719] [68]\n clone [5299] [107]\n clone [5416] [222]\n clone [5745] [10]\n clone [6192] [117]\n clone [6524] [63]\nend\nset [x v] to [-99999999999]\n\nif <(LEVEL) = [2]> then\n\nclone [628] [262]\nclone [842] [215]\n\nhide\nshow\n\nreset timer\n\nwhen flag clicked\nset size to (75) %\n\nwhen I start as a clone\n\nchange [collected v] by (1)\n\nhide\n\nwait (1) seconds\n\nwhen flag clicked\n\nbroadcast (coin v)\nreset timer\n\nwhen I receive [open portal v]\n\nwhen I receive [coin v]\n\nhide\n\nchange size by (-100)\n\nwait (0) seconds\n\nwhen flag clicked\n\nwhen I receive [title v]\nforever\n set [coins v] to (join (join (COLLECTED) [/]) (MAX COLLECTED))\nend\n\nshow variable [collected v]\n\nset [collected v] to [5]\n\nchange [collected v] by (1)\n\nbroadcast (open portal v)\n\nclone [] []\n\nset [level v] to [2]\n\nclone [390] [163]\nclone [628] [262]\nclone [842] [215]\n\nwhen flag clicked\nforever\n hide variable [mouse v]\n hide variable [!@#check point v]\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nforever\n set x to ((480) - ((SCROLL X) mod (480)))\nend\n\nwhen I receive [title v]\nset x to (0)\n\nwhen I receive [begin v]\nshow\ngo to x: (0) y: (0)\ngo to [back v] layer\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nforever\n set x to (() - ((SCROLL X) mod (480)))\nend\n\n@Sprite1\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n go to [front v] layer\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (50)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@detector\n\nwhen flag clicked\nhide\nset [love and fav? v] to [0]\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (MINION v)\ngo to x: (0) y: (0)\nshow\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to <touching (mouse-pointer v)?>\n end\n if <<(LOVED__) = [1]> and <(FAVED___) = [1]>> then\n set [love and fav? v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to <touching (mouse-pointer v)?>\n end\n end\nend\n\nset [love and fav? v] to [1]\n\nset [faved___ v] to [1]\n\n@Sprite2\n\nwhen flag clicked\nshow list [chat v]\nhide\nreset timer\nset [a v] to [0]\nforever\n set [fps v] to (round ((1) / ((timer) - (a))))\n set [a v] to (timer)\nend\n\n@Sprite3\n\nwhen flag clicked\nset [costume v] to [0]\nhide\n\nwait (pick random (0) to (5)) seconds\n\nforever\n\nwhen I receive [music 1 v]\nswitch costume to (costume1 v)\ngo to x: (-250) y: (50)\nshow\ngo to [front v] layer\nstart sound [pop v]\nrepeat (9)\n change y by (-6)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-1)\nend\nwait (2) seconds\nrepeat (15)\n change y by (7)\nend\nhide\n\n@coins2\n\ndefine pos (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nif <(username) = [rednose13]> then\n show variable [mouse v]\nelse\n hide variable [mouse v]\nend\n\ndefine clone (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [tick v]\npos ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n broadcast (spring v) and wait\nend\n\nchange [collected v] by (1)\n\ndelete this clone\n\nwhen I receive [greenflag v]\nhide\nset [collected v] to [0]\nset [max collected v] to [0]\n\nif <(username) = [rednose13]> then\n show variable [mouse v]\nelse\n hide variable [mouse v]\nend\n\nshow\n\nwhen I receive [reset v]\nset [collected v] to [0]\nset [max collected v] to [0]\ndelete this clone\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n clone [-156] [-35]\n clone [893] [2]\n clone [6630] [-6]\n clone [10188] [15]\n clone [10550] [124]\nend\nset [x v] to [-99999999999]\n\nclone [545] [78]\nclone [545] [178]\nif <(LEVEL) = [2]> then\n\nhide\nshow\n\nreset timer\n\nwhen flag clicked\nset size to (75) %\n\nwhen I start as a clone\n\nchange [collected v] by (1)\n\nhide\n\nwait (1) seconds\n\nwhen flag clicked\n\nbroadcast (coin v)\nreset timer\n\nwhen I receive [open portal v]\n\nwhen I receive [coin v]\n\nhide\n\nchange size by (10)\n\nwait (0) seconds\n\nwhen flag clicked\n\nwhen I receive [title v]\nforever\n set [coins v] to (join (join (COLLECTED) [/]) (MAX COLLECTED))\nend\n\nshow variable [collected v]\n\nset [collected v] to [5]\n\nchange [collected v] by (1)\n\nbroadcast (open portal v)\n\nclone [] []\n\nset [level v] to [2]\n\nclone [390] [163]\nclone [628] [262]\nclone [842] [215]\n\nwhen I receive [spring v]\nstart sound [Big Boing v]\nswitch costume to (costume1 v)\nrepeat (5)\n next costume\nend\nswitch costume to (costume1 v)\n\nif <(COLLECTED) = (MAX COLLECTED)> then\n start sound [Win v]\n broadcast (open portal v)\nelse\n start sound [Coin v]\nend\ndelete this clone\n\nclone [716] [74]\nclone [1030] [23]\nclone [535] [165]\nclone [535] [89]\nclone [946] [101]\nclone [946] [200]\nclone [1285] [108]\nclone [1448] [179]\nclone [1610] [46]\nclone [1853] [70]\n\n@Sprite4\n\nwhen flag clicked\nhide\ngo to x: (-198) y: (-143)\n\nwhen I receive [begin v]\nset size to (100) %\nclear graphic effects\nshow\nset [ghost v] effect to (50)\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n if <mouse down?> then\n set [∏∏∏chat v] to [1]\n hide list [chat v]\n hide\n repeat until <(∏∏∏Chat) = [0]>\n hide\n end\n show\n show list [chat v]\n end\n else\n think []\n set [ghost v] effect to (50)\n end\nend\n\nbroadcast (open chat v) and wait\n\nrepeat (100)\n change size by (-1)\nend\n\nwait (0.1) seconds\n\nwhen I receive [close chat v]\nwait (1) seconds\nshow\n\n@data-migration-cloud\n\nwhen flag clicked\nhide\nhide variable [coins v]\n\nwhen I receive [play game v]\nshow variable [coins v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [end intro v]\nswitch costume to (data-migration-cloud v)\ngo to [front v] layer\nshow\nset size to (150) %\ngo to x: (0) y: (0)\nforever\n next costume\n wait (0.1) seconds\nend\n\n@cooltext368464323194138 (1)\n\nwhen flag clicked\nstart sound [Dance Magic v]\npoint in direction (90)\nclear graphic effects\nset size to (100) %\nchange [color v] effect by (75)\nshow\nset [ghost v] effect to (0)\nbroadcast (message1 v) and wait\nrepeat (100)\n turn right (16) degrees\n change size by (-1)\nend\nhide\nbroadcast (end intro v)\n\nwhen I receive [message1 v]\ngo to x: (0) y: (0)\nset size to (100) %\ngo to [front v] layer\nrepeat (50)\n create clone of (_myself_ v)\n change [ghost v] effect by (-10)\nend\nwait (0.5) seconds\nshow\n\nclear graphic effects\n\nwhen I start as a clone\ngo to x: (0) y: (230)\nglide (.5) secs to x: (0) y: (0)\nwait (.5) seconds\ndelete this clone\n\nrepeat (20)\n wait (.01) seconds\n change [mosaic v] effect by (-1)\nend\n\n@Sprite6\n\nwhen flag clicked\nclear graphic effects\nset y to (-150)\nhide\nset [ghost v] effect to (75)\nrepeat (50)\n go to [front v] layer\n set x to (pick random (-150) to (150))\n set size to (pick random (20) to (100)) %\n set [color v] effect to (pick random (0) to (100))\n create clone of (_myself_ v)\n wait (0.01) seconds\nend\n\nwhen I start as a clone\nshow\nrepeat until <(y position) > [171]>\n go to [front v] layer\n change y by (5)\nend\ndelete this clone\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen [space v] key pressed\ngo to x: (0) y: (0)\nif <(username) = [rednose13]> then\n broadcast (join game v)\n show\n go to [front v] layer\nend\nstop [all v]\n\n@coins3\n\ndefine pos (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine clone (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [tick v]\npos ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nchange [collected v] by (1)\nif <(COLLECTED) = (MAX COLLECTED)> then\n start sound [Win v]\n broadcast (open portal v)\nelse\n start sound [Coin v]\nend\ndelete this clone\n\nchange [collected v] by (1)\n\ndelete this clone\n\nwhen I receive [greenflag v]\nhide\n\nset [collected v] to [0]\n\nset [max collected v] to [0]\n\nshow\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\n\nwhen I receive [reset v]\ndelete this clone\n\nset [collected v] to [0]\nset [max collected v] to [0]\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n clone [1900] [-45]\nend\nset [x v] to [-99999999999]\n\nif <(LEVEL) = [2]> then\n\nclone [628] [262]\nclone [842] [215]\n\nhide\nshow\n\nreset timer\n\nwhen flag clicked\nset size to (75) %\n\nwhen I start as a clone\n\nchange [collected v] by (1)\n\nhide\n\nwait (1) seconds\n\nwhen flag clicked\n\nbroadcast (coin v)\nreset timer\n\nwhen I receive [open portal v]\n\nwhen I receive [coin v]\n\nhide\n\nchange size by (-100)\n\nwait (0) seconds\n\nwhen flag clicked\n\nwhen I receive [title v]\nforever\n set [coins v] to (join (join (COLLECTED) [/]) (MAX COLLECTED))\nend\n\nshow variable [collected v]\n\nset [collected v] to [5]\n\nchange [collected v] by (1)\n\nbroadcast (open portal v)\n\nclone [] []\n\nset [level v] to [2]\n\nclone [390] [163]\nclone [628] [262]\nclone [842] [215]\n\nclone [287] [53]\nclone [100] [74]\nclone [716] [74]\nclone [1030] [23]\nclone [535] [165]\nclone [535] [89]\nclone [946] [101]\nclone [946] [200]\nclone [1285] [108]\nclone [1448] [179]\nclone [1610] [46]\nclone [1853] [70]\nclone [2096] [17]\nclone [2471] [1]\nclone [2360] [200]\nclone [2644] [100]\nclone [2847] [43]\nclone [2966] [170]\nclone [3122] [100]\nclone [3667] [51]\nclone [3929] [89]\nclone [4433] [120]\nclone [4719] [68]\nclone [5299] [107]\nclone [5416] [222]\nclone [5745] [10]\nclone [6192] [117]\nclone [6524] [63]\n\nchange [max collected v] by (1)\n\nwhen I start as a clone\n\nforever\nend\n\nwhen I start as a clone\nforever\n turn right (10) degrees\n go to [back v] layer\n go [forward v] (2) layers\n set [brightness v] effect to (15)\nend\n\n
SKINSSSSS play for 5 minutes to get new skin \n=======\nlove and fav to get rainbow!\n\nOMG #37 on games???!?!? lets try to get top 10!\n
Generic -A Platformer- #all #games
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [next level v]\nnext backdrop\n\n@Player\n\nwhen flag clicked\ngo to x: (-201) y: (-90)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [x v] to [1]\nforever\n Platform Gravity: [-1] Jump Height: [12.5] Movement Speed: [1.8] Friction: [.8] Slopes: [8]\nend\n\ndefine Platform Gravity: (gravity) Jump Height: (jump height) Movement Speed: (side movement speed) Friction: (friction) Slopes: (slope)\nchange [y velocity v] by (gravity)\nchange y by (Y Velocity)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n set [y velocity v] to (<<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(([abs v] of (Y Velocity) ) / (Y Velocity)) = [-1]>> * (jump height))\nend\nset [x velocity v] to (((X Velocity) + ((<<key (a v) pressed?> or <key (left arrow v) pressed?>> * ((side movement speed) * (-1))) + (<<key (d v) pressed?> or <key (right arrow v) pressed?>> * (side movement speed)))) * (friction))\nchange x by (X Velocity)\nset [slope v] to [0]\nrepeat until <<(Slope) = ((slope) * (-1))> or <not <touching (level v)?>>>\n change y by (1)\n change [slope v] by (-1)\nend\nif <touching (level v)?> then\n change y by (Slope)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (X Velocity) ) / (X Velocity)) * (-1))\n end\nend\n\nwhen flag clicked\nforever\n if <touching (danger v)?> then\n go to x: (-201) y: (-90)\n end\nend\n\nwhen flag clicked\nforever\n if <<<touching (wall jump left v)?> and <<key (w v) pressed?> and <key (d v) pressed?>>> or <<touching (wall jump left v)?> and <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>>>> then\n set [x velocity v] to [-20]\n set [y velocity v] to [13.5]\n end\nend\n\nwhen flag clicked\nforever\n if <<<touching (wall jump right v)?> and <<key (w v) pressed?> and <key (a v) pressed?>>> or <<touching (wall jump right v)?> and <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>>>> then\n set [x velocity v] to [20]\n set [y velocity v] to [13.5]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (next level v)?> then\n broadcast (Next Level v)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-201) y: (-90)\n\nwhen flag clicked\nforever\n if <touching (bounce pad v)?> then\n set [y velocity v] to [18]\n end\nend\n\n@Level\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Danger\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Wall Jump Left\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Wall Jump Right\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Bounce Pad\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Next Level\n\n@Sound\n\nwhen flag clicked\nforever\n play sound [Awesome Song1 v] until done\nend\n\nwhen this sprite clicked\nnext costume\nif <(costume [number v]) = [2]> then\n set volume to (0) %\nelse\n set volume to (100) %\nend\n\nwhen flag clicked\nset volume to (150) %\ngo to x: (192) y: (152)\nset drag mode [not draggable v]\nswitch costume to (costume1 v)\nset [brightness v] effect to (0)\n\nwhen I receive [music v]\nplay sound [Awesome Song1 v] until done\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (0)\nwait (0) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n broadcast (Green Flag clicked v)\nend\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n
<RESHARED> fixed bugs due to this\n\nControls:\nWASD and Arrow Keys to move.\n\nObjective:\nWelcome to Generic A Platformer! Wall jump to get around obstacles \nand Avoid all Red! Yellow is a Bounce pad, use it as a advantage!\nMake your way through and get to the right side of our screen!\n\nInspired by: \nNeon
☘Floating lands- a scrolling mobile friendly platformer
@Stage\n\n@Player\n\nwhen flag clicked\ngo to x: (-192) y: (-38)\ngo to [front v] layer\nswitch costume to (costume1 v)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n broadcast (Tick v)\nend\n\nwhen I receive [tick v]\nTick\n\ngo to x: (-4) y: (-64)\n\nwhen flag clicked\nshow\nswitch costume to (normal v)\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [10]>>> then\n switch costume to (right v)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [-10]>>> then\n switch costume to (left v)\n end\n if <<<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [-10]>>> and <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n switch costume to (up left v)\n end\n if <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [10]>>> and <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n switch costume to (up right v)\n end\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n switch costume to (up v)\n end\nend\n\ndefine Tick\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [10]>>> then\n change [player: xv v] by (1)\n switch costume to (costume1 v)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [-10]>>> then\n change [player: xv v] by (-1)\n switch costume to (costume2 v)\nend\nchange x by (player: Xv)\nset [player: xv v] to ((player: Xv) * (0.9))\nif <<touching color (#8eda65)?> or <touching color (#dab16f)?>> then\n change y by (1)\n if <<touching color (#8eda65)?> or <touching color (#dab16f)?>> then\n change y by (1)\n if <touching color (#8eda65)?> then\n change y by (1)\n if <<touching color (#8eda65)?> or > then\n change y by (1)\n if <<touching color (#8eda65)?> or > then\n change y by (1)\n if <<touching color (#8eda65)?> or > then\n change x by ((player: Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(player: Xv) > [0]> then\n set [player: xv v] to [-10]\n else\n set [player: xv v] to [10]\n end\n set [player: yv v] to [15]\n else\n set [player: xv v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange [player: yv v] by (-1)\nchange y by (player: Yv)\nif <<touching color (#8eda65)?> or > then\n change y by ((player: Yv) * (-1))\n set [player: yv v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <<touching color (#8eda65)?> or > then\n set [player: yv v] to [13]\n end\nend\nchange y by (1)\nchange [scrollx v] by ((x position) * (-1))\nchange [scrolly v] by ((y position) * (-1))\ngo to x: (0) y: (0)\nif <<<touching color (#efefef)?> or <<touching color (#e6e6e6)?> or <touching color (#ff9292)?>>> or <(Scrolly) > [700]>> then\n set [scrollx v] to [743]\n set [scrolly v] to [544]\nend\nif <touching color (#38a2ff)?> then\n broadcast (next level v) and wait\nend\nif <touching color (#ff46b2)?> then\n change [player: yv v] by (6)\nend\n\nwhen backdrop switches to [tree v]\n\nbroadcast (next level v)\n\nif <touching color (#6e46ff)?> then\n change [xmotion v] by (9)\nend\n\n@level\n\nwhen flag clicked\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (level 1 v)\nposition\nforever\n go to x: (Scrollx) y: (Scrolly)\nend\n\ndefine position\nset [scrollx v] to [717]\nset [scrolly v] to [446]\n\nwhen I receive [next level v]\nposition\nnext costume\nif <(costume [number v]) = [1]> then\n next costume\nend\n\nwhen I receive [start again v]\nposition\nswitch costume to (level 1 v)\n\nwhen I receive [skip v]\nposition\nnext costume\nif <(costume [number v]) = [1]> then\n next costume\nend\n\n@again\n\nwhen this sprite clicked\nbroadcast (sTART AGAIN v)\n\n@skip\n\nwhen this sprite clicked\nbroadcast (SKIP v)\n\n@Sprite1\n\nwhen flag clicked\nchange [ghost v] effect by (100)\n\ngo to [front v] layer\n\n
Hi guys, Welcome to my new project-\n Floating lands- a scrolling mobile friendly platformer\n\nOther projects of mineˎˊ-\n☘The Bright Blue Sea -An original poem by me+ parallax\n↪ https://scratch.mit.edu/projects/479425558\n☘Cat block Creator ;3 #RIPCatBlocks:'(\n↪ https://scratch.mit.edu/projects/462544609\n☘┊Ocean Dodge~ CONtest round 2 entry\n↪ https://scratch.mit.edu/projects/484619906\n☘муѕєℓf~ α ѕρєє∂яαω & αят\n↪ https://scratch.mit.edu/projects/480080177\n\nHow to play?ˎˊ-\n↪Press Left, right, up arrow keys or tap to move\n↪Catch the diamond to go to the next level\n↪Don't touch the spikes or you will die\n↪press 'skip' to skip a level and 'start again?' to start again from the beginning.\n\nCreditsˎˊ-\n↪@Gravity_test for the arts\n↪@StafordJames for inspiration :)\n↪Youtube for the tutorial of platformer physics\n↪Rest is by me\n\nNotesˎˊ- \n↪@Theadyan is curating this :OO. Tysm <3333\n↪It's my 1st scrolling platformer :DD\n↪It took me 5 days to get idea and make.\n↪If it reaches 200+ loves and favs, then i will make a tutorial on it!\n↪ I will add more levels to it soon :)\n\nActivity log ˎˊ-\n↪ 27/11/2020 the project was shared\n↪ 23/12/2020 did some bug fixing\n↪ 02/01/2021 added level 7 and 8\n↪ 22/01/2021 added level 9 and 10 \n↪ 26/01/2021 made levels easier
Lest We Forget || Remembrance Day Platformer #art
@Stage\n\nwhen I receive [end of intro v]\nswitch backdrop to (backdrop1 v)\nwait (2) seconds\nforever\n play sound [Sounds of the Boreal Forest v] until done\nend\n\nwhen I receive [end of intro v]\nwait (2) seconds\nforever\n play sound [Plugged \(post mastering\) v] until done\nend\n\n@Ground\n\nwhen flag clicked\nshow\nswitch costume to (level 1 1 v)\n\nwhen I receive [next level v]\nnext costume\nnext backdrop\n\n@Sun\n\nwhen flag clicked\nhide\npoint in direction (90)\ngo to x: (212) y: (166)\nset size to (100) %\nswitch costume to (costume1 v)\nforever\n wait (0.03) seconds\n repeat (10)\n change size by (1.5)\n end\n wait (0.03) seconds\n repeat (10)\n change size by (-1.5)\n end\n wait (0.03) seconds\nend\n\nwhen I receive [end of intro v]\nshow\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Clouds\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [end of intro v]\nshow\nset [ghost v] effect to (50)\nforever\n go to x: (-26) y: (19)\n glide (6) secs to x: (-300) y: (13)\nend\n\n@Stuff\n\nwhen I receive [end of intro v]\nshow\ngo to [front v] layer\ngo [forward v] (1) layers\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nshow\nnext costume\n\nwhen flag clicked\nhide\n\n@Spikes\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\ngo to [back v] layer\n\nwhen I receive [end of intro v]\nshow\n\nwhen I receive [next level v]\nnext costume\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@Intro\n\nwhen flag clicked\nshow\nstart sound [Tobu - Hope \(Edited\) v]\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\nset [brightness v] effect to (0)\nswitch costume to (background v)\nwait (9) seconds\nrepeat (10)\n show\n change [ghost v] effect by (-10)\nend\nhide\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nset [clone id v] to [1]\nwait (0.03) seconds\ncreate clone of (_myself_ v)\nchange [clone id v] by (1)\nwait (0.03) seconds\ncreate clone of (_myself_ v)\nchange [clone id v] by (1)\n\nwhen I start as a clone\nif <(Clone ID) = [1]> then\n hide\n set size to (100) %\n point in direction (90)\n set [ghost v] effect to (50)\n set [brightness v] effect to (0)\n go to [front v] layer\n switch costume to (oc v)\n go to x: (1000) y: (0)\n wait (3) seconds\n show\n repeat (20)\n change [ghost v] effect by (-5)\n change x by (((0) - (x position)) / (4))\n end\n repeat (140)\n set [brightness v] effect to (0)\n change y by (([sin v] of (Direction) ) * (1))\n change [direction v] by (5)\n point in direction (([tan v] of ((timer) * (120)) ) + (90))\n end\n point in direction (90)\n repeat (10)\n change y by ((5) - ((y position) * (0.2)))\n change [ghost v] effect by (2.5)\n end\n repeat (30)\n change y by (((5) - ((y position) * (0.2))) * (-1))\n change [ghost v] effect by (3)\n end\n broadcast (End of intro v)\n broadcast (start v)\n hide\nend\n\nwhen I start as a clone\nif <(Clone ID) = [2]> then\n hide\n set size to (100) %\n point in direction (90)\n set [ghost v] effect to (50)\n set [brightness v] effect to (0)\n go to [front v] layer\n switch costume to (name logo v)\n go to x: (1000) y: (0)\n wait (2.5) seconds\n show\n repeat (20)\n change [ghost v] effect by (-5)\n change x by (((0) - (x position)) / (4))\n end\n repeat (140)\n set [brightness v] effect to (0)\n change y by (([sin v] of (Direction) ) * (1))\n change [direction v] by (5)\n point in direction (([tan v] of ((timer) * (120)) ) + (90))\n end\n point in direction (90)\n repeat (10)\n change y by ((5) - ((y position) * (0.2)))\n change [ghost v] effect by (2.5)\n end\n repeat (30)\n change y by (((5) - ((y position) * (0.2))) * (-1))\n change [ghost v] effect by (3)\n end\n hide\nend\n\nwhen I receive [end of intro v]\n\ncreate clone of (_myself_ v)\nchange [clone id v] by (1)\n\nwhen I receive [end of intro v]\n\nif <(Clone ID) = [4]> then\n show\n set [ghost v] effect to (100)\n set size to (100) %\n go to [front v] layer\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (ending transition v)\n wait (0.03) seconds\n repeat (10)\n show\n change [ghost v] effect by (-10)\n end\n wait (1) seconds\n hide\nend\n\nwhen I start as a clone\nif <(Clone ID) = [3]> then\n show\n point in direction (90)\n go to x: (0) y: (0)\n show\n set [ghost v] effect to (0)\n switch costume to (flash v)\n go to [front v] layer\n clear graphic effects\n repeat (50)\n change [ghost v] effect by (10)\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 (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@R\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n point in direction (90)\n else\n change size by (((100) - (size)) / (3))\n end\nend\n\nwhen I receive [end of intro v]\nshow\n\nwhen this sprite clicked\nbroadcast (RESET v)\n\n@Player\n\nwhen I receive [next level v]\nset [change? v] to [1]\nreset\nset [change? v] to [0]\n\nwhen I receive [start v]\nset [change? v] to [0]\nforever\n if <(x position) > [232]> then\n start sound [Ding Sound Effect v]\n broadcast (NEXT LEVEL v)\n change [level v] by (1)\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 [start v]\nshow\n\nwhen flag clicked\nswitch costume to (center v)\n\nwhen flag clicked\nforever\n if <<touching (danger v)?> or <touching (gears v)?>> then\n go to x: (-200) y: (-65)\n end\n if <touching (moving danger v)?> then\n go to x: (-200) y: (-65)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [end of intro v]\nbroadcast (Start v)\n\nwhen [space v] key pressed\nnext costume\n\ndefine reset\ngo to [front v] layer\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 (80) %\nshow\n\nwhen I receive [start v]\nset [level v] to [1]\ngo to [front v] layer\nset [dead? v] to [0]\nset size to (80) %\nreset\nforever\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <(dead?) = [0]>> then\n change [x v v] by (.9)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(dead?) = [0]>> then\n change [x v v] by (-.9)\n end\n set [x v v] to ((X v) * (0.9))\n change x by (X v)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <<touching (ground v)?> or <<touching (rocks v)?> or <touching (moving 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)?> or <<touching (rocks v)?> or <touching (moving 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)?> or <<touching (rocks v)?> or <touching (moving 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 (gears 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 (trampoline v)?> then\n set [y v v] to [19]\n end\nend\n\nwhen I receive [start v]\nforever\n set [direction v] to (direction)\nend\n\nwhen I receive [start v]\nforever\n if <(y position) = [-179]> then\n Spin off screen\n end\nend\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\n
Happy Remembrance Day! This project is based on WW1 and WW2. It shows facts about Remembrance Day and More! \n\nInstructions:\n\nUse arrow keys or WASD to move.\nYou can wall jump too!\n\nCredits:\nThanks to @TheFunkyPanda for the intro!\n\nThats it!
Pastel - A Mobile Friendly Platformer - 10 Levels
@Stage\n\nwhen flag clicked\nforever\n play sound [ Sunlight v] until done\nend\n\nwhen flag clicked\nforever\n play sound [Tropical Birds v] until done\nend\n\n@Sprite1\n\ndefine Physics\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [x v] by (2)\n create clone of (_myself_ v)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [x v] by (-2)\n create clone of (_myself_ v)\nend\nchange x by (x)\nSlope detection\nif <touching (danger v)?> then\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n create clone of (_myself_ v)\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 (danger v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n create clone of (_myself_ v)\n if <(Jumping?) = [y]> then\n set [y v] to [12]\n set [jumping? v] to [n]\n end\n end\nelse\n change [y v] by (-1)\n set [jumping? v] to [y]\nend\nif <<(x position) > [225]> and <not <([costume # v] of [danger v]) = [11]>>> then\n Restart\n change [level v] by (1)\nend\nif <(y position) < [-179]> then\n Restart\nend\nif <touching (safety v)?> then\n Restart\nend\n\ndefine Slope detection\nset [sloppe v] to [0]\nrepeat until <<(Sloppe) = [8]> or <not <touching (danger v)?>>>\n change y by (1)\n change [sloppe v] by (1)\nend\nif <touching (danger v)?> then\n change y by (-8)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [level v] to [1]\nshow\nRestart\nforever\n Physics\nend\n\ndefine Restart\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (500)\n\nwhen flag clicked\nforever\n change [color v] effect by (1)\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nrepeat (10)\n change [ghost v] effect by (11)\n change [color v] effect by (1)\nend\ndelete this clone\n\n@Safety\n\nwhen flag clicked\nswitch costume to (1 v)\nshow\nforever\n switch costume to (Level)\n if <(costume [number v]) = [11]> then\n forever\n switch costume to (end v)\n end\n end\nend\n\n@Danger\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (red v)\nforever\n switch costume to (Level)\n if <(costume [number v]) = [11]> then\n forever\n switch costume to (end v)\n end\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\ngo [forward v] (1) layers\nset [ghost v] effect to (100)\n\nset [ghost v] effect to (0)\n\n
All art by @KafwieGiraffe\ncode is by @atomicsapper101\n\nsequel?? -> https://scratch.mit.edu/projects/451245286/\n\nclick the green flag and use WASD or arrow keys to move\n\nmobile friendly too so js click on the screen you'll figure it out\n\nhihihihi if u remix u should chnage some things like the stages for example idk ty tho
The World || a 360° platformer #games #stories #all
@Stage\n\n@Blank\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\n@Intro\n\ndefine Go to (x) (y) size (size) dir (dir) (cos)\npoint in direction (@cam.dir)\ngo to x: (0) y: (0)\nswitch costume to (hack small v)\nset size to ((@cam.z) * (size)) %\nswitch costume to (cos)\nmove (((x) - (@cam.x)) * (@cam.z)) steps\nturn left (90) degrees\nmove (((y) - (@cam.y)) * (@cam.z)) steps\nturn right (90) degrees\npoint in direction ((@cam.dir) + (dir))\n\nwhen I receive [intro v]\nhide\nset [@slow mo v] to [3]\nset [@cam.dir v] to [90]\nset [@cam.y v] to [0]\nset [@cam.x v] to [0]\nset [name.size v] to [0]\nstart sound [bruh v]\nwait (1) seconds\nset [intro2: clone.type v] to [Name]\ncreate clone of (_myself_ v)\nbroadcast (control v)\nbroadcast (dir v)\nbroadcast (▲ v)\nwait (0.87) seconds\n▲\nset [intro2: clone.type v] to [Background]\ncreate clone of (_myself_ v)\nforever\n change [@cam.x v] by (((0) - (@cam.x)) / (9))\n change [@cam.y v] by (((0) - (@cam.y)) / (9))\n change [@cam.z v] by (((1) - (@cam.z)) / (9))\n change [name.size v] by (((100) - (name.size)) / (9))\n set [shk.y v] to ((shk.y) * (-0.7))\n set [shk.x v] to ((shk.x) * (-0.7))\n change [@cam.y v] by (shk.y)\n change [@cam.x v] by (shk.x)\n broadcast (tick v)\nend\n\nwhen I start as a clone\nif <(Intro2: clone.type) = [▲]> then\n show\n if <(Intro2: clone.id) = [1]> then\n \n Go to [0] ((▲.position.y) mod (390)) size [100] dir [0] [3]\n switch costume to (▲ v)\n end\n end\n if <(Intro2: clone.id) = [2]> then\n \n Go to [0] (((▲.position.y) mod (390)) - (390)) size [100] dir [0] [3]\n switch costume to (▲ v)\n end\n end\nend\n\nwhen I receive [▲ v]\nwait (0.87) seconds\nset [▲.position.y v] to [0]\nforever\n change [▲.position.y v] by ((10) / (@slow mo))\nend\n\ndefine ▲\nset [intro2: clone.type v] to [▲]\nset [intro2: clone.id v] to [1]\ncreate clone of (_myself_ v)\nset [intro2: clone.id v] to [2]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\ngo to [back v] layer\nbroadcast (Intro v)\n\nwhen I receive [control v]\nwait (0.87) seconds\nshk (pick random (15) to (17))\nrepeat (5)\n change [@slow mo v] by (((1) - (@slow mo)) / (1.2))\nend\nrepeat (10)\n change [@slow mo v] by (((3) - (@slow mo)) / (2))\nend\nwait (0.23) seconds\nrepeat (4)\n shk (pick random (15) to (17))\n repeat (5)\n change [@slow mo v] by (((1) - (@slow mo)) / (1.2))\n change [@cam.z v] by (((2) - (@cam.z)) / (9))\n change [name.size v] by (((115) - (name.size)) / (9))\n end\n repeat (10)\n change [@slow mo v] by (((3) - (@slow mo)) / (2))\n end\n wait (0.23) seconds\nend\nrepeat (2)\n shk (pick random (15) to (17))\n repeat (5)\n change [@slow mo v] by (((1) - (@slow mo)) / (1.2))\n change [@cam.z v] by (((2) - (@cam.z)) / (9))\n change [name.size v] by (((115) - (name.size)) / (9))\n end\n repeat (2)\n change [@slow mo v] by (((3) - (@slow mo)) / (2))\n end\nend\nwait (0.2) seconds\nrepeat (5)\n change [@slow mo v] by (((1) - (@slow mo)) / (1.2))\n change [@cam.z v] by (((2) - (@cam.z)) / (9))\n change [name.size v] by (((115) - (name.size)) / (9))\nend\nrepeat (10)\n change [@slow mo v] by (((3) - (@slow mo)) / (2))\nend\nwait (0.1) seconds\nrepeat (2)\n shk (pick random (15) to (17))\n repeat (5)\n change [@slow mo v] by (((1) - (@slow mo)) / (1.2))\n change [@cam.z v] by (((2) - (@cam.z)) / (9))\n change [name.size v] by (((115) - (name.size)) / (9))\n end\n repeat (2)\n change [@slow mo v] by (((3) - (@slow mo)) / (2))\n end\nend\nwait (0) seconds\nrepeat (2)\n shk (pick random (15) to (17))\n repeat (5)\n change [@slow mo v] by (((1) - (@slow mo)) / (1.2))\n change [@cam.z v] by (((2) - (@cam.z)) / (9))\n change [name.size v] by (((115) - (name.size)) / (9))\n end\n repeat (2)\n change [@slow mo v] by (((3) - (@slow mo)) / (2))\n end\nend\nrepeat (3)\n shk (pick random (15) to (17))\n repeat (5)\n change [@slow mo v] by (((1) - (@slow mo)) / (1.2))\n change [@cam.z v] by (((2) - (@cam.z)) / (9))\n change [name.size v] by (((115) - (name.size)) / (9))\n end\n repeat (10)\n change [@slow mo v] by (((3) - (@slow mo)) / (2))\n end\n wait (0.23) seconds\nend\ngo to [back v] layer\nbroadcast (Green flag v)\nbroadcast (startmusic v)\n\nwhen I receive [dir v]\nwait (0.87) seconds\nset [intro2: dir v] to [90]\nrepeat (185)\nrepeat (5)\nset [intro2: dir v] to [90]\nset [timer v] to [2]\nrepeat (30)\n change [intro2: dir v] by (((450) - (Intro2: dir)) / (6))\nend\n\nwhen I receive [dir v]\nset [timer v] to [0]\n\n set [@cam.dir v] to ((Intro2: dir) + (([sin v] of ((timer) * (250)) ) * (2)))\n change [timer v] by ((0.2) / (@slow mo))\nend\n\ndefine shk (amount)\nif <(pick random (0) to (1)) = [1]> then\n if <(pick random (0) to (1)) = [1]> then\n change [shk.x v] by (() - (amount))\n else\n change [shk.x v] by (16)\n end\nelse\n if <(pick random (0) to (1)) = [1]> then\n change [shk.y v] by (() - (amount))\n else\n change [shk.y v] by (amount)\n end\nend\n\nif <(pick random (0) to (1)) = [1]> then\n if <(pick random (0) to (1)) = [1]> then\n set [shk.x v] to [-16]\n else\n set [shk.x v] to [16]\n end\nelse\n if <(pick random (0) to (1)) = [1]> then\n set [shk.y v] to [-16]\n else\n set [shk.y v] to [16]\n end\nend\n\nwhen I start as a clone\nif <(Intro2: clone.type) = [Background]> then\n show\n forever\n set [ghost v] effect to (25)\n go to [back v] layer\n Go to [0] [0] size [100] dir [0] [4]\n end\nend\n\nwhen I receive [intro v]\nwait (10.2) seconds\nshow\nset [intro2: x v] to [720]\nrepeat until <(round (Intro2: x)) = [0]>\n Go to (Intro2: x) [0] size [100] dir [0] [5]\n go to [front v] layer\n change [intro2: x v] by (((0) - (Intro2: x)) / (6))\nend\nbroadcast (Clear all v)\nwait (1) seconds\nset [intro2: effects.ghost v] to [0]\nrepeat (20)\n change [intro2: effects.ghost v] by (((100) - (Intro2: effects.ghost)) / (6))\n set [ghost v] effect to (Intro2: effects.ghost)\nend\n\nwhen I start as a clone\nif <(Intro2: clone.type) = [Name]> then\n show\n go to [front v] layer\n set [intro2: yv v] to [20]\n set [name.size v] to [0]\n repeat (3)\n point in direction (90)\n change [name.size v] by (Intro2: yv)\n change [intro2: yv v] by (-1.35)\n switch costume to (hack big v)\n set size to (name.size) %\n switch costume to (name v)\n end\n repeat until <(timer) > [1.85]>\n go to x: (0) y: (0)\n change [name.size v] by (Intro2: yv)\n change [intro2: yv v] by (-1.35)\n switch costume to (hack small v)\n set size to (name.size) %\n switch costume to (name v)\n end\n repeat (20)\n Go to [0] [0] size (name.size) dir (([sin v] of ((timer) * (150)) ) * (2)) [6]\n switch costume to (name v)\n change [@cam.z v] by (((0.9) - (@cam.z)) / (15))\n end\n \n Go to [0] [0] size (name.size) dir (([sin v] of ((timer) * (150)) ) * (2)) [6]\n switch costume to (name v)\n end\nend\n\nwhen I receive [clear all v]\ndelete this clone\n\nrepeat until <(timer) > [6]>\n set [intro2: dir v] to [0]\n Go to [0] [0] size (name.size) dir ((Intro2: dir) + (([sin v] of ((timer) * (150)) ) * (2))) [6]\nend\nrepeat (7)\n change [intro2: dir v] by (((15) - (Intro2: dir)) / (1.8))\n Go to [0] [0] size (name.size) dir ((Intro2: dir) + (([sin v] of ((timer) * (150)) ) * (2))) [6]\nend\nrepeat (7)\n change [intro2: dir v] by (((-15) - (Intro2: dir)) / (1.8))\n Go to [0] [0] size (name.size) dir ((Intro2: dir) + (([sin v] of ((timer) * (150)) ) * (2))) [6]\nend\n\nwhen I receive [tick v]\n\nwhen I receive [intro v]\nwait until <(timer) > [1.85]>\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n hide\n stop [other scripts in sprite v]\n stop all sounds\n broadcast (Green flag v)\n broadcast (startmusic v)\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <key (space v) pressed?> then\n hide\n stop [other scripts in sprite v]\n stop all sounds\n broadcast (Green flag v)\n broadcast (startmusic v)\n delete this clone\n end\nend\n\n@player\n\nwhen flag clicked\ngo to x: (0) y: (-1)\nhide\n\nwhen flag clicked\nforever\n change y by (-5)\n if <touching color (#25af00)?> then\n broadcast (lvl3 v)\n end\n if <touching color (#013750)?> then\n set [y vel v] to [-20]\n end\n if <touching color (#a7a7a7)?> then\n broadcast (respawn v)\n end\n if <touching color (#c3c3c3)?> then\n broadcast (respawn v)\n end\n if <touching color (#ff6464)?> 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 change y by (5)\nend\n\nwhen I receive [green flag v]\nbroadcast (respawn v)\nswitch costume to (costume2 v)\nset [ghost v] effect to (0)\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen [left arrow v] key pressed\nswitch costume to (costume3 v)\n\nwhen [right arrow v] key pressed\nswitch costume to (costume2 v)\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 (costume2 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]\n\nwhen flag clicked\nhide\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\nwhen I receive [lvl2 v]\nswitch costume to (costume1 v)\nset [d vel v] to [0]\nset [y vel v] to [0]\nbroadcast (respawn v)\n\nwhen I receive [lvl3 v]\nswitch costume to (costume3 v)\nset [d vel v] to [0]\nset [y vel v] to [0]\nbroadcast (respawn v)\n\nwhen I receive [green flag v]\nswitch costume to (costume1 v)\ngo to [back v] layer\nshow\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 I receive [lvl2 v]\nrepeat until <(costume [number v]) = [4]>\n if <<(direction) < [141]> and <(direction) > [124]>> then\n switch costume to (costume3 v)\n set [lvl v] to [3]\n set [d vel v] to [0]\n set [y vel v] to [0]\n broadcast (respawn 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 (2) to (3.5)) seconds\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nshow\ngo to [front v] layer\nforever\n wait (pick random (3) to (12)) seconds\n switch costume to (costume1 v)\n go to x: (-81) y: (89)\n show\n go to [front v] layer\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\nwhen I receive [startmusic v]\nforever\n play sound [Tobu & Itro - Sunburst \[NCS Release\] v] until done\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n show\nend\n\n
Join my 500 follower game contest for big prizes!\nhttps://scratch.mit.edu/projects/443017657/\n\nHi everyone! I'm back, with another game!\nThis is my first 360° platformer, so I hope you enjoy!\nControls:\n-Arrow keys to move\n-Avoid spikes and lava\n-Bounce pads propel you higher\n\nIf you enjoyed, don't forget to ❤️, ⭐, and follow @MXNHD!
Up In the Sky || A Scrolling Platformer #games #art #music #all
@Stage\n\n@Boost\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 [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n switch costume to (costume1 v)\nelse\n if <(level) = [2]> then\n switch costume to (level 2 1 v)\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n switch costume to (costume1 v)\n else\n if <(level) = [3]> then\n switch costume to (level 3 1 v)\n clone at x [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 switch costume to (costume1 v)\n else\n if <(level) = [4]> then\n switch costume to (level 4 1 v)\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n switch costume to (costume1 v)\n else\n if <(level) = [5]> then\n switch costume to (level 5 1 v)\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n switch costume to (costume1 v)\n else\n switch costume to (end v)\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x (x) y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\npoint in direction (90)\n\n@Text\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (level 1 1 v)\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n switch costume to (costume1 v)\nelse\n if <(level) = [2]> then\n switch costume to (level 2 1 v)\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n switch costume to (costume1 v)\n else\n if <(level) = [3]> then\n switch costume to (level 3 1 v)\n clone at x [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 switch costume to (costume1 v)\n else\n if <(level) = [4]> then\n switch costume to (level 4 1 v)\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n switch costume to (costume1 v)\n else\n if <(level) = [5]> then\n switch costume to (level 5 1 v)\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n switch costume to (costume1 v)\n else\n switch costume to (end v)\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x (x) y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\npoint in direction (90)\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]\nif <(level) = [1]> then\n switch costume to (level 1 1 v)\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n switch costume to (costume1 v)\nelse\n if <(level) = [2]> then\n switch costume to (level 2 1 v)\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n switch costume to (costume1 v)\n else\n if <(level) = [3]> then\n switch costume to (level 3 1 v)\n clone at x [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 switch costume to (costume1 v)\n else\n if <(level) = [4]> then\n switch costume to (level 4 1 v)\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n switch costume to (costume1 v)\n else\n if <(level) = [5]> then\n switch costume to (level 5 1 v)\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n switch costume to (costume1 v)\n else\n switch costume to (end v)\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x (x) y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\npoint in direction (90)\n\n@Intro\n\nwhen I start as a clone\nif <(Clone ID) = [Hider 1]> then\n wait until <(timer) > [8.5]>\n go to [front v] layer\n point in direction (105)\n show\n go to x: (300) y: (0)\n set size to (100) %\n switch costume to (hider 2 v)\n clear graphic effects\n repeat until <<(round (x position)) = [0]> and <(round (y position)) = [0]>>\n change x by (((0) - (round (x position))) / (5))\n change y by (((0) - (round (y position))) / (5))\n end\n go to x: (0) y: (0)\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\nif <(Clone ID) = [Hider 2]> then\n wait until <(timer) > [8.5]>\n go to [front v] layer\n point in direction (105)\n show\n go to x: (-300) y: (0)\n set size to (100) %\n switch costume to (hider 1 v)\n clear graphic effects\n repeat until <<(round (x position)) = [0]> and <(round (y position)) = [0]>>\n change x by (((0) - (round (x position))) / (5))\n change y by (((0) - (round (y position))) / (5))\n end\n go to x: (0) y: (0)\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\ndefine Clone Particles\nset [clone id v] to [Particle]\nrepeat (75)\n create clone of (_myself_ v)\n turn right (15) degrees\nend\npoint in direction (90)\n\ndefine Clone Row of Boxes\nset [brightness v] effect to (10)\nrepeat (9)\n create clone of (_myself_ v)\n change [var 2 v] by (-1)\n change [brightness v] effect by (-2)\nend\n\ndefine Bounce with (bounciness) , (speed) and (finishing size)\nset [var 1 v] to [0]\nrepeat until <<(finishing size) = (size)> and <(Var 1) = (size)>>\n set [var 2 v] to (((Var 2) * ((bounciness) / (100))) + (((finishing size) - (size)) * ((speed) / (20))))\n set [var 1 v] to (size)\n change size by (Var 2)\nend\nset size to (finishing size) %\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed) (ghost)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\n change [ghost v] effect by (ghost)\nend\ngo to x: (x) y: (y)\n\ndefine Type: System (text) (x) (y) (size) (color) (brightness) (speed)\nswitch costume to (master v)\nhide\ngo to x: (x) y: (y)\nset size to (size) %\nset [# v] to [1]\nset [color v] effect to (color)\nset [brightness v] effect to (brightness)\nset [length v] to (length of (text))\nrepeat (length of (text))\n if <(letter (#) of (text)) > [ ]> then\n switch costume to (letter (#) of (text))\n create clone of (_myself_ v)\n change x by ((size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n else\n switch costume to ( v)\n create clone of (_myself_ v)\n change x by ((size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n end\n wait (speed) seconds\nend\n\ndefine Setup Lists\ndelete all of [character widths v]\nadd [thing] to [character widths v]\nadd [29] to [character widths v]\nadd [24] to [character widths v]\nadd [28] to [character widths v]\nadd [27] to [character widths v]\nadd [24] to [character widths v]\nadd [24] to [character widths v]\nadd [28] to [character widths v]\nadd [28] to [character widths v]\nadd [7] to [character widths v]\nadd [21] to [character widths v]\nadd [22] to [character widths v]\nadd [22] to [character widths v]\nadd [34] to [character widths v]\nadd [27] to [character widths v]\nadd [34] to [character widths v]\nadd [22] to [character widths v]\nadd [34] to [character widths v]\nadd [21] to [character widths v]\nadd [23] to [character widths v]\nadd [27] to [character widths v]\nadd [27] to [character widths v]\nadd [29] to [character widths v]\nadd [38] to [character widths v]\nadd [26] to [character widths v]\nadd [27] to [character widths v]\nadd [27] to [character widths v]\nadd [11] to [character widths v]\nadd [20] to [character widths v]\nadd [21] to [character widths v]\nadd [25] to [character widths v]\nadd [21] to [character widths v]\nadd [20] to [character widths v]\nadd [21] to [character widths v]\nadd [20] to [character widths v]\nadd [20] to [character widths v]\nadd [20] to [character widths v]\nadd [14] to [character widths v]\nadd [25] to [character widths v]\nadd [15] to [character widths v]\nadd [10] to [character widths v]\nadd [24] to [character widths v]\nadd [24] to [character widths v]\nadd [20] to [character widths v]\nadd [24] to [character widths v]\nadd [22] to [character widths v]\nadd [16] to [character widths v]\nadd [24] to [character widths v]\nadd [22] to [character widths v]\nadd [10] to [character widths v]\nadd [14] to [character widths v]\nadd [18] to [character widths v]\nadd [9] to [character widths v]\nadd [33] to [character widths v]\nadd [22] to [character widths v]\nadd [24] to [character widths v]\nadd [24] to [character widths v]\nadd [24] to [character widths v]\nadd [15] to [character widths v]\nadd [19] to [character widths v]\nadd [16] to [character widths v]\nadd [22] to [character widths v]\nadd [22] to [character widths v]\nadd [30] to [character widths v]\nadd [20] to [character widths v]\nadd [23] to [character widths v]\nadd [20] to [character widths v]\n\ndefine Change Size By: (size)\nchange size by (size)\nchange x by ((0) - ((size) / (20)))\n\ndefine Find Size (text) (size)\nset [size v] to (size)\nset [width v] to [1]\nset [# v] to [1]\nrepeat (length of (text))\n if <(letter (#) of (text)) > [ ]> then\n switch costume to (letter (#) of (text))\n change [width v] by ((Size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n else\n switch costume to ( v)\n change [width v] by ((Size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n end\nend\nif <(Width) > [400]> then\n change [size v] by (-1)\nend\nif <(Width) < [390]> then\n change [size v] by (1)\nend\nrepeat until <<<(Width) < [400]> and <(Width) > [389]>> or <(Size) > [300]>>\n set [width v] to [0]\n set [# v] to [1]\n repeat (length of (text))\n if <(letter (#) of (text)) > [ ]> then\n switch costume to (letter (#) of (text))\n change [width v] by ((Size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n else\n switch costume to ( v)\n change [width v] by ((Size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n end\n end\n if <(Width) > [400]> then\n change [size v] by (-1)\n end\n if <(Width) < [390]> then\n change [size v] by (1)\n end\n if <(Size) > [301]> then\n set [size v] to [290]\n end\nend\nset [x v] to ((0) - ((Width) / (2)))\n\ndefine Type (text) (x) (y) (size) (color) (brightness) (speed)\nif <(length of (text)) > [20]> then\n Find Size [Username Too Long] (size)\n Type: System [Username Too Long] (X) (y) (Size) (color) (brightness) (speed)\nelse\n Find Size (text) (size)\n Type: System (text) (X) (y) (Size) (color) (brightness) (speed)\nend\n\nwhen flag clicked\nset [username v] to [Firedrake712]\nclear graphic effects\nset [clone id v] to [Back 2]\ncreate clone of (_myself_ v)\nSetup Lists\nset [clone id v] to [Letter]\nType (Username) [0] [0] [0] [0] [100] [0]\nclear graphic effects\nreset timer\nstart sound [Kubbi - Cascade v]\nhide\npoint in direction (90)\nset [clone id v] to [Bar]\ngo to x: (-240) y: (300)\nswitch costume to (costume1 v)\nrepeat (2)\n set [color v] effect to (0)\n go to x: (-220) y: (300)\n repeat (12)\n create clone of (_myself_ v)\n change x by (40)\n end\n wait (0.1) seconds\n set [color v] effect to (10)\n go to x: (220) y: (-300)\n repeat (12)\n create clone of (_myself_ v)\n change x by (-40)\n end\n wait (0.1) seconds\nend\nset [clone id v] to [Logo]\ncreate clone of (_myself_ v)\nset [clone id v] to [Back]\ncreate clone of (_myself_ v)\nset [clone id v] to [Hider 1]\ncreate clone of (_myself_ v)\nset [clone id v] to [Hider 2]\ncreate clone of (_myself_ v)\nset [clone id v] to [2-1]\ngo to x: (-200) y: (0)\nset [var 1 v] to [0]\nrepeat (5)\n create clone of (_myself_ v)\n change x by (100)\n change [var 1 v] by (1)\nend\nwait until <(timer) > [10]>\nbroadcast (Start Project v)\n\nwhen I start as a clone\nif <(Clone ID) = [Bar]> then\n show\n set size to (100) %\n go to [front v] layer\n switch costume to (bar v)\n Smooth Glide x: (x position) y: [0] speed: [5] []\n wait until <(timer) > [3.2]>\n delete this clone\nend\nif <(Clone ID) = [Logo]> then\n wait until <(timer) > [3.2]>\n switch costume to (logo v)\n show\n go to x: (0) y: (360)\n set [ghost v] effect to (100)\n set size to (0) %\n point in direction (-40)\n Clone Particles\n repeat (80)\n change [ghost v] effect by (-10)\n set [var 1 v] to (((Var 1) * (.7)) + (((0) - (y position)) / (5)))\n change size by (((200) - (size)) / (5))\n change y by (Var 1)\n point in direction ((([tan v] of (Var 2) ) * (10)) + (90))\n change [var 2 v] by (4)\n end\n repeat (20)\n change y by (((50) - (x position)) / (5))\n point in direction ((90) + ((6) * ([cos v] of ((timer) * (180)) )))\n change size by (((25) - (size)) / (5))\n change [ghost v] effect by (7)\n end\n delete this clone\nend\nif <(Clone ID) = [Back]> then\n show\n set size to (150) %\n go to [back v] layer\n switch costume to (landscape v)\n go to x: (0) y: (0)\n repeat (200)\n set x to ((50) * ([cos v] of (((timer) - (1)) * (200)) ))\n end\n delete this clone\nend\nif <(Clone ID) = [Back 2]> then\n show\n set size to (150) %\n go to [back v] layer\n switch costume to (back2 v)\n go to x: (0) y: (0)\n repeat until <(timer) > [10]>\n go to [back v] layer\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [2-1]> then\n wait until <(timer) > [6]>\n switch costume to (2-1 v)\n go to [front v] layer\n wait ((Var 1) / (10)) seconds\n show\n point in direction (0)\n set size to (10) %\n set [ghost v] effect to (100)\n set [var 1 v] to [2]\n repeat (20)\n change size by ((Var 1) * (4.9))\n turn right ((Var 1) * (4.28)) degrees\n change [ghost v] effect by ((Var 1) * (-5))\n change [var 1 v] by (-0.1)\n end\n wait until <(timer) > [10]>\n delete this clone\nend\nif <(Clone ID) = [Letter]> then\n wait until <(timer) > [7]>\n wait ((#) / (Length)) seconds\n show\n go to [front v] layer\n set size to (Size) %\n go to x: (x position) y: (-300)\n Smooth Glide x: (x position) y: [0] speed: [5] [0]\n wait (1) seconds\n delete this clone\nend\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\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\nend\n\n@backround\n\nwhen flag clicked\nhide\ngo to [back v] layer\nset [scrollx v] to [0]\ngo to x: (scrollx) y: (0)\nforever\n change [scrollx v] by (-0.8)\n go to x: (scrollx) y: (0)\n if <(scrollx) < [-480]> then\n set [scrollx v] to [480]\n end\nend\n\nwhen I receive [start project v]\ngo to [back v] layer\nshow\n\n@Lag Control\n\n@Sprite2\n\nwhen I receive [start project v]\nwait (0.5) seconds\nshow\npoint in direction (90)\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n repeat (5)\n turn right (3) degrees\n wait (0.01) seconds\n end\n repeat (10)\n turn left (3) degrees\n wait (0.01) seconds\n end\n repeat (5)\n turn right (3) degrees\n wait (0.01) seconds\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (11)\n\nwhen I receive [play game v]\nhide\nstop [other scripts in sprite v]\n\n@Play Game\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-86)\ngo to [front v] layer\nswitch costume to (costume3 v)\n\nwhen I receive [start project v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume3 v)\n end\nend\n\nwhen this sprite clicked\nstart sound [Connect v]\nbroadcast (play game v)\nhide\n\nwhen flag clicked\nset size to (100) %\nforever\n change size by (4)\n wait (0.05) seconds\n change size by (4)\n wait (0.05) seconds\n change size by (4)\n wait (0.05) seconds\n change size by (4)\n wait (0.2) seconds\n change size by (-4)\n wait (0.05) seconds\n change size by (-4)\n wait (0.05) seconds\n change size by (-4)\n wait (0.05) seconds\n change size by (-4)\n wait (0.05) seconds\nend\n\n@Music\n\nwhen I receive [start project v]\nforever\n play sound [Exlo - Free v] until done\nend\n\n@portal\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (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 [1090] y [250]\nelse\n if <(level) = [2]> then\n switch costume to (open v)\n clone at x [2000] y [130]\n else\n if <(level) = [3]> then\n switch costume to (open v)\n clone at x [1700] y [60]\n else\n if <(level) = [4]> then\n switch costume to (open v)\n clone at x [2000] y [80]\n else\n if <(level) = [5]> then\n switch costume to (open v)\n clone at x [2000] y [80]\n else\n switch costume to (closd v)\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x (x) y (y)\nset [x v] to (x)\nset [y v] to (y)\n\n@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (level 1 1 v)\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n switch costume to (costume1 v)\nelse\n if <(level) = [2]> then\n switch costume to (level 2 1 v)\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n switch costume to (costume1 v)\n else\n if <(level) = [3]> then\n switch costume to (level 3 1 v)\n clone at x [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 switch costume to (costume1 v)\n else\n if <(level) = [4]> then\n switch costume to (level 4 1 v)\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n switch costume to (costume1 v)\n else\n if <(level) = [5]> then\n switch costume to (level 5 1 v)\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n switch costume to (costume1 v)\n else\n switch costume to (end v)\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x (x) y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\npoint in direction (90)\n\n@player\n\nwhen flag clicked\nbroadcast (Green flag v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [back 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 start sound [Magic Spell v]\n game - win\n broadcast (next level v) and wait\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 (60) %\nset [ghost v] effect to (0)\npoint in direction (90)\nswitch costume to (player v)\nshow\n\ndefine Tick\nif <<key (w v) pressed?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>> then\n switch costume to (player6 v)\nend\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n switch costume to (player2 v)\n change player x by [-8]\nend\nif <touching (bouncy v)?> then\n if <(in air) < [4]> then\n start sound [Boing v]\n set [sy v] to [30]\n end\nend\nif <touching (boost v)?> then\n if <(in air) < [4]> then\n start sound [High Whoosh v]\n change player x by [40]\n end\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (player v)\n change player x by [8]\nend\nif <<key (down arrow v) pressed?> and <touching (boost v)?>> then\n switch costume to (player v)\n repeat until <not <<key (down arrow v) pressed?> and <touching (boost v)?>>>\n change player x by [15]\n end\nend\nif <<key (left arrow v) pressed?> and <key (up arrow v) pressed?>> then\n switch costume to (player3 v)\nend\nif <<key (right arrow v) pressed?> and <key (up arrow v) pressed?>> then\n switch costume to (player4 v)\nend\nif <<key (w v) pressed?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>> then\n if <(in air) < [4]> then\n set [sy v] to [20]\n end\nend\nchange [sy v] by (-2)\nchange player y by (sy)\ntest-die\nset [scroll x v] to (x)\nif <(scroll x) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (scroll y)) / (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 until <not <touching (platforms v)?>>\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 <(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]\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (.5) seconds\n\ndefine test-die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\ndefine game - win\nrepeat (50)\n point towards (portal v)\n turn right (60) degrees\n move ((distance to [portal v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\nwhen I receive [start project v]\ngo to [front v] layer\n\nwhen flag clicked\nswitch costume to (player5 v)\nforever\n if <not <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or <<touching (portal v)?> or <key (left arrow v) pressed?>>>>> then\n set size to (60) %\n switch costume to (player5 v)\n end\nend\n\n@Platforms\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [intro done v]\nshow\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 [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n switch costume to (costume1 v)\nelse\n if <(level) = [2]> then\n switch costume to (level 2 1 v)\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n switch costume to (costume1 v)\n else\n if <(level) = [3]> then\n switch costume to (level 3 1 v)\n clone at x [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 switch costume to (costume1 v)\n else\n if <(level) = [4]> then\n switch costume to (level 4 1 v)\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n switch costume to (costume1 v)\n else\n if <(level) = [5]> then\n switch costume to (level 4 5 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 switch costume to (costume1 v)\n else\n switch costume to (end v)\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x (x) y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@backround2\n\nwhen flag clicked\nhide\ngo to [back v] layer\nset [scrollx2 v] to [480]\ngo to x: (scrollx2) y: (0)\nforever\n change [scrollx2 v] by (-0.8)\n go to x: (scrollx2) y: (0)\n if <(scrollx2) < [-480]> then\n set [scrollx2 v] to [480]\n end\nend\n\nwhen I receive [start project v]\nshow\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)\nforever\n go to [front v] layer\n go to x: (0) y: (0)\nend\n\n@Blossoms\n\nwhen I start as a clone\nforever\n go to x: (pick random (-250) to (250)) y: (177)\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 hide\n end\nend\n\nwhen I receive [start project v]\ngo to [back v] layer\ngo to x: (500) y: (500)\nforever\n create clone of (_myself_ v)\n wait (10) seconds\nend\n\nwhen flag clicked\nforever\n if <key (p v) pressed?> then\n forever\n stop [other scripts in sprite v]\n end\n end\nend\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 (30)\nend\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (3) layers\n\nwhen I receive [play game 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
A like, fave and follow would be much appreciated!\n\nNew Game! Sequel to this one and MUCH better\nhttps://scratch.mit.edu/projects/451170293/\n\nUp In the Sky || A Scrolling Platformer - Firedrake712\n-----------------------------------------------------------\nControls:\nUp arrow/W/space - Jump\nRight Arrow/D - Move Right\nLeft Arrow/A - Move Left\n\nNote:\nWhen the game lags, glitches could happen.
My First Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (pozadí1 v)\nforever\n if <(Level) < [7]> then\n switch backdrop to (pozadí1 v)\n end\n if <(Level) > [6]> then\n switch backdrop to (pozadí2 v)\n end\n if <(Level) > [11]> then\n switch backdrop to (pozadí1 v)\n end\n if <(Level) = [17]> then\n forever\n if <(score) > (☁ score record)> then\n set [☁ score record v] to (score)\n end\n show variable [score v]\n show variable [☁ score record v]\n broadcast (game end v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nhide variable [score v]\nhide variable [☁ score record v]\nset [score v] to [1000000]\nforever\n set [score v] to ((score) - ((deaths) * (10)))\n set [score v] to ((score) - ((time) / (2)))\nend\n\n@player\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (kostým1 v)\nshow\nshow variable [keys v]\nshow variable [level v]\nhide variable [time v]\nhide variable [deaths v]\nset [time v] to [0]\nset [deaths v] to [0]\nset [y velocity v] to [0]\nset [x velocity v] to [0]\ngo to x: (-214) y: (-100)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(mouse x) > [0]> or <(mouse x) = [0]>>>> then\n change [x velocity v] by (1)\n switch costume to (kostým1 v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(mouse x) < [0]> or <(mouse x) = [0]>>>> then\n change [x velocity v] by (-1)\n switch costume to (kostým2 v)\n end\n set [x velocity v] to ((X velocity) * (.9))\n change x by (X velocity)\n change [y velocity v] 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 end\n if <touching (level v)?> then\n change x by ((X velocity) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> then\n if <(X velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n change y by (Y velocity)\n if <touching (level v)?> then\n change y by ((Y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> then\n change [y velocity v] by (10)\n end\n end\n change y by (1)\n if <(x position) > [210]> then\n go to x: (-214) y: (-100)\n change [level v] by (1)\n set [y velocity v] to [0]\n set [x velocity v] to [0]\n end\n if <touching (lava! v)?> then\n go to x: (-214) y: (-100)\n change [deaths v] by (1)\n end\n if <<touching (doors v)?> and <<(keys) > [1]> or <(keys) = [1]>>> then\n if <key (space v) pressed?> then\n broadcast (door opened v)\n go to x: (-214) y: (-81)\n end\n end\n if <(Level) = [17]> then\n hide variable [keys v]\n hide variable [level v]\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\n@level\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n switch costume to (Level)\n if <(Level) = [17]> then\n hide\n broadcast (outro v)\n stop [this script v]\n end\nend\n\n@lava!\n\nwhen flag clicked\ngo to [front v] layer\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\ngo to x: (56) y: (-59)\n\nwhen flag clicked\nforever\n if <(Level) > [15]> then\n hide\n end\nend\n\n@key\n\nwhen flag clicked\nset [keys v] to [0]\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n change [keys v] by (1)\n hide\n end\n if <<(keys) = [0]> and <(Level) = [1]>> then\n show\n go to x: (90) y: (16)\n if <touching (player v)?> then\n change [keys v] by (1)\n hide\n end\n end\n if <<(keys) = [1]> and <(Level) = [4]>> then\n show\n go to x: (161) y: (-30)\n if <touching (player v)?> then\n change [keys v] by (1)\n hide\n end\n end\n if <<(keys) = [1]> and <(Level) = [10]>> then\n show\n go to x: (247) y: (-22)\n if <touching (player v)?> then\n change [keys v] by (1)\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <<<(keys) = [0]> and <(Level) = [1]>> or <<<(keys) = [1]> and <(Level) = [4]>> or <<(keys) = [1]> and <(Level) = [10]>>>>> then\n hide\n end\nend\n\n@doors\n\nwhen flag clicked\ngo to x: (231) y: (92)\nhide\ngo to [back v] layer\nforever\n if <touching (player v)?> then\n think [you need a key to unlock this door. Press space to unlock] for (1) seconds\n end\n if <(Level) = [6]> then\n show\n end\n if <(Level) = [11]> then\n show\n end\n if <(Level) = [16]> then\n show\n go to x: (225) y: (6)\n end\n if <(Level) = [17]> then\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [door opened v]\nhide\nchange [keys v] by (-1)\nchange [level v] by (1)\n\nwhen [k v] key pressed\nset [keys v] to [2]\n\n@Arrow1\n\nwhen flag clicked\ngo to x: (-187) y: (-140)\nhide\n\nwhen I receive [game end v]\ngo to [front v] layer\nshow\nforever\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\nend\n\n@outro\n\nwhen flag clicked\nhide\n\nwhen I receive [outro v]\ngo to x: (0) y: (0)\nshow\nforever\n change x by ((((mouse x) / (-5)) - (x position)) * (0.3))\n change y by ((((mouse y) / (-2.1)) - (y position)) * (0.3))\nend\n\n@sounds\n\nwhen flag clicked\nforever\n wait (1) seconds\n repeat (2)\n play sound [Guitar Chords2 v] until done\n end\n wait (1) seconds\n repeat (2)\n play sound [Video Game 2 v] until done\n end\n wait (1) seconds\n repeat (2)\n play sound [Dance Around v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [17]> then\n stop all sounds\n stop [other scripts in sprite v]\n play sound [Cheer v] until done\n end\nend\n\n
5300 VIEWS+?! THANK EVERYONE!\ndont play on fullsceen because it lagy\nuse arrows or w a d to movement\ndont touch lava\nteleport to next level by touch right edge\ncollect keys to open doors\nNow it is mobile friendly (bit)\nBugs: on mobile you cant open doors, sometimes you stuck in ground and sometines it bit laggy, when you beet score record it didnt set cloud variable (i think)\n\n\n\nTRY MY NEW SCROLLING PLATFORMER!\nhttps://scratch.mit.edu/projects/459890795/5
Abduction (A Platformer) | #games #all
@Stage\n\n@ball\n\nwhen flag clicked\ngo to x: (-159) y: (-28)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n switch costume to (costume2 v)\n change [xv v] by (-2)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n switch costume to (costume3 v)\n change [xv v] by (2)\n end\n set [xv v] to ((xv) * (0.78))\n change x by (xv)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change x by ((-1) * (xv))\n change y by (-7)\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (-3)\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <touching color (#000008)?>> then\n set [yv v] to [15]\n end\n change y by (3)\n if <(yv) > [-15]> then\n change [yv v] by (-1)\n end\n if <(yv) < [3]> then\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 (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (7)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (yv)\n if <touching color (#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 v] of [ball v]) > [235]> then\n broadcast (Next Level v)\n end\nend\n\nwhen I receive [next level v]\nset [boss v] to [0]\ngo to x: (-159) y: (-28)\n\nwhen flag clicked\nforever\n if <touching (danger v)?> then\n if <(Trans) = [0]> then\n broadcast (death v)\n end\n end\nend\n\nwhen I receive [death v]\nchange [death count: v] by (.20)\ngo to x: (-159) y: (-28)\n\nwhen flag clicked\nshow\nset [stop song v] to [0]\nset volume to (100) %\nrepeat until <(Stop Song) = [1]>\n play sound [Mr v] until done\nend\n\nwhen flag clicked\nforever\n if <<touching (guard v)?> and <not <(Level) = [11]>>> then\n broadcast (death v)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen flag clicked\nset size to (100) %\nforever\n if <touching (vent v)?> then\n broadcast (Next Level v)\n end\nend\n\nwhen I receive [next level v]\nwait until <touching color (#ff0000)?>\nbroadcast (Unlock v)\n\nwhen I receive [death v]\nwait until <touching color (#ff0000)?>\nbroadcast (Unlock v)\n\nwhen I receive [bosscutscene v]\nforever\n repeat (10)\n change volume by (-10)\n end\n set [stop song v] to [1]\nend\n\nwhen flag clicked\nset [boss v] to [1]\nforever\n if <<(Level) = [11]> and <(Boss) = [0]>> then\n broadcast (BossCutscene v)\n set [boss v] to [1]\n end\nend\n\nwhen I receive [boss level v]\ngo to x: (0) y: (0)\nset size to (50) %\n\nwhen I receive [boss level v]\ngo to x: (0) y: (-30)\n\nwhen flag clicked\nforever\n if <touching (boss attack v)?> then\n broadcast (BossLevelDead v)\n end\nend\n\nwhen I receive [bossleveldead v]\ngo to x: (0) y: (-30)\n\nwhen flag clicked\nforever\n if <<touching (guard v)?> and <(Level) = [11]>> then\n broadcast (BossLevelDead v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (boss v)?> then\n broadcast (BossLevelDead v)\n end\nend\n\nwhen flag clicked\nwait until <touching (exit v)?>\nbroadcast (Ending v)\n\nwhen I receive [final cutscene v]\ngo to x: (0) y: (-30)\n\nwhen I receive [c2 v]\ngo to x: (0) y: (-30)\n\nwhen I receive [c3 v]\ngo to x: (0) y: (-30)\n\n@ Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow variable [level v]\nforever\n set [level v] to (costume [number v])\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (level1 v)\n\nwhen I receive [boss level v]\nswitch costume to (level10 v)\n\nwhen flag clicked\nswitch costume to (level1 v)\n\nwhen flag clicked\nswitch costume to (level1 v)\n\n@Danger\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\n\nwhen I receive [next level v]\nshow\nnext costume\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n repeat until <not <(Level) = [6]>>\n set [ghost v] effect to (0)\n set [trans v] to [0]\n switch costume to (costume6 v)\n wait (1) seconds\n set [trans v] to [1]\n switch costume to (lasers v)\n set [ghost v] effect to (75)\n wait (1) seconds\n end\n end\nend\n\nwhen I receive [boss level v]\nshow\n\nwhen I receive [bosscuscene2 v]\nhide\n\nhide\n\nwhen flag clicked\nset [trans v] to [0]\nforever\n if <(Level) = [7]> then\n repeat until <(Level) = [8]>\n set [trans v] to [0]\n clear graphic effects\n switch costume to (costume7 v)\n end\n next costume\n end\nend\n\n@Door\n\nwhen flag clicked\nset [unlock v] to [0]\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nshow\nnext costume\ngo to [front v] layer\n\nwhen I receive [unlock v]\nhide\nstart sound [Machine v]\n\nwhen I receive [death v]\nshow\ngo to [front v] layer\n\n@Guard\n\nwhen flag clicked\nset size to (100) %\nhide\nset rotation style [left-right v]\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <not <<<(Level) = [5]> or <(Level) = [7]>> or <(Level) = [11]>>> then\n hide\n end\nend\n\nwhen I receive [next level v]\nforever\n if <(Level) = [7]> then\n go to x: (-178) y: (118)\n show\n go to [front v] layer\n repeat until <not <(Level) = [7]>>\n repeat (30)\n point in direction (90)\n change x by (2)\n end\n wait (0.5) seconds\n repeat (30)\n change x by (-2)\n point in direction (-90)\n end\n wait (0.5) seconds\n end\n end\nend\n\nwhen I receive [next level v]\nforever\n if <(Level) = [5]> then\n go to x: (-100) y: (-82)\n show\n go to [front v] layer\n repeat until <not <(Level) = [5]>>\n repeat (60)\n point in direction (90)\n change x by (2)\n end\n wait (0.5) seconds\n repeat (60)\n change x by (-2)\n point in direction (-90)\n end\n wait (0.5) seconds\n end\n end\nend\n\nwhen I receive [boss level v]\nhide\nwait (1) seconds\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <not <(Stop Clones) = [1]>> then\n show\n go to [front v] layer\n set size to (50) %\n go to x: (pick random (Left) to (Right)) y: (-93)\n if <(x position) = (Left)> then\n point in direction (90)\n glide (2) secs to x: (198) y: (-93)\n end\n if <(x position) = (Right)> then\n point in direction (-90)\n glide (2) secs to x: (-201) y: (-93)\n end\n hide\n create clone of (_myself_ v)\n delete this clone\nelse\n delete this clone\nend\n\nwhen flag clicked\nset [left v] to [-201]\nset [right v] to [198]\n\nwhen I start as a clone\n\nwhen I receive [boss2 v]\nhide\nwait (1) seconds\ncreate clone of (_myself_ v)\n\nwhen I receive [boss3 v]\nhide\nwait (1) seconds\ncreate clone of (_myself_ v)\n\n@Vent\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nforever\n if <(Level) = [8]> then\n repeat until <not <(Level) = [8]>>\n show\n go to [front v] layer\n end\n end\n hide\nend\n\nwhen I receive [next level v]\nif <(Level) = [8]> then\n wait until <touching (ball v)?>\n start sound [Low Squeak v]\nend\n\nwhen I receive [death v]\nif <(Level) = [8]> then\n wait until <touching (ball v)?>\n start sound [Low Squeak v]\nend\n\n@Boss Cutscene\n\nwhen flag clicked\nset [level v] to [1]\nset [ghost v] effect to (0)\nshow variable [level v]\nhide\ngo to x: (0) y: (0)\npoint in direction (90)\n\nwhen I receive [bosscutscene v]\nif <(Level) = [11]> then\n hide variable [level v]\n set size to (100) %\n show\n go to [front v] layer\n switch costume to (lysander v)\n repeat (15)\n next costume\n end\n wait (0.5) seconds\n broadcast (BossCuscene2 v)\n set volume to (100) %\n play sound [Boss Enter v] until done\nend\n\nwhen I receive [bosscuscene2 v]\nwait (0.1) seconds\nnext costume\nwait (0.5) seconds\nnext costume\nrepeat (200)\n change size by (0.03)\nend\n\nwhen I receive [bosscuscene2 v]\nwait (3) seconds\nrepeat (8)\n next costume\n wait (0.05) seconds\nend\nwait (1) seconds\nnext costume\nwait (0.5) seconds\nrepeat (10)\n next costume\n wait (0.05) seconds\nend\nwait (0.5) seconds\nrepeat (2)\n next costume\n wait (0.05) seconds\nend\nwait (0.5) seconds\nnext costume\nwait (1) seconds\nrepeat (7)\n next costume\n wait (0.05) seconds\nend\nwait (0.5) seconds\nbroadcast (Done v)\nrepeat until <key (z v) pressed?>\n switch costume to (costume32 v)\n wait (0.05) seconds\n switch costume to (costume33 v)\n wait (0.05) seconds\nend\n\nwhen I receive [done v]\nwait until <key (z v) pressed?>\nrepeat (10)\n change volume by (-10)\nend\nbroadcast (Boss Level v)\n\nwhen I receive [done v]\nwait until <key (z v) pressed?>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nbroadcast (Boss Level v)\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [done v]\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nforever\n if <key (z v) pressed?> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n hide\n end\nend\n\n@Boss\n\nwhen I receive [boss level v]\nshow\ngo to [front v] layer\nrepeat until <(Stop Clones) = [1]>\n switch costume to (costume1 v)\n repeat (5)\n next costume\n end\nend\n\nwhen flag clicked\nset volume to (100) %\nset [stop clones v] to [0]\nhide\ngo to x: (40) y: (-57)\n\nwhen I receive [boss level v]\nforever\n play sound [Jazz Hands v] until done\nend\n\nwhen I receive [boss level v]\nwait until <(Boss Hp) < [45]>\nbroadcast (Hide text v)\nset [stop clones v] to [1]\nwait (1) seconds\nswitch costume to (costume7 v)\nrepeat (6)\n next costume\nend\nwait (3) seconds\nrepeat (6)\n next costume\n wait (0.05) seconds\nend\nwait (3) seconds\nset [stop clones v] to [0]\nbroadcast (Boss2 v)\n\nwhen I receive [boss2 v]\nshow\ngo to [front v] layer\nrepeat until <(Stop Clones) = [1]>\n switch costume to (costume1 v)\n repeat (5)\n next costume\n end\nend\n\nwhen I receive [boss level v]\nwait until <(Boss Hp) < [20]>\nset [stop clones v] to [1]\nwait (1) seconds\nswitch costume to (costume20 v)\nrepeat (7)\n next costume\nend\nwait (1) seconds\nrepeat (4)\n next costume\nend\nwait (1) seconds\nrepeat (8)\n next costume\nend\nwait (3) seconds\nset [stop clones v] to [0]\nbroadcast (Boss3 v)\n\nwhen I receive [boss3 v]\nshow\ngo to [front v] layer\nrepeat until <(Stop Clones) = [1]>\n switch costume to (costume40 v)\n wait (1) seconds\n switch costume to (costume41 v)\n wait (1) seconds\nend\n\nrepeat (5)\n next costume\nend\n\nwhen I receive [boss level v]\nwait until <(Boss Hp) < [0]>\nset volume to (0) %\nset [stop clones v] to [1]\nwait (1) seconds\nswitch costume to (costume42 v)\nnext costume\nwait (2) seconds\nnext costume\nwait (2) seconds\nnext costume\nbroadcast (Final Cutscene v)\n\nwhen I receive [uh oh v]\nnext costume\nwait (1) seconds\nbroadcast (Fall v)\nwait (0.15) seconds\nhide\n\n@Skip\n\nwhen this sprite clicked\nbroadcast (Next Level v)\n\nwhen I receive [bosscutscene v]\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n go to [front v] layer\nend\n\n@Boss attack\n\nwhen I start as a clone\nforever\n if <not <(Stop Clones) = [1]>> then\n set size to (80) %\n if <(pick random (1) to (2)) = [1]> then\n go to x: (-195) y: (157)\n else\n go to x: (195) y: (157)\n end\n show\n go to [front v] layer\n point in direction (180)\n repeat until <<touching color (#000000)?> or <touching (boss v)?>>\n point towards (ball v)\n move (2) steps\n change y by (-1)\n end\n wait until <<touching color (#000000)?> or <touching (boss v)?>>\n if <touching (boss v)?> then\n change [boss hp v] by (-10)\n broadcast (Boss Damage v)\n end\n start sound [Crunch v]\n hide\n wait (1) seconds\n create clone of (_myself_ v)\n delete this clone\n else\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [attack v]\nrepeat (2)\n create clone of (_myself_ v)\nend\n\nwhen I receive [boss level v]\nwait (2) seconds\nbroadcast (Attack v)\n\nwhen I start as a clone\n\nwhen I receive [boss2 v]\nwait (2) seconds\nbroadcast (Attack v)\n\nwhen I receive [boss3 v]\nwait (2) seconds\nbroadcast (Attack v)\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [boss level v]\nwait (10) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [hide text v]\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@BossHealth\n\nwhen I receive [fusion v]\nhide\n\nwhen I receive [fusion end v]\nshow\n\nwhen flag clicked\nset [boss hp v] to [89]\nswitch costume to (costume v)\nhide\ngo to x: (-4) y: (174)\n\nwhen I receive [attack v]\nif <not <(attack) = [3]>> then\n hide\nend\n\nwhen I receive [end attack v]\nwait (1) seconds\nshow\n\nwhen I receive [thunder end v]\nshow\n\nwhen I receive [thunder v]\nhide\n\nwhen I receive [boss damage v]\nif <not <(Boss Hp) < [0]>> then\n repeat (10)\n next costume\n end\nend\n\nwhen I receive [boss level v]\ngo to x: (-4) y: (174)\ngo to [front v] layer\nshow\n\nwhen I receive [attack v]\ngo to x: (-4) y: (174)\ngo to [front v] layer\nshow\n\nwhen I receive [fall v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\ngo to x: (-55) y: (213)\n\nwhen I receive [final cutscene v]\nshow\nglide (0.15) secs to x: (-55) y: (58)\nplay sound [Clang v] until done\nbroadcast (C2 v)\n\n@Sprite4\n\nwhen flag clicked\nhide\ngo to x: (54) y: (213)\n\nwhen I receive [c2 v]\nwait (0.5) seconds\nshow\nglide (0.15) secs to x: (54) y: (58)\nplay sound [Clang v] until done\nbroadcast (c3 v)\n\n@Sprite5\n\nwhen flag clicked\nhide\ngo to x: (2) y: (195)\n\nwhen I receive [c3 v]\nwait (0.5) seconds\nshow\ngo to [front v] layer\nglide (0.2) secs to x: (2) y: (124)\nplay sound [Clang v] until done\nbroadcast (Uh oh v)\n\nwhen I receive [fall v]\nglide (0.2) secs to x: (2) y: (42)\nplay sound [Explosion v] until done\nbroadcast (Exit v)\n\n@Exit\n\nwhen flag clicked\nhide\n\nwhen I receive [exit v]\nwait (1) seconds\nshow\ngo to [front v] layer\nstart sound [Collect v]\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen I receive [ending v]\nwait (4.5) seconds\nshow\ngo to [front v] layer\nforever\n repeat (10)\n change [ghost v] effect by (10)\n end\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (1) seconds\nend\n\n@Cool Text - Abduction 368421491097067\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen I receive [ending v]\nshow\ngo to [front v] layer\nplay sound [Boom v] until done\nwait (1) seconds\nplay sound [Ending v] until done\n\n@Sprite8\n\nwhen flag clicked\nhide\nset [ghost v] effect to (75)\n\nwhen I receive [bosscutscene v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [boss level v]\nhide\n\n
WEAR HEADPHONES \n-INSTRUCTIONS- \nw,a,d or arrow keys to move, doge the spikes, lasers, rockets and guards! And don't forget, the boss! \n-BOSS INSTRUCTIONS- \nIn game, avoid the obstacles as much as you can while guiding the rockets towards the boss.
-The Winter World- A Platformer #Games #All
@Stage\n\nwhen flag clicked\nwait (5) seconds\nforever\n play sound [Endlessfields Music v] until done\n wait (0) seconds\nend\n\nwhen flag clicked\nswitch backdrop to ( v)\n\nwhen I receive [next level v]\nnext backdrop\n\nnext backdrop\n\nstop [all v]\n\n@Next Level\n\n@Level\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n broadcast (End v)\n end\nend\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@BouncePad\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Thumbnail\n\nwhen flag clicked\nhide\nbroadcast (Green Flag clicked v)\n\nset [ghost v] effect to (0)\nwait (0) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nforever\n show\n go to [front v] layer\n go [forward v] (100) layers\n set [ghost v] effect to (100)\nend\n\nwhen I receive [done v]\nforever\n show\n set [ghost v] effect to (0)\n go to [front v] layer\nend\n\n@Intro white\n\nwhen flag clicked\nforever\n show\n wait (.5) seconds\n forever\n hide\n end\nend\n\n@Player\n\nwhen flag clicked\ngo to x: (-201) y: (-70)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [x v] to [1]\nforever\n Platform Gravity: [-1] Jump Height: [12.5] Movement Speed: [3] Friction: [.7] Slopes: [8]\nend\n\ndefine Platform Gravity: (gravity) Jump Height: (jump height) Movement Speed: (side movement speed) Friction: (friction) Slopes: (slope)\nchange [y velocity v] by (gravity)\nchange y by (Y Velocity)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n set [y velocity v] to (<<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(([abs v] of (Y Velocity) ) / (Y Velocity)) = [-1]>> * (jump height))\nend\nset [x velocity v] to (((X Velocity) + ((<<key (a v) pressed?> or <key (left arrow v) pressed?>> * ((side movement speed) * (-1))) + (<<key (d v) pressed?> or <key (right arrow v) pressed?>> * (side movement speed)))) * (friction))\nchange x by (X Velocity)\nset [slope v] to [0]\nrepeat until <<(Slope) = ((slope) * (-1))> or <not <touching (level v)?>>>\n change y by (1)\n change [slope v] by (-1)\nend\nif <touching (level v)?> then\n change y by (Slope)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (X Velocity) ) / (X Velocity)) * (-1))\n end\nend\n\nwhen flag clicked\nforever\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n switch costume to (right v)\n else\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n switch costume to (left v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n change [lives v] by (-1)\n go to x: (-201) y: (-70)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (flags v)?> then\n set x to (-175)\n set y to (-33)\n broadcast (Next Level v)\n end\nend\n\ngo to x: (-175) y: (-100)\n\nbroadcast (Next Level v)\n\nwhen flag clicked\nswitch costume to (right v)\n\nwhen flag clicked\nforever\n if <touching (bouncepad v)?> then\n set [y velocity v] to [18]\n end\nend\n\nwhen flag clicked\nset [lives v] to [3]\nforever\n if <(lives) = [0]> then\n broadcast (DOne v)\n end\nend\n\nstop [all v]\n\ngo to x: (-175) y: (-100)\n\nchange [y velocity v] by (9)\n\n@Snow\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\nset size to (pick random (1.01) to (400)) %\nset [ghost v] effect to (pick random (0) to (100))\ngo to x: (500) y: (pick random (-180.01) to (180))\nglide (pick random (1.01) to (5)) secs to x: (-240) y: (pick random (-180.01) to (180))\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nif <(boop) < [4]> then\n change [boop v] by (-1)\nend\n\nwhen flag clicked\nif <(boop) = [1]> then\n switch costume to (costume1 v)\nend\n\nwhen [space v] key pressed\nif <(boop) < [5]> then\n change [boop v] by (1)\nend\n\nwhen flag clicked\nif <(boop) = [4]> then\n switch costume to (costume4 v)\nend\n\nwhen flag clicked\nif <(boop) = [3]> then\n switch costume to (costume3 v)\nend\n\nwhen flag clicked\nhide\n\nwhen [space v] key pressed\nchange [boop v] by (1)\n\nwhen flag clicked\nset [boop v] to [0]\n\nwhen flag clicked\nif <(boop) = [2]> then\n switch costume to (costume2 v)\nend\n\nif <(boop) = [5]> then\n switch costume to (costume1 v)\nend\n\nwhen I receive [snow v]\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\n@Snow2\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\nset size to (pick random (1.01) to (400)) %\nset [ghost v] effect to (pick random (0) to (20))\ngo to x: (500) y: (pick random (-180.01) to (180))\nglide (pick random (1.01) to (5)) secs to x: (-240) y: (pick random (-180.01) to (180))\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nif <(boop) < [4]> then\n change [boop v] by (-1)\nend\n\nwhen flag clicked\nif <(boop) = [1]> then\n switch costume to (costume1 v)\nend\n\nwhen [space v] key pressed\nif <(boop) < [5]> then\n change [boop v] by (1)\nend\n\nwhen flag clicked\nif <(boop) = [4]> then\n switch costume to (costume4 v)\nend\n\nwhen flag clicked\nif <(boop) = [3]> then\n switch costume to (costume3 v)\nend\n\nwhen flag clicked\nhide\n\nwhen [space v] key pressed\nchange [boop v] by (1)\n\nwhen flag clicked\nset [boop v] to [0]\n\nwhen flag clicked\nif <(boop) = [2]> then\n switch costume to (costume2 v)\nend\n\nif <(boop) = [5]> then\n switch costume to (costume1 v)\nend\n\nwhen I receive [snow v]\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\n@Sound\n\nwhen flag clicked\nforever\n play sound [Plugged \(post mastering\) v] until done\nend\n\nwhen this sprite clicked\nnext costume\nif <(costume [number v]) = [2]> then\n set volume to (0) %\nelse\n set volume to (100) %\nend\n\nwhen flag clicked\nwait (0.5) seconds\nset volume to (150) %\nset drag mode [not draggable v]\nswitch costume to (costume1 v)\nset [brightness v] effect to (0)\ngo to [front v] layer\n\n@Flags\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n broadcast (End v)\n end\nend\n\n@Decor\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n broadcast (End v)\n end\nend\n\n@detector\n\nwhen flag clicked\nhide\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (0.5) seconds\nshow\ngo to x: (0) y: (-100)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nshow\nforever\n if <(lives) = [1]> then\n switch costume to (heart red6 v)\n end\n if <(lives) = [2]> then\n switch costume to (heart red5 v)\n end\n if <(lives) = [3]> then\n switch costume to (heart red v)\n end\n if <(lives) = [0]> then\n switch costume to (heart red7 v)\n end\n if <<(LOVED__) = [1]> and <(FAVED___) = [1]>> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [lives v] to [10000]\n hide\n stop [this script v]\n end\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\n\nwhen I receive [message1 v]\n\nwhen I receive [message2 v]\n\nwhen I receive [messagem v]\nshow\n\nwhen I receive [messagenom v]\nhide\n\n@Red\n\nwhen I receive [message1 v]\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-20) y: (400)\nrepeat (5)\n next costume\n create clone of (_myself_ v)\nend\nswitch costume to (costume1 v)\n\nchange x by (-20)\n\nwait (1) seconds\n\nwait (1) seconds\n\nwhen I receive [messagenom v]\nwait ((costume [number v]) / (5)) seconds\nrepeat until <(y position) = [-380]>\n change y by (-20)\nend\ngo to x: (-20) y: (400)\n\ngo to x: (-20) y: (400)\n\nwhen I receive [messagem v]\ngo to [front v] layer\nwait (0) seconds\nwait ((costume [number v]) / (5)) seconds\nrepeat until <(y position) = [0]>\n change y by (-20)\nend\n\n@M\n\nwhen flag clicked\ngo to [front v] layer\nset [mxv v] to [0]\nshow\nset size to (100) %\ngo to x: (0) y: (0)\nset rotation style [left-right v]\npoint in direction (-90)\nforever\n set [my variable v] to [1]\n wait (1) seconds\n repeat (17)\n change [my variable v] by (1)\n end\n repeat (20)\n change size by (-.5)\n wait (0) seconds\n end\n broadcast (messageM v)\n repeat (20)\n change size by (-.5)\n wait (0) seconds\n end\n wait (2) seconds\n broadcast (messageNoM v)\n set size to (100) %\n set [my variable v] to [1]\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n switch costume to (my variable)\nend\n\nwait (0) seconds\n\nchange size by (0)\nwait (0) seconds\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nswitch costume to (m16 v)\n\ngo [backward v] (1) layers\n\nwhen flag clicked\n\n\n\n\n show\nelse\n hide\nend\n\nwait (.5) seconds\nforever\n\nwhen I receive [messagenom v]\nhide\nstop [other scripts in sprite v]\n\ncreate clone of (_myself_ v)\n\nbroadcast (messageNoM v)\n\n
Paper2 -a platformer-
@Stage\n\nwhen flag clicked\nforever\n play sound [PerituneMaterial_Piano_Refreshing_loop 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 (1) 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)> 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)> 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 (0.5) 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 (0.5) seconds\n reset\n end\n if <(x position) > [240]> then\n broadcast (next v)\n wait (0.5) seconds\n reset\n wait (0.5) seconds\n end\nend\n\n@ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (ground1 v)\nshow\n\nwhen I receive [next v]\nwait (0.5) seconds\nnext costume\n\n@hazard\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (hazard1 v)\nshow\n\nwhen I receive [next v]\nwait (0.5) 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\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\n\n
EN:\nMove with the ← or → key.\nJump with the ↑ key.\nStill, this is the best place in the world.\nEnjoy!\n\nJP:\n左右キーで移動。\n上キーでジャンプ。\nそれでもここは世界最高の場所。\n楽しんで行ってね!\n\nCredits:\nBGM:Peritune\nSE:効果音ラボ\n前作:Paper\nhttps://scratch.mit.edu/projects/437788847/\n\nTags:\n#game #art #platformer #paper #Uuhcnadutaz
Worlds || A Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (world 1 v)\nforever\n if <(Level) > [8]> then\n switch backdrop to (world 2 v)\n if <(Level) > [16]> then\n switch backdrop to (world 3 v)\n end\n end\nend\n\n@Background\n\nwhen flag clicked\nswitch costume to (level 1 v)\ngo to [back v] layer\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n hide\n end\nend\n\nwhen [a v] key pressed\nif <(username) = [chick_animations]> then\n repeat (21)\n broadcast (Next Level v)\n change [level v] by (1)\n end\nend\n\n@Ground\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (level 1 v)\n\n@Player\n\nwhen flag clicked\nset rotation style [all around v]\nswitch costume to (player v)\nset [speed y v] to [0]\nset [speed x v] to [0]\ngo to x: (-210) y: (-100)\nforever\n Platformer code\nend\n\ndefine Platformer code\nif <not <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>> then\n switch costume to (player rest v)\nend\nchange [speed y v] by (-1)\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [speed x v] by (-3)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [speed x v] by (3)\nend\nset [speed x v] to ((Speed x) * (0.7))\nchange x by (Speed x)\nif <<<touching (ground v)?> or <touching (moving platforms v)?>> or <touching (locked block v)?>> then\n change y by (1)\n if <<<touching (ground v)?> or <touching (moving platforms v)?>> or <touching (locked block v)?>> then\n change y by (1)\n if <<<touching (ground v)?> or <touching (moving platforms v)?>> or <touching (locked block v)?>> then\n change y by (1)\n if <<<touching (ground v)?> or <touching (moving platforms v)?>> or <touching (locked block v)?>> then\n change y by (1)\n if <<<touching (ground v)?> or <touching (moving platforms v)?>> or <touching (locked block v)?>> then\n change y by (1)\n if <<<touching (ground v)?> or <touching (moving platforms v)?>> or <touching (locked block v)?>> then\n change y by (1)\n if <<<touching (ground v)?> or <touching (moving platforms v)?>> or <touching (locked block v)?>> then\n change y by (1)\n if <<<touching (ground v)?> or <touching (moving platforms v)?>> or <touching (locked block v)?>> then\n change y by (1)\n end\n end\n end\n end\n end\n end\n end\nend\nif <<<touching (ground v)?> or <touching (moving platforms v)?>> or <touching (locked block v)?>> then\n change y by (-8)\n repeat until <not <<<touching (ground v)?> or <touching (moving platforms v)?>> or <touching (locked block v)?>>>\n change x by ((Speed x) * (-1))\n end\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [speed y v] to [10]\n if <(Speed x) < [0]> then\n set [speed x v] to [16]\n else\n set [speed x v] to [-16]\n end\n else\n set [speed x v] to [0]\n end\nend\nchange y by (Speed y)\nif <<<touching (ground v)?> or <touching (moving platforms v)?>> or <touching (locked block v)?>> then\n repeat until <not <<<touching (ground v)?> or <touching (moving platforms v)?>> or <touching (locked block v)?>>>\n change y by ((Speed y) * (-1))\n end\n set [speed y v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<<touching (ground v)?> or <touching (moving platforms v)?>> or <touching (locked block v)?>>> then\n set [speed y v] to [12.5]\nend\nif <<<<<(y position) < [-178]> or <touching (spikes v)?>> or <touching (circle geyser v)?>> or <touching (spinning red v)?>> or <<touching (animation red v)?> or <touching (animation red 2 v)?>>> then\n go to x: (-210) y: (-100)\nend\nif <<<(x position) > [244]> or <touching (neon portal v)?>> and <not <(Level) > [8]>>> then\n go to x: (-210) y: (-100)\n broadcast (Next Level v)\n change [level v] by (1)\nend\nif <<touching (bouncy v)?> or <touching (neon bouncy v)?>> then\n set [speed y v] to [18]\n broadcast (Bounced v)\nend\nif <touching (speed boost right v)?> then\n set [speed x v] to [33]\nend\nif <<touching (flag v)?> or <touching (scratch portal v)?>> then\n go to x: (-210) y: (-100)\n broadcast (Next Level v)\n change [level v] by (1)\nend\ngo to [front v] layer\nchange y by (1)\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen flag clicked\npoint in direction (90)\nshow\n\nwhen flag clicked\nswitch costume to (grassland v)\npoint in direction (90)\nforever\n if <(Level) = [9]> then\n switch costume to (neon v)\n end\n if <(Level) = [17]> then\n switch costume to (scratch v)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (teleporter v)?> and <key (space v) pressed?>> then\n go to (teleporter 2 v)\n wait until <not <key (space v) pressed?>>\n end\n if <<touching (teleporter 2 v)?> and <key (space v) pressed?>> then\n go to (teleporter v)\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-210) y: (-100)\n\nwhen [s v] key pressed\nif <not <(Level) = [22]>> then\n go to x: (-210) y: (-100)\n broadcast (Next Level v)\n change [level v] by (1)\nend\n\n@Spikes\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@Moving Platforms\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [4]> then\n switch costume to (level 4 moving block v)\n go to [front v] layer\n go to x: (0) y: (-24)\n show\n wait (0.5) seconds\n if <(Level) = [4]> then\n glide (1) secs to x: (192) y: (-24)\n end\n wait (0.5) seconds\n if <(Level) = [4]> then\n glide (1) secs to x: (0) y: (-24)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n switch costume to (level 5 moving block v)\n go to x: (-96) y: (-156)\n show\n go to [back v] layer\n if <(Level) = [5]> then\n wait (0.5) seconds\n glide (1) secs to x: (-96) y: (-25)\n wait (0.5) seconds\n glide (1) secs to x: (-96) y: (-156)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n switch costume to (level 7 moving block v)\n go to x: (-192) y: (-156)\n go to [back v] layer\n show\n wait (0.5) seconds\n glide (3) secs to x: (-192) y: (106)\n wait (0.5) seconds\n glide (3) secs to x: (-192) y: (-156)\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <<(Level) = [1]> or <<(Level) = [2]> or <(Level) = [3]>>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [14]> then\n point in direction (90)\n switch costume to (neon turning type 1 v)\n show\n repeat until <(Level) = [15]>\n go to x: (-86) y: (-25)\n turn right (3) degrees\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [15]> then\n hide\n end\nend\n\n@Bouncy\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\nforever\n if <(Level) = [7]> then\n go to x: (112) y: (-112)\n show\n end\n if <(Level) = [8]> then\n hide\n end\nend\n\nwhen I receive [bounced v]\nrepeat (6)\n next costume\nend\nswitch costume to (1 v)\n\n@Neon Portal\n\nwhen flag clicked\nhide\nforever\n turn right (15) degrees\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n switch costume to (1 v)\n go to x: (162) y: (68)\n show\n end\n if <(Level) = [9]> then\n hide\n end\nend\n\n@Neon Bouncy\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [10]> then\n go to x: (59) y: (29)\n show\n end\n if <(Level) = [11]> then\n hide\n end\nend\n\n@Flag\n\nwhen flag clicked\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\n@Speed Boost Right\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [9]> then\n go to x: (62) y: (95)\n show\n end\n if <(Level) = [10]> then\n go to x: (-63) y: (-85)\n end\n if <(Level) = [11]> then\n hide\n end\nend\n\n@Teleporter\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n if <(Level) = [10]> then\n go to x: (-208) y: (-11)\n show\n end\n if <(Level) = [11]> then\n go to x: (24) y: (-42)\n end\n if <(Level) = [12]> then\n go to x: (-114) y: (-53)\n end\n if <(Level) = [13]> then\n go to x: (-204) y: (82)\n end\n if <(Level) = [14]> then\n go to x: (181) y: (57)\n end\n if <(Level) = [15]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\nend\n\n@Teleporter 2\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n if <(Level) = [10]> then\n go to x: (-181) y: (140)\n show\n end\n if <(Level) = [11]> then\n go to x: (-206) y: (145)\n end\n if <(Level) = [12]> then\n go to x: (0) y: (22)\n end\n if <(Level) = [14]> then\n go to x: (120) y: (-58)\n end\n if <(Level) = [15]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\nend\n\n@Circle Geyser\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\nforever\n repeat (14)\n next costume\n end\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n go to x: (-30) y: (114)\n go to [front v] layer\n show\n end\n if <(Level) = [12]> then\n hide\n end\nend\n\n@Locked Block\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\nwait until <(Level) = [12]>\nswitch costume to (lock door type 3 v)\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [next level v]\nset [ghost v] effect to (0)\n\nwhen I receive [key v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n hide\n end\nend\n\n@Key\n\nwhen flag clicked\nhide\nwait until <(Level) = [12]>\ngo to x: (-123) y: (130)\nshow\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (Key v)\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n hide\n end\nend\n\n@Spinning Red\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [14]> then\n point in direction (90)\n switch costume to (neon turning type 1 v)\n show\n repeat until <(Level) = [15]>\n go to x: (-86) y: (-25)\n turn right (3) degrees\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [15]> then\n hide\n end\nend\n\n@Scratch Portal\n\nwhen flag clicked\ngo to x: (-15) y: (124)\nhide\nforever\n if <(Level) = [16]> then\n show\n end\n if <(Level) = [17]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n turn right (15) degrees\nend\n\n@Animation Red\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (-3) y: (7)\nhide\nforever\n next costume\n wait (0.00000000000000000000000000001) seconds\nend\n\nwhen flag clicked\nforever\n if <(Level) = [20]> then\n go to x: (-3) y: (7)\n show\n end\n if <(Level) = [21]> then\n go to x: (186) y: (9)\n end\n if <(Level) = [22]> then\n hide\n end\nend\n\n@Animation Red 2\n\nwhen flag clicked\ngo to x: (175) y: (132)\npoint in direction (0)\nhide\nforever\n next costume\n wait (0.00000000000000000000000000001) seconds\nend\n\nwhen flag clicked\nforever\n if <(Level) = [20]> then\n show\n end\n if <(Level) = [21]> then\n hide\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n
Press the flag 2 times and wait for a while because takes a while to load.\n\n>instructions<\nUse the arrow keys to move spikes are painful. signs tell you which way to go. purple and mushrooms are bouncy. blue is a teleporter and to activate the teleporter you press space while touching it.
Earth - a 360° platformer
@Stage\n\nwhen I receive [win v]\nswitch backdrop to (backdrop4 v)\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\n@Sprite1\n\nwhen flag clicked\nset [color v] effect to (0)\nshow\nswitch costume to (costume3 v)\ngo to x: (30) y: (0)\n\nwhen I receive [respawn v]\nset [brightness v] effect to (100)\nset [ghost v] effect to (100)\nrepeat (20)\n change [brightness v] effect by (-5)\n change [ghost v] effect by (-5)\nend\n\nwhen flag clicked\nforever\n change y by (-5)\n if <touching (da spikes v)?> then\n broadcast (respawn v)\n change [☁ death count v] by (1)\n change [death count v] by (1)\n end\n change y by (5)\nend\n\nwhen flag clicked\nset [☁ timer v] to [0]\nset [☁ death count v] to [0]\nset [timer v] to [0]\nset [death count v] to [0]\nshow variable [timer v]\nshow variable [death count v]\nforever\n if <key (left arrow v) pressed?> then\n switch costume to (costume3 v)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (flag v)?> then\n broadcast (respawn v)\n broadcast (next level v)\n end\nend\n\nwhen I receive [win v]\nhide\n\nwhen flag clicked\nforever\n if <key (c v) pressed?> then\n repeat until <key (b v) pressed?>\n change [color v] effect by (25)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (b v) pressed?> then\n set [color v] effect to (0)\n end\nend\n\nwhen I receive [next level v]\nhide variable [timer v]\nhide variable [death count v]\nwait (2) seconds\nshow variable [death count v]\nshow variable [timer v]\n\nwhen I receive [win v]\nforever\n hide variable [timer v]\n hide variable [death count v]\nend\n\nwhen flag clicked\nforever\n if <key (m v) pressed?> then\n repeat until <key (n v) pressed?>\n hide variable [death count v]\n switch backdrop to (backdrop3 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (n v) pressed?> then\n show variable [death count v]\n switch backdrop to (backdrop2 v)\n end\nend\n\nwhen [timer v] > (0.00000000000000000000000000000000000000000000001)\nhide variable [death count v]\nhide variable [timer v]\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen flag clicked\nforever\n wait (1) seconds\n change [timer v] by (1)\n change [☁ timer v] by (1)\nend\n\n@platform\n\nwhen flag clicked\nbroadcast (respawn v)\nSET HACK SIZE TO [400]\nforever\n change [y vel v] by (1)\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [d vel v] by (-0.3)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [d vel v] by (0.3)\n end\n set [d vel v] to ((d vel) * (0.8))\n turn right (d vel) degrees\n if <touching (sprite1 v)?> then\n change y by (-1)\n if <touching (sprite1 v)?> then\n change y by (-1)\n if <touching (sprite1 v)?> then\n change y by (-1)\n if <touching (sprite1 v)?> then\n change y by (-1)\n if <touching (sprite1 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 (sprite1 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 (sprite1 v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> then\n start sound [Jump v]\n set [y vel v] to [-12]\n end\n end\n change y by (-1)\nend\n\ndefine SET HACK SIZE TO (number or text)\nswitch costume to (size hack v)\nset size to (number or text) %\nswitch costume to (costume 1 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]\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n broadcast (respawn v)\n end\nend\n\nwhen I receive [next level v]\nnext costume\nbroadcast (respawn v)\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [size hack]> then\n broadcast (win v)\n end\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\n@da spikes\n\ndefine SET HACK SIZE TO (number or text)\nswitch costume to (size hack v)\nset size to (number or text) %\nswitch costume to (costume 1 v)\n\nwhen I receive [respawn v]\npoint in direction (90)\ngo to x: (-10) y: (-500)\n\nwhen flag clicked\nshow\nbroadcast (respawn v)\nSET HACK SIZE TO [400]\nforever\n go to (platform v)\n turn right (d vel) degrees\nend\n\nwhen flag clicked\nset [mooooosic v] to [0]\nrepeat until <(mooooosic) = [1]>\n play sound [Treenan v] until done\nend\nforever\n play sound [The Script- Hall of Fame v] until done\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [win v]\nset [mooooosic v] to [1]\nstop all sounds\n\n@Sprite2\n\nwhen flag clicked\ngo to [front v] layer\nhide\nswitch costume to (cooltext368316911626213 v)\n\nwhen I receive [next level v]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat (35)\n next costume\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [win v]\nforever\n hide\nend\n\n@Sprite3\n\nwhen I receive [win v]\nset [ghost v] effect to (100)\nset [color v] effect to (0)\ngo to x: (80) y: (-15)\nshow\ncreate clone of (_myself_ v)\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nforever\n change [color v] effect by (5)\n point in direction ((([sin v] of (fhdgfhsdvb) ) * (5)) * (4))\n change x by (([sin v] of (fhdgfhsdvb) ) * (2))\n change y by (([sin v] of (fhdgfhsdvb) ) * (3))\n change [fhdgfhsdvb v] by (3)\nend\n\nwhen flag clicked\npoint in direction (0)\nhide\n\n@Sprite4\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (1000)\nshow\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (0) y: (28)\nforever\n if <key (right arrow v) pressed?> then\n change x by ((d vel) * (-0.05))\n end\n if <key (left arrow v) pressed?> then\n change x by ((d vel) * (0.05))\n end\nend\n\nwhen I receive [next level v]\ngo to x: (0) y: (28)\n\nwhen I receive [respawn v]\ngo to x: (0) y: (28)\n\n@Sprite6\n\nwhen flag clicked\nforever\n if <key (m v) pressed?> then\n switch costume to (costume1 v)\n repeat until <key (n v) pressed?>\n switch costume to (costume4 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (n v) pressed?> then\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [win v]\nswitch costume to (costume3 v)\n\nwhen [timer v] > (0.000000000000000000000000000000000001)\nhide\n\n@flag\n\nwhen I receive [respawn v]\npoint in direction (90)\ngo to x: (-10) y: (-500)\n\ndefine SET HACK SIZE TO (number or text)\nswitch costume to (size hack v)\nset size to (number or text) %\nswitch costume to (costume 1 v)\n\nwhen flag clicked\nshow\nbroadcast (respawn v)\nSET HACK SIZE TO [75]\nforever\n turn right (d vel) degrees\n go to (platform v)\nend\n\nwhen I receive [next level v]\n\nnext costume\n\n@Sprite7\n\nwhen flag clicked\npoint in direction (0)\nhide\n\nwhen I receive [win v]\nset [ghost v] effect to (100)\nset [color v] effect to (0)\ngo to [front v] layer\ngo to x: (-159) y: (76)\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nforever\n point in direction ((([sin v] of (fhdgfhsdvb) ) * (2)) * (5))\n change x by (([sin v] of (fhdgfhsdvb) ) * (0.1))\n change y by (([sin v] of (fhdgfhsdvb) ) * (1))\n change [fhdgfhsdvb v] by (3)\nend\n\nwhen [timer v] > (0.000000000000000000000000000000000000000000001)\nhide\n\n@Sprite8\n\n
VOLUME WARNING ON THE OUTRO. Use the arrow keys or WASD to move in this 360° platformer. Avoid the huge volcano at the beginning of the levels (that means move to the left not the right), lava, and spikes, and make your way across six levels! On level 4, you can't touch the ground (except at the beginning and nearly at the end), just the platforms.\nIf you want more levels you can either remix with more levels or ask me for more. If you make more, I will add them and give you credit. Press c to make the little alien change colors, and press b for it to stop and turn red again. R to restart is you somehow get yourself stuck :P.\nClick m to hide death count click n to show again. If you click the stop button the variables will hide, credit to my very old project "Click the stop button", which can be found on my profile, I really like that feature.
Candy || A scrolling Platformer (entry for @Jranknom)
@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 [time v]\nswitch backdrop to (backdrop1 v)\nset [time v] to [0]\nforever\n if <(Time out) = [on]> then\n wait (1) seconds\n change [time v] by (1)\n end\nend\n\nwhen I receive [you win v]\nshow variable [time v]\n\n@Player\n\nwhen flag clicked\nforever\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n switch costume to (up v)\n else\n switch costume to (normal v)\n end\n if <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n switch costume to (right v)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n switch costume to (left v)\n end\n if <<<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> or <<<(mouse x) > (x position)> and <(mouse y) > (y position)>> and <mouse down?>>> then\n switch costume to (up/right v)\n end\n if <<<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> or <<<(mouse x) < (x position)> and <(mouse y) > (y position)>> and <mouse down?>>> then\n switch costume to (up/left v)\n end\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 if <(Time out) = [on]> 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) and wait\n end\n if <(Exit) = [win]> then\n Game - win\n else\n Game - die\n end\n end\nend\n\ndefine Game on\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\npoint in direction (90)\nset size to (30) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nif <not <touching (water \(chocolate\) v)?>> then\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n if <(speed) = [off]> then\n change [sx v] by (-4)\n end\n if <(speed) = [on]> then\n change [sx v] by (-7)\n end\n end\n if <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n if <(speed) = [off]> then\n change [sx v] by (4)\n end\n if <(speed) = [on]> then\n change [sx v] by (7)\n end\n end\n set [sx v] to ((SX) * (0.8))\nend\nif <touching (water \(chocolate\) v)?> then\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [sx v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [sx v] by (1)\n end\n set [sx v] to ((SX) * (0.8))\nend\nif <([abs v] of (SX) ) > [0.9]> then\n Change Player x (round (SX))\nend\nif <not <touching (water \(chocolate\) v)?>> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <(Jump boost) = [off]> then\n if <(In Air) < [4]> then\n set [sy v] to [10]\n end\n end\n if <(Jump boost) = [on]> then\n if <(In Air) < [4]> then\n set [sy v] to [13]\n end\n end\n end\nend\nif <touching (water \(chocolate\) v)?> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [sy v] to [3]\n end\nend\nif <not <touching (water \(chocolate\) v)?>> then\n change [sy v] by (-1)\nend\nif <touching (water \(chocolate\) v)?> then\n if <<key (down arrow v) pressed?> or <<(mouse y) < (y position)> and <mouse down?>>> then\n change [sy v] by (-0.3)\n end\nend\nif <touching (sorting \(mogul\) v)?> then\n set [sy v] to [20]\nend\nChange Player 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\nPotition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine Change Player by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPotition\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 Potition\n set [sy v] to [0]\nend\n\ndefine Potition\ngo to x: ((x) - (Scroll x)) y: ((y) - (Scroll y))\n\ndefine Change Player x (sx)\nchange [x v] by (sx)\nPotition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Potition\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 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 Potition\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 (enemys v)?> then\n set [exit v] to [die]\nend\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\ndefine Game - win\nset [ghost v] effect to (100)\nhide\nchange [level v] by (1)\nwait (1) seconds\n\nwhen I receive [you win v]\nhide\n\nwhen flag clicked\nforever\n play sound [vexento-masked-heroes-1-AHM56EBq6 \(1\) v] until done\nend\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPotition ((x) - (Scroll x)) ((y) - (Scroll y))\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nif <(Level) = [1]> then\n switch costume to (0 v)\n Clone at X [0] Y [0]\n Clone at X [0] Y [250]\n Clone at X [50] Y [300]\n Clone at X [-20] Y [300]\n Clone at X [690] Y [70]\n Clone at X [730] Y [100]\n Clone at X [790] Y [110]\n Clone at X [860] Y [110]\n Clone at X [900] Y [150]\n Clone at X [100] Y [150]\nend\n\ndefine Potition (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> 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 [you win v]\nhide\n\n@ART platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPotition ((x) - (Scroll x)) ((y) - (Scroll y))\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nif <(Level) = [1]> then\n switch costume to (0 v)\n Clone at X [0] Y [0]\n Clone at X [0] Y [250]\n Clone at X [50] Y [300]\n Clone at X [-20] Y [300]\n Clone at X [690] Y [70]\n Clone at X [730] Y [100]\n Clone at X [790] Y [110]\n Clone at X [850] Y [110]\n Clone at X [900] Y [150]\n Clone at X [100] Y [150]\nend\n\ndefine Potition (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> 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 [you win v]\nhide\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPotition ((x) - (Scroll x)) ((y) - (Scroll y))\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nif <(Level) = [1]> then\n switch costume to (0 v)\nend\n\ndefine Potition (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> 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 [you win v]\nhide\n\n@collectabels (m&m)\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPotition ((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 [y v] to [0]\nset [x v] to [0]\nif <(Level) = [1]> then\n switch costume to (m&m v)\n Clone at X [137] Y [-5]\n Clone at X [177] Y [-5]\n Clone at X [217] Y [-5]\n Clone at X [257] Y [-5]\n Clone at X [297] Y [-5]\n Clone at X [63] Y [270]\n Clone at X [23] Y [290]\n Clone at X [-17] Y [310]\n Clone at X [-57] Y [330]\n Clone at X [-97] Y [350]\n Clone at X [156] Y [630]\n Clone at X [156] Y [670]\n Clone at X [156] Y [710]\n Clone at X [156] Y [750]\n Clone at X [156] Y [790]\n Clone at X [597] Y [798]\n Clone at X [597] Y [838]\n Clone at X [597] Y [878]\n Clone at X [597] Y [918]\n Clone at X [597] Y [958]\n Clone at X [597] Y [998]\n Clone at X [597] Y [1038]\n Clone at X [597] Y [1078]\n Clone at X [597] Y [1118]\n Clone at X [832] Y [815]\n Clone at X [872] Y [815]\n Clone at X [912] Y [815]\n Clone at X [952] Y [815]\n Clone at X [992] Y [815]\n Clone at X [1032] Y [815]\n Clone at X [1558] Y [1082]\n Clone at X [1558] Y [1122]\n Clone at X [1558] Y [1162]\n Clone at X [1558] Y [1202]\n Clone at X [1652] Y [1248]\n Clone at X [1652] Y [1288]\n Clone at X [1860] Y [1207]\n Clone at X [1900] Y [1207]\n Clone at X [1940] Y [1207]\n Clone at X [1980] Y [1207]\n Clone at X [2020] Y [1207]\n Clone at X [2060] Y [1207]\n Clone at X [2100] Y [1207]\n Clone at X [2140] Y [1207]\n Clone at X [2180] Y [1207]\n Clone at X [2220] Y [1207]\n Clone at X [2260] Y [1207]\n Clone at X [2300] Y [1207]\n Clone at X [2340] Y [1207]\n Clone at X [2380] Y [1207]\n Clone at X [2420] Y [1207]\n Clone at X [2460] Y [1207]\n Clone at X [2500] Y [1207]\n Clone at X [2540] Y [1207]\n Clone at X [2580] Y [1207]\n Clone at X [2620] Y [1207]\n Clone at X [2660] Y [1207]\n Clone at X [2700] Y [1207]\n Clone at X [2740] Y [1207]\n Clone at X [2780] Y [1207]\n Clone at X [2820] Y [1207]\n Clone at X [2860] Y [1217]\n Clone at X [2900] Y [1237]\n Clone at X [2940] Y [1257]\n Clone at X [2980] Y [1277]\n Clone at X [3020] Y [1297]\n Clone at X [3060] Y [1307]\n Clone at X [3100] Y [1307]\n Clone at X [3206] Y [1463]\n Clone at X [3246] Y [1463]\n Clone at X [3206] Y [1503]\n Clone at X [3246] Y [1503]\n Clone at X [3206] Y [1543]\n Clone at X [3246] Y [1543]\nelse\nend\nset [x v] to [-99999]\n\ndefine Potition (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at X (x) Y (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I receive [you win v]\nhide\n\nwhen flag clicked\nset size to (30) %\nforever\n next costume\nend\n\nwhen I start as a clone\nforever\n next costume\nend\n\n@water (chocolate)\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nchange [up/down lava v] by (2.5)\nPosition ((x) - (Scroll x)) (((y) - (Scroll y)) + (([cos v] of (UP/DOWN LAVA) ) * (5)))\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nset [up/down lava v] to [0]\nif <(Level) = [1]> then\n switch costume to (0 v)\n Clone at X [0] Y [0]\n Clone at X [0] Y [250]\n Clone at X [50] Y [300]\n Clone at X [-20] Y [300]\n Clone at X [690] Y [70]\nend\n\ndefine Potition (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> 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 [you win v]\nhide\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I receive [tick v]\nPotition ((x) - (Scroll x)) ((y) - (Scroll y))\n\n@sorting (mogul)\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPotition ((x) - (Scroll x)) ((y) - (Scroll y))\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nif <(Level) = [1]> then\n switch costume to (0 v)\n Clone at X [0] Y [0]\n Clone at X [0] Y [250]\n Clone at X [50] Y [300]\n Clone at X [-20] Y [300]\n Clone at X [690] Y [70]\n Clone at X [730] Y [100]\nend\n\ndefine Potition (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> 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 [you win v]\nhide\n\n@enemys\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPotition ((x) - (Scroll x)) ((y) - (Scroll y))\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nif <(Level) = [1]> then\n switch costume to (blank v)\n Clone at X [2250] Y [1185]\nend\n\ndefine Potition (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> 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 [you win v]\nhide\n\nwhen flag clicked\nforever\n repeat (70)\n change [x v] by (3)\n end\n repeat (70)\n change [x v] by (-3)\n end\nend\n\nwhen I start as a clone\nforever\n repeat (70)\n change [x v] by (3)\n end\n repeat (70)\n change [x v] by (-3)\n end\nend\n\n@exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPotition ((x) - (Scroll x)) ((y) - (Scroll y))\nif <touching (player v)?> then\n broadcast (you win v)\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [collected max v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nif <(Level) = [1]> then\n switch costume to (exit v)\n Clone at X [4050] Y [1870]\nend\n\ndefine Potition (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at X (x) Y (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [you win v]\nhide\n\nwhen flag clicked\nset size to (50) %\n\n@end screen\n\nwhen flag clicked\nset [time out v] to [on]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [you win v]\nset [time out v] to [off]\nshow\n\nwhen flag clicked\ngo to [front v] layer\nforever\n go to [front v] layer\nend\n\n@Shop\n\nwhen flag clicked\nswitch costume to (shop \(close\) v)\nforever\n if <(costume [number v]) = [1]> then\n set [shop v] to [Close]\n set [ghost v] effect to (0)\n go to x: (-200) y: (-149)\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n switch costume to (shop \(open\) v)\n end\n else\n set [shop v] to [Open]\n set [ghost v] effect to (15)\n go to x: (0) y: (0)\n set size to (100) %\n if <<not <touching (mouse-pointer v)?>> and <mouse down?>> then\n switch costume to (shop \(close\) v)\n end\n end\nend\n\n@Speed\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [speed v] to [off]\nset size to (70) %\ngo to x: (18) y: (7)\nhide\ngo to [front v] layer\nforever\n go to [front v] layer\n if <(Shop) = [Open]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nif <(COLLECTED) > [19]> then\n if <(costume [number v]) = [1]> then\n switch costume to (costume2 v)\n change [collected v] by (-20)\n set [speed v] to [on]\n end\nend\n\n@Jump Boost\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [jump boost v] to [off]\nset size to (70) %\ngo to x: (16) y: (54)\nhide\ngo to [front v] layer\nforever\n go to [front v] layer\n if <(Shop) = [Open]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nif <(COLLECTED) > [29]> then\n if <(costume [number v]) = [1]> then\n switch costume to (costume2 v)\n change [collected v] by (-30)\n set [jump boost v] to [on]\n end\nend\n\n@1\n\nwhen flag clicked\ngo to x: (-202) y: (166)\nset [collected v] to [0]\nswitch costume to (0 v)\nforever\n go to [front v] layer\n switch costume to (letter (1) of (COLLECTED))\nend\n\n@2\n\nwhen flag clicked\ngo to x: (-190) y: (166)\nset [collected v] to [0]\nswitch costume to (0 v)\nforever\n go to [front v] layer\n switch costume to (letter (2) of (COLLECTED))\n if <(length of (COLLECTED)) > [1]> then\n show\n else\n hide\n end\nend\n\n@3\n\nwhen flag clicked\ngo to x: (-178) y: (166)\nset [collected v] to [0]\nswitch costume to (0 v)\nforever\n switch costume to (letter (3) of (COLLECTED))\n if <(length of (COLLECTED)) > [2]> then\n show\n else\n hide\n end\nend\n\n@Logo counter collected\n\nwhen flag clicked\nforever\n go to x: (-225) y: (168)\n go to [front v] layer\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\nforever\n go to x: (0) y: (0)\n go to [front v] layer\nend\n\n
-----------✨-Candy-✨-----------\n - A scrolling platformer -\n\n→ Arrow keys or mobile\n\n→ collect m&ms\n\n→ Get the shiny candy \n\n→ Love, fav and follow\n\n#21 on trending :0 ??? (on tutorials) (24/11/2020)
Online Scrolling Platformer!
@Stage\n\nwhen flag clicked\nforever\n set [brightness v] effect to (((0) - ((SCROLL Y) - (5))) / (23))\nend\n\n@I\n\n@Worked\n\n@Hard\n\ndefine Chat\nif <(is the chat open) = [1]> then\n if <key (1 v) pressed?> then\n set [chat v] to [1]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat v] to [2]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat v] to [3]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat v] to [4]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat v] to [5]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat v] to [6]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat v] to [7]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat v] to [8]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat v] to [9]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n set [chat v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen flag clicked\nset [scroll y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nshow list [chat v]\nbroadcast (GREEN FLAG v) and wait\nbroadcast (PLAY GAME v) and wait\n\ndefine CHANGE PLAYER Y BY (sy)\nchange [y v] by (sy)\nchange [inair v] by (1)\nPosition\nrepeat until <not <touching (this v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [inair v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine GAME ON\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [sx v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [inair v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine Game-Win\nhide\nchange [level v] by (1)\nwait (0.5) seconds\n\ndefine TICK\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [sx v] by (-2)\nend\nif <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [sx v] by (2)\nend\nset [sx v] to ((SX) * (0.8))\nif <[0.9] < ([abs v] of (SX) )> then\n CHANGE PLAYER X By (round (SX))\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(inair) < [1]> then\n set [sy v] to [20]\n start sound [Jump v]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nCHANGE PLAYER Y BY (sy)\nTEST-DIE\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (8)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <[6000] < (SCROLL X)> then\n set [scroll x v] to [6000]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (8)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-175]> then\n set [exit v] to [die]\nend\n\nwhen I receive [begin v]\ngo to [front v] layer\nset [is the chat open v] to [0]\nshow list [chat v]\nforever\n Chat\n if <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(is the chat open) = [1]> then\n show list [chat v]\n set [is the chat open v] to [0]\n else\n set [is the chat open v] to [1]\n hide list [chat v]\n end\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\nend\n\ndefine GAME - DIE\nset [exit v] to []\nhide\n\ndefine TEST-DIE\nif <touching (hope v)?> then\n set [exit v] to [die]\nend\n\ndefine CHANGE PLAYER X By (sx)\nchange [x v] by (sx)\nPosition\nif <touching (this v)?> then\n repeat (18)\n change [y v] by (1)\n Position\n if <not <touching (this v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-18)\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [inair v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (this v)?>>\n if <(sx) > [0]> then\n if <not <(Has powers) = [1]>> then\n change [x v] by (-1)\n else\n change [x v] by (-2)\n end\n else\n if <not <(Has powers) = [1]>> then\n change [x v] by (1)\n else\n change [x v] by (2)\n end\n end\n Position\n end\nend\n\nwhen flag clicked\nhide\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encodied v] to (join (encodied) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encodied v] to (join (encodied) [00])\n\nwhen I receive [begin v]\nset [level v] to [1]\nforever\n broadcast (reset v) and wait\n broadcast (SETUP v) and wait\n GAME ON\n repeat until <(EXIT) > []>\n TICK\n broadcast (tick v)\n if <(My Player #) > [0]> then\n send cloud data\n end\n end\n if <(EXIT) = [win]> then\n Game-Win\n else\n GAME - DIE\n end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nset [encodied v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (Chat) to encoded\nset cloud # (My Player #) to (encodied)\n\nwhen I receive [begin v]\nwait (5) seconds\nswitch backdrop to (blank v)\n\nadd [HI] to [chat v]\n\nhide\n\nwhen I receive [begin v]\ngo to [front v] layer\nset [level v] to [1]\nforever\n if <(SCROLL X) > [6000]> then\n end\nend\n\nset [exit v] to [win]\n\nwhen I receive [start v]\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (setups v) and wait\nbroadcast (joining v)\nbroadcast (join game v) and wait\nif <(My Player #) > [0]> then\n start sound [Connect v]\n broadcast (joined v)\nelse\n start sound [Disconnect v]\n broadcast (full v)\nend\nbroadcast (begin v)\n\n@On\n\ndefine Decode chat (chat)\nif <(chat) = [0]> then\n\ndefine begin decode of (encode)\nset [encodied v] to (encode)\nset [letter # v] to [1]\n\ndefine value=read from encode\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encodied)) (letter ((letter #) + (1)) of (encodied)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nset [offline v] to [100]\nhide\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n if <(My Player #) = (player #)> then\n hide\n set [offline v] to [100]\n else\n tick\n end\nend\n\ndefine value=Cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setups v]\nsetup players\n\ndefine tick\nvalue=Cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue=read from encode\nif <<(names) = [1]> and <not <touching (_edge_ v)?>>> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue=read from encode\nvalue=read from encode\nset x to ((value) - (SCROLL X))\nvalue=read from encode\nset y to ((value) - (SCROLL Y))\nvalue=read from encode\nbroadcast (Decode chat v)\n\nwhen I receive [join game v]\nvalue=Cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (2) seconds\nvalue=Cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\nwhen I receive [decode chat v]\nDecode chat (value)\n\nDecode chat (value)\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\n\n\nwhen I start as a clone\nforever\nend\n\n@This\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n switch costume to (level 2 1 v)\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\nend\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Hope\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\nPOSTION ((x) - (SCROLL X)) ((y) - ((SCROLL Y) + (updown)))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [-10]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\nelse\n if <(LEVEL) = [2]> then\nend\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nset [updown v] to [0]\nforever\n repeat (20)\n change [updown v] by (1)\n end\n repeat (20)\n change [updown v] by (-1)\n end\nend\n\n@I \n\nwhen flag clicked\nforever\n go to [front v] layer\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\nend\n\n@Win!\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\ngo to [front v] layer\nwait (3) seconds\nhide\n\nwhen I receive [start v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [joined v]\nswitch costume to (joined v)\nshow\n\nwhen I receive [full v]\nswitch costume to (joined2 v)\nshow\n\n@Intro\n\nwhen I start as a clone\nif <(Intro) = [End]> then\n set size to (0) %\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (end v)\n go to [front v] layer\n clear graphic effects\n show\n repeat (20)\n change [ghost v] effect by (5)\n switch costume to (blank v)\n change size by (((1250) - (size)) / (4))\n switch costume to (end v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Intro) = [Bursts]> then\n go to x: (0) y: (0)\n switch costume to (lineexplosion1 v)\n clear graphic effects\n go to [front v] layer\n set [brightness v] effect to (100)\n show\n set [i v] to [20]\n set size to (0) %\n point in direction (r)\n repeat (2)\n set [i v] to ((i) * (0.9))\n move (i) steps\n change size by (((100) - (size)) / (5))\n end\n repeat (10)\n set [i v] to ((i) * (0.9))\n move (i) steps\n change size by (((100) - (size)) / (5))\n change [ghost v] effect by (10)\n next costume\n end\n delete this clone\nend\n\ndefine Bursts\nset [intro v] to [Bursts]\nset [r v] to [0]\nrepeat (6)\n change [r v] by (60)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Intro) = [Particle]> then\n go to [front v] layer\n switch costume to (star 1 v)\n clear graphic effects\n set [brightness v] effect to (100)\n set size to (pick random (60) to (140)) %\n show\n go to x: (0) y: (0)\n set [x v] to (pick random (-10.) to (10.))\n set [y v] to (pick random (-10.) to (10.))\n repeat (5)\n change x by (x)\n set [x v] to ((x) * (.94))\n change y by (y)\n set [y v] to ((y) * (.94))\n change size by (-4)\n end\n repeat (15)\n change x by (x)\n set [x v] to ((x) * (.94))\n change y by (y)\n set [y v] to ((y) * (.94))\n if <(costume [number v]) < [20]> then\n next costume\n end\n change size by (-4)\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\ndefine Particle\nset [intro v] to [Particle]\nrepeat (20)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Intro) = [Shockwave]> then\n clear graphic effects\n go to [back v] layer\n go [forward v] (81) layers\n show\n set size to (0) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (diamond v)\n set [brightness v] effect to (100)\n repeat (25)\n switch costume to (blank v)\n change size by (((300) - (size)) / (10))\n change [ghost v] effect by (5)\n switch costume to (diamond v)\n end\n delete this clone\nend\n\ndefine Beat\nset [intro v] to [Shockwave]\ncreate clone of (_myself_ v)\nwait (0) seconds\nParticle\nset size to (200) %\nrepeat (11)\n point in direction ((([cos v] of ((timer) * (175)) ) * (5)) + (90))\n set y to ((([cos v] of ((timer) * (100)) ) * (20)) + (0))\n change size by (((150) - (size)) / (7))\nend\n\nwhen I start as a clone\nif <(Intro) = [Logo]> then\n set size to (0) %\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (logo v)\n go to [front v] layer\n clear graphic effects\n set [brightness v] effect to (0)\n set [ghost v] effect to (100)\n show\n repeat (20)\n point in direction ((([cos v] of ((timer) * (175)) ) * (5)) + (90))\n set y to ((([cos v] of ((timer) * (100)) ) * (20)) + (0))\n change [ghost v] effect by (-5)\n change size by (((150) - (size)) / (5))\n end\n Bursts\n wait (0) seconds\n Corner Explosion\n wait (0) seconds\n repeat (4)\n Beat\n end\n Bursts\n wait (0) seconds\n Corner Explosion\n wait (0) seconds\n repeat (3)\n Beat\n end\n set [i v] to [-1]\n repeat (10)\n point in direction ((([cos v] of ((timer) * (175)) ) * (5)) + (90))\n set y to ((([cos v] of ((timer) * (100)) ) * (20)) + (0))\n change size by (i)\n change [i v] by (join [-] (([abs v] of (i) ) / (2)))\n end\n switch costume to (name v)\n set [brightness v] effect to (100)\n repeat (10)\n point in direction ((([cos v] of ((timer) * (175)) ) * (5)) + (90))\n set y to ((([cos v] of ((timer) * (100)) ) * (20)) + (0))\n change size by (((130) - (size)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n end\n Bursts\n wait (0) seconds\n Corner Explosion\n wait (0) seconds\n repeat (3)\n Beat\n end\n Bursts\n wait (0) seconds\n Corner Explosion\n wait (0) seconds\n repeat (3)\n Beat\n end\n repeat (20)\n change [brightness v] effect by (-5)\n point in direction ((([cos v] of ((timer) * (175)) ) * (5)) + (90))\n set y to ((([cos v] of ((timer) * (100)) ) * (20)) + (0))\n change [ghost v] effect by (5)\n change size by (((500) - (size)) / (5))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Intro) = [Words]> then\n clear graphic effects\n set size to (200) %\n point in direction (90)\n go to x: (x position) y: (-1000)\n go to [front v] layer\n show\n repeat (15)\n change x by (((0) - (x position)) / (3))\n change y by (((0) - (y position)) / (3))\n change size by (((size) - (201)) / (3))\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\ndefine Clone Numbers\nswitch costume to (are v)\nset x to (-100)\nset [intro v] to [Words]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nrepeat (2)\n change x by (100)\n next costume\n set [intro v] to [Words]\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\n\nwhen I start as a clone\nif <(Intro) = [Circle]> then\n show\n switch costume to (circle v)\n go to [front v] layer\n set size to (0) %\n go to x: (0) y: (0)\n point in direction (90)\n repeat until <(size) > [1200]>\n switch costume to (blank v)\n change size by (((1250) - (size)) / (5))\n switch costume to (circle v)\n change y by (((0) - (y position)) / (7))\n end\n wait until <(timer) > [10.5]>\n delete this clone\nend\n\nwhen flag clicked\nswitch backdrop to (background v)\nreset timer\nhide\nset volume to (100) %\nstart sound [Skyline - Kovan _ Electro-Light v]\nclear graphic effects\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\nwait (0.2) seconds\nset [intro v] to [Cross]\nClone Cross\nwait (0.5) seconds\nset [brightness v] effect to (100)\nset [intro v] to [Circle]\ncreate clone of (_myself_ v)\nwait (1.2) seconds\nClone Numbers\nwait (0) seconds\nset [brightness v] effect to (0)\nset [intro v] to [Circle]\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [intro v] to [Logo]\ncreate clone of (_myself_ v)\nwait until <(timer) > [10.5]>\nset [intro v] to [End]\ncreate clone of (_myself_ v)\nbroadcast (Start v)\nnext backdrop\n\nwhen I start as a clone\nif <(Intro) = [Cross]> then\n show\n set size to (0) %\n point in direction (45)\n switch costume to (cross v)\n go to [front v] layer\n clear graphic effects\n repeat (40)\n switch costume to (blank v)\n change size by (25)\n switch costume to (cross v)\n end\n delete this clone\nend\n\ndefine Clone Cross\ngo to x: (-200) y: (200)\nrepeat (10)\n repeat (10)\n create clone of (_myself_ v)\n change x by (40)\n end\n create clone of (_myself_ v)\n change y by (-40)\n set x to (-200)\nend\n\nwhen I start as a clone\nif <(Intro) = [CornerShockwave]> then\n set size to (0) %\n switch costume to (circle v)\n clear graphic effects\n set [brightness v] effect to (100)\n go to [front v] layer\n show\n repeat (24)\n change size by (((350) - (size)) / (5))\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\ndefine Corner Explosion\nset [intro v] to [CornerShockwave]\ngo to x: (-240) y: (180)\ncreate clone of (_myself_ v)\ngo to x: (240) y: (180)\ncreate clone of (_myself_ v)\ngo to x: (-240) y: (-180)\ncreate clone of (_myself_ v)\ngo to x: (240) y: (-180)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\n\n
807 blocks for 2 contests\nT to talk\nLooking back at this this is define generic! XD
Mando: A platformer
@Stage\n\nwhen flag clicked\nset [music v] to [0]\nforever\n if <(Mute) = [0]> then\n if <(End) = [0]> then\n if <(Mute) = [0]> then\n play sound [The Mandalorian Theme P1 v] until done\n end\n end\n if <(End) = [0]> then\n if <(Mute) = [0]> then\n play sound [The Mandalorian Theme P2 v] until done\n end\n end\n if <(End) = [0]> then\n if <(Mute) = [0]> then\n play sound [The Mandalorian Theme P3 v] until done\n end\n end\n if <(End) = [0]> then\n if <(Mute) = [0]> then\n play sound [The Mandalorian Theme P4 v] until done\n end\n end\n end\nend\n\nwhen flag clicked\nswitch backdrop to (tatooine v)\n\nwhen I receive [end v]\nwait (1.1) seconds\nswitch backdrop to (tatooine2 v)\n\n@Player\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (ground v)?>>\n if <up?> then\n change y by (-0.75)\n else\n change y by (0.75)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (ground v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <not <touching (bad things v)?>> then\n if <<(falling?) > [0]> and <not <key (up arrow v) pressed?>>> then\n switch costume to (down v)\n end\n end\nend\n\nwhen I receive [next level v]\nset size to (75) %\nset rotation style [left-right v]\nwait (0.01) seconds\nif <(level) = [1]> then\n wait (0.89) seconds\nend\ngo to x: (-185) y: (-115)\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\nforever\n if <not <touching (bad things v)?>> then\n if <not <(End) = [1]>> then\n if <not <<<key (up arrow v) pressed?> or <key (right arrow v) pressed?>> or <key (left arrow v) pressed?>>> then\n if <not <<(falling?) > [2]> and <not <key (up arrow v) pressed?>>>> then\n switch costume to (normal v)\n end\n end\n change [speed y v] by (-0.75)\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n if <key (left arrow v) pressed?> then\n Walk (-90) (-6)\n switch costume to (look v)\n end\n if <key (right arrow v) pressed?> then\n Walk (90) (6)\n switch costume to (look v)\n end\n if <<key (up arrow v) pressed?> and <(falling?) < [3]>> then\n set [speed y v] to [12]\n switch costume to (up v)\n end\n if <(y position) < [-180]> then\n go to x: (-200) y: (-115)\n set [speed y v] to [0]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(x position) > [220]> and <not <(baddddd) = [1]>>> then\n if <(too fast?) > [0]> then\n broadcast (Next Level v)\n end\n end\nend\n\nwhen I receive [next level v]\nforever\n if <<key (up arrow v) pressed?> and <(falling?) < [3]>> then\n if <(Mute) = [0]> then\n play sound [Jump v] until done\n end\n end\nend\n\nwhen [timer v] > (0.3)\nhide\n\nwhen flag clicked\nforever\n if <touching (bad things v)?> then\n set [baddddd v] to [1]\n broadcast (zap v)\n switch costume to (normal2 v)\n wait (0.3) seconds\n go to x: (-200) y: (-115)\n set [speed y v] to [0]\n wait (0.3) seconds\n set [baddddd v] to [0]\n end\nend\n\nwhen I receive [end v]\nhide\nclear graphic effects\n\nwhen flag clicked\nclear graphic effects\n\nswitch costume to (down v)\n\nwhen flag clicked\nset [level v] to [0]\n\nwhen I receive [next level v]\nset [too fast? v] to [0]\n\nwhen flag clicked\nforever\n wait (0.5) seconds\n change [too fast? v] by (1)\nend\n\nwhen [r v] key pressed\ngo to x: (-185) y: (-115)\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen flag clicked\nforever\n if <touching (sarlacc v)?> then\n hide\n broadcast (Chomp v)\n wait (0.3) seconds\n go to x: (-200) y: (-115)\n set [speed y v] to [0]\n show\n end\nend\n\nwhen flag clicked\nset [baddddd v] to [0]\n\n@Ground\n\nwhen flag clicked\nset [mute v] to [0]\nforever\n if <<key (m v) pressed?> and <(Mute) = [0]>> then\n set [mute v] to [1]\n stop all sounds\n wait (0.75) seconds\n end\n if <<key (m v) pressed?> and <(Mute) = [1]>> then\n set [mute v] to [0]\n stop all sounds\n wait (0.75) seconds\n end\nend\n\nwhen [timer v] > (0.3)\nhide\n\nwhen flag clicked\nset [level v] to [0]\nset size to (100) %\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nshow\nforever\n if <(level) = [13]> then\n switch costume to (13 v)\n wait (1) seconds\n switch costume to (l13alt v)\n wait (1) seconds\n else\n switch costume to (level)\n end\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\nwhen I receive [end v]\nrepeat (20)\n change [ghost v] effect by (5)\n wait (0.05) seconds\nend\nhide\nclear graphic effects\n\nwhen flag clicked\nclear graphic effects\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [next level v]\nhide\n\nwhen [timer v] > (0.3)\nhide\n\nwhen I receive [end v]\nrepeat (20)\n change [ghost v] effect by (5)\n wait (0.05) seconds\nend\nhide\nclear graphic effects\n\nwhen flag clicked\nclear graphic effects\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (-140)\npoint in direction (90)\nswitch costume to (costume1 v)\nshow\nrepeat until <<touching (mouse-pointer v)?> and <mouse down?>>\n if <touching (mouse-pointer v)?> then\n point in direction (90)\n switch costume to (costume2 v)\n set size to (120) %\n change [color v] effect by (10)\n else\n switch costume to (costume1 v)\n set [color v] effect to (0)\n set size to (100) %\n repeat (2)\n turn right (4) degrees\n wait (0.001) seconds\n end\n repeat (2)\n turn right (-4) degrees\n wait (0.001) seconds\n end\n repeat (2)\n turn right (-4) degrees\n wait (0.01) seconds\n end\n repeat (2)\n turn right (4) degrees\n wait (0.001) seconds\n end\n end\nend\nbroadcast (Next Level v)\nhide\n\nwhen [timer v] > (0.3)\nhide\n\nwhen I receive [end v]\nrepeat (20)\n change [ghost v] effect by (5)\n wait (0.05) seconds\nend\nhide\nclear graphic effects\n\nwhen flag clicked\nclear graphic effects\n\nswitch costume to (costume1 v)\nset [color v] effect to (0)\nset size to (100) %\nrepeat (2)\n turn right (4) degrees\n wait (0.001) seconds\nend\nrepeat (2)\n turn right (-4) degrees\n wait (0.001) seconds\nend\nrepeat (2)\n turn right (-4) degrees\n wait (0.01) seconds\nend\nrepeat (2)\n turn right (4) degrees\n wait (0.001) seconds\nend\n\n@Bad things\n\nwhen I receive [next level v]\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n if <(level) = [13]> then\n switch costume to (13 v)\n wait (1) seconds\n switch costume to (12 v)\n wait (1) seconds\n else\n switch costume to (level)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0.3)\nhide\n\nwhen I receive [end v]\nrepeat (20)\n change [ghost v] effect by (5)\n wait (0.05) seconds\nend\nhide\nclear graphic effects\n\n@Razor Crest\n\nwhen I receive [next level v]\nwait (0.1) seconds\nif <(level) = [1]> then\n show\n go to [front v] layer\n start sound [car vroom v]\n glide (0.8) secs to x: (-115) y: (-100)\n wait (0.5) seconds\n play sound [Clang v] until done\n wait (0.1) seconds\n glide (0.2) secs to x: (-450) y: (-70)\n start sound [car vroom2 v]\n hide\nend\n\nwhen flag clicked\nhide\ngo to x: (400) y: (50)\n\nwhen I receive [end v]\nrepeat (20)\n change [ghost v] effect by (5)\n wait (0.05) seconds\nend\nhide\nclear graphic effects\n\nwhen flag clicked\nclear graphic effects\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [zap v]\nif <not <(level) = [13]>> then\n show\n start sound [Boom Cloud v]\n go to [front v] layer\n wait (0.1) seconds\n hide\nend\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [chomp v]\nshow\nplay sound [Bite v] until done\nhide\n\nwhen [timer v] > (0.3)\nhide\n\n@Sarlacc\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n if <(level) = [6]> then\n show\n set [ghost v] effect to (100)\n end\n if <not <(level) = [6]>> then\n hide\n end\nend\n\n@Sensor\n\nwhen flag clicked\ngo to x: (200) y: (-105)\nset [ghost v] effect to (100)\nforever\n if <(level) = [15]> then\n if <(distance to [player v]) < [50]> then\n broadcast (End v)\n end\n end\nend\n\nwhen [timer v] > (0.3)\nhide\n\nwhen flag clicked\nshow\n\n@Sprite5\n\nwhen I receive [end v]\nwait (1.1) seconds\nset size to (100) %\ngo to x: (80) y: (-13)\nset [v v] to [0]\npoint in direction (100)\nshow\ngo to [front v] layer\nforever\n if <(direction) < [90]> then\n change [v v] by (0.5)\n end\n if <(direction) > [90]> then\n change [v v] by (-0.5)\n end\n turn right (v) degrees\n wait (0.0001) seconds\nend\n\nwhen flag clicked\nhide\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen [timer v] > (0.3)\nshow\n\n
Arrow keys to control, he's got a jetpack so jumps are high. m to mute the beautiful Mando music (why?) and r to reset the level.\n\n||ALL LEVELS ARE TESTED AND POSSIBLE||\n\nI've wanted to make a star wars game for a long time, so when the new season of The Mandalorian came out, I knew it was time. (no spoilers for the final episode. ALMOST THERE)\n\nAlso I can add levels\n\nLove Fav and Follow maybe?
Among Us / Platformer
@Stage\n\n@Menu\n\nwhen flag clicked\nset [music v] to [on]\nset [sfx v] to [on]\nset [menu v] to [1]\nset [tab opened v] to [0]\nshow\nclear graphic effects\ngo to x: (0) y: (0)\nswitch costume to (background v)\nrepeat (6)\n create clone of (_myself_ v)\n next costume\nend\nhide\nforever\n if <(Menu) = [1]> then\n wait (pick random (0.13) to (0.3)) seconds\n create clone of (_myself_ v)\n else\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nset size to (100) %\ngo to x: (0) y: (0)\nclear graphic effects\nshow\nif <(costume [number v]) = [7]> then\n if <(pick random (1) to (100)) < [4]> then\n switch costume to (join [thing] (pick random (1) to (11)))\n point in direction (pick random (-180) to (180))\n go [backward v] (6) layers\n go to x: (-300) y: (pick random (-180) to (180))\n set size to (25) %\n Move (pick random (1) to (2.1)) (pick random (1) to (2.99))\n end\n go [backward v] (5) layers\n go to x: (-300) y: (pick random (-180) to (180))\n set size to (pick random (80) to (140)) %\n Move (pick random (.5) to (3)) []\nend\nif <(costume [number v]) = [8]> then\n clear graphic effects\n set [ghost v] effect to (100)\n repeat (17)\n go to [front v] layer\n change [ghost v] effect by (-6)\n end\n wait until <key (q v) pressed?>\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [tab opened v] to [0]\n delete this clone\nend\nif <(costume [number v]) = [9]> then\n clear graphic effects\n set [ghost v] effect to (100)\n repeat (17)\n go to [front v] layer\n change [ghost v] effect by (-6)\n end\n wait until <key (q v) pressed?>\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [tab opened v] to [0]\n delete this clone\nend\nif <(costume [number v]) = [4]> then\n forever\n set [brightness v] effect to (0)\n if <(Tab opened) = [0]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-25)\n if <mouse down?> then\n if <(SFX) = [on]> then\n start sound [menu click v]\n end\n set [menu v] to [0]\n end\n end\n end\n end\nend\nif <(costume [number v]) = [3]> then\n forever\n set [brightness v] effect to (0)\n if <(Tab opened) = [0]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-25)\n if <mouse down?> then\n if <(SFX) = [on]> then\n start sound [menu click v]\n end\n set [tab opened v] to [1]\n switch costume to (credits 2 v)\n create clone of (_myself_ v)\n switch costume to (credits v)\n end\n end\n end\n end\nend\nif <(costume [number v]) = [5]> then\n forever\n set [brightness v] effect to (0)\n if <(Tab opened) = [0]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-25)\n if <mouse down?> then\n if <(SFX) = [on]> then\n start sound [menu click v]\n end\n set [tab opened v] to [1]\n switch costume to (how to play 2 v)\n create clone of (_myself_ v)\n switch costume to (how to play v)\n end\n end\n end\n end\nend\nif <(costume [number v]) = [6]> then\n if <(Tab opened) = [0]> then\n forever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-25)\n if <mouse down?> then\n if <(SFX) = [on]> then\n start sound [menu click v]\n end\n set [tab opened v] to [1]\n switch costume to (settings 2 v)\n create clone of (_myself_ v)\n switch costume to (settings 4 v)\n create clone of (_myself_ v)\n switch costume to (settings 3 v)\n create clone of (_myself_ v)\n switch costume to (settings v)\n end\n end\n end\n end\nend\nif <(costume [number v]) = [10]> then\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n repeat (17)\n go to [front v] layer\n change [ghost v] effect by (-6)\n end\n go to [front v] layer\n go [backward v] (3) layers\n forever\n wait until <key (q v) pressed?>\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [tab opened v] to [0]\n delete this clone\n end\nend\nif <(costume [number v]) = [11]> then\n go to [front v] layer\n set size to (75) %\n switch costume to (settings 4 v)\n clear graphic effects\n go to x: (-70) y: (62)\n set [ghost v] effect to (100)\n repeat (17)\n go to [front v] layer\n change [ghost v] effect by (-6)\n end\n forever\n if <(costume [number v]) = [12]> then\n set [sfx v] to [on]\n else\n set [sfx v] to [off]\n end\n go to x: (-70) y: (62)\n go to [front v] layer\n set [brightness v] effect to (0)\n set size to (75) %\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n set size to (85) %\n set [brightness v] effect to (-15)\n if <mouse down?> then\n if <(SFX) = [on]> then\n start sound [menu click v]\n end\n if <(costume [number v]) = [12]> then\n switch costume to (settings 3 v)\n else\n switch costume to (settings 4 v)\n end\n wait until <not <mouse down?>>\n end\n end\n if <key (q v) pressed?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [tab opened v] to [0]\n delete this clone\n end\n end\nend\nif <(costume [number v]) = [12]> then\n go to [front v] layer\n set size to (75) %\n go to x: (-70) y: (-62)\n set [ghost v] effect to (100)\n repeat (17)\n go to [front v] layer\n change [ghost v] effect by (-6)\n end\n forever\n go to [front v] layer\n if <(costume [number v]) = [12]> then\n set [music v] to [on]\n else\n set [music v] to [off]\n end\n set size to (75) %\n go to x: (-70) y: (-62)\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n set size to (85) %\n set [brightness v] effect to (-15)\n if <mouse down?> then\n if <(SFX) = [on]> then\n start sound [menu click v]\n end\n if <(costume [number v]) = [12]> then\n switch costume to (settings 3 v)\n else\n switch costume to (settings 4 v)\n end\n wait until <not <mouse down?>>\n end\n end\n if <key (q v) pressed?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [tab opened v] to [0]\n delete this clone\n end\n end\nend\n\ndefine Move (speed) (rotation)\nrepeat until <(x position) > [235]>\n change x by (speed)\n turn right (rotation) degrees\nend\ndelete this clone\n\nwhen flag clicked\nforever\n start sound [Among Us Theme v]\n if <(Music) = [off]> then\n stop all sounds\n else\n wait (95) seconds\n end\n repeat until <(Music) = [on]>\n wait (1) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <(Menu) = [0]> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\n end\nend\n\nwhen I receive [menu v]\nset [music v] to [on]\nset [sfx v] to [on]\nset [menu v] to [1]\nset [tab opened v] to [0]\nshow\nclear graphic effects\ngo to x: (0) y: (0)\nswitch costume to (background v)\nrepeat (6)\n create clone of (_myself_ v)\n next costume\nend\nhide\nforever\n if <(Menu) = [1]> then\n wait (pick random (0.13) to (0.3)) seconds\n create clone of (_myself_ v)\n else\n stop [this script v]\n end\nend\n\nwhen flag clicked\n\n@thumbnail\n\nwhen flag clicked\nshow\nclear graphic effects\nswitch costume to (thumbnail v)\ngo to x: (0) y: (0)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Choose character\n\nwhen flag clicked\nset [character color v] to []\nset [start v] to [0]\nset [menu v] to [1]\nset size to (100) %\ngo to x: (0) y: (0)\nhide\nwait until <(Menu) = [0]>\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\ngo to x: (-170) y: (50)\nrepeat (3)\n repeat (4)\n next costume\n create clone of (_myself_ v)\n change x by (110)\n end\n set x to (-170)\n change y by (-85)\nend\n\nwhen I receive [menu v]\nwait until <(Menu) = [0]>\n\nwhen I start as a clone\ngo to [front v] layer\nclear graphic effects\nshow\nset size to (32) %\nif <(costume [number v]) = [1]> then\n set size to (100) %\n go to [back v] layer\n go to x: (0) y: (0)\n show\n forever\n if <(Start) = [1]> then\n repeat (25)\n change [ghost v] effect by (4)\n end\n delete this clone\n end\n end\nelse\n if <(costume [number v]) = [2]> then\n set size to (100) %\n go to [back v] layer\n go [forward v] (1) layers\n go to x: (0) y: (0)\n show\n forever\n if <(Start) = [1]> then\n delete this clone\n end\n end\n else\n set [ghost v] effect to (100)\n wait (0) seconds\n repeat (20)\n change [ghost v] effect by (-5)\n end\n forever\n clear graphic effects\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n if <mouse down?> then\n set [start v] to [1]\n set [character color v] to (costume [name v])\n broadcast (Gamestart v)\n end\n end\n if <(Start) = [1]> then\n delete this clone\n end\n end\n end\nend\n\n@Levels\n\nwhen I receive [gamestart v]\nswitch costume to (1 v)\ngo to [back v] layer\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [next lvl v]\nnext costume\n\n@level hitbox\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen I receive [next lvl v]\nnext costume\n\nclear graphic effects\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I receive [gamestart v]\nset [level v] to [1]\nset size to (20) %\nswitch costume to (Character Color)\nset [costume v] to (Character Color)\nset [ghost v] effect to (100)\nshow\ngo to x: (-200) y: (-20)\nrepeat (15)\n change [ghost v] effect by (-6.6667)\nend\ngo to x: (-200) y: (-20)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n switch costume to (hitbox v)\n point in direction (90)\n if <(x position) > [235]> then\n hide\n change [level v] by (1)\n broadcast (Next lvl v)\n go to x: (-200) y: (-20)\n wait (0.249) seconds\n show\n end\n if <<(y position) < [-170]> or <touching color (#1d1414)?>> then\n broadcast (dead v)\n go to x: (-200) y: (-20)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n end\n set [xv v] to ((xv) * (0.85))\n change x by (xv)\n if <touching (level hitbox v)?> then\n change y by (-2)\n if <touching (level hitbox v)?> then\n change x by ((-1) * ((xv) + ((xv) / (([abs v] of (xv) ) + (0.0001)))))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <not <(xv) = [0]>>> then\n set [yv v] to [8]\n set [xv v] to (((xv) / ([abs v] of (xv) )) * (-10))\n else\n set [xv v] to [0]\n end\n end\n change y by (2)\n end\n change y by (-3)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (level hitbox v)?>> then\n if <(SFX) = [on]> then\n start sound [Jump-SoundBible v]\n end\n set [yv v] to [10]\n end\n change y by (3)\n if <(yv) > [-15]> then\n change [yv v] by (-.6)\n end\n if <(yv) < [3]> then\n change y by (-2)\n if <not <touching (level hitbox v)?>> then\n change y by (-1)\n end\n change y by (2)\n end\n change y by (yv)\n if <touching (level hitbox v)?> then\n change y by (-2)\n if <touching (level hitbox v)?> then\n change y by ((-1) * (yv))\n set [yv v] to [-3]\n end\n change y by (2)\n end\n switch costume to (costume)\n if <(xv) > [0]> then\n switch costume to (Character Color)\n set [costume v] to (costume [name v])\n end\n if <(xv) < [0]> then\n switch costume to (Character Color)\n next costume\n set [costume v] to (costume [name v])\n end\n set [xpos v] to (round (x position))\n set [rotation v] to ((([sin v] of (r2) ) * ((xv) / (.3))) + (90))\n change [r2 v] by (10)\n point in direction ((rotation) + ((xv) / (.66)))\nend\n\nforever\n\n@Impostors\n\nwhen flag clicked\nset [level v] to [0]\nset size to (20) %\nset [impostor# v] to [0]\nhide\nrepeat (8)\n change [impostor# v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(impostor#) < [5]> then\n impostor (impostor#)\nelse\n knife ((impostor#) - (4))\nend\n\ndefine impostor (#)\ngo [backward v] (5) layers\nswitch costume to (impostor v)\nif <(#) = [1]> then\n forever\n hide\n switch costume to (impostor2 v)\n if <(xpos) > (x position)> then\n switch costume to (impostor v)\n end\n if <(level) = [3]> then\n go to x: (55) y: (-130)\n show\n end\n if <(level) = [4]> then\n go to x: (117) y: (-77)\n show\n end\n if <(level) = [5]> then\n go to x: (134) y: (-67)\n show\n end\n if <(level) = [6]> then\n go to x: (80) y: (-130)\n show\n end\n if <(level) = [7]> then\n go to x: (133) y: (-60)\n show\n end\n if <(level) = [8]> then\n go to x: (133) y: (-2)\n show\n end\n if <(level) = [9]> then\n go to x: (133) y: (-16)\n show\n end\n if <(level) = [10]> then\n go to x: (-120) y: (-130)\n show\n end\n end\nend\nif <(#) = [2]> then\n forever\n hide\n switch costume to (impostor2 v)\n if <(xpos) > (x position)> then\n switch costume to (impostor v)\n end\n if <(level) = [5]> then\n go to x: (-11) y: (-67)\n show\n end\n if <(level) = [7]> then\n go to x: (-8) y: (-130)\n show\n end\n if <(level) = [10]> then\n go to x: (71) y: (62)\n show\n end\n end\nend\nif <(#) = [3]> then\nif <(#) = [4]> then\n\ndefine knife (##)\nswitch costume to (knife v)\nif <(##) = [1]> then\n forever\n hide\n if <(level) = [3]> then\n go to x: (55) y: (-130)\n show\n point towards (player v)\n end\n if <(level) = [4]> then\n go to x: (117) y: (-80)\n show\n point towards (player v)\n end\n if <(level) = [5]> then\n go to x: (134) y: (-67)\n show\n point towards (player v)\n end\n if <(level) = [6]> then\n go to x: (80) y: (-130)\n show\n point towards (player v)\n end\n if <(level) = [7]> then\n go to x: (133) y: (-60)\n show\n point towards (player v)\n end\n if <(level) = [8]> then\n go to x: (133) y: (-2)\n show\n point towards (player v)\n end\n if <(level) = [9]> then\n go to x: (133) y: (-16)\n show\n point towards (player v)\n end\n if <(level) = [10]> then\n go to x: (-120) y: (-130)\n show\n point towards (player v)\n end\n end\nend\nif <(##) = [2]> then\n forever\n hide\n if <(level) = [5]> then\n go to x: (-11) y: (-67)\n show\n point towards (player v)\n end\n if <(level) = [7]> then\n go to x: (-8) y: (-130)\n show\n point towards (player v)\n end\n if <(level) = [10]> then\n go to x: (71) y: (62)\n show\n point towards (player v)\n end\n end\nend\nif <(##) = [3]> then\nif <(##) = [4]> then\n\n
✩Among us platformer✩\n✦ WASD or Arrow keys to move\n✦ Avoid the impostors\n✦ Have Fun :)\n✦ 10 hearts for part 2, so tell your friends to heart it\n\n ✩Thanks to✩ \n✦ InnerSloth for the music, and inspiration\n✦ Me (@Fadedflame) for code, and art\n✦ You, for making me want to work hard on projects\n\nI wish you a good day :D
Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (arrière plan1 v)\n\nwhen flag clicked\nforever\n play sound [lalala v] until done\nend\n\n@Sprite1\n\nwhen I receive [next level v]\ngo to x: (-174) y: (31)\n\nwhen flag clicked\nset [ghost v] effect to (0)\nshow\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-193) y: (-53)\nforever\n if <key (right arrow v) pressed?> then\n change [x velocity v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x velocity v] by (-1)\n end\n set [x velocity v] to ((x velocity) * (.9))\n change x by (x velocity)\n if <touching color (#53ff34)?> then\n change y by (1)\n if <touching color (#53ff34)?> then\n change y by (1)\n if <touching color (#53ff34)?> then\n change y by (1)\n if <touching color (#53ff34)?> then\n change y by (1)\n if <touching color (#53ff34)?> then\n if <touching color (#53ff34)?> then\n change x by ((x velocity) * (-1))\n change x 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 change y by (1)\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 (#53ff34)?> 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 (#53ff34)?> then\n if <key (up arrow v) pressed?> then\n change [y velocity v] by (15)\n end\n end\n if <touching color (#ff0000)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n go to x: (-193) y: (-53)\n end\n if <touching color (#ffffff)?> then\n broadcast (next level v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Vexento - Empty v] until done\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen [p v] key pressed\n\nwhen flag clicked\nforever\n if <<[Costume] = [13]> and <key (p v) pressed?>> then\n switch costume to (costume18 v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (p v) pressed?> then\n switch costume to (costume18 v)\n end\nend\n\n@Sprite3\n\n@Sprite4\n\nwhen this sprite clicked\nbroadcast (next level v)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (125) %\n else\n set size to (100) %\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nforever\n go to [front v] layer\nend\n\n
Winter | A Mobile Friendly 80% Pen Platformer
@Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join (mouse x) (join [ . ] (mouse y)))\nshow variable [mouse v]\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen I receive [intro over v]\nswitch backdrop to (backround v)\n\nwhen flag clicked\nwait (8.5) seconds\nbroadcast (intro over v)\n\n@Blank\n\n@Player\n\nwhen flag clicked\nset size to (70) %\nset [xval v] to [0]\nset [☁ deaths v] to [0]\nset [yval v] to [0]\nforever\n clear graphic effects\n set [xval v] to ((xval) * (0.85))\n change x by (xval)\n if <<touching color (#ffffff)?> or <touching color (#b45a2e)?>> then\n change y by (-2)\n if <<touching color (#ffffff)?> or <touching color (#b45a2e)?>> then\n change y by (1)\n if <<touching color (#ffffff)?> or <touching color (#b45a2e)?>> then\n change y by (1)\n if <<touching color (#ffffff)?> or <touching color (#b45a2e)?>> then\n change y by (1)\n if <<touching color (#ffffff)?> or <touching color (#b45a2e)?>> then\n change y by (1)\n if <<touching color (#ffffff)?> or <touching color (#b45a2e)?>> then\n change y by (1)\n if <<touching color (#ffffff)?> or <touching color (#b45a2e)?>> then\n change y by (-5)\n change x by ((-1) * (xval))\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<mouse down?> and <(mouse x) > (x position)>> or <<mouse down?> and <(mouse x) < (x position)>>>> and <not <(xval) = [0]>>> then\n set [yval v] to [8]\n set [xval v] to (((xval) / ([abs v] of (xval) )) * (-10))\n else\n set [xval 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 if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xval v] by (-1)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xval v] by (1)\n end\n change y by (-3)\n if <touching color (#faff00)?> then\n change [xval v] by (-7)\n end\n if <touching color (#658bce)?> then\n change [yval v] by (1.07)\n end\n if <touching color (#d26767)?> then\n change [yval v] by (1)\n end\n if <touching color (#808080)?> then\n change [yval v] by (7)\n end\n if <touching color (#ff0000)?> then\n go to x: (-216) y: (-10)\n change [☁ deaths v] by (1)\n end\n if <touching color (#005dff)?> then\n change [xval v] by (5)\n end\n if <touching color (#ffffff)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yval v] to [7.5]\n end\n end\n change y by (3)\n if <(yval) > [-15]> then\n change [yval v] by (-0.5)\n end\n change y by (-2)\n if <not <touching color (#ffffff)?>> then\n change y by (-1)\n if <not <touching color (#fbfbfb)?>> then\n change y by (-1)\n if <not <touching color (#ffffff)?>> then\n change y by (-1)\n if <not <touching color (#ffffff)?>> then\n change y by (-1)\n if <not <touching color (#ffffff)?>> then\n change y by (-1)\n if <not <touching color (#ffffff)?>> 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 (yval)\n if <touching color (#ffffff)?> then\n change y by (-2)\n if <touching color (#ffffff)?> then\n change y by ((-1) * (yval))\n set [yval v] to [-3]\n end\n change y by (2)\n end\nend\n\nwhen I receive [next v]\nset [xval v] to [0]\nset [yval v] to [0]\nchange [level v] by (1)\n\nwhen I receive [intro over v]\nforever\n show\nend\n\nwhen I receive [intro over v]\nforever\n if <(Level) = [11]> then\n say [That's it! Like, Favorite, and follow for more amazing games!]\n else\n say []\n end\nend\n\nwhen I receive [intro over v]\nhide\ngo to x: (-216) y: (-35)\nforever\n PlayerRender\nend\n\nwhen I receive [intro over v]\nforever\n wait until <(x position) > [228]>\n broadcast (Next v) and wait\n wait until <not <(x position) > [228]>>\nend\n\ndefine PlayerRender\nif <touching color (#f00707)?> then\n go to x: (-216) y: (-35)\n set [xval v] to [0]\n set [yval v] to [0]\nend\nif <touching color (#fa00ff)?> then\n set [yval v] to [13]\nend\nerase all\nbroadcast (PlayerRenderDone v)\n\nwhen I receive [next v]\ngo to x: (-200) y: (0)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <[-180] > (y position)> then\n go to x: (-200) y: (0)\n end\nend\n\nwhen flag clicked\nif <(Level) = [6]> then\n repeat (2)\n go to x: (-200) y: (0)\n end\n set [yval v] to [0]\n set [xval v] to [0]\nend\n\nset [level v] to [5]\n\n@Pen\n\nDraw line from [-237] [-114] to [237] [-114] with size [13]\n\nwhen flag clicked\nerase all\n\ndefine Draw line from (x1) (y1) to (x2) (y2) with size (pen size)\nset pen size to (pen size)\npen up\ngo to x: (x1) y: (y1)\npen down\ngo to x: (x2) y: (y2)\n\nset [level v] to [11]\n\ndefine DRAW LEVELS\nforever\n if <(Level) = [1]> then\n pen up\n set pen color to (#b35a2e)\n Draw line from [-232] [-167] to [232] [-167] with size [100]\n set pen color to (#ffffff)\n Draw line from [-237] [-114] to [237] [-114] with size [13]\n set pen color to (#d26767)\n Draw line from [-50] [-93] to [-50] [999] with size [30]\n else\n if <(Level) = [2]> then\n pen up\n set pen color to (#b35a2e)\n Draw line from [-232] [-167] to [232] [-167] with size [100]\n set pen color to (#ffffff)\n Draw line from [-237] [-114] to [237] [-114] with size [13]\n Draw line from [-30] [-50] to [30] [-50] with size [15]\n set pen color to (#658bce)\n Draw line from [-1700] [-150] to [100] [-150] with size [90]\n else\n if <(Level) = [3]> then\n pen up\n set pen color to (#b35a2e)\n Draw line from [-232] [-167] to [232] [-167] with size [100]\n set pen color to (#ffffff)\n Draw line from [-237] [-125] to [237] [-125] with size [13]\n set pen color to (#ff0000)\n Draw line from [-237] [-114] to [237] [-114] with size [13]\n set pen color to (#d26767)\n Draw line from [-207] [-93] to [-207] [9999] with size [30]\n Draw line from [-100] [-93] to [-100] [9999] with size [30]\n Draw line from [10] [-93] to [10] [9999] with size [30]\n Draw line from [110] [-93] to [110] [9999] with size [30]\n else\n if <(Level) = [4]> then\n pen up\n set pen color to (#b35a2e)\n Draw line from [-232] [-167] to [232] [-167] with size [100]\n set pen color to (#ffffff)\n Draw line from [-237] [-114] to [237] [-114] with size [13]\n Draw line from [-35] [-107] to [30] [10] with size [20]\n Draw line from [30] [10] to [80] [-107] with size [20]\n Draw line from [28] [-77] to [28] [-77] with size [80]\n Draw line from [28] [-50] to [28] [-50] with size [65]\n Draw line from [-10] [-93] to [54] [-93] with size [40]\n Draw line from [-26] [-108] to [28] [-7] with size [24]\n set pen color to (#ff0000)\n Draw line from [92] [-105] to [999] [-105] with size [5]\n else\n if <(Level) = [5]> then\n pen up\n set pen color to (#b35a2e)\n Draw line from [-232] [-167] to [232] [-167] with size [100]\n set pen color to (#ffffff)\n Draw line from [-237] [-114] to [237] [-114] with size [13]\n set pen color to (#d26767)\n Draw line from [-999] [50] to [999] [50] with size [314]\n set pen color to (#ff0000)\n Draw line from [999] [-105] to [999] [100] with size [13]\n else\n if <(Level) = [6]> then\n pen up\n set pen color to (#b35a2e)\n Draw line from [-232] [-167] to [232] [-167] with size [100]\n set pen color to (#ffffff)\n Draw line from [-237] [-114] to [237] [-114] with size [13]\n set pen color to (#648acc)\n Draw line from [-100] [-150] to [50] [-150] with size [100]\n set pen color to (#ff0000)\n Draw line from [100] [-110] to [999] [-110] with size [5]\n else\n if <(Level) = [7]> then\n pen up\n set pen color to (#b35a2e)\n Draw line from [-232] [-167] to [232] [-167] with size [100]\n set pen color to (#ffffff)\n Draw line from [-237] [-114] to [237] [-114] with size [13]\n Draw line from [25] [-95] to [25] [30] with size [50]\n Draw line from [20] [-95] to [20] [30] with size [50]\n Draw line from [37] [30] to [999] [30] with size [80]\n Draw line from [50] [-56] to [999] [-56] with size [104]\n Draw line from [25] [42] to [100] [42] with size [5]\n Draw line from [-4] [-50] to [-50] [-50] with size [13]\n Draw line from [-4] [25] to [-50] [25] with size [13]\n else\n if <(Level) = [8]> then\n pen up\n set pen color to (#b35a2e)\n Draw line from [-999] [-170] to [-100] [-170] with size [115]\n Draw line from [-48] [-182] to [-48] [-152] with size [85]\n Draw line from [200] [-182] to [200] [-115] with size [140]\n Draw line from [140] [-182] to [140] [-80] with size [65]\n set pen color to (#ffffff)\n Draw line from [-237] [-114] to [-20] [-114] with size [13]\n Draw line from [118] [-50] to [999] [-50] with size [13]\n else\n if <(Level) = [9]> then\n pen up\n set pen color to (#b35a2e)\n Draw line from [-232] [-167] to [15] [-167] with size [118]\n set pen color to (#ffffff)\n Draw line from [-237] [-114] to [70] [-114] with size [13]\n set pen color to (#668bcc)\n Draw line from [73] [-154] to [99999] [-154] with size [100]\n set pen color to (#ff0000)\n Draw line from [238] [-182] to [238] [-55] with size [5]\n else\n if <(Level) = [10]> then\n pen up\n set pen color to (#658bce)\n Draw line from [-232] [-150] to [-110] [-150] with size [100]\n Draw line from [-118] [-125] to [-85] [-125] with size [50]\n Draw line from [-70] [-182] to [-70] [-110] with size [21]\n set pen color to (#ff0000)\n Draw line from [-61] [-182] to [-61] [-30] with size [5]\n Draw line from [100] [30] to [100] [70] with size [5]\n set pen color to (#ffffff)\n Draw line from [-61] [-30] to [-10] [-30] with size [5]\n Draw line from [55] [30] to [100] [30] with size [5]\n Draw line from [130] [55] to [170] [55] with size [5]\n else\n if <(Level) = [11]> then\n pen up\n set pen color to (#b35a2e)\n Draw line from [-232] [-167] to [232] [-167] with size [100]\n set pen color to (#ffffff)\n Draw line from [-237] [-114] to [237] [-114] with size [13]\n Draw line from [999] [-110] to [999] [999] with size [13]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nDraw line from [-237] [-114] to [-30] [-114] with size [13]\n\nset [level v] to [9]\n\nset [level v] to [10]\n\nwhen I receive [intro over v]\nset [level v] to [1]\nhide\nforever\n DRAW LEVELS\nend\n\nset [level v] to [8]\n\nset pen color to (#b35a2e)\nDraw line from [-232] [-167] to [999] [-170] with size [106]\n\npen up\n\n@Snow\n\nwhen I start as a clone\nset size to (10) %\nset [clouds: cos# v] to (pick random (1) to (3))\nset [clouds: speed v] to (pick random (-4.5) to (-5.5))\nset [ghost v] effect to (pick random (10) to (20))\nset [brightness v] effect to (pick random (-2) to (2))\nset size to (10) %\ngo to [back v] layer\nshow\ngo to x: (pick random (-242) to (228)) y: (180)\nrepeat until <(y position) < [-95]>\n change y by (Clouds: speed)\nend\nrepeat (55)\n change [ghost v] effect by (8)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [intro over v]\nforever\n hide\n wait (.4) seconds\n go to (clouds v)\n create clone of (_myself_ v)\nend\n\n@TN\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\nwhen flag clicked\nforever\n set [timer v] to ((timer) + (0.1))\nend\n\nwhen [timer v] > (Timer)\nbroadcast (TN v)\n\n@White Barrier\n\nwhen flag clicked\nset size to (100) %\ngo to x: (0) y: (0)\nforever\n point in direction ((([sin v] of ((timer) * (100)) ) * (2)) + (90))\nend\n\nwhen flag clicked\nshow\ngo to [front v] layer\nwait until <(timer) > [149]>\nrepeat until <(timer) > [182]>\n repeat (20)\n change size by (((130) - (size)) / (6))\n end\n wait (1) seconds\n repeat (20)\n change size by (((100) - (size)) / (6))\n end\n wait (1) seconds\nend\nrepeat (20)\n change size by (((100) - (size)) / (6))\nend\n\nwhen flag clicked\nwait (17) seconds\nhide\n\nwhen I receive [intro over v]\nhide\n\nwhen I receive [tn v]\nhide\n\n@Scratchlogo\n\nwhen flag clicked\nshow\nset size to (100) %\nswitch costume to (intro v)\nforever\n go to x: ([tan v] of ((timer) * (20)) ) y: (([sin v] of ((timer) * (20)) ) * (20))\n point in direction ((([sin v] of ((timer) * (100)) ) * (6)) + (90))\n if <touching (blank v)?> then\n change [vel v] by (((95) - (size)) / (5))\n set [vel v] to ((vel) * (0.8))\n change [size v] by (vel)\n set size to (size) %\n else\n change [vel v] by (((90) - (size)) / (5))\n set [vel v] to ((vel) * (0.8))\n change [size v] by (vel)\n set size to (size) %\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [intro over v]\nhide\n\nwhen flag clicked\nstart sound [clarx_-_hay_1 v]\nwait (8.5) seconds\nbroadcast (intro over v)\n\nwhen I receive [intro over v]\nstop all sounds\nstart sound [BoxCat_Games_-_01_-_Breaking_In v]\n\nwhen I receive [tn v]\nforever\n hide\nend\n\n
Instructions:\nWAD, arrow keys, or touch if you are on mobile. \nDONT'T FALL INTO THE HOLE\nRED: Lava, Avoid At all Costs.\nYELLOW: Pushes you backward (to the left)\nBLUE: Pushes you forwards (to the right)\nGREY: A trampoline, pushes you up.\nMAROON: Jump while your touching pushes you up\nBLUE: Water\n\nStoryline:\nin a world where you can stay in whatever season you want for the rest of your life and the only way to move to a different season is to complete an obstacle course or, a platformer, Player, is stuck in Winter and wants to move to Spring. Can you help him?\n\nLog:\n11/18/20: Released!\n==========================================\nTags:\n#Games #all #Pen #Platformer #PenPlatformer #art #Clouds # Sky #naterose1 #SIAF #trending #popular #like #favorite #follow #Griffpatch
Ghost Run! [BETA] #games #platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Ghostbusters Theme \(Remix Instrumental\) v] until done\nend\n\n@Blank\n\n@UI\n\nwhen flag clicked\nbroadcast (green flag v)\nhide\n\nwhen I start as a clone\nif <(costume [name v]) = [overlay]> then\n go to x: (0) y: (0)\n set size to (100) %\n set [ghost v] effect to (60)\n go to [front v] layer\n show\nend\nif <(costume [name v]) = [text]> then\n go to x: (0) y: (70)\n set size to (0) %\n go to [front v] layer\n set [animation v] to [0]\n show\n repeat (40)\n set [animation v] to (((animation) * (0.7)) + (((100) - (size)) / (5)))\n change size by (animation)\n end\nend\nif <(costume [name v]) = [play]> then\n go to x: (0) y: (-30)\n set size to (0) %\n go to [front v] layer\n set [animation v] to [0]\n show\n repeat (40)\n set [animation v] to (((animation) * (0.7)) + (((100) - (size)) / (5)))\n change size by (animation)\n end\n forever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n if <mouse down?> then\n broadcast (start v)\n end\n else\n change size by (((100) - (size)) / (3))\n end\n end\nend\nif <(costume [name v]) = [ad]> then\n go to x: (0) y: (-110)\n set size to (0) %\n go to [front v] layer\n set [animation v] to [0]\n show\n repeat (30)\n set [animation v] to (((animation) * (0.7)) + (((80) - (size)) / (5)))\n change size by (animation)\n end\n wait until <<(loved?) = [true]> and <(faved?) = [true]>>\n set size to (60) %\n switch costume to (ad check v)\n repeat (30)\n set [animation v] to (((animation) * (0.7)) + (((80) - (size)) / (5)))\n change size by (animation)\n end\nend\n\nwhen I receive [start v]\nrepeat (30)\n set [animation v] to (((100) - (animation)) / (5))\n change [ghost v] effect by (animation)\nend\ndelete this clone\n\nwhen I receive [green flag v]\nwait (0.01) seconds\nclear graphic effects\nswitch costume to (overlay v)\ncreate clone of (_myself_ v)\nswitch costume to (text v)\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nswitch costume to (play v)\ncreate clone of (_myself_ v)\nswitch costume to (ad v)\ncreate clone of (_myself_ v)\n\nwhen I receive [green flag v]\ndelete this clone\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (100) %\nrepeat until <((x) + (480)) < ([x v] of [storm v])>\n position\nend\ndelete this clone\n\ndefine position\nswitch costume to (dummy v)\nset size to ((size) * (4)) %\nswitch costume to (full v)\ngo to x: ((x) - (scroll x)) y: (0)\nswitch costume to (ground v)\nset size to ((size) / (4)) %\nif <((x) - (scroll x)) = (x position)> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nwait (0.01) seconds\nset [x v] to [-480]\nforever\n if <([x v] of [guy v]) > ((x) - (480))> then\n change [x v] by (480)\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [green flag v]\ndelete this clone\n\n@Guy\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [game active? v] to [1]\nif <(costume [name v]) = [idle]> then\n forever\n controls\n end\nelse\n if <(costume [name v]) = [vacuum gun thing]> then\n forever\n point towards (mouse-pointer v)\n end\n end\nend\n\nwhen I receive [start v]\nif <(costume [name v]) = [idle]> then\n forever\n if <<<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> and <(yv) = [0]>> then\n animate\n wait (0.08) seconds\n else\n switch costume to (idle v)\n end\n end\nend\n\ndefine physics\nset [costume v] to (costume [name v])\nswitch costume to (hitbox v)\nif <not <<touching (ground v)?> or < or <touching (blocks v)?>>>> then\n change [yv v] by (-1)\nend\nchange [y v] by (yv)\nposition\nset [touching danger? v] to <touching color (#00ff08)?>\nif <<touching (ground v)?> or < or <touching (blocks v)?>>> then\n repeat ([abs v] of ([ceiling v] of (yv) ) )\n if <<touching (ground v)?> or < or <touching (blocks v)?>>> then\n change [y v] by ((([abs v] of (yv) ) / (yv)) * (-1))\n position\n end\n end\n set [yv v] to [0]\nend\nchange [x v] by (xv)\nposition\nif <<touching (ground v)?> or < or <touching (blocks v)?>>> then\n set [slope v] to [0]\n repeat until <<(slope) = [-8]> or <not <<touching (ground v)?> or < or <touching (blocks v)?>>>>>\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\nset [xv v] to ((xv) * (0.9))\nswitch costume to (costume)\n\ndefine position\nset size to ((size) * (4)) %\ngo to x: ((x) - (scroll x)) y: (y)\nset size to ((size) / (4)) %\nif <(round ((x) - (scroll x))) = (round (x position))> then\n show\nelse\n hide\nend\n\ndefine controls\nset [costume v] to (costume [name v])\nswitch costume to (hitbox v)\nchange y by (-1)\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <<touching (ground v)?> or <<touching (vacuum v)?> or <touching (blocks v)?>>>> then\n set [yv v] to [15]\nend\nchange y by (1)\nif <<not <((x) - ([x v] of [vacuum v])) < [-100]>> and <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n point in direction (-90)\n change [xv v] by (-1)\nend\nif <<not <((x) - ([x v] of [vacuum v])) > [100]>> and <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n point in direction (90)\n change [xv v] by (1)\nend\nswitch costume to (costume)\n\ndefine animate\nnext costume\nrepeat until <not <<(costume [name v]) = [hitbox]> or <<(costume [name v]) = [vacuum gun thing]> or <<(costume [name v]) = [drawing thing]> or <(costume [name v]) = [tube]>>>>>\n next costume\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [vacuum gun thing]> then\n set rotation style [all around v]\n point in direction (90)\n forever\n set [x v] to (player x)\n set [y v] to ((player y) - (5))\n position\n end\nend\nif <(costume [name v]) = [drawing thing]> then\n set rotation style [all around v]\n forever\n broadcast (delete tube v)\n if <(game active?) = [1]> then\n point towards (mouse-pointer v)\n else\n point in direction (90)\n end\n set [x v] to ((player x) + (([sin v] of (direction) ) * (-18)))\n set [y v] to (((player y) - (5)) + (([cos v] of (direction) ) * (-18)))\n position\n if <(player y) < [160]> then\n draw tube\n end\n end\nend\nif <(costume [name v]) = [tube]> then\n forever\n position\n end\nend\n\nwhen I receive [delete tube v]\nif <(costume [name v]) = [tube]> then\n delete this clone\nend\n\ndefine find distance x1: (x1) x2: (x2) y1: (y1) y2: (y2)\nset [distance v] to ([sqrt v] of ((((x1) - (x2)) * ((x1) - (x2))) + (((y1) - (y2)) * ((y1) - (y2)))) )\n\nwhen I receive [green flag v]\nwait (0.01) seconds\nset [game active? v] to [0]\nset [scroll x v] to [0]\nset size to (60) %\nclear graphic effects\nset [x v] to [-100]\nset [y v] to [200]\nset [xv v] to [0]\nset [yv v] to [0]\nset [slope v] to [0]\nset rotation style [left-right v]\npoint in direction (90)\nswitch costume to (vacuum gun thing v)\ncreate clone of (_myself_ v)\nswitch costume to (drawing thing v)\ncreate clone of (_myself_ v)\nswitch costume to (idle v)\nposition\nset [touching danger? v] to [0]\nrepeat until <<touching (storm v)?> or <<(touching danger?) = [1]> or <touching (ghosts v)?>>>\n go to [back v] layer\n go [forward v] (1) layers\n physics\n change [scroll x v] by (round (((x) - (scroll x)) / (10)))\n if <(scroll x) < [0]> then\n set [scroll x v] to [0]\n end\n if <(x) < [-215]> then\n set [x v] to [-215]\n end\n position\n set [player x v] to (x)\n set [player y v] to (y)\nend\nswitch costume to (idle v)\nset [effect v] to [100]\nset [xv v] to [10]\nset [yv v] to [12]\nset rotation style [all around v]\nrepeat until <(y position) < [-180]>\n change y by (yv)\n set [brightness v] effect to (effect)\n turn right ((0) - (xv)) degrees\n change [yv v] by (-1)\n set [effect v] to ((effect) * (0.8))\n set [player y v] to (y position)\n set [xv v] to ((xv) * (0.9))\nend\nstop [other scripts in sprite v]\nbroadcast (green flag v)\n\nwhen I receive [green flag v]\ndelete this clone\n\ndefine draw tube\npoint towards (vacuum v)\nset [range v] to [0]\nrepeat until <<touching (vacuum v)?> or <(range) > [100]>>\n change [range v] by (1)\n change [x v] by ([sin v] of (direction) )\n change [y v] by ([cos v] of (direction) )\n position\n switch costume to (tube v)\n create clone of (_myself_ v)\n switch costume to (drawing thing v)\nend\n\n@Vacuum\n\ndefine find direction x1: (x1) x2: (x2) y1: (y1) y2: (y2)\nset [distance v] to ([sqrt v] of ((((x1) - (x2)) * ((x1) - (x2))) + (((y1) - (y2)) * ((y1) - (y2)))) )\n\nwhen flag clicked\nhide\n\ndefine position\nset size to ((size) * (4)) %\ngo to x: ((x) - (scroll x)) y: (y)\nset size to ((size) / (4)) %\nif <(round ((x) - (scroll x))) = (round (x position))> then\n show\nelse\n hide\nend\n\ndefine physics\nswitch costume to (hitbox v)\nif <not <<touching (ground v)?> or <touching (blocks v)?>>> then\n change [yv v] by (-1)\nend\nchange [y v] by (yv)\nposition\nif <<touching (ground v)?> or <touching (blocks v)?>> then\n repeat ([abs v] of ([ceiling v] of (yv) ) )\n if <<touching (ground v)?> or <touching (blocks v)?>> then\n change [y v] by ((([abs v] of (yv) ) / (yv)) * (-1))\n position\n end\n end\n set [yv v] to [0]\nend\nchange [x v] by (xv)\nposition\nif <<touching (ground v)?> or <touching (blocks v)?>> then\n set [slope v] to [0]\n repeat until <<(slope) = [-8]> or <not <<touching (ground v)?> or <touching (blocks v)?>>>>\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\nset [xv v] to ((xv) * (0.9))\nswitch costume to (vacuum v)\n\nwhen I receive [green flag v]\ndelete this clone\n\nwhen I start as a clone\nset [xv v] to (pick random (-10) to (10))\nset [yv v] to (pick random (5) to (10))\nshow\nrepeat until <(y position) < [-180]>\n change x by (xv)\n change y by (yv)\n turn right (xv) degrees\n change [yv v] by (-1)\n set [xv v] to ((xv) * (0.9))\nend\ndelete this clone\n\nwhen I receive [green flag v]\nset size to (50) %\nset [x v] to [-180]\nset [y v] to [200]\nset [xv v] to [0]\nset [yv v] to [0]\nswitch costume to (vacuum v)\nset rotation style [left-right v]\npoint in direction (90)\nposition\nrepeat until <<touching (storm v)?> or <touching (ghosts v)?>>\n go to [back v] layer\n go to x: ((x) - (scroll x)) y: (y)\n if <(round ((x) - (scroll x))) = (round (x position))> then\n physics\n end\n position\n find direction x1: (x) x2: ([x v] of [guy v]) y1: (y) y2: ([y v] of [guy v])\n if <(distance) > [90]> then\n point towards (guy v)\n if <((90) - (direction)) < [5]> then\n point in direction (90)\n end\n if <((direction) - (90)) > [5]> then\n point in direction (-90)\n end\n change [xv v] by (([sin v] of (direction) ) * (1))\n if <(y) < ([y v] of [guy v])> then\n change [yv v] by (([cos v] of (direction) ) * (2))\n end\n end\nend\nset rotation style [all around v]\nrepeat (30)\n go to x: (((x) - (scroll x)) + (pick random (-2) to (2))) y: ((y) + (pick random (-2) to (2)))\n turn right (pick random (-2) to (2)) degrees\nend\nhide\nswitch costume to (particle1 v)\ncreate clone of (_myself_ v)\nswitch costume to (particle2 v)\ncreate clone of (_myself_ v)\nswitch costume to (particle3 v)\ncreate clone of (_myself_ v)\nswitch costume to (particle4 v)\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nbroadcast (green flag v)\n\nif <(game active?) = [1]> then\nend\n\n@Storm\n\nwhen I receive [start v]\nwait (1) seconds\nset [xv v] to [1]\nset size to (100) %\nset [ghost v] effect to (40)\nshow\nforever\n go to [front v] layer\n position\n change [x v] by (xv)\n change [xv v] by (0.005)\n if <(xv) > [4]> then\n set [xv v] to [4]\n end\nend\n\ndefine position\nswitch costume to (dummy v)\nset size to ((size) * (4)) %\nswitch costume to (storm v)\ngo to x: ((x) - (scroll x)) y: (0)\nset size to ((size) / (4)) %\nif <((x) - (scroll x)) = (x position)> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nset [x v] to [-480]\nstop [other scripts in sprite v]\nhide\n\n@Background\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (100) %\nrepeat until \n go to [back v] layer\n position\nend\ndelete this clone\n\ndefine position\nswitch costume to (dummy v)\nset size to ((size) * (4)) %\nswitch costume to (background v)\ngo to x: ((x) - ((scroll x) / (20))) y: (0)\nset size to ((size) / (4)) %\nif <((x) - ((scroll x) / (20))) = (x position)> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nwait (0.01) seconds\nset [x v] to [-480]\nforever\n if <([x v] of [guy v]) > ((x) - (480))> then\n change [x v] by (480)\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [green flag v]\ndelete this clone\n\n@Moon\n\nwhen flag clicked\ngo to x: (230) y: (180)\nset size to (100) %\nshow\n\n@Blocks\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [x v] to [0]\nforever\n if <([x v] of [guy v]) > (x)> then\n set [x v] to (([x v] of [guy v]) + (pick random (300) to (500)))\n switch costume to (pick random (1) to (7))\n if <<not < (costume [name v]) contains [dangerous]?>> and <(pick random (1) to (2)) = [1]>> then\n point in direction (0)\n else\n point in direction (90)\n end\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nset [y v] to [200]\nset [xv v] to [0]\nset [yv v] to [0]\nset [direction v] to [0]\nset [slope v] to [0]\nshow\nrepeat until <(x) < (([x v] of [guy v]) - (480))>\n set size to ((size) * (4)) %\n go to x: ((x) - (scroll x)) y: (y)\n set size to ((size) / (4)) %\n if <(round ((x) - (scroll x))) = (round (x position))> then\n physics\n if < (costume [name v]) contains [wood]?> then\n change [x v] by (1)\n position\n if <touching (guy v)?> then\n change [xv v] by (-1)\n end\n change [x v] by (-2)\n position\n if <touching (guy v)?> then\n change [xv v] by (1)\n end\n change [x v] by (1)\n position\n end\n end\nend\ndelete this clone\n\ndefine physics\nif <not <<touching (ground v)?> or <<touching color (#e6af5e)?> or <<touching color (#b9b9b9)?> or <touching color (#ffffff)?>>>>> then\n change [yv v] by (-1)\nend\nchange [y v] by (yv)\nposition\nif <<touching (ground v)?> or <<touching color (#e6af5e)?> or <<touching color (#b9b9b9)?> or <touching color (#ffffff)?>>>> then\n repeat until <not <<touching (ground v)?> or <<touching color (#e6af5e)?> or <<touching color (#b9b9b9)?> or <touching color (#ffffff)?>>>>>\n change [y v] by (1)\n position\n end\n set [yv v] to [0]\nend\nchange [x v] by (xv)\nposition\nif <<touching (ground v)?> or <<touching color (#e6af5e)?> or <<touching color (#b9b9b9)?> or <touching color (#ffffff)?>>>> then\n set [slope v] to [0]\n repeat until <<(slope) = [-8]> or <not <<touching (ground v)?> or <<touching color (#e6af5e)?> or <<touching color (#b9b9b9)?> or <touching color (#ffffff)?>>>>>>\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\nset [xv v] to ((xv) * (0.8))\n\ndefine position\nset size to ((size) * (4)) %\ngo to x: ((x) - (scroll x)) y: (y)\nset size to ((size) / (4)) %\nif <(round ((x) - (scroll x))) = (round (x position))> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nstop [other scripts in sprite v]\ndelete this clone\n\nturn right ((direction) * (0.6)) degrees\nif <not <<touching (ground v)?> or <<touching color (#e6af5e)?> or <<touching color (#b9b9b9)?> or <touching color (#ffffff)?>>>>> then\n change [x v] by (10)\n position\n if <not <<touching (ground v)?> or <<touching color (#e6af5e)?> or <<touching color (#b9b9b9)?> or <touching color (#ffffff)?>>>>> then\n change [direction v] by (3)\n change [xv v] by (0.3)\n end\n change [x v] by (-20)\n position\n if <not <<touching (ground v)?> or <<touching color (#e6af5e)?> or <<touching color (#b9b9b9)?> or <touching color (#ffffff)?>>>>> then\n change [direction v] by (-3)\n change [xv v] by (-0.3)\n end\n change [x v] by (10)\n position\n turn right (2) degrees\n if <not <<touching (ground v)?> or <<touching color (#e6af5e)?> or <<touching color (#b9b9b9)?> or <touching color (#ffffff)?>>>>> then\n change [direction v] by (1)\n end\n turn left (4) degrees\n if <not <<touching (ground v)?> or <<touching color (#e6af5e)?> or <<touching color (#b9b9b9)?> or <touching color (#ffffff)?>>>>> then\n change [direction v] by (-1)\n end\n turn right (2) degrees\n turn right (10) degrees\n if <not <<touching (ground v)?> or <<touching color (#e6af5e)?> or <<touching color (#b9b9b9)?> or <touching color (#ffffff)?>>>>> then\n change [direction v] by (2)\n end\n turn left (20) degrees\n if <not <<touching (ground v)?> or <<touching color (#e6af5e)?> or <<touching color (#b9b9b9)?> or <touching color (#ffffff)?>>>>> then\n change [direction v] by (-2)\n end\n turn right (10) degrees\nend\n\n@Ghosts\n\ndefine find distance x1: (x1) x2: (x2) y1: (y1) y2: (y2)\nset [distance v] to ([sqrt v] of ((((x1) - (x2)) * ((x1) - (x2))) + (((y1) - (y2)) * ((y1) - (y2)))) )\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ndelete this clone\n\nwhen I receive [start v]\nforever\n set [x v] to (([x v] of [guy v]) + (pick random (200) to (300)))\n set [y v] to (pick random (-30) to (160))\n create clone of (_myself_ v)\n wait (pick random (3) to (6)) seconds\nend\n\ndefine position\nset size to ((size) * (4)) %\ngo to x: ((x) - (scroll x)) y: (y)\nset size to ((size) / (4)) %\nif <(round ((x) - (scroll x))) = (round (x position))> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nset size to (0) %\nset [ghost v] effect to (20)\nset [animate v] to [0]\nset [distance v] to [999]\nset rotation style [left-right v]\nrepeat until <<(distance) < [55]> or <(x) < ([x v] of [storm v])>>\n change [animate v] by (3)\n point towards (guy v)\n if <touching (vacuum range v)?> then\n change size by (((((distance) / (3)) - (10)) - (size)) / (4))\n change [x v] by (([sin v] of (direction) ) * (7))\n change [y v] by (([cos v] of (direction) ) * (7))\n else\n change size by (((50) - (size)) / (4))\n if <<(loved?) = [true]> and <(faved?) = [true]>> then\n switch costume to (ghost slow v)\n change [x v] by (([sin v] of (direction) ) * (1))\n change [y v] by ((([cos v] of (direction) ) * (1)) + (([sin v] of (animate) ) * (2)))\n else\n switch costume to (ghost v)\n change [x v] by (([sin v] of (direction) ) * (2))\n change [y v] by ((([cos v] of (direction) ) * (2)) + (([sin v] of (animate) ) * (3)))\n end\n end\n find distance x1: (x) x2: ([x v] of [guy v]) y1: (y) y2: ([y v] of [guy v])\n position\nend\nchange [score v] by (5)\ndelete this clone\n\nwhen I receive [green flag v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Vacuum Range\n\ndefine find distance x1: (x1) x2: (x2) y1: (y1) y2: (y2)\nset [distance v] to ([sqrt v] of ((((x1) - (x2)) * ((x1) - (x2))) + (((y1) - (y2)) * ((y1) - (y2)))) )\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset size to (60) %\nset [ghost v] effect to (100)\nshow\nforever\n point towards (mouse-pointer v)\n set [x v] to ([x v] of [guy v])\n set [y v] to ([y v] of [guy v])\n position\n if <key (space v) pressed?> then\n show\n else\n hide\n end\nend\n\ndefine position\nset size to ((size) * (4)) %\ngo to x: ((x) - (scroll x)) y: (y)\nset size to ((size) / (4)) %\nif <(round ((x) - (scroll x))) = (round (x position))> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [start v]\nforever\n if <key (space v) pressed?> then\n switch costume to (particle v)\n create clone of (_myself_ v)\n switch costume to (range v)\n wait (0.2) seconds\n end\nend\n\nwhen I start as a clone\nset [x v] to ([x v] of [guy v])\nset [y v] to ([y v] of [guy v])\npoint towards (mouse-pointer v)\nturn right (pick random (-10) to (10)) degrees\nchange [x v] by (([sin v] of (direction) ) * (70))\nchange [y v] by (([cos v] of (direction) ) * (70))\nset [ghost v] effect to (30)\nset size to (15) %\nshow\nset [distance v] to [999]\nset [range v] to [0]\nrepeat until <<(distance) < [20]> or <(range) > [10]>>\n change [range v] by (1)\n point towards (guy v)\n change [x v] by (([sin v] of (direction) ) * (5))\n change [y v] by (([cos v] of (direction) ) * (5))\n find distance x1: (x) x2: ([x v] of [guy v]) y1: (y) y2: ([y v] of [guy v])\n position\n change [ghost v] effect by (1)\nend\ndelete this clone\n\n@Score\n\nwhen flag clicked\nset [score v] to [0]\nhide\n\nwhen I receive [green flag v]\nwait (0.01) seconds\nstop [other scripts in sprite v]\nset [clone id v] to [0]\nrepeat (4)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\nset [clone id v] to [5]\n\nwhen I start as a clone\ngo to x: ((-210) + (((clone id) - (1)) * (16))) y: (150)\nset size to (70) %\nset [brightness v] effect to (100)\nforever\n go to [front v] layer\n if <((clone id) - (1)) < (length of (score))> then\n switch costume to (letter (clone id) of (score))\n show\n else\n hide\n end\nend\n\nwhen I receive [start v]\nset [score v] to [0]\nwait (1) seconds\nif <(clone id) = [5]> then\n forever\n change [score v] by (1)\n wait (1) seconds\n end\nend\n\nwhen I receive [green flag v]\ndelete this clone\n\n@Thumb\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\ngo to x: (0) y: (0)\nswitch costume to (dummy v)\nset size to (100) %\nswitch costume to (thumb v)\ngo to [front v] layer\nshow\n\n@detector\n\nwhen flag clicked\nhide\nswitch costume to (love v)\ncreate clone of (_myself_ v)\nswitch costume to (fav v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [name v]) = [love]> then\n go to x: (-15) y: (0)\n wait until <touching (mouse-pointer v)?>\n set [loved? v] to [true]\nend\nif <(costume [name v]) = [fav]> then\n go to x: (0) y: (0)\n wait until <touching (mouse-pointer v)?>\n set [faved? v] to [true]\nend\n\nset [loved? v] to [false]\nset [faved? v] to [false]\n\n
Play my multiplayer scrolling platformer: https://scratch.mit.edu/projects/463302065/\n\n--Instructions--\n[IMPORTANT] Double click green flag to reduce lag or else it's really hard to play\n\nWASD / arrow keys to move, space to suck ghosts\n\nYou get 5 points every time you suck a ghost\n\nThe rest kinda self explanatory\n\n--Updates--\nv1.1 - Minor UI changes
Field - Mobile friendly scrolling platformer #all #games
@Stage\n\nwhen flag clicked\nforever\n play sound [Kisma - We Are v] until done\nend\n\n@Player\n\nwhen flag clicked\nset rotation style [left-right v]\ngo to x: (0) y: (30)\nset [xの力2 v] to [0]\nset [yの力2 v] to [0]\nset [camera_x v] to [-200]\nset [camera _y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\n\ndefine 動作\nchange [yの力2 v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n point in direction (90)\n change [xの力2 v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n point in direction (-90)\n change [xの力2 v] by (-1)\nend\nset [xの力2 v] to ((xの力2) * (0.88))\nchange x by (xの力2)\nrepeat (6)\n if <touching (ステージ v)?> then\n change y by (1)\n end\nend\nif <touching (ステージ v)?> then\n change y by (-6)\n 位置補正x (() - ((xの力2) / ([abs v] of (xの力2) ))) ([ceiling v] of ([abs v] of (xの力2) ) )\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [yの力2 v] to [12]\n set [xの力2 v] to ((7) - (<(xの力2) > [0]> * (14)))\n else\n set [xの力2 v] to [0]\n end\nend\nchange y by (yの力2)\nif <touching (ステージ v)?> then\n 位置補正y (() - ((yの力2) / ([abs v] of (yの力2) ))) ([ceiling v] of ([abs v] of (yの力2) ) )\nend\nchange y by (-1.1)\nif <<touching (ステージ v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n set [yの力2 v] to [15]\nend\nchange y by (1.1)\nif <<(Y) < [-400]> or <touching (障害物 v)?>> then\n 初期位置\nend\n処理\nbroadcast (プログラム2 v)\n\nwhen I receive [プログラム v]\n動作\n\ndefine 処理\nchange [x v] by ((x position) - ((X) - (Camera_x)))\nchange [y v] by ((y position) - (((Y) - (Camera _y)) - (20)))\nchange [camera_x v] by ([floor v] of (((X) - (Camera_x)) * (0.1)) )\nchange [camera _y v] by ([floor v] of (((Y) - (Camera _y)) * (0.2)) )\nset x to ((X) - (Camera_x))\nset y to (((Y) - (Camera _y)) - (20))\n\ndefine 位置補正x (向き) (回数)\nif <(xの力2) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change x by (向き)\nend\nchange x by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\n\ndefine 位置補正y (向き) (回数)\nif <(yの力2) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change y by (向き)\nend\nchange y by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\nset [yの力2 v] to [0]\n\ndefine 初期位置\ngo to x: (0) y: (-20)\nset [xの力2 v] to [0]\nset [yの力2 v] to [0]\nset [camera_x v] to [0]\nset [camera _y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\n\n@ステージ\n\nwhen flag clicked\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [1920] [0] [5]\nステージ配置 [2400] [0] [6]\nステージ配置 [2880] [0] [7]\nステージ配置 [3360] [0] [8]\nswitch costume to (none v)\nbroadcast (プログラム v)\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\n@障害物\n\nwhen flag clicked\nhide\nステージ配置 [480] [0] [1]\nステージ配置 [960] [0] [2]\nステージ配置 [1440] [0] [3]\nステージ配置 [2880] [0] [4]\nswitch costume to (none v)\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 <not <(costume [number v]) = [1]>> then\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\n@sun\n\nwhen flag clicked\ngo to x: (-5) y: (-25)\nset size to (100) %\nset [sun suze v] to [100]\nforever\n change size by ([cos v] of (Sun Suze) )\n change [sun suze v] by (7)\nend\n\nwhen flag clicked\nshow\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\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\n@Awesome Particles\n\nwhen I start as a clone\nset [ghost v] effect to (65)\ngo to [back v] layer\nshow\nif <(size) > [99]> then\n glide (6) secs to x: (x position) y: (200)\n delete this clone\nend\nif <(size) > [80]> then\n glide (5) secs to x: (x position) y: (200)\n delete this clone\nend\nif <(size) > [65]> then\n glide (4) secs to x: (x position) y: (200)\n delete this clone\nend\nif <(size) > [50]> then\n glide (3) secs to x: (x position) y: (200)\n delete this clone\nend\nif <(size) > [40]> then\n glide (2.5) secs to x: (x position) y: (200)\n delete this clone\nend\n\nwhen flag clicked\nforever\n set [brightness v] effect to (pick random (-10) to (10))\n set size to (pick random (41) to (90)) %\n go to x: (pick random (-200) to (200)) y: (-180)\n create clone of (_myself_ v)\n wait (pick random (0.2) to (0.6)) seconds\nend\n\nwhen I receive [title v]\n\nwhen I receive [stop all v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Sprite1\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\n
New Animation!!\nhttps://scratch.mit.edu/projects/423363341/\n\nNew Platformer!\n\nArrows key or WASD key or tap to move.\n\nIt's short So if you want Part 2 please love and fave!
Realms OG PROJECT - A cloud multiplayer scrolling mobile platformer #Games #games
@Stage\n\nwhen I receive [end intro v]\nforever\n play sound (pick random (1) to (10)) until done\nend\n\n@player\n\ndefine Chat\nif <(is the chat open) = [1]> then\n if <key (1 v) pressed?> then\n set [chat v] to [1]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat v] to [2]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat v] to [3]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat v] to [4]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat v] to [5]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat v] to [6]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat v] to [7]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat v] to [8]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat v] to [9]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n set [chat v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen flag clicked\nset [scroll y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nshow list [chat v]\nbroadcast (GREEN FLAG v) and wait\nbroadcast (PLAY GAME v) and wait\n\ndefine CHANGE PLAYER Y BY (sy)\nchange [y v] by (sy)\nchange [inair v] by (1)\nPosition\nrepeat until <not <touching (platform v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [inair v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine GAME ON\nset [sy v] to [0]\nset [sx v] to [0]\nset [inair v] to [0]\nset [exit v] to []\nset size to (75) %\nset [ghost v] effect to (0)\nshow\nif <(Checkpoint) = [0]> then\n set [x v] to [0]\n set [y v] to [0]\n set [scroll x v] to [0]\n set [scroll y v] to [0]\nelse\n if <(Checkpoint) = [1]> then\n set [x v] to [2700]\n set [y v] to [-30]\n set [scroll x v] to [2700]\n set [scroll y v] to [-30]\n else\n if <(Checkpoint) = [2]> then\n set [x v] to [4400]\n set [y v] to [42]\n set [scroll x v] to [4400]\n set [scroll y v] to [42]\n end\n end\nend\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\ngo [backward v] (1) layers\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 <(shop?) = [no]> then\n if <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [sx v] by (-2)\n end\n if <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [sx v] by (2)\n end\n set [sx v] to ((SX) * (0.8))\n if <[0.9] < ([abs v] of (SX) )> then\n CHANGE PLAYER X By (round (SX))\n end\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(inair) < [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\n if <touching (water v)?> then\n set [sy v] to [0]\n change [sy v] by (-1.5)\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [sy v] to [5]\n end\n end\n CHANGE PLAYER Y BY (sy)\n TEST-DIE\n change [scroll x v] by (round (((x) - (SCROLL X)) / (8)))\n if <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\n end\n if <[222222222222222222] < (SCROLL X)> then\n set [scroll x v] to [22222222222222222]\n end\n change [scroll y v] by (round (((y) - (SCROLL Y)) / (8)))\n if <(SCROLL Y) < [-500]> then\n set [scroll y v] to [-500]\n end\n Position\n if <(y) < [-500]> then\n set [exit v] to [die]\n end\nend\n\nwhen I receive [begin v]\nset [is the chat open v] to [0]\nshow list [chat v]\nforever\n Chat\n if <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(is the chat open) = [1]> then\n show list [chat v]\n set [is the chat open v] to [0]\n else\n set [is the chat open v] to [1]\n hide list [chat v]\n end\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\nend\n\ndefine GAME - DIE\nset [exit v] to []\nhide\n\ndefine TEST-DIE\nif <touching (dangers v)?> then\n set [exit v] to [die]\nend\n\ndefine CHANGE PLAYER X By (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platform v)?> then\n repeat (18)\n change [y v] by (1)\n Position\n if <not <touching (platform v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-18)\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [inair v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platform v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\nhide\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (setups v) and wait\nbroadcast (intro v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encodied v] to (join (encodied) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encodied v] to (join (encodied) [00])\n\nwhen I receive [begin v]\nset [level v] to [1]\nforever\n broadcast (reset v) and wait\n broadcast (SETUP v) and wait\n GAME ON\n repeat until <(EXIT) > []>\n TICK\n broadcast (tick v)\n if <(My Player #) > [0]> then\n send cloud data\n end\n end\n if <(EXIT) = [win]> then\n Game-Win\n else\n GAME - DIE\n end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nset [encodied v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (Chat) to encoded\nwrite (costume [number v]) to encoded\nset cloud # (My Player #) to (encodied)\n\nwhen I receive [begin v]\nwait (5) seconds\nswitch backdrop to (blank v)\n\nwhen I receive [end intro v]\nbroadcast (joining v)\nbroadcast (join game v) and wait\nif <(My Player #) > [0]> then\n start sound [Connect v]\n broadcast (joined v)\nelse\n start sound [Disconnect v]\n broadcast (full v)\nend\nbroadcast (begin v)\n\nshow\n\nwhen flag clicked\nhide\nswitch costume to (normal v)\n\nwhen I receive [enemy - die v]\nset [sy v] to [10]\n\nwhen I receive [joined v]\nhide\ngo to [back v] layer\n\nforever\nend\n\nwhen I receive [joined v]\nwait (3) seconds\nforever\n if <(shop?) = [no]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [end game v]\nhide\nhide\n\nwhen I receive [end intro v]\nwait (4) seconds\ngo to [front v] layer\nshow\n\n@opponents\n\ndefine Decode chat (chat)\nif <(chat) = [0]> then\n\ndefine begin decode of (encode)\nset [encodied v] to (encode)\nset [letter # v] to [1]\n\ndefine value=read from encode\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encodied)) (letter ((letter #) + (1)) of (encodied)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nset [color v] effect to (0)\nset [offline v] to [100]\nhide\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(My Player #) = (player #)> then\n hide\n set [offline v] to [100]\n else\n tick\n end\n go to [back v] layer\nend\n\ndefine value=Cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setups v]\nsetup players\n\ndefine tick\nvalue=Cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue=read from encode\nif <(names) = [1]> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue=read from encode\nvalue=read from encode\nset x to ((value) - (SCROLL X))\nvalue=read from encode\nset y to ((value) - (SCROLL Y))\nvalue=read from encode\nDecode chat (value)\nvalue=read from encode\nswitch costume to (value)\n\nwhen I receive [join game v]\nvalue=Cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue=Cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\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\nset size to (75) %\n\n@Sprite3\n\nwhen I receive [fade v]\ndelete this clone\n\nwhen I start as a clone\nif <(id) = [0]> then\n go to x: (0) y: (0)\n point in direction (90)\n show\n switch costume to (background v)\n go to [back v] layer\n forever\n if <(uservanish) = [0]> then\n set [ghost v] effect to (0)\n switch costume to (background v)\n go to [back v] layer\n go [backward v] (1) layers\n show\n go to x: (0) y: (0)\n else\n wait (0.4) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\n end\nend\nif <(id) = [1]> then\n go to x: (700) y: (0)\n show\n point in direction (90)\n go to [front v] layer\n Smooth Glide to x [0] y [0] Speed [4]\n hide\n delete this clone\nend\nif <(id) = [2]> then\n set size to (0) %\n show\n switch costume to (untitled design \(10\) v)\n go to [front v] layer\n go to x: (0) y: (35)\n repeat (16)\n turn right (22.5) degrees\n change size by (6.25)\n end\n point in direction (90)\n set size to (100) %\n forever\n if <(end?) = [0]> then\n point in direction ((([cos v] of ((sine) * (18)) ) * (10)) + (90))\n change [sine v] by (1)\n else\n repeat (24)\n turn right (-16.875) degrees\n change size by (-4.6875)\n end\n broadcast (fade v)\n delete this clone\n end\n end\nend\nif <(id) = [3]> then\n point in direction (90)\n wait (0.5) seconds\n set [ghost v] effect to (0)\n switch costume to (username v)\n go to [front v] layer\n go [backward v] (1) layers\n show\n go to x: (700) y: (0)\n Smooth Glide to x [0] y [0] Speed [4]\n forever\n if <(uservanish) = [0]> then\n set [ghost v] effect to (0)\n switch costume to (username v)\n go to [front v] layer\n go [backward v] (1) layers\n show\n go to x: (0) y: (0)\n else\n Smooth Glide to x [0] y [25] Speed [3]\n Smooth Glide to x [0] y [-99] Speed [3]\n delete this clone\n end\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\nset volume to (100) %\nwait (7) seconds\nset [end? v] to [1]\nset [uservanish v] to [1]\n\nwhen I receive [fade v]\nrepeat (10)\n change volume by (-10)\nend\nstop all sounds\n\ndefine Smooth Glide to x (x) y (y) Speed (s)\nrepeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n change x by (((x) - (x position)) / (s))\n change y by (((y) - (y position)) / (s))\nend\ngo to x: (x) y: (y)\n\ngo to [front v] layer\n\nbroadcast (end intro v)\n\nwhen I receive [intro v]\nset [end? v] to [0]\nstart sound [Inferno4 v]\nhide\nset [uservanish v] to [0]\nset [sine v] to [0]\nset [id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nchange [id v] by (1)\nrepeat (3)\n switch costume to (slide v)\n create clone of (_myself_ v)\n wait (0.1) seconds\n switch costume to (slide2 v)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\nswitch costume to (background v)\ncreate clone of (_myself_ v)\nwait (0.8) seconds\nchange [id v] by (1)\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nchange [id v] by (1)\ncreate clone of (_myself_ v)\nwait (5) seconds\nbroadcast (end intro v)\n\n@Sprite1\n\nwhen flag clicked\nset [timer v] to [0]\nhide variable [timer v]\n\nwhen I receive [end intro v]\nshow variable [timer v]\nshow\ngo to x: (36) y: (28)\nset [timer v] to [0]\nforever\n go to [front v] layer\n go [forward v] (1) layers\n change [timer v] by (1)\n wait (1) seconds\nend\n\nwhen I receive [end game v]\nshow variable [timer v]\nshow\ngo to x: (36) y: (28)\nforever\n go to [front v] layer\n go [forward v] (1) layers\nend\n\n@end game\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Checkpoint : x) - (SCROLL X)) ((Checkpoint : y) - (SCROLL Y))\nif <(costume [number v]) = [1]> then\n if <touching (player v)?> then\n broadcast (end game v)\n start sound [CHECKPOINT v]\n stop [all v]\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [checkpoint : x v] to (x)\nset [checkpoint : y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [checkpoint : x v] to [0]\nset [checkpoint : y v] to [0]\nset [checkpoint v] to [0]\nswitch costume to (end v)\nhide\nif <(LEVEL) = [1]> then\n Clone at x: [6100] y: [1200]\nend\nset [checkpoint : x v] to [-99999]\n\nset [scroll x v] to [6100]\nset [scroll y v] to [1200]\n\n@Checkpoint \n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Checkpoint : x) - (my variable)) ((Checkpoint : y) - (SCROLL Y))\nif <(costume [number v]) = [2]> then\n if <touching (player v)?> then\n start sound [CHECKPOINT v]\n switch costume to (checkpoint open v)\n change [checkpoint v] by (1)\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [checkpoint : x v] to (x)\nset [checkpoint : y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [checkpoint : x v] to [0]\nset [checkpoint : y v] to [0]\nset [checkpoint v] to [0]\nswitch costume to (checkpoint closed v)\nhide\nif <(LEVEL) = [1]> then\n Clone at x: [2700] y: [-32]\n Clone at x: [4400] y: [40]\nend\nset [checkpoint : x v] to [-99999]\n\n@water\n\nwhen I receive [green flag v]\ngo to [back v] layer\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n CLONE AT X [420] Y [0]\n CLONE AT X [420] Y [0]\n CLONE AT X [555] Y [0]\n CLONE AT X [400] Y [0]\n CLONE AT X [400] Y [0]\n CLONE AT X [470] Y [0]\n CLONE AT X [400] Y [0]\n CLONE AT X [500] Y [0]\n CLONE AT X [550] Y [0]\n CLONE AT X [550] Y [0]\n CLONE AT X [550] Y [0]\n CLONE AT X [550] Y [0]\nend\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n forever\n repeat (20)\n change [y v] by (-0.25)\n end\n repeat (20)\n change [y v] by (0.25)\n end\n end\nend\n\n@art\n\nwhen I receive [green flag v]\ngo to [back v] layer\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (my variable)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n CLONE AT X [420] Y [0]\n CLONE AT X [420] Y [0]\n CLONE AT X [555] Y [0]\n CLONE AT X [400] Y [0]\n CLONE AT X [400] Y [0]\n CLONE AT X [470] Y [0]\n CLONE AT X [400] Y [0]\n CLONE AT X [500] Y [0]\n CLONE AT X [550] Y [0]\n CLONE AT X [550] Y [500]\n CLONE AT X [550] Y [500]\n CLONE AT X [550] Y [500]\nend\n\nCLONE AT X [420] Y [0]\nCLONE AT X [420] Y [0]\nCLONE AT X [555] Y [0]\nCLONE AT X [400] Y [0]\nCLONE AT X [400] Y [0]\nCLONE AT X [470] Y [0]\nCLONE AT X [400] Y [0]\nCLONE AT X [500] Y [0]\nCLONE AT X [550] Y [0]\nCLONE AT X [550] Y [0]\nCLONE AT X [550] Y [0]\nCLONE AT X [550] Y [0]\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@joining\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [joining v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [joined v]\nswitch costume to (joined v)\nshow\n\nwhen I receive [full v]\nswitch costume to (joined2 v)\nshow\n\n@DANGERs \n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nshow\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 [420] Y [0]\n CLONE AT X [420] Y [0]\n CLONE AT X [555] Y [0]\n CLONE AT X [400] Y [0]\n CLONE AT X [400] Y [0]\n CLONE AT X [450] Y [0]\n CLONE AT X [480] Y [50]\n CLONE AT X [480] Y [0]\n CLONE AT X [550] Y [0]\nend\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (100)\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\npoint in direction (90)\n\nwhen flag clicked\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\n\nwhen I start as a clone\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [5]> then\n point in direction (90)\n forever\n hide\n wait (1.5) seconds\n show\n wait (1.5) seconds\n end\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [7]> then\n repeat (50)\n change [y v] by (-1)\n end\n wait (1) seconds\n repeat (50)\n change [y v] by (1)\n end\n wait (1) seconds\n end\nend\n\nforever\n\nCLONE AT X [550] Y [0]\nCLONE AT X [550] Y [0]\nCLONE AT X [550] Y [0]\n\nwhen I receive [joined v]\nwait (4) seconds\nshow\n\n@PLATFORM\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n CLONE AT X [420] Y [0]\n CLONE AT X [420] Y [0]\n CLONE AT X [555] Y [0]\n CLONE AT X [400] Y [0]\n CLONE AT X [400] Y [0]\n CLONE AT X [470] Y [0]\n CLONE AT X [400] Y [0]\n CLONE AT X [500] Y [0]\n CLONE AT X [550] Y [0]\n CLONE AT X [550] Y [500]\n CLONE AT X [550] Y [500]\n CLONE AT X [550] Y [500]\nend\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\n\nwhen flag clicked\ngo to [front v] layer\ngo to [front v] layer\n\nwhen I receive [end intro v]\nshow\n\n@Thumbnail\n\nwhen flag clicked\nset [thumbnail? v] to [normal]\nshow list [chat v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.10)\n\nwhen I receive [end game v]\nset [thumbnail? v] to [end]\n\nwhen [timer v] > (0.10)\nif <(thumbnail?) = [normal]> then\n hide variable [timer v]\n switch costume to (thumbnail v)\n show list [chat v]\n go to x: (0) y: (0)\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n repeat (25)\n change [ghost v] effect by (-4)\n end\nelse\n if <(thumbnail?) = [end]> then\n hide variable [timer v]\n switch costume to (end v)\n show list [chat v]\n go to x: (0) y: (0)\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n repeat (25)\n change [ghost v] effect by (-4)\n end\n set voice to (tenor v)::tts\n set voice to (tenor v)::tts\n speak (join (username) (join [ your time is ] (timer)))::tts\n end\nend\n\nwhen flag clicked\nhide variable [timer v]\n\nforever\n\nwhen I receive [joined v]\nshow variable [timer v]\nset [timer v] to [0]\n\n@Sprite2\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [begin v]\nwait (.1) seconds\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n go [forward v] (100) layers\n show\nend\n\n
SEQUEL COMING OUT WHEN IT GETS TO 1K LOVES :D\nYAY THANKS SCRATCH TEAM FOR RESHARING IT :D\nOG project!\nREAD BELOW\nDOUBLE CLICK THE GREEN THINGY XD\nAND there is checkpoints\n#1 on games! :O thx guys!\n#2 on trending! XD\nHOW TO PLAY\n-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-\n-How to move: Touchscreen for mobile, Arrow keys for computer\n-T to chat\n-Don't touch lava or spikes or lazer or poisonous water\n-Love and Fav\n-Say hi to me\n-Follow me\n\nLog:\n1000 views!\n100 loves!\n100 favs!\n5 remixes!\n1500 views!\n150 loves!\n150 favs!\n2000 views!\n200 loves!\n10 remixes!\n250 loves!\n3000 views!\n300 loves! :O\n250 faves! :O\n300 faves :D\n400 loves!\n600 loves :OOOO\n500 FAVES :OOOOO\n6000 VIEWS :OOOO \n700 loves :OO\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#all\n#games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #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 #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games
Sonic Vortex #Games #Platformer #All #Mobile
@Stage\n\nwhen backdrop switches to [title v]\nstop [other scripts in sprite v]\nset volume to (100) %\nforever\n play sound [EchoNotGecko - Can You Feel The Sunshine v] until done\nend\n\nwhen flag clicked\nhide variable [hanging on tails v]\nhide variable [can you hurt him? v]\nhide variable [left collision v]\nhide variable [right collision v]\nhide variable [shadow attack v]\nhide variable [which attack v]\nhide variable [boss health v]\nhide variable [zone 2 set v]\nhide variable [zone 3 set v]\nhide variable [zone 4 set v]\nhide variable [zone 5 set v]\nhide variable [lvl v]\nhide variable [top collision v]\nhide variable [level select v]\nhide variable [spin attack v]\nhide variable [how many levels unlocked? v]\nhide variable [mode clicked v]\nhide variable [touching ground v]\nhide variable [pc mode on? v]\nhide variable [level complete v]\nhide variable [first time playing? v]\nhide variable [zone5 alr v]\nhide variable [zone1 alr v]\nhide variable [zone2 alr v]\nhide variable [background scrollx v]\nhide variable [zone4 alr v]\nhide variable [zone3 alr v]\nhide variable [stop moving v]\nhide variable [mobile mode on? v]\nswitch backdrop to (begin cutscene v)\n\nwhen backdrop switches to [mode select v]\nstop [other scripts in sprite v]\nset volume to (100) %\nforever\n play sound [EchoNotGecko - Mania Save Select v] until done\nend\n\nwhen backdrop switches to [beginning of game cutscene v]\nstop [other scripts in sprite v]\nset volume to (100) %\nstop all sounds\nforever\n play sound [07 - Hard Boiled Heavies Mischief Theme \(Cutscene\) v] until done\nend\n\nwhen backdrop switches to [begin game v]\nstop [other scripts in sprite v]\nset volume to (100) %\nforever\n if <(first time playing?) = [yes]> then\n stop [this script v]\n end\n if <(first time playing?) = [no]> then\n play sound [Double Take v] until done\n end\nend\n\nwhen backdrop switches to [green hills loading v]\nstop [other scripts in sprite v]\nset volume to (100) %\nstop all sounds\nwait (5) seconds\nif <(LEVEL) = [GHZ]> then\n switch backdrop to (green hills v)\nend\nif <(LEVEL) = [GHZ2]> then\n switch backdrop to (green hills2 v)\nend\nif <(LEVEL) = [GHZ3]> then\n switch backdrop to (green hillsboss v)\nend\n\nwhen backdrop switches to [green hills v]\nstop [other scripts in sprite v]\nset volume to (100) %\nstop all sounds\nforever\n play sound [EchoNotGecko - door into summer fm v] until done\nend\n\nwhen I receive [victory v]\nset volume to (100) %\nstop all sounds\nstop [other scripts in sprite v]\nplay sound [46 - Act Clear.mp3 v] until done\n\nwhen I receive [game over v]\nset volume to (100) %\nstop [other scripts in sprite v]\nstop all sounds\n\nwhen backdrop switches to [green hills2 v]\nstop [other scripts in sprite v]\nstop all sounds\nset volume to (100) %\nforever\n play sound [Tee Lopes - Door into Summer \(surpise song\).mp3 v] until done\nend\n\nwhen backdrop switches to [green hillsboss v]\nstop [other scripts in sprite v]\nset volume to (100) %\nforever\n play sound [Ruby Delusions Sonic Mania Remix.mp3 v] until done\nend\n\nwhen backdrop switches to [zone complete v]\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [labyrinth loading v]\nstop [other scripts in sprite v]\nset volume to (100) %\nstop all sounds\nwait (5) seconds\nif <(LEVEL) = [LZ]> then\n switch backdrop to (labyrinth v)\nend\nif <(LEVEL) = [LZ2]> then\n switch backdrop to (labyrinth2 v)\nend\nif <(LEVEL) = [LZ3]> then\n switch backdrop to (labyrinthboss v)\nend\n\nwhen backdrop switches to [labyrinth v]\nstop [other scripts in sprite v]\nset volume to (100) %\nforever\n play sound [labyrinth zone act 1 v] until done\nend\n\nwhen backdrop switches to [labyrinth2 v]\nstop [other scripts in sprite v]\nset volume to (100) %\nforever\n play sound [labyrinth zone act 2 v] until done\nend\n\nwhen backdrop switches to [labyrinthboss v]\nstop [other scripts in sprite v]\nset volume to (100) %\nforever\n play sound [Ruby Delusions Sonic Mania Remix.mp3 v] until done\nend\n\nwhen backdrop switches to [starlight loading v]\nstop [other scripts in sprite v]\nset volume to (100) %\nstop all sounds\nwait (5) seconds\nif <(LEVEL) = [SLZ]> then\n switch backdrop to (starlight v)\nend\nif <(LEVEL) = [SLZ2]> then\n switch backdrop to (starlight2 v)\nend\nif <(LEVEL) = [SLZ3]> then\n switch backdrop to (starlight3 v)\nend\n\nwhen backdrop switches to [starlight v]\nstop [other scripts in sprite v]\nset volume to (100) %\nforever\n play sound [Starlight zone classic v] until done\nend\n\nwhen backdrop switches to [starlight2 v]\nstop [other scripts in sprite v]\nset volume to (100) %\nforever\n play sound [Starlight zone remix v] until done\nend\n\nwhen backdrop switches to [starlight3 v]\nstop [other scripts in sprite v]\nset volume to (100) %\nforever\n play sound [SHOWTIME!! With the Super Badnik v] until done\nend\n\nwhen backdrop switches to [death egg v]\nstop [other scripts in sprite v]\nset volume to (100) %\nforever\n play sound [Sonic Rocket music Gadget Base Act 2 \(Scrambled Egg Zone Act 2 mix\).mp3 v] until done\nend\n\nwhen backdrop switches to [death egg loading v]\nstop [other scripts in sprite v]\nset volume to (100) %\nstop all sounds\nwait (5) seconds\nif <(LEVEL) = [DEZ]> then\n switch backdrop to (death egg v)\nend\nif <(LEVEL) = [DEZ2]> then\n switch backdrop to (death eggboss v)\nend\n\nwhen backdrop switches to [death eggboss v]\nstop [other scripts in sprite v]\nset volume to (100) %\nforever\n play sound [SHOWTIME!! With the Super Badnik v] until done\nend\n\nwhen backdrop switches to [gadget gauntlet loading v]\nstop [other scripts in sprite v]\nset volume to (100) %\nstop all sounds\nwait (5) seconds\nif <(LEVEL) = [GGZ]> then\n switch backdrop to (gadget gauntlet v)\nend\nif <(LEVEL) = [GGZ2]> then\n switch backdrop to (gadget gauntletboss v)\nend\n\nwhen backdrop switches to [gadget gauntlet v]\nstop [other scripts in sprite v]\nset volume to (100) %\nforever\n play sound [24 Tinkerbat Factory v] until done\nend\n\nwhen backdrop switches to [gadget gauntletboss v]\nstop [other scripts in sprite v]\nset volume to (100) %\nforever\n play sound [Final Zone Boss - Sonic Generations Remix v] until done\nend\n\nwhen I receive [#1 victory v]\nset volume to (100) %\nstop all sounds\nstop [other scripts in sprite v]\nplay sound [Sonic 2 Ending \(Orchestrated\) v] until done\n\n@tilte\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [title v]\nhide\nswitch costume to (title v)\nset [ghost v] effect to (100)\nwait (1) seconds\ngo to x: (0) y: (0)\nshow\ngo [backward v] (100) layers\ngo [forward v] (1) layers\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n glide (1) secs to x: (0) y: (10)\n glide (1) secs to x: (0) y: (-10)\nend\n\nwhen backdrop switches to [mode select v]\nstop [other scripts in sprite v]\nswitch costume to (mode select v)\ngo to x: (0) y: (135)\nshow\ngo [backward v] (100) layers\ngo [forward v] (1) layers\n\nwhen backdrop switches to [code v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [begin game v]\nset [hide v] to [no]\nhide variable [hide v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\n\nif <not <(username) = [Blue_Jay3]>> then\n stop [all v]\nend\n\nwhen backdrop switches to [begin game v]\nstop [other scripts in sprite v]\nswitch costume to (costume2 v)\nshow\ngo [forward v] (100) layers\ngo to x: (0) y: (-157)\n\nwhen backdrop switches to [green hills loading v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [labyrinth loading v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [starlight loading v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [gadget gauntlet loading v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [beginning of game cutscene v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [death egg loading v]\nstop [other scripts in sprite v]\nhide\n\n@BG\n\nwhen flag clicked\nforever\n set size to (100) %\nend\n\nwhen flag clicked\nset size to (100) %\ngo to x: (0) y: (0)\ngo [backward v] (99999) layers\nset [mobile mode on? v] to [no]\nset [pc mode on? v] to [no]\nhide\n\nwhen backdrop switches to [title v]\nset size to (100) %\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nset [color v] effect to (0)\ngo to [back v] layer\ngo [backward v] (99999) layers\nswitch costume to (vortex title v)\nshow\n\nwhen this sprite clicked\nif <(title screen?) = [yes]> then\n if <(PC mode on?) = [no]> then\n stop [other scripts in sprite v]\n set [mobile mode on? v] to [yes]\n set [pc mode on? v] to [no]\n set [title screen? v] to [no]\n broadcast (small text fader v)\n wait (1) seconds\n broadcast (screen transition V2 v) and wait\n end\nend\n\nwhen backdrop switches to [mode select v]\nstop [other scripts in sprite v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nset size to (200) %\nset [color v] effect to (0)\ngo to [back v] layer\ngo [backward v] (99999) layers\nswitch costume to (costume1 v)\nshow\nforever\n set size to (200) %\n switch costume to (costume1 v)\n wait (2) seconds\n repeat (3)\n next costume\n wait (0.04) seconds\n end\n switch costume to (costume4 v)\n wait (2) seconds\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n wait (0.04) seconds\n end\nend\n\nwhen backdrop switches to [begin game v]\nstop [other scripts in sprite v]\nhide\nif <(first time playing?) = [yes]> then\n wait (0.1) seconds\n switch backdrop to (beginning of game cutscene v)\nend\nif <(first time playing?) = [no]> then\n forever\n set size to (100) %\n go to x: (0) y: (0)\n set [ghost v] effect to (0)\n set [color v] effect to (0)\n go to [back v] layer\n go [backward v] (99999) layers\n switch costume to (vortex title v)\n show\n end\nend\n\nwhen backdrop switches to [beginning of game cutscene v]\nstop [other scripts in sprite v]\nset size to (100) %\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nset [color v] effect to (0)\ngo to [back v] layer\ngo [backward v] (99999) layers\nswitch costume to (world 1 v)\nshow\n\nwhen backdrop switches to [green hills loading v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [green hillsboss v]\nstop [other scripts in sprite v]\nset size to (100) %\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nset [color v] effect to (0)\ngo to [back v] layer\ngo [backward v] (99999) layers\nswitch costume to (world 1 v)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [ghost v] effect to (0)\n\nwhen backdrop switches to [zone complete v]\nhide variable [lives v]\nhide variable [boss health v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [labyrinth loading v]\nhide variable [lives v]\nhide variable [boss health v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [labyrinthboss v]\nstop [other scripts in sprite v]\nset size to (100) %\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nset [color v] effect to (0)\ngo to [back v] layer\ngo [backward v] (99999) layers\nswitch costume to (labyrinth background v)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [ghost v] effect to (0)\n\nwhen backdrop switches to [starlight loading v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [death egg loading v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [death eggboss v]\nstop [other scripts in sprite v]\nset size to (100) %\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nset [color v] effect to (0)\ngo to [back v] layer\ngo [backward v] (99999) layers\nswitch costume to (genesis 32x scd - sonic & knuckles - the doomsday zone\(1\) v)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [ghost v] effect to (0)\n\nwhen backdrop switches to [gadget gauntlet loading v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [gadget gauntletboss v]\nstop [other scripts in sprite v]\nset size to (100) %\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nset [color v] effect to (64)\ngo to [back v] layer\ngo [backward v] (99999) layers\nswitch costume to (sky chase v)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nhide\n\nwhen I receive [#1 victory v]\nset size to (100) %\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nset [color v] effect to (64)\ngo to [back v] layer\ngo [backward v] (99999) layers\nswitch costume to (sky chase v)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [ghost v] effect to (0)\n\nwhen backdrop switches to [gadget gauntlet cutscene2 v]\nstop [other scripts in sprite v]\nhide\nwait (3) seconds\nset size to (190) %\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nset [color v] effect to (0)\ngo to [back v] layer\ngo [backward v] (99999) layers\nswitch costume to (tornado ending v)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (3) seconds\nswitch costume to (tornado ending2 v)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (3) seconds\nswitch costume to (tornado ending3 v)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (3) seconds\nswitch costume to (tornado ending4 v)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (3) seconds\nbroadcast (ending 3 v)\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [reset plats v]\nset size to (100) %\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nset [color v] effect to (0)\ngo to [back v] layer\ngo [backward v] (99999) layers\nshow\n\nwhen backdrop switches to [starlight3 v]\nstop [other scripts in sprite v]\nset size to (100) %\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nset [color v] effect to (0)\ngo to [back v] layer\ngo [backward v] (99999) layers\nswitch costume to (starlight the void v)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [ghost v] effect to (0)\n\nwhen backdrop switches to [gadget gauntlet cutscene3 v]\nstop [other scripts in sprite v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nset [color v] effect to (0)\ngo to [back v] layer\ngo [backward v] (99999) layers\nswitch costume to (background3 v)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [ghost v] effect to (0)\nforever\n go to x: (0) y: (0)\n glide (10) secs to x: (0) y: (400)\nend\n\nwhen I receive [#1 victory v]\nset size to (100) %\n\nwhen backdrop switches to [the end v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [code v]\nstop [other scripts in sprite v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nset size to (200) %\nset [color v] effect to (0)\ngo to [back v] layer\ngo [backward v] (99999) layers\nswitch costume to (costume1 v)\nshow\nforever\n set size to (200) %\n switch costume to (costume1 v)\n wait (2) seconds\n repeat (3)\n next costume\n wait (0.04) seconds\n end\n switch costume to (costume4 v)\n wait (2) seconds\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n wait (0.04) seconds\n end\nend\n\nchange size by (100)\n\nwhen backdrop switches to [gadget gauntlet cutscene4 v]\nstop [other scripts in sprite v]\nhide\n\n@special effects\n\nwhen flag clicked\nset size to (40) %\ngo to x: (183) y: (-159)\nswitch costume to (capcom v)\nset [color v] effect to (0)\nhide\nset [ghost v] effect to (100)\nwait (2) seconds\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen backdrop switches to [begin game v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [title v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [mode select v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [labyrinth2 v]\ngo to x: (0) y: (0)\nset [color v] effect to (0)\nset [ghost v] effect to (0)\nswitch costume to (green v)\nset size to (300) %\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [labyrinth loading v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [zone complete v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [labyrinthboss v]\ngo to x: (0) y: (0)\nset [color v] effect to (0)\nset [ghost v] effect to (0)\nswitch costume to (green v)\nset size to (300) %\nshow\nforever\n go to [front v] layer\nend\n\n@screen transition\n\nwhen I receive [screen transition v]\nhide\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\nwait (3) seconds\nswitch backdrop to (title v)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [screen transition v2 v]\nhide\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\nwait (2) seconds\nswitch backdrop to (mode select v)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [screen transition v3 v]\nhide\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\nwait (2) seconds\nswitch backdrop to (begin game v)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [screen transition v4 v]\nhide\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\nwait (2) seconds\nswitch backdrop to (code v)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [screen transition loading green hills v]\nhide\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\nwait (2) seconds\nswitch backdrop to (green hills loading v)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [screen transition zone complete! v]\nhide\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\nwait (2) seconds\nswitch backdrop to (zone complete v)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [screen transition loading labyrinth v]\nhide\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\nwait (2) seconds\nswitch backdrop to (labyrinth loading v)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [screen transition loading starlight v]\nhide\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\nwait (2) seconds\nswitch backdrop to (starlight loading v)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [screen transition loading death egg v]\nhide\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\nwait (2) seconds\nswitch backdrop to (death egg loading v)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [screen transition gadget gauntlet v]\nhide\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\nwait (2) seconds\nswitch backdrop to (gadget gauntlet loading v)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [ending screen transition v]\nhide\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\nwait (2) seconds\nswitch backdrop to (gadget gauntlet cutscene v)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [ending 2 v]\nhide\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\nwait (4) seconds\nswitch backdrop to (gadget gauntlet cutscene2 v)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [ending 3 v]\nhide\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\nwait (4) seconds\nswitch backdrop to (gadget gauntlet cutscene3 v)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [ending 4 v]\nhide\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\nwait (2) seconds\nswitch backdrop to (gadget gauntlet cutscene4 v)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [the end v]\nhide\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\nwait (4) seconds\nswitch backdrop to (the end v)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\nend\nhide\n\n@Code receiver \n\nwhen backdrop switches to [zone complete v]\nwait (1.5) seconds\nstart sound [checkpoint v]\nif <<(zone1 alr) = [no]> and <(LEVEL) = [GHZ3]>> then\n if <not <(how many levels unlocked?) > [5]>> then\n change [how many levels unlocked? v] by (1)\n end\n set [code v] to (pick random (5000) to (5011))\n set [zone1 alr v] to [yes]\n wait (3) seconds\n broadcast (screen transition V3 v)\n stop [this script v]\nend\nif <<<(zone1 alr) = [yes]> and <(zone2 alr) = [no]>> and <(LEVEL) = [LZ3]>> then\n if <not <(how many levels unlocked?) > [5]>> then\n change [how many levels unlocked? v] by (1)\n end\n set [code v] to (pick random (7023) to (7033))\n set [zone2 alr v] to [yes]\n wait (3) seconds\n broadcast (screen transition V3 v)\n stop [this script v]\nend\nif <<<(zone1 alr) = [yes]> and <(zone2 alr) = [yes]>> and <<(zone3 alr) = [no]> and <(LEVEL) = [SLZ3]>>> then\n if <not <(how many levels unlocked?) > [5]>> then\n change [how many levels unlocked? v] by (1)\n end\n set [code v] to (pick random (22000) to (22010))\n set [zone3 alr v] to [yes]\n wait (3) seconds\n broadcast (screen transition V3 v)\n stop [this script v]\nend\nif <<<(zone1 alr) = [yes]> and <(zone2 alr) = [yes]>> and <<(zone3 alr) = [yes]> and <<(zone4 alr) = [no]> and <(LEVEL) = [DEZ2]>>>> then\n if <not <(how many levels unlocked?) > [5]>> then\n change [how many levels unlocked? v] by (1)\n end\n set [zone4 alr v] to [yes]\n set [code v] to (pick random (10390) to (10400))\n wait (3) seconds\n broadcast (screen transition V3 v)\n stop [this script v]\nend\nif <<<(zone1 alr) = [yes]> and <(zone2 alr) = [yes]>> and <<(zone3 alr) = [yes]> and <<(zone4 alr) = [yes]> and <<(zone5 alr) = [no]> and <(LEVEL) = [GGZ2]>>>>> then\n if <not <(how many levels unlocked?) > [5]>> then\n change [how many levels unlocked? v] by (1)\n end\n set [code v] to (pick random (4500) to (4510))\n set [zone5 alr v] to [yes]\n wait (3) seconds\n broadcast (screen transition V3 v)\n stop [this script v]\nend\nif <<<(zone1 alr) = [yes]> and <(zone2 alr) = [yes]>> and <<(zone3 alr) = [yes]> and <<(zone4 alr) = [yes]> and <(zone5 alr) = [yes]>>>> then\n wait (3) seconds\n broadcast (screen transition V3 v)\n stop [this script v]\nend\nif <<(zone5 alr) = [yes]> and <(LEVEL) = [GGZ2]>> then\n wait (3) seconds\n broadcast (screen transition V3 v)\n stop [this script v]\nend\nif <<(zone4 alr) = [yes]> and <(LEVEL) = [DEZ2]>> then\n wait (3) seconds\n broadcast (screen transition V3 v)\n stop [this script v]\nend\nif <<(zone3 alr) = [yes]> and <(LEVEL) = [SLZ3]>> then\n wait (3) seconds\n broadcast (screen transition V3 v)\n stop [this script v]\nend\nif <<(zone2 alr) = [yes]> and <(LEVEL) = [LZ3]>> then\n wait (3) seconds\n broadcast (screen transition V3 v)\n stop [this script v]\nend\nif <<(zone1 alr) = [yes]> and <(LEVEL) = [GHZ3]>> then\n wait (3) seconds\n broadcast (screen transition V3 v)\n stop [this script v]\nend\n\nwhen flag clicked\nhide variable [code v]\n\nwhen backdrop switches to [code v]\nask [What is your code?] and wait\nif <(answer) = [0]> then\n start sound [checkpoint v]\n set [how many levels unlocked? v] to [0]\n set [code v] to [0]\n set [zone1 alr v] to [no]\n set [zone2 alr v] to [no]\n set [zone3 alr v] to [no]\n set [zone4 alr v] to [no]\n set [first time playing? v] to [yes]\n set [zone5 alr v] to [no]\n wait (3) seconds\n broadcast (screen transition V3 v)\n stop [this script v]\nend\nif <<<<<<<<<<<<(answer) = [5011]> or <(answer) = [5010]>> or <(answer) = [5009]>> or <(answer) = [5008]>> or <(answer) = [5007]>> or <(answer) = [5006]>> or <(answer) = [5004]>> or <(answer) = [5005]>> or <(answer) = [5002]>> or <(answer) = [5001]>> or <(answer) = [5000]>> or <(answer) = [5003]>> then\n start sound [checkpoint v]\n set [how many levels unlocked? v] to [1]\n set [code v] to (pick random (5000) to (5011))\n set [first time playing? v] to [no]\n set [zone1 alr v] to [yes]\n set [zone2 alr v] to [no]\n set [zone3 alr v] to [no]\n set [zone4 alr v] to [no]\n set [zone5 alr v] to [no]\n wait (3) seconds\n broadcast (screen transition V3 v)\n stop [this script v]\nend\nif <<<<<<<<<<<(answer) = [7023]> or <(answer) = [7024]>> or <(answer) = [7025]>> or <(answer) = [7026]>> or <(answer) = [7027]>> or <(answer) = [7028]>> or <(answer) = [7029]>> or <(answer) = [7030]>> or <(answer) = [7031]>> or <(answer) = [7032]>> or <(answer) = [7033]>> then\n start sound [checkpoint v]\n set [how many levels unlocked? v] to [2]\n set [code v] to (pick random (7023) to (7033))\n set [zone1 alr v] to [yes]\n set [first time playing? v] to [no]\n set [zone2 alr v] to [yes]\n set [zone3 alr v] to [no]\n set [zone4 alr v] to [no]\n set [zone5 alr v] to [no]\n wait (3) seconds\n broadcast (screen transition V3 v)\n stop [this script v]\nend\nif <<<<<<<<<<<(answer) = [22000]> or <(answer) = [22001]>> or <(answer) = [22002]>> or <(answer) = [22003]>> or <(answer) = [22004]>> or <(answer) = [22005]>> or <(answer) = [22006]>> or <(answer) = [22007]>> or <(answer) = [22008]>> or <(answer) = [22009]>> or <(answer) = [220010]>> then\n start sound [checkpoint v]\n set [how many levels unlocked? v] to [3]\n set [code v] to (pick random (22000) to (22010))\n set [zone1 alr v] to [yes]\n set [first time playing? v] to [no]\n set [zone2 alr v] to [yes]\n set [zone3 alr v] to [yes]\n set [zone4 alr v] to [no]\n set [zone5 alr v] to [no]\n wait (3) seconds\n broadcast (screen transition V3 v)\n stop [this script v]\nend\nif <<<<<<<<<<<(answer) = [10390]> or <(answer) = [10391]>> or <(answer) = [10392]>> or <(answer) = [10393]>> or <(answer) = [10394]>> or <(answer) = [10396]>> or <(answer) = [10395]>> or <(answer) = [10397]>> or <(answer) = [10398]>> or <(answer) = [10399]>> or <(answer) = [10400]>> then\n start sound [checkpoint v]\n set [how many levels unlocked? v] to [5]\n set [code v] to (pick random (10390) to (10400))\n set [zone1 alr v] to [yes]\n set [zone2 alr v] to [yes]\n set [first time playing? v] to [no]\n set [zone3 alr v] to [yes]\n set [zone4 alr v] to [yes]\n set [zone5 alr v] to [no]\n wait (3) seconds\n broadcast (screen transition V3 v)\n stop [this script v]\nend\nif <<<<<<<<<<<(answer) = [4501]> or <(answer) = [4500]>> or <(answer) = [4502]>> or <(answer) = [4503]>> or <(answer) = [4504]>> or <(answer) = [4505]>> or <(answer) = [4506]>> or <(answer) = [4507]>> or <(answer) = [4508]>> or <(answer) = [4509]>> or <(answer) = [4510]>> then\n start sound [checkpoint v]\n set [how many levels unlocked? v] to [5]\n set [code v] to (pick random (4500) to (4510))\n set [zone1 alr v] to [yes]\n set [zone2 alr v] to [yes]\n set [zone3 alr v] to [yes]\n set [zone4 alr v] to [yes]\n set [first time playing? v] to [no]\n set [zone5 alr v] to [yes]\n wait (3) seconds\n broadcast (screen transition V3 v)\n stop [this script v]\nend\nif <not <<<<<(answer) = [0]> or <<<<<<<<<<<<(answer) = [5011]> or <(answer) = [5010]>> or <(answer) = [5009]>> or <(answer) = [5008]>> or <(answer) = [5007]>> or <(answer) = [5006]>> or <(answer) = [5004]>> or <(answer) = [5005]>> or <(answer) = [5002]>> or <(answer) = [5001]>> or <(answer) = [5000]>> or <(answer) = [5003]>>> or <<<<<<<<<<<(answer) = [7023]> or <(answer) = [7024]>> or <(answer) = [7025]>> or <(answer) = [7026]>> or <(answer) = [7027]>> or <(answer) = [7028]>> or <(answer) = [7029]>> or <(answer) = [7030]>> or <(answer) = [7031]>> or <(answer) = [7032]>> or <<<<<<<<<<<(answer) = [22000]> or <(answer) = [22001]>> or <(answer) = [22002]>> or <(answer) = [22003]>> or <(answer) = [22004]>> or <(answer) = [22005]>> or <(answer) = [22006]>> or <(answer) = [22007]>> or <(answer) = [22008]>> or <(answer) = [22009]>> or <(answer) = [220010]>>>> or <<<<<<<<<<<(answer) = [10390]> or <(answer) = [10391]>> or <(answer) = [10392]>> or <(answer) = [10393]>> or <(answer) = [10394]>> or <(answer) = [10396]>> or <(answer) = [10395]>> or <(answer) = [10397]>> or <(answer) = [10398]>> or <(answer) = [10399]>> or <(answer) = [10400]>>> or <<<<<<<<<<<(answer) = [4501]> or <(answer) = [4500]>> or <(answer) = [4502]>> or <(answer) = [4503]>> or <(answer) = [4504]>> or <(answer) = [4505]>> or <(answer) = [4506]>> or <(answer) = [4507]>> or <(answer) = [4508]>> or <(answer) = [4509]>> or <(answer) = [4510]>>>> then\n play sound [S3K_B2 v] until done\n broadcast (screen transition V2 v) and wait\n stop [this script v]\nend\n\nset [how many levels unlocked? v] to [0]\nset [zone1 alr v] to [no]\nset [zone2 alr v] to [no]\nset [zone3 alr v] to [no]\nset [zone4 alr v] to [no]\nset [zone5 alr v] to [no]\nset [first time playing? v] to [yes]\nset [code v] to [0]\n\nset [zone1 alr v] to [no]\nset [zone2 alr v] to [no]\nset [zone3 alr v] to [no]\nset [zone4 alr v] to [no]\nset [zone5 alr v] to [no]\n\n@small texts\n\nwhen flag clicked\nset [clone identifier v] to [0]\nhide variable [clone identifier v]\nhide variable [clone id v]\nset [title screen? v] to [no]\nset [clone id v] to [0]\nset [level select v] to [no]\nset [mode clicked v] to [1]\nhide\n\nwhen backdrop switches to [title v]\nhide\nset size to (100) %\nset [ghost v] effect to (100)\nset [title screen? v] to [yes]\nwait (2) seconds\nswitch costume to (press space or tap v)\nset [brightness v] effect to (0)\ngo to x: (0) y: (-150)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n wait (1) seconds\n repeat (10)\n change [brightness v] effect by (10)\n end\n repeat (10)\n change [brightness v] effect by (-10)\n end\nend\n\nwhen I receive [small text fader v]\nstop [other scripts in sprite v]\nstart sound [Dialogue v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nif <<(PC mode on?) = [yes]> and <not <(Mobile mode on?) = [yes]>>> then\n wait (1) seconds\n broadcast (screen transition V2 v) and wait\nend\nif <<(Mobile mode on?) = [yes]> and <not <(PC mode on?) = [yes]>>> then\n wait (1) seconds\n broadcast (screen transition V2 v) and wait\nend\n\nwhen backdrop switches to [title v]\nwait (3) seconds\nforever\n if <key (space v) pressed?> then\n set [mobile mode on? v] to [no]\n set [pc mode on? v] to [yes]\n broadcast (small text fader v) and wait\n end\nend\n\nwhen backdrop switches to [mode select v]\nstop [other scripts in sprite v]\nset [clone id v] to [0]\nset [ghost v] effect to (100)\nset [brightness v] effect to (0)\nwait (1) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nset [clone id v] to [2]\ncreate clone of (_myself_ v)\nshow\nset size to (300) %\nswitch costume to (play v)\nset [clone id v] to [0]\ngo to x: (0) y: (25)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [1]> then\n go to x: (0) y: (-25)\n switch costume to (load v)\n show\n set size to (300) %\n repeat (10)\n change [ghost v] effect by (-10)\n end\n forever\n wait until <<(backdrop [number v]) = [4]> or <(backdrop [number v]) = [5]>>\n set [clone id v] to [0]\n delete this clone\n end\nend\nif <(Clone ID) = [2]> then\n go to x: (0) y: (-87)\n switch costume to (code v)\n show\n set size to (300) %\n repeat (10)\n change [ghost v] effect by (-10)\n end\n forever\n wait until <<(backdrop [number v]) = [4]> or <(backdrop [number v]) = [5]>>\n set [clone id v] to [0]\n delete this clone\n end\nend\n\nwhen this sprite clicked\nif <(Mobile mode on?) = [yes]> then\n if <(Clone ID) = [2]> then\n if <not <(Mode clicked) = [3]>> then\n set [mode clicked v] to [3]\n stop [this script v]\n end\n if <(Mode clicked) = [3]> then\n start sound [Dialogue v]\n delete all of [your code v]\n hide list [your code v]\n add [This is your code. Be sure to write it down every time the code updates ] to [your code v]\n add (code) to [your code v]\n add [put the code in load game to retrieve your data \(if you have any\)] to [your code v]\n wait (6) seconds\n show list [your code v]\n play sound [Dialogue v] until done\n end\n end\n if <(Clone ID) = [1]> then\n if <not <(Mode clicked) = [2]>> then\n set [mode clicked v] to [2]\n stop [this script v]\n end\n if <(Mode clicked) = [2]> then\n broadcast (Screen transition V4 v)\n stop [this script v]\n end\n end\n if <not <(Mode clicked) = [1]>> then\n set [mode clicked v] to [1]\n stop [this script v]\n end\n if <(Mode clicked) = [1]> then\n start sound [Dialogue v]\n broadcast (screen transition V3 v) and wait\n set [clone id v] to [0]\n hide\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [code v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [begin game v]\nstop [other scripts in sprite v]\nhide\n\n@Portal\n\nwhen backdrop switches to [begin cutscene v]\nhide\nset [ghost v] effect to (100)\nset [clone id v] to [0]\nset [identified as clone v] to [0]\nswitch costume to (ruby 1 v)\nset size to (200) %\nshow\ngo to x: (0) y: (0)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n repeat until <(Clone ID) = [1]>\n if <(Clone ID) = [1]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n stop [this script v]\n end\n glide (1) secs to x: (0) y: (10)\n if <(Clone ID) = [1]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n stop [this script v]\n end\n glide (1) secs to x: (0) y: (-10)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n stop [this script v]\nend\n\nwhen flag clicked\nhide variable [clone id v]\nhide variable [identified as clone v]\nset [clone id v] to [0]\nset [identified as clone v] to [0]\nhide\n\nwhen backdrop switches to [begin cutscene v]\nplay sound [Sonic_Mania_Forces_Phantom_Ruby_Extended v] until done\nwait until <(Clone ID) = [1]>\nstop all sounds\n\nwhen I start as a clone\nset [identified as clone v] to [1]\nbroadcast (swirl v)\nif <(Clone ID) = [3]> then\n hide\n switch costume to (portal-0 v)\n set [ghost v] effect to (100)\n set size to (100) %\n wait (1) seconds\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (3) seconds\n start sound [RedCube_R v]\n broadcast (ending 2 v)\n repeat (30)\n change size by (10)\n end\n set [identified as clone v] to [0]\n set [clone id v] to [0]\n delete this clone\nend\nif <(Clone ID) = [1]> then\n hide\n switch costume to (portal-0 v)\n set [ghost v] effect to (100)\n set size to (100) %\n wait (1) seconds\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (3) seconds\n start sound [RedCube_R v]\n broadcast (screen transition v)\n repeat (30)\n change size by (10)\n end\n set [identified as clone v] to [0]\n set [clone id v] to [0]\n delete this clone\nend\nif <(Clone ID) = [2]> then\n hide\n switch costume to (portal-0 v)\n set [ghost v] effect to (100)\n set size to (100) %\n wait (1) seconds\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (3) seconds\n start sound [Attack3_R v]\n repeat (30)\n change size by (5)\n end\n start sound [Wind-Mark_DiAngelo-1940285615 v]\n wait until <(first time playing?) = [no]>\n set [identified as clone v] to [0]\n set [clone id v] to [0]\n stop all sounds\n wait (2) seconds\n delete this clone\nend\n\nwhen I receive [swirl v]\nif <(identified as clone) = [1]> then\n if <(Clone ID) = [1]> then\n repeat until <not <(Clone ID) = [1]>>\n swirl\n end\n end\n if <(Clone ID) = [2]> then\n repeat until <not <(Clone ID) = [2]>>\n swirl\n end\n end\n if <(Clone ID) = [3]> then\n repeat until <not <(Clone ID) = [3]>>\n swirl\n end\n end\nend\n\nwhen backdrop switches to [begin cutscene v]\nwait (5) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [beginning of game cutscene v]\nhide\nset [ghost v] effect to (100)\nswitch costume to (ruby 1 v)\nset size to (120) %\nshow\ngo to x: (0) y: (0)\nwait (3) seconds\nstart sound [Attack6_L v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (4) seconds\nset [clone id v] to [2]\ncreate clone of (_myself_ v)\n\ndefine swirl\nswitch costume to (portal-0 v)\nwait (0) seconds\nswitch costume to (portal-1 v)\nwait (0) seconds\nswitch costume to (portal-2 v)\nwait (0) seconds\nswitch costume to (portal-3 v)\nwait (0) seconds\nswitch costume to (portal-4 v)\nwait (0) seconds\nswitch costume to (portal-5 v)\nwait (0) seconds\nswitch costume to (portal-6 v)\nwait (0) seconds\nswitch costume to (portal-7 v)\nwait (0) seconds\nswitch costume to (portal-8 v)\nwait (0) seconds\nswitch costume to (portal-9 v)\nwait (0) seconds\nswitch costume to (portal-10 v)\nwait (0) seconds\nswitch costume to (portal-11 v)\nwait (0) seconds\nswitch costume to (portal-12 v)\nwait (0) seconds\nswitch costume to (portal-13 v)\nwait (0) seconds\nswitch costume to (portal-14 v)\nwait (0) seconds\nswitch costume to (portal-15 v)\nwait (0) seconds\n\nwhen backdrop switches to [beginning of game cutscene v]\nwait (1) seconds\nforever\n repeat until <(Clone ID) = [2]>\n if <(Clone ID) = [2]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n stop [this script v]\n end\n glide (1) secs to x: (0) y: (10)\n if <(Clone ID) = [2]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n stop [this script v]\n end\n glide (1) secs to x: (0) y: (-10)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n stop [this script v]\nend\n\nwhen backdrop switches to [begin game v]\nstop all sounds\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [gadget gauntlet cutscene v]\nset [clone id v] to [0]\nset [identified as clone v] to [0]\nhide\nset [ghost v] effect to (100)\nswitch costume to (ruby 1 v)\nset size to (100) %\nshow\ngo to x: (0) y: (0)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n repeat until <(Clone ID) = [3]>\n if <(Clone ID) = [3]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n stop [this script v]\n end\n glide (1) secs to x: (0) y: (10)\n if <(Clone ID) = [3]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n stop [this script v]\n end\n glide (1) secs to x: (0) y: (-10)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n stop [this script v]\nend\n\nwhen backdrop switches to [gadget gauntlet cutscene v]\nhide\nset [ghost v] effect to (100)\nswitch costume to (ruby 1 v)\nset size to (100) %\nshow\ngo to x: (0) y: (0)\nwait (3) seconds\nstart sound [Attack6_L v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (4) seconds\nset [clone id v] to [3]\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [gadget gauntlet cutscene2 v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [title v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nstop all sounds\n\n@cursor \n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [mode select v]\nset [mode clicked v] to [1]\nswitch costume to (cursor v)\ngo to x: (-16) y: (14)\ngo [backward v] (3) layers\ngo [forward v] (1) layers\nshow\nwait (1) seconds\nforever\n if <<(Mobile mode on?) = [yes]> and <(PC mode on?) = [no]>> then\n if <(Mode clicked) = [1]> then\n go to x: (-16) y: (14)\n wait until <<(Mode clicked) = [2]> or <(Mode clicked) = [3]>>\n start sound [MenuCursor v]\n if <(Mode clicked) = [3]> then\n glide (0.1) secs to x: (-16) y: (-97)\n end\n if <(Mode clicked) = [2]> then\n glide (0.1) secs to x: (-16) y: (-38)\n end\n end\n if <(Mode clicked) = [2]> then\n go to x: (-16) y: (-38)\n wait until <<(Mode clicked) = [1]> or <(Mode clicked) = [3]>>\n start sound [MenuCursor v]\n if <(Mode clicked) = [3]> then\n glide (0.1) secs to x: (-16) y: (-97)\n end\n if <(Mode clicked) = [1]> then\n glide (0.1) secs to x: (-16) y: (14)\n end\n end\n if <(Mode clicked) = [3]> then\n go to x: (-16) y: (-97)\n wait until <<(Mode clicked) = [2]> or <(Mode clicked) = [1]>>\n start sound [MenuCursor v]\n if <(Mode clicked) = [1]> then\n glide (0.1) secs to x: (-16) y: (14)\n end\n if <(Mode clicked) = [2]> then\n glide (0.1) secs to x: (-16) y: (-38)\n end\n end\n end\n if <<(PC mode on?) = [yes]> and <(Mobile mode on?) = [no]>> then\n if <<key (down arrow v) pressed?> and <(Mode clicked) = [2]>> then\n start sound [MenuCursor v]\n glide (0.1) secs to x: (-16) y: (-97)\n set [mode clicked v] to [3]\n end\n if <<key (up arrow v) pressed?> and <(Mode clicked) = [3]>> then\n start sound [MenuCursor v]\n glide (0.1) secs to x: (-16) y: (-38)\n set [mode clicked v] to [2]\n end\n if <<key (up arrow v) pressed?> and <(Mode clicked) = [2]>> then\n start sound [MenuCursor v]\n glide (0.1) secs to x: (-16) y: (14)\n set [mode clicked v] to [1]\n end\n if <<key (down arrow v) pressed?> and <(Mode clicked) = [1]>> then\n start sound [MenuCursor v]\n glide (0.1) secs to x: (-16) y: (-38)\n set [mode clicked v] to [2]\n end\n if <<key (space v) pressed?> and <(Mode clicked) = [2]>> then\n stop [other scripts in sprite v]\n start sound [Dialogue v]\n broadcast (Screen transition V4 v) and wait\n set [clone id v] to [0]\n hide\n stop [this script v]\n end\n if <<key (space v) pressed?> and <(Mode clicked) = [1]>> then\n stop [other scripts in sprite v]\n start sound [Dialogue v]\n broadcast (screen transition V3 v) and wait\n set [clone id v] to [0]\n hide\n stop [this script v]\n end\n if <<key (space v) pressed?> and <(Mode clicked) = [3]>> then\n start sound [Dialogue v]\n delete all of [your code v]\n hide list [your code v]\n add [This is your code. Be sure to write it down every time the code updates ] to [your code v]\n add (code) to [your code v]\n add [put the code in load game to retrieve your data \(if you have any\)] to [your code v]\n wait (6) seconds\n show list [your code v]\n play sound [Dialogue v] until done\n end\n end\nend\n\nplay sound [S3K_B2 v] until done\n\nwhen backdrop switches to [begin game v]\n\nwhen backdrop switches to [code v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [begin game v]\nstop [other scripts in sprite v]\nset [level v] to [GHZ]\nset [mode clicked v] to [1]\nswitch costume to (cursor2 v)\ngo to x: (-28) y: (126)\ngo [backward v] (3) layers\ngo [forward v] (1) layers\nshow\ngo to x: (-28) y: (126)\nwait (1) seconds\nforever\n if <<(Mobile mode on?) = [yes]> and <(PC mode on?) = [no]>> then\n if <(Mode clicked) = [1]> then\n start sound [MenuCursor v]\n glide (0.1) secs to x: (-28) y: (126)\n wait until <<(Mode clicked) = [2]> or <<(Mode clicked) = [3]> or <<(Mode clicked) = [4]> or <(Mode clicked) = [5]>>>>\n if <<(Mode clicked) = [2]> and <(zone1 alr) = [yes]>> then\n start sound [MenuCursor v]\n glide (0.1) secs to x: (-27) y: (65)\n wait until <<(Mode clicked) = [1]> or <<(Mode clicked) = [3]> or <<(Mode clicked) = [4]> or <(Mode clicked) = [5]>>>>\n end\n if <<<(Mode clicked) = [3]> and <(zone1 alr) = [yes]>> and <(zone2 alr) = [yes]>> then\n start sound [MenuCursor v]\n glide (0.1) secs to x: (-27) y: (8)\n wait until <<(Mode clicked) = [1]> or <<(Mode clicked) = [2]> or <<(Mode clicked) = [4]> or <(Mode clicked) = [5]>>>>\n end\n if <<(Mode clicked) = [4]> and <<<(zone1 alr) = [yes]> and <(zone3 alr) = [yes]>> and <(zone2 alr) = [yes]>>> then\n start sound [MenuCursor v]\n glide (0.1) secs to x: (-27) y: (-50)\n wait until <<(Mode clicked) = [1]> or <<(Mode clicked) = [2]> or <<(Mode clicked) = [3]> or <(Mode clicked) = [5]>>>>\n end\n if <<(Mode clicked) = [5]> and <<(zone4 alr) = [yes]> and <<<(zone1 alr) = [yes]> and <(zone3 alr) = [yes]>> and <(zone2 alr) = [yes]>>>> then\n start sound [MenuCursor v]\n glide (0.1) secs to x: (-27) y: (-94)\n wait until <<(Mode clicked) = [1]> or <<(Mode clicked) = [2]> or <<(Mode clicked) = [3]> or <(Mode clicked) = [4]>>>>\n end\n end\n end\n if <<(PC mode on?) = [yes]> and <(Mobile mode on?) = [no]>> then\n if <<key (up arrow v) pressed?> and <<(Mode clicked) = [2]> and <(zone1 alr) = [yes]>>> then\n start sound [MenuCursor v]\n glide (0.1) secs to x: (-28) y: (126)\n set [mode clicked v] to [1]\n end\n if <<key (up arrow v) pressed?> and <<(Mode clicked) = [5]> and <<(zone4 alr) = [yes]> and <<<(zone1 alr) = [yes]> and <(zone3 alr) = [yes]>> and <(zone2 alr) = [yes]>>>>> then\n start sound [MenuCursor v]\n glide (0.1) secs to x: (-28) y: (-41)\n set [mode clicked v] to [4]\n end\n if <<key (up arrow v) pressed?> and <<(Mode clicked) = [4]> and <<<(zone1 alr) = [yes]> and <(zone3 alr) = [yes]>> and <(zone2 alr) = [yes]>>>> then\n start sound [MenuCursor v]\n glide (0.1) secs to x: (-28) y: (8)\n set [mode clicked v] to [3]\n end\n if <<key (up arrow v) pressed?> and <<<(Mode clicked) = [3]> and <(zone1 alr) = [yes]>> and <(zone2 alr) = [yes]>>> then\n start sound [MenuCursor v]\n glide (0.1) secs to x: (-28) y: (65)\n set [mode clicked v] to [2]\n end\n if <<key (down arrow v) pressed?> and <<(Mode clicked) = [1]> and <(zone1 alr) = [yes]>>> then\n start sound [MenuCursor v]\n glide (0.1) secs to x: (-28) y: (65)\n set [mode clicked v] to [2]\n end\n if <<key (down arrow v) pressed?> and <<(Mode clicked) = [4]> and <<<(zone1 alr) = [yes]> and <(zone3 alr) = [yes]>> and <<(zone2 alr) = [yes]> and <(zone4 alr) = [yes]>>>>> then\n start sound [MenuCursor v]\n glide (0.1) secs to x: (-27) y: (-94)\n set [mode clicked v] to [5]\n end\n if <<key (down arrow v) pressed?> and <<(Mode clicked) = [3]> and <<<(zone1 alr) = [yes]> and <(zone3 alr) = [yes]>> and <(zone2 alr) = [yes]>>>> then\n start sound [MenuCursor v]\n glide (0.1) secs to x: (-28) y: (-41)\n set [mode clicked v] to [4]\n end\n if <<key (down arrow v) pressed?> and <<(Mode clicked) = [2]> and <<(zone1 alr) = [yes]> and <(zone2 alr) = [yes]>>>> then\n start sound [MenuCursor v]\n glide (0.1) secs to x: (-28) y: (8)\n set [mode clicked v] to [3]\n end\n if <<key (space v) pressed?> and <<(Mode clicked) = [2]> and <(zone1 alr) = [yes]>>> then\n stop [other scripts in sprite v]\n start sound [Dialogue v]\n set [level v] to [LZ]\n broadcast (screen transition loading labyrinth v) and wait\n set [clone id v] to [0]\n hide\n stop [this script v]\n end\n if <<key (space v) pressed?> and <(Mode clicked) = [1]>> then\n stop [other scripts in sprite v]\n start sound [Dialogue v]\n set [level v] to [GHZ]\n broadcast (screen transition loading green hills v) and wait\n set [clone id v] to [0]\n hide\n stop [this script v]\n end\n if <<key (space v) pressed?> and <<(Mode clicked) = [3]> and <<(zone2 alr) = [yes]> and <(zone1 alr) = [yes]>>>> then\n stop [other scripts in sprite v]\n start sound [Dialogue v]\n set [level v] to [SLZ]\n broadcast (screen transition loading starlight v) and wait\n set [clone id v] to [0]\n hide\n stop [this script v]\n end\n if <<key (space v) pressed?> and <<(Mode clicked) = [4]> and <<(zone2 alr) = [yes]> and <<(zone1 alr) = [yes]> and <(zone3 alr) = [yes]>>>>> then\n stop [other scripts in sprite v]\n start sound [Dialogue v]\n set [level v] to [DEZ]\n broadcast (screen transition loading death egg v) and wait\n set [clone id v] to [0]\n hide\n stop [this script v]\n end\n if <<key (space v) pressed?> and <<<(Mode clicked) = [5]> and <<(zone2 alr) = [yes]> and <<(zone1 alr) = [yes]> and <(zone3 alr) = [yes]>>>> and <(zone4 alr) = [yes]>>> then\n stop [other scripts in sprite v]\n start sound [Dialogue v]\n set [level v] to [GGZ]\n broadcast (screen transition gadget gauntlet v) and wait\n set [clone id v] to [0]\n hide\n stop [this script v]\n end\n end\nend\n\nwhen backdrop switches to [green hills loading v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [beginning of game cutscene v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [labyrinth loading v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [starlight loading v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [death egg loading v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [gadget gauntlet loading v]\nstop [other scripts in sprite v]\nhide\n\ngo to x: (-16) y: (-38)\n\nglide (0.1) secs to x: (-16) y: (14)\n\n@ring effects\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [begin game v]\nstop [other scripts in sprite v]\nhide\n\nwhen I start as a clone\nset size to (300) %\ngo to x: (pick random (400) to (-400)) y: (pick random (100) to (-100))\nrepeat (20)\n next costume\n move (10) steps\n point towards (portal v)\n change size by (-10)\nend\nhide\ndelete this clone\n\nwhen I receive [ring loss v]\nshow\ngo to [front v] layer\nset size to (300) %\ngo to x: (pick random (400) to (-400)) y: (pick random (100) to (-100))\nrepeat (10)\n go to [front v] layer\n create clone of (_myself_ v)\nend\nstart sound [ringloss v]\nrepeat (20)\n next costume\n move (10) steps\n point towards (portal v)\n change size by (-10)\nend\nhide\nwait (2) seconds\nset [first time playing? v] to [no]\nbroadcast (screen transition V3 v) and wait\n\n@eggman\n\nwhen backdrop switches to [starlight3 v]\nset [can you hurt him? v] to [no]\nwait (5) seconds\nforever\n if <(shootem) = [yes]> then\n repeat (10)\n change [brightness v] effect by (10)\n end\n set [brightness v] effect to (0)\n set [can you hurt him? v] to [yes]\n wait (2) seconds\n repeat (10)\n change [brightness v] effect by (-10)\n end\n set [can you hurt him? v] to [no]\n set [brightness v] effect to (-100)\n wait (3) seconds\n end\nend\n\nwhen backdrop switches to [starlight3 v]\nwait (3) seconds\nforever\n broadcast (glow v) and wait\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [beginning of game cutscene v]\ngo to x: (181) y: (-96)\npoint in direction (-90)\nset rotation style [left-right v]\ngo to [front v] layer\nshow\nswitch costume to (costume1 v)\nwait (2) seconds\nbroadcast (eggman cutscene laugh v) and wait\nbroadcast (fly away v)\nwait (0.8) seconds\npoint in direction (90)\nset rotation style [left-right v]\ngo to x: (183) y: (-84)\nglide (0.5) secs to x: (245) y: (14)\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [eggman cutscene laugh v]\nswitch costume to (costume1 v)\nwait (1) seconds\nrepeat (4)\n next costume\n wait (0) seconds\nend\nrepeat (4)\n switch costume to (costume4 v)\n wait (0) seconds\n switch costume to (costume16 v)\n wait (0) seconds\nend\nrepeat (4)\n switch costume to (costume17 v)\n wait (0) seconds\n switch costume to (costume18 v)\n wait (0) seconds\n switch costume to (costume15 v)\n wait (0) seconds\nend\nrepeat (3)\n switch costume to ((costume [number v]) - (1))\nend\n\nwhen I receive [fly away v]\nswitch costume to (costume19 v)\nwait (0.4) seconds\nrepeat (8)\n wait (0) seconds\n next costume\nend\n\nwhen backdrop switches to [begin game v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [green hillsboss v]\nhide\nset [ghost v] effect to (0)\nwait (1) seconds\nswitch costume to (costume29 v)\nshow\ngo to [front v] layer\npoint in direction (-90)\nset rotation style [left-right v]\ngo to x: (248) y: (-6)\nforever\n point in direction (-90)\n set rotation style [left-right v]\n glide (6) secs to x: (-209) y: (-6)\n point in direction (90)\n glide (6) secs to x: (210) y: (-6)\nend\n\nwhen backdrop switches to [green hillsboss v]\nhide\nset [brightness v] effect to (0)\nset [ghost v] effect to (0)\nwait (1) seconds\nshow\ngo to [front v] layer\npoint in direction (-90)\nset rotation style [left-right v]\ngo to x: (248) y: (-6)\nforever\n if <<touching (bottom sense v)?> or <touching (sonic the hedgehog v)?>> then\n broadcast (Bounce v)\n broadcast (damage boss v) and wait\n end\n if <<touching (top sense2 v)?> and <(spin attack) = [yes]>> then\n start sound [Damage v]\n broadcast (damage boss v) and wait\n end\n if <(Boss health) < [1]> then\n stop [other scripts in sprite v]\n broadcast (eggman defeated v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n wait (1) seconds\n broadcast (Victory v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [green hills loading v]\nhide variable [lives v]\nhide variable [boss health v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [begin game v]\nhide variable [lives v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [damage boss v]\nstart sound [Damage v]\nchange [boss health v] by (-1)\nrepeat (10)\n change [brightness v] effect by (10)\nend\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen I receive [dead in game v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [zone complete v]\nhide variable [lives v]\nhide variable [boss health v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [labyrinthboss v]\nhide\nset [ghost v] effect to (0)\nwait (1) seconds\nshow\ngo to [front v] layer\npoint in direction (-90)\nset rotation style [left-right v]\ngo to x: (248) y: (-71)\nforever\n if <(Boss health) > [9]> then\n point in direction (-90)\n set [ghost v] effect to (0)\n show\n set rotation style [left-right v]\n glide (3) secs to x: (-209) y: (-71)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n wait (3) seconds\n point in direction (90)\n set [ghost v] effect to (0)\n show\n glide (3) secs to x: (210) y: (-71)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n wait (3) seconds\n end\n if <(Boss health) < [10]> then\n point in direction (-90)\n set [ghost v] effect to (0)\n show\n set rotation style [left-right v]\n glide (pick random (0.7) to (1)) secs to x: (-209) y: (-71)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n wait (3) seconds\n point in direction (90)\n set [ghost v] effect to (0)\n show\n glide (pick random (0.7) to (1)) secs to x: (210) y: (-71)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n wait (3) seconds\n end\nend\n\nwhen backdrop switches to [labyrinthboss v]\nhide\nset [ghost v] effect to (0)\nwait (1) seconds\nshow\ngo to [front v] layer\nforever\n switch costume to (costume11 v)\n wait (0.1) seconds\n switch costume to (costume12 v)\n wait (0.1) seconds\nend\n\nwhen backdrop switches to [labyrinthboss v]\nshow variable [boss health v]\nset [boss health v] to [20]\nwait (1) seconds\nforever\n if <<touching (sonic the hedgehog v)?> and <(spin attack) = [no]>> then\n set [exit v] to [dead]\n end\n if <<<touching (bottom sense v)?> or <<touching (right sense v)?> or <touching (left sense v)?>>> and <(spin attack) = [yes]>> then\n broadcast (Bounce v)\n broadcast (damage boss v) and wait\n end\n if <<touching (top sense2 v)?> and <(spin attack) = [yes]>> then\n start sound [Damage v]\n broadcast (damage boss v) and wait\n end\n if <(Boss health) < [1]> then\n stop [other scripts in sprite v]\n broadcast (eggman defeated v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n wait (1) seconds\n broadcast (Victory v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [starlight3 v]\nset [shootem v] to [no]\nswitch costume to (new piskel-2 v)\nrepeat (10)\n set [ghost v] effect to (0)\n set [brightness v] effect to (-100)\nend\nshow\ngo to x: (8) y: (100)\nrepeat (3)\n repeat (10)\n change [brightness v] effect by (10)\n end\n set [brightness v] effect to (0)\n repeat (10)\n change [brightness v] effect by (-10)\n end\n set [brightness v] effect to (-100)\nend\nset [brightness v] effect to (-100)\nwait (1) seconds\nforever\n repeat until <(shootem) = [yes]>\n glide (1) secs to x: (pick random (-200) to (200)) y: (100)\n glide (1) secs to x: (pick random (-200) to (200)) y: (100)\n glide (1) secs to x: (pick random (-200) to (200)) y: (100)\n end\n wait until <(shootem) = [no]>\nend\n\nwhen I receive [glow v]\nif <(shootem) = [no]> then\n wait (pick random (1) to (2)) seconds\n repeat (10)\n change [brightness v] effect by (10)\n end\n set [brightness v] effect to (0)\n repeat (10)\n change [brightness v] effect by (-10)\n end\n set [brightness v] effect to (-100)\nend\n\nwhen backdrop switches to [starlight3 v]\nshow variable [boss health v]\nset [boss health v] to [20]\nwait (3) seconds\nforever\n if <(can you hurt him?) = [yes]> then\n if <<<touching (top sense2 v)?> or <touching (sonic the hedgehog v)?>> and <(spin attack) = [yes]>> then\n start sound [Damage v]\n broadcast (damage boss v) and wait\n end\n end\n if <(Boss health) < [1]> then\n stop [other scripts in sprite v]\n broadcast (eggman defeated v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n wait (1) seconds\n broadcast (Victory v)\n stop [this script v]\n end\nend\n\nwhen I receive [egghurt v]\nrepeat (10)\n change [brightness v] effect by (10)\nend\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen backdrop switches to [gadget gauntletboss v]\ngo to x: (0) y: (0)\nshow\nset [brightness v] effect to (0)\nset [ghost v] effect to (100)\nswitch costume to (costume5 v)\nwait (4) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [ghost v] effect to (0)\nrepeat (10)\n change [brightness v] effect by (10)\nend\nstart sound [Transform v]\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nforever\n repeat until <(Boss health) < [26]>\n switch costume to (costume5 v)\n wait (0.5) seconds\n switch costume to (costume6 v)\n wait (0.5) seconds\n end\n repeat until <(Boss health) < [16]>\n switch costume to (costume7 v)\n wait (0.2) seconds\n switch costume to (costume8 v)\n wait (0.1) seconds\n end\n repeat until <(Boss health) = [0]>\n switch costume to (costume13 v)\n wait (0.1) seconds\n switch costume to (costume14 v)\n wait (0.1) seconds\n end\n if <(Boss health) = [0]> then\n switch costume to (costume28 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [gadget gauntletboss v]\nshow variable [boss health v]\nset [boss health v] to [40]\nwait (5) seconds\nforever\n if <<<touching (top sense2 v)?> or <touching (sonic the hedgehog v)?>> and <(spin attack) = [yes]>> then\n start sound [Damage v]\n broadcast (damage boss v) and wait\n end\n if <(Boss health) < [1]> then\n stop [other scripts in sprite v]\n broadcast (eggman defeated v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n wait (1) seconds\n hide variable [boss health v]\n broadcast (#1 victory v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [gadget gauntlet cutscene4 v]\nhide\nwait (4) seconds\npoint in direction (90)\nset rotation style [left-right v]\ngo to x: (-227) y: (-164)\nswitch costume to (costume29 v)\nshow\ngo to [front v] layer\nglide (4) secs to x: (-175) y: (-124)\nwait until <touching (portal2 v)?>\nstart sound [Damage v]\nglide (0.6) secs to x: (-173) y: (-190)\nhide\nwait (7) seconds\nbroadcast (the end v)\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [labyrinth loading v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [green hills loading v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [starlight loading v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [death egg loading v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [gadget gauntlet loading v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [starlight3 v]\nset [shootem v] to [no]\nrepeat (10)\n set [brightness v] effect to (-100)\nend\nforever\n show\n go to [front v] layer\nend\n\nwhen backdrop switches to [gadget gauntlet cutscene4 v]\nforever\n set [ghost v] effect to (0)\n go to [front v] layer\n set [brightness v] effect to (0)\nend\n\n@level select as a sprite\n\nwhen flag clicked\nhide\nhide variable [clone id v]\nhide variable [zone1 set v]\n\nwhen backdrop switches to [begin game v]\nset [zone1 set v] to [no]\nset [zone 2 set v] to [no]\nset [zone 3 set v] to [no]\nset [zone 4 set v] to [no]\nset [zone 5 set v] to [no]\nset [clone identifier v] to [0]\nswitch costume to (green hills v)\ngo to x: (-39) y: (136)\nset size to (300) %\nif <(how many levels unlocked?) = [0]> then\n set [clone id v] to [0]\n go to x: (-39) y: (136)\n set size to (300) %\n hide\n set [ghost v] effect to (100)\n switch costume to (green hills v)\n wait (0.5) seconds\n show\n repeat (10)\n change [ghost v] effect by (-10)\n go to [front v] layer\n end\n set [zone1 set v] to [yes]\nend\nif <(how many levels unlocked?) = [1]> then\n set [clone id v] to [1]\n create clone of (_myself_ v)\n set [clone id v] to [0]\n go to x: (-39) y: (136)\n set size to (300) %\n hide\n set [ghost v] effect to (100)\n switch costume to (green hills v)\n wait (0.5) seconds\n show\n repeat (10)\n change [ghost v] effect by (-10)\n go to [front v] layer\n end\n set [zone1 set v] to [yes]\nend\nif <(how many levels unlocked?) = [2]> then\n set [clone id v] to [1]\n create clone of (_myself_ v)\n set [clone id v] to [2]\n create clone of (_myself_ v)\n set [clone id v] to [0]\n go to x: (-39) y: (136)\n set size to (300) %\n hide\n set [ghost v] effect to (100)\n switch costume to (green hills v)\n wait (0.5) seconds\n show\n repeat (10)\n change [ghost v] effect by (-10)\n go to [front v] layer\n end\n set [zone1 set v] to [yes]\nend\nif <<(Mobile mode on?) = [no]> and <(PC mode on?) = [yes]>> then\n if <(how many levels unlocked?) = [4]> then\n set [clone id v] to [1]\n create clone of (_myself_ v)\n set [clone id v] to [2]\n create clone of (_myself_ v)\n set [clone id v] to [3]\n create clone of (_myself_ v)\n set [clone id v] to [4]\n create clone of (_myself_ v)\n set [clone id v] to [0]\n go to x: (-39) y: (136)\n set size to (300) %\n hide\n set [ghost v] effect to (100)\n switch costume to (green hills v)\n wait (0.5) seconds\n show\n repeat (10)\n change [ghost v] effect by (-10)\n go to [front v] layer\n end\n set [zone1 set v] to [yes]\n end\nend\nif <<(Mobile mode on?) = [no]> and <(PC mode on?) = [yes]>> then\n if <(how many levels unlocked?) = [5]> then\n set [clone id v] to [1]\n create clone of (_myself_ v)\n set [clone id v] to [2]\n create clone of (_myself_ v)\n set [clone id v] to [3]\n create clone of (_myself_ v)\n set [clone id v] to [4]\n create clone of (_myself_ v)\n set [clone id v] to [0]\n go to x: (-39) y: (136)\n set size to (300) %\n hide\n set [ghost v] effect to (100)\n switch costume to (green hills v)\n wait (0.5) seconds\n show\n repeat (10)\n change [ghost v] effect by (-10)\n go to [front v] layer\n end\n set [zone1 set v] to [yes]\n end\nend\nif <<(Mobile mode on?) = [no]> and <(PC mode on?) = [yes]>> then\n if <(how many levels unlocked?) = [3]> then\n set [clone id v] to [1]\n create clone of (_myself_ v)\n set [clone id v] to [2]\n create clone of (_myself_ v)\n set [clone id v] to [3]\n create clone of (_myself_ v)\n set [clone id v] to [0]\n go to x: (-39) y: (136)\n set size to (300) %\n hide\n set [ghost v] effect to (100)\n switch costume to (green hills v)\n wait (0.5) seconds\n show\n repeat (10)\n change [ghost v] effect by (-10)\n go to [front v] layer\n end\n set [zone1 set v] to [yes]\n end\nend\nif <<(Mobile mode on?) = [yes]> and <<<(how many levels unlocked?) = [3]> or <(how many levels unlocked?) = [4]>> or <(how many levels unlocked?) = [5]>>> then\n set [clone id v] to [1]\n create clone of (_myself_ v)\n set [clone id v] to [2]\n create clone of (_myself_ v)\n set [clone id v] to [0]\n go to x: (-39) y: (136)\n set size to (300) %\n hide\n set [ghost v] effect to (100)\n switch costume to (green hills v)\n wait (0.5) seconds\n show\n repeat (10)\n change [ghost v] effect by (-10)\n go to [front v] layer\n end\n set [zone1 set v] to [yes]\nend\n\nwhen this sprite clicked\nif <(Mobile mode on?) = [yes]> then\n if <<(Clone ID) = [0]> and <(Mode clicked) = [1]>> then\n start sound [Dialogue v]\n set [level v] to [GHZ]\n broadcast (screen transition loading green hills v) and wait\n end\n if <<(Clone ID) = [1]> and <(Mode clicked) = [2]>> then\n start sound [Dialogue v]\n set [level v] to [LZ]\n broadcast (screen transition loading labyrinth v) and wait\n end\n if <<(Clone ID) = [3]> and <(Mode clicked) = [4]>> then\n start sound [Dialogue v]\n set [level v] to [DEZ]\n broadcast (screen transition loading death egg v) and wait\n end\n if <<(Clone ID) = [4]> and <(Mode clicked) = [5]>> then\n start sound [Dialogue v]\n set [level v] to [GGZ]\n broadcast (screen transition gadget gauntlet v) and wait\n end\n if <<(Clone ID) = [2]> and <(Mode clicked) = [3]>> then\n start sound [Dialogue v]\n set [level v] to [SLZ]\n broadcast (screen transition loading starlight v) and wait\n end\n if <<(Clone ID) = [1]> and <not <(Mode clicked) = [2]>>> then\n set [mode clicked v] to [2]\n stop [this script v]\n end\n if <<(Clone ID) = [0]> and <not <(Mode clicked) = [1]>>> then\n set [mode clicked v] to [1]\n stop [this script v]\n end\n if <<(Clone ID) = [2]> and <not <(Mode clicked) = [3]>>> then\n set [mode clicked v] to [3]\n stop [this script v]\n end\n if <<(Clone ID) = [3]> and <not <(Mode clicked) = [4]>>> then\n set [mode clicked v] to [4]\n stop [this script v]\n end\nend\nif <<(Clone ID) = [4]> and <not <(Mode clicked) = [5]>>> then\n set [mode clicked v] to [5]\n stop [this script v]\nend\n\nwhen backdrop switches to [labyrinth loading v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [green hills loading v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [beginning of game cutscene v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [zone complete v]\nset [clone id v] to [0]\nset [ghost v] effect to (0)\nset size to (100) %\nswitch costume to (zone complete v)\ngo to x: (0) y: (0)\nset [brightness v] effect to (0)\ngo to [front v] layer\nshow\nwait (3) seconds\n\nwhen I start as a clone\nif <(Clone ID) = [1]> then\n go to x: (-39) y: (74)\n set size to (300) %\n hide\n set [ghost v] effect to (100)\n switch costume to (labyrinth v)\n wait (0.5) seconds\n show\n repeat (10)\n change [ghost v] effect by (-10)\n go to [front v] layer\n end\n set [zone 2 set v] to [yes]\n wait until <<(backdrop [number v]) = [5]> or <<(backdrop [number v]) = [12]> or <<(backdrop [number v]) = [16]> or <<(backdrop [number v]) = [20]> or <(backdrop [number v]) = [23]>>>>>\n delete this clone\nend\nif <(Clone ID) = [2]> then\n go to x: (-61) y: (19)\n set size to (300) %\n hide\n set [ghost v] effect to (100)\n switch costume to (starlight v)\n wait (0.5) seconds\n show\n repeat (10)\n change [ghost v] effect by (-10)\n go to [front v] layer\n end\n set [zone 3 set v] to [yes]\n wait until <<(backdrop [number v]) = [5]> or <<(backdrop [number v]) = [12]> or <<(backdrop [number v]) = [16]> or <<(backdrop [number v]) = [20]> or <(backdrop [number v]) = [23]>>>>>\n delete this clone\nend\nif <(Clone ID) = [3]> then\n go to x: (-61) y: (-35)\n set size to (300) %\n hide\n set [ghost v] effect to (100)\n switch costume to (death egg v)\n wait (0.5) seconds\n show\n repeat (10)\n change [ghost v] effect by (-10)\n go to [front v] layer\n end\n set [zone 4 set v] to [yes]\n wait until <<(backdrop [number v]) = [5]> or <<(backdrop [number v]) = [12]> or <<(backdrop [number v]) = [16]> or <<(backdrop [number v]) = [20]> or <(backdrop [number v]) = [23]>>>>>\n delete this clone\nend\nif <(Clone ID) = [4]> then\n go to x: (-10) y: (-87)\n set size to (300) %\n hide\n set [ghost v] effect to (100)\n switch costume to (gadget gauntlet v)\n wait (0.5) seconds\n show\n repeat (10)\n change [ghost v] effect by (-10)\n go to [front v] layer\n end\n set [zone 5 set v] to [yes]\n wait until <<(backdrop [number v]) = [5]> or <<(backdrop [number v]) = [12]> or <<(backdrop [number v]) = [16]> or <<(backdrop [number v]) = [20]> or <(backdrop [number v]) = [23]>>>>>\n delete this clone\nend\n\nwhen backdrop switches to [starlight loading v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [death egg loading v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [gadget gauntlet loading v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [the end v]\ngo [backward v] (99) layers\nswitch costume to (just abc's2 v)\nshow\ngo to x: (-17) y: (11)\nwait (10) seconds\nswitch backdrop to (zone complete v)\n\n@BG-2\n\nwhen flag clicked\ngo to x: (-1) y: (168)\nswitch costume to (costume1 v)\nhide\n\nwhen backdrop switches to [green hills loading v]\ngo to x: (0) y: (168)\npoint in direction (90)\nset rotation style [all around v]\nshow\nset [ghost v] effect to (0)\ncreate clone of (_myself_ v)\nforever\n repeat until <<(backdrop [number v]) = [6]> or <<(backdrop [number v]) = [7]> or <(backdrop [number v]) = [8]>>>\n switch costume to ((costume [number v]) - (1))\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n stop [this script v]\nend\n\nwhen I start as a clone\npoint in direction (-90)\nset rotation style [all around v]\ngo to x: (0) y: (-168)\nshow\nforever\n repeat until <<<(backdrop [number v]) = [6]> or <(backdrop [number v]) = [7]>> or <<(backdrop [number v]) = [8]> or <<(backdrop [number v]) = [13]> or <<(backdrop [number v]) = [14]> or <<(backdrop [number v]) = [15]> or <<(backdrop [number v]) = [17]> or <<<(backdrop [number v]) = [18]> or <(backdrop [number v]) = [19]>> or <<(backdrop [number v]) = [21]> or <<(backdrop [number v]) = [22]> or <<(backdrop [number v]) = [24]> or <(backdrop [number v]) = [25]>>>>>>>>>>>\n switch costume to ((costume [number v]) - (1))\n end\n hide\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen backdrop switches to [labyrinth loading v]\ngo to x: (0) y: (168)\npoint in direction (90)\nset rotation style [all around v]\nshow\nset [ghost v] effect to (0)\ncreate clone of (_myself_ v)\nforever\n repeat until <<(backdrop [number v]) = [13]> or <<(backdrop [number v]) = [14]> or <(backdrop [number v]) = [15]>>>\n switch costume to ((costume [number v]) - (1))\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n stop [this script v]\nend\n\nwhen backdrop switches to [starlight loading v]\ngo to x: (0) y: (168)\npoint in direction (90)\nset rotation style [all around v]\nshow\nset [ghost v] effect to (0)\ncreate clone of (_myself_ v)\nforever\n repeat until <<(backdrop [number v]) = [17]> or <<(backdrop [number v]) = [19]> or <(backdrop [number v]) = [18]>>>\n switch costume to ((costume [number v]) - (1))\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n stop [this script v]\nend\n\nwhen backdrop switches to [death egg loading v]\ngo to x: (0) y: (168)\npoint in direction (90)\nset rotation style [all around v]\nshow\nset [ghost v] effect to (0)\ncreate clone of (_myself_ v)\nforever\n repeat until <<(backdrop [number v]) = [21]> or <(backdrop [number v]) = [22]>>\n switch costume to ((costume [number v]) - (1))\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n stop [this script v]\nend\n\nwhen backdrop switches to [gadget gauntlet loading v]\ngo to x: (0) y: (168)\npoint in direction (90)\nset rotation style [all around v]\nshow\nset [ghost v] effect to (0)\ncreate clone of (_myself_ v)\nforever\n repeat until <<(backdrop [number v]) = [24]> or <(backdrop [number v]) = [25]>>\n switch costume to ((costume [number v]) - (1))\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n stop [this script v]\nend\n\n@Sprite1\n\nwhen backdrop switches to [begin game v]\nhide variable [lives v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide variable [lives v]\ngo to x: (-17) y: (-19)\nhide\n\nwhen backdrop switches to [green hills v]\nshow variable [lives v]\nshow\nrepeat (10)\n go to [front v] layer\n go to x: (-9) y: (-19)\nend\n\nwhen backdrop switches to [green hills loading v]\nif <(LEVEL) = [GHZ]> then\n set [lives v] to [3]\nend\n\nwhen backdrop switches to [green hills loading v]\nhide variable [lives v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [begin game v]\nhide variable [lives v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [green hills2 v]\nshow variable [lives v]\nshow\nrepeat (10)\n go to [front v] layer\n go to x: (-9) y: (-19)\nend\n\nwhen backdrop switches to [green hillsboss v]\nshow variable [lives v]\nshow\nrepeat (10)\n go to [front v] layer\n go to x: (-9) y: (-19)\nend\n\nwhen backdrop switches to [zone complete v]\nhide variable [lives v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [labyrinth v]\nshow variable [lives v]\nshow\nrepeat (10)\n go to [front v] layer\n go to x: (-9) y: (-19)\nend\n\nwhen backdrop switches to [labyrinth loading v]\nif <(LEVEL) = [LZ]> then\n set [lives v] to [3]\nend\n\nwhen backdrop switches to [labyrinth2 v]\nshow variable [lives v]\nshow\nrepeat (10)\n go to [front v] layer\n go to x: (-9) y: (-19)\nend\n\nwhen backdrop switches to [labyrinth loading v]\nhide variable [lives v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [starlight loading v]\nif <(LEVEL) = [SLZ]> then\n set [lives v] to [3]\nend\n\nwhen backdrop switches to [starlight v]\nshow variable [lives v]\nshow\nrepeat (10)\n go to [front v] layer\n go to x: (-9) y: (-19)\nend\n\nwhen backdrop switches to [starlight2 v]\nshow variable [lives v]\nshow\nrepeat (10)\n go to [front v] layer\n go to x: (-9) y: (-19)\nend\n\nwhen backdrop switches to [starlight3 v]\nshow variable [lives v]\nshow\nrepeat (10)\n go to [front v] layer\n go to x: (-9) y: (-19)\nend\n\nwhen backdrop switches to [death egg loading v]\nif <(LEVEL) = [DEZ]> then\n set [lives v] to [3]\nend\n\nwhen backdrop switches to [death egg v]\nshow variable [lives v]\nshow\nrepeat (10)\n go to [front v] layer\n go to x: (-9) y: (-19)\nend\n\nwhen backdrop switches to [death egg loading v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [death eggboss v]\nshow variable [lives v]\nshow\nrepeat (10)\n go to [front v] layer\n go to x: (-9) y: (-19)\nend\n\nwhen backdrop switches to [gadget gauntlet loading v]\nif <(LEVEL) = [DEZ]> then\n set [lives v] to [3]\nend\n\nwhen backdrop switches to [gadget gauntlet v]\nshow variable [lives v]\nshow\nrepeat (10)\n go to [front v] layer\n go to x: (-9) y: (-19)\nend\n\nwhen backdrop switches to [starlight loading v]\nhide variable [lives v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [labyrinthboss v]\nshow variable [lives v]\nshow\nrepeat (10)\n go to [front v] layer\n go to x: (-9) y: (-19)\nend\n\nwhen backdrop switches to [gadget gauntlet loading v]\nif <(LEVEL) = [GGZ]> then\n set [lives v] to [3]\nend\n\nwhen backdrop switches to [gadget gauntlet loading v]\nhide variable [lives v]\nhide\n\nwhen backdrop switches to [gadget gauntletboss v]\nshow variable [lives v]\nshow\nrepeat (10)\n go to [front v] layer\n go to x: (-9) y: (-19)\nend\n\nwhen backdrop switches to [gadget gauntlet cutscene v]\nhide variable [lives v]\nstop [other scripts in sprite v]\nhide\n\n@red-text-game-over-png-transparent-4\n\nwhen flag clicked\nhide\n\nwhen I receive [game over v]\ngo to x: (0) y: (0)\nrepeat (1)\n wait (2) seconds\n repeat (15)\n change [ghost v] effect by (10)\n end\n stop all sounds\n show\n start sound [Jun_Senoue_-_Game_Over_Sonic_the_Hedgehog_4_-_Episode_1_OST_Sound_track_\(Dydka v]\n repeat (15)\n change [ghost v] effect by (-7)\n go to [front v] layer\n end\nend\nwait (7) seconds\nhide\nrepeat (1)\n broadcast (screen transition V3 v) and wait\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [green hills loading v]\nstop [other scripts in sprite v]\nhide\n\n@left sense\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [tick v]\nif <(hide) = [no]> then\n show\nend\ngo to (sonic the hedgehog v)\npoint in direction (0)\nset rotation style [all around v]\nset [ghost v] effect to (100)\nif <(stop moving) = [no]> then\n if <touching (platforms v)?> then\n go to (sonic the hedgehog v)\n set [left collision v] to [1]\n else\n set [left collision v] to [0]\n end\nelse\n set [right collision v] to [0]\nend\n\nwhen backdrop switches to [begin game v]\nhide variable [lives v]\nhide variable [boss health v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [green hills loading v]\nhide variable [lives v]\nhide variable [boss health v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [zone complete v]\nhide variable [lives v]\nhide variable [boss health v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [labyrinth loading v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [starlight loading v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [death egg loading v]\nhide variable [lives v]\nhide variable [boss health v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen backdrop switches to [gadget gauntlet loading v]\nstop [other scripts in sprite v]\nset [platforms: -x v] to [0]\nset [platforms: -y v] to [0]\nhide\ndelete this clone\n\nwhen backdrop switches to [gadget gauntlet cutscene v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [gadget gauntlet cutscene v]\nstop [other scripts in sprite v]\nhide\n\n@top Sense2\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [tick v]\nif <(hide) = [no]> then\n show\nend\ngo to (sonic the hedgehog v)\nset [ghost v] effect to (100)\nif <(stop moving) = [no]> then\n if <<<touching (platforms v)?> or <touching (eggman v)?>> and <not <(LEVEL) = [GGZ2]>>> then\n set [top collision v] to [1]\n else\n set [top collision v] to [0]\n end\nelse\n set [right collision v] to [0]\nend\n\nwhen backdrop switches to [begin game v]\nhide variable [lives v]\nhide variable [boss health v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [green hills loading v]\nhide variable [lives v]\nhide variable [boss health v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [zone complete v]\nhide variable [lives v]\nhide variable [boss health v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [labyrinth loading v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [starlight loading v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [death egg loading v]\nhide variable [lives v]\nhide variable [boss health v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [gadget gauntlet loading v]\nstop [other scripts in sprite v]\nset [platforms: -x v] to [0]\nset [platforms: -y v] to [0]\nhide\ndelete this clone\n\nwhen backdrop switches to [gadget gauntlet cutscene v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [gadget gauntlet cutscene v]\nstop [other scripts in sprite v]\nhide\n\nchange [-sy v] by (-21)\n\nwhen I receive [boss tick v]\nshow\ngo to (sonic the hedgehog v)\nset [ghost v] effect to (100)\nif <(stop moving) = [no]> then\n if <<<touching (platforms v)?> or <touching (eggman v)?>> and <<not <(LEVEL) = [GGZ2]>> and <not <(LEVEL) = [SLZ3]>>>> then\n set [top collision v] to [1]\n else\n set [top collision v] to [0]\n end\nelse\n set [right collision v] to [0]\nend\n\n@tails\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((enemy: -x) - (SCROLL X)) (enemy: -y)\n\nwhen I receive [set up v]\nhide\nset size to (100) %\nset [hanging on tails v] to [no]\nset [enemy: -x v] to [0]\nset [enemy: -y v] to [0]\nif <(LEVEL) = [LZ]> then\n Clone at x - [2780] y - [-60] EV - [99999]\nelse\n if <(LEVEL) = [SLZ]> then\n Clone at x - [4000] y - [-40] EV - [99999]\n else\n if <(LEVEL) = [DEZ]> then\n Clone at x - [2540] y - [-40] EV - [99999]\n else\n if <(LEVEL) = [GGZ]> then\n Clone at x - [2000] y - [0] EV - [99999]\n end\n end\n end\nend\nset [enemy: -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) EV - (ev)\nset [enemy: -x v] to (x)\nset [enemy: -y v] to (y)\nset [ev v] to (ev)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n repeat (EV)\n wait until <touching (sonic the hedgehog v)?>\n set [hanging on tails v] to [yes]\n start sound [woosh1 v]\n repeat (100)\n point in direction (90)\n set rotation style [left-right v]\n change [enemy: -x v] by (50)\n end\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n Other\nend\n\ndefine Other\nnext costume\nwait (0.1) seconds\n\nif <(STAR?) = [OFF]> then\n broadcast (Hurt v)\nend\n\ncreate clone of (stomp v)\n\nswitch backdrop to (death egg v)\n\nwait (1) seconds\n\nwhen backdrop switches to [labyrinth loading v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen backdrop switches to [green hills loading v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [begin game v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nrepeat (30)\n point in direction (-90)\n set rotation style [left-right v]\n change [enemy: -x v] by (2)\nend\nwait (2) seconds\n\nwait (2) seconds\n\nwhen backdrop switches to [labyrinth v]\nforever\n if <(y position) > [150]> then\n change y by (-5)\n end\nend\n\nwhen backdrop switches to [labyrinth v]\n\nwhen backdrop switches to [labyrinth v]\nforever\n wait (0) seconds\n next costume\nend\n\npoint in direction (90)\n\nchange [-sx v] by (4)\n\nswitch backdrop to (labyrinth v)\n\nif <key (up arrow v) pressed?> then\n change y by (5)\nend\nif <key (down arrow v) pressed?> then\n change y by (-5)\nend\n\ngo to x: <touching (sonic the hedgehog v)?> y: <touching (sonic the hedgehog v)?>\n\nrepeat until <(hanging on tails) = [no]>\n\n@Sprite13\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [starlight3 v]\nset [shootem v] to [no]\nhide\nforever\n repeat until <(shootem) = [yes]>\n hide\n go to (eggman v)\n end\n show\n if <<touching (sonic the hedgehog v)?> and <(spin attack) = [no]>> then\n set [exit v] to [dead]\n end\n repeat (15)\n if <<touching (sonic the hedgehog v)?> and <(spin attack) = [no]>> then\n set [exit v] to [dead]\n end\n change y by (-20)\n end\n hide\n wait (3) seconds\n set [shootem v] to [no]\nend\n\nchange [boss health v] by (-10)\n\nwhen backdrop switches to [starlight3 v]\nset [shootem v] to [no]\nhide\nwait (4) seconds\nforever\n if <(shootem) = [no]> then\n play sound [charge v] until done\n start sound [S3K_4E v]\n set [shootem v] to [yes]\n end\nend\n\nwhen backdrop switches to [zone complete v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [begin game v]\nstop [other scripts in sprite v]\nhide\n\n@explodes\n\nwhen flag clicked\ngo to (eggman v)\nhide\n\nwhen backdrop switches to [green hillsboss v]\nset size to (300) %\nhide\nforever\n go to (eggman v)\nend\n\nwhen I receive [eggman defeated v]\nstart sound [finalExplode v]\nshow\nswitch costume to (expboss_1 v)\nwait (0.02) seconds\nrepeat (5)\n next costume\n go to [front v] layer\n wait (0.02) seconds\nend\nhide\n\nwhen I receive [dead in game v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [zone complete v]\nhide variable [lives v]\nhide variable [boss health v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [labyrinthboss v]\nset size to (300) %\nhide\nforever\n go to (eggman v)\nend\n\nwhen backdrop switches to [starlight3 v]\nset size to (300) %\nhide\nforever\n go to (eggman v)\nend\n\nwhen backdrop switches to [death eggboss v]\nset size to (300) %\nhide\nforever\n go to (shadow v)\nend\n\nwhen backdrop switches to [gadget gauntletboss v]\nset size to (300) %\nhide\nforever\n go to (eggman v)\nend\n\n@goal\n\ndefine Clone at x - (x) y - (y)\nset [-x v] to (x)\nset [-y v] to (y)\n\nwhen I receive [set up v]\nswitch costume to (egghead2 v)\nhide\nset size to (120) %\nset [-x v] to [0]\nset [-y v] to [0]\nif <(LEVEL) = [GHZ]> then\n Clone at x - [3320] y - [-95]\nelse\n if <(LEVEL) = [GHZ2]> then\n Clone at x - [3835] y - [-95]\n else\n if <(LEVEL) = [LZ]> then\n Clone at x - [6722] y - [-75]\n else\n if <(LEVEL) = [LZ2]> then\n Clone at x - [2300] y - [-75]\n else\n if <(LEVEL) = [SLZ]> then\n Clone at x - [5300] y - [-89]\n else\n if <(LEVEL) = [SLZ2]> then\n Clone at x - [5700] y - [-89]\n else\n if <(LEVEL) = [DEZ]> then\n Clone at x - [7517] y - [-89]\n else\n if <(LEVEL) = [GGZ]> then\n Clone at x - [8797] y - [-89]\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nPosition ((-x) - (SCROLL X)) (-y)\nif <<(costume [number v]) = [1]> and <touching (sonic the hedgehog v)?>> then\n set [exit v] to [Win]\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [victory v]\nset [brightness v] effect to (0)\nswitch costume to (egghead2 v)\nwait (1) seconds\nrepeat (10)\n change [brightness v] effect by (10)\nend\nswitch costume to (costume2 v)\nwait (1) seconds\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen backdrop switches to [begin game v]\nhide variable [lives v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [green hills loading v]\nhide variable [lives v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [labyrinth loading v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [starlight loading v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [death egg loading v]\nhide variable [lives v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [gadget gauntlet loading v]\nhide variable [lives v]\nstop [other scripts in sprite v]\nhide\n\n@Sonic the hedgehog\n\nwhen I receive [play game v]\nforever\n if <(y position) < [-150]> then\n set [exit v] to [dead]\n wait (5) seconds\n end\nend\n\nwhen I receive [bounce v]\nset [-sy v] to [25]\n\nwhen flag clicked\nhide variable [player: -x v]\nhide variable [player: -y v]\nhide variable [points x v]\nhide variable [-sy v]\nhide variable [-sx v]\nhide variable [-y v]\nhide variable [-x v]\nset size to (100) %\nbroadcast (Green Flag v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset volume to (100) %\nset [ending action? v] to [0]\nforever\n broadcast (Reset v) and wait\n broadcast (Set up v) and wait\n Game on\n broadcast (glitch detection v)\n if <(backdrop [number v]) = [14]> then\n broadcast (underwater v)\n end\n repeat until <(EXIT) > []>\n broadcast (Tick v)\n Tick\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Game on\nset [stop moving v] to [yes]\nset [ghost v] effect to (100)\nset [player: -x v] to [-150]\nif <<(LEVEL) = [GHZ]> or <<(LEVEL) = [GHZ2]> or <(LEVEL) = [GHZ3]>>> then\n set [player: -y v] to [-100]\nend\nif <<(LEVEL) = [LZ]> or <<(LEVEL) = [LZ2]> or <(LEVEL) = [LZ3]>>> then\n set [player: -y v] to [-80]\nend\nif <<(LEVEL) = [SLZ]> or <<(LEVEL) = [SLZ2]> or <(LEVEL) = [SLZ3]>>> then\n set [player: -y v] to [-88]\nend\nif <<(LEVEL) = [DEZ]> or <(LEVEL) = [DEZ2]>> then\n set [player: -y v] to [-97]\nend\nif <<(LEVEL) = [GGZ]> or <(LEVEL) = [GGZ2]>> then\n set [player: -y v] to [-96]\nend\nset [-sx v] to [0]\nif <not <(backdrop [number v]) = [14]>> then\n set [-sy v] to [0]\nend\nif <(backdrop [number v]) = [14]> then\n set [-sy v] to [0]\nend\nset [-in air v] to [0]\nset [exit v] to []\nset [dead v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [flashing v] to [0]\nset size to (100) %\npoint in direction (90)\nset rotation style [left-right v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nshow\n\ndefine Tick\nif <(MOBILE MODE) = [ON]> then\n set [-sx v] to ((-sx) * (0.7))\nelse\n set [-sx v] to ((-sx) * (0.7))\n if <(hanging on tails) = [yes]> then\n set [hanging on tails v] to [no]\n repeat (150)\n change [-sx v] by (1)\n end\n end\n if <<<<(touch left) = [1]> or <(touch up left) = [1]>> and <(Mobile mode on?) = [yes]>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <(PC mode on?) = [yes]>>> then\n if <<not <(backdrop [number v]) = [8]>> and <<not <(backdrop [number v]) = [15]>> and <<not <(backdrop [number v]) = [19]>> and <<not <(backdrop [number v]) = [22]>> and <not <(backdrop [number v]) = [25]>>>>>> then\n if <(hanging on tails) = [no]> then\n if <(stop moving) = [no]> then\n if <not <(backdrop [number v]) = [14]>> then\n if <(stop moving) = [no]> then\n if <(left collision) = [0]> then\n if <(left collision) = [0]> then\n if <(x position) > [-27]> then\n change [background scrollx v] by (-1)\n end\n end\n if <(left collision) = [0]> then\n if <(stop moving) = [no]> then\n change [-sx v] by (-4)\n point in direction (-90)\n end\n end\n end\n end\n end\n if <(backdrop [number v]) = [14]> then\n if <(left collision) = [0]> then\n if <(stop moving) = [no]> then\n change [-sx v] by (-1)\n point in direction (-90)\n end\n end\n end\n end\n end\n end\n end\n if <<<<(touch right) = [1]> or <(touch up right) = [1]>> and <(Mobile mode on?) = [yes]>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <(PC mode on?) = [yes]>>> then\n if <<not <(backdrop [number v]) = [8]>> and <<not <(backdrop [number v]) = [15]>> and <<not <(backdrop [number v]) = [19]>> and <<not <(backdrop [number v]) = [22]>> and <not <(backdrop [number v]) = [25]>>>>>> then\n if <(hanging on tails) = [no]> then\n if <(stop moving) = [no]> then\n if <not <(backdrop [number v]) = [14]>> then\n if <(right collision) = [0]> then\n if <(right collision) = [0]> then\n if <(stop moving) = [no]> then\n if <(x position) > [-1]> then\n change [background scrollx v] by (1)\n end\n end\n end\n if <(right collision) = [0]> then\n if <(stop moving) = [no]> then\n change [-sx v] by (4)\n point in direction (90)\n end\n end\n end\n end\n if <(backdrop [number v]) = [14]> then\n if <(right collision) = [0]> then\n if <(stop moving) = [no]> then\n change [-sx v] by (1)\n point in direction (90)\n end\n end\n end\n end\n end\n end\n end\nend\nif <([abs v] of (-sx) ) > [0.8]> then\n Change Player X by (round (-sx))\nend\nif <(MOBILE MODE) = [ON]> then\nif <(-sy) > [-15]> then\n if <not <(backdrop [number v]) = [14]>> then\n if <(stop moving) = [no]> then\n change [-sy v] by (-2)\n end\n end\n if <(backdrop [number v]) = [14]> then\n if <(-sy) > [3]> then\n if <(stop moving) = [no]> then\n change [-sy v] by (-0.5)\n end\n else\n if <(stop moving) = [no]> then\n change [-sy v] by (-2)\n end\n end\n end\nend\nChange Player Y by (-sy)\nPosition\nchange [scroll x v] by (round (((Player: -x) - (SCROLL X)) / (3)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nPosition\nSet Costume\n\ndefine Change Player Y by (sy)\nif <(hanging on tails) = [no]> then\n if <(top collision) = [0]> then\n if <(stop moving) = [no]> then\n change [player: -y v] by (sy)\n end\n end\n if <(top collision) = [0]> then\n change [-in air v] by (1)\n end\n Position\n repeat until <not <<touching (platforms v)?> or <touching (ghost plat v)?>>>\n if <(sy) > [0]> then\n if <(top collision) = [0]> then\n if <(stop moving) = [no]> then\n change [player: -y v] by (-1)\n end\n end\n else\n if <(top collision) = [0]> then\n if <(stop moving) = [no]> then\n change [player: -y v] by (1)\n set [-in air v] to [0]\n end\n end\n end\n Position\n if <(top collision) = [0]> then\n set [-sy v] to [0]\n end\n end\nend\n\ndefine Change Player X by (sx)\nif <<<(top collision) = [0]> and <(right collision) = [0]>> and <(left collision) = [0]>> then\n if <(stop moving) = [no]> then\n change [player: -x v] by (sx)\n end\nend\nPosition\nif <<touching (ghost plat v)?> or <touching (platforms v)?>> then\n if <(hanging on tails) = [no]> then\n repeat (12)\n if <(stop moving) = [no]> then\n if <(top collision) = [0]> then\n change [player: -y v] by (2)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n end\n end\n if <(stop moving) = [no]> then\n if <(top collision) = [0]> then\n if <(stop moving) = [no]> then\n change [player: -y v] by (-12)\n end\n end\n end\n end\n if <(WALL JUMP?) = [ON]> then\n if <<<key (space v) pressed?> or <key (w v) pressed?>> and <(PC mode on?) = [yes]>> then\n if <(sx) > [0]> then\n if <<<(left collision) = [0]> and <(right collision) = [0]>> and <(stop moving) = [no]>> then\n if <(stop moving) = [no]> then\n set [-sx v] to [-20]\n end\n end\n else\n if <<<(left collision) = [0]> and <(right collision) = [0]>> and <(stop moving) = [no]>> then\n if <(stop moving) = [no]> then\n set [-sx v] to [20]\n end\n end\n end\n set [-in air v] to [0]\n else\n set [-sx v] to [0]\n end\n else\n if <not <(top collision) = [1]>> then\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n if <(stop moving) = [no]> then\n change [player: -x v] by (-1)\n end\n else\n if <(stop moving) = [no]> then\n change [player: -x v] by (1)\n end\n end\n Position\n end\n end\n end\nend\n\ndefine Game - Die\nstart sound [SonicDash v]\nset [stop moving v] to [yes]\nswitch costume to (sonic die 1-disfraz1 v)\nrepeat (10)\n change y by (10)\nend\nbroadcast (dead in game v)\nrepeat until <(y position) < [-175]>\n change [-sy v] by (-1)\n change y by (-sy)\nend\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nset [exit v] to []\nset [-sy v] to [15]\nchange [lives v] by (-1)\nhide\nwait (0.5) seconds\nif <(Lives) < [1]> then\n broadcast (game over v) and wait\nend\n\ndefine Game - Win\nclear graphic effects\nbroadcast (Victory v) and wait\n\ndefine Set Costume\nif <(hanging on tails) = [no]> then\n if <(backdrop [number v]) = [22]> then\n if <(-sy) < [-4]> then\n if <(costume [number v]) < [45]> then\n switch costume to (129863-48 \(1\) v)\n set [spin attack v] to [yes]\n end\n next costume\n if <(costume [number v]) > [60]> then\n switch costume to (129863-48 \(1\) v)\n set [spin attack v] to [yes]\n end\n else\n if <<(-sy) = [0]> or <<(-sy) < [3]> and <not <(-sy) < [-12]>>>> then\n switch costume to (-walk)\n set [spin attack v] to [no]\n if <not <touching (platforms v)?>> then\n set [spin attack v] to [no]\n end\n else\n if <(costume [number v]) < [45]> then\n switch costume to (129863-48 \(1\) v)\n set [spin attack v] to [yes]\n end\n next costume\n if <(costume [number v]) > [60]> then\n switch costume to (129863-48 \(1\) v)\n set [spin attack v] to [yes]\n end\n end\n end\n end\n if <not <(backdrop [number v]) = [22]>> then\n if <<(-sy) < [0]> and <(backdrop [number v]) = [14]>> then\n if <(costume [number v]) < [45]> then\n switch costume to (129863-48 \(1\) v)\n set [spin attack v] to [yes]\n end\n next costume\n if <(costume [number v]) > [60]> then\n switch costume to (129863-48 \(1\) v)\n set [spin attack v] to [yes]\n end\n else\n if <(costume [number v]) < [45]> then\n switch costume to (129863-48 \(1\) v)\n set [spin attack v] to [yes]\n end\n next costume\n if <(costume [number v]) > [60]> then\n switch costume to (129863-48 \(1\) v)\n set [spin attack v] to [yes]\n end\n end\n if <<(-sy) < [0 ]> or <<(-sy) < [0 ]> and <<<(touch up right) = [1]> or <(touch up) = [1]>> or <(touch up left) = [1]>>>> then\n if <(costume [number v]) < [45]> then\n switch costume to (129863-48 \(1\) v)\n set [spin attack v] to [yes]\n end\n next costume\n if <(costume [number v]) > [60]> then\n switch costume to (129863-48 \(1\) v)\n set [spin attack v] to [yes]\n end\n else\n if <(costume [number v]) < [45]> then\n switch costume to (129863-48 \(1\) v)\n set [spin attack v] to [yes]\n end\n next costume\n if <(costume [number v]) > [60]> then\n switch costume to (129863-48 \(1\) v)\n set [spin attack v] to [yes]\n end\n end\n end\n if <not <(backdrop [number v]) = [22]>> then\n if <<(-sy) = [0]> or <<(-sy) < [3]> and <not <(-sy) < [-12]>>>> then\n switch costume to (idle v)\n set [spin attack v] to [no]\n end\n if <<<<<(touch left) = [1]> or <(touch right) = [1]>> and <not <<<(touch up right) = [1]> or <(touch up) = [1]>> or <(touch up left) = [1]>>>> and <(Mobile mode on?) = [yes]>> or <<<(-sy) = [0]> or <<(-sy) < [3]> and <not <(-sy) < [-12]>>>> and <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> and <(PC mode on?) = [yes]>>>> then\n if <(stop moving) = [no]> then\n switch costume to (-walk)\n set [spin attack v] to [no]\n end\n end\n end\nelse\n switch costume to (sonic fall 1-disfraz1 v)\n wait (0) seconds\n switch costume to (sonic fall 2 v)\n wait (0) seconds\nend\n\nwhen I receive [tick v]\nchange [-walk v] by (1)\nif <(-walk) > [29]> then\n set [-walk v] to [22]\nend\n\ndefine Position\nif <<<not <(backdrop [number v]) = [8]>> and <not <(backdrop [number v]) = [15]>>> and <<not <(backdrop [number v]) = [19]>> and <not <<(backdrop [number v]) = [22]> or <(backdrop [number v]) = [25]>>>>> then\n go to x: ((Player: -x) - (SCROLL X)) y: (Player: -y)\nend\nif <<(backdrop [number v]) = [8]> or <<(backdrop [number v]) = [15]> or <<(backdrop [number v]) = [19]> or <<(backdrop [number v]) = [22]> or <(backdrop [number v]) = [25]>>>>> then\n set y to (Player: -y)\nend\n\nwhen I receive [hurt v]\nset [flashing v] to [1]\nset [exit v] to [Die]\nstop [this script v]\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [end v]\nset volume to (0) %\nbroadcast (Credits v)\nforever\n stop [other scripts in sprite v]\nend\n\nwhen backdrop switches to [green hills v]\nbroadcast (Play Game v)\nwait (2) seconds\nset [stop moving v] to [no]\nforever\n broadcast (stop moving v) and wait\nend\n\nwhen I receive [walking cutscene v]\nrepeat (10)\n switch costume to (walkedit-0 v)\n wait (0) seconds\n switch costume to (walkedit-1 v)\n wait (0) seconds\n switch costume to (walkedit-2 v)\n wait (0) seconds\n switch costume to (walkedit-3 v)\n wait (0) seconds\n switch costume to (walkedit-4 v)\n wait (0) seconds\n switch costume to (walkedit-5 v)\n wait (0) seconds\n switch costume to (walkedit-6 v)\n wait (0) seconds\n switch costume to (walkedit-7 v)\n wait (0) seconds\n switch costume to (walkedit-8 v)\n wait (0) seconds\n switch costume to (walkedit-9 v)\n wait (0) seconds\n switch costume to (walkedit-10 v)\n wait (0) seconds\n switch costume to (walkedit-11 v)\n wait (0) seconds\nend\n\nwhen I receive [dead v]\nswitch costume to (sonic die 1-disfraz1 v)\nwait (0.1) seconds\nswitch costume to (sonic die 1-disfraz2 v)\nwait (0.1) seconds\nswitch costume to (sonic die 1-disfraz3 v)\nwait (0.1) seconds\nswitch costume to (sonic die 1-disfraz4 v)\nwait (0.1) seconds\nswitch costume to (sonic die 1-disfraz5 v)\n\nwhen I receive [dead in game v]\nswitch costume to (sonic die 1-disfraz1 v)\nwait (0.08) seconds\nswitch costume to (sonic die 1-disfraz2 v)\nwait (0.08) seconds\nswitch costume to (sonic die 1-disfraz3 v)\nwait (0.08) seconds\nswitch costume to (sonic die 1-disfraz4 v)\nwait (0.08) seconds\nswitch costume to (sonic die 1-disfraz5 v)\n\nwhen backdrop switches to [beginning of game cutscene v]\nstop [other scripts in sprite v]\nshow\npoint in direction (90)\nset rotation style [left-right v]\nset size to (100) %\ngo to [front v] layer\nbroadcast (walking cutscene v)\ngo to x: (-230) y: (-98)\nglide (2) secs to x: (-163) y: (-98)\nstop [other scripts in sprite v]\ngo to x: (-163) y: (-101)\nswitch costume to (dchak5v-9de65aae-11ea-4376-a2a5-9f191132d749 v)\nwait (9) seconds\ngo to x: (-138) y: (-96)\nswitch costume to (costume3 v)\nrepeat (20)\n glide (0.0001) secs to x: (-139) y: (-91)\n glide (0.0001) secs to x: (-139) y: (-96)\nend\nbroadcast (dead v)\nglide (1) secs to x: (-7) y: (14)\nrepeat (50)\n change size by (-2)\n turn right (15) degrees\n move (10) steps\nend\nhide\nwait (2) seconds\nbroadcast (ring loss v)\n\ndefine jump sfx\nif <<(hanging on tails) = [no]> and <(stop moving) = [no]>> then\n if <<<<key (space v) pressed?> or <key (w v) pressed?>> and <(PC mode on?) = [yes]>> or <<<(touch up left) = [1]> or <<(touch up right) = [1]> or <(touch up) = [1]>>> and <(Mobile mode on?) = [yes]>>> then\n start sound [Sonic Jump v]\n wait until <(-sy) = [0]>\n end\nend\n\nwhen I receive [play game v]\nset volume to (100) %\nset [ending action? v] to [0]\nforever\n jump sfx\nend\n\nwhen I receive [victory v]\nstop [other scripts in sprite v]\nswitch costume to (dchak5v-9de65aae-11ea-4376-a2a5-9f191132d749 v)\nif <not <touching (platforms v)?>> then\n repeat until <touching (platforms v)?>\n change y by (-6)\n end\nend\nwait (1) seconds\nrepeat (14)\n next costume\n wait (0.02) seconds\nend\nwait (3) seconds\nif <(LEVEL) = [GHZ]> then\n broadcast (reset for victory v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n set [level v] to [GHZ2]\n stop [other scripts in sprite v]\n broadcast (screen transition loading green hills v) and wait\n stop [this script v]\nend\nif <(LEVEL) = [GHZ2]> then\n broadcast (reset for victory v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n set [level v] to [GHZ3]\n stop [other scripts in sprite v]\n broadcast (screen transition loading green hills v) and wait\n stop [this script v]\nend\nif <(LEVEL) = [GHZ3]> then\n broadcast (reset for victory v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n set [level v] to [GHZ3]\n stop [other scripts in sprite v]\n broadcast (screen transition zone complete! v) and wait\n stop [this script v]\nend\nif <(LEVEL) = [LZ]> then\n broadcast (reset for victory v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n set [level v] to [LZ2]\n stop [other scripts in sprite v]\n broadcast (screen transition loading labyrinth v) and wait\n stop [this script v]\nend\nif <(LEVEL) = [LZ2]> then\n broadcast (reset for victory v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n set [level v] to [LZ3]\n broadcast (screen transition loading labyrinth v) and wait\n stop [this script v]\nend\nif <(LEVEL) = [LZ3]> then\n broadcast (reset for victory v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n set [level v] to [LZ3]\n stop [other scripts in sprite v]\n broadcast (screen transition zone complete! v) and wait\n stop [this script v]\nend\nif <(LEVEL) = [SLZ]> then\n broadcast (reset for victory v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n set [level v] to [SLZ2]\n stop [other scripts in sprite v]\n broadcast (screen transition loading starlight v) and wait\n stop [this script v]\nend\nif <(LEVEL) = [SLZ2]> then\n broadcast (reset for victory v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n set [level v] to [SLZ3]\n stop [other scripts in sprite v]\n broadcast (screen transition loading starlight v) and wait\n stop [this script v]\nend\nif <(LEVEL) = [SLZ3]> then\n broadcast (reset for victory v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n set [level v] to [SLZ3]\n stop [other scripts in sprite v]\n broadcast (screen transition zone complete! v) and wait\n stop [this script v]\nend\nif <(LEVEL) = [DEZ]> then\n broadcast (reset for victory v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n set [level v] to [DEZ2]\n stop [other scripts in sprite v]\n broadcast (screen transition loading death egg v) and wait\n stop [this script v]\nend\nif <(LEVEL) = [DEZ2]> then\n broadcast (reset for victory v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n set [level v] to [DEZ2]\n stop [other scripts in sprite v]\n broadcast (screen transition zone complete! v) and wait\n stop [this script v]\nend\nif <(LEVEL) = [GGZ]> then\n broadcast (reset for victory v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n set [level v] to [GGZ2]\n stop [other scripts in sprite v]\n broadcast (screen transition gadget gauntlet v) and wait\n stop [this script v]\nend\n\nwhen backdrop switches to [green hills2 v]\nbroadcast (Play Game v)\nwait (2) seconds\nset [stop moving v] to [no]\nforever\n broadcast (stop moving v) and wait\nend\n\nwhen backdrop switches to [green hills loading v]\nset [player: -x v] to [-150]\nif <not <(LEVEL) = [GHZ3]>> then\n set [player: -y v] to [-100]\nelse\n set [player: -y v] to [0]\nend\nset [-sx v] to [0]\nset [-sy v] to [0]\nset [-in air v] to [0]\nset [exit v] to []\nset [dead v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [flashing v] to [0]\n\ndefine collision top\nif <(stop moving) = [no]> then\n if <(top collision) = [1]> then\n set [-sy v] to [0]\n repeat until <(top collision) = [0]>\n if <(stop moving) = [no]> then\n change [-sy v] by (-5)\n change [player: -y v] by (-5)\n end\n end\n end\nend\nif <(stop moving) = [yes]> then\n set [top collision v] to [0]\nend\n\nwhen I receive [play game v]\nwait (1) seconds\nforever\n collision top\nend\n\nwhen backdrop switches to [green hillsboss v]\nbroadcast (reset for victory v)\nset [stop moving v] to [no]\nset [ghost v] effect to (100)\nswitch costume to (idle v)\ngo to x: (-186) y: (-101)\npoint in direction (90)\nset rotation style [left-right v]\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nshow\nforever\n broadcast (glitch detection v)\n repeat until <(EXIT) > []>\n boss tick\n broadcast (boss tick v)\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n Game - die boss\n end\nend\n\nwhen backdrop switches to [green hillsboss v]\nwait (1) seconds\nforever\n if <<<<(touch right) = [1]> or <(touch up right) = [1]>> and <(Mobile mode on?) = [yes]>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <<(PC mode on?) = [yes]> and <(stop moving) = [no]>>>> then\n point in direction (90)\n set rotation style [left-right v]\n change x by (11)\n end\n if <<<<(touch left) = [1]> or <(touch up left) = [1]>> and <(Mobile mode on?) = [yes]>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <<(PC mode on?) = [yes]> and <(stop moving) = [no]>>>> then\n point in direction (-90)\n set rotation style [left-right v]\n change x by (-11)\n end\nend\n\ndefine boss tick\nif <<<<(touch up left) = [1]> or <<(touch up right) = [1]> or <(touch up) = [1]>>> and <(Mobile mode on?) = [yes]>> or <<<key (space v) pressed?> or <key (w v) pressed?>> and <(PC mode on?) = [yes]>>> then\n if <<(-in air) < [4]> and <(stop moving) = [no]>> then\n set [-sy v] to [21]\n end\nend\nif <<(-sy) > [-15]> and <(stop moving) = [no]>> then\n change [-sy v] by (-2)\nend\nif <(stop moving) = [no]> then\n Change Player Y by (-sy)\nend\nSet Costume\n\nwhen backdrop switches to [green hillsboss v]\nwait (1) seconds\nforever\n collision top\nend\n\ndefine Game - die boss\nstop [other scripts in sprite v]\nstart sound [SonicDash v]\nswitch costume to (sonic die 1-disfraz1 v)\nrepeat (10)\n change y by (10)\nend\nbroadcast (dead in game v)\nrepeat until <(y position) < [-175]>\n change [-sy v] by (-1)\n change y by (-sy)\nend\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nif <(backdrop [number v]) = [8]> then\n set [exit v] to []\n set [-sy v] to [15]\n set [player: -y v] to [0]\n change [lives v] by (-1)\n hide\n stop [other scripts in sprite v]\n if <(Lives) < [1]> then\n stop [other scripts in sprite v]\n wait (0.5) seconds\n broadcast (game over v) and wait\n end\n switch backdrop to (green hillsboss v)\n stop [this script v]\nend\nif <(backdrop [number v]) = [15]> then\n set [exit v] to []\n set [-sy v] to [15]\n set [player: -y v] to [0]\n change [lives v] by (-1)\n hide\n stop [other scripts in sprite v]\n if <(Lives) < [1]> then\n stop [other scripts in sprite v]\n wait (0.5) seconds\n broadcast (game over v) and wait\n end\n switch backdrop to (labyrinthboss v)\n stop [this script v]\nend\nif <(backdrop [number v]) = [19]> then\n set [exit v] to []\n set [player: -y v] to [0]\n set [-sy v] to [15]\n change [lives v] by (-1)\n hide\n stop [other scripts in sprite v]\n if <(Lives) < [1]> then\n stop [other scripts in sprite v]\n wait (0.5) seconds\n broadcast (game over v) and wait\n end\n switch backdrop to (starlight3 v)\n stop [this script v]\nend\nif <(backdrop [number v]) = [22]> then\n set [exit v] to []\n set [player: -y v] to [0]\n set [-sy v] to [15]\n change [lives v] by (-1)\n hide\n stop [other scripts in sprite v]\n if <(Lives) < [1]> then\n stop [other scripts in sprite v]\n wait (0.5) seconds\n broadcast (game over v) and wait\n end\n switch backdrop to (death eggboss v)\n stop [this script v]\nend\nif <(backdrop [number v]) = [25]> then\n set [exit v] to []\n set [player: -y v] to [0]\n set [-sy v] to [15]\n change [lives v] by (-1)\n hide\n stop [other scripts in sprite v]\n if <(Lives) < [1]> then\n stop [other scripts in sprite v]\n wait (0.5) seconds\n broadcast (game over v) and wait\n end\n switch backdrop to (gadget gauntletboss v)\n stop [this script v]\nend\n\nwhen I receive [reset for victory v]\nset [player: -x v] to [-150]\nset [player: -y v] to [0]\nset [-sx v] to [0]\nset [-sy v] to [0]\nset [-in air v] to [0]\nset [exit v] to []\nset [dead v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [flashing v] to [0]\n\nwhen backdrop switches to [zone complete v]\nstop [other scripts in sprite v]\nshow\nset [ghost v] effect to (0)\nset size to (200) %\ngo to x: (0) y: (-27)\nswitch costume to (dchak5v-9de65aae-11ea-4376-a2a5-9f191132d749 v)\nwait (0.5) seconds\nwait (1) seconds\nrepeat (14)\n next costume\n wait (0.02) seconds\nend\n\nwhen backdrop switches to [begin game v]\nhide variable [lives v]\nhide variable [boss health v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [labyrinth v]\nbroadcast (Play Game v)\nforever\n broadcast (stop moving v) and wait\nend\n\nwhen backdrop switches to [labyrinth2 v]\nbroadcast (Play Game v)\nwait (2) seconds\nset [stop moving v] to [no]\nforever\n if <(stop moving) = [yes]> then\n broadcast (stop moving v) and wait\n end\nend\n\nwhen I receive [underwater v]\nforever\n start sound [Underwater Air timer v]\n wait (5) seconds\nend\n\nwhen backdrop switches to [labyrinthboss v]\nwait (1) seconds\nforever\n if <<<<(touch right) = [1]> or <(touch up right) = [1]>> and <(Mobile mode on?) = [yes]>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <<(PC mode on?) = [yes]> and <(stop moving) = [no]>>>> then\n point in direction (90)\n set rotation style [left-right v]\n change x by (3)\n end\n if <<<<(touch left) = [1]> or <(touch up left) = [1]>> and <(Mobile mode on?) = [yes]>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <<(PC mode on?) = [yes]> and <(stop moving) = [no]>>>> then\n point in direction (-90)\n set rotation style [left-right v]\n change x by (-3)\n end\nend\n\nwhen backdrop switches to [labyrinthboss v]\nbroadcast (underwater v)\nbroadcast (reset for victory v)\nset [stop moving v] to [no]\nset [ghost v] effect to (100)\nswitch costume to (idle v)\ngo to x: (-186) y: (90)\npoint in direction (90)\nset rotation style [left-right v]\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nshow\nforever\n broadcast (glitch detection v)\n repeat until <(EXIT) > []>\n boss tick\n broadcast (boss tick v)\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n Game - die boss\n end\nend\n\nwhen backdrop switches to [starlight v]\nbroadcast (Play Game v)\nforever\n broadcast (stop moving v) and wait\nend\n\nwhen backdrop switches to [starlight loading v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [starlight2 v]\nbroadcast (Play Game v)\nforever\n broadcast (stop moving v) and wait\nend\n\nwhen backdrop switches to [starlight3 v]\nwait (1) seconds\nforever\n if <<<<(touch right) = [1]> or <(touch up right) = [1]>> and <(Mobile mode on?) = [yes]>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <<(PC mode on?) = [yes]> and <(stop moving) = [no]>>>> then\n point in direction (90)\n set rotation style [left-right v]\n change x by (11)\n end\n if <<<<(touch left) = [1]> or <(touch up left) = [1]>> and <(Mobile mode on?) = [yes]>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <<(PC mode on?) = [yes]> and <(stop moving) = [no]>>>> then\n point in direction (-90)\n set rotation style [left-right v]\n change x by (-11)\n end\nend\n\nwhen backdrop switches to [starlight3 v]\nbroadcast (reset for victory v)\nset [stop moving v] to [no]\nset [ghost v] effect to (100)\nswitch costume to (idle v)\ngo to x: (-182) y: (-90)\npoint in direction (90)\nset rotation style [left-right v]\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nshow\nforever\n broadcast (glitch detection v)\n repeat until <(EXIT) > []>\n boss tick\n broadcast (boss tick v)\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n Game - die boss\n end\nend\n\nwhen backdrop switches to [starlight3 v]\nset volume to (100) %\nforever\n jump sfx\nend\n\nwhen backdrop switches to [labyrinthboss v]\nset volume to (100) %\nforever\n jump sfx\nend\n\nwhen backdrop switches to [green hillsboss v]\nset volume to (100) %\nforever\n jump sfx\nend\n\nwhen backdrop switches to [death egg v]\nbroadcast (Play Game v)\nwait (2) seconds\nset [stop moving v] to [no]\nforever\n if <(stop moving) = [yes]> then\n broadcast (stop moving v) and wait\n end\nend\n\ndefine collision left\nif <(stop moving) = [no]> then\n if <<(left collision) = [1]> and <(right collision) = [0]>> then\n repeat until <(left collision) = [0]>\n change [player: -x v] by (7)\n change [-sx v] by (5)\n end\n end\nend\nif <(stop moving) = [yes]> then\n set [left collision v] to [0]\nend\n\ndefine collision right\nif <<(right collision) = [1]> and <(left collision) = [0]>> then\n repeat until <(right collision) = [0]>\n change [player: -x v] by (-7)\n change [-sx v] by (-5)\n if <(backdrop [number v]) = [24]> then\n change [-sx v] by (-7)\n end\n end\nend\n\nwhen I receive [play game v]\nwait (1) seconds\nforever\n collision left\nend\n\nwhen I receive [play game v]\nwait (1) seconds\nforever\n collision right\nend\n\nwhen backdrop switches to [death egg loading v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [reset shadow v]\nset [-x v] to [0]\nset [-sx v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [-sy v] to [0]\n\nwhen backdrop switches to [death eggboss v]\nwait (1) seconds\nforever\n if <<<<(touch right) = [1]> or <(touch up right) = [1]>> and <(Mobile mode on?) = [yes]>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <<(PC mode on?) = [yes]> and <(stop moving) = [no]>>>> then\n point in direction (90)\n set rotation style [left-right v]\n change x by (7)\n end\n if <<<<(touch left) = [1]> or <(touch up left) = [1]>> and <(Mobile mode on?) = [yes]>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <<(PC mode on?) = [yes]> and <(stop moving) = [no]>>>> then\n point in direction (90)\n set rotation style [left-right v]\n change x by (-7)\n end\nend\n\nwhen backdrop switches to [death eggboss v]\nset [stop moving v] to [no]\nbroadcast (reset for victory v)\nset [ghost v] effect to (100)\nswitch costume to (idle v)\ngo to x: (-186) y: (90)\npoint in direction (90)\nset rotation style [left-right v]\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nshow\nforever\n broadcast (glitch detection v)\n repeat until <(EXIT) > []>\n boss tick\n broadcast (boss tick v)\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n Game - die boss\n end\nend\n\nwhen backdrop switches to [death eggboss v]\nset volume to (100) %\nforever\n jump sfx\nend\n\nwhen backdrop switches to [gadget gauntlet loading v]\nset [player: -x v] to [-150]\nif <not <(LEVEL) = [GGZ2]>> then\n set [player: -y v] to [-100]\nelse\n set [player: -y v] to [0]\nend\nset [-sx v] to [0]\nset [-sy v] to [0]\nset [-in air v] to [0]\nset [exit v] to []\nset [dead v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [flashing v] to [0]\n\nwhen backdrop switches to [starlight loading v]\nset [player: -x v] to [-150]\nif <not <(LEVEL) = [SLZ3]>> then\n set [player: -y v] to [-100]\nelse\n set [player: -y v] to [0]\nend\nset [-sx v] to [0]\nset [-sy v] to [0]\nset [-in air v] to [0]\nset [exit v] to []\nset [dead v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [flashing v] to [0]\n\nwhen backdrop switches to [labyrinth loading v]\nset [player: -x v] to [-150]\nif <not <(LEVEL) = [LZ3]>> then\n set [player: -y v] to [-100]\nelse\n set [player: -y v] to [0]\nend\nset [-sx v] to [0]\nset [-sy v] to [0]\nset [-in air v] to [0]\nset [exit v] to []\nset [dead v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [flashing v] to [0]\n\nwhen backdrop switches to [gadget gauntlet v]\nbroadcast (Play Game v)\nwait (2) seconds\nset [stop moving v] to [no]\nforever\n broadcast (stop moving v) and wait\nend\n\nwhen backdrop switches to [gadget gauntlet loading v]\nhide variable [lives v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [gadget gauntletboss v]\nset [stop moving v] to [no]\nbroadcast (reset for victory v)\nset [ghost v] effect to (100)\nswitch costume to (idle v)\ngo to x: (-186) y: (90)\npoint in direction (90)\nset rotation style [left-right v]\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nshow\nforever\n broadcast (glitch detection v)\n repeat until <(EXIT) > []>\n boss tick\n broadcast (boss tick v)\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n Game - die boss\n end\nend\n\nwhen backdrop switches to [gadget gauntletboss v]\nwait (1) seconds\nforever\n if <<<<(touch right) = [1]> or <(touch up right) = [1]>> and <(Mobile mode on?) = [yes]>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <<(PC mode on?) = [yes]> and <(stop moving) = [no]>>>> then\n point in direction (90)\n set rotation style [left-right v]\n change x by (11)\n end\n if <<<<(touch left) = [1]> or <(touch up left) = [1]>> and <(Mobile mode on?) = [yes]>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <<(PC mode on?) = [yes]> and <(stop moving) = [no]>>>> then\n point in direction (-90)\n set rotation style [left-right v]\n change x by (-11)\n end\nend\n\nwhen backdrop switches to [gadget gauntletboss v]\nset volume to (100) %\nforever\n jump sfx\nend\n\nwhen I receive [#1 victory v]\nstop [other scripts in sprite v]\nswitch costume to (dchak5v-9de65aae-11ea-4376-a2a5-9f191132d749 v)\nwait (0.5) seconds\nwait (1) seconds\nrepeat (14)\n next costume\n wait (0.02) seconds\nend\nwait (3) seconds\nbroadcast (reset for victory v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nbroadcast (ending screen transition v) and wait\nstop [this script v]\n\nwhen backdrop switches to [gadget gauntlet cutscene v]\nset size to (100) %\npoint in direction (90)\nset rotation style [left-right v]\nstop [other scripts in sprite v]\ngo to x: (-185) y: (-97)\nset [ghost v] effect to (0)\nshow\ngo to [front v] layer\nswitch costume to (idle v)\n\nwhen backdrop switches to [gadget gauntlet cutscene2 v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [gadget gauntlet cutscene3 v]\nstop [other scripts in sprite v]\ngo to x: (-17) y: (123)\nswitch costume to (sonic fall 2 v)\nset size to (200) %\nshow\nglide (1) secs to x: (-33) y: (26)\nrepeat until <touching (tornado v)?>\n switch costume to (sonic fall 2 v)\n wait (0) seconds\n switch costume to (sonic fall 1-disfraz1 v)\n wait (0) seconds\nend\nif <touching (tornado v)?> then\n repeat until <touching (_edge_ v)?>\n switch costume to (idle v)\n go to (tornado v)\n end\nend\nhide\n\nwhen backdrop switches to [gadget gauntlet cutscene4 v]\nstop [other scripts in sprite v]\nhide\nwait (1) seconds\nset size to (100) %\nshow\nforever\n go to (tornado v)\nend\n\nwhen I receive [the end v]\nstop [other scripts in sprite v]\nhide\n\ndefine you glitched it\nstart sound [SonicDash v]\nset [stop moving v] to [yes]\nswitch costume to (sonic die 1-disfraz1 v)\nrepeat (10)\n change y by (10)\nend\nbroadcast (dead in game v)\nrepeat until <(y position) < [-175]>\n change [-sy v] by (-1)\n change y by (-sy)\nend\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nset [exit v] to []\nset [-sy v] to [15]\nhide\nwait (2) seconds\nif <(LEVEL) = [GHZ3]> then\n stop [other scripts in sprite v]\n wait (0.5) seconds\n switch backdrop to (green hillsboss v)\n stop [this script v]\nend\nif <(LEVEL) = [LZ3]> then\n stop [other scripts in sprite v]\n wait (0.5) seconds\n switch backdrop to (labyrinthboss v)\n stop [this script v]\nend\nif <(LEVEL) = [SLZ3]> then\n stop [other scripts in sprite v]\n wait (0.5) seconds\n switch backdrop to (starlight3 v)\n stop [this script v]\nend\nif <(LEVEL) = [DEZ2]> then\n stop [other scripts in sprite v]\n wait (0.5) seconds\n switch backdrop to (death eggboss v)\n stop [this script v]\nend\nif <(LEVEL) = [GGZ2]> then\n stop [other scripts in sprite v]\n wait (0.5) seconds\n switch backdrop to (gadget gauntletboss v)\n stop [this script v]\nend\n\nwhen I receive [stop moving v]\nforever\n if <<not <(LEVEL) = [GHZ3]>> or <<not <(LEVEL) = [LZ3]>> or <<not <(LEVEL) = [SLZ3]>> or <<not <(LEVEL) = [DEZ2]>> or <not <(LEVEL) = [GGZ2]>>>>>> then\n if <(stop moving) = [yes]> then\n wait (4) seconds\n if <(-sy) < [20]> then\n set [stop moving v] to [no]\n end\n end\n else\n stop [this script v]\n end\nend\n\nwhen I receive [glitch detection v]\nwait (2) seconds\nforever\n if <<<(left collision) = [1]> and <(top collision) = [1]>> and <(right collision) = [1]>> then\n repeat (10)\n stop [other scripts in sprite v]\n end\n you glitched it\n broadcast (stop moving v)\n if <<not <(LEVEL) = [GHZ3]>> and <<not <(LEVEL) = [LZ3]>> and <<not <(LEVEL) = [SLZ3]>> and <<not <(LEVEL) = [GGZ2]>> and <not <(LEVEL) = [DEZ2]>>>>>> then\n broadcast (Play Game v) and wait\n end\n wait (2) seconds\n end\nend\n\nwhen I receive [glitch detection v]\nwait (2) seconds\nforever\n if <key (y v) pressed?> then\n repeat (10)\n stop [other scripts in sprite v]\n end\n you glitched it\n broadcast (stop moving v)\n if <<not <(LEVEL) = [GHZ3]>> and <<not <(LEVEL) = [LZ3]>> and <<not <(LEVEL) = [SLZ3]>> and <<not <(LEVEL) = [GGZ2]>> and <not <(LEVEL) = [DEZ2]>>>>>> then\n broadcast (Play Game v) and wait\n end\n wait (2) seconds\n end\nend\n\nwhen I receive [boss tick v]\nchange [-walk v] by (1)\nif <(-walk) > [29]> then\n set [-walk v] to [22]\nend\n\nwhen I receive [stop moving v]\nforever\n if <<not <(LEVEL) = [GHZ3]>> or <<not <(LEVEL) = [LZ3]>> or <<not <(LEVEL) = [SLZ3]>> or <<not <(LEVEL) = [DEZ2]>> or <not <(LEVEL) = [GGZ2]>>>>>> then\n if <<(stop moving) = [yes]> and <(EXIT) = []>> then\n repeat until <(stop moving) = [no]>\n set [player: -x v] to [-150]\n if <<(LEVEL) = [GHZ]> or <<(LEVEL) = [GHZ2]> or <(LEVEL) = [GHZ3]>>> then\n set [player: -y v] to [-100]\n end\n if <<(LEVEL) = [LZ]> or <<(LEVEL) = [LZ2]> or <(LEVEL) = [LZ3]>>> then\n set [player: -y v] to [-80]\n end\n if <<(LEVEL) = [SLZ]> or <<(LEVEL) = [SLZ2]> or <(LEVEL) = [SLZ3]>>> then\n set [player: -y v] to [-88]\n end\n if <<(LEVEL) = [DEZ]> or <(LEVEL) = [DEZ2]>> then\n set [player: -y v] to [-97]\n end\n if <<(LEVEL) = [GGZ]> or <(LEVEL) = [GGZ2]>> then\n set [player: -y v] to [-96]\n end\n set [-sx v] to [0]\n set [-sy v] to [0]\n set [-in air v] to [0]\n set [exit v] to []\n set [dead v] to [0]\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n set [flashing v] to [0]\n end\n stop [this script v]\n end\n else\n stop [this script v]\n end\nend\n\n@enemy5\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((enemy: -x) - (SCROLL X)) (enemy: -y)\n\nwhen I receive [set up v]\nhide\nset size to (100) %\nset [enemy: -x v] to [0]\nset [enemy: -y v] to [0]\nif <(LEVEL) = [DEZ]> then\n switch costume to (costume1 v)\n Clone at x - [1200] y - [32] EV - [99999]\n Clone at x - [1500] y - [-90] EV - [99999]\n Clone at x - [1700] y - [-90] EV - [99999]\n Clone at x - [1900] y - [-90] EV - [99999]\n Clone at x - [2000] y - [-90] EV - [99999]\nelse\n if <(LEVEL) = [GGZ]> then\n Clone at x - [400] y - [32] EV - [99999]\n Clone at x - [600] y - [32] EV - [99999]\n Clone at x - [800] y - [32] EV - [99999]\n Clone at x - [1000] y - [32] EV - [99999]\n Clone at x - [7500] y - [32] EV - [99999]\n Clone at x - [7700] y - [32] EV - [99999]\n Clone at x - [8000] y - [32] EV - [99999]\n Clone at x - [8200] y - [32] EV - [99999]\n Clone at x - [8400] y - [32] EV - [99999]\n end\nend\nset [enemy: -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) EV - (ev)\nset [enemy: -x v] to (x)\nset [enemy: -y v] to (y)\nset [ev v] to (ev)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n repeat (EV)\n repeat (30)\n point in direction (90)\n set rotation style [left-right v]\n change [enemy: -x v] by (-2)\n end\n wait (2) seconds\n repeat (30)\n point in direction (-90)\n set rotation style [left-right v]\n change [enemy: -x v] by (2)\n end\n wait (2) seconds\n end\nend\n\nwhen I start as a clone\nforever\n Other\nend\n\ndefine Other\nnext costume\nwait (0.1) seconds\n\nwhen I start as a clone\nforever\n if <touching (bottom sense v)?> then\n broadcast (Bounce v)\n set [points x v] to (enemy: -x)\n set [points y v] to (enemy: -y)\n start sound [Enemy Kill v]\n set [point counter v] to [2]\n change [score v] by (200)\n repeat until <(y position) < [-179]>\n change [enemy: -y v] by (-10)\n end\n delete this clone\n end\n if <<<touching (sonic the hedgehog v)?> and <not <touching (bottom sense v)?>>> and <(spin attack) = [yes]>> then\n broadcast (Bounce v)\n set [points x v] to (enemy: -x)\n set [points y v] to (enemy: -y)\n start sound [Enemy Kill v]\n set [point counter v] to [2]\n change [score v] by (200)\n repeat until <(y position) < [-179]>\n change [enemy: -y v] by (-10)\n end\n delete this clone\n end\n if <<<touching (sonic the hedgehog v)?> and <not <touching (bottom sense v)?>>> and <(spin attack) = [no]>> then\n hide\n broadcast (Hurt v)\n delete this clone\n end\nend\n\nif <(STAR?) = [OFF]> then\n broadcast (Hurt v)\nend\n\ncreate clone of (stomp v)\n\nswitch backdrop to (gadget gauntlet v)\n\nwait (1) seconds\n\nswitch backdrop to (death egg v)\n\nwhen backdrop switches to [green hills loading v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen backdrop switches to [green hills loading v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [begin game v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen backdrop switches to [death egg loading v]\nstop [other scripts in sprite v]\nset [-x v] to [0]\nset [-y v] to [0]\nhide\ndelete this clone\n\n@right sense\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [tick v]\nif <(hide) = [no]> then\n show\nend\ngo to (sonic the hedgehog v)\npoint in direction (180)\nset rotation style [all around v]\nset [ghost v] effect to (100)\nif <(stop moving) = [no]> then\n if <touching (platforms v)?> then\n go to (sonic the hedgehog v)\n set [right collision v] to [1]\n else\n set [right collision v] to [0]\n end\nelse\n set [right collision v] to [0]\nend\n\nwhen backdrop switches to [begin game v]\nhide variable [lives v]\nhide variable [boss health v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [green hills loading v]\nhide variable [lives v]\nhide variable [boss health v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [zone complete v]\nhide variable [lives v]\nhide variable [boss health v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [labyrinth loading v]\nstop [other scripts in sprite v]\nhide\n\nswitch backdrop to (labyrinth v)\n\nwhen backdrop switches to [starlight loading v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [death egg loading v]\nstop [other scripts in sprite v]\nset [platforms: -x v] to [0]\nset [platforms: -y v] to [0]\nhide\ndelete this clone\n\nwhen backdrop switches to [gadget gauntlet loading v]\nstop [other scripts in sprite v]\nset [platforms: -x v] to [0]\nset [platforms: -y v] to [0]\nhide\ndelete this clone\n\nwhen backdrop switches to [gadget gauntlet cutscene v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [gadget gauntlet cutscene v]\nstop [other scripts in sprite v]\nhide\n\nif <(sx) > [0]> then\n\nPosition\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\ngo to [back v] layer\n\nwhen I receive [tick v]\nif <<not <(backdrop [number v]) = [8]>> and <<not <(backdrop [number v]) = [19]>> and <<not <(backdrop [number v]) = [15]>> and <<<not <(backdrop [number v]) = [25]>> and <not <(backdrop [number v]) = [29]>>> and <not <(backdrop [number v]) = [28]>>>>>> then\n Position ((-x) - (SCROLL X)) [0]\nelse\n if <(LEVEL) = [GHZ3]> then\n show\n go to [front v] layer\n switch costume to (greenhill15 v)\n set [ghost v] effect to (0)\n go to x: (0) y: (0)\n end\n if <(LEVEL) = [LZ3]> then\n show\n go to [front v] layer\n set [ghost v] effect to (0)\n switch costume to (labyrinth v)\n go to x: (0) y: (0)\n end\n if <(LEVEL) = [SLZ3]> then\n show\n set [ghost v] effect to (0)\n go to x: (0) y: (0)\n end\n if <(LEVEL) = [DEZ2]> then\n show\n set [ghost v] effect to (0)\n go to x: (0) y: (0)\n end\n if <<(LEVEL) = [GGZ2]> and <(hide) = [no]>> then\n show\n set [ghost v] effect to (0)\n go to [front v] layer\n go to x: (0) y: (0)\n end\nend\n\nwhen I receive [set up v]\nhide\nset [color v] effect to (0)\nset [brightness v] effect to (0)\nset [-x v] to [0]\nset [-y v] to [0]\nif <(LEVEL) = [GHZ]> then\n switch costume to (greenhill v)\n repeat (7)\n Clone at x - [478] y - [0]\n end\nelse\n if <(LEVEL) = [GHZ2]> then\n switch costume to (greenhill7 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 - [600] y - [0]\n Clone at x - [400] y - [0]\n Clone at x - [480] y - [0]\n Clone at x - ((480) * (2)) y - [0]\n else\n if <(LEVEL) = [LZ]> then\n switch costume to (labyrinth v)\n repeat (5)\n Clone at x - [480] y - [0]\n end\n Clone at x - ((480) * (2)) y - [0]\n repeat (7)\n Clone at x - [480] y - [0]\n end\n else\n if <(LEVEL) = [LZ2]> then\n switch costume to (labyrinth7 v)\n repeat (5)\n Clone at x - [480] y - [0]\n end\n else\n if <(LEVEL) = [SLZ]> then\n switch costume to (starlight11 v)\n repeat (2)\n Clone at x - [480] y - [0]\n end\n Clone at x - ((480) * (6)) y - [0]\n Clone at x - ((480) * (1.8)) y - [0]\n Clone at x - [480] y - [0]\n else\n if <(LEVEL) = [SLZ2]> then\n switch costume to (starlight v)\n repeat (3)\n Clone at x - [480] y - [0]\n end\n Clone at x - ((480) * (3.4)) y - [0]\n repeat (6)\n Clone at x - [480] y - [0]\n end\n else\n if <(LEVEL) = [DEZ]> then\n switch costume to (death egg6 v)\n Clone at x - [2270] y - [0]\n Clone at x - [830] y - [0]\n Clone at x - [480] y - [0]\n repeat (3)\n Clone at x - [600] y - [0]\n end\n repeat (2)\n Clone at x - [480] y - [0]\n end\n Clone at x - [1200] y - [0]\n else\n if <(LEVEL) = [GGZ]> then\n switch costume to (the gadget v)\n repeat (4)\n Clone at x - [480] y - [0]\n end\n Clone at x - ((480) * (2)) y - [0]\n Clone at x - [600] y - [0]\n repeat (3)\n Clone at x - [480] y - [0]\n end\n repeat (2)\n Clone at x - [480] y - [0]\n end\n Clone at x - ((480) * (6)) y - [0]\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\nif <<not <(backdrop [number v]) = [8]>> and <<not <(backdrop [number v]) = [19]>> and <<not <(backdrop [number v]) = [15]>> and <<not <(backdrop [number v]) = [25]>> and <<not <(backdrop [number v]) = [28]>> and <not <(backdrop [number v]) = [29]>>>>>>> then\n go to x: (x) y: (y)\n if <<(x) = (x position)> and <(y) = (y position)>> then\n show\n else\n if <(LEVEL) = [SLZ3]> then\n show\n set [ghost v] effect to (0)\n go to x: (0) y: (0)\n stop [this script v]\n end\n hide\n end\nelse\n stop [this script v]\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x - (x) y - (y)\ncreate clone of (_myself_ v)\nchange [-x v] by (x)\nchange [-y v] by (y)\nnext costume\n\nwhen backdrop switches to [begin game v]\nstop [other scripts in sprite v]\nset [-x v] to [0]\nset [-y v] to [0]\nhide\ndelete this clone\n\nwhen backdrop switches to [begin game v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [beginning of game cutscene v]\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [forward v] (2) layers\ngo [backward v] (1) layers\nshow\nswitch costume to (greenhill9 v)\n\nwhen I start as a clone\nwait until <(backdrop [number v]) = [4]>\ndelete this clone\n\nwhen backdrop switches to [green hills loading v]\nstop [other scripts in sprite v]\nset [-x v] to [0]\nset [-y v] to [0]\nhide\ndelete this clone\n\nwhen backdrop switches to [green hills loading v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [green hillsboss v]\nshow\ngo to [front v] layer\nswitch costume to (greenhill15 v)\ngo to x: (0) y: (0)\n\nwhen backdrop switches to [zone complete v]\nhide variable [lives v]\nhide variable [boss health v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [labyrinth loading v]\nstop [other scripts in sprite v]\nhide\nset [-x v] to [0]\nset [-y v] to [0]\nhide\ndelete this clone\n\nswitch backdrop to (gadget gauntletboss v)\n\nwhen backdrop switches to [labyrinthboss v]\nforever\n show\n switch costume to (labyrinth v)\n go to x: (0) y: (0)\nend\n\nwhen backdrop switches to [starlight loading v]\nstop [other scripts in sprite v]\nhide\nset [-x v] to [0]\nset [-y v] to [0]\nhide\ndelete this clone\n\nwhen backdrop switches to [begin game v]\nstop [other scripts in sprite v]\nhide\nset [-x v] to [0]\nset [-y v] to [0]\nhide\ndelete this clone\n\nwhen backdrop switches to [starlight3 v]\nswitch costume to (starlight16 v)\nset [color v] effect to (0)\nset [brightness v] effect to (0)\nshow\ngo to x: (0) y: (0)\nwait (1) seconds\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nrepeat (100)\n show\n go to [front v] layer\nend\n\nswitch costume to (greenhill15 v)\n\nwhen backdrop switches to [death egg loading v]\nstop [other scripts in sprite v]\nset [-x v] to [0]\nset [-y v] to [0]\nhide\ndelete this clone\n\nwhen backdrop switches to [death eggboss v]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (death egg12 v)\n wait (0) seconds\n switch costume to (death egg13 v)\n wait (0) seconds\nend\n\nwhen I receive [victory v]\nif <(backdrop [number v]) = [22]> then\n stop [other scripts in sprite v]\nend\n\nwhen backdrop switches to [gadget gauntlet loading v]\nstop [other scripts in sprite v]\nhide\nset [-x v] to [0]\nset [-y v] to [0]\nhide\ndelete this clone\n\nwhen backdrop switches to [gadget gauntletboss v]\nswitch costume to (the gadget v)\nset [color v] effect to (0)\nset [brightness v] effect to (0)\nshow\ngo to x: (0) y: (0)\nwait (1) seconds\nrepeat (10)\n go to [front v] layer\n change [brightness v] effect by (-10)\nend\nforever\n show\n switch costume to (the gadget v)\n set [color v] effect to (0)\n go to x: (0) y: (0)\nend\n\nswitch backdrop to (gadget gauntletboss v)\n\nwhen backdrop switches to [gadget gauntlet cutscene2 v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [starlight loading v]\nstop [other scripts in sprite v]\nset [-x v] to [0]\nset [-y v] to [0]\nhide\ndelete this clone\n\nwhen backdrop switches to [gadget gauntlet cutscene2 v]\nstop [other scripts in sprite v]\nset [-x v] to [0]\nset [-y v] to [0]\nhide\ndelete this clone\n\nwhen backdrop switches to [gadget gauntlet cutscene4 v]\nset [hide v] to [yes]\nset [-x v] to [0]\nset [-y v] to [0]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [ending 3 v]\ndelete this clone\n\nwhen I receive [ending 4 v]\nset [hide v] to [yes]\ndelete this clone\n\nswitch costume to (death egg6 v)\n\n@tornado\n\nwhen backdrop switches to [gadget gauntlet cutscene3 v]\ngo to x: (-203) y: (22)\nset size to (200) %\nhide\nwait (5) seconds\nshow\nglide (3) secs to x: (413) y: (22)\nhide\nbroadcast (ending 4 v)\n\nwhen backdrop switches to [gadget gauntlet cutscene3 v]\nforever\n wait (0) seconds\n next costume\nend\n\nwhen backdrop switches to [gadget gauntlet cutscene4 v]\ngo to x: (-210) y: (-9)\nset size to (100) %\nhide\nwait (1) seconds\nshow\ngo to [front v] layer\nglide (1) secs to x: (11) y: (-6)\nforever\n glide (1) secs to x: (18) y: (-0)\n glide (1) secs to x: (18) y: (-14)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [the end v]\nstop [other scripts in sprite v]\nhide\n\n@shadow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [death eggboss v]\nshow variable [boss health v]\nset [boss health v] to [20]\nset [shadow attack v] to [no]\nbroadcast (begin shadow cutscene v)\nwait (1) seconds\ngo to x: (-195) y: (24)\nset size to (300) %\nset [brightness v] effect to (-50)\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\nglide (4) secs to x: (15) y: (24)\nstart sound [Sonic Jump v]\nbroadcast (shrink shadow v)\n\nwhen I receive [change shadow brightness v]\nswitch costume to (costume27 v)\nbroadcast (hide the plats v)\nglide (1) secs to x: (164) y: (133)\nglide (1) secs to x: (157) y: (-118)\nbroadcast (begin the fight v)\n\nwhen I receive [shrink shadow v]\nstop [other scripts in sprite v]\nbroadcast (change shadow brightness v)\nrepeat (5)\n change [brightness v] effect by (10)\nend\nrepeat (20)\n change size by (-10)\nend\n\nwait (0.) seconds\n\nwait () seconds\n\nwhen I receive [begin shadow cutscene v]\nset [brightness v] effect to (0)\nhide\nwait (1) seconds\ngo to x: (-195) y: (24)\nset size to (300) %\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\nforever\n if <(costume [number v]) > [26]> then\n switch costume to (costume1 v)\n go to [front v] layer\n end\n next costume\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [begin the fight v]\nset [shadow attack v] to [no]\nforever\n if <(shadow attack) = [no]> then\n set [which attack v] to [0]\n wait (5) seconds\n set [shadow attack v] to [yes]\n set [which attack v] to (pick random (1) to (4))\n end\n if <(which attack) = [1]> then\n repeat (3)\n start sound [Sonic Jump v]\n glide (1) secs to x: (239) y: (-118)\n start sound [Sonic Jump v]\n glide (1) secs to x: (-223) y: (-118)\n end\n start sound [Sonic Jump v]\n glide (1) secs to x: (157) y: (-118)\n set [which attack v] to [0]\n set [shadow attack v] to [no]\n end\n if <(which attack) = [2]> then\n start sound [Sonic Jump v]\n glide (1) secs to x: (10) y: (110)\n wait (2) seconds\n glide (0.1) secs to x: (6) y: (-120)\n start sound [spindash go v]\n glide (0.5) secs to x: (-215) y: (-118)\n start sound [spindash go v]\n glide (0.5) secs to x: (239) y: (-118)\n glide (0.5) secs to x: (157) y: (-118)\n set [which attack v] to [0]\n set [shadow attack v] to [no]\n end\n if <<(which attack) = [3]> or <(which attack) = [4]>> then\n wait until <(which attack) = [0]>\n broadcast (come down v)\n end\nend\n\nwhen I receive [begin the fight v]\nset [which attack v] to [0]\nset [shadow attack v] to [no]\nforever\n if <(shadow attack) = [no]> then\n if <(costume [number v]) > [26]> then\n switch costume to (costume1 v)\n go to [front v] layer\n end\n next costume\n end\n if <(shadow attack) = [yes]> then\n if <<(which attack) = [2]> or <(which attack) = [1]>> then\n switch costume to (costume27 v)\n end\n if <<(which attack) = [3]> or <(which attack) = [4]>> then\n switch costume to (costume28 v)\n broadcast (come up v)\n wait (0.1) seconds\n switch costume to (costume29 v)\n wait (0.1) seconds\n switch costume to (costume30 v)\n wait (0.1) seconds\n switch costume to (costume31 v)\n wait (0.1) seconds\n switch costume to (costume32 v)\n wait (0.1) seconds\n repeat until <(which attack) = [0]>\n switch costume to (costume33 v)\n wait (0.1) seconds\n switch costume to (costume34 v)\n wait (0.1) seconds\n end\n end\n end\nend\n\nswitch backdrop to (death eggboss v)\n\nswitch backdrop to (gadget gauntlet v)\n\ngo to [front v] layer\nif <(costume [number v]) > [26]> then\nnext costume\n\nstart sound [Sonic Jump v]\nglide (1) secs to x: (240) y: (-118)\n\nrepeat (3)\nstart sound [Sonic Jump v]\n\nglide (1) secs to x: (239) y: (-118)\nstart sound [Sonic Jump v]\nglide (1) secs to x: (-223) y: (-118)\n\nglide (1) secs to x: (239) y: (-118)\nset [which attack v] to [0]\nset [shadow attack v] to [no]\n\nglide (1) secs to x: (239) y: (-118)\n\nwhen I receive [come up v]\nglide (1) secs to x: (9) y: (90)\n\nwhen I receive [come down v]\nglide (1) secs to x: (157) y: (-118)\nset [shadow attack v] to [no]\n\n\n\nwhen backdrop switches to [death eggboss v]\n\nwhen I receive [egghurt v]\nrepeat (10)\n change [brightness v] effect by (10)\nend\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen I receive [damage shadow v]\nstart sound [Damage v]\nchange [boss health v] by (-1)\nrepeat (10)\n change [brightness v] effect by (10)\nend\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen I receive [dead in game v]\nstop [other scripts in sprite v]\nhide\n\nbroadcast (dead in game v)\n\nwhen I receive [begin the fight v]\nforever\n if <<<touching (top sense2 v)?> or <touching (sonic the hedgehog v)?>> and <(spin attack) = [yes]>> then\n start sound [Damage v]\n broadcast (damage shadow v) and wait\n end\n if <(Boss health) < [1]> then\n stop [other scripts in sprite v]\n broadcast (eggman defeated v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n wait (1) seconds\n broadcast (Victory v)\n stop [this script v]\n end\nend\n\nwait (5) seconds\n\nwhen I receive [begin the fight v]\nforever\n if <<touching (sonic the hedgehog v)?> and <(shadow attack) = [yes]>> then\n set [exit v] to [dead]\n end\nend\n\n@final boss attacks\n\nwhen backdrop switches to [gadget gauntletboss v]\ngo to x: (0) y: (128)\nhide\npoint in direction (90)\nset rotation style [left-right v]\nset [which attack v] to [0]\nwait (7) seconds\nforever\n set [which attack v] to (pick random (1) to (4))\n if <(Boss health) < [20]> then\n if <(which attack) = [1]> then\n switch costume to (spikes3 v)\n go to x: (0) y: (128)\n hide\n show\n start sound [Impact2 v]\n wait (0.7) seconds\n go to [front v] layer\n glide (0.7) secs to x: (0) y: (-104)\n hide\n set [which attack v] to [0]\n end\n if <(which attack) = [2]> then\n switch costume to (spikes5 v)\n go to x: (0) y: (128)\n hide\n show\n start sound [Impact2 v]\n wait (0.7) seconds\n glide (0.7) secs to x: (0) y: (-104)\n hide\n set [which attack v] to [0]\n end\n if <(which attack) = [3]> then\n switch costume to (spikes2 v)\n go to [front v] layer\n go to x: (0) y: (128)\n hide\n show\n start sound [Impact2 v]\n wait (0.7) seconds\n glide (0.7) secs to x: (0) y: (-104)\n hide\n set [which attack v] to [0]\n end\n if <(which attack) = [4]> then\n switch costume to (spikes4 v)\n go to [front v] layer\n go to x: (0) y: (128)\n hide\n show\n start sound [Impact2 v]\n wait (0.7) seconds\n glide (0.7) secs to x: (0) y: (-104)\n hide\n set [which attack v] to [0]\n end\n end\n if <<(Boss health) < [25]> and <(Boss health) > [15]>> then\n if <(which attack) = [1]> then\n switch costume to (spikes3 v)\n go to x: (0) y: (128)\n go to [front v] layer\n hide\n show\n start sound [Impact2 v]\n wait (1) seconds\n glide (0.7) secs to x: (0) y: (-104)\n hide\n set [which attack v] to [0]\n end\n if <(which attack) = [2]> then\n switch costume to (spikes5 v)\n go to x: (0) y: (128)\n hide\n show\n start sound [Impact2 v]\n wait (1) seconds\n glide (0.7) secs to x: (0) y: (-104)\n hide\n set [which attack v] to [0]\n end\n if <(which attack) = [3]> then\n switch costume to (spikes2 v)\n go to [front v] layer\n go to x: (0) y: (128)\n hide\n show\n start sound [Impact2 v]\n wait (1) seconds\n glide (0.7) secs to x: (0) y: (-104)\n hide\n set [which attack v] to [0]\n end\n if <(which attack) = [4]> then\n switch costume to (spikes4 v)\n go to x: (0) y: (128)\n hide\n show\n start sound [Impact2 v]\n wait (1) seconds\n glide (0.7) secs to x: (0) y: (-104)\n hide\n set [which attack v] to [0]\n end\n end\n if <(Boss health) > [25]> then\n if <(which attack) = [1]> then\n switch costume to (spikes3 v)\n go to [front v] layer\n go to x: (0) y: (128)\n hide\n show\n start sound [Impact2 v]\n wait (2) seconds\n glide (1) secs to x: (0) y: (-104)\n hide\n set [which attack v] to [0]\n end\n if <(which attack) = [2]> then\n switch costume to (spikes5 v)\n go to x: (0) y: (128)\n hide\n show\n start sound [Impact2 v]\n wait (2) seconds\n glide (1) secs to x: (0) y: (-104)\n hide\n set [which attack v] to [0]\n end\n if <(which attack) = [3]> then\n switch costume to (spikes2 v)\n go to x: (0) y: (128)\n go to [front v] layer\n hide\n show\n start sound [Impact2 v]\n wait (2) seconds\n glide (1) secs to x: (0) y: (-104)\n hide\n set [which attack v] to [0]\n end\n if <(which attack) = [4]> then\n switch costume to (spikes4 v)\n go to x: (0) y: (128)\n go to [front v] layer\n hide\n show\n start sound [Impact2 v]\n wait (2) seconds\n glide (1) secs to x: (0) y: (-104)\n hide\n set [which attack v] to [0]\n end\n end\n if <(Boss health) < [20]> then\n wait (0.5) seconds\n end\n if <<(Boss health) < [25]> and <(Boss health) > [15]>> then\n wait (1) seconds\n end\n if <(Boss health) > [25]> then\n wait (2) seconds\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (128)\nhide\n\nswitch backdrop to (gadget gauntletboss v)\n\nwhen I receive [#1 victory v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [gadget gauntletboss v]\nwait (2) seconds\nforever\n if <touching (sonic the hedgehog v)?> then\n set [exit v] to [dead]\n end\nend\n\nset [boss health v] to [0]\n\nwhen backdrop switches to [begin game v]\nstop [other scripts in sprite v]\nhide\nset [platforms: -x v] to [0]\nset [platforms: -y v] to [0]\nhide\ndelete this clone\n\nwhen backdrop switches to [gadget gauntlet loading v]\nstop [other scripts in sprite v]\nhide\nset [platforms: -x v] to [0]\nset [platforms: -y v] to [0]\nhide\ndelete this clone\n\n@Portal2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [gadget gauntletboss v]\nswitch costume to (ruby 1 v)\npoint in direction (90)\nset rotation style [left-right v]\nforever\n go to (eggman v)\n set size to (100) %\n show\n go to [front v] layer\nend\n\nwhen backdrop switches to [gadget gauntlet cutscene v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [gadget gauntlet cutscene4 v]\nwait (10) seconds\nshow\ngo to [front v] layer\ngo to x: (-162) y: (191)\nstart sound [S3K_51 v]\nglide (0.8) secs to x: (-167) y: (-149)\nhide\n\nwhen I receive [#1 victory v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [gadget gauntlet cutscene4 v]\nhide\nforever\n switch costume to (ruby 2 v)\n set rotation style [all around v]\n turn right (40) degrees\nend\n\nwhen backdrop switches to [begin game v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [gadget gauntlet loading v]\nstop [other scripts in sprite v]\nhide\n\n@Bottom Sense\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [tick v]\nshow\ngo to (sonic the hedgehog v)\nset [ghost v] effect to (100)\nif <<touching (platforms v)?> or <touching (eggman v)?>> then\n set [collision v] to [1]\nelse\n set [collision v] to [0]\nend\n\nwhen backdrop switches to [begin game v]\nhide variable [lives v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [green hills loading v]\nhide variable [lives v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [zone complete v]\nhide variable [lives v]\nhide variable [boss health v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [labyrinth loading v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [starlight loading v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [death egg loading v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [gadget gauntlet loading v]\nstop [other scripts in sprite v]\nset [platforms: -x v] to [0]\nset [platforms: -y v] to [0]\nhide\ndelete this clone\n\nwhen backdrop switches to [gadget gauntlet cutscene v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [boss tick v]\nshow\ngo to (sonic the hedgehog v)\nset [ghost v] effect to (100)\nif <<touching (platforms v)?> or <touching (eggman v)?>> then\n set [collision v] to [1]\nelse\n set [collision v] to [0]\nend\n\n@ghost plat\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [set up v]\nhide\nset size to (100) %\nset [ghost v] effect to (0)\nset [rotating block: -x v] to [0]\nset [rotating block: -y v] to [0]\nwait (0.1) seconds\nif <(LEVEL) = [SLZ]> then\n switch costume to (background2 v)\n Clone at x - [1300] y - [-93]\n Clone at x - [1500] y - [-70]\n Clone at x - [1800] y - [-50]\n Clone at x - [2000] y - [-50]\n Clone at x - [2200] y - [-70]\n Clone at x - [2400] y - [-93]\n switch costume to (starlight5 v)\n Clone at x - [2800] y - [-93]\n switch costume to (starlight6 v)\n Clone at x - [3200] y - [-93]\n switch costume to (background2 v)\nelse\n if <(LEVEL) = [SLZ2]> then\n switch costume to (background2 v)\n Clone at x - [1800] y - [-93]\n Clone at x - [2000] y - [-93]\n Clone at x - [2300] y - [-93]\n else\n if <(LEVEL) = [DEZ]> then\n switch costume to (death egg2 v)\n Clone at x - [500] y - [-93]\n Clone at x - [800] y - [-93]\n Clone at x - [1000] y - [-93]\n Clone at x - [6700] y - [-110]\n Clone at x - [6800] y - [-110]\n Clone at x - [6900] y - [-110]\n Clone at x - [7000] y - [-110]\n Clone at x - [7100] y - [-110]\n Clone at x - [7200] y - [-110]\n else\n if <(LEVEL) = [GGZ]> then\n switch costume to (the gadget12 v)\n Clone at x - [6300] y - [0]\n Clone at x - [6800] y - [0]\n Clone at x - [7100] y - [0]\n end\n end\n end\nend\nset [rotating block: -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\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x - (x) y - (y)\nset size to (100) %\nset [rotating block: -x v] to (x)\nset [rotating block: -y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n if <(LEVEL) = [DEZ]> then\n repeat (pick random (10) to (20))\n change [ghost v] effect by (10)\n end\n hide\n wait (0.5) seconds\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (1) seconds\n end\n if <not <(LEVEL) = [DEZ]>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n wait (0.5) seconds\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (1) seconds\n end\nend\n\nwhen I receive [tick v]\nPosition ((Rotating Block: -x) - (SCROLL X)) (Rotating Block: -y)\n\nwhen backdrop switches to [starlight loading v]\nstop [other scripts in sprite v]\nhide\nset [platforms: -x v] to [0]\nset [platforms: -y v] to [0]\nhide\ndelete this clone\n\nwhen backdrop switches to [begin game v]\nstop [other scripts in sprite v]\nhide\nset [platforms: -x v] to [0]\nset [platforms: -y v] to [0]\nhide\ndelete this clone\n\nwhen backdrop switches to [green hills loading v]\nstop [other scripts in sprite v]\nhide\nset [platforms: -x v] to [0]\nset [platforms: -y v] to [0]\nhide\ndelete this clone\n\nwhen backdrop switches to [labyrinth loading v]\nstop [other scripts in sprite v]\nhide\nset [platforms: -x v] to [0]\nset [platforms: -y v] to [0]\nhide\ndelete this clone\n\nwhen backdrop switches to [death egg loading v]\nstop [other scripts in sprite v]\nset [platforms: -x v] to [0]\nset [platforms: -y v] to [0]\nhide\ndelete this clone\n\nwhen backdrop switches to [gadget gauntlet loading v]\nstop [other scripts in sprite v]\nhide\nset [platforms: -x v] to [0]\nset [platforms: -y v] to [0]\nhide\ndelete this clone\n\nwhen backdrop switches to [begin game v]\nstop [other scripts in sprite v]\nhide\nset [platforms: -x v] to [0]\nset [platforms: -y v] to [0]\nhide\ndelete this clone\n\n@chain\n\nwhen backdrop switches to [green hillsboss v]\nforever\n go to (eggman v)\nend\n\nwhen backdrop switches to [green hillsboss v]\ngo to [front v] layer\nhide\nwait (1) seconds\ngo [backward v] (10) layers\nshow\npoint in direction (90)\nset rotation style [all around v]\nforever\n turn right (2) degrees\nend\n\nwhen backdrop switches to [green hillsboss v]\nwait (1) seconds\npoint in direction (90)\nset rotation style [all around v]\nforever\n if <(Boss health) < [10]> then\n turn right (4) degrees\n end\n if <(Boss health) < [1]> then\n stop [other scripts in sprite v]\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [green hills loading v]\nhide variable [lives v]\nhide variable [boss health v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [begin game v]\nhide variable [lives v]\nhide variable [boss health v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [dead in game v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [zone complete v]\nhide variable [lives v]\nhide variable [boss health v]\nstop [other scripts in sprite v]\nhide\n\n@Borders\n\nwhen I receive [play game v]\ngo to x: (0) y: (0)\nshow\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen backdrop switches to [begin game v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [green hills loading v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [labyrinth loading v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [starlight loading v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [death egg loading v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [gadget gauntlet loading v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [gadget gauntletboss v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [green hillsboss v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [labyrinthboss v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [starlight3 v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [death eggboss v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [gadget gauntletboss v]\nstop [other scripts in sprite v]\nhide\n\n@Sprite57\n\nwhen flag clicked\nset size to (400) %\nhide\n\nwhen backdrop switches to [death eggboss v]\nset [which attack v] to [0]\nhide\nforever\n go to [front v] layer\n if <(which attack) = [4]> then\n go to x: (-339) y: (-139)\n show\n glide (1) secs to x: (-114) y: (40)\n wait (1) seconds\n glide (1) secs to x: (0) y: (-178)\n wait (1) seconds\n glide (1) secs to x: (135) y: (0)\n wait (1) seconds\n glide (1) secs to x: (299) y: (-147)\n hide\n set [which attack v] to [0]\n end\n if <(which attack) = [3]> then\n go to x: (-339) y: (-53)\n show\n glide (1) secs to x: (-144) y: (-209)\n wait (1) seconds\n glide (1) secs to x: (-24) y: (50)\n wait (1) seconds\n glide (1) secs to x: (145) y: (-165)\n wait (1) seconds\n glide (1) secs to x: (371) y: (-29)\n hide\n set [which attack v] to [0]\n end\nend\n\nwhen I receive [begin the fight v]\nwait (2) seconds\nforever\n if <touching (sonic the hedgehog v)?> then\n set [exit v] to [dead]\n end\nend\n\nwhen I receive [victory v]\nstop [other scripts in sprite v]\nhide\n\n@enemy\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((enemy: -x) - (SCROLL X)) (enemy: -y)\n\nwhen I receive [set up v]\nhide\nset size to (100) %\nset [enemy: -x v] to [0]\nset [enemy: -y v] to [0]\nif <(LEVEL) = [GHZ]> then\n switch costume to (costume1 v)\n Clone at x - [300] y - [-105] EV - [99999]\n Clone at x - [1916] y - [-105] EV - [99999]\nelse\n if <(LEVEL) = [GHZ2]> then\n switch costume to (costume1 v)\n Clone at x - [500] y - [-105] EV - [99999]\n Clone at x - [600] y - [-105] EV - [99999]\n Clone at x - [700] y - [-105] EV - [99999]\n else\n if <(LEVEL) = [3]> then\n switch costume to (costume1 v)\n Clone at x - [1280] y - [-81] EV - [90]\n end\n end\nend\nset [enemy: -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) EV - (ev)\nset [enemy: -x v] to (x)\nset [enemy: -y v] to (y)\nset [ev v] to (ev)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n repeat (EV)\n repeat (30)\n point in direction (90)\n set rotation style [left-right v]\n change [enemy: -x v] by (-2)\n end\n wait (2) seconds\n repeat (30)\n point in direction (-90)\n set rotation style [left-right v]\n change [enemy: -x v] by (2)\n end\n wait (2) seconds\n end\nend\n\nwhen I start as a clone\nforever\n Other\nend\n\ndefine Other\nnext costume\nwait (0.1) seconds\n\nwhen I start as a clone\nforever\n if <touching (bottom sense v)?> then\n broadcast (Bounce v)\n set [points x v] to (enemy: -x)\n set [points y v] to (enemy: -y)\n start sound [Enemy Kill v]\n set [point counter v] to [2]\n change [score v] by (200)\n repeat until <(y position) < [-179]>\n change [enemy: -y v] by (-10)\n end\n delete this clone\n end\n if <<<touching (sonic the hedgehog v)?> and <not <touching (bottom sense v)?>>> and <(spin attack) = [yes]>> then\n broadcast (Bounce v)\n set [points x v] to (enemy: -x)\n set [points y v] to (enemy: -y)\n start sound [Enemy Kill v]\n set [point counter v] to [2]\n change [score v] by (200)\n repeat until <(y position) < [-179]>\n change [enemy: -y v] by (-10)\n end\n delete this clone\n end\n if <<<touching (sonic the hedgehog v)?> and <not <touching (bottom sense v)?>>> and <(spin attack) = [no]>> then\n hide\n broadcast (Hurt v)\n delete this clone\n end\nend\n\nwhen backdrop switches to [green hills loading v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen backdrop switches to [green hills loading v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [begin game v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@enemy3\n\nwhen I receive [green flag v]\nhide\nhide variable [clone id v]\ndelete this clone\n\nwhen I receive [tick v]\nif <(LEVEL) = [GHZ2]> then\n Position ((enemy: -x) - (SCROLL X)) (enemy: -y)\nend\nif <(LEVEL) = [SLZ2]> then\n Position ((enemy: -x) - (SCROLL X)) (enemy: -y)\nend\n\nwhen I receive [set up v]\nhide\nset size to (100) %\nset [clone id v] to [0]\nset [enemy: -x v] to [0]\nset [enemy: -y v] to [0]\nif <(LEVEL) = [GHZ2]> then\n switch costume to (costume1 v)\n change [clone id v] by (1)\n Clone at x - [3400] y - [-59] EV - [99999]\n change [clone id v] by (1)\n Clone at x - [3600] y - [-59] EV - [99999]\n set [clone id v] to [0]\n hide\n stop [this script v]\nelse\n if <(LEVEL) = [SLZ2]> then\n switch costume to (costume1 v)\n change [clone id v] by (1)\n Clone at x - [2600] y - [-59] EV - [99999]\n change [clone id v] by (1)\n Clone at x - [2700] y - [-59] EV - [99999]\n set [clone id v] to [0]\n hide\n stop [this script 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 if <<(Clone Id) = [1]> or <(Clone Id) = [2]>> 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) EV - (ev)\nset [enemy: -x v] to (x)\nset [enemy: -y v] to (y)\nset [ev v] to (ev)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n repeat (EV)\n repeat (30)\n point in direction (90)\n set rotation style [left-right v]\n change [enemy: -x v] by (-2)\n end\n wait (2) seconds\n repeat (30)\n point in direction (-90)\n set rotation style [left-right v]\n change [enemy: -x v] by (2)\n end\n wait (2) seconds\n end\nend\n\nwhen I start as a clone\nforever\n Other\nend\n\ndefine Other\nnext costume\nwait (0.1) seconds\n\nwhen I start as a clone\nforever\n if <touching (bottom sense v)?> then\n broadcast (Bounce v)\n set [points x v] to (enemy: -x)\n set [points y v] to (enemy: -y)\n start sound [Enemy Kill v]\n set [point counter v] to [2]\n change [score v] by (200)\n repeat until <(y position) < [-179]>\n change [enemy: -y v] by (-10)\n end\n delete this clone\n end\n if <<<touching (sonic the hedgehog v)?> and <not <touching (bottom sense v)?>>> and <(spin attack) = [yes]>> then\n broadcast (Bounce v)\n set [points x v] to (enemy: -x)\n set [points y v] to (enemy: -y)\n start sound [Enemy Kill v]\n set [point counter v] to [2]\n change [score v] by (200)\n repeat until <(y position) < [-179]>\n change [enemy: -y v] by (-10)\n end\n delete this clone\n end\n if <<<touching (sonic the hedgehog v)?> and <not <touching (bottom sense v)?>>> and <(spin attack) = [no]>> then\n hide\n broadcast (Hurt v)\n delete this clone\n end\nend\n\nwhen backdrop switches to [green hills loading v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen backdrop switches to [green hills loading v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [begin game v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nswitch backdrop to (green hills2 v)\n\n@Sprait9\n\nwhen flag clicked\nset [boss health v] to [8]\nhide\n\nwhen backdrop switches to [green hillsboss v]\nset [boss health v] to [20]\nshow variable [boss health v]\nwait (1) seconds\npoint in direction (90)\nset rotation style [all around v]\nforever\n turn right (2) degrees\nend\n\nwhen backdrop switches to [green hillsboss v]\ngo to [front v] layer\nforever\n go to (chain v)\nend\n\nwhen backdrop switches to [green hillsboss v]\nset [boss health v] to [20]\nhide\nwait (1) seconds\nshow\npoint in direction (90)\nset rotation style [all around v]\nforever\n if <(Boss health) < [10]> then\n turn right (4) degrees\n end\n if <touching (sonic the hedgehog v)?> then\n set [exit v] to [dead]\n end\n if <(Boss health) < [1]> then\n stop [other scripts in sprite v]\n hide\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [green hills loading v]\nhide variable [lives v]\nhide variable [boss health v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [begin game v]\nhide variable [lives v]\nhide variable [boss health v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [dead in game v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [zone complete v]\nhide variable [lives v]\nhide variable [boss health v]\nstop [other scripts in sprite v]\nhide\n\n@enemy2\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((enemy: -x) - (SCROLL X)) (enemy: -y)\n\nwhen I receive [set up v]\nhide\nset size to (100) %\nset [enemy: -x v] to [0]\nset [enemy: -y v] to [0]\nif <(LEVEL) = [LZ]> then\n switch costume to (costume1 v)\n Clone at x - [550] y - [32] EV - [99999]\n Clone at x - [2184] y - [-90] EV - [99999]\nelse\nend\nset [enemy: -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) EV - (ev)\nset [enemy: -x v] to (x)\nset [enemy: -y v] to (y)\nset [ev v] to (ev)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n repeat (EV)\n repeat (30)\n point in direction (90)\n set rotation style [left-right v]\n change [enemy: -x v] by (-2)\n end\n wait (2) seconds\n repeat (30)\n point in direction (-90)\n set rotation style [left-right v]\n change [enemy: -x v] by (2)\n end\n wait (2) seconds\n end\nend\n\nwhen I start as a clone\nforever\n Other\nend\n\ndefine Other\nnext costume\nwait (0.1) seconds\n\nwhen I start as a clone\nforever\n if <touching (bottom sense v)?> then\n broadcast (Bounce v)\n set [points x v] to (enemy: -x)\n set [points y v] to (enemy: -y)\n start sound [Enemy Kill v]\n set [point counter v] to [2]\n change [score v] by (200)\n repeat until <(y position) < [-179]>\n change [enemy: -y v] by (-10)\n end\n delete this clone\n end\n if <<<touching (sonic the hedgehog v)?> and <not <touching (bottom sense v)?>>> and <(spin attack) = [yes]>> then\n broadcast (Bounce v)\n set [points x v] to (enemy: -x)\n set [points y v] to (enemy: -y)\n start sound [Enemy Kill v]\n set [point counter v] to [2]\n change [score v] by (200)\n repeat until <(y position) < [-179]>\n change [enemy: -y v] by (-10)\n end\n delete this clone\n end\n if <<<touching (sonic the hedgehog v)?> and <not <touching (bottom sense v)?>>> and <(spin attack) = [no]>> then\n hide\n broadcast (Hurt v)\n delete this clone\n end\nend\n\nif <(STAR?) = [OFF]> then\n broadcast (Hurt v)\nend\n\ncreate clone of (stomp v)\n\nwait (1) seconds\n\nswitch backdrop to (green hills v)\n\nwhen backdrop switches to [green hills loading v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen backdrop switches to [green hills loading v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [begin game v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@enemy4\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((enemy: -x) - (SCROLL X)) (enemy: -y)\n\nwhen I receive [set up v]\nhide\nset size to (100) %\nset [enemy: -x v] to [0]\nset [enemy: -y v] to [0]\nif <(LEVEL) = [LZ2]> then\n switch costume to (costume1 v)\n Clone at x - [1900] y - [-75] EV - [99999]\nend\nset [enemy: -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) EV - (ev)\nset [enemy: -x v] to (x)\nset [enemy: -y v] to (y)\nset [ev v] to (ev)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n repeat (EV)\n repeat (30)\n point in direction (90)\n set rotation style [left-right v]\n change [enemy: -x v] by (-2)\n end\n wait (2) seconds\n repeat (30)\n point in direction (-90)\n set rotation style [left-right v]\n change [enemy: -x v] by (2)\n end\n wait (2) seconds\n end\nend\n\nwhen I start as a clone\nforever\n Other\nend\n\ndefine Other\nnext costume\nwait (0.1) seconds\n\nwhen I start as a clone\nforever\n if <touching (bottom sense v)?> then\n broadcast (Bounce v)\n set [points x v] to (enemy: -x)\n set [points y v] to (enemy: -y)\n start sound [Enemy Kill v]\n set [point counter v] to [2]\n change [score v] by (200)\n repeat until <(y position) < [-179]>\n change [enemy: -y v] by (-10)\n end\n delete this clone\n end\n if <<<touching (sonic the hedgehog v)?> and <not <touching (bottom sense v)?>>> and <(spin attack) = [yes]>> then\n broadcast (Bounce v)\n set [points x v] to (enemy: -x)\n set [points y v] to (enemy: -y)\n start sound [Enemy Kill v]\n set [point counter v] to [2]\n change [score v] by (200)\n repeat until <(y position) < [-179]>\n change [enemy: -y v] by (-10)\n end\n delete this clone\n end\n if <<<touching (sonic the hedgehog v)?> and <not <touching (bottom sense v)?>>> and <(spin attack) = [no]>> then\n hide\n broadcast (Hurt v)\n delete this clone\n end\nend\n\nwhen backdrop switches to [green hills loading v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen backdrop switches to [green hills loading v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [begin game v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@<3 * follow\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n wait (pick random (30) to (40)) seconds\n switch costume to (<3 * follow v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [woosh1 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@Decoration\n\nwhen I receive [green flag v]\nhide\ngo to [back v] layer\n\nwhen I receive [tick v]\nPosition ((Decoration: -x) - (SCROLL X)) ((Decoration: -y) - (SCROLL Y))\n\nwhen I receive [set up v]\nhide\nset [decoration: -x v] to [0]\nset [decoration: -y v] to [0]\nif <(LEVEL) = [SLZ]> then\n set [decoration: -y v] to [-5]\nend\nif <(LEVEL) = [DEZ]> then\n set [decoration: -y v] to [-7]\nend\nif <(LEVEL) = [SLZ2]> then\n set [decoration: -y v] to [-5]\nend\nif <(LEVEL) = [LZ]> then\n switch costume to (labyrinth2 v)\n repeat (10)\n go to [front v] layer\n end\n set [color v] effect to (0)\n Clone at x - [600] y - [48]\n set [color v] effect to (0)\n Clone at x - [600] y - [-15]\n set [color v] effect to (50)\n Clone at x - [630] y - [-105]\n set [color v] effect to (0)\n Clone at x - [1500] y - [5]\n Clone at x - [510] y - [100]\n Clone at x - [630] y - [55]\nelse\n if <(LEVEL) = [LZ2]> then\n switch costume to (labyrinth02 v)\n set [color v] effect to (0)\n Clone at x - [600] y - [145]\n set [color v] effect to (0)\n Clone at x - [1150] y - [-215]\n set [color v] effect to (0)\n else\n if <(LEVEL) = [SLZ]> then\n switch costume to (costume v)\n set [color v] effect to (0)\n repeat (2)\n Clone at x - [200] y - [0]\n end\n Clone at x - [4300] y - [0]\n repeat (2)\n Clone at x - [200] y - [0]\n end\n else\n if <(LEVEL) = [SLZ2]> then\n switch costume to (costume v)\n set [color v] effect to (0)\n repeat (3)\n Clone at x - [200] y - [0]\n end\n else\n if <(LEVEL) = [DEZ]> then\n switch costume to (death egg5 v)\n set [color v] effect to (0)\n else\n hide\n stop [other scripts in sprite v]\n delete this clone\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\nif <<not <(LEVEL) = [SLZ2]>> and <<not <(LEVEL) = [SLZ]>> and <<not <(LEVEL) = [DEZ]>> and <<not <(LEVEL) = [LZ]>> and <not <(LEVEL) = [LZ2]>>>>>> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> 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 [decoration: -x v] by (x)\nchange [decoration: -y v] by (y)\nnext costume\n\nwhen backdrop switches to [begin game v]\nstop [other scripts in sprite v]\nhide\nset [platforms: -x v] to [0]\nset [platforms: -y v] to [0]\nhide\ndelete this clone\n\nwhen backdrop switches to [gadget gauntlet loading v]\nstop [other scripts in sprite v]\nhide\nset [platforms: -x v] to [0]\nset [platforms: -y v] to [0]\nhide\ndelete this clone\n\nwhen backdrop switches to [labyrinth loading v]\nstop [other scripts in sprite v]\nhide\nset [platforms: -x v] to [0]\nset [platforms: -y v] to [0]\nhide\ndelete this clone\n\nwhen backdrop switches to [death egg loading v]\nstop [other scripts in sprite v]\nset [platforms: -x v] to [0]\nset [platforms: -y v] to [0]\nhide\ndelete this clone\n\nwhen backdrop switches to [green hills loading v]\nstop [other scripts in sprite v]\nset [platforms: -x v] to [0]\nset [platforms: -y v] to [0]\nhide\ndelete this clone\n\nwhen backdrop switches to [starlight loading v]\nstop [other scripts in sprite v]\nset [platforms: -x v] to [0]\nset [platforms: -y v] to [0]\nhide\ndelete this clone\n\n@front page\n\nwhen flag clicked\nhide\n\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\n@Platforms2\n\nwhen I receive [green flag v]\nhide\ngo to [back v] layer\n\nwhen backdrop switches to [begin game v]\nstop [other scripts in sprite v]\nset [platforms: -x v] to [0]\nset [platforms: -y v] to [0]\nhide\ndelete this clone\n\nwhen backdrop switches to [begin game v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [zone complete v]\nhide variable [lives v]\nhide variable [boss health v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [death eggboss v]\nset [brightness v] effect to (-50)\nset [ghost v] effect to (0)\nshow\ngo to x: (0) y: (200)\n\nwhen backdrop switches to [starlight loading v]\nstop [other scripts in sprite v]\nhide\nset [platforms: -x v] to [0]\nset [platforms: -y v] to [0]\nhide\ndelete this clone\n\nwhen backdrop switches to [begin game v]\nstop [other scripts in sprite v]\nhide\nset [platforms: -x v] to [0]\nset [platforms: -y v] to [0]\nhide\ndelete this clone\n\nwhen backdrop switches to [death egg loading v]\nstop [other scripts in sprite v]\nset [platforms: -x v] to [0]\nset [platforms: -y v] to [0]\nhide\ndelete this clone\n\nwhen backdrop switches to [death eggboss v]\nshow\nforever\n switch costume to (death egg12 v)\n go to [front v] layer\n wait (0) seconds\n switch costume to (death egg13 v)\n wait (0) seconds\nend\n\nwhen I receive [hide the plats v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [victory v]\nstop [other scripts in sprite v]\n\nwhen I receive [#1 victory v]\nstop [other scripts in sprite v]\nhide\n\n@code lister\n\nwhen flag clicked\nforever\n if <key (t v) pressed?> then\n start sound [Dialogue v]\n delete all of [your code v]\n hide list [your code v]\n add [This is your code. Be sure to write it down every time the code updates ] to [your code v]\n add (code) to [your code v]\n add [put the code in load game to retrieve your data \(if you have any\)] to [your code v]\n wait (1) seconds\n wait until <key (t v) pressed?>\n show list [your code v]\n play sound [Dialogue v] until done\n end\nend\n\n@BG1\n\nwhen I receive [green flag v]\nhide\ngo to [back v] layer\n\nwhen I receive [tick v]\nPosition ((Decoration: -x) - (background scrollX)) [0]\n\nwhen I receive [set up v]\nset [background scrollx v] to [0]\nhide\nset [decoration: -x v] to [0]\nset [decoration: -y v] to [0]\ngo to [back v] layer\nif <(LEVEL) = [GHZ]> then\n set [color v] effect to (0)\n switch costume to (world 1 v)\n repeat (10)\n Clone at x - [480] y - [0]\n end\nelse\n if <(LEVEL) = [GHZ2]> then\n set [color v] effect to (0)\n repeat (10)\n switch costume to (world 1 in the mountains v)\n Clone at x - [480] y - [0]\n switch costume to (world 1 in the mountains2 v)\n Clone at x - [480] y - [0]\n end\n else\n if <(LEVEL) = [LZ]> then\n set [color v] effect to (0)\n switch costume to (labyrinth background v)\n repeat (10)\n Clone at x - [480] y - [0]\n end\n else\n if <(LEVEL) = [LZ2]> then\n set [color v] effect to (0)\n switch costume to (labyrinth background v)\n repeat (10)\n Clone at x - [480] y - [0]\n end\n else\n if <(LEVEL) = [SLZ]> then\n set [color v] effect to (0)\n switch costume to (starlight backdrop v)\n repeat (10)\n Clone at x - [480] y - [0]\n end\n else\n if <(LEVEL) = [SLZ2]> then\n set [color v] effect to (0)\n switch costume to (starlight backdrop v)\n repeat (10)\n Clone at x - [480] y - [0]\n end\n else\n if <(LEVEL) = [DEZ]> then\n set [color v] effect to (0)\n switch costume to (genesis 32x scd - sonic & knuckles - the doomsday zone\(1\) v)\n repeat (13)\n Clone at x - [480] y - [0]\n end\n else\n if <(LEVEL) = [GGZ]> then\n set [color v] effect to (70)\n switch costume to (sky chase v)\n repeat (13)\n Clone at x - [480] y - [0]\n end\n else\n stop [other scripts in sprite v]\n hide\n stop [this script v]\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x - (x) y - (y)\ncreate clone of (_myself_ v)\nchange [decoration: -x v] by (x)\nchange [decoration: -y v] by (y)\n\nwhen backdrop switches to [begin game v]\nstop [other scripts in sprite v]\nhide\nset [platforms: -x v] to [0]\nset [platforms: -y v] to [0]\nhide\ndelete this clone\n\nwhen backdrop switches to [gadget gauntlet loading v]\nstop [other scripts in sprite v]\nhide\nset [platforms: -x v] to [0]\nset [platforms: -y v] to [0]\nhide\ndelete this clone\n\nwhen backdrop switches to [labyrinth loading v]\nstop [other scripts in sprite v]\nhide\nset [platforms: -x v] to [0]\nset [platforms: -y v] to [0]\nhide\ndelete this clone\n\nwhen backdrop switches to [death egg loading v]\nstop [other scripts in sprite v]\nset [platforms: -x v] to [0]\nset [platforms: -y v] to [0]\nhide\ndelete this clone\n\nwhen backdrop switches to [green hills loading v]\nstop [other scripts in sprite v]\nset [platforms: -x v] to [0]\nset [platforms: -y v] to [0]\nhide\ndelete this clone\n\nwhen backdrop switches to [starlight loading v]\nstop [other scripts in sprite v]\nset [platforms: -x v] to [0]\nset [platforms: -y v] to [0]\nhide\ndelete this clone\n\nwhen backdrop switches to [gadget gauntlet cutscene4 v]\nset [decoration: -x v] to [0]\nset [decoration: -y v] to [0]\nset [background scrollx v] to [0]\ngo to x: (0) y: (0)\nset [color v] effect to (0)\nswitch costume to (boss 5 v)\ngo to [back v] layer\nrepeat (20)\n Clone at x - [480] y - [0]\nend\nforever\n change [background scrollx v] by (2)\n broadcast (Tick v)\nend\n\nwhen I receive [the end v]\nstop [other scripts in sprite v]\nset [background scrollx v] to [0]\nhide\ndelete this clone\n\nwhen backdrop switches to [green hillsboss v]\nstop [other scripts in sprite v]\nhide\nset [platforms: -x v] to [0]\nset [platforms: -y v] to [0]\nhide\ndelete this clone\n\nwhen backdrop switches to [labyrinthboss v]\nstop [other scripts in sprite v]\nhide\nset [platforms: -x v] to [0]\nset [platforms: -y v] to [0]\nhide\ndelete this clone\n\nwhen backdrop switches to [starlight3 v]\nstop [other scripts in sprite v]\nhide\nset [platforms: -x v] to [0]\nset [platforms: -y v] to [0]\nhide\ndelete this clone\n\nwhen backdrop switches to [death eggboss v]\nstop [other scripts in sprite v]\nhide\nset [platforms: -x v] to [0]\nset [platforms: -y v] to [0]\nhide\ndelete this clone\n\nwhen backdrop switches to [gadget gauntletboss v]\nstop [other scripts in sprite v]\nhide\nset [platforms: -x v] to [0]\nset [platforms: -y v] to [0]\nhide\ndelete this clone\n\n@timer\n\nwhen flag clicked\nhide variable [dez time v]\nhide variable [slz time v]\nhide variable [ghz time v]\nhide variable [lz time v]\nhide variable [ggz time v]\nset [ggz time v] to [0]\nset [ghz time v] to [0]\nset [lz time v] to [0]\nset [dez time v] to [0]\nset [slz time v] to [0]\nhide\n\nset [ggz time v] to [0]\nset [ghz time v] to [0]\nset [lz time v] to [0]\nset [dez time v] to [0]\nset [slz time v] to [0]\n\nwhen backdrop switches to [green hills v]\nshow\ngo to [front v] layer\ngo to x: (-189) y: (162)\nset size to (150) %\nshow variable [ghz time v]\nforever\n wait (1) seconds\n change [ghz time v] by (1)\nend\n\nwhen I receive [victory v]\nstop [other scripts in sprite v]\nwait (2) seconds\nhide variable [dez time v]\nhide variable [slz time v]\nhide variable [ghz time v]\nhide variable [ggz time v]\nhide variable [lz time v]\nhide\n\nwhen backdrop switches to [green hills2 v]\nshow\ngo to [front v] layer\ngo to x: (-189) y: (162)\nset size to (150) %\nshow variable [ghz time v]\nforever\n wait (1) seconds\n go to [front v] layer\n change [ghz time v] by (1)\nend\n\nwhen backdrop switches to [green hillsboss v]\nshow\ngo to [front v] layer\ngo to x: (-189) y: (162)\nset size to (150) %\nshow variable [ghz time v]\nforever\n wait (1) seconds\n change [ghz time v] by (1)\nend\n\nwhen backdrop switches to [green hills loading v]\nhide variable [☁ dez best v]\nhide variable [☁ ghz best v]\nhide variable [☁ lz best v]\nhide variable [☁ ggz best v]\nhide variable [☁ slz best v]\nwait (1) seconds\nif <(LEVEL) = [GHZ]> then\n set [ghz time v] to [0]\nend\n\nwhen backdrop switches to [begin game v]\nhide variable [dez time v]\nhide variable [slz time v]\nhide variable [ghz time v]\nhide variable [lz time v]\nhide variable [ggz time v]\nset [ggz time v] to [0]\nset [ghz time v] to [0]\nset [lz time v] to [0]\nset [dez time v] to [0]\nset [slz time v] to [0]\nhide\n\nwhen backdrop switches to [labyrinth v]\nshow\ngo to [front v] layer\ngo to x: (-189) y: (162)\nset size to (150) %\nshow variable [lz time v]\nforever\n wait (1) seconds\n change [lz time v] by (1)\n go to [front v] layer\nend\n\nwhen backdrop switches to [labyrinth2 v]\nshow\ngo to [front v] layer\ngo to x: (-189) y: (162)\nset size to (150) %\nshow variable [lz time v]\nforever\n wait (1) seconds\n change [lz time v] by (1)\nend\n\nwhen backdrop switches to [labyrinthboss v]\nshow\ngo to [front v] layer\ngo to x: (-189) y: (162)\nset size to (150) %\nshow variable [lz time v]\nforever\n wait (1) seconds\n change [lz time v] by (1)\nend\n\nwhen backdrop switches to [labyrinth loading v]\nhide variable [☁ dez best v]\nhide variable [☁ ghz best v]\nhide variable [☁ lz best v]\nhide variable [☁ ggz best v]\nhide variable [☁ slz best v]\nwait (1) seconds\nif <(LEVEL) = [LZ]> then\n set [lz time v] to [0]\nend\n\nwhen backdrop switches to [starlight loading v]\nhide variable [☁ dez best v]\nhide variable [☁ ghz best v]\nhide variable [☁ lz best v]\nhide variable [☁ ggz best v]\nhide variable [☁ slz best v]\nwait (1) seconds\nif <(LEVEL) = [SLZ]> then\n set [slz time v] to [0]\nend\n\nwhen backdrop switches to [death egg loading v]\nhide variable [☁ dez best v]\nhide variable [☁ ghz best v]\nhide variable [☁ lz best v]\nhide variable [☁ ggz best v]\nhide variable [☁ slz best v]\nwait (1) seconds\nif <(LEVEL) = [DEZ]> then\n set [dez time v] to [0]\nend\n\nwhen backdrop switches to [gadget gauntlet loading v]\nhide variable [☁ dez best v]\nhide variable [☁ ghz best v]\nhide variable [☁ lz best v]\nhide variable [☁ ggz best v]\nhide variable [☁ slz best v]\nwait (1) seconds\nif <(LEVEL) = [GGZ]> then\n set [ggz time v] to [0]\nend\n\nwhen backdrop switches to [starlight v]\nshow\ngo to [front v] layer\ngo to x: (-189) y: (162)\nset size to (150) %\nshow variable [slz time v]\nforever\n go to [front v] layer\n wait (1) seconds\n change [slz time v] by (1)\nend\n\nwhen backdrop switches to [starlight2 v]\nshow\ngo to [front v] layer\ngo to x: (-189) y: (162)\nset size to (150) %\nshow variable [slz time v]\nforever\n wait (1) seconds\n go to [front v] layer\n change [slz time v] by (1)\nend\n\nwhen backdrop switches to [starlight3 v]\nshow\ngo to [front v] layer\ngo to x: (-189) y: (162)\nset size to (150) %\nshow variable [slz time v]\nforever\n wait (1) seconds\n go to [front v] layer\n change [slz time v] by (1)\nend\n\nwhen backdrop switches to [death egg v]\nshow\ngo to [front v] layer\ngo to x: (-189) y: (162)\nset size to (150) %\nshow variable [dez time v]\nforever\n wait (1) seconds\n change [dez time v] by (1)\nend\n\nwhen backdrop switches to [death eggboss v]\nshow\ngo to [front v] layer\ngo to x: (-189) y: (162)\nset size to (150) %\nshow variable [dez time v]\nforever\n wait (1) seconds\n change [dez time v] by (1)\nend\n\nwhen backdrop switches to [gadget gauntlet v]\nshow\ngo to [front v] layer\ngo to x: (-189) y: (162)\nset size to (150) %\nshow variable [ggz time v]\nforever\n wait (1) seconds\n go to [front v] layer\n change [ggz time v] by (1)\nend\n\nwhen backdrop switches to [gadget gauntletboss v]\nshow\ngo to x: (-189) y: (162)\nset size to (150) %\nshow variable [ggz time v]\nforever\n go to [front v] layer\n wait (1) seconds\n change [ggz time v] by (1)\nend\n\nwhen I receive [#1 victory v]\nstop [other scripts in sprite v]\nwait (2) seconds\nhide variable [dez time v]\nhide variable [slz time v]\nhide variable [ghz time v]\nhide variable [ggz time v]\nhide variable [lz time v]\nhide\n\nwhen flag clicked\nhide variable [☁ dez best v]\nhide variable [☁ ghz best v]\nhide variable [☁ lz best v]\nhide variable [☁ ggz best v]\nhide variable [☁ slz best v]\nhide\n\nwhen backdrop switches to [begin game v]\nwait (2) seconds\nshow variable [☁ dez best v]\nshow variable [☁ ggz best v]\nshow variable [☁ lz best v]\nshow variable [☁ slz best v]\nshow variable [☁ ghz best v]\n\nwhen backdrop switches to [beginning of game cutscene v]\nstop [other scripts in sprite v]\nhide variable [☁ dez best v]\nhide variable [☁ ghz best v]\nhide variable [☁ lz best v]\nhide variable [☁ ggz best v]\nhide variable [☁ slz best v]\nhide\n\nset [☁ ggz best v] to [999]\nset [☁ dez best v] to [999]\nset [☁ ghz best v] to [999]\nset [☁ lz best v] to [999]\nset [☁ slz best v] to [999]\n\nwhen backdrop switches to [zone complete v]\nstop [other scripts in sprite v]\nwait (1) seconds\nif <<(LEVEL) = [GHZ3]> and <(GHZ Time) < (☁ GHZ Best)>> then\n start sound [ring v]\n set [☁ ghz best v] to (GHZ Time)\n stop [this script v]\nend\nif <<(LEVEL) = [LZ3]> and <(LZ TIME) < (☁ LZ Best)>> then\n start sound [ring v]\n set [☁ lz best v] to (LZ TIME)\n stop [this script v]\nend\nif <<(LEVEL) = [SLZ3]> and <(SLZ TIME) < (☁ SLZ Best)>> then\n start sound [ring v]\n set [☁ slz best v] to (SLZ TIME)\n stop [this script v]\nend\nif <<(LEVEL) = [DEZ2]> and <(DEZ TIME) < (☁ DEZ Best)>> then\n start sound [ring v]\n set [☁ dez best v] to (DEZ TIME)\n stop [this script v]\nend\nif <<(LEVEL) = [GGZ2]> and <(GGZ TIME) < (☁ GGZ Best)>> then\n start sound [ring v]\n set [☁ ggz best v] to (GGZ TIME)\n stop [this script v]\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nhide variable [dez time v]\nhide variable [slz time v]\nhide variable [ghz time v]\nhide variable [ggz time v]\nhide variable [lz time v]\nwait (2) seconds\nhide\n\n@special effects \n\nwhen backdrop switches to [begin game v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [gadget gauntlet loading v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [beginning of game cutscene v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [code v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [mode select v]\nset [ghost v] effect to (100)\nhide\ngo to [front v] layer\nswitch costume to (menu v)\ngo to x: (166) y: (-114)\nwait (1) seconds\nforever\n if <(Mode clicked) = [1]> then\n switch costume to (menu v)\n set [ghost v] effect to (100)\n show\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait until <not <(Mode clicked) = [1]>>\n end\n if <not <(Mode clicked) = [1]>> then\n switch costume to (options icons v)\n set [ghost v] effect to (100)\n show\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait until <(Mode clicked) = [1]>\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\n\n@touchpad\n\nwhen flag clicked\nset [touch left v] to [0]\nset [touch up left v] to [0]\nset [touch right v] to [0]\nhide variable [touch up right v]\nhide variable [touch up left v]\nhide variable [touch up v]\nhide variable [touch left v]\nhide variable [touch up right v]\nset [clone id v] to [0]\nset [touch up right v] to [0]\nset [touch up v] to [0]\nset [ghost v] effect to (99)\nhide\n\nwhen I receive [play game v]\nset [clone id v] to [0]\nset [ghost v] effect to (99)\nshow\nswitch costume to (costume1 v)\nif <(Mobile mode on?) = [yes]> then\n repeat (4)\n change [clone id v] by (1)\n create clone of (_myself_ v)\n end\n set [clone id v] to [0]\n wait (1) seconds\nelse\n stop [other scripts in sprite v]\n hide\n stop [this script v]\nend\nswitch costume to (costume1 v)\nforever\n if <(Mobile mode on?) = [yes]> then\n go to [front v] layer\n if <<(backdrop [number v]) = [8]> or <<(backdrop [number v]) = [15]> or <(backdrop [number v]) = [19]>>> then\n go to x: (0) y: (0)\n else\n go to x: (0) y: (0)\n end\n if <not <mouse down?>> then\n set [touch right v] to [0]\n set [touch up left v] to [0]\n set [touch up right v] to [0]\n set [touch left v] to [0]\n set [touch up v] to [0]\n end\n else\n stop [other scripts in sprite v]\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [#1 victory v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I start as a clone\nif <(clone ID) = [1]> then\n set [ghost v] effect to (99)\n show\n switch costume to (costume2 v)\n wait (1) seconds\n forever\n if <(Mobile mode on?) = [yes]> then\n go to [front v] layer\n go to x: (0) y: (0)\n else\n delete this clone\n end\n end\nend\nif <(clone ID) = [2]> then\n set [ghost v] effect to (99)\n show\n switch costume to (costume3 v)\n wait (1) seconds\n forever\n if <(Mobile mode on?) = [yes]> then\n go to [front v] layer\n if <<(backdrop [number v]) = [8]> or <<(backdrop [number v]) = [15]> or <(backdrop [number v]) = [19]>>> then\n go to x: (0) y: (0)\n else\n go to x: (0) y: (0)\n end\n else\n delete this clone\n end\n end\nend\nif <(clone ID) = [3]> then\n set [ghost v] effect to (99)\n show\n switch costume to (costume4 v)\n wait (1) seconds\n forever\n if <(Mobile mode on?) = [yes]> then\n go to [front v] layer\n go to x: (0) y: (0)\n else\n delete this clone\n end\n end\nend\nif <(clone ID) = [4]> then\n set [ghost v] effect to (99)\n show\n switch costume to (costume5 v)\n wait (1) seconds\n forever\n if <(Mobile mode on?) = [yes]> then\n go to [front v] layer\n if <<(backdrop [number v]) = [8]> or <<(backdrop [number v]) = [15]> or <(backdrop [number v]) = [19]>>> then\n go to x: (0) y: (0)\n else\n go to x: (0) y: (0)\n end\n else\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(clone ID) = [3]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [touch right v] to [1]\n set [touch up left v] to [0]\n set [touch up right v] to [0]\n set [touch left v] to [0]\n set [touch up v] to [0]\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(clone ID) = [1]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [touch left v] to [1]\n set [touch up right v] to [0]\n set [touch right v] to [0]\n set [touch up v] to [0]\n set [touch up left v] to [0]\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(clone ID) = [4]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [touch up v] to [1]\n set [touch up right v] to [0]\n set [touch right v] to [0]\n set [touch up left v] to [0]\n set [touch left v] to [0]\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(clone ID) = [2]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [touch up right v] to [1]\n set [touch right v] to [0]\n set [touch up left v] to [0]\n set [touch left v] to [0]\n set [touch up v] to [0]\n end\n end\nend\n\nwhen I receive [play game v]\nforever\n if <(clone ID) = [0]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [touch up left v] to [1]\n set [touch up right v] to [0]\n set [touch right v] to [0]\n set [touch left v] to [0]\n set [touch up v] to [0]\n end\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nset size to (100) %\ngo to x: (-153) y: (-124)\nshow\n\nwhen this sprite clicked\nbroadcast (screen transition v)\nhide\n\nwhen backdrop switches to [title v]\ngo [backward v] (999) layers\nhide\n\ngo to x: (183) y: (-116)\n\n
Finally finished my best sonic project ever!\n\nWE ARE PAST 100 STARS AND HEARTS OMG THIS GAME GOT SO POPULAR IN 4 DAYS!!! THANK YOU ALL! THIS GAME EVEN WAS #1 ON SONIC TRENDING!\n\nThis is my first ever game with @griffpatch's platformer engine! shout outs to @NightCat28 for the modified engine which i updated to fit my needs\nNow with 40+ hours of work!\n\n IMPORTANT: press T to show/hide your saved data code \nto restore saved data put in your code in load game \n\nControls\n\n-for PC mode use the arrows to toggle between options and space to select it\nfor Mobile mode, tap to select the option you want and tap again to select it\n\n-PC Mode (preferred mode): 3 way past cool levels (from easy to Hard difficulty) and 2 insanely hard levels\nleft/right arrows to move and the space bar to jump OR \n use A and D keys to move and W to jump \nT to show/hide the code\n\n-Mobile mode (decent but pc mode recommended): 3 Way past cool levels (from easy to Hard difficulty) \n\nhold in the left/right direction to move left/right and hold in the up direction to jump. It's better to swipe Up to jump though\n\nwhile mobile mode is an option, its probably the hardest way to play this game \n
Stickman's World - Trapped(Platformer) #games
@Stage\n\nwhen flag clicked\nbroadcast (Menu v)\n\nwhen flag clicked\nset [music v] to [2]\nset [screen v] to [1]\nset [sound v] to [2]\ndelete all of [completedlevels v]\n\nwhen I receive [start v]\nforever\n if <(Music) = [2]> then\n set volume to (50) %\n else\n set volume to (0) %\n end\n play sound [TheFatRat - Unity \(Instrumental\) v] until done\nend\n\nwhen I receive [select level v]\nstop [other scripts in sprite v]\n\n@Blank\n\n@Player\n\nwhen I receive [start v]\nbroadcast (Green Flag v)\nbroadcast (Play Game v)\n\nwhen I receive [green flag v]\nhide\n\ndefine Game On\nset [sx v] to [0]\nset [open v] to [No]\nset [keycollected v] to [No]\nset [x v] to [-222]\nset [y v] to [-86]\nset [sy v] to [0]\nset [in air v] to [0]\nset [finish v] to []\npoint in direction (90)\ngo to [front v] layer\nshow\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 end\n if <(Finish) = [Yes]> then\n Game-Con\n else\n Game-Die\n end\nend\n\ndefine Tick\nswitch costume to (hitbox v)\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 [sx v] by (-1.2)\nelse\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n change [sx v] by (1.2)\n else\n set [frames v] to [0]\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?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n if <(in air) < [4]> then\n set [sy v] to [12]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\n end\nelse\n set [jump key v] to [0]\nend\nchange [sy v] by (-1)\nChange Player y by (sy)\nSet Costume\nTest Die\nPosition\nif <(y) < [-180]> then\n set [finish v] to [No]\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nchange [falling? v] by (1)\nPosition\nrepeat until <not <<touching (platform v)?> or <touching (elevator 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 set [falling? v] to [0]\n end\n Position\n set [sy v] to [0]\nend\nchange [frames v] by (0.5)\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)?> or <touching (door v)?>> or <touching (elevator v)?>> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <<<touching (platform v)?> or <touching (door v)?>> or <touching (elevator v)?>>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <<<touching (platform v)?> or <touching (door v)?>> or <touching (elevator v)?>>>\n if <(sx) > [0]> then\n if <<(KeyCollected) = [Yes]> and <touching (door v)?>> then\n set [open v] to [Yes]\n end\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 [finish v] to []\nrepeat (2)\n hide\n wait (0.05) seconds\n show\n wait (0.05) seconds\nend\nhide\nwait (0.1) seconds\nbroadcast (Transition v)\n\ndefine Test Die\nif <<touching (danger v)?> or <<touching (saw v)?> or <touching (laser v)?>>> then\n set [finish v] to [No]\nend\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <<(frames) = [0.5]> or <(frames) = [0]>> then\n switch costume to (stand v)\n else\n switch costume to (Walk)\n end\nelse\n if <(sy) > [0]> then\n switch costume to (jump v)\n else\n switch costume to (fall v)\n end\nend\n\nwhen flag clicked\nhide\n\ndefine Game-Con\nbroadcast (Transition v)\nif <not <[completedlevels v] contains (Level)?>> then\n add (Level) to [completedlevels v]\nend\nchange [level v] by (1)\n\nwhen I receive [bounce v]\nset [sy v] to [15]\n\nwhen I receive [select level v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [start v]\nset [screen v] to [3]\nforever\n if <(x) < [-239]> then\n set [x v] to [-239]\n end\n if <<(x) > [234]> and <not <(Level) = [51]>>> then\n set [finish v] to [Yes]\n else\n if <(x) > [239]> then\n set [x v] to [239]\n end\n end\nend\n\nwhen I receive [start v]\nset [walk v] to [1]\nforever\n change [walk v] by (1)\n if <(Walk) > [8]> then\n set [walk v] to [1]\n end\nend\n\n@Platform\n\nwhen I receive [start v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [select level v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Background\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\ndelete this clones\nCreate A Clone At x: [-210] y: [150] clone#: [7]\nshow\nforever\n go to [back v] layer\n go to x: (0) y: (0)\n if <(Level) = [51]> then\n switch costume to (out v)\n else\n switch costume to (in v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\ndelete this clones\nset size to (100) %\nshow\nCreate A Clone At x: [10] y: [113] clone#: [1]\nCreate A Clone At x: [0] y: [-30] clone#: [2]\nCreate A Clone At x: [-60] y: [-30] clone#: [3]\nCreate A Clone At x: [60] y: [-30] clone#: [4]\nforever\n go to [back v] layer\n switch costume to (menu v)\n go to x: (0) y: (0)\nend\n\ndefine Create A Clone At x: (x) y: (y) clone#: (#)\ngo to x: (x) y: (y)\nset [clone# v] to (#)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(clone#) = [1]> then\n switch costume to (title v)\nend\nif <(clone#) = [2]> then\n switch costume to (play v)\nend\nif <(clone#) = [3]> then\n if <(Music) = [2]> then\n switch costume to (music v)\n else\n switch costume to (musicoff v)\n end\nend\nif <(clone#) = [4]> then\n if <(Sound) = [2]> then\n switch costume to (sound v)\n else\n switch costume to (soundoff v)\n end\nend\nshow\nwait until <not <mouse down?>>\nforever\n if <(clone#) = [1]> then\n switch costume to (title v)\n end\n if <(clone#) = [2]> then\n switch costume to (play v)\n if <touching (mouse-pointer v)?> then\n Change Size By: [130]\n if <mouse down?> then\n wait (0.05) seconds\n set [screen v] to [1]\n broadcast (Select Level v)\n delete this clone\n end\n else\n Change Size By: [110]\n end\n end\n if <(clone#) = [3]> then\n if <(Music) = [2]> then\n switch costume to (music v)\n else\n switch costume to (musicoff v)\n end\n if <touching (mouse-pointer v)?> then\n Change Size By: [130]\n if <mouse down?> then\n if <(Music) = [2]> then\n set [music v] to [0]\n else\n set [music v] to [2]\n end\n wait until <not <mouse down?>>\n end\n else\n Change Size By: [110]\n end\n end\n if <(clone#) = [4]> then\n if <(Sound) = [2]> then\n switch costume to (sound v)\n else\n switch costume to (soundoff v)\n end\n if <touching (mouse-pointer v)?> then\n Change Size By: [130]\n if <mouse down?> then\n if <(Sound) = [2]> then\n set [sound v] to [0]\n else\n set [sound v] to [2]\n end\n wait until <not <mouse down?>>\n end\n else\n Change Size By: [110]\n end\n end\nend\n\ndefine Change Size By: (size)\nchange size by (((size) - (size)) / (4))\n\ndefine delete this clones\ndelete this clone\n\nwhen I start as a clone\nif <(clone#) = [5]> then\n switch costume to (next v)\nend\nshow\nwait until <not <mouse down?>>\nforever\n if <(clone#) = [5]> then\n switch costume to (next v)\n if <touching (mouse-pointer v)?> then\n Change Size By: [110]\n if <mouse down?> then\n change [screen v] by (1)\n broadcast (Select Level v)\n if <(Screen) > [2]> then\n set [screen v] to [2]\n end\n wait until <not <mouse down?>>\n end\n else\n Change Size By: [90]\n end\n end\n if <not <(clone#) = [1]>> then\n point in direction ((90) + (([sin v] of ((Time) * (10)) ) * (5)))\n else\n point in direction (90)\n end\nend\n\nwhen I receive [select level v]\nwait (0.05) seconds\nswitch costume to (select level v)\nstop [other scripts in sprite v]\n\nwhen I receive [select level v]\ndelete this clones\nCreate A Clone At x: [-192] y: [138] clone#: [8]\nif <(Screen) = [1]> then\n Create A Clone At x: [192] y: [138] clone#: [5]\nelse\n Create A Clone At x: [192] y: [138] clone#: [6]\nend\n\nwhen I receive [select level v]\nforever\n go to [back v] layer\n switch costume to (select level v)\n go to x: (0) y: (0)\n show\nend\n\nwhen I start as a clone\nif <(clone#) = [6]> then\n switch costume to (previous v)\nend\nshow\nwait until <not <mouse down?>>\nforever\n if <(clone#) = [6]> then\n switch costume to (previous v)\n if <touching (mouse-pointer v)?> then\n Change Size By: [110]\n if <mouse down?> then\n change [screen v] by (-1)\n broadcast (Select Level v)\n wait until <not <mouse down?>>\n end\n else\n Change Size By: [90]\n end\n end\nend\n\nwhen I start as a clone\nif <(clone#) = [7]> then\n switch costume to (previous v)\nend\nshow\nwait until <not <mouse down?>>\nforever\n if <(clone#) = [7]> then\n go to [front v] layer\n go [backward v] (1) layers\n point in direction ((90) + (([sin v] of ((Time) * (10)) ) * (5)))\n switch costume to (previous v)\n if <touching (mouse-pointer v)?> then\n Change Size By: [90]\n if <mouse down?> then\n set [screen v] to [1]\n broadcast (Select Level v)\n wait until <not <mouse down?>>\n end\n else\n Change Size By: [80]\n end\n end\nend\n\nwhen I start as a clone\npoint in direction (90)\nif <(clone#) = [8]> then\n switch costume to (home v)\nend\nshow\nwait until <not <mouse down?>>\nforever\n if <(clone#) = [8]> then\n switch costume to (home v)\n if <touching (mouse-pointer v)?> then\n Change Size By: [110]\n if <mouse down?> then\n wait (0.05) seconds\n broadcast (Menu v)\n delete this clone\n end\n else\n Change Size By: [90]\n end\n end\nend\n\nwhen I start as a clone\nshow\nforever\n if <not <(clone#) = [1]>> then\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n if <(Sound) = [2]> then\n start sound [click v]\n end\n wait until <not <mouse down?>>\n end\n end\n end\nend\n\n@Door\n\nwhen I receive [reset v]\nset [keycollected v] to [No]\nset [open v] to [No]\ndelete this clone\n\ndefine Create A Clone At x: (x) y: (y)\ngo to x: (x) y: (y)\ngo to [back v] layer\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nhide\nif <(Level) = [1]> then\n Create A Clone At x: [233] y: [-27]\nend\nif <(Level) = [2]> then\n Create A Clone At x: [233] y: [49]\nend\nif <(Level) = [3]> then\n Create A Clone At x: [233] y: [-82]\nend\nif <(Level) = [4]> then\n Create A Clone At x: [233] y: [-11]\nend\nif <(Level) = [5]> then\n Create A Clone At x: [233] y: [-18]\nend\nif <(Level) = [6]> then\n Create A Clone At x: [233] y: [-81]\nend\nif <(Level) = [7]> then\n Create A Clone At x: [233] y: [-42]\nend\nif <(Level) = [8]> then\n Create A Clone At x: [233] y: [-27]\nend\nif <(Level) = [9]> then\n Create A Clone At x: [233] y: [-81]\nend\nif <(Level) = [10]> then\n Create A Clone At x: [233] y: [-82]\nend\nif <(Level) = [11]> then\n Create A Clone At x: [-38] y: [-82]\nend\nif <(Level) = [12]> then\n Create A Clone At x: [233] y: [77]\nend\nif <(Level) = [13]> then\n Create A Clone At x: [233] y: [45]\nend\nif <(Level) = [14]> then\n Create A Clone At x: [233] y: [-82]\nend\nif <(Level) = [15]> then\n Create A Clone At x: [233] y: [-82]\nend\nif <(Level) = [16]> then\n Create A Clone At x: [233] y: [-82]\nend\nif <(Level) = [17]> then\n Create A Clone At x: [233] y: [-82]\nend\nif <(Level) = [18]> then\n Create A Clone At x: [233] y: [118]\nend\nif <(Level) = [19]> then\n Create A Clone At x: [233] y: [-82]\nend\nif <(Level) = [20]> then\n Create A Clone At x: [233] y: [-82]\nend\nif <(Level) = [21]> then\n Create A Clone At x: [233] y: [-82]\nend\nif <(Level) = [22]> then\n Create A Clone At x: [233] y: [-82]\nend\nif <(Level) = [23]> then\n Create A Clone At x: [233] y: [22]\nend\nif <(Level) = [24]> then\n Create A Clone At x: [233] y: [-50]\nend\nif <(Level) = [25]> then\n Create A Clone At x: [233] y: [-82]\nend\nif <(Level) = [26]> then\n Create A Clone At x: [233] y: [-82]\nend\nif <(Level) = [27]> then\n Create A Clone At x: [233] y: [-82]\nend\nif <(Level) = [28]> then\n Create A Clone At x: [233] y: [-82]\nend\nif <(Level) = [29]> then\n Create A Clone At x: [233] y: [-12]\nend\nif <(Level) = [30]> then\n Create A Clone At x: [233] y: [-53]\nend\nif <(Level) = [31]> then\n Create A Clone At x: [233] y: [61]\nend\nif <(Level) = [32]> then\n Create A Clone At x: [233] y: [-82]\nend\nif <(Level) = [33]> then\n Create A Clone At x: [233] y: [21]\nend\nif <(Level) = [34]> then\n Create A Clone At x: [233] y: [-82]\nend\nif <(Level) = [35]> then\n Create A Clone At x: [233] y: [84]\nend\nif <(Level) = [36]> then\n Create A Clone At x: [233] y: [-82]\nend\nif <(Level) = [37]> then\n Create A Clone At x: [233] y: [-82]\nend\nif <(Level) = [38]> then\n Create A Clone At x: [233] y: [26]\nend\nif <(Level) = [39]> then\n Create A Clone At x: [233] y: [50]\nend\nif <(Level) = [40]> then\n Create A Clone At x: [233] y: [-82]\nend\nif <(Level) = [41]> then\n Create A Clone At x: [233] y: [-82]\nend\nif <(Level) = [42]> then\n Create A Clone At x: [233] y: [-82]\nend\nif <(Level) = [43]> then\n Create A Clone At x: [233] y: [-82]\nend\nif <(Level) = [44]> then\n Create A Clone At x: [233] y: [33]\nend\nif <(Level) = [45]> then\n Create A Clone At x: [233] y: [33]\nend\nif <(Level) = [46]> then\n Create A Clone At x: [233] y: [-82]\nend\nif <(Level) = [47]> then\n Create A Clone At x: [233] y: [-82]\nend\nif <(Level) = [48]> then\n Create A Clone At x: [233] y: [-17]\nend\nif <(Level) = [49]> then\n Create A Clone At x: [233] y: [-82]\nend\nif <(Level) = [50]> then\n Create A Clone At x: [233] y: [-82]\nend\n\nwhen I start as a clone\nshow\nforever\n if <(Open) = [Yes]> then\n repeat (15)\n change y by (2)\n end\n end\nend\n\nwhen I receive [select level v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(Open) = [Yes]> then\n wait (0.1) seconds\n if <(Sound) = [2]> then\n start sound [Door Closing v]\n end\n wait until <not <(Open) = [Yes]>>\n end\nend\n\n@Key\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Create A Clone At x: (x) y: (y)\ngo to x: (x) y: (y)\ngo to [back v] layer\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nhide\nif <(Level) = [1]> then\n Create A Clone At x: [-42] y: [45]\nend\nif <(Level) = [2]> then\n Create A Clone At x: [-178] y: [50]\nend\nif <(Level) = [3]> then\n Create A Clone At x: [-18] y: [-5]\nend\nif <(Level) = [4]> then\n Create A Clone At x: [199] y: [142]\nend\nif <(Level) = [5]> then\n Create A Clone At x: [19] y: [55]\nend\nif <(Level) = [6]> then\n Create A Clone At x: [-51] y: [-119]\nend\nif <(Level) = [7]> then\n Create A Clone At x: [27] y: [-5]\nend\nif <(Level) = [8]> then\n Create A Clone At x: [-152] y: [13]\nend\nif <(Level) = [9]> then\n Create A Clone At x: [-65] y: [-5]\nend\nif <(Level) = [10]> then\n Create A Clone At x: [150] y: [110]\nend\nif <(Level) = [11]> then\n Create A Clone At x: [-82] y: [24]\nend\nif <(Level) = [12]> then\n Create A Clone At x: [15] y: [107]\nend\nif <(Level) = [13]> then\n Create A Clone At x: [6] y: [122]\nend\nif <(Level) = [14]> then\n Create A Clone At x: [6] y: [-10]\nend\nif <(Level) = [15]> then\n Create A Clone At x: [-47] y: [-10]\nend\nif <(Level) = [16]> then\n Create A Clone At x: [-120] y: [21]\nend\nif <(Level) = [17]> then\n Create A Clone At x: [6] y: [-10]\nend\nif <(Level) = [18]> then\n Create A Clone At x: [-42] y: [48]\nend\nif <(Level) = [19]> then\n Create A Clone At x: [0] y: [0]\nend\nif <(Level) = [20]> then\n Create A Clone At x: [0] y: [7]\nend\nif <(Level) = [21]> then\n Create A Clone At x: [40] y: [123]\nend\nif <(Level) = [22]> then\n Create A Clone At x: [-6] y: [80]\nend\nif <(Level) = [23]> then\n Create A Clone At x: [-139] y: [70]\nend\nif <(Level) = [24]> then\n Create A Clone At x: [-6] y: [150]\nend\nif <(Level) = [25]> then\n Create A Clone At x: [123] y: [-82]\nend\nif <(Level) = [26]> then\n Create A Clone At x: [-30] y: [128]\nend\nif <(Level) = [27]> then\n Create A Clone At x: [68] y: [-70]\nend\nif <(Level) = [28]> then\n Create A Clone At x: [146] y: [141]\nend\nif <(Level) = [29]> then\n Create A Clone At x: [47] y: [40]\nend\nif <(Level) = [30]> then\n Create A Clone At x: [13] y: [12]\nend\nif <(Level) = [31]> then\n Create A Clone At x: [81] y: [138]\nend\nif <(Level) = [32]> then\n Create A Clone At x: [190] y: [128]\nend\nif <(Level) = [33]> then\n Create A Clone At x: [-102] y: [132]\nend\nif <(Level) = [34]> then\n Create A Clone At x: [70] y: [150]\nend\nif <(Level) = [35]> then\n Create A Clone At x: [-60] y: [110]\nend\nif <(Level) = [36]> then\n Create A Clone At x: [-84] y: [140]\nend\nif <(Level) = [37]> then\n Create A Clone At x: [-58] y: [141]\nend\nif <(Level) = [38]> then\n Create A Clone At x: [-32] y: [39]\nend\nif <(Level) = [39]> then\n Create A Clone At x: [8] y: [6]\nend\nif <(Level) = [40]> then\n Create A Clone At x: [22] y: [-19]\nend\nif <(Level) = [41]> then\n Create A Clone At x: [9] y: [94]\nend\nif <(Level) = [42]> then\n Create A Clone At x: [4] y: [141]\nend\nif <(Level) = [43]> then\n Create A Clone At x: [133] y: [96]\nend\nif <(Level) = [44]> then\n Create A Clone At x: [35] y: [-6]\nend\nif <(Level) = [45]> then\n Create A Clone At x: [126] y: [68]\nend\nif <(Level) = [46]> then\n Create A Clone At x: [208] y: [146]\nend\nif <(Level) = [47]> then\n Create A Clone At x: [204] y: [47]\nend\nif <(Level) = [48]> then\n Create A Clone At x: [1] y: [5]\nend\nif <(Level) = [49]> then\n Create A Clone At x: [-30] y: [-55]\nend\nif <(Level) = [50]> then\n Create A Clone At x: [4] y: [78]\nend\n\nwhen I start as a clone\nshow\nforever\n if <touching (player v)?> then\n if <(Sound) = [2]> then\n start sound [star v]\n end\n set [keycollected v] to [Yes]\n delete this clone\n end\nend\n\nwhen I receive [start v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [select level v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Trampoline\n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nif <(Level) = [10]> then\n Clone at x: [-72] y: [-91]\nend\nif <(Level) = [11]> then\n Clone at x: [-168] y: [-91]\nend\nif <(Level) = [12]> then\n Clone at x: [14] y: [-29]\nend\nif <(Level) = [13]> then\n Clone at x: [-141] y: [-90]\nend\nif <(Level) = [16]> then\n Clone at x: [-20] y: [-90]\nend\nif <(Level) = [19]> then\n Clone at x: [-111] y: [-90]\n Clone at x: [-22] y: [-90]\n Clone at x: [60] y: [-90]\n Clone at x: [140] y: [-90]\nend\nif <(Level) = [20]> then\n Clone at x: [-120] y: [-90]\n Clone at x: [120] y: [-90]\nend\nif <(Level) = [24]> then\n Clone at x: [-149] y: [-90]\nend\nif <(Level) = [26]> then\n Clone at x: [-133] y: [-90]\nend\nif <(Level) = [27]> then\n Clone at x: [130] y: [-91]\nend\nif <(Level) = [35]> then\n Clone at x: [-124] y: [-90]\n Clone at x: [17] y: [6]\nend\nif <(Level) = [38]> then\n Clone at x: [-165] y: [-90]\nend\nif <(Level) = [42]> then\n Clone at x: [-120] y: [-90]\nend\nif <(Level) = [47]> then\n Clone at x: [-120] y: [-90]\n Clone at x: [-18] y: [-90]\n Clone at x: [71] y: [-90]\nend\n\ndefine Clone at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [back v] layer\nshow\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 broadcast (Bounce v)\n switch costume to (1 v)\n repeat (6)\n next costume\n end\n if <(costume [number v]) > [6]> then\n switch costume to (1 v)\n end\n end\n end\nend\n\nwhen I receive [select level v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Danger\n\nwhen I receive [start v]\nset [cos v] to [0]\nshow\nforever\n go to x: (0) y: (([cos v] of ((cos) * (300)) ) * (5))\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n change [cos v] by (0.02)\nend\n\nwhen I receive [select level v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Saw\n\nwhen I receive [reset v]\nset [keycollected v] to [No]\nset [open v] to [No]\ndelete this clone\n\ndefine Create A Clone At x: (x) y: (y) Speed: (speed) Distance: (distance)\nset [x v] to (x)\nset [y v] to (y)\nset [speed v] to (speed)\nset [distance v] to (distance)\ngo to [back v] layer\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nhide\nif <(Level) = [15]> then\n Create A Clone At x: [95] y: [-113] Speed: [3] Distance: [60]\n Create A Clone At x: [-71] y: [-113] Speed: [3] Distance: [-60]\nend\nif <(Level) = [16]> then\n Create A Clone At x: [-80] y: [86] Speed: [4] Distance: [100]\n Create A Clone At x: [-108] y: [-113] Speed: [3] Distance: [40]\n Create A Clone At x: [80] y: [86] Speed: [4] Distance: [-100]\nend\nif <(Level) = [17]> then\n Create A Clone At x: [100] y: [-113] Speed: [2] Distance: [20]\nend\nif <(Level) = [18]> then\n Create A Clone At x: [90] y: [26] Speed: [2] Distance: [20]\n Create A Clone At x: [-10] y: [-44] Speed: [2] Distance: [20]\nend\nif <(Level) = [19]> then\n Create A Clone At x: [0] y: [13] Speed: [4] Distance: [100]\n Create A Clone At x: [0] y: [13] Speed: [4] Distance: [-100]\nend\nif <(Level) = [22]> then\n Create A Clone At x: [-9] y: [-113] Speed: [3] Distance: [100]\n Create A Clone At x: [-3] y: [127] Speed: [0] Distance: [0]\nend\nif <(Level) = [23]> then\n Create A Clone At x: [11] y: [136] Speed: [0] Distance: [0]\n Create A Clone At x: [80] y: [136] Speed: [0] Distance: [0]\n Create A Clone At x: [-54] y: [136] Speed: [0] Distance: [0]\n Create A Clone At x: [150] y: [136] Speed: [0] Distance: [0]\n Create A Clone At x: [-189] y: [136] Speed: [0] Distance: [0]\n Create A Clone At x: [-120] y: [136] Speed: [0] Distance: [0]\nend\nif <(Level) = [25]> then\n Create A Clone At x: [-106] y: [-116] Speed: [0] Distance: [0]\n Create A Clone At x: [-22] y: [-116] Speed: [0] Distance: [0]\n Create A Clone At x: [61] y: [-116] Speed: [0] Distance: [0]\nend\nif <(Level) = [26]> then\n Create A Clone At x: [10] y: [-116] Speed: [3] Distance: [100]\nend\nif <(Level) = [27]> then\n Create A Clone At x: [-86] y: [-116] Speed: [3] Distance: [50]\nend\nif <(Level) = [28]> then\n Create A Clone At x: [-5] y: [-49] Speed: [3] Distance: [50]\n Create A Clone At x: [152] y: [-116] Speed: [0] Distance: [0]\nend\nif <(Level) = [32]> then\n Create A Clone At x: [-50] y: [-116] Speed: [0] Distance: [0]\nend\nif <(Level) = [37]> then\n Create A Clone At x: [0] y: [-116] Speed: [5] Distance: [100]\n Create A Clone At x: [0] y: [-116] Speed: [5] Distance: [-100]\nend\nif <(Level) = [43]> then\n Create A Clone At x: [185] y: [170] Speed: [0] Distance: [0]\nend\nif <(Level) = [46]> then\n Create A Clone At x: [8] y: [-41] Speed: [4] Distance: [75]\nend\nif <(Level) = [47]> then\n Create A Clone At x: [-66] y: [-116] Speed: [0] Distance: [0]\n Create A Clone At x: [29] y: [-116] Speed: [0] Distance: [0]\nend\nif <(Level) = [50]> then\n Create A Clone At x: [4] y: [166] Speed: [6] Distance: [50]\nend\n\nwhen I start as a clone\nshow\nforever\n turn right (8) degrees\n go to x: ((x) + (([cos v] of ((Time) * (speed)) ) * (distance))) y: (y)\nend\n\nwhen I receive [select level v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [select level v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [select level v]\ndelete this clone\n\n@Elevator \n\nwhen I receive [reset v]\nset [keycollected v] to [No]\nset [open v] to [No]\ndelete this clone\n\ndefine Create A Clone At x: (x) y: (y) Speed: (speed) Distance: (distance) Type: (type)\nset [x v] to (x)\nset [y v] to (y)\nset [speed v] to (speed)\nset [distance v] to (distance)\nset [type v] to (type)\ngo to [back v] layer\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nhide\nif <(Level) = [21]> then\n switch costume to (1 v)\n Create A Clone At x: [41] y: [-51] Speed: [2] Distance: [60] Type: [1]\nend\nif <(Level) = [22]> then\n switch costume to (2 v)\n Create A Clone At x: [0] y: [10] Speed: [2] Distance: [70] Type: [1]\nend\nif <(Level) = [23]> then\n switch costume to (1 v)\n Create A Clone At x: [-59] y: [0] Speed: [2] Distance: [100] Type: [1]\n Create A Clone At x: [26] y: [0] Speed: [2] Distance: [-100] Type: [1]\n Create A Clone At x: [113] y: [0] Speed: [2] Distance: [100] Type: [1]\nend\nif <(Level) = [24]> then\n switch costume to (2 v)\n Create A Clone At x: [-7] y: [15] Speed: [3] Distance: [40] Type: [1]\nend\nif <(Level) = [26]> then\n switch costume to (2 v)\n Create A Clone At x: [-28] y: [20] Speed: [3] Distance: [40] Type: [1]\nend\nif <(Level) = [27]> then\n switch costume to (1 v)\n Create A Clone At x: [-40] y: [10] Speed: [3] Distance: [60] Type: [1]\nend\nif <(Level) = [28]> then\n switch costume to (1 v)\n Create A Clone At x: [151] y: [-14] Speed: [3] Distance: [60] Type: [1]\nend\nif <(Level) = [30]> then\n switch costume to (1 v)\n Create A Clone At x: [-20] y: [-61] Speed: [3] Distance: [60] Type: [2]\nend\nif <(Level) = [31]> then\n switch costume to (1 v)\n Create A Clone At x: [-5] y: [-79] Speed: [3] Distance: [100] Type: [2]\n Create A Clone At x: [79] y: [22] Speed: [3] Distance: [-70] Type: [1]\nend\nif <(Level) = [32]> then\n switch costume to (1 v)\n Create A Clone At x: [-51] y: [7] Speed: [3] Distance: [100] Type: [1]\n Create A Clone At x: [70] y: [72] Speed: [3] Distance: [100] Type: [2]\nend\nif <(Level) = [33]> then\n switch costume to (1 v)\n Create A Clone At x: [32] y: [-53] Speed: [3] Distance: [100] Type: [1]\n Create A Clone At x: [3] y: [70] Speed: [3] Distance: [150] Type: [2]\nend\nif <(Level) = [34]> then\n switch costume to (1 v)\n Create A Clone At x: [-2] y: [43] Speed: [3] Distance: [50] Type: [1]\nend\nif <(Level) = [36]> then\n switch costume to (3 v)\n Create A Clone At x: [0] y: [-48] Speed: [3] Distance: [100] Type: [2]\n switch costume to (1 v)\n Create A Clone At x: [0] y: [13] Speed: [3] Distance: [100] Type: [1]\nend\nif <(Level) = [37]> then\n switch costume to (3 v)\n Create A Clone At x: [174] y: [20] Speed: [3] Distance: [80] Type: [1]\nend\nif <(Level) = [41]> then\n switch costume to (1 v)\n Create A Clone At x: [10] y: [1] Speed: [3] Distance: [80] Type: [2]\nend\nif <(Level) = [43]> then\n switch costume to (1 v)\n Create A Clone At x: [186] y: [20] Speed: [3] Distance: [90] Type: [1]\nend\nif <(Level) = [45]> then\n switch costume to (1 v)\n Create A Clone At x: [-50] y: [-10] Speed: [3] Distance: [90] Type: [1]\nend\nif <(Level) = [46]> then\n switch costume to (1 v)\n Create A Clone At x: [164] y: [22] Speed: [3] Distance: [90] Type: [1]\nend\nif <(Level) = [47]> then\n switch costume to (1 v)\n Create A Clone At x: [-11] y: [54] Speed: [3] Distance: [100] Type: [2]\nend\nif <(Level) = [50]> then\n switch costume to (1 v)\n Create A Clone At x: [4] y: [-84] Speed: [3] Distance: [100] Type: [2]\n Create A Clone At x: [4] y: [40] Speed: [3] Distance: [100] Type: [1]\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\nforever\n if <(type) = [1]> then\n go to x: (x) y: ((y) + (([cos v] of ((Time) * (speed)) ) * (distance)))\n else\n if <(type) = [2]> then\n go to x: ((x) + (([cos v] of ((Time) * (speed)) ) * (distance))) y: (y)\n else\n if <touching (player v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\n end\nend\n\nwhen I receive [select level v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [select level v]\ndelete this clone\n\n@Laser\n\nwhen I receive [setup v]\nhide\nif <(Level) = [40]> then\n switch costume to (1 v)\n Create A Clone At x: [-117] y: [-20] Time: [1]\n Create A Clone At x: [-59] y: [-20] Time: [1]\n Create A Clone At x: [-6] y: [-20] Time: [1]\n Create A Clone At x: [52] y: [-20] Time: [1]\n Create A Clone At x: [108] y: [-20] Time: [1]\n Create A Clone At x: [166] y: [-20] Time: [1]\nend\nif <(Level) = [41]> then\n switch costume to (2 v)\n Create A Clone At x: [72] y: [5] Time: [1]\n Create A Clone At x: [-60] y: [5] Time: [1]\nend\nif <(Level) = [42]> then\n switch costume to (3 v)\n Create A Clone At x: [-110] y: [-3] Time: [1]\n Create A Clone At x: [106] y: [-3] Time: [1]\nend\nif <(Level) = [43]> then\n switch costume to (4 v)\n Create A Clone At x: [20] y: [0] Time: [1]\nend\nif <(Level) = [44]> then\n switch costume to (4 v)\n Create A Clone At x: [-26] y: [-7] Time: [2]\n Create A Clone At x: [96] y: [-7] Time: [2]\nend\nif <(Level) = [45]> then\n switch costume to (5 v)\n Create A Clone At x: [-1] y: [95] Time: [1]\nend\nif <(Level) = [46]> then\n switch costume to (2 v)\n Create A Clone At x: [11] y: [12] Time: [1]\nend\nif <(Level) = [47]> then\n switch costume to (5 v)\n Create A Clone At x: [0] y: [1] Time: [1]\nend\nif <(Level) = [48]> then\n switch costume to (4 v)\n Create A Clone At x: [-58] y: [19] Time: [1]\n Create A Clone At x: [62] y: [21] Time: [1]\nend\nif <(Level) = [50]> then\n switch costume to (4 v)\n Create A Clone At x: [-131] y: [25] Time: [0.5]\n Create A Clone At x: [140] y: [25] Time: [0.5]\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Create A Clone At x: (x) y: (y) Time: (time)\ngo to x: (x) y: (y)\nset [time v] to (time)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [back v] layer\nclear graphic effects\nshow\nforever\n wait (time) seconds\n hide\n wait (time) seconds\n show\nend\n\nwhen I receive [select level v]\ndelete this clone\n\n@Levels\n\ndefine Create Clones\nhide\nif <(Screen) = [1]> then\n set [clone# v] to [0]\nend\nif <(Screen) = [2]> then\n set [clone# v] to [25]\nend\nrepeat (25)\n change [clone# v] by (1)\n switch costume to (clone#)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nPosition\nshow\nChange Size By: [0]\nforever\n Position\n costume (clone#)\n if <touching (mouse-pointer v)?> then\n Change Size By: [130]\n if <mouse down?> then\n if <(Sound) = [2]> then\n if <not <(costume [name v]) = [Locked]>> then\n start sound [btn v]\n else\n end\n end\n if <not <(costume [name v]) = [Locked]>> then\n set [level v] to (clone#)\n wait (0.05) seconds\n broadcast (Start v)\n stop [other scripts in sprite v]\n delete this clone\n end\n end\n else\n Change Size By: [110]\n end\nend\n\ndefine Position\nif <(Screen) = [1]> then\n if <(clone#) > [7]> then\n go to x: (([x position v] of [levels v]) + ((((clone#) - (7)) - (1)) * (60))) y: (5)\n if <(clone#) > [14]> then\n go to x: (([x position v] of [levels v]) + ((((clone#) - (14)) - (1)) * (60))) y: (-54)\n if <(clone#) > [21]> then\n go to x: (([x position v] of [levels v]) + ((((clone#) - (21)) - (1)) * (60))) y: (-113)\n end\n end\n else\n go to x: (([x position v] of [levels v]) + (((clone#) - (1)) * (60))) y: (64)\n end\nelse\n if <(clone#) > [32]> then\n go to x: (([x position v] of [levels v]) + ((((clone#) - (32)) - (1)) * (60))) y: (5)\n if <(clone#) > [39]> then\n go to x: (([x position v] of [levels v]) + ((((clone#) - (39)) - (1)) * (60))) y: (-54)\n if <(clone#) > [46]> then\n go to x: (([x position v] of [levels v]) + ((((clone#) - (46)) - (1)) * (60))) y: (-113)\n end\n end\n else\n go to x: (([x position v] of [levels v]) + (((clone#) - (26)) * (60))) y: (64)\n end\nend\n\ndefine Change Size By: (size)\nchange size by (((size) - (size)) / (4))\n\nwhen I receive [select level v]\nstop [other scripts in sprite v]\ndelete this clone\nCreate Clones\n\nwhen I receive [start v]\ndelete this clone\n\ndefine costume (number)\nif <<[completedlevels v] contains ((number) - (1))?> or <(clone#) = [1]>> then\n switch costume to (number)\nelse\n switch costume to (locked v)\nend\nif <[completedlevels v] contains (clone#)?> then\n set [color v] effect to (150)\nelse\n set [color v] effect to (0)\nend\n\ndefine delete this clone\ndelete this clone\n\nwhen I receive [start v]\nforever\n delete this clone\nend\n\nwhen I receive [menu v]\nset [screen v] to [0]\n\nwhen I start as a clone\nforever\n if <<(Screen) = [3]> or <(Screen) = [0]>> then\n delete this clone\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.05)\ngo to [front v] layer\ngo to x: (0) y: (0)\nstop [other scripts in sprite v]\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [menu v]\nforever\n play sound [_CPU-Mood_ by Demonicity v] until done\nend\n\nwhen I receive [menu v]\nforever\n if <(Music) = [2]> then\n set volume to (30) %\n else\n set volume to (0) %\n end\nend\n\nwhen flag clicked\nset [time v] to [0]\n\nwhen flag clicked\nforever\n change [time v] by (1)\nend\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nReset\n\ndefine Reset\nforever\n change [time v] by (1)\n reset timer\nend\n\ndefine Music\nforever\n if <(Music) = [2]> then\n set volume to (30) %\n else\n set volume to (0) %\n end\nend\n\n@Transition\n\nwhen I receive [transition v]\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nglide (0.8) secs to x: (467) y: (0)\nhide\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [select level v]\nhide\n\n@Skip\n\nwhen I receive [start v]\nshow\nset size to (0) %\nforever\n switch costume to (Skip)\n go to x: (190) y: (-158)\n if <touching (mouse-pointer v)?> then\n Change Size By: [100]\n if <<mouse down?> and <(Skip) > [0]>> then\n change [skip v] by (-1)\n set [finish v] to [Yes]\n wait until <not <mouse down?>>\n end\n else\n Change Size By: [90]\n end\nend\n\nwhen I receive [start v]\nshow\nforever\n if <<not <(Level) = [51]>> and <(Screen) = [3]>> then\n show\n else\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [skip v] to [10]\nhide\n\nwhen I receive [select level v]\nhide\n\ndefine Change Size By: (size)\nchange size by (((size) - (size)) / (4))\n\n
*Use the W,A,S,D or Arrow Keys To Move The Player.\n*Anything Nasty.\n*Collect Keys To Open Doors.\n*Jump On The Spring To Bounce.
Let there be Light || A Platformer
@Stage\n\n@Updated Tumbnail\n\nset size to (100) %\n\nwait (0.5) seconds\n\nwhen I receive [next v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nshow\nshow\nset size to (((my variable) * (50)) + (100)) %\nswitch costume to ((my variable) + (1))\nforever\n if <(my variable) = [1]> then\n switch costume to (costume2 v)\n change size by (([cos v] of ((timer) * (100)) ) * (0.5))\n go to [back v] layer\n end\n if <(my variable) = [2]> then\n change size by (([cos v] of ((timer) * (100)) ) * (0.5))\n go to [back v] layer\n end\n if <(my variable) = [3]> then\n change size by (([cos v] of ((timer) * (100)) ) * (0.5))\n go to [back v] layer\n end\n if <(my variable) = [4]> then\n change size by (([cos v] of ((timer) * (100)) ) * (0.5))\n go to [back v] layer\n end\nend\n\nwhen I receive [light! v]\npoint in direction (90)\ngo to [back v] layer\nshow\nset size to (100) %\nswitch costume to (light v)\nset [ghost v] effect to (90)\nset [my variable v] to [0]\nrepeat (3)\n create clone of (_myself_ v)\n change [my variable v] by (1)\nend\nforever\n change size by (([cos v] of ((timer) * (100)) ) * (0.5))\nend\n\nwhen flag clicked\nhide\nplay sound [Light \(cutscene\) v] until done\nbroadcast (luminous v)\n\n@text\n\n@grass\n\ndefine Grass from (xpos1) to (xpos2) (y)\nshow\ngo to x: (xpos1) y: (y)\npoint in direction (90)\nrepeat until <(x position) = (xpos2)>\n change x by (1)\n set size to (pick random (80) to (100)) %\n if <not <(pick random (1) to (2)) = [1]>> then\n create clone of (_myself_ v)\n end\nend\nhide\n\nwhen I start as a clone\nPosition Grass [3]\nforever\n if <touching (creature of light v)?> then\n Sway\n wait until <not <touching (creature of light v)?>>\n end\nend\n\ndefine Position Grass (x pos amount)\nswitch costume to (base hitbox v)\nif <touching (ground v)?> then\n repeat until <<not <touching (ground v)?>> or <touching (_edge_ v)?>>\n change y by (1)\n end\n if <touching (_edge_ v)?> then\n delete this clone\n end\nelse\n repeat until <touching (ground v)?>\n change y by (-2)\n if <touching (_edge_ v)?> then\n delete this clone\n end\n end\nend\nchange y by (-5)\nchange x by ((0) - (x pos amount))\nif <not <touching (ground v)?>> then\n delete this clone\nend\nchange x by ((2) * (x pos amount))\nif <not <touching (ground v)?>> then\n delete this clone\nend\nchange x by ((0) - (x pos amount))\nswitch costume to (pick random (1) to (5))\nchange y by (10)\nif <touching (water v)?> then\n delete this clone\nend\nif <touching (posion v)?> then\n delete this clone\nend\nchange y by (-10)\n\ndefine Sway\nset [grass: velocity v] to (((5) + (pick random (-2.0) to (2.0))) * (6))\nset [grass: sine v] to [0]\nrepeat until <<[0] = (round ((grass: Velocity) * (2)))> or <<touching (creature of light v)?> and <([abs v] of (grass: Velocity) ) < ([abs v] of ((speed x2) * (2)) )>>>\n point in direction ((90) - (([sin v] of (grass: Sine) ) * (grass: Velocity)))\n change [grass: sine v] by (-10)\n set [grass: velocity v] to ((0.95) * (grass: Velocity))\nend\n\nwhen flag clicked\nwait (0.05) seconds\nGrass from [-240] to [240] [150]\n\nwhen I receive [--explosion-- v]\n\nwhen [space v] key pressed\n\nGrass from [-28] to [240] [-150]\n\nwhen I receive [respawn v]\ndelete this clone\n\nwhen I receive [respawn v]\nwait (0.05) seconds\nRespawn\nwait (0.1) seconds\nif <(LEVEL) = [5]> then\n Grass from [-240] to [240] [0]\nend\nif <(LEVEL) = [6]> then\n Grass from [-240] to [240] [0]\nend\n\nwhen I receive [retry v]\nbroadcast (Respawn v)\n\ndefine Respawn\nGrass from [-240] to [240] [150]\nif <(LEVEL) = [4]> then\n Grass from [100] to [240] [0]\nend\n\nwhen I receive [layer v]\ngo to [back v] layer\n\nwhen I receive [nexxxxtttttttt v]\ndelete this clone\n\nwhen I receive [next v]\nwait (0.01) seconds\nGrass from [-240] to [240] [150]\n\nwhen I receive [next v]\ndelete this clone\n\n@Ground\n\nwhen flag clicked\nset [level v] to [1]\ngo to [front v] layer\nforever\n switch costume to (level)\nend\n\nwhen I receive [--explosion-- v]\n\n@text2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset size to (100) %\nshow\nset [ghost v] effect to (100)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nwait (0.5) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\nnext costume\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nwait (0.5) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\nbroadcast (light! v)\nnext costume\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nwait (0.5) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\nbroadcast (spawn v)\n\n@Creature of Light\n\nwhen flag clicked\nhide\n\ndefine starting position\nhide\nset [fallspeed v] to [0]\ngo to x: (-220) y: (starting y)\nwait (0.2) seconds\nup\nshow\n\nwhen I receive [boing v]\nset [fallspeed v] to [18]\n\nif <(pause) = [1]> then\n wait (0.1) seconds\nend\n\nset y to (-75)\n\nif <not <(level) = [26]>> then\n starting position\n broadcast (bext v)\n wait (0.2) seconds\nend\n\nwhen I receive [coolieu v]\nstarting position\n\nbroadcast (coolieu v)\n\nwhen I receive [spawn v]\ngo to x: (-159) y: (-89)\nhide\nshow\nset rotation style [left-right v]\nset [ghost v] effect to (0)\nset [takeoffspeed v] to [12]\nset [runspeed v] to [0]\nset [fallspeed v] to [0]\ngo to x: (-159) y: (-89)\nset [ghost v] effect to (100)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nforever\n change [fallspeed v] by (-1)\n set [runspeed v] to ((runspeed) * (0.9))\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n change [runspeed v] by (-0.5)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n point in direction (90)\n change [runspeed v] by (0.5)\n end\n if <touching (water v)?> then\n change x by ((runspeed) / (3))\n else\n change x by (runspeed)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((runspeed) * (-1))\n end\n if <touching (water v)?> then\n change y by ((fallspeed) / (3))\n else\n change y by (fallspeed)\n end\n set [y v] to (y position)\n if <touching (ground v)?> then\n change y by ((fallspeed) - ((fallspeed) * (2)))\n set [fallspeed v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (ground v)?>> then\n set [fallspeed v] to [14]\n end\n change y by (1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (water v)?>> then\n set [fallspeed v] to [5]\n end\n if <(x position) > [220]> then\n broadcast (dark cool v)\n change [level v] by (1)\n broadcast (next v)\n wait (1) seconds\n change [lantern lvl v] by (1)\n broadcast (re-spawn v)\n end\n if <touching (trampoline v)?> then\n start sound [Jump v]\n set [fallspeed v] to [20]\n broadcast (boing v)\n end\n if <(y position) < [-180]> then\n starting position\n start sound [neck_snap-Vladimir-719669812 v]\n end\n if <key (n v) pressed?> then\n broadcast (dark cool v)\n change [level v] by (1)\n broadcast (next v)\n wait (1) seconds\n change [lantern lvl v] by (1)\n broadcast (re-spawn v)\n wait until <not <key (n v) pressed?>>\n end\n if <touching (spikes v)?> then\n starting position\n start sound [neck_snap-Vladimir-719669812 v]\n end\n if <touching (sprite3 v)?> then\n starting position\n start sound [neck_snap-Vladimir-719669812 v]\n end\n if <touching (chopper v)?> then\n starting position\n start sound [neck_snap-Vladimir-719669812 v]\n end\n if <(level) = [17]> then\n broadcast (spawn the light kids v)\n end\nend\n\nif <<<key (w v) pressed?> or <key (w v) pressed?>> or <<key (up arrow v) pressed?> or <key (up arrow v) pressed?>>> then\n set [fallspeed v] to [12]\n if <([abs v] of (runspeed) ) = (runspeed)> then\n set [runspeed v] to [-4]\n else\n set [runspeed v] to [4]\n end\nelse\n set [runspeed v] to [0]\nend\n\nwhen flag clicked\n\nwhen I receive [end intro v]\n\nstarting position\n\nwait (17) seconds\n\nif <(y position) < [-180]> then\n starting position\nend\nrestart/back/next\n\ndefine up\nrepeat until <not <touching (ground v)?>>\n change y by (1)\nend\n\nforever\n\nwhen I receive [re-spawn v]\nif <(level) = [1]> then\n set [starting y v] to [0]\nend\nif <(level) = [2]> then\n set [starting y v] to [100]\nend\nif <(level) = [3]> then\nif <(level) = [4]> then\nif <(level) = [5]> then\nif <(level) = [6]> then\nif <(level) = [7]> then\n set [starting y v] to [150]\nend\nif <(level) = [8]> then\nif <(level) = [9]> then\n set [starting y v] to [-50]\nend\nif <(level) = [10]> then\n set [starting y v] to [0]\nend\nif <(level) = [11]> then\nif <(level) = [12]> then\nif <(level) = [13]> then\n set [starting y v] to [200]\nend\nif <(level) = [14]> then\n set [starting y v] to [0]\nend\nif <(level) = [15]> then\nif <(level) = [16]> then\nstarting position\n\ndefine restart/back/next\n\nif <key (b v) pressed?> then\n if <not <(level) = [1]>> then\n change [level v] by (-1)\n starting position\n wait (0.2) seconds\n end\nend\nif <key (r v) pressed?> then\n starting position\n wait (0.2) seconds\nend\n\nbroadcast (re-spawn v)\n\nwhen flag clicked\n\nwhen I receive [luminous v]\nforever\n play sound [Luminous v] until done\nend\n\n@Sprite1\n\n@light\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\ngo to [back v] layer\nset size to (100) %\nswitch costume to (costume1 v)\nset [ghost v] effect to (60)\nset [my variable v] to [0]\nset [timer v] to [0]\nrepeat (3)\n create clone of (_myself_ v)\n change [my variable v] by (1)\nend\nforever\n change size by (([cos v] of ((timer) * (100)) ) * (0.5))\n go to (creature of light v)\n change [timer v] by (0.06)\nend\n\nwhen I start as a clone\nset size to (((my variable) * (50)) + (100)) %\nswitch costume to ((my variable) + (1))\nforever\n if <(my variable) = [1]> then\n switch costume to (costume2 v)\n change size by (([cos v] of ((timer) * (100)) ) * (0.3))\n go to [back v] layer\n go to (creature of light v)\n end\n if <(my variable) = [2]> then\n change size by (([cos v] of ((timer) * (100)) ) * (1))\n go to [back v] layer\n go to (creature of light v)\n end\n if <(my variable) = [3]> then\n change size by (([cos v] of ((timer) * (100)) ) * (2))\n go to (creature of light v)\n go to [back v] layer\n end\n if <(my variable) = [4]> then\n change size by (([cos v] of ((timer) * (100)) ) * (3))\n go to (creature of light v)\n go to [back v] layer\n end\nend\n\nwhen I receive [spawn v]\nshow\n\n@chopper\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n hide\n end\n if <(level) = [2]> then\n show\n go to x: (29) y: (-62)\n end\n if <(level) = [3]> then\n hide\n end\n if <(level) = [4]> then\n if <(level) = [5]> then\n show\n go to x: (100) y: (60)\n end\n if <(level) = [6]> then\n show\n go to x: (177) y: (-49)\n end\n if <(level) = [7]> then\n show\n go to x: (0) y: (65)\n end\n if <(level) = [8]> then\n hide\n end\n if <(level) = [9]> then\n show\n go to x: (-78) y: (-112)\n end\n if <(level) = [10]> then\n hide\n end\n if <(level) = [11]> then\n go to x: (140) y: (40)\n show\n end\n if <(level) = [12]> then\n hide\n end\n if <(level) = [13]> then\n if <(level) = [14]> then\n show\n go to x: (-26) y: (-7)\n end\n if <(level) = [15]> then\n hide\n end\n if <(level) = [16]> then\n starting position\nend\n\nwhen flag clicked\nforever\n turn right (([cos v] of ((timer) * (100)) ) * (10)) degrees\nend\n\n@decor\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\nset [clone count v] to [0]\nrepeat (5)\n next costume\n create clone of (_myself_ v)\n change [clone count v] by (1)\nend\nforever\n set [ghost v] effect to (75)\n show\n switch costume to (costume1 v)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nset [ghost v] effect to (50)\n\nchange [ghost v] effect by (20)\n\n@clouds\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\nset [ghost v] effect to (60)\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (70)\n\nwhen I receive [next v]\n\ndelete this clone\n\nhide\nforever\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nshow\ngo to [back v] layer\ngo [forward v] (pick random (1) to (3)) layers\nset [ghost v] effect to (pick random (50) to (90))\ngo to x: (0) y: (pick random (10) to (40))\nset [move it v] to (pick random (-3) to (-6))\nrepeat until <(x position) < [-600]>\n change x by (move it)\nend\ndelete this clone\n\n@Water\n\nwhen flag clicked\ngo to x: (0) y: (0)\nrepeat (3)\n create clone of (_myself_ v)\nend\nforever\n switch costume to (level)\n change y by (([cos v] of ((timer) * (100)) ) * (0.2))\n set [ghost v] effect to (50)\nend\n\nwhen I start as a clone\nforever\n switch costume to (level)\n change y by (([cos v] of ((timer) * (100)) ) * (0.2))\n set [ghost v] effect to (50)\nend\n\nwhen flag clicked\nforever\n if <<(level) = [3]> or <(level) = [8]>> then\n play sound [Water-Lisa_Redfern-1888623835 v] until done\n end\nend\n\n@Screen Shot 2020-11-14 at 08\n\nwhen flag clicked\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@lantern\n\n@beams\n\nwhen flag clicked\nforever\n if <(lantern lvl) = [1]> then\n set [lamp show v] to [0]\n hide\n end\n if <(lantern lvl) = [2]> then\n set [lamp show v] to [0]\n hide\n end\n if <(lantern lvl) = [3]> then\n set [lamp show v] to [0]\n hide\n end\n if <(lantern lvl) = [4]> then\n set [lamp show v] to [1]\n go to x: (0) y: (20)\n show\n end\n if <(lantern lvl) = [5]> then\n set [lamp show v] to [1]\n go to x: (150) y: (120)\n show\n end\n if <(lantern lvl) = [6]> then\n set [lamp show v] to [0]\n hide\n end\n if <(lantern lvl) = [7]> then\n set [lamp show v] to [0]\n end\n if <(lantern lvl) = [8]> then\n set [lamp show v] to [1]\n go to x: (182) y: (-58)\n show\n end\n if <(lantern lvl) = [9]> then\n show\n set [lamp show v] to [1]\n go to x: (92) y: (-63)\n end\n if <(lantern lvl) = [10]> then\n set [lamp show v] to [0]\n hide\n end\n if <(lantern lvl) = [11]> then\n set [lamp show v] to [1]\n show\n go to x: (175) y: (100)\n end\n if <(lantern lvl) = [12]> then\n show\n set [lamp show v] to [1]\n go to x: (175) y: (120)\n end\n if <(lantern lvl) = [13]> then\n set [lamp show v] to [0]\n hide\n end\n if <(lantern lvl) = [14]> then\n show\n go to x: (0) y: (75)\n set [lamp show v] to [1]\n end\n if <(lantern lvl) = [15]> then\n set [lamp show v] to [1]\n go to x: (-45) y: (-7)\n end\n if <(lantern lvl) = [16]> then\n hide\n set [lamp show v] to [0]\n end\n if <(lantern lvl) = [17]> then\n show\n set [lamp show v] to [1]\n go to x: (-5) y: (-61)\n end\nend\n\nwhen flag clicked\nset [my variable 2 v] to [2]\nrepeat (4)\n create clone of (_myself_ v)\n change [my variable 2 v] by (1)\nend\ngo to [back v] layer\nshow\nset size to (100) %\nswitch costume to (costume5 v)\nset [ghost v] effect to (0)\nforever\n set [lampx v] to (x position)\n set [lampy v] to (y position)\nend\n\nwhen I start as a clone\nforever\n go to x: (lampx) y: (lampy)\n if <(lamp show) = [1]> then\n show\n else\n hide\n end\nend\n\nset [lamp show v] to [0]\n\nset [lamp show v] to [0]\n\nwhen I start as a clone\nshow\nshow\nset size to (((my variable 2) * (50)) + (100)) %\nswitch costume to (my variable 2)\nset [ghost v] effect to (90)\nforever\n if <(my variable) = [1]> then\n switch costume to (costume1 v)\n change size by (([cos v] of ((timer) * (100)) ) * (0.5))\n go to [back v] layer\n end\n if <(my variable) = [2]> then\n switch costume to (costume2 v)\n change size by (([cos v] of ((timer) * (100)) ) * (0.5))\n go to [back v] layer\n end\n if <(my variable) = [3]> then\n switch costume to (costume3 v)\n change size by (([cos v] of ((timer) * (100)) ) * (0.5))\n go to [back v] layer\n end\n if <(my variable) = [4]> then\n switch costume to (costume4 v)\n change size by (([cos v] of ((timer) * (100)) ) * (0.5))\n go to [back v] layer\n end\nend\n\ndelete this clone\n\nwhen flag clicked\nset [lantern lvl v] to [1]\n\nwhen I receive [next v]\n\n@Sprite3\n\ndefine y bad\nif <touching (ground v)?> then\n repeat until <not <touching (ground v)?>>\n change y by (0.1)\n end\nend\n\nwhen flag clicked\nhide\nset size to (75) %\nforever\n go to [back v] layer\n go [forward v] (1) layers\n if <(level) = [1]> then\n if <(level) = [2]> then\n if <(level) = [3]> then\n if <(level) = [4]> then\n create clone of (_myself_ v)\n wait until <(level) = [6]>\n end\n if <(level) = [5]> then\n if <(level) = [6]> then\n create clone of (_myself_ v)\n wait until <(level) = [7]>\n end\n if <(level) = [7]> then\n if <(level) = [8]> then\n if <(level) = [9]> then\n create clone of (_myself_ v)\n wait until <(level) = [10]>\n end\n if <(level) = [10]> then\n create clone of (_myself_ v)\n wait until <(level) = [11]>\n end\n if <(level) = [11]> then\n if <(level) = [12]> then\n create clone of (_myself_ v)\n wait until <(level) = [13]>\n end\n if <(level) = [13]> then\n if <(level) = [14]> then\n create clone of (_myself_ v)\n wait until <(level) = [15]>\n end\n if <(level) = [15]> then\n if <(level) = [16]> then\n create clone of (_myself_ v)\n wait until <(level) = [17]>\n end\nend\n\nwhen I start as a clone\nif <(level) = [1]> then\nif <(level) = [2]> then\nif <(level) = [3]> then\nif <(level) = [4]> then\n go to x: (0) y: (120)\n set [badguy lvl v] to (level)\n patrol\nend\nif <(level) = [5]> then\nif <(level) = [6]> then\n go to x: (50) y: (0)\n set [badguy lvl v] to (level)\n patrol\nend\nif <(level) = [7]> then\nif <(level) = [8]> then\nif <(level) = [9]> then\n go to x: (150) y: (100)\n set [badguy lvl v] to (level)\n patrol\nend\nif <(level) = [10]> then\n go to x: (175) y: (100)\n set [badguy lvl v] to (level)\n patrol\nend\nif <(level) = [11]> then\nif <(level) = [12]> then\n go to x: (-100) y: (0)\n set [badguy lvl v] to (level)\n patrol\nend\nif <(level) = [13]> then\nif <(level) = [14]> then\n go to x: (150) y: (0)\n set [badguy lvl v] to (level)\n patrol\nend\nif <(level) = [15]> then\nif <(level) = [16]> then\n go to x: (-50) y: (0)\n set [badguy lvl v] to (level)\n patrol\nend\n\ngo to x: (0) y: (0)\nset [badguy lvl v] to (level)\npatrol\n\ndefine patrol\nset size to (70) %\nset rotation style [left-right v]\nforever\n show\n repeat (100)\n if <<(badguy lvl) > (level)> or <(badguy lvl) < (level)>> then\n delete this clone\n end\n point in direction (-90)\n y bad\n change x by (1)\n y good\n next costume\n end\n repeat (7)\n next costume\n wait (0.01) seconds\n end\n wait (1) seconds\n repeat (100)\n if <<(badguy lvl) > (level)> or <(badguy lvl) < (level)>> then\n delete this clone\n end\n point in direction (90)\n y bad\n change x by (-1)\n y good\n next costume\n end\n repeat (7)\n if <<(badguy lvl) > (level)> or <(badguy lvl) < (level)>> then\n delete this clone\n end\n next costume\n wait (0.01) seconds\n end\n wait (1) seconds\nend\n\ndefine y good\nif <not <touching (ground v)?>> then\n repeat until <touching (ground v)?>\n change y by (-0.1)\n end\nend\n\nwhen I receive [next v]\ndelete this clone\n\n@Sprite4\n\nwhen flag clicked\n\nif <<<<<<<<< or > or > or > or > or > or > or > or > or > then\n hide\n hide\n hide\n hide\nend\n\n@trampoline\n\nwhen I receive [boing v]\nswitch costume to (costume1 v)\nrepeat (10)\n next costume\nend\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\nset size to (100) %\nforever\n go to [front v] layer\n if <(level) = [1]> then\n hide\n end\n if <(level) = [2]> then\n hide\n end\n if <(level) = [3]> then\n hide\n end\n if <(level) = [4]> then\n hide\n end\n if <(level) = [5]> then\n show\n go to x: (-78) y: (-90)\n end\n if <(level) = [6]> then\n hide\n end\n if <(level) = [7]> then\n show\n go to x: (-178) y: (-144)\n end\n if <(level) = [8]> then\n hide\n end\n if <(level) = [9]> then\n show\n go to x: (0) y: (-100)\n end\n if <(level) = [10]> then\n hide\n end\n if <(level) = [11]> then\n show\n go to x: (-100) y: (-110)\n end\n if <(level) = [12]> then\n show\n go to x: (100) y: (-130)\n end\n if <(level) = [13]> then\n hide\n end\n if <(level) = [14]> then\n show\n go to x: (-100) y: (-30)\n end\n if <(level) = [15]> then\n hide\n end\n if <(level) = [16]> then\n if <(level) = [17]> then\n show\n go to x: (-156) y: (-102)\n end\nend\n\n@spikes\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@light2\n\nwhen I receive [spawn the light kids v]\nwait (1) seconds\npoint in direction (90)\ngo to [back v] layer\nshow\nset size to (100) %\nswitch costume to (light v)\nset [ghost v] effect to (90)\nset [my variable v] to [0]\nrepeat (4)\n create clone of (_myself_ v)\n change [my variable v] by (1)\nend\nforever\n change size by (([cos v] of ((timer) * (100)) ) * (0.5))\nend\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nshow\nshow\nset size to (((my variable) * (50)) + (100)) %\nswitch costume to ((my variable) + (1))\nforever\n if <(my variable) = [1]> then\n switch costume to (costume2 v)\n change size by (([cos v] of ((timer) * (100)) ) * (0.5))\n go to [back v] layer\n end\n if <(my variable) = [2]> then\n change size by (([cos v] of ((timer) * (100)) ) * (0.5))\n go to [back v] layer\n end\n if <(my variable) = [3]> then\n change size by (([cos v] of ((timer) * (100)) ) * (0.5))\n go to [back v] layer\n end\n if <(my variable) = [4]> then\n change size by (([cos v] of ((timer) * (100)) ) * (0.5))\n go to [back v] layer\n end\nend\n\nwhen flag clicked\nhide\n\n@transition\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen I receive [dark cool v]\nstart sound [Low Whoosh v]\nset [ghost v] effect to (100)\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (-5)\nend\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (5)\nend\n\n
---------|| Let there be Light! ||---------\nThis is purely an aesthetic platformer. I hope you enjoy! Might remind you of the deadlands, but I tried with a different color scheme, and color light. You are a light, in a dark world.\n_____________________________________________\nControls: WASD, arrow keys, n to skip! \n_____________________________________________\n\nFollow @Capt_Boanerges for more awesome content =P If you cant tell, I like =P\n\n Have Fun!\n Oh ,and watch out for soul eating turtles in minecraft.
ᴡᴏʀʟᴅ ᴋɴɪɢʜᴛ: ᴅᴀʀᴋɴᴇss - Scrolling Platformer/Platformer (#All #Games)
@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (Level)\nend\n\nwhen I receive [second platform v]\nforever\n switch backdrop to (Level)\nend\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]\ngo to [front v] layer\nset [scroll x checkpoint2 v] to [0]\nset [scroll y checkpoint2 v] to [0]\nset [progress v] to [1]\nbroadcast (reset v) and wait\nbroadcast (setup v) and wait\nstart\nforever\n tick\n broadcast (tick v)\n go to [front v] layer\n set [p x v] to (x position)\n set [p y v] to (y position)\n set [p d v] to (direction)\n if <(EXIT) = [DIE]> then\n game over\n end\n if <<(Coins) = [15]> or <(Coins) > [15]>> then\n set [invincibility? v] to [yes]\n end\n if <touching (end v)?> then\n broadcast (END v)\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\ndefine game on\nbroadcast (reset v)\nbroadcast (setup v)\nset [x v] to (scroll x checkpoint2)\nset [y v] to (scroll y checkpoint2)\nset [scroll x v] to (scroll x checkpoint2)\nset [scroll y v] to (scroll y checkpoint2)\nset [sx v] to [0]\nswitch costume to (costume1 v)\nset size to (100) %\npoint in direction (90)\nshow\n\ndefine tick\nswitch costume to (default v)\nTest - die\nif <touching (poison v)?> then\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <<(mouse x) < [0]> and <(mouse y) < [170]>>>> then\n change [sx v] by (-0.5)\n switch costume to (left v)\n end\nelse\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <<(mouse x) < [0]> and <(mouse y) < [170]>>>> then\n change [sx v] by (-2)\n switch costume to (left v)\n end\nend\nif <touching (poison v)?> then\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <<(mouse x) > [0]> and <(mouse y) < [170]>>>> then\n change [sx v] by (0.5)\n switch costume to (right v)\n end\nelse\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <<(mouse x) > [0]> and <(mouse y) < [170]>>>> then\n change [sx v] by (2)\n switch costume to (right v)\n end\nend\nif <touching (poison v)?> then\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n change player x by (round (sx))\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nchange player y by (sy)\nTest - die\nchange [scroll x v] by (round (((x) - (scroll x)) / (8)))\nif <(scroll x) < [0]> then\n set [scroll x v] to [0]\nend\nif <(scroll x) > [8926]> then\n set [scroll x v] to [8926]\nend\nif <(scroll y) < [0]> then\n set [scroll y v] to [0]\nend\nchange [scroll y v] by (round ((((y) - (scroll y)) + (50)) / (14)))\nposition\nTest - die\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> then\n switch costume to (up v)\nend\nif <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> and <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <<(mouse x) < [0]> and <(mouse y) < [170]>>>>> then\n switch costume to (upper left v)\nend\nif <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> and <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <<(mouse x) > [0]> and <(mouse y) < [170]>>>>> then\n switch costume to (upper right 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 (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 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 over\nset [exit v] to []\nbroadcast (machete hide v)\nstart sound [Oops v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nset [snake death v] to [0]\ngame on\n\ndefine Test - die\nif <<(Invincibility?) = [yes]> and <(Clicked?) = [yes]>> then\n stop [this script v]\nelse\n if <<<(y position) < [-179]> or <touching (danger v)?>> or <(snake death) = [1]>> then\n set [exit v] to [DIE]\n else\n clear graphic effects\n end\nend\n\nwhen I receive [setup v]\nset size to (100) %\n\nwhen I receive [hide v]\nhide\n\nwhen flag clicked\nhide\nset [level v] to [1]\n\ndefine start\nset [invincibility? v] to [no]\nset [y v] to [0]\nset [x 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 [progress v] to [0]\nswitch costume to (costume1 v)\nset size to (100) %\npoint in direction (90)\nshow\n\nwhen I receive [game on v]\ngame on\nbroadcast (reset v)\nbroadcast (setup v)\n\nwhen I receive [green flag v]\nforever\n if <not <<(EXIT) = [win]> or <(EXIT) = [die]>>> then\n if <key (r v) pressed?> then\n wait until <not <key (r v) pressed?>>\n game on\n broadcast (reset v)\n broadcast (setup v)\n end\n end\nend\n\nwhen I receive [volume on v]\nset volume to (100) %\n\nwhen I receive [volume off v]\nset volume to (0) %\n\nwhen I receive [play game v]\nforever\n set [color v] effect to (Color)\nend\n\nforever\n stop [this script v]\nend\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]\ngo to [back v] layer\nset size to (100) %\nhide\nset [x v] to [0]\nset [y v] to [0]\ngo to [front v] layer\nif <(Level) = [2]> then\n switch costume to (level 1 1 v)\n clone at x: [470] y: [0]\n clone at x: [470] y: [0]\n clone at x: [470] y: [0]\n clone at x: [470] y: [0]\n clone at x: [470] y: [0]\n clone at x: [470] y: [0]\n clone at x: [470] y: [0]\n clone at x: [470] y: [0]\n clone at x: [470] y: [0]\n clone at x: [470] y: [0]\n clone at x: [470] y: [120]\n clone at x: [470] y: [0]\n clone at x: [470] y: [0]\n clone at x: [470] y: [120]\n clone at x: [470] y: [0]\n clone at x: [470] y: [0]\n clone at x: [470] y: [174]\n clone at x: [470] y: [0]\n clone at x: [470] y: [0]\nelse\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ngo to [front v] layer\n\ndefine clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [the eend v]\nstop [other scripts in sprite v]\nswitch costume to (level 1 1 v)\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Background duplication\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\nset size to (100) %\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 1 v)\ngo to [back v] layer\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [120]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [120]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [174]\nclone at x: [470] y: [0]\nclone at x: [470] 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]\ngo to [back v] layer\n\ndefine clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [the eend v]\nstop [other scripts in sprite v]\nswitch costume to (level 1 1 v)\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Music\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)\n set volume to (100) %\nend\n\nwhen I receive [play game v]\nforever\n if <(Mute) = [0]> then\n set volume to (0) %\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 [play 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 [play game v]\nshow\nforever\n point in direction ((90) + (([sin v] of ((timer) * (500)) ) * (5)))\nend\n\nwhen flag clicked\nset [mute v] to [1]\nset volume to (100) %\nforever\n if <(Mute) = [1]> then\n play sound (pick random (1) to (4)) until done\n end\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Start Screen\n\nwhen flag clicked\nshow\ngo to x: (0) y: (103)\ncreate clone of (_myself_ v)\nset [clone id v] to [start]\ncreate clone of (_myself_ v)\nset [clone id v] to [settings]\ncreate clone of (_myself_ v)\nset [clone id v] to [credits]\nswitch costume to (title v)\nforever\n point in direction ((90) + (([sin v] of ((timer) * (500)) ) * (5)))\nend\n\nwhen I start as a clone\nif <(Clone ID) = [start]> then\n show\n switch costume to (start button v)\n go to x: (0) y: (-10)\n point in direction (90)\n forever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [120]>\n change size by (5)\n end\n else\n repeat until <(size) = [100]>\n change size by (-5)\n end\n end\n end\nend\n\nwhen I receive [play game v]\nforever\n hide\nend\n\nwhen I start as a clone\nif <(Clone ID) = [start]> then\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n start sound [Wood Tap v]\n repeat until <(size) = [100]>\n change size by (-10)\n end\n change [level v] by (1)\n broadcast (Play game v)\n end\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [settings]> then\n go to x: (-150) y: (-10)\n switch costume to (settings button v)\n point in direction (90)\n forever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [120]>\n change size by (5)\n end\n else\n repeat until <(size) = [100]>\n change size by (-5)\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [settings]> then\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n start sound [Wood Tap v]\n repeat until <(size) = [100]>\n change size by (-10)\n end\n broadcast (Show Menu v)\n end\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [settings]> then\n switch costume to (settings button v)\n forever\n if <touching (mouse-pointer v)?> then\n repeat until <(costume [number v]) = [10]>\n next costume\n end\n end\n wait until <not <touching (mouse-pointer v)?>>\n if <(costume [number v]) = [10]> then\n switch costume to (settings button v)\n end\n end\nend\n\nwhen I receive [volume on v]\nset volume to (100) %\n\nwhen I receive [volume off v]\nset volume to (0) %\n\nwhen I start as a clone\nif <(Clone ID) = [credits]> then\n go to x: (150) y: (-10)\n point in direction (90)\n switch costume to (credits v)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [credits]> then\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n start sound [Wood Tap v]\n repeat until <(size) = [100]>\n change size by (-10)\n end\n broadcast (Credits v)\n end\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [credits]> then\n forever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [120]>\n change size by (5)\n end\n else\n repeat until <(size) = [100]>\n change size by (-5)\n end\n end\n end\nend\n\nwhen I receive [play game v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nbroadcast (Volume ON 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]\ngo to [back v] layer\ngo [forward v] (1) layers\nset size to (100) %\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 1 v)\ngo to [back v] layer\ngo [forward v] (1) layers\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [120]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [120]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [174]\nclone at x: [470] y: [0]\nclone at x: [470] 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]\ngo to [back v] layer\ngo [forward v] (1) layers\n\ndefine clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [the eend v]\nstop [other scripts in sprite v]\nswitch costume to (level 1 1 v)\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Settings\n\nwhen I receive [show menu v]\nset [ghost v] effect to (0)\nswitch costume to (settings screen v)\nshow\nglide (0.5) secs to x: (0) y: (28)\ncreate clone of (_myself_ v)\nset [clone_control_2 v] to [click]\n\nwhen flag clicked\nset volume to (100) %\nhide\ngo to x: (0) y: (-300)\nswitch costume to (settings screen v)\n\nwhen I start as a clone\nif <(Clone_Control_2) = [click]> then\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat until <(size) = [100]>\n change size by (-10)\n end\n start sound [Wood Tap v]\n end\n end\nend\n\nwhen I start as a clone\nif <(Clone_Control_2) = [click]> then\n switch costume to (on v)\n go to x: (50) y: (-85)\n go to [front v] layer\n forever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [120]>\n change size by (5)\n end\n else\n repeat until <(size) = [100]>\n change size by (-5)\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(Clone_Control_2) = [click]> then\n forever\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <(costume [name v]) = [On]>> then\n switch costume to (off v)\n wait (0.5) seconds\n broadcast (Volume OFF v)\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n end\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <(costume [name v]) = [Off]>> then\n switch costume to (on v)\n wait (0.5) seconds\n broadcast (Volume ON v)\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n end\n end\nend\n\nwhen I receive [volume on v]\nset volume to (100) %\n\nwhen I receive [volume off v]\nset volume to (0) %\n\nwhen I receive [play game v]\nhide\n\nwhen I start as a clone\nif <(Clone_Control_2) = [x_x]> then\n show\n switch costume to (xx_xxx_xx v)\n go to [front v] layer\n go to x: (-100) y: (-10)\nend\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 I start as a clone\nif <(Clone_Control_2) = [x_x]> then\n forever\n switch costume to (xx_xxx_xx v)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat until <(size) = [100]>\n change size by (-10)\n end\n start sound [Wood Tap v]\n broadcast (Hide Menu v)\n end\n end\nend\n\nwhen I receive [hide menu v]\nhide\nset [clone_control_2 v] to [0]\ngo to x: (0) y: (-300)\ndelete this clone\n\nwhen I start as a clone\nif <(Clone_Control_2) = [_code9_]> then\n show\n point in direction (90)\n go to x: (78) y: (-141)\n go to [front v] layer\n switch costume to (costume1 v)\nend\n\nwhen I start as a clone\nif <(Clone_Control_2) = [_code9_]> then\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat until <(size) = [100]>\n change size by (-10)\n end\n start sound [Wood Tap v]\n wait until <not <mouse down?>>\n end\n end\nend\n\nwhen I start as a clone\nif <(Clone_Control_2) = [_code9_]> then\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n change [color v] effect by (10)\n change [color v] by (10)\n wait until <not <mouse down?>>\n end\n end\nend\n\nwhen flag clicked\nset [color v] to [0]\n\nwhen I receive [show menu v]\nset [ghost v] effect to (0)\nshow\nwait (0.5) seconds\ncreate clone of (_myself_ v)\nset [clone_control_2 v] to [_code9_]\n\nwhen I receive [show menu v]\nforever\n if <<mouse down?> and <not <touching (mouse-pointer v)?>>> then\n broadcast (Hide Menu v)\n end\nend\n\n@Credits\n\nwhen I receive [credits v]\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\nrepeat (11)\n change size by (9)\nend\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\nset size to (0) %\ngo to x: (0) y: (0)\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\ngo to [front v] layer\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Credits Hide v)\n end\nend\n\nwhen I receive [credits hide v]\nrepeat (10)\n change size by (-10)\nend\nhide\n\n@ By @-Zid-\n\nwhen I start as a clone\nshow\nrepeat (100)\n change [ghost v] effect by (-0.25)\nend\nwait (pick random (0) to (2)) seconds\nforever\n change [ghost v] effect by (2)\nend\n\nwhen I start as a clone\nforever\n repeat (20)\n move (1) steps\n end\n turn right (pick random (-10) to (10)) degrees\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\nwhen I receive [play game v]\ngo to x: (0) y: (0)\nhide\nforever\n go to [back v] layer\n point in direction (pick random (-180) to (180))\n set [ghost v] effect to (150)\n set size to (pick random (75) to (200)) %\n go to x: (pick random (-240) to (240)) y: (pick random (-180) to (180))\n create clone of (_myself_ v)\n wait (.35) seconds\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Coin$\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 [coins v] by (1)\n delete this clone\nend\n\nwhen I receive [setup v]\ngo to [front v] layer\nset size to (100) %\nhide\nshow variable [coins v]\nset [collected max v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [coins v] to [0]\nswitch costume to (level 1 1 v)\ngo to [front v] layer\nclone at x: [-100] y: [20]\nclone at x: [-150] y: [20]\nclone at x: [121] y: [20]\nclone at x: [380] y: [20]\nclone at x: [430] y: [20]\nclone at x: [500] y: [50]\nclone at x: [600] y: [50]\nclone at x: [550] y: [50]\nclone at x: [700] y: [0]\nclone at x: [900] y: [70]\nclone at x: [950] y: [70]\nclone at x: [1100] y: [-30]\nclone at x: [1300] y: [-30]\nclone at x: [1350] y: [-30]\nclone at x: [1400] y: [-30]\nclone at x: [1500] y: [-30]\nclone at x: [1550] y: [-30]\nclone at x: [1700] y: [-30]\nclone at x: [1750] y: [-30]\nclone at x: [1800] y: [-30]\nclone at x: [1900] y: [-30]\nclone at x: [2000] y: [-30]\nclone at x: [2080] y: [-30]\nclone at x: [2150] y: [-30]\nclone at x: [2400] y: [-30]\nclone at x: [2450] y: [-30]\nclone at x: [2500] y: [-30]\nclone at x: [2700] y: [-30]\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]\ngo to [front v] layer\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [the eend v]\nstop [other scripts in sprite v]\nswitch costume to (level 1 1 v)\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\nwhen [v v] key pressed\nset [mouse v] to (join ((mouse x) + (Scroll y)) (join [, ] ((mouse y) + (scroll y))))\n\nwhen I receive [volume off v]\nforever\n set volume to (0) %\nend\n\nwhen I receive [volume on v]\nforever\n set volume to (100) %\nend\n\nwhen flag clicked\nhide variable [coins v]\n\nset [coins v] to [9901934209140]\n\nwhen I receive [end v]\nhide\nhide variable [coins v]\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Ripple Click\n\nwhen flag clicked\nswitch costume to (costume9 v)\nhide\nforever\n go to (mouse-pointer v)\nend\n\nwhen flag clicked\nforever\n if <mouse down?> then\n show\n repeat until <(costume [number v]) = [9]>\n next costume\n end\n switch costume to (costume9 v)\n hide\n wait until <not <mouse down?>>\n end\nend\n\nwhen flag clicked\nforever\n set [color v] effect to (Color)\nend\n\n@Invincibility?\n\nwhen flag clicked\ngo to x: (155) y: (143)\nhide\nswitch costume to (not invincible v)\ngo to [front v] layer\nset [clicked? v] to [no]\n\nwhen I receive [play 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 [play game v]\nshow\nforever\n point in direction ((90) + (([sin v] of ((timer) * (500)) ) * (5)))\nend\n\nwhen this sprite clicked\nif <<(costume [number v]) = [1]> and <(Invincibility?) = [yes]>> then\n set [clicked? v] to [yes]\n switch costume to (invincible v)\n change [coins v] by (-15)\n think [Be quick! This only lasts for 10 seconds] for (2) seconds\n wait (8) seconds\n switch costume to (not invincible v)\n set [invincibility? v] to [no]\n set [clicked? v] to [no]\nelse\n switch costume to (not invincible v)\n think [You need 15 coins for Invincibility] for (2) seconds\n set [clicked? v] to [no]\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Thumbnail\n\ndefine Smooth Size: (size) speed: (speed)\nrepeat until <(round (size)) = (round (size))>\n change size by (((size) - (size)) / (speed))\nend\nset size to (size) %\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [end v]\nswitch costume to (tn1 v)\nset size to [100] %\nbroadcast (Second Platform v)\n\nwhen I receive [second platform v]\nhide\nset [level v] to [2]\nchange [level v] by (1)\n\ndefine set size to (size) %\nif <(size) > [100]> then\n switch costume to (sizehack v)\n set size to (size) %\n switch costume to (tn1 v)\nelse\n switch costume to (sizehack v)\n set size to (size) %\n switch costume to (tn1 v)\nend\n\n@Poison\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\ngo [forward v] (1) layers\nset size to (100) %\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 1 v)\ngo to [back v] layer\ngo [forward v] (1) layers\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [120]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [120]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [174]\nclone at x: [470] y: [0]\nclone at x: [470] 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]\ngo to [back v] layer\ngo [forward v] (1) layers\n\ndefine clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [the eend v]\nstop [other scripts in sprite v]\nswitch costume to (level 1 1 v)\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@END\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\ngo [forward v] (1) layers\nset size to (100) %\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 1 v)\ngo to [back v] layer\ngo [forward v] (1) layers\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [120]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [120]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [174]\nclone at x: [470] y: [0]\nclone at x: [470] 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]\ngo to [back v] layer\ngo [forward v] (1) layers\n\ndefine clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [the eend v]\nstop [other scripts in sprite v]\nswitch costume to (level 1 1 v)\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Player_Two\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?>> or <<mouse down?> and <<(mouse x) > [0]> and <(mouse y) < [170]>>>> 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?>> or <<mouse down?> and <<(mouse x) < [0]> and <(mouse y) < [170]>>>> 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 (platform_two v)?> then\n repeat until <<not <touching (platform_two v)?>> or <(slope) = [-8]>>\n change [slope v] by (-1)\n change y by (1)\n end\nend\nif <touching (platform_two v)?> then\n change y by (slope)\n repeat until <not <touching (platform_two v)?>>\n change x by ((([abs v] of (x vel.) ) / (x vel.)) * (-1))\n end\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> 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 (platform_two v)?> then\n repeat until <not <touching (platform_two 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?>> or <<mouse down?> and <(mouse y) > [0]>>> and <touching (platform_two 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_two v)?> or <touching (saws v)?>> or <touching (enemy v)?>> or <touching (enemy2 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?>> or <<mouse down?> and <(mouse y) > [0]>>> and <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <<(mouse x) > [0]> and <(mouse y) < [170]>>>>> then\n switch costume to (upper right v)\nend\nif <touching (hat v)?> then\n broadcast (Go to player v)\nend\nif <touching (portal v)?> then\n broadcast (Absolute End v)\nend\n\nwhen I start as a clone\nswitch costume to (trail v)\nset [color v] effect to (Color)\nrepeat (4)\n change size by (-15)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [second platform v]\nshow\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [second platform v]\npoint in direction (90)\nset size to (100) %\nshow\nset [delete clones? v] to [False]\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)\nset [color v] effect to (Color)\nforever\n platformer physics [1.2] [0.9] [12]\nend\n\nwhen flag clicked\nhide\n\nwhen [9 v] key pressed\nbroadcast (Second Platform v)\n\nwhen I receive [absolute end v]\nset [delete clones? v] to [True]\nstop [all v]\n\n@Platform_Two\n\nwhen flag clicked\nhide\n\nwhen I receive [second platform v]\nshow\ngo to x: (6) y: (-20)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [absolute end v]\nhide\n\n@Music2\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)\n set volume to (100) %\nend\n\nwhen I receive [second platform v]\nforever\n if <(Mute) = [0]> then\n set volume to (0) %\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 [second platform 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 [second platform v]\nswitch costume to (music on v)\nshow\nforever\n point in direction ((90) + (([sin v] of ((timer) * (500)) ) * (5)))\nend\n\nwhen I receive [second platform v]\nset [mute v] to [1]\nset volume to (100) %\nforever\n if <(Mute) = [1]> then\n play sound (pick random (1) to (4)) until done\n end\nend\n\nwhen I receive [absolute end v]\nhide\n\n@Skip\n\nwhen this sprite clicked\nchange [level v] by (1)\nbroadcast (Next Level v)\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (148) y: (144)\nhide\nswitch costume to (skip v)\ngo to [front v] layer\n\nwhen I receive [second platform 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 [second platform v]\nshow\nforever\n point in direction ((90) + (([sin v] of ((timer) * (500)) ) * (5)))\nend\n\nwhen I receive [absolute end v]\nhide\n\n@Saws\n\nwhen flag clicked\nhide\n\nwhen I receive [second platform 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 [second platform v]\nforever\n switch costume to (Level)\nend\n\nwhen I receive [second platform v]\nforever\n go to [back v] layer\n if <(Level) = [2]> then\n go to x: (-57) y: (-96)\n else\n if <(Level) = [3]> then\n go to x: (0) y: (-96)\n else\n if <(Level) = [8]> then\n go to x: (-120) y: (-96)\n else\n if <(Level) = [12]> then\n go to x: (86) y: (-96)\n else\n if <(Level) = [13]> then\n go to x: (-35) y: (-96)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [absolute end v]\nhide\n\n@Danger_Two\n\nwhen flag clicked\nhide\n\nwhen I receive [second platform v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [absolute end v]\nhide\n\n@Slash\n\nwhen I receive [second platform v]\nforever\n point towards (mouse-pointer v)\n go to (player_two v)\nend\n\nwhen I receive [second platform v]\nforever\n if <<mouse down?> or <<key (space v) pressed?> or <<key (s v) pressed?> or <key (down arrow v) pressed?>>>> then\n show\n start sound [High Whoosh v]\n repeat (12)\n next costume\n end\n wait until <not <<mouse down?> or <<key (space v) pressed?> or <<key (s v) pressed?> or <key (down arrow v) pressed?>>>>>\n end\nend\n\nwhen I receive [volume off v]\nset volume to (0) %\n\nwhen I receive [volume on v]\nset volume to (100) %\n\nwhen I receive [second platform v]\nswitch costume to (blank v)\n\nwhen flag clicked\nhide\n\n@Enemy\n\nwhen I receive [second platform v]\ngo to [back v] layer\nshow\nset [ghost v] effect to (100)\ngo to x: (789) y: (23424234)\nforever\n if <(Level) = [5]> then\n set [ghost v] effect to (0)\n switch costume to (enemy 1 v)\n go to x: (47) y: (-75)\n repeat (20)\n change x by (2)\n switch costume to (right v)\n end\n repeat (20)\n change x by (-2)\n switch costume to (left v)\n end\n else\n set [ghost v] effect to (100)\n go to x: (789) y: (23424234)\n end\nend\n\ngo to x: (47) y: (-75)\n\nwhen I receive [second platform v]\ngo to [back v] layer\nset [ghost v] effect to (100)\nforever\n if <touching (slash v)?> then\n hide\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nset [ghost v] effect to (0)\n\n@Enemy2\n\nwhen I receive [second platform v]\ngo to [back v] layer\nshow\nset [ghost v] effect to (100)\ngo to x: (789) y: (23424234)\nforever\n if <(Level) = [6]> then\n set [ghost v] effect to (0)\n switch costume to (enemy 1 v)\n go to x: (47) y: (-75)\n repeat (20)\n change x by (2)\n switch costume to (right v)\n end\n repeat (20)\n change x by (-2)\n switch costume to (left v)\n end\n else\n set [ghost v] effect to (100)\n go to x: (789) y: (23424234)\n end\nend\n\ngo to x: (47) y: (-75)\n\nwhen I receive [second platform v]\ngo to [back v] layer\nset [ghost v] effect to (100)\nforever\n if <touching (slash v)?> then\n hide\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@Hat\n\ndefine Float\nchange y by (((([sin v] of ((timer) * (120)) ) * (15)) - (y position)) * (0.3))\nturn right ((((90) + (([sin v] of ((timer) * (110)) ) * (7.5))) - (direction)) * (0.3)) degrees\n\nwhen I receive [second platform v]\ngo to x: (-16) y: (-12)\nhide\nforever\n go to [front v] layer\n if <(Level) = [11]> then\n switch costume to (hover v)\n show\n Float\n end\nend\n\nwhen flag clicked\ngo to x: (-16) y: (-12)\nhide\n\nset [level v] to [11]\n\ndefine Go to Player\npoint in direction (90)\nswitch costume to (on player v)\ngo to (player_two v)\n\nwhen I receive [go to player v]\nforever\n Go to Player\nend\n\nwhen I receive [absolute end v]\nhide\n\n@Portal\n\nwhen I receive [second platform v]\nhide\nset [id v] to [2]\nforever\n if <(Level) = [14]> then\n switch costume to (costume1 v)\n show\n change y by (((([sin v] of ((timer) * (120)) ) * (15)) - (y position)) * (0.3))\n turn right (1) degrees\n create clone of (_myself_ v)\n set [id v] to [0]\n end\nend\n\nset [level v] to [14]\n\nwhen I start as a clone\nif <(ID) = [2]> then\n switch costume to (costume2 v)\n go to [front v] layer\n go [backward v] (1) layers\n forever\n change y by (((([sin v] of ((timer) * (120)) ) * (15)) - (y position)) * (0.3))\n turn right (2) degrees\n if <(Delete Clones?) = [True]> then\n delete this clone\n end\n end\nelse\n delete this clone\nend\n\nset [level v] to [14]\n\nwhen I receive [absolute end v]\nhide\ndelete this clone\n\nwhen I receive [absolute end v]\nplay sound [Alan Walker - Force \[NCS Release\].mp3 v] until done\n\n@FINALLYYYYYYYYYY\n\nwhen I receive [absolute end v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\ndefine set size to (size) %\nif <(size) > [100]> then\n switch costume to (sizehack v)\n set size to (size) %\n switch costume to (costume1 v)\nelse\n switch costume to (sizehack v)\n set size to (size) %\n switch costume to (costume1 v)\nend\n\nwhen I receive [second platform v]\nhide\n\n
|| ᴡᴇʟᴄᴏᴍᴇ ᴛᴏ ᴡᴏʀʟᴅ ᴋɴɪɢʜᴛ : ᴅᴀʀᴋɴᴇss ᴇᴅɪᴛɪᴏɴ || \nᴘʟᴇᴀsᴇ ᴅᴏᴜʙʟᴇ ᴄʟɪᴄᴋ ᴛʜᴇ ғʟᴀɢ ᴛʜᴇʀᴇ ᴀʀᴇ sᴏᴍᴇ ɢʟɪᴛᴄʜᴇs ᴛʜᴀᴛ ᴡɪʟʟ ᴏᴄᴄᴜʀ ɪғ ʏᴏᴜ ᴅᴏɴ'ᴛ... ɴᴏᴡ, ᴡɪᴛʜ ᴛʜᴀᴛ ᴏᴜᴛ ᴏғ ᴛʜᴇ ᴡᴀʏ, ᴇɴᴊᴏʏ! :) \n>ɪɴsᴛʀᴜᴄᴛɪᴏɴs< \nᴡ,ᴀ,ᴅ ᴋᴇʏs ᴏʀ ᴀʀʀᴏᴡ ᴋᴇʏs ᴛᴏ ᴍᴏᴠᴇ. ᴀᴠᴏɪᴅ ᴀɴʏᴛʜɪɴɢ ᴛʜᴀᴛ ʟᴏᴏᴋs ᴅᴀɴɢᴇʀᴏᴜs. ʏᴏᴜ ᴄᴀɴ ᴡᴀʟᴋ ᴛʜʀᴏᴜɢʜ ᴀɴʏᴛʜɪɴɢ ɪғ ɪɴᴠɪɴᴄɪʙɪʟɪᴛʏ ɪs ᴏɴ (sᴡᴏʀᴅ ʙᴜᴛᴛᴏɴ) ʙᴜᴛ ɪᴛ ʟᴀsᴛs ғᴏʀ ᴛᴇɴ sᴇᴄᴏɴᴅs ᴀɴᴅ ɪᴛ ᴅᴏᴇsɴ'ᴛ ᴡᴏʀᴋ ғᴏʀ ᴘɪᴛs. ᴘᴏɪsᴏɴ ᴅᴏᴇs ɴᴏᴛ ᴋɪʟʟ ʏᴏᴜ ʙᴜᴛ ɪᴛ sʟᴏᴡs ʏᴏᴜ ᴅᴏᴡɴ. ᴛʜᴇʀᴇ ᴀʀᴇ ᴛᴡᴏ ʟᴇᴠᴇʟs, ᴀ sᴄʀᴏʟʟɪɴɢ ᴏɴᴇ ᴀɴᴅ ᴀ ɴᴏʀᴍᴀʟ ᴘʟᴀᴛғᴏʀᴍᴇʀ ɪɴ ᴛʜᴇ ɴᴏʀᴍᴀʟ ᴘʟᴀᴛғᴏʀᴍᴇʀ, ᴘʀᴇss ᴛʜᴇ ᴅᴏᴡɴ ᴀʀʀᴏᴡ, s, ᴄʟɪᴄᴋ ᴏʀ sᴘᴀᴄᴇ ᴛᴏ sʟᴀsʜ ᴇɴᴇᴍɪᴇs.\n >ɢʟɪᴛᴄʜᴇs< \nᴡʜᴇɴ ʏᴏᴜ ᴄʟᴏsᴇ ᴛʜᴇ sᴇᴛᴛɪɴɢs ᴍᴇɴᴜ ᴀɴᴅ ᴏᴘᴇɴ ɪᴛ ᴀɢᴀɪɴ, ᴛʜᴇ ᴄʟᴏɴᴇ ɪᴅ ᴍᴇssᴇs ᴜᴘ. ɪғ ʏᴏᴜ ᴋɴᴏᴡ ʜᴏᴡ ᴛᴏ ғɪx ᴛʜɪs ᴛʜᴇɴ ᴘʟᴇᴀsᴇ ᴄᴏᴍᴍᴇɴᴛ. ɪғ ʏᴏᴜ ғɪɴᴅ ᴀɴʏ ᴍᴏʀᴇ, ᴄᴏᴍᴍᴇɴᴛ ᴀɴᴅ ɪ ᴡɪʟʟ ғɪx ɪᴛ.
Haloween Multiplayer Scrolling Platformer v.0.4 Server 2
@Stage\n\nwhen flag clicked\nforever\n play sound [Alan Walker - Force v] until done\nend\n\n@Player\n\nwhen I receive [begin v]\nset [chat v] to [0]\nshow list [chat v]\nforever\n Chat\nend\n\nif <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(Chat) = [1]> then\n show list [chat v]\n set [chat v] to [0]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n if <(Chat) = [0]> then\n set [chat v] to [1]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\n end\nend\n\nwhen I receive [play game v]\nset [connected? v] to [0]\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine Change Player x by (sx)\npoint in direction (90)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Game On\nset [y v] to [0]\nset [x v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [ghost v] effect to (0)\nset size to (100) %\n\ndefine Test - Die\nif <touching (danger v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\nend\nif <touching (saws v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\nend\n\ndefine Game - Die\nset [exit v] to []\nstart sound [Hurt v]\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Tick\nif <not <key (any v) pressed?>> then\n switch costume to (normal v)\nend\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (left v)\n change [sx v] by (-2)\nend\nif <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (right v)\n change [sx v] by (2)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n switch costume to (left up v)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (right up v)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <(x) < [-220]> then\n set [x v] to [-220]\nend\n\nwhen flag clicked\nhide\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (Connecting v)\nbroadcast (Setup Others v) and wait\nbroadcast (Join Game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (Connected v)\n start sound [Connect v]\nelse\n broadcast (Full v)\n start sound [Disconnect v]\nend\nbroadcast (Begin v)\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (Chat Words) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine Chat\nif <(Chat) = [1]> then\n if <key (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 () of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat words v] to [4]\n say (item (4) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat words v] to [5]\n say (item (5) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat words v] to [6]\n say (item (6) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat words v] to [7]\n say (item (7) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat words v] to [8]\n say (item (8) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat words v] to [9]\n say (item (9) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n set [chat words v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [connected v]\nset [connected? v] to [1]\nshow\n\nwhen I receive [connecting v]\nhide\n\nwhen I receive [play game v]\nforever\n if <(Connected?) = [1]> then\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\n end\nend\n\nwhen I receive [connected v]\nset [level v] to [1]\n\nwhen I receive [begin v]\nforever\n if <(EXIT) = [win]> then\n wait (1) seconds\n hide\n else\n show\n end\nend\n\n@Others\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\nwhen I receive [setup others v]\nsetup players\n\ndefine setup players\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n Tick\n end\nend\n\ndefine Tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nif <(names) = [1]> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to (((value) - (SCROLL Y)) + (8))\nvalue = read from encoded\nbroadcast (Decode Chat v)\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\ndefine Decode Chat (chat)\nif <(chat) = [1]> then\n say (item (1) of [chat v]) for (2) seconds\nelse\n if <(chat) = [2]> then\n say (item (2) of [chat v]) for (2) seconds\n else\n if <(chat) = [3]> then\n say (item (3) of [chat v]) for (2) seconds\n else\n if <(chat) = [4]> then\n say (item (4) of [chat v]) for (2) seconds\n else\n if <(chat) = [5]> then\n say (item (5) of [chat v]) for (2) seconds\n else\n if <(chat) = [6]> then\n say (item (6) of [chat v]) for (2) seconds\n else\n if <(chat) = [7]> then\n say (item (7) of [chat v]) for (2) seconds\n else\n if <(chat) = [8]> then\n say (item (8) of [chat v]) for (2) seconds\n else\n if <(chat) = [9]> then\n say (item (9) of [chat v]) for (2) seconds\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode Chat (value)\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [1912] y: [0]\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\n@Landscape\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\n@Saws\n\nwhen I receive [green flag v]\nhide variable [mouse v]\nhide\n\nwhen I receive [tick v]\nturn right (10) degrees\nPosition ((Saws: x) - (SCROLL X)) ((Saws: y) - (SCROLL Y))\ngo to [back v] layer\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [saws: x v] to [0]\nset [saws: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [150] y: [-33]\n Clone at x: [292] y: [-33]\n Clone at x: [453] y: [95]\n Clone at x: [603] y: [95]\n Clone at x: [1021] y: [149]\n Clone at x: [664] y: [-17]\n Clone at x: [1197] y: [197 ]\n Clone at x: [1350] y: [197 ]\n Clone at x: [1695] y: [111]\nend\nset [saws: x v] to [-9999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> 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\nClone at x: [603] y: [95]\n\nClone at x: [1929] y: [312]\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 [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: [63]\nelse\nend\nset [collectables: x v] to [-99999]\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@Chat\n\nwhen I receive [tick v]\nif <(Chat) = [1]> then\n show\nelse\n hide\nend\nif <key (space v) pressed?> then\n broadcast (Chat Close v)\n hide\n wait until <not <key (space v) pressed?>>\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [chat open v]\nset [chat v] to [1]\n\nwhen I receive [chat close v]\nset [chat v] to [0]\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nswitch costume to (open v)\nPosition ((Exit: x) - (SCROLL X)) ((Exit: y) - (SCROLL Y))\nif <<touching (player v)?> and <(costume [number v]) = [1]>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [exit: x v] to [0]\nset [exit: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (closed v)\n Clone at x: [1898] y: [400]\n if <touching (player v)?> then\n broadcast (end v) and wait\n end\nelse\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [exit: x v] to (x)\nset [exit: y v] to (y)\n\nshow\n\nwhen I receive [end v]\nbroadcast (Setup v) and wait\nstop [other scripts in sprite v]\n\n@Chat Button\n\nwhen I receive [tick v]\nif <touching (mouse-pointer v)?> then\n repeat until <(size) > [119]>\n change [size v] by (.9)\n change size by (size)\n end\n if <mouse down?> then\n broadcast (Chat Open v)\n hide\n wait until <not <mouse down?>>\n end\nelse\n repeat until <(size) < [101]>\n set [size v] to [-.8]\n change [size v] by (-.9)\n change size by (size)\n end\nend\n\nwhen I receive [chat close v]\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [begin v]\nset [size v] to [.8]\nshow\nrepeat (40)\n change [ghost v] effect by (-3)\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (0) y: (0)\nchange [ghost v] effect by (100)\n\nwhen flag clicked\ngo to x: (-193) y: (-156)\nset size to (100) %\n\nwhen I receive [begin v]\nshow\nforever\n if <(EXIT) = [win]> then\n wait (1) seconds\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nhide\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (Thanks v)\n\ngo to x: (0) y: (0)\nshow\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Thanks\n\nwhen I receive [thanks v]\nswitch costume to (costume2 v)\ngo to x: (-210) y: (50)\nshow\ngo to [front v] layer\nstart sound [pop v]\nrepeat (9)\n change y by (-6)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-3)\nend\nwait (1) seconds\nrepeat (10)\n change y by (6)\nend\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (-50)\nshow\ngo to [front v] layer\nrepeat (12)\n change y by (-9)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-1)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <(costume [number v]) = [2]> then\n if <mouse down?> then\n set [costume v] to [2]\n repeat (25)\n change y by (10)\n end\n hide\n delete this clone\n end\n else\n if <(costume [number v]) = [3]> then\n if <mouse down?> then\n set [costume v] to [1]\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n end\n end\n else\n set [ghost v] effect to (0)\n end\n if <(Costume) > [0.99]> then\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n hide\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [costume v] to [0.9]\n\nwhen I receive [begin v]\nset [costume v] to [0.9]\nwait (0.1) seconds\nset [costume v] to [0.9]\nwait (0.2) seconds\nset [costume v] to [0.9]\n\n@Loading\n\nwhen flag clicked\ngo [forward v] (213) layers\nset size to (100) %\nhide\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (-80)\n\nwhen I receive [connecting v]\nrepeat (11)\n create clone of (_myself_ v)\n turn right (40) degrees\nend\n\nwhen I receive [connected v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nforever\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (-6)\n change size by (1)\n end\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (6)\n change size by (-1)\n end\nend\n\n@TB\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nshow\n\ngo to [front v] layer\n\n@win\n\nwhen I receive [begin v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nset [:timer v] to [0]\nforever\n wait (1) seconds\n if <(EXIT) = [win]> then\n play sound [Win v] until done\n go to [front v] layer\n show\n show variable [:timer v]\n set [:timer v] to (timer)\n stop [all v]\n else\n hide\n end\nend\n\nwait (1) seconds\n\nreset timer\n\nchange [:timer v] by (1)\n\nwhen flag clicked\nset volume to (10) %\nhide variable [:timer v]\n\nstart sound [Win v]\n\n@Joining\n\nwhen flag clicked\nhide\n\nwhen I receive [connected v]\nswitch costume to (connected v)\nwait (0.5) seconds\nhide\n\nwhen I receive [connecting v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [connected v]\ngo [forward v] (1322) layers\n\nwhen I receive [full v]\nswitch costume to (full v)\nshow\n\nstart sound [Connect v]\nswitch costume to (connected v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Спрайт 1\n\nwhen flag clicked\n\nshow\ngo to [back v] layer\ngo to x: (0) y: (0)\nstop [all v]\n\n
this is server 2\nhttps://scratch.mit.edu/projects/443995219\nanother multiplayer\nPRESS GREEN FLAG TWICE\nIt may lag\nMy record 14.124 can you beat it??\nHi and welcome to my newest and the best game! \nHow To Play:\nUse Arrow Keys Or WASD To Move Or Mobile\nThere Is Wall Jump On Mobile And PC\nSaws And Spikes = Death\nIt is short but hard!\n\nOkay so just go to the portal!\nHISTORY:\n29.10.2020 13:49: Published.\n29.10.2020 13:50: Fixed bug with other players floating.\n29.10.2020 22:34: Added winning sound.\n30.10.2020 7:56: Thumbnail fixed.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nThis game is de best
Terrains || A Mobile Friendly Platformer #all #games
@Stage\n\nwhen flag clicked\nforever\n play sound [music \(1\) v] until done\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 [alright bros let's go v]\n\nwhen I receive [alright bros let's go v]\nforever\n set [direction v] to (direction)\nend\n\nwhen I receive [alright bros let's go v]\nset [change? v] to [0]\nforever\n if <<(x position) = [240]> and <(dead?) = [0]>> then\n broadcast (NEXT LEVEL v)\n change [level v] by (1)\n end\nend\n\nwhen I receive [alright bros let's go v]\nforever\n if <(y position) = [-179]> then\n Spin off screen\n end\nend\n\nwhen [r v] key pressed\nif <(dead?) = [0]> then\n reset\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [alright bros let's go v]\nshow\n\ndefine Spin off screen\nset [dead? v] to [1]\nchange [player death v] by (1)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nreset\n\nwhen I receive [alright bros let's go v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (center2 v)\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nbroadcast (alright bros let's go v)\n\nwhen flag clicked\nswitch costume to (center v)\n\nwhen I receive [respawn v]\n\nwhen flag clicked\nforever\n if <<touching (danger v)?> or <touching (gears v)?>> then\n go to x: (-200) y: (-65)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (enemy v)?> then\n go to x: (-200) y: (-65)\n end\nend\n\nwhen flag clicked\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 (gears v)?> or <touching (danger 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 flag clicked\nshow\n\n@Ground\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n if <(costume [number v]) = [19]> then\n broadcast (End v)\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [transition v]\nnext costume\n\n@Danger\n\nwhen flag clicked\nswitch costume to (level 1 v)\n\nforever\n switch costume to (Level)\nend\n\nglide (1) secs to x: (0) y: (0)\n\nglide (1) secs to x: (0) y: (10)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [transition v]\nnext costume\n\n@Text\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (200)\nhide\nwait (0.001) seconds\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n set [timer2 v] to ((timer) + (.1))\nend\n\nwhen [timer v] > (Timer2)\nshow\nrepeat (5)\n change y by (-7.5)\nend\nrepeat until <(y position) = [0]>\n change y by (-12.5)\nend\nrepeat (35)\n glide (pick random (0) to (0.0001)) secs to x: (pick random (-10) to (10)) y: (pick random (-10) to (10))\nend\nglide (0.5) secs to x: (0) y: (0)\n\nstart sound [whoooooop v]\nstart sound [xplosion v]\n\n@Skip\n\nwhen flag clicked\nwait until <(Level) = [21]>\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nwait (0.8) seconds\n\nwhen this sprite clicked\nbroadcast (Transition v)\nbroadcast (Next v)\nbroadcast (Create Clone v)\nchange [level v] by (1)\n\nwhen flag clicked\nwait until <(Level) = [11]>\nswitch costume to (costume2 v)\nwait until <(Level) = [14]>\nswitch costume to (costume1 v)\n\nwhen I receive [intro done v]\nwait until <(Level) = [21]>\nhide\n\nwhen flag clicked\nshow\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 [end v]\nswitch costume to (costume2 v)\nstop [other scripts in sprite v]\n\n
Instructions:\nArrow keys, WASD, or drag the player to move.\nAvoid lava, saws, and spikes.\nFirst you will land in the grasslands, then enter a cave, then trek your way through the hot desert, and finally get back into the grasslands!\nNo advertising or spamming please.\nPlease stop saying this is generic, I already know.\nPost in the comments how many skips and fails you used and did.\nHave fun!
Appel's Adventure || A Platformer Series
@Stage\n\nwhen flag clicked\nwait (12.88) seconds\nforever\n play sound [mbb-beach v] until done\nend\n\n@Blank\n\n@Intro\n\ndefine Go To X: (x) Y: (y) Speed: (speed)\nrepeat until <<(x) = (round (x position))> and <(y) = (round (y position))>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\nend\ngo to x: (x) y: (y)\n\nwhen flag clicked\nstart sound [Lost Sky - Dreams \[NCS Release\] v]\nhide\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)\n\nwhen I start as a clone\nif <(Clone#) = [1]> then\n show\n switch costume to (costume2 v)\n set size to (100) %\n go to [front v] layer\n go to x: (0) y: (-99999)\n point in direction (90)\n Go To X: [0] Y: [0] Speed: [7]\nend\nwait (0.01) seconds\nif <(Clone#) = [2]> then\n show\n switch costume to (costume2 v)\n set size to (100) %\n go to [front v] layer\n go to x: (0) y: (-99999)\n point in direction (90)\n Go To X: [0] Y: [0] Speed: [8]\nend\nwait (.1) seconds\nif <(Clone#) = [3]> then\n show\n switch costume to (costume3 v)\n set size to (100) %\n go to [front v] layer\n go to x: (0) y: (-99999)\n point in direction (90)\n Go To X: [0] Y: [0] Speed: [9]\nend\nwait (.1) seconds\nif <(Clone#) = [4]> then\n show\n switch costume to (costume4 v)\n set size to (100) %\n go to [front v] layer\n go to x: (0) y: (-99999)\n point in direction (90)\n Go To X: [0] Y: [0] Speed: [10]\nend\nwait (1) seconds\nif <(Clone#) = [5]> then\n show\n switch costume to (costume6 v)\n set size to (30) %\n switch costume to (costume1 v)\n go to [front v] layer\n go to x: (0) y: (99999)\n point in direction (90)\n Go To X: [0] Y: [0] Speed: [5]\n set [s v] to [5]\n repeat (10)\n switch costume to (costume6 v)\n set size to (S) %\n switch costume to (costume1 v)\n change [s v] by (((size) / (1)) + (2))\n end\nend\nwait (1) seconds\nif <(Clone#) = [6]> then\n set [clone# v] to [1]\n create clone of (_myself_ v)\n wait (.3) seconds\n set [clone# v] to [2]\n create clone of (_myself_ v)\n wait (.3) seconds\n set [clone# v] to [5]\n create clone of (_myself_ v)\n wait (.3) seconds\n set [clone# v] to [2]\n create clone of (_myself_ v)\n wait (1) seconds\n switch costume to (costume7 v)\n show\n go to [front v] layer\n set size to (1) %\n point in direction (90)\n repeat until <([abs v] of (((0.85) * (my variable)) + (((100) - (size)) / (9))) ) < [0.05]>\n set [my variable v] to (((0.85) * (my variable)) + (((100) - (size)) / (9)))\n switch costume to (size v)\n change size by (my variable)\n switch costume to (i)\n change [ghost v] effect by (-10)\n end\n set size to (70) %\n point in direction (0)\n go to x: (0) y: (([cos v] of (((timer) - (3)) * (400)) ) * (30))\n broadcast (message1 v)\n forever\n turn right ((10) + (([cos v] of (((timer) - (2)) * (300)) ) * (7))) degrees\n set y to (([cos v] of (((timer) - (3)) * (400)) ) * (30))\n end\nend\n\nwhen I receive [message1 v]\nwait (4) seconds\nset [clone# v] to [3]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nwait (12.88) seconds\nforever\n go to x: (1111111) y: (1111111)\n hide\nend\n\nwhen I start as a clone\nwait (12.88) seconds\nforever\n hide\nend\n\nwhen flag clicked\nwait (12.88) seconds\nhide\nstop [other scripts in sprite v]\n\n@Player\n\ndefine reset\nclear graphic effects\ngo to x: (-200) y: (-50)\npoint in direction (90)\nset [dead? v] to [0]\nset [x v v] to [0]\nset [y v v] to [0]\nset size to (100) %\nshow\n\nwhen I receive [next level v]\nset [change? v] to [1]\nreset\nset [change? v] to [0]\n\nwhen I receive [alright bros let's go v]\n\nwhen I receive [alright bros let's go v]\nforever\n set [direction v] to (direction)\nend\n\nwhen I receive [alright bros let's go v]\nset [change? v] to [0]\nforever\n if <<(x position) = [240]> and <(dead?) = [0]>> then\n broadcast (NEXT LEVEL v)\n change [level v] by (1)\n end\nend\n\nwhen I receive [alright bros let's go v]\nforever\n if <(y position) = [-179]> then\n Spin off screen\n end\nend\n\nwhen [r v] key pressed\nif <(dead?) = [0]> then\n reset\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [alright bros let's go v]\nshow\n\ndefine Spin off screen\nset [dead? v] to [1]\nchange [player death v] by (1)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nreset\n\nwhen I receive [alright bros let's go v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (center2 v)\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nbroadcast (alright bros let's go v)\n\nwhen flag clicked\nswitch costume to (center v)\n\nwhen I receive [respawn v]\n\nwhen flag clicked\nforever\n if <<touching (danger v)?> or <touching (gears v)?>> then\n go to x: (-200) y: (-65)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (enemy v)?> then\n go to x: (-200) y: (-65)\n end\nend\n\nwhen flag clicked\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 (gears v)?> or <touching (danger 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 flag clicked\nshow\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen [timer v] > (Timer2)\nshow\nrepeat (5)\n change y by (-7.5)\nend\nrepeat until <(y position) = [0]>\n change y by (-12.5)\nend\nrepeat (35)\n glide (pick random (0) to (0.0001)) secs to x: (pick random (-10) to (10)) y: (pick random (-10) to (10))\nend\nglide (0.5) secs to x: (0) y: (0)\n\nwhen flag clicked\ngo to x: (0) y: (200)\nhide\nwait (0.001) seconds\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n set [timer2 v] to ((timer) + (0.1))\nend\n\n
IMPORTANT NOTICE:\nAFTER THE INTRO FINISHES, YOU NEED TO WAIT A LITTLE WHILE BEFORE YOU CAN PLAY\n\nInstructions:\nAppel is out for an adventure! He loves to explore, but in the end, he finds a surprise!\nArrow keys, WASD, or drag the player for mobile users to move.\nAvoid spikes and lava.\nMake it to the end.\nNo advertising or hate.\nGet ready for Appel's Adventure 2!\nHave fun, and don't forget to leave a heart and star!
Valley - A Platformer #games #all
@Stage\n\n@player\n\nwhen I start as a clone\nswitch costume to (trail v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-1)\nend\ndelete this clone\n\nwhen I receive [restart v]\nstart sound [Crunch v]\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (x spawn) y: (y spawn)\n\nwhen flag clicked\nbroadcast (BEGIN NOW v)\n\nhide\n\ndefine run engine\nchange [y v] by (-0.5)\nif < or <key (a v) pressed?>> then\n switch costume to (rightt v)\n change [x v] by (-.6)\nend\nif < or <key (d v) pressed?>> then\n switch costume to (left v)\n change [x v] by (.6)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (-6)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [7]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (y)\nif <touching (ground v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<<touching (ground v)?> and <key (up arrow v) pressed?>> or < or <<touching (ground v)?> and <key (w v) pressed?>>>> then\n switch costume to (up v)\n set [y v] to [7.5]\nend\nchange y by (0.5)\nif <<touching (danger v)?> or <<touching (saw v)?> or <touching (lava v)?>>> then\n broadcast (Restart v)\nend\nif <(level) = [14]> then\ncreate clone of (_myself_ v)\n\nset [moving_? v] to [y]\n\nset [moving_? v] to [y]\n\nset [moving_? v] to [y]\n\nset [moving_? v] to [n]\n\npoint in direction (90)\ngo to x: (x spawn) y: (y spawn)\n\nwhen I receive [next v]\ngo to x: (x spawn) y: (y spawn)\n\nwhen I receive [begin now v]\nset [color v] effect to (50)\nset [level v] to [1]\nshow\nset [x spawn v] to [-199]\nset [y spawn v] to [-76]\ngo to x: (x spawn) y: (y spawn)\nswitch costume to (1 v)\nswitch backdrop to (backdrop3 v)\nset size to (40) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n run engine\nend\n\nset rotation style [left-right v]\n\nset [brightness v] effect to (-7)\n\nset [moving_? v] to [y]\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nforever\n if <<<key (left arrow v) pressed?> or <<<key (right arrow v) pressed?> or > or <key (d v) pressed?>>> or <key (a v) pressed?>> then\n set [moving_? v] to [y]\n else\n set [moving_? v] to [n]\n end\nend\n\nif <<<touching (ground v)?> and <key (up arrow v) pressed?>> or <<touching (ground v)?> and <key (w v) pressed?>>> then\n set [moving_? v] to [up]\nend\n\n\n\nif <(MOVING_?) = [u]> then\n switch costume to (up v)\nend\n\nif <(y position) > [-60]> then\n set [moving_? v] to [u]\nelse\n set [moving_? v] to [n]\nend\n\nrepeat until <(costume [number v]) = [6]>\n\nset [moving_? v] to [n]\n\nif <(MOVING_?) = [y]> then\n wait (.01) seconds\n next costume\nelse\n switch costume to (1 v)\nend\n\ncreate clone of (_myself_ v)\n\nforever\n if <(MOVING_?) = [y]> then\n wait (.01) seconds\n next costume\n else\n switch costume to (1 v)\n end\nend\n\nswitch costume to (up v)\n\nwhen flag clicked\nforever\n if <not <<key (w v) pressed?> or <<key (a v) pressed?> or <<key (d v) pressed?> or <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or >>>>>> then\n switch costume to (center v)\n end\nend\n\nset [brightness v] effect to (-9)\n\nset rotation style [left-right v]\n\nclear graphic effects\nset [brightness v] effect to (-7)\nrepeat (10)\n change y by (6)\n change [ghost v] effect by (10)\nend\nset [brightness v] effect to (-7)\nrepeat (10)\n change y by (-1)\n change [ghost v] effect by (-10)\nend\n\n@ground\n\nwhen flag clicked\ngo to x: (1) y: (-8)\nforever\n switch costume to (level)\nend\n\ngo to [front v] layer\n\nwhen I receive [next v]\n\n@lava\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n glide (1) secs to x: (0) y: (15)\n glide (1) secs to x: (0) y: (0)\nend\n\n@danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\n@skip\n\nwhen flag clicked\nset [skips v] to [0]\nhide\n\nwhen this sprite clicked\nchange [level v] by (1)\nchange [skips v] by (1)\nbroadcast (next v)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (10)\n set size to (105) %\n else\n set [ghost v] effect to (0)\n set size to (100) %\n end\nend\n\nwhen I receive [doneee v]\nhide\n\nwhen I receive [begin now v]\nset size to (100) %\nshow\ngo to x: (165) y: (161)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n hide\n else\n show\n end\nend\n\n@mute\n\nwhen this sprite clicked\nif <(volume) = [100]> then\n set volume to (0) %\n switch costume to (muted v)\nelse\n set volume to (100) %\n switch costume to (unmuted v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [doneee v]\nhide\n\nwhen flag clicked\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (10)\n set size to (105) %\n else\n set [ghost v] effect to (0)\n set size to (100) %\n end\nend\n\nwhen I receive [begin now v]\nset volume to (100) %\nswitch costume to (unmuted v)\ngo to [front v] layer\nshow\ngo to x: (200) y: (161)\nforever\n play sound [Vexento - Pixel Party v] until done\nend\n\nplay sound [Elektronomia - Sky High \[NCS Release\] v] until done\n\n@saw\n\nwhen flag clicked\nforever\n go to [back v] layer\n turn right (4) degrees\nend\n\nwhen flag clicked\ngo to x: (0) y: (-130)\nset size to (65) %\nset [brightness v] effect to (20)\nforever\n if <<(level) = [2]> or > then\n show\n else\n hide\n end\nend\n\n@transition\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (0) y: (347)\n\nwhen I receive [trans v]\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (.3) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nswitch costume to (pick random (1) to (6))\nshow\nrepeat until <(round (y position)) = [0]>\n go to [front v] layer\n change y by (((0) - (y position)) / (5))\nend\nrepeat until <(round (y position)) = [347]>\n go to [front v] layer\n change y by (15)\nend\nhide\n\nwhen I receive [next v]\nwait (.000000000000000000000001) seconds\nbroadcast (trans v)\n\nswitch costume to (pick random (1) to (6))\nshow\nrepeat until <(round (y position)) = [0]>\n go to [front v] layer\n change y by (((0) - (y position)) / (5))\nend\nrepeat until <(round (y position)) = [347]>\n go to [front v] layer\n change y by (((347) - (y position)) / (5))\nend\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n if <(level) = [14]> then\n show\n show variable [skips v]\n else\n hide\n hide variable [skips v]\n end\nend\n\n@text\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@thumb\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n
new platformer! https://scratch.mit.edu/projects/443895844/\n---\nI DIDN'T COPY TROPICAL. I MADE THIS FIRST AND LET MY LITTLE BROTHER BACKPACK AND CHANGE IT A BIT TO MAKE TROPICAL SO STOP SAYING I COPIED HIM. DON'T BELIEVE ME???? FINE. GO ASK THE MY BROTHER THEN. ( sorry I'm not being mean. I'm just tired of getting comments saying I copied my brother )\n---\njoin my bro's contest!\nhttps://scratch.mit.edu/projects/449931649/\n{ instructions }\n<<click the little play button to skip a level>>\n<< arrow keys or W,A,S,D to move >>\n---\nWelcome to Valley - A Platformer! avoid dangers and try to complete it with the least amount of skips possible!\nhave fun!\n---\nplease don't spam generic... because well this IS generic ... I know. also theres NO need to hate on this project, or on any other projects. hate hurts and makes the creator feel bad and lose motivation to make more projects. btw I'm not making this for fame... ok? I'm just making this because I enjoyed making this simple platformer to take a break from all those loads and loads of intro requests. XD anyway I hope you enjoy the game! :)\nalso ads will be reported >:(\n---\nabout the game\n- 14 levels!\n- 400+ blocks of code\n---\nlove and fave if you enjoyed! and follow for more cool projects! =)\nby the way @bobthehumin didn't copy me. he's my lil brother and he gave me credit so its fine. please don't hate on him. \nalso why the heck do some people think I copied my brother. the date says I made mine first. and in my brothers desc he said the arts by me lol.\n---\ncomment something like: "I found the secret levels!" or "I unlocked the secret skin!" to troll people XD! ( just in a fun way not in a mean way ) stop saying "well the creator forced me to lie". im not forcing you. I just thought when you found out you might smile and laugh a little and troll some people yourself and have fun.\n---\ngo check out my new account @-eons- not a lot of people have found it yet :)
360° platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (山 v)\nforever\n play sound [recording1 v] until done\nend\n\nwhen I receive [start v]\nswitch backdrop to (山 v)\nset [brightness v] effect to (-10)\n\n@Hey I'm main character\n\nwhen flag clicked\nshow\nforever\n if <touching (なくして v)?> then\n broadcast (もう一回 v)\n repeat (20)\n change [ghost v] effect by (9)\n end\n repeat (20)\n change [ghost v] effect by (-9)\n end\n end\nend\n\n@土\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (-10) y: (-500)\ngo to [front v] layer\nset size to (200) %\nswitch costume to (土 v)\nset [ab v] to [0]\nset [y v] to [0]\nshow\nforever\n change [y v] by (1)\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>>> then\n change [ab v] by (0.2)\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>>> then\n change [ab v] by (-0.2)\n end\n set [ab v] to ((AB) * (0.8))\n turn right (AB) degrees\n if <touching (hey i'm main character v)?> then\n change y by (-1)\n if <touching (hey i'm main character v)?> then\n change y by (-1)\n if <touching (hey i'm main character v)?> then\n change y by (-1)\n if <touching (hey i'm main character v)?> then\n change y by (-1)\n if <touching (hey i'm main character v)?> then\n change y by (4)\n turn right ((AB) * (-1)) degrees\n set [ab v] to [0]\n end\n end\n end\n end\n end\n change y by (y)\n if <touching (hey i'm main character v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (1)\n if <touching (hey i'm main character v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [50]> and <mouse down?>>>> then\n set [y v] to [-12]\n end\n end\n change y by (-1)\nend\n\nswitch costume to (何にもない! v)\n\nwhen I receive [start v]\n\nwhen I receive [もう一回 v]\npoint in direction (90)\ngo to x: (-10) y: (-500)\nset [ab v] to [0]\nset [y v] to [0]\n\nwhen I receive [next v]\nswitch costume to (土2 v)\n\nwhen I receive [next v]\npoint in direction (90)\ngo to x: (-10) y: (-500)\nset [ab v] to [0]\nset [y v] to [0]\n\n@スプライト4\n\nwhen flag clicked\nreset timer\n\nwhen I receive [start v]\nshow variable [タイム v]\nforever\n set [タイム v] to (timer)\n if <([costume # v] of [土 v]) = [10]> then\n stop [this script v]\n end\nend\n\n@スプライト21\n\nwhen flag clicked\nshow\ngo to x: (-182) y: (159)\nswitch costume to (コスチューム1 v)\nset [pixelate v] effect to (0)\nforever\n go to [front v] layer\n wait (5) seconds\n repeat (30)\n change [pixelate v] effect by (17)\n end\n next costume\n repeat (30)\n change [pixelate v] effect by (-17)\n end\nend\n\nwhen I receive [終わり v]\nhide\n\n@スプライト11\n\nwhen flag clicked\nset [タイム v] to [0]\ngo to x: (155) y: (160)\nforever\n wait (1) seconds\n change [タイム v] by (1)\nend\n\n@スプライト25\n\nwhen I receive [start v]\nforever\n go to x: (pick random (220) to (-220)) y: (-85)\n hide\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (pick random (20) to (50))\nset size to (pick random (20) to (50)) %\npoint in direction (pick random (50) to (-50))\nshow\nrepeat until <not <touching (_edge_ v)?>>\n move (10) steps\nend\nrepeat until <touching (_edge_ v)?>\n change [ghost v] effect by (2)\n move (10) steps\nend\ndelete this clone\n\nwhen I start as a clone\nrepeat until <touching (_edge_ v)?>\n if <(pick random (1) to (2)) = [1]> then\n turn right (pick random (1) to (5)) degrees\n else\n turn left (pick random (1) to (5)) degrees\n end\nend\n\ndelete this clone\n\n@なくして\n\nwhen flag clicked\nshow\ngo to [back v] layer\nswitch costume to (コスチューム1 v)\npoint in direction (90)\ngo to x: (-10) y: (-271)\nforever\n go to (土 v)\n point in direction ([direction v] of [土 v])\nend\n\nwhen I receive [next v]\nswitch costume to (コスチューム2 v)\n\n@スプライト1\n\nwhen flag clicked\nshow\ngo to [front v] layer\npoint in direction (50)\ngo to x: (-182) y: (-6)\nforever\n go to (土 v)\n point in direction ([direction v] of [土 v])\nend\n\n
Thank you for watching :)\nOnly have one stage but if the ★ and ♥ are over the 50 I'll make 2 :)\nMusic : I use かまタマゴ(https://kamatamago.com/sozai-rule.html) It will be more nice sound than this!
The Isle - A Platformer
@Stage\n\nwhen flag clicked\nset volume to (50) %\nforever\n play sound [sky children of the light ost isle of dawn opening music -2796730149335181383 v] until done\nend\n\n@Sprite4\n\nwhen flag clicked\nset x to (0)\nset y to (0)\ngo to [back v] layer\nforever\n switch costume to (level)\nend\n\n@ground\n\nwhen flag clicked\nset x to (0)\nset y to (0)\nforever\n switch costume to (level)\nend\n\n@Sprite1\n\nwhen flag clicked\nset x to (0)\nset y to (0)\nforever\n switch costume to (level)\nend\n\n@Star fragment 1\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <<(level) = [4]> and <(received 1?) = [0]>> then\n set x to (150)\n set y to (15)\n show\n else\n if <(received 1?) = [1]> then\n start sound [Collect2 v]\n set [received 1? v] to [3]\n end\n hide\n end\nend\n\n@Star fragment 2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <<(level) = [7]> and <(received 2?) = [0]>> then\n set x to (0)\n set y to (20)\n show\n else\n if <(received 2?) = [1]> then\n start sound [Collect2 v]\n set [received 2? v] to [3]\n end\n hide\n end\nend\n\n@Star fragment 3\n\nwhen flag clicked\nhide\nforever\n if <<(level) = [9]> and <(received 3?) = [0]>> then\n set x to (90)\n set y to (150)\n show\n else\n if <(received 3?) = [1]> then\n start sound [Collect2 v]\n set [received 3? v] to [3]\n end\n hide\n end\nend\n\n@Star\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n set x to (110)\n set y to (-16)\n show\n if <touching (player v)?> then\n broadcast (END v)\n end\n else\n hide\n end\nend\n\nwhen I receive [end v]\nhide\n\n@Player\n\nwhen flag clicked\nset [ghost v] effect to (0)\nset [level v] to [1]\nshow\nset [received 1? v] to [0]\nset [received 2? v] to [0]\nset [received 3? v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (ground v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <(x position) > [222]> then\n broadcast (NEXT LEVEL v)\n set x to (-220)\n end\nend\n\nif <touching color (#7bbae3)?> then\n set [y v] to [22]\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n if <touching (damage v)?> then\n repeat (10)\n set [x v] to [0]\n set [y v] to [0]\n change [ghost v] effect by (10)\n end\n go to x: (-200) y: (0)\n set [ghost v] effect to (0)\n change [deaths: v] by (1)\n end\nend\n\nwhen flag clicked\ngo to x: (-200) y: (-50)\n\nwhen flag clicked\nforever\n if <touching (star fragment 1 v)?> then\n set [received 1? v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (star fragment 2 v)?> then\n set [received 2? v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (star fragment 3 v)?> then\n set [received 3? v] to [1]\n end\nend\n\n@Damage\n\nwhen flag clicked\nset x to (0)\nset y to (0)\nforever\n switch costume to (level)\nend\n\n@Sprite2\n\nwhen flag clicked\nset [end? v] to [0]\nclear graphic effects\nset x to (0)\nset y to (0)\nhide\n\nwhen I receive [end v]\nset [end? v] to [1]\n\nwhen flag clicked\nforever\n if <(End?) = [1]> then\n set [ghost v] effect to (100)\n show\n repeat (20)\n change [ghost v] effect by (-5)\n end\n stop [all v]\n end\nend\n\n
Arrow keys to move! You can wall jump too\n\nIf there's any glitches or problems, please tell me so I can fix it ~\(^o^)/~\n\nIf any of you play Sky: Children of the Light, I'd like to know! (I guess it just makes me happy lol)\n\nTHIS GAME IS HEAVILY BASED OFF OF ANOTHER GAME.
Black- A platformer V1.9
@Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\n\n@Player\n\nwhen [up arrow v] key pressed\nswitch costume to (up v)\n\nwhen [left arrow v] key pressed\nswitch costume to (left v)\n\nwhen [right arrow v] key pressed\nswitch costume to (right v)\n\nwhen flag clicked\nset size to (25) %\nforever\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (walljump right v)\n end\nend\n\nwhen flag clicked\nforever\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (walljump left v)\n end\nend\n\nwhen [p v] key pressed\n1\n\nwhen [o v] key pressed\n2\n\nwhen [r v] key pressed\nrespawn\n\nwhen backdrop switches to [end v]\nhide variable [☁ level v]\nhide variable [admin mode v]\nhide\nstop [other scripts in sprite v]\n\nwhen [m v] key pressed\nchange volume by (-100)\n\nwhen I receive [start sound v]\nforever\n play sound [Dance Energetic v] until done\nend\n\ndefine 1\nnext backdrop\nchange [level v] by (1)\n\ndefine 2\nif <(admin mode) = [Admin mode]> then\n go to (mouse-pointer v)\nend\n\nwhen [d v] key pressed\nswitch costume to (right v)\n\nwhen [w v] key pressed\nswitch costume to (up v)\n\nwhen [a v] key pressed\nswitch costume to (left v)\n\ndefine respawn\ngo to x: (-215) y: (-42)\nif <(backdrop [name v]) = [fondo2]> then\n go to x: (-219) y: (-110)\nend\n\nwhen I receive [message1 v]\nshow variable [level v]\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nshow\nhide variable [admin mode v]\nset drag mode [not draggable v]\nchange volume by (100)\nswitch backdrop to (1 v)\nrespawn\nhide variable [x v]\nhide variable [y v]\nset [y v] to [0]\nset [x v] to [0]\nset [level v] to [1]\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>>> then\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>>> then\n change [x v] by (-1)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <<<touching color (#000000)?> or <touching color (#808080)?>> or <<touching color (#00e86d)?> or <touching color (#80f4b6)?>>> then\n change y by (1)\n if <<<touching color (#000000)?> or <touching color (#808080)?>> or <<touching color (#00e86d)?> or <touching color (#80f4b6)?>>> then\n change y by (1)\n if <<<touching color (#000000)?> or <touching color (#808080)?>> or <<touching color (#00e86d)?> or <touching color (#80f4b6)?>>> then\n change y by (1)\n if <<<touching color (#000000)?> or <touching color (#808080)?>> or <<touching color (#00e86d)?> or <touching color (#80f4b6)?>>> then\n change y by (1)\n if <<<touching color (#000000)?> or <touching color (#808080)?>> or <<touching color (#00e86d)?> or <touching color (#80f4b6)?>>> then\n change x by ((X) * (-1))\n change y by (-4)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> then\n if <(X) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [y v] to [0]\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <<<touching color (#000000)?> or <touching color (#808080)?>> or <<touching color (#00e86d)?> or <touching color (#80f4b6)?>>> 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)?> or <touching color (#808080)?>> or <<touching color (#00e86d)?> or <touching color (#80f4b6)?>>> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> then\n set [y v] to [15]\n end\n end\n change y by (1)\n if <(x position) > [230]> then\n switch backdrop to (next backdrop v)\n go to x: (-215) y: (-60)\n change [level v] by (1)\n end\n if <<touching color (#ff0000)?> or <touching color (#ff8080)?>> then\n respawn\n change [deaths v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <not <key (any v) pressed?>> then\n switch costume to (stop v)\n end\nend\n\nwhen [y v] key pressed\nsay (join [deaths: ] (deaths)) for (2) seconds\n\nwhen [t v] key pressed\nsay (join [time: ] (time)) for (1) seconds\n\nwhen [h v] key pressed\nask [Hack] and wait\nif <(answer) = [small]> then\n change size by (-10)\nend\nif <(answer) = [big]> then\n change size by (10)\nend\nif <(answer) = [normal]> then\n set size to (25) %\nend\nif <(answer) = [debug]> then\n respawn\nend\n\nwhen flag clicked\nforever\n if <key (g v) pressed?> then\n hide list [hacks v]\n else\n show list [hacks v]\n end\nend\n\ndefine setup variables\nset [deaths v] to [0]\nhide variable [deaths v]\nset [time v] to [0]\nhide variable [time v]\nforever\n change [time v] by (1)\n wait (1) seconds\nend\n\nwhen flag clicked\nsetup variables\n\ndefine admins\nif <(username) = [Marshmello2008125]> then\n forever\n show variable [admin mode v]\n set [admin mode v] to [Admin mode]\n end\nelse\n hide variable [admin mode v]\n set [admin mode v] to []\nend\nif <(username) = [Badembo]> then\n forever\n show variable [admin mode v]\n set [admin mode v] to [Admin mode]\n end\nelse\n hide variable [admin mode v]\n set [admin mode v] to []\nend\nif <(username) = [Elosobigote]> then\n forever\n set [admin mode v] to [Admin mode]\n show variable [admin mode v]\n end\nelse\n hide variable [admin mode v]\n set [admin mode v] to []\nend\nif <(username) = [Windman280]> then\n forever\n set [admin mode v] to [Admin mode]\n show variable [admin mode v]\n end\nelse\n hide variable [admin mode v]\n set [admin mode v] to []\nend\nif <(username) = [sfcoleg]> then\n forever\n set [admin mode v] to [Admin mode]\n show variable [admin mode v]\n end\nelse\n hide variable [admin mode v]\n set [admin mode v] to []\nend\n\nwhen I receive [message1 v]\nadmins\n\nwhen backdrop switches to [11 v]\ngo to x: (-219) y: (-110)\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (0)\nswitch costume to (disfraz3 v)\nhide\n\nwhen I receive [intro end animation v]\nwait (2) seconds\nshow\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nbroadcast (message1 v)\nbroadcast (start sound v)\nhide\n\nwhen I receive [message1 v]\nforever\n stop [other scripts in sprite v]\nend\n\n@Cloud Moving 2\n\nwhen I start as a clone\nshow\nforever\n set size to (pick random (80) to (100)) %\n go to x: (400) y: (pick random (50) to (168))\n glide (pick random (3) to (8)) secs to x: (-300) y: (y position)\nend\n\nwhen flag clicked\nhide\nset [ghost v] effect to (50)\ngo to [back v] layer\nrepeat (1)\n create clone of (_myself_ v)\n wait (pick random (1) to (7)) seconds\nend\n\nwhen flag clicked\nforever\n clear graphic effects\nend\n\nwhen backdrop switches to [end v]\nhide\nstop [other scripts in sprite v]\n\n@intro\n\nwhen flag clicked\nhide variable [level v]\ngo to [front v] layer\nset [direction v] to [6]\ngo to x: (0) y: (0)\nshow\nset [brightness v] effect to (-100)\nrepeat (200)\n set size to ((120) + ((30) * ([sin v] of (((timer) - (-29.7)) * (200)) ))) %\n point in direction ((90) + ((7) * ([sin v] of (((timer) - (-180.9)) * (100)) )))\n change [color v] effect by (6)\n create clone of (_myself_ v)\n set [direction v] to ((direction) * (-1))\nend\nhide\nbroadcast (Intro End Animation v)\n\nwhen I start as a clone\nset [direction2 v] to (direction)\nset [brightness v] effect to (0)\nrepeat (30)\n change [color v] effect by (6)\n change [ghost v] effect by (3)\n change size by (3)\n turn right (direction2) degrees\n change y by (direction2)\n change x by (direction2)\nend\ndelete this clone\n\nwhen [q v] key pressed\nif <(admin mode) = [Admin mode]> then\n hide\n broadcast (message1 v)\n show variable [admin mode v]\nend\n\nwhen flag clicked\nhide variable [admin mode v]\n\n@Black\n\nwhen flag clicked\nshow\n\nwhen I receive [intro end animation v]\nwait (2) seconds\nhide\n\nwhen [q v] key pressed\nif <(admin mode) = [Admin mode]> then\n wait (3) seconds\n hide\n broadcast (message1 v)\nend\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (MINION v)\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (23) 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
Arrow keys or WASD to move, R to restart a level, M to mute, T for the time, Y for the deaths, P to pass levels and H to use hacks (to see the list of hacks press G)\n FULLSCREEN RECOMENDED\nPut your opinion here: https://scratch.mit.edu/discuss/topic/460966/
DESOLATE - a scrolling platformer
@Stage\n\nwhen I receive [lighten v]\nchange [brightness v] effect by (darken/lighten speed)\n\nwhen I receive [darken v]\nchange [brightness v] effect by ((0) - (darken/lighten speed))\n\nwhen I receive [play game v]\nforever\n play sound [Desert v] until done\nend\n\nwhen I receive [tick v]\nif <(Is in end?) = [1]> then\n set volume to (0) %\nelse\n if <not <(volume) = ((100) - ((Ghost Percent) * (1)))>> then\n set volume to ((100) - ((Ghost Percent) * (1))) %\n end\nend\n\nwhen flag clicked\nswitch backdrop to (scene2 v)\nreset timer\n\n@Delag1\n\n@PlatformsHB\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nif <(is clone?) = [1]> then\n Change xy\n Position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nend\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [is clone? v] to [0]\nswitch costume to (lx0y0 v)\nClone at x: [0] y: [0]\nClone at x: [1] y: [0]\nClone at x: [1] y: [1]\nClone at x: [0] y: [1]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to ((x) * (480))\nset [y v] to ((y) * (360))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [is clone? v] to [1]\nset [ghost v] effect to (100)\n\nset [ghost v] effect to (100)\n\ndefine Change xy\nrepeat until <((x) - (SCROLL X)) > [-481]>\n change [x v] by (960)\nend\nrepeat until <[481] > ((x) - (SCROLL X))>\n change [x v] by (-960)\nend\nrepeat until <((y) - (SCROLL Y)) > [-360]>\n change [y v] by (720)\nend\nrepeat until <[360] > ((y) - (SCROLL Y))>\n change [y v] by (-720)\nend\nswitch costume to (join [lx] (join ((x) / (480)) (join [y] ((y) / (360)))))\nif <not <(costume [name v]) = (join [lx] (join ((x) / (480)) (join [y] ((y) / (360)))))>> then\n switch costume to (blank v)\nend\n\nClone at x: [-1] y: [0]\nClone at x: [-1] y: [-1]\nClone at x: [0] y: [-1]\nClone at x: [-1] y: [1]\nClone at x: [1] y: [-1]\n\n@PlatformsD1\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nif <(is clone?) = [1]> then\n Change xy\n Position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nend\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [is clone? v] to [0]\nset [total clones d1 v] to [0]\nswitch costume to (lx0y0 v)\nClone at x: [0] y: [0]\nClone at x: [1] y: [0]\nClone at x: [1] y: [1]\nClone at x: [0] y: [1]\nClone at x: [-1] y: [0]\nClone at x: [-1] y: [-1]\nClone at x: [0] y: [-1]\nClone at x: [-1] y: [1]\nClone at x: [1] y: [-1]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nchange [total clones d1 v] by (1)\nset [x v] to ((x) * (480))\nset [y v] to ((y) * (360))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [is clone? v] to [1]\nswitch costume to (join [lx] (join ((x) / (480)) (join [y] ((y) / (360)))))\n\nwhen I receive [darken v]\nchange [brightness v] effect by ((0) - (darken/lighten speed))\n\nwhen I receive [lighten v]\nchange [brightness v] effect by (darken/lighten speed)\n\ndefine Change xy\nrepeat until <((x) - (SCROLL X)) > ((480) * (-1))>\n change [x v] by ((480) * (3))\nend\nrepeat until <((480) * (1)) > ((x) - (SCROLL X))>\n change [x v] by ((480) * (-3))\nend\nrepeat until <((y) - (SCROLL Y)) > ((360) * (-1))>\n change [y v] by ((360) * (3))\nend\nrepeat until <((360) * (1)) > ((y) - (SCROLL Y))>\n change [y v] by ((360) * (-3))\nend\nswitch costume to (join [lx] (join ((x) / (480)) (join [y] ((y) / (360)))))\nif <not <(costume [name v]) = (join [lx] (join ((x) / (480)) (join [y] ((y) / (360)))))>> then\n switch costume to (blank v)\nend\n\n@PlatformsD2\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nif <(is clone?) = [1]> then\n Change xy\n Position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nend\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [is clone? v] to [0]\nset [total clones d2 v] to [0]\nswitch costume to (lx0y0 v)\nClone at x: [0] y: [0]\nClone at x: [1] y: [0]\nClone at x: [1] y: [1]\nClone at x: [0] y: [1]\nClone at x: [-1] y: [0]\nClone at x: [-1] y: [-1]\nClone at x: [0] y: [-1]\nClone at x: [-1] y: [1]\nClone at x: [1] y: [-1]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nchange [total clones d2 v] by (1)\nset [x v] to ((x) * (480))\nset [y v] to ((y) * (360))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [is clone? v] to [1]\nswitch costume to (join [lx] (join ((x) / (480)) (join [y] ((y) / (360)))))\ngo to [front v] layer\ngo [backward v] ((Lag Monitor Clones) + (5)) layers\n\nwhen I receive [darken v]\nchange [brightness v] effect by ((0) - (darken/lighten speed))\n\nwhen I receive [lighten v]\nchange [brightness v] effect by (darken/lighten speed)\n\ndefine Change xy\nrepeat until <((x) - (SCROLL X)) > ((480) * (-1))>\n change [x v] by ((480) * (3))\nend\nrepeat until <((480) * (1)) > ((x) - (SCROLL X))>\n change [x v] by ((480) * (-3))\nend\nrepeat until <((y) - (SCROLL Y)) > ((360) * (-1))>\n change [y v] by ((360) * (3))\nend\nrepeat until <((360) * (1)) > ((y) - (SCROLL Y))>\n change [y v] by ((360) * (-3))\nend\nswitch costume to (join [lx] (join ((x) / (480)) (join [y] ((y) / (360)))))\nif <not <(costume [name v]) = (join [lx] (join ((x) / (480)) (join [y] ((y) / (360)))))>> then\n switch costume to (blank v)\nend\n\n@PlatformsD3\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nif <(is clone?) = [1]> then\n Change xy\n Position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nend\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [is clone? v] to [0]\nset [total clones d3 v] to [0]\nswitch costume to (lx2y0 v)\nClone at x: [0] y: [0]\nClone at x: [1] y: [0]\nClone at x: [1] y: [1]\nClone at x: [0] y: [1]\n\nClone at x: [-1] y: [0]\nClone at x: [-1] y: [-1]\nClone at x: [0] y: [-1]\nClone at x: [-1] y: [1]\nClone at x: [1] y: [-1]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nchange [total clones d3 v] by (1)\nset [x v] to ((x) * (480))\nset [y v] to ((y) * (360))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [is clone? v] to [1]\nswitch costume to (join [lx] (join ((x) / (480)) (join [y] ((y) / (360)))))\ngo to [front v] layer\ngo [backward v] ((Total Clones D2) + ((Lag Monitor Clones) + (5))) layers\n\nwhen I receive [darken v]\nchange [brightness v] effect by ((0) - (darken/lighten speed))\n\nwhen I receive [lighten v]\nchange [brightness v] effect by (darken/lighten speed)\n\ndefine Change xy\nrepeat until <((x) - (SCROLL X)) > [-481]>\n change [x v] by (960)\nend\nrepeat until <[481] > ((x) - (SCROLL X))>\n change [x v] by (-960)\nend\nrepeat until <((y) - (SCROLL Y)) > [-360]>\n change [y v] by (720)\nend\nrepeat until <[360] > ((y) - (SCROLL Y))>\n change [y v] by (-720)\nend\nswitch costume to (join [lx] (join ((x) / (480)) (join [y] ((y) / (360)))))\nif <not <(costume [name v]) = (join [lx] (join ((x) / (480)) (join [y] ((y) / (360)))))>> then\n switch costume to (blank v)\nend\n\n@PlatformsD4\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nif <(is clone?) = [1]> then\n Position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nend\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [is clone? v] to [0]\nset [total clones d4 v] to [0]\nswitch costume to (checkpoint v)\nClone at x: [1726] y: [69] dir: [105] id: [1]\nClone at x: [5485] y: [232] dir: [75] id: [2]\nClone at x: [9177] y: [938] dir: [90] id: [3]\nClone at x: [12121] y: [2195.5] dir: [85] id: [4]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\npoint in direction (dir)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n if <<touching (player v)?> and <not <<(x) = (Checkpoint X)> and <(y) = (Checkpoint Y)>>>> then\n set [checkpoint x v] to (x)\n set [checkpoint y v] to (y)\n set [player brightness v] to [100]\n end\nelse\n hide\nend\nif <(username) = [jfan-deanza]> then\n if <key ((Checkpoint id) v) pressed?> then\n set [checkpoint x v] to (x)\n set [checkpoint y v] to (y)\n set [player brightness v] to [100]\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y) dir: (dir) id: (id)\nchange [total clones d4 v] by (1)\nset [checkpoint id v] to (id)\nset [x v] to (x)\nset [y v] to (y)\nset [dir v] to (dir)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [is clone? v] to [1]\nswitch costume to (checkpoint v)\nset size to (75) %\ngo to [front v] layer\ngo [backward v] ((Total Clones D3) + ((Total Clones D2) + ((Lag Monitor Clones) + (5)))) layers\n\nwhen I receive [darken v]\nchange [brightness v] effect by ((0) - (darken/lighten speed))\n\nwhen I receive [lighten v]\nchange [brightness v] effect by (darken/lighten speed)\n\n@PlatformsD5\n\nwhen I receive [green flag v]\nAdd to Sounds\nhide\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [is clone? v] to [0]\nset [clone sound p/w v] to [0]\nswitch costume to (sound v)\nClone at x: [2020] y: [135] id: [rustle] vol: [50] rad: [960]\nClone at x: [2705] y: [15] id: [rustle] vol: [50] rad: [960]\nClone at x: [2535] y: [525] id: [rustle] vol: [50] rad: [960]\nClone at x: [360] y: [95] id: [wind] vol: [50] rad: [240]\nClone at x: [530] y: [205] id: [wind] vol: [50] rad: [240]\nClone at x: [605] y: [170] id: [wind] vol: [50] rad: [240]\nClone at x: [4315] y: [-25] id: [monster] vol: [30] rad: [480]\nClone at x: [4615] y: [-90] id: [monster] vol: [30] rad: [480]\nClone at x: [4765] y: [-75] id: [monster] vol: [30] rad: [480]\nClone at x: [6415] y: [820] id: [monster] vol: [30] rad: [480]\nClone at x: [7845] y: [1305] id: [cave] vol: [30] rad: [960]\nClone at x: [7720] y: [940] id: [cave] vol: [30] rad: [960]\nClone at x: [8185] y: [940] id: [cave] vol: [30] rad: [960]\nClone at x: [8800] y: [1030] id: [cave] vol: [30] rad: [960]\n\ndefine Sound\nDistance from (x) (y) to (SCROLL X) (SCROLL Y)\nif <(VALUE) < (sound radius)> then\n if <not <(volume) = (((1) - ((VALUE) / (sound radius))) * (sound volume))>> then\n set volume to (((1) - ((VALUE) / (sound radius))) * (sound volume)) %\n end\nelse\n if <(volume) > [0]> then\n set volume to (0) %\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y) id: (id) vol: (vol) rad: (rad)\nset [x v] to (x)\nset [y v] to (y)\nset [id v] to (id)\nset [sound volume v] to (vol)\nset [sound radius v] to (rad)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [is clone? v] to [1]\nset [clone sound p/w v] to [0]\n\ndefine Distance from (fromx) (fromy) to (tox) (toy)\nset [value v] to ([sqrt v] of ((((fromx) - (tox)) * ((fromx) - (tox))) + (((fromy) - (toy)) * ((fromy) - (toy)))) )\n\nwhen I receive [tick v]\nif <(is clone?) = [1]> then\n Create Sound\n Sound\nend\n\ndefine Create Sound with (time) (name)\nadd (time) to [sound times v]\nadd (name) to [sound names v]\n\ndefine Add to Sounds\ndelete all of [sound times v]\ndelete all of [sound names v]\nCreate triplet sound [7.27] [10.57] [14.23] with name [rustle]\nCreate triplet sound [6.14] [7.92] [9.29] with name [wind]\nCreate triplet sound [3.66] [4.67] [3.61] with name [monster]\nCreate triplet sound [2.32] [2.32] [0.69] with name [cave]\n\ndefine Create triplet sound (t1) (t2) (t3) with name (name)\nCreate Sound with (t1) (join (name) [1])\nCreate Sound with (t2) (join (name) [2])\nCreate Sound with (t3) (join (name) [3])\n\ndefine Create Sound\nif <(clone sound p/w) = [0]> then\n set [sound goal timer v] to (pick random (0.5) to (1.0))\n set [sound wait timer v] to [0]\n set [clone sound p/w v] to [1]\nelse\n if <(clone sound p/w) = [1]> then\n change [sound wait timer v] by (0.03)\n if <(sound wait timer) > (sound goal timer)> then\n set [clone sound p/w v] to [2]\n end\n else\n if <(clone sound p/w) = [2]> then\n set [clone sound p/w v] to [3]\n set [sound playing v] to (join (id) (pick random (1) to (3)))\n start sound (sound playing)\n set [sound goal timer v] to (item (item # of (sound playing) in [sound names v]) of [sound times v])\n set [sound wait timer v] to [0]\n set [clone sound p/w v] to [3]\n else\n if <(clone sound p/w) = [3]> then\n change [sound wait timer v] by (0.03)\n if <(sound wait timer) > (sound goal timer)> then\n set [clone sound p/w v] to [0]\n end\n end\n end\n end\nend\n\n@PlatformsD6\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nif <(is clone?) = [1]> then\n Change xy\n Position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nend\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [is clone? v] to [0]\nswitch costume to (lx12y1 v)\nClone at x: [0] y: [0]\nClone at x: [1] y: [0]\nClone at x: [1] y: [1]\nClone at x: [0] y: [1]\n\nClone at x: [-1] y: [0]\nClone at x: [-1] y: [-1]\nClone at x: [0] y: [-1]\nClone at x: [-1] y: [1]\nClone at x: [1] y: [-1]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to ((x) * (480))\nset [y v] to ((y) * (360))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [is clone? v] to [1]\nswitch costume to (join [lx] (join ((x) / (480)) (join [y] ((y) / (360)))))\nset [ghost v] effect to (100)\n\ndefine Change xy\nrepeat until <((x) - (SCROLL X)) > [-481]>\n change [x v] by (960)\nend\nrepeat until <[481] > ((x) - (SCROLL X))>\n change [x v] by (-960)\nend\nrepeat until <((y) - (SCROLL Y)) > [-360]>\n change [y v] by (720)\nend\nrepeat until <[360] > ((y) - (SCROLL Y))>\n change [y v] by (-720)\nend\nswitch costume to (join [lx] (join ((x) / (480)) (join [y] ((y) / (360)))))\nif <not <(costume [name v]) = (join [lx] (join ((x) / (480)) (join [y] ((y) / (360)))))>> then\n switch costume to (blank v)\nend\n\n@PlatformsD7\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nif <(is clone?) = [1]> then\n Position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nend\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [is clone? v] to [0]\nset [gate counter v] to [0]\nswitch costume to (lx15y4g1 v)\nClone at x: [15] y: [4] keyid: [1]\nClone at x: [17] y: [3] keyid: [2]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(hidden?) = [1]> then\n hide\n else\n show\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y) keyid: (keyid)\nchange [gate counter v] by (1)\nset [x v] to ((x) * (480))\nset [y v] to ((y) * (360))\nset [keyid v] to (keyid)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [is clone? v] to [1]\nswitch costume to (join (join [lx] (join ((x) / (480)) (join [y] ((y) / (360))))) (join [g] (gate counter)))\ngo to [front v] layer\ngo [backward v] ((Total Clones D3) + ((Total Clones D2) + ((Total Clones D4) + ((Lag Monitor Clones) + (5))))) layers\nforever\n wait until <(item (keyid) of [keys v]) = [1]>\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [hidden? v] to [1]\n wait until <(item (keyid) of [keys v]) = [0]>\n set [hidden? v] to [0]\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [lighten v]\nchange [brightness v] effect by (darken/lighten speed)\n\nwhen I receive [darken v]\nchange [brightness v] effect by ((0) - (darken/lighten speed))\n\n@PlatformsD8\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nif <(is clone?) = [1]> then\n Position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nend\n\nwhen I receive [setip v]\ndelete all of [keys v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [is clone? v] to [0]\nset [key counter v] to [0]\nswitch costume to (lx15y4k1t1 v)\nClone at x: [15] y: [4] keyid: [1]\nClone at x: [17] y: [3] keyid: [2]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y) keyid: (keyid)\nadd [0] to [keys v]\nchange [key counter v] by (1)\nset [x v] to ((x) * (480))\nset [y v] to ((y) * (360))\nset [keyid v] to (keyid)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [is clone? v] to [1]\nset [key costume v] to (join [lx] (join ((x) / (480)) (join [y] ((y) / (360)))))\nswitch costume to (join (key costume) (join (join [k] (key counter)) [t1]))\ngo to [front v] layer\ngo [backward v] ((Total Clones D3) + ((Total Clones D2) + ((Total Clones D4) + ((Lag Monitor Clones) + (5))))) layers\nforever\n wait until <touching (player v)?>\n switch costume to (join (key costume) (join (join [k] (key counter)) [t2]))\n replace item (keyid) of [keys v] with [1]\n start sound [pss v]\n start sound [click v]\n wait until <not <touching (player v)?>>\n wait until <touching (player v)?>\n switch costume to (join (key costume) (join (join [k] (key counter)) [t1]))\n replace item (keyid) of [keys v] with [0]\n start sound [pss v]\n start sound [click v]\n wait until <not <touching (player v)?>>\nend\n\nwhen I receive [darken v]\nchange [brightness v] effect by ((0) - (darken/lighten speed))\n\nwhen I receive [lighten v]\nchange [brightness v] effect by (darken/lighten speed)\n\n@PlatformsD9\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nif <(is clone?) = [1]> then\n Position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nend\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [is clone? v] to [0]\nswitch costume to (lx22y5 v)\nClone at x: [22] y: [5]\nClone at x: [23] y: [5]\nClone at x: [24] y: [5]\nClone at x: [25] y: [5]\nClone at x: [27] y: [6]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> 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) * (480))\nset [y v] to ((y) * (360))\nset [type v] to [-1]\ncreate clone of (_myself_ v)\nset [type v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [is clone? v] to [1]\nswitch costume to (join [lx] (join ((x) / (480)) (join [y] ((y) / (360)))))\ngo to [front v] layer\ngo [backward v] ((Total Clones D3) + ((Total Clones D2) + ((Total Clones D4) + ((Lag Monitor Clones) + (5))))) layers\nset [ghost v] effect to (75)\nrepeat (10)\n change [y v] by ((0.5) * (type))\n change [x v] by ((0.25) * (type))\nend\nforever\n repeat (20)\n change [y v] by ((-0.5) * (type))\n end\n repeat (20)\n change [y v] by ((0.5) * (type))\n end\nend\n\nwhen I receive [darken v]\nchange [brightness v] effect by ((0) - (darken/lighten speed))\n\nwhen I receive [lighten v]\nchange [brightness v] effect by (darken/lighten speed)\n\n@PlatformsE\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [is clone? v] to [0]\nset [clone sound p/w v] to [0]\nswitch costume to (end v)\nClone at x: [13001] y: [2039.75]\n\ndefine Pos\nDistance from (x) (y) to (SCROLL X) (SCROLL Y)\nif <(VALUE) < [100]> then\n set [exit v] to [Win]\nend\nif <(VALUE) < [240]> then\n set [is in end? v] to [1]\nelse\n set [is in end? v] to [0]\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nset [id v] to (id)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [is clone? v] to [1]\nset [clone sound p/w v] to [0]\n\ndefine Distance from (fromx) (fromy) to (tox) (toy)\nset [value v] to ([sqrt v] of ((((fromx) - (tox)) * ((fromx) - (tox))) + (((fromy) - (toy)) * ((fromy) - (toy)))) )\n\nwhen I receive [tick v]\nif <(is clone?) = [1]> then\n Pos\nend\n\n@Back1\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [is clone? v] to [0]\nswitch costume to (bx0y0 v)\nClone at x: [0] y: [0]\nClone at x: [1] y: [0]\nClone at x: [2] y: [0]\nClone at x: [3] y: [0]\nClone at x: [4] y: [0]\nClone at x: [5] y: [0]\nClone at x: [6] y: [0]\nClone at x: [7] y: [0]\nClone at x: [8] y: [2]\nClone at x: [9] y: [3]\nClone at x: [10] y: [3]\nClone at x: [11] y: [3]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nif <(is clone?) = [1]> then\n Position ((x) - ((SCROLL X) * (0.5))) ((y) - ((SCROLL Y) * (0.5)))\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) * (480))\nset [y v] to ((y) * (360))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [is clone? v] to [1]\nswitch costume to (join [bx] (join ((x) / (480)) (join [y] ((y) / (360)))))\ngo to [back v] layer\ngo [forward v] (2) layers\n\nwhen I receive [darken v]\nchange [brightness v] effect by ((0) - (darken/lighten speed))\n\nwhen I receive [lighten v]\nchange [brightness v] effect by (darken/lighten speed)\n\n@Back2\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [is clone? v] to [0]\nswitch costume to (bx0y0 v)\nClone at x: [0] y: [0]\nClone at x: [1] y: [0]\nClone at x: [2] y: [0]\nClone at x: [3] y: [0]\nClone at x: [4] y: [0]\nClone at x: [5] y: [1]\nClone at x: [6] y: [1]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nif <(is clone?) = [1]> then\n Position ((x) - ((SCROLL X) * (0.25))) ((y) - ((SCROLL Y) * (0.25)))\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) * (480))\nset [y v] to ((y) * (360))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [is clone? v] to [1]\nswitch costume to (join [bx] (join ((x) / (480)) (join [y] ((y) / (360)))))\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [darken v]\nchange [brightness v] effect by ((0) - (darken/lighten speed))\n\nwhen I receive [lighten v]\nchange [brightness v] effect by (darken/lighten speed)\n\n@Back3\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [is clone? v] to [0]\nswitch costume to (bx0y0 v)\nClone at x: [0] y: [0]\nClone at x: [1] y: [0]\nClone at x: [2] y: [0]\nClone at x: [3] y: [0]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nif <(is clone?) = [1]> then\n Position ((x) - ((SCROLL X) * (0.125))) ((y) - ((SCROLL Y) * (0.125)))\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) * (480))\nset [y v] to ((y) * (360))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [is clone? v] to [1]\nswitch costume to (join [bx] (join ((x) / (480)) (join [y] ((y) / (360)))))\ngo to [back v] layer\n\nwhen I receive [darken v]\nchange [brightness v] effect by ((0) - (darken/lighten speed))\n\nwhen I receive [lighten v]\nchange [brightness v] effect by (darken/lighten speed)\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nif then\nelse\n broadcast (Intro v) and wait\nend\nbroadcast (Play Game v) and wait\nstop [all v]\n\nwhen I receive [green flag v]\nbroadcast (Hide v)\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nbroadcast (Reset v) and wait\nbroadcast (Setip v) and wait\nforever\n broadcast (Game on v)\n Game on\n repeat until <(EXIT) > []>\n set [fps v] to (round ((1) / (timer)))\n change [timer v] by (timer)\n reset timer\n Tick\n set [in cave v] to [0]\n Tick & Ash\n end\n if <(EXIT) = [Win]> then\n Game - Win\n broadcast (Reset v) and wait\n broadcast (Outro v) and wait\n stop [this script v]\n else\n Game - Die\n end\n set [timer v] to [0]\nend\n\ndefine Game on\nRespawn\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [player brightness v] to [100]\nswitch costume to (player1 v)\nset size to (100) %\nclear graphic effects\nset [ghost v] effect to (100)\nbroadcast (Show v)\nshow\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <<touching (platformshb v)?> or <touching (platformsd7 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 (platformshb v)?> or <touching (platformsd7 v)?>> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <<touching (platformshb v)?> or <touching (platformsd7 v)?>>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <<touching (platformshb v)?> or <touching (platformsd7 v)?>>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nstart sound [Break v]\nset [exit v] to []\nbroadcast (Dead v)\nrepeat (15)\n reset timer\n broadcast (Ash v)\nend\nbroadcast (Hide v)\nset [darken/lighten speed v] to [10]\nrepeat (10)\n Respawn\n reset timer\n Set SCROLL X\n Set SCROLL Y\n Tick & Ash\n broadcast (darken v)\nend\nrepeat (20)\n Respawn\n reset timer\n Set SCROLL X\n Set SCROLL Y\n Tick & Ash\nend\nrepeat (10)\n Respawn\n reset timer\n Set SCROLL X\n Set SCROLL Y\n Tick & Ash\n broadcast (lighten v)\nend\n\ndefine Game - Win\nrepeat (20)\n reset timer\n False Tick\n Tick & Ash\nend\nset [darken/lighten speed v] to [2]\nset [player brightness v] to [0]\nrepeat (50)\n reset timer\n change [player brightness v] by (darken/lighten speed)\n broadcast (lighten v)\n broadcast (Tick v)\nend\nshow\ngo to [front v] layer\nswitch costume to (black v)\ngo to x: (0) y: (0)\nrepeat (50)\n reset timer\n change [ghost v] effect by ((darken/lighten speed) * (-1))\nend\n\ndefine Set SCROLL X\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (8)))\nif <(SCROLL X) < ((480) * (min world x))> then\n set [scroll x v] to ((480) * (min world x))\nend\nif <(SCROLL X) > ((480) * (max world x))> then\n set [scroll x v] to ((480) * (max world x))\nend\n\ndefine Set SCROLL Y\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (8)))\nif <(SCROLL Y) < ((360) * (min world y))> then\n set [scroll y v] to ((360) * (min world y))\nend\nif <(SCROLL Y) > ((360) * (max world y))> then\n set [scroll y v] to ((360) * (max world y))\nend\n\nwhen I receive [green flag v]\nSet SCROLL and Checkpoint [-50] [-60]\nset [max world x v] to [30]\nset [max world y v] to [100]\nset [min world x v] to [0]\nset [min world y v] to [0]\n\ndefine Respawn\nset [x v] to (Checkpoint X)\nset [y v] to (Checkpoint Y)\n\nChange player y by [480]\n\ndefine Set SCROLL and Checkpoint (x) (y)\nset [scroll x v] to (x)\nset [scroll y v] to (y)\nset [checkpoint x v] to (x)\nset [checkpoint y v] to (y)\n\nwait (0) seconds\n\ndefine Tick & Ash\nbroadcast (Tick v)\nbroadcast (Ash v)\n\ndefine Tick\nif <(Dead?) = [0]> then\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n if <touching (platformsd9 v)?> then\n change [speed x v] by (-1)\n else\n change [speed x v] by (-2)\n end\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n if <touching (platformsd9 v)?> then\n change [speed x v] by (1)\n else\n change [speed x v] by (2)\n end\n end\n set [speed x v] to ((Speed x) * (0.8))\n if <([abs v] of (Speed x) ) > [0.9]> then\n Change player x by (round (Speed x))\n end\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <touching (platformsd9 v)?> then\n set [speed y v] to [5]\n set [speed y h v] to [5]\n else\n if <(in air) < [4]> then\n set [speed y v] to [16]\n set [speed y h v] to [10]\n end\n end\n end\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>> then\n if <(costume [number v]) = [1]> then\n switch costume to (player2 v)\n end\n else\n if <(costume [number v]) = [2]> then\n switch costume to (player1 v)\n end\n end\n if <(Speed y) > [-20]> then\n if <touching (platformsd9 v)?> then\n change [speed y v] by (-0.25)\n else\n change [speed y v] by (-2)\n end\n end\n Change player y by (Speed y)\n Set SCROLL X\n Set SCROLL Y\n Position\n if <(y) < [-178]> then\n set [exit v] to [Die]\n end\n if <touching (platformsd3 v)?> then\n set [exit v] to [Die]\n end\n if <not <(Player Brightness) = [0]>> then\n change [player brightness v] by (-10)\n end\n if <touching (platformsd6 v)?> then\n if <not <(Ghost Percent) = [100]>> then\n change [ghost percent v] by (5)\n end\n else\n if <not <(Ghost Percent) = [0]>> then\n change [ghost percent v] by (-5)\n end\n end\nend\n\nrepeat until <<([abs v] of ((y) - (Checkpoint Y)) ) < [10]> and <([abs v] of ((x) - (Checkpoint X)) ) < [10]>>\n\nset [scroll x v] to (Checkpoint X)\nset [scroll y v] to (Checkpoint Y)\nSet SCROLL X\nSet SCROLL Y\n\ndefine False Tick\nif <(Dead?) = [0]> then\n set [speed x v] to ((Speed x) * (0.8))\n if <([abs v] of (Speed x) ) > [0.9]> then\n Change player x by (round (Speed x))\n end\n if <(costume [number v]) = [2]> then\n switch costume to (player1 v)\n end\n if <(Speed y) > [-20]> then\n if <touching (platformsd9 v)?> then\n change [speed y v] by (-0.25)\n else\n change [speed y v] by (-2)\n end\n end\n Change player y by (Speed y)\n Set SCROLL X\n Set SCROLL Y\n Position\n if <not <(Player Brightness) = [0]>> then\n change [player brightness v] by (-10)\n end\nend\n\nset [exit v] to [Win]\n\n@PlayerB\n\nwhen I receive [show v]\nclear graphic effects\nshow\n\nwhen I receive [tick v]\ngo to (player v)\nset [brightness v] effect to (Player Brightness)\nPosition\n\nwhen I receive [hide v]\nclear graphic effects\nhide\n\nwhen I receive [dead v]\nset rotation style [don't rotate v]\npoint in direction (pick random (-45) to (0))\nrepeat (10)\n move (5) steps\n turn left (7) degrees\n change [ghost v] effect by (10)\nend\nset rotation style [all around v]\n\ndefine Position\npoint in direction (round ((([speed x v] of [player v]) * (2)) + (90)))\nturn right (90) degrees\nif <<(costume [number v]) = [1]> and <([costume # v] of [player v]) = [2]>> then\n move (2.5) steps\nelse\n if <<(costume [number v]) = [2]> and <([costume # v] of [player v]) = [1]>> then\n move (2.5) steps\n end\nend\nturn right (-90) degrees\nif <not <(costume [number v]) = ([costume # v] of [player v])>> then\n switch costume to (join [Body] ([costume # v] of [player v]))\nend\n\n@PlayerA\n\nwhen I receive [tick v]\ngo to (player v)\nset [brightness v] effect to (Player Brightness)\nPosition\n\nwhen I receive [hide v]\nclear graphic effects\nhide\n\nwhen I receive [show v]\nclear graphic effects\nshow\n\ndefine Position\npoint in direction ([direction v] of [playerb v])\nturn left (90) degrees\nif <<(costume [number v]) = [2]> and <([costume # v] of [player v]) = [1]>> then\n move (17.5) steps\nelse\n if <<(costume [number v]) = [1]> and <([costume # v] of [player v]) = [2]>> then\n move (17.5) steps\n else\n if <(costume [number v]) = [2]> then\n move (15) steps\n else\n move (20) steps\n end\n end\nend\nswitch costume to (join [Antenna] ([costume # v] of [player v]))\nturn left (90) degrees\nmove (10) steps\npoint in direction (round ((([speed x v] of [player v]) * (-2)) + (0)))\n\nwhen I receive [dead v]\nset rotation style [don't rotate v]\npoint in direction (pick random (-45) to (0))\nrepeat (10)\n move (5) steps\n turn left (7) degrees\n change [ghost v] effect by (10)\nend\nset rotation style [all around v]\n\n@PlayerW\n\nwhen I receive [tick v]\ngo to (player v)\nset [brightness v] effect to (Player Brightness)\nPosition\nif <(Speed Y H) > [0]> then\n change [speed y h v] by ((-10) / (15))\nend\n\nwhen I receive [hide v]\nclear graphic effects\nhide\n\nwhen I receive [show v]\nclear graphic effects\nshow\n\ndefine Position\nchange [direction v] by (round (([speed x v] of [player v]) * (2)))\nif <(Direction) > [359]> then\n set [direction v] to ((Direction) mod (360))\nend\npoint in direction ([direction v] of [playerb v])\nturn right (90) degrees\nmove (Speed Y H) steps\npoint in direction (Direction)\n\nwhen I receive [dead v]\nset rotation style [don't rotate v]\npoint in direction (pick random (45) to (0))\nrepeat (10)\n move (5) steps\n turn left (-7) degrees\n change [ghost v] effect by (10)\nend\nset rotation style [all around v]\n\n@Ash\n\nwhen flag clicked\nset [is clone? v] to [0]\nhide\n\nwhen I start as a clone\nset [is clone? v] to [1]\nswitch costume to (join [Ash] (pick random (1) to (5)))\ngo to x: (pick random (-240) to (240)) y: (180)\nshow\nset [brightness v] effect to (pick random (-10) to (10))\nset [ghost v] effect to (pick random (25) to (75))\nset size to (pick random (25) to (75)) %\npoint in direction (pick random (200) to (180))\nset [speed v] to ((size) * (0.07))\nset [l/r ? v] to [0]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [ash v]\nif <(is clone?) = [0]> then\n set [allow? v] to (pick random (0) to (4))\n if <(allow?) = [0]> then\n create clone of (_myself_ v)\n end\nelse\n if <<(y position) < [-180]> or <(y position) = [-180]>> then\n delete this clone\n else\n if <touching (platformshb v)?> then\n delete this clone\n else\n if <(speed) = [0]> then\n delete this clone\n else\n if <(Ghost Percent) > [0]> then\n delete this clone\n else\n move (speed) steps\n change [l/r ? v] by (1)\n if <(L/R ?) < [10]> then\n turn right (1) degrees\n else\n if <(L/R ?) < [20]> then\n turn right (-1) degrees\n else\n set [l/r ? v] to [0]\n end\n end\n change [l/r ? v] by (1)\n end\n end\n end\n end\nend\n\nwhen I receive [lighten v]\nchange [brightness v] effect by (darken/lighten speed)\n\nwhen I receive [darken v]\nchange [brightness v] effect by ((0) - (darken/lighten speed))\n\n@Dark\n\nwhen I receive [tick v]\ngo to [front v] layer\ngo [backward v] ((id) + ((1) + (Lag Monitor Clones))) layers\nset [ghost v] effect to (10)\nif <(id) > [0]> then\n if <(Ghost Percent) > [0]> then\n show\n go to (player v)\n set [ghost v] effect to ((50) + ((60) * (((100) - (Ghost Percent)) / (100))))\n set [brightness v] effect to ((id) * (-33))\n switch costume to (sizer v)\n if <(clone counter) < [10]> then\n set size to (((75) + (((id) - (1)) * (Diff))) + ((clone counter) * ((Diff) / (10)))) %\n else\n if <(clone counter) < [20]> then\n set size to (((75) + (((id) - (0)) * (Diff))) - (((clone counter) - (10)) * ((Diff) / (10)))) %\n else\n set [clone counter v] to [0]\n end\n end\n switch costume to (darkcirc2 v)\n change [clone counter v] by (0.25)\n else\n hide\n end\nend\n\nif <(id) = [1]> then\nif <(id) = [2]> then\n switch costume to (sizer v)\n if <(clone counter) < [10]> then\n set size to ((150) + ((clone counter) * (5))) %\n else\n if <(clone counter) < [20]> then\n set size to ((200) - (((clone counter) - (10)) * (5))) %\n else\n set [clone counter v] to [0]\n end\n end\nend\nif <(id) = [3]> then\n switch costume to (sizer v)\n if <(clone counter) < [10]> then\n set size to ((200) + ((clone counter) * (5))) %\n else\n if <(clone counter) < [20]> then\n set size to ((250) - (((clone counter) - (10)) * (5))) %\n else\n set [clone counter v] to [0]\n end\n end\nend\n\nwhen I receive [green flag v]\nhide\nswitch costume to (sizer v)\nset size to (100) %\nswitch costume to (dark1 v)\n\nwhen I receive [play game v]\nshow\nset [diff v] to [25]\nset [clone counter v] to [0]\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [clone counter v] to [10]\nset [id v] to [2]\ncreate clone of (_myself_ v)\nset [clone counter v] to [0]\nset [id v] to [3]\ncreate clone of (_myself_ v)\nset [id v] to [0]\n\nwhen I receive [darken v]\nchange [brightness v] effect by ((0) - (darken/lighten speed))\n\nwhen I receive [lighten v]\nchange [brightness v] effect by (darken/lighten speed)\n\n@Splash\n\nwhen flag clicked\nset [ended? v] to [0]\nhide\n\nif <(Ended?) = [0]> then\n set [ended? v] to [1]\n broadcast (End Scene v)\nend\n\nwhen I receive [end scene v]\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\nclear graphic effects\n\n@Intro\n\nwhen I start as a clone\nif <(clone id) = [message]> then\n go to [front v] layer\n switch costume to (txt0 v)\n repeat (3)\n wait until <not <key (space v) pressed?>>\n repeat (4)\n next costume\n start sound [beep v]\n end\n wait until <key (space v) pressed?>\n end\n set [intro done? v] to [1]\n delete this clone\nelse\n if <(clone id) = [code]> then\n go to x: (0) y: (0)\n switch costume to (code1 v)\n go to [front v] layer\n repeat (5)\n next costume\n start sound [beep v]\n end\n repeat (32)\n change y by (24)\n start sound [beep v]\n end\n delete this clone\n else\n if <(clone id) = [flicker]> then\n switch costume to (dark v)\n repeat until <(Intro Done?) = [1]>\n set [ghost v] effect to (pick random (90) to (70))\n go to [front v] layer\n end\n delete this clone\n else\n if <(clone id) = [ring]> then\n switch costume to (ring v)\n repeat until <(Intro Done?) = [1]>\n set [ghost v] effect to (50)\n go to [front v] layer\n end\n delete this clone\n end\n end\n end\nend\n\nwhen I start as a clone\n\ndefine Slow (pos/neg)\nrepeat (10)\n change y by ((0.5) * (pos/neg))\nend\n\ndefine Fast (pos/neg)\nrepeat (10)\n change y by ((1) * (pos/neg))\nend\n\ndefine Check\ngo to x: (0) y: (0)\nSlow [1]\nFast [1]\nSlow [1]\ngo to x: (0) y: ((y position) * (0.5))\n\nwhen I receive [intro v]\nshow\nclear graphic effects\nswitch costume to (background v)\ngo to [front v] layer\nset [intro done? v] to [0]\nset [clone id v] to [flicker]\ncreate clone of (_myself_ v)\nset [clone id v] to [ring]\ncreate clone of (_myself_ v)\nrepeat (3)\n Next [0.05]\nend\nNext [0.1]\nNext [0.5]\nrepeat (3)\n load [0.3] [load]\nend\nswitch costume to (load4 v)\nNext [0.5]\nrepeat (5)\n Next [0.05]\nend\nrepeat (2)\n Next [0.1]\nend\nrepeat (7)\n Next [0.05]\nend\nNext [0.5]\nrepeat (7)\n Next [0.2]\nend\nNext [1]\nrepeat (8)\n Next [0.05]\nend\nNext [0.5]\nNext [0.1]\nrepeat (3)\n Next [0.05]\nend\nNext [0.1]\nNext [0.5]\nNext [0.1]\nNext [0.05]\nNext [0.5]\nNext [0.2]\nNext [0.5]\nNext [0.1]\nrepeat (4)\n Next [0.05]\nend\nNext [0.5]\nrepeat (3)\n load [0.3] [cons]\nend\nswitch costume to (cons4 v)\nNext [1]\nset [clone id v] to [code]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nswitch costume to (dark v)\nwait (3) seconds\nNext [0.1]\nrepeat (2)\n Next [0.05]\nend\nNext [0.1]\nNext [0.5]\nNext [0.1]\nNext [0.05]\nNext [0.5]\nNext [0.1]\nrepeat (2)\n Next [0.05]\nend\nNext [0.1]\nNext [0.5]\nNext [0.1]\nNext [0.05]\nNext [0.5]\nNext [1]\nNext [0.1]\nrepeat (3)\n Next [0.05]\nend\nNext [0.5]\nNext [1]\nrepeat (3)\n load [0.3] [mess]\nend\nstart sound [static v]\nswitch costume to (mess4 v)\nrepeat (10)\n switch costume to (join [b] (pick random (1) to (5)))\n set [brightness v] effect to (pick random (-75) to (-25))\nend\nswitch costume to (mess4 v)\nrepeat (2)\n switch costume to (join [b] (pick random (1) to (5)))\n change [brightness v] effect by (pick random (-50) to (-25))\nend\nswitch costume to (dark v)\nclear graphic effects\nwait (2) seconds\nset [clone id v] to [message]\ncreate clone of (_myself_ v)\nswitch costume to (txt v)\nwait until <(Intro Done?) > [0]>\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [play game v]\nrepeat (20)\n change [ghost v] effect by (5)\n go to [front v] layer\nend\nhide\n\ndefine Next (wait)\nstart sound [beep v]\nnext costume\nwait (wait) seconds\n\ndefine load (speed) (type)\nswitch costume to (join (type) [2])\nwait (speed) seconds\nswitch costume to (join (type) [3])\nwait (speed) seconds\nswitch costume to (join (type) [4])\nwait (speed) seconds\nswitch costume to (join (type) [3])\nwait (speed) seconds\nswitch costume to (join (type) [2])\nwait (speed) seconds\nswitch costume to (join (type) [1])\nwait (speed) seconds\n\nforever\n\nCheck\nforever\n Slow [-1]\n Fast [-1]\n Slow [-1]\n wait (0.1) seconds\n Slow [1]\n Fast [1]\n Slow [1]\n wait (0.1) seconds\nend\n\nwhen I receive [intro v]\nrepeat until <(Intro Done?) = [1]>\n reset timer\nend\n\n@Outro\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [outro v]\nset [outro done? v] to [0]\nrepeat until <(Outro Done?) = [1]>\n reset timer\n broadcast (down v)\nend\nset [ended? v] to [1]\nbroadcast (end outro v)\n(un)fade [-1]\nswitch costume to (sizer v)\n\nwhen I receive [outro v]\nshow\ngo to x: (0) y: (0)\nset volume to (100) %\nstart sound [end v]\nswitch costume to (back1 v)\ngo to [front v] layer\nset [y v] to [200]\nCreate Backs\nNew Txt [1]\nNew Txt [2]\nNew Txt [3]\nNew Txt [4]\nNew Txt [5]\nrepeat (150)\n change volume by ((-100) / (150))\nend\nset [outro done? v] to [1]\n\nwhen I start as a clone\ngo to [front v] layer\nclear graphic effects\nif < (clone id) contains [txt]?> then\n set size to (75) %\n go to x: (0) y: (230)\n switch costume to (clone id)\n set [ghost v] effect to (100)\n repeat (30)\n change y by (((135) - (y position)) / (10))\n change [ghost v] effect by ((-100) / (30))\n end\n wait (3) seconds\n repeat (30)\n change y by (((230) - (y position)) / (10))\n change [ghost v] effect by ((100) / (30))\n end\n delete this clone\nelse\n switch costume to (clone id)\n set [costume v] to (costume [name v])\n if <(costume) = [back7]> then\n set [x v] to [480]\n change [y v] by (-20)\n wait (1) seconds\n repeat (10)\n change [x v] by (((-1) - (240)) / (10))\n change [y v] by (0.5)\n end\n repeat (30)\n change [x v] by (((-1) - (x)) / (10))\n change [y v] by (0.5)\n end\n wait (1) seconds\n switch costume to (back7j1 v)\n repeat (24)\n next costume\n end\n switch costume to (back7 v)\n wait (5) seconds\n set [clone id v] to [0]\n repeat (30)\n change [x v] by (clone id)\n change [y v] by (0.5)\n change [clone id v] by (-0.5)\n end\n repeat (30)\n change [x v] by (clone id)\n change [y v] by (0.5)\n end\n end\nend\n\ndefine (un)fade (pos/neg)\nset [brightness v] effect to (((((pos/neg) * (-1)) - (1)) / (2)) * (100))\nrepeat (30)\n change [brightness v] effect by ((pos/neg) * ((100) / (30)))\n reset timer\nend\n\ndefine New Txt (id)\nset [clone id v] to (join [txt] (id))\ncreate clone of (_myself_ v)\nwait (5) seconds\n\nwhen I receive [down v]\nset [costume v] to (costume [name v])\nswitch costume to (sizer v)\nset size to (150) %\nif <(costume) = [back1]> then\n go to x: (0) y: ((0) + ((y) * (0)))\nelse\n if <(costume) = [back2]> then\n go to x: (0) y: ((0) + ((y) * (0.0625)))\n else\n if <(costume) = [back3]> then\n go to x: (0) y: ((0) + ((y) * (0.125)))\n else\n if <(costume) = [back4]> then\n go to x: (0) y: ((0) + ((y) * (0.25)))\n else\n if <(costume) = [back5]> then\n go to x: (0) y: ((0) + ((y) * (0.5)))\n else\n if <(costume) = [back6]> then\n go to x: (0) y: ((0) + ((y) * (1)))\n else\n if < (costume) contains [back7]?> then\n go to x: (x) y: ((0) + ((y) * (0.5)))\n end\n end\n end\n end\n end\n end\nend\nchange [y v] by (-1)\nset size to (100) %\nswitch costume to (costume)\n\nwhen I receive [outro v]\n(un)fade [1]\n\nbroadcast (Outro v)\n\nwhen I receive [end outro v]\n(un)fade [-1]\ndelete this clone\n\ndefine Create Backs\nCreate Back [2]\nCreate Back [3]\nCreate Back [4]\nCreate Back [7]\nCreate Back [5]\nCreate Back [6]\n\ndefine Create Back (id)\nset [clone id v] to (join [back] (id))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif < (clone id) contains [back]?> then\n (un)fade [1]\nend\n\n
==============\nIf you ever get stuck on thumbnail, immediately click green flag again\n==============\nThe world is destroyed, nothing is left.\nThe Earth is DESOLATE.\nThere are 5 humans left, and they depend on you, Dot, to save the world. Your mission: Find a suitable place for the humans to live.\n\nGo save humanity, Dot. You're our only hope.\n\n==============\nWAD or ←↑→ for moving\nS or ↓ for crouching\n==============\n\nThanks to @-Shadowlight- for the engine\n100% textures by me.\nFollow @xX4SuperCat4Xx pls! Good fren!\nSfx from yt
scroll Platformer!/スクロールプラットフォーマー!!
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\n@あなた\n\nwhen flag clicked\nshow\ngo to x: (0) y: (-20)\nhide variable [☁ ゴール v]\nset [変数 v] to [0]\nset [残り人数 v] to [5]\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [-200]\nset [camera _y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\nswitch costume to (うさぎ v)\n\ndefine 動作\nchange [yの力 v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n set rotation style [left-right v]\n point in direction (90)\n change [xの力 v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n set rotation style [left-right v]\n point in direction (-90)\n change [xの力 v] by (-1)\nend\nset [xの力 v] to ((xの力) * (0.88))\nchange x by (xの力)\nrepeat (6)\n if <touching (ステージ v)?> then\n change y by (1)\n end\nend\nif <touching (ステージ v)?> then\n change y by (-6)\n 位置補正x (() - ((xの力) / ([abs v] of (xの力) ))) ([ceiling v] of ([abs v] of (xの力) ) )\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n start sound [Jump2 v]\n set [yの力 v] to [12]\n set [xの力 v] to ((7) - (<(xの力) > [0]> * (14)))\n else\n set [xの力 v] to [0]\n end\nend\nchange y by (yの力)\nif <touching (ステージ v)?> then\n 位置補正y (() - ((yの力) / ([abs v] of (yの力) ))) ([ceiling v] of ([abs v] of (yの力) ) )\nend\nchange y by (-1.1)\nif <<touching (ステージ v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n start sound [Jump v]\n set [yの力 v] to [15]\nend\nchange y by (1.1)\nif <<(Y) < [-400]> or <touching (障害物 v)?>> then\n 初期位置\nend\n処理\nbroadcast (プログラム2 v)\n\nwhen I receive [プログラム v]\n動作\n\ndefine 処理\nchange [x v] by ((x position) - ((X) - (Camera_x)))\nchange [y v] by ((y position) - (((Y) - (Camera _y)) - (20)))\nchange [camera_x v] by ([floor v] of (((X) - (Camera_x)) * (0.1)) )\nchange [camera _y v] by ([floor v] of (((Y) - (Camera _y)) * (0.2)) )\nset x to ((X) - (Camera_x))\nset y to (((Y) - (Camera _y)) - (20))\n\ndefine 位置補正x (向き) (回数)\nif <(xの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change x by (向き)\nend\nchange x by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\n\ndefine 位置補正y (向き) (回数)\nif <(yの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change y by (向き)\nend\nchange y by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\nset [yの力 v] to [0]\n\ndefine 初期位置\nstart sound [Oops v]\ngo to x: (0) y: (-20)\nchange [残り人数 v] by (-1)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [0]\nset [camera _y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nforever\n set rotation style [left-right v]\nend\n\n@ステージ\n\nwhen flag clicked\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [1920] [0] [5]\nステージ配置 [2400] [0] [6]\nステージ配置 [2880] [0] [7]\nステージ配置 [3360] [0] [8]\nステージ配置 [3840] [0] [9]\nステージ配置 [4320] [0] [10]\nswitch costume to (none v)\nbroadcast (プログラム v)\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 flag clicked\nset [☁ ゴール v] to [0]\nif <(costume [name v]) = [ステージ10]> then\n change [☁ ゴール v] by (1)\nend\n\nwhen flag clicked\nset [☁ ゴール v] to [0]\nif <(costume [name v]) = [ステージ10]> then\n change [☁ ゴール v] by (1)\nend\n\n@障害物\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 <not <(costume [number v]) = [1]>> then\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen flag clicked\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [1920] [0] [5]\nステージ配置 [2400] [0] [6]\nステージ配置 [2880] [0] [7]\nステージ配置 [3360] [0] [8]\nステージ配置 [3840] [0] [9]\nステージ配置 [4320] [0] [10]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\nステージ配置 [4800] [0] [11]\n\n@太陽子\n\nwhen flag clicked\ngo to x: (-30) y: (30)\nset size to (80) %\nset [sun suze v] to [100]\nforever\n change size by ([cos v] of (Sun Suze) )\n change [sun suze v] by (6)\nend\n\nwhen flag clicked\nshow\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\nswitch backdrop to (背景1 v)\n\n@雲\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 (3))\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\n@スプライト1\n\nwhen flag clicked\nhide\nforever\n play sound [ピストンコラージュ ゲーム音楽 v] until done\nend\n\n@スプライト2\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (コスチューム1 v)\nhide\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nshow\nswitch costume to (コスチューム2 v)\n\nif <[blackkeita] = (username)> then\n show\nend\n\n
日本語は、下です!\nThis time, I made a scroll platformer.\n I made a platformer for the first time.\n It's fun to make a platformer\n It is mobile compatible.\n\n The operation method is the same as a normal platformer.\n\n I would appreciate it if you could press ★ and ❤︎.\n\n〜〜日本語〜〜\n今回は、スクロールプラットフォーマー作りました。\n初めてプラットフォーマー作りました。\nプラットフォーマーって作るの楽しいですね\nモバイル対応です。\n\n操作方法は、普通のプラットフォーマーと同じです。\n\n★と❤︎を押していただけると幸いです。
☁Valley2 - A Platformer☁ #games #all
@Stage\n\n@ground\n\nwhen flag clicked\ngo to x: (1) y: (-8)\nforever\n switch costume to (level)\nend\n\ngo to [front v] layer\n\nwhen I receive [next v]\n\n@lava\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n glide (1) secs to x: (0) y: (15)\n glide (1) secs to x: (0) y: (0)\nend\n\n@danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nforever\n switch costume to (level)\nend\n\n@skip\n\nwhen flag clicked\nset [☁ skips v] to [0]\nhide\n\nwhen this sprite clicked\nchange [level v] by (1)\nchange [☁ skips v] by (1)\nbroadcast (next v)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (10)\n set size to (105) %\n else\n set [ghost v] effect to (0)\n set size to (100) %\n end\nend\n\nwhen I receive [doneee v]\nhide\n\nwhen I receive [begin now v]\nset size to (100) %\nshow\ngo to x: (165) y: (161)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n hide\n else\n show\n end\nend\n\n@mute\n\nwhen this sprite clicked\nif <(volume) = [100]> then\n set volume to (0) %\n switch costume to (muted v)\nelse\n set volume to (100) %\n switch costume to (unmuted v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [doneee v]\nhide\n\nwhen flag clicked\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (10)\n set size to (105) %\n else\n set [ghost v] effect to (0)\n set size to (100) %\n end\nend\n\nwhen I receive [begin now v]\nset volume to (100) %\nswitch costume to (unmuted v)\ngo to [front v] layer\nshow\ngo to x: (200) y: (161)\nforever\n play sound (pick random (1) to (6)) until done\nend\n\nplay sound [Elektronomia - Sky High \[NCS Release\] v] until done\n\n@saw\n\nwhen flag clicked\nforever\n go to [back v] layer\n turn right (4) degrees\nend\n\nwhen flag clicked\ngo to x: (0) y: (-130)\nset size to (65) %\nset [brightness v] effect to (20)\nforever\n if <<(level) = [2]> or > then\n show\n else\n hide\n end\nend\n\n@transition\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (0) y: (347)\n\nwhen I receive [trans v]\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (.3) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nswitch costume to (pick random (1) to (6))\nshow\nrepeat until <(round (y position)) = [0]>\n go to [front v] layer\n change y by (((0) - (y position)) / (5))\nend\nrepeat until <(round (y position)) = [347]>\n go to [front v] layer\n change y by (15)\nend\nhide\n\nwhen I receive [next v]\nwait (.000000000000000000000001) seconds\nbroadcast (trans v)\n\nswitch costume to (pick random (1) to (6))\nshow\nrepeat until <(round (y position)) = [0]>\n go to [front v] layer\n change y by (((0) - (y position)) / (5))\nend\nrepeat until <(round (y position)) = [347]>\n go to [front v] layer\n change y by (((347) - (y position)) / (5))\nend\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n if <(level) = [20]> then\n show variable [☁ skips v]\n go to [front v] layer\n show\n else\n hide variable [☁ skips v]\n hide\n end\nend\n\n@text\n\nwhen flag clicked\nforever\n switch costume to (level)\n if <touching (player2 v)?> then\n set [ghost v] effect to (50)\n go to [front v] layer\n else\n clear graphic effects\n end\nend\n\n@thumb\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@player2\n\nwhen I receive [begin v]\nrepeat (60)\n if <<<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> or <<<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> or <<<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> or <<<<touching (ground v)?> or <touching color (#00ff2c)?>> and <key (up arrow v) pressed?>> or <<<touching (ground v)?> or <touching color (#00ff2c)?>> and <<(mouse y) > (y position)> and <mouse down?>>>>>>> then\n set [kickout v] to [0]\n else\n change [kickout v] by (1)\n end\n wait (1) seconds\nend\nif <(Kickout) = [60]> then\n stop [all v]\nend\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encodied v] to (join (encodied) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encodied v] to (join (encodied) [00])\n\nwhen flag clicked\nset [max players v] to [4]\nset [my player # v] to [0]\nbroadcast (setups v) and wait\nswitch backdrop to (joining v)\nbroadcast (join game v) and wait\nif <(My Player #) > [0]> then\n set [☁ p1 v] to [2]\nelse\n set [☁ p1 v] to [3]\nend\nbroadcast (begin v)\n\ndefine send cloud data\nset [encodied v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (round (x position)) to encoded\nwrite (round (y position)) to encoded\nwrite (costume [number v]) to encoded\nwrite ([costume # v] of [ground v]) to encoded\nset cloud # (My Player #) to (encodied)\n\nwhen [timer v] > (Timer)\nif <(My Player #) = [1]> then\n set [☁ p1 v] to []\n set [my player # v] to []\nelse\n if <(My Player #) = [2]> then\n set [☁ p2 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [3]> then\n set [☁ p3 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [4]> then\n set [☁ p4 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [5]> then\n set [☁ p5 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [6]> then\n set [☁ p6 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [7]> then\n set [☁ p7 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [8]> then\n set [☁ p8 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [9]> then\n set [☁ p9 v] to []\n set [my player # v] to []\n else\n set [☁ p10 v] to []\n set [my player # v] to []\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nswitch costume to (trail v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-1)\nend\ndelete this clone\n\nwhen I receive [restart v]\nstart sound [Crunch v]\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (x spawn) y: (y spawn)\n\nwhen flag clicked\nbroadcast (BEGIN NOW v)\n\nhide\n\ndefine run engine\nchange [y v] by (-0.5)\nif <<<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> or <key (a v) pressed?>> then\n switch costume to (rightt v)\n change [x v] by (-.6)\nend\nif <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> or <key (d v) pressed?>> then\n switch costume to (left v)\n change [x v] by (.6)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (-6)\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 [7]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (y)\nif <touching (ground v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<<touching (ground v)?> and <key (up arrow v) pressed?>> or <<<touching (ground v)?> and <<mouse down?> and <(mouse y) > (y position)>>> or <<touching (ground v)?> and <key (w v) pressed?>>>> then\n switch costume to (up v)\n set [y v] to [7.5]\nend\nchange y by (0.5)\nif <<touching (danger v)?> or <<touching (saw v)?> or <touching (lava v)?>>> then\n broadcast (Restart v)\nend\n\ncreate clone of (_myself_ v)\n\nset [moving_? v] to [y]\n\nset [moving_? v] to [y]\n\nset [moving_? v] to [y]\n\nset [moving_? v] to [n]\n\npoint in direction (90)\ngo to x: (x spawn) y: (y spawn)\n\nwhen I receive [next v]\ngo to x: (x spawn) y: (y spawn)\n\nwhen I receive [begin now v]\nset [color v] effect to (50)\nset [level v] to [1]\nshow\nset [x spawn v] to [-199]\nset [y spawn v] to [-76]\ngo to x: (x spawn) y: (y spawn)\nswitch costume to (1 v)\nswitch backdrop to (backdrop3 v)\nset size to (40) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n run engine\nend\n\nset rotation style [left-right v]\n\nset [brightness v] effect to (-7)\n\nset [moving_? v] to [y]\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nforever\n if <<<key (left arrow v) pressed?> or <<<key (right arrow v) pressed?> or > or <key (d v) pressed?>>> or <key (a v) pressed?>> then\n set [moving_? v] to [y]\n else\n set [moving_? v] to [n]\n end\nend\n\nif <<<touching (ground v)?> and <key (up arrow v) pressed?>> or <<touching (ground v)?> and <key (w v) pressed?>>> then\n set [moving_? v] to [up]\nend\n\n\n\nif <(MOVING_?) = [u]> then\n switch costume to (up v)\nend\n\nif <(y position) > [-60]> then\n set [moving_? v] to [u]\nelse\n set [moving_? v] to [n]\nend\n\nrepeat until <(costume [number v]) = [6]>\n\nset [moving_? v] to [n]\n\nif <(MOVING_?) = [y]> then\n wait (.01) seconds\n next costume\nelse\n switch costume to (1 v)\nend\n\ncreate clone of (_myself_ v)\n\nforever\n if <(MOVING_?) = [y]> then\n wait (.01) seconds\n next costume\n else\n switch costume to (1 v)\n end\nend\n\nswitch costume to (up v)\n\nwhen flag clicked\nforever\n if <not <<key (w v) pressed?> or <<key (a v) pressed?> or <<key (d v) pressed?> or <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <mouse down?>>>>>>>> then\n switch costume to (center v)\n end\nend\n\nset [brightness v] effect to (-9)\n\nset rotation style [left-right v]\n\nclear graphic effects\nset [brightness v] effect to (-7)\nrepeat (10)\n change y by (6)\n change [ghost v] effect by (10)\nend\nset [brightness v] effect to (-7)\nrepeat (10)\n change y by (-1)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nforever\n if <(level) = [18]> then\n set [x spawn v] to [-200]\n set [y spawn v] to [10]\n else\n set [x spawn v] to [-199]\n set [y spawn v] to [-76]\n end\nend\n\n@opponents\n\ndefine begin decode of (encode)\nset [opponents: encodied v] to (encode)\nset [opponents: letter # v] to [1]\n\ndefine value=read from encode\nset [value v] to []\nforever\n set [idx v] to (join (letter (opponents: letter #) of (opponents: encodied)) (letter ((opponents: letter #) + (1)) of (opponents: encodied)))\n change [opponents: letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nset [color v] effect to (90)\nset [offline v] to [100]\nhide\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(My Player #) = (player #)> then\n hide\n set [offline v] to [100]\n else\n tick\n end\nend\n\ndefine value=Cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n else\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setups v]\nsetup players\n\ndefine tick\nvalue=Cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue=read from encode\nsay (value)\nvalue=read from encode\nvalue=read from encode\nset x to (value)\nvalue=read from encode\nset y to (value)\nvalue=read from encode\nswitch costume to (value)\nvalue=read from encode\nif <(value) = ([costume # v] of [ground v])> then\n show\nelse\n hide\nend\n\nwhen I receive [join game v]\nvalue=Cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue=Cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\nwhen flag clicked\nset size to (70) %\n\n@Connection Statements\n\nwhen flag clicked\nforever\n switch costume to (Connecting)\nend\n\nwhen I receive [begin v]\nhide\n\nwhen flag clicked\nshow\n\n
thanks for over 1000 views!!! my most popular game ever. 1100 for more levels i will make it hard.\nmore levels\n{ instructions }\n<< arrow keys or W,A,S,D to move >>\n---\nWelcome to Valley - A Platformer! avoid dangers and try to complete it with the least amount of skips possible!\nhave fun!\n---\nplease don't spam generic... because well this IS generic ... I know. also theres NO need to hate on this project, or on any other projects. hate hurts and makes the creator feel bad and lose motivation to make more projects. btw I'm not making this for fame... ok? I'm just making this because I enjoyed making this simple platformer to take a break from all those loads and loads of intro requests. XD anyway I hope you enjoy the game! :)\nalso ads will be reported >:(\n---\nabout the game\n- 14 levels!\n- 400+ blocks of code\n---\nlove and fave if you enjoyed! and follow for more cool projects! =)\n---\ncomment something like: "I found the secret levels!" or "I unlocked the secret skin!" to troll people XD! there are no secret levels or skins btw!......YET
Scratch cat dash || A platformer dash
@Stage\n\nwhen [space v] key pressed\nset [mouse v] to (join ((mouse x) + (scroll x)) (join [,] ((mouse y) + (scroll y))))\n\nwhen flag clicked\nswitch backdrop to (blank v)\n\nwhen I receive [intro done v]\nswitch backdrop to (skyyyy v)\n\n@Platform3\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\nhide\ngo to [back v] layer\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: [450] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [300] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [300] y: [0]\n Clone at x: [300] y: [0]\n Clone at x: [300] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nset [exit v] to [die]\n\nwhen I receive [outro v]\nrepeat (10)\n delete this clone\nend\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Blank\n\n@Player\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (reset v) and wait\n broadcast (setup v) and wait\n Game-on\n repeat until <(EXIT) > []>\n tick\n broadcast (tick v) and wait\n end\n if <(EXIT) = [win]> then\n Game-Win\n else\n Game-die\n end\nend\n\ndefine Game-on\nset [_frame v] to [0]\nif <(___checkpoint) = [0]> then\n set [x v] to [0]\n set [y v] to [0]\n set [scroll x v] to [0]\n set [scroll y v] to [0]\nelse\n if <(___checkpoint) = [1]> then\n set [x v] to [500]\n set [y v] to [0]\n set [scroll x v] to [500]\n set [scroll y v] to [0]\n else\n if <(___checkpoint) = [2]> then\n set [x v] to [1350]\n set [y v] to [0]\n set [scroll x v] to [1350]\n set [scroll y v] to [0]\n else\n if <(___checkpoint) = [3]> then\n set [x v] to [2900]\n set [y v] to [0]\n set [scroll x v] to [2900]\n set [scroll y v] to [0]\n end\n end\n end\nend\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (50) %\ngo to [front v] layer\nset [ghost v] effect to (0)\nshow\n\ndefine tick\nset rotation style [left-right v]\nswitch costume to (hit box v)\nchange [sx v] by (1.5)\nset [sx v] to ((sx) * (0.8))\nnext costume\npoint in direction (90)\nif <([abs v] of (sx) ) > [0.9]> then\n Change player x (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 (sy)\ntest-die\nset [scroll x v] to (x)\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\nif <[4650] < (x)> then\n set [x v] to [4650]\n switch costume to (stand v)\n stop [other scripts in sprite v]\n stop [this script v]\nend\nposition\nif <(y position) < [-170]> then\n set [exit v] to [die]\nend\nSet costume\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\ndefine Change player y (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 (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\nchange [_frame v] by (1)\n\ndefine Game-die\nset [___________down v] to [14]\nset [exit v] to []\nswitch costume to (die1b3 v)\nwait (0.1) seconds\nswitch costume to (die2b v)\nwait (0.1) seconds\nswitch costume to (die3b v)\nwait (0.1) seconds\nrepeat until <(y position) > [-170]>\n change [___________down v] by (-1)\n change y by (___________down)\nend\nhide\n\nrepeat (5)\nend\n\nshow\n\nwait (0.1) seconds\nrepeat (10)\n change y by (-10)\nend\nhide\n\nwait (0.5) seconds\n\ndefine test-die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\ndefine Set costume\nif <[4] > (in air)> then\n if <not <(sy) > [0]>> then\n switch costume to (_frame)\n end\nelse\n if <(sy) > [0]> then\n switch costume to (run_j1 v)\n else\n switch costume to (run_j2 v)\n end\nend\nif <(_frame) > [19]> then\n set [_frame v] to [5]\nend\n\nset size to (50) %\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\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n point in direction (-90)\nelse\n if <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [sx v] by (2)\n else\n set [_frame v] to [0]\n end\nend\n\nwhen I receive [intro done v]\nshow\nbroadcast (play game v) and wait\nbroadcast (green flag v) and wait\n\nif <key (space v) pressed?> then\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Intro\n\nif <(Play intro?) = [yes]> then\n\nwhen I start as a clone\nif <(costume [number v]) = [19]> then\n go to x: (0) y: (0)\n show\n repeat (30)\n switch costume to (costume14 v)\n change size by (((150) - (size)) / (7))\n switch costume to (front v)\n end\n wait (9.5) seconds\n repeat (30)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [20]> then\n show\n wait (9.5) seconds\n repeat (30)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [21]> then\n wait (1) seconds\n set [ghost v] effect to (0)\n go to x: (0) y: (200)\n show\n set size to (150) %\n repeat (3)\n set [ghost v] effect to (0)\n repeat (30)\n change y by (((0) - (y position)) / (4))\n end\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (7)\n end\n set y to (200)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [22]> then\n wait (1.5) seconds\n set [ghost v] effect to (0)\n go to x: (0) y: (200)\n show\n set size to (150) %\n repeat (3)\n set [ghost v] effect to (0)\n repeat (30)\n change y by (((0) - (y position)) / (4))\n end\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (7)\n end\n set y to (200)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [23]> then\n wait (2) seconds\n set [ghost v] effect to (0)\n go to x: (0) y: (200)\n show\n set size to (150) %\n repeat (3)\n set [ghost v] effect to (0)\n repeat (30)\n change y by (((0) - (y position)) / (4))\n end\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (7)\n end\n set y to (200)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [24]> then\n wait (2.5) seconds\n set [ghost v] effect to (0)\n go to x: (0) y: (200)\n show\n set size to (150) %\n repeat (3)\n set [ghost v] effect to (0)\n repeat (30)\n change y by (((0) - (y position)) / (4))\n end\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (7)\n end\n set y to (200)\n end\n delete this clone\nend\n\nset [ghost v] effect to (0)\n\nwhen I start as a clone\nif <(costume [number v]) = [26]> then\n wait (1) seconds\n set x to (-10)\n set y to (-100)\n show\n set [lx v] to [0]\n set [ghost v] effect to (100)\n repeat (30)\n change [ghost v] effect by (-5)\n end\n repeat (5)\n repeat (30)\n set x to (([tan v] of (lx) ) * (13))\n change [lx v] by (-5)\n end\n if <[28] > (costume [number v])> then\n next costume\n else\n switch costume to ((costume [number v]) - (1))\n end\n end\n repeat until <(x position) = [0]>\n set x to (([tan v] of (lx) ) * (13))\n change [lx v] by (-5)\n end\n repeat (30)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\ndelete this clone\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to x: (0) y: (0)\npoint in direction (90)\nset size to (100) %\nswitch costume to (costume10 v)\nclear graphic effects\nswitch costume to (back v)\ncreate clone of (_myself_ v)\nswitch costume to (middle 3 v)\ncreate clone of (_myself_ v)\nswitch costume to (middle 4 v)\ncreate clone of (_myself_ v)\nswitch costume to (middle 1 v)\ncreate clone of (_myself_ v)\nswitch costume to (middle 2 v)\ncreate clone of (_myself_ v)\nswitch costume to (front v)\ncreate clone of (_myself_ v)\nswitch costume to (loading 1 v)\ncreate clone of (_myself_ v)\nwait (10) seconds\nbroadcast (Intro v)\n\nwhen I receive [stop v]\nrepeat (10)\n delete this clone\nend\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I start as a clone\nif <<[10] < (costume [number v])> and <(costume [number v]) < [13]>> then\n set size to (100) %\n set [ghost v] effect to (100)\n go to x: (200) y: (100)\n point in direction (0)\n show\n set [i2 v] to [0]\n repeat (30)\n change [ghost v] effect by (-5)\n set [x2 v] to (((0) - (x position)) / (5))\n change y by (((0) - (y position)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n change x by (x2)\n end\n repeat (30)\n change [ghost v] effect by (10)\n set [x2 v] to (((-200) - (x position)) / (5))\n change y by (((-100) - (y position)) / (5))\n turn right (((0) - (direction)) / (5)) degrees\n change x by (x2)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <<[0] < (costume [number v])> and <(costume [number v]) < [11]>> then\n set size to (100) %\n set [ghost v] effect to (100)\n go to x: (0) y: (200)\n show\n set [i2 v] to [0]\n repeat (30)\n change [ghost v] effect by (-5)\n set [x2 v] to (((0) - (y position)) / (5))\n change y by (x2)\n end\n repeat (30)\n change [ghost v] effect by (10)\n set [x2 v] to (((-180) - (y position)) / (5))\n change y by (x2)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <<[12] < (costume [number v])> and <(costume [number v]) < [15]>> then\n set size to (100) %\n set [ghost v] effect to (100)\n go to x: (-200) y: (-100)\n point in direction (180)\n show\n set [i2 v] to [0]\n repeat (30)\n change [ghost v] effect by (-5)\n set [x2 v] to (((0) - (x position)) / (5))\n change y by (((0) - (y position)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n change x by (x2)\n end\n repeat (30)\n change [ghost v] effect by (10)\n set [x2 v] to (((200) - (x position)) / (5))\n change y by (((100) - (y position)) / (5))\n turn right (((180) - (direction)) / (5)) degrees\n change x by (x2)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [17]> then\n set size to (0) %\n go to x: (0) y: (0)\n set [ghost v] effect to (0)\n point in direction (180)\n show\n set [i2 v] to [0]\n repeat (40)\n switch costume to (zcostume12 v)\n turn right (((90) - (direction)) / (5)) degrees\n change size by (((500) - (size)) / (10))\n switch costume to (costume12 v)\n end\n repeat (40)\n change size by (((0) - (size)) / (5))\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [18]> then\n set size to (0) %\n go to x: (0) y: (0)\n set [ghost v] effect to (0)\n point in direction (180)\n show\n set [size v] to [0]\n repeat (50)\n turn right (((90) - (direction)) / (5)) degrees\n set [size v] to (((size) * (.8)) + (((100) - (size)) / (5)))\n change size by (size)\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [15]> then\n set size to (0) %\n go to x: (0) y: (0)\n set [ghost v] effect to (0)\n point in direction (180)\n show\n set [i2 v] to [0]\n repeat (50)\n switch costume to (zcostume12 v)\n turn right (((90) - (direction)) / (5)) degrees\n change size by (((5000) - (size)) / (10))\n switch costume to (costume11 v)\n end\n repeat (60)\n change size by (((0) - (size)) / (5))\n turn right (15) degrees\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I receive [intro v]\nhide\nswitch costume to (costume10 v)\nrepeat (10)\n create clone of (_myself_ v)\n next costume\nend\nwait (1) seconds\nswitch costume to (costume11 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume12 v)\ncreate clone of (_myself_ v)\nswitch costume to (logo v)\nrepeat (4)\n create clone of (_myself_ v)\n next costume\n wait (.01) seconds\nend\nwait (1.8) seconds\nswitch costume to (costume13 v)\ncreate clone of (_myself_ v)\nwait (5) seconds\nbroadcast (Intro done v)\n\nwhen flag clicked\n\nwhen I receive [intro done v]\nrepeat (10)\n delete this clone\nend\nstop [other scripts in sprite v]\nstop [this script v]\n\nbroadcast (Intro done v)\n\n@Sun and sun shade\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\npoint in direction (([sin v] of ((50) * (timer)) ) * (70))\n\nwhen flag clicked\n\nwhen I receive [tick v]\nswitch costume to (sun sade v)\ngo to [back v] layer\nset size to (100) %\npoint in direction ((((((100) * ([sin v] of ((50) * (timer)) )) + (90)) - (direction)) / (2)) + (90))\nset [ghost v] effect to (60)\n\nset size to (100) %\n\ngo to x: (220) y: (180)\n\nwhen I receive [intro done v]\nshow\ncreate clone of (_myself_ v)\nswitch costume to (sun v)\nset [ghost v] effect to (100)\ngo to x: (220) y: (180)\ngo to [front v] layer\n\nwhen I receive [outro v]\nrepeat (10)\n delete this clone\nend\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Platform2\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (scroll x)) ((y) - (scroll y))\nturn right (((90) - (direction)) / (5)) degrees\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [2]> then\n if <touching (player v)?> then\n point in direction (170)\n switch costume to (open v)\n change [___checkpoint v] by (1)\n end\n end\nend\n\nwhen I receive [intro done v]\nset [___checkpoint v] to [0]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (closed v)\nClone at x: [500] y: [-10]\nClone at x: [1350] y: [-10]\nClone at x: [2900] y: [-10]\nset [x v] to [-9999999999999999999999999]\n\nwhen I receive [outro v]\nrepeat (10)\n delete this clone\nend\nhide\nstop [other scripts in sprite v]\nstop [this script 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]\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: [200] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [100] y: [0]\n Clone at x: [800] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nset [exit v] to [die]\n\nwhen I receive [outro v]\nrepeat (10)\n delete this clone\nend\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Sprite2\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]\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: [600] y: [0]\n Clone at x: [485] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [470] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [300] 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 flag clicked\n\nset [exit v] to [die]\n\nwhen I receive [outro v]\nrepeat (10)\n delete this clone\nend\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@end flag\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (scroll x)) ((y) - (scroll y))\nturn right (((90) - (direction)) / (5)) degrees\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n point in direction (170)\n broadcast (Won! v)\n stop [this script v]\n end\nend\n\nwhen I receive [intro done v]\nset [___checkpoint v] to [0]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (closed v)\nClone at x: [4650] y: [-10]\nset [x v] to [-9999999999999999999999999]\n\nwhen I receive [outro v]\nrepeat (10)\n delete this clone\nend\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@You win\n\nwhen flag clicked\ngo to x: (240) y: (0)\nhide\n\nwhen I receive [won! v]\nset [color v] effect to (0)\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\ngo to x: (240) y: (0)\nrepeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (5))\n change [ghost v] effect by (-10)\nend\nwait (2) seconds\nbroadcast (Outro v)\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen [timer v] > (.01)\nset [ghost v] effect to (100)\nhide\n\n@TB\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [tick v]\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\n\n@Outro\n\nwhen flag clicked\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n set size to (0) %\n set [ghost v] effect to (0)\n go to x: (0) y: (0)\n show\n repeat until <(size) = [100]>\n change size by (((100) - (size)) / (4))\n end\n wait until <(__outro) = [3]>\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n set size to (0) %\n set [ghost v] effect to (0)\n go to x: (0) y: (0)\n show\n repeat until <(size) = [100]>\n change size by (((100) - (size)) / (4))\n end\n wait (2) seconds\n repeat (10)\n switch costume to (costume1 v)\n change [ghost v] effect by (15)\n change size by (((500) - (size)) / (4))\n turn right (3) degrees\n switch costume to (thanks v)\n end\n set [__outro v] to [3]\n delete this clone\nend\n\nforever\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n set [color v] effect to (0)\n set [ghost v] effect to (0)\n go to x: (0) y: (0)\n go to [back v] layer\n show\n forever\n change y by (((([cos v] of ((timer) * (75)) ) * (-75)) - (y position)) * (0.9))\n turn right ((((90) + (([cos v] of ((timer) * (50)) ) * (20))) - (direction)) * (0.9)) degrees\n end\nend\n\nrepeat until <(size) < [80]>\n change size by (((75) - (size)) / (6))\nend\n\nrepeat (2)\n\nwhen I start as a clone\nif <(costume [number v]) = [4]> then\n set [color v] effect to (0)\n set size to (250) %\n set [ghost v] effect to (0)\n go to x: (80) y: (0)\n show\n repeat until <(size) = [100]>\n change size by (((100) - (size)) / (4))\n end\n forever\n point in direction ((([tan v] of ((Rotate) * (150)) ) * (5)) + (90))\n change [rotate v] by (0.02)\n set y to ((0) + (([sin v] of ((300) * (timer)) ) * (10)))\n change size by ((((([sin v] of ((150) * (timer)) ) * (15)) + (100)) - (size)) / (5))\n end\nend\n\nrepeat until <(size) = [200]>\n\nwait (2) seconds\nset [__outro v] to [3]\ndelete this clone\n\nset size to (100) %\n\nwhen flag clicked\nset [rotate v] to [0]\n\nwhen I start as a clone\nif <(costume [number v]) = [5]> then\n set size to (100) %\n point in direction (90)\n set [ghost v] effect to (0)\n set [color v] effect to (0)\n go to x: (-140) y: (70)\n show list [link! \(project 1\) v]\n show\n forever\n point in direction ((([sin v] of ((timer) * (400)) ) * (3)) + (90))\n set [bounce 2 v] to (((Bounce 2) * (0.7)) + ((((100) + (<touching (mouse-pointer v)?> * (16))) - (size)) / (2)))\n change size by (Bounce 2)\n if <touching (mouse-pointer v)?> then\n hide list [link! \(project 1\) v]\n else\n show list [link! \(project 1\) v]\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [6]> then\n set size to (100) %\n point in direction (90)\n set [ghost v] effect to (0)\n go to x: (-140) y: (-75)\n show list [link! \(project 2\) v]\n show\n set [color v] effect to (0)\n forever\n point in direction ((([sin v] of ((timer) * (400)) ) * (3)) + (90))\n set [bounce v] to (((bounce) * (0.7)) + ((((100) + (<touching (mouse-pointer v)?> * (16))) - (size)) / (2)))\n change size by (bounce)\n if <touching (mouse-pointer v)?> then\n hide list [link! \(project 2\) v]\n else\n show list [link! \(project 2\) v]\n end\n end\nend\n\nwhen flag clicked\ndelete all of [link! \(project 1\) v]\ndelete all of [link! \(project 2\) v]\nshow list [link! \(project 1\) v]\nshow list [link! \(project 2\) v]\nadd [https://scratch.mit.edu/projects/447110561/] to [link! \(project 1\) v]\nadd [https://scratch.mit.edu/projects/430442354/] to [link! \(project 2\) v]\n\nwhen I start as a clone\nif <(costume [number v]) = [7]> then\n set size to (100) %\n point in direction (90)\n set [color v] effect to (0)\n set [ghost v] effect to (0)\n go to x: (-140) y: (-100)\n show\n go to x: (0) y: (0)\n forever\n if <touching (mouse-pointer v)?> then\n change y by (((-135) - (y position)) / (4))\n else\n change y by (((-250) - (y position)) / (4))\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [8]> then\n set size to (100) %\n point in direction (90)\n set [color v] effect to (0)\n set [ghost v] effect to (0)\n go to x: (0) y: (0)\n show\n go to x: (0) y: (0)\n forever\n if <touching (mouse-pointer v)?> then\n change x by (((-150) - (x position)) / (4))\n else\n change x by (((90) - (x position)) / (4))\n end\n end\nend\n\ndefine Particles\nswitch costume to (particles v)\nrepeat (70)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [9]> then\n set size to (pick random (75) to (150)) %\n set [ghost v] effect to (pick random (0) to (50))\n set [brightness v] effect to (pick random (-30) to (30))\n point in direction (pick random (-180) to (180))\n go to x: (0) y: (0)\n set [outro: x v] to (pick random (10) to (12))\n set [y v] to (pick random (2) to (7))\n go to [front v] layer\n show\n repeat until <touching (_edge_ v)?>\n move (Outro: x) steps\n change y by (y)\n set [outro: x v] to ((Outro: x) * (0.95))\n change [y v] by (-0.4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [10]> then\n set [color v] effect to (0)\n set [ghost v] effect to (0)\n go to x: (50) y: (-100)\n show\n forever\n if <touching (mouse-pointer v)?> then\n change size by (((130) - (size)) / (4))\n else\n change size by (((100) - (size)) / (4))\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [11]> then\n set [color v] effect to (0)\n set [ghost v] effect to (0)\n go to x: (100) y: (-100)\n show\n forever\n if <touching (mouse-pointer v)?> then\n change size by (((130) - (size)) / (4))\n else\n change size by (((100) - (size)) / (4))\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [12]> then\n set [color v] effect to (0)\n set [ghost v] effect to (0)\n go to x: (150) y: (-100)\n show\n forever\n if <touching (mouse-pointer v)?> then\n change size by (((130) - (size)) / (4))\n else\n change size by (((100) - (size)) / (4))\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [13]> then\n go to x: (-240) y: (-180)\n set [ghost v] effect to (100)\n set [color v] effect to (0)\n point in direction (90)\n show\n forever\n point in direction ((([sin v] of ((timer) * (50)) ) * (30)) + (90))\n change [ghost v] effect by (-5)\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [14]> then\n go to x: (240) y: (-180)\n set [ghost v] effect to (100)\n set [color v] effect to (0)\n point in direction (-90)\n show\n forever\n point in direction ((([sin v] of ((timer) * (50)) ) * (30)) + (90))\n change [ghost v] effect by (-5)\n end\nend\n\nset [bounce 3 v] to (((Bounce 3) * (0.7)) + ((((100) + (<touching (mouse-pointer v)?> * (16))) - (size)) / (5)))\nchange size by (Bounce 3)\n\nwhen I start as a clone\nif <(costume [number v]) = [16]> then\n set [color v] effect to (0)\n set [ghost v] effect to (0)\n set size to (0) %\n go to x: (80) y: (80)\n show\n set [sss v] to [0]\n forever\n switch costume to (usernamejjj2 v)\n turn right ((((([sin v] of ((100) * (timer)) ) * (10)) + (90)) - (direction)) * (0.8)) degrees\n set y to ((80) + (([sin v] of ((300) * (timer)) ) * (10)))\n if <touching (mouse-pointer v)?> then\n set [sss v] to (((sss) * (.8)) + (((130) - (size)) / (4)))\n else\n set [sss v] to (((sss) * (.8)) + (((100) - (size)) / (4)))\n end\n change size by (sss)\n switch costume to (usernamejjj v)\n end\nend\n\nwhen I receive [outro v]\nhide\nset [__outro v] to [0]\nhide\nswitch costume to (default v)\nset [color v] effect to (0)\nset size to (100) %\nset [ghost v] effect to (0)\nset [color v] effect to (0)\nclear graphic effects\ngo to x: (0) y: (0)\npoint in direction (90)\nset [__outro v] to [1]\nswitch costume to (filter v)\nrepeat (7)\n create clone of (_myself_ v)\n change [color v] effect by (2)\n wait (0.2) seconds\nend\nset [__outro v] to [2]\nswitch costume to (thanks v)\ncreate clone of (_myself_ v)\nwait until <(__outro) = [3]>\nswitch costume to (background v)\ncreate clone of (_myself_ v)\nParticles\nswitch costume to (oc v)\ncreate clone of (_myself_ v)\nswitch costume to (project 1 v)\ncreate clone of (_myself_ v)\nswitch costume to (project 2 v)\ncreate clone of (_myself_ v)\nswitch costume to (love v)\ncreate clone of (_myself_ v)\nswitch costume to (fav v)\ncreate clone of (_myself_ v)\nswitch costume to (follow v)\ncreate clone of (_myself_ v)\nswitch costume to (hover v)\ncreate clone of (_myself_ v)\nswitch costume to (usernamejjj v)\ncreate clone of (_myself_ v)\nswitch costume to (slide v)\ncreate clone of (_myself_ v)\nswitch costume to (light 1 v)\ncreate clone of (_myself_ v)\nswitch costume to (light 2 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [stop v]\nrepeat (10)\n delete this clone\nend\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [stop v]\nclear sound effects\nstop all sounds\n\nwhen I receive [outro v]\nforever\n play sound [Post Malone - SunFlower \(Trap Remix\) FT3 v] until done\nend\n\n
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀✿ Scratch cat dash! ✿\n⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀✿ A dash game! ✿\n➪ My latest game which has good graphics!\n➪ I took 3 hours to make this so, please love, fav and follow :D\n\n➪ Info - \n Don't touch spikes.\n Grab your check points!\n Blue flags are checkpoints\n Red flag is the end point.\n\n\n➪ Credits - \n@0014049 for inspiration.\n@GravityV for some art and inspiration of the art.\n@Griffpatch for the cat walk cycle and for the scrolling engine.\n@StratfordJames for some art and BG.\n@ for fixing lag.\n\n➪ Others all by me.\n➪ Please tell me if I forgot to credit anyone.\n\n➪ Make sure to Love, fav and follow :D\n\n- Enjoy!
Infinity Platformer |Pytkamen Cup|
@Stage\n\nwhen flag clicked\nforever\n play sound [Odesong v] until done\nend\n\nwhen flag clicked\nforever\n set [pitch v] effect to ((level) / (2))\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nstart sound [Odesong v]\nrepeat (100)\n change [pitch v] effect by (-2)\nend\nstop all sounds\nstop [all v]\n\n@to coś co wszystko zasłania\n\nwhen flag clicked\nhide\nswitch costume to (czarne v)\n\nwhen I receive [stop v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nclear graphic effects\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (1)\nswitch costume to (miniatura2 v)\nshow\nclear graphic effects\n\n@player\n\ndefine physics <left> <right> <jump> g (g) Ax (ax) Ay (ay) Cf (cf) Smax (smax)\nchange [vy v] by (g)\nchange [py v] by (Vy)\nchange y by (Vy)\nif <touching color (#ffffff)?> then\n repeat until <not <touching color (#ffffff)?>>\n change y by ((g) * ((Vy) / ([abs v] of (Vy) )))\n change [py v] by ((g) * ((Vy) / ([abs v] of (Vy) )))\n end\n set [vy v] to ((ay) * <<jump> and <((Vy) / ([abs v] of (Vy) )) = [-1]>>)\nend\nchange [vx v] by ((ax) * (<right> - <left>))\nset [vx v] to ((Vx) * (cf))\nchange x by (Vx)\nset [slope v] to [0]\nrepeat until <<(slope) = (smax)> or <not <touching color (#ffffff)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <touching color (#ffffff)?> then\n repeat until <not <touching color (#ffffff)?>>\n change x by ((-1) * ((Vx) / ([abs v] of (Vx) )))\n end\nend\nchange [px v] by ((0) - (y position))\nset y to ((Py) - (Y))\n\nwhen flag clicked\nstop [other scripts in sprite v]\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\nclear graphic effects\nset [px v] to [0]\nset [py v] to [120]\nset [vx v] to [0]\nset [vy v] to [0]\ngo to x: (0) y: (120)\nwait (0.1) seconds\nforever\n if <(y position) > [-160]> then\n physics <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <((x position) - (20)) > (mouse x)>>> <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > ((x position) + (20))>>> <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [20]>>> g [-1] Ax [4] Ay [13] Cf [0.6] Smax [2]\n else\n broadcast (stop v)\n stop [this script v]\n end\nend\n\nwhen I receive [stop v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\ngo to [back v] layer\nset [y v] to [0]\nset [data v] to (pick random (41) to (49))\nset [clone# v] to [0]\nrepeat (6)\n create clone of (_myself_ v)\n change [clone# v] by (1)\nend\nforever\n set [level v] to ([floor v] of ((Y) / (60)) )\n if <((level) + (2)) > (length of (data))> then\n repeat until <not <(clone#) = (letter (length of (data)) of (data))>>\n set [clone# v] to (pick random (1) to (9))\n end\n set [data v] to (join (data) (clone#))\n end\n change [y v] by ((1) + (((level) / (100)) + (((([y position v] of [player v]) + (100)) * (([y position v] of [player v]) + (100))) / (20000))))\nend\n\nwhen I start as a clone\nforever\n set y to (((60) * (((level) + (3)) - (clone#))) - (Y))\n switch costume to ((1) + (letter (((level) + (2)) - (clone#)) of (data)))\n show\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@tło\n\ndefine render (n)\nerase all\nset pen (brightness v) to (50)\nset pen size to ((n) / (3))\ngo to x: ((-240) + ((n) / (2))) y: ((-180) + (((Y) + (y position)) mod (n)))\nrepeat ((360) / (n))\n set x to ((-240) + ((n) / (2)))\n repeat ((480) / (n))\n set pen (color v) to (((60) * ((round ((x position) / (50))) mod (2))) + ((40) * ((round (((Y) + (y position)) / (50))) mod (2))))\n pen down\n pen up\n change x by (n)\n end\n change y by (n)\nend\n\nwhen flag clicked\nset [n v] to [5]\nforever\n wait (0.5) seconds\n set [fps v] to (count)\n set [count v] to [0]\n if <(fps) < [15]> then\n change [n v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n change [count v] by (1)\n render (n)\nend\n\nwhen flag clicked\nrepeat (5)\n wait (1) seconds\n if <[1] < (n)> then\n change [n v] by (-1)\n end\nend\n\n
Sterowanie - strzałkami lub myszką/palcem\n\nCel - dojść jak najwyżej i nie zginąć :)
Tropical - A Platformer #games #all
@Stage\n\nwhen flag clicked\nforever\n\n@player\n\nwhen I start as a clone\nswitch costume to (trail v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-1)\nend\ndelete this clone\n\nwhen I receive [restart v]\nstart sound [Crunch v]\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (x spawn) y: (y spawn)\n\nwhen flag clicked\nbroadcast (BEGIN NOW v)\n\nhide\n\ndefine run engine\nchange [y v] by (-0.5)\nif < or <key (a v) pressed?>> then\n switch costume to (rightt v)\n change [x v] by (-.9)\nend\nif < or <key (d v) pressed?>> then\n switch costume to (left v)\n change [x v] by (.9)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (-6)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [7]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (y)\nif <touching (ground v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<<touching (ground v)?> and <key (up arrow v) pressed?>> or < or <<touching (ground v)?> and <key (w v) pressed?>>>> then\n switch costume to (up v)\n set [y v] to [7.5]\nend\nchange y by (0.5)\nif <<touching (danger v)?> or <<touching (saw v)?> or <touching (lava v)?>>> then\n broadcast (Restart v)\nend\nif <(level) = [14]> then\ncreate clone of (_myself_ v)\n\nset [moving_? v] to [y]\n\nset [moving_? v] to [y]\n\nset [moving_? v] to [y]\n\nset [moving_? v] to [n]\n\npoint in direction (90)\ngo to x: (x spawn) y: (y spawn)\n\nwhen I receive [next v]\ngo to x: (x spawn) y: (y spawn)\n\nwhen I receive [begin now v]\nset [level v] to [1]\nshow\nset [x spawn v] to [-199]\nset [y spawn v] to [-76]\ngo to x: (x spawn) y: (y spawn)\nswitch costume to (1 v)\nswitch backdrop to (backdrop3 v)\nset size to (40) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n run engine\nend\n\nset rotation style [left-right v]\n\nset [brightness v] effect to (-7)\n\nset [moving_? v] to [y]\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nforever\n if <<<key (left arrow v) pressed?> or <<<key (right arrow v) pressed?> or > or <key (d v) pressed?>>> or <key (a v) pressed?>> then\n set [moving_? v] to [y]\n else\n set [moving_? v] to [n]\n end\nend\n\nif <<<touching (ground v)?> and <key (up arrow v) pressed?>> or <<touching (ground v)?> and <key (w v) pressed?>>> then\n set [moving_? v] to [up]\nend\n\n\n\nif <(MOVING_?) = [u]> then\n switch costume to (up v)\nend\n\nif <(y position) > [-60]> then\n set [moving_? v] to [u]\nelse\n set [moving_? v] to [n]\nend\n\nrepeat until <(costume [number v]) = [6]>\n\nset [moving_? v] to [n]\n\nif <(MOVING_?) = [y]> then\n wait (.01) seconds\n next costume\nelse\n switch costume to (1 v)\nend\n\ncreate clone of (_myself_ v)\n\nforever\n if <(MOVING_?) = [y]> then\n wait (.01) seconds\n next costume\n else\n switch costume to (1 v)\n end\nend\n\nswitch costume to (up v)\n\nwhen flag clicked\nforever\n if <not <<key (w v) pressed?> or <<key (a v) pressed?> or <<key (d v) pressed?> or <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or >>>>>> then\n switch costume to (center v)\n end\nend\n\nset [brightness v] effect to (-9)\n\nset rotation style [left-right v]\n\nclear graphic effects\nset [brightness v] effect to (-7)\nrepeat (10)\n change y by (6)\n change [ghost v] effect by (10)\nend\nset [brightness v] effect to (-7)\nrepeat (10)\n change y by (-1)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nforever\n\nchange [color v] by (0)\nwait (.3) seconds\n\n@ground\n\nwhen flag clicked\ngo to x: (1) y: (-8)\nforever\n switch costume to (level)\nend\n\ngo to [front v] layer\n\nwhen I receive [next v]\n\n@lava\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\n switch costume to (level)\nend\n\nwhen flag clicked\nset y to (-4)\nforever\n repeat (4)\n change y by (4)\n end\n wait (.3) seconds\n repeat (4)\n change y by (-4)\n end\nend\n\n@danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\n@skip\n\nwhen flag clicked\nset [skips v] to [0]\nhide\n\nwhen this sprite clicked\nchange [level v] by (1)\nchange [skips v] by (1)\nbroadcast (next v)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (10)\n change size by (((120) - (size)) / (3))\n else\n set [ghost v] effect to (0)\n change size by (((100) - (size)) / (3))\n end\nend\n\nwhen I receive [doneee v]\nhide\n\nwhen I receive [begin now v]\nset size to (100) %\nshow\ngo to x: (165) y: (161)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n hide\n else\n show\n end\nend\n\n@mute\n\nwhen this sprite clicked\nif <(volume) = [100]> then\n set volume to (0) %\n switch costume to (muted v)\nelse\n set volume to (100) %\n switch costume to (unmuted v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [doneee v]\nhide\n\nwhen I receive [begin now v]\nset volume to (100) %\nswitch costume to (unmuted v)\ngo to [front v] layer\nshow\ngo to x: (200) y: (161)\nforever\n play sound [Vexento - Masked Heroes v] until done\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (10)\n change size by (((120) - (size)) / (3))\n else\n set [ghost v] effect to (0)\n change size by (((100) - (size)) / (3))\n end\nend\n\n@saw\n\nwhen flag clicked\nforever\n go to [back v] layer\n turn right (4) degrees\nend\n\nwhen flag clicked\ngo to x: (0) y: (-130)\nset size to (65) %\nset [brightness v] effect to (20)\nforever\n if <<(level) = [2]> or > then\n show\n else\n hide\n end\nend\n\n@transition\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (0) y: (347)\n\nwhen I receive [trans v]\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (20)\nrepeat (20)\n change [ghost v] effect by (-6)\nend\nwait (.1) seconds\nrepeat (20)\n change [ghost v] effect by (6)\nend\nhide\n\nswitch costume to (pick random (1) to (6))\nshow\nrepeat until <(round (y position)) = [0]>\n go to [front v] layer\n change y by (((0) - (y position)) / (5))\nend\nrepeat until <(round (y position)) = [347]>\n go to [front v] layer\n change y by (15)\nend\nhide\n\nwhen I receive [next v]\nwait (0) seconds\nbroadcast (trans v)\n\nswitch costume to (pick random (1) to (6))\nshow\nrepeat until <(round (y position)) = [0]>\n go to [front v] layer\n change y by (((0) - (y position)) / (5))\nend\nrepeat until <(round (y position)) = [347]>\n go to [front v] layer\n change y by (((347) - (y position)) / (5))\nend\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n if <(level) = [14]> then\n show\n hide variable [skips v]\n else\n hide\n end\nend\n\n@text\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@Sprite2\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n
------------------W̴͈͐̉͛E̴̡̻̾̔L̴̺͎͊͌̒C̵͉̣͒͒Ö̸͙̫̊M̶̤̀E̷̦͇̿̕̚ ̶̨̆͊̊ͅŤ̸̬̈Ö̷̧̰̓͌ ̵̧̟̜́̉T̶̺̼̅̓̐Ŗ̴̻͑O̵̼͐̒P̴̘͑I̴̝̦̦̓͋̈Ĉ̷̙̎̎A̷̙̹̅L̶͇̖̝̊̏-----------------\n-W,A,S,D or arrow keys to move\n-sound button to mute/unmute\n-"play button" to skip\n--------------------------HAVE FUN---------------------------\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#all #games#all #games#all #games#all #games#all\nstop reading\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nbruh\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\ndie\n\n\n\n\n\n\n\n\n\n\njust play\n\n\n\n\n\n\n\n\n\nreally?\n\n\n\n\n\n\n\n\n\n\n\n\nlove the game then\n\n\n\n\n\n\n\n\n\nfollow @-eons-\n\n\n\nthere
Spoon- platformer
@Stage\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\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]\nnext costume\n\nwhen flag clicked\ngo to [front v] layer\nif <touching (improved3 v)?> then\n broadcast (dead 2 v)\n broadcast (dead v)\nend\n\n@EXIT\n\nwhen I receive [intro end v]\nshow\nif <touching (improved3 v)?> then\n broadcast (next level v)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\n@ground\n\nwhen I receive [next level 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\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 (doos v)\nend\n\nwhen flag clicked\ngo to x: (-166) y: (-118)\n\nwhen flag clicked\nhide\n\nwhen I receive [dead 3 v]\nhide\n\nwhen flag clicked\nforever\n if <touching (enemy v)?> then\n go to x: (-203) y: (-128)\n broadcast (dead 3 v)\n broadcast (dead 4 v)\n end\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 [14]\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\n@Intro\n\nwhen flag clicked\ngo to x: (-195) y: (-135)\nswitch costume to (name 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]) = [name]> 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 (name 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 (intro end v)\n\nwhen I receive [intro end 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@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n@Sprite2\n\nwhen flag clicked\nshow\n\nwhen I receive [intro end v]\nhide\n\n
---------------------------------Hi------------------------------------- \n-------------------------------Spoon--------------------------------\n-Arrow keys}\n-No Mobile sorry}\n-------------------------NO----ADVERTISING------------\n-You have been separated from your cereal and been Dropped far away. Go back while avoiding dangers \nGood luck :)\n\nIntroduction \n-Hi yeah this is not the only good game I made\nso follow me\n \n\nPro Tips \n1. the more you wall jump the more you farther you go to the right or left\n2. press w with an up arrow then will u double jump\nbut it ruins the game for me\n\n\n\n\nneeded to add tags\n\nReshared to make huge changes to the code
Dungeons ☁A 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 flag clicked\nforever\n play sound [Undertale OST 059 - Spider Dance v] until done\nend\n\n@Player\n\nwhen flag clicked\nforever\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(x position) < (mouse x)> and <mouse down?>>> then\n Walk\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n Walk\n else\n Idle\n end\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\n\nwhen flag clicked\nset [collected v] to [0]\n\ndefine Idle\nswitch costume to (idle1 v)\nwait (0.1) seconds\nswitch costume to (idle2 v)\nwait (0.1) seconds\nswitch costume to (idle3 v)\nwait (0.1) seconds\nswitch costume to (idle4 v)\nwait (0.1) seconds\n\ndefine Walk\nswitch costume to (walk1 v)\nwait (0.1) seconds\nswitch costume to (walk2 v)\nwait (0.1) seconds\nswitch costume to (walk3 v)\nwait (0.1) seconds\nswitch costume to (walk4 v)\nwait (0.1) seconds\n\ndefine Player Tick\n\nwhen I receive [begin v]\nset [chat v] to [0]\nshow list [chat v]\nforever\n Chat\nend\n\nif <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(Chat) = [1]> then\n show list [chat v]\n set [chat v] to [0]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n if <(Chat) = [0]> then\n set [chat v] to [1]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\n end\nend\n\nwhen I receive [play game v]\nset [connected? v] to [0]\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [green flag v]\nhide\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 <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Game On\nset [y v] to [0]\nset [x v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [ghost v] effect to (0)\nset size to (300) %\n\ndefine Test - Die\nif <touching (danger v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\nend\nif <touching (axe v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\nend\nif <touching (saw v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\nend\n\ndefine Game - Die\nset [exit v] to []\nstart sound [Hurt v]\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Tick\nif <not <key (any v) pressed?>> then\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n point in direction (-90)\n change [sx v] by (-2)\nend\nif <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n point in direction (90)\n change [sx v] by (2)\nend\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\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\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?>> or <key (space v) pressed?>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <(x) < [-220]> then\n set [x v] to [-220]\nend\n\nwhen flag clicked\nhide\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (Connecting v)\nbroadcast (Setup Others v) and wait\nbroadcast (Join Game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (Connected v)\n start sound [Connect v]\nelse\n broadcast (Full v)\n start sound [Disconnect v]\nend\nbroadcast (Begin v)\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (Chat Words) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine Chat\nif <(Chat) = [1]> then\n if <key (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 () 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 [connected v]\nset [connected? v] to [1]\nshow\n\nwhen I receive [connecting v]\nhide\n\nwhen I receive [play game v]\nforever\n if <(Connected?) = [1]> then\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\n end\nend\n\nwhen I receive [connected v]\nset [level v] to [1]\n\n@Others\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\nwhen I receive [setup others v]\nsetup players\n\ndefine setup players\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n Tick\n end\nend\n\ndefine Tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nif <(names) = [1]> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to (((value) - (SCROLL Y)) + (8))\nvalue = read from encoded\nbroadcast (Decode Chat v)\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\ndefine Decode Chat (chat)\nif <(chat) = [1]> then\n say (item (1) of [chat v]) for (2) seconds\nelse\n if <(chat) = [2]> then\n say (item (2) of [chat v]) for (2) seconds\n else\n if <(chat) = [3]> then\n say (item (3) of [chat v]) for (2) seconds\n else\n if <(chat) = [4]> then\n say (item (4) of [chat v]) for (2) seconds\n else\n if <(chat) = [5]> then\n say (item (5) of [chat v]) for (2) seconds\n else\n if <(chat) = [6]> then\n say (item (6) of [chat v]) for (2) seconds\n else\n if <(chat) = [7]> then\n say (item (7) of [chat v]) for (2) seconds\n else\n if <(chat) = [8]> then\n say (item (8) of [chat v]) for (2) seconds\n else\n if <(chat) = [9]> then\n say (item (9) of [chat v]) for (2) seconds\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode Chat (value)\n\nwhen flag clicked\nset [ghost v] effect to (50)\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [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)\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 ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [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)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\n@Landscape\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [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)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nwhen flag clicked\ngo to [back v] layer\n\n@Light\n\nwhen flag clicked\nforever\n go to (player v)\nend\n\n@TB\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\ngo to [front v] layer\nshow\nif <(EXIT) = [win]> then\n hide\nend\n\n@Axe\n\nwhen I receive [green flag v]\nhide variable [mouse v]\nhide\n\nwhen I receive [tick v]\nturn right (7) degrees\nPosition ((Saws: x) - (SCROLL X)) ((Saws: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [saws: x v] to [0]\nset [saws: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [400] y: [-100]\n Clone at x: [930] y: [-80]\n Clone at x: [3000] y: [-80]\nend\nset [saws: x v] to [-999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [saws: x v] to (x)\nset [saws: y v] to (y)\ncreate clone of (_myself_ v)\n\nClone at x: [340] y: [27]\nClone at x: [530] y: [27]\nClone at x: [786] y: [27]\nClone at x: [1124] y: [27]\nClone at x: [1331] y: [245]\nClone at x: [1065] y: [345]\nClone at x: [825] y: [272]\nClone at x: [392] y: [245]\nClone at x: [197] y: [335]\n\nClone at x: [631] y: [11]\n\nwhen flag clicked\n\n@Chat\n\nwhen I receive [tick v]\nif <(Chat) = [1]> then\n show\nelse\n hide\nend\nif <key (space v) pressed?> then\n broadcast (Chat Close v)\n hide\n wait until <not <key (space v) pressed?>>\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nwait (1) seconds\ngo to [front v] layer\nhide\n\nwhen I receive [chat open v]\nset [chat v] to [1]\n\nwhen I receive [chat close v]\nset [chat v] to [0]\n\n@Chat Button\n\nwhen I receive [tick v]\nif <touching (mouse-pointer v)?> then\n repeat until <(size) > [119]>\n change [size v] by (.9)\n change size by (size)\n end\n if <mouse down?> then\n broadcast (Chat Open v)\n hide\n wait until <not <mouse down?>>\n end\nelse\n repeat until <(size) < [101]>\n set [size v] to [-.8]\n change [size v] by (-.9)\n change size by (size)\n end\nend\n\nwhen I receive [chat close v]\nset size to (100) %\nshow\n\nwhen I receive [begin v]\nset [size v] to [.8]\nshow\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (0) y: (0)\n\nwhen flag clicked\nclear graphic effects\ngo to x: (-193) y: (-156)\nset size to (100) %\n\n@Joining\n\nwhen flag clicked\nhide\n\nwhen I receive [connected v]\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\n@Assets\n\n@Saw\n\nwhen I receive [green flag v]\nhide variable [mouse v]\nhide\n\nwhen I receive [tick v]\nturn right (20) 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: [1455] y: [-70]\n Clone at x: [2600] y: [-70]\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@Cloud\n\nwhen flag clicked\ngo to x: (-160) y: (-80)\nhide\n\nwhen I receive [connecting v]\nshow\nglide (3) secs to x: (270) y: (-80)\n\nwhen I receive [connected v]\nhide\n\n@Win\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nhide\n\nwhen flag clicked\nforever\n if <(EXIT) = [win]> then\n broadcast (WIN v)\n end\nend\n\nwhen I receive [win v]\ngo to [front v] layer\nshow\nstop [all v]\n\nwhen flag clicked\nset [exit v] to [0]\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\nif <touching (player v)?> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [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)\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
Use WASD/Arrow-Keys/Touch (for iPad or iPhone) to move. In this game use your knightly skills to complete the dungeon and get to the secret treasure. But BEWARE there a traps like swinging axes and DEADLY saws so you'll need to use all your wits to get past this...\nHOLY CRAP I'VE BEEN OFFLINE FOR MONTHS!! 936 VIEWS!?!? THANKS!
Saving Santa! Platformer #Games #All
@Stage\n\nwhen flag clicked\nhide variable [mouse v]\nforever\n play sound [Vexento - Tevo \(Original Mix\).mp3 v] until done\nend\n\nwhen [m v] key pressed\nset [mouse v] to (join (mouse x) (join [,] (mouse y)))\nshow variable [mouse v]\n\n@Assets\n\n@Player\n\ndefine Gravity (gravity) Jump Height (jump height) Speed (speed) Friction (friction) Slope (slope)\nchange [yv v] by (gravity)\nchange y by (YV)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (YV) ) / (YV)) * (-1))\n end\n set [yv v] to (<<key (up arrow v) pressed?> and <(([abs v] of (YV) ) / (YV)) = [-1]>> * (jump height))\nend\nset [xv v] to (((XV) + ((<key (left arrow v) pressed?> * ((speed) * (-1))) + (<key (right arrow v) pressed?> * (speed)))) * (friction))\nchange x by (XV)\nset [slope2 v] to [0]\nrepeat until <<(Slope2) = ((slope) * (-1))> or <not <touching (level v)?>>>\n change y by (1)\n change [slope2 v] by (-1)\nend\nif <touching (level v)?> then\n change y by (Slope2)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (XV) ) / (XV)) * (-1))\n end\nend\nif <touching (end v)?> then\n change [level v] by (1)\n broadcast (Next v)\nend\nif <<touching (danger v)?> or <<touching (lava v)?> or <touching (enemy v)?>>> then\n set [x v] to (x position)\n set [y v] to (y position)\n go to x: (-203) y: (-50)\n broadcast (Death v)\nend\nif <key (right arrow v) pressed?> then\n point in direction (90)\nend\nif <key (left arrow v) pressed?> then\n point in direction (-90)\nend\nif <<touching (sword v)?> and <(SWORD) = []>> then\n set [sword v] to [1]\nend\n\nwhen I receive [play v]\ngo to [front v] layer\nrepeat (1)\n delete this clone\nend\ngo to x: (-200) y: (-50)\nset [xv v] to [0]\nset [level v] to [1]\nset [yv v] to [1]\nset [sword v] to []\nshow\npoint in direction (90)\nset [switch in progress v] to []\nforever\n broadcast (Tick v)\n if <not <(Switch In Progress) = [yes]>> then\n Gravity [-1] Jump Height [13] Speed [3] Friction [.75] Slope [8]\n end\nend\n\nwhen I receive [next v]\ngo to x: (-203) y: (-50)\n\nwhen flag clicked\nbroadcast (PLAY v)\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [play v]\nswitch costume to (1 v)\nshow\n\nwhen I receive [next v]\nrepeat (14)\n move (0) steps\nend\nswitch costume to (LEVEL)\n\nwhen I receive [death v]\nset [switch in progress v] to [yes]\nset [shake v] to [5]\nrepeat (20)\n broadcast (SHAKE v)\nend\nset [switch in progress v] to []\ngo to x: (0) y: (0)\n\nwhen I receive [shake v]\ngo to x: (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2)))) y: (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2))))\nchange [shake v] by (-0.25)\n\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [play v]\nshow\nswitch costume to (1 v)\n\nwhen I receive [next v]\nrepeat (14)\n move (0) steps\nend\nswitch costume to (LEVEL)\n\nwhen I receive [shake v]\ngo to x: (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2)))) y: (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2))))\n\nwhen I receive [death v]\nrepeat (20)\n move (0) steps\nend\ngo to x: (0) y: (0)\n\n@Particles\n\nwhen flag clicked\nhide\nset [is clone? v] to []\n\nwhen I receive [death v]\nstart sound [Punch Sound Effect 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 (pick random (1) to (3))\nset [ghost v] effect to (0)\nset [color v] effect to (pick random (-5) to (5))\nset [brightness v] effect to (pick random (-20) to (0))\nset [is clone? v] to [1]\ngo to x: (X) y: (Y)\nshow\nset [xv v] to (pick random (-10) to (10))\nset [yv v] to (pick random (5) to (30))\nrepeat until <<touching (_edge_ v)?> or <touching (level 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 set x to ((x position) + (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2)))))\n set y to ((y position) + (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2)))))\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (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 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@End\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [play v]\nshow\ngo to x: (188) y: (-73)\nset [checkpoint x v] to (x position)\nset [checkpoint y v] to (y position)\n\nwhen I receive [next v]\nstart sound [Ding Sound Effect v]\nset [switch in progress v] to [yes]\nswitch costume to (1 v)\nrepeat (4)\n next costume\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [switch in progress v] to []\nif <(LEVEL) = [1]> then\n go to x: (188) y: (-73)\nelse\n if <(LEVEL) = [2]> then\n go to x: (200) y: (-73)\n else\n if <(LEVEL) = [3]> then\n go to x: (208) y: (-73)\n else\n if <(LEVEL) = [4]> then\n go to x: (200) y: (-73)\n else\n if <(LEVEL) = [5]> then\n go to x: (200) y: (-73)\n else\n if <(LEVEL) = [6]> then\n go to x: (200) y: (22)\n else\n if <(LEVEL) = [7]> then\n go to x: (200) y: (-73)\n else\n if <(LEVEL) = [8]> then\n go to x: (200) y: (-73)\n else\n if <(LEVEL) = [9]> then\n go to x: (200) y: (-73)\n else\n if <(LEVEL) = [10]> then\n go to x: (200) y: (-73)\n else\n if <(LEVEL) = [11]> then\n go to x: (-150) y: (95)\n else\n if <(LEVEL) = [12]> then\n go to x: (200) y: (120)\n else\n if <(LEVEL) = [13]> then\n go to x: (207) y: (-73)\n set [checkpoint x v] to (x position)\n set [checkpoint y v] to (y position)\n else\n if <(LEVEL) = [14]> then\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nset [checkpoint x v] to (x position)\nset [checkpoint y v] to (y position)\nswitch costume to (1 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [ghost v] effect to (0)\n\nwhen I receive [death v]\nrepeat (20)\n move (0) steps\nend\n\nwhen I receive [shake v]\ngo to x: ((Checkpoint X) + (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2))))) y: ((Checkpoint Y) + (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2)))))\n\n@Lava\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [play v]\nswitch costume to (1 v)\nshow\nforever\n set y to (([cos v] of ((timer) * (150)) ) * (7))\nend\n\nwhen I receive [next v]\nrepeat (14)\n move (0) steps\nend\nswitch costume to (LEVEL)\n\nwhen I receive [death v]\nset [shake v] to [5]\nrepeat (20)\n broadcast (SHAKE v)\nend\ngo to x: (0) y: (0)\n\nwhen I receive [shake v]\ngo to x: (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2)))) y: (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2))))\n\n@Words\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [play v]\nswitch costume to (1 v)\nshow\n\nwhen I receive [next v]\nrepeat (14)\n move (0) steps\nend\nswitch costume to (LEVEL)\n\nwhen I receive [death v]\nset [shake v] to [5]\nrepeat (20)\n broadcast (SHAKE v)\nend\ngo to x: (0) y: (0)\n\nwhen I receive [shake v]\ngo to x: (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2)))) y: (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2))))\n\n@Walk particles\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nhide\nforever\n if <(YV) < [0]> then\n wait until <(YV) = [0]>\n repeat until <(YV) > [0]>\n repeat (2)\n move (0) steps\n end\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\nset [ghost v] effect to (0)\nset size to (pick random (80) to (120)) %\nshow\npoint in direction (pick random (-360) to (360))\ngo to (player v)\nchange x by (XV)\nchange y by (-20)\nwait (0.075) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Enemy\n\ndefine Gravity (gravity) Jump Height (jump height) Speed (speed) Friction (friction) Slope (slope)\nchange [yv v] by (gravity)\nchange y by (yv)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (yv) ) / (yv)) * (-1))\n end\n set [yv v] to (<<(y position) < (([y position v] of [player v]) - (25))> and <(([abs v] of (YV) ) / (YV)) = [-1]>> * (jump height))\nend\nset [xv v] to (((xv) + ((<(x position) > ([x position v] of [player v])> * ((speed) * (-1))) + (<(x position) < ([x position v] of [player v])> * (speed)))) * (friction))\nchange x by (xv)\nset [enemy - slope v] to [0]\nrepeat until <<(Enemy - Slope) = ((slope) * (-1))> or <not <touching (level v)?>>>\n change y by (1)\n change [enemy - slope v] by (-1)\nend\nif <touching (level v)?> then\n change y by (Enemy - Slope)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (xv) ) / (xv)) * (-1))\n end\nend\npoint towards (player v)\nif <(y position) < [-180]> then\n delete this clone\nend\n\nwhen I receive [play v]\ngo to [front v] layer\nhide\n\nwhen I receive [next v]\nrepeat (1)\n delete this clone\nend\nrepeat (13)\n move (0) steps\nend\nif <(LEVEL) = [5]> then\n Clone at [150] [-80]\nelse\n if <(LEVEL) = [8]> then\n Clone at [100] [-80]\n Clone at [200] [-80]\n else\n if <(LEVEL) = [11]> then\n Clone at [-35] [-86]\n Clone at [50] [-80]\n Clone at [150] [-80]\n Clone at [-127] [86]\n Clone at [-50] [86]\n Clone at [50] [86]\n Clone at [120] [86]\n else\n if <(LEVEL) = [12]> then\n Clone at [-20] [98]\n Clone at [220] [-85]\n Clone at [150] [-85]\n Clone at [50] [-85]\n else\n if <(LEVEL) = [14]> then\n Clone at [215] [-80]\n end\n end\n end\n end\nend\n\ndefine Clone at (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n if <not <(Switch In Progress) = [yes]>> then\n Gravity [-1] Jump Height [10] Speed [0.5] Friction [.75] Slope [2]\n end\nend\n\nwhen I receive [death v]\nrepeat (1)\n delete this clone\nend\nif <(LEVEL) = [5]> then\n Clone at [150] [-80]\nelse\n if <(LEVEL) = [8]> then\n Clone at [100] [-80]\n Clone at [200] [-80]\n else\n if <(LEVEL) = [11]> then\n Clone at [-35] [-86]\n Clone at [50] [-80]\n Clone at [150] [-80]\n Clone at [-127] [86]\n Clone at [-50] [86]\n Clone at [50] [86]\n Clone at [120] [86]\n else\n if <(LEVEL) = [12]> then\n Clone at [-20] [98]\n Clone at [220] [-85]\n Clone at [150] [-85]\n Clone at [50] [-85]\n else\n if <(LEVEL) = [14]> then\n Clone at [215] [-80]\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (sword v)?> then\n start sound [Hit v]\n set [slime x v] to (x position)\n set [slime y v] to (y position)\n broadcast (Slime Death v)\n delete this clone\n end\nend\n\n@Trampolines\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [play v]\nhide\nset [trampoline x v] to (x position)\nset [trampoline y v] to (y position)\nforever\n if <not <(Switch In Progress) = [yes]>> then\n if <touching (player v)?> then\n start sound [jump v]\n switch costume to (3 v)\n set [yv v] to [17]\n else\n if <(costume [number v]) > [1]> then\n switch costume to ((costume [number v]) - (1))\n end\n end\n end\nend\n\nwhen I receive [next v]\nrepeat (14)\n move (0) steps\nend\nif <(LEVEL) = [6]> then\n show\n go to x: (30) y: (-73)\nelse\n if <(LEVEL) = [9]> then\n show\n go to x: (-100) y: (-38)\n else\n if <(LEVEL) = [10]> then\n show\n go to x: (-100) y: (-38)\n else\n if <(LEVEL) = [12]> then\n show\n go to x: (-210) y: (-70)\n else\n hide\n end\n end\n end\nend\nset [trampoline x v] to (x position)\nset [trampoline y v] to (y position)\n\nwhen I receive [shake v]\ngo to x: ((Trampoline X) + (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2))))) y: ((Trampoline Y) + (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2)))))\n\nset [sword v] to [1]\n\n@Sword\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [play 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 <(SWORD) = [1]> then\n start sound [sfx2 v]\n go to [front v] layer\n show\n stop [this script v]\n end\n end\nend\n\nwhen I receive [next v]\nrepeat (14)\n move (0) steps\nend\nif <(LEVEL) = [7]> then\n show\n go to x: (0) y: (-30)\nelse\n if <(SWORD) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [tick v]\nif <(SWORD) = [1]> then\n go to (player v)\n point in direction ([direction v] of [player v])\nend\n\nwhen [space v] key pressed\nif <not <(Switch In Progress) = [yes]>> then\n go to [front v] layer\n if <(SWORD) = [1]> then\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?>>\n end\nend\n\n@Reccomendation\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nrepeat (14)\n move (0) steps\nend\nhide\nif <(LEVEL) = [14]> then\n go to x: (24) y: (13)\n switch costume to (heart v)\n create clone of (_myself_ v)\n go to x: (142) y: (-55)\n switch costume to (star v)\n create clone of (_myself_ v)\nelse\n hide\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nset [heart/star y v] to (y position)\nshow\nforever\n set y to ((Heart/Star Y) + (([sin v] of ((timer) * (200)) ) * (8)))\n if <touching (player v)?> then\n start sound [sfx2 v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Slime Particles\n\nwhen flag clicked\nhide\nset [is clone? v] to []\n\nwhen I receive [slime death v]\nstart sound [Punch Sound Effect 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 (pick random (1) to (3))\nset [ghost v] effect to (0)\nset [color v] effect to (pick random (-5) to (5))\nset [brightness v] effect to (pick random (-30) to (10))\nset [is clone? v] to [1]\ngo to x: (SLIME X) y: (SLIME Y)\nshow\nset [xv v] to (pick random (-8) to (8))\nset [yv v] to (pick random (5) to (20))\nrepeat until <<touching (_edge_ v)?> or <touching (level 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 (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (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 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@Arrow1\n\nwhen flag clicked\nhide\n\n
NOTICE: *DO NOT SPAM THE SWORD, IT CAN BRING LAG*\n\nSanta has been kidnapped! We must save him before Christmas! Use your weapons to destroy slimes, and use your skills to avoid spikes and lava!\n\nInstead of just jumping, there is another way to solve level 10..\n
Appel Platformer v5.7
@Stage\n\nwhen flag clicked\nshow variable [collect v]\nhide variable [mouse v]\n\nwhen [m v] key pressed\nshow variable [mouse v]\nset [mouse v] to (join ((mouse x) + (Scroll X)) (join [,] ((mouse y) + (Scroll Y))))\n\nwhen flag clicked\nif <(Level) = [4]> then\n hide variable [collect v]\nend\n\nwhen flag clicked\nreset timer\nset [previous timer v] to [0]\nforever\n set [fps v] to ((1) / ((timer) - (Previous Timer)))\n set [previous timer v] to (timer)\nend\n\n@Blank/ Not Balnk\n\n@Appel\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\nswitch costume to (appel v)\n\nwhen I receive [play game v]\nset [ghost v] effect to (0)\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 broadcast (33 v)\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 [appel: sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [wall jump v] to [0]\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nif <(wall jump) > [0]> then\n change [wall jump v] by (-1)\nelse\n if <key (left arrow v) pressed?> then\n change [appel: sx v] by (-2)\n switch costume to (appel 2 v)\n if <[3] < (distance to [platforms v])> then\n if <key (down arrow v) pressed?> then\n switch costume to (appel 4 v)\n end\n end\n end\n if <key (right arrow v) pressed?> then\n change [appel: sx v] by (2)\n switch costume to (appel v)\n if <[3] < (distance to [platforms v])> then\n if <key (down arrow v) pressed?> then\n switch costume to (appel 3 v)\n point in direction (-90)\n end\n end\n end\nend\nset [appel: sx v] to ((Appel: sx) * (0.8))\nif <([abs v] of (Appel: sx) ) > [0.9]> then\n Change Player x by (round (Appel: 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 <<touching (edges v)?> and <<key (up arrow v) pressed?> and <([abs v] of (Appel: sx) ) > [5]>>> then\n if <(wall jump) = [0]> then\n set [appel: sx v] to ((-3.2) * (Appel: sx))\n set [sy v] to [20]\n set [in air v] to [6]\n set [wall jump v] to [10]\n end\nelse\n set [sx v] to [0]\nend\nchange [sy v] by (-2)\nChange Player y by (sy)\nTest - Die\nchange [scroll x v] by (round (((x) - (Scroll X)) / (14)))\nif <(Scroll X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (Scroll Y)) / (8)))\nif <(Scroll Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\npoint in direction (90)\nif <touching (edges v)?> then\n if <(costume [number v]) = [1]> then\n point in direction (180)\n end\n if <(costume [number v]) = [2]> then\n point in direction (0)\n end\nend\n\ndefine Position\ngo to x: ((x) - (Scroll X)) y: ((y) - (Scroll Y))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nTest - Die\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-8)\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n end\n Position\n set [sy v] to [0]\n set [in air v] to [0]\nend\n\ndefine Game - Die\nswitch costume to (appel death v)\nchange [ghost v] effect by (2)\nwait (.04) seconds\nswitch costume to (appel death 1 v)\nchange [ghost v] effect by (2)\nwait (.04) seconds\nchange [ghost v] effect by (2)\nswitch costume to (appel death 2 v)\nwait (.04) seconds\nchange [ghost v] effect by (2)\nswitch costume to (appel death 3 v)\nwait (.04) seconds\nchange [ghost v] effect by (2)\nswitch costume to (appel death 4 v)\nwait (.04) seconds\nchange [ghost v] effect by (4)\nswitch costume to (appel death 5 v)\nwait (.04) seconds\nchange [ghost v] effect by (14)\nswitch costume to (appel death 6 v)\nchange [ghost v] effect by (7)\nwait (.04) seconds\nchange [ghost v] effect by (2)\nswitch costume to (appel death 7 v)\nwait (.04) seconds\nchange [ghost v] effect by (7)\nchange [ghost v] effect by (7)\nswitch costume to (appel death 8 v)\nchange [ghost v] effect by (7)\nwait (.04) seconds\nchange [ghost v] effect by (7)\nchange [ghost v] effect by (7)\nswitch costume to (appel death 9 v)\nwait (.04) seconds\nchange [ghost v] effect by (7)\nswitch costume to (appel death 10 v)\nchange [ghost v] effect by (7)\nwait (.2) seconds\nchange [ghost v] effect by (7)\nchange [ghost v] effect by (7)\nswitch costume to (appel v)\nset [exit v] to []\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 (2) seconds\n\nwhen flag clicked\nforever\n set [collect v] to (join (Corn Dogs) (join [ out of ] (Corn Dog Max)))\nend\n\nwhen I receive [die appel v]\nset [exit v] to [die]\n\nwhen flag clicked\nforever\n set [player xx v] to (Appel: x2)\nend\n\n@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Danger: x) - (Scroll X)) ((Danger: y) - (Scroll Y))\n\nwhen I receive [setup v]\nhide\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(Level) = [1]> then\n switch costume to (level 1.1 v)\n Clone at x: [325] y: [0]\n Clone at x: [325] y: [0]\n Clone at x: [325] y: [0]\nelse\n if <(Level) = [2]> then\n switch costume to (level 2.1 v)\n Clone at x: [0] y: [400]\n else\n if <(Level) = [3]> then\n switch costume to (level 3.1 v)\n else\n if <(Level) = [4]> then\n switch costume to (level 4.1 v)\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [danger: x v] by (x)\nchange [danger: y v] by (y)\nnext costume\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: [325] y: [0]\n Clone at x: [325] y: [0]\n Clone at x: [325] y: [0]\nelse\n if <(Level) = [2]> then\n switch costume to (level 2.1 v)\n Clone at x: [325] y: [300]\n else\n if <(Level) = [3]> then\n switch costume to (level 3.1 v)\n else\n if <(Level) = [4]> then\n switch costume to (level 4.1 v)\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\n@Edges\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Edges: x) - (Scroll X)) ((Edges: y) - (Scroll Y))\n\nwhen I receive [setup v]\nhide\nset [edges: x v] to [0]\nset [edges: y v] to [0]\nif <(Level) = [1]> then\n switch costume to (level 1.1 v)\n Clone at x: [325] y: [0]\n Clone at x: [325] y: [0]\n Clone at x: [325] y: [0]\nelse\n if <(Level) = [2]> then\n switch costume to (level 2.1 v)\n Clone at x: [325] y: [330]\n else\n if <(Level) = [3]> then\n switch costume to (level 3.1 v)\n else\n if <(Level) = [4]> then\n switch costume to (level 4.1 v)\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [edges: x v] by (x)\nchange [edges: y v] by (y)\nnext costume\n\nif <(Level) = [3]> then\n\nClone at x: [450] y: [0]\n\n@Corn dogs\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Corn dogs: x) - (Scroll X)) ((Corn dogs: y) - (Scroll Y))\nif <touching (appel v)?> then\n change [corn dogs v] by (1)\n delete this clone\nend\nif <(Corn Dogs) = (Corn Dog Max)> then\n broadcast (Open Portal v) and wait\nend\n\nwhen I receive [setup v]\nhide\nset [corn dog max v] to [0]\nset [corn dogs v] to [0]\nset [corn dogs: x v] to [0]\nset [corn dogs: y v] to [0]\nif <(Level) = [1]> then\n switch costume to (corn dog v)\n Clone at x: [50] y: []\n Clone at x: [100] y: [50]\n Clone at x: [360] y: [87]\n Clone at x: [720] y: [40]\n Clone at x: [720] y: [100]\nelse\n if <(Level) = [2]> then\n switch costume to (corn dog v)\n Clone at x: [219] y: [-9]\n Clone at x: [46] y: [1]\n Clone at x: [187] y: [221]\n Clone at x: [371] y: [282]\n else\n if <(Level) = [3]> then\n switch costume to (corn dog v)\n set [corn dog max v] to [1]\n else\n if <(Level) = [4]> then\n switch costume to (corn dog v)\n end\n end\n end\nend\nset [corn dogs: 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 [corn dogs: x v] to (x)\nset [corn dogs: y v] to (y)\nchange [corn dog max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I receive [54321 v]\nchange [corn dogs v] by (1)\n\nwhen I receive [54321 v]\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 [name v]) = [Open]> and <touching (appel v)?>> then\n set [exit v] to [win]\nend\nswitch costume to (closed v)\n\nwhen I receive [setup v]\nhide\nset [exit: x v] to [0]\nset [exit: y v] to [0]\nif <(Level) = [1]> then\n Clone at x: [1147] y: [28]\nelse\n if <(Level) = [2]> then\n Clone at x: [510] y: [199]\n else\n if <(Level) = [3]> then\n Clone at x: [335] y: [247]\n else\n if <(Level) = [4]> then\n Clone at x: [9999] y: [247]\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [exit: x v] to (x)\nset [exit: y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\n@Enemy\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Corn dogs: x) - (Scroll X)) ((Corn dogs: y) - (Scroll Y))\nif <not <touching (platforms v)?>> then\n change [corn dogs: y v] by (-4)\n if <touching (platforms v)?> then\n set rotation style [left-right v]\n end\nend\n\nwhen I receive [setup v]\nhide\nset [corn dogs: x v] to [0]\nset [corn dogs: y v] to [0]\nif <(Level) = [1]> then\n Clone at x: [100] y: []\n Clone at x: [50] y: []\n Clone at x: [996] y: [-29]\nelse\n if <(Level) = [2]> then\n Clone at x: [101] y: [152]\n else\n if <(Level) = [3]> then\n Clone at x: [44] y: [-55]\n else\n if <(Level) = [4]> then\n end\n end\nend\nset [corn dogs: x v] to [-99999]\n\ndefine Position (x) (y)\nswitch costume to (hitbox 1 v)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\nif <<(costume [name v]) = [hitbox 1]> and <touching (appel v)?>> then\n delete this clone\nend\nswitch costume to (costume1 v)\nif <<(costume [name v]) = [costume1]> and <touching (appel v)?>> then\n broadcast (Die appel v)\nend\n\ndefine Clone at x: (x) y: (y)\nset [corn dogs: x v] to (x)\nset [corn dogs: y v] to (y)\ncreate clone of (_myself_ v)\n\nif <touching (platforms v)?> then\n stop [this script v]\nend\n\n\n\nwhen I receive [tick v]\npoint towards (appel v)\nif <touching (platforms v)?> then\n if <(direction) < [50]> then\n change [corn dogs: x v] by (-3)\n end\n if <[-50] < (direction)> then\n change [corn dogs: x v] by (3)\n end\nend\n\nwhen I receive [new villian v]\nClone at x: (Scroll X) y: ((50) + (Scroll Y))\n\n@Boss\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Corn dogs: x) - (Scroll X)) ((Corn dogs: y) - (Scroll Y))\n\nwhen I receive [setup v]\nset [corn dogs: x v] to [0]\nset [corn dogs: y v] to [0]\nset [22 v] to [0]\n\nif <(Level) = [3]> then\nset [corn dogs: x v] to [-99999]\n\ndefine Position (x) (y)\nswitch costume to (boss v)\ngo to x: (x) y: (y)\n\nif <<(x) = (x position)> and <(y) = (y position)>> then\n\nif <touching (platforms v)?> then\n stop [this script v]\nend\n\nwhen I receive [tick v]\nset rotation style [left-right v]\npoint towards (appel v)\n\n\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n wait (2) seconds\n show\n say [Ha Ha, Appel!] for (1) seconds\n say [I am apple, I can spawn enemies to kill you!] for (2) seconds\n repeat (5)\n broadcast (new villian v)\n wait (4) seconds\n end\n broadcast (54321 v)\n hide\n stop [this script v]\n else\n hide\n end\nend\n\n@Back\n\nwhen I receive [green flag v]\nhide\ngo to [back v] layer\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 (grid 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: [240]\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: [240]\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\n switch costume to (grid 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: [240]\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: [240]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\n
*DOUBLE CLICK THE GREEN FLAG*\nArrow keys, Your head sticks to most things, if you hold up you can stick to the top. Not very many levels because of bugs. *NEW INCLUDED WALL JUMPING*\n
Viking - A Multiplayer Scrolling Platformer #games #all
@Stage\n\nwhen flag clicked\n\nswitch backdrop to (oh hi :\) v)\nclear graphic effects\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch backdrop to (\(: v)\nclear graphic effects\n\nwhen I receive [game start v]\nbroadcast (init v) and wait\nbroadcast (Start v)\n\n@Blank\n\n@Opponents\n\nwhen flag clicked\nhide\n\nwhen I receive [update v]\nif <(_clone) = [0]> then\n hide\nelse\n if <(item (_clone) of [#checkactive v]) = [1]> then\n set size to (400) %\n go to x: ((item ((((_clone) - (1)) * (&MaxElements)) + (3)) of [#cloudlist v]) - (Scroll X)) y: ((item ((((_clone) - (1)) * (&MaxElements)) + (4)) of [#cloudlist v]) - (Scroll Y))\n set size to (100) %\n say (item ((((_clone) - (1)) * (&MaxElements)) + (2)) of [#cloudlist v])\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nchange [clones v] by (1)\nset [_clone v] to (clones)\n\nwhen I receive [start v]\nset [player x v] to [0]\nset [player y v] to [0]\nset [_clone v] to [0]\nset [clones v] to [0]\nset [color v] effect to (0)\nshow\nforever\n broadcast (update v)\nend\n\n@Online Multiplayer Engine 2.0 by XShrunk\n\ndefine Init\ndelete all of [@players v]\ndelete all of [@ids v]\ndelete all of [@playeroffset v]\ndelete all of [#checkactive v]\ndelete all of [#checkvalue v]\ndelete all of [#cloudlist v]\ndelete all of [clouddata v]\nadd (join [=] (☁ Cloud1)) to [clouddata v]\nadd (join [=] (☁ Cloud2)) to [clouddata v]\nadd (join [=] (☁ Cloud3)) to [clouddata v]\nadd (join [=] (☁ Cloud4)) to [clouddata v]\nadd (join [=] (☁ Cloud5)) to [clouddata v]\nadd (join [=] (☁ Cloud6)) to [clouddata v]\nadd (join [=] (☁ Cloud7)) to [clouddata v]\nadd (join [=] (☁ Cloud8)) to [clouddata v]\nset [@id v] to (([floor v] of ((days since 2000) * (100000000)) ) mod (1000))\n\ndefine Process Cloud (id) (var)\nif <(var) = (item (id) of [clouddata v])> then\n stop [this script v]\nend\nreplace item (id) of [clouddata v] with (var)\nDecode (var)\nif <<(item (2) of [decoded v]) = (username)> and <(item (5) of [decoded v]) = (@ID)>> then\n stop [this script v]\nend\nFind Player (item (2) of [decoded v]) (item (5) of [decoded v])\nif <(~i) = [0]> then\n set [~i v] to (item # of [] in [@players v])\n if <(~i) = [0]> then\n New Player\n else\n replace item (~i) of [@players v] with (item (2) of [decoded v])\n replace item (~i) of [@ids v] with (item (5) of [decoded v])\n end\nend\nset [~j v] to [1]\nrepeat (length of [decoded v])\n replace item ((((~i) - (1)) * (&MaxElements)) + (~j)) of [#cloudlist v] with (item (~j) of [decoded v])\n change [~j v] by (1)\nend\n\ndefine Read Cloud\nProcess Cloud [1] (join [=] (☁ Cloud1))\nProcess Cloud [2] (join [=] (☁ Cloud2))\nProcess Cloud [3] (join [=] (☁ Cloud3))\nProcess Cloud [4] (join [=] (☁ Cloud4))\nProcess Cloud [5] (join [=] (☁ Cloud5))\nProcess Cloud [6] (join [=] (☁ Cloud6))\nProcess Cloud [7] (join [=] (☁ Cloud7))\nProcess Cloud [8] (join [=] (☁ Cloud8))\n\ndefine Decode (clouddata)\ndelete all of [decoded v]\nset [~temp v] to []\nset [~i v] to [2]\nrepeat (((length of (clouddata)) - (1)) / (2))\n switch costume to (join (letter (~i) of (clouddata)) (letter ((~i) + (1)) of (clouddata)))\n if <(costume [number v]) = [1]> then\n add (~temp) to [decoded v]\n set [~temp v] to []\n else\n set [~temp v] to (join (~temp) (costume [name v]))\n end\n change [~i v] by (2)\nend\n\ndefine Encode\nset [~temp v] to []\nset [~i v] to [1]\nrepeat (length of [#playerlist v])\n set [~j v] to [1]\n repeat (length of (item (~i) of [#playerlist v]))\n switch costume to (letter (~j) of (item (~i) of [#playerlist v]))\n if <(costume [number v]) < [10]> then\n set [~temp v] to (join (~temp) (join [0] (costume [number v])))\n else\n set [~temp v] to (join (~temp) (costume [number v]))\n end\n change [~j v] by (1)\n end\n set [~temp v] to (join (~temp) [01])\n change [~i v] by (1)\nend\n\ndefine SaveToCloud (playerid)\nSavePlayer\nEncode\nif <(playerid) < [6]> then\n if <(playerid) < [3]> then\n if <(playerid) = [1]> then\n set [☁ cloud1 v] to (~temp)\n else\n set [☁ cloud2 v] to (~temp)\n end\n else\n if <(playerid) = [3]> then\n set [☁ cloud3 v] to (~temp)\n else\n if <(playerid) = [4]> then\n set [☁ cloud4 v] to (~temp)\n else\n set [☁ cloud5 v] to (~temp)\n end\n end\n end\nelse\n if <(playerid) < [8]> then\n if <(playerid) = [6]> then\n set [☁ cloud6 v] to (~temp)\n else\n set [☁ cloud7 v] to (~temp)\n end\n else\n if <(playerid) = [8]> then\n set [☁ cloud8 v] to (~temp)\n end\n end\nend\n\nwhen I receive [update v]\nUpdatePlayersList [1]\nRead Cloud\nSaveToCloud (pick random (1) to (length of [clouddata v]))\nCountPlayers\nUpdatePlayersList [0]\n\ndefine CountPlayers\nset [#playersonline v] to [1]\nset [~i v] to [1]\nrepeat (length of [@players v])\n if <(item (~i) of [#checkactive v]) = [1]> then\n change [#playersonline v] by (1)\n end\n change [~i v] by (1)\nend\nif <(#PlayersOnline) > [1]> then\n hide\nelse\n if <(username) = []> then\n switch costume to (log in v)\n else\n if <(☁ Online) = [0]> then\n switch costume to (new v)\n else\n switch costume to (alone v)\n end\n end\n show\nend\ngo to [front v] layer\nif <(☁ Online) < [0]> then\n switch costume to (offline v)\n show\n stop [all v]\nend\nif <<not <(Version) = (☁ Online)>> and <(☁ Online) > [0]>> then\n switch costume to (update v)\n show\n stop [all v]\nend\n\nwhen I receive [init v]\nInit\n\ndefine UpdatePlayersList (first)\nif <(first) = [1]> then\n set [~c v] to [0]\n repeat (length of [@players v])\n if <not <<(item (((~c) * (&MaxElements)) + (2)) of [#cloudlist v]) = (username)> and <(item (((~c) * (&MaxElements)) + (5)) of [#cloudlist v]) = (@ID)>>> then\n if <(item ((~c) + (1)) of [@playeroffset v]) = [0]> then\n replace item ((~c) + (1)) of [#checkvalue v] with (item (((~c) * (&MaxElements)) + (1)) of [#cloudlist v])\n end\n replace item ((~c) + (1)) of [@playeroffset v] with ((item ((~c) + (1)) of [@playeroffset v]) + (1))\n end\n change [~c v] by (1)\n end\nelse\n set [~c v] to [0]\n repeat (length of [@players v])\n if <not <<(item (((~c) * (&MaxElements)) + (2)) of [#cloudlist v]) = (username)> and <(item (((~c) * (&MaxElements)) + (5)) of [#cloudlist v]) = (@ID)>>> then\n if <<not <(item ((~c) + (1)) of [#checkvalue v]) = (item (((~c) * (&MaxElements)) + (1)) of [#cloudlist v])>> or <(item ((~c) + (1)) of [@playeroffset v]) > [99]>> then\n if <<(item ((~c) + (1)) of [#checkvalue v]) = (item (((~c) * (&MaxElements)) + (1)) of [#cloudlist v])> or <(item (((~c) * (&MaxElements)) + (5)) of [#cloudlist v]) = [X]>> then\n replace item ((~c) + (1)) of [#checkactive v] with [0]\n replace item ((~c) + (1)) of [@players v] with []\n replace item ((~c) + (1)) of [@ids v] with []\n else\n replace item ((~c) + (1)) of [#checkactive v] with [1]\n end\n replace item ((~c) + (1)) of [@playeroffset v] with [0]\n end\n end\n change [~c v] by (1)\n end\nend\n\ndefine EmptyCloud\nset [☁ cloud1 v] to []\nwait (0.1) seconds\nset [☁ cloud2 v] to []\nwait (0.1) seconds\nset [☁ cloud3 v] to []\nwait (0.1) seconds\nset [☁ cloud4 v] to []\nwait (0.1) seconds\nset [☁ cloud5 v] to []\nwait (0.1) seconds\nset [☁ cloud6 v] to []\nwait (0.1) seconds\nset [☁ cloud7 v] to []\nwait (0.1) seconds\nset [☁ cloud8 v] to []\n\nwhen flag clicked\nhide\nset [last v] to [1]\nset [version v] to [1]\nif <(username) = [username]> then\n wait (0.1) seconds\n set [☁ online v] to (Version)\nend\nif <(#PlayersOnline) > [0]> then\n replace item (5) of [#playerlist v] with [X]\n repeat (10)\n SaveToCloud (pick random (1) to (length of [clouddata v]))\n end\nend\nset [#playersonline v] to [0]\n\ndefine SavePlayer\ndelete all of [#playerlist v]\nadd (~Tick) to [#playerlist v]\nadd (username) to [#playerlist v]\nadd ((round ((([x position v] of [hitbox v]) + (Scroll X)) * (10))) / (10)) to [#playerlist v]\nadd ((round ((([y position v] of [hitbox v]) + (Scroll Y)) * (10))) / (10)) to [#playerlist v]\nadd (@ID) to [#playerlist v]\n\nset [&maxelements v] to [5]\n\nset [☁ online v] to [0]\n\ndefine New Player\nadd (item (2) of [decoded v]) to [@players v]\nadd (item (5) of [decoded v]) to [@ids v]\nadd [0] to [@playeroffset v]\nadd [0] to [#checkactive v]\nadd [0] to [#checkvalue v]\nrepeat (&MaxElements)\n add [0] to [#cloudlist v]\nend\ncreate clone of (opponents v)\n\ndefine Find Player (name) (id)\nset [~i v] to [0]\nrepeat (length of [@players v])\n change [~i v] by (1)\n if <<(item (~i) of [@players v]) = (name)> and <(item (~i) of [@ids v]) = (id)>> then\n stop [this script v]\n end\nend\nset [~i v] to [0]\n\n@Player\n\nwhen flag clicked\nforever\n go to (hitbox v)\nend\n\nwhen flag clicked\nforever\n if <[-180] > (Scroll Y)> then\n broadcast (Kill v) and wait\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nset rotation style [left-right v]\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\nend\n\nwhen flag clicked\nif <touching color (#ff0000)?> then\n broadcast (Kill v) and wait\nend\n\nwhen I receive [game start v]\nforever\n play sound [Call to Adventur v] until done\nend\n\n@Sprite3\n\nwhen flag clicked\nshow\nclear graphic effects\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\n go to [front v] layer\nend\n\n@Sprite1\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n repeat until <(round (direction)) = [90]>\n turn right (((90) - (direction)) / (5)) degrees\n change [ghost v] effect by (-5)\n end\n point in direction (90)\n change [sequence v] by (1)\nend\nif <(costume [number v]) = [3]> then\n go to x: (0) y: (181)\n repeat until <(round (y position)) = [0]>\n clear graphic effects\n change y by ((y position) / (-3))\n end\n repeat (10)\n switch costume to (blank v)\n change size by ((size) * (0.4))\n switch costume to (dot v)\n end\n change [sequence v] by (1)\nend\nif <(costume [number v]) = [2]> then\n set [brightness v] effect to (0)\n change [sequence v] by (1)\n repeat (30)\n set [i v] to (((i) * (0.8)) + (((150) - (size)) * (0.3)))\n change size by (i)\n set y to (i)\n change [ghost v] effect by (-5)\n end\n wait until <(Sequence) = [44]>\n set [i v] to [0]\n repeat until <(i) > [15]>\n change y by (i)\n change x by ((i) * (4))\n change [i v] by (1)\n change [ghost v] effect by (i)\n turn right (i) degrees\n end\n change [sequence v] by (1)\nend\nif < (costume [name v]) contains [Particle]?> then\n go to x: (0) y: (0)\n clear graphic effects\n go [backward v] (1) layers\n repeat (30)\n change x by (i)\n change y by (i2)\n change [i2 v] by (-1)\n change [ghost v] effect by ((i2) * (-0.4))\n end\n change [sequence v] by (1)\n delete this clone\nend\nif <(costume [number v]) = [7]> then\n go to x: (0) y: (-1000)\n set [i2 v] to ((-300) + ((i) * (160)))\n repeat until <(round (y position)) = (i2)>\n change y by (((i2) - (y position)) / (3))\n change size by (((100) - (size)) / (3))\n change [ghost v] effect by (-8)\n end\n clear graphic effects\n set size to (100) %\n go to x: (0) y: (i2)\n change [sequence v] by (1)\nend\nif <(costume [number v]) = [8]> then\n set [brightness v] effect to (0)\n repeat (30)\n set [i v] to (((i) * (0.8)) + (((100) - (size)) * (0.3)))\n change size by (i)\n set y to (i)\n change [ghost v] effect by (-5)\n end\n change [sequence v] by (1)\nend\nforever\n if <(stop) = [5]> then\n delete this clone\n end\nend\n\ndefine Spam\nrepeat (30)\n set [i v] to ((pick random (-5) to (5)) * (2))\n set [i2 v] to (pick random (10) to (15))\n switch costume to (pick random (5) to (6))\n create clone of (_myself_ v)\nend\n\nwhen I receive [intro v]\nset [stop v] to [0]\nshow\ngo to [front v] layer\nset [sequence v] to [0]\nset volume to (100) %\nswitch costume to (bars v)\nset [brightness v] effect to (0)\nset [ghost v] effect to (100)\nset size to (100) %\npoint in direction (60)\ngo to x: (-200) y: (0)\nrepeat (6)\n create clone of (_myself_ v)\n change x by (80)\n wait () seconds\nend\ngo to x: (200) y: (0)\npoint in direction (120)\nset [brightness v] effect to (100)\nrepeat (6)\n create clone of (_myself_ v)\n change x by (-80)\n wait () seconds\nend\nwait until <(Sequence) = [12]>\nswitch costume to (dot v)\ncreate clone of (_myself_ v)\nwait until <(Sequence) = [13]>\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (oc v)\nset size to (0) %\ncreate clone of (_myself_ v)\nset size to (100) %\nwait until <(Sequence) = [14]>\nSpam\nwait until <(Sequence) = [45]>\nswitch costume to (white bars v)\nset size to (0) %\nset [i v] to [0]\nrepeat (3)\n change [i v] by (1)\n create clone of (_myself_ v)\n wait (0) seconds\nend\nwait until <(Sequence) = [48]>\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nwait until <(Sequence) = [49]>\nswitch costume to (bars v)\nset [brightness v] effect to (0)\nset size to (100) %\npoint in direction (60)\ngo to x: (-200) y: (0)\nrepeat (6)\n create clone of (_myself_ v)\n change x by (80)\n wait () seconds\nend\ngo to x: (200) y: (0)\npoint in direction (120)\nset [brightness v] effect to (100)\nrepeat (6)\n create clone of (_myself_ v)\n change x by (-80)\n wait () seconds\nend\nhide\nbroadcast (game start v)\nstop [other scripts in sprite v]\nset [stop v] to [5]\nbroadcast (manandefbsgi v)\n\nwhen I receive [intro v]\nplay sound [Tobu - Candyland pt II2 v] until done\n\nwhen flag clicked\nbroadcast (Intro v)\n\n@Lava\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nhide\nset [clone number v] to [1]\nrepeat (10)\n create clone of (_myself_ v)\n change [clone number v] by (1)\nend\n\nwhen I start as a clone\nshow\nswitch costume to (Clone Number)\nif <(Clone Number) = [1]> then\n set [x v] to [0]\n set [y v] to [-100]\nend\nif <(Clone Number) = [2]> then\n set [x v] to [500]\n set [y v] to [0]\nend\nif <(Clone Number) = [3]> then\n set [x v] to [1000]\n set [y v] to [100]\nend\nif <(Clone Number) = [4]> then\n set [x v] to [1900]\n set [y v] to [100]\nend\nif <(Clone Number) = [5]> then\n set [x v] to [2800]\n set [y v] to [100]\nend\nif <(Clone Number) = [6]> then\n set [x v] to [3300]\n set [y v] to [100]\nend\nif <(Clone Number) = [7]> then\n set [x v] to [4200]\n set [y v] to [50]\nend\nforever\n Position ((x) - (Scroll X)) ((y) - (Scroll Y))\nend\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\nif <(Clone Number) = []> then\n set [x v] to []\n set [y v] to []\nend\n\n@Hitbox\n\nwhen flag clicked\nforever\n if <touching (lava v)?> then\n broadcast (Kill v) and wait\n end\nend\n\nwhen flag clicked\nerase all\nset [ghost v] effect to (100)\nset [x vel v] to [0]\nset [walljumping v] to [False]\nset [y vel v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [100]\nset [in air v] to [3]\nforever\n set [player x v] to ((Scroll X) + (y position))\n set [player y v] to ((Scroll Y) + (x position))\n if <touching (moving platform v)?> then\n if <(Player X) > (TMPX)> then\n change [x vel v] by (MPXVEL)\n end\n if <(PLayer Y) > (TMPY)> then\n change [y vel v] by (MPYVEL)\n end\n else\n set [mpxvel v] to [0]\n set [mpyvel v] to [0]\n end\n switch costume to (hitbox v)\n point in direction (90)\n change [y vel v] by (-1)\n change y by (Y Vel)\n Detect <(Y Vel) > [0]>\n change [x vel v] by ((<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) * (2))\n set [x vel v] to ((X Vel) * (0.85))\n change x by (X Vel)\n Wall\n Scroll\n if <<key (up arrow v) pressed?> and <(In air) < [2]>> then\n set [y vel v] to [12]\n end\n broadcast (Move Platforms v)\nend\n\ndefine Scroll\nchange x by ((0) - (round ((x position) / (10))))\nchange y by ((0) - (round ((y position) / (10))))\nchange [scroll x v] by (round ((x position) / (10)))\nchange [scroll y v] by (round ((y position) / (10)))\n\ndefine Detect <up or down>\npoint in direction (90)\nchange [in air v] by (1)\nrepeat until <not <touching (platform v)?>>\n if <up or down> then\n change y by (-1)\n else\n change y by (1)\n set [in air v] to [0]\n end\n set [y vel v] to [0]\nend\nrepeat until <not <touching (moving platform v)?>>\n if <up or down> then\n change y by (-1)\n else\n change y by (1)\n set [in air v] to [0]\n end\n set [y vel v] to [0]\nend\n\ndefine Wall\npoint in direction (90)\nset [touching wall? v] to [0]\nset [walljumping v] to [False]\nrepeat until <<<not <touching (platform v)?>> and <not <touching (moving platform v)?>>> or <(Touching Wall?) = [11]>>\n change y by (1)\n change [touching wall? v] by (1)\nend\nif <(Touching Wall?) = [11]> then\n change x by ((0) - (X Vel))\n change y by (-11)\n if <key (up arrow v) pressed?> then\n set [walljumping v] to [True]\n set [y vel v] to [10]\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 set [walljumping v] to [False]\n end\nend\n\nwhen flag clicked\nforever\n Touching PLatform?\nend\n\ndefine Touching PLatform?\nchange y by (-10)\nif <touching (platform v)?> then\n set [touching platform? v] to [True]\nelse\n set [touching platform? v] to [False]\nend\nchange y by (10)\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n broadcast (Kill v)\n end\nend\n\n@Platform\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nhide\nset [clone number v] to [1]\nrepeat (11)\n create clone of (_myself_ v)\n change [clone number v] by (1)\nend\n\nwhen I start as a clone\nshow\nswitch costume to (Clone Number)\nif <(Clone Number) = [1]> then\n set [x v] to [0]\n set [y v] to [-100]\nend\nif <(Clone Number) = [2]> then\n set [x v] to [500]\n set [y v] to [0]\nend\nif <(Clone Number) = [3]> then\n set [x v] to [1000]\n set [y v] to [100]\nend\nif <(Clone Number) = [4]> then\n set [x v] to [1900]\n set [y v] to [100]\nend\nif <(Clone Number) = [5]> then\n set [x v] to [2800]\n set [y v] to [100]\nend\nif <(Clone Number) = [6]> then\n set [x v] to [3300]\n set [y v] to [100]\nend\nif <(Clone Number) = [7]> then\n set [x v] to [4200]\n set [y v] to [50]\nend\nif <(Clone Number) = [8]> then\n set [x v] to [4200]\n set [y v] to [500]\nend\nif <(Clone Number) = [9]> then\n set [x v] to [4200]\n set [y v] to [650]\nend\nif <(Clone Number) = [10]> then\n set [x v] to [4200]\n set [y v] to [1000]\nend\nif <(Clone Number) = [11]> then\n set [x v] to [4800]\n set [y v] to [1250]\nend\nforever\n Position ((x) - (Scroll X)) ((y) - (Scroll Y))\nend\n\n@Kill\n\nwhen I receive [kill v]\nswitch costume to (costume1 v)\ngo to [front v] layer\nclear graphic effects\nshow\nset [scroll x v] to [0]\nset [scroll y v] to [400]\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [kill v]\nplay sound [Die v] until done\n\n@Sprite2\n\nwhen flag clicked\nshow\ngo to [front v] layer\n\nwhen I receive [manandefbsgi v]\nhide\n\n
So, I accidentally hit unshare, and I don't want to reshare, so pls love and fave this version.\n\n[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]\n[][][][][][][][][][] WARNING - YOU CAN'T SWIM!!!! [][][][][][][][][][]\n[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]\n\nFirst, a note from me: I am sorry it is so short. I wanted to experiment with the code and make more levels, but I was pressed for time. The next scrolling platformer I do, however, will have multiple levels!\n\n-------------------Viking - A Scrolling Platformer--------------------\n\nINSTRUCTIONS:\n\n> Arrow keys to move\n\n> Avoid spikes and water\n\n> Have fun!\n\nOTHERS:\n\nI spent a long time on this, so please smack the heart and star. And then go to my profile and click the big blue button that says 'follow'. Thanks!\n\nI didn't use pen. I just added it by accident and now I can't figure out how to remove it. =)\n\nYou can't actually 'win' but you can get to the spot where it says you won. I did this so you can explore the game more. Also, the reason the boat is flying is because I was too lazy to make steps leading to the ground. =P\n\n |\nGo down pls! |\n V\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nCan we get this on trending? Again . . .
Sunset Journey || A Scrolling Platformer #games #music #art #all
@Stage\n\n@Boost\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 [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 switch costume to (costume1 v)\nelse\n if <(level) = [2]> then\n switch costume to (level 2 1 v)\n clone at x [480] y [0]\n clone at x [480] y [0]\n add (☁ World Highscore) to [leaderboard v]\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n switch costume to (costume1 v)\n else\n if <(level) = [3]> then\n switch costume to (level 3 1 v)\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n switch costume to (costume1 v)\n else\n if <(level) = [4]> then\n switch costume to (level 4 1 v)\n clone at x [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 switch costume to (costume1 v)\n else\n if <(level) = [5]> then\n switch costume to (level 5 1 v)\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n switch costume to (costume1 v)\n else\n switch costume to (end v)\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x (x) y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\npoint in direction (90)\n\n@Text and decor\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\nset [hearts v] to [3]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (level 1 1 v)\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [100]\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n switch costume to (costume1 v)\nelse\n switch costume to (end v)\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x (x) y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\npoint in direction (90)\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]\nif <(level) = [1]> then\n switch costume to (level 1 1 v)\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [200]\n clone at x [480] y [0]\n switch costume to (costume1 v)\nelse\n switch costume to (end v)\nend\n\nif <(level) = [2]> then\n switch costume to (level 2 1 v)\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n switch costume to (costume1 v)\nelse\n if <(level) = [3]> then\n switch costume to (level 3 1 v)\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n switch costume to (costume1 v)\n else\n if <(level) = [4]> then\n switch costume to (level 4 1 v)\n clone at x [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 switch costume to (costume1 v)\n else\n if <(level) = [5]> then\n switch costume to (level 5 1 v)\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n clone at x [480] y [0]\n switch costume to (costume1 v)\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x (x) y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\npoint in direction (90)\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n wait (pick random (40) to (50)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\n@Lag Control\n\n@Sprite2\n\nwhen I receive [commence thee project v]\nwait (0.5) seconds\nshow\npoint in direction (90)\nswitch costume to (costume1 v)\ngo to [front v] layer\nforever\n repeat (5)\n turn right (3) degrees\n wait (0.01) seconds\n end\n repeat (10)\n turn left (3) degrees\n wait (0.01) seconds\n end\n repeat (5)\n turn right (3) degrees\n wait (0.01) seconds\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (11)\n\nwhen I receive [play game v]\nhide\nstop [other scripts in sprite v]\n\n@Play Game\n\nwhen flag clicked\npoint in direction (90)\nforever\n change y by (([cos v] of ((timer) * (200)) ) * (1))\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-76)\ngo to [front v] layer\nswitch costume to (costume3 v)\n\nwhen I receive [commence thee project v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume3 v)\n end\nend\n\nwhen this sprite clicked\nstart sound [Connect v]\nbroadcast (play game v)\nhide\n\nwhen flag clicked\nset size to (100) %\n\nwhen I receive [play game v]\nhide\n\n@Music\n\nwhen I receive [commence thee project v]\nset volume to (100) %\nchange volume by (-30)\nforever\n play sound [Varexito, Exlo & Almebo - Melodic Hills v] until done\nend\n\nwhen flag clicked\nhide\ngo to x: (-170) y: (-80)\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen flag clicked\nset size to (100) %\n\nwhen I receive [play game v]\nhide\n\nwhen this sprite clicked\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\n\n@portal\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (Stop timer v)\n end\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\nif <<(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 [6670] y [0]\nelse\n if <(level) = [2]> then\n switch costume to (open v)\n clone at x [2000] y [130]\n else\n if <(level) = [3]> then\n switch costume to (open v)\n clone at x [1700] y [60]\n else\n if <(level) = [4]> then\n switch costume to (open v)\n clone at x [2000] y [80]\n else\n if <(level) = [5]> then\n switch costume to (open v)\n clone at x [2000] y [80]\n else\n switch costume to (closd v)\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x (x) y (y)\nset [x v] to (x)\nset [y v] to (y)\n\n@Platforms\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [intro done v]\nshow\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 [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 [50]\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 switch costume to (costume1 v)\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x (x) y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\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@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 (600)\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 (30)\nend\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (3) layers\n\nwhen I receive [commence thee project 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@Collectables\n\nwhen flag clicked\npoint in direction (90)\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 [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 switch costume to (costume1 v)\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x (x) y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nset [coin collected v] to [0]\npoint in direction (90)\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n if <not <<(costume [name v]) = [level 1 8]> or <<(costume [name v]) = [level 1 7]> or <(costume [name v]) = [level 1 5]>>>> then\n start sound [Collect v]\n change [coin collected v] by (1)\n delete this clone\n else\n if <(costume [name v]) = [level 1 8]> then\n start sound [Coin v]\n if <not <(hearts) = [3]>> then\n change [hearts v] by (1)\n delete this clone\n else\n delete this clone\n end\n else\n if <<(costume [name v]) = [level 1 5]> or <(costume [name v]) = [level 1 7]>> then\n change [coin collected v] by (2)\n start sound [Pew v]\n delete this clone\n end\n end\n end\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide variable [coin collected v]\nhide\ngo to x: (-198) y: (-154)\n\nwhen I receive [play game v]\nshow variable [coin collected v]\ngo to [front v] layer\nshow\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (chat button2 v)\n else\n switch costume to (chat button v)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Shop Open v)\n end\nend\n\nwhen I start as a clone\nswitch costume to (chat button3 v)\ngo to x: (150) y: (-154)\n\n@Intro\n\ndefine Clone Particles\nset [clone id v] to [Particle]\nrepeat (75)\n create clone of (_myself_ v)\n turn right (15) degrees\nend\npoint in direction (90)\n\ndefine Clone Row of Boxes\nset [brightness v] effect to (10)\nrepeat (9)\n create clone of (_myself_ v)\n change [var 2 v] by (-1)\n change [brightness v] effect by (-2)\nend\n\ndefine Bounce with (bounciness) , (speed) and (finishing size)\nset [var 1 v] to [0]\nrepeat until <<(finishing size) = (size)> and <(Var 1) = (size)>>\n set [var 2 v] to (((Var 2) * ((bounciness) / (100))) + (((finishing size) - (size)) * ((speed) / (20))))\n set [var 1 v] to (size)\n change size by (Var 2)\nend\nset size to (finishing size) %\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed) (size)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\n change size by (((size) - (size)) / (speed))\nend\ngo to x: (x) y: (y)\nrepeat until <(round (size)) = (round (size))>\n change size by (((size) - (size)) / (speed))\nend\nset size to (size) %\n\ndefine Type: System (text) (x) (y) (size) (color) (brightness) (speed)\nswitch costume to (master v)\nhide\ngo to x: (x) y: (y)\nset size to (size) %\nset [# v] to [1]\nset [color v] effect to (color)\nset [brightness v] effect to (brightness)\nset [length v] to (length of (text))\nrepeat (length of (text))\n if <(letter (#) of (text)) > [ ]> then\n switch costume to (letter (#) of (text))\n create clone of (_myself_ v)\n change x by ((size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n else\n switch costume to ( v)\n create clone of (_myself_ v)\n change x by ((size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n end\n wait (speed) seconds\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Letter]> then\n wait until <(timer) > [0.5]>\n wait ((#) / (Length)) seconds\n show\n set [x v] to (x position)\n set [y v] to (y position)\n go to [front v] layer\n set size to (0) %\n go to x: (0) y: (0)\n Smooth Glide x: (X) y: (Y) speed: (5) (Size)\n wait until <(timer) > [1.9]>\n wait ((#) / ((Length) * (2))) seconds\n set [var 1 v] to ((size) / (10))\n repeat (30)\n Change Size By: (Var 1)\n change y by (Var 1)\n change [var 1 v] by ((0) - ((size) / (100)))\n change [ghost v] effect by (2)\n end\n delete this clone\nend\nif <(Clone ID) = [Box]> then\n set [color v] effect to (0)\n point in direction (180)\n switch costume to (box v)\n set [ghost v] effect to (50)\n set size to (15) %\n show\n go to [back v] layer\n go to x: ((Var 1) * (40)) y: ((Var 2) * (40))\n repeat until <(size) > [89]>\n change size by (((91) - (size)) / (10))\n turn right (((180) - (direction)) / (10)) degrees\n change [ghost v] effect by (-5)\n end\n set size to (90) %\n set [ghost v] effect to (0)\n wait until <(timer) > [3.5]>\n set [brightness v] effect to (0)\n repeat (20)\n turn right (5) degrees\n change size by (-5)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen flag clicked\nreset timer\nset [username v] to [Firedrake712]\nset [clone id v] to [Back 2]\ncreate clone of (_myself_ v)\nSetup Lists\nType (Username) [-200] [0] [200] [115] [100] [0]\nstart sound [Tobu - Candyland pt II2 v]\nreset timer\nset [clone id v] to [Box]\nset [var 1 v] to [-6]\nrepeat (13)\n set [var 2 v] to [4]\n Clone Row of Boxes\n change [var 1 v] by (1)\nend\nwait (1) seconds\nset [clone id v] to [Logo]\ncreate clone of (_myself_ v)\nset [clone id v] to [Back]\ncreate clone of (_myself_ v)\nset [clone id v] to [Hider 1]\ncreate clone of (_myself_ v)\nset [clone id v] to [Hider 2]\ncreate clone of (_myself_ v)\nwait until <(timer) > [4]>\nClone Particles\nwait until <(timer) > [5.7]>\nClone Particles\nwait until <(timer) > [8.5]>\nbroadcast (Commence THEE project v)\n\ndefine Setup Lists\ndelete all of [character widths v]\ndelete all of [characters v]\nadd [thing] to [character widths v]\nadd [29] to [character widths v]\nadd [24] to [character widths v]\nadd [28] to [character widths v]\nadd [27] to [character widths v]\nadd [24] to [character widths v]\nadd [24] to [character widths v]\nadd [28] to [character widths v]\nadd [28] to [character widths v]\nadd [7] to [character widths v]\nadd [21] to [character widths v]\nadd [22] to [character widths v]\nadd [22] to [character widths v]\nadd [34] to [character widths v]\nadd [27] to [character widths v]\nadd [34] to [character widths v]\nadd [22] to [character widths v]\nadd [34] to [character widths v]\nadd [21] to [character widths v]\nadd [23] to [character widths v]\nadd [27] to [character widths v]\nadd [27] to [character widths v]\nadd [29] to [character widths v]\nadd [38] to [character widths v]\nadd [26] to [character widths v]\nadd [27] to [character widths v]\nadd [27] to [character widths v]\nadd [11] to [character widths v]\nadd [20] to [character widths v]\nadd [21] to [character widths v]\nadd [25] to [character widths v]\nadd [21] to [character widths v]\nadd [20] to [character widths v]\nadd [21] to [character widths v]\nadd [20] to [character widths v]\nadd [20] to [character widths v]\nadd [20] to [character widths v]\nadd [14] to [character widths v]\nadd [25] to [character widths v]\nadd [15] to [character widths v]\nadd [10] to [character widths v]\nadd [24] to [character widths v]\nadd [24] to [character widths v]\nadd [20] to [character widths v]\nadd [24] to [character widths v]\nadd [22] to [character widths v]\nadd [16] to [character widths v]\nadd [24] to [character widths v]\nadd [22] to [character widths v]\nadd [10] to [character widths v]\nadd [14] to [character widths v]\nadd [18] to [character widths v]\nadd [9] to [character widths v]\nadd [33] to [character widths v]\nadd [22] to [character widths v]\nadd [24] to [character widths v]\nadd [24] to [character widths v]\nadd [24] to [character widths v]\nadd [15] to [character widths v]\nadd [19] to [character widths v]\nadd [16] to [character widths v]\nadd [22] to [character widths v]\nadd [22] to [character widths v]\nadd [30] to [character widths v]\nadd [20] to [character widths v]\nadd [23] to [character widths v]\nadd [20] to [character widths v]\nswitch costume to (a v)\nrepeat (66)\n add (costume [name v]) to [characters v]\n next costume\nend\n\ndefine Change Size By: (size)\nchange size by (size)\nchange x by ((0) - ((size) / (20)))\n\ndefine Find Size (text) (size)\nset [size v] to (size)\nset [width v] to [1]\nset [# v] to [1]\nrepeat (length of (text))\n if <(letter (#) of (text)) > [ ]> then\n switch costume to (letter (#) of (text))\n change [width v] by ((Size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n else\n switch costume to ( v)\n change [width v] by ((Size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n end\nend\nif <(Width) > [400]> then\n change [size v] by (-1)\nend\nif <(Width) < [390]> then\n change [size v] by (1)\nend\nrepeat until <<<(Width) < [400]> and <(Width) > [389]>> or <(Size) > [300]>>\n set [width v] to [0]\n set [# v] to [1]\n repeat (length of (text))\n if <(letter (#) of (text)) > [ ]> then\n switch costume to (letter (#) of (text))\n change [width v] by ((Size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n else\n switch costume to ( v)\n change [width v] by ((Size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n end\n end\n if <(Width) > [400]> then\n change [size v] by (-1)\n end\n if <(Width) < [390]> then\n change [size v] by (1)\n end\n if <(Size) > [301]> then\n set [size v] to [290]\n end\nend\nset [x v] to ((0) - ((Width) / (2)))\n\ndefine Type (text) (x) (y) (size) (color) (brightness) (speed)\nset [clone id v] to [Letter]\nif <(length of (text)) > [20]> then\n Find Size [Username Too Long] (size)\n Type: System [Username Too Long] (X) (y) (Size) (color) (brightness) (speed)\nelse\n Find Size (text) (size)\n Type: System (text) (X) (y) (Size) (color) (brightness) (speed)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Logo]> then\n wait until <(timer) > [4]>\n go to [front v] layer\n clear graphic effects\n switch costume to (logo v)\n show\n go to x: (0) y: (0)\n set size to (0) %\n Bounce with (65) , (20) and (90)\n wait until <(timer) > [5.7]>\n set [var 1 v] to [10]\n repeat (27)\n change size by (Var 1)\n change [var 1 v] by (-1)\n end\n delete this clone\nend\nif <(Clone ID) = [Back]> then\n go to [back v] layer\n show\n go to x: (0) y: (0)\n set size to (100) %\n switch costume to (landscape v)\n clear graphic effects\n repeat until <(timer) > [8]>\n set x to (([cos v] of ((timer) * (200)) ) * (50))\n end\n delete this clone\nend\nif <(Clone ID) = [Back 2]> then\n go to [back v] layer\n show\n go to x: (0) y: (0)\n set size to (100) %\n switch costume to (back2 v)\n clear graphic effects\n repeat until <(timer) > [8]>\n go to [back v] layer\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Particle]> then\n switch costume to (particle v)\n clear graphic effects\n set size to (100) %\n go to x: (0) y: (0)\n set [color v] effect to (pick random (0) to (30))\n go to [front v] layer\n go [backward v] (10) layers\n set [var 1 v] to (pick random (10) to (15))\n set [var 2 v] to (pick random (2) to (7))\n turn right (pick random (-10) to (10)) degrees\n show\n repeat until <touching (_edge_ v)?>\n move (Var 1) steps\n change y by (Var 2)\n change [var 2 v] by (-0.4)\n set [var 1 v] to ((Var 1) * (0.95))\n end\n repeat (10)\n move (Var 1) steps\n change y by (Var 2)\n change [var 2 v] by (-0.4)\n set [var 1 v] to ((Var 1) * (0.95))\n change [ghost v] effect by (10)\n end\n hide\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Hider 1]> then\n wait until <(timer) > [7]>\n go to [front v] layer\n point in direction (105)\n show\n go to x: (300) y: (0)\n set size to (100) %\n switch costume to (hider 2 v)\n clear graphic effects\n repeat until <<(round (x position)) = [0]> and <(round (y position)) = [0]>>\n change x by (((0) - (round (x position))) / (5))\n change y by (((0) - (round (y position))) / (5))\n end\n go to x: (0) y: (0)\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\nif <(Clone ID) = [Hider 2]> then\n wait until <(timer) > [7]>\n go to [front v] layer\n point in direction (105)\n show\n go to x: (-300) y: (0)\n set size to (100) %\n switch costume to (hider 1 v)\n clear graphic effects\n repeat until <<(round (x position)) = [0]> and <(round (y position)) = [0]>>\n change x by (((0) - (round (x position))) / (5))\n change y by (((0) - (round (y position))) / (5))\n end\n go to x: (0) y: (0)\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\n@Shop Open\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [shop open v]\nswitch costume to (costume1 v)\nshow\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n hide\n end\nend\n\n@Buttons\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset [jump_boost v] to [0]\ngo to x: (49) y: (17)\nhide\ngo to [front v] layer\n\nwhen I receive [shop open v]\nshow\nwait (0.01) seconds\ngo to [front v] layer\nforever\n if <<<(Coin collected) > [3]> or <(Coin collected) = [3]>> and <<<mouse down?> and <touching (mouse-pointer v)?>> and <not <(costume [name v]) = [bought]>>>> then\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n start sound [Tada v]\n set [jump_boost v] to [True]\n switch costume to (bought v)\n change [coin collected v] by (-3)\n else\n if <<<(Coin collected) < [3]> and <not <(costume [name v]) = [bought]>>> and <<mouse down?> and <touching (mouse-pointer v)?>>> then\n say [You don't have enough coins!] for (0.5) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n hide\n end\nend\n\n@player\n\nwhen flag clicked\nset [danger nogood v] to [0]\nset [hearts v] to [3]\nforever\n if <<touching (danger v)?> and <(Immunity) = [0]>> then\n set [danger nogood v] to [1]\n start sound [Crunch v]\n repeat (2)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\n end\n set [danger nogood v] to [0]\n wait until <not <touching (danger v)?>>\n change [hearts v] by (-1)\n end\n if <(hearts) = [-1]> then\n wait (2) seconds\n set [hearts v] to [3]\n end\nend\n\nwhen flag clicked\nbroadcast (Green flag v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [back v] layer\n\nwhen I receive [play game v]\nset [hearts v] to [3]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(exit) > []>\n Tick\n broadcast (Tick v)\n end\n if <(exit) = [win]> then\n start sound [Magic Spell v]\n game - win\n broadcast (next level v) and wait\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 [player: sy v] to [0]\nset [player: in air v] to [0]\nset [exit v] to []\nset size to (60) %\nset [ghost v] effect to (0)\npoint in direction (90)\nswitch costume to (player v)\nshow\n\ndefine Tick\nif <<key (w v) pressed?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>> then\n switch costume to (player6 v)\nend\nif <<not <(danger nogood) = [1]>> and <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n switch costume to (player2 v)\n change player x by [-8]\nend\nif <touching (bouncy v)?> then\n if <(player: in air) < [4]> then\n start sound [Boing v]\n set [player: sy v] to [30]\n end\nend\nif <touching (boost v)?> then\n if <(player: in air) < [4]> then\n change player x by [40]\n start sound [High Whoosh v]\n end\nend\nif <<not <(danger nogood) = [1]>> and <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (player v)\n change player x by [8]\nend\nif <<key (down arrow v) pressed?> and <touching (boost v)?>> then\n switch costume to (player v)\n repeat until <not <<key (down arrow v) pressed?> and <touching (boost v)?>>>\n change player x by [15]\n end\nend\nif <<key (left arrow v) pressed?> and <key (up arrow v) pressed?>> then\n switch costume to (player3 v)\nend\nif <<key (right arrow v) pressed?> and <key (up arrow v) pressed?>> then\n switch costume to (player4 v)\nend\nif <<not <(danger nogood) = [1]>> and <<key (w v) pressed?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>>> then\n if <(player: in air) < [4]> then\n set [player: sy v] to [17]\n if <<(Jump_Boost) = [true]> and <<key (w v) pressed?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>>> then\n set [player: sy v] to [19]\n end\n end\nend\nchange [player: sy v] by (-2)\nchange player y by (player: 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 [player: 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 [player: in air v] to [0]\n end\n position\n set [player: 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 until <not <touching (platforms v)?>>\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 <(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 [Disconnect v]\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (.5) seconds\n\ndefine test-die\nif <<<(hearts) = [0]> and <touching (danger v)?>> and <not <(Immunity) = [True]>>> then\n set [exit v] to [die]\nend\n\ndefine game - win\nrepeat (50)\n point towards (portal v)\n turn right (60) degrees\n move ((distance to [portal v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\nwhen I receive [commence thee project v]\ngo to [front v] layer\n\nwhen flag clicked\nset volume to (100) %\nswitch costume to (player5 v)\nforever\n if <not <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or <<touching (portal v)?> or <key (left arrow v) pressed?>>>>> then\n set size to (60) %\n switch costume to (player5 v)\n end\nend\n\nwhen I receive [stop timer v]\nhide\nset volume to (0) %\nstop all sounds\n\n@Hearts\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (heart 4 v)\ngo to x: (-214) y: (158)\nhide\nforever\n if <(hearts) = [3]> then\n switch costume to (heart 4 v)\n else\n if <(hearts) = [2]> then\n switch costume to (heart 3 v)\n else\n if <(hearts) = [1]> then\n switch costume to (heart 2 v)\n else\n if <(hearts) = [0]> then\n switch costume to (heart 1 v)\n end\n end\n end\n end\nend\n\nwhen I receive [play game v]\nshow\ngo to [front v] layer\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 [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 switch costume to (costume1 v)\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x (x) y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\npoint in direction (90)\n\n@blossoms\n\nwhen flag clicked\nhide\n\nwhen I receive [commence thee project v]\nforever\n wait (.2) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\ngo to x: (230) y: (pick random (-200) to (200))\npoint in direction (pick random (-105) to (-75))\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (-25)\nend\nrepeat until <(x position) < [-230]>\n move (10) steps\nend\nrepeat (5)\n change [ghost v] effect by (25)\nend\ndelete this clone\n\n@Buttons2\n\nwhen I receive [shop open v]\nshow\nwait (0.01) seconds\ngo to [front v] layer\nforever\n if <key (space v) pressed?> then\n hide\n end\n if <<<(Coin collected) > [5]> or <(Coin collected) = [5]>> and <<mouse down?> and <touching (mouse-pointer v)?>>> then\n broadcast (Immunity v)\n change [coin collected v] by (-5)\n else\n if <<<(Coin collected) < [5]> and <<mouse down?> and <touching (mouse-pointer v)?>>> and <not <(Immunity) = [True]>>> then\n say [You don't have enough coins!] for (0.5) seconds\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset [jump_boost v] to [0]\nset [immunity v] to [0]\ngo to x: (49) y: (-67)\nhide\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n hide\n end\nend\n\n@Variable stuffs\n\nwhen I receive [stop timer v]\nset [timerstop v] to [1]\nshow variable [timer v]\nshow variable [☁ world highscore v]\nhide variable [coin collected v]\nshow variable [☁ crh v]\n\nwhen I receive [play game v]\nset [timer v] to [0]\nrepeat until <(Timerstop) = [1]>\n wait (1) seconds\n change [timer v] by (1)\nend\n\nwhen I receive [stop timer v]\nif <(☁ World Highscore) > (TIMER)> then\n set [☁ world highscore v] to ((TIMER) + (1))\n set [☁ crh v] to (username)\nend\n\nwhen flag clicked\nhide variable [☁ world highscore v]\nhide variable [☁ crh v]\nhide variable [timer v]\nset [timerstop v] to [0]\nhide variable [danger nogood v]\nhide variable [immunity v]\nhide variable [hearts v]\nhide\n\n@animation\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nif <(costume [name v]) = [bird1]> then\n forever\n set size to (60) %\n go to x: (-150) y: (0)\n repeat (4)\n bird inamation\n switch costume to (bird2 v)\n bird inamation\n switch costume to (bird1 v)\n end\n repeat (6)\n bird outamation\n switch costume to (bird2 v)\n bird outamation\n switch costume to (bird1 v)\n end\n repeat (20)\n change [ghost v] effect by (5)\n change x by (2)\n end\n wait (3) seconds\n end\nend\n\ndefine motion, repeat: (n1) size: (n2)\nrepeat (n1)\n change size by (n2)\n change [ghost v] effect by (-5)\nend\n\ndefine bird inamation\nrepeat (10)\n change size by (1)\n change x by (1)\n change [ghost v] effect by (-2)\nend\n\ndefine bird outamation\nrepeat (10)\n change x by (2)\n change y by (0.2)\nend\ngo to [back v] layer\n\ndefine squirel animation (direction) (move)\npoint in direction (direction)\nrepeat (5)\n change x by (move)\n change y by (1)\nend\nrepeat (5)\n change x by (move)\n change y by (-1)\nend\nwait (3) seconds\n\nwhen flag clicked\nhide\n\nwhen I receive [commence thee project v]\nwait (1) seconds\nswitch costume to (bird1 v)\ncreate clone of (_myself_ v)\n\n@Sprite3\n\nwhen flag clicked\nset size to (100) %\n\nwhen flag clicked\nhide\ngo to x: (30) y: (-50)\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen I receive [commence thee project v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nhide variable [code v]\nset [code v] to [0]\npoint in direction (90)\nwait (1) seconds\nforever\n change y by (([cos v] of ((timer) * (200)) ) * (2))\nend\n\nwhen this sprite clicked\ngo to [front v] layer\nask [What code do you have?] and wait\nif <<(answer) = [78sljSiek2]> and <not <(CODE) = [True]>>> then\n say [Congradulations! You have earned 3 coins!] for (2) seconds\n change [coin collected v] by (3)\n set [code v] to [TRUE]\nelse\n if <<(answer) = [fjw92u3hf892d]> and <(username) = [Firedrake712]>> then\n say [Welcome back master. I have added 100 coins to your inventory and turned on immunity for you sir. ] for (3) seconds\n change [coin collected v] by (100)\n set [immunity v] to [True]\n else\n if <<(answer) = [78sljSiek2]> and <(CODE) = [True]>> then\n say [You have already used that code!] for (2) seconds\n else\n say [Sorry, that is wrong :\(] for (1) seconds\n end\n end\nend\n\nbroadcast (play game v)\nbroadcast (play game v)\nhide\nhide\n\nwhen I receive [play game v]\nhide\n\n@@You_Win\n\nwhen I receive [stop timer v]\nshow\nset [ghost v] effect to (80)\ngo to x: (0) y: (0)\nshow\nswitch costume to (blank v)\nset size to (150) %\nswitch costume to (win screen v)\nrepeat (80)\n go [forward v] (100) layers\n go to [front v] layer\n switch costume to (blank v)\n switch costume to (win screen v)\n change [ghost v] effect by (-5)\n change size by (((100) - (size)) / (40))\n set x to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\n set y to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\nend\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\n@Buttons3\n\nwhen flag clicked\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: (5) y: (125)\nswitch costume to (costume23 v)\nshow\nforever\n repeat until <(costume [name v]) = [costume32]>\n wait (1) seconds\n next costume\n if <(costume [name v]) = [costume32]> then\n wait (1) seconds\n hide\n delete this clone\n end\n end\nend\n\nwhen I receive [immunity v]\ncreate clone of (_myself_ v)\nset [immunity v] to [True]\nwait (11) seconds\nset [immunity v] to [0]\n\n
A like, fave, or follow would be greatly appreciated. :)\n\nNew Game! Scratch Bounce!\nhttps://scratch.mit.edu/projects/476662594/\n\n✦ Sunset Journey ✦ || A Scrolling Platformer\n------------------------------------------------------------\nControls: Use your favorite keys to play!\nUp arrow/Space/W - Jump\nRight Arrow/D - Move Right\nLeft Arrow/A - Move Left\nCollectables:\nNormal coins give you 1 coin\nF712 coins give you 2 coins\nHearts give you 1 heart\n\nNote:\nWhen the game lags, glitches could happen. \n
GrassLands a platformer
@Stage\n\n@Blank\n\n@Level\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Player2\n\nwhen flag clicked\ngo to x: (-214) y: (-80)\nshow\nset [skips v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nset [level v] to [1]\npoint in direction (90)\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x 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 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 (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 [12]\n start sound [Jump 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 start sound [Jump v]\n set [y v] to [12]\n end\n change y by (1)\n if <touching (danger! v)?> then\n go to x: (-214) y: (-80)\n end\n if <(x position) > [222]> then\n broadcast (Next Level v)\n go to x: (-214) y: (-80)\n change [level v] by (1)\n end\n if <touching (bouncy! v)?> then\n set [y v] to [25]\n end\nend\n\nwhen I receive [skipped v]\ngo to x: (-214) y: (-80)\nchange [level v] by (1)\nchange [skips v] by (1)\n\nwhen I receive [next level v]\ngo to x: (-214) y: (-80)\n\n@Danger!\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume3 v)\nforever\n go to [back v] layer\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Bouncy!\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume1 v)\ngo to [front v] layer\n\nwhen I receive [next level v]\nnext costume\n\n@Easter Egg\n\nif <(CloneID) = [0]> then\n if then\n set [digit v] to [0]\n set [~add v] to [0]\n set [~enum v] to [0]\n set [~esqrd v] to [0]\n set [~int v] to [0]\n set [~mul v] to [0]\n set [~total v] to [0]\n set [#nps v] to [0]\n show variable [~add v]\n show variable [~enum v]\n show variable [~esqrd v]\n show variable [~int v]\n show variable [~mul v]\n show variable [~total v]\n end\n if then\n set [cloneid v] to [1]\n create clone of (_myself_ v)\n set [cloneid v] to [2]\n create clone of (_myself_ v)\n set [cloneid v] to [3]\n create clone of (_myself_ v)\n set [cloneid v] to [6]\n create clone of (_myself_ v)\n end\n if then\n set [cloneid v] to [5]\n set [menuid v] to [1]\n create clone of (_myself_ v)\n set [menuid v] to [2]\n create clone of (_myself_ v)\n set [menuid v] to [3]\n create clone of (_myself_ v)\n set [menuid v] to [4]\n create clone of (_myself_ v)\n set [menuid v] to [5]\n create clone of (_myself_ v)\n end\n set [cloneid v] to [0]\n reset timer\n switch costume to (backdrop1 v)\n forever\n show\n go to x: (0) y: (0)\n go to [back v] layer\n change [timer v] by (0.04)\n end\nend\nif <(CloneID) = [1]> then\n hide\n forever\n play sound [GreenHillRemake by LukeManiaStudios v] until done\n end\nend\nif <(CloneID) = [2]> then\n set [timer v] to [0]\n switch costume to (pie v)\n forever\n go to x: (-110) y: (-20)\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (500)) ) * (10)))\n if <(distance to [mouse-pointer v]) < [50]> then\n set size to ((size) + (((120) - (size)) / (3))) %\n if <mouse down?> then\n start sound [Pop v]\n change [~total v] by (1)\n change [☁ totalpies v] by (1)\n switch costume to (pie2 v)\n go to x: (pick random (-220) to (-20)) y: (161)\n point in direction (pick random (1) to (360))\n set [cloneid v] to [4]\n create clone of (_myself_ v)\n set [cloneid v] to [0]\n switch costume to (pie v)\n go to x: (-110) y: (-20)\n reset timer\n set size to (90) %\n repeat until <not <mouse down?>>\n go to x: (-110) y: (-20)\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (500)) ) * (10)))\n end\n end\n else\n set size to ((size) + (((100) - (size)) / (3))) %\n end\n end\nend\nif <(CloneID) = [3]> then\n go to x: (-110) y: (-20)\n switch costume to (costume1 v)\n forever\n go to [back v] layer\n go [forward v] (1) layers\n point in direction ((timer) * (8))\n set size to ((100) + (([cos v] of (((timer) - (3)) * (300)) ) * (10))) %\n end\nend\nif <(CloneID) = [4]> then\n show\n switch costume to (pie2 v)\n repeat (20)\n turn right (3) degrees\n change y by (-10)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\nif <(CloneID) = [5]> then\n set size to (70) %\n switch costume to (join [menu] (MenuID))\n forever\n go to x: (150) y: ((150) - ((50) * (MenuID)))\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((75) - (size)) / (3))) %\n if <mouse down?> then\n if <(MenuID) = [1]> then\n if <(~TOTAL) > [99]> then\n change [~add v] by (1)\n change [~total v] by (-100)\n change [#nps v] by (1)\n end\n end\n if <(MenuID) = [2]> then\n if <(~TOTAL) > [399]> then\n change [~mul v] by (1)\n change [~total v] by (-400)\n change [#nps v] by (5)\n end\n end\n if <(MenuID) = [3]> then\n if <(~TOTAL) > [1199]> then\n change [~int v] by (1)\n change [~total v] by (-1200)\n change [#nps v] by (20)\n end\n end\n if <(MenuID) = [4]> then\n if <(~TOTAL) > [2999]> then\n change [~enum v] by (1)\n change [~total v] by (-3000)\n change [#nps v] by (50)\n end\n end\n if <(MenuID) = [5]> then\n if <(~TOTAL) > [9999]> then\n change [~esqrd v] by (1)\n change [~total v] by (-10000)\n change [#nps v] by (200)\n end\n end\n wait until <not <mouse down?>>\n end\n else\n set size to ((size) + (((70) - (size)) / (3))) %\n end\n end\nend\nif <(CloneID) = [6]> then\n hide\n forever\n change [~total v] by (#NPS)\n wait (1) seconds\n end\nend\n\nif <<touching (platform v)?> or <touching color (#000000)?>> then\n change x by ((speedX) * (-1))\n set [speedx v] to [0]\nelse\n set [speedx v] to ((speedX) * (0.8))\nend\nchange y by (speedY)\nif <<touching (platform v)?> or <touching color (#000000)?>> then\n change y by ((speedY) * (-1))\n set [speedy v] to [0]\n if <<touching (platform v)?> or <touching color (#000000)?>> then\n change x by ((speedX) * (-1))\n set [speedx v] to [0]\n go to x: (-214) y: (-80)\n show\n set [skips v] to [0]\n set [y v] to [0]\n set [x v] to [0]\n set [level v] to [1]\n point in direction (90)\n forever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x 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 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 (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 [12]\n start sound [Jump 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 start sound [Jump v]\n set [y v] to [12]\n end\n change y by (1)\n if <<touching (spike spin! v)?> or <<touching (spike spin!2 v)?> or <touching (spike spin!3 v)?>>> then\n go to x: (-214) y: (-80)\n end\n if <(x position) > [222]> then\n broadcast (Next Level v)\n go to x: (-214) y: (-80)\n change [level v] by (1)\n end\n if <touching (bouncy! v)?> then\n set [y v] to [25]\n end\n end\n else\n set [speedx v] to ((speedX) * (0.8))\n end\n if <(Lock) = [0]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [speedy v] to [10]\n set [lock v] to [1]\n end\n end\nelse\n change [speedy v] by (-1)\n set [lock v] to [0]\nend\n\nif <<touching (platform v)?> or <touching color (#000000)?>> then\n change x by ((speedX) * (-1))\n set [speedx v] to [0]\nelse\n set [speedx v] to ((speedX) * (0.8))\nend\nchange y by (speedY)\nif <<touching (platform v)?> or <touching color (#000000)?>> then\n change y by ((speedY) * (-1))\n set [speedy v] to [0]\n if <(Lock) = [0]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [speedy v] to [10]\n set [lock v] to [1]\n end\n end\nelse\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n change [speedy v] by (-1)\n set [lock v] to [0]\nend\n\nwhen flag clicked\n\nif <<touching (platform v)?> or <touching color (#000000)?>> then\n change x by ((speedX) * (-1))\n set [speedx v] to [0]\nelse\n set [speedx v] to ((speedX) * (0.8))\nend\n\nif <<touching (platform v)?> or <touching color (#000000)?>> then\n change x by ((speedX) * (-1))\n set [speedx v] to [0]\nelse\n set [speedx v] to ((speedX) * (0.8))\nend\n\nwhen flag clicked\n\nif <<touching (platform v)?> or <touching color (#000000)?>> then\n change x by ((speedX) * (-1))\n set [speedx v] to [0]\nelse\n set [speedx v] to ((speedX) * (0.8))\nend\n\nif <<touching (platform v)?> or <touching color (#000000)?>> then\n change x by ((speedX) * (-1))\n set [speedx v] to [0]\nelse\n set [speedx v] to ((speedX) * (0.8))\nend\n\nif <<touching (platform v)?> or <touching color (#000000)?>> then\n change x by ((speedX) * (-1))\n set [speedx v] to [0]\nelse\n set [speedx v] to ((speedX) * (0.8))\nend\nchange y by (speedY)\nif <<touching (platform v)?> or <touching color (#000000)?>> then\n change y by ((speedY) * (-1))\n set [speedy v] to [0]\n if <(Lock) = [0]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [speedy v] to [10]\n set [lock v] to [1]\n end\n end\nelse\n change [speedy v] by (-1)\n set [lock v] to [0]\nend\n\nif <<touching (platform v)?> or <touching color (#000000)?>> then\n change x by ((speedX) * (-1))\n set [speedx v] to [0]\nelse\n set [speedx v] to ((speedX) * (0.8))\nend\nchange y by (speedY)\nif <<touching (platform v)?> or <touching color (#000000)?>> then\n change y by ((speedY) * (-1))\n set [speedy v] to [0]\n if <(Lock) = [0]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [speedy v] to [10]\n set [lock v] to [1]\n end\n end\nelse\n change [speedy v] by (-1)\n set [lock v] to [0]\nend\n\nwhen flag clicked\nforever\n if <key (n v) pressed?> then\n wait until <not <key (n v) pressed?>>\n change [level v] by (1)\n broadcast (Next Level v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n stop [other scripts in sprite v]\n end\nend\n\nset language to (en v)::tts\nspeak [hello]::tts\n\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\n\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\n\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\n\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\n\nspeak [Stop]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Stop]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Stop]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\n\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Stop]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\n\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\n\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Stop]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\n\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\n\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\n\nspeak [hello]::tts\n\nset language to (en v)::tts\n\ngo to x: <key (left arrow v) pressed?> y: (-80)\nshow\nset [skips v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nset [level v] to [1]\npoint in direction (90)\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x 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 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 (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 [12]\n start sound [Jump 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 start sound [Jump v]\n set [y v] to [12]\n end\n change y by (1)\n if <<touching (spike spin! v)?> or <<touching (spike spin!2 v)?> or <touching (spike spin!3 v)?>>> then\n go to x: (-214) y: (-80)\n end\n if <(x position) > [222]> then\n broadcast (Next Level v)\n go to x: (-214) y: (-80)\n change [level v] by (1)\n end\n if <touching (bouncy! v)?> then\n set [y v] to [25]\n end\nend\n\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\ngo to x: <key (left arrow v) pressed?> y: (-80)\nshow\nset [skips v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nset [level v] to [1]\npoint in direction (90)\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x 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 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 (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 [12]\n start sound [Jump 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 start sound [Jump v]\n set [y v] to [12]\n end\n change y by (1)\n if <<touching (spike spin! v)?> or <<touching (spike spin!2 v)?> or <touching (spike spin!3 v)?>>> then\n go to x: (-214) y: (-80)\n end\n if <(x position) > [222]> then\n broadcast (Next Level v)\n go to x: (-214) y: (-80)\n change [level v] by (1)\n end\n if <touching (bouncy! v)?> then\n set [y v] to [25]\n end\nend\n\ngo to x: (-214) y: (-80)\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\n\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x 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 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 (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 [12]\n start sound [Jump 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 start sound [Jump v]\n set [y v] to [12]\n end\n change y by (1)\n if <<touching (spike spin! v)?> or <<touching (spike spin!2 v)?> or <touching (spike spin!3 v)?>>> then\n go to x: (-214) y: (-80)\n end\n if <(x position) > [222]> then\n broadcast (Next Level v)\n go to x: (-214) y: (-80)\n change [level v] by (1)\n end\n if <touching (bouncy! v)?> then\n set [y v] to [25]\n end\nend\n\ngo to x: (-214) y: (-80)\nshow\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Stop]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nset [skips v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nset [level v] to [1]\npoint in direction (90)\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x 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 change [x v] by (1)\n point in direction (90)\n forever\n go to x: (-110) y: (-20)\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (500)) ) * (10)))\n if <(distance to [mouse-pointer v]) < [50]> then\n set size to ((size) + (((120) - (size)) / (3))) %\n if <mouse down?> then\n start sound [Pop v]\n change [~total v] by (1)\n change [☁ totalpies v] by (1)\n switch costume to (pie2 v)\n go to x: (pick random (-220) to (-20)) y: (161)\n point in direction (pick random (1) to (360))\n set [cloneid v] to [4]\n create clone of (_myself_ v)\n set [cloneid v] to [0]\n switch costume to (pie v)\n go to x: (-110) y: (-20)\n reset timer\n set size to (90) %\n repeat until <not <mouse down?>>\n go to x: (-110) y: (-20)\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (500)) ) * (10)))\n end\n end\n else\n set size to ((size) + (((100) - (size)) / (3))) %\n end\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [12]\n start sound [Jump 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 start sound [Jump v]\n set [y v] to [12]\n end\n change y by (1)\n if <<touching (spike spin! v)?> or <<touching (spike spin!2 v)?> or <touching (spike spin!3 v)?>>> then\n go to x: (-214) y: (-80)\n end\n if <(x position) > [222]> then\n broadcast (Next Level v)\n go to x: (-214) y: (-80)\n change [level v] by (1)\n end\n if <touching (bouncy! v)?> then\n set [y v] to [25]\n end\nend\n\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Stop]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\n\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Stop]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\n\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Stop]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Stop]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Stop]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Stop]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Stop]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Stop]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\n\nchange x by ((speedX) * (-1))\nset [speedx v] to [0]\n\nif then\nchange y by (speedY)\nif <<touching (platform v)?> or <touching color (#000000)?>> then\n change y by ((speedY) * (-1))\n set [speedy v] to [0]\n if <(Lock) = [0]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [speedy v] to [10]\n set [lock v] to [1]\n end\n end\nelse\n change [speedy v] by (-1)\n set [lock v] to [0]\nend\n\nwhen flag clicked\nerase all\n\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Stop]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nset [skips v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nset [level v] to [1]\npoint in direction (90)\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x 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 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 (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 [12]\n start sound [Jump 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 start sound [Jump v]\n set [y v] to [12]\n end\n change y by (1)\n if <<touching (spike spin! v)?> or <<touching (spike spin!2 v)?> or <touching (spike spin!3 v)?>>> then\n go to x: (-214) y: (-80)\n end\n if <(x position) > [222]> then\n broadcast (Next Level v)\n go to x: (-214) y: (-80)\n change [level v] by (1)\n end\n if <touching (bouncy! v)?> then\n set [y v] to [25]\n end\nend\n\nspeak [1234834989234984398239834298]::tts\nspeak [1234834989234984398239834298]::tts\nspeak [1234834989234984398239834298]::tts\nspeak [1234834989234984398239834298]::tts\nspeak [1234834989234984398239834298]::tts\nspeak [1234834989234984398239834298]::tts\nspeak [1234834989234984398239834298]::tts\n\nspeak [hello]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Stop]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\n\ngo to x: (-214) y: (-80)\nif <(CloneID) = [0]> then\n if then\n set [digit v] to [0]\n set [~add v] to [0]\n set [~enum v] to [0]\n set [~esqrd v] to [0]\n set [~int v] to [0]\n set [~mul v] to [0]\n set [~total v] to [0]\n set [#nps v] to [0]\n show variable [~add v]\n show variable [~enum v]\n show variable [~esqrd v]\n show variable [~int v]\n show variable [~mul v]\n show variable [~total v]\n end\n if then\n set [cloneid v] to [1]\n create clone of (_myself_ v)\n set [cloneid v] to [2]\n create clone of (_myself_ v)\n set [cloneid v] to [3]\n create clone of (_myself_ v)\n set [cloneid v] to [6]\n create clone of (_myself_ v)\n end\n if then\n set [cloneid v] to [5]\n set [menuid v] to [1]\n create clone of (_myself_ v)\n set [menuid v] to [2]\n create clone of (_myself_ v)\n set [menuid v] to [3]\n create clone of (_myself_ v)\n set [menuid v] to [4]\n create clone of (_myself_ v)\n set [menuid v] to [5]\n create clone of (_myself_ v)\n end\n set [cloneid v] to [0]\n reset timer\n switch costume to (backdrop1 v)\n forever\n show\n go to x: (0) y: (0)\n go to [back v] layer\n change [timer v] by (0.04)\n end\nend\nif <(CloneID) = [1]> then\n hide\n forever\n play sound [GreenHillRemake by LukeManiaStudios v] until done\n end\nend\nif <(CloneID) = [2]> then\n set [timer v] to [0]\n switch costume to (pie v)\n forever\n go to x: (-110) y: (-20)\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (500)) ) * (10)))\n if <(distance to [mouse-pointer v]) < [50]> then\n set size to ((size) + (((120) - (size)) / (3))) %\n if <mouse down?> then\n start sound [Pop v]\n change [~total v] by (1)\n change [☁ totalpies v] by (1)\n switch costume to (pie2 v)\n go to x: (pick random (-220) to (-20)) y: (161)\n point in direction (pick random (1) to (360))\n set [cloneid v] to [4]\n create clone of (_myself_ v)\n set [cloneid v] to [0]\n switch costume to (pie v)\n go to x: (-110) y: (-20)\n reset timer\n set size to (90) %\n repeat until <not <mouse down?>>\n go to x: (-110) y: (-20)\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (500)) ) * (10)))\n end\n end\n else\n set size to ((size) + (((100) - (size)) / (3))) %\n end\n end\nend\nif <(CloneID) = [3]> then\n go to x: (-110) y: (-20)\n switch costume to (costume1 v)\n forever\n go to [back v] layer\n go [forward v] (1) layers\n point in direction ((timer) * (8))\n set size to ((100) + (([cos v] of (((timer) - (3)) * (300)) ) * (10))) %\n end\nend\nif <(CloneID) = [4]> then\n show\n switch costume to (pie2 v)\n repeat (20)\n turn right (3) degrees\n change y by (-10)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\nif <(CloneID) = [5]> then\n set size to (70) %\n switch costume to (join [menu] (MenuID))\n forever\n go to x: (150) y: ((150) - ((50) * (MenuID)))\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((75) - (size)) / (3))) %\n if <mouse down?> then\n if <(MenuID) = [1]> then\n if <(~TOTAL) > [99]> then\n change [~add v] by (1)\n change [~total v] by (-100)\n change [#nps v] by (1)\n end\n end\n if <(MenuID) = [2]> then\n if <(~TOTAL) > [399]> then\n change [~mul v] by (1)\n change [~total v] by (-400)\n change [#nps v] by (5)\n end\n end\n if <(MenuID) = [3]> then\n if <(~TOTAL) > [1199]> then\n change [~int v] by (1)\n change [~total v] by (-1200)\n change [#nps v] by (20)\n end\n end\n if <(MenuID) = [4]> then\n if <(~TOTAL) > [2999]> then\n change [~enum v] by (1)\n change [~total v] by (-3000)\n change [#nps v] by (50)\n end\n end\n if <(MenuID) = [5]> then\n if <(~TOTAL) > [9999]> then\n change [~esqrd v] by (1)\n change [~total v] by (-10000)\n change [#nps v] by (200)\n end\n end\n wait until <not <mouse down?>>\n end\n else\n set size to ((size) + (((70) - (size)) / (3))) %\n end\n end\nend\nif <(CloneID) = [6]> then\n hide\n forever\n change [~total v] by (#NPS)\n wait (1) seconds\n end\nend\nshow\nset [skips v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nset [level v] to [1]\npoint in direction (90)\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x 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 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 (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 [12]\n start sound [Jump 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 start sound [Jump v]\n set [y v] to [12]\n end\n change y by (1)\n if <<touching (spike spin! v)?> or <<touching (spike spin!2 v)?> or <touching (spike spin!3 v)?>>> then\n go to x: (-214) y: (-80)\n end\n if <(x position) > [222]> then\n broadcast (Next Level v)\n go to x: (-214) y: (-80)\n change [level v] by (1)\n end\n if <touching (bouncy! v)?> then\n set [y v] to [25]\n end\nend\n\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\n\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Stop]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nset [skips v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nset [level v] to [1]\npoint in direction (90)\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x 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 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 (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 [12]\n start sound [Jump 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 start sound [Jump v]\n set [y v] to [12]\n end\n change y by (1)\n if <<touching (spike spin! v)?> or <<touching (spike spin!2 v)?> or <touching (spike spin!3 v)?>>> then\n go to x: (-214) y: (-80)\n end\n if <(x position) > [222]> then\n broadcast (Next Level v)\n go to x: (-214) y: (-80)\n change [level v] by (1)\n end\n if <touching (bouncy! v)?> then\n set [y v] to [25]\n end\nend\n\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Stop]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nset [skips v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nset [level v] to [1]\npoint in direction (90)\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x 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 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 (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 [12]\n start sound [Jump 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 start sound [Jump v]\n set [y v] to [12]\n end\n change y by (1)\n if <<touching (spike spin! v)?> or <<touching (spike spin!2 v)?> or <touching (spike spin!3 v)?>>> then\n go to x: (-214) y: (-80)\n end\n if <(x position) > [222]> then\n broadcast (Next Level v)\n go to x: (-214) y: (-80)\n change [level v] by (1)\n end\n if <touching (bouncy! v)?> then\n set [y v] to [25]\n end\nend\n\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Stop]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\n\ngo to x: <key (left arrow v) pressed?> y: (-80)\nshow\nset [skips v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nset [level v] to [1]\npoint in direction (90)\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x 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 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 (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 [12]\n start sound [Jump 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 start sound [Jump v]\n set [y v] to [12]\n end\n change y by (1)\n if <<touching (spike spin! v)?> or <<touching (spike spin!2 v)?> or <touching (spike spin!3 v)?>>> then\n go to x: (-214) y: (-80)\n end\n if <(x position) > [222]> then\n broadcast (Next Level v)\n go to x: (-214) y: (-80)\n change [level v] by (1)\n end\n if <touching (bouncy! v)?> then\n set [y v] to [25]\n end\nend\n\ngo to x: (-214) y: (-80)\ngo to x: (-214) y: (-80)\ngo to x: (-214) y: (-80)\ngo to x: (-214) y: (-80)\nshow\nset [skips v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nset [level v] to [1]\npoint in direction (90)\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x 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 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 (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 [12]\n start sound [Jump 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 start sound [Jump v]\n set [y v] to [12]\n end\n change y by (1)\n if <<touching (spike spin! v)?> or <<touching (spike spin!2 v)?> or <touching (spike spin!3 v)?>>> then\n go to x: (-214) y: (-80)\n end\n if <(x position) > [222]> then\n broadcast (Next Level v)\n go to x: (-214) y: (-80)\n change [level v] by (1)\n end\n if <touching (bouncy! v)?> then\n set [y v] to [25]\n end\nend\n\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Stop]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\n\ngo to x: (-214) y: (-80)\nshow\nset [skips v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nset [level v] to [1]\npoint in direction (90)\nforever\n speak [Don't Cheat]::tts\n speak [Stop]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Stop]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n speak [Don't Cheat]::tts\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x 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 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 (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 [12]\n start sound [Jump 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 start sound [Jump v]\n set [y v] to [12]\n end\n change y by (1)\n if <<touching (spike spin! v)?> or <<touching (spike spin!2 v)?> or <touching (spike spin!3 v)?>>> then\n go to x: (-214) y: (-80)\n end\n if <(x position) > [222]> then\n broadcast (Next Level v)\n go to x: (-214) y: (-80)\n change [level v] by (1)\n end\n if <touching (bouncy! v)?> then\n set [y v] to [25]\n end\nend\n\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Stop]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\n\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\n\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Stop]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\n\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nif <key (up arrow v) pressed?> then\n set [y v] to [12]\n start sound [Jump 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\nelse\n set [x v] to [0]\nend\nshow\nset [skips v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nset [level v] to [1]\npoint in direction (90)\n\nspeak [Don't Cheat]::tts\ngo to x: (-214) y: (-80)\nshow\nset [skips v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nset [level v] to [1]\npoint in direction <<touching (platform v)?> or <touching color (#000000)?>>\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x 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 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 (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 [12]\n start sound [Jump v]\n else\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n set [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 start sound [Jump v]\n set [y v] to [12]\n end\n change y by (1)\n if <<touching (spike spin! v)?> or <<touching (spike spin!2 v)?> or <touching (spike spin!3 v)?>>> then\n go to x: (-214) y: (-80)\n end\n if <(x position) > [222]> then\n broadcast (Next Level v)\n go to x: (-214) y: (-80)\n change [level v] by (1)\n end\n if <touching (bouncy! v)?> then\n set [y v] to [25]\n end\nend\n\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nshow\nset [skips v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nset [level v] to [1]\npoint in direction (90)\n\nspeak [1234834989234984398239834298]::tts\nspeak [1234834989234984398239834298]::tts\nspeak [1234834989234984398239834298]::tts\nspeak [1234834989234984398239834298]::tts\nspeak [1234834989234984398239834298]::tts\nspeak [1234834989234984398239834298]::tts\nspeak [1234834989234984398239834298]::tts\n\nspeak [1234834989234984398239834298]::tts\nspeak [1234834989234984398239834298]::tts\nspeak [1234834989234984398239834298]::tts\nspeak [1234834989234984398239834298]::tts\nspeak [1234834989234984398239834298]::tts\nspeak [1234834989234984398239834298]::tts\nspeak [1234834989234984398239834298]::tts\n\nchange [x v] by (-1)\nset rotation style [left-right v]\npoint in direction (-90)\n\nset [level v] to [1]\nset [x v] to [0]\nset [level v] to [1]\npoint in direction (90)\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x 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 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 (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 [12]\n start sound [Jump 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 start sound [Jump v]\n set [y v] to [12]\n end\n change y by (1)\n if <<touching (spike spin! v)?> or <<touching (spike spin!2 v)?> or <touching (spike spin!3 v)?>>> then\n go to x: (-214) y: (-80)\n end\n if <(x position) > [222]> then\n broadcast (Next Level v)\n go to x: (-214) y: (-80)\n change [level v] by (1)\n end\n if <touching (bouncy! v)?> then\n set [y v] to [25]\n end\nend\n\nset [x v] to [0]\nset [level v] to [1]\npoint in direction (90)\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x 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 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 (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 [12]\n start sound [Jump 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 start sound [Jump v]\n set [y v] to [12]\n end\n change y by (1)\n if <<touching (spike spin! v)?> or <<touching (spike spin!2 v)?> or <touching (spike spin!3 v)?>>> then\n go to x: (-214) y: (-80)\n end\n if <(x position) > [222]> then\n broadcast (Next Level v)\n go to x: (-214) y: (-80)\n change [level v] by (1)\n end\n if <touching (bouncy! v)?> then\n set [y v] to [25]\n end\nend\n\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\n\nspeak [Stop]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\n\npoint in direction (90)\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x 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 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 (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 [12]\n start sound [Jump 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 start sound [Jump v]\n set [y v] to [12]\n end\n change y by (1)\n if <<touching (spike spin! v)?> or <<touching (spike spin!2 v)?> or <touching (spike spin!3 v)?>>> then\n go to x: (-214) y: (-80)\n end\n if <(x position) > [222]> then\n broadcast (Next Level v)\n go to x: (-214) y: (-80)\n change [level v] by (1)\n end\n if <touching (bouncy! v)?> then\n set [y v] to [25]\n end\nend\n\nset [y v] to [0]\nset [x v] to [0]\nset [level v] to [1]\npoint in direction (90)\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x 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 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 (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 [12]\n start sound [Jump 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 start sound [Jump v]\n set [y v] to [12]\n end\n change y by (1)\n if <<touching (spike spin! v)?> or <<touching (spike spin!2 v)?> or <touching (spike spin!3 v)?>>> then\n go to x: (-214) y: (-80)\n end\n if <(x position) > [222]> then\n broadcast (Next Level v)\n go to x: (-214) y: (-80)\n change [level v] by (1)\n end\n if <touching (bouncy! v)?> then\n set [y v] to [25]\n end\nend\n\nset [x v] to [0]\nset [level v] to [1]\npoint in direction (90)\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x 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 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 (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 [12]\n start sound [Jump 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 start sound [Jump v]\n set [y v] to [12]\n end\n change y by (1)\n if <<touching (spike spin! v)?> or <<touching (spike spin!2 v)?> or <touching (spike spin!3 v)?>>> then\n go to x: (-214) y: (-80)\n end\n if <(x position) > [222]> then\n broadcast (Next Level v)\n go to x: (-214) y: (-80)\n change [level v] by (1)\n end\n if <touching (bouncy! v)?> then\n set [y v] to [25]\n end\nend\n\nif <(CloneID) = [0]> then\n if then\n set [digit v] to [0]\n set [~add v] to [0]\n set [~enum v] to [0]\n set [~esqrd v] to [0]\n set [~int v] to [0]\n set [~mul v] to [0]\n set [~total v] to [0]\n set [#nps v] to [0]\n show variable [~add v]\n show variable [~enum v]\n show variable [~esqrd v]\n show variable [~int v]\n show variable [~mul v]\n show variable [~total v]\n end\n if then\n set [cloneid v] to [1]\n create clone of (_myself_ v)\n set [cloneid v] to [2]\n create clone of (_myself_ v)\n set [cloneid v] to [3]\n create clone of (_myself_ v)\n set [cloneid v] to [6]\n create clone of (_myself_ v)\n end\n if then\n set [cloneid v] to [5]\n set [menuid v] to [1]\n create clone of (_myself_ v)\n set [menuid v] to [2]\n create clone of (_myself_ v)\n set [menuid v] to [3]\n create clone of (_myself_ v)\n set [menuid v] to [4]\n create clone of (_myself_ v)\n set [menuid v] to [5]\n create clone of (_myself_ v)\n end\n set [cloneid v] to [0]\n reset timer\n switch costume to (backdrop1 v)\n forever\n show\n go to x: (0) y: (0)\n go to [back v] layer\n change [timer v] by (0.04)\n end\nend\nif <(CloneID) = [1]> then\n hide\n forever\n play sound [GreenHillRemake by LukeManiaStudios v] until done\n end\nend\nif <(CloneID) = [2]> then\n set [timer v] to [0]\n switch costume to (pie v)\n forever\n go to x: (-110) y: (-20)\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (500)) ) * (10)))\n if <(distance to [mouse-pointer v]) < [50]> then\n set size to ((size) + (((120) - (size)) / (3))) %\n if <mouse down?> then\n start sound [Pop v]\n change [~total v] by (1)\n change [☁ totalpies v] by (1)\n switch costume to (pie2 v)\n go to x: (pick random (-220) to (-20)) y: (161)\n point in direction (pick random (1) to (360))\n set [cloneid v] to [4]\n create clone of (_myself_ v)\n set [cloneid v] to [0]\n switch costume to (pie v)\n go to x: (-110) y: (-20)\n reset timer\n set size to (90) %\n repeat until <not <mouse down?>>\n go to x: (-110) y: (-20)\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (500)) ) * (10)))\n end\n end\n else\n set size to ((size) + (((100) - (size)) / (3))) %\n end\n end\nend\nif <(CloneID) = [3]> then\n go to x: (-110) y: (-20)\n switch costume to (costume1 v)\n forever\n go to [back v] layer\n go [forward v] (1) layers\n point in direction ((timer) * (8))\n set size to ((100) + (([cos v] of (((timer) - (3)) * (300)) ) * (10))) %\n end\nend\nif <(CloneID) = [4]> then\n show\n switch costume to (pie2 v)\n repeat (20)\n turn right (3) degrees\n change y by (-10)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\nif <(CloneID) = [5]> then\n set size to (70) %\n switch costume to (join [menu] (MenuID))\n forever\n go to x: (150) y: ((150) - ((50) * (MenuID)))\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((75) - (size)) / (3))) %\n if <mouse down?> then\n if <(MenuID) = [1]> then\n if <(~TOTAL) > [99]> then\n change [~add v] by (1)\n change [~total v] by (-100)\n change [#nps v] by (1)\n end\n end\n if <(MenuID) = [2]> then\n if <(~TOTAL) > [399]> then\n change [~mul v] by (1)\n change [~total v] by (-400)\n change [#nps v] by (5)\n end\n end\n if <(MenuID) = [3]> then\n if <(~TOTAL) > [1199]> then\n change [~int v] by (1)\n change [~total v] by (-1200)\n change [#nps v] by (20)\n end\n end\n if <(MenuID) = [4]> then\n if <(~TOTAL) > [2999]> then\n change [~enum v] by (1)\n change [~total v] by (-3000)\n change [#nps v] by (50)\n end\n end\n if <(MenuID) = [5]> then\n if <(~TOTAL) > [9999]> then\n change [~esqrd v] by (1)\n change [~total v] by (-10000)\n change [#nps v] by (200)\n end\n end\n wait until <not <mouse down?>>\n end\n else\n set size to ((size) + (((70) - (size)) / (3))) %\n end\n end\nend\nif <(CloneID) = [6]> then\n hide\n forever\n change [~total v] by (#NPS)\n wait (1) seconds\n end\nend\n\nif <(CloneID) = [0]> then\n if then\n set [digit v] to [0]\n set [~add v] to [0]\n set [~enum v] to [0]\n set [~esqrd v] to [0]\n set [~int v] to [0]\n set [~mul v] to [0]\n set [~total v] to [0]\n set [#nps v] to [0]\n show variable [~add v]\n show variable [~enum v]\n show variable [~esqrd v]\n show variable [~int v]\n show variable [~mul v]\n show variable [~total v]\n end\n if then\n set [cloneid v] to [1]\n create clone of (_myself_ v)\n set [cloneid v] to [2]\n create clone of (_myself_ v)\n set [cloneid v] to [3]\n create clone of (_myself_ v)\n set [cloneid v] to [6]\n create clone of (_myself_ v)\n end\n if then\n set [cloneid v] to [5]\n set [menuid v] to [1]\n create clone of (_myself_ v)\n set [menuid v] to [2]\n create clone of (_myself_ v)\n set [menuid v] to [3]\n create clone of (_myself_ v)\n set [menuid v] to [4]\n create clone of (_myself_ v)\n set [menuid v] to [5]\n create clone of (_myself_ v)\n end\n set [cloneid v] to [0]\n reset timer\n switch costume to (backdrop1 v)\n forever\n show\n go to x: (0) y: (0)\n go to [back v] layer\n change [timer v] by (0.04)\n end\nend\nif <(CloneID) = [1]> then\n hide\n forever\n play sound [GreenHillRemake by LukeManiaStudios v] until done\n end\nend\nif <(CloneID) = [2]> then\n set [timer v] to [0]\n switch costume to (pie v)\n forever\n go to x: (-110) y: (-20)\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (500)) ) * (10)))\n if <(distance to [mouse-pointer v]) < [50]> then\n set size to ((size) + (((120) - (size)) / (3))) %\n if <mouse down?> then\n start sound [Pop v]\n change [~total v] by (1)\n change [☁ totalpies v] by (1)\n switch costume to (pie2 v)\n go to x: (pick random (-220) to (-20)) y: (161)\n point in direction (pick random (1) to (360))\n set [cloneid v] to [4]\n create clone of (_myself_ v)\n set [cloneid v] to [0]\n switch costume to (pie v)\n go to x: (-110) y: (-20)\n reset timer\n set size to (90) %\n repeat until <not <mouse down?>>\n go to x: (-110) y: (-20)\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (500)) ) * (10)))\n end\n end\n else\n set size to ((size) + (((100) - (size)) / (3))) %\n end\n end\nend\nif <(CloneID) = [3]> then\n go to x: (-110) y: (-20)\n switch costume to (costume1 v)\n forever\n go to [back v] layer\n go [forward v] (1) layers\n point in direction ((timer) * (8))\n set size to ((100) + (([cos v] of (((timer) - (3)) * (300)) ) * (10))) %\n end\nend\nif <(CloneID) = [4]> then\n show\n switch costume to (pie2 v)\n repeat (20)\n turn right (3) degrees\n change y by (-10)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\nif <(CloneID) = [5]> then\n set size to (70) %\n switch costume to (join [menu] (MenuID))\n forever\n go to x: (150) y: ((150) - ((50) * (MenuID)))\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((75) - (size)) / (3))) %\n if <mouse down?> then\n if <(MenuID) = [1]> then\n if <(~TOTAL) > [99]> then\n change [~add v] by (1)\n change [~total v] by (-100)\n change [#nps v] by (1)\n end\n end\n if <(MenuID) = [2]> then\n if <(~TOTAL) > [399]> then\n change [~mul v] by (1)\n change [~total v] by (-400)\n change [#nps v] by (5)\n end\n end\n if <(MenuID) = [3]> then\n if <(~TOTAL) > [1199]> then\n change [~int v] by (1)\n change [~total v] by (-1200)\n change [#nps v] by (20)\n end\n end\n if <(MenuID) = [4]> then\n if <(~TOTAL) > [2999]> then\n change [~enum v] by (1)\n change [~total v] by (-3000)\n change [#nps v] by (50)\n end\n end\n if <(MenuID) = [5]> then\n if <(~TOTAL) > [9999]> then\n change [~esqrd v] by (1)\n change [~total v] by (-10000)\n change [#nps v] by (200)\n end\n end\n wait until <not <mouse down?>>\n end\n else\n set size to ((size) + (((70) - (size)) / (3))) %\n end\n end\nend\nif <(CloneID) = [6]> then\n hide\n forever\n change [~total v] by (#NPS)\n wait (1) seconds\n end\nend\n\nif <(CloneID) = [0]> then\n if then\n set [digit v] to [0]\n set [~add v] to [0]\n set [~enum v] to [0]\n set [~esqrd v] to [0]\n set [~int v] to [0]\n set [~mul v] to [0]\n set [~total v] to [0]\n set [#nps v] to [0]\n show variable [~add v]\n show variable [~enum v]\n show variable [~esqrd v]\n show variable [~int v]\n show variable [~mul v]\n show variable [~total v]\n end\n if then\n set [cloneid v] to [1]\n create clone of (_myself_ v)\n set [cloneid v] to [2]\n create clone of (_myself_ v)\n set [cloneid v] to [3]\n create clone of (_myself_ v)\n set [cloneid v] to [6]\n create clone of (_myself_ v)\n end\n if then\n set [cloneid v] to [5]\n set [menuid v] to [1]\n create clone of (_myself_ v)\n set [menuid v] to [2]\n create clone of (_myself_ v)\n set [menuid v] to [3]\n create clone of (_myself_ v)\n set [menuid v] to [4]\n create clone of (_myself_ v)\n set [menuid v] to [5]\n create clone of (_myself_ v)\n end\n set [cloneid v] to [0]\n reset timer\n switch costume to (backdrop1 v)\n forever\n show\n go to x: (0) y: (0)\n go to [back v] layer\n change [timer v] by (0.04)\n end\nend\nif <(CloneID) = [1]> then\n hide\n forever\n play sound [GreenHillRemake by LukeManiaStudios v] until done\n end\nend\nif <(CloneID) = [2]> then\n set [timer v] to [0]\n switch costume to (pie v)\n forever\n go to x: (-110) y: (-20)\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (500)) ) * (10)))\n if <(distance to [mouse-pointer v]) < [50]> then\n set size to ((size) + (((120) - (size)) / (3))) %\n if <mouse down?> then\n start sound [Pop v]\n change [~total v] by (1)\n change [☁ totalpies v] by (1)\n switch costume to (pie2 v)\n go to x: (pick random (-220) to (-20)) y: (161)\n point in direction (pick random (1) to (360))\n set [cloneid v] to [4]\n create clone of (_myself_ v)\n set [cloneid v] to [0]\n switch costume to (pie v)\n go to x: (-110) y: (-20)\n reset timer\n set size to (90) %\n repeat until <not <mouse down?>>\n go to x: (-110) y: (-20)\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (500)) ) * (10)))\n end\n end\n else\n set size to ((size) + (((100) - (size)) / (3))) %\n end\n end\nend\nif <(CloneID) = [3]> then\n go to x: (-110) y: (-20)\n switch costume to (costume1 v)\n forever\n go to [back v] layer\n go [forward v] (1) layers\n point in direction ((timer) * (8))\n set size to ((100) + (([cos v] of (((timer) - (3)) * (300)) ) * (10))) %\n end\nend\nif <(CloneID) = [4]> then\n show\n switch costume to (pie2 v)\n repeat (20)\n turn right (3) degrees\n change y by (-10)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\nif <(CloneID) = [5]> then\n set size to (70) %\n switch costume to (join [menu] (MenuID))\n forever\n go to x: (150) y: ((150) - ((50) * (MenuID)))\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((75) - (size)) / (3))) %\n if <mouse down?> then\n if <(MenuID) = [1]> then\n if <(~TOTAL) > [99]> then\n change [~add v] by (1)\n change [~total v] by (-100)\n change [#nps v] by (1)\n end\n end\n if <(MenuID) = [2]> then\n if <(~TOTAL) > [399]> then\n change [~mul v] by (1)\n change [~total v] by (-400)\n change [#nps v] by (5)\n end\n end\n if <(MenuID) = [3]> then\n if <(~TOTAL) > [1199]> then\n change [~int v] by (1)\n change [~total v] by (-1200)\n change [#nps v] by (20)\n end\n end\n if <(MenuID) = [4]> then\n if <(~TOTAL) > [2999]> then\n change [~enum v] by (1)\n change [~total v] by (-3000)\n change [#nps v] by (50)\n end\n end\n if <(MenuID) = [5]> then\n if <(~TOTAL) > [9999]> then\n change [~esqrd v] by (1)\n change [~total v] by (-10000)\n change [#nps v] by (200)\n end\n end\n wait until <not <mouse down?>>\n end\n else\n set size to ((size) + (((70) - (size)) / (3))) %\n end\n end\nend\nif <(CloneID) = [6]> then\n hide\n forever\n change [~total v] by (#NPS)\n wait (1) seconds\n end\nend\n\nif <(CloneID) = [0]> then\n if then\n set [digit v] to [0]\n set [~add v] to [0]\n set [~enum v] to [0]\n set [~esqrd v] to [0]\n set [~int v] to [0]\n set [~mul v] to [0]\n set [~total v] to [0]\n set [#nps v] to [0]\n show variable [~add v]\n show variable [~enum v]\n show variable [~esqrd v]\n show variable [~int v]\n show variable [~mul v]\n show variable [~total v]\n end\n if then\n set [cloneid v] to [1]\n create clone of (_myself_ v)\n set [cloneid v] to [2]\n create clone of (_myself_ v)\n set [cloneid v] to [3]\n create clone of (_myself_ v)\n set [cloneid v] to [6]\n create clone of (_myself_ v)\n end\n if then\n set [cloneid v] to [5]\n set [menuid v] to [1]\n create clone of (_myself_ v)\n set [menuid v] to [2]\n create clone of (_myself_ v)\n set [menuid v] to [3]\n create clone of (_myself_ v)\n set [menuid v] to [4]\n create clone of (_myself_ v)\n set [menuid v] to [5]\n create clone of (_myself_ v)\n end\n set [cloneid v] to [0]\n reset timer\n switch costume to (backdrop1 v)\n forever\n show\n go to x: (0) y: (0)\n go to [back v] layer\n change [timer v] by (0.04)\n end\nend\nif <(CloneID) = [1]> then\n hide\n forever\n play sound [GreenHillRemake by LukeManiaStudios v] until done\n end\nend\nif <(CloneID) = [2]> then\n set [timer v] to [0]\n switch costume to (pie v)\n forever\n go to x: (-110) y: (-20)\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (500)) ) * (10)))\n if <(distance to [mouse-pointer v]) < [50]> then\n set size to ((size) + (((120) - (size)) / (3))) %\n if <mouse down?> then\n start sound [Pop v]\n change [~total v] by (1)\n change [☁ totalpies v] by (1)\n switch costume to (pie2 v)\n go to x: (pick random (-220) to (-20)) y: (161)\n point in direction (pick random (1) to (360))\n set [cloneid v] to [4]\n create clone of (_myself_ v)\n set [cloneid v] to [0]\n switch costume to (pie v)\n go to x: (-110) y: (-20)\n reset timer\n set size to (90) %\n repeat until <not <mouse down?>>\n go to x: (-110) y: (-20)\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (500)) ) * (10)))\n end\n end\n else\n set size to ((size) + (((100) - (size)) / (3))) %\n end\n end\nend\nif <(CloneID) = [3]> then\n go to x: (-110) y: (-20)\n switch costume to (costume1 v)\n forever\n go to [back v] layer\n go [forward v] (1) layers\n point in direction ((timer) * (8))\n set size to ((100) + (([cos v] of (((timer) - (3)) * (300)) ) * (10))) %\n end\nend\nif <(CloneID) = [4]> then\n show\n switch costume to (pie2 v)\n repeat (20)\n turn right (3) degrees\n change y by (-10)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\nif <(CloneID) = [5]> then\n set size to (70) %\n switch costume to (join [menu] (MenuID))\n forever\n go to x: (150) y: ((150) - ((50) * (MenuID)))\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((75) - (size)) / (3))) %\n if <mouse down?> then\n if <(MenuID) = [1]> then\n if <(~TOTAL) > [99]> then\n change [~add v] by (1)\n change [~total v] by (-100)\n change [#nps v] by (1)\n end\n end\n if <(MenuID) = [2]> then\n if <(~TOTAL) > [399]> then\n change [~mul v] by (1)\n change [~total v] by (-400)\n change [#nps v] by (5)\n end\n end\n if <(MenuID) = [3]> then\n if <(~TOTAL) > [1199]> then\n change [~int v] by (1)\n change [~total v] by (-1200)\n change [#nps v] by (20)\n end\n end\n if <(MenuID) = [4]> then\n if <(~TOTAL) > [2999]> then\n change [~enum v] by (1)\n change [~total v] by (-3000)\n change [#nps v] by (50)\n end\n end\n if <(MenuID) = [5]> then\n if <(~TOTAL) > [9999]> then\n change [~esqrd v] by (1)\n change [~total v] by (-10000)\n change [#nps v] by (200)\n end\n end\n wait until <not <mouse down?>>\n end\n else\n set size to ((size) + (((70) - (size)) / (3))) %\n end\n end\nend\nif <(CloneID) = [6]> then\n hide\n forever\n change [~total v] by (#NPS)\n wait (1) seconds\n end\nend\n\nif <(CloneID) = [0]> then\n if then\n set [digit v] to [0]\n set [~add v] to [0]\n set [~enum v] to [0]\n set [~esqrd v] to [0]\n set [~int v] to [0]\n set [~mul v] to [0]\n set [~total v] to [0]\n set [#nps v] to [0]\n show variable [~add v]\n show variable [~enum v]\n show variable [~esqrd v]\n show variable [~int v]\n show variable [~mul v]\n show variable [~total v]\n end\n if then\n set [cloneid v] to [1]\n create clone of (_myself_ v)\n set [cloneid v] to [2]\n create clone of (_myself_ v)\n set [cloneid v] to [3]\n create clone of (_myself_ v)\n set [cloneid v] to [6]\n create clone of (_myself_ v)\n end\n if then\n set [cloneid v] to [5]\n set [menuid v] to [1]\n create clone of (_myself_ v)\n set [menuid v] to [2]\n create clone of (_myself_ v)\n set [menuid v] to [3]\n create clone of (_myself_ v)\n set [menuid v] to [4]\n create clone of (_myself_ v)\n set [menuid v] to [5]\n create clone of (_myself_ v)\n end\n set [cloneid v] to [0]\n reset timer\n switch costume to (backdrop1 v)\n forever\n show\n go to x: (0) y: (0)\n go to [back v] layer\n change [timer v] by (0.04)\n end\nend\nif <(CloneID) = [1]> then\n hide\n forever\n play sound [GreenHillRemake by LukeManiaStudios v] until done\n end\nend\nif <(CloneID) = [2]> then\n set [timer v] to [0]\n switch costume to (pie v)\n forever\n go to x: (-110) y: (-20)\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (500)) ) * (10)))\n if <(distance to [mouse-pointer v]) < [50]> then\n set size to ((size) + (((120) - (size)) / (3))) %\n if <mouse down?> then\n start sound [Pop v]\n change [~total v] by (1)\n change [☁ totalpies v] by (1)\n switch costume to (pie2 v)\n go to x: (pick random (-220) to (-20)) y: (161)\n point in direction (pick random (1) to (360))\n set [cloneid v] to [4]\n create clone of (_myself_ v)\n set [cloneid v] to [0]\n switch costume to (pie v)\n go to x: (-110) y: (-20)\n reset timer\n set size to (90) %\n repeat until <not <mouse down?>>\n go to x: (-110) y: (-20)\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (500)) ) * (10)))\n end\n end\n else\n set size to ((size) + (((100) - (size)) / (3))) %\n end\n end\nend\nif <(CloneID) = [3]> then\n go to x: (-110) y: (-20)\n switch costume to (costume1 v)\n forever\n go to [back v] layer\n go [forward v] (1) layers\n point in direction ((timer) * (8))\n set size to ((100) + (([cos v] of (((timer) - (3)) * (300)) ) * (10))) %\n end\nend\nif <(CloneID) = [4]> then\n show\n switch costume to (pie2 v)\n repeat (20)\n turn right (3) degrees\n change y by (-10)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\nif <(CloneID) = [5]> then\n set size to (70) %\n switch costume to (join [menu] (MenuID))\n forever\n go to x: (150) y: ((150) - ((50) * (MenuID)))\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((75) - (size)) / (3))) %\n if <mouse down?> then\n if <(MenuID) = [1]> then\n if <(~TOTAL) > [99]> then\n change [~add v] by (1)\n change [~total v] by (-100)\n change [#nps v] by (1)\n end\n end\n if <(MenuID) = [2]> then\n if <(~TOTAL) > [399]> then\n change [~mul v] by (1)\n change [~total v] by (-400)\n change [#nps v] by (5)\n end\n end\n if <(MenuID) = [3]> then\n if <(~TOTAL) > [1199]> then\n change [~int v] by (1)\n change [~total v] by (-1200)\n change [#nps v] by (20)\n end\n end\n if <(MenuID) = [4]> then\n if <(~TOTAL) > [2999]> then\n change [~enum v] by (1)\n change [~total v] by (-3000)\n change [#nps v] by (50)\n end\n end\n if <(MenuID) = [5]> then\n if <(~TOTAL) > [9999]> then\n change [~esqrd v] by (1)\n change [~total v] by (-10000)\n change [#nps v] by (200)\n end\n end\n wait until <not <mouse down?>>\n end\n else\n set size to ((size) + (((70) - (size)) / (3))) %\n end\n end\nend\nif <(CloneID) = [6]> then\n hide\n forever\n change [~total v] by (#NPS)\n wait (1) seconds\n end\nend\nshow\nset [skips v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nset [level v] to [1]\npoint in direction (90)\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x 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 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 (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 [12]\n start sound [Jump 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 start sound [Jump v]\n set [y v] to [12]\n end\n change y by (1)\n if <<touching (spike spin! v)?> or <<touching (spike spin!2 v)?> or <touching (spike spin!3 v)?>>> then\n go to x: (-214) y: (-80)\n end\n if <(x position) > [222]> then\n broadcast (Next Level v)\n go to x: (-214) y: (-80)\n change [level v] by (1)\n end\n if <touching (bouncy! v)?> then\n set [y v] to [25]\n end\nend\n\nspeak [Don't Cheat]::tts\nspeak [Stop]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\nspeak [Don't Cheat]::tts\n\ngo to x: (-214) y: (-80)\nshow\nset [skips v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nset [level v] to [1]\npoint in direction <<touching (platform v)?> or <touching color (#000000)?>>\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x 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 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 (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 [12]\n start sound [Jump v]\n else\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n set [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 start sound [Jump v]\n set [y v] to [12]\n end\n change y by (1)\n if <<touching (spike spin! v)?> or <<touching (spike spin!2 v)?> or <touching (spike spin!3 v)?>>> then\n go to x: (-214) y: (-80)\n end\n if <(x position) > [222]> then\n broadcast (Next Level v)\n go to x: (-214) y: (-80)\n change [level v] by (1)\n end\n if <touching (bouncy! v)?> then\n set [y v] to [25]\n end\nend\n\nshow\nset [skips v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nset [level v] to [1]\npoint in direction (90)\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x 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 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 (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 [12]\n start sound [Jump 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 start sound [Jump v]\n set [y v] to [12]\n end\n change y by (1)\n if <<touching (spike spin! v)?> or <<touching (spike spin!2 v)?> or <touching (spike spin!3 v)?>>> then\n go to x: (-214) y: (-80)\n end\n if <(x position) > [222]> then\n broadcast (Next Level v)\n go to x: (-214) y: (-80)\n change [level v] by (1)\n end\n if <touching (bouncy! v)?> then\n set [y v] to [25]\n end\nend\n\nshow\nset [skips v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nset [level v] to [1]\npoint in direction (90)\ngo to x: (-214) y: (-80)\ngo to x: (-214) y: (-80)\ngo to x: (-214) y: (-80)\ngo to x: (-214) y: (-80)\nshow\nset [skips v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nset [level v] to [1]\npoint in direction (90)\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x 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 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 (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 [12]\n start sound [Jump 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 start sound [Jump v]\n set [y v] to [12]\n end\n change y by (1)\n if <<touching (spike spin! v)?> or <<touching (spike spin!2 v)?> or <touching (spike spin!3 v)?>>> then\n go to x: (-214) y: (-80)\n end\n if <(x position) > [222]> then\n broadcast (Next Level v)\n go to x: (-214) y: (-80)\n change [level v] by (1)\n end\n if <touching (bouncy! v)?> then\n set [y v] to [25]\n end\nend\n\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x 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 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 (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 [12]\n start sound [Jump 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 start sound [Jump v]\n set [y v] to [12]\n end\n change y by (1)\n if <<touching (spike spin! v)?> or <<touching (spike spin!2 v)?> or <touching (spike spin!3 v)?>>> then\n go to x: (-214) y: (-80)\n end\n if <(x position) > [222]> then\n broadcast (Next Level v)\n go to x: (-214) y: (-80)\n change [level v] by (1)\n end\n if <touching (bouncy! v)?> then\n set [y v] to [25]\n end\nend\n\nshow\nset [skips v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nset [level v] to [1]\npoint in direction (90)\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x 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 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 (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 [12]\n start sound [Jump 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 start sound [Jump v]\n set [y v] to [12]\n end\n change y by (1)\n if <<touching (spike spin! v)?> or <<touching (spike spin!2 v)?> or <touching (spike spin!3 v)?>>> then\n go to x: (-214) y: (-80)\n end\n if <(x position) > [222]> then\n broadcast (Next Level v)\n go to x: (-214) y: (-80)\n change [level v] by (1)\n end\n if <touching (bouncy! v)?> then\n set [y v] to [25]\n end\nend\n\ngo to x: (-214) y: (-80)\nif <(CloneID) = [0]> then\n if then\n set [digit v] to [0]\n set [~add v] to [0]\n set [~enum v] to [0]\n set [~esqrd v] to [0]\n set [~int v] to [0]\n set [~mul v] to [0]\n set [~total v] to [0]\n set [#nps v] to [0]\n show variable [~add v]\n show variable [~enum v]\n show variable [~esqrd v]\n show variable [~int v]\n show variable [~mul v]\n show variable [~total v]\n end\n if then\n set [cloneid v] to [1]\n create clone of (_myself_ v)\n set [cloneid v] to [2]\n create clone of (_myself_ v)\n set [cloneid v] to [3]\n create clone of (_myself_ v)\n set [cloneid v] to [6]\n create clone of (_myself_ v)\n end\n if then\n set [cloneid v] to [5]\n set [menuid v] to [1]\n create clone of (_myself_ v)\n set [menuid v] to [2]\n create clone of (_myself_ v)\n set [menuid v] to [3]\n create clone of (_myself_ v)\n set [menuid v] to [4]\n create clone of (_myself_ v)\n set [menuid v] to [5]\n create clone of (_myself_ v)\n end\n set [cloneid v] to [0]\n reset timer\n switch costume to (backdrop1 v)\nend\nif <(CloneID) = [1]> then\n hide\n forever\n play sound [GreenHillRemake by LukeManiaStudios v] until done\n end\nend\nif <(CloneID) = [2]> then\n set [timer v] to [0]\n switch costume to (pie v)\nend\nif <(CloneID) = [3]> then\n go to x: (-110) y: (-20)\n switch costume to (costume1 v)\n forever\n go to [back v] layer\n go [forward v] (1) layers\n point in direction ((timer) * (8))\n set size to ((100) + (([cos v] of (((timer) - (3)) * (300)) ) * (10))) %\n end\nend\nif <(CloneID) = [4]> then\n show\n switch costume to (pie2 v)\n repeat (20)\n turn right (3) degrees\n change y by (-10)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\nif <(CloneID) = [5]> then\n set size to (70) %\n switch costume to (join [menu] (MenuID))\n forever\n go to x: (150) y: ((150) - ((50) * (MenuID)))\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((75) - (size)) / (3))) %\n if <mouse down?> then\n if <(MenuID) = [1]> then\n if <(~TOTAL) > [99]> then\n change [~add v] by (1)\n change [~total v] by (-100)\n change [#nps v] by (1)\n end\n end\n if <(MenuID) = [2]> then\n if <(~TOTAL) > [399]> then\n change [~mul v] by (1)\n change [~total v] by (-400)\n change [#nps v] by (5)\n end\n end\n if <(MenuID) = [3]> then\n if <(~TOTAL) > [1199]> then\n change [~int v] by (1)\n change [~total v] by (-1200)\n change [#nps v] by (20)\n end\n end\n if <(MenuID) = [4]> then\n if <(~TOTAL) > [2999]> then\n change [~enum v] by (1)\n change [~total v] by (-3000)\n change [#nps v] by (50)\n end\n end\n if <(MenuID) = [5]> then\n if <(~TOTAL) > [9999]> then\n change [~esqrd v] by (1)\n change [~total v] by (-10000)\n change [#nps v] by (200)\n end\n end\n wait until <not <mouse down?>>\n end\n else\n set size to ((size) + (((70) - (size)) / (3))) %\n end\n end\nend\nif <(CloneID) = [6]> then\n hide\n forever\n change [~total v] by (#NPS)\n wait (1) seconds\n end\nend\nshow\nset [skips v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nset [level v] to [1]\npoint in direction (90)\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x 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 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 (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 [12]\n start sound [Jump 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 start sound [Jump v]\n set [y v] to [12]\n end\n change y by (1)\n if <<touching (spike spin! v)?> or <<touching (spike spin!2 v)?> or <touching (spike spin!3 v)?>>> then\n go to x: (-214) y: (-80)\n end\n if <(x position) > [222]> then\n broadcast (Next Level v)\n go to x: (-214) y: (-80)\n change [level v] by (1)\n end\n if <touching (bouncy! v)?> then\n set [y v] to [25]\n end\nend\n\nwhen flag clicked\nforever\n show\n go to x: (0) y: (0)\n go to [back v] layer\n change [timer v] by (0.04)\nend\n\nforever\n if <(MenuID) = [7]> then\n switch costume to (costume1 v)\n show\n end\nend\n\n@Wall At End\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\nforever\n if <<(Level) = [10]> and <(Skips) = [0]>> then\n show\n switch costume to (costume1 v)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\n go to x: (0) y: (0)\n show\nend\n\n
Arrow keys to move,Yellow is bouncy and red and spikes kill.Press n to skip .All levels possible.Omg Thanks for so much loves and faves.Sorry that it's ez
Green Fields || Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (2 v)\n\n@Blank\n\nwhen I receive [start game v]\nforever\n play sound [2 minutes of relaxing music,2 minute meditation music,2 minutes meditation,music 2 minute v] until done\nend\n\n@Player\n\nwhen I receive [start game v]\nset [colour v] to [0]\nswitch costume to (player v)\npoint in direction (90)\nSetup Player\nforever\n Special Collisions\n Main Game\nend\n\ndefine Setup Player\nclear graphic effects\nset [player x v] to [0]\nset [player y v] to [0]\ngo to x: (-200) y: (-20)\nshow\n\ndefine Main Game\nPlatformer Physics\nbroadcast (Loop v)\n\ndefine Platformer Physics\nchange y by (-2)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [player x v] by (1)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [player x v] by (-1)\nend\nchange y by (2)\nchange x by (Player x)\nif <touching (level v)?> then\n change x by ((Player x) * (-1))\n if <(Player x) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Player x) > [0]> then\n set [player x v] to [-10]\n else\n set [player x v] to [10]\n end\n set [player y v] to [10]\n else\n switch costume to (player v)\n set [player x v] to [0]\n end\nelse\n set [player x v] to ((Player x) * (0.85))\nend\nchange y by (Player Y)\nif <touching (level v)?> then\n change y by ((Player Y) * (-1))\n set [player y v] to [0]\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(Jumping?) = [Yes]>> then\n set [player y v] to [10]\n set [jumping? v] to [No]\n end\n change y by (1)\nelse\n change [player y v] by (-1)\n set [jumping? v] to [Yes]\nend\n\ndefine Special Collisions\nif <touching (ice v)?> then\n if <key (right arrow v) pressed?> then\n set [player x v] to [10]\n end\n if <key (left arrow v) pressed?> then\n set [player x v] to [-10]\n end\nend\nif <touching (yellow v)?> then\n set [player y v] to [20]\nend\nif <touching (red v)?> then\n change [score v] by (-1)\n broadcast (-1 point v)\n Setup Player\nend\nif <(x position) > [235]> then\n change [_level v] by (1)\n change [score v] by (5)\n broadcast (+5 points v)\n Setup Player\nend\n\nwhen I receive [start game v]\nforever\n if <(_Level) = [1]> then\n show variable [colour v]\n else\n hide variable [colour v]\n end\n set [color v] effect to (Colour)\n if <(_Level) < [12]> then\n if <key (e v) pressed?> then\n wait until <not <key (e v) pressed?>>\n Setup Player\n change [_level v] by (1)\n change [score v] by (-5)\n broadcast (-5 points v)\n end\n if <key (r v) pressed?> then\n Setup Player\n end\n if <(_Level) > [1]> then\n if <key (q v) pressed?> then\n wait until <not <key (q v) pressed?>>\n Setup Player\n change [_level v] by (-1)\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nhide variable [colour v]\nset [colour v] to [0]\nset [score v] to [0]\nshow variable [score v]\nset [_level v] to [1]\nbroadcast (Start Game v)\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nSetup Level\n\ndefine Setup Level\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nclear graphic effects\nshow\ngo to [back v] layer\n\nwhen I receive [loop v]\nforever\n switch costume to (_Level)\nend\n\n@Red\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [start game v]\nswitch costume to (1 v)\nshow\nforever\n switch costume to (_Level)\nend\n\n@Ice\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [start game v]\nswitch costume to (costume1 v)\nshow\nforever\n switch costume to (_Level)\nend\n\n@Yellow\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [start game v]\nswitch costume to (1 v)\nshow\nforever\n switch costume to (_Level)\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\nforever\n set [thumbnail timer v] to (timer)\nend\n\nwhen [timer v] > (Thumbnail Timer)\ngo to [front v] layer\nshow\n\n@Intro\n\nwhen I start as a clone\nswitch costume to (6 line explosion 1 v)\nset [color v] effect to (0)\nset size to (0) %\nrepeat (7)\n next costume\n change size by (((200) - (size)) / (4))\nend\nrepeat (5)\n change [ghost v] effect by (10)\n next costume\n change size by (((200) - (size)) / (4))\n wait (.05) seconds\nend\nswitch backdrop to (backdrop1 v)\ndelete this clone\n\nwhen I start as a clone\nshow\n\nwhen I receive [delete v]\ndelete this clone\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\npoint in direction (90)\nset size to (100) %\nclear graphic effects\nhide\ncreate clone of (_myself_ v)\n\n@ScoreText\n\nwhen flag clicked\ngo to x: (146) y: (-162)\ngo to [front v] layer\nshow\n\n@ScoreValue\n\nwhen flag clicked\ngo to x: (213) y: (-161)\ngo to [front v] layer\nhide\nclear graphic effects\n\nwhen I receive [-1 point v]\ngo to x: (213) y: (-161)\nclear graphic effects\nswitch costume to (-1 v)\nshow\nset [speed v] to [5]\nrepeat (9)\n change y by (Speed)\n change [speed v] by (-0.1)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [-5 points v]\ngo to x: (213) y: (-161)\nclear graphic effects\nswitch costume to (-5 v)\nshow\nset [speed v] to [5]\nrepeat (9)\n change y by (Speed)\n change [speed v] by (-0.1)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [+5 points v]\ngo to x: (213) y: (-161)\nclear graphic effects\nswitch costume to (+5 v)\nshow\nset [speed v] to [5]\nrepeat (9)\n change y by (Speed)\n change [speed v] by (-0.1)\n change [ghost v] effect by (10)\nend\nhide\n\n@Sprite1\n\n
Check this out:\nhttps://scratch.mit.edu/projects/467573795/\n\nGo follow @AvengersNerd3000 !\n-------------------------------------------------------------------------\nArrow keys or WASD to move\nT to chat\nN to show name or hide name\nE to skip level (adds 5 deaths per skipped level)\nR to restart level\nQ to go back a level\n-------------------------------------------------------------------------Please love and fav!
Space - A Scrolling Platformer (MOBILE FRIENDLY)
@Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\nshow variable [mouse v]\n\nwhen I receive [green flag v]\nswitch backdrop to (dekor 1 v)\n\n@player\n\nwhen flag clicked\nbroadcast (green flag v)\nbroadcast (play game v)\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (reset v) and wait\n broadcast (setup v) and wait\n game on\n repeat until <(EXIT) > []>\n tick\n broadcast (tick v) and wait\n end\n if <(EXIT) = [win]> then\n game - win\n else\n game - die\n end\nend\n\ndefine game on\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nhide variable [collected v]\nhide variable [collected max v]\nhide variable [exit v]\nhide variable [in air v]\nhide variable [level v]\nhide variable [mouse v]\nhide variable [scroll x v]\nhide variable [scroll y v]\nhide variable [sy v]\nhide variable [x v]\nhide variable [y v]\nif <(LEVEL) = [4]> then\n hide variable [score v]\nelse\n show variable [score v]\nend\npoint in direction (90)\nswitch costume to (costume1 v)\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 down?> and <(x position) > (mouse x)>>> then\n switch costume to (costume2 v)\n change [sx v] by (-2)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (costume1 v)\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n change player x by (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nchange player y by (sy)\ntest - die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nposition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nposition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n position\n set [sy v] to [0]\nend\n\ndefine position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine change player x by (sx)\nchange [x v] by (sx)\nposition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n position\n end\nend\n\ndefine game - die\nstart sound [ölüm v]\nset [exit v] to []\nrepeat (60)\n change [ghost v] effect by (4)\nend\nhide\n\ndefine test - die\nif <touching (danger v)?> then\n start sound [ölüm v]\n set [exit v] to [die]\nend\n\ndefine game - win\nrepeat (60)\n change [ghost v] effect by (4)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\nstart sound [ışınlanma v]\n\nwhen I receive [green flag v]\nswitch backdrop to (dekor 1 v)\n\nwhen I receive [green flag v]\nforever\n play sound [Tony Igy - Astronomia \(Official Video\) v] until done\nend\n\nwhen I receive [green flag v]\nforever\n set [score v] to (join (COLLECTED) (join [ / ] (COLLECTED MAX)))\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 Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [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 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 else\n if <(LEVEL) = [4]> then\n switch costume to (end v)\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@danger\n\nwhen flag clicked\nswitch costume to (level 1 1 v)\nhide\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 [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\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 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 else\n if <(LEVEL) = [4]> then\n switch costume to (end v)\n Clone at x: [9999999999] y: [9999999999]\n end\n end\n end\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@collactables\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 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 (dot2 v)\n Clone at x: [50] y: [-50]\n Clone at x: [640] y: [-80]\n Clone at x: [1470] y: [-94]\n Clone at x: [1620] y: [-94]\n Clone at x: [1895] y: [-3]\n Clone at x: [2123] y: [-19]\n Clone at x: [2402] y: [-93]\n Clone at x: [2805] y: [35]\n Clone at x: [2890] y: [121]\nelse\n if <(LEVEL) = [2]> then\n Clone at x: [266] y: [-34]\n Clone at x: [610] y: [0]\n Clone at x: [460] y: [70]\n Clone at x: [950] y: [150]\n Clone at x: [1345] y: [40]\n Clone at x: [1430] y: [161]\n Clone at x: [1689] y: [0]\n Clone at x: [2000] y: [50]\n Clone at x: [1850] y: [116]\n Clone at x: [2000] y: [191]\n Clone at x: [1850] y: [250]\n Clone at x: [2127] y: [406]\n Clone at x: [2200] y: [349]\n Clone at x: [2431] y: [196]\n else\n if <(LEVEL) = [3]> then\n Clone at x: [513] y: [290]\n Clone at x: [1100] y: [240]\n Clone at x: [1580] y: [-36]\n Clone at x: [1685] y: [-36]\n Clone at x: [1805] y: [-36]\n Clone at x: [1930] y: [450]\n Clone at x: [2280] y: [450]\n Clone at x: [2465] y: [200]\n Clone at x: [2600] y: [0]\n else\n if <(LEVEL) = [4]> then\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\nwhen I receive [green flag v]\nset [brightness v] effect to (20)\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 start sound [ışınlanma v]\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: [3110] y: [121]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (closed v)\n Clone at x: [2557] y: [137]\n else\n if <(LEVEL) = [3]> then\n Clone at x: [3113] y: [-3]\n else\n if <(LEVEL) = [4]> then\n Clone at x: [99999] y: [99999]\n hide variable [score v]\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\n@Kukla 1\n\nwhen I receive [green flag v]\nhide\n\n@stars\n\nwhen flag clicked\nswitch costume to (level 1 1 v)\nhide\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 [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nelse\n if <(LEVEL) = [2]> then\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] 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 Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] 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 Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n end\n end\n end\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [green flag v]\ngo to [back v] layer\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [480]\n Clone at x: [360] y: [480]\n Clone at x: [360] y: [480]\n Clone at x: [360] y: [480]\n Clone at x: [360] y: [480]\n Clone at x: [360] y: [480]\n Clone at x: [360] y: [480]\n Clone at x: [360] y: [480]\n Clone at x: [360] y: [480]\n Clone at x: [360] y: [480]\n Clone at x: [360] y: [960]\n Clone at x: [360] y: [960]\n Clone at x: [360] y: [960]\n Clone at x: [360] y: [960]\n Clone at x: [360] y: [960]\n Clone at x: [360] y: [960]\n Clone at x: [360] y: [960]\n Clone at x: [360] y: [960]\n Clone at x: [360] y: [960]\n Clone at x: [360] y: [960]\n Clone at x: [360] y: [960]\n Clone at x: [360] y: [960]\n Clone at x: [360] y: [960]\n Clone at x: [360] y: [960]\n Clone at x: [360] y: [1200]\n Clone at x: [360] y: [1200]\n Clone at x: [360] y: [1200]\n Clone at x: [360] y: [1200]\n Clone at x: [360] y: [1200]\n Clone at x: [360] y: [1200]\n Clone at x: [360] y: [1200]\n Clone at x: [360] y: [1200]\n Clone at x: [360] y: [1200]\n Clone at x: [360] y: [1200]\nelse\n if <(LEVEL) = [2]> then\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [480]\n Clone at x: [360] y: [480]\n Clone at x: [360] y: [480]\n Clone at x: [360] y: [480]\n Clone at x: [360] y: [480]\n Clone at x: [360] y: [480]\n Clone at x: [360] y: [480]\n Clone at x: [360] y: [480]\n Clone at x: [360] y: [480]\n Clone at x: [360] y: [480]\n Clone at x: [360] y: [960]\n Clone at x: [360] y: [960]\n Clone at x: [360] y: [960]\n Clone at x: [360] y: [960]\n Clone at x: [360] y: [960]\n Clone at x: [360] y: [960]\n Clone at x: [360] y: [960]\n Clone at x: [360] y: [960]\n Clone at x: [360] y: [960]\n Clone at x: [360] y: [960]\n Clone at x: [360] y: [1200]\n Clone at x: [360] y: [1200]\n Clone at x: [360] y: [1200]\n Clone at x: [360] y: [1200]\n Clone at x: [360] y: [1200]\n Clone at x: [360] y: [1200]\n Clone at x: [360] y: [1200]\n Clone at x: [360] y: [1200]\n Clone at x: [360] y: [1200]\n Clone at x: [360] y: [1200]\n else\n if <(LEVEL) = [3]> then\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [480]\n Clone at x: [360] y: [480]\n Clone at x: [360] y: [480]\n Clone at x: [360] y: [480]\n Clone at x: [360] y: [480]\n Clone at x: [360] y: [480]\n Clone at x: [360] y: [480]\n Clone at x: [360] y: [480]\n Clone at x: [360] y: [480]\n Clone at x: [360] y: [480]\n Clone at x: [360] y: [960]\n Clone at x: [360] y: [960]\n Clone at x: [360] y: [960]\n Clone at x: [360] y: [960]\n Clone at x: [360] y: [960]\n Clone at x: [360] y: [960]\n Clone at x: [360] y: [960]\n Clone at x: [360] y: [960]\n Clone at x: [360] y: [960]\n Clone at x: [360] y: [960]\n Clone at x: [360] y: [1200]\n Clone at x: [360] y: [1200]\n Clone at x: [360] y: [1200]\n Clone at x: [360] y: [1200]\n Clone at x: [360] y: [1200]\n Clone at x: [360] y: [1200]\n Clone at x: [360] y: [1200]\n Clone at x: [360] y: [1200]\n Clone at x: [360] y: [1200]\n Clone at x: [360] y: [1200]\n else\n if <(LEVEL) = [4]> then\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [480]\n Clone at x: [360] y: [480]\n Clone at x: [360] y: [480]\n Clone at x: [360] y: [480]\n Clone at x: [360] y: [480]\n Clone at x: [360] y: [480]\n Clone at x: [360] y: [480]\n Clone at x: [360] y: [480]\n Clone at x: [360] y: [480]\n Clone at x: [360] y: [480]\n Clone at x: [360] y: [960]\n Clone at x: [360] y: [960]\n Clone at x: [360] y: [960]\n Clone at x: [360] y: [960]\n Clone at x: [360] y: [960]\n Clone at x: [360] y: [960]\n Clone at x: [360] y: [960]\n Clone at x: [360] y: [960]\n Clone at x: [360] y: [960]\n Clone at x: [360] y: [960]\n Clone at x: [360] y: [1200]\n Clone at x: [360] y: [1200]\n Clone at x: [360] y: [1200]\n Clone at x: [360] y: [1200]\n Clone at x: [360] y: [1200]\n Clone at x: [360] y: [1200]\n Clone at x: [360] y: [1200]\n Clone at x: [360] y: [1200]\n Clone at x: [360] y: [1200]\n Clone at x: [360] y: [1200]\n Clone at x: [360] y: [1800]\n Clone at x: [360] y: [1800]\n Clone at x: [360] y: [1800]\n Clone at x: [360] y: [1800]\n Clone at x: [360] y: [1800]\n Clone at x: [360] y: [1800]\n Clone at x: [360] y: [1800]\n Clone at x: [360] y: [1800]\n Clone at x: [360] y: [1800]\n Clone at x: [360] y: [1800]\n end\n end\n end\nend\n\n
**INSRUCTİONS**\n> Use arrow keys or W,A,S to move the character. Also this project is mobile friendly.\n> Don't fall.\n> Collect all the coins.\n> And don't forget to ❤,⭐ and follow me.\n> I hope you will enjoy :)
☁cloud multiplayer a frosty platformer
@Stage\n\nwhen [7 v] key pressed\nset [player v] to [1]\nwait (1) seconds\nset [player v] to [2]\nwait (1) seconds\nset [player v] to [3]\nwait (1) seconds\nset [player v] to [4]\nwait (1) seconds\n\nwhen [7 v] key pressed\n\n@mon jouer\n\nwhen flag clicked\nforever\n if <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> then\n switch costume to (4a v)\n end\n if <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> then\n switch costume to (5a v)\n end\nend\n\nwhen flag clicked\nforever\n if <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> then\n switch costume to (4a v)\n end\n if <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> then\n switch costume to (5a v)\n end\nend\n\nwhen flag clicked\nforever\n set rotation style [left-right v]\nend\n\ndefine encoder (nombre de encoder)\nset [position dans nombre v] to [1]\nrepeat (length of (nombre de encoder))\n set [nombre encodé v] to (join (nombre encodé) (item # of (letter (position dans nombre) of (nombre de encoder)) in [encodage v]))\n change [position dans nombre v] by (1)\nend\nset [nombre encodé v] to (join (nombre encodé) [00])\n\ndefine commencer a decoder (numéro player)\nset [position a décodé v] to [1]\nset [nombre décocodé v] to []\nif <(numéro player) = [1]> then\n set [a décoder v] to (☁ player 1)\nend\nif <(numéro player) = [2]> then\n set [a décoder v] to (☁ player 2)\nend\nif <(numéro player) = [3]> then\n set [a décoder v] to (☁ player 3)\nend\nif <(numéro player) = [4]> then\n set [a décoder v] to (☁ player 4)\nend\n\ndefine commencer a encoder\nset [nombre encodé v] to []\n\ndefine Finir d'encoder pour (numéro player)\nif <(numéro player) = [1]> then\n set [☁ player 1 v] to (nombre encodé)\nend\nif <(numéro player) = [2]> then\n set [☁ player 2 v] to (nombre encodé)\nend\nif <(numéro player) = [3]> then\n set [☁ player 3 v] to (nombre encodé)\nend\nif <(numéro player) = [4]> then\n set [☁ player 4 v] to (nombre encodé)\nend\n\nwhen flag clicked\nset [level v] to [0]\nswitch backdrop to (arrière plan2 v)\nset [player v] to [0]\nset [nombre maximum players v] to [4]\nse conecté\nbroadcast (créer clone v) and wait\nif <(player) > [0]> then\n switch backdrop to (arrière plan3 v)\n wait (1) seconds\n switch backdrop to (arrière plan1 v)\n broadcast (setup v)\nelse\n switch backdrop to (arrière plan4 v)\nend\n\nwhen I receive [setup v]\nforever\n if <(player) > [0]> then\n show\n mouvement\n encoder mouvement\n else\n hide\n end\nend\n\ndefine Decoder\nset [nombre décocodé v] to []\nset [chiffre codé v] to [01]\nrepeat until <(chiffre codé) = [00]>\n set [chiffre codé v] to (join (letter (position a décodé) of (a décoder)) (letter ((position a décodé) + (1)) of (a décoder)))\n set [nombre décocodé v] to (join (nombre décocodé) (item (chiffre codé) of [encodage v]))\n change [position a décodé v] by (2)\nend\n\ndefine se conecté\nset [player 1 v] to (☁ player 1)\nset [player2 v] to (☁ player 2)\nset [player3 v] to (☁ player 3)\nset [player4 v] to (☁ player 4)\nwait (3) seconds\nif <(☁ player 1) = (player 1)> then\n set [player v] to [1]\nelse\n if <(☁ player 2) = (player2)> then\n set [player v] to [2]\n else\n if <(☁ player 3) = (player3)> then\n set [player v] to [3]\n else\n if <(☁ player 4) = (player4)> then\n set [player v] to [4]\n end\n end\n end\nend\n\ndefine mouvement\nif <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>>> then\n change [gauche v] by (1)\n switch costume to (1a v)\nelse\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>>> then\n change [gauche v] by (-1)\n switch costume to (2a v)\n end\nend\nset [gauche v] to ((gauche) * (0.9))\nchange x by (gauche)\nif <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (1)\n end\n end\n end\nend\nif <touching (platform v)?> then\n change x by ((gauche) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(gauche) > [0]> then\n set [gauche v] to [-5]\n else\n set [gauche v] to [5]\n end\n set [droite v] to [10]\n else\n set [droite v] to [0]\n end\nend\nchange [droite v] by (-1)\nchange y by (droite)\nif <touching (platform v)?> then\n change y by ((droite) * (-1))\n set [droite v] to [0]\nend\nchange y by (-1)\nif <touching (platform v)?> then\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>>> then\n switch costume to (6a v)\n set [droite v] to [15]\n end\nend\nchange y by (1)\nif <<touching (spikes v)?> or <(y position) < [-170]>> then\n repeat (10)\n change [ghost v] effect by (10)\n wait (0) seconds\n end\n go to x: (-203) y: (14)\n repeat (10)\n change [ghost v] effect by (-10)\n wait (0) seconds\n end\nend\nif <(x position) > [239]> then\n go to x: (-203) y: (14)\n broadcast (vite v)\nend\n\ndefine encoder mouvement\ncommencer a encoder\nencoder (round (x position))\nencoder (round (y position))\nencoder (level)\nencoder (join (join (player) [:]) (username))\nencoder (timer)\nencoder []\nFinir d'encoder pour (player)\n\nwhen I receive [vite v]\nchange [level v] by (1)\n\nwhen flag clicked\ngo to x: (-203) y: (14)\n\nwhen I receive [reset v]\ngo to x: (-203) y: (14)\n\nwhen flag clicked\nforever\n play sound [Exlo - Free v] until done\nend\n\n@opposant\n\ndefine commencer a decoder (numéro player)\nset [position a décodé v] to [1]\nset [nombre décocodé v] to []\nif <(numéro player) = [1]> then\n set [a décoder v] to (☁ player 1)\n switch costume to (player 1 v)\nend\nif <(numéro player) = [2]> then\n set [a décoder v] to (☁ player 2)\n switch costume to (player 2 v)\nend\nif <(numéro player) = [3]> then\n set [a décoder v] to (☁ player 3)\n switch costume to (player 3 v)\nend\nif <(numéro player) = [4]> then\n set [a décoder v] to (☁ player 4)\n switch costume to (player 4 v)\nend\n\ndefine Decoder\nset [nombre décocodé v] to []\nset [chiffre codé v] to [01]\nrepeat until <(chiffre codé) = [00]>\n set [chiffre codé v] to (join (letter (position a décodé) of (a décoder)) (letter ((position a décodé) + (1)) of (a décoder)))\n set [nombre décocodé v] to (join (nombre décocodé) (item (chiffre codé) of [encodage v]))\n change [position a décodé v] by (2)\nend\n\ndefine setup clones\nset [numéro player v] to [1]\nrepeat (nombre maximum players)\n create clone of (_myself_ v)\n change [numéro player v] by (1)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nshow\nforever\n if <(player) = (numéro player)> then\n set [offline v] to [101]\n hide\n else\n commencer a decoder (numéro player)\n Decoder\n set x to (nombre décocodé)\n Decoder\n set y to (nombre décocodé)\n Decoder\n set [level oppansant v] to (nombre décocodé)\n Decoder\n think (nombre décocodé)\n Decoder\n if <(level) = (level oppansant)> then\n show\n else\n hide\n end\n Decoder\n deconecter (numéro player)\n end\nend\n\ndefine Finir d'encoder pour (numéro player)\nif <(numéro player) = [1]> then\n set [☁ player 1 v] to (nombre encodé)\nend\nif <(numéro player) = [2]> then\n set [☁ player 2 v] to (nombre encodé)\nend\nif <(numéro player) = [3]> then\n set [☁ player 3 v] to (nombre encodé)\nend\nif <(numéro player) = [4]> then\n set [☁ player 4 v] to (nombre encodé)\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\n\nwhen I receive [créer clone v]\nsetup clones\n\ndefine deconecter (numero player)\nif <(numero player) = [1]> then\n if <(derniere position) = (join [A] (☁ player 1))> then\n change [offline v] by (1)\n else\n set [derniere position v] to (join [A] (☁ player 1))\n set [offline v] to [0]\n end\nend\nif <(numero player) = [2]> then\n if <(derniere position) = (join [A] (☁ player 2))> then\n change [offline v] by (1)\n else\n set [derniere position v] to (join [A] (☁ player 2))\n set [offline v] to [0]\n end\nend\nif <(numero player) = [3]> then\n if <(derniere position) = (join [A] (☁ player 3))> then\n change [offline v] by (1)\n else\n set [derniere position v] to (join [A] (☁ player 3))\n set [offline v] to [0]\n end\nend\nif <(numero player) = [4]> then\n if <(derniere position) = (join [A] (☁ player 4))> then\n change [offline v] by (1)\n else\n set [derniere position v] to (join [A] (☁ player 4))\n set [offline v] to [0]\n end\nend\nif <<(offline) = [0]> and <(level oppansant) = (level)>> then\n show\nend\nif <(offline) > [100]> then\n hide\nend\n\nwhen flag clicked\nforever\n\n@platform\n\nwhen flag clicked\nset size to (90) %\nhide\n\nwhen I receive [vite v]\nnext costume\n\nwhen flag clicked\nswitch costume to (level 1 v)\nwait (3) seconds\nshow\nforever\n go to [front v] layer\nend\n\n@spikes\n\nwhen I receive [vite v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@decor\n\nwhen flag clicked\nset size to (90) %\nhide\n\nwhen I receive [vite v]\nnext costume\n\nwhen flag clicked\nswitch costume to (level 1 v)\nwait (3) seconds\nshow\nforever\n go to [back v] layer\nend\n\n@detector\n\nwhen flag clicked\ngo to [front v] layer\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n
hi my new project is here \npls love and fav and follow @programmerflochat \nit tooks me 8+ hours \n575+ bocks =D \nno pub !!\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ncontrols:\narrows or touch to move or wasd\nT to chat (coming soon )\nHave fun !!!!\n#1 on trending !!!! Thanks 0-0\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nPropose this project to be feutured https://scratch.mit.edu/studios/4228481/comments/
Gravity || Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nwait (1) seconds\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [message2 v]\nswitch backdrop to (backdrop2 v)\n\n@Player\n\ndefine Physics (xv) (jumpheight)\nif <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n change [xmovement v] by (xv)\nelse\n if <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n change [xmovement v] by (join [-] (xv))\n end\nend\nset [xmovement v] to ((Xmovement) * (0.9))\nchange x by (Xmovement)\nchange [yv v] by (-1.2)\nif <touching (levels v)?> then\n if <(Grav) = [1]> then\n change y by (1)\n else\n if <(Grav) = [2]> then\n change y by (-0.4)\n end\n end\nend\nif <touching (levels v)?> then\n change x by ((Xmovement) * (-1))\nend\nif <(Grav) = [1]> then\n change y by (Yv)\nelse\n if <(Grav) = [2]> then\n change y by ((0) - (Yv))\n end\nend\nif <touching (levels v)?> then\n if <(Grav) = [1]> then\n change y by ((Yv) - ((Yv) * (2)))\n set [yv v] to [0]\n else\n if <(Grav) = [2]> then\n change y by ((Yv) - ((Yv) * (-0.5)))\n set [yv v] to [0]\n end\n end\nend\nif <(Grav) = [1]> then\n change y by (-1)\nelse\n if <(Grav) = [2]> then\n change y by (1)\n end\nend\nif <(x position) > [230]> then\n change [level v] by (1)\n switch costume to (costume1 v)\n set [yv v] to [0]\n set [xmovement v] to [0]\n set [grav v] to [1]\n go to [front v] layer\n go to x: (-197) y: (-72)\nend\nif <<<touching (hazards v)?> or <(y position) > [177.5]>> or <(y position) < [-177.5]>> then\n switch costume to (costume1 v)\n broadcast (transition v)\n set [yv v] to [0]\n set [xmovement v] to [0]\n set [grav v] to [1]\n go to [front v] layer\n go to x: (-197) y: (-72)\nend\nif <touching (material things v)?> then\n if <(level) = [9]> then\n change y by (-10)\n change [grav v] by (1)\n else\n change y by (10)\n change [grav v] by (1)\n end\nend\nif <key (r v) pressed?> then\n set [xmovement v] to [0]\n set [yv v] to [0]\n set [grav v] to [1]\n go to x: (-197) y: (-72)\n wait until <not <key (r v) pressed?>>\nend\nif <key (s v) pressed?> then\n set [xmovement v] to [0]\n set [yv v] to [0]\n set [grav v] to [1]\n change [level v] by (1)\n go to x: (-197) y: (-72)\n wait until <not <key (s v) pressed?>>\nend\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Grav) = [3]> then\n set [grav v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <key (down arrow v) pressed?> then\n change [yv v] by (4)\n wait (0.02) seconds\n change [grav v] by (1)\n set [yv v] to [0]\n wait until <not <key (down arrow v) pressed?>>\n end\nend\n\nwhen I receive [message1 v]\nshow\ngo to x: (-197) y: (-72)\nswitch costume to (costume1 v)\nset [yv v] to [0]\nset [level v] to [1]\nset [xmovement v] to [0]\nset [grav v] to [1]\ngo to [front v] layer\nforever\n Physics [0.8] [15]\nend\n\nwhen I receive [message2 v]\nforever\n play sound [Upbeat and Happy Background Music For YouTube Videos and Commercials v] until done\nend\n\nif <(Grav) = [1]> then\n set [yv v] to [14.5]\nelse\n if <(Grav) = [2]> then\n set [yv v] to [-14.5]\n end\nend\nif <(Xmovement) > [0]> then\n set [xmovement v] to [-7]\nelse\n set [xmovement v] to [7]\nend\n\n@Levels\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [level v] to [1]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [message1 v]\nshow\nforever\n switch costume to (level)\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nset [x v] to [0]\nset size to (pick random (10) to (100)) %\ngo to x: (-250) y: (pick random (-180) to (180))\nrepeat until <(x position) > [230]>\n change [x v] by (pick random (0.4) to (0.9))\n change x by (X)\nend\ndelete this clone\n\nwhen I receive [message2 v]\nforever\n wait (pick random (0.45) to (1)) seconds\n create clone of (_myself_ v)\nend\n\n@Intro\n\nwhen flag clicked\nplay sound [Tom Zanetti - More & More Ft3 v] until done\n\nwhen flag clicked\nhide\nset [particles? v] to [false]\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\nrepeat (12)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\npoint in direction (90)\nif <(costume [number v]) = [1]> then\n hide\n set size to (110) %\n wait (0.1) seconds\n go to x: (0) y: (-340)\n show\n repeat until <(round (y position)) = [89]>\n change y by (((89) - (y position)) / (5))\n end\n wait (0.08) seconds\n delete this clone\nelse\n if <(costume [number v]) = [2]> then\n hide\n set size to (110) %\n go to [front v] layer\n go to x: (0) y: (-340)\n wait (0.15) seconds\n show\n repeat until <(round (y position)) = [89]>\n change y by (((89) - (y position)) / (5))\n end\n wait (0.08) seconds\n delete this clone\n else\n if <(costume [number v]) = [3]> then\n hide\n set size to (110) %\n go to [front v] layer\n go to x: (0) y: (-340)\n wait (0.2) seconds\n show\n repeat until <(round (y position)) = [89]>\n change y by (((89) - (y position)) / (5))\n end\n wait (0.08) seconds\n delete this clone\n else\n if <(costume [number v]) = [4]> then\n hide\n set size to (110) %\n go to [front v] layer\n go to x: (0) y: (-340)\n wait (0.25) seconds\n show\n repeat until <(round (y position)) = [89]>\n change y by (((89) - (y position)) / (5))\n end\n wait (0.08) seconds\n delete this clone\n else\n if <(costume [number v]) = [5]> then\n hide\n hide\n set size to (100) %\n go to [front v] layer\n go to x: (0) y: (360)\n wait (0.35) seconds\n show\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (5))\n end\n wait (0.2) seconds\n repeat until <(round (y position)) = [345]>\n change y by (((345) - (y position)) / (2.5))\n end\n hide\n hide\n set [ghost v] effect to (100)\n hide\n hide\n delete this clone\n else\n if <(costume [number v]) = [6]> then\n hide\n set size to (100) %\n go to [front v] layer\n go to x: (0) y: (360)\n wait (0.55) seconds\n show\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (5))\n end\n wait (0.2) seconds\n repeat until <(round (y position)) = [345]>\n change y by (((345) - (y position)) / (2.5))\n end\n set [ghost v] effect to (100)\n hide\n hide\n hide\n delete this clone\n else\n if <(costume [number v]) = [7]> then\n hide\n set size to (100) %\n go to [front v] layer\n go to x: (0) y: (360)\n wait (0.75) seconds\n show\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (5))\n end\n wait (0.2) seconds\n repeat until <(round (y position)) = [345]>\n change y by (((345) - (y position)) / (2.5))\n end\n hide\n set [ghost v] effect to (100)\n hide\n hide\n delete this clone\n else\n if <(costume [number v]) = [8]> then\n point in direction (0)\n set [ghost v] effect to (0)\n hide\n wait (3.4) seconds\n show\n set size to (0) %\n go to [front v] layer\n repeat (20)\n set [size v] to (((Size) * (0.5)) + (((80) - (size)) / (1)))\n change size by (Size)\n end\n go to x: (0.5) y: (0)\n repeat until <(x position) > [284]>\n change x by ((x position) / (4))\n end\n go to x: (-240) y: (0)\n repeat until <(x position) > [-0.5]>\n change x by (((x position) / (4)) * (-1))\n end\n wait (0.1) seconds\n repeat (30)\n change y by (((5) - ((y position) * (0.2))) * (-0.85))\n turn right (8) degrees\n change [ghost v] effect by (6)\n end\n delete this clone\n else\n if <(costume [number v]) = [9]> then\n hide\n set size to (55) %\n set [ghost v] effect to (30)\n wait (3.45) seconds\n show\n repeat (60)\n change size by (5)\n change [ghost v] effect by (5)\n end\n delete this clone\n else\n if <(costume [number v]) = [10]> then\n hide\n go to x: (0) y: (0)\n wait (6) seconds\n show\n set size to (0) %\n repeat until <(round (size)) = [110]>\n change size by (((110) - (size)) / (5))\n end\n wait (2) seconds\n delete this clone\n else\n if <(costume [number v]) = [11]> then\n hide\n go to x: (-464) y: (0)\n wait (7) seconds\n show\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (5))\n end\n wait (2) seconds\n delete this clone\n else\n if <(costume [number v]) = [12]> then\n hide\n go to x: (464) y: (0)\n wait (8) seconds\n show\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (5))\n end\n wait (1) seconds\n broadcast (message2 v)\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\n end\n end\n end\nend\n\ndelete this clone\n\nwhen I start as a clone\nif <(Particles?) = [true]> then\n hide\n if <(pick random (1) to (2)) = [1]> then\n switch costume to (particle 1 v)\n else\n switch costume to (particle 2 v)\n end\n set size to (pick random (30) to (150)) %\n set [ghost v] effect to (pick random (0) to (50))\n set [brightness v] effect to (pick random (-50) to (100))\n go to x: (0) y: (0)\n point in direction (pick random (-180) to (180))\n set [v v] to (pick random (10) to (15))\n set [i v] to (pick random (2) to (7))\n go to [back v] layer\n show\n repeat until <(y position) < [-170]>\n move (v) steps\n change y by (i)\n set [v v] to ((v) * (0.95))\n change [i v] by (-0.3)\n end\n delete this clone\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nwait (3.2) seconds\nset [particles? v] to [true]\nrepeat (30)\n create clone of (_myself_ v)\nend\n\n\n\nwhen I start as a clone\nif <(costume [number v]) = [8]> then\n wait (3.4) seconds\n repeat until <(round (direction)) = [90]>\n turn right (((90) - (direction)) / (3.5)) degrees\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [8]> then\n set [brightness v] effect to (0)\n wait (3.4) seconds\n set [brightness v] effect to (100)\n repeat (10)\n change [brightness v] effect by (-10)\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [9]> then\n set [brightness v] effect to (0)\n wait (3.5) seconds\n set [brightness v] effect to (100)\n repeat (10)\n change [brightness v] effect by (-10)\n end\nend\n\n@Play Button\n\nwhen flag clicked\nset [hover v] to [0]\nforever\n set [hover v] to (((hover) + (5)) mod (360))\n change y by (([sin v] of (hover) ) / (2))\n point in direction ((90) + (([sin v] of ((timer) * (95)) ) * (10)))\nend\n\nwhen flag clicked\ngo to x: (0) y: (-55)\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [message2 v]\nset [ghost v] effect to (0)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [128]>\n change size by (((128) - (size)) / (7))\n end\n else\n repeat until <(size) = [100]>\n change size by (((100) - (size)) / (7))\n end\n end\nend\n\nwhen this sprite clicked\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nset size to (1) %\ngo to x: (800) y: (800)\nbroadcast (message1 v)\n\n@title\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to x: (0) y: (56)\nhide\n\nwhen I receive [message2 v]\nshow\nforever\n set [hover v] to (((hover) + (5)) mod (360))\n change y by (([sin v] of (hover) ) / (2))\n point in direction ((90) + (([sin v] of ((timer) * (95)) ) * (-5)))\nend\n\nwhen I receive [message1 v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Writing\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [message1 v]\nshow\nforever\n switch costume to (level)\nend\n\n@Hazards\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [message1 v]\nshow\nforever\n switch costume to (level)\nend\n\n@material things\n\nwhen I receive [message1 v]\nshow\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n@tb\n\nwhen flag clicked\nhide\n\n
|| Gravity\n_~_~_~_~_~_~_~_~_~_~_~_~_~_~_~_~_~_~_~_~_~_~\nIn this game, you can control gravity! use the arrow keys to move around, and hit the down arrow to change gravity. Be wary of gravity-changing material; it can change your gravity where you want it to least. make it to the end!\n\n\n
A platformer
@Stage\n\nwhen flag clicked\nforever\n broadcast (go v)\n play sound [Throw Down.mp3 v] until done\n set [speed v] to [0]\n wait (3) seconds\nend\n\nwhen flag clicked\nset [level v] to [0]\nset [score/time v] to [0]\nrepeat until <[9.9] < (level)>\n wait (1) seconds\n change [score/time v] by (1)\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [f]> then\n change [level v] by (100)\n end\nend\n\nswitch backdrop to (f v) and wait\n\n@Sprite1\n\nwhen flag clicked\na code\n\ndefine a code\nswitch backdrop to (backdrop1 v)\nset [y v] to [0]\nset [x v] to [0]\nshow\ngo to [front v] layer\ngo to x: (-219) y: (-80)\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-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 (up arrow v) pressed?> then\n set [yv v] to [14]\n end\n end\n change y by (1)\n if <<<touching color (#ff0000)?> or <key (space v) pressed?>> or <[-175] > (y position)>> then\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-219) y: (-80)\n broadcast (message1 v)\n end\n if <[235] < (x position)> then\n go to x: (-219) y: (-80)\n set [x v] to [0]\n set [y v] to [0]\n broadcast (message1 v)\n if <([backdrop # v] of [_stage_ v]) = [10]> then\n switch backdrop to (backdrop2 v)\n else\n switch backdrop to (next backdrop v)\n end\n end\nend\n\n
-A normal plat former \n-arrow keys to move\nPress space to skip a level (space for self destruct)\ncredits a friend\n- Aim for the lowest score possible\n-Pls like and 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\nwhy u 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\nstop\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\ndon't skroll downs\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nchat: Black\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\npls remix\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nalso can u follow me\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nwho told u to look at thins\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n @wazzotv is cool make sure to watch his animations
World//platformer
@Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\nshow variable [mouse v]\n\nwhen flag clicked\nhide variable [mouse v]\nswitch backdrop to (backdrop3 v)\n\nwhen flag clicked\nhide variable [coins v]\n\n@Blank\n\n@player\n\nwhen flag clicked\nforever\n if <<touching (bounce v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [sy v] to [33]\n else\n if <touching (bounce v)?> then\n set [sy v] to [32]\n end\n end\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\nwait (8) seconds\nbroadcast (Green Flag v)\nbroadcast (Play Game v)\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\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 [200]\nset [y v] to [370]\nset [scroll x v] to [200]\nset [scroll y v] to [370]\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\nswitch costume to (player_center v)\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 (right2 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 (left2 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 [18]\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 switch costume to (player_center v)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\n hide\nend\n\ndefine Test - Die\nif <<<<<touching (danger v)?> or <touching (saws v)?>> or <touching (show hide v)?>> or <<touching (enemi v)?> or <touching (enemi2 v)?>>> or <<touching (saws1 v)?> or <touching (saws2 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]\nset [coins v] to (join (COLLECTED) (join [/] (COLLECTED MAX)))\n\nwhen flag clicked\nset [timer v] to [0.1]\nforever\n set [timer v] to (timer)\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (bounce v)?> then\n change [now you can v] by (1)\n end\nend\n\nwhen flag clicked\nset [now you can v] to [0]\n\nwhen I receive [green flag v]\nforever\n play sound [Unlimited v] until done\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 [200]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [200]\n switch costume to (level 1 2 v)\n Clone at x: [360] y: [200]\n switch costume to (level 1 3 v)\n Clone at x: [360] y: [360]\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: [360]\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: [360] y: [0]\n switch costume to (level 1 9 v)\n Clone at x: [360] y: [100]\n switch costume to (level 1 10 v)\n Clone at x: [360] y: [200]\n switch costume to (level 1 11 v)\n Clone at x: [0] y: [300]\n switch costume to (level 1 12 v)\n Clone at x: [0] y: [400]\n switch costume to (level 1 13 v)\n Clone at x: [0] y: [500]\n switch costume to (level 1 14 v)\n Clone at x: [0] y: [600]\n switch costume to (level 1 15 v)\n Clone at x: [0] y: [700]\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: [360] y: [0]\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\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 [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 3 v)\n Clone at x: [360] y: [360]\n switch costume to (level 1 4 v)\n Clone at x: [360] y: [360]\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: [560] 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]\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\nrepeat (8)\n switch costume to (level 1 1 v)\nend\nswitch costume to (level 1 2 v)\n\nClone at x: [456] y: [-103]\nClone at x: [575] y: [-104]\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Collectables\n\nwhen I receive [flip v]\nnext costume\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 <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 Clone at x: [-118] y: [176]\n Clone at x: [748] y: [230]\n Clone at x: [869] y: [406]\n Clone at x: [669] y: [-52]\n Clone at x: [1829] y: [321]\n Clone at x: [2515] y: [215]\n Clone at x: [2694] y: [-47]\n Clone at x: [3404] y: [72]\nelse\n if <(LEVEL) = [2]> then\n Clone at x: [301] y: [-5]\n Clone at x: [379] y: [-99]\n end\n set [x v] to [-99999]\nend\nset [x v] to [-99999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nClone at x: [379] y: [-99]\n\nClone at x: [3400] y: [171]\nClone at x: [3401] y: [118]\n\n@Exit\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 [setup v]\nhide\nset [collected v] to [0]\nset [x v] to [3634]\nset [y v] to [1071]\nif <(LEVEL) = [1]> then\n switch costume to (open v)\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\nClone at x: [-198] y: [336]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> 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 if <touching (player v)?> then\nend\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [name v]) = [Open]> and <touching (player v)?>> then\n set [exit v] to [Win]\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n stop [all v]\n end\nend\n\n@BG\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 [360]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [360]\n switch costume to (level 1 2 v)\n Clone at x: [360] y: [360]\n switch costume to (level 1 3 v)\n Clone at x: [360] y: [360]\n switch costume to (level 1 4 v)\n Clone at x: [360] y: [400]\n switch costume to (level 1 5 v)\n Clone at x: [360] y: [400]\n switch costume to (level 1 7 v)\n Clone at x: [360] y: [400]\n switch costume to (level 1 8 v)\n Clone at x: [360] y: [400]\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: [360] y: [0]\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\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 [360]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [360]\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: [360] y: [300]\n switch costume to (level 1 5 v)\n Clone at x: [360] y: [300]\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: [396] y: [-131]\nClone at x: [396] y: [-131]\n\nswitch costume to (level 1 5 v)\n\nwhen flag clicked\nforever\n\nswitch costume to (level 1 5 v)\nClone at x: [360] y: [300]\nswitch costume to (level 3 1 v)\n\n@Sprite1\n\nwhen flag clicked\nforever\n go to x: (36) y: (28)\nend\n\n@Thumbnail\n\nwhen [timer v] > (Timer2)\nswitch costume to (screenshot 2021-01-14 at 11 v)\ngo to x: (-240) y: (180)\nshow\nwait (0.001) seconds\ngo to [front v] layer\nglide (0.2) secs to x: (0) y: (0)\n\nwhen flag clicked\nbroadcast (Start Intro v)\nshow\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n set [timer v] to ((timer) + (0.0000000000000001))\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\ngo to [back 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]\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nswitch costume to (costume4 v)\n\n@stone\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]\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 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\nswitch costume to (level 3 1 v)\n\nClone at x: [396] y: [-131]\nClone at x: [396] y: [-131]\n\nswitch costume to (level 2 2 v)\n\nwhen flag clicked\nforever\n go to [back v] layer\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]\nswitch costume to (level 1 1 v)\nClone at x: [360] y: [0]\nswitch costume to (level 1 2 v)\nClone at x: [360] y: [0]\nswitch costume to (level 1 3 v)\nClone at x: [248] y: [-28]\nswitch costume to (level 1 4 v)\nClone at x: [248] y: [-28]\nswitch costume to (level 1 5 v)\nClone at x: [248] y: [-28]\nswitch costume to (level 1 6 v)\nClone at x: [460] y: [0]\nswitch costume to (level 1 7 v)\nClone at x: [460] y: [0]\nswitch costume to (level 1 8 v)\nClone at x: [460] y: [0]\nswitch costume to (level 1 9 v)\nClone at x: [460] 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)\nset [y v] to (y)\nnext costume\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I start as a clone\nset size to (100) %\nforever\n repeat (5)\n change size by (1)\n end\n repeat (5)\n change size by (-1)\n end\nend\n\nwhen flag clicked\nset size to (100) %\nforever\n repeat (5)\n change size by (1)\n end\n repeat (5)\n change size by (-1)\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Play) = [1]> then\n show\n end\nend\n\n@Saws\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\ngo to [front v] layer\ngo [backward v] (20) layers\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [509]\nset [y v] to [152]\nswitch costume to (level 1 1 v)\n\nClone at x: [1988] y: [261]\nswitch costume to (level 2 v)\nClone at x: [1988] y: [261]\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\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nforever\n\nwhen flag clicked\nhide\nforever\n if <(Play) = [1]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n repeat (20)\n turn right (6) degrees\n end\n repeat (20)\n turn right (-6) degrees\n end\nend\n\nwhen I start as a clone\nforever\n repeat (20)\n turn right (6) degrees\n end\n repeat (20)\n turn right (-6) degrees\n end\nend\n\n@show hide \n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\ngo to [back v] layer\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [1000000]\nswitch costume to (level 1 1 v)\n\nClone at x: [298] y: [332]\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nset [y v] to (y)\nnext costume\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nforever\n repeat (50)\n switch costume to (costume1 v)\n end\n repeat (50)\n switch costume to (costume2 v)\n end\nend\n\nwhen I start as a clone\nforever\n repeat (50)\n switch costume to (costume1 v)\n end\n repeat (50)\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Play) = [1]> then\n show\n end\nend\n\n@show hide 2\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((y) - (SCROLL Y))\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]\nhide\nset [x v] to [90000]\nset [y v] to [229]\nswitch costume to (level 1 1 v)\n\nClone at x: [298] y: [332]\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nset [y v] to (y)\nnext costume\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nforever\n repeat (50)\n switch costume to (costume1 v)\n end\n repeat (50)\n switch costume to (costume2 v)\n end\nend\n\nwhen I start as a clone\nforever\n repeat (50)\n switch costume to (costume1 v)\n end\n repeat (50)\n switch costume to (costume2 v)\n end\nend\n\n@Bounce\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\ngo to [front v] layer\ngo [backward v] (20) layers\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [137]\nswitch costume to (level 1 1 v)\n\nClone at x: [392] y: [408]\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nset [y v] to (y)\nnext costume\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\n@cloud1\n\nwhen flag clicked\ngo to x: (-31) y: (141)\nhide\nwait (9) seconds\nshow\nforever\n repeat (100)\n change x by (3)\n end\n repeat (100)\n change x by (-3)\n end\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@cloud2\n\nwhen flag clicked\ngo to x: (-31) y: (130)\nhide\nwait (9) seconds\nshow\nforever\n repeat (100)\n change x by (-3)\n end\n repeat (100)\n change x by (3)\n end\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@cloud3\n\nwhen flag clicked\ngo to x: (-31) y: (100)\nhide\nwait (9) seconds\nshow\nforever\n repeat (100)\n change x by (4)\n end\n repeat (100)\n change x by (-6)\n end\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Enemi\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\ngo to [front v] layer\ngo [backward v] (20) layers\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [1703]\nset [y v] to [112]\nswitch costume to (level 1 1 v)\nClone at x: [1584] y: [123]\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nset [y v] to (y)\nnext costume\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nforever\n\nwhen I receive [play game v]\nforever\n repeat (30)\n change [x v] by (-3)\n turn right (6) degrees\n end\n repeat (30)\n change [x v] by (3)\n turn right (-6) degrees\n end\nend\n\nwhen I start as a clone\nforever\n repeat (30)\n turn left (6) degrees\n change [x v] by (-7)\n end\n repeat (30)\n turn left (-6) degrees\n change [x v] by (7)\n end\nend\n\n@Saws1\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\ngo to [front v] layer\ngo [backward v] (20) layers\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [1988]\nset [y v] to [220]\nswitch costume to (level 1 1 v)\nClone at x: [1988] y: [212]\nswitch costume to (level 2 v)\nClone at x: [1988] y: [261]\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\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nforever\n repeat (20)\n turn right (6) degrees\n end\n repeat (20)\n turn right (-6) degrees\n end\nend\n\nwhen I start as a clone\nforever\n repeat (20)\n turn right (6) degrees\n end\n repeat (20)\n turn right (-6) degrees\n end\nend\n\n@Enemi2\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\ngo to [front v] layer\ngo [backward v] (20) layers\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [2297]\nset [y v] to [310]\nswitch costume to (level 1 1 v)\nClone at x: [1584] y: [123]\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nset [y v] to (y)\nnext costume\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [play game v]\nforever\n repeat (30)\n switch costume to (costume2 v)\n change [x v] by (-3)\n end\n repeat (30)\n switch costume to (costume1 v)\n change [x v] by (3)\n end\nend\n\nwhen I start as a clone\nforever\n repeat (30)\n switch costume to (costume2 v)\n change [x v] by (-7)\n turn right (-6) degrees\n end\n repeat (30)\n switch costume to (costume1 v)\n change [x v] by (7)\n turn right (6) degrees\n end\nend\n\n@Intro\n\ndefine Start Intro\nreset timer\ngo to x: (0) y: (0)\npoint in direction (90)\nclear graphic effects\nhide\nset size to (100) %\nset volume to (100) %\nstart sound [Music - @-Pickle_Test- v]\nset [rotate v] to [0]\nset [size v] to [0]\nset [y v] to [0]\nset [x2 v] to [0]\nset [id v] to [Slide]\ncreate clone of (_myself_ v)\nwait (0.7) seconds\nset [id v] to [Screen]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [id v] to [Logo]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [id v] to [Name]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nrepeat (12)\n set [id v] to [Ring]\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\n\nwhen I receive [start intro v]\nStart Intro\n\nwhen I start as a clone\nshow\nif <(ID) = [Slide]> then\n switch costume to (slide v)\n go to x: (0) y: (-1000)\n point in direction (90)\n set size to (100) %\n go to x: (0) y: (-1000)\n repeat (55)\n set [y v] to (((Y) * (.1)) + (((0) - (y position)) / (4)))\n change y by (Y)\n end\n set [y v] to [0]\n wait (6) seconds\n delete this clone\nelse\n if <(ID) = [Screen]> then\n set [brightness v] effect to (100)\n switch costume to (slide v)\n go to x: (0) y: (0)\n go to [front v] layer\n wait (0.2) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\n else\n if <(ID) = [Logo]> then\n clear graphic effects\n switch costume to (コスチューム3 v)\n go to x: (0) y: (1000)\n set size to (0) %\n go to [front v] layer\n repeat (55)\n set [size v] to (((Size) * (.9)) + (((145) - (size)) / (5)))\n set [y v] to (((Y) * (.9)) + (((15) - (y position)) / (4)))\n change size by (Size)\n change y by (Y)\n point in direction ((([sin v] of ((timer) * (250)) ) * (20)) + ([asin v] of ((timer) / (timer)) ))\n end\n set [y v] to [0]\n repeat (6)\n set [jump v] to [11]\n go to x: (0) y: (15)\n repeat (21)\n change [jump v] by (-1)\n change y by (Jump)\n point in direction ((([sin v] of ((timer) * (250)) ) * (20)) + ([asin v] of ((timer) / (timer)) ))\n end\n end\n show\n clear graphic effects\n go to x: (0) y: (0)\n set size to (0) %\n repeat (35)\n switch costume to ( v)\n change size by (175)\n switch costume to (コスチューム3 v)\n turn left (3) degrees\n change [ghost v] effect by (.2)\n go to [front v] layer\n end\n repeat (15)\n go to [front v] layer\n change [ghost v] effect by (3.4)\n switch costume to ( v)\n change size by (175)\n switch costume to (コスチューム3 v)\n turn left (3) degrees\n go to [front v] layer\n end\n delete this clone\n else\n if <(ID) = [Ring]> then\n go to [front v] layer\n go [backward v] (5) layers\n clear graphic effects\n set size to (0) %\n show\n switch costume to (ball v)\n repeat (15)\n change size by (10)\n next costume\n change [ghost v] effect by (7)\n end\n delete this clone\n else\n if <(ID) = [Line]> then\n go to x: (0) y: (20)\n point in direction (pick random (0) to (360))\n go to [front v] layer\n go [backward v] (9) layers\n clear graphic effects\n set size to (pick random (45) to (92)) %\n show\n switch costume to (line v)\n repeat (12)\n next costume\n move (15) steps\n change [ghost v] effect by (9)\n end\n delete this clone\n else\n if <(ID) = [Name]> then\n go to x: (0) y: (-135)\n point in direction (90)\n go to [front v] layer\n clear graphic effects\n set size to (0) %\n show\n switch costume to (name v)\n repeat (190)\n set x to (([sin v] of ((timer) * (235)) ) * (35))\n set size to ((([sin v] of ((timer) * (250)) ) * (5)) + (70)) %\n point in direction ((([sin v] of ((timer) * (300)) ) * (-10)) + ([asin v] of ((timer) / (timer)) ))\n end\n delete this clone\n end\n end\n end\n end\n end\nend\n\nwhen I receive [start intro v]\nwait (1) seconds\nrepeat (80)\n set [id v] to [Line]\n create clone of (_myself_ v)\n wait (0.02) seconds\nend\n\nwhen I receive [start intro v]\nwait (.8) seconds\nset [id v] to [Name]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nbroadcast (Start Intro v)\n\n@Saws2\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\ngo to [front v] layer\ngo [backward v] (20) layers\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [1330]\nset [y v] to [230]\nswitch costume to (level 1 1 v)\nClone at x: [1988] y: [212]\nswitch costume to (level 2 v)\nClone at x: [1988] y: [261]\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\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nforever\n repeat (30)\n change [x v] by (-7)\n turn right (6) degrees\n end\n repeat (30)\n turn right (-6) degrees\n change [x v] by (7)\n end\nend\n\nwhen I start as a clone\nforever\n repeat (30)\n change [x v] by (-7)\n turn right (6) degrees\n end\n repeat (30)\n change [x v] by (7)\n turn right (-6) degrees\n end\nend\n\n
Abaut\nHello and welcome to my newest Demo! Your goal is to find the end, and it will be a journey you never forget. Hope you like it!\nIntuccions\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!
Ninja Cat - A Platformer (Collab)
@Stage\n\nwhen flag clicked\nset volume to (100) %\nswitch backdrop to (backdrop3 v)\nforever\n broadcast (Headband v)\nend\n\nwhen I receive [end intro v]\nforever\n play sound [Jim Yosef - Link \[NCS Release\] v] until done\nend\n\nwhen [m v] key pressed\nset volume to (0) %\n\n@Player\n\ndefine Platformer Physics (speed) (friction) (jump height) (gravity)\nchange [y vel v] by (gravity)\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n change [x vel v] by (speed)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [x vel v] by ((speed) * (-1))\nend\nset [x vel v] to ((x vel) * (friction))\nchange x by (x vel)\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 set [x vel v] to [0]\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 <<(mouse y) > (y position)> and <mouse down?>>> and <touching (level v)?>> then\n set [y vel v] to (jump height)\nend\nchange y by (1)\n\nwhen flag clicked\n\nwhen I receive [reset level v]\nReset effects\n\ndefine Reset effects\nclear graphic effects\nset size to (20) %\ngo to x: (-204) y: (36)\nset [x vel v] to [0]\nset [y vel v] to [0]\n\nwait (.1) seconds\nset [death v] to [0]\nset [death v] to [1]\n\nwhen I receive [next level v]\nReset effects\n\nwhen [s v] key pressed\nif <(Level) < [18]> then\n set [cheat? v] to [1]\n broadcast (Next Level v)\nend\n\nwhen [r v] key pressed\nbroadcast (Reset Level v)\n\nwhen [p v] key pressed\nif <[1] < (Level)> then\n set [cheat? v] to [1]\n broadcast (Previous Level v)\n Reset effects\nend\n\ndefine Death\nset [death v] to [1]\nwait (.01) seconds\nset [death v] to [0]\n\nwhen I receive [end intro v]\nshow\nset size to (20) %\nset [cheat? v] to [0]\nswitch costume to (w/o headband v)\ngo to [front v] layer\ngo to [front v] layer\nbroadcast (Reset Level v)\nforever\n Platformer Physics [2.5] [.7] [15] [-1]\nend\n\nwhen flag clicked\nhide\nhide\n\nwhen I receive [end intro v]\nset size to (20) %\nforever\n if <(x position) > [233]> then\n Death\n broadcast (Next Level v)\n end\n if <touching (danger v)?> then\n Death\n broadcast (Reset Level v)\n end\n if <touching (acid v)?> then\n Death\n broadcast (Reset Level v)\n end\n if <[-195] > (y position)> then\n Death\n broadcast (Reset Level v)\n end\n if <touching (enemies v)?> then\n Death\n broadcast (Reset Level v)\n end\n if <touching (enemies2 v)?> then\n Death\n broadcast (Reset Level v)\n end\nend\n\n@Level\n\nwhen flag clicked\nhide variable [level v]\nhide variable [time display v]\nhide variable [time: v]\nhide variable [☁ wr v]\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [previous level v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [end intro v]\nset [level v] to [0]\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\nclear graphic effects\nshow\nforever\n set [level v] to (costume [number v])\nend\n\nwhen I receive [end intro v]\nforever\n set [time display v] to (Time:)\n if <(Level) = [18]> then\n hide variable [time: v]\n show variable [☁ wr v]\n hide variable [level v]\n show variable [time display v]\n else\n show variable [level v]\n hide variable [☁ wr v]\n hide variable [time display v]\n show variable [time: v]\n end\nend\n\n@Background art\n\nwhen flag clicked\nshow\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\nforever\n go to x: (0) y: (0)\n switch costume to ((Level) + (1))\nend\n\n@Danger\n\nwhen flag clicked\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Coins\n\nwhen flag clicked\nhide\ndelete this clone\n\nwhen I receive [reset level v]\nlevel change\nrepeat (3)\n position\n position\nend\n\ndefine position\nif <(coin level render) = [1]> then\n go to x: (-85) y: (40)\nend\nif <(coin level render) = [2]> then\n go to x: (198) y: (-75)\nend\nif <(coin level render) = [3]> then\n go to x: (57) y: (-70)\nend\nif <(coin level render) = [4]> then\n go to x: (-14) y: (-64)\nend\nif <(coin level render) = [5]> then\n go to x: (149) y: (84)\nend\nif <(coin level render) = [6]> then\n go to x: (21) y: (10)\nend\nif <(coin level render) = [7]> then\n go to x: (97) y: (50)\nend\nif <(coin level render) = [8]> then\n go to x: (-205) y: (5)\nend\nif <(coin level render) = [9]> then\n go to x: (-5) y: (30)\nend\nif <(coin level render) = [10]> then\n go to x: (-5) y: (30)\nend\nif <(coin level render) = [11]> then\n go to x: (-5) y: (30)\nend\nif <(coin level render) = [12]> then\n go to x: (-5) y: (30)\nend\nif <(coin level render) = [13]> then\n go to x: (42) y: (-15)\nend\nif <(coin level render) = [14]> then\n go to x: (216) y: (-90)\nend\nif <(coin level render) = [15]> then\n go to x: (216) y: (-50)\nend\nif <(coin level render) = [16]> then\n go to x: (216) y: (-50)\nend\nif <(coin level render) = [17]> then\n go to x: (11) y: (33)\nend\nif <(coin level render) = [18]> then\n hide\nend\n\nwhen I receive [next level v]\nlevel change\nrepeat (3)\n position\n position\nend\n\nwhen I receive [previous level v]\nlevel change\nrepeat (3)\n position\nend\n\nwhen flag clicked\nposition\nset size to (60) %\nclear graphic effects\nshow\n\ndefine level change\nwait (0) seconds\nif <(Level) < [18]> then\n show\n show\nend\nwait until <<touching (player v)?> or <<(cheat?) = [1]> or <(Death) = [1]>>>\nif <touching (player v)?> then\n change [time: v] by (-0.5)\nend\nhide\n\nwhen flag clicked\n\nwhen flag clicked\n\nshow\nshow\n\nset [☁ wr v] to [60]\n\nwhen I receive [end intro v]\nforever\n position\n set [coin level render v] to (Level)\nend\n\nwhen I receive [end intro v]\nset [time: v] to [0]\nrepeat until <<(Level) = [18]> or <(cheat?) = [1]>>\n wait (1) seconds\n change [time: v] by (1)\nend\nif <(cheat?) = [0]> then\n if <(☁ WR) > (Time:)> then\n if <[30] < (Time:)> then\n set [☁ wr v] to (Time:)\n end\n end\nend\n\n@Landscape effects\n\nwhen flag clicked\nforever\n go to [back v] layer\n go to x: (([x position v] of [player v]) / (20)) y: ((0) - (([y position v] of [player v]) / (20)))\nend\n\nwhen flag clicked\nforever\n if <(Level) = [18]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nclear graphic effects\nshow\nswitch costume to (costume2 v)\nset size to (100) %\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo [backward v] (4) layers\n\nwhen [7 v] key pressed\n\nwhen I receive [end intro v]\nforever\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Headband\n\nwhen flag clicked\nhide\n\nwhen I receive [headband v]\npoint in direction ([direction v] of [player v])\ngo to (player v)\n\nwhen I receive [end intro v]\nshow\nset rotation style [left-right v]\ngo to [front v] layer\ngo [backward v] (1) layers\ngo to [front v] layer\ngo [backward v] (1) layers\n\n@Acid\n\nwhen flag clicked\nset [acid y v] to [0]\ngo to x: (0) y: (-60)\ngo to [back v] layer\nforever\n change y by ([sin v] of (Acid y) )\n change [acid y v] by (9)\n if <(Level) = [5]> then\n show\n else\n if <(Level) = [8]> then\n show\n else\n if <(Level) = [9]> then\n show\n else\n if <(Level) = [14]> then\n show\n else\n hide\n end\n end\n end\n end\nend\n\n@Enemies\n\nwhen flag clicked\nswitch costume to (with headband v)\nbroadcast (Reset Level v)\nforever\n Platformer Physics [1] [.7] [8] [-1]\nend\n\ndefine Platformer Physics (speed) (friction) (jump height) (gravity)\nchange [y vel v] by (gravity)\nif <([x position v] of [player v]) > (x position)> then\n point in direction (90)\n change [x vel v] by (speed)\nend\nif <(x position) > ([x position v] of [player v])> then\n point in direction (-90)\n change [x vel v] by ((speed) * (-1))\nend\nset [x vel v] to ((x vel) * (friction))\nchange x by (x vel)\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 set [x vel v] to [0]\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 <<(([y position v] of [player v]) - (3)) > (y position)> and <touching (level v)?>> then\n set [y vel v] to (jump height)\nend\nchange y by (1)\n\ndefine Reset effects\nset size to (20) %\nset [x vel v] to [0]\nset [y vel v] to [0]\ngo to x: (204) y: (36)\nclear graphic effects\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n show\n else\n if <(Level) = [11]> then\n show\n else\n if <(Level) = [12]> then\n show\n else\n if <(Level) = [16]> then\n show\n else\n hide\n end\n end\n end\n end\nend\n\ngo to [front v] layer\n\nwhen I receive [next level v]\nReset effects\n\nwhen I receive [previous level v]\nReset effects\n\nwhen I receive [reset level v]\nReset effects\n\nwhen flag clicked\nforever\n if <touching (danger v)?> then\n Reset effects\n end\n if <touching (acid v)?> then\n Reset effects\n end\n if <(y position) < [-190]> then\n Reset effects\n end\nend\n\nhide\n\n@Enemies2\n\nwhen flag clicked\nswitch costume to (with headband v)\nbroadcast (Reset Level v)\nforever\n Platformer Physics [1] [.7] [8] [-1]\nend\n\ndefine Platformer Physics (speed) (friction) (jump height) (gravity)\nchange [y vel v] by (gravity)\nif <([x position v] of [player v]) > (x position)> then\n point in direction (90)\n change [x vel v] by (speed)\nend\nif <(x position) > ([x position v] of [player v])> then\n point in direction (-90)\n change [x vel v] by ((speed) * (-1))\nend\nset [x vel v] to ((x vel) * (friction))\nchange x by (x vel)\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 set [x vel v] to [0]\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 <<(([y position v] of [player v]) - (3)) > (y position)> and <touching (level v)?>> then\n set [y vel v] to (jump height)\nend\nchange y by (1)\n\ndefine Reset effects\nclear graphic effects\nset size to (20) %\nset [x vel v] to [0]\nset [y vel v] to [0]\ngo to x: (160) y: (36)\n\nwhen flag clicked\nforever\n if <(Level) = [12]> then\n show\n else\n if <(Level) = [15]> then\n show\n else\n if <(Level) = [16]> then\n show\n else\n hide\n end\n end\n end\nend\n\ngo to [front v] layer\n\nwhen I receive [next level v]\nReset effects\n\nwhen I receive [previous level v]\nReset effects\n\nwhen I receive [reset level v]\nReset effects\n\nwhen flag clicked\nforever\n if <touching (danger v)?> then\n Reset effects\n end\n if <touching (acid v)?> then\n Reset effects\n end\nend\n\n@Intro for Ninja Cat\n\ndefine Go To: (x) (y) Speed (s) Size: (size) Direction: (direction)\nif <<(sorry) = [1]> and <(costume [number v]) = [5]>> then\n repeat until <touching (_edge_ v)?>\n change x by (((x) - (x position)) / (s))\n change y by (((y) - (y position)) / (s))\n turn right (((direction) - (direction)) / (s)) degrees\n change size by (((size) - (size)) / (s))\n change [ghost v] effect by (-10)\n end\n repeat (6)\n change x by (((x) - (x position)) / (s))\n change y by (((y) - (y position)) / (s))\n turn right (((direction) - (direction)) / (s)) degrees\n change size by (((size) - (size)) / (s))\n change [ghost v] effect by (-10)\n end\nelse\n repeat until <<<(x) = (round (x position))> and <(y) = (round (y position))>> and <<(size) = (round (size))> and <(direction) = (round (direction))>>>\n change x by (((x) - (x position)) / (s))\n change y by (((y) - (y position)) / (s))\n turn right (((direction) - (direction)) / (s)) degrees\n change size by (((size) - (size)) / (s))\n change [ghost v] effect by (-10)\n end\nend\n\nstop [this script v]\n\nwhen flag clicked\nset [clone id v] to [0]\nset [sorry v] to [0]\nCreate Clone: [White]\nhide\nclear graphic effects\nset size to (100) %\ngo to x: (0) y: (0)\nCreate Clone: [Tile]\nwait (0.2) seconds\nCreate Clone: [AgentJ]\nstart sound [Low Whoosh v]\nCreate Clone: [Avanu]\nwait (1.3) seconds\nCreate Clone: [Ninja Cat]\nwait (2.5) seconds\nCreate Clone: [NINJA]\nwait (0.5) seconds\nCreate Clone: [CAT]\n\ndefine Create Clone: (thing)\nset [clone id v] to (thing)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone ID) = [AgentJ]> then\n point in direction (90)\n switch costume to (agentj logo v)\n set size to (85) %\n go to [front v] layer\n show\n go to x: (-120) y: (-999)\n Go To: [-120] [0] Speed [5] Size: [100] Direction: [90]\n wait (0.3) seconds\n start sound [High Whoosh v]\n Go To: [-240] [260] Speed [5] Size: [100] Direction: [90]\n forever\n if <(sorry) = [2]> then\n delete this clone\n end\n end\nend\nif <(Clone ID) = [Avanu]> then\n point in direction (90)\n set size to (100) %\n switch costume to (avanu logo v)\n set size to (85) %\n go to [front v] layer\n show\n go to x: (120) y: (-999)\n Go To: [120] [0] Speed [5] Size: [100] Direction: [90]\n wait (0.3) seconds\n set [sorry v] to [1]\n Go To: [240] [260] Speed [5] Size: [100] Direction: [90]\n hide\n forever\n if <(sorry) = [2]> then\n delete this clone\n end\n end\nend\nif <(Clone ID) = [Tile]> then\n point in direction (90)\n switch costume to (tile v)\n set size to (1) %\n show\n go to x: (-999) y: (-999)\n Go To: [0] [0] Speed [4.5] Size: [100] Direction: [90]\n forever\n if <(sorry) = [2]> then\n delete this clone\n end\n end\nend\nif <(Clone ID) = [Ninja Cat]> then\n switch costume to (ninja cat v)\n set size to (1) %\n show\n go to x: (-999) y: (-999)\n point in direction (-179)\n Go To: [0] [0] Speed [5] Size: [100] Direction: [90]\n wait (0.7) seconds\n start sound [Low Whoosh v]\n Go To: [0] [-80] Speed [5] Size: [100] Direction: [90]\n forever\n if <(sorry) = [2]> then\n delete this clone\n end\n end\nend\nif <(Clone ID) = [NINJA]> then\n set [ghost v] effect to (100)\n switch costume to (ninja v)\n set size to (200) %\n show\n go to x: (-120) y: (90)\n point in direction (90)\n start sound [Crunch v]\n Go To: [-105] [100] Speed [3] Size: [90] Direction: [90]\n forever\n if <(sorry) = [2]> then\n delete this clone\n end\n end\nend\nif <(Clone ID) = [CAT]> then\n set [ghost v] effect to (100)\n switch costume to (cat v)\n set size to (200) %\n show\n go to x: (120) y: (90)\n point in direction (90)\n start sound [Crunch v]\n Create Clone: [Tile 2]\n Go To: [115] [90] Speed [3] Size: [100] Direction: [90]\nend\nif <(Clone ID) = [Tile 2]> then\n go to [front v] layer\n wait (1) seconds\n go to [front v] layer\n set [ghost v] effect to (0)\n switch costume to (tile v)\n set size to (100) %\n set [color v] effect to (-30)\n show\n go to x: (-999) y: (0)\n point in direction (90)\n Go To: [0] [0] Speed [4] Size: [100] Direction: [90]\n set [sorry v] to [2]\n wait (0.1) seconds\n forever\n change [ghost v] effect by (5)\n end\nend\nif <(Clone ID) = [White]> then\n show\n go to x: (0) y: (0)\nend\n\nhide\n\nforever\n\nshow\nswitch costume to (size hack looool v)\n\nchange x by (10)\n\nchange size by (-1000)\nchange size by (1000)\n\nswitch costume to (avanu logo v)\n\nset size to (200) %\n\ngo to [front v] layer\n\nwhen flag clicked\nwait until <(sorry) = [2]>\nwait (1) seconds\nbroadcast (End Intro v)\n\n
Ninja Cat - A Platformer - [ SECOND PLACE YAY ]\nIn this game, you are a ninja cat who is on a quest to go through mysterious lands. How fast can you get through the game? Coins subtract 0.5 seconds from your time. \n|CONTROLS|\n[ARROW KEYS] to move\n[S] to skip a level (this will disable your chance at beating the world record)\n[P] to go to previous level (this will also disable your chance at beating the world record)\n\nIf you enjoyed, please leave a heart, star and maybe a follow?
Forest Journey - A platformer
@Stage\n\nforever\n\n@Sprite1\n\nwhen flag clicked\nset size to (0) %\ngo to x: (-203) y: (-29)\npoint in direction (90)\nrepeat until <(size) = [15]>\n change size by (1)\nend\nbroadcast (play v)\n\nwhen I start as a clone\nif <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n switch costume to (pick random (14) to (18))\n set size to (15) %\n repeat (20)\n change y by (pick random (1) to (2))\n change size by (-1)\n change [ghost v] effect by (7)\n end\nend\ndelete this clone\n\nif on edge, bounce\n\nwhen I receive [play v]\nshow\nset size to (15) %\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 (-90)\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (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 [14]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (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 (14)\n end\n change y by (1)\n if <(x position) > [222]> then\n broadcast (NEXT LEVEL v)\n go to x: (-217) y: (-20)\n end\n if <(y position) < [-170]> then\n broadcast (oof v)\n start sound [Roblox Death Sound Effect.mp3 v]\n repeat (10)\n change y by (5)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n go to x: (-217) y: (-20)\n end\n if <not <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>> then\n next costume\n if <(costume [number v]) = [13]> then\n switch costume to (costume1 v)\n end\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [play v]\nforever\n create clone of (_myself_ v)\n wait (pick random (0.03) to (0.1)) seconds\nend\n\nchange x by (pick random (1) to (3))\n\n@ground\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [12]> then\n broadcast (secret v) and wait\n end\nend\n\nwhen I receive [next, secret v]\nswitch costume to (costume13 v)\n\nforever\n stop all sounds\nend\n\n@Sprite2\n\nwhen I receive [play v]\nset size to (71) %\nshow\nset [ghost v] effect to (77)\nforever\n go to (sprite1 v)\n go to (sprite1 v)\nend\n\nwhen flag clicked\nset size to (71) %\nhide\n\n@Sprite3\n\nset [whirl v] effect to (0)\n\nset [whirl v] effect to (0)\n\ngo to x: (120) y: (-139)\n\nwhen flag clicked\nshow\nbroadcast (ppplllooo v)\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume3 v)\nshow\nrepeat (20)\n change [ghost v] effect by (6)\nend\nhide\ndelete this clone\n\nwhen I receive [ppplllooo v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nforever\n set x to (([sin v] of ((timer) * (100)) ) * (10))\n set y to (([sin v] of ((timer) * (100)) ) * (10))\nend\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\nforever\n set y to ((mouse y) / (15))\n go to [back v] layer\nend\n\ngo to x: ((mouse x) / (15)) y: (0)\n\n@Sprite5\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo to x: (0) y: (0)\nset size to (100) %\nforever\n set [ghost v] effect to (70)\n play sound [Purple Planet Music - Serengeti Song \(1_56\) 180bpm v] until done\nend\n\nwhen flag clicked\nset volume to (10) %\nrepeat until <(volume) = [70]>\n change volume by (0.1)\nend\nset volume to (70) %\n\n@Sprite6\n\nwhen flag clicked\nhide\nforever\n hide\n create clone of (_myself_ v)\n wait (pick random (0.03) to (0.5)) seconds\nend\n\nwhen I start as a clone\ngo to (random position v)\nchange y by (10000000)\nshow\nset size to (pick random (10) to (50)) %\nswitch costume to (pick random (1) to (3))\nset [ghost v] effect to (pick random (70) to (95))\nrepeat until <(y position) < [-180]>\n change y by (pick random (-0.3) to (-1))\n turn right (pick random (1) to (4)) degrees\nend\ndelete this clone\n\n@Sprite7\n\nwhen I receive [next level v]\nhide\nswitch costume to (costume1 v)\nrepeat (1)\n wait () seconds\n point in direction (90)\n set size to (1000) %\n show\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n start sound [slow motion v]\n repeat (17)\n change size by (-20)\n change [ghost v] effect by (-10)\n end\n repeat (9)\n change size by (-7)\n change [ghost v] effect by (17)\n end\n hide\n next costume\nend\n\nwhen flag clicked\nhide\n\nrepeat (10)\n change size by (-30)\nend\n\nwhen I receive [oof v]\nhide\nswitch costume to (costume2 v)\nrepeat (1)\n wait () seconds\n point in direction (90)\n set size to (400) %\n show\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n start sound [slow motion v]\n repeat (17)\n change size by (-20)\n change [ghost v] effect by (-10)\n end\n repeat (9)\n change size by (-7)\n change [ghost v] effect by (17)\n end\n hide\n next costume\nend\n\n@Sprite13\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\n\nchange [ghost v] effect by (-25)\n\n@Sprite14\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\n\nrepeat (2)\n change [ghost v] effect by (25)\nend\n\n@Sprite15\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\n@Sprite16\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\n\nset [ghost v] effect to (50)\n\n@Sprite17\n\nwhen I start as a clone\nif <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n switch costume to (pick random (14) to (18))\n set size to (15) %\n repeat (20)\n change y by (pick random (1) to (2))\n change size by (-1)\n change [ghost v] effect by (7)\n end\nend\ndelete this clone\n\nif on edge, bounce\n\nwhen I receive [play v]\nforever\n create clone of (_myself_ v)\n wait (pick random (0.03) to (0.1)) seconds\nend\n\nchange x by (pick random (1) to (3))\n\ngo to x: (0) y: (0)\n\nchange x by (1)\n\nwhen flag clicked\nhide\n\n@Sprite18\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\n\n@Sprite9\n\nwhen flag clicked\nhide\n\n@Sprite8\n\nwhen flag clicked\nhide\nforever\n hide\n create clone of (_myself_ v)\n wait (pick random (0.03) to (0.5)) seconds\nend\n\nwhen I start as a clone\nchange y by (-1000000)\ngo to (random position v)\nchange y by (-100000)\nswitch costume to (pick random (1) to (10))\nset [ghost v] effect to (0)\nshow\nset size to (pick random (30) to (60)) %\nrepeat (60)\n change size by (1)\n change [ghost v] effect by (2.5)\n change y by (3)\n turn right (pick random (1) to (4)) degrees\nend\ndelete this clone\n\n@Sprite10\n\ngo to x: (0) y: (0)\n\nrepeat (3)\n change [ghost v] effect by (25)\nend\nchange [ghost v] effect by (-10)\n\nwhen flag clicked\nhide\n\n@Sprite11\n\nwhen flag clicked\nhide\n\nwhen I receive [secret v]\ngo to x: (0) y: (0)\nrepeat until <<mouse down?> and <touching (mouse-pointer v)?>>\n show\n go to [front v] layer\nend\nbroadcast (next, secret v)\nhide\n\nwhen I receive [secret v]\nrepeat until <<mouse down?> and <touching (mouse-pointer v)?>>\n if <touching (mouse-pointer v)?> then\n set size to (100) %\n set [brightness v] effect to (10)\n else\n set size to (100) %\n set [brightness v] effect to (0)\n end\nend\nstop [this script v]\n\n
Okkkkkkkay y did this BLOW UP last nite?????!!!!!!!!!!!!!!!!!!!\nPlay dis, way better: https://scratch.mit.edu/projects/452202238/\n\nAnd before u shout at me for how I just got on trending again, I basically unshared the trending one, opened a new, zero viewed project and put it there. And somehow, i'm just blowing up on the trending page. Don't believe me?! go ask @AUMSUMTHEGREATHULK he's awsome. \n\nBeeeeeeg shoutout to: @AUMSUMTHEGREATHULK\ngo follow him
Shadow a platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [next level v]\nnext costume\nbroadcast (set start v)\n\n@death\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\nbroadcast (set start v)\n\n@player\n\nwhen flag clicked\nclear graphic effects\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (-125)\nforever\n change [y v] by (-1)\n switch costume to (costume2 v)\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n switch costume to (costume2 v)\n change [x v] by (3)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (costume4 v)\n change [x v] by (-3)\n end\n set [x v] to ((x) * (0.7))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (-6)\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<touching (ground v)?> and <key (space v) pressed?>> or <<touching (ground v)?> and <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [y v] to [14]\n end\n if <<<touching (ground v)?> and <key (up arrow v) pressed?>> or <<touching (ground v)?> and <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [y v] to [14]\n end\n change y by (1)\n if <touching (death v)?> then\n Death Animation\n Go To [-200] [-125]\n end\nend\n\nwhen I receive [set start v]\ngo to x: (-200) y: (-125)\n\nwhen flag clicked\nforever\n if <touching (edge v)?> then\n broadcast (next level v)\n end\nend\n\ndefine Death Animation\nrepeat (10)\n change [ghost v] effect by (10)\n change [whirl v] effect by (10)\nend\nclear graphic effects\n\ndefine Go To (x) (y)\ngo to x: (x) y: (y)\n\n@ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\nbroadcast (set start v)\n\n@edge\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nif <touching (player v)?> then\n broadcast (next level v)\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\nwait (0.1) seconds\nhide\n\n
Story: you woke up and everything is black and white try to escape. Sorry I haven't made a project in a while. Arrow keys to move or mobile.
maze platformer
@Stage\n\n@Ghoul\n\nwhen flag clicked\nforever\n if <key (down arrow v) pressed?> then\n change [color v] effect by (25)\n change y by ((0) - (speed))\n end\n if <key (s v) pressed?> then\n change [color v] effect by (25)\n change y by ((0) - (speed))\n end\n if <key (up arrow v) pressed?> then\n change [color v] effect by (25)\n change y by (speed)\n end\n if <key (w v) pressed?> then\n change [color v] effect by (25)\n change y by (speed)\n end\n if <key (left arrow v) pressed?> then\n change [color v] effect by (25)\n change x by ((0) - (speed))\n end\n if <key (a v) pressed?> then\n change [color v] effect by (25)\n change x by ((0) - (speed))\n end\n if <key (right arrow v) pressed?> then\n change x by (speed)\n change [color v] effect by (25)\n end\n if <key (d v) pressed?> then\n change x by (speed)\n change [color v] effect by (25)\n end\nend\n\nwhen [right arrow v] key pressed\nglide (2.8) secs to (mouse-pointer v)\npoint towards (mouse-pointer v)\nif <touching color (#ff0000)?> then\n say [Your trash kid!!!!!!!!!!!] for (2) seconds\n go to x: (-224) y: (-152)\nend\nif <touching color (#000000)?> then\n move (10) steps\nend\nif <touching color (#65ff00)?> then\n say [1st level complete] for (2) seconds\n change [level v] by (1)\n switch backdrop to (backdrop6 v)\n go to x: (-226) y: (-145)\nend\nif <touching color (#00ffb6)?> then\n say [Lets keep going your good] for (2) seconds\n change [level v] by (1)\n switch backdrop to (backdrop7 v)\n go to x: (-226) y: (-145)\nend\nif <touching color (#2a00ff)?> then\n say [Keep on going] for (2) seconds\n change [level v] by (1)\n switch backdrop to (backdrop1 v)\n go to x: (-226) y: (-145)\nend\nif <touching color (#1dff00)?> then\n say [hit the hibi jibi on the baca na] for (2) seconds\n change [level v] by (1)\n switch backdrop to (backdrop2 v)\n go to x: (-226) y: (-145)\nend\nif <touching color (#0090ff)?> then\n say [Maybe there is more] for (2) seconds\n change [level v] by (1)\n switch backdrop to (backdrop9 v)\n go to x: (-226) y: (-145)\nend\nif <touching color (#1d00ff)?> then\n say [:\)] for (2) seconds\n change [level v] by (1)\n switch backdrop to (backdrop8 v)\n go to x: (-226) y: (-145)\nend\nif <touching color (#ffdd00)?> then\n say [GAME COMPLETE] for (2) seconds\n change [level v] by (1)\n switch backdrop to (backdrop8 v)\n go to x: (-226) y: (-145)\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop5 v)\ngo to x: (-204) y: (-139)\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nset [level v] to [1]\n\n
ᴛʜᴇ ʙᴇᴇ'ꜱ ᴛʀᴏᴜʙʟᴇ | a platformer | second part of knight's platformer series | #all #games
@Stage\n\n@Fade\n\nwhen I receive [fade v]\nset [ghost v] effect to (0)\nshow\nwait (2) seconds\nbroadcast (animation v)\nwait (12) seconds\nbroadcast (Start v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nswitch costume to (black v)\nhide\n\nshow\ngo to [front v] layer\ngo [backward v] (9) layers\n\nwhen I receive [avioneta v]\nset [ghost v] effect to (0)\nset [brightness v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [terremoto v]\nwait (3) seconds\nswitch costume to (black2 v)\nset [brightness v] effect to (0)\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\n@[level]\n\nwhen flag clicked\nshow\nforever\n go to [back v] layer\nend\n\nwhen I receive [new start v]\nforever\n switch costume to (Level)\nend\n\nwhen I receive [new start v]\nset volume to (100) %\nstop all sounds\nforever\n if <(Level) = [14]> then\n play sound [Boss level v] until done\n else\n play sound [Vexento-Pollen.mp3 v] until done\n end\nend\n\nwhen I receive [die v]\n\nwhen I receive [boss level v]\nwait (0.1) seconds\nbroadcast (New start v)\n\nwhen I receive [boss defeated v]\nrepeat (10)\n change volume by (-10)\nend\n\nwhen flag clicked\n\nwhen I receive [avioneta v]\nstop [other scripts in sprite v]\nhide\n\n@Backdrop\n\nwhen flag clicked\n\nwhen I receive [start v]\ngo to [back v] layer\n\n@Player\n\nwhen flag clicked\nforever\n go to (hitbox v)\nend\n\nwhen flag clicked\nforever\n set rotation style [left-right v]\nend\n\nwhen flag clicked\nforever\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n point in direction (90)\n switch costume to (2 v)\n repeat (6)\n next costume\n end\n else\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n switch costume to (2 v)\n repeat (6)\n next costume\n end\n else\n switch costume to (1 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(yv) < [0]> then\n switch costume to (10 v)\n else\n if <(yv) > [0]> then\n switch costume to (9 v)\n end\n end\nend\n\nwhen I receive [start v]\nshow\nforever\n if <(costume [number v]) = [7]> then\n start sound [Foot Steps Sound v]\n else\n if <(costume [number v]) = [2]> then\n start sound [Low Whoosh v]\n wait until <not <(costume [number v]) = [2]>>\n end\n end\nend\n\nwhen I receive [die v]\ncreate clone of (_myself_ v)\nhide\nwait (3) seconds\nshow\n\nwhen I start as a clone\nshow\nrepeat (999)\n set rotation style [all around v]\n turn right (20) degrees\n if <(y position) < [-165]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nwait (3) seconds\ndelete this clone\n\nwhen I start as a clone\nstart sound [Punch v]\n\nwhen I receive [die v]\nset [die gravity v] to [20]\nwait (0.05) seconds\nset [die gravity v] to [12]\nwait (0.05) seconds\nset [die gravity v] to [4]\nwait (0.05) seconds\nset [die gravity v] to [-4]\nwait (0.05) seconds\nset [die gravity v] to [-12]\nwait (0.05) seconds\nset [die gravity v] to [-20]\n\nwhen I start as a clone\nforever\n change y by (die gravity)\nend\n\nwhen flag clicked\nwait until <(Level) = [?]>\nhide\n\nwhen I receive [avioneta v]\nhide\nstop [other scripts in sprite v]\n\n@Hitbox\n\nwhen flag clicked\nhide\nset [level v] to [1]\nset [last checkpoint v] to [1]\n\nwhen I receive [start v]\nbroadcast (New start v)\nshow\nforever\n change [xv v] by (<<key (right arrow v) pressed?> or <key (d v) pressed?>> - <<key (left arrow v) pressed?> or <key (a v) pressed?>>)\n set [xv v] to ((xv) * (0.85))\n change x by (xv)\n change x by (((0) - (xv)) * <touching (\[level\] v)?>)\n change y by (-1)\n if <<touching (\[level\] v)?> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [yv v] to [15]\n end\n change [yv v] by (-1)\n change y by ((yv) + (1))\n if <touching (\[level\] v)?> then\n change y by ((0) - (yv))\n set [yv v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [239]> then\n change [level v] by (1)\n set x to (-238)\n change y by (2)\n broadcast (change level v)\n end\nend\n\nwhen flag clicked\nforever\n if <[-239] > (x position)> then\n change [level v] by (-1)\n set x to (238)\n change y by (2)\n broadcast (change level v)\n end\nend\n\ndefine Die\nset [level v] to (last checkpoint)\ngo to x: (-200) y: (-40)\nbroadcast (New start v)\n\nwhen I receive [new start v]\ngo to x: (-200) y: (0)\nwait until <<touching (dangerous v)?> or <<touching (boss v)?> or <<touching (fly v)?> or <touching (wisp v)?>>>>\nstart sound [Punch v]\nbroadcast (die v)\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n Die\n end\nend\n\nwhen I receive [die v]\nrepeat (80)\n set [yv v] to [1]\n set [xv v] to [0]\nend\n\nwhen I receive [boss level v]\nwait (0.2) seconds\nrepeat (80)\n go to x: (-200) y: (-50)\nend\n\nwhen I receive [new start v]\nwait until <(y position) < [-194]>\nstart sound [Slide Whistle v]\nbroadcast (die v)\n\nwhen I receive [start v]\nrepeat (10)\n go to [back v] layer\nend\n\nwhen I receive [die v]\nhide\nwait (3) seconds\nshow\nDie\n\nwhen I receive [change level v]\nwait until <touching (cloudy v)?>\nif <(yv) < [0]> then\n broadcast (cloudy dies v)\n set [yv v] to [15]\nelse\n broadcast (die v)\nend\n\nwhen I receive [avioneta v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [tp v]\ngo to x: (-160) y: (8)\nset [xv v] to [0]\nset [yv v] to [0]\n\n@Sword\n\nwhen flag clicked\nforever\n go to (hitbox v)\nend\n\nwhen I receive [die v]\nhide\nwait (3) seconds\nshow\n\nwhen I receive [start v]\nforever\n if <not <(Level) = [?]>> then\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n if <([direction v] of [player v]) = [90]> then\n point in direction (90)\n Attack\n wait (0.3) seconds\n else\n if <([direction v] of [player v]) = [-90]> then\n point in direction (-90)\n Attack\n wait (0.3) seconds\n else\n hide\n end\n end\n else\n hide\n end\n end\nend\n\ndefine Attack\nswitch costume to (1 v)\nshow\nwait (0.01) seconds\nswitch costume to (2 v)\nwait (0.01) seconds\nstart sound [High Whoosh v]\nswitch costume to (3 v)\nwait (0.1) seconds\nswitch costume to (2 v)\nwait (0.01) seconds\nswitch costume to (1 v)\n\nwhen I receive [die v]\nrepeat (45)\n switch costume to (4 v)\n set volume to (0) %\n hide\nend\nset volume to (100) %\n\ngo [backward v] (1) layers\n\n@dangerous\n\nset [level v] to [9]\n\nwhen I receive [start v]\nforever\n switch costume to (Level)\nend\n\n@cloudy\n\ndefine Mushroom (position x) (position y) (x times)\nshow\ngo to x: (position x) y: (position y)\nforever\n repeat (x times)\n point in direction (90)\n change x by (1)\n end\n repeat (x times)\n point in direction (-90)\n change x by (-1)\n end\nend\n\nwhen I receive [change level v]\nif <(Level) = [3]> then\n Mushroom [60] [-80] [40]\nelse\n if <(Level) = [4]> then\n Mushroom [-30] [-80] [40]\n else\n if <(Level) = [5]> then\n Mushroom [-40] [0] [90]\n else\n if <(Level) = [7]> then\n Mushroom [0] [-30] [90]\n else\n if <(Level) = [8]> then\n Mushroom [50] [-30] [30]\n else\n if <(Level) = [10]> then\n Mushroom [150] [-100] [30]\n else\n if <(Level) = [11]> then\n Mushroom [50] [-130] [100]\n else\n if <(Level) = [12]> then\n Mushroom [-50] [-130] [100]\n else\n hide\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n set rotation style [left-right v]\n next costume\nend\n\nwhen I receive [new start v]\nbroadcast (change level v)\n\nwhen I receive [cloudy dies v]\nhide\nbroadcast (mush died v)\n\nset [level v] to [9]\n\n@cloudy dead\n\nwhen I receive [mush died v]\nstart sound [Punch v]\nset [brightness v] effect to (-50)\nshow\ngo to [front v] layer\ngo to (cloudy v)\nrepeat (5)\n change y by (-5)\nend\nrepeat (5)\n change y by (-10)\nend\nrepeat until <touching (_edge_ v)?>\n change y by (-20)\nend\nhide\n\nwhen flag clicked\nhide\n\n@Coin\n\ndefine coin (x) (y) (level)\ngo to x: (x) y: (y)\nif <(Level) = (level)> then\n if <[collected coins v] contains (level)?> then\n hide\n else\n show\n wait until <touching (hitbox v)?>\n start sound [Coin v]\n hide\n add (level) to [collected coins v]\n change [coins v] by (1)\n end\nelse\n hide\nend\n\nwhen I receive [change level v]\nif <(Level) = [2]> then\n coin [120] [0] [2]\nelse\n if <(Level) = [4]> then\n coin [10] [100] [4]\n else\n if <(Level) = [5]> then\n coin [95] [-30] [5]\n else\n if <(Level) = [8]> then\n coin [-100] [150] [8]\n else\n if <(Level) = [10]> then\n coin [-150] [50] [10]\n else\n hide\n end\n end\n end\n end\nend\n\nhide\n\nwhen flag clicked\ndelete all of [collected coins v]\nhide\n\nwhen I receive [die v]\nbroadcast (change level v)\n\n@Checkpoint\n\nwhen I receive [change level v]\nforever\n if <(Level) = [7]> then\n show\n checkpoint generate [-180] [0] [7]\n else\n hide\n end\nend\n\ndefine checkpoint generate (x) (y) (checkpoint)\nset [color v] effect to (0)\ngo to x: (x) y: (y)\nif <touching (hitbox v)?> then\n set [color v] effect to (100)\n set [last checkpoint v] to (checkpoint)\n show\nend\n\nwhen I receive [start v]\nset size to (100) %\nset [brightness v] effect to (0)\nforever\n repeat (20)\n change size by (-1)\n change [brightness v] effect by (-1)\n end\n repeat (20)\n change size by (1)\n change [brightness v] effect by (1)\n end\nend\n\nwhen I receive [new start v]\nbroadcast (change level v)\n\n@fly\n\ndefine fly (position x) (position y) (x times)\nshow\ngo to x: (position x) y: (position y)\nforever\n repeat (x times)\n change y by (3)\n end\n repeat (x times)\n change y by (-3)\n end\nend\n\nwhen I receive [change level v]\nif <(Level) = [6]> then\n fly [30] [-90] [30]\nelse\n if <(Level) = [7]> then\n fly [120] [90] [0]\n else\n if <(Level) = [8]> then\n fly [-60] [-40] [10]\n else\n if <(Level) = [10]> then\n fly [0] [-40] [10]\n else\n if <(Level) = [12]> then\n fly [150] [-40] [10]\n else\n hide\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n set rotation style [left-right v]\n point towards (hitbox v)\nend\n\nwhen I receive [change level v]\nwait until <touching (sword v)?>\nhide\nbroadcast (spicky died v)\n\nwhen I receive [die v]\nhide\n\nwhen flag clicked\nforever\n next costume\n wait (0.01) seconds\nend\n\n@fly died\n\nwhen I receive [spicky died v]\nstart sound [Punch v]\nset [brightness v] effect to (-50)\nshow\ngo to [front v] layer\ngo to (fly v)\nrepeat (3)\n change y by (10)\nend\nrepeat (5)\n change y by (5)\nend\nrepeat (1)\n change y by (0)\nend\nrepeat (5)\n change y by (-5)\nend\nrepeat (5)\n change y by (-10)\nend\nrepeat until <touching (_edge_ v)?>\n repeat (4)\n change y by (-20)\n end\nend\nhide\n\nwhen flag clicked\nhide\n\n@Objeto1\n\nwhen flag clicked\nhide\n\nwhen I receive [animation v]\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [start v]\nhide\n\n@Objeto2\n\nwhen flag clicked\nhide\n\nwhen I receive [animation v]\nwait (3) seconds\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [start v]\nhide\n\n@Objeto3\n\nwhen I receive [animation v]\nwait (6) seconds\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\n\n@Objeto4\n\nwhen flag clicked\nrepeat (3)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (10)\nforever\n if <(pick random (1) to (2)) = [2]> then\n go to x: (-999) y: (pick random (-120) to (150))\n if <(pick random (1) to (2)) = [2]> then\n repeat until <(x position) > [285]>\n change x by (1)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n create clone of (_myself_ v)\n delete this clone\n else\n repeat until <(x position) > [285]>\n change x by (0.5)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n create clone of (_myself_ v)\n delete this clone\n end\n else\n go to x: (999) y: (pick random (-120) to (150))\n if <(pick random (1) to (2)) = [2]> then\n repeat until <[-285] > (x position)>\n change x by (-1)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n create clone of (_myself_ v)\n delete this clone\n else\n repeat until <[-285] > (x position)>\n change x by (-0.5)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n create clone of (_myself_ v)\n delete this clone\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n next costume\nend\n\n@Intro\n\nwhen flag clicked\nstart sound [intro music v]\npoint in direction (90)\nhide\nset [sine v] to [0]\nset [intro done? v] to [0]\nset [clone size v] to [0]\nset [clone rectangle horizontal type v] to [0]\nset [clone square type v] to [0]\nset [clone type v] to [0]\ncreate clone of (_myself_ v)\nwait (0.7) seconds\nrepeat (12)\n change [clone square type v] by (1)\n set [clone type v] to [1]\n create clone of (_myself_ v)\n wait (0.05) seconds\nend\nwait (1) seconds\nrepeat (4)\n change [clone rectangle horizontal type v] by (1)\n set [clone type v] to [2]\n create clone of (_myself_ v)\n wait (0.05) seconds\nend\nwait (0.7) seconds\nset [clone type v] to [3]\ncreate clone of (_myself_ v)\nwait (0.7) seconds\nshow\nset rotation style [don't rotate v]\nset size to (5) %\nswitch costume to (costume6 v)\nrepeat until <[100] < (size)>\n change size by (((110) - (size)) * (0.15))\n go to x: (0) y: (0)\n point in direction (pick random (-179) to (180))\n move (5) steps\nend\nbroadcast (intro part 2 v)\nrepeat (6)\n change [clone square type v] by (1)\n set [clone type v] to [4]\n create clone of (_myself_ v)\nend\nrepeat until <(intro done?) = [1]>\n set rotation style [all around v]\n change size by (([sin v] of (sine) ) * (3))\n change y by (([sin v] of (sine) ) * (3))\n point in direction ((([sin v] of (sine) ) * (6)) + (90))\n change [sine v] by (15)\n go to x: (0) y: (0)\n move (5) steps\nend\nset [clone size v] to [0]\nrepeat until <(size) < [10]>\n change size by (clone size)\n change [clone size v] by (-2)\nend\nswitch costume to (costume7 v)\npoint in direction (90)\nset [sine v] to [0]\nrepeat (35)\n change size by (([sin v] of (sine) ) * (6))\n change [sine v] by (10)\nend\nhide\n\nwhen I start as a clone\nif <(clone type) = [0]> then\n set size to (100) %\n show\n set [ghost v] effect to (0)\n switch costume to (costume1 v)\n go to x: (0) y: (0)\n wait (3) seconds\n delete this clone\nend\nif <(clone type) = [1]> then\n if <(clone square type) = [1]> then\n go to x: (-176) y: (124)\n end\n if <(clone square type) = [2]> then\n go to x: (-51) y: (124)\n end\n if <(clone square type) = [3]> then\n go to x: (74) y: (124)\n end\n if <(clone square type) = [4]> then\n go to x: (198) y: (124)\n end\n if <(clone square type) = [5]> then\n go to x: (-176) y: (3)\n end\n if <(clone square type) = [6]> then\n go to x: (-51) y: (3)\n end\n if <(clone square type) = [7]> then\n go to x: (74) y: (3)\n end\n if <(clone square type) = [8]> then\n go to x: (198) y: (3)\n end\n if <(clone square type) = [9]> then\n go to x: (-176) y: (-119)\n end\n if <(clone square type) = [10]> then\n go to x: (-51) y: (-119)\n end\n if <(clone square type) = [11]> then\n go to x: (74) y: (-119)\n end\n if <(clone square type) = [12]> then\n go to x: (198) y: (-119)\n end\n show\n set [ghost v] effect to (0)\n switch costume to (costume2 v)\n set size to (5) %\n repeat until <[100] < (size)>\n change size by (((110) - (size)) * (0.2))\n end\n wait (3) seconds\n repeat (12)\n delete this clone\n end\nend\nif <(clone type) = [2]> then\n switch costume to (costume3 v)\n set [ghost v] effect to (0)\n show\n set size to (100) %\n if <(clone rectangle horizontal type) = [1]> then\n go to x: (472) y: (135)\n end\n if <(clone rectangle horizontal type) = [2]> then\n go to x: (472) y: (46)\n end\n if <(clone rectangle horizontal type) = [3]> then\n go to x: (472) y: (-40)\n end\n if <(clone rectangle horizontal type) = [4]> then\n go to x: (472) y: (-133)\n end\n repeat until <(intro done?) = [2]>\n change x by (((0) - (x position)) * (0.15))\n end\n repeat until <(x position) < [-470]>\n change x by (((-472) - (x position)) * (0.2))\n end\n delete this clone\nend\nif <(clone type) = [3]> then\n show\n go to x: (0) y: (0)\n switch costume to (costume5 v)\n set size to (200) %\n switch costume to (costume4 v)\n repeat until <(size) < [10]>\n change size by (clone size)\n change [clone size v] by (-1)\n end\n hide\nend\nif <(clone type) = [4]> then\n show\n switch costume to (costume7 v)\n set size to (5) %\n if <(clone square type) = [13]> then\n go to x: (-157) y: (92)\n repeat until <(intro done?) = [1]>\n set rotation style [don't rotate v]\n repeat until <[35] < (size)>\n show\n change size by (((40) - (size)) * (0.15))\n point in direction (pick random (-179) to (180))\n go to x: (-157) y: (92)\n move (5) steps\n end\n set [clone size v] to [0]\n repeat until <(size) < [10]>\n change size by (clone size)\n change [clone size v] by (-2)\n end\n hide\n wait (0.4) seconds\n end\n delete this clone\n end\n if <(clone square type) = [14]> then\n go to x: (157) y: (92)\n repeat until <(intro done?) = [1]>\n set rotation style [don't rotate v]\n repeat until <[35] < (size)>\n show\n change size by (((40) - (size)) * (0.15))\n point in direction (pick random (-179) to (180))\n go to x: (157) y: (92)\n move (5) steps\n end\n set [clone size v] to [0]\n repeat until <(size) < [10]>\n change size by (clone size)\n change [clone size v] by (-2)\n end\n hide\n wait (0.4) seconds\n end\n delete this clone\n end\n if <(clone square type) = [15]> then\n go to x: (-157) y: (-92)\n repeat until <(intro done?) = [1]>\n set rotation style [don't rotate v]\n repeat until <[35] < (size)>\n show\n change size by (((40) - (size)) * (0.15))\n point in direction (pick random (-179) to (180))\n go to x: (-157) y: (-92)\n move (5) steps\n end\n set [clone size v] to [0]\n repeat until <(size) < [10]>\n change size by (clone size)\n change [clone size v] by (-2)\n end\n hide\n wait (0.4) seconds\n end\n delete this clone\n end\n if <(clone square type) = [16]> then\n go to x: (157) y: (-92)\n repeat until <(intro done?) = [1]>\n set rotation style [don't rotate v]\n repeat until <[35] < (size)>\n show\n change size by (((40) - (size)) * (0.15))\n point in direction (pick random (-179) to (180))\n go to x: (157) y: (-92)\n move (5) steps\n set [clone size v] to [0]\n end\n repeat until <(size) < [10]>\n change size by (clone size)\n change [clone size v] by (-2)\n end\n hide\n wait (0.4) seconds\n end\n delete this clone\n end\n if <(clone square type) = [17]> then\n go to x: (0) y: (-122)\n repeat until <(intro done?) = [1]>\n repeat until <[15] < (size)>\n show\n change size by (((20) - (size)) * (0.15))\n turn right (5) degrees\n end\n set [clone size v] to [0]\n repeat until <(size) < [10]>\n turn right (5) degrees\n change size by (clone size)\n change [clone size v] by (-2)\n end\n hide\n wait (0.4) seconds\n end\n delete this clone\n end\n if <(clone square type) = [18]> then\n go to x: (0) y: (122)\n repeat until <(intro done?) = [1]>\n repeat until <[15] < (size)>\n show\n change size by (((20) - (size)) * (0.15))\n turn right (5) degrees\n end\n set [clone size v] to [0]\n repeat until <(size) < [10]>\n turn right (5) degrees\n change size by (clone size)\n change [clone size v] by (-2)\n end\n hide\n wait (0.4) seconds\n end\n delete this clone\n end\nend\n\nwhen I receive [intro part 2 v]\nwait (6) seconds\nset [intro done? v] to [1]\nwait (1) seconds\nbroadcast (Fade v)\nset [intro done? v] to [2]\n\nwhen [s v] key pressed\nif <<(intro done?) = [0]> or <(intro done?) = [1]>> then\n stop [other scripts in sprite v]\n set [intro done? v] to [2]\n broadcast (Fade v)\n hide\n stop all sounds\nend\n\nwhen I start as a clone\nwait until <(intro done?) = [2]>\ndelete this clone\n\n@wisp\n\ndefine wisp (position x) (position y) (rango)\nswitch costume to (1 v)\nset [ghost v] effect to (0)\nset [bee attack v] to [0]\nshow\ngo to x: (position x) y: (position y)\npoint in direction (90)\nwait until <(distance to [hitbox v]) < (rango)>\nset [bee attack v] to [1]\npoint towards (hitbox v)\nswitch costume to (3 v)\nrepeat until <touching (_edge_ v)?>\n move (6) steps\nend\nrepeat (10)\n move (6) steps\n change [ghost v] effect by (10)\nend\nhide\nstop [this script v]\n\nwhen I receive [change level v]\nif <(Level) = [9]> then\n wisp [100] [-40] [200]\nelse\n if <(Level) = [10]> then\n wisp [0] [100] [200]\n else\n if <(Level) = [11]> then\n wisp [100] [60] [200]\n else\n if <(Level) = [12]> then\n wisp [100] [60] [200]\n else\n hide\n end\n end\n end\nend\n\nwhen I receive [die v]\nhide\n\nwhen flag clicked\n\nwhen I receive [change level v]\nrepeat until <(bee attack) = [1]>\n switch costume to (pick random (1) to (2))\nend\nswitch costume to (3 v)\n\nwhen I receive [die v]\nswitch costume to (1 v)\n\n@avioneta fase\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nwait until <touching (player v)?>\nbroadcast (avioneta v)\nset [level v] to [?]\n\n@avioneta\n\nwhen I receive [avioneta v]\nwait (1) seconds\nforever\n if <[190] < (y position)> then\n change y by (-9999999)\n else\n if <(y position) < [-190]> then\n change y by (99999)\n end\n end\nend\n\nwhen I receive [avioneta v]\nwait (1) seconds\nset [y velocity v] to [0]\nforever\n if <key (any v) pressed?> then\n if <(y velocity) < [10]> then\n change [y velocity v] by (0.5)\n end\n else\n if <[-10] < (y velocity)> then\n change [y velocity v] by (-0.5)\n end\n end\nend\n\nwhen I receive [avioneta v]\npoint in direction (90)\nwait (1) seconds\nforever\n change y by (y velocity)\n point in direction ((90) - ((y velocity) * (2)))\nend\n\nwhen I receive [avioneta v]\nshow\nforever\n next costume\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [?]> then\n play sound [Helicopter v] until done\n end\nend\n\nwhen I receive [avioneta v]\nforever\n set [y position v] to (y position)\nend\n\nwhen I receive [avioneta v]\nset [reset 2 v] to [0]\nshow\ngo to x: (-190) y: (0)\nwait until <<touching (wisp boss v)?> or <touching (púa v)?>>\nstart sound [Punch v]\nbroadcast (reset v)\nset [reset 2 v] to [1]\nwait (0.01) seconds\nbroadcast (avioneta v)\n\nbroadcast (avioneta v)\nset [level v] to [?]\n\nwhen I receive [explosión v]\npoint in direction (90)\nstop [other scripts in sprite v]\nglide (1) secs to x: (-190) y: (0)\n\nwhen I receive [terremoto v]\nrepeat (10)\n go to x: (pick random (-185) to (-195)) y: (pick random (5) to (-5))\nend\ngo to x: (-190) y: (0)\n\n@Láser\n\nwhen flag clicked\nforever\n if <(Level) = [?]> then\n if <mouse down?> then\n create clone of (_myself_ v)\n wait (0.5) seconds\n end\n else\n hide\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n change [color v] effect by (10)\nend\n\nwhen I start as a clone\nstart sound [Laser2 v]\ngo to (avioneta v)\nset rotation style [all around v]\npoint towards (avioneta v)\nshow\nrepeat until <touching (_edge_ v)?>\n move (10) steps\nend\ndelete this clone\n\nchange x by (10)\n\n@wisp boss\n\nwhen I receive [avioneta v]\nset [attack v] to [0]\nhide\nwait (3) seconds\nshow\ngo to x: (100) y: (300)\nglide (3) secs to x: (100) y: (0)\nwait (4) seconds\nset [dead v] to [0]\nrepeat until <[0.01] > (boss life)>\n first attack\n first attack\n first attack\n wait (1) seconds\n set [attack v] to [0]\n wait (2) seconds\n second attack\n second attack\n second attack\n wait (1) seconds\n set [attack v] to [0]\n glide (1) secs to x: (100) y: (0)\n wait (2) seconds\n third attack\n wait (2) seconds\n set [attack v] to [0]\n wait (1) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [avioneta v]\nforever\n if <(attack) = [0]> then\n switch costume to (1 v)\n wait (0.0001) seconds\n switch costume to (2 v)\n wait (0.0001) seconds\n end\nend\n\ndefine first attack\nif <(dead) = [0]> then\n set [attack v] to [1]\n wait (0.0002) seconds\n switch costume to (4 v)\n wait (1) seconds\n repeat (3)\n wait (0.01) seconds\n next costume\n end\n start sound [Laser1 v]\n switch costume to (8 v)\n broadcast (púas v)\n wait (0.01) seconds\n switch costume to (4 v)\nelse\n stop [this script v]\nend\n\ndefine second attack\nif <(dead) = [0]> then\n set [attack v] to [1]\n switch costume to (4 v)\n glide (0.5) secs to x: (100) y: (y position)\n repeat (50)\n switch costume to (4 v)\n set y to (y position)\n end\n wait (1) seconds\n start sound [High Whoosh v]\n repeat (10)\n switch costume to (9 v)\n move (-20) steps\n end\n repeat (10)\n switch costume to (9 v)\n move (20) steps\n end\n switch costume to (4 v)\nelse\n stop [this script v]\nend\n\ndefine third attack\nif <(dead) = [0]> then\n point in direction (90)\n set [attack v] to [1]\n switch costume to (4 v)\n repeat (47)\n turn right (30) degrees\n end\n broadcast (púa v)\n point in direction (90)\nelse\n stop [this script v]\nend\n\nwhen I receive [avioneta v]\nset [boss life v] to [15]\nforever\n if <touching (láser v)?> then\n change [boss life v] by (-0.01)\n set [brightness v] effect to (30)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\n\nwhen I receive [avioneta v]\nset [brightness v] effect to (0)\nwait (3) seconds\nplay sound [2019-04-18_-_The_Epic_Boss_Fight_-_David_Fesliyan v] until done\n\nwhen I receive [avioneta v]\nset [brightness v] effect to (0)\nwait until <(boss life) < [0.01]>\nswitch costume to (1 v)\nshow\nglide (0.5) secs to x: (100) y: (0)\nstop all sounds\nstop [other scripts in sprite v]\nswitch costume to (1 v)\nrepeat (10)\n change [brightness v] effect by (10)\nend\nbroadcast (explosión v)\nset [brightness v] effect to (0)\nswitch costume to (10 v)\nwait (1) seconds\nrepeat (6)\n change y by (5)\nend\nstart sound [Slide Whistle v]\nrepeat (10)\n change y by (2.5)\nend\nrepeat (1)\n change y by (0)\nend\nrepeat (10)\n change y by (-2.5)\nend\nrepeat (50)\n change y by (-5)\nend\nhide\nwait (1) seconds\nbroadcast (terremoto v)\nstart sound [Slide Whistle2 v]\n\nglide (1) secs to x: (100) y: (-999)\n\n@Púa\n\nwhen I receive [púas v]\nset [brightness v] effect to (0)\nhide\npoint in direction (90)\ncreate clone of (_myself_ v)\npoint in direction (135)\ncreate clone of (_myself_ v)\npoint in direction (45)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nshow\nrepeat until <touching (_edge_ v)?>\n move (-8) steps\nend\ndelete this clone\n\nwhen I receive [púa v]\nset [brightness v] effect to (100)\nrepeat (15)\n turn right (50) degrees\n create clone of (_myself_ v)\nend\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nwait until <(reset 2) = [1]>\ndelete this clone\n\n@silueta2\n\nwhen I receive [explosión v]\ngo to (wisp boss v)\nswitch costume to (explode-05-june\[2 v)\nshow\nstart sound [wut2 v]\nrepeat (25)\n next costume\nend\nhide\n\n@Objeto5\n\nwhen I receive [avioneta v]\nswitch costume to (disfraz15 v)\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nswitch costume to (disfraz15 v)\nstart sound [Connect v]\nrepeat (15)\n next costume\nend\nrepeat until <(boss life) < [0.01]>\n switch costume to (round ((boss life) + (1)))\nend\n\nwhen flag clicked\nhide\n\n@[level]2\n\nwhen I receive [new start v]\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nset [brightness v] effect to (-5)\nshow\ngo to [back v] layer\ngo [forward v] (7) layers\n\nwhen I receive [avioneta v]\nhide\n\n@Objeto6\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (30)\nswitch costume to (disfraz1 v)\nset [brightness v] effect to (20)\nset [ghost v] effect to (-10)\nshow\ngo to [back v] layer\ngo [forward v] (3) layers\nforever\n set y to (([y position v] of [player v]) * (-0.1))\n set x to (([x position v] of [player v]) * (-0.2))\nend\n\nwhen I receive [avioneta v]\nhide\n\nwhen I receive [change level v]\nnext costume\n\n@Sign\n\nwhen I receive [change level v]\nforever\n if <(Level) = [1]> then\n Position [80] [0] (translate [Welcome to ''THE BEES TROUBLE'' the second part of the knight's platformer series, in this platformer you can go left or right, move with w,a and d or arrow keys.] to ((language::translate) v)::translate)\n else\n if <(Level) = [2]> then\n Position [-105] [20] (translate [Avoid spikes, JUMP!] to ((language::translate) v)::translate)\n else\n if <(Level) = [3]> then\n Position [-100] [-20] (translate [Here there is an enemie, this enemie is invurnerable but you can jump over him] to ((language::translate) v)::translate)\n else\n if <(Level) = [6]> then\n Position [-150] [-20] (translate [Here there is another enemie, this enemie is vurnerable, so, press down key or 's' and use your sword] to ((language::translate) v)::translate)\n else\n if <(Level) = [7]> then\n Position [-100] [-20] (translate [Nice, you get a checkpoint, if you die, you will respawn here] to ((language::translate) v)::translate)\n else\n if <(Level) = [9]> then\n Position [-150] [-49] (translate [Esto es una avispa, ten cuidado es invurlnerable, y si te acercas te atacará, engáñala saltando] to ((language::translate) v)::translate)\n else\n if <(Level) = [13]> then\n Position [-159] [-60] (translate [Bien, llega la hora de enfrentarse al jefe final, salta a la avioneta, te hará falta] to ((language::translate) v)::translate)\n else\n hide\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Position (x) (y) (text)\nshow\ngo to x: (x) y: (y)\nif <touching (hitbox v)?> then\n say (text) for (0.01) seconds\nend\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (6) layers\n\n@Objeto7\n\nwhen I receive [avioneta v]\nset [ghost v] effect to (0)\nshow\ngo to x: (0) y: (0)\nwait (4) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen flag clicked\nhide\n\n@Objeto8\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n@Objeto9\n\nwhen flag clicked\nshow\npoint in direction (90)\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n set size to (120) %\n else\n set size to (100) %\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nhide\nbroadcast (tp v)\nbroadcast (change level v)\nchange [level v] by (1)\nshow\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (10) layers\nforever\n if <(Level) = [25]> then\n wait (0.5) seconds\n hide\n end\nend\n\nwhen I receive [mobile mode v]\ngo to x: (0) y: (-150)\n\nwhen I receive [selected mode v]\ngo to x: (-200) y: (-150)\n\nwhen flag clicked\nhide variable [seconds: v]\n\nwhen flag clicked\nshow\nwait until <(Level) = [13]>\nhide\n\n
ENGLISH:\nWelcome to ''THE BEE'S TROUBLE'' the second part of my platformer series.\nPlease don't forget to leave a ❤ and a⭐\nThis game took me so many time, I hope you enjoy ;)\nFollow me for more games :D\nFirst part: https://scratch.mit.edu/projects/445876232/\nThere is two parts of the game.\n100% code mine @RafaVc2006\n99% art mine, except 1% is from explosion that i picked from a @yuseford project.\nINSTRUCTIONS:\n-Arrow keys or wasd to move.\n-Down key or s to attack.\n-Avoid spikes.\n-You can kill some enemies.\n-In the second part press any key to fly and click to shoot. Try to kill the bee queen.
Bubble Boy - A Platformer #games #all
@Stage\n\n@Sprite2\n\nif then\n broadcast (oof v)\nend\n\nwhen flag clicked\nset [bought doble jump v] to [0]\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\npoint in direction (90)\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 (-90)\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (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 (13)\n end\n change y by (1)\n if <(x position) > [222]> then\n go to x: (-217) y: (-20)\n broadcast (NEXT LEVEL v)\n end\n if <(y position) < [-170]> then\n start sound [HIT v]\n broadcast (oof v)\n repeat (10)\n change y by (10)\n change [ghost v] effect by (10)\n end\n go to x: (-203) y: (-29)\n set [ghost v] effect to (0)\n end\nend\n\nnext costume\n\nnext costume\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n wait (0.02) seconds\n next costume\n else\n switch costume to (costume13 v)\n end\nend\n\nif <(costume [number v]) = [9]> then\n next costume\nend\n\n@ground\n\nwhen flag clicked\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [15]> then\n broadcast (yeesh v) and wait\n end\nend\n\nwhen I receive [lop v]\nswitch costume to (costume16 v)\n\n@Sprite1\n\nwhen flag clicked\ngo to [back v] layer\nforever\n go to (sprite2 v)\n set [ghost v] effect to (70)\nend\n\n@Sprite3\n\nwhen flag clicked\nrepeat (2)\n go to [back v] layer\nend\ngo to x: (0) y: (0)\nforever\n go to x: ((mouse x) / (10)) y: ((mouse y) / (10))\nend\n\n@Sprite5\n\nwhen flag clicked\nrepeat (3)\n go to [back v] layer\nend\ngo to x: (0) y: (0)\nforever\n go to x: ((mouse x) / (15)) y: ((mouse y) / (15))\nend\n\n@Sprite6\n\nwhen flag clicked\nrepeat (4)\n go to [back v] layer\nend\ngo to x: (0) y: (0)\nforever\n go to x: ((mouse x) / (20)) y: ((mouse y) / (20))\nend\n\n@moosic\n\nwhen flag clicked\nwait (1.6) seconds\nforever\n play sound [feel gud v] until done\nend\n\nwhen flag clicked\nhide\n\n@Sprite7\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (0.06) to (0.7)) seconds\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nset size to (pick random (40) to (80)) %\nset [ghost v] effect to (pick random (0) to (80))\nshow\ngo [backward v] (pick random (2) to (3)) layers\nset [color v] effect to (pick random (-30) to (30))\ngo to (random position v)\nchange y by (-10000000)\nrepeat until <(y position) > [170]>\n if <not <(y position) > [170]>> then\n change y by (pick random (1) to (10))\n end\n if <(y position) > [170]> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n start sound [pop v]\n set [ghost v] effect to (0)\n switch costume to (costume2 v)\n wait (0.1) seconds\n delete this clone\n end\nend\n\n@Sprite4\n\nwhen I receive [oof v]\nswitch costume to (pick random (1) to (4))\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nshow\nwait (0.3) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nswitch costume to (pick random (5) to (8))\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nshow\nwait (0.3) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\n@Sprite8\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n@Sprite9\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [yeesh v]\nshow\nrepeat until <<mouse down?> and <touching (mouse-pointer v)?>>\n if <touching (mouse-pointer v)?> then\n set size to (105) %\n else\n set size to (100) %\n end\nend\nhide\nbroadcast (lop v)\n\n
|| 0k, this took a pretty long time. So please consider leaving a like and favorite!!! also, this is a paralax\nNo Advertizing. This is supposed to be a fun, heartwarming adventure. (lol) (The bubbles are fun to pop) \\ Go chec out @AUMSUMTHEGREATHULK he's cewl \\\n==========================================\n\n@AUMSUMTHEGREATHULK loved and faved?!\n@TNTend loved and faved?!\n@TheCactusMaster commented and loved!?\n\nAlso there was a problem and I clicked the unshare button instead of See Inside, which I was going to fix the player, which sometimes glitched the costumes.
~Starlight~| A Platformer #games
@Stage\n\nwhen I receive [start v]\nforever\n play sound [Alan Walker - Force v] until done\nend\n\n@player\n\nwhen I start as a clone\nswitch costume to (trail v)\nset [ghost v] effect to (5)\nforever\n change [ghost v] effect by (10)\n wait (.2) seconds\n delete this clone\nend\n\ndefine Horizontal Movement\nset [vx v] to ((vx) * (0.75))\nchange x by (vx)\nif <key (right arrow v) pressed?> then\n change x by (3)\n switch costume to (facing right v)\n create clone of (_myself_ v)\n change [vx v] by (2)\nend\nif <key (left arrow v) pressed?> then\n change x by (-3)\n switch costume to (facing left v)\n create clone of (_myself_ v)\n change [vx v] by (-2)\nend\n\ndefine Touch Ground\nif <touching color (#914ea2)?> then\n set [vy v] to [0]\n repeat until <not <touching color (#914ea2)?>>\n change y by (1)\n end\n set [touching ground? v] to [true]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nswitch backdrop to (level 1 v)\nforever\n if <touching (flag v)?> then\n next backdrop\n go to x: (-210) y: (-52)\n end\n if <touching (spikes v)?> then\n reset\n end\n if <touching (saw v)?> then\n reset\n end\n if <touching (trampoline v)?> then\n change [vy v] by (30)\n change y by (vy)\n set [touching ground? v] to [false]\n play sound [Boing v] until done\n end\nend\n\nwhen I receive [start v]\nclear graphic effects\nswitch costume to (facing left v)\nset [vx v] to [0]\nset [vy v] to [0]\nset [touching ground? v] to [false]\ngo to x: (-171) y: (-26)\nforever\n Horizontal Movement\n Vertical Movement\nend\n\ndefine reset\nrepeat (30)\n change [ghost v] effect by (2)\nend\ngo to x: (-210) y: (-52)\nswitch costume to (facing right v)\nclear graphic effects\n\nwhen I receive [reset v]\nrepeat (30)\n change [ghost v] effect by (2)\nend\ngo to x: (-210) y: (-26)\nswitch costume to (facing right v)\nclear graphic effects\n\ndefine Vertical Movement\nif <<key (up arrow v) pressed?> and <(Touching Ground?) = [true]>> then\n create clone of (_myself_ v)\n set [vy v] to [11]\nend\nchange [vy v] by (-1)\nchange y by (vy)\nset [touching ground? v] to [false]\nTouch Ground\n\n@ground\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to [back v] layer\nforever\n if <(backdrop [name v]) = [Level 2]> then\n show\n switch costume to (level 1 v)\n end\n if <(backdrop [name v]) = [Level 3]> then\n show\n switch costume to (level 2 v)\n end\n if <(backdrop [name v]) = [Level 4]> then\n show\n switch costume to (level 3 v)\n end\n if <(backdrop [name v]) = [Level 5]> then\n hide\n end\n if <(backdrop [name v]) = [Level 6]> then\n show\n switch costume to (level 4 v)\n end\n if <(backdrop [name v]) = [Level 7]> then\n show\n switch costume to (level 5 v)\n end\n if <(backdrop [name v]) = [Level 8]> then\n show\n switch costume to (level 6 v)\n end\n if <(backdrop [name v]) = [Level 9]> then\n show\n switch costume to (level 7 v)\n end\n if <(backdrop [name v]) = [Level 10]> then\n show\n switch costume to (level 8 v)\n end\n if <(backdrop [name v]) = [Level 11]> then\n switch costume to (level 9 v)\n end\n if <(backdrop [name v]) = [Level 12]> then\n show\n switch costume to (level 10 v)\n end\n if <(backdrop [name v]) = [Level 13]> then\n switch costume to (level 11 v)\n end\n if <(backdrop [name v]) = [Level 14]> then\n switch costume to (level 12 v)\n end\n if <(backdrop [name v]) = [Level 15]> then\n switch costume to (level 13 v)\n end\n if <(backdrop [name v]) = [Level 16]> then\n switch costume to (level 14 v)\n end\n if <(backdrop [name v]) = [Level 17]> then\n switch costume to (level 15 v)\n end\n if <(backdrop [name v]) = [Level 18]> then\n switch costume to (level 16 v)\n end\n if <(backdrop [name v]) = [Level 19]> then\n switch costume to (level 17 v)\n end\n if <(backdrop [name v]) = [Level 20]> then\n switch costume to (level 18 v)\n end\n if <(backdrop [name v]) = [Level 21]> then\n hide\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching (player v)?> then\n play sound [Oops v] until done\n end\nend\n\n@Flag\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n if <touching (player v)?> then\n play sound [Magic Spell v] until done\n end\nend\n\nwhen I receive [start v]\nforever\n go to x: (270) y: (-19)\n if <(backdrop [name v]) = [Level 2]> then\n go to x: (230) y: (100)\n end\n if <(backdrop [name v]) = [Level 3]> then\n go to x: (215) y: (107)\n end\n if <(backdrop [name v]) = [Level 4]> then\n go to x: (-157) y: (150)\n end\n if <(backdrop [name v]) = [Level 5]> then\n go to x: (270) y: (30)\n end\n if <(backdrop [name v]) = [Level 6]> then\n go to x: (270) y: (105)\n end\n if <(backdrop [name v]) = [Level 7]> then\n go to x: (270) y: (85)\n end\n if <(backdrop [name v]) = [Level 8]> then\n go to x: (-158) y: (85)\n end\n if <(backdrop [name v]) = [Level 9]> then\n go to x: (-140) y: (104)\n end\n if <(backdrop [name v]) = [Level 10]> then\n go to x: (50) y: (100)\n end\n if <(backdrop [name v]) = [Level 11]> then\n go to x: (142) y: (120)\n end\n if <(backdrop [name v]) = [Level 12]> then\n go to x: (200) y: (100)\n end\n if <(backdrop [name v]) = [Level 13]> then\n go to x: (0) y: (150)\n end\n if <(backdrop [name v]) = [Level 14]> then\n go to x: (270) y: (135)\n end\n if <(backdrop [name v]) = [Level 15]> then\n go to x: (-140) y: (145)\n end\n if <(backdrop [name v]) = [Level 16]> then\n go to x: (270) y: (150)\n end\n if <(backdrop [name v]) = [Level 18]> then\n go to x: (-105) y: (142)\n end\n if <(backdrop [name v]) = [Level 19]> then\n go to x: (270) y: (135)\n end\n if <(backdrop [name v]) = [Level 20]> then\n go to x: (-100) y: (95)\n end\n if <(backdrop [name v]) = [Level 21]> then\n hide\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nchange [ghost v] effect by (100)\n\n@Saw\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to [back v] layer\nforever\n if <<<<<(backdrop [name v]) = [Level 5]> or <(backdrop [name v]) = [Level 6]>> or <(backdrop [name v]) = [Level 12]>> or <(backdrop [name v]) = [Level 15]>> or <(backdrop [name v]) = [Level 16]>> then\n if <<<(backdrop [name v]) = [Level 5]> or <(backdrop [name v]) = [Level 6]>> or <(backdrop [name v]) = [Level 12]>> then\n show\n go to [back v] layer\n turn left (5) degrees\n go to x: (34) y: (-84)\n else\n if <(backdrop [name v]) = [Level 16]> then\n show\n go to [back v] layer\n turn left (5) degrees\n go to x: (-29) y: (-84)\n else\n show\n go to [back v] layer\n turn left (5) degrees\n go to x: (208) y: (-78)\n end\n end\n else\n hide\n end\nend\n\n@Trampoline\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (-121) y: (-20)\nswitch costume to (trampoline:\) v)\nforever\n if <(backdrop [name v]) = [Level 7]> then\n show\n go to x: (-121) y: (-38)\n else\n if <(backdrop [name v]) = [Level 10]> then\n show\n go to x: (-121) y: (-38)\n else\n if <(backdrop [name v]) = [Level 14]> then\n show\n go to x: (-121) y: (-38)\n else\n if <(backdrop [name v]) = [Level 17]> then\n show\n go to x: (59) y: (-38)\n else\n if <(backdrop [name v]) = [Level 18]> then\n show\n go to x: (146) y: (-38)\n else\n hide\n end\n end\n end\n end\n end\nend\n\n@clouds\n\nwhen flag clicked\nhide\nclear graphic effects\n\nwhen I receive [start v]\nshow\ngo to [back v] layer\ngo to x: (-300) y: (85)\npoint in direction (90)\nforever\n move (2) steps\n wait (0.01) seconds\n if <(x position) > [300]> then\n hide\n go to x: (-300) y: (63)\n wait (2) seconds\n show\n end\nend\n\n@Love, fav, follow banner\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (-160) y: (188)\nforever\n wait (pick random (5) to (17)) seconds\n show\n repeat (13)\n change y by (-3)\n wait (0.01) seconds\n end\n wait (4) seconds\n repeat (10)\n change y by (4)\n wait (0.01) seconds\n end\n hide\nend\n\n@Skip Button\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nset [ghost v] effect to (30)\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n point in direction ((([sin v] of ((timer) * (300)) ) * (10)) + (90))\n else\n point in direction (90)\n end\n if <not <touching (mouse-pointer v)?>> then\n set [ghost v] effect to (30)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n next backdrop\n reset\n wait (2) seconds\n end\n if <(backdrop [name v]) = [Level 22]> then\n hide\n end\nend\n\ndefine reset\nbroadcast (reset v)\n\n@Previous Button\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nset [ghost v] effect to (30)\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n point in direction ((([sin v] of ((timer) * (300)) ) * (10)) + (90))\n else\n point in direction (90)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n reset\n switch backdrop to (previous backdrop v)\n wait (2) seconds\n end\n if <not <touching (mouse-pointer v)?>> then\n set [ghost v] effect to (30)\n end\nend\n\ndefine reset\nbroadcast (reset v)\n\n@Reset Button\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nset [ghost v] effect to (30)\ngo to x: (-152) y: (-116)\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n point in direction ((([sin v] of ((timer) * (300)) ) * (10)) + (90))\n else\n point in direction (90)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n reset\n end\n if <not <touching (mouse-pointer v)?>> then\n set [ghost v] effect to (30)\n end\nend\n\ndefine reset\nbroadcast (reset v)\n\n@Icon for Intro\n\nwhen flag clicked\nwait (5) seconds\nbroadcast (start v)\nhide\n\nwhen flag clicked\nshow\nswitch backdrop to (intro v)\nforever\n point in direction ((([sin v] of ((timer) * (300)) ) * (10)) + (90))\nend\n\n@Particals\n\ndefine ResetGhosting\nset [ghost v] effect to (100)\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (2))\ngo [backward v] (100) layers\nResetGhosting\nshow\ngo to (random position v)\nrepeat (10)\n change [ghost v] effect by (-4)\n move (-1) steps\nend\nrepeat (10)\n move (-1) steps\n turn right (15) degrees\nend\nrepeat (10)\n move (1) steps\n turn right (15) degrees\nend\nrepeat (10)\n change [ghost v] effect by (4)\n move (1) steps\nend\ndelete this clone\n\ndefine Fade| In Or Out?| (inorout ) Speed| (speed)\nif <(inorout ) = [in]> then\n repeat (speed)\n change [ghost v] effect by (-10)\n end\nend\nif <(inorout ) = [out]> then\n repeat (speed)\n change [ghost v] effect by (10)\n end\nend\n\nwhen I receive [start v]\nwait (0.1) seconds\nset [gameyo v] to [false]\nResetGhosting\nforever\n if <(GameYo) = [false]> then\n create clone of (_myself_ v)\n else\n delete this clone\n end\nend\n\n@Moon\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to [back v] layer\n\n
~Starlight~| A Platformer\n-------------------------------------\n~Storyline~\n\nYou are an astronomer, a scientist who studies the stars. You know that there is going to be a brand new star that has just been created. But you can't observe it, because of all the clouds in the sky. You venture out to find a spot that is just right for viewing the sky\n-----------------------------\nI LOVE astronmy, don't you? That is just one reason why summer is my favorite season; because the night sky is the best for viewing the stars. Also because its warm, so you won't be cold while trying to observe space. \n----------------------------\nTheir are some things that this platformer is dedicate to. One is to NASA. It makes me sad that most people are not intrested in learning about space. In my opinion, learning about space is my favorite unit in science. It is really intresting. The other thing that this platformer is dedicated to is the light pollution. The reason why looking at the stars is harder to do now is because of all the light pollution. But we can do something about it. When you are not in a room, turn the lights off. When you are not using a computer, TV, video game system, etc., make sure to turn them off. Also, try not to flash flashlights out of your windows. To summerize, I love space, and you should try to be more intrested in learning about it. Note- I am NOT being disrectsecful. I respect your opinion, this is just what I believe.\n-------------------------\n~Credits~\n- @-SapphireDemon- for being my personial insporator\n- @StratfordJames for the cloud art\n-@Firedrake712 for the tree art\n-NASA for existing\n- Amy for the rest:D\n------------------------\nTags:\n#all #trending #games #art #music #platformer #space #NASA #astromy #astronmer #universe #@-AMETHYSTQUEEN-
Platformer Template
@Stage\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\n@Player\n\nwhen flag clicked\nshow\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (Spawn X) y: (Spawn Y)\nforever\n if <key (right arrow v) pressed?> then\n change [x velocity v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x velocity v] by (-1)\n end\n set [x velocity v] to ((X velocity) * (0.9))\n change x by (X velocity)\n if <touching (level v)?> then\n Sense Hazard\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 Sense Hazard\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 Sense Hazard\n if <key (up arrow v) pressed?> then\n change [y velocity v] by (15)\n end\n end\n change y by (1)\n if <(x position) > [230]> then\n change [level v] by (1)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n go to x: (Spawn X) y: (Spawn Y)\n end\n if <(y position) < [-184]> then\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n go to x: (Spawn X) y: (Spawn Y)\n end\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nset [spawn x v] to [-214]\nset [spawn y v] to [-90]\n\nwhen flag clicked\nset [total level count v] to [99999]\n\ndefine Sense Hazard\nif <touching color (#ff0000)?> then\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n go to x: (Spawn X) y: (Spawn Y)\nend\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\n@Non-interacting level\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\n@Final screen\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nwait (0.3) seconds\nforever\n if <(Level) > (Total Level Count)> then\n show\n stop [other scripts in sprite v]\n end\nend\n\n
Edit this to make your own platformer.\n\nThis is a template that I made for JS_Coder's tutorial.\nFind that here: https://scratch.mit.edu/projects/370583228\nI put some notes in the code to explain what each part does.\n\nI added some things that weren't in that tutorial. You can tell because I say which ones I added in the notes.\nSome features that I added were hazards, turning player sprites, changeable spawn point variables,
The Desert- a multiplayer scrolling platformer #games #tutorials #all
@Stage\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen I receive [start v]\nswitch backdrop to (standard v)\n\n@Blank\n\n@Player\n\nwhen I receive [free rewards v]\nchange [coins v] by (10)\n\ndefine Game On\nset size to (100) %\nclear graphic effects\ngo to [front v] layer\nshow\nset [emojichat? v] to [0]\nset [jumpboost? v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\npoint in direction (90)\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Test - Die\nif <<<touching (danger v)?> or <touching (danger2 v)?>> and <(Lives) = [1]>> then\n set [exit v] to [die]\nend\nif <<<touching (danger v)?> or <touching (danger2 v)?>> and <(Lives) = [2]>> then\n change [lives v] by (-1)\nend\n\ndefine Change Player Y By (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (graphics v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Game - Win\nset rotation style [left-right v]\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nsend cloud data\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Change Player X By (sx)\nchange [x v] by (sx)\nPosition\nif <<touching (graphics v)?> or <touching (graphics2 v)?>> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <<touching (graphics v)?> or <touching (graphics2 v)?>>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(sx) > [0]> then\n set [sx v] to [-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 (graphics v)?> or <touching (graphics2 v)?>>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset rotation style [left-right v]\nset [exit v] to []\nrepeat (20)\n change y by ((((100) - (y position)) / (4)) - (0.5))\nend\nbroadcast (effect v)\nrepeat until <(y position) < [-179]>\n change y by ((((-180) - (y position)) / (6)) - (0.5))\n change [ghost v] effect by (5)\nend\nhide\nwait (0.3) seconds\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (2) layers\nend\n\ndefine Tick\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [sx v] by (-2)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player X By (round (sx))\nend\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <(jumpBOOST?) = [0]>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <(jumpBOOST?) = [1]>> then\n if <(in air) < [4]> then\n set [sy v] to [20]\n end\nend\nchange [sy v] by (-2)\nChange Player Y By (sy)\nTest - Die\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (5)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (5)))\nif <(SCROLL Y) < [-100]> then\n set [scroll y v] to [-100]\nend\nPosition\n\nwhen flag clicked\nforever\n if <touching (water v)?> then\n repeat (10)\n change [sy v] by ((((0) - (sy)) / (3)) - (0.3))\n end\n repeat (10)\n change [sy v] by ((((15.5) - (sy)) / (3.5)) - (0.3))\n end\n else\n set rotation style [left-right v]\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nset [max players v] to [8]\nset [my player # v] to [1]\nhide\nbroadcast (setup - opponents v) and wait\nswitch backdrop to (joining v)\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > [0]> then\n switch backdrop to (joined v)\n wait (0.8) seconds\n switch backdrop to (blank v)\n broadcast (begin v)\n show\nelse\n switch backdrop to (full v)\nend\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n set [☁ p8 v] to (value)\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (join (username) (join [ ] (item (say) of [chat v]))) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite ((SCROLL X) + (x position)) to encoded\nwrite ((SCROLL Y) + (y position)) to encoded\nwrite (costume) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\nwhen I receive [begin v]\nset [level v] to [1]\nforever\n broadcast (reset v) and wait\n broadcast (setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\nwhen I receive [stopclicked v]\nhide\n\nwhen I receive [touch player v]\nset [exit v] to [die]\n\nwhen flag clicked\nforever\n set [player: in air v] to (in air)\nend\n\nwhen flag clicked\nshow list [chat v]\nset [say v] to []\n\nwhen I receive [start v]\nforever\n if <key (t v) pressed?> then\n ask [] and wait\n set [say v] to (answer)\n say (say) for (2) seconds\n end\nend\n\nwhen I receive [start v]\nforever\n if <(say) > []> then\n wait (5) seconds\n set [say v] to []\n end\nend\n\nwhen I receive [start v]\nif <(say) > []> then\n think (join (join (MY PLAYER #) (join [ : ] (username))) (join [- ] (item (say) of [chat v]))) for (3.5) seconds\nelse\n think (join (MY PLAYER #) (join [ - ] (username))) for (3.5) seconds\nend\n\nwhen [right arrow v] key pressed\npoint in direction (90)\n\nwhen [left arrow v] key pressed\npoint in direction (-90)\n\nwhen [r v] key pressed\nbroadcast (effect v)\nhide\nwait (0.3) seconds\n\nwhen flag clicked\nswitch costume to (player v)\n\nwhen flag clicked\nset [jumpboost? v] to [1]\n\nwhen flag clicked\nset [jumpboost? v] to [0]\n\nwhen flag clicked\nforever\n if <<key (space v) pressed?> and <(EmojiCHAT?) = [1]>> then\n wait (0.3) seconds\n next costume\n end\nend\n\nwhen flag clicked\nbroadcast (start v)\n\nwhen flag clicked\nforever\n if <touching color (#00ff15)?> then\n hide\n wait (1) seconds\n broadcast (You won!!! v)\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\nset [lives v] to [1]\n\nwhen [c v] key pressed\nask [] and wait\nif <(answer) = [cheat code]> then\n change [coins v] by (500)\nend\n\nwhen flag clicked\nforever\n if <(y position) < [-179]> then\n set [exit v] to [die]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (portal v)?> then\n broadcast (You Win v)\n hide\n end\nend\n\nwhen flag clicked\nif <(EXIT) = [die]> then\n broadcast (showcoins v)\nend\n\n@Graphics\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nclone\n\ndefine clone\nclear graphic effects\nset [@offset_x v] to [-230]\nset [@offset_y v] to [-80]\nhide\nswitch costume to (2a v)\nClone [0] [0]\nswitch costume to (2a2 v)\nClone [400] [-100]\nswitch costume to (2b v)\nClone [350] [100]\nswitch costume to (2c v)\nClone [740] [195]\nswitch costume to (2d v)\nClone [480] [-150]\nswitch costume to (2e v)\nClone [450] [500]\nswitch costume to (2f v)\nClone [480] [-150]\nswitch costume to (2g v)\nClone [560] [-50]\nswitch costume to (2h v)\nClone [500] [100]\nswitch costume to (2j v)\nClone [600] [-50]\nswitch costume to (2l v)\nClone [-690] [-100]\nswitch costume to (2k v)\nClone [600] [100]\nswitch costume to (2m v)\nClone [600] [150]\nswitch costume to (2n v)\nClone [600] [130]\nswitch costume to (2p v)\nClone [600] [150]\nswitch costume to (2q v)\nClone [600] [150]\nswitch costume to (2r v)\nClone [600] [150]\nswitch costume to (2s v)\nClone [-50] [-400]\nswitch costume to (2t v)\nClone [600] [120]\nswitch costume to (2u v)\nClone [700] [300]\nswitch costume to (2v v)\nClone [560] [-50]\n\nwhen I receive [tick v]\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n\ndefine Clone (x) (y)\nchange [@offset_x v] by (x)\nchange [@offset_y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nshow\ngo to [back v] layer\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\n@multiplayer v3.0\n\ndefine decode (i)\nset [multiplayer v3.0: c1 v] to [1]\nrepeat until <(multiplayer v3.0: c1) > (length of (i))>\n set [output v] to []\n repeat until <(join (letter (multiplayer v3.0: c1) of (i)) (letter ((multiplayer v3.0: c1) + (1)) of (i))) < [1]>\n switch costume to ((join (letter (multiplayer v3.0: c1) of (i)) (letter ((multiplayer v3.0: c1) + (1)) of (i))) - (9))\n set [output v] to (join (output) (letter (1) of (costume [name v])))\n change [multiplayer v3.0: c1 v] by (2)\n end\n add (output) to [cloud_data v]\n change [multiplayer v3.0: c1 v] by (2)\nend\n\ndefine encode (i)\nset [multiplayer v3.0: c1 v] to [1]\nrepeat until <(multiplayer v3.0: c1) > (length of (i))>\n switch costume to (join (letter (multiplayer v3.0: c1) of (i)) [x])\n set [output v] to (join (output) ((costume [number v]) + (9)))\n change [multiplayer v3.0: c1 v] by (1)\nend\nset [output v] to (join (output) [00])\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nsetup\nwait until <(w_Tick) > [3]>\nwait (0.1) seconds\ndetermine_ID\nbroadcast (cloud_players v)\n\ndefine setup\nset [@c v] to [0]\nset [playerid v] to [null]\nset [w_tick v] to [0]\ndelete all of [active_tick v]\ndelete all of [cloud_data v]\ndelete all of [active_check v]\ndelete all of [last_val v]\nset [names v] to [0]\nset [active check v] to [0]\nrepeat (10)\n add [4] to [active_tick v]\n add [null] to [active_check v]\n add [9999] to [last_val v]\nend\nimport_clouddata\nbroadcast (cloud_start v)\n\nwhen I receive [cloud_start v]\nif <(@c) = [0]> then\n forever\n process [0]\n wait (0.4) seconds\n process [1]\n end\nend\n\ndefine process (i)\nif <(i) = [0]> then\n set [multiplayer v3.0: c1 v] to [0]\n repeat (10)\n change [multiplayer v3.0: c1 v] by (1)\n replace item (multiplayer v3.0: c1) of [last_val v] with (item (((multiplayer v3.0: c1) * (6)) - (3)) of [cloud_data v])\n end\nelse\n set [multiplayer v3.0: c1 v] to [0]\n repeat (10)\n change [multiplayer v3.0: c1 v] by (1)\n if <(item (((multiplayer v3.0: c1) * (6)) - (3)) of [cloud_data v]) = (item (multiplayer v3.0: c1) of [last_val v])> then\n if <(item (multiplayer v3.0: c1) of [active_tick v]) < [4]> then\n replace item (multiplayer v3.0: c1) of [active_tick v] with ((item (multiplayer v3.0: c1) of [active_tick v]) + (1))\n end\n else\n replace item (multiplayer v3.0: c1) of [active_tick v] with [0]\n end\n replace item (multiplayer v3.0: c1) of [active_check v] with ((1) - <(item (multiplayer v3.0: c1) of [active_tick v]) = [4]>)\n end\n if <(w_Tick) < [4]> then\n change [w_tick v] by (1)\n end\nend\n\nwhen I receive [cloud_start v]\nif <(@c) = [0]> then\n forever\n broadcast (cloud_tick v)\n end\nend\n\ndefine export_clouddata\nset [output v] to []\nencode (round ((SCROLL X) + ([x position v] of [player v])))\nencode (round ((SCROLL Y) + ([y position v] of [player v])))\nencode (pick random (1000) to (9999))\nencode (username)\nencode (chat item)\nencode ([costume name v] of [player v])\nif <(playerID) = [1]> then\n set [☁ cloud1 v] to (output)\nelse\n if <(playerID) = [2]> then\n set [☁ cloud2 v] to (output)\n else\n if <(playerID) = [3]> then\n set [☁ cloud3 v] to (output)\n else\n if <(playerID) = [4]> then\n set [☁ cloud4 v] to (output)\n else\n if <(playerID) = [5]> then\n set [☁ cloud5 v] to (output)\n else\n if <(playerID) = [6]> then\n set [☁ cloud6 v] to (output)\n else\n if <(playerID) = [7]> then\n set [☁ cloud7 v] to (output)\n else\n if <(playerID) = [8]> then\n set [☁ cloud8 v] to (output)\n else\n if <(playerID) = [9]> then\n set [☁ cloud9 v] to (output)\n else\n if <(playerID) = [10]> then\n set [☁ cloud10 v] to (output)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nstop [this script v]\n\ndefine import_clouddata\ndelete all of [cloud_data v]\ndecode (☁ Cloud1)\ndecode (☁ Cloud2)\ndecode (☁ Cloud3)\ndecode (☁ Cloud4)\ndecode (☁ Cloud5)\ndecode (☁ Cloud6)\ndecode (☁ Cloud7)\ndecode (☁ Cloud8)\ndecode (☁ Cloud9)\ndecode (☁ Cloud10)\nset [active check v] to [0]\nset [multiplayer v3.0: c1 v] to [0]\nrepeat (10)\n change [multiplayer v3.0: c1 v] by (1)\n if <(item (multiplayer v3.0: c1) of [active_check v]) = [1]> then\n change [active check v] by (1)\n end\nend\n\ndefine determine_ID\nset [multiplayer v3.0: c1 v] to [0]\nrepeat (10)\n change [multiplayer v3.0: c1 v] by (1)\n if (item (multiplayer v3.0: c1) of [active_check v]) then\nend\nset [playerid v] to [full]\n\nwhen I receive [cloud_players v]\nif <(@c) = [0]> then\n wait (0.3) seconds\n forever\n check\n end\nend\n\nwhen I receive [cloud_players v]\nif <(@c) = [0]> then\n forever\n export_clouddata\n end\nend\n\ndefine check\nif <<(username) = (item (((playerID) * (6)) - (2)) of [cloud_data v])> or <<(playerID) = [null]> or <<(playerID) = [full]> or <(playerID) = [error]>>>> then\nif <<key (any v) pressed?> or <mouse down?>> then\n set [tick_afk v] to [0]\nend\n\nwhen I receive [cloud_start v]\nif <(@c) = [0]> then\n forever\n import_clouddata\n end\nend\n\nwhen I receive [localfade v]\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nset [@c v] to [1]\nset [ghost v] effect to (100)\nshow\ngo to x: (0) y: (80)\nswitch costume to (connecting v)\nwait (0.4) seconds\nrepeat until <(y position) < [1]>\n change y by (((-2) - (y position)) / (9))\n change [ghost v] effect by (-10)\nend\nwait until <(w_Tick) > [3]>\nwait (0.6) seconds\nif <(playerID) = [error]> then\nelse\n if <(playerID) = [full]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (full v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (3) seconds\n repeat until <(y position) > [80]>\n change y by (((y position) - (-12)) / (8))\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (connected v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (3) seconds\n repeat until <(y position) > [80]>\n change y by (((y position) - (-12)) / (8))\n change [ghost v] effect by (8)\n end\n end\nend\n\nwhen I receive [cloud_tick v]\nif <(@c) = [1]> then\n go to [front v] layer\nend\n\nwhen I receive [cloud_error v]\nif <(@c) = [1]> then\n stop [other scripts in sprite v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (error v)\n go to x: (0) y: (0)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (3) seconds\n repeat until <(y position) > [80]>\n change y by (((y position) - (-12)) / (8))\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen flag clicked\nset [tick_afk v] to [0]\nforever\n wait (1) seconds\n change [tick_afk v] by (1)\n if <(tick_afk) > [60]> then\n if <<(playerID) = [full]> or <(playerID) = [error]>> then\n end\nend\n\n@You WIn!!!\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [you win v]\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\n@@PLAYERS\n\nwhen I receive [cloud_players v]\nswitch costume to (blank v)\nset [@id v] to [1]\nrepeat (10)\n if <(@ID) = (playerID)> then\n change [@id v] by (1)\nend\ngo to x: (999) y: (999)\n\nwhen I start as a clone\nswitch costume to (3a v)\nset [ghost v] effect to (100)\nsay []\nset rotation style [all around v]\ngo to [front v] layer\n\nwhen flag clicked\nhide\nset [names v] to [0]\n\ndefine @Position XY (@player)\nif <(costume [name v]) = [blank]> then\n hide\nelse\n if <(costume [name v]) = [arrow]> then\n move ((0) - (d)) steps\n end\n change x by (((((item (((@player) * (6)) - (5)) of [cloud_data v]) + (([x position v] of [player v]) * (-0.25))) - (SCROLL X)) - (x position)) / (2.5555555))\n change y by (((((item (((@player) * (6)) - (4)) of [cloud_data v]) + (((-28) - ([y position v] of [player v])) * (0.12))) - (SCROLL Y)) - (y position)) / (2.5555555))\n go to x: (round (x position)) y: (round (y position))\n switch costume to (join (item ((@player) * (6)) of [cloud_data v]) [a])\n show\n if <<<(x position) < [-250]> or <(x position) > [250]>> or <<(y position) < [-190]> or <(y position) > [190]>>> then\n switch costume to (arrow v)\n point in direction (([atan v] of ((x position) / (y position)) ) + (<not <[0] > (y position)>> * (180)))\n set [d v] to ((32) + ((([abs v] of (x position) ) / (20)) + (([abs v] of (y position) ) / (25))))\n move (d) steps\n else\n if <<<(x position) > [-250]> and <(x position) < [250]>> and <<(y position) < [190]> and <(y position) > [-190]>>> then\n switch costume to (item ((@player) * (6)) of [cloud_data v])\n point in direction (90)\n end\n end\n if <(item (@player) of [active_check v]) = [1]> then\n change [ghost v] effect by (-20)\n if <<(item (((@player) * (6)) - (1)) of [cloud_data v]) > [9]> or <(item (((@player) * (6)) - (1)) of [cloud_data v]) = [0]>> then\n if <<(names) = [1]> or <touching (mouse-pointer v)?>> then\n say (item (((@player) * (6)) - (2)) of [cloud_data v])\n else\n if <not <(costume [name v]) = [arrow]>> then\n say (item (((@player) * (6)) - (2)) of [cloud_data v])\n else\n say []\n end\n end\n else\n say (item (item (((@player) * (6)) - (1)) of [cloud_data v]) of [chat list v])\n end\n else\n change [ghost v] effect by (20)\n say []\n end\nend\nstop [this script v]\n\nwhen I receive [cloud_tick v]\n@Position XY (@ID)\n\n@Detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (FREE REWARDS v)\n\ngo to x: (0) y: (0)\nshow\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Graphics2\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nclone\n\ndefine clone\nclear graphic effects\nset [@offset_x v] to [-230]\nset [@offset_y v] to [-80]\nhide\nswitch costume to (2a v)\nClone [0] [0]\nswitch costume to (2a2 v)\nClone [400] [-100]\nswitch costume to (2b v)\nClone [350] [100]\nswitch costume to (2c v)\nClone [740] [195]\nswitch costume to (2d v)\nClone [480] [-150]\nswitch costume to (2e v)\nClone [450] [500]\nswitch costume to (2f v)\nClone [480] [-150]\nswitch costume to (2g v)\nClone [560] [-50]\nswitch costume to (2h v)\nClone [500] [100]\nswitch costume to (2j v)\nClone [280] [-50]\nswitch costume to (2l v)\nClone [-690] [-100]\nswitch costume to (2k v)\nClone [170] [400]\nswitch costume to (2m v)\nClone [-600] [300]\nswitch costume to (2n v)\nClone [-600] [400]\nswitch costume to (2p v)\nClone [-640] [0]\nswitch costume to (2q v)\nClone [-670] [200]\nswitch costume to (2r v)\nClone [-670] [-300]\nswitch costume to (2s v)\nClone [-600] [100]\nswitch costume to (2t v)\nClone [-60] [450]\nswitch costume to (2u v)\nClone [700] [300]\nswitch costume to (2v v)\nClone [560] [-50]\n\nwhen I receive [tick v]\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n\ndefine Clone (x) (y)\nchange [@offset_x v] by (x)\nchange [@offset_y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nshow\ngo to [back v] layer\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nforever\n if <(hidewall) = [1]> then\n hide\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n if <(hidewall) = [1]> then\n hide\n delete this clone\n end\nend\n\n@Water\n\nwhen flag clicked\nforever\n go [backward v] (4) layers\n go to x: (0) y: (0)\n set [ghost v] effect to (60)\nend\n\ndefine Clone (x) (y)\nchange [@offset_x v] by (x)\nchange [@offset_y v] by (y)\ncreate clone of (_myself_ v)\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\ndefine clone\nclear graphic effects\nset [@offset_x v] to [-230]\nset [@offset_y v] to [-80]\nhide\nswitch costume to (1 v)\nClone [500] [80]\nswitch costume to (15 v)\nClone [3000] [-10]\nswitch costume to (16 v)\nClone [3100] [-10]\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nclone\n\nwhen I receive [tick v]\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n\nwhen I start as a clone\npoint in direction (90)\nshow\ngo to [back v] layer\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Instructions\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nclone\n\ndefine clone\nclear graphic effects\nset [@offset_x v] to [-230]\nset [@offset_y v] to [-80]\nhide\nswitch costume to (2a v)\nClone [0] [0]\nswitch costume to (2a2 v)\nClone [400] [-100]\nswitch costume to (2b v)\nClone [350] [100]\nswitch costume to (2c v)\nClone [740] [195]\nswitch costume to (2d v)\nClone [480] [-150]\nswitch costume to (2e v)\nClone [500] [200]\nswitch costume to (2f v)\nClone [450] [-100]\nswitch costume to (2g v)\nClone [560] [200]\nswitch costume to (2h v)\nClone [500] [100]\nswitch costume to (2j v)\nClone [280] [-50]\nswitch costume to (2l v)\nClone [-690] [-100]\nswitch costume to (2k v)\nClone [170] [400]\nswitch costume to (2m v)\nClone [-600] [300]\nswitch costume to (2n v)\nClone [-600] [400]\nswitch costume to (2p v)\nClone [-640] [0]\nswitch costume to (2q v)\nClone [-670] [200]\nswitch costume to (2r v)\nClone [-670] [-300]\nswitch costume to (2s v)\nClone [-600] [100]\nswitch costume to (2t v)\nClone [-60] [450]\nswitch costume to (2u v)\nClone [700] [300]\nswitch costume to (blank v)\n\nwhen I receive [tick v]\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n\ndefine Clone (x) (y)\nchange [@offset_x v] by (x)\nchange [@offset_y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nshow\ngo to [back v] layer\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Danger\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [setup v]\ngo to [back v] layer\nset [danger: x v] to [-50]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [danger: x v] by (x)\nchange [danger: y v] by (y)\nnext costume\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tick v]\nposition ((Danger: x) - (SCROLL X)) ((Danger: y) - (SCROLL Y))\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nshow list [code v]\n\nwhen [c v] key pressed\nshow list [code v]\n\nhide\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\nforever\n if <<(Cs) = [1]> and <(costume [number v]) = [13]>> then\n repeat (50)\n change [ghost v] effect by (-2)\n end\n end\nend\n\nwhen flag clicked\nset [cs v] to [0]\nforever\n if <<(Cs) = [1]> and <(costume [number v]) = [14]>> then\n repeat (50)\n change [ghost v] effect by (-2)\n end\n hide\n end\nend\n\n@Coins\n\ndefine Clone me at (x) (y)\nset [collectibles: x v] to (x)\nset [collectibles: y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nPosition ((Collectibles: x) - (SCROLL X)) ((Collectibles: y) - (SCROLL Y))\nif <<touching (player v)?> and <(costume [number v]) = [1]>> then\n change [coins v] by (1)\n delete this clone\nend\nif <<touching (player v)?> and <(costume [number v]) = [2]>> then\n change [coins v] by (10)\n delete this clone\nend\nif <<touching (player v)?> and <(costume [number v]) = [3]>> then\n change [cs v] by (1)\n broadcast (Hide spikes v)\n change [coins v] by (10)\n delete this clone\nend\n\nwhen I receive [begin v]\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (0)\n\nwhen flag clicked\nset [level v] to [1]\nset [collected v] to [0]\nset [collected max v] to \nset [collectibles: x v] to [0]\nwait (1) seconds\nbroadcast (showcoins v)\n\nwhen I receive [showcoins v]\nswitch costume to (1 v)\nClone me at [200] [-190]\nClone me at [232] [-190]\nClone me at [264] [-190]\nClone me at [1975] [505]\nClone me at [2181] [680]\nClone me at [2475] [745]\nClone me at [2508] [745]\nswitch costume to (2 v)\nClone me at [2540] [740]\nswitch costume to (1 v)\nClone me at [2975] [285]\nswitch costume to (3 v)\nClone me at [3300] [285]\nswitch costume to (1 v)\nClone me at [4400] [250]\nClone me at [4435] [250]\nset [collectibles: x v] to [-999999]\nset [collectibles: y v] to [0]\nhide\n\n@Danger2\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nclone\n\ndefine clone\nclear graphic effects\nset [@offset_x v] to [-230]\nset [@offset_y v] to [-80]\nhide\nswitch costume to (2a v)\nClone [0] [0]\nswitch costume to (2a2 v)\nClone [400] [-100]\nswitch costume to (2b v)\nClone [350] [100]\nswitch costume to (2c v)\nClone [740] [195]\nswitch costume to (2d v)\nClone [480] [-150]\nswitch costume to (2e v)\nClone [450] [500]\nswitch costume to (2f v)\nClone [480] [-150]\nswitch costume to (2g v)\nClone [560] [-50]\nswitch costume to (2h v)\nClone [500] [100]\nswitch costume to (2j v)\nClone [600] [-50]\nswitch costume to (2l v)\nClone [-690] [-100]\nswitch costume to (2k v)\nClone [600] [100]\nswitch costume to (2m v)\nClone [600] [150]\nswitch costume to (2n v)\nClone [600] [130]\nswitch costume to (2p v)\nClone [600] [150]\nswitch costume to (2q v)\nClone [600] [150]\nswitch costume to (2r v)\nClone [600] [150]\nswitch costume to (2s v)\nClone [-50] [-400]\nswitch costume to (2t v)\nClone [600] [120]\nswitch costume to (2u v)\nClone [700] [300]\nswitch costume to (2v v)\nClone [560] [-50]\n\nwhen I receive [tick v]\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n\ndefine Clone (x) (y)\nchange [@offset_x v] by (x)\nchange [@offset_y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nshow\ngo to [back v] layer\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\n@Portal\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nclone\n\ndefine clone\nclear graphic effects\nset [@offset_x v] to [-230]\nset [@offset_y v] to [-80]\nhide\nswitch costume to (2a v)\nClone [0] [0]\nswitch costume to (2a2 v)\nClone [400] [-100]\nswitch costume to (2b v)\nClone [350] [100]\nswitch costume to (2c v)\nClone [740] [195]\nswitch costume to (2d v)\nClone [480] [-150]\nswitch costume to (2e v)\nClone [450] [500]\nswitch costume to (2f v)\nClone [480] [-150]\nswitch costume to (2g v)\nClone [560] [-50]\nswitch costume to (2h v)\nClone [500] [100]\nswitch costume to (2j v)\nClone [600] [-50]\nswitch costume to (2l v)\nClone [-690] [-100]\nswitch costume to (2k v)\nClone [600] [100]\nswitch costume to (2m v)\nClone [600] [150]\nswitch costume to (2n v)\nClone [600] [130]\nswitch costume to (2p v)\nClone [600] [150]\nswitch costume to (2q v)\nClone [600] [150]\nswitch costume to (2r v)\nClone [600] [150]\nswitch costume to (2s v)\nClone [-50] [-400]\nswitch costume to (2t v)\nClone [600] [120]\nswitch costume to (2u v)\nClone [700] [300]\nswitch costume to (2v v)\nClone [560] [-50]\n\nwhen I receive [tick v]\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n\ndefine Clone (x) (y)\nchange [@offset_x v] by (x)\nchange [@offset_y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nshow\ngo to [back v] layer\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\n@USER_INTERFACE\n\nwhen flag clicked\nSETUP\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(openmenu?) = [0]> then\n show\n switch costume to (button v)\n set [ypos_menu v] to [0]\n repeat until <(ypos_menu) < [-35]>\n change [ypos_menu v] by (((ypos_menu) - (2)) / (4))\n end\n hide\n set [move_layering v] to [1]\n switch costume to (s000 v)\n set [ypos_menu v] to [-225]\n show\n repeat until <(ypos_menu) > [-1]>\n if <(ypos_menu) > [-60]> then\n change [ypos_menu v] by (((3) - (ypos_menu)) / (6))\n else\n change [ypos_menu v] by (13)\n end\n end\n set [openmenu? v] to [1]\n wait until <not <mouse down?>>\n end\n end\n if <<not <touching (mouse-pointer v)?>> and <mouse down?>> then\n if <(openmenu?) = [1]> then\n switch costume to (s000 v)\n set [ypos_menu v] to [0]\n repeat until <(ypos_menu) < [-225]>\n if <(y position) < [-50]> then\n change [ypos_menu v] by (-14)\n else\n change [ypos_menu v] by (((ypos_menu) - (2)) / (4))\n end\n end\n hide\n set [move_layering v] to [0]\n switch costume to (button v)\n set [ypos_menu v] to [-36]\n show\n repeat until <(ypos_menu) > [-0.2]>\n change [ypos_menu v] by (((1) - (ypos_menu)) / (6))\n end\n set [openmenu? v] to [0]\n wait until <not <mouse down?>>\n end\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nshow\nif <(costume [name v]) = [coins]> then\n go to x: (0) y: (0)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\n if <(letter (1) of (@clone)) = [v]> then\n set [ghost v] effect to (100)\n set [brightness v] effect to (100)\n forever\n RenderCoin_Value\n end\n end\nend\n\nwhen I receive [tick v]\nlayering/movement\n\nwhen [e v] key pressed\nif <(username) = [MXNHD]> then\n change [coins v] by (10)\nend\n\nwhen flag clicked\nforever\n if <(openmenu?) = [1]> then\n if <<mouse down?> and <<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-158]> and <(mouse y) < [-112]>>>> then\n if <(coins) > [39]> then\n set [bought v] to (join (letter (1) of (bought)) (join (letter (2) of (bought)) [1]))\n change [coins v] by (-40)\n set [emojichat? v] to [1]\n check\n set [@clone v] to [f3]\n create clone of (_myself_ v)\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(openmenu?) = [1]> then\n if <<<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-56]> and <(mouse y) < [-10]>>> and <mouse down?>> then\n if <(coins) > [19]> then\n set [bought v] to (join [1] (join (letter (2) of (bought)) (letter (3) of (bought))))\n change [coins v] by (-20)\n change [lives v] by (1)\n check\n wait until <not <mouse down?>>\n end\n end\n end\n if <(openmenu?) = [1]> then\n set [clickshop v] to [1]\n else\n if <touching (mouse-pointer v)?> then\n set [clickshop v] to [1]\n else\n set [clickshop v] to [0]\n end\n end\nend\n\nwhen flag clicked\nset [bought v] to [000]\nset [emojichat? v] to [0]\nset [jumpboost? v] to [0]\nset [move_layering v] to [0]\nforever\n if <(openmenu?) = [1]> then\n if <<mouse down?> and <<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-107]> and <(mouse y) < [-61]>>>> then\n if <(coins) > [29]> then\n set [bought v] to (join (letter (1) of (bought)) (join [1] (letter (3) of (bought))))\n change [coins v] by (-30)\n set [jumpboost? v] to [1]\n check\n set [@clone v] to [f2]\n create clone of (_myself_ v)\n stop [this script v]\n end\n end\n end\nend\n\ndefine check\nset [@clone v] to [check]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(@clone) = [check]> then\n switch costume to (zcheck v)\n go to (mouse-pointer v)\n set [ghost v] effect to (100)\n show\n set size to (10) %\n repeat until <(size) > [90]>\n change [ghost v] effect by (-15)\n change size by (((size) - (5)) / (3))\n end\n repeat until <(size) > [135]>\n change size by (((137) - (size)) / (2))\n end\n repeat until <(size) < [90]>\n change size by (((size) - (89)) / (-3))\n end\n wait (0.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(letter (1) of (@clone)) = [f]> then\n switch costume to (join [front] (letter (2) of (@clone)))\n go to x: (0) y: (0)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\ndefine goto\nset y to (ypos_menu)\n\nwhen I receive [win!! v]\nrepeat (30)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [hide v]\nshow\nrepeat (30)\n change [ghost v] effect by (-10)\nend\n\ndefine SETUP\ngo to x: (0) y: (0)\nset size to (100) %\nhide\nset [lives v] to [2]\nset [@clone v] to [1]\nrepeat (5)\n switch costume to (heart v)\n create clone of (_myself_ v)\n change [@clone v] by (1)\n change x by (35)\nend\nswitch costume to (coins v)\nset [@clone v] to [coins]\ncreate clone of (_myself_ v)\nset [openmenu? v] to [0]\nset size to (35) %\nswitch costume to (3a v)\ngo to x: (190) y: (147)\nset [@clone v] to [val1]\nrepeat (3)\n create clone of (_myself_ v)\n set [@clone v] to (join [val] ((letter (4) of (@clone)) + (1)))\n change x by (15)\nend\nswitch costume to (button v)\nset size to (100) %\nshow\nset [ypos_menu v] to [0]\ngo to x: (0) y: (0)\nclear graphic effects\n\ndefine RenderCoin_Value\nif <(letter (4) of (@clone)) = [1]> then\n switch costume to (join (letter (1) of (coins)) [a])\n change [ghost v] effect by (-10)\nelse\n if <(letter (4) of (@clone)) = [2]> then\n switch costume to (join (letter (2) of (coins)) [a])\n change [ghost v] effect by (-10)\n if <(letter (1) of (coins)) = [1]> then\n set x to (202)\n else\n set x to (205)\n end\n else\n if <(letter (4) of (@clone)) = [3]> then\n switch costume to (join (letter (3) of (coins)) [a])\n change [ghost v] effect by (-10)\n if <<(letter (2) of (coins)) = [1]> or <(letter (1) of (coins)) = [1]>> then\n if <<(letter (1) of (coins)) = [1]> and <(letter (2) of (coins)) = [1]>> then\n set x to (214)\n else\n set x to (217)\n end\n else\n set x to (220)\n end\n end\n end\nend\n\ndefine layering/movement\nif <(costume [name v]) = [heart]> then\n if <(@clone) > (lives)> then\n change [ghost v] effect by (25)\n else\n change [ghost v] effect by (-25)\n end\nend\nif <<(costume [name v]) = [coins]> or <(costume [name v]) = [heart]>> then\n set y to (Y_SHAKE)\n go to [front v] layer\n go [backward v] (15) layers\nelse\n if <<<<not <(costume [name v]) = [button]>> and <not <(letter (1) of (costume [name v])) = [S]>>> and <not <(costume [name v]) = [Zcheck]>>> and <not <(letter (1) of (costume [name v])) = [f]>>> then\n set y to ((Y_SHAKE) + (147))\n else\n if <(letter (1) of (costume [name v])) = [S]> then\n go to [front v] layer\n go [backward v] (9) layers\n else\n if <(letter (1) of (costume [name v])) = [f]> then\n go to [front v] layer\n go [backward v] (4) layers\n else\n go to [front v] layer\n end\n end\n end\nend\nif <(letter (1) of (costume [name v])) = [S]> then\n if <<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-56]> and <(mouse y) < [-10]>>> then\n switch costume to (s100 v)\n else\n if <<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-107]> and <(mouse y) < [-61]>>> then\n switch costume to (s010 v)\n else\n if <<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-158]> and <(mouse y) < [-112]>>> then\n switch costume to (s001 v)\n else\n switch costume to (s000 v)\n end\n end\n end\nend\nif <<<(letter (1) of (costume [name v])) = [S]> or <(letter (1) of (@clone)) = [f]>> and <(move_Layering) = [1]>> then\n goto\nend\nif <(costume [name v]) = [button]> then\n goto\nend\n\nwhen flag clicked\nset [coins v] to [0]\n\n@Key\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nclone\n\ndefine clone\nclear graphic effects\nset [@offset_x v] to [-230]\nset [@offset_y v] to [-80]\nhide\n\nwhen I receive [tick v]\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n\ndefine Clone (x) (y)\nchange [@offset_x v] by (x)\nchange [@offset_y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nshow\ngo to [back v] layer\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nforever\n if <touching (player v)?> then\n repeat (4)\n change [ghost v] effect by (25)\n end\n set [hidewall v] to [1]\n broadcast (hidewall v)\n delete this clone\n end\nend\n\nwhen flag clicked\nset [hidewall v] to [0]\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n if <touching (player v)?> then\n repeat (4)\n change [ghost v] effect by (25)\n end\n set [hidewall v] to [1]\n broadcast (hidewall v)\n delete this clone\n end\nend\n\nwhen I receive [showcoins v]\nswitch costume to (2a v)\nClone [0] [0]\nswitch costume to (2a2 v)\nClone [400] [-100]\nswitch costume to (2b v)\nClone [350] [100]\nswitch costume to (2c v)\nClone [740] [195]\nswitch costume to (2d v)\nClone [480] [-150]\nswitch costume to (2e v)\nClone [450] [500]\nswitch costume to (2f v)\nClone [480] [-150]\nswitch costume to (2g v)\nClone [560] [-50]\nswitch costume to (2h v)\nClone [500] [100]\nswitch costume to (2j v)\nClone [600] [-50]\nswitch costume to (2l v)\nClone [-690] [-100]\nswitch costume to (2k v)\nClone [600] [100]\nswitch costume to (2m v)\nClone [600] [150]\nswitch costume to (2n v)\nClone [600] [130]\nswitch costume to (2p v)\nClone [600] [150]\nswitch costume to (2q v)\nClone [600] [150]\nswitch costume to (2r v)\nClone [600] [150]\nswitch costume to (2s v)\nClone [-50] [-400]\nswitch costume to (2t v)\nClone [600] [120]\nswitch costume to (2u v)\nClone [700] [300]\nswitch costume to (2v v)\nClone [560] [-50]\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\n\n@Detector2\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (FREE REWARDS v)\n\ngo to x: (0) y: (0)\nshow\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Portal2\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nclone\n\ndefine clone\nclear graphic effects\nset [@offset_x v] to [-230]\nset [@offset_y v] to [-80]\nhide\nswitch costume to (2a v)\nClone [0] [0]\nswitch costume to (2a2 v)\nClone [400] [-100]\nswitch costume to (2b v)\nClone [350] [100]\nswitch costume to (2c v)\nClone [740] [195]\nswitch costume to (2d v)\nClone [480] [-150]\nswitch costume to (2e v)\nClone [450] [500]\nswitch costume to (2f v)\nClone [480] [-150]\nswitch costume to (2g v)\nClone [560] [-50]\nswitch costume to (2h v)\nClone [500] [100]\nswitch costume to (2j v)\nClone [600] [-50]\nswitch costume to (2l v)\nClone [-690] [-100]\nswitch costume to (2k v)\nClone [600] [100]\nswitch costume to (2m v)\nClone [600] [150]\nswitch costume to (2n v)\nClone [600] [130]\nswitch costume to (2p v)\nClone [600] [150]\nswitch costume to (2q v)\nClone [600] [150]\nswitch costume to (2r v)\nClone [600] [150]\nswitch costume to (2s v)\nClone [-50] [-400]\nswitch costume to (2t v)\nClone [600] [120]\nswitch costume to (2u v)\nClone [700] [300]\nswitch costume to (2v v)\nClone [560] [-50]\n\nwhen I receive [tick v]\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n\ndefine Clone (x) (y)\nchange [@offset_x v] by (x)\nchange [@offset_y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nshow\ngo to [back v] layer\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\n@Sprite2\n\nwhen flag clicked\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n wait (0.01) seconds\n change [ghost v] effect by (10)\nend\nwait (2) seconds\nrepeat (10)\n wait (0.01) seconds\n change [ghost v] effect by (-10)\nend\nrepeat until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\n wait (pick random (5) to (15)) seconds\n Fade in\nend\n\ndefine Fade in\nrepeat (10)\n wait (0.01) seconds\n change [ghost v] effect by (10)\nend\nwait (2) seconds\nrepeat (10)\n wait (0.01) seconds\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nif <<(LOVED__) = [1]> and <(FAVED___) = [1]>> then\n change [coins v] by (10)\n hide\n stop [other scripts in sprite v]\nend\n\nwhen I receive [+10 coins v]\nchange [coins v] by (10)\n\nwhen I receive [free rewards v]\nhide\nstop [other scripts in sprite v]\n\n
Hi everyone! I'm back, with another multiplayer scrolling platformer!\nControls:\n-Arrow keys to move\n-Avoid spikes\n-Collect coins\n-There is a little cheat that you can use to get 500 coins, for fun ;)\nIf you enjoyed, don't forget to ❤️, ⭐, and follow @MXNHD!
Generic Blue A 100% Pen Platformer
@Stage\n\n@Pen Platformer Engine\n\ndefine draw square x (x) y (y) size (size)\npen up\ngo to x: ((x) - (size)) y: ((y) + (size))\npen down\ngo to x: ((x) + (size)) y: ((y) + (size))\ngo to x: ((x) + (size)) y: ((y) - (size))\ngo to x: ((x) - (size)) y: ((y) - (size))\ngo to x: ((x) - (size)) y: ((y) + (size))\npen up\ngo to x: (x) y: (y)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [volume v] to [100]\nset [level v] to [1]\ndelete all of [times v]\nhide variable [timer v]\nhide variable [☁ highscore v]\nforever\n add (timer) to [times v]\n reset timer\n set [player x v] to [0]\n set [player y v] to [35]\n set [scroll x v] to [200]\n set [scroll y v] to [35]\n set [in air v] to [0]\n set [speed x v] to [0]\n set [speed y v] to [0]\n set [life v] to [1]\n set [touching lava v] to [0]\n set [touching platform v] to [0]\n repeat until <not <(Life) = [1]>>\n Render + Move\n end\n if <(Life) = [Next Level]> then\n change [level v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Jim Yosef & Anna Yvette - Linked \[NCS Release\] v] until done\nend\n\ndefine Move <left> <right> <up> Walk Speed (walk speed) Jump Height (jump height) Friction (friction) Maximum Fall Speed (maximum fall speed) Fall Acceleration (fall acceleration) Scrolling Smoothness (scrolling smoothness) Player X Minimum (player x minimum) Scroll X minimum (scroll x minimum) Scroll Y minimum (scroll y minimum)\nif <(Level) < [4]> then\n replace item (length of [times v]) of [times v] with (timer)\nend\nset pen color to (#003bff)\nif <left> then\n change [speed x v] by ((walk speed) * (-1))\nend\nif <right> then\n change [speed x v] by (walk speed)\nend\nif <up> then\n if <(In Air) < [4]> then\n set [speed y v] to (jump height)\n end\nend\nTouching Bouncy\nif <(Touching Bouncy) = [1]> then\n set [speed y v] to ((jump height) * (1.5))\nend\nif <(Speed Y) > ((maximum fall speed) * (-1))> then\n change [speed y v] by ((fall acceleration) * (-1))\nend\nChange Player Y by (Speed Y)\nset [speed x v] to ((Speed X) * (friction))\nChange Player X by (Speed X) <up> ((walk speed) * (8))\nchange [scroll x v] by (((Player X) - (Scroll X)) / (scrolling smoothness))\nchange [scroll y v] by (((Player Y) - (Scroll Y)) / (scrolling smoothness))\nif <(Player X) < (player x minimum)> then\n set [player x v] to (player x minimum)\n set [speed x v] to [0]\nend\nif <(Player Y) < [-180]> then\n set [life v] to [OOF]\nend\nTouching Lava\nif <(Touching Lava) = [1]> then\n set [life v] to [OOF]\nend\nTouching Win\nif <(Touching Win) = [1]> then\n set [life v] to [Next Level]\nend\nif <(Scroll X) < (scroll x minimum)> then\n set [scroll x v] to (scroll x minimum)\nend\nif <(Scroll Y) < (scroll y minimum)> then\n set [scroll y v] to (scroll y minimum)\nend\nset [# v] to [0]\nrepeat (25)\n change [# v] by (1)\n draw square x ((Player X) - (Scroll X)) y ((Player Y) - (Scroll Y)) size (#)\nend\nset volume to (Volume) %\n\ndefine add platform x1 y1 x2 y2 (x1) (y1) (x2) (y2)\nadd (x1) to [platform v]\nadd (y1) to [platform v]\nadd (x2) to [platform v]\nadd (y2) to [platform v]\npen up\ngo to x (x1) y (y1)\npen down\ngo to x (x2) y (y1)\ngo to x (x2) y (y2)\ngo to x (x1) y (y2)\ngo to x (x1) y (y1)\n\ndefine go to x (x) y (y)\ngo to x: ((x) - (Scroll X)) y: ((y) - (Scroll Y))\n\ndefine Change Player Y by (y)\nchange [player y v] by (y)\nchange [in air v] by (1)\nTouching Platform\nif <(Touching Platform) = [1]> then\n repeat until <(Touching Platform) = [0]>\n if <(Speed Y) > [0]> then\n change [player y v] by (-1)\n else\n if <(Speed Y) < [0]> then\n change [player y v] by (1)\n set [in air v] to [0]\n else\n if <(Speed Y) = [0]> then\n change [player y v] by (1)\n end\n end\n end\n Touching Platform\n end\n set [speed y v] to [0]\nend\n\ndefine Touching Platform\nset [touching platform v] to [0]\nset [block check v] to [1]\nrepeat ((length of [platform v]) / (4))\n if < and <<<(Player Y) < (item ((Block Check) + (1)) of [platform v])> and <(Player Y) > (item ((Block Check) + (3)) of [platform v])>> or <<<((Player Y) - (25)) < (item ((Block Check) + (1)) of [platform v])> and <((Player Y) + (-25)) > (item ((Block Check) + (3)) of [platform v])>> or <<((Player Y) + (25)) > (item ((Block Check) + (3)) of [platform v])> and <((Player Y) + (25)) < (item ((Block Check) + (1)) of [platform v])>>>>> then\n set [touching platform v] to [1]\n end\n change [block check v] by (4)\nend\n\ndefine Change Player X by (x) <up> (push power)\nchange [player x v] by (x)\nTouching Platform\nif <(Touching Platform) = [1]> then\n repeat until <(Touching Platform) = [0]>\n if <(Speed X) > [0]> then\n change [player x v] by (-1)\n else\n if <(Speed X) < [0]> then\n change [player x v] by (1)\n end\n end\n Touching Platform\n end\n if <up> then\n if <(Speed X) > [0]> then\n set [speed x v] to ((push power) * (-1))\n else\n if <(Speed X) < [0]> then\n set [speed x v] to (push power)\n end\n end\n set [in air v] to [0]\n else\n set [speed x v] to [0]\n end\nend\n\ndefine Render + Move\ndelete all of [platform v]\ndelete all of [lava v]\ndelete all of [bouncy v]\ndelete all of [win v]\nswitch costume to (blank v)\nset size to (108000) %\nswitch costume to (dot\(pls dont complain i forced to do this\) v)\nhide\nerase all\npen up\ngo to x: (0) y: (0)\nset pen color to (#f5f5f5)\nset pen size to (7)\ngo to x: ((-215) - (((Scroll X) + ((timer) * (-50))) mod (50))) y: ((155) - (((Scroll Y) + ((timer) * (-50))) mod (-50)))\nrepeat (11)\n set x to ((-215) - (((Scroll X) + ((timer) * (-50))) mod (50)))\n repeat (11)\n draw square x (x position) y (y position) size [25]\n change x by (50)\n end\n change y by (-50)\nend\npen up\nDraw Level\nMove <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < ((Player X) - (Scroll X))>>> <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > ((Player X) - (Scroll X))>>> <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((Player Y) - (Scroll Y))>>> Walk Speed [2] Jump Height [16] Friction [0.85] Maximum Fall Speed [14] Fall Acceleration [2] Scrolling Smoothness [10] Player X Minimum [-10] Scroll X minimum [200] Scroll Y minimum [0]\n\ndefine Touching Lava\nset [touching lava v] to [0]\nset [block check v] to [1]\nrepeat ((length of [lava v]) / (4))\n if < and <<<(Player Y) < (item ((Block Check) + (1)) of [lava v])> and <(Player Y) > (item ((Block Check) + (3)) of [lava v])>> or <<<((Player Y) - (25)) < (item ((Block Check) + (1)) of [lava v])> and <((Player Y) + (-25)) > (item ((Block Check) + (3)) of [lava v])>> or <<((Player Y) + (25)) > (item ((Block Check) + (3)) of [lava v])> and <((Player Y) + (25)) < (item ((Block Check) + (1)) of [lava v])>>>>> then\n set [touching lava v] to [1]\n end\n change [block check v] by (4)\nend\n\ndefine add lava x1 y1 x2 y2 (x1) (y1) (x2) (y2)\nadd (x1) to [lava v]\nadd (y1) to [lava v]\nadd (x2) to [lava v]\nadd (y2) to [lava v]\npen up\ngo to x (x1) y (y1)\npen down\ngo to x (x2) y (y1)\ngo to x (x2) y (y2)\ngo to x (x1) y (y2)\ngo to x (x1) y (y1)\n\ndefine add win block x1 y1 x2 y2 (x1) (y1) (x2) (y2)\nadd (x1) to [win v]\nadd (y1) to [win v]\nadd (x2) to [win v]\nadd (y2) to [win v]\npen up\ngo to x (x1) y (y1)\npen down\ngo to x (x2) y (y1)\ngo to x (x2) y (y2)\ngo to x (x1) y (y2)\ngo to x (x1) y (y1)\n\ndefine add bounce x1 y1 x2 y2 (x1) (y1) (x2) (y2)\nadd (x1) to [bouncy v]\nadd (y1) to [bouncy v]\nadd (x2) to [bouncy v]\nadd (y2) to [bouncy v]\npen up\ngo to x (x1) y (y1)\npen down\ngo to x (x2) y (y1)\ngo to x (x2) y (y2)\ngo to x (x1) y (y2)\ngo to x (x1) y (y1)\n\ndefine Touching Win\nset [touching win v] to [0]\nset [block check v] to [1]\nrepeat ((length of [win v]) / (4))\n if < and <<<(Player Y) < (item ((Block Check) + (1)) of [win v])> and <(Player Y) > (item ((Block Check) + (3)) of [win v])>> or <<<((Player Y) - (25)) < (item ((Block Check) + (1)) of [win v])> and <((Player Y) + (-25)) > (item ((Block Check) + (3)) of [win v])>> or <<((Player Y) + (25)) > (item ((Block Check) + (3)) of [win v])> and <((Player Y) + (25)) < (item ((Block Check) + (1)) of [win v])>>>>> then\n set [touching win v] to [1]\n end\n change [block check v] by (4)\nend\n\ndefine Touching Bouncy\nset [touching bouncy v] to [0]\nset [block check v] to [1]\nrepeat ((length of [bouncy v]) / (4))\n if < and <<<(Player Y) < (item ((Block Check) + (1)) of [bouncy v])> and <(Player Y) > (item ((Block Check) + (3)) of [bouncy v])>> or <<<((Player Y) - (25)) < (item ((Block Check) + (1)) of [bouncy v])> and <((Player Y) + (-25)) > (item ((Block Check) + (3)) of [bouncy v])>> or <<((Player Y) + (25)) > (item ((Block Check) + (3)) of [bouncy v])> and <((Player Y) + (25)) < (item ((Block Check) + (1)) of [bouncy v])>>>>> then\n set [touching bouncy v] to [1]\n end\n change [block check v] by (4)\nend\n\ndefine Draw Level\nif <(Level) = [1]> then\n set pen color to (#ff0000)\n add lava x1 y1 x2 y2 [300] [140] [470] [70]\n add lava x1 y1 x2 y2 [700] [-50] [780] [-100]\n set pen color to (#1dff00)\n add platform x1 y1 x2 y2 [-50] [10] [200] [-180]\n add platform x1 y1 x2 y2 [-50] [240] [200] [140]\n add platform x1 y1 x2 y2 [330] [240] [470] [145]\n add platform x1 y1 x2 y2 [470] [-100] [1000] [-180]\n add platform x1 y1 x2 y2 [1000] [100] [1250] [50]\n set pen color to (#0090ff)\n add bounce x1 y1 x2 y2 [470] [240] [500] [-100]\n set pen color to (#fff600)\n add bounce x1 y1 x2 y2 [950] [-50] [1000] [-100]\n set pen color to (#00b6ff)\n add win block x1 y1 x2 y2 [1200] [150] [1250] [100]\nelse\n if <(Level) = [2]> then\n set pen color to (#ff0000)\n add lava x1 y1 x2 y2 [205] ((-130) + (([sin v] of ((timer) * (300)) ) * (20))) [350] [-180]\n add lava x1 y1 x2 y2 [455] ((-130) + (([sin v] of ((timer) * (300)) ) * (20))) [1000] [-180]\n set [# v] to [850]\n repeat (4)\n add lava x1 y1 x2 y2 (#) [305] ((#) + (50)) [275]\n change [# v] by (-200)\n end\n set pen color to (#1dff00)\n add platform x1 y1 x2 y2 [-50] [-100] [200] [-180]\n add platform x1 y1 x2 y2 [-50] [270] [1000] [150]\n add platform x1 y1 x2 y2 [355] [-100] [450] [-180]\n add platform x1 y1 x2 y2 ((600) + (([sin v] of ((timer) * (40)) ) * (150))) [-100] ((675) + (([sin v] of ((timer) * (40)) ) * (150))) [-175]\n add platform x1 y1 x2 y2 [1005] [-100] [1220] [-175]\n set pen color to (#fff600)\n add bounce x1 y1 x2 y2 [1020] [50] [1200] [-25]\n add bounce x1 y1 x2 y2 [1020] [250] [1200] [175]\n set pen color to (#00b6ff)\n add win block x1 y1 x2 y2 [50] [305] [100] [275]\n else\n if <(Level) = [3]> then\n set pen color to (#ff0000)\n add lava x1 y1 x2 y2 [1400] ((-130) + (([sin v] of ((timer) * (300)) ) * (20))) [1600] [-180]\n add lava x1 y1 x2 y2 [1900] (([sin v] of ((timer) * (300)) ) * (20)) [2000] [-50]\n add lava x1 y1 x2 y2 [2000] [650] ((2030) + (([sin v] of ((timer) * (300)) ) * (20))) [600]\n add lava x1 y1 x2 y2 [1000] [910] [2000] [840]\n set [# v] to [1700]\n repeat (5)\n add lava x1 y1 x2 y2 (#) ((730) + (([sin v] of ((timer) * (300)) ) * (20))) ((#) + (50)) [700]\n change [# v] by (-200)\n end\n set pen color to (#1dff00)\n add platform x1 y1 x2 y2 [-50] [-100] [200] [-180]\n add platform x1 y1 x2 y2 [1100] [-100] [1400] [-180]\n add platform x1 y1 x2 y2 [1600] [-100] [1700] [-180]\n add platform x1 y1 x2 y2 [1800] [30] [1900] [-50]\n add platform x1 y1 x2 y2 [2000] [30] [2100] [-50]\n add platform x1 y1 x2 y2 [2200] [600] [2400] [-180]\n add platform x1 y1 x2 y2 [-50] [700] [2000] [600]\n add platform x1 y1 x2 y2 [1000] [900] [2000] [840]\n set pen color to (#fff600)\n add bounce x1 y1 x2 y2 [300] [80] [400] [0]\n add bounce x1 y1 x2 y2 [500] [180] [600] [100]\n add bounce x1 y1 x2 y2 [700] [280] [800] [200]\n add bounce x1 y1 x2 y2 [900] [380] [1000] [300]\n add bounce x1 y1 x2 y2 [1100] [480] [1200] [400]\n set pen color to (#00b6ff)\n add win block x1 y1 x2 y2 [600] [900] [700] [800]\n else\n if <(Level) = [4]> then\n set pen color to (#1dff00)\n add platform x1 y1 x2 y2 [-50] [-100] [200] [-180]\n add platform x1 y1 x2 y2 [200] [100] [300] [-180]\n add platform x1 y1 x2 y2 [-50] [100] [300] [50]\n end\n end\n end\nend\n\ndefine Sum up time\nset [timer v] to [0]\nrepeat (length of [times v])\n change [timer v] by (item (1) of [times v])\n delete (1) of [times v]\nend\n\nwhen flag clicked\nwait until <(Level) = [4]>\nSum up time\nif <(Timer) < (☁ Highscore)> then\n set [☁ highscore v] to (Timer)\nend\nshow variable [timer v]\nshow variable [☁ highscore v]\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n
Openly Resharing. \nControls just the normal platformers controls.
Remix-able Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [start project v]\nforever\n play sound [Jarico - Landscape \[NCS BEST OF\] v] until done\nend\n\n@Intro\n\ndefine Clone Particles\nset [clone id v] to [Particle]\nrepeat (75)\n create clone of (_myself_ v)\n turn right (15) degrees\nend\npoint in direction (90)\n\ndefine Clone Row of Boxes\nset [brightness v] effect to (10)\nrepeat (9)\n create clone of (_myself_ v)\n change [var 2 v] by (-1)\n change [brightness v] effect by (-1)\nend\n\ndefine Bounce with (bounciness) , (speed) and (finishing size)\nset [var 1 v] to [0]\nrepeat until <<(finishing size) = (size)> and <(Var 1) = (size)>>\n set [var 2 v] to (((Var 2) * ((bounciness) / (100))) + (((finishing size) - (size)) * ((speed) / (20))))\n set [var 1 v] to (size)\n change size by (Var 2)\nend\nset size to (finishing size) %\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\nend\ngo to x: (x) y: (y)\n\ndefine Type: System (text) (x) (y) (size) (color) (brightness) (speed)\nswitch costume to (master v)\nhide\ngo to x: (x) y: (y)\nset size to (size) %\nset [# v] to [1]\nset [color v] effect to (color)\nset [brightness v] effect to (brightness)\nrepeat (length of (text))\n if <(letter (#) of (text)) > [ ]> then\n switch costume to (letter (#) of (text))\n create clone of (_myself_ v)\n change x by ((size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n else\n switch costume to ( v)\n create clone of (_myself_ v)\n change x by ((size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n end\n wait (speed) seconds\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Letter 1]> then\n wait until <(timer) > [1.5]>\n wait ((#) / (Length)) seconds\n show\n set [x v] to (x position)\n set [y v] to (y position)\n go to [front v] layer\n set size to (0) %\n go to x: (X) y: (Y)\n Bounce with (65) , (10) and (Size)\n wait until <(timer) > [3.5]>\n wait ((#) / (Length)) seconds\n set [var 1 v] to [10]\n repeat (30)\n change y by (Var 1)\n change [var 1 v] by (-1)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\nif <(Clone ID) = [Box]> then\n point in direction (180)\n switch costume to (box v)\n set [ghost v] effect to (50)\n set size to (15) %\n show\n go to [back v] layer\n go to x: ((Var 1) * (40)) y: ((Var 2) * (40))\n repeat until <(size) > [89]>\n change size by (((91) - (size)) / (7))\n turn right (((180) - (direction)) / (10)) degrees\n change [ghost v] effect by (-5)\n end\n set size to (90) %\n set [ghost v] effect to (0)\n wait until <(timer) > [4.5]>\n set [brightness v] effect to (0)\n repeat (20)\n turn right (5) degrees\n change size by (-5)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen flag clicked\nset [username v] to [Scratcher_No-1]\nSetup Lists\nset [clone id v] to [Letter 1]\nType (Username) [-200] [-100] [200] [115] [100] [0]\nset [clone id v] to [Letter 2]\nType (Username) [-200] [0] [200] [115] [100] [0]\nclear graphic effects\nreset timer\nstart sound [Never Mind v]\nset [clone id v] to [Back 2]\ncreate clone of (_myself_ v)\nset [clone id v] to [Box]\nset [var 1 v] to [-6]\nrepeat (13)\n set [var 2 v] to [4]\n Clone Row of Boxes\n change [var 1 v] by (1)\nend\nset [clone id v] to [Logo]\ncreate clone of (_myself_ v)\nwait until <(timer) > [1.5]>\nset [clone id v] to [Back]\ncreate clone of (_myself_ v)\nwait until <(timer) > [5]>\nset [clone id v] to [Hider 1]\ncreate clone of (_myself_ v)\nset [clone id v] to [Hider 2]\ncreate clone of (_myself_ v)\nwait until <(timer) > [8]>\nbroadcast (Start Project v)\n\ndefine Setup Lists\ndelete all of [character widths v]\nadd [thing] to [character widths v]\nadd [29] to [character widths v]\nadd [24] to [character widths v]\nadd [28] to [character widths v]\nadd [27] to [character widths v]\nadd [24] to [character widths v]\nadd [24] to [character widths v]\nadd [28] to [character widths v]\nadd [28] to [character widths v]\nadd [7] to [character widths v]\nadd [21] to [character widths v]\nadd [22] to [character widths v]\nadd [22] to [character widths v]\nadd [34] to [character widths v]\nadd [27] to [character widths v]\nadd [34] to [character widths v]\nadd [22] to [character widths v]\nadd [34] to [character widths v]\nadd [21] to [character widths v]\nadd [23] to [character widths v]\nadd [27] to [character widths v]\nadd [27] to [character widths v]\nadd [29] to [character widths v]\nadd [38] to [character widths v]\nadd [26] to [character widths v]\nadd [27] to [character widths v]\nadd [27] to [character widths v]\nadd [11] to [character widths v]\nadd [20] to [character widths v]\nadd [21] to [character widths v]\nadd [25] to [character widths v]\nadd [21] to [character widths v]\nadd [20] to [character widths v]\nadd [21] to [character widths v]\nadd [20] to [character widths v]\nadd [20] to [character widths v]\nadd [20] to [character widths v]\nadd [14] to [character widths v]\nadd [25] to [character widths v]\nadd [15] to [character widths v]\nadd [10] to [character widths v]\nadd [24] to [character widths v]\nadd [24] to [character widths v]\nadd [20] to [character widths v]\nadd [24] to [character widths v]\nadd [22] to [character widths v]\nadd [16] to [character widths v]\nadd [24] to [character widths v]\nadd [22] to [character widths v]\nadd [10] to [character widths v]\nadd [14] to [character widths v]\nadd [18] to [character widths v]\nadd [9] to [character widths v]\nadd [33] to [character widths v]\nadd [22] to [character widths v]\nadd [24] to [character widths v]\nadd [24] to [character widths v]\nadd [24] to [character widths v]\nadd [15] to [character widths v]\nadd [19] to [character widths v]\nadd [16] to [character widths v]\nadd [22] to [character widths v]\nadd [22] to [character widths v]\nadd [30] to [character widths v]\nadd [20] to [character widths v]\nadd [23] to [character widths v]\nadd [20] to [character widths v]\n\ndefine Change Size By: (size)\nchange size by (size)\nchange x by ((0) - ((size) / (7)))\n\ndefine Find Size (text) (size)\nset [size v] to (size)\nset [width v] to [1]\nset [# v] to [1]\nrepeat (length of (text))\n if <(letter (#) of (text)) > [ ]> then\n switch costume to (letter (#) of (text))\n change [width v] by ((Size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n else\n switch costume to ( v)\n change [width v] by ((Size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n end\nend\nif <(Width) > [400]> then\n change [size v] by (-1)\nend\nif <(Width) < [390]> then\n change [size v] by (1)\nend\nrepeat until <<<(Width) < [400]> and <(Width) > [389]>> or <(Size) > [200]>>\n set [width v] to [0]\n set [# v] to [1]\n repeat (length of (text))\n if <(letter (#) of (text)) > [ ]> then\n switch costume to (letter (#) of (text))\n change [width v] by ((Size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n else\n switch costume to ( v)\n change [width v] by ((Size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n end\n end\n if <(Width) > [400]> then\n change [size v] by (-1)\n end\n if <(Width) < [390]> then\n change [size v] by (1)\n end\n if <(Size) > [201]> then\n set [size v] to [190]\n end\nend\nset [x v] to ((0) - ((Width) / (2)))\n\ndefine Type (text) (x) (y) (size) (color) (brightness) (speed)\nset [length v] to (length of (text))\nif <(length of (text)) > [20]> then\n Find Size [Text Too Long] (size)\n Type: System [Text Too Long] (X) (y) (Size) (color) (brightness) (speed)\nelse\n Find Size (text) (size)\n Type: System (text) (X) (y) (Size) (color) (brightness) (speed)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Logo]> then\n switch costume to (logo v)\n reset timer\n set size to (0) %\n show\n go to x: (300) y: (0)\n set [var 1 v] to [-40]\n repeat (34)\n change size by (2)\n change x by (Var 1)\n change [var 1 v] by (2)\n end\n Clone Particles\n Smooth Glide x: [0] y: [25] speed: [9]\n wait until <(timer) > [4]>\n set [var 1 v] to [10]\n repeat (30)\n change size by (Var 1)\n change [var 1 v] by (-1)\n end\n delete this clone\nend\nif <(Clone ID) = [Back]> then\n go to [back v] layer\n show\n go to x: (-500) y: (500)\n set size to (200) %\n switch costume to (landscape v)\n clear graphic effects\n wait until <(timer) > [4]>\n repeat until <(timer) > [7.5]>\n change x by (5)\n change y by (-5)\n end\n delete this clone\nend\nif <(Clone ID) = [Back 2]> then\n go to [back v] layer\n show\n go to x: (0) y: (0)\n set size to (200) %\n switch costume to (back 2 v)\n clear graphic effects\n repeat until <(timer) > [7.5]>\n go to [back v] layer\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Particle]> then\n switch costume to (particle v)\n clear graphic effects\n set size to (100) %\n go to x: (0) y: (0)\n set [brightness v] effect to (100)\n go to [front v] layer\n go [backward v] (10) layers\n set [var 1 v] to (pick random (10) to (15))\n set [var 2 v] to (pick random (2) to (7))\n turn right (pick random (-10) to (10)) degrees\n show\n repeat until <touching (_edge_ v)?>\n move (Var 1) steps\n change y by (Var 2)\n change [var 2 v] by (-0.4)\n set [var 1 v] to ((Var 1) * (0.95))\n end\n repeat (10)\n move (Var 1) steps\n change y by (Var 2)\n change [var 2 v] by (-0.4)\n set [var 1 v] to ((Var 1) * (0.95))\n change [ghost v] effect by (10)\n end\n hide\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Hider 1]> then\n wait until <(timer) > [6.5]>\n go to [front v] layer\n point in direction (105)\n show\n go to x: (300) y: (0)\n set size to (100) %\n switch costume to (hider 2 v)\n clear graphic effects\n repeat until <<(round (x position)) = [0]> and <(round (y position)) = [0]>>\n change x by (((0) - (round (x position))) / (5))\n change y by (((0) - (round (y position))) / (5))\n end\n go to x: (0) y: (0)\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\nif <(Clone ID) = [Hider 2]> then\n wait until <(timer) > [6.5]>\n go to [front v] layer\n point in direction (105)\n show\n go to x: (-300) y: (0)\n set size to (100) %\n switch costume to (hider 1 v)\n clear graphic effects\n repeat until <<(round (x position)) = [0]> and <(round (y position)) = [0]>>\n change x by (((0) - (round (x position))) / (5))\n change y by (((0) - (round (y position))) / (5))\n end\n go to x: (0) y: (0)\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Letter 2]> then\n wait until <(timer) > [5]>\n wait ((#) / (Length)) seconds\n show\n set [x v] to (x position)\n set [y v] to (y position)\n go to [front v] layer\n set size to (Size) %\n go to x: (X) y: (-300)\n Smooth Glide x: (X) y: (Y) speed: [9]\n wait until <(timer) > [7]>\n delete this clone\nend\n\nType [Hi!] [0] [0] [20] [0] [100] [0.1]\n\nforever\n go to [front v] layer\nend\n\n@Player\n\nwhen [space v] key pressed\nnext costume\n\nwhen I receive [play v]\ngo to [front v] layer\nswitch costume to (costume2 v)\nset [ghost v] effect to (0)\nshow\ngo to x: (-180) y: (-50)\nset [level v] to [1]\nset [x2 v] to [0]\nset [y2 v] to [0]\npoint in direction (90)\nforever\n change [y2 v] by (-1)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x2 v] by (-0.8)\n switch costume to (costume1 v)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (costume2 v)\n change [x2 v] by (0.8)\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 <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y2 v] to [10]\n if <([abs v] of (x2) ) = (x2)> then\n set [x2 v] to [-5]\n else\n set [x2 v] to [5]\n end\n else\n set [x2 v] to [0]\n end\n end\n change y by (y2)\n if <touching (ground v)?> then\n change y by ((0) - (y2))\n set [y2 v] to [1]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (ground v)?>> then\n set [y2 v] to [15]\n end\n change y by (1)\n if <(y position) > [180]> then\n set [y2 v] to [0]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <<key (b v) pressed?> or <<touching (chain trap v)?> or <touching color (#ff0000)?>>> then\n go to x: (-180) y: (-50)\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) = [15]> then\n broadcast (end v)\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [start project v]\ngo to x: (-192) y: (18)\nshow\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen I receive [start project v]\nswitch costume to (costume1 v)\nshow\nbroadcast (play v)\n\nwhen I receive [levelup v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [10]> then\n broadcast (Show v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [14]> then\n broadcast (Victory! v)\n end\nend\n\n@Ob\n\nwhen flag clicked\nhide\n\nwhen I receive [start project v]\nswitch costume to (costume2 v)\nshow\n\nwhen I receive [levelup v]\nnext costume\n\n@Particles\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]\nhide\nforever\n create clone of (_myself_ v)\nend\n\nshow\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 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
~Controls~\nArrow or WASD to move, Avoid Lava and Spikes.\nAll the levels are possible. 100%\nTotal levels - 13, I don't have any level Ideas :(\nThis is also a Mobile Friendly Platformer!!\n
WALK || -A Platformer-
@Stage\n\nwhen flag clicked\nswitch backdrop to (pick random (1) to (2))\nforever\n play sound [music v] until done\nend\n\n@Player\n\ndefine 初期化\nset size to (20) %\npoint in direction (90)\nset rotation style [left-right v]\ngo to x: (-200) y: ((0) + (<(L) = [4]> * (100)))\nset [x v] to [0]\nset [y v] to [0]\n\ndefine Program\nif <<<mouse down?> and <(mouse x) > [0]>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n change [x v] by (1.1)\n point in direction ([abs v] of (direction) )\nend\nif <<<mouse down?> and <[0] > (mouse x)>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n change [x v] by (-1.1)\n point in direction (() - ([abs v] of (direction) ))\nend\nset [x v] to ((X) * (0.888))\nchange x by (X)\nrepeat (8)\n if <touching (platformer v)?> then\n change y by (1)\n end\nend\nif <touching (platformer v)?> then\n change x by (() - (X))\n change y by (-8)\n if <<<(mouse y) > [0]> and <mouse down?>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [y v] to [10]\n if <(X) = ([abs v] of (X) )> then\n set [x v] to [-6]\n else\n set [x v] to [6]\n end\n else\n set [x v] to [0]\n end\nend\nchange y by (-1)\nif <touching (platformer v)?> then\n if <<<(mouse y) > [0]> and <mouse down?>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [y v] to [15]\n end\nend\nchange y by (1)\nchange [y v] by (-1)\nchange y by (Y)\nif <touching (platformer v)?> then\n change y by (() - (Y))\n set [y v] to [0]\nend\n\nProgram\n\nwhen flag clicked\n初期化\nset [ok v] to [0]\nforever\n if <(OK) = [0]> then\n Program\n end\nend\n\nwhen flag clicked\nforever\n if <[235] < (x position)> then\n set [ok v] to [1]\n change [l v] by (1)\n 初期化\n set [ok v] to [0]\n end\n if <(y position) < [-175]> then\n 初期化\n end\nend\n\n@Platformer\n\nwhen flag clicked\nset [l v] to [1]\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\ngo [forward v] (7) layers\nforever\n switch costume to (L)\nend\n\n@thumbnail\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\n演出 [100]\nforever\n go to [front v] layer\n set [ttttttt v] to (timer)\nend\n\nhide\n\ndefine 演出 (幽霊)\nset [ghost v] effect to (幽霊)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\nwhen [timer v] > ((TTTTTTT) + (0.12))\n演出 [0]\n\n演出 [0]\n\n@Sun\n\nwhen flag clicked\ngo to x: (-210) y: (150)\nshow\ngo to [back v] layer\nforever\n set size to ((160) + (([cos v] of ((timer) * (120)) ) * (40))) %\nend\n\n@☁︎\n\nwhen I start as a clone\nset [ghost v] effect to (20)\nshow\nglide (pick random (5) to (7)) secs to x: (-284) y: (y position)\ndelete this clone\n\nwhen flag clicked\nhide\nset x to (284)\nforever\n set y to (pick random (0) to (150))\n create clone of (_myself_ v)\n wait (pick random (1) to (3)) seconds\nend\n\n
≫ WALK -A Platformer- ≪\nーーーーーーーーーーーーーーーーーーーーーーーーー\n↓↓↓日本語説明は下です↓↓↓\nーーーーーーーーーーーーーーーーーーーーーーーーー\n◆English◆\nMove with left / right key, d, a key\nJump with the up key and w key\n*Free remix*\n◇日本語◇\n左右キー、D、Aキーで移動\n上、Wキーでジャンプ\n*リミックスは自由です*\nーーーーーーーーーーーーーーーーーーーーーーーーー\n音楽は@-InfinityCode-さん\nMusic is @-InfinityCode-\n\n#Games\n#Game\n#Platformer\n#WALK\n#yuhaku\n\n
Shadows - Platformer #all #Games
@Stage\n\n@Sprite1\n\n@Sprite2\n\n@Sprite3\n\n@Sprite4\n\n@Sprite5\n\n@Sprite6\n\n@Sprite7\n\n@Sprite8\n\n@Sprite9\n\n@player\n\nwhen flag clicked\nhide variable [timer 4 player v]\ngo to x: (-201) y: (-71)\nhide\n\nwhen I receive [start v]\nset [level v] to [1]\nshow\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>>> then\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>>> 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 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) * (-1))\n if <key (up arrow v) pressed?> then\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n set [y v] to [13]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) * (-1))\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 x) > (x position)> and <mouse down?>>>> and <touching (level v)?>> then\n set [y v] to [13]\n end\n change y by (1)\n if <touching (coins v)?> then\n broadcast (bb v)\n start sound [Coin v]\n end\n if <touching (trampoline v)?> then\n set [y v] to [20]\n start sound [Big Boing v]\n end\n if <<touching (enemy v)?> or <touching (spikes! v)?>> then\n go to x: (-201) y: (-71)\n start sound [roblox-death-sound v]\n broadcast (gg v)\n end\n if <<(x position) = [220]> or <(x position) > [220]>> then\n go to x: (-201) y: (-71)\n change [level v] by (1)\n broadcast (gg v)\n end\nend\n\nwhen I receive [start v]\nset [timer 4 player v] to [0]\nforever\n wait (.1) seconds\n change [timer 4 player v] by (.1)\n if <(LEVEL) = [9]> then\n show variable [timer 4 player v]\n stop [this script v]\n end\nend\n\n@thumb\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\ngo to [back v] layer\nshow\nforever\n switch costume to (LEVEL)\nend\n\n@Spikes!\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (LEVEL)\nend\n\n@messages\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to [back v] layer\nshow\nforever\n switch costume to (LEVEL)\nend\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@enemy\n\nwhen flag clicked\nset [level v] to [1]\nset [enemy jump v] to [false]\nset [enemy y v] to [0]\nhide\nswitch costume to (costume3 v)\nset size to (65) %\ngo to x: (174) y: (-62)\nforever\n hide\n wait until <(LEVEL) = [3]>\n show\n point towards (player v)\n create clone of (_myself_ v)\n change [enemy y v] by (-1)\n create clone of (_myself_ v)\n Gravity\n move (6) steps\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(enemy jump) = [false]> then\n set [enemy y v] to [6.75]\n set [enemy jump v] to [true]\n end\n end\n create clone of (_myself_ v)\n if <<(LEVEL) = [4]> or <(LEVEL) > [4]>> then\n hide\n stop [this script v]\n end\nend\n\ndefine Gravity\nchange y by (enemy y)\nif <touching color (#8a8a8a)?> then\n if <(enemy y) > [0]> then\n repeat until <not <touching color (#8a8a8a)?>>\n change y by (-1)\n end\n else\n repeat until <not <touching color (#8a8a8a)?>>\n change y by (1)\n end\n set [enemy jump v] to [false]\n end\n set [enemy y v] to [0]\nend\n\nwhen I start as a clone\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (-10)\nend\ndelete this clone\n\nwhen I receive [gg v]\ngo to x: (174) y: (-62)\n\n@trampoline\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to [back v] layer\nforever\n switch costume to (LEVEL)\nend\n\n@coins\n\nwhen flag clicked\nhide\n\nwhen I receive [bb v]\nhide\n\nwhen I receive [gg v]\nshow\n\nwhen I receive [start v]\nshow\ngo to x: (-5) y: (-90)\ngo to [back v] layer\nforever\n switch costume to (LEVEL)\nend\n\n@MY intro\n\nwhen flag clicked\nset [maitiryte v] to [0]\nset [bleh v] to [0]\nset [q v] to [0]\nset [cloneid v] to [0]\nstart sound [meh v]\nswitch costume to (1 v)\ngo to x: (-10000) y: (0)\nrepeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (5))\nend\ngo to [back v] layer\nchange [cloneid v] by (1)\ncreate clone of (_myself_ v)\nwait until <(Q) = [1]>\nset [brightness v] effect to (10)\nwait (0.0000000000000) seconds\nrepeat (2)\n change [brightness v] effect by (-5)\nend\nwait until <(maitiryte) = [1]>\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (1) seconds\nstop all sounds\nbroadcast (start v)\n\nwhen I start as a clone\nif <(cloneID) = [1]> then\n switch costume to (2 v)\n go to [front v] layer\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nset size to (150) %\nchange [q v] by (1)\nwait (0.0000000000000000000000) seconds\nrepeat (10)\n change size by (-5)\nend\nchange [bleh v] by (1)\nforever\n point in direction ((([tan v] of ((spin) * (100)) ) * (5)) + (90))\n set y to ((([cos v] of ((spin) * (300)) ) * (5)) + (10))\n change [spin v] by (0.04)\nend\n\nwhen I start as a clone\nwait until <(bleh) = [1]>\nwait (6) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (3 v)\nset [ghost v] effect to (0)\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nchange [maitiryte v] by (1)\n\n@volume button\n\nwhen flag clicked\nhide\nswitch costume to (on v)\ngo to x: (210) y: (155)\nforever\n if <(costume [number v]) = [1]> then\n set volume to (100) %\n else\n if <(costume [number v]) = [2]> then\n set volume to (0) %\n end\n end\n if <touching (mouse-pointer v)?> then\n set size to (125) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nforever\n point in direction ((([sin v] of ((timer) * (1000)) ) * (4)) + (90))\nend\n\nwhen I receive [start v]\nshow\nforever\n play sound [Ahrix - Nova.mp3 v] until done\nend\n\nhide\n\n
--------{UPDATED}Shadows - Platformer----------\n READ INSTRUCTIONS\nINCLUDES ENEMY\nThanks for 2000 views\nmy best score is 7.6\n@avicodicat loved!\nPls tell me if this gets on trending\n\n\n~INSTRUCTIONS\n1.Arrows/WAD to move.\n2.Have you recognized ALL CODE IS ORIGINAL.\n3.Do not touch the spikes or enemy ( I hope that's clear) because you will loose all coins.\n4.More coming soon.\n5#Good_Luck!\n6.there is no 6.\n7.Best played in full screen and play it on turbowarp https://turbowarp.org/452559009\n8. It is not scrolling.\n9.Awesome in turbo mode.\n10.Everything is possible.\n\n\n\n~BACKSTORY\nSo you are a young shadow roaming around and then suddenly you find out that you are lost and you must get home as soon as possible(ASAP), so while doing that you come across various stuff, dodge them and get out, also you would feel happy after you collect a coin right? so why not?\n\n\n~WRITING\n96 hours of code and numerous blocks of code, so please like and favourite/favorite if you think I did a good job on this project,also drop a follow if you want more cool games like this.\n\n\n~CREDITS\n@Rohan_Programing - for the engine.\n@Rohan_Programing - for the art.\n@TimMcCool - for the detector.\n@griffpatch_tutor - for little help.\n@Rohan_Programing - for the intro.\n\n\n~TAGS\n#all #all #all #all #all #animations #animations #animations #animations #animations #art #art #art #art #art #Games #Games #Games #Games #Games #music #music #music #music #music #Stories #Stories #Stories #Stories #Stories #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #2020 #platformers #Engines #follow_me #cool_Stuff #Best_on_scratch #Rohan_Prgraming #has_to_be_on_trending
Deep Jungle - A Platformer [Update]
@Stage\n\nwhen flag clicked\nset volume to (100) %\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Theme v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n if <(level) = [6]> then\n switch backdrop to (backdrop2 v)\n end\n if <(level) = [11]> then\n switch backdrop to (backdrop3 v)\n end\n if <(level) = [16]> then\n switch backdrop to (backdrop1 v)\n wait (5) seconds\n broadcast (Outro v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [my variable v] to [0]\nforever\n change [my variable v] by (10)\nend\n\nwhen I receive [outro v]\nrepeat (20)\n change volume by (-5)\nend\nstop all sounds\n\n@Player\n\ndefine Restart\nset [y v] to [0]\nset [x v] to [0]\ngo to x: (-200) y: (150)\n\ndefine Physics\nswitch costume to (costume2 v)\nif <key (right arrow v) pressed?> then\n point in direction (90)\n change [x v] by (2.1)\nend\nif <key (left arrow v) pressed?> then\n point in direction (-90)\n change [x v] by (-2.1)\nend\nchange x by (x)\nSlope Detection\nif <touching (groundhitbox v)?> then\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> 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 (groundhitbox 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\nif <(y position) < [-179]> then\n broadcast (Start v)\nend\nswitch costume to (costume3 v)\n\nwhen flag clicked\nset rotation style [left-right v]\nRestart\nshow\nset [level v] to [1]\nforever\n Physics\nend\n\ndefine Slope Detection\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (groundhitbox v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <touching (groundhitbox v)?> then\n change y by (-8)\nend\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <(x position) > [239]> then\n Restart\n change [level v] by (1)\n broadcast (Next Level v)\n end\n if <<(y position) < [-179]> or <touching (danger v)?>> then\n Restart\n end\nend\n\ndefine Fast Spawn\n\n@Ground\n\nwhen I receive [next level v]\nnext costume\nbroadcast (Start v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Thumbnail\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\n@Outro\n\nwhen I receive [outro v]\nshow\nset [ghost v] effect to (100)\npoint in direction (90)\nrepeat (20)\n change volume by (-5)\n change [ghost v] effect by (-5)\nend\nstop all sounds\nbroadcast (OutroMusic v)\nforever\n go to [front v] layer\n point in direction ((([sin v] of (my variable) ) * (3)) + (90))\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [outromusic v]\nset volume to (100) %\nforever\n play sound [TheFatRat - Jackpot \(Jackpot EP Track 1\) v] until done\nend\n\nwhen I start as a clone\ngo to [front v] layer\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@GroundHitbox\n\nwhen I receive [next level v]\nnext costume\nbroadcast (Start v)\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nswitch costume to (costume1 v)\n\n@Danger\n\nwhen I receive [next level v]\nnext costume\nbroadcast (Start v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Timer\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset [time v] to [0]\nset [level v] to [1]\nrepeat until <(level) = [16]>\n wait (1) seconds\n change [time v] by (1)\nend\nstop [this script v]\n\n@Outro2\n\nwhen I receive [outro v]\nshow\nset [ghost v] effect to (100)\npoint in direction (90)\nrepeat (20)\n change volume by (-5)\n change [ghost v] effect by (-5)\nend\nstop all sounds\nbroadcast (OutroMusic v)\nforever\n go to [front v] layer\n go [backward v] (1) layers\n point in direction ((([sin v] of (my variable) ) * (3)) + (90))\nend\n\nwhen flag clicked\nhide\n\n
NOTICE: No ads\nControls -\nArrow keys to move\n\nStory - \nYour an explorer, looking for the lost temple of BloxWorld. You find a jungle and think it's in there! You dash into the jungle, in hopes of finding treasure!\n\nUPDATES:\n\nv1.1 [Jan 21 2021] - MAJOR stuff. Changed character code (A LOT) added spikes, changed thumb, added outro, and made a ground hitbox.\n\nv1.2 [Jan 22 2021] - Changed background.\n\nv1.3 [Jan 21 2021] - Changed thumb.\n\nv1.4 [Jan 22 2021] - Added timer (Yeah, speedrunners!)\n\nv1.5 [Jan 22 2021] - Updated outro.\n\nv1.6 [Feb 2 2021] - Fixed timer and updated outro.
Planets A 360 Platformer
@Stage\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: (-19) y: (-365)\nset [d vel v] to [0]\nset [y vel v] to [0]\n\nwhen I receive [green flag v]\nbroadcast (Earth v)\nswitch backdrop to (blue sky 2 v)\nswitch costume to (costume1 v)\nshow\nbroadcast (respawn v)\nSET HACK SIZE TO [200]\nforever\n change [y vel v] by (1)\n if <(move) = [0]> then\n if <key (right arrow v) pressed?> then\n change [d vel v] by (-0.2)\n end\n if <key (left arrow v) pressed?> then\n change [d vel v] by (0.2)\n end\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?> then\n set [y vel v] to [-12]\n end\n end\n change y by (-1)\nend\n\nwhen flag clicked\nswitch backdrop to (blue sky 2 v)\nhide\n\nwhen I receive [next level v]\nnext costume\nnext backdrop\nif <(costume [number v]) = [3]> then\n broadcast (Moon v)\nend\nif <(costume [number v]) = [4]> then\n broadcast (Mars v)\nend\n\nset [d vel v] to [0]\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [earth v]\nswitch costume to (costume1 v)\nshow\nset [ghost v] effect to (0)\nwait (1.5) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\n\nwhen I receive [moon v]\nswitch costume to (costume2 v)\nshow\nset [ghost v] effect to (0)\nwait (1.5) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\n\nwhen I receive [mars v]\nswitch costume to (costume3 v)\nshow\nset [ghost v] effect to (0)\nwait (1.5) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\n\n@Thumbnail\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 (1.4) 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@LOGO\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 (blue sky 2 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)\nforever\n play sound [Alan Walker - Faded \(instrumental version\).mp3 v] until done\nend\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 (#ff0000)?> then\n stop all sounds\n start sound [Crunch v]\n broadcast (respawn v)\n end\n if <touching color (#0e00ff)?> then\n start sound [Big Boing v]\n set [y vel v] to [-20]\n end\n if <touching color (#979797)?> then\n stop all sounds\n start sound [Crunch v]\n broadcast (respawn v)\n end\n if <touching color (#5d5d5d)?> then\n stop all sounds\n start sound [Crunch v]\n broadcast (respawn v)\n end\n if <touching color (#2cffe9)?> then\n set [move v] to [1]\n play sound [Win v] until done\n broadcast (Next Level v)\n set [move v] to [0]\n end\n change y by (5)\nend\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [next level v]\nbroadcast (respawn v)\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n switch costume to (costume3 v)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (do the dew v)\nend\n\n
Use arrow keys to move\nThe Trampoline launches you\nLava and Spikes kill you\nThe Blue Portals will take you to the next level\nALL LEVELS ARE POSSIBLE (EVEN MARZ)\nTell me about any bugs\nThanks to Scratch and Nintendo for sound effects\nMusic is Faded by Alan Walker\nEverything else is by Well... Me @Coder7227\nI"m so sorry for procrastination Part 2 is coming soon\nImpossible Count:\n21 People Say It's Impossible
The Out Doors A Scrolling Platformer #Games
@Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\nshow variable [mouse v]\n\nwhen flag clicked\nhide variable [mouse v]\n\n@Player\n\nwhen flag clicked\nbroadcast (Green flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Set up v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n Game - Die\nend\n\ndefine Game On\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\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)\nPostion\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)\nPostion\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 Postion\n set [sy v] to [0]\nend\n\ndefine Postion\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change player x by (sx)\nchange [x v] by (sx)\nPostion\nTest - Die\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Postion\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Postion\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 color (#ff0000)?> then\n set [exit v] to [Die]\nend\n\nwhen flag clicked\nplay sound [vexento-masked-heroes-1-AHM56EBq6 \(1\) v] until done\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [spring v]\nset [sy v] to [30]\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPostion ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume2 v)\n Clone at x: [900] y: [0]\n Clone at x: [900] y: [0]\n Clone at x: [900] y: [0]\n Clone at x: [900] y: [0]\n Clone at x: [900] y: [0]\n Clone at x: [900] y: [0]\nend\n\ndefine Postion (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at x: [360] y: [0]\n\nwhen flag clicked\nset [timer v] to [0]\n\nwhen I receive [the end v]\nstop [other scripts in sprite v]\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (Message v)\nshow\ngo to [front v] layer\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Sprite1\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@Collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPostion ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n change [coins v] by (1)\n delete this clone\nend\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 (costume2 v)\n Clone at x: [207] y: [20]\n Clone at x: [469] y: [38]\n Clone at x: [606] y: [-31]\n Clone at x: [725] y: [3]\n Clone at x: [885] y: [-28]\n Clone at x: [1190] y: [54]\n Clone at x: [1623] y: [4]\n Clone at x: [1877] y: [60]\n Clone at x: [2144] y: [104]\n Clone at x: [2771] y: [-36]\n Clone at x: [2763] y: [79]\nelse\nend\nset [x v] to [-99999]\n\ndefine Postion (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nClone at x: [360] y: [0]\n\n@Spikes\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPostion ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\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 (costume2 v)\n Clone at x: [99] y: [-57]\n switch costume to (costume3 v)\nend\nset [x v] to [-99999]\n\ndefine Postion (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nClone at x: [360] y: [0]\n\n@Collectables2\n\nwhen flag clicked\nshow\ngo to [front v] layer\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [spring v]\nstart sound [Big Boing v]\nswitch costume to (costume1 v)\nrepeat (5)\n next costume\nend\nswitch costume to (costume1 v)\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPostion ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume2 v)\n Clone at x: [645] y: [-44]\nend\nset [x v] to [-99999]\n\ndefine Postion (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset size to (120) %\n\nwhen I receive [tick v]\nif <touching (player v)?> then\n broadcast (SPRING v)\nend\n\nClone at x: [3407] y: [-32]\nClone at x: [3521] y: [-35]\nClone at x: [3652] y: [-36]\nClone at x: [3781] y: [-36]\nClone at x: [3280] y: [-38]\n\n@Joining\n\nwhen flag clicked\nhide\n\nwhen I receive [connecting v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [play game v]\nswitch costume to (connected v)\nshow\ngo to [back v] layer\n\n@Collectables3\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPostion ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n broadcast (The end v)\nend\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 (costume2 v)\n Clone at x: [4723] y: [145]\nend\nset [x v] to [-99999]\n\ndefine Postion (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\n@Sprite2\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [the end v]\nshow\ngo to [front v] layer\nswitch costume to (splash-screen v)\n\n@Thumbanil\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\n
New Animation Out! :) \nhttps://scratch.mit.edu/projects/456254552/\n\nAnother Funny Animation Out! :) https://scratch.mit.edu/projects/456360446/\n\nIf the ground disappears click the green flag again! :) next platformer will be way better then this\n\nRember to check out my profile on November 27 2020 for another fun platformer again way better then this! :)\n\nTop Loved 11-25-20 Thanks for #17 on trending on 11-22-20! :)\n\nYou Don't know how it feels to sit 7 Hours straight coding this! :)\n\n\nI know I don't have checkpoints and Multiple Levels but I will try to make those in my other Scrolling Platformers! :)\n\n\nThis was proposed in less then an Hour and I Don't know who did it! :)\n\n\nWow Thanks for 2k views when I went to school 5k views in 2 Days 446 loves in 2 Days? 200 Loves When I went to school 5000 views in 24 Hours? 3000 Views in 24 Hours? 11k views in 3 Days 31 remixes in 3 Days 693 loves in 3 Days?\n\n\n\nThis Took 9 Hours\n
Muffin - Mobile friendly scrolling platformer #all #games
@Stage\n\nwhen flag clicked\nforever\n play sound [It's Muffin Time! v] until done\nend\n\n@ステージ\n\nwhen flag clicked\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [1920] [0] [5]\nステージ配置 [2400] [0] [6]\nステージ配置 [2880] [0] [7]\nステージ配置 [3360] [0] [8]\nswitch costume to (none v)\nbroadcast (プログラム v)\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\n@Player\n\nwhen flag clicked\nset rotation style [left-right v]\ngo to x: (0) y: (50)\nset [xの力2 v] to [0]\nset [yの力2 v] to [0]\nset [camera_x v] to [-200]\nset [camera _y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\n\ndefine 動作\nchange [yの力2 v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n point in direction (90)\n change [xの力2 v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n point in direction (-90)\n change [xの力2 v] by (-1)\nend\nset [xの力2 v] to ((xの力2) * (0.88))\nchange x by (xの力2)\nrepeat (6)\n if <touching (ステージ v)?> then\n change y by (1)\n end\nend\nif <touching (ステージ v)?> then\n change y by (-6)\n 位置補正x (() - ((xの力2) / ([abs v] of (xの力2) ))) ([ceiling v] of ([abs v] of (xの力2) ) )\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [yの力2 v] to [12]\n set [xの力2 v] to ((7) - (<(xの力2) > [0]> * (14)))\n else\n set [xの力2 v] to [0]\n end\nend\nchange y by (yの力2)\nif <touching (ステージ v)?> then\n 位置補正y (() - ((yの力2) / ([abs v] of (yの力2) ))) ([ceiling v] of ([abs v] of (yの力2) ) )\nend\nchange y by (-1.1)\nif <<touching (ステージ v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n set [yの力2 v] to [15]\nend\nchange y by (1.1)\nif <<(Y) < [-400]> or <touching (障害物 v)?>> then\n 初期位置\nend\n処理\nbroadcast (プログラム2 v)\n\nwhen I receive [プログラム v]\n動作\n\ndefine 処理\nchange [x v] by ((x position) - ((X) - (Camera_x)))\nchange [y v] by ((y position) - (((Y) - (Camera _y)) - (20)))\nchange [camera_x v] by ([floor v] of (((X) - (Camera_x)) * (0.1)) )\nchange [camera _y v] by ([floor v] of (((Y) - (Camera _y)) * (0.2)) )\nset x to ((X) - (Camera_x))\nset y to (((Y) - (Camera _y)) - (20))\n\ndefine 位置補正x (向き) (回数)\nif <(xの力2) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change x by (向き)\nend\nchange x by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\n\ndefine 位置補正y (向き) (回数)\nif <(yの力2) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change y by (向き)\nend\nchange y by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\nset [yの力2 v] to [0]\n\ndefine 初期位置\ngo to x: (0) y: (50)\nset [xの力2 v] to [0]\nset [yの力2 v] to [0]\nset [camera_x v] to [0]\nset [camera _y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\n\n@Sprite1\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\n@ステージ2\n\nwhen flag clicked\nhide\nステージ配置 [1920] [0] [1]\nswitch costume to (none v)\nbroadcast (プログラム v)\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\nforever\n go to [front v] layer\n if <touching (player v)?> then\n hide\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\n\nwhen I start as a clone\nshow\npoint in direction (90)\nset [go muuuuuuuuuuuufffffffiiiiinnnnnn! v] to (pick random (12) to (27))\nset [ghost v] effect to (50)\ngo to x: (pick random (-240) to (240)) y: (-10000)\nchange y by (go muuuuuuuuuuuufffffffiiiiinnnnnn!)\nrepeat until <(y position) < [-179]>\n go to [back v] layer\n change [go muuuuuuuuuuuufffffffiiiiinnnnnn! v] by (-1)\n change y by (go muuuuuuuuuuuufffffffiiiiinnnnnn!)\nend\ndelete this clone\n\n@障害物\n\nwhen flag clicked\nhide\nステージ配置 [480] [0] [1]\nステージ配置 [960] [0] [2]\nステージ配置 [1440] [0] [3]\nステージ配置 [1920] [0] [4]\nステージ配置 [2400] [0] [5]\nswitch costume to (none v)\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 <not <(costume [number v]) = [1]>> then\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\n@Sprite3\n\nwhen flag clicked\nhide\n\n
New Platformer!\nhttps://scratch.mit.edu/projects/453385378\n\nArrows key or WASD key or tap to move.\n\nPlease love and fave! \nIf this got more than 100 loves Field 2 will be out SOON!!!!
Partformer - A Platformer Collab
@Stage\n\n@Player\n\ndefine Place Player: (x) (y) Set Size To: (size)\ngo to x: (x) y: (y)\nset size to (100) %\n\nwhen flag clicked\nset [level v] to [1]\nshow\nPlace Player: [-173] [-122] Set Size To: [40]\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n Gravity, Platform Detection, Physics....\nend\n\ndefine Gravity, Platform Detection, Physics....\nforever\n change [y v] by (-1)\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> and <touching (level v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<<touching (obstacles v)?> or <(y position) < [-175]>> or <key (r v) pressed?>> then\n Place Player: [-173] [-122] Set Size To: [40]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n Place Player: [-173] [-122] Set Size To: [40]\n end\n if <touching color (#fff27b)?> then\n set [y v] to [20]\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n play sound [Dance Around v] until done\nend\n\nwhen backdrop switches to [backdrop3 v]\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [backdrop4 v]\nswitch costume to (costume1 v)\n\nwhen flag clicked\nif <touching (_edge_ v)?> then\n switch backdrop to (backdrop5 v)\nend\n\nwhen flag clicked\nrepeat (5)\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nshow\n\nwhen backdrop switches to [backdrop5 v]\nswitch costume to (costume3 v)\n\nwhen flag clicked\nswitch backdrop to (backdrop3 v)\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n@Secret word \n\n@Level\n\nwhen flag clicked\nshow\nforever\n switch costume to (Level)\nend\n\n@Clouds\n\nwhen I start as a clone\nshow\nset [yv2 v] to [0]\nshow\nset size to (100) %\nset [ghost v] effect to (pick random (30) to (70))\nswitch costume to (pick random (1) to (3))\nshow\nshow\ngo to x: (-150) y: (pick random (100) to (175))\nchange [clones v] by (1)\nset [clouds: x v] to ((x position) + (SCROLL X))\nset [clouds: y v] to ((y position) + (SCROLL Y))\nset [bg effects: xv v] to (pick random (1) to (2))\nset [yv2 v] to [0]\nrepeat until <(Clouds: x) > [1999]>\n go to x: ((Clouds: x) + ((0) - (SCROLL X))) y: ((Clouds: y) + ((0) - (SCROLL Y)))\n change [clouds: x v] by (BG Effects: Xv)\n change [clouds: y v] by (Yv2)\n if <<(x position) > [290]> or <(x position) < [-290]>> then\n hide\n else\n show\n end\nend\nchange [clones v] by (-1)\ndelete this clone\n\ndefine Clone (#)\nrepeat (#)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset [clones v] to [0]\nwait (1) seconds\nClone [1]\nforever\n wait (pick random (7) to (10)) seconds\n Clone [1]\nend\n\n@Obstacles\n\nwhen flag clicked\nshow\nforever\n switch costume to (Level)\nend\n\n@normal\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen this sprite clicked\nswitch backdrop to (backdrop4 v)\n\nwhen backdrop switches to [backdrop4 v]\nswitch costume to (costume1 v)\nhide\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\nwhen backdrop switches to [backdrop5 v]\nhide\n\n@Player2\n\ndefine Gravity, Platform Detection, Physics....\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n play sound [Dance Around v] until done\nend\n\nwhen backdrop switches to [backdrop4 v]\nswitch costume to (costume1 v)\n\ndefine Place Player: (x) (y) Set Size To: (size)\n\nwhen flag clicked\nhide\n\n@hat\n\nwhen this sprite clicked\nswitch backdrop to (backdrop1 v)\nhide\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nswitch backdrop to (backdrop3 v)\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop4 v]\nhide\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen backdrop switches to [backdrop5 v]\nhide\n\n@shop\n\nwhen flag clicked\nset [::menu v] to [0]\nset size to (100) %\nhide\n\nwhen I receive [close menu v]\nset [::menu v] to [0]\nset size to (50) %\nset size to (50) %\nhide\n\nwhen I receive [menu v]\nset [::menu v] to [1]\nshow\ngo to x: (-168) y: (150)\ngo to [front v] layer\nset size to (50) %\nshow\nrepeat until <(size) = [120]>\n change size by (((120) - (size)) / (2))\nend\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((140) - (size)) / (2))\n if <mouse down?> then\n start sound [Touch v]\n broadcast (shop v)\n repeat until <<not <touching (mouse-pointer v)?>> or <not <mouse down?>>>\n change size by (((80) - (size)) / (4))\n end\n end\n else\n change size by (((120) - (size)) / (4))\n end\n repeat until <not <mouse down?>>\n change size by (((120) - (size)) / (4))\n end\nend\n\nwhen I receive [show! v]\nshow\n\nwhen I receive [only shop v]\nhide\n\nwhen I receive [only stats v]\nshow\n\nwhen I receive [hide v]\nif <not <(::menu) = [1]>> then\n hide\nend\n\nwhen I receive [close menu v]\n\nwhen flag clicked\nforever\n show\nend\n\nwhen this sprite clicked\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nhide\nswitch backdrop to (backdrop5 v)\n\nwhen flag clicked\nwait (5) seconds\nshow\n\n@yellow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen this sprite clicked\nswitch backdrop to (backdrop5 v)\n\nwhen backdrop switches to [backdrop5 v]\nhide\n\nwhen backdrop switches to [backdrop4 v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\n
AAAAAAAAAAK MORE THAN 300 LOVES AND FAVES AND 4K VIEWS AAH TYSM!!!!!\n\nOk, let’s try that again.....\nHi! Please scroll all the way down to both the \ninstructions and the credits. Thank you (:\n\nAlso, edit - IF YOU REMIX CHANGE SOMETHING!!!!!!!!\n~~~~~~~~~~~~~~~Overview~~~~~~~~~~~~~~~~~~~~\nWelcome to partformer, a platformer. It was called this because it was a platformer made up of other people’s platformer parts, as well as ours. This is a collab with @Gamer_Guy12345. \n~~~~~~~~~~~~~~~~Instructions~~~~~~~~~~~~~~~~~\nUse arrow keys or W, A, S & D. For mobile tap around to control the player\nAll levels 100% possible \n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nRead bellow to see all the parts of other peoples platformers we used (:\n\nWut 6 views in 5 min? 69 ❤️ AND 59 ⭐️ in 6 DAYS!?\nI’m offended, still, at the love:view ratio. Only 1/10 like it?\nNov. 28th #176 on trending yay
Snow platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\nset [ghost v] effect to (60)\n\nwhen I receive [start v]\nforever\n switch backdrop to (背景3 v)\nend\n\nwhen flag clicked\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to [front v] layer\nshow\ngo to x: () y: ()\nforever\n if <(ステージ) = [1]> then\n switch costume to (コスチューム1 v)\n end\n if <(ステージ) = [2]> then\n switch costume to (コスチューム2 v)\n end\n if <(ステージ) = [3]> then\n switch costume to (コスチューム3 v)\n end\n if <(ステージ) = [4]> then\n switch costume to (コスチューム4 v)\n end\n if <(ステージ) = [5]> then\n switch costume to (コスチューム5 v)\n end\n if <(ステージ) = [6]> then\n switch costume to (コスチューム6 v)\n end\n if <(ステージ) = [7]> then\n switch costume to (コスチューム8 v)\n end\n if <(ステージ) = [8]> then\n switch costume to (コスチューム9 v)\n end\n if <(ステージ) = [9]> then\n switch costume to (コスチューム10 v)\n end\n if <(ステージ) = [10]> then\n switch costume to (コスチューム9 v)\n end\n if <(ステージ) = [11]> then\n switch costume to (コスチューム10 v)\n end\nend\n\nwhen flag clicked\n\n@バネ\n\nwhen flag clicked\nhide\n\nforever\n if <touching (黄色いやつ v)?> then\n switch costume to (コスチューム2 v)\n wait (0.3) seconds\n switch costume to (コスチューム1 v)\n wait (0.1) seconds\n end\n if <(ステージ) = [1]> then\n hide\n end\n if <(ステージ) = [2]> then\n show\n go to x: (6) y: (-180)\n end\n if <(ステージ) = [3]> then\n hide\n end\n if <(ステージ) = [5]> then\n show\n go to x: (-83) y: (-180)\n end\nend\n\n@スプライト2\n\nwhen flag clicked\nset size to (100) %\nshow\nforever\n change size by ([cos v] of (sun) )\n change [sun v] by (4)\n switch costume to (コスチューム2 v)\nend\n\n@スプライト3\n\nwhen flag clicked\nhide\n\nif <(ステージ) = [7]> then\n switch costume to (コスチューム3 v)\n go to x: (-38) y: (-127)\n show\nend\n\nwhen I receive [start v]\nshow\nswitch costume to (コスチューム4 v)\nforever\n go to [back v] layer\n turn right (5) degrees\n if <(ステージ) = [1]> then\n hide\n end\n if <(ステージ) = [4]> then\n switch costume to (コスチューム1 v)\n show\n go to x: (53) y: (-137)\n end\n if <(ステージ) = [5]> then\n hide\n end\n if <(ステージ) = [6]> then\n switch costume to (コスチューム3 v)\n go to x: (-38) y: (-127)\n show\n end\n go to [back v] layer\n if <(ステージ) = [7]> then\n hide\n end\nend\n\nshow\nswitch costume to (コスチューム2 v)\n\n@スプライト7\n\nwhen I start as a clone\n\nshow\nturn right (pick random (0) to (360)) degrees\nset size to (pick random (5) to (10)) %\nrepeat (15)\n move (2) steps\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\n@スプライト5\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n go to [back v] layer\n set [ghost v] effect to (50)\n if <(ステージ) = [1]> then\n hide\n end\n if <(ステージ) = [2]> then\n show\n go to x: (41) y: (-124)\n switch costume to (costume4 v)\n end\n if <(ステージ) = [3]> then\n hide\n end\n if <(ステージ) = [4]> then\n show\n switch costume to (costume2 v)\n go to x: (41) y: (-124)\n end\n if <(ステージ) = [5]> then\n hide\n end\nend\n\n@スプライト6\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\nset size to (pick random (1.01) to (50)) %\ngo to x: (500) y: (pick random (-180.01) to (180))\nglide (pick random (1.01) to (1,2)) secs to x: (-240) y: (pick random (-180.01) to (180))\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nset [ghost v] effect to (pick random (70) to (100))\n\n@スプライト13\n\nwhen flag clicked\nhide\n\ndefine next\nrepeat (5)\n change [ghost v] effect by (10)\nend\nrepeat (5)\n change [ghost v] effect by (-10)\nend\nbroadcast (next v)\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\ngo to x: (100) y: (15)\nshow\nset [ghost v] effect to (100)\n\nif <(音楽) = [2]> then\n play sound [ねこくんbgm3 v] until done\nend\n\nwhen I receive [うわああああああ v]\nswitch costume to (指やじるしの無料素材2 v)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (start v)\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [tugitugi v]\nswitch costume to (指やじるしの無料素材 v)\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (10)\nend\nrepeat (5)\n change [ghost v] effect by (-10)\nend\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n next\n end\nend\n\n@スプライト4\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (ha-toto v)\nforever\n if <(やられ) = [1]> then\n switch costume to (ha-toto2 v)\n end\n if <(やられ) = [2]> then\n switch costume to (ha-toto3 v)\n end\n if <(やられ) = [3]> then\n broadcast (さーむね v)\n end\nend\n\n@スプライト8\n\nwhen I receive [さーむね v]\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\nbroadcast (終わり v)\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\nset [ghost v] effect to (99999)\n\n@スプライト9\n\nwhen flag clicked\nhide\nforever\n glide (0.5) secs to x: (-21) y: (-162)\n glide (0.5) secs to x: (-21) y: (-180)\nend\n\nwhen I receive [start v]\nforever\n if <(ステージ) = [1]> then\n show\n switch costume to (コスチューム1 v)\n end\n if <(ステージ) = [2]> then\n hide\n hide\n end\n if <(ステージ) = [3]> then\n show\n switch costume to (コスチューム3 v)\n end\n if <(ステージ) = [4]> then\n hide\n end\n if <(ステージ) = [5]> then\n switch costume to (コスチューム2 v)\n show\n end\n if <(ステージ) = [6]> then\n hide\n end\n if <(ステージ) = [7]> then\n switch costume to (コスチューム4 v)\n show\n end\n if <(ステージ) = [8]> then\n hide\n end\nend\n\n@スプライト10\n\nwhen flag clicked\nshow\nhide\n\nwhen I receive [start v]\nshow\nforever\n point in direction (90)\n set [s v] to [0]\n set size to (0) %\n repeat (46)\n if <mouse down?> then\n delete this clone\n end\n set [s v] to (((s) * (0.75)) + (((130) - (size)) * (0.3)))\n change size by (s)\n end\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [1]> then\n switch costume to (コスチューム1 v)\n end\n if <(ステージ) = [2]> then\n switch costume to (コスチューム2 v)\n end\n if <(ステージ) = [3]> then\n switch costume to (コスチューム3 v)\n end\n if <(ステージ) = [4]> then\n switch costume to (コスチューム4 v)\n end\n if <(ステージ) = [5]> then\n switch costume to (コスチューム5 v)\n end\n if <(ステージ) = [6]> then\n switch costume to (コスチューム6 v)\n end\n if <(ステージ) = [7]> then\n switch costume to (コスチューム7 v)\n end\n if <(ステージ) = [8]> then\n switch costume to (コスチューム8 v)\n end\nend\n\n@スプライト11\n\nwhen this sprite clicked\nnext costume\nif <(costume [name v]) = [2]> then\n set volume to (0) %\nelse\n set volume to (100) %\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (1 v)\nset volume to (150) %\nforever\n play sound [Illenium - Let You Go \(ft v] until done\n if <(costume [name v]) = [1]> then\n set volume to (150) %\n end\nend\n\n@スプライト12\n\nwhen flag clicked\nhide\nset [音楽 v] to [0]\n\ndefine next\nrepeat (5)\n change [ghost v] effect by (10)\nend\nrepeat (5)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [next v]\nset volume to (100) %\nnext costume\nnext\n\nwhen I receive [start v]\nhide\n\nwhen I receive [tugitugi v]\nforever\n if <(costume [number v]) = [3]> then\n wait until <(costume [number v]) = [3]>\n broadcast (うわああああああ v)\n end\nend\n\nwhen I receive [tugitugi v]\nswitch costume to (コスチューム2 v)\ngo to x: (32) y: (15)\nset [押された v] to [1]\nshow\nset [ghost v] effect to (100)\nnext\n\nwhen I receive [tugitugi v]\nset [音楽 v] to [1]\n\nwhen I receive [tugitugi v]\nset volume to (100) %\nforever\n if <(音楽) = [1]> then\n play sound [Sunshine v] until done\n end\nend\n\nwhen I receive [start v]\nrepeat (10)\n change volume by (-10)\nend\nstop all sounds\nforever\n set [音楽 v] to [0]\nend\n\nwhen I receive [tugitugi v]\nset [音楽 v] to [1]\n\n@黄色いやつ\n\nwhen flag clicked\n\ndefine 初期化\nset [ghost v] effect to (0)\ngo to x: (-200) y: (-100)\nset [x v] to [0]\nset [y v] to [0]\n\nchange y by (1)\n\nwhen flag clicked\nforever\n if <[230] < (x position)> then\n change [ステージ v] by (1)\n 初期化\n broadcast (次よお v)\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nset size to (size) %\nrepeat (10)\n change [ghost v] effect by (50)\nend\ndelete this clone\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [やられ v] to [0]\nshow\ngo to [front v] layer\nset [next v] to [0]\nset [止まる v] to [0]\nhide variable [x v]\nforever\n if <touching (スプライト17 v)?> then\n set [y v] to [20]\n broadcast (バネ v)\n end\n if <<touching (スプライト9 v)?> or <touching (スプライト3 v)?>> then\n 初期化\n change [やられ v] by (1)\n set volume to (60) %\n play sound [65 v] until done\n end\nend\n\nwhen I receive [start v]\nshow\n初期化\nset [ステージ v] to [1]\nset [x v] to [0]\nset [y v] to [0]\nset [\(*´σー`\)エヘヘ v] to [1]\nset rotation style [left-right v]\nforever\n set rotation style [left-right v]\n if <key (left arrow v) pressed?> then\n change [x v] by (-0.8)\n create clone of (_myself_ v)\n switch costume to (a3 v)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (0.8)\n create clone of (_myself_ v)\n switch costume to (a2 v)\n end\n change x by (x)\n set [x v] to ((x) * (0.9))\n if <<<<touching (スプライト1 v)?> or <touching (スプライ23495673 v)?>> or <touching (59690930 v)?>> or > then\n change y by (1)\n if <<<<touching (スプライト1 v)?> or <touching (スプライ23495673 v)?>> or <touching (59690930 v)?>> or > then\n change y by (1)\n end\n if <<<<touching (スプライト1 v)?> or <touching (スプライ23495673 v)?>> or <touching (59690930 v)?>> or > then\n change y by (1)\n end\n if <<<<touching (スプライト1 v)?> or <touching (スプライ23495673 v)?>> or <touching (59690930 v)?>> or > then\n change y by (1)\n end\n if <<<<touching (スプライト1 v)?> or <touching (スプライ23495673 v)?>> or <touching (59690930 v)?>> or > then\n change y by (1)\n end\n if <<<<touching (スプライト1 v)?> or <touching (スプライ23495673 v)?>> or <touching (59690930 v)?>> or > then\n change x by ((x) * (-1.11))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n end\n end\n change y by (-1)\n create clone of (_myself_ v)\n if <key (up arrow v) pressed?> then\n if <<<<touching (スプライト1 v)?> or <touching (スプライ23495673 v)?>> or <touching (59690930 v)?>> or > then\n set [y v] to [13]\n end\n end\n change y by (y)\n change [y v] by (-1)\n if <<<<touching (スプライト1 v)?> or <touching (スプライ23495673 v)?>> or <touching (59690930 v)?>> or > then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\nend\n\nwhen I receive [start v]\nforever\n if <(ステージ) = [8]> then\n hide\n end\nend\n\nbroadcast (kabekikku v)\nif <(x) > [0]> then\n set [x v] to [-10]\nelse\n set [x v] to [10]\nend\nset [y v] to [16]\n\nwhen I receive [終わり v]\nhide\n\n@スプライト15\n\nwhen flag clicked\nhide\nforever\n go to (黄色いやつ v)\nend\n\nwhen flag clicked\ngo to [back v] layer\nforever\n if <<not <(x) = [0]>> or <not <(y) = [0]>>> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nif <<not <(X) = [0]>> or <not <(y) = [0]>>> then\n show\n repeat (50)\n turn right (15) degrees\n change [ghost v] effect by (2)\n end\n delete this clone\nelse\n delete this clone\nend\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I start as a clone\n\nshow\nif <<not <(x) = [10]>> or <not <(y) = [10]>>> then\n repeat (50)\n turn right (15) degrees\n change [ghost v] effect by (2)\n end\n delete this clone\nelse\n delete this clone\nend\n\nshow\n\nwhen I receive [start v]\nforever\n if <<not <(x) = [10]>> or <not <(y) = [10]>>> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [start v]\nhide\n\nforever\n go to (黄色いやつ v)\nend\n\n@スプライト14\n\nwhen I start as a clone\n\nif <(cloneID) = [logo]> then\n show\n set [clone_dir v] to [360]\n switch costume to (bit v)\n set size to (1200) %\n switch costume to (logo v)\n repeat until <[101] > (size)>\n switch costume to (bit v)\n change size by (((65) - (size)) / (6.9))\n change [clone_dir v] by (((90) - (clone_dir)) / (6.9))\n point in direction (clone_dir)\n switch costume to (logo v)\n end\n repeat until <[66] > (size)>\n change size by (((65) - (size)) / (6.9))\n change [clone_dir v] by (((90) - (clone_dir)) / (6.9))\n point in direction (clone_dir)\n end\n set [clone_dir v] to [0.5]\n repeat until <(size) > [100]>\n change [clone_dir v] by ((clone_dir) / (2))\n change size by (clone_dir)\n turn right ((clone_dir) / (-12)) degrees\n end\n repeat (7)\n switch costume to (bit v)\n change [clone_dir v] by ((clone_dir) / (2))\n change size by (clone_dir)\n turn right ((clone_dir) / (-12)) degrees\n switch costume to (logo v)\n end\n hide\n switch costume to (square1 v)\n set [cloneid v] to [square2]\n create clone of (_myself_ v)\n switch costume to (square2 v)\n set [cloneid v] to [square3]\n create clone of (_myself_ v)\n set [cloneid v] to [kirbyzaz]\n create clone of (_myself_ v)\n set [cloneid v] to [back3]\n create clone of (_myself_ v)\n repeat (8)\n set [clone_size v] to [50]\n set [cloneid v] to [square1]\n create clone of (_myself_ v)\n set [cloneid v] to [back2]\n create clone of (_myself_ v)\n switch costume to (square1 v)\n wait (0.561) seconds\n end\n delete this clone\nend\n\nwhen flag clicked\n\ngo to x: (0) y: (0)\ngo to [front v] layer\npoint in direction (90)\nreset timer\nwait (0.7) seconds\nhide\nset [cloneid v] to [b1]\ncreate clone of (_myself_ v)\nset [cloneid v] to [b2]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nset [cloneid v] to [back]\ncreate clone of (_myself_ v)\nset [cloneid v] to [logo]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nbroadcast (tugitugi v)\n\nset volume to (100) %\nwait (0.8) seconds\nplay sound [Alan Walker, K-391, Tungevaag, Mangoo - Play \[Xaf Remix\]3 v] until done\n\nwhen flag clicked\nwait (4) seconds\n\nbroadcast (tugitugi v)\n\n@スプライト16\n\nwhen I receive [tugitugi v]\nshow\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (10)\nend\nrepeat (5)\n change [ghost v] effect by (-10)\nend\nshow\ngo to [back v] layer\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n repeat (5)\n change [ghost v] effect by (10)\n end\n repeat (5)\n change [ghost v] effect by (-10)\n end\n broadcast (start v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\n\n@スプライト17\n\nwhen flag clicked\nhide\ngo to [back v] layer\nswitch costume to (コスチューム1 v)\n\nwhen I receive [start v]\nforever\n if <touching (黄色いやつ v)?> then\n switch costume to (コスチューム2 v)\n wait (0.2) seconds\n wait (0.2) seconds\n switch costume to (コスチューム1 v)\n end\n if <(ステージ) = [1]> then\n hide\n end\n if <(ステージ) = [7]> then\n show\n go to x: (33) y: (-2)\n end\n if <(ステージ) = [8]> then\n hide\n end\nend\n\nswitch costume to (コスチューム1 v)\n\n
Use the arrow keys to move!            
Platformer Creator || AtomicSapper101 Contest Entry
@Stage\n\nwhen [space v] key pressed\nnext backdrop\n\nwhen I receive [green flag v]\nforever\n play sound [Alan Walker - Force \(320 kbps\) v] until done\nend\n\n@Sprite1\n\n@Editor\n\nwhen I start as a clone\ngo to x: (((((Clone#) + (2)) mod (20)) * (Step)) - (240)) y: ((([ceiling v] of ((Clone#) / (20)) ) * (Step)) - (180))\nset [ghost v] effect to (100)\nset size to (100) %\npoint in direction (90)\nswitch costume to (costume2 v)\nshow\nif <(Loading) = [no]> then\n if <[-1] < (item (Clone#) of [my types v])> then\n replace item (Clone#) of [my types v] with [z]\n else\n add [z] to [my types v]\n end\nend\nif <not <(item (Clone#) of [my types v]) = [z]>> then\n Loading\n stop [this script v]\nend\nset [enemy# v] to [0]\nrepeat until <(Level) = [2]>\n if <(Pause) = [no]> then\n switch costume to (costume2 v)\n if <<<not <touching (player v)?>> and <not <touching (sprite3 v)?>>> and <touching (mouse-pointer v)?>> then\n if <(What kind?) = [p]> then\n if <<not <touching color (#26cc00)?>> and <(Is End Point placed?) = [no]>> then\n set [ghost v] effect to (0)\n switch costume to (What kind?)\n if <mouse down?> then\n set [is end point placed? v] to [yes]\n replace item (Clone#) of [my types v] with (What kind?)\n stop [this script v]\n end\n else\n set [ghost v] effect to (100)\n end\n else\n if <(What kind?) = [y]> then\n if <(Is Start Point Placed?) = [no]> then\n set [ghost v] effect to (0)\n switch costume to (What kind?)\n if <mouse down?> then\n replace item (Clone#) of [my types v] with (What kind?)\n set [is start point placed? v] to [yes]\n set [playerstartingx v] to (x position)\n set [playerstartingy v] to (y position)\n stop [this script v]\n end\n else\n set [ghost v] effect to (100)\n end\n else\n if <(What kind?) = [b]> then\n switch costume to (wj v)\n if <<(How many enemies) < [10]> and <touching color (#26cc00)?>> then\n set [ghost v] effect to (0)\n switch costume to (What kind?)\n if <mouse down?> then\n replace item (Clone#) of [my types v] with (What kind?)\n Is it an Enemy?\n stop [this script v]\n end\n else\n set [ghost v] effect to (100)\n end\n else\n if <<(What kind?) = [w]> or <(What kind?) = [t]>> then\n switch costume to (wj v)\n if <touching color (#26cc00)?> then\n set [ghost v] effect to (0)\n switch costume to (What kind?)\n if <mouse down?> then\n replace item (Clone#) of [my types v] with (What kind?)\n stop [this script v]\n end\n else\n set [ghost v] effect to (100)\n end\n else\n if <<(What kind?) = [a]> or <<(What kind?) = [d]> or <(What kind?) = [e]>>> then\n switch costume to (join (What kind?) [j])\n if <touching color (#987200)?> then\n set [ghost v] effect to (0)\n switch costume to (What kind?)\n if <mouse down?> then\n replace item (Clone#) of [my types v] with (What kind?)\n stop [this script v]\n end\n else\n set [ghost v] effect to (100)\n end\n else\n if <not <(What kind?) = [z]>> then\n set [ghost v] effect to (0)\n switch costume to (What kind?)\n if <mouse down?> then\n replace item (Clone#) of [my types v] with (What kind?)\n stop [this script v]\n end\n end\n end\n end\n end\n end\n end\n else\n set [ghost v] effect to (100)\n end\n end\nend\n\ndefine Clones (num)\nset [clone# v] to [0]\nrepeat (num)\n change [clone# v] by (1)\n create clone of (_myself_ v)\nend\n\ndefine Setup\nset [how many enemies v] to [0]\nset [is end point placed? v] to [no]\nset [is start point placed? v] to [no]\nset [what kind? v] to [g]\nset [used turns v] to [0]\ndelete all of [enemyspawnx v]\ndelete all of [enemyspawny v]\nrepeat (10)\n add [] to [enemyspawnx v]\n add [] to [enemyspawny v]\nend\ngo to x: (0) y: (0)\nshow\nset size to (110) %\nset [step v] to [25]\nClones [280]\nset [clone# v] to [500]\nset size to (100) %\ngo to [back v] layer\nswitch costume to (floor v)\nwait (.01) seconds\nbroadcast (bounce v)\n\nwhen I receive [erase all v]\ndelete all of [enemyspawnx v]\ndelete all of [enemyspawny v]\ndelete this clone\n\ndefine Is it an Enemy?\nset [index v] to [0]\nrepeat (10)\n change [index v] by (1)\n if <(item (Index) of [enemyspawnx v]) = []> then\n replace item (Index) of [enemyspawnx v] with (x position)\n replace item (Index) of [enemyspawny v] with (y position)\n set [enemy# v] to (Index)\n change [how many enemies v] by (1)\n stop [this script v]\n end\nend\n\nwhen I receive [sense touching v]\nif <<touching (mouse-pointer v)?> and <not <(item (Clone#) of [my types v]) = [z]>>> then\n if <(item (Clone#) of [my types v]) = [p]> then\n set [is end point placed? v] to [no]\n else\n if <(item (Clone#) of [my types v]) = [y]> then\n set [playerstartingx v] to [-200]\n set [playerstartingy v] to [-130]\n set [is start point placed? v] to [no]\n else\n if <(item (Clone#) of [my types v]) = [b]> then\n replace item (enemy#) of [enemyspawnx v] with []\n replace item (enemy#) of [enemyspawny v] with []\n change [how many enemies v] by (-1)\n set [enemy# v] to [0]\n end\n end\n end\n create clone of (_myself_ v)\n delete this clone\nend\n\nwhen I receive [green flag v]\nset [loading v] to [no]\nforever\n if <<mouse down?> and <(What kind?) = [z]>> then\n broadcast (sense touching v)\n end\nend\n\nwhen I receive [erase all v]\nwait (.01) seconds\nSetup\n\nwhen I receive [next v]\nif <<touching (player v)?> and <(item (Clone#) of [my types v]) = [l]>> then\n change [lives v] by (1)\n hide\nend\n\nwhen I receive [hide v]\nif <(item (Clone#) of [my types v]) = [l]> then\n show\nend\n\nwhen I receive [bounce v]\nif <not <(Clone#) = [500]>> then\n go to x: (((((Clone#) + (2)) mod (20)) * (Step)) - (240)) y: ((([ceiling v] of ((Clone#) / (20)) ) * (Step)) - (180))\n if <(item (Clone#) of [my types v]) = [b]> then\n replace item (enemy#) of [enemyspawny v] with (y position)\n end\n if <(item (Clone#) of [my types v]) = [y]> then\n set [is start point placed? v] to [yes]\n set [playerstartingx v] to (x position)\n set [playerstartingy v] to (y position)\n end\nend\n\ndefine Loading\nset [ghost v] effect to (0)\nswitch costume to (item (Clone#) of [my types v])\nif <(item (Clone#) of [my types v]) = [p]> then\n set [is end point placed? v] to [yes]\nelse\n if <(item (Clone#) of [my types v]) = [y]> then\n set [is start point placed? v] to [yes]\n set [playerstartingx v] to (x position)\n set [playerstartingy v] to (y position)\n else\n if <(item (Clone#) of [my types v]) = [b]> then\n Is it an Enemy?\n end\n end\nend\n\nwhen I receive [green flag v]\ndelete all of [my types v]\npoint in direction (90)\nSetup\n\nwhen flag clicked\nhide\n\n@Player\n\ndefine Restart\ngo to x: (PlayerStartingX) y: (PlayerStartingY)\nset [x v] to [0]\nset [y v] to [0]\nif <(Lives) < [1]> then\n broadcast (Game Over v)\nend\n\ndefine Physics\ngo to [back v] layer\nif <key (down arrow v) pressed?> then\n switch costume to (costume2 v)\nelse\n switch costume to (costume1 v)\nend\nif <key (right arrow v) pressed?> then\n change [x v] by (1)\nend\nif <key (left arrow v) pressed?> then\n change [x v] by (-1)\nend\nchange x by (x)\nSlope Detection\nif <<touching color (#26cc00)?> or <touching color (#987200)?>> then\n if <(x) > [0]> then\n set [x v] to [-1]\n else\n set [x v] to [1]\n end\n repeat until <not <<touching color (#26cc00)?> or <touching color (#987200)?>>>\n change x by (x)\n end\n if <key (up arrow v) pressed?> then\n if <[0] > (x)> then\n set [x v] to [-6]\n set [y v] to [10]\n else\n set [x v] to [6]\n set [y v] to [10]\n end\n else\n set [x v] to [0]\n end\nelse\n set [x v] to ((x) * (.9))\nend\nchange y by (y)\nif <<touching color (#26cc00)?> or <touching color (#987200)?>> then\n if <(y) > [0]> then\n set [y v] to [-1]\n else\n set [y v] to [1]\n end\n repeat until <not <<touching color (#26cc00)?> or <touching color (#987200)?>>>\n change y by (y)\n end\n set [y v] to [0]\n if <key (up arrow v) pressed?> then\n if <(Jumping?) = [no]> then\n set [y v] to [12]\n set [jumping? v] to [yes]\n end\n end\nelse\n change [y v] by (-1)\n set [jumping? v] to [no]\nend\nif <<<<touching (sprite3 v)?> or <touching color (#ea0000)?>> or <touching color (#bbbbbb)?>> or <touching color (#afafaf)?>> then\n change [lives v] by (-1)\n Restart\n broadcast (Reset Enemy v)\nend\nif <<touching color (#edb800)?> or <touching color (#f2f100)?>> then\n set [y v] to [21]\n set [jumping? v] to [yes]\nend\nif <touching color (#ff9b9b)?> then\n broadcast (Game Over v)\nend\nif <touching color (#f4f4f4)?> then\n broadcast (Next v)\nend\n\nwhen I receive [green flag v]\nset [playerstartingx v] to [-200]\nset [playerstartingy v] to [-100]\ngo to x: (PlayerStartingX) y: (PlayerStartingY)\ncreate clone of (_myself_ v)\ngo to [back v] layer\ndelete all of [enemyspawnx v]\ndelete all of [enemyspawny v]\nrepeat (10)\n add [] to [enemyspawnx v]\n add [] to [enemyspawny v]\nend\nset [lives v] to [5]\nRestart\nshow\nset [level v] to [1]\nforever\n Physics\n if <(Pause) = [yes]> then\n wait until <(Pause) = [no]>\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume3 v)\nset [ghost v] effect to (100)\nshow\n\nwhen I receive [hide v]\nRestart\n\ndefine Slope Detection\nset [slope v] to [0]\nrepeat until <<(Slope) = [8]> or <not <<touching color (#987200)?> or <touching color (#26cc00)?>>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <<touching color (#987200)?> or <touching color (#26cc00)?>> then\n change y by (-8)\nend\n\nwhen I receive [erase all v]\nrepeat (40)\n Restart\nend\n\nwhen flag clicked\nhide\n\n@Sprite3\n\ndefine Restart\nhide\nstop [other scripts in sprite v]\nset [x v] to [0]\nset [y v] to [0]\nbroadcast (Spawn v)\ndelete this clone\n\ndefine Physics\ngo to [back v] layer\nif <(x position) < ([x position v] of [player v])> then\n change [x v] by (.4)\nend\nif <([x position v] of [player v]) < (x position)> then\n change [x v] by (-.4)\nend\nchange x by (x)\nSlope Detection\nif <<touching color (#26cc00)?> or <touching color (#987200)?>> then\n if <(x) > [0]> then\n set [x v] to [-1]\n else\n set [x v] to [1]\n end\n repeat until <not <<touching color (#26cc00)?> or <touching color (#987200)?>>>\n change x by (x)\n end\n if <(y position) < ([y position v] of [player v])> then\n if <[0] > (x)> then\n set [x v] to [-3]\n set [y v] to [8]\n else\n set [x v] to [3]\n set [y v] to [8]\n end\n else\n set [x v] to [0]\n end\nelse\n set [x v] to ((x) * (.9))\nend\nchange y by (y)\nif <<touching color (#26cc00)?> or <touching color (#987200)?>> then\n if <(y) > [0]> then\n set [y v] to [-1]\n else\n set [y v] to [1]\n end\n repeat until <not <<touching color (#26cc00)?> or <touching color (#987200)?>>>\n change y by (y)\n end\n set [y v] to [0]\n if <((y position) - (25)) < ([y position v] of [player v])> then\n if <(Jumping?) = [no]> then\n set [y v] to [12]\n set [jumping? v] to [yes]\n end\n end\nelse\n change [y v] by (-1)\n set [jumping? v] to [no]\nend\nif <<<touching color (#ea0000)?> or <touching color (#bbbbbb)?>> or <touching color (#afafaf)?>> then\n delete this clone\nend\nif <<touching color (#edb800)?> or <touching color (#f2f100)?>> then\n set [y v] to [21]\n set [jumping? v] to [yes]\nend\n\nwhen I receive [reset enemy v]\nRestart\n\nwhen I start as a clone\nif <(item (Clone#) of [enemyspawnx v]) = []> then\n delete this clone\nend\ngo to x: (item (Clone#) of [enemyspawnx v]) y: ((3) + (item (Clone#) of [enemyspawny v]))\nshow\nforever\n Physics\n if <(Pause) = [yes]> then\n wait until <(Pause) = [no]>\n end\nend\n\nwhen I receive [spawn v]\nwait (.01) seconds\nset [clone# v] to [0]\nrepeat (length of [enemyspawnx v])\n change [clone# v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [delete clones v]\ndelete this clone\n\nwhen I receive [green flag v]\ngo to [back v] layer\nRestart\nhide\nset [level v] to [1]\n\nwhen I receive [erase all v]\ndelete this clone\n\nwhen [s v] key pressed\nrepeat (super easy!)\n if <key (p v) pressed?> then\n repeat (super easy!)\n if <key (a v) pressed?> then\n repeat (super easy!)\n if <key (w v) pressed?> then\n repeat (super easy!)\n if <key (n v) pressed?> then\n Restart\n stop [this script v]\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Slope Detection\nset [slope v] to [0]\nrepeat until <<(Slope) = [8]> or <not <<touching color (#987200)?> or <touching color (#26cc00)?>>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <<touching color (#987200)?> or <touching color (#26cc00)?>> then\n change y by (-8)\nend\n\nwhen [s v] key pressed\nif <key (t v) pressed?> then\n repeat (super easy!)\n if <key (a v) pressed?> then\n repeat (super easy!)\n if <key (r v) pressed?> then\n repeat (super easy!)\n if <key (t v) pressed?> then\n repeat (super easy!)\n if <key (p v) pressed?> then\n repeat (super easy!)\n if <key (o v) pressed?> then\n repeat (super easy!)\n if <key (i v) pressed?> then\n repeat (super easy!)\n if <key (n v) pressed?> then\n repeat (super easy!)\n if <key (t v) pressed?> then\n set [what kind? v] to [4]\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\nend\n\nwhen flag clicked\nhide\n\n@Typing\n\nwhen [r v] key pressed\nif <(Intro going?) = [no]> then\n repeat (super easy!)\n if <key (e v) pressed?> then\n repeat (super easy!)\n if <key (s v) pressed?> then\n repeat (super easy!)\n if <key (t v) pressed?> then\n repeat (super easy!)\n if <key (a v) pressed?> then\n repeat (super easy!)\n if <key (r v) pressed?> then\n repeat (super easy!)\n if <key (t v) pressed?> then\n set [loading v] to [no]\n set [playerstartingx v] to [-200]\n set [playerstartingy v] to [-100]\n set [is end point placed? v] to [no]\n set [is start point placed? v] to [no]\n broadcast (Erase All v)\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\nend\n\nwhen [l v] key pressed\nrepeat (super easy!)\n if <key (a v) pressed?> then\n repeat (super easy!)\n if <key (v v) pressed?> then\n repeat (super easy!)\n if <key (a v) pressed?> then\n set [what kind? v] to [v]\n stop [other scripts in sprite v]\n stop [this script v]\n end\n end\n end\n end\n end\nend\n\nwhen [d v] key pressed\nrepeat (super easy!)\n if <key (e v) pressed?> then\n repeat (super easy!)\n if <key (l v) pressed?> then\n repeat (super easy!)\n if <key (e v) pressed?> then\n repeat (super easy!)\n if <key (t v) pressed?> then\n repeat (super easy!)\n if <key (e v) pressed?> then\n set [what kind? v] to [z]\n stop [this script v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen [g v] key pressed\nrepeat (super easy!)\n if <key (r v) pressed?> then\n repeat (super easy!)\n if <key (o v) pressed?> then\n repeat (super easy!)\n if <key (u v) pressed?> then\n repeat (super easy!)\n if <key (n v) pressed?> then\n repeat (super easy!)\n if <key (d v) pressed?> then\n set [what kind? v] to [g]\n stop [this script v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen [e v] key pressed\nrepeat (super easy!)\n if <key (n v) pressed?> then\n repeat (super easy!)\n if <key (e v) pressed?> then\n repeat (super easy!)\n if <key (m v) pressed?> then\n repeat (super easy!)\n if <key (y v) pressed?> then\n set [what kind? v] to [b]\n stop [other scripts in sprite v]\n stop [this script v]\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen [t v] key pressed\nrepeat (super easy!)\n if <key (r v) pressed?> then\n repeat (super easy!)\n if <key (a v) pressed?> then\n repeat (super easy!)\n if <key (m v) pressed?> then\n repeat (super easy!)\n if <key (p v) pressed?> then\n set [what kind? v] to [t]\n stop [this script v]\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen [e v] key pressed\nrepeat (super easy!)\n if <key (n v) pressed?> then\n repeat (super easy!)\n if <key (d v) pressed?> then\n repeat (super easy!)\n if <key (p v) pressed?> then\n repeat (super easy!)\n if <key (o v) pressed?> then\n repeat (super easy!)\n if <key (i v) pressed?> then\n repeat (super easy!)\n if <key (n v) pressed?> then\n repeat (super easy!)\n if <key (t v) pressed?> then\n set [what kind? v] to [p]\n stop [other scripts in sprite v]\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\nend\n\nwhen [l v] key pressed\nrepeat (super easy!)\n if <key (i v) pressed?> then\n repeat (super easy!)\n if <key (f v) pressed?> then\n repeat (super easy!)\n if <key (e v) pressed?> then\n set [what kind? v] to [l]\n stop [other scripts in sprite v]\n stop [this script v]\n end\n end\n end\n end\n end\nend\n\nwhen [p v] key pressed\nif <(Intro going?) = [no]> then\n repeat (super easy!)\n if <key (a v) pressed?> then\n repeat (super easy!)\n if <key (u v) pressed?> then\n repeat (super easy!)\n if <key (s v) pressed?> then\n repeat (super easy!)\n if <key (e v) pressed?> then\n set [pause v] to [yes]\n set [ghost v] effect to (70)\n go to [front v] layer\n stop [other scripts in sprite v]\n stop [this script v]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen [p v] key pressed\nif <(Intro going?) = [no]> then\n repeat (super easy!)\n if <key (l v) pressed?> then\n repeat (super easy!)\n if <key (a v) pressed?> then\n repeat (super easy!)\n if <key (y v) pressed?> then\n set [pause v] to [no]\n set [ghost v] effect to (100)\n stop [other scripts in sprite v]\n stop [this script v]\n end\n end\n end\n end\n end\n end\nend\n\nwhen [s v] key pressed\nif <(Intro going?) = [no]> then\n repeat (super easy!)\n if <key (a v) pressed?> then\n repeat (super easy!)\n if <key (v v) pressed?> then\n repeat (super easy!)\n if <key (e v) pressed?> then\n wait until <not <key (any v) pressed?>>\n Save\n stop [other scripts in sprite v]\n wait until <key (any v) pressed?>\n show list [save code v]\n stop [this script v]\n end\n end\n end\n end\n end\n end\nend\n\ndefine Save\nhide list [save code v]\ndelete all of [save code v]\nadd [] to [save code v]\nset [index v] to [0]\nrepeat (length of [my types v])\n change [index v] by (1)\n replace item (1) of [save code v] with (join (item (1) of [save code v]) (item (index) of [my types v]))\nend\nadd [Double click to select] to [save code v]\nadd [Ctrl + C to copy] to [save code v]\nadd [\(any key to close\)] to [save code v]\n\nwhen [l v] key pressed\nif <(Intro going?) = [no]> then\n repeat (super easy!)\n if <key (o v) pressed?> then\n repeat (super easy!)\n if <key (a v) pressed?> then\n repeat (super easy!)\n if <key (d v) pressed?> then\n wait until <not <key (any v) pressed?>>\n ask [] and wait\n set [loading v] to [yes]\n Load\n stop [other scripts in sprite v]\n wait (1) seconds\n broadcast (bounce v)\n set [loading v] to [no]\n end\n end\n end\n end\n end\n end\nend\n\ndefine Load\nset [index v] to [0]\nrepeat (length of (answer))\n change [index v] by (1)\n replace item (index) of [my types v] with (letter (index) of (answer))\nend\nbroadcast (Erase All v)\n\nwhen [s v] key pressed\nrepeat (super easy!)\n if <key (t v) pressed?> then\n repeat (super easy!)\n if <key (a v) pressed?> then\n repeat (super easy!)\n if <key (r v) pressed?> then\n repeat (super easy!)\n if <key (t v) pressed?> then\n repeat (super easy!)\n if <key (p v) pressed?> then\n repeat (super easy!)\n if <key (o v) pressed?> then\n repeat (super easy!)\n if <key (i v) pressed?> then\n repeat (super easy!)\n if <key (n v) pressed?> then\n repeat (super easy!)\n if <key (t v) pressed?> then\n set [what kind? v] to [y]\n stop [other scripts in sprite v]\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\nend\n\nwhen [s v] key pressed\nif <(Intro going?) = [no]> then\n repeat (super easy!)\n if <key (p v) pressed?> then\n repeat (super easy!)\n if <key (a v) pressed?> then\n repeat (super easy!)\n if <key (w v) pressed?> then\n repeat (super easy!)\n if <key (n v) pressed?> then\n broadcast (Reset Enemy v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nshow list [save code v]\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nshow\n\nwhen [s v] key pressed\nif <(Intro going?) = [no]> then\n repeat (super easy!)\n if <key (p v) pressed?> then\n repeat (super easy!)\n if <key (i v) pressed?> then\n repeat (super easy!)\n if <key (k v) pressed?> then\n repeat (super easy!)\n if <key (e v) pressed?> then\n set [what kind? v] to [w]\n stop [other scripts in sprite v]\n stop [this script v]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen [a v] key pressed\nif <(What kind?) = [w]> then\n set [what kind? v] to [a]\nelse\n if <(What kind?) = [a]> then\n set [what kind? v] to [e]\n else\n if <(What kind?) = [e]> then\n set [what kind? v] to [d]\n else\n if <(What kind?) = [d]> then\n set [what kind? v] to [w]\n end\n end\n end\nend\n\nwhen [d v] key pressed\nif <(What kind?) = [w]> then\n set [what kind? v] to [d]\nelse\n if <(What kind?) = [d]> then\n set [what kind? v] to [e]\n else\n if <(What kind?) = [e]> then\n set [what kind? v] to [a]\n else\n if <(What kind?) = [a]> then\n set [what kind? v] to [w]\n end\n end\n end\nend\n\n@replay button\n\nwhen I receive [game over v]\nset [pause v] to [yes]\nshow\ngo to [front v] layer\nset [showing v] to [yes]\ngo to x: (0) y: (0)\nset size to (4) %\nset [brightness v] effect to (-10)\nrepeat (12)\n change size by (9)\n turn right (60) degrees\nend\nforever\n point in direction (([sin v] of (((timer) * (500)) * (.8)) ) + (90))\n set size to ((([sin v] of ((timer) * (150)) ) * (8)) + (120)) %\n change [color v] effect by ((([sin v] of ((timer) * (1)) ) * (1)) + (0))\nend\n\nwhen I receive [hide v]\nhide\nset [showing v] to [no]\nset [lives v] to [5]\n\nwhen [timer v] > (Timer)\nforever\n set [timer v] to ((timer) + (.1))\nend\n\nwhen flag clicked\nforever\n set [timer v] to ((timer) + (.1))\nend\n\nwhen I receive [green flag v]\nhide\nset [pause v] to [no]\nset [showing v] to [no]\nswitch costume to (costume2 v)\nforever\n if <<touching (mouse-pointer v)?> and <(showing) = [yes]>> then\n set [brightness v] effect to (-20)\n if <mouse down?> then\n broadcast (Hide v)\n broadcast (Reset Enemy v)\n set [showing v] to [no]\n wait (.5) seconds\n set [pause v] to [no]\n end\n else\n set [brightness v] effect to (-10)\n end\nend\n\nwhen flag clicked\nhide\n\n@Red Counter\n\nwhen I start as a clone\nshow\nforever\n set size to (35) %\n go to x: (((digits) * (18)) - (175)) y: (163)\n if <(length of (Lives)) < (digits)> then\n hide\n else\n show\n switch costume to (letter (digits) of (Lives))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nset [color v] effect to (12)\nset [digits v] to [1]\nrepeat (5)\n create clone of (_myself_ v)\n change [digits v] by (1)\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [hide v]\nset [digits v] to [1]\nrepeat (5)\n create clone of (_myself_ v)\n change [digits v] by (1)\nend\n\nwhen [timer v] > (Timer)\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Sprite6\n\nwhen I receive [game over v]\nshow\nset [showing v] to [yes]\nhide variable [what kind? v]\ngo to [front v] layer\ngo [backward v] (1) layers\ngo to x: (0) y: (0)\nset size to (4) %\nset [brightness v] effect to (-10)\nrepeat (12)\n change size by (9)\n turn right (60) degrees\nend\nforever\n point in direction (([sin v] of (((timer) * (500)) * (.8)) ) + (90))\n set size to ((([sin v] of ((timer) * (150)) ) * (8)) + (120)) %\n change [color v] effect by ((([sin v] of ((timer) * (1)) ) * (1)) + (0))\nend\n\nwhen [timer v] > (Timer)\ngo to [front v] layer\nhide variable [what kind? v]\nshow\nif <(showing) = [no]> then\n set [showing v] to [yes]\n hide variable [what kind? v]\n go to x: (0) y: (0)\n set size to (4) %\n set [brightness v] effect to (-10)\n repeat (12)\n change size by (9)\n turn right (60) degrees\n end\nend\nforever\n point in direction (([sin v] of (((timer) * (500)) * (.8)) ) + (90))\n set size to ((([sin v] of ((timer) * (150)) ) * (8)) + (120)) %\n change [color v] effect by ((([sin v] of ((timer) * (1)) ) * (1)) + (0))\nend\n\nwhen I receive [hide v]\nset [showing v] to [no]\nhide\n\nwhen flag clicked\nset [showing v] to [no]\nhide\n\nwhen flag clicked\nhide\n\n@Sprite4\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [hide v]\nshow\n\nwhen [timer v] > (Timer)\nhide\n\nwhen I start as a clone\ngo to x: (-205) y: (162)\nswitch costume to (lives v)\nshow\nset [color v] effect to (12)\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\ngo to x: (180) y: (162)\ncreate clone of (_myself_ v)\nset size to (50) %\nshow\nforever\n switch costume to (What kind?)\nend\n\n@Intro\n\nwhen flag clicked\nset size to (100) %\nset [clone# v] to [0]\nrepeat (2)\n change [clone# v] by (1)\n create clone of (_myself_ v)\nend\nwait (.7) seconds\nrepeat (8)\n change [clone# v] by (1)\n create clone of (_myself_ v)\n wait (.03) seconds\nend\n\nwhen I start as a clone\nshow\nif <(clone#) = [1]> then\n switch costume to (y4 v)\n go to x: (100) y: (-190)\n set [my dir v] to [0]\n set [ghost v] effect to (100)\n Point to X: (My dir) Y: [0]\n wait (.1) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n repeat (70)\n Point to X: (My dir) Y: [0]\n change [my dir v] by (2)\n end\n repeat (100)\n Point to X: (My dir) Y: [0]\n change [my dir v] by (-2)\n change [ghost v] effect by (1)\n end\nelse\n if <(clone#) = [2]> then\n switch costume to (y4 v)\n go to x: (-100) y: (-190)\n set [my dir v] to [0]\n set [ghost v] effect to (100)\n Point to X: (My dir) Y: [0]\n wait (.1) seconds\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n repeat (70)\n Point to X: (My dir) Y: [0]\n change [my dir v] by (-2)\n end\n repeat (100)\n Point to X: (My dir) Y: [0]\n change [my dir v] by (2)\n change [ghost v] effect by (1)\n end\n else\n point in direction (90)\n set [ghost v] effect to (100)\n show\n go to x: ((((clone#) - (2)) * (40)) - ((4) * (40))) y: (0)\n set size to (80) %\n switch costume to ((clone#) - (2))\n repeat (5)\n change [ghost v] effect by (-20)\n end\n wait (2) seconds\n repeat (5)\n change [ghost v] effect by (20)\n end\n end\nend\ndelete this clone\n\ndefine Point to X: (x) Y: (y)\nset [dx v] to ((x) - (x position))\nset [dy v] to ((y) - (y position))\nif <(dy) = [0]> then\n if <(dx) > [0]> then\n set [dir v] to [90]\n else\n set [dir v] to [-90]\n end\nelse\n if <(dy) > [0]> then\n set [dir v] to ([atan v] of ((dx) / (dy)) )\n else\n set [dir v] to ((180) + ([atan v] of ((dx) / (dy)) ))\n end\nend\nif <not <(direction) = (dir)>> then\n point in direction (dir)\nend\n\nwhen flag clicked\nset [intro going? v] to [yes]\nshow\nswitch costume to (y5 v)\ngo to x: (0) y: (0)\nrepeat (103)\n go to [back v] layer\n go to x: (0) y: (0)\nend\nwait (3) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nbroadcast (Green Flag v)\nset [intro going? v] to [no]\n\n
First off, here's a forum for posting your levels: https://scratch.mit.edu/discuss/topic/470197/?page=1#post-4724546. This is my entry for @AtomicSapper101's follower contest. Here for less lag and more fun: https://turbowarp.org/453365901. You can create your own platformer and then play it!\nYou don't have to click anything, just make sure to type \nout the entire word:\nGround = "ground"\nLava = "lava"\nSpike = "spike" (A and D to rotate)\nTrampoline = "tramp"\nEnemy Spawn Point = "enemy"\nLife = "life"\nStart Point = "startpoint"\nEnd Point = "endpoint"\nDelete = "delete"\nSave your level = "save"\nLoad = "load" (Paste with Ctrl + V)\nRestart = "restart"\nPause = "pause"\nPlay = "play"\nThe enemies will spawn if you die from lava, or if you type "spawn." Space to change the background.
The Impossible || A Difficult Platformer #all #games
@Stage\n\nwhen flag clicked\nforever\n play sound [Amadeus- Dominance v] until done\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 [alright bros let's go v]\n\nwhen I receive [alright bros let's go v]\nforever\n set [direction v] to (direction)\nend\n\nwhen I receive [alright bros let's go v]\nset [change? v] to [0]\nforever\n if <<(x position) = [240]> and <(dead?) = [0]>> then\n broadcast (NEXT LEVEL v)\n change [level v] by (1)\n end\nend\n\nwhen I receive [alright bros let's go v]\nforever\n if <(y position) = [-179]> then\n Spin off screen\n end\nend\n\nwhen [r v] key pressed\nif <(dead?) = [0]> then\n reset\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [alright bros let's go v]\nshow\n\ndefine Spin off screen\nset [dead? v] to [1]\nchange [player death v] by (1)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nreset\n\nwhen I receive [alright bros let's go v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (center2 v)\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nbroadcast (alright bros let's go v)\n\nwhen flag clicked\nswitch costume to (center v)\n\nwhen I receive [respawn v]\n\nwhen flag clicked\n\nforever\n if <<touching (danger v)?> or <touching (gears v)?>> then\n go to x: (-200) y: (-65)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (enemy v)?> then\n go to x: (-200) y: (-65)\n end\nend\n\nwhen flag clicked\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 (gears v)?> or <touching (danger 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 flag clicked\nshow\n\n@Ground\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n if <(costume [number v]) = [19]> then\n broadcast (End v)\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [transition v]\nnext costume\n\n@Danger\n\nwhen flag clicked\nswitch costume to (level 1 v)\n\nforever\n switch costume to (Level)\nend\n\nglide (1) secs to x: (0) y: (0)\n\nglide (1) secs to x: (0) y: (10)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [transition v]\nnext costume\n\nwhen flag clicked\n\nwhen I receive [alright bros let's go v]\ngo to [back v] layer\nset y to (-1)\nforever\n repeat (5)\n change y by (-1)\n end\n repeat (5)\n change y by (1)\n end\nend\n\n@Text\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nshow\ngo to [front v] layer\nforever\n switch costume to (Level)\nend\n\nwhen I receive [transition v]\nnext costume\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nwait (0.1) seconds\nhide\n\n
Notice:\nTo win, you need good eyes and skill.\nIf you make it to the end, comment what it asks you to comment.\nDon't give up!\n\nInstructions:\nArrow keys, WAD, or drag the player to move.\nAvoid getting tricked.\nAvoid spikes.\nAvoid moving stuff.\nAvoid trick blocks.\nLeave a love and fav please!\nAnd last, like always...\nHave fun.\n#22 on trending!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nwhy u 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\nstop\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nnuffing 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\nrly 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\ni will report you\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nfineeee, go comment "eef" as well\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nyou stILl 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\nnothing else\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n:)
⤵ Reverse ⤴ - a generic scrolling platformer
@Stage\n\nwhen flag clicked\nset volume to (50) %\nforever\n play sound [tobu-seven v] until done\n play sound [tobu-colors v] until done\nend\n\nwhen flag clicked\nreset timer\nset [level v] to [0]\n\nwhen I receive [new level yay v]\nchange [level v] by (1)\n\nbroadcast (NEW LEVEL YAY v)\n\nwhen I receive [yeet v]\nwait (0.2) seconds\nset volume to (((([costume # v] of [mute button v]) * (-1)) * (50)) + (100)) %\n\nwhen flag clicked\nforever\n if <not <(LEVEL) = [6]>> then\n set [timer v] to (timer)\n end\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 if <(round (gravity)) = [-1]> then\n change y by (1)\n change [slope v] by (1)\n set [touched? v] to [1]\n end\n if <(round (gravity)) = [1]> then\n change y by (-1)\n change [slope v] by (1)\n set [touched? v] to [1]\n end\n end\n if <(slope) = [8]> then\n if <(round (gravity)) = [-1]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n change x by ((scroll xvel) * (-1))\n end\n if <(round (gravity)) = [1]> then\n change x by ((0) - (speed))\n change y by (((0) - (slope)) * (-1))\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 change [scroll xvel v] by (0.99999)\n end\n end\n end\n if <[0] < (x position)> then\n if <(scroll x) > [-1040]> then\n set [sthoppp v] to [1]\n if <not <(slope) = [8]>> then\n change [scroll xvel v] by (-0.99999)\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 [8]\nshow\nset [xvel v] to [0]\nforever\n if <(gravity) = [-1]> then\n change [yvel v] by (-0.8)\n end\n if <(gravity) = [1]> then\n change [yvel v] by (0.8)\n end\n change y by (yvel)\n set [touched? v] to [0]\n if <(gravity) = [-1]> then\n touch ground <(yvel) > [0]>\n end\n if <(gravity) = [1]> then\n touch ground <[0] > (yvel)>\n end\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 <(gravity) = [-1]> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(is it falling?) < [3]>> then\n set [yvel v] to [10]\n end\n end\n if <(gravity) = [1]> then\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> and <(is it falling?) < [3]>> then\n set [yvel v] to [-10]\n end\n end\n if <(scrolling mode?) = [1]> then\n if <(gravity) = [-1]> then\n if <<[20] < (y position)> and <(yvel) > [0]>> then\n change [scroll yvel v] by ((round ((yvel) + (0.4))) / (-4))\n end\n if <<(y position) < [-20]> and <[0] > (yvel)>> then\n change [scroll yvel v] by ((round ((yvel) + (0.4))) / (-4))\n end\n if <<(scroll y) > [50]> and <(y position) < [-10]>> then\n set [scroll yvel v] to [0]\n end\n end\n if <(gravity) = [1]> then\n if <<[25] < (y position)> and <(yvel) > [0]>> then\n change [scroll yvel v] by ((round ((yvel) + (0.4))) / (-4))\n end\n if <<(y position) < [-25]> and <[0] > (yvel)>> then\n change [scroll yvel v] by ((round ((yvel) + (0.4))) / (-4))\n end\n if <<[-150] > (scroll y)> and <[10] < (y position)>> then\n set [scroll yvel v] to [0]\n end\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?>>> and <not <<key (a v) pressed?> and <key (d v) pressed?>>>> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n Go [90] [6]\n set [xvel v] to [6]\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n Go [90] [-6]\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 <(gravity) = [-1]> then\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]\n end\n if <(gravity) = [1]> then\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]\n end\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 [scroll xvel v] to [0]\nset [scroll yvel v] to [0]\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 (spikes v)?> then\n start sound [Crunch v]\n die\n end\n if <touching (saws 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 <(y position) > [220]> then\n start sound [Crunch v]\n die\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 (0)\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 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 [-50] 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\ngo to x: (-100) y: (0)\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]\n go to x: (-100) y: (0)\nend\nset [gravity v] to [-1]\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\nbroadcast (play v)\n\nwhen I receive [play v]\nforever\n change x by (scroll xvel)\n if <(round (gravity)) = [-1]> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (right v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (right v)\n end\n if <<<not <key (right arrow v) pressed?>> and <not <key (d v) pressed?>>> and <<not <key (left arrow v) pressed?>> and <not <key (a v) pressed?>>>> then\n switch costume to (huh v)\n end\n end\n if <(round (gravity)) = [1]> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (right2 v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (right2 v)\n end\n if <<<not <key (right arrow v) pressed?>> and <not <key (d v) pressed?>>> and <<not <key (left arrow v) pressed?>> and <not <key (a v) pressed?>>>> then\n switch costume to (huh2 v)\n end\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 <(ded) = [0]> then\n if <<(scroll x) > [15]> and <(x position) < [0]>> then\n set [scroll xvel v] to [0]\n end\n if <<[-1040] > (scroll x)> and <[0] < (x position)>> then\n set [scroll xvel v] to [0]\n end\n end\nend\n\nwhen flag clicked\nreset\n\ndefine reset\nbroadcast (restart v)\n\ndefine new level yay\nhide\nstart sound [Coin v]\nbroadcast (NEW LEVEL YAY v)\nset [brightness v] effect to (100)\ngo to x: (-100) y: (0)\nrepeat (45)\n go to x: (-100) y: (0)\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\nset [gravity v] to [-1]\nbroadcast (restart v)\n\nwhen I receive [play v]\nforever\n if <(x position) > [260]> then\n new level yay\n end\nend\n\n@Platformer\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nbroadcast (play v)\nbroadcast (start v)\nswitch costume to (costume1 v)\ncreate\n\ndefine create\nrepeat (3)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nshow\nforever\n go to x: (((((costume [number v]) - (1)) mod (3)) * (480)) + (scroll x)) y: (scroll y)\nend\n\nwhen I receive [new level yay v]\nnext costume\nnext costume\nnext costume\n\n@hmm\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nwhen I start as a clone\ngo to x: (pick random (-240) to (240)) y: ((gravity) * (-999))\nshow\nforever\n change y by (((size) / (9)) * (gravity))\nend\n\nwhen I start as a clone\nset [ghost v] effect to (70)\nset size to (pick random (100) to (300)) %\nrepeat (20)\n change size by (-10)\n change [ghost v] effect by (1.5)\nend\ndelete this clone\n\nwhen flag clicked\nset [gravity v] to [-1]\n\nwhen I receive [reverse v]\nif <(gravity) = [-1]> then\n set [yvel v] to [0]\n set [gravity v] to [1]\nelse\n set [yvel v] to [0]\n set [gravity v] to [-1]\nend\n\nbroadcast (REVERSE v)\nwait (0.2) seconds\n\nbroadcast (REVERSE v)\n\n@Background\n\nwhen I receive [play v]\nforever\n go to [back v] layer\n go to x: ((((scroll x) / (3)) mod (480)) + (-480)) y: (0)\n set [ghost v] effect to (80)\nend\n\n@orbs\n\ndefine create\npoint in direction (1)\nrepeat (2)\n create clone of (_myself_ v)\n turn right (1) degrees\nend\n\nwhen I start as a clone\nshow\nforever\n set rotation style [don't rotate v]\n if <(LEVEL) = [0]> then\n if <(direction) = [1]> then\n go to x: ((scroll x) + (670)) y: ((scroll y) + (8))\n end\n if <(direction) = [2]> then\n go to x: ((scroll x) + (927)) y: ((scroll y) + (8))\n end\n end\n if <(LEVEL) = [1]> then\n if <(direction) = [1]> then\n go to x: ((scroll x) + (371)) y: ((scroll y) + (-50))\n end\n if <(direction) = [2]> then\n go to x: ((scroll x) + (650)) y: ((scroll y) + (8))\n end\n end\n if <(LEVEL) = [2]> then\n if <(direction) = [1]> then\n go to x: ((scroll x) + (0)) y: ((scroll y) + (0))\n end\n if <(direction) = [2]> then\n go to x: ((scroll x) + (545)) y: ((scroll y) + (100))\n end\n if <(direction) = [3]> then\n go to x: ((scroll x) + (390)) y: ((scroll y) + (-150))\n end\n if <(direction) = [4]> then\n go to x: ((scroll x) + (1020)) y: ((scroll y) + (150))\n end\n end\n if <(LEVEL) = [3]> then\n if <(direction) = [1]> then\n go to x: ((scroll x) + (260)) y: ((scroll y) + (50))\n end\n if <(direction) = [2]> then\n go to x: ((scroll x) + (540)) y: ((scroll y) + (120))\n end\n if <(direction) = [3]> then\n go to x: ((scroll x) + (640)) y: ((scroll y) + (0))\n end\n if <(direction) = [4]> then\n go to x: ((scroll x) + (710)) y: ((scroll y) + (80))\n end\n end\n if <(LEVEL) = [4]> then\n if <(direction) = [1]> then\n go to x: ((scroll x) + (67)) y: ((scroll y) + (55))\n end\n if <(direction) = [2]> then\n go to x: ((scroll x) + (207)) y: ((scroll y) + (55))\n end\n if <(direction) = [3]> then\n go to x: ((scroll x) + (347)) y: ((scroll y) + (55))\n end\n if <(direction) = [4]> then\n go to x: ((scroll x) + (487)) y: ((scroll y) + (55))\n end\n if <(direction) = [5]> then\n go to x: ((scroll x) + (986)) y: ((scroll y) + (20))\n end\n if <(direction) = [6]> then\n go to x: ((scroll x) + (1116)) y: ((scroll y) + (60))\n end\n end\n if <(LEVEL) = [5]> then\n if <(direction) = [1]> then\n go to x: ((scroll x) + (230)) y: ((scroll y) + (92))\n end\n if <(direction) = [2]> then\n go to x: ((scroll x) + (377)) y: ((scroll y) + (92))\n end\n if <(direction) = [3]> then\n go to x: ((scroll x) + (524)) y: ((scroll y) + (92))\n end\n if <(direction) = [4]> then\n go to x: ((scroll x) + (1040)) y: ((scroll y) + (105))\n end\n end\nend\n\nwhen I receive [start v]\nhide\nswitch costume to (costume1 v)\ndelete all of [orb effect v]\ncreate\n\nbroadcast (REVERSE v)\n\nwhen I receive [particles v]\nset [gravity v] to [-1]\n\nwhen flag clicked\nset [gravity v] to [-1]\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [1]> then\n if <touching (player v)?> then\n set [yvel v] to [0]\n if <(gravity) = [-1]> then\n set [gravity v] to [1]\n switch costume to (costume2 v)\n set size to (0) %\n wait until <not <touching (player v)?>>\n end\n end\n if <touching (player v)?> then\n if <(gravity) = [1]> then\n set [gravity v] to [-1]\n switch costume to (costume2 v)\n set size to (0) %\n wait until <not <touching (player v)?>>\n end\n end\n end\nend\n\nwhen I receive [new level yay v]\ndelete this clone\n\nwhen I receive [new level yay v]\ndelete all of [orb effect v]\nwait (0) seconds\nif <(LEVEL) = [1]> then\n point in direction (1)\n repeat (2)\n create clone of (_myself_ v)\n turn right (1) degrees\n end\nend\nif <(LEVEL) = [2]> then\n point in direction (1)\n repeat (4)\n create clone of (_myself_ v)\n turn right (1) degrees\n end\nend\nif <(LEVEL) = [3]> then\n point in direction (1)\n repeat (4)\n create clone of (_myself_ v)\n turn right (1) degrees\n end\nend\nif <(LEVEL) = [4]> then\n point in direction (1)\n repeat (6)\n create clone of (_myself_ v)\n turn right (1) degrees\n end\nend\nif <(LEVEL) = [5]> then\n point in direction (1)\n repeat (4)\n create clone of (_myself_ v)\n turn right (1) degrees\n end\nend\n\nwhen I receive [play v]\nswitch costume to (costume1 v)\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [1]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (60)\n end\nend\n\nwhen I start as a clone\nset size to (100) %\ninsert [0] at (direction) of [orb effect v] \nforever\n change size by (item (direction) of [orb effect v])\n replace item (direction) of [orb effect v] with (((item (direction) of [orb effect v]) * (0.8)) + (((100) - (size)) * (0.2)))\nend\n\n@Spikes\n\nwhen flag clicked\nhide\n\ndefine create\nrepeat (3)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nshow\nforever\n go to x: (((((costume [number v]) - (1)) mod (3)) * (480)) + (scroll x)) y: (scroll y)\nend\n\nwhen I receive [start v]\nhide\nswitch costume to (costume1 v)\ncreate\n\nwhen I receive [new level yay v]\nnext costume\nnext costume\nnext costume\n\n@Text and BG\n\nwhen flag clicked\nhide\n\ndefine create\nrepeat (3)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nshow\nforever\n go to x: (((((costume [number v]) - (1)) mod (3)) * (480)) + (scroll x)) y: (scroll y)\n go to [back v] layer\n go [forward v] (1) layers\nend\n\nwhen I receive [start v]\nhide\nswitch costume to (costume1 v)\ncreate\n\nwhen I receive [new level yay v]\nnext costume\nnext costume\nnext costume\n\n@Saws\n\nwhen I start as a clone\nshow\ngo to [back v] layer\ninsert (y position) at (costume [number v]) of [saw y v] \ninsert (x position) at (costume [number v]) of [saw x v] \nforever\n set rotation style [all around v]\n turn right (8) degrees\n replace item (costume [number v]) of [saw x v] with (x position)\n replace item (costume [number v]) of [saw y v] with (y position)\n if <(LEVEL) = [2]> then\n if <(costume [number v]) = [1]> then\n go to x: (((scroll x) + (270)) + (([cos v] of ((timer) * (100)) ) * (100))) y: ((scroll y) + (155))\n end\n end\n if <(LEVEL) = [3]> then\n if <(costume [number v]) = [1]> then\n go to x: (((scroll x) + (270)) + (([cos v] of ((timer) * (100)) ) * (100))) y: ((scroll y) + (155))\n end\n if <(costume [number v]) = [2]> then\n go to x: (((scroll x) + (270)) + (([cos v] of (((timer) * (100)) + (180)) ) * (100))) y: ((scroll y) + (-40))\n end\n end\n if <(LEVEL) = [4]> then\n if <(costume [number v]) = [1]> then\n go to x: (((scroll x) + (140)) + (([cos v] of ((timer) * (100)) ) * (50))) y: ((scroll y) + (155))\n end\n if <(costume [number v]) = [2]> then\n go to x: (((scroll x) + (620)) + (([cos v] of (((timer) * (100)) + (180)) ) * (50))) y: ((scroll y) + (-40))\n end\n if <(costume [number v]) = [3]> then\n go to x: (((scroll x) + (220)) + (([cos v] of (((timer) * (100)) + (180)) ) * (50))) y: ((scroll y) + (-40))\n end\n if <(costume [number v]) = [4]> then\n go to x: (((scroll x) + (540)) + (([cos v] of (((timer) * (100)) + (0)) ) * (50))) y: ((scroll y) + (155))\n end\n if <(costume [number v]) = [5]> then\n go to x: (((scroll x) + (420)) + (([cos v] of (((timer) * (100)) + (180)) ) * (50))) y: ((scroll y) + (-40))\n end\n if <(costume [number v]) = [6]> then\n go to x: (((scroll x) + (340)) + (([cos v] of (((timer) * (100)) + (0)) ) * (50))) y: ((scroll y) + (155))\n end\n end\n if <(LEVEL) = [5]> then\n if <(costume [number v]) = [1]> then\n go to x: ((scroll x) + (700)) y: ((scroll y) + ((([cos v] of ((timer) * (100)) ) * (100)) + (50)))\n end\n if <(costume [number v]) = [2]> then\n go to x: ((scroll x) + (780)) y: ((scroll y) + ((([cos v] of (((timer) * (100)) + (180)) ) * (100)) + (50)))\n end\n if <(costume [number v]) = [3]> then\n go to x: ((scroll x) + (860)) y: ((scroll y) + ((([cos v] of (((timer) * (100)) + (0)) ) * (100)) + (50)))\n end\n if <(costume [number v]) = [4]> then\n go to x: ((scroll x) + (940)) y: ((scroll y) + ((([cos v] of (((timer) * (100)) + (180)) ) * (100)) + (50)))\n end\n end\nend\n\nwhen I receive [start v]\nhide\ndelete all of [saw x v]\ndelete all of [saw y v]\n\nbroadcast (NEW LEVEL YAY v)\n\nwhen I receive [particles v]\nset [gravity v] to [-1]\n\nwhen flag clicked\nset [gravity v] to [-1]\n\nwhen I receive [new level yay v]\ndelete this clone\n\nwhen I receive [new level yay v]\ndelete all of [saw x v]\ndelete all of [saw y v]\nwait (0) seconds\nif <(LEVEL) = [2]> then\n switch costume to (costume1 v)\n repeat (1)\n create clone of (_myself_ v)\n next costume\n end\nend\nif <(LEVEL) = [3]> then\n switch costume to (costume1 v)\n repeat (2)\n create clone of (_myself_ v)\n next costume\n end\nend\nif <(LEVEL) = [4]> then\n switch costume to (costume1 v)\n repeat (6)\n create clone of (_myself_ v)\n next costume\n end\nend\nif <(LEVEL) = [5]> then\n switch costume to (costume1 v)\n repeat (4)\n create clone of (_myself_ v)\n next costume\n end\nend\n\nwhen I start as a clone\nrepeat ((costume [number v]) / (9))\n turn right (0) degrees\nend\nforever\n set [saw id v] to (costume [number v])\n create clone of (i also added effects v)\n repeat (6)\n turn right (0) degrees\n end\nend\n\nbroadcast (NEW LEVEL YAY v)\n\nhide\n\n@i also added effects\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nswitch costume to (pick random (1) to (2))\ngo to x: (item (saw ID) of [saw x v]) y: (item (saw ID) of [saw y v])\nif <(pick random (1) to (2)) = [1]> then\n change x by (pick random (20) to (30))\n point in direction (pick random (70) to (110))\nelse\n change x by (pick random (-30) to (-20))\n point in direction (pick random (-70) to (-110))\nend\nforever\n change x by (scroll xvel)\n change y by (scroll yvel)\nend\n\nwhen I start as a clone\nset size to (pick random (20) to (100)) %\nrepeat (10)\n move (5) steps\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\n@Visuals\n\ndefine Write (text)\nset [1 v] to [1]\nrepeat (length of (text))\n switch costume to (letter (1) of (text))\n create clone of (_myself_ v)\n change [1 v] by (1)\n change x by (12)\n if <(x position) > [219]> then\n change y by (-10)\n set x to (-220)\n end\nend\nhide\n\nwhen flag clicked\nshow\nforever\n set size to (50) %\n go to x: (-220) y: (150)\n set [brightness v] effect to (0)\n Write (TIMER)\nend\n\nwhen I start as a clone\nset size to (50) %\nshow\ngo to [front v] layer\nwait (0) seconds\ndelete this clone\n\n@thing\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n change x by (((((length of (round ((TIMER) + (-0.5)))) - (1)) * (10)) - (x position)) / (3))\nend\n\n@mute button\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n next costume\n broadcast (yeet v)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\nend\n\nwhen flag clicked\ngo to x: (-90) y: (149)\nset size to (100) %\nforever\n change x by ((((((length of (round ((TIMER) + (-0.5)))) - (1)) * (10)) + (-90)) - (x position)) / (3))\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (3))\n else\n change size by (((100) - (size)) / (3))\n end\nend\n\n@thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n
back in 2020 i thought scrolling platformer games like this were cool, but today people mostly call them "generic" so i'm sorry if it is.
Christmas Adventure - a scrolling platformer (Christmas Special!)
@Stage\n\n@Player\n\nwhen [timer v] > (my variable)\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\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\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\nwhen I receive [hide v]\nbroadcast (Green flag v) and wait\nbroadcast (Play game v) and wait\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 end\nend\nif <(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]\nelse\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\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\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\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\ndefine Clone at x: (x) y: (y)\nset [y v] to (y)\nset [x v] to (x)\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: [3274] y: [72]\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\n@Sprite1\n\nwhen flag clicked\n\nwhen this sprite clicked\nbroadcast (hide v)\nforever\n play sound [Feliz Navidad v] until done\nend\n\nbroadcast (hide v)\n\nwhen I receive [hide v]\nhide\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\n@Sprite2\n\nwhen this sprite clicked\nbroadcast (hide v)\nforever\n play sound [Let it Snow v] until done\nend\n\nwhen I receive [hide v]\nhide\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nshow\n\nwhen I receive [hide v]\nhide\n\n@Sprite40\n\nwhen this sprite clicked\nbroadcast (hide v)\nforever\n play sound [Jingle bells v] until done\nend\n\nwhen I receive [hide v]\nhide\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\n@Sprite4\n\nwhen this sprite clicked\nbroadcast (hide v)\nforever\n play sound [All I Want for Christmas Is You v] until done\nend\n\nbroadcast (hide v)\n\nwhen I receive [hide v]\nhide\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n
**DONT PRESS ANY KEYS WHEN U GO IN THE PORTAL**\n\nIts almost Christmas so I made a platformer to celebrate! Christmas is one of my favourite holidays! Choose your song in the beginning, I remomend use let it snow but its your choice.\n\nAlso I hope you have a super fun and Merry Christmas this year!
☁ Spring - Mobile friendly multiplayer platformer ☁
@Stage\n\nwhen flag clicked\nswitch backdrop to (connect.. v)\n\nwhen I receive [start game v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [start game v]\nforever\n play sound [Happy Upbeat Acoustic - AShamaluevMusic v] until done\nend\n\n@Blank\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nSetup Level\n\ndefine Setup Level\ngo to x: (0) y: (0)\nswitch costume to (level 1 v)\nclear graphic effects\nshow\n\nwhen I receive [loop v]\nforever\n switch costume to (_Level)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (2) layers\nend\n\nwhen flag clicked\nswitch costume to (level 1 v)\n\n@Asset Pack\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to x: ((mouse x) * (0.02)) y: ((mouse y) * (0.02))\nend\n\ngo to x: (0) y: (0)\n\n@Danger\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nSetup Level\n\ndefine Setup Level\ngo to x: (0) y: (0)\nswitch costume to (level 1 v)\nclear graphic effects\nshow\n\nwhen I receive [loop v]\nforever\n switch costume to (_Level)\nend\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nSetup Game\nSetup Player\nforever\n Main Game\n ☁ Send Cloud Data\nend\n\ndefine Setup Player\nset [player x v] to [0]\nset [player y v] to [0]\ngo to x: (-200) y: (-20)\nshow\n\ndefine Main Game\nPlatformer Physics\nbroadcast (Loop v)\n\nwhen flag clicked\nset [max players v] to [8]\nset [my player # v] to [0]\ndelete all of [player buffer v]\nbroadcast (Setup-Other Players v) and wait\nbroadcast (Joining-Finding a Slot! v)\nbroadcast (Join Game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (Game Joined!! v)\nelse\n broadcast (Game Full! =\( v)\nend\nwait (2) seconds\nbroadcast (Start Game v)\n\ndefine Write (data) to encoded\nset [letter # v] to [1]\nrepeat (length of (data))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (data)) in [☁ cloud data 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 [☁ 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 if <(player) = [4]> then\n set [☁ player 4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ player 5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ player 6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ player 7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ player 8 v] to (value)\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine ☁ Send Cloud Data\nif <(MY PLAYER #) < [1]> then\n stop [this script v]\nend\nadd (x position) to [player buffer v]\nadd (y position) to [player buffer v]\nchange [cloud timer v] by (1)\nif <(cloud timer) < [3]> then\n stop [this script v]\nend\nset [cloud timer v] to [0]\nset [encoded v] to []\nWrite (item (Chat # \(Word\)) of [☁ cloud chat v]) to encoded\nWrite (round ((timer) * (10))) to encoded\nWrite (_Level) to encoded\nrepeat (length of [player buffer v])\n Write (item (1) of [player buffer v]) to encoded\n delete (1) of [player buffer v]\nend\nSet Cloud # (MY PLAYER #) to (encoded)\n\ndefine Platformer Physics\nchange y by (-2)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [player x v] by (1)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [player x v] by (-1)\nend\nchange y by (2)\nchange x by (Player x)\nif <touching (level v)?> then\n change x by ((Player x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Player x) > [0]> then\n set [player x v] to [-10]\n else\n set [player x v] to [10]\n end\n set [player y v] to [10]\n else\n set [player x v] to [0]\n end\nelse\n set [player x v] to ((Player x) * (0.85))\nend\nchange y by (Player Y)\nif <touching (level v)?> then\n change y by ((Player Y) * (-1))\n set [player y v] to [0]\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 <(Jumping?) = [Yes]>> then\n set [player y v] to [10]\n set [jumping? v] to [No]\n end\n change y by (1)\nelse\n change [player y v] by (-1)\n set [jumping? v] to [Yes]\nend\nchange y by (-2)\nSpecial Collisions\nchange y by (2)\n\ndefine Setup Game\nset [_level v] to [1]\ndelete all of [☁ cloud chat v]\nadd [Hello] to [☁ cloud chat v]\nadd [Bye] to [☁ cloud chat v]\nadd [Follow me] to [☁ cloud chat v]\nadd [Lag :\(] to [☁ cloud chat v]\nadd [Great Game!] to [☁ cloud chat v]\nadd [Yes] to [☁ cloud chat v]\nadd [No] to [☁ cloud chat v]\nadd [Which way?] to [☁ cloud chat v]\nadd [Thanks!] to [☁ cloud chat v]\nadd (username) to [☁ cloud chat v]\n\nwhen I receive [start game v]\nset [chat open? v] to [0]\nforever\n if <(Chat open?) = [1]> then\n if <key (t v) pressed?> then\n set [chat open? v] to [0]\n wait until <not <key (t v) pressed?>>\n end\n else\n if <key (t v) pressed?> then\n set [chat open? v] to [1]\n wait until <not <key (t v) pressed?>>\n end\n end\nend\n\nwhen I receive [start game v]\nforever\n if <(Chat open?) = [1]> then\n if <key (1 v) pressed?> then\n set [chat # \(word\) v] to [1]\n say (item (Chat # \(Word\)) of [☁ cloud chat v])\n wait (2) seconds\n say []\n set [chat # \(word\) v] to [10]\n end\n if <key (2 v) pressed?> then\n set [chat # \(word\) v] to [2]\n say (item (Chat # \(Word\)) of [☁ cloud chat v])\n wait (2) seconds\n say []\n set [chat # \(word\) v] to [10]\n end\n if <key (3 v) pressed?> then\n set [chat # \(word\) v] to [3]\n say (item (Chat # \(Word\)) of [☁ cloud chat v])\n wait (2) seconds\n say []\n set [chat # \(word\) v] to [10]\n end\n if <key (4 v) pressed?> then\n set [chat # \(word\) v] to [4]\n say (item (Chat # \(Word\)) of [☁ cloud chat v])\n wait (2) seconds\n say []\n set [chat # \(word\) v] to [10]\n end\n if <key (5 v) pressed?> then\n set [chat # \(word\) v] to [5]\n say (item (Chat # \(Word\)) of [☁ cloud chat v])\n wait (2) seconds\n say []\n set [chat # \(word\) v] to [10]\n end\n if <key (6 v) pressed?> then\n set [chat # \(word\) v] to [6]\n say (item (Chat # \(Word\)) of [☁ cloud chat v])\n wait (2) seconds\n say []\n set [chat # \(word\) v] to [10]\n end\n if <key (7 v) pressed?> then\n set [chat # \(word\) v] to [7]\n say (item (Chat # \(Word\)) of [☁ cloud chat v])\n wait (2) seconds\n say []\n set [chat # \(word\) v] to [10]\n end\n if <key (8 v) pressed?> then\n set [chat # \(word\) v] to [8]\n say (item (Chat # \(Word\)) of [☁ cloud chat v])\n wait (2) seconds\n say []\n set [chat # \(word\) v] to [10]\n end\n if <key (9 v) pressed?> then\n set [chat # \(word\) v] to [9]\n say (item (Chat # \(Word\)) of [☁ cloud chat v])\n wait (2) seconds\n say []\n set [chat # \(word\) v] to [10]\n end\n end\nend\n\ndefine Special Collisions\nif <(x position) > [235]> then\n change [_level v] by (1)\n Setup Player\nend\nif <touching (danger v)?> then\n Setup Player\nend\nif <touching (end of the world v)?> then\n Setup Player\nend\nif <touching (spinning spike v)?> then\n Setup Player\nend\nif <touching (spinning spike2 v)?> then\n Setup Player\nend\nif <touching (spinning spike3 v)?> then\n Setup Player\nend\nif <touching (spinning spike4 v)?> then\n Setup Player\nend\nif <touching (spinning spike5 v)?> then\n Setup Player\nend\nif <touching (spinning spike6 v)?> then\n Setup Player\nend\n\nwhen I receive [game joined!! v]\nsay (username)\n\n@Other Players\n\nwhen I receive [setup-other players v]\nset [max players v] to [8]\nSetup Players\n\ndefine Begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine Value = Read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [☁ cloud data v]))\nend\n\ndefine Setup Players\ndelete all of [other players buffer v]\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [start game 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 if <(player) = [4]> then\n set [value v] to (☁ Player 4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ Player 5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ Player 6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ Player 7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ Player 8)\n end\n end\n end\n end\n end\n end\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]\n Begin decode of (value)\n Value = Read from encoded\n if <(Names? On/Off) = [1]> then\n say (join (Player #) (join [: ] (value)))\n else\n say []\n end\n Value = Read from encoded\n Value = Read from encoded\n if <(value) = (_Level)> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (100)\n say []\n end\n Value = Read from encoded\n repeat until <(value) = []>\n add (value) to [other players buffer v]\n Value = Read from encoded\n end\nend\nif <(length of [other players buffer v]) > [0]> then\n set x to (item (1) of [other players buffer v])\n delete (1) of [other players buffer v]\n set y to (item (1) of [other players buffer v])\n delete (1) of [other players buffer 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\nwhen I receive [start game v]\nset [names? on/off v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(Names? On/Off) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names? on/off v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names? on/off v] to [1]\n end\n end\nend\n\n@Chat\n\nwhen I receive [start game v]\nforever\n if <(Chat open?) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@Art\n\nwhen flag clicked\nhide\nwait (5.1) seconds\nshow\ngo to [front v] layer\nforever\n if <(_Level) = [1]> then\n switch costume to (costume1 v)\n end\n if <(_Level) = [2]> then\n switch costume to (costume0 v)\n end\n if <(_Level) = [5]> then\n switch costume to (costume2 v)\n end\n if <(_Level) = [6]> then\n switch costume to (costume3 v)\n end\n if <(_Level) = [7]> then\n switch costume to (costume0 v)\n end\n if <(_Level) = [4]> then\n switch costume to (costume4 v)\n end\n if <(_Level) = [5]> then\n switch costume to (costume2 v)\n end\n if <(_Level) = [14]> then\n switch costume to (costume5 v)\n end\n if <(_Level) = [15]> then\n switch costume to (costume0 v)\n end\nend\n\nwhen I receive [start the art v]\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\[email protected]\n\nwhen I receive [joining-finding a slot! v]\ngo to x: (0) y: (0)\nswitch costume to (connecting... v)\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [game full! =\( v]\ngo to x: (0) y: (0)\nswitch costume to (cloud full! v)\ngo to [front v] layer\nshow\nstart sound [Disconnect v]\nwait (2) seconds\nhide\n\nwhen I receive [game joined!! v]\nswitch costume to (connected! v)\ngo to [front v] layer\nshow\nstart sound [Connect v]\nwait (2) seconds\nhide\n\n@Loading\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (-80)\nhide\n\nwhen I receive [joining-finding a slot! v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\ngo to [front v] layer\nforever\n turn right (15) degrees\nend\n\nwhen I receive [game joined!! v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [game full! =\( v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Chat warning\n\nwait (5) seconds\n\nwhen flag clicked\nhide\nwait (5.1) seconds\nswitch costume to (1 v)\nset [ghost v] effect to (30)\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [forward v] (1000) layers\nend\n\nhide\n\n@End Of the world\n\nwhen flag clicked\nhide\nwait (5.1) seconds\nshow\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (10) layers\ngo to [back v] layer\n\n@lf_UI\n\nwhen flag clicked\nswitch costume to (costume3 v)\ngo to x: (0) y: (50)\nhide\nset [ghost v] effect to (100)\nwait (pick random (11) to (16)) seconds\nforever\n if <<(Stared?) = [1]> and <(Loved?) = [1]>> then\n stop [this script v]\n end\n show\n repeat until <(y position) < [0.2]>\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (7))\n end\n wait (4) seconds\n repeat until <(y position) > [50]>\n change [ghost v] effect by (10)\n change y by (((y position) + (5)) / (5))\n end\n hide\n wait (pick random (20) to (40)) seconds\nend\n\nwhen I receive [alert v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nshow\nswitch costume to (costume2 v)\ngo to x: (0) y: (50)\nrepeat until <(y position) < [0.2]>\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (7))\nend\nwait (4) seconds\nrepeat until <(y position) > [50]>\n change [ghost v] effect by (10)\n change y by (((y position) + (5)) / (5))\nend\nhide\n\n@Clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\npoint in direction (pick random (-90) to (90))\ngo to [back v] layer\ngo to x: (315) y: (pick random (5) to (170))\nswitch costume to (pick random (1) to (7))\nset [ghost v] effect to (50)\nshow\nrepeat until <(x position) < [-280]>\n change x by (-1)\nend\ndelete this clone\n\nwhen I receive [start game v]\nhide\ncreate clone of (_myself_ v)\nforever\n wait (pick random (5) to (7)) seconds\n create clone of (_myself_ v)\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\nforever\n set [thumbnail timer v] to (timer)\nend\n\nwhen [timer v] > (Thumbnail Timer)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\nshow\nswitch costume to (costume2 v)\ngo to [front v] layer\nclear graphic effects\ngo to x: (0) y: (0)\n\n@spinning spike\n\nwhen flag clicked\nhide\n\nwhen I receive [joining-finding a slot! v]\nhide\nwait (5.1) seconds\nforever\n if <(_Level) = [3]> then\n go to x: (154) y: (-40)\n show\n set [d v] to [0]\n point in direction (d)\n forever\n change [d v] by (10)\n point in direction (d)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <not <(_Level) = [3]>> then\n hide\n end\nend\n\n\n\nshow\n\n@spinning spike2\n\nwhen flag clicked\nhide\n\nwhen I receive [joining-finding a slot! v]\nhide\nwait (5.1) seconds\nforever\n if <(_Level) = [6]> then\n go to x: (47) y: (-125)\n show\n set [d v] to [0]\n point in direction (d)\n forever\n change [d v] by (10)\n point in direction (d)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <not <(_Level) = [6]>> then\n hide\n end\nend\n\n\n\n@Sun variable\n\nwhen flag clicked\nhide\nwait (5.1) seconds\nshow\ngo to [back v] layer\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\nwait (2) seconds\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\nwait (2) seconds\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\n\nwhen I start as a clone\ngo to [back v] layer\nset [ghost v] effect to (50)\nforever\n repeat (100)\n switch costume to (costume3 v)\n change size by (1)\n switch costume to (costume2 v)\n end\n repeat (100)\n switch costume to (costume3 v)\n change size by (-1)\n switch costume to (costume2 v)\n end\nend\n\n@Particle variable\n\nwhen flag clicked\nwait (5.1) seconds\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (0.01) to (0.05)) seconds\nend\n\nwhen I start as a clone\ngo to x: (230) y: (pick random (230) to (-230))\nset [brightness v] effect to (pick random (-5) to (5))\nset [ghost v] effect to (pick random (50) to (75))\nshow\nrepeat until <(x position) < [-230]>\n go to [back v] layer\n move (-7.5) steps\nend\ndelete this clone\n\nwhen I receive [start v]\n\nwhen I receive [cave time! v]\n\nhide\n\ndelete this clone\n\ngo to [front v] layer\n\n@Credits\n\n@spinning spike3\n\nwhen flag clicked\nhide\n\nwhen I receive [joining-finding a slot! v]\nhide\nwait (5.1) seconds\nforever\n if <(_Level) = [7]> then\n go to x: (-153) y: (-127)\n show\n set [d v] to [0]\n point in direction (d)\n forever\n change [d v] by (10)\n point in direction (d)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <not <(_Level) = [7]>> then\n hide\n end\nend\n\n\n\nshow\n\n@spinning spike4\n\nwhen flag clicked\nhide\n\nwhen I receive [joining-finding a slot! v]\nhide\nwait (5.1) seconds\nforever\n if <(_Level) = [7]> then\n go to x: (-35) y: (-127)\n show\n set [d v] to [0]\n point in direction (d)\n forever\n change [d v] by (10)\n point in direction (d)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <not <(_Level) = [7]>> then\n hide\n end\nend\n\n\n\nshow\n\n@spinning spike5\n\nwhen flag clicked\nhide\n\nwhen I receive [joining-finding a slot! v]\nhide\nwait (5.1) seconds\nforever\n if <(_Level) = [9]> then\n go to x: (-158) y: (-109)\n show\n set [d v] to [0]\n point in direction (d)\n forever\n change [d v] by (10)\n point in direction (d)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <not <(_Level) = [8]>> then\n hide\n end\nend\n\n\n\nshow\n\n@spinning spike6\n\nwhen flag clicked\nhide\n\nwhen I receive [joining-finding a slot! v]\nhide\nwait (5.1) seconds\nforever\n if <(_Level) = [10]> then\n show\n go to x: (-4) y: (-57)\n show\n set [d v] to [0]\n point in direction (d)\n forever\n change [d v] by (10)\n point in direction (d)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <not <(_Level) = [10]>> then\n hide\n end\nend\n\n\n\nforever\n\n
candy platformer
@Stage\n\n@Banners\n\ndefine Turbo mode detector\nreset timer\nrepeat (10)\n move (0) steps\nend\nif <(timer) > [0.1]> then\n set [turbo mode v] to [false]\nelse\n set [turbo mode v] to [true]\n broadcast (Turbo Mode v) and wait\nend\n\nwhen I receive [start v]\nif <(Full?) = [True]> then\n repeat (10)\n change [brightness v] effect by (-10)\n end\n switch costume to (full v)\n repeat (10)\n change [brightness v] effect by (10)\n end\n clear graphic effects\n wait (1) seconds\n hide\nelse\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\n\nwhen I receive [initialise v]\nswitch costume to (connecting v)\nshow\nclear graphic effects\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [full? v] to [False]\nset [kick v] to [False]\nset [moved? v] to [800]\n\nwhen I receive [you have been booted. v]\nswitch costume to (booted v)\nshow\nclear graphic effects\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen I receive [tick v]\nif <<<<key (any v) pressed?> or <(username) = [Cloud-Multiplayer]>> or <mouse down?>> or <(Full?) = [True]>> then\n set [moved? v] to [800]\nend\nchange [moved? v] by (-1)\nCheck (username)\nif <(Moved?) < [1]> then\n broadcast (You have been booted. v)\n stop [all v]\nend\n\nwhen flag clicked\nbroadcast (Initialise v) and wait\nGet Player Slot\nset [moved? v] to [600]\nif <not <(@PlayerSlot) > [0]>> then\n set [full? v] to [True]\nend\nbroadcast (start v)\nforever\n broadcast (Tick v) and wait\nend\n\ndefine Get Player Slot\nset [@playerslot v] to [0]\nbroadcast (Get Data v) and wait\nset [moved? v] to [0]\ndelete all of [check v]\nrepeat (10)\n change [moved? v] by (1)\n add (item (((Moved?) * (Cloud List Length)) - (1)) of [cloud list v]) to [check v]\nend\nwait (pick random (1.9) to (3.1)) seconds\nbroadcast (Get Data v) and wait\nset [moved? v] to [0]\nrepeat (10)\n change [moved? v] by (1)\n if <(item (Moved?) of [check v]) = (item (((Moved?) * (Cloud List Length)) - (1)) of [cloud list v])> then\n set [@playerslot v] to (Moved?)\n stop [this script v]\n end\nend\n\nwhen I receive [turbo mode v]\ngo to [front v] layer\nclear graphic effects\nswitch costume to (turbo mode v)\nshow\nstop [all v]\n\nwhen I receive [start v]\nforever\n Turbo mode detector\nend\n\ndefine Check (username)\nset [i v] to [0]\ndelete all of [other check v]\nrepeat (10)\n change [i v] by (1)\n if <<not <(i) = (@PlayerSlot)>> and <not <(item (i) of [active check v]) = [Off]>>> then\n add (item ((i) * (4)) of [cloud list v]) to [other check v]\n end\nend\nset [i v] to [0]\nrepeat (length of [other check v])\n change [i v] by (1)\n if <<(item (i) of [other check v]) = (username)> and <(@PlayerSlot) < (i)>> then\n set [@playerslot v] to [0]\n end\nend\n\nwhen [space v] key pressed\nset [full? v] to [True]\n\n@Thumbnail\n\nwhen I receive [initialise v]\nclear graphic effects\nset size to (100) %\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\n\n@Cloud\n\ndefine Decode (data)\ndelete all of [cloud list v]\nset [output v] to []\nset [i v] to [0]\nrepeat ((length of (data)) / (2))\n change [i v] by (2)\n switch costume to (join (letter ((I) - (1)) of (data)) (letter (I) of (data)))\n if <(costume [name v]) = [~]> then\n add (Output) to [cloud list v]\n set [output v] to []\n else\n set [output v] to (join (Output) (costume [name v]))\n end\nend\n\ndefine Encode\nset [output v] to []\nset [n v] to [0]\nrepeat (length of [my list v])\n set [i v] to [0]\n change [n v] by (1)\n repeat (length of (item (n) of [my list v]))\n change [i v] by (1)\n switch costume to (letter (I) of (item (n) of [my list v]))\n if <(costume [number v]) < [10]> then\n set [output v] to (join (Output) (join [0] (costume [number v])))\n else\n set [output v] to (join (Output) (costume [number v]))\n end\n end\n set [output v] to (join (Output) [53])\nend\n\ndefine Update Players List (id)\nif <(id) = [1]> then\n set [player list v] to [0]\n delete all of [check v]\n repeat (10)\n change [player list v] by (1)\n add (item (((Player List) * (Cloud List Length)) - (1)) of [cloud list v]) to [check v]\n end\nelse\n if <(id) = [2]> then\n set [player list v] to [0]\n repeat (10)\n change [player list v] by (1)\n if <not <(@PlayerSlot) = (Player List)>> then\n if <(item (Player List) of [check v]) = (item (((Player List) * (Cloud List Length)) - (1)) of [cloud list v])> then\n replace item (Player List) of [active check v] with [Off]\n else\n replace item (Player List) of [active check v] with [On]\n end\n end\n end\n end\nend\n\nwhen I receive [initialise v]\ndelete all of [active check v]\nrepeat (10)\n add [off] to [active check v]\nend\n\nwhen I receive [start v]\nforever\n Update Players List [1]\n wait (1) seconds\n Update Players List [2]\nend\n\nwhen I receive [get data v]\nDecode Data\n\ndefine Save Data (id)\nEncode\nif <(id) = [1]> then\n set [☁ p1 v] to (Output)\nelse\n if <(id) = [2]> then\n set [☁ p2 v] to (Output)\n else\n if <(id) = [3]> then\n set [☁ p3 v] to (Output)\n else\n if <(id) = [4]> then\n set [☁ p4 v] to (Output)\n else\n if <(id) = [5]> then\n set [☁ p5 v] to (Output)\n else\n if <(id) = [6]> then\n set [☁ p6 v] to (Output)\n else\n if <(id) = [7]> then\n set [☁ p7 v] to (Output)\n else\n if <(id) = [8]> then\n set [☁ p8 v] to (Output)\n else\n if <(id) = [9]> then\n set [☁ p9 v] to (Output)\n else\n if <(id) = [10]> then\n set [☁ p10 v] to (Output)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nDecode Data\nSave Data (@PlayerSlot)\nDetermine Players\n\ndefine Decode Data\nDecode (join (☁ P1) (join (☁ P2) (join (☁ P3) (join (☁ P4) (join (☁ P5) (join (☁ P6) (join (☁ P7) (join (☁ P8) (join (☁ P9) (☁ P10))))))))))\n\ndefine Determine Players\nset [players v] to [1]\nset [i v] to [0]\nrepeat (10)\n change [i v] by (1)\n if <(item (I) of [active check v]) = [On]> then\n change [players v] by (1)\n end\nend\n\nwhen I receive [do thingy v]\nDecode Data\nUpdate Players List [1]\nwait (1) seconds\nDecode Data\nUpdate Players List [2]\n\n@Player\n\nchange x by (((x position) - ((item (((id) * (Cloud List Length)) - (3)) of [cloud list v]) - (ScrollX))) / (-5))\nchange y by (((y position) - (item (((id) * (Cloud List Length)) - (2)) of [cloud list v])) / (-5))\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (level hitbox v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (level hitbox v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\nchange [frame v] by (0.5)\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (stand v)\n else\n switch costume to ([floor v] of ((4) + ((frame) mod (8))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (jump_1 v)\n else\n switch costume to (fall_1 v)\n end\nend\n\ndefine Griffpatch Platforming Engine (speed)\nswitch costume to (hitbox v)\nif <<(speed y) < [4]> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n change [speed y v] by (-1)\nelse\n change [speed y v] by (-2)\nend\nchange y by (speed y)\nTouch Ground <(speed y) > [0]>\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n Walk (-90) ((speed) * (-1))\nelse\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n Walk (90) (speed)\n else\n set [frame v] to [0]\n end\nend\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n start sound [jump v]\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\nelse\n set [jump key v] to [0]\nend\nif <(y position) < [-180]> then\n start sound [fall v]\n go to x: (0) y: (0)\n point in direction (90)\n set [scrollx v] to [0]\n set [speed y v] to [0]\nend\nSet Costume\nScrolling Blocks\n\ndefine Reset Player\nshow\nset size to (40) %\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (0) y: (100)\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [scrollx v] to [0]\nhide\n\ndefine Scrolling Blocks\nchange [scrollx v] by (x position)\nset x to (0)\n\nwhen flag clicked\nhide\n\nwhen I receive [setup v]\nReset Player\n\ndefine Quick Scroll\nif <key (right arrow v) pressed?> then\n change [scrollx v] by (100)\nend\nif <key (left arrow v) pressed?> then\n change [scrollx v] by (-100)\nend\n\ndefine Movement (id)\nshow\nthink (username)\nSave My Data\nGriffpatch Platforming Engine [5]\n\ndefine Player (id)\nif <not <(id) = [11]>> then\n if <(item (id) of [active check v]) = [Off]> then\n hide\n else\n if <<(x position) > [237]> or <(x position) < [-237]>> then\n hide\n else\n show\n end\n think (item (((id) * (Cloud List Length)) - (0)) of [cloud list v])\n switch costume to (item (((id) * (Cloud List Length)) - (4)) of [cloud list v])\n point in direction (item (((id) * (Cloud List Length)) - (5)) of [cloud list v])\n go to x: ((item (((id) * (Cloud List Length)) - (3)) of [cloud list v]) - (ScrollX)) y: (item (((id) * (Cloud List Length)) - (2)) of [cloud list v])\n end\nelse\n hide\nend\n\ndefine Tick\nif <(Clone ID) = (@PlayerSlot)> then\n Movement (Clone ID)\nelse\n Player (Clone ID)\nend\nif <(Full?) = [True]> then\n set [scrollx v] to (item (((1) * (Cloud List Length)) - (3)) of [cloud list v])\nend\n\nwhen I receive [tick v]\nTick\n\nwhen I receive [initialise v]\nhide\nbroadcast (Transition In v) and wait\nbroadcast (Delete All Clones v) and wait\nbroadcast (SetUp v) and wait\nset [username v] to (username)\nset [clone id v] to [0]\nrepeat (11)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\n\ndefine Save My Data\ndelete all of [my list v]\nadd (direction) to [my list v]\nadd (costume [number v]) to [my list v]\nadd (ScrollX) to [my list v]\nadd (y position) to [my list v]\nadd (pick random (9999) to (999999)) to [my list v]\nadd (username) to [my list v]\n\n@Level ART\n\ndefine Create\nFind Costume Number\nrepeat ((Level Costumes) - (1))\n create clone of (_myself_ v)\n change [level_x v] by (480)\n next costume\nend\n\nwhen I receive [tick v]\nset x to ((Level_X) - (ScrollX))\nif <([abs v] of ((Level_X) - (ScrollX)) ) > [480]> then\n hide\nelse\n show\nend\n\nwhen I receive [setup v]\nshow\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (costume1 v)\nCreate\nhide\n\ndefine Find Costume Number\nset [level costumes v] to [1]\nswitch costume to ((1) / (1))\nnext costume\nrepeat until <(costume [number v]) = [1]>\n change [level costumes v] by (1)\n next costume\nend\n\n@Level HITBOX\n\ndefine Create\nrepeat ((Level Costumes) - (1))\n create clone of (_myself_ v)\n change [level_x v] by (480)\n next costume\nend\n\nwhen I receive [tick v]\nset x to ((Level_X) - (ScrollX))\nif <([abs v] of ((Level_X) - (ScrollX)) ) > [480]> then\n hide\nelse\n show\nend\n\nwhen I receive [setup v]\nshow\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (costume1 v)\nCreate\nhide\n\ndefine Find Costume Number\nset [level costumes v] to [1]\nswitch costume to ((1) / (1))\nnext costume\nrepeat until <(costume [number v]) = [1]>\n change [level costumes v] by (1)\n next costume\nend\n\n@93e00483c9220575d8a5b2f074df5096\n\nwhen flag clicked\nhide\nhide\nforever\n wait (0.1) seconds\n next costume\nend\n\nwhen I receive [hearts v]\nshow\n\nwhen I receive [hide v]\nhide\n\n@8a28edf62619a72f6daf0817f3286f4f\n\n@ee9f051da737a23d2f0eb065a1c04597\n\n@93e00483c9220575d8a5b2f074df2\n\n@7eb4766553253e1923e7389e31c2a39d\n\n@Sprite1\n\n@Sprite2\n\n
Effect Platformer 2 || a scrolling x platformer ! ||#All
@Stage\n\nwhen flag clicked\nforever\n set volume to (70) %\n play sound [Elektronomia & JJD - Free \[NCS Release\] v] until done\nend\n\n@TB\n\nwhen flag clicked\nforever\n reset timer\n hide\nend\n\nwhen [timer v] > (0.002)\ngo to x: (0) y: (200)\nshow\nrepeat (45)\n change y by (((0) - (y position)) / (5))\nend\n\nwhen flag clicked\nbroadcast (green flag v)\n\n@inverse\n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen I start as a clone\nset [bad inverse arrow x v] to (inverse x)\nset [bad inverse arrow y v] to (inverse y)\nshow\nx : (bad inverse arrow x) (costume [number v]) y: (bad inverse arrow y)\n\ndefine x : (number1) (number2) y: (number3)\ngo to [front v] layer\nforever\n show\n set [ghost v] effect to (0)\n if <<(playerX) > ((number1) - (960))> or <((number1) + (960)) > (playerX)>> then\n switch costume to (costume2 v)\n go to x: ((0) - (((playerX) + (0)) - (number1))) y: (number3)\n switch costume to (number2)\n show\n if <touching (player v)?> then\n wait (0.002) seconds\n delete this clone\n end\n else\n hide\n end\nend\n\nwait (0.001) seconds\nset [gravity x v] to [2710]\nset [gravity y v] to [100]\ncreate clone of (_myself_ v)\n\nwhen I receive [green flag v]\nswitch costume to (costume1 v)\nset [inverse x v] to [2383]\nset [inverse y v] to [73]\ncreate clone of (_myself_ v)\nwait (0.0001) seconds\n\nset [inverse x v] to [3550]\nset [inverse y v] to [-64]\ncreate clone of (_myself_ v)\n\nset [inverse x v] to [3550]\nset [inverse y v] to [-64]\ncreate clone of (_myself_ v)\n\nwhen I receive [die v]\nswitch costume to (costume1 v)\nset [inverse x v] to [2383]\nset [inverse y v] to [73]\ncreate clone of (_myself_ v)\nwait (0.0001) seconds\n\n@knifes inverse\n\nwhen I receive [green flag v]\nset size to (100) %\nswitch costume to (costume1 v)\nset [spike inverse x v] to [240]\nset [spike inverse y v] to [98]\ncreate clone of (_myself_ v)\nwait (0.001) seconds\nset [spike inverse x v] to [670]\nset [spike inverse y v] to [14]\ncreate clone of (_myself_ v)\nwait (0.001) seconds\nset [spike inverse x v] to [720]\nset [spike inverse y v] to [14]\ncreate clone of (_myself_ v)\nwait (0.001) seconds\nset [spike inverse x v] to [1245]\nset [spike inverse y v] to [-29]\ncreate clone of (_myself_ v)\n\nwait (0.001) seconds\nset [spike x v] to [1075]\nset [spike y v] to [-92]\ncreate clone of (_myself_ v)\nwait (0.001) seconds\nset [spike x v] to [1860]\nset [spike y v] to [-77]\ncreate clone of (_myself_ v)\nwait (0.001) seconds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [inverse bad x v] to (spike inverse x)\nset [inverse bady v] to (spike inverse y)\nshow\nx : (inverse bad x) (costume [number v]) y: (inverse bady)\n\ndefine x : (number1) (number2) y: (number3)\ngo to [front v] layer\nforever\n set [ghost v] effect to (0)\n if <<(playerX) > ((number1) - (960))> or <((number1) + (960)) > (playerX)>> then\n switch costume to (costume2 v)\n go to x: ((0) - (((playerX) + (0)) - (number1))) y: (number3)\n switch costume to (number2)\n show\n else\n hide\n end\nend\n\n@gravity\n\nwhen I receive [green flag v]\nset size to (100) %\nswitch costume to (costume1 v)\nset [gravity x v] to [300]\nset [gravity y v] to [-97]\ncreate clone of (_myself_ v)\nwait (0.0001) seconds\nset [gravity x v] to [1750]\nset [gravity y v] to [25]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [badgravityx v] to (gravity x)\nset [bad gravityy v] to (gravity y)\nshow\nx : (gravity x) (costume [number v]) y: (gravity y)\n\ndefine x : (number1) (number2) y: (number3)\ngo to [front v] layer\nforever\n set [ghost v] effect to (0)\n if <<(playerX) > ((number1) - (960))> or <((number1) + (960)) > (playerX)>> then\n switch costume to (costume2 v)\n go to x: ((0) - (((playerX) + (0)) - (number1))) y: (number3)\n switch costume to (number2)\n show\n if <touching (player v)?> then\n broadcast (reverse v)\n end\n else\n hide\n end\nend\n\n@boom !\n\nwhen I receive [green flag v]\nset size to (100) %\nswitch costume to (costume1 v)\nset [boom x v] to [1000]\nset [boom y v] to [100]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [bad boom x v] to (boom x)\nset [bad boom y v] to (boom y)\nshow\nx : (boom x) (costume [number v]) y: (boom y)\n\ndefine x : (number1) (number2) y: (number3)\ngo to [front v] layer\nforever\n set [ghost v] effect to (0)\n if <<(playerX) > ((number1) - (960))> or <((number1) + (960)) > (playerX)>> then\n switch costume to (costume2 v)\n go to x: ((0) - (((playerX) + (0)) - (number1))) y: (number3)\n switch costume to (number2)\n show\n else\n hide\n end\nend\n\n@knifes\n\nwait (0.001) seconds\nset [spike x v] to [585]\nset [spike y v] to [50]\ncreate clone of (_myself_ v)\nwait (0.001) seconds\nset [spike x v] to [1075]\nset [spike y v] to [-92]\ncreate clone of (_myself_ v)\nwait (0.001) seconds\nset [spike x v] to [2000]\nset [spike y v] to [-77]\ncreate clone of (_myself_ v)\nwait (0.001) seconds\nset [spike x v] to [3300]\nset [spike y v] to [-99]\ncreate clone of (_myself_ v)\nwait (0.001) seconds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [badx v] to (spike X)\nset [bady v] to (spike Y)\nshow\nx : (badX) (costume [number v]) y: (badY)\n\ndefine x : (number1) (number2) y: (number3)\ngo to [front v] layer\nforever\n set [ghost v] effect to (0)\n if <<(playerX) > ((number1) - (960))> or <((number1) + (960)) > (playerX)>> then\n switch costume to (costume2 v)\n go to x: ((0) - (((playerX) + (0)) - (number1))) y: (number3)\n switch costume to (number2)\n show\n else\n hide\n end\nend\n\nwhen I receive [green flag v]\nset size to (100) %\nswitch costume to (costume1 v)\nset [spike x v] to [131]\nset [spike y v] to [-110]\ncreate clone of (_myself_ v)\nwait (0.001) seconds\nset [spike x v] to [-155]\nset [spike y v] to [-110]\ncreate clone of (_myself_ v)\n\n@Plateforms\n\nwhen I start as a clone\nshow\nset x to (((costume [number v]) - (2)) * (480)) (costume [number v])\n\ndefine set x to (number:1) (number:2)\nforever\n if <<(playerX) > ((number:1) - (1))> or <((number:1) + (1)) > (playerX)>> then\n switch costume to (blank v)\n go to x: ((0) - ((playerX) + ((0) - (number:1)))) y: (0)\n switch costume to (number:2)\n show\n else\n hide\n end\nend\n\nwhen I receive [green flag v]\nset size to (100) %\nset [level v] to [1]\nhide\nswitch costume to (blank v)\nrepeat (8)\n next costume\n create clone of (_myself_ v)\nend\n\n@player\n\nwhen flag clicked\nforever\n if <(gravity 2) = [1]> then\n if <touching (gravity v)?> then\n set [gravity 1 v] to [1]\n set [gravity 3 v] to [13]\n set [gravity 2 v] to [-1]\n wait (1) seconds\n end\n else\n if <touching (gravity v)?> then\n set [gravity 1 v] to [-1]\n set [gravity 3 v] to [-13]\n set [gravity 2 v] to [1]\n wait (1) seconds\n end\n end\n if <(inverse 1) = [1.2]> then\n if <touching (inverse v)?> then\n set [inverse 1 v] to [-1.2]\n set [inverse 2 v] to [1.2]\n wait (1.5) seconds\n end\n else\n if <touching (inverse v)?> then\n set [inverse 1 v] to [1.2]\n set [inverse 2 v] to [-1.2]\n wait (1.5) seconds\n end\n end\nend\n\nwhen I receive [green flag v]\nset size to (100) %\nset rotation style [left-right v]\nclear graphic effects\nset [gravity 2 v] to [-1]\nset [gravity 1 v] to [1]\nset [gravity 3 v] to [13]\nset [playerx v] to (CheckPoints)\nset [x v] to [0]\nset [inverse 1 v] to [1.2]\nset [inverse 2 v] to [-1.2]\npoint in direction (90)\nset size to (100) %\nshow\ngo to x: (0) y: (50)\nset [y v] to [0]\nset y to (50)\nforever\n go to [front v] layer\n if <key (right arrow v) pressed?> then\n change [x v] by (inverse 1)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (inverse 2)\n end\n set [x v] to ((X) * (0.9))\n change [playerx v] by (X)\n if <touching (plateforms v)?> then\n change y by (gravity 1)\n if <touching (plateforms v)?> then\n change y by (gravity 1)\n if <touching (plateforms v)?> then\n change y by (gravity 1)\n if <touching (plateforms v)?> then\n change y by (gravity 1)\n if <touching (plateforms v)?> then\n change y by (gravity 1)\n if <touching (plateforms v)?> then\n change y by (-4)\n change [playerx v] by ((X) * (-2))\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 (gravity 2)\n change y by (Y)\n if <touching (plateforms v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (gravity 2)\n if <touching (plateforms v)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to (gravity 3)\n end\n end\n change [playery v] by (Y)\n if <(gravity 2) = [1]> then\n if <<<(y position) > [184]> or <touching (knifes v)?>> or <touching (knifes inverse v)?>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (die v)\n repeat until <(round (playerX)) = (CheckPoints)>\n change [playerx v] by (((CheckPoints) - (playerX)) / (7))\n end\n set [inverse 1 v] to [1.2]\n set [inverse 2 v] to [-1.2]\n set [gravity 2 v] to [-1]\n set [gravity 1 v] to [1]\n set [gravity 3 v] to [13]\n set [playerx v] to (CheckPoints)\n point in direction (90)\n set size to (100) %\n show\n go to x: (0) y: (50)\n set [x v] to [0]\n set [y v] to [0]\n set y to (50)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n if <touching (boom ! v)?> then\n change [y v] by (-30)\n end\n end\n if <(gravity 2) = [-1]> then\n if <<<(y position) < [-179]> or <touching (knifes v)?>> or <touching (knifes inverse v)?>> then\n broadcast (die v)\n clear graphic effects\n repeat (10)\n change [ghost v] effect by (10)\n end\n repeat until <(round (playerX)) = (CheckPoints)>\n change [playerx v] by (((CheckPoints) - (playerX)) / (7))\n end\n wait until <(round (playerX)) = (CheckPoints)>\n set [gravity 2 v] to [-1]\n set [gravity 1 v] to [1]\n set [gravity 3 v] to [13]\n set [inverse 1 v] to [1.2]\n set [inverse 2 v] to [-1.2]\n set [playerx v] to (CheckPoints)\n point in direction (90)\n set size to (100) %\n show\n go to x: (0) y: (50)\n set [x v] to [0]\n set [y v] to [0]\n set y to (50)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n if <touching (boom ! v)?> then\n change [y v] by (30)\n end\n end\nend\n\nwhen [timer v] > (0.000002)\nhide\n\n@Plateforms2\n\nwhen I start as a clone\nshow\nset x to (((costume [number v]) - (2)) * (480)) (costume [number v])\n\ndefine set x to (number:1) (number:2)\nforever\n if <<(playerX) > ((number:1) - (1))> or <((number:1) + (1)) > (playerX)>> then\n switch costume to (blank v)\n go to x: ((0) - ((playerX) + ((0) - (number:1)))) y: (0)\n switch costume to (number:2)\n show\n else\n hide\n end\nend\n\nwhen I receive [green flag v]\nset size to (100) %\nset [level v] to [1]\nhide\nswitch costume to (blank v)\nrepeat (9)\n next costume\n create clone of (_myself_ v)\nend\n\n
---------Effect Platfomer 2---------\n the first one you liked so I made a second!\n ❤,⭐\n and follow me for more\n\n\nGo follow @Debility_Kheops_v2\n @elda22M\n @Oscaramel
Diamond Planet | Scrolling Platformer
@Stage\n\nwhen I receive [flag v]\nwait (0.45) seconds\nforever\n play sound [Art of Silence - Dramatic _ Cinematic \[Free to use\]2 v] until done\nend\n\n@back\n\nwhen flag clicked\nhide\n\nwhen I receive [flag v]\nshow\nforever\n go to (player v)\nend\n\nwhen flag clicked\nforever\n point in direction (direction)\nend\n\nwhen I receive [flag v]\nforever\n go to (player v)\n go to (player v)\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [hide v]\nhide\n\n@Player\n\nif <(X) > [0]> then\n set [x v] to [5]\nelse\n set [x v] to [-5]\nend\nset [y v] to [10]\n\nchange [playerx v] by \n\nchange [playerx v] by \n\nwhen I receive [flag v]\nset rotation style [left-right v]\nclear graphic effects\nset [playerx v] to (Checkpoint)\nset [x v] to [0]\npoint in direction (90)\nset size to (100) %\nshow\ngo to x: (0) y: (180)\nset [y v] to [0]\nset y to (180)\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (.9)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-.9)\n point in direction (-90)\n end\n set [x v] to ((X) * (0.9))\n change [playerx v] by (X)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (-4)\n change [playerx v] by ((X) * (-2))\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 (ground v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<<key (up arrow v) pressed?> or <[] = [1]>> or <key (w v) pressed?>> then\n set [y v] to [14]\n end\n end\n if <<(y position) < [-179]> or <touching (knifes >:\) v)?>> then\n broadcast (die v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n repeat until <(round (PlayerX)) = (Checkpoint)>\n change [playerx v] by (((Checkpoint) - (PlayerX)) / (7))\n end\n set [playerx v] to (Checkpoint)\n point in direction (90)\n set size to (100) %\n show\n go to x: (0) y: (180)\n set [x v] to [0]\n set [y v] to [0]\n set y to (180)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n if <[7300] < (PlayerX)> then\n broadcast (end v)\n end\nend\n\nwhen flag clicked\nset [first? v] to [0]\nset [checkpoint v] to [0]\nhide\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen I receive [flag v]\nforever\n set [direction v] to (direction)\nend\n\nwhen I receive [hide v]\nhide\n\n@Ground\n\nwhen I receive [flag v]\nclear graphic effects\nswitch costume to (costume2 v)\nrepeat (16)\n next costume\n create clone of (_myself_ v)\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\ndefine set x to (number1) (number2)\nforever\n if <<(PlayerX) > ((number1) - (960))> or <((number1) + (960)) > (PlayerX)>> then\n switch costume to (costume2 v)\n go to x: ((0) - ((PlayerX) + ((0) - (number1)))) y: (0)\n switch costume to (number2)\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nshow\nset x to (((costume [number v]) - (2)) * (480)) (costume [number v])\n\n@Checkpoint\n\nwhen I start as a clone\nif <not <(First?) = [0]>> then\n set [ghost v] effect to (100)\n hide\nend\nforever\n set y to (by)\n if <touching (player v)?> then\n change [first? v] by (1)\n set [checkpoint v] to (bx)\n repeat (10)\n change [ghost v] effect by (10)\n change y by (-1)\n end\n delete this clone\n end\nend\n\nwhen I receive [flag v]\nswitch costume to (costume1 v)\nset [checkpointx v] to [3551]\nset [checkpointy v] to [148]\ncreate clone of (_myself_ v)\n\nwhen I receive [end v]\nset [checkpoint v] to [0]\nset [first? v] to [0]\nhide\ndelete this clone\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\n\ndefine set x to (number1) (number2) set y to (number3)\ngo to [front v] layer\nforever\n turn left (1) degrees\n if <<(PlayerX) > ((number1) - (960))> or <((number1) + (960)) > (PlayerX)>> then\n switch costume to (costume2 v)\n set x to ((0) - ((PlayerX) + ((0) - (number1))))\n switch costume to (number2)\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nset [bx v] to (CheckpointX)\nset [by v] to (CheckpointY)\nshow\nset x to (bx) (costume [number v]) set y to (by)\n\n@Tumbnaill\n\nwhen flag clicked\ngo to [back v] layer\nforever\n reset timer\n hide\nend\n\nwhen [timer v] > (0.002)\ngo to [front v] layer\nbroadcast (hide v)\ngo to x: (0) y: (200)\nset [brightness v] effect to (45)\nstart sound [ding v]\nshow\nrepeat (45)\n change y by (((0) - (y position)) / (7))\n change [brightness v] effect by (-1)\nend\n\n@introduction \n\nwhen flag clicked\nwait (2.9) seconds\nforever\n repeat (10)\n change size by (3)\n end\n repeat (3)\n change size by (-3)\n end\nend\n\nwhen I receive [end v]\nbroadcast (love and fav v)\ngo to x: (0) y: (100)\nswitch costume to (costume40 v)\npoint in direction (90)\nset size to (4) %\ngo to [front v] layer\nshow\nrepeat (25)\n change size by (4)\n turn right (14.4) degrees\nend\nset size to (100) %\n\nwhen I receive [menu v]\nswitch costume to (costume2 v)\ngo to [front v] layer\nhide\n\ndefine intro\ngo to [front v] layer\ngo to [front v] layer\nshow\nstart sound [intro song v]\nrepeat until <(costume [number v]) = [16]>\n next costume\nend\nswitch costume to (costume17 v)\nrepeat until <(costume [number v]) = [32]>\n wait (.0003) seconds\n next costume\nend\nswitch costume to (costume33 v)\nrepeat until <(costume [number v]) = [38]>\n wait (.0003) seconds\n next costume\nend\nwait (6) seconds\nbroadcast (flag v)\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\npoint in direction (90)\nset size to (100) %\nintro\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n stop all sounds\n stop [other scripts in sprite v]\n broadcast (flag v)\n hide\n stop [this script v]\n end\nend\n\n@loves, favs\n\nwhen I receive [end v]\nhide\nforever\n wait (.3) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nswitch costume to (pick random (1) to (2))\nset size to (0) %\ngo to (random position v)\npoint in direction (pick random (-180) to (180))\nset [ghost v] effect to (50)\nrepeat (20)\n change size by (2)\nend\nwait (2) seconds\nrepeat (15)\n change size by (-2)\nend\ndelete this clone\n\nbroadcast (THE END :\) v)\n\nwhen I receive [love and fav v]\nhide\nforever\n wait (.3) seconds\n create clone of (_myself_ v)\nend\n\n@Scrolling BG\n\nwhen I receive [flag v]\nclear graphic effects\nswitch costume to (costume2 v)\nrepeat (16)\n next costume\n create clone of (_myself_ v)\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\ndefine set x to (number1) (number2)\nforever\n if <<(PlayerX) > ((number1) - (960))> or <((number1) + (960)) > (PlayerX)>> then\n switch costume to (costume2 v)\n go to x: ((0) - ((PlayerX) + ((0) - (number1)))) y: (0)\n go to [back v] layer\n switch costume to (number2)\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nshow\nset x to (((costume [number v]) - (2)) * (480)) (costume [number v])\n\n
---------------------> Diamond Planet\nYou have a single task, parkour to the end of the obstacles to get back to your home How to play↴\n\nHow to play: To move use WASD or arrow keys, don't fall off the platform or you will lose. Parkour all the way to the other side to beat the game, THERE ARE CHECKPOINTS because many people were asking for that in the last game. This is a scrolling platformer. \n ----------> CLICK SPACE TO SKIP INTRO <----------\n \nThe things you should do: Love and favorite this game maybe even a follow :D... why? because It took a lot of time and effort to make this game. If don't want to that's fine! Tell me your score in the comments!\n\nJOIN THE STUDIO!!: https://scratch.mit.edu/studios/27975986/projects/\n\nCredits:\n@Thepugmen (me): All Art, Gameplay, and 60% of code \n\n@noodlebot743: for the other 40% of code\n\ndimrain47: intro music\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n------------------------------------------->\n#game #Game #GAME #Fun #FUN #happy #HAPPY #Moon #space #unstoppable #project #Thepugmen #Play #platfomer #Platfomer #Mobile #LOVE #Favrote #Now #trending #dimrain47 #Music #Art #Animation #Games #Scratch #Dodge #Ar #Music #Enemy #Enemies #Space #Orange #Playing #Dodging #Play #Square #Cube #Thumbnail #Colors #Cool #Awesome #Good #Great #Walking #Moving #Comment #Sequel #Difficulty #Wave #Hard #Animations #All #Art #Music #Stories #Tutorials
sharkyshar platformer
@Stage\n\n@download (5)\n\nwhen flag clicked\ngo to x: (-92) y: (-25)\nswitch costume to (download \(5\) v)\nswitch backdrop to (backdrop1 v)\nshow\ngo to x: (-127) y: (-60)\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right 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 <(y position) < [-185]> then\n go to x: (-121) y: (-26)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching color (#000000)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching color (#000000)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n go to x: (-173) y: (-24)\n end\n if <(x position) > [273]> then\n broadcast (message1 v)\n go to x: (-173) y: (-24)\n end\nend\n\nnext costume\n\ngo to x: (-9) y: (-172)\n\nchange x by (-1)\n\nwhen I receive [2 v]\ngo to x: (-217) y: (-20)\n\nwhen flag clicked\nforever\n repeat (10)\n if <touching color (#00ff43)?> then\n broadcast (2 v)\n end\n end\nend\n\nwhen I receive [2 v]\ngo to x: (-173) y: (-24)\n\nwhen flag clicked\nforever\n repeat (10)\n play sound [Quack Song2 v] until done\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen I receive [message1 v]\nnext costume\nshow\ngo to x: (134) y: (-101)\n\nwhen flag clicked\nforever\n repeat (10)\n if <touching color (#0021ff)?> then\n hide\n end\n end\nend\n\nif <touching (_edge_ v)?> then\n\nchange y by (1)\n\nwhen flag clicked\nforever\n repeat (10)\n repeat (48)\n change x by (-15)\n end\n repeat (48)\n change x by (15)\n end\n end\nend\n\n@Sprite2\n\nwhen I receive [message1 v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\n@Sprite3\n\nwhen [space v] key pressed\ngo to (download \(5\) v)\nchange y by (50)\nwait (0.1) seconds\nswitch costume to (costume1 v)\nshow\nwait (0.1) seconds\nswitch costume to (costume2 v)\nwait (0.1) seconds\nswitch costume to (costume3 v)\nwait (0.1) seconds\nswitch costume to (costume4 v)\nswitch costume to (costume1 v)\nhide\nwait (2) seconds\n\nswitch costume to (costume4 v)\n\nswitch costume to (costume4 v)\n\nshow\n\npoint in direction (30)\n\nmove () steps\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop1 v]\nswitch costume to (costume1 v)\n\nshow\n\nwhen flag clicked\nforever\n repeat (10)\n if <touching color (#0021ff)?> then\n hide\n end\n end\nend\n\nwhen I receive [message1 v]\nnext costume\nshow\n\nshow\n\n@Sprite5\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [message1 v]\nnext costume\n\nwhen flag clicked\nforever\n repeat (10)\n show\n glide (2) secs to (download \(5\) v)\n point in direction <touching (download \(5\) v)?>\n wait (2) seconds\n go to x: (-71) y: (107)\n hide\n wait (1) seconds\n end\nend\n\nhide\n\n@Sprite6\n\nwhen I receive [message1 v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n repeat (1)\n if <touching color (#0021ff)?> then\n next costume\n end\n end\nend\n\n@Sprite7\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\n
arrow keys \npress space to attack
Kaszanka's world || a platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (tło1 v)\nwait until <(LEVEL) = [4]>\nswitch backdrop to (tło2 v)\nwait until <(LEVEL) = [11]>\nswitch backdrop to (tło3 v)\n\n@Player\n\nwhen I receive [meh v]\nset [long jump v] to [0]\nset rotation style [left-right v]\nforever\n if <touching (ground v)?> then\n if <(long jump) = [0]> then\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n switch costume to (kostium1 v)\n wait (0.1) seconds\n switch costume to (kostium2 v)\n wait (0.1) seconds\n else\n if <<key (space v) pressed?> and <(Power up) = [fire]>> then\n switch costume to (kostium5 v)\n else\n switch costume to (kostium1 v)\n end\n end\n end\n else\n if <<key (space v) pressed?> and <(Power up) = [fire]>> then\n switch costume to (kostium5 v)\n else\n switch costume to (kostium3 v)\n end\n end\n if <(Your hp) < [1]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [your hp v] to [10]\nshow\nset [jump power v] to [0]\npoint in direction (90)\nbroadcast (meh v)\nforever\n go to (detector v)\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\n if <touching color (#5aff00)?> then\n set [velocity y v] to [25]\n end\n if <touching (water v)?> then\n set [touching: v] to [water]\n else\n set [touching: v] to [ground]\n end\n set [player direction v] to (direction)\n if <<touching color (#ff2b2b)?> and <<touching (ground v)?> and <not <touching (secret v)?>>>> then\n broadcast (AAA v)\n end\n if <touching (boss balls v)?> then\n change [your hp v] by (-1)\n end\n if <(Your hp) < [1]> then\n broadcast (Game Over v)\n stop [this script v]\n end\nend\n\nwhen I receive [boss dead v]\nset [boss hp v] to [0]\nstop all sounds\nstart sound [smb-ending v]\nswitch costume to (kostium1 v)\npoint in direction (90)\ngo to x: (-53) y: (-49)\nwait (10) seconds\nbroadcast (Ending v)\nstop [other scripts in sprite v]\n\nwhen I receive [game over v]\nstart sound (pick random (4) to (7))\npoint in direction (90)\nswitch costume to (kostium4 v)\nrepeat (10)\n change y by (10)\nend\nrepeat (10)\n change y by (-30)\nend\nbroadcast (Total game over v)\nhide\n\nwhen I receive [power up v]\nswitch costume to (kostium6 v)\nwait (3) seconds\nswitch costume to (kostium1 v)\n\n@ground\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\n@detector\n\nwhen flag clicked\ngo to [back v] layer\nset [ghost v] effect to (100)\nset size to (100) %\ngo to x: (-171) y: (-21)\nset [velocity y v] to [0]\nset [level v] to [1]\nforever\n if <key (right arrow v) pressed?> then\n change x by (8)\n if <touching (ground v)?> then\n change x by (-8)\n end\n end\n if <key (left arrow v) pressed?> then\n change x by (-8)\n if <touching (ground v)?> then\n change x by (8)\n end\n end\n change [velocity y v] by (-1)\n change y by (Velocity Y)\n if <touching (ground v)?> then\n change y by ((-1) * (Velocity Y))\n set [velocity y v] to [0]\n end\n change y by (-1)\n if <<<touching (ground v)?> or <<(Power up) = [water]> and <(touching:) = [water]>>> and <key (up arrow v) pressed?>> then\n change [velocity y v] by (jump power)\n end\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 (-5)\n end\n end\n end\n end\n end\n end\n if <<<(y position) < [-131]> and <not <(LEVEL) = [3]>>> or <touching (spikes v)?>> then\n go to x: (-171) y: (-21)\n start sound [scream-male1 v]\n end\n if <touching (boost v)?> then\n repeat (10)\n change x by (30)\n end\n end\nend\n\nwhen flag clicked\nrepeat until <(LEVEL) = [3]>\n if <(x position) = [245]> then\n change [level v] by (1)\n go to x: (-171) y: (-21)\n end\nend\nrepeat until <(LEVEL) = [4]>\n if <(y position) < [-131]> then\n go to x: (-171) y: (-21)\n change [level v] by (1)\n end\nend\ngo to x: (-13) y: (200)\nforever\n if <(x position) > [245]> then\n change [level v] by (1)\n go to x: (-171) y: (-21)\n end\nend\n\nwhen I receive [aaa v]\ngo to x: (-171) y: (-21)\nstart sound [scream-male1 v]\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\n@stomp\n\nwhen flag clicked\nforever\n go to (detector v)\n set [ghost v] effect to (100)\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\n@water\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (kostium1 v)\ngo to [back v] layer\ngo to x: (0) y: (0)\nhide\nwait until <(LEVEL) = [3]>\nshow\nwait until <(LEVEL) = [4]>\nswitch costume to (kostium2 v)\nwait until <(LEVEL) = [5]>\nswitch costume to (kostium3 v)\nwait until <(LEVEL) = [6]>\nswitch costume to (kostium4 v)\nwait until <(LEVEL) = [7]>\nhide\n\n@music 1\n\nwhen flag clicked\nforever\n play sound [Slot Machine v] until done\nend\n\nwhen flag clicked\nset volume to (100) %\nforever\n if <(LEVEL) = [4]> then\n set volume to (0) %\n end\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\n@music 2\n\nwhen flag clicked\nwait until <(LEVEL) = [4]>\nforever\n play sound [Underground v] until done\nend\n\nwhen flag clicked\nset volume to (100) %\nforever\n if <(LEVEL) = [11]> then\n set volume to (0) %\n end\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\n@Water power up\n\nwhen flag clicked\nswitch costume to (kostium1 v)\nhide\ngo to x: (-60) y: (-85)\nset [power up v] to [normal]\nwait until <(LEVEL) = [5]>\nshow\nwait until <touching (player v)?>\nhide\nplay sound [smb_powerup v] until done\nset [power up v] to [water]\n\n@water2\n\nwhen flag clicked\nhide\nforever\n go to [back v] layer\n if <<(touching:) = [water]> and <(Power up) = [water]>> then\n show\n repeat until <not <touching (water v)?>>\n go to (player v)\n set [jump power v] to [3.2]\n end\n else\n hide\n go to (water v)\n set [jump power v] to [10]\n end\nend\n\n@spikes\n\nwhen flag clicked\nswitch costume to (kostium1 v)\nhide\nwait until <(LEVEL) = [6]>\nshow\nwait until <(LEVEL) = [7]>\nhide\nwait until <(LEVEL) = [8]>\nshow\nswitch costume to (kostium2 v)\nwait until <(LEVEL) = [9]>\nhide\nwait until <(LEVEL) = [11]>\nshow\nswitch costume to (kostium3 v)\n\nwhen I receive [hide spikes v]\nhide\n\n@secret\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nwait until <(LEVEL) = [7]>\nswitch costume to (kostium1 v)\nshow\nwait until <(LEVEL) = [8]>\nhide\nwait until <(LEVEL) = [13]>\nswitch costume to (kostium2 v)\nshow\nwait until <(LEVEL) = [14]>\nhide\n\nwhen flag clicked\nwait until <(LEVEL) = [7]>\nforever\n if <touching (player v)?> then\n set [ghost v] effect to (75)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Jump power up\n\nwhen flag clicked\nswitch costume to (kostium2 v)\ngo to x: (49) y: (-110)\nhide\nwait until <(LEVEL) = [7]>\nshow\nwait until <(LEVEL) = [8]>\ngo to x: (-58) y: (-103)\nwait until <(LEVEL) = [9]>\nhide\nwait until <(LEVEL) = [12]>\nshow\ngo to x: (9) y: (-94)\nwait until <(LEVEL) = [13]>\nhide\nwait until <(LEVEL) = [14]>\nshow\ngo to x: (-167) y: (-89)\nwait until <(LEVEL) = [15]>\n\nwhen flag clicked\nforever\n if <touching (detector v)?> then\n repeat (2)\n next costume\n end\n set [velocity y v] to [20]\n start sound [recording1 v]\n repeat (2)\n next costume\n end\n switch costume to (kostium2 v)\n end\nend\n\nwhen I receive [boss dead v]\nhide\n\n@boost\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nwait until <(LEVEL) = [9]>\nshow\nwait until <(LEVEL) = [10]>\ngo to x: (22) y: (100)\nwait until <(LEVEL) = [11]>\nhide\n\n@music 3\n\nwhen flag clicked\nset volume to (100) %\nwait until <(LEVEL) = [11]>\nforever\n play sound [World Mushroom \(& Flower\) v] until done\nend\n\nwhen flag clicked\nwait until <(LEVEL) = [15]>\nset volume to (0) %\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\n@fire power up\n\nwhen flag clicked\nhide\nwait until <(LEVEL) = [11]>\nshow\ngo to x: (-40) y: (-56)\nwait until <touching (player v)?>\nhide\nplay sound [smb_powerup v] until done\nset [power up v] to [fire]\n\n@fireball\n\nwhen flag clicked\nhide\nforever\n point in direction (player direction)\n if <<key (space v) pressed?> and <(Power up) = [fire]>> then\n create clone of (_myself_ v)\n wait (0.5) seconds\n end\nend\n\nwhen I start as a clone\nstart sound [Rip v]\ngo to (player v)\nshow\nrepeat until <<<<touching (ground v)?> or <touching (_edge_ v)?>> or <touching (button v)?>> or <<touching (boss v)?> or <touching (kaszanka-kalorie v)?>>>\n move (30) steps\nend\ndelete this clone\n\nwhen I receive [explode? v]\ndelete this clone\n\n@button\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nwait until <(LEVEL) = [11]>\nshow\nwait until <touching (fireball v)?>\nbroadcast (hide spikes v)\nhide\n\n@boss\n\nwhen flag clicked\nset [boss hp v] to [100]\nhide variable [boss hp v]\nhide variable [your hp v]\ngo to x: (36) y: (148)\nhide\npoint in direction (90)\nwait until <(LEVEL) = [15]>\nswitch costume to (kostium1 v)\nshow\nglide (1) secs to x: (163) y: (-22)\nset rotation style [left-right v]\nsay [Dobra od razu przejdźmy do walki] for (2) seconds\nshow variable [boss hp v]\nset [boss hp v] to [100]\nwait (1) seconds\nshow variable [your hp v]\nset [your hp v] to [10]\nbroadcast (Am i v)\nset [attack style v] to [normal shot]\nrepeat until <(boss hp) < [1]>\n repeat until <touching (stomp v)?>\n set [attack style v] to [normal shot]\n end\n switch costume to (kostium3 v)\n wait (1) seconds\n switch costume to (kostium1 v)\n repeat until <touching (stomp v)?>\n set [attack style v] to [Wall]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (fireball v)?> then\n change [boss hp v] by (-5)\n end\n if <touching (stomp v)?> then\n change [boss hp v] by (-10)\n set [velocity y v] to [20]\n wait (1) seconds\n end\n if <(boss hp) < [1]> then\n set rotation style [all around v]\n repeat (10)\n turn left (35) degrees\n end\n hide\n broadcast (Boss dead v)\n stop [this script v]\n end\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen I receive [am i v]\nrepeat until <(boss hp) < [1]>\n play sound [Histocrat Battle v] until done\nend\n\nwhen I receive [power up v]\nif <<touching (player v)?> and <(Star power) = [Power on]>> then\n set [boss hp v] to [0]\nend\n\n@Boss balls\n\nwhen flag clicked\nhide\n\nwhen I receive [am i v]\npoint in direction (-90)\nforever\n if <not <(boss hp) = [0]>> then\n if <(Attack style) = [normal shot]> then\n repeat (5)\n create clone of (_myself_ v)\n wait (1.5) seconds\n end\n end\n if <(Attack style) = [Wall]> then\n repeat (5)\n create clone of (_myself_ v)\n wait (1) seconds\n turn right (15) degrees\n end\n point in direction (-90)\n end\n end\nend\n\nwhen I start as a clone\ngo to (boss v)\nshow\nrepeat until <<touching (player v)?> or <<<touching (ground v)?> or <touching (_edge_ v)?>> or <touching (fireball v)?>>>\n move (10) steps\nend\nbroadcast (Explode? v)\ndelete this clone\n\nwhen I receive [total game over v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [boss dead v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Duszek1\n\nwhen flag clicked\nhide\n\nwhen I receive [total game over v]\nshow\n\n@kaszanka-kalorie\n\nwhen flag clicked\nswitch costume to (kaszanka-kalorie v)\nset size to (22) %\nhide\ngo to x: (168) y: (200)\n\nwhen I receive [boss dead v]\nshow\nglide (2) secs to x: (173) y: (-55)\nbroadcast (Hepi End v)\nforever\n if <touching (fireball v)?> then\n switch costume to (kaszanka-kalorie2 v)\n end\nend\n\n@S E R\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [hepi end v]\nshow\n\n@gwiazdkowy lelelurmip\n\nwhen flag clicked\nset [other thing v] to [League of Legends]\ngo to [back v] layer\nset [star power v] to [off]\nhide\nwait until <(LEVEL) = [4]>\ngo to x: (-209) y: (123)\nshow\nwait until <(LEVEL) = [5]>\nhide\nwait until <(LEVEL) = [7]>\nshow\ngo to x: (185) y: (-1)\nwait until <(LEVEL) = [8]>\nhide\nwait until <(LEVEL) = [13]>\nshow\ngo to x: (103) y: (-125)\nwait until <(LEVEL) = [14]>\nhide\n\nwhen flag clicked\nswitch costume to (star v)\nset size to (100) %\nrepeat until <(Star power) = [3]>\n if <touching (player v)?> then\n change [star power v] by (1)\n start sound [Collect v]\n hide\n end\nend\ngo to [front v] layer\nshow\nswitch costume to (star2 v)\nrepeat (5)\n change size by (5)\nend\nwait (2) seconds\nhide\nrepeat until <(Other thing) = [Cheese]>\n if <key (q v) pressed?> then\n set [star power v] to [Power on]\n set [other thing v] to [Cheese]\n end\nend\nbroadcast (Power up v)\nplay sound [strongpunch v] until done\nset [star power v] to [OFF]\n\n@Ending screen\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen I receive [ending v]\nhide variable [boss hp v]\nhide variable [your hp v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (End txt v)\n\n@Napisy\n\nwhen flag clicked\nswitch costume to (kostium1 v)\ngo to x: (0) y: (-390)\nset size to (150) %\nhide\n\nwhen I receive [end txt v]\nstop all sounds\nshow\nrepeat (600)\n change y by (1)\nend\nswitch costume to (kostium2 v)\ngo to x: (0) y: (-390)\nrepeat (600)\n change y by (1)\nend\nswitch costume to (kostium3 v)\ngo to x: (0) y: (-390)\nglide (6) secs to x: (0) y: (0)\nwait (10) seconds\nstop [all v]\n\nwhen I receive [end txt v]\nforever\n play sound [3 v] until done\nend\n\n@Okładka\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\nend\n\n
Jump animation is back!\nEng\nArrows-movement\nSpace- if you have fire power up, it's a fireball\nIf you have water power up and you touch the water, you can jump higher !!!\nFlag x 2, because it can become something like: boss on level 1 ...\nThere is also a super power up, but for it you need ... I won't tell you what (I'll just say there are 3) because it gives you a boss for 1 hit (but use the same amount)!\n\nPol\nStrzałki-ruch\nSpacja- jeżeli masz fire power up to kula ognia\nJeżeli masz water power up i dotykasz wody to możesz wyżej skakać!!!\nFlaga x 2, bo może się stać coś typu: boss na 1 poziomie...\nJest też super power up, ale do niego potrzebujesz... nie powiem ci czego (powiem tylko tyle, że tego jest 3) bo dzięki niemu masz bossa na 1 uderzenie (ale użyć tyle samo)!
Platformer game
@Stage\n\n@player\n\nwhen flag clicked\nshow\ngo to x: (0) y: (-1)\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 (#ff0000)?> then\n broadcast (respawn v)\n end\n if <touching color (#000000)?> then\n say [You win!] for (2) seconds\n say [Love and Fav?] for (2) seconds\n stop [all v]\n end\n if <touching color (#b0b0b0)?> then\n broadcast (respawn v)\n end\n if <touching color (#5d5d5d)?> then\n broadcast (respawn v)\n end\n change y by (5)\nend\n\nwhen flag clicked\nforever\n play sound [Dance Around v] until done\nend\n\n@Platform\n\ndefine SET HACK SIZE TO (number or text)\nswitch costume to (costume1 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]\n\nwhen flag clicked\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 <key (d v) pressed?>> then\n change [d vel v] by (-0.35)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [d vel v] by (0.35)\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 <key (w v) pressed?>> then\n set [y vel v] to [-12]\n end\n end\n change y by (-1)\nend\n\n
You have to get to the black line. Arrow keys to move. Don't touch lava or spikes. Please love and fav.\nMy other platformers: https://scratch.mit.edu/projects/455164782/\nhttps://scratch.mit.edu/projects/520341365/\n\n#games #platformer #Violon18 #360 #player #rotating #round #green #spikes #lava
-Grass lands 360 platformer- #games #all #stories
@Stage\n\nwhen I receive [start v]\nforever\n play sound (pick random (1) to (3)) until done\nend\n\nwhen flag clicked\nstop all sounds\n\nbroadcast (start v)\n\n@empty\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\n\n@player\n\nwhen I receive [start v]\nset [level v] to [1]\nbroadcast (setup v)\nforever\n tick\n broadcast (Tick v) and wait\nend\n\ndefine tick\nchange y by (-4)\nif <touching color (#ffa97d)?> then\n set [sy v] to [44]\nend\nchange y by (4)\nif <key (up arrow v) pressed?> then\n if <(in air) < [2]> then\n start sound [Low Whoosh v]\n set [sy v] to [22]\n end\nend\nchange [sy v] by (-2)\nchange player y by (sy)\nchange [scroll y v] by (round (((y) - (Scroll y)) / (5)))\nposition\n\nchange [sy v] by (11)\n\ndefine change player y by (y)\nchange [y v] by (y)\nchange [in air v] by (1)\nposition\nif <touching (enemy v)?> then\n broadcast (die v)\nend\nrepeat until <not <touching (platform v)?>>\n if <(y) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n position\n set [sy v] to [0]\nend\n\ndefine position\nset y to ((y) - (Scroll y))\n\nwhen I receive [set check point v]\nset [cy v] to (y)\nset [csy v] to (Scroll y)\n\nwhen I receive [die v]\nset [y v] to (y)\nset [scroll y v] to (cy)\n\nwhen I receive [setup v]\nset rotation style [left-right v]\nset [y v] to [450]\nset [scroll y v] to [500]\nset [sy v] to [0]\nset [in air v] to [0]\ngo to x: (0) y: (100)\nposition\nbroadcast (setup level v)\npoint in direction (90)\nset size to (100) %\nswitch costume to (costume1 v)\nclear graphic effects\nshow\n\nwhen I receive [tick v]\nif <key (right arrow v) pressed?> then\n point in direction (90)\nend\nif <key (left arrow v) pressed?> then\n point in direction (-90)\nend\n\nif <touching color (#ffa97d)?> then\n set [sy v] to [12]\nend\n\nbroadcast (start v)\n\nwhen [r v] key pressed\nbroadcast (setup v)\n\nbroadcast (start v)\n\n@Platform\n\ndefine position y (y)\nset y to (y)\n\ndefine size hack\nswitch costume to (costume1 v)\nset size to (300) %\nswitch costume to (level)\n\nwhen I receive [tick v]\nif <key (right arrow v) pressed?> then\n change [vel v] by (-1)\nend\nif <key (left arrow v) pressed?> then\n change [vel v] by (1)\nend\nset [vel v] to ((vel) * (0.6))\nturn right (vel) degrees\nif <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 ((vel) * (-1)) degrees\n set [vel v] to [0]\n end\n end\n end\nend\nposition y ((Scroll y) * (-1))\nif <<[140] > (direction)> and <(direction) > [110]>> then\n if <(level) < [3]> then\n change [level v] by (1)\n broadcast (setup v) and wait\n else\n if <(win) = [0]> then\n change [level v] by (1)\n broadcast (You won! v)\n end\n end\nend\n\nwhen I receive [start v]\nsize hack\nset [y v] to [0]\n\nwhen I receive [start v]\ngo to x: (0) y: (-10000)\npoint in direction (90)\n\nwhen I receive [set check point v]\nset [ca v] to (direction)\n\nwhen I receive [die v]\npoint in direction (ca)\n\nbroadcast (start v)\n\nwhen I receive [setup level v]\nsize hack\npoint in direction (90)\ngo to x: (0) y: (-10000)\nposition y ((Scroll y) * (-1))\n\n@enemy\n\ndefine size hack\nswitch costume to (costume1 v)\nset size to (300) %\nswitch costume to (level)\n\nwhen I receive [tick v]\npoint in direction ([direction v] of [platform v])\nset y to ([y position v] of [platform v])\nsize hack\n\nwhen I receive [setup level v]\nswitch costume to (level)\n\nbroadcast (start v)\n\n@Intro\n\ndefine 🎥 go to x: (x) y: (y) z: (z)\nset [🎥 x pos v] to (x)\nset [🎥 y pos v] to (y)\nset [🎥 z pos v] to (z)\n\ndefine 🎥 move cam to x: (x) y: (y) z: (z)\nset [\[intro\] 🎥 cam x pos v] to (x)\nset [\[intro\] 🎥 cam y pos v] to (y)\nset [\[intro\] 🎥 cam z pos v] to (z)\n\ndefine 🎥 Frame tween size: (s) speed: (spd)\nchange [🎥 size v] by (((round (s)) - (round (🎥 size))) / (spd))\n\ndefine Frame tween rotation: (r) speed: (spd)\nturn right (((round (r)) - (round (direction))) / (spd)) degrees\n\ndefine 🎥 Frame tween position x: (x) y: (y) z: (z) speed: (spd)\nchange [🎥 x pos v] by (((round (x)) - (round (🎥 x pos))) / (spd))\nchange [🎥 y pos v] by (((round (y)) - (round (🎥 y pos))) / (spd))\nchange [🎥 z pos v] by (((round (z)) - (round (🎥 z pos))) / (spd))\n\ndefine 🎥 Frame tween animation x: (x) y: (y) z: (z) size: (s) rotate: (r) speed: (spd)\n🎥 Frame tween position x: (x) y: (y) z: (z) speed: (spd)\n🎥 Frame tween size: (s) speed: (spd)\nFrame tween rotation: (r) speed: (spd)\n\nwhen I start as a clone\nif <(CloneID) = [SE]> then\n go to [front v] layer\n set [🖼️ autoupdatecolor v] to [true]\n set [🎥 use3dfx v] to [true]\n set [🎥 auto scale hack v] to [true]\n wait (0) seconds\n set [var1 v] to [10]\n set [val2 v] to (pick random (25) to (50))\n set [var4 v] to ((Var4) + (pick random (0) to (10)))\n set [🎥 costume v] to [138]\n set [s v] to [0]\n 🖼️ Set colors: (🖼️ Color) (🖼️ Brightness) (🖼️ Ghost)\n 🎥 Frame tween animation x: (X) y: (Y) z: [0] size: [100] rotate: [90] speed: [1]\n set [x v] to ((X) + (pick random ((Var5) * (-1)) to (Var5)))\n set [y v] to ((Y) + (pick random ((Var5) * (-1)) to (Var5)))\n show\n repeat until <[100] < (🖼️ Ghost)>\n change [🎥 costume v] by (((round (147)) - (round (🎥 Costume))) / ((Var4) * (0.75)))\n change [var1 v] by (((round (0)) - (round (Var1))) / ((Var4) * (1)))\n change [var6 v] by (((round (0)) - (round (Var6))) / ((Var4) * (1)))\n change [s v] by (Val2)\n set [🎥 size v] to ([abs v] of (([sin v] of (S) ) * ((Var6) * (Var6))) )\n 🎥 Frame tween position x: (X) y: (Y) z: [0] speed: (Var4)\n if <(Var1) < [1]> then\n change [🖼️ ghost v] by (25)\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [GS]> then\n go to [front v] layer\n 🖼️ Set colors: (🖼️ Color) (🖼️ Brightness) [0]\n Frame Tween Animation x: [0] y: [0] size: [0] rotate: [90] speed: [1]\n show\n repeat (25)\n change [🖼️ ghost v] by (4)\n switch costume to (scalingdot v)\n Frame Tween Size: [575] speed: [7]\n switch costume to (gradientshockwave v)\n go to [front v] layer\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [S4]> then\n set [var1 v] to [169]\n go to [front v] layer\n 🖼️ Set colors: (🖼️ Color) (🖼️ Brightness) [0]\n switch costume to (screen1 v)\n Frame Tween Animation x: (X) y: (Y) size: [99999] rotate: (R) speed: [1]\n set size to (0) %\n show\n repeat until <[189] < (Var1)>\n switch costume to (scalingdot v)\n Frame Tween Size: (S) speed: (Var3)\n switch costume to (Var1)\n turn right (Val2) degrees\n change [var1 v] by (((round (190)) - (round (Var1))) / (Var3))\n change [val2 v] by (((round (0)) - (round (Val2))) / (Var3))\n end\n repeat (4)\n change [🖼️ ghost v] by (25)\n Frame Tween Size: (S) speed: (Var3)\n switch costume to (Var1)\n turn right (Val2) degrees\n change [var1 v] by (((round (190)) - (round (Var1))) / (Var3))\n change [val2 v] by (((round (0)) - (round (Val2))) / (Var3))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [S8]> then\n set [var1 v] to [191]\n go to [front v] layer\n 🖼️ Set colors: (🖼️ Color) (🖼️ Brightness) [0]\n switch costume to (screen1 v)\n Frame Tween Animation x: (X) y: (Y) size: [99999] rotate: (R) speed: [1]\n set size to (0) %\n show\n repeat until <[211] < (Var1)>\n switch costume to (scalingdot v)\n Frame Tween Size: (S) speed: [5]\n switch costume to (Var1)\n turn right (Val2) degrees\n change [var1 v] by (((round (212)) - (round (Var1))) / (Var3))\n change [val2 v] by (((round (0)) - (round (Val2))) / (Var3))\n end\n repeat (4)\n change [🖼️ ghost v] by (25)\n switch costume to (scalingdot v)\n Frame Tween Size: (S) speed: [5]\n switch costume to (Var1)\n turn right (Val2) degrees\n change [var1 v] by (((round (212)) - (round (Var1))) / (Var3))\n change [val2 v] by (((round (0)) - (round (Val2))) / (Var3))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [LE]> then\n set [var1 v] to [66]\n set [var5 v] to [0]\n go to [front v] layer\n 🖼️ Set colors: (🖼️ Color) (🖼️ Brightness) (🖼️ Ghost)\n switch costume to (screen1 v)\n Frame Tween Animation x: (X) y: (Y) size: [0] rotate: (R) speed: [1]\n show\n repeat until <[75] < (Var1)>\n switch costume to (screen1 v)\n Frame Tween Size: (S) speed: ((Var3) * (0.25))\n switch costume to (Var1)\n change [var1 v] by (((round (76)) - (round (Var1))) / (Var3))\n change [val2 v] by (((round (0)) - (round (Val2))) / (Var3))\n change [var4 v] by (((round (0)) - (round (Var4))) / (Var3))\n change [var5 v] by (Val2)\n go to x: (X) y: (Y)\n turn right (Var4) degrees\n move (Var5) steps\n end\n repeat (4)\n change [🖼️ ghost v] by (25)\n switch costume to (screen1 v)\n Frame Tween Size: (S) speed: ((Var3) * (0.25))\n switch costume to (Var1)\n change [var1 v] by (((round (76)) - (round (Var1))) / (Var3))\n change [val2 v] by (((round (0)) - (round (Val2))) / (Val2))\n change [var4 v] by (((round (0)) - (round (Var4))) / (Var3))\n change [var5 v] by (Val2)\n go to x: (X) y: (Y)\n turn right (Var4) degrees\n move (Var5) steps\n end\n delete this clone\nend\n\ndefine 💥 Clone line explosion (x) (y) (s) (r) (spread) (spd) (aspd) (rspd) (count)\nset [val2 v] to (spd)\nset [var3 v] to (aspd)\nset [var4 v] to (rspd)\nset [x v] to (x)\nset [y v] to (y)\nset [s v] to (s)\nset [r v] to (r)\nset [cloneid v] to [LE]\nrepeat (count)\n create clone of (_myself_ v)\n change [r v] by ((spread) / (count))\nend\nset [cloneid v] to [0]\n\nwhen I start as a clone\nif <(CloneID) = [SF]> then\n go to [front v] layer\n 🖼️ Set colors: [0] [100] [100]\n switch costume to (screen1 v)\n Frame Tween Animation x: [0] y: [0] size: [100] rotate: [90] speed: [1]\n show\n forever\n change [🖼️ ghost v] by (((round (100)) - (round (🖼️ Ghost))) / (10))\n go to [front v] layer\n end\nend\n\nwhen I receive [\[intro\] keyframe signal v]\nif <(CloneID) = [SF]> then\n set [🖼️ ghost v] to [75]\nend\n\ndefine 💥 Clone 1/8 shockwave (x) (y) (s) (r) (aspd) (rspd)\nset [val2 v] to (rspd)\nset [var3 v] to (aspd)\nset [x v] to (x)\nset [y v] to (y)\nset [s v] to (s)\nset [r v] to ((r) + ((-45) / (2)))\nset [cloneid v] to [S8]\ncreate clone of (_myself_ v)\nset [cloneid v] to [0]\n\ndefine 💥 Clone 1/4 shockwave (x) (y) (s) (r) (aspd) (rspd)\nset [val2 v] to (rspd)\nset [var3 v] to (aspd)\nset [x v] to (x)\nset [y v] to (y)\nset [s v] to (s)\nset [r v] to ((r) + ((-90) / (2)))\nset [cloneid v] to [S4]\ncreate clone of (_myself_ v)\nset [cloneid v] to [0]\n\ndefine 💥 Clone gradient shockwave\nset [cloneid v] to [GS]\ncreate clone of (_myself_ v)\nset [cloneid v] to [0]\n\ndefine 💥 Clone sparkle explosion (x) (y) (s) (spread) (aspd) (count)\nset [x v] to (x)\nset [y v] to (y)\nset [var4 v] to (spread)\nset [var5 v] to (aspd)\nset [var6 v] to (s)\nset [cloneid v] to [SE]\nrepeat (count)\n create clone of (_myself_ v)\nend\nset [cloneid v] to [0]\n\ndefine 💥 Clone screen flash\nset [cloneid v] to [SF]\ncreate clone of (_myself_ v)\nset [cloneid v] to [0]\n\nwhen I start as a clone\nif <(CloneID) = [S]> then\n go to [front v] layer\n 🖼️ Set colors: (🖼️ Color) (🖼️ Brightness) (🖼️ Ghost)\n Frame Tween Animation x: (X) y: (Y) size: [0] rotate: [90] speed: [1]\n show\n repeat until <[99] < (🖼️ Ghost)>\n change [🖼️ ghost v] by (((round (100)) - (round (🖼️ Ghost))) / (Var1))\n switch costume to (dot v)\n Frame Tween Size: (S) speed: (Var1)\n switch costume to (circle v)\n go to [front v] layer\n end\n delete this clone\nend\n\ndefine 💥 Clone shockwave (x) (y) (s) (aspd)\nset [x v] to (x)\nset [y v] to (y)\nset [s v] to (s)\nset [var1 v] to (aspd)\nset [cloneid v] to [S]\ncreate clone of (_myself_ v)\nset [cloneid v] to [0]\n\nwhen I receive [\[intro\] listen for keyframes v]\nif <(CloneID) = [0]> then\n set [zoom v] to [0]\n set [csx v] to [0]\n set [csy v] to [0]\n set [css v] to [0]\n forever\n 🎥 move cam to x: ((([sin v] of (csX) ) * (csS)) * (1)) y: ((([sin v] of (csY) ) * (csS)) * (1)) z: ((((csS) * (0.05)) + (Zoom)) * (1))\n change [\[intro\] 🎥 cam fov v] by (((round ((60) * (0.01))) - (round (\[INTRO\] 🎥 cam fov))) / (10))\n change [css v] by (((round (0)) - (round (csS))) / (10))\n change [csx v] by (45)\n change [csy v] by (37.5)\n end\nend\n\ndefine 💥 Clone 1/1 shockwave (x) (y) (s) (aspd)\nset [var3 v] to (aspd)\nset [x v] to (x)\nset [y v] to (y)\nset [s v] to (s)\nset [cloneid v] to [S1]\ncreate clone of (_myself_ v)\nset [cloneid v] to [0]\n\nwhen I start as a clone\nif <(CloneID) = [S1]> then\n set [var1 v] to [5]\n go to [front v] layer\n 🖼️ Set colors: (🖼️ Color) (🖼️ Brightness) [0]\n switch costume to (screen1 v)\n Frame Tween Animation x: (X) y: (Y) size: [99999] rotate: [90] speed: [1]\n set size to (0) %\n show\n repeat until <[27] < (Var1)>\n switch costume to (scalingdot v)\n Frame Tween Size: (S) speed: (Var3)\n switch costume to (Var1)\n change [var1 v] by (((round (28)) - (round (Var1))) / (Var3))\n end\n repeat (4)\n change [🖼️ ghost v] by (25)\n Frame Tween Size: (S) speed: (Var3)\n switch costume to (Var1)\n change [var1 v] by (((round (28)) - (round (Var1))) / (Var3))\n end\n delete this clone\nend\n\ndefine 💥 Clone spline explosion (x) (y) (s) (r) (spread) (spd) (aspd) (rspd) (count)\nset [val2 v] to (spd)\nset [var3 v] to (aspd)\nset [var4 v] to (rspd)\nset [x v] to (x)\nset [y v] to (y)\nset [s v] to (s)\nset [r v] to (r)\nset [cloneid v] to [SP]\nrepeat (count)\n create clone of (_myself_ v)\n change [r v] by ((spread) / (count))\nend\nset [cloneid v] to [0]\n\nwhen I start as a clone\nif <(CloneID) = [SP]> then\n set [var1 v] to [213]\n set [var5 v] to [0]\n go to [front v] layer\n 🖼️ Set colors: (🖼️ Color) (🖼️ Brightness) (🖼️ Ghost)\n switch costume to (screen1 v)\n Frame Tween Animation x: (X) y: (Y) size: (S) rotate: (R) speed: [1]\n show\n repeat until <[271] < (Var1)>\n switch costume to (screen1 v)\n switch costume to (Var1)\n change [var1 v] by (((round (272)) - (round (Var1))) / (Var3))\n change [val2 v] by (((round (0)) - (round (Val2))) / (Var3))\n change [var4 v] by (((round (0)) - (round (Var4))) / (Var3))\n change [var5 v] by (Val2)\n go to x: (X) y: (Y)\n turn right (Var4) degrees\n move (Var5) steps\n end\n repeat (4)\n change [🖼️ ghost v] by (25)\n switch costume to (screen1 v)\n Frame Tween Size: (S) speed: ((Var3) * (0.25))\n switch costume to (Var1)\n change [var1 v] by (((round (272)) - (round (Var1))) / (Var3))\n change [val2 v] by (((round (0)) - (round (Val2))) / (Val2))\n change [var4 v] by (((round (0)) - (round (Var4))) / (Var3))\n change [var5 v] by (Val2)\n go to x: (X) y: (Y)\n turn right (Var4) degrees\n move (Var5) steps\n end\n delete this clone\nend\n\nwhen I receive [\[intro\] keyframe signal v]\nif <(CloneID) = [0]> then\n if <(item ((\[INTRO\] Keyframe) + (-1)) of [keyframetypes v]) = [kick]> then\n set [css v] to [8]\n set [\[intro\] 🎥 cam fov v] to ((60) * (0.01))\n end\nend\n\ndefine 💥 Clone spark explosion (x) (y) (s) (r) (spread) (spd) (rspd) (count)\nset [x v] to (x)\nset [y v] to (y)\nset [s v] to (s)\nset [r v] to (r)\nset [var4 v] to (spread)\nset [var5 v] to (spd)\nset [var6 v] to (rspd)\nset [cloneid v] to [SPK]\nrepeat (count)\n create clone of (_myself_ v)\nend\nset [cloneid v] to [0]\n\nwhen I receive [\[intro\] listen for keyframes v]\nif <(CloneID) = [0]> then\n wait until <[1] < (\[INTRO\] Keyframe)>\n 🖼️ Set colors: (🖼️ Color) [0] [0]\n 💥 Clone 1/1 shockwave [0] [0] [400] [8]\n 💥 Clone 1/1 shockwave [0] [0] [300] [10]\n 💥 Clone 1/1 shockwave [0] [0] [295] [9.8]\n 💥 Clone 1/1 shockwave [0] [0] [290] [9.6]\n 💥 Clone 1/1 shockwave [0] [0] [285] [9.4]\n 💥 Clone 1/1 shockwave [0] [0] [280] [9.2]\n wait until <[2] < (\[INTRO\] Keyframe)>\n 🖼️ Set colors: (🖼️ Color) [0] [0]\n 💥 Clone spline [1] [0.1] [10] [-0.025] [25]\n 💥 Clone spline [2] [0.1] [10] [-0.025] [25]\n wait until <[4] < (\[INTRO\] Keyframe)>\n 🖼️ Set colors: (🖼️ Color) [0] [0]\n 💥 Clone 1/4 shockwave [0] [0] [600] [-45] [10] [0]\n 💥 Clone 1/4 shockwave [0] [0] [600] ((-45) + (180)) [10] [0]\n wait until <[5] < (\[INTRO\] Keyframe)>\n 🖼️ Set colors: (🖼️ Color) [100] [0]\n 💥 Clone 1/4 shockwave [0] [0] [600] [45] [10] [0]\n 💥 Clone 1/4 shockwave [0] [0] [600] ((45) + (180)) [10] [0]\n 💥 Clone line explosion [0] [0] [100] [0] [360] [10] [10] [0] [20]\n wait until <[7] < (\[INTRO\] Keyframe)>\n 🖼️ Set colors: (🖼️ Color) [100] [0]\n 💥 Clone spline [3] [0.1] [15] [-0.05] [20]\nend\n\n💥 Clone sparkle explosion [0] [0] [10] [25] [50] [10]\n💥 Clone spline explosion [0] [0] [10] [0] [360] [10] [5] [10] [10]\n💥 Clone line explosion [0] [0] [100] [0] [360] [10] [5] [10] [10]\n💥 Clone 1/1 shockwave [0] [0] [500] [10]\n💥 Clone 1/4 shockwave [0] [0] [500] [0] [5] [10]\n💥 Clone 1/8 shockwave [0] [0] [500] [0] [5] [10]\n💥 Clone shockwave [0] [0] [250] [5]\n\nwhen I start as a clone\nif <(CloneID) = [SPK]> then\n set [var1 v] to [213]\n set [var4 v] to ((Var4) * (pick random (0.1) to (1)))\n set [var5 v] to ((Var5) * (pick random (0.1) to (1)))\n set [var7 v] to (pick random (-180) to (180))\n set [var8 v] to (pick random (-45) to (45))\n set rotation style [all around v]\n go to [front v] layer\n 🖼️ Set colors: (🖼️ Color) (🖼️ Brightness) (🖼️ Ghost)\n switch costume to (screen1 v)\n Frame Tween Animation x: (X) y: (Y) size: (S) rotate: ((R) + ((pick random ((Var6) * (-1)) to (Var6)) / (2))) speed: [1]\n show\n repeat until <[271] < (Var1)>\n switch costume to (screen1 v)\n switch costume to (Var1)\n change [var1 v] by (((round (272)) - (round (Var1))) / (Var3))\n change [var5 v] by (((round (0)) - (round (Var5))) / (Var3))\n move (Var5) steps\n turn right (([sin v] of (Var7) ) * (Var4)) degrees\n change [var7 v] by (Var8)\n end\n repeat (4)\n change [🖼️ ghost v] by (25)\n switch costume to (screen1 v)\n Frame Tween Size: (S) speed: ((Var3) * (0.25))\n switch costume to (Var1)\n change [var1 v] by (((round (272)) - (round (Var1))) / (Var3))\n change [var5 v] by (((round (0)) - (round (Var5))) / (Val2))\n move (Var5) steps\n turn right (([sin v] of (Var7) ) * (Var4)) degrees\n change [var7 v] by (Var8)\n end\n delete this clone\nend\n\nwhen I receive [\[intro\] listen for keyframes v]\nif <(CloneID) = [0]> then\n wait until <[7] < (\[INTRO\] Keyframe)>\n repeat until <[8] < (\[INTRO\] Keyframe)>\n change [zoom v] by (0.05)\n end\nend\n\nwhen I receive [\[intro\] keyframe signal v]\nif <(CloneID) = [0]> then\n if <(item ((\[INTRO\] Keyframe) + (-1)) of [keyframetypes v]) = [kick]> then\n if <(item ((\[INTRO\] Keyframe) + (-1)) of [keyframetypes v]) = [hihat]> then\n if <(item ((\[INTRO\] Keyframe) + (-1)) of [keyframetypes v]) = [snare]> then\nend\n\ndefine 💥 Scattered Shockwave effect\nrepeat (10)\n 💥 Clone 1/8 shockwave [0] [0] (pick random (500) to (700)) (pick random (-180) to (180)) (pick random (5) to (7)) (pick random (-5) to (5))\nend\n\nwhen I start as a clone\nif <(CloneID) = [SPL]> then\n 🖼️ Set colors: (🖼️ Color) (🖼️ Brightness) [0]\n Get spline data (sPath)\n set size to (S) %\n go to [front v] layer\n set [sindex1 v] to [1]\n repeat until <[0] < (sTime)>\n change [stime v] by (sSPD)\n end\n show\n repeat ((length of [spath v]) + (-1))\n repeat until <[1] < (sTime)>\n switch costume to (screen1 v)\n set size to (100) %\n 3-point Bezier Curve (item (sIndex1) of [sx v]) (item (sIndex1) of [sy v]) (item (sIndex1) of [sxc v]) (item (sIndex1) of [syc v]) (item ((sIndex1) + (1)) of [sx v]) (item ((sIndex1) + (1)) of [sy v]) (sTime)\n set size to (S) %\n switch costume to (circle v)\n change [stime v] by (sSPD)\n end\n change [stime v] by (-1)\n change [sindex1 v] by (1)\n end\n delete this clone\nend\n\ndefine Add spline position. x: (x) y: (y) curve x: (cx) curve y: (cy)\nadd (join (join (join (x) [,]) (join (y) [;])) (join (join (cx) [,]) (join (cy) [;]))) to [spathdata1 v]\n\ndefine Set path (path)\nset [sindex1 v] to [0]\nif <(path) = [1]> then\n repeat (length of [spathdata1 v])\n change [sindex1 v] by (1)\n add (item (sIndex1) of [spathdata1 v]) to [spath v]\n end\nend\nif <(path) = [2]> then\n repeat (length of [spathdata2 v])\n change [sindex1 v] by (1)\n add (item (sIndex1) of [spathdata2 v]) to [spath v]\n end\nend\nif <(path) = [3]> then\n repeat (length of [spathdata3 v])\n change [sindex1 v] by (1)\n add (item (sIndex1) of [spathdata3 v]) to [spath v]\n end\nend\n\ndefine Get spline data (path)\ndelete all of [sxc v]\ndelete all of [syc v]\ndelete all of [sx v]\ndelete all of [sy v]\ndelete all of [spath v]\nSet path (path)\nset [sindex4 v] to [0]\nrepeat (length of [spath v])\n change [sindex4 v] by (1)\n set [sindex1 v] to [0]\n set [sindex2 v] to [1]\n set [sindex3 v] to []\n repeat (length of (item (sIndex4) of [spath v]))\n change [sindex1 v] by (1)\n if <<(letter (1) of (item (sIndex4) of [spath v])) = [,]> or <(letter (sIndex1) of (item (sIndex4) of [spath v])) = [;]>> then\n if <(sIndex2) = [1]> then\n add (sIndex3) to [sx v]\n end\n if <(sIndex2) = [2]> then\n add (sIndex3) to [sy v]\n end\n if <(sIndex2) = [3]> then\n add (sIndex3) to [sxc v]\n end\n if <(sIndex2) = [4]> then\n add (sIndex3) to [syc v]\n end\n set [sindex3 v] to []\n change [sindex2 v] by (1)\n else\n set [sindex3 v] to (join (sIndex3) (letter (sIndex1) of (item (sIndex4) of [spath v])))\n end\n end\nend\n\ndefine 💥 Clone spline (path) (spd) (s) (spread) (count)\nset [s v] to (s)\nset [spath v] to (path)\nset [sspd v] to (spd)\nset [stime v] to [0]\nset [cloneid v] to [SPL]\nrepeat (count)\n create clone of (_myself_ v)\n change [stime v] by (spread)\nend\nset [cloneid v] to [0]\n\ndefine 3-point Bezier Curve (x1) (y1) (x2) (y2) (x3) (y3) (t)\ngo to x: (((((1) - (t)) * ((1) - (t))) * (x1)) + ((((2) * (((1) - (t)) * (t))) * (x2)) + (((t) * (t)) * (x3)))) y: (((((1) - (t)) * ((1) - (t))) * (y1)) + ((((2) * (((1) - (t)) * (t))) * (y2)) + (((t) * (t)) * (y3))))\n\nwhen I start as a clone\nif <(CloneID) = [201]> then\n set [y v] to [365]\n go to [front v] layer\n 🖼️ Set colors: (🖼️ Color) [-100] [0]\n switch costume to (screen1 v)\n set size to (200) %\n Frame Tween Animation x: [0] y: (Y) size: [100] rotate: [90] speed: [1]\n set size to (100) %\n wait until <[1] < (\[INTRO\] Keyframe)>\n show\n forever\n set size to (200) %\n Frame Tween Position x: [0] y: (Y) speed: [6]\n set size to (100) %\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nif <<(CloneID) = [201]> or <(CloneID) = [202]>> then\n wait until <[1] < (\[INTRO\] Keyframe)>\n set [y v] to [310]\n wait until <[9] < (\[INTRO\] Keyframe)>\n set [y v] to [275]\n wait until <[10] < (\[INTRO\] Keyframe)>\n set [y v] to [365]\nend\n\nwhen I start as a clone\nif <(CloneID) = [202]> then\n set [y v] to [365]\n go to [front v] layer\n 🖼️ Set colors: (🖼️ Color) [-100] [0]\n switch costume to (screen1 v)\n set size to (200) %\n Frame Tween Animation x: [0] y: ((Y) * (-1)) size: [100] rotate: [90] speed: [1]\n set size to (100) %\n wait until <[1] < (\[INTRO\] Keyframe)>\n show\n forever\n set size to (200) %\n Frame Tween Position x: [0] y: ((Y) * (-1)) speed: [6]\n set size to (100) %\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nif <(CloneID) = [1]> then\n go to [front v] layer\n 🖼️ Set colors: (🖼️ Color) [100] [0]\n switch costume to (circle v)\n Frame Tween Animation x: [0] y: [0] size: [0] rotate: [90] speed: [1]\n wait until <[1] < (\[INTRO\] Keyframe)>\n show\n repeat until <[9] < (\[INTRO\] Keyframe)>\n switch costume to (dot v)\n Frame Tween Size: [475] speed: [6]\n switch costume to (circle v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [4]> then\n go to [front v] layer\n 🖼️ Set colors: (🖼️ Color) [0] [0]\n switch costume to (circle v)\n Frame Tween Animation x: [0] y: [0] size: [0] rotate: [90] speed: [1]\n wait until <[5] < (\[INTRO\] Keyframe)>\n show\n repeat until <[10] < (\[INTRO\] Keyframe)>\n switch costume to (dot v)\n Frame Tween Size: [475] speed: [6]\n switch costume to (circle v)\n end\n repeat (22)\n Frame Tween Size: [0] speed: [6]\n end\n repeat (4)\n Frame Tween Size: [0] speed: [6]\n change [🖼️ ghost v] by (25)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [100]> then\n 🖼️ Set colors: (🖼️ Color) [0] [0]\n set [🎥 use3dfx v] to [true]\n set [🎥 auto scale hack v] to [false]\n change [🎥 costume v] by (277)\n 🎥 Frame tween animation x: [0] y: [0] z: [0] size: [0] rotate: [90] speed: [1]\n wait (0) seconds\n go to [front v] layer\n wait until <[1] < (\[INTRO\] Keyframe)>\n show\n repeat until <[4] < (\[INTRO\] Keyframe)>\n 🎥 Frame tween animation x: (([sin v] of (R) ) * (Var1)) y: (([cos v] of (R) ) * (Var1)) z: [0] size: [100] rotate: [90] speed: [6]\n end\n repeat until <[5] < (\[INTRO\] Keyframe)>\n 🎥 Frame tween animation x: (([sin v] of (R) ) * (Var1)) y: (([cos v] of (R) ) * (Var1)) z: [0] size: [80] rotate: [90] speed: [6]\n end\n repeat until <[9] < (\[INTRO\] Keyframe)>\n 🎥 Frame tween animation x: (([sin v] of (R) ) * (Var1)) y: (([cos v] of (R) ) * (Var1)) z: [0] size: [125] rotate: [90] speed: [6]\n end\n repeat until <[10] < (\[INTRO\] Keyframe)>\n 🎥 Frame tween animation x: (([sin v] of (R) ) * (Var1)) y: (([cos v] of (R) ) * (Var1)) z: [0] size: [175] rotate: [90] speed: [6]\n end\n wait (1.5) seconds\n repeat (10)\n change [🖼️ brightness v] by (10)\n end\n repeat (10)\n change [🖼️ ghost v] by (10)\n end\n delete this clone\nend\n\ndefine Clone text boarder\nset [var1 v] to [5]\nset [cloneid v] to [100]\nrepeat (10)\n create clone of (_myself_ v)\n change [r v] by ((360) / (10))\nend\nset [cloneid v] to [0]\n\nwhen I start as a clone\nif <(CloneID) = [100]> then\n wait until <[5] < (\[INTRO\] Keyframe)>\n repeat (4)\n change [🖼️ brightness v] by (25)\n end\nend\n\nwhen I start as a clone\nif <(CloneID) = [101]> then\n 🖼️ Set colors: (🖼️ Color) [100] [0]\n set [🎥 use3dfx v] to [true]\n set [🎥 auto scale hack v] to [false]\n change [🎥 costume v] by (277)\n 🎥 Frame tween animation x: [0] y: [0] z: [0] size: [0] rotate: [90] speed: [1]\n wait (0) seconds\n go to [front v] layer\n wait until <[1] < (\[INTRO\] Keyframe)>\n show\n repeat until <[4] < (\[INTRO\] Keyframe)>\n 🎥 Frame tween size: [100] speed: [6]\n end\n repeat until <[5] < (\[INTRO\] Keyframe)>\n 🎥 Frame tween size: [80] speed: [6]\n end\n repeat until <[9] < (\[INTRO\] Keyframe)>\n 🎥 Frame tween size: [125] speed: [6]\n end\n repeat until <[10] < (\[INTRO\] Keyframe)>\n 🎥 Frame tween size: [175] speed: [6]\n end\n wait (1.5) seconds\n repeat (20)\n change [🖼️ brightness v] by (5)\n end\n repeat (20)\n change [🖼️ ghost v] by (5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [101]> then\n wait until <[5] < (\[INTRO\] Keyframe)>\n repeat (4)\n change [🖼️ brightness v] by (-25)\n end\nend\n\ndefine Replace spline position x: (x) y: (y) curve x: (cx) curve y: (cy) index: (index)\nreplace item (index) of [spathdata1 v] with (join (join (join (x) [,]) (join (y) [;])) (join (join (cx) [,]) (join (cy) [;])))\n\nwhen I start as a clone\nif <<(CloneID) = [100]> or <(CloneID) = [101]>> then\n set [val2 v] to [0]\n set [var3 v] to [0]\n forever\n change [val2 v] by (25)\n change [var3 v] by (((round (0)) - (round (Var3))) / (10))\n point in direction ((([sin v] of (Val2) ) * (Var3)) + (90))\n end\nend\n\nwhen I receive [\[intro\] keyframe signal v]\nif <<(CloneID) = [100]> or <(CloneID) = [101]>> then\n if <(item ((\[INTRO\] Keyframe) + (-1)) of [keyframetypes v]) = [kick]> then\n set [var3 v] to [5]\n end\nend\n\ndefine Clone particles (background) (direction)\nset [var1 v] to (background)\nset [val2 v] to (direction)\nset [cloneid v] to [20]\nrepeat (25)\n create clone of (_myself_ v)\nend\nset [cloneid v] to [0]\n\nwhen I start as a clone\nif <(CloneID) = [20]> then\n if <(Var1) = [1]> then\n 🖼️ Set colors: (🖼️ Color) [0] [0]\n else\n 🖼️ Set colors: (🖼️ Color) [100] [0]\n end\n if <(Val2) = [1]> then\n 🎥 Frame tween animation x: (pick random (-5000) to (-500)) y: (pick random (-5000) to (-1500)) z: (pick random (0) to (20)) size: [100] rotate: (pick random (-180) to (180)) speed: [1]\n set [r v] to (pick random (10) to (20))\n set [x v] to (pick random (5) to (10))\n set [y v] to (pick random (5) to (10))\n set [var3 v] to (pick random (125) to (150))\n if <(Var1) = [1]> then\n change [🎥 costume v] by (280)\n else\n change [🎥 costume v] by (279)\n end\n else\n 🎥 Frame tween animation x: (pick random (500) to (5000)) y: (pick random (-5000) to (-1500)) z: (pick random (0) to (20)) size: [100] rotate: (pick random (-180) to (180)) speed: [1]\n set [r v] to (pick random (-10) to (-20))\n set [x v] to (pick random (-5) to (-10))\n set [y v] to (pick random (5) to (10))\n set [var3 v] to (pick random (-125) to (-150))\n if <(Var1) = [1]> then\n change [🎥 costume v] by (164)\n else\n change [🎥 costume v] by (278)\n end\n end\n set [🎥 use3dfx v] to [true]\n wait (0) seconds\n go to [front v] layer\n if <(Var1) = [1]> then\n wait until <[1] < (\[INTRO\] Keyframe)>\n else\n wait until <[5] < (\[INTRO\] Keyframe)>\n end\n show\n repeat until <[100] < (🖼️ Ghost)>\n if <(Var1) = [1]> then\n if <[5] < (\[INTRO\] Keyframe)> then\n change [🖼️ ghost v] by (10)\n end\n else\n if <[10] < (\[INTRO\] Keyframe)> then\n change [🖼️ ghost v] by (10)\n end\n end\n change [🎥 x pos v] by ((X) + (Var3))\n change [🎥 y pos v] by ((Y) + ([abs v] of (Var3) ))\n turn right (R) degrees\n change [var3 v] by (((round (0)) - (round (Var3))) / (17.5))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [101]> then\n wait until <[10] < (\[INTRO\] Keyframe)>\n forever\n 🎥 Frame tween size: [75] speed: [15]\n end\nend\n\nwhen I start as a clone\nif <(CloneID) = [100]> then\n wait until <[10] < (\[INTRO\] Keyframe)>\n forever\n 🎥 Frame tween animation x: (([sin v] of (R) ) * (Var1)) y: (([cos v] of (R) ) * (Var1)) z: [0] size: [75] rotate: [90] speed: [15]\n end\nend\n\nwhen I start as a clone\nif <(CloneID) = [200]> then\n go to [front v] layer\n 🖼️ Set colors: (🖼️ Color) [-100] [100]\n switch costume to (dot v)\n Frame Tween Animation x: [0] y: [0] size: [1000] rotate: [90] speed: [1]\n switch costume to (blurout v)\n wait until <[1] < (\[INTRO\] Keyframe)>\n show\n repeat (5)\n change [🖼️ ghost v] by (-3)\n go to [front v] layer\n end\n repeat until <[9] < (\[INTRO\] Keyframe)>\n go to [front v] layer\n end\n repeat (5)\n change [🖼️ ghost v] by (3)\n go to [front v] layer\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [2]> then\n 🖼️ Set colors: (🖼️ Color) [100] [100]\n switch costume to (circle v)\n Frame Tween Animation x: [0] y: [0] size: [125] rotate: [45] speed: [1]\n switch costume to (small grid2 v)\n wait (0) seconds\n go to [front v] layer\n wait until <[1] < (\[INTRO\] Keyframe)>\n show\n repeat (10)\n change [🖼️ ghost v] by (-10)\n end\n wait until <[5] < (\[INTRO\] Keyframe)>\n repeat (4)\n change [🖼️ ghost v] by (25)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [5]> then\n 🖼️ Set colors: (🖼️ Color) [0] [100]\n switch costume to (circle v)\n Frame Tween Animation x: [0] y: [0] size: [125] rotate: [-45] speed: [1]\n switch costume to (small grid2 v)\n wait (0) seconds\n go to [front v] layer\n wait until <[5] < (\[INTRO\] Keyframe)>\n show\n repeat (10)\n change [🖼️ ghost v] by (-10)\n end\n wait until <[10] < (\[INTRO\] Keyframe)>\n repeat (4)\n change [🖼️ ghost v] by (25)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [3]> then\n 🖼️ Set colors: (🖼️ Color) [0] [100]\n switch costume to (circle v)\n Frame Tween Animation x: [0] y: [0] size: [150] rotate: [45] speed: [1]\n switch costume to (grid2 v)\n wait (0) seconds\n go to [front v] layer\n wait until <[1] < (\[INTRO\] Keyframe)>\n show\n repeat (10)\n change [🖼️ ghost v] by ((-10) / (7.5))\n end\n wait until <[9] < (\[INTRO\] Keyframe)>\n repeat (4)\n change [🖼️ ghost v] by ((25) / (7.5))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [3]> then\n wait until <[1] < (\[INTRO\] Keyframe)>\n forever\n switch costume to (circle v)\n change x by (1)\n switch costume to (grid2 v)\n end\nend\n\nwhen I start as a clone\nif <(CloneID) = [6]> then\n 🖼️ Set colors: (🖼️ Color) [100] [100]\n switch costume to (circle v)\n Frame Tween Animation x: [0] y: [0] size: [150] rotate: [-45] speed: [1]\n switch costume to (grid2 v)\n wait (0) seconds\n go to [front v] layer\n wait until <[5] < (\[INTRO\] Keyframe)>\n show\n repeat (10)\n change [🖼️ ghost v] by ((-10) / (7.5))\n end\n wait until <[10] < (\[INTRO\] Keyframe)>\n repeat (4)\n change [🖼️ ghost v] by ((25) / (7.5))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [6]> then\n wait until <[1] < (\[INTRO\] Keyframe)>\n forever\n switch costume to (circle v)\n change x by (-1)\n switch costume to (grid2 v)\n end\nend\n\nwhen I start as a clone\nif <(CloneID) = [10]> then\n set [var1 v] to [0]\n 🖼️ Set colors: (🖼️ Color) [0] [0]\n switch costume to (circlewheel1 v)\n Frame Tween Animation x: [0] y: [0] size: [300] rotate: [0] speed: [1]\n wait (0) seconds\n go to [front v] layer\n wait until <[1] < (\[INTRO\] Keyframe)>\n wait (0.2) seconds\n show\n repeat (40)\n change [var1 v] by ((180) / (40))\n point in direction (([cos v] of (Var1) ) * (-180))\n end\n wait (0.25) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [11]> then\n set [var1 v] to [0]\n 🖼️ Set colors: (🖼️ Color) [100] [0]\n switch costume to (circlewheel2 v)\n Frame Tween Animation x: [0] y: [0] size: [300] rotate: [0] speed: [1]\n wait (0) seconds\n go to [front v] layer\n wait until <[1] < (\[INTRO\] Keyframe)>\n wait (0.2) seconds\n show\n wait (0.25) seconds\n repeat (40)\n change [var1 v] by ((180) / (40))\n point in direction (([cos v] of (Var1) ) * (-180))\n end\n wait (0.25) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [12]> then\n set [var1 v] to [0]\n 🖼️ Set colors: (🖼️ Color) [0] [0]\n switch costume to (circlewheel1 v)\n Frame Tween Animation x: [0] y: [0] size: [600] rotate: [0] speed: [1]\n wait (0) seconds\n go to [front v] layer\n wait until <[1] < (\[INTRO\] Keyframe)>\n wait (0.2) seconds\n show\n repeat (40)\n change [var1 v] by ((180) / (40))\n point in direction (([cos v] of (Var1) ) * (180))\n end\n wait (0.25) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [13]> then\n set [var1 v] to [0]\n 🖼️ Set colors: (🖼️ Color) [100] [0]\n switch costume to (circlewheel2 v)\n Frame Tween Animation x: [0] y: [0] size: [600] rotate: [0] speed: [1]\n wait (0) seconds\n go to [front v] layer\n wait until <[1] < (\[INTRO\] Keyframe)>\n wait (0.2) seconds\n show\n wait (0.25) seconds\n repeat (40)\n change [var1 v] by ((180) / (40))\n point in direction (([cos v] of (Var1) ) * (180))\n end\n wait (0.25) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [14]> then\n set [var1 v] to [0]\n 🖼️ Set colors: (🖼️ Color) [100] [0]\n switch costume to (circlewheelthick1 v)\n Frame Tween Animation x: [0] y: [0] size: [500] rotate: [0] speed: [1]\n wait (0) seconds\n go to [front v] layer\n wait until <[5] < (\[INTRO\] Keyframe)>\n wait (0.2) seconds\n show\n repeat (40)\n change [var1 v] by ((180) / (40))\n point in direction (([cos v] of (Var1) ) * (180))\n end\n wait (0.25) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [15]> then\n set [var1 v] to [0]\n 🖼️ Set colors: (🖼️ Color) [0] [0]\n switch costume to (circlewheelthick2 v)\n Frame Tween Animation x: [0] y: [0] size: [500] rotate: [0] speed: [1]\n wait (0) seconds\n go to [front v] layer\n wait until <[5] < (\[INTRO\] Keyframe)>\n wait (0.2) seconds\n show\n wait (0.25) seconds\n repeat (40)\n change [var1 v] by ((180) / (40))\n point in direction (([cos v] of (Var1) ) * (180))\n end\n wait (0.25) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [16]> then\n set [var1 v] to [0]\n 🖼️ Set colors: (🖼️ Color) [100] [0]\n switch costume to (circlewheelthin1 v)\n Frame Tween Animation x: [0] y: [0] size: [650] rotate: [0] speed: [1]\n wait (0) seconds\n go to [front v] layer\n wait until <[5] < (\[INTRO\] Keyframe)>\n wait (0.2) seconds\n show\n repeat (40)\n change [var1 v] by ((180) / (40))\n point in direction (([cos v] of (Var1) ) * (-180))\n end\n wait (0.25) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [17]> then\n set [var1 v] to [0]\n 🖼️ Set colors: (🖼️ Color) [0] [0]\n switch costume to (circlewheelthin2 v)\n Frame Tween Animation x: [0] y: [0] size: [650] rotate: [0] speed: [1]\n wait (0) seconds\n go to [front v] layer\n wait until <[5] < (\[INTRO\] Keyframe)>\n wait (0.2) seconds\n show\n wait (0.25) seconds\n repeat (40)\n change [var1 v] by ((180) / (40))\n point in direction (([cos v] of (Var1) ) * (-180))\n end\n wait (0.25) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <<[9] < (CloneID)> and <(CloneID) < [18]>> then\n wait until <[10] < (\[INTRO\] Keyframe)>\n delete this clone\nend\n\ndefine Frame Tween Size: (s) speed: (spd)\nchange size by (((round (s)) - (round (size))) / (spd))\n\ndefine Start intro\nif <(\[INTRO\] Playing) = [false]> then\n hide\n set rotation style [all around v]\n Frame Tween Animation x: [0] y: [0] size: [100] rotate: [90] speed: [1]\n 🖼️ Set colors: (pick random (0) to (200)) [0] [0]\n 🎥 move cam to x: [0] y: [0] z: [0]\n set [\[intro\] 🎥 cam fov v] to ((60) * (0.01))\n set [\[intro\] keyframe v] to [1]\n set [🖼️ autoupdatecolor v] to [true]\n set [🎥 use3dfx v] to [false]\n set [🎥 auto scale hack v] to [true]\n set [\[intro\] playing v] to [true]\n Clone sprites [1] [1]\n Clone sprites [12] [2]\n Clone sprites [2] [2]\n Clone sprites [10] [2]\n Clone particles [1] [1]\n Clone particles [1] [2]\n Clone sprites [4] [1]\n Clone sprites [16] [2]\n Clone sprites [5] [2]\n Clone sprites [14] [2]\n Clone particles [2] [1]\n Clone particles [2] [2]\n Clone text boarder\n Clone sprites [101] [1]\n 💥 Clone screen flash\n Clone sprites [200] [3]\n switch costume to (your name v)\n broadcast (\[INTRO\] listen for keyframes v)\n reset timer\n clear sound effects\n play sound [Laszlo - Sphere \(cut\) v] until done\n wait (1) seconds\n set [\[intro\] playing v] to [false]\n broadcast (\[INTRO\] Stop intro v)\n stop [other scripts in sprite v]\nend\n\nwhen flag clicked\nset [\[intro\] playing v] to [false]\n\ndefine 🖼️ Set colors: (color) (brightness) (transparency)\nset [🖼️ color v] to (color)\nset [🖼️ brightness v] to (brightness)\nset [🖼️ ghost v] to (transparency)\nset [color v] effect to (🖼️ Color)\nset [brightness v] effect to (🖼️ Brightness)\nset [ghost v] effect to (🖼️ Ghost)\n\nwhen I receive [\[intro\] play intro v]\ndelete this clone\n\nwhen I receive [\[intro\] play intro v]\nStart intro\n\ndefine Frame Tween Animation x: (x) y: (y) size: (s) rotate: (r) speed: (spd)\nFrame Tween Position x: (x) y: (y) speed: (spd)\nFrame Tween Size: (s) speed: (spd)\nFrame tween rotation: (r) speed: (spd)\n\nwhen I receive [\[intro\] stop intro v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [\[intro\] listen for keyframes v]\nif <(CloneID) = [0]> then\n forever\n if <(item (\[INTRO\] Keyframe) of [keyframes v]) < (timer)> then\n broadcast (\[INTRO\] keyframe signal v)\n change [\[intro\] keyframe v] by (1)\n if <(length of [keyframes v]) < (\[INTRO\] Keyframe)> then\n stop [this script v]\n end\n end\n end\nend\n\ndefine Clone same sprite (id) (count)\nset [cloneid v] to (id)\nrepeat (count)\n create clone of (_myself_ v)\nend\nset [cloneid v] to [0]\n\ndefine Clone sprites (id) (count)\nset [cloneid v] to (id)\nrepeat (count)\n create clone of (_myself_ v)\n change [cloneid v] by (1)\nend\nset [cloneid v] to [0]\n\ndefine Frame Tween Position x: (x) y: (y) speed: (spd)\nchange x by (((round (x)) - (round (x position))) / (spd))\nchange y by (((round (y)) - (round (y position))) / (spd))\n\nwhen I start as a clone\nif <not <(CloneID) = [0]>> then\n forever\n if <(🖼️ AutoUpdateColor) = [true]> then\n set [color v] effect to (🖼️ Color)\n set [brightness v] effect to (🖼️ Brightness)\n set [ghost v] effect to (🖼️ Ghost)\n end\n if <(🎥 Use3DFX) = [true]> then\n if <(🎥 auto scale hack) = [true]> then\n switch costume to (scalingdot v)\n set size to (9999999999) %\n switch costume to (screen1 v)\n end\n go to x: (((🎥 x pos) - (\[INTRO\] 🎥 cam x pos)) / ((((🎥 z pos) - (\[INTRO\] 🎥 cam z pos)) * (\[INTRO\] 🎥 cam fov)) + (1))) y: (((🎥 y pos) - (\[INTRO\] 🎥 cam y pos)) / ((((🎥 z pos) - (\[INTRO\] 🎥 cam z pos)) * (\[INTRO\] 🎥 cam fov)) + (1)))\n set size to ((🎥 size) / ((((🎥 z pos) - (\[INTRO\] 🎥 cam z pos)) * (\[INTRO\] 🎥 cam fov)) + (1))) %\n switch costume to (🎥 Costume)\n end\n end\nend\n\nwhen flag clicked\nbroadcast (\[INTRO\] Play intro v)\nwait (8) seconds\nbroadcast (\[INTRO\] Stop intro v)\nbroadcast (start v)\n\n@check point\n\nwhen I receive [tick v]\npoint in direction (([direction v] of [platform v]) + (checkpoint angle))\ngo to x: (0) y: ([y position v] of [platform v])\nif <touching (player v)?> then\n set [brightness v] effect to (50)\n broadcast (set check point v)\nend\nif <not <touching (player v)?>> then\n set [brightness v] effect to (0)\nend\n\ndefine create check point at angle (angle) costume of height (h)\nset [checkpoint angle v] to (angle)\nswitch costume to (h)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [back v] layer\nshow\n\nbroadcast (start v)\n\nwhen I receive [setup level v]\ndelete all check points\nif <(level) = [1]> then\n create check point at angle [0] costume of height [1]\n create check point at angle [128] costume of height [2]\n create check point at angle [240] costume of height [1]\n create check point at angle [240] costume of height [3]\nend\nif <(level) = [2]> then\n create check point at angle [0] costume of height [1]\n create check point at angle [150] costume of height [1]\n create check point at angle [250] costume of height [1]\nend\nif <(level) = [3]> then\n create check point at angle [0] costume of height [1]\n create check point at angle [140] costume of height [1]\n create check point at angle [190] costume of height [1]\nend\n\ndefine delete all check points\nbroadcast (delete check points v)\n\nwhen I receive [delete check points v]\ndelete this clone\n\n@Assists i used\n\n@like fav follow\n\nwhen I receive [start v]\nforever\n hide\n wait (pick random (5) to (50)) seconds\n show\n set [ghost v] effect to (100)\n repeat (5)\n change [ghost v] effect by (-20)\n end\n wait (pick random (3) to (6)) seconds\n repeat (5)\n change [ghost v] effect by (20)\n end\nend\n\nbroadcast (start v)\n\n@you won\n\nwhen I receive [you won! v]\nset [win v] to [1]\nshow\ngo to [front v] layer\nset [time took v] to (join (round (timer)) [s])\nshow variable [time took v]\nshake!\n\ndefine shake!\ngo to x: (0) y: (0)\nrepeat (pick random (25) to (50))\n change x by (pick random (-1.0) to (1.0))\n change y by (pick random (-1.0) to (1.0))\nend\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide variable [time took v]\nhide\n\nwhen I receive [start v]\nset [win v] to [0]\nhide variable [time took v]\nhide\nreset timer\nset [time took v] to [0]\n\nbroadcast (start v)\n\n@Thumbnail\n\nwhen I receive [tick v]\nhide\n\nwhen [timer v] > (2nd timer)\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\ngo [backward v] (2) layers\nforever\n set [2nd timer v] to ((timer) + (1))\nend\n\n@Text and bg\n\ndefine size hack\nswitch costume to (costume1 v)\nset size to (300) %\nswitch costume to (level)\n\nwhen I receive [tick v]\npoint in direction ([direction v] of [platform v])\nset y to ([y position v] of [platform v])\nsize hack\n\nwhen I receive [setup level v]\nswitch costume to (level)\n\nbroadcast (start v)\n\n
★════ Grasslands 360 platformer ════★\n▀▄▀▄▀▄ ▀▄▀▄▀▄ ▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄\nHello! Arrow keys to move \nPress R to restart level. \nCheck points help you to come back if you die\n▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀\n\nLike fav follow me @pranavhaha\n100th love @EmK_87 \n════════════════════════════════\nLoved and/or faved by\n@rokcoder ! Thanks!\n@maximouse thanks!\n@papipupepappa creator of dancing! cat \n@suhalo_351\n@-space2-\n@Chiroyce\n@cesa23\n@SquareLemonStudios\n@-QuantumQuriosity-\n@aumsumthegreathaulk
Nature II A platformer #Games II
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [intro v]\nswitch backdrop to (backdrop2 v)\n\n@player\n\ndefine Platformer Physics (speed) (friction) (jump height)\nchange [y vel v] by (-1)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x vel v] by (speed)\n switch costume to (costume1 v)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x vel v] by ((speed) * (-1))\n switch costume to (costume2 v)\nend\nset [x vel v] to ((X vel) * (friction))\nchange x by (X vel)\nset [slope v] to [0]\nif <touching (level v)?> then\n repeat until <<not <touching (level v)?>> or <(slope) = [-8]>>\n change [slope v] by (-1)\n change y by (1)\n end\nend\nif <touching (level v)?> then\n change y by (slope)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (X vel) ) / (X vel)) * (-1))\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X vel) > [0]> then\n set [x vel v] to [-12]\n else\n set [x vel v] to [12]\n end\n set [y vel v] to [12]\n else\n set [x vel v] to [0]\n end\nend\nchange y by (Y vel)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (Y vel) ) / (Y vel)) * (-1))\n end\n set [y vel v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (level v)?>> then\n set [y vel v] to (jump height)\nend\nchange y by (1)\n\nwhen flag clicked\n\nwhen I receive [end v]\ngo to x: (-198) y: (-10)\n\nwhen I receive [intro v]\nshow\ngo to [front v] layer\nset [level v] to [1]\nset [x vel v] to [0]\nset [y vel v] to [0]\nswitch costume to (costume1 v)\ngo to x: (-198) y: (-10)\npoint in direction (90)\nforever\n Platformer Physics [1] [0.9] [13]\n if <<<<touching (danger v)?> or <touching (crusher v)?>> or <touching (joe biden v)?>> or <touching (imposter v)?>> then\n start sound [Roblox Death Sound - OOF Sound Effect v]\n go to x: (-198) y: (-10)\n end\n if <touching (trampoline v)?> then\n set [y vel v] to [20]\n end\n if <touching (golden diamond v)?> then\n start sound [Tada v]\n broadcast (enter v)\n end\nend\n\nwhen I receive [intro v]\nforever\n play sound [recording3 v] until done\nend\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\nwhen I receive [hurt v]\nstart sound [recording1 v]\ngo to x: (-198) y: (-10)\n\nwhen I receive [intro v]\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 I receive [intro v]\nforever\n play sound [AmadeusLegendaryEDM Release v] until done\nend\n\n@level\n\nwhen flag clicked\nhide\ngo to x: (-2) y: (6)\nswitch costume to (costume1 v)\n\nwhen I receive [end v]\nnext costume\n\nwhen I receive [intro v]\nshow\n\n@end\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nshow\ngo to x: (136) y: (-4)\nforever\n if <touching (player v)?> then\n broadcast (end v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [17]> then\n hide\n end\nend\n\n@text\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [end v]\nnext costume\n\nwhen I receive [intro v]\nshow\n\n@thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Sprite1\n\nwhen flag clicked\nset [direction v] to [8]\nset size to (80) %\ngo to [front v] layer\nswitch costume to (capture2 v)\nshow\nchange [my variable v] by (10)\npoint in direction (90)\ngo to x: (400) y: (0)\nglide (0.25) secs to x: (0) y: (0)\nrepeat (85)\n change [my variable v] by (10)\n point in direction ((90) + (([sin v] of (my variable) ) * (10)))\nend\npoint in direction (90)\nrepeat (10)\n change y by (10)\nend\nswitch costume to (capture3 v)\nwait (0.3) seconds\nhide\nwait (0.3) seconds\nshow\ngo to x: (0) y: (0)\nrepeat (120)\n change [direction v] by (8)\n point in direction ((([sin v] of ((direction) + (8)) ) * (20)) + (90))\n set size to ((([sin v] of (((direction) + (8)) * (1.4)) ) * (60)) + (100)) %\nend\nwait (0.9) seconds\nglide (1) secs to x: (4000) y: (0)\nrepeat (4)\n change [ghost v] effect by (60)\nend\nhide\nbroadcast (intro v)\npoint in direction (90)\n\nwhen flag clicked\nstart sound [my intro song v]\n\n@Sprite2\n\nwhen flag clicked\nrepeat (240)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to (random position v)\nshow\nset [brightness v] effect to (0)\npoint in direction (90)\ngo to [front v] layer\nswitch costume to (pick random (1) to (2))\nset [ghost v] effect to (pick random (20) to (50))\nset size to (pick random (40) to (80)) %\npoint in direction (pick random (-60) to (90))\nset [whirl v] effect to (pick random (-67) to (160))\nrepeat (240)\n go to (random position v)\n move (10) steps\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\n@right arrow\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\ngo to x: (-155) y: (-152)\nshow\nset size to (90) %\nhide\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (right v)\n end\nend\n\n@danger\n\nwhen flag clicked\nhide\ngo to x: (-2) y: (6)\nswitch costume to (costume1 v)\n\nwhen I receive [end v]\nshow\ngo to [front v] layer\nnext costume\n\nwhen I receive [intro v]\nshow\n\n@crusher\n\nwhen flag clicked\nhide\nwait (1) seconds\nforever\n repeat (10)\n change y by (5)\n end\n wait (1) seconds\n repeat (10)\n change y by (-5)\n end\nend\n\nwhen I receive [intro v]\ngo to x: (36) y: (5)\nforever\n if <(level) = [5]> then\n show\n end\n if <(level) = [6]> then\n hide\n end\n if <(level) = [14]> then\n show\n end\n if <(level) = [15]> then\n hide\n end\nend\n\n@nothing\n\nwhen I receive [end v]\nchange [level v] by (1)\n\n@joe biden\n\nwhen flag clicked\ngo to x: (182) y: (-82)\nhide\nforever\n if <(level) = [7]> then\n show\n glide (3) secs to x: (-169) y: (-82)\n glide (3) secs to x: (181) y: (-82)\n end\nend\n\nwhen I receive [end v]\n\nwhen flag clicked\nforever\n if <(level) = [8]> then\n hide\n end\nend\n\n@imposter\n\nwhen flag clicked\nswitch costume to (among us character 2 v)\nhide\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <(level) = [8]> then\n show\n go to x: (182) y: (-79)\n switch costume to (among us character 2 v)\n glide (2.5) secs to x: (-118) y: (-79)\n switch costume to (among us character 3 v)\n glide (2.5) secs to x: (182) y: (-79)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <(level) = [9]> then\n hide\n end\nend\n\nwhen I receive [intro v]\nforever\n if <touching (player v)?> then\n start sound [Among us - kill sound effect v]\n wait (1.06) seconds\n end\nend\n\n@Clouds\n\nwhen I receive [intro v]\nhide\nrepeat (5)\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen I start as a clone\nshow\nforever\n switch costume to (pick random (1) to (2))\n set size to (pick random (70) to (80)) %\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 (50)\n change x by (2)\n end\n if <touching (_edge_ v)?> then\n hide\n end\n wait (pick random (1) to (5)) seconds\n end\n switch costume to (pick random (1) to (2))\n set size to (pick random (70) to (80)) %\n go to [back v] layer\n set [ghost v] effect to (pick random (5) to (20))\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 flag clicked\nhide\n\nwhen I start as a clone\n\n@Trampoline\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nforever\n if <(level) = [11]> then\n show\n go to x: (-9) y: (-89)\n end\n if <(level) = [12]> then\n hide\n end\n if <(level) = [13]> then\n go to x: (11) y: (-89)\n show\n end\n if <(level) = [14]> then\n hide\n end\nend\n\n@Golden diamond\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nforever\n if <(level) = [16]> then\n go to x: (4) y: (9)\n show\n glide (1) secs to x: (4) y: (29)\n glide (1) secs to x: (4) y: (9)\n if <(level) = [17]> then\n hide\n end\n end\nend\n\nwhen I receive [enter v]\nforever\n hide\nend\n\n
Nature Part 2 - https://scratch.mit.edu/projects/471763896/\n Welcome to my Second platformer. :) \nTask- Get the Golden diamond. \n - Controls -\n- Arrow Keys or WASD to move\n- Up Arrow To Jump ( You can wall jump )\n- Dodge The Dangerous Things And fun dangerous stuff!! :D\nPlease Leave a ❤️ and ⭐ will be highly appreciated.\n
⛈️Floodformer⛈️ 2 - A Mobile Scrolling Platformer #game #all
@Stage\n\nwhen I receive [flag v]\nforever\n set volume to (200) %\n play sound [CAT v] until done\n play sound [WAIT v] until done\nend\n\nwhen I receive [flag v]\nforever\n play sound [rain-01 v] until done\nend\n\n@Player\n\nif <(X) > [0]> then\n set [x v] to [5]\nelse\n set [x v] to [-5]\nend\nset [y v] to [10]\n\nchange [playerx v] by \n\nchange [playerx v] by \n\nwhen I receive [flag v]\nset rotation style [left-right v]\nclear graphic effects\nset [playerx v] to (Checkpoint)\nset [x v] to [0]\npoint in direction (90)\nset size to (100) %\nshow\ngo to x: (0) y: (180)\nset [y v] to [0]\nset y to (180)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (.9)\n point in direction (90)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-.9)\n point in direction (-90)\n end\n set [x v] to ((X) * (0.9))\n change [playerx v] by (X)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (-4)\n change [playerx v] by ((X) * (-2))\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 (ground v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> or <key (w v) pressed?>> then\n set [y v] to [14]\n end\n end\n if <<(y position) < [-179]> or <touching (knifes >:\) v)?>> then\n broadcast (die v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n repeat until <(round (PlayerX)) = (Checkpoint)>\n change [playerx v] by (((Checkpoint) - (PlayerX)) / (7))\n end\n set [playerx v] to (Checkpoint)\n point in direction (90)\n set size to (100) %\n show\n go to x: (0) y: (180)\n set [x v] to [0]\n set [y v] to [0]\n set y to (180)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n if <[7300] < (PlayerX)> then\n broadcast (end v)\n end\nend\n\nwhen flag clicked\nset [first? v] to [0]\nset [checkpoint v] to [0]\nhide\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen I receive [flag v]\nforever\n set [direction v] to (direction)\nend\n\nwhen I receive [hide v]\nstop [other scripts in sprite v]\nhide\n\n@Ground\n\nwhen I receive [flag v]\nclear graphic effects\nswitch costume to (costume2 v)\nrepeat (16)\n next costume\n create clone of (_myself_ v)\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\ndefine set x to (number1) (number2)\nforever\n if <<(PlayerX) > ((number1) - (960))> or <((number1) + (960)) > (PlayerX)>> then\n switch costume to (costume2 v)\n go to x: ((0) - ((PlayerX) + ((0) - (number1)))) y: (0)\n switch costume to (number2)\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nshow\nset x to (((costume [number v]) - (2)) * (480)) (costume [number v])\n\n@Checkpoint\n\nwhen I start as a clone\nif <not <(First?) = [0]>> then\n set [ghost v] effect to (100)\n hide\nend\nforever\n set y to (by)\n if <touching (player v)?> then\n change [first? v] by (1)\n set [checkpoint v] to (bx)\n repeat (10)\n change [ghost v] effect by (10)\n change y by (-1)\n end\n delete this clone\n end\nend\n\nwhen I receive [flag v]\nswitch costume to (costume1 v)\nset [checkpointx v] to [3600]\nset [checkpointy v] to [30]\ncreate clone of (_myself_ v)\n\nwhen I receive [end v]\nset [checkpoint v] to [0]\nset [first? v] to [0]\nhide\ndelete this clone\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\n\ndefine set x to (number1) (number2) set y to (number3)\ngo to [front v] layer\nforever\n turn left (1) degrees\n if <<(PlayerX) > ((number1) - (960))> or <((number1) + (960)) > (PlayerX)>> then\n switch costume to (costume2 v)\n set x to ((0) - ((PlayerX) + ((0) - (number1))))\n switch costume to (number2)\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nset [bx v] to (CheckpointX)\nset [by v] to (CheckpointY)\nshow\nset x to (bx) (costume [number v]) set y to (by)\n\n@Tumbnaill\n\nwhen flag clicked\ngo to [back v] layer\nforever\n reset timer\n hide\nend\n\nwhen [timer v] > (0.002)\ngo to [front v] layer\nbroadcast (hide v)\ngo to x: (0) y: (200)\nset [brightness v] effect to (45)\nset volume to (30) %\nstart sound [Dimrain47 - \(8\) The Prototype v]\nshow\nrepeat (45)\n change y by (((0) - (y position)) / (7))\n change [brightness v] effect by (-1)\nend\n\n@introduction \n\nwhen flag clicked\nwait (2.9) seconds\nforever\n repeat (10)\n change size by (3)\n end\n repeat (3)\n change size by (-3)\n end\nend\n\nwhen I receive [end v]\nbroadcast (love and fav v)\ngo to x: (0) y: (100)\nswitch costume to (costume40 v)\npoint in direction (90)\nset size to (4) %\ngo to [front v] layer\nshow\nrepeat (25)\n change size by (4)\n turn right (14.4) degrees\nend\nset size to (100) %\n\nwhen I receive [menu v]\nswitch costume to (costume2 v)\ngo to [front v] layer\nhide\n\ndefine intro\ngo to [front v] layer\ngo to [front v] layer\nshow\nstart sound [intro song v]\nrepeat until <(costume [number v]) = [16]>\n next costume\nend\nswitch costume to (costume17 v)\nrepeat until <(costume [number v]) = [32]>\n wait (.0003) seconds\n next costume\nend\nswitch costume to (costume33 v)\nrepeat until <(costume [number v]) = [38]>\n wait (.0003) seconds\n next costume\nend\nwait (6) seconds\nbroadcast (flag v)\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\npoint in direction (90)\nset size to (100) %\nintro\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n stop all sounds\n stop [other scripts in sprite v]\n broadcast (flag v)\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [hide v]\nhide\n\n@loves, favs, follows\n\nwhen I receive [end v]\nhide\nforever\n wait (.3) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nswitch costume to (pick random (1) to (3))\nset size to (0) %\ngo to (random position v)\npoint in direction (pick random (-180) to (180))\nset [ghost v] effect to (50)\nrepeat (20)\n change size by (2)\nend\nwait (2) seconds\nrepeat (15)\n change size by (-2)\nend\ndelete this clone\n\nbroadcast (THE END :\) v)\n\nwhen I receive [love and fav v]\nhide\nforever\n wait (.3) seconds\n create clone of (_myself_ v)\nend\n\n@Scrolling BG\n\nwhen I receive [flag v]\nclear graphic effects\nswitch costume to (costume2 v)\ngo to [back v] layer\nrepeat (16)\n next costume\n create clone of (_myself_ v)\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\ndefine set x to (number1) (number2)\nforever\n if <<(PlayerX) > ((number1) - (960))> or <((number1) + (960)) > (PlayerX)>> then\n switch costume to (costume2 v)\n go to x: ((0) - ((PlayerX) + ((0) - (number1)))) y: (0)\n switch costume to (number2)\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nshow\nset x to (((costume [number v]) - (2)) * (480)) (costume [number v])\n\n@water\n\nwhen I receive [flag v]\nshow\ngo to x: (0) y: (-300)\nswitch costume to (costume2 v)\nforever\n repeat (3)\n next costume\n wait (0.08) seconds\n end\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n wait (0.08) seconds\n end\nend\n\n@Rain\n\nwhen flag clicked\nset [rain speed v] to [15]\nset [amount of rain v] to [3]\nset [wind v] to [-1]\n\ndefine Rainspeed (string1)\nchange y by (join [-] (string1))\n\nwhen I start as a clone\nif <(Wind) = [-1]> then\n repeat until <touching (barrier v)?>\n move (-3) steps\n end\nend\n\nwhen flag clicked\nset size to (150) %\nset [wind v] to [0]\nhide\nforever\n if <(Amount Of Rain) = [3]> then\n create clone of (_myself_ v)\n end\n if <(Amount Of Rain) = [4]> then\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n end\n if <(Amount Of Rain) = [5]> then\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n end\n if <(Amount Of Rain) = [6]> then\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n end\n if <(Amount Of Rain) = [7]> then\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n end\n if <(Amount Of Rain) = [8]> then\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n end\n delete this clone\nend\n\nwhen flag clicked\nforever\n if <(Wind) = [-1]> then\n switch costume to (costume1 v)\n end\n if <(Wind) = [0]> then\n switch costume to (costume3 v)\n end\n if <(Wind) = [1]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen I start as a clone\nif <(Wind) = [1]> then\n repeat until <touching (barrier v)?>\n move (3) steps\n end\nend\n\nwhen I start as a clone\nset y to (176)\nset x to (pick random (-240) to (240))\nrepeat until <touching (barrier v)?>\n Rainspeed (Rain Speed)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n show\n wait (0.1) seconds\nend\n\nwhen I receive [hide v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Sprite1\n\nwhen I receive [flag v]\ngo to [back v] layer\nset [brightness v] effect to (-5)\nforever\n wait (14) seconds\n start sound (pick random (1) to (3))\n set [brightness v] effect to (-5)\n repeat (25)\n change [brightness v] effect by (.5)\n end\n repeat (10)\n change [brightness v] effect by (-2)\n end\nend\n\nbroadcast (end v)\n\n@Barrier\n\nwhen flag clicked\nshow\ngo to x: (-2) y: (-5)\nset [ghost v] effect to (100)\n\nwhen I receive [hide v]\nhide\n\n@Effect\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nset [ghost v] effect to (pick random (45) to (90))\nset size to (pick random (40) to (70)) %\ngo to x: (240) y: (pick random (180) to (-180))\nglide (pick random (1.0) to (3.0)) secs to x: (-240) y: (pick random (180) to (-180))\ndelete this clone\n\nwhen I receive [flag v]\nhide\nforever\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\n\n@TIMER\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [flag v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [flag v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [end v]\nhide\n\nwhen I receive [flag v]\nforever\n if <<(Time Left:) = [0]> or <[0] > (Time Left:)>> then\n broadcast (hide v)\n hide variable [time left: v]\n repeat (45)\n change y by (((0) - (y position)) / (7))\n end\n end\nend\n\nwhen I receive [flag v]\nshow variable [time left: v]\nset [time left: v] to [90]\nforever\n change [time left: v] by (-1)\n wait (1) seconds\nend\n\nwhen I receive [end v]\nhide variable [time left: v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide variable [time left: v]\nhide\n\nwhen flag clicked\nforever\n set [time left:0 v] to (join [Time Left: ] (Time Left:))\nend\n\n
-------------------> ⛈️Floodfomer⛈️ 2\nStory: you are trying to escape the flood that is now green because of the pollution, parkour out of this place! \n\nHOW TO PLAY: you use WASD, arrow keys, or tap and drag to move. BIG RULE: You have 90 seconds to escape or the water will go up and make you lose. Don't fall into the water for you will lose and stay safe! Also halfway through the level, there is a checkpoint. \n\nThis game took (in total) over 12+ hours on almost nonstop work to complete, also I didn't copy and past art from the other level which mean I had to make each level from the ground up and that was a lot of work can you Follow? :D\n\nPlay part one first:↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ \nhttps://scratch.mit.edu/projects/363988694/\n\nCredits:\n@Thepugmen (me): All Art, Gameplay, and 80% of code \n\n@noodlebot743: for the other 20% of code\n\ndimrain47: intro music and stop sign music\n\nMinecraft: game music\n\n@Im-a-co-ding-ro-bot: improved timer system\n------------------------------------------->\n#game #Game #GAME #Fun #FUN #happy #HAPPY #Moon #space #unstoppable #project #Thepugmen #Play #platfomer #Platfomer #Mobile #LOVE #Favrote #Now #trending #dimrain47 #Music #Art #Animation #Games #Scratch #Dodge #Ar #Music #Enemy #Enemies #Space #Orange #Playing #Dodging #Play #Square #Cube #Thumbnail #Colors #Cool #Awesome #Good #Great #Walking #Moving #Comment #Sequel #Difficulty #Wave #Hard #Animations #All #Art #Music #Stories #Tutorials\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nay, wat are u doing here? giv follow for ∞ Bobux
Coin Hunter || A Scrolling Platformer #all #games
@Stage\n\nwhen flag clicked\nforever\n play sound [Unlimited v] until done\nend\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [play game v]\nswitch costume to (player v)\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n start sound [Teleport2 v]\n Game - Win\n wait (0.1) seconds\n else\n Game - Die\n end\nend\n\ndefine Game On\nset [sx v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [gravity v] to [-12]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nif <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>>> then\n point in direction (-90)\n change [sx v] by (-2)\nend\nif <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>>> then\n point in direction (90)\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> then\n if <(in air) < [4]> then\n set [sy v] to [15]\n end\nend\nif <(sy) > [-17]> then\n change [sy v] by (-2)\nend\nChange Player Y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [-100]> then\n set [scroll x v] to [-100]\n set [x v] to [-100]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <touching (bouncy v)?> then\n start sound [Big Boing v]\n set [sy v] to [30]\nend\n\ndefine Change Player Y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (GRAVITY)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nclear graphic effects\nchange [deaths v] by (1)\nset [exit v] to []\nstart sound [Oops v]\nrepeat (20)\n change [ghost v] effect by (8)\n change y by (8)\nend\nhide\nwait (0.5) seconds\n\ndefine Test - Die\nif <<touching (danger v)?> or <touching (gears v)?>> then\n set [exit v] to [die]\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nchange [level v] by (1)\nhide\nset [deaths v] to [0]\nif <(LEVEL) = [4]> then\n broadcast (Reset v)\nend\n\nwhen I receive [fix lvl 4 glitch v]\ngo to x: (-200) y: (0)\nset [level v] to [4]\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nGame - Die\n\nwhen flag clicked\nbroadcast (Play Game v)\n\nwhen I receive [hide intro v]\ngo to [front v] layer\n\nwhen I receive [go v]\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [hide intro v]\nwait until <<<<<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>>> or <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>>>> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> or <mouse down?>>\nrepeat until <(LEVEL) = [6]>\n change [time v] by (1)\n wait (1) seconds\nend\nsay [That wasn't so bad...] for (3) seconds\nsay (join [Anyways your time was: ] (join (Time) [!])) for (3) seconds\nif <<(☁ World's Best Time) > (Time)> and <not <(Skipped?) = [1]>>> then\n set [☁ world's best time v] to (Time)\nend\n\nwhen flag clicked\nset [time v] to [0]\nset [time v] to [0]\nhide variable [time v]\n\nwhen I receive [hide intro v]\nset [time v] to [0]\nshow variable [time v]\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [460] y: [0]\n wait (0.1) seconds\n Clone at x: [460] y: [0]\n wait (0.1) seconds\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n else\n if <(LEVEL) = [6]> then\n switch costume to (level 6 1 v)\n switch backdrop to (2 v)\n Clone at x: [460] y: [0]\n broadcast (Time v)\n end\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\ngo [forward v] (3) layers\n\n@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\ngo to x: (0) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n else\n if <(LEVEL) = [6]> then\n switch costume to (level 6 1 v)\n end\n end\n end\n end\n end\nend\n\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\n\n@Gears\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nforever\n point in direction ((90) + (([sin v] of ((Name) * (2)) ) * (300)))\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\nforever\n change [name v] by (1)\nend\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Clone x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nif <(LEVEL) = [3]> then\n Clone x: [10] y: [120]\n Clone x: [350] y: [120]\nelse\n if <(LEVEL) = [4]> then\n Clone x: [1158] y: [-100]\n Clone x: [2291] y: [-110]\n Clone x: [2470] y: [70]\n else\n if <(LEVEL) = [5]> then\n end\nend\nset [y v] to [-99999999999]\n\n@Collectables\n\nwhen I receive [green flag v]\nhide variable [mouse v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n start sound [Coin v]\n change [collected v] by (1)\n change [total coins v] by (1)\n if <(COLLECTED) = (COLLECTED MAX)> then\n broadcast (Open Portal v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nhide variable [total coins v]\nset [collected max v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [200] y: [-60]\n Clone at x: [340] y: [-60]\n Clone at x: [500] y: [0]\n Clone at x: [1072] y: [-15]\n Clone at x: [1206] y: [35]\n Clone at x: [1081] y: [118]\nelse\n if <(LEVEL) = [2]> then\n Clone at x: [196] y: [-16]\n Clone at x: [410] y: [23]\n Clone at x: [511] y: [90]\n Clone at x: [788] y: [190]\n Clone at x: [867] y: [90]\n Clone at x: [1234] y: [100]\n Clone at x: [1350] y: [100]\n else\n if <(LEVEL) = [3]> then\n Clone at x: [113] y: [30]\n Clone at x: [225] y: [40]\n Clone at x: [400] y: [-40]\n Clone at x: [469] y: [0]\n Clone at x: [550] y: [-40]\n Clone at x: [714] y: [-66]\n Clone at x: [837] y: [9]\n Clone at x: [974] y: [9]\n Clone at x: [1226] y: [30]\n Clone at x: [1545] y: [-60]\n else\n if <(LEVEL) = [4]> then\n Clone at x: [183] y: [27]\n Clone at x: [340] y: [27]\n Clone at x: [530] y: [27]\n Clone at x: [738] y: [27]\n Clone at x: [1124] y: [27]\n Clone at x: [1334] y: [27]\n Clone at x: [1564] y: [-30]\n Clone at x: [1627] y: [90]\n Clone at x: [2470] y: [-50]\n else\n if <(LEVEL) = [5]> then\n Clone at x: [189] y: [50]\n Clone at x: [375] y: [60]\n Clone at x: [432] y: [170]\n Clone at x: [759] y: [230]\n Clone at x: [958] y: [160]\n Clone at x: [1078] y: [140]\n Clone at x: [1340] y: [120]\n Clone at x: [1341] y: [-50]\n end\n end\n end\n end\nend\nset [x v] to [-999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nClone at x: [340] y: [27]\nClone at x: [530] y: [27]\nClone at x: [786] y: [27]\nClone at x: [1124] y: [27]\nClone at x: [1331] y: [245]\nClone at x: [1065] y: [345]\nClone at x: [825] y: [272]\nClone at x: [392] y: [245]\nClone at x: [197] y: [335]\n\nClone at x: [1336] y: [19]\nClone at x: [1441] y: [19]\n\nwhen flag clicked\nforever\n next costume\nend\n\nwhen I start as a clone\nforever\n next costume\nend\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [name v]) = [Open]> and <touching (player v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (closed v)\n Clone at x: [2000] y: [-32]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (closed v)\n Clone at x: [1900] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (closed v)\n Clone at x: [2000] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (closed v)\n Clone at x: [2700] y: [10]\n else\n if <(LEVEL) = [5]> then\n switch costume to (closed v)\n Clone at x: [1820] y: [-30]\n else\n if <(LEVEL) = [6]> then\n switch costume to (closed v)\n Clone at x: [6500] y: [0]\n end\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open portal v]\nstart sound [Teleport v]\nswitch costume to (open v)\n\nwhen I start as a clone\ngo to [back v] layer\n\n@Thumbnail\n\nwhen flag clicked\nset [pixelate v] effect to (0)\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nshow\nwait (0.3) seconds\nrepeat (10)\n change [pixelate v] effect by (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nforever\n set [timer2 v] to ((timer) + (.1))\nend\n\nwhen [timer v] > (Timer2)\nset [pixelate v] effect to (0)\nrepeat (13)\n change [ghost v] effect by (-8)\nend\nshow\n\n
Notice:\nHere is my entry!\nAbout **% by me.\nPlease don’t comment that it is too hard or too generic.\nBy the way the music is called Unlimited.\n#21 on trending!
Guinea Pig Platformer
@Stage\n\n@Player\n\nwhen I receive [start 2 v]\nset volume to (30) %\nshow\ngo to x: (-175) y: (-91)\nswitch costume to (guinea pig 2 v)\nswitch backdrop to (backdrop1 v)\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n switch costume to (guinea pig 2 v)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n switch costume to (guinea pig 1 v)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching color (#00ff5d)?> then\n change y by (1)\n end\n if <touching color (#00ff5d)?> then\n change y by (1)\n end\n if <touching color (#00ff5d)?> then\n change y by (1)\n end\n if <touching color (#00ff5d)?> then\n change y by (1)\n end\n if <touching color (#00ff5d)?> then\n change y by (-4)\n change x by ((X) * (-1))\n if <<key (up arrow v) pressed?> or <key (space v) pressed?>> then\n set [y v] to [17]\n if <(X) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (Y)\n if <touching color (#00ff5d)?> 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 (space v) pressed?>> and <touching color (#00ff5d)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching (carrot v)?> then\n go to x: (-175) y: (-91)\n next backdrop\n end\n if <touching color (#ff0000)?> then\n go to x: (-175) y: (-91)\n end\n if <(backdrop [name v]) = [Won!]> then\n hide\n end\n if on edge, bounce\n point in direction (90)\nend\n\nwhen flag clicked\nhide\nswitch backdrop to (backdrop8 v)\nbroadcast (Start v)\n\nwhen I receive [start v]\nforever\n play sound [The Guinea pig song \(128 kbps\) v] until done\nend\n\n@Carrot\n\nwhen I receive [start 2 v]\nforever\n if <(backdrop [number v]) = [13]> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen flag clicked\nforever\n go to [front v] layer\n hide\n reset timer\nend\n\nshow\ngo to [front v] layer\n\nwhen [timer v] > (0.01)\ngo to [front v] layer\nshow\n\n@Play 1\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nswitch backdrop to (backdrop 12 v)\n\nwhen I receive [start 2 v]\nhide\n\n@Play 2\n\nwhen this sprite clicked\nbroadcast (Start 2 v)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\n
Use the arrow keys to move. Touch the carrot to be in the next level. Also don't touch the lava!
Scrolling Platformer Template v1.2
@Stage\n\nwhen I receive [green flag v]\nforever\n wait (2) seconds\n play sound [bensound-badass v] until done\nend\n\n@Player\n\nwhen flag clicked\nbroadcast (GREEN FLAG v)\nbroadcast (PLAY GAME v)\n\nwhen I receive [green flag v]\nset rotation style [left-right v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (RESET v) and wait\n broadcast (SET UP v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (TICK v) and wait\n end\n Game Over\nend\n\ndefine Game On\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [exit v] to []\nshow\n\ndefine Tick\nswitch costume to (hitbox v)\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [speed x v] by (-2.7)\n point in direction (-90)\nend\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [speed x v] by (2.7)\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 (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(in air) < [4]> then\n set [speed y v] to [12]\n end\nend\nchange [speed y v] by (-1)\nChange Player Y By (Speed Y)\nset [scroll x v] to (x)\nset [scroll y v] to (y)\nPosition\nswitch costume to (visual v)\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine Change Player Y By (speed y)\nchange [y v] by (speed y)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(speed y) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [speed y v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player X By (speed x)\nchange [x v] by (speed x)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <touching (platforms v)?>>\n if <(speed x) > [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 Over\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\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]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1-1 v)\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nchange [y v] by (70)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nchange [y v] by (-140)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nchange [y v] by (140)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (-360)\nchange [y v] by (140)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (-360)\nchange [y v] by (140)\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\n@Thumbnail\n\nwhen I receive [green flag v]\ngo to x: (0) y: (0)\nhide\n\ngo to [front v] layer\nshow\n\n
Use WASD to move the blob around. Feel free to remix and use for your own projects, just remember to credit me. This project is for people who are lazy and don't want to start from scratch every time they make a scrolling platformer (like me).\n\nThis includes basic movement, wall detection, ceiling detection, and hitboxes. No sounds effects yet!
Nice, A Mobile Friendly Platformer! #games #all
@Stage\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n switch backdrop to (2 v)\n else\n switch backdrop to (1 v)\n end\nend\n\n@player\n\nwhen I start as a clone\nswitch costume to (trail v)\n\nchange [color v] effect by (10)\n\nchange size by (-2)\nchange [ghost v] effect by (10)\n\ndelete this clone\n\nwhen I receive [restart v]\nstart sound [Crunch v]\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\nclear graphic effects\nrepeat (10)\n change y by (6)\n change [ghost v] effect by (10)\nend\ngo to x: (x spawn) y: (y spawn)\nrepeat (10)\n change y by (-1)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nhide\nbroadcast (BEGIN NOW v)\n\ndefine run engine\nchange [y v] by (-0.5)\nif <<<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> or <key (a v) pressed?>> then\n change [x v] by (-0.9)\n point in direction (-90)\nend\nif <<<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> or <key (d v) pressed?>> then\n change [x v] by (0.9)\n point in direction (90)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (-6)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> or <key (w v) pressed?>> then\n set [y v] to [9]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (y)\nif <touching (ground v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<<touching (ground v)?> and <key (up arrow v) pressed?>> or <<<touching (ground v)?> and <<(mouse y) > (y position)> and <mouse down?>>> or <<touching (ground v)?> and <key (w v) pressed?>>>> then\n set [y v] to [9.5]\nend\nchange y by (0.5)\nif <<touching (danger v)?> or <<touching (saw v)?> or <touching (lava v)?>>> then\n broadcast (Restart v)\nend\nif <touching (flag v)?> then\n broadcast (next v)\n change [level v] by (1)\n go to x: (x spawn) y: (y spawn)\n set [x v] to [0]\n set [y v] to [0]\nend\n\nwhen I receive [next v]\ngo to x: (x spawn) y: (y spawn)\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n switch costume to (trail v)\n broadcast (doneee v)\n end\nend\n\nwhen I receive [begin now v]\nset rotation style [left-right v]\nset [level v] to [1]\nshow\nset [x spawn v] to [-199]\nset [y spawn v] to [-76]\ngo to x: (x spawn) y: (y spawn)\nswitch costume to (1 v)\nswitch backdrop to (backdrop3 v)\nset size to (50) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n run engine\nend\n\nwhen [r v] key pressed\nbroadcast (Restart v)\n\nwhen flag clicked\nforever\n repeat (10)\n end\nend\n\ncreate clone of (_myself_ v)\n\ngo [backward v] (1) layers\n\n@ground\n\nwhen flag clicked\ngo to x: (1) y: (-8)\nforever\n switch costume to (level)\nend\n\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n broadcast (doneee v)\n end\nend\n\n@flag\n\nwhen I receive [next v]\nstart sound [ding sound v]\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\ngo to [back v] layer\n\n@danger\n\nwhen flag clicked\nshow\nforever\n switch costume to (level)\nend\n\nhide\n\nshow\n\ngo to [back v] layer\n\n@saw\n\nwhen flag clicked\nforever\n turn right (4) degrees\nend\n\ngo to [back v] layer\n\nwhen flag clicked\nset size to (100) %\nforever\n if <<(level) = [4]> or <<(level) = [5]> or >> then\n show\n if <<(level) = [4]> or <(level) = [8]>> then\n set size to (100) %\n go to x: (0) y: (-120)\n end\n if <(level) = [5]> then\n set size to (70) %\n go to x: (-120) y: (-115)\n end\n else\n hide\n end\nend\n\n@lava\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n glide (1) secs to x: (0) y: (15)\n glide (1) secs to x: (0) y: (0)\nend\n\ngo to [back v] layer\n\n@shadow\n\nwhen flag clicked\nset [ghost v] effect to (80)\ngo to [back v] layer\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\nhide\n\n@transition\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (0) y: (347)\n\nwhen I receive [trans v]\nswitch costume to (pick random (1) to (6))\nshow\nrepeat until <(round (y position)) = [0]>\n go to [front v] layer\n change y by (((0) - (y position)) / (5))\nend\nrepeat until <(round (y position)) = [347]>\n go to [front v] layer\n change y by (15)\nend\nhide\n\nwhen I receive [next v]\nwait (.000000000000000000000001) seconds\nbroadcast (trans v)\n\nwhen I receive [end trans v]\n\n@skip\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nchange [level v] by (1)\nbroadcast (next v)\n\nwhen flag clicked\nforever\n wait until <touching (mouse-pointer v)?>\n switch costume to (skip2 v)\n repeat (5)\n change size by (3)\n end\n wait until <not <touching (mouse-pointer v)?>>\n switch costume to (skip v)\n repeat (5)\n change size by (-3)\n end\nend\n\nwhen I receive [doneee v]\nhide\n\nwhen I receive [begin now v]\nset size to (100) %\nshow\ngo to x: (-185) y: (-150)\nforever\n go to [front v] layer\nend\n\n@mute\n\nwhen this sprite clicked\nif <(volume) = [100]> then\n set volume to (0) %\n switch costume to (muted v)\nelse\n set volume to (200) %\n switch costume to (umuted v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [doneee v]\nhide\n\nwhen flag clicked\nforever\n wait until <touching (mouse-pointer v)?>\n repeat (5)\n change size by (2)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (5)\n change size by (-2)\n end\nend\n\nwhen I receive [begin now v]\nshow\ngo to x: (-199) y: (150)\nforever\n go to [front v] layer\n play sound [Vexento - Sunrise v] until done\nend\n\n@tn\n\nwhen [timer v] > (0.01)\nshow\ngo to [front v] layer\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n reset timer\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\nset [level v] to [1]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [begin now v]\nhide\n\ngo to [front v] layer\nshow\n\n@report detector\n\nwhen flag clicked\nswitch costume to (detector v)\ncreate clone of (_myself_ v)\nforever\n if <(Report?) = [NO NO NO PLEASE I BEG YOU]> then\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\ngo to x: (50) y: (-80)\nforever\n if <touching (mouse-pointer v)?> then\n set [report? v] to [NO NO NO PLEASE I BEG YOU]\n else\n set [report? v] to [Phew!]\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nswitch costume to (costume1 v)\nforever\n if <(Report?) = [NO NO NO PLEASE I BEG YOU]> then\n set x to (pick random (-10) to (10))\n set y to (pick random (-10) to (10))\n end\nend\n\nwhen flag clicked\nforever\n wait (1) seconds\n switch costume to (costume1 v)\n wait (1) seconds\n switch costume to (costume2 v)\n wait (1) seconds\n switch costume to (costume3 v)\n wait (1) seconds\n switch costume to (costume4 v)\nend\n\ngo to [front v] layer\n\n@notif\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\nwait (pick random (8) to (15)) seconds\nshow\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (3.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\nforever\n wait (pick random (14) to (26)) seconds\n show\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n end\n wait (3.5) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n end\n hide\nend\n\nwhen I receive [alert v]\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\n\n@ 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 (40)\nswitch costume to (pick random (1) to (4))\nif <(side) = [1]> then\n go to x: (300) y: (pick random (150) to (100))\n repeat until <(x position) < [-250]>\n change x by (-1)\n end\n delete this clone\nend\nif <(side) = [2]> then\n go to x: (-300) y: (pick random (150) to (100))\n repeat until <(x position) > [250]>\n change x by (1)\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n go [backward v] (1) layers\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n set [side v] to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait (pick random (3) to (5)) seconds\nend\n\n@The Sun\n\nwhen flag clicked\nset size to (100) %\nforever\n go to x: (210) y: (150)\n repeat (10)\n change size by (-0.5)\n end\n repeat (20)\n change size by (0.5)\n end\n repeat (10)\n change size by (-0.5)\n end\nend\n\ngo to [back v] layer\n\n@Text\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\n glide (1) secs to x: (0) y: (0)\n glide (1) secs to x: (0) y: (20)\nend\n\ngo to [front v] layer\n\n@Deco\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\n\ngo to [back v] layer\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\ngo [backward v] (1) layers\n\n@TIPS\n\nwhen flag clicked\ngo to x: (0) y: (-300)\nforever\n switch costume to (level)\nend\n\nwhen I receive [next v]\nshow\nwait (1) seconds\ngo to x: (0) y: (-300)\nglide (1) secs to x: (0) y: (-140)\nwait (1) seconds\nglide (1) secs to x: (0) y: (-300)\nhide\n\nwhen I receive [trans v]\nhide\nwait (1) seconds\nshow\n\n
NEW GAMES EVERY WEDNESDAY AND SUNDAY\n\n--Nice A Mobile-Friendly Platformer--\n\n---INSTRUCTIONS---\nUse WASD, →↑←, or mobile controls \n\n---GAME DESCRIPTIONS---\n-Play through all 11 levels while doing obstacles, spikes, saws, and lava. reach the green flag, it might be hard to spot so look closely! You can skip any level you want BUT try yourself to beat the levels. This is my best platformer by far, with grass, trees, flowers, shadows, tips, text, etc.! \n\n
Sunrise a Scrolling Platformer
@Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (scroll x)) (join [ . ] ((mouse y) + (scroll y))))\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [intro end animation v]\nswitch backdrop to (the forest planet v)\n\nwhen I receive [game over thats it v]\n\nswitch backdrop to (backdrop1 v)\nwait (5) seconds\nbroadcast (green flag v)\nswitch backdrop to (the forest planet v)\n\n@player\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 <(EXIT) > []>\n tick\n broadcast (tick v) and wait\n end\n game-die\nend\n\ndefine game on\nshow\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\n\ndefine tick\nshow\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n change player x by [-10]\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change player x by [10]\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <<(username) = [CompletelyRandomCode]> or <(username) = [Dragonboi2007]>> then\n if <(in air) < [9999999999999]> then\n set [sy v] to [10]\n end\n else\n if <(in air) < [5]> then\n set [sy v] to [10]\n end\n end\nend\nchange [sy v] by (-2)\nchange player y by (sy)\nset [scroll x v] to (x)\nset [scroll y v] to (y)\nposition\ntest-die\nif <(y) < [-2000]> then\n set [exit v] to [die]\n change [health v] by (-1)\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 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 color (#a1281d)?> then\n set [exit v] to [die]\n change [health v] by (-1)\nend\nif <touching (moving enamy v)?> then\n set [exit v] to [die]\n change [health v] by (-1)\nend\n\nwhen I receive [game first start v]\ngo to [front v] layer\nshow\nbroadcast (play game v)\nbroadcast (green flag v)\nwait (.1) seconds\nset [coins v] to [0]\nplay sound [Ship Wreck - Ark v] until done\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [coins v] to [0]\n\nwhen flag clicked\nhide variable [coins v]\n\nwhen I receive [intro end animation v]\nshow variable [coins v]\n\nwhen I receive [game first start v]\nshow variable [timer v]\nrepeat until <(win) = [2]>\n wait (1) seconds\n change [timer v] by (1)\nend\n\nwhen flag clicked\nset [win v] to [0]\nset [timer v] to [0]\n\nwhen flag clicked\nhide variable [☁ high score v]\n\nwhen I receive [game over thats it v]\nhide\nhide variable [timer v]\n\nwhen I receive [you win v]\nhide\nhide variable [timer v]\n\nwhen flag clicked\nif <<(username) = [CompletelyRandomCode]> or <(username) = [Dragonboi2007]>> then\n forever\n if <key (2 v) pressed?> then\n set [level v] to [2]\n broadcast (setup v)\n go to x: (0) y: (0)\n end\n if <key (h v) pressed?> then\n set [health v] to [3]\n end\n if <key (c v) pressed?> then\n change [coins v] by (1)\n end\n if <key (x v) pressed?> then\n set [coins v] to [7]\n end\n end\nend\n\nwhen I receive [play v]\nplay sound [Ship Wreck - Ark v] until done\n\n@platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition (((x) - (scroll x)) - ()) ((y) - (scroll y))\n\nwhen I receive [setup v]\ngo to [front v] layer\ngo [backward v] (1) layers\nhide\nset [timer v] to [0]\nset [win v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\ndelete this clone\n\nwhen flag clicked\nhide\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]\nwait (.5) seconds\nif <(level) = [1]> then\n switch costume to (level 1 v)\n clone at x [500] y [0]\n clone at x [500] y [0]\nend\n\nwhen I receive [setup v]\nif <(level) = [2]> then\n switch costume to (level 4 v)\n clone at x [680] y [0]\nend\n\nwhen I receive [you win v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [game first start v]\nhide\n\nwhen I receive [intro end animation v]\nshow\n\nwhen I receive [you win v]\nhide\n\n@Sprite2\n\nwhen this sprite clicked\nswitch costume to (costume2 v)\nwait (0.05) seconds\nswitch costume to (costume1 v)\nbroadcast (game first start v)\nhide\n\nwhen I receive [intro end animation v]\nshow\nswitch costume to (costume1 v)\nforever\n switch costume to (costume1 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [you win v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\nshow\ngo to [front v] layer\nhide\n\n@coin\n\nwhen I receive [green flag v]\nset [coins v] to [0]\nhide\nwait (.1) seconds\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 hide\n delete this clone\nend\n\nwhen I receive [setup v]\ngo to x: (-177) y: (79)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nif <(level) = [1]> then\n switch costume to (costume1 v)\n clone at x [88] y [-22]\n clone at x [1018] y [52]\n clone at x [186] y [38]\n clone at x [562] y [-88]\n clone at x [700] y [170]\n clone at x [-276] y [215]\n clone at x [671] y [278]\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\nwhen flag clicked\nhide\nforever\n hide variable [coins v]\nend\n\ndefine clone at x (x) y (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nset [x v] to [-9999999999]\n\nwhen I receive [setup v]\nif <(level) = [2]> then\n switch costume to (costume1 v)\n clone at x [87] y [13]\n clone at x [-174] y [-88]\n clone at x [347] y [-60]\n clone at x [710] y [-171]\n clone at x [493] y [177]\n clone at x [-297] y [252]\n clone at x [523] y [-156]\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [you win v]\nhide\n\n@coin2\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 x: (-177) y: (79)\nset [coins v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nif <(level) = [1]> then\n switch costume to (nope v)\n clone at x [1087] y [275]\nend\nif <(level) = [2]> then\n switch costume to (nope v)\n clone at x [412] y [-166]\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\nwhen flag clicked\nhide\nset [level v] to [1]\n\ndefine clone at x (x) y (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nset [x v] to [-9999999999]\n\nbroadcast (green flag v)\n\nwhen flag clicked\nhide variable [timer v]\n\nwhen I receive [intro end animation v]\nshow variable [timer v]\n\nwhen I receive [you win v]\nhide\n\nwhen I start as a clone\nforever\n if <(Coins) = [7]> then\n switch costume to (coin v)\n if <<<(Coins) = [7]> and <touching (player v)?>> and <(level) = [1]>> then\n switch costume to (coin v)\n wait (0.5) seconds\n broadcast (play game v)\n broadcast (setup v)\n change [win v] by (1)\n change [level v] by (1)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <<<(Coins) = [7]> and <touching (player v)?>> and <(level) = [2]>> then\n switch costume to (coin v)\n wait (1) seconds\n broadcast (you win v)\n stop all sounds\n end\nend\n\nwhen I receive [skip v]\ngo to (player v)\nshow\n\nwhen flag clicked\nset [level v] to [1]\n\n@Sprite5\n\nwhen this sprite clicked\nclear graphic effects\nstop all sounds\nswitch costume to (costume2 v)\nwait (0.05) seconds\nswitch costume to (costume1 v)\nbroadcast (Intro End Animation v)\nhide\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n switch costume to (costume1 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [intro end animation v]\nhide\n\nwhen flag clicked\ngo to x: (170) y: (150)\nforever\n go to [front v] layer\nend\n\nwhen I receive [you win v]\nhide\n\n@Sprite4\n\nwhen I receive [intro end animation v]\ngo [backward v] (10) layers\nshow\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [game over thats it v]\nhide\n\nwhen I receive [you win v]\nhide\n\n@Hearts with costumes\n\nwhen flag clicked\ngo to [front v] layer\nset [health v] to [3]\nset size to (20) %\ngo to x: (-145) y: (175)\nswitch costume to (three hearts v)\nset [pixelate v] effect to (10)\nhide\nforever\n if <(health) = [1]> then\n switch costume to (one heart v)\n end\n if <(health) = [2]> then\n switch costume to (two hearts v)\n end\n if <(health) = [3]> then\n switch costume to (three hearts v)\n end\n if <(health) = [0]> then\n switch costume to (zero hearts v)\n broadcast (game over thats it v)\n end\nend\n\nwhen I receive [setup v]\nshow\nswitch costume to (three hearts v)\n\nwhen I receive [game first start v]\nshow\n\nwhen I receive [green flag v]\nshow\n\nwhen flag clicked\ngo to [front v] layer\n\nforever\n if <(health) = [1]> then\n switch costume to (one heart v)\n end\n if <(health) = [2]> then\n switch costume to (two hearts v)\n end\n if <(health) = [3]> then\n switch costume to (three hearts v)\n end\n if <(health) = [0]> then\n switch costume to (zero hearts v)\n broadcast (game over thats it v)\n end\nend\n\nwhen I receive [you win v]\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 [setup v]\ngo to [front v] layer\ngo [backward v] (1) layers\nhide\nset [timer v] to [0]\nset [win v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\ndelete this clone\n\nwhen flag clicked\nhide\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 [t v] key pressed\nplay sound [bensound-summer2 v] until done\n\nwhen I receive [setup v]\nif <(level) = [1]> then\n switch costume to (level 1 v)\n clone at x [500] y [0]\n clone at x [500] y [0]\nend\n\nwhen I receive [setup v]\nif <(level) = [2]> then\n switch costume to (costume1 v)\n clone at x [680] y [0]\nend\n\nwhen I receive [you win v]\nhide\n\n@Intro\n\nwhen I start as a clone\nif <(Clone ID) = [Box]> then\n switch costume to (box v)\n point in direction (180)\n set [ghost v] effect to (50)\n set [brightness v] effect to (100)\n set size to (15) %\n show\n go to x: ((Var 1) * (40)) y: (-190)\n go to [front v] layer\n repeat until <(y position) > (((Var 2) * (40)) - (1))>\n change y by (((((Var 2) * (40)) + (2)) - (y position)) / (5))\n end\n set y to ((Var 2) * (40))\n repeat until <(size) > [89]>\n change size by (((91) - (size)) / (5))\n turn right (((180) - (direction)) / (5)) degrees\n change [ghost v] effect by (-5)\n end\n set size to (90) %\n set [ghost v] effect to (0)\n point in direction (180)\n wait (1) seconds\n repeat (30)\n turn right (7) degrees\n change [ghost v] effect by (4)\n change size by (-4)\n end\n hide\n delete this clone\nend\n\nwhen flag clicked\nstart sound [Trap - AShamaluevMusic v]\nset [username v] to [DRAGONBOI2007]\nset [clone id v] to [Back]\ncreate clone of (_myself_ v)\nSetup Lists\nset [sizelimit v] to [400]\nset [clone id v] to [Letter]\nType (Username) [0] [0] [0] [0] [100] [0]\nset [sizelimit v] to [150]\nset [clone id v] to [Letter 1]\nType (Username) [0] [-100] [0] [0] [100] [0]\nreset timer\nhide\npoint in direction (90)\nclear graphic effects\nset [clone id v] to [Arrow]\nrepeat (5)\n set [brightness v] effect to (10)\n create clone of (_myself_ v)\n wait (0.1) seconds\n set [brightness v] effect to (0)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\nset [clone id v] to [Logo]\ncreate clone of (_myself_ v)\nset [clone id v] to [Hider 1]\ncreate clone of (_myself_ v)\nset [clone id v] to [Hider 2]\ncreate clone of (_myself_ v)\nset [clone id v] to [Ghost]\ncreate clone of (_myself_ v)\nwait until <(timer) > [9]>\nset [var 1 v] to [-6]\nhide\nset size to (90) %\nswitch costume to (box v)\ngo to x: (-220) y: (160)\nset [clone id v] to [Box]\nrepeat (13)\n set [var 2 v] to [4]\n Clone Row of Boxes\n change [var 1 v] by (1)\nend\nwait until <(timer) > [10.7]>\nbroadcast (Intro End Animation v)\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow]> then\n set [ghost v] effect to (0)\n set size to (185) %\n switch costume to (arrow v)\n show\n go to x: (0) y: (-70000000)\n Smooth Glide x: [0] y: [-250] speed: [9] [0]\n wait until <(timer) > [3.5]>\n delete this clone\nend\nif <(Clone ID) = [Letter]> then\n wait until <(timer) > [2]>\n if <((Length) / (3)) > (#)> then\n wait (0.25) seconds\n else\n if <(((Length) / (3)) + ((Length) / (3))) > (#)> then\n wait (0.6) seconds\n else\n if <((Length) + (1)) > (#)> then\n wait (1) seconds\n end\n end\n end\n go to [front v] layer\n show\n set size to (Size) %\n set [ghost v] effect to (0)\n go to x: (x position) y: (300)\n Smooth Glide x: (x position) y: [0] speed: [3] []\n wait until <(timer) > [3.5]>\n delete this clone\nend\nif <(Clone ID) = [Logo]> then\n wait until <(timer) > [3.5]>\n Clone Particles\n show\n switch costume to (logo v)\n go to x: (0) y: (0)\n set size to (0) %\n Bounce with (75) , (10) and (100)\n wait until <(timer) > [5.7]>\n Clone Particles\n point in direction (90)\n set [var 1 v] to [5]\n turn right (2) degrees\n repeat until <(round (direction)) = [90]>\n go to [front v] layer\n point in direction ((([tan v] of (Var 1) ) * (10)) + (90))\n change [var 1 v] by (4)\n end\n point in direction (90)\n Clone Particles\n set [var 1 v] to [10]\n repeat (33)\n change y by ((0) - (Var 1))\n change size by (((Var 1) - (10)) / (5))\n change [var 1 v] by (-1)\n end\n delete this clone\nend\nif <(Clone ID) = [Letter 1]> then\n wait until <(timer) > [6]>\n wait ((#) / (Length)) seconds\n go to [front v] layer\n set size to (Size) %\n show\n set [var 1 v] to (x position)\n go to x: (300) y: (-130)\n Smooth Glide x: (Var 1) y: [-130] speed: [5] [0]\n wait (0.5) seconds\n Smooth Glide x: [-230] y: [-130] speed: [5] [5]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Back]> then\n switch costume to (back v)\n set size to (2000) %\n show\n go to [back v] layer\n go to x: (0) y: (0)\n wait until <(timer) > [3]>\n switch costume to (back 2 v)\n repeat until <(timer) > [10.3]>\n repeat (16)\n change y by (4)\n change x by (-4)\n end\n go to x: (0) y: (0)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Ghost]> then\n wait until <(timer) > [3]>\n switch costume to (ghost v)\n set size to (2000) %\n show\n go to [back v] layer\n go [forward v] (1) layers\n go to x: (0) y: (0)\n set [ghost v] effect to (50)\n wait until <(timer) > [10.3]>\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Particle]> then\n switch costume to (particle v)\n clear graphic effects\n set size to (100) %\n go to x: (0) y: (0)\n set [color v] effect to (pick random (110) to (130))\n go to [back v] layer\n go [forward v] (2) layers\n set [var 1 v] to (pick random (10) to (15))\n set [var 2 v] to (pick random (2) to (7))\n turn right (pick random (-10) to (10)) degrees\n show\n repeat until <touching (_edge_ v)?>\n move (Var 1) steps\n change y by (Var 2)\n change [var 2 v] by (-0.4)\n set [var 1 v] to ((Var 1) * (0.95))\n end\n repeat (10)\n move (Var 1) steps\n change y by (Var 2)\n change [var 2 v] by (-0.4)\n set [var 1 v] to ((Var 1) * (0.95))\n change [ghost v] effect by (10)\n end\n hide\n delete this clone\nend\n\ndefine Clone Particles\nset [clone id v] to [Particle]\nrepeat (75)\n create clone of (_myself_ v)\n turn right (15) degrees\nend\npoint in direction (90)\n\ndefine Clone Row of Boxes\nset [brightness v] effect to (10)\nrepeat (9)\n create clone of (_myself_ v)\n change [var 2 v] by (-1)\n change [brightness v] effect by (-2)\nend\n\ndefine Bounce with (bounciness) , (speed) and (finishing size)\nset [var 1 v] to [0]\nrepeat until <<(finishing size) = (size)> and <(Var 1) = (size)>>\n set [var 2 v] to (((Var 2) * ((bounciness) / (100))) + (((finishing size) - (size)) * ((speed) / (20))))\n set [var 1 v] to (size)\n change size by (Var 2)\nend\nset size to (finishing size) %\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed) (ghost)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\n change [ghost v] effect by (ghost)\nend\ngo to x: (x) y: (y)\n\ndefine Type: System (text) (x) (y) (size) (color) (brightness) (speed)\nswitch costume to (master v)\nhide\ngo to x: (x) y: (y)\nset size to (size) %\nset [# v] to [1]\nset [color v] effect to (color)\nset [brightness v] effect to (brightness)\nset [length v] to (length of (text))\nrepeat (length of (text))\n reset timer\n if <(letter (#) of (text)) > [ ]> then\n switch costume to (letter (#) of (text))\n create clone of (_myself_ v)\n change x by ((size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n else\n switch costume to ( v)\n create clone of (_myself_ v)\n change x by ((size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n end\n wait (speed) seconds\nend\n\ndefine Setup Lists\ndelete all of [character widths v]\nadd [thing] to [character widths v]\nadd [29] to [character widths v]\nadd [24] to [character widths v]\nadd [28] to [character widths v]\nadd [27] to [character widths v]\nadd [24] to [character widths v]\nadd [24] to [character widths v]\nadd [28] to [character widths v]\nadd [28] to [character widths v]\nadd [7] to [character widths v]\nadd [21] to [character widths v]\nadd [22] to [character widths v]\nadd [22] to [character widths v]\nadd [34] to [character widths v]\nadd [27] to [character widths v]\nadd [34] to [character widths v]\nadd [22] to [character widths v]\nadd [34] to [character widths v]\nadd [21] to [character widths v]\nadd [23] to [character widths v]\nadd [27] to [character widths v]\nadd [27] to [character widths v]\nadd [29] to [character widths v]\nadd [38] to [character widths v]\nadd [26] to [character widths v]\nadd [27] to [character widths v]\nadd [27] to [character widths v]\nadd [11] to [character widths v]\nadd [20] to [character widths v]\nadd [21] to [character widths v]\nadd [25] to [character widths v]\nadd [21] to [character widths v]\nadd [20] to [character widths v]\nadd [21] to [character widths v]\nadd [20] to [character widths v]\nadd [20] to [character widths v]\nadd [20] to [character widths v]\nadd [14] to [character widths v]\nadd [25] to [character widths v]\nadd [15] to [character widths v]\nadd [10] to [character widths v]\nadd [24] to [character widths v]\nadd [24] to [character widths v]\nadd [20] to [character widths v]\nadd [24] to [character widths v]\nadd [22] to [character widths v]\nadd [16] to [character widths v]\nadd [24] to [character widths v]\nadd [22] to [character widths v]\nadd [10] to [character widths v]\nadd [14] to [character widths v]\nadd [18] to [character widths v]\nadd [9] to [character widths v]\nadd [33] to [character widths v]\nadd [22] to [character widths v]\nadd [24] to [character widths v]\nadd [24] to [character widths v]\nadd [24] to [character widths v]\nadd [15] to [character widths v]\nadd [19] to [character widths v]\nadd [16] to [character widths v]\nadd [22] to [character widths v]\nadd [22] to [character widths v]\nadd [30] to [character widths v]\nadd [20] to [character widths v]\nadd [23] to [character widths v]\nadd [20] to [character widths v]\n\ndefine Change Size By: (size)\nchange size by (size)\nchange x by ((size) / (7))\n\ndefine Find Size (text) (size)\nset [size v] to (size)\nset [width v] to [1]\nset [# v] to [1]\nrepeat (length of (text))\n if <(letter (#) of (text)) > [ ]> then\n switch costume to (letter (#) of (text))\n change [width v] by ((Size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n else\n switch costume to ( v)\n change [width v] by ((Size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n end\nend\nif <(Width) > [400]> then\n change [size v] by (-1)\nend\nif <(Width) < [390]> then\n change [size v] by (1)\nend\nrepeat until <<<(Width) < [400]> and <(Width) > [389]>> or <(Size) > (SizeLimit)>>\n reset timer\n set [width v] to [0]\n set [# v] to [1]\n repeat (length of (text))\n if <(letter (#) of (text)) > [ ]> then\n switch costume to (letter (#) of (text))\n change [width v] by ((Size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n else\n switch costume to ( v)\n change [width v] by ((Size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n end\n end\n if <(Width) > [400]> then\n change [size v] by (-1)\n end\n if <(Width) < [390]> then\n change [size v] by (1)\n end\n if <(Size) > ((SizeLimit) + (1))> then\n set [size v] to ((SizeLimit) - (10))\n end\nend\nset [x v] to ((0) - ((Width) / (2)))\n\ndefine Type (text) (x) (y) (size) (color) (brightness) (speed)\nFind Size (text) (size)\nType: System (text) (X) (y) (Size) (color) (brightness) (speed)\n\nwhen I receive [intro end animation v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [intro end animation v]\nhide\ndelete this clone\n\nwhen I receive [mute v]\nstop all sounds\n\n@moving enamy\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition (((x) - (scroll x)) + (monster movment)) ((y) - (scroll y))\n\nwhen I receive [setup v]\nhide\nset [monster movment v] to [0]\nset [timer v] to [0]\nset [win v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\ndelete this clone\n\nwhen flag clicked\nhide\n\ndefine clone at x (x) y (y)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\ncreate clone of (_myself_ v)\nset [x v] to [-999999]\n\nwhen [t v] key pressed\nplay sound [bensound-summer2 v] until done\n\nwhen I receive [setup v]\nif <(level) = [1]> then\n switch costume to (level 5 v)\n clone at x [300] y [-50]\nend\n\nwhen I receive [setup v]\nif <(level) = [2]> then\n switch costume to (level 5 v)\n clone at x [0] y [250]\n switch costume to (level 5 v)\nend\n\nwhen flag clicked\nforever\n wait (.5) seconds\n repeat (20)\n change [monster movment v] by (-8)\n end\n wait (.5) seconds\n repeat (20)\n change [monster movment v] by (8)\n end\nend\n\nwhen I receive [you win v]\nhide\n\n@coin rep\n\nwhen flag clicked\nset size to (30) %\nhide\nset [coins v] to [0]\ngo to x: (-215) y: (157)\nforever\n if <(Coins) = [0]> then\n switch costume to (on coins v)\n end\n if <(Coins) = [1]> then\n switch costume to (costume1 v)\n end\n if <(Coins) = [2]> then\n switch costume to (costume2 v)\n end\n if <(Coins) = [3]> then\n switch costume to (costume3 v)\n end\n if <(Coins) = [4]> then\n switch costume to (costume4 v)\n end\n if <(Coins) = [5]> then\n switch costume to (costume5 v)\n end\n if <(Coins) = [6]> then\n switch costume to (costume6 v)\n end\n if <(Coins) = [7]> then\n switch costume to (costume7 v)\n repeat (10)\n change size by (1)\n end\n repeat (10)\n change size by (-1)\n end\n end\nend\n\nwhen I receive [game first start v]\nshow\n\nwhen I receive [play game v]\nshow\n\nwhen I receive [game over thats it v]\nhide\n\nshow\n\nwhen I receive [you win v]\n\n@you win\n\nwhen flag clicked\nhide\n\nwhen I receive [game first start v]\nhide\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [you win v]\nif <(level) = [2]> then\n show\n go to [front v] layer\n if <(timer) < (☁ high score)> then\n set [☁ high score v] to (timer)\n end\n stop [all v]\nend\n\nstop [all v]\n\nset [☁ high score v] to [500]\n\nwait (1) seconds\n\n@mute\n\nwhen flag clicked\nswitch costume to (mute v)\nset size to (10) %\nshow\nforever\n go to [front v] layer\n if <<<mouse down?> and <touching (mouse-pointer v)?>> or <key (t v) pressed?>> then\n broadcast (mute v)\n switch costume to (play v)\n set size to (12) %\n wait (.5) seconds\n wait until <<<mouse down?> and <touching (mouse-pointer v)?>> or <key (t v) pressed?>>\n broadcast (play v)\n switch costume to (mute v)\n wait (.5) seconds\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Cloud\n\nwhen I start as a clone\ngo to x: (-230) y: (pick random (35) to (150))\nshow\nswitch costume to (pick random (1) to (20))\nset [ghost v] effect to (pick random (30) to (50))\ngo [forward v] (1) layers\nrepeat (130)\n change x by (4)\nend\ndelete this clone\n\nwhen I receive [black v]\nset [ghost v] effect to (100)\n\nwhen I receive [game first start v]\nset [ghost v] effect to (0)\ngo to x: (10000000) y: (1000000000000)\ngo to [front v] layer\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (1.5) to (2)) seconds\nend\n\n
Arrow keys to move. collect all 7 coins and get to the flag to get to the next level. have fun :) oh and don't forget to touch the lava. Mute by pressing mute button or press m button to mute.\nuse this link for un-laggy (https://turbowarp.org/454840885)\nmusic is shipwreck-ark\nThanks for 1K views!!!!\nfollow @CompletelyRandomCode\nand @DragonBoi2007\n╔═╦╗╔╦╗╔═╦═╦╦╦╦╗╔═╗\n║╚╣║║║╚╣╚╣╔╣╔╣║╚╣═╣ \n╠╗║╚╝║║╠╗║╚╣║║║║║═╣\n╚═╩══╩═╩═╩═╩╝╚╩═╩═╝ actually follow
ᑎight a Scrolling Platformer || #Games #All
@Stage\n\nwhen flag clicked\nswitch backdrop to (bg v)\nforever\n play sound [Valence - Infinite \[NCS Release\] v] until done\nend\n\n@Player\n\nwhen flag clicked\ngo to [front v] layer\nshow\nset [player2: xv v] to [0]\nset [player2: yv v] to [0]\nswitch costume to (center v)\nforever\n broadcast (tick v)\nend\n\ndefine Tick\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [player2: xv v] by (1.3)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [player2: xv v] by (-1.3)\nend\nset [player2: xv v] to ((Player2: Xv) * (0.9))\nchange x by (Player2: Xv)\nif <<touching (platforms v)?> or <<touching (platforms2 v)?> or <<touching (platforms3 v)?> or <<touching (platforms4 v)?> or <<touching (platforms5 v)?> or <<touching (platforms6 v)?> or <<touching (platforms7 v)?> or <<touching (platforms8 v)?> or <<touching (platforms9 v)?> or <<touching (platforms10 v)?> or <touching (platforms10 v)?>>>>>>>>>>> then\n change y by (1)\n if <<touching (platforms v)?> or <<touching (platforms2 v)?> or <<touching (platforms3 v)?> or <<touching (platforms4 v)?> or <<touching (platforms5 v)?> or <<touching (platforms6 v)?> or <<touching (platforms7 v)?> or <<touching (platforms8 v)?> or <<touching (platforms9 v)?> or <touching (platforms10 v)?>>>>>>>>>> then\n change y by (1)\n if <<touching (platforms v)?> or <<touching (platforms2 v)?> or <<touching (platforms3 v)?> or <<touching (platforms4 v)?> or <<touching (platforms5 v)?> or <<touching (platforms6 v)?> or <<touching (platforms7 v)?> or <<touching (platforms8 v)?> or <<touching (platforms9 v)?> or <touching (platforms10 v)?>>>>>>>>>> then\n change y by (1)\n if <<touching (platforms v)?> or <<touching (platforms2 v)?> or <<touching (platforms3 v)?> or <<touching (platforms4 v)?> or <<touching (platforms5 v)?> or <<touching (platforms6 v)?> or <<touching (platforms7 v)?> or <<touching (platforms8 v)?> or <<touching (platforms9 v)?> or <touching (platforms10 v)?>>>>>>>>>> then\n change y by (1)\n if <<touching (platforms v)?> or <<touching (platforms2 v)?> or <<touching (platforms3 v)?> or <<touching (platforms4 v)?> or <<touching (platforms5 v)?> or <<touching (platforms6 v)?> or <<touching (platforms7 v)?> or <<touching (platforms8 v)?> or <<touching (platforms9 v)?> or <touching (platforms10 v)?>>>>>>>>>> then\n change y by (1)\n if <<touching (platforms v)?> or <<touching (platforms2 v)?> or <<touching (platforms3 v)?> or <<touching (platforms4 v)?> or <<touching (platforms5 v)?> or <<touching (platforms6 v)?> or <<touching (platforms7 v)?> or <<touching (platforms8 v)?> or <<touching (platforms9 v)?> or <touching (platforms10 v)?>>>>>>>>>> then\n change x by ((Player2: Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(Player2: Xv) > [0]> then\n set [player2: xv v] to [-10]\n else\n set [player2: xv v] to [10]\n end\n set [player2: yv v] to [18]\n else\n set [player2: xv v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange [player2: yv v] by (-1)\nchange y by (Player2: Yv)\nif <<touching (platforms v)?> or <<touching (platforms2 v)?> or <<touching (platforms3 v)?> or <<touching (platforms4 v)?> or <<touching (platforms5 v)?> or <<touching (platforms6 v)?> or <<touching (platforms7 v)?> or <<touching (platforms8 v)?> or <<touching (platforms9 v)?> or <touching (platforms10 v)?>>>>>>>>>> then\n change y by ((Player2: Yv) * (-1))\n set [player2: yv v] to [0]\nend\nchange y by (-1)\nif <<touching (platforms v)?> or <<touching (platforms2 v)?> or <<touching (platforms3 v)?> or <<touching (platforms4 v)?> or <<touching (platforms5 v)?> or <<touching (platforms6 v)?> or <<touching (platforms7 v)?> or <<touching (platforms8 v)?> or <<touching (platforms9 v)?> or <touching (platforms10 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 [player2: yv v] to [18]\n end\nend\nif <<([y position v] of [platforms v]) > [850]> or <<([y position v] of [platforms2 v]) > [850]> or <<([y position v] of [platforms3 v]) > [850]> or <<([y position v] of [platforms4 v]) > [850]> or <<([x position v] of [platforms5 v]) > [850]> or <<([x position v] of [platforms6 v]) > [850]> or <<([x position v] of [platforms7 v]) > [850]> or <<([x position v] of [platforms8 v]) > [850]> or <<([x position v] of [platforms9 v]) > [850]> or <<([x position v] of [platforms10 v]) > [850]> or <<touching (spikes v)?> or <<touching (spikes2 v)?> or <<touching (spikes3 v)?> or <<touching (spikes4 v)?> or <<touching (spikes5 v)?> or <<touching (spikes6 v)?> or <<touching (spikes7 v)?> or <touching (spikes8 v)?>>>>>>>>>>>>>>>>>> then\n set [scrollx v] to [810]\n set [scrolly v] to [400]\n start sound [Crunch v]\nend\nchange [scrollx v] by ((x position) * (-1))\nchange [scrolly v] by ((y position) * (-1))\ngo to x: (0) y: (0)\nif <touching (portals v)?> then\n broadcast (Next Level v) and wait\nend\nchange y by (1)\n\nwhen I receive [tick v]\nTick\n\nwhen I receive [restart v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\n\nwhen flag clicked\nforever\n if <touching (trampoline v)?> then\n set [player2: yv v] to [25]\n end\nend\n\nwhen flag clicked\nforever\n if <not <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <<key (w v) pressed?> or <<key (a v) pressed?> or <key (d v) pressed?>>>>>>> then\n switch costume to (center v)\n end\nend\n\nwhen flag clicked\nforever\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n switch costume to (up v)\n end\nend\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [20]>>>> then\n switch costume to (1a v)\n if <<<mouse down?> and <(mouse y) > ((y position) + (20))>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (5a v)\n end\n else\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [-20]>>>> then\n switch costume to (2a v)\n if <<<(mouse y) > ((y position) + (20))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (4a v)\n end\n else\n switch costume to (3a v)\n if <<<(mouse y) > ((y position) + (20))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (6a v)\n end\n end\n end\n if <<<(YV) < [-1.5]> and <<(PARACHUTE) = [1]> and <(water) < [3]>>> and <<key (space v) pressed?> or <mouse down?>>> then\n switch costume to (join (letter (1) of (costume [name v])) [b])\n end\nend\n\n@ay\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [back v] layer\n\n@Platforms\n\nwhen flag clicked\ngo to [front v] layer\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (kostüm 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nnext costume\n\ndefine Get Position to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n Get Position to x: ((ScrollX) - (SCROLL X)) y: (ScrollY)\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n broadcast (gizle skipi v)\n end\nend\n\n@Platforms2\n\nwhen flag clicked\ngo to [front v] layer\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (kostüm 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nnext costume\n\ndefine Get Position to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n Get Position to x: ((ScrollX) - (SCROLL X)) y: (ScrollY)\nend\n\n@Platforms3\n\nwhen flag clicked\ngo to [front v] layer\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (kostüm 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nnext costume\n\ndefine Get Position to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n Get Position to x: ((ScrollX) - (SCROLL X)) y: (ScrollY)\nend\n\n@Platforms4\n\nwhen flag clicked\ngo to [front v] layer\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (kostüm 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nnext costume\n\ndefine Get Position to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n Get Position to x: ((ScrollX) - (SCROLL X)) y: (ScrollY)\nend\n\n@Platforms5\n\nwhen flag clicked\ngo to [front v] layer\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (kostüm 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nnext costume\n\ndefine Get Position to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n Get Position to x: ((ScrollX) - (SCROLL X)) y: (ScrollY)\nend\n\n@Platforms6\n\nwhen flag clicked\ngo to [front v] layer\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (kostüm 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nnext costume\n\ndefine Get Position to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n Get Position to x: ((ScrollX) - (SCROLL X)) y: (ScrollY)\nend\n\n@Platforms7\n\nwhen flag clicked\ngo to [front v] layer\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (kostüm 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nnext costume\n\ndefine Get Position to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n Get Position to x: ((ScrollX) - (SCROLL X)) y: (ScrollY)\nend\n\n@Platforms8\n\nwhen flag clicked\ngo to [front v] layer\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (kostüm 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nnext costume\n\ndefine Get Position to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n Get Position to x: ((ScrollX) - (SCROLL X)) y: (ScrollY)\nend\n\n@Platforms9\n\nwhen flag clicked\ngo to [front v] layer\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (kostüm 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nnext costume\n\ndefine Get Position to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n Get Position to x: ((ScrollX) - (SCROLL X)) y: (ScrollY)\nend\n\n@Platforms10\n\nwhen flag clicked\ngo to [front v] layer\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (kostüm 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nnext costume\n\ndefine Get Position to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n Get Position to x: ((ScrollX) - (SCROLL X)) y: (ScrollY)\nend\n\n@Spikes\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (kostüm 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nnext costume\n\ndefine Get Position to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n Get Position to x: ((ScrollX) - (SCROLL X)) y: (ScrollY)\nend\n\n@Spikes2\n\nwhen flag clicked\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (kostüm 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nnext costume\n\ndefine Get Position to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n Get Position to x: ((ScrollX) - (SCROLL X)) y: (ScrollY)\nend\n\n@yazı\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (kostüm 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nnext costume\n\nwhen flag clicked\nforever\n Get Position to x: ((ScrollX) - (SCROLL X)) y: (ScrollY)\nend\n\ndefine Get Position to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\n@yazı2\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (kostüm 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nnext costume\n\nwhen flag clicked\nforever\n Get Position to x: ((ScrollX) - (SCROLL X)) y: (ScrollY)\nend\n\ndefine Get Position to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\n@Trampoline\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (kostüm 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nnext costume\n\ndefine Get Position to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n Get Position to x: ((ScrollX) - (SCROLL X)) y: (ScrollY)\nend\n\n@ağaç\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (kostüm1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nnext costume\n\nwhen flag clicked\nforever\n Get Position to x: ((ScrollX) - (SCROLL X)) y: (ScrollY)\nend\n\ndefine Get Position to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\n@Portals\n\nwhen flag clicked\ngo to [front v] layer\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (kostüm 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nnext costume\n\ndefine Get Position to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n Get Position to x: ((ScrollX) - (SCROLL X)) y: (ScrollY)\nend\n\n@ağaç2\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (costume3 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nnext costume\n\nwhen flag clicked\nforever\n Get Position to x: ((ScrollX) - (SCROLL X)) y: (ScrollY)\nend\n\ndefine Get Position to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\n@Spikes3\n\nwhen flag clicked\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (kostüm 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nnext costume\n\ndefine Get Position to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n Get Position to x: ((ScrollX) - (SCROLL X)) y: (ScrollY)\nend\n\n@Spikes4\n\nwhen flag clicked\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (kostüm 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nnext costume\n\ndefine Get Position to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n Get Position to x: ((ScrollX) - (SCROLL X)) y: (ScrollY)\nend\n\n@Spikes5\n\nwhen flag clicked\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (kostüm 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nnext costume\n\ndefine Get Position to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n Get Position to x: ((ScrollX) - (SCROLL X)) y: (ScrollY)\nend\n\n@kalp yldz\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\nwait (pick random (8) to (15)) seconds\nshow\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (3.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\nforever\n wait (pick random (14) to (26)) seconds\n show\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n end\n wait (3.5) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n end\n hide\nend\n\nwhen I receive [alert v]\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\n\n@Spikes6\n\nwhen flag clicked\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (kostüm 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nnext costume\n\ndefine Get Position to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n Get Position to x: ((ScrollX) - (SCROLL X)) y: (ScrollY)\nend\n\n@Spikes7\n\nwhen flag clicked\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (kostüm 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nnext costume\n\ndefine Get Position to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n Get Position to x: ((ScrollX) - (SCROLL X)) y: (ScrollY)\nend\n\n@Spikes8\n\nwhen flag clicked\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (kostüm 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nnext costume\n\ndefine Get Position to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n Get Position to x: ((ScrollX) - (SCROLL X)) y: (ScrollY)\nend\n\n@yazı3\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (kostüm 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nnext costume\n\nwhen flag clicked\nforever\n Get Position to x: ((ScrollX) - (SCROLL X)) y: (ScrollY)\nend\n\ndefine Get Position to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\n@yazı4\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (kostüm 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nnext costume\n\nwhen flag clicked\nforever\n Get Position to x: ((ScrollX) - (SCROLL X)) y: (ScrollY)\nend\n\ndefine Get Position to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\n@yazı5\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (kostüm 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nnext costume\n\nwhen flag clicked\nforever\n Get Position to x: ((ScrollX) - (SCROLL X)) y: (ScrollY)\nend\n\ndefine Get Position to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\n@yazı6\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (kostüm 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nnext costume\n\nwhen flag clicked\nforever\n Get Position to x: ((ScrollX) - (SCROLL X)) y: (ScrollY)\nend\n\ndefine Get Position to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\n@thumb\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nshow\n\n
---------------ᑎight a Scrolling Platformer---------------\nArrow keys or W,A,S,D to move (Have mobile control)\nFullscreen causes lag\nSUPER easy platformer LOL\nAll levels are POSSIBLE!\n❌ Advertising\n✅ Comments\n---------------------------------------------------------------\nTags: #Games #All\n\nTrend #15 \nGames #3\n(In Turkey)\n\nCredits:\n@griffpatch\n@StratfordJames\n@INorth\n@345969\n\nMusic: Valence Infinite\n\nThis is my another Scrolling Platformer:\nhttps://scratch.mit.edu/projects/457003304\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\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 to see here bruh
Moonlight, A Mobile Friendly Platformer
@Stage\n\n@Player\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\nforever\n create clone of (_myself_ v)\nend\n\ndefine Reset\ngo to x: (-200) y: (-50)\n\nwhen flag clicked\nshow\nReset\nset [level v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > [0]> and <mouse down?>>> then\n change [xv v] by (1)\n switch costume to (costume1 v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<[0] > (mouse x)> and <mouse down?>>> then\n change [xv v] by (-1)\n switch costume to (costume2 v)\n end\n set [xv v] to ((xv) * (0.9))\n change x by (xv)\n if <touching (platform v)?> then\n change y by (1)\n 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 if <touching (platform v)?> then\n change x by ((xv) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > [0]> and <mouse down?>>> then\n if <(xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n set [yv v] to [15]\n else\n set [xv v] to [0]\n end\n end\n end\n change [yv v] by (-1)\n change y by (yv)\n if <touching (platform v)?> then\n change y by ((yv) - ((yv) * (2)))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > [0]> and <mouse down?>>> then\n set [yv v] to [15]\n end\n end\n if <touching (trampoline v)?> then\n set [yv v] to [20.5]\n end\n change y by (1)\n if <(y position) < [-172]> then\n Reset\n end\n if <touching (spikes v)?> then\n Reset\n end\n if <touching (lava v)?> then\n Reset\n end\n if <<touching (saw v)?> or <touching (saw2 v)?>> then\n Reset\n end\n if <touching (left v)?> then\n change [xv v] by (-3)\n end\n if <touching (right v)?> then\n change [xv v] by (3)\n end\n if <(x position) > [238]> then\n change [level v] by (1)\n Reset\n broadcast (Cover v)\n end\nend\n\nwhen [r v] key pressed\nReset\n\nwhen flag clicked\nforever\n play sound [Dance Energetic v] until done\nend\n\n@Platform\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\n@Trampoline\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@Right\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Left\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Lava\n\nwhen flag clicked\ngo to x: (36) y: (30)\nforever\n go to [back v] layer\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n repeat (10)\n change y by (2)\n end\n repeat (10)\n change y by (-2)\n end\nend\n\n@Thumnail\n\nwhen flag clicked\nhide\n\n@Moon\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\nwait (2) seconds\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\nwait (2) seconds\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\n\nwhen I start as a clone\ngo to [back v] layer\nset [ghost v] effect to (25)\nforever\n repeat (100)\n switch costume to (costume3 v)\n change size by (0.5)\n switch costume to (costume2 v)\n end\n repeat (100)\n switch costume to (costume3 v)\n change size by (-0.5)\n switch costume to (costume2 v)\n end\nend\n\n@Cloud\n\nwhen flag clicked\nhide\nforever\n wait (pick random (0.4) to (1.8)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset [ghost v] effect to (pick random (40) to (75))\ngo to x: (-242) y: (pick random (28) to (-50))\nforever\n repeat until <(x position) > [171]>\n move (pick random (2) to (7)) steps\n end\n delete this clone\nend\n\n@Letters\n\nwhen flag clicked\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Particles\n\nwhen flag clicked\nset size to (5) %\nhide\n\nwhen flag clicked\nforever\n wait (0.5) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\ngo to x: (230) y: (pick random (-200) to (200))\npoint in direction (pick random (-105) to (-75))\nset [ghost v] effect to (150)\nrepeat (5)\n set [ghost v] effect to (-15)\nend\nrepeat until <(x position) < [-230]>\n move (5) steps\nend\nrepeat (5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Advertiser\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 (download \(3\) v)\n go to x: (100) y: (-300)\n show\n go to [front v] layer\n start sound [Pop v]\n repeat (9)\n change y by (4)\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 (10)\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@Saw\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n turn right (7.5) degrees\nend\n\n@Saw2\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n turn right (7.5) degrees\nend\n\n
- Welcome to a plat former called "Moonlight" \n-Use the W.A.S.D keys or the arrow keys to move and jump\n-This game is also mobile friendly\n-Press R to reset\n\n-This game is also mobile friendly! you can play this game on a iPad or a phone\n\n-Please do not put any hateful comments in the chat, I will delete it if it is rude\n\n-Thank you for understanding
☁ Christmas night! ll a Multiplayer Scrolling Platformer
@Stage\n\nwhen [m v] key pressed\nshow variable [mouse x,y v]\nset [mouse x,y v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\n\nwhen flag clicked\nforever\n play sound [Space by bubblebee3 v] until done\n play sound [Fire by bubblebee3 v] until done\n play sound [Haze by bubblebee3 v] until done\n play sound [Climax by bubblebee3 v] until done\n play sound [Electric by bubblebee3 v] until done\nend\n\nplay sound [Alan Walker - Force v] until done\n\n@Player 1\n\nwhen I receive [begin v]\nshow\nset [chat v] to [0]\nshow list [chat v]\nforever\n Chat\n if <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(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\n end\nend\n\nwhen I receive [play game v]\nset [connected? v] to [0]\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [green flag v]\npoint in direction (90)\nhide\ngo to [front v] layer\n\ndefine Change Player x by (sx)\npoint in direction (90)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine Change Player y by (sy)\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) / (2))\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 Game On\n\ndefine Test - Die\nif <touching (danger v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\n Position Player\nend\nif <touching (saws v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\n Position Player\nend\n\ndefine Game - Die\nset [exit v] to []\nPosition Player\nstart sound [Hurt v]\npoint in direction (90)\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\nshow\nif <not <key (any v) pressed?>> then\n switch costume to (normal3 v)\nend\nif <<<(mouse x) < ((x position) + (-10))> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (left v)\n change [sx v] by (-2)\nend\nif <<<((x position) + (10)) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (right v)\n change [sx v] by (2)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n switch costume to (left up v)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (right up v)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <(x) < [-220]> then\n set [x v] to [-220]\nend\n\nwhen flag clicked\nhide\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (Connecting v)\nbroadcast (Setup Others v) and wait\nbroadcast (Join Game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (Connected v)\n start sound [Connect v]\nelse\n broadcast (Full v)\n start sound [Disconnect v]\nend\nbroadcast (Begin v)\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (Chat Words) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine Chat\nif <(Chat) = [1]> then\n if <key (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 () of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat words v] to [4]\n say (item (4) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat words v] to [5]\n say (item (5) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat words v] to [6]\n say (item (6) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat words v] to [7]\n say (item (7) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat words v] to [8]\n say (item (8) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat words v] to [9]\n say (item (9) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n set [chat words v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [connected v]\nset [connected? v] to [1]\nshow\n\nwhen I receive [connecting v]\nhide\n\nwhen I receive [play game v]\nforever\n if <(Connected?) = [1]> then\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\n end\nend\n\nwhen I receive [connected v]\nset [level v] to [1]\n\nchange [in air v] by (1)\n\nchange [in air v] by (1)\n\ndefine Position Player\nset [x v] to (CHECKPOINT X)\nset [y v] to (CHECKPOINT Y)\nset [sx v] to [0]\nset [sy v] to [0]\nset [scroll x v] to (CHECKPOINT X)\nset [scroll y v] to (CHECKPOINT Y)\nset [in air v] to [0]\nset [exit v] to []\n\nwhen flag clicked\nset [checkpoint x v] to [-21]\nset [checkpoint y v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [ghost v] effect to (0)\nset size to (100) %\n\nmove (10) steps\n\nset [ghost v] effect to (0)\nset size to (100) %\n\nwhen flag clicked\n\nforever\n\nif <(LEVEL) = [2]> then\n set [checkpoint x v] to [-21]\n set [checkpoint y v] to [0]\n set [y v] to [0]\n set [x v] to [0]\n set [sx v] to [0]\n set [sy v] to [0]\n set [in air v] to [0]\n set [exit v] to []\n set [ghost v] effect to (0)\n set size to (100) %\nend\n\nwhen flag clicked\nforever\n if <not <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <key (up arrow v) pressed?>>>> then\n switch costume to (normal3 v)\n end\nend\n\nhide\n\nhide\nhide\n\n@Others\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\nwhen I receive [setup others v]\nsetup players\n\ndefine setup players\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n Tick\n end\nend\n\ndefine Tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nif <(names) = [1]> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to (((value) - (SCROLL Y)) + (8))\nvalue = read from encoded\nbroadcast (Decode Chat v)\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\ndefine Decode Chat (chat)\nif <(chat) = [1]> then\n say (item (1) of [chat v]) for (2) seconds\nelse\n if <(chat) = [2]> then\n say (item (2) of [chat v]) for (2) seconds\n else\n if <(chat) = [3]> then\n say (item (3) of [chat v]) for (2) seconds\n else\n if <(chat) = [4]> then\n say (item (4) of [chat v]) for (2) seconds\n else\n if <(chat) = [5]> then\n say (item (5) of [chat v]) for (2) seconds\n else\n if <(chat) = [6]> then\n say (item (6) of [chat v]) for (2) seconds\n else\n if <(chat) = [7]> then\n say (item (7) of [chat v]) for (2) seconds\n else\n if <(chat) = [8]> then\n say (item (8) of [chat v]) for (2) seconds\n else\n if <(chat) = [9]> then\n say (item (9) of [chat v]) for (2) seconds\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode Chat (value)\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [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\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n show\n end\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nClone at x: [560] y: [0]\n\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\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\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\n@DANGER\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((DANGER: x) - (SCROLL X)) ((DANGER: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (costume2 v)\n end\nend\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\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\nClone at x: [560] y: [0]\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\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\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\n@Landscape\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\ngo to [back v] layer\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 1 2 v)\n end\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n go to [back v] layer\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\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\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\n@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 switch costume to (costume1 v)\n Clone at x: [631] y: [0]\n switch costume to (costume2 v)\n Clone at x: [0] y: [0]\n switch costume to (costume3 v)\n Clone at x: [0] y: [0]\n switch costume to (costume4 v)\n Clone at x: [360] y: [0]\n switch costume to (costume5 v)\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\nClone at x: [600] y: [50]\n\nClone at x: [999999999999] y: [0]\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 1 v)?> then\n start sound [Collect v]\n change [collected v] by (1)\n if <(COLLECTED) = (COLLECTED_MAX)> then\n broadcast (Open Portal v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\n\ncreate clone of (_myself_ v)\n\nnext costume\nnext costume\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\n\ndefine Clone at x: (x) y: (y)\nset [collectables: x v] to (x)\nset [collectables: y v] to (y)\nchange [collected_max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [coins v] to [0]\nset [collected v] to [0]\nset [collected_max 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: [149] y: [42]\n Clone at x: [345] y: [132]\n Clone at x: [498] y: [213]\n Clone at x: [985] y: [203]\n Clone at x: [1193] y: [180]\n Clone at x: [1910] y: [130]\n Clone at x: [3781] y: [-110]\n Clone at x: [3750] y: [-110]\n Clone at x: [3781] y: [-130]\n Clone at x: [3750] y: [-130]\n Clone at x: [4861] y: [-30]\n Clone at x: [4925] y: [-30]\nend\nset [collectables: x v] to [-9999999999]\n\ndelete this clone\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Exit: x) - (SCROLL X)) ((Exit: y) - (SCROLL Y))\nif <touching (player 1 v)?> then\n broadcast (You win!!! v)\n hide\n set [exit: x v] to [999999999999999]\n set [exit: y v] to [999999999999999]\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [exit: x v] to [0]\nset [exit: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone at x: [5554] y: [288]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (costume1 v)\n Clone at x: [3000] y: [87]\n else\n if <(LEVEL) = [3]> then\n switch costume to (open v)\n Clone at x: [1700] y: [-30]\n else\n if <(LEVEL) = [4]> then\n switch costume to (open v)\n else\n Clone at x: [3148734] y: [3273459]\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [exit: x v] to (x)\nset [exit: y v] to (y)\n\nshow\n\nwhen I receive [open portal v]\nswitch costume to (costume1 v)\n\nswitch costume to (costume1 v)\n\nset [exit v] to [win]\n\n@Chat\n\nwhen I start as a clone\nshow\nswitch costume to (effet v)\nset [ghost v] effect to (20)\nset size to (12) %\nrepeat (20)\n change size by (-0.7)\n change [ghost v] effect by (4)\nend\ndelete this clone\n\nwhen I receive [tick v]\nif <(Chat) = [1]> then\n show\nelse\n hide\nend\nif <key (space v) pressed?> then\n broadcast (Chat Close v)\n hide\n wait until <not <key (space v) pressed?>>\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [chat open v]\nset [chat v] to [1]\n\nwhen I receive [chat close v]\nset [chat v] to [0]\n\n@Chat Button\n\nwhen I receive [tick v]\nif <touching (mouse-pointer v)?> then\n repeat until <(size) > [119]>\n change [size v] by (.9)\n change size by (size)\n end\n if <mouse down?> then\n broadcast (Chat Open v)\n hide\n wait until <not <mouse down?>>\n end\nelse\n repeat until <(size) < [101]>\n set [size v] to [-.8]\n change [size v] by (-.9)\n change size by (size)\n end\nend\n\nwhen I receive [chat close v]\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [begin v]\nset [size v] to [.8]\nshow\nrepeat (40)\n change [ghost v] effect by (-3)\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (0) y: (0)\nchange [ghost v] effect by (100)\n\nwhen flag clicked\ngo to x: (-193) y: (-156)\nset size to (100) %\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (Thanks v)\n\ngo to x: (0) y: (0)\nshow\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Thanks\n\nwhen I receive [thanks v]\nswitch costume to (costume2 v)\ngo to x: (-210) y: (50)\nshow\ngo to [front v] layer\nstart sound [pop v]\nrepeat (9)\n change y by (-6)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-3)\nend\nwait (1) seconds\nrepeat (10)\n change y by (6)\nend\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (-50)\nshow\ngo to [front v] layer\nrepeat (12)\n change y by (-9)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-1)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <(costume [number v]) = [2]> then\n if <mouse down?> then\n set [costume v] to [2]\n repeat (25)\n change y by (10)\n end\n hide\n delete this clone\n end\n else\n if <(costume [number v]) = [3]> then\n if <mouse down?> then\n set [costume v] to [1]\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n end\n end\n else\n set [ghost v] effect to (0)\n end\n if <(Costume) > [0.99]> then\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n hide\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [costume v] to [0.9]\n\nwhen I receive [begin v]\nset [costume v] to [0.9]\nwait (0.1) seconds\nset [costume v] to [0.9]\nwait (0.2) seconds\nset [costume v] to [0.9]\n\n@Joining\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [connecting v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [connected v]\ngo [forward v] (1322) layers\nstart sound [Connect v]\nswitch costume to (connected v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [full v]\nstart sound [Disconnect v]\nswitch costume to (full v)\nshow\n\n@Loading\n\nwhen flag clicked\ngo [forward v] (213) layers\nset size to (100) %\nhide\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (-80)\n\nwhen I receive [connecting v]\nrepeat (11)\n create clone of (_myself_ v)\n turn right (40) degrees\nend\n\nwhen I receive [connected v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nforever\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (-6)\n change size by (1)\n end\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (6)\n change size by (-1)\n end\nend\n\n@TB\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n@Asset\n\nwhen flag clicked\nhide\n\n@Water\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 1 2 v)\n end\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nClone at x: [480] y: [0]\n\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\n@Checkpoints\n\nwhen I start as a clone\n\nwhen I start as a clone\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\nset size to (100) %\n\ngo to [back v] layer\n\ndefine Clone at x: (x) y: (y)\nchange [check points number# v] by (1)\nset [@x v] to (x)\nset [@y v] to (y)\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nshow\nshow\nswitch costume to (off v)\nforever\n if <touching (player 1 v)?> then\n set [checkpoint x v] to (@x)\n set [checkpoint y v] to (@y)\n end\n if <<(@x) = (CHECKPOINT X)> and <(@y) = (CHECKPOINT Y)>> then\n switch costume to (on v)\n else\n switch costume to (off v)\n end\nend\n\nwhen I receive [play game v]\n\nset [check id v] to [1]\n\nif <(check id) = [1]> then\n\nwhen flag clicked\nset [check points number# v] to [0]\nset [@x v] to [1]\nset [@y v] to [-13]\nset [checkpoint x v] to [1]\nset [checkpoint y v] to [-13]\ncreate clone of (_myself_ v)\n\nwhen I receive [play game v]\n\nwhen I receive [play game v]\nswitch costume to (blankkk v)\n\nwhen flag clicked\n\nwhen flag clicked\nset [@x v] to [1]\nset [@y v] to [-13]\nwait (.009) seconds\nClone at x: [2688] y: [141]\nswitch costume to (blankkk v)\n\nwhen flag clicked\n\nset [@x v] to (x)\nset [@y v] to (y)\n\ncreate clone of (_myself_ v)\n\npos [] []\n\nset [:done v] to [0]\ncreate clone of (_myself_ v)\nswitch costume to (blankkk v)\n\ncreate clone of (_myself_ v)\n\nset [checkpoint x v] to [1]\nset [checkpoint y v] to [-13]\n\nrepeat (10)\n\nset [checkpoint x v] to [1]\nset [checkpoint y v] to [-13]\nwait (.007) seconds\nClone at x: [1] y: [-13]\ncreate clone of (_myself_ v)\n\ncreate clone of (_myself_ v)\n\nforever\n wait (0.07) seconds\n if <(checkpoint mode) = [1]> then\n if <(costume [number v]) = [3]> then\n switch costume to (on v)\n else\n switch costume to (off v)\n end\n else\n if <(costume [number v]) = [1]> then\n switch costume to (on2 v)\n else\n switch costume to (off2 v)\n end\n end\nend\n\nset size to (100) %\nshow\nforever\n Position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n if <touching (player v)?> then\n set [_checkpoint v] to (checkpoint #)\n set [checkpoint x v] to (x)\n set [checkpoint y v] to ((y) + (100))\n end\n if <(_checkpoint) = (checkpoint #)> then\n set [checkpoint mode v] to [1]\n else\n set [checkpoint mode v] to [0]\n end\nend\n\nwait (.011) seconds\nClone at x: [1239] y: [124]\n\nwait until <(x) > [1219]>\n\nset [@x v] to (x)\nset [@y v] to (y)\n\nset [check id v] to [1]\n\nset [check id v] to [1]\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (33) y: (4)\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [you win!!! v]\ngo to [front v] layer\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (3) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nstop [this script v]\n\n
Welcome to my newest platformer!!!\nThis is made with @JTHEJET's multiplayer engine!\nEnjoy and have fun!\nReach the Christmas star to win.\n\nMerry Christmas!
Village || A scrolling multiplayer Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound (pick random (1) to (2)) until done\nend\n\n@Empty\n\n@player\n\ndefine Chat\nif <(is the chat open) = [1]> then\n if <key (1 v) pressed?> then\n set [chat v] to [1]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat v] to [2]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat v] to [3]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat v] to [4]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat v] to [5]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat v] to [6]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat v] to [7]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat v] to [8]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat v] to [9]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n set [chat v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen flag clicked\nset [scroll y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nshow list [chat v]\nbroadcast (GREEN FLAG v) and wait\nbroadcast (PLAY GAME v) and wait\n\ndefine CHANGE PLAYER Y BY (sy)\nchange [y v] by (sy)\nchange [inair v] by (1)\nPosition\nrepeat until <not <touching (platform v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [inair v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine GAME ON\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [sx v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [inair v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine Game-Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\ndefine TICK\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [sx v] by (-2)\nend\nif <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [sx v] by (2)\nend\nset [sx v] to ((SX) * (0.8))\nif <[0.9] < ([abs v] of (SX) )> then\n CHANGE PLAYER X By (round (SX))\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(inair) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nCHANGE PLAYER Y BY (sy)\nTEST-DIE\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (8)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (8)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-175]> then\n set [exit v] to [die]\nend\n\nwhen I receive [begin v]\nset [is the chat open v] to [0]\nshow list [chat v]\nforever\n Chat\n if <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(is the chat open) = [1]> then\n show list [chat v]\n set [is the chat open v] to [0]\n else\n set [is the chat open v] to [1]\n hide list [chat v]\n end\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\nend\n\ndefine GAME - DIE\nset [exit v] to []\nhide\n\ndefine TEST-DIE\nif <touching (dangers v)?> then\n set [exit v] to [die]\nend\n\ndefine CHANGE PLAYER X By (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platform v)?> then\n repeat (18)\n change [y v] by (1)\n Position\n if <not <touching (platform v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-18)\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [inair v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platform v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (setups v) and wait\nbroadcast (joining v)\nbroadcast (join game v) and wait\nif <(My Player #) > [0]> then\n start sound [Connect v]\n broadcast (joined v)\nelse\n start sound [Disconnect v]\n broadcast (full v)\nend\nbroadcast (begin v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encodied v] to (join (encodied) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encodied v] to (join (encodied) [00])\n\nwhen I receive [begin v]\nset [level v] to [1]\nforever\n broadcast (reset v) and wait\n broadcast (SETUP v) and wait\n GAME ON\n repeat until <(EXIT) > []>\n TICK\n broadcast (tick v)\n if <(My Player #) > [0]> then\n send cloud data\n end\n end\n if <(EXIT) = [win]> then\n Game-Win\n else\n GAME - DIE\n end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nset [encodied v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (Chat) to encoded\nset cloud # (My Player #) to (encodied)\n\nwhen I receive [begin v]\nwait (5) seconds\nswitch backdrop to (blank v)\n\nadd [HI] to [chat v]\n\nadd [This is how you do it] to [chat v]\n\nhide\n\n@opponents\n\ndefine Decode chat (chat)\ngo to [front v] layer\nif <(chat) = [0]> then\n\ndefine begin decode of (encode)\nset [encodied v] to (encode)\nset [letter # v] to [1]\n\ndefine value=read from encode\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encodied)) (letter ((letter #) + (1)) of (encodied)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nset [color v] effect to (0)\nset [offline v] to [100]\nhide\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(My Player #) = (player #)> then\n hide\n set [offline v] to [100]\n else\n tick\n end\n go to [back v] layer\nend\n\ndefine value=Cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setups v]\nsetup players\n\ndefine tick\nvalue=Cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue=read from encode\nif <(names) = [1]> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue=read from encode\nvalue=read from encode\nset x to ((value) - (SCROLL X))\nvalue=read from encode\nset y to ((value) - (SCROLL Y))\nvalue=read from encode\nbroadcast (Decode chat v)\n\nwhen I receive [join game v]\nvalue=Cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue=Cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\nwhen I receive [decode chat v]\nDecode chat (value)\n\nDecode chat (value)\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\n@PLATFORM\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n CLONE AT X [480] Y [0]\n CLONE AT X [480] Y [0]\n CLONE AT X [0] Y [360]\n CLONE AT X [0] Y [360]\n CLONE AT X [0] Y [360]\n CLONE AT X [480] Y [-1080]\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 POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Info\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen I receive [begin v]\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [joining v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [joined v]\nswitch costume to (joined v)\nshow\n\nwhen I receive [full v]\nswitch costume to (full v)\nshow\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@FAKE\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n CLONE AT X [480] Y [0]\n CLONE AT X [480] Y [0]\n CLONE AT X [0] Y [360]\n CLONE AT X [0] Y [360]\n CLONE AT X [0] Y [360]\n CLONE AT X [480] Y [-1080]\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 POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n
Sandy A platformer #Games
@Stage\n\n@Cube\n\nwhen flag clicked\nplay sound [Vexento - Pixel Party v] until done\n\nwhen flag clicked\nset [level v] to [1]\nbroadcast (NEXT LEVEL v)\nforever\n if <key (left arrow v) pressed?> then\n change [x vel v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x vel v] by (1)\n end\n set [x vel v] to ((x vel) * (0.9))\n change x by (x vel)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((x vel) * (-1))\n if <key (up arrow v) pressed?> then\n if <(x vel) > [0]> then\n set [x vel v] to [-10]\n else\n set [x vel v] to [10]\n end\n set [y vel v] to [15]\n else\n set [x vel v] to [0]\n end\n end\n change [y vel v] by (-1)\n change y by (y vel)\n if <touching (level v)?> then\n change y by ((y vel) - ((y vel) * (2)))\n set [y vel v] to [0]\n end\n change y by (-1)\n if <<touching (level v)?> and <key (up arrow v) pressed?>> then\n set [y vel v] to [15]\n end\n change y by (1)\n create clone of (_myself_ v)\n if <(x position) > [250]> then\n change [level v] by (1)\n broadcast (NEXT LEVEL v) and wait\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 (enemy v)?> then\n set [y vel v] to [15]\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [next level v]\nbroadcast (restart v)\n\nwhen I receive [restart v]\nset [x vel v] to [0]\nset [y vel v] to [0]\ngo to x: (-226) y: (-4)\n\nwhen flag clicked\ngo to x: (-224) y: (-3)\n\nwhen flag clicked\nforever\n if <touching (lava v)?> then\n broadcast (restart v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n broadcast (The End So Ya v)\n end\nend\n\n@Level\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Joining\n\nwhen flag clicked\nhide\n\nwhen I receive [connecting v]\nswitch costume to (joining v)\nshow\n\nwhen flag clicked\nswitch costume to (connected v)\nshow\ngo to [back v] layer\n\n@ clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (pick random (50) to (80)) %\nshow\ngo to [back v] layer\nset [ghost v] effect to (20)\nswitch costume to (pick random (1) to (4))\nif <(side) = [1]> then\n go to x: (300) y: (pick random (150) to (100))\n repeat until <(x position) < [-250]>\n change x by (-1)\n end\n delete this clone\nend\nif <(side) = [2]> then\n go to x: (-300) y: (pick random (150) to (100))\n repeat until <(x position) > [250]>\n change x by (1)\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n go [backward v] (1) layers\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n set [side v] to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait (pick random (3) to (5)) seconds\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (Message v)\nshow\ngo to [front v] layer\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Sprite1\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@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 [-11] [-71]\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n show\n go to [front v] layer\n if <touching (cube v)?> then\n switch costume to (costume2 v)\n wait (00.1) seconds\n else\n switch costume to (costume1 v)\n wait (00.1) seconds\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Lava\n\nwhen flag clicked\nforever\n set [tide v] to [0]\n repeat (10)\n change [tide v] by (1)\n end\n repeat (20)\n change [tide v] by (-1)\n end\n repeat (10)\n change [tide v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n set y to (Tide)\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n hide\n end\nend\n\n@Enemy\n\nwhen flag clicked\ngo to x: (-224) y: (-3)\n\ndefine Clone at (x pos) (y pos)\ngo to x: (x pos) y: (y pos)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nforever\n if <([x position v] of [cube v]) < (x position)> then\n change [x vel v] by (-0.5)\n end\n if <(x position) < ([x position v] of [cube v])> then\n change [x vel v] by (0.5)\n end\n set [x vel v] to ((x vel) * (0.9))\n change x by (x vel)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((x vel) * (-1))\n if <(([y position v] of [cube v]) - (50)) > (y position)> then\n if <(x vel) > [0]> then\n set [x vel v] to [-10]\n else\n set [x vel v] to [10]\n end\n set [y vel v] to [15]\n else\n set [x vel v] to [0]\n end\n end\n change [y vel v] by (-1)\n change y by (y vel)\n if <touching (level v)?> then\n change y by ((y vel) - ((y vel) * (2)))\n set [y vel v] to [0]\n end\n change y by (-1)\n change y by (1)\n if <touching (spikes v)?> then\n delete this clone\n end\n if <touching (bounce v)?> then\n set [y vel v] to [19]\n end\n if <touching (cube v)?> then\n change y by (-1)\n if <<touching (level v)?> and <(([y position v] of [cube v]) - (5)) > (y position)>> then\n delete this clone\n else\n broadcast (restart v)\n end\n change y by (1)\n end\nend\n\nwhen I receive [restart v]\nif then\n delete this clone\nend\nif <(Level) = [1]> then\n Clone at [166] [-94]\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [restart v]\nif then\n delete this clone\nend\nif <(Level) = [5]> then\n Clone at [166] [-94]\nend\n\n@Sprite2\n\nwhen flag clicked\nhide variable [timer v]\n\nwhen I receive [the end so ya v]\nshow\ngo to [front v] layer\nshow variable [timer v]\nset [timer v] to (Timer)\n\nwhen I receive [the end so ya v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset [timer v] to [0]\n\nwhen flag clicked\nforever\n wait (1) seconds\n change [timer v] by (1)\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [the end so ya v]\nshow\ngo to [front v] layer\nswitch costume to (splash-screen v)\n\n@Thumbnail\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\n
FINISHED! :)\n\nStomp on enemies they are those red cubes and don't touch spikes our lava\n\nComment your best time my is 27! :)\n\n\n\n\n\n\n\nThis Took 5 Hours to Code! :)
Lego Platformer [Scrolling]. 5k Contest! #Scrolling #Mobile #Games #Contest
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [lvl set up v]\nif <(level) = [4]> then\n switch backdrop to (backdrop3 v)\n set [brightness v] effect to (-20)\nend\n\nwhen I receive [play v]\nswitch backdrop to (backdrop2 v)\nset [brightness v] effect to (0)\n\n@Ground\n\nwhen flag clicked\nset [brightness v] effect to (0)\n\nset [open v] to [1]\n\nset [open v] to [1]\n\nclone [27] [2] [0]\n\nwhen flag clicked\n\nwhen I start as a clone\nset [clone costume v] to (clone identity)\n\nwhen I start as a clone\nshow\n\ndefine clone (costume) (x) (y)\nswitch costume to (hackdot v)\nset x to ((x) * (460))\nset y to (y)\nset [clone identity v] to (costume)\ncreate clone of (_myself_ v)\nwait (0.1) seconds\n\nwhen I receive [lvl set up v]\nif <(level) = [1]> then\n set [massacre v] to [0]\n clone [1] [0] [0]\n clone [2] [1] [0]\n clone [4] [2] [0]\n clone [5] [3] [0]\nend\nswitch costume to (hackdot v)\nif <(level) = [2]> then\n set [massacre v] to [0]\n clone [6] [0] [0]\n clone [7] [1] [0]\n clone [8] [2] [0]\n clone [9] [3] [0]\n clone [10] [4] [0]\n clone [11] [5] [0]\n clone [12] [6] [0]\nend\nset [massacre v] to [1]\nswitch costume to (hackdot v)\nif <(level) = [3]> then\n set [massacre v] to [0]\n clone [13] [0] [0]\n clone [14] [1] [0]\n clone [15] [2] [0]\n clone [16] [3] [0]\n clone [17] [4] [0]\n clone [18] [5] [0]\n clone [19] [6] [0]\nend\nset [massacre v] to [1]\nswitch costume to (hackdot v)\nif <(level) = [4]> then\n set [massacre v] to [0]\n clone [21] [0] [0]\n clone [22] [-1] [0]\n clone [23] [-2] [0]\n clone [24] [-3] [0]\n clone [25] [-4] [0]\n clone [26] [1] [0]\nend\nset [massacre v] to [1]\nswitch costume to (hackdot v)\n\nwhen I receive [tick v]\nif <(massacre) = [1]> then\n hide\nelse\n change x by (scroll x)\n if <<(x position) < [-455]> or <(x position) > [455]>> then\n hide\n switch costume to (hackdot v)\n else\n switch costume to (clone costume)\n show\n end\nend\n\nwhen I receive [play v]\nhide\nbroadcast (lvl set up v)\n\nwhen I receive [delete clones v]\ndelete this clone\n\n@lego guy\n\nwhen flag clicked\n\nnext costume\nwait (0.04) seconds\n\nwhen I receive [walk! v]\n\nset [stopping v] to [1]\nstop [this script v]\n\nwhen flag clicked\n\nwait (0.04) seconds\n\nwhen I receive [fall apart v]\nhide\n\nwhen I receive [show v]\ngo to (my friend v)\nshow\n\nwhen flag clicked\n\nwhen I receive [hide now v]\nhide\n\nwhen I receive [show now v]\nshow\n\nwhen I receive [supercalifragilisticexpialodocious v]\nhide\nstop [other scripts in sprite v]\n\nif <touching (checkpoint v)?> then\n set [checkpoint v] to [0]\nend\n\nwhen I receive [effect v]\nrepeat (25)\n change [pixelate v] effect by (4)\nend\nhide\nset [pixelate v] effect to (0)\nwait (1) seconds\nshow\n\nwhen flag clicked\nset [pixelate v] effect to (0)\n\nwhen flag clicked\n\nset [level v] to [4]\n\nwhen I receive [the end v]\nhide\nstop [this script v]\n\nset [checkpoint v] to [0]\n\nhide\nbroadcast (lvl set up v)\n\nwhen I receive [play v]\nshow\nset size to (75) %\nset rotation style [left-right v]\nforever\n if <(level) = [16]> then\n hide\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (40))>>> then\n repeat until <touching (lego ground v)?>\n switch costume to (jumping v)\n end\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n switch costume to (costume1 v)\n repeat until <<not <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>>> or <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (40))>>>>\n next costume\n if <(costume [number v]) > [12]> then\n switch costume to (costume1 v)\n end\n wait (0.04) seconds\n end\n end\n switch costume to (standing v)\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (costume1 v)\n repeat until <<not <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>>> or <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (40))>>>>\n next costume\n if <(costume [number v]) > [12]> then\n switch costume to (costume1 v)\n end\n wait (0.04) seconds\n end\n end\nend\n\nwhen I receive [play v]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n point in direction (-90)\n end\n set [x v] to (x position)\n set [y guy v] to (y position)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nset [stopping v] to [1]\nforever\n go to (my friend v)\n go to [front v] layer\nend\n\n@my friend\n\nwhen flag clicked\n\ndefine starting position\nset [fallspeed v] to [0]\ngo to x: (-220) y: (-70)\nwait (0.5) seconds\nshow\n\nwhen I receive [boing v]\nset [fallspeed v] to [18]\n\nif <(pause) = [1]> then\n wait (0.1) seconds\nend\n\nset y to (-75)\n\ndefine restart/back/next\nif <key (b v) pressed?> then\n if <not <(level) = [1]>> then\n change [level v] by (-1)\n starting position\n wait (0.2) seconds\n end\nend\nif <key (r v) pressed?> then\n starting position\n wait (0.2) seconds\n up\nend\nif <key (n v) pressed?> then\n if <not <(level) = [26]>> then\n broadcast (bext v)\n wait (0.2) seconds\n change [level v] by (1)\n end\nend\n\nwhen I receive [coolieu v]\nstarting position\n\nbroadcast (coolieu v)\n\nwhen I receive [end of end v]\n\nwhen flag clicked\n\nif <(good) = [1]> then\n\nset [runspeed v] to [-5]\n\nif <touching (water v)?> then\n change x by ((runspeed) / (3))\nelse\n change x by (runspeed)\nend\n\nchange x by (10)\n\nif <<<key (w v) pressed?> or <key (w v) pressed?>> or <<key (up arrow v) pressed?> or <key (up arrow v) pressed?>>> then\n set [fallspeed v] to [12]\n if <([abs v] of (runspeed) ) = (runspeed)> then\n set [runspeed v] to [-4]\n else\n set [runspeed v] to [4]\n end\nelse\n set [runspeed v] to [0]\nend\n\nif <(x position) > [220]> then\n hide\n broadcast (hide now v)\n set [good v] to [0]\n broadcast (bext v)\n wait (0.5) seconds\n go to x: (0) y: (0)\n change [level v] by (1)\nend\nif <(y position) < [-180]> then\n starting position\nend\n\nrestart/back/next\nif <touching (trampoline v)?> then\n set [fallspeed v] to [18]\nend\nif <touching (chainsaw v)?> then\n broadcast (fall apart v)\n dead start\nend\nif <touching (badguy v)?> then\n broadcast (fall apart v)\n dead start\nend\nif <touching (stompers v)?> then\n broadcast (fall apart v)\n dead start\nend\nif <touching (lavaly lava v)?> then\n broadcast (fall apart v)\n dead start\nend\nif <(level) = [16]> then\n broadcast (hide now v)\n broadcast (supercalifragilisticexpialodocious v)\n stop [this script v]\nend\n\nwait (17) seconds\n\nset [runspeed v] to [0]\n\nwhen I receive [end intro v]\n\nstarting position\n\ndefine dead start\nhide\nwait (0.2) seconds\nset [fallspeed v] to [0]\nset [runspeed v] to [0]\ngo to x: (0) y: (0)\nshow\nbroadcast (show v)\nset [total x v] to (checkpoint)\nup\n\ndefine up\nrepeat until <not <touching (ground v)?>>\n change y by (1)\nend\nset [good v] to [1]\nbroadcast (show now v)\n\nwhen I receive [up! v]\n\nwhen I receive [up! v]\nstarting position\nwait (0.1) seconds\nup\n\nwhen flag clicked\nset [scroll x v] to [0]\nforever\n set [scroll x v] to ((runspeed) * (-1))\n change [total x v] by (runspeed)\nend\n\nchange [scroll x v] by (1)\n\nchange [scroll x v] by ((runspeed) * (-1))\n\nif <(runspeed) > [0]> then\n\n\n\nwhen I receive [lvl set up v]\nset [checkpoint v] to [0]\nset [total x v] to [0]\n\ndead start\n\nwhen flag clicked\nset [pixelate v] effect to (0)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n play sound [chill inspire v] until done\nend\n\nstart sound [Smashing-Yuri_Santana-1233262689 v]\n\nstart sound [Smashing-Yuri_Santana-1233262689 v]\n\nstart sound [Smashing-Yuri_Santana-1233262689 v]\n\nwhen I receive [play v]\ngo to x: (0) y: (0)\nset size to (75) %\nhide\nshow\nset [ghost v] effect to (100)\nset [good v] to [1]\nset [takeoffspeed v] to [12]\nset [runspeed v] to [0]\nset [fallspeed v] to [0]\ngo to x: (0) y: (0)\nforever\n change [fallspeed v] by (-1)\n if <<<mouse down?> and <(mouse x) < (x position)>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n change [runspeed 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 [runspeed v] by (1)\n end\n if <not <<<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> or <mouse down?>>> then\n set [runspeed v] to [0]\n end\n set [runspeed v] to ((runspeed) * (0.9))\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)?> or <touching (door v)?>> then\n change y by (-4)\n set [runspeed v] to ((runspeed) * (-1))\n set [scroll x v] to ((runspeed) * (-1))\n broadcast (tick v)\n end\n broadcast (tick v)\n if <touching (water v)?> then\n change y by ((fallspeed) / (3))\n else\n change y by (fallspeed)\n end\n set [y v] to (y position)\n if <<touching (ground v)?> or <touching (door v)?>> then\n change y by ((fallspeed) - ((fallspeed) * (2)))\n set [fallspeed v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (40))>>> and <touching (ground v)?>> then\n set [fallspeed v] to [12]\n end\n change y by (1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (water v)?>> then\n set [fallspeed v] to [5]\n end\n if <touching (chainsaw guard v)?> then\n start sound [Smashing-Yuri_Santana-1233262689 v]\n broadcast (fall apart v)\n set [runspeed v] to [0]\n wait (1) seconds\n if <(checkpoint) < (total x)> then\n repeat until <(total x) < (checkpoint)>\n change [runspeed v] by (-1)\n broadcast (tick v)\n end\n else\n repeat until <(checkpoint) < (total x)>\n change [runspeed v] by (1)\n broadcast (tick v)\n end\n end\n dead start\n end\n if <touching (spikes v)?> then\n start sound [Smashing-Yuri_Santana-1233262689 v]\n broadcast (fall apart v)\n set [runspeed v] to [0]\n wait (1) seconds\n if <(checkpoint) < (total x)> then\n repeat until <(total x) < (checkpoint)>\n change [runspeed v] by (-1)\n broadcast (tick v)\n end\n else\n repeat until <(checkpoint) < (total x)>\n change [runspeed v] by (1)\n broadcast (tick v)\n end\n end\n dead start\n end\n if <touching (stomper v)?> then\n start sound [Smashing-Yuri_Santana-1233262689 v]\n broadcast (fall apart v)\n set [runspeed v] to [0]\n wait (1) seconds\n if <(checkpoint) < (total x)> then\n repeat until <(total x) < (checkpoint)>\n change [runspeed v] by (-1)\n broadcast (tick v)\n end\n else\n repeat until <(total x) > (checkpoint)>\n change [runspeed v] by (1)\n broadcast (tick v)\n end\n end\n dead start\n end\n if <touching (checkpoint v)?> then\n set [checkpoint v] to (total x)\n end\n if <touching (badguy v)?> then\n start sound [Smashing-Yuri_Santana-1233262689 v]\n broadcast (fall apart v)\n set [runspeed v] to [0]\n wait (1) seconds\n if <(checkpoint) < (total x)> then\n repeat until <(total x) < (checkpoint)>\n change [runspeed v] by (-1)\n broadcast (tick v)\n end\n else\n repeat until <(total x) > (checkpoint)>\n change [runspeed v] by (1)\n broadcast (tick v)\n end\n end\n dead start\n end\n if <touching (portal v)?> then\n repeat (25)\n change [ghost v] effect by (4)\n end\n wait (1) seconds\n broadcast (delete clones v)\n set [total x v] to [0]\n set [runspeed v] to [0]\n dead start\n change [level v] by (1)\n set [checkpoint v] to [0]\n broadcast (lvl set up v)\n end\n if <(y position) < [-170]> then\n broadcast (fall apart v)\n set [runspeed v] to [0]\n wait (1) seconds\n if <(checkpoint) < (total x)> then\n repeat until <(total x) < (checkpoint)>\n change [runspeed v] by (-1)\n broadcast (tick v)\n end\n else\n repeat until <(total x) > (checkpoint)>\n change [runspeed v] by (1)\n broadcast (tick v)\n end\n end\n dead start\n end\n if <touching (portal v)?> then\n wait (1) seconds\n broadcast (delete clones v)\n broadcast (superdeduper v)\n set [total x v] to [0]\n set [runspeed v] to [0]\n dead start\n change [level v] by (1)\n set [checkpoint v] to [0]\n broadcast (lvl set up v)\n end\n if <touching (trampoline v)?> then\n set [fallspeed v] to [18]\n end\n if <key (n v) pressed?> then\n repeat (25)\n change [ghost v] effect by (4)\n end\n wait (1) seconds\n broadcast (delete clones v)\n set [total x v] to [0]\n set [runspeed v] to [0]\n dead start\n change [level v] by (1)\n set [checkpoint v] to [0]\n broadcast (lvl set up v)\n wait until <not <key (n v) pressed?>>\n end\nend\n\nwhen I receive [play v]\nset [level v] to [1]\nforever\n if <(level) = [5]> then\n broadcast (the end v)\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [delete clones v]\ndelete this clone\n\n@reference\n\nwhen flag clicked\nhide\n\n@screen\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nforever\n go to [front v] layer\n go [backward v] (1) layers\n show\nend\n\n@lego ground\n\nwhen flag clicked\nhide\n\nif <not <(costume [name v]) = [hackdot]>> then\n\nswitch costume to (costume 2 v)\n\nswitch costume to (costume)\n\nclone [25] [-4] [0]\n\nset [open v] to [1]\n\nwhen I receive [message1 v]\n\nchange [level v] by (1)\n\nchange x by (10)\n\nforever\n go to x: (-325) y: (0)\nend\n\nclone [27] [2] [0]\n\nwhen flag clicked\n\nwhen I start as a clone\nset [clone costume v] to (clone identity)\n\nwhen I start as a clone\nshow\n\ndefine clone (costume) (x) (y)\nswitch costume to (hackdot v)\nset x to ((x) * (460))\nset y to (y)\nset [clone identity v] to (costume)\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nswitch costume to (hackdot v)\n\nwhen I receive [delete clones v]\ndelete this clone\n\nwhen I receive [lvl set up v]\nset [funkyface v] to [0]\nif <(level) = [1]> then\n clone [1] [0] [0]\n clone [2] [1] [0]\n clone [4] [2] [0]\n clone [5] [3] [0]\nend\nset [funkyface v] to [1]\nif <(level) = [2]> then\n set [funkyface v] to [0]\n clone [6] [0] [0]\n clone [7] [1] [0]\n clone [8] [2] [0]\n clone [9] [3] [0]\n clone [10] [4] [0]\n clone [11] [5] [0]\n clone [12] [6] [0]\nend\nset [funkyface v] to [1]\nif <(level) = [3]> then\n set [funkyface v] to [0]\n clone [13] [0] [0]\n clone [14] [1] [0]\n clone [15] [2] [0]\n clone [16] [3] [0]\n clone [17] [4] [0]\n clone [18] [5] [0]\n clone [19] [6] [0]\nend\nset [funkyface v] to [1]\nif <(level) = [4]> then\n set [funkyface v] to [0]\n set [brightness v] effect to (-10)\n clone [21] [0] [0]\n clone [22] [-1] [0]\n clone [23] [-2] [0]\n clone [24] [-3] [0]\n clone [25] [-4] [0]\n clone [26] [1] [0]\nend\nset [funkyface v] to [1]\n\nwhen I receive [tick v]\nif <(funkyface) = [1]> then\n hide\nelse\n change x by (scroll x)\n if <<(x position) < [-455]> or <(x position) > [455]>> then\n set [ground hidden v] to [1]\n hide\n switch costume to (hackdot v)\n else\n set [ground hidden v] to [0]\n switch costume to (clone costume)\n show\n end\nend\n\nwhen I receive [play v]\nhide\nbroadcast (lvl set up v)\n\n@dead starts\n\nwhen flag clicked\nhide\n\nwhen I receive [fall apart v]\nrepeat (6)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\npoint in direction (pick random (0) to (180))\ngo to (my friend v)\nshow\nset [x vel v] to (pick random (-2) to (2))\nset [y vel v] to (pick random (2) to (5))\nrepeat until <touching (_edge_ v)?>\n change x by (x vel)\n turn right (x vel) degrees\n change y by (y vel)\n change [y vel v] by (-1)\nend\ndelete this clone\n\n@spikes\n\nwhen I start as a clone\n\nset [evil spikes destroyer 2 v] to [0]\nclone [5] [3] [0]\nset [evil spikes destroyer 2 v] to [1]\n\nwhen I receive [message1 v]\n\nchange [level v] by (1)\n\nchange x by (10)\n\nforever\n go to x: (-325) y: (0)\nend\n\nset [open v] to [1]\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [clone costume v] to (clone identity)\n\nwhen I start as a clone\nshow\n\ndefine clone (costume) (x) (y)\nswitch costume to (hackdot v)\nset x to ((x) * (460))\nset y to (y)\ncreate clone of (_myself_ v)\nwait (0.1) seconds\n\nwhen I receive [delete clones v]\ndelete this clone\n\nwhen I receive [tick v]\nif <(evil spikes destroyer 2) = [1]> then\n hide\nelse\n change x by (scroll x)\n if <<(x position) < [-455]> or <(x position) > [455]>> then\n hide\n switch costume to (hackdot v)\n else\n switch costume to (clone costume)\n show\n end\nend\n\nwhen I receive [lvl set up v]\nif <(level) = [1]> then\n set [evil spikes destroyer 2 v] to [0]\n clone [1] [0] [0]\n clone [2] [1] [0]\n clone [4] [2] [0]\nend\nset [evil spikes destroyer 2 v] to [1]\nif <(level) = [2]> then\n if <(level) = [2]> then\n set [evil spikes destroyer 2 v] to [0]\n clone [6] [4] [0]\n end\n set [evil spikes destroyer 2 v] to [1]\nend\nif <(level) = [4]> then\n set [evil spikes destroyer 2 v] to [0]\nend\nset [evil spikes destroyer 2 v] to [1]\n\nclone [7] [1] [0]\n\nrepeat (100)\nend\n\nset [scroll x v] to [-10]\n\nset [scroll x v] to [-2000]\nset [total x v] to [2000]\n\nwhen I receive [play v]\nhide\nbroadcast (lvl set up v)\n\n@Stomper\n\nwhen flag clicked\nhide\n\nwait (0.1) seconds\n\nwhen I receive [lvl set up v]\nset [hidden stomper 2 v] to [0]\n\nhide\n\ndefine backup\nrepeat until <not <touching (ground v)?>>\n change y by (1)\nend\n\nwhen I start as a clone\nshow\nforever\n go to [back v] layer\n set [stomper v] to [0]\n repeat until <touching (ground v)?>\n change [stomper v] by (-1)\n change y by (stomper)\n if <(hidden stomper 2) = [1]> then\n wait until <not <(hidden stomper 2) = [1]>>\n end\n end\n backup\n repeat until <(y position) > [170]>\n change y by (4)\n if <(hidden stomper 2) = [1]> then\n wait until <not <(hidden stomper 2) = [1]>>\n end\n end\nend\n\ndefine specialclone (x) (y)\nswitch costume to (hackdot v)\nset x to (x)\nset y to (y)\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (hackdot v)\n\nset [open v] to [1]\n\nspecialclone [2250] [0]\n\nwhen I receive [lvl set up v]\nif <(level) = [1]> then\n specialclone [700] [0]\nend\nif <(level) = [2]> then\n specialclone [75] [0]\n specialclone [450] [0]\nend\nif <(level) = [3]> then\n specialclone [300] [0]\n specialclone [550] [0]\nend\nif <(level) = [4]> then\n specialclone [-925] [0]\n specialclone [-1150] [0]\n specialclone [200] [0]\n specialclone [500] [0]\nend\n\nwhen I receive [delete clones v]\ndelete this clone\n\nwhen I receive [tick v]\nif <<(costume [number v]) = [1]> or <(costume [number v]) = [3]>> then\n change x by (scroll x)\n if <<(x position) < [-330]> or <(x position) > [330]>> then\n hide\n set [hidden stomper 2 v] to [1]\n set [hidden stomper v] to [1]\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n show\n set [hidden stomper 2 v] to [0]\n end\nend\n\n@checkpoint\n\nwhen I start as a clone\nshow\nforever\n go to [front v] layer\n go [backward v] (2) layers\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\ndefine checkpoint clone (x) (y)\nswitch costume to (hackdot v)\nset x to (x)\nset y to (y)\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (hackdot v)\n\nwhen I receive [tick v]\nif <<(costume [number v]) = [1]> or <(costume [number v]) = [3]>> then\n change x by (scroll x)\n if <<(x position) < [-330]> or <(x position) > [300]>> then\n hide\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n show\n end\nend\n\nwhen I receive [delete clones v]\ndelete this clone\n\nwhen I receive [lvl set up v]\npoint in direction (90)\nif <(level) = [1]> then\n checkpoint clone [902] [8]\nend\nif <(level) = [2]> then\n checkpoint clone [1150] [-18]\nend\nif <(level) = [3]> then\n checkpoint clone [2198] [-9]\nend\n\n@badguy\n\ndefine patrol\nrepeat (40)\n if <(pause clone walking2) = [1]> then\n wait until <not <(pause clone walking2) = [1]>>\n end\n point in direction (90)\n change x by (2)\nend\nrepeat (40)\n if <(pause clone walking2) = [1]> then\n wait until <not <(pause clone walking2) = [1]>>\n end\n point in direction (-90)\n change x by (-2)\nend\n\nwhen I start as a clone\nshow\nif <(clone type badguy) = [1]> then\n change [ztext v] by (1)\n forever\n if <(clone type badguy) = [1]> then\n set [ghost v] effect to (100)\n end\n patrol\n end\nend\n\ndefine clone badguy (x) (y)\nswitch costume to (hackdot v)\nset x to (x)\nset y to (y)\nswitch costume to (costume22 v)\nset [clone type badguy v] to [1]\ncreate clone of (_myself_ v)\nswitch costume to (hackdot v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(clone type badguy) = [2]> then\n show\n set [ghost v] effect to (0)\n change x by (scroll x)\n switch costume to (walkwalk costume #)\n wait (0.0004) seconds\n delete this clone\nend\n\nset [level v] to [1]\n\nwhen flag clicked\n\nwhen I receive [delete clones v]\ndelete this clone\n\nchange [open v] by (1)\n\nwhen I start as a clone\nif <(clone type badguy) = [1]> then\n set [walkwalk costume # v] to [1]\n forever\n change [walkwalk costume # v] by (0.25)\n if <(walkwalk costume #) = [11]> then\n set [walkwalk costume # v] to [1]\n end\n if <(pause clone walking2) = [1]> then\n wait until <not <(pause clone walking2) = [1]>>\n end\n set [clone type badguy v] to [2]\n create clone of (_myself_ v)\n end\nend\n\nset [open v] to [1]\n\nset size to (75) %\n\nset size to (75) %\n\nwhen I receive [tick v]\nif <not <(costume [name v]) = [hackdot]>> then\n change x by (scroll x)\n if <<(x position) < [-330]> or <(x position) > [330]>> then\n hide\n set [pause clone walking2 v] to [1]\n switch costume to (costume22 v)\n else\n set [pause clone walking2 v] to [0]\n switch costume to (walkwalk costume #)\n show\n end\nend\n\nwhen I receive [lvl set up v]\nswitch costume to (hackdot v)\nhide\nif <(level) = [1]> then\n clone badguy [1500] [0]\nend\nhide\nif <(level) = [2]> then\n clone badguy [1500] [-63]\nend\nhide\nif <(level) = [3]> then\n clone badguy [2470] [92]\nend\nhide\nif <(level) = [4]> then\n clone badguy [-100] [-35]\nend\nhide\n\nwhen I receive [play v]\nswitch costume to (standing v)\nset size to (75) %\nswitch costume to (hackdot v)\nshow\n\n@clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (2))\ngo to x: (216) y: (pick random (100) to (150))\nset [ghost v] effect to (pick random (25) to (75))\nset [cloud x v] to (pick random (-3) to (-5))\nrepeat until <(x position) < [-380]>\n go to [back v] layer\n change x by (cloud x)\n if <(backdrop [number v]) = [2]> then\n delete this clone\n end\nend\ndelete this clone\n\n\n\nwhen I receive [delete clones v]\ndelete this clone\n\nwhen I receive [play v]\nhide\nforever\n if <(backdrop [number v]) = [2]> then\n wait (0.1) seconds\n else\n wait (pick random (1) to (3)) seconds\n create clone of (_myself_ v)\n end\nend\n\n@chainsaw guard\n\nwhen I start as a clone\nif <(clone type chainsaw) = [2]> then\n show\n set [ghost v] effect to (0)\n switch costume to (costume # supreme)\n if <(costume # supreme) > [8]> then\n switch costume to (costume1 v)\n end\n go to [back v] layer\n wait (0.004) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone type chainsaw) = [1]> then\n forever\n if <(clone type badguy) = [1]> then\n set [ghost v] effect to (100)\n end\n end\nend\n\nwhen I start as a clone\nif <(clone type chainsaw) = [1]> then\n set [costume # supreme v] to [1]\n forever\n change [costume # supreme v] by (1)\n if <(costume # supreme) = [8]> then\n set [costume # supreme v] to [1]\n end\n if <(pause clone walking2) = [1]> then\n wait until <not <(pause clone walking2) = [1]>>\n end\n set [clone type chainsaw v] to [2]\n create clone of (_myself_ v)\n end\nend\n\ndefine clone more chainsaws NOW (x) (y)\nswitch costume to (hackdot v)\nset x to (x)\nset y to (y)\nswitch costume to (costume2 v)\nset [clone type chainsaw v] to [1]\ncreate clone of (_myself_ v)\nswitch costume to (hackdot v)\n\nwhen flag clicked\nhide\nswitch costume to (costume2 v)\n\nwait (0.004) seconds\n\nwhen flag clicked\nswitch costume to (hackdot v)\nhide\n\nwhen I receive [lvl set up v]\ndelete this clone\n\nwhen I start as a clone\nset [sensing v] to [0]\n\nwhen I receive [tick v]\nif <(sensing) = [0]> then\n if <not <(costume [name v]) = [hackdot]>> then\n change x by (scroll x)\n if <<(x position) < [-300]> or <(x position) > [300]>> then\n set [hide chainsaw v] to [1]\n switch costume to (costume2 v)\n hide\n else\n switch costume to (costume1 v)\n show\n set [hide chainsaw v] to [0]\n end\n end\nend\nhide\n\nwhen I receive [lvl set up v]\nset [sensing v] to [0]\nhide\nif <(level) = [1]> then\n clone more chainsaws NOW [400] [-100]\nend\nhide\nif <(level) = [2]> then\n clone more chainsaws NOW [1000] [-20]\nend\nset [sensing v] to [1]\nhide\nhide\nif <(level) = [3]> then\n clone more chainsaws NOW [1025] [30]\nend\nset [sensing v] to [1]\nhide\nif <(level) = [4]> then\n clone more chainsaws NOW [-1525] [-60]\nend\nset [sensing v] to [1]\nhide\n\nwhen I receive [delete clones v]\ndelete this clone\n\n@portal\n\nwhen I receive [tick v]\nif <<(costume [number v]) = [1]> or <(costume [number v]) = [3]>> then\n change x by (scroll x)\n if <<(x position) < [-300]> or <(x position) > [300]>> then\n hide\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n show\n end\nend\n\nwhen I receive [lvl set up v]\nif <(level) = [1]> then\n clone end portal [1500] [39]\nend\nif <(level) = [2]> then\n clone end portal [2750] [125]\nend\nif <(level) = [3]> then\n clone end portal [2700] [120]\nend\nif <(level) = [4]> then\n clone end portal [650] [0]\nend\n\nwhen flag clicked\nhide\n\ndefine clone end portal (x) (y)\nswitch costume to (hackdot v)\nset x to (x)\nset y to (y)\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (hackdot v)\n\nwhen I start as a clone\nshow\ngo to [back v] layer\ngo [forward v] (2) layers\n\nset [open v] to [1]\n\nwhen I receive [delete clones v]\ndelete this clone\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n show\nend\n\n@trampoline\n\nwhen I start as a clone\nshow\n\ndefine specialclone (x) (y)\nswitch costume to (hackdot v)\nset x to (x)\nset y to (y)\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nswitch costume to (hackdot v)\n\nwhen I receive [delete clones v]\ndelete this clone\n\nchange [ztext v] by (1)\n\nwhen I receive [tick v]\nif <<(costume [number v]) = [1]> or <(costume [number v]) = [3]>> then\n change x by (scroll x)\n if <<(x position) < [-330]> or <(x position) > [330]>> then\n hide\n set [hidden stomper v] to [1]\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n show\n set [hidden stomper v] to [0]\n end\nend\n\nwhen I receive [lvl set up v]\nif <(level) = [2]> then\n specialclone [797] [-82]\n specialclone [2000] [-82]\n specialclone [2950] [-82]\nend\nif <(level) = [3]> then\n specialclone [2258] [-74]\nend\n\n@button\n\nhide\n\ndefine backup\nrepeat until <not <touching (ground v)?>>\n change y by (1)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nset [open v] to [0]\nshow\nwait until <touching (lego guy v)?>\nrepeat (40)\n go to [back v] layer\n change y by (-0.5)\nend\nset [open v] to [1]\n\nwhen I receive [lvl set up v]\nif <(level) = [4]> then\n specialclone [-2012] [-45]\nend\n\nwhen I receive [delete clones v]\ndelete this clone\n\ndefine specialclone (x) (y)\nswitch costume to (hackdot v)\nset x to (x)\nset y to (y)\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (hackdot v)\n\nwhen I receive [tick v]\nif <<(costume [number v]) = [1]> or <(costume [number v]) = [3]>> then\n change x by (scroll x)\n if <<(x position) < [-330]> or <(x position) > [330]>> then\n hide\n set [hidden stomper 2 v] to [1]\n set [hidden stomper v] to [1]\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n show\n set [hidden stomper 2 v] to [0]\n end\nend\n\n@door\n\nshow\n\nhide\n\ndefine backup\nrepeat until <not <touching (ground v)?>>\n change y by (1)\nend\n\nwhen I start as a clone\nshow\nforever\n go to [back v] layer\n if <(open) = [0]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume3 v)\n end\nend\n\ndefine specialclone (x) (y)\nswitch costume to (hackdot v)\nset x to (x)\nset y to (y)\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (hackdot v)\n\nwhen I receive [lvl set up v]\nif <(level) = [4]> then\n specialclone [105] [15]\nend\n\nwhen I receive [tick v]\nif <<(costume [number v]) = [1]> or <(costume [number v]) = [3]>> then\n change x by (scroll x)\n if <<(x position) < [-330]> or <(x position) > [330]>> then\n hide\n set [hidden stomper 2 v] to [1]\n set [hidden stomper v] to [1]\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n show\n set [hidden stomper 2 v] to [0]\n end\nend\n\nwhen I receive [delete clones v]\ndelete this clone\n\n@chainsaw guard2\n\nwhen I start as a clone\nif <(clone type chainsaw 2.0) = [2]> then\n show\n set [ghost v] effect to (0)\n switch costume to (costume # supreme 2.0)\n if <(costume # supreme 2.0) > [8]> then\n switch costume to (costume1 v)\n end\n go to [back v] layer\n wait (0.004) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone type chainsaw) = [1]> then\n set [ghost v] effect to (100)\nend\n\nwhen I start as a clone\nif <(clone type chainsaw 2.0) = [1]> then\n set [costume # supreme 2.0 v] to [1]\n forever\n change [costume # supreme 2.0 v] by (1)\n if <(costume # supreme 2.0) = [8]> then\n set [costume # supreme 2.0 v] to [1]\n end\n set [clone type chainsaw 2.0 v] to [2]\n create clone of (_myself_ v)\n end\nend\n\ndefine clone more chainsaws NOW (x) (y)\n\nwhen flag clicked\nhide\nswitch costume to (costume2 v)\n\nwait (0.004) seconds\n\nwhen flag clicked\nswitch costume to (hackdot v)\nhide\n\nwhen I receive [lvl set up v]\ndelete this clone\n\nwhen I start as a clone\nset [sensind 3.0 v] to [0]\n\nhide\n\nset [open v] to [1]\n\ndefine clone chainsaw (x) (y)\nswitch costume to (hackdot v)\nset x to (x)\nset y to (y)\nswitch costume to (costume2 v)\nset [clone type chainsaw 2.0 v] to [1]\ncreate clone of (_myself_ v)\nswitch costume to (hackdot v)\n\nclone chainsaw [1100] [-100]\n\nwhen I receive [lvl set up v]\nset [sensind 3.0 v] to [0]\nif <(level) = [4]> then\n clone chainsaw [325] [-70]\nend\nset [sensind 3.0 v] to [1]\nhide\n\nwhen I receive [delete clones v]\ndelete this clone\n\nwhen I receive [tick v]\nif <(sensind 3.0) = [0]> then\n if <not <(costume [name v]) = [hackdot]>> then\n change x by (scroll x)\n if <<(x position) < [-300]> or <(x position) > [300]>> then\n switch costume to (costume2 v)\n hide\n else\n switch costume to (costume1 v)\n show\n end\n end\nend\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [the end v]\nshow\n\nset [level v] to [4]\n\nbroadcast (lvl set up v)\n\nset [open v] to [1]\n\n@transition\n\nwhen I receive [lvl set up v]\nshow\nwait (1) seconds\nhide\n\ngo to x: (465) y: (0)\nrepeat (46)\n go to [front v] layer\n change x by (-20.005)\nend\n\nwhen flag clicked\nhide\n\nbroadcast (up! v)\n\nset [ghost v] effect to (0)\n\n@glitch tester\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [total x v] to [0]\nhide\nforever\n set [glitch finder x v] to (x)\n set [glitch finder y v] to (y)\nend\n\n@particles\n\nwhen flag clicked\nhide\n\nwhen I receive [celebrate v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nset [x clone v] to (pick random (-5) to (5))\nset [y clone v] to (pick random (5) to (10))\ngo to x: (pick random (-220) to (220)) y: (-180)\nset size to (pick random (50) to (100)) %\nset [color v] effect to (pick random (1) to (100))\nrepeat (10)\n change y by (y clone)\n change x by (x clone)\n change [y clone v] by (-0.5)\n set [x clone v] to ((x clone) * (0.95))\nend\nrepeat until <touching (_edge_ v)?>\n change y by (y clone)\n change x by (x clone)\n change [y clone v] by (-0.5)\n set [x clone v] to ((x clone) * (0.95))\nend\ndelete this clone\n\nwhen I receive [play v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [play v]\nhide\n\n@Sprite2\n\nchange y by (10)\n\nwhen flag clicked\nhide\n\nwhen I receive [5000 v]\ngo to [front v] layer\npoint in direction (90)\nswitch costume to (costume1 v)\nrepeat (4)\n show\n go to x: (0) y: (0)\n set size to (5) %\n set [up v] to [0]\n go to x: (0) y: (0)\n show\n repeat until <(y position) > [220]>\n change y by (up)\n change size by (up)\n change [up v] by (0.5)\n end\n hide\n next costume\nend\nbroadcast (celebrate v)\npoint in direction (97)\nshow\nset size to (100) %\ngo to x: (0) y: (-200)\nrepeat until <(y position) > [200]>\n turn right (([cos v] of ((timer) * (100)) ) * (0.5)) degrees\n change y by (2)\nend\nhide\nnext costume\nshow\nset size to (100) %\ngo to x: (0) y: (-200)\nrepeat until <(y position) > [200]>\n turn right (([cos v] of ((timer) * (100)) ) * (0.5)) degrees\n change y by (2)\nend\nhide\nnext costume\nshow\nset size to (100) %\ngo to x: (0) y: (-200)\nrepeat until <(y position) > [200]>\n turn right (([cos v] of ((timer) * (100)) ) * (0.5)) degrees\n change y by (2)\nend\nhide\nnext costume\nshow\nset size to (100) %\ngo to x: (0) y: (-200)\nrepeat until <(y position) > [200]>\n turn right (([cos v] of ((timer) * (100)) ) * (0.5)) degrees\n change y by (2)\nend\nhide\nnext costume\nshow\nset size to (100) %\ngo to x: (0) y: (-200)\nrepeat until <(y position) > [200]>\n turn right (([cos v] of ((timer) * (100)) ) * (0.5)) degrees\n change y by (2)\nend\nhide\nhide\nnext costume\nshow\nset size to (100) %\ngo to x: (0) y: (-200)\nrepeat until <(y position) > [200]>\n turn right (([cos v] of ((timer) * (100)) ) * (0.5)) degrees\n change y by (2)\nend\nhide\nhide\nnext costume\nshow\nset size to (100) %\ngo to x: (0) y: (-200)\nrepeat until <(y position) > [200]>\n turn right (([cos v] of ((timer) * (100)) ) * (0.5)) degrees\n change y by (2)\nend\nhide\nwait (1) seconds\nbroadcast (play v)\n\nnext costume\nshow\nset size to (100) %\ngo to x: (0) y: (-200)\nrepeat until <(y position) > [200]>\n turn right (([cos v] of ((timer) * (100)) ) * (0.5)) degrees\n change y by (2)\nend\nhide\n\nstop [all v]\n\nwhen I receive [play v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nhide\n\nwhen I receive [contest v]\nshow\nrepeat (5)\n set [ghost v] effect to (100)\n repeat (25)\n change [ghost v] effect by (-4)\n end\nend\nbroadcast (5000 v)\n\n@cj\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\n\nwhen flag clicked\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nforever\n if <key (l v) pressed?> then\n broadcast (play v)\n repeat (25)\n change [ghost v] effect by (4)\n hide\n stop [this script v]\n end\n end\n if <key (k v) pressed?> then\n broadcast (contest v)\n repeat (25)\n change [ghost v] effect by (4)\n hide\n stop [this script v]\n end\n end\nend\n\nwait until <<key (l v) pressed?> or <key (c v) pressed?>>\n\n
❑❑❑❑❑❑❑ Lego Platformer ❑❑❑❑❑❑❑\n_________________________________________________\nCONTEST INFO IN CREDITS\n➩ This is my first scrolling platformer! And what theme could it be? Lego of course! After my previous Lego Platformer became my most popular game I thought it needed a sequal....\n❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑\n_________________________________________________\n➩ Controls: WASD, and Arrow keys!\n➩ N the skip levels\n➩ This is mobile friendly!\n❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑ \nfollow @Capt_Boanerges for more cool stuff.\n ❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑\n ❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑\n ❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑\n\n\n\n\n\nWhy are you still reading this! =P\n#Games #Scrolling #Lego #Capt_Boanerges #Fun #Audio #Cool #Whyamisearchingthis #Platformer #Mobile\n\n\n
Platformer Engine #Games
@Stage\n\n@Cube\n\nwhen flag clicked\nplay sound [Vexento - Pixel Party v] until done\n\nwhen flag clicked\nset [level v] to [1]\nbroadcast (NEXT LEVEL v)\nforever\n if <key (left arrow v) pressed?> then\n change [x vel v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x vel v] by (1)\n end\n set [x vel v] to ((x vel) * (0.9))\n change x by (x vel)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((x vel) * (-1))\n if <key (up arrow v) pressed?> then\n if <(x vel) > [0]> then\n set [x vel v] to [-10]\n else\n set [x vel v] to [10]\n end\n set [y vel v] to [15]\n else\n set [x vel v] to [0]\n end\n end\n change [y vel v] by (-1)\n change y by (y vel)\n if <touching (level v)?> then\n change y by ((y vel) - ((y vel) * (2)))\n set [y vel v] to [0]\n end\n change y by (-1)\n if <<touching (level v)?> and <key (up arrow v) pressed?>> then\n set [y vel v] to [15]\n end\n change y by (1)\n create clone of (_myself_ v)\n if <(x position) > [250]> then\n change [level v] by (1)\n broadcast (NEXT LEVEL v) and wait\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 (enemy v)?> then\n set [y vel v] to [15]\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [next level v]\nbroadcast (restart v)\n\nwhen I receive [restart v]\nset [x vel v] to [0]\nset [y vel v] to [0]\ngo to x: (-226) y: (-4)\n\nwhen flag clicked\ngo to x: (-224) y: (-3)\n\nwhen flag clicked\nforever\n if <touching (lava v)?> then\n broadcast (restart v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n broadcast (The End So Ya v)\n end\nend\n\n@Level\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 [-11] [-71]\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n show\n go to [front v] layer\n if <touching (cube v)?> then\n switch costume to (costume2 v)\n wait (00.1) seconds\n else\n switch costume to (costume1 v)\n wait (00.1) seconds\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Enemy\n\nwhen flag clicked\ngo to x: (-224) y: (-3)\n\ndefine Clone at (x pos) (y pos)\ngo to x: (x pos) y: (y pos)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nforever\n if <([x position v] of [cube v]) < (x position)> then\n change [x vel v] by (-0.5)\n end\n if <(x position) < ([x position v] of [cube v])> then\n change [x vel v] by (0.5)\n end\n set [x vel v] to ((x vel) * (0.9))\n change x by (x vel)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((x vel) * (-1))\n if <(([y position v] of [cube v]) - (50)) > (y position)> then\n if <(x vel) > [0]> then\n set [x vel v] to [-10]\n else\n set [x vel v] to [10]\n end\n set [y vel v] to [15]\n else\n set [x vel v] to [0]\n end\n end\n change [y vel v] by (-1)\n change y by (y vel)\n if <touching (level v)?> then\n change y by ((y vel) - ((y vel) * (2)))\n set [y vel v] to [0]\n end\n change y by (-1)\n change y by (1)\n if <touching (spikes v)?> then\n delete this clone\n end\n if <touching (bounce v)?> then\n set [y vel v] to [19]\n end\n if <touching (cube v)?> then\n change y by (-1)\n if <<touching (level v)?> and <(([y position v] of [cube v]) - (5)) > (y position)>> then\n delete this clone\n else\n broadcast (restart v)\n end\n change y by (1)\n end\nend\n\nwhen I receive [restart v]\nif then\n delete this clone\nend\nif <(Level) = [1]> then\n Clone at [166] [-94]\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [restart v]\nif then\n delete this clone\nend\nif <(Level) = [5]> then\n Clone at [166] [-94]\nend\n\n@Lava\n\nwhen flag clicked\nforever\n set [tide v] to [0]\n repeat (10)\n change [tide v] by (1)\n end\n repeat (20)\n change [tide v] by (-1)\n end\n repeat (10)\n change [tide v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n set y to (Tide)\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n show\n go to [back v] layer\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n show\n go to [back v] layer\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n hide\n end\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (Message v)\nshow\ngo to [front v] layer\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Joining\n\nwhen flag clicked\nhide\n\nwhen I receive [connecting v]\nswitch costume to (joining v)\nshow\n\nwhen flag clicked\nswitch costume to (connected v)\nshow\ngo to [back v] layer\n\n@Sprite1\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@You Win\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n show\n go to [front v] layer\n switch costume to (splash-screen v)\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\n\n@Thumbnail\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\n
New Game Out! :) https://scratch.mit.edu/projects/456360446/\n\nThis is an engine and it is not a full game! :)\n\nThere are 2 levels\n\nYou can link your platformer you made with this engine in the comments and I will check it out! :)
Neon - Platformer
@Stage\n\n@player\n\nwhen I start as a clone\nswitch costume to (trail v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-1)\nend\ndelete this clone\n\nwhen I receive [restart v]\nstart sound [Crunch v]\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (x spawn) y: (y spawn)\n\nwhen flag clicked\nbroadcast (BEGIN NOW v)\n\nhide\n\ndefine run engine\nchange [y v] by (-0.5)\nif < or <key (a v) pressed?>> then\n switch costume to (rightt2 v)\n change [x v] by (-.6)\nend\nif < or <key (d v) pressed?>> then\n switch costume to (left2 v)\n change [x v] by (.6)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (-6)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [7]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (y)\nif <touching (ground v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<<touching (ground v)?> and <key (up arrow v) pressed?>> or < or <<touching (ground v)?> and <key (w v) pressed?>>>> then\n switch costume to (up2earth v)\n set [y v] to [9.5]\nend\nchange y by (0.5)\nif <<touching (danger v)?> or <<touching (saw v)?> or <touching (lava v)?>>> then\n broadcast (Restart v)\nend\nif <(level) = [14]> then\ncreate clone of (_myself_ v)\n\nset [moving_? v] to [y]\n\nset [moving_? v] to [y]\n\nset [moving_? v] to [y]\n\nset [moving_? v] to [n]\n\npoint in direction (90)\ngo to x: (x spawn) y: (y spawn)\n\nwhen I receive [next v]\ngo to x: (x spawn) y: (y spawn)\n\nwhen I receive [begin now v]\nset [level v] to [1]\nshow\nset [x spawn v] to [-199]\nset [y spawn v] to [-76]\ngo to x: (x spawn) y: (y spawn)\nswitch costume to (1 v)\nswitch backdrop to (backdrop3 v)\nset size to (40) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n run engine\nend\n\nset rotation style [left-right v]\n\nset [brightness v] effect to (-7)\n\nset [moving_? v] to [y]\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nforever\n if <<<key (left arrow v) pressed?> or <<<key (right arrow v) pressed?> or > or <key (d v) pressed?>>> or <key (a v) pressed?>> then\n set [moving_? v] to [y]\n else\n set [moving_? v] to [n]\n end\nend\n\nif <<<touching (ground v)?> and <key (up arrow v) pressed?>> or <<touching (ground v)?> and <key (w v) pressed?>>> then\n set [moving_? v] to [up]\nend\n\n\n\nif <(MOVING_?) = [u]> then\n switch costume to (up v)\nend\n\nif <(y position) > [-60]> then\n set [moving_? v] to [u]\nelse\n set [moving_? v] to [n]\nend\n\nrepeat until <(costume [number v]) = [6]>\n\nset [moving_? v] to [n]\n\nif <(MOVING_?) = [y]> then\n wait (.01) seconds\n next costume\nelse\n switch costume to (1 v)\nend\n\ncreate clone of (_myself_ v)\n\nforever\n if <(MOVING_?) = [y]> then\n wait (.01) seconds\n next costume\n else\n switch costume to (1 v)\n end\nend\n\nswitch costume to (up v)\n\nwhen flag clicked\nforever\n if <not <<key (w v) pressed?> or <<key (a v) pressed?> or <<key (d v) pressed?> or <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or >>>>>> then\n switch costume to (center v)\n end\nend\n\nset [brightness v] effect to (-9)\n\nset rotation style [left-right v]\n\nclear graphic effects\nset [brightness v] effect to (-7)\nrepeat (10)\n change y by (6)\n change [ghost v] effect by (10)\nend\nset [brightness v] effect to (-7)\nrepeat (10)\n change y by (-1)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nforever\n\nchange [color v] by (0)\nwait (.3) seconds\n\nwhen flag clicked\nforever\n play sound [2 v] until done\nend\n\n@ground\n\nwhen flag clicked\ngo to x: (1) y: (-8)\nforever\n switch costume to (level)\nend\n\ngo to [front v] layer\n\nwhen I receive [next v]\n\n@transition\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (0) y: (347)\n\nwhen I receive [trans v]\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (20)\nrepeat (20)\n change [ghost v] effect by (-6)\nend\nwait (.1) seconds\nrepeat (20)\n change [ghost v] effect by (6)\nend\nhide\n\nswitch costume to (pick random (1) to (6))\nshow\nrepeat until <(round (y position)) = [0]>\n go to [front v] layer\n change y by (((0) - (y position)) / (5))\nend\nrepeat until <(round (y position)) = [347]>\n go to [front v] layer\n change y by (15)\nend\nhide\n\nwhen I receive [next v]\nwait (0) seconds\nbroadcast (trans v)\n\nswitch costume to (pick random (1) to (6))\nshow\nrepeat until <(round (y position)) = [0]>\n go to [front v] layer\n change y by (((0) - (y position)) / (5))\nend\nrepeat until <(round (y position)) = [347]>\n go to [front v] layer\n change y by (((347) - (y position)) / (5))\nend\nhide\n\n@lava\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\n switch costume to (level)\nend\n\n@Sprite1\n\nwhen this sprite clicked\nchange [level v] by (1)\nchange [skips v] by (1)\nbroadcast (next v)\n\n@Sprite2\n\nwhen flag clicked\ngo to [front v] layer\nshow\nwait (1) seconds\nhide\n\n
Use WAD or arrow keys to play.\nLike, favorite, and follow for Neon 2!\nNeon 2 will be a combination between scrolling platforms and normal. It will also have 40-50 levels.\n\nStory: Your evil computer has trapped you inside a neon world full of obstacles and other dangerous things.\n\nAll obstacles are possible.\n\nIf levels aggravate you then click skip.
Among Us Platformer
@Stage\n\nwhen flag clicked\nset volume to (50) %\nforever\n play sound [Space Noise v] until done\nend\n\n@MainCharacter\n\nwhen flag clicked\nset size to (50) %\nset [level v] to [1]\nReset\nbroadcast (StartGame v)\nbroadcast (StartNewLevel v)\n\ndefine Reset\ngo to x: (-200) y: (0)\nset [g_isplayerdead v] to [false]\nset [g_velocity v] to [0]\nset [g_onground v] to [0]\nset [g_gravity v] to [-1]\nset [jumping v] to [0]\n\nwhen I receive [startgame v]\nchange [ghost v] effect by (100)\nshow\nrepeat until <(G_isPlayerDead) = [true]>\n broadcast (StartAllControl v)\n broadcast (CheckPlatformDetection v)\n broadcast (CheckPlayerPosition v)\nend\n\ndefine MovementControl\nif <key (right arrow v) pressed?> then\n set [g_speedx v] to [5]\nelse\n if <key (left arrow v) pressed?> then\n set [g_speedx v] to [-5]\n else\n set [g_speedx v] to [0]\n end\nend\n\nwhen I receive [startallcontrol v]\nMovementControl\nJumpControl\nif <key (up arrow v) pressed?> then\n change [g_velocity v] by (G_gravity)\nelse\n change [g_velocity v] by ((G_gravity) * (2))\nend\nchange y by (G_velocity)\n\ndefine MoveHitbox (speedx)\nchange x by (speedx)\nset [deviation v] to [0]\nrepeat until <<(deviation) = [5]> or <not <touching (ground v)?>>>\n change y by (1)\n change [deviation v] by (1)\nend\nif <(deviation) = [5]> then\n change x by ((0) - (speedx))\n change y by ((0) - (deviation))\nend\n\nwhen I receive [checkplatformdetection v]\nCheckHitGround <(G_velocity) > [0]>\nMoveHitbox (G_speedX)\n\ndefine JumpControl\nif <key (up arrow v) pressed?> then\n if <<(G_onGround) > [0]> and <(jumping) = [0]>> then\n set [g_onground v] to [0]\n set [jumping v] to [1]\n set [g_velocity v] to [15]\n end\nend\n\ndefine CheckHitGround <isjumping>\nrepeat until <not <touching (ground v)?>>\n if <isjumping> then\n change y by (-1)\n set [g_velocity v] to [0]\n else\n change y by (1)\n set [g_velocity v] to [0]\n set [g_onground v] to [1]\n if <(jumping) = [1]> then\n set [jumping v] to [0]\n end\n end\nend\n\nwhen I receive [startnewlevel v]\nbroadcast (Reset v) and wait\nbroadcast (Setup v) and wait\n\nwhen I receive [bounce v]\nset [g_velocity v] to [25]\n\nwhen I receive [checkplayerposition v]\nforever\n if <<touching color (#ff2121)?> or <(y position) < [-150]>> then\n broadcast (Die v)\n end\n if <<(x position) > [225]> and <(Level) < [10]>> then\n change [level v] by (1)\n broadcast (StartNewLevel v)\n end\n if <(G_isPlayerDead) = [true]> then\n wait (0.1) seconds\n Reset\n broadcast (StartGame v)\n end\nend\n\nwhen I receive [startnewlevel v]\nReset\nbroadcast (StartGame v)\n\nwhen [m v] key pressed\nset [g_mouseposition v] to (join (mouse x) (join [, ] (mouse y)))\nshow variable [g_mouseposition v]\n\nwhen I receive [die v]\nset [g_isplayerdead v] to [true]\n\n@AnimatedCharacter\n\nwhen flag clicked\nset size to (50) %\nset rotation style [left-right v]\ngo to [front v] layer\nshow\nforever\n go to (maincharacter v)\n if <<not <key (any v) pressed?>> and <(G_onGround) = [1]>> then\n switch costume to (idle v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n if <(costume [name v]) = [idle]> then\n switch costume to (walkcolor0001 v)\n else\n next costume\n end\n wait (0.02) seconds\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n if <(costume [name v]) = [idle]> then\n switch costume to (walkcolor0001 v)\n else\n next costume\n end\n wait (0.02) seconds\n end\n if <key (up arrow v) pressed?> then\n switch costume to (walkcolor0001 v)\n end\nend\n\nwhen flag clicked\nset [deaths v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n if <(costume [number v]) = [6]> then\n play sound [walk v] until done\n end\n end\n if <key (up arrow v) pressed?> then\n play sound [jump v] until done\n end\nend\n\nwhen I receive [die v]\nplay sound [Alien Creak1 v] until done\nchange [deaths v] by (1)\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(Level) < [11]> then\n switch costume to (Level)\n end\nend\n\n@Trampoline\n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Place Clone At (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (trampoline1 v)\nshow\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [2]> then\n Place Clone At [34] [-97]\nend\nif <(Level) = [4]> then\n Place Clone At [-110] [-97]\nend\nif <(Level) = [8]> then\n Place Clone At [72] [-17]\nend\nif <(Level) = [9]> then\n Place Clone At [150] [-97]\nend\nhide\nset [x v] to [-99999]\n\nwhen I start as a clone\ngo to x: (x) y: (y)\nforever\n if <touching (maincharacter v)?> then\n broadcast (Bounce v)\n repeat (8)\n next costume\n wait (0.05) seconds\n end\n switch costume to (trampoline1 v)\n end\nend\n\n@Spikes\n\nwhen flag clicked\nhide\n\ndefine Place Clone At (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nshow\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n Place Clone At [50] [-97]\nend\nif <(Level) = [4]> then\n Place Clone At [130] [-97]\nend\nif <(Level) = [6]> then\n Place Clone At [89] [-97]\nend\nif <(Level) = [8]> then\n Place Clone At [130] [-97]\nend\nhide\nset [x v] to [-99999]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I start as a clone\ngo to x: (x) y: (y)\nforever\n if <touching (maincharacter v)?> then\n broadcast (Die v)\n end\nend\n\n@Laser\n\ndefine Place Clone At (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nshow\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nStart Laser Again\n\nwhen I receive [reset v]\nerase all\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\ngo to [back v] layer\ngo to x: (x) y: (y)\nset [timer v] to [0]\nforever\n set pen color to (#ff2222)\n set pen size to (1)\n erase all\n pen down\n repeat (10)\n change y by (250)\n change y by (-250)\n change pen size by (3)\n wait (0.1) seconds\n change [timer v] by (1)\n end\n if <(timer) > [15]> then\n broadcast (Stop Laser v)\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\n\ndefine Start Laser Again\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [3]> then\n Place Clone At [0] [120]\nend\nif <(Level) = [5]> then\n Place Clone At [2] [120]\nend\nif <(Level) = [6]> then\n Place Clone At [3] [120]\nend\nif <(Level) = [7]> then\n Place Clone At [-55] [120]\nend\nhide\nset [x v] to [-99999]\n\nwhen I receive [stop laser v]\nstop [other scripts in sprite v]\nerase all\nwait (1.5) seconds\nbroadcast (Start Laser Again v)\n\nwhen I receive [start laser again v]\nStart Laser Again\n\nwhen I start as a clone\nset volume to (50) %\nforever\n wait (0.5) seconds\n play sound [zap sound v] until done\n wait (0.5) seconds\nend\n\n@Imposter\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\ndefine Place Clone At (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (walkcolor0001 v)\nshow\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [2]> then\n Place Clone At [90] [45]\nend\nif <(Level) = [3]> then\n Place Clone At [90] [-90]\nend\nif <(Level) = [7]> then\n Place Clone At [50] [-20]\nend\nhide\nset [x v] to [-99999]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I start as a clone\nchange [color v] effect by (pick random (25) to (175))\ngo to x: (x) y: (y)\nPatrolling Around\n\ndefine Patrolling Around\nforever\n repeat (25)\n point in direction (90)\n change x by (5)\n next costume\n end\n switch costume to (idle v)\n wait (0.5) seconds\n repeat (25)\n point in direction (-90)\n change x by (-5)\n next costume\n end\n switch costume to (idle v)\n wait (0.5) seconds\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [6]> then\n play sound [walk v] until done\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (maincharacter v)?> then\n broadcast (Die v)\n end\nend\n\n@Smasher\n\nwhen flag clicked\nhide\n\ndefine Place Clone At (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nshow\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [5]> then\n Place Clone At [206] [50]\nend\nif <(Level) = [9]> then\n Place Clone At [2] [50]\nend\nhide\nset [x v] to [-99999]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I start as a clone\ngo to x: (x) y: (y)\nSmash Down (y)\n\ndefine Smash Down (y)\nforever\n repeat until <touching (ground v)?>\n change y by (-2)\n end\n broadcast (PlaySmashSound v)\n wait (1) seconds\n repeat until <(y position) > (y)>\n change y by (5)\n end\nend\n\nwhen I receive [playsmashsound v]\nset volume to (50) %\nplay sound [crash metal v] until done\n\nwhen I start as a clone\nforever\n if <touching (maincharacter v)?> then\n broadcast (Die v)\n end\nend\n\n
Use arrow keys to play the game left and right to move, and up to jump. Avoid traps, don't touch imposter, and don't fall off the platform.